DUSTSearch ForumWatch http://dustsearch.com/ The alternative DUST514 Forum browser. en-us Tue, 9 Sep 2025 00:00:00 +0000 DUSTSearch RSS Module v1.1 chribba@evemail <![CDATA[Scout (Pilot) Dropsuits - by FIRSTNAME- lastname]]> https://forums.dust514.com/default.aspx?g=posts&m=2405703#post2405703 Cross Atu wrote:
Just to be clear (and sorry for the nitpickyness of this) Scout suits, and Pilot suits are both sub-types of light frame as such they do not overlap any more than Commandos and Sentinels overlap.

Stating this simply in the hopes that feedback to this thread will retain focus on the Pilot suit and not devolve into a debate about Scouts one way or the other.

Cheers,
Cross

its aight no problems]]>
Thu, 16 Oct 2014 16:21:00 +0000 dustsearch/guid/2049676
<![CDATA[Scout (Pilot) Dropsuits - by Breakin Stuff]]> https://forums.dust514.com/default.aspx?g=posts&m=2405022#post2405022
It's kinda like skills are treated like hidden modules. Hence the clunky-ass system we have where suit variants can't be done without editing the skill itself or making a new one.

Make the pilot suit a bonus "skill module" that adds itself on boarding.

Give the pilot 50/50 shield/armor a sidearm and a bonus that adds to the vehicles. Pilot suits don't need to be combat-viable. They need to be entirely vehicle-enhancing.

Make each tier offer a specific bonus. Pilot suit skill enhances that bonus. No modules or equipment, slightly faster than an assault, slower than regular scouts.

That way you get an actual vdhicle enhancement without accidentally creating the next unintended combat dropsuit FOTM. No one in their right mind would deploy it without an HAV/DS buffer between them and the redberries.

And minimizing suit fittings minimizes cost which is CRITICAL when your vehicle can cost 300,000-500,000 ISK. Running another 130,000 dropsuit that adds nothing to the vehicle is pointless. Odds are it'll explode when the vehicle does.]]>
Thu, 16 Oct 2014 09:56:00 +0000 dustsearch/guid/2049023
<![CDATA[Scout (Pilot) Dropsuits - by The True Inferno]]> https://forums.dust514.com/default.aspx?g=posts&m=2405016#post2405016
Description
The Pilot dropsuit enhances vehicle operability. Using an adaptive synth-nerve network, the suit seamlessly integrates with on-board systems, establishing a cognitive link between the user and the host vehicle. This provides unprecedented control over every aspect of a vehicleGs weapon, navigation, propulsion, and electronic subsystems.

Ill-suited to frontline combat, the Gallente suit instead incorporates a host of structural monitoring nodes, smart I/O channels and energy management controllers into a wearable interface that enhances the performance of the vehicleGs shield and armor subsystems.

In much the same way the capsule revolutionized space flight, the Pilot suit has vastly improved the man-machine interface for planetside vehicles.


The Minmatar skillbook I found:

Description
Skill at operating Minmatar Pilot dropsuits.

Unlocks access to Minmatar Pilot dropsuits. Standard at lvl.1; advanced at lvl.3; prototype at lvl.5.

Pilot Suit Bonus: +10% to active vehicle module cooldown time per level.
Minmatar Pilot Bonus: +5% to efficacy of vehicle weapon upgrade modules per level.


The Gallente skillbook I found:

Description
Skill at operating Gallente Pilot dropsuits.

Unlocks access to Gallente Pilot dropsuits. Standard at lvl.1; advanced at lvl.3; prototype at lvl.5.

Pilot Suit Bonus: +10% to active vehicle module cooldown time per level.
Gallente Pilot Bonus: +2% to efficacy of vehicle shield and armor modules per level.


So at least we know they were an intended role...]]>
Thu, 16 Oct 2014 09:49:00 +0000 dustsearch/guid/2049022
<![CDATA[Scout (Pilot) Dropsuits - by Bishop Harcourt]]> https://forums.dust514.com/default.aspx?g=posts&m=2405012#post2405012 Thu, 16 Oct 2014 09:37:00 +0000 dustsearch/guid/2049015 <![CDATA[Scout (Pilot) Dropsuits - by Maken Tosch]]> https://forums.dust514.com/default.aspx?g=posts&m=2404682#post2404682 Thu, 16 Oct 2014 02:19:00 +0000 dustsearch/guid/2048694 <![CDATA[Scout (Pilot) Dropsuits - by Vulpes Dolosus]]> https://forums.dust514.com/default.aspx?g=posts&m=2404633#post2404633 Bright Cloud wrote:
When the pilot suit gets introduced prepare that every vehicle module gets nerfbatted in the same turn. Thats what happend when logi suits received specific bonuses and then equipments got nerfbatted in terms of how effective they are.

-Rep tools got reduced range and repair rate
-nanohives got less nanites
-active scanners worse scan precision
-drop uplinks got their spawn timers massively increased

So if there would be a pilot suit for caldari/gallente the shield/armor modules would probs be nerfed and to operate tanks and dropships properly you would be required to spend 2,8 million SP to just get the same results as previously without it.

While true, in some cases equipment was buffed when used by the racial Logi. Min and repair tools especially, scanners on the Gal (minus the focused), ammo/armor per pulse on the Cal for nanohives, and spawn count on the Amarr links were increased iirc.

