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Iron Wolf Saber
Den of Swords
13096
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Posted - 2014.02.15 04:45:00 -
[1] - Quote
Hey guys since we're getting racial parity with suits, sidearms, and the like in 1.8
How would you design your empires starter fits?
Roles needed:
Sniper, Recon, Medic, Frontline, Heavy AV, Heavy,
Rules Has to be wearable by a total fresh off the the biomass tube noob.\ Militia only items. Should try to emphasize or utilize empire's/races strengths.
I know there is not parity with certain weapon classes but fit best as you can where possible so if those guns ever come in we just hot drop and swap.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Lynn Beck
Granite Mercenary Division Top Men.
744
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Posted - 2014.02.15 04:52:00 -
[2] - Quote
Minmatar Medic: 2 shield extenders, recharger. Flaylock, smg, locus. Needle.
Minmatar Sniper: Precision rifle, Smg, damage mod, extender and recharger.
Minmatar demolitions/Av: mass driver, Smg, remote explosives, locus. Shield extender, damage mod(S)(L)
Minmatar infitrator(Light frame) cardiac regulator, kinetic catalyzer. militia Assault Cr(if not, then SMG) Nova knives, remotes.
Minmatar frontline: Combat rifle, flaylock, locus. 2extenders, damage mod.
Minmatar Sentinel: Hmg, flaylock. (Forget militia slot layout, will edit)
These. No using Myrofibs on a medic CCP >.<'
Under 28db
'That's about as scary as Deviljho riding a Jhen Mohran.'
Said 1.8 Assault to the Commando.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1623
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Posted - 2014.02.15 04:52:00 -
[3] - Quote
Iron Wolf Saber wrote:Hey guys since we're getting racial parity with suits, sidearms, and the like in 1.8
How would you design your empires starter fits?
Roles needed:
Sniper, Recon, Medic, Frontline, Heavy AV, Heavy,
Rules Has to be wearable by a total fresh off the the biomass tube noob.\ Militia only items. Should try to emphasize or utilize empire's/races strengths.
I know there is not parity with certain weapon classes but fit best as you can where possible so if those guns ever come in we just hot drop and swap. Is this an implication that we are getting the Amarr sniper Rifle, Precision Rifle and Trenchgun (in addition to any other weapons I might be forgetting) in 1.8 as well?
Vehicles too?
"and the like" would lead me to believe so.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5739
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Posted - 2014.02.15 04:53:00 -
[4] - Quote
When you say "militia only", do you only want fits using currently available militia items, or is it assumed that all modules equipped are of a militia grade (regardless if it has a militia variant or not)?
This thread is sorely needed.
Never forget
May 14, 2013: Beta 2.0
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Patrick57
Fatal Absolution
5114
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Posted - 2014.02.15 04:55:00 -
[5] - Quote
Alaika Arbosa wrote:Is this an implication that we are getting the Amarr sniper Rifle, Precision Rifle and Trenchgun (in addition to any other weapons I might be forgetting) in 1.8 as well?
Vehicles too?
"and the like" would lead me to believe so. HAHAHAHAHAHAHAHAHAHAHAHAHAHA
Oh, I'm sorry....I can't stop laughing
> GÇ£I am so clever that sometimes I don't understand a single word of what I am saying.GÇ¥
-Oscar Wilde
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1623
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Posted - 2014.02.15 04:56:00 -
[6] - Quote
Patrick57 wrote:Alaika Arbosa wrote:Is this an implication that we are getting the Amarr sniper Rifle, Precision Rifle and Trenchgun (in addition to any other weapons I might be forgetting) in 1.8 as well?
Vehicles too?
"and the like" would lead me to believe so. HAHAHAHAHAHAHAHAHAHAHAHAHAHA Oh, I'm sorry....I can't stop laughing I can hope can't I?
I'm pretty sure I am not the only one hoping either.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Killar-12
The Corporate Raiders Top Men.
2332
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Posted - 2014.02.15 05:11:00 -
[7] - Quote
Iron Wolf Saber wrote:Hey guys since we're getting racial parity with suits, sidearms, and the like in 1.8
How would you design your empires starter fits?
Roles needed:
Sniper, Recon, Medic, Frontline, Heavy AV, Heavy,
Rules Has to be wearable by a total fresh off the the biomass tube noob.\ Militia only items. Should try to emphasize or utilize empire's/races strengths.
I know there is not parity with certain weapon classes but fit best as you can where possible so if those guns ever come in we just hot drop and swap.
I know my Gal so I'll do my gal Sniper Sniper Rifle, Magsec SMG Scanner (Need a MLT version) 3 Reps Recon Shotgun, Ion Pistol, Scanner Scout Damp in lows, Range Amp Highs Medic, AR, Ion Pistol, Injector 2 Plates 1 Rep Frontline, AR, Ion Pistol, Scanner 2 Reps 1 Plate Heavy AV, Gal AV/Forge gun 2 Plates Heavy, Gal Heavy Weapon 2 Reps
Listen
I'll change the song every week
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Awry Barux
New Eden Blades Of The Azure Zero-Day
571
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Posted - 2014.02.15 05:14:00 -
[8] - Quote
Iron Wolf Saber wrote:Hey guys since we're getting racial parity with suits, sidearms, and the like in 1.8
How would you design your empires starter fits?
Roles needed:
Sniper, Recon, Medic, Frontline, Heavy AV, Heavy,
Rules Has to be wearable by a total fresh off the the biomass tube noob.\ Militia only items. Should try to emphasize or utilize empire's/races strengths.
I know there is not parity with certain weapon classes but fit best as you can where possible so if those guns ever come in we just hot drop and swap.
Can we get militia everything please? It seems asinine that only some items come in militia form. The increased fitting costs is fair. |
Joel II X
Dah Gods O Bacon
1096
|
Posted - 2014.02.15 05:23:00 -
[9] - Quote
Not even going to try anymore until there are more militia items.
Also, we only need Frontline (assault/damage), medic (assault/defense), Sniper (light), and anti-armor (heavy)
WE know about the extra classes that you're trying to create and what they're roles should be, but chances are that the newer players don't. Giving them too many options may be a negative thing.
Unless, of course, Academy is fixed until 25wp and you unlock the other roles as pre-fitted BPC when they reach 10k WP or something. This way, there won't be much of an impact on BPOs and they'll learn their play style and how to minimize loss since they only have say 100 suits of the pre-fitted roles.
But again, you have to add/fix a few things first before recreating the starter suits. |
The Robot Devil
Molon Labe. General Tso's Alliance
1634
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Posted - 2014.02.15 05:29:00 -
[10] - Quote
Iron Wolf Saber wrote:Hey guys since we're getting racial parity with suits, sidearms, and the like in 1.8
How would you design your empires starter fits?
Roles needed:
Sniper, Recon, Medic, Frontline, Heavy AV, Heavy,
Rules Has to be wearable by a total fresh off the the biomass tube noob.\ Militia only items. Should try to emphasize or utilize empire's/races strengths.
I know there is not parity with certain weapon classes but fit best as you can where possible so if those guns ever come in we just hot drop and swap.
The hard part is that we don't have all racial weapons in all sizes but I will try for Amarr
Sniper- Sniper rifle, scrambler pistol, light damage mod, plate and rep. Recon- Shotgun, Precision Enhancer, uplink and rep. Medic- SMG, sidearm damage mod, rep tool and plate. Frontline- AR, grenades, shield recharger, needle and reps. (A hive would work instead of the needle.) Heavy AV- Forge, scrambler pistol, heavy damage mod, dual plate. Heavy- HMG, heavy damage mod, grenades and dual plate.
There is no militia scrambler or laser rifle so I didn't put them in but I would give the Frontline a scrambler and the Heavy a LR. I know it sounds weird because of the current bonus but it is almost as good as the assaults heat build up bonus. A heavy doesn't have to have a heavy weapon. I have a templar set and I use the LR on the sentential, I love that suit with that rifle. I like the combo enough that I am about to put some SP in to heavy suits as they are now. Their turn speed and large pool of HP make the laser rifle pretty easier to use.
All of these suits need a static bonus that is different from any other suit's bonus. The bonus needs to emphasize one thing and be good enough that it allows us to alter the starter fits enough so that dumping SP into a suit isn't needed until the core is leveled up. Much like the suits we have now but with a bonus. The starter fits we have now are very robust and with good core skills can save a lot of ISK and SP because you don't have to use higher tier suits to be able to stay in the fight.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1625
|
Posted - 2014.02.15 05:32:00 -
[11] - Quote
Almost forgot,
Sniper, <-Precision Rifle, SMG, Locus, Nanohive, Shield Extender, Precision Enhancer, Profile Damp Medic, <-Combat Rifle, Flaylock, Flux, Injector, Shield Extender, Shield Recharger, Shield Regulator Frontline, <-Combat Rifle, SMG, Locus, Remotes, Shield Extender (x2), Shield Regulator Heavy, <-HMG, Flaylock, AV, Prox, Shield Extender, KinCat, Shield Regulator
This is on the assumption that we've got MLT everything.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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DEZKA DIABLO
A.N.O.N.Y.M.O.U.S.
179
|
Posted - 2014.02.15 05:34:00 -
[12] - Quote
I miss the arbiter scout starter, so PLEASE BRING IN A STARTER SCOUT FIT
Amar: Damage mod Scr Scp Armor And armor rep
Calamari
Sniper rifle Magsec/knives Shields Red / green
Gallente Percision mod Sg Pistol Profile damp Range Armor rep
Minmatar Shields Combat rifle Smg Red/green
We need starters with race weapons and gear even tho we don't have militia variants, or you need to make militia variants, and the light weapon should be associated with the job and play style , we need light suits, but not all need to have snipers as the light weapon for the scout although the caldari could be debatable for the sniper or RR and the gallente could be a AR or a SG or the black eagle could be the scout starter although it wouldn't be able to cloak like other starter scouts |
The Eristic
Sad Panda Solutions
191
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Posted - 2014.02.15 05:39:00 -
[13] - Quote
Get us militia versions of all the racial weapons and it's easy. Without, what's the point? |
Joel II X
Dah Gods O Bacon
1096
|
Posted - 2014.02.15 05:40:00 -
[14] - Quote
The Robot Devil wrote:Iron Wolf Saber wrote:Hey guys since we're getting racial parity with suits, sidearms, and the like in 1.8
How would you design your empires starter fits?
Roles needed:
Sniper, Recon, Medic, Frontline, Heavy AV, Heavy,
Rules Has to be wearable by a total fresh off the the biomass tube noob.\ Militia only items. Should try to emphasize or utilize empire's/races strengths.
I know there is not parity with certain weapon classes but fit best as you can where possible so if those guns ever come in we just hot drop and swap. The hard part is that we don't have all racial weapons in all sizes but I will try for Amarr Sniper- Sniper rifle, scrambler pistol, light damage mod, plate and rep. Recon- Shotgun, Precision Enhancer, uplink and rep. Medic- SMG, sidearm damage mod, rep tool and plate. Frontline- AR, grenades, shield recharger, needle and reps. (A hive would work instead of the needle.) Heavy AV- Forge, scrambler pistol, heavy damage mod, dual plate. Heavy- HMG, heavy damage mod, grenades and dual plate. There is no militia scrambler or laser rifle so I didn't put them in but I would give the Frontline a scrambler and the Heavy a LR. I know it sounds weird because of the current bonus but it is almost as good as the assaults heat build up bonus. A heavy doesn't have to have a heavy weapon. I have a templar set and I use the LR on the sentential, I love that suit with that rifle. I like the combo enough that I am about to put some SP in to heavy suits as they are now. Their turn speed and large pool of HP make the laser rifle pretty easier to use. All of these suits need a static bonus that is different from any other suit's bonus. The bonus needs to emphasize one thing and be good enough that it allows us to alter the starter fits enough so that dumping SP into a suit isn't needed until the core is leveled up. Much like the suits we have now but with a bonus. The starter fits we have now are very robust and with good core skills can save a lot of ISK and SP because you don't have to use higher tier suits to be able to stay in the fight. Invalid fittings. Militia Amarr frames don't have low slots. They only have 2 highs.
These are the slots for the militia medium:
Amarr: -L Weapon -S Weapon -Equipment -2 High Slots
Minmatar: -L Weapon -S Weapon -Equipment -3 High Slots
Caldari: -Same weapons and equipment -2 High -1 Low
Gallente: -again same -3 lows
Not sure about CPU and PG these suits have since I haven't really checked it lately. Will update once I get back on PS3 if no one has done it by that time. |
Jack Kittinger
Molon Labe. General Tso's Alliance
133
|
Posted - 2014.02.15 05:45:00 -
[15] - Quote
So a hint on OP or other post to make a Heavy Anti Vehicle which I'm guessing would be a heavy with a mlt forge gun and whatever heavy AV weapons they come up later on; the idea of ANY heavy frame being part of the Starter fits seems a blatant overlooking of the chance to just change that yellow frame to be a cheap pseudo assault. I believe even AV heavies shouldn't ever be included as starter because it is so cheap to have that kind of fit even as a casual or low SP toon that it should be something that you think of putting together than just a default option.
Anyhow,
One suit I would love to see tweaked, ever so slightly, any and all Medic frames.
Please include a Rep Tool, this focuses more on support and patching your teammates than being an opportunist looking for those sweet WP's
A scout starter fit would be idyllic for more people to dip their toe and realize how useful it can be, regardless of HP.
Minmatar Stalker KinCat Dampener L: Combat Rifle* S: SMG grenades
*militia CR and RR are way overdue
Proud winner of the 'Templar BPO Raffle' by Castor Crave!!
Lucky Number 29
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4687
|
Posted - 2014.02.15 06:06:00 -
[16] - Quote
I'm confused. Is this implying that there will be militia items for the new suits as well? |
Lynn Beck
Granite Mercenary Division Top Men.
746
|
Posted - 2014.02.15 06:09:00 -
[17] - Quote
Most likely not, but it's more of a 'rather than Ccp make them up(and we all know how good they are at that lol)I'm askin you guys what you think these stsrter fits should be'
For instance the Gallente fits ALL feature 2 rep 1 armor. The minmatar medic has a damage mod and a myrofib(blue bottle) Caldari sniper has a cardireg and 2 rechargers. Amarr has no low slots (WTF.)
Under 28db
'That's about as scary as Deviljho riding a Jhen Mohran.'
Said 1.8 Assault to the Commando.
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
450
|
Posted - 2014.02.15 06:34:00 -
[18] - Quote
Amarr:
Sniper : none available, must use caldari sniper weapon
Medic: none available, must use caldari needles/minmatar reps
Recon: Amarr scout/amarr uplinks
Frontline: just change the rifle to a scrambler
Heavy AV : none available
Heavy : no weapon available
Of course the amarr medium frames should change from 2 high slots to 2 low slots and they should both be armor plates.
Real simple actually for amarr:
Highs (if any) should be damage, lows should be plates. All suits should use Scrambler/Scrambler pistol and thats it because we only have 3 weapons and I wouldn't wish the laser rifle on a noob.
QED.
Just because there is suit racial parity doesn't mean that we have enough to make a starter fit racial parity. Amarrians have no:
Grenades Heavy weapons Sniper rifles 2nd equipment type AV
So it is pretty difficult to make amarr starter suits like that.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4201
|
Posted - 2014.02.15 07:04:00 -
[19] - Quote
There should be a class know as "Vanguard". This would be your standard anti proto suit.
Militia Heavy Militia Rifle Militia SMG Militia Locus Grenades
Militia Shield Extenders Militia Armor Reps
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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The Eristic
Sad Panda Solutions
191
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Posted - 2014.02.15 07:19:00 -
[20] - Quote
Do the actual classes need to be 1-to-1 identical across the races? Will the Amarr, for instance, ever have an actual Sniper Rifle or Shotgun or Light AV? Why not create Mil versions of their ALL the weapons and build the starter classes around the more interesting playstyles some of them allow? Amarr Suppressor w/ LR, Min Demo with MD, Gal Breacher with PlC (or Shotgun, if you wanna be... casul), et cetera. Could list the starter fits at racial selection screen, or at least info about a race's style to guide new players' choice. |
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Lynn Beck
Granite Mercenary Division Top Men.
749
|
Posted - 2014.02.15 07:38:00 -
[21] - Quote
The Eristic wrote:Do the actual classes need to be 1-to-1 identical across the races? Will the Amarr, for instance, ever have an actual Sniper Rifle or Shotgun or Light AV? Why not create Mil versions of their ALL the weapons and build the starter classes around the more interesting playstyles some of them allow? Amarr Suppressor w/ LR, Min Demo with MD, Gal Breacher with PlC (or Shotgun, if you wanna be... casul), et cetera. Could list the starter fits at racial selection screen, or at least info about a race's style to guide new players' choice. While that does make sense considering what ee have now- we can't have Amarr completeley lacking in a reliable anti vehicle measure. Same as caldari lacking a CQC building breacher-aka shotgun. Same with a Gallente answer to Long range firepower- in Eve that's accomplished with drones. Along those same lines- minmatar for the longest time needed SOME way to breach a heavily defended building with cover- thus the heavy will be born. Amarr needed a fast response intel relayer.scout.
For the tome being though, we could have Amarr use the Caldari Sniper, same for the gallente. Amarr's AV could be the swarm, as they also use missile tech.
Under 28db
'That's about as scary as Deviljho riding a Jhen Mohran.'
Said 1.8 Assault to the Commando.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3436
|
Posted - 2014.02.15 08:00:00 -
[22] - Quote
Since it's "on-topic" here, I'll note that I made a post about adding a MLT Assault Scrambler Rifle.
Why a MLT Assault Scrambler and not a regular one? Well, because the math on the regular one means that the Amarr Frontline is capped out on PG with a STD Scrambler slotted and no skills - so, if you want to do the normal MLT thing and raise the fitting, you can't use a STD Scrambler as-is.
Note that the Amarr Frontline model is currently: 2 MLT Light Damage mods 1 MLT AR 1 MLT Scrambler Pistol 1 MLT Locus Grenade
So, it's not a particularly exotic fitting that's straining it.
There's also some balance issues with existing stats. The MLT Scrambler Pistol and MLT SMG have the same fitting stats (20 CPU, 5 PG), the STD Scrambler Pistol on the other hand has lower fitting than a STD SMG - so the MLT Scrambler Pistol is being penalized for some reason, relative to the other available MLT sidearm.
As has been pointed out, the Amarr Militia suit has 2 high slots, which seems a little odd for an armor tanking race. I suppose the theory is that the high slots are for damage mods? The MLT Damage mods comprise a fair chunk of the fitting issues on the suit as well though. At 30 CPU 5 PG, they have the same power draw as an enhanced mod, and take a third of the base PG on the suit.
In my aforementioned post, I provide potential stats for a "MLT Assault Scrambler Rifle", with the idea being that we could create a militia model capable of fitting on the current suit. This has the benefit of giving a starting character another "assault" type rifle which is user-friendly in a way the semi-auto rifle is not. The stats are scaled percentage-wise in the same way that most of the weapons in the game are.
That said, there are other solutions. The Amarr suits recently revealed as the new Sentinel, Commando, Scout, and such have experienced a shift towards more defined armor-tanking. In the process, they also made the slot numbers even between the races. In that framework, you could create an Amarr MLT suit that is more suited to Armor tanking and has equal slots to its compatriots. I'd recommend a split similar to the Caldari, like 1H, 2L.
With that sort of layout, you could drop a damage mod for an armor plate and an armor repairer. The combined PG cost for the MLT armor plate 15cpu 2 pg and MLT armor repper 25cpu 2pg = 40cpu 4pg (iirc), which is actually slighty cheaper PG-wise than a single MLT damage mod. Much better. That +1 PG savings won't do much for allowing fitting for a rifle with higher PG-reqs than a STD Scrambler though. Fitting shield modules on an Amarr suit would also be silly.
I think it'll be odd going forward if the Amarr medium frames are alone among the Amarr frames for not having equal slots or the shift towards armor tanking seen in the other suits.
Dren and Templar equipment stats, wrong since release.
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The Eristic
Sad Panda Solutions
191
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Posted - 2014.02.15 08:03:00 -
[23] - Quote
Talking about slight different things. Suits classes (as in Light/Medium/Heavy) are one thing, and every race needs an option for each with racially appropriate stats. However, weapons/equipment (and the "themed" fittings to be built with them) are another. Caldari are essentially long range fighters, so the RR and SR and (well, pre-nerf) Swarms make sense. A Cal Shotty wouldn't really jive with their philosophy (though I guess... dumbfire swarms!). We don't know what the third Amarr weapon will be, but I wouldn't bet on it being a shotty, either. What I guess we really need to know is if the weapons are going stop at Racial Rifle, Racial Specialist, Racial AV, or if those are even the way CCP is approaching weapon development. If we look at them:
Cal: RR SR SL Gal: AR SG PlC Min: CR MD Precision Rifle (.50 cal with armor piercing rounds?) Amarr: ScR LR ???
It would appear we could categorize them in the aforementioned trifurcate manner, but who knows, things get murky. Like, is the laser a suppressive weapon or their version of a sniper? The PlC is described as being designed for "confined space combat", but a dev mentioned it as being an AV weapon in a post here (works best in those confined spaces rather than AV, ime). If the PR is the Min instance of the Sniper class, then do they have AV coming? Alternatively, none of these classifications or ideas could be the reality. CCP might be thinking every race gets three weapons plain and simple with regard for "class", or maybe they'll just give us more and more new weapons over time whenever they cook up something they like. |
The Robot Devil
Molon Labe. General Tso's Alliance
1634
|
Posted - 2014.02.15 08:08:00 -
[24] - Quote
Joel II X wrote:The Robot Devil wrote:Iron Wolf Saber wrote:Hey guys since we're getting racial parity with suits, sidearms, and the like in 1.8
How would you design your empires starter fits?
Roles needed:
Sniper, Recon, Medic, Frontline, Heavy AV, Heavy,
Rules Has to be wearable by a total fresh off the the biomass tube noob.\ Militia only items. Should try to emphasize or utilize empire's/races strengths.
I know there is not parity with certain weapon classes but fit best as you can where possible so if those guns ever come in we just hot drop and swap. The hard part is that we don't have all racial weapons in all sizes but I will try for Amarr Sniper- Sniper rifle, scrambler pistol, light damage mod, plate and rep. Recon- Shotgun, Precision Enhancer, uplink and rep. Medic- SMG, sidearm damage mod, rep tool and plate. Frontline- AR, grenades, shield recharger, needle and reps. (A hive would work instead of the needle.) Heavy AV- Forge, scrambler pistol, heavy damage mod, dual plate. Heavy- HMG, heavy damage mod, grenades and dual plate. There is no militia scrambler or laser rifle so I didn't put them in but I would give the Frontline a scrambler and the Heavy a LR. I know it sounds weird because of the current bonus but it is almost as good as the assaults heat build up bonus. A heavy doesn't have to have a heavy weapon. I have a templar set and I use the LR on the sentential, I love that suit with that rifle. I like the combo enough that I am about to put some SP in to heavy suits as they are now. Their turn speed and large pool of HP make the laser rifle pretty easier to use. All of these suits need a static bonus that is different from any other suit's bonus. The bonus needs to emphasize one thing and be good enough that it allows us to alter the starter fits enough so that dumping SP into a suit isn't needed until the core is leveled up. Much like the suits we have now but with a bonus. The starter fits we have now are very robust and with good core skills can save a lot of ISK and SP because you don't have to use higher tier suits to be able to stay in the fight. Invalid fittings. Militia Amarr frames don't have low slots. They only have 2 highs. These are the slots for the militia medium: Amarr: -L Weapon -S Weapon -Equipment -2 High Slots Minmatar: -L Weapon -S Weapon -Equipment -3 High Slots Caldari: -Same weapons and equipment -2 High -1 Low Gallente: -again same -3 lows Not sure about CPU and PG these suits have since I haven't really checked it lately. Will update once I get back on PS3 if no one has done it by that time.
I don't know them so I was just throwing them out there. I do know that one of the Gal starters doesn't have highs. Also, I figure they'll redo the starter fits so might as well get wild like T-Rex eggs.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Meee One
The dyst0pian Corporation Zero-Day
335
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Posted - 2014.02.15 09:19:00 -
[25] - Quote
I know Gal so i'll suggest for them... Replace all basic plates with reactive,leave rep mods the same. Remove MLT injectors and replace with MLT rep tool. Add a MLT scanner to frontline versions. 4 different versions of frontline,each equipped with a different rifle (assault,burst,tac,breach) to allow experimentation with them. For heavies...uhh...i'll let someone who plays a heavy tell you good load outs. Same for light...
Only users lose drugs.
Time wounds all heels.
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Rogue Saint
Science For Death
782
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Posted - 2014.02.15 10:11:00 -
[26] - Quote
The whole NPE needs to be rethought as many of us know. I would prefer if the NPE was way more structured:
Player chooses race. Player chooses suit class. Player gets ONE MLT suit appropriate to that class with its fittings locked (i.e. you can't override the slots) The skill tree is cut right back to the skills needed for the class Player grinds the Academy until he/she gets certain levels in the reduced skill tree (guided of course) Player graduates from Academy once certain skills are at the correct levels On graduation the MLT is removed and replaced with X number of fitted "real" suits These new suits are not locked so modules etc. can be changed. The entire skill tree is then unlocked.
This process will produce better focused players, who have a reasonable amount of SP and understanding of all the maps/modes.
My 2 cents worth.
GôêGÆ+GÆ+GƦ - Causes headaches, it's official
+1 for Infantry Skills Refund in 1.8 or I win DUST514
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Iron Wolf Saber
Den of Swords
13100
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Posted - 2014.02.15 10:15:00 -
[27] - Quote
TheAmazing FlyingPig wrote:When you say "militia only", do you only want fits using currently available militia items, or is it assumed that all modules equipped are of a militia grade (regardless if it has a militia variant or not)?
This thread is sorely needed.
assume all new guns could have a militia version.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
201
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Posted - 2014.02.15 11:34:00 -
[28] - Quote
Didn't we already get this thread once from a bluetag? And didn't people just use that thread to ***** and moan instead of making suggestions?
My suggestions don't quite follow the OP post, but I feel that we need more than just those placebo variants. (Edit: Seems like the rules have changed to include my suggestions) Also, the ideas here are based on a perfect world where militia shield extenders are actually worth it and the PLC and swarmers can do actual damage.
The Medics should be two-slot Logis with injector + racial equipment. Having only two slots makes them militia material.
AV fits should reflect each race. Minmatar gets a light suit with REs, kin cats and only (one) sidearm(s). Amarr gets a heavy with an FG. Caldari gets a medium with swarmer and AV grenades. Gallente gets a medium with PLC and flux grenades, though that might be kind of shield-heavy.
