So obviously lots of things need to be taken into consideration here…
Personally I want to see more viable ways of doing damage to the EV outside of air strikes.
I think a start would be to add a Critical spot at the back of the EV.
This would be mainly used for small arms fire, knifes and nades.
The critical area would be around the same increase as the HS multiplier.
Here are some numbers that seem to make sense…
[ul]
[li]Small Arms Fire (All Bullet/Pellet Weapons) - 1% per 100hp
[/li][li]Small Arms Fire (All Bullet/Pellet Weapons) [Critical Hit] - x2
[/li][li]Knife (All Melee Weapons inc Bat) - 1% per HEAVY SWING
[/li][li]Kinife (All Melee Weapons inc Bat) [Critical Hit] - 3% per HEAVY SWING
[/li][li]Proxy Landmine - 12.5% each
[/li][li]Fletcher Sticky Nade - 10% each
[/li][li]Nader Nade Launcher - 5% each
[/li][li]Nader Nade Launcher [Critical Hit] - 8.5% each
[/li][li]Stoker Molotov - 0.8% per second each flame.
[/li][li]Fagger Nade - 7.5% each
[/li][li]Fragger nade [Critical Hit] - 12.5%
[/li][li]Skyhammer Airstrike
[/li][li]Arty Artilery Strike - 25% each
[/li][li]Kira Orbital Laser - 6% per second
[/li][li]Bushwhacker Turret (Concept) - 1% per second
[/li][li]Vasseli Sniper - 2.5% per shot
[/li][li]Vasseli Sniper [Critical Hit] - 4%
[/li][li]
[/li][/ul]
It is also important to note with these values I would also like to see tests into the EV speed being dependent on EV HP but the EV cannot be “disabled”, I would also like to see EV being able to be repaired while not disabled.


or next perk for engi: Flameresistant clothes