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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
224
|
Posted - 2014.12.01 21:12:00 -
[1] - Quote
Here are some ideas taken from the discussion in this thread: https://forums.dust514.com/default.aspx?g=posts&t=182173
The sum it up, they are racial equivalents to the swarm launcher. They operate differently. I also feel that their introduction should also involve tweaking the plasma cannon and swarm launcher. With more options there should be more advantages/drawbacks involved for each weapon. In other words, swarms could be toned down because they are easier to use, plasma cannons should be buffed for vehicles because they are still situational (though much better now).
Homing Rocket Launcher Caldari Light AV Weapon, uses swarm launcher sprite (temporary) Kinetic damage profile Launches a dumbfire rocket that has similar behavior to an AV grenade. 300m range, burns up if no lock after 300m travel within 50m of a vehicle, it autolocks and tracks them (as AV grenades do) 6 Shots before reload, reload time 3 seconds Basic: 350 dmg Adv: 400 dmg Pro: 425 dmg
Laser Guided EMP Launcher Amarr Light Av Weapon, uses swarm launcher sprite (temporary) EMP/laser damage profile Launches a dumbfire, rocket propelled EMP grenade that tracks laser painted targets. 350m range, burns up if no vehicle is laser painted for more than 5 seconds 5 shots before reload, reload time 2 seconds Missiles track vehicle as long as it is painted by the laser being emitted from the launcher itself. User simply places their weapon crosshair on the vehicle to paint it. Cannot be used on infantry. Only one missile can be shot and guided at a time. Basic: 520dmg Adv: 560 dmg Pro: 575 dmg
I think swarms are walking on a knife's edge in balance simply because infantry have no other light weapon option, aside the plasma cannon, which is no longer viable when the vehicle begins it's retreat. I would like to see swarms balanced and more options introduced, each with strengths and weaknesses in damage application.
Thank you for reading ! |
Atiim
Titans of Phoenix
14068
|
Posted - 2014.12.01 21:31:00 -
[2] - Quote
The RPG would not, nor should not have a homing feature.
The 1st Matari Commando
-HAND
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
224
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Posted - 2014.12.01 21:33:00 -
[3] - Quote
Which one is the RPG? |
Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1257
|
Posted - 2014.12.01 21:53:00 -
[4] - Quote
That would give the Caldari two light AV... Wat?
Make the Minmatar Light AV an anti tank rifle of sorts. Super high damage. Super long reload. Single shot. Iron sights. Can only fire when aimed at a vehicle. The Artillery you see in Eve. In Dust.
Please, make my Opus pretty...
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
225
|
Posted - 2014.12.01 21:59:00 -
[5] - Quote
Fizzer XCIV wrote:That would give the Caldari two light AV... Wat?
Make the Minmatar Light AV an anti tank rifle of sorts. Super high damage. Super long reload. Single shot. Iron sights. Can only fire when aimed at a vehicle. The Artillery you see in Eve. In Dust.
The swarm launcher is an explosive weapon. The Minmatar Commando gets bonuses to it.
I also can't suspend disbelief enough that an Anti Armor Rifle would not fire if not aimed at a vehicle. Even if so, you could spam the trigger until it worked and not even need to aim. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15284
|
Posted - 2014.12.01 22:01:00 -
[6] - Quote
Could use the Plasma Cannon or Forge Gun models to create effectively charged Beam Projectors.
Also could try meshing weapons together to create interesting sleek looking pulse beam Rifles. Like and Beam Laser Elephant Gun. Seems like an elegant solution to enemy vehicles.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
225
|
Posted - 2014.12.01 22:06:00 -
[7] - Quote
True Adamance wrote:Could use the Plasma Cannon or Forge Gun models to create effectively charged Beam Projectors.
Also could try meshing weapons together to create interesting sleek looking pulse beam Rifles. Like and Beam Laser Elephant Gun. Seems like an elegant solution to enemy vehicles.
I do like that idea as well, Adamance !
As always the challenge is to somehow make it not too overpowering against infantry. Given that these are light weapons, even a scout with cloak should be able to use them effectively. With that said, a beam cannon is something I've always wanted to see in Dust. |
Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1257
|
Posted - 2014.12.01 22:22:00 -
[8] - Quote
Kaeru Nayiri wrote:Fizzer XCIV wrote:That would give the Caldari two light AV... Wat?
Make the Minmatar Light AV an anti tank rifle of sorts. Super high damage. Super long reload. Single shot. Iron sights. Can only fire when aimed at a vehicle. The Artillery you see in Eve. In Dust. The swarm launcher is an explosive weapon. The Minmatar Commando gets bonuses to it. I also can't suspend disbelief enough that an Anti Armor Rifle would not fire if not aimed at a vehicle. Even if so, you could spam the trigger until it worked and not even need to aim.
The swarm launcher is a Caldari weapon. What I'm saying is "**** your first stupid idea because we don't need what is essentially another Swarm Launcher, or even another Caldari weapon for the matter." in case you couldn't read between the lines.
There is no way such a weapon would be balanced if it didn't need to be aimed at a vehicle to fire.
Please, make my Opus pretty...
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
225
|
Posted - 2014.12.01 22:23:00 -
[9] - Quote
Fizzer XCIV wrote: [...] There is no way such a weapon would be balanced if it didn't need to be aimed at a vehicle to fire.
read it again |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15286
|
Posted - 2014.12.01 22:24:00 -
[10] - Quote
Kaeru Nayiri wrote:True Adamance wrote:Could use the Plasma Cannon or Forge Gun models to create effectively charged Beam Projectors.
Also could try meshing weapons together to create interesting sleek looking pulse beam Rifles. Like and Beam Laser Elephant Gun. Seems like an elegant solution to enemy vehicles. I do like that idea as well, Adamance ! As always the challenge is to somehow make it not too overpowering against infantry. Given that these are light weapons, even a scout with cloak should be able to use them effectively. With that said, a beam cannon is something I've always wanted to see in Dust.
The way I imagine it is like the .700 Nitro Express (recently showed up in Far Cry 4 to my absolute job since I loved Assegai and the Safari scenes) it strikes me that a slow firing, maybe 2 shot, direct fire beam rifle could really suit the Amarr.
Sure it could be turned against enemy units but it would be a Sentinel only weapon designed to counter Shield HAV at range (more often than not where you will find them) through direct fire.
Could have a very slow reload to balance it out, coupled with a scope or zoom option that prevents use in CQC.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
225
|
Posted - 2014.12.01 22:27:00 -
[11] - Quote
True Adamance wrote:Kaeru Nayiri wrote:True Adamance wrote:Could use the Plasma Cannon or Forge Gun models to create effectively charged Beam Projectors.
Also could try meshing weapons together to create interesting sleek looking pulse beam Rifles. Like and Beam Laser Elephant Gun. Seems like an elegant solution to enemy vehicles. I do like that idea as well, Adamance ! As always the challenge is to somehow make it not too overpowering against infantry. Given that these are light weapons, even a scout with cloak should be able to use them effectively. With that said, a beam cannon is something I've always wanted to see in Dust. The way I imagine it is like the .700 Nitro Express (recently showed up in Far Cry 4 to my absolute job since I loved Assegai and the Safari scenes) it strikes me that a slow firing, maybe 2 shot, direct fire beam rifle could really suit the Amarr. Sure it could be turned against enemy units but it would be a Sentinel only weapon designed to counter Shield HAV at range (more often than not where you will find them) through direct fire. Could have a very slow reload to balance it out, coupled with a scope or zoom option that prevents use in CQC.
Ah I see, a heavy weapon !! That makes sense then. It's a bit easier to balance a heavy weapon since it's restricted to sentinels. The forge gun, in my opinion, is quite good and an Amarr version of that would be awesome.
