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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.11.30 10:26:00 -
[1] - Quote
Instead, automatically place them in suits (without taking up any player fitting slots).
The idea is giving everyone the ability to revive because as it is now, people (particularly Assaults) don't seem to want to place it on their suits as they can't justify the slot/fitting cost. Assault class players are generally closer to the action of people dying.
Remove all nanite injectors from the market and refund them. In their place, have a base level nanite injector fitted to a hidden eq slot on all dropsuit. The healing power of this basic nanite injector goes up across all suits you fit as you skill into nanocircuitry.
As for Caldari faction injectors, buying Caldari loyalty store dropsuits (all levels) would provide a boost to nanite injectors giving you (if you had max nanocircuitry skills) 100% revive.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.11.30 11:09:00 -
[2] - Quote
TooMany Names AlreadyTaken wrote:+1
I fully support this idea as long as it's the nanite injector skill that gives the boost to revives. Yes, it's the nanocircuitry skill that gives the boost, not the suit meta level. That way it gives newer players faster access to using good revives, on any suit, rather than having to skill into a good suit to give good revives.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.11.30 23:04:00 -
[3] - Quote
Meee One wrote:Actually according to Rattati that's their one and only role. (check out that forum title) Keeping it rare keeps it valuable,imagine if everyone had 2 tons of gold...it's value would plummet. Commandos in considerations for equipment,not just needles. If it doesn't have anything to do with killin' folks assaults shouldn't have it built-in. Basics are another matter... Actually, Rattati is the one who brought up this suggestion of putting needles on all suits. He's very discouraged by the lack of revives. I believe the general number he shared was only 5-8% of ALL revivable bleedouts have been given a revive injection.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.11.30 23:12:00 -
[4] - Quote
Ahkhomi Cypher wrote:So basically what OP is saying is
Assaults would keep what they have currently
But in addition
They get a second equipment slot that is locked into a needle.
But they'll still have their other equipment slot to carry whatever they desire.
This really what the argument is?
Nothing even changes if you didn't run a needle before. You just now have the option to not use something thats free.
How is this bad? What I am saying, and what Rattati suggested is automatically putting a revive needle into a hidden EQ slot on ALL suits. I am enhancing Rattati's suggestion by saying that as you skill into nanocircuitry you increase the revive power (and WP payout as std, adv, and pro already do) of that hidden slot needle.
All you do to activate it is walk over a body calling for a revive and press circle.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.01 00:08:00 -
[5] - Quote
Meee One wrote: Scenario: -2 assaults go in with hives -never need reps because of needles -never need ammo because large hive capacity =too much autonomy
Assaults are meant to "kill stuff",not revive.
I really can't take you seriously now.
"never need reps because of needles"
Relying on needles for reps is dangerous and fucks your K/D ratio. Fluxes or grenades take care of bleeding out bodies and hives just same.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.01 00:37:00 -
[6] - Quote
Ahkhomi Cypher wrote:ID G4f wrote:people don't run needles because waiting on someone to request pickup will get you killed, the only way to fix needles is to no longer count the death on your kdR then the kdr whores will actually request pickup. If people run a slay bpo fit & there are plenty of clones left (lol like they bother to check) there is little reason to request pickup. It is likely going to cause an instant death. That was the whole reason for the 'you can only poke the ones who ask for it' nerf. But the real problem lies with kdr. Remove the death since no clones were lost and watch how many people will actually want that dirty needle, lol This Yeah, kills (and their most of their WP payout) shouldn't count until the clone is terminated. Preferably, people should only be awarded something like 5 WP for downing a player. You'd get 45 WP when the clone terminates (by your hand, a teammate, or the enemy player choosing to bleedout).
As long as clones had a max limit of revives per body (e.g. 3 revives) this would help a lot with curtailing boosting players WP farming revives.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.01 00:56:00 -
[7] - Quote
deezy dabest wrote:Putting them in every suit would just make squads even more over powered in my opinion. It would also encourage more pro stomping IMO. A valid concern. I could also see it working in the favor of encouraging all types of players to run stronger (more expensive) suits.
Players on both sides may be more apt to run Proto and Officer suits if there is a higher probably of someone in their squad or team able to bring them back. Also the high WP payout of needles may drive up team WP pools and orbitals (however some people like to run weak needles to repair tool more WPs back compared to a quick proto injector's 90 wp).
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.01 03:41:00 -
[8] - Quote
@Summa Militum
Maybe you should try your hand at melee. No one recovers from a proper fisting. You are pretty much guaranteed now to be able to smack the life out of someone.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.01 23:18:00 -
[9] - Quote
deezy dabest wrote:The current revive situation is BLAH.
Putting them in every suit would just make squads even more over powered in my opinion. It would also encourage more pro stomping IMO.
The real problem with revives is if you are not on comms with the person that went down you end up getting killed or them timing out while you try to make sure it is safe, after all someone did just die there.
I think if you wanted to see more revives the way to go about it would be adding a remote revive type tool that is based on the rep tool. Basically higher levels would allow slightly higher distances for revives. This would allow for revives from cover as oppose to being farmed by someone calling for help.
Something like:
Basic 8m Standard 10m Proto 12m
The proto level in that case would probably be getting into the OP area but that's just an example of progression. I like it, however I find myself asking why can't we have both? Direct revive injectors on all suits, and a ranged revive tool that provides a short small arms invulnerability shield buff.
I've updated the OP with this suggestion and your repair tool ranges.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.02 01:14:00 -
[10] - Quote
Discussion point.
The abundance of dropsuit injectors revives and ranged revives that make a player almost invulnerable to small arms fire (for five seconds), all meld together to create a scenario where headshots and double tapping downed mercs is extremely important. How do you feel about that?
Personally, I feel better about being able to coexist with snipers in this scenario. If they can take me out with a headshot (or double tap my dying body) with the safety of range, that's fair.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.12.02 19:24:00 -
[11] - Quote
Mortedeamor wrote:yeah this would be nasty....every assault would be able to cover themselves ...slayer squads would be unstoppable
i mean just think about it lol..everyone could revive everyone lol no just no That's why you double tap, or aim for the head. #DustZombies
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