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The Black Jackal
The Southern Legion RISE of LEGION
388
|
Posted - 2013.04.12 23:34:00 -
[1] - Quote
Controversial, I know.
I'll go into how this proposal works.
Firstly, making HAVs stronger defensively. But doing so in such a way that they still have vulnerabilities that can be exploited by specific mechanics.
Heavier Armour / Shield - Making the Armour itself highly resistant to Weapons fire on its front, sides, rear, and back so that anything not designated as an Anti-Vehicle Weapon does 1-5% of it's Damage. And even AV weapons do less damage. Better to facilitate the 'Heavy Survival' of HAVs.
Weak Points / Disability - To balance out their survivability, they will have weak points. these consist of the underside where armour is weaker (thus AV Mines and such will have more impact) and tracks, and gyroscope for the Main Gun.
- These points can be heavily damaged via AV weapons, or disabled. For example, a Direct Forge Gun hit to the Right Rear track will damage it and make it work less effectively, a second shot, would destroy the track, and immobilize the HAV. Similar with the turret Gyroscope, with a precision strike to the right point slowing the turret tracking even further, and a second one immobilizing it.
Secondly, now we repurpose then to be less effective against Infantry when run solo.
Main Guns
- Rail Guns. Though traditionally this would be the only gun on any tank, making it the sole weapon for a HAV in DUST would go against the entire ideal that CCP is implementing. So, let's break it back a bit. Slow down the tracking speed of Large Blaster turrets, make then more useful against Vehicles at Close Range. But not as effective against infantry.
- Limited Ammunition in 'Clip' and in Tank. The idea here is that you moderate Rate of Fire against 'Reload' for all guns, but especially Main Guns. You have a 'magazine' in the gun that holds a certain amount of rounds. Then you must 'reload' that gun. Taking time (with skills to improve said reload time based on the GUNNER, not the Driver). Railguns would have a Magazine of 2-3 Shots, with 10 reloads. (Total of 20-30 shots before needing to resupply). Blasters could have Magazines of 20-30 shots, with similar reloads of 10. 200-300 shots before resupply. This would replace the 'Overheat' on these weapons. And can be applied to all turrets. - Large Missile Turrets should be Lock-On Weapons reminiscent in the design of the Swarm Launcher. Used as SAM Batteries, or LR AV weapons. Thus removing any chance they'll be abused against Infantry. Small Missile Pods should be reconstructed to more akin to rocket pods, firing an Area of Effect dispersion of small, less damaging rockets in succession. 1-6 fire 0.2 Seconds apart etc. With variants firing more precise with less rockets, or more rockets with less precision. They should also need to reload each shot (as they do now) and have limited reloads (bringing their possible shots to around the level a Railgun would have under this system.
So in essence, the HAV will become a specialised platform for dealing with Vehicles when solo, able to actually have slugfests with other armor, rather than the current glass cannon mentality of whoever fires first wins. |
Takahiro Kashuken
Red Star. EoN.
208
|
Posted - 2013.04.13 11:11:00 -
[2] - Quote
So make them anti vehicle?
Thats makes it pointless then, if no other tank appears in the match im in my tank getting wrecked by AV guys because i cannot defend myself at all against them, plus if they get 2 lucky shots on my tracks im a sitting duck and i dunno will my rep unit repair the track?
If large missile turrets require a lock on they will be even more useless
If large blasters get a reduction in turret turning speed like railguns got then they are less effective
Basically you are giving another nerf to vehicles and a massive buff to AV because we cannot defend ourselfs because our turrets are gimped
The entire post is a bad idea |
The Black Jackal
The Southern Legion RISE of LEGION
388
|
Posted - 2013.04.13 12:15:00 -
[3] - Quote
Takahiro Kashuken wrote:So make them anti vehicle?
Thats makes it pointless then, if no other tank appears in the match im in my tank getting wrecked by AV guys because i cannot defend myself at all against them, plus if they get 2 lucky shots on my tracks im a sitting duck and i dunno will my rep unit repair the track?
If large missile turrets require a lock on they will be even more useless
If large blasters get a reduction in turret turning speed like railguns got then they are less effective
Basically you are giving another nerf to vehicles and a massive buff to AV because we cannot defend ourselfs because our turrets are gimped
The entire post is a bad idea
I think you miss my point. I said make them HARDER to kill, but less able to Completely wreck infantry when SOLO.
