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Saint Winter
THE N.O.O.B.S
49
|
Posted - 2015.08.20 18:46:00 -
[1] - Quote
Hello today I come with ideas for the equipment used in jump suits.
Team are the objects that we equip our costumes and use either help win WP or just get you out of a difficult situation.
We started ...
1. Drop Uplinks
Team support Ammar widely used in suits.
1.1 Function
Its functionality is to allow regeneration of the allies in a strategic position that allows corral the enemy and take objectives. (You can change the course of battle, for better or worse)
1.2 General Purpose
Very good win 25 WP object deployment although it is difficult to get them to use because the map sometimes it tends to fill up and affect you. (While there is more does not make it better, you can harm your computer and you)
1.3 Variants
All you would ask that agregasen serious variants at all levels.
1.4 Changes
I do not ask nor any its variants, the team is well on its current state.
2. Nanohive
The support team of the Caldari widely used in suits.
2.1 Function
Its functionality depending on the variant is Replenish your ammo or repair your armor.
2.2 General Purpose
Very good helps replenish ammunition and armor depending on the variant, it helps the team.
2.3 Variants
As with jump links, Agragar its forms at all levels.
2.4 Changes
To be honest this team is very discredited because you put the nanohive to replace or repair your allies, but it can get be the case that everyone goes to another place and your nanocolmenas remain there as a unutilizadas and even a squadron it is difficult to win points, 10 WP restocking is hard to get. (For this reason the logidic caldari are used more for nanite injector or repairman with another team and maybe some other nanohive).
It can be changed in the following ways:
1) Win 15 or 20 WP for replacement.
2) Make each rehearing by smaller it will get earn between 5 to 10 WP.
Note: Sorry if I'm wrong, but I see the situation of this team well.
3. Remote Explosive
The support team of minmantar generally used to defend objectives or eliminate some unsuspecting enemy.
3.1 General Purpose
Very good object especially if it's a narrow place with many enemies, no one can earn many points.
3.2 Variants
Well add variants at all levels. (Hehe and go 3 times, sorry I do not have ideas for these teams currently)
3.3 Changes
None to ask
4. Plasma Mines (New)
The team Gallenteans ideal targets to defend your mines and traps. (Win 50 WP death and 25 support)
4.1 General Purpose
It is similar to the diferecia remote explosive because of its detection system is who touches him which will go flying and also affects armored vehicles, can not join the wall as remote explosives.
Number of Objects Mounted (NOM) is how many of these objects can take your jumpsuit.
Number of Objects Deployables (NOD) is how many of these objects can deploy the configuration of the object and also depends on your broadband.
Bas (Basic):
Damage 400 (Direct Touch) 100 Damage (Damage Explosion) NOM 1 NOD 3 Radio 4 meters (Meters)
Adv (Advanced)
Damage 600 (Direct Touch) 150 damage (damage by explosion) NOD 2 NOM 6 Radio 5 mts
Pro (Prototype)
Damage 800 (Direct Touch) 200 damage (damage Explosion) NOD 3 NOM 9 Radio 6 mts
4.2 Variants
It has 3 Rupture, AV (Anti-vehicles) and Assault
4.2.1 Breach Plasma Mine
Specifically to remove only one step and that will be the last step that will provide. (It has more damage and less radio)
Bas
Damage 800 NOD 1 NOM 2 Radio 0 mts (only step that harms the others will not be affected)
Adv
Damage 1200 NOD 2 NOM 4 Radio 0 mts
Pro
Damage 1600 NOD 3 NOM 6 Radio 0 mts
4.2.2 Plasma AV Mine
Only damage to vehicles and no blast radius, so it does not affect other purpose. (Same as breach in every way with the exception that this works only with vehicles)
Bas
Damage 800 NOD 1 NOM 2 Radio 0 mts
Adv
Damage 1200 NOD 2 NOM 4 Radio 0 mts
Pro
Damage 1600 NOD 3 NOM 6 Radio 0 mts
4.2.3 Assault Plasma Mine
This variant is to surprise the enemy, because this has a radar that detects the enemy and if you are in your radio, exploded if the need for the tread. (Minor damage radius increased ) .
