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BL4CKST4R
WarRavens League of Infamy
1420
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Posted - 2013.12.25 16:10:00 -
[1] - Quote
Make proximity mines temporarily disable tanks, with stronger mines having longer durations. By disable that means all active modules are shut off and put into cool down, the tank is unable to move and the turret has a slower turn rate and reload speed. |
Paran Tadec
Imperfect Bastards
1804
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Posted - 2013.12.25 16:26:00 -
[2] - Quote
BL4CKST4R wrote:Make proximity mines temporarily disable tanks, with stronger mines having longer durations. By disable that means all active modules are shut off and put into cool down, the tank is unable to move and the turret has a slower turn rate and reload speed.
YES.
Bittervet Proficiency V
thanks logibro!
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Galvan Nized
Deep Space Republic
410
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Posted - 2013.12.25 16:59:00 -
[3] - Quote
I've always liked this idea, this is more of an EMP/Webifier mine rather than an explosive. What does more mines do? Cumulative effect on time?
Personally I would prefer proximity mines ignored hardeners. To me, this creates a defensive use that forces a tank into needing infantry support to clear a path. Seeing a mine field just plowed with hardeners through saddens me now.
But EMP and webifiers would be amazing as variants. |
KenKaniff69
Fatal Absolution
1535
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Posted - 2013.12.25 17:48:00 -
[4] - Quote
If they worked properly, they would deal over 2000 damage. They are bugged and the only way to get them to work requires laying out a minefield. Let them work properly and we will go from there.
So about those vehicle locks...
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
39
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Posted - 2013.12.25 17:55:00 -
[5] - Quote
Galvan Nized wrote:I've always liked this idea, this is more of an EMP/Webifier mine rather than an explosive. What does more mines do? Cumulative effect on time?
Personally I would prefer proximity mines ignored hardeners. To me, this creates a defensive use that forces a tank into needing infantry support to clear a path. Seeing a mine field just plowed with hardeners through saddens me now.
But EMP and webifiers would be amazing as variants.
i agree to this even modern day tanks have a weakness to there rear and underneath them i think the tanks in the game should also have these weakness where there are no hardeners |
KenKaniff69
Fatal Absolution
1590
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Posted - 2013.12.25 18:14:00 -
[6] - Quote
Alam Storm wrote:Galvan Nized wrote:I've always liked this idea, this is more of an EMP/Webifier mine rather than an explosive. What does more mines do? Cumulative effect on time?
Personally I would prefer proximity mines ignored hardeners. To me, this creates a defensive use that forces a tank into needing infantry support to clear a path. Seeing a mine field just plowed with hardeners through saddens me now.
But EMP and webifiers would be amazing as variants. i agree to this even modern day tanks have a weakness to there rear and underneath them i think the tanks in the game should also have these weakness where there are no hardeners They do. 130% efficiency to the rear 260% to the bottom
So about those vehicle locks...
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deepfried salad gilliam
Sanguine Knights
326
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Posted - 2013.12.25 19:42:00 -
[7] - Quote
Alam Storm wrote:Galvan Nized wrote:I've always liked this idea, this is more of an EMP/Webifier mine rather than an explosive. What does more mines do? Cumulative effect on time?
Personally I would prefer proximity mines ignored hardeners. To me, this creates a defensive use that forces a tank into needing infantry support to clear a path. Seeing a mine field just plowed with hardeners through saddens me now.
But EMP and webifiers would be amazing as variants. i agree to this even modern day tanks have a weakness to there rear and underneath them i think the tanks in the game should also have these weakness where there are no hardeners Shields cover everything
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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Vulpes Dolosus
SVER True Blood Public Disorder.
538
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Posted - 2013.12.25 20:04:00 -
[8] - Quote
Seems a bit OP, honestly. I think just deactivating their modules would be enough opportunity to kill a tank or make it turn tail.
Dropship Specialist
Kills- Incubus: 4; Pythons: 0; Other DS: 25; Tanks: 23 Gêå1
12/24
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Smooth Assassin
Stardust incorporation
524
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Posted - 2013.12.25 20:14:00 -
[9] - Quote
Agreed.
