[Suggestion] Magrider Needs buffs

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Meserion, Mar 17, 2017.

  1. Demigan

    Oh come on, how much bullcrap are you going to sell here?
    "Magrider has slowest muzzle velocity and biggest drop". Only on it's main canon, if you add the Saron the Magrider can easily surpass the Vanguard, and that Saron has the nice ability to do long-range as well if you just use trigger discipline.
    Also even if you discount dodging, the ability to move and shoot with a stable gun is an immense advantage, and the lack of being restricted to cover like the NC/TR is a massive boon too. The NC/TR need to have their chassis facing a specific direction to be able to get behind cover, while the Magrider doesn't have these restrictions. This means that in larger groups there's more Magriders that are able to fire simultaneously at targets, while you see the TR and NC jockeying for the prime position to do pop-up attacks and literally waiting in line to be next on that position.
    Ofcourse, despite the inertia that was added a Magrider can still dodge. And what 99% of these posts always ignore: The Magrider is egg-shaped. It's not a box. So if you aim at the center in order to make sure your shot hits, you are basically aiming for the thinner edges, meaning you need to be more secure in your shell-drop estimation than if you are aiming at a Prowler or Vanguard. Because in all seriousness, look at that thing:
    [IMG]

    Just going off-center instantly decreases the hitbox by at least 50%, and at the very edge you have maybe less than 1/3rd of the hitbox left! Meaning that even at shorter ranges, aiming for the middlesection of a strafing Magrider is the same as aiming at only 50% of the actual hitbox! But naturally, this isn't an advantage at all... Because reasons, right? Also even against a supa-dupa perfect aim player that manages to aim dead-on your center, keep in mind that simply stopping in your tracks is almost enough to make your opponent go off-target during the reaction time.

    "That nearly for every 2 second boost, the Vanguard can use his Iwin shield 2 times".
    How about some math:
    Maximum Vanguard shield recharges in 45 seconds. The recharge starts after the 6 seconds of shield are gone, but let's just ignore that for now.
    The Magrider's maximum Magburn recharges in 20 seconds. If you use it twice (for 1 second each to reach your two seconds), then you are at 42 seconds. Even assuming the Vanguard shield started recharging instantly, the Vanguard is still recharging his shield. And this is kinda the theme of your post: It's bullcrap. For example, "I've seen Prowlers reversing up a mountain that a Magrider has to use a full boost to get up". Another priceless gem of pure crap. You must be really, really bad if a Prowler can beat you up a mountain.

    "Something something hover where it actually gets more prevented than the other 2"
    Say whaaat? You really are high aren't you?

    "Only the good players pull Magriders"
    Go home, you are drunk.

    Ultimately, the Magrider is the chariot of the gods.
    • Up x 2
  2. Balake



    oh waow, where to start? Yeah, i took only main cannons because taking in the side guns too would be writing a ******* book. "if you add the Saron the Magrider can easily surpass the Vanguard" This is utter ********. Yes i can agree in some cases because most vanguard and prowler drivers are worse than braindead, that turns off sound and does not look at where the shots are comming from before they are dead. But in cases where they are equally skilled the sheer dps of the prowler and tankyness of the vanguard wins. I'll get your facts right. A 2/2 magrider is about equal to a 1/2 prowler and vanguard upfront(not in a flank). You might say flanking is the magriders speciallity and what it is supposed to do you need to take in 2 things. 1. Any moron with a tank can flank. 2. Flanking is substantially harder now because of the cancer zerg meta. And yes magrider have the possibility of long range, but it is much easier doing it in a prowler or vanguard. And at the ranges magrider have to be at to dodge (again if the person in the other tank can shoot at all) is at a range where every tank can doge (again if they use their brain). They can because the muzzle of the magrider is so slow. And stable gun, yesh but give me a break. One creek in the ground and you will bunp up and possibly miss, the other tanks dont have this problem because their main gun will account for that, unlike a magrider going sideways.
    They have to have their chassis in a spesific position. Waow you dont say. They actually have to use their brain? Whoa, thats too much. Large groups of magriders will often bump into eachother and make eachother miss. Thats a weakness aswell as the other tanks have in large groups. And standing in line waiting for another tank to die to take its place. Waow, thats your argument? The ******** players/new players who dont know any better V.S the wolfpack magriders. Atleast compare someone that is in the same league skillwise. They can go to other positions, they are not locked to the road/specific places.

