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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3682
|
Posted - 2014.03.01 09:33:00 -
[1] - Quote
These would be small turret slot devices with equivalents of EVE-type EWAR functions. The tradeoff is that except for ADS, the driver can't operate the movement of their vehicle and the turret at the same time. A tank driver might switch to a small turret, but the vehicle would be without a driver at that point.
In theory, I'd like proper function of the turret to require skill investment by the turret user as well as opposed to just the person who owns the tank.
Not all EWAR types fit well with the systems we have in Dust, but with some adjustment we could get a basic four types out:
Stasis Webifier A stasis web turret would be a "relatively" short range turret that would apply a temporary slowing effect in pulses. The other option would be to "slow" based on a constant beam, but it seems from a latency standpoint - a debuff requiring a certain distance and periodic "refreshing" would make more sense. I'm not certain if there should be some sort of "resistance" module to this effect directly, or if boosters/speed modules would just be a natural counter. Tiers of the turrret can increase the range, snare effect, or both. [proposed for Minmatar]
Energy Vampire/Neutralizer There are two possible functions/approaches here. Vehicles in Dust don't have "capacitors" per se, so the analogy isn't 1:1. However, I'll attempt to describe both scenarios. In both cases, the impacted is modules that have some cycling (duration/recharge): --Energy Vamp: A Vampire turret, once in effect, would do two things: For the user, it will increase the duration of any currently cycling module, and reduce the recharge rate of any currently recharging module. For the target, the opposite will happen: their module duration is reduced, their recharge is increased. Given the "vampire" effect, the user only gets the "bonus" if the target has modules of that type. An enemy vehicle with only passive modules would be unaffected. This effect serves as balance of sorts to the strength of active modules. --Energy Neutralizer: A neutralizing turret would have the same negative impact on the target as the "Vampire" turret, but would provide no buff or bonus to the user. ----In both cases, it's a similar pulse effect, and in the Vampire case the user would have a buff for the same period of time that the target had a debuff. Tiers/skills could impact turret range and degree of effect. Both types of turrets aren't necessary here. [in EVE, this would likely be an Amarr skill...]
Tracking Disruption A tracking disruption turret would have the similar pulse effect of other turrets. In this case, the functionality is to reduce the turret turn speed and effective range of an opponents' turrets. A tracking disrupted vehicle would have a harder time turning its guns to bear on a target, or might suddenly find their shots unable to register on the distant allies of the person doing the disrupting. Damage is unaffected here. There's some possible utility herein for some kind of module that increases tracking to compensate, or a module that provides resistance therein. The pulse effect, like other EWAR, requires refreshing. So, after a time gap, the vehicle would be in the clear functionally. Tiers here can increase the degree of the effect, or increase the range of the turret. [would be Amarr in EVE...]
Sensor Dampening Sensor Dampeners would be a temporary reduction in effective range/coverage of a vehicles active/passive sensor system. This means, no color change on reticle. No display of the name of target. No reds/blues on Tacnet. There's two ways to do it with respect to limiting the range. You could either "reduce" their effective range (targeting/names/dots still show up in close proximity to vehicle), or turn it off completely. In either case, like the other Ewar, it would work in pulses. So, a vehicle that escapes/flees would have their sensors back online after a given amount of time. In this case, Tiers/skills can impact: the degree of reduction(if it's isn't total), length of sensor hit, and range of turret. [proposed for Gallente]
In all cases, the small turret focus is to increase the need/desire for an actual crewed vehicle. The desire to require skilling by the turret user instead of just the driver/vehicle owner is also an effort to make EWAR something that requires focus and effort to get mileage out of.
An obvious observation here is that I didn't assign a Caldari EWAR, and was unclear on the Amarr. Not all EWAR in EVE can directly apply here because there is no target-locking in Dust outside of Swarms, etc. Capacitor Warfare and Tracking Disruption are both tradtionally Amarr EWAR staples, but one might need to be passed to Caldari balance-wise if no one can help me think of something more appropriate for them.
In any event, feedback is welcome. Thank you!
Dren and Templar equipment stats, wrong since release.
