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Thread Statistics | Show CCP posts - 4 post(s) |
Nguruthos IX
Vagina Bombers
1275
|
Posted - 2013.09.01 19:52:00 -
[421] - Quote
Pilot Sparky wrote:I really like the idea of finite turret ammo and re-stocking at a supply depot. Now just make my fully loaded with standard modules of shield hardeners and boosters with a standard dropship actually useable ! I ALWAYS get exploded by the first five to eight minutes before blown up by a installation, forge gun or even mass driver, gosh dang it ! I agree. They should build the vehicle hulls with a base line of survivability.
That we we can use the modules to actually customize our fittings instead of 90+% of it always having to go towards the EHP that we lack.
A standard vehicle hull should not be 1 shottable by AV, as it is. |
Garrett Blacknova
Codex Troopers
3433
|
Posted - 2013.09.02 00:34:00 -
[422] - Quote
Nguruthos IX wrote:A standard vehicle hull should not be 1 shottable by AV, as it is. A standard Scout Dropsuit is one-shottable by a decent variety of weapons without getting a headshot (weakpoint). LAVs should be one-shottable by some AV weapons (Forge Guns, Plasma Cannons) but others should need a weakpoint hit (Swarms, AV Grenades).
Logi suits can be one-shotted at their base by a couple of weapons without getting headhots. LLAVs should be tougher than regular and Scout LAVs, but still one-shottable by an equal-tier Forge Gun, and maybe a Plasma Cannon or AV Grenade if it lands a weakpoint hit.
Assault suits can be one-shotted by several weapons with headshots. Dropships should be vulnerable to one-shotting with Plasma Cannons and Forge Guns if hit on a weakpoint.
Heavy suits can't be one-shotted by anything short of AV weaponry. HAVs should likewise be tough enough to survive basically any single hit.
Obviously, this is before modules are added, because you can buff things a decent way with those. Logi variant vehicles shouldn't get massive PG/CPU buffs like they currently do though, that just makes them into better tanks than the supposed "frontline" models. They should get PG/CPU cost reductions on modules that actually suit their intended role, so they can fit those modules without the compromise that other suits are forced into. |
Nguruthos IX
Vagina Bombers
1283
|
Posted - 2013.09.02 02:23:00 -
[423] - Quote
Garrett Blacknova wrote:Nguruthos IX wrote:A standard vehicle hull should not be 1 shottable by AV, as it is. A standard Scout Dropsuit is one-shottable by a decent variety of weapons without getting a headshot (weakpoint). LAVs should be one-shottable by some AV weapons (Forge Guns, Plasma Cannons) but others should need a weakpoint hit (Swarms, AV Grenades). Logi suits can be one-shotted at their base by a couple of weapons without getting headhots. LLAVs should be tougher than regular and Scout LAVs, but still one-shottable by an equal-tier Forge Gun, and maybe a Plasma Cannon or AV Grenade if it lands a weakpoint hit. Assault suits can be one-shotted by several weapons with headshots. Dropships should be vulnerable to one-shotting with Plasma Cannons and Forge Guns if hit on a weakpoint. Heavy suits can't be one-shotted by anything short of AV weaponry. HAVs should likewise be tough enough to survive basically any single hit. Obviously, this is before modules are added, because you can buff things a decent way with those. Logi variant vehicles shouldn't get massive PG/CPU buffs like they currently do though, that just makes them into better tanks than the supposed "frontline" models. They should get PG/CPU cost reductions on modules that actually suit their intended role, so they can fit those modules without the compromise that other suits are forced into.
It's just that right now there's not a lot of wiggle room to fit something for anything other than defensive modules. scanners and the like would be fun. If every DS didn't have to be built as a tank to preform some other function it would be nice for customizing. Not a huge issue right now because the only things there are that don't tie into HP or DPS are MCRU's, transerfers and scanners. None of which give points so nobody wants to run them.
