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Old 2004-02-06, 05:12 PM   [Ignore Me] #1
martyr
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Lightbulb Stamina CC Module


suggestion:
Replace the Speed and/or Healing Core module(s) with a Stamina module.
description:
A core combat module that recharges stamina at an increased rate
improvement because:
it's more dynamic: those that feel they need healing frequently probably will have regeneration implants, those that need speed will have surge.
Additionally, it gives defenders their choice of darklight, audio, etc. This is a defensive advantage, which fills the original design intent.

editorial note:
I see pain and shield mods come out the most, we always turned down healing and speed ("those are lame"), and I see this trend continuing. With the introduction of handheld CC weapon rechargers, the equipment module is going to rise a few notches in importance, putting speed and healing even farther behind.

I realize that it's not the intent of CC to have a set of "balanced" mods, but i know that the devs (rightfully) feel bad about not really having enough useful, worthwhile content in core combat. I'll also point out that i was in the core combat beta, and as a result, never purchased core combat.


thoughts/opinions, obviously
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Old 2004-02-06, 05:26 PM   [Ignore Me] #2
Rbstr
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Great idea!
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Old 2004-02-06, 05:43 PM   [Ignore Me] #3
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Add it to speed since the footspeed increase is either unnoticable or nonfunctional.
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Old 2004-02-06, 06:45 PM   [Ignore Me] #4
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This would be a huge defence buff. Great idea!
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Old 2004-02-06, 09:11 PM   [Ignore Me] #5
l3lizz4rd
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Originally Posted by martyr
suggestion:
A core combat module that recharges stamina at an increased rate
One word.


Surgile.
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Old 2004-02-06, 09:20 PM   [Ignore Me] #6
Rbstr
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It only works in friendly SOI's i assume, so to me Sugiles are a non-issue here
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Old 2004-02-07, 12:23 AM   [Ignore Me] #7
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Originally Posted by Rbstr
It only works in friendly SOI's i assume, so to me Sugiles are a non-issue here
Are you kidding? Can you imagine a base defended by a swarm of Surgiles with that module in place? It would be insane.
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Old 2004-02-07, 12:25 AM   [Ignore Me] #8
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Well surge uses alot more stamina than DL, AA, and AT
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Old 2004-02-07, 01:32 AM   [Ignore Me] #9
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Tag it onto the health module, no reason to get rid of healing when this would fit into it just fine.
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Old 2004-02-07, 04:05 AM   [Ignore Me] #10
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This sounds like a good idea. If it was not for the nightmare surgile defense scenario, I'd be quite enthusiastic. However, the above poster is right, making Jackhammer users faster and less predictable in their movements on defense would be a huge pain.
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Old 2004-02-07, 05:23 AM   [Ignore Me] #11
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It's funny how you people assume only the NC can spawn surgiles.

Shield
Pain
Equipment/Vehicle*
Health
Speed

*Equipment comes before Vehicle when defending and vice versa
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Old 2004-02-07, 08:14 AM   [Ignore Me] #12
Neon Apocalypse
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i never purchased CC either, but i was in Beta, and i didnt really like fightinf in the caves, it was too much running around in a maze and hiding
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Old 2004-02-07, 11:12 AM   [Ignore Me] #13
UncleDynamite
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I too think this is a great idea. Defending surgiles might be a problem, but I suppose the module could be tweaked so stamina only regains when one's not using surge.
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Old 2004-02-07, 12:16 PM   [Ignore Me] #14
EarlyDawn
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Originally Posted by Incompetent
Tag it onto the health module, no reason to get rid of healing when this would fit into it just fine.
I disagree.

"Solo Modules"
Pain- Pain field over key areas of base
Shield- Forcefield over gates

"Bi-Modules"
Equipment- AT weapons/Faster MAX times
Vehicle- AT vehicles, Faster AT vehicle timers.
Health- Increased maximum health, regeneration in SOI
Speed- Faster respawn, plus a footspeed increase that is either unnoticable or nonfunctional. Letting it regenerate stamina would bring it back into balance.
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