Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 [16] 17 18 19 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
21
|
Posted - 2013.09.04 06:35:00 -
[451] - Quote
udont nothat wrote: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. A DS always seemed to fill the role of a helicopter in my perspective guess some would like it better as a flying super speedy invulnerable tank.
Perhaps they are meant to get popped by redline rail gun tanks when the pilot gets distracted. DS are very difficult to shoot down when piloted well. They should move from points of cover in the terrain instead of being armored to the point of being unstoppable. Some guys just want to barrel down the middle of the battlefield and then cry tears in the forums about redline rail gun tanks when they get blasted.
Here's a little hint carry some forge gunners, and swarm launcher squad members in your DS and get them into range of the redline rail gun tank, while he is shooting at you they'll finish him off. Team play and strategy, it actually works.
|
Baal Omniscient
L.O.T.I.S.
587
|
Posted - 2013.09.04 07:55:00 -
[452] - Quote
It's been several builds since I've run tanks, but ever since I quit running them at the beginning of Codex I've been running LAV's and more recently AV. An important thing to keep in mind is that these new rules don't only effect tanks, but LAV's and dropships as well. It really all boils down to how well they implement the active modules, but we'll just have to wait and see with that.
Dropships I think will benefit greatly from these buffs, especially the shield buff since getting away and recovering is already a dropship's main strategy. And the fact that all turrets are now going to have finite ammo supplies is going to be a huge factor for DS's as well as tanks.
LAV's I believe are going to be used much more for attack vehicles once this update hits too. If you noticed, they said that all turrets in addition to small turrets will be getting damage buffs. This coupled with the new way damage mods work (active module with a greater effect) will mean using the turret will be much more viable on an LAV than it currently is. I think you'll see a lot more hit and run tactics with LAV turrets and a lot less attempts to kill steal via murder taxi.
Of course the turret damage buff plus the damage mod adjustment will have an effect on all vehicles, not just LAVs. Tanks WILL have limited ammo, but each round will be packing a bugger punch. Meaning that if you manage your ammo and modules properly, you will be doing far BETTER than you are now, not worse as many complainers seem to be trying to claim. You'll actually have to micro manage your vehicle much more carefully, but you'll be getting more out of it in the process. Tanks will actually be a much more involved class to spec into. Not to say that they require no skill currently, but they will require a much greater level of skill in the coming build with greater rewards in return for learning how to manage your craft.
Once people get used to the new mechanics of vehicles, a major part of which is based around the new re-purposing of active modules creating
Quote:Gǣwaves of opportunityGǥ that allow vehicles to be devastatingGǪ temporarily.
I think we'll finally see vehicles to settle into a solid battlefield role of their own, something they've been wanting for a very long time. Let's just hope things aren't too messy out of the gate at 1.5's release. |
LudiKure ninda
Black Phoenix Mercenaries
14
|
Posted - 2013.09.04 10:04:00 -
[453] - Quote
Only thing ccp did here is another BIG tank nerf....
Can this game suck more for us tankers????
YES 1.4. patch,.. now its like someone can fire 12343242 rockets from Swarm Lancher!!! That-¥s bullshit! |
The Attorney General
ZionTCD
836
|
Posted - 2013.09.04 23:27:00 -
[454] - Quote
Undo the buff to orbital strikes. Having an assured tank kill from dropping an OB is pathetic.
Mandating a nitrous booster to avoid OB's is just as bad.
If you can't fix swarm users not getting drawn, and their missiles not showing up, then nerf the swarm range to match the draw distance.
Revert the lock on time and fire interval, or find another way to adjust what you wanted to fix, the current damage model on swarms basically assures that the tank goes pop if they do not operate within 30 m of cover. Because, as we all know, once the first set hits, 2 and 3 are already on their way.
Fix gun depression on the Caldari tanks. It is nonsensical that the slower, weaker tank cannot depress the gun enough to defend itself from threats that have gotten within ten metres. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
26
|
Posted - 2013.09.05 00:32:00 -
[455] - Quote
I hopped on a HAV in a FW match today and it completely dominated. The new map gave him lots of places to seek cover and we survived the entire match. Only once did we get very low on armor.
So I think the fear of this patch being a nerf for HAVs is wrong. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
7
|
Posted - 2013.09.05 14:08:00 -
[456] - Quote
Temba Fusrodah wrote:I hopped on a HAV in a FW match today and it completely dominated. The new map gave him lots of places to seek cover and we survived the entire match. Only once did we get very low on armor.
So I think the fear of this patch being a nerf for HAVs is wrong.
Totally with you on this one, but I also think the new maps are better constructed. Since playing a dozen games on 1.4 I have only lost one tank and that was due to heavy drinking on my part. The swarms really have not changed at all.
