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Thread Statistics | Show CCP posts - 7 post(s) |
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Imperfects Negative-Feedback
1170
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Posted - 2012.08.10 18:47:00 -
[1] - Quote
I'm going to start with equipment, and move on to weapons, modules, dropsuits and vehicles in later posts.
Transfusion Nanite Injector - damage your health to revive someone to 1% health, extremely low fitting
Strontium Nanite Injector - restores limited armor and high amounts of shield
Anomaly Drop Uplink - significantly lower fitting requirements, does a random amount of damage on spawn
Slingshot Drop Uplink - throws a spawned merc a significant distance in a random direction
Wasp Nanohive - reduced ammo replenishment, but does minor damage over time to enemies within the bubble
Aegis Nanohive - no ammo replenishment, timer based, does significant armor repair and sets shield recharge delay to 0
Timed Remote Explosive - big grenades with long fuses, can be de/reactivated with the remote
Anti-Nanite Remote Explosive - huge range, high capacity, only damages equipment
Ablative Repair Tool - slower repair rate, can overheal infantry (that naturally deteriorates when not under repair)
Electrolyte Repair Tool - slower repair rate, lowers shield recharge time and increases stamina regeneration
More to come in future posts! |
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Imperfects Negative-Feedback
1170
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Posted - 2012.08.10 19:30:00 -
[2] - Quote
SoLJae wrote:I really would love a Heavy Dropsuit with a Light arms and Heavy arms slot, but no Sidearm slot........An Assault Rifle and a Swarm Launcher/forge in the same fit would be nasty and very beneficial to team play.
Just need to find a good partner with some nanohives and its on!
BTW, Wolfman, this is way cool what you are doing. Thanks.
By beneficial do you mean giving one class everything? H/L would be a huge buff. Maybe if the health dropped to that of a logi and lost other slots. |
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Imperfects Negative-Feedback
1170
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Posted - 2012.08.11 01:19:00 -
[3] - Quote
Now some light weapons pitches! Remembering people will only have a few tools at their disposal, some weapons let them help in a role they aren't suited for. Still drawbacks, but it should give variety within a "class" without overshadowing the specialists. I also tried to not duplicate some very fine ideas already in this thread, even if they have my vote.
Overcharged Assault Rifle - fires in a similar fashion to the assault forge, highest single shot damage low dps
Saboteur Assault Rifle - significant damage multiplier versus vehicles, very small magazine and low accuracy
Beacon Tactical Sniper Rifle - no damage, keeps the enemy on the minimap for 30s, disrupted by any external repairs
Neural Spike Sniper Rifle - low damage, insane (instant kill low level heavies) headshot multiplier, single shot magazine
Bombard Shotgun - (slugs) gives AR range, decent damage, maintains normal shotgun magazine, low accuracy
Polarized Shotgun - lower hp damage but also inflicts stamina damage
Predator Swarm Launcher - can lock on infantry, fires a single missile at a time, low range
FoF Swarm Launcher - dumb fire only, will steer towards enemy vehicles similar to new AV grenades
Airburst Mass Driver - explodes even without contact after a fixed time
Nanite-Bomb Mass Driver - shells do low damage to enemies and repair mild armor to allies
Ideas I approve of - low damage automatic sniper, street sweeper automatic shotgun, area DOT mass driver, and AV sniper
There are so many fun things that can be done! More on heavy, sidearm, and grenades next time. |
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Imperfects Negative-Feedback
1170
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Posted - 2012.08.29 02:47:00 -
[4] - Quote
CCP Cmdr Wang wrote:Mr TamiyaCowboy wrote:a sniper rifle that uploads trajectory / Alt / DEC, to your squads tanks.
tanks should could be used as true artillery units behind front lines, snipers could mark a target, upload to the tanks command and control server hub, then order in a sky full of long range high explosive rounds.
now the tank needs the scout and the scout is free and open, he is both front line and covert op. shorter rate of fire and ammo capacity but abiliy to carry a mobile CCSH and link into artillery mode with tanks.
same with enemy, tanks are not safe if they can be seen and designation painted artillery could land in that area. dependant on amount of tanks in a squad and no more than 5 max can run in command mode,
skill wise the better and more skilled a tank driver the distance he can send artillery rounds gets more +1 This sounds very cool and encourages more teamwork/tactics.
Hate to disagree, but this will result in only one thing... tanks sitting behind their redlines all match. |
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