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Scheneighnay McBob
Bojo's School of the Trades
1062
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Posted - 2012.11.03 16:55:00 -
[1] - Quote
First and foremost, by "AV and vehicles", I don't just mean the current weaponry VS vehicles- I mean AV as a whole vs vehicles, vehicles vs vehicles, and armor vs shields. The many ideas in this thread will hopefully both improve balance, and make the game more enjoyable.
MORE SWARM VARIATIONS At least 2 more swarm variations should be added: AA swarms, and anti-tank swarms
- Anti-aircraft swarms would be VERY fast, but can't turn well
- Anti-tank swarms would only fire 1 or 2 missiles- however, these missiles would be slower and deal considerably more damage
FLUX SWARMS AND FLUX AV GRENADES The heading speaks for itself. (If you didn't know, flux grenades deal very high damage to shields, but very little to armor)
CHANGE FORGE DAMAGE TYPE This is just to keep forge guns useful if the above changes are added- if they aren't already, forge guns should be hybrid weapons, instead of laser weapons.
LOWER MISSILE LAUNCHER SPLASH DAMAGE Currently, missile launchers are better AI weapons than blasters, and better AV weapons than railguns. This could make them more the "all-around" weapon they're meant to be.
RAISE RAILGUN RANGE Railguns are currently out-ranged by missiles. As they're almost useless against infantry and since there are plenty of things to obstruct their line of sight, they should have about twice the range they do now- otherwise accelerated missiles can easily do their job.
MORE EMPLACEMENTS It would help a ton if more turret emplacements were put in- if they're put in balanced places, infantry could either use them to fight off vehicles, or destroy them (flux grenades do a great job of that) to clear the way for their vehicles.
RAISE THE PRIORITY TO ADD LASER TURRETS This may be an odd one, but when laser turrets are released, missile turrets will no longer rip apart armor with nothing to threaten shields- lasers turrets will deal heavy damage to shields, and give players a reason to use armor. (I'm just guessing the reason laser turrets aren't out yet is because they aren't high priority- with laser rifles out, it shouldn't be too big of a jump to make turrets).
That's what I can think of for now- if you can add more or if you see a hole in my ideas, please feel free to contribute, or at least show support. Try not to get too off-topic, and try to keep it civil. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.03 20:05:00 -
[2] - Quote
49 views, not a single post? |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.03 20:37:00 -
[3] - Quote
Ten-Sidhe wrote:About every point makes sense. also 1) make burning at a percentage of effective hp(total of shield and armour, weighted by resistance modifiers) maybe 10% remaining. A buffer tanked nano sagaris may start burning while still in shield( and stop burning if shield is repaired enough to get above 10% remaining ehp) while a surya with almost no shield would have to have almost all it's armour gone to start burning. 2) shield extenders should have penalty like armour plates, eve had signature increase. This would work for infantry, not as well for vehicles. In eve signature affected lock times, if extenders made swarms lock a little faster it would help balance it out. 3) add the rest of the defensive modules, armour needs the active hardners if shield is getting them. 4) add webs, they said they will be in game months ago(to clarify time they said it, not said we would have them months ago), this would let team work slow dropships down so swarms hit them.
3 and 4 are coming, the sooner they are the better feedback on balance we can give. It is balanced and then these are added the balance will be off in other direction. Things like racial variants can be tossed in later with expansions and be balanced by themselves, things like webs will alter balance so much it would break game till re-balanced, so had best be balanced in the closed beta. I agree with everything you said. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.04 18:30:00 -
[4] - Quote
trying to get this back over the really stupid suggestions like low-rider LAVS |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.04 20:05:00 -
[5] - Quote
EnglishSnake wrote:LOWER MISSILE LAUNCHER SPLASH DAMAGE Currently, missile launchers are better AI weapons than blasters, and better AV weapons than railguns. This could make them more the "all-around" weapon they're meant to be.
RAISE RAILGUN RANGE Railguns are currently out-ranged by missiles. As they're almost useless against infantry and since there are plenty of things to obstruct their line of sight, they should have about twice the range they do now- otherwise accelerated missiles can easily do their job.
Lies railguns are better AV and can fire just as far if your comparing large turrets I'm comparing small turrets (small railguns have horrible range). The problem with small missiles vs small railguns is that missiles have infinite range, decent RoF, and don't overheat. The direct damage difference is still to small, especially when missiles can get at least twice the amount of shots of and don't have to manage heat. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.05 00:41:00 -
[6] - Quote
ugg reset wrote:EnglishSnake wrote:LOWER MISSILE LAUNCHER SPLASH DAMAGE Currently, missile launchers are better AI weapons than blasters, and better AV weapons than railguns. This could make them more the "all-around" weapon they're meant to be.
