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Iron Wolf Saber
Den of Swords
11176
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Posted - 2013.12.10 23:47:00 -
[1] - Quote
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.
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Rail and Combat Rifle =// Unlocked
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Joel II X
Lo-Tech Solutions Ltd
309
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Posted - 2013.12.10 23:50:00 -
[2] - Quote
Yes.
I still want 200m on my Swarm Launcher due to Tanks' speed. Even with 3 swarm launchers locking on, we can't kill it because it runs away by the time we can get the second lock on. |
Vulpes Dolosus
SVER True Blood Public Disorder.
448
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Posted - 2013.12.10 23:52:00 -
[3] - Quote
Or, now that active mods are king, EWAR equipment.
Grenades that reduce "capacitor" (the time left on the module running).
AoE Hives/Webifiers that slow vehicles/nullify nitrus boosts(could be activated when run over at high speed
Just a few ideas.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 3; Pythons: 0; Logistics: 0; Militia: 19; Tanks: 4
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
54
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Posted - 2013.12.11 00:00:00 -
[4] - Quote
No, reduce the speed of vehicles. What was CCP thinking when they increased speed 10 fold. Doubling vehicle speed would have been a significant change. They went way over board. |
Galthur
CrimeWave Syndicate
176
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Posted - 2013.12.11 00:01:00 -
[5] - Quote
I support the PLC sticking and applying a damage in a small radius after impact, It's a really good buff for the weapon. Make it do say 50 damage per second for 10 seconds to objects within a 1 foot radius. Don't despawn until after the 10 seconds so you can use multiple shots to block infantry in tight corridors and deal real damage to vehicles thus discouraging vehicles from getting close.
Level 18 [======== ] Pure Gallente - Preferred Gamemode: PVE
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Volgair
Bullet Cluster Legacy Rising
300
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Posted - 2013.12.11 00:01:00 -
[6] - Quote
No, These effects would be better served if they were inflicted by new, non-damage based equipment or weapons. That way we could have two forms of man portable AV, Direct Damage and Spec War (e-war), mixing the two will only lead to abuse and cause that "Tank-Infantry pendulum" to have a plum point that is even harder to discern.
"Paper is OP, scissor's are fine." -Rock
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Galthur
CrimeWave Syndicate
176
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Posted - 2013.12.11 00:05:00 -
[7] - Quote
I would say proxy mines/remote explosives should slow vehicles, more specifically RE's if you preferred Proxys to do other things.
Level 18 [======== ] Pure Gallente - Preferred Gamemode: PVE
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Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
102
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Posted - 2013.12.11 00:07:00 -
[8] - Quote
Its almost like we need something to counter vehicles.... you know like how vehicles (tanks specifically) counter infantry....
Like a Rock to the scissors that is tanks....... |
Flix Keptick
Red Star. EoN.
1487
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Posted - 2013.12.11 00:08:00 -
[9] - Quote
Get ewar in: problem solved
"HP needs no buff, certain weapons need nerf. Or else all other become obsolete."
GÿåForum warrior lvl.1Gÿå
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RECON BY FIRE
Ahrendee Mercenaries EoN.
320
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Posted - 2013.12.11 00:17:00 -
[10] - Quote
No, put AV damage back where it was, give the Swarm 200 to 300m lock range with 600m travel, and scale the speed back down. Tanks go so fast now it makes my eyes hurt a bit to actually drive one at full speed. Im not sure about forges, probly put them back to pre-nerf as well. I didn't really see much of a problem with them to begin with.
Stuff....?
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1763
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Posted - 2013.12.11 00:21:00 -
[11] - Quote
I'd like my flux grenades to slow down or stop a tank, but that's mostly if CCP plans to keep current tank speed.
That or give the swarm launch a alt fire webifier thing to slow down tanks.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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knight of 6
SVER True Blood Public Disorder.
803
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Posted - 2013.12.11 00:23:00 -
[12] - Quote
I don't know about armor tanks, but shield tanks feel really good.
I can tank whatever they care to throw at me for 25 seconds after that I'm all squishy and any AV could take me down for 60 seconds. but I have my speed to save my sorry butt. the shield regen is also really good. I don't have to sit out half the match waiting for a passive regen.
and I only have 1 mill SP in them so there is much room for improvement!
shield tanking... 8/10 will do again.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Alpha 443-6732
266
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Posted - 2013.12.11 00:31:00 -
[13] - 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.
Webifiers are needed. AV grenade variants that also slow are needed. Infantry based E-War is needed.
