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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Charlotte O'Dell
0uter.Heaven
1207
|
Posted - 2013.08.27 20:16:00 -
[241] - Quote
Spkr4theDead wrote:Harpyja wrote:So if an idiot starts shooting my Gunnlogi with an AR, my recharge will stop, WTF?
I think that there should be NO recharge delay for vehicle shields. They should make it so that small arms do absolutely zero damage to tanks. Good point |
Xender17
Ahrendee Mercenaries EoN.
495
|
Posted - 2013.08.27 20:18:00 -
[242] - Quote
Good god If we don't get a respect there is gonna be an uproar. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1337
|
Posted - 2013.08.27 20:19:00 -
[243] - Quote
Something else I've noticed, not all supply depots are in a position accessible to vehicles. For instance, the one in the Orbital Artillery outpost and Biomass Outpost.
And perhaps there should be an infantry equipment to resupply vehicle ammo (perhaps integrate this with a current piece of equipment) and perhaps as well an inherent ability of the logistics dropship to resupply ammo - this would work similarly to armor/shield transporters except that needs to change as well since it is hard to obtain a lock. I like what one person suggested earlier about activating this feature and then every vehicle within the area of affect is automatically targeted. |
Flyingconejo
KILL-EM-QUICK RISE of LEGION
253
|
Posted - 2013.08.27 20:26:00 -
[244] - Quote
To be honest, what I've read so far looks like a nerf to vehicles, but we won't really know if you don't tell us the numbers.
CCP, we can't give you meaningful feedback without numbers.
All we have are vague worlds like "long cool down timers", "short engagements", "ultra long cool down timers", "too slow to be used in the heat of battle", etc.... For all we know it could be a buff, but until you give us proper numbers we wont be able to give you good feedback.
We need numbers like:
- Hull specifics: ISK cost, slot layout, CPU/PG, base HP, etc...
- Module specifics: ISK cost, CPU/PG requirements, bonus, duration, cooldown, etc...
- Turret specifics: ISK cost, CPU/PG requirementes, damage, ammo, rof, etc...
There are a lot of experienced pilots and AV guys in the community. Give them those numbers in advance, and they will help you make this work. |
Lillica Deathdealer
Mango and Friends
259
|
Posted - 2013.08.27 20:34:00 -
[245] - Quote
With any luck, wolfman and his crew are looking at this from the viewpoint of tanks today and based on the announced changes, he is. Smaller vehicles kill infantry. Light turrets mounted on LAVs and MAVs are used to assist infantry by killing infantry. HAVs, such as our friendly neighborhood tank are good at killing LAVs, MAVs, and other HAVs. Infantry with AV can kill the smaller vehicles, but taking out HAVs requires a serious team effort. I think wolfman's idea of increasing turret power but limiting ammo is right in line with this. Many types of tanks will avoid wasting ammunition on infantry and instead focus on dropping hard targets like vehicles and installations, along with fulfilling a type of siege role. Thats not to say investing in ammo storage upgrades wont enable a little variety, but it will make them more susceptible to infantry that they are killing and other tanks because they'll sacrifice some defenses. As for the vehicle recall, keep in mind that more powerful turrets mean your tank could very easily get popped by an enemy tank if you recall it and bring it back in, along with allowing the enemy tank to re-position itself to get an advantage.
Dropships without guns will be able to function as much beefier dropships (yay!) and we have yet to see what the new LAV will be like. |
FATPrincess - XOXO
Shining Flame Amarr Empire
468
|
Posted - 2013.08.27 20:34:00 -
[246] - Quote
LOL finite ammo...
-XOXO |
X-eon
Molon Labe.
28
|
Posted - 2013.08.27 21:09:00 -
[247] - Quote
I saw no mention of shield transporters or remote armor repairs. :/ No pros/cons on light or heavy ones? I know most of this is a revamp to Tanks but I like being a support LAV |
Gelhad Thremyr
QcGOLD
1
|
Posted - 2013.08.27 21:28:00 -
[248] - Quote
I do not know if your game designer thought about having vehicles that can be DISABLED on the battlefield needing repairs, but giving some measure of cover for infantry. One of the advantage of slow moving vehicles is that they cover a direction.
