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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Skihids
Bullet Cluster
1954
|
Posted - 2013.08.27 16:34:00 -
[151] - Quote
Scheneighnay McBob wrote:Beren Hurin wrote:What if you could only deploy certain vehicles from supply depots? They have that deployment option that nobody ever uses...? I remember in codex that was the worst possible option: the deployment system was weird, so the RDV would put the vehicle directly on top of the supply depot. I personally think that the non-depot deployment should be slow again, while deploying from a supply depot is nearly instant.
There is no reason for a Depot to have a vehicle deployment option unless it is responsible for creating the vehicle. Otherwise it's just a TacNet call to the WB, and why go through a third party to make the call? |
Charlotte O'Dell
0uter.Heaven
1191
|
Posted - 2013.08.27 16:47:00 -
[152] - Quote
I just pooped from the happiness. As long as the modules are beast, I'll be pretty satisfied. |
rayakalj9
Dead Six Initiative Lokun Listamenn
0
|
Posted - 2013.08.27 16:49:00 -
[153] - Quote
you know this is total foolishness why would you gonna nerf the hav worst its damn alright and whats with the turrets |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
173
|
Posted - 2013.08.27 16:51:00 -
[154] - Quote
Excellent CCP Wolfman! I'm VERY excited to check out these changes in 1.5!
I wanted to ask, though, when we can expect to see personal vehicles being released? A lot of the time, someone just calls in a murder taxi do drive himself from the spawn to the objective, and this would certainly be better accomplished with the use of a quad bike or similar. Any thoughts on when we can expect to see these? |
Spkr4theDead
International-Fleet
493
|
Posted - 2013.08.27 16:58:00 -
[155] - Quote
FINALLY NO MORE IDIOTS IN MY TANK GETTING ME FOUND OUT. WORKS JUST AS WELL AS A LOCK! THANK YOU FOR LISTENING TO US ON THAT!
Now, for these hardeners. I'm gonna go with it, and ask, are they going to be 50% reduction since you say they're going to provide a massive boost to defenses?
How about slot count?
And for ammo. I hope it's not some ridiculously low count, like 10 for a rail and 150 for a blaster. Those rounds are relatively small. If anything, missile should have the lowest ammo count, because those rounds are fairly large. Will the small turrets have an ammo count? Will they have their own ammo, or will they *puke* pull off from the main ammo count? |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:00:00 -
[156] - Quote
SteelDark Knight wrote:CCP Wolfman wrote:
Turrets will now have finite ammunition. Vehicle vs. vehicle combat generally boils down to two vehicles parked opposite one another firing until someone pops. This is not fun. Finite ammunition allows us to make turrets more powerful while preventing them from being a constant threat; spam a target and eventually you will run out of ammo.
Perhaps the best way to handle this is to allow all Turrets to have a passive regeneration for ammunition. Additional items such as modules, Supply Depots, nanohives, etc. can instantly refill or increase that regeneration but by having a passive regeneration on all turrets it will mean that vehicles will not be in a position were they can no longer be of use within a match which I think is the greatest fear being expressed. Passive ammo regen would defeat the purpose of limiting ammo, it's ment to put vehicles into the same situation as dropsuits where they can run out of ammo and be "in a position were they can no longer be of use within a match" until they find resupply from a logistics or hive or that supply depot that survived being HAV raped in the first 30 seconds of a battle.
Edit ... maybe you could have an active module as I think someone else suggested ... that resupplies ammo but at some expense, likely inactive turrets or other modules or putting all other modules into cooldown or some or all of the above. But this would obviously be at a fitting cost and reduce your resistance options ... just like hives do on a dropsuit. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1166
|
Posted - 2013.08.27 17:03:00 -
[157] - Quote
ADAM-OF-EVE wrote:please tell me you have done something about recalling damaged vehicles and now those without ammo too
I get pretty irritated when I'm constantly attacking a shield tank and the guy just hops out and recalls it at 20%.
While under constant small turret fire, after having been under constant fire for the better part of a minute or two |
Nguruthos IX
Red and Silver Hand Amarr Empire
1166
|
Posted - 2013.08.27 17:04:00 -
[158] - Quote
Spkr4theDead wrote:FINALLY NO MORE IDIOTS IN MY TANK GETTING ME FOUND OUT. WORKS JUST AS WELL AS A LOCK! THANK YOU FOR LISTENING TO US ON THAT!
Works for tanks, but not dropships. We still have passenger seats and thus WE still need locks.
At least you're blueberry proof now in your HAV ....
: / |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:06:00 -
[159] - Quote
Spkr4theDead wrote:FINALLY NO MORE IDIOTS IN MY TANK GETTING ME FOUND OUT. WORKS JUST AS WELL AS A LOCK! THANK YOU FOR LISTENING TO US ON THAT!
