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) |
Poultryge1st
Da Short Buss
1
|
Posted - 2013.08.27 10:07:00 -
[31] - Quote
Looks like some interesting changes. I'm glad you are making the two races different. I will wait to give my judgement on the changes until I can try them out.
From a shield/armor tanker. |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 10:08:00 -
[32] - Quote
Justicar Karnellia wrote:These look like great changes, the two I like are the fact that turrets have ammo, and that supply depots will now help vehicles, so we shouldn't see indiscriminate destruction of installations/turrets/CRU's because ammo will be more of a finite resource.
its certainly not indiscriminate. blueberries cant comprehend the notion that red installations are bad for us tanks. you want it, hack it before i get there. as much as i love repping for free at a supply depot, i hate lai dai spam even more |
Robert JD Niewiadomski
NULLIMPEX INC
446
|
Posted - 2013.08.27 10:11:00 -
[33] - Quote
Will you include, in this "vehicle pass", an option to use infantry weapons/equipement by vehicle passengers not manning turrets?
Edit: For LAVs & DSes passengers. HAVs passengers are totally enclosed, so it would be suicidal to fire MD or nade inside it. Or... why not? Things happen... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2141
|
Posted - 2013.08.27 10:11:00 -
[34] - Quote
Lurchasaurus wrote:Zeylon Rho wrote:Lurchasaurus wrote:CCP, how do you intend to work with the entire vehicle rework while maintaining proto AV weapons? Are we to expect worthwhile tanks while we have a base amount of modules and hulls to choose from? Do we just accept that we do not have proto stuff until you bring it in? Do you intend to temporarily remove/replace current proto AV during this period? They could temporarily add ADV/PRO versions of Vehicles I guess. Boosting Swarms to high levels temporarily might make sense in context of having possibly super tanks around just to see how hard they are to take down (how many players, swarms, etc.) and check the dynamics of vehicle combat tank-on-tank and the like. There aren't many other practical AV options, and so it's swarms for starters. They said they'd be balancing AV and vehicles at the same time, so Forges, Grenades, and Swarms will be looked at during this time I imagine. Plasma Cannons will continue to suck. they already said they will begin with a minimal amount of modules and hulls, so we are basically only allowed to use militia/standard stuff. For obvious reasons, continuing to keep proto AV is a stupid idea, esp with the 1.4 swarm buff. the only reason this would not be the case is if we have a one size fits all tank. this would also **** many people off because we like our sagarises and suryas. not to mention the failures that were black ops tanks and the enforcers
They said minimal, but I could see the merit in going - MLT/STD/PRO with the basic HAV/LAV lines, but temporarily drop the specialist versions. Your point is obvious, and I think they have to have PRO frames to balance against PRO AV for it to make sense. It seems like it might be easier to introduce some temporary hulls (sort of like the Saga 2 being on the market with incorrect skills) rather than disabling big chunks of weapons like Forge/Swarm for some period of time while they balance things. |
Noc Tempre
Imperfects Negative-Feedback
2442
|
Posted - 2013.08.27 10:17:00 -
[35] - Quote
So....
SP Respec? |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 10:18:00 -
[36] - Quote
I am so gald they went for turret ammo instead of requiring a gunnrer for the main gun... |
Winsaucerer
The Southern Legion The Umbra Combine
192
|
Posted - 2013.08.27 10:18:00 -
[37] - Quote
Thoughts so far from a quick read.
1. High powered for short time...my immediate concern is that this is going to make driving vehicles less fun and more stressful. How "short" will this period be? Tanks are slower to maneuver (turn around, figure out your position relative to buildings, identify cover) than infantry, and much larger. Getting yourself in and out of a combat situation can take much longer than for an infantry. If the "short" time you are referring to is at least a minute, this might not be so bad. But if you're talking about 20 or 30 seconds, I do worry. I find tanks can be a bit more exhausting to use than infantry suits (though that is in part due to cost), and if I'm now adding to the mix that I have to watch the clock for a quick 30 second dive and get back out, making sure I know my exit route that is unlikely to be in LOS of forge guns and swarms, it's going to "feel" worse...less fun. Tanks are not made for ninja strikes. That's my first impression. Not that infantry don't have similar struggles, but I think for tanks it is much trickier.
2. Shield recharge delay -- there should be a minimum damage threshold for this, otherwise infantry can just ping it with assault rifles to prevent the tank from restarting its shield recharge. That could prove irritating.
3. Cost -- will vehicles have their cost reduced? It sounds like they are going to have less survivability, and be more stressful to drive. I didn't notice cost mentioned anywhere.
4. Ammunition -- how do vehicles resupply their ammunition? Drive over a nanohive? Recall and then call back the vehicle? |
Noc Tempre
Imperfects Negative-Feedback
2444
|
Posted - 2013.08.27 10:19:00 -
[38] - Quote
Lurchasaurus wrote:Noc Tempre wrote:So....
SP Respec? did you skill out of tanks? lol nonbeliever!
No, but now it seems like a good idea to get that SP back. Especially that stupidly expensive enforcer skill. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:20:00 -
[39] - Quote
Winsaucerer wrote:2. Shield recharge delay -- there should be a minimum damage threshold for this, otherwise infantry can just ping it with assault rifles to prevent the tank from restarting its shield recharge. That could prove irritating.
dammit i was literally just typing this.
CCP ^^^^^^^ important as **** |
Noc Tempre
Imperfects Negative-Feedback
2444
|
Posted - 2013.08.27 10:21:00 -
[40] - Quote
Lurchasaurus wrote:Winsaucerer wrote:2. Shield recharge delay -- there should be a minimum damage threshold for this, otherwise infantry can just ping it with assault rifles to prevent the tank from restarting its shield recharge. That could prove irritating. dammit i was literally just typing this. CCP ^^^^^^^ important as ****
Lol, CCP will declare it a "feature". |
|
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:21:00 -
[41] - Quote
Noc Tempre wrote:Lurchasaurus wrote:Noc Tempre wrote:So....
SP Respec? did you skill out of tanks? lol nonbeliever! No, but now it seems like a good idea to get that SP back. Especially that stupidly expensive enforcer skill.
almost as pissed about that as i am about the pg skill |
Gabriel Longee
VIKINGOS BLANCOS
0
|
Posted - 2013.08.27 10:21:00 -
[42] - Quote
Hi! The graphic errors to be corrected!!! |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:25:00 -
[43] - Quote
CCP have you toyed with adding countermeasures?
May we have any info on your thoughts regarding the pilot suit and the types of numbers it will have such as a single sidearm slot or specific modules to equip that alter tank functionality on the suit itself? |
SponkSponkSponk
The Southern Legion The Umbra Combine
264
|
Posted - 2013.08.27 10:25:00 -
[44] - Quote
Aderek wrote:Finity ammo! Thats very good news :|) But, where we can refill? In suply depot or HAV nanohives or nornal nanohives? :)
MAVs? Please say MAVs.
Or maybe deployable supply depots. Either way. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:27:00 -
[45] - Quote
SponkSponkSponk wrote:Aderek wrote:Finity ammo! Thats very good news :|) But, where we can refill? In suply depot or HAV nanohives or nornal nanohives? :)
MAVs? Please say MAVs. Or maybe deployable supply depots. Either way.
calling down installations in the same way you do an orbital has been one of the oldest planned features for Dust. Expect badass proto installations and cru's n stuff |
Noc Tempre
Imperfects Negative-Feedback
2445
|
Posted - 2013.08.27 10:33:00 -
[46] - Quote
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. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:39:00 -
[47] - Quote
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. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2541
|
Posted - 2013.08.27 10:41:00 -
[48] - Quote
So, is the issue of Gallente (Armor) Tanks being inherently faster than Caldari (Shield) Tanks being fixed or is there a moot point to shields being "hit and run"?
For that matter, will Caldari have better acceleration to effectively hit-and-run or just hit and pray to god they can achieve top speed fast enough without turning? |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:46:00 -
[49] - Quote
Aeon Amadi wrote:So, is the issue of Gallente (Armor) Tanks being inherently faster than Caldari (Shield) Tanks being fixed or is there a moot point to shields being "hit and run"?
For that matter, will Caldari have better acceleration to effectively hit-and-run or just hit and pray to god they can achieve top speed fast enough without turning?
there is no issue. it is the way it is meant to be. It has nothing to do with armor or shields, it is a racial trait of Gallente being faster than Caldari tech....or at least that is my understanding. This is a direct example of EVE mechanics being brought into Dust. With armor stacked of course armor will become slower than shields
Similarly, once we have minmatar, it will be ****** shields AND armor, but nice speed and 50 guns duct taped to the turret |
XiBravo
TeamPlayers EoN.
188
|
Posted - 2013.08.27 10:48:00 -
[50] - Quote
Wll light weapons still stop shield tank from regen? Recalling / calling tanks will be a quick way to get ammo. Maybe a long cool down of recall is used. |
|
Himiko Kuronaga
SyNergy Gaming EoN.
1346
|
Posted - 2013.08.27 10:49:00 -
[51] - Quote
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.
This is so silly.
Why did they run into such issues with capacitor, anyway? It works just fine in EVE. These are New Eden vehicles and they should behave like New Eden vehicles. A heavy investment in a tank with a working capacitor and strategic resistance allocation makes sense.
For ten second hulk-mode, it doesn't.
I understand Wolfman is trying to appeal to the lowest common denominator with this vehicle philosophy, but seriously it's not worth it. Just use EVE mechanics here. They are cool.
Stupid people are always going to die-and-cry, there is no need to appeal to them whatsoever. Let them buy their terrible milita-grade pre-built aurum tanks. The serious tankers aren't going to mind actual depth being added to the game. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:53:00 -
[52] - Quote
Himiko Kuronaga 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. This is so silly. Why did they run into such issues with capacitor, anyway? It works just fine in EVE. These are New Eden vehicles and they should behave like New Eden vehicles. A heavy investment in a tank with a working capacitor and strategic resistance allocation makes sense. For ten second hulk-mode, it doesn't. I understand Wolfman is trying to appeal to the lowest common denominator with this vehicle philosophy, but seriously it's not worth it. Just use EVE mechanics here. They are cool. Stupid people are always going to die-and-cry, there is no need to appeal to them whatsoever.
you are absolutely right and i wish we could just get cap like in eve. that waay i can get cap stable and have an unstable slayer fit.....
1 thing could make this all so awesome...
|
Gringo Nos
The Vanguardians
17
|
Posted - 2013.08.27 10:53:00 -
[53] - Quote
I may be getting the wrong end of the stick but it sounds like AV is getting buffed in 1.4 and survivability of tanks is getting nerfed in 1.5?
I'm kinda excited and put-off at the same time about the limited ammo idea. It seems like you've missed an opportunity to introduce new types of nanohives or vehicle modules that could make this quite a dynamic addition to the game. On the whole I think I'm gonna like this change. If implemented properly I could see this giving a new role for support troops and vehicles. That'd be great!
Buffing short-term offensive capability and short-term survivability seems like a really good idea, even making HAVs more vulnerable for a time afterwards. It stops any one vehicle from dominating the battle but I worry that this will come at an unexpected price. Swarm launchers and proto forge guns can devastate HAVs so easily now, even more so after 1.4 I think. The only way to survive them now is activating all your modules, finding the culprit really quickly and / or getting out of there pronto. I think some of these changes will make these options so much harder that it just won't be cost effective to bring HAVs in any more. I.e. they'll blow your tank up before you can get away, every single time.
Think about how much SP and thought a tanker has put in to getting a good fitting compared with the few skills in takes to get proto AV weapons that can single handedly remove all vehicles from the battlefield from on top of a tower or hill out of the tank's reach. AV obviously needs to be able to destroy vehicles but it should be a class you need to work on. Modules you need to spec in to. It should be a specialisation you need to work on not just one or two more skills you chuck on to make your merc an unstoppable all-rounder.
That being said, maybe these active module boosts will be good enough to keep you alive, let's wait and see I guess!
One last thing... for F### sake pleeease give some attention to dropships! It would be great to hear that some of these changes were made with dropships in mind for a change. Ever since closed beta, pilots have just been 'making do' with botching together module fittings that were clearly intended for other purposes, LAVs & HAVs. The only dedicated thing we've got is the afterburner! It is fun though! :D It just needs some more tiered modules and some numbers in the description. I like my afterburner but I want an advanced and proto variant please. I'd love to soar over the top of the battlefield with proto active scanners picking everyone up and afterburners blazing away. I also want some sort of lock-on warning system for swarms and an energy build-up detection for forge guns. Neither of these would render the weapons useless but would give you a chance against the one-hit-wonder that is proto AV. |
Akdhar Saif
Vherokior Combat Logistics Minmatar Republic
45
|
Posted - 2013.08.27 10:54:00 -
[54] - Quote
Can we have a transport focussed Dropship that doesn't have both turret mounts. Maybe just one nose mounted gun that can be controlled by a passenger or put on sentry-mode. The loss of the main turrets will be replace with better survivability/speed/ manoeuvrability.
Also, when are we getting jetbikes? |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5552
|
Posted - 2013.08.27 10:54:00 -
[55] - Quote
My concerns regarding vehicles: Insanely high prices for specializations (while infantry specializations are cheaper than basic frames); specializations for the most part aren't better tan the basics, they're usually sidegrades, so the massive price increases from basic to specializations are UNJUSTIFIED. The LAV specializations are unbalanced. The LLAV gains too much of an advantage, and doesn't sacrifice enough. The scout LAV is barely better than a militia LAV. Useless operation skill past the levels needed to unlock the specialization you want. https://forums.dust514.com/default.aspx?g=posts&t=97916
KAGEHOSHI Horned Wolf wrote:[Specialization cost]:Infantry specializations are CHEAPER than the basic counterparts. Why is it different for vehicle specializations? Most vehicle specializations are already balanced by stats and capabilities, do they really need the massive ISK price increases added? don't think so. An enforcer tank is basically a militia tank with a bonus and 1 more slot than a regular tank, and has less PG/CPU, it doesn't need to cost a million ISK. An assault dropship is highly maneuverable, and gets a small front turret, but its still very fragile, and its impact on the battlefield in no way justifies the 500K price tag, it can reach over a million ISK when fully fitted. Vehicle specializations, and specializations are meant to be sidegrades, NOT upgrades, so why is the price upgraded? Lower the costs of vehicle specializations DRASTICALLY. They should not cost more than the basic vehicle, they already require more SP investments. [Specialization balance]:LAV specializations are a real problem. This is not about roadkills.The logistics LAV has no drawbacks, just as fast as the other LAVs, more HP, more shield recharge, more slots. This is not a sidegrade or specialization, its a complete upgrade. They need to have disadvantages to balance out their advantages. They should keep the superior HP
They should only have as much slots as the basic LAV. They don't need extra slots since they already have more base HP, AND a built-in module.
They need a maximum speed nerf; they have the same max speed as the basic and scout LAVs. Like the infantry counterparts, the LLAV should sacrifice speed.
The scout LAV has the EXACT same stats as the militia LAV counterpart. The only difference is a worthless bonus to turret turning speed, slight acceleration speed, and a blue color. This thing is so worthless. Basically a 80k+ SP sink militia LAV. Their inferior slot layout and HP should be compensated for with superior shield recharge rate.
Maximum speed needs to be higher for the scout LAV since it is designed for mobility.
*If some of you are afraid of scout LAVs being turned into better murder taxis, know that a collision nerf is coming* [Skills]: The operation skills are pointless after level 3 since there are no prototype version of basic vehicles to unlock,only the specializations which unlock at level 3. Give them a purpose, I recommend a PG bonus per level for the specific vehicle type,
The presence of CPU-raising skills, but the lack of PG-raising skills heavily favors Gallene vehicles which have more starting PG then their Caldari counterpart; Gallente vehicles may have less CPU than Caldari vehicles, but Gallente vehicles can always gain more CPU through skills to cover that weakness, while Caldari vehicles can't cover their PG weakness. Its not fair to have a skill that helps CPU but not one that helps PG.