Assassination is my thing.
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Mobius Kaethis
Molon Labe. Public Disorder.
1133
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Posted - 2013.12.25 20:31:00 -
[10] - Quote
Vulpes Dolosus wrote:Seems a bit OP, honestly. I think just deactivating their modules would be enough opportunity to kill a tank or make it turn tail.
This seems more reasonable to me than the OP which is way too powerful. Tanks need to be made vulnerable but not tin cans you get in to expedite your demise.
Fun > Realism
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Galvan Nized
Deep Space Republic
411
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Posted - 2013.12.26 01:31:00 -
[11] - Quote
KenKaniff69 wrote:Alam Storm wrote:Galvan Nized wrote:I've always liked this idea, this is more of an EMP/Webifier mine rather than an explosive. What does more mines do? Cumulative effect on time?
Personally I would prefer proximity mines ignored hardeners. To me, this creates a defensive use that forces a tank into needing infantry support to clear a path. Seeing a mine field just plowed with hardeners through saddens me now.
But EMP and webifiers would be amazing as variants. i agree to this even modern day tanks have a weakness to there rear and underneath them i think the tanks in the game should also have these weakness where there are no hardeners They do. 130% efficiency to the rear 260% to the bottom
How do proximity mines hit the rear? I know there is a weak point there but what constitutes the rear but not bottom?
And proximity mines are either bugged or do not get the bonus at all because 2.60x750=1950....each. That's 3 mines to decimate a tank. It's at least 6 to wound a tank.
But this does beg the question, which applies first the bonus or resistance?
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BL4CKST4R
WarRavens League of Infamy
1426
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Posted - 2013.12.26 01:39:00 -
[12] - Quote
Galvan Nized wrote:KenKaniff69 wrote:Alam Storm wrote:Galvan Nized wrote:I've always liked this idea, this is more of an EMP/Webifier mine rather than an explosive. What does more mines do? Cumulative effect on time?
Personally I would prefer proximity mines ignored hardeners. To me, this creates a defensive use that forces a tank into needing infantry support to clear a path. Seeing a mine field just plowed with hardeners through saddens me now.
But EMP and webifiers would be amazing as variants. i agree to this even modern day tanks have a weakness to there rear and underneath them i think the tanks in the game should also have these weakness where there are no hardeners They do. 130% efficiency to the rear 260% to the bottom How do proximity mines hit the rear? I know there is a weak point there but what constitutes the rear but not bottom? And proximity mines are either bugged or do not get the bonus at all because 2.60x750=1950....each. That's 3 mines to decimate a tank. It's at least 6 to wound a tank. But this does beg the question, which applies first the bonus or resistance?
Never even knew about those bonuses. They are probably completely broken since proxy mines do no where near 1950 damage.
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Xaviah Reaper
Nyain San Renegade Alliance
227
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Posted - 2013.12.26 03:18:00 -
[13] - Quote
BL4CKST4R wrote:Make proximity mines temporarily disable tanks, with stronger mines having longer durations. By disable that means all active modules are shut off and put into cool down, the tank is unable to move and the turret has a slower turn rate and reload speed.
what kind of duration are you thinking of? would this EMP effect have limitations?
please elaborate
Best game with a Python:
33kills 1 death (1.6)
24kills 1 death (1.7)
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Delenne Arran
Ivory Hounds
55
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Posted - 2013.12.26 04:23:00 -
[14] - Quote
It's an interesting idea. Just as quick "off the top of my head" numbers for duration, maybe something like 2/3/5 seconds, with additional mines detonated simultaneously (or within 3-5 seconds of moving again) adding 1/1/2 seconds to the stun duration. Add in a module for tanks that reduces webifier duration by 15/25/35% , but occupies a high slot and is subject to stacking penalties. Make webefier mines deal a bit of token damage and give maybe 15 WP for each time a vehicle is disabled. |
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