AV =/= Completely dominate and render vehicles useless. AV = Counterpart of vehicles that combats vehicles.
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MRBH1997
Knights Of Ender Public Disorder.
51
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Posted - 2013.12.11 00:31:00 -
[14] - Quote
I like the idea of different forms of debuffs and such from AV weapons in some cases it makes sense like plasma it is just a shot of plasma and you'd think it'd have a kind of acidic damage effect. Also the force from forge guns knocking modules out for a longer cool down seems like a cool idea aswell. I do believe being a tanker myself that range should be increased a bit for swarms and that if damage will be this low that there be effects from infantry weapons that make vehicles vulnerable or weak. Something to give infantry a chance or even an advantage at points.
CEO of Knights of Ender, Pro Jack of All Traits
Corporation Website: http://koe.shivtr.com
Skype: MRBH1997
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gbghg
L.O.T.I.S. Public Disorder.
4128
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Posted - 2013.12.11 00:34:00 -
[15] - Quote
can we please not the repeat the "dropships and lavs are in a good place against AV, but tanks are a bit OP, lets buff AV. Oh look, now Dropships and lavs are dying too easily, ah well at least tanks are okay" rather than buff av, just do something about tanks specifically, dropships finally feel good again, hell all of the old dropship guys have come out of the woodwork and i have seen nothing but praise so far for the dropship changes. whatever you do, don't buff AV (well maybe buff swarms a tad), reduce tanks speed whatever instead.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
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ladwar
Storm Wind Strikeforce Caldari State
1921
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Posted - 2013.12.11 00:36:00 -
[16] - Quote
always pushing this idea IWS... nothing new here folks. just IWS normal tricks.
Level 2 Forum Warrior, retired vet.
I shall smite Thy Trolls with numbers and truth
not looking for a corp, don't ask.
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Fizzer94
L.O.T.I.S. Public Disorder.
1169
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Posted - 2013.12.11 00:39:00 -
[17] - Quote
How about an AV Weapon of some sort that deactivates all modules and reduces speed by 25%? It would do no damage, and using multiple would have the same effect as using one. Make it work like a Proximity Mine. It would use an equipment slot and have a fairly high PG/CPU cost, about as much as a scanner of the same tier.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1264
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Posted - 2013.12.11 00:41:00 -
[18] - Quote
Yes, though I also feel that we should be able to specifically target, tank tracks, lav wheels and dropship thrusters.
EWAR mods and Void Grenades too....
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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KEROSIINI-TERO
The Rainbow Effect
900
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Posted - 2013.12.11 00:44:00 -
[19] - Quote
Alaika Arbosa wrote:Yes, though I also feel that we should be able to specifically target, tank tracks, lav wheels and dropship thrusters.
EWAR mods and Void Grenades too....
Ohhh This is SO much better idea. If it's doable, that is.
Feeling the scanner is too simple and off balance?
The fix:
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The-Errorist
550
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Posted - 2014.03.07 04:30:00 -
[20] - 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.
Awesome ideas; here's what I would like them to be like:
Anti-vehicle grenades - Slow down vehicles Flux grenades and Forgegun shots - Reduce Active duration of modules by 1 second and increase their cooldown by 1 second. Missiles from swarm launchers, remote explosives, and proxy mines - Reduce armor rep rate They should also get a buff to their explosive force, so they can disrupt steering and flight even more. Plasma Cannon shots - Reduce shield regeneration rate The projectiles also becomes sticky and does damage over time to the target that gets directly hit. |
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Defy Gravity
Knights of Eternal Darkness League of Infamy
227
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Posted - 2014.03.07 04:39:00 -
[21] - 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. I like the idea of the forgegun stoping use of modules. & like sort of an EM effect upon impact with the vehical?
Amarr FW Supporter.
"I will melt you with my scrambler rifle Minmatar filth!"
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
363
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Posted - 2014.03.07 04:39:00 -
[22] - Quote
Could we get Webs already?!?
These are interesting ideas, though I think some simple DoT would be amazing for variants of weapons (and all Plasma Cannons).
Why exactly can't they program in Damage over Time abilities? I know a Dev explained it, but, vehicles used to burn, couldn't that programming be modified to do less damage and over X number of seconds. Also adding some form of 'extinguisher' module for vehicles to stop the effect could add some variety. DoT works through Hardners (if hit before hardner was activated) and also cancels out regen, or at least slows it down.
