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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Jedd Brown
Villore Sec Ops Gallente Federation
20
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Posted - 2012.08.10 22:54:00 -
[121] - Quote
Maybe some kind of hud stealth covert ops module or dropsuit. When you activate on battlefield you can't be recognize (red mark above enemy soldier not shown in hud) from aprox 100 /150 /200 meters form enemy until you fire. After 10 to 20 sec cooldown you disapear again until fire. It's something new but it could be ease implemented. Good for snipers but for logistics too. |
fred orpaul
Tritan-Industries Legacy Rising
212
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Posted - 2012.08.10 23:27:00 -
[122] - Quote
Iron Wolf Saber wrote:Assault Shotguns!
Fully automatic high magazine count low damage.
no med damage High kick and spray |
mcbob mcbob
10
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Posted - 2012.08.11 00:01:00 -
[123] - Quote
A variation of the charge sniper- faster charge and lower damage- but don't make it as fast/weak as normal semi auto snipers. |
crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.08.11 00:29:00 -
[124] - Quote
mcbob mcbob wrote:A variation of the charge sniper- faster charge and lower damage- but don't make it as fast/weak as normal semi auto snipers.
take that a step better. Make it faster charge, higher damage. But you can't hold the charge. Like the forge gun you can't hold the charge. It would take a TON of skill to use a sniper like that
edit:just adding another idea. Even though my main 4 are in their own post. A charge Burst AR. Same as a burst AR, but you have to charge it to fire?So when you let the charge go it fires a ton of little shots.
Also would a shield damage only grenade be out of scope of this request? An emp grenade that only does shield damage? |
Aeon Amadi
Maverick Conflict Solutions
1003
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Posted - 2012.08.11 01:08:00 -
[125] - Quote
Gallente Marauder HAV - Shiva
Same powergrid/CPU as the Surya
Reduced high-powered slots
Five low-powered slots
One Large weapon slot
Three Small Weapon slots
Same increased damage as Surya
Reduced Speed
Reduced Shield Recharge
This is something I've always wanted. Just a bit more firepower and a bit less generalization - a Frontliner's dream support tank. It's entire point of existence is to support infantry and hold objectives with superior firepower, but unable to move over long distances with any sort of momentum.
Module - Frontline Repair Tool
Advanced level equipment
Lacks ability to repair Installations
Focus on repairing Infantry
Can repair shields (something lacking in all repair tools)
This is meant as a general repair tool geared toward infantry but there should also be a vehicle counter-part. There is currently no way for infantry to remotely boost the shields of others and it's going to be hell trying to keep a fast, shield-tanked squad/vehicle alive upon release if we don't get one of these.
Weapon - Sukuuvestaa Anti-Material Rifle\
Prototype level weapon
Superior Damage over all other rifles
Reduced Ammo Capacity
One round per magazine (make it count!)
Increased Reload Time
This is intended as an Anti-Vehicular support weapon that -can- be used on Infantry. It's reduced magazine, ammo stock and increased reload time are all healthy sacrifices for it's superior damage capabilities - which should be able to remove LAV's from play in short effort.
Dropsuit - Logistics "Hacker" Variant
Speed congruent with Type-II suit
No sidearm
Lower armor/shield ratios
Emphasis on hacker modules (increased slots of that category)
Emphasis on behind the lines support (three equipment slots - maybe)
This design is intended to be used primarily as a bridge between Scout and Logistics suits. With Logistics suits getting the bonus to Hacking timers, and modules on the way to be able to reduce the timers on hacks - this suit's entire point of existence is to slip past enemy lines and deploy support equipment across the entire field, such as drop-uplinks and nanohives.
It sacrifices it's own survivability to ensue a black-ops method of combat strategy. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.08.11 01:19:00 -
[126] - 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. |
Velexia Ombra
29
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Posted - 2012.08.11 01:31:00 -
[127] - Quote
Vehicle: A Viper (style) with some more slot love. I prefer Vipers for their shape and look, but sadly a Gorgon (style) dropship is always better, fit wise.
