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CCP Wolfman
C C P C C P Alliance
1404
|
Posted - 2013.08.27 09:05:00 -
[1] - Quote
Hi guys,
As promised the other day here is an overview on the changes to vehicle gameplay weGÇÖre currently working on for 1.5 and beyond. 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. This will allow us to see how things play out in the game, get community feedback and incorporate that information in to the ongoing work. Ok, here goesGǪ
THE GOAL
Make vehicles fun.
THE PLAN
The goal is a simple one. The plan, however, is somewhat more intricate and will be implemented in a number of stages over the coming days and weeks:
Remove GÇ£noiseGÇ¥ so that we can focus on the core archetypes. Right now there are simply too many things doing too much all at once. Module offerings will be streamlined to just the most necessary archetypes. Once weGÇÖve established a solid foundation weGÇÖll start to introduce types and build back out. Similarly, vehicle roles will be reduced and then re-implemented properly once the base interactions are working well. Skill bonuses will be adjusted.
Rebuild with a clear combat philosophy in mind. There are a number of issues with vehicle combat at the moment, but most of these are symptomatic of a bigger issue: vehicles have no clear role on the battlefield. Vehicles need to be powerful, but not overpowered. They need to be vulnerable, but not weak. TheyGÇÖve been all of these things at various points in DUSTGÇÖs development, but theyGÇÖve never quite found their niche. We hope to correct that by:
- Make base vehicles susceptible. An unfitted vehicle is little more than a weak hull. Base HP does not make a vehicle powerful. Only through fitting can a vehicle become a true threat on the battlefield.
- 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.
- Clear usage profiles for modules so players intuitively know and understand why itGÇÖs better to use a particular module or set of modules in a given situation.
- Proper feedback so that itGÇÖs easier to understand what is happening (e.g. an HAV has activated shield hardeners) and how to counter it.
- 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.
Expand Once weGÇÖre confident weGÇÖve gotten the base balance right weGÇÖll start to add back in things weGÇÖve removed as well as introduce new elements to the mix. Pilot dropsuits, improved roles, increased infantry and vehicle interplay, and new turret types for a start.
Active vs. Passive modules
WeGÇÖre rebuilding everything with the idea that active modules will allow a vehicle to survive a single encounter, while passive modules increase its long-term surviveability across multiple encounters. Active modules will provide very significant bonuses, but once used their long recharge times leave a lone vehicle vulnerable to any follow-up attacks. Passive modules on the other hand provide permanent bonuses that are comparatively small. The breakdown is as follows:
Active
- Large, temporary bonuses
- High PG/CPU costs
- Single encounter surviveability
Passive
- Small, persistent bonuses
- Comparatively low PG/CPU costs
- Multiple encounter surviveability
Module Types
These are the modules that weGÇÖll be focusing on in our first-pass rebalance:
Armor/Shield Hardeners (A): Massive, temporary reduction to damage received.
- Used to survive short, high-DPS situations. Long cool down times discourage overuse.
Armor Plates / Shield Extenders (P): Small permanent HP increase
- Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor)
Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times.
- Last-ditch injection of HP and a kick-start to shield recharge.
Armor Repairers (P): Speed up HP recovery outside of combat
- Used to make running repairs between battles (too slow to be of real use in the heat of battle)
Damage Amplifiers (A): Massive, temporary increase to damage dealt.
- Used to GÇ£punch above your weight classGÇ¥ or to restore something like parity to the playing field when hardeners are used.
Ammo Cache (P): Increases the amount of on-board ammunition available to turrets.
- Used to increase ammo capacity. Useful when not near a supply depot.
Armor vs. Shields
The low HP, constant regen rate of vehicle shields previously used offered no real pros/cons. Vehicles now have much higher shield recharge rates than before, but to compensate they also have higher shield recharge delays. When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one.
Shield
- Low HP ceiling, fast regen, hit-and-run.
- More shields increases shield regen delay.
- Once depleted, shields take a long time to kick back in.
Armor
- High HP ceiling, slow regen, stand-and-deliver.
- More armor slows you down.
- Armor has no native regen.
Turrets
- As mentioned above, weGÇÖll be adding a...
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dustwaffle
Gravity Prone EoN.
337
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Posted - 2013.08.27 09:05:00 -
[2] - Quote
First! |
Iron Wolf Saber
Den of Swords
7774
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Posted - 2013.08.27 09:08:00 -
[3] - Quote
needs glue. Blue glue. |
Lurchasaurus
SVER True Blood Public Disorder.
1017
|
Posted - 2013.08.27 09:13:00 -
[4] - Quote
i just jizzed my pants |
Aderek
HavoK Core RISE of LEGION
40
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Posted - 2013.08.27 09:15:00 -
[5] - Quote
Finity ammo! Thats very good news :|) But, where we can refill? In suply depot or HAV nanohives or nornal nanohives? :)
Good hunting! |
meri jin
Goonfeet Top Men.
247
|
Posted - 2013.08.27 09:18:00 -
[6] - Quote
CCP Wolfman wrote: Turrets
- As mentioned above, weGÇÖll be adding ammunition to turrets.
- Small turrets are no longer mandatory when fitting a vehicle. This should allow for more interesting vehicle setups than before.
I think that's enough for now! We're looking forward to hearing what you think CCP Wolfman
If I don't have small turrets on my tank, does that mean that other players can't join my tank? That would be a way to "lock" the tank.
Will recalling the tank refill some ammo over time? Do you have something to prevent stealing tanks, or kick out people of my tank? |
Himiko Kuronaga
SyNergy Gaming EoN.
1344
|
Posted - 2013.08.27 09:22:00 -
[7] - Quote
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. |
DAMIOS82
Unkn0wn Killers
27
|
Posted - 2013.08.27 09:22:00 -
[8] - Quote
Looks interresting and kinda look forward to the different roles the vehicles will start to play. however i might aswell ask it and that is what will happen to OP AV weapons in the future, since these changes kinda makes us more of sitting ducks, just waiting to be killed or resupplied. Also will these ammo changes be implemented in the future for turrets installations, but with more hp offcourse since now there just like paper? |
Lurchasaurus
SVER True Blood Public Disorder.
1019
|
Posted - 2013.08.27 09:25:00 -
[9] - 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.
there is truth to this.
CCP, please dont just do a rehashed version of what we already have.... |
dustwaffle
Gravity Prone EoN.
337
|
Posted - 2013.08.27 09:25:00 -
[10] - Quote
Overall, good decision making process and looks like vehicles might be worth speccing into!
Quote: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. How would the ammo be replenished? Nanohives ? I can envision rolling up to a friendly supply depot, and this would add a strategic layer to it as well. Also, would recalling vehicles and re-deploying them replenish the ammo count? If yes, this change *might* be a bit meaningless, as railtankers would just sit behind redline to sniper and recall/redeploy ad infinitum.
Quote:Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times. Last-ditch injection of HP and a kick-start to shield recharge. Without an armor equivalent, we go back to the dropsuit trend of shield tanking > armor tanking. While this is consistent with the EVE world where shield active tanking is made for 'burst tanking' and armor is made for sustained tanking, the option to fit multiple armor reppers should be there, and maybe introduce a limiting factor like capacitor etc? |
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Iron Wolf Saber
Den of Swords
7774
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Posted - 2013.08.27 09:26:00 -
[11] - Quote
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. |
dustwaffle
Gravity Prone EoN.
337
|
Posted - 2013.08.27 09:28:00 -
[12] - 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. 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. |
dustwaffle
Gravity Prone EoN.
337
|
Posted - 2013.08.27 09:29:00 -
[13] - 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. So can we understand from this post, that tiericide is on its way? \o/ |
Lurchasaurus
SVER True Blood Public Disorder.
1022
|
Posted - 2013.08.27 09:30:00 -
[14] - 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.
i dont see any whining. please keep your negativity out of this great thread |
dustwaffle
Gravity Prone EoN.
337
|
Posted - 2013.08.27 09:32:00 -
[15] - Quote
Lurchasaurus wrote: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. i dont see any whining. please keep your negativity out of this great thread :) |
Iron Wolf Saber
Den of Swords
7774
|
Posted - 2013.08.27 09:32:00 -
[16] - Quote
dustwaffle wrote: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. So can we understand from this post, that tiericide is on its way? \o/
I am example mating on what a tericide might look like in Dust. |
Lurchasaurus
SVER True Blood Public Disorder.
1022
|
Posted - 2013.08.27 09:33:00 -
[17] - Quote
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? |
Torr Wrath
Subdreddit Test Alliance Please Ignore
786
|
Posted - 2013.08.27 09:35:00 -
[18] - Quote
Lurchasaurus wrote: Do you intend to temporarily remove/replace current proto AV during this period?
Considering that in 1.4 the mathhammer says that the most dangerous proto av got buffed? Unlikely :P But lets see what CCP has to say. |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
173
|
Posted - 2013.08.27 09:38:00 -
[19] - Quote
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. |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 09:43:00 -
[20] - Quote
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. |
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Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 09:48:00 -
[21] - Quote
CCp, Please understand you will need to put in some kind of mechanism to stop people from redline sniping with a railgun with infinite ammo via uncontested RDV swaps. Do not make it stupid like making it ridiculously inconvenient to recall and call in tanks, but be aware people WILL take advantage of this. |
dustwaffle
Gravity Prone EoN.
340
|
Posted - 2013.08.27 09:50:00 -
[22] - Quote
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. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
2
|
Posted - 2013.08.27 09:53:00 -
[23] - Quote
So what's the durations proposed for active modules cooldown and activated phases? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2138
|
Posted - 2013.08.27 09:54:00 -
[24] - Quote
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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2138
|
Posted - 2013.08.27 09:55:00 -
[25] - 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.
Logistics LAVs or Dropships with some sort of Ammo sharing module (with finite reserves). |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 09:56:00 -
[26] - 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.
obviously supply depots lol but it would be interesting to have some kind of module that can passively regen ammo at a slow rate or have an ammo transporter, like a LLAV can have a module that acts like a repair beam, only it gives ammo in the form of nanites to the tank. the module can run out obviously like a nanohive and the lav itself would have to replenish its module. Kind of like an ammo runner.
tank nanohives
other than that, it would be too unbalanced, as infantry only have nanohives and depots to resupply for themselves aswell. cant give tanks a stupid buff like that. |
Himiko Kuronaga
SyNergy Gaming EoN.
1345
|
Posted - 2013.08.27 09:57:00 -
[27] - 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.
It's not whinage.
If you remove the part about ammo, basically nothing Wolfman said here is any different at all to what we currently have, except the modules will be dumbed down even further.
I don't need to see the implementation because it's already implemented. He did not announce anything new. |
ChromeBreaker
SVER True Blood Public Disorder.
1028
|
Posted - 2013.08.27 09:57:00 -
[28] - Quote
WHAT ABOUT THE DROP SHIPS |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 09:59:00 -
[29] - Quote
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 |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
88
|
Posted - 2013.08.27 10:05:00 -
[30] - Quote
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.
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Poultryge1st
Da Short Buss
1
|
Posted - 2013.08.27 10:07:00 -
[31] - Quote
Looks like some interesting changes. I'm glad you are making the two races different. I will wait to give my judgement on the changes until I can try them out.
From a shield/armor tanker. |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 10:08:00 -
[32] - 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.
its certainly not indiscriminate. blueberries cant comprehend the notion that red installations are bad for us tanks. you want it, hack it before i get there. as much as i love repping for free at a supply depot, i hate lai dai spam even more |
Robert JD Niewiadomski
NULLIMPEX INC
446
|
Posted - 2013.08.27 10:11:00 -
[33] - Quote
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... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2141
|
Posted - 2013.08.27 10:11:00 -
[34] - 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
They said minimal, but I could see the merit in going - MLT/STD/PRO with the basic HAV/LAV lines, but temporarily drop the specialist versions. Your point is obvious, and I think they have to have PRO frames to balance against PRO AV for it to make sense. It seems like it might be easier to introduce some temporary hulls (sort of like the Saga 2 being on the market with incorrect skills) rather than disabling big chunks of weapons like Forge/Swarm for some period of time while they balance things. |
Noc Tempre
Imperfects Negative-Feedback
2442
|
Posted - 2013.08.27 10:17:00 -
[35] - Quote
So....
SP Respec? |
Lurchasaurus
SVER True Blood Public Disorder.
1024
|
Posted - 2013.08.27 10:18:00 -
[36] - Quote
I am so gald they went for turret ammo instead of requiring a gunnrer for the main gun... |
Winsaucerer
The Southern Legion The Umbra Combine
192
|
Posted - 2013.08.27 10:18:00 -
[37] - Quote
Thoughts so far from a quick read.
1. High powered for short time...my immediate concern is that this is going to make driving vehicles less fun and more stressful. How "short" will this period be? Tanks are slower to maneuver (turn around, figure out your position relative to buildings, identify cover) than infantry, and much larger. Getting yourself in and out of a combat situation can take much longer than for an infantry. If the "short" time you are referring to is at least a minute, this might not be so bad. But if you're talking about 20 or 30 seconds, I do worry. I find tanks can be a bit more exhausting to use than infantry suits (though that is in part due to cost), and if I'm now adding to the mix that I have to watch the clock for a quick 30 second dive and get back out, making sure I know my exit route that is unlikely to be in LOS of forge guns and swarms, it's going to "feel" worse...less fun. Tanks are not made for ninja strikes. That's my first impression. Not that infantry don't have similar struggles, but I think for tanks it is much trickier.
2. Shield recharge delay -- there should be a minimum damage threshold for this, otherwise infantry can just ping it with assault rifles to prevent the tank from restarting its shield recharge. That could prove irritating.
3. Cost -- will vehicles have their cost reduced? It sounds like they are going to have less survivability, and be more stressful to drive. I didn't notice cost mentioned anywhere.
4. Ammunition -- how do vehicles resupply their ammunition? Drive over a nanohive? Recall and then call back the vehicle? |
Noc Tempre
Imperfects Negative-Feedback
2444
|
Posted - 2013.08.27 10:19:00 -
[38] - Quote
Lurchasaurus wrote:Noc Tempre wrote:So....
SP Respec? did you skill out of tanks? lol nonbeliever!
No, but now it seems like a good idea to get that SP back. Especially that stupidly expensive enforcer skill. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:20:00 -
[39] - Quote
Winsaucerer wrote:2. Shield recharge delay -- there should be a minimum damage threshold for this, otherwise infantry can just ping it with assault rifles to prevent the tank from restarting its shield recharge. That could prove irritating.
dammit i was literally just typing this.
CCP ^^^^^^^ important as **** |
Noc Tempre
Imperfects Negative-Feedback
2444
|
Posted - 2013.08.27 10:21:00 -
[40] - Quote
Lurchasaurus wrote:Winsaucerer wrote:2. Shield recharge delay -- there should be a minimum damage threshold for this, otherwise infantry can just ping it with assault rifles to prevent the tank from restarting its shield recharge. That could prove irritating. dammit i was literally just typing this. CCP ^^^^^^^ important as ****
Lol, CCP will declare it a "feature". |
|
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:21:00 -
[41] - Quote
Noc Tempre wrote:Lurchasaurus wrote:Noc Tempre wrote:So....
SP Respec? did you skill out of tanks? lol nonbeliever! No, but now it seems like a good idea to get that SP back. Especially that stupidly expensive enforcer skill.
almost as pissed about that as i am about the pg skill |
Gabriel Longee
VIKINGOS BLANCOS
0
|
Posted - 2013.08.27 10:21:00 -
[42] - Quote
Hi! The graphic errors to be corrected!!! |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:25:00 -
[43] - Quote
CCP have you toyed with adding countermeasures?
May we have any info on your thoughts regarding the pilot suit and the types of numbers it will have such as a single sidearm slot or specific modules to equip that alter tank functionality on the suit itself? |
SponkSponkSponk
The Southern Legion The Umbra Combine
264
|
Posted - 2013.08.27 10:25:00 -
[44] - Quote
Aderek wrote:Finity ammo! Thats very good news :|) But, where we can refill? In suply depot or HAV nanohives or nornal nanohives? :)
MAVs? Please say MAVs.
Or maybe deployable supply depots. Either way. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:27:00 -
[45] - Quote
SponkSponkSponk wrote:Aderek wrote:Finity ammo! Thats very good news :|) But, where we can refill? In suply depot or HAV nanohives or nornal nanohives? :)
MAVs? Please say MAVs. Or maybe deployable supply depots. Either way.
calling down installations in the same way you do an orbital has been one of the oldest planned features for Dust. Expect badass proto installations and cru's n stuff |
Noc Tempre
Imperfects Negative-Feedback
2445
|
Posted - 2013.08.27 10:33:00 -
[46] - Quote
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. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:39:00 -
[47] - Quote
Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules.
it is bad game mechanics to have to go through a radial menu to select active modules in the middle of a fight. i have always had a problem with this. Either controls need to be more streamlined, not necessarily a one button thing, but def streamlined, or active modules need to be accessed in a different manner.
It is stupidly easy to select the wrong module on the radial menu as well, as the icons are small and close together. I have lost many a tank to this, compounded with the terrible mouse radial menu bug. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2541
|
Posted - 2013.08.27 10:41:00 -
[48] - Quote
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? |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:46:00 -
[49] - Quote
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 |
XiBravo
TeamPlayers EoN.
188
|
Posted - 2013.08.27 10:48:00 -
[50] - Quote
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. |
|
Himiko Kuronaga
SyNergy Gaming EoN.
1346
|
Posted - 2013.08.27 10:49:00 -
[51] - Quote
Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules.
This is so silly.
Why did they run into such issues with capacitor, anyway? It works just fine in EVE. These are New Eden vehicles and they should behave like New Eden vehicles. A heavy investment in a tank with a working capacitor and strategic resistance allocation makes sense.
For ten second hulk-mode, it doesn't.
I understand Wolfman is trying to appeal to the lowest common denominator with this vehicle philosophy, but seriously it's not worth it. Just use EVE mechanics here. They are cool.
Stupid people are always going to die-and-cry, there is no need to appeal to them whatsoever. Let them buy their terrible milita-grade pre-built aurum tanks. The serious tankers aren't going to mind actual depth being added to the game. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 10:53:00 -
[52] - Quote
Himiko Kuronaga 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. This is so silly. Why did they run into such issues with capacitor, anyway? It works just fine in EVE. These are New Eden vehicles and they should behave like New Eden vehicles. A heavy investment in a tank with a working capacitor and strategic resistance allocation makes sense. For ten second hulk-mode, it doesn't. I understand Wolfman is trying to appeal to the lowest common denominator with this vehicle philosophy, but seriously it's not worth it. Just use EVE mechanics here. They are cool. Stupid people are always going to die-and-cry, there is no need to appeal to them whatsoever.
you are absolutely right and i wish we could just get cap like in eve. that waay i can get cap stable and have an unstable slayer fit.....
1 thing could make this all so awesome...
|
Gringo Nos
The Vanguardians
17
|
Posted - 2013.08.27 10:53:00 -
[53] - Quote
I may be getting the wrong end of the stick but it sounds like AV is getting buffed in 1.4 and survivability of tanks is getting nerfed in 1.5?
I'm kinda excited and put-off at the same time about the limited ammo idea. It seems like you've missed an opportunity to introduce new types of nanohives or vehicle modules that could make this quite a dynamic addition to the game. On the whole I think I'm gonna like this change. If implemented properly I could see this giving a new role for support troops and vehicles. That'd be great!
Buffing short-term offensive capability and short-term survivability seems like a really good idea, even making HAVs more vulnerable for a time afterwards. It stops any one vehicle from dominating the battle but I worry that this will come at an unexpected price. Swarm launchers and proto forge guns can devastate HAVs so easily now, even more so after 1.4 I think. The only way to survive them now is activating all your modules, finding the culprit really quickly and / or getting out of there pronto. I think some of these changes will make these options so much harder that it just won't be cost effective to bring HAVs in any more. I.e. they'll blow your tank up before you can get away, every single time.
Think about how much SP and thought a tanker has put in to getting a good fitting compared with the few skills in takes to get proto AV weapons that can single handedly remove all vehicles from the battlefield from on top of a tower or hill out of the tank's reach. AV obviously needs to be able to destroy vehicles but it should be a class you need to work on. Modules you need to spec in to. It should be a specialisation you need to work on not just one or two more skills you chuck on to make your merc an unstoppable all-rounder.
That being said, maybe these active module boosts will be good enough to keep you alive, let's wait and see I guess!
One last thing... for F### sake pleeease give some attention to dropships! It would be great to hear that some of these changes were made with dropships in mind for a change. Ever since closed beta, pilots have just been 'making do' with botching together module fittings that were clearly intended for other purposes, LAVs & HAVs. The only dedicated thing we've got is the afterburner! It is fun though! :D It just needs some more tiered modules and some numbers in the description. I like my afterburner but I want an advanced and proto variant please. I'd love to soar over the top of the battlefield with proto active scanners picking everyone up and afterburners blazing away. I also want some sort of lock-on warning system for swarms and an energy build-up detection for forge guns. Neither of these would render the weapons useless but would give you a chance against the one-hit-wonder that is proto AV. |
Akdhar Saif
Vherokior Combat Logistics Minmatar Republic
45
|
Posted - 2013.08.27 10:54:00 -
[54] - Quote
Can we have a transport focussed Dropship that doesn't have both turret mounts. Maybe just one nose mounted gun that can be controlled by a passenger or put on sentry-mode. The loss of the main turrets will be replace with better survivability/speed/ manoeuvrability.
Also, when are we getting jetbikes? |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5552
|
Posted - 2013.08.27 10:54:00 -
[55] - Quote
My concerns regarding vehicles: Insanely high prices for specializations (while infantry specializations are cheaper than basic frames); specializations for the most part aren't better tan the basics, they're usually sidegrades, so the massive price increases from basic to specializations are UNJUSTIFIED. The LAV specializations are unbalanced. The LLAV gains too much of an advantage, and doesn't sacrifice enough. The scout LAV is barely better than a militia LAV. Useless operation skill past the levels needed to unlock the specialization you want. https://forums.dust514.com/default.aspx?g=posts&t=97916
KAGEHOSHI Horned Wolf wrote:[Specialization cost]:Infantry specializations are CHEAPER than the basic counterparts. Why is it different for vehicle specializations? Most vehicle specializations are already balanced by stats and capabilities, do they really need the massive ISK price increases added? don't think so. An enforcer tank is basically a militia tank with a bonus and 1 more slot than a regular tank, and has less PG/CPU, it doesn't need to cost a million ISK. An assault dropship is highly maneuverable, and gets a small front turret, but its still very fragile, and its impact on the battlefield in no way justifies the 500K price tag, it can reach over a million ISK when fully fitted. Vehicle specializations, and specializations are meant to be sidegrades, NOT upgrades, so why is the price upgraded? Lower the costs of vehicle specializations DRASTICALLY. They should not cost more than the basic vehicle, they already require more SP investments. [Specialization balance]:LAV specializations are a real problem. This is not about roadkills.The logistics LAV has no drawbacks, just as fast as the other LAVs, more HP, more shield recharge, more slots. This is not a sidegrade or specialization, its a complete upgrade. They need to have disadvantages to balance out their advantages. They should keep the superior HP
They should only have as much slots as the basic LAV. They don't need extra slots since they already have more base HP, AND a built-in module.
They need a maximum speed nerf; they have the same max speed as the basic and scout LAVs. Like the infantry counterparts, the LLAV should sacrifice speed.
The scout LAV has the EXACT same stats as the militia LAV counterpart. The only difference is a worthless bonus to turret turning speed, slight acceleration speed, and a blue color. This thing is so worthless. Basically a 80k+ SP sink militia LAV. Their inferior slot layout and HP should be compensated for with superior shield recharge rate.
Maximum speed needs to be higher for the scout LAV since it is designed for mobility.
*If some of you are afraid of scout LAVs being turned into better murder taxis, know that a collision nerf is coming* [Skills]: The operation skills are pointless after level 3 since there are no prototype version of basic vehicles to unlock,only the specializations which unlock at level 3. Give them a purpose, I recommend a PG bonus per level for the specific vehicle type,
The presence of CPU-raising skills, but the lack of PG-raising skills heavily favors Gallene vehicles which have more starting PG then their Caldari counterpart; Gallente vehicles may have less CPU than Caldari vehicles, but Gallente vehicles can always gain more CPU through skills to cover that weakness, while Caldari vehicles can't cover their PG weakness. Its not fair to have a skill that helps CPU but not one that helps PG.
Vroom vroom mutha thukka.
|
DAMIOS82
Unkn0wn Killers
28
|
Posted - 2013.08.27 10:57:00 -
[56] - Quote
here is another question i would like to know; What about the logibro's. How is there role going to fit into all of this? Will there be vehicle ammo resupply hives for them aswell or just for the before mentioned LLAV? |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:00:00 -
[57] - Quote
Akdhar Saif wrote:Can we have a transport focussed Dropship that doesn't have both turret mounts. Maybe just one nose mounted gun that can be controlled by a passenger or put on sentry-mode. The loss of the main turrets will be replace with better survivability/speed/ manoeuvrability. Also, when are we getting jetbikes?
read the post man, they cleary said you could take off small turrets |
SponkSponkSponk
The Southern Legion The Umbra Combine
264
|
Posted - 2013.08.27 11:00:00 -
[58] - Quote
XiBravo wrote: Recalling / calling tanks will be a quick way to get ammo. Maybe a long cool down of recall is used.
For ammo to work, recalling a tank must store its current HP, cooldowns and ammo supply, so when you call it back in, it will have the same values (at least until the end of the match) |
Nova Knife
Seituoda Taskforce Command Caldari State
1837
|
Posted - 2013.08.27 11:01:00 -
[59] - Quote
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) |
Nova Knife
Seituoda Taskforce Command Caldari State
1837
|
Posted - 2013.08.27 11:04:00 -
[60] - Quote
In terms of EHP stuff for shield/Armor : There's already a kind of big disconnect here with current vehicles Especially where dropships are concerned, they're just flat out beefier than shields (Because they have superior hardeners, buffer, and the PG to dualtank to a degree) HAV can also boast to these things but since most av weapons have a bonus to armor, it balances out with their lower mobility. Armor LAV just get the shaft in terms of slot layout (Why are gallente LAV 3/3 when Caldari are 4/2?), so shield gets the prize here. I'm a little cautious about making amor too much stronger than shields, now that I think about it. Survivability trumps pretty much everything, so if armor is a lot harder to kill in a straight up fight, most people who study the numbers will probably all flock to armor vehicles. (Especially with the prevalence of logistics dudes with repair tools these days)
Unlike infantry... The speed penalty is almost a nonfactor to most vehicles. I don't even notice the difference between a plated dropship and a nonplated dropship, to be honest. Hell, plating an LAV almost makes it seem like it rolls less and is easier to control. But, I digress. My main point is... You're sort of already sitting in your goal with the armor/shield differences, even if it's not ideally done. You could definitely make it better, but I'm just urging caution to make sure things don't get crazy. You've been pretty awesome with the stuff you've thrown out so far in terms of changes... So I'm comfortable with seeing what you come up with before I go crazy about this point :P
Some of this depends entirely on what the pilot suit can do on the ground, after considering what they will do for vehicles IMO. Will they be any decent in combat? Hp? Slot layout? Right now, because of the prohibitive costs involved with vehicles, most vehicle users feel like they are 'forced' to cross-train into infantry for matches where the enemy team is heavy with AV or if they need to grind up ISK for a half dozen matches just to pull out a decent vehicle. This gripe would be especially worsened if they "needed" to train up yet another suit to "stay competitive".
This is one of the main reasons I'm saying that vehicles + fits should be almost on par with medium or higher-end dropsuits + fits in terms of cost. Some people might whine about immersion or some nonsense, but immersion be damned if it's being used to enforce things that are not fun. With a price model like that, a skilled vehicle user could lose a vehicle (maybe two?) every match and still break about even, maybe make a profit. But same as any player using a non-militia dropsuit and fittings... If they're terrible they will usually take a loss regardless. My main concern here is that vehicle users should never have the feeling of "Well.. I'm useless for this entire match because if I leave my redline I'll die, and all my SP is in vehicles"
If pilot suits could then be extremely cheap, to help keep vehicle costs low... This would go along with the goal of making vehicles "just another thing people are using" instead of this massive, devastating thing. Like said above : A person who sticks all their SP into vehicles should comfortably be able to die and still turn a profit, unless they are dying a LOT. To this end, vehicles should provide diversity and usefulness for by virtue of the modules & tools they have that infantry do not. (Long range mobile scanners, Possible Ewar, mCRU's, etc.) not by virtue of being able to terrorize everything with hilariously strong turrets and mixed degrees of survival chance like they are now. |
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Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:06:00 -
[61] - Quote
SponkSponkSponk wrote:XiBravo wrote: Recalling / calling tanks will be a quick way to get ammo. Maybe a long cool down of recall is used.
For ammo to work, recalling a tank must store its current HP, cooldowns and ammo supply, so when you call it back in, it will have the same values (at least until the end of the match)
bullshit, infantry hotswap at supply depots all the time, even in the middle of a fight.
we dont need any double standards here |
Ninjanomyx
TeamPlayers EoN.
276
|
Posted - 2013.08.27 11:07:00 -
[62] - Quote
Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules.
Seriously Noc??? If they "Split" Driver & Gunner.....there will officially be no point in Speccing into Tanks...... Who wants to "Gimp" their gameplay by sinking SP/ISK/AUR into paying to play "Chauffeur"??? This is the last thing I'd expect to come from you..... Just gimme my SP Refund so I can play AR 514 w/ the rest of the CoDbois...... |
5Y5T3M 3RR0R
The Southern Legion The Umbra Combine
51
|
Posted - 2013.08.27 11:08:00 -
[63] - Quote
This is a really bad idea...
If you total remove a tanks ability to... Ya know tank! How on earth is that going to be at all fun.
How about this as a suggestion, Instead have active units seriously adjust your stats.
Ie. active hardeners drop movement by 80% whenever they are active but allow them to work indefinitely.
This also allows vehicles to be utilitarian through items like radar, hives, shield regenerators and CRUs.
As for Shields vs Armour. Shields should be super fast regen tanking and Armour should be mass hp tanking.
|
Phoenix Cervantes
Forsaken Immortals Top Men.
9
|
Posted - 2013.08.27 11:12:00 -
[64] - Quote
Resupplying ammo should be done by LOGISTICS!!!! Simple! Enables teamworking better on the battlefield also... and would work in a similar way to Eve with regards to reps etc.
With regards to cap... i can see the arguement, however i don't see why a projectile turret would need cap? Hence why the 'ammo' issue is a good idea IMHO. Cap usage should depend on the turret type.
They need to do something about those damned murder taxi's anyway... at least give reduced damage for jumping out the way. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
704
|
Posted - 2013.08.27 11:14:00 -
[65] - Quote
Best part of that post was at the end with the no more small turret restriction.
This means I will finally have a reason to skill into a LAV!
Btw, getting rid of Logi/Scout LAVs is also a good idea. I want to be able to skill into a LAV that's fast because of the way I use modules and skills, not because I spent a bunch of sp to use a specific vehicle. Or if I want to be a LAV with a repair tool, then I should be able to do that too without having to skill into yet another vehicle. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:15:00 -
[66] - Quote
CPM...how dare you offer nerfs to turret damage. our tank mounted/powered turrets already are outclassed by many infantry--held weapons... |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
705
|
Posted - 2013.08.27 11:16:00 -
[67] - Quote
I like the sound of quite a few of tge ideas but Id like some numbers to crunch through. Soo happy they are fixing the shield recharge rates. |
Lurchasaurus
SVER True Blood Public Disorder.
1029
|
Posted - 2013.08.27 11:17:00 -
[68] - Quote
Phoenix Cervantes wrote:Resupplying ammo should be done by LOGISTICS!!!! Simple! Enables teamworking better on the battlefield also... and would work in a similar way to Eve with regards to reps etc.
With regards to cap... i can see the arguement, however i don't see why a projectile turret would need cap? Hence why the 'ammo' issue is a good idea IMHO. Cap usage should depend on the turret type.
They need to do something about those damned murder taxi's anyway... at least give reduced damage for jumping out the way.
again, please read posts. they have already clearly stated murer taxis are fixed in 1.4 |
Atom Heart Mother
We Who Walk Alone
36
|
Posted - 2013.08.27 11:17:00 -
[69] - Quote
and what about PROXIMITY VEHICLE OWNER LOCKS? And EJECT BUTTONS? We've demanded this features several times. |
ChromeBreaker
SVER True Blood Public Disorder.
1031
|
Posted - 2013.08.27 11:19:00 -
[70] - Quote
.. New vehicles... ? pretty please?
How/ When are AV beeing looked at in conjunction? Proxi mines for example? |
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
492
|
Posted - 2013.08.27 11:19:00 -
[71] - Quote
It's too soon to talk about this changes, till we see them in action, i will not judge. I really hope in a price reduction, seem like tanks will be more infantry like. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
238
|
Posted - 2013.08.27 11:26:00 -
[72] - Quote
Lurchasaurus wrote:i just jizzed my pants
FINALLY I CAN HAVE
no small turrets unstupid shield regen ammo in turrets (meaningful engagements) balanced modules between shields/armor
nice if true
|
DAMIOS82
Unkn0wn Killers
29
|
Posted - 2013.08.27 11:26:00 -
[73] - Quote
Nova Knife wrote:
Turrets having ammo is a wonderful thing as it prevents senseless spamming and makes accuracy more important. Awesome change here guys! I think there to be a way for ships to 'restock' their ammo without having to recall it and call another of the same vehicle. Maybe a built-in nanohive that is very slow, and disables turrets while refilling them, or something? I'm not sold on a "Bigger ammo bay module" or needing to hang out at a supply depot (Especially with dropships)
I believe having ammo is positive in many ways, 1 of them is that it paves the way to different ammo types. I can see how ammo would be a problem for dropships, but not really...
For Dropships Landing pads in various locations, including on top of buildings would give them the ability to restock, if you can land. Plus if they make these pads into strategic points, perhaps he who controls them could get a bonus or something along that line. this would ad more dept to the game.
Same goes for HAV's, perhaps some type of garage that when entered would auto start restocking your ammo, controlling such a point would also be highly strategic, for one could deny the enemy's HAV of ammo, thus giving them time to take them out.
just saying...It does not all have to depend on modules and hives... |
Winsaucerer
The Southern Legion The Umbra Combine
193
|
Posted - 2013.08.27 11:28:00 -
[74] - Quote
Nova Knife wrote: One of the reasons vehicles are not 'fun' is because unlike a dropsuit... You can't really die in them without it being a huge deal and taking up several matches of earnings to even pay for it. In a game where the whole point is basically chaos and lots of things dying, saying "No, you can't die if you want to use this effectively" seems a bit dumb. I think that all vehicles should be relatively cheap and disposable, so that dying in them is no bigger deal than dying in a dropsuit.
Very much so. I was trying to hint at this in part in my post when I said driving vehicles can be exhausting. Part of it is because in the back of your mind you're thinking, "I *cannot* die, because that's 3 battles (or more!) of isk to make it back". Even if you have the isk to throw away, there's the social aspect of knowing others are thinking, "that guy just wasted more than triple his entire profit...and for what?".
It can be exhausting, and not fun. |
Lurchasaurus
SVER True Blood Public Disorder.
1031
|
Posted - 2013.08.27 11:29:00 -
[75] - Quote
until remote explosive spam inside said garage becomes as common as murder taxis and the entire mechanic is proven pointless |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
238
|
Posted - 2013.08.27 11:35:00 -
[76] - Quote
The LAV's turret need to be made more easy to use.
The gunner has the inside view wich narrows a lot his field of vision.
Most gunners miss waaay to many enemies because he is looking on the wrong side of the car.
The character is shown standing in the back of the LAV , he should see what is around him.
If he would have the capability to fire from a third person view , he wouldnt miss so many enemies by not seeing them.
Have the inside view only when the gunner uses zoom in.
Also add a horn for LAV's , some SCI-FI horn :) , and please add the button LOOK BACK for driving setting that uses L2/R2 as brake and accel. |
Mavado V Noriega
SyNergy Gaming EoN.
4104
|
Posted - 2013.08.27 11:42:00 -
[77] - Quote
dustwaffle wrote:Himiko Kuronaga wrote:All I got out of this is you're going to nerf vehicles some more by introducing more restrictions to how they work. Also the ammunition idea is terrible, to be perfectly blunt. They already overheat, they don't need another restriction.
The philosophy for how modules are working is basically how they work already. And what we've learned is that it's a pretty terrible philosophy for the investment unless you plan to make all vehicles absolutely dirt cheap.
Why don't you just copy the EVE capacitor and resistance scheme over to Dust instead of continually dumbing it down? You're underestimating the intelligence of the playerbase. Maybe see the actual implementation instead of criticizing the design philosophy behind it before you get a chance to see what the implementation will be? Dunno, just seems short-sighted to complain now. Feedback = good, whinage = bad.
he did give feedback where was he whining? sometimes u can see the flaws in something before actually playin with it u know *cough*flaylocks*cough*
not sure how i feel about finite ammo when there isnt enough supply depots also im worried about the survivability of tanks when mods are off, u already die in like 5secs when ur mods arent active so this could be another thing wolfman needs to look into.......making sure tanks arent insta popped when mods are in cooldown.
As for capacitor that himiko mentioned hes right dont underestimate the playerbase. Ive never touched EVE but read/been told how they work and i know how to use it so dont think the playerbase is dumb not to grasp it if thats the reason we still dont have capacitors yet. |
The Terminator T-1000
The Praetorian Legionary
8
|
Posted - 2013.08.27 11:45:00 -
[78] - Quote
These changed sound good on paper but what's the purpose of this changes if anyone can "steal" your vehicle. That's the reason I don't like using vehicles! |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
238
|
Posted - 2013.08.27 11:48:00 -
[79] - Quote
The Terminator T-1000 wrote:These changed sound good on paper but what's the purpose of this changes if anyone can "steal" your vehicle. That's the reason I don't like using vehicles! its easy to adapt |
Himiko Kuronaga
SyNergy Gaming EoN.
1349
|
Posted - 2013.08.27 12:00:00 -
[80] - Quote
Seriously, all of the really stupid CoD players stick to militia-grade crap anyway. Anyone venturing seriously into the wonderful world of vehicles knows that they are taking incredible risks when doing so and are usually prepared to apply the use of their intelligence to keep themselves alive.
Most also like customizing stuff and nerding out over fits.
Why insult tankers by basically dumbing down the mods and the mechanics? |
|
milo cordelli
We Who Walk Alone
0
|
Posted - 2013.08.27 12:01:00 -
[81] - Quote
All I read is th at they are debuffing tanks some more simply because peoplebare still complaining they are hard to kill once people realize its a tank and mean to be hard to kill things will be fixed. One person with three av grenades should not kill a tank it should take a organized effort to do so. Its a tank notva glass cannon. Why do lavs have almist the same armor as a tank before modules? Its a light attack vehilce vs a heavy attack vehicle. Why is everything that is heavy with ccp a broken class? Tanks are meant to be in battle and hold the ground. But I find myself busy trying to kill the scout with av grenades more then anything. Also how about fixing the controls before anything else I am sick and tired of my controls suddenly inverting with out my doing so. Also fix the module wheel I am tired of trying to turn on one module and instead turning off another. Here is an idea no off switch.I have yet to see why I woukd want to turn off a module once activated. Usually runs out before I want it to. Ammo for turrets why? Unless it leads to tiered ammo its just anotherb way to debuff tanks. You have no way of reloading explained how much ammo does each turret hold? Will the ammo do more damage now since it has a limited amount? How about more splash damage and larger area for missle tanks since they will run out faster if used for area denial. How about buffing the basic stats on tanks to be more in line of being a tank. Ie double the lavs basic stats so there is a clear reason to be a tanker then a lav driver. Basic issue lavs have the abikity to get a large damage reduction and have high class based defense that tanks don't get and lavs are much faster and smaller they can get into cover quicker.
|
Jason Pearson
Seraphim Auxiliaries
2779
|
Posted - 2013.08.27 12:03:00 -
[82] - Quote
Wooh no small turrets!
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
ConantheCimmerian
KNIGHTZ OF THE ROUND
7
|
Posted - 2013.08.27 12:07:00 -
[83] - Quote
Sounds like armor vehicles will suck. We already have a lower up ceiling than shield with OK reps.
Howzabout.
We focus on drop suit/weapon issues before we tackle vehicles.
I.e Gallente logi is BS Mass drivers are the new(not really)flaylock Proto snipers are too easy to spec in to Every ******* out of academy has militia suits and proto snipers Gtfo
Oh yeah, and shield regenerators suck too.
The list goes on really |
Mavado V Noriega
SyNergy Gaming EoN.
4104
|
Posted - 2013.08.27 12:08:00 -
[84] - Quote
Himiko Kuronaga wrote:Seriously, all of the really stupid CoD players stick to militia-grade crap anyway. Anyone venturing seriously into the wonderful world of vehicles knows that they are taking incredible risks when doing so and are usually prepared to apply the use of their intelligence to keep themselves alive.
Most also like customizing stuff and nerding out over fits.
Why insult tankers by basically dumbing down the mods and the mechanics?
this. |
Daalzebul Del'Armgo
D3LTA FORC3 Inver Brass
70
|
Posted - 2013.08.27 12:16:00 -
[85] - Quote
Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules.
yea a cap setup would have been nice. then destroying everyone that tried to be cap stable LOL.
the driver/gunner split would have been best on Heavy vehicles where you have enough slots to worry about module management. oh and to anyone that doesn't like this idea think of the damage bonus you would get for being the driver plus the skills for the gunner ;)
Nova Knife wrote: On the topic of roles and such, We've bugged Wolfman about this to no end, but I'll throw it here anyways : Logistics modules simply need to be turrets, instead of pilot controlled modules. The use of these modules currently ranges from simply impractical to use, to downright impossible to use, as you look at them on each vehicle. The only vehicle that can even use them with good practicality is an HAV, because they are the only vehicle where the aiming/LOS is not dictated by movement controls. You could spend weeks/months reworking these module systems and making their aiming & locking functionality much more practical, or you could transfer this function to a series of turrets, and eliminate all of the 'ease of use' concerns pretty much by the sheer viture of how turrets work compared to vehicle controls. The only concern not addressed here is the seriously lacking range of these modules, which could honestly use a pretty big buff.
Now... Art becomes a concern. It is my honest belief that you guys could just rotate the 'turret' part of a blaster turret 90 degrees in each direction and then just slap two of them together side-by-side. You guys have done stuff like that before (*wink* MCC turrets *wink*) and I think this would look cool enough to pass until a real art asset could be drawn up. This only becomes a problem with the 'large' variants of remote-assist modules, because there's really no way I can think of to combine existing turrets to make them look different/cool enough to pass. I don't think this is an issue, if the current logistics vehicles were given proper bonuses (Oh god, PLEASE give them a range bonus)
Yes i would Rather have a Logi dropship have Rep range bonus per level!
Yes i want to mount Giant repair tools instead of missile turret to my vehicle.
Turret rep tool for infantry would rep along the same amounts as the hand held rep tool but would lock 2 targets at the basic level. possibly 4 people at proto level.
turret rep tool for vehicles is tough though since you would still have to have a heavy and light version. plus you do not want them to just stay behind the tank in a lav and permanent rep. so these tools would have to have a Heat build up mechanic.
oh well just random idea's good luck with the balance ;)
|
KEROSIINI-TERO
Seraphim Initiative..
677
|
Posted - 2013.08.27 12:25:00 -
[86] - Quote
Lurchasaurus wrote:Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules. it is bad game mechanics to have to go through a radial menu to select active modules in the middle of a fight. i have always had a problem with this. Either controls need to be more streamlined, not necessarily a one button thing, but def streamlined, or active modules need to be accessed in a different manner. It is stupidly easy to select the wrong module on the radial menu as well, as the icons are small and close together. I have lost many a tank to this, compounded with the terrible mouse radial menu bug.
So true. Event though I like the concept of active modules descibed in the text, I'm still terrified by them.
If selection method isn't user friendly, then they would be called 'Active Muddules'. |
CrotchGrab 360
High-Damage
215
|
Posted - 2013.08.27 12:34:00 -
[87] - Quote
BRAINWAVE.
Have 2 man tanks.
One drives whilst one operates the modules. The co-driver (or whathaveyou) can also scan, call in orbitals on behalf of the driver.
This could then in turn spawn a new game mode whereby you have to protect the commander who would in this instance take the position of the co-driver from the before scenario.
if he is captured then he's unable to make decisions which could in turn affect morale and trust of the people native to that sector. once my dream has been realized of colonies, mining, environments etc.
Don't make it where you have just one building, have variety. and don't call it "infiltration" or something bland and generic like that. CCP say the problem is that vehicles have no real purpose. Well there's your purpose.
remember my long ass post about mining and having citizens as soldiers and all that crap. well something simple can spark something huge.
this could be a universe. people could be living in this universe not just fighting in it. make game modes around key PEOPLE not places, people have a lot of influence.
|
Beren Hurin
The Vanguardians
1247
|
Posted - 2013.08.27 12:39:00 -
[88] - Quote
Think about it this way people...
Armor could have less burst heals than shield, but if it had longer/higher resists than the effective sustained repair rate would be longer. |
KEROSIINI-TERO
Seraphim Initiative..
677
|
Posted - 2013.08.27 12:44:00 -
[89] - Quote
SponkSponkSponk wrote:XiBravo wrote: Recalling / calling tanks will be a quick way to get ammo. Maybe a long cool down of recall is used.
For ammo to work, recalling a tank must store its current HP, cooldowns and ammo supply, so when you call it back in, it will have the same values (at least until the end of the match)
I don't like seeing keeping ammo as a solution because in warbarge there will be your all tanks ready for deployment. If you can order new one after popping one, why couldn't you change to one as well? Also warbarge is supposed to be the supply base for entire war effort.
Best way would be to make vehicle recalls slow and risky. No dematerializing steel beasts. RDV pickup - yes.
|
Harpyja
DUST University Ivy League
552
|
Posted - 2013.08.27 12:45:00 -
[90] - Quote
So if an idiot starts shooting my Gunnlogi with an AR, my recharge will stop, WTF?
I think that there should be NO recharge delay for vehicle shields. |
|
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?
|
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.
|
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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Pseudogenesis
Subdreddit Test Alliance Please Ignore
82
|
Posted - 2013.08.27 14:15:00 -
[121] - Quote
This is great, but could we have some numbers? Unless none of the concrete details are ironed out yet, I'd love it if the resident number crunchers on the forums were able to do their thing. |
ZDub 303
TeamPlayers EoN.
1859
|
Posted - 2013.08.27 14:16:00 -
[122] - Quote
I don't know a whole lot about vehicles (just my limited experience with MLT tanks and about 500k SP in modules) so I wont comment on the changes to much.
But if anything, I just like the fact that you are posting before content lock.
Much respect Wolfman.
Another +1 (of many) to you sir. |
WUT ANG
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
26
|
Posted - 2013.08.27 14:19:00 -
[123] - Quote
So vehicle sp refund please. No small turrets means 620000+ wasted sp right. |
Beld Errmon
Paladin Survey Force Amarr Empire
816
|
Posted - 2013.08.27 14:23:00 -
[124] - Quote
passive modules becoming weaker, ammo, active modules with long cool downs... ugh this could be so very very bad, hopefully they have module activation roulette fixed soon, a small part of me is hoping this will work out alright but most of me thinks this is probably the last nail in the tankers coffin. |
Beren Hurin
The Vanguardians
1250
|
Posted - 2013.08.27 14:30:00 -
[125] - Quote
Beld Errmon wrote:passive modules becoming weaker, ammo, active modules with long cool downs... ugh this could be so very very bad, hopefully they have module activation roulette fixed soon, a small part of me is hoping this will work out alright but most of me thinks this is probably the last nail in the tankers coffin.
I missed something...where did it say they get weaker? Its just logical that they wouldn't be stronger than active modules... Isn't it? Otherwise, why would you even equip active modules if you had to have a cooldown for something that was weaker than the passive variant? And why would you think its possible to have a module with a cooldown that was negligable, and basically gave it a passive bonus for 90% of the time?
You should just rename modules "tactical" and "persistent" or something. People like the above don't seem to understand the fundamentals of balance and trade-offs... |
Thor Odinson42
Molon Labe.
1000
|
Posted - 2013.08.27 14:50:00 -
[126] - Quote
I think ammo should regenerate. Similar to a nanohive. I don't think they should be able to run out of ammo altogether. But I think there should be a time based generation of ammo.
Perhaps make a skill that improves the speed/capacity of this action. |
Madagascan Eagle
3dge of D4rkness SoulWing Alliance
42
|
Posted - 2013.08.27 14:51:00 -
[127] - Quote
Supply Depots will need much more HP. Maybe increase the amount of depots also.
Good work guys. My sleeping tank Alt will get to spend his points after all. The beast will be awoken! |
Nguruthos IX
Red and Silver Hand Amarr Empire
1158
|
Posted - 2013.08.27 14:52:00 -
[128] - Quote
Im only afraid this means well never get the eve-like capacitor system for vehicles. If this is 1.5 and its the main structural rework of vehicles that likely spells a permanent design.
And boy did I have my heart set on flying a mini version of an eve ship. |
General Erick
Onslaught Inc RISE of LEGION
62
|
Posted - 2013.08.27 14:52:00 -
[129] - 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.
Once weGÇÖre confident weGÇÖve gotten the base balance right weGÇÖll start to add back in things weGÇÖve removed as well as introduce new elements to the mix. Pilot dropsuits, improved roles, increased infantry and vehicle interplay, and new turret types for a start.
1. How will ammo be replenished? 2. You mean we will finally get artillery turrets? |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
279
|
Posted - 2013.08.27 14:52:00 -
[130] - Quote
Vrain Matari2)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 [i wrote:and survive[/i] long enough to retreat and recover. This is an area where skills should make a difference - in duration of active effects.
2 minutes at most for a battle? Sure, but with a 30 second active module that means we are only relevant for 1/4 that engagement. In addition to this, commando suits fit with advanced or proto swarms means that for that 30 seconds your not relevant. Your fodder for wp. |
|
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
279
|
Posted - 2013.08.27 14:53:00 -
[131] - Quote
Madagascan Eagle wrote:Supply Depots will need much more HP. Maybe increase the amount of depots also.
Good work guys. My sleeping tank Alt will get to spend his points after all. The beast will be awoken!
Good luck with that. He will be broke after the first couple days. |
The Attorney General
ZionTCD
772
|
Posted - 2013.08.27 14:56:00 -
[132] - Quote
No small turrets? That gets a +10 from me. No more useless blues giving away my position, no more wasting PG on turrets for my personal taxis, and even extra tank on my ADS.
Finite ammo? Sweet, no more redliners who spam rounds all day. Better add more supply depots to the maps though, because they will get blown up by infantry once they figure out that tanks need them too.
The rest is really worrying, but since it looks like I will be getting refunded a few million SP when you take out the enforcers, at least I can get a proto suit for ground work while you guys figure out the situation. Streamlining vehicles and only having basic modules means that unless you dramatically tone down AV, tanks are still going to be going pop way too easily.
I suspect that burst tanking will still be the only way to survive, but you will just shorten the burst, and lengthen the cooldown. Doing so will not make driving vehicles any more fun than they are now, which would be a serious bummer.
I hope Wolfman can take the lead from Exmaple and get some specific vehicle threads going on each type in the feedback forums. |
Canari Elphus
Pro Hic Immortalis
374
|
Posted - 2013.08.27 14:57:00 -
[133] - Quote
I like the idea but I think that they should buff/expand the modules for LLAVs and LDSs as someone mentioned before.
They should mimic the Logi/Heavy combo for infantry.
Logi Vehicles should have bonuses to help cooldown rates or speed up regen rates They should have a hive module (with cooldown) for ammo replenish They should have a shield bubble module to protect a tank when its healing/restocking (to avoid possible exploit, the tank will not be able to fire out of the bubble)
I like that there is not finite ammo for vehicles but they should be buffed heavily for survivability because of that. The ammo limit makes them what many wanted them to be, situational where they cant just spam an area with fire but I see no reason now why they cant have large amounts of EHP so that it becomes more of a tank v tank battle where infantry AV is more of a support rather than being able to solo tanks. |
Madagascan Eagle
3dge of D4rkness SoulWing Alliance
42
|
Posted - 2013.08.27 14:57:00 -
[134] - Quote
Oh and please look at putting the tank accelerator on the trigger buttons like you did with the LAVs.
thanks. |
Parson Atreides
Ahrendee Mercenaries EoN.
610
|
Posted - 2013.08.27 15:01:00 -
[135] - Quote
Finite ammo is great...but how will you deal with the fact that people can simply call in new vehicles safely from their camping spot once they've run out of ammo? |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
279
|
Posted - 2013.08.27 15:02:00 -
[136] - 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.
You've already said you don't drive tanks, and are considering specing into them. Let me tell you, froma current tank driver. Don't. It's not worth it anymore. Av changes mean that with swarms you can launch 3-4 volleys before the first hits. They do more damage now (proto already would hit for 3500+ damage on a 6-8000 HP tank) and now they are giving you limited ammo and looooong recharge on modules. this means that you go into cooldown in a fight, they enemy launches let's say 3 swarms, your 2m isk tank goes pop, you now have a week before you are profitable again to buy another tank, that then goes pop again in 30 seconds. Guaranteed, the only ones that won't lose tanks are the redline railgun snipers. Anyone bringing one onto the battlefield is going to lose it. |
Lillica Deathdealer
Mango and Friends
253
|
Posted - 2013.08.27 15:13:00 -
[137] - Quote
Wolfman... I love you.... You removed requirement of small turrets! Yay! You clearly defined what you want! Yay! You decided to introduce more turrets later! Yay!
Now please, tell me that I will get any skills that I spent in vehicles refunded. If my enforcer tank lvl3 just disappears without refund I swear I might break something. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5927
|
Posted - 2013.08.27 15:32:00 -
[138] - Quote
Not having to fit turrets is a MASSIVE dropship buff that should have been in since closed beta.
Also, turret ammo is another thing that should have been in since beta, so those two changes alone have highly piqued my interest |
Nguruthos IX
Red and Silver Hand Amarr Empire
1160
|
Posted - 2013.08.27 15:36:00 -
[139] - Quote
Lillica Deathdealer wrote:Wolfman... I love you.... You removed requirement of small turrets! Yay! You clearly defined what you want! Yay! You decided to introduce more turrets later! Yay!
Now please, tell me that I will get any skills that I spent in vehicles refunded. If my enforcer tank lvl3 just disappears without refund I swear I might break something. Hed break your heart |
major faux-pas
Valor Coalition RISE of LEGION
58
|
Posted - 2013.08.27 15:45:00 -
[140] - Quote
Great
Also
Can I please be able to strip out the default turret in my 'dren-type' LAV
No, I don't want a gun.
it gobbles PG/CPU, and more importantly I'd prefer not to have some dumb blue dot giving away my position by shooting off at birds.. |
|
ADAM-OF-EVE
Svartur Bjorn
230
|
Posted - 2013.08.27 15:56:00 -
[141] - Quote
please tell me you have done something about recalling damaged vehicles and now those without ammo too |
Nguruthos IX
Red and Silver Hand Amarr Empire
1162
|
Posted - 2013.08.27 16:04:00 -
[142] - Quote
I hope im not spending half of the match running away because module cooldowns are up. Half the match leaving mid fight to restock ammo because assault dropship aiming is crqp And the third half running away because one assault forge gun started firing at me.
Then getting an rdv spawned into me when I have a single minute to come back to it all
|
Caeli SineDeo
Imperfects Negative-Feedback
676
|
Posted - 2013.08.27 16:13:00 -
[143] - Quote
Also forgot something. Is there going to be a source of ammo for vehicles besides supply depos
I have a feeling this could be very bad for tankers when infantry gets the good idea of destroying all depos on the map leaving vehicles ammo less for the rest of the game. This would break game play for vehicles also. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
228
|
Posted - 2013.08.27 16:16:00 -
[144] - Quote
CCP Wolfman wrote:Hi guys, As promised the other day here is an overview of me being awesome.[snip] I think that's enough for now! We're looking forward to hearing what you think CCP Wolfman Sorry for the spam, but you need a medal. |
ZDub 303
TeamPlayers EoN.
1861
|
Posted - 2013.08.27 16:17:00 -
[145] - Quote
Wolfman..
Curious... what happens when the 1-2 supply depots on a map are destroyed? Tanks are just SoL?
I have to agree, finite ammo on tanks sounds like a good idea, but supply depots are so few and far between atm. We have no way of calling in additional SDs and they cannot be repaired once destroyed.
Please keep this in mind. |
Skihids
Bullet Cluster
1954
|
Posted - 2013.08.27 16:21:00 -
[146] - Quote
Others have done a good job commenting on the details, but I'd like to take a look at the overall philosophy of vehicles that this patch reveals.
Vehicles: 1) Won't get unique roles and will continue to compete directly with infantry for the mission of slaying infantry. 2) Will continue to be solo player focused, even more so with the removal of small turrets. 3) Will be the equivalent of "Burst mode" dropsuits where one player briefly becomes super strong, but then has to run away and hide for an extended period of time.
I suppose it's a consequence of not having any game mode more complex than TDM, but the lack of roles that only vehicles can fill makes them a mere accessory. They become a more expensive and riskier version of a dropsuit and are totally optional. I think this is one of the biggest missed opportunities to add complexity and depth to the game. As long as the only reason to drop a vehicle rather than run in a suit is "because I want to", they will be balanced strength and capability wise against a single infantry unit, and that is simply too limiting.
These changes make piloting much more complex while placing the entire burden on the lone pilot. Task overload is pretty sure to follow, especially with the clumsy activation mechanism. I'm a private pilot with an instrument rating and I know quite a bit about workload management. There's a reason commercial flights require a co-pilot, and there's a reason real tanks have multiple crew members. There is frequently too much for one person to do right when the crap hits the fan.
It feels like CCP is throwing away a great chance to differentiate DUST from other shooters in the way it handles vehicles. If they are going to be balanced in capability with a single dropsuit fitting, then they will have to priced accordingly. That basically makes them another sidegrade of dropsuit rather than a unique role. |
Beren Hurin
The Vanguardians
1251
|
Posted - 2013.08.27 16:22:00 -
[147] - Quote
What if you could only deploy certain vehicles from supply depots? They have that deployment option that nobody ever uses...? |
Scheneighnay McBob
Bojo's School of the Trades
3156
|
Posted - 2013.08.27 16:26:00 -
[148] - Quote
I love you.
I also really like the active vs passive thing. Currently, actives is better in every practical way, including fitting cost. |
SteelDark Knight
Imperfects Negative-Feedback
101
|
Posted - 2013.08.27 16:28:00 -
[149] - 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.
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. |
Scheneighnay McBob
Bojo's School of the Trades
3157
|
Posted - 2013.08.27 16:30:00 -
[150] - Quote
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. |
|
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. |
|
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. |
|
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.
|
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.
|
|
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? |
|
Bojo The Mighty
Zanzibar Concept
1587
|
Posted - 2013.08.27 18:38:00 -
[211] - Quote
Our Deepest Regret wrote: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. Just because you don't want them doesn't mean that you can't use them
Surely you can use your SP in small turrets to spice up your fittings, to create more team oriented tanks, nes pas? |
Our Deepest Regret
Algintal Core Gallente Federation
70
|
Posted - 2013.08.27 18:41:00 -
[212] - Quote
Bojo The Mighty wrote: Just because you don't want them doesn't mean that you can't use them
Surely you can use your SP in small turrets to spice up your fittings, to create more team oriented tanks, nes pas?
It sounds nice, but the extra PG you'd save from not using them could go towards upping survivability. I'd really have to see what proto vehicles were like before I'd consider making my HAV a team boat. |
major faux-pas
Valor Coalition RISE of LEGION
60
|
Posted - 2013.08.27 18:41:00 -
[213] - Quote
Are lavs finally to be taking the same damage they deal when they hit us?
That should deal with the silly anti-infantry role? |
Mary Sedillo
Pure Innocence. EoN.
274
|
Posted - 2013.08.27 18:45:00 -
[214] - Quote
Ammunition? REALLY?
You state things that are already done currently with vehicle operations, with the base hull being useless without modules.
Your statement on active v. passive IS ALREADY IN PLAY!!!
Do you even TOUCH vehicles? Talk with veteran operators?
This ammunition thing is a horrid idea which will hurt us MORE!
My god, this game is ******. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
438
|
Posted - 2013.08.27 18:45:00 -
[215] - Quote
Nice.
But
Will Dropships actually get WP for their job? Like, for respawns and moving people around, for doing THEIR JOB |
ladwar
Dead Six Initiative Lokun Listamenn
1294
|
Posted - 2013.08.27 18:45:00 -
[216] - Quote
so just from reading the only thing i hear is we are buffing armor and nerfing shields. can't wait to actually see the numbers but till then it looks like caldari are going to stay 2nd rate tanks that no one should use. |
Kage Roth
Wolf-Monkey Bastards
40
|
Posted - 2013.08.27 18:46:00 -
[217] - Quote
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. |
Skihids
Bullet Cluster
1959
|
Posted - 2013.08.27 18:51:00 -
[218] - Quote
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. |
Our Deepest Regret
Algintal Core Gallente Federation
70
|
Posted - 2013.08.27 18:55:00 -
[219] - Quote
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. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
241
|
Posted - 2013.08.27 18:59:00 -
[220] - Quote
ammo depletion makes perfect sense
i agree with it |
|
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 19:00:00 -
[221] - Quote
ladwar wrote:so just from reading the only thing i hear is we are buffing armor and nerfing shields. can't wait to actually see the numbers but till then it looks like caldari are going to stay 2nd rate tanks that no one should use. and AV is not going to be touch so we will be just even rich WP targets then before. Why do they need to touch AV ... the point of 1.5 is to rebalance vehicles ... or do you think they'll just rebalance them where they are and not in balance with AV ? ... Sounds like good logic you've got there ! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1334
|
Posted - 2013.08.27 19:00:00 -
[222] - Quote
This communication is amazing. Telling us stuff early (like details on Uprising 1.5 when Uprising 1.4 hasn't even released). Very happy to see CCP is finally giving in to discussion with us!
As for the actual details of the post, everything sounded good but here are a few points that sort of drew a red flag for me,
- 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.
- Active Module vs Passive Module PG values. If active modules are high reward for a short period of time followed by a long delay and passive modules are low reward that is persistent, then is that not balance enough? What is the reasoning behind making active modules harder to fit, especially when these sound like the main modules that are going to make the vehicle gameplay fun and dynamic?
- Shield recharge penalty for shield extenders. Not really a complaint since you did answer that they would be getting a substantial increase to shield recharge rates, but just a bit of emphasis that vehicles shield recharge rate needs to be much higher than dropsuit shield recharge rates.
Aside from that, here's a few things that I am a curious on that were not brought up,
- Making LAVs main threat be the turret, not road kill. Anything being done to improve the "feel" of small turrets as well as protecting the open gunners?
- Dropship purpose. Anything being done to give dropships a meaningful role in our current battleground?
- ISK, ISK, ISK
Great job and keep up the good work! |
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 19:01:00 -
[223] - Quote
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 ? |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
241
|
Posted - 2013.08.27 19:03:00 -
[224] - Quote
Aero Yassavi wrote:This communication is amazing. Telling us stuff early (like details on Uprising 1.5 when Uprising 1.4 hasn't even released). Very happy to see CCP is finally giving in to discussion with us! As for the actual details of the post, everything sounded good but here are a few points that sort of drew a red flag for me,
- 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.
- Active Module vs Passive Module PG values. If active modules are high reward for a short period of time followed by a long delay and passive modules are low reward that is persistent, then is that not balance enough? What is the reasoning behind making active modules harder to fit, especially when these sound like the main modules that are going to make the vehicle gameplay fun and dynamic?
- Shield recharge penalty for shield extenders. Not really a complaint since you did answer that they would be getting a substantial increase to shield recharge rates, but just a bit of emphasis that vehicles shield recharge rate needs to be much higher than dropsuit shield recharge rates.
Aside from that, here's a few things that I am a curious on that were not brought up,
- Making LAVs main threat be the turret, not road kill. Anything being done to improve the "feel" of small turrets as well as protecting the open gunners?
- Dropship purpose. Anything being done to give dropships a meaningful role in our current battleground?
- ISK, ISK, ISK
Great job and keep up the good work! that needs to be fixed , its a broken gameplay mechanic that gets abused into oblivion to get easy and cheap kills
|
Skihids
Bullet Cluster
1959
|
Posted - 2013.08.27 19:03:00 -
[225] - Quote
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.
The thing is tanks will have to coordinate with infantry now in order to do anything useful and get out again.
They won't be able to do much on their own as the enemy can just hunker down and avoid the tank for the relatively short period of time they are "active", then come out and lob AV as it runs away.
Friendly infantry will multiply the effect as it is in "active" mode and help cover its retreat.
I see a tank used primarily as a breakthrough tool where it leads the charge to an objective, pounds the enemy and distracts them from killing the blues who overwhelm them. If successful the tank can regen in place, or if not it runs away under cover of the blues. If everything fails it gets blown up. |
Skihids
Bullet Cluster
1959
|
Posted - 2013.08.27 19:08:00 -
[226] - Quote
Concurrent with making vehicles mainly "breakthrough" assets is the an actual incentive to assault heavily defended objectives.
Outside PC there really isn't any incentive. Yes, the current event attempts to make it worthwhile to put extra effort into winning, but what about when that's over?
Why would any one throw themselves into a meat grinder when it's ISK stupid to do so?
Why would blue dots be ecstatic to get tank support or a dropship ride to the objective when they can just sit back and snipe or pick off reds on the edges?
We need a reason to win. |
Bojo The Mighty
Zanzibar Concept
1588
|
Posted - 2013.08.27 19:09:00 -
[227] - Quote
Mary Sedillo wrote:Ammunition? REALLY? You state things that are already done currently with vehicle operations, with the base hull being useless without modules. Your statement on active v. passive IS ALREADY IN PLAY!!! Do you even TOUCH vehicles? Talk with veteran operators? This ammunition thing is a horrid idea which will hurt us MORE! My god, this game is ******. So you ignore that: Turrets: getting buff with the finite ammo Small turrets are no longer required passive armor repair
And these aren't patchnotes either, there is nothing terminal here. |
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 19:11:00 -
[228] - Quote
Aero Yassavi wrote:(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.
The system already tracks damage to dropsuits ... if you change at a supply depot to the same dropsuit type with a different fitting your shield and armor damage are retained with the new fitting.
I agree it would be too easy to railsnipe and recall for ammo resupply ... it should be considered unintended behaviour and fixed before it's broken.
I'm not keen on removing redline supply depots as they are useful for infantry and will be for vehicles at times when there's no other options.
Hopefully just making vehicles more fun will reduce the desire to railsnipe. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
2
|
Posted - 2013.08.27 19:13:00 -
[229] - Quote
Ok here we go....
Definition: Strengths: Long range, heavy armor, and devastating attacks. Team unit.
Weakness: Infantry at Close quarters (Think C4 charges low throw distance high damage triggered effect), mines, high value target, high powered unguided rockets, lower powered targeted rockets. Grenades doing little to no damage.
CCP Definition: Finite ammo, "lift your skirt and run away after 15 seconds", pull up to supply depot / Shell Gas Station to refill every 3 minutes.
Weakness: Forge Guns, lasers, harsh language, sharp sticks, bumps in the terran inflicting 1000's of damage, infantry hand held grenades that match damage of 20 ton barrel mounted on 50 tons of metal. I think what kills me is the grenades in this game doing insane damage, who thought that one up?
I am sure someone noted that sometimes your Active Boosters DO NOT FUNCTION PROPERLY! So thanks for adding more emphasis on a broken link in programming.
In closing get your sheet together. |
Needless Sacermendor
Red Fox Brigade
365
|
Posted - 2013.08.27 19:18:00 -
[230] - Quote
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 ! |
|
LCB Holdings
Expert Intervention Caldari State
13
|
Posted - 2013.08.27 19:19:00 -
[231] - Quote
Since ammo will be finite.
After blowing all the supply depots in the battlefield, I can already see tanks staying behind the red line with rail guns near the last supply depot ( You wouldn't want to get your 1.6 million ISK death machine popped just because you ran out of ammo) or recalling their tanks each time they ran out of ammo. |
blue skink
Subdreddit Test Alliance Please Ignore
20
|
Posted - 2013.08.27 19:24:00 -
[232] - Quote
Thank God another Nerf. Maybe I will stop this game now. |
Reimus Klinsman
Guardian Solutions DARKSTAR ARMY
349
|
Posted - 2013.08.27 19:29:00 -
[233] - Quote
milo cordelli wrote: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
What I am suggesting actually increases strategy required for Tanks as well as AV.
Currently when a tank begins taking damage, it has slow low HP that it usually needs to flee. It gains HP so quickly that it can get back into the fight with full HP. That means that the AV infantry had no lasting effect.
Now lets say we boost HP by 4x and reduce all forms of HP regen by half. This would effectively mean that it will take 8 times as long to recharge from any damage given. Tanks become far more resilient and the damage AV inflicts will have more of a lasting effect.
This is a simple win/win improvement. Tanks become more useful, and AV has more of a lasting effect. Tanks can't be solo'd by infantry (easily) and should infantry force a tank to flee, that tank will need to spend a lot more time away from the battle in order to recharge its HP. |
ladwar
Dead Six Initiative Lokun Listamenn
1295
|
Posted - 2013.08.27 19:38:00 -
[234] - Quote
Needless Sacermendor wrote:ladwar wrote:so just from reading the only thing i hear is we are buffing armor and nerfing shields. can't wait to actually see the numbers but till then it looks like caldari are going to stay 2nd rate tanks that no one should use. and AV is not going to be touch so we will be just even rich WP targets then before. Why do they need to touch AV ... the point of 1.5 is to rebalance vehicles ... or do you think they'll just rebalance them where they are and not in balance with AV ? ... Sounds like good logic you've got there ! yea current AV is balanced when they have Marauders and they actually had speed to get away from AV and tank some of it. now they are buffing the hell out of the SL so yea they need to balance AV to the current vehicles we now that can't do either because i bet they are not balancing vehicles up to their worth(up to AV) but down to shields currently then nerfing shields while keeping the high cost making vehicles free wp to anyone with an SL. |
drake sadani
Tacti-corp
69
|
Posted - 2013.08.27 19:44:00 -
[235] - Quote
this is the last thing i am going to say on this they are either going to screw up finite ammo . or make it sensible
so it's either going to be awesome
or it's going to be dumb,
lets hope CCP has a backup version ready before they do this
|
Spkr4theDead
International-Fleet
495
|
Posted - 2013.08.27 19:45:00 -
[236] - Quote
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. |
Lurchasaurus
SVER True Blood Public Disorder.
