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Thread Statistics | Show CCP posts - 0 post(s) |
R F Gyro
Clones 4u
823
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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
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
272
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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.
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Heavy Salvo
Fatal Absolution
142
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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.
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jenza aranda
BetaMax.
2425
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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
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Smoky Fingers
Red Star.
158
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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 :<
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
259
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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
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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
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1224
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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
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R F Gyro
Clones 4u
826
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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
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Smoky Fingers
Red Star.
160
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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 :<
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Tectonic Fusion
729
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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
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R F Gyro
Clones 4u
826
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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
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Smoky Fingers
Red Star.
161
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Posted - 2013.12.15 21:49:00 -
[13] - Quote
Tectonic Fusion wrote: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. Lolol that deserves a bah dumm TSS
No one ever pays me in gum :<
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Tectonic Fusion
731
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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
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R F Gyro
Clones 4u
826
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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
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R F Gyro
Clones 4u
828
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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
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R F Gyro
Clones 4u
832
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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
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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
657
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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.
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R F Gyro
Clones 4u
836
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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
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1225
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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
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Pvt Numnutz
Black Phoenix Mercenaries
432
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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. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
659
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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.
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Parson Atreides
Ahrendee Mercenaries EoN.
905
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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
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Avinash Decker
Seykal Expeditionary Group Minmatar Republic
90
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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
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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
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R F Gyro
Clones 4u
847
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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
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R F Gyro
Clones 4u
855
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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
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lee corwood
The Unholy Legion Of DarkStar DARKSTAR ARMY
41
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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
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Skihids
Bullet Cluster Legacy Rising
2561
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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. |
Spkr4theDead
Red Star. EoN.
1509
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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.
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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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