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Nguruthos IX
Vagina Bombers
1504
|
Posted - 2013.09.08 00:04:00 -
[1] - Quote
Or trade offs between the two?
More DPS, less EHP, More EHP, less DPS More shields, less armor More armor less shields
Does anyone else think it's crucial that Fittings become less about maximizing Tank or DPS and more about roles and capabilities?
In other words is it vital at this point that Dust start adding Modules who's usefulness greatly challenges the merits of more HP or damage in favor of things like cloaking, webs, E-War, scanning, buffs/debuggs, Other, etc? |
Godin Thekiller
Hellstorm Inc League of Infamy
553
|
Posted - 2013.09.08 00:09:00 -
[2] - Quote
There's already things like that ingame, but using them doesn't help much, and the CPU/PG requirements are way too high. Anyways, I think the Cloak should be a built in module for Scouts suits, and only scout suits. |
jin foxdale
Foxhound Corporation General Tso's Alliance
61
|
Posted - 2013.09.08 00:14:00 -
[3] - Quote
Nguruthos IX wrote:Or trade offs between the two?
More DPS, less EHP, More EHP, less DPS More shields, less armor More armor less shields
Does anyone else think it's crucial that Fittings become less about maximizing Tank or DPS and more about roles and capabilities?
In other words is it vital at this point that Dust start adding Modules who's usefulness greatly challenges the merits of more HP or damage in favor of things like cloaking, webs, E-War, scanning, buffs/debuggs, Other, etc?
I actually agree 100%. A week ago, my cheapest fit (11k hobosuit) was more than competitive in any and all game modes, excluding PC. 1.4 hit and it became next to useless, and I was getting melted in nanoseconds. I've had to scrap it and make a new basic fit, which cost 6k more. The horror! I had a few matches with it today, and was pleasantly surprised with the results. Only 550ish EHP, and a cheeky damage mod to boot. I might try and get a profile dampener on it, and my dampening skills up, as I'm getting scanned an awful lot! (no bad thing, its good to see the scanner being useful, and I've even started using them myself - note to CCP, can we get scanning assist WPs please?)
So for me, the days of grinding ISK in my mega cheap suit are over, now I have to grind it in a fairly cheap suit. |
Nguruthos IX
Vagina Bombers
1504
|
Posted - 2013.09.08 00:14:00 -
[4] - Quote
Godin Thekiller wrote:There's already things like that ingame, but using them doesn't help much, and the CPU/PG requirements are way too high. Anyways, I think the Cloak should be a built in module for Scouts suits, and only scout suits. Perhaps.
Im curious what sort of things E-war might bring? I'm not that up on Eve.
But other than the WP issue, there really are only a couple options like this in game right now.
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Henchmen21
Planet Express LLC
222
|
Posted - 2013.09.08 00:16:00 -
[5] - Quote
As a minm logi I am getting eaten alive with any fit under 70k, with the improved hit detection it's all about HP now. A militia AR is just as good as a GEK-36. Unless you can withstand a full clip from it. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1229
|
Posted - 2013.09.08 00:16:00 -
[6] - Quote
Far as I am concerned, suits have always revolved around who had the most HP or DPS. I know that's the only thing I have ever focused on.
Honestly I would like to see an experiment take place, remove the ability to increase health via modules (whether that be shields or armor). Then adjust suit HP based on the type of suit, race etc. Then increase HP either by tier, or make them all the same but the higher end suits will get more module slots and PG/CPU.
Suits other stats would remain the same as they are now (sprint speeds, movement speeds, stamina etc etc).
Not only would this make balancing weapons infinitely easier, but it would also create a larger pool of unique suits, instead of 95% of the players doing nothing by HP tanking as much as they can. |
DJINN Marauder
Ancient Exiles
1093
|
Posted - 2013.09.08 00:33:00 -
[7] - Quote
DJINN leukoplast wrote:Far as I am concerned, suits have always revolved around who had the most HP or DPS. I know that's the only thing I have ever focused on.
Honestly I would like to see an experiment take place, remove the ability to increase health via modules (whether that be shields or armor). Then adjust suit HP based on the type of suit, race etc. Then increase HP either by tier, or make them all the same but the higher end suits will get more module slots and PG/CPU.
Suits other stats would remain the same as they are now (sprint speeds, movement speeds, stamina etc etc).