    We flank with all 3 tanks. But then again.. It may be a little too much to expect.


    The egg shape is as hard to hit as a barn wall from 5 m. The time i have played on NC and TR i can probably count each shot i have missed on a magrider on 2 hands. Okay let me make my statement as clear as you need because the Helen KEller/Stevie Wonder **** you didnt get. If you can shoot at all, hitting the magrider is easy peasy. On most distances aiming in the middle of the magrider will asure you a hit. If you read my post you will see that i said that the innertia got introduced with a buff in muzzle on tanks. So no, no dodging unless the other shooters are really bad. And i mean.. really ... really bad. How to hit a magrider: aim in the middle of the magrider, hit. Done.

    I said nearly but okay. For every 2.5 seconds a magrider can boost a vanguard can be about immune for 12 seconds. Still does not add up very well...?

    ""I've seen Prowlers reversing up a mountain that a Magrider has to use a full boost to get up". Another priceless gem of pure crap. You must be really, really bad if a Prowler can beat you up a mountain."" Soo, because you have not seen it i must be bad. Hmm, 10/10. How much time do you have in the MBT? How many have you auruxed? If you have not played the prowler much then you have absolutly no idea what you are talking about, and assuming i'm bad because of it makes you look stupid."Only the good players pull Magriders" . " because the good ones are about the only ones who pull the magrider" I wrote the second one in the paragraph. Dont know where you got that one, and even if i wrote it, my paragraph should have cleared it up.

    And again. 95 % of the arguments get ignored, because you cant answer them with facts.

    Shield comment got some, where i said ABOUT, but gave you about exact numbers now. The shape where bad shooters miss. Are the only ish valid arguments here. Unnessesary comment
    • Up x 1
  3. Demigan

    Really? And did you calculate it? Or did you pull it out of your butt again? Come on, show me some statistics, show me some math. Prove it rather than shouting stuff.

    1: 90% of the players become braindead the moment they touch any vehicle at all.
    2: In equal skill, it depends on the situation who wins. In a low-skill full-frontal 1v1 brawl, the Magrider probably loses but it's not set in stone. But the moment you come at somewhat higher skill the Magrider starts to become better. And this is already visible in the statistics. As I mentioned, the VS field less vehicles overall than the NC and TR, yet per Magrider the VS still manages to kill almost the same amount of MBT's as each Vanguard pulled, despite the Vanguard always being hailed as the "best MBT killer".

    And where's your proof? Oh I know! You use Magic, because in magic Balake land, Magriders are heavily underpowered. But here in the real world, that's not the case.

    Oh dear god how naive are you?
    Flanking isn't the Magriders speciality per ce. Magriders have more than enough advantages in their favor already. And yes, you can flank with any tank. I can flank with a Vanguard and Lightning. However, how easy it is to pull off a flank, and how easy it is to pull off a rear-flank, is wildly different per tank. Let's take your reasoning to something that's not even an extreme: A CQC Carbine is just as good at long-range as a Sniper. It's true! Any moron can use trigger discipline to fire a CQC Carbine accurately! And unlike a Sniper they can be hipfired! Oh noes the OPness! Which is ofcourse completely bullcrap.
    Also about your number 2, it kinda completely ruins your number 1. Number 1 says anyone can flank. Number 2 says it's suddenly much harder. Which one is it? Because if it's harder, then the tank that's best at flanking wins, right?

    And seriously, the zerg makes it easier to flank. If there's a few tanks on the field they have no focal point and you can meet them anywhere. The larger the Zerg is, the better a focalpoint they have to focus their attention too. It's far easier to find and flank enemies in a Zerg, and they are far less likely to notice you as they assume themselves much safer and react far more sluggishly.
    Ofcourse you don't know that, because just about anything that you write down is absolutely horsecrap.

