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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Lurchasaurus
SVER True Blood Public Disorder.
1017
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Posted - 2013.08.27 09:13:00 -
[1] - Quote
i just jizzed my pants |
Lurchasaurus
SVER True Blood Public Disorder.
1019
|
Posted - 2013.08.27 09:25:00 -
[2] - Quote
Himiko Kuronaga wrote:All I got out of this is you're going to nerf vehicles some more by introducing more restrictions to how they work. Also the ammunition idea is terrible, to be perfectly blunt. They already overheat, they don't need another restriction.
The philosophy for how modules are working is basically how they work already. And what we've learned is that it's a pretty terrible philosophy for the investment unless you plan to make all vehicles absolutely dirt cheap.
Why don't you just copy the EVE capacitor and resistance scheme over to Dust instead of continually dumbing it down? You're underestimating the intelligence of the playerbase.
there is truth to this.
CCP, please dont just do a rehashed version of what we already have.... |
Lurchasaurus
SVER True Blood Public Disorder.
1022
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Posted - 2013.08.27 09:30:00 -
[3] - Quote
dustwaffle wrote:Himiko Kuronaga wrote:All I got out of this is you're going to nerf vehicles some more by introducing more restrictions to how they work. Also the ammunition idea is terrible, to be perfectly blunt. They already overheat, they don't need another restriction.
The philosophy for how modules are working is basically how they work already. And what we've learned is that it's a pretty terrible philosophy for the investment unless you plan to make all vehicles absolutely dirt cheap.
Why don't you just copy the EVE capacitor and resistance scheme over to Dust instead of continually dumbing it down? You're underestimating the intelligence of the playerbase. Maybe see the actual implementation instead of criticizing the design philosophy behind it before you get a chance to see what the implementation will be? Dunno, just seems short-sighted to complain now. Feedback = good, whinage = bad.
i dont see any whining. please keep your negativity out of this great thread |
Lurchasaurus
SVER True Blood Public Disorder.
1022
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Posted - 2013.08.27 09:33:00 -
[4] - Quote
CCP, how do you intend to work with the entire vehicle rework while maintaining proto AV weapons? Are we to expect worthwhile tanks while we have a base amount of modules and hulls to choose from? Do we just accept that we do not have proto stuff until you bring it in? Do you intend to temporarily remove/replace current proto AV during this period? |
Lurchasaurus
SVER True Blood Public Disorder.
1024
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Posted - 2013.08.27 09:43:00 -
[5] - Quote
Sardonk Eternia wrote:I hate to be a pessimist but all I read was "we have no idea how to fix vehicles so we are trying a bunch of stupid ****" it's going to be a long time before vehicles are fun to drive, boys and girls.
while many things are basically exactly what we have right now, im guessing roles will be more exaggerated, i.e. shield tanks are weak but with regen up the ass while armor tanks are slow moving turrets.
digging the turret ammo honestly. |
Lurchasaurus
SVER True Blood Public Disorder.
1024
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Posted - 2013.08.27 09:48:00 -
[6] - Quote
CCp, Please understand you will need to put in some kind of mechanism to stop people from redline sniping with a railgun with infinite ammo via uncontested RDV swaps. Do not make it stupid like making it ridiculously inconvenient to recall and call in tanks, but be aware people WILL take advantage of this. |
Lurchasaurus
SVER True Blood Public Disorder.
1024
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Posted - 2013.08.27 09:56:00 -
[7] - Quote
dustwaffle wrote:Lurchasaurus wrote:Sardonk Eternia wrote:I hate to be a pessimist but all I read was "we have no idea how to fix vehicles so we are trying a bunch of stupid ****" it's going to be a long time before vehicles are fun to drive, boys and girls. while many things are basically exactly what we have right now, im guessing roles will be more exaggerated, i.e. shield tanks are weak but with regen up the ass while armor tanks are slow moving turrets. digging the turret ammo honestly. As a tanker, what are your thoughts on how they should be replenished while IN battle? Other than supply depots of course.
obviously supply depots lol but it would be interesting to have some kind of module that can passively regen ammo at a slow rate or have an ammo transporter, like a LLAV can have a module that acts like a repair beam, only it gives ammo in the form of nanites to the tank. the module can run out obviously like a nanohive and the lav itself would have to replenish its module. Kind of like an ammo runner.
