What does this suggestion change/add/remove:
Enables energy weapons sold by MC&D (Hailstorm, X-Eon, Sanctum, Freedom, Volk, Triple Take) to deal minor damage to armored vehicles (Or potentially all energy weapons, at risk of faction imbalance.)
Has something similar been suggested before? If so, why is your suggestion different?:
Not at least since June 2026, beyond which I have not checked.
Possible Positives of the suggestion (At least 2):
- Helps to mitigate "surface dominance" situations (see notes below.)
- Enables new tactics in combatting armored vehicles
- Encourages more buying from MC&D (Moves server economy along, very slight potential for sales related RP, makes XK more appealing to non-VIP)
Possible Negatives of the suggestion:
- Disrupts current anti-armor balance
- Encourages use of energy weapons on surface, may cause infobreaches or disrupt surface combat at large
- (Maybe) causes nightmares for devs trying to get the guns to play nice with LVS?
Based on the Positives & Negatives, why should this suggestion be accepted:
As it stands, the only way to combat armored vehicles is either A: Use another armored vehicle (Requires either a VIP to pull, or calling a warfund drop) or B: Use Rockets, sticky grenades, and SLAMs (AA weapon not available to everyone and notoriously tricky to use effectively). Due to this, a "surface dominance" situation can occur where one faction deploys an armored vehicle, uses it to take over surface, and the other factions don't have access to any of the means needed to combat it, and are essentially forced off of surface.
MC&D weapons are, for the price, somewhat lackluster in use, only acting as moderately higher damage versions of comparable weapon classes (the X-eon is a notable exception with it's ability to bypass armor), and the debatably useful trait of leaving no corpses. With the exception of the snipers, and maybe the hailstorm for Jr. Cl4, a decent perma does nearly the same job for far less risk, and potentially less cost over the long run.
Allowing the MC&D energy weapons to damage armored vehicles by a small amount gives a new and interesting trait to the arsenal, and provides the opportunity to invent new and interesting tactics to fight armored vehicles that, most importantly, are available to all three factions, and already partially balanced by the inherent cost and risk of using these weapons on surface, near an armored vehicle.
Enables energy weapons sold by MC&D (Hailstorm, X-Eon, Sanctum, Freedom, Volk, Triple Take) to deal minor damage to armored vehicles (Or potentially all energy weapons, at risk of faction imbalance.)
Has something similar been suggested before? If so, why is your suggestion different?:
Not at least since June 2026, beyond which I have not checked.
Possible Positives of the suggestion (At least 2):
- Helps to mitigate "surface dominance" situations (see notes below.)
- Enables new tactics in combatting armored vehicles
- Encourages more buying from MC&D (Moves server economy along, very slight potential for sales related RP, makes XK more appealing to non-VIP)
Possible Negatives of the suggestion:
- Disrupts current anti-armor balance
- Encourages use of energy weapons on surface, may cause infobreaches or disrupt surface combat at large
- (Maybe) causes nightmares for devs trying to get the guns to play nice with LVS?
Based on the Positives & Negatives, why should this suggestion be accepted:
As it stands, the only way to combat armored vehicles is either A: Use another armored vehicle (Requires either a VIP to pull, or calling a warfund drop) or B: Use Rockets, sticky grenades, and SLAMs (AA weapon not available to everyone and notoriously tricky to use effectively). Due to this, a "surface dominance" situation can occur where one faction deploys an armored vehicle, uses it to take over surface, and the other factions don't have access to any of the means needed to combat it, and are essentially forced off of surface.
MC&D weapons are, for the price, somewhat lackluster in use, only acting as moderately higher damage versions of comparable weapon classes (the X-eon is a notable exception with it's ability to bypass armor), and the debatably useful trait of leaving no corpses. With the exception of the snipers, and maybe the hailstorm for Jr. Cl4, a decent perma does nearly the same job for far less risk, and potentially less cost over the long run.
Allowing the MC&D energy weapons to damage armored vehicles by a small amount gives a new and interesting trait to the arsenal, and provides the opportunity to invent new and interesting tactics to fight armored vehicles that, most importantly, are available to all three factions, and already partially balanced by the inherent cost and risk of using these weapons on surface, near an armored vehicle.