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Nguruthos IX
PEN 15 CLUB
1708
|
Posted - 2013.09.16 21:42:00 -
[1] - Quote
1. Vehicle recall feature was intended to allow vehicle pilots the chance to put away their vehicle, as battle conditions change, so they are free to engage in other roles.
2. Vehicle recall was not intended as an escape from asset loss while under active assault, in the midst of the heat of a combat encounter which that vehicle is Currently in. AKA the vanishing act of throwing down a vial and disappearing in a poof of smoke to dodge the last bullet. |
Monkey MAC
killer taxi company General Tso's Alliance
495
|
Posted - 2013.09.16 21:45:00 -
[2] - Quote
Nguruthos IX wrote:1. Vehicle recall feature was intended to allow vehicle pilots the chance to put away their vehicle, as battle conditions change, so they are free to engage in other roles.
2. Vehicle recall was not intended as an escape from asset loss while under active assault, in the midst of the heat of a combat encounter which that vehicle is Currently in. AKA the vanishing act of throwing down a vial and disappearing in a poof of smoke to dodge the last bullet.
Agree Agree
Now its not necessarily their fault for doing so, they are just taking advantage of a mechanic, and CCP need to change, to RDV pick up!! Also re spawning the same hull should not provide healing!! |
Nguruthos IX
PEN 15 CLUB
1708
|
Posted - 2013.09.16 21:47:00 -
[3] - Quote
Monkey MAC wrote:Nguruthos IX wrote:1. Vehicle recall feature was intended to allow vehicle pilots the chance to put away their vehicle, as battle conditions change, so they are free to engage in other roles.
2. Vehicle recall was not intended as an escape from asset loss while under active assault, in the midst of the heat of a combat encounter which that vehicle is Currently in. AKA the vanishing act of throwing down a vial and disappearing in a poof of smoke to dodge the last bullet. Agree Agree Now its not necessarily their fault for doing so, they are just taking advantage of a mechanic, and CCP need to change, to RDV pick up!! Also re spawning the same hull should not provide healing!!
I only take an issue with the RDV thing because it will lead to more expensive dropship losses.
Trying to kill a tank? He recalled. But now instead of just him not being dead, I AM dead, because the RDV swoops down to mush my ship in the air.
No thanks. I'd say just don't let a vehicle recall if it's taken any damage in the last 10 seconds. |
Shattered Mirage
The Enclave Syndicate Dark Taboo
252
|
Posted - 2013.09.16 21:48:00 -
[4] - Quote
Quote:re spawning the same hull should not provide healing!!
This is the only part I agree with. |
Maken Tosch
DUST University Ivy League
4196
|
Posted - 2013.09.16 21:48:00 -
[5] - Quote
Agree to both. One person suggested in the feedback section of the forums that the recall be canceled every time it takes damage from enemy or friendly fire. |
Shattered Mirage
The Enclave Syndicate Dark Taboo
252
|
Posted - 2013.09.16 21:48:00 -
[6] - Quote
Shattered Mirage wrote:Quote:re spawning the same hull should not provide healing!! This is the only part I agree with.
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Nguruthos IX
PEN 15 CLUB
1708
|
Posted - 2013.09.16 21:50:00 -
[7] - Quote
Shattered Mirage wrote:Quote:re spawning the same hull should not provide healing!! This is the only part I agree with.
What do you mean? |
Monkey MAC
killer taxi company General Tso's Alliance
495
|
Posted - 2013.09.16 21:50:00 -
[8] - Quote
Nguruthos IX wrote:Monkey MAC wrote:Nguruthos IX wrote:1. Vehicle recall feature was intended to allow vehicle pilots the chance to put away their vehicle, as battle conditions change, so they are free to engage in other roles.
2. Vehicle recall was not intended as an escape from asset loss while under active assault, in the midst of the heat of a combat encounter which that vehicle is Currently in. AKA the vanishing act of throwing down a vial and disappearing in a poof of smoke to dodge the last bullet. Agree Agree Now its not necessarily their fault for doing so, they are just taking advantage of a mechanic, and CCP need to change, to RDV pick up!! Also re spawning the same hull should not provide healing!! I only take an issue with the RDV thing because it will lead to more expensive dropship losses. Trying to kill a tank? He recalled. But now instead of just him not being dead, I AM dead, because the RDV swoops down to mush my ship in the air. No thanks. I'd say just don't let a vehicle recall if it's taken any damage in the last 10 seconds.