    Prove that this bullcrap you are spouting is worth anything. Because all you do is claim things but provide no proof whatsoever. Hell as proven in my last point, you even contradict yourself!

    There, right there. "The other tanks don't have this problem". Oh my god what kind of idiot are you? Just the idea that you think this makes anything you say have much less value.

    It is an argument, but hey, you wouldn't know one if it hit you in the face do you?

    And which one flanks the most and gets the most benefit from it...?

    You might as well be saying "Well all MBT's kill other MBT's". That's also true right? Here's another golden one: "All MBT's can move forwards". Hey so the Magrider being slower doesn't matter anymore! "All tanks deal damage". So the fact that the Prowler deals the most DPS doesn't matter one bit, right?

    5m is half a Sunderer. Ofcourse it's not that hard to hit... And yet you can make people miss at that range because of the turret rotation speed getting in the way and the ability to get out of their vision for a moment using the Magburner, even better to use it to move over your opponent and get a rear-shot.

    bullcrap. Your average hit% on the Magrider is 60%, I dare bet it's similar or lower on the TR/NC characters you've got. And since the Magrider has the highest chance of getting you to miss... It's simple logic.

    Again wrong. The Vanguard isn't immune, and the Magrider has other perks that keep working when the Magburner isn't in use. While the Vanguard is instantly a weaker tank the moment it's shield is on cooldown.



    I don't have to assume you are bad, your comments already confirmed you are bad. Well if not bad, you are slightly above average, which your stats with the Magrider spell out for you. I do have to ask though, how can you spend 120 hours in an MBT and barely have auraxed any weapon on it? I've auraxed 4 weapons on my Lightning in the same time.
    And again you claim something like "Only good players pull Magriders!". Where does that statistic come from exactly? If you use this site for instance: http://ps2oraclestats.com/?stat=q4kpu&weapon1=3460&weapon2=3730&weapon3=4008 You can find... That the Vanu aren't far behind on vehicle usage overall or in the Q4. While you would expect the Q4 usage to be way higher if your claim was true. Busted again. I wonder why you don't use statistics to support your arguments? Oh right, because it all disproves what you say.

    What arguments you talking about? The things you claimed based on things I've disproven? Or the things you didn't back up with anything like "proof", "evidence" or "logic"?
    Hell, if anyone here didn't use facts, it's you. I've used sites, statistics and logic to prove myself. What have you done so far...? Nothing but write random stuff right?
    • Up x 1
  4. Balake



    No i did not need to calculate because over 200 lvls of about vehicles only have shown it. So no i dont need to because thousands of encounters shows this.

    1.No to the 90 % ****, they are braindead long before they touch a vehicle.
    2. You need to learn to read statistics properly. When they preform equal to the average, they pull less and their dmg is lower. That would mean that they are better. Its that simple, the magrider drivers are better. And they have had to, because of all the nerfs magrider have gotten. When someone preforms better with a gun that has lower dmg, that means they are better than the other player, same here.


    I'll get your facts right. A 2/2 magrider is about equal to a 1/2 prowler and vanguard upfront(not in a flank).


    My proof, lets seee. Would over 200 lvls of vehicle play be somthing? Would aurux on 2 and nearly the 3rd be evidence? Would people agreeing with me on other posts be enough evidence?


    Flanking is not magrider speciallity per ce. No, not any longer. Tho many still claim it. "Magriders have more than enough advantages in their favor already" Name a few that can be proved. Please do. And what the ****? Tho it may be harder, it is not impossible. My 1 does not contredict the 2. Even if its harder you can still get lucky, or use your brain so you dont get caught before you shoot. To the zerg, yes and no. Much more people will spot you, but yes there will be more bad players. But in the end, what they lack in skill they make up in numbers. And anything i write is horsecrap. Hmm, weird because i can proove everything i claim, most with facts and numbers. Can you say the same?