For example, having a disabled threshold for the armor so the vehicle stops moving and or shooting, then another one that makes the vehicle simply explode if fired upon enough with larger explosive weapons. This could pave the way to ground based troop moving vehicles that have Mobile CRU inside them like in Battlefield 3. Of course there is the Barge, but it covers another area entirely and are difficult to master.
The Idea of vehicle state being 1 or 0, meaning fully functional until the last HP then boom you die is a little Odd for things that should be fixable on the Battlefield and it would enhance the nano tool utility.
I do understand the need for making vehicles disappear because there is only that much RAM on the PS3, but you are cutting some strategic possibilities if you do not try to explore what is taken for granted in other great games like BF.
My simple two cents.... |
Blaze Ashra
Holdfast Syndicate Amarr Empire
3
|
Posted - 2013.08.27 21:54:00 -
[249] - Quote
Needless Sacermendor wrote: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 ?
Because you're already hiding on the tallest point with a clear view of the the entire battlefield sitting on top of nanohives and capable of destroying all vehicles except LLAV's and HAV's with a single glip before the even hit the ground or have a chance to activate a single module. |
Flux Raeder
WarRavens League of Infamy
167
|
Posted - 2013.08.27 21:54:00 -
[250] - Quote
dustwaffle wrote:Lurchasaurus wrote:Sardonk Eternia wrote:I hate to be a pessimist but all I read was "we have no idea how to fix vehicles so we are trying a bunch of stupid ****" it's going to be a long time before vehicles are fun to drive, boys and girls. while many things are basically exactly what we have right now, im guessing roles will be more exaggerated, i.e. shield tanks are weak but with regen up the ass while armor tanks are slow moving turrets. digging the turret ammo honestly. As a tanker, what are your thoughts on how they should be replenished while IN battle? Other than supply depots of course. Logi LAV with a new Large Ammunition nanohive. Promote some teamwork and give the LAVS an actual role |
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DeathwindRising
ROGUE SPADES EoN.
42
|
Posted - 2013.08.27 22:06:00 -
[251] - Quote
dustwaffle wrote:Lurchasaurus wrote:Sardonk Eternia wrote:I hate to be a pessimist but all I read was "we have no idea how to fix vehicles so we are trying a bunch of stupid ****" it's going to be a long time before vehicles are fun to drive, boys and girls. while many things are basically exactly what we have right now, im guessing roles will be more exaggerated, i.e. shield tanks are weak but with regen up the ass while armor tanks are slow moving turrets. digging the turret ammo honestly. As a tanker, what are your thoughts on how they should be replenished while IN battle? Other than supply depots of course.
none. you have to go back to a supply depot... but ammo should regen very slowly with with the ammo cache mod |
Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
74
|
Posted - 2013.08.27 22:08:00 -
[252] - Quote
Aero Yassavi wrote:
Finite ammo. That sounds great, but what about the sniper tanks who sit back in the redzone. They are either really close to a redzone supply depot or can easily recall their HAV and then request it again for full ammo (yes infantry can do this too at supply depots but they need a supply depot, vehicles can get a fresh vehicle at any time). I suggest 1) remove redline supply depots and 2) track ammo remaining when a vehicle is recalled and keep it at the same level if called back in within a certain time frame.
still easy to get around Copy fitting ok maddy rail fitting 1 ammo is out let's call in maddy rail fitting 2 ect ect. easy to get around. |
Sir Snugglz
Red Star. EoN.
