NewSith
2013-07-21, 05:49 PM
So as it stands here's what Sunderer is:
Weapons:
Kobalt
Basilisk
Ranger
Walker
Bulldog
Fury
Utilities:
Gate Shield Diffuser
Smoke Screen
Proximity Radar
Fire Suppression System
S-AMS
Defense:
Blockade Armor
Proximity Repair
Proximity Ammo Dispenser
Auto-Repair
Stealth
Mine Guard
Naked Sunderer dies to 2 C4s + burnout or 2 AT mines.
As it stands right now, you can't really spec into anything. There are basically 2 sensible Sunderer configs - AMS+Mineguard and AMS+Ammo Dispenser.
I propose doing some changes that would increase the amount of the Sunderer loadouts:
First and foremost, a Sunderer should NEVER die to 2 AT mines, even without a mineguard. I'm saying that as both Sunderer babysitter AND an AT-mines wielding engineer. By this Mineguard is made a mustahve cert for a Sunderer. So make it just like with C4 - 2 mines take the sunderer to very low health (a bit less than C4 does if you are very eager for mines to be OP) so if there's an engi, he can save the sundy, but if not - bye bye Sundy.
Weapons:
Kobalt
Basilisk
Ranger
Halberd
Bulldog
Utilities:
Gate Shield Diffuser
S-AMS
Proximity Repair
Proximity Ammo Dispenser
Defense:
Blockade Armor
Auto-Repair
Fire Suppression System
Stealth
Mine Guard
Smoke Screen
Proximity Radar
And buff for the Proximity radar, for Christ's sake.
...but the point is - it's barely a roadmap-worthy feature.
Thoughts?
Sidenote: I'm not sure about the Auto-Repair, because if we keep it in Defense, it becomes a good AMS cert. If we move it to Utilities, there's gonna be a nice mix from Fire Suppression and Auto-Reps.
Weapons:
Kobalt
Basilisk
Ranger
Walker
Bulldog
Fury
Utilities:
Gate Shield Diffuser
Smoke Screen
Proximity Radar
Fire Suppression System
S-AMS
Defense:
Blockade Armor
Proximity Repair
Proximity Ammo Dispenser
Auto-Repair
Stealth
Mine Guard
Naked Sunderer dies to 2 C4s + burnout or 2 AT mines.
As it stands right now, you can't really spec into anything. There are basically 2 sensible Sunderer configs - AMS+Mineguard and AMS+Ammo Dispenser.
I propose doing some changes that would increase the amount of the Sunderer loadouts:
First and foremost, a Sunderer should NEVER die to 2 AT mines, even without a mineguard. I'm saying that as both Sunderer babysitter AND an AT-mines wielding engineer. By this Mineguard is made a mustahve cert for a Sunderer. So make it just like with C4 - 2 mines take the sunderer to very low health (a bit less than C4 does if you are very eager for mines to be OP) so if there's an engi, he can save the sundy, but if not - bye bye Sundy.
Weapons:
Kobalt
Basilisk
Ranger
Halberd
Bulldog
Utilities:
Gate Shield Diffuser
S-AMS
Proximity Repair
Proximity Ammo Dispenser
Defense:
Blockade Armor
Auto-Repair
Fire Suppression System
Stealth
Mine Guard
Smoke Screen
Proximity Radar
And buff for the Proximity radar, for Christ's sake.
...but the point is - it's barely a roadmap-worthy feature.
Thoughts?
Sidenote: I'm not sure about the Auto-Repair, because if we keep it in Defense, it becomes a good AMS cert. If we move it to Utilities, there's gonna be a nice mix from Fire Suppression and Auto-Reps.