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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Nguruthos IX
PEN 15 CLUB
1942
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Posted - 2013.10.02 18:22:00 -
[1] - Quote
Im about to read this but keep in mind regarding dropships.. All these changes are for not- if you dont fix the bloody turret aiming bug!! Quit ripping turrets out of my gunners hands because they aimed too close to an arbitrary invisible and pointless line drawn to reset turret position. Raaaaaggeeeee!!!
Gunners need to be able to aim at the lower front half of the ship, like before uprising. Before you bugged it out while trying to fix the "gunners hitting ship in one small area at the front" issue. |
Nguruthos IX
PEN 15 CLUB
1943
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Posted - 2013.10.02 18:47:00 -
[2] - Quote
ChromeBreaker wrote:On a first pass... skills that dont have an inherant bonus are back
And no given values on the armour Modules... 180mm plates gone? Guess derpships will still be that weird medium vehicle with only enough pg\cpu for small modules |
Nguruthos IX
PEN 15 CLUB
1946
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Posted - 2013.10.02 20:43:00 -
[3] - Quote
Bojo The Mighty wrote:OK So..... WHY USE BLASTERS AT ALL As you progress through tiers for some reason the damage and RoF do not change at all but CPU/PG usage increases, no differences in ammunition, nothing. There is no reason to use anything other than basic.....explain.
had to be a typo. But even now proto small blasters do less dmg then ARs |
Nguruthos IX
PEN 15 CLUB
1946
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Posted - 2013.10.02 21:04:00 -
[4] - Quote
CommanderBolt wrote:MINA Longstrike wrote:CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. Thanks for ******* me in the ass ccp. All that time I've spent training vehicles is now an absolute waste. This ^^^^ really. We went from the promise of pilot suits really changing the way vehicles behave and such to now, 2 delayed patches and now they are taking even more stuff OUT of the game!?! This is madness and its BACKWARDS compared to every other game. I honestly have no faith, not only that but there really doesn't seem to be a 'plan' at all here.
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Nguruthos IX
PEN 15 CLUB
1946
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Posted - 2013.10.02 21:17:00 -
[5] - Quote
Skihids wrote:To really test the balance and get rid of the noise AV will lo have to be stripped down to the STD versions just like vehicles.
This isn't a nerf whine, but rather a realistic testing requirement unless you are trying to balance STD vehicles against PROTO AV.
Id like ot if someone could be as effective with militia vehicles as they can be with militia infantry suits. As it is now and likely aoon miltia vehicles exist for absolutly no reason. If they were to balance std vehicles against proto av in such a way as to not bedead in 3 seconds then this might be interesting. Ground av would be support to the vehicle battle waging on in thr background |
Nguruthos IX
PEN 15 CLUB
1947
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Posted - 2013.10.03 00:01:00 -
[6] - Quote
I hope this does not mean that a vehicle cannot rep up its armor or shields properly if there is some AR or sniper shooting at it...
-.0 |
Nguruthos IX
PEN 15 CLUB
1953
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Posted - 2013.10.03 00:45:00 -
[7] - Quote
ladwar wrote:
and no people been ask if small arms will stop it, which would be insane.
That's just the kinda CrrAAaaaaZZZZyyyYYyy stuff a CCP might do! |
Nguruthos IX
PEN 15 CLUB
1953
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Posted - 2013.10.03 00:46:00 -
[8] - Quote
KEROSIINI-TERO wrote:CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. This is sensible and good. It is at first but honestly if the next patch does not contain logi vehicles, and the one after that assault at least then it is no longer 'good'. |
Nguruthos IX
PEN 15 CLUB
1961
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Posted - 2013.10.03 09:48:00 -
[9] - Quote
Aeon Amadi wrote:Victor889 wrote:Aeon Amadi wrote:So much bitching about CCP 'nerfing' tanks and not an ounce of feedback. You guys are doing an awesome job of the communication CCP is finally doing.
Just shooting yourselves in the face and complaining that it hurts. Pretty soon you'll be right back to bitching that CCP doesn't talk.
Here's my feedback:
- Rendering and draw distance is a major problem but I look forward to the fixes in 1.5 - maybe they'll be ironed out. - Swarms do far too much damage for such ease of use. - Plasma Cannons still need to be decided on whether they're anti-infantry or anti-vehicle, and then changed accordingly. - Forge Guns are really well balanced right now but their damage might need to be turned down slightly in accordance with these new changes. - Large Missiles need a larger splash radius for them to be suppression weapons, right now they have less radius than small arms. - Small railguns need a complete rework as they're fair too difficult to use with too little damage for when you actually hit someone (I have yet to ever successfully hit anything with them) - Small Blasters might need a slight range boost as giving them ammo counts as well as overheat makes them very conditional. - Blasters need to have a slight blast radius otherwise they fall victim to hit detection issues, they previous had this and it made a Small Scattered Blaster on the back of an LAV an amazing tide-turner when aiming at the feet. - Small Turrets (all of them) need turret shields. - Remote Repair and Shield Transport modules need to have a better control scheme and longer range. I would suggest having them replace turrets for use with vehicles and infantry repair modules to work in a sphere around the vehicle. - WP rewards added for repairing friendlies. Not having any makes Vehicle Logistics a tough job. Some very good points, perhaps a lot of people - like me aren't really 'true' vehicle players, so are probably best just not **** posting on here, I really like you're idea of the repair 'bubble' - I had the same thoughts a while back but it needs to be carefully thought about because of things going through floors etc. The turrets shields is a good idea but I think part of the allure of a LAV turret for example is the danger that you'll get killed if you're on there too long - stops camping with an OP Proto turret too (not that anyone does that). Blast radius damage on blasters is a no-no I feel, I don't remember them having such (unless it was before Feb when I joined), this would make them fairly powerful - rapid fire and blast radius? hmm.. The rendering is a very interesting one too - I fear this will have some negatives, but looking forward to the positives once it's implemented. I think people - unless they have something constructive to say, should avoid posting on here, go start your own thread, but then, you can't stop them. I applaud you sir - some good points - let's hope CCP pick them up. Grab a Proto Small Scattered Blaster and throw it on the back of a Logistics LAV. Aim at their feet, you'll notice the splash damage almost immediately. It's far more effective than aiming directly at them. As far as the bubble reps, we already see this with Triage Nanohives and while I don't think they go through floors I don't suspect that'd be a big issue what with LAVs being notoriously hard to actually get on top of buildings. Turret shields should be a higher priority, I think, mostly because Dust is the only game I've ever played where vehicles don't have some form of protection for their gunners. Battlefield 3 has turret shields and actually has half of the player's body inside the vehicle where as Planetside has the gunner inside the vehicle, protected entirely by it. 23,000 years into the future and no-one thought of putting some kind of protection for their gunners, lol. That being said, the driver is more likely to survive.
Nah, small blasters got broke in the past patch. They can't hit **** dead on anymore
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Nguruthos IX
PEN 15 CLUB
1967
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Posted - 2013.10.03 12:18:00 -
[10] - Quote
Mobius Wyvern wrote:Rogatien Merc wrote:DUST Fiend wrote:Where are logi and assault dropships? I take it we will be getting an asset refund for this if youre removing our vehicles for beta testing? I see the removal of assault dropships - if that is the intent - as the giant glaring negative coming out of this... Well, look at it the same way as the Marauders being taken out until they could fit them into the new balance. I'm honestly hoping this marks the end of the Dropship-recolor parade, and that we might get an actual dedicated Gunship instead of a Dropship with a small turret on the nose. not a chance lol
If they take this long to do new models I'd rather just get new vehicles.
A seperate medium air vehicle classified as gunship so it has different fitting slots and turrets (medium?)
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Nguruthos IX
PEN 15 CLUB
1973
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Posted - 2013.10.03 14:03:00 -
[11] - Quote
Anyone worried about vehicle SP resets being is silly.
With even half of these changes they would have to do a reset. By removing and altering so many skills, of course they'd have to..
The reason they haven't just come out and said it yet is they're not sure HOW they want to do it. Would it be easier for them to just SP reset everyone? Or work to determine eligibility based on certain parameters?
If a blanket reset then they don't want to admit that because A. This is months off and people could take advantage of it B. It undermines the hardcore image of SP they mean to have, even though in so many cases this is necessary. Dust is not really "released" yet.
If it's an eligibility reset tehy don't want to admit it because A. this is months off and people could take advantage of it B. some infantry moron will QQ / be jealous and scream "BUTT U SED NO RESETZ" not being able to have a basic grasp the implications of such a draconian policy during what is essentially alpha testing of vehicles in Dust 514 beta. |
Nguruthos IX
PEN 15 CLUB
1985
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Posted - 2013.10.03 14:12:00 -
[12] - Quote
Quote:Exactly. Capacitors are a much more elegant solution to managing burst damage/defense than long cooldowns timers. They reward skilled players and open up so many interesting possibilities in the future.
Whoever said this, I think nailed it |
Nguruthos IX
PEN 15 CLUB
1988
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Posted - 2013.10.03 14:44:00 -
[13] - Quote
Bojo The Mighty wrote:Also shield regen is super high and armor repair is passive with the light basic doing 25 per second.
Is it the case that armor repair runs constantly in background at a low rate but increases when out of combat?
Are there going to be active repairs as they add shield boosters back?
Think it will be viable then for an armor dropship to fly with no repair, using a logi vehicle to rep up if he makes it out safe?
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Nguruthos IX
PEN 15 CLUB
2019
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Posted - 2013.10.04 17:26:00 -
[14] - Quote
CCP Logibro wrote:As far as the removed vehicle types go, we are looking to return them. However, we need to battle test the base variants first so we have a solid platform to work from.
As far as modules go, we will also looking at returning some (but not necessarily all) of them. Again, we need to cut down and get the basics battle tested before we can throw back in all sorts of good stuff.
As good as number crunching and internal playtesting may be, it's not as good as you guys fighting each other with these vehicles live.
Which is why I might suggest not to belay deployment of this vehicle patch on account of balance concerns. That'll hammer itself out quicker on the live server than in a year of internal play-testing.
Although I think waiting for all STD-racial variants may also be as prudent, Definitely would not bother doing internal testing past the point where it functionally Could go live. |
Nguruthos IX
PEN 15 CLUB
2020
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Posted - 2013.10.04 21:41:00 -
[15] - Quote
I'm okay with the Assault drop-ship taking another month to come back out as long as it's adjusted to be at a good half way point between
A dropship <--------- (Assault Dropship) ---------> Future alternative Medium Air "Gunship",
Because I do think there needs to be a medium frame gunship designed specifically for that. As well as a heavy aircraft vehicle gunship and jets. If the Assault Dropship is meant to bandaid perminently over the role of another gunship that could have been then this is bad.
If it's meant as an assault variant to for dropship pilots to put out some more DPS and increased survivability for combat-situations then that's good.
My other concern is that if you release the assault dropship WHILE the goal is to be balancing all standard vehicles VS all standard AV, , then it might come out of the whole process weaker (too weak), because it's viewed as some basic vehicle. |
Nguruthos IX
PEN 15 CLUB
2021
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Posted - 2013.10.04 22:35:00 -
[16] - Quote
CharCharOdell wrote:Damage mods need to be VH Ammo cache needs to be VL
Because masrugars have blasters and only get 600 rounds they fire at over 700RPM Gunlogis have missiles and rails which need super high damage to be able to break through madrugar armor at range, while also having their own jardeners. I'm gonna go make some spreadsheeets tonight and see which has a better DPS/EHP/RESISTANCE ratio. I kinda feel like ammo should go into it's own slot-
somehow.
Where depending on X,Y,Z you might be able to have more or less. Taking up a whole slot seems.. idk.
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