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Lt Royal
Subdreddit Test Alliance Please Ignore
2286
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Posted - 2014.01.06 17:02:00 -
[31] - Quote
Dont forget cap does not apply for missile or projectile turrets. But yes I support this.
Gÿ£GÿàGÿP Subdreddit Recruitment Video Gÿ£GÿàGÿP
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Vell0cet
SVER True Blood Public Disorder.
740
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Posted - 2014.01.06 17:16:00 -
[32] - Quote
+1.
The vehicle rebalance should have had capacitors from the beginning. CCP could copy/paste/tweak the existing code from the stamina system, at least initially to get this done sooner than later. It's actually EASIER to manage modules with faster cycle times that continuously run sharing a single resource pool than to manage multiple long cooldowns.
It makes good pilots have a significant edge over bad ones, and rewards the smart player. It creates opportunities for a much broader variety of fits (more sandbox and creative play), more variables to nerf/buff to make balancing easier. It opens up interesting opportunities for cap warfare to help balance AV vs. vehicles. It would elevate vehicle combat above any other competing FPS title in the market. It would be attractive to current EVE pilots who might want to get more involved in DUST.
As for NOS/Neuts, I think it makes the most sense to have them as small turrets. I can picture a LAV with a neut turret circling a HAV faster than its turret can track, the gunner draining cap while the squadmates use AV to take it down. That's teamwork-based, rich, tactical FPS gameplay like nothing else out there.
I'd also like to see these for infantry as well. Modules like remote reps, active scanners, etc. would use cap. It might even make sense to limit the amount of equipment spam on the field by requiring each deployed hive/uplink to draw some small amount of cap from whoever deployed it. Individually it wouldn't be very noticeable, but spam a ton of equipment and you'll quickly be hearing "the capacitor is empty," as your modules deactivate from not having a signal to communicate with.
Quick/Dirty Test Range Idea
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Vell0cet
SVER True Blood Public Disorder.
741
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Posted - 2014.01.06 17:39:00 -
[33] - Quote
knight of 6 wrote:...Activating or deactivating a mod only takes a few seconds. however when you a messing about with mod you aren't shooting. those few seconds add up very quickly... With capacitors, your modules would continuously pulse with fast cycle times, so you wouldn't have to constantly re-activate them. You coud go into a fight like you do now, activate your shield repper once, and have it constantly rep you while you're shooting. The difference is you can deactivate the booster immediately after you're back to full when you've killed them, consering the cap you have left. You will be in a better place if someone else starts shooting you while you're waiting for your cap pool to regenerate since you still may have a few pulses of shield booster worth of cap left and don't have to wait for a long cooldown period.
If you accidentally activate the wrong module, you can immediately deactivate it, and be good-to-go, only wasting a small amount of cap in the process. Compare this to the current system where you're pretty screwed if you unintentionally squandered a long cooldown.
Quick/Dirty Test Range Idea
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