| Pages: 1 2  :: [one page] | 
      
      
        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  R F Gyro
 Clones 4u
 
 823
 
 
      | Posted - 2013.12.15 21:21:00 -
          [1] - Quote 
 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?
 
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  Magnus Amadeuss
 Tal-Romon Legion
 Amarr Empire
 
 272
 
 
      | Posted - 2013.12.15 21:23:00 -
          [2] - 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?
 
 
 It would be nice to have a wave of opportunity.
 
 You think you are badass... try solo'ing in amarr FW. | 
      
      
        |  Heavy Salvo
 Fatal Absolution
 
 142
 
 
      | Posted - 2013.12.15 21:24:00 -
          [3] - Quote 
 Sarcasm acknowledged,
 
 and uuuuuuuuuuuuuuuuh no.
 
 A salute, to all the toy soldiers left to melt in the sun by those who would only dream of conquest. | 
      
      
        |  jenza aranda
 BetaMax.
 
 2425
 
 
      | Posted - 2013.12.15 21:26:00 -
          [4] - Quote 
 No. but deployable shields may be a possibility in the future.
 
 As for an invulnerability module? No.
 
 Dust 514 101 // Dust 514 Wiki | 
      
      
        |  Smoky Fingers
 Red Star.
 
 158
 
 
      | Posted - 2013.12.15 21:29:00 -
          [5] - Quote 
 Yes yes !!! Active modules and I'd like to have the ability to equip large blaster turrets on my gallente heavy, I wanna be a mini metal gear.
 
 No one ever pays me in gum :< | 
      
      
        |  Roger Cordill
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 259
 
 
      | Posted - 2013.12.15 21:31:00 -
          [6] - Quote 
 
 Smoky Fingers wrote:Yes yes !!! Active modules and I'd like to have the ability to equip large blaster turrets on my gallente heavy, I wanna be a mini metal gear. 
 message from Godin: Makes no sense lore wise, balance wise, and wouldn't look right at all. No.
 | 
      
      
        |  Tectonic Fusion
 
 729
 
 
      | Posted - 2013.12.15 21:32:00 -
          [7] - Quote 
 
 Smoky Fingers wrote:Yes yes !!! Active modules and I'd like to have the ability to equip large blaster turrets on my gallente heavy, I wanna be a mini metal gear. Don't forget 2 gunner seats with turrets!
 
 Solo Player Squad status: Locked | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 Covert Intervention
 
 1224
 
 
      | Posted - 2013.12.15 21:34:00 -
          [8] - Quote 
 Dear CCP, please give my Large Missile turrets the ability to lock onto infantry and track them around corners when they take cover.
 
 ADS Reports - Defining Racial Themes | 
      
      
        |  R F Gyro
 Clones 4u
 
 826
 
 
      | Posted - 2013.12.15 21:39:00 -
          [9] - Quote 
 
 Pokey Dravon wrote:Dear CCP, please give my Large Missile turrets the ability to lock onto infantry and track them around corners when they take cover.  Good idea.
 
 Or maybe small turrets in addition to your large one.
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  Smoky Fingers
 Red Star.
 
 160
 
 
      | Posted - 2013.12.15 21:44:00 -
          [10] - Quote 
 
 Roger Cordill wrote:Smoky Fingers wrote:Yes yes !!! Active modules and I'd like to have the ability to equip large blaster turrets on my gallente heavy, I wanna be a mini metal gear. message from Godin: Makes no sense lore wise, balance wise, and wouldn't look right at all. No. 
 Lol was jokin and expected that response. Metal gear ray has tactical missiles , machine turrets for arms, a laser guided water jet, and was more organic lookin compared to Rex, who btw wields a giant rail gun. Where da lazer turrets at!?!
  
 No one ever pays me in gum :< | 
      
      
        |  Tectonic Fusion
 
 729
 
 
      | Posted - 2013.12.15 21:46:00 -
          [11] - Quote 
 
 Smoky Fingers wrote:Roger Cordill wrote:Smoky Fingers wrote:Yes yes !!! Active modules and I'd like to have the ability to equip large blaster turrets on my gallente heavy, I wanna be a mini metal gear. message from Godin: Makes no sense lore wise, balance wise, and wouldn't look right at all. No. Lol was jokin and expected that response. Metal gear ray has tactical missiles , machine turrets for arms, a laser guided water jet, and was more organic lookin compared to Rex, who btw wields a giant rail gun. Where da lazer turrets at!?!   AAND stomps on people.
 
 Solo Player Squad status: Locked | 
      
      
        |  R F Gyro
 Clones 4u
 
 826
 
 
      | Posted - 2013.12.15 21:48:00 -
          [12] - Quote 
 
 jenza aranda wrote:As for an invulnerability module? No. Why not?
 
 Would such a mechanic unbalance the game or something?
 
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  Smoky Fingers
 Red Star.
 
