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Fish'o'war Turinna
Immortal Guides
2
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Posted - 2014.03.06 21:06:00 -
[1] - Quote
I was considering the reasons why I fail to kill a tank more than half of the times I attempt it, and something about the way EVE works occurred to me. In EVE, you have warp interdiction, preventing your foe from escaping when the know they can't win. In DUST, we usually don't kill tanks because they can run away and regenerate.
What if we had a Stasis Grenade, or a Stasis Webifier Launcher?
Make it have fairly limited ammunition, have a fair splash range, and be worth sacrificing a light damage or grenade slot for.
It would deal a relatively small amount of damage, and it would snare infantry and tanks differently.
Infantry are slowed by 25% and cannot regenerate stamina when caught in its effect.
A tank's speed would be reduced by 50% or so and it would halt the cooldown of its active modules while active.
Thoughts? |
echo47
Minmatar Republic
214
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Posted - 2014.03.06 21:28:00 -
[2] - Quote
Webbifiers would be terible in this game. You have to think about what counter would you have. Webs plus scanners would make the game impossible to play.
I think a better solution for tanks would be a slow down effect based on the amount of armor left. Or equipment that causes the modules ot overheat faster.
I would rather look bad and win, than look good and lose.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7937
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Posted - 2014.03.06 21:47:00 -
[3] - Quote
NO NO MAGIC GRENADES!
STATIS WEBIFIERS!
They are beams of energy similar to the rep tool which hold/ nullify the momentum of objects.
"War is not hell, far from it. War is beautiful. War is divine."
- Grand Admiral Mekioth Sarum
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1830
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Posted - 2014.03.06 21:59:00 -
[4] - Quote
True Adamance wrote:NO NO MAGIC GRENADES!
STATIS WEBIFIERS!
They are beams of energy similar to the rep tool which hold/ nullify the momentum of objects.
It's not magic, it's gravity. Silly Amarrians don't understand anything these days.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Fish'o'war Turinna
Immortal Guides
3
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Posted - 2014.03.06 22:19:00 -
[5] - Quote
echo47 wrote:Webbifiers would be terible in this game. You have to think about what counter would you have. Webs plus scanners would make the game impossible to play.
I think a better solution for tanks would be a slow down effect based on the amount of armor left. Or equipment that causes the modules ot overheat faster.
You have a point, for sure. That's why I was suggesting it be a light weapon with limited ammo. You have to sacrifice quite a big of tactical versatility in order to use one. |
Mordecai Sanguine
What The French Red Whines
511
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Posted - 2014.03.06 22:29:00 -
[6] - Quote
Fish'o'war Turinna wrote:I was considering the reasons why I fail to kill a tank more than half of the times I attempt it, and something about the way EVE works occurred to me. In EVE, you have warp interdiction, preventing your foe from escaping when the know they can't win. In DUST, we usually don't kill tanks because they can run away and regenerate.
What if we had a Stasis Grenade, or a Stasis Webifier Launcher?
Make it have fairly limited ammunition, have a fair splash range, and be worth sacrificing a light damage or grenade slot for.
It would deal a relatively small amount of damage, and it would snare infantry and tanks differently.
Infantry are slowed by 25% and cannot regenerate stamina when caught in its effect.
A tank's speed would be reduced by 50% or so and it would halt the cooldown of its active modules while active.
Thoughts?
The only reason that tanks are hard to kill is their Hardeners => END. |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
359
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Posted - 2014.03.07 01:42:00 -
[7] - Quote
it should just be an av grenade variant. slows tanks downs.
the best way though would be to add and capacitors. make tankers learn cap management which will cut down the invulnerable scrub militia tanks and add ways to knock out cap. a short range rep tool that acts like an enery neut, and larger versions for other vehicles to drive up and drain him during combat.
cap runs out tank is stuck and cant run modules |
Alena Ventrallis
The Neutral Zone
809
|
Posted - 2014.03.07 01:49:00 -
[8] - Quote
Slow tanks down by 25%, boost swarm speed to large missile speed.
