Some good ideas can come from this thread, but I dont think DICE has any more plans for 2142 except for the patch. I dont expect another patch afterwards either. Could be wrong though.
Unlock Ideas
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commander unlock - nuke...
everyone on the level dies and is affected by radiation for the rest of the round until knifed by the enemy. they then respawn as walkers until jesus returns and the bats are set loose
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Ability to take off heavy armor while alive. Then when you pick up a dead soldier's kit who has heavy armor, you get that person's heavy armor.
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I'd like to see a inciendary trap for support. Primary fire lets pour oil/napalm etc onto the ground which you can do while moving so you can 'draw' traps. Secondary fire switches to a lighter which you use on the oil to ignite it. Burns for 10s, causing minor damage over time.
Also an audio decoy grenade for recon. When thrown this would repeatedly shout phrases in your teams language, making the other side think there are enemy soldiers in the vicinity.
Here's a cool one for engineers: the "Imp" Vehicle Control Scrambler grenade. When this hits a vehicle it's controls are reversed for 10s. Primary becomes secondary fire, left becomes right up becomes down. Excellent for escaping a tank or getting underneath a walker.
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ok mash now yer going overboard, unlocks need to be more useful then situational items like those you are listing. not saying they arent interesting ideas, but they need more broader uses. dice already has enough situational items that go largly unused. the inciendary trap remindes me of stronghold pitch.
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The audio grenade ill agree wouldnt be super useful, it's effective would depend on how much the other side pays attention to audio chatter, but the scrambler grenade would be a godsend for engineers. It would give you a fighting chance against walkers and would be lethal against aircraft, especially those taking off. This would be useful anytime you come up against a vehicle, and it would also help to drive people onto your motion mines. It's also already balanced, since a skilled driver/pilot would be able to quickly adapt to the sudden change and still mow you down. Far more useful than emp mines, I can't think of a situation where it wouldn't be of great help going up against vehicles.
As for the incendiary trap, it seems perfectly suited for the support class. Not only does have a fear factor to it, (setting it off on whole line of infantry would completely stop their attack) but it also has ability to control the enemies' movements, funneling them through paths of your choosing and onto your teamates' guns.
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I don't get it?Originally posted by BladeeagleAbility to take off heavy armor while alive. Then when you pick up a dead soldier's kit who has heavy armor, you get that person's heavy armor.
If you didn't want heavy armor, why equip it in the first place. If you do want heavy armor, why would you want to take it off? And why would you want the dead guy's heavy armor over the heavy armor you've already got? If armor in the game degraded as it took fire that might make some sense, but... it doesn't, so... it doesn't.
Or am I missing something?
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Couple ideas of mine...
-Engie unlock thats works like a pulse meter for mines.
-Advanced mag upgrade for snipers, adds one round to zellar and 1-2 for defaults(not sure on the balance for that), but increases reload time slightly due to a larger mag and for balance reasons.
-fuse timer for rdx shotgun. uses mousewheel like pk rockets but with a timer instead (not really an unlock though and may be overkill with the buff for explosives detonation in the 1.4 patch)
-stun grenade for assault (flashbang or the like), wouldn't replace pks but would be good for titan assaults and base clearing before capping
-thermal scope for sniper, but uses a button/timer like the gruber (dont think the engine could handle this, but I could be wrong)
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because i dont wanna have to die to be properly equipt. id say kit changing at supply crates and silos/flags would be good.
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Recon, make yourself look like the enemy, with a couple slight differences, and show up as blue on the enemy's radar. Once spotted as an enemy, though, you'll show up as red on radar and stay on their radar until you die.
Assault, toxic smoke grenades.
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Ive mentioned it a few times, but I would still like to see a type of globe cloaker that hides you and everyone in the radius from UAV, Sat trak, and the A-12 sentry drone.
CrunchTwitter: @CptainCrunch
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This one popped into my head this morning while I was playing Titan as an engineer and was the only guy capping silo 1 on Sidi...
Engineer Unlock: Hacking kit. Engineer equips this, then when he caps or helps to cap a silo, he nestles up to that control panel area and breaks out his hack kit... halves the time it takes to deactivate and retarget the silo. Only 1 applicable at a time, of course.
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I like that idea. Engineers should be able to hack something.:nod:Originally posted by Erhardt View PostThis one popped into my head this morning while I was playing Titan as an engineer and was the only guy capping silo 1 on Sidi...
Engineer Unlock: Hacking kit. Engineer equips this, then when he caps or helps to cap a silo, he nestles up to that control panel area and breaks out his hack kit... halves the time it takes to deactivate and retarget the silo. Only 1 applicable at a time, of course.
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Here are some unlock/ability ideas:
Recon:
1. Let there be an item for the 4th slot because the other 3 kits have a 4th item slot.
2. Semi-auto sniper unlock with silencer
Assault:
1. Gas grenade or Flashbang
2. Grenade launcher (I would use it more than the PK rockets)
3. BUFF THE SMOKE GRENADE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! *cough*DICE*cough*
Engineer:
1. Not sure of any kind of unlock for engineer, just give us half a point for defusing things (not with MMB)
Support:
1. Machine gun that you can set up on the ground/roof and fire at people, allow others to hop on it and use it. Press E key to use it, click mouse to fire, E to exit, make it an unlock like a sentry gun except the player shoots it themselves.
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I had an idea a while back abot "Super heavy armor" that would take away your ability to sprint but would give you twice as many health points. (For balance sakes lets say you cant jump either). Useless right? Not in the titan. The larger amount of hitpoints would at least give you a chance with all of the grenade spammers on board.
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