Tanks should not be able to go 30 - 0 in any Ambush Match, while I do agree they should go something - 0, they should be survivable.
Tanks in Real Life are used to take out a) other tanks, b) hardened objectives, and c) fortified positions. That should be their purpose. And what I'm proposing is making them for THAT purpose, not for pub-stomping infantry in public matches.
ie. You more likely to survive, but less likely to 'dominate' killboard.
And your turrets are not gimped, only your LARGE turret that shouldn't be for taking out Infantry in the first place. That's what the small turrets are for.
And yes, repair units would repair the tracks.
And why shouldn't missiles be Lock-On Only? That way you could rebuff their damage, make them capable of taking down Dropships, and not have infantry being stomped all over. IMHO, Lock-On Missiles Make Sense more so than dumbfire Missiles that can't hit the broad-side of a barn. |
Takahiro Kashuken
Red Star. EoN.
208
|
Posted - 2013.04.13 12:33:00 -
[4] - Quote
Small turrets are useless currently, they need a buff in range at least and damage
Make it harder to kill? so would AV be less effective? essentially it would have to be if you plan on making the HAV a sitting duck, problem is the community will cry OP anyways
Large turret should be able to do both or you end up with the railgun except it would be blaster and even worse since it has less range
Missiles shouldnt be lock on tbh unless they make 2 varients but having lock on with no tanks around makes it useless and current missiles we have now are dumbfire but useless because they dont have any splash and direct hit is rare so the damage isnt enough and the range is also capped because the community cried
Who cares about ambush? only scrub tank drivers go in ther game after game to pad stats but when they come into a skirmish they get ******* whacked hard, ive done my fair games of amush in a tank and simply its too easy and boring plus no supply depot so they spawn as AV and get raped by infantry |
BulletSnitcheZ
TRUE TEA BAGGERS
22
|
Posted - 2013.04.13 13:32:00 -
[5] - Quote
I'm a little skeptical about this idea. HAVs need to be buffed right now, and your idea would essentially nerf them. Limited ammo? Less tracking speed on Blaster turrets? No way, tanks would just become a lame AV weapon that's ineffective against infantry targets.
The COD fanboys would go mad because they'd need 2 other people in their tank to actually kill infantry. They wouldn't be able to run & gun with tanks like they usually do. At least with my idea tankers could still pub stomp solo... |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
256
|
Posted - 2013.04.13 13:46:00 -
[6] - Quote
The idea of repurposing HAVs is good. I had one of those too. I may be biased, but I like mine better. Largely because it applies to all vehicles, not just one class of them. The fact that under my idea you never have to worry about a lucky shot leaving you completely stranded is also a plus. |
The Black Jackal
The Southern Legion RISE of LEGION
418
|
Posted - 2013.04.24 21:07:00 -
[7] - Quote
As to the 'lucky shots' leaving you stranded in this idea.
The purpose of this is to give the opposing team the ability to disable you without blowing you up.
You make HAVs so much tougher, hard to blow up... and also have persistent wreckage to provide cover should it be blown, you make them able to be disabled. Get out, grab a repair tool, and go to work. A few seconds and your tank is good to go again.
I'm not sure what people are complaining about when it comes to tanks being Anti-Material... That's what Tanks do.
Your small guns are there to provide cover from smaller targets, while your main gun is used to counter enemy armor, or destroy target objectives. You do not use a 120mm Howitzer on Infantry in RL army unless you have no other choice. It's not the 'thing' you do because it simply doesn't work well for the effort involved.
LAVs are our Jeeps, and should be given the benefit of the increased survivability.
Dropships, (not including the explosive paint) are pretty survivable for what they do. Armor is sacrificed for the ability to fly and have extra degrees of mobility. Generally, it is a good forge gunner, or a massive amount of Swarm Launcher Missiles that do the damage to my dropships. Even then, it can generally survive 2-3 Forge Gun Shots before creeping into armor. |
BOZ MR
Internal Error. Negative-Feedback
75
|
Posted - 2013.04.25 00:34:00 -
[8] - Quote
The Black Jackal wrote:Controversial, I know.
I'll go into how this proposal works.
Firstly, making HAVs stronger defensively. But doing so in such a way that they still have vulnerabilities that can be exploited by specific mechanics.
Heavier Armour / Shield - Making the Armour itself highly resistant to Weapons fire on its front, sides, rear, and back so that anything not designated as an Anti-Vehicle Weapon does 1-5% of it's Damage. And even AV weapons do less damage. Better to facilitate the 'Heavy Survival' of HAVs.
Weak Points / Disability - To balance out their survivability, they will have weak points. these consist of the underside where armour is weaker (thus AV Mines and such will have more impact) and tracks, and gyroscope for the Main Gun.
- These points can be heavily damaged via AV weapons, or disabled. For example, a Direct Forge Gun hit to the Right Rear track will damage it and make it work less effectively, a second shot, would destroy the track, and immobilize the HAV. Similar with the turret Gyroscope, with a precision strike to the right point slowing the turret tracking even further, and a second one immobilizing it.
Secondly, now we repurpose then to be less effective against Infantry when run solo.
Main Guns
- Rail Guns. Though traditionally this would be the only gun on any tank, making it the sole weapon for a HAV in DUST would go against the entire ideal that CCP is implementing. So, let's break it back a bit. Slow down the tracking speed of Large Blaster turrets, make then more useful against Vehicles at Close Range. But not as effective against infantry.
- Limited Ammunition in 'Clip' and in Tank. The idea here is that you moderate Rate of Fire against 'Reload' for all guns, but especially Main Guns. You have a 'magazine' in the gun that holds a certain amount of rounds. Then you must 'reload' that gun. Taking time (with skills to improve said reload time based on the GUNNER, not the Driver). Railguns would have a Magazine of 2-3 Shots, with 10 reloads. (Total of 20-30 shots before needing to resupply). Blasters could have Magazines of 20-30 shots, with similar reloads of 10. 200-300 shots before resupply. This would replace the 'Overheat' on these weapons. And can be applied to all turrets. - Large Missile Turrets should be Lock-On Weapons reminiscent in the design of the Swarm Launcher. Used as SAM Batteries, or LR AV weapons. Thus removing any chance they'll be abused against Infantry. Small Missile Pods should be reconstructed to more akin to rocket pods, firing an Area of Effect dispersion of small, less damaging rockets in succession. 1-6 fire 0.2 Seconds apart etc. With variants firing more precise with less rockets, or more rockets with less precision. They should also need to reload each shot (as they do now) and have limited reloads (bringing their possible shots to around the level a Railgun would have under this system.
So in essence, the HAV will become a specialised platform for dealing with Vehicles when solo, able to actually have slugfests with other armor, rather than the current glass cannon mentality of whoever fires first wins. NERF THE TANKS, NERF THE TANKS! THAT IS ALL I HEAR. Your suggestions are bad and you should feel bad. I have friends that Use AR and get more kills than me in same match while I do 20+. What are you going to do to them? Make them loose a foot when you shoot it? Or will you make them arms when get shot in arm? This community is becoming more and more .... each day. Tanks are easy to kill, and they need buff not further nerf. God these cod players are going to request AR damage 5x normal to tanks than they do to dropsuits. |
Void Echo
Internal Error. Negative-Feedback
55
|
Posted - 2013.04.25 01:19:00 -
[9] - Quote
BOZ MR wrote:The Black Jackal wrote:Controversial, I know.
I'll go into how this proposal works.
Firstly, making HAVs stronger defensively. But doing so in such a way that they still have vulnerabilities that can be exploited by specific mechanics.
Heavier Armour / Shield - Making the Armour itself highly resistant to Weapons fire on its front, sides, rear, and back so that anything not designated as an Anti-Vehicle Weapon does 1-5% of it's Damage. And even AV weapons do less damage. Better to facilitate the 'Heavy Survival' of HAVs.
Weak Points / Disability - To balance out their survivability, they will have weak points. these consist of the underside where armour is weaker (thus AV Mines and such will have more impact) and tracks, and gyroscope for the Main Gun.
- These points can be heavily damaged via AV weapons, or disabled. For example, a Direct Forge Gun hit to the Right Rear track will damage it and make it work less effectively, a second shot, would destroy the track, and immobilize the HAV. Similar with the turret Gyroscope, with a precision strike to the right point slowing the turret tracking even further, and a second one immobilizing it.
Secondly, now we repurpose then to be less effective against Infantry when run solo.
Main Guns
- Rail Guns. Though traditionally this would be the only gun on any tank, making it the sole weapon for a HAV in DUST would go against the entire ideal that CCP is implementing. So, let's break it back a bit. Slow down the tracking speed of Large Blaster turrets, make then more useful against Vehicles at Close Range. But not as effective against infantry.
