Mordelicius
2013-01-04, 07:43 AM
Here's my suggestion to balance Infantry - Ground - Air units.
Infantry Jamming Devices:
The current imbalances stem from unequal one-to-one functions. Air and Vehicles can kill pretty much everything easily. Infantry can't.
Give infantry (except HA and Maxes) a base weapon that can fire sticky jamming devices unto vehicles.
Against tanks:
- cooldown 3 minutes.
- The device must successfully hit to stick
- Disables tank firing for 20 seconds.
- sidegrade disables movement for 20 seconds. (Magrider balance :eek:)
- sidegrade slows down movement by 50% and make aim highly inaccurate for 20 seconds.
- Players can remove the jamming bug (by pressing E).
- Jamming bug has a base 60% chance of exploding while being removed (thereby killing the player removing it and damaging the vehicle)
- Players can cert to lower the chance to 50%, 40%, and 30%
Againsts Air:
- cooldown 3 minutes
- The device must successfully hit to stick.
- The device is harder to hit at longer range.
- Disables firing for 2 minutes.
- Players can remove the jamming bug (by pressing E).
- Jamming bug has a base 70% chance of exploding while being removed (similar to tanks).
- Players can cert to lower the chance to 60%, 50%.
Spawn Room AOE jamming:
- Device sticking out of the roof
- Destructible but repairable from the inside.
- Cooldown of 1 minute.
- When fired, any aircraft around the cone on top of building will have their fire disabled and their movement slowed down for 2 minutes.
- Being hit the 2nd time while still jammed will disable the engine, making them plunge down.
- Upgradeable range: Infantry can spend infantry points on the device to increase the range for a certain period of time.
Open field constructible AA AOE Jamming.
- Allow Engineers to build these anywhere outside buildings.
- Similar to the Spawn Room AOE jamming device.
- Destructible/Repairable like a turret (but much more durable)
- Other players can spend infantry points to increase range.
- Can be used by other players.
There you go, a balanced combined arms gameplay.
Infantry Jamming Devices:
The current imbalances stem from unequal one-to-one functions. Air and Vehicles can kill pretty much everything easily. Infantry can't.
Give infantry (except HA and Maxes) a base weapon that can fire sticky jamming devices unto vehicles.
Against tanks:
- cooldown 3 minutes.
- The device must successfully hit to stick
- Disables tank firing for 20 seconds.
- sidegrade disables movement for 20 seconds. (Magrider balance :eek:)
- sidegrade slows down movement by 50% and make aim highly inaccurate for 20 seconds.
- Players can remove the jamming bug (by pressing E).
- Jamming bug has a base 60% chance of exploding while being removed (thereby killing the player removing it and damaging the vehicle)
- Players can cert to lower the chance to 50%, 40%, and 30%
Againsts Air:
- cooldown 3 minutes
- The device must successfully hit to stick.
- The device is harder to hit at longer range.
- Disables firing for 2 minutes.
- Players can remove the jamming bug (by pressing E).
- Jamming bug has a base 70% chance of exploding while being removed (similar to tanks).
- Players can cert to lower the chance to 60%, 50%.
Spawn Room AOE jamming:
- Device sticking out of the roof
- Destructible but repairable from the inside.
- Cooldown of 1 minute.
- When fired, any aircraft around the cone on top of building will have their fire disabled and their movement slowed down for 2 minutes.
- Being hit the 2nd time while still jammed will disable the engine, making them plunge down.
- Upgradeable range: Infantry can spend infantry points on the device to increase the range for a certain period of time.
Open field constructible AA AOE Jamming.
- Allow Engineers to build these anywhere outside buildings.
- Similar to the Spawn Room AOE jamming device.
- Destructible/Repairable like a turret (but much more durable)
- Other players can spend infantry points to increase range.
- Can be used by other players.
There you go, a balanced combined arms gameplay.