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Borne Velvalor
Endless Hatred
950
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Posted - 2013.11.20 11:37:00 -
[1] - Quote
In this thread, you post what you think would make fun modules. Modules can fit in lows, highs or be unspecified. Modules can be active (activated through weapon wheel) or passive, to mix things up. Here's some ideas to get things started.
- Headshot Damage Modifier(High) - Increases Headshot damage for all guns. Has a larger affect than normal damage modifiers and affects all guns.
- Omni Damage Modifier(High) - Increase all damage, from all weapons. Has a smaller affect than other damage modifiers, but works for light, heavy and sidearm damage. Vehicles already have these for turret types.
- Adrenaline Circulatory System(Low) - Increases recoil mitigation, damage, movement speed and stamina recovery when total health is below X%.
- Active Shield/Armor Hardener(High/Low, reverse of Extenders/Plates) - Activated through the weapon and equipment wheel, Active Hardeners for dropsuits offer a medium bonus to resistance over a small period of time with a substantial cooldown. Something like 25% resistance for 10 seconds with a 30 second cooldown. Time remaining would count down on your screen as soon as you activated it.
- Heatsinks(Low) - Increases the heat capacity of laser and heavy weapons.
- Ammunition Generator(High) - Active module. Resupplies a set amount of ammo in one chunck when activated, immediately starts cooling down. 45-60 second cooldown. Resupplies a single grenade, but is not abusable due to active nature.
- Range Extender(Low) - Extends the optimal range of a gun. Could be percentile, or 1/2/3m bonus. A way to indirectly increase damage in the low slots, while sacrificing armor and other important modules.
- Light Redirection Systems(Low) - Active module. A low power module that bends light around dropsuit armor, making the user completely transparent, for a time based on a combination of their scan profile after skills and modules and the tier of the module. Sprinting makes the cloak deactivate immediately, as does firing a weapon, throwing a grenade or taking over a certain amount of damage. Cooldown is on the shorter side (something like 10, 15 seconds), as is duration (4-8 seconds). It's meant for going from cover to cover, slipping across a choke point that's being watched, or sneaking up on an individual, not activating and shredding whole squads while cloaked, hence why you can only walk while it's activated, and only for a short time. Enemy reticules do not turn red while activated.
- Arm Servos(High) - Drastically reduces reload time through motion automation. Stacking penalties apply.
- Nanite Restorer(Low) - Automatically revives clone once per life with X% of armor after X seconds, provided that you are not terminated and don't interact with the spawn map. Stacking increases the health regenerated and decreases the time required but does not allow multiple activations. Games like Killzone have self revives. They aren't OP, as it's pretty easy to terminate someone, kill them as they stand back up with a sliver of health or kill them with a headshot or explosive.
- Blast Shields(High) - Special shielding significantly lowers the damage taken from grenades and remote explosives.
- Burst Shield Booster(High) - Active module. Restores shields in one big burst. Huge cooldown, high fitting costs. Not worth activating under fire since you'll be dead just opening the wheel to activate it. Restores shields by 200/250/300 immediately and starts the regeneration process ahead of delays.
- Ammo Cache(Low) - Significantly increases maximum ammunition. Mostly useful for low ammo weapons, such as the Scrambler Pistols, lowering the need to have a Nanohive glued to your rear all the time. Comes with a speed penalty.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Spkr4theDead
Red Star. EoN.
1265
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Posted - 2013.11.20 11:45:00 -
[2] - Quote
LOL
Assault infantry worry about a module wheel? Never gonna happen!
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Kasote Denzara
A Vulture
842
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Posted - 2013.11.20 11:55:00 -
[3] - Quote
I want some nova knuckles.
"I am a mercenary, I do as I need. I'll shed Amarrian blood for the freedom of my Minmitar allies but only for a price."
