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Ronour
Butcher's Nails
1
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Posted - 2014.04.28 22:34:00 -
[1] - Quote
I have come to appreciate the team effort that DUST requires to be effective. As of now, the blaster tank is the most feared warfare agent against infantry. Given that DUST is primarily an infantry battlefield, infantry should have the means to neutralize tanks with enough teamwork. Infantry can use forge guns and fluxes to work the shields of a tank but usually mighty madrigals are the culprit with its tough high armor HP and efficient repair modules.
The heavy machine gun and the forge gun are the infantry equivalent of the blaster and rail tank. But I would not dare to say that the swarm launcher is the equivalent of the missile tank. Infantry need something else.
How about an anti-tank guided missile? This would be a heavy bazooka-style weapon that launches a single missile capable of destroying a tank with a direct hit if and only if the tank is low on shields. The missile guidance system will only target tanks marked with the "Attack" squad instruction. No direct line of sight is required. The missile will be able to readjust its trajectory slightly to follow a tank in evasive mode but won't make sharp turns. Although no direct line of sight is required, these are not swarm missiles.
SPECS Direct damage per missile: 6000 - 8000 (-95% against shields) Splash damage per missile: 200 - 300 (-95% against shields) Clip Size: 1 Max Ammo: 2 Charge-Up Time: 3 seconds (to set up the weapon, lock-on via squad instructions required) Reload time: 8 seconds Range: 500 m (full trajectory, limited by fuel, explodes automatically if runs out of fuel) Maneuverability: Low (Wont be able to readjust trajectory to follow dropships or LAV like swarms do).
As far as I can see, this weapon should not take armor tanks on its own but will key in a squad strategy towards such goal. Teammates still need to work together to take care of the target's shields and to re-supply ammo.
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jerrmy12 kahoalii
Proficiency V.
1313
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Posted - 2014.04.28 22:38:00 -
[2] - Quote
Ronour wrote:I have come to appreciate the team effort that DUST requires to be effective. As of now, the blaster tank is the most feared warfare agent against infantry. Given that DUST is primarily an infantry battlefield, infantry should have the means to neutralize tanks with enough teamwork. Infantry can use forge guns and fluxes to work the shields of a tank but usually mighty madrigals are the culprit with its tough high armor HP and efficient repair modules.
The heavy machine gun and the forge gun are the infantry equivalent of the blaster and rail tank. But I would not dare to say that the swarm launcher is the equivalent of the missile tank. Infantry need something else.
How about an anti-tank guided missile? This would be a heavy bazooka-style weapon that launches a single missile capable of destroying a tank with a direct hit if and only if the tank is low on shields. The missile guidance system will only target tanks marked with the "Attack" squad instruction. No direct line of sight is required. The missile will be able to readjust its trajectory slightly to follow a tank in evasive mode but won't make sharp turns. Although no direct line of sight is required, these are not swarm missiles.
SPECS Direct damage per missile: 6000 - 8000 (-95% against shields) Splash damage per missile: 200 - 300 (-95% against shields) Clip Size: 1 Max Ammo: 2 Charge-Up Time: 3 seconds (to set up the weapon, lock-on via squad instructions required) Reload time: 8 seconds Range: 500 m (full trajectory, limited by fuel, explodes automatically if runs out of fuel) Maneuverability: Low (Wont be able to readjust trajectory to follow dropships or LAV like swarms do).
As far as I can see, this weapon should not take armor tanks on its own but will key in a squad strategy towards such goal. Teammates still need to work together to take care of the target's shields and to re-supply ammo.
Or a 2k damage missile guided by a screen
I <3 girl gamers
Tears, sweet delicious tears
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9852
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Posted - 2014.04.28 22:40:00 -
[3] - Quote
Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Lv2spd2
Slow And Old
301
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Posted - 2014.04.28 22:44:00 -
[4] - Quote
True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion.
Right, some of those clowns might survive 6k dmg... make it 10k.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9852
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Posted - 2014.04.28 22:51:00 -
[5] - Quote
Lv2spd2 wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Right, some of those clowns might survive 6k dmg... make it 10k.
Yes develop a weapon specifically designed to unbalance and wholly invalidate armour ground vehicles....because.....what? You are lazy and can't co-ordinate a half decent AV response.... get in an MLT tank which wholly invalidates the 15M SP I put into my HAV, or that you cannot come up with and suggest some meaningful balances and tweaks to established AV vs Vehicle models?
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2094
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Posted - 2014.04.28 22:53:00 -
[6] - Quote
Troll/idiot detected. Where's that popcorn at.
I'll just leave this here
click me
Blup Blub Bloop. Translation: Die -_-
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Delanus Turgias
Subdreddit Test Alliance Please Ignore
456
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Posted - 2014.04.28 23:07:00 -
[7] - Quote
Adamance is right, quit being jackasses and use your noggin. Your proposed weapon devastates armor tanks, but does nothing to shield tanks. Every single AV weapon currently available does bonus Armor damage, except for the Plasma Cannon (lol) and the Blaster, which can hardly be called AV. What we need is a long range, high-alpha anti-shield weapon, like a Pulse Laser Turret, instead of more generic missile anti-armor weapons.
