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Galvan Nized
Deep Space Republic
992
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Posted - 2015.06.06 00:36:00 -
[1] - Quote
Nice idea.
Do wish if shields absorb the damage then they avoid the detrimental effects. So as a shield tank I take the damage but prevent the detriment (assuming I have enough shields), as an armor tank I avoid damage (for the most part) but can't prevent the detriment. Seems like a good trade-off. I realize this may take it away from being a Gal weapon.
Also would rethink the effects, rooting (freezing in place) is fine but stopping/preventing active mods is a death sentence (may have to rethink how this affects dships.) I would in turn have it root and kill tacnet for a few seconds (ie minimap and chevrons over enemies.) This way tankers have some ability to prevent death but it's skill as to when you fire those active mods.
How to you foresee this payload getting delivered? |
Galvan Nized
Deep Space Republic
992
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Posted - 2015.06.06 01:56:00 -
[2] - Quote
Mikel Arias wrote:
I really like the thing with the shields taking damage and preventing the other effects, while if there is not enough shield then there are the effects. I dont see why it would stop being a gallente weapon.
And yes, it could be a death sentence, but the idea is that the 0 armor damage could keep the tank "intact" so it could take the damage to come. Also, if a weapon like this existed tankers should reconsider the fits where they rely so much in hardeners. How would it save them if they couldnt take a lot of damage in terms of hp? I would like that in order to be a death sentence there were team work, not just one random guy attacking.
And the last point, sorry, I dont really get it.
Other people said something about dropships falling and getting destroyed... Yeah... didnt think that trough... maybe not stop the movement, but slowing them down a lot?
It could still be Gal weapon, just felt a little EWARy for Gallente.
It could work as you suggest. It being a heavy weapon probably is enough to prevent single players from mopping up any vehicle. However you may not be able to kill with the weapon but a Lai Dai grenade is enough to kill a LAV, may take 2 to kill a tank (which is possible in the 2-3 secs.) Another AVer with you and the vehicle has absolutely no chance, I think they do deserve somewhat of a defense. Managing Active mods/cooldowns at least takes some skill.
Last question was worded poorly, my bad. Is this a blaster type weapon (fits Gal style), charge up like a forge or PLC, rocket ie similar to swarms, something new? Lock-on or skill shot? |
Galvan Nized
Deep Space Republic
992
|
Posted - 2015.06.06 14:19:00 -
[3] - Quote
Breakin Stuff wrote:Gallente do EWAR as well as the caldari. If you believeotherwise, you've never been damped by F*ckYouFleet
Not an Eve-er so my knowledge is pretty lacking. I'll concede, sounds like it totally fits the Gal style.
A straight firing PlC would be fine, may make it a little too similar to the forge but not sure if there is a way around that.
I do think you could make a blaster style work, imagine if you had to connect say 5 shots before any dmg/webifying is done. Make it a low rof with 5 shot buildup taking similar amount of time (maybe a little less since you'd be giving your position away) to a forge charge and fire. |
Galvan Nized
Deep Space Republic
992
|
Posted - 2015.06.06 19:03:00 -
[4] - Quote
Mikel Arias wrote: Armor tanks. Yes, they could get completely destroyed once their shields are out. I really like the idea where they get slowed down and they loose their active modules for 2-3 seconds because it could limitate the chances of tanks with double armor hardeners to just do what they want; people could still do it, but if they sacrifice armor hp for the hardeners, they could get a nasty surprise. If they get more hp, they could survive long enough to try to fight back or run away. Even so, it could still be a little op.
Soooo... maybe the side effects could be to slow down the vehicles and reset the active modules that at the moment are active, forcing them to wait for the cooldown. I still rather the first choice.
Anyway, I do get that armor tanks could suffer a lot, but what I want to achieve is a way in wich they get vulnerable for 2 seconds, in wich time, with teamwork, they could get destroyed. If the pilot or driver is careful and doesnt get cocky nor stay still for long moments, his/her chances to not get destroyed because of this weapon would be higher.
And maybe, to avoid the same tank being "frozen" by the same guy right after it gets functional again, the reload time could be similar to a heavy machine gun.
I like the idea more and more. Good weapon against those hardener tanks, forces tankers to think when using hardeners rather than just near invincibility.
I don't feel this really would destroy armor tanks. They take minimal damage from the weapon itself. Sure they are webbed/no active mods but they can still fire their weapons. Plus duration is brief, not like you're doomed for 30 secs.
An armor tank with decent hp would easily survive the onslaught for 3 secs using their weapon to keep players at bay. A coordinated group could kill you but hey that's a coordinated group.
Low HP tanks relying on hardeners/active mods would suffer the most. But I'm ok with that.
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