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Koan Zalinto
Bobbit's Hangmen
36
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Posted - 2013.11.20 12:03:00 -
[4] - Quote
I can has headshot damage modifier? My high power slot is currently unused and im a pistol scout XD Headshots would be pure murder at that point. Its already 450% mate
Enhanced Active Camouflage: High power slot. Based on the profile of your dropsuit this module would cause you to all but disappear from visible spectrum, mimicking the background of the suit from all angles. The higher the profile scan rating of the suit the less effective this module. When moving, dependent on speed, the system has issues keeping up with the background and will bring the suit back into view to a certain degree. At full strafe module will be inactive.
Two in the head boss?
Two in the head...
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Borne Velvalor
Endless Hatred
951
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Posted - 2013.11.20 12:09:00 -
[5] - Quote
Koan Zalinto wrote:I can has headshot damage modifier? My high power slot is currently unused and im a pistol scout XD Headshots would be pure murder at that point. Its already 450% mate
Enhanced Active Camouflage: High power slot. Based on the profile of your dropsuit this module would cause you to all but disappear from visible spectrum, mimicking the background of the suit from all angles. The higher the profile scan rating of the suit the less effective this module. When moving, dependent on speed, the system has issues keeping up with the background and will bring the suit back into view to a certain degree. At full normal move module will be inactive.
I use Scrambler Pistols and they already kill pretty much every suit in the game in 2 headshots. If you can score headshots, the Scrambler Pistol already has the highest DPS in the game of any gun, by far, with no competition. Why use a module when you can double-tap?
Also, the Camouflage would work just like the cloak in Killzone 3, which I use 100% of the time. It's great fun. I wish Dust 514 had some form of cloaking for Scouts.
Spkr4theDead wrote:LOL
Assault infantry worry about a module wheel? Never gonna happen!
This is just for fun. Alas, I agree. I'd love to have some effort on the part of the user in regards to modules, but it'll probably never happen.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Kallas Hallytyr
Skullbreakers
141
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Posted - 2013.11.20 12:26:00 -
[6] - Quote
I really like a lot of these ideas. |
Vulpes Dolosus
SVER True Blood Public Disorder.
302
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Posted - 2013.11.20 12:29:00 -
[7] - Quote
'Sky Hook' Arial Pickup Equipment
TL;DR: An equipment that allows infantry to be picked up by a dropship quickly and effectively, without the dropship needing to land.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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Borne Velvalor
Endless Hatred
952
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Posted - 2013.11.20 12:37:00 -
[8] - Quote
Vulpes Dolosus wrote:'Sky Hook' Arial Pickup EquipmentTL;DR: An equipment that allows infantry to be picked up by a dropship quickly and effectively, without the dropship needing to land.
Not a bad idea. Sometimes the Dropship flies low to the ground and I jump and press X to enter it without it having to completely land.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1121
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Posted - 2013.11.20 12:42:00 -
[9] - Quote
Ammunition generator and ammo cache, I wouldn't mind seeing them as rail attachments once we get those.
I'd imagine that they'd have less nanite clusters than a hive. They'd still be useful for scouts and recon assaults.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Vyzion Eyri
The Southern Legion The Umbra Combine
2088
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Posted - 2013.11.20 12:59:00 -
[10] - Quote
HUD upgrade - targeting module. All enemies within a certain range are highlighted with a circle around them, and they are outlined with red. If they are pulsing red this means they have visually spotted you. High slot.
Proximity hacker - when you are near a hack-able installation or objective this module begins hacking instantly. You are free to move whilst it does so, but speed is much slower. Hacking speed is improved by hacking modules and all relevant skills which reduce hacking time. Low slot.
Damage absorption link - attaches a link to a friendly teammate, which is broken when linked units are too far apart or a wall gets between them. When link is active, damage taken is shared between the linked units. If a unit is linked with another, both cannot be locked onto by other links. This is more like an equipment item though...
Reactive explosive dampener - when your shields are hit with explosive damage they instantly undergo rapid regeneration and are hardened for a a short period. Long cool downs, ideal for escaping or finishing a mass driver, or locus spammer. Low slot.
