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KING CHECKMATE
Tal-Romon Legion Amarr Empire
5068
|
Posted - 2014.04.15 00:08:00 -
[1] - Quote
This is just a random idea to see what med Frame users think of it. The idea would be to replace completely the current bonuses an give assaults something completely different while being oriented mostly towards teamwork,same as Logis.
The Idea is to give assaults a Skill named SYNERGY. Assault Skill: Synergy area increased by 3 mts per level Depending on the level of the assault, the Synergy area is increased: 3mts / 6mts / 9 mts / 12 mts / 15 mts (MAX)
This comes linked to NATURAL SKILLS FOR EACH suit: All Gallente Assaults: 2 HP rep per sec All Amarr Assaults: 25% Heat Buildup Reduction for LASER weaponry All Minmatar Assaults: 25% Projectile and Explosive weapon Clip size All Caldari Assaults:Shield Extenders DON'T increase Shield Depleted recharge time but instead decrease it by 5% per shield extender. These ''natural skills'' come with EVERY specialized Assault suit for each race. So an Assault A-1 will have 25% Heat Buildup Bonus even if its only a STD and the user has Amarr Assaults at level 1.
SYNERGY SKILLS= AMARR: +1% Damage to all weapon types per level (MAX +5% damage) CALDARI: +2% More Range and reload speed to all weapon types (MAX +10% To weapon RAnge and weapon reload speed / Affects Shotguns too) MINMATAR: +1% Sprint and movement speed per level. (MAX +5% Sprint Speed and Movement Speed) GALLENTE: +1 Armor Rep per sec per level (Max +5 Armor rep per sec)
This is how it works: Example= A Gallente Assault and An Amarr assault team up at max level. The Gallente will have a total of +7 Armor rep per second (not counting modules) and if the Amarr assault is within 15mts (the max) of the gallente Assault, he will receive 5 armor rep per second as well. The Amarr Assault will have a default +5% damage on ALL weapons (and the 25% heat buildup reduction on laser weaponry).If the Gallente Assault is within 15mts of the allied Amarr Assault, the Gallente will receive +5% damage to all weapons too (not counting modules) Basically , while within the range of the ''Synergy skill'' all allied units gain the assault's bonus.
THERE IS , of course a LIMIT. If 6 Minmatar Assaults team up , they wont receive a total of 30% sprint speed and Movement speed but instead 15%. This ''synergy'' skills will have a cap at 3 effects of the same type active at one time. So, while 6 Minmatar assault WONT reach 30% + Overall Speed, 3 Minmatar A. And 3 Caldari Assaults will effectively have +15% Overall Speed AND +30% Weapon range & 30% Reload Speed.
This gives Several NEW advantages to Assaults= They give them 2 GOOD Bonuses, the Passive ''NATURAL'' skill that they can use since Standard Level AND the increasingly more powerful Race Specific Synergy Bonus. These Skills not only makes assaults MORE POWERFUL on their own, but increasingly powerful the more Assaults there are within the ''synergy'' area.
Another example: Imagine THIS Squad: GÖª Gallente Sentinel GÖª Minamtar Logi ( To repair The Sentinel) GÖª 2 Gallente Assaults GÖª 2 Caldari ASsaults
Imagine for a second these players Run as a SQUAD:
While in 15Mts of the Assault players: GÇó Both Gallentes Assaults have a default of 12 Armor rep ( not counting modules ). GÇó Every other suit that is not one of the Gallete Assaults will have a Default +10 Armor rep per sec. GÇó This repair Bonus will Help keep the Gallente Sentinel alive easier thanks to the Rep from the logi plus the bonus. The Bonus helps the Logi to survive for longer. GÇó The Caldari Assaults will have effective +20% Range on their weapons + 20% Reload speed from their assault bonus, this bonus they will share, with both GAllente ASsaults AND the Heavy and Min Logi. GÇó The Sentinel will of course gain a 20% Range increase on his HMG.
So this is an idea i had that could work to make the assaults a force to be reckoned with AGAIN. Now to Finish this thread, the MAXIMUM skill accumulation one could see would be a 12 Man team with 3 of each assaults: 3 Amarr / 3 Gallente / 3 Minmatar / 3 Caldari . In the hypothetical case these 12 players would stay at a close range from each other at all times....:
GÖª They would all have at least a minimum of 15HP armor rep per sec (GAL) GÖª They would all have +30% WEAPON RANGE and +30% Weapon reload speed (CAL) GÖª They would all have +15% WEapon Damage (AMARR) GÖª They would all move at +15% Sprint / Movement Speed (MIN)
Some numbers might be off, overall i wanted to share this idea even if the numbers might not be ''well thought'' Ty for your time.
