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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Logibro
C C P C C P Alliance
2466
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Posted - 2013.10.02 13:00:00 -
[1] - Quote
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 interested to hear your feedback. To put this in some context IGÇÖd like to take a sec to reiterate what I ran through before.
Short version: WeGÇÖve stripped out a lot of the GÇ£noiseGÇ¥ so that we can focus on building a solid foundation for the vehicles that we can expand on. Central to this is the balance between active and passive bonuses creating what weGÇÖve been referring to as GÇÿwaves of opportunityGÇÖ in combat (be it with AV infantry or other vehicles).
Long version: Many of you will have read this before but I think it bears repeating because it really covers everything that weGÇÖve done here:
THE PLAN
The goal is a simple one, make vehicles fun! The plan, however, is somewhat more intricate and will be implemented in a number of stages over the coming days and weeks, with the aim being for the changes to see release after 1.6.
Remove GÇ£noiseGÇ¥ so that we can focus on the core archetypes. Right now there are simply too many things doing too much all at once. Module offerings will be streamlined to just the most necessary archetypes. Once weGÇÖve established a solid foundation weGÇÖll start to introduce types and build back out. Similarly, vehicle variations will be reduced and then re-implemented properly once the base interactions are working well. Skill bonuses will be adjusted.
Rebuild with a clear combat philosophy in mind. There are a number of issues with vehicle combat at the moment, but most of these are symptomatic of a bigger issue: vehicles have no clear role on the battlefield. Vehicles need to be powerful, but not overpowered. They need to be vulnerable, but not weak. TheyGÇÖve been all of these things at various points in DUSTGÇÖs development, but theyGÇÖve never quite found their niche. We hope to correct that by:
Make base vehicles susceptible. An unfitted vehicle is little more than a weak hull. Base HP does not make a vehicle powerful. Only through fitting can a vehicle become a true threat on the battlefield.
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.
Clear usage profiles for modules so players intuitively know and understand why itGÇÖs better to use a particular module or set of modules in a given situation.
Proper feedback so that itGÇÖs easier to understand what is happening (e.g. an HAV has activated shield hardeners) and how to counter it.
Turrets will now have finite ammunition. Vehicle vs. vehicle combat generally boils down to two vehicles parked opposite one another firing until someone pops. This is not fun. Finite ammunition allows us to make turrets more powerful while preventing them from being a constant threat; spam a target and eventually you will run out of ammo.
Expand Once we're confident weGÇÖve gotten the base balance right weGÇÖll start to add back in things weGÇÖve removed as well as introduce new elements to the mix. Pilot dropsuits, improved roles, increased infantry and vehicle interplay, and new turret types for a start.
Click the image for full-size version.
Click the image for full-size version.
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:
Active Large, temporary bonuses
High PG/CPU costs
Single encounter survivability
Passive Small, persistent bonuses
Comparatively low PG/CPU costs
Multiple encounter surviveability
Module Types
These are the modules that weGÇÖll be focusing on in our first-pass rebalance:
Armor/Shield Hardeners (A): Massive, temporary reduction to damage received.
Used to survive short, high-DPS situations. Long cool down times discourage overuse.
Armor Plates / Shield Extenders (P): Small permanent HP increase
Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor)
Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times.
Last-ditch injection of HP and a kick-start to shield recharge.
Armor Repairers (P): Speed up HP recovery outside of combat
Used to make running repairs between battles (too slow to be of real use in the heat of battle)
Damage Amplifiers (A): Massive, temporary increase to damage dealt.
Used to GÇ£punch above your weight classGÇ¥ or to restore something like parity to the playing field when hardeners are used.
Ammo Cache (P): Increases the amount of on-board ammunition available to turrets.
Used to increase ammo capacity. Useful when not near a supply depot.
Armor vs. Shields<... CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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steadyhand amarr
Amarr S.A.D
1452
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Posted - 2013.10.02 13:11:00 -
[2] - Quote
oO yeh thats quite a rework I take it your leaving AV guns alone as part of this process |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1830
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Posted - 2013.10.02 13:14:00 -
[3] - Quote
Reserved. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2609
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Posted - 2013.10.02 13:15:00 -
[4] - Quote
As a practical matter, will unused modules/ships/whatever be deactivated while something like this goes live, then turned back on? Or... just refunded straight out?
People might have MLT BPOs for some Module that doesn't exist in this framework for example, would those sit around while this balancing happens and potentially be never added back...?
Also, do you have projected stats for the other races, even if the ships don't exist yet? Like... slot layouts or what-not for Amarr/Minmatar versions of things? |
Flix Keptick
Red Star. EoN.
91
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Posted - 2013.10.02 13:16:00 -
[5] - Quote
I must be dreaming, ccp actually posted the FULL extent of the changes they made AND IN ADVANCE. |
Kevall Longstride
DUST University Ivy League
560
|
Posted - 2013.10.02 13:20:00 -
[6] - Quote
When you guys said you were doing a fully comprehensive change to vehicles you weren't kidding. I'm not a vehicle user myself but I know enough to be intrigued about how these end up in the final release.
This is going to be an interesting thread to follow.... |
Halador Osiris
Dead Six Initiative Lokun Listamenn
669
|
Posted - 2013.10.02 13:22:00 -
[7] - Quote
Will small arms fire prevent shields from recharging? |
Absolute Idiom II
No Free Pass
789
|
Posted - 2013.10.02 13:22:00 -
[8] - Quote
It'd be nice to hear the current opinions of those doing the internal balance testing, and where you feel adjustments might need to be made. After all, it is that testing which has delayed the release of the vehicle rebalance.
Atm it's pretty hard to judge the affect of all these changes with numbers alone, so it'd be nice to have to some opinion added to the mix of hands-on experience; especially for the different play -styles you see being used. |
Shotty GoBang
Pro Hic Immortalis
1397
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Posted - 2013.10.02 13:23:00 -
[9] - Quote
CCP Logibro wrote:We are looking forward to your feedback!
Cool stuff!
On replenishing ammo supply: Recall / Re-Deploy? Swing by a Supply Depot?
On missing items: Figure A appears to be missing a number of current vehicles... Is the grid comprehensive? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2609
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Posted - 2013.10.02 13:25:00 -
[10] - Quote
Shotty GoBang wrote:CCP Logibro wrote:We are looking forward to your feedback!
Cool stuff! On replenishing ammo supply: Recall / Re-Deploy? Swing by a Supply Depot? On missing items: Figure A appears to be missing a number of current vehicles. Is the grid comprehensive?
While I'm curious about their projected stats for other racial vehicles, the lack of other current vehicles goes back to the original idea of stripping things down to "base" models of things and adding specialized vehicles back later. |
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The Attorney General
ZionTCD
1131
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Posted - 2013.10.02 13:25:00 -
[11] - Quote
I can appreciate that you need to reduce noise in your data, but how is further limiting tankers supposed to help in that regard?
2H/3L on an armor tank? How is that going to produce any sort of variety in fits? It would seem very likely that there will be yet another stage of one fit to rule them all.
I do appreciate the irony though. People complained about not having enough PG to fill their slots, so you took the slots away. Clever. |
DUST Fiend
OSG Planetary Operations Covert Intervention
6634
|
Posted - 2013.10.02 13:25:00 -
[12] - Quote
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? |
Kain Spero
TeamPlayers EoN.
2054
|
Posted - 2013.10.02 13:28:00 -
[13] - Quote
I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception. |
The Attorney General
ZionTCD
1133
|
Posted - 2013.10.02 13:29:00 -
[14] - Quote
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. |
Shotty GoBang
Pro Hic Immortalis
1397
|
Posted - 2013.10.02 13:29:00 -
[15] - Quote
Zeylon Rho wrote: ... the lack of other current vehicles goes back to the original idea of stripping things down to "base" models of things and adding specialized vehicles back later.
I can't imagine that sitting well with LLAV operators and high-end Dropship pilots. Perhaps we're looking at a partial grid.
Edit: Perhaps not ... https://forums.dust514.com/default.aspx?g=posts&m=1356133#post1356133 |
ChromeBreaker
SVER True Blood Public Disorder.
1333
|
Posted - 2013.10.02 13:29:00 -
[16] - Quote
On a first pass... skills that dont have an inherant bonus are back
And no given values on the armour Modules... 180mm plates gone? |
Rogatien Merc
Red Star. EoN.
1322
|
Posted - 2013.10.02 13:30:00 -
[17] - Quote
I quite like the fact that balance between std / enh / com is based on cooldown timers rather than % damage increase. Gives lower SP tankers a chance, but they have to be more cautious in the long-term.
Note: The stats on the turrets are all the same per meta level except that higher meta levels have higher fitting requirements; I assume this is because you're still figuring out how to balance?
Question: No assault dropships?
Question 2: I'll ask since all the vehicle dudes will - will skills that have their entire purpose changed (Veh Electronics for instance) have the SP refunded upon implimentation? |
Theme For A-Jackal
Subdreddit Test Alliance Please Ignore
11
|
Posted - 2013.10.02 13:30:00 -
[18] - Quote
Will you be refunding SP invested in vehicles to go along with the changes? There are a number of new skills that you have introduced. |
DUST Fiend
OSG Planetary Operations Covert Intervention
6634
|
Posted - 2013.10.02 13:31:00 -
[19] - Quote
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. |
Rogatien Merc
Red Star. EoN.
1322
|
Posted - 2013.10.02 13:32:00 -
[20] - Quote
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...
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CCP Logibro
C C P C C P Alliance
2472
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Posted - 2013.10.02 13:32:00 -
[21] - Quote
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. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Sana Rayya
WASTELAND JUNK REMOVAL
234
|
Posted - 2013.10.02 13:33:00 -
[22] - Quote
Will our current SP in the vehicle skill trees be refunded now that the trees are being changed? |
DUST Fiend
OSG Planetary Operations Covert Intervention
6634
|
Posted - 2013.10.02 13:35:00 -
[23] - 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. So what happens to the 30 logi ships sitting in my hanger and all the SP ive dumped into them? What if I have no interest in flying normal dropships for X months while we wait for them to come back? |
Forlorn Destrier
Bullet Cluster
1873
|
Posted - 2013.10.02 13:37:00 -
[24] - Quote
Since the Saga 2 will be removed, what happens to the ones we already own? Will I be refunded for the ones I own? |
Hexen Trickster
Industrial removal service
83
|
Posted - 2013.10.02 13:39:00 -
[25] - Quote
Long time tanker here this sounds great. rail tanks have been so overpowerd due to there range and damage but hopfully ammo will make them less dominant
My small suggestion, add 1,2,3,4 for vehicle active mods. Granted this might make keyboards a tad more 'op' but i just hate the current system of middle mouse and then look at what you want most of the time causing my camera to follow which in a HAV is a pain in the wallet... i once went to use my repairer while escaping.. turret lifted up and hit a railing. Collision damage. Dead. |
pegasis prime
BIG BAD W0LVES
1105
|
Posted - 2013.10.02 13:40:00 -
[26] - Quote
The stats on a whole are looking good . But I personally would change the slot load outs by increasing the high slots on gunlogis to 4 and tge low slots on the maddy to 4 as well. |
Kevall Longstride
DUST University Ivy League
560
|
Posted - 2013.10.02 13:40:00 -
[27] - Quote
Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception.
I know. With the 1.5 patch notes coming out over a week before it hits and this weeks brfore it hits.......
Who are you people and what have you done to the real CCP? |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1031
|
Posted - 2013.10.02 13:45:00 -
[28] - Quote
steadyhand amarr wrote:oO yeh thats quite a rework I take it your leaving AV guns alone as part of this process
I hope so. Before they touch AV we have to see how well the new vehicles will be. And I mean we have to see it in action. |
UncleGuspacho
Neo Terra Imperial Army Neo Terra Empire
13
|
Posted - 2013.10.02 13:47:00 -
[29] - Quote
are there going to be ADV and PROTO tanks not just STD and Enforcer tanks |
grunt party
Carbon 7 CRONOS.
63
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Posted - 2013.10.02 13:48:00 -
[30] - Quote
yh i hope i get a complete vehicle respec because shields are gunna die |
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The Attorney General
ZionTCD
1133
|
Posted - 2013.10.02 13:50:00 -
[31] - Quote
Aikuchi Tomaru wrote:
I hope so. Before they touch AV we have to see how well the new vehicles will be. And I mean we have to see it in action.
If they don't nerf the crap out of FG's than these tanks won't last long at all.
7000 hp with no resists is going to be a quick funeral.
As long as proto AV is out there, these tanks, from the stats will be even bigger coffins than the current batch. |
The Attorney General
ZionTCD
1133
|
Posted - 2013.10.02 13:55:00 -
[32] - Quote
Although, armor tanks being able, maybe to run damage mods is a very interesting change.
I am going to miss having my LLAV brethren to hook me up with shields and such, since it looks like those are going out the window. |
DUST Fiend
OSG Planetary Operations Covert Intervention
6634
|
Posted - 2013.10.02 13:56:00 -
[33] - Quote
The Attorney General wrote:As long as proto AV is out there, these tanks, from the stats will be even bigger coffins than the current batch. Thankfully they aren't making us beta test this stuff since we've officially released.
Don't get me wrong, I'm glad they're addressing it, but I'm getting kind of pissed with this whole ******* process. How the **** am I supposed to decide where I want to put my SP when things change so drastically like this? I mean, to the point where many vehicles have now been removed, with the promise that they'll be back soon....hmm...I seem to remember a tank that was taken out to come back "soon".... |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3635
|
Posted - 2013.10.02 13:57:00 -
[34] - Quote
Here comes the shitstorm. |
ChromeBreaker
SVER True Blood Public Disorder.
1333
|
Posted - 2013.10.02 13:58:00 -
[35] - Quote
DUST Fiend wrote:The Attorney General wrote:As long as proto AV is out there, these tanks, from the stats will be even bigger coffins than the current batch. Thankfully they aren't making us beta test this stuff since we've officially released. Don't get me wrong, I'm glad they're addressing it, but I'm getting kind of pissed with this whole ******* process. How the **** am I supposed to decide where I want to put my SP when things change so drastically like this? I mean, to the point where many vehicles have now been removed, with the promise that they'll be back soon....hmm...I seem to remember a tank that was taken out to come back "soon"....
The Black ops HAV's got a MAJOR buff... thats why you dont see them any more |
DUST Fiend
OSG Planetary Operations Covert Intervention
6634
|
Posted - 2013.10.02 13:59:00 -
[36] - Quote
ChromeBreaker wrote:The Black ops HAV's got a MAJOR buff... thats why you dont see them any more Wasn't there another class of tank that was removed as well? I could definitely be wrong.
Regardless, it's been an awful long time now to figure out how to reverse said buff :/ |
ChromeBreaker
SVER True Blood Public Disorder.
1333
|
Posted - 2013.10.02 14:02:00 -
[37] - Quote
DUST Fiend wrote:ChromeBreaker wrote:The Black ops HAV's got a MAJOR buff... thats why you dont see them any more Wasn't there another class of tank that was removed as well? I could definitely be wrong. Regardless, it's been an awful long time now to figure out how to reverse said buff :/
Marauders... they just went to the shops to get some smokes... they'll be back any min... you'll see.... YOU'LL ALL SEE!!!! |
DUST Fiend
OSG Planetary Operations Covert Intervention
6634
|
Posted - 2013.10.02 14:04:00 -
[38] - Quote
ChromeBreaker wrote:Marauders... they just went to the shops to get some smokes... they'll be back any min... you'll see.... YOU'LL ALL SEE!!!! All I want Christmas '14 is to get my dropships back, I hope they bring some damn good smokes with them too.
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Rogatien Merc
Red Star. EoN.
1322
|
Posted - 2013.10.02 14:05:00 -
[39] - 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. Understood. But think in the specific case of the ADS there should be an exception if possible; the principle of starting from the ground up is well and good, but don't cut off your nose to spite your face.
The ADS is just a completely different combat role from anything else in the game. Remove enforcers? Those tankers shrug and go back to using standard tanks. Remove scout LAVs? Can use a methana. Remove LLAVs? Well, the reps were already broken so no one used them for repping anyway and people will just use a LAV. But remove ADS... there is no similar replacement and people who were ADS pilots have nothing to fall back on except changing their entire gameplay experience.
Just some honest feedback. Thanks again for the 'work in progress' update. |
Soraya Xel
New Eden's Most Wanted Top Men.
643
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Posted - 2013.10.02 14:06:00 -
[40] - Quote
Even temporarily, taking away assault dropships would be a crippling change to our dropship pilots: We wouldn't have a lot of reason to bring them in matches. Dropship pilots are only needed for transport for a small portion of a match. |
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Gorra Snell
The Unholy Legion Of DarkStar DARKSTAR ARMY
147
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Posted - 2013.10.02 14:06:00 -
[41] - Quote
A few things outside of the scope of this post but that I really want to come with these changes...
- Number keys for activating modules (as mentioned above)...radial menu via the mouse will always be terrible for this purpose. It works for infantry because hitting the wrong thing occasionally doesn't trigger a cooldown, and it works in single-player games (I've been playing Dishonored, and like it just fine in that context) because the action can just be paused. When the occasional misclick due to clunky interface blows your critical cooldown in a fast-paced game, though, it's a a game-breaking UI problem.
- WP for mCRU spawns...why this isn't in the 1.5 WP updates is beyond me...
- Militia gear priced so it's hard for even a poor player to lose money with it. While I have no beef with the rework that is the meat of this thread, I think the game would have been fine without it as long as vehicle prices were recalibrated to reflect what's actually going on in-game. Destructible fittings are the, or at least a, defining feature of this game, and the prices on vehicles have been completely out of wack for as long as I've been playing.
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Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:06:00 -
[42] - Quote
Lol, lol, and lol. One use of a heat sink module and blaster ammo is gone. Fewer slots than current MLT vehicles. A Limbus now will have more slots than the Madrugar once this comes. No 180mm plate.
One good thing is that we now get fitting optimization skills to reduce resource requirements.
What we really want is explanations as to why he made the changes this way and not any other way.
I mean seriously, armor we could get with one plate and one repper is less than 6000. |
Brush Master
HavoK Core RISE of LEGION
883
|
Posted - 2013.10.02 14:08:00 -
[43] - Quote
cleaned up the spreadsheet a bit and put in format that data people can use.
feel free to do what you want with it. https://docs.google.com/a/havokcore.com/spreadsheet/ccc?key=0AhL9ZN2hVZx5dGVOVjN5cXFWbUl6UExLN1RZaWJZNXc#gid=1 |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:09:00 -
[44] - Quote
Hexen Trickster wrote:Long time tanker here this sounds great. rail tanks have been so overpowerd due to there range and damage but hopfully ammo will make them less dominant
My small suggestion, add 1,2,3,4 for vehicle active mods. Granted this might make keyboards a tad more 'op' but i just hate the current system of middle mouse and then look at what you want most of the time causing my camera to follow which in a HAV is a pain in the wallet... i once went to use my repairer while escaping.. turret lifted up and hit a railing. Collision damage. Dead. You want your nose cut off because you don't like how it looks. Why should rails be gimped because you can't be bothered to fit a tank with one? |
The Attorney General
ZionTCD
1134
|
Posted - 2013.10.02 14:10:00 -
[45] - Quote
DUST Fiend wrote:The Attorney General wrote:As long as proto AV is out there, these tanks, from the stats will be even bigger coffins than the current batch. Thankfully they aren't making us beta test this stuff since we've officially released. Don't get me wrong, I'm glad they're addressing it, but I'm getting kind of pissed with this whole ******* process. How the **** am I supposed to decide where I want to put my SP when things change so drastically like this? I mean, to the point where many vehicles have now been removed, with the promise that they'll be back soon....hmm...I seem to remember a tank that was taken out to come back "soon"....
Actually, I am glad that they are pulling all these vehicles. I made a post months back about the Vayu especially not being fit for its role, or the battlefield in general.
Additionally, I need that SP back from both of my enforcers, and my various logi craft to afford the new SP sink turret skills.
But the more I look at it, the more I am convinced that armor is going to become a death trap for a while until this stuff gets figured out and we can start getting a tech tree back for vehicles.
I just don't like the removal of spider tanking modules. Vehicle teamwork was where I was having most of my fun lately.
Back to running a spider tanked Hybrid Vayu, while I still can. |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:11:00 -
[46] - Quote
The Attorney General wrote:I can appreciate that you need to reduce noise in your data, but how is further limiting tankers supposed to help in that regard?
2H/3L on an armor tank? How is that going to produce any sort of variety in fits? It would seem very likely that there will be yet another stage of one fit to rule them all.
I do appreciate the irony though. People complained about not having enough PG to fill their slots, so you took the slots away. Clever. Of course they did it that way. Higher tier will have an extra high slot for armor tanks. If we ever get ADV, maybe we'll get an extra low slot for an armor hull. |
DUST Fiend
OSG Planetary Operations Covert Intervention
6635
|
Posted - 2013.10.02 14:11:00 -
[47] - Quote
Soraya Xel wrote:Even temporarily, taking away assault dropships would be a crippling change to our dropship pilots: We wouldn't have a lot of reason to bring them in matches. Dropship pilots are only needed for transport for a small portion of a match. As someone who originally went Logi dropship pilot for PC with Uprising, I learned that lesson quite painfully. There is no room for transport in most cases in this game, and logi ships have virtually no logistics abilities outside of that. If you don't fly Assault Dropships, you have no business in PC, and removing them is as you say, a crippling blow.
But please don't forget us Logi pilots, though we have it easier in that the new dropships have BEAST stats (like....probably OP stats), so it's less crippling to have to put an MCRU on there, but it completely invalidates the build I have right now and about 600,000 SP for one of my modules that I won't be able to fit anymore. |
The Attorney General
ZionTCD
1134
|
Posted - 2013.10.02 14:13:00 -
[48] - Quote
Spkr4theDead wrote:
I mean seriously, armor we could get with one plate and one repper is less than 6000.
Armor resists look to be staying at about what they are now. Skill based resist and two carapace hardeners works out about the same as the new 60% modules, although the current have better active times and shorter cooldowns.
So all in all an armor nerf, which is just what most of us feared.
Without an AV nerf, tankers should all just quit. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3232
|
Posted - 2013.10.02 14:13:00 -
[49] - 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.
Could you elaborate on the blast radius values for turrets? |
Beren Hurin
Onslaught Inc RISE of LEGION
1731
|
Posted - 2013.10.02 14:14:00 -
[50] - Quote
What am I missing? Blasters don't look like they improve as tiers improve...? |
|
The Attorney General
ZionTCD
1134
|
Posted - 2013.10.02 14:15:00 -
[51] - Quote
While we are on it, assuming these plans get readied up for 1.7, how long after that until we get the higher tiers of tanks?
Reducing us to basic vehicles is tolerable for a month, but not three. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3232
|
Posted - 2013.10.02 14:17:00 -
[52] - Quote
Spkr4theDead wrote:Lol, lol, and lol. One use of a heat sink module and blaster ammo is gone. Fewer slots than current MLT vehicles. A Limbus now will have more slots than the Madrugar once this comes. No 180mm plate.
One good thing is that we now get fitting optimization skills to reduce resource requirements.
What we really want is explanations as to why he made the changes this way and not any other way.
I mean seriously, armor we could get with one plate and one repper is less than 6000.
180 plates were replaced with Complex 120's (roughly the same armor values)
Better Armor Hardeners means you can survive longer on the front-line. Resistances are always going to be better than raw HP when the **** hits the fan. |
Gorra Snell
The Unholy Legion Of DarkStar DARKSTAR ARMY
147
|
Posted - 2013.10.02 14:17:00 -
[53] - Quote
Aeon Amadi wrote:
Could you elaborate on the blast radius values for turrets?
Yeah, they look...odd. Maybe they're listing circumferences now |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:18:00 -
[54] - Quote
So when are we going to get numbers for AV? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3232
|
Posted - 2013.10.02 14:19:00 -
[55] - Quote
Gorra Snell wrote:Aeon Amadi wrote:
Could you elaborate on the blast radius values for turrets?
Yeah, they look...odd. Maybe they're listing circumferences now
I hope not. Circumference is a terrible way to gauge blast range. Diameter is better, imo - the distance from one side of the blast to the other. Circumference is just unnecessary confusion. |
Vyzion Eyri
The Southern Legion The Umbra Combine
1374
|
Posted - 2013.10.02 14:19:00 -
[56] - Quote
This might not be all bad news for dropship pilots. If my eyes aren't deceiving me, those stats on the Myron and Grimsnes are FAR SUPERIOR to even current logistics dropships, EVEN IF we factor in a mCRU module.
Plus, turrets becoming optional to equip... When this overhaul comes out given these stats are only changed slightly, dropships are going to be the new thing.
Edit: okay stats aren't superior hp wise but CPU/pg.... Wow |
Hexen Trickster
Industrial removal service
83
|
Posted - 2013.10.02 14:19:00 -
[57] - Quote
Spkr4theDead wrote: You want your nose cut off because you don't like how it looks. Why should rails be gimped because you can't be bothered to fit a tank with one?
I have a rail tank. But it shouldent be the only thing worth fitting. Its far to versatile and they are making roles. Rails are long ranged and should be beaten at close range vs missiles or blasters not wipe the floor with them. |
Cass Caul
Namtar Elite Gallente Federation
135
|
Posted - 2013.10.02 14:21:00 -
[58] - Quote
If LAVs are light, and HAVs are heavy, and Dropships are medium... Shouldn't it stand that the medium vehicle should have more HP than the Light vehicle?
These LAVs are still OP |
The Attorney General
ZionTCD
1135
|
Posted - 2013.10.02 14:21:00 -
[59] - Quote
Aeon Amadi wrote:
180 plates were replaced with Complex 120's (roughly the same armor values)
Better Armor Hardeners means you can survive longer on the front-line. Resistances are always going to be better than raw HP when the **** hits the fan.
Resists are going to be worse. Shorter activation times, longer cooldowns, plus you won't be able to run two and modulate them, you will need each of your low slots for a specific module. So unless you want to go without reps or plates, then you only have one hardener.
|
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:22:00 -
[60] - Quote
The Attorney General wrote:Spkr4theDead wrote:
I mean seriously, armor we could get with one plate and one repper is less than 6000.
Armor resists look to be staying at about what they are now. Skill based resist and two carapace hardeners works out about the same as the new 60% modules, although the current have better active times and shorter cooldowns. So all in all an armor nerf, which is just what most of us feared. Without an AV nerf, tankers should all just quit. What two hardeners are you talking about? A plate and a repper, if we can fit them, then one hardener if we have anything left. Likely nothing in the highs.
I don't see any PG expansion units, or diagnostic units. Screwing over shield, again. |
|
|
CCP Logibro
C C P C C P Alliance
2485
|
Posted - 2013.10.02 14:23:00 -
[61] - Quote
Spkr4theDead wrote:The Attorney General wrote:Spkr4theDead wrote:
I mean seriously, armor we could get with one plate and one repper is less than 6000.
Armor resists look to be staying at about what they are now. Skill based resist and two carapace hardeners works out about the same as the new 60% modules, although the current have better active times and shorter cooldowns. So all in all an armor nerf, which is just what most of us feared. Without an AV nerf, tankers should all just quit. What two hardeners are you talking about? A plate and a repper, if we can fit them, then one hardener if we have anything left. Likely nothing in the highs. I don't see any PG expansion units, or diagnostic units. Screwing over shield, again.
Powergrid Upgrade Unit and CPU Upgrade Unit. They're there still. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
Winsaucerer
The Southern Legion The Umbra Combine
207
|
Posted - 2013.10.02 14:23:00 -
[62] - Quote
Just like last time, I don't like the general look of these changes, but even with these numbers it's hard for me to evaluate properly. Things come out when playing.
Overall, I have a negative reaction to the "waves of opportunity" rework for vehicles. Things I don't like, at a glance: * AV will chase vehicles. As soon as cooldowns are off, vehicle will die. Forge gunners and swarm launcher players can be persistent and will chase * How useful will a passive tank be against AV? It sounds to me like it might not be at all a viable build and will be vulnerable to dying quickly * Having to time my attack for a "wave", and make sure I know my exit path, then exit, then sit back and wait for cooldowns while dodging AV that's chasing me, sounds very much like the opposite of fun. It sounds tedious * 36 seconds (for armour) to make your entry, make the push, then retreat. 37 seconds (with complex and skills) to hide behind buildings until you're ready for your next 36 second dart.
I probably simply don't understand. For now, I cannot see how these changes are going to be better or, more importantly, fun. I just don't "get it" though, and maybe it will all come together when it's released and the approach will click with me. |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:23:00 -
[63] - Quote
The Attorney General wrote:While we are on it, assuming these plans get readied up for 1.7, how long after that until we get the higher tiers of tanks?
Reducing us to basic vehicles is tolerable for a month, but not three. I absolutely agree with that. The absolute base will become boring, as well as difficult to use if all anyone does is go straight to PRO AV again. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
15
|
Posted - 2013.10.02 14:24:00 -
[64] - Quote
OMG, my favorite is the changes to vehicle command. We will get all racial variants unlocked just from skilling into one of them is pure awesomeness.
For dropship operations can we get a bonus to 20% to small turret clip size? Mainly to keep the rare dog fight from becoming an aerial ramming contest.
The hardeners are a potential issue if you're giving a 60% damage reduction on armor and 40% on shields or vice versa.
I'll edit this later, when I have more time to dedicate to this. Overall it seems like it will make things way more interstesting and opens up the floor for people who were holding out for racial vehicles. Well done guys. |
Winsaucerer
The Southern Legion The Umbra Combine
207
|
Posted - 2013.10.02 14:25:00 -
[65] - Quote
Also, I too would like to know what's going to be done with existing modules/vehicles in inventory, and skills, when these changes come out.
Also, are there going to be any changes to existing costs of vehicles along with these changes? The balance between vulnerability and cost of loss is a big factor in whether a vehicle is fun or not. |
The Attorney General
ZionTCD
1135
|
Posted - 2013.10.02 14:27:00 -
[66] - Quote
CCP Logibro wrote:
Powergrid Upgrade Unit and CPU Upgrade Unit. They're there still.
The Diagnostic Unit module granted a % increase to shields, shield recharge rate, and PG. Very good module for shield vehicles, not in the list anymore.
I like switching the CPU mod to a high slot, because no one wanted to use one anyway. |
Gorra Snell
The Unholy Legion Of DarkStar DARKSTAR ARMY
148
|
Posted - 2013.10.02 14:28:00 -
[67] - Quote
Aeon Amadi wrote:Gorra Snell wrote:Aeon Amadi wrote:
Could you elaborate on the blast radius values for turrets?
Yeah, they look...odd. Maybe they're listing circumferences now I hope not. Circumference is a terrible way to gauge blast range. Diameter is better, imo - the distance from one side of the blast to the other. Circumference is just unnecessary confusion.
I was just going for topical humor: https://forums.dust514.com/default.aspx?g=posts&t=113191 ...I don't think they'd troll us quite that hard in reality.
|
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1832
|
Posted - 2013.10.02 14:29:00 -
[68] - Quote
Blaze Ashra wrote:OMG, my favorite is the changes to vehicle command. We will get all racial variants unlocked just from skilling into one of them is pure awesomeness.
For dropship operations can we get a bonus to 20% to small turret clip size? Mainly to keep the rare dog fight from becoming an aerial ramming contest.
The hardeners are a potential issue if you're giving a 60% damage reduction on armor and 40% on shields or vice versa.
I'll edit this later, when I have more time to dedicate to this. Overall it seems like it will make things way more interstesting and opens up the floor for people who were holding out for racial vehicles. Well done guys. I missed that. Does this mean we will be seeing the same thing for dropsuits? |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:30:00 -
[69] - Quote
Aeon Amadi wrote:Spkr4theDead wrote:Lol, lol, and lol. One use of a heat sink module and blaster ammo is gone. Fewer slots than current MLT vehicles. A Limbus now will have more slots than the Madrugar once this comes. No 180mm plate.
One good thing is that we now get fitting optimization skills to reduce resource requirements.
What we really want is explanations as to why he made the changes this way and not any other way.
I mean seriously, armor we could get with one plate and one repper is less than 6000. 180 plates were replaced with Complex 120's (roughly the same armor values) Better Armor Hardeners means you can survive longer on the front-line. Resistances are always going to be better than raw HP when the **** hits the fan. LOLLLLLL NOOOOO
180 poly gives me 3128 each. |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:34:00 -
[70] - Quote
CCP Logibro wrote:Spkr4theDead wrote:The Attorney General wrote:Spkr4theDead wrote:
I mean seriously, armor we could get with one plate and one repper is less than 6000.
Armor resists look to be staying at about what they are now. Skill based resist and two carapace hardeners works out about the same as the new 60% modules, although the current have better active times and shorter cooldowns. So all in all an armor nerf, which is just what most of us feared. Without an AV nerf, tankers should all just quit. What two hardeners are you talking about? A plate and a repper, if we can fit them, then one hardener if we have anything left. Likely nothing in the highs. I don't see any PG expansion units, or diagnostic units. Screwing over shield, again. Powergrid Upgrade Unit and CPU Upgrade Unit. They're there still. PG upgrade modules were put under scanner. That's why I missed it. |
|
SteelDark Knight
Imperfects Negative-Feedback
117
|
Posted - 2013.10.02 14:35:00 -
[71] - Quote
*Looks at small missile launcher damage and splash stats...* |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:36:00 -
[72] - Quote
The Attorney General wrote:CCP Logibro wrote:
Powergrid Upgrade Unit and CPU Upgrade Unit. They're there still.
The Diagnostic Unit module granted a % increase to shields, shield recharge rate, and PG. Very good module for shield vehicles, not in the list anymore. I like switching the CPU mod to a high slot, because no one wanted to use one anyway. We rarely have problems with CPU anyway, so of course they became useless. |
The Attorney General
ZionTCD
1135
|
Posted - 2013.10.02 14:37:00 -
[73] - Quote
Looking at the shield booster numbers they make no sense.
286 CPU, and a massive 1048 to be able to not even rep back one Ishukone Assault Forge round? And you can do that once every thirty seconds with max skills?
Sounds like fun being that tanker.
Move up, get hit, start to retreat, and pray that no one comes after you.
|
Reav Hannari
Red Rock Outriders
1564
|
Posted - 2013.10.02 14:39:00 -
[74] - Quote
Dear CCP,
I hope you recognize me as a patient player that understands the difficulty of crafting software. I've supported you through difficult times and buggy code. I've tried to explain to the impatient and the younglings how changes can't happen overnight and have spent far more real cash than I probably should have. With that being said I hope you don't read this as a rant.
The changes you are presenting do not involve adding expensive modeling, animation or other art. Instead, existing assets are being removed. Other than changes to statistics the only modifications that I see involve code to support ammunition for turrets and the removing of seats when small turrets are not added.
I do not understand why this is taking three months to deliver.
Balancing can be difficult but I see several tables with the proposed numbers in place. Are statistics of everything hard-coded in the game? Is that data not pulled from a database where it can be easily updated? Why have integration issues caused these changes to be pushed back to 1.7? I know you won't comment on the state of the DUST code itself. As a senior software engineer that was made responsible for a massively broken application I know I don't tell the customer how bad it is but this smells of something bad.
This has been a rough year for your customers as we wait for what seems like simple assets. Adding a weapon, suit or vehicle in our preferred race seems to take forever. Your terrain and structure teams seem to be delivering though. At least we have that. I guess I just want an up-front answer as to what is going on with development. Why does it seem like we are waiting forever for new content and then current content is now being removed? Then, there is the PVE that I'm guessing has been shelved indefinitely. Dev blogs and posts that are "written" also seem to take weeks or more to be posted.
I recently started on vehicles but with Assault Dropships being removed I'm going back to infantry. I'd ask for a clear plan for the future but those haven't reflected reality so there is no point.
Just give me something to look forward too. Show me there is a bright light at the end of this dark tunnel. Tell me something exciting is coming this year.
~~ Reav Hannari aka Rees Noturana |
DUST Fiend
OSG Planetary Operations Covert Intervention
6638
|
Posted - 2013.10.02 14:39:00 -
[75] - Quote
The Attorney General wrote:Move up, get hit, start to retreat, and pray that no one comes after you.
How people spawn in with an Ishukone and don't have an LAV immediately on hand are absolutely beyond my line of reasoning.
I already hound vehicles like a demon....
::sigh:: |
Brush Master
HavoK Core RISE of LEGION
884
|
Posted - 2013.10.02 14:41:00 -
[76] - Quote
My opinion is that if you release this vehicle update without logi/assault versions of the dropships, you will lose what is left of the pilots. The main reason being, you have guys that have spent most or all their points in dropships being reduced to a normal dropship vs proto av for 2 months or more till you reintroduce them. I would rather the vehicle update be delayed further to include them then have to deal with a normal dropship only for months. |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:41:00 -
[77] - Quote
The Attorney General wrote:Looking at the shield booster numbers they make no sense.
286 CPU, and a massive 1048 to be able to not even rep back one Ishukone Assault Forge round? And you can do that once every thirty seconds with max skills?
Sounds like fun being that tanker.
Move up, get hit, start to retreat, and pray that no one comes after you.
Seconded |
DUST Fiend
OSG Planetary Operations Covert Intervention
6638
|
Posted - 2013.10.02 14:41:00 -
[78] - Quote
Reav Hannari wrote:This has been a rough year for your customers as we wait for what seems like simple assets. Adding a weapon, suit or vehicle in our preferred race seems to take forever. Your terrain and structure teams seem to be delivering though. At least we have that. I guess I just want an up-front answer as to what is going on with development. Why does it seem like we are waiting forever for new content and then current content is now being removed? Then, there is the PVE that I'm guessing has been shelved indefinitely. Dev blogs and posts that are "written" also seem to take weeks or more to be posted. |
RECON BY FIRE
Internal Rebellion
253
|
Posted - 2013.10.02 14:42:00 -
[79] - Quote
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. |
The Attorney General
ZionTCD
1136
|
Posted - 2013.10.02 14:46:00 -
[80] - Quote
DUST Fiend wrote: How people spawn in with an Ishukone and don't have an LAV immediately on hand are absolutely beyond my line of reasoning.
I already hound vehicles like a demon....
CCP has never considered this I guess.
The first month of the build that this drops with is going to be a bloodbath if there are no changes to AV. In most pub matches there is nothing stopping a squad on enemy from just rolling on you. These types of tanks won't have good odds of surviving a match. |
|
Hexen Trickster
Industrial removal service
86
|
Posted - 2013.10.02 14:47:00 -
[81] - Quote
I... i.... i just noticed the large missile launcher changes
is.. is it true. they are no longer burst but non stop hail of explosive goodness
Im going to need a new pair of pants after reading this. I forgive you for removing enforcers that i skilled into. and LLAV's. My proto missile launcher is going to have much much fun |
ChromeBreaker
SVER True Blood Public Disorder.
1333
|
Posted - 2013.10.02 14:47:00 -
[82] - Quote
DUST Fiend wrote:Reav Hannari wrote:This has been a rough year for your customers as we wait for what seems like simple assets. Adding a weapon, suit or vehicle in our preferred race seems to take forever. Your terrain and structure teams seem to be delivering though. At least we have that. I guess I just want an up-front answer as to what is going on with development. Why does it seem like we are waiting forever for new content and then current content is now being removed? Then, there is the PVE that I'm guessing has been shelved indefinitely. Dev blogs and posts that are "written" also seem to take weeks or more to be posted.
Where did this come from?... |
The Attorney General
ZionTCD
1138
|
Posted - 2013.10.02 14:49:00 -
[83] - Quote
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! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2507
|
Posted - 2013.10.02 14:51:00 -
[84] - Quote
Here's my initial takes on this,
- Dropships are still getting treated like light aircrafts when they are medium aircrafts. When comparing the new base HP, the LIGHT assault vehicle still has more base HP than the MEDIUM aircraft. I understand that the dropships have more modules and CPU/PG, but the base stats should also be reflective of what they are.
