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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Mortedeamor
Internal Rebellion
168
|
Posted - 2013.08.27 12:46:00 -
[91] - Quote
hey wolfman u should let us shoot our weapons out of unturreted passenger spots on both lavs and durpships |
Ninjanomyx
TeamPlayers EoN.
277
|
Posted - 2013.08.27 12:48:00 -
[92] - Quote
milo cordelli wrote: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.
If you don't feel being able to deactivate Modules is helpful.....you are probably a "Not-So-Good" Tanker (Notice I didn't flat out say you are bad & suck). Deactivating Modules allows for going straight into Cooldown in order to re-engage faster than waiting for........idk....a 1-Minute Active Armor Hardener or wasted Reps to finalize. Logic |
Foundation Seldon
Gespenster Kompanie Villore Accords
80
|
Posted - 2013.08.27 12:49:00 -
[93] - Quote
Nova Knife wrote: 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
This absolutely, I'm okay with the idea on paper but this advice should absolutely be heeded.
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 like the idea because i think it opens up more possibilities for logistics focused vehicles, having the need for vehicles to rely on an outside party (ammo caches or ... potentially nanohives?) opens up the possibility for more team based interactions between other vehicles. I can easily imagine a situation where my LLAV taps a module and begins replenishing ammo for both my infantry and vehicle companions.
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.
Holy ****, god no. Please. No.
Bad CPM, bad.
I tried to explain to Hans in IRC why this idea (that is, the removal of driver controlled logistics modules and making them exclusively turret controlled) was a bad one and I see now that the idea continues to persist within the CPM. To be clear, I see nothing wrong with the idea of Logistics Turrets being added to vehicles. In fact I think the idea is a pretty compelling one, I can imagine Dropships being fitted with these types of turrets and being able to skillfully fly over a damaged target and having the "gunners" handling the repair of the vehicle. What I fear is though is that, as the driver, I would lose whatever capability I have to support my team in a meaningful way while chilling in the driver's seat as well. The idea of a logistics turret being added IN ADDITION to the current remote modules is an idea I can get behind, but I cannot support the outright replacement of driver controlled logistics modules as a solution.
I also understand that the current implementation of the lock-on and cooldown system of these modules is more than a little convoluted however when it works, it works quite well. The moment you make the Logistics capability in a Logistics vehicle completely dependent on a third party, and in this case, an EXTREMELY vulnerable turret gunner is the moment where you've severely limited the overall logistics capability of the vehicle. As of this point in the game I can fit both an armor and a shield remote module onto my Limbus and use this to support other vehicles on the field. If this capability is then translated into something that can only be achieved with a turret man then I've become less effective.
If this is something that you seriously want implemented in the game then I can only support it with the caveat that other driver controlled logistics modules would be implemented in its stead. I think the fact that Tanks and other vehicles are going to become far more reliant on ammo in order to continue to attack infantry opens up new opportunities in this way so pushing for the addition of something that turns vehicles into roaming nanohives is an obvious one for me.
Regarding your idea that the range of logistics modules should be increased (specifically the armor variant in particular) I fully agree. |
Ninjanomyx
TeamPlayers EoN.
277
|
Posted - 2013.08.27 12:51:00 -
[94] - Quote
ConantheCimmerian wrote: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
Leave.....this is not a place for you. Go now before the flaming ***** toss commences |
Takahiro Kashuken
Red Star. EoN.
