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Post Re: Class Super Items
All of this stuff sounds pretty epic, like scy said though i would rather a tsunami device type aggro grabber for zerk instead of bullets. Even though its going to cause a shit ton of lag for me :x

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Thu May 30, 2013 12:09 pm
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Post Re: Class Super Items
Speed Demon

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

will be crap if as poor as chariot blades

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.

sounds good

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.

sounds good


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.

whats the point in the spray of bullets its good enough without that gimmik

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.

again why the crappy spray of bullets just let it do its desired effect of upping aggro

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.

completely useless to a zerker being healed in a party


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.

probably shit but looks good

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

fuck knows how ur gonna code this sounds like as above a gimmik with no dps

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

sounds ok auras for sniper basically

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.

probably useless but after getting shafted 50 elec its a go-er by me

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.

what the fuck does an engineer need 20% firing rate for, unless its drones

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.

bound to miss targets too big for z axis, but otherwise, whatever


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.

Actually sounds nice if it doesnt take 1k hull or some retarded gotcha

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.)

sounds nice

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.

useless pile of crap like sin of the times


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.

sizeable area effect but shit damage probably

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.

sounds nice

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.

sounds broken but i like it :P

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.

sounds cool but as a prev poster said shouldnt be used to jump right into enemy space avoiding defenses

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%

yeh boi

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

Soo sick of losing fighters to dumb shit like hawks. This one is my favorite and long overdue


Thu May 30, 2013 12:12 pm
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Post Re: Class Super Items
Put this all up on test server this weekend so we can test it?

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Thu May 30, 2013 12:14 pm
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Post Re: Class Super Items
JeffL wrote:
Seer

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.

That idea does appeal to me. If Lincin-type weapons remain an effective choice for seer, it'll on the one hand make them even better while on the other hand making it a choice whether you want to be tanky or lincin somebody to death and blow up the diff.
I do however not like the idea of spawning a permanent diffuser. Would it be possible to have it decay after a couple of minutes?
JeffL wrote:
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.

Unless the physical bullets have negative impact force (i.e. pull targets instead of pushing), that might be somewhat counter productive in engaging a group of enemies.

JeffL wrote:
Sniper

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

Not a fan of +fixed damage as it has the potential to be either quite pointless or really, really good on weapons with high RoF and lots of projectiles


In general I'm not a fan of weapon-like super items that are supposed to provide damage as they lack scaling, while percentage based tweaks or buffs will always be equally useful

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Thu May 30, 2013 12:17 pm
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Post Re: Class Super Items
These mostly look interesting.

For the Engineer drone, as Enk said, make sure it does not add trans resist as currently every single resist aura that includes more than one damage type that I know of adds trans resist. Zerk aura, Prawn aura, Sup Prot, Bubble(?), Ada Proj Field. This means that instead of a resist buff it actually translates to a shield bank boost.

For the FC Travel System we would make it so beacons cannot be dropped in owned space, just teaches people to make sure their team space has no holes. That or there is a warning when one is dropped.

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Thu May 30, 2013 8:07 pm
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Post Re: Class Super Items
Chaosking3 wrote:
For the FC Travel System we would make it so beacons cannot be dropped in owned space, just teaches people to make sure their team space has no holes. That or there is a warning when one is dropped.


Do it like EVE.

The warp beacon is a kind of destructible entity (like eve), so if you kill it before the squad can jump, so in SS, they end up somewhere else randomly across the entire jump range. Deploying a beacon will produce a big fat warning into whoever's teamchat you're jumping too (like eve), and as soon as you enter, you gain aggro from that team. The beacon cannot be stealthed (like eve) but won't attract personal aggro itself from the bases until the squad lands.

Or you gain aggro if that team has the galaxy protected.


Thu May 30, 2013 10:48 pm
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Post Re: Class Super Items
JeffL wrote:
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.

FUCK YES.

Also, I called it on the first idea. Props to listening and it's a great, balanced modification to what I suggested.




Edit: What do you think about damage-based chargeups for some specials?

For example- Zerker's Rage*: increase damage by 100% for 5 seconds. Charge required: 100,000 damage (transference weapons will not un-charge this)

*may be a totally unbalanced and stupid idea but it's an example.

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Sun Jun 02, 2013 9:41 am
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Post Re: Class Super Items
That is actually an epic idea.

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Sun Jun 02, 2013 12:26 pm
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Post Re: Class Super Items
The Shield Monkey super that takes 5k shields and does 5k damage to a target (as long as the target has 5k to lose) would be a lot more awesome if it were "true damage" (irrespective of resists).

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Sun Jun 02, 2013 8:52 pm
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Post Re: Class Super Items
True damage is a door I would personally rather keep closed in SS. My only reasoning is that set-ups are not flexible, when you aug for something at the end game changing the whole set-up is not really an option and an entire second set-up is going to cost just as much as the first. In games where everything is in motion it is one thing but SS is just to consistent set-up wise.

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Sun Jun 02, 2013 9:31 pm
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Post Re: Class Super Items
Chaosking3 wrote:
True damage is a door I would personally rather keep closed in SS. My only reasoning is that set-ups are not flexible, when you aug for something at the end game changing the whole set-up is not really an option and an entire second set-up is going to cost just as much as the first. In games where everything is in motion it is one thing but SS is just to consistent set-up wise.


I don't see how that paragraph is an argument for the 1st sentence. This would be an untweakable, un-augmentable source of a moderate amount of true damage.

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Sun Jun 02, 2013 9:55 pm
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Post Re: Class Super Items
anilv wrote:
Chaosking3 wrote:
True damage is a door I would personally rather keep closed in SS. My only reasoning is that set-ups are not flexible, when you aug for something at the end game changing the whole set-up is not really an option and an entire second set-up is going to cost just as much as the first. In games where everything is in motion it is one thing but SS is just to consistent set-up wise.


I don't see how that paragraph is an argument for the 1st sentence. This would be an untweakable, un-augmentable source of a moderate amount of true damage.


Or huge source of true damage if bound to specific a ship rather than being a class locked non-sticky item. I love the idea of true damage, but I don't like it being a generic mechanic. Either you do a little/low true damage that is a quick fire item, or it's some super long cooldown (2-3mins should do) mega blast.

However, I do like the idea of the "healer" potentially being a dangerous thing to attack. Most games have the healer as a fragile class with no damage, or damage bound to specific instances like white magic, which is good for undead but not everything is undead. Attacking the "weak" healer only for it to unleash some heavy burst would be a good deterrent.


Sun Jun 02, 2013 10:11 pm
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Post Re: Class Super Items
anilv wrote:
Chaosking3 wrote:
True damage is a door I would personally rather keep closed in SS. My only reasoning is that set-ups are not flexible, when you aug for something at the end game changing the whole set-up is not really an option and an entire second set-up is going to cost just as much as the first. In games where everything is in motion it is one thing but SS is just to consistent set-up wise.


I don't see how that paragraph is an argument for the 1st sentence. This would be an untweakable, un-augmentable source of a moderate amount of true damage.

My argument is I would rather that not be introduced in any way to SS. Why stop at one crappy SSS for one class? Sooner or later it would be put into other things and since we are presenting opinions I figured mine held as much weight as the next person's. I don't see how your sentence is in any way an argument for my paragraph.

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Mon Jun 03, 2013 1:02 am
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Post Re: Class Super Items
anilv wrote:
Sup. Protection Drone does give transference resistance, which is why I was concerned.


I guess you are right. "Resist all" auras do add resistance to transference while "resist all" aug stat does not. I can't remember if that's intentional or not.

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Mon Jun 03, 2013 9:32 pm
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Post Re: Class Super Items
ripcurl111 wrote:
Put this all up on test server this weekend so we can test it?


None of this is implemented yet. The main idea of the voting on suggestions is that you guys give us priority on what you want implemented first.

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Mon Jun 03, 2013 9:35 pm
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