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Zion Shad
ZionTCD Legacy Rising
1620
|
Posted - 2012.09.10 10:30:00 -
[1] - Quote
Thought I would throw this together from some iteams found on the EVE test market. List here New Items to Come
Dropsuit: Amarr Crusader Dropsuit (command)
New Modules: Anti-Shield Recharger - Cancels shield recharge of enemies within 15m of Crusader Dropsuit
Anti-RoF - Reduces enemy weapons' rate of fire, only available for Crusader Dropsuits
Movement Nullifiers - Reduces infantry/vehicle speed
So whats your guys thoughts? |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.10 10:37:00 -
[2] - Quote
Considering not specing the scout class in the main build thats for sure. |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.09.10 10:54:00 -
[3] - Quote
I want to know what the slot layout for that suit is because at the moment i'm planning on speccing Logistic but playing it as an assault with more tank.
With the extra high and low slots, the trade off for a sidearm is more than worth it for the extra tank i can fit. |
dust badger
BetaMax.
283
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Posted - 2012.09.10 10:56:00 -
[4] - Quote
Cerebral Wolf Jr wrote:I want to know what the slot layout for that suit is because at the moment i'm planning on speccing Logistic but playing it as an assault with more tank.
With the extra high and low slots, the trade off for a sidearm is more than worth it for the extra tank i can fit.
i do this, i kinda forget that i am a logi person sometime and go off shooting people |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.09.10 11:02:00 -
[5] - Quote
The movement nullifier didn't list crusader only. It could work well on a scout as a spec to chase down vehicle/other scouts to pin them for rest of squad to kill, like EvE's tackle role. The crusader also had a module that boosted speed of squad, so hard to say if it will really hurt scouts or just add more use/fear. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.10 11:53:00 -
[6] - Quote
Both are terrible ideas. Cancel shield regen and slow me down? Yay... That'll make things faster and more fun won't it...
Stop adding ******** modules FFS. |
Needless Sacermendor
98
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Posted - 2012.09.10 12:16:00 -
[7] - Quote
Tony Calif wrote:Both are terrible ideas. Cancel shield regen and slow me down? Yay... That'll make things faster and more fun won't it...
Stop adding ******** modules FFS. You don't seem to get it ... The more modules there are, the more different ways you can fit the same suit with the same weapon. To keep a reasonable tank most suits will only be capable of fitting one or other of these new modules so to get the devastating effect of reduced speed, cancelled shield regen, capacitor depletion, target painting for increased damage etc. etc. etc. will require large scale teamwork and coordination which is what DUST is all about. These 16 vs 16 battles won't see half the effects of what these things are capable of, but bigger battles would mean bigger rewards and more teamwork needed to make good use of them. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.09.10 12:19:00 -
[8] - Quote
Commanders watch out (you are now primary target for sniper) |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.10 12:25:00 -
[9] - Quote
Needless Sacermendor wrote:Tony Calif wrote:Both are terrible ideas. Cancel shield regen and slow me down? Yay... That'll make things faster and more fun won't it...
Stop adding ******** modules FFS. You don't seem to get it ... The more modules there are, the more different ways you can fit the same suit with the same weapon. To keep a reasonable tank most suits will only be capable of fitting one or other of these new modules so to get the devastating effect of reduced speed, cancelled shield regen, capacitor depletion, target painting for increased damage etc. etc. etc. will require large scale teamwork and coordination which is what DUST is all about. These 16 vs 16 battles won't see half the effects of what these things are capable of, but bigger battles would mean bigger rewards and more teamwork needed to make good use of them.
No, I don't get why they want to slow my suit down. Your right there. Yes I'm sure it'll all be part of "team play" if your team is crap. But add this to the martyrdom module. Now you can't run or shoot, and if you do somehow kill me, I'll explode an take you with me. The fact they're "basic" mods is stupid. Protosuit will fit em all. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
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Posted - 2012.09.10 12:40:00 -
[10] - Quote
Tony Calif wrote: No, I don't get why they want to slow my suit down. Your right there. Yes I'm sure it'll all be part of "team play" if your team is crap. But add this to the martyrdom module. Now you can't run or shoot, and if you do somehow kill me, I'll explode an take you with me. The fact they're "basic" mods is stupid. Protosuit will fit em all.
Wow, you are a huge winger. The idea here is to provide a possible to counter to the super fast scout with an SMG combo and is perfectly reasonable. Think about it. A commander of a squad with slower troops (ie heavies and logistics') will definitely want to slow down any scout suits that get into range. This does not mean that you won't be able to kill them Tony just that you'll need to switch tactics. Instead of getting all close and personal switch to a sniper rifle, take out the command suit, then go after the slower fatties which survived.
It would be much more helpful if, instead of complaining, you looked at the info provided in this post and came up with a way you could counter it with as small an sp expenditure as possible. Heck most of the time you'll be able to counter a module based tactic like this with the use of a different module yourself. Stop complaining, be proactive, use your brain. |
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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.09.10 12:50:00 -
[11] - Quote
Funk off m+¦bius. Your tellin me to snipe. I'll just get a tank and kill the hole squad. There's your counter. Oh look it's the same **** counter for everything ever. Get a tank. Now everyone plays tank because they're godly. Soon everyone will play tank because it's less hassle than switching class every time they have a different suit.
Yeah yeah I whine. Because I don't want to have a total bullshit game. Whine whine whine whine Whine whine whine whine Whine whine whine whine Whine whine whine whine Whine whine whine whine Whine whine whine whine. |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.09.10 13:33:00 -
[12] - Quote
Tony Calif wrote:Funk off m+¦bius. Your tellin me to snipe. I'll just get a tank and kill the hole squad. There's your counter. Oh look it's the same **** counter for everything ever. Get a tank. Now everyone plays tank because they're godly. Soon everyone will play tank because it's less hassle than switching class every time they have a different suit.
