You could just drive the damned rhino if you wanted it to last.But you couldnt resist that sweet xp from the cap point right?
Oh come on now. This topic has been beaten to death already. Currently you either need someone full time driving around the rhino or multiple people guarding it at all times to even have much of a chance at keeping one alive. Even then you can just crash something into the transport, jump out and nuke it before it can get away. Driving it around or guarding it grant you almost no XP and very few people are going to do unrewarded tasks. Also - it's fucking boring. I don't see any problem with a change that should make the game more fun for all involved (other than the melta suiciders i guess). Transports staying alive a bit longer = more people in the action more often = more fun for all.
Nerfing normal melta? Sure I can see it, Stops a single guy rushing a tank/transport and borking it in the 3 seconds it took to turn after they rammed your vehicle. If they nerf Multi melta...why? MM is already wildly underused because of multiple reasons. Melta + Melta bomb is just better Tacs can at least capture A Krak grenade is nowhere near as effective as the Melta bomb Tacs + Fire dragons are more mobile and might actually survive a melee encounter MM turns like a sleepy hutt If you think that double the range is a decent trade off? No. no it isn't. MM and being a devastator/havok is asking for something to either run you over or just side step you. The damage is one more point of status at max range and two more at close range. Give us a reason to use the MM instead of high speed melta antics. One thing I am ok with is better regen on vehicles, at least as it seem repair packs and things aren't going to be in the game again. Current regen on vehicles basically means you have to stay out of any form of combat (and a single HB round will reset the regen timer start) for several minutes. In many cases so long that you might as well sacrifice it and spawn another one.\ Edit add: They do need to give more incentive to drivers for getting credit in xp for keeping the vehicle alive. A good driver can keep your transport alive for very long even in the current melted butter tank armor mode
So... is the melta nerf going to affect killing infantry with the meltagun? Because that would make me sad.
all of the above as said the time for a vehicle to regen sounds like its the same to just respawn one .. not really an incentive for driving around the map away from the point where it was needed to spawn the zerg closer .... and add the fact that tbh .. a respawn + sprint is almost as fast as spawning from a transport that is no where near because 'we are trying to keep it alive' if there is one waiting to be spawned screw that one lol this game does not reward 'waiting'
Normal Melta's do need a reduction in AV damage. Fire dragons can basically chase you down and melt you. Plus there is the issue of hitting some map artefact that stops you and then get melted. Driving around in circles in many maps can actually be challenging itself. As discussed in another thread there should also be rewards like in capture points for driving/operating guns in tanks. Multi melta and equivs are probably okay. they are suppose to be powerful, and as mentioned by another, you get no bomb/sidearm.
i would add heavy impact damage so at least Eldars would stop to abuse of their vehicles and people would start to drive not like in a carmageddon game. And yea nerf melta, it is not possible that a tank last 5 seconds, that is the time with a melta ongoing actually, instead if you fire cannons, quadguns, laser rifles, everything else you need way more, so i would lower the dmg (or rise a lot the cooldown) and lower the time for it to start to fire so it could be used vs infantry.
Reducing melta damage may incourage people to actually use multi-melta (which right now is basically the same shit but bulkier, so whats the point). That sounds fair enough. BUT that should be done in conjunction with a fix for Eldar tanks (read: nerf).