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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3027
|
Posted - 2013.08.11 06:50:00 -
[1] - Quote
We've talked about them before, but I think they might be a major factor for balance that might really make 1.5 come together.
Rather than make a giant thread, I'll keep this short and sweet.
The Capacitor would only be used by Active modules on a vehicle. Weapons would not use the Capacitor simply because having to worry about draining out the power of your vehicle by shooting, especially when you may not be the only one doing the shooting, would just be bad gameplay.
However, this would pave the way for Capacitor modules as well as skills for this new attribute, as well as allow the removal of cooldowns from Active modules to replace them with power requirements to go with their current cycle times.
Thus: you might now be able to "perma-run" your hardeners if you set up your fit properly.
Now, this might sound bad, but keep in mind that activating a repair module, for instance, would drain power rapidly, and the vehicle user would probably only be able to pulse it occasionally in order to keep their hardeners online.
Now, add EWAR AV into the mix: stasis and cap draining equipment.
I think you can now see what I'm trying to propose.
Vehicle drivers can now set up their vehicles to be far more durable without the need for straight buffs to ehp or fitting that make them imbalanced against AV, while the EWAR weapons - and specifically cap-drainers - allow infantry to counter this new ability if they're skillful enough in the AV role, and still get kills on hostile vehicles, but with more effort involved to keep the fight balanced on both sides.
Just a thought. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1136
|
Posted - 2013.08.11 06:55:00 -
[2] - Quote
I like this. Like ships in EVE I think we should be able to cycle our modules for as long as we need to, that IMO would make tanking much more accessible.
I would also like to see this because I feel the ability to create cap stable tanks is a must for this game. That would allow tankers to create short burst rep and shield regen tanks that can activate modules only briefly but enough to save them in sudden death situations, or consequently make tanks that are constantly running much weaker reps and regen.
I mean the basis of what I was told to do in EVE was either make a cap stable frigate and be able to fight/ run modules at any time I need to, or to create one that can handle cap stable passive mods, and then run my guns out to as much DPS as I can in the space of 2 mins.
EWAR is what is going to make this game amazing for me.
Cap Drain Modules, Turret Overheat Hacks, Turret Tracking hacks, Webifier Mines or beams. I have plenty of EWAR ideas for dust. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3027
|
Posted - 2013.08.11 07:00:00 -
[3] - Quote
True Adamance wrote:I like this. Like ships in EVE I think we should be able to cycle our modules for as long as we need to, that IMO would make tanking much more accessible.
I would also like to see this because I feel the ability to create cap stable tanks is a must for this game. That would allow tankers to create short burst rep and shield regen tanks that can activate modules only briefly but enough to save them in sudden death situations, or consequently make tanks that are constantly running much weaker reps and regen.
I mean the basis of what I was told to do in EVE was either make a cap stable frigate and be able to fight/ run modules at any time I need to, or to create one that can handle cap stable passive mods, and then run my guns out to as much DPS as I can in the space of 2 mins.
EWAR is what is going to make this game amazing for me.
Cap Drain Modules, Turret Overheat Hacks, Turret Tracking hacks, Webifier Mines or beams. I have plenty of EWAR ideas for dust. Not to mention that would also be a major boon for Dropships, because they can actually get better survivability under this model.
However, they have the same concerns over the power use of Propulsion modules or Repair modules that ground vehicles do, so the pilot has to balance their energy expenditure to be effective. |
Galm Fae
Guardian Solutions DARKSTAR ARMY
43
|
Posted - 2013.08.11 07:00:00 -
[4] - Quote
I'm Galm Fae, and this is my favorite post on the forum. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1137
|
Posted - 2013.08.11 07:03:00 -
[5] - Quote
Mobius Wyvern wrote:True Adamance wrote:I like this. Like ships in EVE I think we should be able to cycle our modules for as long as we need to, that IMO would make tanking much more accessible.
I would also like to see this because I feel the ability to create cap stable tanks is a must for this game. That would allow tankers to create short burst rep and shield regen tanks that can activate modules only briefly but enough to save them in sudden death situations, or consequently make tanks that are constantly running much weaker reps and regen.
I mean the basis of what I was told to do in EVE was either make a cap stable frigate and be able to fight/ run modules at any time I need to, or to create one that can handle cap stable passive mods, and then run my guns out to as much DPS as I can in the space of 2 mins.
EWAR is what is going to make this game amazing for me.
Cap Drain Modules, Turret Overheat Hacks, Turret Tracking hacks, Webifier Mines or beams. I have plenty of EWAR ideas for dust. Not to mention that would also be a major boon for Dropships, because they can actually get better survivability under this model. However, they have the same concerns over the power use of Propulsion modules or Repair modules that ground vehicles do, so the pilot has to balance their energy expenditure to be effective. It would also be an amazing synergistic feature or Drop Ships and EWAR troopers.
Dropships deploy EWAR teams to beneficial locales where HUD and Mini Map jammers are deployed, EWAR teams then work to mark tanks, scan down targets, overload systems, and remotely hack targets all while enemies try to locate these teams, stop them and dominate the EWAR battle. |
Jason Pearson
Seraphim Auxiliaries
2430
|
Posted - 2013.08.11 10:31:00 -
[6] - Quote
I like the sound of it.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1149
|
Posted - 2013.08.11 10:47:00 -
[7] - Quote
Galm Fae wrote:I'm Galm Fae, and this is my favorite post on the forum. Galm Commander....... Does this unit have a soul?
Mass Effect quote! **** everyone but Tali.....(romanced Tali)..... |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3032
|
Posted - 2013.08.11 16:43:00 -
[8] - Quote
True Adamance wrote:Mobius Wyvern wrote:True Adamance wrote:I like this. Like ships in EVE I think we should be able to cycle our modules for as long as we need to, that IMO would make tanking much more accessible.
I would also like to see this because I feel the ability to create cap stable tanks is a must for this game. That would allow tankers to create short burst rep and shield regen tanks that can activate modules only briefly but enough to save them in sudden death situations, or consequently make tanks that are constantly running much weaker reps and regen.
I mean the basis of what I was told to do in EVE was either make a cap stable frigate and be able to fight/ run modules at any time I need to, or to create one that can handle cap stable passive mods, and then run my guns out to as much DPS as I can in the space of 2 mins.
EWAR is what is going to make this game amazing for me.
Cap Drain Modules, Turret Overheat Hacks, Turret Tracking hacks, Webifier Mines or beams. I have plenty of EWAR ideas for dust. Not to mention that would also be a major boon for Dropships, because they can actually get better survivability under this model. However, they have the same concerns over the power use of Propulsion modules or Repair modules that ground vehicles do, so the pilot has to balance their energy expenditure to be effective. It would also be an amazing synergistic feature or Drop Ships and EWAR troopers. Dropships deploy EWAR teams to beneficial locales where HUD and Mini Map jammers are deployed, EWAR teams then work to mark tanks, scan down targets, overload systems, and remotely hack targets all while enemies try to locate these teams, stop them and dominate the EWAR battle. Exactly.
If you take the concept that far, you've got a whole new dynamic to add to the fight, and something more unique as opposed to other shooters, with Dust's gameplay being somewhat generic right now. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3041
|
Posted - 2013.08.11 20:01:00 -
[9] - Quote
Bumping. |
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