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) |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:41:00 -
[181] - Quote
Our Deepest Regret wrote: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? When I can have my flaylock sp back ... that thing is useless now ! |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:42:00 -
[182] - Quote
Skihids wrote: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. Yeah it primarily needs wp for troop transport ... it's main purpose !
In it's simplest form x wp for each passenger carried over x distance ... but it would need restraints to avoid farming. |
Doshneil Antaro
Dem Durrty Boyz
112
|
Posted - 2013.08.27 17:44:00 -
[183] - Quote
@Dust Fiend: It is the job of the aver to hunt vehicles out. If your using swarm/forge on top of a building waiting for the tank to pull up, you hit him, he runs away, he effectively countered your high ground. Now get off your ass and go follow him and take him down. If you expect him just to sit there letting you destroy him, and that is "fair", than you don't really understand balance. |
Skihids
Bullet Cluster
1955
|
Posted - 2013.08.27 17:46:00 -
[184] - Quote
CCP's vehicle design philosophy is that suits and vehicles compete directly for the same mission of slaying mercs.
As long as the vehicle is a solo asset it has to be balanced against its competition, the suit.
How are they doing that while not turning them into suits? They are making them into "burst mode" suits.
Some of the time they can be more powerful than suits, but most of the time they will be weaker.
Time spent stronger + Time spent more vulnerable = Capability and survivability of a dropsuit.
Vehicle pilots are already complaining about the significant downtime required by this balancing act because it's no fun to sit out the majority of the match. |
Aighun
Zumari Force Projection Caldari State
865
|
Posted - 2013.08.27 17:52:00 -
[185] - Quote
Lurchasaurus 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. there is truth to this. CCP, please dont just do a rehashed version of what we already have....
Agreed. If the vehicles are going to be reworked from the ground up they have a chance to become something with their own unique (and fun) identity, while still drawing inspiration from the EVE Online Universe.
Would also not want to see vehicles just turn into bigger, more expensive versions of infantry dropsuits.
I like the finite ammo ideaGǪ though. Will this pave the way toward fitting different ammo types? That would be awesome.
For me one of the biggest problems with vehicle roles and balance are the maps and game modes. I would hate to see vehicles tuned to the generic maps and game modes we have now. And then see CCP call it a day. More innovate options for gameplay will also give vehicles a chance to shine. |
Seymor Krelborn
DUST University Ivy League
652
|
Posted - 2013.08.27 17:52:00 -
[186] - Quote
sounds to me like they are making vehicles work similar to how ships work in eve... I like it, and I think this will not only be good for the game, but familiar enough to CCP that they will succeed with this model.
looking good CCP! |
Skihids
Bullet Cluster
1956
|
Posted - 2013.08.27 17:54:00 -
[187] - Quote
Needless Sacermendor wrote: Yeah it primarily needs wp for troop transport ... it's main purpose !
In it's simplest form x wp for each passenger carried over x distance ... but it would need restraints to avoid farming.
The problem with that is several elements of the game have to change to make it useful for troop transport.
Once in battle it's so easy to spawn on an objective or DU. Who wants to wait at a bus stop for the next dropship to happen by to pick them up? Folks will either hoof it or call in a cheap LAV rather than wait.
The only benefit a dropship has is to drop a full squad on a contested objective all at once.
I can see becoming actively unkillable for the length of time required for an insertion would be a very good thing. Right now any decent team in PC is going to field a FG to prevent such an attack, but with these changes it may be possible.
Maps might have to change to make that a better plan of attack than running on the ground. I can see Objective A on Manus Peak being a good example of an objective that is fairly difficult to assault on foot. |
Bojo The Mighty
Zanzibar Concept
1586
|
Posted - 2013.08.27 17:55:00 -
[188] - Quote
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.
Can you elaborate on how turrets will be made more powerful? Are we talking damage buffs or lower heat cost (but that only applies to two types) are we talking more range? |
Our Deepest Regret
Algintal Core Gallente Federation
69
|
Posted - 2013.08.27 17:55:00 -
[189] - Quote
You know what? I gave it some thought and I am really excited.
I think that with these changes, and the right application of skill points, I am finally going to be able to build my BRICK. A HAV with low offensive capabilities that's compensated for that by being nigh unkillable. I'll be able to provide cover fire and shielding for infantry and hold objectives. I'll hold the attention of my enemy, while my team kills them. For Tank V. tank engagements, the strategy will simply be to outlast their offensive burst and then attack or escape.
This is a really big deal, I'm stoked! A tank you can TANK in. That's what I've always wanted. |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 17:59:00 -
[190] - Quote
Skihids wrote:Some of the time they can be more powerful than suits, but most of the time they will be weaker.
