Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Darken-Sol
BIG BAD W0LVES
796
|
Posted - 2013.12.12 19:52:00 -
[1] - Quote
To make flux grenades interfere with tank mods. It would be worth testing. Probably easier than reworking vehicles again. I'll try and have a decent discussion here. Any takers? |
knight of 6
SVER True Blood Public Disorder.
832
|
Posted - 2013.12.12 20:11:00 -
[2] - Quote
Darken-Sol wrote:To make flux grenades interfere with tank mods. It would be worth testing. Probably easier than reworking vehicles again. I'll try and have a decent discussion here. Any takers? define interfere, this is a legitimate topic.
shield tanks are hilariously weak out of cycle so any real interference would be a no go be cause it would be OP as faq.
I have wanted webifier grenades for awhile now. basically they would slow down vehicles and suits in range by 50+ percent. it's not OP because the tanker is still in cycle so they have a chance to kill the AVer and move on but at the same time it could keep the tank roughly in place until it cycles out and is open to be poped.
energy neutralizer nades prevent shield recharge and armor repair within their radius, again it wouldn't force the tank out of cycle so the tank has a chance but for a limited amount of time it can't repair sustained damage. unless it moves outside the radius of the nade.
fyi when I refer to cycle it is the length of time hardeners are active. out of cycle = hardeners on cool down, in cycle = hardeners On
just some neat Ideas I think.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
|
Django Quik
Dust2Dust.
1897
|
Posted - 2013.12.12 20:20:00 -
[3] - Quote
I'd quite like for a grenade/weapon type that interferes with all modules somehow, whether slowing/halving/stopping module effects or extending cooldowns - for instance armor reps could be halved on dropsuits and vehicles, damage mods could be entirely stopped, overheat on weapons extended/heat sink effects slowed, etc.
For the timebeing, I wouldn't be against this being caused by fluxes but the better solution would be to have specific equipment and/or a new grenade type to cause these and other ranges of effects.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
|
Darken-Sol
BIG BAD W0LVES
798
|
Posted - 2013.12.12 20:22:00 -
[4] - Quote
That's the thing. How much is enough but not too much. For starters it could be preventative. Mods that aren't active would be affected, put em in cool down. Breaking a cycle would need more input before we made that concrete. |
Maximus Stryker
Villore Sec Ops Gallente Federation
724
|
Posted - 2013.12.12 20:24:00 -
[5] - Quote
i agree, worth a discussion.
I like the idea of adding a new webifier nade that slows the movement of suits and vehicles by 50%
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
|
Darken-Sol
BIG BAD W0LVES
798
|
Posted - 2013.12.12 20:29:00 -
[6] - Quote
Honestly I love the idea of targeting certain parts of a vehicle. Its off topic I know but its my thread.
can you imagine blasting off a track and having a panicking tank spinning in circles until his reppers come online? Or damaging a turret to stop it from firing. |
Django Quik
Dust2Dust.
1898
|
Posted - 2013.12.12 20:42:00 -
[7] - Quote
Darken-Sol wrote:Honestly I love the idea of targeting certain parts of a vehicle. Its off topic I know but its my thread.
can you imagine blasting off a track and having a panicking tank spinning in circles until his reppers come online? Or damaging a turret to stop it from firing. Oh yes, wanted this for a long time - stopping a tank in its tracks (awesome pun!) or disabling turret turn; that sort of thing would be fantastic but should be very difficult to accomplish.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
|
knight of 6
SVER True Blood Public Disorder.
832
|
Posted - 2013.12.12 20:43:00 -
[8] - Quote
Darken-Sol wrote:That's the thing. How much is enough but not too much. For starters it could be preventative. Mods that aren't active would be affected, put em in cool down. Breaking a cycle would need more input before we made that concrete. hardeners are now the life blood of tanking, screwing with them is all but unacceptable.
EWAR should be a hindrance. that is the best I can do without running over my words. it would need to feel right and thus be heavily tested. how slow should webifiers make you? slow enough that it's a problem but not slow enough that you are a dead man walking or shuffling as it may be.
it should be an "oh kitten" moment you aren't dead yet but if you don't act quickly you may be.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
|
Darken-Sol
BIG BAD W0LVES
800
|
Posted - 2013.12.12 20:49:00 -
[9] - Quote
Real AV skilled heavy. Swarms and grenades are for the casual AVers. They should support and use the weapons that mess with tanks. The coup de grace should be a fat man in an overcoat with a giant gun. Or a tank. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |