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The dark cloud
The Rainbow Effect Negative-Feedback
2422
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Posted - 2014.03.15 16:05:00 -
[1] - Quote
Vehciles vs AV is at the moment extreme unbalanced. So ive came up with some fixes:
-swarms need to be more effective against dropships, when they hit the dropship should become harder to controll because 1 engine is failing and you have to compensate for that.
-AV mines (proximity mines) should not be detectable with the current "beeping" that tanks have. Instead it should become a sperate ACTIVE module and if a AV mine explodes underneath a tank it should imobalise the vehicle for 30 secs.
-A critical hit with a forgegun on a tank (weakspot) should cripple the usage of active modules for 1 minute.
Adding "hitzones" on vehicles.
-Tanks should have a seperate hitzone on their tracks (left/right) which means when you hit them once with a forge there or they get hit by a AV mine the tank looses drastically speed. But on the other hand because its not a vital part of the tank damage should be reduced by 20% when aiming for the tracks.
-Dropships should become extreme hard to controll when they get hit on the jet nozzle (like on battlefield). This would give swarm launchers a bonus to use them.
-LAV's should aswell get a movement penalty when they run over a proximity mine. Just think of it like driving with flat tires. You are nowhere near as fast and much harder to controll the vehicle.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Egonz4
The Unholy Legion Of DarkStar DARKSTAR ARMY
108
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Posted - 2014.03.15 16:07:00 -
[2] - Quote
No!!!! They do NOT need to buff AV!!!! All they need to do is fix rail gun tanks
MASTER OF THE FLAYLOCK
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Egonz4
The Unholy Legion Of DarkStar DARKSTAR ARMY
108
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Posted - 2014.03.15 16:10:00 -
[3] - Quote
Egonz4 wrote:No!!!! They do NOT need to buff AV!!!! All they need to do is fix rail gun tanks I would have militia tanks have only 1 high and low slot...and reduce the rail gun distance. That Would fix the problem....cuz if u buff AV Dropships are gonna be even weaker than right now!!! Dropships are underpowered...but ccp shouldn't buff them, it's all in the tanks.
MASTER OF THE FLAYLOCK
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LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
326
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Posted - 2014.03.15 16:21:00 -
[4] - Quote
The dark cloud wrote:Vehciles vs AV is at the moment extreme unbalanced. So ive came up with some fixes:
-swarms need to be more effective against dropships, when they hit the dropship should become harder to controll because 1 engine is failing and you have to compensate for that.
-AV mines (proximity mines) should not be detectable with the current "beeping" that tanks have. Instead it should become a sperate ACTIVE module and if a AV mine explodes underneath a tank it should imobalise the vehicle for 30 secs.
-A critical hit with a forgegun on a tank (weakspot) should cripple the usage of active modules for 1 minute.
Adding "hitzones" on vehicles.
-Tanks should have a seperate hitzone on their tracks (left/right) which means when you hit them once with a forge there or they get hit by a AV mine the tank looses drastically speed. But on the other hand because its not a vital part of the tank damage should be reduced by 20% when aiming for the tracks.
-Dropships should become extreme hard to controll when they get hit on the jet nozzle (like on battlefield). This would give swarm launchers a bonus to use them.
-LAV's should aswell get a movement penalty when they run over a proximity mine. Just think of it like driving with flat tires. You are nowhere near as fast and much harder to controll the vehicle.
That's a very interesting proposal, with the mines causing vehicle lockup. I like that, would actually make them useful. People in the area could rush in and plant REs on them then quickly. It would make AV and tanking actually have to use more strategy in defense and offense.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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darkiller240
WarRavens League of Infamy
585
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Posted - 2014.03.15 16:23:00 -
[5] - Quote
Yaaay another noob thread AV dosent need a buff, Tanks need a nerf while i agree with the beeping sound on proxies they should not imobolise tanks Swarms should not get extra recoil at all , they need less, also they don't do the damage they show, there not UP their glitched
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Henchmen21
Planet Express LLC
747
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Posted - 2014.03.15 16:23:00 -
[6] - Quote
How to balance AV....poorly
CCP you better nail 1.8, as it stands 1.7 is a total disaster.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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The dark cloud
The Rainbow Effect Negative-Feedback
2423
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Posted - 2014.03.15 16:28:00 -
[7] - Quote
darkiller240 wrote:Yaaay another noob thread AV dosent need a buff, Tanks need a nerf while i agree with the beeping sound on proxies they should not imobolise tanks Swarms should not get extra recoil at all , they need less, also they don't do the damage they show, there not UP their glitched Be quiet nublet. Swarms do only 59% damage against dropships. Dont believe me? Call in a dropship by yourself and aim with a swarm launcher at it. It will tell you how much damage is beeing dealt. Its not swarms that are glitched the dropships are the issue.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Takahiro Kashuken
Red Star. EoN.
2994
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Posted - 2014.03.15 16:32:00 -
[8] - Quote
The dark cloud wrote:Vehciles vs AV is at the moment extreme unbalanced. So ive came up with some fixes:
-swarms need to be more effective against dropships, when they hit the dropship should become harder to controll because 1 engine is failing and you have to compensate for that.
-AV mines (proximity mines) should not be detectable with the current "beeping" that tanks have. Instead it should become a sperate ACTIVE module and if a AV mine explodes underneath a tank it should imobalise the vehicle for 30 secs.
-A critical hit with a forgegun on a tank (weakspot) should cripple the usage of active modules for 1 minute.
Adding "hitzones" on vehicles.
-Tanks should have a seperate hitzone on their tracks (left/right) which means when you hit them once with a forge there or they get hit by a AV mine the tank looses drastically speed. But on the other hand because its not a vital part of the tank damage should be reduced by 20% when aiming for the tracks.
-Dropships should become extreme hard to controll when they get hit on the jet nozzle (like on battlefield). This would give swarm launchers a bonus to use them.
-LAV's should aswell get a movement penalty when they run over a proximity mine. Just think of it like driving with flat tires. You are nowhere near as fast and much harder to controll the vehicle.
How is the engine failing? it hits the middle of the ship
It only does that if the tracks are knocked off, just because you hit underneath doesnt mean you do anything
1min lolno
If i detrack a tank in WOT sometimes i cause no damage at all because the tracks has soaked up the shell, sometimes i may do a bit of damage and if the shot is strong enough it will just go straight through the tank - can depend on the angle also but swarms require no aim or angle anyways, if you hit the tracks you are not hitting the main body of the tank so it should maybe detrack but nothing much more than that
Swarms dont aim at jet nozzles
Generally some half baked ideas here which require another complete overhaul of vehicles and AV for it to work properly
Intelligence is OP
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Egonz4
The Unholy Legion Of DarkStar DARKSTAR ARMY
108
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Posted - 2014.03.15 16:52:00 -
[9] - Quote
darkiller240 wrote:Yaaay another noob thread AV dosent need a buff, Tanks need a nerf while i agree with the beeping sound on proxies they should not imobolise tanks Swarms should not get extra recoil at all , they need less, also they don't do the damage they show, there not UP their glitched Agreed tanks are the problem
MASTER OF THE FLAYLOCK
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