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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
26
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Posted - 2013.06.10 01:50:00 -
[1] - Quote
I am very much interested in what you guys could generate in equipment that would be more scout oriented.
Current equipment options for scout are limited considering the vast majority of the equipment is logistics oriented which benefits most by being part of the charging van and not the flank or behind enemy lines. Drop uplinks and the scanning tool are the two biggest scout friendly equipment items available, though a good drop uplink eats a little less than half of scouts entire cpu pool.
IGÇÖm aware that the cloaking device is coming out, so that one doesnGÇÖt need to be stated. Also active scanners are in of themselves scouting devices as mentioned before. Both of which IGÇÖm sure the logistics does/will get good use out of them too. So I was thinking of ideas with which other classes can use but wouldnGÇÖt benefit from them as much not due to gimmicks but due to logical deductions on suit physics and gameplay (though not all gimmick aspects can be avoided)
---Ambush/Flanking Oriented---
Time Link
As the same suggests it uses that same body harming radioactive technology that drop uplinks use but its function is entirely different. The time link when deployed would have some given time before it warps you back where it was dropped. Before being dropped the device could have some sort of 3 stage clicker to roughly give you more or less time before being warped back, this would serve as a great ambush tool as you charge into an enemy trench get a shotgun/pistol round off, then warp back. Obviously there would be effective ranges of this device and the environment might change to where you donGÇÖt want to be warped back. Essentially this device is predicated upon how accurate your predictions on how the battle field will transgress, which goes well with how scouts have to play due to the fact that scouts speed would allow them to do a little more before they get warped. (no sp points)
Jump Pack
Jump packs are pretty self-explanatory itGÇÖs also less lagy than jet packs and not as silly looking (I would also be surprised if this wasnGÇÖt mentioned before). They donGÇÖt have to even go that high to be useful, also having one on your pack should make you a walking bomb should you be shot as it would be an instant death. With the scouts weight, it should be able to go higher and due to the scouts low hp the death from being shot with a jump pack is less critical than the assault who died from being shot with this jump pack. Essentially the scouts light weight and flimsy hp make the negative aspects of this much less compared to the other suits. I would image that this would also give some extra oomph to knifers who want to play jihadist as well. (no sp points)
---Support Oriented---
Tracking Disruptor
When activated, turning and aiming speed are reduced for a given radius around the player, has to be channeled to maintain its effects. Meaning suit in question best tailored for this would be one that can get in the middle of an enemy encampment, remained unnoticed, and be able to escape quickly. This would allow scouts to be aggressive without having to be mini assaults. AR obviously outranges this equipmentGÇÖs range so a logi running with this assault buddies using this item wouldnGÇÖt be as useful because he wouldnGÇÖt catch that many of the enemy within the range, the logi would have to build himself up as a scout to really utilize this item. (would generate SP)
Jammers
This one is simple and straight forward, like the Disruptor it would be a circle radius but would activate like an active scanners but would turn off tac net entirely (meaning no warnings, no map, no vehicle drops, player OBs, by those under effect) and it would also cut off communication with mics for those effected. Once this game gets going, the real difference will be teamwork vs those who lack it, this would serve as a teamwork breaker of sorts, which plays to the scouts style. (would generate SP)
Decoy (needs a better name)
If functions entirely like an active scanner but if scanned on the ground it would produce false units on the enemy tac net and if scanned on an objective it would falsely claim that the enemy is hacking one of your objectives. The rolls here would be based on scan profile, since you are feeding the enemy tac net, the enemy tac net would be checking for accuracy, thus the lower your profile the longer and further your decoy plays out before the enemy tac net recognizes the fake (no sp points)
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TL/DR
What ideas do you guys have to expand the scouts equipment options? I know scouts are not the most popular suit thus this topic won't be getting the most replies due to conflict of interest, but for those who are interested in the progress of the scout I would love to hear your thoughts and ideas. |
OZAROW
Elements Of Death Elite Omega Commission
29
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Posted - 2013.06.10 02:54:00 -
[2] - Quote
Smoke grenades Emp mines/ grenade/ray gun Something that can wreak all guns in a radius and cause a melee fight or disrupt lav or turret use
Net guns that can trap clones without killing them for a time limit so that clones can't respawn because their trapped so their forced to comit suicide or be trapped for two min or less.
Far fetched but grapple guns
Trip mines Lazer grid door traps- cant walk through untill the mechanism s destroyed Flash bang grenades Scan disruption device -that blurs all the players on your screen an everything looks triple, to the people u attack Emp uplink defense mines- that make a newly spawned clone completely imoble for 5seconds Once placed next to a drop uplink
I could expand on the ideas but I'm sure u get it
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Ser Chard
Osmon Surveillance Caldari State
15
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Posted - 2013.06.10 03:27:00 -
[3] - Quote
Time link is novel and I like it. Would also allow you to do some fun tricks: You are chasing someone down, he is near death but runs around a corner. No problem. You peek around, ready to finish him off... Where did he go? BAM he shotguns you in the back, does a dance on your corpse then runs off to die somewhere else. How the **** did he get behind you? |
OZAROW
Elements Of Death Elite Omega Commission
29
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Posted - 2013.06.10 07:34:00 -
[4] - Quote
Same as a lag switch |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1280
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Posted - 2013.06.10 09:19:00 -
[5] - Quote
A lot of this is already available in EVE through EWAR modules. |
Shotty GoBang
Pro Hic Immortalis
50
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Posted - 2013.06.10 18:03:00 -
[6] - Quote
Love it! All of it!
Bump Bump Bump
+ Gear that emits a flash or concussive wave - to blind/disorient a flanked foe prior to engagement. + Gear for hacking enemy equipment behind their lines (i.e. uplinks and nanohives). + Gear that emits false signatures on enemy TacNet.
Other ways to reward a sneaky scout:
+ Backstab damage multiplier awarded when shooting or knifing an enemy in the back. + Assist points awarded when friendlies drop hostiles painted via active scanner. + Stamina refund awarded to scout on killing an enemy.
Keep up the good work, my clever and persevering brothers. Have faith that CCP will send us some love someday soon.
- Shotty GoBang
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Protected Void
One-Armed Bandits
33
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Posted - 2013.06.19 08:50:00 -
[7] - Quote
Great stuff. I'm heavily specialised into scout suits myself, and couldn't agree more that the role needs more options. My thoughts:
Time Link: This would need to have a hefty cooldown period. If a shotgun scout could do this more than once, say, every other minute, it would generate no end of OP complaints.
Jump Pack: I like it - an alternative could be a trainable jump skill that would offer a *slight* jump height improvement.
Tracking Disruptor: Cool, but an obvious visual effect should give any players affected by this a clear indication about what's happening. Otherwise, people will start complaining about bugs. Also, the effect's radius would have to be very fine-tuned to make sure it's not overly powerful.
Jammers: Absolutely love the idea of sneaking up on the enemy, cause confusion with a sudden removal of their information and communication pathways and then causing panic with a quick hit-and-run attack. I think this could work well as either a stationary drop or carried unit that jams everyone within, say, a 60 degree and 20 meters deep cone for 15 seconds.
Decoy (Mirage generator?): Great! Allows for a lot of clever play if applied in the right situation. Would need a cooldown period to prevent over-use, though. |
Spec Ops Cipher
Seraphim Initiative..
433
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Posted - 2013.09.03 00:45:00 -
[8] - Quote
I like this stuff, especially the time link |
gargantuise aaron
Sanguine Knights
131
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Posted - 2013.09.03 00:57:00 -
[9] - Quote
Ionized particle Grenade/mine Fancy smoke grenade that disable scanners in the radius 2-3 x larger radius of locus grenades
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Godin Thekiller
Hellstorm Inc League of Infamy
450
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Posted - 2013.09.03 01:11:00 -
[10] - Quote
Drop Uplinks are Wormholes, so nothing to do with time per se, but the idea is solid. Drop it in a area, run into a building, rig it with explosives, and blow it. Also could have a variant that can hook you to any DU in a set area.
My idea would be a Camera Drone, or a stasis grenade. OOO I got one, but I don't know how to put it in use: a interdiction device. |
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Meeko Fent
Seituoda Taskforce Command Caldari State
783
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Posted - 2013.09.03 04:48:00 -
[11] - Quote
A legitimate AI mine.
Variant of Proxibombs perhaps? Sensitive Proximity Explodives. Good name.
When did I start talking like a Salarian? |
Cross Atu
Conspiratus Immortalis
1675
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Posted - 2013.09.03 07:02:00 -
[12] - Quote
Here are my equipment related ideas thus far. They are not Scout focused per se, but they may have some interesting things in there for you
Link: https://forums.dust514.com/default.aspx?g=posts&t=99957
Cheers, Cross |
Cosgar
ParagonX
4667
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Posted - 2013.09.03 07:18:00 -
[13] - Quote
Whenever cloaking comes out, I think all scout suits should have the ability to cloak when they stand still but with an extended cooldown when they uncloak. |
Galvan Nized
Deep Space Republic Top Men.
224
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Posted - 2013.09.03 10:52:00 -
[14] - Quote
Well definitely anything related to E-War so EMP, webifiers, are all great ideas. EMP to kill tacnet and webifiers to halt or slow movement.
I'll add spawn scramblers to the list. Equipment with a large range that adds time to uplink spawns so rather than having to destroy every single one you could quickly reduce their effectiveness.
Another crazy one I think that would be interesting is an equipment that hacks for you. Place it on a terminal and it hacks it (albeit at a slower pace) allowing you to engage elsewhere or set up some nice traps |
Vyzion Eyri
The Southern Legion The Umbra Combine
1248
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Posted - 2013.09.03 11:23:00 -
[15] - Quote
That 'time link' item sounds pretty darn nifty. If it works even after you die, you could place it at a safe position and once you're downed you could be warped back behind cover for a logibro to revive you.
It'd be really interesting to see a deployable item which generates a field that nullifies all projectile weapons. So essentially in that field you'd suddenly have people running around meleeing each other or the equipment to destroy the field. A scout with nova knives could wreak havoc.
Also, suction pads on hands and feet so you can climb walls.
And perhaps even long-range hacking equipment. It shows where you are when you start using it, but you can hack things from afar. Make the hacking duration 2-3 times longer and we'll have another very interesting piece of equipment. |
Meeko Fent
Seituoda Taskforce Command Caldari State
783
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Posted - 2013.09.03 18:40:00 -
[16] - Quote
Godin Thekiller wrote:Drop Uplinks are Wormholes, so nothing to do with time per se, but the idea is solid. Drop it in a area, run into a building, rig it with explosives, and blow it. Also could have a variant that can hook you to any DU in a set area.
My idea would be a Camera Drone, or a stasis grenade. OOO I got one, but I don't know how to put it in use: a interdiction device. A wormhole that goes through the time-space continuum and goes in a reversed direction (If my brain has thought, time is thought of as a river, so the wormhole can just go backwards along it), and therefore create a "time machine" that, however, create a te loop that one could never escape from without creating an alternate timeline.
Holy crap, I've realized how the "Terrans" got to new Eden in the first place! They went through a time loop that took them to previous time, which was the time of the four empires.
#mindfuck |
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