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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1346
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Posted - 2013.08.28 00:35:00 -
[271] - Quote
Daalzebul Del'Armgo wrote:Aero Yassavi wrote:
Finite ammo. That sounds great, but what about the sniper tanks who sit back in the redzone. They are either really close to a redzone supply depot or can easily recall their HAV and then request it again for full ammo (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. still easy to get around Copy fitting ok maddy rail fitting 1 ammo is out let's call in maddy rail fitting 2 ect ect. easy to get around. Just make it applicable to all your HAVs (or whatever vehicle you're using) that have that type of turret (such as rail). Keep track of ammo for say 2 minutes after recalled.
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Ghural
The Southern Legion The Umbra Combine
119
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Posted - 2013.08.28 00:51:00 -
[272] - Quote
Actually I've thought some more about the proposed emphasis on active modules. And I've gotta admit, as a pilot, I really don't like them.
The main difficulty in keeping our flying paper pinatas alive is that there are so many directions from which danger can come without warning. Rail tanks, forge guns, enemy drop ships, RDVs, buildings, swarms, turrets. And the players attention is usually completely concerned with anticipating and avoiding those attacks, and now you are basically proposing to add a new system that we will have to micromanage and monitor.
I thought you said these changes are meant to make it more fun.
And whilst we're at it. Can we get weather and clouds in those skies? So drop ships can enjoy a slight bit of cover. |
Master Jaraiya
Ultramarine Corp
566
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Posted - 2013.08.28 00:54:00 -
[273] - Quote
Something tells me that Dropships will find a nice niche in the Transporting of Troops and resupplying of HAVs. |
J3f3r20n Gh057
Molon Labe.
63
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Posted - 2013.08.28 00:58:00 -
[274] - Quote
I'm not specialized in any vehicles, buuut one thing that CCP HAVE to fix is the Logi LAV. It is stroger than some tanks and it is not fair to throw 3 packed av nades (1300 hp damage) to damage only half the shield of the damn LAV. They are supposed to be Light Armored, not those cluster-fackud monsters.
Buuut, again, i am not specialized in vehicles so this is just my poor theory. |
gbghg
L.O.T.I.S.
3315
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Posted - 2013.08.28 00:59:00 -
[275] - Quote
Master Jaraiya wrote:Something tells me that Dropships will find a nice niche in the Transporting of Troops and resupplying of HAVs. I sense a crystal ball here. |
Master Jaraiya
Ultramarine Corp
566
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Posted - 2013.08.28 01:00:00 -
[276] - Quote
Ghural wrote:Actually I've thought some more about the proposed emphasis on active modules. And I've gotta admit, as a pilot, I really don't like them.
The main difficulty in keeping our flying paper pinatas alive is that there are so many directions from which danger can come without warning. Rail tanks, forge guns, enemy drop ships, RDVs, buildings, swarms, turrets. And the players attention is usually completely concerned with anticipating and avoiding those attacks, and now you are basically proposing to add a new system that we will have to micromanage and monitor.
I thought you said these changes are meant to make it more fun.
And whilst we're at it. Can we get weather and clouds in those skies? So drop ships can enjoy a slight bit of cover.
The Passives will more than likely be what DS pilots flock to. Most Dropships that I see or have flown in do not encounter any very lenghty engagements (not intended to poke at your lolvivability), so the Active Modules would be overkill for them, they seem to be more of the get in get out quickly type of vehicle. DS will be able to get in, drop off troops, maybe resupply an HAV while recharging/repairing, then get back out to safety quickly.
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Soldner VonKuechle
SAM-MIK
101
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Posted - 2013.08.28 01:04:00 -
[277] - Quote
J3f3r20n Gh057 wrote:I'm not specialized in any vehicles, buuut one thing that CCP HAVE to fix is the Logi LAV. It is stroger than some tanks and it is not fair to throw 3 packed av nades (1300 hp damage) to damage only half the shield of the damn LAV. They are supposed to be Light Armored, not those cluster-fackud monsters.
Buuut, again, i am not specialized in vehicles so this is just my poor theory.
They are incredibly annoying when I play infantry for the reasons you mentioned, but they sre set up like that because of resistances being built into the llav. And this is mimicking real life, look up the MRAV, nicknamed buffalo. Complete with active scanning! Lol. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
220
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Posted - 2013.08.28 01:15:00 -
[278] - Quote
Lurchasaurus 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. 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.
Why not have it old metal gear solid style, hold down R2 (OR what ever button you prefer) and the modules come up in a list which you can select through, once you let go of the button the selected module from the list is activated? I suppose its similar to how it is, but the list come be made more user friendly.
By the way CCP - interesting changes, I look forwards to seeing how this pans out. |
J3f3r20n Gh057
Molon Labe.
