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BorisBlade
2011-04-13, 05:49 PM
(if you have A.D.D. you can skip to the bottom for the TL/DR version)

I've always liked using the faster moving vehicles for a more hit and run or attack from range style of vehicle fights. The deliverer is godly at this, but requires two gunners and isnt quite as fast as it used to be and is no where near as fun to drive as a thresher.

Which brings us to the empire specific buggies. They are very fast, but lightly armored. However, they are not good for ranged attacks so you have to move in close to use them effectively. But they arent designed for burst either so you cant really do hit and run very well either.

Then is the problem of finding their design goal. Is it hit and run? Is it high AV or high AI or medium effect on both? Whats the reason i would want to use this over another two man vehicle (3man in the case of the TR).

To this end lets look at what each has and options for changin them. For a new PS game.

**Thresher**

This is how a buggy should be, fast and very maneuverable. You can easily maneuver thru trees and around obstacles and corners. Its what all buggies should feel like. But much of that comes from being able to do slight strafing adjustments to fine tune your steering. This isnt possible on the other buggies so getting their steering to handle very well without the strafe will be very important.

Its armor is very low but feels balanced with its good speed/handling and ability to hover over water.

Its weapon, the orbs move way too slow. They must be sped up alot, closer to what the grenades move on the marauder. you cant hit anything at range that moves. The av damage seems fine when you do hit tho. Its AI damage is prob a bit low and could be buffed a bit, takes way too many orbs to kill one person even hitting dead on. Maybe splitting the AI/AV damage into two modes. AI mode fires in an arc but does more AI damage than current but less AV. AV mode has the straight trajectory, same AV as current but less AI. The sped up projectiles help shots land much more easily at range. And also functions as a poor mans AA, its faster shots allow you to not be a sitting duck to air but obviously will not make you any kind of AA weapon, just more of a "keep em at bay while i run away" weapon.


**Marauder**

The marauder is in a unique situation, 2 gunners. If you have two gunners, get a deliverer, period. There is never a time you want a marauder over a deli. If you dont understand how insanely good a deliverer is, you are really missing out. (most people dont) The other thing, you can get two marauders, or 3 vanguards/magriders with the same people. Its just absurd. That second gunner must be all gravy, as in if you dont have it you still work as well as the other two buggies, or its mandatory and just bad design.

Its armor is the highest of the buggies but considering how low buggy armor is, and how you get hit much more easily and cant maneuver as well as a thresher, it doesnt really help.

The weapons arent too bad. Its grenades are ok, The arc needs to be flattened out like the thresher. Let it be the AV mode. Then have the 12mm usable by the same gunner in secondary mode for AI. (or maybe a modified version of it) The second gunner seat would be removed. This finally gives the TR a good two person AI/AV vehicle. The 12mm would allow for the same half-ass AA that the thresher would have.


**Enforcer**

This is the one i have the least time on sadly. Its a very AV centered vehicle. Its AI is actually high as well. The weapon on this vehicle is probably the best but still is flawed in several ways.

Its armor is ok, and does suffer the same control issues as the marauder and should be tweaked too.

The weapon, great AV. I havent had enough runs to judge the projectile speed. But it may not need changed considering its current damage output. Its AI is odd, and should prob instead have a secondary gun for AI purposes. A modified gauss cannon or somethin, which could also function for AA.

-----

*overall buggy changes*

Speed and handling - The buggies need a speed boost. Currently the old CSHD system gets wonky the faster you move and can cause warping and other illusions between what you see and whats going on due to lag and other problems. This will prob be much less of a problem with the new PS. So boosting the speeds up shouldnt be as much of an issue. If its gonna be lightly armored, it needs to be fast to make up for it. And as mentioned the handling on these vehicles should be about as good as it gets for ground vehicles.

**Adding Flavor/uniqueness**

The buggies need to bring somthin to the table thats unique and fun. They should be a nice visible part of every fight, not just on battle islands or when you have no tech. You should still want to pull them even if you have tech plants.