1080
|
Posted - 2013.08.27 19:51:00 -
[237] - 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.
exactly
|
fussy Wolf
Black Phoenix Mercenaries
2
|
Posted - 2013.08.27 20:04:00 -
[238] - Quote
This Patch is sexah :O and we know it XD |
TITANIC Xangore
Subdreddit Test Alliance Please Ignore
286
|
Posted - 2013.08.27 20:13:00 -
[239] - Quote
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? |
Soldner VonKuechle
SAM-MIK
98
|
Posted - 2013.08.27 20:14:00 -
[240] - Quote
Why are we all spasming about finite ammo and redline sniping when the tacnet change will knock out a huge portion of redliningvia no sshared team or squad LOS. Any tank or sniper that wants to red line now will have to squad up with someone running/spamming an active scanner. The days of red lining are coming to a close, like it or not.
Finite ammo in engagements also makes tank driving more tactical through the trade off mentality, Do you blow your load sploding neutral guns or do you tank/infantry hunt? The resupply aspect was hardly even mentioned; speculation as to how it'll all work is great, but to clamor and berate each other cause you don't like the change makes me think Cmndr Wang was on to something with his with holding of info. Discussion is good, itching because the tactical dynamic of ammo supply doesn't appeal to you is American politics level immature.
I do hold concern on the active vs passive re-work, but with out true numbers, I can't really form an opinion.
An answer for as to why thecapacitor system is being abandoned would be nice, because as himkor kimtoro from synergy (Will edit for spelling, om phone atm) said: we're not near as dumb as we appear.
The av proto vs standard vehicles does need to be addressed fully, simply removing infantry av proto nor adding proto tanks will resolve the issue. Attributes need to be tweaked, and after the live testing 1.4 provides letshope the metrics show CCP what needs to be done.
The lowering of vehicle costs and/or the isk kick-back for destroying vehicles in vehicles are prolly the two most agreed upon and liked ideas in this thread, can we have some blue post about how likely this is to happen?
And yes bro, I do even tank. |
|
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 |
|
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. |
|
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. |
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1346
|
Posted - 2013.08.28 00:35:00 -
[271] - Quote
Daalzebul Del'Armgo wrote: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. Just make it applicable to all your HAVs (or whatever vehicle you're using) that have that type of turret (such as rail). Keep track of ammo for say 2 minutes after recalled.
|
Ghural
The Southern Legion The Umbra Combine
119
|
Posted - 2013.08.28 00:51:00 -
[272] - Quote
Actually I've thought some more about the proposed emphasis on active modules. And I've gotta admit, as a pilot, I really don't like them.
The main difficulty in keeping our flying paper pinatas alive is that there are so many directions from which danger can come without warning. Rail tanks, forge guns, enemy drop ships, RDVs, buildings, swarms, turrets. And the players attention is usually completely concerned with anticipating and avoiding those attacks, and now you are basically proposing to add a new system that we will have to micromanage and monitor.
I thought you said these changes are meant to make it more fun.
And whilst we're at it. Can we get weather and clouds in those skies? So drop ships can enjoy a slight bit of cover. |
Master Jaraiya
Ultramarine Corp
566
|
Posted - 2013.08.28 00:54:00 -
[273] - Quote
Something tells me that Dropships will find a nice niche in the Transporting of Troops and resupplying of HAVs. |
J3f3r20n Gh057
Molon Labe.
63
|
Posted - 2013.08.28 00:58:00 -
[274] - Quote
I'm not specialized in any vehicles, buuut one thing that CCP HAVE to fix is the Logi LAV. It is stroger than some tanks and it is not fair to throw 3 packed av nades (1300 hp damage) to damage only half the shield of the damn LAV. They are supposed to be Light Armored, not those cluster-fackud monsters.
Buuut, again, i am not specialized in vehicles so this is just my poor theory. |
gbghg
L.O.T.I.S.
3315
|
Posted - 2013.08.28 00:59:00 -
[275] - Quote
Master Jaraiya wrote:Something tells me that Dropships will find a nice niche in the Transporting of Troops and resupplying of HAVs. I sense a crystal ball here. |
Master Jaraiya
Ultramarine Corp
566
|
Posted - 2013.08.28 01:00:00 -
[276] - Quote
Ghural wrote:Actually I've thought some more about the proposed emphasis on active modules. And I've gotta admit, as a pilot, I really don't like them.
The main difficulty in keeping our flying paper pinatas alive is that there are so many directions from which danger can come without warning. Rail tanks, forge guns, enemy drop ships, RDVs, buildings, swarms, turrets. And the players attention is usually completely concerned with anticipating and avoiding those attacks, and now you are basically proposing to add a new system that we will have to micromanage and monitor.
I thought you said these changes are meant to make it more fun.
And whilst we're at it. Can we get weather and clouds in those skies? So drop ships can enjoy a slight bit of cover.
The Passives will more than likely be what DS pilots flock to. Most Dropships that I see or have flown in do not encounter any very lenghty engagements (not intended to poke at your lolvivability), so the Active Modules would be overkill for them, they seem to be more of the get in get out quickly type of vehicle. DS will be able to get in, drop off troops, maybe resupply an HAV while recharging/repairing, then get back out to safety quickly.
|
Soldner VonKuechle
SAM-MIK
101
|
Posted - 2013.08.28 01:04:00 -
[277] - Quote
J3f3r20n Gh057 wrote:I'm not specialized in any vehicles, buuut one thing that CCP HAVE to fix is the Logi LAV. It is stroger than some tanks and it is not fair to throw 3 packed av nades (1300 hp damage) to damage only half the shield of the damn LAV. They are supposed to be Light Armored, not those cluster-fackud monsters.
Buuut, again, i am not specialized in vehicles so this is just my poor theory.
They are incredibly annoying when I play infantry for the reasons you mentioned, but they sre set up like that because of resistances being built into the llav. And this is mimicking real life, look up the MRAV, nicknamed buffalo. Complete with active scanning! Lol. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
220
|
Posted - 2013.08.28 01:15:00 -
[278] - Quote
Lurchasaurus wrote:Noc Tempre wrote:Ultimately, it appears CCP gave up on capacitor. Not necessarily the end of the world but their solution is oversized infantry mechanics with heavy reliance on burst powers. They are making vehicles super glass cannons. With all these active modules, I officially ask that we get a split between driver/gunner and vehicle locking tools. I don't see it being workable any other way unless you overhaul the controls as well for one button activation of modules. it is bad game mechanics to have to go through a radial menu to select active modules in the middle of a fight. i have always had a problem with this. Either controls need to be more streamlined, not necessarily a one button thing, but def streamlined, or active modules need to be accessed in a different manner. It is stupidly easy to select the wrong module on the radial menu as well, as the icons are small and close together. I have lost many a tank to this, compounded with the terrible mouse radial menu bug.
Why not have it old metal gear solid style, hold down R2 (OR what ever button you prefer) and the modules come up in a list which you can select through, once you let go of the button the selected module from the list is activated? I suppose its similar to how it is, but the list come be made more user friendly.
By the way CCP - interesting changes, I look forwards to seeing how this pans out. |
J3f3r20n Gh057
Molon Labe.
63
|
Posted - 2013.08.28 01:20:00 -
[279] - Quote
Soldner VonKuechle wrote:J3f3r20n Gh057 wrote:I'm not specialized in any vehicles, buuut one thing that CCP HAVE to fix is the Logi LAV. It is stroger than some tanks and it is not fair to throw 3 packed av nades (1300 hp damage) to damage only half the shield of the damn LAV. They are supposed to be Light Armored, not those cluster-fackud monsters.
Buuut, again, i am not specialized in vehicles so this is just my poor theory. They are incredibly annoying when I play infantry for the reasons you mentioned, but they sre set up like that because of resistances being built into the llav. And this is mimicking real life, look up the MRAV, nicknamed buffalo. Complete with active scanning! Lol.
Yeah, you are right. But i don't want be forced to skill into proto swarms just to take care of some Logi LAVs because i am a logi, so i just have 1 weapon slot, and i can't take the risk of find a supply depot to change suits. We need a way to deal with those monsters
If CCP nerf the Logi LAV, it will be unfair to the dedicated drivers specialized into LAVs. If CCP buff the av nades, it will be easier to take care of tanks too.
Maybe they could make specific modules to LAVs and Tanks, so the LAVs modules wouldbe less powerful. (I don't if it is already this way) |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
220
|
Posted - 2013.08.28 01:25:00 -
[280] - Quote
Iron Wolf Saber wrote: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_warfareGenerally means that you die in the first hit. If it doesn't die in the first hit it was a bad anti tank method. Also the RPG 29 would like to say Hi to the current generation tanks such as the challenger and abrams.
Impressive weapon, and its been in service since the 80`s too! Damn just imagine what they are working on now.
|
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Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
176
|
Posted - 2013.08.28 01:31:00 -
[281] - 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.
You mad? You mad bro? |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3339
|
Posted - 2013.08.28 01:46:00 -
[282] - Quote
Lurchasaurus wrote:i just jizzed my pants
FINALLY I CAN HAVE
no small turrets unstupid shield regen ammo in turrets (meaningful engagements) balanced modules between shields/armor Where does it say you can remove your small turrets? What is this obsession with trying to force HAVs to be solo vehicles? |
Casius Hakoke
Molon Labe.
299
|
Posted - 2013.08.28 01:52:00 -
[283] - Quote
Mobius Wyvern wrote:Lurchasaurus wrote:i just jizzed my pants
FINALLY I CAN HAVE
no small turrets unstupid shield regen ammo in turrets (meaningful engagements) balanced modules between shields/armor Where does it say you can remove your small turrets? What is this obsession with trying to force HAVs to be solo vehicles?
Its towards the bottom of CCP Wolfmans post. I'm not sure how I feel about it though, I personally like having gunners in my HAV, as long as I can communicate with them that is. |
Winsaucerer
The Southern Legion The Umbra Combine
200
|
Posted - 2013.08.28 01:54:00 -
[284] - Quote
Bojo The Mighty wrote: So you ignore that: Turrets: getting buff with the finite ammo Small turrets are no longer required passive armor repair
And these aren't patchnotes either, there is nothing terminal here.
From the OP: Armor has no native regen.
Also, the small turrets being no longer required is not necessarily a good thing. Choices should be meaningful, but right now people are excited because it will allow them to squeeze that extra little cpu+pgu that's been desired to fit the better tank. I know I could use it. Sounds like a no-brainer.
Lillica Deathdealer wrote: 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.
This is a very interesting idea that I think deserves a repost.
Our Deepest Regret wrote: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.
This is not the impression I received, but without numbers it is hard to tell. I received the impression that being a tank you can TANK in is going to be harder...except for during a short window of time...so keep an eye on your exit route because you'll need to be retreating again soon. I would be interested to hear why you think these changes will make a tanky tank more viable than it is now. |
Ares Lawrens
Phoenix Security Solutions
5
|
Posted - 2013.08.28 02:09:00 -
[285] - Quote
well...
|
Lurchasaurus
SVER True Blood Public Disorder.
1092
|
Posted - 2013.08.28 02:15:00 -
[286] - Quote
Winsaucerer wrote:From the OP: Armor has no native regen.
read before you type. CCP said they will start 1.5 with a limited selection of mods. Shield tanks will get an active shield booster and armor tanks will get a passive armor rep mod. There will not be any active armor hardener, at least thats how i read the post.
unless i myself missed something, but im pretty sure i didnt |
Winsaucerer
The Southern Legion The Umbra Combine
200
|
Posted - 2013.08.28 02:53:00 -
[287] - Quote
Lurchasaurus wrote: read before you type. CCP said they will start 1.5 with a limited selection of mods. Shield tanks will get an active shield booster and armor tanks will get a passive armor rep mod. There will not be any active armor hardener, at least thats how i read the post.
unless i myself missed something, but im pretty sure i didnt
I didn't notice about the mention of "no active hardener" in the OP, but I haven't looked carefully. The rhetorical caution you express in the rest of your reply does not match your opening arrogant recommendation that I "read before (I) type".
The person I responded to said "passive armor repair", not "passive armor repairer". They probably were meaning we get the former through the latter, as you point out. |
Galm Fae
Guardian Solutions DARKSTAR ARMY
77
|
Posted - 2013.08.28 03:09:00 -
[288] - Quote
Digging the new pilot support you guys are adding, and I am down for an active damage booster. The only thing I am worried about is if I should stock up on what is on the market now that I like before you overhaul the system.
|
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CCP Wolfman
C C P C C P Alliance
1513
|
Posted - 2013.08.28 03:30:00 -
[289] - Quote
Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
|
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Obodiah Garro
Tech Guard General Tso's Alliance
241
|
Posted - 2013.08.28 03:34:00 -
[290] - Quote
balance HAV is easy, make the driver and gunner seperate operators then you can buff the standard hull hp in line with what it would take for 2 standard AV weilding infrantry to destroy it.
HAV being a 1 man army is the biggest problem, finite ammo is irrelevant as no doubt well organised people will use whatever resupply options are made available to full effect anyway. |
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Our Deepest Regret
Algintal Core Gallente Federation
76
|
Posted - 2013.08.28 03:34:00 -
[291] - Quote
double post |
Blaze Ashra
Holdfast Syndicate Amarr Empire
4
|
Posted - 2013.08.28 03:35:00 -
[292] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
Thank you so much. And proto modules is awesome. Now I'm stoked for it. |
Our Deepest Regret
Algintal Core Gallente Federation
76
|
Posted - 2013.08.28 03:36:00 -
[293] - Quote
Our Deepest Regret wrote:Winsaucerer wrote:
This is not the impression I received, but without numbers it is hard to tell. I received the impression that being a tank you can TANK in is going to be harder...except for during a short window of time...so keep an eye on your exit route because you'll need to be retreating again soon. I would be interested to hear why you think these changes will make a tanky tank more viable than it is now.
I'm going by Wolfman's post: CCP Wolfman wrote:Active vs. Passive modules
WeGÇÖre rebuilding everything with the idea that active modules will allow a vehicle to survive a single encounter, while passive modules increase its long-term surviveability across multiple encounters. Active modules will provide very significant bonuses, but once used their long recharge times leave a lone vehicle vulnerable to any follow-up attacks. Passive modules on the other hand provide permanent bonuses that are comparatively small. The breakdown is as follows:
Active
Large, temporary bonuses High PG/CPU costs Single encounter surviveability
Passive
Small, persistent bonuses Comparatively low PG/CPU costs Multiple encounter surviveability What I'm taking from that is that damage oriented tanks will focus on active modules. Defensive oriented guys like me will load up on passive modules to maximize survivability over killing power. I'm all about dat defense. WASTE YOUR BULLETS! WAAAAASTE THEEEEEM!!!!
|
Lurchasaurus
SVER True Blood Public Disorder.
1099
|
Posted - 2013.08.28 03:53:00 -
[294] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
twice now i have jizzed my pants in one thread. goddammit CCP im running out of pants |
Casius Hakoke
Molon Labe. RISE of LEGION
300
|
Posted - 2013.08.28 03:54:00 -
[295] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
CCP Wolfman, if you can pull this off you will be my favorite CCP Dev of all time. |
D legendary hero
THE WARRIORS OF LEGEND
744
|
Posted - 2013.08.28 03:54:00 -
[296] - Quote
CCP Wolfman wrote: *We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
*single tire rolls down face* MY fellow piolots and I salute 07 |
Lurchasaurus
SVER True Blood Public Disorder.
1099
|
Posted - 2013.08.28 03:54:00 -
[297] - Quote
Obodiah Garro wrote:balance HAV is easy, make the driver and gunner seperate operators then you can buff the standard hull hp in line with what it would take for 2 standard AV weilding infrantry to destroy it.
HAV being a 1 man army is the biggest problem, finite ammo is irrelevant as no doubt well organised people will use whatever resupply options are made available to full effect anyway.
I didnt spec into tanks so someone else could use it |
Our Deepest Regret
Algintal Core Gallente Federation
76
|
Posted - 2013.08.28 03:57:00 -
[298] - Quote
Lurchasaurus wrote: I didnt spec into tanks so someone else could use it
This guy gets it. |
Void Echo
Echo Galactic Industries
1084
|
Posted - 2013.08.28 03:57:00 -
[299] - Quote
Obodiah Garro wrote:balance HAV is easy, make the driver and gunner seperate operators then you can buff the standard hull hp in line with what it would take for 2 standard AV weilding infrantry to destroy it.
HAV being a 1 man army is the biggest problem, finite ammo is irrelevant as no doubt well organised people will use whatever resupply options are made available to full effect anyway.
that will create more problems, I did NOT skill into tanks for someone else to use it, I skilled so I could use it. |
Casius Hakoke
Molon Labe. RISE of LEGION
300
|
Posted - 2013.08.28 03:57:00 -
[300] - Quote
Obodiah Garro wrote:balance HAV is easy, make the driver and gunner seperate operators then you can buff the standard hull hp in line with what it would take for 2 standard AV weilding infrantry to destroy it.
HAV being a 1 man army is the biggest problem, finite ammo is irrelevant as no doubt well organised people will use whatever resupply options are made available to full effect anyway.
Where did you get the idea that HAV's are 1 man armies, try and use one that way against proto av, heck any kind of organized av and see what happens. Without proper infantry support a HAV can not carry any team. |
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Our Deepest Regret
Algintal Core Gallente Federation
77
|
Posted - 2013.08.28 04:01:00 -
[301] - Quote
D legendary hero wrote: *single tire rolls down face* MY fellow piolots and I salute 07
When you're happy, you let people drive over your head?
You must be swedish. They're always doing that World's strongest man stuff. |
Sgt Buttscratch
G I A N T EoN.
694
|
Posted - 2013.08.28 04:10:00 -
[302] - Quote
CCP Wolfman wrote:Buried in replies!
......
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
Does this include remote repairs. People are using this and ending the match on 250 points, tho they have been an absolute life saver and team player through out the match. |
Minor Treat
The Enclave Syndicate Dark Taboo
71
|
Posted - 2013.08.28 04:29:00 -
[303] - Quote
Aderek wrote:Finity ammo! Thats very good news :|) But, where we can refill? In suply depot or HAV nanohives or nornal nanohives? :)
Good hunting! I'd imagine repair tools would be a form of ammo replenishment for Vehicles (or rather a specific type of repair tool for ammo replenishment). And Supply depot seems to make the most sense as well but It would be nice to see a new installation shaped like a gas station for replenishment for Vehicles. Gas station battles would hold a lot of purpose and make a new form of strategy between installation control of the battlefield. |
crazy space 1
Unkn0wn Killers
1585
|
Posted - 2013.08.28 04:30:00 -
[304] - Quote
THE TRAINSPOTTER wrote:ammo depletion makes perfect sense
i agree with it
It also allowed for laser based weapons in the future to use NO AMMO, since that is the advantage they hold. Right now it's like every weapon is an energy battery based weapon it makes no sense |
Minor Treat
The Enclave Syndicate Dark Taboo
71
|
Posted - 2013.08.28 04:30:00 -
[305] - Quote
I'd imagine repair tools would be a form of ammo replenishment for Vehicles (or rather a specific type of repair tool for ammo replenishment). And Supply depot seems to make the most sense as well but It would be nice to see a new installation shaped like a gas station for replenishment for Vehicles. Gas station battles would hold a lot of purpose and make a new form of strategy between installation control of the battlefield. |
Spkr4theDead
International-Fleet
503
|
Posted - 2013.08.28 04:57:00 -
[306] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
The obvious questions.
PRO shield extenders/boosters, and PRO armor plates/reppers? I'd love a 250mm plate that has 3800 armor but would obviously take a ton of CPU and PG.
With hardeners... to me, it sounds we might we 50% or greater that may last for a minute, with an expected longer cooldown.
Can you guys please try to keep us updated with this stuff, and maybe set a dedicated feedback thread, paying particular attention to us vehicle operators? This is a complete rework of two opposing professions, not a tweak here and a half a percent adjustment there. For many, including me, 1.5 is make or break as a vehicle operator.
Will that "repair module bug" be "fixed?" It's literally the only thing that prevents armor tanks from being blown up as they're running from an alpha's worth of damage from PRO AV. It's no fun if someone says they need help somewhere, and two of the enemy just so happen to have Lai Dai AV grenades. That's ~12,000 damage that cannot be recovered from, if those two each have 3 grenades. |
Spkr4theDead
International-Fleet
503
|
Posted - 2013.08.28 04:59:00 -
[307] - Quote
crazy space 1 wrote:THE TRAINSPOTTER wrote:ammo depletion makes perfect sense
i agree with it It also allowed for laser based weapons in the future to use NO AMMO, since that is the advantage they hold. Right now it's like every weapon is an energy battery based weapon it makes no sense That would likely be its own capacitor. |
Arkena Wyrnspire
Turalyon 514
2796
|
Posted - 2013.08.28 05:02:00 -
[308] - Quote
D legendary hero wrote:CCP Wolfman wrote: *We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
*single tire rolls down face* MY fellow piolots and I salute 07
A tire ran down your face?
On the changes: It's very nice to see this, especially with dropships getting some love (at last! AT LAST!) but I do have a question. Some time ago a price slash was promised for dropships - will this be happening? |
Winsaucerer
The Southern Legion The Umbra Combine
200
|
Posted - 2013.08.28 05:12:00 -
[309] - Quote
Our Deepest Regret wrote: What I'm taking from that is that damage oriented tanks will focus on active modules. Defensive oriented guys like me will load up on passive modules to maximize survivability over killing power. I'm all about dat defense. WASTE YOUR BULLETS! WAAAAASTE THEEEEEM!!!!
What I read that to mean is: be uber-tanky for a short time, and quite vulnerable for the rest, OR be middle-of-the-road tanky all the time.
That is, the active version will be much tankier than your passive fit for its brief active period. I don't see anything that would suggest that you will be able to tank any better (or worse) than you currently can). |
Bojo The Mighty
Zanzibar Concept
1592
|
Posted - 2013.08.28 05:19:00 -
[310] - Quote
Winsaucerer wrote: From the OP: Armor has no native regen.
From the OP
Quote:Armor Repairers (P): Speed up HP recovery outside of combat
Used to make running repairs between battles (too slow to be of real use in the heat of battle)
it is (P) passive module *Notice how it says "too slow to be of real use in the heat of battle". Compared to the current armor rep module, this is definitely a description of a passive armor repair module. |
|
Void Echo
Echo Galactic Industries
1084
|
Posted - 2013.08.28 05:49:00 -
[311] - Quote
what I red is that your completely changing tanks and leaving av alone again, great...
your also nerfing every aspect of tanking in general.
im not against the ammunition part if we get a module that allows us to regenerate our ammo, put that in and its fine.
the rest if it "make vehicles fun", this is doing the exact opposite of that, if these stay the same to the update, I demand a respect. |
Our Deepest Regret
Algintal Core Gallente Federation
80
|
Posted - 2013.08.28 06:00:00 -
[312] - Quote
Winsaucerer wrote: What I read that to mean is: be uber-tanky for a short time, and quite vulnerable for the rest, OR be middle-of-the-road tanky all the time.
That is, the active version will be much tankier than your passive fit for its brief active period. I don't see anything that would suggest that you will be able to tank any better (or worse) than you currently can).
Guess I'll just have to keep my fingers crossed then!
Hey, since we're in a vehicle thread, I'm curious about something in case anyone knows. Is it currently possible to fit a Madrugar to have three active hardeners and a rep? |
Bright Cloud
Namtar Elite Gallente Federation
57
|
Posted - 2013.08.28 06:23:00 -
[313] - Quote
Hmm so far i get it like this: -Shield extenders/armor plates massive nerf cause its stated as a "small" boost to HP so we will only get small/medium shield extenders. basically large extenders are dead.
-Hardeners: samne as now but with much longer cooldown time. Means armor hardeners get on the same lvl as shield hardeners
-Shield recharge changes: if the tanks wont have a passive recharge of like 100HP+ per sec its useless. And you are integrating recharge delay like with dropsuits. Sounds interesting but every twatt can prevent you from recharging shields with a AR. Which probs gets abused.
-Shield booster changes: i assume that they will be like the armor reps which we have now. But with longer cooldown (1 min+).
-Armor repairs: I so they become a passive thing now? But with massive nerf then previous. However the passive armor repair will continue to work even while beeing under fire. So its going to be a constant regen like we have now with shields. But the question is: how much per sec will they rep? This will be the key for balancing
-damage mods becoming active modules: bad idea i think they should stay passive and not another active module. We have allready enough mods that run active.
-Ammo introduction: you are only implementing that cause tankers allways destroy supply depots on sight.
-vehicle fitting/small turrets: so we can see dropships without turrets and due to the implemented WP's earning possibility you might see much more highly tanked logistic dropships.
overall im still not convinced about the changes. Looking at the module balance i believe that the base HP off tanks will be higher then it is at the moment cause plates/shield extenders will only give you a "small" bonus to the HP. We are talking here on a bonus between 500-1200 HP per module. |
Bojo The Mighty
Zanzibar Concept
1592
|
Posted - 2013.08.28 06:27:00 -
[314] - Quote
Bright Cloud wrote:Hmm so far i get it like this: -Shield extenders/armor plates massive nerf cause its stated as a "small" boost to HP so we will only get small/medium shield extenders. basically large extenders are dead. You interpreted that wrong. In relation to armor, shields will have less total ehp. It's like that now. Extenders give less health than armor plates per module. That's what he is saying. |
Rei Shepard
Spectre II
472
|
Posted - 2013.08.28 06:36:00 -
[315] - Quote
Void Echo wrote:what I red is that your completely changing tanks and leaving av alone again, great...
your also nerfing every aspect of tanking in general.
im not against the ammunition part if we get a module that allows us to regenerate our ammo, put that in and its fine.
the rest if it "make vehicles fun", this is doing the exact opposite of that, if these stay the same to the update, I demand a respect.
Making vehicles "Fun" does not neccesarely mean to make them OP for the ones driving them, witch is where they are right now if you have 20m sp into them, because my 20m SP i got into dropsuits seems to be irrelivant because you guys only look at how much SP i got into AV to rate my effectiveness vs yours and my 1m sp in AV is so low, you actually have a right to the "win" button because you got 19m sp more in there.
A tank right now can go trough 20-30 Infantry, this around 5-6 games if the Tanker inside is as good an Infantry guy who goes 20-3 regulry (completely solo, like me for instance(6KDR)). 100% on the field can kill infantry, but only 10% of it can hurt a vehicle at this point.
1 2m tank destroyed every 5 games = 400k isk spend per game 3 200k deaths per game is 3m over 5 games or 600k spend per game
And then that 1 death for a tanker, is too much for you guys to handle because it costs 2m!!!!!!
My guess is that after the vehicle rebalance with the limited ammo, vehicles will be used more to counter other vehicles or installations, or to cover infantry for a limited time and stop them from being the infantry lawnmowers that they are today.
Its not hard to check the numbers after a game, each game these days if its 24/0, a tank, 20/0 another tank, 32/0 hey look its that tank again, then you check their second best on the tank team and wow he had 3/3 ...next match a 7/4 guy ...take the tank away and that team would have lost severly.
Next day, aww look that tank is having soo much trouble another 25/0....lemme toss my proto nades at it ....ow ok that took it down to at least 60% ....shields...lets grab a hive and ....aww its already gone ...
Though if they are going to restrict small turret placements, i foresee only single man tanks driving around, each tanker is his own tank.
Tanks really need to be on Par with Infantry 1 vs 1, if said infantry is decked out into an AV role.
Tank > Infantry > AV Infantry > Tank
|
Void Echo
Echo Galactic Industries
1084
|
Posted - 2013.08.28 06:54:00 -
[316] - Quote
Rei Shepard wrote:Void Echo wrote:what I red is that your completely changing tanks and leaving av alone again, great...
your also nerfing every aspect of tanking in general.
im not against the ammunition part if we get a module that allows us to regenerate our ammo, put that in and its fine.
the rest if it "make vehicles fun", this is doing the exact opposite of that, if these stay the same to the update, I demand a respect. Making vehicles "Fun" does not neccesarely mean to make them OP for the ones driving them, witch is where they are right now if you have 20m sp into them, because my 20m SP i got into dropsuits seems to be irrelivant because you guys only look at how much SP i got into AV to rate my effectiveness vs yours and my 1m sp in AV is so low, you actually have a right to the "win" button because you got 19m sp more in there. A tank right now can go trough 20-30 Infantry, this around 5-6 games if the Tanker inside is as good an Infantry guy who goes 20-3 regulry (completely solo, like me for instance(6KDR)). 100% on the field can kill infantry, but only 10% of it can hurt a vehicle at this point. 1 2m tank destroyed every 5 games = 400k isk spend per game 3 200k deaths per game is 3m over 5 games or 600k spend per game And then that 1 death for a tanker, is too much for you guys to handle because it costs 2m!!!!!! My guess is that after the vehicle rebalance with the limited ammo, vehicles will be used more to counter other vehicles or installations, or to cover infantry for a limited time and stop them from being the infantry lawnmowers that they are today. Its not hard to check the numbers after a game, each game these days if its 24/0, a tank, 20/0 another tank, 32/0 hey look its that tank again, then you check their second best on the tank team and wow he had 3/3 ...next match a 7/4 guy ...take the tank away and that team would have lost severly. Next day, aww look that tank is having soo much trouble another 25/0....lemme toss my proto nades at it ....ow ok that took it down to at least 60% ....shields...lets grab a hive and ....aww its already gone ... Though if they are going to restrict small turret placements, i foresee only single man tanks driving around, each tanker is his own tank. Tanks really need to be on Par with Infantry 1 vs 1, if said infantry is decked out into an AV role. Tank > Infantry > AV Infantry > Tank, enganging multiple AV personel should mean certain death for a tank and vs 1 guy it should swing both ways.
how many times do I have to tell you infantry guys, I dont want tanks to be OP or UP... but my vision of tanks are guess what, tanks, not this **** we have right now.. I mean tanks, and no, 1 vehicle doesn't = 1 infantry, if the infantry guy was in a vehicle sized dropsuit then yeah I would agree.
tanks in my vision are meant to be anti-vehicle mainly with the occasional anti-infantry role if it were needed. but the way it is now, vehicles are ****.
I would reset all stats to 0 once we have adv and proto tanks and build from their, that way vehicles wont be the tanks they were in chromosome yet they wont be the **** piles they are now and AV wont be the OP force its been since the beginning of the game yet it will serve its role as a deterrent for smart tankers and destroy any stupid ones.
I know that when your talking about fun, your talking about your own fun, you dont care about vehicle users, or else you wouldn't have said that for tanks to be fun, doesn't mean the drivers need to be having fun... yes it does mean we need to have fun for tanks to be fun... were the ones that ******* use them. if we aren't having fun using our equipment, the equipment is not worth it.
tanks are far from OP but I understand its not your fault, its the fault of your infantry brothers for drilling that thinking into your head. |
Robert JD Niewiadomski
NULLIMPEX INC
447
|
Posted - 2013.08.28 07:04:00 -
[317] - Quote
Nihilus Warwick wrote: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. With an option to remove all turrets from vehicles, this would allow to create interesting combinations: 1) Sniper LAV/DS 2) Forge LAV/DS 3) Swarms LAV/DS 4) Laser LAV/DS 5) Mass driver LAV/DS and so on... And more interesting dropship dogfights
With incoming aim assists it could be feasible to shoot out of dropships... |
Rei Shepard
Spectre II
472
|
Posted - 2013.08.28 07:12:00 -
[318] - Quote
Quote:how many times do I have to tell you infantry guys, I dont want tanks to be OP or UP... but my vision of tanks are guess what, tanks, not this **** we have right now.. I mean tanks, and no, 1 vehicle doesn't = 1 infantry, if the infantry guy was in a vehicle sized dropsuit then yeah I would agree.
tanks in my vision are meant to be anti-vehicle mainly with the occasional anti-infantry role if it were needed. but the way it is now, vehicles are ****.
I would reset all stats to 0 once we have adv and proto tanks and build from their, that way vehicles wont be the tanks they were in chromosome yet they wont be the **** piles they are now and AV wont be the OP force its been since the beginning of the game yet it will serve its role as a deterrent for smart tankers and destroy any stupid ones.
I know that when your talking about fun, your talking about your own fun, you dont care about vehicle users, or else you wouldn't have said that for tanks to be fun, doesn't mean the drivers need to be having fun... yes it does mean we need to have fun for tanks to be fun... were the ones that ******* use them. if we aren't having fun using our equipment, the equipment is not worth it.
tanks are far from OP but I understand its not your fault, its the fault of your infantry brothers for drilling that thinking into your head.
You talk about tanks being tanks, then if by all means pls, 1 Anti Tank Rocket and yer tank is Disabled, if technology continues as today Destructive force always wins againts its defence its designed to destroy.
I do agree that Tanks need to be more AV then anti personel, your infantry should be there to take care of us, not the tank taking care of us and infantry hunting down the AV guy.
And you are right, right now when the opposing team drops 4 tanks, the game is no longer any fun on my part, seems like fun for one, always requires it to take the fun from everyone else but then again most people are only having fun if they have the OP gun, OP suit, OP secret FOTM fit or a one man army called a Tank.
As i see it, tanks should be a rare sight on a battlefield, not a dime a dozen every match in a game thats about ISK. |
Void Echo
Echo Galactic Industries
1084
|
Posted - 2013.08.28 07:24:00 -
[319] - Quote
Rei Shepard wrote:Quote:how many times do I have to tell you infantry guys, I dont want tanks to be OP or UP... but my vision of tanks are guess what, tanks, not this **** we have right now.. I mean tanks, and no, 1 vehicle doesn't = 1 infantry, if the infantry guy was in a vehicle sized dropsuit then yeah I would agree.
tanks in my vision are meant to be anti-vehicle mainly with the occasional anti-infantry role if it were needed. but the way it is now, vehicles are ****.
I would reset all stats to 0 once we have adv and proto tanks and build from their, that way vehicles wont be the tanks they were in chromosome yet they wont be the **** piles they are now and AV wont be the OP force its been since the beginning of the game yet it will serve its role as a deterrent for smart tankers and destroy any stupid ones.
