This is a very simple thought , Allowing tanks to either carry an machine gun or a grenade launcher instead of only the Machineguns The effect would be small but it would allow tanks to attack indirect at closer encounters or to shortly deny regions for cautionious(?) infantry which does not dare to enter a area covered with a couple grenades which could explode anytime, instead of simply laying down a coverfire with the chaingun to keep them in check I do not see actually anything against this
Grenades are effective against buildings. I see the current system as a balance against tanks that just destroy bases.
ye but ugl needs alot more spaces then a tank has mg slots at themoment, so apc can solely use those monster (and yeh tey are taknooks o0)
Time to do 2000 damage: Code: [B][color="#FECB7E"]Std. Canon... hits= 50 cycleTime= 1.4 reloads= 1 totalTime=68,20 [/COLOR] [color="#FFE283"]IMP Std Canon hits= 40 cycleTime= 1.4 reloads= 1 totalTime=54,20 [/COLOR] [color="#DCE182"]Ranged Canon. hits= 22 cycleTime= 2.0 reloads= 0 totalTime=42,00 [/COLOR] [color="#FFE583"]HE Canon..... hits= 22 cycleTime= 2.5 reloads= 0 totalTime=52,50 [/COLOR] [color="#E7E482"]Plasma Canon. hits= 23 cycleTime= 2.0 reloads= 0 totalTime=44,00 [/COLOR] [color="#A0CF7E"]Rail Gun..... hits= 40 cycleTime= 0.8 reloads= 0 totalTime=31,20 [/COLOR] [color="#F8696B"]HE MG........ hits=134 cycleTime= 0.5 reloads= 4 totalTime=128,50[/COLOR] [color="#FFE082"]DU MG........ hits=250 cycleTime= 0.2 reloads= 1 totalTime=55,60 [/COLOR] [color="#E5E382"]DU HMG....... hits=200 cycleTime=0.18 reloads= 1 totalTime=43,64 [/COLOR] [color="#FDB77A"]Standard ML.. hits= 50 cycleTime= 1.2 reloads=12 totalTime=80,40 [/COLOR] [color="#C1D980"]Upgraded ML.. hits= 27 cycleTime= 1.0 reloads= 4 totalTime=37,20 [/COLOR] [color="#DCE182"]Salvo ML..... hits= 58 cycleTime= 0.0 reloads=14 totalTime=42,00 [/COLOR] [color="#FCA577"]HIT Missile.. hits= 10 cycleTime=10.0 reloads= 1 totalTime=92,00 [/COLOR] [color="#DCE182"]Guided ML.... hits= 29 cycleTime= 1.0 reloads= 7 totalTime=42,00 [/COLOR] [color="#FED881"]Upg.Guided ML hits= 27 cycleTime= 1.5 reloads= 6 totalTime=60,00 [/COLOR] [color="#FDB87B"]Homing....... hits= 29 cycleTime= 2.0 reloads= 4 totalTime=80,00 [/COLOR] [color="#FCAD78"]Upg. Homing.. hits= 24 cycleTime= 3.0 reloads= 3 totalTime=87,00 [/COLOR] [color="#FED881"]Salvo Homing. hits= 50 cycleTime= 0.0 reloads=12 totalTime=60,00 [/COLOR] [color="#63BE7B"]Small Arty... hits= 18 cycleTime= 1.0 reloads= 1 totalTime=20,00 [/COLOR] [color="#83C77C"]Medium Arty.. hits= 15 cycleTime= 1.6 reloads= 1 totalTime=25,80 [/COLOR] [color="#94CC7D"]HE Arty...... hits= 13 cycleTime= 2.0 reloads= 1 totalTime=29,00 [/COLOR] [color="#B5D57F"]Ranged Arty.. hits= 17 cycleTime= 2.0 reloads= 1 totalTime=35,00 [/COLOR] [color="#FB9E76"]GL........... hits= 26 cycleTime= 3.0 reloads= 3 totalTime=96,00 [/COLOR] [color="#C3D980"]UGL.......... hits= 19 cycleTime= 1.5 reloads= 1 totalTime=37,50 [/COLOR][/B] When I look on the damage values, I think that for example 2xRAIL+UGL would kill buildings too fast. Such an heavy tank would have not much armor, but it would kill barracks in about 10 seconds. Not enough time to kill spawn backwards. But I can imagine to have them on medium tanks. With this the medium tanks will maybe reach more tactical importance.
I'm pretty sure two engies could take it down in a similar manner and time, though. I don't really care for this idea. Tanks kill buildings just fine as it is.
As would a rail heavy with a scout riding sabotage. 10 seconds to kill a rax becomes 5 seconds. Then add a salvo missile launcher on top of that... And UGL does what? Pfft.
When alone. As was already mentioned, we're pairing it up with twin railguns because of SIP's comment. The difference ends up being less than a second and half in that case. And the railguns alone, with a scout to sabotage, would be even faster.
What I was thinking; like an inverse seismic nade. But I think the whole idea is kind of unnecessary.