Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
217
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Posted - 2014.11.17 06:16:00 -
[1] - Quote
1. Vehicle Command Tree Structure
b. Seems fine where it is so far.
2. Vehicle Upgrades Tree Structure
b. Same reason as 1
3. Feel like there should be new models
4. No.
5. Speed, Transport, and slight Ewar.
6. Infantry Support, Vehicle Support, Infantry Repairs, Mobile supply depot, fast, thin.
7. Blockade, Heavy battle tank, Gun platform. (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
8. Anti-Vehicle, fast, Light Battle Tank. Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
9. Mobile CRU, fast, thin, Infantry Support. Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
10. Skewed Windows of Engagement. Transport Ability. Survivability Offensive Capability Skewed Windows of Engagement Transport Ability
11. Anti-Equipment.
12. Yes.
13. Major, major changes. First I'd give swarms more damage, but increase militia/basic swarm time so that it is 2 seconds, and have its skill decrease the lock on time until at level fives its 1 second. Up reload time to a permanent 5 seconds. Make swarms constantly accelerate, but if they don't reach their target within 6 seconds they will stop following and despawn. Make Swarm launchers unuseable within short ranges (so people can't easily ninja a tank from behind) I'd say from 0 to near 30 metres. Decrease its effective range to just 166. Make it less effective against LAV's and HAV's (So AV nades and prox mines have a proper use) HAV's will only have a very slight resistence to damage from swarms, LAV's, a more major resistence. Make AV more of a burden rather than a farming method by increasing pg/cpu of swarms by a bit. I'd give more PG/CPU to assault dropships, and lower their cost but make their altitude ascending ability a bit slower. I'd give Myrons and Grimsnes a small PG/CPU boost too, and increase their ascending ability a bit. I'd boost basic MLT LAV HP and turn basic LAV's and basic tanks into a logistics vehicle(with basic tanks getting less hp too) more PG/CPU to them and a small skill bonus that minuses from PG/CPU uses of said modules like mCRU's, scanners(but make the scanners have less precision) and possibly mobile supply depots. I'd lock all tank and installationsfrom looking up, so they cannot shoot dropships from the sky(but will change small turrets so that they can look up more.) With the small turret change tankers will need to be more tactical and team orientated. Make forge guns have an effective range of 200, and a heavy increase of PG/CPU(this is to discourage damage mod use, as the forges get too powerful then). Make assault forges start at 950 points of damage at advanced, and 1050 at proto, as they are too powerful. I'd also change installation turrets to stop automatically shooting enemy tanks(Unfair, frustrating.) Possibly add a covering for the turret of LAV's, but nothing that completely stops someone from being shot at.
14. Yes.
15. All but the allowance of shooting your guns from LAV's. I'd only restrict the delay to sentinels when they get out of vehicles, and make the time five seconds.
16. Mobile Supply depot, active armour regen, active shield regen.
17. A bit of both, to ensure diversity amongst vehicles.
There is literally no sense for team killing to be possible in any gamemode.
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