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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Nirwanda Vaughns
Molon Labe. League of Infamy
67
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Posted - 2013.07.19 15:15:00 -
[1] - Quote
My thoughts for the Murder taxi issue. why not improve Proximity Mines?
I've been using them recently (just standard ones) and they could do with a few tweaks which should help the issue a bit more. Firstly the damage needs upping a little. Most folk are using the Logi LAVs due to the resistances. at standard you can lay 4 mines which will take out a normal LAV quite easily, as for the logiLAV they can normally breeze straight over them if you dont have them laid in a virtical line and the LAV goes over the lot then it just cruises past you.
Even at proto level you can drop 6 having upto 4500 damage IF all of them are hit which tbh very rarely happens. the only place mines are effective atm are the bridge map. any city map you simply cant drop enough mines to defend an enterance sufficiently. at proto level if i'm using 6 AV mines i want them to actually kill something. even if the changes are made per level to make a difference going as such
STD (no change) Damage 750 Blast/detection radius 5 Max Active 4 Carried 3
ADV Damage 800 Blast/detection radius 6 Max Active 6 Carried 4
PRO Damage 850 Blast/detection radius 7 Max Active 8 Carried 5
at proto level your looking at a max 6800 damamge if a vehicle hits all 8 mines. considering tanks and logi LAVs can get equivalent EHPs rather easily its not too OP. as i said if i'm using 8 AV mines i actually want them to be effective. i already have to resupply myself with a mine to be fully effective meaning carrying a hive or going to a supply depot also having 8 allows to either heavily defend one point or moderatly defend 2 points.
Thoughts? |
Nirwanda Vaughns
Molon Labe. League of Infamy
67
|
Posted - 2013.07.19 17:39:00 -
[2] - Quote
Galvan Nized wrote:While I agree I think killing the "beep" would really help the Proxies.
Your change might make them a little OP, 18 active per person, that is ALOT. Plus you could carry 12 at a time, again that is a little much.
But they should do more damage per level.
that would require a whole logi suit dedicated though and its not too dis-similar to if someone carried a variety now (15 total) admittedly increasing numbers out maybe a double buff but the gradual increase in damage would certainly help as would an increase in radius |
Nirwanda Vaughns
Molon Labe. League of Infamy
67
|
Posted - 2013.07.20 19:59:00 -
[3] - Quote
Well i went out using mines last night on all my matches to see how they compare against various types of LLAVs me n a corp mate had STD and ADV mines meaning we could lay about 10 mines between us. we went onto the bridge map on one game and placed our mines down the middle line close to each other so if anything came over it should have hit them.
Shield LLAV came screaming past us, straight down middle of the mines. 1 exploded barely touching the shields. it came back for us this time triggering another 5 of them and it still only took it down to half to a third of its shields.
if two logis are using all their available mines then shouldn't we at least be able to take one LLAV down together? and not have the LLAV capable of taking multiple passes over our mines without a care in the world?
even at a basic level the LLAVs have 30-40% resistence to damamge on an alt of mine i have 3500 armor with 47% resistance so effective HP of just under 7000 and thats with STD stuff. Even with proto level at the changes i proposed the LLAV would have to hit each mine in order to be destroyed and even then its not guaranteed to happen with better skilled drivers.
at the least they need detection/blast radius increased (the delay on fast moving vehicles means they usually passed over them before mine has blown) and the damage increase. leave the amount dropped as is if needed but they do need a small buff to be effective witht the increasing amoounts of LLAVs being used |
Nirwanda Vaughns
Molon Labe. League of Infamy
67
|
Posted - 2013.07.20 22:44:00 -
[4] - Quote
CLONE117 wrote:if it was a logistics lav i can see y it survived those mines..
those cars r like tanks...
yup. thats why i proposed the changes. an LAV shouldn't be able to make 2-3 back n forth runs over a bridge of mines and survive it all lol. |
Nirwanda Vaughns
Molon Labe. League of Infamy
67
|
Posted - 2013.07.22 00:24:00 -
[5] - Quote
Keeriam Miray wrote:And we need some variants so Caldari LAVs, HAVs, Dropships can feel pain too. Almost everything we have does +10-20% amg to armor and -10-20% dmg to shields, that is way too imbalanced.
A flux mine variant so to speak? that'd be interesting to add in. |
Nirwanda Vaughns
Molon Labe. League of Infamy
67
|
Posted - 2013.07.27 14:53:00 -
[6] - Quote
Green Living wrote:Along with laying your proximity mines, lay remote explosives in the pile too. When the proximity explosives go boom, so do the remotes. MASSIVE CARNAGE
think i may have to try that bud thanks for advice. been doing a lot of testing with the mines and they really need a few tweaks to be truly viable. most LLAV speed tank them so increasing activation range and the i think a small increase in damamge as you move up to proto is needed too. its nothing major, i don't want them to become OP i just want to be able to tak eone LLAV or proto tank down if i'm dropping a full 15 compliment of mines
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Nirwanda Vaughns
Molon Labe. League of Infamy
67
|
Posted - 2013.07.27 15:21:00 -
[7] - Quote
The blood raider/ishukone arn't too bad, the mines can be reasonably effective against them but even then it does have to hit at least 5-6 of the mines you lay.
I like the idea of Flux mines to intermingle with normal mines which would be great and probably easy to bring in. I would be happy to carry 2 sets of proto mines as a dedicated AV guy so if CCP wanted to bring them in it'd be awesome and would help with the Caldari LLAV's a whole lot. but with improved activation speed and explosion range i detailed in original post |
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