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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.29 02:39:00 -
[1] - Quote
I think it would really add to the game if there were types of modules for dropsuits that had to be activated (like vehicle armor repairers, and vehicle shield boosters). They could be used for temporary effects.
[Possible dropsuit active modules] The upcoming infantry cloaking could be one of such modules.
Speed burst: Walking and running speed are doubled for a short period of time.
Disguise: Temporarily makes you appear as a friendly to your enemies (Your name turns blue to them)
"Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them.
Shield booster: Releases a massive increase in shields.
Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him.
X-ray vision quick scan: Pulses of X-ray radiation is emitted from the module, and then then picked up when it bounces back to reveal locations of enemies through walls. Should only last about a second to give a general idea of where enemies are concentrated at. EDIT: The ACTIVE SCANNER equipment already occupies this role, but the scanner has no visual feedback, click here for solutions for the active scanner. Anti-personnel stasis webifier: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit.
The active modules should have cool visual effects to signify when they are in use. A speed burst module for example could cause a blue tint in the screen, and the X-ray module could an X-ray vision see-through-walls effect for a second.
The specific ideas for active dropsuit modules I suggested are no important, but I would like some nice active dropsuit modules. Having to actively use something is kind of like having a superpower, which are really fun. I have been wanting something like this since before I was in the beta, watching vids online, and looking for any scrap of news about the game that I could get about the game on the dust514.org website. Actively doing things is always more fun than having it done for you passively.
EDIT: [Request] Explosive shield discharge infantry module
KAGEHOSHI Horned Wolf wrote:It would be nice to have an infantry active module, or equipment that allows us to destroy our own shields to produce an area-of-effect shockwave to hurt enemies within the blast radius. The damage output could depend on how much shields a player has, and each increased tier gives more damage per amount of shields. Since the damage depends on how much shields you have when it activates, it can't be abused for high damage by those whose shields are almost down anyway. If you have very little shields to sacrifice then you won't get much, but if you have a lot to lose then you get more out of it. There could be variants with higher blast radius, or for more damage. Each would have their own weaknesses to balance their advantages.
The usefulness of this would depend on the situation, and might be quite a gamble. High risk high reward is fun.
Something like this could be done for vehicles as well I'm sure. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.29 02:45:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:I think it would really add to the game if there were types of modules for dropsuits that had to be activated (like vehicle armor repairers, and vehicle shield boosters). They could be used for temporary effects. [Possible dropsuit active modules]The upcoming infantry cloaking could be one of such modules.
Speed burst: Walking and running speed are doubled for a short period of time.
Disguise: Temporarily makes you appear as a friendly to your enemies (Your name turns blue to them)
"Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them.
Shield booster: Releases a massive increase in shields.
Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him.
X-ray vision quick scan: Pulses of X-ray radiation is emitted from the module, and then then picked up when it bounces back to reveal locations of enemies through walls. Should only last about a second to give a general idea of where enemies are concentrated at.
Anti-personnel: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit.
The active modules should have cool visual effects to signify when they are in use. A speed burst module for example could cause a blue tint in the screen, and the X-ray module could an X-ray vision see-through-walls effect for a second. The specific ideas for active dropsuit modules I suggested are no important, but I would like some nice active dropsuit modules. Having to actively use something is kind of like having a superpower, which are really fun. I have been wanting something like this since before I was in the beta, watching vids online, and looking for any crap of news about the game that I could get about the game on the dust515.org website. Actively doing things is always more fun than having it done for you passively. Personally, I would love to see the option to fit thermal imaging gear like that used in a tank, and some of the ideas you suggested were hinted at in the DevBlog that mentioned Command suits as AOE buffs and debuffs that they can provide.
Yes, I know they're supposedly called "Crusader" now, but I just can't take that name seriously. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.30 00:16:00 -
[3] - Quote
Hopefully crusaders will have active modules as well, instead of just passive ones. |
Governor Odius
Doomheim
177
|
Posted - 2012.10.30 00:59:00 -
[4] - Quote
Near as I can tell "active module" is going to mean "equipment" for infantry. |
WHz DS9899
Doomheim
136
|
Posted - 2012.10.31 00:19:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:I think it would really add to the game if there were types of modules for dropsuits that had to be activated (like vehicle armor repairers, and vehicle shield boosters). They could be used for temporary effects. [Possible dropsuit active modules]The upcoming infantry cloaking could be one of such modules.
