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Atiim
Living Like Larry Schwag
4729
|
Posted - 2014.02.16 23:20:00 -
[1] - Quote
Yes, I know that this topic has been discussed to death, revived, and then discussed to death many times over. But since everyone has deposited their .02 ISK into the V/AV bank, I figured I might as well too.
Free from any parody or trolling:
Atiim wrote:What I want for vehicles?
Lower Ammo Count
What's the point of having ammo if you have no need for re-supplying? Along with this, there should be an actual incentive to run an Ammunition module, and to skill into the Turret Ammunition skill.
As it stands, I rarely ever have to resupply; and on the rare occasion that I do; I simply recall my tank and call it back in for 100% ammo
However, Supply Depots need to be more prevalent on maps, and they need to be easily accessible by vehicles. And while we are at it, why not create a way to tell how much ammo your small turrets have?
Lowered Blaster Turret Range
When I'm in my Blaster tank, I can easily and reliably kill infantry from about 120m (I'm not too familiar with the metric system, so please forgive me if this is off). If AVers aren't allowed to fire at vehicles with near impunity, then neither should vehicle pilots.
No Hardener Stacking
I don't see how this was allowed in the first place. CCP's current Philosophy is "Waves of Opportunity." You shouldn't be allowed to have a never ending wave of opportunity, simply because your counter [AV] cannot extend their wave, nor make their wave indefinite.
Relevant AV Weapons
Swarm Launchers
Increase direct damage to 270HP per Swarm.
Increase lock range to 215m. However, since this is beyond rendering range I believe it would be fair if the vehicle pilot had an alarm system that alerts them if they are being locked onto beyond 175m. Countermeasures and Flares seems like a good idea as well.
Plasma Cannons
Increase Max Ammo count to 12.
Increase direct damage to: 1320/1650/1980. (STD/ADV/PRO)
It seems like a bit much, but it is a weapon that has a slow moving projectile, an arc, and only 1 round in the clip. It won't become overpowered against infantry like CCP fears simply because the only dropsuit that can survive a direct hit with an Allotek Plasma Cannon is a completely tanked out PRO heavy.
Proximity Explosives
Remove the alarm system. you can already look down to see the explosives, and the trap is completely static. Unlike Jihad Jeeps that can follow you, a Proximity Explosive trap requires someone to predict where you are. If you aren't piloting in a predictable pattern, then Proximity Explosives won't affect you.
Remote Explosives
Increase Max. Carried amount. The total amount you can have active should be the total amount you can carry, just like other pieces of equipment. Otherwise, the only dropsuit that can create a reliable RE trap is the logistics. (This also applies to Proximity Explosives)
Nerf Bolas
This AV weapon is ridiculously overpowered against Dropships as it can OHK them regardless of their fitting.. I say reduce it's direct damage to 200HP.
-HAND
PS: Yes I know that buffing SL damage can make Dropships underpowered. However, I high;y believe that flares & countermeasures will prevent that from happening.
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
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Patrick57
Fatal Absolution
5205
|
Posted - 2014.02.16 23:23:00 -
[2] - Quote
No.
I'm a scrub
I go negative in PC, yay
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Atiim
Living Like Larry Schwag
4729
|
Posted - 2014.02.16 23:24:00 -
[3] - Quote
Low quality bait.
Want to know how to make a strike-through?
[s[Example[/s]
Now go my Forum Warriors. Use this new weapon for glory!
|
Atiim
Living Like Larry Schwag
4736
|
Posted - 2014.02.16 23:50:00 -
[4] - Quote
Thoughts? Concerns?
Anyone?
My .02 ISK on V/AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7137
|
Posted - 2014.02.16 23:54:00 -
[5] - Quote
Can agree on some points but their solutions do not benefit both side mutually, only AVers.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Atiim
Living Like Larry Schwag
4736
|
Posted - 2014.02.16 23:57:00 -
[6] - Quote
True Adamance wrote:Can agree on some points but their solutions do not benefit both side mutually, only AVers. Really?
