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Thread Statistics | Show CCP posts - 2 post(s) |
Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.01 18:52:00 -
[1] - Quote
Ever since myofibres (melee damage mods) had jump height added to them ive wondered what could we add to kardio regulators and kinetic catalyzers? How about it that kardio regulators dont just affect your stamina stats but aswell the amount of ammo you can carry? With kinetic catalyzers we could go down the path if you can allready run fast why not aswell reload quicker? The overall idea is to make it worthwhile fitting those modules on your suits. Ive though of a lineup like this:
Kardio regulators: STD: +25% max ammo ADV: +50% max ammo PRO: +75% max ammo
Kinetic catalyzers: STD: -15% reload speed ADV: -25% reload speed PRO: -35% reload speed
These bonuses should not replace the existing bonuses instead it should be handeled like with Myofibres where it becomes a hidden second bonus. It would aswell be something that shield suits would benefit from as it would be a indirect buff to them. Like for example a Caldari sentinel could carry more ammo with its one lowslot by fitting a kardio regulator or reduce the reload time for his HMG by fitting a kinetic catalyzer.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.02 07:54:00 -
[2] - Quote
benandjerrys wrote:You singlehandedly just tried to kill what's left of the minassault and all commandos. +1 meanwhile in sentinel land I'm reloading my hmg faster than a bolt pistol.
Giving green jar massive stamina recovery would be more beneficial to those poor nerfed minassaults imo What? most min assaults run kincats so they would aswell benefit from reload bonuses ontop of the speed bonus.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.03 19:29:00 -
[3] - Quote
CCP Rattati wrote:interesting, is this in the community trello? Probs not since im not signed up for that. But the general idea is to give all biotics a secondary bonus to them. Cause the current meta is just "stack armor and damage mods".
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.04 08:10:00 -
[4] - Quote
Mejt0 wrote:Could add something along side of small hacking bonus to kinetics. Like 3% per tier. Nope then they would be direct competetors to codebreakers. Bonuses that are usefull in combat are better in this case like reloading/more ammo.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.04 09:57:00 -
[5] - Quote
Kierkegaard Soren wrote:Kin cats reduce reload time, cardiacs reduce weapon kick and greatly reduce sniper rifle sway. Sounds interesting and a way to counter the horrible rail rifle hip fire kick. The sniper rifle sway actually makes sense since everyone who hold a heavy rifle knows that your arms get tired at some point.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.04 10:12:00 -
[6] - Quote
Would you please do not bring up yellow biotics? They where removed from the game and merged with the green ones that we have today. Yes i still have the militia BPO but thats about it. And you got to keep in mind that you could fit aswell fit kincats on commandos to reduce the reload bonus even further. So you stack the commando bonus, rapid reload skill and then 1~2 kincats and you have a extreme fast reload speed. But since kincats are very difficult to fit its balanced cause of the drawbacks that you have to make on your fit.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.04 15:13:00 -
[7] - Quote
Celus Ivara wrote:Miyos were buffed 'cause they were near worthless. Regulators and Kin-Cats are pretty usable as-is. :\ That said, I've used Biotics tons and have thought a fair amount about 'em.
Without getting into implementation, I will say that the complete lack of a module that ups non-sprint speed seems a pretty gaping hole right now.
And it's a small thing, but Regulators reducing scope-sway would make lore and gameplay sense.
OP suggestion is fine, though; if a little overgenerous with the scale of the buffs. adding base mobility would aswell mean that you increase strafing speed. Dont want that min assaults would stack 4 of them which turns them invincible.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.05 21:39:00 -
[8] - Quote
Reallusion GrimSleeper wrote:Bright Cloud wrote:Ever since myofibres (melee damage mods) had jump height added to them ive wondered what could we add to kardio regulators and kinetic catalyzers? How about it that kardio regulators dont just affect your stamina stats but aswell the amount of ammo you can carry? With kinetic catalyzers we could go down the path if you can allready run fast why not aswell reload quicker? The overall idea is to make it worthwhile fitting those modules on your suits. Ive though of a lineup like this:
Kardio regulators: STD: +25% max ammo ADV: +50% max ammo PRO: +75% max ammo
Kinetic catalyzers: STD: -15% reload speed ADV: -25% reload speed PRO: -35% reload speed
These bonuses should not replace the existing bonuses instead it should be handeled like with Myofibres where it becomes a hidden second bonus. It would aswell be something that shield suits would benefit from as it would be a indirect buff to them. Like for example a Caldari sentinel could carry more ammo with its one lowslot by fitting a kardio regulator or reduce the reload time for his HMG by fitting a kinetic catalyzer. I think the jumping thing is silly to the most part, but cool to an extent. They should make them increase jump but not like f'n rocket boots, that's a bit ridiculous. It does add adversity though by giving you more play area. If anything, they should have just made a separate module for jump-boots or jetpack so that you can choose whether to have more damage or more agility. Those are too drastic of changes I think. PROTO having damn near double ammo? That's a bit absurd. Modules and thinks should never be more than 2x what the bonus is from SKILLS you tech up in my opinion. That's basically giving a Proto a super ******** advantage. Let's play spray spray all day day while we walk towards each other... whose gonna win by default? The mofo that doesn't have to reload and can just let go of the button for 3 seconds to prevent overheating then start shooting again while other has 7 more seconds to even be able to shoot. The max ammo was more referred to ammo in reserve and not ammo in the clip.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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