Now, for these hardeners. I'm gonna go with it, and ask, are they going to be 50% reduction since you say they're going to provide a massive boost to defenses?
How about slot count?
And for ammo. I hope it's not some ridiculously low count, like 10 for a rail and 150 for a blaster. Those rounds are relatively small. If anything, missile should have the lowest ammo count, because those rounds are fairly large. Will the small turrets have an ammo count? Will they have their own ammo, or will they *puke* pull off from the main ammo count? They should be different ammos for each turret, certainly for small and large, lets face it the ammo for a large turret wouldn't physically fit in a small turret, they could also have reloads, so you could have 5 shots with a rail and a HMG/Forge duration of reload and however many clips in the magazine. |
SteelDark Knight
Imperfects Negative-Feedback
101
|
Posted - 2013.08.27 17:08:00 -
[160] - Quote
Needless Sacermendor wrote:SteelDark Knight wrote:CCP Wolfman wrote:
Turrets will now have finite ammunition. Vehicle vs. vehicle combat generally boils down to two vehicles parked opposite one another firing until someone pops. This is not fun. Finite ammunition allows us to make turrets more powerful while preventing them from being a constant threat; spam a target and eventually you will run out of ammo.
Perhaps the best way to handle this is to allow all Turrets to have a passive regeneration for ammunition. Additional items such as modules, Supply Depots, nanohives, etc. can instantly refill or increase that regeneration but by having a passive regeneration on all turrets it will mean that vehicles will not be in a position were they can no longer be of use within a match which I think is the greatest fear being expressed. Passive ammo regen would defeat the purpose of limiting ammo, it's ment to put vehicles into the same situation as dropsuits where they can run out of ammo and be "in a position were they can no longer be of use within a match" until they find resupply from a logistics or hive or that supply depot that survived being HAV raped in the first 30 seconds of a battle.
That would depend on the passive regeneration rate. The purpose of limiting ammo was from what I gathered to prevent vehicles from spamming attacks without thought or care and repercussion. In addition it was to add an additional level of strategy. Passive regeneration at a nominal rate would still mean that vehicle drivers would have to factor ammunition in their strategy but would prevent them from becoming entirely useless on the field if all ammo sources were destroyed. |
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Spkr4theDead
International-Fleet
493
|
Posted - 2013.08.27 17:09:00 -
[161] - Quote
Lurchasaurus wrote: Do you intend to temporarily remove/replace current proto AV during this period? Removing all PRO AV would be a godsend. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1168
|
Posted - 2013.08.27 17:10:00 -
[162] - Quote
Does this mean no more vehicles in ambush (No supply depots for ammo)?
If so
There's no reason to fly Skirm/Dom in this game with all the Red Line Rail tanks, Redline Rail installations, and the terrible ISK payout for such long and dangerous games. Add to that MCC missiles 1 shotting Dropships and RDV's still spawning around everywhere and remind me again why I should play at all, as a pilot? |
Spkr4theDead
International-Fleet
493
|
Posted - 2013.08.27 17:12:00 -
[163] - 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 What was wrong with the black ops tanks, I don't remember ever seeing one on the battlefield. |
Spkr4theDead
International-Fleet
493
|
Posted - 2013.08.27 17:15:00 -
[164] - 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.
You already don't get how we do things.
We destroy turrets as a matter of standard operating procedure, because it's smart to destroy things that are a danger to our tank.
We'll destroy a CRU if we have to, such as if our blues are struggling to hold an objective with a red CRU right next to it.
We destroy enemy depots to deny them the ability to switch suits on the fly, so that they have to die to take out their swarm or forge gun. Plus it denies them infinite ammo when firing right next to it. |
ADAM-OF-EVE
Svartur Bjorn
231
|
Posted - 2013.08.27 17:15:00 -
[165] - Quote
ammo will be dropped in by dropships |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:17:00 -
[166] - Quote
Spkr4theDead wrote: What was wrong with the black ops tanks, I don't remember ever seeing one on the battlefield.
Were they even available on the market ... or were they just there for show ... I recall they had a built in cloaking device that was never introduced. |
Ted Nugget
SVER True Blood Public Disorder.
206
|
Posted - 2013.08.27 17:17:00 -
[167] - Quote
After reading this. I still don't think I want to spec into vehicles again. If I get a respec that is. In the end if you make tanks usable people will cry that tanks are killing them until you nerf them to crap. I am not spec'n into something when it good for it to be nerfed to **** again. Infantry bound.... maybe my Saga II as well |
Nguruthos IX
Red and Silver Hand Amarr Empire
1168
|
Posted - 2013.08.27 17:18:00 -
[168] - Quote
Needless Sacermendor wrote:Spkr4theDead wrote: What was wrong with the black ops tanks, I don't remember ever seeing one on the battlefield.
