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Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
I told everyone a week or so ago that I would be looking into class super items. I plan on doing that, but before I do so I want to find out what YOU the player thinks about the current Class Super Items.
Are they fun to use? Do they feel impactful? Do you bother using them? Let me know what you think, I haven't changed anything yet but I want to figure out what you the players think about them. _________________ http://www.starsonata.com/suggestions |
Mon Jul 11, 2016 9:37 am |
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Contributor
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Rank: Officer Main: SunDog60 Level: 6541 Joined: Sun Dec 25, 2011 2:15 pm Posts: 613 Location: Canada |
As a gunner, I can say that none of the superitems are incredibly useful though I haven't tried using the super nuke devices before.
The Matter / Anti-Matter Beam one is interesting, but simply doesn't do enough damage to be useful at endgame content. At least it looks and sounds cool so you can impress other classes with it on runs. The EMP missile is a very interesting idea but is entirely useless due to how weak it is, I think the dev who made it was afraid it may mess with balance if you could empty a random enemy's (or boss's) energybank. It also takes up a missile queue slot if I remember correctly, meaning you're replacing potential missile damage (and destruction debuff if your EMP is blown up) to sap the enemy's energy for a split second. _________________ T21 Skills and Dailies Guide - Personal Wiki Contributions - Monthly Wiki Contributions |
Mon Jul 11, 2016 10:00 am |
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Team:
Rank: Officer Main: Chrono Warrior Level: 5817 Joined: Sat Feb 16, 2013 1:36 pm Posts: 328 |
From my point of view, the only really useful class super-items are the Large Field Hospital for SHM, the Field Amp for FC, the Enraged Shield Redistribution Device for Zerk, and maybe the Heavy Thunder Drone for Engi. That is a rather small amount of useful super-items, and as pointed out by SunDog the gunner super-items are rather useless atm, the same goes for Seer and Sniper. Several of the items are just plain bad, like the Dirty Bomb Device for FC. I think that the under-performing super-items should be re-balanced, for example the Dirty Bomb Device could give some sort of radiation parasite that deals a large amount of damage over a long period of time. For items like the Sniper's Blind, it could give a massive aura boost, but only in a very small range (Could be useful in pvp or for stealth snipers). That's just some of my ideas, I may come up with more later.
Tl;dr: Most superitems suck, pls fix <3 - Chrono _________________ anilv wrote: #feelthethrm |
Mon Jul 11, 2016 11:51 am |
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Contributor
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Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
I'll add the Shield battery (shm) and Demon tracking device (SD) to the list of useful superitems.
_________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Mon Jul 11, 2016 12:56 pm |
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Main: GodSteel
Level: 3170 Joined: Mon Oct 18, 2010 9:23 am Posts: 272 |
Chrono Warrior wrote: From my point of view, the only really useful class super-items are the Large Field Hospital for SHM, the Field Amp for FC, the Enraged Shield Redistribution Device for Zerk, and maybe the Heavy Thunder Drone for Engi. That is a rather small amount of useful super-items, and as pointed out by SunDog the gunner super-items are rather useless atm, the same goes for Seer and Sniper. Several of the items are just plain bad, like the Dirty Bomb Device for FC. I think that the under-performing super-items should be re-balanced, for example the Dirty Bomb Device could give some sort of radiation parasite that deals a large amount of damage over a long period of time. For items like the Sniper's Blind, it could give a massive aura boost, but only in a very small range (Could be useful in pvp or for stealth snipers). That's just some of my ideas, I may come up with more later. Tl;dr: Most superitems suck, pls fix <3 - Chrono Sniper's blind has nice aura with flat damage bonus. It stacks nicely with high rof weapons. I used it many times. |
Mon Jul 11, 2016 1:32 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
Would be nice if someone could list what all the super items do, i have no idea what most of them do.
_________________ "I still miss the Crack Whores..." - Jeff_L |
Mon Jul 11, 2016 2:59 pm |
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Team:
Rank: Officer Main: Chrono Warrior Level: 5817 Joined: Sat Feb 16, 2013 1:36 pm Posts: 328 |
heylo wrote: I'll add the Shield battery (shm) and Demon tracking device (SD) to the list of useful superitems. I would agree with you there. Godsteel wrote: Sniper's blind has nice aura with flat damage bonus. It stacks nicely with high rof weapons. I used it many times. What I mean is, I would like it to be a weak drone that has high vis, a long cooldown, and a short/very short range aura (Probably 100 distance) that gives a bigger bonus than it already gives, something along the lines boosting projectile speed and range in addition to a RoF and/or Damage boost. Since it is a high vis drone, it becomes a target, and considering you have to be very close to it for it to give it's awesome aura, you yourself also become a target. My aim for this suggestion is to make this useful in both runs/pvp. For example, you are fighting EE22 and you get him low, but in the process your FC goes down, and as such, he can no longer use his amp to burst the boss and your squad mates start to die. But wait! You fly out 2k and lay your sniper's blind, which gives you the ability to burst down the boss and save the run. I know this is an extreme example, but that's the kind of functionality I would like to see from super-items in general, that they be used to help in runs, and also have functionality in pvp/pvb because of their usefulness. One of the reasons super-items like the FC's Field Amp, and the SHM's Large Hospital are so good, is their versatility, they can be used in a wide variety of situations and circumstances. As it stands now, only a handful of super-items are functional in all kinds of circumstances. If you re-balance the super-items according to versatility, I think you will see that they will be used more, and make setups and runs different and unique. Wouldn't it be something if peeps not only built their setups based around augs, but also super-items?! Tl;dr: In my opinion super-items need to be made more versatile. - Chrono _________________ anilv wrote: #feelthethrm |
Mon Jul 11, 2016 3:36 pm |
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Team:
Rank: Councilor Main: Xonok6 Level: 602 Joined: Fri Jul 11, 2008 4:31 am Posts: 861 |
My own personal list of useless superitems, after having played every class:
Dirty Bomb - Doesn't hit anything, ever. Berserker Engagement - Doesn't give much mobility or damage, so it doesn't really do anything. Shield Redistribution - The healing is negligible. Maybe higher tech version is better? A shield cerate or something like it beats it easily. Hull Explosion - Semi-useless because it pushes the target away. Flak Device - No damage because enemies don't get hit by multiple bullets. The only thing this super can be used for is agroing stealthy non-hostile AI(aka, dark commerce). For a sniper, that role makes no sense. Super Bug - Useless because even though it eventually does something on some AI it slows down the fight so much that it's a waste of time. Cloakpedo Platform - Useless because although it deals damage the efficiency of doing that is far below normal seer DPE and it doesn't work for high DPS builds due to being so slow to use. Demon Tracking Device - Although useful, it has no reason to be tech 5. There is no way a tech 5 player would gain any reasonable use out of wasting 12k energy and removing their energy reg for ages. Escort Device - Negligible speed boost for others and a diffuser that requires special treatment to use it. Even then, the diffuser blows up pretty much instantly. |
Tue Jul 12, 2016 8:21 am |
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Member
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Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
when I tried to use snipers blind every ai from miles around suddenly headed for it as soon as i dropped it. it certainly didnt make them blind
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Tue Jul 12, 2016 8:34 am |
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Team:
Rank: Soldier Main: LemonPrime Level: 8117 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
OP as fuck: FC field amp.
Useful: ShM Shield Booster, ShM Field Hospital, SD Tracking Device. Useless: the rest _________________ Lemon/Meo |
Tue Jul 12, 2016 2:28 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
From reading most of these post. It's clear no one knows wtf most super items do lol
_________________ "I still miss the Crack Whores..." - Jeff_L |
Tue Jul 12, 2016 4:43 pm |
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Contributor
Team:
Rank: Soldier Main: Hober Mallow Level: 4921 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
redalert150 wrote: From reading most of these post. It's clear no one knows wtf most super items do lol I'd say I didn't focus my questions well enough. Some of the items people are calling totally useless are items other people are really excited about or really like using. The Shield Monkey Inversion device, Berserker Engagement and Explosive bullet hell device and the Sniper Blind are all really and interesting devices tbh... I'm less interested in "This device sucks. Change it" and more interested in "This device sucks because ABC, if it worked like XYZ then I would use it". I will acknowledge that the Seer super items are universally useless. Like totally useless... like really really useless lol. And all of the Speed Demon items except the Overdrive device are useless too. And the Sniper Flak Cannon and Ricochet device. I'm more so looking for not so obvious "Feels really bad" super items, ones where you don't use them because they're really bad... not because of a preference. A good example of what I mean by really bad is the Gunner Nuke missile. It's just bad all around and feels terrible to use even when it does land. _________________ http://www.starsonata.com/suggestions |
Tue Jul 12, 2016 5:44 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
I would give you feedback but like i said i have no idea what they do xD when i tested them when they first came out we didnt have the ship stat window and i havent tested them since.
And you know nothing in this game has a description to what it actually does. _________________ "I still miss the Crack Whores..." - Jeff_L |
Tue Jul 12, 2016 8:23 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
Something useful for snipers could be something just like the shield battery for monks but for energy instead.
_________________ "I still miss the Crack Whores..." - Jeff_L |
Tue Jul 12, 2016 9:03 pm |
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Team:
Rank: Councilor Main: Xonok6 Level: 602 Joined: Fri Jul 11, 2008 4:31 am Posts: 861 |
redalert150 wrote: Something useful for snipers could be something just like the shield battery for monks but for energy instead. Engineers have that. Would take a fairly specialized build to get any use out of it though. |
Wed Jul 13, 2016 2:47 am |
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