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          Godin Thekiller 
          Hellstorm Inc League of Infamy
  556
  
          
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        Posted - 2013.09.08 02:21:00 -
          [1] - Quote 
          
           
          Enforcers in their current state are pretty much useless, as they suffer the same problems the other T II HAV's had, but it's even worse, because it's basically a MLT with less acceleration, but with a extra 2 slots. It needs some work, but if done right, it can be a long range hell sender!
  First, it needs less speed and acceleration than the BO HAV's, but more than the basic ones. Next, it needs more CPU/PG. Lastly, give they need the same base eHP of the basic HAV's.
 
  Now to finish the HAV's off, they should get a new module, in which I can't think of a name for. Basically, what it would do is what the role is designed for: making those shots fly long and hit hard. What it does is make their optimal range their max range, with a max range extension. also, they should get a higher range zoom with that. Lastly, it will half the speed of the HAV to pervent it from running away. It will last for ~30 seconds, and have a cooldown of ~ 1 minute.
  Click here to view the other ideas.
 
  Peace, Godin   | 
      
      
      
          
          Godin Thekiller 
          Hellstorm Inc League of Infamy
  599
  
          
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        Posted - 2013.09.09 19:52:00 -
          [2] - Quote 
          
           
          bump   | 
      
      
      
          
          Vespasian Andendare 
          Subsonic Synthesis Alpha Wolf Pack
  385
  
          
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        Posted - 2013.09.09 20:10:00 -
          [3] - Quote 
          
           
          You really shouldn't spam General Discussion with your ideas that clearly belong in Feedback/Suggestions forum. | 
      
      
      
          
          Spkr4theDead 
          International-Fleet
  647
  
          
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        Posted - 2013.09.09 20:14:00 -
          [4] - Quote 
          
           
          Bump my thread? | 
      
      
      
          
          Godin Thekiller 
          Hellstorm Inc League of Infamy
  602
  
          
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        Posted - 2013.09.09 20:30:00 -
          [5] - Quote 
          
           
          Vespasian Andendare wrote:You really shouldn't spam General Discussion with your ideas that clearly belong in Feedback/Suggestions forum.  
  1: They're just ideas, so doesn't need to go in feedback/requests. 
  2: I can give this many fucks about spamming. | 
      
      
      
          
          Godin Thekiller 
          Hellstorm Inc League of Infamy
  1320
  
          
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        Posted - 2013.10.28 23:54:00 -
          [6] - Quote 
          
           
          Spkr4theDead wrote:Bump my thread?  
  What thread?
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! 
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          True Adamance 
          PIE Inc. Praetoria Imperialis Excubitoris
  3695
  
          
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        Posted - 2013.10.29 00:05:00 -
          [7] - Quote 
          
           
          Godin Thekiller wrote:Enforcers in their current state are pretty much useless, as they suffer the same problems the other T II HAV's had, but it's even worse, because it's basically a MLT with less acceleration, but with a extra 2 slots. It needs some work, but if done right, it can be a long range hell sender! First, it needs less speed and acceleration than the BO HAV's, but more than the basic ones. Next, it needs more CPU/PG. Lastly, give they need the same base eHP of the basic HAV's. Now to finish the HAV's off, they should get a new module, in which I can't think of a name for. Basically, what it would do is what the role is designed for: making those shots fly long and hit hard. What it does is make their optimal range their max range, with a max range extension. also, they should get a higher range zoom with that. Lastly, it will half the speed of the HAV to pervent it from running away. It will last for ~30 seconds, and have a cooldown of ~ 1 minute. Click  here to view the other ideas. Peace, Godin      I'm always down for having role specific tank modules.
  Marauder Modules
  Enforcer Modules
  Black Ops Modules
  That for the duration of X seconds improve your tanks key features before they have a massively long cool down.
 "All things were created by the Divine, and so the glory of our faith is inherent to us all" 
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          General John Ripper 
          MoIden Heath PoIice Department EoN.
  10781
  
          
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        Posted - 2013.10.29 00:06:00 -
          [8] - Quote 
          
           
          Godin Thekiller wrote:Vespasian Andendare wrote:You really shouldn't spam General Discussion with your ideas that clearly belong in Feedback/Suggestions forum.  1: They're just ideas, so doesn't need to go in feedback/requests.  2: I can give  this many fucks about spamming.   Lack of F***s approved.
 Level 5 Forum Warrior Prof 5 
Founder of the Forum Warrior Club 
King of Tacos 
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          Godin Thekiller 
          Hellstorm Inc League of Infamy
  1326
  
