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Cat Merc
Ahrendee Mercenaries EoN.
4569
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Posted - 2013.11.19 23:05:00 -
[1] - Quote
Am I the only one who thinks that the current module line up is.. lacking? Oh HP, great, totally creative. Oh damage, awesome. Oh regeneration, great. Oh speed mods, great. Oh CPU/PG mods, great. Oh passive scanning stuff that is half broken. Great. .... ???
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Django Quik
Dust2Dust.
1744
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Posted - 2013.11.19 23:07:00 -
[2] - Quote
Agreed but more interested to hear what you think needs to be added?
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Forlorn Destrier
Bullet Cluster Legacy Rising
2217
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Posted - 2013.11.19 23:12:00 -
[3] - Quote
The game is not very old - CCP tends to introduce modules slowly - look at Eve to see the pattern.
The time of your legacy is here. Will you rise?
Join Legacy Rising
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
324
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Posted - 2013.11.19 23:14:00 -
[4] - Quote
Cat Merc wrote:Am I the only one who thinks that the current module line up is.. lacking?
No.
Where are the active mods?
Plus nothing even close to resembling an attempt at creativity. This is a tough one though. I'm drawing a blank here myself and I am usually pretty creative. Only thought about it for like a minute though, that could be part of the problem.
{:)}{3GÇó>
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Flix Keptick
Red Star. EoN.
1290
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Posted - 2013.11.19 23:18:00 -
[5] - Quote
Forlorn Destrier wrote:The game is not very old - CCP tends to introduce modules slowly - look at Eve to see the pattern. they forgot the fact that fps crowds don't stay with the same game fore 10 years. Heck, the next generation of consoles is going to come out in 10 years
"Please don't"
GÿåForum warrior lvl.1Gÿå
I Support SP Rollover, MAKE IT HAPPEN CCP !!!
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Goro Scornshard
DUST University Ivy League
38
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Posted - 2013.11.19 23:20:00 -
[6] - Quote
A jet pack would be fun. Maybe just for scouts to keep from being OP.
Don't hate the game hate the player
GÖæ
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Alpha 443-6732
211
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Posted - 2013.11.19 23:23:00 -
[7] - Quote
Cat Merc wrote:Am I the only one who thinks that the current module line up is.. lacking? Oh HP, great, totally creative. Oh damage, awesome. Oh regeneration, great. Oh speed mods, great. Oh CPU/PG mods, great. Oh passive scanning stuff that is half broken. Great. .... ???
How about killstreak modules? That would be pretty radical right?
AV =/= Completely dominate and render vehicles useless. AV = Counterpart of vehicles that combats vehicles.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
324
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Posted - 2013.11.19 23:33:00 -
[8] - Quote
Alpha 443-6732 wrote:Cat Merc wrote:Am I the only one who thinks that the current module line up is.. lacking? Oh HP, great, totally creative. Oh damage, awesome. Oh regeneration, great. Oh speed mods, great. Oh CPU/PG mods, great. Oh passive scanning stuff that is half broken. Great. .... ??? How about killstreak modules? That would be pretty radical right?
What would they do? In crease speed? Increase specific damage type resistance? Have a voice that says different number based kill streak euphemisms in an unessesarily over manly voice? I don't know.
{:)}{3GÇó>
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GRIM GEAR
PredaKonZ
56
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Posted - 2013.11.19 23:34:00 -
[9] - Quote
CAT YOU whinging turd CPP have clearly stated they would be starting off with the bare minimum modules, just to see how the update turns out, to create a good core vehicle mechanics. Once they get the vehicle mechanics down pat they are going to introduce more modules.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Mortedeamor
WASTELAND JUNK REMOVAL
771
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Posted - 2013.11.19 23:53:00 -
[10] - Quote
Son-Of A-Gun wrote:Cat Merc wrote:Am I the only one who thinks that the current module line up is.. lacking? No. Where are the active mods? Plus nothing even close to resembling an attempt at creativity. This is a tough one though. I'm drawing a blank here myself and I am usually pretty creative. Only thought about it for like a minute though, that could be part of the problem. they need to introduce resistances so they can bring out active res modules for suits i want passive amarian resistance plates...they need to rework pretty much all the racial skill bonuses...and i really wish they would give bonuses to suits as well.
