Background Image

Loadouts influenced Gameplay and beyond.

Discussion in 'General Discussion' started by DongSlayer, Nov 25, 2016.

  1. DongSlayer DongSlayer Steam Early Access

    This is a thread that I have decided to create and curate based on suggestion of @MichaelChan .
    Objectives are to have gameplay defined by loadouts rather than going for BIS meta.

    Introduction of "Kits" : Kits are items that go into your Wargear 2 slots. They are meant to break wide open the gameplay for your class.
    Kits will sometimes have an active ability as well as an optional passive.
    Some kits will be team oriented and some supplementing individual combat prowess. Currently I will be mentioning
    a "few" kits for tactical class in LSM and CSM (just as proof of concept). Besides from asymmetrical balance, these focus on gameplay and tactial advantages, the value of which is purely based on usage rather than raw stats.
    Kits unlock abilities that are triggered by "T" just like howling banshees.
    DISCLAIMER : These are just ideas ...subject to rework interms of numbers etc. Think big , Start small.
    LP costs are relative so need rework. DO NOT HANKER on the numbers these can be balanced out.

    Loyalists :
    Tacticals Marine Only:
    - Recon kit
    : 400 LP
    Active: Auspex scan : Activates a auspex scan that reveals tagged/untagged assets on the minimap including vehicles and stealthed units. Stealth units
    disappear from minimap after a 2 second delay , remaining units are tagged for 10 seconds. Use once every 60 seconds and use within a squad also limited to 60 seconds. In maps with heavy cover and walls a squad can use at least 1 recon effectively.
    Passive: Remaining stationary activates a cammo unit ... less invisibility than a scorpion with an obscuring stone. Decloak on triggering atk and requires a 1.5 seconds wind up to get out of stealth before atking.

    - Hydraulics Kit: 350 LP
    Active : Hydraulic overrides : Pushes the power armor beyond safe limits granting the marine 15 % movement speed for 5 seconds . At the end of 5 seconds goes on a 60 second cooldown.
    Passive : Gyroscopic stabilization : Reduces horizontal and vertical recoils by 15 %.

    - Explosives Kit: 500 LP (can take basic weapons / armors)
    Enables you to equip ONE set of specialized explosives and demolition charges. All mines last 1 min OR deactivated upon redeploying. This is to prevent cheese.
    Active: Places an equipped specialized mine over target area within 7 meters .
    Passive : Custom Auspex: Every 25 seconds reveals all traps/mines on the minimap for squad.
    Trip mine: 3 per loadout. Visible as a thin lazer light(less bright than las cannon lock on but visible nevertheless) Deals explosive damage equivalent to Krak grenade when triggered . Perfect for doorways. Suffers from static interference ie cannot be placed within 10 meters of another Trip mine.
    Demolition charge: 1 per loadout. The perfect anti vehicle trap deals 3/4th melta damage one explosion. Semi-stealth after 5 seconds of being armed. Emits a small dull red light beacon when armed.
    Acid mine: 2 per loadout. Releases a cloud of acid that lasts 3 seconds and corrodes armor by 50 % to anyone passing through the acid cloud for 5 seconds.Can be placed anywhere and becomes semi stealthed after 5 seconds priming time. Effects do not stack.
    EMP charges: 5 per loadout : Triggers a brief electromagnetic pulse , knocking out all internal systems for 7 seconds...HUDs freeze for target duration ie Minimap / healthbar/ armorbar/ ammobar do not update for next 7 seconds. Grants victim a "tech recalliberation" buff for next 45 seconds where victim is immune to EM effects.

    Veteran / Sargent Tactical loadouts :
    Veteran kits are variants of the above with one of 2 extra variants/ abilities.
    Tactical Advance: Remove suppression and give 8 % mov speed boost to every teammate within a 13 mtr radius for 7 seconds. 60 second cooldown. Targets affected by tactical advance suffer "Exhaustion" debuff for next 60 seconds or 40 seconds if they redeploy preventing tactical advance from being reapplied on same target.
    Challenging call : Issues a challenge to an opponent . You hover your targeting reticle over a target and hold T for 2 sec. This causes both you and your target light up for each other. For the next 7 seconds, if your target atks anyone else but you... they deal 20 % less damage. Cooldown of 45 seconds.
    Since these are for veterans, they have access to equip more durable armor to endure the onslaught.
    ------------------------------------------------------------------------------------------------------------------------
    Objective is either pick raw stats via armor or pick kits for more versatility. Numbers should be adjusted to bring a balance between raw stats vs kit advantages. You can also completely ignore the kits and go pure armor and personal stats trading teamplay value.

    These are Just for LSM tacticals...I/we have similar set of game play based ideas for EVERY other class/factions including counters,etc .If you like this idea Ill post more for other factions. Dont want to overload Mr.Chan with a bigger text wall.
    Inviting @NoahWard @MichaelChan to take a look as well !!!

