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Thread Statistics | Show CCP posts - 0 post(s) |
Benjamin Ciscko
The Generals General Tso's Alliance
439
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Posted - 2013.12.24 00:34:00 -
[1] - Quote
It is quite clear AV believe tanks have insane resists (which they do) so I came up with the idea of a grenade that helps reduce this. The disruptor grenade will be a homing grenade that reduces active module effectiveness
STD 3% ADV 5% PRO 10%
stops stacking after two grenade hits Max carried 3.
Thoughts on it's effectiveness changes you would like done to this idea?
Tanker/Assault
Can I have my ADV and PRO tanks now (Honeyed Lamb enroute).
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Zene Ren
Bullet Cluster Legacy Rising
27
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Posted - 2013.12.24 00:38:00 -
[2] - Quote
nah this is band aid solution IMO just implement EMP grenade that works as it should rooting tank in place while turning off it systems... |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
730
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Posted - 2013.12.24 00:38:00 -
[3] - Quote
I don't like it. Carrying something that will only make the tank fractionally more vulnerable does not offer enough utility. On the other hand if it totally slashes hardeners and resist it would make sense to remove active modules from the game altogether as opposed to adding more elements (disruptor grenade) to the rock-paper-scissors balance of AV to V that's already far from perfect.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
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Monkey MAC
Lost Millennium
1313
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Posted - 2013.12.24 00:46:00 -
[4] - Quote
While its cool idea, its throughly impractical, your suggested values wouldn't be enough, but to make them effective would make them op.
In terms of Vehicle hampering grenades we could have: Dilation Grenades - Slows down tanks, turrets speed, projectile speeds for AI or AV EMP grenades - Drops all systems for 5 secs, supports high ALPHA AV play. Webifier - Slows down tank to 0.5% of top speed, supports sustained damage AV play.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Scheneighnay McBob
Bojo's School of the Trades
3327
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Posted - 2013.12.24 01:02:00 -
[5] - Quote
Measuring effectiveness in a percentage would be too complicated. Why not just something to reduce the amount of time the module is active?
Btw, I don't think a grenade is the way to go for this.
We used to have a time machine
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Jason Pearson
3626
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Posted - 2013.12.24 01:28:00 -
[6] - Quote
Zene Ren wrote:nah this is band aid solution IMO just implement EMP grenade that works as it should rooting tank in place for 5/10 seconds while turning off it systems... tanker needs to wait for system reboot etc.
This might be a band aid, but what you're suggesting is ezmode.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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