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843 Unorthadox Hunter
843 Boot Camp
0
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Posted - 2013.04.06 19:28:00 -
[1] - Quote
So I was thinking about how sometimes players are distant from you when you try to revive them and sometimes you can't make it or also that there may be a gap between you and a down teammate and in the gap can be enemies. So I think it would be great if there was something you can shoot at a teammate that could revive them. So leave comments and tell me what you think |
slypie11
Planetary Response Organisation
113
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Posted - 2013.04.06 19:33:00 -
[2] - Quote
Would be op and make WP farming easier |
843 Unorthadox Hunter
843 Boot Camp
0
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Posted - 2013.04.06 19:38:00 -
[3] - Quote
slypie11 wrote:Would be op and make WP farming easier No because you only get WP once a person's life on revive and no because it's not going to be a sniper kind of thing; also you'd have to aim at the body and shoot and you may have people trying to kill you before you can do a thing I mean it isn't going to be OP at really anyway just a new tool for logistics |
Draco Cerberus
Hellstorm Inc League of Infamy
14
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Posted - 2013.04.06 19:39:00 -
[4] - Quote
Dart gun nanite injector carrying a limited ammo supply AKA My Pocket Crossbow Jesus or Tactical Nanite Injector Capable of a shot about the range of a scrambler pistol. Point and shoot not bend down and get shot. 12 round max ammo, 1 per chamber with a reload time similar to the scrambler pistol. Equips as equipment.
The sniper variant: Range similar to Assault rifle, 50 round max ammo with 5 rounds per clip and you reload as fast as an AR. Semi Automatic fire with a Tactical AR's scope. Equips as a sidearm. |
843 Unorthadox Hunter
843 Boot Camp
0
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Posted - 2013.04.06 19:43:00 -
[5] - Quote
Draco Cerberus wrote:Dart gun nanite injector carrying a limited ammo supply AKA My Pocket Crossbow Jesus or Tactical Nanite Injector Capable of a shot about the range of a scrambler pistol. Point and shoot not bend down and get shot. 12 round max ammo, 1 per chamber with a reload time similar to the scrambler pistol. Equips as equipment.
Sounds great
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Draco Cerberus
Hellstorm Inc League of Infamy
14
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Posted - 2013.04.06 19:56:00 -
[6] - Quote
I understand the need for something that can pick people up but I haven't seen a remote revival system work yet in the few shooters I've played since playing Dust for the first time. The chance to hit a person bleeding out at say 100m away that you know you wont be able to run to and save because of enemy fire or suit speed has a great deal of merit. I could even see both the Tactical and the Sniper style variant on a heavy in the sidearm slot just to be able to pick up a dead logi that got pegged by a stray bullet while repping me.
The only problem with this is the guy on the other team with the same idea that just won't stay down long enough to bleed out. Clone reserves would never run dry short of people running out of ammo and it removes the need to run and help which generates the risk/isk weight in the decision to pick someone up with a nanite injector. |
843 Unorthadox Hunter
843 Boot Camp
0
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Posted - 2013.04.06 21:29:00 -
[7] - Quote
Draco Cerberus wrote:I understand the need for something that can pick people up but I haven't seen a remote revival system work yet in the few shooters I've played since playing Dust for the first time. The chance to hit a person bleeding out at say 100m away that you know you wont be able to run to and save because of enemy fire or suit speed has a great deal of merit. I could even see both the Tactical and the Sniper style variant on a heavy in the sidearm slot just to be able to pick up a dead logi that got pegged by a stray bullet while repping me.
The only problem with this is the guy on the other team with the same idea that just won't stay down long enough to bleed out. Clone reserves would never run dry short of people running out of ammo and it removes the need to run and help which generates the risk/isk weight in the decision to pick someone up with a nanite injector.
Along with all of the above the impact of the injector bullet may be enough force to kill the person anyways, after all no armor no shields.
Will not as a sidearm but equipment no heavy could wield also limited supply & like I said not the greatest range and doesn't go straight after a certain range it falls |
slypie11
Planetary Response Organisation
114
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Posted - 2013.04.06 21:32:00 -
[8] - Quote
But it destroys the excitement of running through enemy fire to save a fellow soldier |
Robert JD Niewiadomski
NULLIMPEX INC
46
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Posted - 2013.04.06 22:50:00 -
[9] - Quote
+1 This would be useful only when fallen team mate is in a distant but safe spot to revive. Otherwise she/he will get downed again if remotely rezzed in the unsafe area...
It is a twist on dragging or using tractor beams on bodies to get them in safety and then rezzing... https://forums.dust514.com/default.aspx?g=posts&t=61838 |
843 Unorthadox Hunter
843 Boot Camp
2
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Posted - 2013.04.06 22:55:00 -
[10] - Quote
Yeah I think my idea is better then the tractor beam idea I mean dragging bodies you'd die with the body so a distant gun is good for if that player is about to bleed out and you may not make it to him so yes there could be enemies near him or not,it still is better then what you just said |
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Robert JD Niewiadomski
NULLIMPEX INC
46
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Posted - 2013.04.06 23:04:00 -
[11] - Quote
The nanite charge for "rem-onite" should be of best quality, restoring 100% armor. You are far away and can't assist with the reptool. Right? The price & SP tag should be adjusted respectively... |
Jax Thrife
L.O.T.I.S.
