Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Telleth
Molon Labe. RISE of LEGION
133
|
Posted - 2013.09.13 01:25:00 -
[1] - Quote
So I've been doing a bit of thinking about vehicles having finite ammo and how that will affect vehicles. One major concern I have is the lack of supply depots on maps. Currently there are very few supply depots on most maps, let alone supply depots that are accessible to vehicles. This includes some supply depots located in the redlines that are inaccessible to vehicles, but the only one on the map. I've noticed this particularly with some of the new outposts.
Is this part of the plan to limit active vs. down time for vehicles? Or are they going to be looked over and have their placement revised with 1.5?
I do find the current placement/availability of supply depots a bit low as it is for infantry, can only imagine the problem being worse when vehicles are trying to use them and half of them are inaccessible.
If done right, can add a lot of strategy and help with controlling vehicle combat times, both preventing an OP position due to a poorly placed supply depot while avoiding an obnoxious ride back to base to recall and call out a new vehicle just to reload ammo.
A few refining notes on supply depots and vehicles, currently it doesn't rep to things on top of them, and for a vehicle you have to be right up on them to have them start repping. I imagine the resupply "aura" will be similar to its repping. Getting a dropship resupplied is obnoxious, probably more so when other vehicles jostling for ammo.
Just some thoughts/concerns about 1.5 |
Telleth
Molon Labe. RISE of LEGION
133
|
Posted - 2013.09.13 03:55:00 -
[2] - Quote
No one else? |
Garth Mandra
The Southern Legion The Umbra Combine
105
|
Posted - 2013.09.13 07:17:00 -
[3] - Quote
Your concerns are valid.
Some of the new maps also have poles to stop vehicles getting to close to the supply depots too.
Let's hope that CCP have considered these things. |
Nguruthos IX
PEN 15 CLUB
1672
|
Posted - 2013.09.13 08:15:00 -
[4] - Quote
Garth Mandra wrote:Your concerns are valid.
Some of the new maps also have poles to stop vehicles getting to close to the supply depots too.
Let's hope that CCP have considered these things.
One of the new maps placed a supply depot inside a building (tightly surrounded by 4 walls). Which, normally would be cool. But this could pose problems
|
Mac Dac
Wraith Shadow Guards
182
|
Posted - 2013.09.13 13:45:00 -
[5] - Quote
heard rumors that vehicles might be able to supply off of nanohives ,but i dought it. And i believe that vehicles will be geting an ammo cathe module so that resupplying isn't so frequent. |
lithkul devant
Legions of Infinite Dominion
62
|
Posted - 2013.09.13 17:01:00 -
[6] - Quote
Mac Dac wrote:heard rumors that vehicles might be able to supply off of nanohives ,but i dought it. And i believe that vehicles will be geting an ammo cathe module so that resupplying isn't so frequent.
but what im woried about is that infantry will have more incentive to blow up supply depots so vehicles can't resuppy or that dropships will have to fly extremely close to a supply depot and stay there for a while potentially leaving them vulnerable to AV nades and HMG as well as forges and swarms.
Well, it might also be that vehicles are going to have a "Total" amount of ammo they can carry, they use it up through battling and such, but the vehicles are always making more ammo even during fighting through their systems so that they don't run out of ammo to easily and have to frequent the supply depos all the time, they just can't always be on the frontline every second of the game.Systems similar to this have been used in past games to keep vehicles from just owning the entire battlefield yet still always be viable. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
734
|
Posted - 2013.09.13 17:49:00 -
[7] - Quote
I bet they'll just recall and call in a new one if they have no other choice. |
Mary Sedillo
Mechanized Infantry Corps
307
|
Posted - 2013.09.13 19:08:00 -
[8] - Quote
With the current slots available for a vehicle and my need for survivability -speed- and power, I see an ammo cache module as something that could potentially gimp my vehicle's ability to shrug off AV and more. Lets just see what they do... |
Seymor Krelborn
DUST University Ivy League
878
|
Posted - 2013.09.14 00:02:00 -
[9] - Quote
if they make nanohive capable of refilling vehicle ammo, then I don't see a problem.
short of that they would have to make a trek back to the redline to refill ( which would probably be a good balance to their superiority when in play) but in an ambush would be screwed once empty, unless they recall/ redeploy the vehicle. |
Sgt Buttscratch
SLAPHAPPY BANDITS
756
|
Posted - 2013.09.14 02:41:00 -
[10] - Quote
They just need to give the supply depots a 2nd AOE for vehicle ammo regen, in a full orb around the SD, 20m. all will be fine. Main issue wil be, you bring a tank out then these swarmer nuggets, who join games to do nothing but destroy installations will clean map. |
|
Mac Dac
Wraith Shadow Guards
182
|
Posted - 2013.09.14 02:48:00 -
[11] - Quote
Mary Sedillo wrote:With the current slots available for a vehicle and my need for survivability -speed- and power, I see an ammo cache module as something that could potentially gimp my vehicle's ability to shrug off AV and more. Lets just see what they do... One of the devs have confirmed that turret damage will be increased as well... just to let you know. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
413
|
Posted - 2013.09.14 03:06:00 -
[12] - Quote
Mac Dac wrote:Mary Sedillo wrote:With the current slots available for a vehicle and my need for survivability -speed- and power, I see an ammo cache module as something that could potentially gimp my vehicle's ability to shrug off AV and more. Lets just see what they do... One of the devs have confirmed that turret damage will be increased as well... just to let you know. How does that help me hit an invisible head glitching wyrkomi swarm launcher? |
Mac Dac
Wraith Shadow Guards
182
|
Posted - 2013.09.14 03:14:00 -
[13] - Quote
KenKaniff69 wrote:Mac Dac wrote:Mary Sedillo wrote:With the current slots available for a vehicle and my need for survivability -speed- and power, I see an ammo cache module as something that could potentially gimp my vehicle's ability to shrug off AV and more. Lets just see what they do... One of the devs have confirmed that turret damage will be increased as well... just to let you know. How does that help me hit an invisible head glitching wyrkomi swarm launcher? AV is also being looked at in 1.5
And / Or
you'll be able to kill them faster when they try to kill u from 30m a away... it happens a lot. |
Arc-08
Horizons' Edge Orion Empire
69
|
Posted - 2013.09.14 04:38:00 -
[14] - Quote
my theory is that your ammo will start repleneshing once (x) happens. the problem with having to find a supply depot is, most of them are blown up for points, and all the AV can just camp the supply depots to kill the vehicle
supply depot surrounded by proxy, depot surrounded by forges, depot being snipped at by swarms. those are issues of having to stop and come around to a pinpoint location on the map |
Jade Hasegawa
Intrepidus XI EoN.
111
|
Posted - 2013.09.14 11:24:00 -
[15] - Quote
I thought i saw a DEV post saying that there will be an AMMO module you can fit to the tank/derpship/whatever to increase supply levels?
As for resupply IDK, it would be farcical to have to recall and re summon a tank for ammo |
Telleth
Molon Labe. RISE of LEGION
137
|
Posted - 2013.09.14 11:41:00 -
[16] - Quote
Sgt Buttscratch wrote:They just need to give the supply depots a 2nd AOE for vehicle ammo regen, in a full orb around the SD, 20m. all will be fine. Main issue wil be, you bring a tank out then these swarmer nuggets, who join games to do nothing but destroy installations will clean map.
I do like the idea of increased AOE for the regens, would probably help a lot. I still think I'm worried about their placement on the maps though. Everyone should try to take a vehicle with armor damage and try to get it repaired at a supply depot, some maps it's impossible.
I really don't want to have to recall every time I need more ammo. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
151
|
Posted - 2013.09.14 21:18:00 -
[17] - Quote
I for one would be happy if CCP implemented this as long as nanohives can resupply tanks as well as infantry. Even if it were at an inflated 'cost' to the nanite clusters. If nanohives are not able to resupply tanks, then adding or moving current supply depots to well thought out and accessible locations needs to be done before implementation of limited tank ammunition. |
KalOfTheRathi
Black Phoenix Mercenaries
713
|
Posted - 2013.09.14 21:36:00 -
[18] - Quote
I agree with the OP concerns. The possible solutions as well.
My concern is that 1.5 is in QA and whether the Devs are going to truly understand the dynamic they are creating. Why? Because they have shown that understanding the difference between their own play testing and how it will actually work down in the Real DUST is off. By quite a margin when one recalls the Flaylock pistol in particular.
Since the vehicle modules will be gutted and only slowly replaced once the core mechanics are resolved then that might indicate that they understand their limitations better. It might not mean anything at all, so don't get all breathy here. What that means to us and what time scale that will translate to is undocumented and, indeed, might be unknown.
If they reset all vehicle Skills (and Turret) with this patch I plan on playing Tanks for a couple of weeks. Militia only. I might even spend some of my remaining AUR on a few STD tanks. If it turns out that Tanks are as limited as the 1.5 post indicates then I can spend the free SP to finish my Logi skills.
One can dream, although down here we will normally only get a mouth full of DUST. |
KalOfTheRathi
Black Phoenix Mercenaries
713
|
Posted - 2013.09.14 21:43:00 -
[19] - Quote
KenKaniff69 wrote:Mac Dac wrote:Mary Sedillo wrote:With the current slots available for a vehicle and my need for survivability -speed- and power, I see an ammo cache module as something that could potentially gimp my vehicle's ability to shrug off AV and more. Lets just see what they do... One of the devs have confirmed that turret damage will be increased as well... just to let you know. How does that help me hit an invisible head glitching wyrkomi swarm launcher? Not to mention the fact that the Small Missile Turret doesn't work. Nor that the Large Rail Gun will not always fire or fire, overheat and do no damage. The first missile from a Large Missile Turret heads off in some stupid direction. Funny, but no Reds have anything to fear from it.
Now that the Draw Distance Cut Off that resulted from the wonderful texture popping we have in Uprising limits what we can see on the plane we are on, its worse when the Reds are not on the same plane as the Gunner (or Tank, don't know which).
Having huge damage to shoot invisible Reds seems consistent however. Wrong, but they are consistent at least.
|
Telleth
Molon Labe. RISE of LEGION
137
|
Posted - 2013.09.14 23:02:00 -
[20] - Quote
As far as the nanohive idea, it would be cool, but probably would need a vehicle specific one, at least for the large turrets. What would be awesome and hopefully has been thought of would be to put it on a LLAV. Would really love to see the LLAV work like a repper/supply depot without the suit change ability for infantry and vehicles...
one can dream |
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |