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Aisha Ctarl
0uter.Heaven
2562
|
Posted - 2013.12.31 14:16:00 -
[1] - Quote
We all know that shield tanking isn't really viable anymore, so this got me thinking about hardeners for the suits.
Shield Hardner - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow a shield tanked suit to take a bit more of a pounding before the shields pop.
Armor Hardener - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow armor tankers to buff their armor reliability after their shields fail.
As stated, instead of having to implement a capacitor into the suits, these modules would just run on timers, and could have a lengthy cool down time to make their use a more tactical notion.
Also once activated, these modules could make the dropsuit "shimmer" akin to how a tank shimmers when it activates it's various modules. The shimmer will give players a heads up as to what hardener an enemy has active and will also just look cool. I mean come on, imagine hacking something with an armor hardener on and seeing the orange shimmer going across yourself...adds to the future feel, immersion, and general "I'm a future immortal super soldier" badassery.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
637
|
Posted - 2013.12.31 14:25:00 -
[2] - Quote
Aisha Ctarl wrote:We all know that shield tanking isn't really viable anymore, so this got me thinking about hardeners for the suits.
Shield Hardner - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow a shield tanked suit to take a bit more of a pounding before the shields pop.
Armor Hardener - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow armor tankers to buff their armor reliability after their shields fail.
As stated, instead of having to implement a capacitor into the suits, these modules would just run on timers, and could have a lengthy cool down time to make their use a more tactical notion.
Also once activated, these modules could make the dropsuit "shimmer" akin to how a tank shimmers when it activates it's various modules. The shimmer will give players a heads up as to what hardener an enemy has active and will also just look cool. I mean come on, imagine hacking something with an armor hardener on and seeing the orange shimmer going across yourself...adds to the future feel, immersion, and general "I'm a future immortal super soldier" badassery.
Pretty interesting idea. What kind of CPU / PG cost are you thinking of with this? Any interaction with regulators and energizers...if you kick the hardener it extends your recharge time and capacity?
I was thinking of how a Caldari based heavy would actually work. If you have heavy, which by definition is pretty slow, and it's a shield based suit...that seems counter intuitive. Your shield hardener idea might mesh well with that. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
557
|
Posted - 2013.12.31 14:29:00 -
[3] - Quote
Great idea but sad to say this will never happen.
TTK oh my!
These here wonderful threads would be flooded with nerf the dropsuit hardeners NAHHHHHHHHOOOOOWWWWW threads!
Meh, F2P Lobby Shooter BattleDuty 514
Working as intended.
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ladwar
Death by Disassociation Legacy Rising
1944
|
Posted - 2013.12.31 14:31:00 -
[4] - Quote
no
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
not looking for a corp, don't ask.
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Arkena Wyrnspire
Fatal Absolution
7223
|
Posted - 2013.12.31 14:34:00 -
[5] - Quote
+1.
I have written at length on this subject before. I'll dig that up when I get home.
Level 6 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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FarQue FromAfar
Red and Silver Hand Amarr Empire
4
|
Posted - 2013.12.31 14:50:00 -
[6] - Quote
Jaysyn Larrisen wrote:Aisha Ctarl wrote:We all know that shield tanking isn't really viable anymore, so this got me thinking about hardeners for the suits.
Shield Hardner - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow a shield tanked suit to take a bit more of a pounding before the shields pop.
Armor Hardener - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow armor tankers to buff their armor reliability after their shields fail.
As stated, instead of having to implement a capacitor into the suits, these modules would just run on timers, and could have a lengthy cool down time to make their use a more tactical notion.