- Limited Ammunition in 'Clip' and in Tank. The idea here is that you moderate Rate of Fire against 'Reload' for all guns, but especially Main Guns. You have a 'magazine' in the gun that holds a certain amount of rounds. Then you must 'reload' that gun. Taking time (with skills to improve said reload time based on the GUNNER, not the Driver). Railguns would have a Magazine of 2-3 Shots, with 10 reloads. (Total of 20-30 shots before needing to resupply). Blasters could have Magazines of 20-30 shots, with similar reloads of 10. 200-300 shots before resupply. This would replace the 'Overheat' on these weapons. And can be applied to all turrets. - Large Missile Turrets should be Lock-On Weapons reminiscent in the design of the Swarm Launcher. Used as SAM Batteries, or LR AV weapons. Thus removing any chance they'll be abused against Infantry. Small Missile Pods should be reconstructed to more akin to rocket pods, firing an Area of Effect dispersion of small, less damaging rockets in succession. 1-6 fire 0.2 Seconds apart etc. With variants firing more precise with less rockets, or more rockets with less precision. They should also need to reload each shot (as they do now) and have limited reloads (bringing their possible shots to around the level a Railgun would have under this system.
So in essence, the HAV will become a specialised platform for dealing with Vehicles when solo, able to actually have slugfests with other armor, rather than the current glass cannon mentality of whoever fires first wins. NERF THE TANKS, NERF THE TANKS! THAT IS ALL I HEAR. Your suggestions are bad and you should feel bad. I have friends that Use AR and get more kills than me in same match while I do 20+. What are you going to do to them? Make them loose a foot when you shoot it? Or will you make them arms when get shot in arm? This community is becoming more and more .... each day. Tanks are easy to kill, and they need buff not further nerf. God these cod players are going to request AR damage 5x normal to tanks than they do to dropsuits.
isn't that already being demanded by the assaulters? |
Draxus Prime
BurgezzE.T.F Orion Empire
329
|
Posted - 2013.04.25 01:25:00 -
[10] - Quote
BOZ MR wrote:The Black Jackal wrote:Controversial, I know.
I'll go into how this proposal works.
Firstly, making HAVs stronger defensively. But doing so in such a way that they still have vulnerabilities that can be exploited by specific mechanics.
Heavier Armour / Shield - Making the Armour itself highly resistant to Weapons fire on its front, sides, rear, and back so that anything not designated as an Anti-Vehicle Weapon does 1-5% of it's Damage. And even AV weapons do less damage. Better to facilitate the 'Heavy Survival' of HAVs.
Weak Points / Disability - To balance out their survivability, they will have weak points. these consist of the underside where armour is weaker (thus AV Mines and such will have more impact) and tracks, and gyroscope for the Main Gun.
- These points can be heavily damaged via AV weapons, or disabled. For example, a Direct Forge Gun hit to the Right Rear track will damage it and make it work less effectively, a second shot, would destroy the track, and immobilize the HAV. Similar with the turret Gyroscope, with a precision strike to the right point slowing the turret tracking even further, and a second one immobilizing it.
Secondly, now we repurpose then to be less effective against Infantry when run solo.
Main Guns
- Rail Guns. Though traditionally this would be the only gun on any tank, making it the sole weapon for a HAV in DUST would go against the entire ideal that CCP is implementing. So, let's break it back a bit. Slow down the tracking speed of Large Blaster turrets, make then more useful against Vehicles at Close Range. But not as effective against infantry.
- Limited Ammunition in 'Clip' and in Tank. The idea here is that you moderate Rate of Fire against 'Reload' for all guns, but especially Main Guns. You have a 'magazine' in the gun that holds a certain amount of rounds. Then you must 'reload' that gun. Taking time (with skills to improve said reload time based on the GUNNER, not the Driver). Railguns would have a Magazine of 2-3 Shots, with 10 reloads. (Total of 20-30 shots before needing to resupply). Blasters could have Magazines of 20-30 shots, with similar reloads of 10. 200-300 shots before resupply. This would replace the 'Overheat' on these weapons. And can be applied to all turrets. - Large Missile Turrets should be Lock-On Weapons reminiscent in the design of the Swarm Launcher. Used as SAM Batteries, or LR AV weapons. Thus removing any chance they'll be abused against Infantry. Small Missile Pods should be reconstructed to more akin to rocket pods, firing an Area of Effect dispersion of small, less damaging rockets in succession. 1-6 fire 0.2 Seconds apart etc. With variants firing more precise with less rockets, or more rockets with less precision. They should also need to reload each shot (as they do now) and have limited reloads (bringing their possible shots to around the level a Railgun would have under this system.
