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) |
Moonracer2000
Subdreddit Test Alliance Please Ignore
686
|
Posted - 2013.10.02 20:03:00 -
[181] - Quote
Like others, I'm curious on how vehicles are going to be balanced against AV if there are only standard vehicles. If these changes are made and vehicles are indeed balanced then they should all pop right away to everyone's advanced or better AV equipment. Or is there some other logic to this I don't understand?
Also, I don't enjoy active modules at all. The way this is balanced I get the impression that passive modules are going to be an option no one uses. So vehicles will only be used/enjoyed by people that don't mind active module management.
And damn, almost every single vehicle skill I have trained now has been totally changed or had its passive bonus removed. I just wanted my militia LAV to be a little bit better and for turrets I operate to do a little more damage. A respec of all vehicle skills would be wise. |
MINA Longstrike
One Shot Killahz
2
|
Posted - 2013.10.02 20:07:00 -
[182] - 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.
Thanks for ******* me in the ass ccp. All that time I've spent training vehicles is now an absolute waste. |
Rogatien Merc
Red Star. EoN.
1340
|
Posted - 2013.10.02 20:13:00 -
[183] - Quote
The legend345 wrote:This is terrible all of it. Its SOOO BAD are you kidding me ccp? Throw all this garbage away, yes its all garbage. Throw it away and simply buff the tanks now. You guys preached how your gonna change tanking blah blah blah this is your plan? This is terrible!!! I cant even stop saying how terrible this 0_0. Tanking is all about how long you can stay in the action. Neither a shield tank or armor will be able to "stay in the action" at all. One forge shot and ill be running. I wont have the module slots to properly fit the tank. Nor will i be able to get diversity without completely eliminating a strong point. You guys are pathetic. Nobody ask for the "gameplay to get reinvented". We wanted a vehicle buff thats it lol. All you had to do was bump up a few numbers and everything would have been fine. Shield tanking is a joke all that pg for a 1000 rep xD thats not even a milta armor rep now. Then on the other end for madrugars you plan on giving us passive reps. Um maybe if the plan was to have us redline sniping. Throw this garbage out and buff what we have. This **** would take so long for you guys to fix it would be sickening. If they implimented adv / proto tanks that had enough slots to make sense would it look better? |
DRaven DeMort
SVER True Blood Public Disorder.
66
|
Posted - 2013.10.02 20:15:00 -
[184] - Quote
So you guys are getting rid of the Assault ships!? are you guys MAD? the damn maps are too small No one will get into the ships like you think they will.
THIS WILL NOT WORK THEY WAY YOU THINK IT WILL! YOUR Breaking the damn game for people who like to FLY.
THERE WILL NOT be dedicated gunners every single time we take off! we will have no role to play because the MAPS ARE TOO darn SMALL.
The assault ship gave us the ability to do something, now we ill just have to spec into ground game like everyone has because every time you guys say you will "FIX" the game you guys you break it!
It's always 3 steps forward and 4 back with you guys.
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. think you guys think! |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
156
|
Posted - 2013.10.02 20:15:00 -
[185] - Quote
As a Ground Forger, and a Tank Hunter with this stat, i think that Swarm need to go, same for the Av nades ( the tracking at last) Leave only to Heavy the fight of Veic-user.
ARcodBOYS can go to hell. And with this you will have a rock-paper-scissor.
Rock: tank slain INF Paper: Heavy slain tank Scissor: Infrantry slain Forger.
And also add barrier on the tower,so scrub can hide in there. Thanks |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
760
|
Posted - 2013.10.02 20:17:00 -
[186] - Quote
You think CCP won't give repecs for vehicles? That would be pretty low if they didn't. I like how they've given out a lot of stats, way before they implement it, and people still don't have the courtesy to keep their criticism constructive. |
Magnus Amadeuss
DUST University Ivy League
58
|
Posted - 2013.10.02 20:18:00 -
[187] - Quote
Oh I just thought of another thing that should probably be addressed.
Due to the possibility of removing turrets and therefor seats from vehicles, the optimal fit for tanks at all times will be without passengers due to the saved CPU and PG from not having an extra turret.
This does not seem to be in keeping with the rest of your team orientated focus on Dust.
So is there any consideration going into this or not?
I think just about anyone would agree that a tank with three people inside of it should be more powerful than a tank with only one. |
Bojo The Mighty
Zanzibar Concept
2091
|
Posted - 2013.10.02 20:36:00 -
[188] - Quote
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. |
Xocoyol Zaraoul
Superior Genetics
1173
|
Posted - 2013.10.02 20:38:00 -
[189] - Quote
Magnus Amadeuss wrote:I think just about anyone would agree that a tank with three people inside of it should be more powerful than a tank with only one.
