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DUST Fiend
Onslaught Inc RISE of LEGION
15013
|
Posted - 2014.11.11 17:42:00 -
[1] - Quote
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 slow 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 Protoype 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.
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
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
Bitter Vet extraordinaire
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Xocoyol Zaraoul
Superior Genetics
2711
|
Posted - 2014.11.11 17:43:00 -
[2] - Quote
DUST Fiend wrote:And finally.
NO YELLOW PAINT
Why?
Assaults are white for both Derpships and suit, and Logies yeller, what would you have it?
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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DUST Fiend
Onslaught Inc RISE of LEGION
15013
|
Posted - 2014.11.11 17:45:00 -
[3] - Quote
Xocoyol Zaraoul wrote:DUST Fiend wrote:And finally.
NO YELLOW PAINT Why? Assaults are white for both Derpships and suit, and Logies yeller, what would you have it? Because yellow is ugly as sin. Make them black, because team support is badass.
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
Bitter Vet extraordinaire
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Atiim
Heaven's Lost Property
13615
|
Posted - 2014.11.11 17:45:00 -
[4] - Quote
No yellow paint?
The 1st Matari Commando
-HAND
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Xocoyol Zaraoul
Superior Genetics
2711
|
Posted - 2014.11.11 17:46:00 -
[5] - Quote
Black is sexy <3 Almost as sexy as dark metallic royal purple with GOLDEN HIGHLIGHTS AND TRIM <3
But yes, black would be pretty.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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DUST Fiend
Onslaught Inc RISE of LEGION
15014
|
Posted - 2014.11.11 17:53:00 -
[6] - Quote
Xocoyol Zaraoul wrote:Black is sexy <3 Almost as sexy as dark metallic royal purple with GOLDEN HIGHLIGHTS AND TRIM <3
But yes, black would be pretty.
Personally, I want a tricked out Maddie with a hard tank, weaponry as a pure afterhtought (Hell, can I have two secondaries and no primary turret?), remote support modules and a CRU... While I'm asking for unicorns, a mobile Supply Depot as well.
I would slowly drive this iron-sided clone-spawning ammo-giving shield-repping HAV right in the thick of my own infantry advance, granting cover and gloriously pushing the front forward. Did you read my post at all?
Lol
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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Xocoyol Zaraoul
Superior Genetics
2712
|
Posted - 2014.11.11 17:57:00 -
[7] - Quote
DUST Fiend wrote:Did you read my post at all?
Lol
Yes, and I'm telling you that every part in it I don't care about besides the Logi HAV (as it was in your title), and what I want out of your post. ^^
I also don't believe (hence the unicorns part) that I would ever be able to free up precious CPU and PG by removing my main turret.
I also started daydreaming half way through the post too
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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DUST Fiend
Onslaught Inc RISE of LEGION
15014
|
Posted - 2014.11.11 18:00:00 -
[8] - Quote
Xocoyol Zaraoul wrote:DUST Fiend wrote:Did you read my post at all?
Lol Yes, and I'm telling you that every part in it I don't care about besides the Logi HAV (as it was in your title), and what I want out of your post. ^^ I also don't believe (hence the unicorns part) that I would ever be able to free up precious CPU and PG by removing my main turret. I also started daydreaming half way through the post too Yea, I don't think the main turret could go just because of the way the models are. With at best a 30% RoF reduction to your main and secondary turrets though, you wouldn't be encouraged to use them. They are there strictly as fire support. I still have concerns with Large Railguns abusing the increased tank and fitting space to just negate their RoF reduction with very high alpha, but I'm not sure how the numbers would play out.
Daydreaming is something I miss about this game. So, I'm glad it got your mind moving.
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
324
|
Posted - 2014.11.11 18:05:00 -
[9] - Quote
Glad to see so much talk going round about Logi-vehicles. I'm just worried that your list of suggestions here describes essentially,... an ambulance. Sluggish, weak where even the standard vehicle is strong, and perhaps needing a lot of protection and sheilding from fellow players/vehicles.
There was a request going around a long time ago that Logi-suits should NOT have any light arms fitting. "She's logi, so she shouldn't need and shouldn't be allowed to have much gun-gear. ...Like a medic".
The arguement against that request was that th reds don't have any special respect for the logi job you're doing---they will kill you just as fast as the heavy you're helping (smart reds will even decapitate you FIRST, to make it easier to defeat the heavy). A logi player NEEDS just as much offensive brass as the regular grunts---not more, but equal to the regulars. Logi isn't really a Red-Cross surgeion--she's helping others to KILL.
I'd want the same for a Logi vehicle. Reducing its RoF, or its armour, (or even its high-vis dirty yellow colors), means I have to give up half my self-protection and fire-support ability, just for the (privelege?) of healing or resupplying my blue buddies. I'd hate to be driving an ambulance. I'm hoping the vehicle can stay the same potential killer, that just happens to be able to help others with their Killing too.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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DUST Fiend
Onslaught Inc RISE of LEGION
15015
|
Posted - 2014.11.11 18:10:00 -
[10] - Quote
Well you can't give them higher fitting and defensive capabilities if they keep the same killing power as other vehicles. Vehicles and infantry operate a lot differently, so you would need the decreased RoF to not make them OP in one on one engagements. With a base HP boost of 30%, coupled with 2 extra slots and increased PG / CPU, you should reasonably be able to achieve about 50% more tank than a standard vehicle. I feel that this is offset by at best, 30% less RoF and Mobility.
These vehicles primary purpose is team support, and as such, fire support is not a priority (though still allowed)
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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CharacterNameWasTaken
209
|
Posted - 2014.11.11 18:16:00 -
[11] - Quote
DUST Fiend wrote:Xocoyol Zaraoul wrote:DUST Fiend wrote:And finally.
NO YELLOW PAINT Why? Assaults are white for both Derpships and suit, and Logies yeller, what would you have it? Because yellow is ugly as sin. Make them black, because team support is badass. i happen to like how my guristas saga looks thank you and i would like it to stay the color it is. |
DUST Fiend
Onslaught Inc RISE of LEGION
15015
|
Posted - 2014.11.11 18:18:00 -
[12] - Quote
CharacterNameWasTaken wrote:DUST Fiend wrote:Xocoyol Zaraoul wrote:DUST Fiend wrote:And finally.
NO YELLOW PAINT Why? Assaults are white for both Derpships and suit, and Logies yeller, what would you have it? Because yellow is ugly as sin. Make them black, because team support is badass. i happen to like how my guristas saga looks thank you and i would like it to stay the color it is. Can we not focus on the one irrelevant part of the post please?
@_@
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14419
|
Posted - 2014.11.11 19:04:00 -
[13] - Quote
Please lets not talk Logi HAV.
Logi MAV sure.....but who is going to design a front line HAV unit that can only rep?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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DUST Fiend
Onslaught Inc RISE of LEGION
15018
|
Posted - 2014.11.11 19:15:00 -
[14] - Quote
True Adamance wrote:Please lets not talk Logi HAV.
Logi MAV sure.....but who is going to design a front line HAV unit that can only rep? If you actually read, it could still fight, it just isn't good at it. It's a fire support unit that provides strong support for other heavy armor.
It's an augmenting unit, not a rambo kill everything solo unit.
Teamwork.
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
|
Joel II X
Bacon with a bottle of Quafe
4525
|
Posted - 2014.11.11 20:38:00 -
[15] - Quote
DUST Fiend wrote:Xocoyol Zaraoul wrote:DUST Fiend wrote:And finally.
NO YELLOW PAINT Why? Assaults are white for both Derpships and suit, and Logies yeller, what would you have it? Because yellow is ugly as sin. Make them black, because team support is badass. I liked them yellow.
Fly like a LAV, hit like a HAV. |
DUST Fiend
Onslaught Inc RISE of LEGION
15022
|
Posted - 2014.11.11 20:43:00 -
[16] - Quote
Joel II X wrote:DUST Fiend wrote:Xocoyol Zaraoul wrote:DUST Fiend wrote:And finally.
NO YELLOW PAINT Why? Assaults are white for both Derpships and suit, and Logies yeller, what would you have it? Because yellow is ugly as sin. Make them black, because team support is badass. I liked them yellow. Fly like a LAV, hit like a HAV. I hate these forums.
The least you guys could do is pick apart my post and tell me why I should be ashamed of myself.
This is exactly why I don't bother being constructive anymore. Theres not much point to stimulating discussion if no one even bothers to discuss.
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
|
CharacterNameWasTaken
212
|
Posted - 2014.11.11 20:49:00 -
[17] - Quote
MOTHER DUCKING LELLOW PEICE OF SHUT TRYING TO EAT MAH BABIES. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14425
|
Posted - 2014.11.11 20:55:00 -
[18] - Quote
DUST Fiend wrote:True Adamance wrote:Please lets not talk Logi HAV.
Logi MAV sure.....but who is going to design a front line HAV unit that can only rep? If you actually read, it could still fight, it just isn't good at it. It's a fire support unit that provides strong support for other heavy armor. It's an augmenting unit, not a rambo kill everything solo unit. Teamwork.
It's a fair suggestion and definitely worthy of considering.... given what we've seen CCP do with HAV in the past I'd think they'd just bring out their old variations.