Also once activated, these modules could make the dropsuit "shimmer" akin to how a tank shimmers when it activates it's various modules. The shimmer will give players a heads up as to what hardener an enemy has active and will also just look cool. I mean come on, imagine hacking something with an armor hardener on and seeing the orange shimmer going across yourself...adds to the future feel, immersion, and general "I'm a future immortal super soldier" badassery. Pretty interesting idea. What kind of CPU / PG cost are you thinking of with this? Any interaction with regulators and energizers...if you kick the hardener it extends your recharge time and capacity? I was thinking of how a Caldari based heavy would actually work. If you have heavy, which by definition is pretty slow, and it's a shield based suit...that seems counter intuitive. Your shield hardener idea might mesh well with that.
This is a great idea, I say so because some aspects of the game has been left behind and the game is quickly becoming Cod/BF3 like. Some may not like the idea. As far as cpu/pg use, make it really low to fit in a potential open slot that most can not fill, say an advanced suit with complex mods. Also make it impossible to put 2 on so someone can not run around with hardeners on all day. It will need a long cooldown like the tank version as well, that being the same reason as mentioned before. And to stop people from abuse of 50 to 75% more resistance, Make it to where if you shoot a weapon it overloads your suits matrix and prevents you from firing for 5 seconds while your suit "reboots". I think this would be great so when you get in a "solid waste" situation, at least you can increase your chance to get cover and save a suit. |
Reav Hannari
Red Rock Outriders
2294
|
Posted - 2013.12.31 14:54:00 -
[7] - Quote
+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.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
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Auris Lionesse
SVER True Blood Public Disorder.
27
|
Posted - 2013.12.31 15:03:00 -
[8] - 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. |
Reav Hannari
Red Rock Outriders
2294
|
Posted - 2013.12.31 15:07:00 -
[9] - Quote
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.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
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Auris Lionesse
SVER True Blood Public Disorder.
28
|
Posted - 2013.12.31 15:10:00 -
[10] - 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. |
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Aisha Ctarl
0uter.Heaven
2566
|
Posted - 2013.12.31 15:12:00 -
[11] - Quote
Jaysyn Larrisen wrote:Aisha Ctarl wrote:We all know that shield tanking isn't really viable anymore, so this got me thinking about hardeners for the suits.
Shield Hardner - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow a shield tanked suit to take a bit more of a pounding before the shields pop.
Armor Hardener - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow armor tankers to buff their armor reliability after their shields fail.
As stated, instead of having to implement a capacitor into the suits, these modules would just run on timers, and could have a lengthy cool down time to make their use a more tactical notion.
Also once activated, these modules could make the dropsuit "shimmer" akin to how a tank shimmers when it activates it's various modules. The shimmer will give players a heads up as to what hardener an enemy has active and will also just look cool. I mean come on, imagine hacking something with an armor hardener on and seeing the orange shimmer going across yourself...adds to the future feel, immersion, and general "I'm a future immortal super soldier" badassery. Pretty interesting idea. What kind of CPU / PG cost are you thinking of with this? Any interaction with regulators and energizers...if you kick the hardener it extends your recharge time and capacity? I was thinking of how a Caldari based heavy would actually work. If you have heavy, which by definition is pretty slow, and it's a shield based suit...that seems counter intuitive. Your shield hardener idea might mesh well with that.
I'd say make the armor hardeners PG heavy since the Amarr suits and the Gallente (at least to my knowledge) don't really struggle with PG.
Make the shield hardeners CPU heavy so the Caldari can't stack a ton of Shield Extenders and a hardener, plus it'll free up some of their PG as well.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
|
Auris Lionesse
SVER True Blood Public Disorder.
28
|
Posted - 2013.12.31 15:12:00 -
[12] - 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 |
Aisha Ctarl
0uter.Heaven
2566
|
Posted - 2013.12.31 15:13:00 -
[13] - 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.
Beat me to it.
The DUST hardener mechanics are totally different than they are in EVE.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
|
Auris Lionesse
SVER True Blood Public Disorder.
28
|
Posted - 2013.12.31 15:17:00 -
[14] - 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. |
Reav Hannari
Red Rock Outriders
2296
|
Posted - 2013.12.31 15:19:00 -
[15] - Quote
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.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
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Auris Lionesse
SVER True Blood Public Disorder.
