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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.12.20 10:07:00 -
[1] - Quote
If you decide that you like my idea then please give a like. Thanks for reading this.
Scenario: You just spawned with an expensive proto fit and someone OHK with a cheap militia grenade.
As things stand right now there is no counter to grenades and thus things are UNBALANCED.
My request is a skill to BALANCE the gameplay. In other words let folks continue to toss grenades but please, please, please give us an explosive RESISTANCE skill to balance the gameplay. I.e L1 10 % explosive damage RESISTANCE, L2 20%, L3 30%, etc.
Thanks. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.12.20 10:14:00 -
[2] - Quote
wait till a laser has a bead on you for 1.5 seconds.
and militia grenades have to be directly under you to do any real damage, so i guess you just don't like things that kill you. |
Odiain Suliis
ZionTCD Legacy Rising
112
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Posted - 2012.12.20 10:18:00 -
[3] - Quote
It should be a resistance module that one can fit into a dropsuit and skill to go along with it to use those, NOT a skill based resistance.
And those amounts are just awful, L5 =50% res... now come on! lets be real. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.12.20 10:21:00 -
[4] - Quote
Odiain Suliis wrote:It should be a resistance module that one can fit into a dropsuit and skill to go along with it to use those, NOT a skill based resistance.
And those amounts are just awful, L5 =50% res... now come on! lets be real. a guy being reasonable when asking for equipment and skills on the forums... now lets be real.
a skill based resistance is a terrible idea. |
Cerebral Wolf Jr
Immobile Infantry
760
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Posted - 2012.12.20 11:19:00 -
[5] - Quote
There will be damage resistance modules added in the future, both shields and armour, you'll also find that different weapons do different damage types and then later you'll see different ammo added into the game.
I think CCP have tweaked resistances in this build though and they've broken something. If CCP could reply with any information on resistances and resistance changes made in this build it would be much appreciated. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.12.20 18:29:00 -
[6] - Quote
Necrodermis wrote:wait till a laser has a bead on you for 1.5 seconds.
and militia grenades have to be directly under you to do any real damage, so i guess you just don't like things that kill you.
No. If you are using a laser and you kill me with it then you have good gun game huzza! all props to you!!
But what ticks me off are scrubs who have no gun game and who toss out grenades as a last second OHK. Its a ***** move like when remote explosives were abused in the E3 build. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.12.20 18:43:00 -
[7] - Quote
Odiain Suliis wrote:It should be a resistance module that one can fit into a dropsuit and skill to go along with it to use those, NOT a skill based resistance.
And those amounts are just awful, L5 =50% res... now come on! lets be real.
So you are in a good suit and some scrub tosses a cheap grenade at you and with this resistance skill it gives you a CHANCE to evade a second grenade and not die.
So what changes with this skill is it takes two grenades to kill instead of one. I see you are new and did not get to see the improvised grenade spam of remote explosives in the E3 build where we called them atomic frisbees.
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Ivar Iosef
G I A N T
3
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Posted - 2012.12.20 18:45:00 -
[8] - Quote
I love how people whine about "scrubs with no gun game" killing them.
1. You're right, they have no gun game....that's why they used grenades. 2. If you are trying to state that you DO have gun game, WTF were you doing close enough for a death-nade to kill you? 3. Spawn-death happens. Get over it, and next time don't spawn in a hotzone.
As a scrub with no gun game, I will gleefully cackle every time I see you die. |
Maffia- Thug
3dge of D4rkness SoulWing Alliance
62
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Posted - 2012.12.20 19:13:00 -
[9] - Quote
Tech Ohm Eaven wrote:If you decide that you like my idea then please give a like. Thanks for reading this.
Scenario: You just spawned with an expensive proto fit and someone OHK with a cheap militia grenade.
As things stand right now there is no counter to grenades and thus things are UNBALANCED.
My request is a skill to BALANCE the gameplay. In other words let folks continue to toss grenades but please, please, please give us an explosive RESISTANCE skill to balance the gameplay. I.e L1 10 % explosive damage RESISTANCE, L2 20%, L3 30%, etc.
Thanks.
I for one like this idea. And I could care less about gun game and all that other D I C K sizing contest that you other fools are having.
I like this idea and I think it could be expanded on beyond this. Meaning we could have laser resist skill and an explosive resist skill and kinetic damage resist skill. And so on. I honestly think this is coming. EVE has modules for these, but EVE also has ships that have triple the amount of slots for adding modules.
I believe that having this added into the game would make for a better tactical element.
My 2 cents. Have fun with the ruler or yard stick gentlemen!!! Just........don't play with each other too much!
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.12.20 19:26:00 -
[10] - Quote
Maffia- Thug wrote:Tech Ohm Eaven wrote:If you decide that you like my idea then please give a like. Thanks for reading this.
Scenario: You just spawned with an expensive proto fit and someone OHK with a cheap militia grenade.
As things stand right now there is no counter to grenades and thus things are UNBALANCED.
My request is a skill to BALANCE the gameplay. In other words let folks continue to toss grenades but please, please, please give us an explosive RESISTANCE skill to balance the gameplay. I.e L1 10 % explosive damage RESISTANCE, L2 20%, L3 30%, etc.
Thanks. I for one like this idea. And I could care less about gun game and all that other D I C K sizing contest that you other fools are having. I like this idea and I think it could be expanded on beyond this. Meaning we could have laser resist skill and an explosive resist skill and kinetic damage resist skill. And so on. I honestly think this is coming. EVE has modules for these, but EVE also has ships that have triple the amount of slots for adding modules. I believe that having this added into the game would make for a better tactical element. My 2 cents. Have fun with the ruler or yard stick gentlemen!!! Just........don't play with each other too much!
YES!! hopefully we get more skills that add more tactical elements to the gameplay. |
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Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.12.20 20:45:00 -
[11] - Quote
This should never be a skill. Skills that improve base movement speed or allow you to take less damage in general detract from the purpose of the fitting options. The above ideas would be fine as modules, since to gain the resistance you have to sacrifice some HP or damage, etc. But skills that lower damage taken without any drawbacks are a bad idea, sorry!
I actually wouldn't mind it if armor plates had a secondary effect of reducing splash damage, It'd make them more useful in general and make up for the movement penalty. |
Bojo The Mighty
Bojo's School of the Trades
432
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Posted - 2012.12.20 21:09:00 -
[12] - Quote
I believe that explosives do more damage to armor than shields, lasers do more damage to shields than armor, etc. etc.
What you need to do is skill into shields as well as armor to improve resistance of explosives.
- The Shields would provide threshold for your armor
- High Armor helps improve chances should your shields be low
- High Armor also helps your survivability when a flux grenade is thrown
The more you know |
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