Maruaders - EHP Enforcers - Alpha Black Ops - Support/EWAR?
Still I do miss the days when Logi Vehicle Spider repping was a thing.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2529
|
Posted - 2014.11.11 21:05:00 -
[19] - Quote
Personally, I want RR to be turret based. That way the can be justifiably more powerful than modules (requiring more people to operate) and don't have all the problems of module based RR (such as, and not limited to, having to be turned off when lock is lost, etc).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14426
|
Posted - 2014.11.11 21:11:00 -
[20] - Quote
Vulpes Dolosus wrote:Personally, I want RR to be turret based. That way the can be justifiably more powerful than modules (requiring more people to operate) and don't have all the problems of module based RR (such as, and not limited to, having to be turned off when lock is lost, etc).
I was thinking more of something like a Triage module.
Single use activation that independently targets up to X allied units within 15-20m applying reps to them. It would be damn hard to break a squad backed by a triage vehicle.
Turret based reps to me scream abuse. Just have one repper target your own vehicle and drive around almost invulnerable.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pvt Numnutz
Prophets of the Velocirapture
1947
|
Posted - 2014.11.11 21:46:00 -
[21] - Quote
True Adamance wrote:DUST Fiend wrote:True Adamance wrote:Please lets not talk Logi HAV.
Logi MAV sure.....but who is going to design a front line HAV unit that can only rep? If you actually read, it could still fight, it just isn't good at it. It's a fire support unit that provides strong support for other heavy armor. It's an augmenting unit, not a rambo kill everything solo unit. Teamwork. It's a fair suggestion and definitely worthy of considering.... given what we've seen CCP do with HAV in the past I'd think they'd just bring out their old variations. Maruaders - EHP Enforcers - Alpha Black Ops - Support/EWAR? Still I do miss the days when Logi Vehicle Spider repping was a thing. I agree with true here, havs don't really fit a logi role. They are main battle tanks, meant to fight in various ways rather than support other tanks with buffs. A logi mav would be excellent and would make an excellent variant of the mav.
I'm a little wary of infantry buffs, I can see a logi lav full of heavies roaming around and jumping out as super gods mowing everything down uncontested.
Master Skyshark rider
Kaalaka dakka tamer
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Sir Snugglz
Red Star. EoN.
885
|
Posted - 2014.11.11 21:52:00 -
[22] - Quote
Xocoyol Zaraoul wrote:DUST Fiend wrote:And finally.
NO YELLOW PAINT Why? Assaults are white for both Derpships and suit, and Logies yeller, what would you have it?
PINK... MAKE THEM PINK
-Pro AFKing LVL 5
-Luck is just one of my skills
-Just because I make flying look easy doesn't mean it is
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Sir Snugglz
Red Star. EoN.
885
|
Posted - 2014.11.11 21:55:00 -
[23] - 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 Protoype 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.
How about, replaces turrets with small infantry remote shield/armor turrets that provide shield or armor to target infantry... while the pilot has the vehicle modules.
I dont like one pulse. It's no fun. What made the remote reppers fun was that you had to stay stuck to your target... and that made you a target. risk vs reward baby
-Pro AFKing LVL 5
-Luck is just one of my skills
-Just because I make flying look easy doesn't mean it is
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emm kay
G0DS AM0NG MEN
219
|
Posted - 2014.11.14 20:05:00 -
[24] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
15064
|
Posted - 2014.11.14 20:22:00 -
[25] - Quote
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.
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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emm kay
G0DS AM0NG MEN
219
|
Posted - 2014.11.14 23:46:00 -
[26] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
15066
|
Posted - 2014.11.15 00:15:00 -
[27] - Quote
Heres a quick question: why should assault vehicles be powerful healing units? Does that mean you want logi vehicles to be powerful assault units?
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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emm kay
G0DS AM0NG MEN
219
|
Posted - 2014.11.15 00:36:00 -
[28] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
15066
|
Posted - 2014.11.15 00:41:00 -
[29] - Quote
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?
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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emm kay
G0DS AM0NG MEN
219
|
Posted - 2014.11.15 00:46:00 -
[30] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
15067
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Posted - 2014.11.15 01:02:00 -
[31] - Quote
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.
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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emm kay
G0DS AM0NG MEN
219
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Posted - 2014.11.15 01:10:00 -
[32] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
15067
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Posted - 2014.11.15 01:20:00 -
[33] - Quote
emm kay wrote: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. I agree, but they wouldn't be exclusive. My proposed vehicles suffer strongly in offense and mobility, and make up for it in defense and team support. Just as my proposed Logi vehicles would act as supplementary offense, an assault vehicle could act as supplementary support if fit as such.
While Im at it, remote hardeners should be another heavy module.
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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