Look at the sunderer. its "cool factor" is its ability to bypass teh base shields and its very cool EMP blast. Combined with its armor makes it a great door buster or tower buster vehicle. And it clears the CE and disables vehicles. You want some flavor like that in your buggies.

You can go with simple ideas like burst fire modes. You would charge in to close range on your target and unleash the burst mode that fires a hefty salvo for big damage but then incurs a rather long reload time so you have to get out as soon as you fire and get your vehicle to cover. It does allow for the very fun hit and run tactics buggies should do.

Other ideas like a shield capacitor, Say your vehicle has 1500 armor, you get a 500 armor shield that recharges to full in say 30 secs and constantly charges like a bfr (a single pistol will beat out that recharge easily), but obviously is very weak and its recharge rate is low since the shield is low. It would be great to use during a burst fire run for example.

Ive seen other suggestions such as radar immunity, or immunity to spits/auto turrets, etc. And a number of other ideas. Just little things to keep it fun and make the vehicle still desired even if you can get tanks etc.

**Summary or TL/DR version**

Overall the vehicles arent too bad, they do have varying degrees of AI/AV now, but should all be balanced with medium AV and medium/high AI. The marauder needs to be made two person, its a waste putting 3 people into the current vehicle and TR have no 2 person pilot/gunner vehicles for AI/AV. They all need viable defense against air, just enough to by some time to get away. The speed needs buffed across the board and handling improved for the TR/NC. The projectile arcs need to go, atleast in av mode (or entirely if there is no av mode). Projectiles need to move at decent speeds as well so you can hit your targets at range which is key to a low armor vehicle. And finally the vehicles need a fun factor, they need to be wanted even if you have tech plants. Burst/salvo modes are very cool as well as small shields or a host of other ideas.

--

So if anyone else has any ideas, lets hear em. Thats a simple breakdown if the current vehicles made it into ps2. Its not a total revamp idea. Even with an all new game the ideas still hold up for a general theme.

And yeah i totally forgot the harasser. it needs some lovin too, but that will have to wait til another thread unless you guys have some ideas for it.

Goku
2011-04-13, 06:15 PM
I like these ideas a lot. The Enforcer always had a special place in my heart. I enjoyed having the vehicle for getting A to B, since it was quick and could take a few mines. Though using it anywhere but battle islands starts to be a issue as you mentioned. I had good runs with the Enforcer against infantry thanks to the 1 shot kill, but that is low compared to the vanguard.

I always viewed the buggies as go in quick, do lots of damage, and get the hell out. Though that is hard to pull off with what the buggies are limited to at the moment. Perhaps doing special abilities to allow for short period of time extra fire power or faster fire rate could help. The Marauder and Enforcer could get a faster fire rate while the Thresher could make use of a stronger projectile since it is energy based for example. For a get away you could add on a nitro system onto the buggies to allow a short burst of speed to get out of harms way as well. All that could make for effective use of taking out targets, but not staying in the battlefield as long as a tank.

One thing I would of always liked to see buggies do is chasing down damaged tanks and taking them out. Yet due to the damage output even if you catch a enemy tank off guard you will still be killed due to the tanks superior DPS and even if it has a third of its health. If the changes are properly made you could have a group of buggies going around searching and taking out enemy armour columns that are repairing. Even if you do not take out everything you can get away and do a good amount of damage. It will make going back to the base to heal up for better cover more important then oh lets go behind this hill and we will be safe as it is currently in game.

Is this BorisGT? I remember him being in a prowler often. Not sure if he was gunning or driving, but he was good at whatever position he was. My VG was on the receiving end quite a few times.

FortunadoAE
2011-04-13, 07:38 PM
You're absolutely right about the TR being in an awkward spot due to different personnel requirements for their vehicles. Those should all be the same across all empires.

I always thought the Harasser was really fun to drive. I think they should bump up its power and implement some of the uniqueness ideas into the empire buggies. So you'd use the Harasser to harass, and the empire-specific buggy for more specific roles.

Peacemaker
2011-04-13, 10:43 PM
All the buggies should not detonate mines, except for the skyguard. I disagree about the thresher's AI needing a buff. It only takes 2 or 3 hits to kill. Increase the speed, give it a nitrous boost, and give it high burst damage but low DPS.