63
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Posted - 2013.08.28 01:20:00 -
[279] - Quote
Soldner VonKuechle wrote:J3f3r20n Gh057 wrote:I'm not specialized in any vehicles, buuut one thing that CCP HAVE to fix is the Logi LAV. It is stroger than some tanks and it is not fair to throw 3 packed av nades (1300 hp damage) to damage only half the shield of the damn LAV. They are supposed to be Light Armored, not those cluster-fackud monsters.
Buuut, again, i am not specialized in vehicles so this is just my poor theory. They are incredibly annoying when I play infantry for the reasons you mentioned, but they sre set up like that because of resistances being built into the llav. And this is mimicking real life, look up the MRAV, nicknamed buffalo. Complete with active scanning! Lol.
Yeah, you are right. But i don't want be forced to skill into proto swarms just to take care of some Logi LAVs because i am a logi, so i just have 1 weapon slot, and i can't take the risk of find a supply depot to change suits. We need a way to deal with those monsters
If CCP nerf the Logi LAV, it will be unfair to the dedicated drivers specialized into LAVs. If CCP buff the av nades, it will be easier to take care of tanks too.
Maybe they could make specific modules to LAVs and Tanks, so the LAVs modules wouldbe less powerful. (I don't if it is already this way) |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
220
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Posted - 2013.08.28 01:25:00 -
[280] - Quote
Iron Wolf Saber wrote:ABadMutha13 wrote:I am getting the point that CCP pays no attention to problems facing tanks. -Invisible Swarmers. -Active Boosters failing to Activate. -No Locking tone to warn them of missles. -Cheap Forge guns with abilities to do damage that rivals a tank turret. -Grenades that inflict TERRIBLE damage to them. -Dropships being paper soaked in gasoline. -A complete LACK of understanding about a tank being a mobile weapons platform and turning it into a "fast attack with long cooldowns" vehicle. Here is a link so they can get an idea of what a tank should be.... http://en.wikipedia.org/wiki/Tank Say hi to anti tank http://en.wikipedia.org/wiki/Anti-tank_warfareGenerally means that you die in the first hit. If it doesn't die in the first hit it was a bad anti tank method. Also the RPG 29 would like to say Hi to the current generation tanks such as the challenger and abrams.
Impressive weapon, and its been in service since the 80`s too! Damn just imagine what they are working on now.
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Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
176
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Posted - 2013.08.28 01:31:00 -
[281] - 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.
You mad? You mad bro? |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3339
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Posted - 2013.08.28 01:46:00 -
[282] - Quote
Lurchasaurus wrote:i just jizzed my pants
FINALLY I CAN HAVE
no small turrets unstupid shield regen ammo in turrets (meaningful engagements) balanced modules between shields/armor Where does it say you can remove your small turrets? What is this obsession with trying to force HAVs to be solo vehicles? |
Casius Hakoke
Molon Labe.
299
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Posted - 2013.08.28 01:52:00 -
[283] - Quote
Mobius Wyvern wrote:Lurchasaurus wrote:i just jizzed my pants
FINALLY I CAN HAVE
no small turrets unstupid shield regen ammo in turrets (meaningful engagements) balanced modules between shields/armor Where does it say you can remove your small turrets? What is this obsession with trying to force HAVs to be solo vehicles?
Its towards the bottom of CCP Wolfmans post. I'm not sure how I feel about it though, I personally like having gunners in my HAV, as long as I can communicate with them that is. |
Winsaucerer
The Southern Legion The Umbra Combine
200
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Posted - 2013.08.28 01:54:00 -
[284] - Quote
Bojo The Mighty wrote: 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.
From the OP: Armor has no native regen.
Also, the small turrets being no longer required is not necessarily a good thing. Choices should be meaningful, but right now people are excited because it will allow them to squeeze that extra little cpu+pgu that's been desired to fit the better tank. I know I could use it. Sounds like a no-brainer.
Lillica Deathdealer wrote: Smaller vehicles kill infantry. Light turrets mounted on LAVs and MAVs are used to assist infantry by killing infantry. HAVs, such as our friendly neighborhood tank are good at killing LAVs, MAVs, and other HAVs. Infantry with AV can kill the smaller vehicles, but taking out HAVs requires a serious team effort.
This is a very interesting idea that I think deserves a repost.
Our Deepest Regret wrote:You know what? I gave it some thought and I am really excited.
I think that with these changes, and the right application of skill points, I am finally going to be able to build my BRICK. A HAV with low offensive capabilities that's compensated for that by being nigh unkillable. I'll be able to provide cover fire and shielding for infantry and hold objectives. I'll hold the attention of my enemy, while my team kills them. For Tank V. tank engagements, the strategy will simply be to outlast their offensive burst and then attack or escape.
This is a really big deal, I'm stoked! A tank you can TANK in. That's what I've always wanted.