I know that when your talking about fun, your talking about your own fun, you dont care about vehicle users, or else you wouldn't have said that for tanks to be fun, doesn't mean the drivers need to be having fun... yes it does mean we need to have fun for tanks to be fun... were the ones that ******* use them. if we aren't having fun using our equipment, the equipment is not worth it.
tanks are far from OP but I understand its not your fault, its the fault of your infantry brothers for drilling that thinking into your head. You talk about tanks being tanks, then if by all means pls, 1 Anti Tank Rocket and yer tank is Disabled, if technology continues as today Destructive force always wins againts its defence its designed to destroy. I do agree that Tanks need to be more AV then anti personel, your infantry should be there to take care of us, not the tank taking care of us and infantry hunting down the AV guy. And you are right, right now when the opposing team drops 4 tanks, the game is no longer any fun on my part, seems like fun for one, always requires it to take the fun from everyone else but then again most people are only having fun if they have the OP gun, OP suit, OP secret FOTM fit or a one man army called a Tank. As i see it, tanks should be a rare sight on a battlefield, not a dime a dozen every match in a game thats about ISK.
actually, irl tanks dont get killed by one person unless they pop a grenade inside the hull, look on youtube and youl see that tanks are tuff to kill, but this game is not meant to be based on real life..
and tanks are meant to kill everything, why else would they have a blaster turret, a missile turret and a rail turret all available for use?
if tanks should be a rarity then why do we see tons of vehicles in CCP's videos about dust? why are they available for personal use? why are they in the game if they aren't meant to be used?
you see, this is NOT meant to be an infantry only game, we have enough of those dull ass games.. |
Rei Shepard
Spectre II
472
|
Posted - 2013.08.28 07:31:00 -
[320] - Quote
Quote:actually, irl tanks dont get killed by one person unless they pop a grenade inside the hull, look on youtube and youl see that tanks are tuff to kill, but this game is not meant to be based on real life..
then why do want tanks to be more like tanks?
Quote:and tanks are meant to kill everything, why else would they have a blaster turret, a missile turret and a rail turret all available for use?
RL tanks have anti personel weapons ontop or in de sides/front, its not the main cannon that is used to dispatch waves of soldiers.
Quote:if tanks should be a rarity then why do we see tons of vehicles in CCP's videos about dust? why are they available for personal use? why are they in the game if they aren't meant to be used?
Because promotional videos == gameplay ?, also in Eve there are Titans, you also not see everyone flying around in it...
Quote:you see, this is NOT meant to be an infantry only game, we have enough of those dull ass games..
Ow ok, so that makes it ok to have Infantry lawn mowers all over the place? this game is also not just about vehicles you know, we also have enough of those games. |
|
Void Echo
Echo Galactic Industries
1084
|
Posted - 2013.08.28 07:36:00 -
[321] - Quote
Rei Shepard wrote: then why do want tanks to be more like tanks?
RL tanks have anti personel weapons ontop or in de sides/front, its not the main cannon that is used to dispatch waves of soldiers.
Because promotional videos == gameplay ?
Ow ok, so that makes it ok to have Infantry lawn mowers all over the place? this game is also not just about vehicles you know, we also have enough of those games.
1: they are tanks, not pieces of paper.
2: Dust 514 gives tanks LARGE BLASTER TURRETS THAT ARE THE MAIN CANNON
3: because they dont want this game to be boring dull and just like the old games we all know about with FPS, you dont understand that vehicles are meant to be a viable part of this game.
4: iv honestly only ever heard of one game which is WOT and I dont like it mainly because its based on earth. iv never heard of any non-infantry game other than that besides games that are not FPS. |
DeathwindRising
ROGUE SPADES EoN.
42
|
Posted - 2013.08.28 07:36:00 -
[322] - Quote
THE TRAINSPOTTER wrote:The Terminator T-1000 wrote:These changed sound good on paper but what's the purpose of this changes if anyone can "steal" your vehicle. That's the reason I don't like using vehicles! its easy to adapt
its easy to give us vehicle locks |
Void Echo
Echo Galactic Industries
1084
|
Posted - 2013.08.28 07:38:00 -
[323] - Quote
DeathwindRising wrote:THE TRAINSPOTTER wrote:The Terminator T-1000 wrote:These changed sound good on paper but what's the purpose of this changes if anyone can "steal" your vehicle. That's the reason I don't like using vehicles! its easy to adapt its easy to give us vehicle locks
so they are removing the delay time for everyone else to get in the vehicle and allowing everyone to get in the pilot seat automatically like in chromosome? |
Foundation Seldon
Gespenster Kompanie Villore Accords
83
|
Posted - 2013.08.28 08:15:00 -
[324] - Quote
I didn't get around to fully responding to the original ideas but I want to say that I remain cautiously optimistic about these changes going into 1.5. It seems like 1.5 is going to represent something substantial to the game and you guys are taking the necessary steps to completely rebuild the notion of vehicles in Dust 514. I approve the dedication to this front.
On to specific comments about changes :
Quote:"Proper feedback so that itGÇÖs easier to understand what is happening (e.g. an HAV has activated shield hardeners) and how to counter it."
If this means we'll see the return of flashing disco vehicles then I'll most certainly raise my support for this. Having visual knowledge that my enemy or myself has activated one module or another was something that I was missing going into Uprising and I hope that with the return of it in 1.5 we've all differentiated between the style of effect for Hardeners vs. Reppers and potentially brought back the really neat bubble effect for active scanners.
Quote: "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."
While some may cry doom and gloom I see this as an opportunity to flesh out additional roles on the battlefield, mainly to finally give vehicles like the LLAV a more tangible and viable support route for assisting their team on the battlefield. To supplement potential Logistics "fuel stations" I think having knowledge about how much remaining ammo a friendly vehicle has left in its stores is going to be important knowledge to have if this role ever comes to be.
Beyond that I think maps may need to be altered a bit if a vehicle is going to take advantage of this change in any sort of meaningful way, there has to be a balance between accessible resupplying stations vs. the desire for a pilot to simply take his or her vehicle, recall it, and call it in again with maxed ammo supplies. I may infact support a situation where vehicles simply cannot replenish ammo supplies through this method but we'll see how it's handled on release. In the future I think this represents an exciting step forward for further fleshing out unique vehicle fits if one is available to buy different "types" of ammo, ammo types may vary based on their effectiveness vs. shields or armor or damage and I think that represents not only bringing the game closer to its EVE roots but further enriching the game itself.
Quote: Once weGÇÖre confident weGÇÖve gotten the base balance right weGÇÖll start to add back in things weGÇÖve removed as well as introduce new elements to the mix. Pilot dropsuits, improved roles, increased infantry and vehicle interplay, and new turret types for a start.
You tease. Hopefully this means I can look forward to my amaarian large laser turrets in the future. Pssst, here's a suggestion on what to model it off of : http://www.youtube.com/watch?v=xOWNKGzU6TA :P
Quote: WeGÇÖre rebuilding everything with the idea that active modules will allow a vehicle to survive a single encounter, while passive modules increase its long-term surviveability across multiple encounters. Active modules will provide very significant bonuses, but once used their long recharge times leave a lone vehicle vulnerable to any follow-up attacks. Passive modules on the other hand provide permanent bonuses that are comparatively small. The breakdown is as follows:
Again, you guys really have to be careful with the notion of "ultra long cooldown" times when it comes to the introduction of these types of modules. The potential for people to game the system and simply recall and call in another vehicle is dangerous when considering the effectiveness of the modules you're trying to build.
Quote: These are the modules that weGÇÖll be focusing on in our first-pass rebalance & Armor and Shield Differentiation
Bravo! These are some VERY ambitious changes and I for one am glad that you guys are really planning on making significant changes between the armor tank and shield tank gameplay. Couple this with the new focus on the power of active modules and I can totally see the amount of viable fits in game flourishing as a result. Exciting stuff for sure. Interesting to note is that you've basically flipped the current roles of armor and shield tanking, armor tanking as it is in game at the current moment is the "Instant, emergency use high HP restoration in the heat of battle" while Shield tanks are the high resistance and regen masters.
I'm going to be interested to see how regen on armor vehicles is going to compare to the regen we already see on shield based vehicles, no doubt you guys will keep all factors of shield and armor regen in mind while balancing.
Overall I'm ridiculously excited to see these changes being put in game, you guys have a little over a month to get this down right and though I fully expect there to be some bumps along the road with its release (expect the forums to be either completely rundown with "TANKS SUCK" or "AV UNDERPOWERED" ) I really hope you keep the original vehicle goals in mind before you react in one way or another. This is undoubtedly going to be one of the biggest patches we've seen since the transition to this style of updating and I am all steam ahead for the exploration of these features and future features put into game.
Great stuff Wolfman, Remnant, and anyone else involved in the vehicle rebalance department. Your work in fleshing out this role has been a long time coming.
o7 |
Pvt Numnutz
Ikomari-Onu Enforcement Caldari State
146
|
Posted - 2013.08.28 08:19:00 -
[325] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
I have been waiting for this day for so long. I eagerly await more information on how the transport based wp rewards will be implemented. The hp buff is glorious, please just don't give us too much. As you stated they need to be powerful, but not too powerful. It should still take a talented pilot and a skilled crew to reach its full potential. keep up the great work! |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
495
|
Posted - 2013.08.28 08:41:00 -
[326] - Quote
I can't be optimistic for this 1.5, i hope i'm wrong. It will be a recall festival if tanks are turned in hit and run weapons. Why should i wait 3 minutes for my module to cool down? I just recall, wait 20 seconds, call my brand new tank, with modules ready and full ammo. |
Atom Heart Mother
We Who Walk Alone
38
|
Posted - 2013.08.28 08:48:00 -
[327] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
Dear WOLFMAN, please consider the request for "vehicle owner proximity lock" and "eject button" for all tanks, dropships and LAVs. The fact of non mandatory turrets on tanks is definetly not enough. Dont forget plz |
raex001
Eliters D.E.F.I.A.N.C.E
36
|
Posted - 2013.08.28 08:58:00 -
[328] - Quote
Just a few words: this is ridiculous and you should be ashamed .... Do not know who suggested these changes, but I assure you that whoever did not fit with the head .... Thanks CCP from 1.4 I will be forced to lay my wagons and throw months and months of exp not to mention AUR spent within this game. |
Void Echo
Echo Galactic Industries
1085
|
Posted - 2013.08.28 09:08:00 -
[329] - Quote
its funny how most of the support for this is coming from infantry players who have never spent a single skill point in vehicles. |
Atom Heart Mother
We Who Walk Alone
38
|
Posted - 2013.08.28 09:13:00 -
[330] - Quote
raex001 wrote:Just a few words: this is ridiculous and you should be ashamed .... Do not know who suggested these changes, but I assure you that whoever did not fit with the head .... Thanks CCP from 1.4 I will be forced to lay my wagons and throw months and months of exp not to mention AUR spent within this game.
Sweet tears, murder taxi drivers can now move to GTA. |
|
Shadow of War88
0uter.Heaven
54
|
Posted - 2013.08.28 09:15:00 -
[331] - Quote
uhm u better balance shield vs armor cuz its all one sided at the moment.
and better bring back the sagaris cuz in PC tanks are crap vs proto AV
also, day by day its harder to get ppl to log on n play dust soo better bring ur updates fast cuz BF4 n GTA 5 round tha corner
|
raex001
Eliters D.E.F.I.A.N.C.E
36
|
Posted - 2013.08.28 09:21:00 -
[332] - Quote
Atom Heart Mother wrote:raex001 wrote:Just a few words: this is ridiculous and you should be ashamed .... Do not know who suggested these changes, but I assure you that whoever did not fit with the head .... Thanks CCP from 1.4 I will be forced to lay my wagons and throw months and months of exp not to mention AUR spent within this game. Sweet tears, murder taxi drivers can now move to GTA. ATOM u don't understand nothing but i know that is normal for u..... i talk of tank and not of jeep ..... your rosik is high level really??? However, you will die still under the jeep because the jeep you'll see that nn can still be destroyed as the only change made GÇïGÇïaffects only the damage that is done based on the speed of the jeep |
Exardor
Namtar Elite Gallente Federation
33
|
Posted - 2013.08.28 09:52:00 -
[333] - Quote
Want to give constructive feedback, but without numbers not possible. |
Atom Heart Mother
We Who Walk Alone
38
|
Posted - 2013.08.28 10:02:00 -
[334] - Quote
raex001 wrote:Atom Heart Mother wrote:raex001 wrote:Just a few words: this is ridiculous and you should be ashamed .... Do not know who suggested these changes, but I assure you that whoever did not fit with the head .... Thanks CCP from 1.4 I will be forced to lay my wagons and throw months and months of exp not to mention AUR spent within this game. Sweet tears, murder taxi drivers can now move to GTA. ATOM u don't understand nothing but i know that is normal for u..... i talk of tank and not of jeep ..... your rosik is high level really??? However, you will die still under the jeep because the jeep you'll see that nn can still be destroyed as the only change made GÇïGÇïaffects only the damage that is done based on the speed of the jeep
sure, sure.We'll see about that, and all your fellow companions what they gonna do. Lets keep on tracked with the thread though. |
raex001
Eliters D.E.F.I.A.N.C.E
36
|
Posted - 2013.08.28 10:10:00 -
[335] - Quote
Atom Heart Mother wrote:raex001 wrote:Atom Heart Mother wrote:raex001 wrote:Just a few words: this is ridiculous and you should be ashamed .... Do not know who suggested these changes, but I assure you that whoever did not fit with the head .... Thanks CCP from 1.4 I will be forced to lay my wagons and throw months and months of exp not to mention AUR spent within this game. Sweet tears, murder taxi drivers can now move to GTA. ATOM u don't understand nothing but i know that is normal for u..... i talk of tank and not of jeep ..... your rosik is high level really??? However, you will die still under the jeep because the jeep you'll see that nn can still be destroyed as the only change made GÇïGÇïaffects only the damage that is done based on the speed of the jeep sure, sure.We'll see about that, and all your fellow companions what they gonna do. Lets keep on tracked with the thread though. jpmannu shut up right now... this post not is for u.... |
Purona
The Vanguardians
50
|
Posted - 2013.08.28 10:32:00 -
[336] - Quote
i see CCP and i had the same idea
Purona wrote:in my opinion the best Tanks in game shouldn't be easily taken out with hardeners on in my opinion CCP should
Increase the Cool down on all modules increase the power of all moduless Increase the Duration of all modules
increasing the cooldown creates a vulnerable time when all modules are disabled that allows Av players to take out the tank
militia and standard Av weapons would take 6-7 shots to take the tank out advanced 4-5 and prototype 2-3
this also increases the viability to passive modules since it would allow the tank to endure more than if its main active modules are down
increasing the Power and Duration of the modules allows tanks to attack a position for a period of time
where they either succeed or fail succeess gives a temporary safe zone failure allows the enemy team a time to not have to deal with a tank for a while |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
245
|
Posted - 2013.08.28 11:02:00 -
[337] - Quote
Just because you are in a tank it doesnt mean you have to be invincible. |
LudiKure ninda
Black Phoenix Mercenaries
11
|
Posted - 2013.08.28 11:28:00 -
[338] - Quote
Another nerf,...great
Unfortunatly I spend over 6 mil sp into this expensive coffins... |
Takahiro Kashuken
Red Star. EoN.
1117
|
Posted - 2013.08.28 11:31:00 -
[339] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
Proto modules is good - I hope we get proto mods for all availble mods
AV damage values changes - Good but you really should reverse the 1.4 swarm changes
DS will be useful - Good, but what actions will wield WP?
With shield/armor transporters give WP for reps?
|
Halador Osiris
Dead Six Initiative Lokun Listamenn
618
|
Posted - 2013.08.28 12:31:00 -
[340] - Quote
CCP Wolfman wrote:*Dropships will be scoring transport based WP rewards (and yes they have more HP). I could kiss you. Then again, plane tickets are expensive. Scratch that idea. |
|
Operative 1171 Aajli
Bragian Order Amarr Empire
173
|
Posted - 2013.08.28 12:46:00 -
[341] - Quote
This is pretty much what we effectively have already; but, I like that the changes will create more contrast between tank on tank and shield vs. armor tank as well as infantry vs. tank.
The shield tank can be even more of a constant cruising medium to long rangr tank and the armor tank can be even more of an in and out tank that has to make quick passes then retreat for cooldown.
I only hope though that active shield modules get a longer up time. Five to ten seconds isn't enough time to do anything with a rail or missile turret. Active shields still do better with a blaster; but, a blaster is really foe the armor tank.
I wouldn't mind the turrets being more restricted to the racial tank they are meant to go with. This would be especially important when the Amarr and Minny tanks are added. |
J-Lewis
Edimmu Warfighters Gallente Federation
289
|
Posted - 2013.08.28 13:13:00 -
[342] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
It's fine to have tiered modules - just please don't make the actual platforms that use them have tiers.
The defense against Weapons shouldn't be the Platform as much as it should be Modules. You tank DPS with Repairs; you tank Alpha with Buffer; you supplement with Resistance and Remote Reps. All of which are modules.
Variety in hulls can be established with operation skill bonuses, slot layouts, and specific stats; but one hull should never be outright better than another at everything.
Module tiers aren't straight upgrades when the platforms don't have tiers: performance increases, but costs more to fit, so you can only fit so and so many high tier mods before running out of CPU or PG. While fitting skills then increase the amount of high tier mods that can be fit, it is offset by increased cost. It should be possible to fit your vehicle exponentially more expensively than the hull cost, as this is what usually limits the practical application of "max performance" fits in EVE. It's a proven effect: most players simply don't fly 15 Billion ISK Officer fit Tech 1 battleships into PvP, because it isn't worth risking 14.9 Billion ISK on a 100 Million ISK hull 99% of the time. Risk vs Reward at its finest. No, it's much more reasonable to fit a 100 Million ISK hull with 2x the hull cost in fittings, and get solid performance at a much lower cost if you lose it (assuming you're going into a heavy PvP scenario).
So let's say we have 500k ISK HAVs. Creating max efficiency fittings that cost 30x the price of the hull should be possible. How much better than a 1 million ISK HAV fit should they be? Linear performance for exponential cost; e.g. perhaps 20% better for 30x the cost. Would we see 15 million ISK HAVs fielded? Yes, but only when 20% matters enough to warrant spending 30x the ISK.
Just my 0.02 ISK. |
Kekklian Noobatronic
Goonfeet Top Men.
317
|
Posted - 2013.08.28 13:33:00 -
[343] - Quote
Wolfman, more thoughts:
Are there plans to change how Vehicle Recall works? Giving vehicles more EHP is great and all, but if it simply leads to more users just blowing cool downs, popping out, and near-instantly recalling their vehicle just because it's come under fire (A tactic already acknowledged by your staff in Feedback/Suggestions round up) you're going to have a mess on your hands.
Perhaps extending the time needed to recall? Denying recall if the vehicle has recently been engaged in combat(I.E. a Crimewatch-like system, such as EVE has)? Denying vehicle recall if modules are active or on cool down? I can imagine a hundred other systems to prevent tankers from abusing the vehicle recall system, and limiting it to it's intended purpose - a tactical option for tankers to adapt to changes in battlefield conditions(And not a 'get out of jail free' card the moment an AV player starts pinging them).
|
darkiller240
K-A-O-S theory
146
|
Posted - 2013.08.28 13:37:00 -
[344] - Quote
What about DROPSHIPS O COME ON |
J-Lewis
Edimmu Warfighters Gallente Federation
291
|
Posted - 2013.08.28 13:48:00 -
[345] - Quote
Kekklian Noobatronic wrote:Wolfman, more thoughts:
Are there plans to change how Vehicle Recall works? Giving vehicles more EHP is great and all, but if it simply leads to more users just blowing cool downs, popping out, and near-instantly recalling their vehicle just because it's come under fire (A tactic already acknowledged by your staff in Feedback/Suggestions round up) you're going to have a mess on your hands.
Perhaps extending the time needed to recall? Denying recall if the vehicle has recently been engaged in combat(I.E. a Crimewatch-like system, such as EVE has)? Denying vehicle recall if modules are active or on cool down? I can imagine a hundred other systems to prevent tankers from abusing the vehicle recall system, and limiting it to it's intended purpose - a tactical option for tankers to adapt to changes in battlefield conditions(And not a 'get out of jail free' card the moment an AV player starts pinging them).
For starters, making the vehicle recall require a RDV to come pick it up (which can be shot down) instead of just warping it away would be good. If modules are active, the RDV will wait until that is no longer the case before picking it up. You cannot call in a new vehicle while the RDV is picking up your recalled vehicle. Scratch that, RDVs crashing into each other because you recalled and called in at the same time would be hilarious.
This results in a scenario where a vehicle recall and re-deploy could take up to a couple minutes. This seems acceptable.
Vehicles (and suits) that are recalled should repair and resupply over time (say, 30 seconds), not instantly (and you should be given a timer for when it's ready). During this time, the vehicle will not be in your usable assets pool (you can call in another identical tank if you have one available though). This idea can be used by itself. |
Gabriella Grey
0uter.Heaven
12
|
Posted - 2013.08.28 13:49:00 -
[346] - Quote
Finite ammo sounds like its going to be a great thing for vehicles. Why? It gives a better sense on what to do for ALL VEHICLES. It will promote HAV's to rely on other vehicles and non vehicle drivers for information. It will keep turret operators in general more mindful of how much ammo they are spamming etc. I am hoping that Supply depots, LAV's, and Dropships will be able to supply vehicles on the battlefield with this change also. Perhaps LAV's and Dropships being able to have unique supply abilities, for example, Dropships able to drop bigger ammo caches down for vehicles, and LAV's able to drop medium supplies.
I can not comment much on what modules will still be available for 1.5 until more information is out there, and I think the community should be the same. We would need more information on what modules are being removed, and what stats the basic hull of each vehicle type will have.
For philosophy wise and the community, most vehicle players tend to lean towards their chosen niche, especially your vehicle players who have been around chromosome build.
Active and Passive module revamp sound amazing! I think giving them more of a definition will be a great thing. As it stands passive modules are really lost in translation when it comes to withstanding damage. Common passive module fittings requires placing 2 or more on a vehicle and still does not seem that it really does much when being assaulted by AV weaponry, or turrets. Passive also suffer a bit being they are currently the better one suited for engaging into heavy resistance, but the need of having more than one is always the issue really when dealing with damage resistance vehicle modules.
With armor plating vs shielding, I would like to see heavier mass vehicles less unaffected when hit by AV and turret weaponry. Yes they should take the damage but when they are thrown around with the example of Logistics dropships/LAV's. With more mass dropships already having the disadvantage of being much slower and requiring heavier input to move it, things like swarm launchers changing its course of direction once they collide into it, makes such vehicles bleak in survivability in the hands of a good pilot.
I'm not sure what will happen to turrets and damage but I honestly think that in relation to turrets, each vehicle should have its own class of turrets, just how ground troops have. I think being that HAV's are the only ones known to be able to fit a large turrets on vehicle is a prime example. In respect to other vehicles like LAV's, perhaps turrets that are small having a better range compared to small turrets on and LAV and dropship turrets having the farthest distance from where it can do effective damage from. If the turrets remain the same I think it can still be done long as values unique to those vehicles will automatically apply to the type of vehicle. A good thing would be to add the mention of blast radius of fragmented turrets. It seems that grenades have better radius than something designed to destroy in a more efficient manner.
My personal request, would be to see rig slots in use within dust for certain types of vehicles. I think they would be great to have or at least have more module slots so that damage modifier modules, heat sink, etc. would be used more. LAV's and dropships are less likely to use them by the simple fact that concerns for taking on more damage is more of an issue than giving more damage. Also shield transporting and remote armor repairs are some of the most rarest if it is even used by vehicles other than Logi LAV's. I think these things should be replaced with giving supplies to infantry or other vehicles.
Looking forward to the new post from CCP Wolfman, and Remnants, Quote:Vehicle users last shinning hope! |
D legendary hero
THE WARRIORS OF LEGEND
747
|
Posted - 2013.08.28 13:52:00 -
[347] - Quote
Void Echo wrote:Obodiah Garro wrote:balance HAV is easy, make the driver and gunner seperate operators then you can buff the standard hull hp in line with what it would take for 2 standard AV weilding infrantry to destroy it.
HAV being a 1 man army is the biggest problem, finite ammo is irrelevant as no doubt well organised people will use whatever resupply options are made available to full effect anyway. that will create more problems, I did NOT skill into tanks for someone else to use it, I skilled so I could use it.
well those small turrets and large turrets better not share the same ammo supply because blue berries that get in my tank will burn my ammo before i can use it.
but, if one guy with standard AV can kill my tank, their is no point to using them |
D legendary hero
THE WARRIORS OF LEGEND
747
|
Posted - 2013.08.28 13:53:00 -
[348] - Quote
Wait if dropships have moble CRUs, and triage. can i get a mobile supply depot for my dropship?
also, will AV gear be rebalanced too? you know so my tank wnt get insta-killed by one guy with std av? |
Gabriella Grey
0uter.Heaven
13
|
Posted - 2013.08.28 14:04:00 -
[349] - Quote
D legendary hero wrote:Void Echo wrote:Obodiah Garro wrote:balance HAV is easy, make the driver and gunner seperate operators then you can buff the standard hull hp in line with what it would take for 2 standard AV weilding infrantry to destroy it.
HAV being a 1 man army is the biggest problem, finite ammo is irrelevant as no doubt well organised people will use whatever resupply options are made available to full effect anyway. that will create more problems, I did NOT skill into tanks for someone else to use it, I skilled so I could use it. well those small turrets and large turrets better not share the same ammo supply because blue berries that get in my tank will burn my ammo before i can use it. but, if one guy with standard AV can kill my tank, their is no point to using them
I believe that is what the option of not having to fit all the weapon slots is for. If you are not with people you are communicating to use your turrets, you can simply remove them. Not sure why a blueberry would jump in the gunner seat to an empty area unless he thinks he is going to farm war points. But if they develop a counter measure for that then that blueberry will be hoping on something that will never happen. |
D legendary hero
THE WARRIORS OF LEGEND
748
|
Posted - 2013.08.28 14:09:00 -
[350] - Quote
while im at it. Can we please enable passengers to shoot their weapons out the sides of the dropships?
I can open the passenger doors but no one can shoot out of the dropshop. this was an intended feature. |
|
Lillica Deathdealer
Mango and Friends
260
|
Posted - 2013.08.28 14:15:00 -
[351] - Quote
This looks pretty cool. It looks like Wolfman and his crew might actually be thinking the same thing as me, but who knows? With any luck it'll go something like this: For the differences between small and large turrets, I envision ammo capacity being the defining factor between use on infantry and use on vehicles/structures. Small turrets do decent damage to infantry and have greater ammo capacity, making LAV and MAV the go-to infantry killing vehicles. Because these are lighter class vehicles, AV infantry can still take them on. Large turrets have respectable damage, making them kill infantry and harder targets alike. The thing that balances them is ammo count. Because large turrets will have less ammo capacity, most tanks will avoid targeting infantry because it would result in frequent resupplies and abandoning advantageous positions on the map. Of course an HAV could invest in ammo capacity modules, giving them a significant increase in ability to engage infantry without running out of ammo. However this is balanced because the ammo modules would take module slots, thus reducing the HAV's defenses and bringing it in line with the AV efforts of infantry. The short story: LAV and MAV kill infantry, infantry AV kill LAV and MAV. HAV kill all vehicles, large coordinated infantry effort and HAV kills HAV. Ammo count balances HAV use against infantry. |
Dysnomia Pandora
Third Rock From The Sun
18
|
Posted - 2013.08.28 14:24:00 -
[352] - Quote
So why is this game out of beta? Cus this is all beta crap, just rush rush rush huh, |
Sinboto Simmons
SVER True Blood Public Disorder.
1055
|
Posted - 2013.08.28 15:12:00 -
[353] - Quote
Any changes to missles? |
Mortedeamor
Internal Rebellion
173
|
Posted - 2013.08.28 15:20:00 -
[354] - Quote
i want a non turreted lav idc if it has passenger seats or not i want a supply depot module for my lav that has a limited uses per stop. i want my logi healer to be aoe heal/resupply i want a skill tree to enhance the over all abilities of the aoe repper i want scout lavs to have a point. maybe be fast i want assault lavs i want the vehicle lock to include lock the driver seat to caller lock entire vehicle to squad and open i want an option to kick people out of the vehicles.
i want tanks to be powerfull and to require full coordinated av teams to take down..i want tanks to need and use av teams again for support on the battlefield currently the vehicle /av aspect of dust hardly even touch the battle field not the real battle field. i want sentinel lavs SENTINEL LAVS SENTINEL MEDIUM FRAME SUIT FOR SWARM ..OFFICER SWARM LAUNCHERS ..LOGI TANKS
i want 3 logis to be able to fully sspecc logi and then utilize a logi lav as a logi team ....logi's using loggi lavs should be able to see res icons while driving..especially while burning sensors
sensors...we need wider spread sensors they are currently crap...we also need some kind of higher power sensor for heavy vehicles like a wide range active scanner...especially if team sight is going to be removed...i would also like these wide range sensors to actively enhance the tankers ability to see people for example longer rendering....
i want resupply module options for my logi lav
if vehicles and tanks are to have ammo ..what will the refill options be? will they're be a device a vehicle user can skill into and call to reammo his or her tank?
i want wp for shield transporting both vehicles and people
currently turrets are 100% useless on lav im not sure how to fix this i would like my logi lav to have a logi turret i think other lavs than the logi should have some gaurd over the user ..currently all using a turret does is expose you to being one shotted |
D legendary hero
THE WARRIORS OF LEGEND
751
|
Posted - 2013.08.28 15:26:00 -
[355] - Quote
the mobile supply depot should have limited ammunition, but be restockable at real supply depots
i wanna take the turret off my ishikune watch saga and put a mobile CRU in there |
Wakko03
Better Hide R Die
334
|
Posted - 2013.08.28 15:55:00 -
[356] - Quote
Well I wonder if this has come up: All Vehicles sound and look alike; by this I mean I only know it is friendly if they don't try to run me over (and even then they still try and run us down on occasion but mostly to drag us out into the open)... what can be done to make it so that I know by the sound if it is an enemy vehicle (since you are also removing the link'd squads and making the scanner changes).
Before the forum warriors rip this apart, YES - I know they are essentially the same vehicles for both friendly and enemy [and yes I know that they (ccp) have trouble keeping the audio dropouts from happening]. |
Exalted Warrior
Royal Uhlans Amarr Empire
1
|
Posted - 2013.08.28 16:22:00 -
[357] - 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. What is tiericide? |
Our Deepest Regret
Algintal Core Gallente Federation
84
|
Posted - 2013.08.28 16:28:00 -
[358] - Quote
Kekklian Noobatronic wrote:Wolfman, more thoughts:
Are there plans to change how Vehicle Recall works? Giving vehicles more EHP is great and all, but if it simply leads to more users just blowing cool downs, popping out, and near-instantly recalling their vehicle just because it's come under fire (A tactic already acknowledged by your staff in Feedback/Suggestions round up) you're going to have a mess on your hands.
Perhaps extending the time needed to recall? Denying recall if the vehicle has recently been engaged in combat(I.E. a Crimewatch-like system, such as EVE has)? Denying vehicle recall if modules are active or on cool down? I can imagine a hundred other systems to prevent tankers from abusing the vehicle recall system, and limiting it to it's intended purpose - a tactical option for tankers to adapt to changes in battlefield conditions(And not a 'get out of jail free' card the moment an AV player starts pinging them).
Vehicle recall is fine the way it is. If anything, it could stand to be a little faster. Sorry if someone has got a chubby for blowing up a ride, but if the pilot is reduced to removing it from the field, that's just as good. |
crazy space 1
Unkn0wn Killers
1586
|
Posted - 2013.08.28 16:54:00 -
[359] - Quote
shooting a tank should interrupt it's recall ... |
Takahiro Kashuken
Red Star. EoN.
1124
|
Posted - 2013.08.28 17:00:00 -
[360] - Quote
crazy space 1 wrote:shooting a tank should interrupt it's recall ...
**** off
Such a bad idea,i bet you are one of the players who wants shield regen to stop when someone fires an AR at it
Not going to have a mechanic where 1 sniper bullet stops shield regen or a recall |
|
Nguruthos IX
Red and Silver Hand Amarr Empire
1194
|
Posted - 2013.08.28 17:04:00 -
[361] - Quote
Takahiro Kashuken wrote:crazy space 1 wrote:shooting a tank should interrupt it's recall ... **** off Such a bad idea,i bet you are one of the players who wants shield regen to stop when someone fires an AR at it Not going to have a mechanic where 1 sniper bullet stops shield regen or a recall But is it kinda bs when im spamming direct hit proto small missiles at a tank and it still recalls at 20% |
Our Deepest Regret
Algintal Core Gallente Federation
84
|
Posted - 2013.08.28 17:08:00 -
[362] - Quote
Nguruthos IX wrote:Takahiro Kashuken wrote:crazy space 1 wrote:shooting a tank should interrupt it's recall ... **** off Such a bad idea,i bet you are one of the players who wants shield regen to stop when someone fires an AR at it Not going to have a mechanic where 1 sniper bullet stops shield regen or a recall But is it kinda bs when im spamming direct hit proto small missiles at a tank and it still recalls at 20%
You drove it off. Congrats, you caused the tanker to dismiss his ride thus clearing the field of a mechanized monstrosity. In the words of Don Cheadle/Captain Planet, "The power is YOURS!"
Oh wait, you're upset because you really wanted to blow up that tank.
...so? |
Alldin Kan
TeamPlayers EoN.
549
|
Posted - 2013.08.28 17:09:00 -
[363] - Quote
CCP Wolfman wrote:Buried in replies!
Thanks for the comments guys. Remnant and I are reading and itGÇÖs given us things stuff to think about. I donGÇÖt have time to respond to everything right now but IGÇÖll quickly throw a few more details out there.
*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules.
*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP).
Let's say that after the update a turret or module were to OP or UP, would it be possible to tweak the stats within a week upon being reported instead of waiting for next update? I'm sure no one wants to have a 50% resist module (long active time and low cooldown ) to be around for too long... |
Skihids
Bullet Cluster
1964
|
Posted - 2013.08.28 17:11:00 -
[364] - Quote
I'm encouraged by the new plans for vehicles as it has the opportunity to introduce a deeper level of strategy and tactics into battle.
Finite ammo and "burst tanking" would create a greater dependency on blue support for tankers. I understand that tankers want to be able to run as solo as infantry, but I would argue that infantry also needs to coordinate much better to be effective.
As a dropship pilot i'm already dependent on gunners so I'm used to "just piloting" while others shoot so I'm not as wedded to soloing that tankers are. This pass leaves tanks as solo vehicles, and actually encourages it with the ability to remove small turrets. This is made possible by adding burst mode, but I'd like to see multi-crew tanks explored as well. DUST needs to fulfill its promise of strategy and tactics, and not devote the majority of effort at solo "Mercenary TDM" mode where everyone isn't communicating.
As a dropship pilot I'm also encouraged by the non-slaying missions this introduces for dropships. Resupply, shield transfer, remote vehicle repair all offer non-shooting missions that can yield rewards. I wouldn't mind having light turret modules for this function to add on or replace pilot controlled modules as flying and survival can take all my attention.
