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PEW JACKSON
Intara Direct Action Caldari State
14
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Posted - 2013.08.31 23:19:00 -
[1] - Quote
I would love the ability to turn the tide of the battle by destroying null cannons.
First the numbers. Null cannon HP 12,500 shield 75,000 armor They also have the same resistance as the CRU's have against small arms fire. Remote explosives should be allowed to damage installations, supply depots, CRUs, and Null cannons. Only when held by the enemy team.
I think it'd be cool to be able to damage the enemy MCC also. All types of damage besides null cannons will do 40% All AV besides grenades should be effective against the MCC since it is a giant fortified autonomated vehicle.
Here's a crazy scenario:Skirmish on Manus Peak with the enemy team holding [B] and [C] whie the friendly team advance from [A]. Half of the friendly team has gone DEMO squad with scouts & logi RE finatics. They all converge on an enemy null cannon after a perfectly timed OB. With military precision, they all place REs on the objective and detonate leaving the Null Cannon at roughly 60% hp. They pick off anyone unfortunate enough to spawn on the objective, restock, rinse and repeat twice more to destroy the objective.
Now the fight has turned into a pretty even fight now that the enemy team's infantry are more focused on keeping the DEMO squad off of the objective. The damage to both MCCs won't determine this fight with both of the remaining Null Cannons captured. A member of the other team calls in a well-fitted Maddy to change the tide once again. The Maddy starts hammering the DEMO team's MCC just enough to get their team the lead.
This would be great to see in 1.5 with the Vehicle rework. Scouts would kinda have a niche until they're properlly fixed. Small things like this would open up ways for countless tactics, clutch wins, and just plain ole "steal" fights.
(spaced so wall o text won't make eyes bleed)
Flame or discuss, but I'd like some feedback on this |
Thurak1
Psygod9
110
|
Posted - 2013.09.01 02:14:00 -
[2] - Quote
Would be pretty cool to be able to take out objectives with my forge gun. It would take quite a few shots but at least it would be doable. |
KING CHECKMATE
Bragian Order Amarr Empire
778
|
Posted - 2013.09.01 03:45:00 -
[3] - Quote
PEW JACKSON wrote:I would love the ability to turn the tide of the battle by destroying null cannons. First the numbers. Null cannon HP 12,500 shield 75,000 armor They also have the same resistance as the CRU's have against small arms fire. Remote explosives should be allowed to damage installations, supply depots, CRUs, and Null cannons. Only when held by the enemy team. I think it'd be cool to be able to damage the enemy MCC also. All types of damage besides null cannons will do 40% All AV besides grenades should be effective against the MCC since it is a giant fortified autonomated vehicle. Here's a crazy scenario:Skirmish on Manus Peak with the enemy team holding [B] and [C] whie the friendly team advance from [A]. Half of the friendly team has gone DEMO squad with scouts & logi RE finatics. They all converge on an enemy null cannon after a perfectly timed OB. With military precision, they all place REs on the objective and detonate leaving the Null Cannon at roughly 60% hp. They pick off anyone unfortunate enough to spawn on the objective, restock, rinse and repeat twice more to destroy the objective. Now the fight has turned into a pretty even fight now that the enemy team's infantry are more focused on keeping the DEMO squad off of the objective. The damage to both MCCs won't determine this fight with both of the remaining Null Cannons captured. A member of the other team calls in a well-fitted Maddy to change the tide once again. The Maddy starts hammering the DEMO team's MCC just enough to get their team the lead. This would be great to see in 1.5 with the Vehicle rework. Scouts would kinda have a niche until they're properlly fixed. Small things like this would open up ways for countless tactics, clutch wins, and just plain ole "steal" fights. (spaced so wall o text won't make eyes bleed) Flame or discuss, but I'd like some feedback on this
OP.
Even if you idea has basis and IS pretty thought up think of this: MANUS PEAK Game starts , 1 team calls out 4 tanks. Take C, destroy B and A. Game over.
Im gonna admit you had something there for a moment, but giving Forge gunners and Tankers more power is just not what this game needs at the moment.
