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Mikel Arias
Challengers 506
127
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Posted - 2015.06.05 16:16:00 -
[1] - Quote
I had a funny idea for a new weapon; a Heavy AV Gallente Weapon. Yes, I know this may be a waste of time and that its most likely to never be done, however, I think its an interesting idea and I would like to share it.
Everyone knows about the flux grenades, right? So, how about a Flux Cannon? How would it work? 1000 shield damage (maybe less), 0 armor damage. The thing with this Flux Cannon is that it would interfere with the systems of the vehicles it hits, so the shield damage would be okay... but it would also stop the vehicle and its active modules for 2-3 seconds, making it a perfect target for this short time
Before someone says this is a stupid idea (it might be), let me explain why would it work as I propose. The damage should be low in the shields so if it stops vehicles completely, they could have some shield left to take the damage to come, and of course, a weapon that damage shields and armor, and even more, it stops the vechicle... that would be OP. But a weapon that does around 1000 shield damage to a vehicle wouldnt destroy the vehicle itself, and even if the vehicle cant move for 2-3 seconds, it should withstand some damage for this period of time... unless it gets attacked by a coordinate squad.
Now, with shield tanks, losing 1000 shield could be a problem because I think they cant get as much hp as a armor tank, however thats why it could be less damage. But 1000 could be just right. With armor tanks, shields shouldn be so strong, so even if they were to lose their shield they could still have a lot of armor to take damage (unless they get attacked in that moment for a full AV squad)
Just an idea, but I would like to see some kind of weapon like this, something new and more strategical. Of course, its just an idea, but I think it could be fun. |
Mikel Arias
Challengers 506
130
|
Posted - 2015.06.06 01:26:00 -
[2] - Quote
Galvan Nized wrote: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?
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? |
Mikel Arias
Challengers 506
130
|
Posted - 2015.06.06 01:29:00 -
[3] - Quote
Vesta Opalus wrote:Mikel Arias wrote:I had a funny idea for a new weapon; a Heavy AV Gallente Weapon. Yes, I know this may be a waste of time and that its most likely to never be done, however, I think its an interesting idea and I would like to share it.
Everyone knows about the flux grenades, right? So, how about a Flux Cannon? How would it work? 1000 shield damage (maybe less), 0 armor damage. The thing with this Flux Cannon is that it would interfere with the systems of the vehicles it hits, so the shield damage would be okay... but it would also stop the vehicle and its active modules for 2-3 seconds, making it a perfect target for this short time
Before someone says this is a stupid idea (it might be), let me explain why would it work as I propose. The damage should be low in the shields so if it stops vehicles completely, they could have some shield left to take the damage to come, and of course, a weapon that damage shields and armor, and even more, it stops the vechicle... that would be OP. But a weapon that does around 1000 shield damage to a vehicle wouldnt destroy the vehicle itself, and even if the vehicle cant move for 2-3 seconds, it should withstand some damage for this period of time... unless it gets attacked by a coordinate squad.
Now, with shield tanks, losing 1000 shield could be a problem because I think they cant get as much hp as a armor tank, however thats why it could be less damage. But 1000 could be just right. With armor tanks, shields shouldn be so strong, so even if they were to lose their shield they could still have a lot of armor to take damage (unless they get attacked in that moment for a full AV squad)
Just an idea, but I would like to see some kind of weapon like this, something new and more strategical. Of course, its just an idea, but I think it could be fun. Mite b cool
Right? I would like more weapons like this.
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Mikel Arias
Challengers 506
130
|
Posted - 2015.06.06 13:47:00 -
[4] - Quote
Galvan Nized wrote: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?
When I got the idea I was thinking something like a plasma cannon shot, but straight and of course, bigger than the plasma cannon shot, and maybe instead of a yellow effect a blue one. When the shot hits the target, there would be a similar effect of the flux grenade, where there is like a force field that expands, but this "force field" wraps the target and then there comes the damage and the side effects. Of course, something fast; you aim, 1-2 seconds charge (like the plasma cannon), you shoot, it hits (it wraps the target) and thats it.
I like it to be like the plasma cannon because a blaster type could be too easy to use to hit vehicles like this, while with something like the plasma cannon there could be a challenge. Altough, maybe with a blaster type weapon could be fun too; one shot, it hits the target and thats it, and in order to avoid to be OP it could be one shot, 6-7 second recharge, and no more than 70 meters range.
I rather the plasma cannon version for tthe cool flux effect.
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Mikel Arias
Challengers 506
130
|
Posted - 2015.06.06 17:43:00 -
[5] - Quote
Breakin Stuff wrote:Any sort of "lock down" disruption should not be possible while shields still hold.
Further, how does this affect infantry?
Further, how would this fail to marginalize gallente and amarr (if they ever get introduced) vehicles by instantly flushing their paper shields so the forges and swarms can more or less murder them at leisure?
Fascinating idea, but needs refinement before serious entertaining of the idea should be done.
Of course it would need refinement in order to be something viable, thats why I like to hear what other people think.
Now, how does it affect infantry? It would take their shields out, thats it. If the side effects, the vehicle stoping or slowing down, whatever it is, were to apply to infantry there would be too much hate... unless it were really one shot, and like 5 seconds reloading. I would rather that the side effects only were with vehicles, so this weapon were use only in coordinated attacks, depending in team work to give the final blow (both with infantry and vehicles)
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. |
Mikel Arias
Challengers 506
130
|
Posted - 2015.06.07 02:25:00 -
[6] - Quote
Galvan Nized wrote: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.
Exactly! Something like that is what I was talking about. Maybe the original idea was too crazy, but its getting better, right? |
Mikel Arias
Challengers 506
130
|
Posted - 2015.06.07 02:34:00 -
[7] - Quote
Loyal Glasses wrote:Flux PLC DMG = 1000:Shield - 0:Armor Effect 1 = 5 second shield booster and armor repair disabled. Effect 2 = 5 second vehicle 15% damage reduction Long charge time single shot Std-Adv-Pro only effect 1 is affected by tiers. Thought's?
Effect 1 its too long, 2 seconds is time enough to destroy a tank with a coordinate attack. With 5 seconds that would be op and a single random guy could do the trick. The second side effect is interesting, and while I completely get why you propose this, it doesnt feel right. Long charge time single shot? Could be, yes, but I wouldnt like it to be like a forge gun, more like a plasma cannon in terms of shooting.
Also, you point out something important: the tiers. I didnt really think about it, but I like your idea. Again, 5 seconds might be too much, but it could work something like: std: 1 sec; adv: 2 sec; pro: 3 sec. I do believe there might be an important significance in time, and even one second could make the diference. Also, the shield damage could be higher as the tier gets better, maybe 800, 900 and finally 1000 hp.
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