Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.09.18 21:04:00 -
[1] - Quote
It looks like CCP is going to simple port all of EVE stuff directly to dust in one fashion or the other and taking out what simple doesn't impact us. But what about modules that would affect a merc and not a ship rather than just port everything, make some dust unique models and rethink the current ones.
If its not mention then I figured they would added it or its not going to be added
Medium Shields are massive imbalance compared to armor and for a good reason they have no drawback that player can see. But focusing on shields I would say the extenders could use a 20% increase to their HP givin because the extra 0.2 second of survival they provide almost isn't worth it. I would also like shield resistance modules brought in to allow player to buff up their shield defenses.
Weapon mods, I think we should have more than simple damage modifiers but also accuracy, stability modifiers as well to open up more options however I think stacking one of each type should still incur stacking penalty to all of them.
I would think extra modules that fill out the high section other than just thing that effect damage or EHP would be helpful, Trackers, could allow you to put a simi permanent TACNET on player increasing their signature considerably, Lock assist would allow things that require lock on to lock faster, hacking modules for increasing hack speed, binoculars, would be a toggable suit "program" that extends your vision, visual aid, different ones could show heat, sound, movement, signature etc. Sensor extenders, would increase the range of you sensors or make them stronger for a specific type of signature.
Low Armor is horrible imbalanced compared to shield tanking and now I have a suggestion help balance them two out rather than have two separate modules for resistance and HP like shields would have resistance and HP as one package for armor, and I figured give it some more ground side warfare resistances, small caliber resistance, frag resistance, heat resistance. Along with a heavy increase in HP some where in the 25% to 50% range would make armor tank viable
Functional modules as a low level counter to things that give the user more information like tracking equipment, visual enhancers, and connectivity these would improve the suits function such as a ammo pack, which could provide extra ammo, Review pack, could give a one time use revive to a down player(should require enough CPU/PG that its not an after though), shock padding, to absorb fall or collision damage, and other stuff to this extent.
Camo, would fill this slot and would give players a permanent 30%cloak effect when their in the correct environment such as urban, jungle, desert and such and would be a useful thing that makes player harder to see.
Signature dampeners would lower your own personal profile signature making you hard to detect
Grenade
I would like ability granting modules like cloak, portals/teleporting, riot shield and such to fill this slot for a fair trade off a potential and for a easy button to map the ability too..
Equipment
Would love more option to control the battlefield with this option
Rigging
Would be three slots that you can fit weapon attachments to with each attachment take up calibration point and some of the OP ones like launcher taking up cpu.pg as well as calibration
Side arm
i would like smg bumped to alight weapon and machine pistols to fill its role.
i would also like a futuristic crossbow
melee i would like stronger variton of the knife this could fill either grenade or side arm slots and would replace the regular knife, it would have slightly higher stats than the regular knife and when compared to one another would have different changes for example one could have a narrow arc, but longer lunge and vice versa or one could have higher damage and shorter lunge or higher damage and narrow arc, and then a master of none jack of all trades with higher stats |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.19 01:06:00 -
[3] - Quote
Just to show some ideas for other non damage/ehp mod or just one CCP might not consider.
Tracker module: these would fill a medium slot and would allow player to but a tacnet lock on player which increases there signature but the increase sig is only detectable by your suit. Higher level would increase the amount of sig it has thus increasing the range of it.
Vehicle sensor module: would increase your suits ability to detect vehicles with tacnet thus making their symbol show up more, it could also add a visual refernece like a shining light in the air over it.
Lock on module: would decrease the time it took to lock on with a weapon system that required it. This would be useful if we had more weapons that need to lock on and if the smaller a vehicle the longer it took to lock on.
Binocular enhancment module: would allow the player to magnify their vision. This would be a medium slot because it applys a computer enhancment to the suit, and because it be more balanced here. since the up d-pad doesnt do anything useful in combat I would suggest this be activated by up.
Enhanced sensor: would increase your sensor streagth and would also fill a medium slot like all the above.
Visual support module: would be activated with up on the d-pad this would show player the location of the enemy though visual support like showing body heat, motion, energy, signature, and other things like that and representing it visually to aid the player.
target painter: would allow one player to put a simi permenate lock on something and "share" that with all player that require a lock for their weapon.
stuff similer to this would be great for the medium slot stuff and would be useful for lets say someone who armor tanks and wont have much medium end stuff. Scout, commander, and AV player would definetly benefit from this stuff where as a infantry would equip if there wasnt enough cpu/pg for other stuff.
Low slot
Ammo pack: would fit into the low slot and would give a player a 30 to 50% more ammo. A useful module that would require much cpu/pg great for shield tankers
Revive pack: is pretty much a one shot nanite injector that activates after you been down for 8 seconds this would have higher cpu/pg requirment than a normal injector. To balance this I say allow enemy player the ability to shoot downed players.
camouflauge: would have a few patterns for different terrians and if your in the right terrian you get 30% cloaked a useful way to add camouflauge to the game.
Signal dapener: would reduce your suits signature be pretty useful
extra material: flak vest, fiber weave, reaction pack etc would act like resistance modules but be indepentant of your armor affect you overall.
Armor: let me remind you all about this, armor should get a increase in HP as well as have different varition with built in resistance to damage types. Would go a long way to balance out the imbalance of shield for armor.
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