Speed burst: Walking and running speed are doubled for a short period of time.
Disguise: Temporarily makes you appear as a friendly to your enemies (Your name turns blue to them)
"Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them.
Shield booster: Releases a massive increase in shields.
Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him.
X-ray vision quick scan: Pulses of X-ray radiation is emitted from the module, and then then picked up when it bounces back to reveal locations of enemies through walls. Should only last about a second to give a general idea of where enemies are concentrated at.
Anti-personnel: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit.
The active modules should have cool visual effects to signify when they are in use. A speed burst module for example could cause a blue tint in the screen, and the X-ray module could an X-ray vision see-through-walls effect for a second. The specific ideas for active dropsuit modules I suggested are no important, but I would like some nice active dropsuit modules. Having to actively use something is kind of like having a superpower, which are really fun. I have been wanting something like this since before I was in the beta, watching vids online, and looking for any crap of news about the game that I could get about the game on the dust515.org website. Actively doing things is always more fun than having it done for you passively.
The radar spoofing could be a equipment, and even then, a EM jammer would be cooler
I like this better for the berrier
Wall hacks are okay
last one is ******* stupid
the rest are cool. |
Captain-Awesome
Internal Error. Negative-Feedback
349
|
Posted - 2012.11.13 12:03:00 -
[6] - Quote
this could be good if done right
abuse could obviously be a problem and method of getting these would obviously mean giving an even greater advantage to those with the skill points to those who don't.
I hope ccp monitors the chain effect on weapons and game play these will have also, these types of items would be of most use in skirmish scenarios.
they should take up equipment slots or be attached to the suit to make the user look into purchasing other suits to add variety to their inventory.
cool downs should be present with limited amount of use (restockable) |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 12:53:00 -
[7] - Quote
KAGEHOSHI Horned Wolf wrote:I think it would really add to the game if there were types of modules for dropsuits that had to be activated (like vehicle armor repairers, and vehicle shield boosters). They could be used for temporary effects. [Possible dropsuit active modules]The upcoming infantry cloaking could be one of such modules. AgreedSpeed burst: Walking and running speed are doubled for a short period of time. Agreed though shouldnt be available for heavies imoDisguise: Temporarily makes you appear as a friendly to your enemies For this game's sake, please dont. I just hate all those free kill methods. Will either be useless or OP and boring "Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them. [/b] meh, not my cup of tea, many more usefull things to do before
Shield booster: Releases a massive increase in shields. [/b] Would make sense to have active shield boosters with a pretty long cooldown. or shield rep. Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him. Could be a cool idea. Would it stop ennemy bullets only or also friendly rounds that you or mates would try to shoot through ? IMO, should stop everything X-ray vision quick scan: Pulses of X-ray radiation is emitted from the module, and then then picked up when it bounces back to reveal locations of enemies through walls. Should only last about a second to give a general idea of where enemies are concentrated at. Why not.Anti-personnel: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit. Not a bad idea, but i think stasis grenade would fit the purpose in a more logical matter
I like the general idea. In fact, some infantry equipment should already work that way. Active scanners should be something to activate through weapon wheel just like any active module for vehicles and have a cooldown. See quote for further observation on your suggestions.
And now, a few suggestion on my part. All work for a specific amount of time and then need cooldown
Radar Jammer : Equipment that would massively decrease profil signature of the user and people in area around him. Better tier versions would enhance effect duration and area of effect.
Armor reps : tbh, i always felt like armor reps should have been active module all along. Shields auto-regen its a fact. But armor reps use nanites that should be activated. Add a cooldown and raise armor rep rate and you balance armor\shield classes regarding infantry.
Stamina boost : get a massive boost of stamina. Should be a biotic module. Different tier would only raise duration time. Cooldown lowered by linked skills.
Tracking chip : Gives a boost in optimal range and weapon's accuracy. (say 5-10-20% for each tier. duration 1 min then 1.5 then 2 minutes. Cooldown of 3 minutes. Linked skill(s) reducing cooldown so you can reach 2 minutes cooldown.)
Overloading chip : Similar to EVE's system, would overload every module on the suit. Boosting by X% every attributes given by non-active modules. (amount of shield for extenders, rep rate, regen rate, biotics, weapon upgrade, weapons) But would degrade those at the same time. => Exemple, you start with all your fit at 0% bonus. Launch basic overloading chip => +5% bonus to all modules => end of cycle, every modules is now -5% compared to basic stats. => Cooldown over, launch basic overloading chip => Get back to +5 bonus.
