Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Godin Thekiller
The Corporate Raiders
2760
|
Posted - 2015.01.31 03:42:00 -
[1] - Quote
While brainstroming, I came up with this:
- SUMMARY: Each DS would get a ship bonus and a passenger bonus
- FRDS (Force Recon DS), made to do discreet dropoffs; it's the Black Ops Heli of New Eden.
Ship Styling- High Speed and moderate HP, but no small turrets (will explain why soon)
Ship Bonus- Create a Cov Ops cloak (zero visibility looking at it, as in no shimmer, and it has a long active time, not sure on cooldown), allow FRDS's to use it ( (other vehicles should be able to use it, but not all).
Passenger Bonus- Cloaks people jumping out for a certain amount of time (when cloaks shut down due to timer or combat, a debuff is placed on the suit to prevent abuse) for 15-30 seconds, maybe a additional dampening buff for a shorter time.
- LDS (Logistics DS), made to be a fast troop replacement platform.
Ship styling- slower than usual, but more tanky, similar to that of a lwer tier HAV or a MAV
Ship Bonus- possible innate resistance and other defensive measures, more seats (normal DS's has 4, maybe 6 to 8?), and a active mCRU, that although isn't active all the time, has a VERY short respawn when on.
Passenger Bonus- Gets a possible HP, rep, or resistance when jumps out of LDS (debuff as well like the FRDS's), and protection when falling (maybe a high resistance while falling?).
- ADS (Assault DS), a more combat oriented DS designed to dropoff a smaller team quickly, and to provide temporary support for said team.
Ship Styling- Fast and weakly armored, but having a extra turret given to the pilot
Ship Bonus- Able to have a small turret for the pilot, and gets some sort of speed or turret bonus (I'd stray waay from damage bonuses, unless small turrets are made to engage infantry, and smaller vehicles, and not very effective towards heavier vehicles).
Passenger Bonus- Allows for a very fast time to hitting the ground compared to other DS drops, and a damage bonus for a short time (again, debuff).
NOTE: Any numbers are conceptual, It's just something I thought of as a timefrome of what I thought would be at the lowest and highest reasonable, same for bonuses.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
The Corporate Raiders
2815
|
Posted - 2015.02.05 21:36:00 -
[2] - Quote
bump
click me
Blup Blub Bloop. Translation: Die -_-
|
Kallas Hallytyr
Skullbreakers
1304
|
Posted - 2015.02.05 21:55:00 -
[3] - Quote
Godin Thekiller wrote:SUMMARY: Each DS would get a ship bonus and a passenger bonus
Interesting notion.
Godin Thekiller wrote:FRDS (Force Recon DS), made to do discreet dropoffs; it's the Black Ops Heli of New Eden. Ship Styling- High Speed and moderate HP, but no small turrets (will explain why soon) Ship Bonus- Create a Cov Ops cloak (zero visibility looking at it, as in no shimmer, and it has a long active time, not sure on cooldown), allow FRDS's to use it ( (other vehicles should be able to use it, but not all). Passenger Bonus- Cloaks people jumping out for a certain amount of time (when cloaks shut down due to timer or combat, a debuff is placed on the suit to prevent abuse) for 15-30 seconds, maybe a additional dampening buff for a shorter time.
Cloaked insertion/extraction sounds pretty awesome. Definitely no small turrets, or they would at least have to forcibly remove the cloak effect when any were fired.
Would it be four seats, six seats, or some other amount?
Godin Thekiller wrote:LDS (Logistics DS), made to be a fast troop replacement platform. Ship styling- slower than usual, but more tanky, similar to that of a lwer tier HAV or a MAV Ship Bonus- possible innate resistance and other defensive measures, more seats (normal DS's has 4, maybe 6 to 8?), and a active mCRU, that although isn't active all the time, has a VERY short respawn when on. Passenger Bonus- Gets a possible HP, rep, or resistance when jumps out of LDS (debuff as well like the FRDS's), and protection when falling (maybe a high resistance while falling?).
I'd say that Logistics DSs would have some focus on vehicle logistics modules: remote repairs/boosters, perhaps remote hardeners? The passenger bonus is interesting, though what if it was some fitting bonus (like Logi dropsuit equipment bonuses) for vehicle logistics modules and specific bonuses for them?
So a remote infantry fortifier: AoE bubble granting dropsuits within X metres a bonus to all/some/specific damage types. Or a remote vehicle repairer, giving X armour per second to vehicles within X metres.
