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How to make each module as loved as turbo

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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Wed Nov 13, 2013 10:06 pm

How to make each module as loved as turbo

Because lets be honest, turbo is awesome and fun!

Shield is already fine, it needs nothing. Rather than nerfing it, make everything else funner or more useful (except engineer, which is dependent on developer and level maker.)

Repair: passive energy regeneration (20%)
Cloak Field: Can lay down spy bugs using double click (they don't really fit sensor in the first place..)
Enhanced Sensor: Well this is only supposed to counter cloak..
Bunch of ways you could improve it, but this looks like one of those make something with one big use and tack on a dozen extra features you almost never use. like my microwave which got infested with roaches!
seeing enemy energy level could be useful. key word could, seems pretty niche. Nevertheless just throwing that out there.
Armor is a fun module to move around with, but in practice has problems.
1. it takes up a whole module slot without actually making you stay alive longer
2. it makes control harder (positive personally)
it advertises 1 as the intended appeal but the only real appeal is 2. D:
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
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sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Thu Nov 14, 2013 1:33 am

Re: How to make each module as loved as turbo

I find it interesting that in all our discussions on shield, you seem to have shifted focus to valuing turbo more. Not saying you're wrong, just interesting.

tazinator wrote:Cloak Field: Can lay down spy bugs using double click (they don't really fit sensor in the first place..)

I think cloak is actually pretty powerful as it is. The ability to completely disappear from your opponent's sight is huge. Maybe it could be boosted, but I think merging it with spy bugs is just too much of a step up.

And, I don't see how cloak is a more suitable fit for spybugs than sensor. With cloaking, you're the spy. With sensor, you're trying to find the spy. You use spybugs to help accomplish your mission. As a cloaker, I'd have no use for placing spybugs... I'm taking on a direct role, going stealthy to invade a base or sneak up on an enemy. Applying spybugs is a much more indirect role.

Further, keep in mind that cloak impacts everyone, whereas sensor's only value is against cloakers. This is a far more limited window, hence why it needs all the extra value it can get.
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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Thu Nov 14, 2013 3:05 am

Re: How to make each module as loved as turbo

well im the kind of guy that values speed, pretty fast in person too.i value a needed rest too ofc, thats why i said oh no are we changing fast regen. it's also the only reasons i like armor * movement changes * tackling is kinda funny too
reason i thouggt spybug is for cloak is bcus cloak makes you a spy, spys leave those in places of interest.
sensor is basically the hard counter to spybug.
features: spybug
improved map
more views
sees invisible stuff

actually i'd offer one _ one more other way idea improve for cloak: double tap uses aLl the energy like turbo to give you a full cloak for ten seconds <that is how long cloak lasts rite?> holding it acts like now.
Maybe stand still long enuf - will cloak auto

repair giving energy regen needs comment. i feel is flawed, repair does repairs is better.i would suggest something akin to a scaling effect - a little damage (like one phaser shot) is easily repaired but a lot is far slower (4 shots)
i think right now we have a tit for tat effect.
What I mean is
NewDescription: Repairs self and nearby damaged objects, works faster on easy tasks
e.g.
1 Phaser shot = Repair rate much faster
2 phaser shots = Repair rate faster
4 phaser shots = baseline, same
not sure what equation would show that
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Thu Nov 14, 2013 10:09 am

Re: How to make each module as loved as turbo

Repair: passive energy regeneration (20%)
I like this idea.
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Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Thu Nov 14, 2013 12:34 pm

Re: How to make each module as loved as turbo

watusimoto wrote:
Repair: passive energy regeneration (20%)
I like this idea.

Ditto.
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sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Thu Nov 14, 2013 1:56 pm

Re: How to make each module as loved as turbo

tazinator wrote:reason i thouggt spybug is for cloak is bcus cloak makes you a spy, spys leave those in places of interest.

That's fair, although I will point out that cloak tends to be used as an offensive module, ie. sneaking into bases and attacking enemies, which would contradict the defensive nature of placing spybugs and baiting enemies.

Whereas, sensor tends to be used more as a defensive module, monitoring for cloakers and placing spybugs to increase visibility. Think of sensor like an intelligence officer... they need spybugs for their intelligence reports so they can feed that info to cloakers in the field.

In any case, I still don't think cloak needs much of a buff. You get to disappear completely from your enemy's sights. What's not to like about that? Maybe a slight improvement is in order, to bring it up to par with shield, but I think allocation of spybugs is way too significant.

tazinator wrote:actually i'd offer one _ one more other way idea improve for cloak: double tap uses aLl the energy like turbo to give you a full cloak for ten seconds <that is how long cloak lasts rite?> holding it acts like now.

I'm not sure I understand this. How is that a buff? You're just allowing players to cloak without holding the spacebar (or whatever your module button is). It's a neat idea for improving usability, but I don't see how this would affect gameplay.
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Quartz

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Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Thu Nov 14, 2013 2:09 pm

Re: How to make each module as loved as turbo

sky_lark wrote:In any case, I still don't think cloak needs much of a buff. You get to disappear completely from your enemy's sights. What's not to like about that? Maybe a slight improvement is in order, to bring it up to par with shield, but I think allocation of spybugs is way too significant.
IT NEEDS TO NOT COVER STARS

'nuff said
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kaen

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Posts: 209

Joined: Thu Jun 14, 2012 11:54 am

Post Thu Nov 14, 2013 2:32 pm

Re: How to make each module as loved as turbo

Quartz wrote:IT NEEDS TO NOT COVER STARS


Seriously.

This has never once helped me defend against a cloaker (maybe I'm just noob), but it's a really common complaint from cloak users.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Thu Nov 14, 2013 4:03 pm

Re: How to make each module as loved as turbo

I thought that got changed...

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