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Thread Statistics | Show CCP posts - 4 post(s) |
Blaze Ashra
Holdfast Syndicate Amarr Empire
2
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Posted - 2013.08.27 09:53:00 -
[1] - Quote
So what's the durations proposed for active modules cooldown and activated phases? |
Blaze Ashra
Holdfast Syndicate Amarr Empire
3
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Posted - 2013.08.27 21:54:00 -
[2] - Quote
Needless Sacermendor wrote:SteelDark Knight wrote:That would depend on the passive regeneration rate. The purpose of limiting ammo was from what I gathered to prevent vehicles from spamming attacks without thought or care and repercussion. In addition it was to add an additional level of strategy. Passive regeneration at a nominal rate would still mean that vehicle drivers would have to factor ammunition in their strategy but would prevent them from becoming entirely useless on the field if all ammo sources were destroyed. And vehicles needing to be resupplied in the same way dropsuits do adds a level of strategy. Otherwise, why can't my swarms regen passively ?
Because you're already hiding on the tallest point with a clear view of the the entire battlefield sitting on top of nanohives and capable of destroying all vehicles except LLAV's and HAV's with a single glip before the even hit the ground or have a chance to activate a single module. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
3
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Posted - 2013.08.27 22:34:00 -
[3] - Quote
Needless Sacermendor wrote:Needless Sacermendor wrote:Our Deepest Regret wrote:Skihids wrote:Kage Roth wrote:I still want a stasis webifier deployable to equip to infantry. Say it would slow vehicles down 60% for 60 seconds in an 8 meter radius when activated. Long enough to counter active mods. It would take luck to get the vehicle on top of it and coordination to let a squad take advantage of it, but that would finally put a stop to those HAVs that just run when they take any damage and then are back in two minutes. Or encourage them to have teammates nearby who can jump out and kill you while you are holding your webifier. No passengers without small turrets! Tanks are going full lone wolf now. Can I still get kill assists for jumping in your empty seats ... sounds like a great way to AFK farm :-/ Edit ... it's a good point though, would not fitting a turret remove the seat ... or could it still be used as transport ? And that brings to mind another important point ... PLEASE REMOVE WP FOR ASSITS IN VEHICLES ! I'm sure vehicles drivers would generally agree ... There's no reason to give assists to people in passenger seats unless they damaged the target ... The owner fine ... maybe even if he's not in the vehicle ie. call in 2 vehicles and get assists off both ... but not for passengers who just jumped in and get points for someone elses kills ! Edit ... Sheepishly asks 'They haven't done this already have they ?'
So you want to take away the ONLY WAR POINTS Dropship pilots can possibly get without being assault dropships? **** that. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
4
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Posted - 2013.08.27 23:34:00 -
[4] - Quote
Soldner VonKuechle wrote:Blaze Ashra wrote: So you want to take away the ONLY WAR POINTS Dropship pilots can possibly get without being assault dropships? **** that.
no bud, he means the +35 Vehicle Kill Assist you get for just riding along in a tank, not the +25 Kill Assist you get for damaging an enemy.
I know that's what he meant. Asking for them to remove vehicle assist war points is bullshit. This is a tanker issue. The only viable way to play as a gunship is extremely risky. Our gunners aren't even protected. We have to stay in a position to hope that the gunner can kill, were stuck with what we get, and now dealing with less ammo. We don't even know what's going to be done to the active modules which are our only saving graces and have no counter measures to deal with rail guns, forge guns and after 1.4 drops swarm launchers.
Every vehicle balance suggestion put forth from these guys is from the tankers perspective. If were going to be balanced against as tanks then we should have comparable survivability. Why should we have less hp than a basic LAV? Why should we have less resistance than a LLAV? Why should we not even be able to slay unless we spend 1/2 a mi? Why are there no incentives for infantry to help vehicles? Why can we not even triage infantry and get war points? Why the hell is there only one way for us to get war points?
We don't want it to be exploitable is the reason that I see given and that's fine, but ******* us out of the only war points we can possibly get while rail tankers and forge gunners can own the entire map from redline central is not balanced at all. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
4
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Posted - 2013.08.28 03:35:00 -
[5] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
Thank you so much. And proto modules is awesome. Now I'm stoked for it. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
12
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Posted - 2013.08.30 00:21:00 -
[6] - Quote
katel watcher wrote:so are the minimatar and amarr getting their own vehicles now
I'm hoping they will be in 1.6 or 1.7. |
Blaze Ashra
Ametat Security Amarr Empire
4
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Posted - 2013.09.01 01:52:00 -
[7] - Quote
CCP Wolfman, I was wondering if the vehicle engineering skill will be changed to give 5% PG per level?