I don't act like I know vehicles, I fly ADSs, but, I don't know anything, so mighty tankers, please treat me with pity if you tear this post apart, I just asked 2 questions.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Meeko Fent
Kirkinen Risk Control Caldari State
1927
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Posted - 2014.03.07 04:42:00 -
[23] - Quote
Shooting the Main gun reduces the hardeners effect by 1% on blasters, 15% on Rails, and 3% on missiles.
Because you Wanted to be Something your Not.
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The-Errorist
550
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Posted - 2014.03.07 04:43:00 -
[24] - Quote
Meeko Fent wrote:Shooting the Main gun reduces the hardeners effect by 1% on blasters, 15% on Rails, and 3% on missiles. Bad idea and it isn't even relevant to what the OP is talking about or asking. |
The-Errorist
550
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Posted - 2014.03.07 04:46:00 -
[25] - Quote
ResistanceGTA wrote:Could we get Webs already?!?
These are interesting ideas, though I think some simple DoT would be amazing for variants of weapons (and all Plasma Cannons).
Why exactly can't they program in Damage over Time abilities? I know a Dev explained it, but, vehicles used to burn, couldn't that programming be modified to do less damage and over X number of seconds. Also adding some form of 'extinguisher' module for vehicles to stop the effect could add some variety. DoT works through Hardners (if hit before hardner was activated) and also cancels out regen, or at least slows it down.
I don't act like I know vehicles, I fly ADSs, but, I don't know anything, so mighty tankers, please treat me with pity if you tear this post apart, I just asked 2 questions. It's not that easy as taking the burning effect that vehicles had; based on what they said it would require new code which they don't have to time and resources to make (sounds like BS). Also an extinguisher module already existed in the test server and I don't think DoT damage would or should be that deadly to warrant dedicating a module slot to deal with it. |
Joel II X
Dah Gods O Bacon
1476
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Posted - 2014.03.07 04:48:00 -
[26] - Quote
Vulpes Dolosus wrote:Or, now that active mods are king, EWAR equipment.
Grenades that reduce "capacitor" (the time left on the module running).
AoE Hives/Webifiers that slow vehicles/nullify nitrus boosts(could be activated when run over at high speed
Just a few ideas. I like the way you think. |
Harpyja
Molon Labe. General Tso's Alliance
1238
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Posted - 2014.03.07 05:05:00 -
[27] - Quote
Iron Wolf Saber wrote:Swarm Launchers slowing down vehicles? They already do that... those explosion effects slow down my framerate considerably when I'm in first person view as they pretty much cover up my entire screen with blinding particle effects.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Billi Gene
496
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Posted - 2014.03.07 05:28:00 -
[28] - Quote
1. webber grenade's/deployable equipment(ala prox mines) AV and AP variants (one type cannot affect both vehicles and infantry[?])
2. ewar: tracking disruptor handheld equipment, "energy neut" handheld equipment (drains remaining time on active mods.) only affects turrets (installation and vehicle mounted)
3. stackable DoT forge gun variants (low alpha damage, UI warning of DoT for driver), larger clip, faster RoF
1 and 2 together with any other form of AV will reduce blaster tank spam or idiocy. With scouts getting another equipment slot, these would open the door for double scout AV teams, or for a scout to be an advance AV unit, scramming HAV's till the heavy hitters rock up.
3 provides anti redline rail tank answers.
>.<
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Alena Ventrallis
The Neutral Zone
809
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Posted - 2014.03.07 05:38:00 -
[29] - Quote
Change AV nades to stop whatever modules are currently active? Something along those lines. Tanks should be nigh unkillable when hardeners are on. It'd be fair for AV nades to force those modules off and make the tank vulnerable as opposed to the crap damage they have now/
Best PVE idea I've seen.
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The-Errorist
561
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Posted - 2014.03.14 05:47:00 -
[30] - Quote
Alena Ventrallis wrote:Change AV nades to stop whatever modules are currently active? Something along those lines. Tanks should be nigh unkillable when hardeners are on. It'd be fair for AV nades to force those modules off and make the tank vulnerable as opposed to the crap damage they have now/ That, even though isn't doing damage to vehicles, is in my opinion, it's not the best alternative. What if there was an enemy caldari LAV around you that was passive tanking that has a gunner. A non damage dealing grenade that only stops the currently active module, would be useless.
However, during tank fights, it would be an "I Win grenade".
As proposed my others and I, having AV grenades do damage as well as slowing down vehicle, would be great. |
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