EV Damage


(PixelTwitch) #1

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.


(rookie1) #2

Im not for any damage done to Ev by :Knife,Pistol,Flame and sniper riffle…sound too unrealistic


(PixelTwitch) #3

Fair enough, they do already do damage though…


#4

[QUOTE=PixelTwitch;509444]I think a start would be to add a Critical spot at the back of the EV.
[/QUOTE]

Yes please.

In situations where you as enemy has control of the EV, map-area wise (you dominate the area) it then becomes frustrating to not be able to damage it (so it cant move), even though haveing full control over the area.

I suggest also a critical spot, maybe a very small spot from behind, so enemies have chance to kill you when you are on the back (their/enemies side).

I have tried shooting all my bullets (2 mags)
I have tried standing next to an ammocrate-station, shooting 4-6 mags. Its basicly useless to shoot with bullets. It takes so much time, that you just bring attention to your self. Maybe if the whole team shot at it, it would damage quicker, but, nobody… nobody is willing to waste their bullets on the EV. I’ve stopped doing it too. Without bullets you are useless, and enemies just access more grounds faster when you are dead.


(rookie1) #5

What I would like is the critical to be under in the center or the EV
And with a remote c4 ,remotly detonate as the EV pass on it ,if good timing =superior damage/nice animation explosion with EV lifting from ground few inches
with a cool sound effect :slight_smile:
Could be more challenging as the layed c4 could be destroy by other team before EV pass on it and timming/and Merc need to stay alive for the Button push


(INF3RN0) #6

I like the idea of having a 2x damage multiplier on the back of the EV for weapons/non-airstrikes. Also just to drop my idea for reworking the entire EV obj again…

(1) EV moves automatically
(2) EV runs on Fuel
(3) Fuel can be obtained from 2-3 locations per section, obtainable amounts varying by difficulty of location capture
(4) EV speed is dependent on current fuel % (1x>20%, 2x>40%, 3x>60%, 4x>80%)
(5) EV hull can be damaged, and leaks fuel at an increasing rate when below max hull integrity
(6) EV can be modified by different mercs via obj tool (Maybe… engineers= extra frontal hull armor, soldier= longer MG c/d or higher MG damage, recon= sensor antenna, FOPS= increased EV speed, Medic= EV acts like Aura’s healing station (does not effect MG user), etc), modifications remain until destroyed or expired and only one may exist at a time.
(7) Pixel’s idea of bonus damage in da rear


(meat) #7

Bullets actually do damage. Just depends which gun you use. After I am done unloading all my grenades using Nader I pump bullets into the EV. It does about 5 percent damage per clip. I am guessing the other soldiers heavy machine guns do about the same amount of damage.

I think making all guns have more damage even to a specific area behind the back
Of the EV will add to the already sense of class less objectives, why bother playing a a heavy soldier when a medic can still do significant damage to the EV.

I am not a fan of every class being able to do all objectives. I think this is going in the same direction. Leave it to the heavies and FOPs to take down the EV.


(titan) #8

Critical spot on back of ev is a nice idea


(montheponies) #9

Or remove the EV altogether - terrible mechanic used to prop up poor map and objective structure. So layering more elements on top reminds me of the phrase ‘polishing a turd’. :wink:


#10

Would be awesome if shooting EV from behind would make it leak fuel, and then shooting the fuel on ground would make it and the ground burn. haha. This would also hurt anyone trying to repair the EV while its burning. Next class: Firefighters :stuck_out_tongue: or next perk for engi: Flameresistant clothes