ZDub 303 wrote:I know people are probably gonna flame me for saying this but I think AV needs to have damage degradation over travel time.
Something like: (just for example)
100% of damage until optimal
smooth dropoff from optimal until effective at around 40% of damage at max effective.
smooth dropoff from effective to around 5% at the edge of max range.
Railgun turrets should do the exact same damage as std forge guns but have ~40% more range.
In this way, yes you can camp on a high tower and forge snipe all day, but you pay for it in less damage.
This creates a dynamic where if AV can get in closer they can deal massive damage to tanks. Also, dropships can fly out of effective range as well, but if they get close and they arent careful they get pwned hard.
What this does is make it so tanks can get in close with their infantry team mates and AV will need to get into the fray as well to effectively take down a tank. It also gives tankers a chance to retreat if things get dicey.
In terms of variants, I think we need to normalize it a little. (these are just examples, tear me apart if you like, just tossing out an example/idea... its not like these are final numbers)
Breach should have lower range and slightly higher damage.
+40% damage vs std variant
4s charge time
4 round clip - max ammo 16
Splash radius 0.5m
Optimal Range: 80m
Effective Range: 140m
Maximum Range: 280m
Std should remain fairly similar to how it is but slightly faster and more rounds due to range nerf
3s base charge
6 round clip, max ammo 24
Splash radius 1.5m
Optimal Range: 120m
Effective Range: 180m
Maximum Range: 320m
Assault should be a lower DD high splash anti personelle variant. I know we all hate it but it makes sense, esp given that heavies only have two weapons.
It should do something like (at proto)
800 Direct Damage
350 Splash Damage
2s base charge
3.5m blast radius.
8 round clip, max ammo 32
Optimal Range: 100m
Effective Range: 160m
Maximum Range: 300m
Now the range nerf would give a place for a 'Tactical' variant.
Tactical Forge Gun:
Similar damage to std
4s base charge
4 round clip, max ammo 16
Splash radius 0.5m
Optimal Range: 180m
Effective Range: 240m
Maximum Range: 360m
I don't know, just my thoughts from being on both ends. the forge gun is mostly okay, its just that you can sit there and snipe tanks from places even your fellow infantry can't get to. I think there should be a penalty for forge sniping, and the ability to snipe a dropship from 100s of meters away makes them practically worthless.
Decreasing the effective range on AV while making their up close damage very high would create a risk vs reward scenario. Yes you can whittle a tank from a place he can never touch you but you shouldn't be able to sit up there like a god and be untouchable.
On the other hand, if you can get up close and the tanker doesn't see you or can't kill you in time, you should be able to deal a massive amount of damage to a tank.
Most people will probably hate this idea im sure, this is just what i've thought of after being on both ends of AV.