Conraire
Zumari Force Projection Caldari State
52
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Posted - 2012.11.01 02:42:00 -
[1] - Quote
You know. Just thought of something. They could easily balance missile turrets, especially if they don't want complex resist tanking like what we have in EVE. In EVE, shields are 50% resistant to explosive dmg by default, and 40% resistant to kinetic by default.. On they other hand shields have no base resistance to EM, and only slight (20%) resistance to thermal damage.
They could give shields resistance to kinetic and explosive weapons in Dust. Which would make them Stronger against explosives, like nades, missile turrets, swarms, and sniper rifles, HMGs, SMGs, and possibly forge guns. But weak against laser weapons(laser rifle, Scrambler pistols), Blaster weapons (AR's, blaster turrets), Flux Grenades, etc.
And if they ever happen to add laser AV weapons, and projectile anti material weapons, they can balance them according to the desired effect.
Armor on the other hand is generally 50/40 resistant to EM/Thermal, and weak against Kinetic (20-25%) and explosive 10%. That should in general make armor tankers strong against Laser weapons, Blaster weapons, Flux grenades. etc. But weak against Explosives like Nades, Missiles, projectile weapons (HMG, SMG etc), Railguns (turrets, forge guns, current sniper rifles).
I think they could balance a suits/vehicles resists around what they have in EVE. I don't think it needs to be as complex as it is there. But I think it's possible. This would help alleviate some of the issues I see.. But it would also require them to add racial suits and vehicles per weight class to balance it out more.
I figure, this would make it so Dropships/LAV/Tanks, and swarms could be balanced. As the swarms or forges wouldn't do full damage until they got through the shields. Which means they could speed up swarms or fix them so they have a chance of hitting without being overpowered. But in exchange the shield recharge should be more like what you see in EVE, unless you're running a shield booster. It should help when they add cap to vehicles to keep them from being OP. This would also encourage people to use Flux nades more often, to tear through shields. It would also encourage the use of proximity mines, as they hit the vehicles from the bottom, which is a universal weak point on ground vehicles.
And I think what someone was saying about blast damage was. The direct damage on missile, should be 125% of the blast damage, for example if the blast damage is 200, the direct damage should be 250. Instead of the way it is right now, were the direct damage is almost twice as high as the blast damage. |