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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Dante Daedrik
Osmon Surveillance Caldari State
97
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Posted - 2012.08.10 17:04:00 -
[91] - Quote
panoscape01 wrote:wormhole uplinks: when two wormhole uplinks are placed on a map, the person entering a graphic animation above the uplink is transported to the other corresponding uplink. I posted this idea several days ago. You jacked it from me. |
uruz7 fish
FDF Industries Hedonistic Imperative
108
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Posted - 2012.08.10 17:06:00 -
[92] - Quote
Make an amarr variant of the rail gun.
Uses Slaves as ammo, which should be easy to aquire since we will be on sisi
can also use other variants for ammo, such as exotic dancers, livestock, etc |
panoscape01
Doomheim
71
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Posted - 2012.08.10 17:06:00 -
[93] - Quote
@dante, did not know that, I thought of it from Diablo 2. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
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Posted - 2012.08.10 17:14:00 -
[94] - Quote
Weapon: Haywire Pistol aka the 'Zap Gun': Scrambler Pistol that uses the laser induced plasma channel to unleash a high energy electrical current down the path of the channel, used by Amarrian security forces on a lower setting to capture heretics and criminals by stunning them. In combat the higher setting is employed, causing medium damage and debilitating effects (like vision shakes/blackout, controller shaking, or randomly offlining modules temporarily, whatever the devs want to put in) as the current courses through the enemy soldier and their dropsuit. The Haywire is not terribly effective against vehicles, however.
Dropsuit: Caldari Force Recon Dropsuit: Designed as an answer to the Gallente Scout Dropsuit as fast moving recon infantry system, The Force Recon is faster than the standard Caldari Assault suit (although not as fast as the Gallente Scout) in return for sacrificing some of its protection and one of its low power slots, putting it in between the two suit types in performance baseline.
Vehicle: 'Onager' Infantry Support LAV: Designed to provide indirect fire support to advancing infantry, the Onager is better protected than most LAVs at the cost of speed. The front seat passenger operates a small mount with a 45 degree arc of fire on their side of the vehicle, while the main gunner fires a semiautomatic belt fed mass driver on the 360 degree turning pintle.
Module/Equipment:
'Blitz' Injector: A dangerous foray, the Blitz Injector injects a combat drug known as 'Blitzkrieg V' or just plain 'Blitz' providing a significant boost to the speed, stamina, and strength of the clone injected with it. However, this comes with a price, when the drugs wears off the clone is slowed, weakened, and his stamina is reduced for an equal amount of time.
There is a slight (or so the medtechs say) chance that any clone using this drug, if they are not killed in combat, will suffer a massive and invariably fatal heart attack this chance increases with each successive use. Example: Clone Joe gets hit with Blitz, he survives the effects, but then uses Blitz again - he survives this one, too, but on his third he suddenly drops dead and its stime for a new clone (where the base chance of sudden death is then reset to its original value.)
Drugs can be dangerous in the real world, and its no different in New Eden.
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Dante Daedrik
Osmon Surveillance Caldari State
97
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Posted - 2012.08.10 17:17:00 -
[95] - Quote
https://forums.dust514.com/default.aspx?g=postmessage&t=29841&f=730&q=238053
Dante Daedrik wrote:I'm sure someone could rationalize the physics and lore behind this idea, but what if we had the ability to equip BlackOps Suits (different from CovOps) that have the capability of setting up a Micro-Worm Hole (or portal of some sort) in 2 areas of a map (more than likely on the coming larger maps) which allow infantry & vehicles to pass through to port-across the field. BlackOps could receive War Points from dropping these "Worm Links" (possibly similar in design to a drop uplink but distorting the field around it). In order for BlackOps to gain access behind enemy lines they will obviously take advantage of the possibly Soon(TM) cloaking modules. Prevention of BlackOps tactics could be done through the use of Visor Modules (such as EM/Heat Vision) to spot cloaked infantry and engage/fire on them. If people feel that "Infantry would be torn to oblivion if passing through a worm hole, even a micro one at that!" then it would at least still be interesting to have this tactic for vehicular warfare on larger maps Soon(TM). Discuss! Edit: A skillful BlackOps could also help to prevent a team from being Red-Lined, so long as the initial Worm Link was placed in an area at the initial spawn that could not be fired upon by enemy tanks/dropship/etc.
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STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
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Posted - 2012.08.10 17:19:00 -
[96] - Quote
Forge Gun that shoots light posts. |
Dante Daedrik
Osmon Surveillance Caldari State
97
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Posted - 2012.08.10 17:21:00 -
[97] - Quote
But in an additional idea, what about Bouncing Betty Land Mines? |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
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Posted - 2012.08.10 17:21:00 -
[98] - Quote
CCP Wolfman wrote: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.
Some people sure are doing their best to ignore this^ part.
Large Missile Turret variation: Fires its 4 rockets simultaneously in a wide, horizontal line pattern. Large enough cooldown to be equal to the firing time and cooldown of current model. Spread should be wide enough that you'd have a near-impossible time landing all missiles on the same target, would basically have to shove your face into an installation to do it, but also not too far as the splash radii should overlap or touch (at a reasonable distance).
Large and Small Missile Turret variation: Lower damage (and RoF?), able to lock-on to not-infantry. Can be dry fired with lower splash radius and splash damage.
Large and Small Railgun Turret variation: Lower damage, faster projectiles continue through targets to hit all enemies/structures in its path (shouldn't pass through things that can't be killed, eg buildings and terrain).
HMG variation: Fires all barrels at once with comparable RoF reduction, much faster heat build-up. Does not receive spin-up accuracy bonus. Basically functions like an auto-shotgun. Movement penalty when firing.
Large Blaster Turret variation: Unless this makes more sense as an autocannon variation... Flak cannon. Lower RoF, low direct damage, higher explosive damage with moderate splash radius, projectiles must travel a certain distance before being capable of exploding. Explosion triggers within certain distance of enemy vehicle (how you're triggering AV grenades to seek). |
Roccano1
152
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Posted - 2012.08.10 17:36:00 -
[99] - Quote
LASERS |
Raynor Ragna
266
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Posted - 2012.08.10 17:45:00 -
[100] - Quote
Anti-Personnel forgegun. Low damage by large blast radius. Maybe have it doing a peak of 150 damage a shot at 10m. Or 50 damage, larger ammo per clip and increased RoF. It would be great when you get the highground. Reload times of course would still be awful. Or maybe tuned to do especially well against heavies but not so well against non-heavies.
I'd love to see a new scout suit. Higher speed, lower overall stamina, sidearm only, shield hp would be lower than a normal scout. Maybe the speed bonus is 15% or something. At least one equipment slot.
How about a $%$@#^%@# Lav that can stick to the ground.... These ones feel like they are on ice all the time. Or perhaps a Lav with reduced turret turning but increase to power. Reduce turning speed 25% but double the damage delt. I'd really like to see the people in Lavs not switch seats so quickly. It should be fast but believable. I'm hoping there'd be a switching animation put in place. |
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SoLJae
ZionTCD Legacy Rising
351
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Posted - 2012.08.10 18:20:00 -
[101] - Quote
Heinz Doofenshertz wrote:Regenerative Armor plate, passily regens armor
Oh, that sounds sexy......I want that too. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
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Posted - 2012.08.10 18:23:00 -
[102] - Quote
The same zoom site used on HMG's for Forge Guns
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SoLJae
ZionTCD Legacy Rising
351
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Posted - 2012.08.10 18:35:00 -
[103] - Quote
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. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.08.10 18:47:00 -
[104] - 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! |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
66
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Posted - 2012.08.10 19:06:00 -
[105] - Quote
Gallente (militia,assault, tactical, advanced, proto) Sniper Rifle: Does a little bit more damage to shields, but less to armor, , has a diferent sight or scope, or skin. (Thinking in color blue)
Caldari (militia,assault, tactical, advanced, proto) Sniper Rifle: Does a little bit more damage to armor, but less to shields. Diferent scope or skin. (thinking in color green)
Amarr (militia,assault, tactical, advanced, proto) Sniper Rifle: More heavy, almost AV, 2 shots per magazine, and slows you down. But does a lot of damage, (White or yellow)
Minmatar (militia,assault, tactical, advanced, proto) Sniper Rifle: Ligther (made out of space toilet paper ), has 7 or 8 shots on every magazine, but deals less damage, but almost no recoil.
Gallente specific dropsuits: A little more expensive that normal (militia, standar, advanced, or proto) but have higher default shields.
Caldari specific dropsuits: A little cheaper than normal (militia, standar, advanced, or proto) but have higher default armor.
Amarr specific dropsuits: Same cost as normal (militia, standar, advanced, or proto) can fit one more weapon, or deal more default damage.
Minmatar specific dropsuits: Same cost as normal or cheaper (militia, standar, advanced, or proto) but are faster by default. (running from your former masters makes you quick on your feet )
SAME GOES FOR VEHICULES
Thats all for now |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
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Posted - 2012.08.10 19:08:00 -
[106] - Quote
One more:
'Mongoose' LADV
The Mongoose LADV (Light Air Defense Vehicle) is a Caldari design intended to help counter threats from the air, to this end it has a gunner pintle-mounted Swarm Launcher for Anti-Air defnese, the launcher is a dual-role system that can also be used against ground vehicles. The Mongoose, while fast and maneuverable, is not very well armored.
Notations: The gunner pintle model is the missile/rocket launcher model of the standard LAV, however it uses the animations and locking systems of the Swarm Launcher. turning speed on the pintle mount should be faster to allow the gunner to track the Mongoose's intended prey: Dropships, more efficiently. This system can track and fire while on the move (although obviously the gunner should have a good deal of practice or natural ability in firing this way.)
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Tamori Orn
Ordus Trismegistus
4
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Posted - 2012.08.10 19:12:00 -
[107] - Quote
Avenger 245 wrote:Tamori Orn wrote:A third variant on the Forge Gun with some kind of burst or spread mechanism for suppressive fire and room clearing. Basically, a heavy version of a shotgun or a heavy version of a burst AR.
Its a AV weapon not a AP weapon besides it fires a single blast it doesnt have any spread to begin with
Good point. Should be a new variant of the Forge Gun, but with same characteristics as current Forge Gun.
Actually, either variety could be anti-vehicle, and an interesting Anti-dropship/Anti-LAV variant. The individual shot in the burst could be much weaker, but the slight delay between shots in the burst would make it easier to catch fast vehicles (for less damage) by leading. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.08.10 19:30:00 -
[108] - 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. |
CookieStein
32
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Posted - 2012.08.10 19:58:00 -
[109] - Quote
Drop Ship with a snow plow blade. |
Stupid Drunk1
Zumari Force Projection Caldari State
96
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Posted - 2012.08.10 20:00:00 -
[110] - Quote
From Costa Rica wrote:Gallente (militia,assault, tactical, advanced, proto) Sniper Rifle: Does a little bit more damage to shields, but less to armor, , has a diferent sight or scope, or skin. (Thinking in color blue) Caldari (militia,assault, tactical, advanced, proto) Sniper Rifle: Does a little bit more damage to armor, but less to shields. Diferent scope or skin. (thinking in color green) Amarr (militia,assault, tactical, advanced, proto) Sniper Rifle: More heavy, almost AV, 2 shots per magazine, and slows you down. But does a lot of damage, (White or yellow) Minmatar (militia,assault, tactical, advanced, proto) Sniper Rifle: Ligther (made out of space toilet paper ), has 7 or 8 shots on every magazine, but deals less damage, but almost no recoil.
Gallente specific dropsuits: A little more expensive that normal (militia, standar, advanced, or proto) but have higher default shields. Caldari specific dropsuits: A little cheaper than normal (militia, standar, advanced, or proto) but have higher default armor. Amarr specific dropsuits: Same cost as normal (militia, standar, advanced, or proto) can fit one more weapon, or deal more default damage. Minmatar specific dropsuits: Same cost as normal or cheaper (militia, standar, advanced, or proto) but are faster by default. (running from your former masters makes you quick on your feet ) SAME GOES FOR VEHICULES
Thats all for now
Dear CCP Wolfman
I hope this is the ideal of DUST514 , I could care less about my Caldari assualt dropsuit, I want a caldari character rollin a minimartyr gear. I wish weapons required skills as geleente weaponry lv5, or amarr weaponry lv5. Same for vehicles, but asking too much yeah, I know it sucks but to use an expression if you dont set the bar high outcomes will be below what you can afford or aceept, and failing to meet a very high bar is not wrong, if the consumer like the finished product, that will see many expansions.....
Sincerly xx
p.s. A Forge Gun that has been modulated to fire in sucession rapid grain sized charges that act asi a projectile heavy michine gun, or simply energy based machine guns to focus on the sheilds of dropsuits and vehicles. |
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Sniper no Sniping
Amarr Templars Amarr Empire
21
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Posted - 2012.08.10 20:05:00 -
[111] - Quote
Derek Barnes wrote:A type of Forge Gun that doesn't do massive damage like the others but instead shoot EMP Blasts that immobilizes any type of Vehicle for a certain amount of time, giving your team the chance to attack it without it trying to escape. But also have a shorter distance it can travel so that it can't hit Dropships for an easy take down for them, only unless the Dropships are flying low and trying to crush people.
+1 This would be amazing |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2012.08.10 20:28:00 -
[112] - Quote
Minmatar and Amarr vehicles and turrets:
Mass driver type turrets to lob shells over barracades and other emplacements, autocannons to chew through infantry.
Also, Amarr handheld energy weapons, maybe a forgegun-like heavy laser weapon that cuts through tanked sagaris shields.
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Whosa Leet
4
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Posted - 2012.08.10 20:30:00 -
[113] - Quote
Make an anti tank mine! i can throw on the road and walk away. anything enemy drives over it and BOOM |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.10 20:52:00 -
[114] - Quote
Tamori Orn wrote:Avenger 245 wrote:Tamori Orn wrote:A third variant on the Forge Gun with some kind of burst or spread mechanism for suppressive fire and room clearing. Basically, a heavy version of a shotgun or a heavy version of a burst AR.
Its a AV weapon not a AP weapon besides it fires a single blast it doesnt have any spread to begin with Good point. Should be a new variant of the Forge Gun, but with same characteristics as current Forge Gun. Actually, either variety could be anti-vehicle, and an interesting Anti-dropship/Anti-LAV variant. The individual shot in the burst could be much weaker, but the slight delay between shots in the burst would make it easier to catch fast vehicles (for less damage) by leading.
I dont know why but that made be think of something I suggested in feedback forum labed under tech 2 studd and mrw module if some was will to go posr their opinions abput it... Please.
But I suggested a tech 2 version of the mass driver that would shoot a single direct damage shot in a more lineir path and do a good deal of damage on impact, at the time I was think of the crossbow from black ops. But it would feel the role of faster tracking less damage weapon like your forge gun so either or a direct damage MD or low dmg quicker forge gun would work I just suggested it for as a mass driver tech 2because the MD needs some love and people already have incentive to train for forge guns.
Oh I refer to above request to go check out my suggestion... Please |
Cless Vallein
Teknomen
37
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Posted - 2012.08.10 20:55:00 -
[115] - Quote
Dropsuit: Heavy Proto dropsuit featuring 3/3/3 no equipment but give the extra low slot.
Sticky REs. Name is self explanatory. |
crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.08.10 21:24:00 -
[116] - Quote
oh also a Nanite injector that revives at only 20% armor but gives the revived merc a 15% increase in sprint speed for 5 seconds?
And a quick question to the dev, is something like this beyond your scope or not? Please let us know so we can provide better ideas. |
Tamori Orn
Ordus Trismegistus
4
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Posted - 2012.08.10 21:54:00 -
[117] - Quote
Avenger 245 wrote:Tamori Orn wrote:Avenger 245 wrote:Tamori Orn wrote:A third variant on the Forge Gun with some kind of burst or spread mechanism for suppressive fire and room clearing. Basically, a heavy version of a shotgun or a heavy version of a burst AR.
Its a AV weapon not a AP weapon besides it fires a single blast it doesnt have any spread to begin with Good point. Should be a new variant of the Forge Gun, but with same characteristics as current Forge Gun. Actually, either variety could be anti-vehicle, and an interesting Anti-dropship/Anti-LAV variant. The individual shot in the burst could be much weaker, but the slight delay between shots in the burst would make it easier to catch fast vehicles (for less damage) by leading. I dont know why but that made be think of something I suggested in feedback forum labed under tech 2 studd and mrw module if some was will to go posr their opinions abput it... Please. But I suggested a tech 2 version of the mass driver that would shoot a single direct damage shot in a more lineir path and do a good deal of damage on impact, at the time I was think of the crossbow from black ops. But it would feel the role of faster tracking less damage weapon like your forge gun so either or a direct damage MD or low dmg quicker forge gun would work I just suggested it for as a mass driver tech 2because the MD needs some love and people already have incentive to train for forge guns. Oh I refer to above request to go check out my suggestion... Please
Yep, I like it. I think they have different enough feels to allow for both. Also, both are great weapons now, so the new option should be niche (imho).
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Pokey Dravon
OSG Planetary Operations Covert Intervention
583
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Posted - 2012.08.10 21:58:00 -
[118] - Quote
Derek Barnes wrote:A type of Forge Gun that doesn't do massive damage like the others but instead shoot EMP Blasts that immobilizes any type of Vehicle for a certain amount of time, giving your team the chance to attack it without it trying to escape. But also have a shorter distance it can travel so that it can't hit Dropships for an easy take down for them, only unless the Dropships are flying low and trying to crush people.
This would be so horrifically overpowered I don't even know how to respond to it. You could completely stun-lock any vehicle indefinitely, making all vehicles short of high flying dropships completely useless. A deploy able AoE web that slows vehicles inside it....sure, but a gun you can carry around and stop any vehicle in its tracks, and then wait for it to start moving to stop it again instantly? Come on people...
Back on topic.
We need (preferably) skills to modify the behavior of swarm missiles, flight time, velocity, ect. But if that's outside the scope of what you guys want, offer variants that do the same thing with a reduction to power, lock speed or fire-rate.
Offer a Logistics suit which trades its Light Weapon for a Sidearm, then offer increase resources or base stats.
Type II variants for all levels of dropsuits, I understand you may not be able to offer a different texture skin like the current Type II's but that's not that important right now.
I'd like a fix to the Large Missile Turrets so the Adv and Proto variants actually do more damage than Standard.
Also there seems to be no equivalent Gallente Large Railgun for the 1350 Dmg Large Caldari Railgun.
Nano fiber modules for dropsuits, no graphical change, just a mod that increases speed at the cost of base armor with no resource usage.
Assault Rifles with 4x scopes
More variants for Large Missile turrets, modified fire rate, damage, splash, ect.
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Khun-Al
135
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Posted - 2012.08.10 22:11:00 -
[119] - Quote
Dear CCP Wolfman,
Can we have a feedback please which of the ideas you like and which could be modified? You developers have a better view on what the game could handle or need,
Thanks, Khun-Al |
Garma QUDA
Zumari Force Projection Caldari State
468
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Posted - 2012.08.10 22:53:00 -
[120] - Quote
I'd like to see some weapons with "acid" damage or even a type of LMG variant of an assault rifle that spits out bullets, not so accurate if the trigger is held down, increased ammo, that sorta picnic.
I also wouldnt mind seeing a "revolver* type scrambler pistol |
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