I love the idea that limited ammo of each type would encourage light vehicles to be AI and the larger turrets to focus on AV. That mimics real life where a tank main gun isn't generally used to kill individual infantry but is rather used to take out hard points, installations, and other vehicles. That makes tanks more focused and not a jack of all trades (though they can fit small turrets as well).
Dropships are also meant as transport, and it's great that you are going to reward that function, but don't forget the other half of the equation. Infantry has to be rewarded for taking the dropship ride or the pilots won't get the opportunity for those rewards. That means both infantry incentive AND a smooth way to accomplish it. Failing that I can see a huge "taxi stand" line with dropships sitting empty waiting for passengers and going broke.
As others have pointed out dropships can't be overly reliant on active modules as simply deploying outside the spawn and under the flight ceiling can be equated with "going into battle". |
Nguruthos IX
Red and Silver Hand Amarr Empire
1195
|
Posted - 2013.08.28 17:28:00 -
[365] - Quote
It would be easier to balance dropship cloaking if you added it in 1.5
:X |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3354
|
Posted - 2013.08.28 17:41:00 -
[366] - Quote
Our Deepest Regret wrote:Kekklian Noobatronic wrote:Wolfman, more thoughts:
Are there plans to change how Vehicle Recall works? Giving vehicles more EHP is great and all, but if it simply leads to more users just blowing cool downs, popping out, and near-instantly recalling their vehicle just because it's come under fire (A tactic already acknowledged by your staff in Feedback/Suggestions round up) you're going to have a mess on your hands.
Perhaps extending the time needed to recall? Denying recall if the vehicle has recently been engaged in combat(I.E. a Crimewatch-like system, such as EVE has)? Denying vehicle recall if modules are active or on cool down? I can imagine a hundred other systems to prevent tankers from abusing the vehicle recall system, and limiting it to it's intended purpose - a tactical option for tankers to adapt to changes in battlefield conditions(And not a 'get out of jail free' card the moment an AV player starts pinging them).
Vehicle recall is fine the way it is. If anything, it could stand to be a little faster. Sorry if someone has got a chubby for blowing up a ride, but if the pilot is reduced to removing it from the field, that's just as good. I still prefer the idea of an RDV actually coming out to pick up the vehicle.
They've already made their delivery process faster, and if they improve the AI of them, you could have the thing drop cloak, pick up your vehicle, take off, and cloak up within 15-20 seconds.
Since it sounds like a major buff to active hardeners is in the works, and you wouldn't have to worry about the cooldown if you're recalling your vehicle, you just activate those and then do the recall. |
Gabriella Grey
0uter.Heaven
14
|
Posted - 2013.08.28 17:49:00 -
[367] - Quote
Quote:I still prefer the idea of an RDV actually coming out to pick up the vehicle.
They've already made their delivery process faster, and if they improve the AI of them, you could have the thing drop cloak, pick up your vehicle, take off, and cloak up within 15-20 seconds.
Since it sounds like a major buff to active hardeners is in the works, and you wouldn't have to worry about the cooldown if you're recalling your vehicle, you just activate those and then do the recall.
In the current relation of vehicles, and anti-vehicles, I would be discouraged by this on so many levels. As stated previously in this topic. The price you pay for vehicles, skill point/time wise and isk, makes having to wait for a RDV to show while your vehicle is still getting shot up, then finally bolted on and taken away is too much time. Then there are vehicles such as LAV's and Dropships that would not survive an RDV pick up even if they had substantial amount of health points.
If we are talking about calling vehicles though, I would like to see something done about ground vehicles being called on high places, perhaps giving them a response like, "Area unsuitable for deployment." |
Gabriella Grey
0uter.Heaven
14
|
Posted - 2013.08.28 18:06:00 -
[368] - Quote
Lillica Deathdealer wrote:This looks pretty cool. It looks like Wolfman and his crew might actually be thinking the same thing as me, but who knows? With any luck it'll go something like this: For the differences between small and large turrets, I envision ammo capacity being the defining factor between use on infantry and use on vehicles/structures. Small turrets do decent damage to infantry and have greater ammo capacity, making LAV and MAV the go-to infantry killing vehicles. Because these are lighter class vehicles, AV infantry can still take them on. Large turrets have respectable damage, making them kill infantry and harder targets alike. The thing that balances them is ammo count. Because large turrets will have less ammo capacity, most tanks will avoid targeting infantry because it would result in frequent resupplies and abandoning advantageous positions on the map. Of course an HAV could invest in ammo capacity modules, giving them a significant increase in ability to engage infantry without running out of ammo. However this is balanced because the ammo modules would take module slots, thus reducing the HAV's defenses and bringing it in line with the AV efforts of infantry. The short story: LAV and MAV kill infantry, infantry AV kill LAV and MAV. HAV kill all vehicles, large coordinated infantry effort and HAV kills HAV. Ammo count balances HAV use against infantry.
With the exception of Fighters my mangolian friend. |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
150
|
Posted - 2013.08.28 18:36:00 -
[369] - Quote
I like the sound of this. As someone who doesn't actually use vehicles, yet, this kind of makes me want to get into tanks.
Also, PLEASE NERF LLAV. Thank you. |
Void Echo
Echo Galactic Industries
1093
|
Posted - 2013.08.28 18:47:00 -
[370] - Quote
Exalted Warrior wrote: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. What is tiericide?
the removal of all tier, standard, advanced and prototype levels would be no more and dust wouldn't be dust |
|
Gabriella Grey
0uter.Heaven
14
|
Posted - 2013.08.28 18:50:00 -
[371] - Quote
Void Echo wrote:Exalted Warrior wrote: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. What is tiericide? the removal of all tier, standard, advanced and prototype levels would be no more and dust wouldn't be dust
the only modules that are advanced and proto for vehicles are turrets. |
Void Echo
Echo Galactic Industries
1093
|
Posted - 2013.08.28 18:54:00 -
[372] - Quote
Gabriella Grey wrote:Void Echo wrote:Exalted Warrior wrote: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. What is tiericide? the removal of all tier, standard, advanced and prototype levels would be no more and dust wouldn't be dust the only modules that are advanced and proto for vehicles are turrets.
doesn't matter, that term is focusing on the entire game, not just this dying class |
Gabriella Grey
0uter.Heaven
14
|
Posted - 2013.08.28 19:03:00 -
[373] - Quote
Quote:doesn't matter, that term is focusing on the entire game, not just this dying class
We currently do not have enough information yet to say that this will end the use of vehicles all together. I think that this is a really big step in the right direction. The vehicle fix sounds simple but its really complex and its issue lies within its basic set-ups. That is why they have issues balancing these things. Could they probably fix it while keeping what they have? They probably could, but who cares, long as the desired results come out, and that's all about making ALL vehicles fun. Currently tanks are the do all vehicle, LAV's are the easiest to use and rack up kills, and dropships are far from being rewarding, and deemed useless by many who do not fly them. Then you have to add on that vehicles all share some similar issues, like high isk requirments for certain fittings etc. People are assuming that because the modules will be basic, that they will all be expensive coffins, but I think things are seriously being over looked based on what stands. CCP Wolfman said he will post more information on the subject, and I think people should give him and the rest of CCP who are working on making vehicles finally see their much needed love, the space and time they need to fix this issue.
- We are rooting for you CCP Wolfman! |
Void Echo
Echo Galactic Industries
1093
|
Posted - 2013.08.28 19:11:00 -
[374] - Quote
Gabriella Grey wrote:Quote:doesn't matter, that term is focusing on the entire game, not just this dying class We currently do not have enough information yet to say that this will end the use of vehicles all together. I think that this is a really big step in the right direction. The vehicle fix sounds simple but its really complex and its issue lies within its basic set-ups. That is why they have issues balancing these things. Could they probably fix it while keeping what they have? They probably could, but who cares, long as the desired results come out, and that's all about making ALL vehicles fun. Currently tanks are the do all vehicle, LAV's are the easiest to use and rack up kills, and dropships are far from being rewarding, and deemed useless by many who do not fly them. Then you have to add on that vehicles all share some similar issues, like high isk requirments for certain fittings etc. People are assuming that because the modules will be basic, that they will all be expensive coffins, but I think things are seriously being over looked based on what stands. CCP Wolfman said he will post more information on the subject, and I think people should give him and the rest of CCP who are working on making vehicles finally see their much needed love, the space and time they need to fix this issue. - We are rooting for you CCP Wolfman!
im actually talking about the term Tiercide.
this is only a few months before 1.5, so hopefully they will have some acceptable changes next time, Im not arguing against ammo unless we don't have a module that regenerates it over time, other wise, tanks aren't worth the single guy skilling into them |
Gabriella Grey
0uter.Heaven
14
|
Posted - 2013.08.28 19:15:00 -
[375] - Quote
Here I will link you. Tiericide Information
|
Kekklian Noobatronic
Goonfeet Top Men.
320
|
Posted - 2013.08.28 20:09:00 -
[376] - Quote
Takahiro Kashuken wrote:crazy space 1 wrote:shooting a tank should interrupt it's recall ... **** off Such a bad idea,i bet you are one of the players who wants shield regen to stop when someone fires an AR at it Not going to have a mechanic where 1 sniper bullet stops shield regen or a recall
Maybe not 1 sniper bullet, but i've nailed a tank with a Breach Forge Gun, while it was being recalled. It failed to stop the recall.
Care to explain why that shouldn't have stopped the recall?
Hm?
I thought not. |
Void Echo
Echo Galactic Industries
1093
|
Posted - 2013.08.28 20:24:00 -
[377] - Quote
Kekklian Noobatronic wrote:Takahiro Kashuken wrote:crazy space 1 wrote:shooting a tank should interrupt it's recall ... **** off Such a bad idea,i bet you are one of the players who wants shield regen to stop when someone fires an AR at it Not going to have a mechanic where 1 sniper bullet stops shield regen or a recall Maybe not 1 sniper bullet, but i've nailed a tank with a Breach Forge Gun, while it was being recalled. It failed to stop the recall. Care to explain why that shouldn't have stopped the recall? Hm? I thought not.
it stopped the recall because your shot caused it to start burning.. |
crazy space 1
Unkn0wn Killers
1587
|
Posted - 2013.08.28 20:51:00 -
[378] - Quote
Takahiro Kashuken wrote:crazy space 1 wrote:shooting a tank should interrupt it's recall ... **** off Such a bad idea,i bet you are one of the players who wants shield regen to stop when someone fires an AR at it Not going to have a mechanic where 1 sniper bullet stops shield regen or a recall
what game lets you teleport and not get interrupted. if you are smart can never lose a tank by recalling them under heavy fire. Once people catch on no one will lose a tank ever. |
Our Deepest Regret
Algintal Core Gallente Federation
84
|
Posted - 2013.08.28 21:26:00 -
[379] - Quote
crazy space 1 wrote:Takahiro Kashuken wrote:crazy space 1 wrote:shooting a tank should interrupt it's recall ... **** off Such a bad idea,i bet you are one of the players who wants shield regen to stop when someone fires an AR at it Not going to have a mechanic where 1 sniper bullet stops shield regen or a recall what game lets you teleport and not get interrupted. if you are smart can never lose a tank by recalling them under heavy fire. Once people catch on no one will lose a tank ever.
Depends squarely on the tank. I've lost a couple amidst recall attempts. |
KalOfTheRathi
Black Phoenix Mercenaries
602
|
Posted - 2013.08.28 23:14:00 -
[380] - Quote
Lurchasaurus wrote:CCP have you toyed with adding countermeasures?
May we have any info on your thoughts regarding the pilot suit and the types of numbers it will have such as a single sidearm slot or specific modules to equip that alter tank functionality on the suit itself? Show me where they have done any except Toy with anything. |
|
Noc Tempre
Imperfects Negative-Feedback
2458
|
Posted - 2013.08.28 23:17:00 -
[381] - Quote
Nowhere in this thread have I seen what role vehicles are supposed to play, only how they are intended to be "balanced" in HP and DPS. No talks of ISK. No talks of SP. No talks of WP. This is a far stickier problem than make them not overpowered at being a slayer. Honestly that discussion is more important than speculation on the rebalanced stats. |
KalOfTheRathi
Black Phoenix Mercenaries
602
|
Posted - 2013.08.28 23:23:00 -
[382] - Quote
CCP Wolfman wrote: -- snip The Very Bad Plan -- When will I able get a refund on my HAV specific SP?
Currently it is ~8M+ and doesn't cover shield (aka death trap) tanks as the excessive SP cost for everything precludes supporting both tank types. This could well solve my SP limitation in Drop Suits*.
I would be willing to wait two weeks after trying out your ideas but, thus far, CCP/Shanghai has yet to implement a single plan that has resulted in a mostly positive result. See the Wrong Fix For the Wrong LAV of late where the Free LAVs that weren't a problem were eliminated while nothing was done for the Murder Taxi LLAV fleet. The result of which was the higher proportion of LLAVs in the Murder Taxi roles. Sweet! Where Sweet means Stupid.
Also when will the SP put into Turret skills be refunded as they actually provide no benefit (versus how the are documented) to the Gunner. For that matter, this character gets no benefit from the supposed increase while using the main turret in the HAV either. Fun. Is that going to be fixed too? How badly can you fix that? I can hardly wait to find out. Isn't this exciting? No. I thought I would save you the effort of trying to come up with a believable answer. I am so thoughtful I amaze myself.
Cheers. Where Cheers means I Want My Wasted SP Back, (insert insulting phrase of your choice here).
* When will I have my Minmatar Heavy Suit? I don't need a Minmatar Pilot suit as that is tied to the results of the Very Bad Plan is mostly likely not gonna happen. For me. Fool me once, yada-yada-yada. |
ladwar
Dead Six Initiative Lokun Listamenn
1314
|
Posted - 2013.08.29 01:42:00 -
[383] - Quote
seeing this page have 20 pages of replies and 1.4 only has 16. clearly a lot of pilots are going to leave if they don't actually balance anything out and it turns out to be the same fail sauce that PC was. |
Void Echo
Echo Galactic Industries
1099
|
Posted - 2013.08.29 03:23:00 -
[384] - Quote
ladwar wrote:seeing this page have 20 pages of replies and 1.4 only has 16. clearly a lot of pilots are going to leave if they don't actually balance anything out and it turns out to be the same fail sauce that PC was.
very true..
its just a very hard discussion dealing with something that's never had a real purpose yet has made its mark as an unbalanced **** hole that still have investments. |
Serimos Haeraven
Deep Space Republic Top Men.
448
|
Posted - 2013.08.29 03:31:00 -
[385] - Quote
The one negative i can see in this is the clear difference in play style you want the pilots of a shield-extender pilot (proposed to just "hit and run"), and an armor pilot (proposed to be a "stand-your-ground" ship), and even saying in this that the "HP ceiling" for shield dropships is still going to be small, which basically means that for shield dropships things are going to relatively remain how they always have been, us having to hit an objective and then run away because forge guns can take us out in two shots.
The one good thing coming out of this is the new active damage mods, and the possbility of CCP making turrets do more damage since they have ammo now, there's a possibility that if shield DS's just re-think their fitting we can do well, the only question i have is how long are these new Active shield boosters going to be? Because that window means in that space of time you're going to have to make sure you can engage that target like a FG before he hits you when your boosters or hardeners are down. |
Skihids
Bullet Cluster
1967
|
Posted - 2013.08.29 03:34:00 -
[386] - Quote
Void Echo wrote:ladwar wrote:seeing this page have 20 pages of replies and 1.4 only has 16. clearly a lot of pilots are going to leave if they don't actually balance anything out and it turns out to be the same fail sauce that PC was. very true.. its just a very hard discussion dealing with something that's never had a real purpose yet has made its mark as an unbalanced **** hole that still have investments.
It's impossible to balance without context. We need to know the intended roles/missions before anyone can declare the OP or UP for said role. |
Void Echo
Echo Galactic Industries
1102
|
Posted - 2013.08.29 03:37:00 -
[387] - Quote
Skihids wrote:Void Echo wrote:ladwar wrote:seeing this page have 20 pages of replies and 1.4 only has 16. clearly a lot of pilots are going to leave if they don't actually balance anything out and it turns out to be the same fail sauce that PC was. very true.. its just a very hard discussion dealing with something that's never had a real purpose yet has made its mark as an unbalanced **** hole that still have investments. It's impossible to balance without context. We need to know the intended roles/missions before anyone can declare the OP or UP for said role.
yep... I realized this a few days ago.. as of last year, tanks have no definitive role specifically stated in their description... or at least no descriptions that stupid people can read... |
Smooth Assassin
Condotta Rouvenor Gallente Federation
95
|
Posted - 2013.08.29 12:11:00 -
[388] - Quote
WHERES THE LOCKS CMON YOUR DOING A VEHICLE UPDATE AND NO LOCKS!!!!! DRIVING ME CRAZY GET OUT OF MY LIMBUS!!!!!!!!!! |
Foundation Seldon
Gespenster Kompanie Villore Accords
84
|
Posted - 2013.08.29 12:39:00 -
[389] - Quote
Smooth Assassin wrote:WHERES THE LOCKS CMON YOUR DOING A VEHICLE UPDATE AND NO LOCKS!!!!! DRIVING ME CRAZY GET OUT OF MY LIMBUS!!!!!!!!!!
1.6 will have locks.
... the Limbus will probably be removed in 1.5 and reintroduced at a later date. <3 |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
299
|
Posted - 2013.08.29 16:29:00 -
[390] - Quote
20 pages of whining
Does any one have skill points in BlackOps HAV or Marauder HAV? No? that answers half the tears. SP refund confirmed
|
|
Takahiro Kashuken
Red Star. EoN.
1137
|
Posted - 2013.08.29 16:56:00 -
[391] - Quote
Vin Vicious wrote:20 pages of whining
Does any one have skill points in BlackOps HAV or Marauder HAV? No? that answers half the tears. SP refund confirmed
We dont have BO HAVs or marauders dumbass |
Void Echo
Echo Galactic Industries
1125
|
Posted - 2013.08.29 19:10:00 -
[392] - Quote
Vin Vicious wrote:20 pages of whining
Does any one have skill points in BlackOps HAV or Marauder HAV? No? that answers half the tears. SP refund confirmed
do you see anything available to skill into or buy on the market?
no you don't. |
Meeko Fent
Seituoda Taskforce Command Caldari State
729
|
Posted - 2013.08.29 22:55:00 -
[393] - Quote
I see this making vehicles fun CCP, but how about profitable?
Are we going to see a Price cut on them ore a HP/Resist Buff, or even a AV nerf? |
Garrett Blacknova
Codex Troopers
3373
|
Posted - 2013.08.29 23:06:00 -
[394] - Quote
CCP Wolfman wrote:*When we say weGÇÖre establishing a foundation with the most necessary archetypes that doesnGÇÖt mean youGÇÖre only getting basic and standard. You will have access to proto modules. We already have Proto turrets that cost too much PG and CPU to fit on the current NOT-PROTO tanks. How is it going to help to add more Proto modules we can't fit because we don't have Proto tanks to fit them on? Proto AV gets proto weapons, modules AND SUITS, and tanks get Proto weapons but then we can't fit anything else because we run out of PG if we try. We'll now get to choose between Proto modules or Proto weapons, and have nothing even remotely competent on our NOT EVEN ADVANCED tanks because we don't get the fitting capacity for them.
Quote:*We will be going over AV damage values along with these changes.
*Dropships will be scoring transport based WP rewards (and yes they have more HP). There are several problems with AV vs. vehicles. None of those problems are related to the damage dealt by primary AV weapons. Lets look at the problems:
1. AV Grenades: I specified "primary AV weapons" for a reason. Locus Grenades aren't seen as a primary combat tool. They're a useful situational weapon, NOT a main method of attack that's relied on to the exclusion of all else. AV weapons should be a support weapon or a fallback weapon, and should NOT be considered a primary weapon for an AV fitting. At the moment, their damage is not only way too high, but there's an extreme lack of transparency regarding the damage values. Players need to actually know how much damage AV Grenades are dealing, and whatever the amount, it needs to be nerfed REALLY, REALLY, REALLY HARD.
2. LAVs, but particularly LLAVs: LAVs got a massive HP buff for no reason. The "problem" with LAV health was that they died too easily to AV grenades, and there was literally nothing else wrong with them. LLAVs have, as a result of this "fix" of a massive buff to their HP, become more difficult to kill than tanks. This isn't an exaggeration. There might be a small imbalance between raw HP and EHP values in favour of HAVs, but that "advantage" is more than negated by the mobility of LAVs. Nerfing LAV mobility would be a stupid idea, so the logical option is to - no, not buff AV which is already balanced against anything but LAVs - nerf LAV HP back to something that vaguely resembles a sensible level. No LAV, including LLAVs, should be able to tank more than 3 AV Grenades. No LAV, including LLAVs, should be able to tank more than 2 full volleys of Proto swarms where every missile hits.
3. Dropships: It's been obvious for quite some time that Dropships are under-rewarded. The addition of rewards is a great plan, and needs to be done. Preferably before release. OH WAIT LOL 5/14 RELEASE*. Yeah, before deciding to start advertising the game, make sure Dropships are actually working at least vaguely similarly to how they're intended to be working. And here's a pro-tip: When even most AV guys are saying "Dropships are underpowered, they could use a buff", FURTHER REDUCING THEIR HP IS THE EXACT OPPOSITE OF A GOOD IDEA. And how did it not get fixed yet? Seriously, HOW IS THAT ACTUALLY STILL A PROBLEM AND ONLY NOW BEING ADDRESSED? All vehicles lost a skill that gave, at most, 25% extra HP, and had it replaced with a skill that potentially gives 11% extra HP. Other vehicle types got a 25% HP buff (LAVs got stupidly more for no logical reason, and Enforcers desperately needed more and got less than LAVs but still enough), and Dropships didn't, meaning that every other vehicle got a net buff while Dropships took a solid nerf after already being the black sheep of the vehicle family.
4. HAVs stop at Standard: I know I covered this earlier, but it really is a core problem with the AV/vehicle comparison, and deserves a further emphasis. AV gets literally two whole tiers of extra fitting capacity (not counting the advantage in fitting skills that actually allow competent fitting within each tier) above the best HAVs around. We get Militia, or Standard HAVs, with up to Proto weapons. Yes, we'll be able to get Proto modules soon, but that doesn't negate the fact that we can only fit things onto a Standard HAV. There is no Advanced, let alone Prototype HAV. They don't exist, and there's no good reason why not when every other role, INCLUDING OTHER VEHICLES, has them. The primary hunters of tanks - AV players - can bring fully-fitted Prototype AV fittings. Their Dropsuit has the fitting capacity to handle a full complement of Prototype equipment, including an AV weapon, a backup anti-infantry weapon, deployables, AV Grenades (effectively a second primary AV weapon if point #1 isn't addressed), and passive modules that make them tougher to kill. A really, REALLY careful HAV builder can maybe cram 2 Proto weapons onto their HAV, if they're willing to compromise on almost every other aspect of their machine to do it. Add modules and all you've done is given us a choice about what to sacrifice. We're still giving up a huge amount in order to fit a couple of Prototype items into a Standard hull, when we SHOULD have the option of skilling into something that can actually handle Prototype equipment because it's a Protoype HAV that has Prototype fitting capacity.
Fix all those problems, and you're back on track for fun vehicles. Basically scrapping and rebuilding the entire system is more work for what sounds like much worse results.
*Sorry, no. You AREN'T in a release-ready state. Give up the pretense. Admit we're still WAY in beta, bordering on alpha in some aspects of the game. Wait until the game is ACTUALLY finished, then ACTUALLY release it. And while you're at it, ACTUALLY honour the agreement made with early Merc Pack purchasers and give them the full credit of their Pack's contents as you advertised, instead of saying "nope, we changed the deal now" without any real grounds to do so. |
katel watcher
Eyniletti Rangers Minmatar Republic
0
|
Posted - 2013.08.29 23:35:00 -
[395] - Quote
so are the minimatar and amarr getting their own vehicles now |
Blaze Ashra
Holdfast Syndicate Amarr Empire
12
|
Posted - 2013.08.30 00:21:00 -
[396] - Quote
katel watcher wrote:so are the minimatar and amarr getting their own vehicles now
I'm hoping they will be in 1.6 or 1.7. |
Nguruthos IX
Vagina Bombers
1212
|
Posted - 2013.08.30 01:34:00 -
[397] - Quote
Blaze Ashra wrote:katel watcher wrote:so are the minimatar and amarr getting their own vehicles now I'm hoping they will be in 1.6 or 1.7. If not theyre just making Dust a perpetual nightmare to balance forever.
Or every patch will come with iterations of nerf this buff that till the whole picture finallly arrives |
Shadow of War88
0uter.Heaven
55
|
Posted - 2013.08.30 05:38:00 -
[398] - Quote
armor tanks > shield tanks in every way atm. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
3
|
Posted - 2013.08.30 18:42:00 -
[399] - Quote
I think I have come to grips with the problems.
Dust Players get nothing special, small ecosystem with a few highly contested planets. (Patched Later)
Do we have connected Market with Eve? No (Patched Later)
Do we have issues where a suit that a person paid ISK/Aurum for dies because of poor game mechanics? Yes (Patch Later)
Do you think this game will get better? Yes (Patched Later)
Will we have cool new vehicles? Yes (Patched Later)
Will you fix the fact that tanks that cost millions of ISK and SP to get into are taking down with relative ease? Yes (Patched Later)
Will you lock vehicles so that only owners can use them? Maybe (Patched Later)
I am seeing a trend with promises and no delivery. I am also seeing a trend that we are given the short end of the stick under the guise that everything will be cool.
Stop selling dreams CCP and lets start seeing some forward progress. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
117
|
Posted - 2013.08.30 19:37:00 -
[400] - Quote
What makes me worry for this game the most is that their fixes usually envolves reworking something from the ground up. This could be a route to go at times, but usually the most broken or unbalanced things are rarely fixed in the process. I hardly play my main logi anymore don't to these types of fixed issues, and am enjoying my tank although more. With these up coming changes to vehicles, I will probably go Idol until decent community input is put out and points to some real feal of balance. CCP never even tried smaller changes to vehicles to address, instead just rewrites how they work yet again. This game has great potential, but its biggest downfall is ccp's lack of logic in how they approach balance issues. CCP alone, is killing this game. |
|
Void Echo
Echo Galactic Industries
1146
|
Posted - 2013.08.30 21:14:00 -
[401] - Quote
Doshneil Antaro wrote:What makes me worry for this game the most is that their fixes usually envolves reworking something from the ground up. This could be a route to go at times, but usually the most broken or unbalanced things are rarely fixed in the process. I hardly play my main logi anymore don't to these types of fixed issues, and am enjoying my tank although more. With these up coming changes to vehicles, I will probably go Idol until decent community input is put out and points to some real feal of balance. CCP never even tried smaller changes to vehicles to address, instead just rewrites how they work yet again. This game has great potential, but its biggest downfall is ccp's lack of logic in how they approach balance issues. CCP alone, is killing this game.
il give you a message when the COD fanbois are gone. then we can get down to real balance. |
ladwar
Dead Six Initiative Lokun Listamenn
1378
|
Posted - 2013.08.31 05:46:00 -
[402] - Quote
i just had a moment where i went i wonder...
is the limited ammo only effecting vehicles or are turret installation getting the same limited ammo? |
Gloomy Cobra
Hostile Acquisition Inc The Superpowers
41
|
Posted - 2013.08.31 06:04:00 -
[403] - Quote
^^^^^This I hope they do cuz its not cool to have a redline turret that you cant destroy, atleast make it soo that when a person is using it the ammo start running out. |
Vell0cet
Royal Uhlans Amarr Empire
71
|
Posted - 2013.08.31 10:07:00 -
[404] - Quote
Didn't read the full thread. First, let me say that I'm happy CCP has posted this information early to get feedback. Increased transparency will only help DUST be balanced better and more efficiently. This is a big step in the right direction!
Next, I echo the sentiment that adding a capacitor would have been a much better approach than long cool downs. It would have a similar effect on gameplay in the sense that boosting would be spaced out, but in a more EVE-like way and allow a bit more flexibility to the pilots. It also opens up the door to cap-warfare eventually which adds more depth and interest to combat. For example, I can picture a LLAV with a neut turret coordinating it's attack with AV infantry to take down a tank while trying to dodge fire itself--which sounds like deep, compelling, team-based gameplay that doesn't really exist anywhere else in the FPS market.
I like the ammo changes, and think vehicle ammo-resupply roles could become an interesting dynamic, requiring teamwork and coordination which is fun and interesting. I also think turrets should be buffed (especially small turrets). I see tanks as VERY EXPENSIVE toys that can exert a lot of power on the battlefield, but are costly to loose. I don't have a problem with vehicle specialists funding their "habit" by playing matches as infantry. Many people in EVE have to fund their love of expensive PvP toys by mining or other activities that are less fun, I don't see why DUST vehicle drivers should be an exception (I also think proto suits need a huge increase to their prices--this should help reduce the threat of proto AV but also negate the argument that vehicles are vulnerable to proto AV). I don't think vehicles should be invulnerable though. They should be devastating with good team support and logistics, but vulnerable when going it on their own.
I also like the idea of giving vehicles small repair turrets with plenty of range to be effective.
I think we're overdue for Amarr and Minmatar vehicles. Adding these would have probably softened the blow of some these changes. This is especially true because of the back-to-basics nature of these changes. Adding basic Amarr and Minmatar vehicles would allow CCP to expand vehicles symmetrically going forward, giving players the opportunity to start skilling into them sooner-than-later.
Overall I like the direction, but think CCP could be doing a lot more. I especially think not adding capacitors in 1.5 is a huge mistake. |
Gabriella Grey
0uter.Heaven
22
|
Posted - 2013.08.31 13:13:00 -
[405] - Quote
I like the Idea stated above about releasing the other vehicle race variants, but the Eve capacitors only work for the ship itself mostly. You can run out of rockets, and other ammunition, with the exception of Amarr, if CCP has plans of coming out with Amarr turrets in the future. I think having a capacitor on the ground would make vehicle use much more difficult for new players, unless they make them really not a big deal, and have them in the game just for the sake of having them. |
Skihids
Bullet Cluster
1994
|
Posted - 2013.08.31 14:40:00 -
[406] - Quote
This rework would be a great opportunity to move to a cap system.
I'll argue here that it's not even a new concept for players. Stamina anyone?
Yes, that's right, infantry already has a "body capacitor". Running and jumping drain it at different rates, various skills and modules affect it in various ways.
The vehicle cap could simply replace the infantry stamina bar just as the vehicle shield/armor bars replace the suit's bars.
That would make it both more flexible AND more understandable than the cool-down system. Even beginner players instinctively understand the cap system when you use familiar words like "stamina". They are quite used to managing their body capacitor, and that would carry over to vehicles as well. Players are not stupid.
CCP please don't miss this opportunity! |
Skihids
Bullet Cluster
1994
|
Posted - 2013.08.31 14:58:00 -
[407] - Quote
Gabriella Grey wrote:I like the Idea stated above about releasing the other vehicle race variants, but the Eve capacitors only work for the ship itself mostly. You can run out of rockets, and other ammunition, with the exception of Amarr, if CCP has plans of coming out with Amarr turrets in the future. I think having a capacitor on the ground would make vehicle use much more difficult for new players, unless they make them really not a big deal, and have them in the game just for the sake of having them.
The current cool-down system is far more clunky and confusing than a capacitor based system.
Let's reverse things for a moment and give infantry movement a cool-down mechanism for comparison.
When you want to run you activate your sprint module, then deactivate it and wait for the cool-down before you can sprint again. How in the world is that easier to use or understand than stamina which is just another word for "body capacitor"? |
Nguruthos IX
Vagina Bombers
1255
|
Posted - 2013.08.31 15:32:00 -
[408] - Quote
Skihids wrote:Gabriella Grey wrote:I like the Idea stated above about releasing the other vehicle race variants, but the Eve capacitors only work for the ship itself mostly. You can run out of rockets, and other ammunition, with the exception of Amarr, if CCP has plans of coming out with Amarr turrets in the future. I think having a capacitor on the ground would make vehicle use much more difficult for new players, unless they make them really not a big deal, and have them in the game just for the sake of having them. The current cool-down system is far more clunky and confusing than a capacitor based system. Let's reverse things for a moment and give infantry movement a cool-down mechanism for comparison. When you want to run you activate your sprint module, then deactivate it and wait for the cool-down before you can sprint again. How in the world is that easier to use or understand than stamina which is just another word for "body capacitor"?
Yes, I fear now may be the only real time to move to Cap.
If not, it would take another re-working and lots of lost effort in the direction of whatever the heck they're doing now. Cap is objectively better for everything even if it is a little harder to setup. I would rather they rush cap, and then iterate on it with successive builds than have to scrap everything AGAIN and take a whole 2 months to do it once they conclude cap is the only way to go... |
Skihids
Bullet Cluster
1995
|
Posted - 2013.08.31 16:18:00 -
[409] - Quote
Nguruthos IX wrote:Skihids wrote:Gabriella Grey wrote:I like the Idea stated above about releasing the other vehicle race variants, but the Eve capacitors only work for the ship itself mostly. You can run out of rockets, and other ammunition, with the exception of Amarr, if CCP has plans of coming out with Amarr turrets in the future. I think having a capacitor on the ground would make vehicle use much more difficult for new players, unless they make them really not a big deal, and have them in the game just for the sake of having them. The current cool-down system is far more clunky and confusing than a capacitor based system. Let's reverse things for a moment and give infantry movement a cool-down mechanism for comparison. When you want to run you activate your sprint module, then deactivate it and wait for the cool-down before you can sprint again. How in the world is that easier to use or understand than stamina which is just another word for "body capacitor"? Yes, I fear now may be the only real time to move to Cap. If not, it would take another re-working and lots of lost effort in the direction of whatever the heck they're doing now. Cap is objectively better for everything even if it is a little harder to setup. I would rather they rush cap, and then iterate on it with successive builds than have to scrap everything AGAIN and take a whole 2 months to do it once they conclude cap is the only way to go...
But in what way would cap be harder to set up? It's just vehicle stamina and all the code is in place to support that. The stamina display bar is already in the game. All the code to use and restore stamina are in the game. All the code for modules and skills that affect stamina are already in the game. If anything having half a dozen activation and cool-down timers is more complex. |
Gabriella Grey
0uter.Heaven
22
|
Posted - 2013.08.31 16:55:00 -
[410] - Quote
Skihids wrote:Gabriella Grey wrote:I like the Idea stated above about releasing the other vehicle race variants, but the Eve capacitors only work for the ship itself mostly. You can run out of rockets, and other ammunition, with the exception of Amarr, if CCP has plans of coming out with Amarr turrets in the future. I think having a capacitor on the ground would make vehicle use much more difficult for new players, unless they make them really not a big deal, and have them in the game just for the sake of having them. The current cool-down system is far more clunky and confusing than a capacitor based system. Let's reverse things for a moment and give infantry movement a cool-down mechanism for comparison. When you want to run you activate your sprint module, then deactivate it and wait for the cool-down before you can sprint again. How in the world is that easier to use or understand than stamina which is just another word for "body capacitor"?
