212th Changes For A Better Heavy Ordinance Regiment And Future (Fix 212th)

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Cobala123

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22 Nov 2024
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Ingame Name: Cobala
Ingame Rank: BG
SteamID: NO!​


Suggestion:

-Remove the ATTE from the Ghost Company Job


-Remove the AT-AP from ALL JOBS


-Remove the Tandem + Smoke rounds on the RPS From ALL JOBS


+ Make the HE round the default round at 800-1000 DMG with a slower reload



Reason:

We want to make 212th back to a more Heavy Ordinance Regiment at the FL as they are the other frontline regiment and most people at the moment know 212th as the "TANK REG" so this would help 212th stand out more at the FL with a better NPC Killing/Support weapon then just steam rolling the whole event with a tank after tank after tank.

Also at the moment the RPS is weak because the Average Npc's health around 900-1400 and the AAT default HP is 2700 so this would still make the RPS not ONE TAP a whole group of droids but weaken them enough so its a noticeable difference compared to now to finish them off.

Also smoke rounds are not allowed to be used and doesn't really have a function for 212th

Addons Needed: NONE​
 
Last edited:
This scares me with the state EEs are in, having it so multiple people have a weapon that can basically kill an EE without needing to be super accurate might make the issue worse.
 
Ingame Name: Cobala
Ingame Rank: BG
SteamID: NO!​


Suggestion:

-Remove the ATTE from the Ghost Company Job


-Remove the AT-AP from ALL JOBS


-Remove the Tandem + Smoke rounds on the RPS From ALL JOBS


+ Make the HE round the default round at 1000 DMG with a slower reload



Reason:

We want to make 212th back to a more Heavy Ordinance Regiment at the FL as they are the other frontline regiment and most people at the moment know 212th as the "TANK REG" so this would help 212th stand out more at the FL with a better NPC Killing/Support weapon then just steam rolling the whole event with a tank after tank after tank.

Also at the moment the RPS is weak because the Average Npc's health around 900-1400 and the AAT default HP is 2700 so this would still make the RPS not ONE TAP a whole group of droids but weaken them enough so its a noticeable difference compared to now to finish them off.

Also smoke rounds are not allowed to be used and doesn't really have a function for 212th

Addons Needed: NONE​
Rewind time
 
This scares me with the state EEs are in, having it so multiple people have a weapon that can basically kill an EE without needing to be super accurate might make the issue worse.
Please remember EE's are being reworked. Same could be said for 501st's Explosive Rounds icl
 
Ingame Name: Cobala
Ingame Rank: BG
SteamID: NO!​


Suggestion:


Also at the moment the RPS is weak because the Average Npc's health around 900-1400 and the AAT default HP is 2700 so this would still make the RPS not ONE TAP a whole group of droids but weaken them enough so its a noticeable difference compared to now to finish them off.

Addons Needed: NONE[/CENTER]

NPC health is no where near that high, I have mine on 3x normal and 5x for very tanky NPCs rarely, most staff use the same
B1s have
1x= 125hp
3x= 375hp
5x = 625
With 1 variant having 175 base


900-1400 dmg is immese overkill for NPCs
 
1000 damage will just result in staff upping the hp on droids more and it being shit for everyone else
 
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On behalf of the MVG Admin Team,

This suggestion has been Accepted.

The Damage will be 700 with a 6 second reload and this will be done for a trial phase to see if any negative effects relating to events occur from this change.

Expect to see this in game soon.

// Locked and Moved to Accepted.
 
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