Arcalane
12-01-2006, 02:10 PM
I mentioned in my gunships thread that I was considering modifying the vehicles to match their physical appearances a little more. These are just intended changes, mind you;
L-5 Riesig
Rocket Launch Capability 4 -> 16
Rocket Ammunition 80 -> 32 (16 loaded, spare reload)
Rocket Damage Nerf (Moderate/Heavy (1-166->60-83))
Rocket Alterations: Can maintain fully automatic fire until magazine runs dry. Slow reload.
Rocket ROF Increase
Chaingun Ammunition = 1000 + spare reload (total 2000)
Chaingun ROF Increase
Chaingun Damage Decrease
Chaingun COF Increase
Chaingun will not damage armour, but is very effective against infantry due to high rate of fire. Shots are a lot less damaging, however, and are less accurate. Good at suppression! The Riesig will deplete it's ammunition rapidly during prolonged firing, so caution is advised.
The overall effect is to make the Riesig dominate infantry. Some may say the battlewalkers do this well enough as it is. Well, this may be true. But it never hurts to make them dominate a little more. The Riesig, however, lacks the punch vs armoured vehicles of it's cousin, the Bogatyr, but makes up through sheer missile volley firepower. Capable of dispensing up to 16 rockets in a single barrage, this fire will cause all but the most sturdy of foes to meet their makers.
T-39 Bogatyr
Rocket Launch Capability 4 -> 8
Rocket Ammunition ? -> 24 (8 loaded, 2 spare reloads)
Rocket Damage Nerf (Light (1-166->100-122))
Rocket Alterations: Can maintain fully automatic fire until magazine runs dry. Slow reload.
Autocannon Ammunition = 200 + 2 spare reloads (total 600)
Autocannon ROF Decrease
Autocannon COF Decrease
Autocannon Armour Penetration (Possible, Untested)
Autocannon will do minor damage to armour, allowing the Bogatyr to 'chew' through enemy armour - eventually. The lowered rate of fire means it is less effective against enemy infantry swarms, but can still keep them suppressed, and it's guns can quickly kill off any within it's sights. The main problem is the somewhat more limited ammunition than the Riesig.
The Bogatyr is more suited to combat with other vehicles, compared to the Riesig, as it's Pulse/Autocannon rounds are capable of penetrating enemy armour and slowly shredding them apart. However, it's rockets are much more effecient for this task. The Bogatyr is no longer as effective against infantry, however.
Both Battlewalkers
Overheat time increase on CG/AC/AAMG
AA EMP Missiles -> AA HE Missiles
AA Missile Lock-On Range Reduction (600->450)
Unfortunately the modifications to both battlewalkers came at a high cost - the EMP warheads were no longer viable munitions, and had to be scrapped in favour of a more powerful explosive warhead. This has the added benefit of being able to directly damage enemy aircraft in combination with the AAMG, but the missiles are now susceptible to Active Countermeasures.
A-8 Tiger
ROF Increase
Damage Increase
Armour Increase
As if the Tiger wasn't tough enough, now it's even tougher. Enhancements in the railcannon's loading mechanism has also allowed it to fire faster whilst firing larger shells. The Tiger is big, slow and angry. It is not a vehicle you want to meet in a direct firefight.
T-32 Nekomata
ROF Increase
Speed/Maneuverability Increase
Armour Decrease
Damage Decrease
The Nekomata is no longer a straight match for the Tiger. In a face-to-face fight, the Tiger will win - and the Nekomata will rely on it's enhanced speed and maneuverability over the Tiger to win the day. This will no doubt frustrate those who expect to be able to go toe-to-toe with the Tiger, but it is obvious from the `mata's design that it was meant to be handled like a hybrid tank/`copter. Unfortunately the increase in maneuverability and speed also meant the Nekomata now has to use smaller ammunition - although it can fire these shots faster than it could before.
All APCs
MG overheat time increase.
Armour Increase
EMP Refire Increase (fires slower)
Gunships/Dropships
Afterburners for Gunships
Hopefully tweaks to maneuvering and how they fly, especially to make them both easier to land.
AA Turrets
AAPG -> AAHMG
Missile Lock-on Range Decrease (600 -> 450)
Cooling Rate Boost
Shot Velocity Increase (180 -> 300)
Fire Angle Increase (Vertical)
After several conflicts, engineers from both factions came to one conclusion; the rate of fire and poor long-range accuracy of the AA turrets and their pulse guns would have to be lost. Instead, they determined the guns should be replaced with much more efficient anti-aircraft high-caliber machineguns, which lacked the arcing effect of the pulseguns and were thus more effective at actually shooting down aircraft without the gunner having to make adjustments to account for range. They also adjusted the aiming angles to make it possible to hit targets on lower ground - making the guns a dual-role weapon capable of targeting infantry and aircraft.
Ground Turrets
ROF Increase
ROT Increase
Commanders and Engineers had, after only a few battles, realised the major flaws with the airdropped and emplaced defense guns. Many were in inconvienent positions, and even when properly utilised, their poor rate of turn and rate of fire meant they were of limited effectiveness. Both factions almost immediately put into action their plan to increase the use of these turrets by upgrading the rotational motors, the ammunition used, and the minireactor used to power the main gun.