What about my suggestion as far as a light weapon would go? |
John Demonsbane
Unorganized Ninja Infantry Tactics
4767
|
Posted - 2014.12.01 22:33:00 -
[12] - Quote
OP: It's true, the Minmando gets a bonus for the swarm launcher for no good reason, but it is a Caldari weapon.
Anyway: Simple to make Amarr light AV weapon: Use the asset for the Templar ScR with it's 4 arms instead of 2. Fires a beam like the LR, make it a different color, maybe a little thicker. Has a charge up time before firing like the ScR, or the RR is actually a better analogy. Should be shorter, however.
Otherwise similar to the current LR but does full damage to vehicles. If it's not difficult to code, changing the damage ramp-up to be based on time on target as opposed to firing time would be a good option.
(The godfather of tactical logistics)
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
225
|
Posted - 2014.12.01 22:35:00 -
[13] - Quote
Kaeru Nayiri wrote:Fizzer XCIV wrote: [...] There is no way such a weapon would be balanced if it didn't need to be aimed at a vehicle to fire.
read it again
Let me put it this way, actually:
it requires less suspension of disbelief to accept that Caldari, missile experts, would have both explosive and kinetic rocket propelled devices then to accept a minmatar anti-material rifle that doesn't fire unless pointed at a vehicle.
Not to mention Caldari Commando would finally be able to get a bonus to using racial AV. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15286
|
Posted - 2014.12.01 22:39:00 -
[14] - Quote
John Demonsbane wrote:OP: It's true, the Minmando gets a bonus for the swarm launcher for no good reason, but it is a Caldari weapon.
Anyway: Simple to make Amarr light AV weapon: Use the asset for the Templar ScR with it's 4 arms instead of 2. Fires a beam like the LR, make it a different color, maybe a little thicker. Has a charge up time before firing like the ScR, or the RR is actually a better analogy. Should be shorter, however.
Otherwise similar to the current LR but does full damage to vehicles. If it's not difficult to code, changing the damage ramp-up to be based on time on target as opposed to firing time would be a good option.
Well..... it's missiles...... and the Min Commando in some respects is like the Talwar of Commando's.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
225
|
Posted - 2014.12.01 22:43:00 -
[15] - Quote
John Demonsbane wrote:OP: It's true, the Minmando gets a bonus for the swarm launcher for no good reason, but it is a Caldari weapon.
Anyway: Simple to make Amarr light AV weapon: Use the asset for the Templar ScR with it's 4 arms instead of 2. Fires a beam like the LR, make it a different color, maybe a little thicker. Has a charge up time before firing like the ScR, or the RR is actually a better analogy. Should be shorter, however.
Otherwise similar to the current LR but does full damage to vehicles. If it's not difficult to code, changing the damage ramp-up to be based on time on target as opposed to firing time would be a good option.
Part of my goal here is also to give alternatives to the swarm launcher, that operate differently. Right now many dropship pilots believe swarms are a bit too strong, and I would be inclined to agree. However they were completely useless before. I can't prove anything but I have a strong feeling that part of the problem is the lack of choice. Unless you have access to a heavy weapon, you are going to use the swarm launcher or plasma cannon (situational) to hit a vehicle. Since it is the ONLY option available to medium and light frames, it has to be good. If there was a choice, with different mechanics, I feel it would be easier to justify balancing the swarm launcher. A strong defence against one light AV can be weak and vulnerable to another.
EDIT: simple example: you can "outrun" swarms. With afterburners this was too strong, so afterburners were nerfed and swarms were given a speed boost. Was it justified? Yes because lack of choice. If there was a laser guided missile, outrunning would be impossible. Taking cover would be the ideal defence.
And if you camp behind cover, the Homing Rocket Launcher could be fired near your cover and would then track you from the flank, eliminating the benefit of cover. The best defence would be to stay on the move, going in circles, which then is weak to the swarm launcher.
With options like this, I feel the swarm launcher could be brought back to balance. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15287
|
Posted - 2014.12.01 22:55:00 -
[16] - Quote
Kaeru Nayiri wrote:John Demonsbane wrote:OP: It's true, the Minmando gets a bonus for the swarm launcher for no good reason, but it is a Caldari weapon.
Anyway: Simple to make Amarr light AV weapon: Use the asset for the Templar ScR with it's 4 arms instead of 2. Fires a beam like the LR, make it a different color, maybe a little thicker. Has a charge up time before firing like the ScR, or the RR is actually a better analogy. Should be shorter, however.
Otherwise similar to the current LR but does full damage to vehicles. If it's not difficult to code, changing the damage ramp-up to be based on time on target as opposed to firing time would be a good option. Part of my goal here is also to give alternatives to the swarm launcher, that operate differently. Right now many dropship pilots believe swarms are a bit too strong, and I would be inclined to agree. However they were completely useless before. I can't prove anything but I have a strong feeling that part of the problem is the lack of choice. Unless you have access to a heavy weapon, you are going to use the swarm launcher or plasma cannon (situational) to hit a vehicle. Since it is the ONLY option available to medium and light frames, it has to be good. If there was a choice, with different mechanics, I feel it would be easier to justify balancing the swarm launcher. A strong defence against one light AV can be weak and vulnerable to another.
They are not too strong.
You either have 60% resists on your shields vs them and they are useless for all intents and purposes allowing you to escape.
313 *4 = 1252 (modified by your resists) = between 500.8 and 751.2 damage of your 2500.
Where people perceive the Swarmlauncher to be over powered is vs armoured targets where they get their 20% explosives modifier and Proficiency bonuses (up to 15% damage increase per missile vs armour)
(313 *1.14) x 4= 1439.8 * 1.2 = 1727.76 (or with the 25% armour Hardener 1295.82) or your.... 3500 armour.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2636
|
Posted - 2014.12.02 00:16:00 -
[17] - Quote
Atiim wrote:The RPG would not, nor should not have a homing feature. I think it's a lot more fair than what swarms currently are. If anti-infantry is a problem, just eliminate splash damage or even infantry damage for that matter (CCP has shown it is possible for split damage between infantry and vehicles with the railgun).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15295
|
Posted - 2014.12.02 00:35:00 -
[18] - Quote
Vulpes Dolosus wrote:Atiim wrote:The RPG would not, nor should not have a homing feature. I think it's a lot more fair than what swarms currently are. If anti-infantry is a problem, just eliminate splash damage or even infantry damage for that matter (CCP has shown it is possible for split damage between infantry and vehicles with the railgun).
Eliminate splash damage on a powerful weapon designed to penetrate and destroy armoured vehicles?
No thank you sir.
If an AV weapon can bust a tank it can also bust and infantryman of foot in armour 1/6th as thick as tank armour.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4771
|
Posted - 2014.12.02 03:36:00 -
[19] - Quote
Kaeru Nayiri wrote:John Demonsbane wrote:OP: It's true, the Minmando gets a bonus for the swarm launcher for no good reason, but it is a Caldari weapon.
Anyway: Simple to make Amarr light AV weapon: Use the asset for the Templar ScR with it's 4 arms instead of 2. Fires a beam like the LR, make it a different color, maybe a little thicker. Has a charge up time before firing like the ScR, or the RR is actually a better analogy. Should be shorter, however.