Fair enough, Im pro dropship so I suppose that makes sense!! My bad!! |
Fire of Prometheus
DUST University Ivy League
400
|
Posted - 2013.09.16 21:50:00 -
[9] - Quote
Actually once your vehicle has lost a certain amount of health (I believe it's around 75%, including both shield and armour) then you cannot recall.
I experimented this with some militia grade vehicles and I found after a certain amount of damage is taken, you cannot recall unless you heal your vehicle (via modules etc) |
Shattered Mirage
The Enclave Syndicate Dark Taboo
252
|
Posted - 2013.09.16 21:53:00 -
[10] - Quote
Nguruthos IX wrote:Shattered Mirage wrote:Quote:re spawning the same hull should not provide healing!! This is the only part I agree with. What do you mean?
What is there to explain?
I said that Quote:re spawning the same hull should not provide healing!!
is the only part I agree with. |
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Nguruthos IX
PEN 15 CLUB
1708
|
Posted - 2013.09.16 21:53:00 -
[11] - Quote
Maken Tosch wrote:Agree to both. One person suggested in the feedback section of the forums that the recall be canceled every time it takes damage from enemy or friendly fire.
Problem with that is you can be standing among 5 enemy players, where you should NOT be able to recall a vehicle. but due to the short recall time, and low rate of fire from certain weapons (small missile turrets) they could still recall vehicles while under fire, if players simply missed a shot or two between their constant volley.
There should be no way, really, to recall a vehicle in the situation where somebody is actively trying to kill you. However the problem with interrupts is you could be following the rules, go back to your redline or over a hill and start recalling. You're almost done and somebody shoots it with an AR.
Hence I believe the solution is to prevent recall from 10 seconds after last damage, but not interrupt recall from damage |
Master Jaraiya
Ultramarine Corp
775
|
Posted - 2013.09.16 21:53:00 -
[12] - Quote
OP, I agree on both points. It irks me when I have to Lug my fat ass after a (howinthefuckisitthatfast) HAV to get the last shot to take it out, only to see it disappear in front of my eyes once I turn the corner/top the hill and blast it. Then I end up shot in the face with a Geck.
Maken Tosch wrote:Agree to both. One person suggested in the feedback section of the forums that the recall be canceled every time it takes damage from enemy or friendly fire. Excellent Idea. Perfect fix to the problem. |
Monkey MAC
killer taxi company General Tso's Alliance
495
|
Posted - 2013.09.16 21:54:00 -
[13] - Quote
Nguruthos IX wrote:Shattered Mirage wrote:Quote:re spawning the same hull should not provide healing!! This is the only part I agree with. What do you mean?
Well when an infamtry goes to a supply depot, if they change into the same suit, health is not restored, the dropsuit has to change in size!! Tanks should have to at least change fit!! |
Nguruthos IX
PEN 15 CLUB
1708
|
Posted - 2013.09.16 21:54:00 -
[14] - Quote
Fire of Prometheus wrote:Actually once your vehicle has lost a certain amount of health (I believe it's around 75%, including both shield and armour) then you cannot recall.
I experimented this with some militia grade vehicles and I found after a certain amount of damage is taken, you cannot recall unless you heal your vehicle (via modules etc)
Yes but that's based on armor HP left. Does not translate well to shield vehicle who may be 2 hits (4 seconds) away from death,
However since their shields are down to 5% and armor is at 100% they can still recall. It's broken for shield vehicles in this way |
Master Jaraiya
Ultramarine Corp
775
|
Posted - 2013.09.16 21:55:00 -
[15] - Quote
Nguruthos IX wrote:Maken Tosch wrote:Agree to both. One person suggested in the feedback section of the forums that the recall be canceled every time it takes damage from enemy or friendly fire. Problem with that is you can be standing among 5 enemy players, where you should NOT be able to recall a vehicle. but due to the short recall time, and low rate of fire from certain weapons (small missile turrets) they could still recall vehicles while under fire, if players simply missed a shot or two between their constant volley. There should be no way, really, to recall a vehicle in the situation where somebody is actively trying to kill you. However the problem with interrupts is you could be following the rules, go back to your redline or over a hill and start recalling. You're almost done and somebody shoots it with an AR. Hence I believe the solution is to prevent recall from 10 seconds after last damage, but not interrupt recall from damage Then interrupt recall when damage from AV weaponry only is received. |
Garrett Blacknova
Codex Troopers
4028
|
Posted - 2013.09.16 21:55:00 -
[16] - Quote
You can always cancel it by hitting the driver while he tries to recall.
If the "victim" gets far enough away to park their vehicle in the path of your fire and it still has enough EHP to survive the recall process, you got outplayed and they deserve it. If they don't get far enough away, but you don't target the driver to interrupt the recall, and they finish before you kill it, the vehicle deserves to survive because you screwed up. |
Nguruthos IX
PEN 15 CLUB
1708
|
Posted - 2013.09.16 21:56:00 -
[17] - Quote
Monkey MAC wrote:Nguruthos IX wrote:Shattered Mirage wrote:Quote:re spawning the same hull should not provide healing!! This is the only part I agree with. What do you mean? Well when an infamtry goes to a supply depot, if they change into the same suit, health is not restored, the dropsuit has to change in size!! Tanks should have to at least change fit!!
infantry is a little different. They swap instantly whereas vehicles need to either
call in a new fitting, recall current, and wait for it to land
Or
recall current, a minute before being able to call a new vehicle. Then get in that.
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Monkey MAC
killer taxi company General Tso's Alliance
495
|
Posted - 2013.09.16 21:56:00 -
[18] - Quote
Master Jaraiya wrote:Nguruthos IX wrote:Maken Tosch wrote:Agree to both. One person suggested in the feedback section of the forums that the recall be canceled every time it takes damage from enemy or friendly fire. Problem with that is you can be standing among 5 enemy players, where you should NOT be able to recall a vehicle. but due to the short recall time, and low rate of fire from certain weapons (small missile turrets) they could still recall vehicles while under fire, if players simply missed a shot or two between their constant volley. There should be no way, really, to recall a vehicle in the situation where somebody is actively trying to kill you. However the problem with interrupts is you could be following the rules, go back to your redline or over a hill and start recalling. You're almost done and somebody shoots it with an AR. Hence I believe the solution is to prevent recall from 10 seconds after last damage, but not interrupt recall from damage Then interrupt recall when damage from AV weaponry only is received.
Sounds fair!! |
Master Jaraiya
Ultramarine Corp
775
|
Posted - 2013.09.16 21:57:00 -
[19] - Quote
Fire of Prometheus wrote:Actually once your vehicle has lost a certain amount of health (I believe it's around 75%, including both shield and armour) then you cannot recall.
I experimented this with some militia grade vehicles and I found after a certain amount of damage is taken, you cannot recall unless you heal your vehicle (via modules etc)
I honestly think you may be mistaken. I have taken many HAVs down to flames and sure enough, having a shred of armor left, they jump out and recall the vehicle.
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Nguruthos IX
PEN 15 CLUB
1708
|
Posted - 2013.09.16 21:58:00 -
[20] - Quote
Garrett Blacknova wrote:You can always cancel it by hitting the driver while he tries to recall.
If the "victim" gets far enough away to park their vehicle in the path of your fire and it still has enough EHP to survive the recall process, you got outplayed and they deserve it. If they don't get far enough away, but you don't target the driver to interrupt the recall, and they finish before you kill it, the vehicle deserves to survive because you screwed up.
So you're saying a tank with 20% shield left should be able to hop out quickly, use the vehicle as LOS, wiggle around a bit and recall it in 2 seconds, faster than 2 players might be able to finish it with AV, or trek the entire distance between the range of wherever they were shooting from, get to the tank, walk around it, line up some AP shots, and kill the pilot before it's recalled in that quick moment?
And this is being out played?
Or simply a broken mechanic that needs revised for that reason. |
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Monkey MAC
killer taxi company General Tso's Alliance
495
|
Posted - 2013.09.16 21:59:00 -
[21] - Quote
Nguruthos IX wrote:Monkey MAC wrote:Nguruthos IX wrote:Shattered Mirage wrote: This is the only part I agree with.
What do you mean? Well when an infamtry goes to a supply depot, if they change into the same suit, health is not restored, the dropsuit has to change in size!! Tanks should have to at least change fit!! infantry is a little different. They swap instantly whereas vehicles need to either call in a new fitting, recall current, and wait for it to land Or recall current, a minute before being able to call a new vehicle. Then get in that.
True, but prehaps partial healing not full healing, its annoying to see the same tank 1min later with absolutely no problem/risk for the user!! |
Master Jaraiya
Ultramarine Corp
775
|
Posted - 2013.09.16 21:59:00 -
[22] - Quote
Garrett Blacknova wrote:You can always cancel it by hitting the driver while he tries to recall.
If the "victim" gets far enough away to park their vehicle in the path of your fire and it still has enough EHP to survive the recall process, you got outplayed and they deserve it. If they don't get far enough away, but you don't target the driver to interrupt the recall, and they finish before you kill it, the vehicle deserves to survive because you screwed up. I don't think vehicles take damage while being recalled. I have shot at flaming tanks, but they didn't blow up. Shortly after, they disappeared. |
Nguruthos IX
PEN 15 CLUB
1710
|
Posted - 2013.09.16 22:00:00 -
[23] - Quote
Monkey MAC wrote:Master Jaraiya wrote:Nguruthos IX wrote:Maken Tosch wrote:Agree to both. One person suggested in the feedback section of the forums that the recall be canceled every time it takes damage from enemy or friendly fire. Problem with that is you can be standing among 5 enemy players, where you should NOT be able to recall a vehicle. but due to the short recall time, and low rate of fire from certain weapons (small missile turrets) they could still recall vehicles while under fire, if players simply missed a shot or two between their constant volley. There should be no way, really, to recall a vehicle in the situation where somebody is actively trying to kill you. However the problem with interrupts is you could be following the rules, go back to your redline or over a hill and start recalling. You're almost done and somebody shoots it with an AR. Hence I believe the solution is to prevent recall from 10 seconds after last damage, but not interrupt recall from damage Then interrupt recall when damage from AV weaponry only is received. Sounds fair!!
No because often enough you really do have a chance to finish a vehicle with some non-AV.
it might be down to 200 armor and just needs a few more bullets left. That or the efforts of the collective team firing light weapons at a burning vehicle is a pretty epic way to kill one or go down. |
Shattered Mirage
The Enclave Syndicate Dark Taboo
252
|
Posted - 2013.09.16 22:00:00 -
[24] - Quote
Master Jaraiya wrote:Garrett Blacknova wrote:You can always cancel it by hitting the driver while he tries to recall.
If the "victim" gets far enough away to park their vehicle in the path of your fire and it still has enough EHP to survive the recall process, you got outplayed and they deserve it. If they don't get far enough away, but you don't target the driver to interrupt the recall, and they finish before you kill it, the vehicle deserves to survive because you screwed up. I don't think vehicles take damage while being recalled. I have shot at flaming tanks, but they didn't blow up. Shortly after, they disappeared.
They take damage... test it sometime if you need proof. Its when they turn invisible before leaving that I think they take no damage. |
Fire of Prometheus
DUST University Ivy League
400
|
Posted - 2013.09.16 22:02:00 -
[25] - Quote
Nguruthos IX wrote:Fire of Prometheus wrote:Actually once your vehicle has lost a certain amount of health (I believe it's around 75%, including both shield and armour) then you cannot recall.
I experimented this with some militia grade vehicles and I found after a certain amount of damage is taken, you cannot recall unless you heal your vehicle (via modules etc) Yes but that's based on armor HP left. Does not translate well to shield vehicle who may be 2 hits (4 seconds) away from death, However since their shields are down to 5% and armor is at 100% they can still recall. It's broken for shield vehicles in this way Ah, I used mainly gallente vehicles so that would explain why the Caldari ones gave me some weird results.
Forgot to say I agree on both of your statements in the OP |
Master Jaraiya
Ultramarine Corp
775
|
Posted - 2013.09.16 22:02:00 -
[26] - Quote
Nguruthos IX wrote:Monkey MAC wrote:Master Jaraiya wrote:Nguruthos IX wrote:Maken Tosch wrote:Agree to both. One person suggested in the feedback section of the forums that the recall be canceled every time it takes damage from enemy or friendly fire. Problem with that is you can be standing among 5 enemy players, where you should NOT be able to recall a vehicle. but due to the short recall time, and low rate of fire from certain weapons (small missile turrets) they could still recall vehicles while under fire, if players simply missed a shot or two between their constant volley. There should be no way, really, to recall a vehicle in the situation where somebody is actively trying to kill you. However the problem with interrupts is you could be following the rules, go back to your redline or over a hill and start recalling. You're almost done and somebody shoots it with an AR. Hence I believe the solution is to prevent recall from 10 seconds after last damage, but not interrupt recall from damage Then interrupt recall when damage from AV weaponry only is received. Sounds fair!! No because often enough you really do have a chance to finish a vehicle with some non-AV. it might be down to 200 armor and just needs a few more bullets left. That or the efforts of the collective team firing light weapons at a burning vehicle is a pretty epic way to kill one or go down.
Like I said a sec ago, I don't think vehicles even take damage while being recalled. Even if they do, the suggestion was to interrupt recall. If you can damage the vehicle while it is being recalled, there would be no need for this.
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Monkey MAC
killer taxi company General Tso's Alliance
495
|
Posted - 2013.09.16 22:03:00 -
[27] - Quote
Nguruthos IX wrote:Monkey MAC wrote:Master Jaraiya wrote:Nguruthos IX wrote:Maken Tosch wrote:Agree to both. One person suggested in the feedback section of the forums that the recall be canceled every time it takes damage from enemy or friendly fire. Problem with that is you can be standing among 5 enemy players, where you should NOT be able to recall a vehicle. but due to the short recall time, and low rate of fire from certain weapons (small missile turrets) they could still recall vehicles while under fire, if players simply missed a shot or two between their constant volley. There should be no way, really, to recall a vehicle in the situation where somebody is actively trying to kill you. However the problem with interrupts is you could be following the rules, go back to your redline or over a hill and start recalling. You're almost done and somebody shoots it with an AR. Hence I believe the solution is to prevent recall from 10 seconds after last damage, but not interrupt recall from damage Then interrupt recall when damage from AV weaponry only is received. Sounds fair!! No because often enough you really do have a chance to finish a vehicle with some non-AV. it might be down to 200 armor and just needs a few more bullets left. That or the efforts of the collective team firing light weapons at a burning vehicle is a pretty epic way to kill one or go down. Ok there needs to be a drawback to this system, if we are gonna allow majic recal for the sake of dropships, it needs a drwback, no healing on the same tank fit, or no recalling under fire!!
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Master Jaraiya
Ultramarine Corp
775
|
Posted - 2013.09.16 22:04:00 -
[28] - Quote
Shattered Mirage wrote:Master Jaraiya wrote:Garrett Blacknova wrote:You can always cancel it by hitting the driver while he tries to recall.
If the "victim" gets far enough away to park their vehicle in the path of your fire and it still has enough EHP to survive the recall process, you got outplayed and they deserve it. If they don't get far enough away, but you don't target the driver to interrupt the recall, and they finish before you kill it, the vehicle deserves to survive because you screwed up. I don't think vehicles take damage while being recalled. I have shot at flaming tanks, but they didn't blow up. Shortly after, they disappeared. They take damage... test it sometime if you need proof. Its when they turn invisible before leaving that I think they take no damage. I have.
Call me crazy, but I don't think any burning vehicle could survive a blast from my Advanced Assault Forge Gun. Just sayin. |
Garrett Blacknova
Codex Troopers
4028
|
Posted - 2013.09.16 22:04:00 -
[29] - Quote
Nguruthos IX wrote:Garrett Blacknova wrote:You can always cancel it by hitting the driver while he tries to recall.
If the "victim" gets far enough away to park their vehicle in the path of your fire and it still has enough EHP to survive the recall process, you got outplayed and they deserve it. If they don't get far enough away, but you don't target the driver to interrupt the recall, and they finish before you kill it, the vehicle deserves to survive because you screwed up. So you're saying a tank with 20% shield left should be able to hop out quickly, use the vehicle as LOS, wiggle around a bit and recall it in 2 seconds, faster than 2 players might be able to finish it with AV, or trek the entire distance between the range of wherever they were shooting from, get to the tank, walk around it, line up some AP shots, and kill the pilot before it's recalled in that quick moment? And this is being out played? Or simply a broken mechanic that needs revised for that reason. The only revision needed is the amount of time a recall takes. It's currently a LITTLE faster than I think it should be.
If you're in close quarters and the driver hops out of their tank to recall, a Swarm Launcher can lock, aim over the tank and fire, the arcing shots will hit the driver as well as the tank, both damaging it AND interrupting the recall. I've done it before. If they had tried to retreat, I would have killed the tank before they got far enough, and because they didn't, I got to kill the tank first then melee its driver to death because I was running with no sidearm. |
Nguruthos IX
PEN 15 CLUB
1710
|
Posted - 2013.09.16 22:06:00 -
[30] - Quote
Monkey MAC wrote:Nguruthos IX wrote:Monkey MAC wrote:Nguruthos IX wrote:Shattered Mirage wrote: This is the only part I agree with.
What do you mean? Well when an infamtry goes to a supply depot, if they change into the same suit, health is not restored, the dropsuit has to change in size!! Tanks should have to at least change fit!! infantry is a little different. They swap instantly whereas vehicles need to either call in a new fitting, recall current, and wait for it to land Or recall current, a minute before being able to call a new vehicle. Then get in that. True, but prehaps partial healing not full healing, its annoying to see the same tank 1min later with absolutely no problem/risk for the user!!
I feel like this would be less annoying if the first tank had not escaped destruction via in-combat-recall.
If the vehicle had to be in an actually safe position to recall, then it might find their time better spent to keep moving and repair themselves rather than swap out. |
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