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Old 2012-01-09, 01:58 PM   [Ignore Me] #1
Tikuto
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Lightbulb @PurrfectStorm Class Abilities


@PurrfectStorm

Originally Posted by @PurrfectStorm
Back to work! Having fun working on some @planetside2 class abilities. =] Have any that you'd like to see in game? #BeCreative #PlanetSide2
PlanetSide 2 wants suggestions on class abilities. Pour your thoughts out!


Command Abilities
  • 'Concentrated <alien-tech> Psionic Discharger' (Command ability?) - repeatedly pulsating to distort player's visual.
  • 'Air Strike' - Empire-specific design of robotic aircraft. Thundering and decloaking upon destination unleashing explosion and lingering black smoke.
  • 'EMP Blast' - So awesome...
  • Nanite Electrothermic Decomposition (N.E.D.) Bomb - Command has special remote sticky-bomb; a Nanite Bomb which can be planted anywhere and detonated remotely. This is a delicate variation of EMP blast with extras. These Nanites disrupt electronic function and degrade Nanite System constructs but do not permanently halt electronic circuitry. Appears like a spreading sparkly mould. A concept of 'Nanite Bombs'.
    • Enemy Nanite Systems including respawns take longer to complete task.
      Greater respawn nausea (Visual defect at Respawn)
    • Enemy Nanite Systems constructions have reduced integrity.
    • Engineer can disarm satchel before it's detonated.
    • Longer duration than E.M.P. Blast.
  • 'Orbital Strike' - So awesome...
  • 'Reveal Enemy' - So awesome...
  • 'Imperial Warship' - All continental leaders of sorts vote towards raking resources to create a huge mofo in the sky. Very sacrificial & time-consuming though very rewarding. Empire-specific designs.
    • Vote triggered by the responsible Outfit leader.
    • Fully remotely Map-controlled (by priority of Outfit ownership).
    • Fully manual Cockpit-controlled (Outfit leader or officer)
    • 100% visible on enemy radar/map.
    • An active 'Imperial Warship' denies Empire use of Orbital Strike .. for safety reasons.
    • [1] Robotised turrets, [2] Manual Gunner override (respawn inside), [3] Gunner priority to Outfit members (respawn inside).

Class Abilities
  • Tweak - Engineer buffs mechanical performance. Buff ends when vehicle or MAX is <15% Health/Armor.
  • Salvage - Engineers can salvage wreckages and deployables. This prevents the need for combat engineers going back to terminals to re-supply.
    • Salvage wreckages to resupply.
    • Salvage 'disowned' friendly deployables.
    • Disarm and re-use 'timed-out' enemy deployables.
    • Relocate their own personal deployables.
  • Momentum - MAX passive ability triggered when running. Causes knock-back on 'softies'. Animation & sound included.
  • Strut (cool animation!!) - All MAX units exerts over-confidence and imposing dread upon their enemies. Walking and gunning is stabilized by the MAX suit. Zero reticule expansion when walking comparable to other armors. Overlaps [WALK+SHOOT] keys.
  • Revive - Medic throws adrenaline syringes for incapacitated players to self-revive. Short-term invulnerability. Similar visual-screen representation as 'Pre-med'
  • Pre-med; - Infiltrator premeditates an immediate task. Short-term improved physical & task performance. Buff ends when task complete. Very long recharge. Similar visual-screen representation as 'Revive'.
  • or Burst - The infiltrator has much less luggage and so is logically able to move around quicker. When rested after 6 Seconds of no movement (charge-up) the Infiltrator Burst-runs for 1.5 Seconds. Overlaps [RUN] key.
  • Synapses - Heavy Assault is a real head-strong mean fucker. The HA will stumble but stay alive for another 3.5 seconds before collapsing indefinately. Auto-activates at <0.1 Health when available. Long recharge. Similar to Second Wind.
  • Thrust! - Light Assault jetpacks can directionally burst forward. More effective combined with [JUMP]. Can contribute for rapid escapes. Disorientates close-range enemies within thickened cloud. No recharge. Depends on energy source.
  • Propulse - The specialized driver class has automatically-attached a powerful vehicular propulsion device to aid the professional driver. Does not apply to air vehicles.
  • Super-Sonic! - Under correct weather conditions the pilot can freely engage in super-sonic flight speeds. Very handy!
  • Nanite Bomb - Entrusted to the most responsible and most diligent. Nanite warfare can equal biochemical warfare, which can be pandemic. Advantage is Nanites are controlled, short-lived unlike nuclear fallout and potentially eco-friendly though highly securely compromised.
  • Ranging - Power Rangers.

Outfit Specializations
  • Guerrillas - Experts in concealment and ambush. Whilst undetected in every possible way you're granted +DAMAGE buff while simultaneously in your 'outfit-squad' under correct undetected conditions will all receive the prolonged buff. A successful strike prolongs that buff ## Seconds during detection. Can also hold breath under water much longer.
  • Rangers - Zero fatigue on handling barrelled weapons and specialized in open-field combat. Fatigue-exemption excludes MAX and vehicle's primary. Optimized range (not Increased) and UI supporting player-judgement of distances of everything.
  • Spartans - Ideal for Heavy Assault specialists. Ancients of War. Martial prowess. Anatomists. Able to shorten the threshold of victory within long stalemate battles. The instigators of battle receive a sword instead of a knife (MAX, Light Assault, Heavy Assault, Infiltrator, leader & officers). Everyone together have a relentless Outfit-target to achieve. Minor extended survivability/durability.
    • Zero fatigue with melee attacks. Swift & precise.
    • Outfit is rewarded with accumulating survivability/durability buffs. Becomes harder for Outfit to achieve each time.
    • Personal end-target reward is identified as a 'Prestige' where your whole character's physiological fatigue is temporarily non-existant + exertion of emotional blood-lust (audio representation using common intimidating vocals).
    • (OUTFIT MORALE LVL: 1, 2, 3, 4 up to PERSONAL PRESTIGE LVL: 5) Victims of Prestige may respawn faster.
  • Mechanists - Everyone granted free training of additional certification of transport vehicles except Galaxy. This free certification is interchangeable at any time. A distinct improvement of ground vehicle maneuverability for driver class members only.
  • Gladiators - MAX unit specialists.
  • Aviators - A distinct improvement of aircraft capability/maneuverability resulting in much greater aerial performance. Potential to create unbelievably impressive feats, co-operatively.
  • Battalion - Somehow aids each member in coordinating large population of Outfit members additionally supported by contribution of other non-Outfit players (co-operation).
    • (HORIZONTAL VICINITY OF MULTIPLE ARMOURY & TRANSPORTS CONTAINING PLAYERS. NOT INDIVIDUAL FOOTSOLDIERS)
    • Continental mobilization triggers stimulating receptive audio-physiology inspiring whole Empire (awesome music!!)
    Outfit rewarded with earnest-responsibility of an on-demand lesser 'Battalion Warship'. Nanite Systems design. Fully robotised automated requiring one commander (Outfit-only) and his Battalion. No Gunner seats like 'Imperial Warship'.
    • Longevity of 'Battalion Warship' depends on 99% Empire support.
  • Corporate - The outfit somehow works with the territorial system. Accumulation of territorial markings... etc...?
  • Industry - The outfit somehow works with the resources system. Efficiency of facility resource-processing... maybe...?
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Last edited by Tikuto; 2012-03-21 at 04:43 PM.
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Old 2012-01-09, 02:11 PM   [Ignore Me] #2
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Re: @PurrfectStorm Class Abilities


We can't really suggest anything as there is no info on classes yet. All we know is there's a semi-cloaked sniper, we're not even 100% sure if it's a branch of cloaker or a standalone class.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-01-09, 02:16 PM   [Ignore Me] #3
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Re: @PurrfectStorm Class Abilities


  • Engineer - ability to perform sidegrade swaps on vehicles and weapons (especially on MAXes) in the field, in the presence of an equipment terminal (one at bunker, tower, or in places where the vehicle would have to retreat back to a base or gal/lodestar to perform the change).
  • Engineer - ability to "overclock" sidegrade components (would need you to have that component first trained through its separate tree - i.e. you can only "overclock" what you know how to use). Intended primarily for electronic systems - things like AA targeting or shields (overclock the processor responsible for projectile tracking so no rounds miss the scythe) - but the component has to be replaced after the effect has worn off (if in the field, need the help of an engineer with the above ability).

That's all I can think of right now.
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Old 2012-01-09, 02:31 PM   [Ignore Me] #4
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Re: @PurrfectStorm Class Abilities


Oh hell, why not...
  • Medic: Heartbeat Sensor. Active ability that just shows heartbeats of soldiers through solid objects. You can hear both enemies and allies through walls, but cannot distinguish them. Heartbeat of fallen soldiers slowly decreases depending on how much time they have left until full death.
  • MAXes: Melee.
  • Jumpjet infantry: Smoke Screen. Losing all jumppack charge they release a cloud of smoke around them.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-01-09, 02:33 PM   [Ignore Me] #5
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Re: @PurrfectStorm Class Abilities


Originally Posted by NewSith View Post
Oh hell, why not...
  • Jumpjet infantry: Smoke Screen. Losing all jumppack charge they release a cloud of smoke around them.
who farted

guys, don't post them here. tweet them @purrfectstorm on twitter. if you dont have a twitter account get one. hundreds/thousands of people following their twitter accounts helps ps2's preliminary press plan
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Old 2012-01-09, 02:38 PM   [Ignore Me] #6
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Re: @PurrfectStorm Class Abilities


Originally Posted by acosmo View Post
guys, don't post them here. tweet them @purrfectstorm on twitter. if you dont have a twitter account get one. hundreds/thousands of people following their twitter accounts helps ps2's preliminary press plan
We all do. I'm also quite sure Purr visits this forum. But, well, if you insist...
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-01-09, 02:45 PM   [Ignore Me] #7
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Re: @PurrfectStorm Class Abilities


Commander abilities (OK, not class abilities, but a skills, but let's just brainstorm!).

TR - Extra shift (maybe outfit ability?) Constant state of war demands higher output of our factories, and each member of the Republic takes his share of the efforts. You can pull tech with lower timers, but at a higher cost. The higher the skill is, the shorter the timers and/or lower the extra cost will be.

NC - Deficit management (maybe outfit ability?) The constant lack of resources trained NC brass to cut the edges so their commanders became pro when it comes to improvise or work with low input. You can purchase tech at lower resource costs - but your timer gets a bit longer. The higher the skill, the higher the discount and/or lower the delay will be.

VS - Whispering Vanu Vanu chooses his favourites in the ranks of his followers and grants them special insight. The commander with this skill can use "reveal'-like power, the higher the skill, the more often he can use it or the more detail he gets about friendly/enemy operations.

OK - it is offtopic, but may trigger a good idea in someone's head...
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Old 2012-01-09, 02:47 PM   [Ignore Me] #8
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Re: @PurrfectStorm Class Abilities


Originally Posted by acosmo View Post
who farted

guys, don't post them here. tweet them @purrfectstorm on twitter. if you dont have a twitter account get one. hundreds/thousands of people following their twitter accounts helps ps2's preliminary press plan
Just post here, help each other with ideas - and 140 characters aren't enough to describe a good idea!
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Old 2012-01-09, 02:54 PM   [Ignore Me] #9
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Re: @PurrfectStorm Class Abilities


Originally Posted by Trolltaxi View Post
Just post here, help each other with ideas - and 140 characters aren't enough to describe a good idea!
twitter helps because if anyone has an issue with tl;dr, it's the ps2 dev team
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Old 2012-01-09, 03:03 PM   [Ignore Me] #10
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Re: @PurrfectStorm Class Abilities


