Galm Fae
Eskola Ergonomics
288
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Posted - 2014.08.05 23:49:00 -
[2] - Quote
Alright, alright... Let's meet halfway with this marauder business. Because I do think it is a good idea. What I would suggest, however, is that instead of adjusting base stats we make a siege model. Not unlike what is in EVE. It can only be affixed to a Marauder tank and once it is would provide massive HP, regen, and buffer capabilities. In exchange movement is limited and turret tracking speed is reduced.
The basic stats would remain the same as, say, an enforcer or basic model but it will have the extra siege mod for raining death and destruction without becoming the god Kartikeya and blasting any who oppose them back to the stone age. Of course for it to be worth it the boosts would have to be far superior than any extenders or buffers can provide and it should be able to run completely stable on a marauder for a long time. Maybe even indefinitely provided there is a long cooldown once turned off before it can be reactivate.
If someone has suggested this forgive me, I panicked when I saw the stats.
Kirjuun! Uakan!
Teknikiara!
Kanpai kameitsamuu!
Ra ra ra!
> --Keepin' the peace!--
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Galm Fae
Eskola Ergonomics
288
|
Posted - 2014.08.06 00:15:00 -
[3] - Quote
Thaddeus Reynolds wrote:Galm Fae wrote:Alright, alright... Let's meet halfway with this marauder business. Because I do think it is a good idea. What I would suggest, however, is that instead of adjusting base stats we make a siege model. Not unlike what is in EVE. It can only be affixed to a Marauder tank and once it is would provide massive HP, regen, and buffer capabilities. In exchange movement is limited and turret tracking speed is reduced.
The basic stats would remain the same as, say, an enforcer or basic model but it will have the extra siege mod for raining death and destruction without becoming the god Kartikeya and blasting any who oppose them back to the stone age. Of course for it to be worth it the boosts would have to be far superior than any extenders or buffers can provide and it should be able to run completely stable on a marauder for a long time. Maybe even indefinitely provided there is a long cooldown once turned off before it can be reactivate.
If someone has suggested this forgive me, I panicked when I saw the stats. I've suggested it before, and I'm very happy yet another person agrees with it \o/ Reduction in mobility for both Maurader and Enforcer tanks allows for different things, it makes the Maurader tank a giant brick of high-damage, low rotation turret speed for holding and area, while the Enforcers become long range artillery platforms. The key to any of this is that the siege modes must remain active for their full duration, no way to deactivate it mid-cycle, in order for this idea to work. Both classes of Tech 2 tanks would be surrendering their mobility in order to increase other stats. Also Galm, Ace Combat? Agreed.
Also... Yo buddy, still alive?
(Yes, Ace Combat. )
Kirjuun! Uakan!
Teknikiara!
Kanpai kameitsamuu!
Ra ra ra!
> --Keepin' the peace!--
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