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Cross Atu
Conspiratus Immortalis Covert Intervention
1412
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Posted - 2013.08.05 23:53:00 -
[1] - Quote
I've been playing support since closed beta, and while there are some earnings concerns that need to be addressed that will not be the focus of this thread.
Rather this thread will focus on increased diversity and utility within the equipment line, supporting or enhancing their tactical value.
I will also be collecting feedback and suggestions within this thread so please post your related ideas for increased diversity within the equipment line or points of polish within their current tactical use.
Index [P1]General [P2]Nanohives [P3]Nanoinjectors [P4]Uplinks [P5]RE/Prox [P6]Repair Tool [P7]Active scanner
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
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Posted - 2013.08.05 23:53:00 -
[2] - Quote
[P1]General General Deployibles Hardened gear - The GÇ£hardenedGÇ¥ variant would carry the increased cost, in both ISK and fittings, of a higher version of the gear but would carry higher HP values for the deployed item making it more difficult to destroy quickly or with splash damage. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
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Posted - 2013.08.05 23:53:00 -
[3] - Quote
[P2]Nanohives |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
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Posted - 2013.08.05 23:53:00 -
[4] - Quote
[P3]Nanoinjectors |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
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Posted - 2013.08.05 23:53:00 -
[5] - Quote
[P4]Uplinks |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
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Posted - 2013.08.05 23:54:00 -
[6] - Quote
[P5]RE/Prox |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
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Posted - 2013.08.05 23:54:00 -
[7] - Quote
[P6]Repair Tool
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Cross Atu
Conspiratus Immortalis Covert Intervention
1412
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Posted - 2013.08.05 23:54:00 -
[8] - Quote
[P7]Active scanner |
Beren Hurin
The Vanguardians
971
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Posted - 2013.08.06 03:40:00 -
[9] - Quote
Thanks for contributing so much cross. I'm bookmarking this thread. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1413
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Posted - 2013.08.06 14:04:00 -
[10] - Quote
Beren Hurin wrote:Thanks for contributing so much cross. I'm bookmarking this thread. Thanks for the reply o7
Cross |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1415
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Posted - 2013.08.06 15:32:00 -
[11] - Quote
Updated with additional content - check back the sections will continue to grow. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1420
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Posted - 2013.08.07 18:31:00 -
[12] - Quote
Additional content added to most sections. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1428
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Posted - 2013.08.09 18:35:00 -
[13] - Quote
A few more updates made. I'm hoping to get some comments, feedback, and ideas to help develop this thread further
Cheers, Cross |
shady merc
RisingSuns
14
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Posted - 2013.08.09 23:48:00 -
[14] - Quote
not sure if you are looking for new items or variants of items only but here are some.
encrytion scripts: these would be used to lengthen the time it take to hack something if these are implemented I think all hacking speeds should be look at see post https://forums.dust514.com/default.aspx?g=posts&m=946347#post946347
pulse armor repair: have a burst of healing say 75 hitpoints but give it a cool down period kinda like the active scanner
deployable "walls": make shield and armor version. you could drop these to give you cover temporary. Make the shield one have more hitpoints but mercs can walk thru it. armor less hitpoints but you can't walk thru it.
webifier: slow down target aiming could be something like the repair tool now. gain points for kill assist.
holographic decoy: you would deploy a nanohive item that display a decoy merc on the tacnet not sure how useful it would be put could help snipers/nova knifers
other then that I like your ideas as long as the claymore style proximity keeps a short timer on it Don't want obj and cqc turning into minefields. also maybe variant grenades would be could to like.
smoke: because smoke is cool.
corosive acid : low dmg the either cover the ground with acid doing dmg our creates a cloud of acidic air that would by pass shield damage armor? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1445
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Posted - 2013.08.12 15:11:00 -
[15] - Quote
shady merc wrote:not sure if you are looking for new items or variants of items only but here are some. encrytion scripts: these would be used to lengthen the time it take to hack something if these are implemented I think all hacking speeds should be look at see post https://forums.dust514.com/default.aspx?g=posts&m=946347#post946347pulse armor repair: have a burst of healing say 75 hitpoints but give it a cool down period kinda like the active scanner deployable "walls": make shield and armor version. you could drop these to give you cover temporary. Make the shield one have more hitpoints but mercs can walk thru it. armor less hitpoints but you can't walk thru it. webifier: slow down target aiming could be something like the repair tool now. gain points for kill assist. holographic decoy: you would deploy a nanohive item that display a decoy merc on the tacnet not sure how useful it would be put could help snipers/nova knifers other then that I like your ideas as long as the claymore style proximity keeps a short timer on it Don't want obj and cqc turning into minefields. also maybe variant grenades would be could to like. smoke: because smoke is cool. corosive acid : low dmg the either cover the ground with acid doing dmg our creates a cloud of acidic air that would by pass shield damage armor?
My focus has been on new variations of things already in game but new ideas are welcome as well. I am however trying to keep the thread mostly focused on equipment because the sheer volume of gear would likely make a thread with wider scope unmanageable. eWar being included seems reasonable however, some of it may not be on equipment slots when released but until then discussing it here doesn't seem like a problem.
On to your ideas
Encryption scripts - if added as an enhancement too, or alternate type of, the codebreaker which grants no speed enhancement but instead slows down the counter hack that would be great. It gives diversity and an additional reason to equip more than one codebreaker on a hack suit thus increasing mod competition and by extension specializations. Cool idea
Pulse armor repair - Specific values for both pulse frequency and total HP healed per pulse would have to be figured out for each step from militia to proto but that shouldn't be too hard with the current baseline stats of HP/s from other reppers. I would put the cooldown into the same state as weapon cooldown in this case where switching to another piece of gear is locked out. This would offer ways to support friendlies in a hot zone while mitigating the exposure of the user to fire. Use of several would also make for some great breaching tactics.
deployable "walls" - Planned in the form of shield bubble mods, ETA SoonTM
webifier - Planned and I'm really looking forward to it, ETA SoonTM
smoke/flashbangs - Planned, ETA SoonTM
corosive acid - interesting idea, sounds like it would need a timer before natural dissipation but it could certainly add some new tactical elements to the field.
Thanks for the reply, Cheers, Cross
ps ~ I agree with your statement above that we do not want to end up creating anti-personnel mine fields.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1450
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Posted - 2013.08.13 07:50:00 -
[16] - Quote
a little good night bump to keep it fresh |
Cross Atu
Conspiratus Immortalis Covert Intervention
1493
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Posted - 2013.08.17 03:55:00 -
[17] - Quote
Looking for more community feedback. |
gargantuise aaron
Sanguine Knights
62
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Posted - 2013.08.17 04:29:00 -
[18] - Quote
Cross Atu wrote:[P7]Active scanner
Active Scanner ~ I have not played with this since its reintroduction, I would happily welcome feedback and discussion from those players who have tested it.
Active Jammer -~ This may very well be an entirely new piece of equipment, or it might be a type of "scanner" within the current line. In either case its function is the mirror image of the Active Scanner, providing a temporary localized profile dampening effect for the merc and friendly forces within the active radius by jamming scans when triggered. This would have zero cloaking effects, the alteration would not be visual it would only effect aspects tied specifically to the profile attribute, such as TACNET.
Does its job fine, could use a bit more range, as soon as the wp for it comes into effect it will perform as it should very well |
Cross Atu
Conspiratus Immortalis Covert Intervention
1495
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Posted - 2013.08.17 15:51:00 -
[19] - Quote
gargantuise aaron wrote:Cross Atu wrote:[P7]Active scanner
Active Scanner ~ I have not played with this since its reintroduction, I would happily welcome feedback and discussion from those players who have tested it.
Active Jammer -~ This may very well be an entirely new piece of equipment, or it might be a type of "scanner" within the current line. In either case its function is the mirror image of the Active Scanner, providing a temporary localized profile dampening effect for the merc and friendly forces within the active radius by jamming scans when triggered. This would have zero cloaking effects, the alteration would not be visual it would only effect aspects tied specifically to the profile attribute, such as TACNET. Does its job fine, could use a bit more range, as soon as the wp for it comes into effect it will perform as it should very well
Thank you for the input do you have any suggestions for ways to introduce some more specialized sub-roles within the Active Scanner line? |
gargantuise aaron
Sanguine Knights
65
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Posted - 2013.08.17 18:15:00 -
[20] - Quote
They already have a long range and a broad range, maybe one that has a very large scanning area thst only pics up vehicles |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1516
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Posted - 2013.08.18 03:21:00 -
[21] - Quote
Updated with additional content. |
Arkena Wyrnspire
Turalyon 514
2590
|
Posted - 2013.08.18 20:10:00 -
[22] - Quote
I am disgusted by how little attention this has in a sea of bad posting. I have +1'd all the things. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1516
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Posted - 2013.08.18 20:19:00 -
[23] - Quote
Arkena Wyrnspire wrote:I am disgusted by how little attention this has in a sea of bad posting. I have +1'd all the things. Thank you, considering the quality of your own work I take that as high praise. |
Beren Hurin
The Vanguardians
1100
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Posted - 2013.08.19 01:03:00 -
[24] - Quote
Cross Atu wrote:[P1]General Deployibles
Hardened gear Stealth gear Countering Equipment - With all of the suggested diversity and utility being added to the equipment line it seems only fair that some extra tools and rewards be giving out for counting this equipment as well. In that vein
I like all these ideas.
I think the hardened and stealth gear, may be able to be elegantly dealt with in an alternative way. Give each deployed equipment a known scan profile. Currently, unskilled medium suits can see anything 50dB and above while STD scanners can see 46 dB, ADV 36dB, PRO (1) 28, and PRO (2) 15.
Having 3 tiers of equipment.
All STD and most ADV equipment would be 50dB, and passively scannable by most suits and all scanners. 'Stealth' variants of ADV gear would be 45 dB. Scannable by precision enhanced suits and ADV scanners. All PRO gear would be at least 45 dB, while the stealth variants would be 35 dB requiring a precisioin enhanced scout, or a PRO scanner to detect without LOS.
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Beren Hurin
The Vanguardians
1100
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Posted - 2013.08.19 01:10:00 -
[25] - Quote
Cross Atu wrote:[P2]Nanohives Specialized resupply Vehicle repping hives
As someone who is already out of my 30 fitting slots, having yet another thing to permute would be even more overwhelming. If we could start to get more oriented as a community to having solid squad doctrine, I could see this make a LOT of sense. Until we have the full spectrum of weapons and suits, though, this wouldn't be necessary.
Vehicle hives- This is kind of crazy to think about. I'd like to see deployable shields happen before this. I'd also like to see what the dev's have planned as far as giving points for deployable shields as well btw. Vehicle reppers and deployable shields would be OP if tanks could just drive right in.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1533
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Posted - 2013.08.19 18:06:00 -
[26] - Quote
Beren Hurin wrote:Cross Atu wrote:[P1]General Deployibles
Hardened gear Stealth gear Countering Equipment - With all of the suggested diversity and utility being added to the equipment line it seems only fair that some extra tools and rewards be giving out for counting this equipment as well. In that vein
I like all these ideas. I think the hardened and stealth gear, may be able to be elegantly dealt with in an alternative way. Give each deployed equipment a known scan profile. Currently, unskilled medium suits can see anything 50dB and above while STD scanners can see 46 dB, ADV 36dB, PRO (1) 28, and PRO (2) 15. Having 3 tiers of equipment. All STD and most ADV equipment would be 50dB, and passively scannable by most suits and all scanners. 'Stealth' variants of ADV gear would be 45 dB. Scannable by precision enhanced suits and ADV scanners. All PRO gear would be at least 45 dB, while the stealth variants would be 35 dB requiring a precisioin enhanced scout, or a PRO scanner to detect without LOS.
I like it, I'm going to link this post to the section in the OP so people can find it quickly. +1 |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
409
|
Posted - 2013.08.20 00:02:00 -
[27] - Quote
I like most of these ideas. My concern comes from the suggested repair tool - the proto one that negates damage. Oh, i like it but with as much repairing as I do - seems too far between reps - that it would become the only repper anyone runs with. In this new version of the game the clones are finished off way to often, disallowing a pickup. So there are few survivors that think enough about their situation to run away and be repaired.
Too often it seems that when meeting the enemy wave the group is either destroyed or fully armored, an extreme to either side. That leaves me with very few repper options and nanite injection options. To that end I've been running more and more repping hives for area repps with greater success.
Personally I would like to see all the repper tools burst rep for the first few seconds or so then settle into a steady stream of healing and have a cool down for that rather than causing me damage. Enough HP that I could save a merc that is nearly dead for just a few seconds to see if he has the brains to back away and get healed. |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
409
|
Posted - 2013.08.20 00:17:00 -
[28] - Quote
Along the Active Scanner line: I could see the active jammer shutting down deployed equipment for a few seconds - suddenly those nanite clusters are no longer running and the uplinks have an added delay to spawning or cant even be chosen for a few moments. Or possibly making the deployed equipment disappear for a few moments so that people would not know where they are without seeing them on the ground. Just a simple small EMP burst directed that way just to mess with the enemy.
Active scanners need to be held to be used and could be sustained for longer than the 3 second scan. The 12 seconds where you can just wave it around to point out targets to your mates.
A counter scanning module that made you look like 6 enemies on the radar - you are the decoy. If you ever get scanned. |
Hagintora
Chatelain Rapid Response Gallente Federation
147
|
Posted - 2013.08.20 01:03:00 -
[29] - Quote
RedBleach LeSanglant wrote:Along the Active Scanner line: I could see the active jammer shutting down deployed equipment for a few seconds - suddenly those nanite clusters are no longer running and the uplinks have an added delay to spawning or cant even be chosen for a few moments. Or possibly making the deployed equipment disappear for a few moments so that people would not know where they are without seeing them on the ground. Just a simple small EMP burst directed that way just to mess with the enemy.
I was thinking something similar, but as a deployable piece of equipment. Something that you could use as an area denial effect for enemy equipment. Any equipment dropped within the radius ceases to function. It isn't destroyed, just neutralized. Once the "Neutralizer" is destroyed, all remaining equipment in the area resumes normal function. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1562
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Posted - 2013.08.20 04:34:00 -
[30] - Quote
RedBleach LeSanglant wrote:I like most of these ideas. My concern comes from the suggested repair tool - the proto one that negates damage. Oh, i like it but with as much repairing as I do - seems too far between reps - that it would become the only repper anyone runs with. In this new version of the game the clones are finished off way to often, disallowing a pickup. So there are few survivors that think enough about their situation to run away and be repaired.
Too often it seems that when meeting the enemy wave the group is either destroyed or fully armored, an extreme to either side. That leaves me with very few repper options and nanite injection options. To that end I've been running more and more repping hives for area repps with greater success.
Personally I would like to see all the repper tools burst rep for the first few seconds or so then settle into a steady stream of healing and have a cool down for that rather than causing me damage. Enough HP that I could save a merc that is nearly dead for just a few seconds to see if he has the brains to back away and get healed. You make some solid points about the current state of the game regarding reps and revives, and I'll be blunt I am very much hoping, and will continue to push for, most of those aspects to be altered. There are too many OHKs, instant bleed outs and an excessively short average TTK.
My hope is that with the upcoming fix to armor things will be improved, still let us be honest we're not likely to get a lot of solid support work done most of the time without an organized squad to be a part of. I know it can happen, I've done it myself and I've seen you do it once or twice Red but on balance without a squad support is going to be a more difficult task. So that's where I'm viewing things from, squad or team based game play withing a game that has a somewhat higher average survivability than is currently the case.
I do see how having the burst repper would be desirable for many Logi but if range, vehicle rep, or the ability to target multiple teammates are desired they'll still go with another tool (granted the vehicle repair awards need a fix first and the current repair awards cap needs an overhaul for these things to be workable but both of those are called for anyway).
I realize at this point the context I'm supplying is rarefied compared to the current game state, but presuming those other fixes I describe have actually come through (as I think needs to happen) would you see the suggested repair tool to be problematic within that context? I don't want to break the game by diminishing diversity but I do very much want to add some option for more active tactical use with the repair tool.
Thanks for your thoughts Red o7 Cross |
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