The modules already work in a way like a capacitor, and doesn't need to be changed. Eve has it where modules have this similar cool down effect, and having a re-scripting of code for a specific button to be assigned this in the relation to a sprint button, would limit what you could really use in module slots, unless they come out with remapping and spend more time working on trying to follow other types of games. I think CCP has something very unique going on here, and should not change certain things in relations of the controls to work similar to other games, example, call of duty etc. Though I am not saying your suggestion is a bad, one and respect it, I just don't think its something needed to make a serious impact and simplicity that they are trying to accomplish across all vehicles. |
|
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
117
|
Posted - 2013.08.31 17:46:00 -
[411] - Quote
Maybe I missed it in this thread, but what about rendering? This has to be the #1 killer for tanks. Also, tanks are expensive pieces of equipment, that should have sophisticated computers to help it survive. They should scan 360 degrees, and should have bigger scan radius than infantry. All but a scout, or player using dampener should be detected even from behind. As is, I can run my logi (no dampeners) straight at the sides of a tank, set up a nanohive right next to him and spam avs. I also want to talk more about ammo regeneration. It will take months for ccp to code and release a module for this. In the mean time, they should just patch ammo regeneration in. 30 seconds of nonfiring until it kicks in, and half ammo replenished in 1 min. This would prevent tanks from sustained combat, but also gives them a viable way to rearm. This would just a temporary but needed fix until ccp could code a real fix. If these items alone are addressed, tanks will still be usable, as well as fun. If they are not fixed, the will continue to be painful to use, and we will see the further decline as players quit playing, or respec out of them. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
117
|
Posted - 2013.08.31 17:54:00 -
[412] - Quote
Doshneil Antaro wrote:Maybe I missed it in this thread, but what about rendering? This has to be the #1 killer for tanks. Also, tanks are expensive pieces of equipment, that should have sophisticated computers to help it survive. They should scan 360 degrees, and should have bigger scan radius than infantry. All but a scout, or player using dampener should be detected even from behind. As is, I can run my logi (no dampeners) straight at the sides of a tank, set up a nanohive right next to him and spam avs. I also want to talk more about ammo regeneration. It will take months for ccp to code and release a module for this. In the mean time, they should just patch ammo regeneration in. 30 seconds of nonfiring until it kicks in, and half ammo replenished in 1 min. This would prevent tanks from sustained combat, but also gives them a viable way to rearm. This would just a temporary but needed fix until ccp could code a real fix. If these items alone are addressed, tanks will still be usable, as well as fun. If they are not fixed, the will continue to be painful to use, and we will see the further decline as players quit playing, or respec out of them. I forget to touch on rendering. All rendering needs to be fixed. Infantry rendering needs to all be equal. The only time it's should be different is with scoped weapons while down the sites. Tank rendering should easily be greater than I infantry, but only slightly. To much would be op, but All av users should render, and we should never have invisible swarms/forge/turrets. This would be because of once again, the Super computers that would be in these expensive vehicles. These changes would actually justify the expense cost of tanks. |
Needless Sacermendor
Red Fox Brigade
384
|
Posted - 2013.08.31 18:43:00 -
[413] - Quote
Thought this might be an interesting read, from way back in November 2011 ... I wasn't wrong ! http://dust514.com/news/blog/2011/11/vehicular-dynamics-and-mayhem-1-1/
Lots of mention of vehicles being support oriented and symbiotic relationship with infantry and "heavily armoured units using long range, heavy, concussive attacks while lighter units utilize their speed and flexibility"
Also "players may choose to swap out their main turret mount for a large bank of guided heavy missiles to pluck their enemyGÇÖs dropships from the sky" ... alongside other Ewar and 'guided' missiles !
Edit : I know things have evolved since then, but it's interesting to read back how the initial concept was proposed. |
Stupid Blueberry
Nova Corps Marines Ishuk-Raata Enforcement Directive
55
|
Posted - 2013.08.31 21:39:00 -
[414] - Quote
And all around New Eden, the forge gunners grinned in glee, as they sat above the depots, and camped them happily |
Skihids
Bullet Cluster
1996
|
Posted - 2013.08.31 23:40:00 -
[415] - Quote
Gabriella Grey wrote:Skihids wrote:Gabriella Grey wrote:I like the Idea stated above about releasing the other vehicle race variants, but the Eve capacitors only work for the ship itself mostly. You can run out of rockets, and other ammunition, with the exception of Amarr, if CCP has plans of coming out with Amarr turrets in the future. I think having a capacitor on the ground would make vehicle use much more difficult for new players, unless they make them really not a big deal, and have them in the game just for the sake of having them. The current cool-down system is far more clunky and confusing than a capacitor based system. Let's reverse things for a moment and give infantry movement a cool-down mechanism for comparison. When you want to run you activate your sprint module, then deactivate it and wait for the cool-down before you can sprint again. How in the world is that easier to use or understand than stamina which is just another word for "body capacitor"? The modules already work in a way like a capacitor, and doesn't need to be changed. Eve has it where modules have this similar cool down effect, and having a re-scripting of code for a specific button to be assigned this in the relation to a sprint button, would limit what you could really use in module slots, unless they come out with remapping and spend more time working on trying to follow other types of games. I think CCP has something very unique going on here, and should not change certain things in relations of the controls to work similar to other games, example, call of duty etc. Though I am not saying your suggestion is a bad, one and respect it, I just don't think its something needed to make a serious impact and simplicity that they are trying to accomplish across all vehicles.
Actually no, they don't act like capacitors.
They act like sparklers. You light the up and they run until they burn out. Then you wait for them to cool down before you can light the next one up.
You misunderstand me if you think I'm advocating activating all modules via L3. That's great for the AB, but the rest can be turned on and off via the current wheel mechanism. This doesn't have to alter the physical controls in any way. |
Needless Sacermendor
Red Fox Brigade
385
|
Posted - 2013.08.31 23:52:00 -
[416] - Quote
Skihids wrote:The current cool-down system is far more clunky and confusing than a capacitor based system.
Let's reverse things for a moment and give infantry movement a cool-down mechanism for comparison.
When you want to run you activate your sprint module, then deactivate it and wait for the cool-down before you can sprint again. How in the world is that easier to use or understand than stamina which is just another word for "dropsuit capacitor"? Fixed that for you. |
Blaze Ashra
Ametat Security Amarr Empire
4
|
Posted - 2013.09.01 01:52:00 -
[417] - Quote
CCP Wolfman, I was wondering if the vehicle engineering skill will be changed to give 5% PG per level?
Was going ot pay tribute but the images didn't go through |
Skihids
Bullet Cluster
1996
|
Posted - 2013.09.01 04:14:00 -
[418] - Quote
Needless Sacermendor wrote:Skihids wrote:The current cool-down system is far more clunky and confusing than a capacitor based system.
Let's reverse things for a moment and give infantry movement a cool-down mechanism for comparison.
When you want to run you activate your sprint module, then deactivate it and wait for the cool-down before you can sprint again. How in the world is that easier to use or understand than stamina which is just another word for "dropsuit capacitor"? Fixed that for you.
Thanks |
Evolution-7
the unholy legion of darkstar DARKSTAR ARMY
51
|
Posted - 2013.09.01 13:39:00 -
[419] - Quote
ladwar wrote:i just had a moment where i went i wonder...
is the limited ammo only effecting vehicles or are turret installation getting the same limited ammo?
Smart idea. |
Pilot Sparky
TransLegio
2
|
Posted - 2013.09.01 17:35:00 -
[420] - Quote
I really like the idea of finite turret ammo and re-stocking at a supply depot. Now just make my fully loaded with standard modules of shield hardeners and boosters with a standard dropship actually useable ! I ALWAYS get exploded by the first five to eight minutes before blown up by a installation, forge gun or even mass driver, gosh dang it ! |
|
Nguruthos IX
Vagina Bombers
1275
|
Posted - 2013.09.01 19:52:00 -
[421] - Quote
Pilot Sparky wrote:I really like the idea of finite turret ammo and re-stocking at a supply depot. Now just make my fully loaded with standard modules of shield hardeners and boosters with a standard dropship actually useable ! I ALWAYS get exploded by the first five to eight minutes before blown up by a installation, forge gun or even mass driver, gosh dang it ! I agree. They should build the vehicle hulls with a base line of survivability.
That we we can use the modules to actually customize our fittings instead of 90+% of it always having to go towards the EHP that we lack.
A standard vehicle hull should not be 1 shottable by AV, as it is. |
Garrett Blacknova
Codex Troopers
3433
|
Posted - 2013.09.02 00:34:00 -
[422] - Quote
Nguruthos IX wrote:A standard vehicle hull should not be 1 shottable by AV, as it is. A standard Scout Dropsuit is one-shottable by a decent variety of weapons without getting a headshot (weakpoint). LAVs should be one-shottable by some AV weapons (Forge Guns, Plasma Cannons) but others should need a weakpoint hit (Swarms, AV Grenades).
Logi suits can be one-shotted at their base by a couple of weapons without getting headhots. LLAVs should be tougher than regular and Scout LAVs, but still one-shottable by an equal-tier Forge Gun, and maybe a Plasma Cannon or AV Grenade if it lands a weakpoint hit.
Assault suits can be one-shotted by several weapons with headshots. Dropships should be vulnerable to one-shotting with Plasma Cannons and Forge Guns if hit on a weakpoint.
Heavy suits can't be one-shotted by anything short of AV weaponry. HAVs should likewise be tough enough to survive basically any single hit.
Obviously, this is before modules are added, because you can buff things a decent way with those. Logi variant vehicles shouldn't get massive PG/CPU buffs like they currently do though, that just makes them into better tanks than the supposed "frontline" models. They should get PG/CPU cost reductions on modules that actually suit their intended role, so they can fit those modules without the compromise that other suits are forced into. |
Nguruthos IX
Vagina Bombers
1283
|
Posted - 2013.09.02 02:23:00 -
[423] - Quote
Garrett Blacknova wrote:Nguruthos IX wrote:A standard vehicle hull should not be 1 shottable by AV, as it is. A standard Scout Dropsuit is one-shottable by a decent variety of weapons without getting a headshot (weakpoint). LAVs should be one-shottable by some AV weapons (Forge Guns, Plasma Cannons) but others should need a weakpoint hit (Swarms, AV Grenades). Logi suits can be one-shotted at their base by a couple of weapons without getting headhots. LLAVs should be tougher than regular and Scout LAVs, but still one-shottable by an equal-tier Forge Gun, and maybe a Plasma Cannon or AV Grenade if it lands a weakpoint hit. Assault suits can be one-shotted by several weapons with headshots. Dropships should be vulnerable to one-shotting with Plasma Cannons and Forge Guns if hit on a weakpoint. Heavy suits can't be one-shotted by anything short of AV weaponry. HAVs should likewise be tough enough to survive basically any single hit. Obviously, this is before modules are added, because you can buff things a decent way with those. Logi variant vehicles shouldn't get massive PG/CPU buffs like they currently do though, that just makes them into better tanks than the supposed "frontline" models. They should get PG/CPU cost reductions on modules that actually suit their intended role, so they can fit those modules without the compromise that other suits are forced into.
It's just that right now there's not a lot of wiggle room to fit something for anything other than defensive modules. scanners and the like would be fun. If every DS didn't have to be built as a tank to preform some other function it would be nice for customizing. Not a huge issue right now because the only things there are that don't tie into HP or DPS are MCRU's, transerfers and scanners. None of which give points so nobody wants to run them.
But if you wanted to play a logi DS with shield transfers, a scanner and some other neat dohicky the whole thing would simply be forge fodder at a high price. |
hgghyujh
Expert Intervention Caldari State
82
|
Posted - 2013.09.02 09:15:00 -
[424] - 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.
ammo good idea but whats to stop me from spamming rounds from across the map, recalling my tank, calling another one, rinse and repeat. Hell AV makes tanks hide longer then recalling and calling in a new one would. once again you should have to resupply and repair/reshield before you can recall a vehicle.
eve style caps would be awesome.
all around I like what I'm hearing tho, as long as they are actually made to be survivable. |
jlpgaming2752
the unholy legion of darkstar DARKSTAR ARMY
0
|
Posted - 2013.09.02 13:02:00 -
[425] - Quote
LAV turrets should actually do damage and have cross-hairs. |
Revelations12 10-11
the unholy legion of darkstar DARKSTAR ARMY
1
|
Posted - 2013.09.02 17:05:00 -
[426] - Quote
Since the focus seems to be further nerfing of vehicles, will they atleast be getting a pg buff? I just read the 1.4 patch notes about the swarm launchers, im gonna add in that theres already on screen turrents, av nades and Forge gunner trolls, so basically investing sp into a tank or dership (the paperplanes of new eden) isn't a good investment. Thanks for the heads up ccp. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
14
|
Posted - 2013.09.02 17:33:00 -
[427] - Quote
Four quick observations, and one point of explanation .... I admit I did not read every post in this 20 plus page thread so perhaps the following four observations will be redundant.
#1 Is CCP planning to nerf ... err I mean rebalance the high rate of speed at which LAV's can tear across the terrain? Right now they can frequently outpace swarm missiles fired at them.
#2 Comparing an immobile stationary turret to a tank is laughable. If anything the turret should be the vulnerable destructive lord of the battlefield with range that goes redline to redline but is blocked by buildings and terrain. Then team cooperation and strategy would need to be employed to counter, control, or destroy them. Having a stationary turret run out of ammo is just plain dumb.
#3 Why can drop ships fly up out of range and simply vanish? Is this a glitch? If it's not please allow my clone in his drop suit to leap high enough into the air to get out of range when I get targeted also. Fair is fair.
#4 Why can a Massive HAV land safely on top of any building? It seems counter intuitive that the roof/ ceiling structure would be able to support them.
These are three vehicle fixes that need to be added rather swiftly imho. |
Blaze Ashra
Ametat Security Amarr Empire
5
|
Posted - 2013.09.02 19:14:00 -
[428] - Quote
Temba Fusrodah wrote:Four quick observations, and one point of explanation .... I admit I did not read every post in this 20 plus page thread so perhaps the following four observations will be redundant.
#1 Is CCP planning to nerf ... err I mean rebalance the high rate of speed at which LAV's can tear across the terrain? Right now they can frequently outpace swarm missiles fired at them.
#2 Comparing an immobile stationary turret to a tank is laughable. If anything the turret should be the vulnerable destructive lord of the battlefield with range that goes redline to redline but is blocked by buildings and terrain. Then team cooperation and strategy would need to be employed to counter, control, or destroy them. Having a stationary turret run out of ammo is just plain dumb.
#3 Why can drop ships fly up out of range and simply vanish? Is this a glitch? If it's not please allow my clone in his drop suit to leap high enough into the air to get out of range when I get targeted also. Fair is fair.
#4 Why can a Massive HAV land safely on top of any building? It seems counter intuitive that the roof/ ceiling structure would be able to support them.
These are three vehicle fixes that need to be added rather swiftly imho.
1. Haven't seen anything on it but they are making it harder to murder taxi in 1.4 as stated here https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968. Aside from saga II's and LLAV's you should be able to 1 or 2 shot LAV's currently.
2. Stationary turrets don't cost you anything so they shouldn't be better than tanks.
3. Dropships have the aerial redline which adds a little more rome. Were also the fastest vehicles when using afterburners. Not only that but any successful pilot has practice being the biggest target on the fields and develops thier own strategy to survive. Finding cover and blocking line of sight from immobile AV'ers is a pretty common tactic.
4. Why should only forge gunners, swarmers or snipers be able to take advantage of the tower tops? I think if its available to infantry it should be available to HAV's. As to why a building should be able to support it, keep in mind that these are people who have had thousands of years to work on technology and they started from intergalactic space travelers whos first goal was colonizing worlds.
I'll leave it at that. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
22
|
Posted - 2013.09.02 19:24:00 -
[429] - Quote
Temba Fusrodah wrote:Four quick observations, and one point of explanation .... I admit I did not read every post in this 20 plus page thread so perhaps the following four observations will be redundant.
#1 Is CCP planning to nerf ... err I mean rebalance the high rate of speed at which LAV's can tear across the terrain? Right now they can frequently outpace swarm missiles fired at them.
#2 Comparing an immobile stationary turret to a tank is laughable. If anything the turret should be the vulnerable destructive lord of the battlefield with range that goes redline to redline but is blocked by buildings and terrain. Then team cooperation and strategy would need to be employed to counter, control, or destroy them. Having a stationary turret run out of ammo is just plain dumb.
#3 Why can drop ships fly up out of range and simply vanish? Is this a glitch? If it's not please allow my clone in his drop suit to leap high enough into the air to get out of range when I get targeted also. Fair is fair.
#4 Why can a Massive HAV land safely on top of any building? It seems counter intuitive that the roof/ ceiling structure would be able to support them.
These are three vehicle fixes that need to be added rather swiftly imho.
There is a clear fix needed in the relation of ground vehicles to flying vehicles speeds, when it comes to LAV's. To take it a step further, Logistic LAV's should be slower than the other 2 variants, simply because its suppose to be able to take more damage. Scout LAV's I can understand them being fast, but I don't think they should be able to out run a flying vehicle as they stand now.
It would actually be nice to see turrets have finite ammo too, seeing from a dropship perspective. The longer you are in the air, it just attracts attention, being that most maps provide limited cover, and for a dropship to actually move it needs to fly, compared to ground vehicles, who have the natural advantage of moving around on the ground, with the terrain and structures providing it cover from most areas in the map.
The current dropship ceiling is great. Before dropships could get shot at by everything when in flight. Last I check when a clone is out of range or other vehicles for that matter they do not exactly render or how stated, "vanish," as well. This is one of the very few updates since uprising came out that I am sure any new or veteran dropship pilot has going for them in the right direction, comparing to how the game stands now.
Yeah the HAV's being called on high towers that are accessible to dropship, and LAV's for that matter as well is a kinda broken ascetic in the game. I think there should be a vehicle denial message given to players who do this, or bring back when ground vehicles use to loose shield and armor points for being spawned in areas outside of their domain.
|
Gabriella Grey
XERCORE E X T E R M I N A T U S
22
|
Posted - 2013.09.02 19:28:00 -
[430] - Quote
I would like to see murder taxi's take damage when they run into things, clones included. Thus far all other vehicles take damage when hitting things, tanks, dropping from an steep enough place, dropships bumping into things. |
|
Gabriella Grey
XERCORE E X T E R M I N A T U S
22
|
Posted - 2013.09.02 19:35:00 -
[431] - Quote
Quote:1. Haven't seen anything on it but they are making it harder to murder taxi in 1.4 as stated here https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968. Aside from saga II's and LLAV's you should be able to 1 or 2 shot LAV's currently. 2. Stationary turrets don't cost you anything so they shouldn't be better than tanks. 3. Dropships have the aerial redline which adds a little more rome. Were also the fastest vehicles when using afterburners. Not only that but any successful pilot has practice being the biggest target on the fields and develops thier own strategy to survive. Finding cover and blocking line of sight from immobile AV'ers is a pretty common tactic. 4. Why should only forge gunners, swarmers or snipers be able to take advantage of the tower tops? I think if its available to infantry it should be available to HAV's. As to why a building should be able to support it, keep in mind that these are people who have had thousands of years to work on technology and they started from intergalactic space travelers whos first goal was colonizing worlds. I'll leave it at that.
LAV's still need to be fun to drive, no different than HAV's or dropships. For the HAV's on top of buildings, I thought we are talking about game balancing, why should ground vehicles, be able to reach into arial vehicle domains? I wouldn't want to see a dropship with wheels rolling around a battle field no more than I would want to see a ground vehicle that can shoot at arial vehicles no matter if they fly high or low on the battlefield. Then we haven't talked about anti air tanks that haven't been introduced, and the other arial vehicle variants yet to be introduced like fighters. Looking at this from a broader range states future complaints when these things are released.
|
Blaze Ashra
Ametat Security Amarr Empire
5
|
Posted - 2013.09.02 20:28:00 -
[432] - Quote
Gabriella Grey wrote: LAV's still need to be fun to drive, no different than HAV's or dropships. For the HAV's on top of buildings, I thought we are talking about game balancing, why should ground vehicles, be able to reach into arial vehicle domains? I wouldn't want to see a dropship with wheels rolling around the battlefield, no more than I would want to see a ground vehicle that can shoot at arial vehicles no matter if they fly high or low on the battlefield, from some structure that climbs up to the sky. Then we haven't talked about anti air tanks that haven't been introduced, and the other arial vehicle variants yet to be introduced like fighters. Looking at this from a broader range states future complaints when these things are released.
I said nothing about changing LAV's just provided a link to what's happening in 1.4 which will address the murder taxi situation without nerfing LLAV's into uselessness. As far as HAV's on buildings it's less game breaking than forge gunners/swarmers on the towers because they can't aim down as steeply or track as well, or be revived by anyone with a needle. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
23
|
Posted - 2013.09.02 20:38:00 -
[433] - Quote
Quote:I said nothing about changing LAV's just provided a link to what's happening in 1.4 which will address the murder taxi situation without nerfing LLAV's into uselessness. As far as HAV's on buildings it's less game breaking than forge gunners/swarmers on the towers because they can't aim down as steeply or track as well, or be revived by anyone with a needle.
No you didn't but I brought up feeling it was an issue for LAV's. Swam launchers and forge gunners on roofs can be killed much easier than a HAV from a high point. It has been known that HAV's can survive from orbitals much easier than a Heavy or swarm launcher user can. Plus you don't have to even use an orbital to clear a rooftop out. Snipers, other forge guns, and arial vehicles can give them a lot of trouble. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
15
|
Posted - 2013.09.02 20:41:00 -
[434] - Quote
Blaze Ashra wrote:2. Stationary turrets don't cost you anything so they shouldn't be better than tanks. I would gladly purchase a turret if I could deploy it where I wanted it, like I can move my HAVs to where they best suit my purpose. The cost to the player was not the limiting factor in my mind. A large stationary artillery piece should have more destructive force then any turret placed on a HAV. Simple design limitations of weight, length, and ammunition size make this logical in even the fictional realm of Dust 514.
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
15
|
Posted - 2013.09.02 21:00:00 -
[435] - Quote
Gabriella Grey wrote:I would like to see murder taxi's take damage when they run into things, clones included. Thus far all other vehicles take damage when hitting things, tanks, dropping from an steep enough place, dropships bumping into things. This is one of the most unrealistic aspects of Dust 514 game play, a high speed collision between a heavily armored individual and a "light" wheeled vehicle that suffers no consequential damage makes no sense. Collision damage should be based on the speed of the LAV and the size of the armored clone it struct, it should impair speed, shield, and armor levels until it is repaired.
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Temba Fusrodah
Ganksters Inc Drake Ashigaru
16
|
Posted - 2013.09.02 21:26:00 -
[436] - Quote
I use to be able to frequently shoot down the ships that brought vehicles to the surface, sometimes even before they delivered their payloads, but most times afterwards. Now they vanish rapidly from the field before they can be brought down.
If they are going to be functionally invulnerable I would suggest they are no longer targetable. Then my target locks can be saved for actual possible objects I can destroy. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
17
|
Posted - 2013.09.02 21:54:00 -
[437] - Quote
Blaze Ashra wrote:4. Why should only forge gunners, swarmers or snipers be able to take advantage of the tower tops? I think if its available to infantry it should be available to HAV's. As to why a building should be able to support it, keep in mind that these are people who have had thousands of years to work on technology and they started from intergalactic space travelers whos first goal was colonizing worlds.
I'll leave it at that. So let me get this straight, if it's available to infantry it should be available to HAVs? A single killing shot from a Thale sniper rifle is available to rooftop infantry if you are willing to lose your HAV to this I'd concede your argument is consistent, foolish but consistent.
Infantry can hop into an available LAV and speed around the battlefield, so consistent with your statement you are proposing that HAV's should be able to take a high speed ride in the passenger seat of an LAV?
As to the thousands of years of building technology that makes every roof top support an HAV according to the lore you are incorrect. After the EVE gate collapsed the civilizations of New Eden collapsed into several thousand years of dark ages where the ancient knowledge and skills were lost, they are now re-emerging and trying to relearn, copy, and find the technology of their ancestors. So super strong roofs? Highly unlikely.
Putting a HAV in a place in the middle of the battlefield where it cannot be reached by weapons to counter it's weapons is a game breaker and should not be allowed. Plain and simple, otherwise it's an immediate "I Win The Match Card" when played by one side or the other.
|
Blaze Ashra
Ametat Security Amarr Empire
5
|
Posted - 2013.09.02 22:36:00 -
[438] - Quote
Temba Fusrodah wrote:Blaze Ashra wrote:4. Why should only forge gunners, swarmers or snipers be able to take advantage of the tower tops? I think if its available to infantry it should be available to HAV's. As to why a building should be able to support it, keep in mind that these are people who have had thousands of years to work on technology and they started from intergalactic space travelers whos first goal was colonizing worlds.
I'll leave it at that. So let me get this straight, if it's available to infantry it should be available to HAVs? A single killing shot from a Thale sniper rifle is available to rooftop infantry if you are willing to lose your HAV to this I'd concede your argument is consistent, foolish but consistent. Infantry can hop into an available LAV and speed around the battlefield, so consistent with your statement you are proposing that HAV's should be able to take a high speed ride in the passenger seat of an LAV? As to the thousands of years of building technology that makes every roof top support an HAV according to the lore you are incorrect. After the EVE gate collapsed the civilizations of New Eden collapsed into several thousand years of dark ages where the ancient knowledge and skills were lost, they are now re-emerging and trying to relearn, copy, and find the technology of their ancestors. So super strong roofs? Highly unlikely. Putting a HAV in a place in the middle of the battlefield where it cannot be reached by weapons to counter it's weapons is a game breaker and should not be allowed. Plain and simple, otherwise it's an immediate "I Win The Match Card" when played by one side or the other.
You seem to me an argumentative person.
I would rather every tower have hackable nodes at the base that would electrify the entire tower until un hacked. This would gradually destroy equipment, infantry and vehicles indiscriminately until counter hacked and add risk and counters to the tower camping bs going on now. You say an HAV on the roof is a problem which I agree to some extent, but consider it less game breaking the others.
None of this has anything to do with the changes in 1.5 or the topic at hand and is at best theory crafting and speculation. It's a moot point irregardless as there could be any number of justifications. They do have access to sufficient strength material to support heavy loads as evidenced by titans spacecraft which should be impossible with our current technology. But with our current tech we have these http://en.wikipedia.org/wiki/Military_transport_aircraft which have less strutural support than those buildings. |
Driver Cole
Nor Clan Combat Logistics
0
|
Posted - 2013.09.03 04:45:00 -
[439] - Quote
This may seem like a strange idea but what if they where to add a type of EMP module. With the 1.4 update buffing swarmlaunchers this module once activated will create a Flux grenade like effect only any missiles cought in the blast zone would be destroyed. Obviously this would have a long cooldown and would not work on Forge guns, but it would save your vehicle from a fatal hit.
Just an idea. |
Skybladev2
RUST 415 RUST415
31
|
Posted - 2013.09.03 05:51:00 -
[440] - Quote
Please completely replace dropships with light aerial vehicles.
At now very few people fly dropships. Even less actually drop people onto battlefield. Dropships are used primary for 2 things: 1) Fly to the building's roof (sniper spots) 2) Attack infantry with assault dropships
Both actions are performed alone, so solo manned light aircraft can do the same (and better), making a role of air infantry. It should be cheaper, faster and blow up with 1-2 swarm shoots. Missile lock alert is a must before releasing light aircraft. |
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
17
|
Posted - 2013.09.03 17:50:00 -
[441] - Quote
Blaze Ashra wrote:You seem to me an argumentative person. I would rather every tower have hackable nodes at the base that would electrify the entire tower until un hacked. This would gradually destroy equipment, infantry and vehicles indiscriminately until counter hacked and add risk and counters to the tower camping bs going on now. You say an HAV on the roof is a problem which I agree to some extent, but consider it less game breaking the others. None of this has anything to do with the changes in 1.5 or the topic at hand and is at best theory crafting and speculation. It's a moot point irregardless as there could be any number of justifications. They do have access to sufficient strength material to support heavy loads as evidenced by titans spacecraft which should be impossible with our current technology. But with our current tech we have these http://en.wikipedia.org/wiki/Military_transport_aircraft which have less strutural support than those buildings. Perhaps I am indeed an "argumentative person" because I am not afraid to have a vigorous exchange of ideas with other players from around the world. I do not assume that I am always correct or that my argument will prevail. When someone else has a better position then the exchange of ideas has improved my understanding of what we are talking about.
Using this exchange of ideas as an example indicates to me that you may, and I stress may, be the type of person who is reluctant to back away from an ill-advised half baked statement or position once you have taken it even when presented with facts that contradict you.
The link you provided had absolutely nothing to do with the subject we were discussing unless you think one of our technology level aircraft featured in the link could land on the roof of any building, they can not.
We can build aircraft carriers and huge ocean going cargo ships with our current tech level but still "Buildings" are not built to those standards or for those requirements.
I play EVE and have done so for a few years, building a Titan is in no way comparative to building a factory in the context of the game lore. So if I express my ideas and they do not coincide with yours so be it, I try and look for logical connections between real world physics and in game lore. If that did not matter I'd be playing some fantasy game where you could just use magic to support enormous weights.
EVE and now it's companion Dust 514 are "Science Fiction" games, based in a lot of predictable mathematics from the real world, and a smaller dose of magical science notions that are applied for the most part consistently within the game. Like the fact that "Titans" are too big to use jump gates, even though they have reclaimed the knowledge to build both, the in game lore still has restrictions.
If you present a better founded "argument" for why HAVs should indeed be "any roof top" capable then I'll agree with you, currently you have not done so yet sir.
Surely you are honest enough to admit the "HAVs should be able to do whatever infantry can do" type of statement you made are not exactly logical or convincing, correct? |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
17
|
Posted - 2013.09.03 17:57:00 -
[442] - Quote
Blaze Ashra wrote:I would rather every tower have hackable nodes at the base that would electrify the entire tower until un hacked. This would gradually destroy equipment, infantry and vehicles indiscriminately until counter hacked and add risk and counters to the tower camping bs going on now. You say an HAV on the roof is a problem which I agree to some extent, but consider it less game breaking the others. I think hacking a tower to remove it's viability for roof top camping is a very good idea. Although i'd restrict it to roofs that were not accessible by ladder as in the towers. This adds yet another role for the swift footed scouts to attempt, and requires team play to counter. Very good suggestion sir!
|
Our Deepest Regret
Algintal Core Gallente Federation
88
|
Posted - 2013.09.03 23:43:00 -
[443] - Quote
Is it true that Vehicles have had their PG boosted for 1.4? |
Skihids
Bullet Cluster
2007
|
Posted - 2013.09.04 00:00:00 -
[444] - Quote
I've mentioned this in the 1.4 feedback thread, but I'll repeat it here.
The new dropship camera significantly reduces the situational awareness of the pilot. It rides too close to the ship. I don't need a close up of the ass end of my ship, I need to see what is in front of me.
I'd also like to see what is around me as well. As a real pilot I'm trained to turn my head and look out all the windows. I know what is in front, and what is to each side of me.
I've got an idea for you that will improve both situational awareness an immersion:
First Person View in a cockpit with a wraparound view!
It can be an internal projection (and probably would be over real windows in a heavily armed craft), so you don't have to change the external artwork. Think the bubble canopy of a light helicopter. The pilot can look just about everywhere except straight behind himself. I would like to be able to look side to side as well as up and down independent of the flight path of my dropship.
There aren't enough joysticks on the DS3 you say? Well how about letting pilots add a simple set of USB rudder pedals for yaw control and turn the Right stick into a pure look control? It doesn't have to be mandatory, just make it an option in the control menu.
The ADS gun could still be a spinal gun, or you could tie to the look in both elevation and traversal so it is completely independent of the flight path. That would give pilots a way to apply personal skill to their play
If you make the FPV useful for 90% of the flying we do you would be free to build a TPV camera for the remaining 10% that the FPV wouldn't be good for (though I can't see exactly what it would be needed for with a good FPV). |
Nguruthos IX
Vagina Bombers
1362
|
Posted - 2013.09.04 00:28:00 -
[445] - Quote
dropship camera needs to be reverted or *Actually improved before 1.5
This is unbearable I'd normally opt for some attempt at improvement but given this last incident I'm terrified what might happen. At least we know the old one was good. |
Blaze Ashra
O.U.T.E.R. S.A.N.C.T.U.M.
7
|
Posted - 2013.09.04 00:54:00 -
[446] - Quote
Temba Fusrodah wrote: If you present a better founded "argument" for why HAVs should indeed be "any roof top" capable then I'll agree with you, currently you have not done so yet sir.
Surely you are honest enough to admit the "HAVs should be able to do whatever infantry can do" type of statement you made are not exactly logical or convincing, correct?
The first point you are arguing whether or not it is possible or believable for one of those towers to support the weight of a HAV. The in game buildings seem pretty solid and reinforced so the weight limit appear conceivable to me.
Here's what they are capable of building with their technology. So even though they are rediscovering technology, that doesn't mean they haven't addressed the issues with structural integrity within their setting. I do hope that this is addressed now from a lore and realism standpoint.
The point of providing a link was to show how tanks in the real world can be transported anywhere in the world on platforms with less structural support than evidenced by the rooftop buildings and I felt the comparison was self evident and didn't require elaboration.
The second one is about gameplay. Your stance seems to be "address1 aspect of a mechanic that enable multiple game breaking playstyles but leave the others alone". I honestly do not understand how this would be fair and balanced or lead to an enjoyable experience to players on the receiving end. Sure, life's not fair and we could all just HTFU but asking for favoritism or exemptions isn't my style.
Temba Fusrodah wrote:I think hacking a tower to remove it's viability for roof top camping is a very good idea. Although i'd restrict it to roofs that were not accessible by ladder as in the towers. This adds yet another role for the swift footed scouts to attempt, and requires team play to counter. Very good suggestion sir!
Thank you. I was thinking they could add the redline mechanic to the tops of towers as well but the hacking idea sounded more fun and wouldn't render the tactic useless.
Now I'm going to drop this as it's off topic. If they address rooftop camping that would be awesome but I'm just happy I'll get my proto modules and you should be happy swarms and AV get a massive buff in 1.4 provided you specked into them.
Once again 1.5 seems to be awesome and I hope it leads to more dynamic and engaging gameplay. I see lots of potential for these changes and am looking forward to seeing how things go.
TL:DR 1. Rooftop camping can be exploited and is game breaking. 2. The eve civilizations are high tech badasses. 3. Have fun but don't ask for favoritism. 4. Things are looking up with the upcoming patches. 5. Peace. |
Driver Cole
Nor Clan Combat Logistics
2
|
Posted - 2013.09.04 03:18:00 -
[447] - Quote
Skybladev2 wrote:Please completely replace dropships with light aerial vehicles.
At now very few people fly dropships. Even less actually drop people onto battlefield. Dropships are used primary for 2 things: 1) Fly to the building's roof (sniper spots) 2) Attack infantry with assault dropships
Both actions are performed alone, so solo manned light aircraft can do the same (and better), making a role of air infantry. It should be cheaper, faster and blow up with 1-2 swarm shoots. Missile lock alert is a must before releasing light aircraft.
In one of the loading screens there are both a dropship and two smaller aircrafts making bombing runs so CCP may add the lighter ships as another variation along with the future pilot dropsuit.
In my opinion assault dropships are mainly used solo because teamates seem to either run pass my dropships or just hitch a ride to the nearest CRU then jump out, leaving me with two empty gunner seats. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
38
|
Posted - 2013.09.04 03:32:00 -
[448] - Quote
Driver Cole wrote:Skybladev2 wrote:Please completely replace dropships with light aerial vehicles.
At now very few people fly dropships. Even less actually drop people onto battlefield. Dropships are used primary for 2 things: 1) Fly to the building's roof (sniper spots) 2) Attack infantry with assault dropships
Both actions are performed alone, so solo manned light aircraft can do the same (and better), making a role of air infantry. It should be cheaper, faster and blow up with 1-2 swarm shoots. Missile lock alert is a must before releasing light aircraft. In one of the loading screens there are both a dropship and two smaller aircrafts making bombing runs so CCP may add the lighter ships as another variation along with the future pilot dropsuit. In my opinion assault dropships are mainly used solo because teamates seem to either run pass my dropships or just hitch a ride to the nearest CRU then jump out, leaving me with two empty gunner seats.
Caldari assault Dropships are a bit easier tocontrol compared to the heavier mass gallente variants. I've seen it much more precise and the turret on the front end is easier to control. However having at least 1 gunner with you that you can communicate on comms ore has a good sense of what threats are more important to shoot at in relation to priority is where it really shines. When the fighter comes out I will expect this to be something more focused on communication request for quick support. Also I love dropping a squads in my 4 roomed dropship for choke hold areas, and some covert missions. |
udont nothat
Three Brothers and a Fat Guy
3
|
Posted - 2013.09.04 04:20:00 -
[449] - Quote
I am glad to see that DS are getting a little attention from the forums and ccp saying they get more HP...SWEET. lets face it, they sucked. well not really but the only tanking you could do was speed tank so that pretty much left out weapon enhancing modules and such.
I fly them and its pretty fun but i lose a lot of isk because of it. I am all for the limited ammo. The ol' incubus will run out fast I bet, but its not that hard to turn the afterburner on and get supplies quick. I really really like the idea of a supply depot on the mcc (just someones idea not something ccp said) I usually spend a bit of time up there anyways cause of that railgun tank sitting in the red line taking pop shots at me, Oh, and to the person that included DS as one of the 13 ways to kill a tank, its pretty dang tough with small turrets. But with limited ammo that red line coward will have to use his ammo with more care and i might actually see more time with the troops instead of the back of the MCC waiting for him to get bored of shooting the supply depots for 50 WP a piece lol.
I was so happy when I could finally take off with a DS and not go wildly out of control because of the hill it was dropped on started it out crooked. I went up...went down...turned a couple times....then pointed my nose at the ground, leveled out...smiled to myself...then exploded...it was the best 30 secs of my dust life. Okay thats off topic, im just agreeing with everyone saying ammo limitation is a good idea, as an assault DS guy it does not bother me. Might even see more dropship pilots if they can practice a little more without being harassed by the players that never leave the red line. |
Driver Cole
Nor Clan Combat Logistics
2
|
Posted - 2013.09.04 04:32:00 -
[450] - Quote
udont nothat wrote:
I was so happy when I could finally take off with a DS and not go wildly out of control because of the hill it was dropped on started it out crooked. I went up...went down...turned a couple times....then pointed my nose at the ground, leveled out...smiled to myself...then exploded...it was the best 30 secs of my dust life. Okay thats off topic, im just agreeing with everyone saying ammo limitation is a good idea, as an assault DS guy it does not bother me. Might even see more dropship pilots if they can practice a little more without being harassed by the players that never leave the red line.
As I was starting out as a dropship pilot controling the thing was hard enough without everything trying to shoot you down, and I always thought that If CCP could add a dropship flight tutorual it would definitly create more able pilots in the game. |
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
21
|
Posted - 2013.09.04 06:35:00 -
[451] - Quote
udont nothat wrote:I am glad to see that DS are getting a little attention from the forums and ccp saying they get more HP...SWEET. lets face it, they sucked. well not really but the only tanking you could do was speed tank so that pretty much left out weapon enhancing modules and such.
I fly them and its pretty fun but i lose a lot of isk because of it. I am all for the limited ammo. The ol' incubus will run out fast I bet, but its not that hard to turn the afterburner on and get supplies quick. I really really like the idea of a supply depot on the mcc (just someones idea not something ccp said) I usually spend a bit of time up there anyways cause of that railgun tank sitting in the red line taking pop shots at me, Oh, and to the person that included DS as one of the 13 ways to kill a tank, its pretty dang tough with small turrets. But with limited ammo that red line coward will have to use his ammo with more care and i might actually see more time with the troops instead of the back of the MCC waiting for him to get bored of shooting the supply depots for 50 WP a piece lol.
I was so happy when I could finally take off with a DS and not go wildly out of control because of the hill it was dropped on started it out crooked. I went up...went down...turned a couple times....then pointed my nose at the ground, leveled out...smiled to myself...then exploded...it was the best 30 secs of my dust life. Okay thats off topic, im just agreeing with everyone saying ammo limitation is a good idea, as an assault DS guy it does not bother me. Might even see more dropship pilots if they can practice a little more without being harassed by the players that never leave the red line. A DS always seemed to fill the role of a helicopter in my perspective guess some would like it better as a flying super speedy invulnerable tank.
Perhaps they are meant to get popped by redline rail gun tanks when the pilot gets distracted. DS are very difficult to shoot down when piloted well. They should move from points of cover in the terrain instead of being armored to the point of being unstoppable. Some guys just want to barrel down the middle of the battlefield and then cry tears in the forums about redline rail gun tanks when they get blasted.
Here's a little hint carry some forge gunners, and swarm launcher squad members in your DS and get them into range of the redline rail gun tank, while he is shooting at you they'll finish him off. Team play and strategy, it actually works.
|
Baal Omniscient
L.O.T.I.S.
587
|
Posted - 2013.09.04 07:55:00 -
[452] - Quote
It's been several builds since I've run tanks, but ever since I quit running them at the beginning of Codex I've been running LAV's and more recently AV. An important thing to keep in mind is that these new rules don't only effect tanks, but LAV's and dropships as well. It really all boils down to how well they implement the active modules, but we'll just have to wait and see with that.
Dropships I think will benefit greatly from these buffs, especially the shield buff since getting away and recovering is already a dropship's main strategy. And the fact that all turrets are now going to have finite ammo supplies is going to be a huge factor for DS's as well as tanks.
LAV's I believe are going to be used much more for attack vehicles once this update hits too. If you noticed, they said that all turrets in addition to small turrets will be getting damage buffs. This coupled with the new way damage mods work (active module with a greater effect) will mean using the turret will be much more viable on an LAV than it currently is. I think you'll see a lot more hit and run tactics with LAV turrets and a lot less attempts to kill steal via murder taxi.
Of course the turret damage buff plus the damage mod adjustment will have an effect on all vehicles, not just LAVs. Tanks WILL have limited ammo, but each round will be packing a bugger punch. Meaning that if you manage your ammo and modules properly, you will be doing far BETTER than you are now, not worse as many complainers seem to be trying to claim. You'll actually have to micro manage your vehicle much more carefully, but you'll be getting more out of it in the process. Tanks will actually be a much more involved class to spec into. Not to say that they require no skill currently, but they will require a much greater level of skill in the coming build with greater rewards in return for learning how to manage your craft.
Once people get used to the new mechanics of vehicles, a major part of which is based around the new re-purposing of active modules creating
Quote:Gǣwaves of opportunityGǥ that allow vehicles to be devastatingGǪ temporarily.
I think we'll finally see vehicles to settle into a solid battlefield role of their own, something they've been wanting for a very long time. Let's just hope things aren't too messy out of the gate at 1.5's release. |
LudiKure ninda
Black Phoenix Mercenaries
14
|
Posted - 2013.09.04 10:04:00 -
[453] - Quote
Only thing ccp did here is another BIG tank nerf....
Can this game suck more for us tankers????
YES 1.4. patch,.. now its like someone can fire 12343242 rockets from Swarm Lancher!!! That-¥s bullshit! |
The Attorney General
ZionTCD
836
|
Posted - 2013.09.04 23:27:00 -
[454] - Quote
Undo the buff to orbital strikes. Having an assured tank kill from dropping an OB is pathetic.
Mandating a nitrous booster to avoid OB's is just as bad.
If you can't fix swarm users not getting drawn, and their missiles not showing up, then nerf the swarm range to match the draw distance.
Revert the lock on time and fire interval, or find another way to adjust what you wanted to fix, the current damage model on swarms basically assures that the tank goes pop if they do not operate within 30 m of cover. Because, as we all know, once the first set hits, 2 and 3 are already on their way.
Fix gun depression on the Caldari tanks. It is nonsensical that the slower, weaker tank cannot depress the gun enough to defend itself from threats that have gotten within ten metres. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
26
|
Posted - 2013.09.05 00:32:00 -
[455] - Quote
I hopped on a HAV in a FW match today and it completely dominated. The new map gave him lots of places to seek cover and we survived the entire match. Only once did we get very low on armor.
So I think the fear of this patch being a nerf for HAVs is wrong. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
7
|
Posted - 2013.09.05 14:08:00 -
[456] - Quote
Temba Fusrodah wrote:I hopped on a HAV in a FW match today and it completely dominated. The new map gave him lots of places to seek cover and we survived the entire match. Only once did we get very low on armor.
So I think the fear of this patch being a nerf for HAVs is wrong.
Totally with you on this one, but I also think the new maps are better constructed. Since playing a dozen games on 1.4 I have only lost one tank and that was due to heavy drinking on my part. The swarms really have not changed at all.
Side Note: The older maps allow for more complete rooftop camping with forge guns. The 4 pillars of doom where a person can hit everything on the map comes to mind. If they removed those pillars the map would be a lot more balanced but who am I anyway..... |
CharCharOdell
Shining Flame Amarr Empire
601
|
Posted - 2013.09.05 20:21:00 -
[457] - Quote
Return of potent damage mods + buffed nitrous = return of the destroyer shield tanks |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
32
|
Posted - 2013.09.06 01:09:00 -
[458] - Quote
Had a HAV zeroed in on the top of a tower from my stationary turret today. When I wore down his shields and started to dig into his armor he drove off the tower. The HAV survived the fall. Once on the ground he was able to find cover from my turret.
That was complete BS in my book, I thought he was committing suicide to deny me a HAV kill, never dreamed he would survive. This is a huge exploit in my humble opinion and should be impossible. |
The True Inferno
Living Like Larry Schwag
1
|
Posted - 2013.09.06 05:21:00 -
[459] - Quote
Here things that I think should be done
1.Assualt dropships need to have a base sheild/armor resistance like a logi lav and 200k cheaper
2. Turrets (small and large), the rocket turret should have a reload after 4-6 shots for small and 2-4 bursts for large, the blaster a reload after 40-80 shots for small and 18-25 for large(keep the heat build up) and small rail gun turrets the should have a higher heat points so they can shoot longer and no reload (as they shoot electricity) to increase poplularity, all this INSTEAD OF AMMO
3.When someone spawns on your vehicle eg logi dropship, you should get 25 war points
|
Baal Omniscient
L.O.T.I.S.
597
|
Posted - 2013.09.06 06:36:00 -
[460] - Quote
The True Inferno wrote:Here things that I think should be done
1.Assualt dropships need to have a base sheild/armor resistance like a logi lav and 200k cheaper
2. Turrets (small and large), the rocket turret should have a reload after 4-6 shots for small and 2-4 bursts for large, the blaster a reload after 40-80 shots for small and 18-25 for large(keep the heat build up) and small rail gun turrets the should have a higher heat points so they can shoot longer and no reload (as they shoot electricity) to increase poplularity, all this INSTEAD OF AMMO
3.When someone spawns on your vehicle eg logi dropship, you should get 25 war points
4.Keep the sheild and armor how it is
5.make it so drop ship turrets have enhanced aim assist so it makes it easyer to kill stuff
6. Tanks run over enemies an any speed instead of them being pushed alon
And last of all 7. 'friendly' tanks not being able to freaken come along and ram and destroy your own freaken vehicles
1. No. Dropships need to be buffed, but we've already seen what adding passive resistance to vehicles does to vehicles with the LLAVs. At least LAV's are restricted to the ground, DS's can fly anywhere at any time and a good DS pilot can speed boost away from a hot zone and land it behind a building in their base in about 15 seconds. There are some very good assault DS pilots out there who do pretty good for themselves despite DS's being gimped, we don't need for them to become a flying Charybdis.
2. No. Finite ammo will keep people tracking their ammo and keep them in check, which will be needed to keep them from being completely unstoppable with the stronger turrets and massively stronger damage mods coming out. Not to mention it will make tankers want to keep a supply depot around, which is important since they are so vital to their team as well as the enemy. Currently to a tanker, a supply depot is a liability. Soon they will be a necessity to them just as much as they are to everyone else on the field. Adding a "reload phase" would in no way balance the increases to damage that turrets are getting. {Side note: Hoping that small rail turrets become viable in 1.5}
3. This is an old idea that I have always totally agreed with. The only way to abuse this mechanic is to have people willingly and repeatedly suiciding in your ship, and you'd still not get much for all of their efforts. This has been requested for a VERY long time, hopefully 1.5 will see it finally realized. And I'd up it to 30 since you are basically acting as a floating CRU for your team rather than just passively dropping a droplink like an infantryman would.
4. Shield and armor will have to be adjusted due to the turret and damage mod changes coming in. You cannot just massively up the potential DPS of something without doing something about it's defenses.
5. A slight aim assist for small DS turrets might be ok, but in order to impliment it it would have to effect all small turrets, otherwise they'd have to rewrite how the turrets work from scratch. I don't see them doing this just so that DS's can have an aim assist feature, sorry.
6. Maybe if they are in front of the tread this would be OK, but I can just see people building shield speed tanks specifically for roadkilling. It would likely be nearly as effective if not more so than the Charybdis since the tank has such a huge front bumper. Nice idea, but it could be easily abused.
7. This is one of those issues between tankers that I have no right to concern myself with since it in no way effects infantrymen. I'll leave that one for a tanker to respond to. |
|
Bojo The Mighty
Zanzibar Concept
1702
|
Posted - 2013.09.06 15:22:00 -
[461] - Quote
HMM
I feel like blasters will need better splash overall to compete with the Assault rifle. Most small turret gunners, all but one type actually, have no control over the vehicle movement and thus it is hard hittin'. It feels like there is going to be some sub-nerfs accompanying 1.5, things that will put more stress on fleeing. Again though, Wolfman snuck in that turrets will become more powerful while getting ammunition. Power =/=damage strictly speaking.
Anyways, I feel like some changes with modules (especially passive armor regen) will make high mobility a must for anybody piloting DS and LAV. The higher mobility that I foresee is necessary will cause even more issues with Small turrets. They are some of the hardest weapons to hit with sometimes. |
Our Deepest Regret
Algintal Core Gallente Federation
118
|
Posted - 2013.09.07 16:39:00 -
[462] - Quote
I think the ability to map active modules on the radial dial to face buttons on the controller would be a huge quality of life improvement for vehicles. |
CHERNOBYLx
Ostrakon Agency Gallente Federation
0
|
Posted - 2013.09.07 22:01:00 -
[463] - Quote
Here's something can I get some freakin flares on my dropship or any type of countermeasures so that I can stop being bullied before I lift off the ground as a matter of fact countermeasures for all vehicles! its the future right?? and reduce the flinch of my dropship after getting hit by a railgun so that I don't do a 360 and end up crashing. another thing-. . . forge guns .... o my forge guns what to do, what to do? how about reduce damage done to armor vehicles like how its supposed to be? idk just a thought. but it seems like they rip shields vehicles in half in 4 shots and armor is 6 assault being the worst of them or the best depending on whose team your on ;-) more damage than regular forge guns except they can shoot significantly faster with the small disadvantage of not being able to hold a shot, which in theory of an optimistic person could be an advantage or not a problem?. btw are there going to be additions of new vehicles or are you just reworking the way current ones work now? ooh and 1 more thing can we get an updated map so that I can tell if there's a huge rock behind me when i'm trying to escape fire? |
Blaze Ashra
O.U.T.E.R. S.A.N.C.T.U.M.
71
|
Posted - 2013.09.08 02:03:00 -
[464] - Quote
If possible can we get cloaking modules and flares. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
386
|
Posted - 2013.09.08 15:12:00 -
[465] - Quote
NO SMALL TURRETS?
I like this. I like this a lot.
He is the core gamer, the bastard child of the casual and hardcore gamer. He invests the former's effort and cries when he doesn't get the latter's results.
CrotchGrab 360 wrote:You're so philosophical. please adorn me with more pearls of wisdom. |
Driver Cole
Nor Clan Combat Logistics
6
|
Posted - 2013.09.09 00:21:00 -
[466] - Quote
Blaze Ashra wrote:If possible can we get cloaking modules and flares.
Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms.
Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
66
|
Posted - 2013.09.09 00:40:00 -
[467] - Quote
Driver Cole wrote:Blaze Ashra wrote:If possible can we get cloaking modules and flares. Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms. Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points.
If cloaking is similar to Eve it could work fine. Cloaking doesn't work if you are being hit or firing. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
58
|
Posted - 2013.09.09 00:50:00 -
[468] - Quote
Gabriella Grey wrote:Driver Cole wrote:Blaze Ashra wrote:If possible can we get cloaking modules and flares. Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms. Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points. If cloaking is similar to Eve it could work fine. Cloaking doesn't work if you are being hit or firing. EVE style cloaking seems impractical for ground vehicles since proximity of objects render cloaks inoperable, a cloaked dropship would be possible but the tradeoff of a period of drastically reduced mobility while cloaked might prove far more dangerous than relying on speed, shields, and good piloting to survive.
|
Gabriella Grey
XERCORE E X T E R M I N A T U S
66
|
Posted - 2013.09.09 00:56:00 -
[469] - Quote
Temba Fusrodah wrote:Gabriella Grey wrote:Driver Cole wrote:Blaze Ashra wrote:If possible can we get cloaking modules and flares. Adding cloaking would make vehicles a little over powered, because like the afterburner it could be easaly used to evade combat. I myself am a DS pilot and I can think of alot of ways this could be useful and frusterating. Another thing to think about would be exactly what kind of cloaking, visual or electonical. If visual then the vehicle would still have to show up on radars and be targeted by swarms. If electronical then the vehicle would be visible but it wouldn't show on radar or be targeted by swarms. Flares or something similar would be a good idea but would it have a racharge or a set munition that could be regained via supply points. If cloaking is similar to Eve it could work fine. Cloaking doesn't work if you are being hit or firing. EVE style cloaking seems impractical for ground vehicles since proximity of objects render cloaks inoperable, a cloaked dropship would be possible but the tradeoff of a period of drastically reduced mobility while cloaked might prove far more dangerous than relying on speed, shields, and good piloting to survive.
Yes, if they add such attributes like that, they shouldn't have any issues with them being over powered on the battlefield. What I was thinking while the cloaking is done, perhaps you can see it bending light and what not, provided you are looking for it. Though I still understand how it can effect piloting and the skill to keep situational awareness. But even still if its a module I would hope it would be an active one rather than passive. I guess it would just really matter on what the trade offs would be. Currently as vehicles stand, It would be bad, but if we get flight instruments, i could not pose a great threat if other modules are introduced to go against it, etc. |
sweetx66
Imperial Dust Mercenaries
0
|
Posted - 2013.09.09 05:11:00 -
[470] - Quote
I'm still waiting to see someone flying a dropship. :/ |
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
61
|
Posted - 2013.09.09 05:19:00 -
[471] - Quote
sweetx66 wrote:I'm still waiting to see someone flying a dropship. :/ Squad up with me then, I specialize in shooting them down. lol
|
LudiKure ninda
Black Phoenix Mercenaries
15
|
Posted - 2013.09.09 10:40:00 -
[472] - Quote
Remove that stacking penalty!!! |
Riptalis
Sebiestor Field Sappers Minmatar Republic
2
|
Posted - 2013.09.09 13:11:00 -
[473] - Quote
I would like to see new light and heavy dropships coming out soon. But I would want to see the light dropships be jet-like and fast! |
SgtDoughnut
M.E.R.C. Elite D.E.F.I.A.N.C.E
83
|
Posted - 2013.09.10 04:01:00 -
[474] - Quote
For those saying rail guns shoot electricity you are wrong, in eve rail guns and blasters shoot the same thing, plasma, but the magnetic field is different, a blaster packages the plasma in a strong but short lived magnetic field, rail guns package the plasma in a weak but high speed magnetic field. Its why blasters and rails in eve use the same ammo, hybrid. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
61
|
Posted - 2013.09.10 04:27:00 -
[475] - Quote
SgtDoughnut wrote:For those saying rail guns shoot electricity you are wrong, in eve rail guns and blasters shoot the same thing, plasma, but the magnetic field is different, a blaster packages the plasma in a strong but short lived magnetic field, rail guns package the plasma in a weak but high speed magnetic field. Its why blasters and rails in eve use the same ammo, hybrid. True rail guns do not shoot electricity.
EVE in game description of a hybrid anti-matter shell.
Consists of two components: a shell of titanium and a core of antimatter atoms suspended in plasma state. Railguns launch the shell directly, while particle blasters pump the plasma into a cyclotron and process the plasma into a bolt that is then fired.
This demonstrates the difference between rail guns and blasters. |
kevin birchwell
Savage Arms INC
0
|
Posted - 2013.09.10 11:26:00 -
[476] - Quote
All i saw from this post is that they stated what modules do and are gonna nerf vehicles the finit ammo makes spence tanks but for drop ships really are we supposed o land on a supply depot in the middle of a battle and the problem was forged and turrets not the vechicles |
INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
41
|
Posted - 2013.09.10 23:27:00 -
[477] - Quote
I'm honestly thinking some of this is cool, I also think you could have just lowered the price, after this is only about isk, I mean if we could afford to lose more tanks we would, dropships are the worst as far as money goes, make them cheap enough that losing 1 in a battle doesn't require I spend 3 battles boots down battles sulking from the despair of not having enough isk for 1 more go. |
INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
41
|
Posted - 2013.09.10 23:34:00 -
[478] - Quote
CHERNOBYLx wrote:Here's something can I get some freakin flares on my dropship or any type of countermeasures so that I can stop being bullied before I lift off the ground as a matter of fact countermeasures for all vehicles! its the future right?? and reduce the flinch of my dropship after getting hit by a railgun so that I don't do a 360 and end up crashing. another thing-. . . forge guns .... o my forge guns what to do, what to do? how about reduce damage done to armor vehicles like how its supposed to be? idk just a thought. but it seems like they rip shields vehicles in half in 4 shots and armor is 6 assault being the worst of them or the best depending on whose team your on ;-) more damage than regular forge guns except they can shoot significantly faster with the small disadvantage of not being able to hold a shot, which in theory of an optimistic person could be an advantage or not a problem?. btw are there going to be additions of new vehicles or are you just reworking the way current ones work now? ooh and 1 more thing can we get an updated map so that I can tell if there's a huge rock behind me when i'm trying to escape fire? How about just make forges do no damage to aerial vehicles? Or makemthem harder to hit, saymwith a larger aiming reticle or vibration? |
Viktor Vikrizi
The Corporate Raiders
36
|
Posted - 2013.09.11 01:36:00 -
[479] - Quote
Any updates on the progress of such Vehicle changes? |
NextDark Knight
Hellstorm Inc League of Infamy
52
|
Posted - 2013.09.11 11:53:00 -
[480] - Quote
I would love to see "Tactical Shield Manipulation" incorporated on the shield tanks. It'll give The logi guys something to get rep points :).
|
|
King Bolly
The Defected
15
|
Posted - 2013.09.12 12:22:00 -
[481] - Quote
im scared of this change..... ccp im putting trust in you. |
Niuvo
The Phoenix Federation
480
|
Posted - 2013.09.13 12:51:00 -
[482] - 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. A waffle sounds good right about now. I only read positivity in the OP. We'll see soon enough if they did dumb it down. |
Bojo The Mighty
Zanzibar Concept
1761
|
Posted - 2013.09.13 14:43:00 -
[483] - Quote
This is a high and mighty request but:
With the ability to remove small turrets, can we make them asymmetric? Basically I want two blasters on my right side but none on my left. It would obviously take some work but you know you are going to see some cool fittings.
Dropships, armed to the teeth on one half, bare on the other, would lead to some really interesting AV teamwork scenarios. Given that one side could be outputting quantities of damage and information (by eyesight - mic), AV would try and attack from the bare side. Either way you look at it, it's balanced. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.13 14:56:00 -
[484] - Quote
Bojo The Mighty wrote:This is a high and mighty request but:
With the ability to remove small turrets, can we make them asymmetric? Basically I want two blasters on my right side but none on my left. It would obviously take some work but you know you are going to see some cool fittings.
Dropships, armed to the teeth on one half, bare on the other, would lead to some really interesting AV teamwork scenarios. Given that one side could be outputting quantities of damage and information (by eyesight - mic), AV would try and attack from the bare side. Either way you look at it, it's balanced. Balanced? I think not, a dropship could merely orbit the battle with their "armed to the teeth side" towards combatants and it's bare side towards the sparsely occupied perimeter. Dropships are not fighters they seem to be the futuristic version of battlefield helicopters complete with their thin skinned slower speed vulnerability.
|
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
15
|
Posted - 2013.09.13 18:05:00 -
[485] - Quote
Here is my deal and I want to just make sure I put it out here, even if it is a repeat.
ONLY AV Weapons doing damage to tanks. If you have to allow infantry weapons to damage tanks, my suggestion would be creating an infantry v infantry / infantry v armor / armor v armor damage system. Using these tables you could create and balance quickly and effectively. But seeing a laser rifle cut a shield tank down or a noob tube (aka Mass Driver) take out an armor tank is ridiculous.
I am even ok with your current crap level hit detection for our main turrets.
Ammo I think is going to make the job a little more complicated, but I am always up for a challenge.
In the end I will say that tanking requires capitol and money. ItGÇÖs like making really expensive awesome toys that only a few people can afford, but it turns out its nothing special. When I get into a tank I should feel that my millions of ISK and SP makes me a force on the battlefield. It should take the same amount of commitment to kill a tank, but right now it just takes a little SP and even less money. My turret cost 500k-1 Million and cost 1 Million SP to level into (THAT IS JUST MY MAIN TURRET!), and for infantry just 150,000 ISK and about 1 Million SP you have yourself something that can totally decimate it.
As the system currently stands, there is no endgame. This is what kills games, and if you want reference look at most every MMO/RPG that fails. ItGÇÖs due to lack of content for higher levels and poor game mechanics frustrating players. The endgame for tanks is nothing special EXCEPT how much you spend to be a tanker.
I am pissed because I care but you serious need to evaluate the role of tanks.
PS this same logic can be applied to my brothers in the air DS Pilots. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.13 18:47:00 -
[486] - Quote
ABadMutha13 wrote:Here is my deal and I want to just make sure I put it out here, even if it is a repeat.
ONLY AV Weapons doing damage to tanks. If you have to allow infantry weapons to damage tanks, my suggestion would be creating an infantry v infantry / infantry v armor / armor v armor damage system. Using these tables you could create and balance quickly and effectively. But seeing a laser rifle cut a shield tank down or a noob tube (aka Mass Driver) take out an armor tank is ridiculous.
I am even ok with your current crap level hit detection for our main turrets.
Ammo I think is going to make the job a little more complicated, but I am always up for a challenge.
In the end I will say that tanking requires capitol and money. ItGÇÖs like making really expensive awesome toys that only a few people can afford, but it turns out its nothing special. When I get into a tank I should feel that my millions of ISK and SP makes me a force on the battlefield. It should take the same amount of commitment to kill a tank, but right now it just takes a little SP and even less money. My turret cost 500k-1 Million and cost 1 Million SP to level into (THAT IS JUST MY MAIN TURRET!), and for infantry just 150,000 ISK and about 1 Million SP you have yourself something that can totally decimate it.
As the system currently stands, there is no endgame. This is what kills games, and if you want reference look at most every MMO/RPG that fails. ItGÇÖs due to lack of content for higher levels and poor game mechanics frustrating players. The endgame for tanks is nothing special EXCEPT how much you spend to be a tanker.
I am pissed because I care but you serious need to evaluate the role of tanks.
PS this same logic can be applied to my brothers in the air DS Pilots. So everybody wants invulnerability from the little armored soldiers running around, lol, get a clue! You are all taking parts of the game you like and saying "make me special because I spent isk to get this" lol, the is game comes from CCP. In Eve players blow up trillions of isk worth of ships and stations and stuff daily.
Even the biggest ship worth trillions of isk can be captured by a warp bubble from a ship a fraction of the cost. Stop whining and man up! Your HAV and your dropship are not going to ever be invulnerable, this is a kill and be killed game that is part of the kill and be killed sandbox created by CCP. Do not deploy any vehicle you don't want to see blown up, keep it shiny, nice, and safe in your assets and bring stuff to the battlefield you can afford to lose.
|
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
15
|
Posted - 2013.09.13 18:59:00 -
[487] - Quote
Temba Fusrodah wrote:ABadMutha13 wrote:Here is my deal and I want to just make sure I put it out here, even if it is a repeat.
ONLY AV Weapons doing damage to tanks. If you have to allow infantry weapons to damage tanks, my suggestion would be creating an infantry v infantry / infantry v armor / armor v armor damage system. Using these tables you could create and balance quickly and effectively. But seeing a laser rifle cut a shield tank down or a noob tube (aka Mass Driver) take out an armor tank is ridiculous.
I am even ok with your current crap level hit detection for our main turrets.
Ammo I think is going to make the job a little more complicated, but I am always up for a challenge.
In the end I will say that tanking requires capitol and money. ItGÇÖs like making really expensive awesome toys that only a few people can afford, but it turns out its nothing special. When I get into a tank I should feel that my millions of ISK and SP makes me a force on the battlefield. It should take the same amount of commitment to kill a tank, but right now it just takes a little SP and even less money. My turret cost 500k-1 Million and cost 1 Million SP to level into (THAT IS JUST MY MAIN TURRET!), and for infantry just 150,000 ISK and about 1 Million SP you have yourself something that can totally decimate it.
As the system currently stands, there is no endgame. This is what kills games, and if you want reference look at most every MMO/RPG that fails. ItGÇÖs due to lack of content for higher levels and poor game mechanics frustrating players. The endgame for tanks is nothing special EXCEPT how much you spend to be a tanker.
I am pissed because I care but you serious need to evaluate the role of tanks.
PS this same logic can be applied to my brothers in the air DS Pilots. So everybody wants invulnerability from the little armored soldiers running around, lol, get a clue! You are all taking parts of the game you like and saying " make me special because I spent isk to get this" lol, this game comes from CCP. In Eve players blow up trillions of isk worth of ships and stations and stuff daily. Even the biggest ship worth trillions of isk can be captured by a warp bubble from a ship a fraction of the cost. Stop whining and man up! Your HAV and your dropship are not going to ever be invulnerable, this is a kill and be killed game that is part of the kill and be killed sandbox created by CCP. Do not deploy any vehicle you don't want to see blown up, keep it shiny, nice, and safe in your assets and bring stuff to the battlefield you can afford to lose.
So you are saying that the higher level vehicles should be as weak as a cheap suit and a cheap gun? And you comparing it to Eve is completely off, because you don't see cheap fighters killing EVERYTHING if you did then everyone would be flying those and no one would invest in larger weaker ships.
Its simple logic lost on your even smaller mind.
Dust does not have the variety that Eve does and to be honest those ships are not always in harms way like the Dust Players.
Cute statements though, they were adorable. Keep up that logic and let me know how it works for ya.
|
Suanar Daranaus
Sanmatar Kelkoons Minmatar Republic
36
|
Posted - 2013.09.13 19:17:00 -
[488] - Quote
So you are saying that the higher level vehicles should be as weak as a cheap suit and a cheap gun? And you comparing it to Eve is completely off, because you don't see cheap fighters killing EVERYTHING if you did then everyone would be flying those and no one would invest in larger weaker ships.
Its simple logic lost on your even smaller mind.
Dust does not have the variety that Eve does and to be honest those ships are not always in harms way like the Dust Players.
Cute statements though, they were adorable. Keep up that logic and let me know how it works for ya.
Depends on where you hang out in EVE space. If you are Only in empire, ( which I'm NOT saying you are ), you could be right. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.13 19:17:00 -
[489] - Quote
ABadMutha13 wrote:Temba Fusrodah wrote:ABadMutha13 wrote:Here is my deal and I want to just make sure I put it out here, even if it is a repeat.
ONLY AV Weapons doing damage to tanks. If you have to allow infantry weapons to damage tanks, my suggestion would be creating an infantry v infantry / infantry v armor / armor v armor damage system. Using these tables you could create and balance quickly and effectively. But seeing a laser rifle cut a shield tank down or a noob tube (aka Mass Driver) take out an armor tank is ridiculous.
I am even ok with your current crap level hit detection for our main turrets.
Ammo I think is going to make the job a little more complicated, but I am always up for a challenge.
In the end I will say that tanking requires capitol and money. ItGÇÖs like making really expensive awesome toys that only a few people can afford, but it turns out its nothing special. When I get into a tank I should feel that my millions of ISK and SP makes me a force on the battlefield. It should take the same amount of commitment to kill a tank, but right now it just takes a little SP and even less money. My turret cost 500k-1 Million and cost 1 Million SP to level into (THAT IS JUST MY MAIN TURRET!), and for infantry just 150,000 ISK and about 1 Million SP you have yourself something that can totally decimate it.
As the system currently stands, there is no endgame. This is what kills games, and if you want reference look at most every MMO/RPG that fails. ItGÇÖs due to lack of content for higher levels and poor game mechanics frustrating players. The endgame for tanks is nothing special EXCEPT how much you spend to be a tanker.
I am pissed because I care but you serious need to evaluate the role of tanks.
PS this same logic can be applied to my brothers in the air DS Pilots. So everybody wants invulnerability from the little armored soldiers running around, lol, get a clue! You are all taking parts of the game you like and saying " make me special because I spent isk to get this" lol, this game comes from CCP. In Eve players blow up trillions of isk worth of ships and stations and stuff daily. Even the biggest ship worth trillions of isk can be captured by a warp bubble from a ship a fraction of the cost. Stop whining and man up! Your HAV and your dropship are not going to ever be invulnerable, this is a kill and be killed game that is part of the kill and be killed sandbox created by CCP. Do not deploy any vehicle you don't want to see blown up, keep it shiny, nice, and safe in your assets and bring stuff to the battlefield you can afford to lose. So you are saying that the higher level vehicles should be as weak as a cheap suit and a cheap gun? And you comparing it to Eve is completely off, because you don't see cheap fighters killing EVERYTHING if you did then everyone would be flying those and no one would invest in larger weaker ships. Its simple logic lost on your even smaller mind. Dust does not have the variety that Eve does and to be honest those ships are not always in harms way like the Dust Players. Cute statements though, they were adorable. Keep up that logic and let me know how it works for ya. Clearly you don't play EVE because cheap ships killing expensive ships is what happens everyday!
In EVE if you "gank" attack/ kill another player you are not at war with or in a mutually accepted dual the Concord police swoop in and blow you up, therefore gangs of gankers use dirt cheap ships to destroy expensive ships because they are going to be blasted by Concord no matter what.
So yes, ships that barely cost over a million, can kill ships that cost a couple of billion. Sorry to burst your bubble.
You are looking for an "end game", an "I WIN" fit or vehicle, the concept here is constant evolution and change, the "end game" is figuring out how to win in a constantly changing arena despite not having the super weapon that no one can counter. You have to be smarter and better disciplined with a good strategy and implementation to win.
Now .... Man up and stop whining.
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.13 19:29:00 -
[490] - Quote
Suanar Daranaus wrote: Dust does not have the variety that Eve does and to be honest those ships are not always in harms way like the Dust Players.
Cute statements though, they were adorable. Keep up that logic and let me know how it works for ya."
__--Depends on where you hang out in EVE space. If you are Only in empire, ( which I'm NOT saying you are ), you could be right.
The absolute foolishness of this statement is laughable. No where in Eve is safe, let me repeat that for emphasis, NO WHERE IN EVE IS SAFE!
My corp specializes in high security ganking, and war decs, it's what we do.
If you undock in high or low secuirity space we can kill you, if you flee to your player owned station we can blow it and you up. If you are in Null security space everyone you meet not in your corp or alliance might blow you up.
Do not speak of what you do not know.
So I believe no dropsuit, no vehicle in Dust514 will ever be invulnerable, remember it's kill and be killed!
|
|
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
15
|
Posted - 2013.09.13 19:57:00 -
[491] - Quote
Temba Fusrodah wrote:Suanar Daranaus wrote: Dust does not have the variety that Eve does and to be honest those ships are not always in harms way like the Dust Players.
Cute statements though, they were adorable. Keep up that logic and let me know how it works for ya."
__--Depends on where you hang out in EVE space. If you are Only in empire, ( which I'm NOT saying you are ), you could be right.
The absolute foolishness of this statement is laughable. No where in Eve is safe, let me repeat that for emphasis, NO WHERE IN EVE IS SAFE! My corp specializes in high security ganking, and war decs, it's what we do. If you undock in high or low secuirity space we can kill you, if you flee to your player owned station we can blow it and you up. If you are in Null security space everyone you meet not in your corp or alliance might blow you up. Do not speak of what you do not know. So I believe no dropsuit, no vehicle in Dust514 will ever be invulnerable, remember it's kill and be killed!
Well I suspected and I was right....
Keep on trolling kid. |
Silas Swakhammer
GamersForChrist Orion Empire
143
|
Posted - 2013.09.14 00:57:00 -
[492] - Quote
Has there been any word on vehicle locks? |
Spkr4theDead
International-Fleet
692
|
Posted - 2013.09.14 07:30:00 -
[493] - Quote
Temba Fusrodah wrote:ABadMutha13 wrote:Here is my deal and I want to just make sure I put it out here, even if it is a repeat.
ONLY AV Weapons doing damage to tanks. If you have to allow infantry weapons to damage tanks, my suggestion would be creating an infantry v infantry / infantry v armor / armor v armor damage system. Using these tables you could create and balance quickly and effectively. But seeing a laser rifle cut a shield tank down or a noob tube (aka Mass Driver) take out an armor tank is ridiculous.
I am even ok with your current crap level hit detection for our main turrets.
Ammo I think is going to make the job a little more complicated, but I am always up for a challenge.
In the end I will say that tanking requires capitol and money. ItGÇÖs like making really expensive awesome toys that only a few people can afford, but it turns out its nothing special. When I get into a tank I should feel that my millions of ISK and SP makes me a force on the battlefield. It should take the same amount of commitment to kill a tank, but right now it just takes a little SP and even less money. My turret cost 500k-1 Million and cost 1 Million SP to level into (THAT IS JUST MY MAIN TURRET!), and for infantry just 150,000 ISK and about 1 Million SP you have yourself something that can totally decimate it.
As the system currently stands, there is no endgame. This is what kills games, and if you want reference look at most every MMO/RPG that fails. ItGÇÖs due to lack of content for higher levels and poor game mechanics frustrating players. The endgame for tanks is nothing special EXCEPT how much you spend to be a tanker.
I am pissed because I care but you serious need to evaluate the role of tanks.
PS this same logic can be applied to my brothers in the air DS Pilots. So everybody wants invulnerability from the little armored soldiers running around, lol, get a clue! You are all taking parts of the game you like and saying " make me special because I spent isk to get this" lol, this game comes from CCP. In Eve players blow up trillions of isk worth of ships and stations and stuff daily. Even the biggest ship worth trillions of isk can be captured by a warp bubble from a ship a fraction of the cost. Stop whining and man up! Your HAV and your dropship are not going to ever be invulnerable, this is a kill and be killed game that is part of the kill and be killed sandbox created by CCP. Do not deploy any vehicle you don't want to see blown up, keep it shiny, nice, and safe in your assets and bring stuff to the battlefield you can afford to lose. Why should your AR or shotgun be a legitimate AV weapon? |
Spkr4theDead
International-Fleet
692
|
Posted - 2013.09.14 07:31:00 -
[494] - Quote
Silas Swakhammer wrote:Has there been any word on vehicle locks? This too |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
106
|
Posted - 2013.09.14 09:17:00 -
[495] - Quote
Well I'm hoping that with this complete overhaul to vehicles, that not only will they introduce locks but also the ability for the enemy (or same team) to steal vehicles. Either as current setup where you can take it apart or as single use fits like with some of the AUR specials. If they go for a single use fit though, it should be that they can be used even without the necessary skills. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.14 09:53:00 -
[496] - Quote
Spkr4theDead wrote:Why should your AR or shotgun be a legitimate AV weapon? Unless you are just trolling I will endeavor to answer your question and hope you have an open mind and not just and open mouth.
Using the analogies of a battlefield helicopter for a dropship, and a jeep/humvee for LAVs, and tank for HAVs two of these three categories are extremely susceptible to taking fatal damage from shotguns and assault class rifles. Both helicopters and humvees have minimal armor protection and depend on evasive tactics to survive the battlefield, as should Lavs and dropships.
HAVs should take far less damage because they are heavily armored and shielded, in the same vein that contemporary tanks can withstand a severe pounding from hand held weapons on the battlefields of today. That being said, even soldiers on today's battlefield deploy anti-armor rocket launchers and armor piercing rounds, I do not know of any tank that would be impervious to a sustained barrage of .50 caliber armor piercing rounds fired into it, or an even lower tech level barrage of Molotov Cocktails tossed against it.
Man portable shoulder mounted "Stinger" rocket launchers were the bain of the Soviet Air Force in Afghanistan where multi-million dollar aircraft tumbled to Earth in fiery ruins from minimally trained unarmored rebel fighters on the ground.
The technology of combat has always evolved with each step designed to counter the previous, and with design limitations in how it is achieved. I doubt if one clone with a shotgun or an AR would be able to destroy a HAV, LAV, or dropship before the pilot or driver would kill him or leave the area at a rate of speed the foot soldier could not match, so there is no legitimate reason to make those vehicles immune and invulnerable to that which it should just evade.
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.14 11:43:00 -
[497] - Quote
Bucktooth Badger wrote:Well I'm hoping that with this complete overhaul to vehicles, that not only will they introduce locks but also the ability for the enemy (or same team ) to steal vehicles. Either as current setup where you can take it apart or as single use fits like with some of the AUR specials. If they go for a single use fit though, it should be that they can be used even without the necessary skills. Having hacked more then one HAV and LAV foolishly abandoned on the battlefield by it's driver I endorse the idea that a hacked vehicle should enter the inventory assets of the individual who successfully performed the hack!
|
Driver Cole
Nor Clan Combat Logistics
6
|
Posted - 2013.09.14 15:57:00 -
[498] - Quote
Temba Fusrodah wrote:Bucktooth Badger wrote:Well I'm hoping that with this complete overhaul to vehicles, that not only will they introduce locks but also the ability for the enemy (or same team ) to steal vehicles. Either as current setup where you can take it apart or as single use fits like with some of the AUR specials. If they go for a single use fit though, it should be that they can be used even without the necessary skills. Having hacked more then one HAV and LAV foolishly abandoned on the battlefield by it's driver I endorse the idea that a hacked vehicle should enter the inventory assets of the individual who successfully performed the hack!
I'm not saying I don't like the idea, but seeing an enemy hijacking one and my dropships then useing it agenst my own team is a burden on its own.
Would it even be useful to have a vehicle you're not even qualified to drive in your assets. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.14 16:40:00 -
[499] - Quote
Driver Cole wrote:Temba Fusrodah wrote:Bucktooth Badger wrote:Well I'm hoping that with this complete overhaul to vehicles, that not only will they introduce locks but also the ability for the enemy (or same team ) to steal vehicles. Either as current setup where you can take it apart or as single use fits like with some of the AUR specials. If they go for a single use fit though, it should be that they can be used even without the necessary skills. Having hacked more then one HAV and LAV foolishly abandoned on the battlefield by it's driver I endorse the idea that a hacked vehicle should enter the inventory assets of the individual who successfully performed the hack! I'm not saying I don't like the idea, but seeing an enemy hijacking one and my dropships then useing it agenst my own team is a burden on its own. Would it even be useful to have a vehicle you're not even qualified to drive in your assets. The lessons of the battlefield are harsh, leaving any weapon unmanned and undefended demonstrates shabby tactics and is rightfully a burden bourn by the soldier guilty of this lapse of good judgment.
Having a weapon in your assets you currently lack the skills to use is not only useful, it is down right motivational! I earned my first faction dropships long before I could fly them.
|
Blaze Ashra
Amarr Templars Amarr Empire
19
|
Posted - 2013.09.14 16:48:00 -
[500] - Quote
Slightly hoping we could get the starter LAV's back to infinite so we can have demolition derbies without breaking the bank but it doesn't seem to have much interest at the moment |
|
Spkr4theDead
International-Fleet
695
|
Posted - 2013.09.14 17:57:00 -
[501] - Quote
Temba Fusrodah wrote: I do not know of any tank that would be impervious to a sustained barrage of .50 caliber armor piercing rounds fired into it, or an even lower tech level barrage of Molotov Cocktails tossed against it.
Show me video of tanks being destroyed by the M2 and Molotov cocktails. Then I could consider your reply a serious one.
Yes, I was being entirely serious. I remember destroying a LAV with a shotgun a long time ago. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.14 19:25:00 -
[502] - Quote
Spkr4theDead wrote:Temba Fusrodah wrote: I do not know of any tank that would be impervious to a sustained barrage of .50 caliber armor piercing rounds fired into it, or an even lower tech level barrage of Molotov Cocktails tossed against it.
Show me video of tanks being destroyed by the M2 and Molotov cocktails. Then I could consider your reply a serious one. Yes, I was being entirely serious. I remember destroying a LAV with a shotgun a long time ago. http://www.youtube.com/watch?v=igHX3JOGwJ8 the relevant footage and commentary in regard to molotov cocktail attack is around 05:30
http://www.youtube.com/watch?v=M57-gg_J1Jw the relevant footage and commentary in regard to molotov cocktail attack is around 06:45
A wise man reflects on history as lessons already learned.
|
Spkr4theDead
International-Fleet
695
|
Posted - 2013.09.14 19:51:00 -
[503] - Quote
Temba Fusrodah wrote:Spkr4theDead wrote:Temba Fusrodah wrote: I do not know of any tank that would be impervious to a sustained barrage of .50 caliber armor piercing rounds fired into it, or an even lower tech level barrage of Molotov Cocktails tossed against it.
Show me video of tanks being destroyed by the M2 and Molotov cocktails. Then I could consider your reply a serious one. Yes, I was being entirely serious. I remember destroying a LAV with a shotgun a long time ago. http://www.youtube.com/watch?v=igHX3JOGwJ8the relevant footage and commentary in regard to molotov cocktail attack is around 05:30 http://www.youtube.com/watch?v=M57-gg_J1Jwthe relevant footage and commentary in regard to molotov cocktail attack is around 06:45 A wise man reflects on history as lessons already learned. World War II =/= 20,000 - 50,000 years into the future. Better comparison would be today's tanks.
Try again |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
63
|
Posted - 2013.09.14 22:25:00 -
[504] - Quote
Spkr4theDead wrote:Temba Fusrodah wrote:Spkr4theDead wrote:Temba Fusrodah wrote: I do not know of any tank that would be impervious to a sustained barrage of .50 caliber armor piercing rounds fired into it, or an even lower tech level barrage of Molotov Cocktails tossed against it.
Show me video of tanks being destroyed by the M2 and Molotov cocktails. Then I could consider your reply a serious one. Yes, I was being entirely serious. I remember destroying a LAV with a shotgun a long time ago. http://www.youtube.com/watch?v=igHX3JOGwJ8the relevant footage and commentary in regard to molotov cocktail attack is around 05:30 http://www.youtube.com/watch?v=M57-gg_J1Jwthe relevant footage and commentary in regard to molotov cocktail attack is around 06:45 A wise man reflects on history as lessons already learned. World War II =/= 20,000 - 50,000 years into the future. Better comparison would be today's tanks. Try again Ummm You asked for video proof, when it is shown, you then claim it's 20 to 50 thousand years out of date?
However a mere 75 more years of Earthly vehicle development would be better.
Okay, your logic is nonexistent but I'll indulge you. The guy in the baseball cap is going to destroy a tank in Syria by tossing a grenade down it's barrel. Is Syria current enough for you? http://www.youtube.com/watch?v=8AevLyTR6lM
|
Spkr4theDead
International-Fleet
695
|
Posted - 2013.09.15 00:44:00 -
[505] - Quote
Temba Fusrodah wrote:Spkr4theDead wrote:Temba Fusrodah wrote:Spkr4theDead wrote:Temba Fusrodah wrote: I do not know of any tank that would be impervious to a sustained barrage of .50 caliber armor piercing rounds fired into it, or an even lower tech level barrage of Molotov Cocktails tossed against it.
Show me video of tanks being destroyed by the M2 and Molotov cocktails. Then I could consider your reply a serious one. Yes, I was being entirely serious. I remember destroying a LAV with a shotgun a long time ago. http://www.youtube.com/watch?v=igHX3JOGwJ8the relevant footage and commentary in regard to molotov cocktail attack is around 05:30 http://www.youtube.com/watch?v=M57-gg_J1Jwthe relevant footage and commentary in regard to molotov cocktail attack is around 06:45 A wise man reflects on history as lessons already learned. World War II =/= 20,000 - 50,000 years into the future. Better comparison would be today's tanks. Try again Ummm You asked for video proof, when it is shown, you then claim it's 20 to 50 thousand years out of date? However a mere 75 more years of Earthly vehicle development would be better. Okay, your logic is nonexistent but I'll indulge you. The guy in the baseball cap is going to destroy a tank in Syria by tossing a grenade down it's barrel. Is Syria current enough for you? http://www.youtube.com/watch?v=8AevLyTR6lM You still think comparing WWII videos to the science in the EVE/Dust universe is valid?
There aren't any hatches to throw a Molotov in on the tanks in Dust. There are however, hatches on today's tanks because, well, we're human and don't have teleportation yet.
So no, a hypothetical Molotov can't destroy a Dust tank. Nor should an AR do anything at all to a Dust tank.
Was that tank American, or was it some rusted 50 year old POS?
Also, can't throw grenades down the barrel of Dust tanks.
Why are you still trying? |
Our Deepest Regret
Algintal Core Gallente Federation
226
|
Posted - 2013.09.15 05:04:00 -
[506] - Quote
Temba Fusrodah wrote:Spkr4theDead wrote:Temba Fusrodah wrote: I do not know of any tank that would be impervious to a sustained barrage of .50 caliber armor piercing rounds fired into it, or an even lower tech level barrage of Molotov Cocktails tossed against it.
Show me video of tanks being destroyed by the M2 and Molotov cocktails. Then I could consider your reply a serious one. Yes, I was being entirely serious. I remember destroying a LAV with a shotgun a long time ago. http://www.youtube.com/watch?v=igHX3JOGwJ8the relevant footage and commentary in regard to molotov cocktail attack is around 05:30 http://www.youtube.com/watch?v=M57-gg_J1Jwthe relevant footage and commentary in regard to molotov cocktail attack is around 06:45 A wise man reflects on history as lessons already learned.
It's an interesting video Temba. I have a couple of points to make, however:
1. Modern tank armor is far more resilient. M1 Abrams deployed in the middle-east have survived ambush attacks relatively unscathed.
Example 1. Example 2. Example 3 Example 4
Which isn't to say that Abrams haven't been destroyed or disabled by rocket fire, they aren't indestructible. But it's been continuous fire from multiple attackers in a strong concerted effort that did the trick. Insurgent attackers were as obsessed with destroying tanks in real life, as blueberries in our silly game, only they didn't get the benefits of cloning technology to compensate them for their stupidity.
2. The molotov cocktail was dropped into the tiger tank through an open hatch from above, burning it from the inside out. It's doubtful it would have gotten through the armor. |
Our Deepest Regret
Algintal Core Gallente Federation
226
|
Posted - 2013.09.15 05:25:00 -
[507] - Quote
Speaker, the tank with the grenade being tossed down its barrel was a T72. To answer your question, yes it's a cheap piece of outdated crap. The Soviet Union made millions selling those lemons to various Middle Eastern countries throughout the seventies and eighties. They're lightweight tanks designed with mobility in mind, the theory behind their design being that they could defeat American tanks through sheer speed. After all why pack on explosive resistant thick armor, when those silly American buggers would be too slow to even hit them?
this is why. Nine Abrams destroyed twenty-one T72's in three frickin' hours. The fact that they're still being deployed twenty years after the greatest armor rout in military history tells you more about a despotic Nation's economy, then it does about the skill of its resistance groups. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
64
|
Posted - 2013.09.15 09:27:00 -
[508] - Quote
Our Deepest Regret wrote:It's an interesting video Temba. I have a couple of points to make, however: 1. Modern tank armor is far more resilient. M1 Abrams deployed in the middle-east have survived ambush attacks relatively unscathed. Example 1.Example 2.Example 3Example 4Which isn't to say that Abrams haven't been destroyed or disabled by rocket fire, they aren't indestructible. But it's been continuous fire from multiple attackers in a strong concerted effort that did the trick. Insurgent attackers were as obsessed with destroying tanks in real life, as blueberries in our silly game, only they didn't get the benefits of cloning technology to compensate them for their stupidity. 2. The molotov cocktail was dropped into the tiger tank through an open hatch from above, burning it from the inside out. It's doubtful it would have gotten through the armor. I concur tanks have greatly improved, as have the weapons used against them, it's move then counter move. Tanks are not invulnerable and CCP should not make an HAV that is either.
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
64
|
Posted - 2013.09.15 09:43:00 -
[509] - Quote
Spkr4theDead wrote:You still think comparing WWII videos to the science in the EVE/Dust universe is valid?
There aren't any hatches to throw a Molotov in on the tanks in Dust. There are however, hatches on today's tanks because, well, we're human and don't have teleportation yet.
So no, a hypothetical Molotov can't destroy a Dust tank. Nor should an AR do anything at all to a Dust tank.
Was that tank American, or was it some rusted 50 year old POS?
Also, can't throw grenades down the barrel of Dust tanks.
Why are you still trying? Goodness I guess there must be something wrong with my computer, I don't see the DEV banner on your character, not even the CCP part of your name. You are part of the design team right? If not everything you just typed was complete horse pucky!
So let me borrow your tin foil DEV hat and inform you that Dust 514 "Molotov" cocktails are plasma and antimatter separately isolated until their containment vessel is shattered, that when mixed together create a fire of about 5778 kelvin, like the surface of the sun.
Is that futuristic enough for you sir?
|
Fons Wrecks
COMPLEXITY CLONES
0
|
Posted - 2013.09.15 16:38:00 -
[510] - Quote
PLEASE READ
CCP Wolfman wrote: Turrets
As mentioned above, weGÇÖll be adding ammunition to turrets.
Small turrets are no longer mandatory when fitting a vehicle. This should allow for more interesting vehicle setups than before.
the idea about that we dont have to equip small turrets is a great idea!
if you are going to proceede with the idea of adding ammunition to turrets(wich is a nice idea) you have to increase the time it would take to overheat
actually you could have infinite ammo but have certain amount of rounds in a clip and a reload time... |
|
Spkr4theDead
International-Fleet
716
|
Posted - 2013.09.15 17:51:00 -
[511] - Quote
Temba Fusrodah wrote:Spkr4theDead wrote:You still think comparing WWII videos to the science in the EVE/Dust universe is valid?
There aren't any hatches to throw a Molotov in on the tanks in Dust. There are however, hatches on today's tanks because, well, we're human and don't have teleportation yet.
So no, a hypothetical Molotov can't destroy a Dust tank. Nor should an AR do anything at all to a Dust tank.
Was that tank American, or was it some rusted 50 year old POS?
Also, can't throw grenades down the barrel of Dust tanks.
Why are you still trying? Goodness I guess there must be something wrong with my computer, I don't see the DEV banner on your character, not even the CCP part of your name. You are part of the design team right? If not everything you just typed was complete horse pucky! So let me borrow your tin foil DEV hat and inform you that Dust 514 "Molotov" cocktails are plasma and antimatter separately isolated until their containment vessel is shattered, that when mixed together create a fire of about 5778 kelvin, like the surface of the sun. Is that futuristic enough for you sir? What part of anything I said was wrong? |
BlackFalchon Mk-II
The Phoenix Federation
0
|
Posted - 2013.09.16 09:55:00 -
[512] - Quote
This sounds promising like something interesting; Caldari HAV=guerrilla warfare, Gallente HAV= Pain drain. I still see one problem, ing gallente get more HP then they still have a bonus over caldari, especially if both are using railguns. You guys kinda left a sheet over us shield tankers and I'm one of them who suffered, as one of the main tankersfor my Corp i was obviously a killing machine but what happens when devs start tweaking tanks in critical times; some of us tankers are left out in the cold to die and get scrapped by cowards with false hope. My point of all of this is don't make certain things good then take them away. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
69
|
Posted - 2013.09.16 13:48:00 -
[513] - Quote
BlackFalchon Mk-II wrote:This sounds promising like something interesting; Caldari HAV=guerrilla warfare, Gallente HAV= Pain drain. I still see one problem, ing gallente get more HP then they still have a bonus over caldari, especially if both are using railguns. You guys kinda left a sheet over us shield tankers and I'm one of them who suffered, as one of the main tankersfor my Corp i was obviously a killing machine but what happens when devs start tweaking tanks in critical times; some of us tankers are left out in the cold to die and get scrapped by cowards with false hope. My point of all of this is don't make certain things good then take them away.
I don't think in that term. It's just people are used to using them the same way many who were driving murder taxi's. It wasn't really suppose to be used as a vehicle to solely run over people, but move in to support ground troops, and shuttle them across the battlefield. |
Beren Hurin
Onslaught Inc RISE of LEGION
1599
|
Posted - 2013.09.16 18:19:00 -
[514] - Quote
Any devblog on this today/this week? |
Wombat in combat
TeamPlayers EoN.
81
|
Posted - 2013.09.16 20:18:00 -
[515] - Quote
In my opinion too drastic changes that are not needed. Tanking is broken sure but it is fixable. I like the idea of finite ammo though. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
64
|
Posted - 2013.09.16 23:52:00 -
[516] - Quote
By the way, cool name, the book was good.
|
Bachini thegreat
WarRavens League of Infamy
0
|
Posted - 2013.09.17 05:52:00 -
[517] - Quote
maybe increase the speed of the gunloggi and decrease the speed of madrugar |
Spkr4theDead
International-Fleet
738
|
Posted - 2013.09.17 11:10:00 -
[518] - Quote
Bachini thegreat wrote:maybe increase the speed of the gunloggi and decrease the speed of madrugar Why nerf armor tanks?
Why does everybody include a nerf to armor tanks in their balancing pass? Everything for shield tanks should be brought up to an equivalent level so its on par with armor tanks.
I mean c'mon, Caldari suits have better shield recharge than their vehicles. There's something wrong with that. I put one of those free enhanced shield energizers on a basic suit, and the recharge went from 25 per second 36 per second! A tank has vastly superior resources to draw on. Why should a dropsuit have outright better shield recharge? It's not even comparatively better, it's outright better. |
Spkr4theDead
International-Fleet
738
|
Posted - 2013.09.17 11:11:00 -
[519] - Quote
Temba Fusrodah wrote:By the way, cool name, the book was good.
It's gonna be good |
CharCharOdell
Shining Flame Amarr Empire
852
|
Posted - 2013.09.17 17:54:00 -
[520] - Quote
Dev blog! |
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Garrett Blacknova
Codex Troopers
4061
|
Posted - 2013.09.18 11:18:00 -
[521] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1311643#post1311643
So apparently this thread is due a rename to "Vehicles in 1.6 and beyond!" now. |
|
CCP Logibro
C C P C C P Alliance
1972
|
Posted - 2013.09.18 12:23:00 -
[522] - Quote
Moving this to Feedback/Requests to make more room in GD stickies. PLease do keep giving feedback, we're still watching. We're also planing to have some more threads out next week on vehicle changes at which point we'll unsticky and lock this thread and ask you to respond in those threads.
Thanks for your feedback everyone! CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
Mortedeamor
Hellstorm Inc League of Infamy
272
|
Posted - 2013.09.18 18:14:00 -
[523] - Quote
will lavs be able to be fitted to shuttle ammo to tanks?
so since your planning on making shield tanks light fast tanks..are you planning on making shield vehicles faster than armor vehicles again ?
because currently the more shields you have the slower your vehicle is and thats stupid as shields are meant to be the exact opposite armor is meant to be that way |
Mortedeamor
Hellstorm Inc League of Infamy
272
|
Posted - 2013.09.18 18:17:00 -
[524] - Quote
and also while lower shield tier hp sounds nice ona crack type tank forge guns deal the most dmg of any av weapon in dust and are highly effective vs shield....currently shield tanks suffer from the speed nerfs that should be applied to armor tanks so they cannot out maneuver. is the plan to improve the speed and maneuverability of the caldari tanks as currently they are much worse than gallente in the maneuverability area and speed area |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
65
|
Posted - 2013.09.18 18:21:00 -
[525] - Quote
Mortedeamor wrote:will lavs be able to be fitted to shuttle ammo to tanks?
so since your planning on making shield tanks light fast tanks..are you planning on making shield vehicles faster than armor vehicles again ?
because currently the more shields you have the slower your vehicle is and thats stupid as shields are meant to be the exact opposite armor is meant to be that way Although on the surface your logical conclusion that armor should more significantly slow a vehicle then an electronic shield would, one might have to also factor in that the power required to operate, sustain, and regenerate the shield would sap energy resources from the power plant that propels the vehicle.
Just a thought.
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jelloshooter
Da Short Buss
0
|
Posted - 2013.09.19 21:21:00 -
[526] - Quote
Will the stacking penalty be fixed so your first resistance amplifier will not count against your skill buff? |
Goric Rumis
Dead Six Initiative Lokun Listamenn
215
|
Posted - 2013.09.19 21:46:00 -
[527] - 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.
I like this philosophy. Combined with finite ammunition, it seems like it will give tankers the feeling that they're unstoppable machines of death without allowing them to be unstoppable machines of death all the time, like they were in Replication.
It also has the potential to make it possible for dropships to do drops and pickups under fire, which would be awesome. They would just have to be coordinated and get out of there quickly. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
69
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Posted - 2013.09.19 23:24:00 -
[528] - Quote
I am not sure if this was also added previously but their is a huge advantage in general with Caldari vehicles over Gallente. It seems thus far Shield vehicles can tank more damage than armored ones, without having any stat penalties. Currently the Gallente Dropships have a penalty in speed, and I am not sure why Gallente HAV's are far less beefier to their current counterparts. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
2
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Posted - 2013.09.20 03:43:00 -
[529] - Quote
Gabriella Grey wrote:I am not sure if this was also added previously but their is a huge advantage in general with Caldari vehicles over Gallente. It seems thus far Shield vehicles can tank more damage than armored ones, without having any stat penalties. Currently the Gallente Dropships have a penalty in speed, and I am not sure why Gallente HAV's are far less beefier to their current counterparts. shield has less resistance, and regenerate at 17 hp/s |
Gabriella Grey
XERCORE E X T E R M I N A T U S
69
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Posted - 2013.09.20 10:00:00 -
[530] - Quote
jerrmy12 kahoalii wrote:Gabriella Grey wrote:I am not sure if this was also added previously but their is a huge advantage in general with Caldari vehicles over Gallente. It seems thus far Shield vehicles can tank more damage than armored ones, without having any stat penalties. Currently the Gallente Dropships have a penalty in speed, and I am not sure why Gallente HAV's are far less beefier to their current counterparts. shield has less resistance, and regenerate at 17 hp/s
If you are talking about just shields in general, It still has more regeneration rate than gallente. Even without doing the math, there is a clear advantage on how much damage Caldari vehicles can take compared to Gallente at the moment. In skills Caldari has an extra skill for shield regeneration rate on top of its standard regeneration rate. Having an account that is dedicated to vehicles, with nearly every module skill maxed, I even have a slight lower hand than caldari counterparts. The fact that Caldari vehicles at the moment can beef up their health points, (Shield Extenders) on their high slots, and Gallente are not being able to do similar, are my causes for concern. Just saying, something that should be able to take more damage and is not suffering a speed penalty is a bit backwards and one sided.
Armor Plates/Shield Extenders Azeotropic Shield Extender 3Passive748 5276 Vehicle Shield Extension Level III33560 60mm Reinforced Polycrystalline Plates3Passive7821014138 Vehicle Armor Plating Level III 33560
Armor Hardeners/Shield Hardeners 'Surge' Shield Reinforcement1Active103030455Shield Adaptation Level I29360 Carapace Armor Hardener3Active602515255Armor Adaptation Level V52480 |
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jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
8
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Posted - 2013.09.23 04:43:00 -
[531] - Quote
CCP Wolfman wrote:Update: While we originally aimed to have some of these changes to you in 1.5, we weren't happy with their state. As such we're pushing them back a bit. However, we are looking to post some more feedback threads with details of what changes we have so far. Keep your eyes on the forums next week.
Hi guys,
As promised the basically shield tanks will become even worse? i mean c'mon shield tanks are **** already, why make them worse? shield damage reduction modules better not get nerfed and shield extenders too. shield boosters need a buff too. more speed than armor, currently they're slower. tanks are too expensive. "speed in the case of armor" big deal? but shield extender penalty better be REAL small. shield tanks need big cpu/pg buff. and 1-2 slots added? "Small turrets are no longer mandatory when fitting a vehicle" good, need pg. "The low HP, constant regen rate of vehicle shields previously used offered no real pros/cons" oh it had plenty of cons, 2 above^ |
Kincate
Mannar Focused Warfare Gallente Federation
27
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Posted - 2013.09.23 09:23:00 -
[532] - Quote
Can LAV gunners get some protection? When your gunning in an LAV you lose the mobility which can help you negate damage, the damage you take usually prevents you from taking advantage of the vehicles turret, and hitting stuff while careening around is hard to impossible. Otherwise I look forward to seeing how this works out. |
VALKO CALDARI
Academy Inferno CRONOS.
0
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Posted - 2013.09.23 14:58:00 -
[533] - Quote
How about giving better angle for turret on Caldari tanks? like the one with Gallente. |
Taurus Stardust
Dem Durrty Boyz Public Disorder.
8
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Posted - 2013.09.23 23:40:00 -
[534] - Quote
Lol sooo respec |
BLUE WAFFLE TASTY
Hellstorm Inc League of Infamy
5
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Posted - 2013.09.25 21:02:00 -
[535] - Quote
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? ur sick. why should av suffer while ur vehichles bein fixed. not my problem. quit whining like a lil girl about vehicles, u dont whine when u guys go 33/0 in ur blaster tanks, do a lil tweekin to somethin and u guys cry "op, op" . maybe u should quit all ur uplink glitchin .....but u dont wanna talk about that huh. |
Temba Fusrodah
Ganksters Inc Drake Ashigaru
68
|
Posted - 2013.09.25 21:33:00 -
[536] - Quote
Drake Ashigaru Alliance wrote:Here is a public service announcement paid for by Drake Ashigaru Alliance
Temba Fusrodah wrote:CCP wants us to blow each other to bits! Stop trying to have a super uber invincible tank! That is just a sweeter target to make go boom. Clone up! Learn some strategy, and don't whine about stuff getting blown up. We need CCP working on newer faster shinier things for us to blow up. If you want to collect things, .... might I suggest Pokemon cards might work better for you, ... Cuz in Dust 514 it's "Gotta Blast Em All"! |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
34
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Posted - 2013.09.26 00:40:00 -
[537] - Quote
BLUE WAFFLE TASTY 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? ur sick. why should av suffer while ur vehichles bein fixed. not my problem. quit whining like a lil girl about vehicles, u dont whine when u guys go 33/0 in ur blaster tanks, do a lil tweekin to somethin and u guys cry "op, op" . maybe u should quit all ur uplink glitchin .....but u dont wanna talk about that huh. aww, how cute, your worried that your proto forge gun camping will get nerfed to be fair, tanks are tough, not made of paper. your tears are delicious. |
CharCharOdell
Shining Flame Amarr Empire
1012
|
Posted - 2013.09.26 15:04:00 -
[538] - Quote
Gimme respec |
Our Deepest Regret
Algintal Core Gallente Federation
267
|
Posted - 2013.09.27 21:59:00 -
[539] - Quote
Man, this is annoying. One guy the Monday before last said that starting this week, there'd be information released on vehicle balancing for feedback or whatever. We're creeping up on two weeks later. Yeesh. |
Daigon VII
The Enclave Syndicate Dark Taboo
4
|
Posted - 2013.09.29 03:27:00 -
[540] - Quote
Sounds like an all out vehicle nerf to me so I'll hold up on leveling up my main as a pilot.
CCP, before you guys rebalance vehicles think about a few things.
- Dropships are still unstable to fly.
- Dropships are extremely weak and usually end up dead within seconds of calling one in.
- Swarm launchers should do different damage to different vehicle types/vehicle armor types.
- Logistic Vehicles should have some sort of deterrence systems and their ranges should be amplified to make them actually useful.
- Some levels have long stretches of empty space, vehicles should be able to dominate in these areas in particular.
- Assault Dropships are useless, why not make a more compact and more battle hardened alternative vehicle, perhaps an air assault vehicle that doesn't look like a giant flying burrito. Perhaps this smaller air unit could be easier to fly?
Anyways, I love the game, I think vehicles need to be part of the battle system, right now the dropship is the only thing I would complain about. It is really unstable and on top of that weak. |
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CCP Logibro
C C P C C P Alliance
2468
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Posted - 2013.10.02 13:12:00 -
[541] - Quote
Hey guys, part 2 is up. Go read/post over here: https://forums.dust514.com/default.aspx?g=posts&m=1356061#post1356061 CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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