Re: Syndicate robots(discussion)
no eve names pls -_-
but otherwise nice post
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no eve names pls -_-
but otherwise nice post
I like Ville's idea of ERP onboard as well and it could be turned into a robot bonus. You could make it 2-3% per level of adv. robotics to all damage types. A T4 ERP converts 70/30/15/15 for 130 across all 4. 30% ERP effect verse all damage types would be 120. The specific numbers could be debated. However the bot would not be allowed to equip an ERP module. It trades the always on ability for the better results the others get by equipping damage type specific ERPs.
I think a robot Mech DPS firearms that is PURE Tank with bonuses to ERP would be effective in not only PVE but PVP doing dual duties.
no eve names pls -_-
but otherwise nice post
I didn't/don't play eve. I was thinking a mythical creature that flings projectiles from its tail would be a good name.
Edit: grammar
Edit again: So Dev Zoom will firearms work on a Gropho chassis? If not for whatever reason my build above is just a combat Symbiont.
I like how you're calling it... Syndic ate robots.
Robophiliac wrote:I like Ville's idea of ERP onboard as well and it could be turned into a robot bonus. You could make it 2-3% per level of adv. robotics to all damage types. A T4 ERP converts 70/30/15/15 for 130 across all 4. 30% ERP effect verse all damage types would be 120. The specific numbers could be debated. However the bot would not be allowed to equip an ERP module. It trades the always on ability for the better results the others get by equipping damage type specific ERPs.
I think a robot Mech DPS firearms that is PURE Tank with bonuses to ERP would be effective in not only PVE but PVP doing dual duties.
Honestly I think if it just had an ERP bonus effecting the module it might be too good. A Seth with ERP/rep & firearm combo is already very effective. Firearms are also already good DPS, just adding a faction weapon damage bonus would make this bot better than that Seth with the same build. If possible to add, I think the always on approach would be easier to balance for this specific build since you can then cap the phantom ERP's max effectiveness and not effect ERPs on other bots.
For robot bonuses off adv robotics I'm thinking:
1. Firearms faction damage bonus though not as much as the other factions
2. "Phantom ERP"
3. Hit Dispersion reduction
4. Crit chance or accu regen time- crit chance blends well with lower alpha damage & fast cycle times, but if you don't want to step on the Seth's crit bonus advantage then I think accu regen speed would go well with the "Phantom ERP" idea.
Edit: Slots-
Are you wanting MK1 & MK2 like currently. or should these be stand alone? Either works for me and I could see the Devs working MK2 variants into the planned artifact revamp. Maybe not directly but in keeping them Syndicate store only they might require something gathered by doing the missions involving artifacting.
Head- 5 if MK1/2, 6 if stand alone
Torso- 6
Leg- 4 if MK1/2, 5 if stand alone
6/6/5 would make it a slight step between a current Seth MK1 & MK2. The head slots of the MK2 with the legs of the MK1.
Zoom, is it possible to let us mix and match uppers and lowers on the test server so we can get a idea of the looks of the possibility?
Or could you do it for us and post some pictures?
Zoom, is it possible to let us mix and match uppers and lowers on the test server so we can get a idea of the looks of the possibility?
Or could you do it for us and post some pictures?
+1
Zoom, is it possible to let us mix and match uppers and lowers on the test server so we can get a idea of the looks of the possibility?
We need to do a new tool for this anyway because the current one is a quick hack from years ago. I'll see to it that this gets into the test client too in some way.
What will happen the hower class? Should we use for this Syn robot or not? I would love to see hower light ew's.
I like the less accumulator that also works for ERP.
Do we intent to do another Industrial class also?
things i like to see:
- a bot for high dps but low tank
- a bot good for erp use. (since the robot changes erps is not realy usefull especially because of the repair reduction)
the only thing i want to see, is this:
http://imgur.com/MLXHnEf
the only thing i want to see, is this:
http://imgur.com/MLXHnEf
That looks amazing.
Annihilator wrote:the only thing i want to see, is this:
http://imgur.com/MLXHnEfThat looks amazing.
yeah, but not possible
the lithus base was scaled up for this, which means, this robot would need a few lines or code to be implemented without clipping issues.
Honestly I'd just like to use the same models with different names and different roles.
Ville wrote:Annihilator wrote:the only thing i want to see, is this:
http://imgur.com/MLXHnEfThat looks amazing.
yeah, but not possible
the lithus base was scaled up for this, which means, this robot would need a few lines or code to be implemented without clipping issues.
well you could scale the turret down instead of the base up...
and i realy like the lithus base... just the ting that it would need a new torso to look good. the existing heavy mech bodies will look crap...
the lithus base was scaled up for this, which means, this robot would need a few lines or code to be implemented without clipping issues.
