Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cat Merc
Oculus Felis
1752
|
Posted - 2013.07.05 07:41:00 -
[1] - Quote
I just got an idea. What if there was an armor repairer (the module, not equipment) that repaired the user slightly slower than a normal repairer, but repaired all the people around the user at that speed.
So if you have 4-5 people around you who all have it, you could have monster regeneration, as you all rep each other at the same time. |
Delta 749
Kestrel Reconnaissance
768
|
Posted - 2013.07.05 07:45:00 -
[2] - Quote
Yeah, that wouldnt make roving packs of nearly invincible guys at all |
Rei Shepard
Spectre II
357
|
Posted - 2013.07.05 07:46:00 -
[3] - Quote
How about a No? |
Korvin Lomont
United Pwnage Service RISE of LEGION
38
|
Posted - 2013.07.05 07:47:00 -
[4] - Quote
I like that :) I just start imaging the visuals for that. Balancing against the triage tool could be tricky but done by range...all in all +1 |
Cat Merc
Oculus Felis
1752
|
Posted - 2013.07.05 07:48:00 -
[5] - Quote
Delta 749 wrote:Yeah, that wouldnt make roving packs of nearly invincible guys at all Bro, the standard AR does 430 DPS without any damage mods or skills. I think you could handle 50-100 repair rate. Or just make them disperse, throw a grenade >_> |
Cat Merc
Oculus Felis
1752
|
Posted - 2013.07.05 07:50:00 -
[6] - Quote
Korvin Lomont wrote:I like that :) I just start imaging the visuals for that. Balancing against the triage tool could be tricky but done by range...all in all +1 Rep tool gives you really powerful regen, but you have to give up your weapon. This module would require a lot of people before it reaches the triage tool regen level, but they can still use their gun.
So triage tool is for focused regeneration, spider rep is for shared regen. |
Cat Merc
Oculus Felis
1752
|
Posted - 2013.07.05 07:51:00 -
[7] - Quote
Rei Shepard wrote:How about a No? How about give a reason? |
Marston VC
SVER True Blood Public Disorder.
411
|
Posted - 2013.07.05 07:51:00 -
[8] - Quote
Cat Merc wrote:I just got an idea. What if there was an armor repairer (the module, not equipment) that repaired the user slightly slower than a normal repairer, but repaired all the people around the user at that speed.
So if you have 4-5 people around you who all have it, you could have monster regeneration, as you all rep each other at the same time.
OooooooooO was this the fruits of our debate cat??? I like the idea!! Hell you could make a ton of varients of the suit too!
Standard does 2 hp/s for user and 5 hp/s for up to three people within range around you Advanced does 3 hp/s for user and 8 for up to four people within a greater range around you prototype does 5 hp/s for user and 10 hp/s for up to five people within a larger range around you.
Standard variant does 0 hp/s for user and does 8 hp/s for up to two people within range advanced variant does 1 hp/s for user and 12 hp/s for up to three people within slightly greater range prototype variant does 2 hp/s for user and 15 hp/s for up to five people within greater range of advanced.
Standard variant 2 does 1 hp/s for user and 5 hp/s for up to two people at extended range advanced variant 2 does 2 hp/s for user and 7 hp/s for up to three people at even longer range Prototype variant 2 does 3 hp/s for user and 10 hp/s for up to five people at even longer range then advanced.
KABOOM new, awesome, teamplaying module!!! |
Cat Merc
Oculus Felis
1752
|
Posted - 2013.07.05 07:57:00 -
[9] - Quote
Marston VC wrote:Cat Merc wrote:I just got an idea. What if there was an armor repairer (the module, not equipment) that repaired the user slightly slower than a normal repairer, but repaired all the people around the user at that speed.
So if you have 4-5 people around you who all have it, you could have monster regeneration, as you all rep each other at the same time. OooooooooO was this the fruits of our debate cat??? I like the idea!! Hell you could make a ton of varients of the suit too! Standard does 2 hp/s for user and 5 hp/s for up to three people within range around you Advanced does 3 hp/s for user and 8 for up to four people within a greater range around you prototype does 5 hp/s for user and 10 hp/s for up to five people within a larger range around you. Standard variant does 0 hp/s for user and does 8 hp/s for up to two people within range advanced variant does 1 hp/s for user and 12 hp/s for up to three people within slightly greater range prototype variant does 2 hp/s for user and 15 hp/s for up to five people within greater range of advanced. Standard variant 2 does 1 hp/s for user and 5 hp/s for up to two people at extended range advanced variant 2 does 2 hp/s for user and 7 hp/s for up to three people at even longer range Prototype variant 2 does 3 hp/s for user and 10 hp/s for up to five people at even longer range then advanced. KABOOM new, awesome, teamplaying module!!! I was thinking like: Prototype variant does 4hp/s to user and 4hp/s to unlimited amount of people. Remember, you can use multiple of those, so lets say 2 of those? 8 per person. Lets say 5 people? 8 * 5 = 40 regen for everybody! If entire team, 12 people, do this it's: 8 * 12 = 96
And yes, that's a fruit from our debate :) |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
196
|
Posted - 2013.07.05 07:58:00 -
[10] - Quote
Delta 749 wrote:Yeah, that wouldnt make roving packs of nearly invincible guys at all
Remote explosives...
Oh hey pack look at me a lone wolf come this way please
-run around the corner place RE on the ground- step back
lol it up |
|
Marston VC
SVER True Blood Public Disorder.
413
|
Posted - 2013.07.05 07:59:00 -
[11] - Quote
Cat Merc wrote:Marston VC wrote:Cat Merc wrote:I just got an idea. What if there was an armor repairer (the module, not equipment) that repaired the user slightly slower than a normal repairer, but repaired all the people around the user at that speed.
So if you have 4-5 people around you who all have it, you could have monster regeneration, as you all rep each other at the same time. OooooooooO was this the fruits of our debate cat??? I like the idea!! Hell you could make a ton of varients of the suit too! Standard does 2 hp/s for user and 5 hp/s for up to three people within range around you Advanced does 3 hp/s for user and 8 for up to four people within a greater range around you prototype does 5 hp/s for user and 10 hp/s for up to five people within a larger range around you. Standard variant does 0 hp/s for user and does 8 hp/s for up to two people within range advanced variant does 1 hp/s for user and 12 hp/s for up to three people within slightly greater range prototype variant does 2 hp/s for user and 15 hp/s for up to five people within greater range of advanced. Standard variant 2 does 1 hp/s for user and 5 hp/s for up to two people at extended range advanced variant 2 does 2 hp/s for user and 7 hp/s for up to three people at even longer range Prototype variant 2 does 3 hp/s for user and 10 hp/s for up to five people at even longer range then advanced. KABOOM new, awesome, teamplaying module!!! I was thinking like: Prototype variant does 4hp/s to user and 4hp/s to unlimited amount of people. Remember, you can use multiple of those, so lets say 2 of those? 8 per person. Lets say 5 people? 8 * 5 = 40 regen for everybody! And yes, that's a fruit from our debate :)
OOooooOO not bad there! I like it! obviously it would have to be balanced in either CPU/PG consumption, OR range limitations though..... But i would seriously consider putting this in the feedback/request thread cuz i think this is a really good module idea! |
Cat Merc
Oculus Felis
1754
|
Posted - 2013.07.05 08:00:00 -
[12] - Quote
Assuming 4 per module, and assuming each guy uses 2, that gives the entire pack 96 regen. If that pack is 12 people. Soooooo.... Not uber amazing. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
196
|
Posted - 2013.07.05 08:01:00 -
[13] - Quote
also quick note
with those numbers what would the point the point be in repair module or logi players with rep tools ?
is it fun to fight against a pack of players who rep 80 armour per second ?
is it something that ever one would flock to ? does it have a counter play ? |
Cat Merc
Oculus Felis
1754
|
Posted - 2013.07.05 08:06:00 -
[14] - Quote
Syther Shadows wrote:also quick note
with those numbers what would the point the point be in repair module or logi players with rep tools ?
is it fun to fight against a pack of players who rep 80 armour per second ?
is it something that ever one would flock to ? does it have a counter play ? Answers: Repair module: I'm thinking of maybe the spider module will give a speed penalty. Since normal reps don't. Triage tool: Think of it this way. Triage tool works regardless of how many people there are. Spider modules need multiple people together.
Taking someone down removes some of the regen. Also, 80 armor per second would require almost an entire team, or having no HP since you will need to put on three of those. |
Marston VC
SVER True Blood Public Disorder.
413
|
Posted - 2013.07.05 08:06:00 -
[15] - Quote
Syther Shadows wrote:also quick note
with those numbers what would the point the point be in repair module or logi players with rep tools ?
is it fun to fight against a pack of players who rep 80 armour per second ?
is it something that ever one would flock to ? does it have a counter play ?
Yes, as stated above the counter play would be PG/CPU consumption, OR range limitation. So then you might say "why doesn't everyone in a squad just use 1 module each" The answer to that is AOE weapons then. If the squad is so crutched on armor tanking then well placed grenades/flaylock rounds, or mass driver rounds could end the whole party in the right hands. Remember this..... clustering up like that can have its advantage, but it makes the group as a whole way more vulnerable to other things too.
Finally, if there not armor tanked and are actuallys shield tanked (making explosives less effective) then the whole module bonus wouldn't mean anything to them anyway. (because it doesn't matter how good the reps are, if you only have 100 armor then your going to die......). |
Rei Shepard
Spectre II
357
|
Posted - 2013.07.05 08:09:00 -
[16] - Quote
Cat Merc wrote:Rei Shepard wrote:How about a No? How about give a reason?
2 Slayers, 4 Spider Re(a)pearers + Rezz and if played well would be a complete wreckingball package.
how about they learn to play Solo first then when they group up, the extra Repair gives them++ health, do the wreckingball crews (only when they team up) really need another crutch to lean on ?
So far the current crutches arent enough?
Murder Taxis, Fused Nades Spam, 4 tanks inateam Spam, Caldari Logi, Tac Rifle (whenitwasawsome)...
Just accept my No when i give it to a crazy idea next time... |
Cat Merc
Oculus Felis
1755
|
Posted - 2013.07.05 08:13:00 -
[17] - Quote
Rei Shepard wrote:Cat Merc wrote:Rei Shepard wrote:How about a No? How about give a reason? 2 Slayers, 4 Spider Re(a)pearers + Rezz and if played well would be a complete wreckingball package. how about they learn to play Solo first then when they group up, the extra Repair gives them++ health, do the wreckingball crews (only when they team up) really need another crutch to lean on ? So far the current crutches arent enough? Murder Taxis, Fused Nades Spam, 4 tanks inateam Spam, Caldari Logi, Tac Rifle (whenitwasawsome)... Just accept my No when i give it to a crazy idea next time... 4 spider repairers = barely any HP. Pick one off and the guy loses half of his regen and drops down to below 16. Even if both are alive it's still 32, not that big of a deal when you consider AR's do 430 DPS. And that's a standard AR, without any skills or damage mods. Seriously, assuming they use 2 on each person, if THE ENTIRE TEAM grouped it, you get 96 regen. That's an extreme case. |
Delta 749
Kestrel Reconnaissance
769
|
Posted - 2013.07.05 08:13:00 -
[18] - Quote
Cat Merc wrote:Delta 749 wrote:Yeah, that wouldnt make roving packs of nearly invincible guys at all Bro, the standard AR does 430 DPS without any damage mods or skills. I think you could handle 50-100 repair rate. Or just make them disperse, throw a grenade >_>
Ugh DPS numbers thrown around like they mean something, not every bullet hits, dps rarely takes clip size and reload speed into account for some reason, etc etc Throw potential damage per clip at me sure but dont say 4 guys on defense with these proposed repairing tools while 2 guys play defense is balanced |
Cat Merc
Oculus Felis