    You write that everything i claim is ********. Tho 2 auruxes and soon to be 3rd MBT and over 200 lvls in vehicles claim otherwise. How many have you auruxed? <--- answer this, dont ignore it like you did last time because it can prob call you out on your ********.


    "There, right there. "The other tanks don't have this problem". Oh my god what kind of idiot are you? Just the idea that you think this makes anything you say have much less value." When you drive over a small dump your turret will not follow the dump, it will stay very stable on the point you were aiming at. That is what i ment, and if you havent even noticed that, why the **** are you here?

    I would know if it hit me in the face, but comparing bad playstyles and players to average ones, the average ones will allways be better. People waiting at one place instead of finding other places to assist their teammates v.s a magrider unit. Thats the difference, if you had argued that they did the same it would be a point in the argument. But putting forth an argument with 2 base facts that does not correspond is not a valid argument.

    Which tank do we benefit most from flanking. Actually in most cases the prowler because of the ******** dps. Instakills everything, easy points, tho i will not say the magrider is awful at it.

    "5m is half a Sunderer. Ofcourse it's not that hard to hit... And yet you can make people miss at that range because of the turret rotation speed getting in the way and the ability to get out of their vision for a moment using the Magburner, even better to use it to move over your opponent and get a rear-shot." There, you just showed how inexperienced you are... You mainly drive a vanguard i presume. If a magrider boosts over you you can actually turn faster than he can get behind you and keep your rear. But of course you would know this. You mainly play vanguard, and vanguard is the least played tank by me, and i knew it. Whoa.

    " And since the Magrider has the highest chance of getting you to miss" Sorry for your dissability. I didnt know you were like Helen keller/stevie wonder. Shooting games might not be for you.

    I said nearly but okay. For every 2.5 seconds a magrider can boost a vanguard can be about immune for 12 seconds. Still does not add up very well...?


    Hey dude, i know i am dysletic, but hell man. You see that little word "about", its kinda crucial here. That means you are not immune, but taking out a 2000 shield with vanguards armor does require some shots. And what other perks? Hoping the other gunner is Stevie wonder? What perks?


    I have not so much because on thing. I mainly am a gunner. Because of that reason my gunner will unlock the weapons for me. When he does the weapons will not unlock for me, thus will not get the kills registered to my account before unlocking the weapon. But you would know this if you knew the game as much as you think ;) And when you have the best option for yout MBT you dont change and go "hey i want to do less dmg on the already lowest dmg'ing tank" 10/10 mate. I have not because i use the same 2 weapons.

    Averaged daily weapon stats. These daily averages are re-calculated each day, from the previous 30 days data. Data as of 17th June. Average playtime (h)

    Supernova FPC
    320.6
    Titan-150 AP
    406.3

    P2-120 AP
    412



    there are your facts. Happy? Like i said, nearly 100 hours. <--- Note the "nearly" word. And again "Only good players pull Magriders!" Not somthing i have said. If you can read my whole sentences or phrase them right you would see some words that make the statement. Its called "about" for example. That means since there are fewer magrider drivers that pull the vehicle, the tank is the worst FACTUAL at practically every stat, they must be better drivers. Its taking facts and looking at the most likely outcome.
    Well you have not actually debated anything useful. But alas.

    "I said nearly but okay. For every 2.5 seconds a magrider can boost a vanguard can be about immune for 12 seconds. Still does not add up very well...? "
    Hmm. 6 seconds (used shield) 45 second recharge. 45+6 =51. 20 second recharge on magboost. 51 : 20 = 2.55, so i were pretty damn close. Needed that last 0.05. Yeah, totally wrong here. You dont need to add the last 6 seconds because of how i phrased it, " for every time the vanguard can use its shield".

    Okay lets go with some facts.

    http://planetside.wikia.com/wiki/P2-120_AP
    http://planetside.wikia.com/wiki/Titan-150_AP
    http://planetside.wikia.com/wiki/Supernova_FPC

    if you take non upgraded. Only main weapon because i dont want to write a ******* book. 12 seconds for easy math (vanguard timer)

    Vanguard damage 12 seconds: 2075 * = 6225 dmg. (since it has 4 seconds reload)
    Prowler damage 12 seconds: 2500 * 4.8 = 12000 dmg. (took 4.8 to be exact)
    Magrider damage 12 seconds: 1865 * 3.2 = 5968 dmg (took 3.2 to be exact here too)

    What? That would mean that a magrider has lower dps AND dmg than the other 2??

    Armor: http://planetside.wikia.com/wiki/Vehicle_armor_and_damage_resistance

    Waow Magrider and prowler is equally armored. And vanguard has 5 % more front armor, and 7 % more side and top armor (which is totally fine, its a push tank, its supposed to be like that. im not saying that) And prowler has equal armor resistance to the magrider even tho (undeployed) has over double the dps. What?

    Speed: 51 for mags, 55 for vanguards, 60 for prowlers. This is stock

    Link: https://www.reddit.com/r/Planetside/comments/14ysxv/everything_you_ever_wanted_to_know_about_tanks/

    Muzzle:

    Vanguard:275 m/s.
    Prowler: 250 m/s (when deployed gains 30 % more muzzle adds up to 325 m/s, so 50 more than the vanguard)
    Magrider: 225 m/s.

    And climbing will be better for vanguards, prowlers and lightnings soon.

    • Acceleration now happens more quickly.
    • Breaking will halt the vehicle more quickly.
    • Traction is better all around, these vehicles no longer slide on slopes you’d expect to climb.
    Hey, i said i would not do it but ill throw in a pic. " http://i.imgur.com/5vVO8KQ.gif" Show TTK for all secondaries. Hmm, tho they might be somewhat better, this does not make up for alot more armor and shield, and 2x dps.

    All have a health pool of 4000 health.

    Tho would take time to show, i can lean on my experience to say that magrider has the most drop... Yeah. Metal has less drop than plasma.. Tho will leave this somewhat out, because you wanted facts.


    "Add on that a bosster that bumps your speed up to 100 kmh for a second or so ... in good hands it is evil but it is underpowered when put next to the other MBT's."

    48 % reload speed and 30 % muzzle, making the 12000 dmg nearly 24 000 dmg in 12 seconds.
    shield of 2000 with vanguards armor, making it possible to survive for lets say ish 4 seconds to be ish in the middle. That would mean one shot more making it 8300 dmg
    1 second boost. Whoopdido.


    And to your other argument that we can do dipshots. By having the turret ontop of the tank you can drive into small holes to have just your turret sticking up, a mag cannot do that in the same way. Each tank profile has its strenghts and weaknesses.


    https://www.themittani.com/features/planetside-2s-main-battle-tanks-comparison


    Quote : The Magrider is the odd duck of the three insofar it is by far the best in small battles and progressively gets worse as the scale of the engagement increases, it relies very much on its ability to evade fire more then survive it¨



    Tho the link is old, this is factual. This is also before all the magrider nerfs you should note.

    When they made dodging ****, and zerg is a thing that "progressibly gets worse as the scale of the engagement increases ........".


    So lets do a summary.

    DPS and damage: Magrider is worst
    Armor: shared second place.
    Speed: magrider is the slowest.
    Muzzle: also the slowest.
    Drop: Experience tells magrider

    And climbing will be better for the other track tanks, and as known they will not do anything with the magrider.

    Where is it better?
    • Up x 1
  5. Nabutso

    Strange how a person can make such long posts when they cannot read or comprehend anyone else's.
  6. ridicOne

    Strange how the circle jerkin continues...

    So its ok to use stats from 8 months ago as relevant? While the population has decreased overall probably scewing the relevancy of those stats. Which didn't show the whole picture in the first place because its missing assist, total damage being dealt, etc...

    Lastly to take the stats as something concrete with all the lag switching, hit-box issues, hackers to name some of the issues. Is basically absurd. Reading people on here really shows how much they have played all factions, there are some blatant imbalances in the game still. Which has gotten better imo overall. Your only killing the game more believing that everything is all fine and perfect with the game. If you would like to completely gut one of the factions out of the game, your doing a great job at hurting the overall game.
  7. LordKrelas

    Is this for or against Magriders?
    Like honestly, it's hard to tell.

    As it's unclear if you think the Magrider needs buffs or is insane.
    - As well, what statistics do you want them to use?

    As well, you want to take uncommon things, as if they were statistics relevant to the discussion?
    Like Okay, how do you factor those in? Are they only on one side? No? Oh, then we have to consider each side to have them.
    AB - A = B.
    Mystical.

    That, and none ever said everything is perfect.
    Pretty much everyone said something around it not being, just most disagree on what the things that must be changed are, and how.
  8. billybats

    Hahahahahahahahahhah, good one.
  9. stalkish

    Not sure if ive posted here before or not.

    But im convinced the VS underpop on Miller is because of boredom.

    See the Miller VS zerg, always. So their players get very little kills, see little action, and gain little XP.
    The enemy dont engage them because who wants to fight 20 mags, 10 sundies, 25 schythes, 30 libs and countless infantry (well actually i do but thats besides the point).
    So these players have now caused VS to be mostly ignored by the NC and TR, which leads to them locking conts, but doesnt give them entertaining fights. Their players loose interest in either VS or the game, and join NC and TR or quit.

    Before an extremist comes in, im not saying VS 'never' has good fights, sometimes the TR or NC do respond to the zerg, im saying more often than not theyre steamrolling without opposition it seems.
    • Up x 1
  10. DIGGSAN0

    I thought the magrider was the slowest tank?

    so it is basically a turtle without a shell.....
  11. Nabutso

    This depends on how you measure speed (sounds strange, let me explain):
    The Prowler and Vanguard can only move in 1 direction as a time (unless they get some kind of drift using a slope - but this is extremely situational and unsustainable). With no speed upgrade, the Prowler clocks 60 km/h vs the Vanguard's 55. The Magrider's top speed in this 1 direction is 50 km/h. Depending on where you want to move, the Magrider, combining both it's strafe and forward speed, can reach between 55 and 60 km/h.

    Note also that speed in Planetside 2 is very situational. You don't care about your typical flat terrain top speed, do you? All this shows is your tank's ability to reach a battle quicker when being pulled from far away. Assuming the Magrider, Prowler, and Vanguard all drive in a straight line, a pull from the Warpgate to a battle 3 km away (typical for Esamir) is going to take 3 min for the Prowler, 3 and a half for the Vanguard, and 4 for the Magrider.

    The ability to overcome speed thresholds - for example, you are flanked and want to run behind a rock/into a valley/out of sight from the flanking tank, the Magrider will much more quickly accelerate and round that corner using it's strafing ability + magburner. If anyone has ever fought against a Magrider, this is why they are so hard to kill. If you fight at long range, they are going to get into cover no matter how accurate you are - unless they are in a gigantic wide open field. A Prowler and Vanguard need to turn and cannot mag boost away, leaving them much more vulnerable to flanking. Almost all useful tank kills come from flanking.

    Sure, the Vanguard gets it's Vanguard shield, but Magburner regenerates much more quickly, and so it can be used much more often - it also has an offensive capability, allowing it to flank better.

    This situational speed is what matters. And so, realistically, the useful speed and acceleration of the Magrider is nearly twice that of the Prowler and Vanguard.
  12. Xerox1231

    This really just makes the Magrider OP compared to a vanny or prowler. You can hover, dodge shots, get over terrain (even without magburner), decimate enemy tanks with Supernova FPC + Saron / Halberd, with a fast-recharging resist shield to boot (-30% damage for 3 shots every engagement (6 seconds)?!!)..

    Instead, I propose that the Magrider receive a speed buff in all directions, to bring it to a position slightly faster than a vanny, but slower than a Prowler, with added acceleration and hover capability.

    I also propose a new line of utility-slot equipment for the Magrider, Vanguard, and Prowler, which would focus on a more aggressive play-style and engaging on favorable terms (tactical knowledge and assessment):

    1. Vanguard- Sentinel EMB (Electra-Magnetic Barrier).
    -Vanguard Titan-150 AP- -10% Damage Per Round.
    -Vanguard Titan-150 HEAT- -15% Damage Per Round.
    -Vanguard Titan-150 HE- No Effect.

    -+5% flat resistance against all damage types.

    -Rounds, upon successfully hitting an enemy target, do splash damage applied to all enemy infantry and armor that is not the originally hit target: 750 & 3 Meters - 0 & 6 Meters.

    -Upon a successful enemy armor kill, a charge of EMB is gained (stacks up to 10 times):
    -Vanguard gains 30% damage resistance against the next damage-capable attack against it (1 attack per charge).
    -Upon the EMB being broken, the Vanguard main cannon is supercharged for the next shot of the main cannon (lasts up to 15 seconds):
    -1.5x damage is dealt by the main cannon and secondary gun for the next shot / burst / 3 shots (for enforcer) / 30 shots (for machine guns).
    -Upon a successful hit against enemy armor, an EMP effect (screen distortion + HUD disappearing) and reduced handling is applied to the target and all enemy infantry and armor within 15 meters.
    -Upon a successful hit against enemy armor, the 1.5 damage of the shot (both main cannon and secondary gun) arcs to the closest 3 enemy vehicles within 15 meters of the original target, for full EMP + reduced handling effect, and dealing 2/3, 1/2, and 1/3 damage to them (from closest to farthest).

    - 6 Upgrade Levels: 50 / 100 / 150 / 200 / 500 / 1000 certs
    - Each upgrade level increases arc radius: 5 / 7 / 10 / 13 / 14 / 15 Meters
    - Each upgrade level increases EMP effects
    - Each upgrade level increases EMB charge capacity: 3 / 5 / 6 / 7 / 9 / 10
    - Each upgrade level increases EMB damage reduction: 20 / 22 / 24 / 26 / 28 / 30 percent

    As seen, this would require more gunner and driver skill in landing shots and managing damage, at the expense of the shield and main cannon damage. *This would be completely useless to HE-farmers*

    2. Magrider- VX-30c Apastron Overdrive Core

    - 10% Flat Movement Speed Reduction (in All Directions)
    - -30% Hover Height
    - -15% Acceleration
    - +50% Gun Elevation
    - +50% Gun Depression
    - +30% Damage Vulnerability

    - With each enemy vehicle kill (stacks up to 6 times):
    - +15% Movement Speed
    - +25% Hover Height
    - +30% Acceleration
    - -5% Main Gun Muzzle Velocity
    - -5% Main Gun Shell Arc

    - ONLY provides a flat +10% movement speed, hover height, and acceleration if using Supernova VPC (Anti-Infantry HE Main Gun)

    - As seen, this would place more of an emphasis on using the Magrider's added maneuverability, speed, and hover height to survive, while being forced to compensate for increased damage vulnerability, and decreased main gun effectiveness. This relies heavily on personal skill and competence.

    - 6 Upgrade Levels: 50 / 100 / 150 / 200 / 500 / 1000 certs
    - Exact effects of each upgrade level to be decided (I'm lazy).

    *Not very useful to HE farmers, now is it? No super-fast Supernova VPC + Photon II PPA Magriders Running Away From Tank Combat!*

    3. Prowler- TR-9 Wolverine AOE (Advanced On-Board Electronics)

    - +5% Movement Speed
    - +10% Acceleration
    - -10% Main Gun Damage
    - +50% Main Gun Rate of Fire

    - Prowler Main Cannon shells are now wire-guided, with no reload capability until both shells have hit.
    - Prowler Main Cannon is now a 2-round burst auto-loader.

    - Each enemy vehicle kill activates one charge of Wolverine AOE (Stacks up to 6 times):
    - +5% Movement Speed and Acceleration
    - +15% Main Gun Rate of Fire
    - +10% Main Gun Muzzle Velocity
    - +10% Main Gun Projectile Turning Rate
    - +10% Main Gun Reload Speed
    - +25% Main Gun Cone of Fire

    - This would put a greater emphasis on getting kills, and choosing engagements wisely.

