Ground PVP Concerns Directory 1.0
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Join Date: Sep 2012
02-09-2013, 01:46 PM
trait: feline instincts / dodging
: the caitian trait feline instincts is the only trait on ground that provides a dodge bonus.. since dodging (taking-half damage) is the most important stat on ground caitians are the only race that have access to it and thus are more durable then any other race. The difference noticed by a cat stacking up: trait bonus + omega + gambler + crouch/sprint + additional dodge from teammates with omega is so huge that it may also be worth looking if dodging is maybe stacking to good in general.
Map: shanty town
: The virus in shanty town is like the flag in capture the flag games, yet most people don't even notice whats going on there because the virus can be moved while under perfect cloak (covert trait + stealth module) and can be captured while under cloak (omega cloak+covert trait).. thus the virus carrier is never ever showing up on the minimap, the base turrets will never see anything either, making this totally unintuitive and hard to handle. Cloak debuff on the virus plz?
Doff proc: Diagnostic Engineer: Chance to increase ranged damage with Equipment Diagnostics
: The equipment diagnostic doff dmg proc can be stacked, equipping 3 DE doffs while switching through multiple Equipment Technician kits rebuffing equipment diagnostic allows to continuously increase ranged damage (this includes gunfire and orbital strike damage). This allows engineers with enough kits to swap to increase dmg to get close/surpass even tac dmg and for more then one shot even.
Ability: Nanite Health Monitor
: Buffs stay around on ground after switching kits.. means a science medic switching kits buffing his teammates while staying out of combat can buff 5 people with NHM compared to one on just one kit only being able to buff 2 people within its cooldown duration. In comparison when trying the same thing in space swapping a boff cancels transfer shield (or similar) even on the target. This very same issue may affect a couple more buffs.
Ability: Plasma Grenade
: When a grenade is thrown while under cloak (covert trait + omega + enough range so the victim can't see) the _victim_ will not see a grenade impact circle, the one throwing it will see one however. Those "cloak-nades" are thus hard to dodge and when fully buffed present a way to one-shot people with no time to react/counter - cause they don't even know whats coming.
: Ambush is not consumed on use of grenades. While this wasn't that much of an issue yet and changing this will put tacticals on fireteam kit on serious disadvantage as they won't be able to bite through a good healers healing anymore without this spike damage it may now (while looking at tribble) become an issue. The separating of the adapted maco/KHG pulsewaves grenade launcher's cooldown from the grenade cooldown system means tacticals will be able to chain 3 fully ambush buffed hits in a row: weapon grenade-launcher + fire teams kit grenade + normal shotgun hit and thats a bit much so this needs to be looked at now.
Weapon ability: Photon grenade launcher
: The KHG and adapted maco weapons secondary fire "photon grenade launcher" draws no impact circle on the floor, thus when making fully buffed shots from range in a crowded pvp provide an easy way to deal severe area effect damage (up to even one shots) without giving the victims of this tactic much chance to dodge it.
Tami of FS
Last edited by mikiiy; 02-09-2013 at