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        |  Timothy Reaper
 WASTELAND JUNK REMOVAL
 The Ascendancy
 
 484
 
 
      | Posted - 2013.10.25 11:21:00 -
          [1] - Quote 
 Feel free to post your own ideas, just remember to stick with existing frames.
 
 Demolitions
 
 Suit bonus: 5% resistence to explosive damage per level.
 
 Racial bonuses:
 Amarr: 3% increase to explosive weapons' damage per level.
 Caldari: 3% increase to explosive weapons' bast radius per level.
 Gallente: 5% decrease to explosive weapons' PG requirments per level.
 Minmatar: Increase grenade capacity by one at level 3; one more at level 5.
 I am by no means an expert on Eve lore, so if you can think of more appropriate racial bonuses let me know.
 
 The Demolitions suit sacrifices the Light Weapon slot in order to provide an extra grenade slot. At level five it has two Equipment slots to make better use of Proximity Mines and Remote Explosives.
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        |  KalOfTheRathi
 Nec Tributis
 
 846
 
 
      | Posted - 2013.10.25 11:43:00 -
          [2] - Quote 
 Why don't we get this going after they finish delivering what they promised last year?
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        |  Vyzion Eyri
 The Southern Legion
 The Umbra Combine
 
 1561
 
 
      | Posted - 2013.10.25 13:15:00 -
          [3] - Quote 
 Gunner - Medium Frame
 
 Suit bonus: +5% bonus to turret damage per level.
 
 Racial bonuses:
 Amarr: +5% bonus to laser turret damage per level. (when laser turrets are implemented)
 Caldari: +5% bonus to missile turret damage per level.
 Gallente: +5% bonus damage to hybrid turrets per level.
 Minmatar: +3% bonus damage to turrets per level.
 
 All suits will have 1H/1L slot for fittings.
 All suits have a sidearm for a weapon, and a grenade slot. (sacrificial AV grenade bombardment ftw)
 
 These bonuses are pretty large, so a decent gunner should be able to make good use of this. I mean, at prototype Caldari gunner suit, missiles will be doing 50% more damage; prototype fragmented missile turrets will have around 400 splash damage if you factor in the bonus from pilots.
 
 But before people cry OP, even if this suit was implemented:
 
 1) you'd need someone willing to spec into a suit TOTALLY reliant on another player (the pilot) to get you kills for ISK/SP. (assuming the same multiplier (8x) for specialty suits that's another 2.5mill SP to get to proto level)
 2) turret ammunition means pulling off those 20-0 scores will be much less viable.
 3) besides being in a HAV, you can easily be shot/sniped out of the turret seat, just like people are now. I've seen my gunners get killed by forge guns, well cooked locus grenades, some crazy impact with walls and other vehicles, and all manner of intriguing mechanics.
 | 
      
      
        |  Dominus Fatali
 Nox Aeterna Security
 
 501
 
 
      | Posted - 2013.10.25 13:27:00 -
          [4] - Quote 
 
 Vyzion Eyri wrote:Gunner - Medium Frame
 Suit bonus: +5% bonus to turret damage per level.
 
 Racial bonuses:
 Amarr: +5% bonus to laser turret damage per level. (when laser turrets are implemented)
 Caldari: +5% bonus to missile turret damage per level.
 Gallente: +5% bonus damage to hybrid turrets per level.
 Minmatar: +3% bonus damage to turrets per level.
 
 All suits will have 1H/1L slot for fittings.
 All suits have a sidearm for a weapon, and a grenade slot. (sacrificial AV grenade bombardment ftw)
 
 These bonuses are pretty large, so a decent gunner should be able to make good use of this. I mean, at prototype Caldari gunner suit, missiles will be doing 50% more damage; prototype fragmented missile turrets will have around 400 splash damage if you factor in the bonus from pilots.
 
 But before people cry OP, even if this suit was implemented:
 
 1) you'd need someone willing to spec into a suit TOTALLY reliant on another player (the pilot) to get you kills for ISK/SP. (assuming the same multiplier (8x) for specialty suits that's another 2.5mill SP to get to proto level)
 2) turret ammunition means pulling off those 20-0 scores will be much less viable.
 3) besides being in a HAV, you can easily be shot/sniped out of the turret seat, just like people are now. I've seen my gunners get killed by forge guns, well cooked locus grenades, some crazy impact with walls and other vehicles, and all manner of intriguing mechanics.
 I killed a Dropship gunner with a Locus once.
 | 
      
      
        |  Vyzion Eyri
 The Southern Legion
 The Umbra Combine
 
 1561
 
 
      | Posted - 2013.10.25 14:50:00 -
          [5] - Quote 
 
 Dominus Fatali wrote:Vyzion Eyri wrote:Gunner - Medium Frame
 Suit bonus: +5% bonus to turret damage per level.
 
 Racial bonuses:
 Amarr: +5% bonus to laser turret damage per level. (when laser turrets are implemented)
 Caldari: +5% bonus to missile turret damage per level.
 Gallente: +5% bonus damage to hybrid turrets per level.
 Minmatar: +3% bonus damage to turrets per level.
 
 All suits will have 1H/1L slot for fittings.
 All suits have a sidearm for a weapon, and a grenade slot. (sacrificial AV grenade bombardment ftw)
 
 These bonuses are pretty large, so a decent gunner should be able to make good use of this. I mean, at prototype Caldari gunner suit, missiles will be doing 50% more damage; prototype fragmented missile turrets will have around 400 splash damage if you factor in the bonus from pilots.
 
 But before people cry OP, even if this suit was implemented:
 
 1) you'd need someone willing to spec into a suit TOTALLY reliant on another player (the pilot) to get you kills for ISK/SP. (assuming the same multiplier (8x) for specialty suits that's another 2.5mill SP to get to proto level)
 2) turret ammunition means pulling off those 20-0 scores will be much less viable.
 3) besides being in a HAV, you can easily be shot/sniped out of the turret seat, just like people are now. I've seen my gunners get killed by forge guns, well cooked locus grenades, some crazy impact with walls and other vehicles, and all manner of intriguing mechanics.
 I killed a Dropship gunner with a Locus once. 
 I rest my case.
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        |  Artificer Ghost
 Bojo's School of the Trades
 
 1130
 
 
      | Posted - 2013.10.25 16:37:00 -
          [6] - Quote 
 Heya, it' Ghost, again. I may or may not have a life.
 
 +1 for Demolitions, and I may have a couple ideas somewhere in this black hole of a head, but first off:
 @Vyzion, CCP once had a little bit of a slip-up back in Uprising, where on the Skill Tree it had showed what the Minmatar and Gallente skills were for Pilots. I may have forgotten at some point, and it was hot-fixed the next day, but I remember Gallente having some kind of Torque boost, and Minmatar having a Missile Turret Damage bonus. Or it was just turrets in general. I'm not completely positive. So yea, the gunner suit MIGHT be invalid, unless I'm just going crazy.
 
 Also, on the Demolitions suit, you said the Amarrians should have more explosive damage and the Minmatar should have increased grenade count- I'm not AGAINST this, but I'd like to point out that Minmatar invented the Mass Driver, Flaylock Pistol, and Core Locus grenades. Also, maybe make them sacrifice a Sidearm, or give them a very low slot count? Having a Mass Driver, 2 grenades and Proxies/REs would be sweet. >:)
 
 Now for the ideas that I have:
 CQC Specialist
 CQC Specialist Bonus: 5% Increase To KinCat Efficiency Per Level
 Light Frame
 Gallente -1% Increase To Shotgun Damage At Effective Range
 Minmatar - 5% Increase To SMG Fire Rate Per Level
 Caldari - 3% Decrease In Nova Knife Charge Time Per Level
 Amarr - (Couldn't think of anything, anyone got an idea?)
 
 Brute
 Brute Bonus: 3% Increase on Damage And Damage Resistance, 3% Decrease on Speed AND Turning Speed
 Heavy Frame
 Gallente - 3% Bonus To Armor Plating Effects (+Speed Reduction +HP)
 Minmatar - +5%To HMG Clip Size
 Caldari - 3% Bonus To ALL Shield Extender Effects (+Shield Recharge Delay +HP)
 Amarrian - 3% Bonus to Laser Rifle Clip Size
 
 With the CQC Specialist, we have each race specializing in their particular CQC weapon, along with the bonus to each gun's specialty. For example, a SMG is High-RoF and Low Damage, so we increase the RoF with each level. The Shotgun has a bonus to EFFECTIVE RANGE damage, meaning that it will increase in damage outstandingly as you get closer (There's a multiplier depending on distance from target). Nova Knives get less Charge Time, making the Standard one actually viable, and I actually couldn't think of a bonus for Amarrians.
 
 The Brute likes to take a more direct approach to combat, being able to absorb a lot of damage, and dish it out. The only drawback is that it's VERY slow and VERY hard-hitting. The reason I decreased turn speed was because if he turned at normal speed, he could kill everything. With that decreased turn speed, a Scout could dance around him with a shotgun. If the Scout makes a mistake and stops moving for a second, he's dead immediately. The bonus to Gallente and Caldari are more of a double-sided coin, as to not make them super-OP. Gallente loses even more speed, but gets even more HP. Caldari is the same way, but with SRD and HP.
 
 Honestly, I didn't really work out the numbers that much, and these are more just concepts, rather than actual fits. The paragraphs above are trying to explain what I was thinking, in case anyone saw those stats and bonuses and thought "Holy hell, he's the Anti-Christ". So yup. Just a base for some better, more polished suits.
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        |  Meeko Fent
 expert intervention
 Caldari State
 
 1286
 
 
      | Posted - 2013.10.25 19:18:00 -
          [7] - Quote 
 "Skirmisher"
 Another Variant of the Versatile Assault Dropsuits, A Model Designed for Long Term Stationing Behind Enemy Lines, this Model Comes Standard with a Armor Repairer to Heal Up After A Firefight. The Drawbacks of this Means CPU and Power is Drawn from the Other Modules.
 Ex. GSA-1 (Gallante Skirmisher Assault Model 1)
 Light Weapons-1
 Sidearms-1
 High Power Slots-2
 Low Power Slots-2
 Equipment-1
 Grenade-1
 *Note, a 25% drop In powergrid and CPU from the Basic Assault Model.*
 *Per Level, Natural Armor Repair Rate Increases by 1*
 
 "Corpsmen"
 A Variant of the Logistics Dropsuit Geared towards Keeping the squad Alive And well, It uses Unused Power to Fuel its Repair Tools and Nanite injectors, at the cost of Being Minimally Armed.
 Ex. MCA-1 (Minmatar Corpsmen Assault Model1)
 Sidearm-1
 High Power Slot-2
 Low Power Slot-2
 Equipment-2
 Grenade-1
 *Repair Tools and Nanite Injecters Effectiveness increase 5% per Level*
 
 "Guardian"
 More Geared toward Protecting the users allies then repairing them, The Guardian Type Suit Trades Logistical Slots for Being able to Simplify Nearby Allies Shield Repair runtimes and Weapon Targeting Systems.
 Ex. AGA-1 (Amarr Guardian Assault Model 1)
 Light Weapon-1
 Sidearm-1
 High Power Slot-2
 Low Power Slot-2
 Equipment-1
 *Per Level, Squad Members within 50 Meters Of the Guardian Have 2% Less Dispersion, and a 7.5% Reduction in the wait for Shields to Begin Recharging*
 
 "Protector"
 This Sentinel Forgoes Heavy weapons for an Equipment slot, so it can Support its Allies.
 Ex. APS-1 (Amarr Protector Sentinel Model 1)
 Light Weapons-1
 Sidearms-1
 High Power-2
 Low Power-2
 Grenade-1
 Equipment-1
 *Per Level 2.5-5% Reduction to Equipment CPU and PG use*
 
 "Golem"
 This Heavy Frame Variation of the Sentinel Platform Adds More Armor Plating and Shield emitters at the cost of Losing space for additions and Slowing Movement to a crawl
 Ex. AGS-1 (Amarr Golem Sentinel Model 1)
 Heavy Weapons-1
 Sidearms-1
 High Power-1
 Low Power-1
 Grenade-1
 *Note, 10-20% boost to base HP and reduction of Movement Speed by 10%*
 *Per Level 5-7.5% Bonus to Non Mounted Weapon Resistances*
 
 "Phantom"
 Designed to Strike quickly and Silently, the Phantom Class Light armor is designed to Pick Off unknowing Stragglers without them every know he was there, with Runtimes Suitable to the usage Cloaking fields, and Profile Dampeners. But with a Focus on Stealth, its Survivability in a Firefight Leaves something to be desired
 Ex. GPS-1 (Gallante Phantom Scout Model 1)
 Light Weapons-1
 High Slots-1
 Low Slots-2
 Grenade-1
 Equipment-1
 *10-20% Reduction in Base HP*
 *Per Level 10% Bonus to Cloak Duration*
 
 "Insurgent"
 Similar in Principle to the Phantom Class armor, the Insurgent Class Armor Trades Stealth for raw Killing Power, able to Hold it own against even the Most Fearsome of Infantry, the Heavy frame, Given proper tactical use.
 Ex. MIS-1 (Minmatar Insurgent Scout Model 1)
 Light Weapon-1
 Sidearm-1
 High Slot-2
 Low Slot-1
 Equipment-1
 *Note, Base 10% Bonus to Light and Sidearm Damage and 50-10 reduction in Base HP*
 *Per level 2.5-5% Bonus to Light weapon Damage and ROF*
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        |  Meeko Fent
 expert intervention
 Caldari State
 
 1286
 
 
      | Posted - 2013.10.25 19:23:00 -
          [8] - Quote 
 "Armadillo"
 After a through reworking at the hands of the minds who Designed Marauders, This class of HAV still has a Preference to Attack, as the Base Class did, But is now More Survivable then the Basic model
 Ex. GAE-1 (Gallente Armadillo Enforcer Model 1)
 Large Turret Hardpoints-1
 Small Turret Hardpoints-2
 High Slots-2
 Low Slots-4
 *Note, 10% Base HP Bonus*
 *Per Level 5% Bonus to Large Turret Damage and ROF*
 
