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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Gabriella Grey
0uter.Heaven
12
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Posted - 2013.08.28 13:49:00 -
[1] - Quote
Finite ammo sounds like its going to be a great thing for vehicles. Why? It gives a better sense on what to do for ALL VEHICLES. It will promote HAV's to rely on other vehicles and non vehicle drivers for information. It will keep turret operators in general more mindful of how much ammo they are spamming etc. I am hoping that Supply depots, LAV's, and Dropships will be able to supply vehicles on the battlefield with this change also. Perhaps LAV's and Dropships being able to have unique supply abilities, for example, Dropships able to drop bigger ammo caches down for vehicles, and LAV's able to drop medium supplies.
I can not comment much on what modules will still be available for 1.5 until more information is out there, and I think the community should be the same. We would need more information on what modules are being removed, and what stats the basic hull of each vehicle type will have.
For philosophy wise and the community, most vehicle players tend to lean towards their chosen niche, especially your vehicle players who have been around chromosome build.
Active and Passive module revamp sound amazing! I think giving them more of a definition will be a great thing. As it stands passive modules are really lost in translation when it comes to withstanding damage. Common passive module fittings requires placing 2 or more on a vehicle and still does not seem that it really does much when being assaulted by AV weaponry, or turrets. Passive also suffer a bit being they are currently the better one suited for engaging into heavy resistance, but the need of having more than one is always the issue really when dealing with damage resistance vehicle modules.
With armor plating vs shielding, I would like to see heavier mass vehicles less unaffected when hit by AV and turret weaponry. Yes they should take the damage but when they are thrown around with the example of Logistics dropships/LAV's. With more mass dropships already having the disadvantage of being much slower and requiring heavier input to move it, things like swarm launchers changing its course of direction once they collide into it, makes such vehicles bleak in survivability in the hands of a good pilot.
I'm not sure what will happen to turrets and damage but I honestly think that in relation to turrets, each vehicle should have its own class of turrets, just how ground troops have. I think being that HAV's are the only ones known to be able to fit a large turrets on vehicle is a prime example. In respect to other vehicles like LAV's, perhaps turrets that are small having a better range compared to small turrets on and LAV and dropship turrets having the farthest distance from where it can do effective damage from. If the turrets remain the same I think it can still be done long as values unique to those vehicles will automatically apply to the type of vehicle. A good thing would be to add the mention of blast radius of fragmented turrets. It seems that grenades have better radius than something designed to destroy in a more efficient manner.
My personal request, would be to see rig slots in use within dust for certain types of vehicles. I think they would be great to have or at least have more module slots so that damage modifier modules, heat sink, etc. would be used more. LAV's and dropships are less likely to use them by the simple fact that concerns for taking on more damage is more of an issue than giving more damage. Also shield transporting and remote armor repairs are some of the most rarest if it is even used by vehicles other than Logi LAV's. I think these things should be replaced with giving supplies to infantry or other vehicles.
Looking forward to the new post from CCP Wolfman, and Remnants, Quote:Vehicle users last shinning hope! |
Gabriella Grey
0uter.Heaven
13
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Posted - 2013.08.28 14:04:00 -
[2] - Quote
D legendary hero wrote:Void Echo wrote:Obodiah Garro wrote:balance HAV is easy, make the driver and gunner seperate operators then you can buff the standard hull hp in line with what it would take for 2 standard AV weilding infrantry to destroy it.
HAV being a 1 man army is the biggest problem, finite ammo is irrelevant as no doubt well organised people will use whatever resupply options are made available to full effect anyway. that will create more problems, I did NOT skill into tanks for someone else to use it, I skilled so I could use it. well those small turrets and large turrets better not share the same ammo supply because blue berries that get in my tank will burn my ammo before i can use it. but, if one guy with standard AV can kill my tank, their is no point to using them
I believe that is what the option of not having to fit all the weapon slots is for. If you are not with people you are communicating to use your turrets, you can simply remove them. Not sure why a blueberry would jump in the gunner seat to an empty area unless he thinks he is going to farm war points. But if they develop a counter measure for that then that blueberry will be hoping on something that will never happen. |
Gabriella Grey
0uter.Heaven
14
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Posted - 2013.08.28 17:49:00 -
[3] - Quote
Quote:I still prefer the idea of an RDV actually coming out to pick up the vehicle.
They've already made their delivery process faster, and if they improve the AI of them, you could have the thing drop cloak, pick up your vehicle, take off, and cloak up within 15-20 seconds.