Every tier would raise bonus and malus. maybe skills could lower kickback.
I think i could keep on finding stuff whole day so i'll just stop right there ^^ |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 13:05:00 -
[8] - Quote
Equipment is a whole selection of items which you have to equip in place of your weapon and activate manually, most of which have some form of ammo count as a restriction on their use.
Modules wouldn't have ammo limits, but would instead have cooldowns - and possibly use a certain amount of capacitor charge if such a system is added (possibly coming for vehicles, no confirmation I know of for Dropsuits). Kind of like active modules in vehicles do now.
Another important difference is that you can activate a module, and it just constantly does its thing while your weapon is still in your hands, free to be used at the same time. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 13:13:00 -
[9] - Quote
Garrett Blacknova wrote:Equipment is a whole selection of items which you have to equip in place of your weapon and activate manually, most of which have some form of ammo count as a restriction on their use.
Modules wouldn't have ammo limits, but would instead have cooldowns - and possibly use a certain amount of capacitor charge if such a system is added (possibly coming for vehicles, no confirmation I know of for Dropsuits). Kind of like active modules in vehicles do now.
Another important difference is that you can activate a module, and it just constantly does its thing while your weapon is still in your hands, free to be used at the same time.
I dont see any reason why some equipment couldnt work on an active pattern. Or passive as a matter of fact. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 13:18:00 -
[10] - Quote
Laurent Cazaderon wrote:Garrett Blacknova wrote:Equipment is a whole selection of items which you have to equip in place of your weapon and activate manually, most of which have some form of ammo count as a restriction on their use.
Modules wouldn't have ammo limits, but would instead have cooldowns - and possibly use a certain amount of capacitor charge if such a system is added (possibly coming for vehicles, no confirmation I know of for Dropsuits). Kind of like active modules in vehicles do now.
Another important difference is that you can activate a module, and it just constantly does its thing while your weapon is still in your hands, free to be used at the same time. I dont see any reason why some equipment couldnt work on an active pattern. Or passive as a matter of fact. If the equipment slot is where active modules go, then shield tanked Heavies won't have access to shield booster modules, or armour hardeners if/when they add them.
Equipment is for equippable items that you hold in your hands. Modules are activated instead of being equipped. I wouldn't object to equipment that operates like an active module, but at least some of these suggestions would be better suited to a different system.
You could maybe replace the grenade slot with an active module, so you hit L2 to turn it on/off. |
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 14:08:00 -
[11] - Quote
Garrett Blacknova wrote:Laurent Cazaderon wrote:Garrett Blacknova wrote:Equipment is a whole selection of items which you have to equip in place of your weapon and activate manually, most of which have some form of ammo count as a restriction on their use.
Modules wouldn't have ammo limits, but would instead have cooldowns - and possibly use a certain amount of capacitor charge if such a system is added (possibly coming for vehicles, no confirmation I know of for Dropsuits). Kind of like active modules in vehicles do now.
Another important difference is that you can activate a module, and it just constantly does its thing while your weapon is still in your hands, free to be used at the same time. I dont see any reason why some equipment couldnt work on an active pattern. Or passive as a matter of fact. If the equipment slot is where active modules go, then shield tanked Heavies won't have access to shield booster modules, or armour hardeners if/when they add them. Equipment is for equippable items that you hold in your hands. Modules are activated instead of being equipped. I wouldn't object to equipment that operates like an active module, but at least some of these suggestions would be better suited to a different system. You could maybe replace the grenade slot with an active module, so you hit L2 to turn it on/off.
Oh but i didnt mean to have all active stuff requiring an equipment slot either mate ^^ Just, based on what the module does, some would fit more an equipment slot.
Such as an actual active scanner you would only need to activate, not hold in hand. (honestly, this equipment would work a lot more like intended this way). Or the X-ray scanner, or Anti-personnal webifier or radar jammer suggested by OP. All sound more like equipment, no matter active or not.
To me, equipment doesnt necessarily mean you need to hold it in hand. Just that its not suit integrated but more like stored in your belt's pocket
But considering all the active shield boosters, biotics, armor rep i or the OP suggested ... of course they would use regular low and high slots. No debate there. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 14:21:00 -
[12] - Quote
Laurent Cazaderon wrote:Oh but i didnt mean to have all active stuff requiring an equipment slot either mate ^^ Just, based on what the module does, some would fit more an equipment slot. Such as an actual active scanner you would only need to activate, not hold in hand. (honestly, this equipment would work a lot more like intended this way). Or the X-ray scanner, or Anti-personnal webifier or radar jammer suggested by OP. All sound more like equipment, no matter active or not. To me, equipment doesnt necessarily mean you need to hold it in hand. Just that its not suit integrated but more like stored in your belt's pocket But considering all the active shield boosters, biotics, armor rep i or the OP suggested ... of course they would use regular low and high slots. No debate there. Sorry. Didn't quite take your meaning the first time.
SOME equipment that functions like an active module, where you select it to toggle on or off, or where you activate it on a cooldown, would be great. |
Herpn Derpidus
Crux Special Tasks Group Gallente Federation
11
|
Posted - 2012.11.13 14:40:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:I think it would really add to the game if there were types of modules for dropsuits that had to be activated (like vehicle armor repairers, and vehicle shield boosters). They could be used for temporary effects. [Possible dropsuit active modules]The upcoming infantry cloaking could be one of such modules.
Speed burst: Walking and running speed are doubled for a short period of time.
Disguise: Temporarily makes you appear as a friendly to your enemies (Your name turns blue to them)
"Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them.
Shield booster: Releases a massive increase in shields.
Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him.
X-ray vision quick scan: Pulses of X-ray radiation is emitted from the module, and then then picked up when it bounces back to reveal locations of enemies through walls. Should only last about a second to give a general idea of where enemies are concentrated at.
Anti-personnel: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit.
The active modules should have cool visual effects to signify when they are in use. A speed burst module for example could cause a blue tint in the screen, and the X-ray module could an X-ray vision see-through-walls effect for a second. The specific ideas for active dropsuit modules I suggested are no important, but I would like some nice active dropsuit modules. Having to actively use something is kind of like having a superpower, which are really fun. I have been wanting something like this since before I was in the beta, watching vids online, and looking for any scrap of news about the game that I could get about the game on the dust514.org website. Actively doing things is always more fun than having it done for you passively.
do want |
Grenwal Hiesenberg
Shadow Company HQ
226
|
Posted - 2012.11.13 17:59:00 -
[14] - Quote
This thread has a good suggestion concerning active modules and how to add their function in game: https://forums.dust514.com/default.aspx?g=posts&t=44536&find=unread |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.13 20:13:00 -
[15] - Quote
Thanks for linking my post! |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.13 21:21:00 -
[16] - Quote
It seems we have very similar ideas, if you are interested in this thread, I would definetly check out the link to my thread above, where we also discuss capacitor and the control layout for making this work. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 23:33:00 -
[17] - Quote
let's maybe evolve this thread into a gathering of discussed suggestion ? too bad you didnt reserve any post in order to have some room. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.14 01:22:00 -
[18] - Quote
I mind of imagined active modules as being similar to the nanosuit abilities in Crysis, mixed with EVE's capacitor and cooldown.
As long as there are militia versions of the modules too, so it doesnt favor those with SP unfairly. |
DJINN Riot
63
|
Posted - 2012.11.14 03:34:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:I think it would really add to the game if there were types of modules for dropsuits that had to be activated (like vehicle armor repairers, and vehicle shield boosters). They could be used for temporary effects. [Possible dropsuit active modules]The upcoming infantry cloaking could be one of such modules.
Speed burst: Walking and running speed are doubled for a short period of time.
Disguise: Temporarily makes you appear as a friendly to your enemies (Your name turns blue to them)
"Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them.
Shield booster: Releases a massive increase in shields.
Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him.
X-ray vision quick scan: Pulses of X-ray radiation is emitted from the module, and then then picked up when it bounces back to reveal locations of enemies through walls. Should only last about a second to give a general idea of where enemies are concentrated at.
Anti-personnel: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit.
Melee DMG burstl: A low-slot module that provides a larger increase to melee dmg than the passive booster but for a short amount of time. with a large cooldown.
Jumping modifier: A low-slot module that provides a very large, and very short increase to your jumping capabilities with a large cooldown.
(I would also like a passive module like this aswell, with a lower boost, but permanant.)
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CCP Wolfman
C C P C C P Alliance
105
|
Posted - 2012.11.14 05:22:00 -
[20] - Quote
Hi guys,
Just thought IGÇÖd let you know that we do have plans to add some of the functionality youGÇÖre discussing here in future updates. Exactly which ones will remain shrouded in mystery for now. Some of the functionality is associated with equipment items (which are used very much like active modules) and also with some weapons.
Thanks for the cool ideas!
Cheers
CCP Wolfman
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Boss Dirge
Sanmatar Kelkoons Minmatar Republic
71
|
Posted - 2012.11.14 05:35:00 -
[21] - Quote
CCP Wolfman wrote:Hi guys,
Just thought IGÇÖd let you know that we do have plans to add some of the functionality youGÇÖre discussing here in future updates. Exactly which ones will remain shrouded in mystery for now. Some of the functionality is associated with equipment items (which are used very much like active modules) and also with some weapons.
Thanks for the cool ideas!
Cheers
CCP Wolfman
You guys should also implement twice yearly free expansions too!
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.14 05:52:00 -
[22] - Quote
I just noticed it said "Anti-personnel" instead of "Anti-personnel stasis webifier" in the OP. Fixed it in the OP (along with other stupid errors earlier).
To CCP Wolfman, I really appreciate the reply. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.14 05:52:00 -
[23] - Quote
CCP Wolfman wrote:Hi guys,
Just thought IGÇÖd let you know that we do have plans to add some of the functionality youGÇÖre discussing here in future updates. Exactly which ones will remain shrouded in mystery for now. Some of the functionality is associated with equipment items (which are used very much like active modules) and also with some weapons.
Thanks for the cool ideas!
Cheers
CCP Wolfman
Good news, thanks for the heads up |
crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.11.14 07:12:00 -
[24] - Quote
Boss Dirge wrote:CCP Wolfman wrote:Hi guys,
Just thought IGÇÖd let you know that we do have plans to add some of the functionality youGÇÖre discussing here in future updates. Exactly which ones will remain shrouded in mystery for now. Some of the functionality is associated with equipment items (which are used very much like active modules) and also with some weapons.
Thanks for the cool ideas!
Cheers
CCP Wolfman
You guys should also implement twice yearly free expansions too! they are.... |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.14 10:16:00 -
[25] - Quote
Good to hear from you Wolfmann !
And even better to hear about equipments working as active modules. Outside of classic module that could have active versions, equipment allow for a wider pannel of things to implement imo. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 14:02:00 -
[26] - Quote
DJINN Riot wrote:Melee DMG burstl: A low-slot module that provides a larger increase to melee dmg than the passive booster but for a short amount of time. with a large cooldown. You know we already have a range of stimulants that give a melee damage boost, right? Having an active module doing the same job we have equipment for would be kind of redundant... or if you used both together, might make melee Scouts OP. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.14 19:34:00 -
[27] - Quote
I want to try a lot of the current passive modules as active modules to see if they would work, or cause balance issues. Armor repair module for example, and with the cool yellow glowing pattern (the one from vehicle repairs) appearing on me also. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.11.14 20:18:00 -
[28] - Quote
I like these ideas. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.15 00:16:00 -
[29] - Quote
CCP Wolfman wrote:Hi guys,
Just thought IGÇÖd let you know that we do have plans to add some of the functionality youGÇÖre discussing here in future updates. Exactly which ones will remain shrouded in mystery for now. Some of the functionality is associated with equipment items (which are used very much like active modules) and also with some weapons.
Thanks for the cool ideas!
Cheers
CCP Wolfman
crusader dropsuit modules? |
Nicol Bolas Planeswalker
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.11.15 03:32:00 -
[30] - Quote
Anti-gravity module: Temporarily allows user to levitate. Could be an easy solution for all the jet pack talk we see here. Snipers like myself certainly won't abuse this.
AV module inhibitor: Disable active modules of vehicles within x radius. This could easily be broken down to affect shield or armor tankers in particular.
Radar Spoof: Allows user to appear as a HAV, Derpship, LAV, etc. Acts as disinformation to force unnecessary tactic from enemy. Think squad of swarm launchers shows up to tackle Duvolle.....
Hammer of Thor: Allows user to throw grenades with extreme range and velocity.
Edit: Energy burst: Completely deplete shield and stamina to deliver a powerful close quarters energy burst. Could quickly end CQC dancing at the expense of leaving the user temporarily vulnerable. |
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