"Vampire" module - running on top of a downed enemy clone instantly terminates them, and in exchange absorbs remaining energy to instantly begin recharging shields at a faster pace, restore some ammunition, and repair some armour, different variants affect these three factors differently. Low slot, can only have one of these modules per fit and has a cool down. Also could have a variant that works on downed friendly clones, if you're evil.
Seeker module - upgraded, specialised range amplifier that makes the minimap bigger, and locates certain targets based on the variant. For example, a medium frame seeker module will detect all medium frames, however heavies and lights will be absent from the minimap. Low slot.
Emergency armour repairer - specialised armour repairer that repairs faster the more armour you are missing. With more than 40% or 400 armour (whichever is lower), the emergency repairers cease repairing to begin replenishing nanites.
"When nothing is going your way, go out of your way to do nothing."
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calisk galern
BurgezzE.T.F Public Disorder.
1227
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Posted - 2013.11.20 13:39:00 -
[11] - Quote
armor piercing modification - 10% increased damage to armor
emp modification - 10% increased damage to shield
these would be added as standard damage mods would be removed.
rapid deploy - this suit deploys 10-50% faster with this module equipped, and runs 1-5% faster.
internal stabilizer - low slot, 1-5% increase to cpu/pg, 10-20% reduction in impact damage( falling and getting hit by vehicles ) .
blast resistor - 10-20% resistance to armor from explosive damage, high slots.
sensor grenades - when this grenade explodes it sends out a smart sensor ping within 100 meters scanning all enemies within 100m. this wave has the added effect of causing all enemy scans within the effected area to be lost.
dark side module - low slot 20% reduction in sensor efficiency, and shield strength, 50% reduction in sensor profile.
pack modules - while active all squad members within 30m gain a 10% boost to damage/shields resistance/ armor resistance or movement speed( multiple modules for multiple effects ), only a squad leader can operate this module. |
Borne Velvalor
Endless Hatred
954
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Posted - 2013.11.20 17:40:00 -
[12] - Quote
Vyzion Eyri wrote:HUD upgrade - targeting module. All enemies within a certain range are highlighted with a circle around them, and they are outlined with red. If they are pulsing red this means they have visually spotted you. High slot.
Proximity hacker - when you are near a hack-able installation or objective this module begins hacking instantly. You are free to move whilst it does so, but speed is much slower. Hacking speed is improved by hacking modules and all relevant skills which reduce hacking time. Low slot.
Damage absorption link - attaches a link to a friendly teammate, which is broken when linked units are too far apart or a wall gets between them. When link is active, damage taken is shared between the linked units. If a unit is linked with another, both cannot be locked onto by other links. This is more like an equipment item though...
Reactive explosive dampener - when your shields are hit with explosive damage they instantly undergo rapid regeneration and are hardened for a a short period. Long cool downs, ideal for escaping or finishing a mass driver, or locus spammer. Low slot.
"Vampire" module - running on top of a downed enemy clone instantly terminates them, and in exchange absorbs remaining energy to instantly begin recharging shields at a faster pace, restore some ammunition, and repair some armour, different variants affect these three factors differently. Low slot, can only have one of these modules per fit and has a cool down. Also could have a variant that works on downed friendly clones, if you're evil.
Seeker module - upgraded, specialised range amplifier that makes the minimap bigger, and locates certain targets based on the variant. For example, a medium frame seeker module will detect all medium frames, however heavies and lights will be absent from the minimap. Low slot.
Emergency armour repairer - specialised armour repairer that repairs faster the more armour you are missing. With more than 40% or 400 armour (whichever is lower), the emergency repairers cease repairing to begin replenishing nanites.
I like the idea of Proximity hacking. I can see it now. Stick one of these on a Minmatar Logistics with hacking 5 and a Complex Codebreaker and let the fun begin.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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