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Sgt Buttscratch
G I A N T EoN.
691
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Posted - 2013.08.27 22:58:00 -
[1] - Quote
**This is based around the notes pre released by CCP on 1.5, there may be more, may be less**
So first off is the ammo usage, and restocking.
- Supply depots: There are supply depots on a lot of maps that aren't going to be be accessible to tanks or dropships. Will they be moved to reasonable area in which both infantry and Vehicles can use them? Will the supply AOE be increased? so we don't have to get in that crazy ass turret fight the tank has when you get 2 close to a structure.
- Logistics roles for vehicles - Will there be ammo supplies added to logistics vehicles? In my mind this is an ideal role for the murder taxi.
- Ambush - Will there be supply depots on all ambush maps?
My thought on how this could make the game interesting: I don't think we need more supply depots added, this removes the competition created by the usefulness of a supply depot for the whole team, They do need to be configured so a vehicle can reach them, remembering how weak dropships are and how clumbsy tanks are, and how prone they are to explode if the crazy ass turret v wall fight begins.
Adding the ammo concept in my opinion opens the logistics role right up, following 1.4 speed = kill change to LLAV, this will be a good idea. I think having LLAV and even Logi DS have the ability to become stationary ammo regen, for this to work WP need to Happen.
Installations in PC, maybe the "installations button" can be put to use with with this. Corps having the abilit to purchase suppl depots and during a battle they can choose to call one a the cost of WP and its ISK cost. Maybe another role for an eve pilot.
------------------ Part.2 The lack of what we actually are calling for.
No mention of Vehicle Locks. WP for logistics actions, remote repair/shield transporting, guardian if following him through hell, Mobile CRU spawn in WP.
Though I am pleased to see CCP are wanting to see a resolution to the V vs AV war, I think the two things above are in high demand. Vehicle locks are a neccessity, seen too many vehicles stolen by trolls, who don't give two ***** if it explodes. I have even had a guy in a LAV try push me away from my vehicle. The ability to lock secondary turrets, but still have them would be real nice. We also loose vehicles because people won't get out. Or in the case of a DS the ability to dump its passenger load, even if against their will. Warpoints There is NO reason why we don't currently have these in place for vehicle actions, and certainly no reaon why they are not mentioned in the 1.5 notes. This one is a must. If you wan't LLAV to not spend all day running fatties down, we need to make their vehicles useful, same for spider tanks, logi tanks and DS. There also needs to be a system put in for Assault dropships, I have seen some people have amazing matches in the assault dropship, and leaving with less points than I did while redline sniping, half asleep.
CCP should have taken notes of the 10,000 vehicles posts, and maybe even have just asked: 1.5 what is the most important fix for vehicles drivers.
I look forward to the patch, but I also remain weary of their understanding, order of businss and overall knowledge of the problems we have atm. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
232
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Posted - 2013.08.27 23:22:00 -
[2] - Quote
+1 CCP should have been taking notes. Apparently they have their blinders on and all they can see is the immortal AR. |
Iron Wolf Saber
Den of Swords
7818
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Posted - 2013.08.27 23:23:00 -
[3] - Quote
Basics first, bells and whistles later. |
BL4CKST4R
WarRavens League of Infamy
1268
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Posted - 2013.08.27 23:23:00 -
[4] - Quote
Quote: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.
Basically Gallente tanks using Caldari Rail guns and Caldari tanks using Gallente Blasters. Also how high of a buffer will armor tanks have that they can compete the faster regen, unless armor repairers get low repair but low cool down so they repair the same HP within the same time span. |
Shadow Of-Chaos
Club Midnight
40
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Posted - 2013.08.27 23:27:00 -
[5] - Quote
Iron Wolf Saber wrote:Basics first, bells and whistles later. basics typically get worked out in betas. |
Iron Wolf Saber
Den of Swords
7822
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Posted - 2013.08.28 00:02:00 -
[6] - Quote
Shadow Of-Chaos wrote:Iron Wolf Saber wrote:Basics first, bells and whistles later. basics typically get worked out in betas.
Well it certainly didn't get fixed now did it? You'd be an idiot to leave it as is. |
Sgt Buttscratch
G I A N T EoN.
693
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Posted - 2013.08.28 00:30:00 -
[7] - Quote
Iron Wolf Saber wrote:Basics first, bells and whistles later.
Warpoints are basics. It is the very structure on how active SP is earned. |
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