          
                | 
        Posted - 2013.10.29 01:24:00 -
          [9] - Quote 
          
           
          True Adamance wrote:Godin Thekiller wrote:Enforcers in their current state are pretty much useless, as they suffer the same problems the other T II HAV's had, but it's even worse, because it's basically a MLT with less acceleration, but with a extra 2 slots. It needs some work, but if done right, it can be a long range hell sender! First, it needs less speed and acceleration than the BO HAV's, but more than the basic ones. Next, it needs more CPU/PG. Lastly, give they need the same base eHP of the basic HAV's. Now to finish the HAV's off, they should get a new module, in which I can't think of a name for. Basically, what it would do is what the role is designed for: making those shots fly long and hit hard. What it does is make their optimal range their max range, with a max range extension. also, they should get a higher range zoom with that. Lastly, it will half the speed of the HAV to pervent it from running away. It will last for ~30 seconds, and have a cooldown of ~ 1 minute. Click  here to view the other ideas. Peace, Godin     I'm always down for having role specific tank modules. Marauder Modules Enforcer Modules Black Ops Modules That for the duration of X seconds improve your tanks key features before they have a massively long cool down.  
  Wow.... someone agreed with me on the forums..... Is the world ending?
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! 
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          Vyzion Eyri 
          The Southern Legion The Umbra Combine
  1608
  
          
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        Posted - 2013.10.29 01:30:00 -
          [10] - Quote 
          
           
          True Adamance wrote:Godin Thekiller wrote:Enforcers in their current state are pretty much useless, as they suffer the same problems the other T II HAV's had, but it's even worse, because it's basically a MLT with less acceleration, but with a extra 2 slots. It needs some work, but if done right, it can be a long range hell sender! First, it needs less speed and acceleration than the BO HAV's, but more than the basic ones. Next, it needs more CPU/PG. Lastly, give they need the same base eHP of the basic HAV's. Now to finish the HAV's off, they should get a new module, in which I can't think of a name for. Basically, what it would do is what the role is designed for: making those shots fly long and hit hard. What it does is make their optimal range their max range, with a max range extension. also, they should get a higher range zoom with that. Lastly, it will half the speed of the HAV to pervent it from running away. It will last for ~30 seconds, and have a cooldown of ~ 1 minute. Click  here to view the other ideas. Peace, Godin     I'm always down for having role specific tank modules. Marauder Modules Enforcer Modules Black Ops Modules That for the duration of X seconds improve your tanks key features before they have a massively long cool down.  
  Combine role-specific modules with vehicle capacitors and I'm down. This can be the first iteration of capacitors; only having them drained by these specific modules. Then, further iterations can slowly open them up to other active modules as we balance amounts/cap regen and introduce anti-cap weaponry.
 
 > "I will show you fear in a handful of dust." 
T.S. Eliot, The Wasteland 
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          TechMechMeds 
          Swamp Marines Kleenex Inc.
  1077
  
          
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        Posted - 2013.10.29 01:44:00 -
          [11] - Quote 
          
           
          I'd rather not be 2 hulls and some frames better thanks.
 Level 1 forum warrior. 
Minmatar and Gallente fw. 
Fix PC lag please CCP. 
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          Godin Thekiller 
          Hellstorm Inc League of Infamy
  1326
  
          
                | 
        Posted - 2013.10.29 01:52:00 -
          [12] - Quote 
          
           
          TechMechMeds wrote:I'd rather not be 2 hulls and some frames better thanks.   
  Not sure what you meant by that. Can you elaborate?
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! 
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          Godin Thekiller 
          Hellstorm Inc League of Infamy
  1326
  
          
                | 
        Posted - 2013.10.29 01:59:00 -
          [13] - Quote 
          
           
          Vyzion Eyri wrote:True Adamance wrote:Godin Thekiller wrote:Enforcers in their current state are pretty much useless, as they suffer the same problems the other T II HAV's had, but it's even worse, because it's basically a MLT with less acceleration, but with a extra 2 slots. It needs some work, but if done right, it can be a long range hell sender! First, it needs less speed and acceleration than the BO HAV's, but more than the basic ones. Next, it needs more CPU/PG. Lastly, give they need the same base eHP of the basic HAV's. Now to finish the HAV's off, they should get a new module, in which I can't think of a name for. Basically, what it would do is what the role is designed for: making those shots fly long and hit hard. What it does is make their optimal range their max range, with a max range extension. also, they should get a higher range zoom with that. Lastly, it will half the speed of the HAV to pervent it from running away. It will last for ~30 seconds, and have a cooldown of ~ 1 minute. Click  here to view the other ideas. Peace, Godin     I'm always down for having role specific tank modules. Marauder Modules Enforcer Modules Black Ops Modules That for the duration of X seconds improve your tanks key features before they have a massively long cool down.  Combine role-specific modules with vehicle capacitors and I'm down. This can be the first iteration of capacitors; only having them drained by these specific modules. Then, further iterations can slowly open them up to other active modules as we balance amounts/cap regen and introduce anti-cap weaponry.  
  The cooldown system can really stay, as it seems Wolfman is working off of that, and doing a very good job at it. Just to let you know, the only thing that sucks up cap by a lot is reppers and propulsion systems (or lasers), and since reppers are drastically changing to where only shield ones are really active (unless they bring back active armor repps in the future), and from skills the propulsion systems can be perma-runned, the cap would be pointless and would underpower shield tanked vehicles compared to armor. However, those could be used by the infantry ideas I have. A separate bar for it instead of stamina that could be for only that module.
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! 
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          Godin Thekiller 
          Hellstorm Inc League of Infamy
  1326
  
          
                | 
        Posted - 2013.10.29 02:00:00 -
          [14] - Quote 
          
           
          Forum ****** up. The struggle is real
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! 
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          True Adamance 
          PIE Inc. Praetoria Imperialis Excubitoris
  3710
  
          
                | 
        Posted - 2013.10.29 02:40:00 -
          [15] - Quote 
          
           
          Godin Thekiller wrote:Vyzion Eyri wrote:True Adamance wrote:Godin Thekiller wrote:Enforcers in their current state are pretty much useless, as they suffer the same problems the other T II HAV's had, but it's even worse, because it's basically a MLT with less acceleration, but with a extra 2 slots. It needs some work, but if done right, it can be a long range hell sender! First, it needs less speed and acceleration than the BO HAV's, but more than the basic ones. Next, it needs more CPU/PG. Lastly, give they need the same base eHP of the basic HAV's. Now to finish the HAV's off, they should get a new module, in which I can't think of a name for. Basically, what it would do is what the role is designed for: making those shots fly long and hit hard. What it does is make their optimal range their max range, with a max range extension. also, they should get a higher range zoom with that. Lastly, it will half the speed of the HAV to pervent it from running away. It will last for ~30 seconds, and have a cooldown of ~ 1 minute. Click  here to view the other ideas. Peace, Godin     I'm always down for having role specific tank modules. Marauder Modules Enforcer Modules Black Ops Modules That for the duration of X seconds improve your tanks key features before they have a massively long cool down.  Combine role-specific modules with vehicle capacitors and I'm down. This can be the first iteration of capacitors; only having them drained by these specific modules. Then, further iterations can slowly open them up to other active modules as we balance amounts/cap regen and introduce anti-cap weaponry.  The cooldown system can really stay, as it seems Wolfman is working off of that, and doing a very good job at it. Just to let you know, the only thing that sucks up cap by a lot is reppers and propulsion systems (or lasers), and since reppers are drastically changing to where only shield ones are really active (unless they bring back active armor repps in the future), and from skills the propulsion systems can be perma-runned, the cap would be pointless and would underpower shield tanked vehicles compared to armor. However, those could be used by the infantry ideas I have. A separate bar for it instead of stamina that could be for only that module.   
 
  This doesn't make sense though. Armour does not change that much between EVE and Dust.
  Armour is mainly Actively Tanked, though massive Res bonus modules are stacked too... I tend to see Shield being the passively tanked modules, however the Insta shield chargers are pretty damn cool.
 "All things were created by the Divine, and so the glory of our faith is inherent to us all" 
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          Godin Thekiller 
          Hellstorm Inc League of Infamy
  1327
  
          
                | 
        Posted - 2013.10.29 03:01:00 -
          [16] - Quote 
          
           
          True Adamance wrote:Godin Thekiller wrote:Vyzion Eyri wrote:True Adamance wrote:Godin Thekiller wrote:Enforcers in their current state are pretty much useless, as they suffer the same problems the other T II HAV's had, but it's even worse, because it's basically a MLT with less acceleration, but with a extra 2 slots. It needs some work, but if done right, it can be a long range hell sender! First, it needs less speed and acceleration than the BO HAV's, but more than the basic ones. Next, it needs more CPU/PG. Lastly, give they need the same base eHP of the basic HAV's. Now to finish the HAV's off, they should get a new module, in which I can't think of a name for. Basically, what it would do is what the role is designed for: making those shots fly long and hit hard. What it does is make their optimal range their max range, with a max range extension. also, they should get a higher range zoom with that. Lastly, it will half the speed of the HAV to pervent it from running away. It will last for ~30 seconds, and have a cooldown of ~ 1 minute. Click  here to view the other ideas. Peace, Godin     I'm always down for having role specific tank modules. Marauder Modules Enforcer Modules Black Ops Modules That for the duration of X seconds improve your tanks key features before they have a massively long cool down.  Combine role-specific modules with vehicle capacitors and I'm down. This can be the first iteration of capacitors; only having them drained by these specific modules. Then, further iterations can slowly open them up to other active modules as we balance amounts/cap regen and introduce anti-cap weaponry.  The cooldown system can really stay, as it seems Wolfman is working off of that, and doing a very good job at it. Just to let you know, the only thing that sucks up cap by a lot is reppers and propulsion systems (or lasers), and since reppers are drastically changing to where only shield ones are really active (unless they bring back active armor repps in the future), and from skills the propulsion systems can be perma-runned, the cap would be pointless and would underpower shield tanked vehicles compared to armor. However, those could be used by the infantry ideas I have. A separate bar for it instead of stamina that could be for only that module.   This doesn't make sense though. Armour does not change that much between EVE and Dust. Armour is mainly Actively Tanked, though massive Res bonus modules are stacked too... I tend to see Shield being the passively tanked modules, however the Insta shield chargers are pretty damn cool.  
  You must only fly Caldari Ships then. I see Winmatar ships with boosters all the time. I use them all the time (more so now that I'm actually playing again)
  And like I said, since repps for vehicles are going passive, that would leave boosters with the only repairing thing to really take up cap.
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! 
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