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Iron Wolf Saber
Den of Swords
16959
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Posted - 2014.09.30 22:21:00 -
[1] - Quote
Okay rules are simple
No strange new behaviors (like a bounce shot or penetration shots for prime examples) All items are on the table All functional goals are also on the table (IE to give caldari an anti infantry heavy weapon) All skills to support functional goals are on the table if needed (aforementioned caldari heavy weapon) Higher preference for just side grades of current items but bonus points if you make a new good variant.
I'll start with some examples
SABER Gun
Squad Automatic Burst Electron Rail Gun New Weapon Type. New Skills required.
Model Forge Gun Charge Sound Forge Gun Firing Animation Rail Rifle Firing Sound Rail Rifle sped up. HMG Overheat noise
Charge and Hold Function Letting go of charge fires a Burst of shots. Charge amounts influences burst duration. Will overheat with full charge dump. You can cancel burst by starting charge again. Some variants with higher damage will not let you do this. Smaller Magazine Faster Reload Higher Accuracy Longer Range Similar Damage Compression to the Burst HMG Loses out to the Burst HMG in the long run due to charge mechanics and small magazine. Anti-Armor profile.
Future Variants Assault Breach
This example is probably the most extreme case I can think of and may be borderline skirting on not being possible. I will accept theses as well as long as they're within reason. So things like homing flaylocks you can probably forget about since we don't even have anything that behaves that way yet.
However examples like the
Assault Plasma Cannon 3 Round Clips Bigger Splash Radius Lower Direct Damage Slightly Higher Splash Faster Projectile.
Or
60mm Ferroscale Plates No Mass Penalty Lower HP than standard 60mm Plates. Increased cpu fitting.
Are useful too!
This also does include missing variants or removed items from before; if you want to bring them back in a manner that would fit current meta-game here is your chance.
Go!
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Iron Wolf Saber
Den of Swords
16959
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Posted - 2014.09.30 22:23:00 -
[2] - Quote
Improved Myofibril Biotics
reduce melee stamina cost reduce jump stamina costs keeps parity with melee increase damage move to low slot get rid of original variant.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
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Benjamin Ciscko
Fatal Absolution
3344
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Posted - 2014.09.30 22:55:00 -
[3] - Quote
Iron Wolf Saber wrote:Improved Myofibril Biotics
reduce melee stamina cost reduce jump stamina costs keeps parity with melee increase damage move to low slot get rid of original variant. I'm a shield tanker and I disprove of this, do you really want to make a high slot useful just to move it to the low slot.
Tanker/Logi/Assault
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postapo wastelander
Wasteland Desert Rangers
105
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Posted - 2014.10.01 00:11:00 -
[4] - Quote
Minmatar Anti Armor weapon
Damage - High Splash - High / cluster style Ammo - Small / per level Nuber of clusters - Medium / per level RoF - One shot / reload Reload - Sloow Move penalty - can't move when aim
Style i see somewhat like CBU-130 wcmd only "pocketsized" for infantry use against armors.
Look somethink between matari typhoon class ship mutated with simplistic look of patarero-swivel gun.
Reload effect, unlock front top half of weapon, insert cluster rocket, close it and scrub lock on top.
Whole weapon ultra version of mass driver, but only for heavies and with cluster rocket ammunition.
Name HAWC - Heavy Antivehicle Ward Cannon
"The human being was not chosen to be a god..the god himself should become a human being."
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Magnus Amadeuss
Bragian Order Amarr Empire
1108
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Posted - 2014.10.01 06:36:00 -
[5] - Quote
Caldari Anti-vehicle heavy weapon => XT-1 missiles.
Seriously, would be perfect. I guess you would need to use the swarm launcher graphic for it. Behaves just like the XT-1, but has way less splash damage and way more direct damage. Mid-range,no fall-off, mid damage.
Amarr anti-vehicle heavy weapon => Scrambler lance (or beam cannon)
Use the forge gun model or scrambler model but make it 25% larger(idk if thats a thing), make it gold and red, then use the design notes from whatever got scrapped. Should be lowest rang, low falloff, but high DPS ALA beams. Thicker version of the laser beam, but is not constant, has a 0.5sec persistant beam even though all damage is done on fire.
Amarr anti-infantry heavy weapon => Heavy scrambler (or pulse gun)
Use HMG model, use the AScR sound mixed in with the rail rifle. Longest range, low falloff, mid-DPS, fastest overheat.