 161
 
 
      | Posted - 2013.12.15 21:49:00 -
          [13] - Quote 
 
 Tectonic Fusion wrote:Smoky Fingers wrote:AANDRoger Cordill wrote:Smoky Fingers wrote:Yes yes !!! Active modules and I'd like to have the ability to equip large blaster turrets on my gallente heavy, I wanna be a mini metal gear. message from Godin: Makes no sense lore wise, balance wise, and wouldn't look right at all. No. Lol was jokin and expected that response. Metal gear ray has tactical missiles , machine turrets for arms, a laser guided water jet, and was more organic lookin compared to Rex, who btw wields a giant rail gun. Where da lazer turrets at!?!    stomps on people. Lolol that deserves a bah dumm TSS
 
 No one ever pays me in gum :< | 
      
      
        |  Tectonic Fusion
 
 731
 
 
      | Posted - 2013.12.15 21:49:00 -
          [14] - Quote 
 
 R F Gyro wrote:jenza aranda wrote:As for an invulnerability module? No. Why not? Would such a mechanic unbalance the game or something? I think it would actually help the game, because people could increase their KDR.
 
 Solo Player Squad status: Locked | 
      
      
        |  R F Gyro
 Clones 4u
 
 826
 
 
      | Posted - 2013.12.15 21:54:00 -
          [15] - Quote 
 
 Tectonic Fusion wrote:I think it would actually help the game, because people could increase their KDR. How would KDR increase? Everyone would get less kills, 'cos we'd all be really hard to kill.
 
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  R F Gyro
 Clones 4u
 
 828
 
 
      | Posted - 2013.12.15 22:17:00 -
          [16] - Quote 
 Is no one able to give a good reason why this shouldn't be implemented?
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  R F Gyro
 Clones 4u
 
 832
 
 
      | Posted - 2013.12.15 22:46:00 -
          [17] - Quote 
 
 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.
 
  
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  ZeHealingHurts HurtingHeals
 Seituoda Taskforce Command
 Caldari State
 
 657
 
 
      | Posted - 2013.12.15 22:59:00 -
          [18] - Quote 
 
 Pokey Dravon wrote:Dear CCP, please give my Large Missile turrets the ability to lock onto infantry and track them around corners when they take cover.  
 We'd have to nerf them first to be in line with Swarm Launcher's effects on vehicles.
 
 My logi-code. | 
      
      
        |  R F Gyro
 Clones 4u
 
 836
 
 
      | Posted - 2013.12.15 23:26:00 -
          [19] - Quote 
 
 ZeHealingHurts HurtingHeals wrote:Pokey Dravon wrote:Dear CCP, please give my Large Missile turrets the ability to lock onto infantry and track them around corners when they take cover.  We'd have to nerf them first to be in line with Swarm Launcher's effects on vehicles. Good point, but this thread isn't about vehicles.
 
 Really it isn't.
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 Covert Intervention
 
 1225
 
 
      | Posted - 2013.12.15 23:27:00 -
          [20] - Quote 
 
 ZeHealingHurts HurtingHeals wrote:Pokey Dravon wrote:Dear CCP, please give my Large Missile turrets the ability to lock onto infantry and track them around corners when they take cover.  We'd have to nerf them first to be in line with Swarm Launcher's effects on vehicles. 
 Im sorry your light anti vehicle weapons isn't very effective against heavy vehicles
 
 ADS Reports - Defining Racial Themes | 
      
      
        |  Pvt Numnutz
 Black Phoenix Mercenaries
 
 432
 
 
      | Posted - 2013.12.15 23:34:00 -
          [21] - Quote 
 This is a cute post. Tank QQ with a mustache. Just to let you know, hardeners don't give a lot of HP, they increase resistance to damage for a short time giving the vehicle more EHP or effective hit points.
 As for apply that to infantry, no it would make infantry game boring and one sided. With vehicles it makes fights more tacticle, you have a small window to engage and then a longer period of vulnerability. My dropship had to sacrafiae 500+ shield HP for this. Should dropsuits have only 20 HP and this modual? No that would be boring.
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        |  ZeHealingHurts HurtingHeals
 Seituoda Taskforce Command
 Caldari State
 
 659
 
 
      | Posted - 2013.12.15 23:38:00 -
          [22] - Quote 
 
 Pokey Dravon wrote:ZeHealingHurts HurtingHeals wrote:Pokey Dravon wrote:Dear CCP, please give my Large Missile turrets the ability to lock onto infantry and track them around corners when they take cover.  We'd have to nerf them first to be in line with Swarm Launcher's effects on vehicles. Im sorry your  light anti vehicle weapons isn't very effective against heavy vehicles 
 Since when were Assault Forge Guns light AV? That is the only form of AV I use...
 
 I suppose I am sorry for your incompetence if this is what you truly believe.
 
 My logi-code. | 
      
      
        |  Parson Atreides
 Ahrendee Mercenaries
 EoN.
 
