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Terminators And Equivalents Dicussion (suggestions Only)

Discussion in 'General Discussion' started by Phelan_Stonewolf, May 27, 2015.

  1. I remember how in Planetside 1 small arms could do damage to tanks. But it was taken out of Planetside 2 probably because it just makes tanks weak to everything. Tanks are supposed to be heavily armoured fighting vehicles invulnerable to small arms, kill the crew with small arms [dump a grenade down the hatch maybe?], maybe even disable some of their components like optics but destroying them would be out of the question.
  2. Yvaelle Yvaelle Curator

    I mean you say that - but I'm suggesting that if a tank is at 1% health and surrounded by Space Marines firing explosive rounds at it - it's going to crumble after a minute of sustained fire. I get the issue that you don't want tanks to be weak to everything, nor do I, but it's equally goofy when a tank is driving around on 1% health and nobody can kill it without respawning with a Lascannon.
  3. Rikamar Rikamar Well-Known Member

    ---Off Topic----
    I get what you're saying but 1% health could also mean the vehicle is past a certain threshold of damage resulting in it being on fire taking damage over time until it explodes or is repaired enough.
  4. I suppose that is a reasonable mechanic that could be brought in but its still possible for a 99% damaged tank to act as a armoured bunker of sorts and not able to be destroyed by small arms. A 99% damaged tank could just not be a threat, disabled tracks, guns and optics for instance, or if it reaches low enough damage it just sets on fire that unrepaired destroys it eventually ala PS2.
  5. Chono Member

    Sorry if this idea has already been discussed but for things like dreadnoughts, wraith lords ect. why not make them npc supports that can be deployed to the battlefield to aid a squad. This could also be applicable to certain artillery units.

    If not they should be treated as vehicles rather than a class.
  6. Kilrane Kilrane Moderator

    NPCs would mean designing AI and the terribleness that follows from that. A lesson learned from WAR is that, while a cool idea, AI in a PvP area in an MMO is not the best way to play.
    Bladerunner777 likes this.
  7. im relatively new around here but this topic got me really excited!


    I would love to roll around as a terminator with stormshield+thunder hammer and a cyclone missile launcher. The missiles would be a nice vehicle counter and possibly act as artillery for protection from snipers, smoke rounds would also be useful;

    [​IMG]

    Some Grey Knight Terminators

    [​IMG]


    Also, would love to see librarian/chaplain terminators. I also feel like some consideration should be given to a servitor or tech-priest engineer TEQ which specializes in vehicle repairs i.e.;

    [​IMG]
  8. Jawc Recruit

    Well, the Steve Jackson role playing games actually explained this quite well with the SDC/MDC rules. 100 SDC (structural damage capacity) equated to a single MDC (Mega damage capacity), while an MD weapon dealt 100 SD. However, an SD weapon was incapable of damaging an MDC structure or creature. They explained it like this- if you have a hand gun and shoot at an M1 Abrams, you could sit there for 100 years, plinking away with your handgun at the tank. You will never do anything more than scratch the paint, since the handgun lacks the force required to appreciably affect the structure.

    Now, while Space Marines are using explosive bolts, remember that a. The tanks have similarly space aged super armor and b. an uncontrolled explosion isn't the best way to defeat an armored vehicle; you need a shaped charged. For these reasons, I can totally see why a standard bolter can't hurt a rhino even at 1%- the whole point behind an APC is that it makes the riders immune to small arms fire.
  9. Jawc Recruit

    For terminators- I think they should feature very heavy armor (not quite like a vehicle but close, you should be able to whittle them down); maybe make their movement speed only a little slower than unarmored marines, but take away the ability to roll.

    Instead of rolling- they get an energy shield that deflects/blocks incoming damage- this would require some skill, and would deplete their energy in a way similar to rolling. In the lore and tabletop, space marine terminators have energy fields built into their armor, so this would reflect the lore and give them a defense from more mobile attacks. I would also make climbing over barricades VERY slow or not possible for them.

    Loadouts would be devastator (assault cannon/reaper auto cannon, heavy plasma, heavy flamer, or cyclone missle launcher), tactical (storm bolter with power fist, chain first, or power sword), or assault (stomr shield/thunder hammer or double lighting claws).

    Tactically, terminators should be VERY good at taking or holding positions that are heavily built up- inside buidings, down long corridors, etc., while they are kinda garbage in an open field. Built up areas benefit them since it provides foes less room to maneuver and make it hard to outflank the terminators.
  10. Bladerunner Bladerunner777 Well-Known Member

    Not only tactically, also economically. They will probably cost so much that everybody will be scared of losing them too fast. In order to play with them as long as possible players will most likely stick to well guarded, indoor areas with quick access to supply crates.
    Jawc likes this.

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