- There are way too many skills that do nothing but unlock stuff. I thought we made it clear we do not want that.
- Why are all racial vehicles being unlocked with the same skill? I mean, I'm not necessarily for or against it, but there needs to be consistency. If you are going to do it this way, then apply the same concept to dropsuits. If you will not, then make each race's vehicle it's own skill. Again, consistency is key.
- Small rail turrets still appear to be useless, especially when say a small missile turret does more damage with faster rate of fire and more splash radius.
- I understand the desire to go back to the basics, but you should really reconsider keeping the assault dropships in. These are more than just a subset of dropships, they are essentially their own vehicle class all together, a quasi fighter if you will. They have become far too fundamental to keep out even if just temporarily, and keeping them in will be crucial for gathering data on vehicle-to-vehicle combat balance.
Other than that, things are looking mostly good! |
Grimmiers
0uter.Heaven
235
|
Posted - 2013.10.02 14:52:00 -
[85] - Quote
I have two questions. The ROF for the small blaster is .07 which doesn't make sense to me being used to bullets per minute. Also what are small turrets going to be used for if their damage is capped at 25 for every tier level. I saw that the efficiency rating was bumped up to 60% which is good, but I want to know if lav vs lav using small turrets will still be a laughable fight. |
Reav Hannari
Red Rock Outriders
1565
|
Posted - 2013.10.02 14:53:00 -
[86] - Quote
ChromeBreaker wrote:Where did this come from?...
Let' see... CCP announces changes that take months to deliver and end up removing content. It's a rare and special day when something is actually added.
|
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:54:00 -
[87] - Quote
Waiting for our resident tank whiners to chime in, even though they have no idea what it's like to pilot. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3232
|
Posted - 2013.10.02 14:55:00 -
[88] - Quote
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? |
Reav Hannari
Red Rock Outriders
1565
|
Posted - 2013.10.02 14:55:00 -
[89] - Quote
Why were racial skills removed? |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 14:56:00 -
[90] - 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? Have you missed a boatload of threads to improve tanks? |
|
Hexen Trickster
Industrial removal service
86
|
Posted - 2013.10.02 14:57:00 -
[91] - Quote
Grimmiers wrote:I have two questions. The ROF for the small blaster is .07 which doesn't make sense to me being used to bullets per minute. Also what are small turrets going to be used for if their damage is capped at 25 for every tier level. I saw that the efficiency rating was bumped up to 60% which is good, but I want to know if lav vs lav using small turrets will still be a laughable fight.
Id assume its how long it takes to cycle 0.07 seconds which funnily enough would be about 514 bullets a minute |
Vrain Matari
ZionTCD
1012
|
Posted - 2013.10.02 14:57:00 -
[92] - Quote
Kevall Longstride wrote:Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception. I know. With the 1.5 patch notes coming out over a week before it hits and this weeks brfore it hits....... 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. |
Vell0cet
Royal Uhlans Amarr Empire
372
|
Posted - 2013.10.02 14:58:00 -
[93] - Quote
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. |
Brush Master
HavoK Core RISE of LEGION
885
|
Posted - 2013.10.02 15:03:00 -
[94] - Quote
I major reduction in price of vehicles during these times could certainly help ease the transition. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3232
|
Posted - 2013.10.02 15:07:00 -
[95] - Quote
Spkr4theDead wrote: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? Have you missed a boatload of threads to improve tanks?
I have, because I honestly don't care. CCP has a good concept layed out and they have three months to work on it. If you don't like what they have, say something in this thread since they're asking for feedback. "Improve tanks" is largely opinionated and circumstantial with everyone wanting Tanks to be God Mode like they were when Marauders were around and "improve AV" is largely opinionated and circumstantial with everyone wanting Tanks to be paper thin.
So, do what you want because any time someone throws out an opinion in one of these threads you just spew acid all over the place. Peace, I'm out. |
SteelDark Knight
Imperfects Negative-Feedback
117
|
Posted - 2013.10.02 15:08:00 -
[96] - Quote
Hexen Trickster wrote:I... i.... i just noticed the large missile launcher changes
is.. is it true. they are no longer burst but non stop hail of explosive goodness
Im going to need a new pair of pants after reading this. I forgive you for removing enforcers that i skilled into. and LLAV's. My proto missile launcher is going to have much much fun
It sounds good but, I think the limited clip, ammo, and what looks like a 10 (7.5 after skills) second reload time may limit it somewhat. However, the ALPHA damage looks like it may be extreme. |
GVGMODE
WorstPlayersEver
65
|
Posted - 2013.10.02 15:10:00 -
[97] - Quote
"Furious"
Armor Tanks (Vice versa) = BAD STD 2 highs and 3 lows
Therefore... ADV 2 highs and 4 lows PRO 2 highs and 5 lows
Active resistance = BAD If CCP meant 60% raw resist added, that is the amount we already get so the damage we currently get will be the same.
Shield and Armor Extenders = BAD It is purely a joke, 120mm plates sure will help you survive when a forge can do 2.6k it will take more or less 3 shots to take a tank down and lets not bring Proto AV nades and swarms. The base EHP is less likely to play a big role since they want modules to be powerful, meaning base EHP will stay the same for adv and proto just like dropsuits.
AV It is not getting nerfed so I must assume it might be stronger, seeing how CCP buffed something that was already strong.
If that is CCP's best aatempt to balance vehicles, I don't know what to say. |
The Attorney General
ZionTCD
1140
|
Posted - 2013.10.02 15:10:00 -
[98] - Quote
Aeon Amadi wrote:
So instead of whining about it, how about you propose something different?
Clearly you haven't been reading for the past four months or so, suggestions have been made, and ignored.
My biggest suggestion was to buff shield tanks to be able to compete with armor, and then tone down AV nades and fix the rendering on swarms. Tanks are not that bad.
Instead, it looks as though we are getting stripped down to basics, with standard suit levels of survivability. There needs to be a concrete plan in place to get us our full spectrum of models ASAP, because fighting proto AV right now can be unpleasant, in these new models it will be much more difficult.
|
The-Errorist
Mannar Focused Warfare Gallente Federation
240
|
Posted - 2013.10.02 15:11:00 -
[99] - Quote
We would like to know if small arms fire would cancel shield recharge, and if a gunner's turret skills will stack with the pilot for small turrets. |
XxWarlordxX97
Ancient Exiles
4657
|
Posted - 2013.10.02 15:12:00 -
[100] - Quote
Hexen Trickster wrote:I... i.... i just noticed the large missile launcher changes
is.. is it true. they are no longer burst but non stop hail of explosive goodness
Im going to need a new pair of pants after reading this. I forgive you for removing enforcers that i skilled into. and LLAV's. My proto missile launcher is going to have much much fun
Enforcers are gone but I was saving for one |
|
GVGMODE
WorstPlayersEver
65
|
Posted - 2013.10.02 15:14:00 -
[101] - Quote
The Attorney General wrote:Aeon Amadi wrote:
So instead of whining about it, how about you propose something different?
Clearly you haven't been reading for the past four months or so, suggestions have been made, and ignored. My biggest suggestion was to buff shield tanks to be able to compete with armor, and then tone down AV nades and fix the rendering on swarms. Tanks are not that bad. Instead, it looks as though we are getting stripped down to basics, with standard suit levels of survivability. There needs to be a concrete plan in place to get us our full spectrum of models ASAP, because fighting proto AV right now can be unpleasant, in these new models it will be much more difficult.
I will rather have my tank behind the mountains than wasting so much ISK seeing it blow from left to right. |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 15:15:00 -
[102] - Quote
Oh, and we're getting a PG nerf again. |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 15:16:00 -
[103] - Quote
Aeon Amadi wrote:Spkr4theDead wrote: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? Have you missed a boatload of threads to improve tanks? I have, because I honestly don't care. CCP has a good concept layed out and they have three months to work on it. If you don't like what they have, say something in this thread since they're asking for feedback. "Improve tanks" is largely opinionated and circumstantial with everyone wanting Tanks to be God Mode like they were when Marauders were around and "improve AV" is largely opinionated and circumstantial with everyone wanting Tanks to be paper thin. So, do what you want because any time someone throws out an opinion in one of these threads you just spew acid all over the place. Peace, I'm out. 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? |
Noc Tempre
Imperfects Negative-Feedback
2560
|
Posted - 2013.10.02 15:17:00 -
[104] - Quote
So... SP Respec for vehicle skills? |
Krasymptimo
No Free Pass
86
|
Posted - 2013.10.02 15:17:00 -
[105] - Quote
Grimmiers wrote:I have two questions. The ROF for the small blaster is .07 which doesn't make sense to me being used to bullets per minute.
I am guessing it can shoot every 0.07 seconds which means 60/0.07 = 857rpm |
Sgt Buttscratch
SLAPHAPPY BANDITS
865
|
Posted - 2013.10.02 15:17:00 -
[106] - Quote
Where to start...... I am glad to see that you are indeed working on this, but it seems you have bypassed all feedback and created your own little scheme that turns vehicles into an even bigger SP sink. By that I refer to al the little turret skills and what nots.
Sso we say our defenses are under powered, so you remove 2 slots from our defense sides (from 5 to 3 highs on gunnlogi, 5 to 3 lows for madrugar) this already looks bad.
My tank will now be highs NOS, HS or AS, lows hardner/harder/rep, because running any less resistance is suicide. So 4k HP, not sure on resistance numbers, but say they go 30/30, presumtion is that reps will be fixed to work as intended. These tanks will be raped.
Last thing I ever wanted to see is. A) No new tank models or upgrades/tiers B) Turrets turning into an absolute cluster **** of SP sink pointless skills. C) Slots removed from standard tanks.
I really hope that we see a new AV fix list that reads
Proto swarmer, 6 missiles at 100 DMG each, Proto AV nades, non refillable from nanohive, 2 max, dmg 800, Forge guns damage reduced assault 800, standard variant 1000, breach 1500. Because thats what it looks like you will do to the tanks, understat them. |
ChromeBreaker
SVER True Blood Public Disorder.
1335
|
Posted - 2013.10.02 15:18:00 -
[107] - Quote
IB4 AV nerf... balance.... messing about with AV... |
Princeps Marcellus
Expert Intervention Caldari State
249
|
Posted - 2013.10.02 15:20:00 -
[108] - Quote
Rogatien Merc 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. Understood. But think in the specific case of the ADS there should be an exception if possible; the principle of starting from the ground up is well and good, but don't cut off your nose to spite your face. The ADS is just a completely different combat role from anything else in the game. Remove enforcers? Those tankers shrug and go back to using standard tanks. Remove scout LAVs? Can use a methana. Remove LLAVs? Well, the reps were already broken so no one used them for repping anyway and people will just use a LAV. But remove ADS... there is no similar replacement and people who were ADS pilots have nothing to fall back on except changing their entire gameplay experience. Just some honest feedback. Thanks again for the 'work in progress' update.
The Attorney General wrote:Aeon Amadi wrote:
180 plates were replaced with Complex 120's (roughly the same armor values)
Better Armor Hardeners means you can survive longer on the front-line. Resistances are always going to be better than raw HP when the **** hits the fan.
Resists are going to be worse. Shorter activation times, longer cooldowns, plus you won't be able to run two and modulate them, you will need each of your low slots for a specific module. So unless you want to go without reps or plates, then you only have one hardener.
Winsaucerer wrote:Just like last time, I don't like the general look of these changes, but even with these numbers it's hard for me to evaluate properly. Things come out when playing.
Overall, I have a negative reaction to the "waves of opportunity" rework for vehicles. Things I don't like, at a glance: * AV will chase vehicles. As soon as cooldowns are off, vehicle will die. Forge gunners and swarm launcher players can be persistent and will chase * How useful will a passive tank be against AV? It sounds to me like it might not be at all a viable build and will be vulnerable to dying quickly * Having to time my attack for a "wave", and make sure I know my exit path, then exit, then sit back and wait for cooldowns while dodging AV that's chasing me, sounds very much like the opposite of fun. It sounds tedious * 36 seconds (for armour) to make your entry, make the push, then retreat. 37 seconds (with complex and skills) to hide behind buildings until you're ready for your next 36 second dart.
I probably simply don't understand. For now, I cannot see how these changes are going to be better or, more importantly, fun. I just don't "get it" though, and maybe it will all come together when it's released and the approach will click with me. Just posting my favorite quotes. Not quite sure how I feel about the changes myself. |
Noc Tempre
Imperfects Negative-Feedback
2560
|
Posted - 2013.10.02 15:25:00 -
[109] - Quote
I need an answer to a question before evaluating: Are vehicles becoming more equipment than class?
That would explain their unified skills and pathetic survivability. |
Hexen Trickster
Industrial removal service
90
|
Posted - 2013.10.02 15:27:00 -
[110] - Quote
SteelDark Knight wrote:Hexen Trickster wrote:I... i.... i just noticed the large missile launcher changes
is.. is it true. they are no longer burst but non stop hail of explosive goodness
Im going to need a new pair of pants after reading this. I forgive you for removing enforcers that i skilled into. and LLAV's. My proto missile launcher is going to have much much fun It sounds good but, I think the limited clip, ammo, and what looks like a 10 (7.5 after skills) second reload time may limit it somewhat. However, the ALPHA damage looks like it may be extreme. If I'm reading this right with direct hit damage you could put up 6000 damage in less than 2 seconds?
Lets get some horrid math shall we for proto because thats what id be using
539.5 damage now im using a 10% damage booster becuase i can so about 593.45 damage a ROF of 1 shot per .15 of a second but i have 5% reduction in that so .1475
Thats 4 shots a second ( i think or its 6) so about 2414 DPS
Impressive. for some reason my internet spaceship can only do ~700 CCP can i fit a gunlogi on my raven instead of torp launchers
|
|
The Attorney General
ZionTCD
1145
|
Posted - 2013.10.02 15:29:00 -
[111] - Quote
And what is up with no variants on the turrets?
Blasters get a big DPS drop to go with the ammo, and no more scattered variant? Unless the charts are incomplete.
If the numbers suggested every blaster turret was either an aurum or a scattered, why not give all the turrets scattered values?
|
laflash
What The French CRONOS.
7
|
Posted - 2013.10.02 15:29:00 -
[112] - Quote
I need re-spec please! |
Vrain Matari
ZionTCD
1012
|
Posted - 2013.10.02 15:29:00 -
[113] - Quote
Spkr4theDead wrote:The Attorney General wrote:Looking at the shield booster numbers they make no sense.
286 CPU, and a massive 1048 to be able to not even rep back one Ishukone Assault Forge round? And you can do that once every thirty seconds with max skills?
Sounds like fun being that tanker.
Move up, get hit, start to retreat, and pray that no one comes after you.
Seconded Agreed. My rough estimate for bare minimum effectiveness for tanks is 12 second roll-in form cover, 60 seconds on point supporting infantry and 12 seconds to bugout.
To me this means that the staggered activation of hardeners/active repair needs to span a minimum of ~72 seconds. Cooldown is a separate gameplay consideration, but to be effective on the field a tanker needs more time than what is being proposed for the new build. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3235
|
Posted - 2013.10.02 15:30:00 -
[114] - Quote
The Attorney General wrote:Aeon Amadi wrote:
So instead of whining about it, how about you propose something different?
Clearly you haven't been reading for the past four months or so, suggestions have been made, and ignored. My biggest suggestion was to buff shield tanks to be able to compete with armor, and then tone down AV nades and fix the rendering on swarms. Tanks are not that bad. Instead, it looks as though we are getting stripped down to basics, with standard suit levels of survivability. There needs to be a concrete plan in place to get us our full spectrum of models ASAP, because fighting proto AV right now can be unpleasant, in these new models it will be much more difficult.
Right. That's what they -said they were going to do at the beginning of the post-.
You haven't seen AV Rebalancing yet so how do you honestly know what's going on..? |
The Attorney General
ZionTCD
1145
|
Posted - 2013.10.02 15:30:00 -
[115] - Quote
Noc Tempre wrote:I need an answer to a question before evaluating: Are vehicles becoming more equipment than class?
That would explain their unified skills and pathetic survivability.
This is not an unreasonable interpretation.
Too bad. I had hopes. I expected CCP to make a mess of it, and boy did they not disappoint. |
Princeps Marcellus
Expert Intervention Caldari State
249
|
Posted - 2013.10.02 15:31:00 -
[116] - Quote
Hexen Trickster wrote:I... i.... i just noticed the large missile launcher changes
is.. is it true. they are no longer burst but non stop hail of explosive goodness
Im going to need a new pair of pants after reading this. I forgive you for removing enforcers that i skilled into. and LLAV's. My proto missile launcher is going to have much much fun
Aero Yassavi wrote:Here's my initial takes on this,
- Dropships are still getting treated like light aircrafts when they are medium aircrafts. When comparing the new base HP, the LIGHT assault vehicle still has more base HP than the MEDIUM aircraft. I understand that the dropships have more modules and CPU/PG, but the base stats should also be reflective of what they are.
- There are way too many skills that do nothing but unlock stuff. I thought we made it clear we do not want that.
- Why are all racial vehicles being unlocked with the same skill? I mean, I'm not necessarily for or against it, but there needs to be consistency. If you are going to do it this way, then apply the same concept to dropsuits. If you will not, then make each race's vehicle it's own skill. Again, consistency is key.
- Small rail turrets still appear to be useless, especially when say a small missile turret does more damage with faster rate of fire and more splash radius.
- I understand the desire to go back to the basics, but you should really reconsider keeping the assault dropships in. These are more than just a subset of dropships, they are essentially their own vehicle class all together, a quasi fighter if you will. They have become far too fundamental to keep out even if just temporarily, and keeping them in will be crucial for gathering data on vehicle-to-vehicle combat balance.
Other than that, things are looking mostly good!
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. I'm not quite sure how much I agree with this, but it very much intrigues me. I have recently become rather curious with power level management. STO, EVEO, Artemis, these are all games with power level management. As I said, very curious. Very, very curious.... |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3235
|
Posted - 2013.10.02 15:33:00 -
[117] - Quote
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. |
The Attorney General
ZionTCD
1145
|
Posted - 2013.10.02 15:35:00 -
[118] - Quote
Aeon Amadi wrote:
You haven't seen AV Rebalancing yet so how do you honestly know what's going on..?
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.
My opinion is that with the current numbers presented that AV will need to be nerfed to not completely decimate these vehicles.
Unless these things become priced under 100k, there is no point in running them, as they will be so vulnerable that you will have to spec into a full dropsuit just to survive.
Making tanking an end game activity is not something I would find preferable.
|
Vin Mora
Sanguis Defense Syndicate
163
|
Posted - 2013.10.02 15:38:00 -
[119] - Quote
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. |
Spkr4theDead
International-Fleet
951
|
Posted - 2013.10.02 15:39:00 -
[120] - 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. You can throw AV grenades over a wall or around a corner and the homing ability does the rest.
The best counter to a tank should be another tank. Maybe that's what they're trying to do. |
|
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. |
|
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). |
|
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? |
|
Mossellia Delt
Militaires Sans Jeux
475
|
Posted - 2013.10.02 17:49:00 -
[151] - Quote
I want CCP Blam back, these changes look awful |
TiMeSpLiT--TeR
Planetary Response Organization Test Friends Please Ignore
400
|
Posted - 2013.10.02 17:50:00 -
[152] - Quote
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? Are tanks going to use nanohives? I hope it separates nanohives from infantry and vehicles.
This will add more challenging for dropship users. For me, I hate when I have to land them. Also, the view is too close. I hope there is such thing as aerial refiill similar to warhawk or starhawk if I'm going to refill.
Here's a good example view for aerial combat
http://youtu.be/LL7FGDhUiWY
http://youtu.be/1ABUq0t0HH0
http://youtu.be/oGlhaWym7w8
I know they're not dropship, but you get the idea.
http://youtu.be/ZVskGj7_jaw <------------ Look how bad ass he fly his helicopter. Make it happen CCP. |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
293
|
Posted - 2013.10.02 17:54:00 -
[153] - Quote
I have a few questions with this 1st are active modules going to act like eve were you click them the go on till cycle is done. Then they after cool down they then start a new cycle. Second bye the looks of missile have such huge blast radius and can unload a clip in 1.8s how do you thank this will affec infantry play, some may say it to strong. And 3rd since this is a complete rework of skills will vehicle drivers like my self, can we expect a refund on our vehicle skill, and turret skills. |
Egypt Musk
A.N.O.N.Y.M.O.U.S.
20
|
Posted - 2013.10.02 17:56:00 -
[154] - 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. So were getting our sp back for these Items while they are unavailable? |
Xocoyol Zaraoul
Superior Genetics
1169
|
Posted - 2013.10.02 18:07:00 -
[155] - Quote
Limiting the amount of slots makes me a bit sad and worried that the amount of "different" HAVs we will see on the battlefield will decrease due to customization limits.
It will be interesting to see how this plays out. |
Rogatien Merc
Red Star. EoN.
1333
|
Posted - 2013.10.02 18:19:00 -
[156] - Quote
Xocoyol Zaraoul wrote:Limiting the amount of slots makes me a bit sad and worried that the amount of "different" HAVs we will see on the battlefield will decrease due to customization limits. Part of me thinks this is foreshadowing 'eventual' intro of adv / proto tanks. Nerfing standard slots to make room for advanced between standard and proto. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
744
|
Posted - 2013.10.02 18:19:00 -
[157] - Quote
I'm generally against all kind of respec, but in this case how would you behave? Vehicle skill tree will be totally changed, will you respec the skill tree?
For the feedback i will wait till changes will be set in place, i can't say if a thing is good or not without try it. |
Nguruthos IX
PEN 15 CLUB
1942
|
Posted - 2013.10.02 18:22:00 -
[158] - Quote
Im about to read this but keep in mind regarding dropships.. All these changes are for not- if you dont fix the bloody turret aiming bug!! Quit ripping turrets out of my gunners hands because they aimed too close to an arbitrary invisible and pointless line drawn to reset turret position. Raaaaaggeeeee!!!
Gunners need to be able to aim at the lower front half of the ship, like before uprising. Before you bugged it out while trying to fix the "gunners hitting ship in one small area at the front" issue. |
Rogatien Merc
Red Star. EoN.
1333
|
Posted - 2013.10.02 18:24:00 -
[159] - Quote
Also when I see threads like this go multi- multi-page and devs stop responding after a couple hours, I can't help but imagine us all sitting in a big white room with glaring lights, a few stray tankers in a corner bobbing back and forth, some scouts running manically in circles going "eeeee!!!! eEEEEE!!!!!", a heavy just sitting at the one table in the middle of the room all depressed with a pile of candy wrappers in front of him and chocolate smudged all over his face and he occassionally just growls under his breath... and the devs are just sitting in lab coats behind a two-way mirror listening to our ramblings, occassionally tallying something or other on a clipboard.
I mean, not even saying they should post more, just saying that's how I picture these threads. |
IgniteableAura
Pro Hic Immortalis
184
|
Posted - 2013.10.02 18:28:00 -
[160] - Quote
Still somewhat disappointed in skills only unlocking...they need to provide a benefit.
My first concern is the ability to recall and redeploy. Its really quite feasible to use your active mods, run to the redline, call in new vehicle, recall old one. Without ever having to "wait" for cooldown timers.
Rails have too much ammo imo, with that total you can spend almost the entire game shooting and not run out.
Its really difficult to know exactly how much this will effect since pretty much this is an entire overhaul. Those are my first impressions. Can't really give an honest opinion since there are so many changes...without a viable way to test in game, its difficult.
Any possibility for someone to build/release a fitting tool? |
|
Vell0cet
Royal Uhlans Amarr Empire
386
|
Posted - 2013.10.02 18:30:00 -
[161] - Quote
Stile451 wrote: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). 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. |
FatalFlaw V1
ISK Faucet Industries
114
|
Posted - 2013.10.02 18:39:00 -
[162] - Quote
I am extremely uncomfortable with your lack of information on how our skillpoints will be reset to compensate for all of these sweeping changes and removal of vehicles.
Also..assault dropships please?
Tanks already felt extremely weak vs even 2-3 mercs with AV grenades. These changes look like nerfs to me.
Oh and about those skill points? Resetting all points in vehicle command, turrets, and vehicle upgrades I must assume? |
Noc Tempre
Imperfects Negative-Feedback
2561
|
Posted - 2013.10.02 18:39:00 -
[163] - Quote
Disfool wrote: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
That's not what the numbers allow for. Read my previous post for the quick and dirty. |
Princeps Marcellus
Expert Intervention Caldari State
249
|
Posted - 2013.10.02 18:40:00 -
[164] - 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.
It's not so much that it's no longer a problem for railgun tanks, it's just that it's no longer a problem that we can complain about. Not unless there are funky things other than rendering going on. |
Nguruthos IX
PEN 15 CLUB
1943
|
Posted - 2013.10.02 18:47:00 -
[165] - Quote
ChromeBreaker wrote:On a first pass... skills that dont have an inherant bonus are back
And no given values on the armour Modules... 180mm plates gone? Guess derpships will still be that weird medium vehicle with only enough pg\cpu for small modules |
Princeps Marcellus
Expert Intervention Caldari State
249
|
Posted - 2013.10.02 18:54:00 -
[166] - Quote
Xocoyol Zaraoul wrote:Limiting the amount of slots makes me a bit sad and worried that the amount of "different" HAVs we will see on the battlefield will decrease due to customization limits. It will be interesting to see how this plays out. Also nobody is going to believe that speel about "Temporarily" removing those dropships, since you said the same thing when you removed the marauders... EDIT: I do have a concern with the posted stats for shields, you said in theory the shields would allow you to "hit-and-run" and were supposed to have a faster recovery time but lower EHP then the armor equivalents... However, I'm worrying that your new HP values are going to make it difficult for any shield HAV to survive any "quick" engagement without being blown to smithereens. A fast recovery time is meaningless if your EHP is too low to survive the "run" part of hit-and-run... It honestly looks like shield tanks are even more fragile then they are now, and that is deeply concerning for me...
IgniteableAura wrote:Still somewhat disappointed in skills only unlocking...they need to provide a benefit.
My first concern is the ability to recall and redeploy. Its really quite feasible to use your active mods, run to the redline, call in new vehicle, recall old one. Without ever having to "wait" for cooldown timers.
Rails have too much ammo imo, with that total you can spend almost the entire game shooting and not run out.
Its really difficult to know exactly how much this will effect since pretty much this is an entire overhaul. Those are my first impressions. Can't really give an honest opinion since there are so many changes...without a viable way to test in game, its difficult.
Lastly, no response on giving back SP for vehicles your are removing....Or a SP refund for all vehicle related skills since this is such a large change in how skills are effecting aspects of vehicles.
Any possibility for someone to build/release a fitting tool?
Thanks for your hard work I was rather surprised at the railgun ammo count, too. In BF4 (first Battlefield title to have vehicle ammo, I think) tanks have about 25 shells. Of course, in BF4, you'd expect your tank to die within a few minutes, too. |
Shouper of BHD
Resheph Interstellar Strategy Gallente Federation
286
|
Posted - 2013.10.02 19:00:00 -
[167] - Quote
what I liked:
turrets got skill books for specialisation to some extent.
armour vs shield looks good on paper.
active vs passive is structures to be balanced.
fighting tactics look balanced. (hit and run vs tenacious).
what I didn`t like:
spawn in CRU WP as well as triage WP were neglected and were 2 of the top 3 requests for WP.
small turrets look bad (UP), missiles prevail over rail guns (small).
pilots are removed of their roles for a while and will require candy to taunt there mercs aboard to get very few WP for allot of work.
HAVs have less slots then DS, this is more of a question, will the heavy modules be strong enough to make up for their lower counts? or is this a meta lv thing? if the ladder what does that mean for DS and tanks?
Logi LAVs are not confirm as slower to help balance as well as their module changed from healing to ammo.
we are not aware of how many vehicles we will have when, such as Python III or Sageris II.
|
Vulpes Dolosus
Neanderthal Nation Public Disorder.
79
|
Posted - 2013.10.02 19:04:00 -
[168] - Quote
I disagree with the removal of seats when removing turrets IN DROPSHIPS ONLY.
It makes sense for LAVs (there's no seat to replace the turret) and HAVs (I hate passengers in my tanks that do nothing), but removing the seats in dropships is bad. It makes transport only dropships weaker by having to sport turrets for seats, taking CPU/PG away from the tanking potential.
I hope they reconsider this or add a way to add seats (I'd like a 4 person LLAV squad too). |
Shouper of BHD
Resheph Interstellar Strategy Gallente Federation
286
|
Posted - 2013.10.02 19:08:00 -
[169] - Quote
@CCP, when will there be PRO vehicles and will they improve in more hen HP, PG/CPU, and recharge? like will it gain module count? or will lets say a Logi DS have a lighter frame at PO or advance? or will there be a chasis module that changes the frame weight? |
Spkr4theDead
International-Fleet
951
|
Posted - 2013.10.02 19:08:00 -
[170] - Quote
Princeps Marcellus wrote:Xocoyol Zaraoul wrote:Limiting the amount of slots makes me a bit sad and worried that the amount of "different" HAVs we will see on the battlefield will decrease due to customization limits. It will be interesting to see how this plays out. Also nobody is going to believe that speel about "Temporarily" removing those dropships, since you said the same thing when you removed the marauders... EDIT: I do have a concern with the posted stats for shields, you said in theory the shields would allow you to "hit-and-run" and were supposed to have a faster recovery time but lower EHP then the armor equivalents... However, I'm worrying that your new HP values are going to make it difficult for any shield HAV to survive any "quick" engagement without being blown to smithereens. A fast recovery time is meaningless if your EHP is too low to survive the "run" part of hit-and-run... It honestly looks like shield tanks are even more fragile then they are now, and that is deeply concerning for me... IgniteableAura wrote:Still somewhat disappointed in skills only unlocking...they need to provide a benefit.
My first concern is the ability to recall and redeploy. Its really quite feasible to use your active mods, run to the redline, call in new vehicle, recall old one. Without ever having to "wait" for cooldown timers.
Rails have too much ammo imo, with that total you can spend almost the entire game shooting and not run out.
Its really difficult to know exactly how much this will effect since pretty much this is an entire overhaul. Those are my first impressions. Can't really give an honest opinion since there are so many changes...without a viable way to test in game, its difficult.
Lastly, no response on giving back SP for vehicles your are removing....Or a SP refund for all vehicle related skills since this is such a large change in how skills are effecting aspects of vehicles.
Any possibility for someone to build/release a fitting tool?
Thanks for your hard work I was rather surprised at the railgun ammo count, too. In BF4 (first Battlefield title to have vehicle ammo, I think) tanks have about 25 shells. Of course, in BF4, you'd expect your tank to die within a few minutes, too. Probably gonna refill if someone else drives it. |
|
Vulpes Dolosus
Neanderthal Nation Public Disorder.
79
|
Posted - 2013.10.02 19:10:00 -
[171] - Quote
Question: is the "shield recharge rate" per second or per minute or what? |
crazy space 1
Unkn0wn Killers
1773
|
Posted - 2013.10.02 19:11:00 -
[172] - Quote
Are you designing these tanks with a system to fit in with the MINMATAR AND AMMAR TANKS.
Because if your not , and you can't even see 2 feet ahead of you in terms of balance that's it, I'm out of this stupid game.
It feels like you've chosen to only have 2 tanks in the game forever but you don't want to tell anyone. This update confirms it, since it's obvious you don't to touch tanks for at least a year.
Unless you have the numbers for the ammar and minmatar tanks on paper and are using that to design a full game will basic content then you are literately turning your wheels and why should I waste my time and money on a game with no roadmap, no direction, no design, no focus, no point...
I've been paying eve since beta, it's not like I want dust to only have 2000 people online at a time... eve eve online did better in the 1st year... and no one played mmos back then. I thought the whole reason to go console was you'd get more players than PC!!!!!!
Anyways, I'm kitteningly seriously, this is the last straw I didn't see a single point about how the minmatar/ammar, or their weapon system were being taken into account.
If this goes through and you just decided dust is a 2 racial tank game, that's it, I'm out, **** you ***holes for leading us on.
If you don't have all basic content, or placeholders by the end of the year then you're basically a bunch of fools on a sinking ship.?
You are doing nothing but creating a million holes you'll have to re-balance everything all over again in the future!!!!!!!! I work in the games industry this is the kind of stuff we've fired people for here at *********. Maybe you guys hired them after we threw them out... |
Awesome Pantaloons
Tech Guard
94
|
Posted - 2013.10.02 19:11:00 -
[173] - Quote
Okay, hold the phone a bit... It seems like you guys are making it more difficult to operate vehicles? How does that balance things at all? lol Maybe it just seems that way with all of the new skills and requirements. If so, my tanks better be the shiznit after all this. |
crazy space 1
Unkn0wn Killers
1773
|
Posted - 2013.10.02 19:26:00 -
[174] - Quote
but I still like the overall direction you are going but ... : ( give me faith you aren't going to just make another post like this in 2 years, or that you care about adding in the rest of the tanks once the art is done asap : (
what if eve onlie was release but with other caldari and minmatar frigates, no one would of played it. It would of died, for real.
just have a plan... take the other tanks into account while balancing even if they aren't released yet ... |
The legend345
TeamPlayers EoN.
1079
|
Posted - 2013.10.02 19:27:00 -
[175] - Quote
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. |
The legend345
TeamPlayers EoN.
1079
|
Posted - 2013.10.02 19:28:00 -
[176] - Quote
crazy space 1 wrote:but I still like the overall direction you are going but ... : ( give me faith you aren't going to just make another post like this in 2 years, or that you care about adding in the rest of the tanks once the art is done asap : (
what if eve onlie was release but with other caldari and minmatar frigates, no one would of played it. It would of died, for real.
just have a plan... take the other tanks into account while balancing even if they aren't released yet ... Are you crazy this is garbage |
Skihids
Bullet Cluster
2212
|
Posted - 2013.10.02 19:44:00 -
[177] - Quote
You are missing the perfect opportunity to shift to a Cap system with it's greater flexibility and future expansion opportunities. It's inherently more difficult to keep track of several cool-down timers than it is one capacitor level.
The hit-and-run engagement style of play does give vehicles the opportunity to be beefy without remaining in god-mode constantly, but the relative lengths of time are going to have to carefully balanced. Make the attack time too short and they won't be good for anything, and if you make the cool-down too long you risk significant boredom.
I'm a dropship pilot rather than a tanker, but I'm concerned for their ability to get back to safety on these small maps with the mobility AV has. I can picture one or two LAV's called in specifically to chase down and kill a tank once it withdraws from battle. A dropship would also be perfect as a chase/kill vehicle because it's so difficult to get away from. The dropship would just sit and wait for the tank to go into cool-down and swoop in for an easy kill.
You might actually require a dropship or LAV to cover the withdrawal of a tank. Hmmm, that could actually encourage multi-unit tactics. |
Godin Thekiller
Hellstorm Inc League of Infamy
1036
|
Posted - 2013.10.02 19:51:00 -
[178] - Quote
DUST Fiend wrote:The Attorney General wrote:As long as proto AV is out there, these tanks, from the stats will be even bigger coffins than the current batch. Thankfully they aren't making us beta test this stuff since we've officially released. Don't get me wrong, I'm glad they're addressing it, but I'm getting kind of pissed with this whole ******* process. How the **** am I supposed to decide where I want to put my SP when things change so drastically like this? I mean, to the point where many vehicles have now been removed, with the promise that they'll be back soon....hmm...I seem to remember a tank that was taken out to come back "soon"....
I remember two of them...... |
Magnus Amadeuss
DUST University Ivy League
56
|
Posted - 2013.10.02 19:53:00 -
[179] - Quote
CCP Logibro;
I was wondering if CCP planned to introduce the other racial vehicles before starting work on the tier 2 vehicles (logi and assualt)?
Personally I think it would be wise to fill out the entire roster of base vehicles as long as you guys are attempting to go back to square one. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
982
|
Posted - 2013.10.02 19:59:00 -
[180] - Quote
I'm not a vehicle user but...
I do think you should just limit the ammo thing for vehicles to just one module that increases the amount of ammo by a percent. Having multiple ammo "boxes" for each type of weapon sounds like a bad idea to me.
It's not like we have nanohives that only replenish a certain type of ammo, so why don't vehicles get that same technology? |
|
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) |
|
DRaven DeMort
SVER True Blood Public Disorder.
67
|
Posted - 2013.10.02 21:42:00 -
[211] - 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. |
Disturbingly Bored
The Strontium Asylum
758
|
Posted - 2013.10.02 21:43:00 -
[212] - Quote
Shion Typhon wrote: 2) A period of intense boredom for the pilot while he leaves combat to wait for his next godmode window
I imagine the pilot won't be that bored when I'm lobbing blue hell at him from a rooftop as he tries to make it far enough away during the cooldown.
I wonder if the real usage would be more "OH CRAP, GONNA DIE, Activate and hightail it!" rather than "Haha God Mode NOW DIE!" |
Noc Tempre
Imperfects Negative-Feedback
2570
|
Posted - 2013.10.02 21:43:00 -
[213] - Quote
Vehicles are losing a lot of health and flexibility. Ammo is being added on top of heat for more worries but at no benefit such as ammo selection. Shields, traditionally the anti infantry option, is now completely losing the one unique holdover from EVE - passive shield regen. Fights are getting less interesting and faster. The only successful module is the new shield injector (not really a booster with only one pulse): it is a single use situationally powerful tool that can be used once per fight. The rest are long timers on long cooldowns. While they are laudable for rewarding proactive use, they are cancerous because they are effectively forced retreats. The gameplay is to sit in timeout as your reward for winning. Win enough and you have to retreat all the way to the MCC (the only place to find a live supply depot). Is the recall mechanic going away? Because otherwise the ammo and cooldowns are pointless.
Everyone would have been happy with double the health and half or even less the damage vs infantry. Instead vehicles are now disposable equipment. Hopefully the ISK price will at least match this new status. I will say, personally, while eve-lite has gone disastrously for infantry combat it would have been excitingly unique for mechanized warfare. Only in the community created masterpiece of Living Legends have I seen vehicle combat so interesting and deep as the potential DUST presented with heat and energy management. But like MWO, it is getting dumber and dumber with each iteration (need I say coolant flush?) instead of playing up it's strengths. |
Bojo The Mighty
Zanzibar Concept
2092
|
Posted - 2013.10.02 21:44:00 -
[214] - Quote
Alright the blaster thing must be a typo. Whew. Other than that things seem different but unable to determine for better or worse due to unforseen agility changes/AV changes. |
Alldin Kan
TeamPlayers EoN.
639
|
Posted - 2013.10.02 21:51:00 -
[215] - Quote
You forgot to consider AV nerfs in CCP's update, post by OP is only about vehicles. AV thread should come in later, there's simply no way CCP could release the vehicles with AV being left untouched. |
|
CCP Logibro
C C P C C P Alliance
2514
|
Posted - 2013.10.02 21:54:00 -
[216] - Quote
Hey guys
Yes, the Blaster damage numbers are likely a typo. I'll poke Wolfman and get some updated numbers when I can. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
pyramidhead 420
Krullefor Organization Minmatar Republic
60
|
Posted - 2013.10.02 21:56:00 -
[217] - Quote
CCP Logibro wrote:Hey guys
Yes, the Blaster damage numbers are likely a typo. I'll poke Wolfman and get some updated numbers when I can. are any lav's being removed, i dont see my lav on the chart |
RydogV
Shadow Company HQ
409
|
Posted - 2013.10.02 21:59:00 -
[218] - 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.
Solid logic and was going to be the basis of my own comment. I don't EVER drive vehicles, save the occasional LAV BPO to get from point A to point B. And I do not generally rush to switch into an AV fitting when dominant vehicles emerge on the field. In fact, I only have Swarms at Advanced level with zero proficiency and Militia Forge as my only AV options (use the former seldom and latter never).
But it would stand to reason that with only Militia and Standard vehicles planned to be available it is high time we remove Advanced and Proto anti-vehicle options from the game in an effort to level the playing field and provide a more dynamic experience. Seems like the sporting thing to do, does it not?
|
Noc Tempre
Imperfects Negative-Feedback
2570
|
Posted - 2013.10.02 22:00:00 -
[219] - Quote
Alldin Kan wrote:You forgot to consider AV nerfs in CCP's update, post by OP is only about vehicles. AV thread should come in later, there's simply no way CCP could release the vehicles with AV being left untouched.
AV nerfs don't even matter. Looking at a strict vehicle vs vehicle fight it is already horrible. |
Noc Tempre
Imperfects Negative-Feedback
2570
|
Posted - 2013.10.02 22:01:00 -
[220] - Quote
CCP Logibro wrote:Hey guys
Yes, the Blaster damage numbers are likely a typo. I'll poke Wolfman and get some updated numbers when I can.
While you are at it, get him to include what will become of the BPO lavs. |
|
Vin Vicious
Capital Acquisitions LLC Public Disorder.
530
|
Posted - 2013.10.02 22:06:00 -
[221] - Quote
Are AV weapons also being looked at, if AV isn't getting looked at you're just making vehicles weaker towards AV
If you are working on AV than I'd assume a lot of the bitchhing going on in this thread will be gone, all that will remain is people basically whining the way they play vehicles now isn't going to work when this update is released |
Sinboto Simmons
SVER True Blood Public Disorder.
1328
|
Posted - 2013.10.02 22:13:00 -
[222] - Quote
Full auto missiles? Sounds interesting.
But all in all a fantastic vision for 1.6. you vehicle guys deserved some love for sure, and this is a good sight for me personally I love seeing dust moving in a more tactical direction. For vehicles anyway. |
Alldin Kan
TeamPlayers EoN.
641
|
Posted - 2013.10.02 22:17:00 -
[223] - Quote
Noc Tempre wrote:AV nerfs don't even matter. Looking at a strict vehicle vs vehicle fight it is already horrible. If you refer to the Madrugar fits you mentioned (dual rep + Hardener) then yes. Once that gets sorted (it has to right? ), if you still insist on long tank vs tank fits then all it's needed is to reduce damage on all turrets by a fixed percentage just like the infantry weapons in a earlier build. |
Taurion Bruni
D3M3NT3D M1NDZ The Umbra Combine
185
|
Posted - 2013.10.02 22:19:00 -
[224] - Quote
CCP,
while it is great that you are finally reworking the vehicle role, especially the dropships, I would advise that getting rid of the specialized versions for a short period of time (mind the proto tanks), will only dampen the role, rather than enhance it. Instead I would suggest that you finish the rework, but keep the ships in the game for now. keeping them is not OP, but removing them is a nerf. |
NextDark Knight
Hellstorm Inc League of Infamy
58
|
Posted - 2013.10.02 22:29:00 -
[225] - Quote
DEVs can you Open up Singularity and your other test and development servers?
It would be real fun if we could play with some of the items being developed on singularity. 100isk proto gear and 100isk suites for testing. l Plus maybe seeing some of the tanks being developed would be a nice addition. |
Alldin Kan
TeamPlayers EoN.
641
|
Posted - 2013.10.02 22:38:00 -
[226] - Quote
NextDark Knight wrote:DEVs can you Open up Singularity and your other test and development servers? It would be real fun if we could play with some of the items being developed on singularity. 100isk proto gear and 100isk suites for testing. l Plus maybe seeing some of the tanks being developed would be a nice addition. I WANT TO BELIEVE. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6356
|
Posted - 2013.10.02 22:56:00 -
[227] - Quote
Please post planned AV weapon damages/stats so we can judge how viable vehicles will be. Please post planned prices. I'm hoping there will be a price cut, tanks and dropships are both too expensive. |
DUST Fiend
OSG Planetary Operations Covert Intervention
6657
|
Posted - 2013.10.02 23:08:00 -
[228] - Quote
KAGEHOSHI Horned Wolf wrote:Please post planned AV weapon damages/stats so we can judge how viable vehicles will be. Please post planned prices. I'm hoping there will be a price cut, tanks and dropships are both too expensive. Dropships are BEAST!!
Especially if there's an AV nerf. My Promi is already pretty boss, all things considered. Give them better remote reps and remote ammo reps for vehicles and they will actually have a reason to logi, though you could fit a mean tank on that. I wonder if collision will still instasplode you. It should really just deal a reasonable amount of damage, but push you in the direction that they hit you relative to how fast they hit you. Though, if they're going max speed and slam into you, chances are you're both going to die.
Though how ******* boss would that be, to see a logi ship punch all it's reps and resistances and just gets ready to compensate for the shock, as this militia ship flies full barrel into him and just explodes, barely denting the logi ship as it reps and floats away
|
Temba Fusrodah
Ganksters Inc Drake Ashigaru
70
|
Posted - 2013.10.02 23:13:00 -
[229] - Quote
What have you done to address HAVs and LAVs diving off towers and surviving the fall?
Unless vehicle recall is suspended during cool down you've accomplished nothing substantial. HAV rolls out from behind building in his God Mode, blasts away, takes some return fire rolls back behind building and recalls the HAV. This should not be immediately possible.
The few static turret emplacements that could curtail the lords of the battlefield, HAVs and dropships, are mostly placed where they are the least effective, behind cargo containers and out of range, really why do you bother to place them there at all?
Killing dropsuits with most of these weapons requires extreme luck, and vehicles unless piloted by noobs quickly head for cover or up out of range.
When are we going to see a laser turret on HAVs, LAVs, dropships, or static turrets?
If you want to balance combat, buff the hell out of repair modules, so that vehicles or turrets when supported could tank incoming damage. A standard tactic in EVE yet to be effectively implemented in DUST 514.
HAVs, LAVs, dropships, and swarm launcher gunners NEED the ability to lock onto swarm launchers.
Vehicles need the equivalent of a long range sniper gun mountable instead of the inaccurate short range small missile launchers and machine guns, something with the punch of a Thale and a rapid three to five shot burst.
Have you really improved blast radius damage? Currently it's laughable for everything except demolitions, orbitals, and mass drivers. The silly little swarm launcher should not be safe behind the thin fence atop a building when targeted by a HAV gun or a static turret.
HAVs should not be invulnerable but they should be very lethal, don't turn a tiger into a pussycat. |
xp3ll3d dust
The Southern Legion The Umbra Combine
89
|
Posted - 2013.10.02 23:14:00 -
[230] - Quote
My favourite change: They simplified armor plates to Basic / Enhanced / Complex. Makes it much easier now. |
|
knight of 6
SVER True Blood Public Disorder.
318
|
Posted - 2013.10.02 23:18:00 -
[231] - Quote
I love it, turret damage seems largely unaltered for us taking the hit on ammo, but I assume HP and resist will make up the difference.
this is a lot to ask I know but could you release passive armor mods in 1.6? I'm a little sketchy on the Idea of passive armor regen but have never liked shield tanks so it be a help to get a taste of the new mods before they hit.
also I assume I will be getting a partial/full refund to cover the changes? |
Goric Rumis
Dead Six Initiative Lokun Listamenn
216
|
Posted - 2013.10.02 23:25:00 -
[232] - Quote
RydogV wrote: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. Solid logic and was going to be the basis of my own comment. I don't EVER drive vehicles, save the occasional LAV BPO to get from point A to point B. And I do not generally rush to switch into an AV fitting when dominant vehicles emerge on the field. In fact, I only have Swarms at Advanced level with zero proficiency and Militia Forge as my only AV options (use the former seldom and latter never). But it would stand to reason that with only Militia and Standard vehicles planned to be available it is high time we remove Advanced and Proto anti-vehicle options from the game in an effort to level the playing field and provide a more dynamic experience. Seems like the sporting thing to do, does it not? Agreed. As someone who runs proto heavy gear, I think it makes sense to drop at least the proto versions of the forge gun and swarm launcher, if not the advanced as well. I'd also like to see what happens if we disable AV grenades entirely for a month.
I realize this opens up the possibility of a lot of angry response from even MORE people for removing items they're using, but it does make sense if we're trying to pare down the vehicle/AV equation to its most basic elements. This is even truer when taking into account the variants (assault and breach).
On the other hand, almost everyone who has specialized in AV will feel a renewed sense of purpose if AV grenades are taken out of the equation.
Someone may point out that vehicles will still have advanced and proto modules--however, infantry still have advanced and proto suits and modules. The weapons should be matched to the hull. Standard-level weapons can still be augmented by complex damage mods and skills, and backed up with proto modules. |
ladwar
Dead Six Initiative Lokun Listamenn
1801
|
Posted - 2013.10.02 23:35:00 -
[233] - Quote
xp3ll3d dust wrote:My favourite change: They simplified armor plates to Basic / Enhanced / Complex. Makes it much easier now. my "favourite" change: no more PG mods so shields are royally in trouble with everything. wait i mean most hated. |
gbghg
L.O.T.I.S.
3597
|
Posted - 2013.10.02 23:50:00 -
[234] - Quote
PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. |
ladwar
Dead Six Initiative Lokun Listamenn
1801
|
Posted - 2013.10.02 23:59:00 -
[235] - Quote
gbghg wrote:PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. no they are not. aferburners = dropships nitros boost = ground vehicles nitros CRU= CRU
you need to take a second look. they are gone as the enforcers, LLAV, SLAV, ADS, logi DS
GONE, forever! |
Blaze Ashra
Holdfast Syndicate Amarr Empire
18
|
Posted - 2013.10.03 00:00:00 -
[236] - Quote
Stefan Stahl wrote: 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.
FYI: kind of a douche thing to say. |
Nguruthos IX
PEN 15 CLUB
1947
|
Posted - 2013.10.03 00:01:00 -
[237] - Quote
I hope this does not mean that a vehicle cannot rep up its armor or shields properly if there is some AR or sniper shooting at it...
-.0 |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2542
|
Posted - 2013.10.03 00:01:00 -
[238] - Quote
CCP what the hell are you thinking removing ADS and Logi Dropships....
But I like the new skills since it means HAVers aren't penalised for specing tanks when the new racial varients are released... whenever that is, and skills that affect Active modules. |
KalOfTheRathi
Nec Tributis
779
|
Posted - 2013.10.03 00:02:00 -
[239] - Quote
The Attorney General wrote:Spkr4theDead wrote:
I mean seriously, armor we could get with one plate and one repper is less than 6000.
Armor resists look to be staying at about what they are now. Skill based resist and two carapace hardeners works out about the same as the new 60% modules, although the current have better active times and shorter cooldowns. So all in all an armor nerf, which is just what most of us feared. Without an AV nerf, tankers should all just quit. I am quitting. I need my SP so I can go PROTO in my Minmatar Logi Suit as well as Proto some weapons as well.
Tanks are done, Drop Ships are done and Logi Vehicles don't even exist.
Remind me again, what is the purpose of this game? If I cannot find one then DUST is dead to me. |
johnhonorcrest2
RestlessSpirits
10
|
Posted - 2013.10.03 00:12:00 -
[240] - 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.
thats funny u said the same thing about the marauders good by dust i tried to give u a chance but u lost me to gta |
|
LudiKure ninda
Black Phoenix Mercenaries
34
|
Posted - 2013.10.03 00:16:00 -
[241] - Quote
3 low slots on the maddy?????3 high on gunny???? what?
logi dropship removed,enforcers removed,no new tanks?
skills are fine,but com on ccp,another tank nerf....
I WANT MY WASTED SP BACK....I need Duvolle! and all the infantry stuff, |
gbghg
L.O.T.I.S.
3597
|
Posted - 2013.10.03 00:18:00 -
[242] - Quote
ladwar wrote:gbghg wrote:PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. no they are not. aferburners = dropships nitros boost = ground vehicles nitros CRU= CRU you need to take a second look. they are gone as the enforcers, LLAV, SLAV, ADS, logi DS GONE, forever! if its not on the chart it didn't make the cut... CPU mods did but who needs them on vehicles really, never ran into that issue. PG mods = powergrid upgrades
they're in the scanner section for some reason, go take another look, the complex provides a 1.2 bonus which im assuming means a 20% PG bonus, would be nice if a dev could confirm that though.
also am i the only one who noticed one of the most intriguing and possibly most important sentences in the entire thread?
Quote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) |
ladwar
Dead Six Initiative Lokun Listamenn
1801
|
Posted - 2013.10.03 00:23:00 -
[243] - Quote
gbghg wrote:ladwar wrote:gbghg wrote:PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. no they are not. aferburners = dropships nitros boost = ground vehicles nitros CRU= CRU you need to take a second look. they are gone as the enforcers, LLAV, SLAV, ADS, logi DS GONE, forever! if its not on the chart it didn't make the cut... CPU mods did but who needs them on vehicles really, never ran into that issue. PG mods = powergrid upgrades they're in the scanner section for some reason, go take another look, the complex provides a 1.2 bonus which im assuming means a 20% PG bonus, would be nice if a dev could confirm that though. also am i the only one who noticed one of the most intriguing and possibly most important sentences in the entire thread? Quote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) wow.. i just seen they are in scanners not under them, thanks
and no people been ask if small arms will stop it, which would be insane. |
gbghg
L.O.T.I.S.
3597
|
Posted - 2013.10.03 00:24:00 -
[244] - Quote
no problem, less panic and hysterical posting benefits all of us. |
KEROSIINI-TERO
Seraphim Initiative..
764
|
Posted - 2013.10.03 00:30:00 -
[245] - 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.
This is sensible and good. |
crazy space 1
Unkn0wn Killers
1774
|
Posted - 2013.10.03 00:36:00 -
[246] - Quote
Magnus Amadeuss wrote:CCP Logibro;
I was wondering if CCP planned to introduce the other racial vehicles before starting work on the tier 2 vehicles (logi and assualt)?
Personally I think it would be wise to fill out the entire roster of base vehicles as long as you guys are attempting to go back to square one.
What do yo think you are? A competent game designer!?
|
Xocoyol Zaraoul
Superior Genetics
1177
|
Posted - 2013.10.03 00:36:00 -
[247] - Quote
Rogatien Merc wrote: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
I've killed countless Maddies due to a tricked out Pure Missile Tank with gunners. Yes, i think gunners are useful half the time (The other half it is an idiot who shoots at the MCC giving away my position). Luckily running with a close group of friends means I can usually have good gunners at peak times and having an extra thousand+ damage a salvo is nothing to sneeze at when killing another HAV. |
KalOfTheRathi
Nec Tributis
781
|
Posted - 2013.10.03 00:41:00 -
[248] - Quote
Aeon Amadi wrote: -- snip garbage -- Peace, I'm out. This is from you, @Aeon Amadi?
Seriously you have contributed more Trolling, Whining and QQ Kitten threads than most yet you are stating you don't care and others are spewing acid. To top that off CCP/Shanghai has a good concept, when have you ever liked anything CCP has done much less CCP/Shanghai?
Peace is you being out, indeed.
|
Nguruthos IX
PEN 15 CLUB
1953
|
Posted - 2013.10.03 00:45:00 -
[249] - Quote
ladwar wrote:
and no people been ask if small arms will stop it, which would be insane.
That's just the kinda CrrAAaaaaZZZZyyyYYyy stuff a CCP might do! |
Nguruthos IX
PEN 15 CLUB
1953
|
Posted - 2013.10.03 00:46:00 -
[250] - Quote
KEROSIINI-TERO wrote:CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. This is sensible and good. It is at first but honestly if the next patch does not contain logi vehicles, and the one after that assault at least then it is no longer 'good'. |
|
Lanius Pulvis
Osmon Surveillance Caldari State
5
|
Posted - 2013.10.03 00:46:00 -
[251] - Quote
Firstly, I haven't lived DUST as long as many of the previous posters, but it does seem inevitable to me that changes will happen whether we want them to or not. Just as in war TTPs are ever changing on both sides of the equation, the game world cannot stay static, it would eventually bore the core of old guard players and offer nothing new and exciting to draw in new blood. Ultimately CCP runs a business as well, and though that business is built on giving the players what they want, to draw them back time after time, no business can succeed with only it's original customer base. I bow to the inevitable, CHANGE WILL HAPPEN!
That being said, if things are going to change I'd like to tell CCP what I'd like, not just what I don't want. 1) Greater modularity: if I can equip 2 turrets on a DS why not let me put them both on the same side if I want. And likewise if I can fit 3 on an ADS why not put them all on the nose. The latter suggestion would likely require something like splitting which guns are active with your R2, e.g. I have 2 blasters for anti-personnel then I switch to a single missile launcher for AV.
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.
5) More Infantry equipment: already soldiers on the battlefield have drones, motion sensors, signal jamming equipment, surely some of these could be brought into play. Imagine a sniper who now has the choice, nano-hive or an early warning motion sensor on a likely approach to his position. Or a Logi who can actively jam sensors within a certain radius. These all have the element of rock/paper/scissors, all can be defeated...or can defeat something else.
And maybe, just maybe you should take some of those original beta testers, the guys and gals who have stuck around, taken noobs under their wings and all around showed an unparalleled devotion to what others would dismiss as just a game, and have them beta test all your "fixes" before actually rolling them out. I for one would like to know that your new vehicles work in practice before I start skilling into them. I was thoroughly excited to pilot an ADS, and then today's forum and suddenly I feel like my character is in limbo for however many months the update takes.
You've created a dynamic and nearly self sufficient layer to a universe many of us already love from EVE, I'm going to err on the side of hope and say, I trust you to make DUST a better place to game. Just please don't forget, you can only do it with our help. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2544
|
Posted - 2013.10.03 00:47:00 -
[252] - Quote
True Adamance wrote:CCP what the hell are you thinking removing ADS and Logi Dropships....
But I like the new skills since it means HAVers aren't penalised for specing tanks when the new racial varients are released... whenever that is, and skills that affect Active modules. I think I very slightly..... (greatly over reacted) in hindsight some of the changes are great. |
Komodo Jones
Chaotik Serenity
150
|
Posted - 2013.10.03 00:48:00 -
[253] - Quote
Is the tier multiplier what affects the turret stats? Because for alot of em nothing changes between militia and proto besides the fact that proto costs more cpu pg and im guessing isk. I'm sure you're already working on is but now that turrets, specifically blasters, have limited ammo, they need more damage and should definitely get better as the levels go up.
The equivalent of an LAV is a humvee and basically what you have attached to it is a sub machine gun not a 50 cal. This is the future, don't put a pea shooter on my car gimme a cannon, 'MURICA! |
ladwar
Dead Six Initiative Lokun Listamenn
1802
|
Posted - 2013.10.03 00:49:00 -
[254] - Quote
for everyone wanting to know the RoF for blasters its 857 for smalls and 428 for large nothing change in RoF |
KEROSIINI-TERO
Seraphim Initiative..
764
|
Posted - 2013.10.03 01:05:00 -
[255] - Quote
The new 'soft' skill bonuses seem very good in general.
No more mandatory-to-have +Universal PG +Universal CPU or +Damage. That is pure blessing. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
19
|
Posted - 2013.10.03 01:09:00 -
[256] - Quote
True Adamance wrote:True Adamance wrote:CCP what the hell are you thinking removing ADS and Logi Dropships....
But I like the new skills since it means HAVers aren't penalised for specing tanks when the new racial varients are released... whenever that is, and skills that affect Active modules. I think I very slightly..... (greatly over reacted) in hindsight some of the changes are great.
I'm kind of on the fence on this one, mainly because of the removal of ADS and logi DS. I am not willing to spend 2+ months in the ground game. I was trying to hold out to play as an Amarr assault dropship pilot but now, I'm probably going to go passive sp for a while when these changes hit.
i like a lot of the changes but the elimination of my preferred playstyle just overshadows it. I would have been ecstatic with a price cut to enforcers, assault dropships and turrets. Now all we'll even have out of those are the turrets. |
ladwar
Dead Six Initiative Lokun Listamenn
1802
|
Posted - 2013.10.03 01:18:00 -
[257] - Quote
Hexen Trickster wrote:SteelDark Knight wrote:Hexen Trickster wrote:I... i.... i just noticed the large missile launcher changes
is.. is it true. they are no longer burst but non stop hail of explosive goodness
Im going to need a new pair of pants after reading this. I forgive you for removing enforcers that i skilled into. and LLAV's. My proto missile launcher is going to have much much fun It sounds good but, I think the limited clip, ammo, and what looks like a 10 (7.5 after skills) second reload time may limit it somewhat. However, the ALPHA damage looks like it may be extreme. If I'm reading this right with direct hit damage you could put up 6000 damage in less than 2 seconds? Lets get some horrid math shall we for proto because thats what id be using 539.5 damage now im using a 10% damage booster becuase i can so about 593.45 damage a ROF of 1 shot per .15 of a second but i have 5% reduction in that so .1475 Thats 4 shots a second ( i think or its 6) so about 2414 DPS Impressive. for some reason my internet spaceship can only do ~700 CCP can i fit a gunlogi on my raven instead of torp launchers i just did some math and w/o resistance and using the new damage amps you get a DPS of 4,675 using a proto large missile turret. that is just wow... the amps give 1.3 for 20 seconds btw and you get 6.7 rounds per second about |
Uravm0d groundforce
Molon Labe. RISE of LEGION
19
|
Posted - 2013.10.03 01:39:00 -
[258] - Quote
Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception.
I'm really happy aswell but...
...Seriously No Seriously dont give me S#^t riddled with errors. Really with the info provided its impossible to fit a hypothetical tank viable to call in.
CCP i have a few questions that im sure most tankers would like you to dwell over
What happened to risk verses reward? Why do you think tank vs tank is not fun? Why do you want to make tanks even harder to drive?
Scenario: I'm running a tank in a squad of 6, and i have a tank with two seats for my two squad members one of which makes it in, the other seat is stolen by a blueberry scrub who wont leave my tank when i run out of ammo. My role for the rest of the game is to hide = fun?
I run both AV and Tank. As AV i have no issue with keeping tanks away from the team solo, as long as i'm not being automatically spawned in its cross hairs. WHY THE F DO TANKS NEED EVEN MORE NERFS?
I get where your coming from the madruger and gunloggi are op for standard tanks and the massive gap between them and malita. I get you don't want tanks to play king of the hill but...
...Seriously the way to make vehicles fun is to make it profitable and with the info provided I would say they would have to cost the same as a drop suit.
Thats my verdict. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2545
|
Posted - 2013.10.03 01:51:00 -
[259] - Quote
Blaze Ashra wrote:True Adamance wrote:True Adamance wrote:CCP what the hell are you thinking removing ADS and Logi Dropships....
But I like the new skills since it means HAVers aren't penalised for specing tanks when the new racial varients are released... whenever that is, and skills that affect Active modules. I think I very slightly..... (greatly over reacted) in hindsight some of the changes are great. I'm kind of on the fence on this one, mainly because of the removal of ADS and logi DS. I am not willing to spend 2+ months in the ground game. I was trying to hold out to play as an Amarr assault dropship pilot but now, I'm probably going to go passive sp for a while when these changes hit. i like a lot of the changes but the elimination of my preferred playstyle just overshadows it. I would have been ecstatic with a price cut to enforcers, assault dropships and turrets. Now all we'll even have out of those are the turrets. I can understand why you would be. I initially thought it was a terrible idea, then I reconsidered.
Perhaps this is also to aid in changing the doctrine of Drop Ships.
Consider the standard dropsuit like the Littlebird or ever a Black Hawk, a small fast moving, light, helicopter capable of transporting the squad, then if we consider the ADS as a sort of Attack Helicopter like an Apachi we see the Air to Ground capacity of dropships open up while we all of fighters themselves to become the Air to Air, Air to Tank capable vehicles. |
Poonmunch
Sanguis Defense Syndicate
438
|
Posted - 2013.10.03 02:31:00 -
[260] - Quote
IT ALL NEEDS TO BE NERFED BEFORE IT GOES LIVE!
Oh, wait. They want ... input.
THEY WANT INPUT!
HEY GUYS, THEY WANT INPUT!
Munch |
|
Ghural
The Southern Legion The Umbra Combine
139
|
Posted - 2013.10.03 02:32:00 -
[261] - Quote
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. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
20
|
Posted - 2013.10.03 02:37:00 -
[262] - Quote
True Adamance wrote: I can understand why you would be. I initially thought it was a terrible idea, then I reconsidered.
Perhaps this is also to aid in changing the doctrine of Drop Ships.
Consider the standard dropsuit like the Littlebird or ever a Black Hawk, a small fast moving, light, helicopter capable of transporting the squad, then if we consider the ADS as a sort of Attack Helicopter like an Apachi we see the Air to Ground capacity of dropships open up while we all of fighters themselves to become the Air to Air, Air to Tank capable vehicles.
Well, the problem with that style of play is infantry has to be willing to get into your vehicle. I can't even count the amount of times I purposefully landed inbetween a single bluedot and a team of reds to give them some cover and a way out, only for them to go around me and die.
With the buff to hardeners and hp I doubt we're going to have the floating pinata problem anymore so long as the reps are on par with what we have currently. Stat wise it seems great, and everyone, even tankers get a huge EHP buff without a speed penalty, so that's a boost to survivability and small cost reduction.
Mechanically, I'm okay with the changes but the fun factor takes a nose drive when almost everything you do is dependent on luck and others. |
Blaze Ashra
Holdfast Syndicate Amarr Empire
20
|
Posted - 2013.10.03 02:39:00 -
[263] - Quote
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.
It's actually pretty useful when you're in a dogfight, rare as they may are. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
576
|
Posted - 2013.10.03 02:44:00 -
[264] - Quote
Ok, I'm really, really confused.
Please, correct me if I'm wrong (seriously, please).
Vehicle rebalance basically consists in a HP and slot number decrease?
So it is a... vehicle nerf? |
Mobius Kaethis
Molon Labe. RISE of LEGION
843
|
Posted - 2013.10.03 02:47:00 -
[265] - Quote
Beren Hurin wrote:What am I missing? Blasters don't look like they improve as tiers improve...?
Thank the blaster rifle someone else noticed this. I hope you take a look at that CCP as there is currently no reason at all to use non-basic turrets.
I think most of the turrets are essentially identical as stated on this list. |
Harpyja
Royal Uhlans Amarr Empire
604
|
Posted - 2013.10.03 02:51:00 -
[266] - Quote
I like the missile changes! 12 missiles per clip, fully automatic, little over a tenth of a second between shots. So, about 1.5 second to dish out over 6000 damage. I don't mind the 7.5s reload time with max skills at all. You'll be dead when I start reloading :D
Why can't these go into 1.6 damnit! Squaaaa!!! |
KenKaniff69
Subdreddit Test Alliance Please Ignore
527
|
Posted - 2013.10.03 03:05:00 -
[267] - Quote
Where are active or passive heat syncs? Those 30 seconds of fighting before I have to retreat better not have me overheating twice or more because they were removed. |
Winsaucerer
The Southern Legion The Umbra Combine
217
|
Posted - 2013.10.03 03:06:00 -
[268] - Quote
Uravm0d groundforce wrote:
...Seriously the way to make vehicles fun is to make it profitable and with the info provided I would say they would have to cost the same as a drop suit.
Thats my verdict.
Yep. What I think should be considered: * Reduce cost by a lot * Make tanks easier to kill by just a little bit
This way, you can afford to lose a tank maybe once or twice a battle, but they also don't dominate so much. The main issue with tanks is that they're quite hard to kill, and can kill a lot -- so infantry think they're too strong. However, one tank costs multiple battles worth of ISK, so tankers think they're too weak, because one loss means a few battles of earning that isk back. You can change a lot of people's expectations by reducing their power on the battle field by just a little, and reducing their cost by a whole lot, so that losing one or two in a battle isn't a problem.
I also think that CCP needs to eat less vegetables and more dessert. I am seriously wondering if the better thing is to just keep introducing new stuff, and balance while you go, rather than removing content and balancing the core. Each new thing in the game can significantly affect the balance of a whole range of things. So even if you succeed at balancing the core, that may not mean much at all once you throw new things in the mix.
Put it all out there, let the chips (so to speak) fall where they may, and then balance. Put all the pieces you can in as scaffolding, then build up around that. Dust 514 needs more dessert.
Also, please capacitors like EVE. That sounds great.
Caveat: I have not given these suggestions a great deal of thought. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3246
|
Posted - 2013.10.03 03:07:00 -
[269] - Quote
CommanderBolt wrote: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.
All of those alternate ideas usually come with some sort of crazy proposal that's unmanageable. I've yet to see a completely un-bias AV vs Vehicle thread (despite many saying they were) and if any of them ever came close they were often dismissed because the person used militia -something-. Even then, it's as I said before, saying that there were alternatives presented previously is like saying you sent a letter to congress in the past. It gets lost and considering that it's outdated, not falling in with CCP's new concepts currently laid out, is largely irrelevant.
I'll stress the fact that they're balancing from the ground up, meaning that it's going to be a hell of a lot easier than trying to find the minute differences in all of the vehicles/turrets/modules and trying to tweak them so they're balanced when they truly won't be because you're either balancing against tanks or balancing against AV.
For the better part of a month or two now I've been part of a closed think-tank consisting of both AV specialists and Vehicle specialists and we've tossed ideas around. There was a point where I had gotten frustrated with the game and took time off but in the time that I was there our proposals were about as sane as they could have been. Mostly relating to the fact that certain vehicle had drawbacks in unnecessary places - like the Enforcers.
Now that those specializations are gone, CCP can balance from the ground up without trying to make weird specializations like the Black Ops HAVs or over-powered ones like the Logistics LAVs which served no purpose other than running people over due to repair modules being too difficult to use.
You can say that since 14th of May the game has fumbled, but there's been a lot of progress since then. Aim Assist, Match-maker, Planetary Conquest changes, Weapon and Dropsuit balancing (flaylock and Caldari Logi specifically), fixes to the Murder Taxi... We've gotten a lot accomplished. If you don't like the speed at which those things are accomplished, you're welcome to move on to another game. Dust will still be here when you get back and likely will be better when you do come back.
|
SponkSponkSponk
The Southern Legion The Umbra Combine
389
|
Posted - 2013.10.03 03:27:00 -
[270] - Quote
Halador Osiris wrote:Will small arms fire prevent shields from recharging?
Only if the shield is depleted, I think, hence the comment about packing a shield booster to kickstart the shield regen. |
|
Bojo The Mighty
Zanzibar Concept
2094
|
Posted - 2013.10.03 03:36:00 -
[271] - Quote
I am kind of disappointed in LAV fitting nerfs. It will definitely result in picky choices, but it's kind of disappointing that it now has only 3 module slots instead of 5....however it seems to have PG & CPU to go around
CCP can you clarify the measurement used in Vehicle Speeds? I see that the dropship was buffed to around 5,000 KM/H but LAV is now 4000 KM/H and HAV's at 2400 KM/H? An HAV breaking the sound barrier? |
Grimmiers
0uter.Heaven
236
|
Posted - 2013.10.03 03:42:00 -
[272] - Quote
Can you guys give some insight on to how the vehicle vs vehicle combat is going instead of just posting spreadsheets? I was hoping for Small blaster vs LAV to be similar to a Large Blaster vs an HAV. If it's this way any nerf or removal of higher tier av equipment would make vehicle battles a lot more interesting and more importantly useful. |
Bojo The Mighty
Zanzibar Concept
2094
|
Posted - 2013.10.03 03:52:00 -
[273] - Quote
Grimmiers wrote:Can you guys give some insight on to how the vehicle vs vehicle combat is going instead of just posting spreadsheets? I was hoping for Small blaster vs LAV to be similar to a Large Blaster vs an HAV. If it's this way any nerf or removal of higher tier av equipment would make vehicle battles a lot more interesting and more importantly useful. OK so a basic small blaster does 357 damage at 14 shots per second. so to take out a Saga basic hull would take
1200/(357*1.1) = Roughly 3 Seconds 900/(357*0.9) = 2.8 Seconds let's just say 3
It would take 6 seconds of sustained small blaster fire to remove an untanked Saga, within 65 meters (optimal range) so at 14 shots per second with a clip size of 120, you only used 84 bullets. That's pretty quick.
But that's statistical which never applies in perfection to practice. We all know it's going to take longer than 6 seconds and probably over 1 clip. But hey, I haven't seen any heat sinks or heat stats, so I don't think vehicle turrets will have heat anymore. |
Grimmiers
0uter.Heaven
237
|
Posted - 2013.10.03 04:36:00 -
[274] - Quote
Bojo The Mighty wrote:Grimmiers wrote:Can you guys give some insight on to how the vehicle vs vehicle combat is going instead of just posting spreadsheets? I was hoping for Small blaster vs LAV to be similar to a Large Blaster vs an HAV. If it's this way any nerf or removal of higher tier av equipment would make vehicle battles a lot more interesting and more importantly useful. OK so a basic small blaster does 357 damage at 14 shots per second. so to take out a Saga basic hull would take 1200/(357*1.1) = Roughly 3 Seconds 900/(357*0.9) = 2.8 Seconds let's just say 3 It would take 6 seconds of sustained small blaster fire to remove an untanked Saga, within 65 meters (optimal range) so at 14 shots per second with a clip size of 120, you only used 84 bullets. That's pretty quick. But that's statistical which never applies in perfection to practice. We all know it's going to take longer than 6 seconds and probably over 1 clip. But hey, I haven't seen any heat sinks or heat stats, so I don't think vehicle turrets will have heat anymore.
The efficiency rating makes is currently at about 45%, but even then it seems improbable to use a small turret on a light vehicle, especially a logistic lav
|
Hunter Junko
Zanzibar Concept
179
|
Posted - 2013.10.03 04:44:00 -
[275] - Quote
read the chart, did my numbers
so far, with the fitting i plan to use for the myron, it seems to work out fine.
but even still; I sure hope you know what your doing CCP |
ladwar
Dead Six Initiative Lokun Listamenn
1803
|
Posted - 2013.10.03 04:49:00 -
[276] - Quote
Bojo The Mighty wrote:Grimmiers wrote:Can you guys give some insight on to how the vehicle vs vehicle combat is going instead of just posting spreadsheets? I was hoping for Small blaster vs LAV to be similar to a Large Blaster vs an HAV. If it's this way any nerf or removal of higher tier av equipment would make vehicle battles a lot more interesting and more importantly useful. OK so a basic small blaster does 357 damage at 14 shots per second. so to take out a Saga basic hull would take 1200/(357*1.1) = Roughly 3 Seconds 900/(357*0.9) = 2.8 Seconds let's just say 3 It would take 6 seconds of sustained small blaster fire to remove an untanked Saga, within 65 meters (optimal range) so at 14 shots per second with a clip size of 120, you only used 84 bullets. That's pretty quick. But that's statistical which never applies in perfection to practice. We all know it's going to take longer than 6 seconds and probably over 1 clip. But hey, I haven't seen any heat sinks or heat stats, so I don't think vehicle turrets will have heat anymore. they have heat values on turrets but heat sinks have been removed |
ladwar
Dead Six Initiative Lokun Listamenn
1803
|
Posted - 2013.10.03 05:07:00 -
[277] - Quote
hm... just been running some number and a fit possible for shields only cost 4mil sp to do. CCP making less sp sinks??? wtf? thanks for pulling everyones leg and give the real charts. |
XxGhazbaranxX
Bannana Boat Corp
386
|
Posted - 2013.10.03 05:15:00 -
[278] - Quote
removed for further thinking |
Beld Errmon
Evocatius
945
|
Posted - 2013.10.03 05:32:00 -
[279] - Quote
Congrats CCP you've opened the coffin of tanking and driven a wooden stake through the professions heart, and killed the golden goose while you were at it, the most common AUR items i've seen destroyed in this game were AUR tanks, once you bring these changes in I doubt they'll be selling quite as well as they used to.
I knew this patch would suck but I didn't think you would do stupid sh*t like removing the assault dropships ect, once you do that I will not be playing this game again until they are returned.
yours truely paying customer for the last 17 months. |
Pandora Mars
Afterlife Overseers
364
|
Posted - 2013.10.03 05:40:00 -
[280] - Quote
The moral: Never ask for a buff in this game, CCP will give you a nerf instead under the name of "rebalance".
Everybody were hyped for the proto modules and the shocking truth is that they are weaker then the current ADV modules we have now, except the new Shield hardeners, which I must admit they look pretty good (but we are losing the passive ones!).
And the worst thing? Basic eHP for Shield tanks have been nerfed! Seriously, what the...? Also, plates and extenders are the most gimped modules now.
I don't even want to talk about the slot number... lol.
Can't you just burn all this stuff and forget about it, CCP? You know, cold is coming and you might want something for your fireplace. |
|
CharCharOdell
Shining Flame Amarr Empire
1059
|
Posted - 2013.10.03 05:51:00 -
[281] - Quote
Are we getting a vehicle sp refund? |
CharCharOdell
Shining Flame Amarr Empire
1059
|
Posted - 2013.10.03 05:58:00 -
[282] - Quote
Theme For A-Jackal wrote:Will you be refunding SP invested in vehicles to go along with the changes? There are a number of new skills that you have introduced.
i want a refund. apparently tanks were still UP. |
Paladin Sas
Pro Hic Immortalis
248
|
Posted - 2013.10.03 06:06:00 -
[283] - Quote
time to dust off my plasma cannon :D |
DRaven DeMort
SVER True Blood Public Disorder.
69
|
Posted - 2013.10.03 06:23:00 -
[284] - Quote
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. |
ladwar
Dead Six Initiative Lokun Listamenn
1804
|
Posted - 2013.10.03 06:27:00 -
[285] - 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. its best to just remove the rest of the dropships, they are just floating coffins anyways and you both will be happy. |
daishi mk03
Brutor Vanguard Minmatar Republic
245
|
Posted - 2013.10.03 06:35:00 -
[286] - Quote
Please leave everything how it is now, except triple shield boosters and nerf AV damage in general. Please. Don't fix tanks O.o |
LudiKure ninda
Black Phoenix Mercenaries
34
|
Posted - 2013.10.03 06:57:00 -
[287] - Quote
Tank you CCP for helpin me with my decision to leave tanks,stop playn with them.
All I want when this garbage patch hits to get my respec.. |
Harry Bawlss
Black Phoenix Mercenaries
1
|
Posted - 2013.10.03 07:28:00 -
[288] - Quote
LudiKure ninda wrote:Tank you CCP for helpin me with my decision to leave tanks,stop playn with them.
All I want when this garbage patch hits to get my respec..
LoL I know right.... instead of making it "fun" they made it "********" ... Why even bother going into tanks ? and for all those who are still considering it, I say...
HAHAHAAHA |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3249
|
Posted - 2013.10.03 07:31:00 -
[289] - Quote
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. |
Racro 01 Arifistan
The Surrogates Of War
53
|
Posted - 2013.10.03 08:08:00 -
[290] - Quote
will i eventually get to see the return of the Surya class maruder? |
|
Victor889
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
|
Posted - 2013.10.03 08:13:00 -
[291] - 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.
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. |
LudiKure ninda
Black Phoenix Mercenaries
35
|
Posted - 2013.10.03 08:14:00 -
[292] - Quote
Racro 01 Arifistan wrote:will i eventually get to see the return of the Surya class maruder?
It would be nice,but no.. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3252
|
Posted - 2013.10.03 08:19:00 -
[293] - Quote
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. |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
383
|
Posted - 2013.10.03 08:46:00 -
[294] - Quote
to me it looks like CCP is making the gunni and maddi look weaker by the slot layouts so they can actually bring forth advanced and maybe proto tanks in later
|
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
385
|
Posted - 2013.10.03 08:59:00 -
[295] - Quote
#1Posted: 2013.08.27 15:09 | Report | Edited by: Iron Wolf Saber Like 6 And before you argue otherwise check the chart below.
Madrugar Standard - 3 High 5 Lows Madrugar Advanced - 4 High 5 Lows Madrugar Prototype - 5 High 5 Lows
Gunnlogi Standard- 5 High 3 Lows Gunnlogi Advanced - 5 HIgh 4 Lows Gunnlogi Prototype - 5 High 5 Lows
Hypothetical Amarr HAV Standard - 4 High 4 Lows. Amarr HAV Advanced - 4 High 5 Lows Amarr HAV Prototype - 5 High 5 Lows
Minmatar HAV Standard - 4 High 4 Lows Minmatar HAV Advanced - 5 HIgh 4 Lows Minmatar HAV Prototype - 5 High 5 Lows
Max Rack Size in Dust is 5.
Now you're all smart people; tell me, why this up here is bad overall for the game?
Also explain the chicken of the enforcer/marauders fitting into this as both of those classes already had a +1 slot from regular HAVs. |
Atom Heart Mother
Nazionali Senza Filtro
61
|
Posted - 2013.10.03 09:10:00 -
[296] - Quote
The 160 mm plates are taken away?? that's not nice.
Also, due to the fact of this revolutionary change for all vehicles, dear devs, WE NEED A DAMN F******G OWNER VEHICLE PROXIMITY LOOOOOOOCK. (asked this for months) |
ragewardog
SVER True Blood Public Disorder.
44
|
Posted - 2013.10.03 09:11:00 -
[297] - Quote
no proto tanks wtf :( on the stats why is ccp so bad |
dogmanpig
black market bank
16
|
Posted - 2013.10.03 09:14:00 -
[298] - Quote
ragewardog wrote:no proto tanks wtf :( why is ccp so bad woah, bro dude are you trying to steal my name. dude bro thats not cool. no bro dude respect for you. |
medomai grey
warravens League of Infamy
182
|
Posted - 2013.10.03 09:18:00 -
[299] - Quote
"Vet" tankers complaining about planned vehicle changes, just chill. Part of the vehicle re-work includes re-balancing AV weaponry. You don't know how effective AV will be because they haven't released those stats yet. It should also be noted that infantry need a solution to dealing with tanks and that solution is AV. Don't expect tanks to be impervious to AV.
This is just speculation but the reduced tank slot allocation looks like they are making room for ADV and PROTO tanks. You "vets" have been asking for higher tiered tanks right?
One thing that these changes address is the disparity between low and high tiered tanks. A fairly important issue which you "vets" never wept about on the forums. Too busy trying to buff your stuff and nerf the stuff that kills you? |
medomai grey
warravens League of Infamy
183
|
Posted - 2013.10.03 09:28:00 -
[300] - Quote
Racro 01 Arifistan wrote:will i eventually get to see the return of the Surya class maruder? I recall some article or post stating that they would be returning eventually. Something about a siege mode? |
|
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
|
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.
|
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?
|
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?)
|
|
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.
|
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! |
|
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?
|
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
|
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
|
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
|
|
darkiller240
K-A-O-S theory
165
|
Posted - 2013.10.03 16:13:00 -
[331] - Quote
Will there be a viechcal respec? |
darkiller240
K-A-O-S theory
165
|
Posted - 2013.10.03 16:22:00 -
[332] - Quote
WAIT no more logi and ass DS??? |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1845
|
Posted - 2013.10.03 16:49:00 -
[333] - Quote
I am vehemently opposed to SP respecs.
I also think that vehicle users have been boned by CCP since Replication and the picture is still not clear as to where exactly vehicles are headed (although it is starting to look better). The question is, should we penalize and entire class for being brave enough to 'beta test' post-beta an entire class that was never ready to be released?
These aren't players who are asking for their OP cal logi and flaylocks to be refunded (some of them are I'm sure) but players who have had a broken class the entire time.
Admit vehicles were borked, throw a bone to the players still here and refund those vehicle SP.
|
darkiller240
K-A-O-S theory
165
|
Posted - 2013.10.03 16:53:00 -
[334] - Quote
Iskandar Zul Karnain wrote:I am vehemently opposed to SP respecs.
I also think that vehicle users have been boned by CCP since Replication and the picture is still not clear as to where exactly vehicles are headed (although it is starting to look better). The question is, should we penalize and entire class for being brave enough to 'beta test' post-beta an entire class that was never ready to be released?
These aren't players who are asking for their OP cal logi and flaylocks to be refunded (some of them are I'm sure) but players who have had a broken class the entire time.
Admit vehicles were borked, throw a bone to the players still here and refund those vehicle SP.
yes please well there are a lot of skill changes it kinda makes sense |
Judge Rhadamanthus
Seraphim Auxiliaries
505
|
Posted - 2013.10.03 16:59:00 -
[335] - Quote
I'm seeing lots of people saying DS look better. Maybe my math is wrong by Myrins look about 10% weaker in single hit EHP and about equal with a 2 hit EHP. Grim looks okay with the 60% resists but with weapon bonus factored in about the same as now. Sure recharge is better but I see things being different but the same. The burst heals may keep us alive but we are still very weak against current AV. |
Bojo The Mighty
Zanzibar Concept
2097
|
Posted - 2013.10.03 17:03:00 -
[336] - Quote
Judge Rhadamanthus wrote:I'm seeing lots of people saying DS look better. Maybe my math is wrong by Myrins look about 10% weaker in single hit EHP and about equal with a 2 hit EHP. Grim looks okay with the 60% resists but with weapon bonus factored in about the same as now. Sure recharge is better but I see things being different but the same. The burst heals may keep us alive but we are still very weak against current AV. I foresee agility buff to Dropships. If you look at max airspeed it's up to 5000 instead of 2500 |
Bojo The Mighty
Zanzibar Concept
2097
|
Posted - 2013.10.03 17:11:00 -
[337] - Quote
Nguruthos IX wrote: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? Yes the good thing about armor reps is they're always on, but they don't increase in repped per second. CCP stated it would be passive. I don't see active armor reps and shield boosters are there to negate the shield regen delay. They added massive shield regen delays as you can see so if you are a shield tanker running mostly resists you might want a shield booster in case you lose all shields. Basically they can kickstart shield regen.
NG I did some number crunching and you can fit 4 complex 60mm plates on the Grimsnes for 360/450 CPU and 920/940 PG for 2736 more armor. That used all low slots but you have plenty of CPU for high slots. However there is bad news....I do not believe remote reppers will exist, they removed logi vehicles & logi modules. |
pegasis prime
BIG BAD W0LVES
1112
|
Posted - 2013.10.03 18:00:00 -
[338] - Quote
There is a distinctive lac of low power modules and im wondering why the dammage mods were moved to high slots . By the loosof the modukes thus far shield tankers are going to be extreemly limited in what we can fit to oir havs. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
587
|
Posted - 2013.10.03 18:42:00 -
[339] - Quote
I just notices there is a whole skill to reduce the depleted shield recharge delay.
Anyone who runs shield tanks knows that as soon as your shields are depleted your tank is lost.
Isn't this the most useless skill ever made?
It's much more useful for armor tanks, which use their shields as first defense against unexpected AV attacks. |
Aleksander Black
Immortal Retribution
175
|
Posted - 2013.10.03 19:08:00 -
[340] - Quote
I have a suggestion for WP rewards for mobile CRU spawns. I dont know which issues you are running into with just plain rewarding the pilot for each spawn, just like with the drop uplink, but if there are any you could instead consider giving the same reward system for transportation. Just swap the x meters transported requirement with a being spawned in that vehicle requirement.
Hope it helps. |
|
Anoko Destrolock
THE NUCLEAR KNIGHTS
6
|
Posted - 2013.10.03 20:24:00 -
[341] - Quote
As both an AV player AND Tanker, I have a few concerns.
1. To start, it looks like tanking will take WAY more sp.
2. For shield vehicles, something needs to be done to prevent players from shooting a vehicle to prevent shield recharge with non AV weapons.
3. Swarm launchers can currently do about 3500 dmg to armor in 1 hit which is rough on tankers as is. By reducing the hp of std tanks AND removing passive resist, armor tanks will get destroyed crazy fast by swarms.
4. CCP said they wanted to make the base hull weak and make it essential to fit the tank with modules. On the contrary, tanks are getting a small buff to base hp and modules are getting nerfed. To summarize: 2 less modules, the best plates give 1300 less armor, the armor rep is going from a max of 476 armor / sec to 181 armor / sec (with skills)
5. Tanking can be very fun. But often it can be frustrating. I think 95% of my frustration comes from the cost of loosing a tank. If tanks are cheap, I think the changes mentioned will be fine.
The solution is to make STD tanks CHEAP. I think if the cost of a fitted std tank was about 150k, players would be more interested in tanking. Right now, it just costs too much isk and is not easily sustainable. I find myself more concerned about loosing a tank than having fun playing.
Tanks should be tiered in cost similar to dropsuits. By this, I mean that they should be tiered in cost. i.e. 150-200k for STD 400-550k for ADV and 1-2.5 mil for PROTO (fully fitted)
I think everything should revolve around cost. If std tanks are still way overpriced, as they are now, people are going to be turned off immediately. Standard tier dropsuits are cheap and disposable and you will always make isk even if you loose 20 of them. Loose a std tank and you lost 2-4x what you made in 1 match.
P.S. I dont see why ccp would only introduce only STD vehicles to try to balance them when every AV guy runs proto. Proto Swarm fits only cost 32k isk >..> |
Sylwester Dziewiecki
Beyond Hypothetical Box
178
|
Posted - 2013.10.03 20:26:00 -
[342] - Quote
I can not give solid feedback at this time without seeing changes in AV infantry weapons(thing that I find most interesting is not Vehicle vs. Vehicle engagement).
To everyone that are concerned of this proposed changes: Even if we will not be able to build and use the same fittings that we are using today, it doesn't necessary mean that our "tank's" will be nerfed in 1.6 If changes to the anti-vehicles infantry weapons will come together with those here.
Little thing that came to me mind:
CCP Logibro wrote:Turrets
- Small turrets are no longer mandatory when fitting a vehicle. This should allow for more interesting vehicle setups than before. When you remove a small turret the seat is also removed from the vehicle.
Don't forget to prohibit fitting CRU module on HAV that doesn't have small turrets. |
alten hilt
DUST University Ivy League
52
|
Posted - 2013.10.03 20:28:00 -
[343] - Quote
tl:dr - You launched a game that shouldn't even be in Alpha testing. Now you pay the price as your customers realize they have been deceived and flock to other major competitors. You have one chance to redeem yourself by following My Recommendations and START OVER. You may have to go the route of Final Fantasy XIV.
Dear DUST 514 Devs,
Your vision currently exceeds your production capacity. You have over-promised and vastly under-delivered. You are alienating your player base at an alarming rate. As a long-time EVE Pilot, and a Dust 514 Merc since closed beta, I ask you this: What can you offer me that the following list of games cannot do better and in a more timely manner? I've already walked away from Dust 514 numerous times. Each time I come back for a shorter period of time. Eventually I will never return, unless you completely rethink your development approach. Please make good use of the money I have already sent you, because you will not be getting any more till you deliver the amazing game you promised.
Major Competitors to Dust 514
Battlefield 4 - October 29, 2013. Arena based combat with a good balance of infantry and vehicular combat. Ability to select maps that are vehicle heavy or infantry heavy. PVP/PVE
Call of Duty: Ghosts - November 5, 2013. Arena based infantry combat. AR users rejoice. PVP/PVE
Planetside 2 PS4 - December 2013: Already a great game, soon on PS4. Open world combat with a good balance of infantry and vehicular combat. PVP only, but done so well.
Titanfall[\b] - Early 2014: A FPS with Mech warriors by the developers of COD:MW2. PVP
Destiny 2014: Open world MMO style shooter. These guys brought us Halo, what more can be said. PVP/PVE
The Division 2014: Open world MMO style 3p shooter. An amazing concept. PVP/PVE
Star Citizen 2015: 1p/3p Space sim where your character can fight on board ships, on space stations, and on planets. PVP/PVE with both spaceship AND ground combat.
[b]My Recommendation: START OVER
You should never have "Launched" the game, at most it should be in alpha. But you already messed that up. But you have a chance to redeem yourself.
o Hire a new production manager who knows the FPS industry and knows how to manage a programming team. o Hire experienced FPS developers/programmers who know the FPS industry and have a proven ability to deliver top-notch content. o Divert more money from CCP Reykjavik. You will not long be able to fund CCP Shanghai based solely on your efforts o Stop trying to fix the broken system you have currently (you are only making things worse) o Split your studio into two teams: Current DUST 514 and Future DUST 514 o The Current DUST team will exclusively work on patches that improve the core FPS mechanics; Lag, controls, rendering, optimization, hit-detection, shooter mechanics, etc. Release these updates to your current DUST 514 player base as they are ready. o The Future DUST team will START OVER by doing the following. o Remove all tiers except for for militia and standard. o Introduce all racial skills, dropsuits, modules, equipment, weapons, and vehicle classes. o Balance the game with all elements introduced but only one tier of technology/complexity o Merge the optimization efforts of the Current DUST team, with the content of the Future DUST team o Refund all player SP and release the NEW DUST 514 with all the advantages of core mechanic optimization AND fully featured content. o Let the players stress test your optimization efforts and content efforts BEFORE you introduce ADV and PRO tiers. o Now that you have a solid base of FPS core mechanics and well balanced content, you can begin to add additional tiers and features o Only introduce ONE tier at a time, and introduce that tier ACROSS THE BOARD! Every weapon, every module, every dropsuit, every vehicle gets the next tier AT THE SAME TIME! This way you have a solid, well-tested base to build on, and can focus on balancing only the effectiveness of the newly introduced tier of equipment. o Welcome to the DUST 514 you always should have been. |
Sana Rayya
WASTELAND JUNK REMOVAL
241
|
Posted - 2013.10.03 20:35:00 -
[344] - Quote
In addition to a SP refund in the vehicle trees, I believe we should also be entitled to an ISK/AUR refund on vehicles/modules that are being removed from the game. I didn't study the changes so not sure what's gone. |
Anoko Destrolock
THE NUCLEAR KNIGHTS
6
|
Posted - 2013.10.03 20:57:00 -
[345] - Quote
Winsaucerer wrote:Uravm0d groundforce wrote:
...Seriously the way to make vehicles fun is to make it profitable and with the info provided I would say they would have to cost the same as a drop suit.
Thats my verdict.
Yep. What I think should be considered: * Reduce cost by a lot * Make tanks easier to kill by just a little bit This way, you can afford to lose a tank maybe once or twice a battle, but they also don't dominate so much. The main issue with tanks is that they're quite hard to kill, and can kill a lot -- so infantry think they're too strong. However, one tank costs multiple battles worth of ISK, so tankers think they're too weak, because one loss means a few battles of earning that isk back. You can change a lot of people's expectations by reducing their power on the battle field by just a little, and reducing their cost by a whole lot, so that losing one or two in a battle isn't a problem. I also think that CCP needs to eat less vegetables and more dessert. I am seriously wondering if the better thing is to just keep introducing new stuff, and balance while you go, rather than removing content and balancing the core. Each new thing in the game can significantly affect the balance of a whole range of things. So even if you succeed at balancing the core, that may not mean much at all once you throw new things in the mix. Put it all out there, let the chips (so to speak) fall where they may, and then balance. Put all the pieces you can in as scaffolding, then build up around that. Dust 514 needs more dessert. Also, please capacitors like EVE. That sounds great. Caveat: I have not given these suggestions a great deal of thought.
CCP should hire you dude. This has been the case since beta....... yet CCP ignores the actual problem when trying to solve it.....
Time to go back to Step 1: Identify the problem: TANKS COST TOO MUCH and are hard for non-coordinated newbie players to kill |
Pvt Numnutz
Ikomari-Onu Enforcement Caldari State
251
|
Posted - 2013.10.03 21:03:00 -
[346] - 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. well it would be nice if you could give us a date when you are adding back the assault dropship? I think i will be leaving dust until they are added back. |
Godin Thekiller
Hellstorm Inc League of Infamy
1051
|
Posted - 2013.10.03 21:06:00 -
[347] - Quote
Anoko Destrolock wrote:Winsaucerer wrote:Uravm0d groundforce wrote:
...Seriously the way to make vehicles fun is to make it profitable and with the info provided I would say they would have to cost the same as a drop suit.
Thats my verdict.
Yep. What I think should be considered: * Reduce cost by a lot * Make tanks easier to kill by just a little bit This way, you can afford to lose a tank maybe once or twice a battle, but they also don't dominate so much. The main issue with tanks is that they're quite hard to kill, and can kill a lot -- so infantry think they're too strong. However, one tank costs multiple battles worth of ISK, so tankers think they're too weak, because one loss means a few battles of earning that isk back. You can change a lot of people's expectations by reducing their power on the battle field by just a little, and reducing their cost by a whole lot, so that losing one or two in a battle isn't a problem. I also think that CCP needs to eat less vegetables and more dessert. I am seriously wondering if the better thing is to just keep introducing new stuff, and balance while you go, rather than removing content and balancing the core. Each new thing in the game can significantly affect the balance of a whole range of things. So even if you succeed at balancing the core, that may not mean much at all once you throw new things in the mix. Put it all out there, let the chips (so to speak) fall where they may, and then balance. Put all the pieces you can in as scaffolding, then build up around that. Dust 514 needs more dessert. Also, please capacitors like EVE. That sounds great. Caveat: I have not given these suggestions a great deal of thought. CCP should hire you dude. This has been the case since beta....... yet CCP ignores the actual problem when trying to solve it..... Time to go back to Step 1: Identify the problem: TANKS COST TOO MUCH and are hard for non-coordinated newbie players to kill
Why is it that pilots are supposed to be really easy to kill. We design our vehicles NOT to be killed with our modules. |
Foundation Seldon
Gespenster Kompanie Villore Accords
118
|
Posted - 2013.10.03 21:06:00 -
[348] - Quote
The QQing in this thread is at pretty hilarious levels right now. I've said it before in other threads but there's no point in comparing the effectiveness of current AV to the values of future vehicles in a rebalance that is built to address the effectiveness of both. Calm down guys.
Feedback : I'm genuinely okay with the slots / health values of the vehicles that we'll be seeing in 1.7 with the caveat that I'm sure the AV will be balanced with respect to these new values. I just hope that all levels of AV are accounted for when balancing these values because there's no point in creating a situation where the vehicles are only balanced towards the lower end spectrum of the AV available in the game. If there are no plans to bring higher tiered vehicles in to the game within the near future then its essential that tanks are able to effectively deal with all levels of it. It goes without saying that the Plasma Cannon, AV Grenades, Forge Guns, and Swarms need to all be adjusted when taking these things into account.
Shield Recharge Rates : I thoroughly love the buffs here and when accounting for the ability to duck under something to build up shields quickly and effectively it'll mean that things like dual tanking a Madrugar with 2 Heavy Extenders or Extender + Booster will become far more viable than it is now.
Shield Boosters : The 'instant injection' aspect of these modules is going to seriously change the shield tanking paradigm. Undoubtedly a huge buff and something I'm looking forward to getting my hands on.
Shields v. Armor You've done a lot to differentiate the two classes of tank and I can certainly appreciate the direction you've gone with them.
Resist : The resist modules are another real game changer on this paradigm. 40% Shield Resist and 60% Armor Resist in a single module is huge.
Heavy Shield Boosters v. Heavy Extenders on Gunnlogis At first glance it doesnt look like there's much reason to run any Heavy Extenders over 2 instant injections of 1900 Shields that can be used at any time but I think when taking a closer look at the PG values and such the cleverness of the design here reveals itself. Running an Extender + Booster + Resist is going to leave you with far more disposable PG that could be used with padding your armor or putting in an armor repairer. Running Booster + Booster + Resist puts all of your eggs in one basket because you'll need your lows dedicated entirely to PG upgrades but conversely you can tank significantly more damage because the 2 Injections of HP amount to an additional 3800 shields at your disposal.
Large Missile Turrets : Full auto? Baller.
~~~~~~~~~~~~~~~~~~~~~~
Hopes going into 1.7 that weren't addressed.
"Missile Momentum" with small turrets in a moving vehicle is absolutely insane. This was part of the larger Missile Turret nerf that happened in Chromosome and since then having them setup in anything other than a Dropship or a Stationary Vehicle (ie. NEVER THE LAV) was more or less a lost cause. I'd like to see the return of being able to actually aim missile turrets in a moving vehicle without having the shot go in wildly different directions thanks to hitting a bump. |
Princeps Marcellus
Expert Intervention Caldari State
250
|
Posted - 2013.10.03 21:52:00 -
[349] - 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.
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.
I like your points. I'd especially highlight the problems with small railguns, plasma cannons, swarm launchers and rendering issues.
I would like to add that at the current price points, with only five slots and one necessary turret, tanks will be a lot cheaper now. Consider that. |
Our Deepest Regret
Algintal Core Gallente Federation
291
|
Posted - 2013.10.03 22:00:00 -
[350] - Quote
Oh Lordy, I cannot wait to see these forums light up with complaints from the AV club when they learn that they are losing their proto weapons.
It's the only explanation for these changes in vehicle slots. You can't reduce their functionality and survivability that much without introducing a similar balance to AV, and the developers know this. They are soooo aware of this.
I wonder which one of the devs is going to have to nut up and break the bad news to the forums? lol lol lol lol lol, I cannot WAIT. |
|
NextDark Knight
Hellstorm Inc League of Infamy
59
|
Posted - 2013.10.03 22:14:00 -
[351] - Quote
Woah woah woah, Is it true that with the removal of ADS we are getting partial AI controlled gunners? Is this a module or a bad trip. LLHS |
Meeko Fent
DUST University Ivy League
1054
|
Posted - 2013.10.03 22:20:00 -
[352] - Quote
Wasn't the turrets supposed to be stronger with the coming of ammo?
Cause large turrets are no different, and small turrets got nerfed, hard.
25 damage WTF? |
Tatarina G'Had
Enlightened Infantries
1
|
Posted - 2013.10.03 22:22:00 -
[353] - Quote
Two Questions:
1. Will vehicles become cheaper?
2. Will the two other racial variants be added before the advanced types after this rework? |
Foundation Seldon
Gespenster Kompanie Villore Accords
118
|
Posted - 2013.10.03 22:30:00 -
[354] - Quote
I will say that one of the hallmark aspects of the vehicle changes listed is that there'll be far less SP required to invest into vehicles in order to get something competent. The only difference between active resist / booster modules is cooldown time and aside from that they all have the same effectiveness. There's not a huge difference between different extender modules and with the way fittings are limited now your standard layout is almost always going to be "Extender - Booster - Resist" regardless. In fact if you compare the trees in the current state of the game vs. the tree that we'll be getting in 1.7, even when taking the turret skill changes into account, there's actually far less SP needed to effectively max out your tank. |
Henchmen21
Planet Express LLC
282
|
Posted - 2013.10.03 23:05:00 -
[355] - Quote
So forcing people into active mods. I assume the module activation wheel is still a steaming heap. |
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CCP Logibro
C C P C C P Alliance
2578
|
Posted - 2013.10.03 23:14:00 -
[356] - Quote
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) CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3670
|
Posted - 2013.10.03 23:17:00 -
[357] - Quote
CCP Logibro wrote: 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.
This is important. Thanks for this.
Also for the confirmation on shield recharge. |
Spkr4theDead
International-Fleet
962
|
Posted - 2013.10.03 23:19:00 -
[358] - 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) He posted on this thread? Where? |
|
CCP Logibro
C C P C C P Alliance
2578
|
Posted - 2013.10.03 23:22:00 -
[359] - Quote
Spkr4theDead 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) He posted on this thread? Where?
Just because he hasn't posted yet doesn't mean he hasn't looked. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
ladwar
Dead Six Initiative Lokun Listamenn
1835
|
Posted - 2013.10.03 23:28:00 -
[360] - 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) resistance modules
armor is 60% shield 40% yes or no?
TTK on tank vs tank about 11 second when resistance modules on at proto lvl turrets not counting damage amps. |
|
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1039
|
Posted - 2013.10.03 23:28:00 -
[361] - Quote
CCP Logibro wrote:Spkr4theDead 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) He posted on this thread? Where? Just because he hasn't posted yet doesn't mean he hasn't looked.
He's waiting, watching... learning! |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
54
|
Posted - 2013.10.03 23:30:00 -
[362] - Quote
CCP Logibro wrote:Spkr4theDead 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 k) Just because he hasn't posted yet doesn't mean he hasn't looked. https://forums.dust514.com/default.aspx?g=posts&m=1359177#post1359177 have him look at that |
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CCP Logibro
C C P C C P Alliance
2580
|
Posted - 2013.10.03 23:35:00 -
[363] - Quote
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. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Godin Thekiller
Hellstorm Inc League of Infamy
1062
|
Posted - 2013.10.03 23:35:00 -
[364] - Quote
Well then, vehicle to vehicle:
Gallente and Caldari speeds needs rebuffing to the speeds we got now, but with Caldari in the 80's instead of the 70's, and the Gallente in the 90's instead of in the 100's, and then make the 120mm plates reduce speed by 10%. Also, we need to see the blaster damage. Lastly, if we're supposed to fit the STD modules on these hulls, and then put the ADV and PROTO modules on a higher hull, keep as is. Otherwise, buff the CPU/PG on the hulls. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
54
|
Posted - 2013.10.03 23:47:00 -
[365] - 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. please do full respec, some my infintry choices were, bad, and i wont have enough sp for my tank.... |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4005
|
Posted - 2013.10.04 00:13:00 -
[366] - 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. I would ask that you do a full respec in lieu of whatever convoluted and confusing sets of equations and conditions you guys are brainstorming.
I'm normally an opponent of respecs entirely, however if they are to be given, I'd rather it be done as cleanly as possible and to the benefit of the entire community. |
Spkr4theDead
International-Fleet
962
|
Posted - 2013.10.04 00:15:00 -
[367] - 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. How could they just be on the table? You're adding in a ton of skills. I understand you don't want respecs for the flavor of the month issue, because we all know when those things get nerfed, everybody that uses it is on the forums crying about it. But as I've said many times before, this is a full and complete change to how vehicles work. Some might want to not tank anymore. Some of us probably will need a couple extra million skill points that we threw into various infantry roles back, so we can fill out our tank skills. |
ladwar
Dead Six Initiative Lokun Listamenn
1840
|
Posted - 2013.10.04 00:23:00 -
[368] - Quote
Spkr4theDead 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. How could they just be on the table? You're adding in a ton of skills. I understand you don't want respecs for the flavor of the month issue, because we all know when those things get nerfed, everybody that uses it is on the forums crying about it. But as I've said many times before, this is a full and complete change to how vehicles work. Some might want to not tank anymore. Some of us probably will need a couple extra million skill points that we threw into various infantry roles back, so we can fill out our tank skills. between the loss of enforcers assault dropships and logi dropships i'll have enough SP to fill out tank fit. |
Thang Bausch
Pierrot Le Fou Industries
61
|
Posted - 2013.10.04 00:42:00 -
[369] - Quote
jerrmy12 kahoalii 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. please do full respec, some my infintry choices were, bad, and i wont have enough sp for my tank....
I would also argue that given all the rebalancing to weapons and suits, a full respec is becoming more warranted.
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Thang Bausch
Pierrot Le Fou Industries
61
|
Posted - 2013.10.04 00:44:00 -
[370] - 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.
I want equivalent replacements for the two LAV BPOs I have. I have spent 150 on packs in total and part of the reason I spent that money was for LAV BPOs.
|
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Bartimaeus of Achura
Cassardis
42
|
Posted - 2013.10.04 00:48:00 -
[371] - Quote
I believe the shield tanks shield should be boosted a little bit... why? because sadly it doesn't follow caldari type vehicles if I wanted a hit-and-run vehicle I would be pushing for a minimatar tank.
minmatar wrote:Minmatar ship designs typically emphasize speed and firepower, combining agile ship designs with projectile weapon armaments. While the preferred weapon systems of the Minmatar are autocannons or artillery, they make a virtue of versatility and many of their vessels use missiles or drones as secondary weapons. Similarly, the Minmatar take a balanced approach to defense with their ships often being capable of adopting either shield- or armor-based defensive setups. This flexibility makes the Minmatar an unpredictable foe, while their classical tactics of striking fast and hard continue to define their approach to space warfare.
caldari wrote:The spaceship design philosophy of the Caldari State has been shaped by their secessionist war with the Gallente Federation and the internecine and subtle warfare that has at times broken out between the Caldari Megacorporations. The result has been an emphasis on technological excellence and efficient designs aimed at multiplying the power of relatively small fleets. Caldari ship designs are strongly geared towards shield-based defense and use either missile or railgun weapon systems. The Caldari space combat doctrines also emphasize powerful electronic warfare systems and their fleets use a number of designs, from frigates to battleships, that are specially optimized for ECM. The ideal for a Caldari fleet commander is to neutralize his opponent with a blanket of electronic warfare while the missile carriers and railgun boats eliminate the enemy one by one.
Now by This I would think we need to revamp shield tanks all together. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
149
|
Posted - 2013.10.04 00:52:00 -
[372] - Quote
Spkr4theDead 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. How could they just be on the table? You're adding in a ton of skills. I understand you don't want respecs for the flavor of the month issue, because we all know when those things get nerfed, everybody that uses it is on the forums crying about it. But as I've said many times before, this is a full and complete change to how vehicles work. Some might want to not tank anymore. Some of us probably will need a couple extra million skill points that we threw into various infantry roles back, so we can fill out our tank skills.
You can't give full respecs for this to pilots, everyone else would QQ MOAR RESPCTS endlessly and I honestly would have to kill myself. I should think that what makes the most sense (may or may not logistically be easier for CCP, who knows) is the following in terms of respecs all around:
1) This vehicle stuff goes down: Your entire vehicle tree gets reset and SP refunded so you start clean with what is basically a whole new tree.
2) The full line of racial weapons comes out: Entire weapon tree gets reset/refunded, same deal.
3) The line of racial suits comes out: Hopefully you see where this is going....
That way everyone gets a partial and legitimately needed respec when their particular stuff gets reworked, we don't have to deal with respecs every other month, and maybe, just maybe, there will be less QQ.
As for the AV weapons, as a proto swarm user I'm OK with just the SP refund down to whatever level of swarms are left, I can wait for the weapon reset to go all crazy with my SP. Losing just the one weapon doesn't justify changing the whoe thing. Obviously ISK and/or AUR cost of anything taken away needs to be refunded as well, that's just common sense. |
Spkr4theDead
International-Fleet
962
|
Posted - 2013.10.04 01:06:00 -
[373] - Quote
John Demonsbane wrote:Spkr4theDead 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. How could they just be on the table? You're adding in a ton of skills. I understand you don't want respecs for the flavor of the month issue, because we all know when those things get nerfed, everybody that uses it is on the forums crying about it. But as I've said many times before, this is a full and complete change to how vehicles work. Some might want to not tank anymore. Some of us probably will need a couple extra million skill points that we threw into various infantry roles back, so we can fill out our tank skills. You can't give full respecs for this to pilots, everyone else would QQ MOAR RESPCTS endlessly and I honestly would have to kill myself. I should think that what makes the most sense (may or may not logistically be easier for CCP, who knows) is the following in terms of respecs all around: 1) This vehicle stuff goes down: Your entire vehicle tree gets reset and SP refunded so you start clean with what is basically a whole new tree. 2) The full line of racial weapons comes out: Entire weapon tree gets reset/refunded, same deal. 3) The line of racial suits comes out: Hopefully you see where this is going.... That way everyone gets a partial and legitimately needed respec when their particular stuff gets reworked, we don't have to deal with respecs every other month, and maybe, just maybe, there will be less QQ. As for the AV weapons, as a proto swarm user I'm OK with just the SP refund down to whatever level of swarms are left, I can wait for the weapon reset to go all crazy with my SP. Losing just the one weapon doesn't justify changing the whoe thing. Obviously ISK and/or AUR cost of anything taken away needs to be refunded as well, that's just common sense. Is infantry as a whole being changed????? Can you answer that? |
Godin Thekiller
Hellstorm Inc League of Infamy
1063
|
Posted - 2013.10.04 01:33:00 -
[374] - Quote
Bartimaeus of Achura wrote:I believe the shield tanks shield should be boosted a little bit... why? because sadly it doesn't follow caldari type vehicles if I wanted a hit-and-run vehicle I would be pushing for a minimatar tank. minmatar wrote:Minmatar ship designs typically emphasize speed and firepower, combining agile ship designs with projectile weapon armaments. While the preferred weapon systems of the Minmatar are autocannons or artillery, they make a virtue of versatility and many of their vessels use missiles or drones as secondary weapons. Similarly, the Minmatar take a balanced approach to defense with their ships often being capable of adopting either shield- or armor-based defensive setups. This flexibility makes the Minmatar an unpredictable foe, while their classical tactics of striking fast and hard continue to define their approach to space warfare. caldari wrote:The spaceship design philosophy of the Caldari State has been shaped by their secessionist war with the Gallente Federation and the internecine and subtle warfare that has at times broken out between the Caldari Megacorporations. The result has been an emphasis on technological excellence and efficient designs aimed at multiplying the power of relatively small fleets. Caldari ship designs are strongly geared towards shield-based defense and use either missile or railgun weapon systems. The Caldari space combat doctrines also emphasize powerful electronic warfare systems and their fleets use a number of designs, from frigates to battleships, that are specially optimized for ECM. The ideal for a Caldari fleet commander is to neutralize his opponent with a blanket of electronic warfare while the missile carriers and railgun boats eliminate the enemy one by one. Now by This I would think we need to revamp shield tanks all together. look at the bottom of the page to see the source.
I like this guy |
Lillica Deathdealer
Mango and Friends
433
|
Posted - 2013.10.04 01:48:00 -
[375] - Quote
Logibro, this is a very good thing. |
Alpha 443-6732
PEN 15 CLUB
88
|
Posted - 2013.10.04 01:52:00 -
[376] - 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)
Man oh man, as long as AV becomes reworked accordingly, this may not be so bad after all. |
Alpha 443-6732
PEN 15 CLUB
89
|
Posted - 2013.10.04 02:03:00 -
[377] - 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.
Good work CCP. This communication and open minded approach is restoring my faith in you guys. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2542
|
Posted - 2013.10.04 02:48:00 -
[378] - 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. Why it should be a full respec and not a partial one, https://forums.dust514.com/default.aspx?g=posts&m=1356633#post1356633 |
Azrael Arcturus
Villore Sec Ops Gallente Federation
1
|
Posted - 2013.10.04 02:51:00 -
[379] - Quote
666 likes...
Maybe lord Beelzebub will balance our LAVs... |
FatalFlaw V1
ISK Faucet Industries
118
|
Posted - 2013.10.04 03:07:00 -
[380] - 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. It is essential that all skillpoints for the vehicle command, vehicle upgrades, and turrets be reset. Also, do not make us file a ticket for a reset because it literally took weeks to receive it last time .
What will happen to bpo's when you remove those modules or change them? What if you decide to put them back later?
If there is one thing I hope you have taken from this thread, it is that you absolutely should leave in the assault dropship. Countless players who either want more of a role as a pilot, or are trying to make due until we actually see fighter ships, have found some fun in the assault dropship. It should remain in the game, not evaporate into another "soon" (maybe never). If you have to just make militia dropships and then std has a front turret.
On to the ammo and other bad ideas.. You claim that ammo was means to prevent players from sitting in the back spamming objects, but those very same people can continue to do so simply by parking near a supply depot. The other players commented on the real issue here which is cost vs survivability. If tanks cost the same as a dropsuit to fit, or even 3 or 4 full dropsuits, players would not feel the need to be so cautious with them. The top tier railgun alone cost 1 mil isk. Who would want to drive that into the front lines to get killed by a couple std infantry with av nades. Tanks just need to be cheaper.
I think your ammo limit is going to encourage more murder taxis than anything. Why use a tank that is essentially useless once the ammo runs out when an lav is much faster and can effectively mow down infantry instead of pushing them like a snowplow?
Yeah pilot suits would be nice too but that's a different thread. Maybe we'll get them with fighters or assault dropships. |
|
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
608
|
Posted - 2013.10.04 03:43:00 -
[381] - 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)
This brings me some new hope, thank you. We can only hope you're doing a good work adjusting the AV damage.
So, shields vs armor... (I'm a tanker, I'm able to provide feedback only for tanks)
Shield tanks have even less HP than Armor tanks now... I know the new shield boosters are nice, but I'm not sure if that's enough to balance them. I might suggest a bit more HP (Shields, not Armor) for Shield tanks. The additional 250 armor points you're giving to the Gunnlogi are pretty useless in my opinion, it would be better to give them to shields.
Shield tanks need to be faster. This is probably the most important point when it comes to tank vs tank, since Shield tanks are weaker.
The armor repper for Armor tanks definitely won't help in battle though, since its repair rate is very low.
The rest seems ok comparing the 2 tanks.
|
IgniteableAura
Pro Hic Immortalis
187
|
Posted - 2013.10.04 03:49:00 -
[382] - 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.
I would say its fair to give all vehicle related skills a refund on their SP spent. No points need to be given back on dropsuit skills. Could also do a petition system again...but honestly, it should be just an across the board wipe for vehicle related skills. |
The Attorney General
ZionTCD
1180
|
Posted - 2013.10.04 04:07:00 -
[383] - Quote
After another look, I can see why they moved the CPu upgrade to a high slot, because armor tanks are going to need it with those turret numbers.
|
Minor Treat
The Enclave Syndicate Dark Taboo
148
|
Posted - 2013.10.04 04:30:00 -
[384] - Quote
good job |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3261
|
Posted - 2013.10.04 05:07:00 -
[385] - Quote
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; |
Galm Fae
Guardian Solutions DARKSTAR ARMY
107
|
Posted - 2013.10.04 05:08:00 -
[386] - Quote
Not really digging how you guys dropped modules like active heat sinks and payload delivery systems. I know you don't hear it from an average player, but when you get really good at vehicles those start making more and more of a difference.
Also, without compressed variations of railgun turrets, the small turrets are pretty much useless.
Still waiting on new for assault dropship stats, but with buffs like that to the Myron, I am looking forward to seeing what you lot have done to help us pilots. |
skippy678
F.T.U.
95
|
Posted - 2013.10.04 06:07:00 -
[387] - Quote
Sana Rayya wrote:Will our current SP in the vehicle skill trees be refunded now that the trees are being changed? errr...i wouldnt put 1 single point, back into vechiles other than basic dropship and lav..my dropsuit would love a boost of that size...thats why im doubtfull that they will refund in that manner. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3688
|
Posted - 2013.10.04 06:19:00 -
[388] - Quote
Nguruthos IX wrote: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?) edit: thought you said you wanted new dropship models. Nah you're right. it's early I know that feeling man.
Gotta be up at 0645 every damn morning to get my little brother ready for school. I don't even have class until 1100. >_< |
Rogatien Merc
Red Star. EoN.
1385
|
Posted - 2013.10.04 07:33:00 -
[389] - 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)
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. Great, key posts right there. +1 +1.
|
CharCharOdell
Shining Flame Amarr Empire
1065
|
Posted - 2013.10.04 07:53:00 -
[390] - Quote
Keri Starlight 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) This brings me some new hope, thank you. We can only hope you're doing a good work adjusting the AV damage. So, shields vs armor... (I'm a tanker, I'm able to provide feedback only for tanks) Shield tanks have even less HP than Armor tanks now... I know the new shield boosters are nice, but I'm not sure if that's enough to balance them. I might suggest a bit more HP (Shields, not Armor) for Shield tanks. The additional 250 armor points you're giving to the Gunnlogi are pretty useless in my opinion, it would be better to give them to shields. Shield tanks need to be faster. This is probably the most important point when it comes to tank vs tank, since Shield tanks are weaker. The armor repper for Armor tanks definitely won't help in battle though, since its repair rate is very low. The rest seems ok comparing the 2 tanks.