Not only would this make balancing weapons infinitely easier, but it would also create a larger pool of unique suits, instead of 95% of the players doing nothing by HP tanking as much as they can. Wouldn't scouts be gimped then? |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
909
|
Posted - 2013.09.08 00:37:00 -
[8] - Quote
There is no reason to do anything else other than be able to out tank the enemy in terms of DPS or eHP. There are barely any situations for support players or alternative playstyles to shine through. Nor is there really any way to do so anyways.
Dust gameplay fails because of its poor game modes and game mechanics. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3277
|
Posted - 2013.09.08 00:38:00 -
[9] - Quote
Until any of the other battlefield roles actually matter and make an impact on the game, the only thing that matters is killing the other guy before he kills you.
Game size is also too small to warrant taking a DPS'er off of the field for, say, a scout hacker. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2506
|
Posted - 2013.09.08 00:39:00 -
[10] - Quote
File this thread into the "no duh" category.
Seriously though, I'm 100% in agreement on this one. The funniest thing I see is people talking about the "deep" fitting system in Dust 514. Yeah, it's deep, as long as you don't mind doing really poorly. In reality, there's only a few things you can do if you expect to be effective in "serious" matches. 90% of the "depth" is pure garbage. |
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DJINN leukoplast
Hellstorm Inc League of Infamy
1231
|
Posted - 2013.09.08 00:41:00 -
[11] - Quote
DJINN Marauder wrote:DJINN leukoplast wrote:Far as I am concerned, suits have always revolved around who had the most HP or DPS. I know that's the only thing I have ever focused on.
Honestly I would like to see an experiment take place, remove the ability to increase health via modules (whether that be shields or armor). Then adjust suit HP based on the type of suit, race etc. Then increase HP either by tier, or make them all the same but the higher end suits will get more module slots and PG/CPU.
Suits other stats would remain the same as they are now (sprint speeds, movement speeds, stamina etc etc).
Not only would this make balancing weapons infinitely easier, but it would also create a larger pool of unique suits, instead of 95% of the players doing nothing by HP tanking as much as they can. Wouldn't scouts be gimped then?
Aren't they already in terms of HP compared to the other suits?
The suits HP wouldn't stay the same as it is now, they would all be increased based on the type of suit, race, etc. Scouts would still have the least, but you would still be the fastest and stealthiest (any advantage you have now as a scout would be the same). |
Faquira Bleuetta
Pure Innocence. EoN.
75
|
Posted - 2013.09.08 00:50:00 -
[12] - Quote
in my gallente purelogis pro fitting have 585 hp 14/3 in amb my gallente assault pro 150 shield + 685 armor and 3 complex damage got 27/1 yep ehp and dps always triumph in all game rpg or fps. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 00:55:00 -
[13] - Quote
I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank |
Monkey MAC
killer taxi company General Tso's Alliance
298
|
Posted - 2013.09.08 01:01:00 -
[14] - Quote
Nguruthos IX wrote:Or trade offs between the two?
More DPS, less EHP, More EHP, less DPS More shields, less armor More armor less shields
Does anyone else think it's crucial that Fittings become less about maximizing Tank or DPS and more about roles and capabilities?
In other words is it vital at this point that Dust start adding Modules who's usefulness greatly challenges the merits of more HP or damage in favor of things like cloaking, webs, E-War, scanning, buffs/debuggs, Other, etc?
I run a flanking suit exposure time short 460 ehp, but by use of an ensrgizer and repper I only require 5 secs out of battle to be repped to combat ready!!
I amped up by internal dampening in advance of 1.4, allows me to slip in and out of battles at my pleasure!! |
Cosgar
ParagonX
4942
|
Posted - 2013.09.08 01:05:00 -
[15] - Quote
Now that strafing, an essential part of gunplay is all but gone, all I see are fully hybrid tanked out suts playing this game like an arcade FPS. |
DJINN Marauder
Ancient Exiles
1093
|
Posted - 2013.09.08 01:08:00 -
[16] - Quote
Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. |
Cosgar
ParagonX
4943
|
Posted - 2013.09.08 01:16:00 -
[17] - Quote
DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 01:19:00 -
[18] - Quote
Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree.
I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner
I easily go 12/6 14/2 6/4
While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad.
