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Heathen Bastard
The Bastard Brigade
745
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Posted - 2013.12.14 07:34:00 -
[1] - Quote
Role: Infantry transport/support
Seats 8(1 gunner, 1 pilot, 6 passengers)
The Idea of this is to use it to insert and support a squad into enemy territory, 10% passive resistance to damage, can go faster than a merc can walk, but not LAV fast.
How? New logistics modules for vehicles(since we just kicked off vehicles again, lets keep the wheel rolling) that are made to help the infantry around them, and a passive skill that does something as well.
Caldari Medium Support Vehicles: Provides a 2% shield resistance bonus to squad members within 30 meters of the vehicle per level Logistics Vehicle: -50% CPU required by logistics modules
Gallente Medium Support Vehicles: Provides a 2% armor repair bonus to Squad members within 30 meters of the vehicle per level Logistics Vehicle: -50% CPU required by logistics modules
Logisitcs modules: These would be powerful team support modules that are prohibitively expensive fitting-wise.
Shield Expansion Array: Projects a shield forward of the vehicle, friendly fire can pass through, but suffers a 50% damage reduction(skill reduces this to 35% at lv 5) all enemy fire is stopped, and ALL explosives are detonated on impact. Does not stop enemies or friendlies from passing through. lasts for 10 seconds or 10,000-30,000(std-proto) damage, which ever comes first
Nanohive Mounting: Temporarily provides ammunition to squad members within 5-10(skill) meters of the vehicle, this does NOT restore ammunition to the mounted gun
Triage System: Passively heals friendly units within 10-15 meters(skill) for 10hp/sec can be overloaded to heal squad members within 10-15 meters for by 50/second for 5-10 seconds(std-proto). during the cooldown, armor is not repaired passively.
Wraith Array: Drops signature of squad within 30-45 meters(skill) by 15-40%(std-proto) Cannot move for the duration of the module's use.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Heathen Bastard
The Bastard Brigade
749
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Posted - 2013.12.14 22:51:00 -
[2] - Quote
hmmm....
Infantry Cover System: Hydraulic panels to provide cover for infantry, high enough so that suits can duck under them to take cover from fire. Reduces speed by 45% but can be activated indefinitely and in conjunction with other modules. Hits to the flaps are counted against the vehicle's shield and armor.
Skill increases vehicle defense by 2% per level while module is active
that sound about right?
I was thinking that they would be deployed for different kinds of fighting, you'd use the caldari to quickly push at a point, while using the gallente to form a defensive bulkhead. The reps would mesh very well with keeping a point and the overload would be to counter a rush. though, I might have overpowered it a bit.
I want these things to be
A: A big SP sink, with tangible rewards for maxing it out and using it properly. B: Something that the friendlies will want to protect and that enemies will want to target. A force multiplier.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Heathen Bastard
The Bastard Brigade
750
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Posted - 2013.12.15 04:41:00 -
[3] - Quote
Scheneighnay McBob wrote:Support.
But how tanky should it be?
Tanky enough to take a couple hits, but if you concentrate on it, or plant some explosives, it will die horribly.
Basically, somewhere between a tank and LAV for tanking ability, I was thinking they would rawtank(basically most if not all their mod slots would have logistics mods in, so a high base HP with low fittings so that people can't use them as murdertaxis or such as easily due to the reduced fitting cost for logistic modules)
And the 10% resist is 10% greater eHP, but it does nothing to increase how quickly their shields come back. gallente have greater HP by default, the rep rate, and the always running repair, even under damage, unlike shielding.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Heathen Bastard
The Bastard Brigade
751
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Posted - 2013.12.15 04:59:00 -
[4] - Quote
Ulysses Knapse wrote:Heathen Bastard wrote:And the 10% resist is 10% greater eHP, but it does nothing to increase how quickly their shields come back. I never said it did. However, when you have 10% resistance, all repairs are basically worth 10% more.
yes, but those repairs take time to initiate. the armor repairs are constant(as long as the module is not in cooldown)
It could be used for a 10% reduction to shield regen cooldown, but that's borderline useless for how low shield regen time is now. Rep rate for armor is a powerful bonus, rep time OR rate for shield is not helpful as it will not rep unless you aren't being shot, which for a pushing vehicle is absolutely useless as someone will be getting shot at most, if not all times.
What would a balanced bonus be for that?
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Heathen Bastard
The Bastard Brigade
751
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Posted - 2013.12.15 05:25:00 -
[5] - Quote
Hmm, that dampening boost might work
and it fits, caldari ewar is all about the jamming of sensors.
so, a 1 - 5DB flat bonus to profile then? not terribly op, could be built around for a stealth squad to quietly get a group into position. or could be ignored and go loud for a siege on a point.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Heathen Bastard
The Bastard Brigade
751
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Posted - 2013.12.15 05:33:00 -
[6] - Quote
Gallente murder-mobile. Jesus, 6 turrets, one of them being a large. that thing has more power than a tank!
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Heathen Bastard
The Bastard Brigade
753
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Posted - 2013.12.15 06:11:00 -
[7] - Quote
Cardio Therapy wrote:Scheneighnay McBob wrote:Support.
But how tanky should it be? I think an armoured transport should have high HP almost as a HAV and low dmg as a LAV. And yeah the possibility to deploy shields on the battlefield which will give temporary protection for the troops hifing behind them is great and will bring more teamplay and tacktics in the game.
exactly, you'll note that none of it's bonuses are for it's own gun, and even the nanohive specifically does not give ammo to it's own gun. it's a serious force multiplier, not a killer. the gun is still there, but it's more for supporting the infantry around it by say punching a hole in that heavy suit who's got your squad pinned down than for being a primary weapon.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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