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Thurak1
Psygod9
114
|
Posted - 2013.09.01 03:50:00 -
[4] - Quote
I hate to say it but yes especially given that there is a militia heavy frame and militia forge gun it would be pretty easy and cheap for 1 team to all drop as forge gunners and take out objectives. |
Nonya Bizznizz
DUST University Ivy League
31
|
Posted - 2013.09.01 05:26:00 -
[5] - Quote
I think this would be cool, but hat if a pilot calls in a dropship to drop a DEMO squad on top of the enemy MCC over and over until it just blows? Your idea is actually amazing and adds more strategy to the "thinking mans shooter" but some body could just camp at a SD with a Maddy and feed the enemy MCC missiles. Missiles aren't very tasty. |
Meeko Fent
Seituoda Taskforce Command Caldari State
753
|
Posted - 2013.09.01 05:56:00 -
[6] - Quote
Only OBs and Concentrated Tank fire (I.e., 2-3 tanks with rails firing at once) to kill a objective.
Me like. |
PEW JACKSON
Intara Direct Action Caldari State
17
|
Posted - 2013.09.01 12:10:00 -
[7] - Quote
KING CHECKMATE wrote:
OP.
Even if you idea has basis and IS pretty thought up think of this: MANUS PEAK Game starts , 1 team calls out 4 tanks. Take C, destroy B and A. Game over.
Im gonna admit you had something there for a moment, but giving Forge gunners and Tankers more power is just not what this game needs at the moment.
Game not over. Other team makes a organized push on the objective with 5 Proto/ADV av to whipe out the tanks. Take [C] from enemy team, and now it's a fight over the last Null Cannon. |
PEW JACKSON
Intara Direct Action Caldari State
17
|
Posted - 2013.09.01 12:12:00 -
[8] - Quote
Thurak1 wrote:I hate to say it but yes especially given that there is a militia heavy frame and militia forge gun it would be pretty easy and cheap for 1 team to all drop as forge gunners and take out objectives.
Null Cannons won't give WP upon destruction. All the MLT heavy team would be doing is turning the game into a HUGE Ambush match. |
Jadek Menaheim
WarRavens League of Infamy
54
|
Posted - 2013.09.01 20:30:00 -
[9] - Quote
I'm not too keen on the idea of destroying the cannons entirely, but I would be fine with the possibility of damaging a null cannon control panel with several explosives or heavy artillery. A damaged canon would fire 30% less as its fire solution protocols are damaged and a hack upon a this canon would take twice as long.
This suggestion could open up possibilities for several strategic decisions. For instance, sabotaging a canon currently in your possession may make it easier to lock an objective that is frequently contested, however doing so could be at the cost of hindering the amount of damage your controlled canons do to the enemy MCC. |
PEW JACKSON
Intara Direct Action Caldari State
17
|
Posted - 2013.09.02 19:52:00 -
[10] - Quote
Bump. |
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forteXVI
89th Infantry Division
73
|
Posted - 2013.09.02 20:48:00 -
[11] - Quote
Jadek Menaheim wrote:I'm not too keen on the idea of destroying the cannons entirely, but I would be fine with the possibility of damaging a null cannon control panel with several explosives or heavy artillery. A damaged canon would fire 30% less as its fire solution protocols are damaged and a hack upon a this canon would take twice as long.
This suggestion could open up possibilities for several strategic decisions. For instance, sabotaging a canon currently in your possession may make it easier to lock an objective that is frequently contested, however doing so could be at the cost of hindering the amount of damage your controlled canons do to the enemy MCC. 25,000 shields and 115,000 armor with turrets made to counter vehicles like long rang tanks? or dropships(I am a pilot)
they would have tons of knock back damage for dropships and a stun effect on tanks preventing them from firing at the Null cannon
anti air : Heavy accurate shock impact cannon, AOE detonation exploding near air targets to cause great turbulence Anti ground : AOE EMP spread missile, little damage but has great affect on the vehicle electronics on the ground
just an added thought haha
they would only activate on being attacked by vehicles |
lithkul devant
Legions of Infinite Dominion
44
|
Posted - 2013.09.02 21:04:00 -
[12] - Quote
Okay...the notion of actually attacking an MCC is aboslute horseshit, these are ships that are geared to go through space and blow up space ships and whatever is trying to go after them, the amount of weaponry on them would be insane. The only reason these things aren't just ripping the entire battle field a new one is because they want to control the installations and be able to destroy the other MCC faster. To even begin an assault on an MCC directly, new vehicles, new defense options, and everything else would have to be established. So lets just put this in the category of no, until the game signifcantly advances in all aspects.
For Null cannon damaging....the hps of a NULL cannon should be massive and repair hugely fast on their own, in other words it would take nearly an entire team focussing on the cannon for a solid minute to damage it, these are batteries that are supposed to be able to take out MCC's and spaceships up in the EVE universe, I highly doubt some pissant tank is going to be able to even realistically damage the paint job, even if it was a fully decked out proto tank that doesn't exsist yet. These outposts and installations are supposed to be hugely strong and viable defense points against huge ships in the EVE universe, so that being said in the EVE universe this idea really makes no sense at all. |
PEW JACKSON
Intara Direct Action Caldari State
17
|
Posted - 2013.09.02 22:06:00 -
[13] - Quote
lithkul devant wrote:Okay...the notion of actually attacking an MCC is aboslute horseshit, these are ships that are geared to go through space and blow up space ships and whatever is trying to go after them, the amount of weaponry on them would be insane. The only reason these things aren't just ripping the entire battle field a new one is because they want to control the installations and be able to destroy the other MCC faster. To even begin an assault on an MCC directly, new vehicles, new defense options, and everything else would have to be established. So lets just put this in the category of no, until the game signifcantly advances in all aspects.
For Null cannon damaging....the hps of a NULL cannon should be massive and repair hugely fast on their own, in other words it would take nearly an entire team focussing on the cannon for a solid minute to damage it, these are batteries that are supposed to be able to take out MCC's and spaceships up in the EVE universe, I highly doubt some pissant tank is going to be able to even realistically damage the paint job, even if it was a fully decked out proto tank that doesn't exsist yet. These outposts and installations are supposed to be hugely strong and viable defense points against huge ships in the EVE universe, so that being said in the EVE universe this idea really makes no sense at all.
This is DUST 514 not EVE...... Just because we are supposed to have linked games doesn't mean we have to make them identical in mechanics as well.
Your logic on why we can't attack the MCC is weak. I stated that all other forms of damage to the MCC would be at 40% of their output. We also have weapons and vehicles specifically made for anti vehicular warfare, so I don't understand why those very same weapons are rendered ineffective against a GIANT vehicle.
What's the point of putting an HP bar on a Null Cannon if you still make it nearly invincible?
I don't see anything wrong with giving players another option on the battlefield. I thought DUST 514 was a thinking man/woman's game. This would just be another tactic ready and waiting to be used by tactical players. |
KING CHECKMATE
TEAM SATISFACTION
792
|
Posted - 2013.09.02 22:14:00 -
[14] - Quote
PEW JACKSON wrote:KING CHECKMATE wrote:
OP.
Even if you idea has basis and IS pretty thought up think of this: MANUS PEAK Game starts , 1 team calls out 4 tanks. Take C, destroy B and A. Game over.
Im gonna admit you had something there for a moment, but giving Forge gunners and Tankers more power is just not what this game needs at the moment.
Game not over. Other team makes a organized push on the objective with 5 Proto/ADV av to whipe out the tanks. Take [C] from enemy team, and now it's a fight over the last Null Cannon.
You make it sound easy. Not only its NOT easy. I doubt you could do it yourself.
It IS possible, maybe,but if the 4 tankers AND the rest of the team are total random a** bluedots and fail to hold a single objective. AND if they took out 2 obj then they are an organized squad. That means Logis, Forge gunners,snipers, tanks , maybe a Logi Dropship.All, in 1 Single objective.