Otherwise similar to the current LR but does full damage to vehicles. If it's not difficult to code, changing the damage ramp-up to be based on time on target as opposed to firing time would be a good option. Part of my goal here is also to give alternatives to the swarm launcher, that operate differently. Right now many dropship pilots believe swarms are a bit too strong, and I would be inclined to agree. However they were completely useless before. I can't prove anything but I have a strong feeling that part of the problem is the lack of choice. Unless you have access to a heavy weapon, you are going to use the swarm launcher or plasma cannon (situational) to hit a vehicle. Since it is the ONLY option available to medium and light frames, it has to be good. If there was a choice, with different mechanics, I feel it would be easier to justify balancing the swarm launcher. A strong defence against one light AV can be weak and vulnerable to another. EDIT: simple example: you can "outrun" swarms. With afterburners this was too strong, so afterburners were nerfed and swarms were given a speed boost. Was it justified? Yes because lack of choice. If there was a laser guided missile, outrunning would be impossible. Taking cover would be the ideal defence. And if you camp behind cover, the Homing Rocket Launcher could be fired near your cover and would then track you from the flank, eliminating the benefit of cover. The best defence would be to stay on the move, going in circles, which then is weak to the swarm launcher. With options like this, I feel the swarm launcher could be brought back to balance.
Nothing wrong with that goal, but some of us would like a solution with a little more... Y'know... Laz0rz involved.
(The godfather of tactical logistics)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15310
|
Posted - 2014.12.02 04:11:00 -
[20] - Quote
John Demonsbane wrote:Kaeru Nayiri wrote:John Demonsbane wrote:OP: It's true, the Minmando gets a bonus for the swarm launcher for no good reason, but it is a Caldari weapon.
Anyway: Simple to make Amarr light AV weapon: Use the asset for the Templar ScR with it's 4 arms instead of 2. Fires a beam like the LR, make it a different color, maybe a little thicker. Has a charge up time before firing like the ScR, or the RR is actually a better analogy. Should be shorter, however.
Otherwise similar to the current LR but does full damage to vehicles. If it's not difficult to code, changing the damage ramp-up to be based on time on target as opposed to firing time would be a good option. Part of my goal here is also to give alternatives to the swarm launcher, that operate differently. Right now many dropship pilots believe swarms are a bit too strong, and I would be inclined to agree. However they were completely useless before. I can't prove anything but I have a strong feeling that part of the problem is the lack of choice. Unless you have access to a heavy weapon, you are going to use the swarm launcher or plasma cannon (situational) to hit a vehicle. Since it is the ONLY option available to medium and light frames, it has to be good. If there was a choice, with different mechanics, I feel it would be easier to justify balancing the swarm launcher. A strong defence against one light AV can be weak and vulnerable to another. EDIT: simple example: you can "outrun" swarms. With afterburners this was too strong, so afterburners were nerfed and swarms were given a speed boost. Was it justified? Yes because lack of choice. If there was a laser guided missile, outrunning would be impossible. Taking cover would be the ideal defence. And if you camp behind cover, the Homing Rocket Launcher could be fired near your cover and would then track you from the flank, eliminating the benefit of cover. The best defence would be to stay on the move, going in circles, which then is weak to the swarm launcher. With options like this, I feel the swarm launcher could be brought back to balance. Nothing wrong with that goal, but some of us would like a solution with a little more... Y'know... Laz0rz involved.
Y'know shooting around cover would essentially ruin the concepts of defilade and enfilade right?
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
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Thaddeus Reynolds
Facepunch Security
95
|
Posted - 2014.12.02 08:30:00 -
[21] - Quote
You could always just increase the efficacy of the Laser Rifle against Vehicles (like what they did with Nova-Knives)...and then add heavy variations to each races (give the Caldari Commando a Bonus to Explosives...make a Mattari version of the swarm launcher that fires a single rocket up and over.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15318
|
Posted - 2014.12.02 10:04:00 -
[22] - Quote
Thaddeus Reynolds wrote:You could always just increase the efficacy of the Laser Rifle against Vehicles (like what they did with Nova-Knives)...and then add heavy variations to each races (give the Caldari Commando a Bonus to Explosives...make a Mattari version of the swarm launcher that fires a single rocket up and over.
BOOOO that's not even bothered to even generate a place holder!
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4777
|
Posted - 2014.12.02 12:15:00 -
[23] - Quote
True Adamance wrote:John Demonsbane wrote:Kaeru Nayiri wrote:John Demonsbane wrote:OP: It's true, the Minmando gets a bonus for the swarm launcher for no good reason, but it is a Caldari weapon.
