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PSU: Playing "catch" with a Vanguard shell. Not a good idea.
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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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