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deepfried salad gilliam
Sanguine Knights
562
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Posted - 2014.03.29 15:30:00 -
[1] - Quote
i beleive all suits should have a stat that makes them use a module more or less effectively it should be affected by race and suit type ive did the plates vs extenders, if you want to help with pther mosules give me your email and ill give you permision to edit
BACON
my recruiter link
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deepfried salad gilliam
Sanguine Knights
568
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Posted - 2014.03.29 18:50:00 -
[2] - Quote
essentialy this would be to make the suits perform their job better while still allowing freedom and stopping unintentional op suits (looking at slayer logis and possibly slayer scouts or any other unintentional screw ups)
Module effectiveness for suits
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
693
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Posted - 2014.03.29 18:55:00 -
[3] - Quote
The Amarr should have a higher multiplier on plates than Gallente. Gallente should have a bonus to reps.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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BL4CKST4R
WarRavens League of Infamy
2305
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Posted - 2014.03.29 19:16:00 -
[4] - Quote
ResistanceGTA wrote:The Amarr should have a higher multiplier on plates than Gallente. Gallente should have a bonus to reps.
Or remove tiers and balance modules according to 3 different suit types not 243 different suit types (3x scouts 3x assaults 3x logistics 3x c9mmandos and 3x sentinels)
For the Federation!
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deepfried salad gilliam
Sanguine Knights
573
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Posted - 2014.03.29 20:14:00 -
[5] - Quote
BL4CKST4R wrote:ResistanceGTA wrote:The Amarr should have a higher multiplier on plates than Gallente. Gallente should have a bonus to reps. Or remove tiers and balance modules according to 3 different suit types not 243 different suit types (3x scouts 3x assaults 3x logistics 3x c9mmandos and 3x sentinels) this has nothing to do with tiers, the same multiplier would be given to a std as as a proto
Module effectiveness for suits
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Xender17
Ahrendee Mercenaries Dirt Nap Squad.
1042
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Posted - 2014.03.29 20:31:00 -
[6] - Quote
Very innovative and cool idea! +1 Sort of a combo of Race AND role skills. I assume the gallente scout will have the best dampening multiplier? maybe 1.4?
CCP Saberwing "Vehicles have taken a step in the right direction"
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deepfried salad gilliam
Sanguine Knights
574
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Posted - 2014.03.29 20:34:00 -
[7] - Quote
Xender17 wrote:Very innovative and cool idea! +1 Sort of a combo of Race AND role skills. I assume the gallente scout will have the best dampening multiplier? maybe 1.4? yeah ill probably get to that tomorrow but you can edit it if you want just email me [email protected]
Module effectiveness for suits
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deepfried salad gilliam
Sanguine Knights
579
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Posted - 2014.03.29 22:44:00 -
[8] - Quote
added kincats and profile dampeners
still looking for someone to help with this
Module effectiveness for suits
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Cyzad4
Blackfish Corp.
231
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Posted - 2014.03.30 15:28:00 -
[9] - Quote
Very cool idea
*edit* admittedly I do like the idea of Gal getting more of a bonus to regen than plates but that's just my playstyle IDK how well that fits into lore.
Welcome to you're "DOOM"
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2438
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Posted - 2014.03.30 15:34:00 -
[10] - Quote
deepfried salad gilliam wrote:essentialy this would be to make the suits perform their job better while still allowing freedom and stopping unintentional op suits (looking at slayer logis and possibly slayer scouts or any other unintentional screw ups) Slayer Scouts? Killing is one of the main roles of scouts. I doubt "Slayer Scouts" were unintentional.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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deepfried salad gilliam
Sanguine Knights
590
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Posted - 2014.03.30 17:40:00 -
[11] - Quote
Fizzer94 wrote:deepfried salad gilliam wrote:essentialy this would be to make the suits perform their job better while still allowing freedom and stopping unintentional op suits (looking at slayer logis and possibly slayer scouts or any other unintentional screw ups) Slayer Scouts? Killing is one of the main roles of scouts. I doubt "Slayer Scouts" were unintentional. oh i do agree killing is one of their main roles but by slayer i mean run up guns ablazing scouts are meant to be more stealthy with it
It'll help define roles, i promise:)
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2138
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Posted - 2014.03.30 20:01:00 -
[12] - Quote
+1. I really like this idea. I'll post some more of my thoughts once I've stewed them over a bit.
Gal-mando. Because the best sidearm is a shotgun.
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hackerzilla
Defenders of the Helghast Dream Ishuk-Raata Enforcement Directive
639
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Posted - 2014.04.25 05:22:00 -
[13] - Quote
I feel that this would take away from the diversity. Example: This negates the Speed Tanked MinHeavy. Example: Would negate scanning commandos. Etc....
Certified Pyromaniac and Master Hacker
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deepfried salad gilliam
Sanguine Knights
659
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Posted - 2014.04.25 09:50:00 -
[14] - Quote
hackerzilla wrote:I feel that this would take away from the diversity. Example: This negates the Speed Tanked MinHeavy. Example: Would negate scanning commandos. Etc.... although i agree with you a bit i believe the outcome would ultimately benefit the game
It'll help define roles, i promise:)
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Jack McReady
DUST University Ivy League
1358
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Posted - 2014.04.25 09:54:00 -
[15] - Quote
the only thing we need is penalties for weapons. this would fix the problem with CR being used on other suits too much. CR would be much less of an issue if you could only fully use it on the minmatar suits only.
for everything else, just finetune the values of the modules. |
Yan Darn
Science For Death
661
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Posted - 2014.04.25 10:07:00 -
[16] - Quote
Not had chance to look at this in detail, but +1 for something more creative than suggesting isolated nerfs/buffs.
The Ghost of Bravo
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agent caron
DUST University Ivy League
24
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Posted - 2014.04.26 16:03:00 -
[17] - Quote
This is a good idea. I like it when peopple offer solutions on the fourms rather than just complain , and make the fourms hell on earth.
I'm 100% with you as long as the multipliers are reasonable.
My recruiter link
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buzzzzzzz killllllllll
TRA1LBLAZERS
515
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Posted - 2014.04.26 16:11:00 -
[18] - Quote
actually an incredible good idea, ccp needs to see this. this would fix so much stuff, and the few problems it caused would be easy to fix, or small enough to ignore.
Dedicated heavy through the hard times, still supporter of A FULL 1.8 respec and MOAR HEAVY WEAPONS!
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
646
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Posted - 2014.04.26 18:20:00 -
[19] - Quote
BL4CKST4R wrote:ResistanceGTA wrote:The Amarr should have a higher multiplier on plates than Gallente. Gallente should have a bonus to reps. Or remove tiers and balance modules according to 3 different suit types not 243 different suit types (3x scouts 3x assaults 3x logistics 3x c9mmandos and 3x sentinels) Yeah and then we can eliminate all variety and choices of weapons too , just have 3 weapons for each type of weapons and kill the customizing ... you know , um ... what is that called ..??.. oh yeah tiericide and snoozefest514 .
3 AR's for each race . 3 Side Arms for each race .
Just three of everything , suits and all and let's just see how much fun that will be with everybody running around with the same stats and clone's of each other .
Control freaks trying to dummy down the game and make it easy , bland and boring . No choice , no options and no fun . Thanks but no thanks .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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deepfried salad gilliam
Sanguine Knights
671
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Posted - 2014.04.26 22:49:00 -
[20] - Quote
agent caron wrote:This is a good idea. I like it when peopple offer solutions on the fourms rather than just complain , and make the fourms hell on earth.
I'm 100% with you as long as the multipliers are reasonable.
.5 and 1.5 would be the absolute maxes but most should fall between .7 and 1.3
It'll help define roles, i promise:)
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