Anyway: Simple to make Amarr light AV weapon: Use the asset for the Templar ScR with it's 4 arms instead of 2. Fires a beam like the LR, make it a different color, maybe a little thicker. Has a charge up time before firing like the ScR, or the RR is actually a better analogy. Should be shorter, however.
Otherwise similar to the current LR but does full damage to vehicles. If it's not difficult to code, changing the damage ramp-up to be based on time on target as opposed to firing time would be a good option. Part of my goal here is also to give alternatives to the swarm launcher, that operate differently. Right now many dropship pilots believe swarms are a bit too strong, and I would be inclined to agree. However they were completely useless before. I can't prove anything but I have a strong feeling that part of the problem is the lack of choice. Unless you have access to a heavy weapon, you are going to use the swarm launcher or plasma cannon (situational) to hit a vehicle. Since it is the ONLY option available to medium and light frames, it has to be good. If there was a choice, with different mechanics, I feel it would be easier to justify balancing the swarm launcher. A strong defence against one light AV can be weak and vulnerable to another. EDIT: simple example: you can "outrun" swarms. With afterburners this was too strong, so afterburners were nerfed and swarms were given a speed boost. Was it justified? Yes because lack of choice. If there was a laser guided missile, outrunning would be impossible. Taking cover would be the ideal defence. And if you camp behind cover, the Homing Rocket Launcher could be fired near your cover and would then track you from the flank, eliminating the benefit of cover. The best defence would be to stay on the move, going in circles, which then is weak to the swarm launcher. With options like this, I feel the swarm launcher could be brought back to balance. Nothing wrong with that goal, but some of us would like a solution with a little more... Y'know... Laz0rz involved. Y'know shooting around cover would essentially ruin the concepts of defilade and enfilade right?
True. But, I was talking more about balancing the swarm launcher, not making a smart missile that evades cover.
(The godfather of tactical logistics)
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
228
|
Posted - 2014.12.02 17:41:00 -
[24] - Quote
True Adamance wrote:
They are not too strong.
You either have 60% resists on your shields vs them and they are useless for all intents and purposes allowing you to escape.
313 *4 = 1252 (modified by your resists) = between 500.8 and 751.2 damage of your 2500.
Where people perceive the Swarmlauncher to be over powered is vs armoured targets where they get their 20% explosives modifier and Proficiency bonuses (up to 15% damage increase per missile vs armour)
(313 *1.14) x 4= 1439.8 * 1.2 = 1727.76 (or with the 25% armour Hardener 1295.82) or your.... 3500 armour.
I agree and I think that is even more reason to bring in the variants with different weapon types and revisit balance on the swarm launcher. I will also like to add that the hardeners, both armor and shield, are pretty bad. They make it impossible for my gunners to fire at targets due to the glow completely obstructing view. |
Fox Gaden
Immortal Guides Learning Alliance
5268
|
Posted - 2014.12.03 16:58:00 -
[25] - Quote
I would suggest a variation on the Sniper Rifle with an armor piercing round which you could use to take out the Pilot in a HAV or Dropship, but I am not sure if the game tracks the actually position of the Pilot's body when they are piloting a Dropship or HAV.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Finn Colman
Immortal Guides Learning Alliance
79
|
Posted - 2014.12.03 17:50:00 -
[26] - Quote
Fox Gaden wrote:I would suggest a variation on the Sniper Rifle with an armor piercing round which you could use to take out the Pilot in a HAV or Dropship, but I am not sure if the game tracks the actually position of the Pilot's body when they are piloting a Dropship or HAV. That sounds like a cool idea, but I do not think that there is a defined area for the pilot in terms of code (they haven't really had a reason to define it) so they would probably have to define it.
A shadow clad in duct tape, waiting for the moment to strike.
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IZI doro
Terminal Courtesy Proficiency V.