Still, the presented idea is perfectly reasonable and serviceable.
Godin Thekiller wrote:ADS (Assault DS), a more combat oriented DS designed to dropoff a smaller team quickly, and to provide temporary support for said team. Ship Styling- Fast and weakly armored, but having a extra turret given to the pilot Ship Bonus- Able to have a small turret for the pilot, and gets some sort of speed or turret bonus (I'd stray waay from damage bonuses, unless small turrets are made to engage infantry, and smaller vehicles, and not very effective towards heavier vehicles). Passenger Bonus- Allows for a very fast time to hitting the ground compared to other DS drops, and a damage bonus for a short time (again, debuff).
Apart from the passenger bonus, this is exactly what the ADS currently is.
The only real issue with these is that they only slightly incentivise transportation for the ground pounding merc. The biggest reason for dropships being lacklustre in the transportation role is that they are almost wholly unnecessary. This would help quite a bit, but overall we need revamped communication and perhaps some WP reward for the merc transported (to make them want pilots to pick up/drop them off) as well as improved transportation incentives for the pilot (WP for picking up recently injured mercs, or successfully hacked objectives after deploying them, etc.)
Anyway, that's off topic: the principles and general ideas of your proposal are both reasonable and good.
Alt of Halla Murr. Sentinel.
|
Godin Thekiller
The Corporate Raiders
2815
|
Posted - 2015.02.05 22:24:00 -
[4] - Quote
Kallas Hallytyr wrote:Godin Thekiller wrote:SUMMARY: Each DS would get a ship bonus and a passenger bonus Interesting notion. Godin Thekiller wrote:FRDS (Force Recon DS), made to do discreet dropoffs; it's the Black Ops Heli of New Eden. Ship Styling- High Speed and moderate HP, but no small turrets (will explain why soon) Ship Bonus- Create a Cov Ops cloak (zero visibility looking at it, as in no shimmer, and it has a long active time, not sure on cooldown), allow FRDS's to use it ( (other vehicles should be able to use it, but not all). Passenger Bonus- Cloaks people jumping out for a certain amount of time (when cloaks shut down due to timer or combat, a debuff is placed on the suit to prevent abuse) for 15-30 seconds, maybe a additional dampening buff for a shorter time. Cloaked insertion/extraction sounds pretty awesome. Definitely no small turrets, or they would at least have to forcibly remove the cloak effect when any were fired. Would it be four seats, six seats, or some other amount? Godin Thekiller wrote:LDS (Logistics DS), made to be a fast troop replacement platform. Ship styling- slower than usual, but more tanky, similar to that of a lwer tier HAV or a MAV Ship Bonus- possible innate resistance and other defensive measures, more seats (normal DS's has 4, maybe 6 to 8?), and a active mCRU, that although isn't active all the time, has a VERY short respawn when on. Passenger Bonus- Gets a possible HP, rep, or resistance when jumps out of LDS (debuff as well like the FRDS's), and protection when falling (maybe a high resistance while falling?). I'd say that Logistics DSs would have some focus on vehicle logistics modules: remote repairs/boosters, perhaps remote hardeners? The passenger bonus is interesting, though what if it was some fitting bonus (like Logi dropsuit equipment bonuses) for vehicle logistics modules and specific bonuses for them? So a remote infantry fortifier: AoE bubble granting dropsuits within X metres a bonus to all/some/specific damage types. Or a remote vehicle repairer, giving X armour per second to vehicles within X metres. Still, the presented idea is perfectly reasonable and serviceable. Godin Thekiller wrote:ADS (Assault DS), a more combat oriented DS designed to dropoff a smaller team quickly, and to provide temporary support for said team. Ship Styling- Fast and weakly armored, but having a extra turret given to the pilot Ship Bonus- Able to have a small turret for the pilot, and gets some sort of speed or turret bonus (I'd stray waay from damage bonuses, unless small turrets are made to engage infantry, and smaller vehicles, and not very effective towards heavier vehicles). Passenger Bonus- Allows for a very fast time to hitting the ground compared to other DS drops, and a damage bonus for a short time (again, debuff). Apart from the passenger bonus, this is exactly what the ADS currently is. The only real issue with these is that they only slightly incentivise transportation for the ground pounding merc. The biggest reason for dropships being lacklustre in the transportation role is that they are almost wholly unnecessary. This would help quite a bit, but overall we need revamped communication and perhaps some WP reward for the merc transported (to make them want pilots to pick up/drop them off) as well as improved transportation incentives for the pilot (WP for picking up recently injured mercs, or successfully hacked objectives after deploying them, etc.) Anyway, that's off topic: the principles and general ideas of your proposal are both reasonable and good.
For FRDS, 4, seeing as the turrets are removed. I'm not sure how extraction would work however, seeing as they would have to be cloaked for it to be a true one (disappearing people wouldn't make sense).
For LDS's, It would have a focus on spawning in people and dropping them off (getting the ability to use the crux of such, the acive mCRU, which is in the post). LDS's shouldn't get rep bonuses, as LLV's exist, and if both focus on them, LDS's still won't be used, as a repping DS is a ******* terrible notion, and it always has been. Also, it fits with the role of being the best troop transport in the game.
For ADS's, most people don't use them as transport, rather gunships (which is why I have problems with them), and there would be changes made to where ADS's couldn't easily kill HAV's similar to that of AV, more so of weaken it or distract it for a short period of time (short because otherwise it'll start shooting back, probably).
Yes, that's because maps are too small to warrant DS as a role in general. Also, I would agree that Pilots needs to be rewarded better. Completion of drops (possibly bonus points for a quick reaction time to pickups and drops?) from my pickup command, better point scaling for dropped off players (and even gunners, pilots should get rewarded more imo for those). Recently injured enemies, and things like that could be multipliers to add onto the points gained through drops too.
And this isn't really off topic....
click me
Blup Blub Bloop. Translation: Die -_-
|
Kallas Hallytyr
Skullbreakers
1304
|
Posted - 2015.02.05 22:43:00 -
[5] - Quote
Godin Thekiller wrote:For FRDS, 4, seeing as the turrets are removed. I'm not sure how extraction would work however, seeing as they would have to be cloaked for it to be a true one (disappearing people wouldn't make sense).
Seems reasonable. For the disappearing thing, you could have the effect be something like a cross between the cloak shimmer and the hardener effect: any interaction with the vehicle (shooting it, enter/exiting it, etc) could have a sort of cloak pulse along the vehicle as it readjusts its cloak or something.
Godin Thekiller wrote:For LDS's, It would have a focus on spawning in people and dropping them off (getting the ability to use the crux of such, the acive mCRU, which is in the post). LDS's shouldn't get rep bonuses, as LLV's exist, and if both focus on them, LDS's still won't be used, as a repping DS is a ******* terrible notion, and it always has been. Also, it fits with the role of being the best troop transport in the game.
Thing is, a DS should want to stick around to provide support bonuses (relatively resilient spawn point, for example) but I don't see why support modules are a bad idea. You could always separate LLAVs into primarily vehicle support and LDSs into infantry support, making the LDS the ultimate in infantry mobility and coordination, but also more vulnerable to fire (what with being slower and elevated.)
Anyway, as I said before, the base idea is solid. Support modules are a different conversation, not entirely about DSs, so I'll stop talking about them!
Godin Thekiller wrote:For ADS's, most people don't use them as transport, rather gunships (which is why I have problems with them), and there would be changes made to where ADS's couldn't easily kill HAV's similar to that of AV, more so of weaken it or distract it for a short period of time (short because otherwise it'll start shooting back, probably).
Yeah, they are generally not used for transportation, but, as I said before, the issues are not with the ADS, they're with the inability to coordinate and providing something that isn't needed and generally isn't wanted (aerial transportation) and are not unique to the ADS.
The reason ADSs are generally see more than a normal DS is because you can contribute without needing a full squad to support, leaning more heavily on the offensive capabilities since they are the only valuable aspect in the current state of the game. If transportation were valued more highly by infantry and the tools for communication for pick up/drop off were implemented, we'd see far less 'gunship ADSs' than now, which is why I disagree with your other thread so vehemently. Fix transportation so that people want and need it (like bigger maps) and can actually ask for it: I pretty much guarantee that gunship-only ADSs will be used far, far less. Anecdotally, I have 1, 2 and 3 turret ADSs and max skills in pretty much every ADS-related skill, but I only ever use them in squads of 5 or 6 and only when we specifically all about using ADS, otherwise there's no point in sacrificing my personal tanking capability and offensive firepower, which I can still provide to 1-2 squad mates while acting in the gunship role.
Essentially, I only use a 'gunship' ADS because the transport ADS isn't wanted by my team.
I'll refrain from further talk about the 'gunship' role in this thread. Again, the bonuses are reasonable and interesting.
Godin Thekiller wrote:Yes, that's because maps are too small to warrant DS as a role in general. Also, I would agree that Pilots needs to be rewarded better. Completion of drops (possibly bonus points for a quick reaction time to pickups and drops?) from my pickup command, better point scaling for dropped off players (and even gunners, pilots should get rewarded more imo for those). Recently injured enemies, and things like that could be multipliers to add onto the points gained through drops too.
Agree on pretty much everything.
Alt of Halla Murr. Sentinel.
|
Godin Thekiller
The Corporate Raiders
2817
|
Posted - 2015.02.05 23:06:00 -
[6] - Quote
Kallas Hallytyr wrote:Godin Thekiller wrote:For LDS's, It would have a focus on spawning in people and dropping them off (getting the ability to use the crux of such, the acive mCRU, which is in the post). LDS's shouldn't get rep bonuses, as LLV's exist, and if both focus on them, LDS's still won't be used, as a repping DS is a ******* terrible notion, and it always has been. Also, it fits with the role of being the best troop transport in the game. Thing is, a DS should want to stick around to provide support bonuses (relatively resilient spawn point, for example) but I don't see why support modules are a bad idea. You could always separate LLAVs into primarily vehicle support and LDSs into infantry support, making the LDS the ultimate in infantry mobility and coordination, but also more vulnerable to fire (what with being slower and elevated.) Anyway, as I said before, the base idea is solid. Support modules are a different conversation, not entirely about DSs, so I'll stop talking about them! Godin Thekiller wrote:For ADS's, most people don't use them as transport, rather gunships (which is why I have problems with them), and there would be changes made to where ADS's couldn't easily kill HAV's similar to that of AV, more so of weaken it or distract it for a short period of time (short because otherwise it'll start shooting back, probably). Yeah, they are generally not used for transportation, but, as I said before, the issues are not with the ADS, they're with the inability to coordinate and providing something that isn't needed and generally isn't wanted (aerial transportation) and are not unique to the ADS. The reason ADSs are generally see more than a normal DS is because you can contribute without needing a full squad to support, leaning more heavily on the offensive capabilities since they are the only valuable aspect in the current state of the game. If transportation were valued more highly by infantry and the tools for communication for pick up/drop off were implemented, we'd see far less 'gunship ADSs' than now, which is why I disagree with your other thread so vehemently. Fix transportation so that people want and need it (like bigger maps) and can actually ask for it: I pretty much guarantee that gunship-only ADSs will be used far, far less. Anecdotally, I have 1, 2 and 3 turret ADSs and max skills in pretty much every ADS-related skill, but I only ever use them in squads of 5 or 6 and only when we specifically all about using ADS, otherwise there's no point in sacrificing my personal tanking capability and offensive firepower, which I can still provide to 1-2 squad mates while acting in the gunship role. Essentially, I only use a 'gunship' ADS because the transport ADS isn't wanted by my team. I'll refrain from further talk about the 'gunship' role in this thread. Again, the bonuses are reasonable and interesting. Godin Thekiller wrote:Yes, that's because maps are too small to warrant DS as a role in general. Also, I would agree that Pilots needs to be rewarded better. Completion of drops (possibly bonus points for a quick reaction time to pickups and drops?) from my pickup command, better point scaling for dropped off players (and even gunners, pilots should get rewarded more imo for those). Recently injured enemies, and things like that could be multipliers to add onto the points gained through drops too. Agree on pretty much everything.
That's not why I said that wouldn't be a good thing. it as a repper would be difficult due to lock ranges, stability, and seeing as you're focusing on being still to rep, you're making yourself a very large target for any AV or vehcile to take you out, especially if the old style of flying or anything similar was applied to LDS's. However, if you're focusing on dropping people off (the DS's main objective as a hull), then popping the active repper, dumping a massive amount of troops in a short period of time, all of which jumping out and getting your bonuses for a reasonable amount of time (maybe there could be a special LDS command to do such, and similar things for FRDS's and ADS's), it'd have its own niche. I'd also thought about allowing it to have it restock any infantry's ammo that is inside as a secondary logi trait (I do think all Logi vehicles should get one, and seeing as there's currently three possible ones, LMV's should be added along with MAV's with it's primary being restocking and repping, and LLV's primary being repping and its secondary being transport, so possibly two passenger seats instead of one?).
As for ADS's, it seems that you wnat them to be useful in some sort of wa, and since it isn't supported in its intended role, you think it's fine for it to stay as a Gunship, until it's fixed. Obviously these things would come all at once. I would never advocate that we simply nerf and buff, I want them fixed, period.
Again, I want balance, nothing should be OP against other things, simply good at it's role, and depending on the skill, decent at other things.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
The Corporate Raiders
2875
|
Posted - 2015.02.12 21:43:00 -
[7] - Quote
bump.
click me
Blup Blub Bloop. Translation: Die -_-
|
Kallas Hallytyr
Skullbreakers
1402
|
Posted - 2015.03.16 21:38:00 -
[8] - Quote
Bumping for visibility. I do like the ideas for bonusing transported troops to make DSs more wanted by infantry players.
Alt of Halla Murr. Sentinel.
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
2979
|
Posted - 2015.03.16 21:56:00 -
[9] - Quote
Kallas Hallytyr wrote:Bumping for visibility. I do like the ideas for bonusing transported troops to make DSs more wanted by infantry players.
I see vehicles as supporting platforms to vastly multiply the infantry's power. None of the vehicles has such, and this helps that.
click me
Blup Blub Bloop. Translation: Die -_-
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17696
|
Posted - 2015.03.16 21:56:00 -
[10] - Quote
Cool.....totally invisible Sentinel Rain...... while DSer simply hovers at highest altitude cloaked and with heavy racial tank. Unable to be shot at barring the use of the ADS....that is if you can even find it.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
|
Kallas Hallytyr
Skullbreakers
1405
|
Posted - 2015.03.16 22:01:00 -
[11] - Quote
True Adamance wrote:Cool.....totally invisible Sentinel Rain...... while DSer simply hovers at highest altitude cloaked and with heavy racial tank. Unable to be shot at barring the use of the ADS....that is if you can even find it.
This is entirely possible without additional bonuses. If it's so incredibly powerful...why does no one use the tactic? Because it isn't that useful.
Bonuses would certainly help, but extreme altitude drops aren't especially accurate and the requirement of the inertial dampener plus little to no control over landing point (again, since extremely altitude drops are hard to gauge) takes a lot of the bite out of the tactic.
Even if someone used it, you'd be using up 5+ seconds just dropping, again diminishing the bonuses.
Godin Thekiller wrote:I see vehicles as supporting platforms to vastly multiply the infantry's power. None of the vehicles has such, and this helps that. You and I may disagree on some things, but this is a very good idea, in my opinion, so I'll support it as much as possible!
Alt of Halla Murr. Sentinel.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17697
|
Posted - 2015.03.16 22:07:00 -
[12] - Quote
Kallas Hallytyr wrote:True Adamance wrote:Cool.....totally invisible Sentinel Rain...... while DSer simply hovers at highest altitude cloaked and with heavy racial tank. Unable to be shot at barring the use of the ADS....that is if you can even find it. This is entirely possible without additional bonuses. If it's so incredibly powerful...why does no one use the tactic? Because it isn't that useful. Bonuses would certainly help, but extreme altitude drops aren't especially accurate and the requirement of the inertial dampener plus little to no control over landing point (again, since extremely altitude drops are hard to gauge) takes a lot of the bite out of the tactic. Even if someone used it, you'd be using up 5+ seconds just dropping, again diminishing the bonuses. Godin Thekiller wrote:I see vehicles as supporting platforms to vastly multiply the infantry's power. None of the vehicles has such, and this helps that. You and I may disagree on some things, but this is a very good idea, in my opinion, so I'll support it as much as possible!
It's not exactly hard to drop from flight ceiling into a position....only been doing it since Chromosome when I'm not in a tank.
I'm simply not convinced vehicle cloaks will ever be a good idea especially not 100% invisibility variants.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
Kallas Hallytyr
Skullbreakers
1405
|
Posted - 2015.03.16 22:14:00 -
[13] - Quote
True Adamance wrote:It's not exactly hard to drop from flight ceiling into a position....only been doing it since Chromosome when I'm not in a tank.
I'm simply not convinced vehicle cloaks will ever be a good idea especially not 100% invisibility variants. Maybe the cloak isn't appropriate, I don't see any particular reason why not especially if it entails similar restrictions to the infantry cloak field, would you care to offer alternative ideas? Maybe a biotics increase (sprint speed, stamina regen and/or max stamina) plus some other bonus like improved scanning or dampening while bonused?
Either way, there's room for a bonus that isn't OP, not that I agree with your initial assessment necessarily.
As for flight ceiling dropping, it simply isn't that useful. It can help, certainly, but it's a very inactive role that isn't especially rewarding nor useful, unless you're in communication with the whole team and they tell you where to fly...at which point why fly so high when you can go lower and perform high speed precision drops and gain the bonus for a longer duration (rather than wasting half of it falling)?
Alt of Halla Murr. Sentinel.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17704
|
Posted - 2015.03.17 01:21:00 -
[14] - Quote
Kallas Hallytyr wrote:True Adamance wrote:It's not exactly hard to drop from flight ceiling into a position....only been doing it since Chromosome when I'm not in a tank.
I'm simply not convinced vehicle cloaks will ever be a good idea especially not 100% invisibility variants. Maybe the cloak isn't appropriate, I don't see any particular reason why not especially if it entails similar restrictions to the infantry cloak field, would you care to offer alternative ideas? Maybe a biotics increase (sprint speed, stamina regen and/or max stamina) plus some other bonus like improved scanning or dampening while bonused? Either way, there's room for a bonus that isn't OP, not that I agree with your initial assessment necessarily. As for flight ceiling dropping, it simply isn't that useful. It can help, certainly, but it's a very inactive role that isn't especially rewarding nor useful, unless you're in communication with the whole team and they tell you where to fly...at which point why fly so high when you can go lower and perform high speed precision drops and gain the bonus for a longer duration (rather than wasting half of it falling)?
You know what I miss? Sling Shot Hot Drops.... I hate trying to drop out of a DS and instantly dying.
Will try and come up with some feed back on the subject.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
Kallas Hallytyr
Skullbreakers
1407
|
Posted - 2015.03.17 01:33:00 -
[15] - Quote
True Adamance wrote:You know what I miss? Sling Shot Hot Drops.... I hate trying to drop out of a DS and instantly dying.
Will try and come up with some feed back on the subject. I miss drop shipping in general, I pretty much only ever get in a Python with one side gunner nowadays, anything else is rarely worth the effort and I don't often get a squad that gives a damn, or is big enough to want transportation like that. When 3dge of D4rkness did PC many moons ago, I enjoyed the practice for hotdrops and racing to drop people.
Anyway...appreciate the feedback.
Alt of Halla Murr. Sentinel.
|
Juno Tristan
Obscure Reference
451
|
Posted - 2015.03.17 03:03:00 -
[16] - Quote
Godin, I appreciate the effort and the ideas are well thought out, but there is simply no need for DS transportation in the game as is (especially with the focus going forward on smaller maps).
If/when open world appears you should propose it again
ADS Ramming Revenge!
Plasma Cannon Rampage
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
2982
|
Posted - 2015.03.17 19:56:00 -
[17] - Quote
True Adamance wrote:Cool.....totally invisible Sentinel Rain...... while DSer simply hovers at highest altitude cloaked and with heavy racial tank. Unable to be shot at barring the use of the ADS....that is if you can even find it.
You can easily balance that with debuffs and timers, such as the timer of the person cloaked being lower for larger frames, it still dropping in the air, and the FRDS has no guns on them. Plus, as others said, high altitude dropping in inaccurate (why it never happens), so it's a non issue really.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
2982
|
Posted - 2015.03.17 20:02:00 -
[18] - Quote
Kallas Hallytyr wrote:True Adamance wrote:
[quote=Godin Thekiller]I see vehicles as supporting platforms to vastly multiply the infantry's power. None of the vehicles has such, and this helps that.
You and I may disagree on some things, but this is a very good idea, in my opinion, so I'll support it as much as possible!
I only wish for balance between all things. Blub.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
2982
|
Posted - 2015.03.17 20:05:00 -
[19] - Quote
Juno Tristan wrote:Godin, I appreciate the effort and the ideas are well thought out, but there is simply no need for DS transportation in the game as is (especially with the focus going forward on smaller maps).
If/when open world appears you should propose it again
Although that is true, it still can be done. A well done system already built and ready to ship or put in place and we move to a better system (ex. PS4), we'll be in a much better place imo.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
3027
|
Posted - 2015.04.05 05:37:00 -
[20] - Quote
I'd still like to be that badass guy in the cloaked up DS. Or blasting Flight of the Valkyries over team comms while shitting out infantry left and right :D
click me
Blup Blub Bloop. Translation: Die -_-
|
|
|
|
|
Pages: 1 :: [one page] |