MBT+Lightning wishlist

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Demigan, Dec 13, 2016.

  1. Demigan

    Upgrades to current tank weapons and abilities.

    General upgrades:
    • When spawning you can interrupt the automatic drive feature if you want. This allows you to fire, exit, use abilities etc when coming off the pad. Handy if friendlies are piling up in front of the pad preventing the auto-drive feature from getting you off, or as a preventative measure so you can spot/destroy mines or drive off in a different direction.
    • When an ANT is deployed a vehicle can use the vehicle screen to change his loadout, this will cost cortium. A cooldown prevents players from trolling ANT users and sucking their cortium dry by repeated loadout changes.
    • If a Valkyrie can handle 1 vehicle hitbox and 4 infantry hitboxes (each consisting out of leg, torso and head) then vehicles can also sport at least one or two extra hitboxes. Put one or two modules on tanks that can be damaged by small-arms and other weapons. For instance the Vanguard has that shield-thing at it's back, if it's damaged by weapons fire it would temporarily disable the use of the Vanguard shield. Another example could be to allow players to damage the scopes, upon which the vehicle's special scopes will be unavailable and the HUD will be reduced.

    Weapons:
    • To increase reasons to pick HE over AP, HE receives increased elevation range. HE canons also receive an auto-granted AI co-ax canon. If necessary the HE canon also receives a velocity increase so that it can better hit infantry at range, making it more useful overall at anti-infantry than the AP gun.
    • HEAT canons receive increased elevation range, HEAT canons also receive an auto-granted AA gun. It has a small magazine and 0,5m flak detonation range (as opposed to 8m detonation range of current flak).
    • The Viper canon will also receive an elevation range increase, as well as an AI or AA co-ax that the player can choose.
    • To increase reasons to pick AI secondary’s over AV secondary’s, all AI secondary’s will get access to an AV oriented ability. For example a concussion shot that when it hits an enemy tank will reduce it’s turret rotation speed, acceleration and max speed. The concussion effect isn’t as strong as a concussion grenade obviously.

    Utilities:
    • To make IR smoke more viable, it’ll leave a trail of smoke for a short duration. The smoke will also break all spots on the vehicle and make it unspottable for the duration of the IR smoke.

    Defense slot:
    • Mine guard will now also reduce C4 damage to make it a better choice. This applies to all vehicles except the Sunderer who’ll use Blockade.
    • Proximity radar will now have a maximum range of 75 to 100m, the first cert will have a range of 30 to 40m. That makes proxy radar actually useful before you reach the maximum cert level and solves some glaring issue's between Scout and proxy radar.

    New MBT&Lightning stuff:

    Weapons:

    • Auto-cannon (as an example the Viper is an auto-cannon before people think it's an AI-controlled gun). Magazine-fed primary weapons for on MBT’s and Lightnings. Auto-cannons would mainly use high-velocity ammo and small AOE, in some cases even no AOE. Auto-cannons can function as Anti-infantry, long-range AV weapons that lack DPS in short-range, specialist AV roles like anti-Harasser and skillful G2A weapons.
    • Primary G2A canons.
      • G2A shredder. Just think of the Shredder but with less damage against tanks and more damage against aircraft.
      • G2A auto-cannon.
      • The HE and HEAT would function as skillful G2A weapons due to their elevation range increase. Due to the fact that no HE/HEAT canon can OHK aircraft they are mostly relegated to attacking large aircraft like Liberators and Galaxies. Sounds fair with the Galaxies new AV weapons and the Liberators existing dual-primary weapons (TB and Dalton) that out-DPS almost every ground-based AV primary.

    Abilities:

