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Kindel Monix
SMARTCREW Canis Eliminatus Operatives
0
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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. |
H4lfdog
KILL-EM-QUICK RISE of LEGION
27
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Posted - 2014.03.27 14:26:00 -
[2] - Quote
An EMP spray? Like a reptool to overheat the mods? |
neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.03.27 16:10:00 -
[3] - Quote
Plasma cannon should do this, or even knock active modules off, and reset their time. would force active module uses to be on their best behavior and be on their toes a bit more. Just sayin.
Give DUST514 some direction.
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Justice Darling
Themis Argonauts
58
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Posted - 2014.03.27 18:31:00 -
[4] - Quote
Kindel Monix wrote: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.
I think i understand what you are talking about something like a neutralizer to kill off the perma tanked hardeners/reps |
Ultra Boomer3
HavoK Core RISE of LEGION
285
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Posted - 2014.03.27 19:31:00 -
[5] - Quote
Kindel Monix wrote: ... 1.10 ...
is nobody else bothered by this obvious mathematical error? 1.10 would be 1.1
any 0 right of a decimal without a significant figure to it's right is not a significant figure and is therefore not counted.
I think what you were looking for was 2.0 or the next build. /\ also an insignificant figure but still kinda needed
could just be me that's bothered by this, but I would like to think everyone knows 1.10 is the same as 1.1
Name: Ultra Boomer3.
Class: Heavy.
Specialty: Forge Gun.
Corp: Havok Core.
Loyalty: HavoK Core.
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Xaviah Reaper
Nyain San Dirt Nap Squad.
359
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Posted - 2014.03.27 19:34:00 -
[6] - Quote
neolutumus wrote:Plasma cannon should do this, or even knock active modules off, and reset their time. would force active module uses to be on their best behavior and be on their toes a bit more. Just sayin.
this would break vehicles even more
Dropship Pilot
NS - Nyain San*
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Yotta Guns
Molon Labe. General Tso's Alliance
45
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Posted - 2014.03.27 19:44:00 -
[7] - Quote
Xaviah Reaper wrote:neolutumus wrote:Plasma cannon should do this, or even knock active modules off, and reset their time. would force active module uses to be on their best behavior and be on their toes a bit more. Just sayin. this would break vehicles even more Yeah, they're weakening the hardeners... no need to break the moduels. They have a god awful recharge time as is. Proceed as planed with the hardener nerf ccp |
Kindel Monix
SMARTCREW Canis Eliminatus Operatives
1
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Posted - 2014.03.28 17:07:00 -
[8] - 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? |
Dunce Masterson
Savage Bullet
66
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Posted - 2014.03.28 18:28:00 -
[9] - Quote
how about a Javelin missile launcher with the same clip size and damage profile has the forge guns?
I don't even know why I bother.
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
590
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Posted - 2014.03.28 18:31:00 -
[10] - Quote
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.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Kindel Monix
SMARTCREW Canis Eliminatus Operatives
1
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Posted - 2014.03.29 04:25:00 -
[11] - 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? |
Ultra Boomer3
HavoK Core RISE of LEGION
291
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Posted - 2014.03.29 18:30:00 -
[12] - 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.
as I understood it this was a Soon(TM) item since closed beta.
Name: Ultra Boomer3.
Class: Heavy. Specialty: Forge Gun.
Corp: Havok Core. Loyalty: HavoK Core.
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