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Thread Statistics | Show CCP posts - 4 post(s) |
Saint Winter
THE N.O.O.B.S
69
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Posted - 2015.09.08 18:56:00 -
[1] - Quote
Hi , check this idea .
The HUD
1. Bars life and Stamina.
They are simply the shield and shield to the left side of the screen shows how much resistance you have left upon impact, with the stamina to be spent for actions that do example: Running, Jumping, etc ...
1.1 Ideas
Good bars that give them a different color, because seeing all of the same color is very confusing.
1.1.1 Armor
Change its color to yellow as you have lost color shield showing the lost is a red shield.
1.1.2 Shield
Change its color to a deep blue or leave it blue you currently have and when they lost shield displayed in a purple or black. (I'm more to purple)
Note: When you die or become disabled have both bars sumergan on a dark red.
1.1.3 Stanmina Bar
Flashes red so you know you have little stamina and shine blue when this regenerating.
2. Scanner
I do not have much to say, it serves to see enemies or just gives you an estimate that are as close to you.
2.1 Ideas
I do not have any
3. Bar ammunition, load, etc ...
This the right side of the screen.
3.1 Ideas
Nor, sorry.
4.Informative Table of Deployed Objects (New)
It works like a table will appear on the left / right side of the screen which will show the status of your objects displayed examples drop uplinks , nanohives and Explosives Remotes.
4.1 Ideas
She showed as either the Link or Nanohive the number of uses remaining, which can be shown in numerical form or in the form of a stick. (Optional)
The Unfolding Object will be represented by an image up or down the image number that you have deployed variant either 1, 2 or more will be displayed.
Note: Should put the possibility of changing the color to recognize the links, nanohives , etc ... So we know from the table, when exchanged for new ones.
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Saint Winter
THE N.O.O.B.S
72
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Posted - 2015.09.08 18:59:00 -
[2] - Quote
Bas (Basic) / Adv (advanced) / Pro (prototype) / ar (Armor Repair )
1. Shield
1.1 Shield Extender
While we shield the external defense of the suit and those who use them are caldaris more so you should receive a rebalancing. (I will not explain much)
Bas values GÇïGÇï25 PR / Adv 50 PR / PR Pro 75
As you can see at first bonus that is given to the shield it is weak but as the levels get 3 or more module receives a remarkable and what the penalty for delay remains the same improvement.
Note: there should be variations
1.2 Reinforcing and Shield Recharge.
For these modules I have no recommendation.
2. Armor
The Armor the internal defense of the suit and the most used by all players would give some good buff or rebalancing with its variants. (The penalty does not change)
2.1 Armor Plates
Bas 80 PR / Adv PR 110 / PR 140
2.2 Ferroscale Plates
Bas 50 PR / Adv 80 PR / PR Pro 110
2.3 Reactive Plates
Bas 20 PR + 1 ar / Adv 50 PR + 2 ar / Pro 80 ar + PR + 3 Penalty Movement in 1% to 3 levels.
2.4 Armor Repairer
Bas 2 ar + / Adv 4 ar + / Pro 8 ar +
As you can see there is quite a marked improvement in this armor modules for modules serve as ferroscales or reactive variants are not left short before the armor plate.
3. Biotics
The biotic modules which are used to modify the characteristics of suit as I sprint endurance.
3.1 Cardiac Regulator
A module bit of little use unless you have a suit with little resistance.
I have no ideas for this module, but their values GÇïGÇïare fine.
3.2 Stimulator of Myofribrills
The beloved or hated before a module that was not looked at an assembly unless you want to kill melee, but now with improved jump height modification is used or maybe not.
Now explain how increases should jump suits because there is no value to prove they can jump x height so I invented a system that serves to comprovar to jump up every costume.
Values: m (meters)
2 m Light / Medium 1.5 m / Heavy 1 mts
Now I go with the module and how it will change, if they add up to jump suits stimulation modules so would myodfibrills values.
A new value is (High Jump) and represent her in HJ and melee attack (CQC) would be added.
Bas CQC 30% + 60% HJ / Adv CQC 40% + 80% HJ / Pro CQC 50% + HJ 100%
The values GÇïGÇïare well and remain good.
Note: If only allow 3 or 2 modules of this type would be better and more balanced instead of doing penalties.
3.3 Kinetic Catalizer(Sprint)
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me.
3.4 Booster Module
This module was BPO and existed only soldier and I did was add 50% more endurance and also was represented as yellow bottles, is not whether there yet but if you do have it changed by this module to its values I'm going to explain .
This module functions to reduce the cost of shares makes the suit as running hit, jump, etc ...
Continuous Cost Actions (CCA): works as explain arrives reduces the cost of shares used continuously example the sprint (only officer in the sprint).
Followed Cost Actions (FCA): Works well reduces the cost of the actions taken in rapid succession example, jump and hit.
Now with the module.
Bas CCA 10 or 5% + FCA 20 or 25% / 15 Adv CCA + FCA 20% or 30 to 35% / 20% Pro CCA 40% FCA +
This would create the module and this would help many players you like running or jumping and would be very useful in battle.
Not speak of the other modules because I do not use most of the time values GÇïGÇïand not change them.
No matter if you do not implement it is very difficult, but I hope that my ideas will help them CCP.
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Saint Winter
THE N.O.O.B.S
72
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Posted - 2015.09.08 19:02:00 -
[3] - Quote
I have more ideas but weapons and do not think it will help, but if they look at the links here:
1. Dust 514 Improvement (Items of the Dropsuit)
2. Dust 514 Improvement (Weapons of the Dropsuit) |
Saint Winter
THE N.O.O.B.S
73
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Posted - 2015.09.08 19:23:00 -
[4] - Quote
Hi , another idea .
1. Heavy Weapons
1) Ion Heavy Machine Gun (Gallente)
How does it work
Functions like the HGM Minmatar , the diference is that shoots plasma projectiles.
Parameters
Damage Per Shot = (STD) 29.50 / (ADV) 31.00 / (PRO) 33.00 PR Charge Time = No need Clip Size = 400 Max Ammunation = 1600 - 400 of initial clip size Cadence = 1500.00 RPM Recharge Time = 5.05 sec Overheat :Every 125 plasma bullets fired Overheat Damage = 50 PR Overheating Blocking Time= 3.05 seconds Effective Range = 50 mts Accuracy = 55.38 Recoil = Recoilless
2) Rail Heavy Machine Gun (Caldari)
How does it work
Functions like the HGM Minmatar , the difference is that it works with a period of charge to gain more power when firing the projectiles and shoot Rail proyectiles .
Parameters
Damage Per Shot = (STD) 38.50 / (ADV) 40.00 / (PRO) 41.50 PR Charge Time = 2 Secs Clip Size = 250 Max Ammunition = 1000 - 250 of initial clip size Cadence = 700.00 RPM Recharge Time = 6.45 sec Overheat = No Overheat Overheat Damage = No Damage Overheat Blocking Time = No Block Effective Range = 50 mts Accuracy = 55.67 Recoil = After 75 bullets you fired causes recoil and dispersion . (High Dispersion)
3) Laser Heavy Machine Gun (Amarr)
How does it work
Functions like the HGM Minmatar , the difrence is that soot laser proyectiles .
Parameters
Damage Per Shot = (STD) 34.50 / (ADV) 36.00/ (PRO) 38.00 PR Charge Time = No need Clip Size = 350 Max Ammunition = 1050 - 350 of initial clip size Cadence = 750.15 RPM Recharge Rime = 4.30 sec Overheating = Every 150 laser bullets fired Overheat Damage : 100 PR Overheating Blocking Time = 4.40 sec Effective Range = 40 mts Accuracy = 56.32 Recoil = After 100 bullets you fired causes recoil and dispersion . (Low Dispersion)
4) Laser Cannon (Ammar)
How does it work
Works just like a laser gun, damage increases over 2% more damage per second the fire is maintained and you have the ability to aim
Note : This weapon have full damage to the vehicles .
Parameters
Damage Per Shot = (STD) 20.0 / (ADV) 21.0 / (PRO) 22.0 PR Splash Damage = Do not have Splash Radius = Do not have Charge Time = 2 sec Clip Size = 500 Max Ammunition = 1500 - 500 of initial clip size Cadence = 2000.00 RPM Recharge Time = 5.00 sec Overheat = Every 125 rounds of the laser cannon Overheat Damage = 300 PR Overheating Blocking Time= 4.00 seconds Effective Range = 120 mts Accuracy = 53.73 Recoil = After 50 rounds (Low Dispersion)
5) Plasma Mortar (Gallente)
How does it work
It works like this, first press R1 (the button to aim ) and move the joystick you extend the range of the shot and the joystick looking gun point to where you want to fire a mortar and finally press R1 to fire.
The limit depends on the weapon.
Note: You can not move when aiming.
Parameters
Damage Per Shot = (STD) 2000.00 / (ADV) 2200.00 / (PRO) 2400.00 PR Splash Damage = (STD) 300.00 / (ADV) 400.00 / (PRO) 500.00 PR Splash Radius = (STD) 5.0 mts / (ADV) 10.0 mts / (PRO) 15.0 mts PR Charge Time = 2 Secs Clip Size = 1 Max Ammunition = 6 - 1 of initial clip size Cadence = 1 Shot Recharge Time = 2 secs Overheat = No Overheat Overheat Damage = No Damage Overheat Blocking Time = No Block Effective Range = (STD) 50 mts / (ADV) 75 mts / (PRO) 100 mts Accuracy = 55.67 Recoil = Recoiless
6) Flaylock Cannon or Missile Bazooka ( Minmantar )
How does it work
The function is simple press L1 to aim and R1 to shoot , you can also shoot the projectile without aiming .
Parameters
Damage Per Shot = (STD) 500.00 / (ADV) 750.00 / (PRO) 1000.00 PR Splash Damage = (STD) 50.00 / (ADV) 75.00 / (PRO) 100.00 Splash Radius = 2 mts to all levels Charge Time = No need Clip Size = 3 Max Ammunition = 13- 3 of initial clip size Cadence = 100.00 RPM Recharge Rime = 3.00 sec Overheating = None have Overheat Damage = None have Overheating Blocking Time = None have Effective Range = (STD) 50 mts / (ADV) 100 mts / (PRO) 150 mts Accuracy = 55.00 Recoil : 1 shot (Medium Dispersion) |
Saint Winter
THE N.O.O.B.S
74
|
Posted - 2015.09.08 19:46:00 -
[5] - Quote
Aiwha Bait wrote:Saint Winter wrote:
2. Scanner
I do not have much to say, it serves to see enemies or just gives you an estimate that are as close to you.
Let me solve this one for you. When you look at your minimap, the circles are in distances of (starting from the middle and going out) 30 meters, 60m, and 90m. When you can, look at the minimap briefly, and look at the circles. It literally takes half a second. EDIT: Dont ask why it's 30, 60, and 90. Idk why. All I can say is: https://i.imgflip.com/qr0mw.jpg Thanks for your answer. |
Saint Winter
THE N.O.O.B.S
81
|
Posted - 2015.09.09 18:37:00 -
[6] - Quote
Hi , everyone .
The possiblity to sell objects from the screen fitting suits and tanks. |
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