    Support:
    • EMP pulse. Fires a large EMP pulse in the area. Besides it's normal effects it also works against vehicles, leeching their ability power and distorting/removing their HUD.
    • EMP projectile. Fires an EMP grenade at a target. Has a smaller AOE than the EMP pulse but the same effects.
    • Extra engine. Increases the engine power. So faster acceleration (but not higher max speed), the ability to push more heavy objects and better hillclimbing. Potentially the reverse speed is increased.
    • Hologram. Creates a hologram of your vehicle that moves in the direction you were going in. Allows players to bait enemies into firing or gives the player the ability to better dodge enemy aircraft fire.
    • Special shot. Allows each faction to fire a special shot, has a fast recharge rate, for instance at max level it recharges in 15 seconds. Examples:
      • NC Railgun: The next shot or magazine will pass trough a single target, allowing you to damage the first enemy and targets behind it. Great for finishing off an enemy who hides behind another tank, or for killing the repaircrew.
      • TR remote detonation: The next two shots will not detonate on impact, but when the player presses F again. Great for finishing a fight: Place two bombs on an enemy and they misjudge when they need to duck into cover.
      • VS Magnetic cushion: The next shot will not have any shell drop, allowing for easy long-range shots.
      • NS high velocity shot: All shells fired in the next 1,7 seconds have increased projectile velocity. (1,7 seconds prevents the Prowler from firing multiple magazines but allows magazine-weapons like the Viper to unload everything).
      • NS bouncing projectile: All shells fired in the next 1,7 seconds will bounce once after hitting the ground, wall or a ceiling before detonating. Will not bounce if it hits an infantry/tank/aircraft.
    • Ammo recharger. Automatically regenerates ammo over time.
    • Blockade shield. Deploy your vehicle for a shield similar to a Sunderer (similar, not necessarily the same). If the shield breaks you are blocked from redeploying for a short period of time, making you an easier target.
    • Tank elevation. When deployed allows the tank to tilt it's entire body backwards, forwards or sideways. Great for shooting down slopes, getting your vehicle horizontal when on rough terrain or shooting at aircraft or infantry on high positions.
    • Detection pulse. Reveals the location of all enemy vehicles, aircraft and infantry through a wire-frame (similar to the new optics that we are going to get). The wire-frame only shows the location that enmies had upon activating the ability and will fade after a few seconds. Friendlies see the wire-frames generated by your pulse as well.
    • Stealth deploy. Deploy on the spot and turn invisible until you open fire or redeploy.
    Direct damage:
    • Electric hull. Causes a DOT against nearby targets for a short period of time. Good for players driving through infantry groups or when brawling with enemy tanks in CQC. Also good as a temporary mine-sweeper as it detonates mines prematurely.
    • Secondary weapon. Gives the driver access to a co-ax or second top-mounted gun that he can switch to similar to how ESF can switch between weapons. Preferably only AI and AA versions are available. Yes, if you equip an HE/HEAT canon you get access to two extra guns at the same time.
    • ATM: Anti-Tank Missile. Great for some extra alpha-damage or a finisher. Potentially laser-guided for extra accuracy.
    • Mortar-rack. A bunch of special grenades are placed on the back of the tank, these have a heavy arc when fired so the player can hit things out of LOS. All grenades are fired together and in a COF. Available ammo:
      • Smoke grenades. Great for obscuring enemy vision before approach.
      • EMP grenades. Good for clearing possible minefields or supporting friendly infantry.
      • HE grenades. Build to weaken infantry or finish them off, but not capable of killing off infantry in a single volley.
      • AP grenades. Used to deal light damage against tanks, especially handy for finishing off tanks behind low cover.
    Passives:
    • Turret stabilization. A passive that prevents terrain affecting your aim unless you hit the elevation restrictions of your weapon.
    • Enhanced detection. Allows the player to auto-spot enemy vehicles from longer distances, also counters 1 level of stealth per level of enhanced detection.
    • Spot-tracker. Any enemies you or your gunner(s) spot will receive a wire-frame for the duration of that spot, allowing for easier targeting and the ability to see the target through terrain. Only the driver and any gunners inside your vehicle can see these wire-frames.
    • Crippling nanites. Gives a small and temporary nerf to enemy vehicles.
      • Track nanites: Reduce the maximum speed.
      • Turret nanites: Reduce the maximum turret rotation.
      • Optic nanites: temporarily disable enemy optics.
    • Reversible gear. Your maximum forwards speed is also your maximum reverse. Alternatively your reverse speed is increased to a % of your maximum forwards speed.
    • Up x 7
  2. LaughingDead

    I just want a cannister shot for AI. 30 pellets, 100 damage a pop, 3.0 pellet spread, damage increased or decreased based on tank, not hard to code.
  3. Demigan

    I just want an AH for my tank.

    Although they should remove the ridiculous "AH can't OHK with one shot" thing. If you stick an AH inside someone's mouth then you deserve that OHK.

