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Rolfski
2013-07-01, 06:32 AM
The devs asked us to come up with ideas for the upcoming Sunderer overhaul so let's help them out and post them here.

I recommend we use a brainstorm approach for this and then let them announce a selection. After which we can discuss why their selection is good/bad.
So the goal of this brainstorm is NOT to bog down in endless discussions why ideas are good/bad but instead generate as many of them or iterate on other ideas, to allow for maximum creative flow.

I'll start off with the Command Sunderer.

Concept:
A cloaked sitting duck that gives platoons/squads considerable tactical advantages in the battlefield.

Description:
You trade in weapon slots and AMS slot for a cloak module, strategic module and tactical module.

Strategic module
You switch to it by pressing F2 after hitting deploy, causing the Sunderer to launch a UAV. This UAV should be hard or impossible to shoot down, it just serves as an indicator for the enemy that there is a Command Sunderer in the area that they should hunt down. When the UAV comes online, it provides an overview cam of the area where you can zoom in/out with your mouse wheel to spot individual targets (it's NOT a radar that reveals red dots) and give squad/platoon orders by right clicking the mouse.

Tactical module
Switching to F3-F6 (Alpha-Delta squad) generates the first person view (helmet/hud cam) of the respective squad leaders. Mouse wheel switches between individual squad members. Right mouse clicking gives various in-game order options. Besides situational awareness and micro management on the battlefield, this will be an important learning/training tool for outfits to improve squad movement and individual skills.

Cloak module
Pretty much works as in PS1.

Optional: Artillery module
When area bombardment ever makes it into the game you can trade in this module for the cloak module. In strategic/tactical mode, you can order a Light Assault to paint a target/area after which this module allows you to do a strike.

That's it for now. Remember, this topic is supposed to be a brainstorm. If you disapprove with this or other ideas, don't go into great length why it sucks but instead come up with your own, better ideas or iterate upon others.

Qwan
2013-07-01, 06:42 AM
Put back in the troop firing ports on the side, during beta this was a cool thing that they had for the sundy. This allowed small arms fire from the side of the sund for troops that were inside the sundy, besides the two crew served weapons mounted on top.

Emperor Newt
2013-07-01, 06:49 AM
All I want is to have a radar sundi which is actual usefull and that I can put other stuff onto to support it's role.

A radars sundi primary role is to roll with other vehicles and/or stand close to AMS, to warn them of nasty surprises. Giving other vehicles the freedom to not require a radar of their own.

The current problem is that there is nothing all too usefull to put in the second slot for a radar sundi (and that the radar sucks). I don't know what that could be, but I think a cloak bubble or something alike would fit very well.

Just give me my radar/support sundi.

Hmr85
2013-07-01, 06:56 AM
Bring Back the AMS in its true form and give me a dam cloaked bubble around it. I am even willing to sacrifice weapons on top. We can call it AMS Mk3.

MrMak
2013-07-01, 07:17 AM
From wha they already said the cloak buble will likely be a separate utility. Which is fine by me.

They also said somethign about a shield generator, fireing ports and a Radar so those are already on the table.

AThreatToYou
2013-07-01, 08:27 AM
I'm going to throw around some faction specificity.

Thunderer Mod [NC]
Increases Sunderer HP pool drastically without reducing repair time. It also reduces the Sunderer's speed, makes it unable to equip AMS [goes in the same slot], and reduces the vehicle's maximum capacity to 6 players. This also makes the Sunderer heavier, meaning it will deal more damage when it rams other vehicles and will take less damage in the same collisions.

Raider Mod [TR]
Reduces the Sunderer's vertical profile by about 1/3rd [changes the model slightly]. This increases the Sunderer's speed and reduces the damage the Sunderer receives from HE tank shells and anti-tank mines. This makes it unable to equip AMS [goes in the same slot] and reduces the vehicle's maximum capacity to 6 players.

Aurora Mod [VS]
Grants the Sunderer a limited jump-jet ability, allowing it to possibly jump clean over base gates, tank mines, and really anything imaginable. It would have a significant cooldown [90 seconds minimum] and reduce the Sunderer's speed mid-air. It also increases the vehicle's traction [perhaps gives it a passive wheelward thrusting force], making it much easier to drive and keep stable at higher speeds. This makes it unable to equip AMS [goes in the same slot] and reduces the vehicle's maximum capacity to 6 players.


...

RAMMING SPEED

Crator
2013-07-01, 08:39 AM
Bring Back the AMS in its true form and give me a dam cloaked bubble around it. I am even willing to sacrifice weapons on top. We can call it AMS Mk3.

Ok, this is great news! I hadn't heard about it until now. So yeah, pretty much AMS Mk3 as described here http://www.planetside-universe.com/showthread.php?t=43688&highlight=AMS... Of course, if you want to go with more armor and weapons without the cloak bubble then you can do that too. If they are going to have stuff like less armor with cloak bubble vs. more armor without cloak bubble I'd like to be able to tell that visually in the chassis as well. That's if they are going to keep the AMS and Sundy on the same vehicle.

MrMak
2013-07-01, 09:35 AM
Ok, this is great news! I hadn't heard about it until now. So yeah, pretty much AMS Mk3 as described here http://www.planetside-universe.com/showthread.php?t=43688&highlight=AMS... Of course, if you want to go with more armor and weapons without the cloak bubble then you can do that too. If they are going to have stuff like less armor with cloak bubble vs. more armor without cloak bubble I'd like to be able to tell that visually in the chassis as well. That's if they are going to keep the AMS and Sundy on the same vehicle.

What do you mena great news? They never even hinted they are going to do that. And the separate AMS vehicle concept is from back in the Beta when the Galaxy was going to loose AMS but the Sunderer didnt get it yet. A separate cloak bubble utility is enaugh. That way organised groups will keep em in pairs with AMS sunderers creatign the same functionality but mr. lone wolf "spec ops" wont be able to put down a cloaked spawn for himself.

WSNeo
2013-07-01, 10:27 AM
Router (http://wiki.planetsidesyndicate.com/index.php?title=Router) module to be introduced as an alternative to the AMS mod would make a LOT of people happy.

Dragonskin
2013-07-01, 10:54 AM
Router (http://wiki.planetsidesyndicate.com/index.php?title=Router) module to be introduced as an alternative to the AMS mod would make a LOT of people happy.

Oh, I like this. Something that could be tied to this as well. With the Infiltrator update they were talking about allowing infiltrators to slot a ability to let them see mines, c4 and stuff through walls. Could be cool if this showed up for infiltrators with the ability slotted too. Give infiltrators something else to hunt down.

GeoGnome
2013-07-01, 11:11 AM
The Router idea is a good one.

Something I would love: Juggernaut Sunderer
Reduce the number of seats to 8.
Give 3-4 big guns: The viper from the lightning, except with 1 shot vs. the 6 granted to the lightning; or, an artillery shell that you can adjust range for.
4 small guns: Gun slots or ball turrets. Either would work.

Give it +20% armor so it's in line with the MBT, or maybe a little greater than the MBT, since it's not exactly going to be wiping the map due to larger profile and less manuverability than the MBTs.

Crator
2013-07-01, 11:30 AM
What do you mena great news? They never even hinted they are going to do that.

Wait, this isn't being considered by SOE? I assumed it was since OP has 'upcoming Sunderer overhaul ideas' in the title. I wasn't aware they were going to do a Sundy overhaul at all until I read this thread. Is that not true? I guess what you mean though is that they aren't considering cloak bubble?

And the separate AMS vehicle concept is from back in the Beta when the Galaxy was going to loose AMS but the Sunderer didnt get it yet. A separate cloak bubble utility is enaugh. That way organised groups will keep em in pairs with AMS sunderers creatign the same functionality but mr. lone wolf "spec ops" wont be able to put down a cloaked spawn for himself.

What do you mean? The AMS Mk3 idea from the link I posted was submitted back in 06/2012, before beta started. Did we even know that the G-AMS would be in-game yet? I've always thought the ground AMS should be a separate vehicle in the first place.

