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Haerr
Molon Labe. Public Disorder.
165
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Posted - 2014.01.19 10:23:00 -
[31] - Quote
An easy thing to improve the PC as an AV weapon would be to add the 'magnetism' code from AV grenades to the PC. No more _JUST_ missed that big ass tank shots. Hell even with 3 complex damage mods the direct damage from the Allotek is weak compared to the FG or the Railturret, so making it easier to hit big ass tanks with that slow projectile won't really do much.
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Banjo Robertson
Bullet Cluster Legacy Rising
46
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Posted - 2014.01.19 14:58:00 -
[32] - Quote
XxGhazbaranxX wrote:Banjo Robertson wrote:Would having 2 shots in your clip really make things bad? maybe 3 shots? Boost direct damage, keep splash radius and damage the same. having more than one shot will simply make the weapon completely OP against infantry. As things stand with my skill level I can 2 shot almost any suit. The 1 shot is there to keep the weapon balanced.
What about adding a skill that increases clip size by 0.4 per level, so you end up with 3 max clip size at level 5. |
Texs Red
DUST University Ivy League
114
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Posted - 2014.01.19 16:19:00 -
[33] - Quote
I know this has been suggested before but I don't see any of you mentioning it, as I recall CCP liked the idea too.
Burn damage.
Keep the current damage, then on a direct hit the weapon dealing that damage again over 5 seconds. Then while aiming down sights you get a trajectory arc and it actually becomes modestly useful at ranges other than touching distance. It is very effective vs shield tanks as the burn damage prevents them from passively recharging and is modest vs armor tanks who can rep through it anyway. It is limited by it's single shot clip, limited ammo pool, travel time, and trajectory arc. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
67
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Posted - 2014.01.19 17:16:00 -
[34] - Quote
My opinion on light AV: - Swarmers are perfect against LAVs and fun to use in that one situation - PLC are pointless against dropships and LAVs, but can hit HAVs
How about going from there? Give PLCs the damage needed to take down HAVs and keep their skillshot anti-infantry powers. Keep in mind that this is a weapon with truly low projectile speed and no help in determining how high to shoot to actually hit anything. It can only consistently hit infantry at AR ranges, which means that it's already balanced in that situation, no matter how much you increase the damage. And then do something about swarmers to make them viable against dropships. Give dropships flares to counter them as a balance measure.
With that, you'd have light AV weapons for all three classes of vehicles. And AV grenades, for whatever reason.
In contrast to light AV, heavy AV should work against all vehicle classes. Just like the Forge gun already does - Fast projectile, long range, more than decent damage. |
Henchmen21
Planet Express LLC
442
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Posted - 2014.01.19 18:22:00 -
[35] - Quote
Fix the reload animation so as not to block my view of the impact on all but the longest shots. Let me throw a nade while the shot is in the air, and perhaps a better reticule and some feedback telling me I actually hit the target.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Spectral Clone
Dust2Dust. Top Men.
1052
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Posted - 2014.01.19 20:14:00 -
[36] - Quote
As a plasma cannon user my self (well, not anymore) I approve of this thread!
Thanks Ghaz for enlighening CCP. |
XxGhazbaranxX
The New Age Outlaws WINMATAR.
892
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Posted - 2014.01.19 21:40:00 -
[37] - Quote
Henchmen21 wrote:Fix the reload animation so as not to block my view of the impact on all but the longest shots. Let me throw a nade while the shot is in the air, and perhaps a better reticule and some feedback telling me I actually hit the target.
This is a very important and yet overlooked problem. thanks for reminding me of it. It's a pain in the ********* to see what I'm hitting at long range.
P.S. The word t e s t i c l e s is censored but I could have said balls
Plasma Cannon Advocate
For every niche there is a Rifle
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XxGhazbaranxX
The New Age Outlaws WINMATAR.
892
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Posted - 2014.01.19 21:44:00 -
[38] - Quote
Texs Red wrote:I know this has been suggested before but I don't see any of you mentioning it, as I recall CCP liked the idea too.
Burn damage.
Keep the current damage, then on a direct hit the weapon dealing that damage again over 5 seconds. Then while aiming down sights you get a trajectory arc and it actually becomes modestly useful at ranges other than touching distance. It is very effective vs shield tanks as the burn damage prevents them from passively recharging and is modest vs armor tanks who can rep through it anyway. It is limited by it's single shot clip, limited ammo pool, travel time, and trajectory arc.
CCP is taking burn damage into consideration but CCP does not know how to fix the PLC without making it OP vs infantry.
Plasma Cannon Advocate
For every niche there is a Rifle
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Texs Red
DUST University Ivy League
114
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Posted - 2014.01.19 22:26:00 -
[39] - Quote
XxGhazbaranxX wrote:Texs Red wrote:I know this has been suggested before but I don't see any of you mentioning it, as I recall CCP liked the idea too.
Burn damage.
Keep the current damage, then on a direct hit the weapon dealing that damage again over 5 seconds. Then while aiming down sights you get a trajectory arc and it actually becomes modestly useful at ranges other than touching distance. It is very effective vs shield tanks as the burn damage prevents them from passively recharging and is modest vs armor tanks who can rep through it anyway. It is limited by it's single shot clip, limited ammo pool, travel time, and trajectory arc. CCP is taking burn damage into consideration but CCP does not know how to fix the PLC without making it OP vs infantry.
It isn't OP vs infantry now and by making the only change the adding burn damage only to direct hits it's effectiveness as an AV weapon increases drastically. A direct hit will almost always kill infantry anyway, regardless of burn damage. Although I do admit it would be amusing if it left a "burn zone" on the ground that deals damage to anyone who walks over hit (but only as much and for as long as it would normally deal to a vehicle). So it would then gain modest area denial abilities. |
XxGhazbaranxX
The New Age Outlaws WINMATAR.
893
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Posted - 2014.01.19 22:29:00 -
[40] - Quote
Texs Red wrote:XxGhazbaranxX wrote:Texs Red wrote:I know this has been suggested before but I don't see any of you mentioning it, as I recall CCP liked the idea too.
Burn damage.
Keep the current damage, then on a direct hit the weapon dealing that damage again over 5 seconds. Then while aiming down sights you get a trajectory arc and it actually becomes modestly useful at ranges other than touching distance. It is very effective vs shield tanks as the burn damage prevents them from passively recharging and is modest vs armor tanks who can rep through it anyway. It is limited by it's single shot clip, limited ammo pool, travel time, and trajectory arc. CCP is taking burn damage into consideration but CCP does not know how to fix the PLC without making it OP vs infantry. It isn't OP vs infantry now and by making the only change the adding burn damage only to direct hits it's effectiveness as an AV weapon increases drastically. A direct hit will almost always kill infantry anyway, regardless of burn damage. Although I do admit it would be amusing if it left a "burn zone" on the ground that deals damage to anyone who walks over hit (but only as much and for as long as it would normally deal to a vehicle). So it would then gain modest area denial abilities.
They said something about it in the bi-weekly topic discussion review
Plasma Cannon Advocate
For every niche there is a Rifle
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