Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vektus Alvoraan
WarRavens Imperium Eden
126
|
Posted - 2015.10.29 15:51:00 -
[1] - Quote
Currently, no suit has a bonus to the Nanite Injector (which is a Caldari equipment). So the idea was this: Why not give the Caldari Logistics a crack at it, having a unique bonus to it. And my own personal idea towards that is give the NI a sort of Salvage capability, exclusive to the Caldari Logistics.
The Injector is then used on downed enemy clones, terminating them in the process. This would in turn introduce a new way to obtain WP, and perhaps even slight ISK rewards. In-game, it would sort of look like this: "Salvage +10" as an example. The actual points are still a moot point, but the idea was simply that.
If the NI can inject nanites into the suit of a down teammate to revive him, what's stopping it from piercing an enemy suit to terminate the clone, gaining points in the process and perhaps even attributing itself into some sort of small ISK rewards, since doing so would require great risk. Higher tiers of Nanite Injectors, with the potential added bonus to the Caldari Logistics, could yield higher WP and ISK rewards.
Anyways, that's just an idea that's been circling around my head for awhile, which I think would let others benefit from it, since it would encourage more people to put needles in their suits.
Thoughts?
BUFF TEH LOGIS
// 6500 WP with a Rep Tool! ---> http://imgur.com/gallery/DxSgCE5
|
DDx77
Ancient Exiles. Bleeding Sun Conglomerate
424
|
Posted - 2015.10.29 18:45:00 -
[2] - Quote
This type of bonus to Needles seems like it would be more appropriate for a scout
That being said, if they did this I would spec into Cal Logi |
Mikel Arias
Challengers 506
220
|
Posted - 2015.10.29 19:19:00 -
[3] - Quote
I do like the idea of the cal bonnus affecting the needle, but I would rather to see a 4-5% extra hp every time a cal logi uses the nanite injector. |
Garcon lyfe
G.R.A.V.E The Ditanian Alliance
61
|
Posted - 2015.10.29 19:41:00 -
[4] - Quote
i would like it if we got to res them at full health..i mean we get extra nanite bouns for gods sake
GTC (Galactic Trade Center) The last trading site you will need!
http://www.dust514gtc.enjin.com
|
Vektus Alvoraan
WarRavens Imperium Eden
127
|
Posted - 2015.10.29 19:59:00 -
[5] - Quote
Garcon lyfe wrote:i would like it if we got to res them at full health..i mean we get extra nanite bouns for gods sake That would remove the whole point of the tiers, though. The needles need an alternative bonus.
BUFF TEH LOGIS
// 6500 WP with a Rep Tool! ---> http://imgur.com/gallery/DxSgCE5
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.30 00:41:00 -
[6] - Quote
Vektus Alvoraan wrote: The needles need an alternative bonus. Agreed.
CalLogi Bonus - Combat Stims: Players revived by CalLogi resist 15% incoming damage for up to 5 seconds.
CalLogi Level 1 - Revived players resist 15% damage for 1 second following revive. CalLogi Level 2 - Revived players resist 15% damage for 2 seconds following revive. CalLogi Level 3 - Revived players resist 15% damage for 3 seconds following revive. CalLogi Level 4 - Revived players resist 15% damage for 4 seconds following revive. CalLogi Level 5 - Revived players resist 15% damage for 5 seconds following revive.
* Tweak resist/duration figures as needed.
Dropsuit Usage Rates
|
Vektus Alvoraan
WarRavens Imperium Eden
129
|
Posted - 2015.10.30 01:50:00 -
[7] - Quote
Adipem Nothi wrote:Vektus Alvoraan wrote: The needles need an alternative bonus. Agreed. CalLogi Bonus - Combat Stims: Players revived by CalLogi resist 15% incoming damage for up to 5 seconds. CalLogi Level 1 - Revived players resist 15% damage for 1 second following revive. CalLogi Level 2 - Revived players resist 15% damage for 2 seconds following revive. CalLogi Level 3 - Revived players resist 15% damage for 3 seconds following revive. CalLogi Level 4 - Revived players resist 15% damage for 4 seconds following revive. CalLogi Level 5 - Revived players resist 15% damage for 5 seconds following revive. * Tweak resist/duration figures as needed. That's an excellent idea!
BUFF TEH LOGIS
// 6500 WP with a Rep Tool! ---> http://imgur.com/gallery/DxSgCE5
|
Mikel Arias
Challengers 506
223
|
Posted - 2015.10.30 13:59:00 -
[8] - Quote
Vektus Alvoraan wrote:Adipem Nothi wrote:Vektus Alvoraan wrote: The needles need an alternative bonus. Agreed. CalLogi Bonus - Combat Stims: Players revived by CalLogi resist 15% incoming damage for up to 5 seconds. CalLogi Level 1 - Revived players resist 15% damage for 1 second following revive. CalLogi Level 2 - Revived players resist 15% damage for 2 seconds following revive. CalLogi Level 3 - Revived players resist 15% damage for 3 seconds following revive. CalLogi Level 4 - Revived players resist 15% damage for 4 seconds following revive. CalLogi Level 5 - Revived players resist 15% damage for 5 seconds following revive. * Tweak resist/duration figures as needed. That's an excellent idea!
It is, its great. |
Tesfa Alem
Death by Disassociation
1
|
Posted - 2015.10.30 17:05:00 -
[9] - Quote
How about injection range per level? So that the cal logi has a shot at reviving players under fire that the other logis can't.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
|
Mikel Arias
Challengers 506
223
|
Posted - 2015.10.30 17:12:00 -
[10] - Quote
Tesfa Alem wrote:How about injection range per level? So that the cal logi has a shot at reviving players under fire that the other logis can't.
Too unreal, no? |
|
Shamarskii Simon
The Hundred Acre Hood
469
|
Posted - 2015.10.31 11:43:00 -
[11] - Quote
Mikel Arias wrote:I do like the idea of the cal bonnus affecting the needle, but I would rather to see a 4-5% extra hp every time a cal logi uses the nanite injector.
But then kaal needle has no use... Being 100% revive already...
Forever ADS. Best role.
|
DeathwindRising
Titans of Phoenix Damage LLC
1
|
Posted - 2015.11.08 22:22:00 -
[12] - Quote
Vektus Alvoraan wrote:Garcon lyfe wrote:i would like it if we got to res them at full health..i mean we get extra nanite bouns for gods sake That would remove the whole point of the tiers, though. The needles need an alternative bonus.
What about temporary hp boost on top of regular boost? So you get picked up with more than your max hp, but only lasts 10 seconds before going back to regular hp values?
Or increased hp values and radius on nanohives |
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.11.08 22:35:00 -
[13] - Quote
Vektus Alvoraan wrote:Adipem Nothi wrote:Vektus Alvoraan wrote: The needles need an alternative bonus. Agreed. CalLogi Bonus - Combat Stims: Players revived by CalLogi resist 15% incoming damage for up to 5 seconds. CalLogi Level 1 - Revived players resist 15% damage for 1 second following revive. CalLogi Level 2 - Revived players resist 15% damage for 2 seconds following revive. CalLogi Level 3 - Revived players resist 15% damage for 3 seconds following revive. CalLogi Level 4 - Revived players resist 15% damage for 4 seconds following revive. CalLogi Level 5 - Revived players resist 15% damage for 5 seconds following revive. * Tweak resist/duration figures as needed. That's an excellent idea! Fleshing out the "revive resistance" idea a little more ... (numbers subject to tweaking)
Nanite Injector (STD/MLT) - On pickup, revived targets resist 10% damage for 3 seconds Nanite Injector (ADV)- On pickup, revived targets resist 15% damage for 3 seconds Nanite Injector (PRO, State) - On pickup, revived targets resist 25% damage for 3 seconds
Append CalLogi Racial Bonus: +10% nanite injector revive resistance efficacy per level ...
Lvl(5) CalLogi + Nanite Injector (STD/MLT) - On pickup, revived targets resist 15% damage for 3 seconds Lvl(5) CalLogi + Nanite Injector (ADV)- On pickup, revived targets resist 22.5% damage for 3 seconds Lvl(5) CalLogi + Nanite Injector (PRO, State) - On pickup, revived targets resist 37.5% damage for 3 seconds
Dropsuit Usage Rates
|
korrah silain
True Illuminate
146
|
Posted - 2015.11.08 22:39:00 -
[14] - Quote
I'd be for adding an additional function to the needles but I disagree with making it aechanic exclusive go one suit. It should be a mechanic available to all suits(inherent to the injector) but the cal logo should get a bonus to it. Another way to go would be to make the needle terminate the clone and make the nanites turn it into raw materials for construction(making the clone body act like a hive for a few seconds) the caldari bonus would apply...
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
Pokey Dravon
OSG Planetary Operations
7
|
Posted - 2015.11.09 02:30:00 -
[15] - Quote
I think what we're really missing at this point however is looking at the underlying issue with Nanite Injectors?
Nanite Injectors are by far the most underutilized piece of equipment out on the market. I believe this is largely due to a culture where players will simply bleed out on death or forget to ask for a revive and subsequently bleed out. This is due to a circular relationship where players bleed out because waiting for a revive that wont come/causes significant risk upon revive is less tactically viable than just respawning. This in turn discourages logistics from consuming a slot with the needle because its likely people will bleed out before the Logi has a chance to use it.
Dont get me wrong, I know there are some Logi purists out there that stubbornly carry and try to use the injector, myself included. But anyone who has been around for a significant period of time knows that the use of injectors has been on a significant decline for quite some time.
Now I dont think your idea is a bad one, however, I dont think it will fix the above mentioned issue with injectors. Logistics will not be encouraged to carry and injector, even with revive perks, if players continue to simply bleed out, and players will continue to bleed out as long as Logistics continue to not carry injectors. So the real question is "How do we modify player behavior?"
I think the key to this is giving Logistics a reason to carry the injector that is NOT tied to revives. This way Logistics players will want to carry the injector due to this added benefit. Overall injector presence in the field will increase, players will start to see this, and be more included to wait for a revive. If we want to place an added revive benefit on top of that to encourage players to wait for a revive...that will only help to encourage people to wait.
Regardless we have to find some way to break the cycle that is causing a decline in injector usage. I know Rattati mentioned in one of the Skype chats about possibly giving the Nanite Injector the ability to buff alive allies for a short period of time....may that be damage resistance, increase stamina, ect...he didn't specify and was just thinking out loud. Regardless, even if you offered something like "+5% damage resistance for 30 seconds" I guarantee you would see Logis carrying around those injectors nearly full time.
"That little sh*t Pokey..." --CCP Rattati
|
DeathwindRising
Titans of Phoenix Damage LLC
1
|
Posted - 2015.11.09 02:43:00 -
[16] - Quote
Pokey Dravon wrote:I think what we're really missing at this point however is looking at the underlying issue with Nanite Injectors?
Nanite Injectors are by far the most underutilized piece of equipment out on the market. I believe this is largely due to a culture where players will simply bleed out on death or forget to ask for a revive and subsequently bleed out. This is due to a circular relationship where players bleed out because waiting for a revive that wont come/causes significant risk upon revive is less tactically viable than just respawning. This in turn discourages logistics from consuming a slot with the needle because its likely people will bleed out before the Logi has a chance to use it.
Dont get me wrong, I know there are some Logi purists out there that stubbornly carry and try to use the injector, myself included. But anyone who has been around for a significant period of time knows that the use of injectors has been on a significant decline for quite some time.
Now I dont think your idea is a bad one, however, I dont think it will fix the above mentioned issue with injectors. Logistics will not be encouraged to carry and injector, even with revive perks, if players continue to simply bleed out, and players will continue to bleed out as long as Logistics continue to not carry injectors. So the real question is "How do we modify player behavior?"
I think the key to this is giving Logistics a reason to carry the injector that is NOT tied to revives. This way Logistics players will want to carry the injector due to this added benefit. Overall injector presence in the field will increase, players will start to see this, and be more included to wait for a revive. If we want to place an added revive benefit on top of that to encourage players to wait for a revive...that will only help to encourage people to wait.
Regardless we have to find some way to break the cycle that is causing a decline in injector usage. I know Rattati mentioned in one of the Skype chats about possibly giving the Nanite Injector the ability to buff alive allies for a short period of time....may that be damage resistance, increase stamina, ect...he didn't specify and was just thinking out loud. Regardless, even if you offered something like "+5% damage resistance for 30 seconds" I guarantee you would see Logis carrying around those injectors nearly full time.
here's a better fix...
1. remove needles as equipment.
2. add needles as part of all suits
3. scouts revive at 30%, assaults and commandos revive at 50%, logis revive at 80%
4. cal logi revives at 100%
|
korrah silain
True Illuminate
146
|
Posted - 2015.11.09 02:49:00 -
[17] - Quote
DeathwindRising wrote:Pokey Dravon wrote:I think what we're really missing at this point however is looking at the underlying issue with Nanite Injectors?
Nanite Injectors are by far the most underutilized piece of equipment out on the market. I believe this is largely due to a culture where players will simply bleed out on death or forget to ask for a revive and subsequently bleed out. This is due to a circular relationship where players bleed out because waiting for a revive that wont come/causes significant risk upon revive is less tactically viable than just respawning. This in turn discourages logistics from consuming a slot with the needle because its likely people will bleed out before the Logi has a chance to use it.
Dont get me wrong, I know there are some Logi purists out there that stubbornly carry and try to use the injector, myself included. But anyone who has been around for a significant period of time knows that the use of injectors has been on a significant decline for quite some time.
Now I dont think your idea is a bad one, however, I dont think it will fix the above mentioned issue with injectors. Logistics will not be encouraged to carry and injector, even with revive perks, if players continue to simply bleed out, and players will continue to bleed out as long as Logistics continue to not carry injectors. So the real question is "How do we modify player behavior?"
I think the key to this is giving Logistics a reason to carry the injector that is NOT tied to revives. This way Logistics players will want to carry the injector due to this added benefit. Overall injector presence in the field will increase, players will start to see this, and be more included to wait for a revive. If we want to place an added revive benefit on top of that to encourage players to wait for a revive...that will only help to encourage people to wait.
Regardless we have to find some way to break the cycle that is causing a decline in injector usage. I know Rattati mentioned in one of the Skype chats about possibly giving the Nanite Injector the ability to buff alive allies for a short period of time....may that be damage resistance, increase stamina, ect...he didn't specify and was just thinking out loud. Regardless, even if you offered something like "+5% damage resistance for 30 seconds" I guarantee you would see Logis carrying around those injectors nearly full time. here's a better fix... 1. remove needles as equipment. 2. add needles as part of all suits 3. scouts revive at 30%, assaults and commandos revive at 50%, logis revive at 80% 4. cal logi revives at 100% No, it should deffinatly be equipment. Bringing back the dead should be an option you have to pay for, not a given. I like the buff idea personally and think that if played fight could add muh needed variety to the injector. Perhaps making them a more offensive equivalent to the nanohives area hardening function; injecting will give a live player an ammo regen and or armor rep boost for a few seconds(if it could be justified in the lord then a shield buff would be cool too) then we just carry over the cal logo bonuses as they stand.
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
DeathwindRising
Titans of Phoenix Damage LLC
1
|
Posted - 2015.11.09 03:09:00 -
[18] - Quote
korrah silain wrote:DeathwindRising wrote:Pokey Dravon wrote:I think what we're really missing at this point however is looking at the underlying issue with Nanite Injectors?
Nanite Injectors are by far the most underutilized piece of equipment out on the market. I believe this is largely due to a culture where players will simply bleed out on death or forget to ask for a revive and subsequently bleed out. This is due to a circular relationship where players bleed out because waiting for a revive that wont come/causes significant risk upon revive is less tactically viable than just respawning. This in turn discourages logistics from consuming a slot with the needle because its likely people will bleed out before the Logi has a chance to use it.
Dont get me wrong, I know there are some Logi purists out there that stubbornly carry and try to use the injector, myself included. But anyone who has been around for a significant period of time knows that the use of injectors has been on a significant decline for quite some time.
Now I dont think your idea is a bad one, however, I dont think it will fix the above mentioned issue with injectors. Logistics will not be encouraged to carry and injector, even with revive perks, if players continue to simply bleed out, and players will continue to bleed out as long as Logistics continue to not carry injectors. So the real question is "How do we modify player behavior?"
I think the key to this is giving Logistics a reason to carry the injector that is NOT tied to revives. This way Logistics players will want to carry the injector due to this added benefit. Overall injector presence in the field will increase, players will start to see this, and be more included to wait for a revive. If we want to place an added revive benefit on top of that to encourage players to wait for a revive...that will only help to encourage people to wait.
Regardless we have to find some way to break the cycle that is causing a decline in injector usage. I know Rattati mentioned in one of the Skype chats about possibly giving the Nanite Injector the ability to buff alive allies for a short period of time....may that be damage resistance, increase stamina, ect...he didn't specify and was just thinking out loud. Regardless, even if you offered something like "+5% damage resistance for 30 seconds" I guarantee you would see Logis carrying around those injectors nearly full time. here's a better fix... 1. remove needles as equipment. 2. add needles as part of all suits 3. scouts revive at 30%, assaults and commandos revive at 50%, logis revive at 80% 4. cal logi revives at 100% No, it should deffinatly be equipment. Bringing back the dead should be an option you have to pay for, not a given. I like the buff idea personally and think that if played fight could add muh needed variety to the injector. Perhaps making them a more offensive equivalent to the nanohives area hardening function; injecting will give a live player an ammo regen and or armor rep boost for a few seconds(if it could be justified in the lord then a shield buff would be cool too) then we just carry over the cal logo bonuses as they stand.
its not a given. you still have to risk yourself to get the revive. they can still be killed before you revive them.
the needles work fine as is. the problem is that you can completely negate it by killing with splash damage. so if you play a team thats disciplined at killing the bodies then carrying a needle is pointless... theres no way to protect a body long enough to revive it. |
korrah silain
True Illuminate
146
|
Posted - 2015.11.09 03:15:00 -
[19] - Quote
DeathwindRising wrote:korrah silain wrote:DeathwindRising wrote:Pokey Dravon wrote:I think what we're really missing at this point however is looking at the underlying issue with Nanite Injectors?