My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory.
Edit:
I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range. |
Ansiiis The Trustworthy
WE ARE LEGENDS
282
|
Posted - 2013.09.08 01:30:00 -
[19] - Quote
Oswald Rehnquist wrote:Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree. I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner I easily go 12/6 14/2 6/4 While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad. My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory. Edit: I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range.
Most people don't consider that ''good''... But I'm not being a douche, I have been there. Now that my beloved OP AR is unusable because of ADS sensitivity I am using a shotgun fit. It costs me 37k and basicly allows me to play with minimal risk but still achieve high rewards. Most of the time I just rush in and try and kill the bastards but other times I use the active scanner to pre-fire and kill anyone who comes around a corner. |
Cosgar
ParagonX
4944
|
Posted - 2013.09.08 01:34:00 -
[20] - Quote
Oswald Rehnquist wrote:Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree. I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner I easily go 12/6 14/2 6/4 While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad. My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory. Edit: I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range. What do you think is attributed to your sudden improvement? No trolling, just curious. |
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Henchmen21
Planet Express LLC
223
|
Posted - 2013.09.08 01:39:00 -
[21] - Quote
Ansiiis The Trustworthy wrote:Oswald Rehnquist wrote:Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree. I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner I easily go 12/6 14/2 6/4 While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad. My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory. Edit: I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range. Most people don't consider that ''good''... But I'm not being a douche, I have been there. Now that my beloved OP AR is unusable because of ADS sensitivity I am using a shotgun fit. It costs me 37k and basicly allows me to play with minimal risk but still achieve high rewards. Most of the time I just rush in and try and kill the bastards but other times I use the active scanner to pre-fire and kill anyone who comes around a corner.
How in the hell can you say the AR is unusable. 1.4 took me from the AR is fine side to it needs a nerf. This from someone with prof 4 in it. A milita AR is now capable to chewing through a proto suit like its a milita suit. With improved hit detection the AR is ridiculously easy to use. |
Nguruthos IX
Vagina Bombers
1508
|
Posted - 2013.09.08 01:43:00 -
[22] - Quote
So what sort of E-war module would be able to trump damage or HP?
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Monkey MAC
killer taxi company General Tso's Alliance
299
|
Posted - 2013.09.08 01:46:00 -
[23] - Quote
Henchmen21 wrote:Ansiiis The Trustworthy wrote:Oswald Rehnquist wrote: I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner
I easily go 12/6 14/2 6/4
While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad.
My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory.
Edit:
I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range.
Most people don't consider that ''good''... But I'm not being a douche, I have been there. Now that my beloved OP AR is unusable because of ADS sensitivity I am using a shotgun fit. It costs me 37k and basicly allows me to play with minimal risk but still achieve high rewards. Most of the time I just rush in and try and kill the bastards but other times I use the active scanner to pre-fire and kill anyone who comes around a corner. Glad someone understands its HROF weaponry!! How in the hell can you say the AR is unusable. 1.4 took me from the AR is fine side to it needs a nerf. This from someone with prof 4 in it. A milita AR is now capable to chewing through a proto suit like its a milita suit. With improved hit detection the AR is ridiculously easy to use.
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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 01:53:00 -
[24] - Quote
Cosgar wrote:Oswald Rehnquist wrote:Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree. I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner I easily go 12/6 14/2 6/4 While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad. My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory. Edit: I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range. What do you think is attributed to your sudden improvement? No trolling, just curious.
Three things
1) Shorter TTK
More hits connecting with slower strafing and aim assist means hp means less which does not effect my scout as much since I never tanked at all (one bullet = one death), so it ends up other suits / play styles got nerfed my play style did not. Essentially people die faster
2) Loss of Shared Enemy Vision
I can kill an enemy without the whole team being alert, I have also had enemy squads pass me by because I am able to stay out of their visuals, and I can kill one in an engagement really quick without him alerting the others.
3) Active Scanner / Dampener
I literally hide behind structures right behind the enemy trench and keep on scanning the large enemy force, the ones on the edge/rear I wait till all their teammates are facing my allies, once that occurs I go in and and get the head shots. I have even taken out 5 snipers grouped together with well placed grenades. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 01:55:00 -
[25] - Quote
Ansiiis The Trustworthy wrote:Oswald Rehnquist wrote:Cosgar wrote:DJINN Marauder wrote:Oswald Rehnquist wrote:I run dragonfly scout, so two damps is all the modules I can fit
Scrambler Pistol head shots are my dps and stealth active scanner are my tank I doubt you do well with that. I agree. I do quite well with it, just don't get hit, don't run in the open and wait for the back to turn by using the active scanner I easily go 12/6 14/2 6/4 While I do have bad games of 6/6, rarely if ever do I go below 1.0 ratio and if I do it is usually 1/3 when its bad. My KDR has actually gone up significantly and at this rate will eventually be breaking into new KDR territory. Edit: I'll put it this way, if I had a KDR reset after 1.4, I would be in the 2.5-3.0 range. Most people don't consider that ''good''... But I'm not being a douche, I have been there. Now that my beloved OP AR is unusable because of ADS sensitivity I am using a shotgun fit. It costs me 37k and basicly allows me to play with minimal risk but still achieve high rewards. Most of the time I just rush in and try and kill the bastards but other times I use the active scanner to pre-fire and kill anyone who comes around a corner.
That is good for scouts, I think some of highest tier scout KDRs is 3.5 to 4.5 range, and they are the few supreme players out there. |
Shion Typhon
Intara Direct Action Caldari State
252
|
Posted - 2013.09.08 02:00:00 -
[26] - Quote
Not to be a PS2 fanboy but in that game engineers rarely use their guns, they are too busy doing engineer-y things, same with medics, they spend 75% of their time being a medic and only 25% being a soldier.
These 2 classes aren't super deep but they are more valuable fulfilling their assigned role than they are shooting. Question is why? Dust has effectively the same "class" setup available via its varied modules, so why doesn't the same end result. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 02:04:00 -
[27] - Quote
Shion Typhon wrote:Not to be a PS2 fanboy but in that game engineers rarely use their guns, they are too busy doing engineer-y things, same with medics, they spend 75% of their time being a medic and only 25% being a soldier.
These 2 classes aren't super deep but they are more valuable fulfilling their assigned role than they are shooting. Question is why? Dust has effectively the same "class" setup available via its varied modules, so why doesn't the same end result.
PS2 had certain guns only certain classes could use, also the logistic suits have the highest module counts which in a game that is as flexible as Dust equates to a lot of power to fine turn everything the way you want. Logis have the best Alpha damage in the game due to slots and are the best snipers. Nanohive to resupply, repair tool to heal dropships, dropuplink to keep the good spots equates to sniper heaven, something PS2 Medics and engineers can't do. |
Shion Typhon
Intara Direct Action Caldari State
253
|
Posted - 2013.09.08 02:19:00 -
[28] - Quote
Oswald Rehnquist wrote:Shion Typhon wrote:Not to be a PS2 fanboy but in that game engineers rarely use their guns, they are too busy doing engineer-y things, same with medics, they spend 75% of their time being a medic and only 25% being a soldier.
These 2 classes aren't super deep but they are more valuable fulfilling their assigned role than they are shooting. Question is why? Dust has effectively the same "class" setup available via its varied modules, so why doesn't the same end result. PS2 had certain guns only certain classes could use, also the logistic suits have the highest module counts which in a game that is as flexible as Dust equates to a lot of power to fine turn everything the way you want. Logis have the best Alpha damage in the game due to slots and are the best snipers. Nanohive to resupply, repair tool to heal dropships, dropuplink to keep the good spots equates to sniper heaven, something PS2 Medics and engineers can't do.
Yes but if "shooting stuff" was the best battlefield option then every one in PS2 would play a heavy assault, you have the best rifle, the best shield and an AV weapon. Yet people clearly do not, people select engineer and do engineer things and a team with no one playing engineer (or medic) feels the lack.
So even if you assume the Logi is "the best suit" then why aren't a portion of the Logis building themselves as "engineers" even if the rest are glorified assaults. Those roles serve no purpose in Dust because the objectives and playstyle have no use for them.