To balance it out properly I think MBTs need speed nerfed, and reload lowered but damage increased. *also the magrider main gun needs a major change, its long distance capability gives it too much power*

I very much agree that the TR vehicles idea of "More people to equal DPS" is retarded. One of the worst balance ideas from PS. It just never works. Not in game anyway. On paper it does, but we don't fight on paper do we?

Geist
2011-04-14, 12:51 PM
I've always liked the idea of TR being the "I kill the enemy through overwhelming firepower!!!" You know, where the TR have the potential of doing a lot more damage with their high rof than the other factions, but they have to hit every shot on somewhat inaccurate weapons. However, I never really got that feeling except with the MCG and the Stryker. I surely hope that PS:N fixes what I see as a nearly debilitating problem with TR vehicles.

Other then that, i agree entirely with changing the buggies to be more "HIT AND RUN!!!" instead of miniature versions of the Empire-Specific Tanks that they seem to be now.

BorisBlade
2011-04-14, 07:58 PM
Is this BorisGT? I remember him being in a prowler often. Not sure if he was gunning or driving, but he was good at whatever position he was. My VG was on the receiving end quite a few times.

No, actually the name is from my TR toon Borisblade-k. I also had a borisblade NC side but never really played that specific toon, i play a little bit of every faction now. The TR one was my main. Was hardcore the first two years on him. I was mostly leading and driving, not gunning. But yeah i know GT, got a couple of tells from him tellin me people thought he was me.

--

Yeah the main goal is to give them a role, even if you can get tanks. The 'barage" is what i meant for the hit and run aspect. Sorta like the aurora does with its burst mode. But maybe even more powerful but at the cost of a really long reload which leaves you defenseless so you have to literally hit and run or you get gibbed. The projectile speed is a biggie too, you gotta hit stuff at range, your armor is pathetic. For example a vanguard kills you in three hits in your thresher, with a decent overkill too. And that vanguard has 5000 armor compared to your 1200 and it can attack aircraft (and as a 20mm its the best versus air of any tank). So thats the consideration now, just no point in using an enforcer if you have a tech link.

Make em good at range, good at hit and run, and very fast. Unique abilities, and make em fun to drive. If you get a good driver who can stay at range, and use the terrain well and has a good gunner you should be able to pick off the tanks at the edges or sneak in for a fast burst fire and then speed away before they know what hit em. It sounds like a ton of fun to me if done right.

Firefly
2011-04-14, 08:05 PM
BorisBlade from the Trimmers, amirite?

I like the Marauder. I wouldn't fix it for anything, because you can't fix perfection. The Enforcer, I thought the weapon on it was laughable. The Thresher? Come on... that's about as funny as the Beamer.

Though on a side note, as a TR infiltrator I used to run around pewpewing people with a Beamer as sort of a "hey, you REALLY suck".

LordReaver
2011-04-14, 11:55 PM
The Enforcer needs a smaller COF and maybe something against it to prevent it from becoming a sniping machine. Seems like a lot of people don't like the low visibility in cockpit view either (I kind of like it).

The Thresher is better than the Marauder if the gunner can actually hit with it. Then combined with the hovering, and you easily have the best buggy. If you think they are a joke, you have clearly never seen what one can do.

The Marauder is good, maybe make it easier to see when you are getting attacked by one. Also, it's engine sounds needs a buff hahaha, I used to own a gas powered golf-cart with a heavier sound than that.

DviddLeff
2011-04-15, 02:58 AM
The buggies are pretty good as is; however they should all be available without a techplant (Skyguard included).

If they had a BFR style weapon customisation scheme (https://sites.google.com/site/planetsideupgradeproject/phase-3/vehicle-hardpoint-system) then you could kit out your buggy to be dedicated AV/AA/AI.

If a crew really use the vehicles speed to their advantage, hitting targets and then moving then a good crew should be able to take down almost any target. Few people can currently do this, but most buggy drivers seem to try and take on tanks head to head, which will never end well. With the customisation system the buggies could be tailored to the role needed, just as we see with modern day military light vehicles.