Best PVE idea I've seen.
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1830
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Posted - 2014.03.07 01:53:00 -
[9] - Quote
Auris Lionesse wrote:it should just be the av grenade. slows vehicles downs.
fixed. Also, cap wouldn't work at all in Dust.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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ladwar
Death by Disassociation Legacy Rising
2001
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Posted - 2014.03.07 02:16:00 -
[10] - Quote
i see the problem with his statement,
"fairly limited ammunition"
grenade spam is high and yet they have "fairly limited ammunition" wanna know why? nano hives. refills everything but vehicles. some things should only be refilled by supply depots. or be super limited, anyone who played BF4 and knows about ucavs will understand how somethings can be stupid powerful just because of spam.
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Royalgiedro
Nor Clan Combat Logistics
7
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Posted - 2014.03.07 02:34:00 -
[11] - Quote
Fish'o'war Turinna wrote:I was considering the reasons why I fail to kill a tank more than half of the times I attempt it, and something about the way EVE works occurred to me. In EVE, you have warp interdiction, preventing your foe from escaping when the know they can't win. In DUST, we usually don't kill tanks because they can run away and regenerate.
What if we had a Stasis Grenade, or a Stasis Webifier Launcher?
Make it have fairly limited ammunition, have a fair splash range, and be worth sacrificing a light damage or grenade slot for.
It would deal a relatively small amount of damage, and it would snare infantry and tanks differently.
Infantry are slowed by 25% and cannot regenerate stamina when caught in its effect.
A tank's speed would be reduced by 50% or so and it would halt the cooldown of its active modules while active.
Thoughts?
tanks are fine as they are. I easily, while on the ground or in my rail tank, can kill 5-10 tanks per match. Use a forge gun or railgun. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1832
|
Posted - 2014.03.07 02:44:00 -
[12] - Quote
Royalgiedro wrote:Fish'o'war Turinna wrote:I was considering the reasons why I fail to kill a tank more than half of the times I attempt it, and something about the way EVE works occurred to me. In EVE, you have warp interdiction, preventing your foe from escaping when the know they can't win. In DUST, we usually don't kill tanks because they can run away and regenerate.
What if we had a Stasis Grenade, or a Stasis Webifier Launcher?
Make it have fairly limited ammunition, have a fair splash range, and be worth sacrificing a light damage or grenade slot for.
It would deal a relatively small amount of damage, and it would snare infantry and tanks differently.
Infantry are slowed by 25% and cannot regenerate stamina when caught in its effect.
A tank's speed would be reduced by 50% or so and it would halt the cooldown of its active modules while active.
Thoughts? tanks are fine as they are. I easily, while on the ground or in my rail tank, can kill 5-10 tanks per match. Use a forge gun or railgun.
lolno
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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X7 lion
SWAMPERIUM
133
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Posted - 2014.03.07 04:03:00 -
[13] - Quote
Wana know the real reason tanks are hard to kill, LACK OF TEAM WORK!!!!!!! its a tank 9/10 you going to need more then one person to take it down & to do it efficiently takes at least 3 people (this is a decent tanker im talking about not just milita srubnaughts) people in general need to stop trying to be a one man army and start working together.
I am death incarnate, you will not see me or hear me.
You shall only feel the strike of my blade.
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TheEnd762
SVER True Blood General Tso's Alliance
442
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Posted - 2014.03.07 04:14:00 -
[14] - Quote
X7 lion wrote:people in general need to stop trying to be a one man army
You mean like tankers? |
jaksol returns
highland marines IMMORTAL REGIME
11
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Posted - 2014.03.07 08:26:00 -
[15] - Quote
Fish'o'war Turinna wrote:I was considering the reasons why I fail to kill a tank more than half of the times I attempt it, and something about the way EVE works occurred to me. In EVE, you have warp interdiction, preventing your foe from escaping when the know they can't win. In DUST, we usually don't kill tanks because they can run away and regenerate.