I love how everything is just a few lines of code in your mind Couldn't be further from the truth actually.
well you could scale the turret down instead of the base up...
then the weapons would not fit anymore, and the lithus' rigged suspension wouldn't come into play (i wonder if that is actually ingame)
as far as i can tell, coding a 1-tile "grow" zone around every impassable terrain tile would be 500 times easier to code for them, then scaling down body parts with external module (aka weapon) slots.
given that DEV Zoom's and exDEV melchior's statments regarding the diffulty of implementing this differ like night and day: one says nearly impossible, the other one says "copy&paste and change a number" (disclaimer: short version!)
given the last conversation i had with zoom ingame about the possiblity about this mech, it makes me wonder WHO THE HELL did the change to the waspish with the medium Missile slots.
Honestly I'd just like to use the same models with different names and different roles.
+1000
Wtf are we bastardising the graphics for when we haven't scratched the surface of the current models. Nuts.
Ville wrote:Honestly I'd just like to use the same models with different names and different roles.
+1000
Wtf are we bastardising the graphics for when we haven't scratched the surface of the current models. Nuts.
remember, up to now, the only way they had to make the look different, was the color.
with the implementation of "custom colors", the only difference between robots will be their name in the bot-type landmark column.
not that it matters for any bot except your own (i can hardly see any details of an opponent that is more then 100m away) or within a blob of 20-50 overlapping HUD elements
Jita wrote:Ville wrote:Honestly I'd just like to use the same models with different names and different roles.
+1000
Wtf are we bastardising the graphics for when we haven't scratched the surface of the current models. Nuts.
remember, up to now, the only way they had to make the look different, was the color.
with the implementation of "custom colors", the only difference between robots will be their name in the bot-type landmark column.not that it matters for any bot except your own (i can hardly see any details of an opponent that is more then 100m away) or within a blob of 20-50 overlapping HUD elements
None of that matters though, most people see mech polygons ffs. What matters is creating different content from a tier point of view.
Eve for instance uses the same model for as many as 8 different ships of which 4 are completely different from a slot layout and bonus perspective. That would work so much better than adding an extra tier.
It would also create ep sinks - a much needed addition especially as people are more likely to buy credits.
Imagine assault mechs, assault ewar mechs etc all with a new skill to train, no research to do, new protoypea to make.
Annihilator wrote:Jita wrote:+1000
Wtf are we bastardising the graphics for when we haven't scratched the surface of the current models. Nuts.
remember, up to now, the only way they had to make the look different, was the color.
with the implementation of "custom colors", the only difference between robots will be their name in the bot-type landmark column.not that it matters for any bot except your own (i can hardly see any details of an opponent that is more then 100m away) or within a blob of 20-50 overlapping HUD elements
None of that matters though, most people see mech polygons ffs. What matters is creating different content from a tier point of view.
Eve for instance uses the same model for as many as 8 different ships of which 4 are completely different from a slot layout and bonus perspective. That would work so much better than adding an extra tier.
It would also create ep sinks - a much needed addition especially as people are more likely to buy credits.
Imagine assault mechs, assault ewar mechs etc all with a new skill to train, no research to do, new protoypea to make.
From a players perspective we already have a mk2 version which is identical. It wouldn't hurt to see an arbalest used as a assault ewar class for numiquol with 3 gun slots.
So far I've seen three suggestions for robot roles
1. Bonus to ERP robot
2. Sneaky robot, no tank high dps
3. High dps no tank
Zoom do you like these ideas? And what in your eyes would be the correct size for each?
Logi bot
a ninja glider assault bot would be fun
Jita wrote:Annihilator wrote:remember, up to now, the only way they had to make the look different, was the color.
with the implementation of "custom colors", the only difference between robots will be their name in the bot-type landmark column.not that it matters for any bot except your own (i can hardly see any details of an opponent that is more then 100m away) or within a blob of 20-50 overlapping HUD elements
None of that matters though, most people see mech polygons ffs. What matters is creating different content from a tier point of view.
Eve for instance uses the same model for as many as 8 different ships of which 4 are completely different from a slot layout and bonus perspective. That would work so much better than adding an extra tier.
It would also create ep sinks - a much needed addition especially as people are more likely to buy credits.
Imagine assault mechs, assault ewar mechs etc all with a new skill to train, no research to do, new protoypea to make.
From a players perspective we already have a mk2 version which is identical. It wouldn't hurt to see an arbalest used as a assault ewar class for numiquol with 3 gun slots.
We actually have a proto version that never gets used, a standard and a mk2.
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