So in essence, the HAV will become a specialised platform for dealing with Vehicles when solo, able to actually have slugfests with other armor, rather than the current glass cannon mentality of whoever fires first wins. NERF THE TANKS, NERF THE TANKS! THAT IS ALL I HEAR. Your suggestions are bad and you should feel bad. I have friends that Use AR and get more kills than me in same match while I do 20+. What are you going to do to them? Make them loose a foot when you shoot it? Or will you make them arms when get shot in arm? This community is becoming more and more .... each day. Tanks are easy to kill, and they need buff not further nerf. God these cod players are going to request AR damage 5x normal to tanks than they do to dropsuits. im his friend who gets more kills |
|
The Black Jackal
The Southern Legion RISE of LEGION
418
|
Posted - 2013.04.26 06:14:00 -
[11] - Quote
[quote=BOZ MRNERF THE TANKS, NERF THE TANKS! THAT IS ALL I HEAR. Your suggestions are bad and you should feel bad. I have friends that Use AR and get more kills than me in same match while I do 20+. What are you going to do to them? Make them loose a foot when you shoot it? Or will you make them lose arm when get shot in arm? This community is becoming more and more .... each day. Tanks are easy to kill, and they need buff not further nerf. God these cod players are going to request AR damage 5x normal to tanks than they do to dropsuits.[/quote]
Actually, I'm saying buff tanks...
Not sure where you got Nerf Tanks from.
Buff them.. they Take a FK load more damage, but can be disabled temporarily, but likely much harder t9o kill... They can do more damage, but restricted partly in dealing with other tanks and installations (and hopefully later destroying walls and other blocking environmental blockages.)
So I'm saying:
BUFF TANKS MAKE THEM HARDER TO KILL MAKE THEM DO MORE DAMAGE!
But Make them less able to pub stomp. And slaughter people without gunners in the small turrets. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.04.26 08:34:00 -
[12] - Quote
If you haven't noticed, the pub stomping tanks are the scrub tankers with <4million SP because as of now, it's the only way they can profit because if they decide to pull that same stuff in a skirmish, the serious tankers with obscenely OP gunlogis and madrugars will rip them apart ten times out of ten. Personally, I only bring out my tank if the opposing team decides to bring out their own and think they can pub stomp freely. Then, bc of not being able to return my tank, I'm stuck trying to keep my baby alive for the rest of what has become a painfully boring match for me. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
150
|
Posted - 2013.04.26 08:35:00 -
[13] - Quote
If you're getting pub stomped by scrub tankers with blasters, bring a friend who knows his way around a rail and that other guy won't last more than 2 shots. That's the quick fix, anyway. |
The Black Jackal
The Southern Legion RISE of LEGION
418
|
Posted - 2013.04.26 08:48:00 -
[14] - Quote
Charlotte O'Dell wrote:If you haven't noticed, the pub stomping tanks are the scrub tankers with <4million SP because as of now, it's the only way they can profit because if they decide to pull that same stuff in a skirmish, the serious tankers with obscenely OP gunlogis and madrugars will rip them apart ten times out of ten. Personally, I only bring out my tank if the opposing team decides to bring out their own and think they can pub stomp freely. Then, bc of not being able to return my tank, I'm stuck trying to keep my baby alive for the rest of what has become a painfully boring match for me.
That's personally. And it's generally the way tanks should be brought it... to strike at other tanks, or take out key installataions. (not that we have many of those atm).
Once the skillsets are segregated, we'll see a worse spate of it.. it wont be a matter of i'll only bring I my tank when, when if you're a tanker, that is your skillset and they don't apply to dropsuits.. A good move, but it will cause issues unless pubstomping tanks are removed.
Point of note, I created an alt, The Black Wolf, and without passive SP activated, and only some measely earnings, you CAN go positive in any match. Even in base-level militia gear.