I thought an alarm system, flares, and countermeasures benifited pilots as well.
Anything I should add in?
My .02 ISK on V/AV
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1673
|
Posted - 2014.02.16 23:58:00 -
[7] - Quote
All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5778
|
Posted - 2014.02.16 23:58:00 -
[8] - Quote
Atiim wrote:Yes, I know that this topic has been discussed to death, revived, and then discussed to death many times over.
Thank you for not starting another topic on this minced horse of a discussion. I gotta say that hearing this from y-
Oh, come on...
Never forget
May 14, 2013: Beta 2.0
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BAD FURRY
SVER True Blood General Tso's Alliance
530
|
Posted - 2014.02.16 23:59:00 -
[9] - Quote
Atiim wrote:Yes, I know that this topic has been discussed to death, revived, and then discussed to death many times over. But since everyone has deposited their .02 ISK into the V/AV bank, I figured I might as well too. Free from any parody or trolling: Atiim wrote:What I want for vehicles?
Lower Ammo Count
What's the point of having ammo if you have no need for re-supplying? Along with this, there should be an actual incentive to run an Ammunition module, and to skill into the Turret Ammunition skill.
As it stands, I rarely ever have to resupply; and on the rare occasion that I do; I simply recall my tank and call it back in for 100% ammo
However, Supply Depots need to be more prevalent on maps, and they need to be easily accessible by vehicles. And while we are at it, why not create a way to tell how much ammo your small turrets have?
Lowered Blaster Turret Range
When I'm in my Blaster tank, I can easily and reliably kill infantry from about 120m (I'm not too familiar with the metric system, so please forgive me if this is off). If AVers aren't allowed to fire at vehicles with near impunity, then neither should vehicle pilots.
No Hardener Stacking
I don't see how this was allowed in the first place. CCP's current Philosophy is "Waves of Opportunity." You shouldn't be allowed to have a never ending wave of opportunity, simply because your counter [AV] cannot extend their wave, nor make their wave indefinite.
Relevant AV Weapons
Swarm Launchers
Increase direct damage to 270HP per Swarm.
Increase lock range to 215m. However, since this is beyond rendering range I believe it would be fair if the vehicle pilot had an alarm system that alerts them if they are being locked onto beyond 175m. Countermeasures and Flares seems like a good idea as well.
Plasma Cannons
Increase Max Ammo count to 12.
Increase direct damage to: 1320/1650/1980. (STD/ADV/PRO)
It seems like a bit much, but it is a weapon that has a slow moving projectile, an arc, and only 1 round in the clip. It won't become overpowered against infantry like CCP fears simply because the only dropsuit that can survive a direct hit with an Allotek Plasma Cannon is a completely tanked out PRO heavy.
Proximity Explosives
Remove the alarm system. you can already look down to see the explosives, and the trap is completely static. Unlike Jihad Jeeps that can follow you, a Proximity Explosive trap requires someone to predict where you are. If you aren't piloting in a predictable pattern, then Proximity Explosives won't affect you.
Remote Explosives
Increase Max. Carried amount. The total amount you can have active should be the total amount you can carry, just like other pieces of equipment. Otherwise, the only dropsuit that can create a reliable RE trap is the logistics. (This also applies to Proximity Explosives)
Nerf Bolas
This AV weapon is ridiculously overpowered against Dropships as it can OHK them regardless of their fitting.. I say reduce it's direct damage to 200HP.
-HAND PS: Yes I know that buffing SL damage can make Dropships underpowered. However, I high;y believe that flares & countermeasures will prevent that from happening. bait.
Yes i am a Undead Hell Wolf ... nice to meat you!
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7137
|
Posted - 2014.02.17 00:04:00 -
[10] - Quote
Atiim wrote:True Adamance wrote:Can agree on some points but their solutions do not benefit both side mutually, only AVers. Really? I thought an alarm system, flares, and countermeasures benifited pilots as well. Anything I should add in?
