Charlotte O'Dell
Fatal Absolution General Tso's Alliance
2034
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Posted - 2014.03.08 04:01:00 -
[1] - Quote
Consider this:
A dropsuit, a good one, costs 150k to 200k. It is CAPEABLE of killing 40 people and not dying in a very good game, has significant advantages over a 10k dropsuit, but can still be killed by it.
Vehicles should be approached the same way.
A good vehicle should cost 200k and die to AV just as quickly as a dropsuit does.
What does that mean? No more hardeners. None. Zero...or at least, they dont last more than 10 seconds for shields and 18 for armor.
This means that current proto AV is more than capable of soloing any vehicles there is...And so is STD AV.
Since the costs are equalized to with dropsuits, we can truly have the Infantry > AV > AV tank > AI Tank > Infantry balance that everyone wants.
"Hey, wait, modules, as they are, mean any tank can be damage AND HP tanked at the same time...Easy fix=Change slot layout and fitting costs so it is impossible for a tank to have enough DPS to kill an HP-heavy tank without having any amount of HP capable of surviving >2 av rounds.
AI Vehicle kills infantry in 3 seconds, but cannot survive vs AV Vehicle who fires first. Infantry kills AV in 3 seconds, but are helpless against vehicles. Av kills AV Vehicle in 3 seconds, but AI Vehicle in 15 seconds AV vehicle kills AI vehicle in 3 seconds, but cannot survive an engagement with AV infantry long enough to take on more than one IF he is a good shot.
It's honestly the easiest balance system I can think of. When everyone is killed in 3 seconds by someone else, then nobody is OP.
What does this mean for dropships and lavs>>>>? Well, it means a tank and a dropship have more or less, the same EHP and DPS. "So why use a tank that can't fly?" Stealthier (ironically). Try hiding as a dropship. It is almost impossible. Everyone knows where you are and every forge, rail, and swarm lock on to you the second they see you pop out of the redline. LAVs are fast and hav the same EHP as tanks and dropships (yeah, crazy). Their main weakness being they don't have a turret and have an open cockpit.
So here's the breakdown: HAVs: Low Mobility. High DPS. "Stealthy" LAVs: High Mobility. No DPS. "Stealthy" Dropships: High Mobility. High DPS. "Missile Magnet"
So...modules need to reworked completely.
High slots: Shields/Turret Mods/Stealth
Low slots: Mobility/Armor/Intelligence
Shields- Super fast regen, but can barely take more than 1 hard hit. Hardeners give the vehicle 90% resistance for a few seconds. Just long enough to see an incoming threat and nullify it- once. Boosters instantly restore the shield. Regulators significantly reduce the recharge delay. Also remote boosters + hardeners.
Turret Mods- Increases damage a ridiculous amount...so much that a full stack of these mods and a good tank firing for 6 seconds of sustained railguns, blasters, or missiles can score 8000 DMG...3HKing anything...ever. However, the effect is so short and the recharge so long that the 7 seconds of mind-shattering OPness better impact 100% of the time. Modules either increase ROF or DMG, but proportionally so both will give the same final DPS. After DMG mods, you've got your reload accelerators, scopes, and ammo bay expansions. Also remote DMG mods (like a leash that buffs DPS)
Stealth- Cloaks- Spectral OR Radar. A spectral cloak renders the vehicle invisible for 20 seconds, however, no regeneration of HP or activation of other modules may take place until the cloak is turned off or runs out its timer. Activating the cloak also shuts down all other modules. Radar cloaks simply increase the time it takes for swarms to lock on to the vehicle by 400% and reduce the time that a spotted vehicle is lit up by 65%. (also available in remote variants)
Mobility- In a world where vehicles are getting OHKd by AV and vehicle, speed is legit tank style. Modules give an extreme speed boost, rocketing a vehicle to 200% of their normal speed in 1 second and maintaining it for a good 10 seconds. (also available in remote variants)
Armor- Capeable of surviving without hardeners for more than a few hits, but the hardeners are only meant to slightly extend life expectancy. They will not stop a DMG modded rail from destroying a vehicle at a whim, but they will allow it to take that one more hit that could be the difference between life and death OVER time, rather than nullifying one hit altogether. Reppers regenerate the vehicle extremely slowly compared to shields, but constantly. Plates also give a significant Hp bonus compared to extenders, so a decked out Armor plated vehicle could easily tolerate a good 8 AV rounds, though a dmg modded vehicle will still 3second-slaughter them. Remote reppers and hardeners also available
Intelligence- Scanners...super duper scanners. 350m range, but with a 15' angle OR 50m scanners 360' that last for a good minute.
So now we have logi vehicles, too. lol.
CONT.....
Charlotte O'Dell is the highest level unicorn!
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Charlotte O'Dell
Fatal Absolution General Tso's Alliance
2037
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Posted - 2014.03.08 04:36:00 -
[4] - Quote
True Adamance wrote:I disagree with you on this one Charlotte.....if tanks were reduced to the same play style as infantry units I honestly would give up on them....... infantry work is boring as hell..... tanks would then be boring as hell......
Just my opinion though..... I like the idea of tactically using modules and having to manage them.....
that's great, but you are what is wrong with tankers and you're just as bad as infantry wannabe tryhards like atiim.
You want is us to be indestructible. You are enjoying tanks right now just like he enjoyed AV in 1.6
Tanks cant be expensive without being something only for the super rich tankers (maybe 15 guys total. lol)
Tanks cant be cheap without being spammed.
Tanks cant take hits without being hard to kill when piloted properly.
So to please everyone, we need low HP tanks that can be killed by one guy with a swarm launcher, but can still kill 30 infantryu who dont fight back easily, and all for only 150k isk.
Charlotte O'Dell is the highest level unicorn!
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