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Chunky Munkey
Amarr Templars Amarr Empire
3932
|
Posted - 2014.04.15 00:10:00 -
[2] - Quote
Sounds good. But somewhere in CCP a game coder's brains just dribbled out of their ears.
No.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
5068
|
Posted - 2014.04.15 00:11:00 -
[3] - Quote
Chunky Munkey wrote:Sounds good. But somewhere in CCP a game coder's brains just dribbled out of their ears.
Ugh...i was just trying to share an idea and see what people thought of it. To change the pace of the typical , NErf this, this is OP, buff that.... etc...
Its not a request nor i wanted to give someone in CCP a meltdown XD
Ty for your opinion Chunky :3
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
789
|
Posted - 2014.04.15 00:13:00 -
[4] - Quote
KING CHECKMATE wrote:This is just a random idea to see what med Frame users think of it. The idea would be to replace completely the current bonuses an give assaults something completely different while being oriented mostly towards teamwork,same as Logis.
The Idea is to give assaults a Skill named SYNERGY. Assault Skill: Synergy area increased by 3 mts per level Depending on the level of the assault, the Synergy area is increased: 3mts / 6mts / 9 mts / 12 mts / 15 mts (MAX)
This comes linked to NATURAL SKILLS FOR EACH suit: All Gallente Assaults: 2 HP rep per sec All Amarr Assaults: 25% Heat Buildup Reduction for LASER weaponry All Minmatar Assaults: 25% Projectile and Explosive weapon Clip size All Caldari Assaults:Shield Extenders DON'T increase Shield Depleted recharge time but instead decrease it by 5% per shield extender. These ''natural skills'' come with EVERY specialized Assault suit for each race. So an Assault A-1 will have 25% Heat Buildup Bonus even if its only a STD and the user has Amarr Assaults at level 1.
SYNERGY SKILLS= AMARR: +1% Damage to all weapon types per level (MAX +5% damage) CALDARI: +2% More Range and reload speed to all weapon types (MAX +10% To weapon RAnge and weapon reload speed / Affects Shotguns too) MINMATAR: +1% Sprint and movement speed per level. (MAX +5% Sprint Speed and Movement Speed) GALLENTE: +1 Armor Rep per sec per level (Max +5 Armor rep per sec)
This is how it works: Example= A Gallente Assault and An Amarr assault team up at max level. The Gallente will have a total of +7 Armor rep per second (not counting modules) and if the Amarr assault is within 15mts (the max) of the gallente Assault, he will receive 5 armor rep per second as well. The Amarr Assault will have a default +5% damage on ALL weapons (and the 25% heat buildup reduction on laser weaponry).If the Gallente Assault is within 15mts of the allied Amarr Assault, the Gallente will receive +5% damage to all weapons too (not counting modules) Basically , while within the range of the ''Synergy skill'' all allied units gain the assault's bonus.
THERE IS , of course a LIMIT. If 6 Minmatar Assaults team up , they wont receive a total of 30% sprint speed and Movement speed but instead 15%. This ''synergy'' skills will have a cap at 3 effects of the same type active at one time. So, while 6 Minmatar assault WONT reach 30% + Overall Speed, 3 Minmatar A. And 3 Caldari Assaults will effectively have +15% Overall Speed AND +30% Weapon range & 30% Reload Speed.
This gives Several NEW advantages to Assaults= They give them 2 GOOD Bonuses, the Passive ''NATURAL'' skill that they can use since Standard Level AND the increasingly more powerful Race Specific Synergy Bonus. These Skills not only makes assaults MORE POWERFUL on their own, but increasingly powerful the more Assaults there are within the ''synergy'' area.
Another example: Imagine THIS Squad: GÖª Gallente Sentinel GÖª Minamtar Logi ( To repair The Sentinel) GÖª 2 Gallente Assaults GÖª 2 Caldari ASsaults
Imagine for a second these players Run as a SQUAD:
While in 15Mts of the Assault players: GÇó Both Gallentes Assaults have a default of 12 Armor rep ( not counting modules ). GÇó Every other suit that is not one of the Gallete Assaults will have a Default +10 Armor rep per sec. GÇó This repair Bonus will Help keep the Gallente Sentinel alive easier thanks to the Rep from the logi plus the bonus. The Bonus helps the Logi to survive for longer. GÇó The Caldari Assaults will have effective +20% Range on their weapons + 20% Reload speed from their assault bonus, this bonus they will share, with both GAllente ASsaults AND the Heavy and Min Logi. GÇó The Sentinel will of course gain a 20% Range increase on his HMG.
So this is an idea i had that could work to make the assaults a force to be reckoned with AGAIN. Now to Finish this thread, the MAXIMUM skill accumulation one could see would be a 12 Man team with 3 of each assaults: 3 Amarr / 3 Gallente / 3 Minmatar / 3 Caldari . In the hypothetical case these 12 players would stay at a close range from each other at all times....:
GÖª They would all have at least a minimum of 15HP armor rep per sec (GAL) GÖª They would all have +30% WEAPON RANGE and +30% Weapon reload speed (CAL) GÖª They would all have +15% WEapon Damage (AMARR) GÖª They would all move at +15% Sprint / Movement Speed (MIN)
Some numbers might be off, overall i wanted to share this idea even if the numbers might not be ''well thought'' Ty for your time.
Too complicated for CCP. You just wasted your time.
Edit: cool idea though. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
5068
|
Posted - 2014.04.15 00:13:00 -
[5] - Quote
awww.....ok. u.u
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ishtellian
SAM-MIK General Tso's Alliance
41
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Posted - 2014.04.15 00:14:00 -
[6] - Quote
Seems like an amazing idea, but honestly it seems like it would work better on a logi suit, increasing your teammates rep? Increasing their speed? Increasing there damage? increasing there range all seem like supportive things. Not saying the idea is bad I love the idea but yeah, it seems like it would be more logi oriented than assault.
[EDIT] The more I think about it, it does kinda make sense, assaults dont go assult something alone, they work together. Also gives blueberries more incentive to squad up and work together.
My Heavy Never Dies.
Logibro In training.
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
5068
|
Posted - 2014.04.15 00:19:00 -
[7] - Quote
ishtellian wrote:Seems like an amazing idea, but honestly it seems like it would work better on a logi suit, increasing your teammates rep? Increasing their speed? Increasing there damage? increasing there range all seem like supportive things. Not saying the idea is bad I love the idea but yeah, it seems like it would be more logi oriented than assault.
[EDIT] The more I think about it, it does kinda make sense, assaults dont go assult something alone, they work together.
The thing is,the Logi has a Bonus oriented toward EQUIPMENT, and THROUGH it possible increase in team based efficiency,.
The assault doesnt have the 4 EQ slots of the Logi and there by needs something a little less powerful than a 2 second respawn UPLINKs, but still effective...
But yeah, i guess it could be used for Logis too, only i fear logis would ABUSE this next to their Equipment XD
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Je-NOVA
ZionTCD
6
|
Posted - 2014.04.15 00:25:00 -
[8] - Quote
Oh I make a post about a similar skill change for assaults and I get rediculed. I even posted in the feedback request section. When I think of assaulting, something like this comes to mind. Scouts can flank solo and gather intel, logis resupply hp, ammo, and heavies stay on a point to defend. Assaults would help others assault more efficiently by buffing nearby members.
My post was a little more weapon oriented with buffs weapons that could be shared racially to make them more useful. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
5068
|
Posted - 2014.04.15 00:26:00 -
[9] - Quote
Je-NOVA wrote:Oh I make a post about a similar skill change for assaults and I get rediculed. I even posted in the feedback request section. When I think of assaulting, something like this comes to mind. Scouts can flank solo and gather intel, logis resupply hp, ammo, and heavies stay on a point to defend. Assaults would help others assault more efficiently by buffing nearby members.
My post was a little more weapon oriented with buffs weapons that could be shared racially to make them more useful.
Sorry about stealing your idea then : \
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Je-NOVA
ZionTCD
6
|
Posted - 2014.04.15 00:33:00 -
[10] - Quote
KING CHECKMATE wrote:Je-NOVA wrote:Oh I make a post about a similar skill change for assaults and I get rediculed. I even posted in the feedback request section. When I think of assaulting, something like this comes to mind. Scouts can flank solo and gather intel, logis resupply hp, ammo, and heavies stay on a point to defend. Assaults would help others assault more efficiently by buffing nearby members.
My post was a little more weapon oriented with buffs weapons that could be shared racially to make them more useful. Sorry about stealing your idea then : \
It's cool
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Toby Flenderson
research lab
487
|
Posted - 2014.04.15 00:36:00 -
[11] - Quote
I think this direction would be cool. The specifics would be pretty ridiculous to try and balance off the top of our heads but it would be a nice step in the teamwork direction. Maybe a diminishing return would be necessary, to act as a sort of stacking penalty for these passive skills. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
5069
|
Posted - 2014.04.15 00:38:00 -
[12] - Quote
Toby Flenderson wrote:I think this direction would be cool. The specifics would be pretty ridiculous to try and balance off the top of our heads but it would be a nice step in the teamwork direction. Maybe a diminishing return would be necessary, to act as a sort of stacking penalty for these passive skills.
Well thought. It would probably work as you propose, but for ''shock purposes'' I'll leave it as it is for now :3
you get a like thou.
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Thumb Green
THE STAR BORN
896
|
Posted - 2014.04.15 00:41:00 -
[13] - Quote
It all sounds more like something the Commander suits we're supposed to be getting would do.
Support Orbital Spawns
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Smooth Assassin
Stardust incorporation IMMORTAL REGIME
1254
|
Posted - 2014.04.15 00:41:00 -
[14] - Quote
Caldari synergy skill better work with knives.
Assassination is my thing.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
725
|
Posted - 2014.04.15 00:41:00 -
[15] - Quote
They have this in eve with warfare link modules and command ships can do a few at a time. Should be an intermediate suit between medium and heavy like the commando should be. Commandos are battlecruisers which is where the command ship is.
Assaults are heavy assault cruisers and should have tank/damage.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
5072
|
Posted - 2014.04.15 00:44:00 -
[16] - Quote
Smooth Assassin wrote:Caldari synergy skill better work with knives.
HAHA nice one. I honestly DIDNT think of the NK while making this post.
But i dont think they would work on NK TBQH. Not like Calari Assaults are known for running NK anyways....
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deepfried salad gilliam
Sanguine Knights
649
|
Posted - 2014.04.15 00:45:00 -
[17] - Quote
id be in favor of synergy modules 1/3 effectiveness but apply to all allies within x range
so 4 people running together would be better off using the synergy modules but 2 people wouldnt
It'll help define roles, i promise:)
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Delanus Turgias
Subdreddit Test Alliance Please Ignore
383
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Posted - 2014.04.15 00:46:00 -
[18] - Quote
I actually really, really like this idea. I am concerned though, because it further increases the gap between what low SP players can do and what qsynced squads of veterans can do together. But I really like the idea of AOE squad buffs for Assaults, makes having the "grunts" a very important aspect of squad cohesion.
Closed Beta Vet since May, 2012
TEST Alliance Best Alliance
Proud owner of essentially every BPO in Dust
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Smooth Assassin
Stardust incorporation IMMORTAL REGIME
1254
|
Posted - 2014.04.15 00:46:00 -
[19] - Quote
KING CHECKMATE wrote:Smooth Assassin wrote:Caldari synergy skill better work with knives. HAHA nice one. I honestly DIDNT think of the NK while making this post.
But i dont think they would work on NK TBQH. Not like Calari Assaults are known for running NK anyways.... Fine... i'll stick with 2 meters... for now....
Assassination is my thing.
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Toby Flenderson
research lab
489
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Posted - 2014.04.15 00:57:00 -
[20] - Quote
KING CHECKMATE wrote:Toby Flenderson wrote:I think this direction would be cool. The specifics would be pretty ridiculous to try and balance off the top of our heads but it would be a nice step in the teamwork direction. Maybe a diminishing return would be necessary, to act as a sort of stacking penalty for these passive skills. Well thought. It would probably work as you propose, but for ''shock purposes'' I'll leave it as it is for now :3you get a like thou.
Fair enough haha. I'll bump every so often to keep this fresh. I'd like to see something big like this enter this game. |
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medomai grey
WarRavens League of Infamy
590
|
Posted - 2014.04.15 00:58:00 -
[21] - Quote
KING CHECKMATE wrote:Too long to quote What is mts? The SI unit for metre(meter) is "m". I know not of this mts.
Does this aura bonus effect anyone on my team or only assaults? Cause an assault only restriction would be garbage.
15 m is too small. 25 m is more reasonable.
None of these shared passive aura bonuses should buff weapons. The Amarr bonus should grant damage resistance and the Caldari should do something shield related.
To prevent this from being OP, it should only work between squad members and at its max level only give bonuses of 3%.