The fact that they have 4 million SP only is no excuse to have pubstomping tanks. |
BOZ MR
Internal Error. Negative-Feedback
75
|
Posted - 2013.04.26 13:24:00 -
[15] - Quote
The Black Jackal wrote:Charlotte O'Dell wrote:If you haven't noticed, the pub stomping tanks are the scrub tankers with <4million SP because as of now, it's the only way they can profit because if they decide to pull that same stuff in a skirmish, the serious tankers with obscenely OP gunlogis and madrugars will rip them apart ten times out of ten. Personally, I only bring out my tank if the opposing team decides to bring out their own and think they can pub stomp freely. Then, bc of not being able to return my tank, I'm stuck trying to keep my baby alive for the rest of what has become a painfully boring match for me. That's personally. And it's generally the way tanks should be brought it... to strike at other tanks, or take out key installataions. (not that we have many of those atm). Once the skillsets are segregated, we'll see a worse spate of it.. it wont be a matter of i'll only bring I my tank when, when if you're a tanker, that is your skillset and they don't apply to dropsuits.. A good move, but it will cause issues unless pubstomping tanks are removed. Point of note, I created an alt, The Black Wolf, and without passive SP activated, and only some measely earnings, you CAN go positive in any match. Even in base-level militia gear. The fact that they have 4 million SP only is no excuse to have pubstomping tanks. You are not a tanker and have no idea about tank vs AV just stop posting your non-sense posts alread. Av is more than OP when you can 3 shot a sury that costs 2.4M, and 7,5M SP with a dumb rocket launcher that locks in no time , turn corners and deal 3200+ damage. |
The Black Jackal
The Southern Legion RISE of LEGION
419
|
Posted - 2013.04.26 22:14:00 -
[16] - Quote
BOZ MR wrote:The Black Jackal wrote:Charlotte O'Dell wrote:If you haven't noticed, the pub stomping tanks are the scrub tankers with <4million SP because as of now, it's the only way they can profit because if they decide to pull that same stuff in a skirmish, the serious tankers with obscenely OP gunlogis and madrugars will rip them apart ten times out of ten. Personally, I only bring out my tank if the opposing team decides to bring out their own and think they can pub stomp freely. Then, bc of not being able to return my tank, I'm stuck trying to keep my baby alive for the rest of what has become a painfully boring match for me. That's personally. And it's generally the way tanks should be brought it... to strike at other tanks, or take out key installataions. (not that we have many of those atm). Once the skillsets are segregated, we'll see a worse spate of it.. it wont be a matter of i'll only bring I my tank when, when if you're a tanker, that is your skillset and they don't apply to dropsuits.. A good move, but it will cause issues unless pubstomping tanks are removed. Point of note, I created an alt, The Black Wolf, and without passive SP activated, and only some measely earnings, you CAN go positive in any match. Even in base-level militia gear. The fact that they have 4 million SP only is no excuse to have pubstomping tanks. You are not a tanker and have no idea about tank vs AV just stop posting your non-sense posts alread. Av is more than OP when you can 3 shot a sury that costs 2.4M, and 7,5M SP with a dumb rocket launcher that locks in no time , turn corners and deal 3200+ damage.
See above...
Buff Tanks so AV is a threat, but wont EASILY take down tanks. |
Rachoi
HavoK Core RISE of LEGION
43
|
Posted - 2013.04.27 08:09:00 -
[17] - Quote
AV/Tanks are always getting shouted at.
if my 2 Isk matter [and probably don't to either side].... i say make the tanks harder to kill, but leave the destructible hardpoints, i rather like that. if you shoot the tank's treads, shy shouldn't it slow down? or you hit the base of the turret and you damage the components, wouldn't the turning slow down? granted, one well placed forge gun shot should never do it, and AV mines should still take 2 for a tread to pop.
AV at the moment doesnt have many options that Tanks cant get away from, being useless things that like to hide under the MCC, or are Proto and need some way to be slowed down.... damned impossible. so many tank babies rolling in, thinking they're the ****, then running away at the first sign of a swarm launcher is kinda sad, but there's nothing i can do about that.
AV gear has very little controllability at the moment, only the Forge Gun is directable really, so thsoe hardpoints will not be useful destructibles at the moment. would be nice to see eventually, but for now, give the tanks maybe 5% more life points, and let them be.
Tanks are ment to take on *gasp* other tanks, and big fortifications. they should have trouble tracking infantry to be sure, so leave the Tanks themselves alone, but kinda.. tweak the blaster targeting movement by 3%, maybe 5% to really see the effect it would have, but if it goes south, undo it... would be neat to see how it would change tanks |
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