Were they even available on the market ... or were they just there for show ... I recall they had a built in cloaking device that was never introduced.
So did dropships
:(((( |
Ted Nugget
SVER True Blood Public Disorder.
206
|
Posted - 2013.08.27 17:19:00 -
[169] - Quote
Spkr4theDead wrote: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 What was wrong with the black ops tanks, I don't remember ever seeing one on the battlefield.
the black ops had no real use on the field.... it was just a shiny piece of equipment that had no real role or reason to spec into |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:21:00 -
[170] - Quote
Spkr4theDead wrote: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.
You already don't get how we do things. We destroy turrets as a matter of standard operating procedure, because it's smart to destroy things that are a danger to our tank. We'll destroy a CRU if we have to, such as if our blues are struggling to hold an objective with a red CRU right next to it. We destroy enemy depots to deny them the ability to switch suits on the fly, so that they have to die to take out their swarm or forge gun. Plus it denies them infinite ammo when firing right next to it. But what you're ACTUALLY doing is denying your own team from taking control of the depot to resupply their own ammunition (hives don't grow on trees you know, the only way to restock them is at a depot !) ... or change into their own AV to assist you killing that vehicle you can't (like dropships you can't aim at, or LAVs you can't track or have the wrong turrets to kill etc.).
Don't deny it ... you blow stuff up cos you can and you get points for it ... I say remove points from unclaimed installation destruction. |
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Skihids
Bullet Cluster
1955
|
Posted - 2013.08.27 17:22:00 -
[171] - Quote
Nguruthos IX wrote:Does this mean no more vehicles in ambush (No supply depots for ammo)?
If so
There's no reason to fly Skirm/Dom in this game with all the Red Line Rail tanks, Redline Rail installations, and the terrible ISK payout for such long and dangerous games. Add to that MCC missiles 1 shotting Dropships and RDV's still spawning around everywhere and remind me again why I should play at all, as a pilot?
Until CCP gives you a unique mission for your dropship the simple answer is that there no reason to fly and every reason not to.
- The dropship is highly visible and thus under near constant threat from AV. - The dropship will now be dependent on active defenses with long cooldowns. - The majority of dropships are pretty slow to get into position given the nerf to handling so most of your active defense time will be spent inserting and then exiting the battle.
So most of your time will be spent out of battle.
Now if CCP were to create a real dropship only mission, like say troop spotting, you might just be valuable.
With a redsigned scanner and WP's to go with it you would be able to make scanning passes to assist your team and wouldn't automatically attract AV fire due to being an immediate life threat. |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:25:00 -
[172] - Quote
SteelDark Knight wrote:That would depend on the passive regeneration rate. The purpose of limiting ammo was from what I gathered to prevent vehicles from spamming attacks without thought or care and repercussion. In addition it was to add an additional level of strategy. Passive regeneration at a nominal rate would still mean that vehicle drivers would have to factor ammunition in their strategy but would prevent them from becoming entirely useless on the field if all ammo sources were destroyed. And vehicles needing to be resupplied in the same way dropsuits do adds a level of strategy.
Otherwise, why can't my swarms regen passively ? |
Skihids
Bullet Cluster
1955
|
Posted - 2013.08.27 17:25:00 -
[173] - Quote
Ted Nugget wrote:After reading this. I still don't think I want to spec into vehicles again. If I get a respec that is. In the end if you make tanks usable people will cry that tanks are killing them until you nerf them to crap. I am not spec'n into something when it good for it to be nerfed to **** again. Infantry bound.... maybe my Saga II as well
This will be the case until tanks don't compete directly with suits for the role of slaying suits.
Nobody likes competition and most everyone hates being killed by a weapon system that they don't use.
As long as tanks have the same job as suits they will be balanced against a suit and AR combination. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2543
|
Posted - 2013.08.27 17:28:00 -
[174] - Quote
Lurchasaurus wrote: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
See, this is the thing I never understand.
I say something should be more like Eve, and everyone jumps me and says "Dust =/= Eve". Even the CPM does this.
But when it comes to something like this, all of a sudden "Dust = Eve" because it supports the argument.
It's really stupid and irritating, honestly. I mean, if this is the case, why the hell aren't Gallente Dropships faster than Caldari Dropships? Can we all get on the same page here, please? |
Doshneil Antaro
Dem Durrty Boyz
112
|
Posted - 2013.08.27 17:28:00 -
[175] - Quote
What I got from this is vehicles are only viable for a short time, and must get to supply depots to restock. So now the enemy will know exactly were a tanker will be going to at some point in the game. Expect RE/proximity mines (easily to switch out multiple fits with different types) in massive clumps around supply depots, as well as forge/swarms above it waiting for these new paper tanks to drive up. This will be every dom /skirmish.
