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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:06:00 -
[61] - Quote
SponkSponkSponk wrote: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)
bullshit, infantry hotswap at supply depots all the time, even in the middle of a fight.
we dont need any double standards here |
Ninjanomyx
TeamPlayers EoN.
276
|
Posted - 2013.08.27 11:07:00 -
[62] - 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.
Seriously Noc??? If they "Split" Driver & Gunner.....there will officially be no point in Speccing into Tanks...... Who wants to "Gimp" their gameplay by sinking SP/ISK/AUR into paying to play "Chauffeur"??? This is the last thing I'd expect to come from you..... Just gimme my SP Refund so I can play AR 514 w/ the rest of the CoDbois...... |
5Y5T3M 3RR0R
The Southern Legion The Umbra Combine
51
|
Posted - 2013.08.27 11:08:00 -
[63] - Quote
This is a really bad idea...
If you total remove a tanks ability to... Ya know tank! How on earth is that going to be at all fun.
How about this as a suggestion, Instead have active units seriously adjust your stats.
Ie. active hardeners drop movement by 80% whenever they are active but allow them to work indefinitely.
This also allows vehicles to be utilitarian through items like radar, hives, shield regenerators and CRUs.
As for Shields vs Armour. Shields should be super fast regen tanking and Armour should be mass hp tanking.
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Phoenix Cervantes
Forsaken Immortals Top Men.
9
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Posted - 2013.08.27 11:12:00 -
[64] - Quote
Resupplying ammo should be done by LOGISTICS!!!! Simple! Enables teamworking better on the battlefield also... and would work in a similar way to Eve with regards to reps etc.
With regards to cap... i can see the arguement, however i don't see why a projectile turret would need cap? Hence why the 'ammo' issue is a good idea IMHO. Cap usage should depend on the turret type.
They need to do something about those damned murder taxi's anyway... at least give reduced damage for jumping out the way. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
704
|
Posted - 2013.08.27 11:14:00 -
[65] - Quote
Best part of that post was at the end with the no more small turret restriction.
This means I will finally have a reason to skill into a LAV!
Btw, getting rid of Logi/Scout LAVs is also a good idea. I want to be able to skill into a LAV that's fast because of the way I use modules and skills, not because I spent a bunch of sp to use a specific vehicle. Or if I want to be a LAV with a repair tool, then I should be able to do that too without having to skill into yet another vehicle. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:15:00 -
[66] - Quote
CPM...how dare you offer nerfs to turret damage. our tank mounted/powered turrets already are outclassed by many infantry--held weapons... |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
705
|
Posted - 2013.08.27 11:16:00 -
[67] - Quote
I like the sound of quite a few of tge ideas but Id like some numbers to crunch through. Soo happy they are fixing the shield recharge rates. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:17:00 -
[68] - Quote
Phoenix Cervantes wrote:Resupplying ammo should be done by LOGISTICS!!!! Simple! Enables teamworking better on the battlefield also... and would work in a similar way to Eve with regards to reps etc.
With regards to cap... i can see the arguement, however i don't see why a projectile turret would need cap? Hence why the 'ammo' issue is a good idea IMHO. Cap usage should depend on the turret type.
They need to do something about those damned murder taxi's anyway... at least give reduced damage for jumping out the way.
again, please read posts. they have already clearly stated murer taxis are fixed in 1.4 |
Atom Heart Mother
We Who Walk Alone
36
|
Posted - 2013.08.27 11:17:00 -
[69] - Quote
and what about PROXIMITY VEHICLE OWNER LOCKS? And EJECT BUTTONS? We've demanded this features several times. |
ChromeBreaker
SVER True Blood Public Disorder.
1031
|
Posted - 2013.08.27 11:19:00 -
[70] - Quote
.. New vehicles... ? pretty please?
