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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
170
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Posted - 2013.04.01 03:28:00 -
[1] - Quote
So I've noticed a ton of threads suggesting new AV, so why not give the HAV pilots some love?
I'd love to have Airburst Anti-Infantry Plasma Rockets as a secondary weapon (or module) on my HAV.
When activated, a missile would fire out of the top of my tank. I then guide the missile to the designated target area, and detonate it when I see fit. Upon detonation, the missile sprays plasma over an area underneath it, melting enemy infantry and preventing the enemy from entering that area for a short period of time.
I'd be fine if the guided missile had to be piloted by someone in a gunner's seat too, but HAVs need some love! |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
82
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Posted - 2013.04.01 03:46:00 -
[2] - Quote
I want kinetic defense systems.
passive = automatically neutralizes ONE type of AV weapon
active = for a short time, neutralizes all AV weapons
Both, of course, we have high PG/CPU costs, as well as being expensive (ISK and SP), to equip, to negate being OP. |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
67
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Posted - 2013.04.01 03:47:00 -
[3] - Quote
i have to say no to this idea but your thinking in the right area. maybe it could be a small turret type for missiles. i think a active module that work similar to the active scanner but it jams radar and swarm launcher lock, same range with an active time of 30 seconds with a cooldown of 45 second and a limit of one to be fitted |
gbghg
L.O.T.I.S. Legacy Rising
960
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Posted - 2013.04.01 04:02:00 -
[4] - Quote
I want this for my dropship, even if it ends up as a turret, screw it any from of countermeasures would be nice. |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
83
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Posted - 2013.04.01 04:03:00 -
[5] - Quote
ladwar wrote:i have to say no to this idea but your thinking in the right area. maybe it could be a small turret type for missiles. i think a active module that work similar to the active scanner but it jams radar and swarm launcher lock, same range with an active time of 30 seconds with a cooldown of 45 second and a limit of one to be fitted no limit of them, per say, but maybe a highish cost of CPU. |
Harpyja
DUST University Ivy League
10
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Posted - 2013.04.01 04:03:00 -
[6] - Quote
ladwar wrote:i have to say no to this idea but your thinking in the right area. maybe it could be a small turret type for missiles. i think a active module that work similar to the active scanner but it jams radar and swarm launcher lock, same range with an active time of 30 seconds with a cooldown of 45 second and a limit of one to be fitted
Should also cause shorts on forge guns not allowing them to charge up during that time. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
175
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Posted - 2013.04.01 04:04:00 -
[7] - Quote
gbghg wrote:I want this for my dropship, even if it ends up as a turret, screw it any from of countermeasures would be nice.
:D:D:D:D:D!
Sounds sweet! It would be pretty epic too. |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
68
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Posted - 2013.04.01 04:13:00 -
[8] - Quote
Harpyja wrote:ladwar wrote:i have to say no to this idea but your thinking in the right area. maybe it could be a small turret type for missiles. i think a active module that work similar to the active scanner but it jams radar and swarm launcher lock, same range with an active time of 30 seconds with a cooldown of 45 second and a limit of one to be fitted Should also cause shorts on forge guns not allowing them to charge up during that time. that might be OP or would have to be downed to 10 while still having a 45second cooldown.
to the other on about more then one, this would make swarms useless and that is something that shouldn't happen and i bet ccp would try and never let that happen and if they did the nerf threads would force it.
now that i had some time to thing about it and look at other modules i'm going with CPU of 60 and PG 200 would work as base numbers for ccp to tweak to whatever they want them to be.
To the OP as i can't see a comparable way to make a large turret form of it i highly doubt ccp would make this as small missile turret w/o it, but it could happen. |
Casius Hakoke
Fenrir's Wolves
18
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Posted - 2013.04.01 04:20:00 -
[9] - Quote
Honestly some type of counter measures would be nice. Maybe a 'flare' launcher of sorts, maybe with its own skill, say 5% effectiveness per level, with the base effectiveness of the module being 25% - 35% based on meta level. Probably would be best to be active, not sure on the ratio on active time versus cool down.
Basically to stop so many swarms/AV nads. Say six missiles from a swarm launcher gets fired at you, with level 5 skill best meta item, would stop 60% of the missiles from hitting. Just throwing this out there. |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
84
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Posted - 2013.04.01 04:33:00 -
[10] - Quote
Casius Hakoke wrote:Honestly some type of counter measures would be nice. Maybe a 'flare' launcher of sorts, maybe with its own skill, say 5% effectiveness per level, with the base effectiveness of the module being 25% - 35% based on meta level. Probably would be best to be active, not sure on the ratio on active time versus cool down.
Basically to stop so many swarms/AV nads. Say six missiles from a swarm launcher gets fired at you, with level 5 skill best meta item, would stop 60% of the missiles from hitting. Just throwing this out there.
+1 |
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Arkena Wyrnspire
Turalyon Plus
4
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Posted - 2013.04.01 09:55:00 -
[11] - Quote
Casius Hakoke wrote: Basically to stop so many swarms/AV nads. Say six missiles from a swarm launcher gets fired at you, with level 5 skill best meta item, would stop 60% of the missiles from hitting. Just throwing this out there.
Edit: Wanted to elaborate a little.
An active 'jammer' module to prevent locks would be good.
To the OP: No, that's overpowered. The primary infantry have against HAVs is their ability to get into cover that HAVs can't get around. If you can fire over or around that, then infantry get stomped even harder. Lots of new AV ability is all well and good, but there are only so many people who are going to use AV in the first place, whereas if something like this was a secondary module, every tanker would use it. |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
85
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Posted - 2013.04.01 14:08:00 -
[12] - Quote
Arkena Wyrnspire wrote:Casius Hakoke wrote: Basically to stop so many swarms/AV nads. Say six missiles from a swarm launcher gets fired at you, with level 5 skill best meta item, would stop 60% of the missiles from hitting. Just throwing this out there.
Edit: Wanted to elaborate a little.
An active 'jammer' module to prevent locks would be good. To the OP: No, that's overpowered. The primary infantry have against HAVs is their ability to get into cover that HAVs can't get around. If you can fire over or around that, then infantry get stomped even harder. Lots of new AV ability is all well and good, but there are only so many people who are going to use AV in the first place, whereas if something like this was a secondary module, every tanker would use it.
Just like every infantryman has a swarm launcher fit, right? |
Skihids
The Tritan Industries
1116
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Posted - 2013.04.01 14:56:00 -
[13] - Quote
How about MD turrets?
After all, if a scout can carry it there is no reason you can't mount it on a vehicle. It should also have more powerful rounds or a higher RoF for being mounted. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
177
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Posted - 2013.04.01 15:37:00 -
[14] - Quote
After further consultation from other HAV drivers, I humbly request that this module be changed to HAV Module: AI Controlled Airburst Anti-Infantry Plasma Missiles
The change is because railgun turrets can hit a merc in a mid-air jump in the chest from hundreds of meters away.
also swarm launchers. This is the HAV version of swarm launchers. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3335
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Posted - 2013.04.06 02:48:00 -
[15] - Quote
New offensive modules should be available for LAVs and dropships as well. They need it. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
185
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Posted - 2013.04.06 02:49:00 -
[16] - Quote
By popular request, I am just changing it to a regular vehicle module. So LAVs and Dropships can use them too ^_^
Als0, the flav0r text should be:
"Made by the the PFBHz Corporation, this module is like sex, but better." |
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