Since it sounds like a major buff to active hardeners is in the works, and you wouldn't have to worry about the cooldown if you're recalling your vehicle, you just activate those and then do the recall.
In the current relation of vehicles, and anti-vehicles, I would be discouraged by this on so many levels. As stated previously in this topic. The price you pay for vehicles, skill point/time wise and isk, makes having to wait for a RDV to show while your vehicle is still getting shot up, then finally bolted on and taken away is too much time. Then there are vehicles such as LAV's and Dropships that would not survive an RDV pick up even if they had substantial amount of health points.
If we are talking about calling vehicles though, I would like to see something done about ground vehicles being called on high places, perhaps giving them a response like, "Area unsuitable for deployment." |
Gabriella Grey
0uter.Heaven
14
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Posted - 2013.08.28 18:06:00 -
[4] - Quote
Lillica Deathdealer wrote:This looks pretty cool. It looks like Wolfman and his crew might actually be thinking the same thing as me, but who knows? With any luck it'll go something like this: For the differences between small and large turrets, I envision ammo capacity being the defining factor between use on infantry and use on vehicles/structures. Small turrets do decent damage to infantry and have greater ammo capacity, making LAV and MAV the go-to infantry killing vehicles. Because these are lighter class vehicles, AV infantry can still take them on. Large turrets have respectable damage, making them kill infantry and harder targets alike. The thing that balances them is ammo count. Because large turrets will have less ammo capacity, most tanks will avoid targeting infantry because it would result in frequent resupplies and abandoning advantageous positions on the map. Of course an HAV could invest in ammo capacity modules, giving them a significant increase in ability to engage infantry without running out of ammo. However this is balanced because the ammo modules would take module slots, thus reducing the HAV's defenses and bringing it in line with the AV efforts of infantry. The short story: LAV and MAV kill infantry, infantry AV kill LAV and MAV. HAV kill all vehicles, large coordinated infantry effort and HAV kills HAV. Ammo count balances HAV use against infantry.
With the exception of Fighters my mangolian friend. |
Gabriella Grey
0uter.Heaven
14
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Posted - 2013.08.28 18:50:00 -
[5] - Quote
Void Echo wrote:Exalted Warrior wrote:Iron Wolf Saber wrote:To be honest I really thought that Dropsuits would get teiricided first, but alas vehicles are in dire need of it more so than the dropsuits. What is tiericide? the removal of all tier, standard, advanced and prototype levels would be no more and dust wouldn't be dust
the only modules that are advanced and proto for vehicles are turrets. |
Gabriella Grey
0uter.Heaven
14
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Posted - 2013.08.28 19:03:00 -
[6] - Quote
Quote:doesn't matter, that term is focusing on the entire game, not just this dying class
We currently do not have enough information yet to say that this will end the use of vehicles all together. I think that this is a really big step in the right direction. The vehicle fix sounds simple but its really complex and its issue lies within its basic set-ups. That is why they have issues balancing these things. Could they probably fix it while keeping what they have? They probably could, but who cares, long as the desired results come out, and that's all about making ALL vehicles fun. Currently tanks are the do all vehicle, LAV's are the easiest to use and rack up kills, and dropships are far from being rewarding, and deemed useless by many who do not fly them. Then you have to add on that vehicles all share some similar issues, like high isk requirments for certain fittings etc. People are assuming that because the modules will be basic, that they will all be expensive coffins, but I think things are seriously being over looked based on what stands. CCP Wolfman said he will post more information on the subject, and I think people should give him and the rest of CCP who are working on making vehicles finally see their much needed love, the space and time they need to fix this issue.
- We are rooting for you CCP Wolfman! |
Gabriella Grey
0uter.Heaven
14
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Posted - 2013.08.28 19:15:00 -
[7] - Quote
Here I will link you. Tiericide Information
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Gabriella Grey
0uter.Heaven
22
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Posted - 2013.08.31 13:13:00 -
[8] - Quote
I like the Idea stated above about releasing the other vehicle race variants, but the Eve capacitors only work for the ship itself mostly. You can run out of rockets, and other ammunition, with the exception of Amarr, if CCP has plans of coming out with Amarr turrets in the future. I think having a capacitor on the ground would make vehicle use much more difficult for new players, unless they make them really not a big deal, and have them in the game just for the sake of having them. |
Gabriella Grey
0uter.Heaven
22
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Posted - 2013.08.31 16:55:00 -
[9] - Quote
Skihids wrote:Gabriella Grey wrote:I like the Idea stated above about releasing the other vehicle race variants, but the Eve capacitors only work for the ship itself mostly. You can run out of rockets, and other ammunition, with the exception of Amarr, if CCP has plans of coming out with Amarr turrets in the future. I think having a capacitor on the ground would make vehicle use much more difficult for new players, unless they make them really not a big deal, and have them in the game just for the sake of having them. The current cool-down system is far more clunky and confusing than a capacitor based system. Let's reverse things for a moment and give infantry movement a cool-down mechanism for comparison. When you want to run you activate your sprint module, then deactivate it and wait for the cool-down before you can sprint again. How in the world is that easier to use or understand than stamina which is just another word for "body capacitor"?
