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Paladin Sas
Pro Hic Immortalis
227
|
Posted - 2013.08.29 17:43:00 -
[1] - Quote
I like that their adding vehicle ammo, its an amazing feature that i believe should have been there from the beginning, but i foresee a few flaws and i would like to share my thoughts on them.
(Problem) if i understand correctly, the only way to rearm your guns is to go sit by a supply depot, and i see a few issues with this. --- supply depots dont last very long, they tend to go poof pretty quick because everyone wants easy points. --- dropships would need to come down to the depot to rearm, and that leaves them VERY vernerable to instapoof via forge/swarm
(Plausable Solutions) --- add a vehicle module that resupplies the ammunition of vehicles within a radius. give CPU/PG reductions to this module when equiped on a logi lav/dropship. it could even give resupply WP, cause, who doesnt love more WP?
--and/or--
--- vehicles have really big powerplants on board, what if you allowed a slow passive regen of amunition up to the cap, with the cap being increased with your new module. the regen should be a percentage of the base ammo storage (before modifiers) per second (ie. 0.5% ammo regen per sec) being near a supply depot would give you a +10% regen/sec and maybe the above purposed module could be +2.5/5/7.5% regen/sec (basic/adv/proto)
(conclusion) the idea here is that supply depots will still become high value structures that both sides might fight over, but when they all poof (and im certian they will ALL poof) having alternate ammo methods will keep vehicles in the fight, so long as they manage their consumption.
(spoiler) i am a dedicated ground pounder, i dont drive vehicles, i shoot them with swarms. that being said, i feel for my armored and winged brothers. vehicle users, please give some feedback on your thoughts here. |
darkiller240
K-A-O-S theory
149
|
Posted - 2013.08.29 18:08:00 -
[2] - Quote
I like both but the amo regen has to be slooww |
lithkul devant
Legions of Infinite Dominion
40
|
Posted - 2013.08.29 19:13:00 -
[3] - Quote
Honestly, the ammo thing really isn't that big of a deal, all that people would have to do if they are out is recall the vehicle then summon a new vehicle as long as they are not being targeted and you get full health and full ammo. |
Cal Predine
StarKnight Security
47
|
Posted - 2013.08.29 19:26:00 -
[4] - Quote
Paladin Sas wrote:I like that their adding vehicle ammo, its an amazing feature that i believe should have been there from the beginning, but i foresee a few flaws and i would like to share my thoughts on them.
(Problem) if i understand correctly, the only way to rearm your guns is to go sit by a supply depot, and i see a few issues with this. --- supply depots dont last very long, they tend to go poof pretty quick because everyone wants easy points. --- dropships would need to come down to the depot to rearm, and that leaves them VERY vernerable to instapoof via forge/swarm
I didn't catch this in the patch notes, but it's a great idea if it requires tanks to visit a supply depot... Mainly because I suspect that the supply depots will no longer get blown away once tankers need them as well, since tankers are mainly the ones blowing them away. So the infantry may actually get to use the supply depots to swap to an AV fit to repel LAV swarms once the tankers have destroyed all the AV turret installations.
A step forward, but agree it's harder on dropships. |
Den-tredje Baron
the unholy legion of darkstar DARKSTAR ARMY
208
|
Posted - 2013.08.29 19:47:00 -
[5] - Quote
Paladin Sas wrote:I like that their adding vehicle ammo, its an amazing feature that i believe should have been there from the beginning, but i foresee a few flaws and i would like to share my thoughts on them.
(Problem) if i understand correctly, the only way to rearm your guns is to go sit by a supply depot, and i see a few issues with this. --- supply depots dont last very long, they tend to go poof pretty quick because everyone wants easy points. --- dropships would need to come down to the depot to rearm, and that leaves them VERY vernerable to instapoof via forge/swarm
(Plausable Solutions) --- add a vehicle module that resupplies the ammunition of vehicles within a radius. give CPU/PG reductions to this module when equiped on a logi lav/dropship. it could even give resupply WP, cause, who doesnt love more WP?
--and/or--
--- vehicles have really big powerplants on board, what if you allowed a slow passive regen of amunition up to the cap, with the cap being increased with your new module. the regen should be a percentage of the base ammo storage (before modifiers) per second (ie. 0.5% ammo regen per sec) being near a supply depot would give you a +10% regen/sec and maybe the above purposed module could be +2.5/5/7.5% regen/sec (basic/adv/proto)
(conclusion) the idea here is that supply depots will still become high value structures that both sides might fight over, but when they all poof (and im certian they will ALL poof) having alternate ammo methods will keep vehicles in the fight, so long as they manage their consumption.
(spoiler) i am a dedicated ground pounder, i dont drive vehicles, i shoot them with swarms. that being said, i feel for my armored and winged brothers. vehicle users, please give some feedback on your thoughts here.
Your solution is actually not bad been thinking about something similarly. When we got MAV's once (in a blue moon !!!) if they act like supply depots (aka making people able to shift suits in them or near them) it would also be pretty straight up to havve tanks resupply by them.
BUT as CCP have been working so hard we don't have these yet ......
But hey as you state everybody got a LLAV by now.. so why not let them resupply tanks hmmm ^^ do that CCP and make LLAv's gain wp's for it. Might actually make them tactical advantage ..... |
sly Bandit
OSG Planetary Operations Covert Intervention
28
|
Posted - 2013.08.29 20:59:00 -
[6] - Quote
Den-tredje Baron wrote:Paladin Sas wrote:I like that their adding vehicle ammo, its an amazing feature that i believe should have been there from the beginning, but i foresee a few flaws and i would like to share my thoughts on them.
(Problem) if i understand correctly, the only way to rearm your guns is to go sit by a supply depot, and i see a few issues with this. --- supply depots dont last very long, they tend to go poof pretty quick because everyone wants easy points. --- dropships would need to come down to the depot to rearm, and that leaves them VERY vernerable to instapoof via forge/swarm
(Plausable Solutions) --- add a vehicle module that resupplies the ammunition of vehicles within a radius. give CPU/PG reductions to this module when equiped on a logi lav/dropship. it could even give resupply WP, cause, who doesnt love more WP?
--and/or--
--- vehicles have really big powerplants on board, what if you allowed a slow passive regen of amunition up to the cap, with the cap being increased with your new module. the regen should be a percentage of the base ammo storage (before modifiers) per second (ie. 0.5% ammo regen per sec) being near a supply depot would give you a +10% regen/sec and maybe the above purposed module could be +2.5/5/7.5% regen/sec (basic/adv/proto)
(conclusion) the idea here is that supply depots will still become high value structures that both sides might fight over, but when they all poof (and im certian they will ALL poof) having alternate ammo methods will keep vehicles in the fight, so long as they manage their consumption.
(spoiler) i am a dedicated ground pounder, i dont drive vehicles, i shoot them with swarms. that being said, i feel for my armored and winged brothers. vehicle users, please give some feedback on your thoughts here. Your solution is actually not bad been thinking about something similarly. When we got MAV's once (in a blue moon !!!) if they act like supply depots (aka making people able to shift suits in them or near them) it would also be pretty straight up to havve tanks resupply by them. BUT as CCP have been working so hard we don't have these yet ...... But hey as you state everybody got a LLAV by now.. so why not let them resupply tanks hmmm ^^ do that CCP and make LLAv's gain wp's for it. Might actually make them tactical advantage ..... yes! I cant wait for my bright yellow school bus and if it could act as a mobile supply depot that would be even better. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
363
|
Posted - 2013.08.29 22:38:00 -
[7] - Quote
Dropships are primarily meant as transport any way so it's not that big a deal to fly back to your redline and ammo up. I would say, increase the vertical distance the dropship is allowed to be to the depot in order to receive ammo.
If hives supply vehicles then I can imagine players throwing down a bunch of hives at a safe LZ and the drop ship gaining ammo that way (I would really have to spec hard in nanocircuitry).
Where exactly did CCP mention the ammo change (keep hearing about it but never seen it mentioned myself so a link would be nice).
`Sigh. Just another fun game of DUST. |
Ferindar
The Malevolent Monkey Militia
27
|
Posted - 2013.08.29 22:46:00 -
[8] - Quote
I'd like confirmation about this as well. A friend of mine is heavily invested into dropships and when we gun for him, we often turn the tide of the battle by raining down suppressing fire on objectives. It's one of the few ways we counter uplink spam.
If they do put ammo limits on vehicles, better give assault dropships a passive module (Like logi dropships get a passive Mobile CRU, Logi LAVS get a repper) to regenerate ammo on demand. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
363
|
Posted - 2013.08.29 22:50:00 -
[9] - Quote
Ferindar wrote:I'd like confirmation about this as well. A friend of mine is heavily invested into dropships and when we gun for him, we often turn the tide of the battle by raining down suppressing fire on objectives. It's one of the few ways we counter uplink spam.
If they do put ammo limits on vehicles, better give assault dropships a passive module (Like logi dropships get a passive Mobile CRU, Logi LAVS get a repper) to regenerate ammo on demand.
Someone in my alliance said there would be a mod for this as well. But without a source I cannot confirm this.
`Sigh. Just another fun game of DUST. |
sly Bandit
OSG Planetary Operations Covert Intervention
28
|
Posted - 2013.08.29 22:53:00 -
[10] - Quote
here's the thread about the changes: https://forums.dust514.com/default.aspx?g=posts&t=104985&find=unread |
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ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
363
|
Posted - 2013.08.29 22:57:00 -
[11] - Quote
LOL I skimmed through and found it quit quick. Odd that I didn't see that the first 2 times I looked over it
`Sigh. Just another fun game of DUST. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
239
|
Posted - 2013.08.29 23:27:00 -
[12] - Quote
im not so sure about the rework with the shields...seeing how lots of players tend to shoot ars at them i fear this could be problematic with the new shield recharge system...
but agains not sure |
Medic 1879
Forsaken Immortals Top Men.
961
|
Posted - 2013.08.30 14:37:00 -
[13] - Quote
lithkul devant wrote:Honestly, the ammo thing really isn't that big of a deal, all that people would have to do if they are out is recall the vehicle then summon a new vehicle as long as they are not being targeted and you get full health and full ammo.
Only problem with this is when I use my tank ALT 9 times out of 10 when I go to recall my vehicle I usually spend the rest of the match trying to persuade the bluedot that is sitting in one of my turrets shooting hills to get out. For example using a tank and the enemy team brings out allot of AV the best idea is to recall the vehicle and run as infantry, explaining this to blueberries sitting in a turret is difficult though and allot of the time they just refuse to get out or will say they will get out and will stand right next to your tank waiting for you to get out so they can steal it, trying to drive away just makes them hop back in and sulk.
Having ammo limits for small turrets will be a pain as well I predict, it will be fine if you get decent gunners but the first time a blueberry jumps in and decides he is going to blow up the MCC (yours or the enemies they usually arent picky.) your turret becomes useless. |
TrueXer0z
DUST University Ivy League
171
|
Posted - 2013.08.30 14:45:00 -
[14] - Quote
I like the idea of the Ammo for vehicles. But I agree that it might hinder our dropship pilots even more. I am a grunt myself, I feel for our Dropship pilots thought..they have been getting the shaft for a while now. + 1 |
lithkul devant
Legions of Infinite Dominion
41
|
Posted - 2013.08.30 20:42:00 -
[15] - Quote
Medic 1879 wrote:lithkul devant wrote:Honestly, the ammo thing really isn't that big of a deal, all that people would have to do if they are out is recall the vehicle then summon a new vehicle as long as they are not being targeted and you get full health and full ammo. Only problem with this is when I use my tank ALT 9 times out of 10 when I go to recall my vehicle I usually spend the rest of the match trying to persuade the bluedot that is sitting in one of my turrets shooting hills to get out. For example using a tank and the enemy team brings out allot of AV the best idea is to recall the vehicle and run as infantry, explaining this to blueberries sitting in a turret is difficult though and allot of the time they just refuse to get out or will say they will get out and will stand right next to your tank waiting for you to get out so they can steal it, trying to drive away just makes them hop back in and sulk. Having ammo limits for small turrets will be a pain as well I predict, it will be fine if you get decent gunners but the first time a blueberry jumps in and decides he is going to blow up the MCC (yours or the enemies they usually arent picky.) your turret becomes useless.
This is a sperate problem/issue, but you do have a valid point with how the system currently is. However, with the vehicle ammo changes this concern might be aliviated by that when they run out of ammo they will have no incentive to be in your tank anymore possibly. |
Paladin Sas
Pro Hic Immortalis
236
|
Posted - 2013.08.30 21:07:00 -
[16] - Quote
lithkul devant wrote:Medic 1879 wrote:lithkul devant wrote:Honestly, the ammo thing really isn't that big of a deal, all that people would have to do if they are out is recall the vehicle then summon a new vehicle as long as they are not being targeted and you get full health and full ammo. Only problem with this is when I use my tank ALT 9 times out of 10 when I go to recall my vehicle I usually spend the rest of the match trying to persuade the bluedot that is sitting in one of my turrets shooting hills to get out. For example using a tank and the enemy team brings out allot of AV the best idea is to recall the vehicle and run as infantry, explaining this to blueberries sitting in a turret is difficult though and allot of the time they just refuse to get out or will say they will get out and will stand right next to your tank waiting for you to get out so they can steal it, trying to drive away just makes them hop back in and sulk. Having ammo limits for small turrets will be a pain as well I predict, it will be fine if you get decent gunners but the first time a blueberry jumps in and decides he is going to blow up the MCC (yours or the enemies they usually arent picky.) your turret becomes useless. This is a sperate problem/issue, but you do have a valid point with how the system currently is. However, with the vehicle ammo changes this concern might be aliviated by that when they run out of ammo they will have no incentive to be in your tank anymore possibly.
blueberries like to sit in tanks and be useless just to soak up free WP |
Void Echo
Echo Galactic Industries
1146
|
Posted - 2013.08.30 21:18:00 -
[17] - Quote
the sensible solution.
Give us a skill we could use to unlock a ammo regeneration module for the tanks, and since we will no longer be required to use small turrets, have this module replace one of the small turret slots, and to make it efficient, the regeneration time has to go hand in hand with the main cannon being used, so it would be different for missiles, rails and blasters. and the higher the level you get, the quicker the ammo regeneration happens. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
117
|
Posted - 2013.08.30 22:42:00 -
[18] - Quote
Passive vehicle ammo regeneration is needed. Otherwise we will see either infantry and available camping the hell out of the supply depots, no matter if they are winning or losing. Or infantry swarms and forges blow the depots to prevent vehicles from being viable after a few short minutes. LOL ccp, been boasting about making vehicles better for months, but all I see is nerfs. |
Harpyja
DUST University Ivy League
556
|
Posted - 2013.08.31 00:58:00 -
[19] - Quote
Paladin Sas wrote:lithkul devant wrote:Medic 1879 wrote:lithkul devant wrote:Honestly, the ammo thing really isn't that big of a deal, all that people would have to do if they are out is recall the vehicle then summon a new vehicle as long as they are not being targeted and you get full health and full ammo. Only problem with this is when I use my tank ALT 9 times out of 10 when I go to recall my vehicle I usually spend the rest of the match trying to persuade the bluedot that is sitting in one of my turrets shooting hills to get out. For example using a tank and the enemy team brings out allot of AV the best idea is to recall the vehicle and run as infantry, explaining this to blueberries sitting in a turret is difficult though and allot of the time they just refuse to get out or will say they will get out and will stand right next to your tank waiting for you to get out so they can steal it, trying to drive away just makes them hop back in and sulk. Having ammo limits for small turrets will be a pain as well I predict, it will be fine if you get decent gunners but the first time a blueberry jumps in and decides he is going to blow up the MCC (yours or the enemies they usually arent picky.) your turret becomes useless. This is a sperate problem/issue, but you do have a valid point with how the system currently is. However, with the vehicle ammo changes this concern might be aliviated by that when they run out of ammo they will have no incentive to be in your tank anymore possibly. blueberries like to sit in tanks and be useless just to soak up free WP God, I hate it when blueberries decide to AFK in my rail tank.
I've had too many matches where the blueberry got over 1k WPs with 0 kills and 0 deaths, because he just sat in my small turret throughout the match. |
pegasis prime
BIG BAD W0LVES Eternal Syndicate
740
|
Posted - 2013.08.31 01:37:00 -
[20] - Quote
It would ve cool to be able to equip resupply mods only on logistics vehicles possibly a specilised logistics module. I have requested logistics havs in the past with a specilised equipment slot that could posibly carry resuply and triage modules. |
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KalOfTheRathi
Black Phoenix Mercenaries
617
|
Posted - 2013.08.31 01:49:00 -
[21] - Quote
DUST is the only FPS I have played that routinely likes to remove ammo from their game. Odd.
The worst, so far, is the famous let's make everybody run back to supply depots in Uprising 1.0 because they removed the damage modifier from Weapon Operations and reduced Hive productivity to 1/3.
As long as I can get my HAV SP refunded I am fine with their change or yours.
Either way I will spend more time killing Tanks and Drop Ships then using them. |
lithkul devant
Legions of Infinite Dominion
44
|
Posted - 2013.09.02 20:45:00 -
[22] - Quote
Harpyja wrote:Paladin Sas wrote:lithkul devant wrote:Medic 1879 wrote:lithkul devant wrote:Honestly, the ammo thing really isn't that big of a deal, all that people would have to do if they are out is recall the vehicle then summon a new vehicle as long as they are not being targeted and you get full health and full ammo. Only problem with this is when I use my tank ALT 9 times out of 10 when I go to recall my vehicle I usually spend the rest of the match trying to persuade the bluedot that is sitting in one of my turrets shooting hills to get out. For example using a tank and the enemy team brings out allot of AV the best idea is to recall the vehicle and run as infantry, explaining this to blueberries sitting in a turret is difficult though and allot of the time they just refuse to get out or will say they will get out and will stand right next to your tank waiting for you to get out so they can steal it, trying to drive away just makes them hop back in and sulk. Having ammo limits for small turrets will be a pain as well I predict, it will be fine if you get decent gunners but the first time a blueberry jumps in and decides he is going to blow up the MCC (yours or the enemies they usually arent picky.) your turret becomes useless. This is a sperate problem/issue, but you do have a valid point with how the system currently is. However, with the vehicle ammo changes this concern might be aliviated by that when they run out of ammo they will have no incentive to be in your tank anymore possibly. blueberries like to sit in tanks and be useless just to soak up free WP God, I hate it when blueberries decide to AFK in my rail tank. I've had too many matches where the blueberry got over 1k WPs with 0 kills and 0 deaths, because he just sat in my small turret throughout the match.
Yes that is a problem, that alot of blueberries are dumb as hell, that you can't lock seats up, and many other issues. I am not disagreeing about that at all, but this topic is just upon the vehicle ammo and what implications it would have upon the game. In issue to the other topics, a better academy teaching new players, door locks to keep people out of your vehicle, options to boot players out of your vehicle would all help withi the problem of blueberries afking WP within your vehicle or when you need to recall a vehicle.
My point was though intially is that ammo for vehicles that are ground based should not be that much of a problem or issue. For vehicles that fly this might be a huge issue since controlling them is already hard enough as is and a slight bump can make you twirl into oblivion. Though the other concerns you bring up I completely understand them and I agree with you on them. I hate it when people get in a vehicle of mine and refuse to get out, even when it is obvious they should be getting out, however, every game has a learning curve and some adapt and learn a lot faster then others. |
Hecarim Van Hohen
Bullet Cluster
159
|
Posted - 2013.09.02 20:56:00 -
[23] - Quote
Remove small turret and replace it with an ammo crate?
Good or Bad?
Good post btw, +1 |
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