But if you wanted to play a logi DS with shield transfers, a scanner and some other neat dohicky the whole thing would simply be forge fodder at a high price. |
hgghyujh
Expert Intervention Caldari State
82
|
Posted - 2013.09.02 09:15:00 -
[424] - 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.
ammo good idea but whats to stop me from spamming rounds from across the map, recalling my tank, calling another one, rinse and repeat. Hell AV makes tanks hide longer then recalling and calling in a new one would. once again you should have to resupply and repair/reshield before you can recall a vehicle.
eve style caps would be awesome.
all around I like what I'm hearing tho, as long as they are actually made to be survivable. |
jlpgaming2752
the unholy legion of darkstar DARKSTAR ARMY
0
|
Posted - 2013.09.02 13:02:00 -
[425] - Quote
LAV turrets should actually do damage and have cross-hairs. |
Revelations12 10-11
the unholy legion of darkstar DARKSTAR ARMY
1
|
Posted - 2013.09.02 17:05:00 -
[426] - Quote
Since the focus seems to be further nerfing of vehicles, will they atleast be getting a pg buff? I just read the 1.4 patch notes about the swarm launchers, im gonna add in that theres already on screen turrents, av nades and Forge gunner trolls, so basically investing sp into a tank or dership (the paperplanes of new eden) isn't a good investment. Thanks for the heads up ccp. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
14
|
Posted - 2013.09.02 17:33:00 -
[427] - Quote
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. |
Blaze Ashra
Ametat Security Amarr Empire
5
|
Posted - 2013.09.02 19:14:00 -
[428] - 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.
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. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
22
|
Posted - 2013.09.02 19:24:00 -
[429] - 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
|
Posted - 2013.09.02 19:28:00 -
[430] - 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. |
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Gabriella Grey
XERCORE E X T E R M I N A T U S
22
|
Posted - 2013.09.02 19:35:00 -
[431] - 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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Blaze Ashra
Ametat Security Amarr Empire
5
|
Posted - 2013.09.02 20:28:00 -
[432] - Quote
Gabriella Grey wrote: 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 the battlefield, 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, from some structure that climbs up to the sky. 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.
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. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
23
|
Posted - 2013.09.02 20:38:00 -
[433] - 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. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
15
|
Posted - 2013.09.02 20:41:00 -
[434] - Quote
Blaze Ashra wrote:2. Stationary turrets don't cost you anything so they shouldn't be better than tanks. I would gladly purchase a turret if I could deploy it where I wanted it, like I can move my HAVs to where they best suit my purpose. The cost to the player was not the limiting factor in my mind. A large stationary artillery piece should have more destructive force then any turret placed on a HAV. Simple design limitations of weight, length, and ammunition size make this logical in even the fictional realm of Dust 514.
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Temba Fusrodah
Ganksters Inc Drake Ashigaru
15
|
Posted - 2013.09.02 21:00:00 -
[435] - Quote
Gabriella Grey wrote: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. This is one of the most unrealistic aspects of Dust 514 game play, a high speed collision between a heavily armored individual and a "light" wheeled vehicle that suffers no consequential damage makes no sense. Collision damage should be based on the speed of the LAV and the size of the armored clone it struct, it should impair speed, shield, and armor levels until it is repaired.
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Temba Fusrodah
Ganksters Inc Drake Ashigaru
16
|
Posted - 2013.09.02 21:26:00 -
[436] - Quote
I use to be able to frequently shoot down the ships that brought vehicles to the surface, sometimes even before they delivered their payloads, but most times afterwards. Now they vanish rapidly from the field before they can be brought down.
If they are going to be functionally invulnerable I would suggest they are no longer targetable. Then my target locks can be saved for actual possible objects I can destroy. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
17
|
Posted - 2013.09.02 21:54:00 -
[437] - Quote
Blaze Ashra wrote: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. So let me get this straight, if it's available to infantry it should be available to HAVs? A single killing shot from a Thale sniper rifle is available to rooftop infantry if you are willing to lose your HAV to this I'd concede your argument is consistent, foolish but consistent.
Infantry can hop into an available LAV and speed around the battlefield, so consistent with your statement you are proposing that HAV's should be able to take a high speed ride in the passenger seat of an LAV?
As to the thousands of years of building technology that makes every roof top support an HAV according to the lore you are incorrect. After the EVE gate collapsed the civilizations of New Eden collapsed into several thousand years of dark ages where the ancient knowledge and skills were lost, they are now re-emerging and trying to relearn, copy, and find the technology of their ancestors. So super strong roofs? Highly unlikely.
Putting a HAV in a place in the middle of the battlefield where it cannot be reached by weapons to counter it's weapons is a game breaker and should not be allowed. Plain and simple, otherwise it's an immediate "I Win The Match Card" when played by one side or the other.
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Blaze Ashra
Ametat Security Amarr Empire
5
|
Posted - 2013.09.02 22:36:00 -
[438] - Quote
Temba Fusrodah wrote:Blaze Ashra wrote: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. So let me get this straight, if it's available to infantry it should be available to HAVs? A single killing shot from a Thale sniper rifle is available to rooftop infantry if you are willing to lose your HAV to this I'd concede your argument is consistent, foolish but consistent. Infantry can hop into an available LAV and speed around the battlefield, so consistent with your statement you are proposing that HAV's should be able to take a high speed ride in the passenger seat of an LAV? As to the thousands of years of building technology that makes every roof top support an HAV according to the lore you are incorrect. After the EVE gate collapsed the civilizations of New Eden collapsed into several thousand years of dark ages where the ancient knowledge and skills were lost, they are now re-emerging and trying to relearn, copy, and find the technology of their ancestors. So super strong roofs? Highly unlikely. Putting a HAV in a place in the middle of the battlefield where it cannot be reached by weapons to counter it's weapons is a game breaker and should not be allowed. Plain and simple, otherwise it's an immediate "I Win The Match Card" when played by one side or the other.
You seem to me an argumentative person.
I would rather every tower have hackable nodes at the base that would electrify the entire tower until un hacked. This would gradually destroy equipment, infantry and vehicles indiscriminately until counter hacked and add risk and counters to the tower camping bs going on now. You say an HAV on the roof is a problem which I agree to some extent, but consider it less game breaking the others.
None of this has anything to do with the changes in 1.5 or the topic at hand and is at best theory crafting and speculation. It's a moot point irregardless as there could be any number of justifications. They do have access to sufficient strength material to support heavy loads as evidenced by titans spacecraft which should be impossible with our current technology. But with our current tech we have these http://en.wikipedia.org/wiki/Military_transport_aircraft which have less strutural support than those buildings. |
Driver Cole
Nor Clan Combat Logistics
0
|
Posted - 2013.09.03 04:45:00 -
[439] - Quote
This may seem like a strange idea but what if they where to add a type of EMP module. With the 1.4 update buffing swarmlaunchers this module once activated will create a Flux grenade like effect only any missiles cought in the blast zone would be destroyed. Obviously this would have a long cooldown and would not work on Forge guns, but it would save your vehicle from a fatal hit.
Just an idea. |
Skybladev2
RUST 415 RUST415
31
|
Posted - 2013.09.03 05:51:00 -
[440] - Quote
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. |
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Temba Fusrodah
Ganksters Inc Drake Ashigaru
17
|
Posted - 2013.09.03 17:50:00 -
[441] - Quote
Blaze Ashra wrote:You seem to me an argumentative person. I would rather every tower have hackable nodes at the base that would electrify the entire tower until un hacked. This would gradually destroy equipment, infantry and vehicles indiscriminately until counter hacked and add risk and counters to the tower camping bs going on now. You say an HAV on the roof is a problem which I agree to some extent, but consider it less game breaking the others. None of this has anything to do with the changes in 1.5 or the topic at hand and is at best theory crafting and speculation. It's a moot point irregardless as there could be any number of justifications. They do have access to sufficient strength material to support heavy loads as evidenced by titans spacecraft which should be impossible with our current technology. But with our current tech we have these http://en.wikipedia.org/wiki/Military_transport_aircraft which have less strutural support than those buildings. Perhaps I am indeed an "argumentative person" because I am not afraid to have a vigorous exchange of ideas with other players from around the world. I do not assume that I am always correct or that my argument will prevail. When someone else has a better position then the exchange of ideas has improved my understanding of what we are talking about.
Using this exchange of ideas as an example indicates to me that you may, and I stress may, be the type of person who is reluctant to back away from an ill-advised half baked statement or position once you have taken it even when presented with facts that contradict you.
The link you provided had absolutely nothing to do with the subject we were discussing unless you think one of our technology level aircraft featured in the link could land on the roof of any building, they can not.