RAISE RAILGUN RANGE Railguns are currently out-ranged by missiles. As they're almost useless against infantry and since there are plenty of things to obstruct their line of sight, they should have about twice the range they do now- otherwise accelerated missiles can easily do their job.
Lies railguns are better AV and can fire just as far if your comparing large turrets Alot of people don't know that you can hold down r1 to fire up to three rapid shoots with the railgun on one charge. problem is, on the 3rd shot you over heat your weapon. this works on large and small rail guns. what type of railgun? I believe I'm using compressed. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.05 02:17:00 -
[7] - Quote
ugg reset wrote:EnglishSnake wrote:LOWER MISSILE LAUNCHER SPLASH DAMAGE Currently, missile launchers are better AI weapons than blasters, and better AV weapons than railguns. This could make them more the "all-around" weapon they're meant to be.
RAISE RAILGUN RANGE Railguns are currently out-ranged by missiles. As they're almost useless against infantry and since there are plenty of things to obstruct their line of sight, they should have about twice the range they do now- otherwise accelerated missiles can easily do their job.
Lies railguns are better AV and can fire just as far if your comparing large turrets Alot of people don't know that you can hold down r1 to fire up to three rapid shoots with the railgun on one charge. problem is, on the 3rd shot you over heat your weapon. this works on large and small rail guns. I was expecting a troll, but this is amazing! Railguns are actually good now! Time to rethink some LAV fittings for heat management, rather than power. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.05 03:07:00 -
[8] - Quote
ratamaq doc wrote:How about this. Fix the speed of the swarm launcher so that it can catch a dropship. In no reality does a Aerial Personnel carrier that would fly 250 knots tops outrun a missile going mach 2.
To compensate the drop ship, give them countermeasures.
You want to make things real interesting?
Make both Radar and Thermal guided Swarm Launchers, give the dropships RAW gear, and Chaff & Flare. Make one of the non gunner, non pilot a REO and in control of countermeasures. Make them have to choose between tone types launch the appropriate counter measure and give him skill points every time he successfully stops a missile. Hell give him a radar and targeting system while your at it to relay strike coordinates to the gunners.
Make the Radar launcher more expensive and chaff more expensive given that the radar missile would rely on ping and could head straight at the dropship as apposed to having to chase down it's tailpipe.
Oh and give the pilot the ability to eject someone out of the craft. Incase someone out of your squad mans the EW station and doesn't move or know what he is doing, or if you are trying to get your whole squad in and some fool can't take a hint. That may work against dropships, but you have to remember- LAVs need to be able to stand a chance too, and fitting a countermeasure system would make them ineffective.
I like the last bit though |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.07 00:48:00 -
[9] - Quote
ratamaq doc wrote:Another idea I saw start in another thread I'd like to expand on is what could be the difference in the operation of a manpack launcher.
Currently all of the swarm launchers are fire and forget, which i assume means they are heat seekers, but could also mean they have radar guided war heads.
In the real world there are many different types of warheads, but for purposes here lets think about just a few other options.
Thermal is what we will assume is currently deployed. And can easily and reliably be thwarted by Flare.
Radar Passive would mean that the head is smart enough to follow a ping, but not carrying it's own transmitter. This means someone would have to continuously 'paint' the target. So imagine this on the battle field. a player on the ground if he is both shooting and painting with a single unit would only be able to fire one round at a time, or, not fire again less he stops pinging and the ordnance loses it's target. This takes out a players ability to poke his head out, fire off a blast and run back to cover. If he is killed while painting, the missiles loose their target.
Add to that the ability to co-op, one ground unit painting, another firing, now you have a team effort needed to take out a dropship or LAV/HAV.
A higher level launcher could come equipt with a Radar Active warhead, but with current technology, these things are HUGE. I could see bringing one of these into the game as an installation, or a HAV, but not as a manpack.
Laser guided I hope will be something the future will bring with off map support. ordnance coming in from orbit that eyes on the ground have to have LOS and Light up in order to give the missile a refraction basket to ride in. I like it! |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.12 23:05:00 -
[10] - Quote
Aardwolf Pneumatic wrote:Missiles in general are the main issue. Splash damage and direct damage is excessive considering it out-ranges a railgun. Combined with shield tanks (which have active 30% damage reduction hardeners, none for armour tanks...GG). Ive come across too many missile shield tanks who sit on a hill somewhere remote and spam the map. Try to counter it with a railgun on an armour tank...GG. Cant even reach it. yep, missiles actually need to fire on a wide arc, instead of going straight in whatever direction they happen to fly out at. |
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