51
|
Posted - 2013.08.27 22:15:00 -
[253] - Quote
This is what I want for my Dropship. https://www.youtube.com/watch?v=eSddJrmc3s0 |
Blaze Ashra
Holdfast Syndicate Amarr Empire
3
|
Posted - 2013.08.27 22:34:00 -
[254] - Quote
Needless Sacermendor wrote:Needless Sacermendor wrote:Our Deepest Regret wrote:Skihids wrote:Kage Roth wrote:I still want a stasis webifier deployable to equip to infantry. Say it would slow vehicles down 60% for 60 seconds in an 8 meter radius when activated. Long enough to counter active mods. It would take luck to get the vehicle on top of it and coordination to let a squad take advantage of it, but that would finally put a stop to those HAVs that just run when they take any damage and then are back in two minutes. Or encourage them to have teammates nearby who can jump out and kill you while you are holding your webifier. No passengers without small turrets! Tanks are going full lone wolf now. Can I still get kill assists for jumping in your empty seats ... sounds like a great way to AFK farm :-/ Edit ... it's a good point though, would not fitting a turret remove the seat ... or could it still be used as transport ? And that brings to mind another important point ... PLEASE REMOVE WP FOR ASSITS IN VEHICLES ! I'm sure vehicles drivers would generally agree ... There's no reason to give assists to people in passenger seats unless they damaged the target ... The owner fine ... maybe even if he's not in the vehicle ie. call in 2 vehicles and get assists off both ... but not for passengers who just jumped in and get points for someone elses kills ! Edit ... Sheepishly asks 'They haven't done this already have they ?'
So you want to take away the ONLY WAR POINTS Dropship pilots can possibly get without being assault dropships? **** that. |
Henchmen21
Planet Express LLC
157
|
Posted - 2013.08.27 22:38:00 -
[255] - Quote
So no active armor reps.... so very glad you buffed Swarms. Not like they can reach me from half the map away and go around cover. Oh hey then there is forge guns that do the same damage as tanks. Now there would be no reason I'd have to have a sudden injection of armor reps or anything, because the only threat to my tank is from other tanks that I willingly engage with. FFS you can't be serious. |
Soldner VonKuechle
SAM-MIK
99
|
Posted - 2013.08.27 22:44:00 -
[256] - Quote
Blaze Ashra wrote:Needless Sacermendor wrote:Needless Sacermendor wrote:Our Deepest Regret wrote:Skihids wrote:
Or encourage them to have teammates nearby who can jump out and kill you while you are holding your webifier.
No passengers without small turrets! Tanks are going full lone wolf now. Can I still get kill assists for jumping in your empty seats ... sounds like a great way to AFK farm :-/ Edit ... it's a good point though, would not fitting a turret remove the seat ... or could it still be used as transport ? And that brings to mind another important point ... PLEASE REMOVE WP FOR ASSITS IN VEHICLES ! I'm sure vehicles drivers would generally agree ... There's no reason to give assists to people in passenger seats unless they damaged the target ... The owner fine ... maybe even if he's not in the vehicle ie. call in 2 vehicles and get assists off both ... but not for passengers who just jumped in and get points for someone elses kills ! Edit ... Sheepishly asks 'They haven't done this already have they ?' So you want to take away the ONLY WAR POINTS Dropship pilots can possibly get without being assault dropships? **** that.
no bud, he means the +35 Vehicle Kill Assist you get for just riding along in a tank, not the +25 Kill Assist you get for damaging an enemy. |
TunRa
Gravity Prone EoN.