    But aside from that, a cannister shot sounds great. Maybe make it faction specific?
    NC: large cannister shot for close-range infantry cutting of small squads.
    TR: dual Chainguns for close to mid-range infantry cutting, where at mid-range the Chainguns can use trigger-discipline to stay accurate.
    VS: a laser. Short duration but accurate and long-range. Deals damage the same increments the repair gun repairs. Great for cutting down infantry that stays at long range but not good at groups.
    • Up x 1
  4. LaughingDead

    Ok now the ant swap station idea sounds nice.
    My only fear is that the devs could code it by mistake and let vanguards get shields back instantly.
    • Up x 1
  5. Archard

    I just want my Lightning's AP rounds to 1 shot ESFs. Doesn't feel good for a well aimed shot to only set them on fire.
    • Up x 5
  6. JohnGalt36

    I typed a long paragraph on why I think this is a ridiculous idea, but I'll just say no and save you the time of writing 100 paragraphs in response and just say...

    LOLNO
    • Up x 1
  7. Jake the Dog

    Yeah... no. Its not the direction for tanks. Too many gimmicks. Some are good, but quite a few are so niche that its not worth it. Some are just broken.
    • Up x 1
  8. Juno

    I'd still like to see some sort of heavy skyguard variant for MBTs. I made a post about it years ago. They could be Empire specific with special traits.

    NC - Single high powered flak shell that you reload each shot. Google World War 2 German 8.8cm AA guns.
    TR - Rapid fire flak mini-gun/auto-cannon. Perhaps slightly less damage per shot as a standard Skyguard, but it would make up for it with a faster ROF and the fact the Prowler can Anchor.
    VS - Fast and larger AOE than standard Skyguard flak. Having trouble coming up with one since the Magrider has a locked forward gun.
  9. kr47er

    Yeah, first line and you fked up. in your dictionary is this post a troll or not?

    m8 did you ever thought about writing a novel?
    or you could help trump building the wall with your posts.
  10. Movoza

    Holy f-ing f. You see one or maybe 2 points that would make tanks weaker and your sphincter locks up and throws it out on the forums. Try something constructive one time.

    And yet some might be nice additions. What would you pick out of the ideas and what road would you take to improve tanks?

    I'll go into the subject when I have time myself.
    • Up x 1
  11. LaughingDead

    I'm serious about the ant thing, giving the vehicle more utility in a base fight for other vehicles would be awesome.
  12. Demigan

    Which one's are gimmicks? We can improve the statistics or merge them with others to make them viable combat choices.

    I expect for instance that you think that Stealth Deploy is too gimmicky and too limited to a single situation. Well we could add a short-term stealth, for instance 6 seconds of stealth when not deployed, to the tank. That would give it a use for pop-up attacks and helps during long-range engagements to either close the distance, hop from cover to cover or escape from harm. Or maybe even to confuse enemies, especially in the low Lightning such a short-term stealth would be a useful and powerful tool. The ability to deploy and remain stealth for extended duration's helps in remaining unseen when you are setting up ambushes. If that's still not enough you could merge it with the ammo recharge ability, giving you an excellent hit&run tank that can remain behind enemy lines indefinitely.
  13. YoungPedro


    Can we just rename AV mines to anti max mines than? Because placing them on the road will be next to useless since everyone and their mother will pick mineguard to be save from c4 fairies
  14. Movoza

    Everyone and their mother then better be prepared for my fully decked lightning or 2/2 MBT, because I'm never a victim of either and will slaughter anyone who ***** themselves with mineguard.
    • Up x 1
  15. Liewec123

    how did i miss this when it was first posted?!
    lots of good ideas matey! :D
    i especially like the idea of an anti air Shredder, or perhaps we could get faction specific AA?
    TR could get the shredder because dakka, NC could get an Airbuster (tank buster to use against libs, see how they like it!)
    and VS could get a sort of super powerful Lancer, pretty much hitscan with high power but the range would be limited to stop it from sniping air on the other side of the map :)

    also letting players turn off the auto drive when leaving the vehicle spawn is a must, they created no deploy zones for mines on the vehicle spawn, so clearly they don't want people using that cheese tactic, so why allow them to place the mines where the vhicles will automatically drive?!
    • Up x 2
  16. DemonicTreerat

    Add to the list
    Option to transfer control of the main gun to the gunner. Be nice for those times when you have to drive like a maniac to stay alive and just can't afford the time to also line up shots.
    Option to fit out with a coaxial LMG (basic ES type). So sick of wasting precious 150mm main gun rounds to kill that pesky grunt that stands 10m away.
    Engineering Vehicle Modification: fits the tank with an armored plow on the front that has a chance to absorb the damage of any mine (AV or AI) until damage equivalent to the tanks body has been absorbed. Adding reduces the tanks acceleration and top speed by 20%.

