Alena Ventrallis wrote:After posting about having sticky remote explosives, I got to thinking about redline tanks. Honestly, the only real counter to a redline tank, is another redline tank. Then I got to thinking about suit bonuses, and this idea hit me. I'd like some forum feedback (I don't know if CCP would implement this, but It's still a fun idea to theorycraft.)
Now, assuming we get remote sticky explosives, I suggested having them have a small blast radius (on the order of less than 2m) but give them a high damage (perhaps 2500-3000) in order to make them for destroying installations and large vehicles, similar to how improvised sticky bombs where used in World War 2. Place them on a target, maybe 2 or more depending, retreat, and then detonate them. This sounds like an interesting infantry counter to tanks (also, the forge gun should be nerfed to compensate for this new type of AV, and personally, I think having a hand-held weapon that does more damage than a tank turret ridiculous to begin with) and I got to thinking about redline tanks. They would be immune to this type of AV.
So, here's what I was thinking: what if the redline was dictated by suit sig radius?
For theorycrafting purposes, the current redline is the redline for a base medium suit. Heavies, having a larger sig radius, would be kept farther away from enemy lines by virtue of their sig radius. And finally, which is where my idea comes in, light suits would be allowed to venture further into enemy territory. Here's where my idea kicks off.
Scout suits have a small sig radius as it is, even smaller once skilled into them high enough. Suppose that, with enough bonuses, the light suits could push the redline back far enough that they can plant some sticky AV bombs on those redline tanks. It gives an interesting counter to redline tanking, and is set up in such a way that the opposing force is able to counter this tactic. Only light/scout suits can push the redline far enough back to harass them, but light suits are also easy to kill. Maybe in order to go far back enough to hit redline tanks, they have to equip modules that reduce their sig radius even further, sacrificing module slots that could have gone to tank, making them that much easier to kill. At the very least, redline tanks would have to have an alert gunner in the tank with them to stop this tactic, which also means there's one less gun in the main fight for that side.
Let me hear y'alls thoughts on this, I think it would be an awesome feature to implement.
Edited for spelling.