Part of this problem is also the whole no valuable engineer modules for the high slots, you get everything you need via the equipment slot and you have 3 so why not devote all your highs and lows to EHP/DPS |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
213
|
Posted - 2013.09.08 02:28:00 -
[29] - Quote
Shion Typhon wrote:Oswald Rehnquist wrote:Shion Typhon wrote:Not to be a PS2 fanboy but in that game engineers rarely use their guns, they are too busy doing engineer-y things, same with medics, they spend 75% of their time being a medic and only 25% being a soldier.
These 2 classes aren't super deep but they are more valuable fulfilling their assigned role than they are shooting. Question is why? Dust has effectively the same "class" setup available via its varied modules, so why doesn't the same end result. PS2 had certain guns only certain classes could use, also the logistic suits have the highest module counts which in a game that is as flexible as Dust equates to a lot of power to fine turn everything the way you want. Logis have the best Alpha damage in the game due to slots and are the best snipers. Nanohive to resupply, repair tool to heal dropships, dropuplink to keep the good spots equates to sniper heaven, something PS2 Medics and engineers can't do. Yes but if "shooting stuff" was the best battlefield option then every one in PS2 would play a heavy assault, you have the best rifle, the best shield and an AV weapon. Yet people clearly do not, people select engineer and do engineer things and a team with no one playing engineer (or medic) feels the lack. So even if you assume the Logi is "the best suit" then why aren't a portion of the Logis building themselves as "engineers" even if the rest are glorified assaults. Those roles serve no purpose in Dust because the objectives and playstyle have no use for them. Part of this problem is also the whole no valuable engineer modules for the high slots, you get everything you need via the equipment slot and you have 3 so why not devote all your highs and lows to EHP/DPS
I see what your getting at, yes I agree, the support functions in the game are limited, in fact there were nerfed because they were getting too many points for healing which added to way too many orbitals. Support in Dust needs to be refined, but if they took the Assault equipment slot away and the logi light weapon slot (I don't advocate it), you'd see the spread then, but I think the harder approach of re balancing the awards systems and the slaybro mechanics would yield better resutls (with logis keeping their light weapon slot) |
Cosgar
ParagonX
4946
|
Posted - 2013.09.08 02:32:00 -
[30] - Quote
Shion Typhon wrote:Not to be a PS2 fanboy but in that game engineers rarely use their guns, they are too busy doing engineer-y things, same with medics, they spend 75% of their time being a medic and only 25% being a soldier.
These 2 classes aren't super deep but they are more valuable fulfilling their assigned role than they are shooting. Question is why? Dust has effectively the same "class" setup available via its varied modules, so why doesn't the same end result. Two different games. Logistics don't have a lot of equipment choices right now either. I've been a logi since Chrome and was excited when I saw the active scanner and deployable shields. We need more equipment than we have right now. |
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Shion Typhon
Intara Direct Action Caldari State
253
|
Posted - 2013.09.08 07:11:00 -
[31] - Quote
Cosgar wrote:Shion Typhon wrote:Not to be a PS2 fanboy but in that game engineers rarely use their guns, they are too busy doing engineer-y things, same with medics, they spend 75% of their time being a medic and only 25% being a soldier.
These 2 classes aren't super deep but they are more valuable fulfilling their assigned role than they are shooting. Question is why? Dust has effectively the same "class" setup available via its varied modules, so why doesn't the same end result. Two different games. Logistics don't have a lot of equipment choices right now either. I've been a logi since Chrome and was excited when I saw the active scanner and deployable shields. We need more equipment than we have right now.
But it can't be in the equipment slots, Logis need compelling items to take in highs or lows otherwise they are still just "Assaults with more equipment slots".
Imagine a high slot EWAR package that reduces enemy accuracy/hit rates by 10% for enemies within 80m or something like that. Think a Logi might take a high slot like that instead of yet another shield extender? |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
442
|
Posted - 2013.09.08 08:02:00 -
[32] - Quote
I had this idea for a while but never shared b/c CCP does not give one fucks and all these suggestions are just intellectual mastrubation because they will never materialize but I like this thread and I think it's a good spot for thoughts like these.
What if we had guns that did not kill but disabled enemy in other ways, it would make sense if they went into side arm slots or equipment slots. For example, a dart gun that shoots a beacon that attaches to a red dot and keeps the red dot lit up on the map for as long as he/she or the person that used the gun on them is alive. Or a radio transmitter that lets you listen in on the comms inside the other team. Or ammo that slowed down a vehicle, etc. |
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