Temias Mercurial
ANGEL FLEET
12
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Posted - 2014.03.15 04:29:00 -
[1] - Quote
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.
15 av shots... that's really hard to believe, unless you had an extremely high rep. Even militia forge guns will put a dent into tanks, unless they have a high regen, which could receive adjustments. Perhaps a 2/3 (this is just an estimate, not saying it should be 2/3) reduction to shield regen/armour rep when hardeners are active, just so they don't sit there and IMMEDIATELY start recovering? I like the ideas of specific weapons effecting certain aspects of vehicles, but to simply balance tanks, to have a significantly reduced regen/rep would do wonders. If this same penatly was applied to dropships, it would cripple them. Maybe we could have two hardener types. Heavy Hardeners, strictly for tanks or very difficult to fit on anything else, and Light Hardeners for LAVs, dropships, future ground MAVs, and light ships. Heavy Hardeners could have the penalty for the same current reduction in damage, along with reduced overall regen/rep, while Light Hardeners could receive little to no penalty (like a 15 - 20% reduction, just for estimation). We already have Heavy and Light Extenders, 60mm and 120mm plates, so why not Heavy and Light hardeners?
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