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Kindel Monix
SMARTCREW Canis Eliminatus Operatives
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Posted - 2014.03.27 14:16:00 -
[1] - Quote
Sooo Let me get to the Point, just imagine it's 1.10. and tanks are still dominating. (lets hope not) So you need a weapon that you can use to kill tanks but have it so that that it will not be nerfed. So why not a weapon that will be easily be under-powered unless he is dependent on his hardeners? How about a weapon that depends on the tanks own hardeners to be on when it hits. A weapon that will drain the tanks hardeners life time down, allowing the forge gun to kill the tank. You can see it as a grenade but I the tankers will say that it will do too much and it will be nerfed eventually. So why not make it a light weapon. All you need to do is get in range, hit the target, and watch as the armor hardener waists time by using twice as much energy and get overtime damage like 10 points a second per mod active. It works by overloading the circuit boards and letting the sparks fly out and heat up the target, some modules might even be able to heat up the turrets as well. The overload makes it harder for the tank to use its mods and lengthens the time to recharge the hardeners as well as shortening the time being used as long as its locked to the weapon and is heating up the circuit board. This weapon is dependent on having this hooked on to the tank and has limited range when compared to the forge gun, it also has only 4 shots and only 1 per clip, but it will only lose ammo when disconnected from the target.
I thought of this weapon with the tankers in mind by the way, I know how far they can go so the range of the weapon is that of 200 meters, a slow tank dependent on the mods will have trouble getting away if they don't know what they are doing but one with both hardeners and fuel injectors will both suffer from this if they cant get out quick enough, do to the fact that fuel injectors will take the heat as well. They will have to depend on there normal speed to get out of there. |
Kindel Monix
SMARTCREW Canis Eliminatus Operatives
1
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Posted - 2014.03.28 17:07:00 -
[2] - Quote
Just to be clear I made this weapon with the thought of the triple hardeners. They were OP from the getco and I don't see a reason why CCP would change it much, other then the fact then it makes the tanks OP, this weapon makes it so that they are betting that the other team doesn't have it or wont use it. The weapon makes using active mods a weakness and will add more strategy to making tanks. The enemy have armor, why not punch a hole in it? |
Kindel Monix
SMARTCREW Canis Eliminatus Operatives
1
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Posted - 2014.03.29 04:25:00 -
[3] - Quote
Auris Lionesse wrote:Add caps. Make them learn cap management. Add neut grenades and Webifiers (20-40m range rep tools that slow you down) stream breaks if it passes through an object.
That's probably what I was looking for. But if it was rep tool range it will take too little damage, I was thinking more like shotgun range, of coarse all you want with this thing is the Mod reset-er thing. The question is how long till it turns back to normal. Maybe just 40 seconds. Anyway the main problem is still how to explain how it works. I know my description is good and all but is that even reasonable? |
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