What if we had a Stasis Grenade, or a Stasis Webifier Launcher?
Make it have fairly limited ammunition, have a fair splash range, and be worth sacrificing a light damage or grenade slot for.
It would deal a relatively small amount of damage, and it would snare infantry and tanks differently.
Infantry are slowed by 25% and cannot regenerate stamina when caught in its effect.
A tank's speed would be reduced by 50% or so and it would halt the cooldown of its active modules while active.
Thoughts?
I don't know what your talking about my tanks die all the time and iv invested sp into it, and infantry stoping a tank from running away? we did not use to have to run away we use to have fast health regen boosters, also are you out of your mind? your not suppost to take a tank on by your-self and win, you have to communicate and work with your squad or team.
Sacrifice is a choice you make, Loss is a choice made for you .
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TheEnd762
SVER True Blood General Tso's Alliance
442
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Posted - 2014.03.07 09:25:00 -
[16] - Quote
jaksol returns wrote:your not suppost to take a tank on by your-self and win, you have to communicate and work with your squad or team.
You're not supposed to be able to operate a tank by yourself either. Most tanks require a crew of at least four (commander, driver, gunner, loader). If tanks in Dust are advanced enough to be operated by a single person, then AV weapons can be advanced enough for one person to pose a threat to them. |
Alena Ventrallis
The Neutral Zone
812
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Posted - 2014.03.07 10:15:00 -
[17] - Quote
TheEnd762 wrote:jaksol returns wrote:your not suppost to take a tank on by your-self and win, you have to communicate and work with your squad or team. You're not supposed to be able to operate a tank by yourself either. Most tanks require a crew of at least four (commander, driver, gunner, loader). If tanks in Dust are advanced enough to be operated by a single person, then AV weapons can be advanced enough for one person to pose a threat to them. Tanks should absolutely take multiple people to kill. But they should require small turrets, and people to man them, in order to fend off infantry. I want large turrets to be kings of AV, and have tanks rely on small turrets for AP.
Best PVE idea I've seen.
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Korvin Lomont
United Pwnage Service RISE of LEGION
657
|
Posted - 2014.03.07 10:43:00 -
[18] - Quote
Fish'o'war Turinna wrote:echo47 wrote:Webbifiers would be terible in this game. You have to think about what counter would you have. Webs plus scanners would make the game impossible to play.
I think a better solution for tanks would be a slow down effect based on the amount of armor left. Or equipment that causes the modules ot overheat faster. You have a point, for sure. That's why I was suggesting it be a light weapon with limited ammo. You have to sacrifice quite a big of tactical versatility in order to use one.
The funny thing is we already have something similar with dropsuits, your suit gets slowed down as long as you are taking incoming fire... |
KalOfTheRathi
Nec Tributis
1005
|
Posted - 2014.03.07 10:54:00 -
[19] - Quote
TheEnd762 wrote:You're not supposed to be able to operate a tank by yourself either. Most tanks require a crew of at least four (commander, driver, gunner, loader). If tanks in Dust are advanced enough to be operated by a single person, then AV weapons can be advanced enough for one person to pose a threat to them. Yes, but in real life the tank commander can shoot the Blue Berry in his empty head and kick his useless hide out into the Dust below his tank.
He won't lose his tank because some scrub or griefer has jumped into a small turret and prevents him from calling in a tank that fits the changing battlefield conditions.
I didn't run small turrets in the beginning of 1.7 because they are not worth it. The SP cost is IDENTICAL to large turret SP and they produce not only meager damage but open the tank up to Blue Belles that know nothing about tanking.
And they never have a mic. Ever.
Before 1.7 20-30% of my tank losses were Blue Belle caused. I am glad they are gone, they are worthless.
And so it goes.