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Melai For'Aiur
Shining Flame Amarr Empire
24
|
Posted - 2014.03.01 09:41:00 -
[2] - Quote
Would the driver get a "warning" (like with current active scanners) when their scanners got hit, or would it be a "stealth" effect to some degree where the driver would have to be looking at target they suddenly lost or see the dots flash off the tacnet to know it had just happened? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3684
|
Posted - 2014.03.01 09:51:00 -
[3] - Quote
Melai For'Aiur wrote:Would the driver get a "warning" (like with current active scanners) when their scanners got hit, or would it be a "stealth" effect to some degree where the driver would have to be looking at target they suddenly lost or see the dots flash off the tacnet to know it had just happened?
Uhh.... hadn't thought about that.
Well, it could definitely be "stealth" (any of the effects could be). Though I'd think it would be pretty obvious. I also hadn't considered whether or not the affected vehicle would still get "hit location" data on the effect (telling you that the person with EWAR is hitting you from the left) or if the Sensor Dampening would turn that off for everything.
There's potential in both specific turrets for this (like a specialist stealth model turret) and specific vehicles (EWAR-specialist model tanks/ships that would have an innate stealth effect and/ewar resistance at the cost of slots/stats).
You also give me an idea for the Caldari, though it's not as full-formed
Jamming A jamming EWAR turret would scramble FoF distinction on radar and target for the length of effect. Reds might turn blue, blues might turn red... or they might not. It's also possible that the names could get scrambled. However, if you still knew that X players is always a heavy, and you saw his name on a scout suit... you'd know it wasn't him. Would you know if it was an ally/enemy though? The idea is to raise chaos with your ability to determine enemy from friend for the length of the effect, but it doesn't otherwise impact your vehicle. For obvious reasons, this is most damage in games where friendly-fire is enabled. [proposed Caldari]
Dren and Templar equipment stats, wrong since release.
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Dravok Silverblood
Tight Crew
11
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Posted - 2014.03.01 12:06:00 -
[4] - Quote
I would like this as a deploy-able Item not a turret.
Maybe one that takes away aim assist like a tracking disruptor. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3691
|
Posted - 2014.03.01 22:01:00 -
[5] - Quote
Dravok Silverblood wrote:I would like this as a deploy-able Item not a turret.
Maybe one that takes away aim assist like a tracking disruptor.
I find a turret seems to make more sense for vehicle-to-vehicle EWAR functions. It would require a person to operate, requires skill investment, and wouldn't have the limitations of a static item in the way that proximity mines do for AV.
Deployables do make sense to me for anti-personnel types of EWAR. Like.. .I'd thought about a droppable stasis-web with higher snare around the center and lighter snare on the fringe with an added effect where overlap of stasis fields cancels the effect (this would cut down on spamming and putting the max snare on the center would limit your ability to "hide" them and still have them be useful...
Anyway, I'm trying to focus on vehicle to vehicle usage here.
Dren and Templar equipment stats, wrong since release.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9688
|
Posted - 2014.03.02 05:35:00 -
[6] - Quote
+1
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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SickJ
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
131
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Posted - 2014.03.02 06:23:00 -
[7] - Quote
Zeylon Rho wrote:
EDIT: (added a Caldari idea)
Jamming A jamming EWAR turret would scramble FoF distinction on radar and target for the length of effect. Reds might turn blue, blues might turn red... or they might not. It's also possible that the names could get scrambled. However, if you still knew that X players is always a heavy, and you saw his name on a scout suit... you'd know it wasn't him. Would you know if it was an ally/enemy though? The idea is to raise chaos with your ability to determine enemy from friend for the length of the effect, but it doesn't otherwise impact your vehicle. For obvious reasons, this is most damage in games where friendly-fire is enabled. [proposed Caldari]
I don't care about all that other stuff. I just want this.
Blue/Green = Good |
Red = Bad |
Yellow = Mine
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Justice Darling
Themis Argonauts
40
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Posted - 2014.03.02 06:35:00 -
[8] - Quote
Zeylon Rho wrote:These would be small turret slot devices with equivalents of EVE-type EWAR functions. The tradeoff is that except for ADS, the driver can't operate the movement of their vehicle and the turret at the same time. A tank driver might switch to a small turret, but the vehicle would be without a driver at that point.
