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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Talbain Sigmund
Deep Black Industries Yulai Federation
7
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Posted - 2013.07.10 19:28:00 -
[631] - Quote
Shield Heavy
HMG Variant Autocannon. High damage, mid/long range, TERRIBLE ROF, scrampistol magazine. |
Zendeal
Horizons' Edge Orion Empire
0
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Posted - 2013.07.10 19:31:00 -
[632] - Quote
Im not sure if these all use existing mechanics but they should only alter existing stats
Kinetic Energizer: Bio speed mod 0.3 increase to movement speed (or % based) 15% decrease to Sprint Speed Fairly high PG requirement with CPU close to the catalyzers
Frontline Swarm launcher Fires 1 missile per shot 0.2 lock on time 10 per clip 30 max capacity Standard missile damage and pg/cpu requirements
Slug Shotgun 1 "pellet" slug high damage efft. range 1-20m 4 clip size high accuracy / hipfire |
Arx Ardashir
Imperium Aeternum
90
|
Posted - 2013.07.10 19:31:00 -
[633] - Quote
CharCharOdell wrote:I want 3 variations of tanks in STD, ADV, and PRO
STD 5 high, 2 low or 2 high, 5 low: Basic frame tank: no change from now. (200,000 ISK) Marauder: Dmg+15%, HP-30%, top speed+15% (350k) Enforcer: Dmg+15%, HP+15%, top speed-30% (350k) Demolisher: Dmg-30%, HP+15%, top speed+15% (350k)
ADV 6 high, 3 low or 3 high, 6 low: Basic frame tank: no change from now. (800k) Marauder: Dmg+15%, HP-25%, top speed+15% (1 mil) Enforcer: Dmg+15%, HP+15%, top speed-25% (1 mil) Demolisher: Dmg-25%, HP+15%, top speed+15% (1 mil)
PRO 7 high, 4 low or 4 high, 7 low: Basic frame tank: no change from now. (1.8 mil) Marauder: Dmg+15%, HP-20%, top speed+15% (2.45 mil) Enforcer: Dmg+15%, HP+15%, top speed-20% (2.45 mil) Demolisher: Dmg-20%, HP+15%, top speed+15% (2.45 mil) Your proto tanks have 4 more slots than the standard variants. I wouldn't count on that happening. Common pattern is +1 slot (total) per tier level, not +1 slot to each section per tier level. |
BLKDG
ROYAL SQUAD Shadow of the Apocalypse
9
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Posted - 2013.07.10 19:37:00 -
[634] - Quote
For the dropships!!
Allow a rotatable selector (like when selecting equipment) that allows the gunners to use their personal weapon or the ds weapons.
Simple elegant.
This would allow any weapon to be fired
Also make this allowable for any open position gunner.
Like ds lav etc
Cheers |
loumanchew
Ametat Security Amarr Empire
125
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Posted - 2013.07.10 19:41:00 -
[635] - Quote
I would like a different mechanism for assault dropships. I was thinking of a hybrid between swarm launcher and the actual turret. Let me explain. Let's say you are hovering over a zone where there is a concentration of ennemies, you would use the little dot that we currently have to lock down a circle or square on the ground. Once you have a lock on on an area you could have like x seconds where a succession of swarm missiles would go off every x seconds, and affect an area of around 7.5 with splash damage. It would be freakin epic and make the dropship so much more appealing.
I was thinking of a same type of lockdown on vehicules as well since aiming is pretty much useless in its current form. I'm not asking for a 1 hit kill thing like the rail tanks have, but just a mean to defend ourselves and be something else than a pigeon. |
Stahl Radec
Pradox One
0
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Posted - 2013.07.10 19:51:00 -
[636] - Quote
Incendiary granade |
loumanchew
Ametat Security Amarr Empire
125
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Posted - 2013.07.10 19:55:00 -
[637] - Quote
An AR with a shot of flaylock pistol below the cannon. I think we need more flaylocks. |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
520
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Posted - 2013.07.10 20:05:00 -
[638] - Quote
Pulsating colors for the nano hives, red if it reps green if its just ammo, most people don't think to get repped from a hive but if it was pulsing red they would! |
AnALogginS
S.e.V.e.N. Top Men.