How/ When are AV beeing looked at in conjunction? Proxi mines for example? |
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
492
|
Posted - 2013.08.27 11:19:00 -
[71] - Quote
It's too soon to talk about this changes, till we see them in action, i will not judge. I really hope in a price reduction, seem like tanks will be more infantry like. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
238
|
Posted - 2013.08.27 11:26:00 -
[72] - Quote
Lurchasaurus wrote:i just jizzed my pants
FINALLY I CAN HAVE
no small turrets unstupid shield regen ammo in turrets (meaningful engagements) balanced modules between shields/armor
nice if true
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DAMIOS82
Unkn0wn Killers
29
|
Posted - 2013.08.27 11:26:00 -
[73] - Quote
Nova Knife wrote:
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)
I believe having ammo is positive in many ways, 1 of them is that it paves the way to different ammo types. I can see how ammo would be a problem for dropships, but not really...
For Dropships Landing pads in various locations, including on top of buildings would give them the ability to restock, if you can land. Plus if they make these pads into strategic points, perhaps he who controls them could get a bonus or something along that line. this would ad more dept to the game.
Same goes for HAV's, perhaps some type of garage that when entered would auto start restocking your ammo, controlling such a point would also be highly strategic, for one could deny the enemy's HAV of ammo, thus giving them time to take them out.
just saying...It does not all have to depend on modules and hives... |
Winsaucerer
The Southern Legion The Umbra Combine
193
|
Posted - 2013.08.27 11:28:00 -
[74] - Quote
Nova Knife wrote: 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.
Very much so. I was trying to hint at this in part in my post when I said driving vehicles can be exhausting. Part of it is because in the back of your mind you're thinking, "I *cannot* die, because that's 3 battles (or more!) of isk to make it back". Even if you have the isk to throw away, there's the social aspect of knowing others are thinking, "that guy just wasted more than triple his entire profit...and for what?".
It can be exhausting, and not fun. |
Lurchasaurus
SVER True Blood Public Disorder.
1031
|
Posted - 2013.08.27 11:29:00 -
[75] - Quote
until remote explosive spam inside said garage becomes as common as murder taxis and the entire mechanic is proven pointless |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
238
|
Posted - 2013.08.27 11:35:00 -
[76] - Quote
The LAV's turret need to be made more easy to use.
The gunner has the inside view wich narrows a lot his field of vision.
Most gunners miss waaay to many enemies because he is looking on the wrong side of the car.
The character is shown standing in the back of the LAV , he should see what is around him.
If he would have the capability to fire from a third person view , he wouldnt miss so many enemies by not seeing them.
Have the inside view only when the gunner uses zoom in.
Also add a horn for LAV's , some SCI-FI horn :) , and please add the button LOOK BACK for driving setting that uses L2/R2 as brake and accel. |
Mavado V Noriega
SyNergy Gaming EoN.
4104
|
Posted - 2013.08.27 11:42:00 -
[77] - Quote
dustwaffle wrote:Himiko Kuronaga wrote:All I got out of this is you're going to nerf vehicles some more by introducing more restrictions to how they work. Also the ammunition idea is terrible, to be perfectly blunt. They already overheat, they don't need another restriction.
The philosophy for how modules are working is basically how they work already. And what we've learned is that it's a pretty terrible philosophy for the investment unless you plan to make all vehicles absolutely dirt cheap.
Why don't you just copy the EVE capacitor and resistance scheme over to Dust instead of continually dumbing it down? You're underestimating the intelligence of the playerbase. Maybe see the actual implementation instead of criticizing the design philosophy behind it before you get a chance to see what the implementation will be? Dunno, just seems short-sighted to complain now. Feedback = good, whinage = bad.
he did give feedback where was he whining? sometimes u can see the flaws in something before actually playin with it u know *cough*flaylocks*cough*
not sure how i feel about finite ammo when there isnt enough supply depots also im worried about the survivability of tanks when mods are off, u already die in like 5secs when ur mods arent active so this could be another thing wolfman needs to look into.......making sure tanks arent insta popped when mods are in cooldown.
