Overpowered suggestions

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Mechwolf, Oct 7, 2021.

  1. Mechwolf

    Given the new crossbows havoc on the live server, I might as well drop some suggestions that would be downright ridiculous to mark the occasion.

    1. Ricochet bullets (damage reduced after bounce, only bounces once)

    2. Wall penetrating bullets (pierces one wall, 80% damage reduction after pierce minimum)

    3. Incendiary bullets (damage over time, similar to the flamethrower, limited incendiary range)

    4. NSO drone fighters (damage equal to spitfire damage, aimed/flown manually, can't be operated from pain field territory)

    5. Lock-on painter infiltrator tool, reduces time to lock from rocket launchers by 2 seconds, and increases lockon range of all sources for the duration of the infiltrator's paint or while the infil is also aimed at it

    6. Medic and Engineer resist tools, increasing the resistance of infantry or vehicles by 20% that works with nanoweave/resist shield/Vanguard shield/kinetic armor

    7. Lethal Aoe ability replacement for the heavy assault shield, same time to activate, takes no damage, explosion deals 500 damage for 7 meters.

    8. Toggleable MAX sword abilities, makes a sound like the OHK knives but louder, ability is reduced over time and per swing, 4 swings to deplete ability, has effective ohk range of 60 degree wide 3 meters, or a straight line of 6 meters.

    9. Temporary 250 shield when infantry is leaving sunderers and galaxies for 15 seconds, and the ability for MAX units to be carried in a Valkyrie.

    10. Zoom function and more health for plceable AV turrets.
    • Up x 1
  2. Mechwolf

    Incendiary reads a little lackluster... should probably make the damage spreadable from the original source like splash damage.
  3. melioa

    yeah, and i would like our tracer rounds back too. (well, for the TR and the NC)
    that is why the VS have the advantage (and are called the easy faction more now)......they can see where their rounds are going all the way down range, and having NO bullet drop, it is so easy for the VS to walk their shots onto the head of the target.
    the TR and NC can not see where our shots are going all the way down range.
    we used to (the TR and NC) have tracer rounds.....but a certain Dev (YouTube) soon removed the tracer rounds of the TR and NC when they became a Dev.
    • Up x 2
  4. BlackFox

    Every MG gets a 100% damage boost, the effective ranges are doubled together with the bullet velocity and the projecile drop gets reduced by 25%
  5. Liewec123

    I had an idea for a few implants, some of which would probably be deemed OP, like:

    Medic:
    Self Diagnosis: while you channel healing beam on an ally gain 50 health per second.
    Second Opinion: while you channel healing beam on an ally it will arc to a second ally for 50% healing (cannot arc to yourself.)

    Max:
    Maintenance Mode: while motionless and taking no action (shooting/reloading) recover 2% health per second
    (TR) Bunker Down: while Anchor is active gain bonuses to all resistance values. (AV resistance will be notably higher)

    Infiltrator:
    Dirty Tactics: the appearance of your Anti Infantry Mines is replaced with an ammo pack
    (Enemies will see a friendly ammo icon above it, your allies will see a red stop sign too let them know it is fake)
    (it won't appear as ammo on the minimap, so eager eyes will be able to spot that there is no ammo pack there)
    (Implants that detect explosives will still spot it as an explosive)

    And an OP idea for a new engi toy:
    Engineer:
    Nano-Turret Grenade: creates a miniature omni-directional ball turret on impact,
    sticks to terrain and structures lasts for up to 11 seconds,
    Can be destroyed via emp or shooting, 200 health)
    Shoots at enemies within 20m and line-of-sight,
    60 RPM, 100 damage, 0x headshot multiplier, (maximum 1000 dmg)
    • Up x 1
  6. BlackFox

    I have a few additional ideas:

    - A class that can go invisible, has high damage weapons and motion sensors that act like a wallhack or force players to crouch around
    - A vehicle that is fast, has two gunners and suffers no directional damage penalities
    - Guns that can be used full automatic with little recoil and outgun the faction with the highest RPM that way
    - Guns with a predict- and contolable recoil that cause more damage and fire slow enough to be used full auto

    Oh wait, we already have all that fun crushing stuff ingame...
    • Up x 1
  7. Demigan

    Most of these arent OP at all, if handled correctly.

    1: the Lasher is already superior in almost every way. Bigger bullets, better sustainability, remains accurate when holding the trigger. The ricochet bullets on the other hand have only the advantage of possibly hitting someone around a corner, but since you cant see them the likelyhood of hitting them repeatedly is small, especially if they simply step left or right out of your beam. Add COF, the fact that most weapons have limited magazines and that in normal firefights bullets have a good likelyhood to hit either the shooter or their allies which all make it hard for most weapons to outperform the Lasher.
    Because someone still thinks it will be OP here are some easy ways to limit their potential:
    - after a bounce the minimum damage is dealt to any target.
    - after a bounce the bullet is stepped down one damage model (and for the lowest damage model a new damage model is created so it can still step down).
    - a second COF is added after a bounce. If you hit a wall at a 45 degree angle for example the bullet can bounce between 40 and 50 degrees for example.

    2: this one is problematic even with the damage reduction. People using it to fire into spawnrooms for example, or a squad using it to clear a building by firing down the most used pathways.
    There is one utterly useless thing you could do. if it could pass one surface, but when it tries to pass a second surface regardless from the direction it would stop. It would be useless since any wall is essentially 2 surfaces, and there is ofcourse never someone hiding underneath terrain or inside the walls of a building right?

    3: just reduce the direct damage per bullet and dont let the DOT stack. This makes it a trade-off weapon: you are at a DPS disadvantage when in a 1v1 fight, but should you or the opponent take cover your DOT will make up a bit for the lost damage and make the shield recharge of your opponent take longer.
    Most useful as a utility ammo on a slow firing weapon, so the DOT has more time to work between shots.

    4: if they cost resources then they would be better for scouting, the spitfire gun would only be useful as a last resort or annoyance weapon. I assume the drone is easily shot down once a player hits it so its not going to 1v1 anyone any time soon.

    5: extremely niche, almost useless even. When it is used it could be powerful. I would rather have a low power but more general buff to players attacking a lazed target than something so niche.

    6: depends on how the tools work. If you have to hold the tool and keep it pointed at your target its almost useless. If you can deploy something and provide the benefit it can create niche OP situations and be generally useful, especially if the AOE is small so players have to be careful where they place it and how players need to limit themselves to benefit.

    7: I've suggested quick-knife alternatives before with similar functions. For a Heavy this is actually a balanced trade-off. You sacrifice your own longevity for the potential to deal damage to your opponents. But the fact that you have to be in hugging range and the likelyhood of friendly fire balance its damage potential.

    8: MAX's are slow, the lack of range and lack of swings would make this ability extremely niche. You would likely be more successful as a HA with OHK knife than MAX with one of these swords.

    9 a: for sunderers this is a good ability, it helps solidify it as a troop transport. For Galaxies its just another unnecessary boost to the Galdrop cheese.
    9 b: MAX's in a Valkyrie is only really OP in one situation: Burster MAX's. And even then there's some massive trade-offs. You need to stack a minimum of 1150 nanites (one Valk 2 MAX's) to become competent against ESF, but the Valk is still relatively vulnerable and 2 ESF could still take you on if they do some coordination. I dont think this will be too OP except for against solo ESF. Its lack of protection against ground targets also make this a somewhat tough cert piniata.
    And to use their own mantra against them: "you are going to need some teamwork to bring it down!".

    10. They've been nerfed to be almost uselessness, I dont see why not? You are a stationary small arc short ranged gun turret, some extra health on the turret wont be a problem and being a bit more accurate over the short range isnt too big of a problem.
  8. Mechwolf