I'd rather vehicles be slightly better than they are now when using fully skilled pilot suits and have those without be much worse. Most of the trouble with vehicles today is just MLT tank spam.]]>
Thu, 16 Oct 2014 01:21:00 +0000 dustsearch/guid/2048642
<![CDATA[Scout (Pilot) Dropsuits - by Vulpes Dolosus]]> https://forums.dust514.com/default.aspx?g=posts&m=2404627#post2404627
Caldari: 3-5% base shield hp per level
Amarr: 2-3% base armor hp per level
Gallente: 2-3% armor repair hp per level
Minmatar: 2-3% vehicle agility and 1-2% max speed per level

Just pulling number for the air, but these seem pretty balanced yet still worth using.

I also agree with the above poster that they should be limited to 1 or 2 sidearms, 2 equipment slots, no grenade, and 2/3/4 slot layout.

Sprawls in the future we can get "vehicle link" mods that the pilot fits that affect vehicle performance, but let's not get a head of ourselves.]]>
Thu, 16 Oct 2014 01:14:00 +0000 dustsearch/guid/2048635
<![CDATA[Scout (Pilot) Dropsuits - by Bright Cloud]]> https://forums.dust514.com/default.aspx?g=posts&m=2404621#post2404621
-Rep tools got reduced range and repair rate
-nanohives got less nanites
-active scanners worse scan precision
-drop uplinks got their spawn timers massively increased

So if there would be a pilot suit for caldari/gallente the shield/armor modules would probs be nerfed and to operate tanks and dropships properly you would be required to spend 2,8 million SP to just get the same results as previously without it.]]>
Thu, 16 Oct 2014 01:11:00 +0000 dustsearch/guid/2048634
<![CDATA[Scout (Pilot) Dropsuits - by Lost Apollo]]> https://forums.dust514.com/default.aspx?g=posts&m=2404563#post2404563 Thu, 16 Oct 2014 00:21:00 +0000 dustsearch/guid/2048595 <![CDATA[Scout (Pilot) Dropsuits - by Lost Apollo]]> https://forums.dust514.com/default.aspx?g=posts&m=2404561#post2404561
Sidearm (only)
Grenade (none)
Equipment (2)
Armor (1)
Shield (5)
I say sidearm only because there is no need for a pilot to have a light or heavy weapon. The pilot vehicle is The primary weapon or a pilot.

The armory thing, that's based more on maneuverability if they get shot down.

The shield thing for me, is more of a pilot type thing I guess. Since I wouldn't have armor plating, I would really like to have some type of shield.

To equipment slots, 1 for drop uplinks and the other for a repair tool maybe
]]>
Thu, 16 Oct 2014 00:18:00 +0000 dustsearch/guid/2048594
<![CDATA[Scout (Pilot) Dropsuits - by True Adamance]]> https://forums.dust514.com/default.aspx?g=posts&m=2404272#post2404272
Then have each racial groups Pilot suit adjust those mobility values and provided a 1-2% per level bonus to turret tracking]]>
Wed, 15 Oct 2014 20:36:00 +0000 dustsearch/guid/2048310
<![CDATA[Scout (Pilot) Dropsuits - by Kaeru Nayiri]]> https://forums.dust514.com/default.aspx?g=posts&m=2404249#post2404249
Some sort of synergy bonus might work.

Assuming a dedicated pilot suit would be unarmed (except perhaps sidearm) and be low on module slots, CPU and/or PG, the resulting sacrifice could merit some sort of augmentation of certain features once in the vehicle in question.

This could allow dedicated pilots to have a tiny performance increase over someone who intends to "pop out" of their vehicle with an HMG at any given time.]]>
Wed, 15 Oct 2014 20:17:00 +0000 dustsearch/guid/2048289
<![CDATA[Scout (Pilot) Dropsuits - by Kaeru Nayiri]]> https://forums.dust514.com/default.aspx?g=posts&m=2404242#post2404242
-complement vehicle command
-be racially relevant
-will not be redundant with vehicle command skills

It would almost have to be some sort of bonus set that would deal with the dropsuit when not in the vehicle.

We could talk about scanning bonuses, speed bonuses, damage bonuses etc, however in the end all of that belongs in the vehicle skill tree. Not to mention that even if they existed in dropsuit command, they would have to be split up logically amongst the races.

What are the actions a vehicle pilot takes when NOT in a vehicle? These are things that might just be relevant to a "Pilot" dropsuit without undermining the vehicle command skill tree.

-Calling in RDV
-Recalling Vehicle
-Moving to safe position to call/recall
-Any other ideas or suggestions??]]>
Wed, 15 Oct 2014 20:10:00 +0000 dustsearch/guid/2048288
<![CDATA[Scout (Pilot) Dropsuits - by Cross Atu]]> https://forums.dust514.com/default.aspx?g=posts&m=2404125#post2404125 sub-types of light frame as such they do not overlap any more than Commandos and Sentinels overlap.

Stating this simply in the hopes that feedback to this thread will retain focus on the Pilot suit and not devolve into a debate about Scouts one way or the other.

Cheers,
Cross]]>
Wed, 15 Oct 2014 18:53:00 +0000 dustsearch/guid/2048177
<![CDATA[Scout (Pilot) Dropsuits - by FIRSTNAME- lastname]]> https://forums.dust514.com/default.aspx?g=posts&m=2404114#post2404114 Wed, 15 Oct 2014 18:44:00 +0000 dustsearch/guid/2048161