DERPY_SMOOG Posted February 3, 2017 Share Posted February 3, 2017 (edited) i hardly ever see anybody using Air Support. whenever i go to akkad or other high level defenses or survivals i always toss out a med tower. and on some occasions i see the turret but air support seem so rarely used. i think scaling air support with mastery rank might help encourage people to use it more and to seek out the other ships with a bit more enthusiasm. Med Tower. Either each master rank level makes the tower heal more or add a duration of a half second per rank. Sentry Turret. Level scales with Mastery Rank, raising its shields and damage Ordis Hack. Hack laster longer with MR maybe a second or a half second per rank Carpet Bombs. Damage goes up with MR. pretty simple Any other ideas? Edited February 3, 2017 by DERPY_SMOOG Link to comment Share on other sites More sharing options...
Azrael Posted February 3, 2017 Share Posted February 3, 2017 They don't do too much right now. but if they got any stronger people could use them to cheese missions. I think that's why DE has avoided buffing them: they don't want people afking defense missions with those turrets. Link to comment Share on other sites More sharing options...
Imaru Posted February 3, 2017 Share Posted February 3, 2017 I actually regularly use the Liset's air support for Sortie Rescue missions or when someone messes up a spy mission to buy us a few extra seconds. Works great with more than one person using it. A few more seconds at higher mastery though would be nice. Link to comment Share on other sites More sharing options...
DarkFlameZealot Posted February 3, 2017 Share Posted February 3, 2017 The only really useful one is the Liset's to grant an extra 10 seconds on spies and rescues that you mess up on. It would be nice if you could have them scale to MR level, but at 30, what would that give you? Maybe an extra 15 seconds? 10 seconds? 20 seconds extra on a rescue like the sorties (Lua still needs a rework) is a massive increase. Air support is just that, 'support'. It's not meant to be able to have the same effect of the Mirage Synoid cheesing. Link to comment Share on other sites More sharing options...
Kalvorax Posted February 3, 2017 Share Posted February 3, 2017 main reason i do not use AS...ridiculous 10 minute CD...NOTHING should be longer than 5 minutes imo. Link to comment Share on other sites More sharing options...
Imaru Posted February 3, 2017 Share Posted February 3, 2017 1 minute ago, xcynderx said: main reason i do not use AS...ridiculous 10 minute CD...NOTHING should be longer than 5 minutes imo. Most missions you would use Air Suppoirt in don't even last 5 minutes from the first time you'd use them to the end. There's no real reason to reduce the cooldown on it if you ask me. (Note: this is referring to the Liset one, not the others as I have no experience with them) Link to comment Share on other sites More sharing options...
Omnipower Posted February 3, 2017 Share Posted February 3, 2017 22 minutes ago, DERPY_SMOOG said: i hardly ever see anybody using Air Support. whenever i go to akkad or other high level defenses or survivals i always toss out a med tower. and on some occasions i see the turret but air support seem so rarely used. i think scaling air support with mastery rank might help encourage people to use it more and to seek out the other ships with a bit more enthusiasm. Med Tower. Either each master rank level makes the tower heal more or add a duration of a half second per rank. Sentry Turret. Level scales with Mastery Rank, raising its shields and damage Ordis Hack. Hack laster longer with MR maybe a second or a half second per rank Carpet Bombs. Damage goes up with MR. pretty simple Any other ideas? i think mastery rank should Those are great ideas another option to buffing them would be: Med tower: at mr1- 10 increase amount capable of healing per rank, mr11- 20 heals more health and overshields(increases amount per rank) and mr21- 30 power restore(increases per rank) Sentry turret: mr 1-10 increases dmg, health and shield of turret per rank, mr 11-20 able to throw out 2 at once(second turret will have less dmg, health and shields but will match main turret at last rank) and mr 21-30 double barrel turrets (shoots faster per rank) Ordis hack: reduce CD per mr rank so maybe at 30 it would be at 3-5 minutes instead of 10 Carpet bombs: MR 1-10 bombards spot for nth seconds per rank, mr11- 20 more dmg per rank and mr21- 30 greater area per rank Link to comment Share on other sites More sharing options...
DarkFlameZealot Posted February 3, 2017 Share Posted February 3, 2017 6 minutes ago, Imaru said: Most missions you would use Air Suppoirt in don't even last 5 minutes from the first time you'd use them to the end. There's no real reason to reduce the cooldown on it if you ask me. (Note: this is referring to the Liset one, not the others as I have no experience with them) This is true. The only air support I see commonly (as in maybe once every 50 games) is the Liset air support for spies/rescues on sorties or the Turret on akkad for a bit of extra dps. It's a slight advantage that one could use ingame, but overall it's not that useful aside from the Liset. Make the cd 5mins, sure, but what real effect does that have on a spy/rescue that only lasts around 3 minutes? Link to comment Share on other sites More sharing options...
Soketsu Posted February 3, 2017 Share Posted February 3, 2017 (edited) 2 hours ago, DERPY_SMOOG said: i hardly ever see anybody using Air Support. whenever i go to akkad or other high level defenses or survivals i always toss out a med tower. and on some occasions i see the turret but air support seem so rarely used. i think scaling air support with mastery rank might help encourage people to use it more and to seek out the other ships with a bit more enthusiasm. Med Tower. Either each master rank level makes the tower heal more or add a duration of a half second per rank. Sentry Turret. Level scales with Mastery Rank, raising its shields and damage Ordis Hack. Hack laster longer with MR maybe a second or a half second per rank Carpet Bombs. Damage goes up with MR. pretty simple Any other ideas? i think mastery rank should 2 hours ago, Omnipower said: Those are great ideas another option to buffing them would be: Med tower: at mr1- 10 increase amount capable of healing per rank, mr11- 20 heals more health and overshields(increases amount per rank) and mr21- 30 power restore(increases per rank) Sentry turret: mr 1-10 increases dmg, health and shield of turret per rank, mr 11-20 able to throw out 2 at once(second turret will have less dmg, health and shields but will match main turret at last rank) and mr 21-30 double barrel turrets (shoots faster per rank) Ordis hack: reduce CD per mr rank so maybe at 30 it would be at 3-5 minutes instead of 10 Carpet bombs: MR 1-10 bombards spot for nth seconds per rank, mr11- 20 more dmg per rank and mr21- 30 greater area per rank I think the MR, if we play on that should reduce the CD, 10 min is way too long for some abilities (carpet bomb) but should become OP with some other (Ordis hack). Liset Ordis Hack : 16 sec between each MR Explaination & Maths Spoiler generally when you triggered an alarm, you got 1 minute in order to fulfill your objective, even at MR 30 the CD will reach 2 min 10min = 60 *10 sec = 600 sec For a MR 10 reduction CD : 16 sec * 10 = 160 sec For a MR 30 16 sec * 3 * 10 = 480 sec 600 - 480 = 120 120 sec = 2 min Med Tower: 10 min => 3 min Explaination & Maths Spoiler For lower MR with no trinity (or other heal sources), having a heal ship is great for team diversity at this cases. For Higher MR they have have the loadout in order to heal themself, so the problem it's not about to get heal at all, but rather not die from a lvl 150 sniper grakata, so there is almost no difference between having a med tower each 10 min or 3 min for higer MR. Beside not all mission recquire/allow us to camp. Why 3 min ? This time, I'm not objective but it's the time I need in order to clear a defense rotation ( 5 rounds), so you can wish another timing, I can't really defend 3 minutes Carpet Bomb : 19 sec between each MR Explaination & Maths Spoiler In addition to Omnipower suggestions, the carpet bomb can outshine hydroid spell so, I think we may need a small cooldown With this reduction per MR, you reach a CD of 30 seconds at MR 30 600/30=20 30*20 sec = 600 sec 30*19 sec = 570 sec 600-570=30 Sentry Turret : 17 sec between each MR Explaination & Maths Spoiler With this reduction per MR, you reach a CD of 1 min 30 (wich correspond to one excavation process, letting in solo the abilty to seach for a cell, while the turret handle the foes) at MR 30 600/30=20 30*20 sec = 600 sec 30*17 sec = 510 sec EDIT : With Azrael post, perhaps the turret should self destruct after 1min 30 in a 15m aoe, dealing light/moderate explosive damage. Edited February 3, 2017 by Soketsu grammar & gameplay correction Link to comment Share on other sites More sharing options...
Kalvorax Posted February 3, 2017 Share Posted February 3, 2017 27 minutes ago, Soketsu said: I think the MR if we play on that should reduce the CD 10 min is way too long for some abilities (carpet bomb) but should become OP with some other (Ordis hack). Liset Ordis Hack : 16 sec between each MR Explaination & Maths Reveal hidden contents generally when you triggered an alarm, you got 1 minute in order to fulfill your objective, even at MR 30 the CD will reach 2 min 10min = 60 *10 sec = 600 sec For a MR 10 reduction CD : 16 sec * 10 = 160 sec For a MR 30 16 sec * 3 * 10 = 480 sec 600 - 480 = 120 120 sec = 2 min Med Tower: 10 min => 3 min Explaination & Maths Reveal hidden contents For lower MR with no trinity (or other heal sources), having a heal ship is great for team diversity at this cases. For Higher MR they have have the loadout in order to heal themself, so the problem it's not about to get heal at all, but rather not die from a lvl 150 sniper grakata, so there is almost no difference between having a med tower each 10 min or 3 min for higer MR. Beside not all mission recquire/allow us to camp. Why 3 min ? This time, I' not objective but it's the time I need in order to clear a defense rotation ( 5 rounds), so you can wish another timing, I can't really defend 3 minutes Carpet Bomb : 19 sec between each MR Explaination & Maths Reveal hidden contents In addition to Omnipower suggestions, the carpet bomb can outshine hydroid spell so, I think we may need a small cooldown With this reduction per MR, you reach a CD of 30 seconds at MR 30 600/30=20 30*20 sec = 600 sec 30*19 sec = 570 sec Sentry Turret : 17 sec between each MR Explaination & Maths Reveal hidden contents With this reduction per MR, you reach a CD of 1 min 30 (wich correspond to one excavation process, letting in solo the abilty to seach for a cell, while the turret handle the foes) at MR 30 600/30=20 30*20 sec = 600 sec 30*17 sec = 510 sec sounds good.. though you should probably show the math for the current max rank of 23 (MAYBE 24) as we wont be getting to 30 for at least a couple more years heheh Link to comment Share on other sites More sharing options...
Soketsu Posted February 3, 2017 Share Posted February 3, 2017 (edited) 3 minutes ago, xcynderx said: sounds good.. though you should probably show the math for the current max rank of 23 (MAYBE 24) as we wont be getting to 30 for at least a couple more years heheh I know but I prefer to plan for the time we can reach it, like that, DE gain some precious time, if they ever use this. Otherwise everyone should hve a reduced CD if we don't play with MR. Edited February 3, 2017 by Soketsu Link to comment Share on other sites More sharing options...
TheChaotic1 Posted February 3, 2017 Share Posted February 3, 2017 I think it should improve at certain points, not per rank, so, every 5-7 ranks it goes up a rank, like a warframes powers. Plus that medi-tower needs to heal better, pizza outclasses it in most regards. Link to comment Share on other sites More sharing options...
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