TRex
2011-04-15, 05:01 AM
A slightly different angle on this , and inspired by c&c red alert 2 , is the apc thingies than when a grunt enters the vehicle it becomes an ai apc, an engineer gets in it becomes a repair vehicle.

In planetside I thought, looking at the sunderer ,( or coffin on wheels )and how maxes entered but never had any use other than transportation to next inevitable blowing up.

What if you took the basic concept of the 2 and combined them into buggies. The buggy could be common pool , have a driver and a gunner , but the rear slot would allow a max to enter (on a separate hit box ) and use their offensive weaponry and be able to spin around turret fashion. If you used my idea of changing the AI max to a support role , the buggy could be a fast moving repair station .

It could give the AV max and AA max more of a mobile , more survivable role . Something like a marauder as common pool , but interchangeable roles on the fly . The common pool buggy , with the max would then turn into empire specific.

Peacemaker
2011-04-15, 01:38 PM
God please no on two points

1. Making sky guards non tech.
2. Making AA Max's "More survivable"?????

Seriously people. THERE IS ENOUGH AA IN THIS GAME. As it stands now 90% of the time you cant get within a mile of a base under siege (esp playing TR)

DviddLeff
2011-04-15, 01:45 PM
The only aircraft that should be spending any significant time over an enemy base are the lib and the gal; to drop off either ordinance or infantry and then escape. The mosquito should be used as recon, spotting the AA and bugging out. The reaver should be hitting armoured targets out in the field, not camping doorways.

Ground based AA should be defending ground forces, if you have aircraft at the flight ceiling they should be hard to take out using Maxs or skyguards.

TRex
2011-04-15, 02:23 PM
Seriously people. THERE IS ENOUGH AA IN THIS GAME. As it stands now 90% of the time you cant get within a mile of a base under siege (esp playing TR)

If there wasn't mass use of air , then there wouldn't be a mass use of AA . You get xp for kills , Logic 1 on 1 -the more air is used , more will cert AA to get kills that way.
I don't use maxes , howether I want them to be used where they fit a role outside of bases . AV maxes are not great in their present form , but could be much more useful if they had mobility.
AA maxes are a different story , they are effective , but like I said , their mass use is a direct result of Air being so easy to mow down infantry ad hoc.
I hope with the new flight mechanics of PS:N that it gives better useage of air cavalry high up in the air vs other air cavalry , and AA is more against direct threats to a base or LLU .
Selective specialization , reduced cert availablility hopefully will bring the use of AA and Air cavalry down to more moderate levels , and we return to individuals fulfilling their roles and expertise within the tic tac toe framework , and neither being a guaranteed no-brainer xp generator .

BorisBlade
2011-04-15, 03:17 PM
The AA concerns are why i specifically stated the buggies should just have minor AA defense, aka no better than the 12mm on the marauder. Currently the thresher just dies to any air, its not even a fight. You just die period. Thats not fun in the least. You should get to atleast fight back, you may not kill the air but you can atleast get some damage in and maybe hold em off while you run away for cover amongst some actual AA. Leave the AA to skyguards and maxes.

The problem is, you need two gunners to get that very weak AA currently on a marauder. At which point a deliverer is a better choice, with much more firepower vs ground vehicles, double the armor, water crossing, far better ranged attacks, and deadly AA. (two 20mm guns shred aircraft.) And passenger slots if ya need em to boot. (the deli is a total sleeper, we went 67/2 the other night in a deli i was drivin on cyssor.)

Logit
2011-04-15, 03:45 PM
IMO the Prowler and Marauder have an advantage. Yes, they need an extra person, but that also means they can shoot multiple targets at the same time. With the Enforcer and Thresher your forced to chose. I could agree they need balancing but the general idea is that more people = more guns.

How many times have you been chased down by a plane and land vehicle? The prowler is the only tank that can defend both at once, no?

CutterJohn
2011-04-16, 03:08 AM
Buggies had/have two main drawbacks in PS.

