Dustbunny Durrr
ReD or DeaD
2
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Posted - 2013.12.13 20:51:00 -
[1] - Quote
I am of the opinion that there can be a number of different ways to deal with tanks without outright killing them., that can be added to the game. These already exist in the eve universe in a similar fashion (EWAR)
1: The tanks are now quite quick and fast and combined with the new high regen (after a delay) running away has become a tanks # 1 survivability option. Hence, a stasis webifier ( module that reduces max speed by 50-60%), would be an interesting piece of equipment to see. I think it could be implemented in one of a few ways.
Option 1A: Create a webifier equipment for vehicles. This would have quite close range. A vehicle (LAV/dropship) would have to get very close to the tank to use it, and then survive long enough for their AV buddy (buddies) to deal with the tank. The skill involved would be in dodging the tank onslaught long enough while a teamwork component would then be necessary for a teammate with AV to damage the tank. You lose the webbing lav (the tackler), the tank gets away. You lose the AV troop, the tank starts shooting the tackler and then must be either let go, or will destroy the tackler as well.
Option 1B: Create a webifier equipment for troops. This would have medium range (similar to a remote rep tool) and would work on a tank only if the troop is stealthy enough to get behind the tank (ie: you have to lock on to the back of the tank). This would need to have a much stronger webbifying effect than the 50-60% of option as, since this is troop based (perhaps 90%). Once again, teamwork would need to be involved since the person webbing the tank would not be able to throw nades/shoot at it, and the skill would mostly be in sneaking up on the tank, and surviving its wrath once you have tackled it.
Option 1C: Create a webifying nanohive. Drop it on the ground and when a vehicle runs over it, is greatly slowed. This would mostly be useful in close quarters combat, and the nanohive would need to despawn after a set amount of time (seeing as you cant blow something up thats under a tank). This could protentially be used without teamwork, and the skill involved would be in placing the nanohive. Similar to the tier 1 drop links, although you can carry multiple, dropping a new one, will despawn the old one, hence you can keep only one web hive up at once.
Option 1D: Create Webifying grenades. Rather than flux, av, or locus grenades, a dedicated AV'er could carry these. When thrown they would blow up on contact (like contact grenades) spewing forth a green webbifying mess, that would slow down a vehicles speed. This effect would dissipate over time. This could protentially be used as in accordance with AV nades in a squad, or solo with an AV weapon. The skill here would perhaps be in hitting moving targets (stationary ones would be quite easy to web).
2: In addition to webbing tanks (Minmatar) a tanks other current weakness is its slow turret rotation. This can be further preyed upon by the use of remote tracking disruptors (Amarr). These would work in one of the following fashions.
Option 2A: An active module that would replace a LAV/dropship turret. While active, it would be activated and locked onto a vehicle (similar to how a triage tool works currently), whose turrets would then either turn 100% slower (twice as slow), or whose range would be dropped by 50%. To prevent this, the hostile vehicle can a: get out of range (or the module), b: put something in between the EWAR vehicle and itself (ie: hide behind a wall, a rock, another tank, etc.- break line of sight) c: Wait for the module cycle to finish
The skill involved would be in staying alive while the module is on (you still have to worry about turret tracking you, even if it is slower), and knowing when to get out before the module turns off. Teamwork would be necessary if you wanted to kill the hostile vehicle, however, you could harass it solo.
Option 2B: Have this as dropsuit (rather than vehicle) equipment. If used on a suit, I wouldn't have it as an active module with a cooldown timer, but have it very similar to the triage tool (with greater range), and have line of sight be the major limittng factor (after all, vehicles are much faster than suits).
In both options (2a and 2b) the range of tracking disruptor could be tailored to the specialty of the module. Perhaps one set of disruptors would lower tracking speed (slow turret rotation), and these would have a lower range (say 50-60M) than a tracking disruptor that lowers effective turret range, which would need the long range to be effective (say 300 M), however, would have line of sight as a major lmitting factor.
What do you guys think of these EWAR options? |
Dustbunny Durrr
ReD or DeaD
5
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Posted - 2013.12.17 18:56:00 -
[2] - Quote
Another idea might be a target painter (perhaps scout only- scouts need love) that can call in an AV missile to take out stationary vehicles. Perhaps for say, 1,000 warpoints- so that it is not abused. The large missile, that would act as a cruise missile from off the map, needs to take a little time to reach its target location, however should provide no warning sound (you get a warning now for warbarge strikes with the sound, its not much, but it would be enough to turn on hardeners or move your tank a few feet and have the missile miss). This can help prevent redline sniping with tank railguns. Currently, other than an orbital, railgun sniping tanks have infinitesimal risk (at least redline sniping troops can be counter sniped before they can react, whereas the tank will survive your railguns first shot, assuming you can even get the tank you called in to be dropped off before its destroyed). |