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
2
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Posted - 2014.03.07 10:54:00 -
[20] - Quote
Click on the link to take a look at a possible solution for this that is fair, reasonable, and simpler.
https://forums.dust514.com/default.aspx?g=posts&m=1858385#post1858385
My tank is my dropsuit, it's kinda like your dropsuit...umm Only bigger, but just a little. :)
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TheEnd762
SVER True Blood General Tso's Alliance
443
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Posted - 2014.03.07 10:58:00 -
[21] - Quote
KalOfTheRathi wrote:]Yes, but in real life the tank commander can shoot the Blue Berry in his empty head and kick his useless hide out into the Dust below his tank.
He won't lose his tank because some scrub or griefer has jumped into a small turret and prevents him from calling in a tank that fits the changing battlefield conditions.
I didn't run small turrets in the beginning of 1.7 because they are not worth it. The SP cost is IDENTICAL to large turret SP and they produce not only meager damage but open the tank up to Blue Belles that know nothing about tanking.
And they never have a mic. Ever.
Before 1.7 20-30% of my tank losses were Blue Belle caused. I am glad they are gone, they are worthless.
I didn't say anything about "real life", but your point is well taken. You can rely on groups of blueberries to coordinate and properly operate a tank.
And you can't rely on them to coordinate to effectively take down a tank either. |
KalOfTheRathi
Nec Tributis
1005
|
Posted - 2014.03.07 11:02:00 -
[22] - Quote
Fish'o'war Turinna wrote: ... blah blah blah EVE blah blah blah EVE blah blah blah ... Pod People must play EVE.
It is a great game. It has Meta levels. It has some webinizing thingies of crap that stick to a stinking star ship! Can you seriously say that without laughing and falling on your butt? A webilizer that prevents warp bubbles. Look at the physics, even the pretend and obviously overly stupid version of physics used in EVE and the entire conversation is just plain wrong.
Dust is on the Ground. And EVE is filled with magic bunnies floating among the stars and the bongs and fueled by a billion mouse clicks.
You don't have a Push To Win button that works on tanks. Get a tank. That works, very well. Don't like that. Use a squad. Worst thing for a tanker is a squad of AVs with mics and knowing what they are doing. Luckily for us, those are few and far between.
Those were my thoughts, as requested.
And so it goes.
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Western Ways
Krullefor Organization Minmatar Republic
30
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Posted - 2014.03.07 11:26:00 -
[23] - Quote
Godin Thekiller wrote:It's not magic, it's gravity. Silly Amarrians don't understand anything these days.
lol what do you expect from religious zealots? These are the same people that think of algebra as "Some kind of fuzzy math where they replace the numbers with letters". |
General12912
Gallente Marine Corps
87
|
Posted - 2014.03.07 11:53:00 -
[24] - Quote
Godin Thekiller wrote:True Adamance wrote:NO NO MAGIC GRENADES!
STATIS WEBIFIERS!
They are beams of energy similar to the rep tool which hold/ nullify the momentum of objects. It's not magic, it's gravity. Silly Amarrians don't understand anything these days. since when have they ever understood anything?
their empress does all their thinking for them
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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Fish'o'war Turinna
Immortal Guides
3
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Posted - 2014.03.07 12:48:00 -
[25] - Quote
KalOfTheRathi wrote:You don't have a Push To Win button that works on tanks. Get a tank. That works, very well. Don't like that. Use a squad. Worst thing for a tanker is a squad of AVs with mics and knowing what they are doing. Luckily for us, those are few and far between.
In many cases, even when there are several people attempting to take down a tank, it simply retreats and its 4 friends come and save it. A webifier weapon would not be very effective if you were using it alone, but you would make an AV group even more effective. Getting a tank when there is already 3-5 enemy tanks watching you is near impossible.