 "Striker"
 Designed to engage other HAVs at range, the Striker Class Enforcer is the Last word in Long Range Obliteration
 Ex. CSE-1 (Caldari Striker Enforcer Model 1)
 Large Turret Hardpoint-1
 Small Turret Hardpoint-2
 High Power Slot- 4
 Low Power Slot-2
 *Note 10% deduction in Base HP*
 *Per Level 10% Bonus to Large Turret Range and Damage*
 
 Taxi
 
 (No, Not the Murder Taxis you Dogs...) Designed to Ferry Troops around the Batlefield in the Safest and fastest way Possible, the Taxi Model Scout Light Atack Vehicle sacrifices its Light Turret, for Spare Seating and slightly Increased amounts of Shield emitters and Armor Plates.
 
 CST-1 (Caldari Scout Taxi Model One)
 High Power Slots-4
 Low Power Slots-2
 Seats-4, one driver, 3 passengers
 *5-10% Health Increase*
 
 Raider
 
 Designed to Move around the Battlefield and Preform attack Duties when the Situation Doesn't warrant HAV response, the Raider Class Scout LAV is designed to Suppress a Position To Minimize Personnel removed from the Front Line.
 
 GSR-1 (Gallente Scout Raider Model 1)
 
 Small Turret Mounts-1
 Seats-3 (One Driver, One Passenger, One Gunner)
 High Power Slots-2
 Low Power Slots-4
 *15% Decrease in Weapon Heat Build up/ Missile Refire Time*
 *Per Level, Increase Small Turret Damage 10%*
 
 Ambulance
 
 A Rework of the Infamous Logistics LAV, This Model has packaged with Onboard Repair and Resupply Systems for those occupying it.
 
 CAL-1 (Caldari Ambulance Logistics Model One)
 
 Small Turret Mounts-1
 High Power Slots-4
 Low Power Slots-2
 Seats-3 (Driver, Passenger, Gunner)
 *Those inside the Vehicle get a 10hp/s armor Rep, and a 50% Cut to shield recharge time*
 *Per Level, Bonus to the Efficiency of Remote armor Reps, and Shield Transporters*
 
 Command
 
 Also a Rework of the Feared Logistics LAV, Prefitted with a reinforcement Setting, with which the LAV Uses Power from the Propulsion System to Emit a field of nanites similar to the Triage Nanohive, to provide a area for Squads to Hold, and plan their Next move.
 
 GCL-1 (Gallente Command Logistics Model One)
 
 Small Turret Mounts-1
 High Power Slots-2
 Low Power Slots-4
 Seats-3 (Do I have to keep explaining it?)
 *Reinforcement Mode Reps all teammates 50hp/s within 15-20 Meters of CLAV*
 *Per level, increase in the efficiency of Shield/Armor Resistance Amplifiers*
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        |  Krom Ganesh
 Holdfast Syndicate
 Amarr Empire
 
 452
 
 
      | Posted - 2013.10.25 19:30:00 -
          [9] - Quote 
 Eagle Eye
 Light suit that excels in sniping from great distances
 Ex. GEE GK.0
 Light Weapons - 1
 High Mods - 2
 Low Mods - 3
 Equipment - 2
 Reduced HP compared to the scout
 Per Level increases Sniper Rifle(s) max range and damage
 Unlocks extra levels of zoom at 3 & 5
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        |  Samuel Zelik
 D.A.R.K Academy
 D.E.F.I.A.N.C.E
 
 63
 
 
      | Posted - 2013.10.25 23:18:00 -
          [10] - Quote 
 
 Dominus Fatali wrote:Vyzion Eyri wrote:Gunner - Medium Frame
 Suit bonus: +5% bonus to turret damage per level.
 
 Racial bonuses:
 Amarr: +5% bonus to laser turret damage per level. (when laser turrets are implemented)
 Caldari: +5% bonus to missile turret damage per level.
 Gallente: +5% bonus damage to hybrid turrets per level.
 Minmatar: +3% bonus damage to turrets per level.
 
 All suits will have 1H/1L slot for fittings.
 All suits have a sidearm for a weapon, and a grenade slot. (sacrificial AV grenade bombardment ftw)
 
 These bonuses are pretty large, so a decent gunner should be able to make good use of this. I mean, at prototype Caldari gunner suit, missiles will be doing 50% more damage; prototype fragmented missile turrets will have around 400 splash damage if you factor in the bonus from pilots.
 
