New ability ideas.

Post » Sun May 01, 2011 2:08 pm

How about they take away the smoke grenade ability from the operative and allow all people to choose between normal grenade/smoke grenade? And then they give the operative the ability to form an instant smoke screen in a radius around him.

And second, give the operative a tracking-dart ability that has a cooldown, which, when shot at an enemy makes them appear on the mini-map, and outlines them in red even when they are behind walls. This lasts until death, or when removed by a friendly operative.


The idea of tracking dart would be great! I understand it is similar to the homing beacon.
In which case I thought it would be nice to have a magnet dart. Such as all bullets will hit a marked target. Great for singling out that one operative disarming a charge - but I feel that it should take up all the Pips because the ability would be so powerful.

Most of the operative I have seen are also light/medium. Maybe dual wielding pistols?
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Sun May 01, 2011 10:13 pm

Soldier: Possibly the ability to deploy an ammo crate that teammates can get ammo from for a limited time.

Medic: A passive ability much like the universal ability Resupply Rate Increase, that would further increase the rate at which your supply goes up. (Because even with all the supply passive abilities, it's very easy to run out)

Engineer: Possibly a deployable short wall for cover to shoot from behind, of course if you shot at it enough, it would brake.


Those are great ideas, except the Operative part. I'd rather see the operative get capture mine. Unfortunately, soldiers get satchel charges which would've been a nifty ability for operatives. Now that I think about it, it'd be nice for operatives to have a passive that reduced the time it takes to hack comms and disguise.
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Mon May 02, 2011 2:36 am

Just an update on the topic, thanks to all you guys who have reviewed my ability ideas, and even gave your own. :] I have read everyone's post and I'm going to take the ones tha don't like the ability ideas as constructive criticism lol.

I like the ability for the operative to buff teammates maximum pips. Maybe they could buff how fast their teammates and thereselves supply pips recharge? I dunno, just an idea.

I also understand the problems with the engineer's wall deploy ability idea. They could sitck it in front of an objective or in a hallway to block it off, in stead of using it for cover. (we would'nt want that)

And I also like the idea of the medic's lazerous grenade upgrading to also heal people around it. (I think it should be heal over time though)

Anyway thanks again for all the feedback and continue posting your ideas here. :]
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Mon May 02, 2011 2:48 am

I would like to see some more aggressive abilities for all the classes. Like a katana or knife ability for operatives. Some sort of poison, or life stealing for medics. Engineers have a good amount. For Solders i would like a bayonet, or controlled rocket.
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Sun May 01, 2011 1:56 pm

I would like to see some more aggressive abilities for all the classes. Like a katana or knife ability for operatives. Some sort of poison, or life stealing for medics. Engineers have a good amount. For Solders i would like a bayonet, or controlled rocket.

I think those are good except for the medic one. If they gave the medic an aggressive ability, i think people would start using the medic class for the wrong reason, and wouldn't have as many medics actually healing and reviving. But other than that, the other ability ideas sound great. :]
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Sun May 01, 2011 8:50 pm

Operative: debuffing shot: self explanitory
Engineer: small destructive wall: protection untill 3 grenades worth of damage
Soldier: ammo placement packs: refill ammo for 30 seconds
Medic: nerve gas nade : slowed movement/unable to use ironsight for 30 seconds
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Sun May 01, 2011 9:58 pm

Soldiers should get a passive skill that removes the supply pip cost of using frag grenades and specialty grenades, so they're only limited by cooldown.


Yes!

I love that idea. I pretty much ONLY played a Soldier on my first character from level 1-20, literally only Soldier. Maybe switched once to Opperative for Security Shipyard Campaign Mission.

Anyhow, it'd be nice to be able to re stock my teammates with ammo and still be active in combat. Which is what i'd really want, other than Scavange, which i hate.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Sun May 01, 2011 4:50 pm

I think the next DLC pack shouldn't have any NEW abilities at all. Rather, buffs to the existing ones.

Like for soldiers....
An option for +5 meters to grenade radius.
+15% Ammo added to the existing ammo-hander-houter.
-%50 scavenger time.

For Medics....
Adrenaline has a -25% incoming damage, so that when everything hits at once, there's a higher chance of surviving.
You have a 10-33% chance of not using a pip on an action that affects a teammate (ie- not the self) (number would need adjusting, of course).
Run Speed boost now increases Reloading Speed and provides a boost to objective-completing speed.

Engineers....
Turrets can have increase tracking speed.
Mines now have a time limit to be defused once activated.

Operatives....
Marked targets now receive (insert balanced percentage) more damage than normal.
Caltrops slow down any targets that take damage from them.

Just little enhancements to currently existing abilities would be nice, rather than having us have to replace abilities on our d-pad/keymap.
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Sun May 01, 2011 1:13 pm

I think the next DLC pack shouldn't have any NEW abilities at all. Rather, buffs to the existing ones.

Like for soldiers....
An option for +5 meters to grenade radius.
+15% Ammo added to the existing ammo-hander-houter.
-%50 scavenger time.

For Medics....
Adrenaline has a -25% incoming damage, so that when everything hits at once, there's a higher chance of surviving.
You have a 10-33% chance of not using a pip on an action that affects a teammate (ie- not the self) (number would need adjusting, of course).
Run Speed boost now increases Reloading Speed and provides a boost to objective-completing speed.

Engineers....
Turrets can have increase tracking speed.
Mines now have a time limit to be defused once activated.

Operatives....
Marked targets now receive (insert balanced percentage) more damage than normal.
Caltrops slow down any targets that take damage from them.

Just little enhancements to currently existing abilities would be nice, rather than having us have to replace abilities on our d-pad/keymap.

You seem to have put a lot of thought into this, i like it a lot. A lot more detailed than most.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Mon May 02, 2011 3:16 am

I think with a dlc or patch there should be 10 more levels and 5 universal ability's and 5 more ability's for each class
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Sun May 01, 2011 4:49 pm

I think with a dlc or patch there should be 10 more levels and 5 universal ability's and 5 more ability's for each class

That would be amazing, although unlikely I think. I believe they will probably raise level cap by 5 (1 rank) and add 2 or 3 abilities to every class and universal. I would love if they did what you said though.
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Sun May 01, 2011 2:40 pm

I would like to also see some universal powers which play a role in the weapon choices. This would allow players to more individualize their playing style. I also love the idea of medics getting a grenade which effects accuracy. Also i think if medics could use their invincibility ability on themselves it would make play more dynamic.
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Mon May 02, 2011 4:38 am

I would like to also see some universal powers which play a role in the weapon choices. This would allow players to more individualize their playing style. I also love the idea of medics getting a grenade which effects accuracy. Also i think if medics could use their invincibility ability on themselves it would make play more dynamic.

Yes! I like the idea of the individual weapon ability choices in the universal abilities section. It would Brink even MORE dynamic.
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Mon May 02, 2011 12:51 am

I'm going to submit some of my ideas.

Medic: Something similar to adrenalin and speed boost. It would give a medic the effects of the adrenalin; The medic becomes invincible for a set period of time, longer than normal adrenalin. They would also get a speed increase, faster than Speed Boost. However, they lose the ability to shoot, complete objectives, use any other abilities other than passive ones, and buff teammates. However, they can still revive teamates, and from slightly greater distance. The major down fall to the skill, is that after its somewhat short cooldown, the medic dies from the side effects or the shot.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Mon May 02, 2011 3:49 am

I'm going to submit some of my ideas.

Medic: Something similar to adrenalin and speed boost. It would give a medic the effects of the adrenalin; The medic becomes invincible for a set period of time, longer than normal adrenalin. They would also get a speed increase, faster than Speed Boost. However, they lose the ability to shoot, complete objectives, use any other abilities other than passive ones, and buff teammates. However, they can still revive teamates, and from slightly greater distance. The major down fall to the skill, is that after its somewhat short cooldown, the medic dies from the side effects or the shot.

I love this, great idea. It's like a last effort "hero" moment for a medic to save people while killing himself in the process.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Sun May 01, 2011 8:20 pm

i wish a new ability for engineer would be to buff your turrets. that would be awesome
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Mon May 02, 2011 2:52 am

I've read on some of the other forums the pain of the spawning location when it comes to the final push.
This game relies heavily on sheer numbers and buffs at an objective - a "spray and pray" methodology could suit this game just fine.

But what if the operative had a similar perk to the Lazarus Grenade; say, a spawn grenade? Every person's next individual spawn would be at a given point? (Like in Killzone 2.)

I think it's best that the spawn grenade point either last 15 seconds - so the whole group can spawn as a batch - or if each member of the team can spawn at that point for their next respawn only.

I usually find my teams with a lack of operatives. I feel like this and the turret hacking would be sufficient enough for me to want to switch to the class for more than just an objective.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Sun May 01, 2011 1:35 pm

But what if the operative had a similar perk to the Lazarus Grenade; say, a spawn grenade? Every person's next individual spawn would be at a given point? (Like in Killzone 2.)

I think it's best that the spawn grenade point either last 15 seconds - so the whole group can spawn as a batch - or if each member of the team can spawn at that point for their next respawn only.

I usually find my teams with a lack of operatives. I feel like this and the turret hacking would be sufficient enough for me to want to switch to the class for more than just an objective.

That's a cool idea. I was actually thinking about the same thing one time, except I couldn't exactly think of a way to have some sort of spawning ability without it being to overpowered or ruin gameplay. The operative would be the perfect class to give it to because they don't really have a buff or team ability (besides comm hack). Only would be fair I think if the operative that threw the grenade down wouldn't be able to spawn at it, only his teammates. So the operative couldn't just keep spawning and throwing another grenade to keep his team spawning there forever.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Sun May 01, 2011 9:37 pm

That's a cool idea. I was actually thinking about the same thing one time, except I couldn't exactly think of a way to have some sort of spawning ability without it being to overpowered or ruin gameplay. The operative would be the perfect class to give it to because they don't really have a buff or team ability (besides comm hack). Only would be fair I think if the operative that threw the grenade down wouldn't be able to spawn at it, only his teammates. So the operative couldn't just keep spawning and throwing another grenade to keep his team spawning there forever.


I completely agree.
I think allowing classes to buff themselves was a great idea, but just as the lazarus grenade and the self-revive, these are very powerful perks and could change the tide of the battle.
I think it would be awesome to disguise as an enemy, go to the objective, throw a spawn grenade and take it over from there - and try to stay alive to throw another one after (a very long) cool-down period.
Maybe the grenade could also be destroyed, opening up a new objective on the wheel for other operatives - or anyone with the universal ability of grenade shooting!

After I posted it, I thought others would think it was a stupid idea. I'm glad I got some good feedback on it. I enjoy this game so much, and I feel like it is Killzone-esque but actually fun.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Sun May 01, 2011 5:08 pm

Maybe the grenade could also be destroyed, opening up a new objective on the wheel for other operatives - or anyone with the universal ability of grenade shooting!

I think that an enemy operative should be able to hack it to make it for HIS team if he can hack it for like 10 seconds or something. OR an engineer can just disarm it after interacting with it for like 5 seconds. (Just to keep it from becoming TOO powerful of an ability).
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Mon May 02, 2011 12:35 am

I have some ideas for new abilities they should add in the next DLC or something, i wanted to get some feedback from you guys on what you think.


Soldier: Possibly the ability to deploy an ammo crate that teammates can get ammo from for a limited time.

Medic: A passive ability much like the universal ability Resupply Rate Increase, that would further increase the rate at which your supply goes up. (Because even with all the supply passive abilities, it's very easy to run out)

Engineer: Possibly a deployable short wall for cover to shoot from behind, of course if you shot at it enough, it would brake.

Operative: A buff to increase their own or their teammates running speed until they die. (I know medics have a buff like this, but i think Op should have it instead, because they are more speed based and do not have any buff.)


i like these ideas for the new abilities for thee classes except for operative. i think the operative class needs a passive damage boost given to you at rank 2 or 3 equal to the engineers standard damage buff because he is suppose to be the flanking character for the team and more of the lone wolf class. An improved faster hacking ability given at rank 3 or 4 and making improved firewall the prerequisite. They should be given this ability do to the fact the engineer gets improved building and disarming. Plus engineers can destroy operatives hacks. Another new ability for the operative can be an improved disguise buff given to you at rank 4 or 5 and making homing beacon the prerequisite. With this ability you will be able to scan your enemy from a distance and use the self buff/revive button to disguise yourself as the enemy without revealing yourself behind enemy lines. You would only be able to use it once otherwise once it is used or you are killed (not downed) you will have to go look for a new disguise.
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Mon May 02, 2011 2:48 am

i like these ideas for the new abilities for thee classes except for operative. i think the operative class needs a passive damage boost given to you at rank 2 or 3 equal to the engineers standard damage buff because he is suppose to be the flanking character for the team and more of the lone wolf class. An improved faster hacking ability given at rank 3 or 4 and making improved firewall the prerequisite. They should be given this ability do to the fact the engineer gets improved building and disarming. Plus engineers can destroy operatives hacks. Another new ability for the operative can be an improved disguise buff given to you at rank 4 or 5 and making homing beacon the prerequisite. With this ability you will be able to scan your enemy from a distance and use the self buff/revive button to disguise yourself as the enemy without revealing yourself behind enemy lines. You would only be able to use it once otherwise once it is used or you are killed (not downed) you will have to go look for a new disguise.

Even though I'm not an operative I can still see how all of these could be very useful to an operative. I especially like the last idea about the long distance disguise.
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Sun May 01, 2011 2:55 pm

I really wanted the operatives to get a melee boost passive or active ability. I would literally die happy if they would give them a boost to stabs from behind, or most of all a knife/sword when active gives you a boost to damage and knocks them down.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sun May 01, 2011 9:45 pm

Since i'm too tired to think, I will provide comical relief.

Operative- Water Splash! ( Be like squrtle! Throw salt water into ur enemies eyes and watch as they piss and moan and also might curse at you because of how mad they are and claim its unfair and start to cry! )
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Sun May 01, 2011 9:46 pm

^^ Magikarp uses splash!

Anywho I think soldiers could use a passive improvement to combat, something like a reduced reload speed or slight bonus to stability. Something that would reflect a higher level of combat training than other classes.
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

PreviousNext

Return to Othor Games