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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
14
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Posted - 2013.05.10 02:31:00 -
[1] - Quote
*****INCOMPLETE, I NEEDED TO WALK AWAY AND MY COMPUTER IS BUILT FROM PARTS I SCAVENGED FROM BROKEN COMPUTERS SO I'M SOMEWHAT WORRIED IT MIGHT TURN ITSELF OFF (this has never happened before, but better safe than sorry, I'll finish as soon as I'm back)*****
*Just for reference, I'm a Logibro*
I noticed some people complaining about how dropsuit specialization skills just give you a slightly modified version of the suit, save the logis cus thay give you an different bonus entirely.
Back in Chromosome I saw how the Minmatar logisics suit had increased hack speed (it had already been implemented, for those of you who didn't know), and I thought that it was unfair how the other suits didn't get a bonus so I thought up some for them. (I'll list them further down)
So people don't have to log onto Dust to see what they are i'll list the current blanket bonuses. (the ones that effect all dropsuits in their class, not the racial skill) *just skip the list if it's too much :P*
- Sentinel: 5% reduction to weapon feedback damage per level.
- Assualt: +5% to dropsuit shield recharge rate per level.
- Logistics: +1 HP to dropsuit armor repair rate per level
- Scout: 5% reduction to scan
Now then, I haven't looked though all of the suits and their ftting options, but i think I'm right in that the Logisics suits are the only suits with all equipment slots used.
This means that the other dropsuit classes could be given an active (for lack of a better word) "module" (that doesn't take up a module slot, PG/CPU or anything else, meaning its just like the Logi bonus, except active)
*Here they are (also, these are all active, meaning that the player must activate them and that they have a cooldown before they can be used again. I'm not going to be listing cooldown times or duration times because frankly, I never bothered to think them up and those would be a major balance thing so I'll leave those to the Devs)*
- Sentinel: Shield and armor hardener (this gives it more options on the battlefield by making a heavy able to breach enemy fortifications and lead the attack into groups of enemies without having to immediatly worry about their HP (I saw some people complaining about how its now been reduced to camping and defending)
as well as hold off small groups of enemies who think its a good idea to sprint straight at the guy with the minigun defending A) - (this would also help with heavies slow movement speed v snipers, I've seen too many heavies get killed because they couldn't move fast enough to get to cover before a sniper empties their clip into them, reloads, and then finishes them off)
I also thought up a second one for heavies, but I don't think its as good: Their suits generators give a temporary energy increase to their (insert whatever sci-fi thing you want that helps heavies walk and run without crumpling under their own weight) in their legs giving them a temporary speed boost.
(Helps close gaps so that enemies are within range of HMG and cross terrain without cover, after all, what sniper would expect to see a heavy running as fast as some assualt suits sprint?)
- Assualt: (this was by far the hardest to come up with one for because the assualt suit is so general)
- Logisics: Keep as is (pfft! you thought I would say it needed changing? Besides, this is blanket, which means if even one drosuit in the class has all equipment slots used then it can't be implemented)
- Scout: Cloaking device (yes, yes, I know they have already announced something that does this, but this one would also "Temporarily shut down unnecesary components in the suit." lowering its signature profile, as well as cloaking it from regular vision (to the same effect as the module/equipment they plan on releasing)
- And if balance issues come up, well, it DOES shut down some components of the suit, why not turn off something while its active? (like radar, or if thats too much nerf, the ability to broadcast and recieve enemy locations from squadmates. (currently if an enemy is scanned by one person then every other member of the squad can see them as well))
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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
14
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Posted - 2013.05.10 05:17:00 -
[2] - Quote
Continuing with Assault suits:
A lock on button (Almost exactly like how it was done in Section 8: Prejudice, but with slight alterations)
The lock on is activated by pulling up the weapon wheel, selecting it & it will now remain in "standby" unless you fully activate it or deactivate it (the same way you deactivate active modules on vehicles, by selecting them again).
You fully activate it by shooting at an enemy, the first enemy you sucessfuly hit while lock on is in standby will fully activate it and you will be locked onto and will now automatically track them. (NOT like AIMBOT where every single bullet hits, but like how it was in S8P, they are just kept in the center of your targeting reticle, you still have the same amount of bullet spread)
The farther away they are the weaker the lock on is, giving it a (progressively) larger deadzone where they can move around before you continue to track them.
(If you're wondering what this is, watch gameplay of Lost Plane: Extreme Condition, the reticle had a deadzone for some reason, games that use sharpshooter on PSmove have it too ex: Killzone 3. I think the Wii has it on its FPSs as well)
lol I just realized I didn't adress how the skill improves them as its level increases. Derp!
The higher level you have on the skill increases its effective range (so you have to be farther and farther before you get a deadzone)
But it should never, even at level 5, reach the ARs full range (nothing to do with the AR itself, just using it as a measuring stick)
Starts out at Shotgun (maybe some more?) max range type distance, then progressively increases. (so useless unless trapped in a room with a bunny hopper)
This will help balance against the previously mentioned bunny hoppers by basically saying to them "Oh, okay. I guess this means I can't hit you.... CEPT I CAN CUS I GOTZ DA LOCK ONZZZ!!11!!1!!"
But if you think this is overpowered it really isn't if handled properly (like S8P did) In fact is sort of balances itself, now that I think about it. It auto lock to the first hostile you hit.... but what if their in a group and you hit the heavy thats doing immense amounts of tanking? Or their in front of a structure or vehicle and sidestep your first shot?