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Emperor1349
Molon Labe. General Tso's Alliance
27
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Posted - 2014.03.07 13:30:00 -
[26] - Quote
Speed needs to decrease when the tank is under 15% armor, on fire but doing top speed. But webs would be useful, even vehicle module ones, and variations of av grenades for slowing or stopping for them a few seconds. I'd like to see vehicle vs vehicle with these kind of tools
R.I.P Mag - SVER
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deepfried salad gilliam
Sanguine Knights
471
|
Posted - 2014.03.07 13:53:00 -
[27] - Quote
what about a stasis beam
possibly a sidearm ?
it would have a fairly small pg/cpu
it would shoot out a constant beam it has free fire
and if you aim it tries to lock on like a rep tool
it would have an overheat mechanic, but can still fire for decent time
usable on vehicle and infantry
std -35% speed adv - 50% speed pro -65% speed
the beams would apply separately
so i hit a tank with adv its now at 50% speed then my buddy does to so 50% of his current speed brings it to 25 of its original
Proud Christian
Free stuff for the next account you make:)
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X7 lion
SWAMPERIUM
134
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Posted - 2014.03.07 15:37:00 -
[28] - Quote
TheEnd762 wrote:X7 lion wrote:people in general need to stop trying to be a one man army You mean like tankers? ITS A ******* TANK, in a perfect game world id want multiple people need to operate the tank but the game isnt big enough to have guys running a tank like that.
I am death incarnate, you will not see me or hear me.
You shall only feel the strike of my blade.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
228
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Posted - 2014.03.07 15:47:00 -
[29] - Quote
Alena Ventrallis wrote:Tanks should absolutely take multiple people to kill. But they should require small turrets, and people to man them, in order to fend off infantry. I want large turrets to be kings of AV, and have tanks rely on small turrets for AP. This sounds nice, but: What is a tank good for, then?
Serious question. The baseline gameplay here is infantry. Infantry does everything. Tanks can't do many of the things that infantry can (like hacking).
If you make the large turrets AV only and require small turrets for AP, you are better off with just keeping to infantry gameplay, unless small turrets are highly OP. You won't need a tank unless someone with a three-man tank crops up. And then you can just as well counter that thing with a three-man AV team or one of the large turrets that would actually exist unmolested in a game where tanks don't appear in every match.
People forget that killing is not the goal of the game. It's just a mean of achieving it. Tanks can't achieve the goal. That's what their balance as one-man-armies is based on. They can't enter complexes and they can't stealthily cap CRUs behind enemy lines. |
Awry Barux
Ametat Security Amarr Empire
1478
|
Posted - 2014.03.07 16:08:00 -
[30] - Quote
Sole Fenychs wrote:Alena Ventrallis wrote:Tanks should absolutely take multiple people to kill. But they should require small turrets, and people to man them, in order to fend off infantry. I want large turrets to be kings of AV, and have tanks rely on small turrets for AP. This sounds nice, but: What is a tank good for, then? Serious question. The baseline gameplay here is infantry. Infantry does everything. Tanks can't do many of the things that infantry can (like hacking). If you make the large turrets AV only and require small turrets for AP, you are better off with just keeping to infantry gameplay, unless small turrets are highly OP. You won't need a tank unless someone with a three-man tank crops up. And then you can just as well counter that thing with a three-man AV team or one of the large turrets that would actually exist unmolested in a game where tanks don't appear in every match. People forget that killing is not the goal of the game. It's just a mean of achieving it. Tanks can't achieve the goal. That's what their balance as one-man-armies is based on. They can't enter complexes and they can't stealthily cap CRUs behind enemy lines.
Right now, they can achieve that goal. Every map has null cannons where tankers can literally stick their blaster right next to the hack console and just f--king sit there. Either map design needs to change or tanks need to GTFO anti-infantry or one person needs to be able to solo a tank using appropriate AV weaponry. One of the three.
Respec in 1.8 due to huge battlefield role shift for MinLogi!
All my posts are respec posts (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ LockmeBro!