tank nanohives
other than that, it would be too unbalanced, as infantry only have nanohives and depots to resupply for themselves aswell. cant give tanks a stupid buff like that. |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 09:59:00 -
[8] - Quote
Zeylon Rho wrote:Lurchasaurus wrote:CCP, how do you intend to work with the entire vehicle rework while maintaining proto AV weapons? Are we to expect worthwhile tanks while we have a base amount of modules and hulls to choose from? Do we just accept that we do not have proto stuff until you bring it in? Do you intend to temporarily remove/replace current proto AV during this period? They could temporarily add ADV/PRO versions of Vehicles I guess. Boosting Swarms to high levels temporarily might make sense in context of having possibly super tanks around just to see how hard they are to take down (how many players, swarms, etc.) and check the dynamics of vehicle combat tank-on-tank and the like. There aren't many other practical AV options, and so it's swarms for starters. They said they'd be balancing AV and vehicles at the same time, so Forges, Grenades, and Swarms will be looked at during this time I imagine. Plasma Cannons will continue to suck.
they already said they will begin with a minimal amount of modules and hulls, so we are basically only allowed to use militia/standard stuff. For obvious reasons, continuing to keep proto AV is a stupid idea, esp with the 1.4 swarm buff.
the only reason this would not be the case is if we have a one size fits all tank. this would also **** many people off because we like our sagarises and suryas. not to mention the failures that were black ops tanks and the enforcers |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 10:08:00 -
[9] - Quote
Justicar Karnellia wrote:These look like great changes, the two I like are the fact that turrets have ammo, and that supply depots will now help vehicles, so we shouldn't see indiscriminate destruction of installations/turrets/CRU's because ammo will be more of a finite resource.
its certainly not indiscriminate. blueberries cant comprehend the notion that red installations are bad for us tanks. you want it, hack it before i get there. as much as i love repping for free at a supply depot, i hate lai dai spam even more |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 10:18:00 -
[10] - Quote
I am so gald they went for turret ammo instead of requiring a gunnrer for the main gun... |
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Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:20:00 -
[11] - Quote
Winsaucerer wrote:2. Shield recharge delay -- there should be a minimum damage threshold for this, otherwise infantry can just ping it with assault rifles to prevent the tank from restarting its shield recharge. That could prove irritating.
dammit i was literally just typing this.
CCP ^^^^^^^ important as **** |
Lurchasaurus
SVER True Blood Public Disorder.
1029
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Posted - 2013.08.27 10:21:00 -
[12] - Quote
Noc Tempre wrote:Lurchasaurus wrote:Noc Tempre wrote:So....
SP Respec? did you skill out of tanks? lol nonbeliever! No, but now it seems like a good idea to get that SP back. Especially that stupidly expensive enforcer skill.
almost as pissed about that as i am about the pg skill |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:25:00 -
[13] - Quote
CCP have you toyed with adding countermeasures?
May we have any info on your thoughts regarding the pilot suit and the types of numbers it will have such as a single sidearm slot or specific modules to equip that alter tank functionality on the suit itself? |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:27:00 -
[14] - Quote
SponkSponkSponk wrote:Aderek wrote:Finity ammo! Thats very good news :|) But, where we can refill? In suply depot or HAV nanohives or nornal nanohives? :)
MAVs? Please say MAVs. Or maybe deployable supply depots. Either way.
calling down installations in the same way you do an orbital has been one of the oldest planned features for Dust. Expect badass proto installations and cru's n stuff |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:39:00 -
[15] - Quote
Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules.
it is bad game mechanics to have to go through a radial menu to select active modules in the middle of a fight. i have always had a problem with this. Either controls need to be more streamlined, not necessarily a one button thing, but def streamlined, or active modules need to be accessed in a different manner.
It is stupidly easy to select the wrong module on the radial menu as well, as the icons are small and close together. I have lost many a tank to this, compounded with the terrible mouse radial menu bug. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:46:00 -
[16] - Quote
Aeon Amadi wrote:So, is the issue of Gallente (Armor) Tanks being inherently faster than Caldari (Shield) Tanks being fixed or is there a moot point to shields being "hit and run"?
For that matter, will Caldari have better acceleration to effectively hit-and-run or just hit and pray to god they can achieve top speed fast enough without turning?
there is no issue. it is the way it is meant to be. It has nothing to do with armor or shields, it is a racial trait of Gallente being faster than Caldari tech....or at least that is my understanding. This is a direct example of EVE mechanics being brought into Dust. With armor stacked of course armor will become slower than shields
Similarly, once we have minmatar, it will be ****** shields AND armor, but nice speed and 50 guns duct taped to the turret |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:53:00 -
[17] - Quote
Himiko Kuronaga wrote:Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules. This is so silly. Why did they run into such issues with capacitor, anyway? It works just fine in EVE. These are New Eden vehicles and they should behave like New Eden vehicles. A heavy investment in a tank with a working capacitor and strategic resistance allocation makes sense. For ten second hulk-mode, it doesn't. I understand Wolfman is trying to appeal to the lowest common denominator with this vehicle philosophy, but seriously it's not worth it. Just use EVE mechanics here. They are cool. Stupid people are always going to die-and-cry, there is no need to appeal to them whatsoever.
you are absolutely right and i wish we could just get cap like in eve. that waay i can get cap stable and have an unstable slayer fit.....
