@PurrfectStorm Class Abilities - PlanetSide Universe
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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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