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Pvt Nsidia
1
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Posted - 2012.08.07 03:10:00 -
[1] - Quote
So I've seen many players on the enemy side using tanks to dominate on the battlefield. So far the most effective way I've found to take out a tank is by throwing AV grenades at it, but grenade accuracy at the moment is quite poor and using the swarm launcher to take it out just doesn't get the job done. So maybe there could be a 1-shot rocket launcher that could be fitted into the equipment slot in a dropsuit used to take out anything from a LAV to a dropship.
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Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.08.07 04:03:00 -
[2] - Quote
So a poor man's Forge Gun? I dunno, being able to equip something that strong, and the fast refire rate of having two on the same suit would probably have rather unintended side effects. And also, because it could fit on any suit except heavy, why would anyone want to use the Forge Gun (with it's prerequisite fat-suit) after this new launcher was implemented? |
BluMage
18
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Posted - 2012.08.07 04:09:00 -
[3] - Quote
Pvt Nsidia wrote: So I've seen many players on the enemy side using tanks to dominate on the battlefield. So far the most effective way I've found to take out a tank is by throwing AV grenades at it, but grenade accuracy at the moment is quite poor and using the swarm launcher to take it out just doesn't get the job done. So maybe there could be a 1-shot rocket launcher that could be fitted into the equipment slot in a dropsuit used to take out anything from a LAV to a dropship.
Maybe a one shot AT4 like weapon that can be equiped insted of grenades; a tactical decision as to chose three weaker lobbing grenades or one direct fire stronger weapon. I would support that. Makes for a deeper choice based upon anti-armour needs. |
Mic McCoy
Villore Sec Ops Gallente Federation
19
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Posted - 2012.08.07 04:11:00 -
[4] - Quote
I had thought about something like this similar to one use rpgs. A light, one shot, dumbfire rocket that you have to go to a supply depot to reload. Doing heavy damage but not enough to one shot a tank of similar tech lvl. The idea being that it is a situational burst damage weapon for use when your group needs that little extra damage against a hardened target.
Could likely be exploited somehow though. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2012.08.07 04:32:00 -
[5] - Quote
Ah... so you want AV weapons that don't require a heavy dropsuit? Heres my ideas for each of the four races.
Amarr : nano-focus lasers that put all their energy on a microscopic point on the enemy armor. It punches the armor and damages it by setting off a secondary explosion on contact with fuel/ammo/reactor. Since its beam is so small, effect on soft tissue (IE: humans and organs within) is limited.
Caldari : There was a missile on the old Futureweapons show (discovery/military channel) that split into three kinetic warheads when it neared the target. Something like that would be awesome!
Minmatar : Ultra-hard, arrow-like cores in the ammo, much like a Sabre tank round if shot from a pistol.
Gallente : Ever seen The Matrix? Remember the climax where the Sentinels laser-ed their way into the hovercraft hull? Give me a drone-shooting gun that does that, and i'll use my ISK on a free round of Quafe soda! |
Pvt Nsidia
1
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Posted - 2012.08.07 05:14:00 -
[6] - Quote
Zero Harpuia wrote:So a poor man's Forge Gun? I dunno, being able to equip something that strong, and the fast refire rate of having two on the same suit would probably have rather unintended side effects. And also, because it could fit on any suit except heavy, why would anyone want to use the Forge Gun (with it's prerequisite fat-suit) after this new launcher was implemented? Wow my mistake. I forgot all about the forge gun, but the forge gun can only be deployed with a heavy and they are awfully immobile. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.08.07 05:27:00 -
[7] - Quote
The u.s. also has a 4 shot version of the law, with incendiary rockets to replace flame thrower, but law heat rockets could fit the launcher. like a swarm that can't be reloaded and fires its rockets one at a time straight ahead with no lock-on feature as a sidearm. similar to swarm/smg fit, ar/mini swarm, or in my case since I specialized in smg, smg/mini swarm and cpu/pg for other modules. Swarm and forge are still better at, ammo would run out before killing a tank, more able to assist dedicated av/kill militia paper.
What was issue with swarm last build, don't want to bring back old problem with new gear. |
Khun-Al
135
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Posted - 2012.08.07 06:41:00 -
[8] - Quote
Maybe AVgrenades for mass drivers |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.08.07 06:50:00 -
[9] - Quote
Khun-Al wrote:Maybe AVgrenades for mass drivers
It would propably be enough to replace the rubber balls in it with proper grenades ^^ |
testguy242
44
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Posted - 2012.08.07 08:10:00 -
[10] - Quote
I'd be okay with the future equivalent of an RPG. |
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Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.08.07 08:34:00 -
[11] - Quote
testguy242 wrote:I'd be okay with the future equivalent of an RPG.
Which is the Swarm Launcher... at least concerning the numbers. I'm sure CCP won't come up with a weapon that will make it unnecessary to skill up to proto forge guns if you could spend significantly less SP for an Assault Suit and the new One-Shot RPG. MAYBE and only VERY MAYBE it will come down to some kind of two person weapon in this direction.
In the end Assaults are the Scissors to Paper infantry and with the Swarm to LAV and Dropships. But your big bulky Rocks are all those guys in tanks. |
Cleetus Merovee
Villore Sec Ops Gallente Federation
27
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Posted - 2012.08.07 20:05:00 -
[12] - Quote
There's also an old concept called the Anti-Material Rifle that dates to (I believe) between the two World Wars. The intent was to pew pew into light AFVs, messing up the crew something fierce, perforating a radiator or puncturing the fuel tank. It saw early service in WW2 in certain theatres.
The Barret .50 "sniper rifle" is technically an anti-material rifle. With thermal-imaging optics the beast can punch holes through many walls - and the sorry bugger behind it. |
Mic McCoy
Villore Sec Ops Gallente Federation
19
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Posted - 2012.08.08 01:24:00 -
[13] - Quote
Zat Earthshatter wrote:Caldari : There was a missile on the old Futureweapons show (discovery/military channel) that split into three kinetic warheads when it neared the target. Something like that would be awesome!
It was called the Starstreak missile using the Thor Launcher found here
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Mensche Meysim
Quantum Innovations
6
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Posted - 2012.08.08 02:20:00 -
[14] - Quote
The swarm missile launcher is a Light anti-tank weapon. You get six volleys with up to six missiles per volley. |
Mic McCoy
Villore Sec Ops Gallente Federation
19
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Posted - 2012.08.08 02:45:00 -
[15] - Quote
Mensche Meysim wrote:The swarm missile launcher is a Light anti-tank weapon. You get six volleys with up to six missiles per volley.
It is more of an anti dropship weapon and is nearly useless against decent tanks. They shouldn't be so strong as to only need one person to take out a tank, but should do respectable damage if they are to be considered anti-tank. As it is, without dumbfire shooting as default (without lock on) they are entirely useless against anything they cannot lock. It would be nice if they at least shot in a straight line when they are not locked onto something. I have wondered many time in Dust why I need to lock onto a vehicle that is sitting 5m in front of me?
Don't get me wrong, I love my swarm on my scout suite for hunting down dropships, but After so many futile attempts against tanks I'll just walk to the closest supply depot and get my forge fit :) |
Mic McCoy
Villore Sec Ops Gallente Federation
19
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Posted - 2012.08.08 03:19:00 -
[16] - Quote
Here is more or less what I see as a light anti vehicle weapon. Something based off the soviet rpg-7. It is a single shot dumbfire rpg used in anti tank/structure/personnel situations depending on the ammo used. For simplicities sake lets say that in dust, at first, it only can shoot AV rpgs
How it works.
Scenario One: The gun can be equipped in your main weapon slot. It comes with one round chambered and can be used as a one off emergency anti vehicle weapon. After you fire it it is out of ammo until you replace the ammo at a supply depot. It cannot be refilled using normal nanohives because of its size.
Scenario Two: The gun is equipped as above with a single round chambered. A second module "RPG Ammo Pack" can be equipped in an available utility slot(or low/med slot?). This pack would have 3-4 RPGs in it that cam be manually reloaded into the firing tube. You would manually load the weapon by selecting the ammo pack and using it, then selecting the weapon again to use it.
Chambered weapon with ammo pack
The purpose of a manual reload is to both mimic the time it would actually take to take off a pack, reload, and put it back on. It would also ensure that a high damage weapon like this cannot be rapid fired. Using a second slot for the ammo would make someone dedicate the build to this kind of fighting, basically a sacrifice for a gain.
Although I do like this idea I will now pick it apart a little. Using this with scout suites could be seen as OP only because of the current use of the SMG/twitch strafe and may be seen as giving a deadly class an even bigger gun to use. Tank drivers would likely take issue with their expensive shiny tanks being more vulnerable to burst damage. Forge gunners may fear the forge gun becoming obsolete. And Im sure there are others that would creep up.
Is it a good idea? No idea! I've no attachment to it and am just putting it out there! |
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