Time spent stronger + Time spent more vulnerable = Capability and survivability of a dropsuit.
Vehicle pilots are already complaining about the significant downtime required by this balancing act because it's no fun to sit out the majority of the match. The part they don't seem to understand is that right now they have the 'stonger than infantry' part but are ALWAYS weak against AV (mostly due to lack of proto) ... what this rebalance is trying to achieve is during their 'stronger' window they will be practically invulnerable to equal level AV, but they won't be able to sustain that for long periods without having to retreat during their more vulnerable cooldowns.
They will still likely have matches with lower skilled AV or none at all where they can even survive through their cooldowns, or other matches where they are up against stronger AV or more AV numbers and won't be able to survive a heavy onslaught even during their 'stronger' period. But that's how balance works, so long as it's equally possible to sway in both directions. |
|
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 18:03:00 -
[191] - Quote
Bojo The Mighty 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.
Can you elaborate on how turrets will be made more powerful? Are we talking damage buffs or lower heat cost (but that only applies to two types) are we talking more range? hopefully a resurfacing of the missile turret with high splash damage ability, but quite low ammo counts so it only has a short window of attack before it needs to resupply ... I didn't mind the old missiles, but the non-stop barage was too much.
Edit ... there could be a higher spread variant that does less splash damage over a wider area for more area denial than direct killing ability. |
Kekklian Noobatronic
Goonfeet Top Men.
316
|
Posted - 2013.08.27 18:04:00 -
[192] - Quote
CCP Wolfman,
You mentioned limited Ammunition and Ammunition Cache's, and also refereed to Supply Depots. How do tanks recover ammunition? Is it self-regenerating, but regenerates faster while around Supply Depot? As an Infantry player, if I remove all the Supply Depots from the map(or the tankers themselves do this), how(if at all) will it impact the Tank drivers? |
Needless Sacermendor
Red Fox Brigade
363
|
Posted - 2013.08.27 18:08:00 -
[193] - Quote
Kekklian Noobatronic wrote:CCP Wolfman,
You mentioned limited Ammunition and Ammunition Cache's, and also refereed to Supply Depots. How do tanks recover ammunition? Is it self-regenerating, but regenerates faster while around Supply Depot? As an Infantry player, if I remove all the Supply Depots from the map(or the tankers themselves do this), how(if at all) will it impact the Tank drivers? I'm thinking there would be a need for infantry logistics to be able to resupply vehicles too ... being reliant on logisics vehicles probably won't be enough, so maybe a new variant to nanohives could be added, like the repair tools that offer different levels of repair to vehicles and dropsuits etc. the hives could offer high vehicle but low infantry supply rates, or mix of both etc. |
crazy space 1
Unkn0wn Killers
1584
|
Posted - 2013.08.27 18:13:00 -
[194] - Quote
someone on the CPM please answer me
Where does the minmatar tank and ammar tank fit into this new balance plan?
Why aren't we getting "type 2" tanks as placeholders?
Also I hope ammar laser tank turrets don't need ammo, just have them only overheat. The lower the heat the more damage they do. Lasers use lens that can break, not ammo. |
milo cordelli
We Who Walk Alone
3
|
Posted - 2013.08.27 18:13:00 -
[195] - 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. 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.
How do hives reduce your resistance or survivability? They are equipment slots not you high or low slots they only stand to improve your survivability why should it harm a tanks? You don't have a cool down in your nano hive nor does placing one stop you from firing one placed. |
Noc Tempre
Imperfects Negative-Feedback
2456
|
Posted - 2013.08.27 18:14:00 -
[196] - Quote
Nova Knife wrote: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)
"Large" Remote Repair should still go in the "small" turrets, they just will take a lot more resources. Perhaps the ability to forgo the main turret as well could be in order? |
Skihids
Bullet Cluster
1956
|
Posted - 2013.08.27 18:14:00 -
[197] - Quote
Needless Sacermendor wrote:Skihids wrote:Some of the time they can be more powerful than suits, but most of the time they will be weaker.
Time spent stronger + Time spent more vulnerable = Capability and survivability of a dropsuit.
Vehicle pilots are already complaining about the significant downtime required by this balancing act because it's no fun to sit out the majority of the match. The part they don't seem to understand is that right now they have the 'stonger than infantry' part but are ALWAYS weak against AV (mostly due to lack of proto) ... what this rebalance is trying to achieve is during their 'stronger' window they will be practically invulnerable to equal level AV, but they won't be able to sustain that for long periods without having to retreat during their more vulnerable cooldowns. They will still likely have matches with lower skilled AV or none at all where they can even survive through their cooldowns, or other matches where they are up against stronger AV or more AV numbers and won't be able to survive a heavy onslaught even during their 'stronger' period. But that's how balance works, so long as it's equally possible to sway in both directions.
It's good that they aren't balancing them passive to passive (which is the only thing available to suits), or they would have to effectively BE suits which is how it is today.
I suppose you could classify siege mode as a role unique to vehicles in as far as assaulting heavily defended objectives is very difficult without them.
This could work out if done right, but it's going to require teamwork that is a lacking outside the corp squad level in pubs.
I'd also like to see logistics roles for the dropship so they are good for more than squad insertion. Tanks are going to require a whole lot more support now and that opens up many opportunities. |
crazy space 1
Unkn0wn Killers
1584
|
Posted - 2013.08.27 18:14:00 -
[198] - Quote
milo cordelli wrote: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. 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. How do hives reduce your resistance or survivability? They are equipment slots not you high or low slots they only stand to improve your survivability why should it harm a tanks? You don't have a cool down in your nano hive nor does placing one stop you from firing one placed.
They could just make a low solt module that slowly produces ammo over time.... so you can have some ammo regeneration, but at a cost... |
Bojo The Mighty
Zanzibar Concept
1586
|
Posted - 2013.08.27 18:16:00 -
[199] - Quote
Needless Sacermendor wrote:Bojo The Mighty 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.
Can you elaborate on how turrets will be made more powerful? Are we talking damage buffs or lower heat cost (but that only applies to two types) are we talking more range? hopefully a resurfacing of the missile turret with high splash damage ability, but quite low ammo counts so it only has a short window of attack before it needs to resupply ... I didn't mind the old missiles, but the non-stop barage was too much. Edit ... there could be a higher spread variant that does less splash damage over a wider area for more area denial than direct killing ability. first of all, higher spread less damage is the fragmented missiles secondly I want all turrets, missiles blasters and rails (like they'll have rail guns fixed by 1.5) |
Needless Sacermendor
Red Fox Brigade
364
|
Posted - 2013.08.27 18:16:00 -
[200] - Quote
milo cordelli wrote:How do hives reduce your resistance or survivability? They are equipment slots not you high or low slots they only stand to improve your survivability why should it harm a tanks? You don't have a cool down in your nano hive nor does placing one stop you from firing one placed. You're right I did think of that after I typed it ... but hives do reduce your defenses or offenses by taking up cpu/pg ... I'm wondering if vehicles could use an equipment slot system too ... you could even have Heavy dropsuit equivalents with higher ehp but no equimpent slot !
Edit ... maybe your countermeasures could go in there too ! |
|
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
175
|
Posted - 2013.08.27 18:19:00 -
[201] - Quote
Our Deepest Regret wrote: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? Why did you skill deeply into small turrets if you only wanted them "in order to fit a tank"?
|
Keri Starlight
Psygod9
139
|
Posted - 2013.08.27 18:19:00 -
[202] - Quote
I might have missed something, but... where's the buff?
Dropships and HAV's are currently terribad and you talk about "make base vehicles weak" (aren't they? lol), increase shield delay and make ammo depletable? What? Seriously?
The only positive thing is that small turrets will be removed by the 95% of HAV pilots.
The plan isn't even clear, passive and active modules are exactly as you describe them. Are you giving more power to the active modules? And not to the passive ones? I don't understand.
HP are staying the same?
Shield and Armor %resistance are staying the same?
The number of module slots is staying the same?
PG/CPU are staying the same?
So we've been waiting all this time... for nothing? |
crazy space 1
Unkn0wn Killers
1584
|
Posted - 2013.08.27 18:19:00 -
[203] - Quote
I hope the devs consider more weakpoints... Look at world of tanks. Every different tank has different weak spots. Turrets have different armor level from each side.
In dust if a tank is parked in a way he can be hit by another tank on it's belly it should take 300% more damage. Same with REs, they should be more effective when they are set off under a wheel compared to the body.
stuff like that would help justify buffing tanks, since they are so big if you can get close...
also I'd love it if we could finally stick our REs to a tank.... for less damage obviously since the under belly should be a weakpoint but require more luck /sill to pull off.
but maybe I'm just an idiot with bad ideas |
crazy space 1
Unkn0wn Killers
1584
|
Posted - 2013.08.27 18:20:00 -
[204] - Quote
Keri Starlight wrote:I might have missed something, but... where's the buff?
Dropships and HAV's are currently terribad and you talk about "make base vehicles weak" (aren't they? lol), increase shield delay and make ammo depletable? What? Seriously?