We can build aircraft carriers and huge ocean going cargo ships with our current tech level but still "Buildings" are not built to those standards or for those requirements.
I play EVE and have done so for a few years, building a Titan is in no way comparative to building a factory in the context of the game lore. So if I express my ideas and they do not coincide with yours so be it, I try and look for logical connections between real world physics and in game lore. If that did not matter I'd be playing some fantasy game where you could just use magic to support enormous weights.
EVE and now it's companion Dust 514 are "Science Fiction" games, based in a lot of predictable mathematics from the real world, and a smaller dose of magical science notions that are applied for the most part consistently within the game. Like the fact that "Titans" are too big to use jump gates, even though they have reclaimed the knowledge to build both, the in game lore still has restrictions.
If you present a better founded "argument" for why HAVs should indeed be "any roof top" capable then I'll agree with you, currently you have not done so yet sir.
Surely you are honest enough to admit the "HAVs should be able to do whatever infantry can do" type of statement you made are not exactly logical or convincing, correct? |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
17
|
Posted - 2013.09.03 17:57:00 -
[442] - Quote
Blaze Ashra wrote:I would rather every tower have hackable nodes at the base that would electrify the entire tower until un hacked. This would gradually destroy equipment, infantry and vehicles indiscriminately until counter hacked and add risk and counters to the tower camping bs going on now. You say an HAV on the roof is a problem which I agree to some extent, but consider it less game breaking the others. I think hacking a tower to remove it's viability for roof top camping is a very good idea. Although i'd restrict it to roofs that were not accessible by ladder as in the towers. This adds yet another role for the swift footed scouts to attempt, and requires team play to counter. Very good suggestion sir!
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Our Deepest Regret
Algintal Core Gallente Federation
88
|
Posted - 2013.09.03 23:43:00 -
[443] - Quote
Is it true that Vehicles have had their PG boosted for 1.4? |
Skihids
Bullet Cluster
2007
|
Posted - 2013.09.04 00:00:00 -
[444] - Quote
I've mentioned this in the 1.4 feedback thread, but I'll repeat it here.
The new dropship camera significantly reduces the situational awareness of the pilot. It rides too close to the ship. I don't need a close up of the ass end of my ship, I need to see what is in front of me.
I'd also like to see what is around me as well. As a real pilot I'm trained to turn my head and look out all the windows. I know what is in front, and what is to each side of me.
I've got an idea for you that will improve both situational awareness an immersion:
First Person View in a cockpit with a wraparound view!
It can be an internal projection (and probably would be over real windows in a heavily armed craft), so you don't have to change the external artwork. Think the bubble canopy of a light helicopter. The pilot can look just about everywhere except straight behind himself. I would like to be able to look side to side as well as up and down independent of the flight path of my dropship.
There aren't enough joysticks on the DS3 you say? Well how about letting pilots add a simple set of USB rudder pedals for yaw control and turn the Right stick into a pure look control? It doesn't have to be mandatory, just make it an option in the control menu.
The ADS gun could still be a spinal gun, or you could tie to the look in both elevation and traversal so it is completely independent of the flight path. That would give pilots a way to apply personal skill to their play
If you make the FPV useful for 90% of the flying we do you would be free to build a TPV camera for the remaining 10% that the FPV wouldn't be good for (though I can't see exactly what it would be needed for with a good FPV). |
Nguruthos IX
Vagina Bombers
1362
|
Posted - 2013.09.04 00:28:00 -
[445] - Quote
dropship camera needs to be reverted or *Actually improved before 1.5
This is unbearable I'd normally opt for some attempt at improvement but given this last incident I'm terrified what might happen. At least we know the old one was good. |
Blaze Ashra
O.U.T.E.R. S.A.N.C.T.U.M.
7
|
Posted - 2013.09.04 00:54:00 -
[446] - Quote
Temba Fusrodah wrote: If you present a better founded "argument" for why HAVs should indeed be "any roof top" capable then I'll agree with you, currently you have not done so yet sir.
Surely you are honest enough to admit the "HAVs should be able to do whatever infantry can do" type of statement you made are not exactly logical or convincing, correct?
The first point you are arguing whether or not it is possible or believable for one of those towers to support the weight of a HAV. The in game buildings seem pretty solid and reinforced so the weight limit appear conceivable to me.
