#GOLANX's Plasma (Siege) Tank Ideas

1 messages · Page 1 of 1 (latest)

proven zealot
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It's no Secret the Siege tank sees little use in the more Advanced Matches, and is currently underwhelming for its position in the Tech tree, and requiring its own factory, the Fact that this Unit could use to be better is well known. The Current Role of the Siege tank isn't really on the table for changing, it's weakness to swarming and inability to fight aircraft is intentional while it is meant to Reign supreme in Vehicle and Structure Destruction.

Important note the Current Siege tank will be renamed the Plasma Tank and will be Made exclusive to Sol when Centauri are added, who will get their own Siege tank Resembling the Command and Conquer Mammoth tank. Keep in mind this is a list of Potential Buffs adding all would not be Recommended

Combat Buffs:

Increased Deflection, making the Siege tank the god of deflection I think would work well to improve it's survivability allowing it's firepower to shine. In a Head on Confrontation Rail tanks should have serious Issues combating the Siege Tank's Deflection, this will increase the need to counter using flanking, aircraft and Particularly for Aliens closing the Gap and using Melee. Keep in mind these weaknesses are meant to be covered for by supporting units, the Siege tank is not a do all Vehicle.

Fire Patch, simple enough the shot of the Plasma Tank landing would cause a fire Patch from superheated gasses that will damage any unit walking on the spot, this lasting damage will increase it's performance vs structures while giving the Siege tank the Ability of Area Denial.

Indirect Fire, adding gravity to the Plasma Ball could allow players to use it as indirect fire potentially hitting enemies hidden over Cliffs and Sand Dunes. This comes with costs that would be more of a sidegrade, and requires supporting UI work.

A Charge up Mechanic, allowing the player to charge the Plasma Ball may be a simple way to improve his range and Damage while Lowering the Rate of fire.

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Plasma Ball Damaging AOE, while the majority of the damage would come from the Projectile Landing having the ball of Superheated Gas damage everything around it without neccesarily detonating is an obvious Logical step. However this buff would help make up for its weaknesses to Swarm and Aircraft, so for Balance Reasons it isn't necessarily a great idea.

Proximity Detonation, the Ability to Detonate on Proximity to enemies may help pilot performance as near misses would be turned into hits, even intentionally firing over the enemy's head would cause a Hit making it easier to hit enemies in Cover.

Firey death, the Plasma Tank would explode on death damaging everything in a large area.

Support Buffs:

The fact that the Plasma Tank isn't meant to operate solo can be Exploited.

Dome Shield, the Plasma Tank would generate a fairly small dome shield around it allowing it to protect friendly troops and tanks under its cover while still being vulnerable to enemies that get close.

Ammunition Recharger, The Plasma Tank would increase the recharge rate of nearby Tanks Ammunition preventing them from running out, it way also improve reload speed for light vehicles and infantry.

Cloaking Field, the Plasma Tank itself would not be cloaked, but nearby Allies Would, this has the Practical effect of being a Taunt, allowing the Tankier Plasma Tank to take hits that might have been used on squishier allies.

gaunt jungle
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sieges get used a lot in advanced hvh matches as far as i have seen

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it is the only way to really break through the railgun tank standoffs

proven zealot
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I haven't seen them there that much but maybe that's just me.

grizzled beacon
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What the heck, first disposition is just outright false. I think you just need more games with skilled human coms

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Currently siege tanks cost almost as much as 1 rail tank. I think there's only 500 price difference

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Siege tank fulfills a really good niche in the human tech tree. Lots of health, can take out harvs in just a few shots, cost effective against railtanks at the moment. It lacks AA which is good. It's a unit that requires support from other units to be 100% effective

proven zealot
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hadnt seen them used in a long time

rugged shale
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It was slow moving, hard to kill, and pretty powerful. Sol couldnt find a way to respond beyond sending hover bikes at them

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And a few hours before that I played a Human vs Human match against my brother. Pretty good time. Both of us heavily relied on Siege Tanks.

I also like to use Siege tanks to break enemy fortifications/turret lines. They tank a lot of damage so that is nice.

I still think the greatest counter to the Siege will remain Rocket Launchers and Aircraft and Swarms

proven zealot
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I was there, after I made this post.

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Still not as used in HVA

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A lot of these ideas can be left on the backburner as upgrades.

rugged shale
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A lot of the ideas I dont mind, but all of them at once is a bit much imo. I would give Siege Tank customizations and let some upgrades be chosen and others not, therefore making players plan what EXACTLY they want to use the tank fr

proven zealot
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Well I did say as much

rugged shale
# proven zealot Still not as used in HVA

I actually use Siege in Human vs Alien to break through Hive Spire defenses.

Well, when I survive long enough and am strong enough to launch an assault, which is not common. Im not a great COM

proven zealot
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Wanted to give dram a lot of Ideas for him to pick the Ideas he likes.

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Haven't commed in a long time tbh

grizzled beacon
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The reason why you don't see that many siege tanks in hva is low AOE damage

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  • slow movement and needs support from other units

It's also basically overkill while having basically the slowest projectile and slowest movement speed. When the biggest advantage is the speed from aircrafts

placid walrus
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a single siege tank with a few aa trucks and a couple fighters is basically unstoppable if played right you out range everything and whatever gets thrown at you gets murked

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only real counter is gurilla warfare which takes alot of time and energy all the while losing ground on the front

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so sure you may stop them but the front is 3/4 of the way towards your base

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with whatever units behind them preparing for assault