Imp Smash
On The Brink
51
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Posted - 2012.09.14 06:36:00 -
[1] - Quote
I am a demolitions expert (in the realm of video games that is.)-á I was very happy to see that my particular play style was supported in this game.-á However, I feel that remote explosives should be expanded upon.-á The typical demolitions role is to create entry points into structures or sabotage installations.-á The Dust 514 engine will be unable to support creation of entry points which reduces the tactical viability of explosives.-á Therefore we should expand into other possible roles.-á To this end I have the following suggestions. -á Equipment Change: Implement two types of explosives.-á -á At the moment we have one type.-á ItGÇÖs reasonably effective against infantry.-á In fact, itGÇÖs maybe a tad too good as even the heaviest suit cannot survive the explosion from just one charge.-á It is, however, fairly ineffective against heavy vehicles.-á A full cluster of 5 wonGÇÖt even knock the shields off of a tank. However, if the current incarnation of the explosive charge was made more powerful and became effective against both tanks and infantry it may become too powerful reducing the need for/quality of teamwork.-á It would become a simple crutch. -á Anti-Personnel Explosives: Reduce killing power, increase killing radius.-á Demolitions charges are very powerful and as such make a much larger boom than your standard grenade.-á Radius should be increased so that rooms can be covered with proper strategic placement.-á However, again, if they stay one hit kill wonders with an increased radius then they would be 1 or 2 man squad stoppers.-á I donGÇÖt think it promotes advanced play in that respect.-á As such, increase radius, and decrease damage only to the point that the toughest of heavies can take 1 charge.-á Drop their shields, cut their armor down to almost nil, etc. Everyone else, of course, is done for. I think the current incarnation is fair against LAVs.-á -á Anti-Armor Explosives: Significantly increase killing power, significantly reduce the radius.-á Ideally it would be a shaped charge with the explosion being a cone directly out of the top and bottom of the charge.-á As such, an infantry would have to be standing almost exactly on top of it to receive the full effect.-á It may be useful for dropping those slow moving afore-mentioned super heavies, but that would hardly be its main role. Most importantly, you SHOULD be able to kill or (in the case of the heaviest armor) severely cripple a tank that runs over a full group of them. It would also make them marginally more useful at destroying installations.-á -á I feel that said diversification would allow for more tactical play and teamwork while increasing the viable roles for explosives. It would also require demolitionists to devote more armor slots to explosives as an added cost to use. -á Skill Changes: At the moment demolitions has little effect besides the use of our one type of explosive.-á I propose expanding the skill and adding a few more in the sub-tree. -á Demolitions: Provide a bonus of some type for higher ranks.-á I think that ranks should provide a bonus of 3 or 5% in the deployment speed of explosives or the range at which they can be detonated (assuming that there is a maximum range.-á I have yet to test it.)-á I donGÇÖt think this skill should be particularly cheap or expensive to increase. -á New Skill --Demolitions Expertise: Ranks would be the prerequisite for more powerful, wider radius, or faster deploying explosives. I also think it would be reasonable for each rank to increase the number charges that can be carried.-á As we can have 5 out, maybe being able to carry 1 extra at level 1, 2 extra at level 3, and 3 extra at level 5 giving us the ability to carry 5 total. Would require a set rank at Demolitions. -á New Skill --Demolitions Operation: Ranks would increase the number of explosives we could have in operation at one time. Maybe 1 extra deployable at level 1, 2 at level 3, and 3 at level 5?-á I donGÇÖt think this skill should be cheap. Would require a set rank at Demolitions. -á New Skill --Demolition Removal: The ability to interact with and remove remote charges.-á Walk up to it, and a circle would appear and it would look just like you are hacking the charge.-á Levels would increase the speed at which you remove (or GÇÿhackGÇÖ) by 3 or 5% a level. Would require a set rank at Demolitions. -á This way we could spend more time and skill points at our role, and an experienced demolitionist would have more options at his/her disposal than a newly specGÇÖed one would. -á Mechanics Addition: Finally, and this may just be wishful thinking on my part, I feel that we should be able to place charges on objects.-á I am not speaking Battlefield style where you just throw out a C4 pack and it sticks to whatever it hits.-á I mean, to attach to a wall or the side of a vehicle one would have to take time, remain stationary, and apply the charge like one would do in real life. You must be able to remain stationary next to whatever object you wish to attach to (no jump quick stick to the ceiling!), hit whatever button is necessary, and hold it down while you apply the charge. -áI would guess about double or triple the time to reload your average assault rifle (that would be 6-9 seconds) per charge but thatGÇÖs just my personal opinion.-á Just like hacking (although I would hope we would get a different animation!) -á This would allow us to place charges in places besides the middle of the floor.-á Again, promote tactical thinking in both room defense and room clearing. I do understand that it is entirely possible that the Dust 514 engine cannot support said mechanic addition. |