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Eppenguar Magus
Royal Uhlans Amarr Empire
29
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Posted - 2012.11.11 01:00:00 -
[1] - Quote
Reading all the "Tanks are OP" and "vehicles are OP" posts I thought of something which I think is kind of cool.
What if there was a "class" who essentially could set up IEDs, Mines and traps of other sorts? Maybe have each trap "type" take a set amount of time (similar to hacking) where landmines could be placed, IEDs, punji pits, bouncing bettys and every other devious type devidce of which the devs can think up...
This class could probably only use crappy weapons since their job would be to pepper the landscape with traps and not actually "fight". |
Vermaak Doe
SVER True Blood Unclaimed.
385
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Posted - 2012.11.11 03:07:00 -
[2] - Quote
Facepalm, did you not notice the remote explosives? |
Eppenguar Magus
Royal Uhlans Amarr Empire
29
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Posted - 2012.11.11 05:03:00 -
[3] - Quote
Yes, but that isnt exactly what I am talking about.
I am talking more about a class that specifically sets different types of traps, and not via remote (although that could also be included)
What I am thinking is moore along the lines of being able to trap an area and move. Plant landmines in roads. IEDs next to rubble, did Pungi Pits- etc, etc, etc... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.11.11 05:10:00 -
[4] - Quote
Why restrict that to a "class"? Why not let any dropsuit set these traps? There are remote detonated mines, there are automatic anti-vehicle mines, there will soon be automatic anti personnel mines, and even a self destruct module that goes off after death. I think we'll be getting enough traps. |
Eppenguar Magus
Royal Uhlans Amarr Empire
29
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Posted - 2012.11.11 05:18:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:Why restrict that to a "class"? Why not let any dropsuit set these traps? There are remote detonated mines, there are automatic anti-vehicle mines, there will soon be automatic anti personnel mines, and even a self destruct module that goes off after death. I think we'll be getting enough traps.
Hmmm- Interesting. I didnt know all that stuff was coming.
I was thinking restricting it to a class which was highly limited on weapons for balance issues. (i.e. If you chose that class you could do little more than set traps- keeping the numbers of traps lower than if everyone could do it)
-Then the Traps could have a chance of detection via the sensors.
But yeah, if those things are in the works this is pretty unnecessary- Is there somewhere we can read a list of things which are planned so as not to make moot suggestions? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.11.11 05:57:00 -
[6] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=297926#post297926 Some of this stuff listed is already here, but some of it is yet to come. It would make more sense to just balance it with high PG/CPU requirements, and skill requirements. Dust 514 dropsuits are intended to be non-restrictive for the most part unlike a class system, so I don't think more restrictions based suits are good. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.11.11 11:03:00 -
[7] - Quote
Someone above mentioned remote explosives : we also have proximity explosives which are pretty much anti-vehicle mines.
Wish granted, I suppose?
Protip: For best effect, pack a logi suit, drop down 1 proxy and 2 standard RE's close to each other, When the proxy blows, the RE's will also go. The reasoning behind this, is that RE's do more damage than proxy explosives. Use 1 as the fuse and the other two as the punch :) |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.11.11 13:39:00 -
[8] - Quote
The extra item slot makes Logi suits basically the designated "trap class" Dropsuit already. |
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