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2003-07-29, 03:56 PM | [Ignore Me] #1 | ||
Corporal
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1) Demolitions.
Prerequisite: combat engineering. This would essentially be a more powerful boomer that uses a timer instead of a remote switch. It could be set up to 20 minutes. unlike mines and boomers, shooting it causes it to explode, only somone else with this skill would be able to disable it without causing it to explode. It can also be fitted to enemy vehicles. Uses a normal ACE, but limited to laying 5 at a time 2) structual engineer Prerequisite: combat engineering This idea has been mentioneed before, but I think it would work well as a1 point cert. The ability to lay small defensive structures and barricades. (Maybe foxholes and mini-towers too). You could create little walls to prevent tanks and other large vehicles form entering a base. This could also be a way to implement force fields. These should be larger than an ACE so you would have to use a rifle slot to lay them. 3) Paramedic Prerequisite: adv. medic Allows you to place up to three "revive" devices on friendly units that gives the person wearing it the option to "revive on site" when they get killed. They gain back half their health but no armor. It acts similiar to the implant, but is a one-time use device. 4) Medical engineer prerequisite: adv. medic Can place mini-medical terms. these cannot be hacked by enemies, will repair health but not armor, and will last until the owner leaves the continent or logs off. Uses a a ACE-sized device to place. limit of 5 allowed to be placed. 5) Radar Jamming. prerequisite: adv. hacking allow use of a radar jamming device( uses a rifle slot). One option allows you to completely Jam a radar in a certain radius (1.5X typical SOI) meaning, that nothing will show up on any enemies radar. This would only last 1 minute, and could only be used once every 6 hours. The second option is to do a radar scramble, in which the enemy still sees what's on their radar, but FriendorFoe recognition doesn't work (everyone appears green). This lasts 5 minutes and can only be used once every 3 hours. 6) Telecom prerequisite: adv. hacking. allows use of portable radio kit (fills up a pistol slot). This device uses a special battery that drains quickly. Lets you eavesdrop on enemy chat channels. you must keep an enemy in the crosshairs of this device, and you will be able to receive everything he says, plus all of his squads communications. Defensively if you are being eavesdropped ( or somone in your squad is) and you have this skill, you will receive a notification if you are being monitored. You can also link this to the big dishes at the interlink facilities and gain access to enemy command chat, continent all, and global if you have the CR. Hooking it up to the dish, you can also pick any base on the continent and hear what is being broadcast. This only works if your empire controls the interlink facility. 7) Sticky cameras: Prerequisite: Sniper If you've played SplinterCell, you know what theses are. Little cameras that can be loaded as ammo into the sniper rifle ONLY. Once fired they stick to any surface, and you can use it to gain recon info. They are small and inconspicuous, but you can only see thru them after firing them, and you are vunerable to attack while looking thru them. Each one takes up the size of one box of sniper ammo. well, that's all I could come up with right now. Add some more please. Last edited by CrazyCrazy; 2003-07-29 at 06:30 PM. |
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2003-07-29, 04:18 PM | [Ignore Me] #2 | ||
Second Lieutenant
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Compression Armor (PreReq-Reinforced)
-Exactly like Reinforced, only 10% slower with more Backpack space. Thievery (PreReq-Hacking) -After Terminal has been hacked, allows access to Enemy Weapons too. Sonic Boots (PreReq-None) -Lets you gain 15% movement speed while running, but your stamina bar fills 15% slower Jet Boots (preReq-None) -Lets you jump higher with more stamina cost Lock Boots (PreReq-None) -Lets you lock down for a more stable CoF, 4 second delay on lock/unlock, 180* turn radius Nano-Suit (PreReq-Reinforced) -Slowly repairs itself when damaged, but has 125 armor and is 10% slower than Reinforced Pistol Training (PreReq-None) -Allows you to use two pistols at once if both are in weapons slots (No double pistols for Infils) Must be the same type of weapon. Accuracy is less than single pistol. Also increases single pistol CoF. Laser Target (PreReq-Med Assault) -Installs a Laser Pointer on your weapon. The place the next shot will hit has a red dot on it. |
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2003-07-29, 04:44 PM | [Ignore Me] #4 | ||
Private
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I like the laser targetting...
Would be cool to laser target an enemy AMS or something, and have a high altitude liberator drop bombs that all home in on the signal. Make it worth 2 certs... The laser beam itself would be invisible unless you were using darklight, in which case it would be a bright red. There'd need to be some way to prevent multiple people from all targetting different things and confusing the bombs, but it'd still be cool. --gos |
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2003-07-29, 04:58 PM | [Ignore Me] #6 | ||
Sergeant
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AWESOME IDEAS!
Especially the Compression Armor and Thievery! I don't think the lock boots would defeat the purpose of having a MAX. A MAX has 600-650 armor and a reinforced has 150. If you have a 4-sec lock/unlock timespan, not much time to react if you unlock or lock at the wrong time. Would defeinitely help with the MCG! |
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2003-07-29, 05:00 PM | [Ignore Me] #7 | ||
Not really. First of all it wouldn't defeat it since while in a MAX I'm assuming you can use the majority of these if any of them anyways and it would in no way defeat it, simply mimic it. Secondly that would be like saying personal shield defeats the NC MAX ability or the jump boots defeat the VS MAX ability.
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Happy lil' Elf, now Santa approved. -Immortalis Vita Its eating it's food. (Incorrect use of apostrophes specifically for UV) "Oni wont get banned, unless you get banned. Its a 2 man ticket."-Hamma to TekDragon re: his request to ban Oni. Life is good. |
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2003-07-29, 05:36 PM | [Ignore Me] #10 | |||
Corporal
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this is why is put the prerequesites in, so you would have had to specialize to get them. I think we need some 1 point certs. Once you reach level 20 you usually have to choose between a cert you don't realy want or having 1 or 2 cert points left unused. I forgot to mention, for the timed boomers, you should be able to place them directly on terminals and the generator. One more: Microwave Gun prereq: heavy assault a big gun that "cooks" enemies from the inside out. By-passes all armor and vehicles. You can kill everyone in a gal without hurting the vehicle. You can cook somone in a MAX suit without having to worry about their armor. the drawback would be it gets used up very fast, and has very large batteries (the size of liberator bombs). Last edited by CrazyCrazy; 2003-07-29 at 06:30 PM. |
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2003-07-29, 05:48 PM | [Ignore Me] #12 | |||
Colonel
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2003-07-29, 06:16 PM | [Ignore Me] #13 | ||
Second Lieutenant
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Bayonets and flashlights.
1, 5, 6, and 7 are all really nice. Laser targeting is the stupidest ever, that is all a reticle is... But dual pistols and the thievery of weapons sounds cool.
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look a post by vick is right above this |
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2003-07-29, 06:26 PM | [Ignore Me] #15 | ||
Corporal
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Modified some of yours, added in a few originals. Will revisit this later tonight when I get home from work.
1) Demolitions (1 Cert) Prerequisite: Combat Engineering Allows for the creation of heavy explosives to assist in base assaults. Using two standard ACEs, a person with this cert can lay a powerful DemoCharge capable of being attached to wall turrets, generators, spawn tubes and consoles. Taking a short time to deploy, the device can be set to explode after 1, 3, and 5 minutes. Combat Engineers can use their repair rifle to disable this device, while shooting a charge will prematurely detonate it. Only five DCs can be deployed at a time, and detonation is displayed via the chat pane. Note: Two DemoCharges are powerful enough to destroy a generator. 2) Structural Engineer (2 Certs) Prerequisite: Combat Engineering Using his repair rifle, a Structural Engineer (SE) can repair vehicles, deployables and turrets to 125% of their normal armor. In addition, this cert grants access to deployable barricades. Barricades are powerful enough to stop vehicles, and can take up to 12 decimator strikes before being destroyed. Like most deployables, they can be repaired by engineers and 3 can be laid at a time. A barricade must be deployed on flat terrain and cannot be placed against doors. 4) Medical Engineer (0 Certs - Available if prereqs met) Prerequisite: Medic, Combat Engineering Allows for the deployment of portable medical terminals (PMT) using a single ACE. A PMT can only be placed on a wall of base, tower, or bunker and contains an internal reservoir equivalent to one and a half medical applicator storage cans. Once used or damaged by enemy fire, the device deconstructs. 3 PMTs can be deployed at a time. 5) NTU Specialist (1 Cert) Prerequisite: Combat Engineering NTU Specialists are able to use the power of their BANK refill kits to temporarily power a console within a base that either lacks NTUs or a working generator. Using a repair rifle, 50 units are used to temporarily power a console. 6) Ammosmith (1 Cert) Prerequisite: Combat Engineering Allows for the creation of ammunition boxes in the field at 1 ACE : 2 box ratio for standard-sized ammo, and 1:1 for larger ammo boxes (AV and vehicle-sized). Also allows for the creation of the Riot Shield, useable by all persons with a free rifle slot. The Riot Shield contains 500 armor and cannot be repaired. 7) Empire Hacking (2 Cert) Prerequisite: Advanced Hacking Allows for the hacking of enemy equipment and vehicle terminals, allowing the user to purchase empire-specific weapons, MAX suits, and vehicles of the empire currently holding the base or tower. IDF panels on hacked doors will switch empires for a 30 second period unless hacked back. 8) Emplacement Hacking (1 Cert) Prerequisite: Advanced Hacking Allows for short-term hacking of wall turrets, and permanent hacking of enemy deployables. Using an EMP grenade, the user must first disable the device before hacking it. Spitfire turrets and motion centers will turn over to their control (deployable limits still apply) and wall turrets will turn to their empire's control for a short period. 9) Mechanic (1 Cert) Prerequisite: Engineering Using the repair rifle, a Mechanic can repair non-armor objects at twice the speed. 10) Target Painting (1 Cert) Prerequisite: Sniping Allows for the usage of a secondary mode on the sniper rifle that can paint a target with an infrared beam. While only the contact point of the beam is visible to the enemy, friendly units will be alerted to the location via a red blinking indicator on the mini-map and continent maps, similar in appearance to a mine. Squadmembers will be able to see a mini-waypoint on the location, useful for showing enemy AMS locations. Only one target can be painted at a time. |
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