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Forlorn Destrier
Incorruptibles
3210
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Posted - 2015.01.24 20:45:00 -
[1] - Quote
Please note that this thread is a child thread related to Tiericide in Dust514. Please limit discussions in this thread to Racial Weapon Parity, New Modules, and Existing Module Changes. Please keep in mind any feedback provided might cause changes to other parts of the proposal made. I ask that all comments regarding the overall concept of tiericide be made in the parent thread. Also, please keep all feedback constructive; if you don't like something, please explain why.
Related threads: Tiericide in Dust514 (parent thread) Skill Point Bonus Changes Introduction of Tech I, Tech II, and Pirate Faction Dropsuits
Factional Synergy One of the things that makes New Eden interesting is the factional situation. The Amarr and the Caldari are allies in a great war against the Gallente and Minmatar. The philosophies of war for each faction in each alliance complement each other, and because of this each alliance has a way to do similar tactics and strategies just in different ways. (Amarr and Gallente are both armor based, but they focus in different ways - buffer versus repair, for example). This mentality is evident in Dust, but needs to be more prevalent.
Additions and Changes We all know there is a glaring omission to our module system which puts the Caldari Sentinel (and to a lesser degree the Minmatar Sentinel) at a disadvantage on the battlefield: the lack of medical logistical support.
The same is also true for light and heavy anti-vehicle and anti-infantry weaponry: there is no racial parity currently in the game.
A proper tiericide will need these modules and weapons to be introduced to be truly effective. I would propose the introduction of the a new module, changes to the repair tool, remote explosives, and proximity mines, and the introduction of racial heavy weapons (names subject to change).
1. Shield Injector: This is a remote tool designed to jumpstart shields that has both heat build up and consequently cool down requirements. I would propose that this tool doesn't actually transfer shields - instead it neutralizes the GÇ£shield recharge delayGÇ¥ and the GÇ£depleted shield recharge delayGÇ¥ of dropsuits so long as it is turned on; when turned off the target suit would immediately suffer the normal full "depleted shield charge delay" as a result. For really effective use, a high shield recharge rate is needed for the target suit. Additionally, skills of the Logi player could temporarily increase the recharge rate of the target suit based on skill level (see ntroduction of Tech I, Tech II, and Pirate Faction Dropsuits thread for more details)
2. Changes to Armor Repair Tool: the introduction of heat build up and cool down to this tool would bring it in line with the shield injector to balance the equation which also allows for new bonuses to be added, allowing for even more variation. (see Introduction of Tech I, Tech II, and Pirate Faction Dropsuits thread for more details)
3. Changes to Remote Explosive and Proximity Mines: increase the arming timer (see Introduction of Tech I, Tech II, and Pirate Faction Dropsuits for a way to mitigate this for players who want to specialize in this type of gameplay)
3. Pulse Laser (Amarr Heavy Weapon): heavy laser AV weapon that works similarly to the laser rifle that does not impact infantry. (Lore reason GÇô the pulses are diffused enough that small objects are unaffected, and Dropsuits contain necessary shielding to protect from "ambient" radiation). There would be heat build up and sustained fire increases damage. The heat build up should happen very quickly however to avoid making the weapon over powered.
3. Beam Laser (Amarr Heavy Weapon): cousin to the pulse laser, the Beam laser focuses the laser tighter to better effect infantry. Due to this tighter beam, however, the power source of the weapon cannot project it nearly as far, and requires more power causing the batteries to be reloaded much more frequently (ammo). This is designed to clear tightly packed enemies in a small space (e.g. hallways). Causes negligible damage to vehicles/installations
4. Rail Lance (Caldari Heavy Weapon): heavy AV weapon put forth by the Caldari and designed to pierce the armor of the vehicles. This would be a 2 or maybe 3 clip weapon with no charge up. Damage would be less than the forge gun, but the lack of charge up would mean rate of fire is higher to offset this fact. Think portable rail cannon.
5. Blaster Gun (Caldari Heavy Weapon): big brother to the shotgun, the Blaster Gun has a very short range and slow rate of fire. To make up for this, the developers of this weapon greatly increased the dispersion area, causing a cone like effect. While slightly less powerful per pellet compared to the shotgun, the sheer number of targets that can be hit inside the area of effect more than compensates. Low clip total available.
6. Mini Drone Launcher (Gallente Heavy Weapon): One of the hallmarks of the Gallente is the use of drone technology. Developers have managed to reduce the size of the typical drone so that this launcher can effectively deploy multiple drones to a single area causing damage over time. Eventually, however, the heat build up cause them to self destruct. This is a single shot magazine weapon, that causes area of effect damage over a short duration.
7. Homing Missile Launcher (Minmatar Heavy Weapon): big brother to the swarm launcher but lacking the turning ability. Capable of making only VERY slight course correction, and burns through armor with ease. One missile per shot instead of four like the swarms, and 1 missile clip. Causes high fire damage, and so is more effective against armor than against shields
I am the Forgotten Warhorse, a Lord of Lightning
Havok is my Destiny
I am Incorruptible
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Supacharjed
Storm Wind Strikeforce Caldari State
187
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Posted - 2015.01.24 21:35:00 -
[2] - Quote
The Rail lance is a Forge Gun. GG. /thread
Commando CK.0 Proto Combat Rifle
Commando MK.0 Proto Rail Rifle
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Forlorn Destrier
Incorruptibles
3212
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Posted - 2015.01.24 21:41:00 -
[3] - Quote
Supacharjed wrote:The Rail lance is a Forge Gun. GG. /thread
Good catch - I don't use that and forgot to check the details on that - we need a shield weapon though so feel free to pick some other name or mechanics. What would you like to see?
I am the Forgotten Warhorse, a Lord of Lightning
Havok is my Destiny
I am Incorruptible
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Zindorak
Nyain Chan
1667
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Posted - 2015.01.25 02:27:00 -
[4] - Quote
i like these idea except for the Rep tool cool down and heat build up
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Forlorn Destrier
Incorruptibles
3213
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Posted - 2015.01.25 02:34:00 -
[5] - Quote
Zindorak wrote:i like these idea except for the Rep tool cool down and heat build up
I put those in because of the shield injector and wanted parity - can you suggest a way to handle the shield injector better - both tools should be roughly equal and I just felt the shield injector might be OP.
Also, I wanted to be able to create two T2 variants - I thought that skills reducing these would give a nice way to give unique bonuses. If these were removed from the proposal, we'd need a way to give more unique bonuses. Take a look at the Dropsuit thread and you'll see what I'm referring to.
I am the Forgotten Warhorse, a Lord of Lightning
Havok is my Destiny
I am Incorruptible
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tritan abbattere
DBAG CORE
16
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Posted - 2015.01.31 20:57:00 -
[6] - Quote
I think instead of the shield injector should take 25 percent of the suits recharge rate + regular rep. example would be a Caldari heavy with a 50 reps per second built in and a basic shield injector(50 reps per second) would come to a total of 62.5 reps per second. I think shields should have more reps per second because they have less buffer. armor will be fine because they have more buffer in there suits. I think shields should focus on there ability to be rep tanked more then armor anyhow.
if you made it like that armor and shields would be equal IMO without the need of heat build up.
all those numbers above are mock numbers may or may not be balanced.
I am the all mighty Tritan. Fear me for I am a MassHole
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Forlorn Destrier
Incorruptibles
3226
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Posted - 2015.02.01 02:41:00 -
[7] - Quote
tritan abbattere wrote:I think instead of the shield injector should take 25 percent of the suits recharge rate + regular rep. example would be a Caldari heavy with a 50 reps per second built in and a basic shield injector(50 reps per second) would come to a total of 62.5 reps per second. I think shields should have more reps per second because they have less buffer. armor will be fine because they have more buffer in there suits. I think shields should focus on there ability to be rep tanked more then armor anyhow. Forlorn Destrier wrote:Zindorak wrote:i like these idea except for the Rep tool cool down and heat build up I put those in because of the shield injector and wanted parity - can you suggest a way to handle the shield injector better - both tools should be roughly equal and I just felt the shield injector might be OP. Also, I wanted to be able to create two T2 variants suits with unique bonuses - I thought that skills reducing these would give a nice way to give these unique bonuses. If these were removed from the proposal, we'd need a way to give more unique bonuses. Take a look at the Dropsuit thread and you'll see what I'm referring to. and sense you want unique bonus to rep tool in the lore its sending over nanites to rep you. so we could make it so the reps have a build up time rather then being instant and also could make it so the reps slowly come off the target. so your reps could potentially stay on the target after 3 seconds of the reps being taken off. as the affect wears off the reps would slowly go down. This could also make variants that have slower build up but higher reps in the end or the complete opposite. shields could get a bonus percent to the targeted suits passive rep and and direct bonus to reps from shield injector as well. if you made it like that armor and shields would be equal IMO without the need of heat build up. all those numbers above are mock numbers may or may not be balanced.
