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Godin Thekiller
Hellstorm Inc League of Infamy
974
|
Posted - 2013.09.30 01:27:00 -
[1] - Quote
Chunky Munkey wrote:Foundation Seldon wrote:This honestly isn't something that I'd ever thought of.
Some solutions off the top of my head would be the addition of vehicle specific modules for dropsuits being added to the game. If this happened then the proto versions of these dropsuits would be worthwhile because you could fit more vehicle modules on your proto pilot suit.
Though an easier way to handle this would be to have the passive suit bonus as well as a bonus that is set up on the dropsuit itself, say the Pilot Dropsuit skill adds 10% of X and the Dropsuit itself would add 5%/7%/10% additional X depending on whether you're using STD/ADV/PRO I like this. I was actually expecting modules for vehicle use a long time ago, along with a kind of area effect modules for a Crusader dropsuit.
Fixed |
Godin Thekiller
Hellstorm Inc League of Infamy
974
|
Posted - 2013.09.30 01:30:00 -
[2] - Quote
broonfondle majikthies wrote:there is also the fact that the basic frame would be mincemeat outside the vehicle. Their precious ride won't last forever. And at times you can't call it in the redline with AV blasting away before its even landed. After all its hard do hide from the enemy that your dropping a tank (especially if Ivan has had a few) so if he tries to call it in a stupid place then the enemy can get +50 WP for killing the squishy gunner and the choice of hacking a lovely new ride or blowing it up for an additional +150 WP The Adv or Proto would help
Also remember that if you wanted a decent rep tool as well you'd need more CPU/PG
I doubt they would come with a equipment slot, as you're not supposed to be outside a vehicle when in one, so it wouldn't need one. At the most, it would get a sidearm slot, no grenade or equipment slot, and the module slots. |
Godin Thekiller
Hellstorm Inc League of Infamy
974
|
Posted - 2013.09.30 01:31:00 -
[3] - Quote
Chunky Munkey wrote:Vin Mora wrote:Chunky Munkey wrote:. . . behaves like the other specialisation bonuses, what then will be the point of proto or advanced versions of the suit?
Currently specialisation bonuses are the same regardless of tier, and only governed by the level of said specialisation. If this is the way the pilot specialisation will function, then there will really be no point in using the prototype since it'll be couped up safely inside a tank or dropship. The only benefit would perhaps be to tank the suit when in a LAV.
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
Shoutout to Taz-666 for pointing this out to me. Considering the expense of a tank or well fitted dropship and LAVs, I disagree. Besides, good vehicle users already do this. You disagree with what? And what do vehicle users already do?
Upgrade out vehicles to the max and have a great financial risk every time we hit the floor. |
Godin Thekiller
Hellstorm Inc League of Infamy
975
|
Posted - 2013.09.30 01:47:00 -
[4] - Quote
Chunky Munkey wrote:Spkr4theDead wrote:Chunky Munkey wrote:
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
lolwut We die once, we're out a million. That's a general balance issue. I'm talking about improving your entire setup with no extra cost.
You think we hop in the pilot seat/pod with a PROTO suit on? Ha! |
Godin Thekiller
Hellstorm Inc League of Infamy
975
|
Posted - 2013.09.30 01:56:00 -
[5] - Quote
Chunky Munkey wrote:Godin Thekiller wrote:Chunky Munkey wrote:Spkr4theDead wrote:Chunky Munkey wrote:
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
lolwut We die once, we're out a million. That's a general balance issue. I'm talking about improving your entire setup with no extra cost. You think we hop in the pilot seat/pod with a PROTO suit on? Ha! How did you reach that conclusion? No, I think that if you want a lvl5 specialisation bonus it should cost more than 3k a pop.
You keep on saying that we want to improve our fits, but doing so we would have to use the PROTO, even though we might be trying to use a cheap fit. By that logic, pro. skills would be only useful on the Officer weapons, and all other suits would have to go by that rule. I don' think so. |
Godin Thekiller
Hellstorm Inc League of Infamy
975
|
Posted - 2013.09.30 01:57:00 -
[6] - Quote
KING CHECKMATE wrote:As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc...
This. I would put a mix of speed, repair, and resistance. Will be yummy |
Godin Thekiller
Hellstorm Inc League of Infamy
976
|
Posted - 2013.09.30 02:15:00 -
[7] - Quote
Chunky Munkey wrote:"You keep on saying that we want to improve our fits, but doing so we would have to use the PROTO, even though we might be trying to use a cheap fit. By that logic, pro. skills would be only useful on the Officer weapons, and all other suits would have to go by that rule. I don' think so."
No, you wouldn't have to use the proto. That's my point. Specialisation bonuses apply equally to all meta levels of that specialisation. Did you read my OP?
Well, if you paid attention, you would see that, like we're all saying other than you, that there would be some kind of extra something that the adv. and PROTO ones would get over the STD ones. That's obvious. A skill wouldn't be enough. |
Godin Thekiller
Hellstorm Inc League of Infamy
978
|
Posted - 2013.09.30 02:19:00 -
[8] - Quote
KING CHECKMATE wrote:Godin Thekiller wrote:KING CHECKMATE wrote:As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc... This. I would put a mix of speed, repair, and resistance. Will be yummy Well i think the idea is, since vehicles have a ZILLION modules but only 7-8 slots to fit them all in, the Pilot suits would work as ''extra'' module slots for said vehicle. The higer the tier of the Suit, the higher the amount of slots and power of this vehicle, but also the cost.
That could get a little bit too OP that way. Rather, it should have modules that boost a certain module, like an armor repairer booster that makes it work better, or a nitro flow adjuster that makes it work longer. Things like that. |
Godin Thekiller
Hellstorm Inc League of Infamy
978
|
Posted - 2013.09.30 02:25:00 -
[9] - Quote
Thor Odinson42 wrote:Eve has implants that affect rate of fire among many other things. I'm sure the racial bonuses would be something similar.
Not sure how implants and innate bonuses/skill bonuses are any close to each other, as well as what this has to do with the difference between the tiers, but okay. |
Godin Thekiller
Hellstorm Inc League of Infamy
978
|
Posted - 2013.09.30 02:32:00 -
[10] - Quote
KING CHECKMATE wrote:Godin Thekiller wrote:KING CHECKMATE wrote:Godin Thekiller wrote:KING CHECKMATE wrote:As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc... This. I would put a mix of speed, repair, and resistance. Will be yummy Well i think the idea is, since vehicles have a ZILLION modules but only 7-8 slots to fit them all in, the Pilot suits would work as ''extra'' module slots for said vehicle. The higer the tier of the Suit, the higher the amount of slots and power of this vehicle, but also the cost. That could get a little bit too OP that way. Rather, it should have modules that boost a certain module, like an armor repairer booster that makes it work better, or a nitro flow adjuster that makes it work longer. Things like that. Oh well of course. im not talking about putting VEHICLE modules on a PILOT suit.But yeah. Your idea is pretty much what i was thinking.Think of this:While getting your ''cx Armor repairer'' as a vehicle module you would also unlock a dropsuit module that increases the effectivness (without having to spend SP on it, or VERY minimal.Like 6sp with a x2 multiplier) This way (imaginary example) say this Cx Armor repairer gives you 500 per pulse. While you unlocked this module you also unlocked ''armor technician'' skill. This Would give something like +2% armor rep efficiency per level (BY DEFAULT/PASSIVE) and you could equip a Cx Armor Rep enhancer MODULE ON YOUR SUIT that gave you up to 15% more armor repaired per pulse for a total of 25% (625 repair per pulse instead of 500) this is JUST an example, please CCP DO NOT USE THIS numbers, for gods sake...LOL
I doubt we'll see repairers like that that again that that high of HP per pulse because of the change to passive. at the most, 250, and even then, that's kinda pushing it. Anyways, I must have read your post wrong. lol. But yea, that's the idea. |
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