20
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Posted - 2014.12.03 19:17:00 -
[27] - Quote
Do the Minmatar really need a "Dedicated" Light AV weapon? They already have several weapons that are geared for massive armor damage:
-Breach Mass Driver -Breach Flaylock Pistol -Proximity Explosive
I guess a "Flaylock Cannon" could be cool, though it becomes redundant to a Plasma Cannons Functionality.
As for the Amarr, I want to see the Laser Rifle get reworked
Ignorance is only a problem when left untreated. Stop the spread of ignorance with a daily dose of knowledge!
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Finn Colman
Immortal Guides Learning Alliance
79
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Posted - 2014.12.03 19:24:00 -
[28] - Quote
IZI doro wrote:Do the Minmatar really need a "Dedicated" Light AV weapon? They already have several weapons that are geared for massive armor damage:
-Breach Mass Driver -Breach Flaylock Pistol -Proximity Explosive
I guess a "Flaylock Cannon" could be cool, though it becomes redundant to a Plasma Cannons Functionality.
As for the Amarr, I want to see the Laser Rifle get reworked I would be fine with the Br MD and Br Flaylock being made viable for AV. It wouldn't be as cool as a dedicated AV weapon, but it would be serviceable.
I already do use all of these to some effect in order to try and fend off vehicles that get close enough, and the MD and Flaylock do help throw off the aim of an ADS pilot a bit, but do little else (mostly because they don't apply full damage).
A shadow clad in duct tape, waiting for the moment to strike.
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Kierkegaard Soren
THE HANDS OF DEATH RUST415
566
|
Posted - 2014.12.03 20:44:00 -
[29] - Quote
I wanted to do a longer post about racial AV, and probably will later, but in short;
Swarms to be deal hybrid rail (kinetic) damage so that calmandos and cal assaults can apply suit bonuses to them. A "breach" swarm (specialist?) that functions like a RPG. Not dumbfire, however; lock on with limited guidance and slow velocity but massive alpha damage.
Breach mass driver to replace the swarm as minmatar racial AV, essentially a fast, hard-hitting grenade launcher with low ammo capacity and quick reload speeds that favour hit and run tactics.
PLC is in a very good place right now, although I wouldn't mind an assault version with two rounds in the chamber to help finish off tanks before they can retreat.
Breach laser rifle for Amarr. Three second charge-up, three second beam that deals increased damage per second as par LR mechanics. Heat build up will cause the weapon to over heat after the third burst without Amarr assault bonus, with the bonus you get four consequent ice bursts, which will empty the clip. No reflex dot for ADS (replaced by an extra heat sink graphically if possible) and the weapon will pull up with the force of the shot in hip-fire, making it a difficult AP weapon.
Thoughts?
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
242
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Posted - 2014.12.04 17:40:00 -
[30] - Quote
Kierkegaard Soren wrote:I wanted to do a longer post about racial AV, and probably will later, but in short;
Swarms to be deal hybrid rail (kinetic) damage so that calmandos and cal assaults can apply suit bonuses to them. A "breach" swarm (specialist?) that functions like a RPG. Not dumbfire, however; lock on with limited guidance and slow velocity but massive alpha damage.
Breach mass driver to replace the swarm as minmatar racial AV, essentially a fast, hard-hitting grenade launcher with low ammo capacity and quick reload speeds that favour hit and run tactics.
PLC is in a very good place right now, although I wouldn't mind an assault version with two rounds in the chamber to help finish off tanks before they can retreat.
Breach laser rifle for Amarr. Three second charge-up, three second beam that deals increased damage per second as par LR mechanics. Heat build up will cause the weapon to over heat after the third burst without Amarr assault bonus, with the bonus you get four consecutive bursts, which will empty the clip. No reflex dot for ADS (replaced by an extra heat sink graphically if possible) and the weapon will pull up with the force of the shot in hip-fire, making it a difficult AP weapon.
Thoughts?
All cool ideas ! |
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