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Thread Statistics | Show CCP posts - 9 post(s) |
COHLE
DUST University Ivy League
0
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Posted - 2013.10.24 02:02:00 -
[1] - Quote
Halador Osiris wrote:Will small arms fire prevent shields from recharging? I sure as heck hope not |
COHLE
DUST University Ivy League
1
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Posted - 2013.11.08 18:16:00 -
[2] - Quote
Princeps Marcellus wrote:Xocoyol Zaraoul wrote:Limiting the amount of slots makes me a bit sad and worried that the amount of "different" HAVs we will see on the battlefield will decrease due to customization limits. It will be interesting to see how this plays out. Also nobody is going to believe that speel about "Temporarily" removing those dropships, since you said the same thing when you removed the marauders... EDIT: I do have a concern with the posted stats for shields, you said in theory the shields would allow you to "hit-and-run" and were supposed to have a faster recovery time but lower EHP then the armor equivalents... However, I'm worrying that your new HP values are going to make it difficult for any shield HAV to survive any "quick" engagement without being blown to smithereens. A fast recovery time is meaningless if your EHP is too low to survive the "run" part of hit-and-run... It honestly looks like shield tanks are even more fragile then they are now, and that is deeply concerning for me... IgniteableAura wrote:Still somewhat disappointed in skills only unlocking...they need to provide a benefit.
My first concern is the ability to recall and redeploy. Its really quite feasible to use your active mods, run to the redline, call in new vehicle, recall old one. Without ever having to "wait" for cooldown timers.
Rails have too much ammo imo, with that total you can spend almost the entire game shooting and not run out.
Its really difficult to know exactly how much this will effect since pretty much this is an entire overhaul. Those are my first impressions. Can't really give an honest opinion since there are so many changes...without a viable way to test in game, its difficult.
Lastly, no response on giving back SP for vehicles your are removing....Or a SP refund for all vehicle related skills since this is such a large change in how skills are effecting aspects of vehicles.
Any possibility for someone to build/release a fitting tool?
Thanks for your hard work I was rather surprised at the railgun ammo count, too. In BF4 (first Battlefield title to have vehicle ammo, I think) tanks have about 25 shells. Of course, in BF4, you'd expect your tank to die within a few minutes, too. battlefield 1942 (availible for free download via origin!) had finite ammo on all vehicles) The also had grenades that whipped heavy tank's kiester
D-Uni Instructor
POWER ABSOLUTE
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COHLE
DUST University Ivy League
2
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Posted - 2013.11.08 22:57:00 -
[3] - Quote
Harpyja wrote:Large missiles need their range buffed to at least 350m.
250m is just too short. I still remember back when missiles had infinite range. I'm not asking for that, but rather being able to bombard from a distance and being able to compete with railgun HAVs.
But we'll have to see whether it needs a range buff or not after 1.7 I'm With Him!
D-Uni Instructor
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COHLE
DUST University Ivy League
3
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Posted - 2013.11.09 02:31:00 -
[4] - Quote
Kharga Lum wrote:COHLE wrote:Harpyja wrote:Large missiles need their range buffed to at least 350m.
250m is just too short. I still remember back when missiles had infinite range. I'm not asking for that, but rather being able to bombard from a distance and being able to compete with railgun HAVs.
But we'll have to see whether it needs a range buff or not after 1.7 I'm With Him! Considering how slow the missile projectile is and the further away your target is the easier it is for them to move it could use a considerable range boost. See missiles coming from a cross the map? Casually walk out of the way. Sustained barrage though would make the targeted area a dangerous place. Hand area denial weapon. Precisely, Sounds like A good Idea to me. Makes Tanks an actual threat and allows them to hold choke points (Like they do in the real world).
D-Uni Instructor
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COHLE
DUST University Ivy League
4
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Posted - 2013.11.11 22:19:00 -
[5] - Quote
Kilrex n'Drazi wrote:Harpyja wrote:I think missiles need a range buff actually, but we'll see how it plays out in 1.7. I don't see why they shouldn't receive a range buff, as you would need to lead your targets even more than a railgun. I agree. Missiles are harder to hit with and should get a range buff. I think rails should track much slower than they currently do. While I think this is unlikley to happen I belive a good fix is to leave the rail turrets alone. BUT to change map lay out so things are not SO open as they are now. I think this would help people in vehicals find cover so they arnt getting hit by a direct fire weapon. I'm good with the swarm nerfs (The reason being that if CCP doesn't have the tools to make swarms pop into view, and there not being an auto threat detection like in battlefield, then I should not be getting hit by invisible proto swarms.) I don't know, I could be biased considering I'm a Gunlogi advanced rail tank overwatch guy. .
D-Uni Instructor
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