Post Your Ideas for New DLC Abilities


(Blarfenghar) #41

[QUOTE=AmishWarMachine;371535]Another way to balance it would be to make it such that these “bullets” can revive enemy corpses too, if shot.

Now on that note… a syringe gun would be wicked. Single-shot like the Barnett, and only 6 in the chamber, but with the range of a mossington, or something.[/QUOTE]
Yeah I was gonna suggest a syringe gun but this is an abiltu thread. But if you limit the range then it’s to weak IMO.


(Terminator514) #42

Operative ACTIVE ability: Partial camoflauge

Partial camoflauge would allow operatives to mostly conceal themselves in order to sneak past guarding players. I say “partial” becuase I believe full invisibility would be over-powered and be extremely unbalanced.


(BROTOX) #43

[QUOTE=Jimmy James;371530]Sprint Boost Plus may be difficult to implement. Interesting idea though.

^ +1. Just call me “Stompy”! (btw Would this stack with the Bayonet weapon mod, assuming it works with slide attacks?)

-JJ[/QUOTE]

You can equip your gun with a bayonet for the xtra dmg slide attacks but you can only stomp incap players (downed players usually get up right away) and the regular melee animation is replaced with the STOMP animation while wearing the boots. Let’s say a stomp anywhere on the body but the head gives you 25+ and the knife sound (squish) and a stomp on the head gives 30+ with an extra gross cracking squishy sound to differentiate, since there can be no gore with a teen rating.


(AmishWarMachine) #44

But you also don’t want people being able to snipe revive from across the map. There would need to be a balance, for sure.


(Spendlove) #45

Universal - Computer wizard - Capture command posts faster

Op - Improved Comms Hack - Hacks downed enemy showing location on radar but also has class icon instead of red blip.

Medic - Dantes Grenade - Removes all medic buffs from enemy hit.

Soldier - Bunker Gunner - The MG nest is more accurate to this soldier.

Engineer - Buff accuracy - Hand held guns have a tighter spread on full auto, cannot self buff, cannot buff MG nest.


(Terminator514) #46

REPOST

I just thought of an ability, “grenade return”. This would allow you to throw grenades back at the enemy before they get a chance to detonate. It’s simple, but I think the addition would improve the flow of gameplay by making the combat more fluid; by more fluid I mean people wouldn’t run away as soon as they see the grenade indicator, well most people would, but at least one or two heroic souls would try and chuck that ticking gift of doom back at the other team.

And get this I have a name of an achievement if someone managed to kill someone by doing this, “Could you wrap this for me?”

So, what do you guys think?

P.S. Before people start saying I’m trying to make it like CoD, because I know someone would, I’m not, it’s simply a suggestion. Also try to remember CoD does have a few redeeming qualities; look at the person who beat the horse AKA Activision, not the horse itself AKA the game (Ex. any of the number of great franchises Activision milked including Guitar Hero, Tony Hawk, and Call of Duty.)


(Spendlove) #47

Ladies and gentlemen. I don’t want to poo on our party but in the Rahdo thread, he says more DLC will cost many £££££££’s and it’s all up to Bethseda. Even worse - the next lot of DLC isn’t even being worked on ATM.

Makes me feel queasy inside. Please dont let Brink wimp out like this SD! We genuinely have some good ideas here for abilities and maps!


(wolfnemesis75) #48

[QUOTE=Spendlove;374007]Ladies and gentlemen. I don’t want to poo on our party but in the Rahdo thread, he says more DLC will cost many £££££££’s and it’s all up to Bethseda. Even worse - the next lot of DLC isn’t even being worked on ATM.

Makes me feel queasy inside. Please dont let Brink wimp out like this SD! We genuinely have some good ideas here for abilities and maps![/QUOTE]You or I or anyone else that does not work in their Headquarters/office know what they are doing, planning, working on right now. Everything else is just conjecture and assumption. I am not saying either way if there will be anymore stuff for Brink, but only they know. Read what you will into Rahdo’s statements but that’s all you’re really doing, because he actually just is using business-speak. :slight_smile:


(Spendlove) #49

It’s because Rahdo said the next DLC has not even been started on yet.

You would think that if the next DLC was go, someone would be feverishly coding away already?


(wolfnemesis75) #50

[QUOTE=Spendlove;374078]It’s because Rahdo said the next DLC has not even been started on yet.

You would think that if the next DLC was go, someone would be feverishly coding away already?[/QUOTE]They have map rough map layouts and constructs probably. I’d imagine when you are creating the game you edit out some maps during the process and so there’re ones of varying levels of stages/finishes that were put aside. I often feel that for DLC they take one of these left-over pieces and work some more on it. So in a way, there’s some building blocks in place. I did see Exedore’s post about people’s perception that DLC is maps that were already done. That is probably the case. But please correct me if I am wrong, but I believe that there are some unfinished levels/maps etc. and these can be worked on further if there is funding. I just don’t see how every single map for a DLC would mean literally starting from scratch every single time. The stat site suggests that some work has been done on at least concepts of what other maps would be. Who knows? Only they do. You don’t know what’s laying around under their desks and in their pockets. Could just be a ball of lint, or some loose change. Who knows?


(Terminator514) #51

[QUOTE=Spendlove;374007]Ladies and gentlemen. I don’t want to poo on our party but in the Rahdo thread, he says more DLC will cost many £££££££’s and it’s all up to Bethseda. Even worse - the next lot of DLC isn’t even being worked on ATM.

Makes me feel queasy inside. Please dont let Brink wimp out like this SD! We genuinely have some good ideas here for abilities and maps![/QUOTE]

Last time I checked this thread was for suggestions regarding future DLC, not blind assumption; back to the subject please.


(Spendlove) #52

Rahdos words. Not mine.

Let’s see some suggestions Terminator. :-).

Universal.

Advanced communications. You get more information on the enemy hacking your stations. Name class and time left.

Op.

Remote hack. Allows the op to use a hacking device on a command post with the same range as a primary objective hack.

Medic

Ultra metabolism. Faster regeneration. Long cool down. Uses bind key.

Soldier.

Tracer round. Target lights up when hit for one second. Cannot be used at the same time as armour piercing rounds.

Engineer.

Sniper turret. Long scan range. Single shot. Slow reload. Does medium damage.


(Smoochy) #53

some good stuff on the beth forums too:

maybe combine them into one list and let people vote on them?

i have to admit i havent played any games for 3 weeks now, too tired after the baby. i have watched a lot of jeremy kyle oddly this week whilst off (always funny to see how the chavs live - http://en.wikipedia.org/wiki/Jeremy_Kyle for the none english - its like jerry springer with attitude!)

i personally would say medic gets venon/poison nade but the 3 slots are so easy to fill with all the cool toys you can get.

Springboard - too easy to abuse, sadly, as its a decent idea. stuff like this can really help heavies get to cvool places. maybe it only helps none-lights get to places only lights can get to? could be a real help on ccity for sec!

cant think of any myself right now. only had an hour’s sleep last night!


(wolfnemesis75) #54

[QUOTE=Smoochy;374627]some good stuff on the beth forums too:

maybe combine them into one list and let people vote on them?

i have to admit i havent played any games for 3 weeks now, too tired after the baby. i have watched a lot of jeremy kyle oddly this week whilst off (always funny to see how the chavs live - http://en.wikipedia.org/wiki/Jeremy_Kyle for the none english - its like jerry springer with attitude!)

i personally would say medic gets venon/poison nade but the 3 slots are so easy to fill with all the cool toys you can get.

Springboard - too easy to abuse, sadly, as its a decent idea. stuff like this can really help heavies get to cvool places. maybe it only helps none-lights get to places only lights can get to? could be a real help on ccity for sec!

cant think of any myself right now. only had an hour’s sleep last night![/QUOTE]Congrats on the baby. Life gets interesting now, I can tell you from experience. Yeah, saw your post in another thread and was wondering where you had gone off to! Now I know. Sleep will come when you’re dead, lol. :slight_smile:


(Jimmy James) #55

Damn you! I was going to post this suggestions. Though I was thinking that it could be handed out to teammates also, unlike Armor Piercing Ammo, but I like the apply to self only mechanic and having to choose between the two options.

-JJ


(LightningV) #56

It may not seem like much but I would honestly like to see a universal ability. For each incapacitated enemy we can use the TAUNT button, which gives the player 10-20 XP. Like folding your arms, nodding your head and smirk. Or other crazy taunts just to add some style to your character. (This is strictly for users, NO BOTS)


(Oz70NYC) #57

All of my ideas would be for rank 5 and above.

Universal

Marksman - Improves accuracy and stability of Primary weapon by 25% when using ADS

Gunslinger - Reduces weapon switching time by 40%

Battle Tested - Improves health regeneration by 30% (Coupled with Battle Hardened, this means you’ll spend less time hiding after taking damage and more time fighting)

Soldier

Concussion Grenade - Flashbang grenade that does damage on impact. (The damage would be 20% less then the standard grenade)

Clip Belt - Increases a soldier’s reload speed by 25%. (This is on top of the reload speed of whatever weapons are in your load out, so Soldier can reload incredibly fast, since they’re supposed to be the guys leading the charge.)

Run & Gun - Improves stability and accuracy by 25% while hip firing. (Coupled with the Clip Belt, this will make Soldiers offensive powerhouses, as they’re supposed to be.)

Engineer

Extra Turret - Same as Extra mine, this will give you the ability to deploy 2 turrets. (The catch would be the 2nd turret will always be weaker the the 1st. So if you deploy a Gatling Turret, your 2nd deployed turret will always be a medium.)

Control Turret - Allows Engineers to manually control their own turrets. (Operatives can do it after hacking it, so why can Engis do it outright?)

Proximity mine - A mine that detonates when an enemy gets withing a 5 meter radius of it.

Medic

Self Adrenaline, Metabolism & Speed Boost - Allows you the ability to give yourself either of the boost you can give your team, but only when you have it equipped. (You’d simply select it as if you were going to buff a team mate, but instead apply it to yourself when not looking at a team mate.)

Pheonix Grenade - Same effect as the Lazurus grenade, but revived team mates will not only have full health upon reviving, but an adrenaline boost as well. (There’d naturally be an EXTREMELY long cool down between uses, so you’d want to use this one wisely, preferably as a last resort when pushing into an objective or defending it and a number of your squad mates are downed.)

Mega Serum - A special serum that when injected, grants team mates increased agility and speed for a set limit of time. (Heavies will be able to move as fast as Mediums, and perform Medium SMART moves, Mediums will move as fast as Lights and be able to do Light SMART moves, and Lights will move at incredible speed and be able to DOUBLE wall hop.)

Operatives

Extra Caltrop Grenade - Allows you to throw two Caltrop grenades instead of one.

Tracking Device - A device that can be placed on an enemy that gives the Operative unlimited intel on said enemy. His health, current buffs, ammo and location on the map. It can be only be removed by an Engineer or an Operative. (It’d be used like the Sticky Bomb.)

Master Of Disguise - The next step up for the Disguise ability. With it, an Operative can do all actions without breaking disguise unless spotted by the enemy he’s disguised as or another Operative. (You’d break disguise by putting your crosshair on an enemy and holding the prompt button as if to give a buff. This would be the greatest tool for a high level Op, as they’d be able to do some SERIOUS damage if they’re good enough to remain undetected.)