Dropsuit: Not entirely certain, but maybe an Assault Suit of some sort.
Weapon: A new kind of remote explosive, that stick to things (like tanks!) and does serious anti vehicle damage, but can't be thrown very far. |
Sake Monster
Tritan-Industries Legacy Rising
353
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Posted - 2012.08.11 02:33:00 -
[128] - Quote
'Toe Tag' Nanohive- looks and acts like friendly nanohive, actually refilling ammo, but once entered enemy player's signature profile is greatly increased for an extended amount of time, making them very visable to the opposing team.
That same variant could be added to a sniper rifle as well, with the round placing a tracker on the enemy on impact. |
pew pew youredead
What The French
98
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Posted - 2012.08.11 02:38:00 -
[129] - Quote
-i'd like to see a LAV variant without the turret but two seats instead (4 seats) keep it open topped -a mass driver that shoots either sticky bombs (either fuse delayed or remote detonated), flash/blind grenades or smoke grenades (but still does damage on direct hit, like in Terminator 2 in the lobby siege) -also, a GAU8 like variant for the hmg (anti tank gatling gun mounted on A-10 attack planes, fires 30 mm depleted uranium rounds) does huge damage to vehicle and less damage to infantry or keep the high damage against everything but make it spike overheat, overheats fast and cool downs fast, making people shoot short 2 sec burst then wait, then 2 sec bursts again -proximity mine grenades (mines launched like grenades and not dropped like remote explosives ) -underslug grenade launcher rifle |
Velvet Overkill
104
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Posted - 2012.08.11 02:46:00 -
[130] - Quote
Tweak the existing tactical AR.
The prototype tactical AR current stats are as follows: Damage: 52.2 RoF: 789.5 Accuracy: 57.1 Magazine capacity: 30 Single fire
And the prototype breach AR stats are: Damage: 57.6 RoF: 401.1 Accuracy: 58.3 Magazine capacity: 42 Full auto
Based on this info it would seem that the tactical AR has a higher Rof then the regular AR, but has a huge damage increase, so it easily beats the breach AR in dps while still being accurate, but thats not the case. Me and other people have tried it and can't achieve that RoF no matter how hard we try; the maximum RoF we get is slightly higher than the breach and it takes sooo much effort to do so and that effort would be better used for adjusting our aim more effeciently and other things. The avarage RoF we get is around the same as the breach.
What I'm trying to suggest is to change the tactical AR to have more damage than the breach but have the RoF brought down to 500.0 and make it have higher accuracy than the breach. The magazine capacity should stay the same though.
**Edit** I can only achieve the max RoF using the PS Move controller. |
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Thick McRun Fast
Crux Special Tasks Group Gallente Federation
177
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Posted - 2012.08.11 02:56:00 -
[131] - Quote
Sansha Kelpie Pulse Pistol Low dps but half of the damage bleeds through shield into armor.
Angel Cartel Aftiel SMG Charge based gun. Charge dictates burst fire. At full charge unleashes full clip at once. Speed slowed when charging. Charge slows as it reaches max so small bursts are quick to achieve but a full burst takes a long time.
EoM AP Proximity Mine. A satchel charge that looks like a nanohive that explodes when anyone gets too close.
Gurista Hyena rocket pod A rack of 5 dead-fire rockets that spread out in a straight but wild circular pattern that explode on player/vehical contact or bounce once off terrain and detonate on second terrain hit.
two parter: Quafe LAV militia stats but is faster Has remote booster area of effect that recharges stamina. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.11 04:15:00 -
[132] - Quote
Impured Heredia wrote:dropsuits variation like the type-II but advance and prototype versions. was kinda cool to see the type-II but didn't matter for long because people went for advance and prototype.
this i really like the Type-II suits and would love to see a variant for advanced and proto loved how the type-II logi gives more speed |
TotalBreakage
Sanmatar Kelkoons Minmatar Republic
410
|
Posted - 2012.08.11 04:27:00 -
[133] - Quote
A dropship with no turrets. It would have a base speed of 13 m/s as opposed to the current 10 m/s for all dropships.
It would come with a mobile CRU and slots for shield and armor modules. Every time some one spawns, the pilot gets 15 points, just like with the drop up link.
This would be a dropship in the truest sense. |
Mic McCoy
Villore Sec Ops Gallente Federation
19
|
Posted - 2012.08.11 04:30:00 -
[134] - Quote
Proximity Mines
Dumb-fire missile launcher
Logistics dropship with long range repair modules |
TotalBreakage
Sanmatar Kelkoons Minmatar Republic
410
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Posted - 2012.08.11 04:33:00 -
[135] - Quote
Heinz Doofenshertz wrote:A snowball launcher, a swarm launcher that fires snowballs, they do no damage, but are funny THIS |
Lurchasaurus
SVER True Blood Unclaimed.
808
|
Posted - 2012.08.11 04:34:00 -
[136] - Quote
I know we have yet to see any kind of EW yet, so we dont know if itll be ther or not, but.....
I want to see CCP implement a type of EMP device that can temporarily( or maybe even permanently without repairs) shut down the Heads up Display of the merc that got his electronics busted. It would give a big tactical advantage in some cases as the enemy would lose the ability to see his ammo, health, or aim without aiming down the sights. |
Xanik Motiff
Seituoda Taskforce Command Caldari State
32
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Posted - 2012.08.11 05:27:00 -
[137] - Quote
Ammunition, for different roles, exsplosive ammo for armor and EMP for shield just for example. |
epicsting
Doomheim
60
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Posted - 2012.08.11 09:17:00 -
[138] - Quote
I would like to see a verration in tank look and turrents it has on it the ablitty for paten change would be nice. Rail gun should pierce thought shields a bit make since on how fast the object going. Hiting some one in a car shouldnt stop you like a wall. And all weapon need look vairation please. Sorry for any spellimg error it hard to use a phone on the messige system.machine gun kill to fast. |
Rugman91
Deep Space Republic
143
|
Posted - 2012.08.11 09:53:00 -
[139] - Quote
jenza aranda wrote:'Inferno' granade Causes heat damage to weapons and turrets that have a heat guage that can cause them to overheat Cool idea |
Rugman91
Deep Space Republic
143
|
Posted - 2012.08.11 10:00:00 -
[140] - Quote
Velvet Overkill wrote:Tweak the existing tactical AR.
The prototype tactical AR current stats are as follows: Damage: 52.2 RoF: 789.5 Accuracy: 57.1 Magazine capacity: 30 Single fire
And the prototype breach AR stats are: Damage: 57.6 RoF: 401.1 Accuracy: 58.3 Magazine capacity: 42 Full auto
Based on this info it would seem that the tactical AR has a higher Rof then the regular AR, but has a huge damage increase, so it easily beats the breach AR in dps while still being accurate, but thats not the case. Me and other people have tried it and can't achieve that RoF no matter how hard we try; the maximum RoF we get is slightly higher than the breach and it takes sooo much effort to do so and that effort would be better used for adjusting our aim more effeciently and other things. The avarage RoF we get is around the same as the breach.
What I'm trying to suggest is to change the tactical AR to have more damage than the breach but have the RoF brought down to 500.0 and make it have higher accuracy than the breach. The magazine capacity should stay the same though.
**Edit** I can only achieve the max RoF using the PS Move controller.
Off topic but hes exactly right |
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The Robot Devil
45
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Posted - 2012.08.11 10:20:00 -
[141] - Quote
ARs (not breech or tactical) should have selectable fire, the left d pad is not used and could change the rate of fire, not damage per second. Sometimes I would like a 3 shot burst instead of full auto.
Mass drivers with AV EMP rounds and smoke rounds with different color smoke.
Armor piercing AV rounds for the sniper rifles ( like a 50 cal).
A glide module that let's a pilot or passenger jump from a dropship and glide away instead of straight down.
A smartbomb module like in EVE for LAVs and HAVs only one pulse per 30 second with only a few rounds. |
Vitriol18
Osmon Surveillance Caldari State
56
|
Posted - 2012.08.11 11:14:00 -
[142] - Quote
Bright pink Assault dropsuit, to own people in and make them feel as ashamed as possible.
AV grenade that disables any active reps on vehicles for a limited time.
Anti flack armour plates to reduce the amont of splash damage taken from missiles. |
Resi Kaae Raae
Royal Uhlans Amarr Empire
3
|
Posted - 2012.08.11 11:54:00 -
[143] - Quote
I'd like to see a type of Swarm Launcher that deals an incredible amount of damage, but you only get one shot per clip, the reload takes forever and the missiles travel slower. The dps should be lower than a regular swarm launcher so it's great for alpha striking through active tanks but not so good in prolonged engagements. The missiles travel slower so it's not overpowered against Dropships and LAV's.
Also, it's neon pink. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.08.11 12:11:00 -
[144] - Quote
'Dosage' Heavy Machine Gun
With Precursor HMG stats but: Starts real accurate at first, but the longer you keep the trigger down the shots start to spread even to an uncontrollable level. Therefore would have to be pulsed to operate at distances over, say, 5-10m.
While pulsed, would give this type of HMG ability to do at least small damage on medium ranges (50m or so) and make it a viable weapon to use while squad crosses an open field.
While sustaining the fire the 'Dosage' HMG would be practical to use vs larger targets because of the spread. For example, vehicles like dropships coming too close or desperate grind on a tank. And that's at ranges less than 20m. |
Gauder Berwyck
Deadly Blue Dots RISE of LEGION
217
|
Posted - 2012.08.11 13:31:00 -
[145] - Quote
An un-nerfed Breach AR, just to compare and contrast. |
ONS Sparklin FucknUnicorn
Seituoda Taskforce Command Caldari State
17
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Posted - 2012.08.11 13:33:00 -
[146] - Quote
I was reading the New build info and seen that AV grenades will have a homing system for any vehicle within range. so i was thinking....
Maybe make a more powerful Mass driver with the same Homing system as the AV grenade will have in new build. but make sure the homing system aint to OP or to big in range/diameter. and give it a lil bit more beefy power to hit the tanks SHiELD hard, but not do as much damage to the armor afterwards, kinda like a quick helper to knock the tanks down a bit more. but not to be OP and just murder the tanks.
For instance in BF3 a RPG does massive damage to a tank but a grenade launcher does lil to no damage. maybe a system like that but a lil better!
This was just an idea, and may sound stupid. But i know some people who would agree, tanks need another fear besides FORGE GUNS cause swarm launcher do nothing to a decent tank at this point!!!! |
Scott DTA 2
Crux Special Tasks Group Gallente Federation
6
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Posted - 2012.08.11 13:55:00 -
[147] - Quote
A minmitar LAV
-Shopping cart with 2 SMG's duct taped to the sides of it. Place a lawnmower engine on it make it move. |
The Robot Devil
45
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Posted - 2012.08.12 00:33:00 -
[148] - Quote
AV REs that are fused to explode when a vehicle moves over them. Th blast would damage ANY vehicle and the blast would be straight up to the bottom of the vehicle. The reason I say any vehicle is to promote team play . |
Ghural
The Southern Legion
63
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Posted - 2012.08.12 03:58:00 -
[149] - Quote
A mass driver with grenades that fragment into smaller grenades.
A mass driver with gas grenades that create a cloud of toxic ick that persists for about 20 - 30 seconds |
Aighun
Zumari Force Projection Caldari State
666
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Posted - 2012.08.12 04:16:00 -
[150] - Quote
Laser? |
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