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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
137
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Posted - 2015.02.25 22:00:00 -
[1] - Quote
We should have vehicle modifiers in the slots.
Shield modifiers in the highs, armor modifiers in the lows. Why else would anyone want to use higher than militia Yknow?
And! Damage Modifiers will have penalties relating to the slot (high or low / shield or armor).
Nothing big! Like maybe a complex damage control will be 7 to 10% reduction to damage received (slot based) at the cost of EHP or maneuverability etc. Damage (nothing over 5%, can only fit one), turret rotation, round velocity, torque, etc, regulators, etc. modifiers on a pilot suit only.
Fit suits accordingly annnd boom boom diverse vehicles
Entering the void and becoming wind.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
137
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Posted - 2015.02.25 22:15:00 -
[2] - Quote
There we go!
Now we vehicle pilots gotta work some numbers here.
to diversity!
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
139
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Posted - 2015.02.26 03:04:00 -
[3] - Quote
Just got outta class, didn't read any new page.
Think skills. When you just get into the skills apply.
Now link that w/ the suits: The "rigs" (watch the quotations!) are placed on suit. Just like the skills, they are applied in vehicle.
So, the "rigs" are on suit and are applied "actively" (unlike fit building which is "passive") the pilot suit you build will determine the PG/CPU.
Like an example I have is a damage modifier (damage control) I fit a basic shield damage control [ let's say 4% reduction to shield damage] i get a 3% reduction to shield extenders?
Or, i fit a basic reactive armor? I get 100+ ahp with 15 rep but 2% reduction torque?
*using small numbers just to show what I mean*
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
139
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Posted - 2015.02.26 03:23:00 -
[4] - Quote
Pokey Dravon wrote:Shamarskii Simon wrote:Just got outta class, didn't read any new page.
Think skills. When you just get into the skills apply.
Now link that w/ the suits: The "rigs" (watch the quotations!) are placed on suit. Just like the skills, they are applied in vehicle.
So, the "rigs" are on suit and are applied "actively" (unlike fit building which is "passive") the pilot suit you build will determine the PG/CPU.
Like an example I have is a damage modifier (damage control) I fit a basic shield damage control [ let's say 4% reduction to shield damage] i get a 3% reduction to shield extenders?
Or, i fit a basic reactive armor? I get 100+ ahp with 15 rep but 2% reduction torque?
*using small numbers just to show what I mean* Im not sure if I'm a huge fan of the tradeoffs you listed in your example, but I think we're on the same page in general.
Don't worry, i just had to throw something out there for you guys to get the general idea. And i "think we're on the same page" too.
I have no idea what to trade yet imho... Feels way too new for now to me ;D All i know a regulator will be the first thing I fit on all my pilot suits mmhm!
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
140
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Posted - 2015.02.26 03:59:00 -
[5] - Quote
Pokey Dravon wrote:Shamarskii Simon wrote:Pokey Dravon wrote:Shamarskii Simon wrote:Just got outta class, didn't read any new page.
Think skills. When you just get into the skills apply.
Now link that w/ the suits: The "rigs" (watch the quotations!) are placed on suit. Just like the skills, they are applied in vehicle.
So, the "rigs" are on suit and are applied "actively" (unlike fit building which is "passive") the pilot suit you build will determine the PG/CPU.
Like an example I have is a damage modifier (damage control) I fit a basic shield damage control [ let's say 4% reduction to shield damage] i get a 3% reduction to shield extenders?
Or, i fit a basic reactive armor? I get 100+ ahp with 15 rep but 2% reduction torque?
*using small numbers just to show what I mean* Im not sure if I'm a huge fan of the tradeoffs you listed in your example, but I think we're on the same page in general. Don't worry, i just had to throw something out there for you guys to get the general idea. And i "think we're on the same page" too. I have no idea what to trade yet imho... Feels way too new for now to me ;D All i know a regulator will be the first thing I fit on all my pilot suits mmhm! For sure, pushing that shield recharge delay as low as possible would be awesome. Gimme a little time, I'll do a data pull from EVE to get some inspiration on a bunch of the modules/rigs they have there that have upsides and downsides.
