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taunt and agrrobeacon update for cq

Rocco

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Taunt is useless in cqs and so is aggrobeacon (apart from achoring)
I know this has been said many times but i wanted to say what i think could be done about them as it is a dissadvantage to fly these to craft with fewer useful items than other craft.

Taunt - taunt is used out of cq to atract the atention of mantis (i think, i cba testing much)
For cqs this could be improved by when activated for every 5-10 seconds while activated (dependant on the bps system of origin and the location of the cq ) the taunt should move the targeteers of all the ships in area (distance of about the size or an engineers repair feild) to the taunts origin (the ship) this could be used to divert fire from the cq ship to help preserve it if it is being attacked heavily .
the graphics of this effect could be a single red band rippleing from the origin ship .

The aggrobeacon could have a similar effect but divert fire to the aggrobeacon instead till it is destroyed, same graphics.

For both of these rare version of the item could have gold bands with a higher frequency of ribble( ei 1 per 3 seconds)

IF multiple taunts where performs at the same time no ship would be instikilled as the targeters would have moved to another ship before it is podded.


If you have any ideas or useless items say and i can think what could be don't about them.. thought i can't think of any more. please post comment
 

Toorimakun

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i think we should have a choice of 2 or more different skills per slot.
and ships for the soul perpuse of CQs... we shouldn't have CRY drops and i don't think we should have energy use.... or at least beef up the e cells a ton there.
 

defacto

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Taunt blocks other players from orbiting, not valuable in cq's, but good in other pvp.

Aggrobeacon would make shocks overpowered.
 
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