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Thread Statistics | Show CCP posts - 9 post(s) |
Nguruthos IX
PEN 15 CLUB
1961
|
Posted - 2013.10.03 09:48:00 -
[301] - 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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jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
54
|
Posted - 2013.10.03 09:52:00 -
[302] - Quote
CCP Logibro wrote:Hi guys,
We said the other day that we would share the stats for the vehicles and now that day has finally come! These are the current stats that we are testing with in our internal build of the game. Here you will find base stats for the vehicle types, the modules, the skills and the turrets. They are not set in stone, we are still actively working with them so weGÇÖll be in let me post feedback i would like a reply from 1. change gunlogi shields to 3000 2. increase gunlogi speed by...10% by CURRENT 1.4 speed, or 5% higher than armor's current. or accerlation buff to help hit and run. 3. give gunlogi 4 slots instead of 3, or give the shield skill give 5% shield resist per level so 1 unseen av hit wont take out your shields in 1-2 hit, maybe.... 4.change shield recharge rate, 200 p/s would take 14? seconds to fuly recharge, change base rate to 200 so skills would improve it more, so it's not run and hide.please consider these changes.
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Beld Errmon
Evocatius
948
|
Posted - 2013.10.03 10:11:00 -
[303] - Quote
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.
I've got some feedback for you Aeon, I think your a pole smoking re-tard from a corp of wanna be scrubs who get stomped by teams of randoms. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3255
|
Posted - 2013.10.03 10:16:00 -
[304] - Quote
Beld Errmon 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.
I've got some feedback for you Aeon, I think your a pole smoking re-tard from a corp of wanna be scrubs who get stomped by teams of randoms.
Interesting. I've never even heard of your corporation, or you. Funny how we only remember players who kill us, not the players we kill. Must have done something very very bad to you to warrant that kind of response.
Any other pearls of wisdom? Person who I'm going to immediately forget after I hit 'post' and subsequently report for personal attacks -just because I can-? |
Mortedeamor
Internal Rebellion
331
|
Posted - 2013.10.03 10:18:00 -
[305] - Quote
steadyhand amarr wrote:oO yeh thats quite a rework I take it your leaving AV guns alone as part of this process do we honestly even need to ask |
Mortedeamor
Internal Rebellion
331
|
Posted - 2013.10.03 10:32:00 -
[306] - Quote
Aeon Amadi wrote:Beld Errmon 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.
I've got some feedback for you Aeon, I think your a pole smoking re-tard from a corp of wanna be scrubs who get stomped by teams of randoms. Interesting. I've never even heard of your corporation, or you. Funny how we only remember players who kill us, not the players we kill. Must have done something very very bad to you to warrant that kind of response. Any other pearls of wisdom? Person who I'm going to immediately forget after I hit 'post' and subsequently report for personal attacks -just because I can-? that would be beld really you dont know him ? im surprised as an aver an extanker i have bumped into everyone of you over the past year or 2..hmm i wonder how you could play dust this long without ever encountering him..oh..wait got it beld isa vet and he plays with vets you probably left the battle ..
FEEDBACK ccp where are the shield passive regen modules? and also while it is wonderfull that you are balancing STANDARD TANKS vs STANDARD AV. i hope you plan on giving them proto equivalence this may balance stnd vs stnd but it does nothing for them ultimately unless they can compete with proto's their are to many people in dust like me with both av maxed.
also i didnt really see much on the caldari vehicles speed currently they are slow moving because the more shields you put on vehicles in dust 514 the slower they go..will this trait be removed? IT MAKES NO SENSE
shields dont have weight they are an electric field .
it makes no sense that gallente tanks are faster in dust than caldari currently will this be fixed?
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Mortedeamor
Internal Rebellion
331
|
Posted - 2013.10.03 10:35:00 -
[307] - Quote
DRaven DeMort wrote:Ghural wrote:So... Um .. Seriously. Assault drop ships are out of the game and "should be returned"?
One thing with dropships. Please disable the first person camera. It serves no purpose except to infuriate you when you accidentally activate it. You sir are an Narcissistic nooblet, i always fly first person and hate third person, but i would never say well hey get rid of this because i don't like it. SMH dude this is an FPS there should be no third person, but i will allow it : ) get over it and practice more. I always fly Assault dropships just ask my; CEO i get an allowance of 15 mill a month : ) i don't die often. yah i heard stb likes throwing away money lol dont yall pay to win your matches literally? i hope ccp does fix vehicle maybe stb will get their balls back and leave the sky ceiling.
i miss your tankers come out of hiding soon |
Gringo Nos
Nameless Air Cavalry
44
|
Posted - 2013.10.03 12:05:00 -
[308] - Quote
There's a lot of generally grumpy comments on these pages rather than the feedback we've been asking to be able to give that CCP has now asked for. That's a little disappointing peeps!
I'm kinda excited about these changes. They look like they SHOULD balance vehicles but we really do need to know that you've thought about AV.
CCP - What thoughts have you had for AV with these changes? How do the changed vehicles hold up against AV on your test servers?
I think bringing in front turrets for dropships was a massive step forward. Taking them out seems counter-productive to the onward development of vehicles. I don't think, even with the WP changes, that we are at a stage where dropships have a place on the battlefield without the small amount of offensive capability the pilot-operated turret gives. I would be more willing to sacrifice a turret if it GREATLY improved survivability. Currently dropships are deliberately and consistently targeted be AV troops, not because they are a threat but because they are easy to take down.
CCP - How do you intend to find a niche for flying vehicles? What is the logic behind removing assault dropships if you really intend to reintroduce them? Are there plans to change assault dropships or do these changes make other vehicles too susceptible to them?
Everyone's been commenting on it but I think it is a valid point. There are a lot of changes to the skill tree that will make some choices redundant or ill-advised. I've dropped over 10 mil SP in to vehicles, vehicle upgrades and turrets. I know some people have double that and if I'd though vehicles were a viable and long term option for gameplay I would have done the same. I've spread my turret skills around because, lets face it, there weren't many options. Now that the possibility of specialising like we do with normal weapons I wish I had picked one type and concentrated on it. Just like we do with assault rifles etc. It looks like some of the skills no longer need the same pre-requisites as before? In which case I just wouldn't have bothered. Obviously everyone allocates SP according to their own style of play but I feel that my allocations will dictate how I play rather than the other way around.
CCP - Will the skill tree changes mean I can no longer play how I have chosen to? Have some of my SP choices now become wasted allocations? Do you see a fundamental change to vehicle usage frequency or just tactics given what the skill tree changes will mean to players' performance?
I'm not going to ask for a respec because you already said there wouldn't be any more but I'm suddenly feeling I should have put more in to vehicles to be able to run them effectively and less in to my ground game. On the whole, good work on the changes but can we have some more interaction from you before this thread becomes any more grouchy. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3684
|
Posted - 2013.10.03 12:12:00 -
[309] - Quote
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. |
Nguruthos IX
PEN 15 CLUB
1967
|
Posted - 2013.10.03 12:18:00 -
[310] - 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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Stefan Stahl
Seituoda Taskforce Command Caldari State
301
|
Posted - 2013.10.03 12:23:00 -
[311] - Quote
DUST Fiend wrote:[...]better remote reps and remote ammo reps[...] Remote ammo replenishment is an awesome idea and the logistics topic is also a very good thought. Would you mind posting these as a separate thread in the feedback forum for better discussion? Due to the fact that HAVs will have a certain downtime there will be a window of opportunity for logistics play that should be explored.
I can very well imagine waiting in a holding pattern 500 meters above the map, then cork-screw diving down unto a friendly HAV behind a building, engaging hardeners and remote reps before boosting back up into the sky with the afterburner.
Build in remote vehicle ammo replenisher for LogiDS, anyone? |
Harpyja
Royal Uhlans Amarr Empire
604
|
Posted - 2013.10.03 12:41:00 -
[312] - Quote
Hmmm there is once again a useless shield skill: vehicle shield regeneration. If I lose my shield, I'm dead. So why do I want a skill to affect my shield depleted recharge delay. It should maybe affect both recharge delays.
Edit: can you let us know if a stupid AR will stop our shields from recharging? Because that will be realy dumb. "Hey you, shoot that Gunnlogi with your AR so that his shield does not go back up while I reposition for the kill." |
Gilbatron
Circle of Huskarl Minmatar Republic
127
|
Posted - 2013.10.03 12:47:00 -
[313] - Quote
so, skillpoint reset for vehicle skills ? |
Big Popa Smurff
Ancient Exiles
811
|
Posted - 2013.10.03 13:12:00 -
[314] - Quote
Gilbatron wrote:so, skillpoint reset for vehicle skills ? its been asked countless times on this thread and still no blue tag response? Yes or No CCP? |
pegasis prime
BIG BAD W0LVES
1112
|
Posted - 2013.10.03 13:13:00 -
[315] - Quote
Harpyja wrote:Hmmm there is once again a useless shield skill: vehicle shield regeneration. If I lose my shield, I'm dead. So why do I want a skill to affect my shield depleted recharge delay. It should maybe affect both recharge delays.
Edit: can you let us know if a stupid AR will stop our shields from recharging? Because that will be realy dumb. "Hey you, shoot that Gunnlogi with your AR so that his shield does not go back up while I reposition for the kill."
Two verry good questions worthy of their own discussion thread. |
LudiKure ninda
Black Phoenix Mercenaries
35
|
Posted - 2013.10.03 13:20:00 -
[316] - Quote
No unfortunatly we wont get a respec chause CCP like to screw us with all those tank nerfs.. And no respec is another nerf... |
Chewie Parker
Black Phoenix Mercenaries
39
|
Posted - 2013.10.03 13:27:00 -
[317] - Quote
LudiKure ninda wrote:No unfortunatly we wont get a respec chause CCP like to screw us with all those tank nerfs.. And no respec is another nerf...
i feel your pain ludi , you and kronus the mortician are going to be hit hardest in our corp , fully back your calls for a respec , admitedly i only have half a mill SP specked into vehicals , but i would like that back now , as we have no idea where or when this issue will be sorted . |
chase rowland
The Enclave Syndicate Dark Taboo
29
|
Posted - 2013.10.03 13:37:00 -
[318] - Quote
RECON BY FIRE wrote:I don't see how you tankers aren't absolutely furious over this. As an AV player, and sometimes tanker on an alt, every single one of these changes looks like pure garbage to me. I see so many problems with this system that I cannot even begin to try and suggest changes to it. At least theres a plus side for me, Ill get to kill more tanks and do so easier.
we tanker vets gave up and stopped caring a long time ago. i quit dust recently and decided to check the forums every week or so to see if i wanted to retern. what i wanted to see was a buff. instead it looks like i will never be coming back. have fun killing a non-existant species my friend. the only tank you will see are those still behind a redline. unless there is a respec of course. then you wont see one at all. period. |
Musta Tornius
Cannonfodder PMC
619
|
Posted - 2013.10.03 13:47:00 -
[319] - Quote
Harpyja wrote:Hmmm there is once again a useless shield skill: vehicle shield regeneration. If I lose my shield, I'm dead. So why do I want a skill to affect my shield depleted recharge delay. It should maybe affect both recharge delays.
Edit: can you let us know if a stupid AR will stop our shields from recharging? Because that will be realy dumb. "Hey you, shoot that Gunnlogi with your AR so that his shield does not go back up while I reposition for the kill."
[CCP]Logibro And I also beleive there's a minimum damage threshold for stoping vehicle shield recharge.
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Gringo Nos
Nameless Air Cavalry
46
|
Posted - 2013.10.03 13:52:00 -
[320] - Quote
I don't want my SP back to spec out of vehicles. I want it back because I think my skills need reallocating to accommodate the changes otherwise I see a long haul on the ground to save up SP to essentially start again on vehicle upgrades to get back where I am. I think I'll need to take our of my ground skills too because I can't see vehicles being as effective anymore with only 10 mil in them. Any one who runs vehicles knows that although that sounds a lot, it ain't! |
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Nguruthos IX
PEN 15 CLUB
1973
|
Posted - 2013.10.03 14:03:00 -
[321] - 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. |
Slender Night
Dead Six Initiative Lokun Listamenn
16
|
Posted - 2013.10.03 14:10:00 -
[322] - Quote
(quotes paraphrased)
DRaven DeMort wrote:So you guys are getting rid of the Assault ships!? ... THIS WILL NOT WORK THEY WAY YOU THINK IT WILL! YOUR Breaking the damn game for people who like to FLY.
The assault ship gave us the ability to do something, now we ill just have to spec into ground game like everyone ... Leave the assault ship alone if anything just take the two guns off the sides of it but give us something to do! you guys keep screwing us pilots over!
Tankers can shoot and drive, lav guys can drive swap seats and shoot, we cant do **** with what you guys are thinking about doing.
You guys just killed the pilot role because there will be no one to get in our ships to go across the street.
Harpyja wrote:Hmmm there is once again a useless shield skill: vehicle shield regeneration. If I lose my shield, I'm dead. So why do I want a skill to affect my shield depleted recharge delay. It should maybe affect both recharge delays.
Edit: can you let us know if a stupid AR will stop our shields from recharging? Because that will be realy dumb. "Hey you, shoot that Gunnlogi with your AR so that his shield does not go back up while I reposition for the kill."
Big Popa Smurff wrote:Gilbatron wrote:so, skillpoint reset for vehicle skills ? its been asked countless times on this thread and still no blue tag response? Yes or No CCP?
jerrmy12 kahoalii wrote:
We said the other day that we would share the stats for the vehicles and now that day has finally come! These are the current stats that we are testing with in our internal build of the game. Here you will find base stats for the vehicle types, the modules, the skills and the turrets. They are not set in stone, we are still actively working with them so weGÇÖll be in
let me post feedback i would like a reply from 1. change gunlogi shields to 3000 2. increase gunlogi speed by...10% by CURRENT 1.4 speed, or 5% higher than armor's current. or accerlation buff to help hit and run. 3. give gunlogi 4 slots instead of 3, or give the shield skill give 5% shield resist per level so 1 unseen av hit wont take out your shields in 1-2 hit, maybe.... 4.change shield recharge rate, 200 p/s would take 14? seconds to fuly recharge, change base rate to 200 so skills would improve it more, so it's not run and hide.please consider these changes. [/quote]
(so i cant quote more but these are quotes as well)
quote=Lanius Pulvis
2) More interdependency: GIVE US HOMING MISSILES ON ADS; however, in order to lock target, a scout must paint it by laser.
3) More creative defense: the shield or armor debate seems too limiting, real tanks can deploy smoke screens, real combat aircraft can launch chaff or flares. These are consumable commodities whose use must be timed properly and once deployed are expended. It's kind of like one get out of jail free card.
4) More information: U.S. military ground vehicles in this day and age can pinpoint other similarly equipped vehicles with a tracking device and coordinate attacks via this device. Combat aircraft are equipped with systems to identify radar locks by missiles. Not to mention aircraft have altimeters and airspeed somewhat prominently displayed.
quote=fawkuima juggalo are you... are you really looking foward to our feedback?
i wouldnt. id be like " o god..... not the forums.
quote=Vell0cet
This is a HUGE missed opportunity for adding vehicle capacitors. CCP could reuse code from the stamina system to make it happen, and it makes so-much-more sense to balance around capacitors than long cooldowns. It gives drivers/pilots more freedom and flexibility which should help them perform better. It's easy to manage a single resource than multiple long cooldowns. It still allows for waves of opportunity and is consistent with your stated goals for vehicles. It would lead to more diversity of fittings, which should make the battlefield more interesting. It would appeal to existing EVE players and might draw them into DUST and vice-versa. It would set DUST above every other FPS in the market by having truly rich/deep tactical vehicle combat. It opens the door for so many interesting possibilities later.
There will literally never be a better time to add capacitors. It will only get harder to do later as you balance around long cooldowns timers, and may get so bad that you decide to never implement them because it would require another total rebalance. I beg you to reconsider.
Also, removing slots is stupid. It will result in very little diversity of fitting, making vehicles very similar, predictable and boring as hell.
An Eve style power management system with low or no cooldown(depending on module) would be a great way to manage modules(shield booster modules would need to be reworked).
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.
Look guys its obvious they dont care. They have their own little "plan" (and i use that lightly) for what they want to do and how to do it. what we, the player base want dosent seem to matter. I love and support CCP but even people who support them get agitated when there seems to be a lack of player base imput. The capacitor idea is simply brilliant and if its not, then tell us why. Defencive counter measures on a dropship, BRILLIANT. CCP thinks otherwise tell us why. if its a good idea and you like it take it and run with it. But it feels like we dont really contribute to anything. its SERIOUSLY starting to feel like we are just the poor saps used to test stuff, and spend aurum to pay the game. OH and By the way I feel (just my oppinion) that the daily log in bonus is a VERY weak attempt to keep people somewhat active in the game thats becoming more and more broken with each new update. |
Nguruthos IX
PEN 15 CLUB
1985
|
Posted - 2013.10.03 14:12:00 -
[323] - 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 |
Gabriella Grey
XERCORE E X T E R M I N A T U S
71
|
Posted - 2013.10.03 14:16:00 -
[324] - Quote
LAYS DOWN A RACK OF LAMB IN TRIBUTE TO CCP WOLFMAN AND BANANAS FOR THE REST OF TEAM KONG!!!
This is definitely a huge move in the right direction on the future of vehicles! The base is very solid. Shield versus Armor vehicles have a great balance, while still having something thats really unique to them. Team Kong I am very impressed! The only thing I can say, and I am more than certain that the CPU and PG numbers are not finalized, so I will not put much emphasis, but please give CPU and PG a little more looking into. It seems PG runs out very quick compared to CPU when fitting modules. I also noticed that the CPU Upgrade modules have been added but will the PG Upgrade modules be placed on the list as well or released not long after the reset back to basics? I am curious to now how many modules will be fitted on vehicles now and will be in the future to class specific vehicles, like the advanced and marauder class HAV's, Logistics, and Assault variants of Dropships, then of course the LAV equivalent.
To the vehicle community, this is some great changes! Shield and Armor vehicles have their own clear advantages against the other, and you should expect that your vehicles advantages and modules added to your preference are going to play a bigger role than they have. Armor vehicles are going to feel more armored compared to shields, but this doesn't count shield vehicles out. Take notice to how viable they will be for multiple engagements, and the module bonuses they receive that the armored variations don't. We can expect some rough spots when this all changes over because looking at all of this shows you just how broken many important things in vehicles have been for quite some time. As a vehicle user I hope that all vehicle SP will be repsec to players, along with isk to current owned vehicles, and modules that will be removed. Though I am pretty sure this will happen! My last concern is AV weaponry. If vehicles are being reset, it seems only natural for the same with AV weaponry. Will we see the removal of Prototype AV, because I still feel that when you look at the two they are both a piece of one whole and CCP will not be able to balance one without going back to adjust things on the other. |
Bojo The Mighty
Zanzibar Concept
2096
|
Posted - 2013.10.03 14:37:00 -
[325] - Quote
Nguruthos IX wrote: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. I know it's like how can people not see that? Right now all turret skills = proficiency/operation hybrid. If they are going to split the two and make operation a prerequisite for proficiency of course they're going to refund your SP.
They merged all racial vehicles but separated HAVs from LAV tree so of course you are getting SP refunds. Also these changes are so far off..... |
Bojo The Mighty
Zanzibar Concept
2096
|
Posted - 2013.10.03 14:39:00 -
[326] - Quote
Also shield regen is super high and armor repair is passive with the light basic doing 25 per second. |
Nguruthos IX
PEN 15 CLUB
1988
|
Posted - 2013.10.03 14:44:00 -
[327] - 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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CharCharOdell
Shining Flame Amarr Empire
1064
|
Posted - 2013.10.03 14:56:00 -
[328] - Quote
Mortedeamor wrote:DRaven DeMort wrote:Ghural wrote:So... Um .. Seriously. Assault drop ships are out of the game and "should be returned"?
One thing with dropships. Please disable the first person camera. It serves no purpose except to infuriate you when you accidentally activate it. You sir are an Narcissistic nooblet, i always fly first person and hate third person, but i would never say well hey get rid of this because i don't like it. SMH dude this is an FPS there should be no third person, but i will allow it : ) get over it and practice more. I always fly Assault dropships just ask my; CEO i get an allowance of 15 mill a month : ) i don't die often. yah i heard stb likes throwing away money lol dont yall pay to win your matches literally? i hope ccp does fix vehicle maybe stb will get their balls back and leave the sky ceiling. i miss your tankers come out of hiding soon
I was just in Internal Rebellion...then I left and you joined. Sad face. I'm on a contract with STB until the 18th of Oct. Maybe I'll see you. |
Odiain Suliis
The Unholy Legion Of DarkStar DARKSTAR ARMY
187
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Posted - 2013.10.03 15:14:00 -
[329] - Quote
Didn't read through this whole thread to see if someone has commented on this, but in the OP spreadsheet in the Turrets sheet there is Damage value to turrets as well as Direct Hit Damage value and Splash damage. This seems redundant.
Maybe it is that underlying code or DB handles weapons that have secondary damage as blast damage differently than those that don't have blast damage?
The new stats show that all blasters are have Direct hit damage and Splash damage set to N/A and rather use the Damage value.
Railguns and Missiles have all 3 stats listed.
example:
20GJ Blaster
- Damage 25
- Direct Hit Damage N/A
- Splash Damage N/A
20GJ Railgun
- Damage 235
- Direct Hit Damage 235
- Splash Damage 75
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Takahiro Kashuken
Red Star. EoN.
1278
|
Posted - 2013.10.03 15:23:00 -
[330] - Quote
I saw the picture and spreadsheets and i facepalmed in disbelief at 1st, it does look like 1 massive gutting of all vehicles and nerfs to boot at a quick glance
You have to look deeper into the details to get the full view but to get the full view WE NEED TO KNOW THE AV CHANGES ALSO
Onto the bad points
Out of 52 skills 20 are useless and unlock stuff We have lost skills such as 5% per level for CPU, resistance skill for vehicle core upgrades We have lost modules, passive resistance modules, power diagnostic modules, 180plates, Damage control units and all types of various turrets We have lost vehicles, Logi LAV/DS/ADS but lolenforcers needed to go anyways We have lost slots on LAV/HAVs
Onto the Good points
Base CPU/PG is up for all vehicles Base HP values are up for all vehicles Adv/Proto mods Increased shield recharge rate Turret improvements ie Large missiles full auto Removal of turrets Improved DS
Shield tanks now have a 1 time boost of 2k but a long cooldown and also high passive recharge where as armor now have constant recharge but its low
Tanks vs tank with each tank having a booster/repper extender/plate and 1 resistance mod with level 5 support skills and each using a turret for the tank, ie shield missile and armor blaster then taking into account relod times and optimal range its going to turn it upside down but thats only tank vs tank not including AV and also the engament time is shorter than now due to cooldowns
On IRC they have said they are looking into collision because right now my armor tank can whack any shield tank and either take of anything from 1k to popping it via ramming so if raming is still in bye bye shield tank, if not shield can survive longer
Also they are looking at passive recharge rate for shield that cannot be stopped by an AR scrub, ie they have to do a certain amount of damage after resistance has been accounted for before it stops recharging, this means that only installation/turrets/AV and tanks will stop this
The lack of slots is worrying for HAV, it seems that they cannot make the fitting screen have more than 5 slots, we dont even have rigs either and i dont think it will happen
DS should be alot better tbh
Also once again AV numbers we need to see them because currently all we have is comparision with proto AV right now and the current trend of nerfing vehicles and buffing AV
This is a complete change and turning everything upside down for vehicles, the same needs to be said and done about AV
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