[Suggestion] Remove AP rounds ability to OHK infantry

Discussion in 'PlanetSide 2 Gameplay Discussion' started by LibertyRevolution, Oct 9, 2014.

  1. LibertyRevolution

    AP rounds should have their base damage lowered to 850 damage so they cannot OHK infantry.
    Then adjust the resistance to AP to keep the vehicle damage the same.

    Discuss.
    • Up x 6
  2. InoxGecko

    No. Why? It makes no sense.
    • Up x 69
  3. Paragon Exile

    **** no.

    Vehicles need to be buffed against infantry, not nerfed even more.
    • Up x 34
  4. Xasapis

    No.

    Direct hits with zero splash damage cannons should always kill infantry.

    What exactly do you expect the tank drivers to do against a random guy running to C4 the tank. Step out of it to shoot at him?

    These demands are reaching the point of ridiculous.
    • Up x 82
  5. SerasVic

    Wut?

    Infantryside wanna be superman again
    • Up x 24
  6. SerasVic

    Infantryside logic:

    Tank should kill tank

    Infantry should kill infantry AND tank

    insert <logic> here
    • Up x 25
  7. Fellgnome

    I would expect that if they made AP worthless for defending against infantry, people would just use more AI weapons and infantry ends up getting farmed more. Infantry are just too prevalent to take a weapon that's so helpless against them.

    Granted there's the secondary weapon, but an AI secondary still makes a tank dramatically less effective in vehicle combat so it's not appealing to mix AI/AV.
  8. Pootisman

    AP needs a nerf in general. Highest damage + highest velocity (= highest accuracy) is way to good.

    Nerf AP or buff HEAT and HE splash damage.
    • Up x 3
  9. SerasVic


    Even then if that was true, AP should OHK infantry so it's not the debate here
    • Up x 3
  10. Xasapis

    It is way too good for what exactly? Anti infantry? It's the worst weapon to use, by far, unless your targets are conveniently standing still.

    What kind of nerf do you have in mind and what purpose it would serve?
    • Up x 2
  11. LibertyRevolution


    Because nanites.

    I play starcraft.. If you make an anti-armor unit, it sucks at anti-light, it is called hard counters.
    If anti-armor is just as effective at killing light units, there would be no reason to make anti-light units.

    Now bring that over to planetside2..
    Why would you pull HE if you can OHK with AP? Oh wait, you don't..
    Which is the problem I am suggesting a solution to.

    AP should only tickle infantry. You should have to use an AI loadout to kill infantry.
    • Up x 3
  12. SerasVic


    Last time i checked Immortals and Siege tanks blow up whatever unit type you are
    • Up x 3
  13. LibertyRevolution


    No.. zerglings wreck siege tanks and immos...
  14. Nody

    Only as part of a bigger revamp; i.e. reduce MAX AV weapons, all HA Rocket (inc. Lancer) , Engy AV turret, AV 'nade, Lib & ESF AV weapons, Tank and Harrasser AV weapons etc. AI damage and at a more severe rate. AV weapons focus and damage should reflect that they are intended for AV and their AI part should be minimal (think Saron's 3 shot to kill a base grunt or 50% of clip).

    Secondly decrease C4 damage vs. infantry and to 55% of max health of a vanguard (excl. shield) and explosion radius to be reduced to 1m (basically stick it on the tank to deal damage) while adjusting Sundies resists to keep the current damage profile (they are tanky enough). Reduce HEAT and HE AV efficiency while increasing their AI capability (HEAT should be 50% AV/50% AI while AV/AI option is 100% damage vs. their respective target and 20% vs. the "wrong" type). Make the Hailbird as the HEAT option for secondaries (while ES specific for AI/AV with the appropriate buffs/nerfs to fit said role only).

    Then we'd finally have some specialisation that matters rather than the current mix of "everything kills everything".
  15. Xasapis

    So if I pull a tank with pure AV configuration, infantry will do zero damage to my tank?
    • Up x 14
  16. vsae

    1v1 zerglings wreck nothing.
    Equip flak armor.
    • Up x 6
  17. LibertyRevolution


    Infantry that is designed to counter tanks should still hurt you, as that is their designed role.
    It would be your fault if you die for being out of position and in range of infantry while running an AV loadout.


    #1, You don't balance a game in a 1v1 vacuum..
    #2, The same resources worth of zerglings does wreck a siege tank.
    • Up x 1
  18. vsae


    Lol seriously, and what would be your take on balance in planetside?
    5 infantry to kill a lightning? I'm sure you want the opposite. Stop with your ****** logic already.
    • Up x 6
  19. Xasapis

    Why is that? What kind of balance is this?

    I installed an AV loadout and my super duper insane nanite based full anti infantry protection. No rockets, AV engineer turrets, MAX weapons, C4, mines or anything but vehicles and stationary base turrets can hurt me.

    It's basically the reverse logic of what you proposed. If you find it unreasonable, it's because your proposal is unreasonable to begin with.
    • Up x 7
  20. InoxGecko


    Now that's just silly, we have no tank only battles in PS2, there's always some infantry support, and I believe many people would pull AV infantry if AV tanks could merely tickle them.
    • Up x 2