Also, OP obviously got his rectum smashed by a hardened Maddie, so suggesting stupidly broken weapons must be his way of QQing.
Closed Beta Vet since May 2012
The Laser Rifle- Reach Out And Burn Slaves
Proud owner of essentially every BPO in Dust
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Ronour
Butcher's Nails
1
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Posted - 2014.04.28 23:16:00 -
[8] - Quote
True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion.
Forge guns deal with shield tankers and have the added benefit that can be used against other vehicles as well. It isn't guided because of the speed of the energy blasts. A single, experienced forge gunner can bring hell to a shield tank but have no chance against a good armor tank. These tanks also laugh at swarms which can do 1800 worth of damage por shot with a much precise guidance system.
Moreover, the -95% nerf against shields means that for every 100HP, you nerd the missile damage by 2000. I mean, 200 HP on your tank and this weapon is useless. How long does it takes to recharge 200HP of shields? Precision timing is required to utilize the weapon's full potential. I suggested 6000 because I felt that a good tanker would be able to deal with this. If that's not the case, then reduce the damage to whatever amount makes this weapon useful while giving armor tanks a fair chance. What would that number be in your opinion?
The balance I feel is in the limited maneuverability of the guided missile. The "guided" element is introduced to require squad instructions (which hurts the entire squad that I bet would prefer to keep their bonus donut). |
Operative 2511 Dajli
True Companion Planetary Requisitions
65
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Posted - 2014.04.28 23:16:00 -
[9] - Quote
You know what I was thinking while reading this?
My 7 year old son's magical, imaginary, super duper, OP missile launcher that tends to automatically destroy any vehicle or plane that my son puts in my hand when he wants me to play war with him.
Lol, the ban hammer got me!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9857
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Posted - 2014.04.28 23:20:00 -
[10] - Quote
Ronour wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Forge guns deal with shield tankers and have the added benefit that can be used against other vehicles as well. It isn't guided because of the speed of the energy blasts. A single, experienced forge gunner can bring hell to a shield tank but have no chance against a good armor tank. These tanks also laugh at swarms which can do 1800 worth of damage por shot with a much precise guidance system. Moreover, the -95% nerf against shields means that for every 100HP, you nerd the missile damage by 2000. I mean, 200 HP on your tank and this weapon is useless. How long does it takes to recharge 200HP of shields? Precision timing is required to utilize the weapon's full potential. I suggested 6000 because I felt that a good tanker would be able to deal with this. If that's not the case, then reduce the damage to whatever amount makes this weapon useful while giving armor tanks a fair chance. What would that number be in your opinion? The balance I feel is in the limited maneuverability of the guided missile. The "guided" element is introduced to require squad instructions (which hurts the entire squad that I bet would prefer to keep their bonus donut).
But do forges deal 6000 Damage...no....
Also Forges are Rail Tech....they deal with armour.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Ronour
Butcher's Nails
1
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Posted - 2014.04.28 23:21:00 -
[11] - Quote
True Adamance wrote:Lv2spd2 wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Right, some of those clowns might survive 6k dmg... make it 10k. Yes develop a weapon specifically designed to unbalance and wholly invalidate armour ground vehicles....because.....what? You are lazy and can't co-ordinate a half decent AV response.... get in an MLT tank which wholly invalidates the 15M SP I put into my HAV, or that you cannot come up with and suggest some meaningful balances and tweaks to established AV vs Vehicle models?
Here is the thing, shield tanks have to worry about forge guns, I feel that armor tanks have nothing to worry about because swarms are barely effective against them although they are effective against dropships. This weapon will have no chance against dropships and will require pinpoint timing to be effective against armor tanks due to the massive shields nerf and limited maneuverability.
If 6000 damage seems excessive to you, what would be a good number to give both, this weapon and armor tanks, a fair chance? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9857
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Posted - 2014.04.28 23:31:00 -
[12] - Quote
Ronour wrote:True Adamance wrote:Lv2spd2 wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Right, some of those clowns might survive 6k dmg... make it 10k. Yes develop a weapon specifically designed to unbalance and wholly invalidate armour ground vehicles....because.....what? You are lazy and can't co-ordinate a half decent AV response.... get in an MLT tank which wholly invalidates the 15M SP I put into my HAV, or that you cannot come up with and suggest some meaningful balances and tweaks to established AV vs Vehicle models? Here is the thing, shield tanks have to worry about forge guns, I feel that armor tanks have nothing to worry about because swarms are barely effective against them although they are effective against dropships. This weapon will have no chance against dropships and will require pinpoint timing to be effective against armor tanks due to the massive shields nerf and limited maneuverability. If 6000 damage seems excessive to you, what would be a good number to give both, this weapon and armor tanks, a fair chance?
What armour tanks have is a broken rep system that is now passive, allowing for constant reps at a level that should be exclusively reserved for a short term active module like it used to be.
If Armour reppers went back to being actives like they were we would not see nearly such durable HAV as we do now.
