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Maximus Creed
ZionTCD Legacy Rising
68
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Posted - 2013.03.19 21:19:00 -
[1] - Quote
Inspired by this thread.
SIEGE Module
Fitting requirement
- Slot requirement: Heavy Weapon Slot
- PG/CPU: TBD
Siege Module Special rules
- Allows fitting of one small turret in the sidearm slot at the expense of the grenade slot.
- Siege mode can be activated and deactivated. Base activation/deactivation time: 8 seconds, can be reduced to 4 by skill training.
Siege Module Inactive
- -25% to Dropsuit speed
- +100% to Turret dispersion
- -50% to Turret base rate of fire
Siege Module Active
- -100% to Dropsuit speed (no movement)
- Turret dispersion restored (improved)
- -25% to Turret base rate of fire
- +50% to Dropsuit Shield Hitpoints
- +50% to Dropsuit Armor Hitpoints
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XANDER KAG
Crimson Wings Brigade
32
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Posted - 2013.03.19 21:31:00 -
[2] - Quote
Maximus Creed wrote:Inspired by this thread. SIEGE ModuleFitting requirement
- Slot requirement: Heavy Weapon Slot
- PG/CPU: TBD
Siege Module Special rules
- Allows fitting of one small turret in the sidearm slot at the expense of the grenade slot.
- Siege mode can be activated and deactivated. Base activation/deactivation time: 8 seconds, can be reduced to 4 by skill training.
Siege Module Inactive
- -25% to Dropsuit speed
- +100% to Turret dispersion
- -50% to Turret base rate of fire
Siege Module Active
- -100% to Dropsuit speed (no movement)
- Turret dispersion restored (improved)
- -25% to Turret base rate of fire
- +50% to Dropsuit Shield Hitpoints
- +50% to Dropsuit Armor Hitpoints
Maybe trade out the armor/shield bonus at the end for a specific shield amount instead. (it would have to have its own generator anyways) Unless you can explain how it would physically toughen your armor. Otherwise a good idea IMO |
Maximus Creed
ZionTCD Legacy Rising
68
|
Posted - 2013.03.19 21:34:00 -
[3] - Quote
XANDER KAG wrote:Maybe trade out the armor/shield bonus at the end for a specific shield amount instead. (it would have to have its own generator anyways) Unless you can explain how it would physically toughen your armor. Otherwise a good idea IMO Yeah, I like that better. Will change, thanks.
EDIT: The idea was originally that the Turret mounting has its own additional armor plating when deployed (Siege activated) - the plating itself would be visible on the rendered model. |
Goric Rumis
Amarr Templars Amarr Empire
104
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Posted - 2013.03.19 22:06:00 -
[4] - Quote
I actually had not a completely dissimilar idea, except that you wouldn't be able to mount a turret. It was a grenade-slot heavy shield that you throw straight down, puts a shield out in front of you and causes you to go down on one knee. Theoretically you'd use it with the HMG to create an impromptu turret, but you could use it with any weapon. Instead of generally improving your shield and armor, it would only be a half-circle, so you could still be killed by someone going behind you. It would really be for a heavy with a squad trying to secure a particular point. |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
91
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Posted - 2013.03.19 22:55:00 -
[5] - Quote
I like this idea alot but how would you change modes? perhaps keep it as simple as when you swap to the turrer you enter seige mode? |
Maximus Creed
ZionTCD Legacy Rising
70
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Posted - 2013.03.19 23:30:00 -
[6] - Quote
Coleman Gray wrote:I like this idea alot but how would you change modes? perhaps keep it as simple as when you swap to the turrer you enter seige mode? As I perceived it, you would not swap to the turret - it is your one and only weapon and so it is primary always... When you are are not in Siege, you run around and can fire the turret "from the hip" if you like (reduced accuracy, rate of fire), and in siege you fire with the increased accuracy/ROF
One option could be that to activate/deactivate siege you have to hold down R2 (is it?) to open the radial module/weapon view, and click on the siege module itself... |
Dany 7A5H
G I A N T
11
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Posted - 2013.03.19 23:35:00 -
[7] - Quote
Maximus Creed wrote:Inspired by this thread. Dropsuit Siege ModuleFitting requirement
- Slot requirement: Heavy Weapon Slot
- PG/CPU: TBD
Siege Module Special rules
- Modifies Sidearm Slot to allow it to fit a Small Turret, at the expense of the Grenade Slot and decreased mobility.
- Siege mode can be activated and deactivated. Base activation/deactivation time: 8 seconds, can be reduced to 4 by skill training.
Siege Module Inactive
- -25% to Dropsuit speed
- +100% to Turret dispersion (worse accuracy)
- -50% to Turret base rate of fire
Siege Module Active
- -100% to Dropsuit speed (no movement)
- Turret dispersion restored (improved)
- -25% to Turret base rate of fire
- +50% to Dropsuit Shield Hitpoints |
- +50% to Dropsuit Armor Hitpoints | <-- OR +500 to Armor or Shield HP
Dude no bubble bursting, but before a heavy gets Siege modules, us Marauder pilots need em 1st...cuz we're "HEAVIER"....
I think instead of a "siege" module you just need (as does all infantry) ACTIVE modules that last for like 20 seconds, and that'll give your 600 armor a lovely resist bonus. |
Maximus Creed
ZionTCD Legacy Rising
70
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Posted - 2013.03.20 00:10:00 -
[8] - Quote
Dany 7A5H wrote:Dude no bubble bursting, but before a heavy gets Siege modules, us Marauder pilots need em 1st...cuz we're "HEAVIER"....
I think instead of a "siege" module you just need (as does all infantry) ACTIVE modules that last for like 20 seconds, and that'll give your 600 armor a lovely resist bonus. I'm not sure how transferable the whole capacitor/module duration mechanic would be to Dust... You don't want to over-complicate a shooter.
I would definitely prefer a switch on/switch off mechanic for a Dropsuit Siege Module as proposed above, rather than being active for a fixed duration as you suggest.
That said, fixed duration would work very well in something like cloaking devices... |
Tyrin Tonious
Wraith Shadow Guards
7
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Posted - 2013.03.20 01:27:00 -
[9] - Quote
Maximus Creed wrote:Dany 7A5H wrote:Dude no bubble bursting, but before a heavy gets Siege modules, us Marauder pilots need em 1st...cuz we're "HEAVIER"....
I think instead of a "siege" module you just need (as does all infantry) ACTIVE modules that last for like 20 seconds, and that'll give your 600 armor a lovely resist bonus. I'm not sure how transferable the whole capacitor/module duration mechanic would be to Dust... You don't want to over-complicate a shooter. I would definitely prefer a switch on/switch off mechanic for a Dropsuit Siege Module as proposed above, rather than being active for a fixed duration as you suggest. That said, fixed duration would work very well in something like cloaking devices...
I agree, this on/off idea I like for this module for the HVY's I would like to see all kinds of turrets and a fixed 90 degree angle for deployement that way it's flankable.
The HVY would have to be smart in which direction to deploy his turret and keep in mind that he/she would only have a 90 to 120* field of fire before being flanked.
Maybe a skill book to increase this radius too. start at 80 and increase it 6 or 8 so an additional 30 - 40 degrees with a lvl 5 book. |
Jack Boost
Zarena Family
209
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Posted - 2013.03.20 09:04:00 -
[10] - Quote
Just wait for Titan/Atlas heavy dropsuit. |
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