Crunching the numbers with the new modules and such, removing both small turrets is going to sacrifice more DPS then you will ever gain from EHP, putting you at an advantage against infantry but at a noticeable disadvantage in HAV vs HAV fights. |
Godin Thekiller
Hellstorm Inc League of Infamy
1036
|
Posted - 2013.10.02 20:39:00 -
[190] - Quote
Problems with this-
1: The module layout needs to be put back, and a CPU/PG buff needs to come along with it
2: The turrets getting no better as the tiers go up, but costing more makes no sense. You're charging me for a name? witf? I assume that is just a bug, and you're fixing it.
3: What changes are their to AV weapons? (could affect the module layout rebuff)
4: That speed makes no sense. 2400 what? meters per hour can't be it, as that's 24 kilo. an hour. minutes makes sense, but I'm not sure.
Otherwise, the modules look decent. The skills modifiers might be too high, but we'll just have to see. Other than the few (major) problems, This might work out.
(note: How you worded the gallente and Caldari vehicles, it seems as though it should be rather the Winmatar and Amarr vehicles. Are you just going off those or something?) |
|
fawkuima juggalo
Hollowed Kings
62
|
Posted - 2013.10.02 20:39:00 -
[191] - Quote
are you... are you really looking foward to our feedback?
i wouldnt. id be like " o god..... not the forums." |
Nguruthos IX
PEN 15 CLUB
1946
|
Posted - 2013.10.02 20:43:00 -
[192] - 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 |
Rogatien Merc
Red Star. EoN.
1342
|
Posted - 2013.10.02 20:45:00 -
[193] - Quote
Xocoyol Zaraoul wrote:Magnus Amadeuss wrote:I think just about anyone would agree that a tank with three people inside of it should be more powerful than a tank with only one. Crunching the numbers with the new modules and such, removing both small turrets is going to sacrifice more DPS then you will ever gain from EHP, putting you at an advantage against infantry but at a noticeable disadvantage in HAV vs HAV fights. OMGWTF this guy things gunners are... are... USEFUL
|
Forlorn Destrier
Bullet Cluster
1873
|
Posted - 2013.10.02 20:47:00 -
[194] - Quote
DUST Fiend wrote:The Attorney General 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? They went away with the enforcers and marauders. Nice to know all the ships I just invested in wont even exist.
They have been saying for a very long time that they were reducing the vehicles back to basic models, sir. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
298
|
Posted - 2013.10.02 20:48:00 -
[195] - Quote
Skihids wrote:You might actually require a dropship or LAV to cover the withdrawal of a tank. Hmmm, that could actually encourage multi-unit tactics. Exactly. Without additional support an HAV will be very squishy. That's one of the reasons I embrace these changes. |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
529
|
Posted - 2013.10.02 20:49:00 -
[196] - Quote
All the blaster small turrets have the same stats, on everything
All the blaster large turrets have the same everything as well
The only thing different is the PG and CPU cost going up in tier
Aka there's no point in equipping anything past a basic blaster |
Chances Ghost
ThisIsWhyWeCantHaveNiceThings
1127
|
Posted - 2013.10.02 20:52:00 -
[197] - Quote
sooo your trying to achieve balance by reducing everything to the current Sica/Soma
we dont use the militia tanks for a reason... they are garbage, and they die when someone looks at you funny, theres no option for retreat, so none of this "fight for a bit and retreat" gameplay you speak of
its a good thing that everyone who put points into vehicles is getting their SP back.. becuase im sure everyone will be thankful they can spend the points elsewhere if this hits |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
346
|
Posted - 2013.10.02 20:56:00 -
[198] - Quote
Aeon Amadi wrote:The Attorney General wrote:RECON BY FIRE wrote:I don't see how you tankers aren't absolutely furious over this.
We all saw this coming. People thought tankers were just being cynical when we said they were going to nerf us again. Here we are, getting nerfed. Good thing these notes came out before I bought some aurum, now I know better. Thanks for saving me money CCP! So instead of whining about it, how about you propose something different?
Aeon man, like people haven't been suggesting alternate ideas for like, ever. Especially over the last few months.
So from this I can see that, LLAV`s are going? Same as some of the dropships including the assault dropship and that just makes me laugh so much!
I can see why CCP is having problems. My god. Ever since "14th of may" release this game has fumbled like no other.