Minmatar Anti-vehicle heavy weapon => 25 mm artillery cannon
Use the forge gun, take away the plasma bit but leave the round looking bit. Slow fire rate, high alpha damage. Just like in eve, low optimal, high fall-off.
Reassign Forge as 12 MM railgun, shared between gallente and caldari like rails, like eve.
Not sure about the gallente anti-infantry. It should be highest damage lowest range.
Fixing swarms
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Mobius Kaethis
molon labe. General Tso's Alliance
1916
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Posted - 2014.10.01 06:47:00 -
[6] - Quote
Flux shielding: 20% less shields than normal infantry shields but increases +10/15/20 shield recharge rate in addition to providing HP. Like reactive plates but shielding.
Heavy shields for infantry: 50% increased but causes shield to recharge at 10/7/5 fewer hp per second.
Now with more evil.
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Haerr
1522
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Posted - 2014.10.01 06:51:00 -
[7] - Quote
Iron Wolf Saber wrote:Improved Myofibril Biotics
reduce melee stamina cost reduce jump stamina costs keeps parity with melee increase damage move to low slot get rid of original variant.
Militia Cardiac Stimulants BPO Currently it gives +25% stamina at the cost of 5 CPU and 8 PG.
Compare that to
Militia Cardiac Regulators BPO Which gives +25% stamina AND +50% stamina recovery at the cost of 10 CPU and 6 PG.
Maybe the Cardiac Stimulants could give: +5% Movement Speed +something else? |
Vell0cet
Vengeance Unbound Dark Taboo
2309
|
Posted - 2014.10.01 07:37:00 -
[8] - Quote
Shield repair tool
Damage type resistance amplified plates (e.g. Laser resistance amplifier armor plating 8%/12%/15% reduction to armor damage from lasers) Damage type resistance amplified shielding (e.g. Projectile resistance amplifier shielding 8%/12%/15% reduction to shield damage from projectile weapons) For these, standard stacking penalties would apply.
Shotgun variant of the ion pistol. Single shot works same as current version (possibly with slightly reduced damage, worse dispersion, etc.). Charged shot would fire multiple rounds depending on how full the charge is. Full charge doesn't cause overheat. You have enough rounds in the magazine for 2 full charge shotgun blasts before reloading, so maybe a 12 round capacity with a max charge firing 6 rounds. This should be balanced so it's never stronger than an actual shotgun, and is weaker than a normal ion pistol when fired in single shot bursts.
Best PvE idea ever!
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Blueprint For Murder
Edimmu Warfighters Gallente Federation
2
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Posted - 2014.10.01 08:27:00 -
[9] - Quote
HMG: Lazer HMG
Heat after a certain point gives damage over time effect being replaced by heavier dots the further the heat build up or until death.
(RP) This dot would not leave after firing was done, but only after heat build up returned to safe levels.
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Devadander
Woodgrain Atari
123
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Posted - 2014.10.01 08:33:00 -
[10] - Quote
Large, small, and systemic low modules for vehicle turrets.
When I had those I killed more tanks than I ever did infantry.
Active and passive coolants back would be nice as well.
~
Caldari shotgun, yes please.
Model - idk sound - idk
1-1.5 second charge per squeeze. Very tight spread with adv range, more of an iron sight shotgun with mediocre hipfire due to kick. 00 buck, or w/e rail equiv would be called. (slug should be Minmatar imo) Clip reload to offset plasma shotgun's style of use. (think combat shotgun)
Would compliment a Cal assault built for forward press.
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Haerr
1523
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Posted - 2014.10.01 10:28:00 -
[11] - Quote
Iron Wolf Saber wrote:Okay rules are simple
No strange new behaviors (like a bounce shot or penetration shots for prime examples) All items are on the table All functional goals are also on the table (IE to give caldari an anti infantry heavy weapon) All skills to support functional goals are on the table if needed (aforementioned caldari heavy weapon) Higher preference for just side grades of current items but bonus points if you make a new good variant.
Are useful too!
This also does include missing variants or removed items from before; if you want to bring them back in a manner that would fit current meta-game here is your chance.
Go!
Ok here we go...
G7-M Compact Assault Rifle * Salvage only * Stats similar to the GEK-38 * Fits in sidearm slots, just like the 'Black Eagle' AR
Edit: * Still carries the light weapon tag so that it benefits from light weapon damage modifiers.
