Caeli SineDeo wrote:First of covering the grenades.
I think flux and AV grenades need some tweaking currently the standard varients are very powerful. I would like to see them tweaked so the standard lose 300 damage overall and the advanced take a 200 damage nerf and have the proto will stay the same. This will teir these grenades to there counter parts of vehicles. Standard will work great at against millitant. Advanced against standard tanks and people will want to skill into proto to better handle proto tanks.
Reasonable, but I would like to make a different suggestion. Add militia AV grenades that do as damage as you say the standard grenades should, and let you carry two instead of three. The less educated and the more frugal will be drawn to these grenades, and you will see a significant decrease in people using the standard variant, giving tankers a chance and also not making AV people mad with a nerf.
Second for the grenades I do think there needs to be longer throw time between grenade tosses. This should not be something you use as a primary force to kill tanks It should be something you start off with to break down a little HP or something you use to finish a tank low on heallth. Currently I can use standard lvl AV grenades as my primary force in melting tanks I do not need swarms or forge I just run behind a wall through down nano hives and as the tank drives by start chucking and get a easy kill. This will make forges and swarms the primary force in AVing tanks as it should be.
Once again, this is a reasonable idea, but my own suggestion differs. Make a cooldown timer on earning grenades via supply depots and nanohives, not nerfing AV, but limiting their exploit of infinite grenade spamming.
Next AV advantages against shield or armor. Currently I think the only thing that is making armor tanks considered is the bonus is to high. I personally think swarms should only gain a 5% bonus against armor and have only a 93% effectiveness against shields. You gain effectiveness for using it against armor tanks but it is not to the point that it is over effective like swarms currently are. Same with any AV that comes out with bonus against shield tanks.
Yes.
Now onto forges and swarms.
I was talking to one of our forge users Kain Spero about his AVing experiences at the end right before the reset. And what he said was I never needed to use my proto forges why spend the money when I can do the same job with my advanced forge.
This statement really shows that running proto AV is not necesary you do not need to risk much to take out a fully pimped out proto tank. People should have to run proto AV if they want to effeciently take down proto HAVs LAVs and dropships.
Sure.
Now with that being said I think Millitant/standard swarms need to loose 250 and millitant/standard forges need to loose 300 damage Advanced swarms need to take a 200 damage nerf and advance forges need to take a 250 damage nerf. Proto can be left alone.
Disagree. Swarm launchers are by no means overpowered.
Also on forges they 315m range is a little high I think it needs to be ton down a little militant forges should be only hitting 140m standard 200m advanced 225m proto 250m.
I only agree to this if large railgun turrets also get this range nerf.
Militant swarms need to take 100m off there range. standard needs to loose 50m of there current range advanced should hold there current range and proto should gain another 50m on there range
No, no, no, please no. Swarm launchers are anti-air just as much as they are anti-tank, and a range nerf would ruin their ability to take out dropships.
This will teir out AV to there classes If someone wants to destroy proto vehicles effectively they will have to invest there skill points and isk for the job.
REWARDING AV for their efforts:
Yes to all of that.