The modules already work in a way like a capacitor, and doesn't need to be changed. Eve has it where modules have this similar cool down effect, and having a re-scripting of code for a specific button to be assigned this in the relation to a sprint button, would limit what you could really use in module slots, unless they come out with remapping and spend more time working on trying to follow other types of games. I think CCP has something very unique going on here, and should not change certain things in relations of the controls to work similar to other games, example, call of duty etc. Though I am not saying your suggestion is a bad, one and respect it, I just don't think its something needed to make a serious impact and simplicity that they are trying to accomplish across all vehicles. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
22
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Posted - 2013.09.02 19:24:00 -
[10] - 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.
There is a clear fix needed in the relation of ground vehicles to flying vehicles speeds, when it comes to LAV's. To take it a step further, Logistic LAV's should be slower than the other 2 variants, simply because its suppose to be able to take more damage. Scout LAV's I can understand them being fast, but I don't think they should be able to out run a flying vehicle as they stand now.
It would actually be nice to see turrets have finite ammo too, seeing from a dropship perspective. The longer you are in the air, it just attracts attention, being that most maps provide limited cover, and for a dropship to actually move it needs to fly, compared to ground vehicles, who have the natural advantage of moving around on the ground, with the terrain and structures providing it cover from most areas in the map.
The current dropship ceiling is great. Before dropships could get shot at by everything when in flight. Last I check when a clone is out of range or other vehicles for that matter they do not exactly render or how stated, "vanish," as well. This is one of the very few updates since uprising came out that I am sure any new or veteran dropship pilot has going for them in the right direction, comparing to how the game stands now.
Yeah the HAV's being called on high towers that are accessible to dropship, and LAV's for that matter as well is a kinda broken ascetic in the game. I think there should be a vehicle denial message given to players who do this, or bring back when ground vehicles use to loose shield and armor points for being spawned in areas outside of their domain.
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Gabriella Grey
XERCORE E X T E R M I N A T U S
22
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Posted - 2013.09.02 19:28:00 -
[11] - Quote
I would like to see murder taxi's take damage when they run into things, clones included. Thus far all other vehicles take damage when hitting things, tanks, dropping from an steep enough place, dropships bumping into things. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
22
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Posted - 2013.09.02 19:35:00 -
[12] - Quote
Quote: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.
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 a battle field 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. 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.
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Gabriella Grey
XERCORE E X T E R M I N A T U S
23
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Posted - 2013.09.02 20:38:00 -
[13] - Quote
Quote: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.
No you didn't but I brought up feeling it was an issue for LAV's. Swam launchers and forge gunners on roofs can be killed much easier than a HAV from a high point. It has been known that HAV's can survive from orbitals much easier than a Heavy or swarm launcher user can. Plus you don't have to even use an orbital to clear a rooftop out. Snipers, other forge guns, and arial vehicles can give them a lot of trouble. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
38
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Posted - 2013.09.04 03:32:00 -
[14] - Quote
Driver Cole wrote:Skybladev2 wrote:Please completely replace dropships with light aerial vehicles.
At now very few people fly dropships. Even less actually drop people onto battlefield. Dropships are used primary for 2 things: 1) Fly to the building's roof (sniper spots) 2) Attack infantry with assault dropships
Both actions are performed alone, so solo manned light aircraft can do the same (and better), making a role of air infantry. It should be cheaper, faster and blow up with 1-2 swarm shoots. Missile lock alert is a must before releasing light aircraft. In one of the loading screens there are both a dropship and two smaller aircrafts making bombing runs so CCP may add the lighter ships as another variation along with the future pilot dropsuit. In my opinion assault dropships are mainly used solo because teamates seem to either run pass my dropships or just hitch a ride to the nearest CRU then jump out, leaving me with two empty gunner seats.
Caldari assault Dropships are a bit easier tocontrol compared to the heavier mass gallente variants. I've seen it much more precise and the turret on the front end is easier to control. However having at least 1 gunner with you that you can communicate on comms ore has a good sense of what threats are more important to shoot at in relation to priority is where it really shines. When the fighter comes out I will expect this to be something more focused on communication request for quick support. Also I love dropping a squads in my 4 roomed dropship for choke hold areas, and some covert missions. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
66
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Posted - 2013.09.09 00:40:00 -
[15] - Quote
Driver Cole wrote:Blaze Ashra wrote:If possible can we get cloaking modules and flares. Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms. Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points.
If cloaking is similar to Eve it could work fine. Cloaking doesn't work if you are being hit or firing. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
66
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Posted - 2013.09.09 00:56:00 -
[16] - Quote
Temba Fusrodah wrote:Gabriella Grey wrote:Driver Cole wrote:Blaze Ashra wrote:If possible can we get cloaking modules and flares. Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms. Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points. If cloaking is similar to Eve it could work fine. Cloaking doesn't work if you are being hit or firing. EVE style cloaking seems impractical for ground vehicles since proximity of objects render cloaks inoperable, a cloaked dropship would be possible but the tradeoff of a period of drastically reduced mobility while cloaked might prove far more dangerous than relying on speed, shields, and good piloting to survive.
Yes, if they add such attributes like that, they shouldn't have any issues with them being over powered on the battlefield. What I was thinking while the cloaking is done, perhaps you can see it bending light and what not, provided you are looking for it. Though I still understand how it can effect piloting and the skill to keep situational awareness. But even still if its a module I would hope it would be an active one rather than passive. I guess it would just really matter on what the trade offs would be. Currently as vehicles stand, It would be bad, but if we get flight instruments, i could not pose a great threat if other modules are introduced to go against it, etc. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
69
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Posted - 2013.09.16 13:48:00 -
[17] - Quote
BlackFalchon Mk-II wrote:This sounds promising like something interesting; Caldari HAV=guerrilla warfare, Gallente HAV= Pain drain. I still see one problem, ing gallente get more HP then they still have a bonus over caldari, especially if both are using railguns. You guys kinda left a sheet over us shield tankers and I'm one of them who suffered, as one of the main tankersfor my Corp i was obviously a killing machine but what happens when devs start tweaking tanks in critical times; some of us tankers are left out in the cold to die and get scrapped by cowards with false hope. My point of all of this is don't make certain things good then take them away.
I don't think in that term. It's just people are used to using them the same way many who were driving murder taxi's. It wasn't really suppose to be used as a vehicle to solely run over people, but move in to support ground troops, and shuttle them across the battlefield. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
69
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Posted - 2013.09.19 23:24:00 -
[18] - Quote
I am not sure if this was also added previously but their is a huge advantage in general with Caldari vehicles over Gallente. It seems thus far Shield vehicles can tank more damage than armored ones, without having any stat penalties. Currently the Gallente Dropships have a penalty in speed, and I am not sure why Gallente HAV's are far less beefier to their current counterparts. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
69
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Posted - 2013.09.20 10:00:00 -
[19] - Quote
jerrmy12 kahoalii wrote:Gabriella Grey wrote:I am not sure if this was also added previously but their is a huge advantage in general with Caldari vehicles over Gallente. It seems thus far Shield vehicles can tank more damage than armored ones, without having any stat penalties. Currently the Gallente Dropships have a penalty in speed, and I am not sure why Gallente HAV's are far less beefier to their current counterparts. shield has less resistance, and regenerate at 17 hp/s
If you are talking about just shields in general, It still has more regeneration rate than gallente. Even without doing the math, there is a clear advantage on how much damage Caldari vehicles can take compared to Gallente at the moment. In skills Caldari has an extra skill for shield regeneration rate on top of its standard regeneration rate. Having an account that is dedicated to vehicles, with nearly every module skill maxed, I even have a slight lower hand than caldari counterparts. The fact that Caldari vehicles at the moment can beef up their health points, (Shield Extenders) on their high slots, and Gallente are not being able to do similar, are my causes for concern. Just saying, something that should be able to take more damage and is not suffering a speed penalty is a bit backwards and one sided.
Armor Plates/Shield Extenders Azeotropic Shield Extender 3Passive748 5276 Vehicle Shield Extension Level III33560 60mm Reinforced Polycrystalline Plates3Passive7821014138 Vehicle Armor Plating Level III 33560
Armor Hardeners/Shield Hardeners 'Surge' Shield Reinforcement1Active103030455Shield Adaptation Level I29360 Carapace Armor Hardener3Active602515255Armor Adaptation Level V52480 |
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