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Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:29:00 -
[176] - Quote
Skihids wrote:Nguruthos IX wrote:Does this mean no more vehicles in ambush (No supply depots for ammo)?
If so
There's no reason to fly Skirm/Dom in this game with all the Red Line Rail tanks, Redline Rail installations, and the terrible ISK payout for such long and dangerous games. Add to that MCC missiles 1 shotting Dropships and RDV's still spawning around everywhere and remind me again why I should play at all, as a pilot? Until CCP gives you a unique mission for your dropship the simple answer is that there no reason to fly and every reason not to. - The dropship is highly visible and thus under near constant threat from AV. - The dropship will now be dependent on active defenses with long cooldowns. - The majority of dropships are pretty slow to get into position given the nerf to handling so most of your active defense time will be spent inserting and then exiting the battle. So most of your time will be spent out of battle. Now if CCP were to create a real dropship only mission, like say troop spotting, you might just be valuable. With a redsigned scanner and WP's to go with it you would be able to make scanning passes to assist your team and wouldn't automatically attract AV fire due to being an immediate life threat. Dropships could easily be adjusted with a bonus to all module cooldowns (for example) or relevant shield or armor modules, giving them the extra defensive abilities they need ... it's a simple option that could work.
Edit ... thess longer cooldowns are to reduce the engagement window of HAVS so they can't just sit and slay ... dropships need a longer window since they are less devastating and more open to attack as you mentioned. |
drake sadani
Tacti-corp
68
|
Posted - 2013.08.27 17:34:00 -
[177] - 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.
the problem being that when CCP implements something it tends to be a very very very long time before they fix it after screwing it up more .
i was on board until the word "finite" was tossed out because one you have to figure a decent pool of ammo whats too much and whats to little
i know i am going to catch it for what i am about to say
BF3 . has infinite ammunition for vehicles but keeps it decently balanced by making the reload time high and making it a button pushing choice to either reload your cache of rounds or keep suppressing fire on target for another 2 seconds
but no one is going to heed or support any other suggestion than what has been presented .
so i have stopped caring. if it's fun yay . if not i will actually go buy something fun and just cancel my clone and clean my HDD so meh |
Our Deepest Regret
Algintal Core Gallente Federation
69
|
Posted - 2013.08.27 17:35:00 -
[178] - Quote
I am skilled deeply into small turrets. If small turrets will no longer needed in order to fit a tank, I don't want them anymore. Can I have an SP refund? |
DUST Fiend
OSG Planetary Operations Covert Intervention
5933
|
Posted - 2013.08.27 17:36:00 -
[179] - Quote
One issue that might crop up is making vehicles too strong in their window, without giving us E War. Not being able to actually slow them down when they make their rounds means they'll be basically invincible if they just keep moving. |
Skihids
Bullet Cluster
1955
|
Posted - 2013.08.27 17:37:00 -
[180] - Quote
Needless Sacermendor wrote:Skihids wrote:Nguruthos IX wrote:Does this mean no more vehicles in ambush (No supply depots for ammo)?
If so
There's no reason to fly Skirm/Dom in this game with all the Red Line Rail tanks, Redline Rail installations, and the terrible ISK payout for such long and dangerous games. Add to that MCC missiles 1 shotting Dropships and RDV's still spawning around everywhere and remind me again why I should play at all, as a pilot? Until CCP gives you a unique mission for your dropship the simple answer is that there no reason to fly and every reason not to. - The dropship is highly visible and thus under near constant threat from AV. - The dropship will now be dependent on active defenses with long cooldowns. - The majority of dropships are pretty slow to get into position given the nerf to handling so most of your active defense time will be spent inserting and then exiting the battle. So most of your time will be spent out of battle. Now if CCP were to create a real dropship only mission, like say troop spotting, you might just be valuable. With a redsigned scanner and WP's to go with it you would be able to make scanning passes to assist your team and wouldn't automatically attract AV fire due to being an immediate life threat. Dropships could easily be adjusted with a bonus to all module cooldowns (for example) or relevant shield or armor modules, giving them the extra defensive abilities they need ... it's a simple option that could work.
It doesn't matter. As long as the mission of the dropship is to slay infantry it will always be a more complicated and risky tool than just running in a suit. It's more expensive, it's far more visible, and it can't be any better than a suit or it will be declared OP (compared to the suit which will be a valid point).
The dropship needs missions that infantry can't perform or it will be forever balanced against a single dropsuit.
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