|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Serah Phymne
Fraternity of St. Venefice Amarr Empire
2
|
Posted - 2013.05.24 22:15:00 -
[1] - Quote
Just wanted to post my ideas on Dust.
Dropsuits
Dropsuits should have two bonuses for each suit. A defensive bonus and an offensive bonus relating to the suits strengths. Specialized roles get a further role bonus. All are per level.
*Medium suits.
Amarr - 2% bonus to armor hit points. 5% reduction to laser heat. Gallente - 7.5% bonus to armor repper effectiveness. 5% bonus to reload speed (Hybrid) Caldari - 2% bonus to shield hit points. 2% bonus to weapon range (Hybrid) Minmatar - 2% bonus to shield recharge wait time. 5% bonus to weapon magazine (Projectile)
Assault suits.
Assault suits should be geared toward damage dealing at a cost of their tank. Give them lowered shielding and armor but keep the above bonuses. The role bonus for each races suit should be a 2% damage bonus to the weapon of that suit.
Amarr - 2% damage bonus to lasers. Caldari - 2% damage bonus to rail guns. Gallente - 2% damage bonus to blasters. Minmatar - 2% damage bonus to projectiles.
This gives a role for the assault to play without completely negating the basic suit. A specialized role.
*Light suits.
Light suits should pertain to the same advantages as per above. Except where medium suits have advantages to weapons the light suits should have more recon orientated advantages. They are quick and rely on the cloaking system for their advantage.
Amarr - 2% bonus to armor hit points. 5% reduction to armor speed reduction. Gallente - 7.5% bonus to armor repper effectiveness. 2% increase to melee/Nova knife damage. Caldari - 2% bonus to shield hit points. 2% increase to handheld scanner range/effectiveness. Minmatar - 2% bonus to shield recharge wait time. 5% increase to hacking speed.
Scout suits.
Scout suits should be extremely under armored and very easy to kill. Implement cloaking devices.
Cloaking device - Renders you invisible in to other players. Your signature radius instantly increases to make you visible to all enemies on the minimap if they are within a certain range of you.
Scout suit role bonus - 2% reduction in sensor range you are visible whilst cloak is active on minimap.
Pilot suits.
Implement modules ONLY pilot suits can fit. These modules provide bonuses to armor rep/shield boost downtime. Weapon heat management. Speed increases/Maneuverability bonuses.
Pilot suits provide no suit bonuses whilst out of a vehicle. For example.
Amarr - 2% increase to laser range. 5% decrease to armor speed reduction.
*Heavy suits.
Heavy suits are massively bulky and very powerful. They are balanced with a considerable reduction in speed and maneuverability. Give them a large pool of hit points and slots (Keeping in mind stacking bonuses).
As a result a prototype heavy suit should be able to stand toe to toe with a beginner or advanced tank. NOW. Heavy suits are unable to jump. Heavy suits cannot use ladders. Heavy suits cannot pilot or use vehicles.
They are also exceptionally slow with a horrible rotation and a speed akin to walking in mud. (The bonuses make them amazing at holding points and even at making pushes but they require support and cannot just jump into an LAV and be mobile).
Bonuses as per the assault suit with augmented slot layouts above.
(Not entirely sure of good ideas for Heavy specialization I'm afraid).
Weaponry
In order of descending best range and ascending best damage:
Railguns - 100% armor damage. 100% shield damage. Projectiles - 130% armor damage. 80% shield damage. Lasers - 80% armor damage. 130% shield damage. Blasters - 100% armor damage. 100% shield damage.
Completely remove all assault rifle variants. Removal of TAC AR (Please call them blasters and not AR's), Assault Scram etc etc. 3 tiers of weapon unlocked at level 1, 3 and 5 in the skill tree respectively each with incremental damage/accuracy etc.
As the result of removing the variants, give the tier 3 option to all guns. Ability to fit any sighting mod to any gun. Modifiers to ammunition (Fun variants not damage increases more below) along with mods to select burst fire etc.
Make all mods buyable with aurum as well as ISK. All aurum mods don't require skill points to use.
*Assault rifles
The current iteration for assault rifles I like. But with the mods you can drastically change the outfit of a weapon whilst introducing certain restrictions for it in turn.
For instance. A mod for the Projectile rifle that allows it to fire acid rounds that slowly drain armor at a decreased damage cost.
The idea is that weaponry now becomes as customizable as your dropsuit. Where benefits come with certain disadvantages. The stock weapon is a middle of the road weapon which works well. Now you can change how the weapon works with the mods to it. It gives far more options than just the above variants we have now and allows people to have a sense of ownership over their build.
I believe all weapons should have these options. Not a Tech 3 variant weapon.
*Sniper rifles
As per above remove all variants and allow customization through mods.
Amarr - Tachyon pulse rifle - A charged sniper rifle. Extremely high damage. Draws an ever increasingly bright beam of light on your target before it finally fires. This makes the user have to move after each shot in order to make his hits count despite doing considerable damage.
Gallente - Focused blaster rifle - Small magazine (20 rounds), medium range, semi automatic rifle (Currently filled by the tactical sniper rifle). |
Serah Phymne
Fraternity of St. Venefice Amarr Empire
2
|
Posted - 2013.05.24 22:16:00 -
[2] - Quote
Reserved |
Serah Phymne
Fraternity of St. Venefice Amarr Empire
2
|
Posted - 2013.05.24 22:30:00 -
[3] - Quote
So those are my ideas.
I know it's a long read and I'm not expecting everyone to agree with everything. But if I can help in providing just some ideas in order to make the game something more then it's worthwhile.
If you don't agree with the things above, post below and say why. I am honestly interested in hearing what peoples views are and also what suggestions they have on the above topics.
Thanks. |
Serah Phymne
Fraternity of St. Venefice Amarr Empire
2
|
Posted - 2013.05.25 10:25:00 -
[4] - Quote
Hi Arx.
Thanks for the reply.
I think that when I mentioned the heavy should be able to go toe to toe I meant with clever use of cover and weaponry. It should be hard. But it should be possible.
I envision that heavies without the ability to use vehicles will need careful positioning. Sometimes a rush to secure a supply node so that people can bring in a heavy suit to even the field and take up point. Spawn points being integral to bringing in a heavy to act as a pilbox type obstruction like some sort of immovable object.
In addition the above distinctions between the suits give a more rock paper scissors design outlook. Allowing the suits to fulfill different roles whilst eliminating the current system where a heavy can do everything an assault can do. I forsee this coming especially when commando suits (The caldari ones) come out.
In terms of my decision to have projectiles out range lasers it's generally from an Eve standpoint. Projectiles tend to outrange their Laser counterparts in Eve.
With the Tachyon rifle idea it was that it's a very high risk high reward weapon. The build up of the beam does no damage (or very little) but gives away your position the longer it charges. Then at the apex of the charge it lets off a pulse that carries the heavy blow of the weapon.
We already have laser rifles and I wanted to make a distinction between just making the Amarr sniper weapon just a longer ranged laser rifle whilst giving it a distinction as a seperate weapon.
There's nothing to say that a pulse laser weapon couldn't have a considerable range (Can push 10km for a small pulse in Eve) if it was scaled correctly. Perhaps the weapon is set up to fire just a single pulse but requires considerable cool down etc.
I would imagine it more like a dedicated scrambler rifle charge system where it would only fire when fully charged and create a beam to it's target.
The main reason to nerf the heavy turn speed (Although it may not need it considering) was to adapt to the increase in the HP of the suit and the large slot layout.
In terms of suits I see them sort of as Frigates in Eve. Light suits are interceptors and ECM frigs. Medium as attack craft such as the punisher and merlin. Heavy as the assault frigates of the Eve verse.
But for the heavies considerable HP and damage output (They should be very deadly for the role they are assigned to, HMG's should be death spitters and the heavier weapons deadly to whatever they are worked toward) there needs to be some concessions.
Yet because of this I can see them actually as heavy suits. Big brick out houses that can stand up to vehicles but can be overwhelmed by infantry.
Hope this clarifies a few reasons for my choices above. |
|
|
|