Originally Posted by acosmo View Post
twitter helps because if anyone has an issue with tl;dr, it's the ps2 dev team
Well,
  • Text formatting
  • Upper Case Letters
  • Bold
  • Italic
  • Colours
...really help to make the text easy to read.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-01-09, 03:10 PM   [Ignore Me] #11
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Re: @PurrfectStorm Class Abilities


im not saying they don't, but i'm not saying the dev team is colorblind either.
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Old 2012-01-09, 05:54 PM   [Ignore Me] #12
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Re: @PurrfectStorm Class Abilities


[QUOTE=Trolltaxi;622405]Commander abilities (OK, not class abilities, but a skills, but let's just brainstorm!).

TR - Extra shift (maybe outfit ability?) Constant state of war demands higher output of our factories, and each member of the Republic takes his share of the efforts. You can pull tech with lower timers, but at a higher cost. The higher the skill is, the shorter the timers and/or lower the extra cost will be.

NC - Deficit management (maybe outfit ability?) The constant lack of resources trained NC brass to cut the edges so their commanders became pro when it comes to improvise or work with low input. You can purchase tech at lower resource costs - but your timer gets a bit longer. The higher the skill, the higher the discount and/or lower the delay will be.

VS - Whispering Vanu Vanu chooses his favourites in the ranks of his followers and grants them special insight. The commander with this skill can use "reveal'-like power, the higher the skill, the more often he can use it or the more detail he gets about friendly/enemy operations.

I don't know if these will make it in, but i REALLY love the sound of ideas like this. They seem EXTREMELY appropriate for the information we've received about each faction so far, and they seem like appropriate side-grades (ie- they provide an awesome bonus and are balanced by a cost). Nicely done, Taxi. You've got my vote.


~Zachariah
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Old 2012-01-10, 05:33 AM   [Ignore Me] #13
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Re: @PurrfectStorm Class Abilities


Moar abilitehz pl0x.
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Old 2012-01-10, 08:27 AM   [Ignore Me] #14
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Re: @PurrfectStorm Class Abilities


don´t use twitter or facebook and never will!

engineer class ideas:

being able to put up tripods for the heavy assault machinegun guys to put their gun on, increasing their accuracy.
other nice things, an engineer could do to ha machineguns:

beltfeeding to increase bullet output and remove reload times.
shieldfeeding to enable a little covershield around the gunners barrel like this: http://t2.gstatic.com/images?q=tbn:A...d0hx4ac9MiEoNh

buffing vehicle systems in the field. would work like the wallturret upgrading but on vehicles. choose from a menu what ability you want to boost and the vehicle will get a bonus for 2-5 minutes. like overclocking ammofeeding to enhance reload time, overclocking barrelcooling to enhance firerate, install nanite round-dispenser to let the tank fire without losing ammo for a short time, install (or overclock if its already standard) vehicle shield, there are loads of possibilitys. but only one can be active at a time!

medics should also get possibilitys to buff, but only on soldiers of course.
like increase the eyeperformance to get better zoom, adrenaline boost for running faster, special tranquilizer to remove flattering hands and increase accuracy and penis enlargement pills for the vs.


another great thing would be a holosoldier. i guess it would be engineer, or maybe cloaker. a kind of mine that spawns a holographic soldier right on top of it. lay it behind cover and the enemy thinks there is a sniper sitting there. when laid in the open, the "mine" under the holo is visible and can be shot.
the holoduke cannot do anything maybe it has some random ducking, aiming, reloading or even firing animations, but it does no damage whatsoever. it´s just distraction.
own empire players will see it´s not a real player by a HOLO over the head, or some other method.
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Old 2012-01-10, 01:55 PM   [Ignore Me] #15
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Re: @PurrfectStorm Class Abilities


I like the idea of not buffing statistic because then the game doesn't a becomes a stat-based pvp. Players with the most stats wins by average as per fucking usual! Stat-based PvP is damned shit tbh, and so they ought to be subtle yet still counter-balanced.

Last edited by Tikuto; 2012-03-09 at 08:24 AM.
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