Here's what they are capable of building with their technology. So even though they are rediscovering technology, that doesn't mean they haven't addressed the issues with structural integrity within their setting. I do hope that this is addressed now from a lore and realism standpoint.
The point of providing a link was to show how tanks in the real world can be transported anywhere in the world on platforms with less structural support than evidenced by the rooftop buildings and I felt the comparison was self evident and didn't require elaboration.
The second one is about gameplay. Your stance seems to be "address1 aspect of a mechanic that enable multiple game breaking playstyles but leave the others alone". I honestly do not understand how this would be fair and balanced or lead to an enjoyable experience to players on the receiving end. Sure, life's not fair and we could all just HTFU but asking for favoritism or exemptions isn't my style.
Temba Fusrodah wrote:I think hacking a tower to remove it's viability for roof top camping is a very good idea. Although i'd restrict it to roofs that were not accessible by ladder as in the towers. This adds yet another role for the swift footed scouts to attempt, and requires team play to counter. Very good suggestion sir!
Thank you. I was thinking they could add the redline mechanic to the tops of towers as well but the hacking idea sounded more fun and wouldn't render the tactic useless.
Now I'm going to drop this as it's off topic. If they address rooftop camping that would be awesome but I'm just happy I'll get my proto modules and you should be happy swarms and AV get a massive buff in 1.4 provided you specked into them.
Once again 1.5 seems to be awesome and I hope it leads to more dynamic and engaging gameplay. I see lots of potential for these changes and am looking forward to seeing how things go.
TL:DR 1. Rooftop camping can be exploited and is game breaking. 2. The eve civilizations are high tech badasses. 3. Have fun but don't ask for favoritism. 4. Things are looking up with the upcoming patches. 5. Peace. |
Driver Cole
Nor Clan Combat Logistics
2
|
Posted - 2013.09.04 03:18:00 -
[447] - Quote
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. |
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 -
[448] - 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. |
udont nothat
Three Brothers and a Fat Guy
3
|
Posted - 2013.09.04 04:20:00 -
[449] - Quote
I am glad to see that DS are getting a little attention from the forums and ccp saying they get more HP...SWEET. lets face it, they sucked. well not really but the only tanking you could do was speed tank so that pretty much left out weapon enhancing modules and such.
I fly them and its pretty fun but i lose a lot of isk because of it. I am all for the limited ammo. The ol' incubus will run out fast I bet, but its not that hard to turn the afterburner on and get supplies quick. I really really like the idea of a supply depot on the mcc (just someones idea not something ccp said) I usually spend a bit of time up there anyways cause of that railgun tank sitting in the red line taking pop shots at me, Oh, and to the person that included DS as one of the 13 ways to kill a tank, its pretty dang tough with small turrets. But with limited ammo that red line coward will have to use his ammo with more care and i might actually see more time with the troops instead of the back of the MCC waiting for him to get bored of shooting the supply depots for 50 WP a piece lol.
I was so happy when I could finally take off with a DS and not go wildly out of control because of the hill it was dropped on started it out crooked. I went up...went down...turned a couple times....then pointed my nose at the ground, leveled out...smiled to myself...then exploded...it was the best 30 secs of my dust life. Okay thats off topic, im just agreeing with everyone saying ammo limitation is a good idea, as an assault DS guy it does not bother me. Might even see more dropship pilots if they can practice a little more without being harassed by the players that never leave the red line. |
Driver Cole
Nor Clan Combat Logistics
2
|
Posted - 2013.09.04 04:32:00 -
[450] - Quote
udont nothat wrote:
I was so happy when I could finally take off with a DS and not go wildly out of control because of the hill it was dropped on started it out crooked. I went up...went down...turned a couple times....then pointed my nose at the ground, leveled out...smiled to myself...then exploded...it was the best 30 secs of my dust life. Okay thats off topic, im just agreeing with everyone saying ammo limitation is a good idea, as an assault DS guy it does not bother me. Might even see more dropship pilots if they can practice a little more without being harassed by the players that never leave the red line.
As I was starting out as a dropship pilot controling the thing was hard enough without everything trying to shoot you down, and I always thought that If CCP could add a dropship flight tutorual it would definitly create more able pilots in the game. |
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