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Do you like this suggestion if no/some changes were made?
Yes 71%  71%  [ 45 ]
No 28%  28%  [ 18 ]
Total votes : 63

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Post Re: New Classes Brainstorm
Spartanski Smok wrote:
@up
Admins are too lazy to make new weapon codes. And, it would be OP'ed.


That is the stupidest reason to say no to a suggestion ever. The coolest ideas are what the admins should focus on, because they make for the most fun. A half-assed bit of content is fine for a time waster, but it does nothing for making the game the sort of thing that a large scale audience is going to want to go to.

If you really want your suggestions to get through, then make them the sort of suggestions that will draw in new customers, not just stuff that will help you...because if its a good suggestion, it will most likely do both. At the very least, you'll have just as much fun doing it as the new players will.

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Wed Jul 13, 2011 10:49 pm
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Post Re: New Classes Brainstorm
Bump.

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Thu Jul 28, 2011 3:53 pm
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Post Re: New Classes Brainstorm
warfighter67 wrote:
Bump.



Love you.

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Thu Jul 28, 2011 3:57 pm
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Post Re: New Classes Brainstorm
I always thought that Seer's would be the ones with lots of parasites. Maybe especially parasite weapons with long recoil and no firing vis.

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Sat Jul 30, 2011 2:16 am
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Post Re: New Classes Brainstorm
I suppose I can think of some other combat mechanic they could use.

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Sat Jul 30, 2011 9:18 am
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Post Re: New Classes Brainstorm
People came up with organic ships classes and other ideas long time ago.


Anyway, i sense that Admins maybe dont want to add any new focuses/ classes or that may cause the need of a new rebalance?


However, my idea for Organic ships, is they be perfect use for all 8 classes,, its just the way you feed/treat the ship... :lol:

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Sat Jul 30, 2011 11:32 am
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Post Re: New Classes Brainstorm
Lyceum would no longer have perfect geometric equipoise.

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Sat Jul 30, 2011 8:14 pm
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Post Re: New Classes Brainstorm
Yes it would.

Just make the ring of bases larger.

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Sat Jul 30, 2011 8:54 pm
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Post Re: New Classes Brainstorm
Very well thought out, with only a few flaws.

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Sat Jul 30, 2011 8:59 pm
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Post Re: New Classes Brainstorm
Feel free to give suggestions.

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Sat Jul 30, 2011 9:07 pm
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Post Re: New Classes Brainstorm
JeffL wrote:
I always thought that Seer's would be the ones with lots of parasites. Maybe especially parasite weapons with long recoil and no firing vis.



Perhaps change the nanites and parasites skills to give defensive/offensive buffs?

I wouldn't mind seeing Cybernetics Class get a boost to their resistances depending on how much damage they take/how many times they are hit.

Also, maybe give Organic large RoF + Critical Hit Chance and - Elec Temp boosts every time they fire?

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Sun Aug 14, 2011 10:42 am
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Post Re: New Classes Brainstorm
Griffin wrote:
JeffL wrote:
I always thought that Seer's would be the ones with lots of parasites. Maybe especially parasite weapons with long recoil and no firing vis.



Perhaps change the nanites and parasites skills to give defensive/offensive buffs?

I wouldn't mind seeing Cybernetics Class get a boost to their resistances depending on how much damage they take/how many times they are hit.

Also, maybe give Organic large RoF + Critical Hit Chance and - Elec Temp boosts every time they fire?



There is no Cybernetics Class. Jeff just said that if any of this goes in it will be a parasite boost to seers. I think we can let it die now. :P

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andezrhode wrote:
goett wrote:
All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

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Fired bullets taste like candy.


Sun Aug 14, 2011 2:45 pm
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Post Re: New Classes Brainstorm
You must have read wrong.

He said that Seers would get the Parasite boosts.

Doesn't mean that my classes can't be changed in light of this.

Even though it would make loads of more sense for my classes to use parasites to debuff enemies, and Seer to do something else, seeing as how Seer class has nothing to do with parasites, but rather Psionic abilities. I was thinking that Seer do Non-Parasite Debuffs.

On another note, right now, weapon debuffs are all over the place. Gunners are apparently a debuff class, and so are Seers. However, nothing has been done to address this issue, and Jeff wants to tack on even more debuff weapons for Seer.

So basically, Jeff needs to choose what classes gets to have debuffs and what type.

In my opinion, Gunners should be Non-Parasitical Area-of-Effect Debuff, Seers should be Non-Parasitical Single-Target Debuff, Cybernetics Class should be Parasitical Single-Target Debuff, and Biological should be Parasitical Area-of-Effect Debuff.

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Sun Aug 14, 2011 3:11 pm
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Post Re: New Classes Brainstorm
Fun fact: Because of how destruction works, gunner is actually not a debuff class but a supportive DPS class since it never actually alters the target's resistances.

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Neba wrote:
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andezrhode wrote:
goett wrote:
All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

goett wrote:
Fired bullets taste like candy.


Sun Aug 14, 2011 5:57 pm
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Post Re: New Classes Brainstorm
shawn_mccall wrote:
Fun fact: Because of how destruction works, gunner is actually not a debuff class but a supportive DPS class since it never actually alters the target's resistances.


Die.

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Sun Aug 14, 2011 6:03 pm
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