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Post Re: Class Super Items
Possibly the original motivation for making "resist all" auras affect transference is that it reduces healing self-damage. However, since it also affects incoming heals that's kind of pointless.

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Mon Jun 03, 2013 9:54 pm
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Post Re: Class Super Items
Dark Brotherhood wrote:
Without having any more information than what is written here, I will comment on what I think is the overall issue. A lot of these items are very interesting in design, but a lot of them has the potential to become very unbalanced, and I fear that without proper testing and well-reasoned balancing some of the items will require a major rebalance at a later point.


Agreed


Tue Jun 04, 2013 3:50 pm
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Post Re: Class Super Items
I have a suggestion for an Engineer super item, based on:
- League of Legends "shield" abilities.
- TF2 Medic's Uber-Charge.
- Engineer Plasma Torch

The idea is that (as an Engineer) you target an ally and use the super-item on your ally, which will provide a barrier (very silly to actually call it a shield) around your ally for a short time, like two or three seconds. The barrier will protect the target for a certain amount of damage, but can protect the target from overkill damage. That is, if you have 1000 shields, and a 1000 point barrier, you can survive 1000 points of damage and you can survive one single shot if the damage exceeds the remaining barrier Hitpoints.


Sun Jun 16, 2013 11:36 pm
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Post Re: Class Super Items
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Mon Jun 17, 2013 6:14 am
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Post Re: Class Super Items
JeffL wrote:
Overdrive Device - Does a series of low distance microwarps (like 50-100), around 10-20 times, at the end, give self-tweak to increase damage by a fixed amount. Charge this up via 5? successsful dodges.

I can see people charging allies with a PD. It seems too OP in terms of running away. SDs have a good dodge chance and most classes (like say another SD) will be laying down some serious ROF. SDs already have speed and conventional PWIs to escape, don't add another element where even if you catch one he could continually PWI away after being shot.

Escort Device - Pulses a field that grants all allies +20 speed for 5 minutes, gives SD -10 speed, and gives SD a 15% diffuser that blocks all damage and has a fail rate of 0.5%. Diffuser is not stackable.

For a second there I thought you meant 100% resistance, not all damage types. -10 speed doesn't seem like much to a SD though... in return for 15% resistance (and they have a good dodge chance too). Consider changing.

Seer


Plague Device - A big energy bullet that bounces off multiple targets like a mutalisk shot and inflicts everyone it hits with a nasty parasite that reduces radar, speed, thrust, and RoF.

This seems like it'd be more useful in PvP than PvAI. I'm assuming your aim here is to move seer away from pure PvP and get some more common squad roles, so this doesn't seem like an effective solution.


Seventh Sense - Generates and equips a sticky NB diffuser with 10% fail rate, but 75% resist all. Will not work if there is already one equipped.

No. Seers already use stealth to avoid damage. With this they could practically hit and run with impunity... it also gives ROF seer an absurd combat advantage over DPH seer.


Berserker

Engagement Device - For 2 seconds, gives dramatically increased thrust, speed, inertia dampening, and immunity to critical hit effects. Forced thrust. At the end of 2 seconds, send a spray of physical bullets from the hull in a circle.

So do these have - knockback? Either way I agree with those asking for a pos tsunami type device.

Reactive Hull Explosion - Throws off fire bullets randomly in all directions while temporarily giving hostility tweak to self. Charges over time as well as by damaged received, so the more incoming damage the zerker is taking, the faster he can use this device.

I'm not really a fan of bullet sprays. It makes things confusing for people with bad PCs. An explosion type thing (wall of rage) would be nicer.

Shield Overload - Creates a series of weak envelopments at one per sec for 15 seconds while applying tweaks to self to give some large amount of shield regen with -50% to firing, thrust, and damage. Charge this with damage received, so the more damage he's taking, the more he can use it.

This looks like it's for solo zerkers, but I don't really like the concept. Auging for shield regen would probably be required to make use of this and it encourages sitting still. I still like the idea of a lifesteal mechanic, which could be tied to a super. Something like this would hopefully fix balance issues with life steal



Engineer

Rejigger Repair Drone Device - Launches a small mobile healing drone with a very short range healing beam that gives as a side effect +20% resist all and +20% damage for 2 seconds. Drone has a lifetime of 30 seconds and works on both ships and other drones.

Unless we get to make mobile drones follow/guard other targets I can't see a short range beam doing anything other than increasing the enigneer's tanking.

Shield Monkey

Shield Battery - Charges up over time and gives a big burst of shield regen when needed to self and nearby allies using tweaks. (Will use a healing warhead with side effect.)

In most squad settings only a shm would benefit from + regen. Make sure it's not just a free last defence tweak... also I'd be worried about groups of shield monkeys spamming this one after another.

Shield Implosion - Powerful laser shot that consumes 5000 shields to use and does 5000 damage. Won't fire unless ship has at least 5000 shields.

The concept seems flawed. If it has a cooldown it'll probably end up being useless. Same problem with damage: if it's affected by resistances it's pretty much useless, if it's not a shield monkey could just spam this in pvp to kill everyone (hint, they tend to have the most shield bank and generation). It could also cause balance issues with very resistance oriented AI (like fuzz, forge and some ubers).



Fleet Commander


Aura Overcharge - Increase the strength and energy usage of the equipped field generator for a short duration. (1000% for 5sec and 2000% energy usage or something similar). Reduce range of the aura by 50%

I'd be worried about the potential burst damage when players combine these sorts of supers. This + the RP supers or gunner missile would be absurd... and probably cause PvP/B issues as well.

Fighter Recall - Instantly teleports all fighters and all fighters belonging to your slaves back to their ships if there is room.


Love it, there should already be a recall button in my opinion. This should be combined with the ability to prevent slaves from launching fighters. It'd prevent slaves from instantly relaunching and generally just be useful.

A lot of the ideas are nice, but yeah... the balance. Keep in mind that you're pretty much buffing everything, so balance changes to existing content may be required.

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Mon Jun 17, 2013 1:40 pm
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Post Re: Class Super Items
Dooo EEET.

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Tue Aug 20, 2013 5:15 am
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Post Re: Class Super Items
The Salty One wrote:
JeffL wrote:
Overdrive Device - Does a series of low distance microwarps (like 50-100), around 10-20 times, at the end, give self-tweak to increase damage by a fixed amount. Charge this up via 5? successsful dodges.

I can see people charging allies with a PD. It seems too OP in terms of running away. SDs have a good dodge chance and most classes (like say another SD) will be laying down some serious ROF. SDs already have speed and conventional PWIs to escape, don't add another element where even if you catch one he could continually PWI away after being shot.

Escort Device - Pulses a field that grants all allies +20 speed for 5 minutes, gives SD -10 speed, and gives SD a 15% diffuser that blocks all damage and has a fail rate of 0.5%. Diffuser is not stackable.

For a second there I thought you meant 100% resistance, not all damage types. -10 speed doesn't seem like much to a SD though... in return for 15% resistance (and they have a good dodge chance too). Consider changing.

Seer


Plague Device - A big energy bullet that bounces off multiple targets like a mutalisk shot and inflicts everyone it hits with a nasty parasite that reduces radar, speed, thrust, and RoF.

This seems like it'd be more useful in PvP than PvAI. I'm assuming your aim here is to move seer away from pure PvP and get some more common squad roles, so this doesn't seem like an effective solution.


Seventh Sense - Generates and equips a sticky NB diffuser with 10% fail rate, but 75% resist all. Will not work if there is already one equipped.

No. Seers already use stealth to avoid damage. With this they could practically hit and run with impunity... it also gives ROF seer an absurd combat advantage over DPH seer.


Berserker

Engagement Device - For 2 seconds, gives dramatically increased thrust, speed, inertia dampening, and immunity to critical hit effects. Forced thrust. At the end of 2 seconds, send a spray of physical bullets from the hull in a circle.

So do these have - knockback? Either way I agree with those asking for a pos tsunami type device.

Reactive Hull Explosion - Throws off fire bullets randomly in all directions while temporarily giving hostility tweak to self. Charges over time as well as by damaged received, so the more incoming damage the zerker is taking, the faster he can use this device.

I'm not really a fan of bullet sprays. It makes things confusing for people with bad PCs. An explosion type thing (wall of rage) would be nicer.

Shield Overload - Creates a series of weak envelopments at one per sec for 15 seconds while applying tweaks to self to give some large amount of shield regen with -50% to firing, thrust, and damage. Charge this with damage received, so the more damage he's taking, the more he can use it.

This looks like it's for solo zerkers, but I don't really like the concept. Auging for shield regen would probably be required to make use of this and it encourages sitting still. I still like the idea of a lifesteal mechanic, which could be tied to a super. Something like this would hopefully fix balance issues with life steal



Engineer

Rejigger Repair Drone Device - Launches a small mobile healing drone with a very short range healing beam that gives as a side effect +20% resist all and +20% damage for 2 seconds. Drone has a lifetime of 30 seconds and works on both ships and other drones.

Unless we get to make mobile drones follow/guard other targets I can't see a short range beam doing anything other than increasing the enigneer's tanking.

Shield Monkey

Shield Battery - Charges up over time and gives a big burst of shield regen when needed to self and nearby allies using tweaks. (Will use a healing warhead with side effect.)

In most squad settings only a shm would benefit from + regen. Make sure it's not just a free last defence tweak... also I'd be worried about groups of shield monkeys spamming this one after another.

Shield Implosion - Powerful laser shot that consumes 5000 shields to use and does 5000 damage. Won't fire unless ship has at least 5000 shields.

The concept seems flawed. If it has a cooldown it'll probably end up being useless. Same problem with damage: if it's affected by resistances it's pretty much useless, if it's not a shield monkey could just spam this in pvp to kill everyone (hint, they tend to have the most shield bank and generation). It could also cause balance issues with very resistance oriented AI (like fuzz, forge and some ubers).



Fleet Commander


Aura Overcharge - Increase the strength and energy usage of the equipped field generator for a short duration. (1000% for 5sec and 2000% energy usage or something similar). Reduce range of the aura by 50%

I'd be worried about the potential burst damage when players combine these sorts of supers. This + the RP supers or gunner missile would be absurd... and probably cause PvP/B issues as well.

Fighter Recall - Instantly teleports all fighters and all fighters belonging to your slaves back to their ships if there is room.


Love it, there should already be a recall button in my opinion. This should be combined with the ability to prevent slaves from launching fighters. It'd prevent slaves from instantly relaunching and generally just be useful.

A lot of the ideas are nice, but yeah... the balance. Keep in mind that you're pretty much buffing everything, so balance changes to existing content may be required.


The each focus needs some stuff that works for BOTH specializations. this could be like, for fleet focus class one, it's a fairly big dmg boost. but, for fleet commander, that boost is spread out over all your fighters & slaves. thoughts?

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Sat Sep 07, 2013 5:54 pm
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