|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
276
|
Posted - 2013.08.27 13:27:00 -
[1] - 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.
I was waiting to see what 1.5 had to offer as I had already decided with the boost to swarm launchers to stop driving tanks in 1.4. Now with all this news, it sounds like I really did waste half my SP in tanks as this has to be some of the worst news. Your limiting ammo. Great, so that means we have to drive a tank to a supply depot, so taking out a supply depot negates tanks for the opposite side. This is crap. We can't get to areas that supply depots are often left at, in buildings and such. And parking a tank by a supply depot is stupid. Using nanohives is dumb as well especially with as limited as nanohives are. They will go pop faster then hell. This also means that tank drivers have to wear a more expensive suit if you want us to carry nanohives that have any significant amount of ammo. This increases our cost to drive by a crap ton.
Active vs passive. We already have a 30 second cooldown. This is far longer then any AV on the field. It also is far longer then is practical in a fast paced battle. If your increasing this, and decreasing the av timers, Tank driver are doubly screwed over.
Over all, I'm done, and I'm sure many others will be as well, when they see how fast their tanks go pop with AV incoming, specifically OP swarm launchers, and how limited these supposed massive weapons of war are. It will be to the point that you can get a couple of militia swarm launchers together and pop a 2m isk tank. Have fun vehicle drivers. I'm specing into swarms now since these are the OP weapon of the game now. |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
279
|
Posted - 2013.08.27 14:52:00 -
[2] - Quote
Vrain Matari2)If CCP sticks with the tank roles model Wolfman is proposing, everything come down to the timing of the active modules. E.g., for a shield tank rolling in to an objective to support an infantry push the staggered activation of the active hardner followed by the shield booster has to last long enough for a successful engagement. How long is that? Two minutes at a minimum and prolly more is needed to be useful [i wrote:and survive[/i] long enough to retreat and recover. This is an area where skills should make a difference - in duration of active effects.
2 minutes at most for a battle? Sure, but with a 30 second active module that means we are only relevant for 1/4 that engagement. In addition to this, commando suits fit with advanced or proto swarms means that for that 30 seconds your not relevant. Your fodder for wp. |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
279
|
Posted - 2013.08.27 14:53:00 -
[3] - Quote
Madagascan Eagle wrote:Supply Depots will need much more HP. Maybe increase the amount of depots also.
Good work guys. My sleeping tank Alt will get to spend his points after all. The beast will be awoken!
Good luck with that. He will be broke after the first couple days. |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
279
|
Posted - 2013.08.27 15:02:00 -
[4] - 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.
You've already said you don't drive tanks, and are considering specing into them. Let me tell you, froma current tank driver. Don't. It's not worth it anymore. Av changes mean that with swarms you can launch 3-4 volleys before the first hits. They do more damage now (proto already would hit for 3500+ damage on a 6-8000 HP tank) and now they are giving you limited ammo and looooong recharge on modules. this means that you go into cooldown in a fight, they enemy launches let's say 3 swarms, your 2m isk tank goes pop, you now have a week before you are profitable again to buy another tank, that then goes pop again in 30 seconds. Guaranteed, the only ones that won't lose tanks are the redline railgun snipers. Anyone bringing one onto the battlefield is going to lose it. |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
286
|
Posted - 2013.08.27 20:13:00 -
[5] - Quote
ADAM-OF-EVE wrote:ammo will be dropped in by dropships
You mean the non existant dropships cause they are being blown out of the air by the OP swarms now? |
|
|
|