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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Shledder
Valor Coalition RISE of LEGION
19
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Posted - 2013.07.11 17:08:00 -
[661] - Quote
Weapons
AR An AR with slightly more range/zoom than the tactical that's pin-point accurate and shoots fully automatic. However, it would have very low damage. This AR fills a niche as a support and distraction weapon by giving the user enough distance to be out of range of the target but still get their attention to allow teammates to flank or escape to cover. Rough idea of stats: Dmg: 14 RoF: 800 Accuracy: 80 Clip: 60
Brain Scrambler Sniper A sniper that shoots electric pulses designed to interfere with the brain's electric nodes. This sniper would be insta-kill against even the highest HP stacked heavies, provided it was a headshot. One the downside, a bodyshot would do around 15 damage. This sniper is designed to separate the true snipers from the wanna be's. None of that 3 bodyshot sniping crap here; do it in one shot or don't do it at all.
Swarm Launcher A swarm launcher that shoots 11 rockets per shot at the cost of a 7 sec lock-on time and only firing on swarm before having to reload. The idea is to deal as much damage to vehicles as opposed to getting one shot and having them zip off.
Vehicles
Tank Not sure if this would be possible but if so: A tank with 2 large blasters but no small ones. Sounds OP at first, but to make this the ultimate class cannon, it comes at the cost of only 1 hi power and 1 low power module slots.
Another tank idea would be one with twice as much HP as a gunlogi or madrugar, but at its fastest it could only keep on pace with a sprinting heavy (~5 m/s).
mCRU Dropship A dropship with stats similar to the standard but has the ability to spawn people in without actually needing to put a mCRU as a high power slot. The cost would be losing both turrets.
Modules Ferroscale Plate Ferroscales don't appeal much to logis or assaults much so what about a huge risk reward one. 75 armor, 4 HP/sec repair, 35% speed penalty. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6310
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Posted - 2013.09.30 10:27:00 -
[662] - Quote
Breach and burst scrambler rifles |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2347
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Posted - 2013.09.30 10:34:00 -
[663] - Quote
KAGEHOSHI Horned Wolf wrote:Breach and burst scrambler rifles SOONGäó |
KGB Sleep
Ikomari-Onu Enforcement Caldari State
285
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Posted - 2013.09.30 11:28:00 -
[664] - Quote
Tweak Proto Breach AR to higher damage and range plz. Current version is good but not good enough for the price. |
TranquilBiscuit ofVaLoR
The Kaos Legion
86
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Posted - 2013.09.30 11:37:00 -
[665] - Quote
'Assault' Nova Knives. they do less damage, but allow a charge to be held while sprinting. the proto could do as much as the zn-28 nova knives.
Burst ScR. it would be pretty cool to see.
Assault Plasma Cannon. larger clip size, but less spash/damage. |
Wallaby1
The Southern Legion The Umbra Combine
21
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Posted - 2013.09.30 11:48:00 -
[666] - Quote
caldari double rail turret! 2 railguns side by side double the fire rate but each shot only doing something like 700-800dmg also probably reduced range |
The Lion ElJonson
1st legion The Dark Angels
29
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Posted - 2013.09.30 12:25:00 -
[667] - Quote
Weapon mods. So you can fit out new stuff in a weapon, scope sights new types of ammo, laser optics, triggering mechs, barrels, stocks, 3 shot mass driver round for an under belly launcher, new weapons are cool but being able to make your weapon unique would be awesome |
Victor889
The Unholy Legion Of DarkStar DARKSTAR ARMY
21
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Posted - 2013.09.30 12:50:00 -
[668] - Quote
I had an idea for a Heavy weapon - a mortan like weapon top get rid ogf those pesky types who hide 'on the pipes' or on buildings, but that's a new weapon, not an existing one.
I'd like to see the laser rifle have a different coloured beam - that would be prett ysweet and not difficult to implement (would it?)
What about a purpose made anti personnell Forge gun varient? I know the FG is already effective on infantry with it's Blast radius, but what about like a shotgun FG? with a conical fire pattern.
Or a sniper rifle that can fire spotting darts - little/no damage but scan an area - WP for those scouts with sniper cover as well.
Alt fire for some weapons?
Sight's for heavy weapons is a need I feel. |
Vulpes Dolosus
Neanderthal Nation Public Disorder.
77
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Posted - 2013.09.30 13:01:00 -
[669] - Quote
A bit late but I'll put in my .02 isk:
Scout style LAVs with low ehp but 25% increased speed and 50-100% increased small turret damage.
Invencible shield modules (like on the Saga II)
Insta-boosting shield boosters (do the same as normal shield boosters but work instantly instead of over time).
If possible, an infantry remote repairer (for vehicles) that works like a triage nanohive AoE instead of a repair tool.
Passive repairing armour plates for vehicles.
Active module for vehicles that greatly increases passive sheild regen (like 5-10x, lasts 15-30sec, 60sec cool down) and is less CPU/PG costly than a booster
SMALL RAILS THAT DON'T SUCK VS INSTALLATIONS/VEHICLES!!! |
Poonmunch
Sanguis Defense Syndicate
428
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Posted - 2013.09.30 13:11:00 -
[670] - Quote
CCP Wolfman wrote:Hi there, Over the course of the coming update weGÇÖre going to be testing some of our fancy new content streaming systems. To do this I need to create one new variation of an existing weapon , vehicle, dropsuit and module to add to the game. However since I am a kind and benevolent Wolfman, I have decided to give you the opportunity to suggest what kind of variations you would like to see. IGÇÖll then pick my favourite from each category, make variations based on them, and we can all test them in the game Keep in mind these are variations on existing items, not completely new items so they need to use the existing models and features in the game. For example, is there a type of mass driver you wished existed? Well I want to know about it! IGÇÖm really looking forward to seeing what you come up with. CCP Wolfman
How about a Minmatar prototype scout dropsuit with the high and low slots reversed from what they are now?
Instead of 3 high and 2 low, put out a variant with 2 high and 3 low.
Munch |
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IceShifter Childhaspawn
DUST University Ivy League
293
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Posted - 2013.09.30 13:23:00 -
[671] - Quote
- Anti-personnel proximity mines: Only tripped by players. High dmg/ low blast radius // Low damage High blast radius // Flux variant
- A suit with 6 equipment slots and the pg/ cpu to fit 5 advanced and 1 proto variants but no weapon slot. Fill highs and lows however the math would work, the idea is a fast suit with no offensive capability -to shape the battlefield with equipment.
- Flare: A grenade which signals vehicles and only vehicles.
- Smoke grenade- A vision obscuring cloud which would dissipate after a set period of time
- Chaff grenade- A scanner blocking cloud which would dissipate over time
- Target designator- use the repper model to create a red or green laser which causes a target to flare on friendly HUD (a different color than orange)
- Self Actuating Nanite Injector- One time use/ exclusively equipped (no more than one on a suit at a time // disappears after use) automatically injects after 5 seconds of bleed-out. repairs 5% armor or something else ridiculously small. ( This one always irked me in Beta, we could fall down with an injector in our hand -HEART STILL BEATING- and could not stick ourselves.)
- Resistance Armor Plating- +3 / 5 / 8% to damage resistance *insert damage type*
- Jumping Biotic - +10 /15 /20 % to jump height -Fall damage still incurred
- Webber Hives Creates a field of speed reducing nanites. Wide area- low penalty // Small area -high penalty // effects stack with stacking penalty applied // Indistinguishable from Repper hives on enemy HUD // Friendlies affected in PC only
- Suits with massive penalties to all stats -BUT- permanent Repper hive // Ammo hive // Uplink // Scanner effects.
Keep the nanite field glow / uplink glow / scanner wave active on the suits so they are VERY obvious.
- Enemy Hackable nanohives - Hive which may be hacked to change ownership from one team to another - NO WP gain
- "LIGHT SABER NOVA KNIVES* - 'nuff said
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We are 138
Subdreddit Test Alliance Please Ignore
391
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Posted - 2013.09.30 13:43:00 -
[672] - Quote
I would like to see a short range laser rifle. Like a big cutting torch. No damage at longer range at all maybe a faster heat build up to account for the hotter beam. |
UncleGuspacho
Neo Terra Imperial Army Neo Terra Empire
13
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Posted - 2013.09.30 13:59:00 -
[673] - Quote
Gallente Sniper Rifle |
Our Deepest Regret
Algintal Core Gallente Federation
280
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Posted - 2013.09.30 14:29:00 -
[674] - Quote
Corp emblems and colors.
Vehicles that are automatically emblazoned with corp emblems and colors. |
Gh0st C0de
Spirit Collective
54
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Posted - 2013.09.30 14:29:00 -
[675] - Quote
Hello Wolfman, thanks for this, it's a very cool idea.
I would like to see two things in particular, if they sound alright to you.
I think this would be a great opportunity to test out new scout ideas, since most people agree that scouts need some love.
Maybe we could see a scout suit with two equip slots, a bit more base HP and PG/CPU and one extra "scouting" slot which can only be used to equip profile dampeners, range extenders or precision enhancers.
I'd also like to see a new type of shotgun, essentially an assassin shotgun of sorts (hear me out!).
This shotgun would have a smaller clip, maybe four shots, have a long range (like an AR but not quite as absurdly long) same rate of fire, almost no spread, and shoot a tight blast-áof magnetized shrapnel dealing heavy damage to armor and standard damage to shields. This would be a very high damage line burst. Honestly, this should likely be an entirely different weapon altogether, but for now modifying a shotgun would be cool.
I suggest this to give a long range option to scouts without necessitating our skilling into aR, which doesn't seem scouty. It would be like the bastard child of a shotgun and sniper rifle. It could have a standard red dot or crosshair from hipfire (to represent the lack of spread) and the iron-sight it normally has. The ability to switch into a scope would also be very useful.
Is this idea somewhat far fetched? Maybe. But I think a weapon along these lines, with or without the exact parameters I have suggested, would be great. |
Aleksander Black
Immortal Retribution
171
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Posted - 2013.09.30 14:39:00 -
[676] - Quote
Ok, here comes my best shot at variations Wolfman!
* ADAPTIVE ARMOR PLATES - Variation of Armor Plates - HP bonus is lower than regular Armor Plates, maybe identical to ferroscales, has the same movement penalty and gives a bonus to remote armor repairers directed at the user. Suggested +3%/+5%/+10% bonus to remote reps directed at the user. Since it is stackeable should have a large PG/CPU requirement, maybe identical to ferroscales. Play with the numbers as you like, the basic idea is to enable a powerful tank based on remote reps as we can see in EVE.
* ANCILLARY ARMOR REPAIRER - Variation of Armor Repairer - Do not repair anything until your armor goes below 30% (or 50%, or whatever). Once condition is met, though, it repairs more than a regular Repairer, maybe double of it, so +4/+6/+10. The idea is to allow armor tankers to survive even more when under fire but at great risk of being overwhelmed at any moment, while forcing you to have other means of repair to get back to full health, thus promoting a more active armor tanking style.
* BREACH/ASSAULT LASER RIFLE - Variations of the Laser Rifle - The breach laser rifle deals more damage but overheat faster. The Assault Laser Rifle deals less damage but build up heat slower. Could also play with the time to reach the damage roof, being longer in the breach and shorter in the assault.
* BURST LASER RIFLE - Variation of the Laser Rifle - When you press the firing command the weapon starts to emit bursts of laser with a duration of 3 seconds each (example, may be more like 5 or less like 2). Each of these bursts start dealing low damage as per usual but are already dealing maximum continuous fire from regular LR damage by the end of it, before being forcibly shut down. If the user keeps firing after a short pause to reset the laser (0.2 seconds for example) the weapon will shoot another burst and so on. If the user release the firing command the weapon will resume the current burst and then stop. Weapon should overheat with about 3 bursts if no bonuses to overheat are being applied. Damage of the whole burst should be regulated for balance, but the general idea is to keep the flavor of the LR with low initial damage and high final damage, but over short bursts Minmatar style (blasphemy but whatever).
* BREACH SCRAMBLER RIFLE - Variation of the Scrambler Rifle - Still semiautomatic, still same ROF. Regular shots deal less damage than those of the regular version, but the charged shot multiplier is much higher resulting in more powerful charged shots. Charge time should also be reduced. May decrease a little the heat generated by charged shots while maintaining the amount generated by regular ones. Idea is to force a low ROF high damage profile through the use of the charge mechanic. The similar heat between the shots and the exponential damage of the charged one should prompt a player to try to always use the charged shots and only use the regulars when in a tight spot leading to plenty of charging gameplay and deadly shots while having a backup plan true to the original weapon design.
* TACTICAL FLUX GRENADE - Variation of the Flux Grenade - Lower ammo count. When deployed it jams the radar of every player/vehicle within it's area of effect, impeding them to receive information from friendly active scanners and from its own suit's sensor. Could do something else if it's deemed too weak (like still deal damage to shields but less than the regular) or could just temporarily modify the precision status of the suits within effect range (+10/15/20 precision) instead of automatically jamming the radar.
Hope you like it. I will drop by latter if I got anything else. |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
286
|
Posted - 2013.09.30 14:56:00 -
[677] - Quote
Srry wolf man here a list don't know if it against the rules. A assault laser rifle. A 2 clip plasma cannon. An hmg that shoots tiny explosive with a .5m radius. A shotgun that can heavily damage shield tanks. A super tanky dropship with no turrets. A commando suit with 3 highs and 3 lows. A laser rifle that the laser has high range but low damage and bounces of walls. A good shield tank. A av nade that pierce through shields. A caldari scout lav that move at 80m/s and has more slots. A % armor reper, or a Amor reper that base of % of missing health. A shield extender that decrease shield delay. A homing grenade that does 100 points of damage get no bonuses or negatives and hits a 6m radius. If I thank of more I will list them thank for reading my post. |
Argent Mordred
DUST University Ivy League
3
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Posted - 2013.09.30 14:58:00 -
[678] - Quote
I would like to see an improved version of the burst ar (alternately this could be a replacement of the standard burst ar.) My idea is pretty simple, decrease the amount of damage fall off due to range (don't increase the range, just adjust the amount of damage that is lost over). That way it will be useful as a more accurate assault rifle that is optimized for the further part of the assault rifle class's range while the fully automatic assault rifle would be optimized for the closer part of the ar class's range. Currently the burst ar's don't have the damage or rate of fire to get enough dps to beat the regular ar at close range and seems to suffer just as much or more as the automatic ar at longer ranges. If you want to make it into a true variant of the current burst ars, and not just a buff, maybe try reducing the rate of fire of each three shot burst? Another option or an additional change would be to make it on par with damage per shot with the automatic ar in it's tier. |
General Erick
Onslaught Inc RISE of LEGION
141
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Posted - 2013.09.30 15:24:00 -
[679] - Quote
'Magnum' Scrambler Pistol ;Reduced Clip ;Heavily Increased Damage ;Way Slow Fire Rate
'Thermite' Massdriver ;Decreased Damage ;Larger Blast Radius ;Mercs Caught in the Blast Radius Take DOT |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
222
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Posted - 2013.09.30 15:33:00 -
[680] - Quote
Heinz Doofenshertz wrote:a Logi Suit with both a light and side arm weapon slot
seriously, you wasted a post to describe a suit that's already out there? |
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Spkr4theDead
International-Fleet
925
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Posted - 2013.09.30 15:36:00 -
[681] - Quote
CCP Wolfman wrote:Hi there, Over the course of the coming update weGÇÖre going to be testing some of our fancy new content streaming systems. To do this I need to create one new variation of an existing weapon , vehicle, dropsuit and module to add to the game. However since I am a kind and benevolent Wolfman, I have decided to give you the opportunity to suggest what kind of variations you would like to see. IGÇÖll then pick my favourite from each category, make variations based on them, and we can all test them in the game Keep in mind these are variations on existing items, not completely new items so they need to use the existing models and features in the game. For example, is there a type of mass driver you wished existed? Well I want to know about it! IGÇÖm really looking forward to seeing what you come up with. CCP Wolfman Logistics tank |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
286
|
Posted - 2013.09.30 15:40:00 -
[682] - Quote
A kinetic catalyzer that improve you movement speed but not your running speed. A nova knife that take up a high slot give bonus to melee damage does not charge a when u strike with it it count as your melee atk it also cause a small explosion on impact. The explosion damage is only 50 and get a bonus against armor. A plasma cannon with a faster projectile 3 round clip and a 2m blast radius. Proxy mines that only work on dropsuits. a ar with a super fast rate of fire but does 3 damage per shot. and buy fast rate of fire I mean 6000r/m. only has a clip of 30 and a 1 second reload time. low recoil. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
493
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Posted - 2013.09.30 15:40:00 -
[683] - Quote
Necrobump, much? |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3947
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Posted - 2013.09.30 15:45:00 -
[684] - Quote
Keri Starlight wrote:Necrobump, much? Beat me to it. |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
286
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Posted - 2013.09.30 15:47:00 -
[685] - Quote
A smg that only has 1 shot and shoots a dart the dart slows down the target reverse any armor reps on them, and decay there shields for 3 seconds. |
The Robot Devil
Molon Labe. RISE of LEGION
1002
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Posted - 2013.09.30 16:01:00 -
[686] - Quote
This old thing?