28
|
Posted - 2013.12.31 15:22:00 -
[16] - 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. |
Beren Hurin
Onslaught Inc RISE of LEGION
1941
|
Posted - 2013.12.31 15:33:00 -
[17] - Quote
Lets look at some math just to see how challenging this would be to balance and implement well. My initial thoughts would be that there would be some suits this wouldn't make sense on and some suits that would be dumb to then fit anything else other than hardeners.
Let's say hardeners added 60% hardening. So if a complex shield module is 66 to 73 HP depending on skills and your base shield HP on your suits are something like:
Lights: 70-125 Mediums: 90-225 Heavies: 405-506
A hardener would add more eHP @ 60% for unskilled shields at HP as low as 110. So, basically anything but an armor scout would benefit. The heavy's huge intial pool of HP would benefit the most to these hardeners by adding 250-300 eHP. This is much more significant than plates.
If you could stack two with the normal drawbacks, you could get over 1000 eHP on a medium basic amarr heavy suit's shields. Caldari medium frames could get 700-900 ehp pretty easily, depending on fitting cost.
If these modules didn't give a shield delay drawback like the shield modules themselves, they would likely be much better than the regular shield extenders in practically every way. However you could kind of justify them by saying they are kind of like a shield delay in that the 'cooldown' time is a period of time during which you do not have your full shields.
Alternatively, if you think about this from an armor perspective, are many suits that have a lot of low slots and even higher base armor would get even higher eHP unless the hardeners there were less. However stacking armor hardeners, especially if they lasted more than 15 seconds would potentially mean that the effectiveness of repairs would skyrocket. The proto 125 hp/s repped would multiply with 5 hardeners @ 50% to something over 600 HP/s I believe. Multiple reps would mean that heavies (or anything with 4-5 lowslots) would practically be invincible to light weapon fire during their hardening cycle and while receiving reps. These might be difficult conditions to satisfy in many instances, and could be countered by prioritizing fire on logis vs. heavies, but you see what would start to occurr. |
Reav Hannari
Red Rock Outriders
2296
|
Posted - 2013.12.31 15:47:00 -
[18] - Quote
Beren Hurin wrote:Lets look at some math just to see how challenging this would be to balance and implement well. My initial thoughts would be that there would be some suits this wouldn't make sense on and some suits that would be dumb to then fit anything else other than hardeners.
Let's say hardeners added 60% hardening. So if a complex shield module is 66 to 73 HP depending on skills and your base shield HP on your suits are something like:
Lights: 70-125 Mediums: 90-225 Heavies: 405-506
A hardener would add more eHP @ 60% for unskilled shields at HP as low as 110. So, basically anything but an armor scout would benefit. The heavy's huge intial pool of HP would benefit the most to these hardeners by adding 250-300 eHP. This is much more significant than plates.
If you could stack two with the normal drawbacks, you could get over 1000 eHP on a medium basic amarr heavy suit's shields. Caldari medium frames could get 700-900 ehp pretty easily, depending on fitting cost.
If these modules didn't give a shield delay drawback like the shield modules themselves, they would likely be much better than the regular shield extenders in practically every way. However you could kind of justify them by saying they are kind of like a shield delay in that the 'cooldown' time is a period of time during which you do not have your full shields.
Alternatively, if you think about this from an armor perspective, are many suits that have a lot of low slots and even higher base armor would get even higher eHP unless the hardeners there were less. However stacking armor hardeners, especially if they lasted more than 15 seconds would potentially mean that the effectiveness of repairs would skyrocket. The proto 125 hp/s repped would multiply with 5 hardeners @ 50% to something over 600 HP/s I believe. Multiple reps would mean that heavies (or anything with 4-5 lowslots) would practically be invincible to light weapon fire during their hardening cycle and while receiving reps. These might be difficult conditions to satisfy in many instances, and could be countered by prioritizing fire on logis vs. heavies, but you see what would start to occurr.
Don't vehicle armor hardeners only do half of what the shield hardeners do?
I think the key is to make the cool down period significant and use the same slot type at the buffer module. Do I want to trade a complex plate for a complex hardener that only works for 30 seconds out of 80? Maybe. It would be very good for rushing but not so good for defending and if the attack took too long you'd suddenly find yourself very weak. Yes, remote repair would really make a super tank out of a hardener armor heavy but you are sacrificing one gun to keep that tool trained on that heavy.
I think of the options as part of a continuum of offensive to defensive choices:
Brief but strong offense -- Continuous but weaker offense -- Continuous but weaker defense -- Brief but strong defense
You pick your point in that line and deal with the drawbacks. Right now we just have the two choices in the middle. We can expand the options by adding active modules.
There is imbalance with armor tankers have the option of fitting both damage modules for strong offense and armor modules for strong defense. This is a failing that was working in EVE but lost in translation to suits and trying to be 'different' when it didn't need to be.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
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pseudosnipre
428
|
Posted - 2013.12.31 15:53:00 -
[19] - Quote
Interesting...
Would they have a delay before coming online (3 seconds)? How long would cooldown be (4x active time)? Can they be stacked like tanks do (rotating hardeners)? Would they be resource hogs (80cpu/12pg)? Would there be role-based efficiency bonuses (heavies)? Would they be high or low slots or equipment?
Tell me more.
Today is the sort of day where the sun only comes up to humiliate you.
|
Beren Hurin
Onslaught Inc RISE of LEGION
1941
|
Posted - 2013.12.31 15:54:00 -
[20] - Quote
An alternative are modules that have resistance profiles specific to different weapon types. These could be in the form of passive modules that are effectively lower HP versions of extenders/plates but with bigger normal drawbacks but also resistances to the different weapon profiles (rail/plasma/projective/explosive/laser).
The active modules would be versions without HP boosts, but with significantly higher resistance profiles (70-85%) against different weapons types. This would enable things like scouts, who would want to run quick close range setups to have >700 eHP fits against close range HMGs, SMGs, ARs and other shotguns.
However, it would also allow medium brick tankers and heavies to temporarily have the same eHP as HAVs (but without the resistance to light weapon damage).
I think these would bring about the most interesting development in the game though. As it would allow players to recognize the strong slayers' weapons that are fielded, and then switch into the suit most capable to counter that weapon. If you start to see a lot of rail rifles show up against your armor team, you switch to your dual rail-hardened amarr assault and start chipping away with your scrambler rifle.
The way TTK would evolve through a match would create for some interesting dynamics. The team that adapted after the initial setup best would be best positioned to capitalize quickest. In addition the most complementary squads (Damage wise) would be the most effective ones. Target selection and tactics would be crucial to overcoming hardened enemies.
We should not ignore CCP's warning though about TTKs that are too high. Once you get into the 3+ second time frame for TTK, bunny hopping, evasion, and strafing become the 'skill-game' rather than 'gun-game' being important. This further pushes the weapon meta into preferring splash weapons over direct fire, which just generally makes for less fun styles of play.
I think the 15-30 second timers for hardeners would be WAY too high, and something more like 5-10 seconds would be cause more significance to the way battles play out in the game. |
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Mordecai Sanguine
What The French
235
|
Posted - 2013.12.31 15:58:00 -
[21] - Quote
Aisha Ctarl wrote:We all know that shield tanking isn't really viable anymore, so this got me thinking about hardeners for the suits.
Shield Hardner - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow a shield tanked suit to take a bit more of a pounding before the shields pop.
Armor Hardener - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow armor tankers to buff their armor reliability after their shields fail.
As stated, instead of having to implement a capacitor into the suits, these modules would just run on timers, and could have a lengthy cool down time to make their use a more tactical notion.