1. Lack of survivability. Their cumbersome weapons absolutely relied on them to close on the targets, but their speed was only marginally better than that of tanks, and they had far fewer hitpoints. Mines were especially bad for their survival. Even if you could survive forays into battle you would have mere moments before you had to leave and repair.

2. Lack of a clear role. Tanks did everything they did, but did it better. More survivability, more AA capability, more armor, more AV damage, more AI damage, more splash, more effective range(aside from the NC vehicles). A buggy could kill a tank, of course, but it took a talented team to take out tanker with his randomly picked up and uncoordinated gunner, and even then plenty of luck. The only use anyone ever really came up with for buggies was LLU runs.


I would personally love to see buggies all transformed into something akin to the hovertanks of Battlezone2, with a much increased top speed, jump jets and afterburner, and a stabilized weapon mount that allows operation at high speed. Being fun to drive was the buggies one saving grace, and I can think of no vehicles that were more fun to drive than those Battlezone2 hovertanks. A coax or alternate fire for the main gun would not be amiss either.

I know you are saying the vanu are the hover faction. Well, they can have magic AG tech, and NC and TR can use jets and ground effect. RP is preserved. Any way you look at it the buggies need a significant increase in survivability to be a viable option, and just upping the speed is not going to work well on a wheeled vehicle, plus the added maneuverability of an expanded hover system would give them tactical options other ground vehicles do not have, such as jumping obstruction(perhaps even walls if done right) or evading incoming rounds, and increased speed will not work well on a wheeled vehicle, since that will just cause the turret to bounce more, making it a not very viable weapon platform. If you are still not convinced, go play BZ2. Nothing compares. :D

Tiberius
2011-04-16, 02:00 PM
I would love a skyguard/marauder combo so you can hold off air and shoot infantry with the skygaurd part and have something to use on armor too.

BorisBlade
2011-04-25, 09:31 PM
I would love a skyguard/marauder combo so you can hold off air and shoot infantry with the skygaurd part and have something to use on armor too.

Actually think about that one for a sec. If you can get that then there's no point in the skyguard or the other buggies, you just get your combo vehicle and you are done. In fact there's no point in many other vehicles if you had that.

The best designs keep the vehicles to one role, they may have other weapons that let em do a tiny bit of another role, such as the 12mm on the skyguard that lets ya do a little bit of damage to armor and ok versus infantry if you can actually hit em. But the sg's low armor and the problems of the 12mm make it crap versus infantry and its obviously junk versus armor. So while its not defenseless versus those targets its only really good versus air. That would be the design of the buggies. Possibly more so tho that they could take on armor and infantry but at the drawback of little armor so they could only hit and run and work from range. They dont have teh armor and therefore none of the ability to hold ground like a tank does.

But they must also bring somethin the tanks dont, and have some advantage other than speed. You should want to use em even if you can get tanks too, when you dont need the ground holding ability of the tanks.

I'm liking the idea of the turbo boost. Esp if the phoenix gets a redo, the striker is already cake to avoid if you have any range and much cover at all, having speed combined with some cover could help with avoiding the lancer too. But the phoenix being the lame weapon it is, just hits you no matter what. Nothin makes driving hit and run buggies less appealing than somethin you cant hit nor can you run from. Buggies are just so fragile, that if you cant avoid av some you just cant last long enough to do anything. I dont want any damage reduction cheats like buggies have with mines. I think the speed and maneuverabilty combined with a weapon range increase would be enough for anything attackin ya to lower your damage intake enough to allow you to be effective. (discounting the current phoenix) It would be your driving and the terrain that determined how well you'd do.

Another thing, after runnin alot more with the marauder and enforcer lately, the guns need alot more stabilization. Esp on the marauder and enforcer, the thresher less so. You bounce around and move up and down so much because of the speed that you can have alot of trouble aiming. Some love in this area would help a ton. Also, ive noticed the enforcer does redonkulously more AV damage than a marauder with no cost to AI damage, as it still two shots anyone. Its flat out better than a marauder in every way, unless you get 2 gunners and then the marauder only better versus air, and only to fend em off not actually kill em and basically wasting a person on that crap gun. I'm sad i didnt use the enforcer more often til now. If i could do the damage of the enforcer with the marauder and thresher then i'd be set AV/AI wise.