27
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Posted - 2013.07.10 20:30:00 -
[639] - Quote
A Forge Gun with a mulitple firing stages. Like and assult forge right, BUT it takes 2.5 seconds to have a 25% charge, and you can loose that shot whenever yourd like however the charge and continue up like a breach forge right. and ad roughly 5 to 5.5 seconds you can get it chareged to 50% if you wanted to loose the shot then youd actually fire 2 rounds! the 25% Charged Cell And the 50%. And so on to 75 and 100%
Burst Forge - 2.7 Seconds for 25% Charge Capacity - 1 shot
50% Charge @ 5.4 Seconds - 2 shots
75% Charge @ 7.7 Seconds - 3 Shots
100% Charge @ 10 Seconds - 4 Shots or damage buff on 3 shots.
Interesting part - 115% Charge makes the gun overheat and deals a Crap load of feedback damage making it difficult to use. Perhaps even mike it like the breach where you cant move while your using it. Also make the tip of the wepon when charged glow like the sun. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
204
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Posted - 2013.07.10 20:35:00 -
[640] - Quote
A flaylock with double the splash range!!
Imagine all the tears |
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Boot Booter
Elite Gamers Militia
30
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Posted - 2013.07.10 20:57:00 -
[641] - Quote
What about a burst SMG. Burst fire at a more accurate and higher rof than standard but with lower damage. Similar to the burst AR (except good enough to be actually useful).
Some back of the envelope stats...
Advanced
ROF - 1200 Damage - 20.6 100 round clip at a 5 round burst (only size that would mesh nicely with the minmatar assault bonus to clip size)
Proto Rof - 1200 Damage - 21.7 100 round clip.
Naturally the same CPU and PG as the assault variants. |
Crimson Judgment
ROGUE SPADES EoN.
53
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Posted - 2013.07.10 21:02:00 -
[642] - Quote
hybrid repair tool that restores both a small amount to shields and armor.
carrier dropship no turrets 8 passengers higher life then the logi ship built in with a remote repper/shield transporter.
can i have a swarm launcher that does this |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
520
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Posted - 2013.07.10 21:23:00 -
[643] - Quote
A suit with two nade slots, maybe sacrifice a high/low for it and make it a one wpn suit. |
Razor Signal
Red Star Jr.
4
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Posted - 2013.07.10 21:58:00 -
[644] - Quote
A variant on the profile dampening modules that, rather than making you invisible, makes you appear as a friendly to the enemy within a X amount of radius.
A variant on the active scanner that jams enemy radar within X radius.
An active scanner that helps with sniper weapon sway or something similar.
A last resort grenade/explosive - explodes on users death. Obviously cannot be thrown/used actively. Will not activate near friendlies and only has a three second window to activate. Costs significant PG/CPU. Proto level grenade.
A plasma SMG, low damage, high ROF. Does nearly nothing to shield.
'Variant' of any type of weapon - the idea is that these weapon types, for nearly any weapon we currently have, can be wholly customized. Think of the weapon in terms of your dropsuit, allowing you to spec into skills that can impact ROF, Damage, Damage type and so on as well as opening up modules for the weapon themselves to be equipped with. This would allow for even further unique customization of your character, allowing you to fall into well-defined roles.
A chainsaw gun. Do I need to say more? I'm a sucker for melee combat.
Profile Dampening Module that disrupts radar, causing a second radar icon of the user to appear for a very brief period of time. It would only activate when the user has been spotted, using up one module for every use. Has chance of failure/enemy radar not being fooled. High CPU/PG requirements. Advanced/Proto.
Remote sticky explosives - used on vehicles, designed to be used against tanks primarily. Two variants, shield and armor busters.
Infiltration Scout Dropsuit - 1 high, 3 low, 2 equip slots, 1 sidearm slot. Variant: 1 high, 2 low, 3 equip, 1 sidearm.
Max PG 75 KW MAX CPU 250 gF Shield 225 HP Armor 25 SRR 50HP/S SRD 3s SDRD 6. ARR 0. Movement Speed 7.0 Sprint Speed 9 Sprint Duration 20s Stamina 250 Stamina Recovery Rate 18 Scan Profile 25dB Scan Precision 25 Scan Radius 15 Melee Damage 110
I'm basing this around the fact that the current scout suits and most scout users themselves seem to be focused more on being the 'first' to get to nodes but are limited by the number of actions that they can perform. Hack, drop remotes and kill reds with a shotgun. It seems like a clumsy design. This allows for more customization and utility use as an actual scout and less 'active' combat with more of a focus on stealth assassinations if need be. Basically this is a guy who is going to hit and run, capable of carrying droplinks and more, more capable of destroying enemy droplinks and so on. This is not a combat scout suit, thus the lack of a light weapon slot and armor.
Hacking modules that allows you to hack droplinks.
Hacking module that allows you to disrupt enemy droplinks, causing potential catastrophic failure upon entry. |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
520
|
Posted - 2013.07.10 22:10:00 -
[645] - Quote
"Refit hive"
A nanohive that allows you to choose a new fitting like the supply depots do, no ammo restocked or armor healing, just a suit change.
Make the field glow yellow
Gonna say it again because I really want it, make the healing hives pulse red and the ammo only pulse green, it would make everyone's life a lot easier. |
WhiskeyJack Otako
The Southern Legion RISE of LEGION
71
|
Posted - 2013.07.10 22:41:00 -
[646] - Quote
How about a Galente proto assault suit with a movement bonus instead of the shield bonus per level. Paint it midnight blue. |
omega 015
Reaper Galactic
67
|
Posted - 2013.07.10 22:44:00 -
[647] - Quote
Emp rounds? Take down shields faster at the cost of armor penetration. |
ADAM-OF-EVE
Svartur Bjorn
95
|
Posted - 2013.07.10 22:49:00 -
[648] - Quote
this https://forums.dust514.com/default.aspx?g=posts&t=92410&find=unread
or
nanite grenades - when thrown these grenades supply ammo to or heal friendlys caught in the blast radius
smoke grenades - visually disrupts (cannot see the player but they still show on scan)
em grenades - sensor disrupts (can see players but shuts down mini map and all player / objective markers)
charge grenades - this grenade requires charging before use. much like cooking the grenade.damage and blast radius is based on amount of charge stored when thrown. this weapon can overload and kill the user so it is down to the user preferance weather they risk taking it to maximum charge for max damage.
scan grenade - this grenade does no damage. instead it reads the loadout of the players it hits. different versions have different levels of accuracy |
Scheneighnay McBob
Blueberry Gunners
2195
|
Posted - 2013.07.10 22:54:00 -
[649] - Quote
xLTShinySidesx wrote:"Refit hive"
A nanohive that allows you to choose a new fitting like the supply depots do, no ammo restocked or armor healing, just a suit change.
Make the field glow yellow
Gonna say it again because I really want it, make the healing hives pulse red and the ammo only pulse green, it would make everyone's life a lot easier. Seems overpowered to me.
Throw down refit hive Change to a different fit and throw down a ton of nanohives and triage hives. If the refit hive has 1 use, no problem because you the new fitting also has a refit hive. Change to something like a forge heavy and just stand in the middle of the hive pile |
Boot Booter
Elite Gamers Militia
30
|
Posted - 2013.07.10 23:00:00 -
[650] - Quote
Flux grenade mass driver! |
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BARDAS
DUST University Ivy League
119
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Posted - 2013.07.10 23:02:00 -
[651] - Quote
Hot Pink Minmatar Scout Suit and Neon Green Nova Knives shaped like pickles
About as useful as we scouts currently are anyways. May as well look stylish while we die in droves.
