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Mr TamiyaCowboy
Condotta Rouvenor Gallente Federation
121
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Posted - 2012.07.31 17:32:00 -
[1] - Quote
Thermodynamics skill,
+3% overheat to shield/armor damage. allows the wearer to overheat passive shield and armor modules allowing for a stronger tank over a short intense period of fire.
Thermodynamics Modulation injector :
TMJ a subsystem booster that allows user to overcharge a shield/armor system for a short period of time, in an intense battle/firefight. at a cost to a -6% drop in shield/armor recharge/repair rate
ideas ? could be fitted to a scout suit / assault/logi? not a perma all battle long feature, but a short boost to shield (last ditch effort) it could still be overcome under heavy intense fire but could also change the fights outcome ideas ? what do you all think |
Mr TamiyaCowboy
Condotta Rouvenor Gallente Federation
121
|
Posted - 2012.07.31 17:47:00 -
[2] - Quote
no but they do soak up thermodynamic damage ( overheat an active module, damages any passive / active fitted inline)
but who is to say the sleepers could not ( folk lore), the chronic hints at sleeper hardware, we as eve players already know the sleeper AI is one of the best NCP ai in eve, its darn close to human like playing.
sleeper tech was also kinda far out there, it gave birth to t3 cruisers and they have natural thermodynamics when fitted right. passive shield would just be like a couple remote rep drones, but for a suit a module+skill based item would be better used. |
Mr TamiyaCowboy
Condotta Rouvenor Gallente Federation
121
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Posted - 2012.07.31 17:55:00 -
[3] - Quote
Severus Smith wrote:No, you can only overheat active modules.
And I think Thermodynamics / Overheating may be a bit complex for Dust at launch. Overheating works in EVE because of M / KB / not being shot in face pacing. Here it will just be another thing we need to pay attention to that will end up getting us squashed by a Dropship.
Plus the penalty in EVE for overheating is that the module gets burned out until you replace it. In Dust that's not a problem since you can die and everything is refreshed. This renders heat damage as a useless balance check on modules.
good words severus,
i did not take into account the burning out. maybe later in the game a future update. but would be nice to have that level of control suit wise.
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Mr TamiyaCowboy
Condotta Rouvenor Gallente Federation
121
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Posted - 2012.07.31 21:12:00 -
[4] - Quote
liking the ideas flowing here some good feedback and input.
could drop the thermo part and call the skills weapons dynamics. maybe something like a -6% reload time but an expanded rate of fire/damage bonus.
every upside to the skill would need some downside. ie range falloff decreases, hip spread fire decrease etc etc. better looking at a half decent balance so ccp has less headache fixing something that becomes overpowered.
keep them ideas flowing, hopeful ccp is also having ideas and keeping an eye on the thread |
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