Yeah , Game over. |
PEW JACKSON
Intara Direct Action Caldari State
17
|
Posted - 2013.09.02 22:21:00 -
[15] - Quote
KING CHECKMATE wrote: You make it sound easy. Not only its NOT easy. I doubt you could do it yourself.
It IS possible, maybe,but if the 4 tankers AND the rest of the team are total random a** bluedots and fail to hold a single objective. AND if they took out 2 obj then they are an organized squad. That means Logis, Forge gunners,snipers, tanks , maybe a Logi Dropship.All, in 1 Single objective.
Yeah , Game over.
Again i like the idea. But you need to elaborate more when it comes to how to balance this.
Well thank you for understanding that this is just an idea. I can't balance over speculation and imagination. Pitted against random blue dots ofc the organized squad will r@pe face. Although two teams of full squads will make for an interesting game with this feature. |
Forlorn Destrier
Bullet Cluster
1519
|
Posted - 2013.09.02 22:21:00 -
[16] - Quote
PEW JACKSON wrote:I would love the ability to turn the tide of the battle by destroying null cannons. First the numbers. Null cannon HP 12,500 shield 75,000 armor They also have the same resistance as the CRU's have against small arms fire. Remote explosives should be allowed to damage installations, supply depots, CRUs, and Null cannons. Only when held by the enemy team. I think it'd be cool to be able to damage the enemy MCC also. All types of damage besides null cannons will do 40% All AV besides grenades should be effective against the MCC since it is a giant fortified autonomated vehicle. Here's a crazy scenario:Skirmish on Manus Peak with the enemy team holding [B] and [C] whie the friendly team advance from [A]. Half of the friendly team has gone DEMO squad with scouts & logi RE finatics. They all converge on an enemy null cannon after a perfectly timed OB. With military precision, they all place REs on the objective and detonate leaving the Null Cannon at roughly 60% hp. They pick off anyone unfortunate enough to spawn on the objective, restock, rinse and repeat twice more to destroy the objective. Now the fight has turned into a pretty even fight now that the enemy team's infantry are more focused on keeping the DEMO squad off of the objective. The damage to both MCCs won't determine this fight with both of the remaining Null Cannons captured. A member of the other team calls in a well-fitted Maddy to change the tide once again. The Maddy starts hammering the DEMO team's MCC just enough to get their team the lead. This would be great to see in 1.5 with the Vehicle rework. Scouts would kinda have a niche until they're properlly fixed. Small things like this would open up ways for countless tactics, clutch wins, and just plain ole "steal" fights. (spaced so wall o text won't make eyes bleed) Flame or discuss, but I'd like some feedback on this
In Skirmish 1.0, we had to successfully take out shield generators to be able to advance into a city where we would then proceed to hack null cannons to prevent them from destroying our MCC before it docked. Additionally, we could do damage to the MCC.
I want Skirmish 1.0 back, please.
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PEW JACKSON
Intara Direct Action Caldari State
17
|
Posted - 2013.09.02 23:02:00 -
[17] - Quote
It's a crying shame I wasn't around to enjoy Skirmish 1.0 :'( |
Meeko Fent
Seituoda Taskforce Command Caldari State
774
|
Posted - 2013.09.02 23:33:00 -
[18] - Quote
Do not bring back MCC damage.
Or do. It would be fun having a DS go up and pewpew at the MCC, but then Sniper tanks will explode the MCC faster then the null cannons do. |
Forlorn Destrier
Bullet Cluster
1522
|
Posted - 2013.09.02 23:51:00 -
[19] - Quote
PEW JACKSON wrote:It's a crying shame I wasn't around to enjoy Skirmish 1.0 :'(
Be patient, young merc, I hear tales that the elders are considering a rebirth at some point... |
Forlorn Destrier
Bullet Cluster
1522
|
Posted - 2013.09.02 23:54:00 -
[20] - Quote
Meeko Fent wrote:Do not bring back MCC damage.
Or do. It would be fun having a DS go up and pewpew at the MCC, but then Sniper tanks will explode the MCC faster then the null cannons do.
No they won't. We could shoot the MCC with tanks that were significantly more powerful than the ones we have today and we barely helped scratch it. |
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