Certainty makes it more viable than my suggestion. I like it.
I am the Forgotten Warhorse, a Lord of Lightning
Havok is my Destiny
I am Incorruptible
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killian178
Random Gunz RISE of LEGION
103
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Posted - 2015.02.01 15:35:00 -
[8] - Quote
Bump
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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tritan abbattere
DBAG CORE
17
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Posted - 2015.02.05 03:12:00 -
[9] - Quote
This thread dead? really kinda liked the ideas behind it.
I am the all mighty Tritan. Fear me for I am a MassHole
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Ripley Riley
Incorruptibles
7564
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Posted - 2015.02.05 14:29:00 -
[10] - Quote
Forlorn Destrier wrote:1. Shield Injector: This is a remote tool designed to jumpstart shields that has both heat build up and consequently cool down requirements. I would propose that this tool doesn't actually transfer shields - instead it neutralizes the GÇ£shield recharge delayGÇ¥ and the GÇ£depleted shield recharge delayGÇ¥ of dropsuits so long as it is turned on; when turned off the target suit would immediately suffer the normal full "depleted shield charge delay" as a result. For really effective use, a high shield recharge rate is needed for the target suit. Additionally, skills of the Logi player could temporarily increase the recharge rate of the target suit based on skill level (see ntroduction of Tech I, Tech II, and Pirate Faction Dropsuits thread for more details)
2. Changes to Armor Repair Tool: the introduction of heat build up and cool down to this tool would bring it in line with the shield injector to balance the equation which also allows for new bonuses to be added, allowing for even more variation. (see Introduction of Tech I, Tech II, and Pirate Faction Dropsuits thread for more details) +1 for the post overall, but these two points are needed, tiericide or not. I don't care of the heat build-up is incredibly slow, there needs to be more tactics involved in being a rep tool logi than "follow the fat guy while holding R1"
"You don't want McSyphilis. Don't nobody want McSyphilis." - One Eyed King
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tritan abbattere
DBAG CORE
17
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Posted - 2015.02.05 16:39:00 -
[11] - Quote
Ripley Riley wrote:Forlorn Destrier wrote:1. Shield Injector: This is a remote tool designed to jumpstart shields that has both heat build up and consequently cool down requirements. I would propose that this tool doesn't actually transfer shields - instead it neutralizes the GÇ£shield recharge delayGÇ¥ and the GÇ£depleted shield recharge delayGÇ¥ of dropsuits so long as it is turned on; when turned off the target suit would immediately suffer the normal full "depleted shield charge delay" as a result. For really effective use, a high shield recharge rate is needed for the target suit. Additionally, skills of the Logi player could temporarily increase the recharge rate of the target suit based on skill level (see ntroduction of Tech I, Tech II, and Pirate Faction Dropsuits thread for more details)
2. Changes to Armor Repair Tool: the introduction of heat build up and cool down to this tool would bring it in line with the shield injector to balance the equation which also allows for new bonuses to be added, allowing for even more variation. (see Introduction of Tech I, Tech II, and Pirate Faction Dropsuits thread for more details) +1 for the post overall, but these two points are needed, tiericide or not. I don't care of the heat build-up is incredibly slow, there needs to be more tactics involved in being a rep tool logi than "follow the fat guy while holding R1"
I agree but heat build up is somthing I do not want as a logi. instead of nerfing add a counter maybe? In eve there energy neuts and ECM to stop logi. so maybe we should add a ewar suit that can jam lockable weapons and neutralize the energy supply from equipment temporally. that in a sense could stop the Heavy Logi combo from just being Hold r1 and follow. The logi needs to stop repping and take care of the ewar suit as soon as possible to keep the heavy alive. This would add a new role and make both roles more interesting.
I am the all mighty Tritan. Fear me for I am a MassHole
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