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Lurchasaurus
SVER True Blood Unclaimed.
808
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Posted - 2013.02.18 17:47:00 -
[1] - Quote
For sure, I love "I win" buttons. Hiding safely in the redline at the top of a mountain a mile away from the battlefield locking on to a tank that has no means of breaking that lock and doing 1500 damage is so much fun.
I'll tell you what, you can have javelins that negate all cover for tanks that you can lock on and fire from your MCC behind a mountain if i can have countermeasures that shoot them out of the sky. Or maybe anti-infantry swarms that lock on to you from our MCC and then you can dodge swarms that chase you around corners and up the mountain? |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2013.02.18 19:09:00 -
[2] - Quote
eagandale4114 wrote:How about a manually guided missile. You would launch and then control it via a CCTV like interface. Im thinking along the lines of a TOW. The missile could be destroyed by either shooting it or shooting you. To counter it make it so that t can only be launched in open spaces.
thats a good idea. that requires skill and someone cant hide behind a wall, do the whole unblockable lock on thing from the top of a map and fire and forget. TOWs are badass. In the same way, i dont want countermeasures that you can just toggle, it would have to be a small turret that a gunner would have to use to shoot down missiles or something, or at the very least a module that acts in impulse, like a 5 second countermeasure with a 15 second cool down, or even more like 20 seconds |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2013.02.18 19:48:00 -
[3] - Quote
Tiel Syysch wrote:Pretty sure you don't know what "great" means if you want to make swarms require even less skill by removing a vehicle's ability to hide from it.
Tiel, you seem to be a ******. I'm tired of those swarms hitting the mountainside when I pull my tank into cover. We really need javelins that can lock on from the MCC and reliably hit my tank for 1500 damage 100% of the time. Also, it should have about half the lock-on time as standard swarms. As it is, swarms are almost perfect but still have some room for improvement. |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2013.02.18 20:14:00 -
[4] - Quote
Tiel Syysch wrote:Lurchasaurus wrote:Tiel Syysch wrote:Pretty sure you don't know what "great" means if you want to make swarms require even less skill by removing a vehicle's ability to hide from it. Tiel, you seem to be a ******. I'm tired of those swarms hitting the mountainside when I pull my tank into cover. We really need javelins that can lock on from the MCC and reliably hit my tank for 1500 damage 100% of the time. Also, it should have about half the lock-on time as standard swarms. As it is, swarms are almost perfect but still have some room for improvement. They need to have bonus damage vs armor AND shields.
Actually...
The way things work is slightly different bud. There is no bonus damage to shield or armor unless you hit a vehicle in its weak spot (ill let you toil over finding the weakspots for tanks LAV's and dropships on your own). The reason why you see a difference in damage to shield and armor is because they each have RESISTANCE to damage types, so they can take less damage from certain weapons.
A weapon without damage mods will never do bonus damage simply because it is a good counter to the tank.
Example:
If you have a swarm launcher that does 1200 damage it does:
1200 damage to armor because armor has no resist to explosives
900 damage to shield because it has some resist to explosives
(no idea what the actual resist amount or damage amounts would be, but thats how it is) |
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