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The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2013.02.26 20:53:00 -
[1] - Quote
Allright when we allready have to play a scifi shoter why doesnt we have something like AV countermeasures. Im talking about stuff that helps you out surviving with your vehicle. - ECM: makes it harder to achieve a lock on to your vehicle - flares: tricks lock on missiles to go after the flares and not the aircraft - trophy system: desrtoys any incoming projectiles/missiles - mine detectors - lock on warning sound when beeing targeted by swarm launchers (this feature exist when close to AV mines) - cloaking modules (makes the vehicle invisible for like 60 secs, weapons are disaibled and after uncloaking a 10 sec waiting time to reactivate mounted weapons) - specific resistance modules not just adaptive resistance that we have now
Now to advanced vehicle weapons: - smart bomb module: can kill any infantry when closer then 20~25 meters ( cooldown time is 2 1/2 mins to balance it out) - flak vehicle turrets: basically a autocanon with insane high rate of fire to deal with infantry/ aircrafts - missile launcher lock on: allow large/small missiles to lock onto vehicles by holding down L1 (remove the zoom function for -this turret to make room for it). That way missiles have a existance reason. - improved sensors to identify enemys (passive module not active!) - Plasma launcher turrets (works like a flamethrower visual would be like a big green flame)
Now down to AV weapons: - Swarm launcher with flux warheads to be more efficent against shields but very poor against armor ( will require swarm launcher specialisation) - Flux AV mines - anti propulsion AV grenades (reduce the speed of a vehicle by 30% but only minimal inflicted damage) - anti propulsion AV mines (same as the AV nade counterpart) - Forgegun with explosive projectiles (needs specialisation like its swarm counterpart) - target painter handgun (when you hit a vehicle with that the lock on time will get reduced by 30% and it only has 1 round in the clip to avoid spamming, this effect will last for 45 secs) - Vehicle scanner (equipment), displays what resistance the vehicle has fit on it to chose the proper Av weapon against it (needed to counter specific resistance on vehicles)
Now discuss my ideas about these things or if you have some additional ideas post them. I havent put it on feedback cause it would vanish after 5 mins due to the spam of "nerf this, buff that" topics. |
Scheneighnay McBob
Bojo's School of the Trades
1065
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Posted - 2013.02.26 23:16:00 -
[2] - Quote
Gotta have those flak turrets. Small railguns always reminded me of those with the clouds they make when I shoot at dropships. |
Nguruthos IX
Kameira Lodge Amarr Empire
25
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Posted - 2013.02.26 23:35:00 -
[3] - Quote
Something like this?
http://www.youtube.com/watch?v=YpmcmKwWzYo |
Xavi Italia
Ostrakon Agency Gallente Federation
7
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Posted - 2013.02.27 04:27:00 -
[4] - Quote
To be honest, when I first go into the closed beta, I was surprised that tanks had no defense against swarms except driving behind cover. I was also surprised that a HAV driver was only given a subtle warning of the lock (quiet locking sound) and that's it. I completely agree with what was suggested by OP. |
Berserker007
Imperfects Negative-Feedback
206
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Posted - 2013.02.27 05:10:00 -
[5] - Quote
The dark cloud wrote:Allright when we allready have to play a scifi shoter why doesnt we have something like AV countermeasures. Im talking about stuff that helps you out surviving with your vehicle. - ECM: makes it harder to achieve a lock on to your vehicle - flares: tricks lock on missiles to go after the flares and not the aircraft - trophy system: desrtoys any incoming projectiles/missiles - mine detectors - lock on warning sound when beeing targeted by swarm launchers (this feature exist when close to AV mines) - cloaking modules (makes the vehicle invisible for like 60 secs, weapons are disaibled and after uncloaking a 10 sec waiting time to reactivate mounted weapons) - specific resistance modules not just adaptive resistance that we have now
Now to advanced vehicle weapons: - smart bomb module: can kill any infantry when closer then 20~25 meters ( cooldown time is 2 1/2 mins to balance it out) - flak vehicle turrets: basically a autocanon with insane high rate of fire to deal with infantry/ aircrafts - missile launcher lock on: allow large/small missiles to lock onto vehicles by holding down L1 (remove the zoom function for -this turret to make room for it). That way missiles have a existance reason. - improved sensors to identify enemys (passive module not active!) - Plasma launcher turrets (works like a flamethrower visual would be like a big green flame)
Now down to AV weapons: - Swarm launcher with flux warheads to be more efficent against shields but very poor against armor ( will require swarm launcher specialisation) - Flux AV mines - anti propulsion AV grenades (reduce the speed of a vehicle by 30% but only minimal inflicted damage) - anti propulsion AV mines (same as the AV nade counterpart) - Forgegun with explosive projectiles (needs specialisation like its swarm counterpart) - target painter handgun (when you hit a vehicle with that the lock on time will get reduced by 30% and it only has 1 round in the clip to avoid spamming, this effect will last for 45 secs) - Vehicle scanner (equipment), displays what resistance the vehicle has fit on it to chose the proper Av weapon against it (needed to counter specific resistance on vehicles)
Now discuss my ideas about these things or if you have some additional ideas post them. I havent put it on feedback cause it would vanish after 5 mins due to the spam of "nerf this, buff that" topics.
not terrible ideas, however ...
1). ECM /flares: i can see that for use in DS, but thats about it; however that'd cause more balance issues; as to the recharge time, and the chance of missle disruption
2). Mine detectors: NO , this killed use of mines in BF, makes them useless. You have gunners to aid in this; or U need to be more aware
3). Cloaking: not needed, as BO HAV's are supposed to have this built in making it a perk to have them, so it would defeat the purpose to make it a module
4). Resistances: bad idea; as you can then use a shield/armor tank and either double up its resistance, or make it resisant to both weapons types. I mean, imagine a Surya that has a armor resist module on it, simply LoL
5). Smart Bomb: simply no; as you need to clarify then if is above/below tank; as if is just w/in that range u eliminate use of AV/Flux nades on a tank (1st attempts)...thusly by time next wave of people try this would be back up to use possibly then
6). SL & FG alt damage type isn't bad ; but then it may kill the need of the Plasma cannon coming in ; however it does then allow non heavy infantry to use shield based weapons (aside from flux, which isn't exactly targeted at tanks normally)
7). Propulsion Mines: i believe this is ewar (plz correct if wrong); that should be coming at some point that does this
8). Missile lock on: i wouldn't say lock-on, as that would give DS to much of an advantage again vs tanks; but i think a wire-guided missile like in BF3 could work. Probably be a small turret, so u need to control it, w/ a moderate reload time but decent damage
Overall not terrible ideas; however, you dont want to lean an edge to much toward tanks (which i felt some of these did); especially since we havent even been given a glance at the 3 other turret types they have (laser, autocannon, artillery). just my .02 |
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