We'll get to webifiers in
JUST a moment, let me preface with this:
First, I feel that the many people wanting webifier grenades aren't thinking this through properly. I also don't think they have run into some of our professional DS pilots yet....
Anyway....
As an AV player I have more trouble with dropships than tanks. In fact, most of the AV players I have run with say the exact same thing (been running several full AV squads since this BS started,
"keep an eye on that squad finder AV players! "). Of course a spam of high-grade tanks if insanely irritating, but so is an assault DS flying overhead with missiles that can OHK you and requires 3+ people to take down without proto forge guns. I also feel that the problem isn't speed or hardners on their own, it's hardner
stacking. Right now forge guns are the only way to have a chance with dropships (a
slight chance) unless the dropship pilot is stupid enough to stick around when they are getting pounded by AV, if they are a noob pilot who either can't fly or can't fit a ship, or if the pilot gets unlucky and gets knocked into a wall or building, and webifier grenades
wont change that.
Removing hardner stacking will place more emphasis on the "periods of oppertunity" philosohpy that CCP has said was their intended goal for vehicle v infantry combat. Since webifier grenades will have no effect on dropships, this appears to be the right course of action
unless they make the webifier into a weapon of some sort
instead of a grenade that has at least a pretty decent range (thinking around 60-80m) with a beam that has to stay on the vehicle in order for modules to stay down (think rep tool beam, but without lock-on). However that means that instead of causing a stasis effect, it would just have to disable all active modules on a vehicle. With the stasis take on webifiers, dropships would just drop to the ground like bricks, which would be unfair for DS pilots.
Obviously, as I said at the start, I would prefer the weapon to the grenade. Let's get to it.
If you make webifier a weapon as I described it, then AV players
will have to choose between either
shooting at vehicles, or
weakening the vehicle for someone else.
This means that they would absolutely HAVE to use teamwork to take down vehicles using a webifier, there would be no players soloing tanks with a swarm launcher and webifier grenades. Also I would think the time for modules to drop would be based on how long you can keep the beam on the vehicle, and make it a sort of beam that you have to keep on the target to (have to keep firing in order to keep up the effect). Maybe give higher tiered webifiers a lingering effect where the module drop-off lasts a few seconds longer per tier after the beam is broken. Lastly, it should have an overheat and do a small amount of damage per second (25-50 DPS) to help combat passive reps
Example: (not suggesting these values, just giving some numbers to give you an idea of what I mean)Basic weapon stats::Seconds that effect lasts after beam breaks;Basic - 3 Seconds
Advanced - 4 Seconds
Prototype - 5 Seconds
Ammo;Clip Size - 100
RPM - 250
Heat Build-up - (overheats at half a clip, with skills overheats at 7/10 of a clip)
Overheat Cooldown- 15 seconds (reduced through Operations skill)
DPS - 25 Basic, 50 Advanced, 75 Prototype
(negligible damage on a vehicle, but would do a bit to help AV teammates combat the passive repair cycle)Skills;Operations - 5% reduction to heat buildup and overheat duration per level
Proficiency - 3% increase to damage output per level (86.4 DPS at max level, enough to take a significant chunk out of passive repair cycle off of armor tanks and enough to make a shield tank want to get gone in a hurry)
Aftershock - 3% increase to time that effect lasts after beam disconnects
Ammo Capacity - 5% increase to ammo carried per level
Rapid Reload - 5% increase to reload speed per level
Fitting Optimization - 5% reduction to PG costs per level
Variants;Variant 1 (Breach) - Effects last longer after beam is broken but have a shorter range
Variant 2 (Assault) - Beam has a longer range but a almost immediately cut off after beam is broken
Side Notes: All active vehicle modules are automatically set to 3/4 cooled down when webifier effects wear off.
As an AV player, I feel this Webifier would be fair and balanced for both vehicles and infantry.
Pro's for vehicles: Overheats, long cooldown, requires LoS, limited range, requires light weapon slot (can't run with an AV weapon equipped like you could if they were grenades), requires teamwork.
Pro's for AV: Skill weapon, fair range, constant effect (with aim and LoS), help your squad combat modules & passive reps on vehicles, can run a sidearm & grenades of any type, can still use RE's if able to get close enough, and most of all - USE TEAMWORK TO BEAT VEHICLES! (I know that kinda repeats the second one, but it's important enough to count as 2).
Now, webifiers aren't REQUIRED for most vehicles right now. However, I feel that this setup would let them be effective support AV while preventing webifiers from being able to easily solo AV. With 2 webifiers, you might be able to scare off a tank. With 3, you might even be able to kill a stupid one. But you WON'T be able to just disable a ground vehicle and kill it solo with another AV weapon.