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emm kay
G0DS AM0NG MEN
219
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Posted - 2014.11.14 20:05:00 -
[1] - Quote
DUST Fiend wrote:As a whole, logistics class vehicles should provide a mobile staging point through durable, efficient team support. In this respect, as a concept, logistics vehicles should be seen as something with very low offensive capabilities, and high defensive ones. Let's kick things off in that light
Logistics Static Modifier: 50% RoF reduction for all fitted turrets. 10% Efficiency bonus to remote repair modules.
Logistics Non Racial Skill Modifier: 4% increase to turret RoF, 3% efficiency bonus to remote repair modules
Logistics vehicles should be approximately 30% less mobile than their counterparts (ADS, for dropships), and conversely, should have around 30% more base tank. They should also have one additional high and low slot over their counterparts, with the PG and CPU to match. The RoF penalty, even with max skill (30%) should still be significant enough to offset their significant armor. Designed to be slower moving and firing, a smart opponent would engage in hit and runs to wear these vehicles down.
MODULE CHANGES:
Advanced and Prototype MCRUs. For starters, just make them harder to fit, with faster spawn times. Easy.
Light Remote Shield Repairer: Module range 20 meter radius. Fires one pulse within this radius that instantly regenerate friendly infantry X shields, with Y cooldown. No lock on time
Heavy Remote Shield Repairer: Module range 75 meters. Fires one pulse that instantly regenerates a friendly vehicle X shields, with Y cooldown. 5 second lock on time.
Light Remote Armor Repairer: Module range 25 meter radius. Sends out a remote beam to each friendly infantry within the radius, regenerating X armor over 10 seconds, with Y cooldown. No lock on time.
Heavy Remote Armor Repairer: Module range 50 meters. Send out a remote beam to target friendly vehicle, repairing X armor for 20 seconds, with Y cooldown. 5 second lock on time.
Light Remote Damage Amplifier: Module range 15 meter radius. 10 second duration. Friendly infantry within the initial pulse gain X damage boost. Y cooldown.
Heavy Remote Damage Amplifier: Module range 30 meters. 15 second duration. Friendly vehicle gains X damage boost. 5 second lock on. Stacking penalties for active damage amplifies apply, both local and remote.
Mobile Depot: As it sounds, a mobile supply depot that doesn't repair armor. Decreased rate of supply, 10 second cooldown between switching suits.
A note about remote armor reps. If possible, the effect should only be suspended if a target moves out of the repairers range. For light repairers, any infantry who steps into the radius while active will be effected. For heavy, the original target that moves back into range will be auto locked and continue repairs for the remainder of the duration, or until they move out of range again.
Racial bonuses could include (not all together, commas indicate a separate bonus)
- Scanner; increased precision, increased range, decreased cooldown / longer duration - MCRU; faster spawns, decreased fitting cost - Mobile Depot: Reduced fitting cost - Remote Reps: Increased range, decreased cooldown, decreased lock on time - Remote Damage Amp: Increased range, decreased cooldown, decreased lock on time
And finally.
NO YELLOW PAINT
Make them Black, because team support is badass
*special note* Large Railguns may need some looking at for Logistics HAVs, as the RoF penalty will be less significant for those who would simply camp the redline, negating their speed disadvantage while just building for high alpha and tank.
*special note 2* No Logistics vehicle should come prefit with anything, such as MCRUs or Remote Reps. Everything needs to be fit by the operator. 5 second lock on time is ridiculous. I've killed triReps in less than that time. Give them a range bonus. eg: 25% more range on Heavy Remote repair per level do NOT give them an amount bonus. this makes the modules useless on anything BUT the logistics vehicle. give them a new module, maybe something like a MResupply, or tactical Flux?
There is a reason you never see me in battle.
it's because I see you first.
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emm kay
G0DS AM0NG MEN
219
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Posted - 2014.11.14 23:46:00 -
[2] - Quote
DUST Fiend wrote:A range bonus is pretty worthless by itself, reps should be rewarded for logi vehicles, and just supplementary for others. 5 seconds keeps it from being wicked easy, and like I mentioned, skills could lower that. This rewards situational awareness and makes a pilot think a little more rather than just pressing the panic button. I'm going to re-iterate. A heal ammount bonus is going to make it so that the remote reps are ONLY useful on logi vehicles. I'm sure your idea would be great, but your mechanics are plain crap.
To put this in perspective, It's like making EWAR modules only useful to scouts. Everyone else could benefeit from the use, and scouts don't need the modules anyway.
Here are some alternatives that would make the logi vehicle set superior while keeping the modules on the other vehicles useful:
range bonus: This bonus shares common features with eve ships. although the bonuses are mostly static, unless it's a higher teir ship, It let's people engage at range., supporting the team, and having defensive capabilities. Maxed locked targets bonus: Simple concept, +X possible targets per level. although you prolly won't be targetting 6 tanks any thime soon. Recharge time bonus: Much simmilar to other skills, lets logi vehicles rep more often. Cycle bonus: utilises capacitor to provide more rep time before the module deactivates. This would encourage more tank.
There is a reason you never see me in battle.
it's because I see you first.
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emm kay
G0DS AM0NG MEN
219
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Posted - 2014.11.15 00:36:00 -
[3] - Quote
DUST Fiend wrote:Heres a quick question: why should assault vehicles be powerful healing units? Does that mean you want logi vehicles to be powerful assault units? the assault vehicles should be good at healing. The logi vehicles should be the best at healing. you don't take light weapons away from the heavy, you just give the heavies something that they are better at.
There is a reason you never see me in battle.
it's because I see you first.
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emm kay
G0DS AM0NG MEN
219
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Posted - 2014.11.15 00:46:00 -
[4] - Quote
DUST Fiend wrote:emm kay wrote:DUST Fiend wrote:Heres a quick question: why should assault vehicles be powerful healing units? Does that mean you want logi vehicles to be powerful assault units? the assault vehicles should be good at healing. The logi vehicles should be the best at healing. you don't take light weapons away from the heavy, you just give the heavies something that they are better at. How is giving heavies higher DPS weapons different from giving logistics vehicles stronger reps?
Heavies are effective using other weapons. from this, it seems that you want logistics to do one thing, as well as assaults.
There is a reason you never see me in battle.
it's because I see you first.
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emm kay
G0DS AM0NG MEN
219
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Posted - 2014.11.15 01:10:00 -
[5] - Quote
DUST Fiend wrote: I want vehicles to have roles, and be good at them. If there is no noticeable bonus to healing or support, logi vehicles dont really have much of a role. I dont see why you would add a support class, and then give the assault class the exact same support capabilities. Like I said, a strong fitting bonus would be acceptable, so an assault vehicle would have to sacrifice to make itself a support vehicle.
Honestly, if taken literally, your example of heavy weapon heavies would impky that ONLY logi vehicles should have remote reps, since ONLY heavies can have heavy weapons.
Alright. But be aware; exclusive modules are the worst modules.
There is a reason you never see me in battle.
it's because I see you first.
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