Alright!
[reserved]
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
144
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Posted - 2015.02.27 03:04:00 -
[6] - Quote
Spkr4theDead wrote:Shamarskii Simon wrote:We should have vehicle modifiers in the slots.
Shield modifiers in the highs, armor modifiers in the lows. Why else would anyone want to use higher than militia Yknow?
And! Damage Modifiers will have penalties relating to the slot (high or low / shield or armor).
Nothing big! Like maybe a complex damage control will be 7 to 10% reduction to damage received (slot based) at the cost of EHP or maneuverability etc. Damage (nothing over 5%, can only fit one), turret rotation, round velocity, torque, etc, regulators, etc. modifiers on a pilot suit only.
Fit suits accordingly annnd boom boom diverse vehicles No downside. There's no downside with regular infantry suits, why should their be a downside with a pilot suit?
Plates: movement penalty Extends: recharge delay Energizers: max hp.
Plus, it could make you think hard and well about What you fit.
Or we'll just have damage control/modifiers stacked all over the place and it'll become bland :/
Imagine... 5 complex shield damage control (only 2 damage types in the sense of vehicles so... Might as well keep it shield and armor) then a hardener on top of that? Shield recharge isn't breaking at all any time soon.
Well... If you want to be as basic as infantry suits? Or wouldn't you rather become a fitting master that manages to make the superior all round vehicle by balancing the pros and cons?
No need for HUGE penalties, but tiny ones...let us all Vote on it later
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.27 12:43:00 -
[7] - Quote
Spkr4theDead wrote:Shamarskii Simon wrote:Spkr4theDead wrote:Shamarskii Simon wrote:We should have vehicle modifiers in the slots.
Shield modifiers in the highs, armor modifiers in the lows. Why else would anyone want to use higher than militia Yknow?
And! Damage Modifiers will have penalties relating to the slot (high or low / shield or armor).
Nothing big! Like maybe a complex damage control will be 7 to 10% reduction to damage received (slot based) at the cost of EHP or maneuverability etc. Damage (nothing over 5%, can only fit one), turret rotation, round velocity, torque, etc, regulators, etc. modifiers on a pilot suit only.
Fit suits accordingly annnd boom boom diverse vehicles No downside. There's no downside with regular infantry suits, why should their be a downside with a pilot suit? Plates: movement penalty Extends: recharge delay Energizers: max hp. Plus, it could make you think hard and well about What you fit. Or we'll just have damage control/modifiers stacked all over the place and it'll become bland :/ Imagine... 5 complex shield damage control (only 2 damage types in the sense of vehicles so... Might as well keep it shield and armor) then a hardener on top of that? Shield recharge isn't breaking at all any time soon. Well... If you want to be as basic as infantry suits? Or wouldn't you rather become a fitting master that manages to make the superior all round vehicle by balancing the pros and cons? No need for HUGE penalties, but tiny ones...let us all Vote on it later. Idea: pilot suit; 10% reduction to vehicle link module fitting per level. Then racial bonuses get looked at later. Bonuses Those are modules added.
Ah, well let's look at the types Armor tank: Ama Shield tank: Cal Armor regen: Gal Speed: Min
Now in the sense of vehicles what can we do? Keep it small. Ama: 2% aHP per level Cal: 2% sHP per level Gal: 2% aHP/s per level Min: 2% to speed/accel per level.
But making it a 8x skill will be crazy for 2% But making it too strong will offset the pilot suit vs non pilot suit.
Entering the void and becoming wind.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.27 13:04:00 -
[8] - Quote
Pokey Dravon wrote:Shamarskii Simon wrote: Alright!
[reserved]
As promised, pulled some data on rigs and modules from EVE that have upsides and downsides that could be converted over to Dust terms. Really only for inspiration, but enough to help think of some ideas. If you're not familiar with how capacitor works in EVE, probably the rough translation into Dust terms would be: Cap Capacity = Active Module Duration Cap Recharge = Active Module Cooldown This is a GROSSLY simplified translation, but Dust in general is grossly simplified compared to EVE anyways. Also note that there are a few other Rigs/modules out there that don't really translate into Dust terms for vehicles (lock times, ECM, ect.) so I didn't include them. Rigs Armor Increased Resistance - Decreased Max Velocity Increased Armor Repair - Increase PG Cost Increased Armor HP - Decreased Max Velocity Shield Increased resistance - Increased Signature Decreased Cap Use - Increased Signature Increased Shield HP - Increased Signature Increased Shield Regen - Increased Signature Increased Shield Booster - Increased Signature Astronautics Increased Max Velocity - Decreased Armor HP Increased Cargo capacity - Decreased Armor HP Decreased Afterburner Cap Cost - Decreased Armor HP Increased Afterburner Duration - Decreased Armor HP Increased Ship Agility - Decreased Armor HP Increased Velocity and Agility - Decreased Armor HP Engineering Increased Powergrid - No Downside Decreased Powergrid Use - No Downside Increase Cap Recharge Rate - No Downside Increased CPU - No Downside Decreased CPU Usage - No Downside Increased Capacitor - No Downside Turrets Decrease CPU Cost - Increased PG Cost Increased Falloff Range - Increased PG Cost Increased Fire Rate - Increased PG Cost Increased Damage - Increased PG Cost Decreased Cap Usage - Increased PG Cost Increased Optimal Range - Increase PG Cost Increased Tracking Speed - Increased PG Cost Missiles Increased Fire Rate - Increased CPU Cost Increased Velocity - Increased CPU Cost Increased Flight Time - Increase CPU Cost Increased Damage - Increased CPU Cost Decreased Explosion Radius (This is actually a good thing in EVE ^_^) - Increased CPU cost Modules Increase Cap Recharge Rate - Increased Cap Capacity Increased Cap Recharge Rate- Increased Shield Boosting Increased Armor HP - Decreased Agility and Speed Increased Cargo capacity - Decreased Speed Increased Agility - Decreased Armor HP Increased Speed - Decreased Cargo Capacity Increased Shield Recharge - Decreased Shield HP Increased Shield HP - Increased Signature
Translating to dust will be hard..
All we got here is: sHP, sHP/s, sHP/s delay, aHP, aHP/s, turret rotation, turret reload, projectile speed, damage mods, damage control x2 (shield vs armor), torque, speed, module up time, module down time.
[I'll have some ideas by lunchtime today] A vehicle cap would be great nevertheless.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.27 13:45:00 -
[9] - Quote
Takahiro Kashuken wrote:Shamarskii Simon wrote:Pokey Dravon wrote:Shamarskii Simon wrote: Alright!
[reserved]
As promised, pulled some data on rigs and modules from EVE that have upsides and downsides that could be converted over to Dust terms. Really only for inspiration, but enough to help think of some ideas. If you're not familiar with how capacitor works in EVE, probably the rough translation into Dust terms would be: Cap Capacity = Active Module Duration Cap Recharge = Active Module Cooldown This is a GROSSLY simplified translation, but Dust in general is grossly simplified compared to EVE anyways. Also note that there are a few other Rigs/modules out there that don't really translate into Dust terms for vehicles (lock times, ECM, ect.) so I didn't include them. Rigs Armor Increased Resistance - Decreased Max Velocity Increased Armor Repair - Increase PG Cost Increased Armor HP - Decreased Max Velocity Shield Increased resistance - Increased Signature Decreased Cap Use - Increased Signature Increased Shield HP - Increased Signature Increased Shield Regen - Increased Signature Increased Shield Booster - Increased Signature Astronautics Increased Max Velocity - Decreased Armor HP Increased Cargo capacity - Decreased Armor HP Decreased Afterburner Cap Cost - Decreased Armor HP Increased Afterburner Duration - Decreased Armor HP Increased Ship Agility - Decreased Armor HP Increased Velocity and Agility - Decreased Armor HP Engineering Increased Powergrid - No Downside Decreased Powergrid Use - No Downside Increase Cap Recharge Rate - No Downside Increased CPU - No Downside Decreased CPU Usage - No Downside Increased Capacitor - No Downside Turrets Decrease CPU Cost - Increased PG Cost Increased Falloff Range - Increased PG Cost Increased Fire Rate - Increased PG Cost Increased Damage - Increased PG Cost Decreased Cap Usage - Increased PG Cost Increased Optimal Range - Increase PG Cost Increased Tracking Speed - Increased PG Cost Missiles Increased Fire Rate - Increased CPU Cost Increased Velocity - Increased CPU Cost Increased Flight Time - Increase CPU Cost Increased Damage - Increased CPU Cost Decreased Explosion Radius (This is actually a good thing in EVE ^_^) - Increased CPU cost Modules Increase Cap Recharge Rate - Increased Cap Capacity Increased Cap Recharge Rate- Increased Shield Boosting Increased Armor HP - Decreased Agility and Speed Increased Cargo capacity - Decreased Speed Increased Agility - Decreased Armor HP Increased Speed - Decreased Cargo Capacity Increased Shield Recharge - Decreased Shield HP Increased Shield HP - Increased Signature Translating to dust will be hard.. All we got here is: sHP, sHP/s, sHP/s delay, aHP, aHP/s, turret rotation, turret reload, projectile speed, damage mods, damage control x2 (shield vs armor), torque, speed, module up time, module down time. [I'll have some ideas by lunchtime today] A vehicle cap would be great nevertheless. Translating to DUST is quite easy with rigs. All you have to do for vehicles is add in rig slots, so 1 for a LAV, 2 for DS and 3 for a HAV. The problem is capacitors and if they are not going to be added with the vehicle shake up then they will never be added for PS3 at least, maybe if Legion ever gets greenlit but even then that is a long shot.
That involves the vehicle itself, not the suit. What we were saying is the "rig" is suit based, suit fit, applied "actively" like skills.
Saying "rigs" are suit based but fit on vehicles defeats the purpose of the suit.
Signature, cap, pg/cpu fitting etc. will be hard/impossible to fit in dust with the suit + vehicle.
Other things will need work arounds, different pros/cons and more. That makes it difficult to translate into dust.
Entering the void and becoming wind.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.27 14:22:00 -
[10] - Quote
Takahiro Kashuken wrote:Shamarskii Simon wrote:Takahiro Kashuken wrote:
Translating to DUST is quite easy with rigs.
All you have to do for vehicles is add in rig slots, so 1 for a LAV, 2 for DS and 3 for a HAV.
The problem is capacitors and if they are not going to be added with the vehicle shake up then they will never be added for PS3 at least, maybe if Legion ever gets greenlit but even then that is a long shot.
That involves the vehicle itself, not the suit. What we were saying is the "rig" is suit based, suit fit, applied "actively" like skills. Saying "rigs" are suit based but fit on vehicles defeats the purpose of the suit. Signature, cap, pg/cpu fitting etc. will be hard/impossible to fit in dust with the suit + vehicle. Other things will need work arounds, different pros/cons and more. That makes it difficult to translate into dust. Rigs are pure passive, so if its on the suit or the vehicle the stats applied are the same. The one problem pilots have is that the suit can be fitted up and the vehicle can be fitted up but they will be fitted up seperately and because the pilot suit works in tandem with the vehicle then on a fitting screen we would need a way to apply the fitted pilot suit with the fitted vehicle to get a full overview of the stats. A possible way is to split up rigs between the pilot suit and the vehicle, so the vehicle gets the HP mods and the suit has the EWAR mods for an example but still the problem is seeing the pilot suit and the vehicle stats together without the need for getting out the calculator.
By "rig" I mean vehicle link modules (i think that should be the name) i'm saying "rig" to relate it to something familiar.
By "actively" applying think skills. "passivily" applying think fitting.
Skills don't matter for the vehicle, you hop in and see the turret ammo go up according to your level. Make that "active" application.
Think like that but apply to all modules and whatnot
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.27 14:46:00 -
[11] - Quote
No no i know what rigs. That's why I used quotations around rig Lol sorry for the confusion.
They are fit suit side, applied vehicle side. PG/CPU is regulated suit side. It'll be invalid suit side, it cannot be deployed soo, it can't be applied vehicle side.
They are applied like how skills are applied, ammo is an example of skills being applied.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.27 15:40:00 -
[12] - Quote
Takahiro Kashuken wrote:Shamarskii Simon wrote:No no i know what rigs are. That's why I used quotations around rig Lol sorry for the confusion.
They are fit suit side, applied vehicle side. PG/CPU is regulated suit side. It'll be invalid suit side, it cannot be deployed soo, it can't be applied vehicle side.
They are applied like how skills are applied, ammo is an example of skills being applied. If i put PG/CPU mods on my pilot suit that is a valid fit i can deploy it but if it is for a vehicle which is invalid due to lack of CPU/PG then i cannot deploy it thus it is useless to me.
Those wouldnt exist for vehicles. You could fit suit pg/cpu on your suit, not vehicle CPU/PG.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.27 22:34:00 -
[13] - Quote
Takahiro Kashuken wrote:Pokey Dravon wrote:
I think what Simon is getting at is that you could have rigs on the vehicle which affect performance at the cost/gain or PG or CPU.
Additionally pilot suits could be fit with link modules that also offer a large benefit with a small downside, but specifically avoiding PG/CPU changes as not to make vehicle fits invalid without the pilot suit.
Rigs in EVE generally change the CPU/PG of turrets at least and maybe a couple of other things so on a vehicle it wouldn't change much just like a rig on a ship. The pilot suit itself may have link modules but if it contained link modules that alter the amount of CPU/PG (CPU/PG extenders) on a vehicle and i wanted to use that extra PG/CPU on the vehicle (upgrade a module or add another modules) how can i effectively use it if the vehicle fit is invalid and cannot be called in? The only answer i can think is that with the correct pilot suit on you can call in invalid fits because the game recognizes that you are wearing a pilot suit that will make the vehicle fit valid or you spawn in the vehicle with the pilot suit on.
Nothing alters vehicle CPU/PG. That makes it too complicated firstly (ensuring valid fits, balancing etc), secondly everyone will just PG/CPU there suits. Why should I fit a regulator when I can just CPU/PG my way to a comp heavy booster?
The idea I have is universal, doesn't modify vehicle fitting, doesn't offset pilot suit vs non pilot suit greatly, and can be balanced suit side
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.28 02:39:00 -
[14] - Quote
Pokey Dravon wrote:Shamarskii Simon wrote:Takahiro Kashuken wrote:Pokey Dravon wrote:
I think what Simon is getting at is that you could have rigs on the vehicle which affect performance at the cost/gain or PG or CPU.
Additionally pilot suits could be fit with link modules that also offer a large benefit with a small downside, but specifically avoiding PG/CPU changes as not to make vehicle fits invalid without the pilot suit.
Rigs in EVE generally change the CPU/PG of turrets at least and maybe a couple of other things so on a vehicle it wouldn't change much just like a rig on a ship. The pilot suit itself may have link modules but if it contained link modules that alter the amount of CPU/PG (CPU/PG extenders) on a vehicle and i wanted to use that extra PG/CPU on the vehicle (upgrade a module or add another modules) how can i effectively use it if the vehicle fit is invalid and cannot be called in? The only answer i can think is that with the correct pilot suit on you can call in invalid fits because the game recognizes that you are wearing a pilot suit that will make the vehicle fit valid or you spawn in the vehicle with the pilot suit on. Nothing alters vehicle CPU/PG. That makes it too complicated firstly (ensuring valid fits, balancing etc), secondly everyone will just PG/CPU there suits. Why should I fit a regulator when I can just CPU/PG my way to a comp heavy booster? The idea I have is universal, doesn't modify vehicle fitting, doesn't offset pilot suit vs non pilot suit greatly, and can be balanced suit side Like I said I would avoid having anything on the pilot suit that alters the PG/CPU cost/capacity of anything on the vehicle. If you want to have a rig on the vehicle itself which does that....sure, but the link modules would be something else entirely. Bear in mind I just yanked rig bonuses from EVE for inspiration, obviously if you have link modules with upsides/downsides (much like Armor Plates, Shield Energizers, ect have) that went on the pilot suit but didn't affect the PG/CPU at all...I think that would work out nicely. You could also have link modules that offer a lesser benefit with no downside. And example of this for normal modules would be Ferroscale Plates offering less HP than an armor plate, but without the speed penalty.
