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Thread Statistics | Show CCP posts - 4 post(s) |
Needless Sacermendor
Red Fox Brigade
363
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Posted - 2013.08.27 17:00:00 -
[1] - Quote
SteelDark Knight 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.
Perhaps the best way to handle this is to allow all Turrets to have a passive regeneration for ammunition. Additional items such as modules, Supply Depots, nanohives, etc. can instantly refill or increase that regeneration but by having a passive regeneration on all turrets it will mean that vehicles will not be in a position were they can no longer be of use within a match which I think is the greatest fear being expressed. Passive ammo regen would defeat the purpose of limiting ammo, it's ment to put vehicles into the same situation as dropsuits where they can run out of ammo and be "in a position were they can no longer be of use within a match" until they find resupply from a logistics or hive or that supply depot that survived being HAV raped in the first 30 seconds of a battle.
Edit ... maybe you could have an active module as I think someone else suggested ... that resupplies ammo but at some expense, likely inactive turrets or other modules or putting all other modules into cooldown or some or all of the above. But this would obviously be at a fitting cost and reduce your resistance options ... just like hives do on a dropsuit. |
Needless Sacermendor
Red Fox Brigade
363
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Posted - 2013.08.27 17:06:00 -
[2] - Quote
Spkr4theDead wrote:FINALLY NO MORE IDIOTS IN MY TANK GETTING ME FOUND OUT. WORKS JUST AS WELL AS A LOCK! THANK YOU FOR LISTENING TO US ON THAT!
Now, for these hardeners. I'm gonna go with it, and ask, are they going to be 50% reduction since you say they're going to provide a massive boost to defenses?
How about slot count?
And for ammo. I hope it's not some ridiculously low count, like 10 for a rail and 150 for a blaster. Those rounds are relatively small. If anything, missile should have the lowest ammo count, because those rounds are fairly large. Will the small turrets have an ammo count? Will they have their own ammo, or will they *puke* pull off from the main ammo count? They should be different ammos for each turret, certainly for small and large, lets face it the ammo for a large turret wouldn't physically fit in a small turret, they could also have reloads, so you could have 5 shots with a rail and a HMG/Forge duration of reload and however many clips in the magazine. |
Needless Sacermendor
Red Fox Brigade
363
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Posted - 2013.08.27 17:17:00 -
[3] - Quote
Spkr4theDead wrote: What was wrong with the black ops tanks, I don't remember ever seeing one on the battlefield.
Were they even available on the market ... or were they just there for show ... I recall they had a built in cloaking device that was never introduced. |
Needless Sacermendor
Red Fox Brigade
363
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Posted - 2013.08.27 17:21:00 -
[4] - Quote
Spkr4theDead wrote: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.
You already don't get how we do things. We destroy turrets as a matter of standard operating procedure, because it's smart to destroy things that are a danger to our tank. We'll destroy a CRU if we have to, such as if our blues are struggling to hold an objective with a red CRU right next to it. We destroy enemy depots to deny them the ability to switch suits on the fly, so that they have to die to take out their swarm or forge gun. Plus it denies them infinite ammo when firing right next to it. But what you're ACTUALLY doing is denying your own team from taking control of the depot to resupply their own ammunition (hives don't grow on trees you know, the only way to restock them is at a depot !) ... or change into their own AV to assist you killing that vehicle you can't (like dropships you can't aim at, or LAVs you can't track or have the wrong turrets to kill etc.).
Don't deny it ... you blow stuff up cos you can and you get points for it ... I say remove points from unclaimed installation destruction. |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:25:00 -
[5] - Quote
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 ? |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:29:00 -
[6] - Quote
Skihids wrote:Nguruthos IX wrote:Does this mean no more vehicles in ambush (No supply depots for ammo)?
If so
There's no reason to fly Skirm/Dom in this game with all the Red Line Rail tanks, Redline Rail installations, and the terrible ISK payout for such long and dangerous games. Add to that MCC missiles 1 shotting Dropships and RDV's still spawning around everywhere and remind me again why I should play at all, as a pilot? Until CCP gives you a unique mission for your dropship the simple answer is that there no reason to fly and every reason not to. - The dropship is highly visible and thus under near constant threat from AV. - The dropship will now be dependent on active defenses with long cooldowns. - The majority of dropships are pretty slow to get into position given the nerf to handling so most of your active defense time will be spent inserting and then exiting the battle. So most of your time will be spent out of battle. Now if CCP were to create a real dropship only mission, like say troop spotting, you might just be valuable. With a redsigned scanner and WP's to go with it you would be able to make scanning passes to assist your team and wouldn't automatically attract AV fire due to being an immediate life threat. Dropships could easily be adjusted with a bonus to all module cooldowns (for example) or relevant shield or armor modules, giving them the extra defensive abilities they need ... it's a simple option that could work.
Edit ... thess longer cooldowns are to reduce the engagement window of HAVS so they can't just sit and slay ... dropships need a longer window since they are less devastating and more open to attack as you mentioned. |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:41:00 -
[7] - Quote
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? When I can have my flaylock sp back ... that thing is useless now ! |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:42:00 -
[8] - Quote
Skihids wrote:Needless Sacermendor wrote:Skihids wrote:Nguruthos IX wrote:Does this mean no more vehicles in ambush (No supply depots for ammo)?
If so
There's no reason to fly Skirm/Dom in this game with all the Red Line Rail tanks, Redline Rail installations, and the terrible ISK payout for such long and dangerous games. Add to that MCC missiles 1 shotting Dropships and RDV's still spawning around everywhere and remind me again why I should play at all, as a pilot? Until CCP gives you a unique mission for your dropship the simple answer is that there no reason to fly and every reason not to. - The dropship is highly visible and thus under near constant threat from AV. - The dropship will now be dependent on active defenses with long cooldowns. - The majority of dropships are pretty slow to get into position given the nerf to handling so most of your active defense time will be spent inserting and then exiting the battle. So most of your time will be spent out of battle. Now if CCP were to create a real dropship only mission, like say troop spotting, you might just be valuable. With a redsigned scanner and WP's to go with it you would be able to make scanning passes to assist your team and wouldn't automatically attract AV fire due to being an immediate life threat. Dropships could easily be adjusted with a bonus to all module cooldowns (for example) or relevant shield or armor modules, giving them the extra defensive abilities they need ... it's a simple option that could work. It doesn't matter. As long as the mission of the dropship is to slay infantry it will always be a more complicated and risky tool than just running in a suit. It's more expensive, it's far more visible, and it can't be any better than a suit or it will be declared OP (compared to the suit which will be a valid point). The dropship needs missions that infantry can't perform or it will be forever balanced against a single dropsuit. Yeah it primarily needs wp for troop transport ... it's main purpose !
In it's simplest form x wp for each passenger carried over x distance ... but it would need restraints to avoid farming. |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:59:00 -
[9] - Quote
Skihids wrote:Some of the time they can be more powerful than suits, but most of the time they will be weaker.
Time spent stronger + Time spent more vulnerable = Capability and survivability of a dropsuit.
Vehicle pilots are already complaining about the significant downtime required by this balancing act because it's no fun to sit out the majority of the match. The part they don't seem to understand is that right now they have the 'stonger than infantry' part but are ALWAYS weak against AV (mostly due to lack of proto) ... what this rebalance is trying to achieve is during their 'stronger' window they will be practically invulnerable to equal level AV, but they won't be able to sustain that for long periods without having to retreat during their more vulnerable cooldowns.
They will still likely have matches with lower skilled AV or none at all where they can even survive through their cooldowns, or other matches where they are up against stronger AV or more AV numbers and won't be able to survive a heavy onslaught even during their 'stronger' period. But that's how balance works, so long as it's equally possible to sway in both directions. |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 18:03:00 -
[10] - Quote
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. |
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Needless Sacermendor
Red Fox Brigade
363
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Posted - 2013.08.27 18:08:00 -
[11] - Quote
Kekklian Noobatronic wrote:CCP Wolfman,
You mentioned limited Ammunition and Ammunition Cache's, and also refereed to Supply Depots. How do tanks recover ammunition? Is it self-regenerating, but regenerates faster while around Supply Depot? As an Infantry player, if I remove all the Supply Depots from the map(or the tankers themselves do this), how(if at all) will it impact the Tank drivers? I'm thinking there would be a need for infantry logistics to be able to resupply vehicles too ... being reliant on logisics vehicles probably won't be enough, so maybe a new variant to nanohives could be added, like the repair tools that offer different levels of repair to vehicles and dropsuits etc. the hives could offer high vehicle but low infantry supply rates, or mix of both etc. |
Needless Sacermendor
Red Fox Brigade
364
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Posted - 2013.08.27 18:16:00 -
[12] - Quote
milo cordelli wrote:How do hives reduce your resistance or survivability? They are equipment slots not you high or low slots they only stand to improve your survivability why should it harm a tanks? You don't have a cool down in your nano hive nor does placing one stop you from firing one placed. You're right I did think of that after I typed it ... but hives do reduce your defenses or offenses by taking up cpu/pg ... I'm wondering if vehicles could use an equipment slot system too ... you could even have Heavy dropsuit equivalents with higher ehp but no equimpent slot !