1097
|
Posted - 2013.08.27 12:52:00 -
[95] - Quote
This will be a long post, no TLDR
Also all CPM posts are ignored since they do not use vehicles and are all infantry and also have bad ideas to boot
Onto the dev post
Overall it feels like one big massive nerf when scanning through the 1st time, the removal of mods, the turret ammo, the 'possible' weaking on hulls, no mention of AV balancing, the long cool downs etc
Right now we have an uphill struggle against adv/proto AV and from the sounds of it no adv/proto vehicles or mods will be put in so that means we may have less mods in 1.5 against adv/proto AV which makes the job harder let alone we have to deal with ammo and possibly longer cooldown timers etc
So the 1st thing i will say is that if we have less mods, no adv/proto hulls or mods and other changes it is only fair that they REMOVE ALL ADV/PROTO AV for balance reasons, because you will not get proper stats with the mods and vehicle balancing when we are consistantly against adv/proto AV in every game
Active/passive resists
So active looks like it will get a CPU/PG increase and hopefully in return we get more resistance but the problem is going to be the long cooldown times
Atm active 30% shield hardner is on for 10secs (too short) and cooldowns for 30secs but shield does rep back passively where as the amor is active for 60sec and cooldowns for 15secs but it has no passive recharge - really the active shield should be buffed to 30sec on 30sec off
But lets look at the Saga II active shield hardner - 70% for 10secs but 3min cooldown - 3 mins, 180seconds, that is far too long, it make it unusable, in 10seconds you really cant do **** anyways
Im afraid that we may get really good resists at the cost of spending minutes out of the battle and being weak as **** as a consequence so that we get solo'd by a AV player
Shield boosters
'ultra long cooldown times' - If its anything like the Saga II shield hardner then i do not want to wait 3min for it to be availible again - ultra long doesnt sound good
Armor repairers
'too slow to be of real use in the heat of battle' - So it means we have to rely on the plates and the resists to win, the rep will not do as it does now but depending how slow it is means we might be in the redline waiting a couple of mins to get the tank back also not good
Shield extenders
Passive has been buffed which was needed but the extenders means shield recharge is delayed - Problem here is that small arms fire from all weapons causes damage on tanks, even a militia AR does, so if that stops the passive recharge then its not thought out, in fact ALL SMALL ARMS FIRE SHOULD NOT CAUSE DAMAGE TO A TANK/DS
Ammo for turrets
Basically the worst idea of the bunch while we still have lots of problems that need to be fixed
Not all the supply depots are reachable by tanks or any vehicles
Not all redlines have a supply depot and even worse if you have a **** team and are redlined
A vehicle nanohive would be better
Do we have clip sizes? is overheating still going to be in for turrets? if i fire my large missile turret do i lose 4 missiles or is it classed as 1 volley? do the small turrets use ammo? do the small turrets take ammo from the same ammo as the big turret? whats to stop johnny bluedot from spamming his small missile turret and using all the ammo up?
Small turrets are no longer mandatory when fitting a vehicle - This is basically the only bit of good news i have read, i wish i could take off the large aswell but i can wait for that change
Dropships get no love at all and will suffer more than a tank
Overall im not optimistic at all with these changes, i mean it sounds good that you are going back to basics and back to the core but if adv/proto AV is left in then tanks will be useless espc if we do have less mods and if supply depots are not moved we will run out of ammo
It just seems to be a giant nerf with not much thought out but i will have to wait till 1.5 but tbh i would be happy if i could see the stats of a few of these mods that have been tweeked, examples for the active and passive reps and boosters would have been a good idea so we can compare and see whats in store
Im worried unless adv/proto AV is taken out then it maybe okay |
IceShifter Childhaspawn
DUST University Ivy League
205
|
Posted - 2013.08.27 12:59:00 -
[96] - Quote
CCP Wolfman wrote:.... Truncated to avoid pyramid posting.I think that's enough for now! We're looking forward to hearing what you think CCP Wolfman
Above all thank you for expressing the intent behind the design. With these objectives in mind, we will have a basis for meaningful feedback. Implement more of this and you may eliminate QQ from all but the most ignorant trolls. |
Caeli SineDeo
Imperfects Negative-Feedback
670
|
Posted - 2013.08.27 13:00:00 -
[97] - Quote
First of you gain respect from me for actually posting this up long before 1.5 comes out.
Couple things concerns and questions. This really looks good but got to ask to make sure.
1. Are shield vehicles getting a buff to passive shield regen?(If they are this is great long time in the need)
2. When you say short encounters for active modules. How short? (You need to make this long enough where you can help a team push into a objective and take it. 30-60 seconds is what I look at for a solid time. Anything above a min is to long)(If your strength only last 15 seconds tanks will be useless and will never have time to run. Tanks will be useless again)
3. Small turrets means your making these optional. Are you going to buff them so vehicle users have a reason to put them on. Right now at their state 90% of tankers will prefer to hog small turret space for more tanking and more survivability.
4. Future of logistics modules. I would love to see turret options here. maybe having turrets the more powerful form of logistics. currently logistics is very strong but also a pain to use. I also feel longer distances for lock on here would help. Longer ranges because right now you need to follow right on the rear of the vehicle you are helping making you a easy target. And when you drop out of range you completely drop lock forcing you to wait for the cooldown to begin logistics again. You need to make it so it just stops repping until you get in range again. |
Killar-12
The Corporate Raiders
687
|
Posted - 2013.08.27 13:01:00 -
[98] - Quote
Iron Wolf Saber wrote:To be honest I really thought that Dropsuits would get teiricided first, but alas vehicles are in dire need of it more so than the dropsuits. They're not in need of it as much as infantry. |
Ghural
The Southern Legion The Umbra Combine
118
|
Posted - 2013.08.27 13:03:00 -
[99] - Quote
Can we get some more info on how this will effect dropships?
Limited ammo seems a particular slap in the face for assault dropship pilots. |
5Y5T3M 3RR0R
The Southern Legion The Umbra Combine
52
|
Posted - 2013.08.27 13:09:00 -
[100] - Quote
I have had more of a thought about it and here is my suggestion.
Have Armour vehicles as heavy, slow defensive platforms. Armour repairs lowers damage output. Armour hardeners lower speed.
Effect: Armour tankers use the turtle defence, if you attack them they become slow and less dangerous but harder to kill and easier to escape. This will naturally lead to them being preferred for defence of bottle necks and objectives.
Have shield tanks as fast and quick to regenerate. Shield hardening lowers shield regeneration. Shield regeneration lowers Damage output.
Effect: Shield tankers use the hare defence, they move fast to cover open area's and provide suppressive fire. These tankers are good for quick engagements but because they can not stack their defences they need to hit and run harder targets and dug in troops.
Finally a note to the side. The make or break point will your ability to combine infantry and vehicles into a cohesive force and your game does not naturally encourage this. Currently players do not have a incentive to hang close to support vehicles and vehicles can't be running around after infantry, it makes no sense and is inconvenient.
You need to build more utility into vehicles like Ammo, Shield and Armour repair fields. This will encourage players to rally around their vehicles like a collective force supporting each other instead of the lone wolf mentality currently popular among vehicles players. This will make a massive positive difference to game play style and squad cohesion.
Always remember that 'Armour' is the fulcrum around which modern militarise are built. They provide protection, support and supply to troops but need to be protected from overwhelming forces in return. |
|
milo cordelli
We Who Walk Alone
0
|
Posted - 2013.08.27 13:10:00 -
[101] - Quote
Ninjanomyx wrote:milo cordelli wrote: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.
If you don't feel being able to deactivate Modules is helpful.....you are probably a "Not-So-Good" Tanker (Notice I didn't flat out say you are bad & suck). Deactivating Modules allows for going straight into Cooldown in order to re-engage faster than waiting for........idk....a 1-Minute Active Armor Hardener or wasted Reps to finalize. Logic
Actually read my post cause I even said I run mine to cooldiwn cause I say in the fight that long. against ground troops I stay till my reenforcements arrive. Usually means my stuff is running the entire time as I am trying to do what a tankbis suppose to do tank. So i see a need for it there and until they fix the radial wheel or come up with something better its more of a hinderance rightnow. I can see a use for t oobviously. Its based more on situation, and the current setup has to issues for all situations. |
Robert JD Niewiadomski
NULLIMPEX INC
446
|
Posted - 2013.08.27 13:11:00 -
[102] - Quote
Ghural wrote:Can we get some more info on how this will effect dropships?
Limited ammo seems a particular slap in the face for assault dropship pilots. Maybe they'll put SupDeps for dropships on MCC? Makes sense? You will have to periodically interrupt your assaults on reds and think more tactically...
|
Reav Hannari
Red Rock Outriders
1036
|
Posted - 2013.08.27 13:12:00 -
[103] - Quote
As a vehicle pilot:
I should be able to exit my vehicle to do something without it being immediately stolen by blues or reds. I should be able to kick all passengers unless in the red line where they will die.
As an infantry Logistics who wants to get into vehicles I want useful Logistics style vehicles.
I should be able to provide a moving nanohive for infantry. I should be able to provide a moving ammo supply point for vehicles. I should be able to provide a moving sphere of shield or armor repair. I should be able to fit a longer range repairer that is aimed like the tank main gun. I should be able to provide a moving supply depot to allow for swapping of dropsuits if I'm willing to sacrifice due to fitting requirements.
As an infantry Scout who wants to get into vehicles I want a useful Scout style vehicle.
