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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Bojo The Mighty
Zanzibar Concept
1586
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Posted - 2013.08.27 17:55:00 -
[1] - Quote
CCP Wolfman wrote:
Turrets will now have finite ammunition. Vehicle vs. vehicle combat generally boils down to two vehicles parked opposite one another firing until someone pops. This is not fun. Finite ammunition allows us to make turrets more powerful while preventing them from being a constant threat; spam a target and eventually you will run out of ammo.
Can you elaborate on how turrets will be made more powerful? Are we talking damage buffs or lower heat cost (but that only applies to two types) are we talking more range? |
Bojo The Mighty
Zanzibar Concept
1586
|
Posted - 2013.08.27 18:16:00 -
[2] - Quote
Needless Sacermendor wrote:Bojo The Mighty wrote:CCP Wolfman wrote:
Turrets will now have finite ammunition. Vehicle vs. vehicle combat generally boils down to two vehicles parked opposite one another firing until someone pops. This is not fun. Finite ammunition allows us to make turrets more powerful while preventing them from being a constant threat; spam a target and eventually you will run out of ammo.
Can you elaborate on how turrets will be made more powerful? Are we talking damage buffs or lower heat cost (but that only applies to two types) are we talking more range? hopefully a resurfacing of the missile turret with high splash damage ability, but quite low ammo counts so it only has a short window of attack before it needs to resupply ... I didn't mind the old missiles, but the non-stop barage was too much. Edit ... there could be a higher spread variant that does less splash damage over a wider area for more area denial than direct killing ability. first of all, higher spread less damage is the fragmented missiles secondly I want all turrets, missiles blasters and rails (like they'll have rail guns fixed by 1.5) |
Bojo The Mighty
Zanzibar Concept
1587
|
Posted - 2013.08.27 18:38:00 -
[3] - Quote
Our Deepest Regret wrote:Vespasian Andendare wrote:Our Deepest Regret wrote:I am skilled deeply into small turrets. If small turrets will no longer needed in order to fit a tank, I don't want them anymore. Can I have an SP refund? Why did you skill deeply into small turrets if you only wanted them "in order to fit a tank"? I figured if I was going to be forced into having passengers on my ride, they should at least have decent weapons. The damage bonus was also nice for when I'm in another tanker's ride. Well, now that we don't have to fit small turrets, no one will ever use them (myself included) making it the definitive example of a worthless talent. Just because you don't want them doesn't mean that you can't use them
Surely you can use your SP in small turrets to spice up your fittings, to create more team oriented tanks, nes pas? |
Bojo The Mighty
Zanzibar Concept
1588
|
Posted - 2013.08.27 19:09:00 -
[4] - Quote
Mary Sedillo wrote:Ammunition? REALLY? You state things that are already done currently with vehicle operations, with the base hull being useless without modules. Your statement on active v. passive IS ALREADY IN PLAY!!! Do you even TOUCH vehicles? Talk with veteran operators? This ammunition thing is a horrid idea which will hurt us MORE! My god, this game is ******. So you ignore that: Turrets: getting buff with the finite ammo Small turrets are no longer required passive armor repair
And these aren't patchnotes either, there is nothing terminal here. |
Bojo The Mighty
Zanzibar Concept
1592
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Posted - 2013.08.28 00:16:00 -
[5] - Quote
From DS Pilot Perspective: Small Turrets- I think it's honestly about time vehicles had ammunition. However I really hope that that buff that you have not gone into detail on is there and loud. I like the ability now to go without small turrets because that just opens up so many possibilities and different breeds of DS. However restocking ammunition is going to be bad, due to poor positions of most supply depots and the constant threat of a forge, especially when immobile.
Active vs Passive Modules: I really hope that passive modules were not nerfed to the point where active modules are a clear winner. I also noticed that Armor Repair is now passive (as of 1.5). That means it is inferior to the current armor repair and Armor vs Swarms is a clear nerf to armor reps. I know, they aren't active as of 1.5 but it was damn nice to have a module negate those damn swarms. It would be completely different if swarms were only dumbfire. Then, armor reps negating them would not matter because you lost due to skill (a placed shot, not locked on). But because swarms can just lock on and follow, it was almost necessary to have an active module (if armor tanked) negate the swarms. It was like our Counter Measure.
I'm interested in this "Proper Feedback" and "Clear Usage Profile". I don't think I have the right picture to discuss.
I think that the clear usage profile though will help vehicle users understand which vehicle is good for them. Looking at this information Wolfman I clearly want to go to Grimsnes now. However I understand the "No respecs" stuff.
The nerf on shield regen is absolutely going to kill some pilots. I know that such things were necessary on LAVs and HAVs but man, when you are the most visible thing on the field, good god. However it seems like the Shield Booster kickstart is reasonable. But let me just say this: Infantry weapons (ARs, ScRs, etc) should not have a debilitating effect. Right now, our shields just regen through it. But with the new delays, I don't want to get boned over because a WILLY shot his pistol at my ship.
@gbghg: You would sneak tiercide into here |
Bojo The Mighty
Zanzibar Concept
1592
|
Posted - 2013.08.28 05:19:00 -
[6] - Quote
Winsaucerer wrote: From the OP: Armor has no native regen.
From the OP
Quote:Armor Repairers (P): Speed up HP recovery outside of combat
Used to make running repairs between battles (too slow to be of real use in the heat of battle)
it is (P) passive module *Notice how it says "too slow to be of real use in the heat of battle". Compared to the current armor rep module, this is definitely a description of a passive armor repair module. |
Bojo The Mighty
Zanzibar Concept
1592
|
Posted - 2013.08.28 06:27:00 -
[7] - Quote
Bright Cloud wrote:Hmm so far i get it like this: -Shield extenders/armor plates massive nerf cause its stated as a "small" boost to HP so we will only get small/medium shield extenders. basically large extenders are dead. You interpreted that wrong. In relation to armor, shields will have less total ehp. It's like that now. Extenders give less health than armor plates per module. That's what he is saying. |
Bojo The Mighty
Zanzibar Concept
1702
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Posted - 2013.09.06 15:22:00 -
[8] - Quote
HMM
I feel like blasters will need better splash overall to compete with the Assault rifle. Most small turret gunners, all but one type actually, have no control over the vehicle movement and thus it is hard hittin'. It feels like there is going to be some sub-nerfs accompanying 1.5, things that will put more stress on fleeing. Again though, Wolfman snuck in that turrets will become more powerful while getting ammunition. Power =/=damage strictly speaking.
Anyways, I feel like some changes with modules (especially passive armor regen) will make high mobility a must for anybody piloting DS and LAV. The higher mobility that I foresee is necessary will cause even more issues with Small turrets. They are some of the hardest weapons to hit with sometimes. |
Bojo The Mighty
Zanzibar Concept
1761
|
Posted - 2013.09.13 14:43:00 -
[9] - Quote
This is a high and mighty request but:
With the ability to remove small turrets, can we make them asymmetric? Basically I want two blasters on my right side but none on my left. It would obviously take some work but you know you are going to see some cool fittings.
Dropships, armed to the teeth on one half, bare on the other, would lead to some really interesting AV teamwork scenarios. Given that one side could be outputting quantities of damage and information (by eyesight - mic), AV would try and attack from the bare side. Either way you look at it, it's balanced. |
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