Tactical Equipment - Putting Consumables To Good Use (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions



Message


drekon -> Tactical Equipment - Putting Consumables To Good Use (6/2/2013 8:13:49)

The link below is an example of what my vision is for this suggestion. I spent a good amount of time editing this image to be used as reference.
http://twitpic.com/cuxx1o
Alternate Link: https://twitter.com/kingdrekon/media/grid

First, I'd recommend bringing back PvP Drops with these items as the rewards. In addition to encouraging PvP battles, this gives players something exciting to look forward to with each victory. Something that they can then use to make battles more exciting. Who wouldn't want to be lucky enough to get a FML Nuke in a PvP Drop and then call it in at the climax of an intense team battle to obliterate everyone, ending the fight in a draw? Don't worry, a well timed Field Medic and/or Shield combo is enough to survive it...or is it? ^_^

These are some of the Tactical Equipment(TE) that I've come up with. A few were actually previous core suggestions, but now I feel would serve better as TE's.

Anti-Core Grenade: Disables a random unused active core of the target. Does moderate damage.
Anti-EMP Grenade: Disables target's energy reduction skill (EMP/Assimilate/Atom) for 3 turns dealing minor damage. **I know for a fact that players who hate my -45 EMP would love this grenade! :)
Bio Orchid Booster - Increases potency of all equipped Bio gear (Armors/Weapons/Robots) by 10-30%. **The Bio Orchid's description on the Wiki says it "increases nearby plant growth by 70%" so I thought it would be neat if it's special properties were harnessed to create a type of booster specifically designed for Bio gear.
FML Nuke: Call in a nuclear strike (or place a homing device in the center of the battlefield that signals where to strike) to deal 100 damage to all players in battle. Has a 5 round warmup. Once used, it will then have a 2 turn warmup to take effect. When it takes effect, the user will lose that turn. **This one would strictly be from PvP Drops. The others may also be purchasable from a VendBot.
Hologram Shield: Cast a hologram clone ahead (just standing in front of you) to absorb all CP required (or perhaps non-melee?) attacks for 3 turns.
Medic Misery: Force the target to heal using Field Medic. Cannot be used if the target has insufficient energy to perform Field Medic.
One Man Army (Buff): Gain double damage/defense on all gear/armor, but at the cost of disabling all skills (including passives), % chances, and Rage gain for 3 turns. **This will likely be more beneficial for lower level players with an under-performing skill tree setup going up against top level players.
Rage Motivator: Force target to Rage with a Strike (or random skill?) if Rage meter is higher than 50%.
Rage Suppressor: Disable target's Rage meter for 2 turns. Any rage points that would've been gained in that time would not be counted.
Robot Destabilizer (Grenade): Put enemy robot into cooldown. No if, and, or bot. ^_^
Robot Malfunction (Grenade): Cause target's robot to malfunction and attack to backfire if used in the next 4 turns.

Since these are mainly intended to be PvP drops, the purchasable TE's should probably be a bit pricy. Anywhere between 200 and 500 Varium. Drop Rates should probably be 5% for FML Nukes and 20% for all the others.

Please share your honest feedback. I'd like to see what the rest of the community's views are on these. What would you change, if any? How do you think these would impact the gameplay? Would you be inclined to play more often if this were to be implemented?




theholyfighter -> RE: Tactical Equipment - Putting Consumables To Good Use (6/2/2013 8:54:05)

Link broken...




drekon -> RE: Tactical Equipment - Putting Consumables To Good Use (6/2/2013 9:02:07)

Updated with an alternate link.

EDIT: It seems that TwitPic was down earlier, but is now back up so the initial link should be working.




Khalix -> RE: Tactical Equipment - Putting Consumables To Good Use (6/2/2013 9:53:06)

My first thought is that this would be RNG-heavy.

Considering that certain players lurking in this forum hate being "Unlucky", the idea itself is random in an unbalanced way.
If they are PvP drops, meaning that on a specific percentage, they have a chance to drop, it would be unfair to those unlucky enough not to receive one for a long period of time.

This would also lead to people complaining about rich kids getting unfair wins.
Also, the devs decided to balance out credits and varium usage so everyone has a chance. Considering you can buy them with only varium, this would violate the policy.

---

Situation:

Player 1: I got my first Tac Equip. on my first battle.
Player 2: I got my first Tac Equip. on my fifth battle.
Player 3: I got my first Tac Equip. on my twentieth battle. :(
Player 4: Lol, I got fifty Tac Equips with my var. gg noobs.




ReinVI -> RE: Tactical Equipment - Putting Consumables To Good Use (6/2/2013 11:26:05)

and honestly one man army that has to be the most overpowered thing.. ever
Turn 1: Debuff ( malf/smoke )
Turn 2: one man army
Turn 3+: Profit

seriously >.>
Not Supported~
Anti-Core grenade ~ yes let's make it easier to screw up peoples builds even more than it already is....
Anti-Emp grenade ~ yup because it would be fair to make it impossible to nuke someones energy ... SS merc/tact mercs and mages and mass hunters would LOVE this ...
Nuke ~ This isn't Call of Doodie a nuke would be pointless at it would kill every player in a match ending it with a draw...
Medic Misery ~ isn't exactly fair as this is pretty much a Emp jr. given it would force the use of energy for little benefit...
Robot Destabilizer ~ I can see it now... High powered intimidates and forcing CD on robots making you essentially a punching bag for a few turns...

Supported
None~

No comment/ Useless
The rest of them >.>





drekon -> RE: Tactical Equipment - Putting Consumables To Good Use (6/2/2013 20:11:33)

@ReinVI
quote:

and honestly one man army that has to be the most overpowered thing.. ever
Turn 1: Debuff ( malf/smoke )
Turn 2: one man army
Turn 3+: Profit

There are shields and several equipment that could counter the debuff in turn 1 and the buff in turn 2. There are also YETIs that could be used to disable Sidearm and Aux for the duration of the OMA buff. It's not as OP as you make it out to be. If anything, it's the easiest to counter.

quote:

Nuke ~ This isn't Call of Doodie a nuke would be pointless at it would kill every player in a match ending it with a draw...

The aim is to provide a method of "seemingly" ending a drawn out battle, but still allowing players to survive and potentially having it backfire on the user. For example, you may think you have successfully prevented my team from winning by calling in an FML Nuke, but with a "well timed Field Medic and/or Shield combo" (as mentioned before) I would likely survive and you would not. Ergo your plan backfired and cost you the game in addition to the rare FML Nuke. On the flip side, it could also help you win the battle if you were the one using a strong enough shield when the nuke takes effect. So it's not a guaranteed draw and far from pointless.

Lastly, I opened this suggestion for input on changes "you" would make. If you disagree with a proposition, you're free to share any ideas YOU have to make it better. You mentioned in another thread that you'd like to see "better variety/options in battle", but nerfs/buffs have not made that possibly in the past. Each nerf/buff only lead to another build being prevalent and we get less variety. With this, at least we would have all players being able to use different tactics in battle. Tactics that are driven by PvP Drops primarily would offer "better variety/options in battle."

@Khalix
quote:

This would also lead to people complaining about rich kids getting unfair wins.

That's a good point. Changes may need to be made to address that possibility. With the current suggested cost of 200-500 varium, it would alternatively cost 3,100-7,600 Credits. Lowering the cost to accommodate for F2P players would make it easier for P2P players to stock up on a ridiculous amount of TE, similar to what happened in the Infernal Infiltration War. If it was entirely based on PvP and wasn't available for purchase, it would resolve that particular issue and give all players a fair and equal chance of getting TE's. A small few will complain as they usually do, but that's the nature of the beast.




King Helios -> RE: Tactical Equipment - Putting Consumables To Good Use (6/2/2013 20:27:54)

Well, I wouldn't spend 200-500 Varium on that kinda thing (I have 2100), and I doubt many would.




Bloodpact -> RE: Tactical Equipment - Putting Consumables To Good Use (6/3/2013 0:32:08)

Some interesting thoughts, my suggestions go as followed....

Anti-core nade- Make it disable it for like 3 turns, well timed effective, used first turn mindlessly..anndddd your countered.
Anti-emp- same with ^ , since most energy drain is used early on you would get the nade out soon.
Bio Orchid Booster - would be good if you went all out bio gear, interesting....
FML Nuke- yeah sure sounds interesting, the 100 dmg would be reduced by your res and def tho right?[Edit: Ofc it would you said shields effect it,so nvm]
Holo Shield- sounds good, might need adjustments.
Medic Misery- Perhaps it schedules a heal in like 2 turns?(Also a semi suggestion to the person of your choice
on their team) like it forces the heal to happen 2 turns later, so they have a chance to get inefficient
EP , where as they would take their turn normally.
One man army- I keep trying to balance this out ,but i don't know how.... it's too strong.
Rage Motivator- donno bought this
Rage Supprssor-sounds interesting, i have no changes.
Robot Destabilizer-maybe 1-2 turns with dmg.
Robot Malfunction- it's the same thing, but stronger, so no.






drekon -> RE: Tactical Equipment - Putting Consumables To Good Use (6/7/2013 10:46:08)

^ Thanks, I like your suggestions. Although I'm not sure about scheduling a heal. The target may simply use up enough energy to have an insufficient amount for Field Medic. Then the Medic Misery would fail to be useful.

One Man Army could be significantly countered by decent shields, intimidate, or Yeti's Chomp, since the user can only use equipped weapons. Without countermeasures like these, the damage output would simply double from say 15 to 30 Strike. I assume this is what you're trying to balance and yes it may need some adjustments.




Cookielord12 -> RE: Tactical Equipment - Putting Consumables To Good Use (6/7/2013 11:51:47)

Agree with Helios. 200+ varium is quite a bit for use in one battle only.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.09375