    - If P2-120 HE is equipped as the Main Gun, effects are changed to +5% movement speed, rate of fire, and acceleration.
    - Not so useful for HE farmers, now is it, SUCKERS?;)

    *- CHARGE DEGRADATION-*

    - Each charge of EMB / Core / AOE degrades over 6 / 10 / 13 / 15 / 17 / 20 seconds.
  13. BrbImAFK

    This is the third place you've stuck this exact post. Please don't spam crap all over the forums. If you really want to reference it, use a link. That way, all the discussion about this idea will be in one place rather than scattered across three different threads!
  14. Towie

    I do tend to agree here - the fact is, more Magriders are 2/2 than Vanguard or Prowler - and the majority use Saron. Although the main gun is the worst, add Saron into the mix and it's a real handful.

    Considering Wrels 'balance around most likely scenario', I can't see the Magrider getting any buffs soon. If people stopped using Saron - or went solely 1/2 - the story would be different.
  15. lothbrook


    This is right and wrong at the same time, while its flat out straight speed is slower, its strafing and forward speed are faster, also bumps in the terrain don't slow it down like it does the VG and Prowler, so moving around the battlefield is actually faster than the other 2 unless you're on a completely flat surface, and again cause you're floating over the bumps your main gun isn't having a seizure.

    Theres so many advantages the magrider has that people just ignore, take the turret elevation, people whine it can't shoot up at aircraft as easily, but at the same time the other tanks can't aim down as easy on the high ground meaning they usually have to pull forward on to the downward slope to shoot down. Theres plenty of positions a magrider can shoot down on people where the other 2 tanks can't.
    • Up x 1
  16. DorinFoehammer

    Give Magriders the ability to cloak like an infiltrator for a limited time and also allow them to hover over tank mines without setting them off.

    Boom. There's your faction flavor which fits perfectly into the VS gameplay.
  17. LordKrelas

    I hope that's a joke.
    Invisible tank with incredible mobility.
    Followed by being the only tank immune to tank mines, a standard last-line-of-defense against MBT's.
    Also would mean, VS would be immune to mined vehicle pads for their MBTs, while being able to mine TR & NC's without care.

    Like dear lord.
    Invisible and immune to tank mines, so it can move across any terrain & battleground without a care.
    • Up x 1
  18. DorinFoehammer

    Nope I'm dead serious.

    Vanguards have an I-WIN that is beyond broken and OP hell it was even admitted to be such by a former Dev when it was still SOE. Yes invisible and immune to tank mines that will actually make the tank a real threat and force vehicles to pay attention. The cloak can have a cooldown which is tweaked or w/e
  19. LordKrelas

    The 6-second shield that can be destroyed by the opponent as well, mounted on a slower-than-hell tank with the longest reload, and is easily destroyed by Land mines.
    In addition, doesn't provide all that much help when there is multiple opponents.

    While VS gets a Cloaking device to hide a damn hover tank, that is immune to anti-tank defensive land mines.
    So the VS can literally cross any terrain without a damn, while cloaked, which provides immunity to lock-on weaponry, and breaks lock-on weaponry aimed at them.
    In addition making Flanking easier than ****.
    Followed by ease of use during combat, such as escaping with the most agile bloody tank.

    Doesn't matter how long the cooldown is, what a cloak does is How it is ******* insanity.
    Like ***** sake.
    Invisible tank, that You can't even kill with Landmines, so there is nothing that can stop it from moving ahead.
    Infils die to AP mines regardless if cloaked.

    It's a ******* tank.
    A cloaked ANT is bad enough, Hell, a Cloaked flash can wreck lightnings let alone infantry damn easily.
    And that is with being affected by land mines...But you want only Vanu to be immune to land mines, AND ******* CLOAK?
    • Up x 1
  20. DIGGSAN0

    Wrel actually remembered one of his videos (100suggestions in ps2) and said that he could think of a stealth maggie