EnglishSnake wrote:
Best solution to this is a Battlefield simulation room - this room would allow you use all weapons/vehicles and mods for testing purposes, kind of like what Planetside2 uses so you can get a feel for the latest weapons, also it could be doubled as a testing room to see how much damage a weapon does to something
Basic problems
Militia AV - It's too good, alot of players do use them against basic vehicles, you want players to try them out sure but you also want players to specialize into AV if they like it. Reduce militia AV by 50% damage
Militia Vehicles - The LAV is generally too good now since the HP buff, even the HAV got a HP buff which wasn't needed, so remove the buff to militia vehicles, dropship stays the same. This would generally stop militia LAV as murder taxis since they would be more like paper so easier to take out
AV nades - Many assault/logis use this as their main source of AV because they are skilled mostly into their primary and dropsuit/mods, problem is they are very good for knocking out a HAV on its own, the nades should be more of a deterrent and not as a standalone AV weapon to be put next to the SL/FG/PL, it should be used with the AV weapons. I would reduce the damage by 25-50%, also it would help if we could see how much damage they do to begin with
Swarm launchers - They lock on fairly fast and you can generally bunny hop in front of your target and not get hit and still be able to launch
GÇóThe lock on time should be increased , 2sec or so
GÇóSwarms should not be able to turn 180deg on a sixpence, many a time in a LAV im driving towards to missiles then I swerve and the missiles just stop in the air turn around and hit
GÇóInvisible missiles are back - we can't see where they are being fired from so we can't kill the SL guy
GÇóLock on - Fire and forget it is really, no skill required, I would like to make it advanced/proto only and introduce other variants, such as a guided SL, you have to maintain lock for the missiles to hit, this would have a damage increase and also possibly a missile velocity increase, downside is if you lose lock the missiles are lost and if you regain lock it's too late due to missile velocity and lock on time. I would like to see a dumb fire variant but the problem is it would be like the very old SL where it was spammed against infantry more than vehicles and OHK all infantry like what happened in the 1st build
Forge Guns - Stats - Comparison with Proto Railguns
GÇóBreach FG - 2772 Damage, 277.2 Splash damage, 1.5m Blast radius, 6sec charge time
GÇóCompressed particle cannon - 1798.7 Damage, 292.5 Splash damage, 2.5m splash radius, 2.2sec fire interval, 0.3 charge time
GÇóAssault FG - 1663.2 Damage, 277.2 Splash damage, 3m Blast radius, 2.5sec charge time
GÇóParticle cannon - 1438.9 Damage, 234 Splash damage, 2.5 Blast radius, 1.8sec fire interval, 0.3sec charge time
Add in skills that FG get a 25% reduction to charge time and 15% damage increase where as turrets get 15% damage also but nothing else, but the base value the FG are consistently stronger than the railguns all through from basic to proto and also fire faster with max skills when using the assault FG
Problem is this is going against the basic vehicles, the basic armor tank I tend to see is about the 6700armor mark where as shield is at 5500 fitted out, going by this advanced tanks fitted out we would be seeing close to 8k armor and 6.8 shield and proto tanks reaching 10k and more which would then take these proto FG a clip or so to take out or even a couple of proto guys (argue over teamwork later) but these advanced and proto vehicles would be the most expensive things in the game in SP and ISK but the payoff is worth it for vehicle users.