Gameplay: MAX abilities (common and ES) - PlanetSide Universe
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Old 2012-11-19, 03:17 PM   [Ignore Me] #1
Kail
Staff Sergeant
 
MAX abilities (common and ES)


    Playing the last few days of beta, I think the MAX still needs a little work, but its extremely close. Whatever they tweaked for durability I think was spot-on, and I feel what needs polish on the class is their abilities (and to some extent, their weapons).


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Ability - Common - Charge
  • I think this should be a hold-down ability, like Jump Jets. Right now as an all-at-once shot, its extremely cumbersome to use in doors.

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Ability - Common - Gate Crasher
  • Disables the right-arm weapon and raises it defensively to create a shield (I'm thinking almost exactly the engineer turret-shield) for a few seconds
  • Can be activated while sprinting
  • Useful if you want to be a door-buster
  • Short duration. The point is to break into a room safely or sprint down a hallway, not to clear out a room while shielded.

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Ability - TR - Assault Mode
The Terran Republic is the professional army. As such, I feel they would have powered their MAX to alleviate it's major drawback: mobility
  • Toggled mode. Its either on or off
  • 2-3 second transition time when toggling
  • Disables the right-arm, redirecting power and processing to torso and leg servos; increases speed and turn rate
  • Speed could be the same as normal infantry. I'm not sure turn rate would need to go that high, but higher than standard for sure
  • The idea is that a TR MAX can follow / pursue targets easier at the cost of firepower while it is doing so. The transition times helps make sure it can't follow you into a room then quickly go into full firepower mode again.
  • Possible drawbacks, if needed, could be a reduction in accuracy or rate of fire

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Ability - NC - Shock Trooper
As a rebel / guerrilla force, the New Conglomerate I think would favor something that taps in to the raw power possible with a mechanized exo-suit infantry.
  • All-at-once ability like the current Charge
  • Increases rate of fire, and practically removes reload time, for a short duration
  • The idea is that as an AI, an NC MAX walking into a room and hitting this ability can lay waste like no other MAX can. As AV/ AA, they could also inflict some heavy damage very quickly
  • Possible drawbacks, if needed, could be a reduction in turn rate / movement speed

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Ability - VS - Nanite Armor Infusion
The tech-geeks, the Vanu Sovereignty would wanted to have put something cool and useful on their MAX that showed off their technical superiority.
  • Hold-down ability, like jump jets.
  • Rapidly regenerates the MAX's armor while held down (basically, it is the medic heal, just not AoE)

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&nbsp;&nbsp;&nbsp;&nbsp;I think those abilities have a good shot at being balanced against each other. I don't think a shield works as empire-specific, but definitely is worth having as a choice. And I think having 3 good choices per empire would go a long way towards making the MAX feel like the package deal.

Edit: Names of abilities I just picked to get across their intent; real names can be thought of by people much more creative than I.

Last edited by Kail; 2012-11-21 at 01:06 PM.
Kail is offline  
Old 2012-11-24, 07:57 PM   [Ignore Me] #2
FallenArchon
Private
 
Re: MAX abilities (common and ES)


http://forums.station.sony.com/ps2/i...the-max.52051/

My thoughts. Like your ideas too
FallenArchon is offline  
 
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