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. |
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CharCharOdell
Shining Flame Amarr Empire
1065
|
Posted - 2013.10.04 08:03:00 -
[391] - Quote
Hold on...DAMAGE MODS ARE VH SLOTS!? WTFdoes madrugar get plates AND damage mods. The caldari are supposed to be the glass cannons - not gallente. What are caldari supposed to do with 2 low slots and no PG!? Put armor plates on? We can't use them.for nitrous. We can't use scanners. All we can do is use it for extra ammo, expansions, and armor modules- none of which we need. Seriously rethink this. Gallente are once again able to to everything. Having 3 damage loss doesn't mean a thing if aadruvar can have 2 AND reppers, hardeners, and plates. Lol. Change that please it would be perfectly fine if they were low slots so caldari tanks get better DPS but no- we don't. I guess I'll just stack 3 damage amps, a plate, and a passive rep BC I'm not allowed to do anything else now. I can't believe I missed that! Stop hating on caldari tanks! If we don't get d mpds in the low slots Gwe will never leave the redline BC we don't have the tank to be able to survive out there. It'll just be 3000 DMG particle cannons camping from mountains through 1.6 and onward just like we have now....except worse. Everything else looked great, honestly, but without that, we wil still be screwed. I only specced maddies BC they were obvi better like a.lot of other chrome shield tankers. Just make damage mods low and we will be fine and armor and shields will be balanced again. |
Shion Typhon
Intara Direct Action Caldari State
283
|
Posted - 2013.10.04 09:10:00 -
[392] - Quote
I really hope I am wrong and a miracle occurs but I just see us back here in 3 months complaining like mofos that the whole vehicle game has degenerated into 100% redline sniping (up from 80% where it is today).
No one is going to come down into the centre of the field if they don't have godmode ready to engage. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
746
|
Posted - 2013.10.04 10:11:00 -
[393] - Quote
After reading a some fit options proposed in other posts, my impression are that tanks will be very situational (unfortunately), it will not be a good move, to use a tank from the start to the end of match, due to the lack of module slots, finite ammo and high recharge time for modules. I did not saw the isk prices on the tables, but isk cost is very important, if the price will not be reduced the hit and recall tecnique will be the most used on the battlefield. With all these changes tanks will be somehow like dropsuits, of course we will have more ehp and bla bla bla.... but with only 5 slots to fit a tank, we will have to fit a kind of tank for every situation, much more than now, if we want to survive (and have profit), our head before the match will be a flux diagram.
Map good for:..... Other tanks:yes, no, kind of tank:..... and so on. |
Mortedeamor
Internal Rebellion
342
|
Posted - 2013.10.04 10:25:00 -
[394] - Quote
and by the time you came out with a plan no one cared lol |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
746
|
Posted - 2013.10.04 10:46:00 -
[395] - Quote
Mortedeamor wrote:and by the time you came out with a plan no one cared lol and by the time you came out with a plan the match is ending i'm not AFK, i'm thinking |
pegasis prime
BIG BAD W0LVES
1116
|
Posted - 2013.10.04 10:47:00 -
[396] - Quote
CharCharOdell wrote:Hold on...DAMAGE MODS ARE VH SLOTS!? WTFdoes madrugar get plates AND damage mods. The caldari are supposed to be the glass cannons - not gallente. What are caldari supposed to do with 2 low slots and no PG!? Put armor plates on? We can't use them.for nitrous. We can't use scanners. All we can do is use it for extra ammo, expansions, and armor modules- none of which we need. Seriously rethink this. Gallente are once again able to to everything. Having 3 damage loss doesn't mean a thing if aadruvar can have 2 AND reppers, hardeners, and plates. Lol. Change that please it would be perfectly fine if they were low slots so caldari tanks get better DPS but no- we don't. I guess I'll just stack 3 damage amps, a plate, and a passive rep BC I'm not allowed to do anything else now. I can't believe I missed that! Stop hating on caldari tanks! If we don't get d mpds in the low slots Gwe will never leave the redline BC we don't have the tank to be able to survive out there. It'll just be 3000 DMG particle cannons camping from mountains through 1.6 and onward just like we have now....except worse. Everything else looked great, honestly, but without that, we wil still be screwed. I only specced maddies BC they were obvi better like a.lot of other chrome shield tankers. Just make damage mods low and we will be fine and armor and shields will be balanced again.
I think your right there char and iv underlined.tge 2 most pressing points.you have.mentiond.
Firstly im really dissapointed and hope ccp.have made a mistake with the slot position for dammage mods as they really were tge only thing that puts shields on par with armour we need the dammage to be able to punch through their high ehp.
Now on the ammo point I do like it that ammo storage is a low slott but would have made more sense as a high slot as armour tanks are ment to stand and deliver for longer periods of time and thusly needing more ammo. Shuelds being hit and run shiukd be focusing on damage and soeed but if we want both we have to give up 2 defensive slotts.
The lack of low power modules gives us incredably low fitting options as char has mentiond and armour mods are useless to shueld tanks as when we have lost our shields we are as good as dead even with an armour rep or plate we can still be destroied in seconds of looseing shields.
So in short it woukd make more sense to swap the slot position of the ammo cash with the dammage mod enabeling both schools of tanking to fulfill their intended purpose. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2542
|
Posted - 2013.10.04 11:01:00 -
[397] - Quote
IgniteableAura 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. I would say its fair to give all vehicle related skills a refund on their SP spent. No points need to be given back on dropsuit skills. Could also do a petition system again...but honestly, it should be just an across the board wipe for vehicle related skills. What about the fact that they are adding more SP sinks into vehicles, so vehicle pilots who spent points on dropsuits because they had nothing else to but would of otherwise spent them on these new vehicle skill had they known? |
SCATTORSHOT RINNEGATE
WE ARE LEGENDS
0
|
Posted - 2013.10.04 11:04:00 -
[398] - Quote
Hold on, So you Deleted Kubera Surya Chakram & Sagaris. Will these vehicles come back? Because you Said Logi & AS Dropships will be delete but they will be back |
The Attorney General
ZionTCD
1180
|
Posted - 2013.10.04 11:22:00 -
[399] - Quote
Aero Yassavi wrote: What about the fact that they are adding more SP sinks into vehicles, so vehicle pilots who spent points on dropsuits because they had nothing else to but would of otherwise spent them on these new vehicle skill had they known?
How much SP do you have that you had nothing left to spend it on in the vehicle tree?
I have 17 million and if you took the 1 million I used to get my Thales, and the 1.8 million I dumped into Vayus, then I would have just finished my shield skills off and maybe have proto missile turrets.
Overall, it looks like total SP investment is going down. If you had maxed out at least your armor skills to 5(which is what any serious tanker did), you should be in good shape to make decent fits out of whatever they give us.
I think any respec should just wipe all vehicle skills, and return any SP invested into them to the unallocated pool. |
Baal Omniscient
L.O.T.I.S.
656
|
Posted - 2013.10.04 12:03:00 -
[400] - Quote
Iskandar Zul Karnain wrote:First, Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception. At first it looked like STD vehicles were hurting for high/low slots. I think we need to keep in mind that these are just STD vehicles and as with dropsuits are limited in what can be fit on them. In terms of eHP the tanks look pretty beefy and I suspect that ADV and PRO tanks to be fairly desirable provided CCP doesn't gimp their PG/CPU.Upon careful consideration I think we should just make vehicles OP as sh*t and slowly dial them back after a few months of drowning in tears. Before reading any further, just wanted to point out that this was already done. In Replication. And Codex. And even for a short stint in Chromosome. But most notably in Codex, where all but the last couple of weeks were a massive missile spam by every vehicle everywhere. Up to, including, and even for a period after the closed beta tournament.
Let's just let CCP do what they are gonna do and see where it ends up, because it's not like we can stop them. If there are "I told ya so"'s to be given, they can be given then. Until then keep in mind that what looks good on paper isn't always good practice. And what may look poor on paper may well translate into a game saving class adjustment. |
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Baal Omniscient
L.O.T.I.S.
656
|
Posted - 2013.10.04 12:17:00 -
[401] - Quote
And as I read on, I cannot help but wonder..... Has there been any mention of a pricing change for this release so that pilots don't bankrupt themselves trying out this entirely new system CCP is throwing at them? |
Atom Heart Mother
Nazionali Senza Filtro
62
|
Posted - 2013.10.04 12:22:00 -
[402] - Quote
Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock Vehicle owner proximity lock WE DEMAND PLZ |
Maken Tosch
DUST University Ivy League
4393
|
Posted - 2013.10.04 12:41:00 -
[403] - Quote
The Attorney General wrote:I think any respec should just wipe all vehicle skills, and return any SP invested into them to the unallocated pool.
Pretty much this considering that some vehicles will be removed and the vehicle portion of the skill tree has gotten overhauled. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3264
|
Posted - 2013.10.04 12:52:00 -
[404] - Quote
CharCharOdell wrote:Hold on...DAMAGE MODS ARE VH SLOTS!? WTFdoes madrugar get plates AND damage mods. The caldari are supposed to be the glass cannons - not gallente.
Neither of them were ever glass cannons in either Eve Online or Dust 514...
Eve Online
Caldari prefer shield tanking and range, utilizing their low slots to accomplish this while sacrificing key e-war capabilities in the med slots (taken up by shield modules)
Gallente prefer active armor tanking with high resistances and recovery rate as to not sacrifice speed so they can get in close to deal high damage with their weaponry which happens to have the highest damage/shortest range in the game
Dust 514 (infantry)
Caldari prefer shield tanking at the expense of maximum survivability with open low slots for versatility for skirmishing "hit and run" style combat Gallente prefer armor tanking at the expense of speed with a propensity for fitting damage mods in their hi's since they can't fit anything else.
Now, vehicles might have some differences but at no point were either of them -ever- glass cannons and considering that there are no damage mods for vehicles and almost all vehicle mods are in the low slots I have no idea where you're getting this from. |
Takahiro Kashuken
Red Star. EoN.
1280
|
Posted - 2013.10.04 13:01:00 -
[405] - Quote
Aeon Amadi wrote:CharCharOdell wrote:Hold on...DAMAGE MODS ARE VH SLOTS!? WTFdoes madrugar get plates AND damage mods. The caldari are supposed to be the glass cannons - not gallente. Now, vehicles might have some differences but at no point were either of them -ever- glass cannons and considering that there are no damage mods for vehicles and almost all vehicle mods are in the low slots I have no idea where you're getting this from.
What you yapping about?
No dmg mods for vehicles? can you read?
Damage amplifiers they are called in the picture
They have been changed from vehicle low to vehicle high slots this i assume is to be more in line with dropsuits but its opposite in EVE
Thing is tho now maddys are slower with plates but can whack on a speed boost and 1 DMG mod to make it up, shield on the other hand should be faster and can also carry an ammo box but would have to sacrifice tank for speed and dmg like maddys do now
|
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CCP Logibro
C C P C C P Alliance
2597
|
Posted - 2013.10.04 13:03:00 -
[406] - Quote
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. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Brush Master
HavoK Core RISE of LEGION
894
|
Posted - 2013.10.04 13:20:00 -
[407] - 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.
Definitely encourage you guys to come up with a more permanent solution to respec per skill/skill dependencies. Whether its only you guys resetting any skill you can and/or a player Aur reset version. It is really needed with things constantly changing and still being balanced. |
Reav Hannari
Red Rock Outriders
1586
|
Posted - 2013.10.04 13:51:00 -
[408] - Quote
What is the thinking behind removing racial vehicle skills?
When will we see Minmatar and Amarr vehicles and weapon types? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3264
|
Posted - 2013.10.04 14:20:00 -
[409] - Quote
Takahiro Kashuken wrote:Aeon Amadi wrote:CharCharOdell wrote:Hold on...DAMAGE MODS ARE VH SLOTS!? WTFdoes madrugar get plates AND damage mods. The caldari are supposed to be the glass cannons - not gallente. Now, vehicles might have some differences but at no point were either of them -ever- glass cannons and considering that there are no damage mods for vehicles and almost all vehicle mods are in the low slots I have no idea where you're getting this from. What you yapping about? No dmg mods for vehicles? can you read? Damage amplifiers they are called in the picture They have been changed from vehicle low to vehicle high slots this i assume is to be more in line with dropsuits but its opposite in EVE Thing is tho now maddys are slower with plates but can whack on a speed boost and 1 DMG mod to make it up, shield on the other hand should be faster and can also carry an ammo box but would have to sacrifice tank for speed and dmg like maddys do now
I was speaking currently. Lose the snarky comments, you're not impressing anyone here.
This makes sense, Caldari's being about range and considering you're not going to be putting a Blaster on a Gunnlogi I don't see what the problem is. Missiles/Rails shouldn't require speed, they require precision - this also goes with the fact that Shield Tanks are going to have a better ability to passive tank while Armor Tanks have a better active. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3264
|
Posted - 2013.10.04 14:21:00 -
[410] - Quote
Brush Master 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. Definitely encourage you guys to come up with a more permanent solution to respec per skill/skill dependencies. Whether its only you guys resetting any skill you can and/or a player Aur reset version. It is really needed with things constantly changing and still being balanced.
CCP orchestrated resets make sense but Aurum? No, players need to understand that investing in a skill is a lasting decision and this subsequently encourages specialization. |
|
Adelia Lafayette
DUST University Ivy League
354
|
Posted - 2013.10.04 14:22:00 -
[411] - 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.
this is why we ask for singularity to host a test server. We would love to live test these things for you guys. I'm guessing it would take at least a few months of man hours to come up with an alternate client for the test server though : / sad panda |
Takahiro Kashuken
Red Star. EoN.
1280
|
Posted - 2013.10.04 14:27:00 -
[412] - Quote
Aeon Amadi wrote:Takahiro Kashuken wrote:Aeon Amadi wrote:CharCharOdell wrote:Hold on...DAMAGE MODS ARE VH SLOTS!? WTFdoes madrugar get plates AND damage mods. The caldari are supposed to be the glass cannons - not gallente. Now, vehicles might have some differences but at no point were either of them -ever- glass cannons and considering that there are no damage mods for vehicles and almost all vehicle mods are in the low slots I have no idea where you're getting this from. What you yapping about? No dmg mods for vehicles? can you read? Damage amplifiers they are called in the picture They have been changed from vehicle low to vehicle high slots this i assume is to be more in line with dropsuits but its opposite in EVE Thing is tho now maddys are slower with plates but can whack on a speed boost and 1 DMG mod to make it up, shield on the other hand should be faster and can also carry an ammo box but would have to sacrifice tank for speed and dmg like maddys do now I was speaking currently. Lose the snarky comments, you're not impressing anyone here. This makes sense, Caldari's being about range and considering you're not going to be putting a Blaster on a Gunnlogi I don't see what the problem is. Missiles/Rails shouldn't require speed, they require precision - this also goes with the fact that Shield Tanks are going to have a better ability to passive tank while Armor Tanks have a better active.
In the changes armor tanks are no longer active with the rep at least, its passive the only thing which is active is the hardner
Shield on the otherhand have passive shield regen and a 1 time active booster of about 2k along with active hardner
Call on range a maddy with rail would beat a logi on rail due to maddy fitting dmg mods but with how the dmg are being CPU intensive it may not be a vaild fit without sacrificing something like tank so while it dishes out more damage it could be weaker as a consequence but remember the 2k booster and hardner running while armor is passive rep
Its all speculation atm with trial fits when it arrives, all these numbers are placeholders atm |
The Attorney General
ZionTCD
1180
|
Posted - 2013.10.04 14:28:00 -
[413] - 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.
So that means at least three months, if not more for ADV vehicles? Sounds fun.
How are remote reps and shield transporters not basics? Sure they areo nly just starting to come into use, but that is because they were useless for so long.
From the looks of it, this is going to be a very long process, and it is going to be messy. Between trying to balance vehicles vs themselves, infantry, and AV, there are a lot of areas for you guys to pull a CCP and really mess things up.
Given the current pace of development and balancing passes, it could take 2 years for you guys to get it trending towards balanced, and that assumes you fix things instead of breaking them more with whatever else you try to shoehorn into the game in the mean time.
I really hope you have a solid framework that just needs further testing to work out the values. It is not going to be worth the time to play if you expect people in vehicles to spend six months in basics while you crunch numbers.
My best advice would be to wait to do this until you have the standard Amarr and Minmatar tank ready to go. There is no sense in trying to rebuild around half of the vehicles. Let's say just set yourself a date around Fanfest, and maybe you can be ready to deploy four basic vehicle lines to go with your new vehicle model. |
Soraya Xel
New Eden's Most Wanted Top Men.
648
|
Posted - 2013.10.04 14:58:00 -
[414] - Quote
Adelia Lafayette wrote:this is why we ask for singularity to host a test server. We would love to live test these things for you guys. I'm guessing it would take at least a few months of man hours to come up with an alternate client for the test server though : / sad panda
There are no technical hurdles to them providing a test server. There are Sony issues. |
Kigurosaka Laaksonen
DUST University Ivy League
21
|
Posted - 2013.10.04 15:19:00 -
[415] - Quote
A quick question on the premise of "removing 'noise' to focus on archetypes."
Will you be removing dropsuit 'noise' to focus on archetypes? Namely, working on and releasing basic content such as our missing racial variants (vehicles, also)?
Do you think balance issues would be better addressed before or after you release this basic content? For example, would it be better to do this vehicle balance before or after introducing Amarr and Minmatar vehicles classes, and possibly also MAVs? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2551
|
Posted - 2013.10.04 15:34:00 -
[416] - 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.
I understand this, but you really should reconsider removing the assault dropship from this initial re-balancing stage. It is much, much, much more than just a some variant of a base variant. |
bethany valvetino
Dead Six Initiative Lokun Listamenn
99
|
Posted - 2013.10.04 15:47:00 -
[417] - Quote
DUST Fiend 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. So what happens to the 30 logi ships sitting in my hanger and all the SP ive dumped into them? What if I have no interest in flying normal dropships for X months while we wait for them to come back?
indeed...
this maybe the first time, I'm feeling a little emo rage. The thing that bothers me, is the use of the word "should" and not "will"... and the terms "looking to bring them back" not "we understand our fee paying players have spent sp on these and we WILL be sorting it quickly"
What happens, should they NOT come back, what happens to the 30 odd Logi and assault drop ships I have and the skills put into them?
This is far from a balance issue that means I may have to adapt my play style, but a total removal of a class of drop ship i have spent SP on at the expense of other things...
come on CCP, time to get your **** together... you're running the risk of losing real fan bois like me. (sorry, fangurls) |
Quil Evrything
DUST University Ivy League
205
|
Posted - 2013.10.04 16:01:00 -
[418] - Quote
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!!
|
Spkr4theDead
International-Fleet
965
|
Posted - 2013.10.04 16:05:00 -
[419] - Quote
Thang Bausch wrote:jerrmy12 kahoalii 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. please do full respec, some my infintry choices were, bad, and i wont have enough sp for my tank.... I would also argue that given all the rebalancing to weapons and suits, a full respec is becoming more warranted. No, that's called nerfing the flavor of the month. |
chase rowland
The Enclave Syndicate Dark Taboo
29
|
Posted - 2013.10.04 16:13:00 -
[420] - 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. based on what you have given us, it looks as if nobody sane would even try and test this in a pub match. youd have to be bats*** crazy to spend your isk and sp on a clunker like that. unless you completely remove AV i dont see this "feild test" happening. it sounds like you havent thought this through and considering you have an entire team, it would take a child to realize this. i knew this would happen. tankers get nerfed so bad that they simply dont exist anymore. the dedicated AV no longer have vehicles to shoot at. good job CCP, way to create a balanced game. |
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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. |
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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. |
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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 |
|
Bojo The Mighty
Zanzibar Concept
2121
|
Posted - 2013.10.05 02:35:00 -
[451] - Quote
crazy space 1 wrote: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.... Wut |
Spkr4theDead
International-Fleet
965
|
Posted - 2013.10.05 02:56:00 -
[452] - Quote
EternalRMG wrote: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 Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
It's been pushed back from 1.6. It's coming after that patch. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3265
|
Posted - 2013.10.05 07:37:00 -
[453] - Quote
Nguruthos IX wrote: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.
Right, assuming that CCP actually balanced/fixed the things in an orderly manner. How long did we have to deal with Murder Taxi's after the 60% HP increase -hotfix-? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3265
|
Posted - 2013.10.05 07:39:00 -
[454] - Quote
Alpha 443-6732 wrote: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.
Lol, if you think CCP's stupid enough to re-organize vehicles in this manner without touching AV's (let alone touch vehicles at all) then you have too little faith =P Quit letting the forum-whiners get to you, they're game developers not interns xD |
Luther Mandrix
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.10.05 09:51:00 -
[455] - Quote
Turrets GÇó As mentioned above, weGÇÖll be adding ammunition to turrets. GÇó Small turrets are no longer mandatory when fitting a vehicle. This should allow for more interesting vehicle setups than before. When you remove a small turret the seat is also removed from the vehicle.
EDIT: There appears to be a typo with the blaster turret damage numbers. We'll get proper numbers when we can
Click the image for full-size version.
If you want to work with these numbers a bit more you can also find all of these tables here in this spreadsheet.
We are looking forward to your feedback!
On behalf of CCP Wolfman, CCP Remnant and the rest of Team Kong CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro Turrent Blast Radius is not in meters such as 6 meter radius but you have a splash damage column then you have turrent blast radius which looks like a weaker form of splash damage but we don't know what the radius of the splash damage in meters is. |
Luther Mandrix
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.10.05 10:08:00 -
[456] - Quote
The Attorney General wrote:Aikuchi Tomaru wrote:
I hope so. Before they touch AV we have to see how well the new vehicles will be. And I mean we have to see it in action.
If they don't nerf the crap out of FG's than these tanks won't last long at all. 7000 hp with no resists is going to be a quick funeral. As long as proto AV is out there, these tanks, from the stats will be even bigger coffins than the current batch.
Note : The best tankers don't tank alone ,I play proto FG and I can't take one smart tanker out that knows how to retreat back to cover while his buddy in his proto tank comes forward cleaning up the scraps. Currently I hit a Proto Armor tank with 6 to 8 Grimlock FG shots Lvl 5 prof and 2x Complex Damage mods and the Guy did not pop.9He was burning but he brought it back. Now when 4 Guys are in Tanks that are leveled up and it will happen what is one Forge gunner going to do?Grab his sniper rifle and snip behind the Red Line? Easy Win Button or use tactics You choose. |
Luther Mandrix
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.10.05 10:23:00 -
[457] - 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. How about this instead of a classic respect how about CCP Give the player x amount SP to be used by the player as they see fit, No more respecs but 1 to 2 million add on SP. |
Luther Mandrix
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.10.05 10:26:00 -
[458] - Quote
Luther Mandrix wrote: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. How about this instead of a classic respect how about CCP Give the player x amount SP to be used by the player as they see fit, No more respecs but 1 to 2 million add on SP. What is 2 million SP ,I am at 24 million and I have been playing for less than a year. In three years with boosters I could have 72 million SP. No more Respecs CCP Just give us sp. |
KalOfTheRathi
Nec Tributis
787
|
Posted - 2013.10.05 11:29:00 -
[459] - Quote
Luther Mandrix wrote:How about this instead of a classic respect how about CCP Give the player x amount SP to be used by the player as they see fit, No more respecs but 1 to 2 million add on SP. WTF, mate?
Why would that even register. I have 6M+ SP in vehicles. Giving me 2M SP is an insult. Refund all Vehicle Command, Vehicle Operations and Turret Operations. 2M SP on top of that might even make me think about tanks again. Not much but it might.
I would have 3M SP more in but once I heard about this mess I quit spending any more in vehicles. Worse, if they would just say what they are doing (as in, I knew I could get the respec/refund) I could skill in enough to fly my 25 Prometheus before they disappear. Waste of time, this entire vehicle balancing act is just going to get done again.
What this reminds me of is the Anti-Artificial Intelligence of Battle Finder. When they first made the big change they would put you in a queue and the other 31 Mercs would be considered along with your request. The most requested would win. So 31 others were voting on what battle you wanted to play. Which was, oddly enough, exactly the wrong thing to do.
I have yet to hear from a Tanker or Drop Ship Pilot that what they wanted was a paper husk of a vehicle that was good for one run in ~36 secs and probably double that to recover. We have many threads by Tankers and AV guys but what they are coming out with doesn't match to any of them. Doing the work to get proper Filters to work in the Battle Finder would do more to invigorate the game than all the vehicle jerking around could possibly do.
WTH, I don't care anymore. |
Takahiro Kashuken
Red Star. EoN.
1281
|
Posted - 2013.10.05 11:40:00 -
[460] - 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.
They are VH and VL according to the pic |
|
Skihids
Bullet Cluster
2238
|
Posted - 2013.10.05 14:11:00 -
[461] - Quote
Takahiro Kashuken wrote: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. They are VH and VL according to the pic
How can either option work when shield tanking and armor tanking rely upon opposite slots? Any choice is going to favor one mode over another. |
TEXA5 HiTM4N
ROGUE SPADES EoN.
254
|
Posted - 2013.10.05 16:16:00 -
[462] - Quote
so yall removed assault dropships? |
Monkey MAC
killer taxi company General Tso's Alliance
809
|
Posted - 2013.10.05 20:20:00 -
[463] - Quote
Ok, so in general Im more av than tanker.
But I think these changes aren't the best way of reworking tanks.
1. I thought armour tanks were meant to be more passively based? It still appears that even armour need to rely heavily on active modules. While the difference between sheild and armour health ceilings is noticeable, I personally thought it would be much much more pronounced.
2. Sheild tanks should be much more reliant on the the boosters and hardners then the armour, but this needs to be more pronounced.
3. The slot amounts are too low, what is gonna be the slot counts for amarr and minmatar tanks?
4. Dropships appear much better
5. Full Auto Large Missile Turrets? I like it.
6. The curent slot layout facilitates adv and proto tier hulls.
7. After looking closely tanks are now just big dropsuits.
8. Taking SLAV, LLAV, EHAV, ADS, LDS were the correct move for the rework.
This going to need extensive fieldtesting once deployed. However if adv and proto tanks are to be added I would suggest at least removing proto av until this is done. |
Jackof All-Trades
Mannar Focused Warfare Gallente Federation
192
|
Posted - 2013.10.05 21:10:00 -
[464] - 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. ****. |
Bojo The Mighty
Zanzibar Concept
2123
|
Posted - 2013.10.05 21:37:00 -
[465] - Quote
Jackof All-Trades 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. ****. Jack! |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1066
|
Posted - 2013.10.05 22:33:00 -
[466] - Quote
Bojo The Mighty wrote:Jackof All-Trades 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. ****. Jack!
Jack ****?
In all seriousness i was hoping for a few more racial types and a few less 'unlock' skills, but it looks nice overall. Who knows, they may address one or the other between now and 1.7, but I think the important things are...
They CONFIRMED the new Shield Debuff is a thing, as they are building around it.
They CONFIRMED that removing the light turrets from a vehicle removes the seats, so tankers should be having a collective faint session within a week. |
Jackof All-Trades
Mannar Focused Warfare Gallente Federation
192
|
Posted - 2013.10.05 23:37:00 -
[467] - Quote
Bojo The Mighty wrote:Jackof All-Trades 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. ****. Jack! Bojo! Long time no see! |
Borne Velvalor
BLACK-DRAGON-SOCIETY
0
|
Posted - 2013.10.06 02:24:00 -
[468] - Quote
Currently, a Madrugar can have multiple 20% Armor Hardeners and activate them both for a nearly 40% reduction in damage, especially after passive resistance. Paired with some plates, a Madrugar can have ~8000 armor, too. Then, you can slap on a repairer with three Blasters and call it a day.
If we use those guns with the new Madrugar, we can fit Enhanced 120mm Armor Plating, an Enhanced Heavy Armor Repaired and a Complex Armor Hardener with a Complex CPU mod and a Basic CPU mod. Take the old set up, condense the hardeners into one, remove some armor due to slot reductions and add a passive armor repairer that is about as fast as the old active armor repairer. There, the new Madrugar.
The best three-blaster armor tank set up I could make dies around 25% faster, even with hardeners on. Beyond being frailer, you'll be running out of hardeners more and at that point, at which point you could be destroyed by a single dude with a Proto swarm in one clip. The old Madrugar could take more than one clip of Proto swarms due to its constant double-hardener and more slots for plates. This one can't even take a single clip once its pants are down. Simply shoot a swarm at a tank, then when it's hardeners run dry later unload your clip on it. On one hand, this forces the pilot to play strategically, while on the other hand, it'll probably make pilots hide behind buildings and recall their tanks even more than before. Who cares about losing your massive buffs when you can just ship the tank home after a single encounter?
Also, I don't see how weapon mods restore "parity" when used against hardeners. Let's say I have an armor hardener and you have a weapon mod. Well, I'll be doing 100% damage while you're doing 78% damage (60% * 130%). So, you slap a second one on there. You're now at 96%. Say you get both. You're now going to have to ditch a ton of armor or guns to make up the cost. You'd need to find a way to ditch over a hundred CPU and PG worth of gear to replace the low CPU mod in the set at the beginning of this post with a damage modifier. There are really only two valid builds with any bulk. All armor, like the one I made (maybe with two plates) above or a tank that ditches the small guns to replace the Basic CPU mod with a Weapon Mod.
I'm afraid armored HAV fitting will become "X amount of armor hardeners and X amount of plating lasts the longest, so use that," and everyone will be driving around in identical tanks, with some sacrificing their blueberry buddies on the small turrets for a damage mod for themselves.
I don't think the changes are going to make vehicle combat worse than it is now. Right now, everyone just fills their tank with plates and recalls it whenever it gets damaged. The update should, in theory, make vehicle play more engaging. However, my problem with vehicles in general has always been a lack of variety in customizability. Most armored vehicles are the same. Modules? A repairer, a hardener and as many plates as they can fit, with shield users doing the same with shield extenders. Everyone's just trying to max out their eHP until multiplicative resistances are better, then swap to those. Occasionally someone drives by with a CRU (which is useless since the clones spawn INSIDE the tank, meaning they never want to leave the tank, meaning it's completely useless after two spawns) or a heat sink. Weapons? You either use blasters up close or railguns from farther away. Really, vehicles lack variety. Imagine if everyone in a dropsuit either used the Sniper Rifle or Heavy Machine Gun and only armor plates and shield extenders existed. It'd be terrible. Well, that's tanks, and even dropships.
On the other hand, this is all just speculation based on the statistics released. It does look like the missile turrets will be useful this time and making the large missile turrets full auto seems like a good idea. Finite ammo will place a larger emphasis on supply depots. As a start, having removed everything but the skeleton, this could work out well.
Hopefully, when this is expanded on, we'll have some nice variety in the vehicles. Assaulting enemies from a dropship amounts to trying to keep the ship steady while blueberries try to get a direct hit with a railgun, or flying low with a blaster trying not to crash. They need bombs to drop or something. Why use an airship that costs a million dollars that can be shot down when you can use a few 50k ISK LAVs and get there in no time with little risk? Everyone I see use one lands it on a tower and recalls it. They use it as icarus wings for one man more than an actual dropship or for actually assaulting things. Honestly, the LAVs are the only vehicles I think are well balanced at the moment. They do their job well and don't feel particularly deficient in any area. They're cheap, unlike tanks and airships which cost several hundred thousand to a couple million bucks, so they get the chance to be a bigger part of the game.
Sorry for the extremely long post. Hopefully the update makes vehicles more enjoyable to use so that we see more of them on the battlefield. Cheers. :) |
Jackof All-Trades
Mannar Focused Warfare Gallente Federation
192
|
Posted - 2013.10.06 02:35:00 -
[469] - Quote
Are there no armour resistance plates? My dropship survives off them! |
Borne Velvalor
BLACK-DRAGON-SOCIETY
1
|
Posted - 2013.10.06 02:56:00 -
[470] - Quote
Jackof All-Trades wrote:Are there no armour resistance plates? My dropship survives off them!
I only see active resistance plates. |
|
Sgt Buttscratch
SLAPHAPPY BANDITS
876
|
Posted - 2013.10.06 04:01:00 -
[471] - Quote
Bojo The Mighty wrote:crazy space 1 wrote: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.... Wut loool. just read that post. >.> |
Zat Earthshatter
Ghosts Of Ourselves
366
|
Posted - 2013.10.06 05:32:00 -
[472] - Quote
Spreadsheets!
I'll add new posts if I have comments on the other spreadsheets, but for now i'll focus on the weapons.
In general >Blasters: All about RoF! Small blasters will behave like miniguns with very small clips, while Large Blasters act like small-caliber repeater cannons. Very high DPS potential, especially if you invest SP into reducing heat buildup. >Railguns: with lower heat costs and respectable mag sizes, railguns appear to be designed for longer bursts of fire on heavily-defended targets. >Launchers: Basically, both sizes of launcher spit out the same direct damage per missile. The Large Launchers spit them out at a much faster rate, but with less splash damage and radius per missile. NOTE: Large Missile Turrets aren't listed as "burst fire" on this spreadsheet, so I assume that the entire magazine can be fired off at once in this post
Time per magazine (heat isn't accounted here), and the damage that would cause >Small Blasters: All 120 rounds would fire in exactly 8.4 seconds, and you would do 3,000 potential damage in that time. >Large Blasters: 205 rounds in 28.7 seconds, doing 21,525 potential damage
Railgun calculations account for the charge time only for the first shot, in-line with current mechanics >Small Railguns: 24 rounds in 10.25 seconds, doing between 5,640 and 7,332 potential damage >Large Railguns: 9 rounds in 18.35 seconds, doing between 13,050 and 16,965 potential damage
missile calculations assume all direct hits, splash isn't accounted >Small Missiles: 8 rounds in 9.6 seconds, doing between 3,200 and 4,160 potential damage >Large Missiles: 12 missiles in 1.8 seconds, doing between 4,980 and 6,474 potential damage
burst DPS based on above data - does not account for reloads >SB: 357.14 >LB: 750
>SRg: 550.24 to 715.32 >LRg: 711.17 to 924.52
>SM: 333.33 to 433.33 >LM: 2766.67 to 3596.67
Now we add a reload and second magazine to try to calculate true DPS. reloads based on unskilled user
>SB: 4s reload. 6,000 damage for two magazines. 8.4+4+8.4 = 20.8 total seconds(Ts). 6,000/20.8 = 288.46 true >LB: 8s reload. 658.26 true
>SRg: 4s reload. 460.41 to 598.53 true >LRg: 8s reload. 583.89 to 759.06 true
>SM: 4s reload. 275.86 to 358.62 true >LM: 10s reload. 732.35 to 952.06 true
End result:
>Blasters: both turrets have lower DPS numbers, but they can sustain it more easily than the other weapon types. This is because it has relatively fast reloads and rapid cooling. Small is good against infantry, while the Large Blaster is useful to keep the pressure on an enemy vehicle.
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
effects on HAV strategy (based on turret type)
Large Blaster: a strong platform for mowing down infantry and nearby vehicles, but loses effectiveness at range. Keep this HAV away from open spaces, and you'll do very well.
Large Railgun: Best at long ranges, as closer ranges leave you vulnerable to a Blaster HAV.
Large Missile: Be keenly aware of any cover you can use for hide-and-seek combat, as you will need to be in cover while you reload your next 12-shot volley. Devastating at mid-range, which is close enough for most of the missiles to hit while the Blaster HAV won't have maximum DPS output. |
Bojo The Mighty
Zanzibar Concept
2130
|
Posted - 2013.10.06 05:44:00 -
[473] - Quote
Sgt Buttscratch wrote:Bojo The Mighty wrote:crazy space 1 wrote: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.... Wut loool. just read that post. >.> Seriously that person literally has no idea |
Zat Earthshatter
Ghosts Of Ourselves
367
|
Posted - 2013.10.06 05:55:00 -
[474] - Quote
Borne Velvalor wrote:snip Very thoughtful post. I should note that EVE armor tanking isn't much different - PvP armor doctrine is either spider-tanking or eHP "buffer tank", and the only other option for an armor ship is a stack of damage mods and big guns. Since spider-tanking doesn't work well enough in DUST yet, we're left with having either buffer-tanks or glass cannons, with very little middle ground.
Active armor tanking - using reppers and resistance to tank - is actually more useful in DUST PvP than EVE PvP, as it can survive an engagement if the target is taken out quickly. Otherwise, active tanking is more suited to PvE (which isn't in DUST yet). This issue is prevalent in most other MMOs as well - many players use burst-damage weapons, and active tanking is more suited to sustained DPS. As a result, many PvP-related tanking skills in MMOs revolve around upping your HP and resistances instead of your healing ability. This holds very true in DUST as well.
In short: This issue simply means that DUST is behaving more like an MMO than we often give it credit for, which is a good thing. We just need the Massive Multiplayer part. |
Borne Velvalor
BLACK-DRAGON-SOCIETY
1
|
Posted - 2013.10.06 06:10:00 -
[475] - Quote
Zat Earthshatter wrote:Spreadsheets! I'll add new posts if I have comments on the other spreadsheets, but for now i'll focus on the weapons. In general >Blasters: All about RoF! Small blasters will behave like miniguns with very small clips, while Large Blasters act like small-caliber repeater cannons. Very high DPS potential, especially if you invest SP into reducing heat buildup. >Railguns: with lower heat costs and respectable mag sizes, railguns appear to be designed for longer bursts of fire on heavily-defended targets. >Launchers: Basically, both sizes of launcher spit out the same direct damage per missile. The Large Launchers spit them out at a much faster rate, but with less splash damage and radius per missile. NOTE: Large Missile Turrets aren't listed as "burst fire" on this spreadsheet, so I assume that the entire magazine can be fired off at once in this postTime per magazine (heat isn't accounted here), and the damage that would cause >Small Blasters: All 120 rounds would fire in exactly 8.4 seconds, and you would do 3,000 potential damage in that time. >Large Blasters: 205 rounds in 28.7 seconds, doing 21,525 potential damage Railgun calculations account for the charge time only for the first shot, in-line with current mechanics>Small Railguns: 24 rounds in 10.25 seconds, doing between 5,640 and 7,332 potential damage >Large Railguns: 9 rounds in 18.35 seconds, doing between 13,050 and 16,965 potential damage missile calculations assume all direct hits, splash isn't accounted>Small Missiles: 8 rounds in 9.6 seconds, doing between 3,200 and 4,160 potential damage >Large Missiles: 12 missiles in 1.8 seconds, doing between 4,980 and 6,474 potential damage burst DPS based on above data - does not account for reloads >SB: 357.14 >LB: 750 >SRg: 550.24 to 715.32 >LRg: 711.17 to 924.52 >SM: 333.33 to 433.33 >LM: 2766.67 to 3596.67 Now we add a reload and second magazine to try to calculate true DPS. reloads based on unskilled user>SB: 4s reload. 6,000 damage for two magazines. 8.4+4+8.4 = 20.8 total seconds(Ts). 6,000/20.8 = 288.46 true>LB: 8s reload. 658.26 true>SRg: 4s reload. 460.41 to 598.53 true>LRg: 8s reload. 583.89 to 759.06 true>SM: 4s reload. 275.86 to 358.62 true>LM: 10s reload. 732.35 to 952.06 trueEnd result: >Blasters: both turrets have lower DPS numbers, but they can sustain it more easily than the other weapon types. This is because it has relatively fast reloads and rapid cooling. Small is good against infantry, while the Large Blaster is useful to keep the pressure on an enemy vehicle. >Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun" >Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload. effects on HAV strategy (based on turret type) Large Blaster: a strong platform for mowing down infantry and nearby vehicles, but loses effectiveness at range. Keep this HAV away from open spaces, and you'll do very well. An Ammo Expansion Unit is a useful module, as you will eat up ammunition very quickly. Large Railgun: Best at long ranges, as closer ranges leave you vulnerable to a Blaster HAV. Damage modifiers will increase your Alpha damage, which is a very good thing to have on this. Large Missile: Be keenly aware of any cover you can use for shoot-and-scoot combat, as you will need to be in cover while you reload your next 12-shot volley. Devastating at mid-range, which is close enough for most of the missiles to hit while the Blaster HAV won't have maximum DPS output. As you want to be in cover, try to fit a Fuel Injector to scoot back behind a building or rock when you've fired your magazine. This will reduce the amount of time you are exposed to the enemy.