Nanite Injectors are by far the most underutilized piece of equipment out on the market. I believe this is largely due to a culture where players will simply bleed out on death or forget to ask for a revive and subsequently bleed out. This is due to a circular relationship where players bleed out because waiting for a revive that wont come/causes significant risk upon revive is less tactically viable than just respawning. This in turn discourages logistics from consuming a slot with the needle because its likely people will bleed out before the Logi has a chance to use it.
Dont get me wrong, I know there are some Logi purists out there that stubbornly carry and try to use the injector, myself included. But anyone who has been around for a significant period of time knows that the use of injectors has been on a significant decline for quite some time.
Now I dont think your idea is a bad one, however, I dont think it will fix the above mentioned issue with injectors. Logistics will not be encouraged to carry and injector, even with revive perks, if players continue to simply bleed out, and players will continue to bleed out as long as Logistics continue to not carry injectors. So the real question is "How do we modify player behavior?"
I think the key to this is giving Logistics a reason to carry the injector that is NOT tied to revives. This way Logistics players will want to carry the injector due to this added benefit. Overall injector presence in the field will increase, players will start to see this, and be more included to wait for a revive. If we want to place an added revive benefit on top of that to encourage players to wait for a revive...that will only help to encourage people to wait.
Regardless we have to find some way to break the cycle that is causing a decline in injector usage. I know Rattati mentioned in one of the Skype chats about possibly giving the Nanite Injector the ability to buff alive allies for a short period of time....may that be damage resistance, increase stamina, ect...he didn't specify and was just thinking out loud. Regardless, even if you offered something like "+5% damage resistance for 30 seconds" I guarantee you would see Logis carrying around those injectors nearly full time. here's a better fix... 1. remove needles as equipment. 2. add needles as part of all suits 3. scouts revive at 30%, assaults and commandos revive at 50%, logis revive at 80% 4. cal logi revives at 100% No, it should deffinatly be equipment. Bringing back the dead should be an option you have to pay for, not a given. I like the buff idea personally and think that if played fight could add muh needed variety to the injector. Perhaps making them a more offensive equivalent to the nanohives area hardening function; injecting will give a live player an ammo regen and or armor rep boost for a few seconds(if it could be justified in the lord then a shield buff would be cool too) then we just carry over the cal logo bonuses as they stand. its not a given. you still have to risk yourself to get the revive. they can still be killed before you revive them. the needles work fine as is. the problem is that you can completely negate it by killing with splash damage. so if you play a team thats disciplined at killing the bodies then carrying a needle is pointless... theres no way to protect a body long enough to revive it. Your suggestion was to make the CAPABILITY a given. Which I disagree it should be. It should be an option you have to pay for. Like grenades, ammo supply, or bringing reinforcement points.
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
DeathwindRising
Titans of Phoenix Damage LLC
1
|
Posted - 2015.11.09 07:48:00 -
[20] - Quote
korrah silain wrote:DeathwindRising wrote:korrah silain wrote:DeathwindRising wrote:Pokey Dravon wrote:I think what we're really missing at this point however is looking at the underlying issue with Nanite Injectors?
Nanite Injectors are by far the most underutilized piece of equipment out on the market. I believe this is largely due to a culture where players will simply bleed out on death or forget to ask for a revive and subsequently bleed out. This is due to a circular relationship where players bleed out because waiting for a revive that wont come/causes significant risk upon revive is less tactically viable than just respawning. This in turn discourages logistics from consuming a slot with the needle because its likely people will bleed out before the Logi has a chance to use it.
Dont get me wrong, I know there are some Logi purists out there that stubbornly carry and try to use the injector, myself included. But anyone who has been around for a significant period of time knows that the use of injectors has been on a significant decline for quite some time.
Now I dont think your idea is a bad one, however, I dont think it will fix the above mentioned issue with injectors. Logistics will not be encouraged to carry and injector, even with revive perks, if players continue to simply bleed out, and players will continue to bleed out as long as Logistics continue to not carry injectors. So the real question is "How do we modify player behavior?"
I think the key to this is giving Logistics a reason to carry the injector that is NOT tied to revives. This way Logistics players will want to carry the injector due to this added benefit. Overall injector presence in the field will increase, players will start to see this, and be more included to wait for a revive. If we want to place an added revive benefit on top of that to encourage players to wait for a revive...that will only help to encourage people to wait.
Regardless we have to find some way to break the cycle that is causing a decline in injector usage. I know Rattati mentioned in one of the Skype chats about possibly giving the Nanite Injector the ability to buff alive allies for a short period of time....may that be damage resistance, increase stamina, ect...he didn't specify and was just thinking out loud. Regardless, even if you offered something like "+5% damage resistance for 30 seconds" I guarantee you would see Logis carrying around those injectors nearly full time. here's a better fix... 1. remove needles as equipment. 2. add needles as part of all suits 3. scouts revive at 30%, assaults and commandos revive at 50%, logis revive at 80% 4. cal logi revives at 100% No, it should deffinatly be equipment. Bringing back the dead should be an option you have to pay for, not a given. I like the buff idea personally and think that if played fight could add muh needed variety to the injector. Perhaps making them a more offensive equivalent to the nanohives area hardening function; injecting will give a live player an ammo regen and or armor rep boost for a few seconds(if it could be justified in the lord then a shield buff would be cool too) then we just carry over the cal logo bonuses as they stand. its not a given. you still have to risk yourself to get the revive. they can still be killed before you revive them. the needles work fine as is. the problem is that you can completely negate it by killing with splash damage. so if you play a team thats disciplined at killing the bodies then carrying a needle is pointless... theres no way to protect a body long enough to revive it. Your suggestion was to make the CAPABILITY a given. Which I disagree it should be. It should be an option you have to pay for. Like grenades, ammo supply, or bringing reinforcement points.
its not a given capability though. it only works if someone else allows you to use it, which renders it useless if no one is paying attention. where as you can deploy or use all other equipment to benefit yourself, you cant revive yourself. and then of course theres the issues of splash damage through walls denying you opportunity to get revives.
theres way too much interfering with the ability to get revives, to the point where it doesnt make sense that it should cost an equipment slot.
its a quality of life improvement. people would use the needle more if they didnt have to give up actual equipment that benefits them. solo players dont carry needles, unless theyre logis
how many times have stood over a corpse when it was claerly safe to revive them, only to watch them bleed out? how many times have played matches where NO ONE had a needle be no one could be bothered to give up nanohives, scanners, rep tools, or uplinks? |
|
korrah silain
True Illuminate
148
|
Posted - 2015.11.09 10:01:00 -
[21] - Quote
DeathwindRising wrote:korrah silain wrote:DeathwindRising wrote:korrah silain wrote:[quote=DeathwindRising] No, it should deffinatly be equipment. Bringing back the dead should be an option you have to pay for, not a given. I like the buff idea personally and think that if played fight could add muh needed variety to the injector. Perhaps making them a more offensive equivalent to the nanohives area hardening function; injecting will give a live player an ammo regen and or armor rep boost for a few seconds(if it could be justified in the lord then a shield buff would be cool too) then we just carry over the cal logo bonuses as they stand. its not a given. you still have to risk yourself to get the revive. they can still be killed before you revive them. the needles work fine as is. the problem is that you can completely negate it by killing with splash damage. so if you play a team thats disciplined at killing the bodies then carrying a needle is pointless... theres no way to protect a body long enough to revive it. Your suggestion was to make the CAPABILITY a given. Which I disagree it should be. It should be an option you have to pay for. Like grenades, ammo supply, or bringing reinforcement points. its not a given capability though. it only works if someone else allows you to use it, which renders it useless if no one is paying attention. where as you can deploy or use all other equipment to benefit yourself, you cant revive yourself. and then of course theres the issues of splash damage through walls denying you opportunity to get revives. theres way too much interfering with the ability to get revives, to the point where it doesnt make sense that it should cost an equipment slot. its a quality of life improvement. people would use the needle more if they didnt have to give up actual equipment that benefits them. solo players dont carry needles, unless theyre logis how many times have stood over a corpse when it was claerly safe to revive them, only to watch them bleed out? how many times have played matches where NO ONE had a needle be no one could be bothered to give up nanohives, scanners, rep tools, or uplinks? Maybe it's just me but half of my suits have nanite injectors, and I have saved allies asses by flashing in as a scout and picking them up so...yeah I guess people not requesting happens but just as often I get requests from all over that I can't get to in time, more over there are pleanty of times that i let myself bleed out to do things like respawn elsewhere, select a different fit what have you.
yeah more over this thread isn't explicitly about nanite injectors but is about giving the caldari logis a more defined role. One of the suggested routes was to give them an injector bonus. The better option(within that train of thought rather than just a bonus to rev health) then would be to give the injector an effect that could be utilized without a second player requesting it first as this would encourage the equipment to be used by giving it a reliable use(that is a use that can be counted on being available regardless of allied casualties).
The other problem is giving everyone nanite injectors takes away choice and strategic decision making, it homogenizes suits, and works in the exact opposite direction of this threads intended goal which is, again to give the cal logi a distinct role.
At least that's my perspective.
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
Baal Omniscient
Qualified Scrub
2
|
Posted - 2015.11.09 10:31:00 -
[22] - Quote
The injector needs a general improvement added to it to make it more attractive to be revived in general, but as for the Caldari buff I personally like the idea of getting ammo back upon pick up as it flows with the bonus already in place and doesn't mess with adding something that makes using a needle on another suit obsolete. Say 1 clip replenished for mlt/std needle, 2 for adv and 3 for proto. The 100% needle giving back full ammo. Tie the skill levels of the logi suit to the needles directly so you have to have access to the adv callogi to get the bonus to adv needles, pro for pro needles etc. This way Caldari gets a non-OP equipment bonus that meshes well with the existing one and makes it more useful. Then we'll need to look for another bonus for needles as a whole so they are more attractive to all suits.
añ¼añ+añ¦-añ¬añ+añƒañ¦-añÿañ¿añ+añ+añ¦-añªañ+añùañ¿aÑìaññ
"Baal comes...and destruction follows him like a storm."
añ¿añ+añ¦añ¿aÑìaññañ¦añ+añ¿aÑìañºañòañ+añ¦añ+aññ-añªañ+añùañ¿aÑìaññ-añ¦añ¦añÖaÑìañù
|
DeathwindRising
Titans of Phoenix Damage LLC
1
|
Posted - 2015.11.09 20:54:00 -
[23] - Quote
korrah silain wrote: too many quotes...
the cal logi issue to me is that nanohives are too easily destroyed. id like to see their bonus also include nanohive HP and radius so that you can drop a nanohive with some level of confidence in its life expectancy.
as for the needle, i agree with you. what about just making the needle give its hp regardless of whether a player is dead or not? if youre dead, you get revived. if youre not dead, you get a quick boost in hp. i mean if we think about it... why would it only work if were dead?
perhaps add a cooldown to it to prevent spam use, but it provides an alternative to the rep tool
|
korrah silain
True Illuminate
155
|
Posted - 2015.11.09 21:10:00 -
[24] - Quote
DeathwindRising wrote:korrah silain wrote: too many quotes... the cal logi issue to me is that nanohives are too easily destroyed. id like to see their bonus also include nanohive HP and radius so that you can drop a nanohive with some level of confidence in its life expectancy. as for the needle, i agree with you. what about just making the needle give its hp regardless of whether a player is dead or not? if youre dead, you get revived. if youre not dead, you get a quick boost in hp. i mean if we think about it... why would it only work if were dead? perhaps add a cooldown to it to prevent spam use, but it provides an alternative to the rep tool Personally I feel like that would be too directly overlapping the rep tools use. I also think that this discussion could open up the doors for injector variants. So we keep the base ones who specialize in reviving, so they do that best(though all needles should revive) but if used on a living ally it buffs regen for say 15 seconds, for oh...5-10hp/sec. Hardener injector: revives at lower health, but gives DMg resistance 3-5%? Both on vervive and buff Assault injector: revives at same health level as gardeners, but buffs speed (5-10%?) For 5-10 secs And allow only one buff active at a time, but multiple buffs exted duration?
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
DeathwindRising
Titans of Phoenix Damage LLC
1
|
Posted - 2015.11.10 03:08:00 -
[25] - Quote
korrah silain wrote:DeathwindRising wrote:korrah silain wrote: too many quotes... the cal logi issue to me is that nanohives are too easily destroyed. id like to see their bonus also include nanohive HP and radius so that you can drop a nanohive with some level of confidence in its life expectancy. as for the needle, i agree with you. what about just making the needle give its hp regardless of whether a player is dead or not? if youre dead, you get revived. if youre not dead, you get a quick boost in hp. i mean if we think about it... why would it only work if were dead? perhaps add a cooldown to it to prevent spam use, but it provides an alternative to the rep tool Personally I feel like that would be too directly overlapping the rep tools use. I also think that this discussion could open up the doors for injector variants. So we keep the base ones who specialize in reviving, so they do that best(though all needles should revive) but if used on a living ally it buffs regen for say 15 seconds, for oh...5-10hp/sec. Hardener injector: revives at lower health, but gives DMg resistance 3-5%? Both on vervive and buff Assault injector: revives at same health level as gardeners, but buffs speed (5-10%?) For 5-10 secs And allow only one buff active at a time, but multiple buffs exted duration?
idk anymore. The stuff you're talking about is akin to the drugs/boosters in Eve online.
