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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Sgt Buttscratch
SLAPHAPPY BANDITS
865
|
Posted - 2013.10.02 15:41:00 -
[121] - Quote
Aeon Amadi wrote:Spkr4theDead wrote: What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough?
You get a Railgun that does 1,800+ damage from 10x the range. A Large Missile Launcher that does more than that. I'm sorry but basing an argument on three legitimate AV options: Swarms which do more damage than they honestly should, AV grenades which require you to be danger close and Forges which are actually pretty well balanced. Versus Tanks which are good for everything except AV. I dunno what to tell you because it's not going to be what you want to hear. Obviously, CCP doesn't either.
Railgun that can shoot other vehicles at 10x the range, testing last night, turret installation not locked onto me took me to get with 168m range with a rail gun for it to render, when locked on it rendered at 230m.... infantry rendering for the most is pathetic, then every so often the game will allow you to see them at 200m.
Large missile launchers that were changed to need virtually direct hits on infantry( a mass damage has a more effective splash system going) but good versus tanks and istallations.
dange close AV.... Or just on the other side of a wall, or in a scout suit.
Forge guns..... Still unsure about these TBO, my main issue is how cheap they are compared to turrets. Ishy FG does 100(ish) less damage than a 900k proto type rail turret. breach does 1k more damage. |
Spkr4theDead
International-Fleet
951
|
Posted - 2013.10.02 15:43:00 -
[122] - Quote
Vin Mora wrote:People (Tankers mostly) are forgetting that the vehicles and WEAPONS are slated to rebalanced in the same patch.
Basically, we are going to have a whole new game when this 'patch' drops. But there hasn't been any mention in his post about AV rebalance. |
Rogatien Merc
Red Star. EoN.
1328
|
Posted - 2013.10.02 15:43:00 -
[123] - Quote
Question #1: BPO LAVs - will these default to "Saga" stats? Each of the BPO Sagas currently has distinct stats.
Hmm... and what to do about vehicle module BPOs... Refund? But then people who bought 100s in CBT stand to gain millions of AUR ... Going to just suggest outright that you refund 1x BPO vehicle module per character. Or something.
Oh bother. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3235
|
Posted - 2013.10.02 15:49:00 -
[124] - Quote
The Attorney General wrote:
They want feedback.
I can only use current AV as a reference right, so unless you want me to sit back and demand the AV changes before commenting, it seems like your criticism is off base.
Ah, the undefeatable argument that always rolls out at some point in AV vs Vehicle discussion.
Chicken or the egg, I say. Must be why they delayed the changes to beyond 1.6
The criticism isn't off base, in fact it's spot on. AV has it's strengths and weaknesses where as vehicles have their strengths and weaknesses. Forge Guns require use by a Heavy, AV Grenades require you to be danger close (which if you have proper infantry support this is not a problem). Swarm Launchers are the only thing I can see as a problem because of their remarkably unbalanced skill-to-power ratio. You'd think that the Plasma Cannon, requiring more skill to use than a Forge Gun, would have the highest damage out of all of them.
So, either you're disputing the fact that I'm agreeing that AV is an issue for the sake of your own argument in that vehicles are under-powered, solely for the sake of it.... or you're saying that because there have been previous threads regarding feedback that it's completely useless to point out the obvious problems as plainly and without bias as possible.
Fact is, we don't know what they're doing about AV - and yeah the stats might suck right now but considering they're adhering to the concept they laid out they did so pretty spot on. Complaining that it's a nerf to armor tanks isn't solving anything when you don't know all of the details and saying "well we said it before" is about as good as saying that you sent a letter to congress before. Think about how many threads and responses there are and consider how much that honestly matters when everyone is saying something different.
Even then, you're more likely to get CCP's attention by being general with concepts and feedback rather than throwing out a wall of numbers that they already know. "I'd like it if Armor Tanks were 'x' and Shield tanks were 'y'" is about all it really takes. In closed discussions with other forum goers we actually suggested that Enforcers, focusing on long range, should have the same stats as the base HAVs but retain their bonus at the expense of not having small turrets (since they don't really have the range anyway). We never once specified numbers, just threw out a concept.
You're more likely to catch flies with honey than with phosphoric acid. Work on that. |
Sgt Buttscratch
SLAPHAPPY BANDITS
865
|
Posted - 2013.10.02 15:49:00 -
[125] - Quote
Jump on grab a Soma, throw a 120mm nanofibre plate on it. You now have a madrugar 4k armor, 2 highs 3 lows. loool |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3235
|
Posted - 2013.10.02 15:52:00 -
[126] - Quote
Sgt Buttscratch wrote:Aeon Amadi wrote:Spkr4theDead wrote: What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough?
You get a Railgun that does 1,800+ damage from 10x the range. A Large Missile Launcher that does more than that. I'm sorry but basing an argument on three legitimate AV options: Swarms which do more damage than they honestly should, AV grenades which require you to be danger close and Forges which are actually pretty well balanced. Versus Tanks which are good for everything except AV. I dunno what to tell you because it's not going to be what you want to hear. Obviously, CCP doesn't either. Railgun that can shoot other vehicles at 10x the range, testing last night, turret installation not locked onto me took me to get with 168m range with a rail gun for it to render, when locked on it rendered at 230m.... infantry rendering for the most is pathetic, then every so often the game will allow you to see them at 200m. Large missile launchers that were changed to need virtually direct hits on infantry( a mass damage has a more effective splash system going) but good versus tanks and istallations. dange close AV.... Or just on the other side of a wall, or in a scout suit. Forge guns..... Still unsure about these TBO, my main issue is how cheap they are compared to turrets. Ishy FG does 100(ish) less damage than a 900k proto type rail turret. breach does 1k more damage.
Rendering, while playing into the overall balance, isn't related to vehicle balancing. It's a symptom of a disease, not the disease itself.
Just as well, Breach Forge Gun requires the user to be completely immobile and Forge Guns in their entirety require the user to move slower when charging. A small window but a window none-the-less. Even then they have a maximum range of <350m (I'm not sure of this number specifically, I just know they can't go beyond that). Fix the rendering and that's no longer a problem for Rail-guns with 600 meter (redline) range. |
Rogatien Merc
Red Star. EoN.
1328
|
Posted - 2013.10.02 15:56:00 -
[127] - Quote
I'd actually say "rendering" is more like having a cavity. Tank imbalance is your debilitating chronic disease - cavity is unrelated, but doesn't make you feel any better. |
Noc Tempre
Imperfects Negative-Feedback
2560
|
Posted - 2013.10.02 15:56:00 -
[128] - Quote
Shield tanks are now complete **** compared to armor.
Regen - Armor wins here, no delay, can reach over 400/s Extenders - Armor gets nearly double, but honestly both options are crap Active - Armor gets minimum 6000 health vs shield max of 1950, and resists improve reps too (but not for shields!) Armor will always have a damage modifier, and either a scanner or speed booster; shields get more ammo...
The only saving grace is shield tanks have an easier time fitting a large missile turret, which will kill any armor fit in a full volley. Blasters now appear to be useless in the extreme for AV work, however the stats seem typo'd.
Detailed analysis maybe later, but this isn't passing the sniff test of balance just looking V vs V so far. If the madruger can fit the missile turret and a reasonable tank, then it is completely one-sided, instead of just mostly. |
Aaroniero d'Lioncourt
The Southern Legion The Umbra Combine
142
|
Posted - 2013.10.02 15:57:00 -
[129] - Quote
Can't wait for this to be pushed back! |
Martin0 Brancaleone
Maphia Clan Corporation
462
|
Posted - 2013.10.02 16:03:00 -
[130] - Quote
What i dont like: Small blasters have less damage than a Ar, overheat and now also have ammo. 3 slot madrugar/gunlogi. Are you kidding or what? How do you expect nore fitting variety woth less slots? Almost every skill is of the "you can use ****, no bonus" kind, those that are not are sp sibks and nothing else. Dropships still have less hp than lavs.
I REALLY hope this is just the base you will build on. |
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Sirpidey Adtur
Aloren Foundations
68
|
Posted - 2013.10.02 16:05:00 -
[131] - Quote
A few things I've noticed.
Dead skills.
LAV operation, HAV operation, and Dropship operation only provide benefits at rank 1, there is no reason to rank it beyond that.
Turret operation and small turret operation provide no benefit at ranks 2, 3 AND 4, compared to rank 1.
Vehicle command, Vehicle armor upgrades, core upgrades, electronics, engineering, large turret operation, large blaster operation, large railgun operation, large missile gun operation, small blaster operation, small railgun operation, and small missile launcher operation provide NO benefit at ranks 2 and 4 over the previous ranks.
Also, the most basic variant of something should NOT require a pre-requisite skill at 5. Training something to 5 should be to become the best, at something, or to get every last bit of performance out that you can. Not just a dead pre-req.
Let's give an example. Suppose I wanted to setup a caldari tank, the way caldari do everything. With missiles! I'll want the gunnlogi, two light missile turrets, a large missile turret, and a damage booster.
Aright, to get into the hull, I need... Vehicle command to FIVE.
Let's look at the turrets Well, I need... Turret operation to FIVE and... Small turret operation to FIVE.
hmm, well, I had better put a damage amp on it, since I'm so busy burning my SP into pre-requisites that don't do anything other than let me train something that actually matters. For that I'll need... Vehicle upgrades to FIVE.
That is silly.
Crank those pre-reqs down to three. Also, it really sucks when a skill is JUST a pre-requisite for other skills.
|
Buttercup Chipmint
Amarr Templars Amarr Empire
49
|
Posted - 2013.10.02 16:06:00 -
[132] - Quote
2.0 no sooner. |
Jin no kami
KILL-EM-QUICK RISE of LEGION
8
|
Posted - 2013.10.02 16:19:00 -
[133] - Quote
Thank you for sharing this data with the community I have 2 questions 1 will my sp for assault dropships be refunded 2 are mechs coming to dust at all? if yes to my 2nd question I don't care about time line but I will continue to buy passives while I play ps4 |
Rogatien Merc
Red Star. EoN.
1330
|
Posted - 2013.10.02 16:22:00 -
[134] - Quote
I hope Mechs aren't the Tech 3 frigates of Dust |
Stefan Stahl
Seituoda Taskforce Command Caldari State
295
|
Posted - 2013.10.02 16:35:00 -
[135] - Quote
Preface: I'm assuming that you're going to change AV alongside this change. Otherwise this wouldn't make sense.
Under this condition I'm loving the changes. My calculator confirms many of your general ideas. Armor+blaster vehicles don't have the peak ehp and high-alpha of shields+missile/rail, but they will out-dps the shielded vehicle once it has to reload.
Also, I completely support the removal of the assault DS. The ADS fills a role that dropships were never designed to fill. I can wait for actual fighters, even if that means that my ADS-pilot-alt will have to retire for a while.
Edit: Also, big thumbs up for releasing this data early. The community needs to scratch out it's eyes for a while before it can come to terms with the new concepts and provide constructive feedback, so hold tight and wait for the more reasonable responses to come in later. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
525
|
Posted - 2013.10.02 16:43:00 -
[136] - Quote
CCP it seems are in way over their head. I will post a more formal digestion of these changes, but nothing seems to add up. |
Spkr4theDead
International-Fleet
951
|
Posted - 2013.10.02 16:43:00 -
[137] - Quote
Aeon Amadi wrote:Sgt Buttscratch wrote:Aeon Amadi wrote:Spkr4theDead wrote: What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough?
You get a Railgun that does 1,800+ damage from 10x the range. A Large Missile Launcher that does more than that. I'm sorry but basing an argument on three legitimate AV options: Swarms which do more damage than they honestly should, AV grenades which require you to be danger close and Forges which are actually pretty well balanced. Versus Tanks which are good for everything except AV. I dunno what to tell you because it's not going to be what you want to hear. Obviously, CCP doesn't either. Railgun that can shoot other vehicles at 10x the range, testing last night, turret installation not locked onto me took me to get with 168m range with a rail gun for it to render, when locked on it rendered at 230m.... infantry rendering for the most is pathetic, then every so often the game will allow you to see them at 200m. Large missile launchers that were changed to need virtually direct hits on infantry( a mass damage has a more effective splash system going) but good versus tanks and istallations. dange close AV.... Or just on the other side of a wall, or in a scout suit. Forge guns..... Still unsure about these TBO, my main issue is how cheap they are compared to turrets. Ishy FG does 100(ish) less damage than a 900k proto type rail turret. breach does 1k more damage. Rendering, while playing into the overall balance, isn't related to vehicle balancing. It's a symptom of a disease, not the disease itself. Just as well, Breach Forge Gun requires the user to be completely immobile and Forge Guns in their entirety require the user to move slower when charging. A small window but a window none-the-less. Even then they have a maximum range of <350m (I'm not sure of this number specifically, I just know they can't go beyond that). Fix the rendering and that's no longer a problem for Rail-guns with 600 meter (redline) range. I guess you've never jumped when using a breach forge before. |
Adelia Lafayette
DUST University Ivy League
344
|
Posted - 2013.10.02 16:44:00 -
[138] - Quote
these changes are horrible with current infantry AV. If AV is being rebalanced at the same time these changes aren't so bad also what are the prices? That is a big factor and needs listed. I will miss you assault dropship as I expect it to go away forever like the maurader tanks. |
John Tridre
Crimson Wolves Sanctuary
0
|
Posted - 2013.10.02 16:53:00 -
[139] - Quote
Ok, after getting to page 6 of complaints I have decided to chime in, it's true vehicles are getting nerfed from some aspects, but like I do with my prototype sniper or anti-vehicle fit (I was one of the few that was running A/V in Chromosome back when vehicles were OP), all you have to do is make it work for you instead of against, understand? And besides I am sure that they will come out with the vehicle pilot dropsuits eventually, so just try to hang on till then. |
Stile451
Red Star. EoN.
253
|
Posted - 2013.10.02 16:53:00 -
[140] - Quote
Are armor repairers now passive?
Vell0cet wrote: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). |
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sixteensixty4
CAUSE 4 C0NCERN
133
|
Posted - 2013.10.02 17:03:00 -
[141] - Quote
LoL wtf
You said you were going to make tanks more... FUN
nothing fun about the new gunlogi slots, tankers been moaning about how weak tanks are, and you just gone made them even weaker?
if we have trouble making tanks survive against proto av now, then what sense does it make to remove our slots for goodness knows how long....
Theres not much diversity with tank builds as it is, now its even less
why not just save the update untill you finished it instead of giving us a half arsed update, why punish your playerbase because you dont know wtf you are doing
i dont even know why im still here at this point, some of us put alot of time into your game, and you just keep p!ssing all over us time after time
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2614
|
Posted - 2013.10.02 17:04:00 -
[142] - Quote
Sirpidey Adtur wrote:A few things I've noticed.
Dead skills.
LAV operation, HAV operation, and Dropship operation only provide benefits at rank 1, there is no reason to rank it beyond that.
Turret operation and small turret operation provide no benefit at ranks 2, 3 AND 4, compared to rank 1.
Vehicle command, Vehicle armor upgrades, core upgrades, electronics, engineering, large turret operation, large blaster operation, large railgun operation, large missile gun operation, small blaster operation, small railgun operation, and small missile launcher operation provide NO benefit at ranks 2 and 4 over the previous ranks.
Also, the most basic variant of something should NOT require a pre-requisite skill at 5. Training something to 5 should be to become the best, at something, or to get every last bit of performance out that you can. Not just a dead pre-req.
Let's give an example. Suppose I wanted to setup a caldari tank, the way caldari do everything. With missiles! I'll want the gunnlogi, two light missile turrets, a large missile turret, and a damage booster.
Aright, to get into the hull, I need... Vehicle command to FIVE.
Let's look at the turrets Well, I need... Turret operation to FIVE and... Small turret operation to FIVE.
hmm, well, I had better put a damage amp on it, since I'm so busy burning my SP into pre-requisites that don't do anything other than let me train something that actually matters. For that I'll need... Vehicle upgrades to FIVE.
That is silly.
Crank those pre-reqs down to three. Also, it really sucks when a skill is JUST a pre-requisite for other skills.
