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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Killar-12
Molon Labe. League of Infamy
427
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Posted - 2013.08.06 16:15:00 -
[1] - Quote
Or tank insurance like ship insurance in EVE. |
Killar-12
Molon Labe. League of Infamy
427
|
Posted - 2013.08.06 18:12:00 -
[2] - Quote
Canari Elphus wrote:Colonel Killar wrote:Canari Elphus wrote: 5 GÇô AV Weapon adjustment. Right now AV weapons are designed based upon our current open map roaming of infantry and vehicles. By having more role specific sockets, we can finally adjust AV to suit it. At this point, we can talk about grenades, the plasma cannon and forge gun (swarms would be fine as is with the buff to survivability). Forge Guns and Plasma Launchers should be a short range and high damage deterrent for vehicles that get too close to a defended objective. For this, I propose that you increase the damage of the PL and reduce the projectile speed of the FG. This gives the PL more of a purpose and focuses the FG as more of an AV weapon and area denial (range for both would be decreased somewhat) for infantry and less of a sniper that it currently is. AV grenades should be much more niche and act as a support role for main AV weapons. They should have a specific use to them besides damage. I have thought a bit about this and I think that they should have more of a disabling role than outright damage. You would have grenades that are EMP style where they will disable a tanks movement for a set period of time (1 second for militia, 2 for standard, 3 for advanced and 5 for proto or however balance needs them to be) or you would have a heat grenade that would automatically raise the heat level of turrets which would require them to run through their cooldown phase before being able to be fired again. Both of these types would allow for infantry to use the grenades tactically for advancement to another point as well as give dedicated AV players a window to fire on their targets.
continued...
I'd say FG's are mid-long range but with damage equal to a railgun of similar level but have effective optimal reduced to 200m preventing siping I think current AV nades are fine but vehicle scanners need a HUGE buff to becaus they're vehicles. The reason why I want to have a diverse range of AV grenades is to help to improve tactics and make the game fun for more people. To be able to disable a tank for a short period without damaging it means that infantry can cross short distances without being killed but also means that tank drivers do not suffer the loss of an expensive piece of equipment. If you buff thanks then they can survive a few potshots but if you couple a dedicated AV person or two with those types of grenades then you can still take it out. For this game to survive, it needs to be about teamwork and tactics rather than running from point to point and small engagements. We were all drawn here because we wanted the feel of a real battle and that is what a real battle is. Its not Rambo taking out an entire squad, its tactics and discipline.
Over heat nades, No Disabling nades, yes, and there's something similar in Eve but I can think of the name Damage AV nades, yes with some tweaks though
for FG need a heavy, just reduce the Optimal range so the weaqqpon does damage at range similarly to your railgun |
Killar-12
Molon Labe. League of Infamy
427
|
Posted - 2013.08.06 19:44:00 -
[3] - Quote
Canari Elphus wrote:Killar-12 wrote:Canari Elphus wrote:Colonel Killar wrote:Canari Elphus wrote: 5 GÇô AV Weapon adjustment. Right now AV weapons are designed based upon our current open map roaming of infantry and vehicles. By having more role specific sockets, we can finally adjust AV to suit it. At this point, we can talk about grenades, the plasma cannon and forge gun (swarms would be fine as is with the buff to survivability). Forge Guns and Plasma Launchers should be a short range and high damage deterrent for vehicles that get too close to a defended objective. For this, I propose that you increase the damage of the PL and reduce the projectile speed of the FG. This gives the PL more of a purpose and focuses the FG as more of an AV weapon and area denial (range for both would be decreased somewhat) for infantry and less of a sniper that it currently is. AV grenades should be much more niche and act as a support role for main AV weapons. They should have a specific use to them besides damage. I have thought a bit about this and I think that they should have more of a disabling role than outright damage. You would have grenades that are EMP style where they will disable a tanks movement for a set period of time (1 second for militia, 2 for standard, 3 for advanced and 5 for proto or however balance needs them to be) or you would have a heat grenade that would automatically raise the heat level of turrets which would require them to run through their cooldown phase before being able to be fired again. Both of these types would allow for infantry to use the grenades tactically for advancement to another point as well as give dedicated AV players a window to fire on their targets.
continued...
I'd say FG's are mid-long range but with damage equal to a railgun of similar level but have effective optimal reduced to 200m preventing siping I think current AV nades are fine but vehicle scanners need a HUGE buff to becaus they're vehicles. The reason why I want to have a diverse range of AV grenades is to help to improve tactics and make the game fun for more people. To be able to disable a tank for a short period without damaging it means that infantry can cross short distances without being killed but also means that tank drivers do not suffer the loss of an expensive piece of equipment. If you buff thanks then they can survive a few potshots but if you couple a dedicated AV person or two with those types of grenades then you can still take it out. For this game to survive, it needs to be about teamwork and tactics rather than running from point to point and small engagements. We were all drawn here because we wanted the feel of a real battle and that is what a real battle is. Its not Rambo taking out an entire squad, its tactics and discipline. Over heat nades, No Disabling nades, yes, and there's something similar in Eve but I can think of the name Damage AV nades, yes with some tweaks though for FG need a heavy, just reduce the Optimal range so the weaqqpon does damage at range similarly to your railgun Fair enough. As I said, this isnt a 'I know everything' thread but to propose things that might make the game a little more fun and tactical. I mean a heavy with a FG moves slow, and DS'es and LAVs are nessecary to go fast. I like the disabling nades and the rest of your points about sockets +1 |
Killar-12
Molon Labe. League of Infamy
427
|
Posted - 2013.08.06 20:26:00 -
[4] - Quote
Void Echo wrote:a lot of good points... and finally, a decent conversation without trolls Trolls stay in the War Room or General Discussions. |
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