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devonus durga
P.L.A.N. B
217
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Posted - 2014.01.24 14:44:00 -
[1] - Quote
Sp for damage is supposably coming 1.8. That will make driving the tank off with no kill semi profitable.
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devonus durga
P.L.A.N. B
217
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Posted - 2014.01.24 14:48:00 -
[2] - Quote
SGT NOVA STAR wrote:sooo, your complaining that your STD swarm cant kill a tank with PRO modules? Standard swarm, or forge can't kill a militia either.
Though I can distract them and the other 5 tanks for roughly 20 seconds.
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devonus durga
P.L.A.N. B
218
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Posted - 2014.01.24 14:54:00 -
[3] - Quote
Personally, I wish there was a way to make tanks pay upkeep costs if their going to remain this unassailable.
AV should have a chance to destroy modules when doing damage to a tanks armor. The chance increases as their total armor decreases. This would mean tanks don't roll their unassailable death machines at no cost, and might actually allow an AV to gradually wear a tank down (if they don't recall and reorder)
If your going to make dust 514 world of tanks, bring over more aspects of it. (World of tanks you tank gradually deteriotes and loses effectiveness as you receive damage)
Even if it doesn't effect the core tank itself, destroying modules would still make things a BT more balanced. Now when a tank gets to half health pop hardeners and hits the fuel injector, maybe he'll discover his gtfo out of jail free card was destroyed by thatlast salvo.
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devonus durga
P.L.A.N. B
224
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Posted - 2014.01.24 15:22:00 -
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m twiggz wrote:SGT NOVA STAR wrote: My opinions - Damage to the track of a HAV should immobilize the HAV. The operator should have to get out and fix it. - Swarm launcher damage should be doubled. Currently, it's like throwing feathers at a concrete wall. ^ really? really? to much Metal Gear Solid bro. and a proto FG eats tanks alive, have you played PC against AE? nyan? i understand alot of players and only play for "fun" or with a buddy, so you dont really see the hardcore nature AV really does to tanks in top level situations. AV isn't just your swarm luancher (which btw you never see one in top pc battles) its your RE's, proxy mines, av nades ect. iv seen sicas 3 vollied by proto swarms, 2 shotted with proto FG, and tanks 1 shotted by breach FG. i hate to be the one to say it BUUUUUT, your doing it wrong.
I agree that when tanks take a good amount of damage they should be immobilized to some extent. The fact that a tank that is nearly dead can move at full speed is quite ridiculous.
Problem with that is the mechanics issues. I believe instituting damage to tank mods might be a tad easier to achieve, and as I said, adds a bit of an upkeep cost. Proto tanks rarely go down outside PCs, brining he into pubs is basicly free money. Instituting an upkeep cost to damage received would be difficult with repairs and everything else, however having to replace a destroyed module would be an easy way to do it.
Best way to make modules destroyable, besides as a random chance as a tank receives damage, is to make them targetable. Damage upgrades on turrent as a lil box or something, fuel injectors in the back, hardeners scattered across the hull.
However that requires a lot of art assets, as well as upgrade to the current damage model of vehicles, so I believe a random chance that increases as hull armor decreases is the best method.
On a side note, his could actually work with infantry as well
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