EDIT: Just realized the original post is hella old. My statement still stands. |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
523
|
Posted - 2013.07.10 23:51:00 -
[652] - Quote
Scheneighnay McBob wrote:xLTShinySidesx wrote:"Refit hive"
A nanohive that allows you to choose a new fitting like the supply depots do, no ammo restocked or armor healing, just a suit change.
Make the field glow yellow
Gonna say it again because I really want it, make the healing hives pulse red and the ammo only pulse green, it would make everyone's life a lot easier. Seems overpowered to me. Throw down refit hive Change to a different fit and throw down a ton of nanohives and triage hives. If the refit hive has 1 use, no problem because you the new fitting also has a refit hive. Change to something like a forge heavy and just stand in the middle of the hive pile
Armor and shields stay the same when you change fits unless you change to a different suit, you can only have one active at a time.
I don't really see how it's op, you can do more with a supply depot.
Another thing that a friend mentioned that I thought was a cool idea, it would be a new module so I won't expect to see it anytime soon.
Hacking lock module
A module that allows you to "hack" friendly objectives that effectively double the time for the opponent to hack.
Obviously there should be a counter to this "counter hack" maybe? That mitigates the "hack lock" |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4822
|
Posted - 2013.07.11 00:01:00 -
[653] - Quote
I still want BREACH and BURST scrambler rifles |
dazlb72
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
33
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Posted - 2013.07.11 00:10:00 -
[654] - Quote
I would like to see a flux variant of the vehicle proximity mine. Also i thought about a mobile drop uplink, carried by 1 squad member for squad only spawning |
Moren DeKaza
Molon Labe. League of Infamy
6
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Posted - 2013.07.11 00:16:00 -
[655] - Quote
Heinz Doofenshertz wrote:a Logi Suit with both a light and side arm weapon slot its called Amarr Logi dude
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OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
135
|
Posted - 2013.07.11 02:25:00 -
[656] - Quote
Flux lock Nova sword ( range) Silent crossbow with explosive bolts |
omega 015
Reaper Galactic
67
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Posted - 2013.07.11 02:49:00 -
[657] - Quote
Flux mass driver |
Vaux Karn
The Mercenary Collective
24
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Posted - 2013.07.11 06:06:00 -
[658] - Quote
My ideas for weapons:
1. A sniper rifle variant that does high damage (around 700) that has a single round magazine and maybe around 15 total rounds. Reload time around 4 seconds.
2. Fully automatic, high magazine capacity, low damage mass drivers and shotguns.
3. Charge laser rifle which has around a 2.5 second charge to fire a 3 second higher damage beam (still capable of over heating).
4. Burst sniper with lower zoom scope (but still higher than that of an AR) that does around 60 damage per round and is designed for use at closer ranges.
5. Charge scrambler pistols.
6. Flux flaylocks and mass drivers. (Though I could see a problem with these if introduced before a rebalance of the flaylock)
Just some ideas for existing weapons, I will have to read all 30 something pages of this to see what other people have suggested. |
Cy Clone1
Kinsho Swords Caldari State
102
|
Posted - 2013.07.11 06:20:00 -
[659] - Quote
Brawler heavy
bonuses to melee
low slot count higher speed no secondary high hp |
imma monsta
Greatness Achieved Through Training EoN.
21
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Posted - 2013.07.11 07:08:00 -
[660] - Quote
CRU CLONE JUMPING
Add a function to the CRU that allows you to jump to another CRU--just as jump clones in eve allow you to do across distances.
INC. ZOOM CHARGE RIFLE have a variant to give us more zoom... It costs the same as high zoom protos...GIVE IT THE ZOOM!
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