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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.12 21:59:00 -
[1] - Quote
EDIT: I added this to the "[Request] ACTIVE dropsuit modules (similar to "superpowers")" thread. Ignore this thread, and just post about it in the active modules thread. It has been added to the OP, but here is the specific post about it (click here).
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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.14 03:40:00 -
[2] - Quote
Any opinions on this? |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.14 07:50:00 -
[3] - Quote
I'd wonder about starting out by testing it as a pure EM damage explosion and see what effect that has on game play. Then with that data in hand consider an iteration where it does explosive damage as well if the data indicates that such wouldn't negatively impact game balance.
0.02 ISK Cross
ps ~ I like how outside of the box so many of your ideas are, diversity within game is a great thing thanks for working to contribute to it. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2013.01.14 10:15:00 -
[4] - Quote
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.
You know i'm all in favor of active modules for infantry. This one is as good as an idea as the many type of active modules we both suggested in a previous topic. Btw, i think you should have dug up that old one and added that new idea in it |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.14 11:05:00 -
[5] - Quote
Sounds like something that should go in the Active Powers (superpowers) thread.
Also, sounds incredibly reminiscent of Halo: Reach. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.14 11:10:00 -
[6] - Quote
Added it to the active modules thread. Never played Halo Reach, kind of want to try it now. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.14 11:15:00 -
[7] - Quote
https://www.youtube.com/watch?v=4GLztGaYPws
There's a quick 20 second video of it. It pretty much makes you invincible until it finishes it's cycle, which releases a shockwave around the user. Good for throwing grenades back at people too. |
Thranx1231
CowTek
90
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Posted - 2013.01.14 11:19:00 -
[8] - Quote
Wow! What a brilliant idea! Really!
Way better than using the 400hp grenade that you already have two of. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.14 12:02:00 -
[9] - Quote
Thranx1231 wrote:Wow! What a brilliant idea! Really!
Way better than using the 400hp grenade that you already have two of.
Actually, it really is a good idea... If you throw your sarcasm to the side for a second and think about the absolute hell that a Scout (which is underpowered as **** lately) with a shotgun, two grenades and this particular module could perform... I mean, you want to talk about the ultimate cover buster build - having this guy run in there would tear people's frontline's apart. |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
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Posted - 2013.01.14 12:14:00 -
[10] - Quote
How about a module that you can set on the ground and detonate. Has high shield damage and very low armor damage. This would give the slight advantage as you wait around a corner for a enemy to come running you active the module boom all his shields are gone you pull out your gun and finish him off.
However it doesn't really seem effective seeing as shields are 5x easier to break then armor and remote explosive fills this ideas role. Remote explosives and completely blow through shield and armor if someone is standing somewhat close or on top of them. The only reason the shield destroyer module would be of any use is if it had a large radius and could knock out the entire teams shields. |
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Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.14 12:39:00 -
[11] - Quote
Eris Ernaga wrote:How about a module that you can set on the ground and detonate. Has high shield damage and very low armor damage. This would give the slight advantage as you wait around a corner for a enemy to come running you active the module boom all his shields are gone you pull out your gun and finish him off.
However it doesn't really seem effective seeing as shields are 5x easier to break then armor and remote explosive fills this ideas role. Remote explosives and completely blow through shield and armor if someone is standing somewhat close or on top of them. The only reason the shield destroyer module would be of any use is if it had a large radius and could knock out the entire teams shields.
Flux grenades serve that a bit better, as do remote explosives as you've said. |
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