Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
896
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Posted - 2014.02.17 16:58:00 -
[1] - Quote
I liked that other short and sweet thread: choose 2 of 3: 1) speed 2) armor 3) damage but you can't have all 3. this woulda fixed tanks pretty good.
I also had this old idea that different turrets should be good at different things e.g. missiles are good against infantry and not much else, blasters are good against tanks and installations and have a high turret turning rate but have a very short range, and rails are good at hitting DS and can deal weak damage to armor and installations but have a very slow turret turning rate.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
896
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Posted - 2014.02.17 17:02:00 -
[2] - Quote
Alaika Arbosa wrote:Atiim wrote:Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights. Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead. IMHO, HAVs (with NOS active) should be able to move at roughly triple the max speed for Infantry (think fastest scout with nothing but KinCats in the lows). If they have no NOS active, they should cap out at double max infantry speed. However, I also am of the opinion that they should be able to muscle over/through most any obstacle that isn't a 90 degree angle that they can get traction with both tracks on.
What is you opinion on speed based on? How does it help bring tanks into balance. I think the biggest problem with tanks is not that they are hard, it's that they are fast. They escape too easy instead of paying for their mistakes when they are in a situation where they are taking heavy damage.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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