I think the needle is fine. The original complaints about the needle were noobs and trolls reviving people so they would get killed over and over to farm points. We could fix that by:
Making revives a two step process. You can stab anyone down with the needle and get points for the attempted revive. But the recipient still has to request or accept whether or not to revive. If they accept, then you get the full points for reviving them.
This makes the needle fully functional and useable by a player but also not abusable. Players still get the option of opting out of the revive.
Of course that doesn't help the cal logi much lol
Edit:
Stabbing a player with a needle while down should make them invincible for the remainder of their bleed out timer. So that they can decide to either accept the revive or wait for teammates secure the area first. Accepting the revive would cancel the invulnerability. At least then |
DIinkelFritz
The Eternal Noxium Imperium
3
|
Posted - 2015.11.12 05:27:00 -
[26] - Quote
Here's and idea. How about removing the call out feature bs and allow logistics with the sweet sweet meth needles be able to revive downed allies..period. It would remove the "cycle" (as it was well put in the previous post) and allow for a faster time to revive allies. I play logistics and i know how it is when you have the opportunity to revive a downed team mate but you have to wait crucial seconds before they can even call out.
I digress on a fix of a current issue of needles being used.
As for the original post, I like the idea of giving a bonus to damage resistance for a short time. Gives players time to get to cover. HOWEVER, to make logi more inclined (or rather less afraid of dying) to get in the fray to save a team member, the dmg resistance bonus should apply to both the logi and the downed team mate for the duration.
I also agree that the damage resistance should not be exclusive to one suit. As such, this would mean a change to the description of the Nanite injectors to a %bonus to hp and damage reduction. This would allow for variants to appear, some with higher hp recovery and some with higher temporary damage reduction. Some of you may disagree with me, but I like the idea of the current nanite injector to have the same recover bonus to hp as the damage reduction. Assuming that the dmg reduction time is set to something small, like 3 seconds, well 1.5 seconds of that time is your character getting up from dying. If you're really in the heat, you need to jump to cover quickly in the last 1.5 seconds or you are SOL. It would change up the balance, perhaps too much. It's hard to say. But the point of this thread is to address the fact that nanite injectors are currently in need of a major boost and Caldari Logistics need one as well.
Committed suicide....again...
|
DIinkelFritz
The Eternal Noxium Imperium
3
|
Posted - 2015.11.12 05:35:00 -
[27] - Quote
DeathwindRising wrote:korrah silain wrote:[quote=DeathwindRising][quote=korrah silain] too many quotes... I think the needle is fine. The original complaints about the needle were noobs and trolls reviving people so they would get killed over and over to farm points. We could fix that by: Making revives a two step process. You can stab anyone down with the needle and get points for the attempted revive. But the recipient still has to request or accept whether or not to revive. If they accept, then you get the full points for reviving them. This makes the needle fully functional and useable by a player but also not abusable. Players still get the option of opting out of the revive. Of course that doesn't help the cal logi much lol Edit: Stabbing a player with a needle while down should make them invincible for the remainder of their bleed out timer. So that they can decide to either accept the revive or wait for teammates secure the area first. Accepting the revive would cancel the invulnerability. At least then
I don't know about making them invulnerable for the cd time, but allowing them to revive at their choosing would be a good idea after being hit with a NI. Specifically, for the above mentioned reason. I agree that it would also eliminate the revive spammers from appearing again.
Committed suicide....again...
|
DIinkelFritz
The Eternal Noxium Imperium
3
|
Posted - 2015.11.12 05:38:00 -
[28] - Quote
Baal Omniscient wrote:The injector needs a general improvement added to it to make it more attractive to be revived in general, but as for the Caldari buff I personally like the idea of getting ammo back upon pick up as it flows with the bonus already in place and doesn't mess with adding something that makes using a needle on another suit obsolete. Say 1 clip replenished for mlt/std needle, 2 for adv and 3 for proto. The 100% needle giving back full ammo. Tie the skill levels of the logi suit to the needles directly so you have to have access to the adv callogi to get the bonus to adv needles, pro for pro needles etc. This way Caldari gets a non-OP equipment bonus that meshes well with the existing one and makes it more useful. Then we'll need to look for another bonus for needles as a whole so they are more attractive to all suits.
I feesable option as well. I say make them do a bonus to melee dmg, by a percent of the enemy suits hp. If you can land a NI attack on an enemy, then gg noob. GTFO.
Committed suicide....again...
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |