View Full Version : Private Eye Proposition #3
We’d like to see your feedback about several possible changes. These propositions concern specific aspects of the class roles. We will add more propositions throughout the week.
Please note that we do not plan to change any main skills besides removing the GenTank’s PSI!
There were many concerns about the PE being able to use the spy’s nanites. Due to the PE’s All-Rounder nature, he would be able to use the spy nanites, but only the lower level ones. These would certainly be less effective than a high level PE’s Psi abilities. Any special nanite functions would be high level ones that the PE wouldn’t have access to. So while a PE would be able to use nanites, it wouldn’t be worth it to do so if he has capped PSI.
On the other hand, the spy would be able to use the PE’s anti-psi nanites, but also only the weakest versions. As these anti-psi nanites would require PSI, the spy would not have access to the high level versions, as his PSI is lower than the PE’s.
Here’s the difference between the two types of nanites:
The spy nanites can only be injected into the user, not into other characters, and act as buffs.
The PE, with his further developed PSI abilities, manages to manipulate the nanites so that they work in other characters. However, he does not use them to buff other characters, but instead lowers the strength or duration of Psi buffs and effects.
So, as an example, the PE would load his remote nano tool with anti-heal nanites. His victim would have a debuff for a certain time, maybe 30-60 seconds. This debuff would reduce the effectiveness of Psi heals cast on the victim by a certain percentage. This could also be possible for shelters or other buffs.
Another possible application would be to have the nanites rebuild dead tissue, resurrecting dead characters by injecting them. This would take a longer time than a PPU’s resurrection module though.
Dribble Joy
31-03-06, 16:06
Please note that we do not plan to change any main skills besides removing the GenTank’s PSI!
W00tage.
So, as an example, the PE would load his remote nano tool with anti-heal nanites. His victim would have a debuff for a certain time, maybe 30-60 seconds. This debuff would reduce the effectiveness of Psi heals cast on the victim by a certain percentage. This could also be possible for shelters or other buffs.
Still not sure about this at all.
If you balance PEs to have these nanites then what happens in a team situation?
Could we get some possible reqs/skills used in these>
Another possible application would be to have the nanites rebuild dead tissue, resurrecting dead characters by injecting them. This would take a longer time than a PPU’s resurrection module though.
:p Go on then.
Would teh PE have to remain with the corpse when performing this "nano-rez"?
I believe this is a big step in teh right direction, 100% agree with teh ideas forwarded.
Not 100% sure i like the de/anti-buff nanites but im not far off :p also i like the sound of a nanite rez as for some types of leveling you could bring a PE along with you rather than a PPU.
Would be cool if there was a time a touch shorter than the psi rez for the PE and it would then take a minute or so (in which the PE could bugger off) untill the dead runner was brought back to life as then you can do rez's on the fly or stay and guard the corpse as the nanites strut their stuff.
*runs around clicking dead people*
*waits a minute*
RAISE FROM THE GRAVE MY MIGHTY ARMY OF THE DEAD !
Naaa, that would be WAY overpowered
Maybe have him stand at the corpse for the same duration as the psi-rez and THEN it still takes a minute or something ...
*runs around clicking dead people*
*waits a minute*
RAISE FROM THE GRAVE MY MIGHTY ARMY OF THE DEAD !
Naaa, that would be WAY overpowered
Maybe have him stand at the corpse for the same duration as the psi-rez and THEN it still takes a minute or something ...
I never said the time would be stupidly short like in your example, just a touch shorter, like literally a couple of seconds to give another reason to use the nanite rez rather than a psi rez
sounds stupidly overpowered.
Dribble Joy
31-03-06, 17:46
Lowering the duration of a spell might be ok, rather than an actual performance malus.
That said, a lot of combat (ie, those actually used in combat) buffs should be made more readily usable in combat, ie freq of S/D and the resist buffs needs to go up.
sounds stupidly overpowered. As bugs gunny said in the other thread, don't try to apply any knowledge that you currently know about the game to these ideas, since it will be so different that you couldn't. I like them :)
Weapons are a big issue for ppl, with the nanites, will PE only use non rare and low tech rares ?
I like the idea of nanite rez. I'd say put like a 3 minute timer on the nanite rez. That way there's still a reason to use a ppu. The PE would be a second choice for rez's at an op war. I don't think he should have to stand there. just inject and leave. If you put a long timer like 3-5 minutes on it I think it's fair.
I also like the psi-antibuff ideas for PE nanites. I was confused at first and thought they would work on all buffs/effects...but I re-read and I liek the idea as long as it's only anti-psibuffs.
how would u know what pe injected what nannites into what enemy
i dont like the idea of having to remember 4+ different coloured damage boost flags pouring of sumbodys head
also it makes over 1 pe in a team un effectivesince there bonus only realy works once if there damage is lowered you would only need one person playing pe and then the rest can go spys or tanks for increased damage/strength
while ressurecting thru nanites, the user can still move/fire?
the whole thing sounds interesting but complicated
have the nanite rezz give only a certain amount of heal depending on where the pe is,and if your right next to the target he comes back fully healed,or make it so that if you hit him more then once it goes faster,or have it be a construction effect that slows you down a bit,so you cant hit em,stealth and run
Bugs Gunny
01-04-06, 07:20
Even if it's all nerfed, i like it just because of the widened scope of the class.
In fact, this makes the pe something you would indeed bring to opwars, being a vehicledriver, combatmedic etc....
You know.... if these ideas and those in the other classes are done right, we're gonna have a winner here.
Dribble Joy
01-04-06, 07:53
We really need more vehicles at OP fights. If PPUs get sorted then they will become more important.
One way of keeping PEs usefull would be a better access to anti vehicle items, maybe not as good as HC, but something that would mean better ability to combat them.
they are indeed very nice ideas, but this doesnt nesecerilly guarantee fun and good addicting gameplay. They will only succeed if they manage to fuse all these together work wihout lots of bugs, which is something reamains to be seen. One thing is for sure however: this is an entirely new game
You know.... if these ideas and those in the other classes are done right, we're gonna have a winner here. just to highlight something important to KK :D
lol PE's bringing back the dead?!? That is ridiculous! :eek:
The only ONE thing that makes a PPU unique from any other class is their ability to raise the dead!
lol PE's bringing back the dead?!? That is ridiculous! :eek:
The only ONE thing that makes a PPU unique from any other class is their ability to raise the dead!
And AOE Anti-Stealth, Holy Heals, Holy S/D, Holy Buffs, Holy Para, No Recticle.
:p If anyone notes the fact some hybrids can do the same, they can bring back the dead too.
The fact they can Rez makes them needed for almost anything, there are places which can be done without a PPU but if you die you have to get poked up and get back there, this is time some people cant be bothered to work into their playing sessions - combat medics with PE rezing would cut down on the number of PPUs people take anywhere. Which is currently a good thing.
If it reduces the number of PPU's then I'm all for it :lol:
combat medics with PE rezing would cut down on the number of PPUs people take anywhere. Which is currently a good thing. Good point, as long as the time is longer than ppu rezz then i'm all for it.
PPU res is still sorta long. I don't think it should be made too much longer, considering a PPU can pretty much stand there and take damage, often. While a PE would have to take care of himself after a few hits. Just depending if peope want this more OP War viable.
lol PE's bringing back the dead?!? That is ridiculous! :eek:
The only ONE thing that makes a PPU unique from any other class is their ability to raise the dead!
Why not? PEs used to do that in NC1 already
Some people are so scared of change....
Hell-demon
01-04-06, 19:56
^^Conservative ftw! :p
I'd rather they risk it and go out in a bang than let NC die a slow and painful death :)
Rezzing PE's FTW :p
TRADE NC> Joesomebodyelse: Need rezz at CRP !!
TRADE NC> Littleterror: KK i'll be there in 3 mins with PE
Ahaha <3
Heavyporker
02-04-06, 21:12
Actually, when one thinks about it....
What about making the PPU ressurection take *LONGER* than a PE's nanite ressurection?
PPU ressurrection could bring one back with more (at least 2x, for it to really mean anything) health, full energy, and no drugflash, but take anything from 30% to 100% longer than a PE ressurection.
--------------------------
And, yes, I need to ask: Would the PE's antiheal be more effective/faster than an APU's anti-heal/buff? Due to the psionic nature of such things, the APU should have a much better edge over the PE in this area.
Also: Would a PE's ressurection be like a poke: it starts a process, and the PE can just move on to something else? This could make for for a tremendous difference between a PPU's and PE's ressurection?
Please note that we do not plan to change any main skills besides removing the GenTank’s PSI!
I think thats missing out on a grand opportunity to REALLY make the PE a can-be-anything character, but there you go.
I honesty see no need for PE-specific toys (with the possible exception of vehicles, because PEs are just suited to that). Instead, they should be able to carve their own role out from using what they can of the other classes.
Why make a PE rez tool? Instead, make PEs able to use psi rez if they spec for it.
Let pes use the bottom end spy nanites, if they again pick the right implants and spend the skill points needed. Only the bottom end again, of course. Let them use the bottom to mid PC, RC, HC and MC rares. Let them use the weaker versions whatever the tank's healing method is, if they pump up their con enough. In each case, if they play like a plain old spy, tank or monk, they'll lose. Insted they have to boost themselves with their other skills.
{edit - moved discussion of PE potentials to "The Private Eye" thread.}
Heavyporker
03-04-06, 18:02
Hey, why not just let PEs *able* to access both Tech ressurection and PSI ressurection?
Just use my suggestions of making *distinct* differences between the two in ressurection time, health/energy, and so on.
Drugflash for tech ressurection would be great, too.
That way, a PE can choose to become PSI-oriented (like I suggested in other threads, make these blessed psi modules more accessible, or add more PSI implants/drugs, I guess, so it's not just rez that a PSI-oriented PE can use.) or tech-combat oriented.
I honesty see no need for PE-specific toys (with the possible exception of vehicles, because PEs are just suited to that). Instead, they should be able to carve their own role out from using what they can of the other classes.
That is my thoughts exactly. A PE is not specialised in any particular role, but more of an amalgamation of various differerent roles instead. So why not reflect this the way it should be? Not by giving them specific abilities and thereby making them specialise to get 'Ability A'.
PE rez sounds good, it should be a case of inject it and move while the nanites rebuild the boy but it should have little differences to a ppu rez.
It should require a large number of nanites to be used such as maybe a 100 nanites to fully rebuild a body, obviously this is a random number an the number of nanites a pe will need to carry to perform usual buffs is still unknown. However the idea is that the pe cant run around and rez a whole op team as he coulnt physically carry that many nanites at a time. (without going to a GoGo). On another side to that, a pe specced as a combat medic should ahve to spec high transport to allow for more rez/buff capabilities.
This rez also needs a cooldown of maybe 1-2 minutes, click and move for multiple rez's is not fair in comparison to a ppu that must idly stand near his target for the full rez cast while being a sitting duck. Anyone who has op fighted will have heard the shout over comms of 'hes rezzing, stop that rez!!!)
it should be hard if not impossible to resurrect someone if there's a fight going on. injecting nanites without any way for the opponent to stop the resurrection sounds highly unbalanced to me. just for the record, this is coming from a PE.
if this is implemented, the injection should take 30+ seconds at least.
hopefully the PE's will be able to access the lvl 2 nanite heal and the basic PSI heal and will be comparible to the spy heal.
i would love to see the field medic PE being the guy with the defibrilator to rez fallen runners.
it should be hard if not impossible to resurrect someone if there's a fight going on. injecting nanites without any way for the opponent to stop the resurrection sounds highly unbalanced to me. just for the record, this is coming from a PE.
if this is implemented, the injection should take 30+ seconds at least.
But then shouldn't ressurrection without anyone else there be extremely hard to impossible? Isn't it the job of the team to protect a PPU who's ressurecting?
Athon
I don't really get your point. we're talking about the PE here, not the PPU O_o
and why should resurrecting someone be hard if noone else is there to stop you doing it?
Oh I see. Sorry, I misread the post. Probably because of my last post to the spy thread regarding stopping PPUs rezzing.
And if the opponent is dead. I don't see why they should have any choice but to stay or to GR out. Death shouldn't be a god mode. If you don't want to be rezzed by that person, rep out.
I'm also not sure about having any more than one class rezzing. I don't like it. It should be part of the PPUs job, and should stay that way IMO. It sounds a bit to me like KK are taking most of the PPUs current jobs away from them and I'm not sure this is right.
Athon
Why not? PEs used to do that in NC1 already
And the game was unbalanced then too.
If it reduces the number of PPU's then I'm all for it :lol:
But it's pointless if all you've done is move all the PPU's abilities to other classes.
We really need more vehicles at OP fights. If PPUs get sorted then they will become more important.
One way of keeping PEs usefull would be a better access to anti vehicle items, maybe not as good as HC, but something that would mean better ability to combat them.
I agree with DJ on this.
Athon
I see no problem with a pe rez as long as they had quite the cooldown time on it. This is my opinion comming from the fact that they seem like they're going to be having quite the damage nerf (of course balanced by a more well rounded character) and a full team of pes (although possible) wouldn't be the best way to go in this situation.
3min cooldown imo.
Actually, when one thinks about it....
What about making the PPU ressurection take *LONGER* than a PE's nanite ressurection?
A PE res shouldnt be a nanite rez... i wanna see some Defibrilator paddles, i really want more a cyberpunk feel, and a less star trek approach (tho i do support the nanite stuff, just somethings should stay sacred).
.
As for Vehicles... yes yes and holy yes.
Vehicles as it stands suck ass, the Rhino for example is a crap MBT for its purpose, requirements and crew capabilities, its way to small to carry a 4 people.
As an MBT it should be immune to psi/pistol/rifle damage but take a slight amount of damage from HC weapons and AV weapons should hurt alot.
For me it should be in general PE's for ground vehiclesand Spiess for air.
However gliders need to be totally over hauled and should have their regs dropped by half, so that they are more accessable, they also need their weapon loadouts redone:
Pilots weapons changed from rockets to 20 mm vehicle gat cannon, and their view changed from third person behind the glider, to first person with a decent hud, Pilots would also benefit from a "look" function, e.g. hold down right mouse button and you get to look left and right up and down, letgo and you steer as normal, and your targetting recticle moves only with the glider.
Gunners weapons changed from bombs to rockets, and their view changed from 3rd person looking through the glider to firstperson view from the cannon itself
Addionally the rocket speeds need to be doubled as they are slower than the glider and therefore blow up on launch...
but im getting sidetracked.
i have so much stuff for vehicles, just gimme the vehicle balance *sigh*
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