[Suggestion] A Fix on Weaponry

Discussion in 'PlanetSide 2 Gameplay Discussion' started by BengalTiger, Dec 13, 2013.

  1. BengalTiger

    Upon reading the patch notes and this other thread ( https://forums.station.sony.com/ps2/index.php?threads/pts-vehicle-weapon-changes.161899/ ), it looks like the game will feel quite artificial after a couple things get introduced soon.

    Notably:
    The Halberd will not kill instantly with a direct hit.
    Some tank guns will not kill instantly with a direct hit, against targets which have Flak armor at high levels. These guns, if forumside is correct, will include HE and HEAT ammo of up to 120 mm in caliber, as well as the ability to survive 120 mm AP and bazookas with high level Flak and upgraded Resist Shield.

    What this leads to:
    -Tankers will be better off getting out of their tanks to counter infantry if they don't have other tanks as backup. There goes suspense of disbelief.
    -It will take not one but two of some models of tanks firing at a soldier to instantly kill him or her. Why not use a sniper rifle instead? Much better optics, much faster bullet, point and click.
    -Tanks will be better off using armor piercing ammo to counter infantry, while dedicated ammo for killing soft targets gets forgotten, except in zergs.
    -Infantry that are spawn camped are still spawn camped. Not dying to one shell has no effect on people taking fire from 10+ tanks. In other words, why mess up the fun for tankers if it doesn't help the infantry?

    The Fix:

    Part one: Let's have it that every ammo type that contains explosive charges costs resources.

    Every ammo type - bazookas, rockets, tank shells, Bulldog/Fury rounds, UBGL grenades, everything.

    What this leads to:
    People will no longer spam spawn buildings with bazookas hoping for a cheap kill, because they'll have no RU when a tank or MAX appears and they absolutely NEED something of a bigger caliber.
    People will no longer spam under barrel grenade launcher rounds unless they're quite sure they'll hit something.
    Tankers will no longer spam HEAT or HE ammo just for the hell of it - they too will run out of resources for the next tank if they do.
    Pilots will no longer spray rockets unless there's a valuable target to shoot. Same story with suppressing Dalton fire.

    In short - if someone wants easy mode, they have to pay.

    How much?
    For vehicles - perhaps from 5 Enforcer-H rockets per resource unit to 3 RU per 150 mm HE shell for the Titan.
    For airplanes - 4-5 rounds for 1 RU or so for lolpods, 1 for 1 for the Zepher, 1 for 2 for the Dalton.
    For infantry - bazookas ranging from 20 to 30 RU per rocket, UBGL rounds at 5 each.

    The point is not to make it a grind for resources to use a weapon, but to carefully fire a few shots if one wants to accumulate more resources over time. Tank rounds and air ammo are cheaper, but that's due to the platforms that carry them having an initial spawning price.

    If someone does not want to spend resources for ammo, there's the Basilisk, Kobalt, Shredder, shotguns, carbines, rifles, AP ammo, etc, all of which remain free, all of which promote skillful, direct fire.
    In the case of AP rounds - tank versus tank combat is also encouraged.

    Part two: Let's have it that reloads on vehicles take nearly 2 times as long, but ammo is nearly twice as powerful.

    What this leads to:
    A Halberd operator will not kill an infantry unit in every 3.5 seconds, the time will now become 6 seconds.
    A Vanguard operator will not kill infantry in 4, but in 7 seconds each.
    It doesn't matter if the 150 mm round does 2000 or 3500, or even 50 000 HP of damage on a 1000 HP infantry unit - death is instant in every case.

    What does matter is that infantry have almost twice as much time when the tank is reloading to reactr...

    Since DPS is unchanged, the time to kill a vehicle will also be unchanged. Since damage per shot is changed a lot, tanks will feel like tanks, that single AP round up the rear end of an enemy will cause it to smoke, as a tank round should.
    HEAT rounds could gain slightly more lethality in their splash, restoring their place as the universal round.
    HE rounds can gain a lot restoring their anti-infantry role, but they will be scarce due to their price tag.

    Summary

    All types of ammo that explode and thus don't require absolute accuracy cost resources just like grenades or C4.
    This leads to their scarcity.
    Infantry gets harassed by explosive rounds a lot less often - these will be too expensive to spam endlessly.

    All tanks and airplanes have the reload time on their rocket and large caliber weapons nearly doubled.
    This leads to infantry enjoying several seconds of immunity at a time while the vehicle is reloading, allowing to react (going to the next cover, getting a revive, peaking out and firing).

    Damage per shot of large caliber weapons is increased significantly.
    Tankers and airmen have the joy of firing stuff that actually causes the Earth to shatter.

    Stuff that spits non-explosive bullets remains unchanged.
    Thus a tank with a secondary gunner and a secondary weapon that fires bullets, will remain a continuous source of death for thin skinned enemies. This will promote 2/2 crews.
  2. Furrydaus

    Ermm its already broken. I don't think suggesting the devs to fix it won't do anything. Btw the resource thing abt rockets will make heavies go to a terminal to get more ammo and are unable to ressuply via an engineer ammo pack. o-O
  3. BengalTiger

    Let's introduce a support Flash.
    Rear seat becomes a terminal.

    That way ammo packs supply only ammo, but it's still possible to get rockets in the field.