 But before people cry OP, even if this suit was implemented:
 
 1) you'd need someone willing to spec into a suit TOTALLY reliant on another player (the pilot) to get you kills for ISK/SP. (assuming the same multiplier (8x) for specialty suits that's another 2.5mill SP to get to proto level)
 2) turret ammunition means pulling off those 20-0 scores will be much less viable.
 3) besides being in a HAV, you can easily be shot/sniped out of the turret seat, just like people are now. I've seen my gunners get killed by forge guns, well cooked locus grenades, some crazy impact with walls and other vehicles, and all manner of intriguing mechanics.
 I killed a Dropship gunner with a Locus once. I'd also like to see a Gunner suit, but I feel like the Heavy Frames deserve the role much more. Here are some of my older designs (they're before the stamina changes, etc., so some numbers might be off).
 
 EDIT: Also, I hope CCP makes either an Assault or Heavy LAV with protected turrets after vehicle changes get sorted out. Along with Dropship pilots, Turret and Installation enthusiasts are equally shafted.
 
 Gunner Heavy Frame
 
 Also a light psuedo-logi and an Assassin.
 
 Recon Light Frame
 
 Assassin Light Frame
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        |  Meeko Fent
 expert intervention
 Caldari State
 
 1313
 
 
      | Posted - 2013.10.27 14:36:00 -
          [11] - Quote 
 Bump for intrigue.
 | 
      
      
        |  Pocket Rocket Girl
 Psygod9
 D.E.F.I.A.N.C.E
 
 64
 
 
      | Posted - 2013.10.27 15:06:00 -
          [12] - Quote 
 
 Timothy Reaper wrote:Feel free to post your own ideas, just remember to stick with existing frames.
 Demolitions
 
 Frame: Medium
 
 Suit bonus: 5% resistence to explosive damage per level.
 
 Racial bonuses:
 Amarr: 3% increase to explosive weapons' damage per level.
 Caldari: 3% increase to explosive weapons' bast radius per level.
 Gallente: 5% decrease to explosive weapons' CPU and PG requirements per level.
 Minmatar: Increase grenade capacity by one at level 3; one more at level 5.
 (I am by no means an expert on Eve lore, so if you can think of more appropriate racial bonuses let me know.)
 
 The Demolitions suit sacrifices the Light Weapon slot in order to provide an extra grenade slot. At level five it has two Equipment slots to make better use of Proximity Mines and Remote Explosives.
 
 
 if i remember the amarr are laser based so the 3% in damage does not make sense if any thing i would say they should get the nade perk
 
 i think the caldari should get a 2% increase in explosive resistance per level and the 3 % OR 2% in blast radius to the minmatar
 
 but that is just me
 | 
      
      
        |  Meeko Fent
 Expert Intervention
 Caldari State
 
 1352
 
 
      | Posted - 2013.11.03 22:15:00 -
          [13] - Quote 
 Be-Bi-Bo-Bump, I smell the blood of a good thread.
 
 Meeko's Novelty Shop Opening Soon! We (will)sell all the novelty items you desire! Really! King of Uncertainty. | 
      
      
        |  Godin Thekiller
 Hellstorm Inc
 League of Infamy
 
 1400
 
 
      | Posted - 2013.11.04 02:43:00 -
          [14] - Quote 
 
 Vyzion Eyri wrote:Gunner - Medium Frame
 Suit bonus: +5% bonus to turret damage per level.
 
 Racial bonuses:
 Amarr: +5% bonus to small laser turret damage per level.
 Caldari: +5% bonus to small missile turret damage per level.
 Gallente: +5% bonus to small damage to small hybrid turrets per level.
 Minmatar: +5% bonus to small damage to projectile turrets per level.
 
 All suits will have 1H/1L slot for fittings.
 All suits have a sidearm for a weapon, and a grenade slot. (sacrificial AV grenade bombardment ftw)
 
 These bonuses are pretty large, so a decent gunner should be able to make good use of this. I mean, at prototype Caldari gunner suit, missiles will be doing 50% more damage; prototype fragmented missile turrets will have around 400 splash damage if you factor in the bonus from pilots.
 
 But before people cry OP, even if this suit was implemented:
 
 1) you'd need someone willing to spec into a suit TOTALLY reliant on another player (the pilot) to get you kills for ISK/SP. (assuming the same multiplier (8x) for specialty suits that's another 2.5mill SP to get to proto level)
 2) turret ammunition means pulling off those 20-0 scores will be much less viable.
 3) besides being in a HAV, you can easily be shot/sniped out of the turret seat, just like people are now. I've seen my gunners get killed by forge guns, well cooked locus grenades, some crazy impact with walls and other vehicles, and all manner of intriguing mechanics.
 
 Fixed.
  
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! | 
      
      
        |  Godin Thekiller
 Hellstorm Inc
 League of Infamy
 
 1400
 
 
      | Posted - 2013.11.04 02:47:00 -
          [15] - Quote 
 
 Meeko Fent wrote:"Armadillo"After a through reworking at the hands of the minds who Designed Marauders, This class of HAV still has a Preference to Attack, as the Base Class did, But is now More Survivable then the Basic model
 Ex. GAE-1 (Gallente Armadillo Enforcer Model 1)
 Large Turret Hardpoints-1
 Small Turret Hardpoints-2
 High Slots-2
 Low Slots-4
 *Note, 10% Base HP Bonus*
 *Per Level 5% Bonus to Large Turret Damage and ROF*
 
 "Striker"
 Designed to engage other HAVs at range, the Striker Class Enforcer is the Last word in Long Range Obliteration
 Ex. CSE-1 (Caldari Striker Enforcer Model 1)
 Large Turret Hardpoint-1
 Small Turret Hardpoint-2
 High Power Slot- 4
 Low Power Slot-2
 *Note 10% deduction in Base HP*
 *Per Level 10% Bonus to Large Turret Range and Damage*
 
 Taxi
 
 (No, Not the Murder Taxis you Dogs...) Designed to Ferry Troops around the Batlefield in the Safest and fastest way Possible, the Taxi Model Scout Light Atack Vehicle sacrifices its Light Turret, for Spare Seating and slightly Increased amounts of Shield emitters and Armor Plates.
 
 CST-1 (Caldari Scout Taxi Model One)
 High Power Slots-4
 Low Power Slots-2
 Seats-4, one driver, 3 passengers
 *5-10% Health Increase*
 
 Raider
 
 Designed to Move around the Battlefield and Preform attack Duties when the Situation Doesn't warrant HAV response, the Raider Class Scout LAV is designed to Suppress a Position To Minimize Personnel removed from the Front Line.
 
 GSR-1 (Gallente Scout Raider Model 1)
 
 Small Turret Mounts-1
 Seats-3 (One Driver, One Passenger, One Gunner)
 High Power Slots-2
 Low Power Slots-4
 *15% Decrease in Weapon Heat Build up/ Missile Refire Time*
 *Per Level, Increase Small Turret Damage 10%*
 
 Ambulance
 
 A Rework of the Infamous Logistics LAV, This Model has packaged with Onboard Repair and Resupply Systems for those occupying it.
 
 CAL-1 (Caldari Ambulance Logistics Model One)
 
 Small Turret Mounts-1
 High Power Slots-4
 Low Power Slots-2
 Seats-3 (Driver, Passenger, Gunner)
 *Those inside the Vehicle get a 10hp/s armor Rep, and a 50% Cut to shield recharge time*
 *Per Level, Bonus to the Efficiency of Remote armor Reps, and Shield Transporters*
 
 Command
 
 Also a Rework of the Feared Logistics LAV, Prefitted with a reinforcement Setting, with which the LAV Uses Power from the Propulsion System to Emit a field of nanites similar to the Triage Nanohive, to provide a area for Squads to Hold, and plan their Next move.
 
 GCL-1 (Gallente Command Logistics Model One)
 
 Small Turret Mounts-1
 High Power Slots-2
 Low Power Slots-4
 Seats-3 (Do I have to keep explaining it?)
 *Reinforcement Mode Reps all teammates 50hp/s within 15-20 Meters of CLAV*
 *Per level, increase in the efficiency of Shield/Armor Resistance Amplifiers*
 
 YOu know Enforcers, Scout, and Logi vehicles are already Tech 2, right? Also, none of these are really good anyways.
 
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! | 
      
      
        |  KAGEHOSHI Horned Wolf
 Dominion of the Supreme Emperor God-King KAGEHOSHI
 
 6896
 
 
      | Posted - 2013.11.04 03:23:00 -
          [16] - Quote 
 Name: Assassin
 Frame: light
 No light weapon slot
 3 sidearm slots
 Less base scan profile then basic lights.
 
 Specialization bonus: 1% sidearm damage per level
 
 Racial bonuses:
 Amarr: 5% reduction reduction in PG/CPU of Amarr racial knife per level.
 Gallente: 5% reduction reduction in PG/CPU of Gallente racial knife per level.
 Caldari: 5% reduction reduction in PG/CPU of nova knives per level.
 Minmatar: 5% reduction reduction in PG/CPU of Minmatar racial knife per level.
 
 The reasoning behind this is that the Minmatar scout should not have a bonus to a Caldari knife. Also each race will have their own knife (shown at Fanfest 2013), and I don't want scouts to get bonuses to knives since I' rather see them get bonuses like stamina, scanning, biotic modules, scan modules, etc. This is meant to be a sidearm/knife suit.
 
 Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+ | 
      
      
        |  Krom Ganesh
 Holdfast Syndicate
 Amarr Empire
 
 546
 
 
      | Posted - 2013.11.04 03:47:00 -
          [17] - Quote 
 
 KAGEHOSHI Horned Wolf wrote:Name: AssassinFrame: light
 No light weapon slot
 3 sidearm slots
 Less base scan profile then basic lights.
 
 Specialization bonus: 1% sidearm damage per level
 
 Racial bonuses:
 Amarr: 5% reduction reduction in PG/CPU of Amarr racial knife per level.
 Gallente: 5% reduction reduction in PG/CPU of Gallente racial knife per level.
 Caldari: 5% reduction reduction in PG/CPU of nova knives per level.
 Minmatar: 5% reduction reduction in PG/CPU of Minmatar racial knife per level.
 
 The reasoning behind this is that the Minmatar scout should not have a bonus to a Caldari knife. Also each race will have their own knife (shown at Fanfest 2013), and I don't want scouts to get bonuses to knives since I' rather see them get bonuses like stamina, scanning, biotic modules, scan modules, etc. This is meant to be a sidearm/knife suit.
 
 How about each race gets 3% reduction to their race's sidearm tech?
 
 This means makes knifers better off (since they aren't going to be fitting 3 knives) and lets people like me have a 3x SMG suit.
  | 
      
      
        |  Garth Mandra
 The Southern Legion
 The Umbra Combine
 
 186
 
 
      | Posted - 2013.11.04 03:52:00 -
          [18] - Quote 
 Light suit with extra equipment "Insurgent".
 Light suit with a focus on OHKs (nova knives, shotgun, pistol) but fragile "Assassin".
 Medium suit with bonuses to reps and injectors "Medic".
 | 
      
      
        |  Godin Thekiller
 Hellstorm Inc
 League of Infamy
 
 1409
 
 
      | Posted - 2013.11.04 04:00:00 -
          [19] - Quote 
 I was told to post my idea for a new suit here.... hummmm................. Okay, I got a idea, but someone's going to have to do do the stats on it, as I have a headache:
 
 Titan: around the same eHP as a basic Heavy, but can carry a small turret, and nothing else.
 
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! | 
      
      
        |  Godin Thekiller
 Hellstorm Inc
 League of Infamy
 
 1409
 
 
      | Posted - 2013.11.04 04:01:00 -
          [20] - Quote 
 
 Garth Mandra wrote:Light suit with extra equipment "Insurgent".Light suit with a focus on OHKs (nova knives, shotgun, pistol) but fragile "Assassin".
 Medium suit with bonuses to reps and injectors "Medic".
 
 1: Scout should get an extra eq. It honestly needs it.
 
 2: Agreed.
 
 3: It's called a Logi.
 
 'lights cigar' fuck with me, and I'll melt your face off. Gallente forever! | 
      
      
        |  KAGEHOSHI Horned Wolf
 Dominion of the Supreme Emperor God-King KAGEHOSHI
 
 6896
 
 
      | Posted - 2013.11.04 04:02:00 -
          [21] - Quote 
 
 Krom Ganesh wrote:KAGEHOSHI Horned Wolf wrote:Name: AssassinFrame: light
 No light weapon slot
 3 sidearm slots
 Less base scan profile then basic lights.
 
 Specialization bonus: 1% sidearm damage per level
 
 Racial bonuses:
 Amarr: 5% reduction reduction in PG/CPU of Amarr racial knife per level.
 Gallente: 5% reduction reduction in PG/CPU of Gallente racial knife per level.
 Caldari: 5% reduction reduction in PG/CPU of nova knives per level.
 Minmatar: 5% reduction reduction in PG/CPU of Minmatar racial knife per level.
 
 The reasoning behind this is that the Minmatar scout should not have a bonus to a Caldari knife. Also each race will have their own knife (shown at Fanfest 2013), and I don't want scouts to get bonuses to knives since I' rather see them get bonuses like stamina, scanning, biotic modules, scan modules, etc. This is meant to be a sidearm/knife suit.
 How about each race gets 3% reduction to their race's sidearm tech? This makes knifers better off (since they aren't going to be fitting 3 knives) and lets people like me have a 3x SMG suit.   Also works
 
 Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+ | 
      
      
        |  Meeko Fent
 Expert Intervention
 Caldari State
 
 1355
 
 
      | Posted - 2013.11.04 05:49:00 -
          [22] - Quote 
 
 Godin Thekiller wrote:Meeko Fent wrote:"Armadillo"After a through reworking at the hands of the minds who Designed Marauders, This class of HAV still has a Preference to Attack, as the Base Class did, But is now More Survivable then the Basic model
 Ex. GAE-1 (Gallente Armadillo Enforcer Model 1)
 Large Turret Hardpoints-1
 Small Turret Hardpoints-2
 High Slots-2
 Low Slots-4
 *Note, 10% Base HP Bonus*
 *Per Level 5% Bonus to Large Turret Damage and ROF*
 
 "Striker"
 Designed to engage other HAVs at range, the Striker Class Enforcer is the Last word in Long Range Obliteration
 Ex. CSE-1 (Caldari Striker Enforcer Model 1)
 Large Turret Hardpoint-1
 Small Turret Hardpoint-2
 High Power Slot- 4
 Low Power Slot-2
 *Note 10% deduction in Base HP*
 *Per Level 10% Bonus to Large Turret Range and Damage*
 
 Taxi
 
 (No, Not the Murder Taxis you Dogs...) Designed to Ferry Troops around the Batlefield in the Safest and fastest way Possible, the Taxi Model Scout Light Atack Vehicle sacrifices its Light Turret, for Spare Seating and slightly Increased amounts of Shield emitters and Armor Plates.
 