    For all vehicles: If the separate hit boxes are put in (no real reason not to since PS1 got them working for BFRs) hits to the sides and from mines have a chance to destroy a track, wheel, or hover jet. Wheeled vehicles have the highest chance of the effect but suffer only a 25% loss of speed on the first hit, 75% on the second, and are immobilized on the third. Tracked vehicles take a 50% loss on the first and are immobilized on the second but have a lower chance of the effect. Hover vehicles have the lowest chance but when it happens take a whooping 75% penalty on the first hit and are immobilized on the second.
  17. FieldMarshall

    I would really like to see some of the ES AV weapons mounted on Lightnings. (Tweaked to balance being used on Lightnings ofc)
    Especially the Vulcan, that thing feels so satisfying to use.
    • Up x 1
  18. Demigan

    There's a thousand and one methods to counter C4 fairies right now. Yet almost no one uses them. I doubt that there will be a mass of players that will use mineguard all of a sudden. Oh there will be more on the battlefield, but that's a good thing as it means more diversity. But AV mines won't be useless, especially if you stop using them as easy kill farm machines and start using them as area-denial or weapons to soften a target. If your enemy isn't wearing mineguard he's insta-killed, if he is he'll receive a good amount of damage and can be finished off.

    I would prefer one NS G2A primary weapon and then a few ES G2A primaries. That way we can have one solid 'standard' option and then some more gimmicky and specific ES version.
  19. DIGGSAN0

    I really would like to see a ACCURATE Anti Air Weapon on Tanks or as Secondaries on Sunderer etc...
  20. Pelojian

    too many buffs, sorry seems like all those are there to push the 'let's debuff vehicles so squishes can kill them easier'.

    infantry is free, it's entirely fair for them to debuff each other, it costs them nothing to die

    1)smoke grenade launchers to cover infantry or vehicles

    2)secondary weapon for drivers (options based on type of main weapon, HE=kobalt or AA, AP=AA, HEAT-kobalt or AA), letting tanks in certain loadouts have 3 weapons to control is a big red flag to me for infantryside to whine again and again till DBG nerfs tanks again.

    Tankers don't need 3 driver controlled weapons, we need a main gun and a co-axial secondary, MBT cost the most of any vehicle and yet lack the durability of sundies, the firepower of aircraft or the flexability of ESFs.

    3) the new armor on PTS needs to shrug off 2 bricks or only newbie tankers would take it, c4 is dirt cheap don't whine you have to use teamwork to take out a froce mutliplier (same excuse the skyknights use for AA being completely garbage and not anywhere near the effectiveness of C4), C4 is general purpose, kills infantry and currently vehicles with ease and is cheap on top.

    MBTs in general should have a resistance value to C4 with the new armor on PTS needs to shrug off 2 bricks or only low skill players will use them.

    velocity increase to HE is a buff for HE farmers and a nerf for those who aren't, all tank main weapons were normalized in velocity to make it easier to remain accurate through a session regardless of how many times you pull a lightning with a different weapon (HEAT-AP-HE) if you are engaging at range you should adjust for the drop if the enemy pathing is semi-predictable.


    Remember the 'lethality nerfs' where they nerfed vehicles and promised infantry AV would be nerfed and then as soon as tankers got over it and fell for it they told it wasn't going to happen.

    Tank buffs need to happen, but not for the purpose of screwing over tankers again to placate infantrysider that will never be apease until tanks have armor made of toilet paper and a water gun as a main weapon.

    infantrysiders got their way with the lethality nerf 'phase 1' if they buff tanks reasonable, infantry shouldn't get jack **** they got enough from DBG's lethality nerf betrayal.