90
|
Posted - 2013.08.27 22:50:00 -
[257] - Quote
Add a second gun for the top of the Large turrent. I mean the blaster turrent implys one so why not add it? |
Stands Alone
Ultramarine Corp
80
|
Posted - 2013.08.27 22:55:00 -
[258] - Quote
More on the PILOT SUITS?!?!??! |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
85
|
Posted - 2013.08.27 22:56:00 -
[259] - Quote
Why not just make tanks and other vehicles weaker but much cheaper? This would allow them to be economically sustainable while still being fairly fun and challenging for both parties. |
TEX 79
Condotta Rouvenor Gallente Federation
1
|
Posted - 2013.08.27 23:14:00 -
[260] - Quote
Thank you for help with tanking. There is only about 13 ways to kill a tank. Installation,tanks,dropships,forge guns(walking railgun turrets),swarmers,plasma cannons,av and flux gernades, your own teams LAVs,their lavs,orbitals, and any combo there of.It's been crazy when 50 cents worth of gernades or a 27,ooo isk forge gun can destroy a 1 to 2.5 million isk tank. I guess removing turretts will help with the blueberries that you have killed for the last few games that can now enter your tank,give away your postion, distracting you enough to get you destroyed and not allow you recall your tank before it blows up. I guess i need to make a bug ticket about how the gunlogi backs up opposite direction everytime you back up. You try to back up left and it goes right,you push the toggle right and it keeps going right, you go back left and it keeps going right, by then your dead. Repers, and untracking take split second timing and you might survive. Tanking is expensive and I stay broke all the time.even with aurum tank and turrets just buying the modes to fill it with isk. Thanks for any help you can give us. It is greatly appreciateed. Love the game for now. |
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Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
744
|
Posted - 2013.08.27 23:16:00 -
[261] - Quote
Flyingconejo wrote:To be honest, what I've read so far looks like a nerf to vehicles, but we won't really know if you don't tell us the numbers.
CCP, we can't give you meaningful feedback without numbers.
All we have are vague worlds like "long cool down timers", "short engagements", "ultra long cool down timers", "too slow to be used in the heat of battle", etc.... For all we know it could be a buff, but until you give us proper numbers we wont be able to give you good feedback.
We need numbers like:
- Hull specifics: ISK cost, slot layout, CPU/PG, base HP, etc...
- Module specifics: ISK cost, CPU/PG requirements, bonus, duration, cooldown, etc...
- Turret specifics: ISK cost, CPU/PG requirementes, damage, ammo, rof, etc...
There are a lot of experienced pilots and AV guys in the community. Give them those numbers in advance, and they will help you make this work.
I think you're missing the point of this thread. We've been asking CCP for months now not to just post numbers up right before a patch is released, but to engage the community in more advanced discussion about design intent - before they even get to the stage where numbers start being adjusted. Thankfully, they've obliged and I hope that this is the beginning of a new trend. It's exactly the sort of communication that the CPM has been pushing for.
When balancing anything, whether its weapons, dropsuits, or vehicles - you have to start with an outline of how you want the game to play out on the battlefield - and this discussion doesn't have to include numbers in any way. Once you establish good goals, numbers become the means to an end - the tools with which you execute a design strategy. Typically, all players have received in the past are those numbers - and without the accompanying discussion of intent. This is completely backwards: there is little value in CCP wasting time balancing numbers according to a plan that the players may or may not agree with. What's the point in "fixing" vehicles if CCP disagrees on what needs to be fixed?
All that to say - numbers come in to play towards the end of this discussion, once goals are tweaked and finalized. If there's any major red flags here, CCP is saving a ton of time and money by allowing you to point them out now before they sit down to crunch numbers.
This is also why all the QQ about "OMG THIS NERFS MY ________" is fairly irrelevant and premature - no one should be making assumptions about other variables (AV weaponry, WP accrual) being fixed. AV will certainly need adjustment, that goes without saying. Again, tweaking AV numbers to balance against this new design strategy is something that is done during its execution - not during the initial community sanity-check, which is what this thread is really about. Once they move into the number-tweaking phase, you can than evaluate the values adjusted based on the criteria established by the design strategy: They'll clearly either support the concept or they won't.
Many thanks to those that HAVE been patient and realize that this sort of communication is exactly what we want to encourage CCP to participate in - and shelved the bitching and moaning about buffs, nerfs, and numbers for the time being to focus on the merits (or lack thereof) in the strategy outlined in the OP. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
3
|
Posted - 2013.08.27 23:24:00 -
[262] - Quote
Heinrich Jagerblitzen wrote:Flyingconejo wrote:To be honest, what I've read so far looks like a nerf to vehicles, but we won't really know if you don't tell us the numbers.
CCP, we can't give you meaningful feedback without numbers.
All we have are vague worlds like "long cool down timers", "short engagements", "ultra long cool down timers", "too slow to be used in the heat of battle", etc.... For all we know it could be a buff, but until you give us proper numbers we wont be able to give you good feedback.
We need numbers like:
- Hull specifics: ISK cost, slot layout, CPU/PG, base HP, etc...
- Module specifics: ISK cost, CPU/PG requirements, bonus, duration, cooldown, etc...
- Turret specifics: ISK cost, CPU/PG requirementes, damage, ammo, rof, etc...
There are a lot of experienced pilots and AV guys in the community. Give them those numbers in advance, and they will help you make this work. I think you're missing the point of this thread. We've been asking CCP for months now not to just post numbers up right before a patch is released, but to engage the community in more advanced discussion about design intent - before they even get to the stage where numbers start being adjusted. Thankfully, they've obliged and I hope that this is the beginning of a new trend. It's exactly the sort of communication that the CPM has been pushing for. When balancing anything, whether its weapons, dropsuits, or vehicles - you have to start with an outline of how you want the game to play out on the battlefield - and this discussion doesn't have to include numbers in any way. Once you establish good goals, numbers become the means to an end - the tools with which you execute a design strategy. Typically, all players have received in the past are those numbers - and without the accompanying discussion of intent. This is completely backwards: there is little value in CCP wasting time balancing numbers according to a plan that the players may or may not agree with. What's the point in "fixing" vehicles if CCP disagrees on what needs to be fixed? All that to say - numbers come in to play towards the end of this discussion, once goals are tweaked and finalized. If there's any major red flags here, CCP is saving a ton of time and money by allowing you to point them out now before they sit down to crunch numbers. This is also why all the QQ about "OMG THIS NERFS MY ________" is fairly irrelevant and premature - no one should be making assumptions about other variables (AV weaponry, WP accrual) being fixed. AV will certainly need adjustment, that goes without saying. Again, tweaking AV numbers to balance against this new design strategy is something that is done during its execution - not during the initial community sanity-check, which is what this thread is really about. Once they move into the number-tweaking phase, you can than evaluate the values adjusted based on the criteria established by the design strategy: They'll clearly either support the concept or they won't. Many thanks to those that HAVE been patient and realize that this sort of communication is exactly what we want to encourage CCP to participate in - and shelved the bitching and moaning about buffs, nerfs, and numbers for the time being to focus on the merits (or lack thereof) in the strategy outlined in the OP.
I am getting the point that CCP pays no attention to problems facing tanks. -Invisible Swarmers. -Active Boosters failing to Activate. -No Locking tone to warn them of missles. -Cheap Forge guns with abilities to do damage that rivals a tank turret. -Grenades that inflict TERRIBLE damage to them. -Dropships being paper soaked in gasoline. -A complete LACK of understanding about a tank being a mobile weapons platform and turning it into a "fast attack with long cooldowns" vehicle.
Here is a link so they can get an idea of what a tank should be.... http://en.wikipedia.org/wiki/Tank
|
Iron Wolf Saber
Den of Swords
7819
|
Posted - 2013.08.27 23:31:00 -
[263] - Quote
ABadMutha13 wrote:I am getting the point that CCP pays no attention to problems facing tanks. -Invisible Swarmers. -Active Boosters failing to Activate. -No Locking tone to warn them of missles. -Cheap Forge guns with abilities to do damage that rivals a tank turret. -Grenades that inflict TERRIBLE damage to them. -Dropships being paper soaked in gasoline. -A complete LACK of understanding about a tank being a mobile weapons platform and turning it into a "fast attack with long cooldowns" vehicle. Here is a link so they can get an idea of what a tank should be.... http://en.wikipedia.org/wiki/Tank
Say hi to anti tank
http://en.wikipedia.org/wiki/Anti-tank_warfare
Generally means that you die in the first hit. If it doesn't die in the first hit it was a bad anti tank method. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
4
|
Posted - 2013.08.27 23:34:00 -
[264] - Quote
Soldner VonKuechle wrote:Blaze Ashra wrote: So you want to take away the ONLY WAR POINTS Dropship pilots can possibly get without being assault dropships? **** that.
no bud, he means the +35 Vehicle Kill Assist you get for just riding along in a tank, not the +25 Kill Assist you get for damaging an enemy.
I know that's what he meant. Asking for them to remove vehicle assist war points is bullshit. This is a tanker issue. The only viable way to play as a gunship is extremely risky. Our gunners aren't even protected. We have to stay in a position to hope that the gunner can kill, were stuck with what we get, and now dealing with less ammo. We don't even know what's going to be done to the active modules which are our only saving graces and have no counter measures to deal with rail guns, forge guns and after 1.4 drops swarm launchers.
Every vehicle balance suggestion put forth from these guys is from the tankers perspective. If were going to be balanced against as tanks then we should have comparable survivability. Why should we have less hp than a basic LAV? Why should we have less resistance than a LLAV? Why should we not even be able to slay unless we spend 1/2 a mi? Why are there no incentives for infantry to help vehicles? Why can we not even triage infantry and get war points? Why the hell is there only one way for us to get war points?
We don't want it to be exploitable is the reason that I see given and that's fine, but ******* us out of the only war points we can possibly get while rail tankers and forge gunners can own the entire map from redline central is not balanced at all. |
gbghg
L.O.T.I.S.
3314
|
Posted - 2013.08.27 23:54:00 -
[265] - Quote
Nice post wolfman, that entire post made me happy, lots of good and interesting changes, I particularly liked the ammo proposal, but as other have requested, we're going to need more details on the how it restocked side of things.
As others have said numbers would be nice, but I imagine that they're still be being fiddled with at this point and that you probably don't want to post them while your still sorting things out, still thank you for posting these design ideas this early on, it's appreciated (as you can probably tell by now).
I'm also pleased to hear that you've decided to focus on the basics of vehicles, I can't tell you how happy this makes me, you can't build a house in one go, you have to start with the foundations. Hopefully this approach will lead to much better balance.
However as others have stated I have concerns about proto AV, it seriously warrants a look at and perhaps removal alltogether, tiers seriously mess up any balancing act, vehicle users will argue quite logically that vehicles need to be balanced against proto av, due to the fact that this is what is encountered at the PC level, however doing so will lead to tanks seeming OP against standard level AV, and the opposite situation would occur if tanks are balanced against standard AV. |
Soldner VonKuechle
SAM-MIK
100
|
Posted - 2013.08.27 23:56:00 -
[266] - Quote
Blaze Ashra wrote:Soldner VonKuechle wrote:Blaze Ashra wrote: So you want to take away the ONLY WAR POINTS Dropship pilots can possibly get without being assault dropships? **** that.
no bud, he means the +35 Vehicle Kill Assist you get for just riding along in a tank, not the +25 Kill Assist you get for damaging an enemy. I know that's what he meant. Asking for them to remove vehicle assist war points is bullshit. This is a tanker issue. The only viable way to play as a gunship is extremely risky. Our gunners aren't even protected. We have to stay in a position to hope that the gunner can kill, were stuck with what we get, and now dealing with less ammo. We don't even know what's going to be done to the active modules which are our only saving graces and have no counter measures to deal with rail guns, forge guns and after 1.4 drops swarm launchers. Every vehicle balance suggestion put forth from these guys is from the tankers perspective. If were going to be balanced against as tanks then we should have comparable survivability. Why should we have less hp than a basic LAV? Why should we have less resistance than a LLAV? Why should we not even be able to slay unless we spend 1/2 a mi? Why are there no incentives for infantry to help vehicles? Why can we not even triage infantry and get war points? Why the hell is there only one way for us to get war points? We don't want it to be exploitable is the reason that I see given and that's fine, but ******* us out of the only war points we can possibly get while rail tankers and forge gunners can own the entire map from redline central is not balanced at all. Edit: Sorry about the rant. This is just my point of view. Please lets not derail the thread over hypothetical. I just wish there was some consideration for alternative play styles when making suggestions.
I get what you mean know, ill agree, fully removing ut would be bad for you as a unit. Perhaps tweaking it is in order, for example, reversing the wp scheme while in a vehicle: +40 for a kill assist and +20 for a vehicle kill assist. I'm not a fan of free points when there are so many other aspects of vehicles and the game in general that need wp tweaks, but I think this could sate people for now |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
244
|
Posted - 2013.08.28 00:02:00 -
[267] - Quote
TITANIC Xangore wrote:ADAM-OF-EVE wrote:ammo will be dropped in by dropships You mean the non existant dropships cause they are being blown out of the air by the OP swarms now?
the only function i can think of for dropshits are to get snipers to high ground other than that they just fly around do nothing , AFK in the air , spectator
unless dust gets BIGGER maps , dropships are useless |
Bojo The Mighty
Zanzibar Concept
1592
|
Posted - 2013.08.28 00:16:00 -
[268] - Quote
From DS Pilot Perspective: Small Turrets- I think it's honestly about time vehicles had ammunition. However I really hope that that buff that you have not gone into detail on is there and loud. I like the ability now to go without small turrets because that just opens up so many possibilities and different breeds of DS. However restocking ammunition is going to be bad, due to poor positions of most supply depots and the constant threat of a forge, especially when immobile.
Active vs Passive Modules: I really hope that passive modules were not nerfed to the point where active modules are a clear winner. I also noticed that Armor Repair is now passive (as of 1.5). That means it is inferior to the current armor repair and Armor vs Swarms is a clear nerf to armor reps. I know, they aren't active as of 1.5 but it was damn nice to have a module negate those damn swarms. It would be completely different if swarms were only dumbfire. Then, armor reps negating them would not matter because you lost due to skill (a placed shot, not locked on). But because swarms can just lock on and follow, it was almost necessary to have an active module (if armor tanked) negate the swarms. It was like our Counter Measure.
I'm interested in this "Proper Feedback" and "Clear Usage Profile". I don't think I have the right picture to discuss.
I think that the clear usage profile though will help vehicle users understand which vehicle is good for them. Looking at this information Wolfman I clearly want to go to Grimsnes now. However I understand the "No respecs" stuff.
The nerf on shield regen is absolutely going to kill some pilots. I know that such things were necessary on LAVs and HAVs but man, when you are the most visible thing on the field, good god. However it seems like the Shield Booster kickstart is reasonable. But let me just say this: Infantry weapons (ARs, ScRs, etc) should not have a debilitating effect. Right now, our shields just regen through it. But with the new delays, I don't want to get boned over because a WILLY shot his pistol at my ship.
@gbghg: You would sneak tiercide into here |
gbghg
L.O.T.I.S.
3315
|
Posted - 2013.08.28 00:23:00 -
[269] - Quote
I'll sneak it in anywhere I can, my opinion on tiers has not changed, and every vehicle user will back me where proto AV us concerned, it's seriously OP right now. Also as Zdub pointed out in another thread, the existence of tiers actually shows and promotes that dust is built on a P2W model at it's core, food for thought.
Also, IWS mentioned it first :p. |
Soldner VonKuechle
SAM-MIK
101
|
Posted - 2013.08.28 00:31:00 -
[270] - Quote
gbghg wrote:I'll sneak it in anywhere I can, my opinion on tiers has not changed, and every vehicle user will back me where proto AV us concerned, it's seriously OP right now. Also as Zdub pointed out in another thread, the existence of tiers actually shows and promotes that dust is built on a P2W model at it's core, food for thought.
Also, IWS mentioned it first :p.
Ever since The Great Tiericide of EVE, I ve been a believer in it... but we'd need roles. .. and tech II things. .. so here's hoping Wolfmans got a plan for that as well. |
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