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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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benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
233
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Posted - 2015.07.02 01:17:00 -
[2] - Quote
You singlehandedly just tried to kill what's left of the minassault and all commandos. +1
ONE UNIVERSE//ONE WAR
Let's bring back Dust/EvE cross content
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Sicerly Yaw
Quantum times
470
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Posted - 2015.07.02 05:19:00 -
[3] - Quote
It's make more sense to add something along the lines of more walk/run speed for the cardio mods
and to add some stamina to the kincats or to reduce the stamina needed to do things like melee and jump
the reason I say this is because of the way the modules in theory work
the cardio mod give you more stamina and stamina recovery so similar to that of a cross country runner or such either slow aerobic fast pace walking/jogging or sprinting using those reserves up to get extra speed then relying on anaerobic energy to get that extra mile
the kincats would be more like muscle enhancements where your muscles could carry more oxygen therefore exert more force
the myos work sorta like adrenaline (or some sort of boost) you can get a lot of energy out of it but only in short bursts so jumping and punching harder makes sense
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.02 07:54:00 -
[4] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.02 09:59:00 -
[5] - Quote
I think the yellow bottle is the one that needs the buff.
It has half the functionality of the cardiac regulator.
So what purpose do they serve?
Green bottles provide both stamina increase and stamina regen.
Red bottles provide speed.
Blue bottles provide strength function.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 12:10:00 -
[6] - Quote
Add stamina pool and regen penalties to plates. This would counteract the stack plate meta, bring armor closer into balance with shields, create new demand for CardRegs and possibly improve low-slot diversity.
* May be necessary to exempt heavy frames from the penalty.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Georgia Xavier
Y.A.M.A.H No Context
783
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Posted - 2015.07.02 22:56:00 -
[7] - Quote
Adipem Nothi wrote:Add stamina pool and regen penalties to plates. This would counteract the stack plate meta, bring armor closer into balance with shields, create new demand for CardRegs and possibly improve low-slot diversity.
* May be necessary to exempt heavy frames from the penalty. Wait you mean people don't run card regs on their assaults?
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Vesta Opalus
Ostrakon Agency Gallente Federation
845
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Posted - 2015.07.03 08:24:00 -
[8] - Quote
Georgia Xavier wrote:Adipem Nothi wrote:Add stamina pool and regen penalties to plates. This would counteract the stack plate meta, bring armor closer into balance with shields, create new demand for CardRegs and possibly improve low-slot diversity.
* May be necessary to exempt heavy frames from the penalty. Wait you mean people don't run card regs on their assaults?
Most people dont run card regs period, they kinda suck. |
Starlight Burner
Arrary of Clusters
318
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Posted - 2015.07.03 11:08:00 -
[9] - Quote
I think Reload Speed is already fast enough.
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.03 14:22:00 -
[10] - Quote
interesting, is this in the community trello?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.03 16:46:00 -
[11] - Quote
Breakin Stuff wrote:I think the yellow bottle is the one that needs the buff.
It has half the functionality of the cardiac regulator.
So what purpose do they serve?
Green bottles provide both stamina increase and stamina regen.
Red bottles provide speed.
Blue bottles provide strength function.
double the yellow bottle stamina increase at all levels, and drop the fitting cost to half the green bottles... |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.03 16:52:00 -
[12] - Quote
CCP Rattati wrote:interesting, is this in the community trello? No idea. I avoid the community trello personally.
Too disorganized.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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thor424
Namtar Elite Gallente Federation
581
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Posted - 2015.07.03 19:24:00 -
[13] - Quote
You can post to that thing?
Is Attorney General the biggest cuunt in Dust?
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.03 19:29:00 -
[14] - 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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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.04 01:05:00 -
[15] - Quote
Sicerly Yaw wrote:It's make more sense to add something along the lines of more walk/run speed for the cardio mods
and to add some stamina to the kincats or to reduce the stamina needed to do things like melee and jump
the reason I say this is because of the way the modules in theory work
the cardio mod give you more stamina and stamina recovery so similar to that of a cross country runner or such either slow aerobic fast pace walking/jogging or sprinting using those reserves up to get extra speed then relying on anaerobic energy to get that extra mile
the kincats would be more like muscle enhancements where your muscles could carry more oxygen therefore exert more force
the myos work sorta like adrenaline (or some sort of boost) you can get a lot of energy out of it but only in short bursts so jumping and punching harder makes sense
I always thought that the cardiac regulators should give a small *Movement speed only* buff. Not sprint. While Kinetic Catalyers would do something in the range of reload speed, but not as drastic as the numbers supplied here.
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Mejt0
Dead Man's Game
1
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Posted - 2015.07.04 01:52:00 -
[16] - Quote
Could add something along side of small hacking bonus to kinetics. Like 3% per tier.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.04 08:10:00 -
[17] - 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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Kierkegaard Soren
Eridani Light Horse Battalion
827
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Posted - 2015.07.04 09:49:00 -
[18] - Quote
Kin cats reduce reload time, cardiacs reduce weapon kick and greatly reduce sniper rifle sway.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.04 09:57:00 -
[19] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.04 09:58:00 -
[20] - Quote
Regulators have always provided a double bonus.
They increase stamina and they have a second bonus increasing stamina regen. They may not make you fast or jumpy, but I absolutely find them more useful than any other biotic modules for my style of play even at MLT level.
Kincats providing sprint speed COULD give a reload bonus but you wind up with commando synergy which makes them blow out PLC and swarm shots at a truly obnoxious pace. It's the reload speed bonus, not the damage bonus that makes commandos lethal as hell for sustained DPS on suppresdion and AV weapons.
Did you know the calmando slightly edges out the galmando for max POTENTIAL PLC DPS?
Honestly IMHO kincat bonus is the single most useful module bonus provided. I question the need to add to it. Myofibril Stimulants were always lackluster, to the point of being reserved for troll gimmick fits. Now they provide a moderately entertaining skeet shoot challenge.
If you see a jumper, load up a sentinel of any kind with an AHMG and hose jump/md spammers down. Two or three people doing this can negate the utility and force the mario brothers to go back to the sewers where they belong.
The yellow bottles provide the stamina buff bonus provided by regulators but nothing else.
If we add an effect to yellow bottlez then I would suggest a recoil and dispersion reduction. Nothing massive, but a 3/5/7% reduction to dispersion and/or recoil as the drugs steady out the clone's body reactions would make an incredible difference to the caldari for instance, who would not be sacrificing primary defensive slots for increased weapon efficacy.
Just my initial thoughts, your mileage may vary
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.04 10:12:00 -
[21] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.04 11:37:00 -
[22] - Quote
Bright Cloud wrote: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.
They still exist. Thus are comment-worthy.
I'll bring up whatever I damn well please.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Celus Ivara
DUST University Ivy League
382
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Posted - 2015.07.04 14:50:00 -
[23] - Quote
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. |
Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.04 15:13:00 -
[24] - 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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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.05 01:52:00 -
[25] - Quote
Breakin Stuff wrote:force the mario brothers to go back to the sewers where they belong.
actual lol
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Georgia Xavier
Y.A.M.A.H No Context
790
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Posted - 2015.07.05 01:53:00 -
[26] - Quote
Bright Cloud wrote: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. Imagine that with the pre nerf strafe speed. Good god......
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Kain Spero
Negative-Feedback
5
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Posted - 2015.07.05 05:12:00 -
[27] - Quote
Breakin Stuff wrote: If you see a jumper, load up a sentinel of any kind with an AHMG and hose jump/md spammers down. Two or three people doing this can negate the utility and force the mario brothers to go back to the sewers where they belong.
This line made my day. I actually don't like that myos were nerfed. I wish a mechanic could be put in Dust where you have to hold X and charge a jump to hit max height. This would eliminate that tigger element of myos while still letting them access high ground. Heck if it was possible I'd add the inertial dampening landing effect and noise to the charged jump as well.
Owner of Spero Escrow Services
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benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
245
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Posted - 2015.07.05 05:32:00 -
[28] - Quote
Kain Spero wrote:Breakin Stuff wrote: If you see a jumper, load up a sentinel of any kind with an AHMG and hose jump/md spammers down. Two or three people doing this can negate the utility and force the mario brothers to go back to the sewers where they belong.
This line made my day. I actually don't like that myos were nerfed. I wish a mechanic could be put in Dust where you have to hold X and charge a jump to hit max height. This would eliminate that tigger element of myos while still letting them access high ground. Heck if it was possible I'd add the inertial dampening landing effect and noise to the charged jump as well.
Sounds dbzish but OK I could diggit maybe.
ONE UNIVERSE//ONE WAR
Let's bring back Dust/EvE cross content
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Reallusion GrimSleeper
Need Permission to Die LLC
105
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Posted - 2015.07.05 17:49:00 -
[29] - Quote
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.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.05 21:39:00 -
[30] - 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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