 CST-1 (Caldari Scout Taxi Model One)
 High Power Slots-4
 Low Power Slots-2
 Seats-4, one driver, 3 passengers
 *5-10% Health Increase*
 
 Raider
 
 Designed to Move around the Battlefield and Preform attack Duties when the Situation Doesn't warrant HAV response, the Raider Class Scout LAV is designed to Suppress a Position To Minimize Personnel removed from the Front Line.
 
 GSR-1 (Gallente Scout Raider Model 1)
 
 Small Turret Mounts-1
 Seats-3 (One Driver, One Passenger, One Gunner)
 High Power Slots-2
 Low Power Slots-4
 *15% Decrease in Weapon Heat Build up/ Missile Refire Time*
 *Per Level, Increase Small Turret Damage 10%*
 
 Ambulance
 
 A Rework of the Infamous Logistics LAV, This Model has packaged with Onboard Repair and Resupply Systems for those occupying it.
 
 CAL-1 (Caldari Ambulance Logistics Model One)
 
 Small Turret Mounts-1
 High Power Slots-4
 Low Power Slots-2
 Seats-3 (Driver, Passenger, Gunner)
 *Those inside the Vehicle get a 10hp/s armor Rep, and a 50% Cut to shield recharge time*
 *Per Level, Bonus to the Efficiency of Remote armor Reps, and Shield Transporters*
 
 Command
 
 Also a Rework of the Feared Logistics LAV, Prefitted with a reinforcement Setting, with which the LAV Uses Power from the Propulsion System to Emit a field of nanites similar to the Triage Nanohive, to provide a area for Squads to Hold, and plan their Next move.
 
 GCL-1 (Gallente Command Logistics Model One)
 
 Small Turret Mounts-1
 High Power Slots-2
 Low Power Slots-4
 Seats-3 (Do I have to keep explaining it?)
 *Reinforcement Mode Reps all teammates 50hp/s within 15-20 Meters of CLAV*
 *Per level, increase in the efficiency of Shield/Armor Resistance Amplifiers*
 YOu know Enforcers, Scout, and Logi vehicles are already Tech 2, right? Also, none of these are really good anyways. These are a firm of specialization beyond the enforcer or scout or logi vehicles.
 
 It was thought of being even more situational then the original T2 ideas, and being more situational, being far better at that specialization.
 
 A better sniper then a enforcer, only a even worse MBT
 
 Or, a kind of combining the strengths of the base specialization with another point of strength.
 
 A scout LAV with the added strength of having firepower worth a damn in a fight.
 
 Meeko's Novelty Shop Opening Soon! We (will)sell all the novelty items you desire! Really! King of Uncertainty. | 
      
      
        |  Timothy Reaper
 WASTELAND JUNK REMOVAL
 The Ascendancy
 
 548
 
 
      | Posted - 2013.11.04 06:55:00 -
          [23] - Quote 
 Made adjustments to OP based on suggestions (thanks everybody!).
 
 This suit was inspired by Zat Earthshatter's concept:
 
 Brawler
 
 Frame: Heavy
 
 Suit bonus: 10% increase to Melee and Melee weapon damage per level.
 
 Racial bonuses:
 Amarr: 5% increase to Stamina per level.
 Caldari: 5% increase to Biotics module effectiveness per level.
 Gallente: 5% increase to Stamina recovery per level.
 Minmatar: 5% increase to movement speed per level.
 (Again, if you can think of more appropriate bonuses let me know.)
 
 This suit has less armor than the Basic Heavy frame and cannot carry Heavy weapons, but has more speed and dexterity. Unlike the Commando, the Brawler has no Equipment slot but instead has extra High/Low slots. Other features include reinforced gauntlets for a heftier punch, and the standard Light, Sidearm and Grenade slots.
 
 Never argue with stupid people, they will drag you down to their level and then beat you with experience. Mark Twain | 
      
      
        |  Rastael
 Hitchhiker's Guide to the Galaxy
 
 26
 
 
      | Posted - 2013.11.04 12:13:00 -
          [24] - Quote 
 Leader dropsuit request
 | 
      
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