Edit2: VN-35 Tactical Seeker Flaylock * Salvage only * Seeking missiles? :-)
Edit3: Federation Allotek Specialist Breach Shotgun
Federation Duvolle Compact Assault Rifle |
shaman oga
Nexus Balusa Horizon
2887
|
Posted - 2014.10.01 11:11:00 -
[12] - Quote
Infantry Light weapons
Tactical RR Basically a bigger bolt pistol with more range Rail rifle model, bolt pistol shot animation Single shot RR sound
Flaylock Rifle A sniper rifle that shoot explosive rounds basically a big flaylock which shoot straight. Projecticles are faster than flaylock and fly straight till the end of their range. Sniper rifle model, flaylock shot animation Flaylock sound.
Plasma fists Model can be nothing, the animation is the same you have when you drop all RE and you can move with nothing in your hands (if possible apply animation of the voltaic ars of the caldari weapons on the hands) The weapon add melee damage to your natural melee stat and work with weapon joypad triggers instead of the analog stick which is unconfortable sometime. R1 and L1 can be used for right and left attack, this would also solve the problem of bad hit reg of melee, because PF are a proper weapon and you can give to them similar stats to the NK (regarding range and hit det)
Grenades
Smoke nades You can use the animation of mass driver shots when they hit the ground and multiply it (if possible)
Equipments
Land scanner Same model of the nanohive or uplink, same animation of the vehicle scanner. It would permascan a certain area till its destruction
Vehicle modules
Armor/shield transport module Same as the old module, but without lock on mechanic (if it's possible), make it work like a moving nanohive with the same spherical animation of the nanohive
Mobile supply unit Same as shield/armor transport modules, it would simply resupply ammo when activated.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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Bright Cloud
Namtar Elite Gallente Federation
365
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Posted - 2014.10.01 13:57:00 -
[13] - Quote
A list of stuff i would like to see:
-Shield Reptool -hybrid Reptool (shield+armor) -Shield healing nanohives -hybrid healing nanohives -Burst Forgegun (Fires 3 weak forgegun shots but do more damage then 2 regular forgegun shots) -Burst Rail Rifle -Burst massdriver (lower damage for each projectile) -Dumb fire swarm launcher -Breach HMG -Burst Scrambler rifle -Breach sniper rifle (damage higher then charged but only 1 shot in a clip) -Breach+Burst plasma cannon -Suicide remote explosive ( hold it in your hands, run into a group of 10 people and push the button to blow yourself up) -Assault shotgun (better range, higher rate of fire, less damage) -Massdriver with flux grenade effect but less damage then the grenade counterpart -Equipment that lets you do a super high jump (to get on rooftops to counter campers) with like a 1-2 times useage.
Bright is the opposite of dark! Who would have thought of that?!
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Ku Shala
The Generals
964
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Posted - 2014.10.01 16:58:00 -
[14] - Quote
caldari variant of a repair tool.(hand held shield booster)
instantly causes the patients dropsuits (not the user) sheild to begin to recharge ( @ the dropsuits normal rate) as long as the patient is not taking damage.
example: a clones suit recharges @ 50hp/s. when the "repair tool" locks on to that clone the recharge delay becomes 0 and the clone starts recharging at 50hp/s instantly as long as the clone is not receiving any damage.
variants could include a % based boost to rechargers, or reduction to damage of shields while locked on (up to 10%), or even a small armour repair rate (10-30 hp/s)
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3199
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Posted - 2014.10.01 19:35:00 -
[15] - Quote
Oh how fun, I'll take a stab.
Heavy Explosive AV Weapon
20mm Auto Cannon
Model: Mass Driver Animation: Mass Driver - Lower Recoil Sound: Mass Driver (For maximum thunk thunk action)
Full Auto - Moderate Fire Rate
8 Round Magazine
Little/No Splash Damage, Moderate to High Direct Damage.
Hotfix Delta Sentinel eHP Calcs
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Cross Atu
OSG Planetary Operations Covert Intervention
3012
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Posted - 2014.10.01 23:23:00 -
[16] - Quote
Ku Shala wrote:caldari variant of a repair tool.(hand held shield booster)
instantly causes the patients dropsuits (not the user) sheild to begin to recharge ( @ the dropsuits normal rate) as long as the patient is not taking damage.
example: a clones suit recharges @ 50hp/s. when the "repair tool" locks on to that clone the recharge delay becomes 0 and the clone starts recharging at 50hp/s instantly as long as the clone is not receiving any damage.
variants could include a % based boost to rechargers, or reduction to damage of shields while locked on (up to 10%), or even a small armour repair rate (10-30 hp/s) Some form of infantry shield transporter should happen
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3205
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Posted - 2014.10.01 23:44:00 -
[17] - Quote
Cross Atu wrote:Ku Shala wrote:caldari variant of a repair tool.(hand held shield booster)
instantly causes the patients dropsuits (not the user) sheild to begin to recharge ( @ the dropsuits normal rate) as long as the patient is not taking damage.
example: a clones suit recharges @ 50hp/s. when the "repair tool" locks on to that clone the recharge delay becomes 0 and the clone starts recharging at 50hp/s instantly as long as the clone is not receiving any damage.
variants could include a % based boost to rechargers, or reduction to damage of shields while locked on (up to 10%), or even a small armour repair rate (10-30 hp/s) Some form of infantry shield transporter should happen
See I think ideally shield transporters would perform a little differently from Armor Repairers. Local armor reps are always an absolute value (7.5hp/s) and repair tools are the same (125hp/s). Shield rechargers are a little different though in that they increase by a percentage rather than an absolute amount (+45% shield recharge).
My ideal Shield Transporter would operate in a similar manner.
Reduce Recharge Delay to 0 Recharge even under fire (since delay is now 0) Increase target's natural recharge rate by a % Target's shields will reacharge at their natural rate + Shield Transporter Bonus
Hotfix Delta Sentinel eHP Calcs
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
364
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Posted - 2014.10.01 23:54:00 -
[18] - Quote
So the rules are basically that we cannot lake proposals for weapons that cannot exist without a client update?
Alright. Amarr Shotgun. It uses ScR model, for lack of anything more fitting.
Fires 5 laser per trigger pull. Each laser going about 20-30 damage. Fires 4-5 times per second. Automatic. Lasers focus as fire is sustained. This increases accuracy, similar to the HMG. After 6 or so shots, it is pinpoint accurate. The Magazine size should be about 20. It overheats after if 10 shots are fired without pause. Deals 100 feedback damage.
Medim-long range for a shotgun. 15-20m would be its intended area of operation.
If possible, it would be awesome if you could somehow make it fire in a pattern. So that there isn't a random scatter of shots as much as there is a set pattern fn them.
Like so:
-¦ -¦_-¦_-¦ -¦
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Vyzion Eyri
The Southern Legion Final Resolution.
2487
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Posted - 2014.10.02 00:16:00 -
[19] - Quote
Am I the only one that wants normal Combat Rifles with iron sights? Could be a change you apply to all guns easily enough; have variants with exactly the same stats, but different scopes.
Flux Flaylocks. Flaylock that launchers flux grenades. This would easily eliminate equipment spam, but keep max ammunition low (and make it consume as many nanites as grenades to replenish) so if enemies get wiser and spread equipment out, it's too hard to clear it all alone.
On the same vein, flux remote explosives. Much larger radius. I personally would use them to pre-empt enemy equipment spam in those bottlenecks in some maps.
Fortified dropships.
Insane eHP. Fitting reduced by 90% Fitting bonus to defensive modules of 90%
Using the model of current basic dropships, this creates a dropship that is basically a flying brick that can move 4 passengers and have no weaponry, something that could land in the middle of a firefight, block off enemies, deploy troops, and leave safely. Not to mention be able to cope in maps with large amounts of installations.
> Quis custodiet ipsos custodes?
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Foehammerr
OSG Planetary Operations Covert Intervention
61
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Posted - 2014.10.02 01:18:00 -
[20] - Quote
I'm going to recommend these two things that fall more or less into the same category and technically already exists in EVE since infantry shield transporters were already requested by several others:
Resistance Plating and Shield Resistance Amplifiers: Grants a bonus to specific damage types for armor and shields respectively. This would be a module for assault and Logistics dropsuits similar to how scouts have cloak devices and have the fitting bonus for them. This way, scouts wont be able to fit them at all (or at least more than one basic ) and sentinels can't fit more than two basic or one enhanced. This would allow medium frames to achieve a high level of tank without sacrificing mobility or recharge time, while also not entering the levels of EHP that sentinels can have. To prevent resistance stacking, standard stacking penalties will apply.
Examples: https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Hull_&_Armor_:Resistance_Plating https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Resistance_Amplifiers
I really hope CCP considers this. As of yet, there isn't too much variety in the ways of tanking besides plate/shield stacking speed tank and ewar tank. If these were added, active tanking could be a thing for infantry (at least for armor) and repair tools would be a lot more valuable as well as shield transporters if they do get added
Rangers Lead The Way!
Beta Vet since 2/5/2013
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BlazeXYZ
G0DS AM0NG MEN General Tso's Alliance
262
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Posted - 2014.10.02 01:29:00 -
[21] - Quote
Lasor heavy machine gun Replace projectiles bullets to lasor shots just like the scrambler rifle. Redesign the weapon looking like a scrambler rifle with having minor parts of an HMG. High damage with low Rof and increase amount of heat build up. Skill bonus like 5% reduction to heat buildup.
The Blazing Intellect Machine
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Dimitri Rascolovitch
The Immortal Knights
240
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Posted - 2014.10.02 02:29:00 -
[22] - Quote
im liiking all the heavy weapon suggestions, and am surprizes that no one has suggested bring back the LLAVS MHAVS AND EHAVS as well as the LDS's.
A suggestion i have would be scoped and non scoped variants of EVERY Rifle. These would use the scope models that are on other variants of the same rifle model, like the CBR scoped /ACBR iron sights, or the AR ironsights / Tac AR scoped I.E. the standard AR has no scope but the tac does. My idea would be basically to duplicate every rifle, and use both the scoped and non scoped models for each simply adding the letter "S" to denote wether or not it has a scope for example, we would have a Duvolle assault rifle and a Duvolle 'S' Assault rifle, or a CRD-9 Scrambler rifle with iron sights (which were once on it) and a CRD-9 'S' Scrambler rifle just like you could have the SL-4 Assault rail rifle, and the SL-4 'S' Assault rail rifle, again the 'S' would denote the scope/sight that is on the other variant of that rifle. also use this idea on pistols too if possible
duplicate the saga and baloc LAVs and recolor the duplicate set in Amarr and Minmatar colors, give them the correct numbers for the racial tanking type, new names and make a set of small turrets with the Amarr and Minmatar damage profiles, As well as a copy for HAVS Making the Gunlogi a shiny gold and platinum color, swapping the HP shields and armor respectively as well as making it slower than a maddy, and copy the small turret idea onto a copy of the large turrets, and turn a copy of the madrugar brown and black and stuff, make it faster than a gunlogi, but weaker
give FGs an ability to zoom in a little maybe 2.5%?
Also, CHANGE THE NAME OF ASSAULT RIFLES TO PLASMA RIFLES. Please.
Burst HMG is OP use it. I do
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
364
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Posted - 2014.10.02 02:43:00 -
[23] - Quote
There is no ironed variant of the Scrambler Model. All Scrambler Rifle variants have always had optical sights Impossible without a client update...
But who would even want an ironed ScR anyways? I can't think of a single reason. An iron sight has no advantages over an optical. |
Dimitri Rascolovitch
The Immortal Knights
240
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Posted - 2014.10.02 02:46:00 -
[24] - Quote
Fizzer XCIV wrote:There is no ironed variant of the Scrambler Model. All Scrambler Rifle variants have always had optical sights Impossible without a client update...
But who would even want an ironed ScR anyways? I can't think of a single reason. An iron sight has no advantages over an optical. looks like on the rifle model there are remnants of an iron sight set there
Also, make it so when you are going through your assets or market through the dropsuit fitting menu, there are compressed menus, just like what you see when you open up the real market place, that way people can faster and more easily build their dropsuits/ vehicles it takes way too long to scroll through the menus from the dropsuit fitting menu due to lack of any organization at all
Burst HMG is OP use it. I do
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Haerr
1531
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Posted - 2014.10.02 14:47:00 -
[25] - Quote
Pirate Suits.
Plenty of Pirate Ships in Eve are just reskinned Empire Faction Ships.
Sooo...
Gursistas Light / Medium / Assault / Scout suit(s)! |
Fox Gaden
Immortal Guides
4454
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Posted - 2014.10.02 17:38:00 -
[26] - Quote
Tactical HMG -No dispersion, like the HMG before it got fixed. -Combat Rifle range. The complete lack of dispersion makes it more difficult to apply damage in CQC than the current HMG. (We know this from close to a year of testing before it was finally fixed.) But it would be effective at ranges that the current HMG just canGÇÖt reach. (And no, Tactical would not mean semi automatic for a machine gun.)
Breach HMG -High damage per round. -Low rate of fire. -Small Clip -100% damage to vehicles. -Fixed fire interval so, like the Burst HMG, feathering the trigger will not speed the fire rate.
This would be your handheld artillery. A very high calibre HMG with immense stopping power. (Probably not so good at hitting small fast moving targets though.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Cross Atu
OSG Planetary Operations Covert Intervention
3036
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Posted - 2014.10.02 18:48:00 -
[27] - Quote
Pokey Dravon wrote:Cross Atu wrote:Ku Shala wrote:caldari variant of a repair tool.(hand held shield booster)
instantly causes the patients dropsuits (not the user) sheild to begin to recharge ( @ the dropsuits normal rate) as long as the patient is not taking damage.
example: a clones suit recharges @ 50hp/s. when the "repair tool" locks on to that clone the recharge delay becomes 0 and the clone starts recharging at 50hp/s instantly as long as the clone is not receiving any damage.
variants could include a % based boost to rechargers, or reduction to damage of shields while locked on (up to 10%), or even a small armour repair rate (10-30 hp/s) Some form of infantry shield transporter should happen See I think ideally shield transporters would perform a little differently from Armor Repairers. Local armor reps are always an absolute value (7.5hp/s) and repair tools are the same (125hp/s). Shield rechargers are a little different though in that they increase by a percentage rather than an absolute amount (+45% shield recharge). My ideal Shield Transporter would operate in a similar manner. Reduce Recharge Delay to 0 Recharge even under fire (since delay is now 0) Increase target's natural recharge rate by a % Target's shields will reacharge at their natural rate + Shield Transporter Bonus
Not conceptually opposed per se, but I think when it comes to resources it may be easier to transpose the current repair tool function onto shields. That being said I am in no way against having several options on the table for CCP to select from
See a cool idea thread? Mail me the title and I'll take a look =)
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Cyrus Grevare
WarRavens Capital Punishment.
345
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Posted - 2014.10.02 19:43:00 -
[28] - Quote
My tourn
Plasma infused whiplash!
Think bad dude from Ironman 2, though it would be awesome with new animations, sounds and assets for the weapon, I figure it can work with the current repair tool animations for now, but with a deep green color and thicker strands.
More of a support weapon, the whiplash would cause climbing heat damage on the target suit like the laser rifle does, but on a much reduced scale, it's main impact would be negative effects like say -80% movement speed reduction making the target harder to flee as if entangled, also maybe a 50% or more shot dispersion on the target making him less effective to fight back.
Variants, Assault plasma whip: more damage scale, less dispersion on target. Syphon whip: Drains target's shields and recovers own.
www.protofits.com - a Dust 514 fitting tool
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3210
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Posted - 2014.10.02 21:14:00 -
[29] - Quote
Cross Atu wrote:Not conceptually opposed per se, but I think when it comes to resources it may be easier to transpose the current repair tool function onto shields. That being said I am in no way against having several options on the table for CCP to select from
*sigh* a Pokey can dream though..
Hotfix Delta Sentinel eHP Calcs
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John Demonsbane
Unorganized Ninja Infantry Tactics
4117
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Posted - 2014.10.02 21:27:00 -
[30] - Quote
Here's a couple that should (in my non-programmer mind) be very very simple to do:
1) Caldari heavy anti-infantry weapon: Take the old dumbfire swarms, major damage and range nerf, reduced damage to vehicles. If possible it might be cool to not nerf the range as much as make them start to veer wildly after about 75m; no way you could hit anything on purpose but they would also not just explode harmlessly. (Would certainly make friendly-fire modes interesting. )
2) Minmatar light AV weapon: Duh, take the never-not-totally-worthless breach mass driver and give it 100% damage to vehicles and a slightly larger clip. Easiest new weapon variant evar.
Another that is slightly less stupidly simple:
1) Amarr AV weapon (heavy or light, take your pick) Model: Scrambler rifle (Templar, to be more precise, with the 4 individual spindle arms)
Charge sound: Lower pitched scrambler rifle, or if you could make a crescendo version of the old LR firing sound that would be freaking awesome.
Firing animation: Laser rifle, wider beam if possible. Also a different color if possible.
Firing sound: Laser rifle. Again, if you could make this a decrescendo version it would be pretty cool.
Basically it behaves like a FG and looks like a ScR that only fires charged shots, similar damage but looks like a short version of the LR shot, basically like Mangnus already proposed. HIgh alpha, a little bit of falloff damage (90% of it is alpha though), with the beam lasting 0.5s if it was a light weapon, 0.75s with a lot more damage if it was a heavy weapon.
(The godfather of tactical logistics)
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