Takahiro Kashuken wrote:Iron Wolf Saber wrote:Churning in my head a bit on how to make AV 'threatening' to vehicles considering that I just went a round where I parked a maddy and just ate everything shot at me by infantry. (approximately ate about 15 av shots and only got to half armor and didn't have hardener so there may be a number adjustment needed regardless)
As we all know the pendulum keeps swinging back and forth and now the pendulum is back in tank's favor in terms of infantry av vs tanks the problem I honestly feel is that throwing the numbers back is going to constantly just keep the pendulum swinging back and forth.
So what if we gave all the current AV weapons some form of 'debuff' that would hurt the targeted vehicles in ways they don't need to be hurt.
For example a Plasma Cannon shot becomes sticky and does its damage to the attached vehicle (or unlucky infantry) that get directly struck by it?
Forge guns slam so hard they disrupt hardeners biting into a second of effective up time remaining and increasing cooldown by a second for that cycle
AV grenades could lock up vehicle modules from activating. (this would require limiting the grenade to 1 throw)
Swarm Launchers slowing down vehicles?
These are just examples but there are plenty of legs on the stool to kick out aside from HP. like regen, shield delay, sensors, turret cooldown rates, ammo reserves the list goes on. Come up with your own that you might think would make them a viable threat and useful alone or in groups.
lolno
How does a FG disrupt something thats inside a vehicle?
How does a nade lock up a switch?
How does a swarm slow down a vehicle?
Just more bad ideas again from infantry
If you want EWAR and webs and neuts and tracking disruptors then add in capacitors for all vehicles, copy and paste from EVE all the mods/skills and transfer into DUST
1. You should say how would instead of how does.
2 You can apply the same weird logic to what you're proposing.
How does EWAR and webs and neuts and tracking disruptors work if they're not in dust?
How does a capacitors for all vehicles work in dust when there isn't one
3. The following is the answer to the 3 questions you asked: when CCP adds code for it to work like that; it can be done using math.
Furthermore, one could just make up an explanation for how and why these weapons could specifically do such things to a vehicle.
The forge-gun's massive kinetic force coupled with the radioactive metal launched at hypersonic speeds, cause hardener's to use up a bit more energy and the vehicles' processing power to give the same level of protection.
The explosive ammo used for the swarm launcher is also packed with explosive-resitant nanines encased in a scify tar-like substance that invasively work to work to impepede a vehicle's mobility.
For the nade disabling an active module, I don't support it for various reasons.