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pink FLUFF
Goonfeet Special Planetary Emergency Response Group
61
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Posted - 2013.12.24 18:57:00 -
[1] - Quote
Instead of nerfing tanks the current AV weapons should be tweaked a bit.
-Swarms regardless of type (mlt / adv / proto) should fire 6 missiles. -However advanced and proto have longer ranges and better homing characteristics. -Militia and standard missiles would act on a very very basic homing algorithm with a chance to even send missiles flying wildy away.
- Advanced and Proto missiles should give the user an option to mix and match damage types, for instance 2 em / 4 explo , 3/3 or even 4/2.
As of right now militia AV is pointless, I believe all AV should be "effective" in some way or form, just the more advanced stuff even more so. You could even scale the damage up a bit from militia to prototype.
Also the introduction of a heavy swarm missile launcher would be good for the game. Maybe some sort of TV type missile with a limited range so lovely individuals stay in the back and TV missile people to death. |
Kallas Hallytyr
Skullbreakers
192
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Posted - 2013.12.24 19:07:00 -
[2] - Quote
I think that's an interesting solution to balancing AV. Personally, I'd like to see Swarm Launchers get Optimal and Effective/Absolute Ranges, but not for damage: for lock-on times.
Optimal could be reasonably ranged, maybe something like the current Swarm's lock-on of 175m and take up to what we currently have. Effective/Absolute could be back up to the 400m travel range, but have multipliers whereby the lock-on time goes up to something like 3/4/5 seconds per volley.
That would mean they have great reach, but their power at that range would require effort (ie, teamwork.) Essentially giving them the ability to contribute at great range, but unable to single-handedly decide fate. |
Alena Ventrallis
The Neutral Zone
370
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Posted - 2013.12.24 19:11:00 -
[3] - Quote
OP has a good idea. +1 |
pink FLUFF
Goonfeet Special Planetary Emergency Response Group
63
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Posted - 2013.12.24 19:18:00 -
[4] - Quote
Kallas Hallytyr wrote:I think that's an interesting solution to balancing AV. Personally, I'd like to see Swarm Launchers get Optimal and Effective/Absolute Ranges, but not for damage: for lock-on times.
Optimal could be reasonably ranged, maybe something like the current Swarm's lock-on of 175m and take up to what we currently have. Effective/Absolute could be back up to the 400m travel range, but have multipliers whereby the lock-on time goes up to something like 3/4/5 seconds per volley.
That would mean they have great reach, but their power at that range would require effort (ie, teamwork.) Essentially giving them the ability to contribute at great range, but unable to single-handedly decide fate.
Or even have the ability for javelin style rockets, in which you would shoot them up in the air and as long as a friendly has them scanned or locked (with a painter). The missiles could come down at the vehicle from a high arc. These missiles would do more damage but they would not have the ability to lock onto a vehicle on their own. With this tank drivers should have some sort of warning indicator that they are locked. |
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