Side Note: The older maps allow for more complete rooftop camping with forge guns. The 4 pillars of doom where a person can hit everything on the map comes to mind. If they removed those pillars the map would be a lot more balanced but who am I anyway..... |
CharCharOdell
Shining Flame Amarr Empire
601
|
Posted - 2013.09.05 20:21:00 -
[457] - Quote
Return of potent damage mods + buffed nitrous = return of the destroyer shield tanks |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
32
|
Posted - 2013.09.06 01:09:00 -
[458] - Quote
Had a HAV zeroed in on the top of a tower from my stationary turret today. When I wore down his shields and started to dig into his armor he drove off the tower. The HAV survived the fall. Once on the ground he was able to find cover from my turret.
That was complete BS in my book, I thought he was committing suicide to deny me a HAV kill, never dreamed he would survive. This is a huge exploit in my humble opinion and should be impossible. |
The True Inferno
Living Like Larry Schwag
1
|
Posted - 2013.09.06 05:21:00 -
[459] - Quote
Here things that I think should be done
1.Assualt dropships need to have a base sheild/armor resistance like a logi lav and 200k cheaper
2. Turrets (small and large), the rocket turret should have a reload after 4-6 shots for small and 2-4 bursts for large, the blaster a reload after 40-80 shots for small and 18-25 for large(keep the heat build up) and small rail gun turrets the should have a higher heat points so they can shoot longer and no reload (as they shoot electricity) to increase poplularity, all this INSTEAD OF AMMO
3.When someone spawns on your vehicle eg logi dropship, you should get 25 war points
|
Baal Omniscient
L.O.T.I.S.
597
|
Posted - 2013.09.06 06:36:00 -
[460] - Quote
The True Inferno wrote:Here things that I think should be done
1.Assualt dropships need to have a base sheild/armor resistance like a logi lav and 200k cheaper
2. Turrets (small and large), the rocket turret should have a reload after 4-6 shots for small and 2-4 bursts for large, the blaster a reload after 40-80 shots for small and 18-25 for large(keep the heat build up) and small rail gun turrets the should have a higher heat points so they can shoot longer and no reload (as they shoot electricity) to increase poplularity, all this INSTEAD OF AMMO
3.When someone spawns on your vehicle eg logi dropship, you should get 25 war points
4.Keep the sheild and armor how it is
5.make it so drop ship turrets have enhanced aim assist so it makes it easyer to kill stuff
6. Tanks run over enemies an any speed instead of them being pushed alon
And last of all 7. 'friendly' tanks not being able to freaken come along and ram and destroy your own freaken vehicles
1. No. Dropships need to be buffed, but we've already seen what adding passive resistance to vehicles does to vehicles with the LLAVs. At least LAV's are restricted to the ground, DS's can fly anywhere at any time and a good DS pilot can speed boost away from a hot zone and land it behind a building in their base in about 15 seconds. There are some very good assault DS pilots out there who do pretty good for themselves despite DS's being gimped, we don't need for them to become a flying Charybdis.
2. No. Finite ammo will keep people tracking their ammo and keep them in check, which will be needed to keep them from being completely unstoppable with the stronger turrets and massively stronger damage mods coming out. Not to mention it will make tankers want to keep a supply depot around, which is important since they are so vital to their team as well as the enemy. Currently to a tanker, a supply depot is a liability. Soon they will be a necessity to them just as much as they are to everyone else on the field. Adding a "reload phase" would in no way balance the increases to damage that turrets are getting. {Side note: Hoping that small rail turrets become viable in 1.5}
3. This is an old idea that I have always totally agreed with. The only way to abuse this mechanic is to have people willingly and repeatedly suiciding in your ship, and you'd still not get much for all of their efforts. This has been requested for a VERY long time, hopefully 1.5 will see it finally realized. And I'd up it to 30 since you are basically acting as a floating CRU for your team rather than just passively dropping a droplink like an infantryman would.
4. Shield and armor will have to be adjusted due to the turret and damage mod changes coming in. You cannot just massively up the potential DPS of something without doing something about it's defenses.
5. A slight aim assist for small DS turrets might be ok, but in order to impliment it it would have to effect all small turrets, otherwise they'd have to rewrite how the turrets work from scratch. I don't see them doing this just so that DS's can have an aim assist feature, sorry.
6. Maybe if they are in front of the tread this would be OK, but I can just see people building shield speed tanks specifically for roadkilling. It would likely be nearly as effective if not more so than the Charybdis since the tank has such a huge front bumper. Nice idea, but it could be easily abused.
7. This is one of those issues between tankers that I have no right to concern myself with since it in no way effects infantrymen. I'll leave that one for a tanker to respond to. |
|
Bojo The Mighty
Zanzibar Concept
1702
|
Posted - 2013.09.06 15:22:00 -
[461] - Quote
HMM
I feel like blasters will need better splash overall to compete with the Assault rifle. Most small turret gunners, all but one type actually, have no control over the vehicle movement and thus it is hard hittin'. It feels like there is going to be some sub-nerfs accompanying 1.5, things that will put more stress on fleeing. Again though, Wolfman snuck in that turrets will become more powerful while getting ammunition. Power =/=damage strictly speaking.
Anyways, I feel like some changes with modules (especially passive armor regen) will make high mobility a must for anybody piloting DS and LAV. The higher mobility that I foresee is necessary will cause even more issues with Small turrets. They are some of the hardest weapons to hit with sometimes. |
Our Deepest Regret
Algintal Core Gallente Federation
118
|
Posted - 2013.09.07 16:39:00 -
[462] - Quote
I think the ability to map active modules on the radial dial to face buttons on the controller would be a huge quality of life improvement for vehicles. |
CHERNOBYLx
Ostrakon Agency Gallente Federation
0
|
Posted - 2013.09.07 22:01:00 -
[463] - Quote
Here's something can I get some freakin flares on my dropship or any type of countermeasures so that I can stop being bullied before I lift off the ground as a matter of fact countermeasures for all vehicles! its the future right?? and reduce the flinch of my dropship after getting hit by a railgun so that I don't do a 360 and end up crashing. another thing-. . . forge guns .... o my forge guns what to do, what to do? how about reduce damage done to armor vehicles like how its supposed to be? idk just a thought. but it seems like they rip shields vehicles in half in 4 shots and armor is 6 assault being the worst of them or the best depending on whose team your on ;-) more damage than regular forge guns except they can shoot significantly faster with the small disadvantage of not being able to hold a shot, which in theory of an optimistic person could be an advantage or not a problem?. btw are there going to be additions of new vehicles or are you just reworking the way current ones work now? ooh and 1 more thing can we get an updated map so that I can tell if there's a huge rock behind me when i'm trying to escape fire? |
Blaze Ashra
O.U.T.E.R. S.A.N.C.T.U.M.
71
|
Posted - 2013.09.08 02:03:00 -
[464] - Quote
If possible can we get cloaking modules and flares. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
386
|
Posted - 2013.09.08 15:12:00 -
[465] - Quote
NO SMALL TURRETS?
I like this. I like this a lot.
He is the core gamer, the bastard child of the casual and hardcore gamer. He invests the former's effort and cries when he doesn't get the latter's results.
CrotchGrab 360 wrote:You're so philosophical. please adorn me with more pearls of wisdom. |
Driver Cole
Nor Clan Combat Logistics
6
|
Posted - 2013.09.09 00:21:00 -
[466] - Quote
Blaze Ashra wrote:If possible can we get cloaking modules and flares.
Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms.
Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
66
|
Posted - 2013.09.09 00:40:00 -
[467] - Quote
Driver Cole wrote:Blaze Ashra wrote:If possible can we get cloaking modules and flares. Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms. Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points.
If cloaking is similar to Eve it could work fine. Cloaking doesn't work if you are being hit or firing. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
58
|
Posted - 2013.09.09 00:50:00 -
[468] - Quote
Gabriella Grey wrote:Driver Cole wrote:Blaze Ashra wrote:If possible can we get cloaking modules and flares. Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms. Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points. If cloaking is similar to Eve it could work fine. Cloaking doesn't work if you are being hit or firing. EVE style cloaking seems impractical for ground vehicles since proximity of objects render cloaks inoperable, a cloaked dropship would be possible but the tradeoff of a period of drastically reduced mobility while cloaked might prove far more dangerous than relying on speed, shields, and good piloting to survive.
|
Gabriella Grey
XERCORE E X T E R M I N A T U S
66
|
Posted - 2013.09.09 00:56:00 -
[469] - Quote
Temba Fusrodah wrote:Gabriella Grey wrote:Driver Cole wrote:Blaze Ashra wrote:If possible can we get cloaking modules and flares. Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms. Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points. If cloaking is similar to Eve it could work fine. Cloaking doesn't work if you are being hit or firing. EVE style cloaking seems impractical for ground vehicles since proximity of objects render cloaks inoperable, a cloaked dropship would be possible but the tradeoff of a period of drastically reduced mobility while cloaked might prove far more dangerous than relying on speed, shields, and good piloting to survive.
