Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vell0cet
Royal Uhlans Amarr Empire
62
|
Posted - 2013.07.15 21:12:00 -
[1] - Quote
Perhaps explosive damage could be scaled down based on your Merc's velocity, like in EVE. In other words, if you're standing still and you get hit by an explosive AOE blast you'll take full damage, but if you're sprinting at full-speed in a speed-fit scout suit, perhaps that damage is reduced by 40% (not sure what the actual amount should be). This would mix up gameplay in new and interesting ways. Explosive weapons would be still be effective counters against Heavies and other slow suits, while being less so against agile builds. Explosives would still be powerful, but there would be tactical counters to them (i.e. move your ass).
With the MD, this would help reinforce it's role as chasing people out of cover and into the open for your squadmates to pick off.
I'm just trying to think of ways to keep AOE weapons as strong and viable weapon platforms, but still remain balanced with tactical and gear-based counters. I don't want everyone to have assault rifles with different skins on them, because all AOE weapons got nerfed into pointlessness from all of the QQing. This happened with laser rifles and the result is 80% of the suits running shield fits, since the weapon that would be excellent at taking them out isn't viable.
Proxi mines & explosive AV weapons would need their stats tweaked to account for this mechanic somehow. This suggestion would make webbing more powerful whenever that gets introduced which makes for cool synergy between squad mates.
There may be significant problems and unintended consequences with this idea that I've not considered. I'd be interested to hear what others have to say about this. |
Vell0cet
Royal Uhlans Amarr Empire
62
|
Posted - 2013.07.15 23:39:00 -
[2] - Quote
I'm surprised nobody has any opinions/thoughts on this. |
Phantom Vaxer
The Generals EoN.
27
|
Posted - 2013.07.16 00:06:00 -
[3] - Quote
Interesting idea with movement affecting damage since it would make explosive weapons less the annoyance that they are with just people spamming them. |
Landari Zeta
Exit Wound Heavy Industries
22
|
Posted - 2013.07.16 00:49:00 -
[4] - Quote
You are thinking too far ahead, honestly. CCP still hasn't mastered proper vehicle physics yet. |
SponkSponkSponk
The Southern Legion rise of legion
89
|
Posted - 2013.07.16 03:30:00 -
[5] - Quote
Sounds like a shield tanking buff to me. |
Vell0cet
Royal Uhlans Amarr Empire
63
|
Posted - 2013.07.18 22:38:00 -
[6] - Quote
SponkSponkSponk wrote:Sounds like a shield tanking buff to me.
It's more of a speed-tanking buff for scout suits. Most people don't bother to fit speed mods on their suits and having this mechanism in place gives them more incentive to make a speed fit. The way to nerf shield tanking is to make LR's viable again. |
Buster Friently
Rosen Association
1194
|
Posted - 2013.07.18 23:39:00 -
[7] - Quote
Explosives don't need nerfed.
Now, if they took a baseline buff to compensate for the average lost then maybe. Really though, explosives should actually have the radius stated on the info pane though as a first step in stead of it being about 1/3 that as is the case now. |
Shijima Kuraimaru
warravens League of Infamy
262
|
Posted - 2013.07.18 23:52:00 -
[8] - Quote
But then what if you're running towards the point of detonation? Then being faster shouldn't reduce damage, it should increase it. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |