Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 17 18 19 20 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 9 post(s) |
NextDark Knight
Hellstorm Inc League of Infamy
59
|
Posted - 2013.10.04 16:14:00 -
[421] - Quote
Will tankers be able to call in off map support for new Supply depots, rail support, and missile defense? |
Spkr4theDead
International-Fleet
965
|
Posted - 2013.10.04 16:20:00 -
[422] - 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. Is there any way we could get to test them? |
Spkr4theDead
International-Fleet
965
|
Posted - 2013.10.04 16:26:00 -
[423] - Quote
Quil Evrything wrote:TiMeSpLiT--TeR wrote:Finite ammunition? Is this a good thing? This is the first game that I know that does this. How are we going to refill ammunition? recall/resummon. or.... supply depot, obviously. Maybe this will teach tank jerks to QUIT BLOWING THEM UP!! This argument of infantry not bothering to take the depot first, so we fix the problem for the rest of the match.
Why blow up something that takes too long for 50 WP, when we can destroy a turret in seconds for 100 WP? Does not compute. |
Brush Master
HavoK Core RISE of LEGION
895
|
Posted - 2013.10.04 16:40:00 -
[424] - 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.
Understood, then you can do 1 of 2 things. Either remove or nerf proto AV till high tiers of vehicles return or up the base variant hp temporarily. Also, Assault Dropships seems like their own class, If anything these should find its way back in.
As we are still being the guinea pigs, if you are really testing the numbers, why not have multiple variant of dropships with different stats and see what players use the most, how long they survive, whats being fitted, etc.
Grimsnes A Grimsnes B etc |
Skihids
Bullet Cluster
2236
|
Posted - 2013.10.04 16:53:00 -
[425] - Quote
This cries out or a test server. You want pilots to put millions of ISK on the line for your test, but already gun-shy pilots either can't or won't empty the last of their wallets for something they consider insane.
Dropship numbers will be even more skewed because so many of us veteran pilots opted out in the last respec. With no SP in vehicles we simply can't test.
You will end up with a very skewed data set if experienced pilots sit out the test and let the inexperienced lose all their ISK.
How much effort would it take to release a copy of the current client that connects to Singularity? Am I missing some technical hurdle that makes this costly in time or money? What problem could Sony have with directing a copy of an already approved client to connect to a server you already used back in closed beta if you made it invitation only? |
Brush Master
HavoK Core RISE of LEGION
895
|
Posted - 2013.10.04 16:59:00 -
[426] - Quote
Skihids wrote:This cries out or a test server. You want pilots to put millions of ISK on the line for your test, but already gun-shy pilots either can't or won't empty the last of their wallets for something they consider insane.
Dropship numbers will be even more skewed because so many of us veteran pilots opted out in the last respec. With no SP in vehicles we simply can't test.
You will end up with a very skewed data set if experienced pilots sit out the test and let the inexperienced lose all their ISK.
How much effort would it take to release a copy of the current client that connects to Singularity? Am I missing some technical hurdle that makes this costly in time or money? What problem could Sony have with directing a copy of an already approved client to connect to a server you already used back in closed beta if you made it invitation only?
I have read in other places and chats in irc that they were trying for it but it sounds like its tied up in legal department and at this point, it doesn't look like its going to happen. It would be nice if they could create a testing place inside the main game, VR training where it doesnt cost you ISK but also dont gain any isk.
There has to be something, where we can test new stuff or old test that is being remade without this madness of losing skills and reworking everything. In the long run this can not be the process that players have to go through to enjoy the game. |
|
CCP Logibro
C C P C C P Alliance
2605
|
Posted - 2013.10.04 17:09:00 -
[427] - Quote
We would love to have a test server, but at current there are a number of factors and considerations that are preventing us from running one.
Additionally, based on your feedback it seems you really want the Assault Dropship and Maurader to make quick returns. I'll make sure that gets passed on. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
Skihids
Bullet Cluster
2236
|
Posted - 2013.10.04 17:19:00 -
[428] - Quote
CCP Logibro wrote:We would love to have a test server, but at current there are a number of factors and considerations that are preventing us from running one.
Additionally, based on your feedback it seems you really want the Assault Dropship and Maurader to make quick returns. I'll make sure that gets passed on.
I assume the the anticipated chaos is one of the factors in why the change has been delayed a couple more months. An overpowered HAV or dropship could wreck pub matches and mess up PC before they could be reigned in. |
Nguruthos IX
PEN 15 CLUB
2019
|
Posted - 2013.10.04 17:26:00 -
[429] - 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. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
748
|
Posted - 2013.10.04 18:01:00 -
[430] - Quote
The thing i will miss more will be the modules slot and the fitting possibilties. |
|
NINJAPIRATEROBOTZOMBIE
Subdreddit Test Alliance Please Ignore
234
|
Posted - 2013.10.04 18:03:00 -
[431] - Quote
CCP Logibro wrote:As far as partial respecs/refunds for vehicle related stuff goes, they are on the table. No details yet, but that's because we're still discussing how we want to do it. We will let you know when we've decided how it will go down.
Full Complete 100% Refund of all SP and Full 100% Refund of all BPC items. This should be what is talked about and the complete revamp of AV to run parallel to the upcoming vehicle changings. For once lets see you guys "CCP" put out a product that is worth logging on and enjoying. There is more to add like the outcome of this change and what it will effect for vehicles. I request also that a second respect be afforded once you hammer out all of the issues with this rollout as well. Putting points into something to only have it nerfed to oblivion isn't cool and you will find more that would rather make it rain in GTA V vise on these forums with QQ from all the no lube friction they receive from faults made by CCP. |
Ogunda
F.T.U.
0
|
Posted - 2013.10.04 18:46:00 -
[432] - Quote
Ok do what you will in a addict i want nothing more then to quit this game but i can't just give back my sp so i don't rage
|
Skihids
Bullet Cluster
2238
|
Posted - 2013.10.04 19:06:00 -
[433] - Quote
NINJAPIRATEROBOTZOMBIE wrote:CCP Logibro wrote:As far as partial respecs/refunds for vehicle related stuff goes, they are on the table. No details yet, but that's because we're still discussing how we want to do it. We will let you know when we've decided how it will go down. Full Complete 100% Refund of all SP and Full 100% Refund of all BPC items. This should be what is talked about and the complete revamp of AV to run parallel to the upcoming vehicle changings. For once lets see you guys "CCP" put out a product that is worth logging on and enjoying. There is more to add like the outcome of this change and what it will effect for vehicles. I request also that a second respect be afforded once you hammer out all of the issues with this rollout as well. Putting points into something to only have it nerfed to oblivion isn't cool and you will find more that would rather make it rain in GTA V vise on these forums with QQ from all the no lube friction they receive from faults made by CCP.
That's an interesting request and something you should seriously consider if you desire a good testing population.
You want as many experienced vehicle operators testing as you can get, and as it stands many are looking at this as an opportunity to bail. You could force pilots to stick around by only partially refunding vehicle SP, but that risks embittering many.
If instead you made a full refund of vehicle SP and promised a second refund when balancing was complete you would remove a huge risk pilots would otherwise need to take to participate. There's still a matter of the ISK risk, but it's not nearly as critical as investing months worth of SP into a path that just doesn't work. |
PHOENIX BATMAN
Pradox XVI
0
|
Posted - 2013.10.04 19:11:00 -
[434] - Quote
The third person view, for the dropships is terrible. You cant anything at your sides. Why would CCP do that? At least increase the survive ability against forge gunners. |
Magnus Amadeuss
DUST University Ivy League
76
|
Posted - 2013.10.04 19:12:00 -
[435] - Quote
CCP Logibro wrote:We would love to have a test server, but at current there are a number of factors and considerations that are preventing us from running one.
Additionally, based on your feedback it seems you really want the Assault Dropship and Maurader to make quick returns. I'll make sure that gets passed on.
There is no way that you can expand upon this is there?
Don't get me wrong, I fully believe you, but this is a topic that comes up often enough and would be nice to have on a sticky in the feedback/request forum. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
621
|
Posted - 2013.10.04 20:34:00 -
[436] - Quote
CharCharOdell wrote:
No shield tanks will do fine. A particle cannon with 2 dmpds will do over 2400 damage per ****. An XT01 will do >3000 per volley. Both have extremely long range to keep a nlaster Maddy at bay and madrugars cannot afford to stack damage mods with so few spots. Also, 2 hardeners brings us up to 75% resistance with stacking penalties and a nitrous doubles our speed to 48m/s. Also, our passive regent is equivilemt to their complex heavy repper. As long as they don't hit us first, or get inside our effective range, we are fine. 1- a rail gun will just tickle us with our hardeners, and while the COULD stack 2 hardeners, then they ha e to choose between a 120mm plate or a complex heavy rep. They will only win in a perfect engagement when we can't get away from them, bit in a long range duel, we will be back at full shields with 2 hardeners ready to go before they are filly dropped, allowomg is the get in a better position to hit them while we hide. Caldai tanks will full fill the long range artillery role like they were intended and the gallente will fill the role of shock tanks with high speed and relatively high HP, leaving room to add the fast minmitar glass cannons that are shield tanked but lack the passive recharge to duke it out with caldari tanks is and the slow omni tanked amarr.
Char, with 2 shield hardeners you'd better hope there are no Forge Guns around, because with such a low HP ceiling the first shot will make you bite the dust. Yes, AV is most likely about to be tuned down, but without passive resistance and lower HP than what we have now, I'm pretty sure a Forge gun will insta-melt your shields and your hardeners won't save you.
Having only 3 slots you can't fit both an extender and a booster and it seems like they're going to be necessary to even poke your nose up and rail from the redline (do we really want to promote redline sniping? ).
I don't think shield HAV need to be glass cannons and armor HAV be shock tanks, CCP did not say this is their intended role. They said they want shields to be hit and run and armor to be stand and deliver. |
Pandora Mars
Afterlife Overseers
367
|
Posted - 2013.10.04 20:37:00 -
[437] - Quote
Keri Starlight wrote:CharCharOdell wrote:
No shield tanks will do fine. A particle cannon with 2 dmpds will do over 2400 damage per ****. An XT01 will do >3000 per volley. Both have extremely long range to keep a nlaster Maddy at bay and madrugars cannot afford to stack damage mods with so few spots. Also, 2 hardeners brings us up to 75% resistance with stacking penalties and a nitrous doubles our speed to 48m/s. Also, our passive regent is equivilemt to their complex heavy repper. As long as they don't hit us first, or get inside our effective range, we are fine. 1- a rail gun will just tickle us with our hardeners, and while the COULD stack 2 hardeners, then they ha e to choose between a 120mm plate or a complex heavy rep. They will only win in a perfect engagement when we can't get away from them, bit in a long range duel, we will be back at full shields with 2 hardeners ready to go before they are filly dropped, allowomg is the get in a better position to hit them while we hide. Caldai tanks will full fill the long range artillery role like they were intended and the gallente will fill the role of shock tanks with high speed and relatively high HP, leaving room to add the fast minmitar glass cannons that are shield tanked but lack the passive recharge to duke it out with caldari tanks is and the slow omni tanked amarr.
Char, with 2 shield hardeners you'd better hope there are no Forge Guns around, because with such a low HP ceiling the first shot will make you bite the dust. Yes, AV is most likely about to be tuned down, but without passive resistance and lower HP than what we have now, I'm pretty sure a Forge gun will insta-melt your shields and your hardeners won't save you. Having only 3 slots you can't fit both an extender and a booster and it seems like they're going to be necessary to even poke your nose up and rail from the redline (do we really want to promote redline sniping? ). I don't think shield HAV need to be glass cannons and armor HAV be shock tanks, CCP did not say this is their intended role. They said they want shields to be hit and run and armor to be stand and deliver.
This. +1.
|
Pandora Mars
Afterlife Overseers
367
|
Posted - 2013.10.04 20:50:00 -
[438] - Quote
CCP Logibro wrote:Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back)
Ok CCP, I want to give you a chance, these are unexpected good news.
Remember, the future of vehicle players is in your hands: the AV rebalance can easily makes the difference between us glorifying CCP eternally or just leaving the game... |
Breakin Stuff
Goonfeet Top Men.
1364
|
Posted - 2013.10.04 21:04:00 -
[439] - Quote
these changes, if the pilot sets up their tank correctly, will sharply spike vehicle potential HP and EHP.
This makes it easy for me to see why swarms were not nerfed, and I think forge guns will need a slight direct damage (not splash) buff to keep up. I'm exempting the breach forge from this statement for obvious (hits like a goddamn truck) reasons.
all in all assuming it's possible to drop three shield extenders in the highs, you can get a gunnlogi up over 8000 HP actual. Dropping one extender in favor of a hardener (flat 40% damage reduction) spikes that number sharply for almost a minute with proper skills.
Madrugars will be even WORSE overall given the higher base HP adds from plates and a even tougher hardener (60% resistance).
The math shows a vast improvement in tank durability overall, especially with the shield regen boost (badly needed) and a few other factors. I like this.
Now, I do not believe that AV should be buffed to compensate for hardener numbers. This would be a bad idea. I like that tanks will have an option to sharply flush the incoming and avoid getting shredded casually. I'm more referring to a buff versus purely passive fit tanks. I.E. all extenders or 2 extender, one rep fits.
armor fit tanks will not be able to carry extra ammunition and have sufficient space for a proper tank, shield tanks will hit less hard but can expand their ammunition, and be able to spend a more extended time in the field before retreating for resupply.
the reason I suggest a slight buff for forges (yes start screaming now you whiners) is because it's bonus is versus armor, but it's utility versus vehicles has historically been far less than the utility of swarm launchers. As I have only ever gotten one tank kill with the plasma cannon, it does not even get a spot in my commentary.
But. I cannot at this time provide more than basic feedback as I have not seen CCP's intentions for AV weapons. My fear is that CCP will make AV a marginal threat at best to vehicles and we will have a repeat of the bad old days where only a small percentage of players can figure out how to exterminate them, and it becomes the norm (not the exception) for a single player to require the deployment of whole squads to drive off, or kill them.
That meta makes playing infantry about as much fun as a frontal lobotomy. We don't want World of Tanks With Infantry. We want tanks to SUPPORT infantry.
TL;DR give me AV numbers and i will actually analyze the **** rather than simply make semi-educated guesses. |
crazy space 1
Unkn0wn Killers
1798
|
Posted - 2013.10.04 21:40:00 -
[440] - Quote
why can't we just have tech 1 and tch 2 of everything?
with a special nerfed set of militia gear that can be used without skill points
Instead of buying new tanks and weapons as you level up the leveling up of skills is what makes guns better.
Seriously CCP, why have M/A/P of weapons and infanty suits BUT NOT TANKS AND DROPSHIPS
PICK ONE SYSTEM
You are trying to balance infantry with a tiered system and the damage they deal to a non-tiered vehicle system... |
|
Nguruthos IX
PEN 15 CLUB
2020
|
Posted - 2013.10.04 21:41:00 -
[441] - 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. |
crazy space 1
Unkn0wn Killers
1798
|
Posted - 2013.10.04 21:48:00 -
[442] - Quote
why does the Assault Dropship even have a gun on the front, it's not useful
Just make a dropship with 4 small turret slots and call it the assault dropship.... |
Alpha 443-6732
PEN 15 CLUB
96
|
Posted - 2013.10.04 21:48:00 -
[443] - Quote
Aeon Amadi wrote:Alpha 443-6732 wrote:CCP Logibro wrote:Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back) Man oh man, as long as AV becomes reworked accordingly, this may not be so bad after all. That's what I've been trying to tell you guys this entire time O_o;
Most of us were probably waiting for an actual confirmation.
|
CharCharOdell
Shining Flame Amarr Empire
1069
|
Posted - 2013.10.04 21:58:00 -
[444] - Quote
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. |
CharCharOdell
Shining Flame Amarr Empire
1069
|
Posted - 2013.10.04 22:00:00 -
[445] - Quote
crazy space 1 wrote:why can't we just have tech 1 and tch 2 of everything?
with a special nerfed set of militia gear that can be used without skill points
Instead of buying new tanks and weapons as you level up the leveling up of skills is what makes guns better.
Seriously CCP, why have M/A/P of weapons and infanty suits BUT NOT TANKS AND DROPSHIPS
PICK ONE SYSTEM
You are trying to balance infantry with a tiered system and the damage they deal to a non-tiered vehicle system...
The source of all vehicle/av problems. Hopefully, they remove adv and pro av since tanks are losing all their slots. |
Nguruthos IX
PEN 15 CLUB
2021
|
Posted - 2013.10.04 22:35:00 -
[446] - 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.
|
Harpyja
Royal Uhlans Amarr Empire
611
|
Posted - 2013.10.04 23:42:00 -
[447] - Quote
I've seen this pop up earlier and I'm wondering as well: can the armor/shield hardeners get a little clarification? Is the value a damage multiplier? Such that the shield hardener actually becomes 60% damage resistance while the armor hardener is at 40%. If it is like this, then I'm absolutely happy with all of these changes. Otherwise I shall enter rage-mode ... |
The TomHanks ofTanks
Ultramarine Corp
0
|
Posted - 2013.10.05 00:03:00 -
[448] - Quote
This will be the worst thing that to happen to tanks since that event that gave out proto swarm launchers ><. I really can't say I like the removal of slots & the outright butchering of the modules; a passive regen for armour would be alright if we were still getting an active repper to go along with it. With this update, armour will function too much like shields, but having also to invest a slot to the repair of it, however horribly via passive regen. Shields not filling back up whilst being fired upon? I don't think that is balanced at all, what with the lower shield base hp's & the shield extenders giving out less hp per module than the armour counterparts...
I, for one, will be abandoning this tank alt of mine, as I do not see much use in spending every ounce of ISK I can get to buy 1 or 2 tanks for the day being easily wiped out by lowered survivability due to nerfhammer.
|
Kincate
Mannar Focused Warfare Gallente Federation
27
|
Posted - 2013.10.05 01:51:00 -
[449] - Quote
Are these numbers WIP? because the only difference between the various small blasters seems to be the PG/CPU requirements and it seems to go up with no noticeable benifit. Also a big issue with LAVs that I mention alot is some sort of protection for the gunner. You lose mobility when your trying to fire accurately (Which requires stopping) and it is fairly easy to shoot the gunner out of the turret. Some sort of protection would be great. |
EternalRMG
ZionTCD
559
|
Posted - 2013.10.05 02:24:00 -
[450] - Quote
i had lost all hopes for this game, but after seeing what they are doing, hell i will give them another chance
PS: if you see a derpship killing you on 1.6, it might be me |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 17 18 19 20 :: one page |
First page | Previous page | Next page | Last page |