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korrah silain
True Illuminate
3
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Posted - 2014.11.19 21:04:00 -
[1] - Quote
ok so my .02 isk on expanding ewar i dont think i had anything to add into part one remote hacking: i propose limiting range smoehow to prevent redliners from abusing this with little to no risk, my initial suggestion being we have alternate code breaker modules to give a finite range amplification to the hacks, allowing for limited rmote hacking while still requiring suits to risk manuvering themselves into neutral territorry. i also propose remote operation for turrets using these moduals. this may go some way to mitigating the problem of hp tanked scouts. however it has also been suggested that a piece of equipment be used instead (a hacking relay) and i conceptually like this idea, you deploy it on a target (must be placed on a turret, istallation, or objective) and while within its range you place the "detonate" button to initiate hack. only one is deployable at a time, better versions giving larger radiuses. this will allow for hackers to maintain tactical awareness, and is easily countered by a simple flux grenade destroying the equipment.
emp grenades: by far my favorite idea here. essentially a "flashbang" disorientation weapon. downs ALL hud(including hipfire recticle, while possibly introducing minor static effects, and disables most non hp related moduals until the suit can boot up. further it disables all equipment both hand held and deployed while it is in effect (reboot times based on parent suit) and completely disables remote explosives without an explosion. further i propose we tune these effects to effect light frames for longer (sug. 8 seconds) medium frames for a modest time (sug. 5 seconds) and heavies for the shortest (sug. 3 seconds) due to increased shieldings and such. which brings me to my final idea: further ewar moduals that will mitigate the effects somehow (probably time limit, though if someone wants to maybe actually run numbers so this somehow works with the Db system that may work as well.) |
korrah silain
True Illuminate
5
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Posted - 2014.11.19 21:19:00 -
[2] - Quote
Soraya Xel wrote:Flux grenades are basically EMPs. And I know they're already quite powerful, and there's hesitation to add additional power/functionality to them.
Remote hacking seems troublesome, particularly if it applies to existing hackables, like objectives, turrets, and vehicles.
TACNET jammers aren't an inherently bad idea, though they'd need to be visible on the map themselves, more than likely, so you could find them and destroy them. So why not develop a fourth flavor of grenade like i outlined that disrupts infantry rather than destroying shield and equipment. The would then be LIKE flux but would still allow each to maintain specific roles. As for remote hacking keeping it tied to a piece of equipment or moduals would at least require choices be made (I particularly like the hack relay idea as it would be easy enough to counter with a flux grenade near said object |
korrah silain
True Illuminate
6
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Posted - 2014.11.21 09:36:00 -
[3] - Quote
Jathniel wrote:Still putting pictures together.
Is the proposal hard to understand? I believe I understand it, but am still concerned about the infinite range on remote hacking you proposed, I believe it should be limited in some way, not hugely, but just enough to prevent snipers from hacking across maps down their scopes, unless they specialize in it. I feel I am beating a dead horse and forgive my redundance if it offends, but I suggest an initial hacking range of 3 meters, with new moduals to extend the range...say...5x,10x,15x with medium to high stacking penalties, and/or an additional time to hack penalty per modual. I believe this would be a nice way to shake up the meta, and encourage people to move away from HP stacking as much, especially if it were made particularly valuable (I also suggest the ability to control turrets at range to add to this incentivation of wear focus) That being said...I REALLY WANT AN EMP GRENADE HOW DO WE CALL DEV ATTENTION TO THIS!?! (I'm kinda new on the forum...post wise anyway I've been lurking for awhile...) |
korrah silain
True Illuminate
7
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Posted - 2014.11.21 19:51:00 -
[4] - Quote
Jathniel wrote:korrah silain wrote:Jathniel wrote:Still putting pictures together.
Is the proposal hard to understand? I believe I understand it, but am still concerned about the infinite range on remote hacking you proposed, I believe it should be limited in some way, not hugely, but just enough to prevent snipers from hacking across maps down their scopes, unless they specialize in it. I feel I am beating a dead horse and forgive my redundance if it offends, but I suggest an initial hacking range of 3 meters, with new moduals to extend the range...say...5x,10x,15x with medium to high stacking penalties, and/or an additional time to hack penalty per modual. I believe this would be a nice way to shake up the meta, and encourage people to move away from HP stacking as much, especially if it were made particularly valuable (I also suggest the ability to control turrets at range to add to this incentivation of wear focus) That being said...I REALLY WANT AN EMP GRENADE HOW DO WE CALL DEV ATTENTION TO THIS!?! (I'm kinda new on the forum...post wise anyway I've been lurking for awhile...) No. Please. I'm NOT offended at all! Disagreements when a valid point is made are completely welcome! lol Pointless disagreements are what I frown at. Elaborate a bit more on the hack range modifying modules. I can see something like that working in the high slots, so that the low slots can be occupied by codebreakers. I did picture snipers making use of this. In fact, good snipers would become a very valuable resource because of all this. How about removing the hack speed penalty cap? Instead of it capping at -99.5% at extreme ranges, it will simply not work. Well I don't have an opinion on which slots they would occupy(initially I thought as alternate versions of the codebreakers in the same veign of ferroscale and reactive plates are to armor) but again it doesn't matyer. I do agree that the speed penalty should be mitigated (still there but much less noticeable) because the moduals system forces people to specialize more, thus allowing for balance so say a sniper wants to skill into ewar: he decides to stack 2 adv moduals giving him 300meter hacking range, with a speed penalty of oh say 10%/modual, a not insignificant range(still requiring los) still allowing them to hack in a still timely manner... |
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