Also once activated, these modules could make the dropsuit "shimmer" akin to how a tank shimmers when it activates it's various modules. The shimmer will give players a heads up as to what hardener an enemy has active and will also just look cool. I mean come on, imagine hacking something with an armor hardener on and seeing the orange shimmer going across yourself...adds to the future feel, immersion, and general "I'm a future immortal super soldier" badassery.
Should be allowed ONLY for Heavy suits. They are supposed to Tank damage hardeners seems legit. In others suits it could easily become a "must have" and kill agains the game diversity.
Active modules should be by dropsuits : Assault : Damagers : 3/5/10% more damage during 20sec. Logi : Deployable turrets :30/60/90sec last :60sec of cooldown (Use the "small turrets" of vehicules damage cut by 2 and AI of big turrets) Scouts : cloaking (Can't run and shoot during the cloak) Heavy : Hardeners. |
pseudosnipre
428
|
Posted - 2013.12.31 16:04:00 -
[22] - Quote
Beren Hurin wrote:An alternative are modules that have resistance profiles specific to different weapon types. These could be in the form of passive modules that are effectively lower HP versions of extenders/plates but with bigger normal drawbacks but also resistances to the different weapon profiles (rail/plasma/projective/explosive/laser).
The active modules would be versions without HP boosts, but with significantly higher resistance profiles (70-85%) against different weapons types. This would enable things like scouts, who would want to run quick close range setups to have >700 eHP fits against close range HMGs, SMGs, ARs and other shotguns.
However, it would also allow medium brick tankers and heavies to temporarily have the same eHP as HAVs (but without the resistance to light weapon damage).
I think these would bring about the most interesting development in the game though. As it would allow players to recognize the strong slayers' weapons that are fielded, and then switch into the suit most capable to counter that weapon. If you start to see a lot of rail rifles show up against your armor team, you switch to your dual rail-hardened amarr assault and start chipping away with your scrambler rifle.
The way TTK would evolve through a match would create for some interesting dynamics. The team that adapted after the initial setup best would be best positioned to capitalize quickest. In addition the most complementary squads (Damage wise) would be the most effective ones. Target selection and tactics would be crucial to overcoming hardened enemies.
We should not ignore CCP's warning though about TTKs that are too high. Once you get into the 3+ second time frame for TTK, bunny hopping, evasion, and strafing become the 'skill-game' rather than 'gun-game' being important. This further pushes the weapon meta into preferring splash weapons over direct fire, which just generally makes for less fun styles of play.
I think the 15-30 second timers for hardeners would be WAY too high, and something more like 5-10 seconds would be cause more significance to the way battles play out in the game. Well put. +1
Today is the sort of day where the sun only comes up to humiliate you.
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Skihids
Bullet Cluster Legacy Rising
2622
|
Posted - 2013.12.31 16:28:00 -
[23] - Quote
You would probably need a hotkey to activate them as fumbling with the selection wheel would likely get you killed while you brought up your hardener. |
pseudosnipre
429
|
Posted - 2013.12.31 16:33:00 -
[24] - Quote
Skihids wrote:You would probably need a hotkey to activate them as fumbling with the selection wheel would likely get you killed while you brought up your hardener. tanks do it...
Today is the sort of day where the sun only comes up to humiliate you.
|
Maximus Stryker
Villore Sec Ops Gallente Federation
758
|
Posted - 2013.12.31 16:44:00 -
[25] - Quote
Mordecai Sanguine wrote:Aisha Ctarl wrote:We all know that shield tanking isn't really viable anymore, so this got me thinking about hardeners for the suits.
Shield Hardner - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow a shield tanked suit to take a bit more of a pounding before the shields pop.
Armor Hardener - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow armor tankers to buff their armor reliability after their shields fail.
As stated, instead of having to implement a capacitor into the suits, these modules would just run on timers, and could have a lengthy cool down time to make their use a more tactical notion.