Perhaps, I missed the countermeasures.
Still I feel that's not consider future medium vehicles and their own lesser shield and armour values.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
|
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1673
|
Posted - 2014.02.17 00:06:00 -
[11] - Quote
True Adamance wrote:Atiim wrote:True Adamance wrote:Can agree on some points but their solutions do not benefit both side mutually, only AVers. Really? I thought an alarm system, flares, and countermeasures benifited pilots as well. Anything I should add in? Perhaps, I missed the countermeasures. Still I feel that's not consider future medium vehicles and their own lesser shield and armour values. I would hope that MAV's would have a higher acceleration and top speed as well as better handling to compensate. I am not suggesting that they be faster/as fast as LAVs, but I do think that they should be closer in those regards to LAVs than HAVs.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
Pvt Numnutz
Black Phoenix Mercenaries Legacy Rising
749
|
Posted - 2014.02.17 00:08:00 -
[12] - Quote
Atim I really wish you would be more specific about these posts. The lower ammo might make sense for tanks but not for dropships. Even with prototype turrets I restock at least 4 or 5 times a game. 8 rounds in the clip is good and balanced. I can't fit an ammo mod on my python because I don't have the slots. This is a tank issue your talking about.
It would be nice to see my gunners ammo and health |
Awry Barux
New Eden Blades Of The Azure Zero-Day
710
|
Posted - 2014.02.17 00:12:00 -
[13] - Quote
This seems well thought out, I approve and agree. The only change I would make to these ideas would be to do half the swarm damage increase (+25, or +100 dmg/volley for MLT/STD) first, then wait a few weeks and see how things play out. If it's still bad, buff more via hotfixes. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7138
|
Posted - 2014.02.17 00:13:00 -
[14] - Quote
Alaika Arbosa wrote:True Adamance wrote:Atiim wrote:True Adamance wrote:Can agree on some points but their solutions do not benefit both side mutually, only AVers. Really? I thought an alarm system, flares, and countermeasures benifited pilots as well. Anything I should add in? Perhaps, I missed the countermeasures. Still I feel that's not consider future medium vehicles and their own lesser shield and armour values. I would hope that MAV's would have a higher acceleration and top speed as well as better handling to compensate. I am not suggesting that they be faster/as fast as LAVs, but I do think that they should be closer in those regards to LAVs than HAVs.
Agreed, but their lower HP values will cause them to suffer if AV receive direct buffs to damage models.
This is what most QQing AVers don't consider.
As it see it
LAV- Light Scout, Anti Infantry Small Turrets. Low ISK, Low SP
MAV- Infantry Support, the link between infantry and vehicles. Meduim Turrets, or Utility Vehicles. Medium ISK, Medium SP
HAV- Vehicle busting, durable, but slow, requires multiple gunner to have anti infantry capacity. High ISK, HIgh SP
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
|
NK Scout
Storm Wind Strikeforce Caldari State
397
|
Posted - 2014.02.17 00:21:00 -
[15] - Quote
Atiim wrote:Yes, I know that this topic has been discussed to death, revived, and then discussed to death many times over. But since everyone has deposited their .02 ISK into the V/AV bank, I figured I might as well too. Free from any parody or trolling: Atiim wrote:What I want for vehicles?
Lower Ammo Count
What's the point of having ammo if you have no need for re-supplying? Along with this, there should be an actual incentive to run an Ammunition module, and to skill into the Turret Ammunition skill.
As it stands, I rarely ever have to resupply; and on the rare occasion that I do; I simply recall my tank and call it back in for 100% ammo
However, Supply Depots need to be more prevalent on maps, and they need to be easily accessible by vehicles. And while we are at it, why not create a way to tell how much ammo your small turrets have?
Lowered Blaster Turret Range
When I'm in my Blaster tank, I can easily and reliably kill infantry from about 120m (I'm not too familiar with the metric system, so please forgive me if this is off). If AVers aren't allowed to fire at vehicles with near impunity, then neither should vehicle pilots.
No Hardener Stacking
I don't see how this was allowed in the first place. CCP's current Philosophy is "Waves of Opportunity." You shouldn't be allowed to have a never ending wave of opportunity, simply because your counter [AV] cannot extend their wave, nor make their wave indefinite.
Relevant AV Weapons
Swarm Launchers
Increase direct damage to 270HP per Swarm.
Increase lock range to 215m. However, since this is beyond rendering range I believe it would be fair if the vehicle pilot had an alarm system that alerts them if they are being locked onto beyond 175m. Countermeasures and Flares seems like a good idea as well.
Plasma Cannons
Increase Max Ammo count to 12.
Increase direct damage to: 1320/1650/1980. (STD/ADV/PRO)
It seems like a bit much, but it is a weapon that has a slow moving projectile, an arc, and only 1 round in the clip. It won't become overpowered against infantry like CCP fears simply because the only dropsuit that can survive a direct hit with an Allotek Plasma Cannon is a completely tanked out PRO heavy.
Proximity Explosives
Remove the alarm system. you can already look down to see the explosives, and the trap is completely static. Unlike Jihad Jeeps that can follow you, a Proximity Explosive trap requires someone to predict where you are. If you aren't piloting in a predictable pattern, then Proximity Explosives won't affect you.
Remote Explosives
Increase Max. Carried amount. The total amount you can have active should be the total amount you can carry, just like other pieces of equipment. Otherwise, the only dropsuit that can create a reliable RE trap is the logistics. (This also applies to Proximity Explosives)
Nerf Bolas
This AV weapon is ridiculously overpowered against Dropships as it can OHK them regardless of their fitting.. I say reduce it's direct damage to 200HP.
-HAND PS: Yes I know that buffing SL damage can make Dropships underpowered. However, I high;y believe that flares & countermeasures will prevent that from happening. No to swarm buff, maybe 240 or 2t0 damage, but make it so each tier gets a 10% damage increase.... Oh and a proximity mine alarm IS NEEDED..........I will not lose a vehicle if im not moving fast...
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
NK Scout
Storm Wind Strikeforce Caldari State
397
|
Posted - 2014.02.17 00:24:00 -
[16] - Quote
Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
JARREL THOMAS
Dead Man's Game
108
|
Posted - 2014.02.17 00:26:00 -
[17] - Quote
Fixed
Caldari Loyalist
|
Patrick57
Fatal Absolution
5207
|
Posted - 2014.02.17 00:29:00 -
[18] - Quote
JARREL THOMAS wrote:Broken Fixed.
I'm a scrub
I go negative in PC, yay
|
Alena Ventrallis
The Neutral Zone
667
|
Posted - 2014.02.17 00:29:00 -
[19] - Quote
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.
Best PVE idea I've seen.
|
NK Scout
Storm Wind Strikeforce Caldari State
397
|
Posted - 2014.02.17 00:30:00 -
[20] - Quote
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. Lol no.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
|
Kallas Hallytyr
Skullbreakers
391
|
Posted - 2014.02.17 00:32:00 -
[21] - Quote
OP suggestions are plenty reasonable. +1 |
Debacle Nano
BurgezzE.T.F General Tso's Alliance
713
|
Posted - 2014.02.17 00:34:00 -
[22] - Quote
Maybe?
Closed beta anyone?
|
Godin Thekiller
OSG Planetary Operations Covert Intervention
1713
|
Posted - 2014.02.17 00:35:00 -
[23] - Quote
lolno.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
|
Benjamin Ciscko
Fatal Absolution
1703
|
Posted - 2014.02.17 00:37:00 -
[24] - Quote
Q_Q Moar.
Tanker/Forum warrior lvl. 1
Prof. V scrub
Q_Q moar
|
Joseph Ridgeson
WarRavens League of Infamy
565
|
Posted - 2014.02.17 00:41:00 -
[25] - Quote
Atiim wrote:Thoughts? Concerns?
