
quik90
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Posted - 2009.04.05 08:32:00 -
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Rather than making a senseless wish list here, we should be looking to add character to the ship type, to provide it with a stronger role.
As someone who currently has his BlackOps inserted with an alt scout/tackler in hostile territory, I'm horrified at these idiots suggesting that a Black Ops sacrifice its DPS for a COC. Are you mad? The BO is currently the only way a covert/recon gang can apply significant DPS to a battlefield. THIS SHOULD REMAIN ITS MAIN ROLE!
Even the no sensor recalibration delay is a much more role defining bonus than being able to fit a COC, as this facilitates effective sniping, even if getting into position can take more time.
As has already been mentioned, being able to warp cloaked to a target is not really important when you can cyno there instantly via the much quicker covert/recon.
In making BlackOps COC capable, while boosting the ship you are actually taking away the role of coverts/recons and diminishing the exclusive value of the covert cyno generator and the BOs jump drive mechanic. Not being able to warp cloaked is actually a very good role defining weakness. Everything should have strengths and weaknesses. The stealth bomber has lost character with the proposed COC change.
Not wanting to only bash other people's suggestions, i'll make a few of my own:
- Increased cloak speed. 150-200% per BO level. Allows ship to jump in off grid to a target and get to its optimal faster. This proposal should have been kept with the stealth bomber imo.
- New BO module: Doomsday shield (high slot). Activated while cloaked the module provides immunity to all other ganged covert-ops/recon/SBs in X radius. Huge cap drain means it has to be timed well to be effective. In view of a SB cyno-jammer attacks this could prevent the covert gang from being wiped with a single DDD.
- New BO module: AOE cloaking device (Hi slot) - activated while cloaked, the module cloaks all ganged ships within X radius (works on convention non-covert ships too). Cloaked ships within the radius lose the ability to target or activate any mods. This could potentially provide a fleet role for the BlackOps and SBs. Idea stolen from the Protoss Arbitrator in Starcraft.
- New BO module: Infiltrator cloak - Activated while uncloaked and not switched off by warping, the module makes the black ops appear on sensors as if it was its T1 variant. Additionally all non-ganged ships and POSes will see it as if it was part of their gang or high standing or alliance. Clicking on pilot info will however reveal the true identity of the ship. Other enhancements make the changes applied to local, allows the ship to dock at hostile stations or move into hostile pos shields.
This would allow the BlackOps to operate within enemy fleets and close to hostile poses without being targeted by the guns. Idea stolen from the ingenious Spy in Team Fortress II.
- New BOps module: Mass infiltrator cloak. Activated as a squad commander, the module makes all squad ships appear to be part of the gang/alliance/high standing to any unganged ships on grid and poses. This would facilitate covert gangs to make the proposed attacks on cyno jammers without them being torn appart by the POS guns. Perhaps to compensate cap drain should be moderate/high/to be supported by cap transfers? It would allow SBs to make the proposed attacks with torpedoes on targeted battleships, and bombs on targeted fleets, without getting pwned instantly.
- Command modules - BOps gangs need command modules in some form to improve fighting effectiveness. Skimish/information warfare come to mind.
As each of the proposed modules is very powerful in its own way, restrict the BOps to fitting only one. The all add value and character to the Black Ops shiptype, without overpowering. And solidify its role as a commander/facilitator of Black/Covert operations.
Enjoy and please start thinking outside the box people.
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