The only positive thing is that small turrets will be removed by the 95% of HAV pilots.
The plan isn't even clear, passive and active modules are exactly as you describe them. Are you giving more power to the active modules? And not to the passive ones? I don't understand.
HP are staying the same?
Shield and Armor %resistance are staying the same?
The number of module slots is staying the same?
PG/CPU are staying the same?
So we've been waiting all this time... for nothing?
They can't change hp/solt layouts/ or pgu/cpu while only having 2 of the 4 tanks released. 2 of the 4 LAVs released. 2 of the 4 Dropships released.
There can be no true balance pass until we have the rest of the content dust is suppose to have but doesn't for some reason. |
Needless Sacermendor
Red Fox Brigade
364
|
Posted - 2013.08.27 18:27:00 -
[205] - Quote
Keri Starlight wrote:I might have missed something, but... where's the buff?
Dropships and HAV's are currently terribad and you talk about "make base vehicles weak" (aren't they? lol), increase shield delay and make ammo depletable? What? Seriously?
The only positive thing is that small turrets will be removed by the 95% of HAV pilots.
The plan isn't even clear, passive and active modules are exactly as you describe them. Are you giving more power to the active modules? And not to the passive ones? I don't understand.
HP are staying the same?
Shield and Armor %resistance are staying the same?
The number of module slots is staying the same?
PG/CPU are staying the same?
So we've been waiting all this time... for nothing? We haven't even got 1.4 yet and you want stats for 1.5 ... come on !
How do you know Dropships and HAVs are 'currently terribad' when you can't even use the proto versions.
and if 95% of pilots will just remove the small turrets then they may aswell remove the seats and they really will be just a big fat dropsuit and will need to be balanced as such. |
Gloomy Cobra
Hostile Acquisition Inc The Superpowers
41
|
Posted - 2013.08.27 18:30:00 -
[206] - Quote
CCP Wolfman wrote:Hi guys,
What we didnGÇÖt want to do was take every element, hurriedly try to rebalance them all in 4 weeks, and then stuff them back in. So, this will be a staged process, one that we will continue to work on over the releases following 1.5.
CCP Wolfman Does that mean in 1.5 we wont have all the modules we currently have in the game right now? I know you want to take this slow and get it right so that all us vehicle users can finally have fun, but with just basic hulls and basic modules how will things even out in 1.5? cuz proto av vs basic stuff just makes things harder, no?
|
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 18:33:00 -
[207] - Quote
Gloomy Cobra wrote:CCP Wolfman wrote:Hi guys,
What we didnGÇÖt want to do was take every element, hurriedly try to rebalance them all in 4 weeks, and then stuff them back in. So, this will be a staged process, one that we will continue to work on over the releases following 1.5.
CCP Wolfman Does that mean in 1.5 we wont have all the modules we currently have in the game right now? I know you want to take this slow and get it right so that all us vehicle users can finally have fun, but with just basic hulls and basic modules how will things even out in 1.5? cuz proto av vs basic stuff just makes things harder, no? He didn't say anything about removing everything but basic hulls ... he said roles and module offerings. |
Spkr4theDead
International-Fleet
494
|
Posted - 2013.08.27 18:33:00 -
[208] - Quote
5Y5T3M 3RR0R wrote:
Ie. active hardeners drop movement by 80% whenever they are active but allow them to work indefinitely.
LOL You obviously don't drive anything.
Mobility is half the battle. The other half is being able to rep back the damage you take fast enough so you don't die. |
Our Deepest Regret
Algintal Core Gallente Federation
69
|
Posted - 2013.08.27 18:35:00 -
[209] - Quote
Vespasian Andendare wrote:Our Deepest Regret wrote: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? Why did you skill deeply into small turrets if you only wanted them "in order to fit a tank"?
I figured if I was going to be forced into having passengers on my ride, they should at least have decent weapons. The damage bonus was also nice for when I'm in another tanker's ride.
Well, now that we don't have to fit small turrets, no one will ever use them (myself included) making it the definitive example of a worthless talent. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1176
|
Posted - 2013.08.27 18:37:00 -
[210] - Quote
Kekklian Noobatronic wrote:CCP Wolfman,
You mentioned limited Ammunition and Ammunition Cache's, and also refereed to Supply Depots. How do tanks recover ammunition? Is it self-regenerating, but regenerates faster while around Supply Depot? As an Infantry player, if I remove all the Supply Depots from the map(or the tankers themselves do this), how(if at all) will it impact the Tank drivers?
Maybe if there was some passive ammo regen when out of combat? |
|
|
|
|
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 |