Anyone?
I disagree that Proximity Explosives should have no early detection. Beeping should stay. It creates a duality between the Proximity and Remotes. One is leave and forget while the other has to be paid attention to. The beeping only happens at a fairly close range and when going at near full speed you cannot stop in time.
I disagree with Remotes being able to have more active. Equipment doesn't work that way. I can carry a Nanohive that has 2 uses but only 1 can be active. Ditto for Uplinks.
On the ammo thing, I think losing a clip's worth would be fine. Supply Depots definitely need to be more reachable for vehicles because having to prop a tank up against a wall is just silly. If ammunition is reduced, I think the clip size should stay the same just to keep Tank v Tank from becoming a total Reload-Fest.
Agree with Blaster range providing it isn't too short.
Not sure how I feel about Double Hardener (all the way across the sky). I don't use it, personally, so I can't comment on it too much. I do know that with my current skills I could run 2 Complex Hardeners nearly indefinitely, only about 1 second delay . From the aspect of "Waves of Opportunity", that would seem to go against it.
Damage on Swarms needs to go up. How much? Dunno, Swarms are a pain to figure out because increasing the damage by just 50 is a huge increase based on the nature of the weapon. I would be wary of increasing the range. Remember that the lock on range is a circle (sphere) so increasing the radius just a wee bit gives you a far larger area of control.
Plasma Cannons are a joke and 100% need a buff if they are meant to be an AV weapon. I am most fond of armor so it is a weapon that I am naturally resistant too but there has to be a reason it is not commonly found on the field.
Be well. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1674
|
Posted - 2014.02.17 00:45:00 -
[26] - Quote
True Adamance wrote:Alaika Arbosa wrote:True Adamance wrote:Atiim wrote:True Adamance wrote:Can agree on some points but their solutions do not benefit both side mutually, only AVers. Really? I thought an alarm system, flares, and countermeasures benifited pilots as well. Anything I should add in? Perhaps, I missed the countermeasures. Still I feel that's not consider future medium vehicles and their own lesser shield and armour values. I would hope that MAV's would have a higher acceleration and top speed as well as better handling to compensate. I am not suggesting that they be faster/as fast as LAVs, but I do think that they should be closer in those regards to LAVs than HAVs. Agreed, but their lower HP values will cause them to suffer if AV receive direct buffs to damage models. This is what most QQing AVers don't consider. As it see it LAV- Light Scout, Anti Infantry Small Turrets. Low ISK, Low SP MAV- Infantry Support, the link between infantry and vehicles. Meduim Turrets, or Utility Vehicles. Medium ISK, Medium SP HAV- Vehicle busting, durable, but slow, requires multiple gunner to have anti infantry capacity. High ISK, HIgh SP IDK, I think you are underestimating the effects chaff will/could have.
I picture it as being similar to hardeners except that while "active" it will fire off chaff once incoming missiles have reached a distance threshold. So if I am running along in my MAV and I have my Chaff mod active, when Swarms got within 20m or so, it would fire off a number of flares based on the tier of the mod (thinking Swarm equivalency here). Each flare would attract a single missile and pull it off course from the MAV to the flare itself.
There could also be some version of CIWS for vehicles too I would imagine.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1674
|
Posted - 2014.02.17 00:49:00 -
[27] - Quote
NK Scout wrote:Alaika Arbosa wrote:All of that seems reasonable to me.
I do however, still think that the Driver and Main Gunner should be separate seats in the HAV. Minimum two needed to be able to move and shoot simultaneously. The option for the two secondaries should remain. This would mean that you could run the HAV solo if you liked though you wouldn't be moving and shooting at the same time, if you brought a single friend, you can move and shoot and if you brought more than one friend, you'd have a better chance of killing any infantry resistance. NO I love how it is always a simple "NO". Never an explanation of why outside of childish demands to have their own solo pwnmobile.
