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Alena Ventrallis
The Neutral Zone
907
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Posted - 2014.03.21 01:15:00 -
[1] - Quote
AV is taking a nerf in 1.8. Fine, whatever.
But let's give AV, and more specifically swarms, more areas to hit for bonus damage.
Perhaps have the very front (where rl tanks are the most armored) do damage as we have it now. Hitting a tank from the sides does 10% more. From the back (where rl tanks are weakest) you get 20% extra damage. The weakspot in the back gets the same 30% damage.
Makes positioning much more important. AV can get their lost damage back by using tactics (flanking, waiting til they can hit it from the back, etc). Tanks now can't just roll up, and have to worry about what they are exposing to the enemy. And more importantly, it means that swarms can actually have a decent chance of getting in on the bonus damage that only forges (unless the swarmer gets lucky) have been able to get at.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
909
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Posted - 2014.03.21 03:33:00 -
[2] - Quote
And the HAV weakspots don't have to be a full side. For instance, perhaps the bonus applies to the rear half of the side, but not the front half.
In any case, racial AV would not hinder this system from working. We could perhaps even give tanks a damage resistance to being hit from the front as suggested by Adamance. But the point is, AV is taking a nerf, but this gives them that damage back, while requiring tactics instead of module stacking to achieve that damage. This makes for a more interesting battle, where AV could let a tank pass to get a shot at it's weaker backside as opposed to opening up on it where it's defenses would be strongest. (ie: the front)
This also aids swarms, as unlike forge guns, you cannot decide exactly where on the tank you are going to hit. Which means that hitting the weakspot of the tank is way more about luck than any kind of skill. This gives them the ability to get in on the bonus damage that currently can only be consistently applied with forges.
I'm actually in favor of giving a damage resistance to the front of an HAV. Would give tankers the ability to benefit from positioning, while simultaneously giving AV a reason to flank them. This in turn give tanks more incentive to fit small turrets, in order to cover their weaker areas.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
912
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Posted - 2014.03.21 08:32:00 -
[3] - Quote
Ronan Elsword wrote:How would this work with shields? Unlike armor they encompass the entire vehicle. More energy is dedicated to the front of the shield rather than the rest, with the back having the lowest.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
915
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Posted - 2014.03.21 10:17:00 -
[4] - Quote
Asha Starwind wrote:Good suggestion but just to nitpick RL tanks are weakest at the top, javelins and some tow missiles are designed to exploit this. True, this is why urban environments are so deadly for them. I never worked directly with armor, so I never learned their specs. In any case, I think the concept is sound. AV gets a nerf, but can regain that damage with good tactics and positioning. HAVs can counter with their own positioning, making skill a little more important than number crunching.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
915
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Posted - 2014.03.21 10:46:00 -
[5] - Quote
So basically they'd get bonus resistance on the front, and a resistance penalty everywhere else?
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
915
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Posted - 2014.03.21 11:50:00 -
[6] - Quote
I'm hesitant on proxy usefulness. Currently they have no counter. There's no way a tank can find them, save driving slow and listening for the sound.
If proxies were able to be found by scanners, or in some way were able to be discovered, then definitely I am for them to be useful. But something like them need a counter before we make them too powerful.
At the same time, they don't really work if tanks can easily find them. Perhaps they show up within 15m? A slow moving tank has time to respond. One driving about willy nilly won't have time to react.
EDIT: Here's a thought. Proxies get a larger blast and detonate sooner to take advantage of this, and in addition to the sound, there is some sort of visual marker. Then decrease resistance to the bottom of tanks. So now, going fast is a hindrance. Tanks want to move slowly so as to avoid them, or better yet, deploy their small turret gunners to sweep the area for mines. Teamwork as a counter.
Best PVE idea I've seen.
Fixed link.
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Alena Ventrallis
The Neutral Zone
921
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Posted - 2014.03.21 21:13:00 -
[7] - Quote
Tanks are most heavily armored in front because the idea is the they ride in formation all facing the enemy firing straight ahead. Armor is weakest on top because they aren't supposed to be in an environment where they can be hit from above. If anything, they had strong armor on bottom too, there are plenty of videos on YouTube where an Abrams tuns over an anti-tank mine and keeps on chugging.
Gameplay wise, it makes it so a tank must worry about what part of his tank is being exposed. It gives AV a chance to regain their lost damage back through tactics and positioning. This makes for a much more engaging AV/V fight, with tactics outweighing a raw numbers game.
Best PVE idea I've seen.
Fixed link.
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