In theory, I'd like proper function of the turret to require skill investment by the turret user as well as opposed to just the person who owns the tank.
Not all EWAR types fit well with the systems we have in Dust, but with some adjustment we could get a basic four types out:
Stasis Webifier A stasis web turret would be a "relatively" short range turret that would apply a temporary slowing effect in pulses. The other option would be to "slow" based on a constant beam, but it seems from a latency standpoint - a debuff requiring a certain distance and periodic "refreshing" would make more sense. I'm not certain if there should be some sort of "resistance" module to this effect directly, or if boosters/speed modules would just be a natural counter. Tiers of the turrret can increase the range, snare effect, or both. [proposed for Minmatar]
Energy Vampire/Neutralizer There are two possible functions/approaches here. Vehicles in Dust don't have "capacitors" per se, so the analogy isn't 1:1. However, I'll attempt to describe both scenarios. In both cases, the impacted is modules that have some cycling (duration/recharge): --Energy Vamp: A Vampire turret, once in effect, would do two things: For the user, it will increase the duration of any currently cycling module, and reduce the recharge rate of any currently recharging module. For the target, the opposite will happen: their module duration is reduced, their recharge is increased. Given the "vampire" effect, the user only gets the "bonus" if the target has modules of that type. An enemy vehicle with only passive modules would be unaffected. This effect serves as balance of sorts to the strength of active modules. --Energy Neutralizer: A neutralizing turret would have the same negative impact on the target as the "Vampire" turret, but would provide no buff or bonus to the user. ----In both cases, it's a similar pulse effect, and in the Vampire case the user would have a buff for the same period of time that the target had a debuff. Tiers/skills could impact turret range and degree of effect. Both types of turrets aren't necessary here. [b][in EVE, this would likely be an Amarr skill...
It may not hurt to add a capacitor so we don't run into perma tanked off settings rep tanks keeping them alive for the most part forever. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3693
|
Posted - 2014.03.02 12:49:00 -
[9] - Quote
Justice Darling wrote:Zeylon Rho wrote:These would be small turret slot devices with equivalents of EVE-type EWAR functions. The tradeoff is that except for ADS, the driver can't operate the movement of their vehicle and the turret at the same time. A tank driver might switch to a small turret, but the vehicle would be without a driver at that point.
In theory, I'd like proper function of the turret to require skill investment by the turret user as well as opposed to just the person who owns the tank.
Not all EWAR types fit well with the systems we have in Dust, but with some adjustment we could get a basic four types out:
Stasis Webifier A stasis web turret would be a "relatively" short range turret that would apply a temporary slowing effect in pulses. The other option would be to "slow" based on a constant beam, but it seems from a latency standpoint - a debuff requiring a certain distance and periodic "refreshing" would make more sense. I'm not certain if there should be some sort of "resistance" module to this effect directly, or if boosters/speed modules would just be a natural counter. Tiers of the turrret can increase the range, snare effect, or both. [proposed for Minmatar]
Energy Vampire/Neutralizer There are two possible functions/approaches here. Vehicles in Dust don't have "capacitors" per se, so the analogy isn't 1:1. However, I'll attempt to describe both scenarios. In both cases, the impacted is modules that have some cycling (duration/recharge): --Energy Vamp: A Vampire turret, once in effect, would do two things: For the user, it will increase the duration of any currently cycling module, and reduce the recharge rate of any currently recharging module. For the target, the opposite will happen: their module duration is reduced, their recharge is increased. Given the "vampire" effect, the user only gets the "bonus" if the target has modules of that type. An enemy vehicle with only passive modules would be unaffected. This effect serves as balance of sorts to the strength of active modules. --Energy Neutralizer: A neutralizing turret would have the same negative impact on the target as the "Vampire" turret, but would provide no buff or bonus to the user. ----In both cases, it's a similar pulse effect, and in the Vampire case the user would have a buff for the same period of time that the target had a debuff. Tiers/skills could impact turret range and degree of effect. Both types of turrets aren't necessary here. [b][in EVE, this would likely be an Amarr skill... It may not hurt to add a capacitor so we don't run into perma tanked off settings rep tanks keeping them alive for the most part forever.
I was vexed about how to handle this within the framework of Dust (capacitor warfare functions specifically). For that reason, it may be that only the "one" Amarr function of Tracking Disruption would go in. I think there's potential there, which is why I gate two options.
With Energy Neutralizer, you're obviously limiting another tanks ability to keep running modules... so there's no balance issues there as far as infinite anything.
With Energy Vampire, it gets more murky.
My first balance measure was to suggest that you can only "boost" your module function by sucking on a vehicle that also has active modules (a passively-fit vehicle would be unaffected). I think you could further stipulate that the degree of boost be limited by: the number of active modules they have, and the quality of active modules.
A step past that is an idea of cost for using the Energy Vampire. It'll presumably have a timer/pulse like other turrets, so there's that limitation. However, you could put a "debuff" on the user of the energy vampire if the opponent has no modules as opposed to just giving no buff.
I don't think the "buff' should be insane either. Clearly a boost, but you can arrange the formula for modifying the timers to give diminishing returns towards the far end so there is always at least SOME timer. The debuff should be stronger than the buff as well.
The idea with the balance is that they'd be completely ineffective against passively fit vehicles, more effective against vehicles with lots of modules, but at the same time vulnerable to the extent the effect is useful (to get any mileage out of this power, they'd need modules themselves). If they're "tapping" a friendly tank someone stocked full of proto active modules nearby, then that would give them easy power, yes... but it would analogous to the logi hiding behind the heavy: An example of teamwork that makes a grouping stronger. If you had two tanks on a team try to do it to each other at the same time, it would be a net-loss in terms of timers because the debuff is higher than the buff.
If this seems too complicated, it still is somewhat simpler than capacitor function (not saying that math is hard, but CCP seems to feel it's too complicated for the PS3 crowd). The energy neut option would preserve the EWAR flavor with fewer complications.
Dren and Templar equipment stats, wrong since release.
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3712
|
Posted - 2014.03.04 12:59:00 -
[10] - Quote
I may kick in a post for anti-personnel EWAR after this, but I see them as essentially linked,
Dren and Templar equipment stats, wrong since release.
|
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Melai For'Aiur
Shining Flame Amarr Empire
24
|
Posted - 2014.03.07 02:46:00 -
[11] - Quote
Zeylon Rho wrote:Melai For'Aiur wrote:Would the driver get a "warning" (like with current active scanners) when their scanners got hit, or would it be a "stealth" effect to some degree where the driver would have to be looking at target they suddenly lost or see the dots flash off the tacnet to know it had just happened? Uhh.... hadn't thought about that. Well, it could definitely be "stealth" (any of the effects could be). Though I'd think it would be pretty obvious. I also hadn't considered whether or not the affected vehicle would still get "hit location" data on the effect (telling you that the person with EWAR is hitting you from the left) or if the Sensor Dampening would turn that off for everything. There's potential in both specific turrets for this (like a specialist stealth model turret) and specific vehicles (EWAR-specialist model tanks/ships that would have an innate stealth effect and/ewar resistance at the cost of slots/stats). You also give me an idea for the Caldari, though it's not as full-formed JammingA jamming EWAR turret would scramble FoF distinction on radar and target for the length of effect. Reds might turn blue, blues might turn red... or they might not. It's also possible that the names could get scrambled. However, if you still knew that X players is always a heavy, and you saw his name on a scout suit... you'd know it wasn't him. Would you know if it was an ally/enemy though? The idea is to raise chaos with your ability to determine enemy from friend for the length of the effect, but it doesn't otherwise impact your vehicle. For obvious reasons, this is most damage in games where friendly-fire is enabled. [proposed Caldari]
You're welcome, and I like that idea. |
jaksol returns
highland marines IMMORTAL REGIME
11
|
Posted - 2014.03.07 08:29:00 -
[12] - Quote
Zeylon Rho wrote:These would be small turret slot devices with equivalents of EVE-type EWAR functions. The tradeoff is that except for ADS, the driver can't operate the movement of their vehicle and the turret at the same time. A tank driver might switch to a small turret, but the vehicle would be without a driver at that point.
In theory, I'd like proper function of the turret to require skill investment by the turret user as well as opposed to just the person who owns the tank.
Not all EWAR types fit well with the systems we have in Dust, but with some adjustment we could get a basic four types out:
Stasis Webifier A stasis web turret would be a "relatively" short range turret that would apply a temporary slowing effect in pulses. The other option would be to "slow" based on a constant beam, but it seems from a latency standpoint - a debuff requiring a certain distance and periodic "refreshing" would make more sense. I'm not certain if there should be some sort of "resistance" module to this effect directly, or if boosters/speed modules would just be a natural counter. Tiers of the turrret can increase the range, snare effect, or both. [proposed for Minmatar]
Energy Vampire/Neutralizer There are two possible functions/approaches here. Vehicles in Dust don't have "capacitors" per se, so the analogy isn't 1:1. However, I'll attempt to describe both scenarios. In both cases, the impacted is modules that have some cycling (duration/recharge): --Energy Vamp: A Vampire turret, once in effect, would do two things: For the user, it will increase the duration of any currently cycling module, and reduce the recharge rate of any currently recharging module. For the target, the opposite will happen: their module duration is reduced, their recharge is increased. Given the "vampire" effect, the user only gets the "bonus" if the target has modules of that type. An enemy vehicle with only passive modules would be unaffected. This effect serves as balance of sorts to the strength of active modules. --Energy Neutralizer: A neutralizing turret would have the same negative impact on the target as the "Vampire" turret, but would provide no buff or bonus to the user. ----In both cases, it's a similar pulse effect, and in the Vampire case the user would have a buff for the same period of time that the target had a debuff. Tiers/skills could impact turret range and degree of effect. Both types of turrets aren't necessary here. [in EVE, this would likely be an Amarr skill...]
Tracking Disruption A tracking disruption turret would have the similar pulse effect of other turrets. In this case, the functionality is to reduce the turret turn speed and effective range of an opponents' turrets. A tracking disrupted vehicle would have a harder time turning its guns to bear on a target, or might suddenly find their shots unable to register on the distant allies of the person doing the disrupting. Damage is unaffected here. There's some possible utility herein for some kind of module that increases tracking to compensate, or a module that provides resistance therein. The pulse effect, like other EWAR, requires refreshing. So, after a time gap, the vehicle would be in the clear functionally. Tiers here can increase the degree of the effect, or increase the range of the turret. [would be Amarr in EVE...]
Sensor Dampening Sensor Dampeners would be a temporary reduction in effective range/coverage of a vehicles active/passive sensor system. This means, no color change on reticle. No display of the name of target. No reds/blues on Tacnet. There's two ways to do it with respect to limiting the range. You could either "reduce" their effective range (targeting/names/dots still show up in close proximity to vehicle), or turn it off completely. In either case, like the other Ewar, it would work in pulses. So, a vehicle that escapes/flees would have their sensors back online after a given amount of time. In this case, Tiers/skills can impact: the degree of reduction(if it's isn't total), length of sensor hit, and range of turret. [proposed for Gallente]
In all cases, the small turret focus is to increase the need/desire for an actual crewed vehicle. The desire to require skilling by the turret user instead of just the driver/vehicle owner is also an effort to make EWAR something that requires focus and effort to get mileage out of.
An obvious observation here is that I didn't assign a Caldari EWAR, and was unclear on the Amarr. Not all EWAR in EVE can directly apply here because there is no target-locking in Dust outside of Swarms, etc. Capacitor Warfare and Tracking Disruption are both tradtionally Amarr EWAR staples, but one might need to be passed to Caldari balance-wise if no one can help me think of something more appropriate for them.
In any event, feedback is welcome. Thank you!
EDIT: (added a Caldari idea)
Jamming A jamming EWAR turret would scramble FoF distinction on radar and target for the length of effect. Reds might turn blue, blues might turn red... or they might not. It's also possible that the names could get scrambled. However, if you still knew that X players is always a heavy, and you saw his name on a scout suit... you'd know it wasn't him. Would you know if it was an ally/enemy though? The idea is to raise chaos with your ability to determine enemy from friend for the length of the effect, but it doesn't otherwise impact your vehicle. For obvious reasons, this is most damaging in games where friendly-fire is enabled. [proposed Caldari]
searching for the bad idea button!
Sacrifice is a choice you make, Loss is a choice made for you .
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Kelrie Nae'bre
not in a corporation
228
|
Posted - 2014.03.07 09:39:00 -
[13] - Quote
jaksol returns wrote: searching for the bad idea button!
It's somewhere near the "Informative and Well-reasoned Criticism" button, though I haven't seen any posts warranting the use of that particular one. |
Cross Atu
OSG Planetary Operations Covert Intervention
1980
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Posted - 2014.03.07 16:31:00 -
[14] - Quote
I like it. I quite agree that the best method would be requiring the user of the turret to have proper skills for that turret. I would also like to see eWar present as infantry equipment mods and I think your ideas here could fit that context as well. In that case I would grant lessor versions/effects of the same types as the turrets to keep the current balance method. Think mCRU vs uplink, vehicle scanner vs hand held scanner, blaster vs AR. Inclusion of eWar for [u]both[/b] vehicles and infantry would add greatly to the tactics and diversity of the game.
+1
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3770
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Posted - 2014.03.07 19:38:00 -
[15] - Quote
Cross Atu wrote:I like it. I quite agree that the best method would be requiring the user of the turret to have proper skills for that turret. I would also like to see eWar present as infantry equipment mods and I think your ideas here could fit that context as well. In that case I would grant lessor versions/effects of the same types as the turrets to keep the current balance method. Think mCRU vs uplink, vehicle scanner vs hand held scanner, blaster vs AR. Inclusion of eWar for [u]both[/b] vehicles and infantry would add greatly to the tactics and diversity of the game.
+1
Cheers, Cross
Looks like you already found my other thread...
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3815
|
Posted - 2014.03.13 02:16:00 -
[16] - Quote
I assume the respec hullabaloo will be too much of a distraction for any other feedback to have traction for awhile.
Dren and Templar equipment stats, wrong since release.
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Harpyja
Molon Labe. General Tso's Alliance
1262
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Posted - 2014.03.13 04:31:00 -
[17] - Quote
I think that any vehicle-based EWar should be in the form of active modules that require targeting and a lock. EWar in EVE is supplemental to your turrets, though some ships make effective use of EWar to the point that they can destroy other ships with a relatively low DPS (from the EWar ship).
Basically specialized ships in EVE for EWar would be like a dropsuit that has only 50 DPS but makes it so the target can't shoot back.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3834
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Posted - 2014.03.18 10:57:00 -
[18] - Quote
Harpyja wrote:I think that any vehicle-based EWar should be in the form of active modules that require targeting and a lock. EWar in EVE is supplemental to your turrets, though some ships make effective use of EWar to the point that they can destroy other ships with a relatively low DPS (from the EWar ship).
Basically specialized ships in EVE for EWar would be like a dropsuit that has only 50 DPS but makes it so the target can't shoot back.
The turret EWAR is meant to be a limiting factor while keeping vehicle to vehicle "practical". Anything involving a module and trying to pull off targeting for zooming LAVs or Dropships seems.. sketchy. My module-based idea on vehicles is for vehicle-to-infantry EWAR, to force a tank, etc. to close to striking distance of infantry to do things like stasis web.
I wanted them "different" in that sense because of the difficulty inherent in targeting fast-moving vehicles, and because ranged EWAR that could hit infantry while infantry (non-AV) weapons can't really hit back would be broken.
I have no problem with a vehicle that would be bonused towards EWAR, but having a heavy reduction in HP would be awkward, probably. If you weaken the vehicle too much, you'll just get a MLT forge gun one-shotting it from across the map.
You can adjust around the EWAR turrets themselves I think. If the fitting reqs are high enough, it should already limit the tank/damage of a vehicle.
Dren and Templar equipment stats, wrong since release.
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