Lets not even mention wasted SP people have put into assault dropships, logi lav`s etc...
I guess being a healer / medic really isn't supported in this game. |
Alldin Kan
TeamPlayers EoN.
638
|
Posted - 2013.10.02 20:56:00 -
[199] - Quote
CCP Logibro wrote:Hi guys,
...[/i] Gathering Data... complete! Analyzing Data... complete! Processing...
Error: Unable to determine balance for Active Hardeners (fitting combinations with total CPU/PG used is varied) Error: Damage values for Blaster turrets are the same Error: Unable to determine Blast Radius values in meters
Displaying response...
- SP REFUND CONFIRMED
- New vehicle stats may be ok, maintain close attention to CPU/PG and slot layouts for possible tweaks.
- Vehicle Command: SP requirements to apply for all vehicles seems odd, consider dividing it for one race at a time (SP for Caldari? Caldari access only).
- Damage Mods are now on High Slot... OH NOOOOO MUH CALDARI FITS!!!!!!!!
- Damage Mod CPU value should remain high to prevent high presence of Madrugars with 2 or 3 modifiers + VERY high health.
- Blast damage value for Small missile is too high, give 25% increase to original blast damage value and increase clip size to 10. However, if you insist on keeping new damage, make sure to tweak clip size as necessary.
- Blast radius value for Small missile should be 3.0 meters, 4.0 for Large.
- Increase Max range of Small missiles to 350, 460 for Large (Railguns have x3 range).
- Direct damage value for Small railgun is too low, keep original values, remove projectile dispersion, and perhaps increase the projectile speed.
- Are you sure you didn't mean 4-round burst for Large Missile turrets and not Full Auto like blasters? If it's 4-round burst then give it a clip size of 24.
|
Gods Architect
SVER True Blood Public Disorder.
607
|
Posted - 2013.10.02 21:00:00 -
[200] - Quote
Wow I read every comment. More than half are losing their sh't. I do agree that a EVE similar cap or what ever you call it should be implemented. I also agree with that AV needs to be nerffed but not taken out. Some vehicles are being taking out, I'm 50/50 on this. The reason that Logibro gave was a good one but all of this should have been handled by now. Its kinda too late to fix it by taking things away. It's like playing EVE and you drop an entire ship class after allowing us to use them and become the norm.
This is a step in the right direction but its almost too little to late. I'll still be here playing and supporting but it looks like 2.3 will get into the interesting things. I probably shouldn't hope for too much until then. Good luck and happy hunting |
|
CommanderBolt
A.N.O.N.Y.M.O.U.S.
346
|
Posted - 2013.10.02 21:01:00 -
[201] - Quote
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. |
Nguruthos IX
PEN 15 CLUB
1946
|
Posted - 2013.10.02 21:04:00 -
[202] - 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.
|
Skihids
Bullet Cluster
2216
|
Posted - 2013.10.02 21:07:00 -
[203] - Quote
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. |
Nguruthos IX
PEN 15 CLUB
1946
|
Posted - 2013.10.02 21:17:00 -
[204] - 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 |
Alldin Kan
TeamPlayers EoN.
638
|
Posted - 2013.10.02 21:22:00 -
[205] - Quote
The legend345 wrote:This is terrible all of it. Its SOOO BAD are you kidding me ccp? Throw all this garbage away, yes its all garbage. Throw it away and simply buff the tanks now. You guys preached how your gonna change tanking blah blah blah this is your plan? This is terrible!!! I cant even stop saying how terrible this 0_0. Tanking is all about how long you can stay in the action. Neither a shield tank or armor will be able to "stay in the action" at all. One forge shot and ill be running. I wont have the module slots to properly fit the tank. Nor will i be able to get diversity without completely eliminating a strong point. You guys are pathetic. Nobody ask for the "gameplay to get reinvented". We wanted a vehicle buff thats it lol. All you had to do was bump up a few numbers and everything would have been fine. Shield tanking is a joke all that pg for a 1000 rep xD thats not even a milta armor rep now. Then on the other end for madrugars you plan on giving us passive reps. Um maybe if the plan was to have us redline sniping. Throw this garbage out and buff what we have. This **** would take so long for you guys to fix it would be sickening.
AV gonna get nerfed bro, isn't it obvious? |
broonfondle majikthies
Bannana Boat Corp
281
|
Posted - 2013.10.02 21:34:00 -
[206] - Quote
I'm impressed. Its a little too much and complicated to see from these what the mods will do in actual combat and fittings but it is an interesting start.
