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Post Class Super Items
We will start to introduce a lot more non-sticky super items into the game with class-locked super items. LF, HF, and freighters get 2 non-sticky super item slots, while capital ships get 5. No two identical non-sticky super items may be equipped. These will probably come from missions involving another suggestion, but they might be simply purchased.

To start, each class has 3 super items and 3 upgraded versions for a total of 6 that are of tech 5, 9, 13, 17, 20, and 22.


Speed Demon

Speedy Splash Device - two multifired splashing lasers with large splash radius that fires 5 times in 2 seconds.

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.

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.


Seer

Super Nanite - Powerful parasite that does DoT, and can be a factor in long fights. Parasite has a huge amount of health so it lasts a really long time. (20 minutes base) Can really build a big stack of them over time.

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.

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.


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.

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.

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.


Sniper

Flak Attack Device - Shoots 3 fast moving physical projectiles that detonate into a burst of shells from proximity or end of life using Caly's new weapon effect. Fill a big section of space with flying physical bullets.

Super Richochet - Shoots a physical ball long range that can bounce from target to target up to 5 times.

Sniper's Blind - Deploys a small cloaked drone that give allies within 200 radius -visibility, +radar, and +fixed damage.


Engineer

Super Thunder Drone - Deploys a drone that immediately does an area effect warhead to damage all enemies (but doesn't damage drone), and has a built in chain lighting type laser that gives an elect regen debuff. Gives nearby allies +elec buff.

Supercapacitor - Charges up energy over time, and releases it in a burst over 3 seconds while temporarily increasing max energy. Gives +20% firing rate for 3 seconds.

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.


Shield Monkey

Field Hospital - Deploys large, heavily armored healing drone with a side effect on the transference beam that it gives +fixed shield regen to ships or drones for 2 seconds.

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.)

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.


Gunner

Matter / Antimatter beam device - Shoots two differently colored beams straight out in front with lowish tracking but very long range. Both of them have a sizable area effect upon impact.

Super Ion Cannon - Shoots a big ion cannon bullet at high speed and debuffs target with -speed, -turning, -firing rate, and -1000 elec/s for 3 seconds.

Super Nuke - Missile that does a very large area effect damage with a debuff of -50% resist all to all enemies caught in the blast for 3 seconds.


Fleet Commander

Teleportation Device - Upon triggering, initiate a charge up that takes 10 seconds, reduces speed by 75%, displays a graphical circle around the FC, and pops up a text with the galaxy name that the FC is warping to (for everyone in the galaxy to see.) After 10 seconds, instantly warp FC and all squad members that are within the circle to the galaxy the FC has chosen. FC must not be within 1000 range of any solar body to use, and it will attempt to warp him into the new galaxy at approximately the same coordinates, but will push out from the gal center if he would land too close to a solar body. Max distance is equal to Astral Travel. Upgraded version has a larger circle and has half the recharge time. Galaxies eligable for warping to are those with a permanent or temporary warp beacon drone owned by either a squad member, team member, himself, or a friendly NPC faction.

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%

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

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Thu May 30, 2013 4:09 am
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Post Re: Class Super Items
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.


Thu May 30, 2013 5:02 am
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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.


I'm with CSE on this one. If I had to specify just one super item, it would have to be that Aura Overcharge for Fleet Commander. It sounds like it's just waiting to give a sniper prawn (let alone a t22 equivalent) ability to dps the most powerful base in mere seconds without any support at all.


Thu May 30, 2013 5:49 am
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Post Re: Class Super Items
JeffL wrote:
Teleportation Device - Upon triggering, initiate a charge up that takes 10 seconds, reduces speed by 75%, displays a graphical circle around the FC, and pops up a text with the galaxy name that the FC is warping to (for everyone in the galaxy to see.) After 10 seconds, instantly warp FC and all squad members that are within the circle to the galaxy the FC has chosen. FC must not be within 1000 range of any solar body to use, and it will attempt to warp him into the new galaxy at approximately the same coordinates, but will push out from the gal center if he would land too close to a solar body. Max distance is equal to Astral Travel. Upgraded version has a larger circle and has half the recharge time. Galaxies eligable for warping to are those with a permanent or temporary warp beacon drone owned by either a squad member, team member, himself, or a friendly NPC faction


I know traveltime is an issue, but I'm pretty sure this is going to be completely overpowered.

Say you want to pvb a gal but have trouble getting to it. Some travelship can race through enemy gals and die like 5 times to get to a, for example, dead connector gal, place this drone and then all of a sudden you got an entire squad of ships there. Catching the defending team completely off guard.

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Thu May 30, 2013 7:11 am
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Post Re: Class Super Items
Chances of your staff being able to implemtment this mess without it being balanced = 0

Therefore the chance of all these supers being useless = 100


Start small I can't even begin to imagine the headache all this lot will generate

So are we getting team skills + class rebalance + specials + t22 on this reset? 2 weeks time? For all this lot seriously?

Feel like a stranger in my own game now after reading all this lot.

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Thu May 30, 2013 8:00 am
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Post Re: Class Super Items
sabre198 wrote:
Chances of your staff being able to implemtment this mess without it being balanced = 0


So there's 0 risk of this being implemtmented without it being balanced first? Isn't that a good thing? More serious note: We have a test server, and some times it's being used. Let's hope it will be used for this.

sabre198 wrote:
So are we getting team skills + class rebalance + specials + t22 on this reset? 2 weeks time? For all this lot seriously?


Where does it say all of this will be implemented during this reset?

sabre198 wrote:
Feel like a stranger in my own game now after reading all this lot.


Hate to break it to you, but it's not your game. More serious note: Personally I'd rather have our dev team introduce half-assed stuff frequently, that is later tweaked, beefed and nerfed, than nothing at all.

How about you comment on the actual content instead?

Personally, I'm no fan of super items, but I'm guessing that's just 'cause I'm not used to it. It sounds like fun things, that'll stimulate more active playing, which will give an edge to single-char playing over MCing. I hope this stuff is introduced to test as soon as possible, so we can try it out and give feedback. Fun stuff on paper!

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Thu May 30, 2013 8:17 am
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Post Re: Class Super Items
How about you comment on the fucking thing instead of commentin on my comments.

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Thu May 30, 2013 8:28 am
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Post Re: Class Super Items
sabre198 wrote:
How about you comment on the fucking thing instead of commentin on my comments.


I did.

To further comment on the little I can (and re-direct this from cursing and poop flinging), here are my more detailed thoughts:

SD
Overdrive Device sounds more like fun than anything else. I suppose it could be useful too, in certain situatons. Would probably be good if charging is not _only_ based on dodging. Maybe have it charge with a timer, and have succesful dodging speed it up?

Escort Device - yes please. (Would be fun if it worked on bases too, to speed up pulling in your kit in Bvb!)

Seer
Plague device - so it'll be like a missile, with an STD? Will it be possible to target and shoot it down, like missiles?

Seventh Sense - this sounds a bit too powerful to me.

Berserker
Reactive Hull Explosion
If I was a zerk, I'd really prefer if it was more like the PW tsunami device, rather than bullets. If we're giving Gunners more area damage, then instantly grabbing aggro will probably be more important, compared to waiting for projectiles to connect.

Engineer
Supercapacitor is directed at the engineer's target, right? And not a self-buff...

Rejigger Repair Drone Device - anything named "Rejigger" has to be implemented. Would it be possible to RTS the drone, in case the range is really short and engineer doesn't want to sit where the drone is best needed?

Shield monkey
Shield Implosion... Hard to say anything without knowing the charge-time on it. Probably the item I get least excited about on the entire list.

Gunner
Super Nuke - I'm not experienced enough with SS math to tell how much a -50% resist debuff would actually mean, but... Sounds potentially broken, if you have several gunners chain-using this. These could be equipped on slaves too, right? (Through TSL if NB and one-per-char only.) Which means one single gunner could gives -50% resist for 6x3 seconds.

FC
Fighter recall - definately yes. Short re-charge time!

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Thu May 30, 2013 8:55 am
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Post Re: Class Super Items
If the Rejigger drone effect of +20% resistance includes transference resistance, it will be substantially less useful than otherwise. Also, the Berserker Shield Overload skill will be majorly nerfed by the recent (undesirable) change to envelopments which now block friendly shots. Finally, FC aura gens do NOT unequip or otherwise deactivate when the FC runs out of energy.

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Thu May 30, 2013 10:31 am
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Post Re: Class Super Items
I wonder why we have to tell Jeff these things. Is it really that much to ask for to get some quality assurance? :)


Thu May 30, 2013 11:49 am
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Post Re: Class Super Items
anilv wrote:
If the Rejigger drone effect of +20% resistance includes transference resistance, it will be substantially less useful than otherwise. Also, the Berserker Shield Overload skill will be majorly nerfed by the recent (undesirable) change to envelopments which now block friendly shots. Finally, FC aura gens do NOT unequip or otherwise deactivate when the FC runs out of energy.



Im pretty sure the super item is meant for solo play, however the envelopment change was silly change it back.

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Thu May 30, 2013 11:54 am
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Post Re: Class Super Items
Even if it's for solo play the drone will be nerfing its own healing.

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Thu May 30, 2013 11:58 am
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Post Re: Class Super Items
Doesnt say there will be a drone? From what i understand the zerk will get massive regain for 15 secs, then to charge the super item again you need to get hit instead of the traditional timed cooldown.

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Thu May 30, 2013 12:04 pm
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Post Re: Class Super Items
In general "resist all" does not include transference.

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Thu May 30, 2013 12:06 pm
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Post Re: Class Super Items
JeffL wrote:
In general "resist all" does not include transference.


Sup. Protection Drone does give transference resistance, which is why I was concerned.

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Thu May 30, 2013 12:08 pm
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