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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.20 17:58:00 -
[1] - Quote
The concept for drop-uplinks that acted as sensor beacons with a large scan radius and what not? Those would have been incredibly useful to change things up a bit as far as strategy and tactics.
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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Loyal Glasses
G.L.O.R.Y
73
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Posted - 2015.06.20 18:00:00 -
[2] - Quote
Because we already had that and the map had more uplinks than floor.
Glasses of the Loyal Variety
>
"The dead are notoriously unproductive "
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VAHZZ
Liquid.Hound
3
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Posted - 2015.06.20 18:01:00 -
[3] - Quote
That is a pretty good idea, but here is the thing.
That would be OP. People already bumfuck the crap out of dropuplink spam, there is like 20 of them little buggers on the field, maybe more, most of the time. Mostly in the same concentrated spot.
The only way i can see this working, is if they reduce the number of uplinks on the field.
GÖ¢ Soon, we shall meet again, in a galaxy far, far away. GÖ¢
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VAHZZ
Liquid.Hound
3
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Posted - 2015.06.20 18:02:00 -
[4] - Quote
Loyal Glasses wrote:Because we already had that and the map had more uplinks than floor.
You *****...YOU STOLE MY THUNDER!
GÖ¢ Soon, we shall meet again, in a galaxy far, far away. GÖ¢
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.20 18:06:00 -
[5] - Quote
VAHZZ wrote:That is a pretty good idea, but here is the thing.
That would be OP. People already bumfuck the crap out of dropuplink spam, there is like 20 of them little buggers on the field, maybe more, most of the time. Mostly in the same concentrated spot.
The only way i can see this working, is if they reduce the number of uplinks on the field.
Easy enough, just give them a really high bandwidth cost.
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.06.20 18:07:00 -
[6] - Quote
Aeon Amadi wrote:The concept for drop-uplinks that acted as sensor beacons with a large scan radius and what not? Those would have been incredibly useful to change things up a bit as far as strategy and tactics.
I like this, something like stationary scanner (just imagine that fun throw it on ceiling near the enemy spawn and just see reddots later).
I mean we already have plenty of stuff for everyone, nanites and repairs for logis (myself), uplinks for tacticians, nanos for everyone. Helvete why not something for scouts, i know they already have cloak and scanners, but both are active. Why not put something passive too.
I-¦ll gladly support this idea.
"The Monolith of Corrosive Synergy"
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.20 18:09:00 -
[7] - Quote
Aeon Amadi wrote:The concept for drop-uplinks that acted as sensor beacons with a large scan radius and what not? Those would have been incredibly useful to change things up a bit as far as strategy and tactics. The shuv that down into the same hole like the mysterious shield bubble equipment.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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VAHZZ
Liquid.Hound
3
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Posted - 2015.06.20 18:12:00 -
[8] - Quote
postapo wastelander wrote:Aeon Amadi wrote:The concept for drop-uplinks that acted as sensor beacons with a large scan radius and what not? Those would have been incredibly useful to change things up a bit as far as strategy and tactics. I like this, something like stationary scanner (just imagine that fun throw it on ceiling near the enemy spawn and just see reddots later). I mean we already have plenty of stuff for everyone, nanites and repairs for logis (myself), uplinks for tacticians, nanos for everyone. Helvete why not something for scouts, i know they already have cloak and scanners, but both are active. Why not put something passive too. I-¦ll gladly support this idea.
Use scouts also have damps which helps with stealth, which is passive. And scanners are for Logis really. GalLogis. We also have REs.
But i like this. Give the scout back the uplink bonus, make Amarr Scout useful again.
GÖ¢ Soon, we shall meet again, in a galaxy far, far away. GÖ¢
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.06.20 18:26:00 -
[9] - Quote
VAHZZ wrote:postapo wastelander wrote:Aeon Amadi wrote:The concept for drop-uplinks that acted as sensor beacons with a large scan radius and what not? Those would have been incredibly useful to change things up a bit as far as strategy and tactics. I like this, something like stationary scanner (just imagine that fun throw it on ceiling near the enemy spawn and just see reddots later). I mean we already have plenty of stuff for everyone, nanites and repairs for logis (myself), uplinks for tacticians, nanos for everyone. Helvete why not something for scouts, i know they already have cloak and scanners, but both are active. Why not put something passive too. I-¦ll gladly support this idea. Use scouts also have damps which helps with stealth, which is passive. And scanners are for Logis really. GalLogis. We also have REs. But i like this. Give the scout back the uplink bonus, make Amarr Scout useful again.
I mean passive tool not passive skill. Imagine put some electronic blob near ledge where enemy moving to see his activity Long range style.
BTW i do not thing scanners are logistic tools primarly, scanner just by idea is more recon/scout tool (find enemy and give report to mates).
Logi is more support like repair or take up mates.
"The Monolith of Corrosive Synergy"
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Loyal Glasses
G.L.O.R.Y
73
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Posted - 2015.06.20 18:32:00 -
[10] - Quote
VAHZZ wrote:Loyal Glasses wrote:Because we already had that and the map had more uplinks than floor. You *****...YOU STOLE MY THUNDER! Hey now that's just crazy talk, did someone find your stash of nuts for the winter or something?(We are squirrels in this conversation)
Glasses of the Loyal Variety
>
"The dead are notoriously unproductive "
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Dragonmeballs
Better Hide R Die
88
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Posted - 2015.06.22 21:11:00 -
[11] - Quote
I'm sure this idea has come up before:
Deployed Mini Turret.
1. Tiered just like everything else. 2. Range/power/sensitivity are all based on tier. Standard hits about as hard as any new player, prototype is as annoying as cloaked shotgun scout 3. Anti-infantry or AV but not both within the same deployed turret (utilize current weapons like a Forge gun or rail rifle--stuff that fits on a heavy suit) 4. Costs between a LAV and HAV 5. Deployed quantity is based on socket size 6. Potentially could use certain infantry and vehicle modules/skills (a lot of HAV drivers don't have a use for their skills anymore so why not allow them to be the turret masters) Turret masters deploy artillery and provide perimeter defense. Turret masters would be a variation of the logi class. Outfitting a turret might incorporate both suit and vehicle modules to tailor it to the situation. 7. Turrets require nanohives beyond initial ammo reserve. Ammo reserve does not increase with tier. 8. Damage is repairable with repair tool, (finally a use for those dual mode repair tools) 9. Turrets follow racial lore when it comes to shield, armor, speed, ammo type 10. Once deployed it can't be recalled but it can be moved (this mechanic requires much more thought) 11. Automatic (I know you assumed manned but assume a dual mode) 12. Turret kills count as clones lost but do no contribute to squad Warbarge Strike quota
And last if not least:
If it is shot by some red line camping-Thale wielding coward it grows legs and chases them around until it catches them. What happens next you didn't see on Sesame Street...
Blueberry!....Make yourself useful and shoot the blurry thing running this way!
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Sardonk Eternia
Tiny Universe
336
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Posted - 2015.06.29 02:48:00 -
[12] - Quote
Some really cool ideas here. I think they could expand the meta a lot by adding more equipment variations.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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