You might as well have just typed "NUH-UH **STAMPS FEET WHILE WALKING OFF**".
I think it is hilarious too since it would amount to a larger buff to vehicles than the one CCP gave in 1.7.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
|
hgghyujh
Expert Intervention Caldari State
303
|
Posted - 2014.02.17 01:03:00 -
[28] - Quote
Atiim wrote:Yes, I know that this topic has been discussed to death, revived, and then discussed to death many times over. But since everyone has deposited their .02 ISK into the V/AV bank, I figured I might as well too. Free from any parody or trolling: Atiim wrote:What I want for vehicles?
Lower Ammo Count
What's the point of having ammo if you have no need for re-supplying? Along with this, there should be an actual incentive to run an Ammunition module, and to skill into the Turret Ammunition skill.
As it stands, I rarely ever have to resupply; and on the rare occasion that I do; I simply recall my tank and call it back in for 100% ammo
However, Supply Depots need to be more prevalent on maps, and they need to be easily accessible by vehicles. And while we are at it, why not create a way to tell how much ammo your small turrets have?
Lowered Blaster Turret Range
When I'm in my Blaster tank, I can easily and reliably kill infantry from about 120m (I'm not too familiar with the metric system, so please forgive me if this is off). If AVers aren't allowed to fire at vehicles with near impunity, then neither should vehicle pilots.
No Hardener Stacking
I don't see how this was allowed in the first place. CCP's current Philosophy is "Waves of Opportunity." You shouldn't be allowed to have a never ending wave of opportunity, simply because your counter [AV] cannot extend their wave, nor make their wave indefinite.
Relevant AV Weapons
Swarm Launchers
Increase direct damage to 270HP per Swarm.
Increase lock range to 215m. However, since this is beyond rendering range I believe it would be fair if the vehicle pilot had an alarm system that alerts them if they are being locked onto beyond 175m. Countermeasures and Flares seems like a good idea as well.
Plasma Cannons
Increase Max Ammo count to 12.
Increase direct damage to: 1320/1650/1980. (STD/ADV/PRO)
It seems like a bit much, but it is a weapon that has a slow moving projectile, an arc, and only 1 round in the clip. It won't become overpowered against infantry like CCP fears simply because the only dropsuit that can survive a direct hit with an Allotek Plasma Cannon is a completely tanked out PRO heavy.
Proximity Explosives
Remove the alarm system. you can already look down to see the explosives, and the trap is completely static. Unlike Jihad Jeeps that can follow you, a Proximity Explosive trap requires someone to predict where you are. If you aren't piloting in a predictable pattern, then Proximity Explosives won't affect you.
Remote Explosives
Increase Max. Carried amount. The total amount you can have active should be the total amount you can carry, just like other pieces of equipment. Otherwise, the only dropsuit that can create a reliable RE trap is the logistics. (This also applies to Proximity Explosives)
Nerf Bolas
This AV weapon is ridiculously overpowered against Dropships as it can OHK them regardless of their fitting.. I say reduce it's direct damage to 200HP.
-HAND PS: Yes I know that buffing SL damage can make Dropships underpowered. However, I high;y believe that flares & countermeasures will prevent that from happening.
id rather see plc get 2rnds per clip. The damage buff to swarm is a bit much, instead I'd like to see a return of the dumb fire. I,m ok with REs the way they are but PEs do need some love. |
Altina McAlterson
Pure Innocence. EoN.
870
|
Posted - 2014.02.17 01:11:00 -
[29] - Quote
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. Currently activating 2 shield hardeners at once is an 80% reduction in damage so giving that same protection in a single slot is a terrible idea.
Good Advice
Grey 17 should have stayed missing.
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JARREL THOMAS
Dead Man's Game
108
|
Posted - 2014.02.17 01:31:00 -
[30] - Quote
Patrick57 wrote:JARREL THOMAS wrote:Broken I did not fix. Fixed lol
Caldari Loyalist
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