Yeah yeah I whine. Because I don't want to have a total bullshit game. Whine whine whine whine Whine whine whine whine Whine whine whine whine Whine whine whine whine Whine whine whine whine Whine whine whine whine.
You clearly missed the part about Tanks getting a massive nerf at the same time those modules are released. |
Zion Shad
ZionTCD Legacy Rising
1620
|
Posted - 2012.09.10 13:43:00 -
[13] - Quote
For Scouts this could be a counter:
Squad Speed Increase - Increases movement speed of squad, only available for Crusader Dropsuits
Tanks, well here you go:
Asynchronous Fire Control - Reduces spool up time for Railguns
Tracking Enhancer - Increases vehicle turret turn speed.
Tracking Computer - Increases turn speed of all vehicle turrets
Callibration Subsystem - Increases turret range
Linear Flux Stabilizer - Increases turret rate of fire
Overdrives - Passively increases base vehicle maximum speed
Boosters - Temporary speed boost to ground vehicles |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.09.10 14:08:00 -
[14] - Quote
I get the feeling that the squad buff modules will be more popular than enemy debuffs. If your guys stick close to receive the buff, they'll probably be effective enough to keep any scouts from getting into debuff range, anyway. (Why pick the mod that helps sometimes when you can have one that helps all the time?) |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.10 15:49:00 -
[15] - Quote
Squad buff is fine. Counter to scout with SMG combo = aim. These mods make defending a given spot even easier than it is now. These mods alone will drastically increase use of AR over SMG/Shotgun. Probably tactical AR given the silly DPS. I need a turbo button lol. The reason I'm so against these types of module is that current gameplay is most similar to q3/UT but with huge maps, horrible vehicles which need a full squad to deal with and lightning fast attacks are currently the best way to assault an enemy position. These mods are counter productive to this style of play IMHO. We'll be left with scifi bf3 with (nearly) unlimited vehicles.
The only way I could see these being implemented without killing CQC would be alongside friendly fire. So you slow everyone, friend or foe. It'd make for interesting slow motion bubbles. Would projectiles fly slower? What about knifing? I just don't want CCP to screw our "arena shooter out of the arena" style play. These modules stink of bad aim, and defensive play from what we know.
We'll have to wait and see. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.09.10 16:30:00 -
[16] - Quote
Tony Calif wrote:Squad buff is fine. Counter to scout with SMG combo = aim. These mods make defending a given spot even easier than it is now. These mods alone will drastically increase use of AR over SMG/Shotgun. Probably tactical AR given the silly DPS. I need a turbo button lol. The reason I'm so against these types of module is that current gameplay is most similar to q3/UT but with huge maps, horrible vehicles which need a full squad to deal with and lightning fast attacks are currently the best way to assault an enemy position. These mods are counter productive to this style of play IMHO. We'll be left with scifi bf3 with (nearly) unlimited vehicles.
The only way I could see these being implemented without killing CQC would be alongside friendly fire. So you slow everyone, friend or foe. It'd make for interesting slow motion bubbles. Would projectiles fly slower? What about knifing? I just don't want CCP to screw our "arena shooter out of the arena" style play. These modules stink of bad aim, and defensive play from what we know.
We'll have to wait and see.
damn u complain alot havent even tried it but complaining
more customization is better IMHO u boast of teamplay but sounds more like lonewolfing tbh have someone pick off the Crusader suit in the grp and bam problem solved, u know....get a teammate to support u
top end vehicles should need a full squad to take out tbh Even in competitive BF it takes a fulls squad to take down another team tank because hes gettin repped and even in pubs a tank duo in BF will **** face and be hard to take down against unorganised randoms
The team that is willing to utilise ALL the aspects of gameplay to win will have an advantage. at some point in time u will also need to have ur own tankers to also level the playing field if a team is vehicle heavy
Again goin back to competitive BF3....u will NEVER win a clan match if u dont utilize all your vehicles. If u have terrible air support then guess what? the team with better air that constantly rapes yours will have an advantage in BF3 and prob win the match as they can keep your chopper down and their chopper can focus on raping ur tanks.
Same applies to DUST an infantry only team will always struggle to combat a team that is all round. Been tellin u MAG folk for almost a year now that if u have a problem with vehicles DUST isnt the game for u, this game is more suited to BF players than MAG players tbqh, ppl that understand the important of both vehicles and infantry
PS: ppl also still have this mindset that u MUST destroy the enemy vehicles for it to be a success.....forcing it back is a victory in itself because u are takin it out the game from being effective thus if u can cap objectives and force tank/s to constantly back off they not helpin at all |
Drake Gro'Dar
19
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Posted - 2012.09.10 16:51:00 -
[17] - Quote
Maybe I'm missing something but how does this hurt scouts? You have to be in range and I'd say more than half of all scouts are snipers so if they let someone get within 15m of them then they are probably dead anyways. The best counter to this will be any anti ewar module they bring out or just staying with your squad. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.09.10 18:30:00 -
[18] - Quote
Drake Gro'Dar wrote:Maybe I'm missing something but how does this hurt scouts? You have to be in range and I'd say more than half of all scouts are snipers so if they let someone get within 15m of them then they are probably dead anyways. The best counter to this will be any anti ewar module they bring out or just staying with your squad.
Scouts close quarters are more deadly than any other suit because they can easily dodge bullets. There are only a handful of people in this beta that can consistently kill a skilled strafing scout with an assault suit, AR, and using the DS3 but most of them have switch to scouts or tanks so now there are even less. |
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