As I say Forges are not Anti Shield Weapon, they are Hybrid Rail Tech, and Hybrid Rail gets efficiency bonuses against Armour..... we have no anti shield AV weaponry.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Ronour
Butcher's Nails
1
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Posted - 2014.04.28 23:41:00 -
[13] - Quote
True Adamance wrote:Ronour wrote:True Adamance wrote:Lv2spd2 wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Right, some of those clowns might survive 6k dmg... make it 10k. Yes develop a weapon specifically designed to unbalance and wholly invalidate armour ground vehicles....because.....what? You are lazy and can't co-ordinate a half decent AV response.... get in an MLT tank which wholly invalidates the 15M SP I put into my HAV, or that you cannot come up with and suggest some meaningful balances and tweaks to established AV vs Vehicle models? Here is the thing, shield tanks have to worry about forge guns, I feel that armor tanks have nothing to worry about because swarms are barely effective against them although they are effective against dropships. This weapon will have no chance against dropships and will require pinpoint timing to be effective against armor tanks due to the massive shields nerf and limited maneuverability. If 6000 damage seems excessive to you, what would be a good number to give both, this weapon and armor tanks, a fair chance? What armour tanks have is a broken rep system that is now passive, allowing for constant reps at a level that should be exclusively reserved for a short term active module like it used to be. If Armour reppers went back to being actives like they were we would not see nearly such durable HAV as we do now. As I say Forges are not Anti Shield Weapon, they are Hybrid Rail Tech, and Hybrid Rail gets efficiency bonuses against Armour..... we have no anti shield AV weaponry.
I agree with you 100%. However, this has been suggested left and right in the forums already. Just wanted to go over posts not related to DNS or scout in cloaks. |
Awry Barux
Ametat Security Amarr Empire
2286
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Posted - 2014.04.28 23:44:00 -
[14] - Quote
Delanus Turgias wrote:Adamance is right, quit being jackasses and use your noggin. Your proposed weapon devastates armor tanks, but does nothing to shield tanks. Every single AV weapon currently available does bonus Armor damage, except for the Plasma Cannon (lol) and the Blaster, which can hardly be called AV. What we need is a long range, high-alpha anti-shield weapon, like a Pulse Laser Turret, instead of more generic missile anti-armor weapons. Alternately, we could just buff the plasma cannon so that it does, you know, something other than "suck completely". It either needs to be much easier to apply its damage, or it needs a significant damage buff. Currently, it is both the hardest AV weapon to use by far, and the weakest in terms of DPS.
Nerdier than thou
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Awry Barux
Ametat Security Amarr Empire
2288
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Posted - 2014.04.28 23:52:00 -
[15] - Quote
Ronour wrote:True Adamance wrote:Lv2spd2 wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Right, some of those clowns might survive 6k dmg... make it 10k. Yes develop a weapon specifically designed to unbalance and wholly invalidate armour ground vehicles....because.....what? You are lazy and can't co-ordinate a half decent AV response.... get in an MLT tank which wholly invalidates the 15M SP I put into my HAV, or that you cannot come up with and suggest some meaningful balances and tweaks to established AV vs Vehicle models? Here is the thing, shield tanks have to worry about forge guns, I feel that armor tanks have nothing to worry about because swarms are barely effective against them although they are effective against dropships. This weapon will have no chance against dropships and will require pinpoint timing to be effective against armor tanks due to the massive shields nerf and limited maneuverability. If 6000 damage seems excessive to you, what would be a good number to give both, this weapon and armor tanks, a fair chance? This weapon should not ever exist. Its damage profile is far too polarized, its range and lack of a line of sight requirement are ridiculous, and its absolute reliance on squad orders is just silly. If we're going to have another missile weapon, it should just IMO be a dumb-fire "breach swarm launcher". The problems you want to fix should be fixed by equalizing swarm launchers so that they don't scale quite so STUPIDLY across tiers.
Nerdier than thou
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2743
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Posted - 2014.04.29 00:03:00 -
[16] - Quote
It might kinda make some sense if you needed a second person to "paint" the target with a laser.
But what we really need is a buffed PLC (a two shot magazine might be a good and simple start) and of course a BAL (big ass laz0r).
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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Thumb Green
The Valyrian Guard
1023
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Posted - 2014.04.29 00:06:00 -
[17] - Quote
Ronour wrote:True Adamance wrote:Hell no this is a terrible idea....... single shot missile, guided, with 6000 direct damage only favours shield tankers, completely invalidating armour tanks and future armour tanks.....not to mention wholly invalidates a Vehicle players core skills, their fits, and ISK investment.....
I'm all for AV getting some love but that is a ridiculous suggestion. Forge guns deal with shield tankers and have the added benefit that can be used against other vehicles as well. It isn't guided because of the speed of the energy blasts. A single, experienced forge gunner can bring hell to a shield tank but have no chance against a good armor tank.. The forge's bonus is against armor though, the only reason it's good at taking out shield tanks is because they have less overall hp and their shields can't constantly regen like armor can. Honestly I'm all for blowing up tanks but this idea isn't balanced at all because it posses very little threat to shield tanks while being pretty much 1-hit ko for armor tanks because a single forge shot can take out an armor tank's shields and it take like 8 seconds or something before they start recharging.
Support Orbital Spawns
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