Bas
Damage 300 200 damage (damage Explosion) NOD 1 NOM 2 Explosion within 3 meters Scan Radio 1 mts
Adv
Damage 350 200 damage (damage Explosion) NOD 2 NOM 4 Radio 6 mts Scan Radio 2 mts
Pro
Damage 400 200 damage (damage Explosion) NOD 2 NOM 6 Radio 9 mts Scan Radio 3mts
Note : Maybe some variants of plasma mines require an adjustment, but these are their default values. |
Saint Winter
THE N.O.O.B.S
49
|
Posted - 2015.08.20 18:51:00 -
[2] - Quote
Part 2
5. Active Scan.
The scanner is used to scan the enemy a certain extent, it helps detect enemy object.
5.1 General Purpose
Object more or less good, it helps to see enemies.
5.2 Variants
I have no requirement or new variant.
5.3 Changes
I've used it a few times and the times that I've used do not get any point WP, it may be because you are not using who knows, but it is difficult, very difficult to score points, this object is even more discredited than nanohive therefore needs changes.
I have ideas for changes that should be left to CCP
6. Field of Invisibility
Equipment used to make yourself invisible against the enemies used to hide, ambush or escape. (But it is mostly used to kill without you noticing).
6.1 General Purpose
It is not very useful for me, because they can still see you at any distance but if the enemy is unsuspecting, you can run over and remove easily.
6.2 Variants
Well I do not have variants
6.3 Changes
Well, I have many ideas that should undergo changes.
7. ArmourShield (New)
Crew Ammar, releases a is shield medieval difference is that they will have a handle where a kind of reactor that generated the shield will hold, after the shield is formed, will have a form of yellow hexagons joined forming a shield .
Damage: This object resists any board bullet its variants, but what can not resist a projectile Forge Cannon, plasma cannon, Gauss Canyon and Blaster Cannon .
The only feature that we would see would be:
Stamina: how much damage the shield can withstand being hit several times.
Hold Example 300 and if they shoot followed if anger agortando since I will be represented in a green circular bar when finished will have to wait to refresh your strength to use it again.
Defense interval (DI) is how long you need to defend a player to win points.
Bas
Endurance: 200 PR DI: 5 seconds Stamina regeneration: 20 PR = 10 seconds Movement Penalty: 10% (This object along with its variants make you unable to make the sprint, except for the combat variant) CQC: 50 Damage (These values GÇïGÇïare not affected by Myofibrillas stimulators for this and all variants)
Adv
Endurance: 350 PR DI: 5 seconds Stamina regeneration: 35 PR = 10 seconds Movement penalty of 20% CQC: 100 Damage
Pro
Endurance: 500 PR DI: 5 seconds Stamina regeneration: 50 PR = 10 seconds Movement penalty of 30% CQC: 150 Damage
7.1 General Purpose
Good and useful it would be, because serve to defend the jugardores who are weak, and thus learn to trabjar team, I say, and're meientras defending someone HUD shine on the sides, as if you were being repaired but green . (If you defend by time interval required by the object you earn 35 WP to be a Guardian)
Note: The only offensive action you can do is hit.
7.2 Variants
There are 3 de Field , Assault and Combat :
7.2.1 Field Armour Shield
This variant has a radius in which you put around a force field that protects you and your allies.
Bas
Endurance: 200 PR DI: 3 sec Stamina regeneration: 20 PR = 10 seconds Movement Penalty : 100% (you can not do any action, you stay motionless) Effect radius: 3 mts
Adv
Endurance: 350 PR DI: 3 sec Stamina regeneration: 35 PR = 10 seconds Movement penalty of 100% Effect radius: 6 mts
Pro
Endurance: 500 PR DI: 3 sec Stamina regeneration: 50 PR = 10 seconds Movement Penalty 100% Radius of effect: 9 meters
Note: You cant do any action
7.2.2 Asault Armour Shield
A lighter version of the object.
Bas
Endurance: 200 PR DI: 4 sec Stamina regeneration: PR = 10 seconds 20 Movement Penalty : 10% CQC: 50 Damage
Adv
Endurance: 250 PR DI: 4 sec Stamina regeneration: PR = 10 seconds 25 Movement penalty of 15% CQC: 60 Damage
Pro
Endurance: 300 PR DI: 4 sec Stamina regeneration: PR = 10 seconds 30 Movement penalty of 20% CQC: 70 Damage
Note: This variant is weak but is lighter, allows you to run and jump, and if affected by the stimulator Myofibrills module.
7.2.3 Combat Armour Shield
This option lets you use a secondary weapon, but smaller, increase the dispersion, will be unable to target. (Pressing R1 instead of pointing you overlay it with shield).
Bas
Endurance: 100 PR DI: 0 sec Stamina regeneration: 25 PR = 5 seconds Penalizcion Movement: 2% CQC: 55 Damage
Adv
Endurance: 150 PR DI: 0 sec Stamina regeneration: 35 PR = 5 seconds Movement penalty of 5% CQC: 65 Damage
Pro
Endurance: 200 PR DI: 0 sec Stamina regeneration: 50 PR = 5 seconds Movement penalty of 10% CQC 75 Damage (This variant if affected by stimulators myofibrills).
Note: This option allows you to sprint and jump and has DI that this variant is not made to defend but to fight. (You may need a reajust, but these are the default values)
7.3 Changes
I do not think you need an adjustment, I think this well, so. |
Saint Winter
THE N.O.O.B.S
49
|
Posted - 2015.08.20 18:56:00 -
[3] - Quote
Part 3
8. Armor Repairer
The armor repairer, one of the best objects to win WP and the most used by all the logistics of the game, I like a lot this object is very useful, to save endangered players under vault.
8.1 General Purpose
Very good, it is one of the most useful equipment involved.
8.2 Variants
All you'll ask, variants for all levels. (Bas, Adv, Pro)
8.3 Changes
The team does not need changes
9. Naniteinjector or Nanite Injector
Order to save lives, very useful, but you arrieasgas to be in the middle of a shooting and not accomplish your goal to save the ally.
9.1 General Purpose
Well it is kind of complicated to try to save an ally, as an enemy, an explosive, one Granada, etc can appear ... (But still remains very good object)
Here opens a new value will be:
Time Limit (TL): This is how much you can expect to be revived ally.
When a player is incapacitated, wait only 20 seconds.
When a player is dead, wait only 10 seconds.
Now you can revive although the ally is about to disintegrate (Wait 10 seconds) This counts as critical resuscitation and count 100 WP
Values:
Bas
Shield Regeneration 40% Shield regeneration (critical) 10% Possibility of hitting 15%
Adv
Shield regeneration of 60% Shield regeneration (critical) 15% Possibility of hitting 30%
Pro
Shield regeneration of 80% Shield regeneration (critical) 20% Possibility of hitting 45%
Chance to hit: shows the possibilities you have to attempt resuscitation in critical successful. (If you miss the player will continue without disintegrating, only 3 attempts)
9.2 Variants
I have 2 :
9.2.1 Critical Nanite Injector
Revive ally, only that it is more effective if an ally is in critical condition
Bas
Armor Regeneration 10% Armor regeneration (critical) 15% Possibility of hitting 25%
Adv
Armor regeneration of 20% Armor regeneration (critical) 30% Possibility of hitting 50%
Pro
Armor regeneration of 30% Armor regeneration (critical) 45% 75% chance of being right
9.2.2 Shield Nanite Injector
This variant does not have the possibility of critic resuscitation but also regenerates the shield, this allows time to resuscitate your allies a chance to survive if they attack with Mass Driver or other weapons with plenty of power.
Bas
Armor Regeneration 40% Shield regeneration from 20%
Adv
Armor regeneration of 60% Shield Regeneration 30%
Pro
Armor regeneration of 80% Shield Regeneration 40%
Note: Alternative Shield, you guide me the idea for this player named Cresta2000ESP, here the link:
The information is in Spanish, if you want to read do is post something old
[Idea] Inyector de escudo
The Purpose and function of the object was not well explained and I represent it as an Shield Nanite Inyector .
This concludes the section on equipment of Dropsuits, I hope you read this CCP.
Thanks for reading the report. |
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