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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8550
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Posted - 2014.03.21 01:49:00 -
[1] - Quote
Agreed but I would make the distinction to HAV armour of having benefits to the tanker to position I would make front armour resist between 5%-10% better than usual, in a sense that really means that a tanker should engage in a specific manner...which in turn makes them predictable.
Consequently I would say side armour either does +0%-10% damage while the rear of the HAV takes between 20%- 35% extra damage with the weak point still present for that added efficiency rating for skill shots.
However.....without really having racial AV even making a model like this work....is well......practically impossible.... still I do love the idea that my armour, my positioning would affect gameplay.
Primarily though....... front and side armour need to be looked at, side armour is of course thinner by design.......but is also the largest faces of the HAV . As such balancing the static AV models against any modifiers would have to result in a balanced value of damage dealt.
Additionally if we get into that how do we alter dropship armour/ shield efficiencies to match this system.... and balance whatever static AV values we settle on against dropships in general.....
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8551
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Posted - 2014.03.21 02:13:00 -
[2] - Quote
SponkSponkSponk wrote:Note that this frees up design space: for instance, APCs might have lower HP than a tank, but compensate via no (or fewer) weak spots (as befits a vehicle used for infantry/urban support)
Indeed it could...... but in order to establish a model for these values we' actively need to set AV values and sure they didn't vary.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8581
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Posted - 2014.03.21 10:11:00 -
[3] - Quote
Alena Ventrallis wrote: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.
If such a frontal armour resistance buff was implemented correctly with fair side and rear armour modifiers I could significantly see my current ideal resitiance module values (50% shield, 35% armour) drop a further 5% a piece.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8581
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Posted - 2014.03.21 10:30:00 -
[4] - Quote
Alena Ventrallis wrote: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.
Personally then if we are taking it so far as rear, lower, and top armour being weak points I would stand/ request we in this discussion operate under the basis that frontal armour receives a 10% reduction to damage while side armour receives no damage modifiers.
I can understand mines dealing standard damage to thin lower armour, and lets say AV grenades and AV stations above HAV dealing extra damage as well as rear facing damage sources...... but if we try to apply negative modifiers to every sections of an HAV we start to see very limited manners HAV can actually engage in.
So Assuming HAV resistances modify damage like so
Side +/- 0% ___________________________ I I I I I I Rear +35% I Top/Bottom +15/20% I Frontal -10% I I I I I I I ___________________________I
EDIT- Damn this looks much more like a square on my posting screen......
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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