Was going ot pay tribute but the images didn't go through |
Blaze Ashra
Ametat Security Amarr Empire
5
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Posted - 2013.09.02 19:14:00 -
[8] - Quote
Temba Fusrodah wrote:Four quick observations, and one point of explanation .... I admit I did not read every post in this 20 plus page thread so perhaps the following four observations will be redundant.
#1 Is CCP planning to nerf ... err I mean rebalance the high rate of speed at which LAV's can tear across the terrain? Right now they can frequently outpace swarm missiles fired at them.
#2 Comparing an immobile stationary turret to a tank is laughable. If anything the turret should be the vulnerable destructive lord of the battlefield with range that goes redline to redline but is blocked by buildings and terrain. Then team cooperation and strategy would need to be employed to counter, control, or destroy them. Having a stationary turret run out of ammo is just plain dumb.
#3 Why can drop ships fly up out of range and simply vanish? Is this a glitch? If it's not please allow my clone in his drop suit to leap high enough into the air to get out of range when I get targeted also. Fair is fair.
#4 Why can a Massive HAV land safely on top of any building? It seems counter intuitive that the roof/ ceiling structure would be able to support them.
These are three vehicle fixes that need to be added rather swiftly imho.
1. Haven't seen anything on it but they are making it harder to murder taxi in 1.4 as stated here https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968. Aside from saga II's and LLAV's you should be able to 1 or 2 shot LAV's currently.
2. Stationary turrets don't cost you anything so they shouldn't be better than tanks.
3. Dropships have the aerial redline which adds a little more rome. Were also the fastest vehicles when using afterburners. Not only that but any successful pilot has practice being the biggest target on the fields and develops thier own strategy to survive. Finding cover and blocking line of sight from immobile AV'ers is a pretty common tactic.
4. Why should only forge gunners, swarmers or snipers be able to take advantage of the tower tops? I think if its available to infantry it should be available to HAV's. As to why a building should be able to support it, keep in mind that these are people who have had thousands of years to work on technology and they started from intergalactic space travelers whos first goal was colonizing worlds.
I'll leave it at that. |
Blaze Ashra
Ametat Security Amarr Empire
5
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Posted - 2013.09.02 20:28:00 -
[9] - Quote
Gabriella Grey wrote: LAV's still need to be fun to drive, no different than HAV's or dropships. For the HAV's on top of buildings, I thought we are talking about game balancing, why should ground vehicles, be able to reach into arial vehicle domains? I wouldn't want to see a dropship with wheels rolling around the battlefield, no more than I would want to see a ground vehicle that can shoot at arial vehicles no matter if they fly high or low on the battlefield, from some structure that climbs up to the sky. Then we haven't talked about anti air tanks that haven't been introduced, and the other arial vehicle variants yet to be introduced like fighters. Looking at this from a broader range states future complaints when these things are released.
I said nothing about changing LAV's just provided a link to what's happening in 1.4 which will address the murder taxi situation without nerfing LLAV's into uselessness. As far as HAV's on buildings it's less game breaking than forge gunners/swarmers on the towers because they can't aim down as steeply or track as well, or be revived by anyone with a needle. |
Blaze Ashra
Ametat Security Amarr Empire
5
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Posted - 2013.09.02 22:36:00 -
[10] - Quote
Temba Fusrodah wrote:Blaze Ashra wrote:4. Why should only forge gunners, swarmers or snipers be able to take advantage of the tower tops? I think if its available to infantry it should be available to HAV's. As to why a building should be able to support it, keep in mind that these are people who have had thousands of years to work on technology and they started from intergalactic space travelers whos first goal was colonizing worlds.
