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Auris Lionesse
SVER True Blood Public Disorder.
27
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Posted - 2013.12.31 15:03:00 -
[1] - Quote
Won't happen because
Every suit would need 4 resistance types, 4 ammo types for the 3 tiers of weaponry, new skills, new slots on suits to carry new ammo types and or switch between them. Crunching numbers for different suits to have different base resistances, new skills to alter these resistances, new modules to alter these resistances, passive hardeners, and then the active hardeners your proposing.
Considering Ccp can't even put my amarr character in the correct merc quarters (it's a gallente room btw) their entire company would implode trying to implement that. Lives will be lost. |
Auris Lionesse
SVER True Blood Public Disorder.
28
|
Posted - 2013.12.31 15:10:00 -
[2] - Quote
Reav Hannari wrote:+1
This has been brought up before and I like how the periods of opportunity thing works for vehicles. I'd like to see the same design brought to suits. Make weapon damage modules active with cool down as well. Active shield boosters and armor repairers with long cool down periods could be interesting too.
I'd rather see vehicles and suits have capacitors and teach people how to run active mods on a stable cap suitor they power down mid gunfight and die. cooldowns just encourage tanks to retreat to the redline and camp for 60seconds. |
Auris Lionesse
SVER True Blood Public Disorder.
28
|
Posted - 2013.12.31 15:12:00 -
[3] - Quote
Reav Hannari wrote:Auris Lionesse wrote:Won't happen because
Every suit would need 4 resistance types, 4 ammo types for the 3 tiers of weaponry, new skills, new slots on suits to carry new ammo types and or switch between them. Crunching numbers for different suits to have different base resistances, new skills to alter these resistances, new modules to alter these resistances, passive hardeners, and then the active hardeners your proposing.
Considering Ccp can't even put my amarr character in the correct merc quarters (it's a gallente room btw) their entire company would implode trying to implement that. Lives will be lost. You're thinking like a capsuleer. Vehicle hardeners give one resistance bonus across all incoming damage without regard to damage type.
I know, that's why they're op. Lower the damage they withstand and add passive hardeners for the four damage types and up the slots on tanks back to where they were. You can't run all four, plates, reps, and an active hardener = balance |
Auris Lionesse
SVER True Blood Public Disorder.
28
|
Posted - 2013.12.31 15:17:00 -
[4] - Quote
Aisha Ctarl wrote:Reav Hannari wrote:Auris Lionesse wrote:Won't happen because
Every suit would need 4 resistance types, 4 ammo types for the 3 tiers of weaponry, new skills, new slots on suits to carry new ammo types and or switch between them. Crunching numbers for different suits to have different base resistances, new skills to alter these resistances, new modules to alter these resistances, passive hardeners, and then the active hardeners your proposing.
Considering Ccp can't even put my amarr character in the correct merc quarters (it's a gallente room btw) their entire company would implode trying to implement that. Lives will be lost. You're thinking like a capsuleer. Vehicle hardeners give one resistance bonus across all incoming damage without regard to damage type. Beat me to it. The DUST hardener mechanics are totally different than they are in EVE.
Yes and they're awful. |
Auris Lionesse
SVER True Blood Public Disorder.
28
|
Posted - 2013.12.31 15:22:00 -
[5] - Quote
Reav Hannari wrote:Auris Lionesse wrote:Reav Hannari wrote:+1
This has been brought up before and I like how the periods of opportunity thing works for vehicles. I'd like to see the same design brought to suits. Make weapon damage modules active with cool down as well. Active shield boosters and armor repairers with long cool down periods could be interesting too. I'd rather see vehicles and suits have capacitors and teach people how to run active mods on a stable cap suitor they power down mid gunfight and die. cooldowns just encourage tanks to retreat to the redline and camp for 60seconds. If we switch to capacitors I'd like to see EVE style overheating mechanics with module specific damage. Overheat that large blaster to take down an enemy and see it fry. Run to some place safe to repair the gun or swap to a new tank. Require a repair tool to fix individual modules.
Excellent. |
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