Vehicle command skill: I noticed 'All Races' ... interesting and some much needed classes of afterburner added along with the proto mods. Great news.
I just hope the next line of vehicles will be ready soon after this. The transition with basic vehicles is sensible but I would like my specialist vehicles back asap. I love flying in general but the assault / logi is so much fun when I can afford them. I may have to hold out and stick with militia till the other races surface. |
BroDraven DeMort
Bromantic Broberries
1
|
Posted - 2013.10.02 21:35:00 -
[207] - 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.
Will we get a respec? on the Sp we have spent in vehicles?
If you want to see something impressive yet sad go look at my TOONS skills, and then you will understand that you guys are and keep letting us pilots down and in turn we will no longer fly and may stop playing this game, because planetside 2 is coming out along with the ps4 and that's just a few months away, but you know that,
and in knowing this you guys put out those omega boosters at round 30 dollars a piece because you guys seance it don't you?
you guys are very aware that people will be and are leaving the game and with that a large portion of your revenue will fall away so your starting to fleece the flock, instead of stepping up and listening to common seance you guys are just freeze up and let everyone down with a little less money in there pockets.
Games usually goes for around 65 bucks a pop for a new release, I have spent around that much or a bit more on this GÇ£free to play titleGÇ¥ but I have paid, and some people have even spent hundreds of dollars on this GÇ£free to play titleGÇ¥.
If you want you say is true, about trying to make vehicles FUN get rid of that Forge-gun or as many of us have said give the vehicles an HP boost, missiles a larger area of effect + some more range, blasters more range but damage drop-off when hitting things farther away, rails need not over heat so fast and also have damage drop-off at range like blasters, and the forge-gun needs to have damage drop-off at range as well, and then that would work out better then one of your "UPDATES" and whats with the draw distance?
Like I said before GÇ£I am no longer going to buy any active or passive boosters, and or aurum till you guys get the core mechanics (balance) right in this game, fix the issues you have now before adding anymore; that way you don't have to fix them in the futureGÇ¥.
Right now the way I see it as well as many other objective people see it; the biggest problem you have now is the Forge-gun, and your mass driver.
To fix this have the Forge-gun have damage dropoff at range, and the mass driver should have a minimum arming distance. <----Fixed a whole lot of issues, will you listen probobly not. |
gbghg
L.O.T.I.S.
3597
|
Posted - 2013.10.02 21:36:00 -
[208] - Quote
Quick question logibro, is there any fitting restrictions beyond CPU/PG ones preventing medium and light vehicles from fitting heavy mods? |
Shion Typhon
Intara Direct Action Caldari State
281
|
Posted - 2013.10.02 21:37:00 -
[209] - Quote
CCP Logibro wrote:
Active vs. passive modules. There will be a far greater emphasis on active module use than ever before. The intent here is to create GÇ£waves of opportunityGÇ¥ that allow vehicles to be devastatingGǪ temporarily. Active modules will greatly enhance a vehicleGÇÖs attributes, but when they enter cooldown, the vehicle is left exposed and vulnerable to attack (more on this below). This back-and-forth allows infantry to engage vehicles, but do so knowing that the vehicleGÇÖs pilot has a short window in which he can drastically alter the outcome of any engagement.
Active vs. Passive modules
WeGÇÖre rebuilding everything with the idea that active modules will allow a vehicle to survive a single encounter, while passive modules increase its long-term surviveability across multiple encounters. Active modules will provide very significant bonuses, but once used their long recharge times leave a lone vehicle vulnerable to any follow-up attacks. Passive modules on the other hand provide permanent bonuses that are comparatively small. The breakdown is as follows:
Armor/Shield Hardeners (A): Massive, temporary reduction to damage received.
Used to survive short, high-DPS situations. Long cool down times discourage overuse.
Sigh ... SO the wrong approach ... but CCP have their blinkers on.
Limited window Godmode is not the right answer. All you'll be doing is creating: 1) A period where the pilot is OP and AV doesn't matter 2) A period of intense boredom for the pilot while he leaves combat to wait for his next godmode window
All the vehicle/AV lobbying will simply become an argument around increasing/decreasing the godmode window rather than really solving the problem.
Oh well, chance lost, gg. |
pyramidhead 420
Krullefor Organization Minmatar Republic
60
|
Posted - 2013.10.02 21:42:00 -
[210] - Quote
are any lav's being removed in the rework? the list is grainy and i didnt see my gurstas saga on it. (i may be wrong, its just hard to read) |
|
|
|
|
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 |