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Lex DOCIEL
What Two French
67
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Posted - 2015.07.23 07:41:00 -
[1] - Quote
Original post: orgininal post
Lex Dociel wrote:Let's just create a jetpack (jetjump) equipment, with awfully high CPU/PG cost.
Then, change Assault dropsuits passive to be the only one able to fit them (as per scout dropsuits).
Make the use of a weapon useless as long as jetpack is in use, plus a slight delay to draw weapons (as per cloaking).
I think it would make the assault quite useful to actually assault something, because they are (sort of) outclassed by commandos in close quarter and scouts in open spaces.
It would bring to an end the furry bunny with mass driver gameplay bs for good, while empowering nicely our beloved assault.
Proud player of the most strategic and addictive massively-multiplayer FPS in the world.
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Lex DOCIEL
What Two French
69
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Posted - 2015.07.24 07:27:00 -
[2] - Quote
Thank you guys. I am actually completely thinking the same thing. But stating the obvious will create a strong opposition reaction, or at least a think tank, and that is the goal. Because the current furry bunnies is, to me, a mere disguise for such an equipment.
On the other hand, that could really benefits tactical movements and attacks as well. But would completely hinder the use of dropships. And as we have no map (yet) making dropsuit deployment necessary and not replaceable with a runner with dropup links...
Faith in Dust restored?
Proud player of the most strategic and addictive massively-multiplayer FPS in the world.
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Lex DOCIEL
What Two French
69
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Posted - 2015.07.24 07:51:00 -
[3] - Quote
I was thinking about it.
- If you cannot control the jump once in effect - If the only effect of this pack is to propulse you up and forward at a fixed high You end up with a really efficient and narrow use of it. You can either use it to attack or retreat. That is it.
I could definitely see something like: - X numbers of charge before the equipment enter in "recovery countdown" - quality level of equipment would impact the number of charges (basic = 1/ advanced = 2/ proto = 3) - the related skill, appart from unlocking the quality levels, would decrease the recovery countdown wait time.
I think we have something interesting here!
Proud player of the most strategic and addictive massively-multiplayer FPS in the world.
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