Pokey we definitely are on the same page. Just saying.
Annnyways! Back on topic you guys... Let's try and work on our common goal hmm?
Spkr, pokey; what you think of the suit bonuses?
Also, turret stacking? That doesn't seem like such a bad idea... As long as the pros and cons stack. Helps out dedicated gunners.
But then there's a chance of stacking damage mods... (make 1 fitable only)
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
145
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Posted - 2015.02.28 17:02:00 -
[15] - Quote
Well we all had suggestions spkr... Like pokey's own and mine aren't the same, nor are mine and yours.
Like i say make it related to suits.
-10% vehicle link modules Ama: aHP 2% Cal: sHP 2% Gal: aHP/s 2% Min: m/s^2 + m/s. 2%
You say: Gal: 3% aHP/s + 2% armor hardener. Cal: 3% sHP/s + 3% module cooldown.
Pokey says: -15% Vehicle Link Modules Ama: x% armor plate composition Cal: x% vehicle rotation & handling Gal: x% m/s Min: x% m/s^2
Now, what can we do with these 3 suggestions, how will we make a vote, how will we revise, which will we plan to work with? Let's forget the differences and work together... Don't let the topic derail please?
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
146
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Posted - 2015.02.28 18:08:00 -
[16] - Quote
postapo wastelander wrote:What will be cons, lower walk/run speed, lower suit shields etc? Scout eHP. Side arm only. That's what i say.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
146
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Posted - 2015.03.01 02:48:00 -
[17] - Quote
Pokey Dravon wrote:Derrith Erador wrote:Pokey Dravon wrote:Derrith Erador wrote: But my stance is that only the plate/shields links should have any negative effects. Reasons being that if you look at the modules that infantry employ, you can notice that only the shield and armor stacking (well, shield energizers too) have any negative effects in trade for their benefits.
Thoughts on normal Links with no downside, and then an option for a Link with a stronger effect but with a downside? Kind of like that idea. Would be interesting to say the least. I think it allows for some more interesting fits, as an option.
Some suggestions:
Reg + recharge, lower sHP per module Reg + sHP per mod, lower recharge. sHP per mod + recharge, longer delay.
Some straight up (sHP + 100 for example) mods. No downsides.
Large boost to m/s and m/s^2, lower eHP. Damage control, lower HP (type dependant) per mod Damage mod (suit side), lower HP per mod (type dependant or slot dependant, one fit only)
Turret rotation up x% (large boost) clip size down y%
Then side things like cool down, uptime, reload speed, turret rotation, etc.
Small boosts have no downside, large boosts do.
Derrith, i like some of the bonuses but... Dont at the same time. Like cal's feels very.... "Active" where someone could fit pure passive (lol shouldn't but meh) -- defeating the purpose.
Lol RoF... ADS pilots would flock to mk.0 shouting pre-charlie (or was it delta?)
I like gal's and iffy about ama nevertheless :D
light frame, scout eHP + 75/100 (split racially?), side arm, no grenade, iffy on equipment.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
146
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Posted - 2015.03.01 10:57:00 -
[18] - Quote
DaemonVok wrote:Spkr4theDead wrote:Adipem Nothi wrote:Should it come with the Scout's fitting reduction to cloak? Thinking in terms of sneaking off to somewhere safe before calling in a bird or tank. I don't care about slots, as long as it doesn't have some insanely useless bonus like adding CPU and PG, or allowing us to get in a vehicle. WOW. You Derp. Extra PG/CPU would be the FURTHEST thing from useless. Stay out of vehicles. You have no brain... Useless because it will cause many complications... How will the vehicle be deployed if not in suit, etc. Suit for select vehicle is simply not a "suit" if you understand what i mean. It can also create some broken fits.
Don't insult him. He's right that it IS useless. You're welcome to share an idea/your thoughts on bonuses/modules though :D
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