Vroom vroom mutha thukka.
|
DAMIOS82
Unkn0wn Killers
28
|
Posted - 2013.08.27 10:57:00 -
[56] - Quote
here is another question i would like to know; What about the logibro's. How is there role going to fit into all of this? Will there be vehicle ammo resupply hives for them aswell or just for the before mentioned LLAV? |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:00:00 -
[57] - Quote
Akdhar Saif wrote:Can we have a transport focussed Dropship that doesn't have both turret mounts. Maybe just one nose mounted gun that can be controlled by a passenger or put on sentry-mode. The loss of the main turrets will be replace with better survivability/speed/ manoeuvrability. Also, when are we getting jetbikes?
read the post man, they cleary said you could take off small turrets |
SponkSponkSponk
The Southern Legion The Umbra Combine
264
|
Posted - 2013.08.27 11:00:00 -
[58] - Quote
XiBravo wrote: Recalling / calling tanks will be a quick way to get ammo. Maybe a long cool down of recall is used.
For ammo to work, recalling a tank must store its current HP, cooldowns and ammo supply, so when you call it back in, it will have the same values (at least until the end of the match) |
Nova Knife
Seituoda Taskforce Command Caldari State
1837
|
Posted - 2013.08.27 11:01:00 -
[59] - Quote
Since this is pretty much the post they gave us internally, I'm pasting my posts from there (Snipped a bit due to NDA stuff though)
Regarding Vehicle power level:
My own view is that the prohibitive cost makes them way too unattractive.
One of the reasons vehicles are not 'fun' is because unlike a dropsuit... You can't really die in them without it being a huge deal and taking up several matches of earnings to even pay for it. In a game where the whole point is basically chaos and lots of things dying, saying "No, you can't die if you want to use this effectively" seems a bit dumb. I think that all vehicles should be relatively cheap and disposable, so that dying in them is no bigger deal than dying in a dropsuit.
I don't feel that vehicles should drastically change the battlefield simply by being there. The battlefield should be drastically changed by the knowledge and skill of the people playing. This tends to come into play when the question "How powerful should turrets be?" comes up. Personally, I'd like to see small turrets be doing around the same damage as their relative infantry weapon equivalents, or as much as possible. Large turrets would be a bit higher in the damage range. I had Tiel Syysch (One of the most level-headed, knowledgeable dudes I know) crunch the numbers for a few days on where to put turret damages. Now, I don't expect you guys to use these numbers, but this is the sort of range/area that they'd be great in, IMO. Linky.
As far as what you guys actually posted;
One thing that I'm super super cautious about is what you mean when you say "Long Cooldowns" on active modules. As a vehicle dude, nothing would irk me more than to have the game pretty much tell me "Here, be useless for a couple minutes as you need to go hide for all your stuff to recharge." I can almost promise the common tactic would be to simple drive/fly around until your stuff went on cooldown, flee to a safe place, and then recall the vehicle and call a new one to shorten the cooldown, if it was anywhere near that long.
IMO, a "long cooldown" should never be anything more than 30-40s. The way I'd personally approach making active modules more situationally useful is making their affects more powerful, but active for only a shorter time, with a mediocre cooldown compared to making them active for a decent time with a mediocre effect, with a super long cooldown
Turrets having ammo is a wonderful thing as it prevents senseless spamming and makes accuracy more important. Awesome change here guys! I think there to be a way for ships to 'restock' their ammo without having to recall it and call another of the same vehicle. Maybe a built-in nanohive that is very slow, and disables turrets while refilling them, or something? I'm not sold on a "Bigger ammo bay module" or needing to hang out at a supply depot (Especially with dropships)
On the topic of roles and such, We've bugged Wolfman about this to no end, but I'll throw it here anyways : Logistics modules simply need to be turrets, instead of pilot controlled modules. The use of these modules currently ranges from simply impractical to use, to downright impossible to use, as you look at them on each vehicle. The only vehicle that can even use them with good practicality is an HAV, because they are the only vehicle where the aiming/LOS is not dictated by movement controls. You could spend weeks/months reworking these module systems and making their aiming & locking functionality much more practical, or you could transfer this function to a series of turrets, and eliminate all of the 'ease of use' concerns pretty much by the sheer viture of how turrets work compared to vehicle controls. The only concern not addressed here is the seriously lacking range of these modules, which could honestly use a pretty big buff.
Now... Art becomes a concern. It is my honest belief that you guys could just rotate the 'turret' part of a blaster turret 90 degrees in each direction and then just slap two of them together side-by-side. You guys have done stuff like that before (*wink* MCC turrets *wink*) and I think this would look cool enough to pass until a real art asset could be drawn up. This only becomes a problem with the 'large' variants of remote-assist modules, because there's really no way I can think of to combine existing turrets to make them look different/cool enough to pass. I don't think this is an issue, if the current logistics vehicles were given proper bonuses (Oh god, PLEASE give them a range bonus)
Something to consider would even be changing up how these modules function entirely, so that they repair a flat amount that is percentage based on total buffer (Making completely passive tanks a possibility, with help) or possibly based from modifying/boosting a vehicle's native regen ability rather than a flat rate. This would eliminate the need for multiple modules to perform the same function, but could come at the risk of making some stuff extremely powerful. (If this happens, some sort of stacking penalty would need to be enacted so that multiple repair modules can't make a buffer fit completely invincible) |
Nova Knife
Seituoda Taskforce Command Caldari State
1837
|
Posted - 2013.08.27 11:04:00 -
[60] - Quote
In terms of EHP stuff for shield/Armor : There's already a kind of big disconnect here with current vehicles Especially where dropships are concerned, they're just flat out beefier than shields (Because they have superior hardeners, buffer, and the PG to dualtank to a degree) HAV can also boast to these things but since most av weapons have a bonus to armor, it balances out with their lower mobility. Armor LAV just get the shaft in terms of slot layout (Why are gallente LAV 3/3 when Caldari are 4/2?), so shield gets the prize here. I'm a little cautious about making amor too much stronger than shields, now that I think about it. Survivability trumps pretty much everything, so if armor is a lot harder to kill in a straight up fight, most people who study the numbers will probably all flock to armor vehicles. (Especially with the prevalence of logistics dudes with repair tools these days)
Unlike infantry... The speed penalty is almost a nonfactor to most vehicles. I don't even notice the difference between a plated dropship and a nonplated dropship, to be honest. Hell, plating an LAV almost makes it seem like it rolls less and is easier to control. But, I digress. My main point is... You're sort of already sitting in your goal with the armor/shield differences, even if it's not ideally done. You could definitely make it better, but I'm just urging caution to make sure things don't get crazy. You've been pretty awesome with the stuff you've thrown out so far in terms of changes... So I'm comfortable with seeing what you come up with before I go crazy about this point :P
Some of this depends entirely on what the pilot suit can do on the ground, after considering what they will do for vehicles IMO. Will they be any decent in combat? Hp? Slot layout? Right now, because of the prohibitive costs involved with vehicles, most vehicle users feel like they are 'forced' to cross-train into infantry for matches where the enemy team is heavy with AV or if they need to grind up ISK for a half dozen matches just to pull out a decent vehicle. This gripe would be especially worsened if they "needed" to train up yet another suit to "stay competitive".
This is one of the main reasons I'm saying that vehicles + fits should be almost on par with medium or higher-end dropsuits + fits in terms of cost. Some people might whine about immersion or some nonsense, but immersion be damned if it's being used to enforce things that are not fun. With a price model like that, a skilled vehicle user could lose a vehicle (maybe two?) every match and still break about even, maybe make a profit. But same as any player using a non-militia dropsuit and fittings... If they're terrible they will usually take a loss regardless. My main concern here is that vehicle users should never have the feeling of "Well.. I'm useless for this entire match because if I leave my redline I'll die, and all my SP is in vehicles"
If pilot suits could then be extremely cheap, to help keep vehicle costs low... This would go along with the goal of making vehicles "just another thing people are using" instead of this massive, devastating thing. Like said above : A person who sticks all their SP into vehicles should comfortably be able to die and still turn a profit, unless they are dying a LOT. To this end, vehicles should provide diversity and usefulness for by virtue of the modules & tools they have that infantry do not. (Long range mobile scanners, Possible Ewar, mCRU's, etc.) not by virtue of being able to terrorize everything with hilariously strong turrets and mixed degrees of survival chance like they are now. |
|
|
|
|
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 |