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Uber Dragonlord Valkarish
29
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Posted - 2012.09.16 20:05:00 -
[1] - Quote
I've got a thread already started on shooting down swarms via tank blaster turrets. https://forums.dust514.com/default.aspx?g=posts&t=36721&find=unread If you add the ability to shoot them out of the air with the blaster you wouldn't have to reduce damage. In return you could increase the lock-on speed and ammo capacity so swarmers can "shoot and scoot". If you add in damage zones you can really add a massive amount of strategy to the art of taking out armored vehicles. Low turret & tread/tire/thruster HP, med main cannon HP (on tanks), high hull/main body HP.
An immobile tank or dropship or LAV can then still be useful and not a massive waste of money. You could use a tank/dropship/LAV with the turrets shot off for transport vehicle, or an immobile unit could still act as an emplaced weapon, and an undestroyed hull could be used to hide to recover HP. In return I think that If you are able to immobilize a tank you should be able to get on top and throw in a grenade to destroy it. That would allow regular infantry to participate more in taking out tanks and also let the tankers have a high HP for their main body without swarmers getting mad because they can't kill it. If you take out the treads and the main cannon, you can come up on the tank from it's blindside without getting shot, then just drop in a 'nade. Or the swarmers and assult units could keep it's guns busy while a scout runs in to drop a 'nade. It encourages team work, and we all want more ofthat. |
Uber Dragonlord Valkarish
29
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Posted - 2012.09.17 01:06:00 -
[2] - Quote
Hobos-N-Guns wrote: Shoot the little missiles down with a blaster turrent and special blaster skill ????
Special blaster skill? What were you reading? Certainly not what I wrote. If what I said was confusing, let me clarify: Swarm missiles should be able to be shot down with any projectile (blasters were just an example of how a tank could defend itself) and in return lock-on speeds of swarm launchers should be seriously sped up and should hold more ammo. In addition, you should be able to carry more ammo for the launcher.
You could also make the swarm missiles slow at first but gain speed rapidly over a distance, that way the further it travels the faster it goes, hitting an insanely high max speed at say around 100 meters. People who want a speed increase would get it if they shoot from a distance, and people who want a chance to protect their massive tank investments would be able to. How is that at all controversial?
Edit: Oh, and damage zones should be added to vehicles and if you get on top of a tank you should be able to throw in a grenade to kill everyone inside. |
Uber Dragonlord Valkarish
29
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Posted - 2012.09.17 02:07:00 -
[3] - Quote
Oh, I follow what you are saying. =) Yes I agree that would work but it would also be cumbersome since tank turret slots are limited and that would be a devastatingly OP anti infantry weapon. What I was saying was the missiles could be reworked to detect impact and when a bullet hits it in mid flight, boom. That's not to say that the missile couldn't still do splash damage to the tank if it's a close call. This would also give dropships a fighting chance since they are currently just floating paper sacks at the moment. You can pretty much power up the AV as much as you want if you give the vehicles a means by which to protect itself. Everyone just needs to be on equal footing, that way there are no rage quits, no whiners (well... fewer whiners), and no way people can say it's unbalanced.
However.... you just gave me an idea.... You said alternating ammo with the blaster? That is a very good idea, that would make the blaster a much more versatile turret, and it could be changed easily by hitting L2 just like switching weapons. But use a sort of concussion round that only affects missiles, or has a nerfed effect when hitting infantry. Maybe it screws with their radar or momentarily statics up parts of their screen.
And as I said, if you add in damage zones tank battles become neigh epic. ^^ |
Uber Dragonlord Valkarish
29
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Posted - 2012.09.17 03:35:00 -
[4] - Quote
Well said Skihids, but that would be fine. As long as the missile is auto correcting it's trajectory constantly as it flies towards a tank, if the missile is shot from far enough away you'd never really know it was coming unless you are watching in the right direction. And if you are able to dodge the missiles (no easy feat to time correctly) then kudos. But when you have to dodge 4 missiles coming in from slightly different angles and distances at insane speeds, maneuvering a tank out of the path of all 4 will be quite a task. And if the treads are dead on your tank due to AV or grenades, there is no "sidestepping" to be done. Of course that's why I suggested letting bullets be able to detonate them in mid-flight, that would help quite a bit. If you are speaking of literally sidestepping outside of a tank, well of course. There is no issue there, the swarms are meant mainly for AV anyway |
Uber Dragonlord Valkarish
29
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Posted - 2012.09.17 18:05:00 -
[5] - Quote
But that makes no sense really. Logically a smaller vehicle would be harder to lock on to, however the people who spend massive amounts on tanks would complain that their more expensive loadouts should be harder to lock on to. By making it based on size you are asking to start another AV vs. Tank thread war. If the lock on speed is based on anything, it should be distance from the target. |
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