1 thing could make this all so awesome...
|
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:00:00 -
[18] - Quote
Akdhar Saif wrote:Can we have a transport focussed Dropship that doesn't have both turret mounts. Maybe just one nose mounted gun that can be controlled by a passenger or put on sentry-mode. The loss of the main turrets will be replace with better survivability/speed/ manoeuvrability. Also, when are we getting jetbikes?
read the post man, they cleary said you could take off small turrets |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:06:00 -
[19] - Quote
SponkSponkSponk wrote:XiBravo wrote: Recalling / calling tanks will be a quick way to get ammo. Maybe a long cool down of recall is used.
For ammo to work, recalling a tank must store its current HP, cooldowns and ammo supply, so when you call it back in, it will have the same values (at least until the end of the match)
bullshit, infantry hotswap at supply depots all the time, even in the middle of a fight.
we dont need any double standards here |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:15:00 -
[20] - Quote
CPM...how dare you offer nerfs to turret damage. our tank mounted/powered turrets already are outclassed by many infantry--held weapons... |
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Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:17:00 -
[21] - Quote
Phoenix Cervantes wrote:Resupplying ammo should be done by LOGISTICS!!!! Simple! Enables teamworking better on the battlefield also... and would work in a similar way to Eve with regards to reps etc.
With regards to cap... i can see the arguement, however i don't see why a projectile turret would need cap? Hence why the 'ammo' issue is a good idea IMHO. Cap usage should depend on the turret type.
They need to do something about those damned murder taxi's anyway... at least give reduced damage for jumping out the way.
again, please read posts. they have already clearly stated murer taxis are fixed in 1.4 |
Lurchasaurus
SVER True Blood Public Disorder.
1031
|
Posted - 2013.08.27 11:29:00 -
[22] - Quote
until remote explosive spam inside said garage becomes as common as murder taxis and the entire mechanic is proven pointless |
Lurchasaurus
SVER True Blood Public Disorder.
1080
|
Posted - 2013.08.27 19:51:00 -
[23] - Quote
Spkr4theDead wrote:Lurchasaurus wrote:Zeylon Rho wrote:Lurchasaurus wrote:CCP, how do you intend to work with the entire vehicle rework while maintaining proto AV weapons? Are we to expect worthwhile tanks while we have a base amount of modules and hulls to choose from? Do we just accept that we do not have proto stuff until you bring it in? Do you intend to temporarily remove/replace current proto AV during this period? They could temporarily add ADV/PRO versions of Vehicles I guess. Boosting Swarms to high levels temporarily might make sense in context of having possibly super tanks around just to see how hard they are to take down (how many players, swarms, etc.) and check the dynamics of vehicle combat tank-on-tank and the like. There aren't many other practical AV options, and so it's swarms for starters. They said they'd be balancing AV and vehicles at the same time, so Forges, Grenades, and Swarms will be looked at during this time I imagine. Plasma Cannons will continue to suck. they already said they will begin with a minimal amount of modules and hulls, so we are basically only allowed to use militia/standard stuff. For obvious reasons, continuing to keep proto AV is a stupid idea, esp with the 1.4 swarm buff. the only reason this would not be the case is if we have a one size fits all tank. this would also **** many people off because we like our sagarises and suryas. not to mention the failures that were black ops tanks and the enforcers What was wrong with the black ops tanks, I don't remember ever seeing one on the battlefield.
exactly
|
Lurchasaurus
SVER True Blood Public Disorder.
1092
|
Posted - 2013.08.28 02:15:00 -
[24] - Quote
Winsaucerer wrote:From the OP: Armor has no native regen.
read before you type. CCP said they will start 1.5 with a limited selection of mods. Shield tanks will get an active shield booster and armor tanks will get a passive armor rep mod. There will not be any active armor hardener, at least thats how i read the post.
unless i myself missed something, but im pretty sure i didnt |
Lurchasaurus
SVER True Blood Public Disorder.
1099
|
Posted - 2013.08.28 03:53:00 -
[25] - 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).
twice now i have jizzed my pants in one thread. goddammit CCP im running out of pants |
Lurchasaurus
SVER True Blood Public Disorder.
1099
|
Posted - 2013.08.28 03:54:00 -
[26] - Quote
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.
I didnt spec into tanks so someone else could use it |
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