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Coleman Gray
GunFall Mobilization Covert Intervention
426
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Posted - 2013.08.13 02:39:00 -
[1] - Quote
What are your thought and ideas on what it will do? I trying to think of reasons to use this suit over other suits but all that comes to me is speed increase of piloted vehicles, better turning speed ect, or increased turret damage, all of which sound iffy to me in terms of balance issues
Tho maybe they'll make it you HAVE to be in a pilot suit to use MTACs, like the suit plugs in or something |
Spkr4theDead
Namtar Elite Gallente Federation
356
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Posted - 2013.08.13 02:45:00 -
[2] - Quote
Coleman Gray wrote:What are your thought and ideas on what it will do? I trying to think of reasons to use this suit over other suits but all that comes to me is speed increase of piloted vehicles, better turning speed ect, or increased turret damage, all of which sound iffy to me in terms of balance issues
Tho maybe they'll make it you HAVE to be in a pilot suit to use MTACs, like the suit plugs in or something Balance issues? I'd like it if a PRO swarm/AV grenade doesn't take out around half my armor. Increased module cooldown time? Hell yeah. |
Medic 1879
Forsaken Immortals Top Men.
872
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Posted - 2013.08.13 02:58:00 -
[3] - Quote
Or balance issues like proto level AV and STD level tanks? |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1847
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Posted - 2013.08.13 11:01:00 -
[4] - Quote
Spkr4theDead wrote:Coleman Gray wrote:What are your thought and ideas on what it will do? I trying to think of reasons to use this suit over other suits but all that comes to me is speed increase of piloted vehicles, better turning speed ect, or increased turret damage, all of which sound iffy to me in terms of balance issues
Tho maybe they'll make it you HAVE to be in a pilot suit to use MTACs, like the suit plugs in or something Balance issues? I'd like it if a PRO swarm/AV grenade doesn't take out around half my armor. Increased module cooldown time? Hell yeah. The Flux/Swarm combo never fails bro. |
Vyzion Eyri
The Southern Legion
1164
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Posted - 2013.08.13 11:49:00 -
[5] - Quote
Can think of lots of unique things a Pilot suit could have. Upgraded HUDs/First-Person View in vehicles. Vehicle pilot seat locks. Faster vehicle recalling. Ability to 'connect' to the vehicle so the power from your suit is rerouted to boost the vehicle's shields. Passive bonus to repair tools when repairing vehicles. Faster movement when near vehicles.
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Takahiro Kashuken
Red Star. EoN.
830
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Posted - 2013.08.13 11:54:00 -
[6] - Quote
Pilot suit would be basically be a goobag, protects you from the enviroment but generally anything can whack you with great ease
Infantry dropsuit modules wouldnt be allowed to be fitted onto it
Instead the pilot suit would fit on vehicle-dropsuit modules which effect the vehicle, all the mods for it would have to be made and also have ther own place in the marketplace
Generally the vehicle dropsuit modules would be also basic/advanced/proto and the % increase would be 1%-3%-5%
The suit itself due to race can each have a diff secondary skill
So far we know the primary skill is a reduction in cooldown for mods, the placeholder number is 10% so at level5 it would be 50% cooldown on mods, infantry cried OP because it means soloing a tank is harder, chances are it will get nerfed but if it does 5% is more likely going to be the number since all other dropsuits have primary skill bonuses at 5% but because it is for vehicles and not tryhards we will prob get extra nerfed to like 1% because lolvehicles
The secondary skill would be unique to that race
So Caldari may effect shields, Gallente armor, Minmatar speed and Amarr religion
But vehicles do not have all the turrets out or all the hulls for each races so expect only Caldari and Gallente suits which will effect shield and armor in someway
The suit wouldnt have a equipment slot and i would prob leave in a sidearm slot with minimal shield/armor, no nade slot either and prob a CPU/PG increase
Slot layout maybe 2h/2l and variations for each race, with maybe advanced 3h/3l and proto being 4h/4l
Vehicle dropsuit mods would be able to increase the rate of repair, damage output, passive regen, speed, tank, cooldown of mods etc
Generally the pilot suit would enhance the vehicle
Now would 3 pilot suits in the same vehicle all stack? tbh it would promote teamwork between vehicle users and make the tank a much more effective vehicle but i would like to be able to lock the doors and also kick out ppl in my turret seats so no idiot blues jump in
3 pilot suits in the same vehicle would be a good improvement if it does enhance the vehicle, i cannot think of a downside it tbh |
Aran Abbas
Goonfeet Top Men.
225
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Posted - 2013.08.13 12:19:00 -
[7] - Quote
I actually think the opposite should be true, it shouldn't have weapon slots or only a handheld weapon slot, and a bonus to vehicle repair and powergrid. The idea is that your vehicle is the weapon and your bonus is connected to keeping your vehicle well fit and alive. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
408
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Posted - 2013.08.13 12:33:00 -
[8] - Quote
Once you reach the level 5 to get the whole bonus it will be useless to have a PRO pilot suit unless CCP don't give us proper modules to fit. Also remember that the suit will not affect any vehicle stats before fitting (PG/CPU). I would like to have 2 equipment slots on my pilot suit and both armor rep and shield rep tool as equipment. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
163
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Posted - 2013.08.13 12:34:00 -
[9] - Quote
As it stands right now, the average tanker which is most tankers, get blapped pretty easily. When I'm playing with my corp, if we see enemy vehicles causing a problem we switch to AV weapons. I only have militia crap, but still the general tanker is easy to take down.
However occasionally a good tanker with a great setup can tank like 3 to 4 of us out of a squad of 6, firing swarms, throwing av`s. It isn't until we get extra dps from a forge gunner we can take out heavy proper good tankers.
So the whole balance issue is iffy. Some tanks are strong, most tanks are weak. That's my experience anyway. |
Beren Hurin
The Vanguardians
1062
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Posted - 2013.08.13 12:43:00 -
[10] - Quote
Right now I want it to do some amazing stuff. It is probably going to do things that are so awesome that it will make us all want to play the game again. It would make me want to subscribe with the PS Store and play forever, every day. It probably won't disappoint and will be helpful in balancing everything, including infantry weapons, and will probably even make all racial weapon suit variants magically appear. |
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Scheneighnay McBob
Bojo's School of the Trades
2961
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Posted - 2013.08.13 15:40:00 -
[11] - Quote
I would imagine something like resistance increase, as well. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2638
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Posted - 2013.08.13 15:48:00 -
[12] - Quote
I'm really hoping they keep the stats they had when the skill was accidentally introduced, then removed.
Pilot Suit: 10% Active Module Cooldown per level
Gallente Pilot: 2% Armor / Shield moduile efficacy per level Minmatar Pilot: 5% damage module efficacy per level |
Lorhak Gannarsein
DUST University Ivy League
145
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Posted - 2013.08.13 15:56:00 -
[13] - Quote
TheAmazing FlyingPig wrote:I'm really hoping they keep the stats they had when the skill was accidentally introduced, then removed.
Pilot Suit: 10% Active Module Cooldown per level
Gallente Pilot: 2% Armor / Shield moduile efficacy per level Minmatar Pilot: 5% damage module efficacy per level
So with the Min, that'd be an extra 2.5% damage per mod at most? Seems a little UP relative to the Gal. Especially since a great many fittings don't actually use damage mods. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2639
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Posted - 2013.08.13 16:04:00 -
[14] - Quote
Lorhak Gannarsein wrote:TheAmazing FlyingPig wrote:I'm really hoping they keep the stats they had when the skill was accidentally introduced, then removed.
Pilot Suit: 10% Active Module Cooldown per level
Gallente Pilot: 2% Armor / Shield moduile efficacy per level Minmatar Pilot: 5% damage module efficacy per level So with the Min, that'd be an extra 2.5% damage per mod at most? Seems a little UP relative to the Gal. Especially since a great many fittings don't actually use damage mods. Well, combine the suits with the complete vehicle rework and we might start seeing more flexible fittings. |
Harpyja
DUST University Ivy League
507
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Posted - 2013.08.13 16:28:00 -
[15] - Quote
This is what I think the bonuses should be:
Pilot suit bonus: 3% module efficacy per level
Caldari: 5% shield resistance per level Amarr: 5% armor resistance per level Gallente: 7.5% armor repair efficacy per level Minmatar: 5% mass reduction per level (increases acceleration and top speed)
I honestly don't like the cooldown bonus, because it won't be usable to the fullest. Shield vehicles can fit passively as well, so giving the cooldown bonus screws over shield vehicles. A module efficacy bonus would be better overall as it affects passive and active fits.
The racial bonuses would also apply best to the correct racial vehicle as well. The 2% armor/shield module efficacy per level for Gallente is stupid, because that forces Caldari pilots to spec into a scum--- I mean Gallente pilot suit.
Gallente are best for their armor reps and drones, but until we get drones, an armor repair efficacy bonus is most logical. Caldari are the best shield tankers so a shield resistance bonus applies well. Amarr are the best armor tankers so an armor resistance bonus also applies well. And Minmatar are the fastest so a speed bonus is logical. |
itsmellslikefish
DIOS X. II Top Men.
175
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Posted - 2013.08.13 16:41:00 -
[16] - Quote
Its going to be super squishy. |
Cosgar
ParagonX
4173
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Posted - 2013.08.13 16:45:00 -
[17] - Quote
My inner cynic thinks that pilot suits are going to wind up being another hoop tankers are going to have to jump through just so their HAV die to 6 Lai Dais instead of 5. My inner optimist thinks that they'll hopefully be a way to add more diversity in vehicle fittings and a much needed buff to tanks. Both sides agree that dropships are still going to suck, pilot suit or not. |
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