I'll leave it at that. So let me get this straight, if it's available to infantry it should be available to HAVs? A single killing shot from a Thale sniper rifle is available to rooftop infantry if you are willing to lose your HAV to this I'd concede your argument is consistent, foolish but consistent. Infantry can hop into an available LAV and speed around the battlefield, so consistent with your statement you are proposing that HAV's should be able to take a high speed ride in the passenger seat of an LAV? As to the thousands of years of building technology that makes every roof top support an HAV according to the lore you are incorrect. After the EVE gate collapsed the civilizations of New Eden collapsed into several thousand years of dark ages where the ancient knowledge and skills were lost, they are now re-emerging and trying to relearn, copy, and find the technology of their ancestors. So super strong roofs? Highly unlikely. Putting a HAV in a place in the middle of the battlefield where it cannot be reached by weapons to counter it's weapons is a game breaker and should not be allowed. Plain and simple, otherwise it's an immediate "I Win The Match Card" when played by one side or the other.
You seem to me an argumentative person.
I would rather every tower have hackable nodes at the base that would electrify the entire tower until un hacked. This would gradually destroy equipment, infantry and vehicles indiscriminately until counter hacked and add risk and counters to the tower camping bs going on now. You say an HAV on the roof is a problem which I agree to some extent, but consider it less game breaking the others.
None of this has anything to do with the changes in 1.5 or the topic at hand and is at best theory crafting and speculation. It's a moot point irregardless as there could be any number of justifications. They do have access to sufficient strength material to support heavy loads as evidenced by titans spacecraft which should be impossible with our current technology. But with our current tech we have these http://en.wikipedia.org/wiki/Military_transport_aircraft which have less strutural support than those buildings. |
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Blaze Ashra
O.U.T.E.R. S.A.N.C.T.U.M.
7
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Posted - 2013.09.04 00:54:00 -
[11] - Quote
Temba Fusrodah wrote: If you present a better founded "argument" for why HAVs should indeed be "any roof top" capable then I'll agree with you, currently you have not done so yet sir.
Surely you are honest enough to admit the "HAVs should be able to do whatever infantry can do" type of statement you made are not exactly logical or convincing, correct?
The first point you are arguing whether or not it is possible or believable for one of those towers to support the weight of a HAV. The in game buildings seem pretty solid and reinforced so the weight limit appear conceivable to me.
Here's what they are capable of building with their technology. So even though they are rediscovering technology, that doesn't mean they haven't addressed the issues with structural integrity within their setting. I do hope that this is addressed now from a lore and realism standpoint.
The point of providing a link was to show how tanks in the real world can be transported anywhere in the world on platforms with less structural support than evidenced by the rooftop buildings and I felt the comparison was self evident and didn't require elaboration.
The second one is about gameplay. Your stance seems to be "address1 aspect of a mechanic that enable multiple game breaking playstyles but leave the others alone". I honestly do not understand how this would be fair and balanced or lead to an enjoyable experience to players on the receiving end. Sure, life's not fair and we could all just HTFU but asking for favoritism or exemptions isn't my style.
Temba Fusrodah wrote:I think hacking a tower to remove it's viability for roof top camping is a very good idea. Although i'd restrict it to roofs that were not accessible by ladder as in the towers. This adds yet another role for the swift footed scouts to attempt, and requires team play to counter. Very good suggestion sir!
Thank you. I was thinking they could add the redline mechanic to the tops of towers as well but the hacking idea sounded more fun and wouldn't render the tactic useless.
Now I'm going to drop this as it's off topic. If they address rooftop camping that would be awesome but I'm just happy I'll get my proto modules and you should be happy swarms and AV get a massive buff in 1.4 provided you specked into them.
Once again 1.5 seems to be awesome and I hope it leads to more dynamic and engaging gameplay. I see lots of potential for these changes and am looking forward to seeing how things go.
TL:DR 1. Rooftop camping can be exploited and is game breaking. 2. The eve civilizations are high tech badasses. 3. Have fun but don't ask for favoritism. 4. Things are looking up with the upcoming patches. 5. Peace. |
Blaze Ashra
O.U.T.E.R. S.A.N.C.T.U.M.
71
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Posted - 2013.09.08 02:03:00 -
[12] - Quote
If possible can we get cloaking modules and flares. |
Blaze Ashra
Amarr Templars Amarr Empire
19
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Posted - 2013.09.14 16:48:00 -
[13] - Quote
Slightly hoping we could get the starter LAV's back to infinite so we can have demolition derbies without breaking the bank but it doesn't seem to have much interest at the moment |
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