Yes, if they add such attributes like that, they shouldn't have any issues with them being over powered on the battlefield. What I was thinking while the cloaking is done, perhaps you can see it bending light and what not, provided you are looking for it. Though I still understand how it can effect piloting and the skill to keep situational awareness. But even still if its a module I would hope it would be an active one rather than passive. I guess it would just really matter on what the trade offs would be. Currently as vehicles stand, It would be bad, but if we get flight instruments, i could not pose a great threat if other modules are introduced to go against it, etc. |
sweetx66
Imperial Dust Mercenaries
0
|
Posted - 2013.09.09 05:11:00 -
[470] - Quote
I'm still waiting to see someone flying a dropship. :/ |
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
61
|
Posted - 2013.09.09 05:19:00 -
[471] - Quote
sweetx66 wrote:I'm still waiting to see someone flying a dropship. :/ Squad up with me then, I specialize in shooting them down. lol
|
LudiKure ninda
Black Phoenix Mercenaries
15
|
Posted - 2013.09.09 10:40:00 -
[472] - Quote
Remove that stacking penalty!!! |
Riptalis
Sebiestor Field Sappers Minmatar Republic
2
|
Posted - 2013.09.09 13:11:00 -
[473] - Quote
I would like to see new light and heavy dropships coming out soon. But I would want to see the light dropships be jet-like and fast! |
SgtDoughnut
M.E.R.C. Elite D.E.F.I.A.N.C.E
83
|
Posted - 2013.09.10 04:01:00 -
[474] - Quote
For those saying rail guns shoot electricity you are wrong, in eve rail guns and blasters shoot the same thing, plasma, but the magnetic field is different, a blaster packages the plasma in a strong but short lived magnetic field, rail guns package the plasma in a weak but high speed magnetic field. Its why blasters and rails in eve use the same ammo, hybrid. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
61
|
Posted - 2013.09.10 04:27:00 -
[475] - Quote
SgtDoughnut wrote:For those saying rail guns shoot electricity you are wrong, in eve rail guns and blasters shoot the same thing, plasma, but the magnetic field is different, a blaster packages the plasma in a strong but short lived magnetic field, rail guns package the plasma in a weak but high speed magnetic field. Its why blasters and rails in eve use the same ammo, hybrid. True rail guns do not shoot electricity.
EVE in game description of a hybrid anti-matter shell.
Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
This demonstrates the difference between rail guns and blasters. |
kevin birchwell
Savage Arms INC
0
|
Posted - 2013.09.10 11:26:00 -
[476] - Quote
All i saw from this post is that they stated what modules do and are gonna nerf vehicles the finit ammo makes spence tanks but for drop ships really are we supposed o land on a supply depot in the middle of a battle and the problem was forged and turrets not the vechicles |
INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
41
|
Posted - 2013.09.10 23:27:00 -
[477] - Quote
I'm honestly thinking some of this is cool, I also think you could have just lowered the price, after this is only about isk, I mean if we could afford to lose more tanks we would, dropships are the worst as far as money goes, make them cheap enough that losing 1 in a battle doesn't require I spend 3 battles boots down battles sulking from the despair of not having enough isk for 1 more go. |
INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
41
|
Posted - 2013.09.10 23:34:00 -
[478] - Quote
CHERNOBYLx wrote:Here's something can I get some freakin flares on my dropship or any type of countermeasures so that I can stop being bullied before I lift off the ground as a matter of fact countermeasures for all vehicles! its the future right?? and reduce the flinch of my dropship after getting hit by a railgun so that I don't do a 360 and end up crashing. another thing-. . . forge guns .... o my forge guns what to do, what to do? how about reduce damage done to armor vehicles like how its supposed to be? idk just a thought. but it seems like they rip shields vehicles in half in 4 shots and armor is 6 assault being the worst of them or the best depending on whose team your on ;-) more damage than regular forge guns except they can shoot significantly faster with the small disadvantage of not being able to hold a shot, which in theory of an optimistic person could be an advantage or not a problem?. btw are there going to be additions of new vehicles or are you just reworking the way current ones work now? ooh and 1 more thing can we get an updated map so that I can tell if there's a huge rock behind me when i'm trying to escape fire? How about just make forges do no damage to aerial vehicles? Or makemthem harder to hit, saymwith a larger aiming reticle or vibration? |
Viktor Vikrizi
The Corporate Raiders
36
|
Posted - 2013.09.11 01:36:00 -
[479] - Quote
Any updates on the progress of such Vehicle changes? |
NextDark Knight
Hellstorm Inc League of Infamy
52
|
Posted - 2013.09.11 11:53:00 -
[480] - Quote
I would love to see "Tactical Shield Manipulation" incorporated on the shield tanks. It'll give The logi guys something to get rep points :).
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 [16] 17 18 19 :: one page |
First page | Previous page | Next page | Last page |