Edit ... maybe your countermeasures could go in there too ! |
Needless Sacermendor
Red Fox Brigade
364
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Posted - 2013.08.27 18:27:00 -
[13] - Quote
Keri Starlight wrote:I might have missed something, but... where's the buff?
Dropships and HAV's are currently terribad and you talk about "make base vehicles weak" (aren't they? lol), increase shield delay and make ammo depletable? What? Seriously?
The only positive thing is that small turrets will be removed by the 95% of HAV pilots.
The plan isn't even clear, passive and active modules are exactly as you describe them. Are you giving more power to the active modules? And not to the passive ones? I don't understand.
HP are staying the same?
Shield and Armor %resistance are staying the same?
The number of module slots is staying the same?
PG/CPU are staying the same?
So we've been waiting all this time... for nothing? We haven't even got 1.4 yet and you want stats for 1.5 ... come on !
How do you know Dropships and HAVs are 'currently terribad' when you can't even use the proto versions.
and if 95% of pilots will just remove the small turrets then they may aswell remove the seats and they really will be just a big fat dropsuit and will need to be balanced as such. |
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 18:33:00 -
[14] - Quote
Gloomy Cobra wrote:CCP Wolfman wrote:Hi guys,
What we didnGÇÖt want to do was take every element, hurriedly try to rebalance them all in 4 weeks, and then stuff them back in. So, this will be a staged process, one that we will continue to work on over the releases following 1.5.
CCP Wolfman Does that mean in 1.5 we wont have all the modules we currently have in the game right now? I know you want to take this slow and get it right so that all us vehicle users can finally have fun, but with just basic hulls and basic modules how will things even out in 1.5? cuz proto av vs basic stuff just makes things harder, no? He didn't say anything about removing everything but basic hulls ... he said roles and module offerings. |
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 19:00:00 -
[15] - Quote
ladwar wrote:so just from reading the only thing i hear is we are buffing armor and nerfing shields. can't wait to actually see the numbers but till then it looks like caldari are going to stay 2nd rate tanks that no one should use. and AV is not going to be touch so we will be just even rich WP targets then before. Why do they need to touch AV ... the point of 1.5 is to rebalance vehicles ... or do you think they'll just rebalance them where they are and not in balance with AV ? ... Sounds like good logic you've got there ! |
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 19:01:00 -
[16] - Quote
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 ? |
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 19:11:00 -
[17] - Quote
Aero Yassavi wrote:(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.
The system already tracks damage to dropsuits ... if you change at a supply depot to the same dropsuit type with a different fitting your shield and armor damage are retained with the new fitting.
I agree it would be too easy to railsnipe and recall for ammo resupply ... it should be considered unintended behaviour and fixed before it's broken.
I'm not keen on removing redline supply depots as they are useful for infantry and will be for vehicles at times when there's no other options.
Hopefully just making vehicles more fun will reduce the desire to railsnipe. |
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 19:18:00 -
[18] - Quote
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 ! |
Needless Sacermendor
Red Fox Brigade
384
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Posted - 2013.08.31 18:43:00 -
[19] - Quote
Thought this might be an interesting read, from way back in November 2011 ... I wasn't wrong ! http://dust514.com/news/blog/2011/11/vehicular-dynamics-and-mayhem-1-1/
Lots of mention of vehicles being support oriented and symbiotic relationship with infantry and "heavily armoured units using long range, heavy, concussive attacks while lighter units utilize their speed and flexibility"
Also "players may choose to swap out their main turret mount for a large bank of guided heavy missiles to pluck their enemyGÇÖs dropships from the sky" ... alongside other Ewar and 'guided' missiles !
Edit : I know things have evolved since then, but it's interesting to read back how the initial concept was proposed. |
Needless Sacermendor
Red Fox Brigade
385
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Posted - 2013.08.31 23:52:00 -
[20] - Quote
Skihids wrote: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 "dropsuit capacitor"? Fixed that for you. |
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