    Credit to @Elector for being a bouncing wall for my ideas.
    Credits to @Viking for giving me the idea of adding auspecs.
    Trenchwar, Xeltan, Elector and 3 others like this.
  2. DongSlayer DongSlayer Steam Early Access

    CSM - Some may be over the top, but should be balanced by abilities of other factions/classes.
    Mutations:

    Chaos Space Marines often having pledged their allegiance to various chaos gods gain access to eldritch mutations.
    The second wargear slot opens up access to mutations based on a combination of class and Chaos Patron god. Mutations could also include a soft global cooldown and visible auras indicating activated abilities (red/purple/blue/green haze).
    In the unlikely chance that you dont have a Chaos god allegiance and just hate the Imperium for the heck of it, you will still have access to a limited number of kits (tech decay and so on...lore accurate:p). This section will cover just mutations though...kits idea is extended from LSM.
    Mark requirement is a debatable subject so going to leave it out a bit.

    Khorne : Khorne favors melee combatants.
    Ground Assault/Raptor
    Undying rage :
    Marine becomes an unstoppable killing machine for next "5" seconds where blood must flow.
    The champion becomes invulnerable for 5 seconds and at end of the rage HP is set to 1 + based of each kill done during the duration of berserkers rage Khorne grants the champion 35 HP back per kill. Movement speed is reduced by 8 % melee Atk boosted by 15 % .
    During this effect champion cannot cap or interrupt cap. At the end of it he gains a "Sated" debuff that prevents mutation for another 55 seconds.
    Sorcerer: Khorne abhors sorcery .
    Null field: All targets within 15 meters of the sorc get a null barrier applied on them at time of cast, lasting 8 seconds. They can then move out of the 15 mtr range and still have the effect persist. Null field negates any tech/sorcery that is targeted on you. Same target cannot be recipient of Null field for next 60 seconds.
    Mods for mutations: Feedback loop : For every spell successfully absorbed - heals target for a minor amount of HP.
    Retaliation: For every spell successfully absorbed, inflicts a small amount of damage back to caster.

    Nurgle- All classes. Grandfather Nurgle dosent discriminate among his followers.
    Pestilent aura :
    Passive : Withering
    Aura around 10 m of marine ....frnds have minor armor/toughness boost ...enemies have armor corroded by accelerated decay.
    Active : Putrefaction: Can be activated on self or on enemy target/vehicle. Lasts 6 seconds. Cool down 50 seconds.
    Self: Encrusts self in a shield of puss and rot that absorbs damage. Increases armor/toughness by 12 % for 6 seconds.
    Enemy target: Disease and decays affects enemy target for 6 seconds reduces target Max HP by 15 % , slows target by 10 %. Target
    gains "Auto immune response" buff preventing Nurgles afflictions for next 40 seconds.
    Enemy Vehicle: Man or machine, none are spared from papa Nurgle. Slows vehicle by 30 % for 6 seconds. Vehicle gradually recovers movement speed.

    Tzeentch:Lord of change grants his blessings to different followers in different ways. None can foresee the plans of the great deceiver .
    Traitor / Havoc :
    Malefic Ammunition
    : Entropy and randomness are gifts to the followers of Tzeentch to wield as they please. Lasts 8 seconds. CD 60 sec.
    Next magazine of ammo or 15 rounds are infused with "random" elemental damage.
    Warp fire: Sets target on eldritch fire preventing armor regen for next 8 seconds.
    Lightning: Increases Penetration by 25 points.
    Change maker : Reduces 1-2 ammo from current magazine of enemy . Forcing them to reload frequently.
    If enemy is a melee combatant, reduces durability by 1-2 points per bolt.
    Traitor Assault/ Raptor:
    Doppelganger :
    Iconic spell that makes a clone of you for the next 5 seconds that has 35 % your HP/stats and does no damage. Disappears
    when damaged or at end of 5 seconds, will mimic all moves you do, atks same target and remain on the ground . CD 60s.
    Aspiring sorcerer:
    Temporal Dislocation
    : After a brief 1.5 second channel, translocates sorc to destination point within 25 mts, during channel both source and destination glow is visible to everyone. Cannot displace within 12 meters of objectives/cap points. CD 50 s. If the position you are translocating to is occupied by the time you reach there, you die dealing minor damage to the destination area.
  3. Lootmasta Kaptin_Pokkets Arkhona Vanguard

    I highly approve of this idea! I feel like this would go a long way to making a player feel more specialized with an ability to really shape the outcome of a battle. Excellent work sir! Very excellent!
    Trenchwar and DongSlayer like this.
  4. Warboss Sickytoof Karond Steam Early Access

    It is a good idea. Not sure if it needs to be an activated ability though. Just having access to equipment that only your class has is a great way of customizing the game. Heck, even if its the same items that everyone has the least we could get is asymmetry in regards to cost.
    DongSlayer likes this.
  5. Nether Nether Master

    I'm on the fence, as they sound like they could add a lot of depth to game play but at the same time they would increase the gap between organized clan play vs pugs. I say this as pugs seem to have a hard enough time grasping they need to get point C for the last 5 minutes of time, let alone NEEDing tac with auspex scan to detect booby traps.

    The other thing that I'm not sure about is the already countering of some abilities though I suspect it will be fine, such as suppression ext. It then makes LP costs for weapons and items that do it that much more pointless. Why bother spending extra on a gun that you know the enemy will counter.

    Lastly, I don't agree with the Auspex scan revealing stealth, aka Scorpions. It is not anti stealth, it is a wide scan to show everything "detectable" on the map. Stealth is also a significant part of the Scorpions balance and mechanics which all of a sudden become easy to bypass, not to mention it already suffers from high graphics settings.

    EDIT:, if they were to add these, though be default 0 LP for every class, as if you make people pay LP for them, especially anywhere near the 400 LP your showing, it will make A LOT of gear moot or just no competition.

    These kits should just have their own slot added and you choose one per loudout. This way it adds the depth but keeps other wargear valid.
    DongSlayer likes this.
  6. DongSlayer DongSlayer Steam Early Access

    All traps are semi-visible.. so you can do it w.o tactical too but need to pay more attention.
    The scorp revel was supposed to be for a second or two ...just to register and you need to be paying attention to minimap too. The trade off is to go for raw stats or utility...or a mix of both ... current gear is too tightly bound to stats... Kits open up aspect of gameplay....but that said...LP suggestions are merely relative so can be worked on ^^
    Thanks for the valuable feedback though !
    Nether likes this.
  7. phantagor phantagor Eternal Battles Moderator

    You can use part of your loadouts for CSM too.
    The Recon Kit for example is a fist to the eye perfect fit for Alpha Legion e.g.

    I wonder if there would be a possible to also employ the opposite of an auspex, like a hamper kit, that hides friendly movement for enemies for quiet some time.

    Something to disrupt enemies would also be interesting, like a Shrieker kit for Raptors, giving them grenades or screams that scramble enemies in some way (ether appling a supressed state or the like the Banshee scream).


    With those kits, i also imagine one could somehow reflect certain Subfactions Styles...
    E.g. giving Blood Angels a Red Thirst/Black Rage kit, that gives them temporary damage boosts but instant kill on downedstate.

    Thios is a relativly elegant way to introduce subfaction specific "perks"...i like it...i really like it
    DongSlayer likes this.
  8. DongSlayer DongSlayer Steam Early Access

    I am working on CSM equivalent for kits ...AKA "Mutations" :D
  9. Forgrim Forj Battle-Skald

    This, I like this. I think by including things other than activated abilities, it would be a good mechanism for introducing some of the playstyle variations we've been talking about in the Heavy Bolter Thread. not by changing stats per se, but playing around with the intangibles like suppression and movement I think it would be best suited appealing to those who specialise in a role. I also think that they should not be so much more powerful than slotting single wargear items that Kits become the new BiS.
    • CQC Kit: Trade off ranged lethality, and maybe things like suppression and ammo count for better CQC, and more survivability. Activated Ability Model: Refractor Shield for short term immunity/DR, Advanced Servos for no spin up time or reduction in tracking speed when aiming.
    • Overwatch Kit: Emphasis on long range braced fire. Throw in a scope, reduce overheat, but only enough base survivability to dodge back. Short duration cooldown for damage reduction to keep going under fire when braced. Activated Ability Model: Vent Heat like the PC, Temporary Scope level zoom
    • Suppression Kit: ups the suppression, maybe the ROF, reduces overheat significantly, but also damage. Activated Ability Model: ability that drastically increases suppresion and reduces overheat.
    • Penetrator: up the Penetration beyond merely Vengeance rounds, reduces ROF, box/drum magazine reduces ammo capacity by a lot. Would be carefully tuned to make it distinct from an Autocannon and it's alpha-strike: keep damage the same, and ROF still more like a HB than an AC. Activated Ability Model: has 2-3 normal mags, but can at any time swap current magazine for a 30-50 round magazine with high penetration
    DongSlayer likes this.
  10. DongSlayer DongSlayer Steam Early Access

    YES ! the other classes are all in my bucket list since Mr.Chan wanted a smaller text wall :p but yes I have similar ideas for every class...that provides gameplay value...I want someone to pick up a class...say tactical and have 5 different loadouts, each providing unique gameplay experience. Same for any other class.
    Forj likes this.

Share This Page