|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
KING CHECKMATE
Seraphim Auxiliaries
431
|
Posted - 2013.07.31 04:32:00 -
[1] - Quote
I thought it would be nice for classes to have their OWN dropsuit modules to help they carry out their jobs easier. These are some of the ideas i've got.
Light Scouts: Cammo modules= while not shooting, the scout turns invisible after 15mts distance from the enemy/Cammo modules nullify each other (in the event that 2 scouts are near each other). / Sniper rifle sights always see scouts even with cammo module. Non Stackable. Slot undefined since scouts need a Slot buff.
Heavies (Sentinels): Damage resistance Modules = something like the ones vehicles have. 3 types, one that give up to 15% Damage reduction on shields, one that gives up to 15% damage reduction on armor, one that gives up to 9% Damage reduction on both. Stackable.Low powered slots.
Assaults: Positioning Shield Bubble = While CROUCHING, the assault automatically deploys a shield bubble that covers him/her and reduces damage done by 15% and gives laser weapons a damage boost. Also Greatly reduces the damage from grenades, 50%~ish maybe? The Shield bubble does have a certain amount of HP and when depleted it will not activate again.Flux grenades will literally bypass and destroy your PSB. Non Stackable.High powered slots.
Logis: Death activated nanite injector = When the Logi is downed he has the option on his death screen to AUTO REVIVE with 15% armor and shields.While this might sound OP its not. The deaths are still counted towards your K-D ratio and reviving with such little Life can be very dangerous. But this helps logis save some ISK (since fully equipped TRUE logi suit can be very expensive) and be back in battle ASAP if the team can secure his body.The shield will not start regenerating inmediatly and will have a 20% delay penalty.The Armor repair will start immediately thou. The D.A.N.I. as im calling it here can only be used ONCE per respawn. Non stackable. High powered slots.
Did not put anything for commandos since they still need to get buffed and there isnt anything they DONT need LOL... This post is just some idea i had, no need to hate on it...(Thats why its here and not under request LOL)
Post your opinions XD |
KING CHECKMATE
Seraphim Auxiliaries
431
|
Posted - 2013.07.31 04:44:00 -
[2] - Quote
Lightning Bolt2 wrote:KING CHECKMATE wrote: Light Scouts: Cammo modules= while not shooting, the scout turns invisible after 15mts distance from the enemy/Cammo modules nullify each other (in the event that 2 scouts are near each other). / Sniper rifle sights always see scouts even with cammo module. Non Stackable. Slot undefined since scouts need a Slot buff.
the only questionable thing there is snipers being able to see cloaked scouts, besides isn't the point of the cloak to be able to get closer without being noticed? my main purpose with a cloack would be to hide from snipers/mobs.
I guess you are right, but i was thinking this more from a Sniper vs Sniper scout point of view...What do you think... |
KING CHECKMATE
Seraphim Auxiliaries
431
|
Posted - 2013.07.31 04:51:00 -
[3] - Quote
KalOfTheRathi wrote:Never heard of the Feedback/Request forum, eh?
This is none of those broski |
KING CHECKMATE
Seraphim Auxiliaries
431
|
Posted - 2013.07.31 04:55:00 -
[4] - Quote
Heathen Bastard wrote:I like it, the assault sounds a bit OP(siege shield? who do you think you are? a heavy!?) and a good scout is never seen by a sniper. they get up behind them and put a knife through the poor bastard's skull. but for using one for flanking, that camo provides all kinds of opportunity. I'm guessing there is a fixed delay on it as well? Like if you get spotted/too close to someone/fire it takes x amount of seconds to reset?
The Siege shield is not op. Sacrificing MOBILITY for increased resistance is not a lot. PLUS compared to invisibility, stacked damage reducers or auto-revive modules...i mean c'mon XD. The Assault Siege shield is designed to take advantage of a weapons hip fire in tight situations without having to fear explosive spam.
The Camo module would work by distance. If someone just sprays its would be a sucky module if a single bullet hits you takes away your camo. If you are IN detection range , get shot AND run away, you only need to get out of a 15 mts range and after a couple of seconds EVEN if you are still getting shot you should turn invisible.
This was the MAIN idea anyways XD |
KING CHECKMATE
Seraphim Auxiliaries
442
|
Posted - 2013.08.04 01:59:00 -
[5] - Quote
Leovarian L Lavitz wrote:Paladin Sas wrote:the camo module would be really cool, if it made you invisible, but amped up your sig radius, so they can see you on the map, but not in their sights. make em work for the kill, and you have to choose between different types of stealth, scan stealth, or visual.
also, these wouldnt be terrible as equipment
the damage resistance, shield bubble, and camo unlimited equipment (like the active scanner) with cooldowns, and the self-revive a single use equipment, with the only way to restock being changine suits at a supply depo or death I agree with these being equipment
Hmm being equipmnt would make them better i think LOL |
|
|
|