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CLONE117
True Pros Forever
717
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Posted - 2014.03.07 16:09:00 -
[31] - Quote
i still havnt had much trouble soloing tanks with my 3 std av nades with 1 clip of adv swarms on my cheapsuit without any dmg increasing mods or skills.
the vehicles that ive found to be some of the most difficult to kill are std tanks with cycled hardeners.
with multiple permahardened tanks roaming around the field.its easier to just grab a glass rail and dispatch em that way.
my time when using tanks. one of them being a maddy that gets 500 hps reps a second. with that it would seem to be very powerful in the math department. might stand up to an unmodified blaster turret. but ive found swarms and other av can out dps the rep rate pretty easily. and with the lagg going around ive lost a few of em without seeing my own vehicle explode.
the only thing my tank has going for it is the good recovery rate. other than that its got low firepower. and a disadvantage at almost everything else. the fast recovery doesnt mean that im able to rep through sustained fire. a pause in the attack and my tanks life is extended. rails can rip through it like its nothing unless i break line of fire for at least 4 seconds. a fun but expensive toy to play with though.
for other tanks its the strength of those cycled hardeners. it takes away from the windows of opportunity thing. making hardeners slow down the vehicle when active could solve them running away. and removing the hardener cycling by making one hardener of one type active the other hardeners of the very same type would remove cycling. without causing any major imbalances with glass cannons. |
Cross Atu
OSG Planetary Operations Covert Intervention
1979
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Posted - 2014.03.07 16:18:00 -
[32] - Quote
Fish'o'war Turinna wrote:I was considering the reasons why I fail to kill a tank more than half of the times I attempt it, and something about the way EVE works occurred to me. In EVE, you have warp interdiction, preventing your foe from escaping when the know they can't win. In DUST, we usually don't kill tanks because they can run away and regenerate.
What if we had a Stasis Grenade, or a Stasis Webifier Launcher?
Make it have fairly limited ammunition, have a fair splash range, and be worth sacrificing a light damage or grenade slot for.
It would deal a relatively small amount of damage, and it would snare infantry and tanks differently.
Infantry are slowed by 25% and cannot regenerate stamina when caught in its effect.
A tank's speed would be reduced by 50% or so and it would halt the cooldown of its active modules while active.
Thoughts? I'd make it an active equipment module, much like the active scanner (or upcoming cloak). It would have a duration, a cool down, require being held while active etc. The range would have to be somewhat limited for balance reasons, and the effect would be a % reduction to movement speed both of the vehicle and it's turret rotation/aiming. This would require a more tactical use of Hardeners and Reppers by the vehicle pilots because they couldn't be certain of such a rapid retreat from combat. I would level the playing field somewhat, likely not resulting in a huge increase in kills once pilots adapt to it's presence but it would reduce the pressure vehicles to apply thus balancing the theater of engagement more fully.
0.02 ISK Cross
SupportSP Rollover & an improved Recruting System
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Cross Atu
OSG Planetary Operations Covert Intervention
1981
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Posted - 2014.03.07 16:39:00 -
[33] - Quote
Just saw this post.
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]
SupportSP Rollover & an improved Recruting System
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Fish'o'war Turinna
Immortal Guides
3
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Posted - 2014.03.07 23:17:00 -
[34] - Quote
Sole Fenychs wrote: This sounds nice, but: What is a tank good for, then?
Serious question. The baseline gameplay here is infantry. Infantry does everything. Tanks can't do many of the things that infantry can (like hacking).
If you make the large turrets AV only and require small turrets for AP, you are better off with just keeping to infantry gameplay, unless small turrets are highly OP. You won't need a tank unless someone with a three-man tank crops up. And then you can just as well counter that thing with a three-man AV team or one of the large turrets that would actually exist unmolested in a game where tanks don't appear in every match.
People forget that killing is not the goal of the game. It's just a mean of achieving it. Tanks can't achieve the goal. That's what their balance as one-man-armies is based on. They can't enter complexes and they can't stealthily cap CRUs behind enemy lines.
In modern and recent warfare, tanks were used (because of their mobility) to breach and control enemy lines and to protect transports and logistics. Think about it, in modern warfare would a reasonable commander commit tanks to many of the urban environments that we have in DUST? No, because it's an AV infantry paradise. Tanks would be used to blockade the city and bombard it, not engage infantry in close.
On a side note, we should be able to destroy buildings. |
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