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Paran Tadec
Ancient Exiles
1540
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Posted - 2013.11.01 22:35:00 -
[1] - Quote
I feel that ultimately, this game will need to do away with the current weapon setups and replace it with an entirely new setup that offers full customization. Militia through proto tiers would remain, but function like suits do now. Ex: all AR would have the same base stats, except each increasing tier would have more modification points, in such a way that militia offers just the base weapon, std offers 1 mod, adv 2-3 and proto 4 or 5. Mods would include sights (red dot, holo, acog), dmg mods (which would be removed from the suits entirely), range and rof mods, grips and stocks, as well as secondary or underbarrel weapon functions (grenade launcher for minmatar, shotgun for gallente, missile launcher for caldari (think oneshot flaylock). Explosive weapons would have options for increasing blast radius through mods as well as dmg mods.
Weapons would also have the option of selecting an ammo type, tailoring it to fit a certain resistance profile. Imagine carrying 2 smgs, one fitted to take down shields with EMP ammo and another with roudns for armor.
Of course, suit will need to be rebalanced to account for the removal of dmg mods.
thoughts?
Bittervet Proficiency V
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Paran Tadec
Ancient Exiles
1540
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Posted - 2013.11.01 22:35:00 -
[2] - Quote
reserved
Bittervet Proficiency V
thanks logibro!
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Paran Tadec
Ancient Exiles
1540
|
Posted - 2013.11.01 22:37:00 -
[3] - Quote
jenza aranda wrote:SoonGäó
Winter update soon or SP rollover system soon?
Bittervet Proficiency V
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Paran Tadec
Ancient Exiles
1540
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Posted - 2013.11.01 22:57:00 -
[4] - Quote
Spademan wrote:So, gathering from your post, I wouldnt be able to combine the Smg with the Swarm Launcher?
how did you get that from my post?
Bittervet Proficiency V
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Paran Tadec
Ancient Exiles
1545
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Posted - 2013.11.02 00:42:00 -
[5] - Quote
Slag Emberforge wrote:I have seen a lot of these threads, he'll I've made a couple related myself.
With that said this one seems to be just a bit better thought out than the rest, and I really like the concept of damage mods or "weapon upgrades" actually being loaded onto the weapon itself. It just makes sense.
Minmatar grenade launcher, or Flaylock would certainly fit but it wouldn't make too much sense for Caldari.
My reflex is to hear Caldari and cry out rail gun, but attachment would have to be cleverly worked otherwise it would end up either completely useless in combat (due to charge time) or over powered (storing a charge and then will end up being the "opener" shot in every encounter)
Overall +10
Idea for the caldari flaylock is that caldari favor rails and missiles (I beleive in eve they orginally only had missile ships). The thing about an underslung flaylock is that you'd get a nice quick follow up finishing blow, especially if you got caught offguard in close range with the rail rifle.
Bittervet Proficiency V
thanks logibro!
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Paran Tadec
Ancient Exiles
1545
|
Posted - 2013.11.02 00:47:00 -
[6] - Quote
Assert Dominance wrote:The ammo types should stay based on racial weapons right? Emp ammo on sr would gimp shields completely. But i would love exented mag on my breach shotgun.
Ammo would be based on racial equivilents from EVE. EMP is type of minmatar ammo.
https://wiki.eveonline.com/en/wiki/Weapons_guide scroll down a bit this will give you an idea. Amarr change laser crystals to change range, while minmatar can change dmg type. Just change the downside from a cap penalty to a fitting penalty.
Bittervet Proficiency V
thanks logibro!
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Paran Tadec
Ancient Exiles
1545
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Posted - 2013.11.02 00:57:00 -
[7] - Quote
Cosgar wrote:Medic 1879 wrote:I agree with modding weapons but not with the removal of damage mods from high slots. Agreed. No damage mods on weapons either. Heat sinks, scopes, stabilizers, different ammo types and other customizations are fair game.
Keep in mind, you can now allow races to tank better AND have decent weapons. In eve, dmg mods go in the low slots, so dust's system doesnt make sense. You can also limit weapons to certain types of mods, as in, allowing AR's only one slot for a dmg mod or a range mod, but not both as they would go in the same slot.
For example, we can remove some low slots from Caldari suits, so they cant armor tank, while they get to keep their high slots, which are now freed up for shield mods. At the same time, you'd have the option of adding to your weapon either a Dmg mod, a RoF mod, or a range mod, as well as different ammo types.
We can take this system a step further and allow you to select a dropsuit and weapon at the time of spawning, freeing up the number of dropsuits you have to have saved. (I have multiple variants of my assault and logi suits with every gun and ever equipment setup for every situation. Its about 30 setups)
Bittervet Proficiency V
thanks logibro!
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