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Old 2013-06-02, 01:16 PM   [Ignore Me] #31
Rbstr
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Re: Increase Titan-150 AP velocity


Originally Posted by Baneblade View Post
Well I can only speak for myself, but I'm regularly in tank battles at those ranges.
Neat.

So why should we make you more powerful?
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Old 2013-06-02, 01:27 PM   [Ignore Me] #32
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Re: Increase Titan-150 AP velocity


I think all tanks should have higher velocity AP rounds.
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Old 2013-06-02, 05:23 PM   [Ignore Me] #33
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Re: Increase Titan-150 AP velocity


Originally Posted by Rbstr View Post
Neat.

So why should we make you more powerful?
Because lobbing shells that far is really irritating with the accuracy issues. It is the definition of a perpetual standoff.
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Old 2013-06-02, 06:04 PM   [Ignore Me] #34
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Re: Increase Titan-150 AP velocity


If people have something against AP tank rounds getting accelerated speed on their pojectiles, already including their increased anti-armor damage, we could protest for a new class of tank weaponry called "High Velocity Anti-Tank".

HVAT Cannons would have a dramatic velocity increase [here we're talking the 300-400+ms] at potential costs, but most cleanly I suggest the following:

- They are highly "armor piercing". Mechanically speaking, in PlanetSide 2, tanks have varying "armor modifiers". Other vehicles and infantry units have different modifiers. The main way-how the HVAT Cannons would deal damage is ignore most of a vehicles armor.

- They have a low base damage. Since they have a high armor-piercing rating, they don't have to have a high damage rating to be useful against tanks. That way, they won't be any stronger at killing ESF due to dealing less damage, period. This also makes them less useful against non-tank units: Sunderer, Harasser. They also wouldn't gain much from hitting the rear of the tank.

- Reload times and especially max ammunition count can be looked at on the per-case basis for HVAT guns.

High velocity anti-tank guns would be what they say on the tin: Specialized high-velocity projectiles for damaging enemy tanks at range.

Normal armor-piercing rounds would be more useful against sunderers and harassers, and gain more from the locational damage system.

Last edited by AThreatToYou; 2013-06-02 at 06:07 PM.
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Old 2013-06-26, 11:46 AM   [Ignore Me] #35
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Re: Increase Titan-150 AP velocity


Still very much needed change. Even engaging Harassers in close quarters is problematic at times. Allow us to cert velocity upgrades in lieu of reload or mag capacity maybe?
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Old 2013-06-26, 07:17 PM   [Ignore Me] #36
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Re: Increase Titan-150 AP velocity


Originally Posted by Baneblade View Post
Still very much needed change. Even engaging Harassers in close quarters is problematic at times. Allow us to cert velocity upgrades in lieu of reload or mag capacity maybe?
I like the way you think Baneblade. That's not only a great idea but it should also be easy to implement.
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Old 2013-06-27, 08:40 AM   [Ignore Me] #37
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Re: Increase Titan-150 AP velocity


Yeah, if there can't be a straight velocity buff, a cert might be the best course. Maybe 20 m/s per tier with 5 tiers?
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Old 2013-06-27, 10:09 AM   [Ignore Me] #38
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Re: Increase Titan-150 AP velocity


I use the Titan-150 AP on my Vanguard pretty much exclusively now. It doesn't need a buff. It's in a good position right now.

Only thing that needs a nerf is a harassers armor. It should not take 4 AP rounds to bring one down. Throw an engineer in the back and a harasser is pretty much unstoppable. My 2/2 vanguard gets bogged down by 2/3 harassers all of the time because somebody jumps in the back and repairs.
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