 905
 
 
      | Posted - 2013.12.15 23:42:00 -
          [23] - Quote 
 
 Pokey Dravon wrote:ZeHealingHurts HurtingHeals wrote:Pokey Dravon wrote:Dear CCP, please give my Large Missile turrets the ability to lock onto infantry and track them around corners when they take cover.  We'd have to nerf them first to be in line with Swarm Launcher's effects on vehicles. Im sorry your light anti vehicle weapons isn't very effective against heavy vehicles 
 I'm sorry I expected my Anti-Vehicle weapon to be effective against Vehicles. What was I thinking?
 
 "The unexamined life is not worth living." RNDclan.com | 
      
      
        |  Avinash Decker
 Seykal Expeditionary Group
 Minmatar Republic
 
 90
 
 
      | Posted - 2013.12.16 00:06:00 -
          [24] - Quote 
 
 R F Gyro wrote:jenza aranda wrote:As for an invulnerability module? No. Why not? Would such a mechanic unbalance the game or something? 
 How many FPS games have you played?
 
 Anyway because if a person has it they can get all their health back or not die when they are about to die when fighting someone. It is basically a I win button.
 | 
      
      
        |  R F Gyro
 Clones 4u
 
 846
 
 
      | Posted - 2013.12.16 19:24:00 -
          [25] - Quote 
 
 Avinash Decker wrote:R F Gyro wrote:jenza aranda wrote:As for an invulnerability module? No. Why not? Would such a mechanic unbalance the game or something? How many FPS games have you played? Anyway because if a person has it they can get all their health back or not die when they are about to die when fighting someone. It is basically a I win button. No-one wants an "I win" button.
 
 We'd better not have anything like this in Dust then, had we?
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  R F Gyro
 Clones 4u
 
 847
 
 
      | Posted - 2013.12.16 20:29:00 -
          [26] - Quote 
 
 ZeHealingHurts HurtingHeals wrote:Pokey Dravon wrote:ZeHealingHurts HurtingHeals wrote:We'd have to nerf them first to be in line with Swarm Launcher's effects on vehicles.
 Im sorry your  light anti vehicle weapons isn't very effective against heavy vehicles Since when were Assault Forge Guns light AV? That is the only form of AV I  use... I'm not siding with Pokey or anything, but it was you who was talking about swarm launchers.
 
  
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  R F Gyro
 Clones 4u
 
 855
 
 
      | Posted - 2013.12.17 20:35:00 -
          [27] - Quote 
 
 Pvt Numnutz wrote:This is a cute post. Tank QQ with a mustache. Just to let you know, hardeners don't give a lot of HP, they increase resistance to damage for a short time giving the vehicle more EHP or effective hit points.  Sorry, I meant to say EHP rather than HP.
 
 
 RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus | 
      
      
        |  lee corwood
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 41
 
 
      | Posted - 2013.12.17 20:48:00 -
          [28] - Quote 
 
 jenza aranda wrote:No. but deployable shields may be a possibility in the future.
 As for an invulnerability module? No.
 
 A "I win" button would ruin the rhythm of the game and is a horrible idea, but deployable shields I can see being incredibly useful.
 
 Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick | 
      
      
        |  Skihids
 Bullet Cluster
 Legacy Rising
 
 2561
 
 
      | Posted - 2013.12.17 20:50:00 -
          [29] - Quote 
 I suppose an active hardener that consumes a slot and significant fitting cost could actually be doable.
 
 The speed module (Kin-Kat) is already in the game.
 
 The active hardener is meant to briefly increase effectiveness at the cost of a long cool down where you are more vulnerable. If properly balanced it should work. You give up a chunk of passive eHP for a larger but temporary chunk of eHP.
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        |  Spkr4theDead
 Red Star.
 EoN.
 
 1509
 
 
      | Posted - 2013.12.17 20:52:00 -
          [30] - 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?
 
 LOL no
 
 You're not a tank, or a tanker.
 
 If you don't like the vehicle changes people like you forced on them, that's just too bad.
 
 Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry. | 
      
      
        |  TranquilBiscuit ofVaLoR
 F.T.U.
 IMMORTAL REGIME
 
 884
 
 
      | 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? | 
      
      
        |  Skihids
 Bullet Cluster
 Legacy Rising
 
 2561
 
 
      | 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.
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        |  Skihids
 Bullet Cluster
 Legacy Rising
 
 2561
 
 
      | 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.
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        |  Mobius Wyvern
 Guardian Solutions
 DARKSTAR ARMY
 
 4137
 
 
      | 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 | 
      
      
        |  Skihids
 Bullet Cluster
 Legacy Rising
 
 2561
 
 
      | 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.
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        |  Mobius Wyvern
 Guardian Solutions
 DARKSTAR ARMY
 
 4139
 
 
      | 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 | 
      
      
        |  Skihids
 Bullet Cluster
 Legacy Rising
 
 2562
 
 
      | 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.
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        |  Jadd Hatchen
 Psygod9
 D.E.F.I.A.N.C.E
 
 250
 
 
      | 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
 
 
      | 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
 
 
      | 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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