Godin Thekiller
KNIGHTZ OF THE ROUND
17
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Posted - 2013.03.24 18:50:00 -
[1] - Quote
I like the above post's idea of moving around shields/armor to counter forges. This should be on all SKILLED vehicles stock as a active module. To use it, you would first need to level up a skill called "Defense Modifier Operations". At level one, you can do 15% of the shields to one point, and at level five, 75%. It also unlocks a module called the Defense Modifier, that can take a percentage of the opposite type of tank, and turn it into it's own by taking power that it uses, and putting it into it's own. It doesn't change no matter if the tank that is being lowered takes damage.
STD Shield Modifer: -25% Armor HP into Shield HP lasts 30 seconds, cooldown lasts 40.
ADV Shield Modifer -50% Armor HP into Shield HP
PROTO Shield Modifer -75% Armor HP into shield HP
OFC Shield Modifer -75% Armor HP, but, it changes into 90% into Shield HP. Lasts 45 seconds, cooldown lasts 30 seconds.
Same for Armor, but the numbers are 20%, 40%, 60%, then OFC gets 75%. Lasts 60 seconds, then cooldown is 35 seconds. OFC lasts 1 minute 20 seconds, and has a 25 second cooldown.
My second suggestion is to give small turrets a second use (there first use of being sub-par AP weapons) and allow them to be able to kill explosive projectile AV weapons (I.E. The missile swarm from swarm launchers). Shoot at them enough, and they go boom. Not the whole swarm, but single ones. This would effectly promote the use of the small turret slots, and filling the entire vehicle.
My last suguestion is that although this might be thought of as a bad idea, to be honest, AV grenades and flux grenades should have a damage reduction of 50%. This would make them finishers instead of primary AV weapons like they are now. Also, add a fuse to them, so if they are cooked, but don't hit the vehicle in time, they blow up.
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Godin Thekiller
KNIGHTZ OF THE ROUND
17
|
Posted - 2013.03.24 19:19:00 -
[2] - Quote
Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team.
Actually, it would need to be 10, because squads will expand to six in the next build. |
Godin Thekiller
KNIGHTZ OF THE ROUND
17
|
Posted - 2013.03.24 20:51:00 -
[3] - Quote
Heathen Bastard wrote:Godin Thekiller wrote:Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team. Actually, it would need to be 10, because squads will expand to six in the next build. that's just odd, it doesn't go cleanly into 16 or 8 the current limits of players involved. are they raising the amount of players in fights as well?
I thought It is clear that the entire team size will be increased as well. My bad. |