Alena Ventrallis
The Neutral Zone
341
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Posted - 2013.12.20 08:02:00 -
[1] - Quote
Math time.
Sica has 2650 shield and 1500 armor.
Proto swarms have 220 damage with 6 missiles, for a total of 1320 damage.
add in sica's 20% resistance to missiles, we get 1056 total damage.
x3 swarms is 3168 damage. that's assuming the 20% resistance applies to all damage. After the 2650 shield is gone, the damage gets a 20% bonus to damage. That's assuming no hardeners active on the sica, and no damage mods on the swarm launcher. Gunnlogi has same base stats, and one extra high slot.
I won't run figures with the hardener up, because you aren't supposed to attack when the hardener is up. The balance is actually pretty close to good right now. The issue is damage application. Returning AV to 1.6 levels would ruin vehicles (tanks aren't the only vehicle out there) because they have no chance to get away from swarms. Watch this video for further information:
http://www.youtube.com/watch?v=3au9H-NcgSw
The damage nerf was because we only have standard vehicles right now. We can't balance proto weapons against proto vehicles that haven't been released, and won't be released for many months to come. Your swarms can deal killing damage to tanks, but the problem is how easy it is to escape that damage.
We should increase swarm missile speed, so that tanks have less time to find cover before they hit. But upping lock on range or raw damage output screws over LAVs and dropships along with tanks.
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Alena Ventrallis
The Neutral Zone
351
|
Posted - 2013.12.22 14:51:00 -
[2] - Quote
kickin six wrote:I agree with some of the OP suggestions and I took it to mean implement one or two and see how it goes. Here's a typical assault. A tank barrels into a scene guns blazing, every one on the other side runs and hides but one or two usually get taken out. If they have a swarm or forge they'll fire a few shots then the hardener comes on. While they're either hopelessly firing at the tank or waiting it out, the infantry roll out from behind the tank and start firing away. If by some miracle they're repelled and the hardener times-out the tank either resumes firing or races away at ludicrous speed just to start the process all over again. Meanwhile a lot of wasted ammo is used up while the tank enjoys unlimited ammo.
1. Slow them down.
2. Reduce the hardener time.
3. No ability to shoot while the hardener is activated.
4. Give tanks an ammo budget that can be reloaded at a vehicle depot.
Cheers
Just some thoughts. Cheers 1. Yes. Definitely needs to happen.
2. Hardener time is good, its when more than one is fitted that they get bad. Got a Gunnlogi to test it, you can get a permahardened tank with 3 of them.
3. All kinds of no. what would be the point of vehicles then?
4. Isn't that what happens already? |