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Severus Smith
Ikomari-Onu Enforcement Caldari State
331
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Posted - 2013.09.12 15:52:00 -
[31] - Quote
Kekklian Noobatronic wrote:Killar-12 wrote:Rusty Shallows wrote:Killar-12 wrote:Switch HMG and AR range Profiles You're a cruel one Mr 12. I said nothing about dispersion, It means the weapon needs fired longer to be used at long range Wait.. So you mean, the suppression weapon would become feared at range - AKA, able to suppress?! And the blaster(short range tech) would actually be short range?! Gasp! The peasants will revolt if they hear such blasphemy!! (Great idea though, especially considering Dispersion would still be the limiting factor out to the guns effective range) +1. This idea needs to be implemented. I am so tired of the HMG (a gun so big and powerful it needs a special suit to be used) being out damaged, out ranged, and out feared by a flimsy light blaster rifle.
Then again, what could you expect from Minmatar tech... besides tetanus? |
Jake Bloodworth
DUST University Ivy League
153
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Posted - 2013.09.12 16:02:00 -
[32] - Quote
I think the suggestion for heavy "fixes" that holds the most merit is a percentage per level resistance on the Amarr frame. Gallente(lol never going to be released at this rate) should sport the rep bonus. I don't think heavy frames are in nearly as bad of spot as most of GD feels, but a resistance bonus would be a nice quality of life change. I think 3% per level sounds fair, but I wouldn't complain if it was 5% per level.
As for switching the profiles of the hmg and AR, that seems a very silly suggestion. I understand as well as anyone that our "mini-gun" does not function nearly as well as it's real life counterpart. But, this is Dust so why would weapons perform like they do in real life? The problem of HMG range (lol, not nearly as bad as people like to cry) can be easily solved by the introduction of new heavy weapons. So, instead of fundamentally changing the game and fun factor of AR players, you can add a longer range weapon to heavy frames.
Switching range profiles will only serve to "dumb down" an aspect of the game. It will solve the perceived problem with the HMG through a nerf/buff instead of new content. New content on the other hand can solve the perceived problem of the HMG by adding complexity and choice to the game.
TLDR: Good thinking on the resistance buff. The HMG buff, however, would only serve as a crude band-aid fix to a small problem. |
Killar-12
The Corporate Raiders
1091
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Posted - 2013.09.12 16:15:00 -
[33] - Quote
Jake Bloodworth wrote:I think the suggestion for heavy "fixes" that holds the most merit is a percentage per level resistance on the Amarr frame. Gallente(lol never going to be released at this rate) should sport the rep bonus. I don't think heavy frames are in nearly as bad of spot as most of GD feels, but a resistance bonus would be a nice quality of life change. I think 3% per level sounds fair, but I wouldn't complain if it was 5% per level.
As for switching the profiles of the hmg and AR, that seems a very silly suggestion. I understand as well as anyone that our "mini-gun" does not function nearly as well as it's real life counterpart. But, this is Dust so why would weapons perform like they do in real life? The problem of HMG range (lol, not nearly as bad as people like to cry) can be easily solved by the introduction of new heavy weapons. So, instead of fundamentally changing the game and fun factor of AR players, you can add a longer range weapon to heavy frames.
Switching range profiles will only serve to "dumb down" an aspect of the game. It will solve the perceived problem with the HMG through a nerf/buff instead of new content. New content on the other hand can solve the perceived problem of the HMG by adding complexity and choice to the game.
TLDR: Good thinking on the resistance buff. The HMG buff, however, would only serve as a crude band-aid fix to a small problem. True, It's intention is to give the AR a feel of being a short range blaster, and the HMG of being mid range supression weapon. |
Lightning Bolt2
DUST University Ivy League
201
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Posted - 2013.09.12 17:54:00 -
[34] - Quote
Killar-12 wrote:Scouts Lower Base profile down to 30 Increase base speed by 1 m/s walking 1.5 m/s running Increase Scan radius to 20 m increase base PG/CPU
Light suits add an additional equipment slot increase base PG/CPU
Heavies Give Sentinel 5% resistance per level to light weapons and sidearms Switch HMG and AR range Profiles
Boom
Add your own proposals below
as a scout I think all those buffs will make my suit OP!
base profile to 40 0.5 increase to walking, 0.7 to sprinting. yes scan to 20 . YESSSSSS MORE PG/CPU!!!!!!!!!!!!!!!! |
Matticus Monk
Ordus Trismegistus
438
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Posted - 2013.09.12 18:11:00 -
[35] - Quote
Lucifalic wrote:Gal advanced scout get proper 1h/3l modules.
Plus 1 billion..... don't tease me with 2 H slots at ADV level, and no additional low slots.... only to take 1 H away at PRO.
Give me 1H/3L so that I can feel like my low slot focused scout suit is progressing naturally.
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Mossellia Delt
Militaires Sans Jeux
213
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Posted - 2013.09.12 18:17:00 -
[36] - Quote
Scouts
- increase run and walk speed dramatically, so much so that a minimatar assualt would need to stack proto kincats to achive their base run speed
- Increase both races cpu / pg
- double scouts only strafe speed
Gallente
- at proto level 2 highs 4 lows
Min - at proto 4 highs 2 lows |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
284
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Posted - 2013.09.12 18:21:00 -
[37] - Quote
Mossellia Delt wrote:Scouts
- increase run and walk speed dramatically, so much so that a minimatar assualt would need to stack proto kincats to achive their base run speed
- Increase both races cpu / pg
- double scouts only strafe speed
Gallente
- at proto level 2 highs 4 lows
Min - at proto 4 highs 2 lows That's overkill |
Killar-12
The Corporate Raiders
1094
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Posted - 2013.09.12 19:19:00 -
[38] - Quote
Lightning Bolt2 wrote:Killar-12 wrote:Scouts Lower Base profile down to 30 Increase base speed by 1 m/s walking 1.5 m/s running Increase Scan radius to 20 m increase base PG/CPU
Light suits add an additional equipment slot increase base PG/CPU
Heavies Give Sentinel 5% resistance per level to light weapons and sidearms Switch HMG and AR range Profiles
Boom
Add your own proposals below as a scout I think all those buffs will make my suit OP! base profile to 40 0.5 increase to walking, 0.7 to sprinting. yes scan to 20 . YESSSSSS MORE PG/CPU!!!!!!!!!!!!!!!! [EDIT] well, at least adding all these together might make it OP, CCP needs to start with small buffs. Start slowly Scanning is a joke in dust compared to in EVE
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Killar-12
The Corporate Raiders
1094
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Posted - 2013.09.12 19:20:00 -
[39] - Quote
Dexter307 wrote:Mossellia Delt wrote:Scouts
- increase run and walk speed dramatically, so much so that a minimatar assualt would need to stack proto kincats to achive their base run speed
- Increase both races cpu / pg
- double scouts only strafe speed
Gallente
- at proto level 2 highs 4 lows
Min - at proto 4 highs 2 lows That's overkill Strafe speed wise yes, but a scout needs to be FAST and HARD to detect and needs to have a higher sprint speed... |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
36
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Posted - 2013.09.12 19:52:00 -
[40] - Quote
how about this, i agree with the resistance per level, now imagine if the HMG slows enemies trapped on the chain of fire, but also makes the enemy flinch making aiming a lot harder, of course this is when you are face to face with a heavy, plus the resistance heavies will be SCARY in CQC, now the scout, well the scout needs a movement buff, for the gallente scout i think 2 high slots and 3 low and for all scouts a cpu/pg buff, and i think that when optical camouflage comes it will need to be restricted to scouts and it ti be a passive ability more than a handheld device, the faster you move the easier will be to see you, now if you sprint, fire, use equipment, jump, sustain dmg, being hit by a flux nade or being scanned will reveal you, and the cloak will go into cooldown, and maybe more weapons to scouts, the new types of SMG, or even equipments like jump packs, or remotes explosives that stick to things or people, proximity mines and maybe, just maybe, an placeable item the reveals nearby enemies like the wards in league of legends, or RC or AI controlled drones, the sky is the limit of the possibilities. |
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Killar-12
The Corporate Raiders
1095
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Posted - 2013.09.12 19:58:00 -
[41] - Quote
Phazoid wrote:how about this, i agree with the resistance per level, now imagine if the HMG slows enemies trapped on the chain of fire, but also makes the enemy flinch making aiming a lot harder, of course this is when you are face to face with a heavy, plus the resistance heavies will be SCARY in CQC, now the scout, well the scout needs a movement buff, for the gallente scout i think 2 high slots and 3 low and for all scouts a cpu/pg buff, and i think that when optical camouflage comes it will need to be restricted to scouts and it ti be a passive ability more than a handheld device, the faster you move the easier will be to see you, now if you sprint, fire, use equipment, jump, sustain dmg, being hit by a flux nade or being scanned will reveal you, and the cloak will go into cooldown, and maybe more weapons to scouts, the new types of SMG, or even equipments like jump packs, or remotes explosives that stick to things or people, proximity mines and maybe, just maybe, an placeable item the reveals nearby enemies like the wards in league of legends, or RC or AI controlled drones, the sky is the limit of the possibilities.
Damn, I remeber why I like bulleted or short answers Walls of text are hard to tread
I'll say that that is Adding a slowing mechanic is difficult, as are many other mechanics listed were looking for simple number change related fixes...
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Raiff Basdek
The Unholy Legion Of DarkStar DARKSTAR ARMY
42
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Posted - 2013.09.12 20:32:00 -
[42] - Quote
Phazoid wrote:, now the scout, well the scout needs a movement buff, for the gallente scout i think 2 high slots and 3 low and for all scouts a cpu/pg buff, and i think that when optical camouflage comes it will need to be restricted to scouts and it ti be a passive ability more than a handheld device, the faster you move the easier will be to see you, now if you sprint, fire, use equipment, jump, sustain dmg, being hit by a flux nade or being scanned will reveal you, and the cloak will go into cooldown, and maybe more weapons to scouts, the new types of SMG, or even equipments like jump packs, or remotes explosives that stick to things or people, proximity mines and maybe, just maybe, an placeable item the reveals nearby enemies like the wards in league of legends, or RC or AI controlled drones, the sky is the limit of the possibilities.
I like the cut of your jib, young man. |
621311251521 3316
Crux Special Tasks Group Gallente Federation
2
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Posted - 2013.09.14 15:07:00 -
[43] - Quote
Faquira Bleuetta wrote:Killar-12 wrote:Scouts Lower Base profile down to 30 Increase base speed by 1 m/s walking 1.5 m/s running Increase Scan radius to 20 m increase base PG/CPU
Light suits add an additional equipment slot increase base PG/CPU
Heavies Give Sentinel 5% resistance per level to light weapons and sidearms Switch HMG and AR range Profiles
Boom
Add your own proposals below scout need a 12 % boost in sprint ,active scanner and disguise( like the infiltrator class in killzone 3) and invisible cloak device integrated in the suit ,also have the capability to get undetected by enemies scanner( active anti scanner devise that'll hide the player during 1 to 5 min base on the tier suit ( example once activated a std can hide from scan for 1 min and u wait 3 min to reusing it again). +100 |
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