Overall a fun idea that opens a whole new avenue of a mechanic to abuse. But I wouldn't trade it for the CPU/PG reduction bonus.
Still doesn't address the need to buff medium frame EHP. Click the link below for more on that topic.
Medium frame EHP is not medium
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Kaldar blaze
THE SUPERHEROS
28
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Posted - 2014.04.15 00:59:00 -
[22] - Quote
KING CHECKMATE wrote:This is just a random idea to see what med Frame users think of it. The idea would be to replace completely the current bonuses an give assaults something completely different while being oriented mostly towards teamwork,same as Logis.
The Idea is to give assaults a Skill named SYNERGY. Assault Skill: Synergy area increased by 3 mts per level Depending on the level of the assault, the Synergy area is increased: 3mts / 6mts / 9 mts / 12 mts / 15 mts (MAX)
This comes linked to NATURAL SKILLS FOR EACH suit: All Gallente Assaults: 2 HP rep per sec All Amarr Assaults: 25% Heat Buildup Reduction for LASER weaponry All Minmatar Assaults: 25% Projectile and Explosive weapon Clip size All Caldari Assaults:Shield Extenders DON'T increase Shield Depleted recharge time but instead decrease it by 5% per shield extender. These ''natural skills'' come with EVERY specialized Assault suit for each race. So an Assault A-1 will have 25% Heat Buildup Bonus even if its only a STD and the user has Amarr Assaults at level 1.
SYNERGY SKILLS= AMARR: +1% Damage to all weapon types per level (MAX +5% damage) CALDARI: +2% More Range and reload speed to all weapon types (MAX +10% To weapon RAnge and weapon reload speed / Affects Shotguns too) MINMATAR: +1% Sprint and movement speed per level. (MAX +5% Sprint Speed and Movement Speed) GALLENTE: +1 Armor Rep per sec per level (Max +5 Armor rep per sec)
This is how it works: Example= A Gallente Assault and An Amarr assault team up at max level. The Gallente will have a total of +7 Armor rep per second (not counting modules) and if the Amarr assault is within 15mts (the max) of the gallente Assault, he will receive 5 armor rep per second as well. The Amarr Assault will have a default +5% damage on ALL weapons (and the 25% heat buildup reduction on laser weaponry).If the Gallente Assault is within 15mts of the allied Amarr Assault, the Gallente will receive +5% damage to all weapons too (not counting modules) Basically , while within the range of the ''Synergy skill'' all allied units gain the assault's bonus.
THERE IS , of course a LIMIT. If 6 Minmatar Assaults team up , they wont receive a total of 30% sprint speed and Movement speed but instead 15%. This ''synergy'' skills will have a cap at 3 effects of the same type active at one time. So, while 6 Minmatar assault WONT reach 30% + Overall Speed, 3 Minmatar A. And 3 Caldari Assaults will effectively have +15% Overall Speed AND +30% Weapon range & 30% Reload Speed.
This gives Several NEW advantages to Assaults= They give them 2 GOOD Bonuses, the Passive ''NATURAL'' skill that they can use since Standard Level AND the increasingly more powerful Race Specific Synergy Bonus. These Skills not only makes assaults MORE POWERFUL on their own, but increasingly powerful the more Assaults there are within the ''synergy'' area.
Another example: Imagine THIS Squad: GÖª Gallente Sentinel GÖª Minamtar Logi ( To repair The Sentinel) GÖª 2 Gallente Assaults GÖª 2 Caldari ASsaults
Imagine for a second these players Run as a SQUAD:
While in 15Mts of the Assault players: GÇó Both Gallentes Assaults have a default of 12 Armor rep ( not counting modules ). GÇó Every other suit that is not one of the Gallete Assaults will have a Default +10 Armor rep per sec. GÇó This repair Bonus will Help keep the Gallente Sentinel alive easier thanks to the Rep from the logi plus the bonus. The Bonus helps the Logi to survive for longer. GÇó The Caldari Assaults will have effective +20% Range on their weapons + 20% Reload speed from their assault bonus, this bonus they will share, with both GAllente ASsaults AND the Heavy and Min Logi. GÇó The Sentinel will of course gain a 20% Range increase on his HMG.
So this is an idea i had that could work to make the assaults a force to be reckoned with AGAIN. Now to Finish this thread, the MAXIMUM skill accumulation one could see would be a 12 Man team with 3 of each assaults: 3 Amarr / 3 Gallente / 3 Minmatar / 3 Caldari . In the hypothetical case these 12 players would stay at a close range from each other at all times....:
GÖª They would all have at least a minimum of 15HP armor rep per sec (GAL) GÖª They would all have +30% WEAPON RANGE and +30% Weapon reload speed (CAL) GÖª They would all have +15% WEapon Damage (AMARR) GÖª They would all move at +15% Sprint / Movement Speed (MIN)
Some numbers might be off, overall i wanted to share this idea even if the numbers might not be ''well thought'' Ty for your time. Again with your ideas man there awesome from an Assult user through and through even through 1.8
THE SUPERHEROS corp there to back you up
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
5076
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Posted - 2014.04.15 01:05:00 -
[23] - Quote
Delanus Turgias wrote:I actually really, really like this idea. I am concerned though, because it further increases the gap between what low SP players can do and what qsynced squads of veterans can do together..
EVEN if this is true, NO game should avoid improving just for FEAR of TEAMWORK. FPS should ENCOURAGE teamwork.
In order to give LOW SP players an advantage i included those ''Natural Skills'' so that even while not at proto , they hcan have something at full efficiency , like the Amarr assault having DEFAULT 25% Heat buildup reduction..and so on.
:3
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
5076
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Posted - 2014.04.15 01:07:00 -
[24] - Quote
medomai grey wrote:KING CHECKMATE wrote:Too long to quote What is mts? The SI unit for metre(meter) is "m". I know not of this mts. Does this aura bonus effect anyone on my team or only assaults? Cause an assault only restriction would be garbage. 15 m is too small. 25 m is more reasonable. None of these shared passive aura bonuses should buff weapons. The Amarr bonus should grant damage resistance and the Caldari should do something shield related. To prevent this from being OP, it should only work between squad members and at its max level only give bonuses of 3%. Overall a fun idea that opens a whole new avenue of a mechanic to abuse. But I wouldn't trade it for the CPU/PG reduction bonus. Still doesn't address the need to buff medium frame EHP. Click the link below for more on that topic.
Mts are Meters. Sorry i didnt know about the abreviation but my native language is NOT english, where i come from mts is used to abbreviate Meters and im sure you guys STILL UNDERSTAND. +1 for the unnecessary troll thou.
The BOnus would affect ANY ALLY, as i specified on the latest ''example'' where the bonuses would be applied to both the GAllente Heavy and the Min Logi.
The range will be increased.I agree with you.
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Delanus Turgias
Subdreddit Test Alliance Please Ignore
383
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Posted - 2014.04.15 01:08:00 -
[25] - Quote
KING CHECKMATE wrote:Delanus Turgias wrote:I actually really, really like this idea. I am concerned though, because it further increases the gap between what low SP players can do and what qsynced squads of veterans can do together.. EVEN if this is true, NO game should avoid improving just for FEAR of TEAMWORK. FPS should ENCOURAGE teamwork.In order to give LOW SP players an advantage i included those ''Natural Skills'' so that even while not at proto , they hcan have something at full efficiency , like the Amarr assault having DEFAULT 25% Heat buildup reduction..and so on. :3 Fair enough, but that still requires having someone who's fairly skilled into it for it to work.
Closed Beta Vet since May, 2012
TEST Alliance Best Alliance
Proud owner of essentially every BPO in Dust
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8399
|
Posted - 2014.04.15 01:10:00 -
[26] - Quote
You just described a crusader suit in a nutshell.
Only those bonuses come in modules.
Overlord of all humans CAT MERC
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
5076
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Posted - 2014.04.15 01:15:00 -
[27] - Quote
Delanus Turgias wrote:KING CHECKMATE wrote:Delanus Turgias wrote:I actually really, really like this idea. I am concerned though, because it further increases the gap between what low SP players can do and what qsynced squads of veterans can do together.. EVEN if this is true, NO game should avoid improving just for FEAR of TEAMWORK. FPS should ENCOURAGE teamwork.In order to give LOW SP players an advantage i included those ''Natural Skills'' so that even while not at proto , they hcan have something at full efficiency , like the Amarr assault having DEFAULT 25% Heat buildup reduction..and so on. :3 Fair enough, but that still requires having someone who's fairly skilled into it for it to work.
Well. Giving people something that requires no skill to be sucesful with ends in QQ nad Nerf requests so why even propose it in the first place?
@ Cat merc. I dont know what a crusader suit is. Not all of them.
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