I agree that the almost complete lack of passive bonuses for skills is obnoxious here. (bothersome with infantry equipment too really) |
Iron Wolf Saber
Den of Swords
9157
|
Posted - 2013.10.02 17:05:00 -
[143] - Quote
Vrain Matari wrote:
Who are you people and what have you done to the real CCP?
The real CCP has finally come to the party. Quality shines through. It's only a beginning though. I've yet to get any response from CCP or CPM re the charter and the current stakeholder status of our CPM.[/quote]
I certainly wasn't asked. |
Musta Tornius
Cannonfodder PMC
616
|
Posted - 2013.10.02 17:09:00 -
[144] - Quote
Could we have a small info dump on the three main AV infantry weapons, please? It would help a lot with the feedback. |
Jason Pearson
Animus Securities
2988
|
Posted - 2013.10.02 17:23:00 -
[145] - Quote
I am scared about the Gunnlogi changes, but I must wait, I also despise the fact you've done away with the Racial skills, I would like to see it split again, Gallente LAV Operation, Gallente HAV Operation and Gallente Dropship Operation for example.
I also need more information to decide if this is a good or bad attempt, posting the numbers of the Vehicle stuff without the Anti Vehicle stuff (unless you intend to remove AV, which I don't think is likely) means that we're missing a vital part of the balance and being able to give feedback, until there are numbers for the AV any feedback right now is pointless.
So with that in mind, Vehicle guys, don't get your panties in a twist right now, we need to see the AV numbers before we can determine if it's survivable or not, right now we need to look at this with a clean slate, it's not going to be the same as it was before.
Oh and CCP, with such massive changes I hope you're refunding all the vehicle skills to players, because many will be done with the vehicle aspect of the game once these changes are implemented, just a cautious suggestion, as I'd rather see these players refunded and playing with something else than not be given their SP back, become bitter and despise the game because of you "messing it up" for them.
King of the Forums // Vehicle Specialist for Hire Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Covert Clay
Red Star. EoN.
74
|
Posted - 2013.10.02 17:26:00 -
[146] - Quote
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.
Yeah sure, just like you "temporarily" removed suryas and sagarises... For 5 months and counting now... |
Disfool
Team Bitch-Slap
5
|
Posted - 2013.10.02 17:28:00 -
[147] - Quote
If the stats for the mods are good enough to help with how they want to play the vehicles, (aka Armor can go really high on mady, and gunlogi can hit and run to a degree) then i feel the changes will be great, gona suck not having a damage varriant of vehicals, a logistics one, and a tanky one but i can wait a few months for them, but uhh.. gona need a respec if your gona keep changing everything QQ please ccp :3 |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
380
|
Posted - 2013.10.02 17:31:00 -
[148] - Quote
hey CCP is there any word on the current prices of vehicles being lowered?
you list the prices of skill books but not on the vehicle or modules
|
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
24
|
Posted - 2013.10.02 17:40:00 -
[149] - Quote
Tanks already have limited builds based on necessity. AV has increased in strength and tankers have been forced to focus primarily on defensive measures to keep their vehicles alive. CCP saying "we're starting from the fundamentals" is a joke - namely because I've been playing this long enough to know that all this means is "we're going to break things and leave them broken for months on end."
The fundamentals we want you to fix? How about hit detection, draw distance, heinous lag in planetary conquest... All of the things that make the game unplayable. Stop offering us this bullshit and fix the fundamentals of the GAME rather than screwing around with stats of things you clearly do not understand.
Removing slots on vehicles is only going to further exacerbate the problem of limited options for tank builds. Everyone will just be driving around in a carbon-copy tank - it's already almost like that and I don't see these changes doing anything other than accelerating the process.
What's the point of a skill tree when we don't have the functional variance to actually apply the skills? |
TERMINALANCE
Zumari Force Projection Caldari State
208
|
Posted - 2013.10.02 17:43:00 -
[150] - Quote
Those small railgun numbers are terrible, I hope you have actually fixed them if you are keeping them at that damage, that is disgraceful .
Did you even look at small railguns?
tell me how those numbers for it are balanced? |
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