plenty of suits could be improved with individual bonuses that get better for the higher end gear |
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Iron Wolf Saber
Den of Swords
10408
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Posted - 2013.11.19 23:57:00 -
[11] - Quote
Active modules should be treated like power ups due to the nature and cumbersomeness in getting them activated (probably from module wheel)
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Scrambler Rifle =// Unlocked
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Monkey MAC
killer taxi company
1009
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Posted - 2013.11.20 00:13:00 -
[12] - Quote
Static Jammer(Passive): Decreases the scan precision of all enemy units within radius
Active Jammer(Active): Creates multiple random signitures of all enemy units within radius
Comms Hacker(Active): After a dropsuit has been targeted, any information on locations via tacnet is temporarily available
Laser Designator(Active): The highlighted area is marked as high priority to all units carrying artillery fire weapons
Kinetic Momentum Module(Passive): User recieves a speed bonus, bonus increases longer user is in motion
Stalker Module(Passive): Reduces scan profile, reduction is greater when target moves less(potential for active camo version to)
Steadfast module(Active): Temporarily decrease speed for increased resistance to light weaponry
Hive Module(Passive): All other units with module equipped and within radius, share passive scan results
and many more!
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Zero Notion
Wraith Company
354
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Posted - 2013.11.20 00:15:00 -
[13] - Quote
Active modules should be "Reactive Modules".
I.e; you slot a damage resistance module that only activates when you take a certain type of damage after X amount of applied damage (laser, plasma, explosive) and gives you a % to resist that type of damage for X number of seconds. You could have multi-spectrum damage resisters that can respond to multiple types of damage and offer resistance for an even briefer period of time to help you last in firefights.
Modules that cloak you from the TAC net when you've been scanned.
Modules that increase NK damage after you kill X number of people with it.
Modules that increase damage when you're low on health.
Modules that auto-rep you when you're close to death, a one time use type of module.
Modules that increase your shield and armor after you successfully re-hack an objective, allowing you to fortify yourself for defensive purposes.
They can run the gamut of being one time use modules, a set number of uses or simply have cooldowns. This would rid yourself of having to access the cumbersome wheel since they would auto activate under different scenarios. |
Atiim
Living Like Larry Schwag
1166
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Posted - 2013.11.20 00:17:00 -
[14] - Quote
Goro Scornshard wrote:A jet pack would be fun. Maybe just for scouts to keep from being OP. No
Check out my corp's new website here :D
-HAND
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Cosgar
ParagonX
7938
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Posted - 2013.11.20 00:18:00 -
[15] - Quote
Been saying this for months. But since 1.4, all everyone cares about is brick tanking due to broken core mechanics. Even if we had a wider selection of both passive and active modules, everyone would still brick tank because the TTK is too damn low.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
326
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Posted - 2013.11.20 00:18:00 -
[16] - Quote
"Kinetic Momentum Module(Passive): User recieves a speed bonus, bonus increases longer user is in motion"
Oooo, I like this one.
{:)}{3GÇó>
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Crash Monster
Snipers Anonymous
1796
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Posted - 2013.11.20 00:41:00 -
[17] - Quote
Iron Wolf Saber wrote:Active modules should be treated like power ups due to the nature and cumbersomeness in getting them activated (probably from module wheel)
As long as they don't come with god-awful jingle music while they remain in effect! |
Thor Odinson42
Molon Labe PC RISE of LEGION
1954
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Posted - 2013.11.20 00:55:00 -
[18] - Quote
Iron Wolf Saber wrote:Active modules should be treated like power ups due to the nature and cumbersomeness in getting them activated (probably from module wheel)
Seems like there would be a need for a capacitor for this stuff to work right (balanced)
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Rynoceros
Rise Of Old Dudes
1336
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Posted - 2013.11.20 01:01:00 -
[19] - Quote
Old ideas, new post: Resistance Modules Jump Modules Turret Damage Modules Teleporter Uplinks Strafe Speed Modules Deployable Scanners Remote Hackers Combination CPU/PG Upgrades
(Some equipment ideas snuck in there)
Cheeseburgers.
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Crash Monster
Snipers Anonymous
1796
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Posted - 2013.11.20 01:15:00 -
[20] - Quote
Every time I read the subject I think... how the hell does the cat know I've got crappy modules? |
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VAHZZ
The dyst0pian Corporation
254
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Posted - 2013.11.20 03:30:00 -
[21] - Quote
Cat Merc wrote:Am I the only one who thinks that the current module line up is.. lacking? Oh HP, great, totally creative. Oh damage, awesome. Oh regeneration, great. Oh speed mods, great. Oh CPU/PG mods, great. Oh passive scanning stuff that is half broken. Great. .... ???
Do not assume anything. Clear your mind must be if you are to discover the real villains behind this plot.
The merc with a mouth - beware of random bouts of insanity!
~
Proud Sniper Scout
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Cat Merc
Ahrendee Mercenaries EoN.