1755
|
Posted - 2013.07.05 08:17:00 -
[19] - Quote
Delta 749 wrote:Cat Merc wrote:Delta 749 wrote:Yeah, that wouldnt make roving packs of nearly invincible guys at all Bro, the standard AR does 430 DPS without any damage mods or skills. I think you could handle 50-100 repair rate. Or just make them disperse, throw a grenade >_> Ugh DPS numbers thrown around like they mean something, not every bullet hits, dps rarely takes clip size and reload speed into account for some reason, etc etc Throw potential damage per clip at me sure but dont say 4 guys on defense with these proposed repairing tools while 2 guys play defense is balanced AR has a 60 bullet clip. I think that's enough >_> It's balanced, they will drop just as quick as anyone. Reps in this game are more for licking your wounds after battle than trying to out tank the enemy DPS. |
Rei Shepard
Spectre II
357
|
Posted - 2013.07.05 08:20:00 -
[20] - Quote
Cat Merc wrote:Rei Shepard wrote:Cat Merc wrote:Rei Shepard wrote:How about a No? How about give a reason? 2 Slayers, 4 Spider Re(a)pearers + Rezz and if played well would be a complete wreckingball package. how about they learn to play Solo first then when they group up, the extra Repair gives them++ health, do the wreckingball crews (only when they team up) really need another crutch to lean on ? So far the current crutches arent enough? Murder Taxis, Fused Nades Spam, 4 tanks inateam Spam, Caldari Logi, Tac Rifle (whenitwasawsome)... Just accept my No when i give it to a crazy idea next time... 4 spider repairers = barely any HP. Pick one off and the guy loses half of his regen and drops down to below 16. Even if both are alive it's still 32, not that big of a deal when you consider AR's do 430 DPS. And that's a standard AR, without any skills or damage mods. Seriously, assuming they use 2 on each person, if THE ENTIRE TEAM grouped it, you get 96 regen. That's an extreme case.
Considering most peoples Accuracy rate is well below 20% while using fully automatic Assault Rifles your left with 86 actual DPS being applied to said repped @ 96 hp/s targets.
If those actual targets being fired upon would be for instance say "me" while being repped for more damage then the average player can dish out, idd be invincible appart from the actual "Good" players where if i am not being repped the fight ussually ends with one at 10% health while the other being dead, then that repping would mean i would win each and every one of them.
Like i said, No, Bad idea. |
|
Marston VC
SVER True Blood Public Disorder.
415
|
Posted - 2013.07.05 08:21:00 -
[21] - Quote
Delta 749 wrote:Cat Merc wrote:Delta 749 wrote:Yeah, that wouldnt make roving packs of nearly invincible guys at all Bro, the standard AR does 430 DPS without any damage mods or skills. I think you could handle 50-100 repair rate. Or just make them disperse, throw a grenade >_> Ugh DPS numbers thrown around like they mean something, not every bullet hits, dps rarely takes clip size and reload speed into account for some reason, etc etc Throw potential damage per clip at me sure but dont say 4 guys on defense with these proposed repairing tools while 2 guys play defense is balanced
So im trying to see where your argument was. I mean, you tried undermining his DPS argument, but failed to explain why the module itself would Be OP...... in my opinion, it would probably be like any other item you spam in this game. Have you ever considered what its like fighting a squad of logis all using proto locus grenades and nanohives as their main form of weaponry??? I did it and trust me..... its stupidly powerful.
A squad full of proto mass drivers??? tough to deal with......
A squad full of heavies? tough to deal with.