I forgot all about this thread.
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XxGhazbaranxX
Bannana Boat Corp
384
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Posted - 2013.09.30 16:13:00 -
[687] - Quote
Plasma Cannons variations:
PLASMA CANNON
- Burst Plasma Cannon: This plasma cannon releases 2 charges that deal 60% of a regular plasma cannon shot in the same fashion a burst scrambler pistol shoots 3 in a quick burst for 62% of the damage each. Requires proficiency 4 and a proto price tag to balance it's possible usefulness and to deter spamming.
- Assault plasma cannon: 2.5 second reload speed 70% of original direct and splash damage of proto version; No charge time ( constant charge animation; the spinning screw spin all the time. It would LOOK awesome ) Needs proficiency 1
- Breach Plasma cannon: double the charge time (.90 seconds at level 5 plasma cannon operation ) to discharge and a 4 second reload speed. Max ammo 5.
SCRAMBLER PISTOL
- Charge shot scrambler pistol
MASS DRIVERS
- Burst mass driver
Heavy Machine gun
Breach Heavy Machine gun: Same damage, same rate of fire, 225 clip size (100 shots), Very very small spread
*enfasis on a very very small spread almost pintpointt
Scrambler rifle
- Burst scrambler rifle: 2 shots in rapid succession, same damage, heavier fitting requirements; proficiency 2 required. Charge shots will be 1.5x ass strong as regular charge shots but will always overheat and cause damage to the user.
DROPSUITS
These are all variants: for example g-1 Triage gallente logistics dropsuit suit or Jackal scout mk.0 or Slaver Sentinel ak.0 or exile assault g/1 [list=1]
- Exile assault suits 5hp/s armor repair rate, larger shield repair delay
- Snake scout suits: 7 m/s movement speed 10 m/s sprint speed remove light weapon slot
- Jackal scout suits: 30 scan radius without skills, reduce hitpoints
- Slaver heavy suit : -1 high + 1 low; remove grenade slot.
- Triage Logistics suits: 1 extra equipment slot, replace light weapon slot with sidearm.
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low genius
the sound of freedom Renegade Alliance
570
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Posted - 2013.09.30 16:22:00 -
[688] - Quote
a longer-ranged laser rifle! |
DAMIOS82
Unkn0wn Killers
48
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Posted - 2013.09.30 16:27:00 -
[689] - Quote
Short range close quarter sniper rifle, for those snipers that like it in the heat of the battle. Means alott less zoom, faster firing rate, standard clip, shorter range lets say up to a 100 m or so, damage somewhere near the tactical.
Swarmers/rocketlauncher for infantry instead of vehicles. Less swarms 2, 3 or 4, no lock on and can kill infantry.
Duvolle type ar with normal scopes, instead of ironsights
Short burst massdrivers, fires 3 fast succesive grenades, less damage and splash per grenade, but combined better then normal massdriver. after that, one needs to reload. limited clip size to prevent spamming.
Supressor HMG, Alott less damage then normal hmg. alott Faster firing, alott less overheating, larger clip, Shorter range. Better for supressing larger groups and keeping them supressed.
Bouncing av mines. Explodes when vehicle drives over it. but also bounces it. very effective against lav, can flip vehicle causing blast to effect driver. less effective against HAV, yet who knowes when its powerfull enough.
Plasma grenades, combination between explosive and emp blast.
infiltrator scout, suits the needs better for the sneecky scouts. bonusses to scan radious, etc. less detectable/cloaking, faster hacking. able to sabotage objectives, (meaning longer times for the opposing force to conquer objective)
Engineer Logi. Able to call in installations tier level decides what kind of installation, better bonusses to droplink modules and mines
Blitz/shock assault Higher speed, alott less shield and armor, higher damage output, can deploy shield barrier.
Tactical armor, has reduced armor, but also gives bonusses to modules.
Combat armor, has reduced armor, but also reduces damage taken, increases accuracy, plus slight shield regeneration boost. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
494
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Posted - 2013.09.30 16:29:00 -
[690] - Quote
The Robot Devil wrote:This old thing?
I forgot all about this thread.
It's funny how people write walls of text without even checking the date of the topic.
Whenever a random forumer sees a blue tag and feedback requests from CCP, his brain blows up (assuming he's got one). |
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