I should have the fastest vehicle on the field. I should not be able to carry any passengers. I should have the most powerful scanner on the field that is aimed like the tank main gun. I should be able to place drop uplinks while in my vehicle. |
Brush Master
HavoK Core RISE of LEGION
763
|
Posted - 2013.08.27 13:20:00 -
[104] - Quote
My biggest concern is there is Proto AV but will there be Proto Vehicles to balance it out? Protos should be pretty expensive and encourage their use in only big planetary battles where the reward is 5x higher. Vehicles costs should definitely be maybe double what a suit at that tier would run.
This means Stds vehicles+std modules should add up to no more than 40k and Advance should run along the lines of 70k, that is full fitted. When you get to proto level hulls and modules, that is where it should be a big cost of 600k+ With numbers like that you are looking at 3-4 normal tanks/dropships per match, 2-3 advance tanks per match and it would still be possible to make up the cost of a loss.
I think the reward for killing a proto level vehicle in a match needs to offer a lot more reward to those that killed it, as proto stomps will be numerous with the amount of isk being generated passively in PC. It would give a reason for those advance tankers to keep calling in and trying to get that proto vehicle if they know they could get a 200k+ bonus to their reward at the end.
As far as dropships, they are in the sky and vulnerable to much more AV, so their stats need to reflect that. Along with more ways to earn SP for spawns, scanning the battle field and possible remote repairs if repair turrets were created with 3x the distance they have right now.
With limited ammo on vehicles, I can see dropships being a cool way to have cargo that is limited to a temporary supply depot that can be dropped. A DS would then have to fly to a supply helipad at a base or a future outpost wait xx seconds for it to restock and fly back into battle.
Soldiers could wait at a helipad for pickup and deployment. Soldiers dropped off by a DS could provide a time limited benefit to the pilot and any gunners that stay over head while they hack/kill. DS should be vulnerable to swarms but have early detection systems and limited counter measures that allow them time to retreat.
It all boils down to the same thing others are saying, make vehicles more like dropsuits with a bit more cost and have that cost reflect in the higher stats and unique options available to them. If players want that big tank that is hard to take down, they have to run proto but it means a single loss means they gain no profit for several matches. |
Sgt Buttscratch
G I A N T EoN.
684
|
Posted - 2013.08.27 13:24:00 -
[105] - Quote
SO are you going to fix PG amounts and skills across vehicles? Drop ships get no 1.5? Vehicle locks? Enforcers become more than militia tanks? AV nades, still spammable?
Little clarification need. |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
276
|
Posted - 2013.08.27 13:27:00 -
[106] - 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.
I was waiting to see what 1.5 had to offer as I had already decided with the boost to swarm launchers to stop driving tanks in 1.4. Now with all this news, it sounds like I really did waste half my SP in tanks as this has to be some of the worst news. Your limiting ammo. Great, so that means we have to drive a tank to a supply depot, so taking out a supply depot negates tanks for the opposite side. This is crap. We can't get to areas that supply depots are often left at, in buildings and such. And parking a tank by a supply depot is stupid. Using nanohives is dumb as well especially with as limited as nanohives are. They will go pop faster then hell. This also means that tank drivers have to wear a more expensive suit if you want us to carry nanohives that have any significant amount of ammo. This increases our cost to drive by a crap ton.
Active vs passive. We already have a 30 second cooldown. This is far longer then any AV on the field. It also is far longer then is practical in a fast paced battle. If your increasing this, and decreasing the av timers, Tank driver are doubly screwed over.
Over all, I'm done, and I'm sure many others will be as well, when they see how fast their tanks go pop with AV incoming, specifically OP swarm launchers, and how limited these supposed massive weapons of war are. It will be to the point that you can get a couple of militia swarm launchers together and pop a 2m isk tank. Have fun vehicle drivers. I'm specing into swarms now since these are the OP weapon of the game now. |
Ld Collins
The Phalanx Inc
26
|
Posted - 2013.08.27 13:36:00 -
[107] - Quote
CCP Wolfman wrote:
Active vs. passive modules. There will be a far greater emphasis on active module use than ever before. The intent here is to create GÇ£waves of opportunityGÇ¥ that allow vehicles to be devastatingGǪ temporarily. Active modules will greatly enhance a vehicleGÇÖs attributes, but when they enter cooldown, the vehicle is left exposed and vulnerable to attack (more on this below). This back-and-forth allows infantry to engage vehicles, but do so knowing that the vehicleGÇÖs pilot has a short window in which he can drastically alter the outcome of any engagement.