There might also be a "specialist" fit for each faction. Shotgun for Gallente, Mass driver for Minmatar, Laser Rifle for Amarr and I don't know what for Caldari.
The scout class gets cloak + sensible racial equipment. My idea here is a class that works in isolation, by supporting the team from afar. The most common situation will be hacking and defending far-out objectives with few enemies. For example, Caldari gets a nanohive and has the fitting balanced towards self-sufficiency to make that ammo bonus worthwhile. This means rail rifle and a scan range enhancer, to allow them to maximize their range advantage. Shield extender and a single armor repper because otherwise armor damage would cripple them over time. Minmatar with a rep tool wouldn't make much sense. They'd get REs and possibly a flaylock as sidearm. CR obviously as main. Focused on hit and run with kin cats and maybe even a cardiac regulator. Mix of shield extenders, reactive/ferroscale plates and shield recharge modules. The increased delay on shield recharge doesn't matter on hit and run classes and is more of a disadvantage for frontline fighters that regenerate behind cover. Gallente have the scanner, which is gives their existence away. Their weapons would be racial (Either AR or shotgun) and their modules should be along the lines of repair/reactive plates, as well as a profile dampener. Staying low on radar profile but creating the scan message allows them to freak people out and their racial equipment makes it easy for them to ambush due to the CQC focus. Amarr would be semi-frontline fits. Drop uplink is their racial equipment and means that they should be able to protect the position until reinforcements arrive. Scrambler Rifle, Scrambler Pistol, shield and armor modules. I don't know enough to write much on Amarr. |
Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
7
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Posted - 2014.02.15 12:49:00 -
[29] - Quote
Caldari
Light suits Sniper, sniper rifle(35cpu,11pg), magsec smg(27.5cpu,5pg)(62.5cpu,16pg) 2x damage mod(60cpu, 10pg) shield extender(23cpu, 4pg) profile dampener(18cpu,0pg) total 163.5cpu(174), 30pg(33)
Recon, magsec smg(27.5cpu,5pg), nova knive(13.75cpu,2.25pg) (41.25cpu, 7.25pg) shield extender and recharger (58cpu, 4pg combined) 2nd shield extender(23cpu, 4pg) drop uplink (50cpu,15pg) total 172.25 cpu(174), 30.25 pg(33)
Med suits (note, if assuming same slots, will also assume same pg and cpu(+4pg from current caldari med) just noticed scout has more fitting then assault. Medic, (trickly suit to fit) magsec smg(27.5cpu,5pg), bolt pistol(12.5cpu,7.5pg)(40cpu,12.5pg) shield extender x2(46cpu, 8pg) nanite injector(20cpu,4pg), ferroscale plate(18.75cpu,2.25pg) armor plate (15cpu,2pg) total 139.75cpu(150), 28.75 pg(30) (shield tank has more pg issues then cpu?)
Frontline,RR(32.5cpu,7.5 pg), magsec smg(27.5cpu,5pg) (60cpu,12.5pg) shield extender and recharger (58cpu, 4pg combined), locus grenade(12cpu,4pg) armor plate or ferroscale(cant have both) total 130cpu(150) 20.5pg(26) plus plate
Heavy AV, forge gun(60cpu,13pg), pick your sidearm(both fit) (magsec can also fit locus grenade) damage mod(30cpu, 5pg) shield extender(23cpu, 4pg) shield regulator (15cpu,2pg) total 128 cpu(185), 24 pg(34)
Heavy, (would only do 1 heavy per race (caldari forge, gallente/minmatar hmg, amarr laser?) but will make this anywhere) HMG (66.25cpu,5.25pg) shield extender x2(46cpu, 8pg) armor plate (15cpu,2pg) locus grenade(12cpu,4pg) (would consider flux grenade instead) total 139.25cpu(185), 19.25pg(34)
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excillon
The Wreckers
247
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Posted - 2014.02.15 13:11:00 -
[30] - Quote
If we get a respec and we are getting parity does that mean we can get to repick our race? I didn't know then what I know now and want to be Caldari. |
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