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genatus rexx
Universal Tactical Warfare
0
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Posted - 2014.06.26 20:40:00 -
[1] - Quote
I'm thinking a re-balance between tanks and infantry in regards to swarm launchers. I know a lot of people who have skilled into Proto swarms and been largely disappointed. I propose changing the way swarms affect tanks, and here's how: first, we'll start with the reticule. Instead of targeting the tank as a whole, there should be smaller reticules inside of the square that target different parts of the tank for however many missiles there are. i.e six missile target six parts. Small turrets, large turrets, tracks, etc. Depending on where the missile hits the tank should affect it differently. For example, if a missile hits the large turret, it should slow down the rotation speed and make it take longer to point up and down. Small turrets could be destoyed and hits to the tracks will either make tanks slower or harder for it to turn in one direction or another. Also, so swarms don't totally wreck, but not kill tanks, tanks should have laser countermeasures that shoot down some of the missiles, so some but not all make it through. This should be completely random. The damage on swarms and tank health might need to be altered to make this work, but that's for the developers to figure out. What do my fellow mercenaries think?
One day I'll have an idea that benefits the Dust community, but until then I'm going to cry in a corner and hope for the best. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11237
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Posted - 2014.06.26 21:20:00 -
[2] - Quote
While not a bad idea that is I imagine .....or would be.....a technical nightmare to code.
I am actually thinking AV is in a very stable place currently however I think Tank balance is way out. It places all the power in the hull and not the SP or skill of the play....but that's a wholly different topic altogether.
However the idea of attacking specific parts of a vehicle has been one floating around the forums for a while. What do you think of certain faces of vehicle armour and shield taking more damage.
For example hitting frontal armour of a vehicle reduces incoming damage by 10% before other resistances.
Hitting an HAV from the side increases damage by 15-20%
Hitting rear armour, not just weak spot, increases damage by 50%
Hitting angles of the HAV such as corners reduces damage by 25%
" Those men died loving duty more than they feared death..... they died well."
-Templar Ouryon after Iesa III
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
377
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Posted - 2014.06.26 23:20:00 -
[3] - Quote
True Adamance wrote:While not a bad idea that is I imagine .....or would be.....a technical nightmare to code.
I am actually thinking AV is in a very stable place currently however I think Tank balance is way out. It places all the power in the hull and not the SP or skill of the play....but that's a wholly different topic altogether.
However the idea of attacking specific parts of a vehicle has been one floating around the forums for a while. What do you think of certain faces of vehicle armour and shield taking more damage.
For example hitting frontal armour of a vehicle reduces incoming damage by 10% before other resistances.
Hitting an HAV from the side increases damage by 15-20%
Hitting rear armour, not just weak spot, increases damage by 50%
Hitting angles of the HAV such as corners reduces damage by 25%
^ much better idea. |
KEROSIINI-TERO
The Rainbow Effect
1089
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Posted - 2014.06.27 01:06:00 -
[4] - Quote
In general AV vs HAV seems in okay. Swarms have now become a danger, which is good. Even proxies are more reliable however you need to create a huge 11 or 15 mine field.
Having different damageboxes and -effects on vehicles would be GREAT
but it's most likely beyond the level of shooter detail CCP is willing to do.
:-S
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