As for capacitor that himiko mentioned hes right dont underestimate the playerbase. Ive never touched EVE but read/been told how they work and i know how to use it so dont think the playerbase is dumb not to grasp it if thats the reason we still dont have capacitors yet. |
The Terminator T-1000
The Praetorian Legionary
8
|
Posted - 2013.08.27 11:45:00 -
[78] - Quote
These changed sound good on paper but what's the purpose of this changes if anyone can "steal" your vehicle. That's the reason I don't like using vehicles! |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
238
|
Posted - 2013.08.27 11:48:00 -
[79] - Quote
The Terminator T-1000 wrote:These changed sound good on paper but what's the purpose of this changes if anyone can "steal" your vehicle. That's the reason I don't like using vehicles! its easy to adapt |
Himiko Kuronaga
SyNergy Gaming EoN.
1349
|
Posted - 2013.08.27 12:00:00 -
[80] - Quote
Seriously, all of the really stupid CoD players stick to militia-grade crap anyway. Anyone venturing seriously into the wonderful world of vehicles knows that they are taking incredible risks when doing so and are usually prepared to apply the use of their intelligence to keep themselves alive.
Most also like customizing stuff and nerding out over fits.
Why insult tankers by basically dumbing down the mods and the mechanics? |
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milo cordelli
We Who Walk Alone
0
|
Posted - 2013.08.27 12:01:00 -
[81] - Quote
All I read is th at they are debuffing tanks some more simply because peoplebare still complaining they are hard to kill once people realize its a tank and mean to be hard to kill things will be fixed. One person with three av grenades should not kill a tank it should take a organized effort to do so. Its a tank notva glass cannon. Why do lavs have almist the same armor as a tank before modules? Its a light attack vehilce vs a heavy attack vehicle. Why is everything that is heavy with ccp a broken class? Tanks are meant to be in battle and hold the ground. But I find myself busy trying to kill the scout with av grenades more then anything. Also how about fixing the controls before anything else I am sick and tired of my controls suddenly inverting with out my doing so. Also fix the module wheel I am tired of trying to turn on one module and instead turning off another. Here is an idea no off switch.I have yet to see why I woukd want to turn off a module once activated. Usually runs out before I want it to. Ammo for turrets why? Unless it leads to tiered ammo its just anotherb way to debuff tanks. You have no way of reloading explained how much ammo does each turret hold? Will the ammo do more damage now since it has a limited amount? How about more splash damage and larger area for missle tanks since they will run out faster if used for area denial. How about buffing the basic stats on tanks to be more in line of being a tank. Ie double the lavs basic stats so there is a clear reason to be a tanker then a lav driver. Basic issue lavs have the abikity to get a large damage reduction and have high class based defense that tanks don't get and lavs are much faster and smaller they can get into cover quicker.
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Jason Pearson
Seraphim Auxiliaries
2779
|
Posted - 2013.08.27 12:03:00 -
[82] - Quote
Wooh no small turrets!
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
ConantheCimmerian
KNIGHTZ OF THE ROUND
7
|
Posted - 2013.08.27 12:07:00 -
[83] - Quote
Sounds like armor vehicles will suck. We already have a lower up ceiling than shield with OK reps.
Howzabout.
We focus on drop suit/weapon issues before we tackle vehicles.
I.e Gallente logi is BS Mass drivers are the new(not really)flaylock Proto snipers are too easy to spec in to Every ******* out of academy has militia suits and proto snipers Gtfo
Oh yeah, and shield regenerators suck too.
The list goes on really |
Mavado V Noriega
SyNergy Gaming EoN.
4104
|
Posted - 2013.08.27 12:08:00 -
[84] - Quote
Himiko Kuronaga wrote:Seriously, all of the really stupid CoD players stick to militia-grade crap anyway. Anyone venturing seriously into the wonderful world of vehicles knows that they are taking incredible risks when doing so and are usually prepared to apply the use of their intelligence to keep themselves alive.
Most also like customizing stuff and nerding out over fits.
Why insult tankers by basically dumbing down the mods and the mechanics?
this. |
Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
70
|
Posted - 2013.08.27 12:16:00 -
[85] - 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.
yea a cap setup would have been nice. then destroying everyone that tried to be cap stable LOL.
the driver/gunner split would have been best on Heavy vehicles where you have enough slots to worry about module management. oh and to anyone that doesn't like this idea think of the damage bonus you would get for being the driver plus the skills for the gunner ;)
Nova Knife wrote: 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)
Yes i would Rather have a Logi dropship have Rep range bonus per level!
Yes i want to mount Giant repair tools instead of missile turret to my vehicle.
Turret rep tool for infantry would rep along the same amounts as the hand held rep tool but would lock 2 targets at the basic level. possibly 4 people at proto level.
turret rep tool for vehicles is tough though since you would still have to have a heavy and light version. plus you do not want them to just stay behind the tank in a lav and permanent rep. so these tools would have to have a Heat build up mechanic.
oh well just random idea's good luck with the balance ;)
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KEROSIINI-TERO
Seraphim Initiative..
677
|
Posted - 2013.08.27 12:25:00 -
[86] - Quote
Lurchasaurus wrote:Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules. it is bad game mechanics to have to go through a radial menu to select active modules in the middle of a fight. i have always had a problem with this. Either controls need to be more streamlined, not necessarily a one button thing, but def streamlined, or active modules need to be accessed in a different manner. It is stupidly easy to select the wrong module on the radial menu as well, as the icons are small and close together. I have lost many a tank to this, compounded with the terrible mouse radial menu bug.
So true. Event though I like the concept of active modules descibed in the text, I'm still terrified by them.
If selection method isn't user friendly, then they would be called 'Active Muddules'. |
CrotchGrab 360
High-Damage
215
|
Posted - 2013.08.27 12:34:00 -
[87] - Quote
BRAINWAVE.
Have 2 man tanks.
One drives whilst one operates the modules. The co-driver (or whathaveyou) can also scan, call in orbitals on behalf of the driver.
This could then in turn spawn a new game mode whereby you have to protect the commander who would in this instance take the position of the co-driver from the before scenario.
if he is captured then he's unable to make decisions which could in turn affect morale and trust of the people native to that sector. once my dream has been realized of colonies, mining, environments etc.
Don't make it where you have just one building, have variety. and don't call it "infiltration" or something bland and generic like that. CCP say the problem is that vehicles have no real purpose. Well there's your purpose.
remember my long ass post about mining and having citizens as soldiers and all that crap. well something simple can spark something huge.
this could be a universe. people could be living in this universe not just fighting in it. make game modes around key PEOPLE not places, people have a lot of influence.
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Beren Hurin
The Vanguardians
1247
|
Posted - 2013.08.27 12:39:00 -
[88] - Quote
Think about it this way people...
Armor could have less burst heals than shield, but if it had longer/higher resists than the effective sustained repair rate would be longer. |
KEROSIINI-TERO
Seraphim Initiative..
677
|
Posted - 2013.08.27 12:44:00 -
[89] - Quote
SponkSponkSponk wrote: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)
I don't like seeing keeping ammo as a solution because in warbarge there will be your all tanks ready for deployment. If you can order new one after popping one, why couldn't you change to one as well? Also warbarge is supposed to be the supply base for entire war effort.
Best way would be to make vehicle recalls slow and risky. No dematerializing steel beasts. RDV pickup - yes.
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Harpyja
DUST University Ivy League
552
|
Posted - 2013.08.27 12:45:00 -
[90] - Quote
So if an idiot starts shooting my Gunnlogi with an AR, my recharge will stop, WTF?
I think that there should be NO recharge delay for vehicle shields. |
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