[Suggestion] New A.S.P. ideas?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Sir Sovereign, Jun 26, 2018.

  1. Sir Sovereign

    I just wanted to see what people would like for ASP unlocks.

    I'll throw in a couple to start. I know engineer has far more options than everyone else already, but it's the only class I play aside when I jump on a max or a heavy to help clear points. I also know that some of my suggestions sound more like cert changes and would take development from the team or outside help, but I feel these things would be a type of "reward" for sticking with that class and spending those limited points there.

    -Engineer unlock rocklet rifle to replace turret in loadout
    -Engineer unlock Shield recharging field to replace one ammo box
    -Engineer unlock HMG turret to replace normal turret with cert flak upgrade so engi can actually be the vehicle and anti-vehicle class
    -Universal unlock large melee to replace secondary or primary (would take someone to develop it for them)
    -Universal unlock use all NS/NSX weapons on all 4 classes (not MAXes obviously)
    -Max shield replacement for one HP bar
    -Heavy Assault "bull rush" ability to replace shields.. with damage mitigation and causing damage to players in the way
    -Infiltrator unlock shotgun secondary (for those who feel they are unprotected with pistols.. SMG would be too op since they can be suppressed and used with cloak)
    -Max unlock......... better Melee
    -light infantry unlock shotgun secondary
    -light assault unlock assault rifle primary
    -Infiltrator unlock concussion grenade
    -Universal unlock Max discount
    -Max unlock Nanite Auto Repair system (so they stop feeling the need to run back to spawn and past engineers)
    -Universal unlock Morgan Freeman Voice Pack (Yes. Skill.)
    -Combat Medic unlock NS Auto Turret (same that engi has)
    -Combat medic unlock LMG primary
    -light infantry unlock revive grenade (think about this..)
    -infiltrator unlock NS Archer (buff the Archer first..)

    I know I will be flamed for a couple of my ideas, but that's fine. I want to know what ideas everyone else has though!
    • Up x 1
  2. Xebov

    LMG Secondary: Heavy
    LMG Primary: Medic
    Shotgun Secondary: Light, Medic
    Battle Rifle Secondary: Heavy, Engineer
    Concussion/Flash/EMP/Sticky: Universal unlock (its currently some unlocks here and tehre but everyone could sue them)
    Reserve Hardlight Barrier: Medic
    Archer Primary: Heavy, Infiltrator, Medic (could be a normal unlock instead of ASP)
    Scout Rifle Primary: Medic, Engineer

    Some Feedback on OPs ideas:
    Im not sure about it. The Rocklet Rifle is a signature Tool for Lights. Also the suggested slot is not able to show attachments so im not sure that it would even work UI wise.

    This would mean Engineers without Ammo. A better place would be Utilities similar to Reserve Hardlight Barrier.

    There are 5 classes without MAX and this would eman that all classes would gain access to LMGs and Snipers. So its not the best idea.

    This would be a mirror for the Carapace Implant.

    This sounds more like a new Ability that should be available for everyone.

    Infiltrators dont have any Shotgun access. Going by what is currently available no class gets a Secondary unlock for a weapon type tehy cannot use. Also this would cause issues with stalker cloak. Stalker cloak currently only locks the primary slot but does not enforce sidearms in the secondary slot. Its a general issue for unlocking secondary primaries.

    Max units should be more dependant on engineers, not less.

    +1, maybe a bit expansive.

    I dont see this fitting their role. Giving the fact that we regularly see Medic trains of organized squads i dont think it would be a good idea.
    • Up x 1
  3. TR5L4Y3R

    just brainstorming .. crazy or not

    shotgun secondary for all except infil
    smg secondary for all
    battlerifle secondary for all but LA
    av grenades for all
    emp grenades for medic and engineer
    flashgrenades for medic and engineer
    concussiongrenade for medic
    archer primary or secondary for medic
    rockletrifle primary or secondary for medic, heavy assault and engineer
    lmg primary or secondary for engineer and medic
    rocketlauncher primary or secondary for engineer (geez the phoenixspam)
    motiondartpistol and motionsensor for medic and engineer

    esf wingweapons as primary/noseversion ..
    Lib tailweapon as noseversion
    Lib bellyweapon as noseversion ...
    Lib access to ES turrets and maxweapons for any weaponslot ..

    lightning access to ES turrets and maxweapons as mainweapon ..
    ANT access to ES turrets and maxweapons ...
    Sunderer access to ES turrets and maxweapons ...

    MBT access to viper ...
    MBT access to Skyguard ...


    PS: the greenmarket suugestions are what i would legitimately want ..
    • Up x 1
  4. Twin Suns

    Just get rid of classes then. Seriously. No need for them if I'll eventually be running cloak, jet pack and revive tool. :)
  5. LaughingDead

    Pistol secondary: All classes
    C4 utility: all classes
    Tool slot

    You get the joke.
  6. Sir Sovereign

    All sounds good to me..
    True about attachments.. I'm just not sure how else to put it in.. maybe as a secondary? And the same can be said about Hardlight barriers, auto turrets, and the Archer for the engi, but I still think those 3 should be spread out

    Engineers have 2 ammo boxes.. getting rid of one means they'd have both ways to support.

    I see no issues with this because it would be an automatic sniper and a bolt action that acts like a scout rifle.. the NS lmgs are basically just less accurate assault rifles with large capacity. Idk, could be an issue, but no more so than their original classes that have them

    I didn't know how the cloak worked tbh.. knowing it locks the primary means it would be harmful to give them scout rifles as secondary to have shotgun primaries and such.. but I guess they could have smgs for primary and something for secondary.

    This would mean that an infiltrator could use a suppressed smg while cloaked.. at least a shotgun would uncloak them lol

    Most of your ideas sound good/cool, but these really stand out to me.. MBT main cannon currently has no faster firing turrets or anti-air capabilities (unless you have very good aim and timing with AP)

    Adding a Lightning ASP to OP

    EDIT: nvm... can't edit thread posts here lol.... I'd really like a co-axle gun on Lightnings
  7. Xebov

    The problem with the spit fire is the number of medics. Imagine how OP the medic squads would get on top of their power if tehy could make room full of spitfires.

    This no longer exists. Originally you had your ability with the ammo pack and a second one within utilities (where the mines are). The later one is no longer in existance. But i think we mean the same thing, adding it to Utilitities.
  8. Xebov

    I dont agree. Classes are important and fit a role. The ASP just offers different equipment that is usefull for a role. For example: Medics and Engineers have different roles, but both usually fight side by side, so having the same weapon access possible makes sense.
  9. Luicanus


    I like most of these, some good ideas, one that stood out as bad to me was the one I left in the quote box.

    Minor Cloak + Shotguns is ok because there's an artificial delay before weapons can fire that infiltrators don't have. Stalker Shotgun is just begging for some cheese plays. The mobility and faster decloak to fire time would be seriously OP. Especially given that sensors allow them to know exactly where their prey is coming from.
  10. AEROCHAOSS

    Just Max out your passive line of ammo boxes, you can drop two and the third will replace the first and so on. Speaking ps4 wise shield plus ammo box wouldn't work together.
    As the infiltrator had the asp to get assault rifles and everyone complained they will be OP, but NC already has the Gladius I see no shotgun or high quality weapon asp for infs in the future.

    I really wanna see unlock all grenades for all classes or at least for each class themself. There is no sense in wasting anything for decoy on inf or whatever these grenade unlocks are right now.
    • Up x 1
  11. rsonny

    Unlock weapons of another faction
  12. Luicanus


    See I'm not entirely opposed to this with certain caveats.

    You'd have to use the ASP perk to gain access to a weapons list from the other factions (minus certain weapons) and then be able to spend certs buying the weapon (or just select to unlock it if you paid DBC for it already) and then the options close.

    essentially it would be a one-time thing. You pick one weapon to get, not a class of weapon and certainly not all weapons.
  13. Luicanus


    Another option would be to alter the Sidearm primary to allow stalkers to carry a primary so long as it's a sidearm. This would allow for a Commissioner/Crossbow mix or something similarly effective.
  14. rsonny

    get Anchor/Cyclone for TR/VS sounds good
  15. LaughingDead

    I'd like some vehicle asp options that let you swap the utilities around.
    Like if you could have both stealth and scout radar on something, or blockade armor and prox scanner for the bus, the drawback would be that you have no activated ability but I think the combinations would be cool.

    Not enough vehicle modification if you ask me, it's all infantry :(

    Hailstorm and maw.

    I mean if we really want to knock down faction diversity I'd totally take a gun with 750rpm 143 damage model on the heavy. The only one we have on NC is the carnage AR.
  16. Xebov

    Thats not what i (and possible he?) meant. Originally there where 2 Ammo pack items equipable for 2 different slots, but they are long gone.
  17. FateJH

    Class Tools (and passives) should not get shared. At least, even in the case of the current designs where you can have any weapon anywhere, we still need a lightweight way to telegraph what things other players are carrying in their back pockets. And easier to distinguish things.
    I remember Nanite Auto Repair System.
    The Archer is functional as-is.
  18. Sir Sovereign

    actually that is what I meant. Right now you can press F to drop a box and then 5 to drop another when ammo is maxed.

    Breaking up classes and giving them more options is what ASP is all about.

    And Archer is fictional as what? An annoyance?
  19. Xebov

    Ok then we are refering to different things. But its not that important.
  20. FateJH

    But it doesn't do that by diluting aspects of what makes the classes truly unique and that's the Tool slot item. The developers seem to have abandoned all impression that the primaries could be part of what makes classes unique (and what constitutes a "sidearm") and I have to accept that. I won't accept slippage from the Tool slot or from the Ability slot, as much as is possible.