4570
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Posted - 2013.11.20 09:07:00 -
[22] - Quote
Django Quik wrote:Agreed but more interested to hear what you think needs to be added? First, resist mods, we need them. Second, active modules. Third, special modules, like in EVE and the marauder bastion module.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cat Merc
Ahrendee Mercenaries EoN.
4570
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Posted - 2013.11.20 09:08:00 -
[23] - Quote
GRIM GEAR wrote:CAT YOU whinging turd CPP have clearly stated they would be starting off with the bare minimum modules, just to see how the update turns out, to create a good core vehicle mechanics. Once they get the vehicle mechanics down pat they are going to introduce more modules. Talking about infantry...
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Borne Velvalor
Endless Hatred
950
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Posted - 2013.11.20 11:01:00 -
[24] - Quote
This is how you fit a suit.
- Apply 2 Damage Modifiers, possibly 3.
- Stick Shield Extenders in highs.
- Stick Basic or Enhanced Armor Plates in lows.
Occasionally, some flutter nutter replaces some of their plates with Kinetic Catalyzers. Often, players use 1 Armor Repairer. Usually, you either buff your own HP or effectively debuff everyone else's. Resistance plates that are passive would do the same thing. A 25% resist allows you to take 33% more damage before dieing. The formula would be the same, except you'd replace your health with resistance so long as your lifespan is longer with resistance. Active modules would be nice.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Jackof All-Trades
The Southern Legion The Umbra Combine
277
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Posted - 2013.11.20 11:19:00 -
[25] - Quote
Monkey MAC wrote:Static Jammer(Passive): Decreases the scan precision of all enemy units within radius
Active Jammer(Active): Creates multiple random signitures of all enemy units within radius
Comms Hacker(Active): After a dropsuit has been targeted, any information on locations via tacnet is temporarily available
Laser Designator(Active): The highlighted area is marked as high priority to all units carrying artillery fire weapons
Kinetic Momentum Module(Passive): User recieves a speed bonus, bonus increases longer user is in motion
Stalker Module(Passive): Reduces scan profile, reduction is greater when target moves less(potential for active camo version to)
Steadfast module(Active): Temporarily decrease speed for increased resistance to light weaponry
Hive Module(Passive): All other units with module equipped and within radius, share passive scan results
and many more! I want.
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Killar-12
The Corporate Raiders Top Men.
1901
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Posted - 2013.12.22 06:20:00 -
[26] - Quote
Thor Odinson42 wrote:Iron Wolf Saber wrote:Active modules should be treated like power ups due to the nature and cumbersomeness in getting them activated (probably from module wheel) Seems like there would be a need for a capacitor for this stuff to work right (balanced) Stamina?
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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Draco Cerberus
BurgezzE.T.F Public Disorder.
623
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Posted - 2013.12.22 07:01:00 -
[27] - Quote
GRIM GEAR wrote:CAT YOU whinging turd CPP have clearly stated they would be starting off with the bare minimum modules, just to see how the update turns out, to create a good core vehicle mechanics. Once they get the vehicle mechanics down pat they are going to introduce more modules. Please correct me if I'm wrong but I thought what they had before the most recent patch were the bare minimum modules, now we just have less of them.
LogiGod earns his pips
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1902
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Posted - 2013.12.22 07:05:00 -
[28] - Quote
I'd really like to see some modules that drastically change the way a suit performs. I've got a couple examples.
Power diverter - reduces shield capacity by 50% but increases armor repair rates by 50%
Shield amplification plates - increases shields by 50% but reduces armor by 50%
Try to kill it all you want CCP, I still <3 my laser.
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Mobius Wyvern
Isuuaya Tactical Caldari State
4200
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Posted - 2013.12.22 08:26:00 -
[29] - Quote
Cat Merc wrote:Am I the only one who thinks that the current module line up is.. lacking? Oh HP, great, totally creative. Oh damage, awesome. Oh regeneration, great. Oh speed mods, great. Oh CPU/PG mods, great. Oh passive scanning stuff that is half broken. Great. .... ??? If you're proposing anything that might add any semblance of flavor or uniqueness to the game, you can go **** yourself.
This is an all skill game for people who aren't scrubs.
AR Master Race.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7576
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Posted - 2013.12.22 08:28:00 -
[30] - Quote
Mobius Wyvern wrote:Cat Merc wrote:Am I the only one who thinks that the current module line up is.. lacking? Oh HP, great, totally creative. Oh damage, awesome. Oh regeneration, great. Oh speed mods, great. Oh CPU/PG mods, great. Oh passive scanning stuff that is half broken. Great. .... ??? If you're proposing anything that might add any semblance of flavor or uniqueness to the game, you can go **** yourself. This is an all skill game for people who aren't scrubs. AR Master Race. but i want flavor
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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