CCP Wolfman
Not sure if you play your own game but if you would have never removed the glow that was displayed on vehicles when they used a module. I don't see how making cool downs longer will make tanking better super long cool downs for shield modules are you kidding me? Shield hardeners atm activate for 10 secs and cool for 30 secs now the plan is to extend the cool down. Why not just make shield hardeners that can only be applied to shield vehicles giving them the same active and cool down length as armor vehicles. Then bring back the vehicle glow and give us AV vehicles reduce the price of vehicles seriously it makes no sense million dollar vehicles 250k-300k profit if you don't die. |
Nihilus Warwick
Pradox XVI
8
|
Posted - 2013.08.27 13:37:00 -
[108] - Quote
Robert JD Niewiadomski wrote: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...
I would love to be able to fire from the passenger seat of an lav or drop ship. I'm a horrible shot, but at least I could provide some covering fire. SPRAY AND PRAY. |
Vrain Matari
ZionTCD
759
|
Posted - 2013.08.27 13:40:00 -
[109] - Quote
Ninjanomyx 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. 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...... Two points.
1)There would be no harm done by providing an option for the Driver to delegate the main gun, so long as the Driver could re-take control at any time.
But by having a dedicated gunner on the main turret you're giving up one seat in the vehicle. That seems reasonable to me since a good driver/main gunner combination will be very powerful.
If cap does eventually make its way into the game, piloting + cap management + cooldown tracking is going to be a fulltime job anyway.
2)If CCP sticks with the tank roles model Wolfman is proposing, everything come down to the timing of the active modules. E.g., for a shield tank rolling in to an objective to support an infantry push the staggered activation of the active hardner followed by the shield booster has to last long enough for a successful engagement. How long is that? Two minutes at a minimum and prolly more is needed to be useful and survive long enough to retreat and recover. This is an area where skills should make a difference - in duration of active effects. |
Reimus Klinsman
Guardian Solutions DARKSTAR ARMY
348
|
Posted - 2013.08.27 13:45:00 -
[110] - Quote
CCP, please consider adding emphasis on HP Buffer over HP regen/recharge... This would allow damage that AV does to be far more persistent. Currently, if you inflict damage on a vehicle it will be able to recharge almost all the HP before you can get another shot off.. Or if it can't, it just runs to the other side of the map which it will have all its HP and its cooldown completed. |
|
Charon B
Shadow Hawks of Orion
1
|
Posted - 2013.08.27 13:46:00 -
[111] - Quote
I think I just read a giant " we are nerfing most aspects of vehicles again" post. Not to say that there are zero positive changes but here is some feedback(not crying):
- Vehicles take immense time and skill to fit and learn to use. This is ok but when you are in a tank engagement there is a lot going on. You have a tank hitting you from in front, swarms hitting you from a tower and/or ground, and some idiot throwing a nano hive down and spamming AV grenades all at the same time. Sometimes forge guns pitch in too. A lot of engagements have all of these elements simultaneously. You have to manage your modules(activate, deactivate, count cooling times and time other modules appropriately), manage turret heat, anticipate and pay attention to all of the map and other team to avoid their AV, and now....... We have to manage ammo as well. It's just one more thing to manage. I'm not complaining about the skills it takes to run a tank/drop ship, I'm giving negative feedback on the fact that you are giving tanks another nerf.
I know that adding ammo and changing the reps etc will make for more meaningful engagements, but; when I die because of someone using a wyrikomi swarm from a hill or I can't kill an AV spammer because all I hear is a 'click' from running out of ammo, it's going to be a large problem. I won't be the only one who will experience this.
It seems tanks will never get a good buff. Leave in OP AV and nerf the tanks. Maybe it will balance out in the long run.
