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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1334
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Posted - 2013.08.27 19:00:00 -
[1] - Quote
This communication is amazing. Telling us stuff early (like details on Uprising 1.5 when Uprising 1.4 hasn't even released). Very happy to see CCP is finally giving in to discussion with us!
As for the actual details of the post, everything sounded good but here are a few points that sort of drew a red flag for me,
- Finite ammo. That sounds great, but what about the sniper tanks who sit back in the redzone. They are either really close to a redzone supply depot or can easily recall their HAV and then request it again for full ammo (yes infantry can do this too at supply depots but they need a supply depot, vehicles can get a fresh vehicle at any time). I suggest 1) remove redline supply depots and 2) track ammo remaining when a vehicle is recalled and keep it at the same level if called back in within a certain time frame.
- Active Module vs Passive Module PG values. If active modules are high reward for a short period of time followed by a long delay and passive modules are low reward that is persistent, then is that not balance enough? What is the reasoning behind making active modules harder to fit, especially when these sound like the main modules that are going to make the vehicle gameplay fun and dynamic?
- Shield recharge penalty for shield extenders. Not really a complaint since you did answer that they would be getting a substantial increase to shield recharge rates, but just a bit of emphasis that vehicles shield recharge rate needs to be much higher than dropsuit shield recharge rates.
Aside from that, here's a few things that I am a curious on that were not brought up,
- Making LAVs main threat be the turret, not road kill. Anything being done to improve the "feel" of small turrets as well as protecting the open gunners?
- Dropship purpose. Anything being done to give dropships a meaningful role in our current battleground?
- ISK, ISK, ISK
Great job and keep up the good work! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1337
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Posted - 2013.08.27 20:19:00 -
[2] - Quote
Something else I've noticed, not all supply depots are in a position accessible to vehicles. For instance, the one in the Orbital Artillery outpost and Biomass Outpost.
And perhaps there should be an infantry equipment to resupply vehicle ammo (perhaps integrate this with a current piece of equipment) and perhaps as well an inherent ability of the logistics dropship to resupply ammo - this would work similarly to armor/shield transporters except that needs to change as well since it is hard to obtain a lock. I like what one person suggested earlier about activating this feature and then every vehicle within the area of affect is automatically targeted. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1346
|
Posted - 2013.08.28 00:35:00 -
[3] - Quote
Daalzebul Del'Armgo wrote:Aero Yassavi wrote:
Finite ammo. That sounds great, but what about the sniper tanks who sit back in the redzone. They are either really close to a redzone supply depot or can easily recall their HAV and then request it again for full ammo (yes infantry can do this too at supply depots but they need a supply depot, vehicles can get a fresh vehicle at any time). I suggest 1) remove redline supply depots and 2) track ammo remaining when a vehicle is recalled and keep it at the same level if called back in within a certain time frame. still easy to get around Copy fitting ok maddy rail fitting 1 ammo is out let's call in maddy rail fitting 2 ect ect. easy to get around. Just make it applicable to all your HAVs (or whatever vehicle you're using) that have that type of turret (such as rail). Keep track of ammo for say 2 minutes after recalled.
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