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TranquilBiscuit ofVaLoR
F.T.U. IMMORTAL REGIME
884
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Posted - 2013.12.17 20:53:00 -
[31] - Quote
i want a militia hardener that increases my tank by 40%. and a nitrous so i can run at 15 m/s.
Tell me, how exactly DOES a biscuit gain Valor?
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Skihids
Bullet Cluster Legacy Rising
2561
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Posted - 2013.12.17 20:59:00 -
[32] - Quote
Honestly I would expect most infantry to eschew active hardeners as too difficult to deal with.
Short active times mean you would frequently take significant damage before being able to activate it and by then it's only hardening a small percentage of your shields or armor.
Couple that with the need to sit out of battle for a minute at a time and most folks would abandon their use. |
Skihids
Bullet Cluster Legacy Rising
2561
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Posted - 2013.12.17 21:00:00 -
[33] - Quote
TranquilBiscuit ofVaLoR wrote:i want a militia hardener that increases my tank by 40%. and a nitrous so i can run at 15 m/s.
Ok, it's active for 24 seconds and has a 100 second cool down. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
4137
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Posted - 2013.12.17 21:01:00 -
[34] - Quote
R F Gyro wrote:R F Gyro wrote:Is no one able to give a good reason why this shouldn't be implemented? I'll take the silence as evidence that the Dust player community overwhelmingly supports this idea. Yeah, totally not laughing my ass off at how bad this is.
Totally.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Skihids
Bullet Cluster Legacy Rising
2561
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Posted - 2013.12.17 21:07:00 -
[35] - Quote
Mobius Wyvern wrote:R F Gyro wrote:R F Gyro wrote:Is no one able to give a good reason why this shouldn't be implemented? I'll take the silence as evidence that the Dust player community overwhelmingly supports this idea. Yeah, totally not laughing my ass off at how bad this is. Totally.
It's a perfectly viable addition, if not very useful.
With the current low TTK you will die before you activate it when surprised.
When activating before an attack you'll get about 20 seconds before it goes into cool down. You better have cleared out all opposition by then or start running with at least 5 seconds left on your hardener. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
4139
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Posted - 2013.12.17 21:12:00 -
[36] - Quote
Skihids wrote:Mobius Wyvern wrote:R F Gyro wrote:R F Gyro wrote:Is no one able to give a good reason why this shouldn't be implemented? I'll take the silence as evidence that the Dust player community overwhelmingly supports this idea. Yeah, totally not laughing my ass off at how bad this is. Totally. It's a perfectly viable addition, if not very useful. With the current low TTK you will die before you activate it when surprised. When activating before an attack you'll get about 20 seconds before it goes into cool down. You better have cleared out all opposition by then or start running with at least 5 seconds left on your hardener. Look, don't get me wrong here.
Cat Merc and I actually spit-balled a bunch of ideas on the concept of Active Modules for Dropsuits. I was actually heartily in favor of removing "stamina" burn from sprinting, changing stamina to "energy", and then running Active Modules off of that.
For anyone who has played the first Crysis game, think of it that way. You could put a module in your equipment slot that gives you special abilities until you run out of energy, and then shuts down.
The problem with an invulnerability module is that it makes playing without one impossible.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Skihids
Bullet Cluster Legacy Rising
2562
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Posted - 2013.12.17 21:55:00 -
[37] - Quote
My point is that active hardeners for vehicles aren't game breaking in and of themselves.
They have to be managed and they trade short durations of high eHP for longer durations of low eHP.
Low passive eHP means any surprise attack is likely to kill you.
Yes vehicles still need balancing and yes additional content would make that possible. 1.7 is a complete rewrite so any previous balance work is scrapped and we are starting over. I get that people are getting exhausted with all this development, but you are playing an early beta game and that comes part and parcel. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
250
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Posted - 2013.12.17 21:59:00 -
[38] - Quote
R F Gyro wrote:Hi CCP
Could we have a dropsuit module that temporarily increases our HP by a massive amount, making us almost invulnerable? It should only last a short time.
Could we also have our dropsuit speed increased so that we can get out to safety when it runs out?
MTAC https://wiki.eveonline.com/en/wiki/MTAC?_ga=1.85232281.1640929137.1365175653
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Himiko Kuronaga
Fatal Absolution
2520
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Posted - 2013.12.17 22:06:00 -
[39] - Quote
jenza aranda wrote:No. but deployable shields may be a possibility in the future.
As for an invulnerability module? No.
Heavies should get an active resistance module similar to tanks, with a shorter window. You know it be true. |
Awry Barux
Paladin Survey Force Amarr Empire
433
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Posted - 2013.12.17 22:06:00 -
[40] - Quote
Mobius Wyvern wrote:
The problem with an invulnerability module is that it makes playing without one impossible.
I'd be ok with that. Heck, build it right in to every suit, give heavies one with a longer duration, give scouts shorter duration but lower CD, etc. I think it'd be fun- especially if it wasn't invulnerability but a 40-60% resist boost. I think it would make the game a lot more interesting. |
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