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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.
|
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.
|
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. |
|
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.
|
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!!
|
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. |
|
Garrett Blacknova
Codex Troopers
4028
|
Posted - 2013.09.16 22:07:00 -
[31] - Quote
Master Jaraiya wrote: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. I've had one of my Gunnlogis destroyed by a Forge Gun while I was in the middle of recalling it.
It's possible there was lag, or a hit detection glitch, or it was already recalled and starting to fade (at which point there IS momentary invulnerability, but that means you were late firing). |
Garrett Blacknova
Codex Troopers
4029
|
Posted - 2013.09.16 22:10:00 -
[32] - Quote
Also, you complain that people should have to swap fittings to get a full-health tank on the field... What if I have 5 of the same fitting? Why does it make sense to wait potentially for several minutes to send my damaged HAV in for repairs, then call THE SAME ONE back still damaged when I STILL HAVE FOUR FRESH ONES WAITING.
The game should track recalled HAVs and prevent them from being called in again during the same battle - in effect, recalling the HAV prevents you from requesting it again in that match. It isn't dead, but it's not combat-ready any more. |
Monkey MAC
killer taxi company General Tso's Alliance
496
|
Posted - 2013.09.16 22:17:00 -
[33] - Quote
Garrett Blacknova wrote:Also, you complain that people should have to swap fittings to get a full-health tank on the field... What if I have 5 of the same fitting? Why does it make sense to wait potentially for several minutes to send my damaged HAV in for repairs, then call THE SAME ONE back still damaged when I STILL HAVE FOUR FRESH ONES WAITING.
The game should track recalled HAVs and prevent them from being called in again during the same battle - in effect, recalling the HAV prevents you from requesting it again in that match. It isn't dead, but it's not combat-ready any more.
So you have 10 of em in a hanger I get you to recall 4, but the match dont last any longer? So I die 20 times suppresing you, you loose nothing, when you would have lost 3! |
Arx Ardashir
Imperium Aeternum
219
|
Posted - 2013.09.16 22:21:00 -
[34] - 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.
Maken Tosch wrote:every time it takes damage from enemy or friendly fire.
Maken Tosch wrote:or friendly fire. W...why? |
Nguruthos IX
PEN 15 CLUB
1711
|
Posted - 2013.09.16 22:22:00 -
[35] - Quote
Arx Ardashir 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. Maken Tosch wrote:every time it takes damage from enemy or friendly fire. Maken Tosch wrote:or friendly fire. W...why?
I imagine friendly fire would only be an issue in PC |
echo47
Sebiestor Field Sappers Minmatar Republic
71
|
Posted - 2013.09.16 22:25:00 -
[36] - 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.
This makes perfect sense. |
PR DIABOLITO NY
Internal Rebellion
18
|
Posted - 2013.09.16 22:30:00 -
[37] - Quote
Okay, so you will very rarely see me post in vehicle threads but this is an interesting topic. i am a dedicated Logi and a ground-pounder. Have spec'd into Limbus but only used it twice. Being able to recall a seriously wounded vehicle is an interesting game mechanic and sometimes frustrating one for both sides. I can see validity in both sides of the argument though. My personal opinion is that they should not be able to call in the same fit with full damage restored. If they can recall before destruction, then more power to them. As already pointed out, a vehicle that is seriously hurt can usually be finished with small-arms fire: (case in point, 2 matches this past weekend my squad actually killed a Madrugar with STD AV nades and SMF from the entire squad.) In my eyes, it is only fair that if we remove this capability for vehicles, then it should apply to suits at supply depots also. If you change a fitting to prevent death, then you have to play that fitting for a minimum period of time.
If a squad is well coordinated and communicating, killing a vehicle, or even saving a vehicle (our squads tend to rep fleeing tanks to save them) should not be a problem and warrants no action from the devs. Remember, this is an FPS based on teamwork. TOGETHER, you sink or swim!!!
My $.02 ISK
Diabolito |
Rynoceros
Rise Of Old Dudes
744
|
Posted - 2013.09.16 22:34:00 -
[38] - Quote
Agreed, 2x.
The recall should work like vehicle deployment, sorta. "Unable to Process Recall Request. Location Compromised, Inaccessible."
(Or a little friendly reminder; "You are a terrible pilot, your DS request has been denied".) |
Monkey MAC
killer taxi company General Tso's Alliance
497
|
Posted - 2013.09.16 22:42:00 -
[39] - Quote
PR DIABOLITO NY wrote:Okay, so you will very rarely see me post in vehicle threads but this is an interesting topic. i am a dedicated Logi and a ground-pounder. Have spec'd into Limbus but only used it twice. Being able to recall a seriously wounded vehicle is an interesting game mechanic and sometimes frustrating one for both sides. I can see validity in both sides of the argument though. My personal opinion is that they should not be able to call in the same fit with full damage restored. If they can recall before destruction, then more power to them. As already pointed out, a vehicle that is seriously hurt can usually be finished with small-arms fire: (case in point, 2 matches this past weekend my squad actually killed a Madrugar with STD AV nades and SMF from the entire squad.) In my eyes, it is only fair that if we remove this capability for vehicles, then it should apply to suits at supply depots also. If you change a fitting to prevent death, then you have to play that fitting for a minimum period of time. If a squad is well coordinated and communicating, killing a vehicle, or even saving a vehicle (our squads tend to rep fleeing tanks to save them) should not be a problem and warrants no action from the devs. Remember, this is an FPS based on teamwork. TOGETHER, you sink or swim!!! My $.02 ISK Diabolito
No offence to you, but try telling that to "tankers", tanks exhibt one man army behaviour, and its god damn nuisance when a squad whittes down a proto mod tank just to have him recall, then deploy another brand new tank, why not charge them for repairs? |
Godin Thekiller
Hellstorm Inc League of Infamy
714
|
Posted - 2013.09.16 22:48:00 -
[40] - 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 was thinking no call in on a vehicle that has a cooldown on it, and those modules can't be removed from that hull to be used on any other hull. After the cooldown, it should get some kind of repair, like 100/2s for armor, and whatever it's shield repair is. |
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Garrett Blacknova
Codex Troopers
4030
|
Posted - 2013.09.16 22:49:00 -
[41] - Quote
Monkey MAC wrote:Garrett Blacknova wrote:Also, you complain that people should have to swap fittings to get a full-health tank on the field... What if I have 5 of the same fitting? Why does it make sense to wait potentially for several minutes to send my damaged HAV in for repairs, then call THE SAME ONE back still damaged when I STILL HAVE FOUR FRESH ONES WAITING.
The game should track recalled HAVs and prevent them from being called in again during the same battle - in effect, recalling the HAV prevents you from requesting it again in that match. It isn't dead, but it's not combat-ready any more. So you have 10 of em in a hanger I get you to recall 4, but the match dont last any longer? So I die 20 times suppresing you, you loose nothing, when you would have lost 3! If I was stupid and didn't recall in time, I would have lost 3.
But if I WASN'T stupid, you still kept me supressed, and during the couple of minutes where I was without access to my tank, either you or your teammates had a nice easy target to kill because of your work.
And if I screwed up at any point and waited to long to retreat/recall, you get your kill which, unlike any of my kills on you, is worth over a million ISK because of a single miscalculation. |
Godin Thekiller
Hellstorm Inc League of Infamy
714
|
Posted - 2013.09.16 22:50:00 -
[42] - Quote
echo47 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. This makes perfect sense.
lol no. 15-30 second recall process is way better, and makes sense. |
Godin Thekiller
Hellstorm Inc League of Infamy
714
|
Posted - 2013.09.16 22:51:00 -
[43] - 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 do. I've blown up HAV's being recalled. |
Void Echo
Morsus Mihi Aperuitque Imperium
1355
|
Posted - 2013.09.16 22:52:00 -
[44] - Quote
Monkey MAC wrote:PR DIABOLITO NY wrote:Okay, so you will very rarely see me post in vehicle threads but this is an interesting topic. i am a dedicated Logi and a ground-pounder. Have spec'd into Limbus but only used it twice. Being able to recall a seriously wounded vehicle is an interesting game mechanic and sometimes frustrating one for both sides. I can see validity in both sides of the argument though. My personal opinion is that they should not be able to call in the same fit with full damage restored. If they can recall before destruction, then more power to them. As already pointed out, a vehicle that is seriously hurt can usually be finished with small-arms fire: (case in point, 2 matches this past weekend my squad actually killed a Madrugar with STD AV nades and SMF from the entire squad.) In my eyes, it is only fair that if we remove this capability for vehicles, then it should apply to suits at supply depots also. If you change a fitting to prevent death, then you have to play that fitting for a minimum period of time. If a squad is well coordinated and communicating, killing a vehicle, or even saving a vehicle (our squads tend to rep fleeing tanks to save them) should not be a problem and warrants no action from the devs. Remember, this is an FPS based on teamwork. TOGETHER, you sink or swim!!! My $.02 ISK Diabolito No offence to you, but try telling that to "tankers", tanks exhibt one man army behaviour, and its god damn nuisance when a squad whittes down a proto mod tank just to have him recall, then deploy another brand new tank, why not charge them for repairs?
then why not charge you to change your fittings every time you switch them out. |
Monkey MAC
killer taxi company General Tso's Alliance
497
|
Posted - 2013.09.16 22:56:00 -
[45] - Quote
Garrett Blacknova wrote:Monkey MAC wrote:Garrett Blacknova wrote:Also, you complain that people should have to swap fittings to get a full-health tank on the field... What if I have 5 of the same fitting? Why does it make sense to wait potentially for several minutes to send my damaged HAV in for repairs, then call THE SAME ONE back still damaged when I STILL HAVE FOUR FRESH ONES WAITING.
The game should track recalled HAVs and prevent them from being called in again during the same battle - in effect, recalling the HAV prevents you from requesting it again in that match. It isn't dead, but it's not combat-ready any more. So you have 10 of em in a hanger I get you to recall 4, but the match dont last any longer? So I die 20 times suppresing you, you loose nothing, when you would have lost 3! If I was stupid and didn't recall in time, I would have lost 3. But if I WASN'T stupid, you still kept me supressed, and during the couple of minutes where I was without access to my tank, either you or your teammates had a nice easy target to kill because of your work. And if I screwed up at any point and waited to long to retreat/recall, you get your kill which, unlike any of my kills on you, is worth over a million ISK because of a single miscalculation.
No but when a proto suit is nearly 300,00 money isn't a point, just because it cost you money shouldn't mean you get to protect it, risk/reward? If we suppress a tanker, its a nuisance when the same frigging tanker turns up again, with a new tank because hes recalled it, and brought ig out again, where is the risk, a miscalculation means youve ran out of modules, lost health and still haven't ran, but a tanker will run before his charges run out and get a new tank with all module charges reset!! |
Monkey MAC
killer taxi company General Tso's Alliance
497
|
Posted - 2013.09.16 22:57:00 -
[46] - Quote
Void Echo wrote:Monkey MAC wrote:PR DIABOLITO NY wrote:Okay, so you will very rarely see me post in vehicle threads but this is an interesting topic. i am a dedicated Logi and a ground-pounder. Have spec'd into Limbus but only used it twice. Being able to recall a seriously wounded vehicle is an interesting game mechanic and sometimes frustrating one for both sides. I can see validity in both sides of the argument though. My personal opinion is that they should not be able to call in the same fit with full damage restored. If they can recall before destruction, then more power to them. As already pointed out, a vehicle that is seriously hurt can usually be finished with small-arms fire: (case in point, 2 matches this past weekend my squad actually killed a Madrugar with STD AV nades and SMF from the entire squad.) In my eyes, it is only fair that if we remove this capability for vehicles, then it should apply to suits at supply depots also. If you change a fitting to prevent death, then you have to play that fitting for a minimum period of time. If a squad is well coordinated and communicating, killing a vehicle, or even saving a vehicle (our squads tend to rep fleeing tanks to save them) should not be a problem and warrants no action from the devs. Remember, this is an FPS based on teamwork. TOGETHER, you sink or swim!!! My $.02 ISK Diabolito No offence to you, but try telling that to "tankers", tanks exhibt one man army behaviour, and its god damn nuisance when a squad whittes down a proto mod tank just to have him recall, then deploy another brand new tank, why not charge them for repairs? then why not charge you to change your fittings every time you switch them out. Deal!! Sorry were you expecting something else?
|
Void Echo
Morsus Mihi Aperuitque Imperium
1355
|
Posted - 2013.09.16 23:00:00 -
[47] - Quote
Monkey MAC wrote:Garrett Blacknova wrote:Monkey MAC wrote:Garrett Blacknova wrote:Also, you complain that people should have to swap fittings to get a full-health tank on the field... What if I have 5 of the same fitting? Why does it make sense to wait potentially for several minutes to send my damaged HAV in for repairs, then call THE SAME ONE back still damaged when I STILL HAVE FOUR FRESH ONES WAITING.
The game should track recalled HAVs and prevent them from being called in again during the same battle - in effect, recalling the HAV prevents you from requesting it again in that match. It isn't dead, but it's not combat-ready any more. So you have 10 of em in a hanger I get you to recall 4, but the match dont last any longer? So I die 20 times suppresing you, you loose nothing, when you would have lost 3! If I was stupid and didn't recall in time, I would have lost 3. But if I WASN'T stupid, you still kept me supressed, and during the couple of minutes where I was without access to my tank, either you or your teammates had a nice easy target to kill because of your work. And if I screwed up at any point and waited to long to retreat/recall, you get your kill which, unlike any of my kills on you, is worth over a million ISK because of a single miscalculation. No but when a proto suit is nearly 300,00 money isn't a point, just because it cost you money shouldn't mean you get to protect it, risk/reward? If we suppress a tanker, its a nuisance when the same frigging tanker turns up again, with a new tank because hes recalled it, and brought ig out again, where is the risk, a miscalculation means youve ran out of modules, lost health and still haven't ran, but a tanker will run before his charges run out and get a new tank with all module charges reset!!
actually, most of us who use our brains wait for our modules to finish reping us and cooling down, then we go back into the battle.
the only time I recalls is if there is some AV guy I cant see and I know I cannot get away from him and his invisible bullets. |
Monkey MAC
killer taxi company General Tso's Alliance
498
|
Posted - 2013.09.16 23:02:00 -
[48] - Quote
Void Echo wrote:Monkey MAC wrote:Garrett Blacknova wrote:Monkey MAC wrote:Garrett Blacknova wrote:Also, you complain that people should have to swap fittings to get a full-health tank on the field... What if I have 5 of the same fitting? Why does it make sense to wait potentially for several minutes to send my damaged HAV in for repairs, then call THE SAME ONE back still damaged when I STILL HAVE FOUR FRESH ONES WAITING.
The game should track recalled HAVs and prevent them from being called in again during the same battle - in effect, recalling the HAV prevents you from requesting it again in that match. It isn't dead, but it's not combat-ready any more. So you have 10 of em in a hanger I get you to recall 4, but the match dont last any longer? So I die 20 times suppresing you, you loose nothing, when you would have lost 3! If I was stupid and didn't recall in time, I would have lost 3. But if I WASN'T stupid, you still kept me supressed, and during the couple of minutes where I was without access to my tank, either you or your teammates had a nice easy target to kill because of your work. And if I screwed up at any point and waited to long to retreat/recall, you get your kill which, unlike any of my kills on you, is worth over a million ISK because of a single miscalculation. No but when a proto suit is nearly 300,00 money isn't a point, just because it cost you money shouldn't mean you get to protect it, risk/reward? If we suppress a tanker, its a nuisance when the same frigging tanker turns up again, with a new tank because hes recalled it, and brought ig out again, where is the risk, a miscalculation means youve ran out of modules, lost health and still haven't ran, but a tanker will run before his charges run out and get a new tank with all module charges reset!! actually, most of us who use our brains wait for our modules to finish reping us and cooling down, then we go back into the battle. the only time I recalls is if there is some AV guy I cant see and I know I cannot get away from him and his invisible bullets. So by your account, all the time!!
|
Thor McStrut
Reckoners
190
|
Posted - 2013.09.16 23:09:00 -
[49] - 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.
1. agree
2. agree
I don't really know how 2 works, but I thought you couldn't recall your vehicle while under fire? I think if you finish the recall hack before your vehicle is shot, it should go, but if you fail to finish the hack, it should be fair game. Has this changed/not how it works? |
Blaze Ashra
Holdfast Syndicate Amarr Empire
0
|
Posted - 2013.09.16 23:33:00 -
[50] - Quote
1, I agree but it also is a means to minimize our losses.
I'll only agree to the second one when we have counter measures. |
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howard sanchez
Sanchez Cartage llc
755
|
Posted - 2013.09.16 23:42:00 -
[51] - Quote
Agree as stated in the OP
But, admittedly, I have saved a tank or two in this manner |
General Erick
Onslaught Inc RISE of LEGION
118
|
Posted - 2013.09.16 23:53:00 -
[52] - Quote
Agreed |
Zero Harpuia
Turalyon 514 Turalyon Alliance
929
|
Posted - 2013.09.17 00:22:00 -
[53] - Quote
Agreed with the OP. I tried to make a thread on this but the TANKERS jumped down its throat. Fun fact, Wolfman is already looking into it :3 |
PR DIABOLITO NY
Internal Rebellion
18
|
Posted - 2013.09.17 01:32:00 -
[54] - Quote
Monkey MAC wrote:PR DIABOLITO NY wrote:Okay, so you will very rarely see me post in vehicle threads but this is an interesting topic. i am a dedicated Logi and a ground-pounder. Have spec'd into Limbus but only used it twice. Being able to recall a seriously wounded vehicle is an interesting game mechanic and sometimes frustrating one for both sides. I can see validity in both sides of the argument though. My personal opinion is that they should not be able to call in the same fit with full damage restored. If they can recall before destruction, then more power to them. As already pointed out, a vehicle that is seriously hurt can usually be finished with small-arms fire: (case in point, 2 matches this past weekend my squad actually killed a Madrugar with STD AV nades and SMF from the entire squad.) In my eyes, it is only fair that if we remove this capability for vehicles, then it should apply to suits at supply depots also. If you change a fitting to prevent death, then you have to play that fitting for a minimum period of time. If a squad is well coordinated and communicating, killing a vehicle, or even saving a vehicle (our squads tend to rep fleeing tanks to save them) should not be a problem and warrants no action from the devs. Remember, this is an FPS based on teamwork. TOGETHER, you sink or swim!!! My $.02 ISK Diabolito No offence to you, but try telling that to "tankers", tanks exhibt one man army behaviour, and its god damn nuisance when a squad whittes down a proto mod tank just to have him recall, then deploy another brand new tank, why not charge them for repairs?
I do it out of a sense of TEAMWORK. That tanker may be an a**hole, or he could be a great person, either way a tank is a force multiplier!! The only payment I would request is the devs allow some points for this. Like I said, dedicated Logibro!!! Rez, resupply, and repair all!!! Even those that might be a little grumpy!!
Diabolito |
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