This is not the impression I received, but without numbers it is hard to tell. I received the impression that being a tank you can TANK in is going to be harder...except for during a short window of time...so keep an eye on your exit route because you'll need to be retreating again soon. I would be interested to hear why you think these changes will make a tanky tank more viable than it is now. |
Ares Lawrens
Phoenix Security Solutions
5
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Posted - 2013.08.28 02:09:00 -
[285] - Quote
well...
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Lurchasaurus
SVER True Blood Public Disorder.
1092
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Posted - 2013.08.28 02:15:00 -
[286] - 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 |
Winsaucerer
The Southern Legion The Umbra Combine
200
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Posted - 2013.08.28 02:53:00 -
[287] - Quote
Lurchasaurus wrote: 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
I didn't notice about the mention of "no active hardener" in the OP, but I haven't looked carefully. The rhetorical caution you express in the rest of your reply does not match your opening arrogant recommendation that I "read before (I) type".
The person I responded to said "passive armor repair", not "passive armor repairer". They probably were meaning we get the former through the latter, as you point out. |
Galm Fae
Guardian Solutions DARKSTAR ARMY
77
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Posted - 2013.08.28 03:09:00 -
[288] - Quote
Digging the new pilot support you guys are adding, and I am down for an active damage booster. The only thing I am worried about is if I should stock up on what is on the market now that I like before you overhaul the system.
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CCP Wolfman
C C P C C P Alliance
1513
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Posted - 2013.08.28 03:30:00 -
[289] - Quote
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).
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Obodiah Garro
Tech Guard General Tso's Alliance
241
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Posted - 2013.08.28 03:34:00 -
[290] - Quote
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. |
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Our Deepest Regret
Algintal Core Gallente Federation
76
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Posted - 2013.08.28 03:34:00 -
[291] - Quote
double post |
Blaze Ashra
Holdfast Syndicate Amarr Empire
4
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Posted - 2013.08.28 03:35:00 -
[292] - 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).
Thank you so much. And proto modules is awesome. Now I'm stoked for it. |
Our Deepest Regret
Algintal Core Gallente Federation
76
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Posted - 2013.08.28 03:36:00 -
[293] - Quote
Our Deepest Regret wrote:Winsaucerer wrote:
This is not the impression I received, but without numbers it is hard to tell. I received the impression that being a tank you can TANK in is going to be harder...except for during a short window of time...so keep an eye on your exit route because you'll need to be retreating again soon. I would be interested to hear why you think these changes will make a tanky tank more viable than it is now.
I'm going by Wolfman's post: CCP Wolfman wrote:Active vs. Passive modules
WeGÇÖre rebuilding everything with the idea that active modules will allow a vehicle to survive a single encounter, while passive modules increase its long-term surviveability across multiple encounters. Active modules will provide very significant bonuses, but once used their long recharge times leave a lone vehicle vulnerable to any follow-up attacks. Passive modules on the other hand provide permanent bonuses that are comparatively small. The breakdown is as follows:
Active
Large, temporary bonuses High PG/CPU costs Single encounter surviveability
Passive
Small, persistent bonuses Comparatively low PG/CPU costs Multiple encounter surviveability What I'm taking from that is that damage oriented tanks will focus on active modules. Defensive oriented guys like me will load up on passive modules to maximize survivability over killing power. I'm all about dat defense. WASTE YOUR BULLETS! WAAAAASTE THEEEEEM!!!!
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Lurchasaurus
SVER True Blood Public Disorder.
1099
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Posted - 2013.08.28 03:53:00 -
[294] - 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 |
Casius Hakoke
Molon Labe. RISE of LEGION
300
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Posted - 2013.08.28 03:54:00 -
[295] - 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).
CCP Wolfman, if you can pull this off you will be my favorite CCP Dev of all time. |
D legendary hero
THE WARRIORS OF LEGEND
744
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Posted - 2013.08.28 03:54:00 -
[296] - Quote
CCP Wolfman wrote: *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).
*single tire rolls down face* MY fellow piolots and I salute 07 |
Lurchasaurus
SVER True Blood Public Disorder.
1099
|
Posted - 2013.08.28 03:54:00 -
[297] - 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 |
Our Deepest Regret
Algintal Core Gallente Federation
76
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Posted - 2013.08.28 03:57:00 -
[298] - Quote
Lurchasaurus wrote: I didnt spec into tanks so someone else could use it
This guy gets it. |
Void Echo
Echo Galactic Industries
1084
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Posted - 2013.08.28 03:57:00 -
[299] - 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.
that will create more problems, I did NOT skill into tanks for someone else to use it, I skilled so I could use it. |
Casius Hakoke
Molon Labe. RISE of LEGION
300
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Posted - 2013.08.28 03:57:00 -
[300] - 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.
Where did you get the idea that HAV's are 1 man armies, try and use one that way against proto av, heck any kind of organized av and see what happens. Without proper infantry support a HAV can not carry any team. |
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