You could use the "if everyone uses this at once" argument with almost every weapon/module in the game, but at the end of the day theres almost always a counter for all of these things. With the exception of MCC AFK farming spam..... cant really counter that i guess. |
Cat Merc
Oculus Felis
1755
|
Posted - 2013.07.05 08:22:00 -
[22] - Quote
Rei Shepard wrote:Cat Merc wrote:Rei Shepard wrote:Cat Merc wrote:Rei Shepard wrote:How about a No? How about give a reason? 2 Slayers, 4 Spider Re(a)pearers + Rezz and if played well would be a complete wreckingball package. how about they learn to play Solo first then when they group up, the extra Repair gives them++ health, do the wreckingball crews (only when they team up) really need another crutch to lean on ? So far the current crutches arent enough? Murder Taxis, Fused Nades Spam, 4 tanks inateam Spam, Caldari Logi, Tac Rifle (whenitwasawsome)... Just accept my No when i give it to a crazy idea next time... 4 spider repairers = barely any HP. Pick one off and the guy loses half of his regen and drops down to below 16. Even if both are alive it's still 32, not that big of a deal when you consider AR's do 430 DPS. And that's a standard AR, without any skills or damage mods. Seriously, assuming they use 2 on each person, if THE ENTIRE TEAM grouped it, you get 96 regen. That's an extreme case. Considering most peoples Accuracy rate is well below 20% while using fully automatic Assault Rifles your left with 86 actual DPS being applied to said repped @ 96 hp/s targets. If those actual targets being fired upon would be for instance say "me" while being repped for more damage then the average player can dish out, idd be invincible appart from the actual "Good" players where if i am not being repped the fight ussually ends with him at 10% health while the other being dead, then that repping would mean i would win each and every one of them. Like i said, No, Bad idea. So aim better? Note, this is an extreme case, getting the entire team together. |
Marston VC
SVER True Blood Public Disorder.
415
|
Posted - 2013.07.05 08:24:00 -
[23] - Quote
Rei Shepard wrote:Cat Merc wrote:Rei Shepard wrote:Cat Merc wrote:Rei Shepard wrote:How about a No? How about give a reason? 2 Slayers, 4 Spider Re(a)pearers + Rezz and if played well would be a complete wreckingball package. how about they learn to play Solo first then when they group up, the extra Repair gives them++ health, do the wreckingball crews (only when they team up) really need another crutch to lean on ? So far the current crutches arent enough? Murder Taxis, Fused Nades Spam, 4 tanks inateam Spam, Caldari Logi, Tac Rifle (whenitwasawsome)... Just accept my No when i give it to a crazy idea next time... 4 spider repairers = barely any HP. Pick one off and the guy loses half of his regen and drops down to below 16. Even if both are alive it's still 32, not that big of a deal when you consider AR's do 430 DPS. And that's a standard AR, without any skills or damage mods. Seriously, assuming they use 2 on each person, if THE ENTIRE TEAM grouped it, you get 96 regen. That's an extreme case. Considering most peoples Accuracy rate is well below 20% while using fully automatic Assault Rifles your left with 86 actual DPS being applied to said repped @ 96 hp/s targets. If those actual targets being fired upon would be for instance say "me" while being repped for more damage then the average player can dish out, idd be invincible appart from the actual "Good" players where if i am not being repped the fight ussually ends with one at 10% health while the other being dead, then that repping would mean i would win each and every one of them. Like i said, No, Bad idea.
OKKKAYYYYY so i guess this is a 1 v 6 fight then...... LOL if its a 1 v 6 fight i don't think that guy is going to win..... 96 hp/s reps or not. If its a 6 v 6 then things change don't they??? all of a sudden that 86 DPS turns into 516 DPS and that 96 means a whole lot less doesn't it? |
Marston VC
SVER True Blood Public Disorder.
415
|
Posted - 2013.07.05 08:25:00 -
[24] - Quote
[/quote] So aim better? Note, this is an extreme case, getting the entire team together.[/quote]
NONONONO this is even more extreme then that cat, its a 1 v 6 case...... which in my opinion isn't valid at all in this argument. |
Faquira Bleuetta
0uter.Heaven
43
|
Posted - 2013.07.05 08:30:00 -
[25] - Quote
Cat Merc wrote:I just got an idea. What if there was an armor repairer (the module, not equipment) that repaired the user slightly slower than a normal repairer, but repaired all the people around the user at that speed.
So if you have 4-5 people around you who all have it, you could have monster regeneration, as you all rep each other at the same time.
all we needs to counter core flaylock pistol in dust is throwing tornado feral HIV cats that shreds red dot apart
|
Rei Shepard
Spectre II
357
|
Posted - 2013.07.05 08:30:00 -
[26] - Quote
Quote:So aim better? Note, this is an extreme case, getting the entire team together.
Its not my aim thats the issue, its everyone elses.
|
Cat Merc
Oculus Felis
1755
|
Posted - 2013.07.05 08:30:00 -
[27] - Quote
So aim better? Note, this is an extreme case, getting the entire team together.[/quote]
NONONONO this is even more extreme then that cat, its a 1 v 6 case...... which in my opinion isn't valid at all in this argument.[/quote] Indeed lol |
Delta 749
Kestrel Reconnaissance
769
|
Posted - 2013.07.05 08:31:00 -
[28] - Quote
Marston VC wrote:Delta 749 wrote:Cat Merc wrote:Delta 749 wrote:Yeah, that wouldnt make roving packs of nearly invincible guys at all Bro, the standard AR does 430 DPS without any damage mods or skills. I think you could handle 50-100 repair rate. Or just make them disperse, throw a grenade >_> Ugh DPS numbers thrown around like they mean something, not every bullet hits, dps rarely takes clip size and reload speed into account for some reason, etc etc Throw potential damage per clip at me sure but dont say 4 guys on defense with these proposed repairing tools while 2 guys play defense is balanced So im trying to see where your argument was. I mean, you tried undermining his DPS argument, but failed to explain why the module itself would Be OP...... in my opinion, it would probably be like any other item you spam in this game. Have you ever considered what its like fighting a squad of logis all using proto locus grenades and nanohives as their main form of weaponry??? I did it and trust me..... its stupidly powerful. A squad full of proto mass drivers??? tough to deal with...... A squad full of heavies? tough to deal with. You could use the "if everyone uses this at once" argument with almost every weapon/module in the game, but at the end of the day theres almost always a counter for all of these things. With the exception of MCC AFK farming spam..... cant really counter that i guess.
Squad of 6 has for repairing, 2 on defense 2 focusing fire is usually more than enough to put someone down under normal cirumstances All 6 constantly being repaired means they can shrug off any damage they do take and any half decent organized squad wont be using the defenders to soak up all the shots, you put in a simple rotation during movement and suddenly you are and whoever else is doing inconsequential damage to multiple targets while they continue to heal
How you didnt imagine this scenario and needed it explained to you is beyond me, Cat seemed to understand what I was going for just fine |
|
ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
485
|
Posted - 2013.07.05 08:32:00 -
[29] - Quote
Spider tanking in EVE... Can be quite powerful. |
|
Marston VC
SVER True Blood Public Disorder.
418
|
Posted - 2013.07.05 08:33:00 -
[30] - Quote
Delta 749 wrote:Marston VC wrote:Delta 749 wrote:Cat Merc wrote:Delta 749 wrote:Yeah, that wouldnt make roving packs of nearly invincible guys at all Bro, the standard AR does 430 DPS without any damage mods or skills. I think you could handle 50-100 repair rate. Or just make them disperse, throw a grenade >_> Ugh DPS numbers thrown around like they mean something, not every bullet hits, dps rarely takes clip size and reload speed into account for some reason, etc etc Throw potential damage per clip at me sure but dont say 4 guys on defense with these proposed repairing tools while 2 guys play defense is balanced So im trying to see where your argument was. I mean, you tried undermining his DPS argument, but failed to explain why the module itself would Be OP...... in my opinion, it would probably be like any other item you spam in this game. Have you ever considered what its like fighting a squad of logis all using proto locus grenades and nanohives as their main form of weaponry??? I did it and trust me..... its stupidly powerful. A squad full of proto mass drivers??? tough to deal with...... A squad full of heavies? tough to deal with. You could use the "if everyone uses this at once" argument with almost every weapon/module in the game, but at the end of the day theres almost always a counter for all of these things. With the exception of MCC AFK farming spam..... cant really counter that i guess. Squad of 6 has for repairing, 2 on defense 2 focusing fire is usually more than enough to put someone down under normal cirumstances All 6 constantly being repaired means they can shrug off any damage they do take and any half decent organized squad wont be using the defenders to soak up all the shots, you put in a simple rotation during movement and suddenly you are and whoever else is doing inconsequential damage to multiple targets while they continue to heal How you didnt imagine this scenario and needed it explained to you is beyond me, Cat seemed to understand what I was going for just fine
yeahhhhh i'd like to see anybody just "shrug off" a grenade under their feet...... |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |