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Cat Merc
Ahrendee Mercenaries EoN.
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Posted - 2013.11.08 18:15:00 -
[1] - Quote
Note: This thread has been written as a google doc since before even 1.3, I just decided to release it as is. I wanted to continue it, but I simply donGÇÖt have nearly enough time as I had before to write long threads with lots of stats and stuff.
I think infantry combat would become far more interesting with active modules. For those that don't know, there are passive modules and active modules. Passive modules always work, you don't have to do anything with them once you put them on your suit. Active modules are like equipment, you have to actually activate them to make them work. Once you do, they work for a few seconds and then turn off and start a cool down.
First of all, the UI and controls need some changes so we could actually switch them on. I suggest removing grenades from L2 and putting them as equipable items (Like equipment) on the R2 button. This will free L2 for another radial menu, where you will have all of your active modules. This will also allow for more than one grenade slot in the future, and makes sense since you might want to not use a grenade for a better module, making L2 unused.
Active modules IMHO should be more expensive CPU/PG wise, and should be more powerful in short bursts, but if you use passive modules and count the cool down on active modules, the passive modules will work better overtime. So passive modules are better for sustained combat. Active modules are better for skirmishers, bursts of combat.
Now that we can actually activate them, here are some ideas: The numbers will be stuff like 1/2/3, which mean Standard/Advanced/Prototype.
Cat Merc wrote:Armor modules:
I will try to be VERY careful not to step on the toes of the remote armor repairer. ##NOTE: This was made way before 1.6, and now that remote reps were buffed a lot, itGÇÖs not even a thing to worry about.
As I said, passive modules will be better overtime, I did the math to make sure this stays true. Light Active Armor Repairer: Amount repaired per pulse: 5/10/15 Pulse interval: 2 seconds Number of pulses: 5 Cooldown: 15 seconds
Heavy Active Armor Repairer: Amount repaired per pulse: 20/30/50 Pulse interval: sec3 onds Number of pulses: 5 Cooldown: 45 seconds
Burst Active Armor Repairer: This one activates AFTER the pulse interval is done Amount repaired per pulse: 125/150/200 Pulse interval: 5 seconds Number of pulses: 1 Cooldown: 80 seconds
Quick Active Armor Repairer: Amount repaired per pulse: 20/30/50 Pulse interval: 1 second Number of pulses: 3 Cooldown: 80 seconds
Oculus Felis Semper Vigilant
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Cat Merc
Ahrendee Mercenaries EoN.
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Posted - 2013.11.08 19:24:00 -
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Any other opinions?
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Cat Merc
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Posted - 2013.11.11 12:30:00 -
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Vyzion Eyri wrote:So essentially bring the "waves of opportunity" model they're applying to vehicles to infantry?
Could work, but also could make combat too sporadic. It'd be funny to see though, when everyone in a gun fight backs off when their actives are cooling down, like gentlemen agreeing to cease a petty argument.
But yeah, I don't know whether this will work unless battle sizes increased to something like 32v32, because I think like in EVE, on a massive scale the variance of modules balances out. Yes though I didn't have waves of combat in mind when I wrote this. This was way before CCP explained their idea. Which is one reason why I like the vehicle changes so much.
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Cat Merc
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Posted - 2013.11.17 12:04:00 -
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murrow
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Cat Merc
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Posted - 2013.11.17 12:41:00 -
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TechMechMeds wrote:Cat, keep bumping everyday, its against forum rules to bump other peoples threads apparently, let's get this recognised, it would be a massive step towards mmofps. \o/
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Cat Merc
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Posted - 2013.11.19 14:01:00 -
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meow
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cat Merc
Ahrendee Mercenaries EoN.
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Posted - 2013.11.19 14:27:00 -
[7] - Quote
Added sister thread.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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