KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
185
|
Posted - 2013.07.07 02:39:00 -
[1] - Quote
OF COURSE i could have done 1 of each race , but this is just the general idea:
Race: Undefined Bonus: +3% Sidearm damage per level +3% Explosives/Grenades Splash area per level
Level:PROTO Shield: 180 Armor: 120 CPU:290 PG:75 SHLD rechage:20/s Shld recharge delay:6s Shld rch/ If Depleted:6s Movement sprint:5.5 Spinting Speed:6.3 Stamina:150 High power Slots:2 Low Powered slots:3 Grenades:3 Equipment:1 Side weapon Slot:1
Specifications of the class: -First class with Above average Movement speed but reduced sprinting speed. -At PROTO level has 3 grenade slots to fit enough explosives to be an useful and dedicated class. (ADV and STD levels carry only 2 grenade slots) -The objective of the grenadier is blowing stuff up.There by they are the first class WITHOUT a light weapon capacity. -The only weapons the Grenadier is capable to run are a side weapons, still he receives a decent bonus per level to be able to effectively wield these. With a Flaylock pistol , scrambler pistol or a SMG the Grenadier can pull of a good offensive capacity and (with the support of his grenades) a great defensive and area denial game. -With an equipment slot and enough PG provided to this suit, the Grenadier is able to suit Nano hives to replenish grenades,or in case of having a Logi by his side, carry remote explosives for even more area denial. -Overall they have better HP than Logis but less than Assaults. -Their Speed is below Logi level, but their movement speed is at scout level. -The GENERAL grenadier bonus however is the Sidearm Bonus. The explosive bonus would vary depending on the Grenadiers RACE. The one used above is:+3% Explosives/Grenades Splash area per level. The other would be: +6% to Grenade Throwing Distance per level [+30% at Lv5] +2% To Explosives and grenades DAMAGE per level [+10% at Lv5] +6% to resupply Speed (of grenades and explosives) Per level [+30% at Lv5]
Finally with the inclusion of these new suits at least 2 new grenade types should be introduced, here a couple of ideas. **EMP grenade: New powerful grenade in the ''radar'' wars. Even If the Grenade deals NO DAMAGE AT ALL, its powerful jamming capabilities make them useful in lots of situations. The effects of the EMP grenade include: - Vehicles turn OFF for 3 seconds at basic level - Radars (AKA minimap) is disabled or 4 seconds at Basic level -Shields wont start recharging for 5 extra seconds if hit -Squad leaders CANT use their orders -Clones cant call LAVs, HAV's , Drop-ships or Precision strikes or 4-5 seconds at basic level. -(THIS ONE IS OP, but its an idea anyways)Voice Chat is interrupted for 3-6 seconds
**GAS TYPE GRENADES: The grenadiers most powerful area denial weapon. While thrown it will create an area of effect covered in ''fog'' that has corrosive proprieties and reduces the visibility of clones in the area. There are 3 types: -Flux nanite swarm: Produces a Bluish fog that quickly depletes the SHIELD of clones in the area. Also reduces visibility. It DOES NOT AFFECT ARMOR. -30 shields per second at Basic level. -Corrosive fog: Produces a goo-green colored fog that Corrodes armor at Extreme speed. GREATLY reduces visibility. -45 ARMOR per second. The damage is HIGHER but the fact that it DOESN'T HURT SHIELDS reduces its effectiveness. -Blur grenade: The blur grenade produces a Neutral colored fog (Grey in cities, Black at night, white in snow) that cloaks Allied soldiers IN it.Also cloaks them from enemy scanners reducing their Scan Profile by 15% while in the fog.Very useful for assault operations or distractions.
The effects of gas type grenades DO accumulate. SO if one of each would be thrown in an area, all of them would have their effects activated.
Holding R2 works in this case to swap grenades too.
JUST an IDEA. A simple yes i like it, no i hate it would do fine, if you care to elaborate thats cool to. Im not REQUESTING this to be in the game.... |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
185
|
Posted - 2013.07.07 03:01:00 -
[2] - Quote
Ferindar Radniref wrote:So, in this suit, you'd just spam both gas type grenades on capture points? Plus, you'd have as much ehp as a logi, speed of a scout, and only a flaylock with passive ammo/grenade regen?
Sounds explosive, but a rather bit high powered. Make it a full light suit and we might be in business with how much area denial it provides.
As for the EMP, we have flux grenades for that, but if it jammed say.. Turrets and the basic HUD for a few moments? Leave voice chat out of that, because it'd just cause a LOT of frustration on the player end. But locking down the digital part of the HUD for a few seconds and leaving the screen blank to where you'd have to fire in the old school way could be interesting.
Specific nano hives for grenades would be interesting as well.
I balanced the suit in the main post. Please give it a re red to see what you think. I think i balanced it to be a GOOD drop suit, not OP. Also re-tuned the accumulative effect on the gas grenades. It would be OP to have their effects accumulate.
Also specified the duration of gas grenades.AGAIN, gas grenades are pretty much apart from the drop suit itself. I put them here instead of creating a different idea post since they complement each other XD |