We don't want god mode tanks, we just want tanks that either are cheap or don't die from a couple of swarms, grenades, or forge hits. One or the other..... |
D legendary hero
THE WARRIORS OF LEGEND
742
|
Posted - 2013.08.27 13:51:00 -
[112] - Quote
does this mean that turrets will have higher DPS? because currently ARs out dps turrets except the stablized ones. finite ammo, will mean that you need to pick your engagements better (also, means supply depots wont be blown up as often), so having less dps than an AR with finite ammo makes no sense.
everything else, sounds like a greate rebalance to me |
daishi mk03
Brutor Vanguard Minmatar Republic
121
|
Posted - 2013.08.27 13:51:00 -
[113] - Quote
OH MY GOD,
THIS IS AWESOME.
no small turrets anymore, no infinite armor, defined roles for shield/armor <3 |
demonkiller 12
Seraphim Auxiliaries
131
|
Posted - 2013.08.27 13:52:00 -
[114] - 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. oh god yes, i want to fit my gunloggi (OR MAYBE SAGARIS?!) like a ******* naga |
D legendary hero
THE WARRIORS OF LEGEND
742
|
Posted - 2013.08.27 13:54:00 -
[115] - Quote
Charon B wrote:I think I just read a giant " we are nerfing most aspects of vehicles again" post. Not to say that there are zero positive changes but here is some feedback(not crying):
- Vehicles take immense time and skill to fit and learn to use. This is ok but when you are in a tank engagement there is a lot going on. You have a tank hitting you from in front, swarms hitting you from a tower and/or ground, and some idiot throwing a nano hive down and spamming AV grenades all at the same time. Sometimes forge guns pitch in too. A lot of engagements have all of these elements simultaneously. You have to manage your modules(activate, deactivate, count cooling times and time other modules appropriately), manage turret heat, anticipate and pay attention to all of the map and other team to avoid their AV, and now....... We have to manage ammo as well. It's just one more thing to manage. I'm not complaining about the skills it takes to run a tank/drop ship, I'm giving negative feedback on the fact that you are giving tanks another nerf.
I know that adding ammo and changing the reps etc will make for more meaningful engagements, but; when I die because of someone using a wyrikomi swarm from a hill or I can't kill an AV spammer because all I hear is a 'click' from running out of ammo, it's going to be a large problem. I won't be the only one who will experience this.
It seems tanks will never get a good buff. Leave in OP AV and nerf the tanks. Maybe it will balance out in the long run.
We don't want god mode tanks, we just want tanks that either are cheap or don't die from a couple of swarms, grenades, or forge hits. One or the other.....
if the ammo limit comes with an increase in damage per shot so that tank damage is higher than all hand held weapon damage, then it will be worth it. but if we get the same lame turrets with weak ass dps... whats the point?
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milo cordelli
We Who Walk Alone
1
|
Posted - 2013.08.27 13:55:00 -
[116] - Quote
Reimus Klinsman wrote:CCP, please consider adding emphasis on HP Buffer over HP regen/recharge... This would allow damage that AV does to be far more persistent. Currently, if you inflict damage on a vehicle it will be able to recharge almost all the HP before you can get another shot off.. Or if it can't, it just runs to the other side of the map which it will have all its HP and its cooldown completed.
Its not suppose to be easy to kill a tank it should tank three to four people to do so working in concert considering the cost of a tank vs cost of a drop suit. As it stands one person can easily kill most tanks. Using terrian and buffs is called good tankng and the only way a tank has survivability right now take that away and everyone will be running logi jeeps |
D legendary hero
THE WARRIORS OF LEGEND
742
|
Posted - 2013.08.27 13:55:00 -
[117] - Quote
yes. now i can fit a mobile CRU on my ishikune watch saga? |
daishi mk03
Brutor Vanguard Minmatar Republic
121
|
Posted - 2013.08.27 14:02:00 -
[118] - Quote
XiBravo wrote: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.
You noob, it's calling / recalling. Got melee'd one time to often by Ari?
Do you even tank, bro? |
Eurydice Itzhak
Militaires Sans Jeux
192
|
Posted - 2013.08.27 14:05:00 -
[119] - Quote
All these changes sound awful but without the numbers I can't say for sure.
Non av weapons shouldnt stop shield recharge.
Also making shield recharge delay LONGER for having more shields? Madness.in eve shield delay doesn't increase with HP but shield regen rate does.
Ammunition will completely ruin missiles. Can waste 5 volleys on a single infantry because of awful aiming, erradic missiles, annd no splash range.
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J-Lewis
Edimmu Warfighters Gallente Federation
286
|
Posted - 2013.08.27 14:09:00 -
[120] - Quote
Sweet baby raptor Jesus!
Looks like the Fedo sacrifices were not in vain! |
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