Why do you think it's a bad thing for a person playing as a "lone wolf" to have a cloak bubble on his AMS? What does it really have to do with squad/platoon play exclusively?

Umfutu
2013-07-01, 12:32 PM
I really like the command sunderer idea. For the optional artillery module: would it not make more sense to have an Infiltrator as the target designator, when or if the A.M gets added? Infiltration and spotting is what they are designed to do.
The juggernaut sounds like a cool idea as well. Maybe easier with 2 larger top mounted guns and 2 side mounted smaller guns.

As for the suggested faction mods by AThreatToYou the mods are a bit uneven IMNSHO. to summarize:
NC would get more HP and be a slow bumpercar at the cost of speed - not much of an improvement in comparisson to the other faction mods.
TR would get limited damage reduction from HE tank splash damage and anti-tank mines.
VS would get flying Sunderers - that can fly over gate shields, jump off cliffs, jump up on bridges and ledges and buildings. In comparrison there is nothing limited about that.
->
However, taking some of that in a different direction:
a mine clearing Sunderer.
Mine clearing module:
a faster moving somewhat more anti-tank mine damage resistant Sunderer, with limited crew space, 6 slots, one vehicle weapon slot, and no AMS as that is where the anti-tank mine gear is kept during regular transport. One could go with a huge drum or chain-flail rig, like for some of the mechanics for trash compactors, which takes time to deploy, a bit like deploying an AMS Sunderer now.
Short term shield module:
a "bumper car" module, a short term shield that can be activated, but it has a longer timer. Could be used to absorb one or maybe a few shots during a very short period of time, 4/6/8/10 seconds, alternatively activated when driving down steep hills and thus avoiding taking damage from hitting things on the way down, also active for only 4/6/8/10 seconds.


On a separate note - and probably not really for this thread
. . .
Is it possible to make the different Sunderer configs easier to find on the minimap for the own faction?
(a) Being able to see on the minimap which Sunderer is configured for ammo or for repair - which currently is only available by visual inspection.
(b) to be able to see on the minimap which Sunderer that actually is Deployed - which currently is easy to do on the minimap if you are in a Sunderer driver seat, but otherwise only by visual inspection.
- Not sure if it is possible or only would get cluttered, as one can have ammo and AMS or repair and AMS for example on a Sunderer at this time. Thus potentially requiring two minimap icons on one Sunderer. Could be sorted with having AMMO and Repair Sunderers with an enhanced outline on the minimap with a different colour outline or something and an X or O or whatever icon is preferred for a deployed Sunderer.

EvilNinjadude
2013-07-01, 12:35 PM
Routers for all!

Zuckerman
2013-07-01, 12:54 PM
I'd like a hover option to get a Sundy out of a bad spot. Sometimes they get trapped and it would be awesome to have a jump-jet style hover boost to get them out of crevasses and other tight spots. They still would be a sitting duck! No way they could fly very far! But yeah. If not that, then give Engineers the power to lift things up and put them back on the road. That would rock.

Blynd
2013-07-01, 01:02 PM
An engineering sundie - drop all seat slots and weapons but has tank mines on board certable to 20 max. This allows the sundie driver to lay a minefied to protect the armour from a flanking manouver. Is allowed to have repair or ammo attachments too but no AMS module. Looks wise make it look like a pickup truck version of sundie and reduce hp by 1/3 but has smaller hitbox due to lower profile.


On a side note w have to make these suggestions something that will make people want to pull them and will provide xp/certs for the driver.

Command sundie I think would be certable via outfit points for offcers only that way those who are running outfits have a distinct tactical advantage of the lone wolf solo players.

Rolfski
2013-07-01, 01:12 PM
Great ideas so far, keep 'em coming. If only a fraction of it would be implemented I already would be very happy.