Furret
2011-04-26, 12:03 AM
It seems the main problem with buggies is that it's much better to get a tank and still have the same speed/maneuverability but with more firepower.

If the vehicle II cert (vanguard, magrider, prowler) only came out of tech labs (might already be in the game) then buggies would be a much better option instead of getting a tank.

Buggies should be set up so that they have basically the same AV/AA/AI capabilities as the lightning, but faster, less armored, and more maneuverable. The main reason you'd want to take a buggy over a lightning is because you can completely concentrate on either driving or aiming. However, an experienced lighting driver would be able to engage the same targets with the same percentage of victory or defeat. So while the buggies would be easier to use, they would also require twice the manpower (although half the certs)

Tiberius
2011-04-26, 08:44 PM
I would rather have empire specific super buggies with everything on them than all the individual ones.

Just imagine how fun a lighter, faster vindicator/juggernaut/levaithan with a flak cannon on it would be.

Byebye reavers ^_^

Furret
2011-04-26, 08:54 PM
So more buggies with more specific roles?

I think the NC had that going in a way.

Skyguard for AA, Harasser for AI, and Enforcer for AV, although I don't believe one was much more effective than another (excluding the skyguard).

But yeah, specific roles for each buggy, leaving the tanks to be 'jack of all trades' would definitely increase the usefulness and usage of buggies.

Jamini
2011-04-27, 01:38 AM
Whoo! Buggy thread. My time to shine!

Allright, first off most of you seem to have the wrong idea about assault buggies in general. That's understandable, as they simply not as powerful as MTB and thus much less used (outside of enthusiasts like me, and folks with light scout.) Most people pick up assault buggy for the very useful skyguard and simply ignore ES-Buggies, to their detriment.

First off, we'll start by answering a few questions:

1. What is the role of the buggy.

-Answer: Harassment, Hit and Run, and chases.

Buggies, ES buggies in particular, and designed to be fast vehicles that hang around near the edge of a fight. They combine high speed with good firepower to get in, find a weakened target, snag a kill, then bugger off through the nearest forest. Their speed also makes buggies the best for chasing down wounded tanks, since nothing short of a plane can reliably escape a good buggy driver.

-Answer: Non-Tech Gunnery Vehicle

ES Buggies can be pulled without tech, and all of the ES buggies, if your gunner isn't blind, can kill a lightning or fury. While their guns are not the most accurate in the world, they are not any worse off than (most) other vehicle weapons in the game. Against most enemy vehicles, accuracy simply isn't an issue. Also, since the driver can focus on driving and the gunner on gunning, it makes the ideal for taking out other light vehicles.

-Answer: Light Ground Transport

The biggest strength of the buggy, however, is it's capability to transform from a mid-health two-man AV platform to a pair of infantry in REXO within less than a second. When driving a buggy, bring rexo. The driver (and gunner) should not have any problem bailing out and pulling jammers+AV or HA depending on the target. For this reason especially, buggies are ideally suited for obliterating infantry using hills as cover. (I'm looking at you, TR!)

Buggies are also exceptionally fast, making them the best for LLU runs, or transporting people who do not have aircraft certified.



2. Are these guns even useful? (A.K.A. How to use each buggy.)

-The Harasser
Light, fast, and invisible to radar. The harasser is little more than a 2-man mosquito that lets you bring rexo to the party instead of giving you a radar. Still, it does not require tech and compared to most ES buggies it's the second-best thing if you are worried about mosquitoes.

Honestly, the best use I have gotten out of a Harasser is using the trunk for extra inventory when setting up a sniper nest and bailing on ridge campers with HA (solo or with a partner) The Harasser is NOT a good combat vehicle, and I don't really recommend using it much unless you really need the radar invisibility.

-The Enforcer
Ahh, my baby. Reading the comments that some of you have been putting down about assault buggies makes me wonder if any of you ever actually gun the Enforcer. It's weapon has a similar range and speed of a deci, and a two direct (or three splash) hits on infantry mean a clean kill. It's AV capabilities are not shabby either so long as you lead your targets a little.

The only real disadvantage is the enforcer is totally helpless against aircraft. Which rather sucks for a NC Buggy user when they pick the wrong vehicle. (Protip: you always have the wrong vehicle.)

-The Thresher
I love this thing.

No seriously, even as NC I love this thing. During all-empire vehicle events it's pretty much the only thing you will see me in, driving it. It's probably the best-designed buggy for harassment in the game.

The thresher is fast, mobile, and agile. It can get places that no other vehicle can at speeds no other ground vehicle can match. The orbs chew through infantry with direct hits, and the AV damage is spectacular. The only real problem is that the travel speed of it's main weapon is very, very low.

Good thresher gunners can drive off chasing aircraft, and good drivers can sidestrafe some of a reaver rocket clip. However, it still has a rather hard time against air.

-The Marauder
While it's slower and clunkier than the other ESbuggies, it's still a buggy. This alone makes it much faster than any other comparable vehicle. (Except delverers over water.) The biggest thing that changes a marauder however, is the number of gunners you have while driving it.

--1 Gunner: Ground pounder
Much like the enforcer, the single-gunner style marauder is excellent against infantry and light vehicles, but suffers against air. It does have significantly less range than it's NC and VS counterpart, but to compensate it has more splash and higher armor.

--2 Gunners
Should a marauder get a second gunner (even a greenie) quite suddenly it becomes much more deadly. While the pounder has decent AI, the 12mm can kill infantry in seconds as well as giving the marauder some cover against air. Yes, that gunner would probably be better in another vehicle. However, most people who are gunning are not planning to pull a vehicle of their own anyway, and quite frankly if somebody is getting into a 12mm seat, there isn't a better option.

Also, two gunners means that should you bail, you have THREE rexos to attack that ridge with HA/Destroy that reaver with AV, rather than two.

-The Skyguard
The skyguard is different. Adding tech to a base changes the game entirely for buggy users. MBT's are more powerful and more heavily armored than buggies, making them the much better choice for larger fights. However, all MBTs (even magriders) have one major weakness: Massed aircraft.

This is where the Assault buggy niche really shines. Skyguards provide support (and often additional healing) to an armor column, keeping the air clean of obnoxious air whores (which are everywhere. Seriously, the reason there is so much AA in this game is because everyone and their dog have aircraft certified) Generally staying back and skirting the edge of a fight, Skyguards are an important and well-known fixture of the PS battlefield.

3. How would you improve each buggy?

Assault buggies are not perfect, I can think of a few ways to improve them all.

-The Harasser: Give the harasser immunity to mines. Simply put, it cannot set off any mine except an EMP mine. This would give it a nice on the battlefield, allowing teams in harassers to attack areas that are heavily seeded with CE where other vehicles dare not tread.

-The Enforcer: Improve the up and down angle of the gun. Keep it the same, just allow the gunner to shoot a little higher and a little lower (~10-20 degrees more than current). Also increase projectile speed by half again to double.

-The Thresher: Vastly speed up the orbs. Make them move close to Leviathan orb speed.

-The Marauder: Flatten the arc of the morter and reduce the profile of the vehicle slightly.

-The Skyguard: Remove tech requirement.

Also Add

-A new Common-Pool MBT with a 20mm and Wasp-Style missile launcher. This would, naturally, require tech.

Goku
2011-09-21, 01:36 PM
I'm bumping this, since we are in the middle of the 1 man driver/gunner issue and if buggies maybe making a return or not. I found this thread to have pretty good suggestions.

FIREk
2011-09-21, 01:48 PM
I found this thread before starting mine, but decided to make a new one, since this thread is older than any information about PS2, and at least the first post didn't touch the AA aspect of buggies. ;)

Goku
2011-09-21, 01:51 PM
This already had a discussion going with ideas. It was worthwhile in my opinion.