Also once activated, these modules could make the dropsuit "shimmer" akin to how a tank shimmers when it activates it's various modules. The shimmer will give players a heads up as to what hardener an enemy has active and will also just look cool. I mean come on, imagine hacking something with an armor hardener on and seeing the orange shimmer going across yourself...adds to the future feel, immersion, and general "I'm a future immortal super soldier" badassery. Should be allowed ONLY for Heavy suits. They are supposed to Tank damage hardeners seems legit. In others suits it could easily become a "must have" and kill agains the game diversity. Active modules should be by dropsuits : Assault : Damagers : 3/5/10% more damage during 20sec. Logi : Deployable turrets :30/60/90sec last :60sec of cooldown (Use the "small turrets" of vehicules damage cut by 2 and AI of big turrets) Scouts : cloaking (Can't run and shoot during the cloak) Heavy : Hardeners. I lie your ideas.
I am also open to the possibility that only assault suites can run active hardeners, this would provide a good incentive for the slayers of the game to use these suits again.
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
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Mordecai Sanguine
What The French
236
|
Posted - 2013.12.31 18:04:00 -
[26] - Quote
Maximus Stryker wrote:Mordecai Sanguine wrote:Aisha Ctarl wrote:We all know that shield tanking isn't really viable anymore, so this got me thinking about hardeners for the suits.
Shield Hardner - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow a shield tanked suit to take a bit more of a pounding before the shields pop.
Armor Hardener - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow armor tankers to buff their armor reliability after their shields fail.
As stated, instead of having to implement a capacitor into the suits, these modules would just run on timers, and could have a lengthy cool down time to make their use a more tactical notion.
Also once activated, these modules could make the dropsuit "shimmer" akin to how a tank shimmers when it activates it's various modules. The shimmer will give players a heads up as to what hardener an enemy has active and will also just look cool. I mean come on, imagine hacking something with an armor hardener on and seeing the orange shimmer going across yourself...adds to the future feel, immersion, and general "I'm a future immortal super soldier" badassery. Should be allowed ONLY for Heavy suits. They are supposed to Tank damage hardeners seems legit. In others suits it could easily become a "must have" and kill agains the game diversity. Active modules should be by dropsuits : Assault : Damagers : 3/5/10% more damage during 20sec. Logi : Deployable turrets :30/60/90sec last :60sec of cooldown (Use the "small turrets" of vehicules damage cut by 2 and AI of big turrets) Scouts : cloaking (Can't run and shoot during the cloak) Heavy : Hardeners. I lie your ideas. I am also open to the possibility that only assault suites can run active hardeners, this would provide a good incentive for the slayers of the game to use these suits again.
Thanks ^^ Active hardeners : Only assault suits. Deployable turrets : ONLY logi suits Hardeners : Only logi Cloak : Only Scouts.
For the ones who REALLY don't like the cloak idea it can be remplaced by an ECM Jammer unit : Ennemy scanners is disabled in a range of 25meters. Equipements are destroyed in a radius of 5 meters. Active during 30 sec. Cooldown : 60sec/45sec/30sec |
deepfried salad gilliam
Sanguine Knights
364
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Posted - 2013.12.31 18:18:00 -
[27] - Quote
or just passives with a stacking penalty 3% 5% 7%
Proud Christian
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Maximus Stryker
Villore Sec Ops Gallente Federation
759
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Posted - 2014.01.02 19:52:00 -
[28] - Quote
Mordecai Sanguine wrote:Maximus Stryker wrote:Mordecai Sanguine wrote:Aisha Ctarl wrote:We all know that shield tanking isn't really viable anymore, so this got me thinking about hardeners for the suits.
Shield Hardner - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow a shield tanked suit to take a bit more of a pounding before the shields pop.
Armor Hardener - Once activated it can last between the five levels, 10, 15, 20, 25, 30 seconds. This will allow armor tankers to buff their armor reliability after their shields fail.
As stated, instead of having to implement a capacitor into the suits, these modules would just run on timers, and could have a lengthy cool down time to make their use a more tactical notion.
Also once activated, these modules could make the dropsuit "shimmer" akin to how a tank shimmers when it activates it's various modules. The shimmer will give players a heads up as to what hardener an enemy has active and will also just look cool. I mean come on, imagine hacking something with an armor hardener on and seeing the orange shimmer going across yourself...adds to the future feel, immersion, and general "I'm a future immortal super soldier" badassery. Should be allowed ONLY for Heavy suits. They are supposed to Tank damage hardeners seems legit. In others suits it could easily become a "must have" and kill agains the game diversity. Active modules should be by dropsuits : Assault : Damagers : 3/5/10% more damage during 20sec. Logi : Deployable turrets :30/60/90sec last :60sec of cooldown (Use the "small turrets" of vehicules damage cut by 2 and AI of big turrets) Scouts : cloaking (Can't run and shoot during the cloak) Heavy : Hardeners. I lie your ideas. I am also open to the possibility that only assault suites can run active hardeners, this would provide a good incentive for the slayers of the game to use these suits again. Thanks ^^ Active hardeners : Only assault suits. Deployable turrets : ONLY logi suits Hardeners : Only logi Cloak : Only Scouts. For the ones who REALLY don't like the cloak idea it can be remplaced by an ECM Jammer unit : Ennemy scanners is disabled in a range of 25meters. Equipements are destroyed in a radius of 5 meters. Active during 30 sec. Cooldown : 60sec/45sec/30sec
Nice, another option could be:
Assault Suit: (higher) Active Hardener Heavy Suit: (lower) Passive Hardener Logistics Suit: Deployable Turret (may take some extra time get into game, short term could be a module that give bonus to ALL biotics in one single module) Scout Suit: Cloak Scout Suit: ECM Jammer or Webifier to slow down vehicles
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
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Vag Eye Lenol
Ostrakon Agency Gallente Federation
12
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Posted - 2014.01.02 19:55:00 -
[29] - Quote
BMSTUBBY wrote:Great idea but sad to say this will never happen. TTK oh my! These here wonderful threads would be flooded with nerf the dropsuit hardeners NAHHHHHHHHOOOOOWWWWW threads!
Isn't that what the flux grenades are for... |
MassiveNine
0uter.Heaven
738
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Posted - 2014.01.02 22:20:00 -
[30] - Quote
I am really surprised at the amount of great, informative and well thought out posts in this thread. Except for the part where he thinks assaults are the only one who should be able to use them, and conveniently ignored the heavy in every aspect. It's too bad CCP will overlook this. I too have been saying we need dropsuit hardeners.
Official DUST514 LAV Mechanic
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Arkena Wyrnspire
Fatal Absolution
7347
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Posted - 2014.01.02 22:55:00 -
[31] - Quote
Arkena Wyrnspire wrote:At the moment, infantry combat is just bricktank and/or damage mods. Ideally, this would change that.
Here's how it would work - It's similar to the 'waves of opportunity' mentality that's being applied to active tanked vehicles at the moment. You have active modules, and you have passive modules. The passive modules would work much as they do now - you put the module onto the fitting, and it applies the effect permanently whilst fitted. The active modules would work differently, much like vehicle modules. You would go to the equipment wheel and select the module to activate it. As an example, you could have armour/shield hardeners - increasing your resistance and your effective toughness for a short period before cooling down. This allows you to get an advantage in things like cover to cover combat - giving you high burst HP. This would be balanced by being in high/low slots - you'd have to sacrifice passive modules to fit hardeners or active modules, making you weaker than a passive user when the modules aren't active. This would make you vulnerable to things like snipers or ambushes in return for the strength you can get in burst periods.
There's a lot that could be done with this - you could have speed boosts, quick regen modules, shield/armour hardeners, damage amplifiers, hack ciphers, etc. It'd introduce a great deal more variety into what can be done with fittings, and variety is the spice of life.
Here's something I wrote earlier.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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