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Thread Statistics | Show CCP posts - 1 post(s) |
ZDub 303
TeamPlayers EoN.
1480
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Posted - 2013.08.06 05:57:00 -
[1] - Quote
What would be really neat is if AV nades did less damage (like 30% of the damage they do now) but cause some other type of anti vehicle effect.
Something like:
- Reducing the effect of modules?
- Reducing the acceleration and top speed?
- Reduce turret rotation speed?
- Increase heat buildup on turrets?
- Reduce base resistance to damage?
Something that would partially disable a tank so that AV weapons are more effective. This promotes teamwork > spam and SP.
AV nades and AV weapons should compliment, instead of compete or replace, each other.
a magnetic remote explosive variant would be sweet though, and would make a much better infantry AV weapon. |
ZDub 303
TeamPlayers EoN.
1497
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Posted - 2013.08.06 22:23:00 -
[2] - Quote
TheWee BabySeamus wrote:A separate skill for flux, AV, and locust grenades?!?!?!?! Your nucking futz . That's just my input. On a side note, I do agree that AV grenades do need to be looked at. But a separate skill for each type, come on now Core. then you would have to make a separate skill for every different type or weapon I.e. tactical AR, burst AR, breach AR and all of the different types of weapon platforms that we already have............................NO THANKS. I would just say look at the damage output and the nanohive+AV grenade problems.
I agree, at 4x grenadier is a substantial investment as it is and unlocks only a few options for each type of grenade.
I mean really, you only have 3 locus nades, 3 flux nades, and 3 AV nades (only packed count as they are the only ones worth running with +60% damage and no meaningful drawback).
We need an AV RE, that would make more sense than anything.
Also... what I think would make the most sense of AV vs V balancing would be to give damage fall off to both sides similar to what has been done for most infantry weapons.
Swarms should lose potency the longer they are in the air, same with FGs... sniping from an unreachable position on a tower should not give you almost full damage. Rail sniping and missile launchers for the same reason.
This would force AVers to move closer in order to deal full damage, increasing the risk vs. reward scenario and giving tankers more of a chance vs AV that is sniping them from 200m+ away.
A single smart AVer that is 50-60m from a tank should be able to solo the tank np. As that brings it within infantry range and a tank that is alone with no support in a 60m radius deserves to be solo'd. |
ZDub 303
TeamPlayers EoN.
1498
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Posted - 2013.08.06 22:50:00 -
[3] - Quote
Ninjanomyx wrote:TheWee BabySeamus wrote:A separate skill for flux, AV, and locust grenades?!?!?!?! Your nucking futz . That's just my input. On a side note, I do agree that AV grenades do need to be looked at. But a separate skill for each type, come on now Core. then you would have to make a separate skill for every different type or weapon I.e. tactical AR, burst AR, breach AR and all of the different types of weapon platforms that we already have............................NO THANKS. I would just say look at the damage output and the nanohive+AV grenade problems. They already did this..... Combat Rifle, Rail Rifle, Assault Rifle, Scrambler Rifle, dare I say.....Lazer Rifle??? How about Scrambler Pistol & Flaylock Pistol??? You simply want to avoid a Fair-Play SP Sink so you can have the Best-of-ALL-Worlds..... Remember.....just in AV Nades you have Basic, Packed, & w/e the Farther Tossing one is (Sooooo unused...) so ya....you are now wearing an OP Duncecap
Thats not true at all.
They have no intention of removing the tactical, burst, assault, or breach variants from any tree, and they are also planning on making sure each race has all 4 variants eventually.
So they aren't 'splitting' anything. |
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