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2013-06-15, 01:13 PM | [Ignore Me] #46 | ||
Corporal
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Interesting take.
I see implants as fleshing out specific roles not yet covered by the classes, given an optimal implementation. Although I'm sure it will be less than optimal. Anyway stuff like: Darklight creating specialized infiltrator hunters. Or a new spotting system specifically designed to support vehicle users. |
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2013-06-17, 01:50 AM | [Ignore Me] #47 | ||||
Private
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Anywho, my only gripe with hp regen implants is that at the moment the only thing balancing out these medkits are that you can't take stuff like AT mines, Ammo Boxes, AI mines or C4. That's just my opinion on it though. |
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2014-05-20, 04:28 PM | [Ignore Me] #48 | ||
Private
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Vehicle Weakspot Scanner
-Marks weakspots on a spotted vehicle. If a player who is using Vehicle Weakspot Scanner hits a weakspot with any kind of weapon, then the projectile deals critical damage to the vehicle based on the type of weapon used(small arms deal low damage while heavy arms deal significant damage) and also have a chance of inflicting the following effects: -immobilized (can't move) if the hit occured near the engine or tracks -disarmed (can't shoot) if the hit occured on a vehicle's weapon (applies to all weapons independently) -broken optics (the pilot/gunner looses their HUD) if the weapon hits nearly the optics on the turret -ablaze (the vehicle slowly looses its health,can be destroyed by the fire) if the engine is hit -crewman hit (a member of the crew looses a portion of his health based on the projectile's damage and the type of vehicle,can be killed this way,hits shields first) if any weakspot other than tracks and optics is hit, 100% chance All of these conditions can be removed if you repair the vehicle(excluding crewman hit,which is permament). None of these will apply if the player who hits the weakspot doesn't have the Vehicle Weakspot Scanner equipped. /////////////////////////////////////////////////////////////////////////////////////// This should help the vehicle spam we see recently.I don't consider it OP since there is an implant which detects anti-tank mines, which will set the game off balance if not counteracted somehow.Even without it the vehicles are a bit too strong in my opinion! Notes: -Both the chance of inflicting a condition and the damage done to the vehicle is based on the damage of the projectile (and explosives could get an extra bonus too) so a single,precise hit from a sniper rifle will do more damage than a hit from a pistol (I think it's cool, in real life snipers often do things like shooting the driver or damaging vehicles from distance,some modern sniper rifles can even penetrate a tank) -There could be also an anti-air version of this implant or just merge them together . -Some weapons (like a rocket launcher) are designed to deal with vehicles,thus hitting the engine with this kind of weapon should (in my opinion) count as a headshot and instatntly blow up the vehicle(or do massive damage). |
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2014-05-26, 06:13 PM | [Ignore Me] #49 | ||
Staff Sergeant
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I have an idea that may save people some ire in terms of power for implants. Give players the ability to activate and deactivate implants when they want. That way they are not running around with the implant on all the time and continuously draining power.
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2014-06-13, 07:01 PM | [Ignore Me] #50 | ||
Private
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Micro-Grenade
-Activates micro grenade planted inside body upon death. -Shorter fuse & larger radius on higher tier (but never as full-scale as regular grenade). Balance/Downside: Exploded body, team medics unable to revive. Purpose: - Possible revenge kills after 1-on-1 shoot out. - Unless you have balls of steel, teabaggers beware! |
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