The Infiltrator has the special Wraith cloak module on the Flash, proving that it is possible to restrict vehicle modules to the class of the driver. So, I have come up with some ideas for class-specific Flash modules, hopefully increasing their value beyond disposable transports or the dreaded Wraith Fury flash scourge. Heavy Assault Juggernaut Module: A shield that acts like the HA's resist shield. Covers the entire Flash and increases resistance to enemy fire, but steering is negatively affected and the Flash glows a bright faction colour. Flash is still weak though, and will still be 1-hit killed by AV weapons like rockets and AP cannons. Aries Module: A shield that only covers the front half of the flash, along with the driver's torso and head. This shield has an extremely short uptime(~1.5s) but can completely block any damage received in that time. Meant to be used to intercept an incoming rocket or cannon shot. Difficult to use. Light Assault Jackrabbit Booster System: A set of thrusters that boost the Flash vertically up into the air, like Icarus jumpjets. Parachutes not included. Medic Field Triage: This module is special in that it can be deployed while sitting in the driver's seat. When undeployed, it does nothing. In its deployed mode, the Flash is locked in place like a Sundy. The module provides constant healing at a very slow rate to all allies in a radius. Also, it increases the revive speed of all medics in its radius. This is a large module, so the Flash loses the rumble seat. Engineer Advanced Resupply Station: Another large module that removes the rumble seat. Undeployed, it works like a mobile ammo pack. Deployed, it provides an equipment terminal where infantry can resupply, but not change class. Yes that includes grenades, medkits and C4.
Loving these ideas. Why no MAX module though? I envision one that fuses the max to the flash yet having a penalty to speed (and no flash weapons). It'd be hilarious to see one zip by. However, the pessimist in me says there is no possibility these will see the game as there is no way to monetize thsee additions as they would be tied to cert unlock similar to how the current cloak module works. (Edit: spelling)
Maxes can't ride Flashes in the first place. I have no plans to change that. And yes, they are cert unlocks just like the Wraith module. I like my medic and the engineer module ideas the most. I've always felt that since you can drive the flash into most base buildings, couldn't we use it as a resupply station or something?
I would change the module into a generalistic class upgrade module. So if an Infil steps on the Flash you can cloak with it. If a HA takes the steering wheel on that same Flash you can activate your shield. Juggernaut: There's no reason to add the drawbacks into it. This Juggernaut module would be extremely, extremely supa-dupa underpowered compared to the Wraith module, especially if it still can't tank an AP shot. I say you can safely have this shield tank an AP shot, maybe even two. That would also give it enough health to survive attacking a group of players without it being an instant-death. A stealthed surprise attack is already enough to kill the infiltrator on Wraith Flashes, a HA that you can see coming from a mile away? He's dead without a strong shield. Aries Module; 1,5 seconds? Why bother with it at all then? Especially with latency in mind you would only be able to benefit from maybe 1 second of that shield. And in 1 second you can't really block anything worthwhile. Maybe 1 AP shell, from the front, if you activate it on time before the latency allows your opponent to hit you before you knew he was aiming for you. Then the next hit kills you. These modules need to be worthwhile. No one is going to take the HA specifically for these modules! Especially not with the ridiculously long cloak times the Infiltrator has. Not being shot at is a far better protection that being able to tank a single AP shell, and even that you don't give the people using an HA on the Flash. I would actually want two systems: 1 a jump system that allows you to jump on top of walls and buildings and such with an extremely high recharge time. And a second one that allows limited-duration flight. With "limited duration" I mean similar lengths of time as the cloaking device. It doesn't have to be ESF-type flight. You can make it difficult to control and such so that you can only really do an aerial attack-run if you lined up with your target before taking off. But flight nonetheless. ... Why not just equip Triage? That would be better than the slow heal you are proposing now. Triage allows you to move around while you are at it, no need to deploy. Make it better, way better. This is in no way capable of rivaling wraith cloak or making it useful for players to use the Medic on a Flash. You would have to make it an activateable ability that when active heals something along the lines of 50m range around you fast. I would rather have the ability to deploy the Flash into a personal AMS when you sit on it as Medic. This way I can provide myself with an ideal spawnpoint for myself, but since I have to drive there all visible as a Medic you take some risks to put it down. The first idea that might be powerful. Not sure about this one.
I didnt't think of this. What an elegant way to cut down on the number of cert sinks and menu clutter. Good idea. The rationale I had for the Aries mod was to make it a powerful 'parry' ability that had to be timed just right. But it seems I forgot to factor latency into the equation. Juggernaut, I suppose could do with stronger shields. And no need for the penalty. The LA module I designed is meant to be a 'jump' instead of actual flight. I don't really like the idea of extended duration flight on the Flash. And having similar duration as the Wraith cloak is IMO too long. For the deployable abilities, the idea behind the Medic is so that you can drive into a building(for example a point or generator room), deploy, then leave the Flash alone as it does its thing. The slow heal is so that as Medics, you still have to do your job(healing, reviving) but thanks to your deployed vehicle, it lets you get the job done faster. Ideally you would use it in the same situations where you would put down a shield recharge bubble. Disagree with this one. I envision Flash add-ons for the Medic and Engineer as support options. I'd rather leave any kind of AMS ability to the larger vehicles like the sundy and the Valk.
oh hai! pull an infantry from an infantry terminal near a very busy vehicle terminal, join the vehicle queue for a flash, before the flash spawns run like your butt is on fire back to the infantry spawn and switch to max, if you switched to max before the flash spawns, when it spawns you'll get put on it just like normal, but you'll be a max back on topic! people have been wanting class specific max skills for a good long while, i'd really love to play the HA version with a shield i think it'd be cool if the engi version could resupply vehicles
This has been talked about several times before. Yes yes this! Vertical jump ability. But not the super long recharge that Demigan suggested that would be boring. This ability with turbo would be fun fun. These vertical jets should be strong enough to survived falling at max speed. Imagine jumping up on The Crown's airpads and turbo out over the desert and land safely. LA could get an passive ability that boosts the speed of light vehicles. Flash should get high boost like 50%. Engineer should get passive ammo pack ability when inside vehicles. New engineer flash ability could be demolition load. Flash is armed with 2 c4 that detonate on destruction or with a timer.