And as long as they give it the deadzone increse with range that I brought up, then people can't combine it with LRs for insane damage amounts because the deadzone would render a weapon with no spread useless at long range (the LRs specialty) but at short range (where there is little to no deadzone) you might as well melee instead of shoot the LR. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
14
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Posted - 2013.05.10 05:24:00 -
[3] - Quote
OH! Ummmm... Could a Dev or Moderator please fix the preview (I don't even know if I can so I definately can't) that you get when you scroll over a thread? It still says that my post is incomplete, so alot of people who might look will probably scroll past instead of reading it thinking that it's still incomplete. (and if you do could you say you did so I know? I'll just be getting back here by searching my name and clicking on these posts so I won't see the preview.) |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
14
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Posted - 2013.05.10 05:45:00 -
[4] - Quote
On the subject of how they level:
-Scout: duration and (maybe?) further decrease in signature profile
-Sentinel Amor/Shield hardeners: increase in duration & maybe increase in effectiveness (It'd have to be a small one)
-Sentinel Speed Booster: increase in duration and maybe speed
-Assault Lock On: increase in distance before deadzone (it doesn't just appear but gradually shows up instead) and maybe increase in duration (max level should be equal too or less than the amount of time it takes to fire a complete AR magazine without stopping
-Assault Shield(OR)Armor Hardener: increase in effectiveness and duration
-Assault Shield Booster: Increase in duration and maybe amount healed per "pulse" or perhaps time inbetween "pulses" decreased so at lvl 5 it causes (near?) continuos shield recharge when not being lowered by damage.
-Across the board/Devs pick which ones get this: Maybe a decrease in the time it takes to recharge them? |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
16
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Posted - 2013.05.11 18:31:00 -
[5] - Quote
bump |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
36
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Posted - 2013.05.26 04:18:00 -
[6] - Quote
Just saw another thread and realized that these I was stupid when I made some of them active.
These are passive versions.
- Sentinel (Hardeners): Armor and shield hardener that passively reduces damage.
- Sentinel (Speed): After sprinting for several seconds the suit enters into something similar to Overdrive from S8:P, giving it increased sprint speed. (- the third person camera and impact damage)
- Assault (Lockon): Increases the effectiveness of aim assist. (sucks if you don't use it, huh?) Returns to normal assist amount as distance to target increases.
- Assault (Booster): Booster is always active, in effect making it the Assaults shield YIN to the logis armor YANG. Just give it the same stats as the Logi bonus. (maybe increase by 2 instead of 1 since it's a more combat oriented suit.. Wait, nevermind 10 shield recharge per second is sorta OP.) And instead of every second perhaps 2 seconds? If one second is OP.
- Scout: when crouched and immobile (or moving below a certain speed) for X amount of seconds will automatically turn invisible (less effective than the equipment) and reduce signature profile a small amount.
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D legendary hero
One-Armed Bandits Unclaimed.
6
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Posted - 2013.05.26 05:11:00 -
[7] - Quote
#26 Posted: 2013.05.26 05:02 | Report 1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective. |
D legendary hero
One-Armed Bandits Unclaimed.
6
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Posted - 2013.05.26 05:11:00 -
[8] - Quote
sorry double post cant delete |
Den-tredje Baron
The Unholy Legion of Darkstar DARKSTAR ARMY
84
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Posted - 2013.05.27 15:53:00 -
[9] - Quote
Moses wall of text dude |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
3
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Posted - 2013.05.27 17:15:00 -
[10] - Quote
Awesome post!
I think in addition to the armor resistance for the heavy's, they should also get an armor lock ability, where they take next to null damage.
Just last night, me and my heavy friend were running some pugs, and he get hit by an LAV going 3-6 m/s, very slow if you ask me, and he just dies. I think there should be a way to counter the LAV hunting that people are currently doing these days. |
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RINON114
B.S.A.A. General Tso's Alliance
184
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Posted - 2013.05.31 08:43:00 -
[11] - Quote
Royce Kronos wrote:Awesome post!
I think in addition to the armor resistance for the heavy's, they should also get an armor lock ability, where they take next to null damage.
Just last night, me and my heavy friend were running some pugs, and he get hit by an LAV going 3-6 m/s, very slow if you ask me, and he just dies. I think there should be a way to counter the LAV hunting that people are currently doing these days. Disagree with armour lock... |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
91
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Posted - 2013.05.31 10:52:00 -
[12] - Quote
D legendary hero wrote: #26 Posted: 2013.05.26 05:02 | Report 1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective.
No no no on no dude.. I'm with you on the buff concerning that heavies should have 500 500 shield / armor. But do NOT give them passive 30% !!!! A heavy with 1000 EHP and the 30 % bonus would get an effective EHP of 1300 and that's before we begin to add modules to it. Gotta remember the heavy class is not forced into using HMG or forge gun all the time. They can also use the Tac ARs and everything the other infantry classes can. Also on a note remember that the amarr is always the slowest of all the factions and therefore the other heavy classes will be at least a bit faster than this class.
When it comes to the bonus on resistance to sentinels YES !! I've been screaming about a 2% resistance bonus per level to sentinels for around a month now !! it's a really good idea to balance heavies with. |
Text Grant
Edimmu Warfighters Gallente Federation
11
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Posted - 2013.06.06 06:05:00 -
[13] - Quote
Want good ehp? Find a logi. Don't ask to solo squads |
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