7
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Posted - 2013.04.08 03:13:00 -
[12] - Quote
So you want to make it where I can sit at a spot and keep reviving a blueberry to get shot back down for points? without putting me in danger? sounds good |
843 Unorthadox Hunter
843 Boot Camp
2
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Posted - 2013.04.08 03:59:00 -
[13] - Quote
Jax Thrife wrote:So you want to make it where I can sit at a spot and keep reviving a blueberry to get shot back down for points? without putting me in danger? sounds good
No you get WP the first time not the second unless they actually die and it's more for if they've been down long and they're going to bleed out |
REMNANCY 1
Opus Arcana Orion Empire
4
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Posted - 2013.04.08 05:41:00 -
[14] - Quote
I don't mean to shoot down your idea but I see an inherently fatal flaw here in that the nanite gun is designed to allow you to avoid enemy fire but still revive people but really you would just be reviving them back into the hostiles that killed them and the only way to remedy that would be to go there and secure the area meaning that range wouldn't help you right? |
843 Unorthadox Hunter
843 Boot Camp
2
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Posted - 2013.04.08 05:55:00 -
[15] - Quote
REMNANCY 1 wrote:I don't mean to shoot down your idea but I see an inherently fatal flaw here in that the nanite gun is designed to allow you to avoid enemy fire but still revive people but really you would just be reviving them back into the hostiles that killed them and the only way to remedy that would be to go there and secure the area meaning that range wouldn't help you right?
It would be great for if they're no or little or they are covered and going to bleed very soon or they are covered but enemies between you and him or her |
Daedric Lothar
Onslaught Inc
146
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Posted - 2013.04.09 12:07:00 -
[16] - Quote
This idea actually sounds really cool. You only get a couple shots (Alt-fire), doesn't recharge at nanohive. If your aim is bad, well oh well. and then reverts to a standard injector when you run out of remote charges. |
ChromeBreaker
SVER True Blood Unclaimed.
358
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Posted - 2013.04.09 12:45:00 -
[17] - Quote
It breaks risk vs reward. Also it would be too easy to abuse, repeatedly reviving someone in a bad position (in the open) to farm points, or just to grief.
Makes things too easy and too safe for the user. The nano injector makes you commit. Some dart gun takes any skill or thought out of the equation |
Daedric Lothar
Onslaught Inc
146
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Posted - 2013.04.09 12:59:00 -
[18] - Quote
ChromeBreaker wrote:It breaks risk vs reward. Also it would be too easy to abuse, repeatedly reviving someone in a bad position (in the open) to farm points, or just to grief.
You always have the option of hitting O and respawning manually to prevent yourself from getting griefed by your "teamates"
ChromeBreaker wrote: Makes things too easy and too safe for the user. The nano injector makes you commit. Some dart gun takes any skill or thought out of the equation
Risk, yes it does prevent some risk, but so do Shield Extenders and Armor plates, by your reasoning we should remove them because they make things easier. Shield walls and cloaking make things to easy and safe so we shouldn't have it. Hell Nano injectors themselves prevent you from losing your suit, lets dump it.
Skill however, you gotta aim it.
I can see both sides of the argument, weather its balanced or even can be, dunno. But it does sound good and sounds legit to. If all you are doing is injecting someone with nanites, why can't you fire the injector cartridge from range, |
Vyzion Eyri
The Legion Academy ROFL BROS
419
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Posted - 2013.04.09 13:32:00 -
[19] - Quote
I reckon logibros should have permanent wrist mounted injector guns. Healer's Creed 3.
Actually... That's a good idea. Some logistics suit variant should come with this at the expense of an equipment slot. The injector would be upgradeable, but you could only equip injectors in that slot.
I think what someone suggested above about it having the range of a scrambler pistol is good.
Also, give it a failure chance. The injector may fail to inject because the needle didn't penetrate armour, and instead you cause the target to start bleeding out. This should limit usage to only absolutely necessary situations. For example, if you think there is almost no other option to revive that prototype suit that's on the ground, fire an injector and hope.
Enemies should be revivable too, for no WP. This might add another dimension to traitors in your team. Mmm. Friendly fire and the ability to revive enemies. Good combination... For chaos. |
Garrett Blacknova
Codex Troopers
2415
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Posted - 2013.04.09 13:39:00 -
[20] - Quote
Until Nanite Injector rewards are tweaked so you only get the payout if your patient (or victim) survives for a minimum amount of time (2 - 5 seconds), something like this shouldn't happen.
The revive reward should be lower than a regular Injection - risk vs. reward - and it should have ammo restrictions. After using it a fixed number of times, that's it. Re-equip the suit at a Supply depot, but not a Nanohive, and they don't replenish just by being near the Nanohive, you have to manually re-equip the suit to refill the Remote Injector ammo. 3 - 5 shots seems good to me, but with a decent reload time after each shot. |
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