~~
I may alter weaponry too, but we'll see. ;)
CHANGES IN ITALICS HAVE BEEN IMPLEMENTED!
L-5 Riesig
Rocket Launch Capability 4 -> 16
Rocket Ammunition 80 -> 32 (16 loaded, spare reload)
Rocket Damage Nerf (Moderate/Heavy (1-166->60-83))
Rocket Alterations: Can maintain fully automatic fire until magazine runs dry. Slow reload.
Rocket ROF Increase
Chaingun Ammunition = 1000 + spare reload (total 2000)
Chaingun ROF Increase
Chaingun Damage Decrease
Chaingun COF Increase
Chaingun will not damage armour, but is very effective against infantry due to high rate of fire. Shots are a lot less damaging, however, and are less accurate. Good at suppression! The Riesig will deplete it's ammunition rapidly during prolonged firing, so caution is advised.
The overall effect is to make the Riesig dominate infantry. Some may say the battlewalkers do this well enough as it is. Well, this may be true. But it never hurts to make them dominate a little more. The Riesig, however, lacks the punch vs armoured vehicles of it's cousin, the Bogatyr, but makes up through sheer missile volley firepower. Capable of dispensing up to 16 rockets in a single barrage, this fire will cause all but the most sturdy of foes to meet their makers.
T-39 Bogatyr
Rocket Launch Capability 4 -> 8
Rocket Ammunition ? -> 24 (8 loaded, 2 spare reloads)
Rocket Damage Nerf (Light (1-166->100-122))
Rocket Alterations: Can maintain fully automatic fire until magazine runs dry. Slow reload.
Autocannon Ammunition = 200 + 2 spare reloads (total 600)
Autocannon ROF Decrease
Autocannon COF Decrease
Autocannon Armour Penetration (Possible, Untested)
Autocannon will do minor damage to armour, allowing the Bogatyr to 'chew' through enemy armour - eventually. The lowered rate of fire means it is less effective against enemy infantry swarms, but can still keep them suppressed, and it's guns can quickly kill off any within it's sights. The main problem is the somewhat more limited ammunition than the Riesig.
The Bogatyr is more suited to combat with other vehicles, compared to the Riesig, as it's Pulse/Autocannon rounds are capable of penetrating enemy armour and slowly shredding them apart. However, it's rockets are much more effecient for this task. The Bogatyr is no longer as effective against infantry, however.
Both Battlewalkers
Overheat time increase on CG/AC/AAMG
AA EMP Missiles -> AA HE Missiles
AA Missile Lock-On Range Reduction (600->450)
Unfortunately the modifications to both battlewalkers came at a high cost - the EMP warheads were no longer viable munitions, and had to be scrapped in favour of a more powerful explosive warhead. This has the added benefit of being able to directly damage enemy aircraft in combination with the AAMG, but the missiles are now susceptible to Active Countermeasures.
A-8 Tiger
ROF Increase
Damage Increase
Armour Increase
As if the Tiger wasn't tough enough, now it's even tougher. Enhancements in the railcannon's loading mechanism has also allowed it to fire faster whilst firing larger shells. The Tiger is big, slow and angry. It is not a vehicle you want to meet in a direct firefight.
T-32 Nekomata
ROF Increase
Speed/Maneuverability Increase
Armour Decrease
Damage Decrease
The Nekomata is no longer a straight match for the Tiger. In a face-to-face fight, the Tiger will win - and the Nekomata will rely on it's enhanced speed and maneuverability over the Tiger to win the day. This will no doubt frustrate those who expect to be able to go toe-to-toe with the Tiger, but it is obvious from the `mata's design that it was meant to be handled like a hybrid tank/`copter. Unfortunately the increase in maneuverability and speed also meant the Nekomata now has to use smaller ammunition - although it can fire these shots faster than it could before.
All APCs
MG overheat time increase.
Armour Increase
EMP Refire Increase (fires slower)
Gunships/Dropships
Afterburners for Gunships
Hopefully tweaks to maneuvering and how they fly, especially to make them both easier to land.
AA Turrets
AAPG -> AAHMG
Missile Lock-on Range Decrease (600 -> 450)
Cooling Rate Boost
Shot Velocity Increase (180 -> 300)
Fire Angle Increase (Vertical)
After several conflicts, engineers from both factions came to one conclusion; the rate of fire and poor long-range accuracy of the AA turrets and their pulse guns would have to be lost. Instead, they determined the guns should be replaced with much more efficient anti-aircraft high-caliber machineguns, which lacked the arcing effect of the pulseguns and were thus more effective at actually shooting down aircraft without the gunner having to make adjustments to account for range. They also adjusted the aiming angles to make it possible to hit targets on lower ground - making the guns a dual-role weapon capable of targeting infantry and aircraft.
Ground Turrets
ROF Increase
ROT Increase
Commanders and Engineers had, after only a few battles, realised the major flaws with the airdropped and emplaced defense guns. Many were in inconvienent positions, and even when properly utilised, their poor rate of turn and rate of fire meant they were of limited effectiveness. Both factions almost immediately put into action their plan to increase the use of these turrets by upgrading the rotational motors, the ammunition used, and the minireactor used to power the main gun.
~~
I may alter weaponry too, but we'll see. ;)
CHANGES IN ITALICS HAVE BEEN IMPLEMENTED!