Assist
2013-07-01, 01:16 PM
Aurora Mod [VS]
Grants the Sunderer a limited jump-jet ability, allowing it to possibly jump clean over base gates, tank mines, and really anything imaginable. It would have a significant cooldown [90 seconds minimum] and reduce the Sunderer's speed mid-air. It also increases the vehicle's traction [perhaps gives it a passive wheelward thrusting force], making it much easier to drive and keep stable at higher speeds. This makes it unable to equip AMS [goes in the same slot] and reduces the vehicle's maximum capacity to 6 players.


...

RAMMING SPEED

I wants it
Grasshopper sundy.

Shogun
2013-07-01, 02:02 PM
how about having the option to deploy a covered operations ams?

it will need a special icon on the deploy screen and maybe a "are you sure?" question if you wanna spawn there.

this ams variant will have a ps1 style cloak bubble and will only let people spawn as infiltrator. that´s why it should have the "are you sure? you will spawn as infiltrator!" confirmation.

maybe the owner should be able to lock and unlock spawnclasses at will.

also this special ams should feature a sensor diffuser that jams enemy radar.
some of this equipment should use up the weapon hardpoints of course. like the cloak generator and the sensor disruptor.

maybe give rumbleseatlike weaponslots for the passengers, so they could fire their weapons from inside.

Zadexin
2013-07-01, 02:32 PM
A true TANK sundy- Drop the troop carry capacity to driver, gunner, gunner, +4 passenger.
Let it equip direct fire AV weapons similar to mana turrets or the cannons on a lightening tank. Small arms gunports for the 4 passengers and a Ram plate that does extra damage when ramming (the model is already there as a cosmetic). These can all be separate certable upgrades.

An AA weapon that is not totally balls would be nice too. Maybe make it so the walker can actually shoot stuff on the ground. I know its meant to be an AA weapon but come on, I'm just asking for a 30 degree declination. You can see a light assault running at you 10 yards off but can do exactly jack squat to stop him from toasting your fun bus as all the walker bullets go wizzing over his head.

A SPAWN JAMMER sundy - I'm going to keep requesting spawn jammers until beacons and squad spawn shenanigans are dealt with. I would like a sundy with an enemy spawn jamming bubble that stops enemy beacons, squad deploy and sunderers from working within the anti-spawn bubble. This would hopefully keep people from drop pod nuking and other annoying exploits that all the spawn stuff suffers from.

Greenthy
2013-07-01, 02:36 PM
Vehicle re-equp sunderer
Transform the infantry terminals to vehicle terminals for friendly vehicles to switch load-outs.

Teleporter (hacker) sunderer
Replace the AMS ability with teleporters, teleporting players to a nearby hacked teleporter. (With a given maximum range)

Timealude
2013-07-01, 03:28 PM
If it isnt too much trouble, I would love to have a towing option so we can pull vehicles that out that get stuck. Like say it would use the utility slot so it wouldnt have an AMS but it would work in line with the repair and ammo attachments.

You could also add a mobile command option that would deploy defensive guns around the sundy to help fortify your position better and this could take up the defense slot.

As for new weapons, we could give the sundy an EMP launcher that would shoot a bolt but do no damage and disable the enemy vehicle's hud for a few seconds. This would naturally be a 1 shot magazine with a long reload time I want to say about 3 to 4 seconds. The jamming effect could last about 2 seconds maybe a little longer with sidegrade but it would increase the reload time to keep it balanced.

Rivenshield
2013-07-01, 08:03 PM
I just want a cloaking bubble that runs concurrently with the AMS module (and disables the guns), so I can have my long-lost AMS back.

Baneblade
2013-07-01, 08:53 PM
In the event that the AMS is not divorced from the Sunderer entirely...

The AMS functionality should span all of the equip mod slots:

Utility, Defense, and Performance.

The Utility AMS equip will remain as is, but with five tiers to unlock: 100, 200, 400, 1000, 2000 point levels. The 2000 cert tier required for respawning as fast as current. 1000 would be about on par with base spawn rates. 100 tier would be comparable to redeploy (incl the 10 seconds wind up). This mod would also remove 3 passenger slots.

The Defense AMS Equip will add MANA Turret style protective walls around the deployed Sunderer that have their own HP values and repair points. Not a bubble or omnidirectional shield. 500 cert points, one tier. Removes 3 passenger slots.

The Performance AMS Equip allows the Sunderer to cloak when deployed. Removes 3 passenger slots and disables onboard weapons while deployed. 500 certs.

The end result is a purpose focused AMS without entirely mincing the Sunderer's involvement. Oh and all three are required for any of them to work. So minimum 1100 cert investment to be able to spooge your empire all over the place.

Edfishy
2013-07-01, 09:40 PM
+1 to the Router!

I'm also all for a return of the cloak-field bubbles, in some fashion or another (It wasn't broke... why fix it?).

C4/Tank Mines

It is really *really* easy to blow up a Sunderer with a C4/Tank Mine suicide charge. Make shooting Tank mines with small arms fire do only like 10% of the damage it currently does. If it were possible interface-wise, I'd have some sort of equipable C4 jammer that puts a 10 second delay before someone can detonate C4 on (or under) the vehicle (time enough for an Engineer to remove it).

Another option might be separating the "SCU" module on the Sunderer so it can be busted without blowing the Sunderer itself. This way if you're able to push back the suicide charges, you can repair the SCU module (after a sufficiently lengthy repair time). It might also open up small arms fire (LMG's, most likely) to being an AMS repellant.

In Planetside 1 multiple mines and spitfires were a pretty good deterrent. Atm it's too hit and miss to put out just a couple of mines that can be flown over. =\

Edit:

Radar Jamming

As a support role, it'd be great to be able to provide infantry/vehicle radar stealth to nearby friendlies (even at a height above you) so they do not appear on radar. As aircav, I'd love to be able to juke and dodge around a rock to suddenly vanish without a trace for a pursuing foe. Little does he know we setup a support Sundy behind some rocks that's now masking my whereabouts. Could also be handy if it acted as a flare and scatters incoming missiles.

MrMak
2013-07-06, 08:11 PM
Here is an aidea on how a Router utility would function.


Sunderer would deploy similar to an AMS.

One side would reveal an unfolding teleporter entrance while the other would have a small nanite construction unit, like a mini vehicle pad.

Once deployed the diver can press F to construct a remote controlled tracked drone, kind of like an EOD bot about the size of a Flash. This little sucker can be deployed to form the exit from the sunderer's teleporter. The drone would of course have limited operating range. While it would remain where it is if the sunderer undeploysm it will activate a deconstruction timer if it moves out of range (shoudl the sunderer be destroyed that is technicaly being out of range).

isilyan
2013-07-06, 08:31 PM
Could we get a marker(Red cross) on the Sundy, if it has a Triage medic in?

http://www.thevanuaccord.com/sigs/sig-5428011263290043633-4.png (http://www.thevanuaccord.com)

War Barney
2013-07-06, 11:01 PM
I'm going to throw around some faction specificity.

Thunderer Mod [NC]
Increases Sunderer HP pool drastically without reducing repair time. It also reduces the Sunderer's speed, makes it unable to equip AMS [goes in the same slot], and reduces the vehicle's maximum capacity to 6 players. This also makes the Sunderer heavier, meaning it will deal more damage when it rams other vehicles and will take less damage in the same collisions.

Raider Mod [TR]
Reduces the Sunderer's vertical profile by about 1/3rd [changes the model slightly]. This increases the Sunderer's speed and reduces the damage the Sunderer receives from HE tank shells and anti-tank mines. This makes it unable to equip AMS [goes in the same slot] and reduces the vehicle's maximum capacity to 6 players.

Aurora Mod [VS]
Grants the Sunderer a limited jump-jet ability, allowing it to possibly jump clean over base gates, tank mines, and really anything imaginable. It would have a significant cooldown [90 seconds minimum] and reduce the Sunderer's speed mid-air. It also increases the vehicle's traction [perhaps gives it a passive wheelward thrusting force], making it much easier to drive and keep stable at higher speeds. This makes it unable to equip AMS [goes in the same slot] and reduces the vehicle's maximum capacity to 6 players.


...

RAMMING SPEED

That sounds about right, a almost usless one for NC and awesome ones for the other guys. The only change would be that the NC one has a increased size but can't hold more people, perhaps make it so it DOES take more time to repair as well.

Sirisian
2013-07-06, 11:07 PM
Would be cool to have a sidegrade for it as a pod launcher to replace drop pods. So you deploy it and people can use it launch into a base or deploy it inside to launch outside of a base onto the enemy. Basically the BF2142 APC.

I wrote up a suggestion (http://www.planetside-universe.com/showthread.php?t=52411) a while back as a new vehicle, but it could work as a Sunderer sidegrade with some unique cosmetics.

EvilNinjadude
2013-07-07, 12:05 AM
Could we get a marker(Red cross) on the Sundy, if it has a Triage medic in?

http://www.thevanuaccord.com/sigs/sig-5428011263290043633-4.png (http://www.thevanuaccord.com)Heck effing yes.

MrEclectic
2013-07-07, 12:35 AM
I had posted this once in a /r/Planetside thread as a comment:
Perhaps a module for the Sunderer, Lattice Rerouting Module (LRM). Only one per region can be deployed, and perhaps it shoots a big beam to the sky, so that the enemy can see where it is. Alternatively, it must be deployed only within a certain radius of the cap point. It allows capture of a territory unconnected but adjacent to your own, probably at a reduced time rate. If the enemy manages to destroy the LRM Sunderer before the capture is complete, the attempt is aborted and a new LRM must be deployed before attempting a cap. The cap timer will be reset.

Perhaps have it linked to the new Interlink facilities. You must control an Interlink facility to be able to deploy an LRM, or control of an Interlink provides a reduction in cap time.

Is this what you're referring to ITT as a Router?

OctavianAXFive
2013-07-07, 01:40 AM
I’d rather see a new vehicle.

The Sunderer is already a really versatile support vehicle. I’d rather not add a ton of new features to just this one vehicle. It’s possibly the most boring looking vehicle in the game. I have some suggestions as to what can be added to it but I’d rather see more time and energy put into new vehicles, either NS or ES. The Sunderer is a battle bus but it’s not really a combat vehicle. I don’t want to really make it one by adding a ton of fancy new weapons. Instead I’d prefer if they keep the emphasis on support roles.

Some things I would like to see a vehicle (not necessarily the Sunderer) be able to do.

Utility Slot Ideas:

Deployable Gravity Lifts: One for up and one for down. Certification increases height. A benefit of this upgrade would be that the designers could close off some of the base walls, forcing players to deploy a siege vehicle.

Man Cannon: Deploys man cannons that will launch allies over base walls without fall damage. This is a popular idea but mine comes with a caveat. Base defenses are too porous as it is and giving outfits the power to max crash over a wall and right onto a generator just seems unfair. The vehicle will deploy two cannons that have very limited distance at fist and grow conservatively with certs. Additionally, there is a small delay built into the manapult; meaning you can only fire one person every 5,4,3,2 seconds.

Jammer: Creates a no-deploy radius for enemy spawn beacons and Sunderers.

ES Ideas:

TR:
Spread Propaganda: The TR is piping propaganda over the airwaves. In a temporary bout of confusion, all enemies of the TR become confused and find it hard to tell friend from foe. All empire colors turn to a faded grey. 3D spotting and minimap colors are all set to grey no matter the faction. This is done within a set radius of the vehicle piping out the "truth." TR players will still see enemies and allies as they normally would.

Alternative if that’s not viable:

PSA: The vehicle sends out a friendly PSA to all TR troops that failure is punishable by death. But since TR don't fail, that shouldn't be a problem...right? Any TR who die within the radius of the vehicle have a chance of being revived with 5% health and full shields.

VS:
AVSR (Advanced Vanu Shield Regenerator): Vanu within X radius receive a bonus to shield regeneration rate. I’m thinking -2.5 seconds. This would stack with the Advanced Shield Capacitor armor certification for a possible total -5 seconds to the shield regeneration time.

NC:
Get Up Close and Personal: Music is piped out into the NC ranks to get the troops fired up and ready for battle. NC troops move 10% faster in X radius of the vehicle (it would be rather large).

Alternative:
Rally Around the Flag: The sight of the NC banner gives strength and hope to the soldiers. NC troops receive an extra 125 HP while near the vehicle. (this radius would be relatively small as this is almost an extra max damage bullet from most guns and with nanoweave would make for some pretty meaty NC troops).

I’d like to see a more combat oriented APC added, or maybe some cool specialty siege vehicle. The Sunderer is a pretty versatile vehicle for what it does. Let’s see some more ES vehicles!

TheAadvark
2013-07-07, 03:26 AM
What I really want is better handling it still feels like driving a frigging beach ball

and a Nanite Tow Beam or Rope

WSNeo
2013-07-07, 03:28 AM
Is this what you're referring to ITT as a Router?

(This was in my initial post on this thread)

http://wiki.planetsidesyndicate.com/index.php?title=Router

bpostal
2013-07-07, 03:57 AM
An Electronic Warfare suite for the bang bus. Deployed it set's up an SOI to prevent enemy drop pods from landing inside the effected area.
Toss in some radar jamming that other's have suggested.
And I really, really, really like the router idea but I'm not sure it'd play out like I would hope.

AThreatToYou
2013-07-07, 04:50 AM
That sounds about right, a almost usless one for NC and awesome ones for the other guys. The only change would be that the NC one has a increased size but can't hold more people, perhaps make it so it DOES take more time to repair as well.

Almost useless? I don't think you understand the extent of "increased ram damage". I am talking ramming tanks for huge chunks of their HP and instagibbing Harassers who are silly enough to run into a sundy.

I mean, I'm NC... I try :(

WSNeo
2013-07-07, 09:59 AM
An Electronic Warfare suite for the bang bus. Deployed it set's up an SOI to prevent enemy drop pods from landing inside the effected area.
Toss in some radar jamming that other's have suggested.
And I really, really, really like the router idea but I'm not sure it'd play out like I would hope.

Both are really awesome ideas. I especially like the SOI idea to prevent enemies from drop podding (squad deploying for example) onto AMS sundies and instantly blowing them up (C4, mines) before anyone can stop him.

Klypto
2013-07-07, 09:48 PM
I noticed a number of people posted ideas similar to this, but these are my thoughts on it:


Electronic CounterMeasures (ECM) module.

Mounted on Sunderers, the large ECM module when deployed in close proximity can be used to disrupt enemy communications and logistics or be used as a passive (but imperfect) defensive field against a several types of AT/AA weapons.

Deployed S-ECM sunderers can easily be identified by the large coils exposed on it's mid section. Active coils generate a slight distortion effect around them (similar to the distortion caused by shields in spawn rooms or vehicle bays).

Minimum deploy radius of 100 meters

Generates a 3 Layered field:

Outermost layer

75 Meter radius - Max upgrade is 100m
Distorts the minimap and voice communications

Middle layer

50 Meter radius - Max upgrade is 75m
Disables Minimap and Voice Coms.
Disrupts nanite based abilities and utilities

Repair Guns overheat 4x as fast
Medic Guns are 4x slower
AMS is disabled
Nanite Regen is disabled
Cloaking drains 4x faster
Heavy Shields drain 4x faster
ES-Tank abilities are disabled
Squad Deploy is disabled
Squad Beacons are disabled


Inner layer

10 Meter radius - Max upgrade is 15m
Disables all nanite-based abilities and utilities
Terminals are disabled
Units within this area are hidden from radar
Base Turrets are disabled
Guidance systems are jammed.

Rockets and other guided projectiles will veer into random trajectories when entering the field. Although the trajectory may have been randomly changed, this does not guarantee that the projectile will not hit a nearby friendly unit or it's original target.




Obviously to prevent this from being OP or ruining the game experience it would need some tweaking.