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2013-05-23, 03:06 PM | [Ignore Me] #16 | ||
Major
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I agree with you on that Sturmhardt. Of course they already went down that path. Between camo's that cover up most of your team color. Vehicle gunner turrets that can counter completely different things. And stuff like Shotguns being available to every class. You never really know what your up against in this game half the time. You just mash Q to confirm it's an enemy then shoot an hope for the best. It used to be that shooters were designed for you to be able to clearly see things, and know what to counter with. But I guess the modern shooter design is more like Call of Duty where anything goes, and people can use all kind of crazy **** they unlocked. Part of the reason I quit playing TF2.
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2013-05-23, 03:57 PM | [Ignore Me] #17 | |||
Private
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2013-06-09, 10:15 PM | [Ignore Me] #18 | ||
Just hope that implants will be BR based. Maybe 1 implant every BR30 so those that are battle rank 100 can automatically pick 3. Further implants can be obtain at BR 120,150,180 etc. However a limit should be placed so that you can only load 2 or 3 at a time. Implants are power changers. They shouldn't be easy to obtain heck maybe even every BR 40. You should earn them by in game play.
Last edited by capiqu; 2013-06-09 at 10:22 PM. |
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2013-06-10, 09:22 AM | [Ignore Me] #23 | |||
Staff Sergeant
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2013-06-10, 09:24 AM | [Ignore Me] #24 | ||
Second Lieutenant
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I want an implant that automatically taunts my opponents when I kill them.
*edit* Or apologize for that matter, I think I like this one even better, hah. *headshot* "Oops! My fault!" Last edited by KesTro; 2013-06-10 at 09:25 AM. |
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2013-06-10, 09:24 AM | [Ignore Me] #25 | ||
Sergeant Major
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That would be awesome. I remember playing the first Deus Ex and having the targeting implant where you could upgrade it to see targeting info and then night vision and then see through walls.
Upgrades on implants and different implant slots. MAKE IT HAPPEN!!! Oh. And a regen implant. And no implants on improving weapons (except perhaps a strength implant to improve knife damage. But that's all). It should ONLY effect the players themselves. Also, does infrared detect cloakers? 'Cus if not, it really should. And we can have Night and Infa as head implants, which leaves us the option of either having it on a weapon or not. Last edited by Taramafor; 2013-06-10 at 09:43 AM. |
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2013-06-10, 12:00 PM | [Ignore Me] #26 | |||
Lieutenant Colonel
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I really dont care where it domes from - I just want it.
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Wherever you went - Here you are. |
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2013-06-10, 12:54 PM | [Ignore Me] #27 | ||
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Darklight Adv Targeting Regen I like the idea I read prior of making implants that stack or work together somehow. The way Implants worked in PS1 would be fine, but I'd be open to seeing them change it (for-the-better) somewhat. They could look into adding Implants that accentuate certain cert Trees. EXAMPLE; Your Flashes Radar radius would increase 100% .... while you were on your Flash with your Implant (radar) active ..... stuff like that would be cool, but not really OP. . . Last edited by Chaff; 2013-06-11 at 11:10 AM. |
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2013-06-10, 04:10 PM | [Ignore Me] #28 | |||
Private
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(edit) yes it's already a bit of a farm, but expanding the range of radar flash that far would be OP imo, for a F2P game. That being said, I would be ok with the implants as they were in PS1. The only implant I want back from PS1, however, was the "original" silent run implant, before it was changed and called "sensor shield". Last edited by icon; 2013-06-10 at 04:12 PM. |
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2013-06-11, 11:16 AM | [Ignore Me] #30 | |||
Major
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But firing using this optics with any accuracy but hip-fire is a no-no... but that's just me. I like the idea of implant optics using variable zoom, but not necessarily a scope. Then again, why not a scope? Having 6x zoom with no scope sway would be fukkin baller. On that note, Additional implant suggestions: NO STAT MODIFIERS... Optics Retention Sensor: This implant will give the user an audible warning whenever an enemy is looking at them. The more enemies looking at you, the louder the warning. Audio Amp 2.0: This implant gives the user an optional suit tool that detects nearby enemy activity and sends the signal to a signal pulse readout, a la Aliens vs. Predator, creepy audio pulse included. [wouldn't that be fun? bottom left corner: Enhanced Vision Mode: This implant will read the ground telemetry in front of the soldier using ultra-high frequency sound and electromagnetic waves and then transform the landscape into a wireframe, allowing the soldier to see enemy targets more clearly and through objects that would normally obstruct vision. [MechWarrior 2; 45 seconds in] Enhanced Vision Mode will highlight the weakspots of turrets, tanks, and infantry units. Ideally it wouldn't have a range limit since cloakers would still be invisible. Nanomech Arms: Removes scope-sway [or makes it a linear up-down pattern]. Magnetic Fingers: Allows the soldier to throw two grenades at once. Static Response Drive: This implant returns damage to soldiers who inflict melee damage to you. Last edited by AThreatToYou; 2013-06-11 at 11:19 AM. |
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