Grimmiers
ZionTCD
162
|
Posted - 2013.04.19 02:46:00 -
[1] - Quote
AV grenades should only be able to track tanks or not track at all. The only bonus an anti vehicle grenade should have is exploding on contact with a vehicle and doing more damage than a regular grenade. If their splash damage is 10% of their real damage then they are a bit too powerful.
Packed av grenades can 2 shot a saga fitted with a booster and an azeo shield extender, yet they're smaller than a missle. In a situation where a single guy has av grenades and swarms the better option would be to just simply throw 3 powerful grenades in my general direction. What should go down is the throwing of av grenades, that need to be thrown precisely, and then the use of a swarm launcher to get me when I'm on the run. A small tweak in order to make this a reality is to make explosives do 20% less on armor and forge guns do 20% less on shields (currently the bonuses give certain weapons 130% damage). I'm not exactly sure of the calculations, but lets say a forge gun is doing approx. 1560 damage to shields with a 30% bonus. If the bonus was reduced to 110%, a forge would still be doing 1320, but with an active 30% resistance mod was activated before hand it wouldn't just simply negate the bonus damage. With resistances activated, the forge would do 960 damage instead of it's base and it last for up to 10 seconds meaning it could survive 2 shots and have some armor left for an av grenade follow up, that would in this case do 90% damage to shields with damage closer to 700 per grenade (enough to still work over armor effectively).
With this nerf to av grenades I would also like to see a buff in small blasters to promote the use of smaller vehicles to assist in taking out larger ones. Perhaps a small blaster on lavs shouldn't have it's damage reduced to 40% against vehicles of all kinds. I think it works on tanks since they possibly have to compensate for the multiple turrets equipped.
After testing small blaster damage on a supply depot with 100% efficiency rating I can confirm that both the driver and gunner's turrets skills stack up (the passenger is ignored). Lets say both players have maxed out turrets and operation skills, they would be doing about 60 damage per shot with an ion blaster. At 100% eff. they are doing about 853 damge per second and at 40% they are only doing 525. If a tank has about 6k total hp and no booster, or resistances activated it would still take a good amount of coordination to kill it with a single lav even at 100% efficiency. It technically would take around 7 seconds too destroy a tank, which leaves plenty of time for the tank to fight back.
my 2 isk |