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          Aeon Amadi 
          Edimmu Warfighters Gallente Federation
  5374
  
          
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        Posted - 2014.03.27 13:02:00 -
          [1] - Quote 
          
           
          After some lengthy discussion on Skype, the idea for a Starcraft-esque 'siege mode' came to mind. EDIT: This sort of thing is also employed in Eve Online in the form of a Bastion Module for Marauders and Siege Module for Dreadnaughts.
  Essentially it would be a module that could be applied to an HAV to forego all movement speed (essentially being stationary) for some added perks. Could be turret damage, rate of fire bonuses or even an increase to the duration/power of hardeners; the possibilities are endless, but essentially this would be a gameplay mechanic that allowed HAVs to sacrifice the ability to get away in favor of firepower.
  Apply a timer to it that had to run it's entire duration before it could be disabled, a minute or two, with some deploy/embark animation to indicate that it is, in fact, in siege mode. 
  This could be used in tandem with other modules to encourage a tanker to stay in the area rather than leave when the going gets tough. A Railgunner can snipe from a distance, but he's not going anywhere so long as the module is in effect. 
  I want to put emphasis that this should be a module that allows the player the CHOICE and OPTION to utilize and in no way should be necessary or forced. If a player wants the benefits, it comes with sacrifices - alternatively the player can forego both. 
  Discuss.
 Useful Links 
//forums.dust514.com/default.aspx?g=posts&t=133588 
//forums.dust514.com/default.aspx?g=posts&t=134182 
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          Kindel Monix 
          SMARTCREW Canis Eliminatus Operatives
  0
  
          
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        Posted - 2014.03.27 13:22:00 -
          [2] - Quote 
          
           
          I can see the Caldari specializing in this. | 
      
      
      
          
          Aeon Amadi 
          Edimmu Warfighters Gallente Federation
  5374
  
          
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        Posted - 2014.03.27 13:26:00 -
          [3] - Quote 
          
           
          Kindel Monix wrote:I can see the Caldari specializing in this.   
  I can totally picture a Blaster Madrugar sieging up on one end of the bridge in Spine Crescent and totally denying access to that area :3
  It'd be a pretty nifty way to change things up, I say.
 Useful Links 
//forums.dust514.com/default.aspx?g=posts&t=133588 
//forums.dust514.com/default.aspx?g=posts&t=134182 
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          Dauth Jenkins 
          Ultramarine Corp
  316
  
          
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        Posted - 2014.03.27 17:14:00 -
          [4] - Quote 
          
           
          Great idea, it would allow us to kill tanks as they can't move for a certain amount of time, in exchange for the added benefits. Just don't make it a range increase for railguns...
 Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher... 
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          Ultra Boomer3 
          HavoK Core RISE of LEGION
  285
  
          
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        Posted - 2014.03.27 17:42:00 -
          [5] - Quote 
          
           
          this could be my forge gun talking, but I love this idea.
 Name: Ultra Boomer3.
Class: Heavy.
Specialty: Forge Gun.
Corp: Havok Core.
Loyalty: HavoK Core. 
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          Aeon Amadi 
          Edimmu Warfighters Gallente Federation
  5376
  
          
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        Posted - 2014.03.27 19:41:00 -
          [6] - Quote 
          
           
          Dauth Jenkins wrote:Great idea, it would allow us to kill tanks as they can't move for a certain amount of time, in exchange for the added benefits. Just don't make it a range increase for railguns...  
  I personally wouldn't mind if they brought their range back, introduced damage falloff over longer ranges and reduced the damage. Railguns (in eve online at least) are all about rate of fire, not so much alpha damage. Alpha damage is more of a trick reserved for Artillery. 
  But yeah, it wouldn't be too big of a deal if they sieged up in the redline because then they can't go anywhere when you shoot back  
 Useful Links 
//forums.dust514.com/default.aspx?g=posts&t=133588 
//forums.dust514.com/default.aspx?g=posts&t=134182 
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          Ultra Boomer3 
          HavoK Core RISE of LEGION
  286
  
          
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        Posted - 2014.03.27 19:46:00 -
          [7] - Quote 
          
           
          Quote:I personally wouldn't mind if they brought their range back, introduced damage falloff over longer ranges and reduced the damage. Railguns (in eve online at least) are all about rate of fire, not so much alpha damage. Alpha damage is more of a trick reserved for Artillery.  But yeah, it wouldn't be too big of a deal if they sieged up in the redline because then they can't go anywhere when you shoot back    
  as I understood it, absolutely nothing did more damage than an antimatter charge fired from a blaster in EVE?
 Name: Ultra Boomer3.
Class: Heavy.
Specialty: Forge Gun.
Corp: Havok Core.
Loyalty: HavoK Core. 
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          Xaviah Reaper 
          Nyain San Dirt Nap Squad.
  359
  
          
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        Posted - 2014.03.27 19:57:00 -
          [8] - Quote 
          
           
          Aeon Amadi wrote:After some lengthy discussion on Skype, the idea for a Starcraft-esque 'siege mode' came to mind. EDIT: This sort of thing is also employed in Eve Online in the form of a Bastion Module for Marauders and Siege Module for Dreadnaughts.
  Essentially it would be a module that could be applied to an HAV to forego all movement speed (essentially being stationary) for some added perks. Could be turret damage, rate of fire bonuses or even an increase to the duration/power of hardeners; the possibilities are endless, but essentially this would be a gameplay mechanic that allowed HAVs to sacrifice the ability to get away in favor of firepower.
  Apply a timer to it that had to run it's entire duration before it could be disabled, a minute or two, with some deploy/embark animation to indicate that it is, in fact, in siege mode. 
  This could be used in tandem with other modules to encourage a tanker to stay in the area rather than leave when the going gets tough. A Railgunner can snipe from a distance, but he's not going anywhere so long as the module is in effect. 
  I want to put emphasis that this should be a module that allows the player the CHOICE and OPTION to utilize and in no way should be necessary or forced. If a player wants the benefits, it comes with sacrifices - alternatively the player can forego both. 
  Discuss.  
 
 
  I think this should be mandatory to operate a railgun turret. such a large turret with such disgusting damage should have such horrendous recoil to the extent that a platform to fire should be implemented. means dropships can (if they freaking survive) counter the tank. although, its just going to pop hardeners ... and ignore you ...
 Dropship Pilot 
NS - Nyain San* 
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          Aeon Amadi 
          Edimmu Warfighters Gallente Federation
  5377
  
          
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        Posted - 2014.03.27 20:14:00 -
          [9] - Quote 
          
           
          Ultra Boomer3 wrote:Quote:I personally wouldn't mind if they brought their range back, introduced damage falloff over longer ranges and reduced the damage. Railguns (in eve online at least) are all about rate of fire, not so much alpha damage. Alpha damage is more of a trick reserved for Artillery.  But yeah, it wouldn't be too big of a deal if they sieged up in the redline because then they can't go anywhere when you shoot back    as I understood it, absolutely nothing did more damage than an antimatter charge fired from a blaster at optimal range in EVE?  
  Blasters have some pretty hefty DPS, yes, but Artillery has the highest alpha damage in the game to my knowledge. I recommend researching Black Legion as they practically hallmarked on it  
 Useful Links 
//forums.dust514.com/default.aspx?g=posts&t=133588 
//forums.dust514.com/default.aspx?g=posts&t=134182 
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          True Adamance 
          Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
  8984
  
          
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        Posted - 2014.03.27 20:19:00 -
          [10] - Quote 
          
           
          Aeon Amadi wrote:Kindel Monix wrote:I can see the Caldari specializing in this.   I can totally picture a Blaster Madrugar sieging up on one end of the bridge in  Spine Crescent and totally denying access to that area :3 It'd be a pretty nifty way to change things up, I say.  
  Indeed this is a mechanic EVE marauder vessels have..... we actually already use that term in squad when Aero wants me to destroy a CRU or Supply Depot. I activate scanners and damage modules and just go to town.
 "Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!" 
-Dagger Two 
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          Aeon Amadi 
          Edimmu Warfighters Gallente Federation
  5379
  
          
                | 
        Posted - 2014.03.28 08:56:00 -
          [11] - Quote 
          
           
          True Adamance wrote:Aeon Amadi wrote:Kindel Monix wrote:I can see the Caldari specializing in this.   I can totally picture a Blaster Madrugar sieging up on one end of the bridge in  Spine Crescent and totally denying access to that area :3 It'd be a pretty nifty way to change things up, I say.  Indeed this is a mechanic EVE marauder vessels have..... we actually already use that term in squad when Aero wants me to destroy a CRU or Supply Depot. I activate scanners and damage modules and just go to town.  
  Yeah, I don't really have a problem with how much damage tanks do at the moment but I think we can retain it in a new and interesting way that encourages sticking around on the front-line :3
 Useful Links 
//forums.dust514.com/default.aspx?g=posts&t=133588 
//forums.dust514.com/default.aspx?g=posts&t=134182 
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          Mobius Wyvern 
          Ahrendee Mercenaries Dirt Nap Squad.
  4944
  
          
                | 
        Posted - 2014.03.28 13:23:00 -
          [12] - Quote 
          
           
          Aeon Amadi wrote:True Adamance wrote:Aeon Amadi wrote:Kindel Monix wrote:I can see the Caldari specializing in this.   I can totally picture a Blaster Madrugar sieging up on one end of the bridge in  Spine Crescent and totally denying access to that area :3 It'd be a pretty nifty way to change things up, I say.  Indeed this is a mechanic EVE marauder vessels have..... we actually already use that term in squad when Aero wants me to destroy a CRU or Supply Depot. I activate scanners and damage modules and just go to town.  Yeah, I don't really have a problem with how much damage tanks do at the moment but I think we can retain it in a new and interesting way that encourages sticking around on the front-line :3   Sounds good to me.
 Amidst the blue skies 
A link from past to future 
The sheltering wings of the protector 
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