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Ralden Caster
KILL-EM-QUICK RISE of LEGION
64
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Posted - 2014.07.18 21:17:00 -
[1] - Quote
Just as the scout has its own ""exclusive" module, the cloak, assaults should have their own modules that only they would have the fitting capabilities for. These modules would be put in the equipment slots and act similar to how vehicle active modules work. The assaults could have active damage mods and armor and shield hardeners that could allow an assault to stand toe-to-toe with a heavy for very brief moments with long cooldowns, making assaults important for tactical engagements and making pushes for objectives. These modules could have a high fitting requirement and the assault bonus could be changed to lower the fitting requirements for such modules. This may be hard to pull off server-side purely, but maybe vehicle modules could be recycled into these pieces of equipment.
Team Fortress 2
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
65
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Posted - 2014.07.19 01:34:00 -
[2] - Quote
Bojo The Mighty wrote:Ralden Caster wrote:Just as the scout has its own "exclusive" module, the cloak, assaults should have their own modules that only they would have the fitting capabilities for. These modules would be put in the equipment slots and act similar to how vehicle active modules work. The assaults could have active damage mods and armor and shield hardeners that could allow an assault to stand toe-to-toe with a heavy for very brief moments with long cooldowns, making assaults important for tactical engagements and making pushes for objectives. These modules could have a high fitting requirement and the assault bonus could be changed to lower the fitting requirements for such modules. This may be hard to pull off server-side purely, but maybe vehicle modules could be recycled into these pieces of equipment. Exclusive EQ cloaks are not a module You still fully understood the point, I'd assume, but thank you.
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
65
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Posted - 2014.07.19 01:40:00 -
[3] - Quote
Boot Booter wrote:Could you present some simple prototypes of what these modules would do, numbers, length, recharge times, etc? Oh hey, boot! anyways, as seeing how the hotfixes are all server-side for the most part, you could just port the current vehicle active modules that have percentage bonuses. For instance, you could have the shield hardener modules like the vehicles have and put it on a dropsuit so that it would have a 40% damage reduction against shield damage while active. The active times for the modules would be about 10 seconds with a 60 second cooldown. As for fitting requirements, I have not really come up with any solid numbers yet, but it would be very high, with the assault specialty being reducing the fitting of said modules, similar to the scouts' cloaks. I am open to ideas and will update the OP to whatever we can agree upon.
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
66
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Posted - 2014.07.20 17:09:00 -
[4] - Quote
Hmm, was hoping for more brainstorming.
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
67
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Posted - 2014.07.22 02:13:00 -
[5] - Quote
starmadillo wrote:I think that a good but powerful weapon that assaults could wield is a shield and/or armor hardener. Like the tank hardeners, it would reduce the amount of damage to incoming weapons for a short period of time. Like a tank you would still be able to fire, but after using the equipment there would be a long recharge time.I think there should be two different types of Hardeners, shield and obviously armor. There would need to be a serious balance for this module. I think that some number should be posted in this topic so you could judge that, and I will give. Don't be afraid to correct my math. Please reply to this on what you think! The Assault Rifle data below is what i am going off of. The data may have been change since this data's last update.
*Assault Rifle Standard 30 HP750 RPM55.51603003.0 s23 gF3 kWAssault Rifle Operation Level I*
Shield Hardener: A 10% STD, 15% ADV, 20% PRO. STD SH vs. STD Assault rifle. STD Assault Rifle Damage Normal: 30HP Base 30.3HP With Bonus to S STD Assault Rifle Damage Against: STD S Hardener: 29.7 HP Against S (All stats are including the boost of Assault Rifle Damage to Shields.) ADV SH vs. STD Assault rifle. STD Assault Rifle Damage Against: ADV S Hardener: 28.05 HP Against S
PRO SH vs. STD Assault rifle STD Assault Rifle Damage Against: PRO S Hardener: 26.4 HP Against S - - - - - - - - - - - - Armor Hardener: A 10% STD, 15% ADV, 20% PRO. STD AH vs. STD Assault rifle. STD Assault Rifle Damage Normal: 30HP Base / 27 HP With Bonus to A STD Assault Rifle Damage Against: STD A Hardener: 24.3 HP Against A (All stats are including the boost of Assault Rifle Damage to Armor.) ADV AH vs. STD Assault rifle. STD Assault Rifle Damage Against: ADV A Hardener: 22.95 HP Against A
PRO AH vs. STD Assault rifle STD Assault Rifle Damage Against: PRO A Hardener: 21.6 HP Against A
The math seems to work out well, except for assault rifles having a 800 RPM RoF. These modules would make the assault a viable counter to heavies, being able to stand toe-to-toe with them for brief moments of time. Active damage mods would also make the assault viable as AV by increasing the damage of swarm launchers and the PLC. If these modules are implemented, it would be very important that logis would not get any fitting bonus to these modules, as we do not need people running around with stacked damage modules. Have you any proposals to what the active durations of these modules would be?
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
68
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Posted - 2014.07.23 00:47:00 -
[6] - Quote
Remember, things need to be possible without client-side updates. The active modules would be possible server-side by recycling vehicle active modules.
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
72
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Posted - 2014.07.24 01:35:00 -
[7] - Quote
I hope we get a reply from a dev to tell us whether or not this is possible server-side.
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
72
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Posted - 2014.07.24 02:07:00 -
[8] - Quote
Meee One wrote:Ralden Caster wrote:Just as the scout has its own "exclusive" module, the cloak, assaults should have their own modules that only they would have the fitting capabilities for. These modules would be put in the equipment slots and act similar to how vehicle active modules work. The assaults could have active damage mods and armor and shield hardeners that could allow an assault to stand toe-to-toe with a heavy for very brief moments with long cooldowns, making assaults important for tactical engagements and making pushes for objectives. These modules could have a high fitting requirement and the assault bonus could be changed to lower the fitting requirements for such modules. This may be hard to pull off server-side purely, but maybe vehicle modules could be recycled into these pieces of equipment.
Edit: Possible criteria for tiers:
STD: Shortest duration, long cooldown
ADV: Medium duration, average cooldown
PRO: Longest duration, shortest cooldown (still considerably long)
All tiers would have the same boost in attributes between tiers, with higher tiers having longer and more numerous windows of opportunity to go beast mode. Wow,so the insane buffs assaults are getting in charlie aren't enough for you? All I've seen are fitting bonuses. These modules are more role-defining, making the assault the top frontliner,
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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