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Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
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Posted - 2012.08.25 21:17:00 -
[1] - Quote
A ranged nanite injector would really increase the survivability of the logistics suit.
To make it balanced this should be a single shot weapon with pinpoint accuracy at low range but a very low max range (20m?) and a long reload time. I am thinking that the reload process would be analagous to the scrambler pistol but with a 10% longer reload.
example stats Ranged Nanite Injector Mk. I CPU 25 PG 3 Armor repaired On Revival 30% Range 20m meta level 3
pre-requisites nanocirtuitry III electronics III scrabler Pistol Operation I |
The Warbot
Seituoda Taskforce Command Caldari State
85
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Posted - 2012.08.25 21:21:00 -
[2] - Quote
Yeah we do need some sort of range on the nanite injectors. I was thinking more of a skill book to increase the range but if we could have a "range nanite injector" without skill, would be cool. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
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Posted - 2012.08.26 01:34:00 -
[3] - Quote
It should be noted that the proposed ranged nanite injector is not "without skill," as the last poster stated. It does have skill requirements. I would even like this item if these skill requirements were higher. It would just be so useful. |
Dilectus Himmel
Zumari Force Projection Caldari State
15
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Posted - 2012.08.26 05:55:00 -
[4] - Quote
nanite nade! |
Son of Kade
Sanmatar Kelkoons Minmatar Republic
4
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Posted - 2012.08.26 06:25:00 -
[5] - Quote
Dilectus Himmel wrote:nanite nade!
That be awesome!
I like this idea of a ranged nanite but id like to see something similar to the nanitehive that replenishes ammo and nades but will replenish shields and or Armor? or revive a down dropsuit? |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
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Posted - 2012.08.26 06:58:00 -
[6] - Quote
Other people have talked about the nanite-grenade idea before and I have come to the conclusion that it would just be too powerful. Being able to revive one person at a time works but if you get 3+ guys standing up at the same time it would just be to OP. To make it fair it would have to be A) horribly high in skill cost and B) you'd only get to carry one or two in your grenade slot. |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
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Posted - 2012.08.26 15:01:00 -
[7] - Quote
Dilectus Himmel wrote:nanite nade!
+1 |
Karyld Ulvaer
Sanmatar Kelkoons Minmatar Republic
4
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Posted - 2012.08.26 20:13:00 -
[8] - Quote
As Dust 514 is very similar to Zipper's 2009 MMOFPS MAG, I'd like the nanite injector to work similar to how it was there, where they had 3 skills for the medkit - range, healing amount and cooldown speed. Currently I think the range of the nanite injector is shorter than even the base range in MAG. With the current issues in where the body model is in relation to where the revivable body is according to the server, I really think more range and margin for error would be great, as it is now you'll have to run around in circles in the vicinity of the soldier you want to revive, and then for a split second the revive prompt pops up, often for such short time that you need to try several times before you manage to do it. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.08.26 21:00:00 -
[9] - Quote
I am vehemently opposed to any sort of revive mechanic that does not require the player attempting to revive to be at risk while doing so. I've stated my opposition to the addition of revives as a whole for months now, but that is another ball of wax entirely.
The entire point of having an animation that locks both the person being revived and the person attempting to revive them in place is that it puts the players at risk. If you want to revive someone, you make sure the area is clear first. No rewards without risk.
Remote revives in any form whatsoever would be bad. |
Alshadow
Amarr Templars Amarr Empire
71
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Posted - 2012.08.26 21:06:00 -
[10] - Quote
i would think if there would be a revival nade (wich i love the idea of having a support grenade) it would have to just target one person, and it would literally target them, that way u cant revive a pile of people and ofcourse you could only have 3 at a time tht way u cant spam them on people, or just have them have a cool down |
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.08.27 01:34:00 -
[11] - Quote
No bad idea, reviving should be a risk reward thing that players need to think about and your team should have control over a area before you do any reviving or else you can risk a combat revive.
If a player could lob a nanite grenade he coyld revive a teammatevstanding next to a enemy who just dropped your guy in the first place. Not fair to the winning team and would make fire fights more about which side has more nades to keep an assault going rather than tactics and skill, or atleast promote it.
I'm all for extending the margin of error for the current revive system |
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