Nice job, you saved me quite a bit of work. So, a Madrugar with hardeners like the one I posted before would last roughly 15 seconds to a large blaster turret, excluding cool down time. 11 seconds if the opponent has a weapon mod. Which level of gun did you derive this information from? Basic, enhanced, complex? Also, at the moment, the OP states there is a typo in the blaster damage section. Not hard to figure that out, I suppose, when every blaster has the same stats. Were corrected ones posted anywhere? ._.
I just realized that Logibro (the TC, not the role in a squad ) pointed out that AV was also getting reworked, so I guess my other posts about Swarm damage will become irrelevant. In which case, going by the DPS numbers you posted, tanks will have decent durability against each other.
Although, against three blaster turrets with a damage mod, my 11000~ HP after hardeners would be gone in 6 seconds, provided the turrets don't overheat in that time and disregarding the hybrid to armor/shield modifier. Yeah. That doesn't sound great. |
ladwar
Dead Six Initiative Lokun Listamenn
1861
|
Posted - 2013.10.06 07:38:00 -
[476] - Quote
Zat Earthshatter wrote:\
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl. |
Zat Earthshatter
Ghosts Of Ourselves
369
|
Posted - 2013.10.06 09:37:00 -
[477] - Quote
Borne Velvalor wrote:Which level of gun did you derive this information from? Basic, enhanced, complex? Also, at the moment, the OP states there is a typo in the blaster damage section. Not hard to figure that out, I suppose, when every blaster has the same stats. Were corrected ones posted anywhere? ._. The typo is that all Blasters in the same size class have the same stats. The non-Blaster weapons have DPS ratings in a range, from Standard level minimum to Prototype maximum. Judging from how the stats compare to the other weapon types, I would assume that the blaster tier that is correct - hence, what the results reflect - would be the Militia blaster. I'm guessing this because it's quite logical that a DPS weapon would have a higher true DPS rating than "burst" munitions of the same tier, and it's clearly not the case here. Although Small Railguns seem to outpace theoretical DPS of Small Blasters, that's because heat buildup isn't accounted for. Railguns would seize up more quickly, which means that even the "true" DPS measure is really an "improved burst".
As for your tank analysis, remember that base efficiency ratings haven't been found out yet, but otherwise you have a very good guess. I would expect Small Blasters to have the efficiency ratings that ARs have (due to having roughly the same per-shot damage firing the same munition style), so don't expect them to do much in a tank-v-tank brawl. IMO, Small Railguns should have an AV weapon's efficiency ratings, as the purpose of such a weapon is to penetrate ridiculous amounts of defense. Missiles should be OK, as they've already had their over-nerfing turn back in beta.
As for AV, I expect that they will still be powerful, but not overwhelm any vehicle that enters their FoV. Specifically for Swarms, I would like to see dropships being able to out-maneuver a missile to break its pursuit - might make them less of a sitting duck.
Lastly, I would like to get a good run at calculating the defensive modules, but as mentioned above it would require knowledge of post-change weapon efficiency ratings to get an accurate eHP and DPS-tank analysis. |
pegasis prime
BIG BAD W0LVES
1134
|
Posted - 2013.10.06 09:46:00 -
[478] - Quote
ladwar wrote:Zat Earthshatter wrote:\
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl.
Yes this is true but only if you engage the aour tank whilst its on hardner cycle. You will find more that a more tactical approach will be needed to bring down any hav after the changes.
Yes it will take more than 2 clips to break a well fit armour hav but only when its on cycle . The trick will be to attack whilst its on cooldown Shields will be abke to recover up to 2/3 of their shield with a new complex booster and if its fitted with 2 hardners and a booster itl be a tough cokie to break but will have to retreat on cooldown but thats the point of hit run hide.
I foresee armour fittings either being a plate a repper and a hardner or a rep and 2 hardners with a light shield booster to buffer the first few vollys. Thusly enabeling them to stand and deliver, shiekds will finally be able to passive tank or burst tank but will be verry fragile on cool downs as will armour.
Also hybbrid tanking might become a thing after the changes.
|
Zat Earthshatter
Ghosts Of Ourselves
369
|
Posted - 2013.10.06 09:48:00 -
[479] - Quote
ladwar wrote: Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl.
True, but hence "very little" at 2 magazines' worth of direct hits, literally nothing known aside from a CRU could passive-tank it.
Best strategy for a different HAV to counter a Missile HAV would be to fit a repper, as it can go through almost the entire cycle before the LMT's reload finishes. A smart Missile HAV would be using shoot-and-scoot, so even with a Railgun HAV you could try to zerg-rush him right as he fires his 12th shot. It's all about taking away the advantage in strategy that the other guy has: >lure Blaster HAVs into the open to get long-range shots on him. Or you can take advantage of his CQC tactics by flanking and putting multiple AV attacks on him from different angles. >Railgun HAVs may require infantry to deal with. A good idea would be to rush an LAV up to his rear and plant an RE or two. >Missile HAVs will love cover. Be aggressive, time your rushes with his reload, and don't give him enough room to get behind a rock. For any case, getting multiple AV threats on the enemy from different angles is a near-certain kill. This is where deeper battlefield strategy can come into play. |
pegasis prime
BIG BAD W0LVES
1134
|
Posted - 2013.10.06 10:09:00 -
[480] - Quote
Heres a thought folks are we going to get a reload button like hand held wepons or will we have to empty our clips befor automatic reload. |
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IAmDuncanIdaho II
The Southern Legion The Umbra Combine
103
|
Posted - 2013.10.06 10:46:00 -
[481] - Quote
Stopped reading at page 20 so apologies for missing anything that already got addressed.
My two-penneth:
- need a way of adjusting balance on the fly, without code changes. Need to be able to change values any time, that take effect during down-time. Like you do with the war-academy WP threshold. Without test servers or PvE mode to have any chance of trying something out before letting loose on us, your loyal followers, you *have* to be able to tweak values like this.
- optional turrets is a great idea - it adds flexibility via freeing up CPU/PG like you say but surely this means you *add* more seats instead of take them away? That would increase flexibility even more.
- i dont drive, but i dont want this game to die. Pleeeaaase don't continue to promise new content, delay it by months, then tell us there is no new content but you're taking existing stuff away. That's like CCP meta-gaming us as guinea pigs in the biggest troll ever conceived. Read: some remaining drivers will consider quitting, before this even gets released in 1.7+
- with I assume a vehicle SP refund due to changes to skill tree, there's a chance some dedicated drivers aren't gonna spec back into it because you trolled them (see above point). So not only will vehicle balance be redone from the ground up, but there will be less people around capable of comparing it to anything and giving valuable feedback after release
- i know I've only some feedback idea here and the rest is whiny, but it's indicative of the promises made and the harsh reality presented here. Also it isn't obvious at all that AV will be balanced at the same time here (read: remove all advanced and proto AV and change the remaining DPS numbers) - that should be edited into the OP because it's a fundamental part of the same balance, and a glaring omission.
- someone mentioned ECM measures - awesome idea. At the very least, put a blip on my radar showing me where missiles etc. are coming from to give me a chance to use flying skill to evade. or at least know where I should go next. The few times I've gotten into a dropship, I've had no idea what's killed me let alone where it came from. Way too expensive and low TTK to dedicate further to find out. I'm a potential pilot but it's too expensive and too easy to die.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
- all this hypothesising and theory-crafting has made me wanna play DUST again after two weeks of FIFA 14.
*puts on scout suit and flips nova-knives* |
Monkey MAC
killer taxi company General Tso's Alliance
811
|
Posted - 2013.10.06 11:27:00 -
[482] - Quote
Concerning the active hardener modules,
will 2 be able to activated simultaneously? if yes how will the effects stack?
Because their are some serious pseudo numbers on the shield tank, if I am correct in my calcs!
In chemistry you often measure one variable to better observe the changes in another. Here I will use hardners to create pseudo shield values, instead of calculating av change. The pseudo values better illustrate my point!
If I am correct a single shield hardner provides 60% resistance, all in incoming damage is multiplied by 0.4, now with 2 hardners you instead get,
0.4 +ù 0.35 = 0.14
Which is a 86% resistance, now to see the pseudo values we do this calculation,
1 ++ 0.14 = 7.14
What this means is that adding 86% resistance is equivalent to multiplying health by 7 times, which is a massive amount! This means with 2 hardners the base shield levels of ~2000 become,
2000 +ù 7.14 = 14,280
14,000 is a lot, especially considering av has confirmed to be re balanced! But this value is improved again when you add a Shield booster to the mix. A complex booster restores ~1200 in 1.5 secs, under 2 hardners this becomes,
1,200 +ù 7.14 = 8,568
In both circumstances this is a considerable proportion of the shield tanks health, over 50% of it! Meaning a shield tank will be capable of sustaining nearly 23,000 dmg while its modules are active, this is assuming the shields don't passively regenerate at any time while the modules are active. Furthermore, if the tanker is prepared to spend a little extra time out of battle this only uses a single complex mod, leaving room for better mods in the low slots.
So I am favouring shield tanks this build! |
Takahiro Kashuken
Red Star. EoN.
1282
|
Posted - 2013.10.06 12:17:00 -
[483] - Quote
Skihids wrote:Takahiro Kashuken wrote: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. They are VH and VL according to the pic How can either option work when shield tanking and armor tanking rely upon opposite slots? Any choice is going to favor one mode over another.
Only way it can work and benefit either tank is by either giving vehicles rig slots like in EVE or equipment slots like infantry have for support mods
Either way infantry wouldnt like that because it gives vehicle users flexability |
Harpyja
Royal Uhlans Amarr Empire
611
|
Posted - 2013.10.06 14:00:00 -
[484] - Quote
Monkey MAC wrote:Concerning the active hardener modules,
will 2 be able to activated simultaneously? if yes how will the effects stack?
Because their are some serious pseudo numbers on the shield tank, if I am correct in my calcs!
In chemistry you often measure one variable to better observe the changes in another. Here I will use hardners to create pseudo shield values, instead of calculating av change. The pseudo values better illustrate my point!
If I am correct a single shield hardner provides 60% resistance, all in incoming damage is multiplied by 0.4, now with 2 hardners you instead get,
0.4 +ù 0.35 = 0.14
Which is a 86% resistance, now to see the pseudo values we do this calculation,
1 ++ 0.14 = 7.14
What this means is that adding 86% resistance is equivalent to multiplying health by 7 times, which is a massive amount! This means with 2 hardners the base shield levels of ~2000 become,
2000 +ù 7.14 = 14,280
14,000 is a lot, especially considering av has confirmed to be re balanced! But this value is improved again when you add a Shield booster to the mix. A complex booster restores ~1200 in 1.5 secs, under 2 hardners this becomes,
1,200 +ù 7.14 = 8,568
In both circumstances this is a considerable proportion of the shield tanks health, over 50% of it! Meaning a shield tank will be capable of sustaining nearly 23,000 dmg while its modules are active, this is assuming the shields don't passively regenerate at any time while the modules are active. Furthermore, if the tanker is prepared to spend a little extra time out of battle this only uses a single complex mod, leaving room for better mods in the low slots.
So I am favouring shield tanks this build! Your math is wrong. The true resistance is 1-.4(.6*.87)= ~80%. 1/.2088=4.79. So your EHP is 4.79 times higher instead of your 7x value.
|
Adelia Lafayette
DUST University Ivy League
355
|
Posted - 2013.10.06 15:44:00 -
[485] - Quote
been trying remote vehicle rep modules lately. please include these too... the module slot size is low making a dedicated support vehicle tight to fit but I would like to see this gameplay element not go away. |
S Park Finner
DUST University Ivy League
311
|
Posted - 2013.10.06 16:36:00 -
[486] - Quote
The Devs have been very good giving us spread sheets with specs for the vehicle changes.
That information would be more useful if we had two additional things...- Examples of how the modules stack and change the characteristics of the vehicle they are attached to.
- Information on what the statistics mean -- including details of the bonus and drawbacks for each module.
While I can understand CCP might want us to discover those things for ourselves, the lack of any reasonable way to test them in game means (to me) that if they really want our input we have to have more of the story about how they work. |
CharCharOdell
Shining Flame Amarr Empire
1073
|
Posted - 2013.10.06 17:10:00 -
[487] - Quote
I made a radar graph of how all turrets with lvl 5 in all turret-related skill will compare to eachother. The math was as such: 3 turrets have three different values. A (smallest), B (middle), C (largest). A was divided by C, B was divided by C, and C became 1.0- this gives us an easy to read comparision between all turrets and I am happy to say the railguns got a good buff (new rail is like a compressed particle cannon with a damage mod and a 40% heat reduction)- missiles now have the highest DPS of any weapon in the game, but they have a tiny blast radius. Blasters seem to have been nerfed, compared to the other, and in their AI effectiveness, but will still own almost as much as they do, now. Blaster maddy kills everything with 60m, missile gunlogi kills blaster maddy between 80m and 250m. gunlogi glass cannon kills everything between 250 and 600m that forgot to turn its hardeners on in no less than 3 shots (did the math, it's true), but rail maddy kills a gunlogi that misses a single shot, and a missle maddy wont exist because it will get owned by everything with a rail (long reload), any shield tank, and a blaster maddy at short range. it simply cant take advantage of it's potentially ridiculous DPS without dmods which it wont be able to fit and keep its OP hardeners (key to the madrugar, here). However, it won't do terrible against a railgun maddy if it manages to hit most of its missiles.
The odd factor here is that without hardeners on, tanks will be weaker than they are now (i doint forsee many gunlogis with more than 3k shields or maddies with over 5.2k armor. but double hardener gunlogis will have a 105% resistance (or 95%???) resistance to explosives, and every other damage type will be laughable (except lasers which dont exist for turrets or AV) however, 1 armor hardener is much better than 2 carapce hardeners we have now, so even though we have less slots, madrugars wont need PG expansions (dont need that slot now) and gunlogis wont need CPU upgrades (not that we did, but madrugars will often have to use those to make use of their second high slot). gunlogis will actually have enough pg to tank themselves with 2 hardeners and a heavy booster without a pg upgrade, and they could even stack 2 damage mods, a heavy booster, and a light plate and repper, while still functioning. the combinations of tanks will be much more than before. we did not get nerfed- we got a buff if you learn how tanks function both on paper and in the field.
For the infantry: you won't see one tank camping an objective and never retreating, anymore- it is impossible. if they stay beyond how long their hardeners last, 2-3 av grenades will kill them (or swarms a single forge gun [shields only]) and an armor tank with complex 120's and a complex heavy rep will take 40 seconds to rep back to full armor. Shields will generally take between 15 and 23 depending on the skill in regen and total extenders- or 3.5 seconds if they have a booster. AV will need to learn how ambush tanks on the way OUT instead of pushing them off the objective as the purpose of killing them. honestly, no amount of swarm launchers or av grenads will take out a gunlogi with 2 hardeners and a booster....ever. the infantry he is with will kill you by the time u bring him down to 70% shields. but if he is smart he'll only stick around for 12 seconds, then run away with 12 seconds. if you set up ambushes at where he will be at 24th second, it'll be easier to kill him than it is to kill an unfitted sica, right now.
Armor tanks will be a little trickier, though, because their hardeners last longer- however, they can only stack one. expect these guys to be more like their gallente dropsuit counterparts and be used as shock troops with 1000 HP and a duvolle. they'll kill everything they see in the first wave, but if they stick around long enough, they'll get killed by bug bites. Also, if they stick around too long and then retreat, u can chase them into their redline where they will try to rep, as the will only be at 25% armor (from 1%) in 10 seconds with the best repper. so having people standing by to whittle them away while they are attacking AND another party to keep poking at them while they leave will be key...gunlogis will just blow up after their hardeners turn off. lol (gunlogis are skirmishers with invicibility mods and self-injecting wirykomi nanite injectors)
Here is the radar graph, btw: https://scontent-a-sjc.xx.fbcdn.net/hphotos-prn2/1186310_10151899320333934_866490382_n.jpg |
Borne Velvalor
BLACK-DRAGON-SOCIETY
3
|
Posted - 2013.10.06 21:23:00 -
[488] - Quote
First off, thanks Zat. I figured you used the militia blasters, as it seemed most logical. Thanks.
---
Again, sorry for another obscenely long post no one will read. I have a tendency to ramble on when it comes to game design. Below are just some observations I've made. Some are similar to previous ones, obviously; I think I enjoy analyzing Dust more than playing it.
---
Well, playing with armor tank load outs a bit more, it seems like the best armor set for a blaster Tank is still Enhanced 120mm Plates, Complex Armor Hardener and an Enhanced Armor Repairer. One of each seems to be the most efficient. Upping the plate quality requires downing everything else, getting more plates sacrifices the repair unit, which, in a moderate length tank battle, will heal as much as another pair of plates would've added (plus you pretty much NEED passive healing), and a Hardener's bonus being multiplicative on the whole thing means it's also required.
I'm not sure how effective running dual-hardeners is. You could also alternate to keep two Enhanced Armor Hardeners up constantly. Shield tanks have much stronger hardeners, so stacking there is probably more effective, considering their extenders are worse than plating while their hardeners are better than armor hardeners.
Based on the DPS chart posted by Zat, a 145 HP repper only heals 20% of the damage done by a Large Blaster turret per second. Obviously, the turret will need to stop firing to prevent itself from overheating, but the worst-case scenario makes it far worse in combat than a hardener with a single repair unit, unless the turret is only hitting you half the time, so multiple of those makes little sense. Plus, while the hardener scales with the damage and absorbs more of the DPS the higher it gets, since it's a percentage, the repair unit only gets worse and worse since it doesn't scale at all.
With a single enhanced repair unit, you can heal the 6450 armor of the Madrugar + Enhanced Plates in 53.75 seconds. Notice that the cooldown of an Enhanced Armor Hardener is 52.5 seconds. It seems to me like they've been designed in synch so that a tank with one hardener, one repair unit and one set of plates, all at the same level, will always finish fully restoring its armor by the time its hardeners are ready to be put up again.
A weapon mod versus a hardener tank will always lose the DPS war. However, a weapon mod tank with a hardener might be worth it against all the hardener junkies. Against a double hardener tank, a hardener + damage mod tank would deal around the same damage as its opponent, right? I haven't done the math, but if so, it could be a good way to counter the inevitable hardener stacking. Whereas the double hardener tank needs to sacrifice either a large chunk of its armor or be completely unable to repair itself, the weapon mod tank only needs to make its hardener take longer to charge and slightly lower its healing capabilities. If that worked out, it would further make the game "all of one thing, or one of everything" due to most mods modifying armor or damage.
Really, one thing that makes this system feel so restricted is the balanced costs. The CPU is the worst bottleneck and all the Armor mods have around the same CPU cost within the same tier. For example, Enhanced 120mm Plating and and Enhanced Armor Repairers both cost 105 and Enhanced Armor Hardeners cost 109. You can't really swap around what types of modules you have to gain better guns, or open up more module slots, without dropping tiers. Thus, it simply becomes a mathematical game of what lasts the longest. And, mathematically, as is common in most games, it seems to be one of each.
Really, there need to be modules that branch out the roles of vehicles. Currently, it feels like Black Ops, where everyone either had to have Juggernaught or Stopping Power. Juggernaught lasted longer against people with nothing, Stopping power killed people faster with nothing while any combination of the two ended in everyone going down at the same rate. That was not customization; that was slot filler. However, even CoD games have skills beyond damage mods that you need to balance. Hardline earns killstreaks (like orbital strikes) faster, Blast Shield/Flak Jacket lowers explosive damage, Last Chance let's you survive a mortal blow, etcetera. These all have unique effects beyond "deal more damage, take less damage." Obviously, Dust 514 is an MMO. However, it has failed to take on the better mechanics of modern day shooters, making it feel like it's just an MMO, beyond customization and management and onto the battlefield.
Hopefully, when new modules are added back in, they will have substantial effects that will make them worth using. It doesn't NEED to be a stat balancing game. I can think of dozens of changes that could be made to make tanks fun, useful and affordable. After this patch, it seems like they'll be a little more enjoyable to use while still maintaining the exact same core functionality and types of loadouts. Tanks are, currently, big battering rams with machine guns on them. They take no damage from normal weapons and die way too quickly to a few grunts with anti-vehicular weaponry. The "balance" is created by a lack of diversity in relationships between players of different types, creating boredom. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
635
|
Posted - 2013.10.06 23:44:00 -
[489] - Quote
CharCharOdell wrote:I made a radar graph of how all turrets with lvl 5 in all turret-related skill will compare to eachother. The math was as such: 3 turrets have three different values. A (smallest), B (middle), C (largest). A was divided by C, B was divided by C, and C became 1.0- this gives us an easy to read comparision between all turrets and I am happy to say the railguns got a good buff (new rail is like a compressed particle cannon with a damage mod and a 40% heat reduction)- missiles now have the highest DPS of any weapon in the game, but they have a tiny blast radius. Blasters seem to have been nerfed, compared to the other, and in their AI effectiveness, but will still own almost as much as they do, now. Blaster maddy kills everything with 60m, missile gunlogi kills blaster maddy between 80m and 250m. gunlogi glass cannon kills everything between 250 and 600m that forgot to turn its hardeners on in no less than 3 shots (did the math, it's true), but rail maddy kills a gunlogi that misses a single shot, and a missle maddy wont exist because it will get owned by everything with a rail (long reload), any shield tank, and a blaster maddy at short range. it simply cant take advantage of it's potentially ridiculous DPS without dmods which it wont be able to fit and keep its OP hardeners (key to the madrugar, here). However, it won't do terrible against a railgun maddy if it manages to hit most of its missiles. The odd factor here is that without hardeners on, tanks will be weaker than they are now (i doint forsee many gunlogis with more than 3k shields or maddies with over 5.2k armor. but double hardener gunlogis will have a 105% resistance (or 95%???) resistance to explosives, and every other damage type will be laughable (except lasers which dont exist for turrets or AV) however, 1 armor hardener is much better than 2 carapce hardeners we have now, so even though we have less slots, madrugars wont need PG expansions (dont need that slot now) and gunlogis wont need CPU upgrades (not that we did, but madrugars will often have to use those to make use of their second high slot). gunlogis will actually have enough pg to tank themselves with 2 hardeners and a heavy booster without a pg upgrade, and they could even stack 2 damage mods, a heavy booster, and a light plate and repper, while still functioning. the combinations of tanks will be much more than before. we did not get nerfed- we got a buff if you learn how tanks function both on paper and in the field. For the infantry: you won't see one tank camping an objective and never retreating, anymore- it is impossible. if they stay beyond how long their hardeners last, 2-3 av grenades will kill them (or swarms a single forge gun [shields only]) and an armor tank with complex 120's and a complex heavy rep will take 40 seconds to rep back to full armor. Shields will generally take between 15 and 23 depending on the skill in regen and total extenders- or 3.5 seconds if they have a booster. AV will need to learn how ambush tanks on the way OUT instead of pushing them off the objective as the purpose of killing them. honestly, no amount of swarm launchers or av grenads will take out a gunlogi with 2 hardeners and a booster....ever. the infantry he is with will kill you by the time u bring him down to 70% shields. but if he is smart he'll only stick around for 12 seconds, then run away with 12 seconds. if you set up ambushes at where he will be at 24th second, it'll be easier to kill him than it is to kill an unfitted sica, right now. Armor tanks will be a little trickier, though, because their hardeners last longer- however, they can only stack one. expect these guys to be more like their gallente dropsuit counterparts and be used as shock troops with 1000 HP and a duvolle. they'll kill everything they see in the first wave, but if they stick around long enough, they'll get killed by bug bites. Also, if they stick around too long and then retreat, u can chase them into their redline where they will try to rep, as the will only be at 25% armor (from 1%) in 10 seconds with the best repper. so having people standing by to whittle them away while they are attacking AND another party to keep poking at them while they leave will be key...gunlogis will just blow up after their hardeners turn off. lol (gunlogis are skirmishers with invicibility mods and self-injecting wirykomi nanite injectors) Here is the radar graph, btw: https://scontent-a-sjc.xx.fbcdn.net/hphotos-prn2/1186310_10151899320333934_866490382_n.jpg
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
|
Borne Velvalor
BLACK-DRAGON-SOCIETY
8
|
Posted - 2013.10.06 23:53:00 -
[490] - Quote
Keri Starlight wrote:
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
This is an important observation. To use an active hardener effectively and not waste it, you can only activate it when you know you're going to be attacked. This means a rail gun turret from halfway across the map or a few protoswarms will inevitably get through before you can activate hardeners. |
|
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
637
|
Posted - 2013.10.07 00:11:00 -
[491] - Quote
Borne Velvalor wrote:Keri Starlight wrote:
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
This is an important observation. To use an active hardener effectively and not waste it, you can only activate it when you know you're going to be attacked. This means a rail gun turret from halfway across the map or a few protoswarms will inevitably get through before you can activate hardeners.
Yes, this is exactly what I thought of, I'm quite worried about it.
I really enjoyed your post above as well (under the Char's post), you have some really valid point there.
Too bad we haven't the new AV stats yet, so we can only guess. But obviously railguns will be extremely powerful, so the problem does exist. A Gunnlogi approaching the battlefield will be blown away in 2 shots by an enemy rail tank. I'm not even sure if my reflexes are good enough to jump out of my tank XD
|
Tom Hamp
Subsonic Synthetics
1
|
Posted - 2013.10.07 00:37:00 -
[492] - Quote
Theme For A-Jackal wrote:Will you be refunding SP invested in vehicles to go along with the changes? There are a number of new skills that you have introduced.
they better if they're going to do so. |
Tom Hamp
Subsonic Synthetics
1
|
Posted - 2013.10.07 00:47:00 -
[493] - Quote
Zeylon Rho wrote:As a practical matter, will unused modules/ships/whatever be deactivated while something like this goes live, then turned back on? Or... just refunded straight out?
People might have MLT BPOs for some Module that doesn't exist in this framework for example, would those sit around while this balancing happens and potentially be never added back...?
Also, do you have projected stats for the other races, even if the ships don't exist yet? Like... slot layouts or what-not for Amarr/Minmatar versions of things?
Edit: As to what happens to our old stuff... it's kinda pressing considering you've suggested people "stock up" on MLT BPOs before they're gone and we don't know what will happen to them.
and make sure you add a few extra things to them before you go to battle for heaven sakes!!!!!!!! |
CharCharOdell
Shining Flame Amarr Empire
1078
|
Posted - 2013.10.07 01:19:00 -
[494] - Quote
Keri Starlight wrote:CharCharOdell wrote:I made a radar graph of how all turrets with lvl 5 in all turret-related skill will compare to eachother. The math was as such: 3 turrets have three different values. A (smallest), B (middle), C (largest). A was divided by C, B was divided by C, and C became 1.0- this gives us an easy to read comparision between all turrets and I am happy to say the railguns got a good buff (new rail is like a compressed particle cannon with a damage mod and a 40% heat reduction)- missiles now have the highest DPS of any weapon in the game, but they have a tiny blast radius. Blasters seem to have been nerfed, compared to the other, and in their AI effectiveness, but will still own almost as much as they do, now. Blaster maddy kills everything with 60m, missile gunlogi kills blaster maddy between 80m and 250m. gunlogi glass cannon kills everything between 250 and 600m that forgot to turn its hardeners on in no less than 3 shots (did the math, it's true), but rail maddy kills a gunlogi that misses a single shot, and a missle maddy wont exist because it will get owned by everything with a rail (long reload), any shield tank, and a blaster maddy at short range. it simply cant take advantage of it's potentially ridiculous DPS without dmods which it wont be able to fit and keep its OP hardeners (key to the madrugar, here). However, it won't do terrible against a railgun maddy if it manages to hit most of its missiles. The odd factor here is that without hardeners on, tanks will be weaker than they are now (i doint forsee many gunlogis with more than 3k shields or maddies with over 5.2k armor. but double hardener gunlogis will have a 105% resistance (or 95%???) resistance to explosives, and every other damage type will be laughable (except lasers which dont exist for turrets or AV) however, 1 armor hardener is much better than 2 carapce hardeners we have now, so even though we have less slots, madrugars wont need PG expansions (dont need that slot now) and gunlogis wont need CPU upgrades (not that we did, but madrugars will often have to use those to make use of their second high slot). gunlogis will actually have enough pg to tank themselves with 2 hardeners and a heavy booster without a pg upgrade, and they could even stack 2 damage mods, a heavy booster, and a light plate and repper, while still functioning. the combinations of tanks will be much more than before. we did not get nerfed- we got a buff if you learn how tanks function both on paper and in the field. For the infantry: you won't see one tank camping an objective and never retreating, anymore- it is impossible. if they stay beyond how long their hardeners last, 2-3 av grenades will kill them (or swarms a single forge gun [shields only]) and an armor tank with complex 120's and a complex heavy rep will take 40 seconds to rep back to full armor. Shields will generally take between 15 and 23 depending on the skill in regen and total extenders- or 3.5 seconds if they have a booster. AV will need to learn how ambush tanks on the way OUT instead of pushing them off the objective as the purpose of killing them. honestly, no amount of swarm launchers or av grenads will take out a gunlogi with 2 hardeners and a booster....ever. the infantry he is with will kill you by the time u bring him down to 70% shields. but if he is smart he'll only stick around for 12 seconds, then run away with 12 seconds. if you set up ambushes at where he will be at 24th second, it'll be easier to kill him than it is to kill an unfitted sica, right now. Armor tanks will be a little trickier, though, because their hardeners last longer- however, they can only stack one. expect these guys to be more like their gallente dropsuit counterparts and be used as shock troops with 1000 HP and a duvolle. they'll kill everything they see in the first wave, but if they stick around long enough, they'll get killed by bug bites. Also, if they stick around too long and then retreat, u can chase them into their redline where they will try to rep, as the will only be at 25% armor (from 1%) in 10 seconds with the best repper. so having people standing by to whittle them away while they are attacking AND another party to keep poking at them while they leave will be key...gunlogis will just blow up after their hardeners turn off. lol (gunlogis are skirmishers with invicibility mods and self-injecting wirykomi nanite injectors) Here is the radar graph, btw: https://scontent-a-sjc.xx.fbcdn.net/hphotos-prn2/1186310_10151899320333934_866490382_n.jpg Detailed post and comprehensive opinions. However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough. I predict much more raging among tankers... EDIT: The map design in this game won't help, since the wide open areas are huge and vehicles are exposed 90% of the time. Sometimes you just want to retreat, but there is no place to hide. Not to mention that tanks will be slower, I guess. Is this confirmed?
no, it will be a good thing bc it'll restore the parity between armor and shield tanks. also it'll make only the smart tankers any good, which is what i want.
still gotta see the AV tho. |
ladwar
Dead Six Initiative Lokun Listamenn
1864
|
Posted - 2013.10.07 02:30:00 -
[495] - Quote
IAmDuncanIdaho II wrote:Stopped reading at page 20 so apologies for missing anything that already got addressed.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
helicopter=dropships chinooks=bolas (RDVs) |
Big Burns
Spyders Inc.
8
|
Posted - 2013.10.07 03:35:00 -
[496] - Quote
Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception.
What does "CPM", stand for?
|
Borne Velvalor
BLACK-DRAGON-SOCIETY
16
|
Posted - 2013.10.07 03:45:00 -
[497] - Quote
Big Burns wrote:Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception. What does "CPM", stand for? Crowd Control Missives. It's what CCP posts to control the angry riots that occur anytime something is delayed, or screwed up. |
Takahiro Kashuken
Red Star. EoN.
1285
|
Posted - 2013.10.07 10:45:00 -
[498] - Quote
CharCharOdell wrote:Keri Starlight wrote:
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
EDIT: The map design in this game won't help, since the wide open areas are huge and vehicles are exposed 90% of the time. Sometimes you just want to retreat, but there is no place to hide. Not to mention that tanks will be slower, I guess. Is this confirmed?
no, it will be a good thing bc it'll restore the parity between armor and shield tanks. also it'll make only the smart tankers any good, which is what i want. still gotta see the AV tho.
Hes right
Rail could be king again, i expect it to be king with range anyways but if it hits you with no hardners on you get popped before you know whats happening
If it comes to this rail tanks will be in all matches trying to pick off ppl, 2k damage from 600m how can you close the gap in a blaster or missile? by time you have done your hardners could be off and you die in2-3 shots not accounting AV chasing your ass around like they do now
Add in 400m locking swarms and PG you can get hit easily before you even get to your objective
If tanks are weaker with no hardners on they will die before they reach the objective either by rail or AV spammed from the redline or towers
Take PC matches, maybe tanks could make a difference but i doubt it and if swarms/FG still have the long range capabilitys then tanks will be worse off
Even if you survive and see the AV or rail tank and activate your stuff to survive you are then ****** afterwards
The sizes of the maps are massive, AV currently follows you and can cover the maps we have now, how would a tank like this survive going across 5km map?
|
Spkr4theDead
International-Fleet
971
|
Posted - 2013.10.07 10:52:00 -
[499] - Quote
Takahiro Kashuken wrote:CharCharOdell wrote:Keri Starlight wrote:
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
EDIT: The map design in this game won't help, since the wide open areas are huge and vehicles are exposed 90% of the time. Sometimes you just want to retreat, but there is no place to hide. Not to mention that tanks will be slower, I guess. Is this confirmed?
no, it will be a good thing bc it'll restore the parity between armor and shield tanks. also it'll make only the smart tankers any good, which is what i want. still gotta see the AV tho. Hes right Rail could be king again, i expect it to be king with range anyways but if it hits you with no hardners on you get popped before you know whats happening If it comes to this rail tanks will be in all matches trying to pick off ppl, 2k damage from 600m how can you close the gap in a blaster or missile? by time you have done your hardners could be off and you die in2-3 shots not accounting AV chasing your ass around like they do now Add in 400m locking swarms and PG you can get hit easily before you even get to your objective If tanks are weaker with no hardners on they will die before they reach the objective either by rail or AV spammed from the redline or towers Take PC matches, maybe tanks could make a difference but i doubt it and if swarms/FG still have the long range capabilitys then tanks will be worse off Even if you survive and see the AV or rail tank and activate your stuff to survive you are then ****** afterwards The sizes of the maps are massive, AV currently follows you and can cover the maps we have now, how would a tank like this survive going across 5km map? 5km? Furthest objective I've seen is still less than 700m away. |
Takahiro Kashuken
Red Star. EoN.
1287
|
Posted - 2013.10.07 11:05:00 -
[500] - Quote
Spkr4theDead wrote:Takahiro Kashuken wrote:CharCharOdell wrote:Keri Starlight wrote:
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
EDIT: The map design in this game won't help, since the wide open areas are huge and vehicles are exposed 90% of the time. Sometimes you just want to retreat, but there is no place to hide. Not to mention that tanks will be slower, I guess. Is this confirmed?
no, it will be a good thing bc it'll restore the parity between armor and shield tanks. also it'll make only the smart tankers any good, which is what i want. still gotta see the AV tho. Hes right Rail could be king again, i expect it to be king with range anyways but if it hits you with no hardners on you get popped before you know whats happening If it comes to this rail tanks will be in all matches trying to pick off ppl, 2k damage from 600m how can you close the gap in a blaster or missile? by time you have done your hardners could be off and you die in2-3 shots not accounting AV chasing your ass around like they do now Add in 400m locking swarms and PG you can get hit easily before you even get to your objective If tanks are weaker with no hardners on they will die before they reach the objective either by rail or AV spammed from the redline or towers Take PC matches, maybe tanks could make a difference but i doubt it and if swarms/FG still have the long range capabilitys then tanks will be worse off Even if you survive and see the AV or rail tank and activate your stuff to survive you are then ****** afterwards The sizes of the maps are massive, AV currently follows you and can cover the maps we have now, how would a tank like this survive going across 5km map? 5km? Furthest objective I've seen is still less than 700m away.
5km by 5km district
Eventually all that red area they will want us to use at some point but that will take time
But even now blaster/missile cannot shoot more than 300m, rail is 600m with new stats and AV yet to see, but assume swarms and FG still have 300m range minimum, it means hitting the redline rail tank is a ***** to get to since you have to get through the AV nade spamming infantry if it still exists
|
|
The Attorney General
ZionTCD
1192
|
Posted - 2013.10.07 11:18:00 -
[501] - Quote
Spkr4theDead wrote: 5km? Furthest objective I've seen is still less than 700m away.
I think it is a valid observation. If CCP intends to eventually make the maps larger, they need to have a vehicle system in place that facilitates being able to cross ground.
As it stands, given vehicle speeds this is highly unlikely. Having a 30 second on time means you are either unable to retreat for a minute, during which time AV closes with and kills you, or you don't go out in the first place, relegating tanks to the edges of the map, railing into the battle. Fun times.
A lot is riding on if they can make improvements to the rendering, such that rail tanking becomes viable again.
That and telling us what the plan is with remote reps, becuase I really don't want to see on of the notable parts of dust go out of play for quarter or more. |
Spkr4theDead
International-Fleet
971
|
Posted - 2013.10.07 14:45:00 -
[502] - Quote
Takahiro Kashuken wrote:Spkr4theDead wrote:Takahiro Kashuken wrote:CharCharOdell wrote:Keri Starlight wrote:
Detailed post and comprehensive opinions.
However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough.
I predict much more raging among tankers...
EDIT: The map design in this game won't help, since the wide open areas are huge and vehicles are exposed 90% of the time. Sometimes you just want to retreat, but there is no place to hide. Not to mention that tanks will be slower, I guess. Is this confirmed?
no, it will be a good thing bc it'll restore the parity between armor and shield tanks. also it'll make only the smart tankers any good, which is what i want. still gotta see the AV tho. Hes right Rail could be king again, i expect it to be king with range anyways but if it hits you with no hardners on you get popped before you know whats happening If it comes to this rail tanks will be in all matches trying to pick off ppl, 2k damage from 600m how can you close the gap in a blaster or missile? by time you have done your hardners could be off and you die in2-3 shots not accounting AV chasing your ass around like they do now Add in 400m locking swarms and PG you can get hit easily before you even get to your objective If tanks are weaker with no hardners on they will die before they reach the objective either by rail or AV spammed from the redline or towers Take PC matches, maybe tanks could make a difference but i doubt it and if swarms/FG still have the long range capabilitys then tanks will be worse off Even if you survive and see the AV or rail tank and activate your stuff to survive you are then ****** afterwards The sizes of the maps are massive, AV currently follows you and can cover the maps we have now, how would a tank like this survive going across 5km map? 5km? Furthest objective I've seen is still less than 700m away. 5km by 5km district Eventually all that red area they will want us to use at some point but that will take time But even now blaster/missile cannot shoot more than 300m, rail is 600m with new stats and AV yet to see, but assume swarms and FG still have 300m range minimum, it means hitting the redline rail tank is a ***** to get to since you have to get through the AV nade spamming infantry if it still exists Oh, that's what you meant by 5km. |
The-Errorist
Mannar Focused Warfare Gallente Federation
267
|
Posted - 2013.10.08 00:48:00 -
[503] - Quote
I really hate that dropships will not get any WP for people spawning on them. Drop-uplinks get WP for people spawning on them.
Drop-Uplinks Can deploy multiple uplinks at the same time. Cost PG/CPU and an equipment slot to fit
mCRUs Costs lots of PG/CPU Only applied to one location (the vehicle)
Logi Dropships Costs lots more than a drop-uplink Cost a lot more SP to use than a drop-uplink
CCP, why do you hate dropships so much? The 1minute WP commission that's there 1 after transporting 100m thing is not a good replacement for giving WP for people spawning in. What if your dropship is hovering less than 100m over an objective for people to spawn in and capture it? In that scenario the pilot will not get any WP for helping out the team and would need to fly around then stop periodicly to try to get WP.
If you think its a good way to prevent a person from WP farming, that's the wrong way of looking at it. Also its much easier to WP farm with uplinks than a vehicle with a CRU and far less costly. |
Borne Velvalor
BLACK-DRAGON-SOCIETY
28
|
Posted - 2013.10.08 02:12:00 -
[504] - Quote
The-Errorist wrote:I really hate that dropships will not get any WP for people spawning on them. Drop-uplinks get WP for people spawning on them.
Drop-Uplinks Can deploy multiple uplinks at the same time. Cost PG/CPU and an equipment slot to fit
mCRUs Costs lots of PG/CPU Only applied to one location (the vehicle)
Logi Dropships Costs lots more than a drop-uplink Cost a lot more SP to use than a drop-uplink
CCP, why do you hate dropships so much? The 1minute WP commission that's there 1 after transporting 100m thing is not a good replacement for giving WP for people spawning in. What if your dropship is hovering less than 100m over an objective for people to spawn in and capture it? In that scenario the pilot will not get any WP for helping out the team and would need to fly around then stop periodicly to try to get WP.
If you think its a good way to prevent a person from WP farming, that's the wrong way of looking at it. Also its much easier to WP farm with uplinks than a vehicle with a CRU and far less costly.
HAVs have even more problems with them. I used to run a mCRU on a Soma for a (relatively) cheap spawn point and mobile shield with supportive fire. At only around 160k, I could afford to call one in every battle and break even, even if it were blown up. Almost every time a player spawned in the HAV, even though it was a really crappy Militia HAV, they refused to get out. They'd just sit there on the default missile turret shooting at the enemies swarming the objective that I had just flanked, instead of getting out and taking the objective while I supported them.
This brings us to the next problem: capacity. Currently, if you've fitted a mCRU into your Dropship, it's not going to max out. On a LAV/HAV with two seats? Yeah, that sucker is going to max out immediately if it is in a good location. Even if two or three guys get out of the vehicle, after several spawns it will be full and no one will be able to spawn there. Several sounds like a lot, until you realize you could've gotten out of your vehicle for 3 seconds and placed an uplink, get the same amount or more spawns, free up slots/PG/CPU and get WP for doing so. Plus, if you like to have gunners with you in your HAV, the mCRU is LITERALLY useless. It does nothing, ever, in that case.
TL;DR: The mCRU is really a Mobile Gunner Replacement Unit (mGRU), especially for HAVs. This makes it useless. Just TRY to run in a squad doing pub matches with a mCRU. Enjoy as your turrets get filled by blueberries and none of your squad can actually use it to SPAWN. |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
110
|
Posted - 2013.10.08 08:24:00 -
[505] - Quote
ladwar wrote:IAmDuncanIdaho II wrote:Stopped reading at page 20 so apologies for missing anything that already got addressed.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
helicopter=dropships chinooks=bolas (RDVs)
My bad. So what I meant was, I want a variation on dropships that involves rotary blades and the change in flight dynamics that comes with that, and I want to be able to pilot bolas.
Anyways, these were just little "I wants" as a helicopter enthusiast and not serious ideas ;-) |
Xaviah Reaper
Nyain San EoN.
84
|
Posted - 2013.10.08 08:46:00 -
[506] - Quote
love how the best possible tank railgun turret doesn't even do half what a breach proto forge gun does? will that be fixed? |
Spkr4theDead
International-Fleet
974
|
Posted - 2013.10.08 09:41:00 -
[507] - Quote
Xaviah Reaper wrote:love how the best possible tank railgun turret doesn't even do half what a breach proto forge gun does? will that be fixed? Probably not, because infantry wants a counter to tanks that can destroy them in one shot. Hardly a fair fight. |
Jakobi Wan
Legions of Infinite Dominion
8
|
Posted - 2013.10.08 10:12:00 -
[508] - Quote
Spkr4theDead wrote:Xaviah Reaper wrote:love how the best possible tank railgun turret doesn't even do half what a breach proto forge gun does? will that be fixed? Probably not, because infantry wants a counter to tanks that can destroy them in one shot. Hardly a fair fight.
....its completely fair, don't feel so bad tanks cost so much, its a reality of the game and that's never gonna change.. |
Takahiro Kashuken
Red Star. EoN.
1293
|
Posted - 2013.10.08 10:40:00 -
[509] - Quote
Jakobi Wan wrote:Spkr4theDead wrote:Xaviah Reaper wrote:love how the best possible tank railgun turret doesn't even do half what a breach proto forge gun does? will that be fixed? Probably not, because infantry wants a counter to tanks that can destroy them in one shot. Hardly a fair fight. ....its completely fair, don't feel so bad tanks cost so much, its a reality of the game and that's never gonna change..
Infantry player says its fair lol
AV is getting a complete overhaul to boot and now that Rails have ammo meaning we get more power
Dont be suprised if all variations of AV are stripped away just like they did with the turrets |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2686
|
Posted - 2013.10.08 12:38:00 -
[510] - Quote
Most of the vehicle skills need passive bonuses added. The tree is incredibly dead-looking and a boring slog-to-unlock without them. |
|
toasterwaffles
Hostile Acquisition Inc
0
|
Posted - 2013.10.08 14:18:00 -
[511] - Quote
3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled) |
Takahiro Kashuken
Red Star. EoN.
1294
|
Posted - 2013.10.08 14:24:00 -
[512] - Quote
toasterwaffles wrote:3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled)
1. Either carry a ammo resupply mod on your tank or go look for a depot, if depot is up stairs pray that you have one in your redline
2. They are being removed
3. Not atm, they took them out and just scaled back to the basic turrets, i bet this is to test them out before they add any more turret variations |
75MPH LandShark
MarketHammer Directorate
1
|
Posted - 2013.10.08 16:30:00 -
[513] - Quote
Are they going to address the issue with Logistic LAV's (Any vehicle like Tanks and dropships) fitted with support modules, Shield Repp'ers, Armor Repp'ers. Where they took away the health bars (Shield, and armor) from the drivers/Pilots view.
Is it the intention to not have any form of vehicle support, thus relegating logistic LAV's to transport and "murder Taxi" Rolls only?
No longer able to support other vehicles such as tank support or troop support rolls. Being one of the few support specialist My roll on the battle field for tanks in my squad was eliminated from the patch prior to this one because of not being able to see any information in regards to friendly units and their current health status.
As a last statement.. (the short of it) My roll on the battle field was very clear and decisive in combat. I supported tanks, though i didn't get WP or ISK (That was taken away back in BETA). I kept my squads tanks alive in one on one, and one Vs Two Tank battles. By eliminating the health bars (Shields and Armor) from the drivers view of the Logistic LAV's, CCP in one shot eliminated my support roll and the ability to support Tanks. I am now completely and grudgingly relegated as a Murder Taxi function (Running troops over). was that the intention? By having Repp'er modules on vehic's i thought the intention was "support" rolls where valid choices in the game. Now they are not.
Can we simply have the Health bars back for LAV drivers please, if anything at least for friendly Units. I could care less about enemy units, I don't support them. However if it means getting them both back, that would be great and would put me back in business as a support roll specialist. |
Takahiro Kashuken
Red Star. EoN.
1297
|
Posted - 2013.10.08 16:48:00 -
[514] - Quote
75MPH LandShark wrote:Are they going to address the issue with Logistic LAV's (Any vehicle like Tanks and dropships) fitted with support modules, Shield Repp'ers, Armor Repp'ers. Where they took away the health bars (Shield, and armor) from the drivers/Pilots view.
Is it the intention to not have any form of vehicle support, thus relegating logistic LAV's to transport and "murder Taxi" Rolls only?
No longer able to support other vehicles such as tank support or troop support rolls. Being one of the few support specialist My roll on the battle field for tanks in my squad was eliminated from the patch prior to this one because of not being able to see any information in regards to friendly units and their current health status.
As a last statement.. (the short of it) My roll on the battle field was very clear and decisive in combat. I supported tanks, though i didn't get WP or ISK (That was taken away back in BETA). I kept my squads tanks alive in one on one, and one Vs Two Tank battles. By eliminating the health bars (Shields and Armor) from the drivers view of the Logistic LAV's, CCP in one shot eliminated my support roll and the ability to support Tanks. I am now completely and grudgingly relegated as a Murder Taxi function (Running troops over). was that the intention? By having Repp'er modules on vehic's i thought the intention was "support" rolls where valid choices in the game. Now they are not.
Can we simply have the Health bars back for LAV drivers please, if anything at least for friendly Units. I could care less about enemy units, I don't support them. However if it means getting them both back, that would be great and would put me back in business as a support roll specialist.
Most likely no
They are being removed so i dont see them fixing it, maybe fixed when reintroduced but by then it will be 2015 and they will have forgot about that problem |
Shouper of BHD
Resheph Interstellar Strategy Gallente Federation
288
|
Posted - 2013.10.08 19:39:00 -
[515] - Quote
will the vehicle roles be affordable / profitable by ISK? vehicles as a true role and no longer a 5 minute battle changer like it was on the old engine (you call in vehicles by in battle WPs) need to be affordable, this means:
you are able to loose your vehicles in battle more then once, depending your vehicle weight class and meta lv. you can gain a profit from battle easily in your vehicles role and are awarded for being good at it.
you should be able to loose (this is modules, turrets and vehicle of the named meta) 3 STD DS, 2 ADV DS AND 1 PRO DS per battle without loosing ISK and gaining minimum or most likely none if you reached the max death count as listed. tanks should be 2-3 STD, 1-2 for ADV and 0-1 for PRO, this means you can get a PRO tank every other battle or every battle if you got a good battle streak, but PRO tanks should require a group of PRO AV or another vehicle that is AV roles or has a good AV turret.
this provides AV with a continues role award while for once in a long time allowing vehicle roles TO BE A ROLE for once, IT IS NOT A ROLE IF YOU GRIND OTHER ROLES TO USE, there is no way you can say that is a role. |
toasterwaffles
Hostile Acquisition Inc
0
|
Posted - 2013.10.08 20:09:00 -
[516] - Quote
Takahiro Kashuken wrote:toasterwaffles wrote:3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled) 1. Either carry a ammo resupply mod on your tank or go look for a depot, if depot is up stairs pray that you have one in your redline 2. They are being removed 3. Not atm, they took them out and just scaled back to the basic turrets, i bet this is to test them out before they add any more turret variations
If you run out of dropship shots then you are useless
Are they being removed indefinitially |
Fire of Prometheus
DUST University Ivy League
551
|
Posted - 2013.10.08 20:38:00 -
[517] - Quote
I swear if my incubus is removed permanently, I'm done, I will stop playing if my incubus doesn't make a return |
Eurydice Itzhak
Seituoda Taskforce Command Caldari State
224
|
Posted - 2013.10.09 06:17:00 -
[518] - Quote
Fire of Prometheus wrote:I swear if my incubus is removed permanently, I'm done, I will stop playing if my incubus doesn't make a return
They told me my sagaris would return too. Probably around the same time your incubus will return.
1.never
A reminder that vehicle updates have been pushed back from 1.3 to 1.7 at the earliest.
Enjoy. |
ChromeBreaker
SVER True Blood Public Disorder.
1377
|
Posted - 2013.10.09 07:45:00 -
[519] - Quote
We need some AV numbers. How can we say what we think about the changes if i can one shot them with a militia forge? |
Spkr4theDead
Red Star. EoN.
978
|
Posted - 2013.10.09 12:04:00 -
[520] - Quote
toasterwaffles wrote:Takahiro Kashuken wrote:toasterwaffles wrote:3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled) 1. Either carry a ammo resupply mod on your tank or go look for a depot, if depot is up stairs pray that you have one in your redline 2. They are being removed 3. Not atm, they took them out and just scaled back to the basic turrets, i bet this is to test them out before they add any more turret variations If you run out of dropship shots then you are useless Are they being removed indefinitially We don't yet have the Black Ops HAVs or the Marauders back. I'm not saying this to be rude, but figure it out for yourself. Anything infantry can't solo with a minimal amount of gear and effort must either be nerfed, or removed. |
|
Spkr4theDead
Red Star. EoN.
978
|
Posted - 2013.10.09 12:06:00 -
[521] - Quote
ChromeBreaker wrote:We need some AV numbers. How can we say what we think about the changes if i can one shot them with a militia forge? If upon the day the changes come out, people have done the work on here with permanent numbers instead of placeholders, and I see that it's just not worth it, I'm going full heavy, and an angry one at that. Angry enough that my forge will be used against infantry instead of tanks. |
Fristname Family name
Team Bitch-Slap
11
|
Posted - 2013.10.09 12:21:00 -
[522] - Quote
Spkr4theDead wrote:toasterwaffles wrote:Takahiro Kashuken wrote:toasterwaffles wrote:3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled) 1. Either carry a ammo resupply mod on your tank or go look for a depot, if depot is up stairs pray that you have one in your redline 2. They are being removed 3. Not atm, they took them out and just scaled back to the basic turrets, i bet this is to test them out before they add any more turret variations If you run out of dropship shots then you are useless Are they being removed indefinitially We don't yet have the Black Ops HAVs or the Marauders back. I'm not saying this to be rude, but figure it out for yourself. Anything infantry can't solo with a minimal amount of gear and effort must either be nerfed, or removed. I think av needs a small nerf but only nerf the damage to the vehicals so the forge does regular damage to turrents and infantary. Also if they are making a proto or logk and assult hav make the proto or assult hav have 2 large turrents for maximen damage. ( this would only work for blaster prehaps make a cannon turrent and the missle turrent insted of 2 guns that It alredy has it could have a vehical lock on with heatseeking missles or gps system. Also railguns could have a lager blast radius (5.00m ) and faster fire rate )
Ps .. I have not read every post here if you have qustions just ask and I will answer asap also I know it has nothing to do with the quote im pretty shur |
Spkr4theDead
Red Star. EoN.
979
|
Posted - 2013.10.09 12:35:00 -
[523] - Quote
Fristname Family name wrote:Spkr4theDead wrote:toasterwaffles wrote:Takahiro Kashuken wrote:toasterwaffles wrote:3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled) 1. Either carry a ammo resupply mod on your tank or go look for a depot, if depot is up stairs pray that you have one in your redline 2. They are being removed 3. Not atm, they took them out and just scaled back to the basic turrets, i bet this is to test them out before they add any more turret variations If you run out of dropship shots then you are useless Are they being removed indefinitially We don't yet have the Black Ops HAVs or the Marauders back. I'm not saying this to be rude, but figure it out for yourself. Anything infantry can't solo with a minimal amount of gear and effort must either be nerfed, or removed. I think av needs a small nerf but only nerf the damage to the vehicals so the forge does regular damage to turrents and infantary. Also if they are making a proto or logk and assult hav make the proto or assult hav have 2 large turrents for maximen damage. ( this would only work for blaster prehaps make a cannon turrent and the missle turrent insted of 2 guns that It alredy has it could have a vehical lock on with heatseeking missles or gps system. Also railguns could have a lager blast radius (5.00m ) and faster fire rate ) Ps .. I have not read every post here if you have qustions just ask and I will answer asap also I know it has nothing to do with the quote im pretty shur Small nerf? Small nerf? Packed Lai Dai do ~2000 each to armor. You could one-shot a bunch of tanks from low to medium level fits with a Wiyrkomi breach if they're not moving at all. Swarms turn complete 180-¦ turns on a dime to follow vehicles. Wiyrkomi swarms do ~2500 per volley against armor.
Base HP of hulls is being increased, but the amount of HP gained by modules is being reduced. I think the numbers we have right now are placeholders, but they're pathetically small compared to what we have right now. The coming 120mm complex armor plates will add less than 2000 armor, while the 180mm polycrystalline plate adds a little over 3100 armor. The max amount of armor we could have is being nerfed hard. Armor reps have become passive now, instead of active. Adding a shield extender to a shield hull reduces its recharge rate. Don't have that problem with dropsuits. As it stands now, resource upgrade modules require a small amount of resources to fit. Don't have that for dropsuits either. |
Sunara Detra
Condotta Rouvenor Gallente Federation
14
|
Posted - 2013.10.09 12:56:00 -
[524] - Quote
So will we be getting reimbursed for the logisics and assault? |
Takahiro Kashuken
Red Star. EoN.
1302
|
Posted - 2013.10.09 13:17:00 -
[525] - Quote
Sunara Detra wrote:So will we be getting reimbursed for the logisics and assault?
Should do
But a full respec is in order since the entire Vehicle and i hope AV skill tree is changing
Many will want to leave and change roles |
Sunara Detra
Condotta Rouvenor Gallente Federation
14
|
Posted - 2013.10.09 13:20:00 -
[526] - Quote
P_P |
toasterwaffles
Hostile Acquisition Inc
2
|
Posted - 2013.10.09 15:01:00 -
[527] - Quote
Takahiro Kashuken wrote:Sunara Detra wrote:So will we be getting reimbursed for the logisics and assault? Should do But a full respec is in order since the entire Vehicle and i hope AV skill tree is changing Many will want to leave and change roles I better get all my skill points back, from vehicle command and vehicle upgrades |
ladwar
Dead Six Initiative Lokun Listamenn
1890
|
Posted - 2013.10.09 17:14:00 -
[528] - Quote
IAmDuncanIdaho II wrote:ladwar wrote:IAmDuncanIdaho II wrote:Stopped reading at page 20 so apologies for missing anything that already got addressed.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
helicopter=dropships chinooks=bolas (RDVs) My bad. So what I meant was, I want a variation on dropships that involves rotary blades and the change in flight dynamics that comes with that, and I want to be able to pilot bolas. Anyways, these were just little "I wants" as a helicopter enthusiast and not serious ideas ;-) there would not be a noticeable change other then the ability to maintain height with forward movement since the thruster work similarly to the effect rotary blades on modern helicopters. you want a vert rep jet not a helicopter |
Sunara Detra
Condotta Rouvenor Gallente Federation
14
|
Posted - 2013.10.09 17:36:00 -
[529] - Quote
So when will this happen? |
Fristname Family name
Team Bitch-Slap
12
|
Posted - 2013.10.09 22:00:00 -
[530] - Quote
ladwar wrote:IAmDuncanIdaho II wrote:ladwar wrote:IAmDuncanIdaho II wrote:Stopped reading at page 20 so apologies for missing anything that already got addressed.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
helicopter=dropships chinooks=bolas (RDVs) My bad. So what I meant was, I want a variation on dropships that involves rotary blades and the change in flight dynamics that comes with that, and I want to be able to pilot bolas. Anyways, these were just little "I wants" as a helicopter enthusiast and not serious ideas ;-) there would not be a noticeable change other then the ability to maintain height with forward movement since the thruster work similarly to the effect rotary blades on modern helicopters. you want a vert rep jet not a helicopter The game is a bit to futureistic for helicopters but good idea. |
|
Xaviah Reaper
Nyain San EoN.
94
|
Posted - 2013.10.09 23:23:00 -
[531] - Quote
Jakobi Wan wrote:Spkr4theDead wrote:Xaviah Reaper wrote:love how the best possible tank railgun turret doesn't even do half what a breach proto forge gun does? will that be fixed? Probably not, because infantry wants a counter to tanks that can destroy them in one shot. Hardly a fair fight. ....its completely fair, don't feel so bad tanks cost so much, its a reality of the game and that's never gonna change..
its completely fair... imagine your dropsuit cost 3 million ISK and then some fat kid ran up and shot you in the face with a shotgun, one hit KO'ing you, and then you telling everybody. "that was completely legitimate and fair, I have no issues with what just happend".. |
Xaviah Reaper
Nyain San EoN.
94
|
Posted - 2013.10.09 23:25:00 -
[532] - Quote
Fristname Family name wrote:ladwar wrote:IAmDuncanIdaho II wrote:ladwar wrote:IAmDuncanIdaho II wrote:Stopped reading at page 20 so apologies for missing anything that already got addressed.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
helicopter=dropships chinooks=bolas (RDVs) My bad. So what I meant was, I want a variation on dropships that involves rotary blades and the change in flight dynamics that comes with that, and I want to be able to pilot bolas. Anyways, these were just little "I wants" as a helicopter enthusiast and not serious ideas ;-) there would not be a noticeable change other then the ability to maintain height with forward movement since the thruster work similarly to the effect rotary blades on modern helicopters. you want a vert rep jet not a helicopter The game is a bit to futureistic for helicopters but good idea.
Helicopters wouldn't work with the fundamental idea of the game. rotary blades work by pushing air down creating lift, but in space, there's not much air anywhere :P |
Xaviah Reaper
Nyain San EoN.
95
|
Posted - 2013.10.09 23:39:00 -
[533] - Quote
is it just me ... or did CCP decide to
LEAVE OUT THE FACT THEY'RE REMOVING ASSAULT AND LOGISTIC DROPSHIPS!!!?!???!?!!
f*cking assholes ... lost my patience. waited so f*cking long for that one little buff for our ships, to one day make them strong and useful, and you go ahead and pull the plug like a cruel b*tch of a mother.. |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
112
|
Posted - 2013.10.10 08:33:00 -
[534] - Quote
Xaviah Reaper wrote:Quote:
Bunch of stuff about helicopters
Helicopters wouldn't work with the fundamental idea of the game. rotary blades work by pushing air down creating lift, but in space, there's not much air anywhere :P
As mentioned before, these were not serious ideas of mine, just little "I wants" in a longer list ;-)
That said, I wouldn't be able to hear much if there was no air. I would assume these planets we fight on have atmospheres, otherwise wouldn't it be total silence? Anyway, I didn't intend for the thread to be hijacked :-o |
Void Echo
Edimmu Warfighters Gallente Federation
1700
|
Posted - 2013.10.10 09:48:00 -
[535] - 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.
trust me, we are extremely pissed of about this and extremely neutral.
mainly because weve never been listened to, were just going to let them do what they want to do and make them watch as we walk out the door and see them go "whaaaaaaat? why you guys leaving???"...."because were tired of your bullshit listening skills" |
daishi mk03
Brutor Vanguard Minmatar Republic
250
|
Posted - 2013.10.10 10:00:00 -
[536] - Quote
I like those changes, forget the numbers, they will change. Considering the hp of new vehicles, ~5k to 6k, a general cut of 50% dmg of all AV weapons and you are ready to go.
Tanking will be more active; 1) pushing with modules and retreating while they are on cd 2) reload and ammo 3) crew tank or solo tank 4) burst damage vs rail vs constant dmg from blaster |
iceyburnz
Crux Special Tasks Group Gallente Federation
1057
|
Posted - 2013.10.10 10:10:00 -
[537] - Quote
Vehicle mounted blasters still do less damage than assault rifles.
Thats like mounting a .22 rifle on a military hummer.
Silly. |
Void Echo
Edimmu Warfighters Gallente Federation
1701
|
Posted - 2013.10.10 11:14:00 -
[538] - Quote
Ok, heres my view on these changes:
The current balance situation:
there is nothing, its all in 100% favor of AV, lolnades are the worst av weapon since they allow people to be proficient against both vehicles and infantry, the forge guns do double the amount of damage the rail guns do even when I have a damage mod, the swarms are invisible... honestly I don't see anything wrong with the swarms besides the fact that they can destroy a CRU within 1 minute with a nanohive.
Active Modules- The active modules we have now allow us to gain survivability and stay in the action longer along with a minimal cooldown making tanking a viable class (barely), they also allow us to compensate rate of fire for more firepower when basic doesn't cut it.
Passive Modules- The passive modules allow us to put on more HP at the cost of being low damagers already.
Skill Points- right now, it takes the average tanker about 6 million sp just to complete the core vehicle skills. along with the turret skills, the hp skills, PG/CPU skills added on, it will go to about 11 million if you do not skill into the enforecers.
The Hulls- right now they are at the best base value of hp that they are able to provide against adv & proto AV mainly because the mythical but never confirmed adv & proto tanks could possibly be on par with the av we have now.
The ISK price- Plain and simple, vehicles are worth much less than their price. the prototype railgun (my personal weapon) costs 1 million isk by itself, whereas the prototype forge gun costs less than half of the rail gun yet does more than double the amount of damage. if forges were to cost 1.3 million ISK then the price would be fair and balanced because of damage.
Armor vs Shields- in eve online, the gallente are faster than the caldari, even though they are armor based, mainly because the Gallente are nearly masters of the armor attribute and thus able to add on more defense without the reduction of speed... the caldari however are not, shields have always been weak, they are mainly the far off shooters while the armor is more of close fights. my question to all of you is this.... If the Gallente are faster in space because they have nearly masters armor technology, why would they not be able to be superior on the surface with the same proficiency?
The roles of tanks- the role of the HAV is plain and simple, they are for point defense and enemy suppression mainly due to the fact that if they even try to push the front lines they would be nearly instantly destroyed by AV.
What the balance after the redo looks like:
Active Modules- provide a very short window of survivability and effectiveness but the cooldown time will take away any want for them mainly because after the 1 minute of survival, you will spend 5 minutes under the MCC waiting for the cooldown to finish, active modules will lose their popularity and be worth little to nothing. Active Modules don't look very inviting.
Passive Modules- What I see from the posts is that they are trying to make passive modules non-existent and unreliable, without passive modules, we will not be able to gain more hp nor will we be more effective with damage. Passive modules don't look very inviting.
Skill Points- I did calculations, it looks as though the 1st set of numbers giving to us will be around 4 million SP alone. by the looks of this, the sp sink can go either way from becoming a burden or allowing flexibility with roles.
The Hulls- everyone can see it, the hulls will be the same as sicas and suryas, no matter what tier it may be, std, adv or proto. by the explanation they make it look like all the hulls will be militia type hulls that will differ in costs regardless of the fact that all the hulls will be the same. also the slots are being cut in half, drastically reducing the ability to customize fittings, by this we absolutely 100% NEED adv and proto tank hulls when this patch happens.
The ISK cost- if this information is what is going to happen, then the cost of the hulls, modules and turrets needs to be drastically reduced in order for them to be acceptable and make sense, we also need to see the av changes coming before we can determine whether we will be willing to waste isk or not.
Armor vs Shields- it looks as though they are derailing from the fact that this game is part of eve and thus, making armor slower regardless of the fact that the gallente are known for their mastery of armor.
The roles of tanks- it looks like they are going to give us 2 choices when we decide if we want to skill into them with this information given. Bait cars, basically high hp, very little to no damage given, basically a MAV with no purpose other than providing cover. Redline Hitters, basically tanks that are up high in the mountains or somewhere it would be extremely difficult for enemy AV to get up there and fight them, mainly because the lack of HP but high damage output.. even with a high damage output, why bother driving right into the battle field when your fitting will not stand against probably a single AVer plus the ammunition, unless we get an ammo module to replace the small turrets with, you will not be seeing any tanks in the battlefield at all.
CCP, I will expect the option of a full vehicle SP respec. Pilots in general are sick and tired of you not listening to us and going for the infantry side by pushing us away, we have been nerfed every single update since this game was created. Enough is enough, either you listen to us for once, or we walk away for ever.. your choice.
Closed Beta Tank Vet,
Void Echo. |
Harpyja
Royal Uhlans Amarr Empire
611
|
Posted - 2013.10.10 12:52:00 -
[539] - Quote
Wow. Quite the post. Almost all 6000 characters used. I don't understand why you are so negative about these changes? Also, it seems like you keep forgetting that AV is getting balanced as well, so stop comparing these changes to current AV.
Can't you see these changes as refreshing and something new? I definitely do, and it makes me excited, especially the large missile and shield booster changes, though my only complaint is that missiles should have a larger blast radius than railguns.
Though you are a closed beta vet (so am I, actually), you do not speak for all of us. Your failure to embrace these changes is simply your own. I find them refreshing, as they will completely redo vehicles as we know them. I was getting tired of the current vehicle gameplay, and I'm sure that you were as well.
Your friendly closed beta vet, Harpyja |
Xaviah Reaper
Nyain San EoN.
105
|
Posted - 2013.10.10 12:54:00 -
[540] - Quote
IAmDuncanIdaho II wrote:Xaviah Reaper wrote:Quote:
Bunch of stuff about helicopters
Helicopters wouldn't work with the fundamental idea of the game. rotary blades work by pushing air down creating lift, but in space, there's not much air anywhere :P As mentioned before, these were not serious ideas of mine, just little "I wants" in a longer list ;-) That said, I wouldn't be able to hear much if there was no air. I would assume these planets we fight on have atmospheres, otherwise wouldn't it be total silence? Anyway, I didn't intend for the thread to be hijacked :-o
haha touch+¬! |
|
Void Echo
Edimmu Warfighters Gallente Federation
1705
|
Posted - 2013.10.10 13:12:00 -
[541] - Quote
Harpyja wrote:Wow. Quite the post. Almost all 6000 characters used. I don't understand why you are so negative about these changes? Also, it seems like you keep forgetting that AV is getting balanced as well, so stop comparing these changes to current AV. Can't you see these changes as refreshing and something new? I definitely do, and it makes me excited, especially the large missile and shield booster changes, though my only complaint is that missiles should have a larger blast radius than railguns. Though you are a closed beta vet (so am I, actually), you do not speak for all of us. Your failure to embrace these changes is simply your own. I find them refreshing, as they will completely redo vehicles as we know them. I was getting tired of the current vehicle gameplay, and I'm sure that you were as well. Your friendly closed beta vet, Harpyja PS: Void Echo wrote:CCP, I will expect the option of a full vehicle SP respec. Pilots in general are sick and tired of you not listening to us and going for the infantry side by pushing us away, we have been nerfed every single update since this game was created. Enough is enough, either you listen to us for once, or we walk away for ever.. your choice. Again, you don't speak for all of us. Also, why are you still talking bad things about CCP, when they let you see the numbers a couple months before release? When have they ever done this before?
1. you obviously didn't read anything or else you wouldn't have said your 1st paragraph.
2. in this case something new could possibly kill the class altogether and make us an extinct remnant of the past.
3. the only thing im tired of with the current style is that tanks are actually LAVs and LAVs are the real tanks. |
Caeli SineDeo
Imperfects Negative-Feedback
698
|
Posted - 2013.10.10 14:14:00 -
[542] - Quote
My big questions here are how exactly do the new armor repair and shield boosters work.
Currently their is no info on the armor repair run time or cool down time. Are they pulsing every second or every 3 seconds? Means you have no cool down time or run time shown does this mean you can have them running 24/7. If that is so does damage cause them to kick off?
Now for shield boosters. When you turned them on is it a single dump of HP with a single pulse? Then they go into cooldown? From what I see this is what they are. Or do they have a few pulses to give HP? |
Takahiro Kashuken
Red Star. EoN.
1312
|
Posted - 2013.10.10 14:42:00 -
[543] - Quote
Caeli SineDeo wrote:My big questions here are how exactly do the new armor repair and shield boosters work.
Currently their is no info on the armor repair run time or cool down time. Are they pulsing every second or every 3 seconds? Means you have no cool down time or run time shown does this mean you can have them running 24/7. If that is so does damage cause them to kick off?
Now for shield boosters. When you turned them on is it a single dump of HP with a single pulse? Then they go into cooldown? From what I see this is what they are. Or do they have a few pulses to give HP?
Armor is passive rep like the armor suit reps
Booster i think is 1 pulse 1 lump some of shield |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
32
|
Posted - 2013.10.10 14:43:00 -
[544] - 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?
Probably because they wont listen... haven't listened so far so why would they start now?
Need backup just look at the past 2 major patches.
Useless providing feedback to people they don't listen.
|
Spkr4theDead
Red Star. EoN.
991
|
Posted - 2013.10.10 16:24:00 -
[545] - Quote
Noc Tempre wrote:So... SP Respec for vehicle skills? There better be, because now skilling into vehicles will be more expensive SP-wise. |
Tom Hamp
Subsonic Synthetics
1
|
Posted - 2013.10.10 21:54:00 -
[546] - Quote
Void Echo wrote:Harpyja wrote:Wow. Quite the post. Almost all 6000 characters used. I don't understand why you are so negative about these changes? Also, it seems like you keep forgetting that AV is getting balanced as well, so stop comparing these changes to current AV. Can't you see these changes as refreshing and something new? I definitely do, and it makes me excited, especially the large missile and shield booster changes, though my only complaint is that missiles should have a larger blast radius than railguns. Though you are a closed beta vet (so am I, actually), you do not speak for all of us. Your failure to embrace these changes is simply your own. I find them refreshing, as they will completely redo vehicles as we know them. I was getting tired of the current vehicle gameplay, and I'm sure that you were as well. Your friendly closed beta vet, Harpyja PS: Void Echo wrote:CCP, I will expect the option of a full vehicle SP respec. Pilots in general are sick and tired of you not listening to us and going for the infantry side by pushing us away, we have been nerfed every single update since this game was created. Enough is enough, either you listen to us for once, or we walk away for ever.. your choice. Again, you don't speak for all of us. Also, why are you still talking bad things about CCP, when they let you see the numbers a couple months before release? When have they ever done this before? 1. you obviously didn't read anything or else you wouldn't have said your 1st paragraph. 2. in this case something new could possibly kill the class altogether and make us an extinct remnant of the past. 3. the only thing im tired of with the current style is that tanks are actually LAVs and LAVs are the real tanks. 4. im not speaking for all of us, in fact, rarely anyone tells me that I don't speak for them.
the most ****** up thing that I found ******** is the logistics LAV is tuffer than a tank its ass backwards kind of stupid really. |
Tom Hamp
Subsonic Synthetics
1
|
Posted - 2013.10.10 22:01:00 -
[547] - Quote
ABadMutha13 wrote: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? Probably because they wont listen... haven't listened so far so why would they start now? Need backup just look at the past 2 major patches. Useless providing feedback to people they don't listen. damn as if my soma has been screwed up enough stupid sons of ditchs |
Harpyja
Royal Uhlans Amarr Empire
613
|
Posted - 2013.10.11 03:09:00 -
[548] - Quote
Hey CCP,
Any chance large missile blast radius can be increased? It's blast radius is extremely small for an explosive weapon. A kinetic projectile (railgun) should not have a larger "blast" radius than an explosive missile. We also rely mostly on splash to kill infantry. Unless mechanics have changed such that getting direct hits is easier. Note that I don't want to rapid fire half of my clip for the chance of one or two direct hits.
Otherwise, I love all the other changes that are happening. |
Xak Arji
DIOS EX. Top Men.
20
|
Posted - 2013.10.11 05:45:00 -
[549] - Quote
CCP READ THIS two simple points you are completely missing. 1) What does the word "tank" mean? Oh I don't suppose it means the ability to.. oh I dunno, take damage? How can something that large and that slow supposed to hide? Are you taking into account forge snipers? Ya know, the one man Rambo who holds a mini rail gun? That can get anywhere and take cover anywhere and get onto any tower, on your typical overly open maps, with no effective cover except to creative tankers to speak of. Yes I think tanks should be balanced/ rebalanced, and not OP, and should be takeable by certain builds, but without a price reduction all of this is for nothing
2) Why the **** are you taking out ADS? You give us something great, and as a *daily* player that kind of infuriates me. I have all my skills into piloting, I fly for my alliance PC's, I fly in pubs because it's FUN.... and your going to make this *fun* by removing fun elements of it, and by taking that out at a time when BF4 is just around the corner is a terrible move. Isn't your goal as a company to *build* your player base, not to **** off half of your player base right when a similar game type, with a bigger following is just around the corner? Not to mention the PS4 is knocking on your door...
Yes this is sort of a rant, and don't get me wrong, I appreciate your efforts. But bad call guys, very bad move. I for one am still ticked about the new camera for the DS from 1.5. You ruined what time we have left with it. If you're planning something big, you'd better say something, because I for one am loosing hope. The ADS was probably one of the few things that I clinged to as a vehicle toon, and by far my favorite. I seriously hope you're planning on either adding a better more sensible aerial combat vehicle and you're keeping it quiet, or you change your mind and keep the ADS in game. Because you'll definitely loose my vote if you go with neither. |
DeathwindRising
ROGUE SPADES EoN.
71
|
Posted - 2013.10.11 12:26:00 -
[550] - Quote
Xak Arji wrote:CCP READ THIS two simple points you are completely missing. 1) What does the word "tank" mean? Oh I don't suppose it means the ability to.. oh I dunno, take damage? How can something that large and that slow supposed to hide? Are you taking into account forge snipers? Ya know, the one man Rambo who holds a mini rail gun? That can get anywhere and take cover anywhere and get onto any tower, on your typical overly open maps, with no effective cover except to creative tankers to speak of. Yes I think tanks should be balanced/ rebalanced, and not OP, and should be takeable by certain builds, but without a price reduction all of this is for nothing
2) Why the **** are you taking out ADS? You give us something great, and as a *daily* player that kind of infuriates me. I have all my skills into piloting, I fly for my alliance PC's, I fly in pubs because it's FUN.... and your going to make this *fun* by removing fun elements of it, and by taking that out at a time when BF4 is just around the corner is a terrible move. Isn't your goal as a company to *build* your player base, not to **** off half of your player base right when a similar game type, with a bigger following is just around the corner? Not to mention the PS4 is knocking on your door...
Yes this is sort of a rant, and don't get me wrong, I appreciate your efforts. But bad call guys, very bad move. I for one am still ticked about the new camera for the DS from 1.5. You ruined what time we have left with it. If you're planning something big, you'd better say something, because I for one am loosing hope. The ADS was probably one of the few things that I clinged to as a vehicle toon, and by far my favorite. I seriously hope you're planning on either adding a better more sensible aerial combat vehicle and you're keeping it quiet, or you change your mind and keep the ADS in game. Because you'll definitely loose my vote if you go with neither.
ive been wondering why ive been swatting so many dropships lately... apparently CCP "balanced" them lol |
|
toasterwaffles
Hostile Acquisition Inc
2
|
Posted - 2013.10.11 13:45:00 -
[551] - Quote
They changed the view back to the original, but now I can't see where I am shooting in my assault dropship |
Tom Hamp
Subsonic Synthetics
1
|
Posted - 2013.10.11 21:25:00 -
[552] - Quote
steadyhand amarr wrote:oO yeh thats quite a rework I take it your leaving AV guns alone as part of this process
don't you see whats gonna happen the tanks are going to be useless in 1.6 dammit THEY ARE SCREWING YOU GUYS OVER!!!!!!!!!!!!!!!!!!!! top dollar tanks are gonna get decimated like a militia tank does. the modules are be taking more than 30 seconds to cool down so beware. |
Kairro Rikaro
Pradox XVI
4
|
Posted - 2013.10.12 06:03:00 -
[553] - 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.
As a skilled and dedicated Assault Dropship pilot you are clipping the wings of my airborne brethren and I and screwing me out of millions of SP ive earned playing since the beta. The only thing keeping me playing this game was the fact that there was a flying vehicle that i could use to fly and attack solo. As underpowered as the dropship in general was i managed to be a force to be reckoned with in the ADS thru pure skill and smart fitting. i demand atleast a partial respec and dont try to tell me nothin about temporary removal because we all know that what means temporary to CCP is actually 3 times as long as what they claim. i wont be playing until ADS or something of an equivalent role comes out |
Anoko Destrolock
THE NUCLEAR KNIGHTS
6
|
Posted - 2013.10.13 03:11:00 -
[554] - Quote
Ccp: a few things to look at more closely:
Proto swarms do 50% more Dmg than std All other weapons at only 10% difference
Your numbers on missile turrets make them look even less appealing than they are now. Full auto sounds very fun. The small 12 shot clip is ok. But the reload time is scary. 10 secs is certain death vs a blaster tank and probably infantry if things are anything like their current state. Let's do the math: .15 RoF 12 shots= 2 secs to empty the clip and 10 to reload. The 1.5m blast radius on large missiles is rediculous. Its hard enough to hit infantry with the current 3m radius. Should a LARGE missile turret really have the same radius as a flaylock SIDEARM and a quarter the radius of a mass driver?
Would you make the AR a 10 sec load time with a 2 sec ammo capacity? No? Why do this to tankers then? Tankers are tired of being at the bottom of the priority list. How did you come up with these numbers? They make no sense. And btw Ccp says we wan vehicle hulls to be weak and modules to be strong yet does the opposite Buff base hull hp and nerf armor plates and shield extenders
Ccp: any word on tank pricing? It obviously needs to be brought way down to help make tanking more fun and less frustrating Av players shouldn't think LOL what a waste of money, that guy is a fool when someone spawns a tank.
This game seems to cater to assault classes and everyone else is left in the dirt to rot. For god sakes, sentinel suits still have the broken suit bonus that only effects laser rifles. They don't even have a light weapon slot. Either release a heavy laser weapon or change the bonus. It's amazing what's left broken for such long periods. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
61
|
Posted - 2013.10.13 04:34:00 -
[555] - Quote
Anoko Destrolock wrote:Ccp: a few things to look at more closely:
Proto swarms do 50% more Dmg than std All other weapons at only 10% difference
Your numbers on missile turrets make them look even less appealing than they are now. Full auto sounds very fun. The small 12 shot clip is ok. But the reload time is scary. 10 secs is certain death vs a blaster tank and probably infantry if things are anything like their current state. Let's do the math: .15 RoF 12 shots= 2 secs to empty the clip and 10 to reload. The 1.5m blast radius on large missiles is rediculous. Its hard enough to hit infantry with the current 3m radius. Should a LARGE missile turret really have the same radius as a flaylock SIDEARM and a quarter the radius of a m shield extender is a module, why nerf it twice? 2100>1300>whatever is lower |
Tom Hamp
Subsonic Synthetics
3
|
Posted - 2013.10.13 06:26:00 -
[556] - Quote
Anoko Destrolock wrote:Ccp: a few things to look at more closely:
Proto swarms do 50% more Dmg than std All other weapons at only 10% difference
Your numbers on missile turrets make them look even less appealing than they are now. Full auto sounds very fun. The small 12 shot clip is ok. But the reload time is scary. 10 secs is certain death vs a blaster tank and probably infantry if things are anything like their current state. Let's do the math: .15 RoF 12 shots= 2 secs to empty the clip and 10 to reload. The 1.5m blast radius on large missiles is rediculous. Its hard enough to hit infantry with the current 3m radius. Should a LARGE missile turret really have the same radius as a flaylock SIDEARM and a quarter the radius of a mass driver?
Would you make the AR a 10 sec load time with a 2 sec ammo capacity? No? Why do this to tankers then? Tankers are tired of being at the bottom of the priority list. How did you come up with these numbers? They make no sense. And btw Ccp says we wan vehicle hulls to be weak and modules to be strong yet does the opposite Buff base hull hp and nerf armor plates and shield extenders
Ccp: any word on tank pricing? It obviously needs to be brought way down to help make tanking more fun and less frustrating Av players shouldn't think LOL what a waste of money, that guy is a fool when someone spawns a tank.
This game seems to cater to assault classes and everyone else is left in the dirt to rot. For god sakes, sentinel suits still have the broken suit bonus that only effects laser rifles. They don't even have a light weapon slot. Either release a heavy laser weapon or change the bonus. It's amazing what's left broken for such long periods.
A-F**KING MEN HE'S TELLING THE F**KING TRUTH he hit the critical points that CCP keeps screwing up right there and yet some of these brainwashed fools think they are doing a god job they're out of their minds. |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
450
|
Posted - 2013.10.13 11:39:00 -
[557] - Quote
Tom Hamp wrote:A-F**KING MEN HE'S TELLING THE F**KING TRUTH he hit the critical points that CCP keeps screwing up right there and yet some of these brainwashed fools think they are doing a god job they're out of their minds.
Just stop posting; you're contributing nothing to the conversation.
I am actually looking forward to the changes; might spice this game up a little. Re-learning tanking will be an interesting experience, that's for sure.
Tom Hamp wrote:damn as if my soma has been screwed up enough stupid sons of ditchs
And this ^ tells me that you either are shocking at tanking - that you're unwilling to shell out 500kSP (or whatever) for the Madrugar hull and still consider yourself competent is appalling, or that you're a troll. |
Fristname Family name
Team Bitch-Slap
12
|
Posted - 2013.10.13 11:47:00 -
[558] - Quote
Anoko Destrolock wrote:Ccp: a few things to look at more closely:
Proto swarms do 50% more Dmg than std All other weapons at only 10% difference
Your numbers on missile turrets make them look even less appealing than they are now. Full auto sounds very fun. The small 12 shot clip is ok. But the reload time is scary. 10 secs is certain death vs a blaster tank and probably infantry if things are anything like their current state. Let's do the math: .15 RoF 12 shots= 2 secs to empty the clip and 10 to reload. The 1.5m blast radius on large missiles is rediculous. Its hard enough to hit infantry with the current 3m radius. Should a LARGE missile turret really have the same radius as a flaylock SIDEARM and a quarter the radius of a mass driver?
Would you make the AR a 10 sec load time with a 2 sec ammo capacity? No? Why do this to tankers then? Tankers are tired of being at the bottom of the priority list. How did you come up with these numbers? They make no sense. And btw Ccp says we wan vehicle hulls to be weak and modules to be strong yet does the opposite Buff base hull hp and nerf armor plates and shield extenders
Ccp: any word on tank pricing? It obviously needs to be brought way down to help make tanking more fun and less frustrating Av players shouldn't think LOL what a waste of money, that guy is a fool when someone spawns a tank.
This game seems to cater to assault classes and everyone else is left in the dirt to rot. For god sakes, sentinel suits still have the broken suit bonus that only effects laser rifles. They don't even have a light weapon slot. Either release a heavy laser weapon or change the bonus. It's amazing what's left broken for such long periods. This guy speaks for all he is now the spokes person for tankers and ds pilots every where. CCP this man is speaking the truth I think you guys need to play with some of us and we can have proto av and you have the best tank fitting you can get and se who wins. See who much isk you lose. Thats how we feel. |
Fristname Family name
Team Bitch-Slap
12
|
Posted - 2013.10.13 11:50:00 -
[559] - Quote
Lorhak Gannarsein wrote:Tom Hamp wrote:A-F**KING MEN HE'S TELLING THE F**KING TRUTH he hit the critical points that CCP keeps screwing up right there and yet some of these brainwashed fools think they are doing a god job they're out of their minds. Just stop posting; you're contributing nothing to the conversation. I am actually looking forward to the changes; might spice this game up a little. Re-learning tanking will be an interesting experience, that's for sure. Tom Hamp wrote:damn as if my soma has been screwed up enough stupid sons of ditchs And this ^ tells me that you either are shocking at tanking - that you're unwilling to shell out 500kSP (or whatever) for the Madrugar hull and still consider yourself competent is appalling, or that you're a troll. He would be probs going easy on the isk. They need to incress sheilds aromor on the higher ranked tanks. 1 or 2 mods doesnt help as much as 1000 extra base hp. |
Void Echo
Edimmu Warfighters Gallente Federation
1741
|
Posted - 2013.10.13 14:38:00 -
[560] - Quote
Fristname Family name wrote:Anoko Destrolock wrote:Ccp: a few things to look at more closely:
Proto swarms do 50% more Dmg than std All other weapons at only 10% difference
Your numbers on missile turrets make them look even less appealing than they are now. Full auto sounds very fun. The small 12 shot clip is ok. But the reload time is scary. 10 secs is certain death vs a blaster tank and probably infantry if things are anything like their current state. Let's do the math: .15 RoF 12 shots= 2 secs to empty the clip and 10 to reload. The 1.5m blast radius on large missiles is rediculous. Its hard enough to hit infantry with the current 3m radius. Should a LARGE missile turret really have the same radius as a flaylock SIDEARM and a quarter the radius of a mass driver?
Would you make the AR a 10 sec load time with a 2 sec ammo capacity? No? Why do this to tankers then? Tankers are tired of being at the bottom of the priority list. How did you come up with these numbers? They make no sense. And btw Ccp says we wan vehicle hulls to be weak and modules to be strong yet does the opposite Buff base hull hp and nerf armor plates and shield extenders
Ccp: any word on tank pricing? It obviously needs to be brought way down to help make tanking more fun and less frustrating Av players shouldn't think LOL what a waste of money, that guy is a fool when someone spawns a tank.
This game seems to cater to assault classes and everyone else is left in the dirt to rot. For god sakes, sentinel suits still have the broken suit bonus that only effects laser rifles. They don't even have a light weapon slot. Either release a heavy laser weapon or change the bonus. It's amazing what's left broken for such long periods. This guy speaks for all he is now the spokes person for tankers and ds pilots every where. CCP this man is speaking the truth I think you guys need to play with some of us and we can have proto av and you have the best tank fitting you can get and se who wins. See who much isk you lose. Thats how we feel.
lol no.. I agree with some of his points, but iv already made my point |
|
KenKaniff69
Subdreddit Test Alliance Please Ignore
584
|
Posted - 2013.10.13 19:45:00 -
[561] - Quote
CCP, do you realize what these pathetic regen/rep rates and absurd cool down times will do to vehicles? I mean come on it is pathetic how long they will be-even with skills. Tanks will no longer roam the battlefield, neither will dropships be unsustainable in combat.
It isnt very fun to sit in the redline waiting two minutes for all of the modules to recharge or ammo to regen. |
KalOfTheRathi
Nec Tributis
814
|
Posted - 2013.10.13 21:50:00 -
[562] - Quote
Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia.
They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today.
If full auto hammers infantry, expect another Nerf. |
Bhor Derri
Legion of Eden Covert Intervention
138
|
Posted - 2013.10.14 08:00:00 -
[563] - Quote
It is happening people soon CCP will take DUST 514 down for 'rework' and we all will be silenced. |
Spkr4theDead
Red Star. EoN.
1021
|
Posted - 2013.10.14 08:06:00 -
[564] - Quote
KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. Because you know, heaven forbid tanks should have something effective against infantry, and it's asking too much for infantry to use teamwork to destroy us. |
Harpyja
Royal Uhlans Amarr Empire
613
|
Posted - 2013.10.14 13:17:00 -
[565] - Quote
KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. Infantry have always cried about anything that required teamwork or skill. Back then, infantry only cared about their gun game and there was very little AV. Of course tanks will decimate them if there's only a couple of militia AV on the field.
But now the times have changed. Many players have skilled into proto AV. Missiles don't need to be nerfed anymore. Infantry lost the right to their crutch some time ago.
We need large blast radii for our missiles. If we want to bombard at mid range, 1.5m is simply too little. It also makes no sense for a kinetic projectile with no explosives to have a larger "blast" radius.
Full auto won't decimate infantry. A full clip will be use for one, two, or three infantry at most. Then a 7.5s reload (I intend on maxing the reload skill). I do expect infantry to cry how they can't evade 12 missiles fired at them in full auto. |
Takahiro Kashuken
Red Star. EoN.
1355
|
Posted - 2013.10.14 14:32:00 -
[566] - Quote
Harpyja wrote:KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. Infantry have always cried about anything that required teamwork or skill. Back then, infantry only cared about their gun game and there was very little AV. Of course tanks will decimate them if there's only a couple of militia AV on the field. But now the times have changed. Many players have skilled into proto AV. Missiles don't need to be nerfed anymore. Infantry lost the right to their crutch some time ago. We need large blast radii for our missiles. If we want to bombard at mid range, 1.5m is simply too little. It also makes no sense for a kinetic projectile with no explosives to have a larger "blast" radius. Full auto won't decimate infantry. A full clip will be use for one, two, or three infantry at most. Then a 7.5s reload (I intend on maxing the reload skill). I do expect infantry to cry how they can't evade 12 missiles fired at them in full auto.
Put it this way
Grenades and MD have a bigger splash radius and thats a handheld weapon
WE ARE FIRING MISSILES
If i have to go full auto and fire 12 missiles just to kill one guy then its broken when it takes like only 2/3 shots with an MD or just 1 nade |
Spkr4theDead
Red Star. EoN.
1022
|
Posted - 2013.10.14 17:58:00 -
[567] - Quote
Harpyja wrote:KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. Infantry have always cried about anything that required teamwork or skill. Back then, infantry only cared about their gun game and there was very little AV. Of course tanks will decimate them if there's only a couple of militia AV on the field. But now the times have changed. Many players have skilled into proto AV. Missiles don't need to be nerfed anymore. Infantry lost the right to their crutch some time ago. We need large blast radii for our missiles. If we want to bombard at mid range, 1.5m is simply too little. It also makes no sense for a kinetic projectile with no explosives to have a larger "blast" radius. Full auto won't decimate infantry. A full clip will be use for one, two, or three infantry at most. Then a 7.5s reload (I intend on maxing the reload skill). I do expect infantry to cry how they can't evade 12 missiles fired at them in full auto. I'll second this. |
Flix Keptick
Red Star. EoN.
759
|
Posted - 2013.10.14 20:02:00 -
[568] - Quote
I do agree that grenades should not do more damage than a missile. Why cant I fire core locus grenades taped to a rocket? |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
39
|
Posted - 2013.10.14 22:35:00 -
[569] - Quote
Flix Keptick wrote:I do agree that grenades should not do more damage than a missile. Why cant I fire core locus grenades taped to a rocket?
Engineers got dumber in the future, the idea of propelled objects doing more damage than hand tossed ones completely blew their minds...
in the future....
cause its all futuristic and stuff....
I was just super impressed when my tank moved without the treads moving...future stuff!
I was also impressed when handheld weapons did more damage and have greater ability than platform mounted weapons....moar future stuff!
Also markets are less open to trading in the future, that's why we cant sell anything....future stuff! |
Xak Arji
DIOS EX. Top Men.
26
|
Posted - 2013.10.15 00:36:00 -
[570] - Quote
KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. God forbit a tank is effective against infantry. The damn thing costs nearly 10x the average suit costs, go figure they didn't say a thing about that changing... |
|
Godin Thekiller
Hellstorm Inc League of Infamy
1187
|
Posted - 2013.10.15 08:07:00 -
[571] - Quote
Xak Arji wrote:KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. God forbit a tank is effective against infantry. The damn thing costs nearly 10x the average suit costs, go figure they didn't say a thing about that changing...
My PROTO AV fit costs over 15x less than my usual Maddy fit..... |
Skihids
Bullet Cluster
2275
|
Posted - 2013.10.15 18:49:00 -
[572] - Quote
I had asked for the ability to duct tape a MD onto a small turret in my dropship months ago when small missiles were crushed by the nerf hammer. The minuscule blast radius of a missile made it next to impossible to get a kill from a moving platform.
Turret mounted weapons should be a multiple of handheld weapons.
Anti-infantry missiles should have a large blast radius by design. Who in their right mind would design a missile with less killing power than a MD round?
I get it that dropships were invincible killing machines back in precursor, but that was largely due to ineffective swarm pathing that has since been fixed. The new maps are also much more infantry friendly with significantly more cover. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
46
|
Posted - 2013.10.15 22:11:00 -
[573] - Quote
This just in...
Army's worldwide are switching to Air soft guns and Nerf balls in in lieu of mounted machine guns/grenade launchers.
CCP was ahead of the curve.... |
medomai grey
WarRavens League of Infamy
238
|
Posted - 2013.10.15 23:23:00 -
[574] - Quote
Skihids wrote:I had asked for the ability to duct tape a MD onto a small turret in my dropship months ago when small missiles were crushed by the nerf hammer. The minuscule blast radius of a missile made it next to impossible to get a kill from a moving platform.
Turret mounted weapons should be a multiple of handheld weapons.
Anti-infantry missiles should have a large blast radius by design. Who in their right mind would design a missile with less killing power than a MD round?
I get it that dropships were invincible killing machines back in precursor, but that was largely due to ineffective swarm pathing that has since been fixed. The new maps are also much more infantry friendly with significantly more cover.
Small missile turrets are still good versus infantry, vehicles, and installations. The problem is that it can be quite difficult to get the projectile(s) to hit your target if you're moving. And it's extremely difficult to aim on something as mobile and wobbly as a dropship. The same is true for all small turrets.
All small turrets are good, they're just extremely hard to aim when your mobile. |
Anoko Destrolock
THE NUCLEAR KNIGHTS
9
|
Posted - 2013.10.16 01:14:00 -
[575] - Quote
The most important thing is to make tanks cheaper.
The biggest frustration with tanking is when you lose 1, you know itll take a ton of games in militia fits to pay for it. If tanks are cheaper in the future and more sustainable, instead of an isk pit, tanks will be a lot of fun.
OMG the Large Missile launcher sounds REALLY fun with fully auto, i just hope its buffed enough to be able to use it. As it is now, with 1.5 m blast itll take all 12 shots to kill 1 guy and then you have to reload for 10 secs (lol) |
Spkr4theDead
Red Star. EoN.
1042
|
Posted - 2013.10.16 03:25:00 -
[576] - Quote
Anoko Destrolock wrote:The most important thing is to make tanks cheaper.
The biggest frustration with tanking is when you lose 1, you know itll take a ton of games in militia fits to pay for it. If tanks are cheaper in the future and more sustainable, instead of an isk pit, tanks will be a lot of fun.
OMG the Large Missile launcher sounds REALLY fun with fully auto, i just hope its buffed enough to be able to use it. As it is now, with 1.5 m blast itll take all 12 shots to kill 1 guy and then you have to reload for 10 secs (lol) But this doesn't fix the problem. It's like government throwing money at a problem hoping it fixes itself. Making tanks cheap does nothing. It doesn't change the fact that packed Lai Dais are more effective than particle cannons in a CQC situation, and more effective than blasters and missiles too. The STD level breach forge does far more base damage than the compressed particle cannon. Firing a Wiyrkomi forge with level 5 proficiency and 2 damage mods at the weak point of a shield tank would put all but buffer Gunnlogis into armor, if not outright one-shot them. Firing a Wiyrkomi swarm at an armor tank is like punishment, like, how dare you decide to drive a vehicle making me unable to kill this red dot fresh out the battle academy with my Duvolle. So he takes out a Wiyrkomi swarm with level 5 proficiency and 5 damage mods on his PRO Caldari assault suit and proceeds to melt the armor off a tank, as if the tank was thrown towards the sun. |
Harpyja
Royal Uhlans Amarr Empire
626
|
Posted - 2013.10.16 04:17:00 -
[577] - Quote
I hope CCP realizes their mistake of making large missiles having a 1.5m blast radius... and bumps it up to 4m |
Lanius Pulvis
Osmon Surveillance Caldari State
17
|
Posted - 2013.10.16 05:57:00 -
[578] - Quote
Okay, so on a longer look I've decided the turrets are all a joke. Really, the only turret that out ranges swarms is a large rail turret!? I assume these changes will affect the AI turrets as well. Clearly you don't intend to bring back Enforcer tanks. The range of the small blasters should probably be increased as well. It would only make sense to use them on LAVs with the current range, once again ensuring the SP cost as well as ISK is inordinately high for tankers and DS pilots. Speaking of which, cost is still not being addresed that I've seen. |
Spkr4theDead
Red Star. EoN.
1044
|
Posted - 2013.10.16 06:02:00 -
[579] - Quote
Lanius Pulvis wrote:Okay, so on a longer look I've decided the turrets are all a joke. Really, the only turret that out ranges swarms is a large rail turret!? I assume these changes will affect the AI turrets as well. Clearly you don't intend to bring back Enforcer tanks. The range of the small blasters should probably be increased as well. It would only make sense to use them on LAVs with the current range, once again ensuring the SP cost as well as ISK is inordinately high for tankers and DS pilots. Speaking of which, cost is still not being addresed that I've seen. The enforcers are terrible. |
Lanius Pulvis
Osmon Surveillance Caldari State
17
|
Posted - 2013.10.16 06:12:00 -
[580] - Quote
The enforcers are terrible.[/quote] Clearly not going to get better either. |
|
Bright Cloud
Namtar Elite Gallente Federation
228
|
Posted - 2013.10.16 23:32:00 -
[581] - Quote
wasnt bothered to read trough all pages. Im curious how vehicles are supposed to replenish ammo. I know that you can increase your ammo capacity but how you get ammo back besides of recalling your vehicle and getting a new 1. |
toasterwaffles
Hostile Acquisition Inc
3
|
Posted - 2013.10.17 05:08:00 -
[582] - Quote
If a vehicle respec is in order, will turrets and vehicle upgrades be respeced with vehicle command? |
Grunt Shade
Ahrendee Mercenaries EoN.
22
|
Posted - 2013.10.17 11:58:00 -
[583] - Quote
I want my sp back. There are to many changes. Seems like asking for changes has took away from us tankers or atleast on paper it looks that way. Less modules and limited ammo Bye bye rail and missle turret unless your a really good shot and more power to you if you are. Av can currently shred a tank. Especially considering most people who stuck with dust have the option for proto gear. Guess we'll see how all this works when the shooting starts. Biggest problem with this game vechile wise is to many want a god tank and to many want a one shot one kill av weapon. Thats enough complaining from me ccp will be getting plenty of tickets soon im sure. |
Spkr4theDead
Red Star. EoN.
1064
|
Posted - 2013.10.17 17:56:00 -
[584] - Quote
Grunt Shade wrote:I want my sp back. There are to many changes. Seems like asking for changes has took away from us tankers or atleast on paper it looks that way. Less modules and limited ammo Bye bye rail and missle turret unless your a really good shot and more power to you if you are. Av can currently shred a tank. Especially considering most people who stuck with dust have the option for proto gear. Guess we'll see how all this works when the shooting starts. Biggest problem with this game vechile wise is to many want a god tank and to many want a one shot one kill av weapon. Thats enough complaining from me ccp will be getting plenty of tickets soon im sure. We don't want god tanks, we want our SP and ISK investment to be worth it, and for the tank battles of Chromosome to be brought back. Why did infantry complain about tanks, yet so few were equipped to handle the better tankers? That deserved a HTFU from CCP, not CCP coddling them like children and nerfing tanks so many builds in a row. |
Grunt Shade
Ahrendee Mercenaries EoN.
22
|
Posted - 2013.10.17 20:31:00 -
[585] - Quote
No one comment applies to all tankers. I admit I wanted something to change for the better. And I have previous post saying almost to the letter what you just said about sp and isk. Ive just now almost maxed out all modules and core upgrades and they are limiting it all in 1.6. While proto av still smiling and then add the speed of a dropsuit vs a turret and the fact that moving the turret while firing naturally throws your shot off.....very tough to compete with that with less modules and limited ammo. The only change I really wanted was a new class of tank. Advanced class that could have more cpu and pg a little more health and maybe one more high slot low slot depending on type. |
Tom Hamp
Subsonic Synthetics
3
|
Posted - 2013.10.17 23:28:00 -
[586] - Quote
i'll give them appraisel when the tanks perform the way they should and have some proper endurance at the least other than that CCP is still in the dog house. tanks are suppose to be a challenging if you like it then leave and don't ever come back simple as that. |
Tom Hamp
Subsonic Synthetics
3
|
Posted - 2013.10.17 23:29:00 -
[587] - Quote
Tom Hamp wrote:i'll give them appraisel when the tanks perform the way they should and have some proper endurance at the least other than that CCP is still in the dog house. tanks are suppose to be challenging if you like it then leave and don't ever come back simple as that.
|
Grunt Shade
Ahrendee Mercenaries EoN.
22
|
Posted - 2013.10.17 23:30:00 -
[588] - Quote
Just to clarify im not for this change. I do not support it the vechile changes. Maybe my post are misleading |
Tom Hamp
Subsonic Synthetics
3
|
Posted - 2013.10.17 23:31:00 -
[589] - Quote
Tom Hamp wrote:Tom Hamp wrote:i'll give them appraisel when the tanks perform the way they should and have some proper endurance at the least other than that CCP is still in the dog house. tanks are suppose to be challenging if you like it then leave and don't ever come back simple as that.
now anyone else wanna ***** about this be my guest. |
Shion Typhon
Intara Direct Action Caldari State
306
|
Posted - 2013.10.18 10:14:00 -
[590] - Quote
I still think these changes are completely wrong-headed and CCP needs to take a radical about-face. Without retyping I'll just link my argument from another thread.
Rethink tanking |
|
Grunt Shade
Ahrendee Mercenaries EoN.
22
|
Posted - 2013.10.18 13:04:00 -
[591] - Quote
Shion Typhon wrote:I still think these changes are completely wrong-headed and CCP needs to take a radical about-face. Without retyping I'll just link my argument from another thread. Rethink tanking
Very long post hahaha but alot of good points. If something is just absolutely going to be done to tanks and I had choose like it or not. I would go with the the finite ammo only if the tank hp/pg/cpu is beefed up and there are resupply bays that CAN NOT be destroyed even if Its at the mcu and I had to drive back to it. I do like having the small turret options. I would rather have those slots for special modules such as infrantry repair and reload. Anti-missles. I could go on but won't. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
49
|
Posted - 2013.10.18 22:01:00 -
[592] - Quote
Shion Typhon wrote:I still think these changes are completely wrong-headed and CCP needs to take a radical about-face. Without retyping I'll just link my argument from another thread. Rethink tanking
Very well thought out argument and I have to say I appreciate the effort you put into making it.
The words I kept reading is keeping the "Spike" damage out of the equation. Currently the spike damage does not allow a tanker to respond appropriately nor does he get warning of incoming damage.
|
Heinrich Jagerblitzen
D3LTA FORC3
918
|
Posted - 2013.10.18 23:49:00 -
[593] - Quote
Quick bump for my two newly created Dust Scussion channels. Would love to have avid vehicle users come join me. Many of you have poked me already with smaller similar chats that I'm already in, but I'd like to see a larger more open dialogue as well. Thanks for coming and hanging out with me! |
jerrmy12 kahoalii
REAPERS REPUBLIC
72
|
Posted - 2013.10.18 23:49:00 -
[594] - Quote
Grunt Shade wrote:Shion Typhon wrote:I still think these changes are completely wrong-headed and CCP needs to take a radical about-face. Without retyping I'll just link my argument from another thread. Rethink tanking Very long post hahaha but alot of good points. If something is just absolutely going to be done to tanks and I had choose like it or not. I would go with the the finite ammo only if the tank hp/pg/cpu is beefed up and there are resupply bays that CAN NOT be destroyed even if Its at the mcu and I had to drive back to it. I do like having the small turret options. I would rather have those slots for special modules such as infrantry repair and reload. Anti-missles. I could go on but won't. remove proto av nerf adv av slightly done |
Blaze Ashra
Bragian Order Amarr Empire
0
|
Posted - 2013.10.19 08:42:00 -
[595] - Quote
I was wondering how much will it cost to upgrade the vehicles and if there will be tiers. My guess is it will go
LAV Militia at 0, Standard at 1, Scout at 3, Logi at 5 Dropship Militia at 0, Standard at 1, Logi at 3, Assault at 5 HAV Militia at 0, Standard at 1, Enforcer at 3, Maurader at 5
Also, are passive modules going to be returned at a later date or are they being worked on? Thanks in advance. |
toasterwaffles
Hostile Acquisition Inc
3
|
Posted - 2013.10.19 14:02:00 -
[596] - Quote
Blaze Ashra wrote:I was wondering how much will it cost to upgrade the vehicles and if there will be tiers. My guess is it will go
LAV Militia at 0, Standard at 1, Scout at 3, Logi at 5 Dropship Militia at 0, Standard at 1, Logi at 3, Assault at 5 HAV Militia at 0, Standard at 1, Enforcer at 3, Maurader at 5
Also, are passive modules going to be returned at a later date or are they being worked on? Thanks in advance. If you go back to page 1 and look at the charts, you will see that your wrong. The assault, logi, etc... Vehicles are being removed |
Fristname Family name
The New Age Outlaws
12
|
Posted - 2013.10.19 14:05:00 -
[597] - Quote
Blaze Ashra wrote:I was wondering how much will it cost to upgrade the vehicles and if there will be tiers. My guess is it will go
LAV Militia at 0, Standard at 1, Scout at 3, Logi at 5 Dropship Militia at 0, Standard at 1, Logi at 3, Assault at 5 HAV Militia at 0, Standard at 1, Enforcer at 3, Maurader at 5
Also, are passive modules going to be returned at a later date or are they being worked on? Thanks in advance. Wait wait wait wait wait wait.... wait . Your saying a maurader is better than a enforcer and weres the gunlogi in all of this? |
Fristname Family name
The New Age Outlaws
14
|
Posted - 2013.10.19 14:09:00 -
[598] - Quote
Also I want this https://forums.dust514.com/default.aspx?g=posts&find=unread&t=113570 |
Blaze Ashra
Bragian Order Amarr Empire
0
|
Posted - 2013.10.19 14:13:00 -
[599] - Quote
Fristname Family name wrote: Wait wait wait wait wait wait.... wait . Your saying a maurader is better than a enforcer and weres the gunlogi in all of this?
I wasn't here for the Sargaris/Surya or black ops tanks, I was under the impression that black ops/marauder tanks were the prototype ones. Gunlogi is definitely standard HAV though.
toasterwaffles wrote: If you go back to page 1 and look at the charts, you will see that your wrong. The assault, logi, etc... Vehicles are being removed
I was just asking if they're going to tier the different vehicles by leveling the LAV Command, Dropship Command, and HAV Command skills when/if they bring them back. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
733
|
Posted - 2013.10.19 23:49:00 -
[600] - Quote
To everyone who is calling the Surya and Sagaris prototype tanks- they were advanced tanks that were incorrectly labeled as prototype tanks. They required level three in their respective hav operation skill.
If they were removed for good and replaced with lol-miltia-enforcers, why would we ever see true prototype vehicles? Don't kid yourselves. That would make sense if vehicle pilots actually had the tools to fight prototype AV. |
|
Xak Arji
DIOS EX. Top Men.
27
|
Posted - 2013.10.20 04:37:00 -
[601] - Quote
Skihids wrote:I had asked for the ability to duct tape a MD onto a small turret in my dropship months ago when small missiles were crushed by the nerf hammer. The minuscule blast radius of a missile made it next to impossible to get a kill from a moving platform.
Turret mounted weapons should be a multiple of handheld weapons.
Anti-infantry missiles should have a large blast radius by design. Who in their right mind would design a missile with less killing power than a MD round?
I get it that dropships were invincible killing machines back in precursor, but that was largely due to ineffective swarm pathing that has since been fixed. The new maps are also much more infantry friendly with significantly more cover. Invincible? Hey bud... have you ever flown one? 2 forge gun bolts... and for god sakes my Python costed me a million dollars, It's the same as running proto, If I am a skilled player I *should* be tough to take down considering the price. I only had 3300 shields. If I was in range an HMG could easily reduce my shields to 20% |
Fristname Family name
The New Age Outlaws
14
|
Posted - 2013.10.20 06:21:00 -
[602] - Quote
Xak Arji wrote:Skihids wrote:I had asked for the ability to duct tape a MD onto a small turret in my dropship months ago when small missiles were crushed by the nerf hammer. The minuscule blast radius of a missile made it next to impossible to get a kill from a moving platform.
Turret mounted weapons should be a multiple of handheld weapons.
Anti-infantry missiles should have a large blast radius by design. Who in their right mind would design a missile with less killing power than a MD round?
I get it that dropships were invincible killing machines back in precursor, but that was largely due to ineffective swarm pathing that has since been fixed. The new maps are also much more infantry friendly with significantly more cover. Invincible? Hey bud... have you ever flown one? 2 forge gun bolts... and for god sakes my Python costed me a million dollars, It's the same as running proto, If I am a skilled player I *should* be tough to take down considering the price. I only had 3300 shields. If I was in range an HMG could easily reduce my shields to 20% EDIT: I think I misread that.... still my point stands against the complaints against the ADS I tank and ds also I got proto hmg and proto forge and I know im scary |
saxonmish
Third Rock From The Sun
6
|
Posted - 2013.10.20 09:22:00 -
[603] - Quote
so, what about the Veyu's and the Falchion's are these getting changed or will they still be 5 low 3 high?
|
Skybladev2
Vacuum Cleaner. LLC RUST415
47
|
Posted - 2013.10.20 16:14:00 -
[604] - Quote
What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. |
Grimmiers
0uter.Heaven
258
|
Posted - 2013.10.21 04:03:00 -
[605] - Quote
Oh I wanted to point out that the lav physics aren't as fun anymore in which you can't really ramp off hills or stairs. A lav should slow down greatly when climbing longer stairs, but all those hills don't allow you to launch in the air like in before uprising.
http://www.youtube.com/watch?list=PLul12rRxdZ1948ZgIUruLzzGlivscaBIQ&feature=player_detailpage&v=er3Pxx7b1Rc#t=68
I don't think this is possible at all anymore and it was pretty fun to attempt. |
CharCharOdell
Shining Flame Amarr Empire
1191
|
Posted - 2013.10.21 04:39:00 -
[606] - Quote
Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please.
lol. speed tanking with swarms is impossible. unless swarms get a huge speed/tracking nerf, it will never happen. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
274
|
Posted - 2013.10.21 06:36:00 -
[607] - Quote
since you guys are removing the mandatory small turret let the mercs shoot their own weapon from the passenger seat of both the lav and the dropships. any light weapon |
saxonmish
Third Rock From The Sun
7
|
Posted - 2013.10.21 06:55:00 -
[608] - Quote
CharCharOdell wrote:Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. lol. speed tanking with swarms is impossible. unless swarms get a huge speed/tracking nerf, it will never happen.
swarms need a major fix anyway. I don't know about you but wen they do 90degree turns and go through buildings or boulders to get you then there's something wrong, plus the invisible swarms glitch is just stupid.
|
Fristname Family name
The New Age Outlaws
14
|
Posted - 2013.10.21 07:15:00 -
[609] - Quote
Alabastor 'TheBlaster' Alcar wrote:since you guys are removing the mandatory small turret let the mercs shoot their own weapon from the passenger seat of both the lav and the dropships. any light weapon Back of lavs allow hmgs to be mounted on a stand and if the owner of the hmg swaps seats or jumps out the hmg gose with. Also dropships need major sheild and armour buff. Also ccp explain why sheild vehicals are the same ( miltia lav , scout , standerd , logi ) all them look the same but differnt paint? Armour its the same body diff paint its also the same body for ds and tanks please change them when you take them. |
Skybladev2
Vacuum Cleaner. LLC RUST415
48
|
Posted - 2013.10.21 12:35:00 -
[610] - Quote
CharCharOdell wrote: lol. speed tanking with swarms is impossible. unless swarms get a huge speed/tracking nerf, it will never happen.
When 6 rockets hit jeep it should explode. If it didnt then it is HAV. In early Uprising builds nontanked militia jeeps exploded with single AV grenade, and this was right, because jeeps are not intended to be offensive vehicles, it is recon/transport. When someone swarms jeep driver must (and can in this game) leave dangerous zone and hide behind obsracles. If it can not do that, leave jeep, it is cheap. You already drove into battlezone with swarmers, what do you want else, overtank them? |
|
Fristname Family name
The New Age Outlaws WINMATAR.
14
|
Posted - 2013.10.21 12:46:00 -
[611] - Quote
With the tanks could you buff the higher modles like they could gain 500 shields 500 armour extra so the standered gets 500 extra shield andx armour the advanedced gets 500 more than the standerd so on so on |
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.22 01:47:00 -
[612] - Quote
saxonmish wrote:so, what about the Veyu's and the Falchion's are these getting changed or will they still be 5 low 3 high?
If you read the OP..... Enforcers are being removed. So no way of knowing until next year at the earliest. If they are ever added back they'll prolly have 10 slots with 200 CPU and 900 pg lolz |
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.22 02:04:00 -
[613] - Quote
large missiles need a blast radius buff Shield extender and armor plates need a buff so that the increase in hp is significant relative to base hp. Turret reload speed should be relevant but NOT crippling as is the case with large missiles Missile tanks would be VERY fun if you could actually hit people or cause splash Dmg consistently But if a missile tanks has a smaller blast radius that core flaylock a and 1/5 the radius of a mass driver that's just eff'd up
CCP, can you clarify the blast radius for large missiles and if you are trolling us.
|
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.22 02:15:00 -
[614] - Quote
KenKaniff69 wrote:CCP, do you realize what these pathetic regen/rep rates and absurd cool down times will do to vehicles? I mean come on it is pathetic how long they will be-even with skills. Tanks will no longer roam the battlefield, neither will dropships be unsustainable in combat.
It isnt very fun to sit in the redline waiting two minutes for all of the modules to recharge or ammo to regen.
^ This is what I'm afraid of. Long cd times will force tanks to retreat and sit idle for long durations to prevent massive isk loss |
medomai grey
WarRavens League of Infamy
257
|
Posted - 2013.10.22 06:01:00 -
[615] - Quote
Anoko Destrolock wrote:KenKaniff69 wrote:CCP, do you realize what these pathetic regen/rep rates and absurd cool down times will do to vehicles? I mean come on it is pathetic how long they will be-even with skills. Tanks will no longer roam the battlefield, neither will dropships be unsustainable in combat.
It isnt very fun to sit in the redline waiting two minutes for all of the modules to recharge or ammo to regen. ^ This is what I'm afraid of. Long cd times will force tanks to retreat and sit idle for long durations to prevent massive isk loss This shouldn't be an issue for shield tanks because of how fast shield tanks will recover their shields. This will be a problem that armor tankers have to deal with, but it's offset by the fact that armor tanks will be able to take more punishment.
|
Fristname Family name
The New Age Outlaws WINMATAR.
15
|
Posted - 2013.10.22 06:15:00 -
[616] - Quote
Anoko Destrolock wrote:saxonmish wrote:so, what about the Veyu's and the Falchion's are these getting changed or will they still be 5 low 3 high?
If you read the OP..... Enforcers are being removed. So no way of knowing until next year at the earliest. If they are ever added back they'll prolly have 10 slots with 200 CPU and 900 pg lolz Perfect ill run pg extenders cpu extenders and a blaster turrent along with 4 active scanners. The basic ones for all of them of course. |
Fristname Family name
The New Age Outlaws WINMATAR.
15
|
Posted - 2013.10.22 06:26:00 -
[617] - Quote
Ccp are you even reading this I want you all to get enforcer tanks or any tank in a sqaud and get the best corp which you can find with the best av they can get and ccp you can play like the things your doing to the tanks so cant go over that pg, cpu cant continusly fire and after a certain amount of shots you go redline for 2 minutes. And wait the amount of time for the new cooldown times for the mods also try surviving a swarm of 30 swarm missles miltia or not it will leave a mark. Ccp you need to play the game and try to run tanks and ds like we do and when will that pilot suit us pilots have 1.5mill sp saved for? Please I know your got alot of work but please start repling more often. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
49
|
Posted - 2013.10.22 22:41:00 -
[618] - Quote
I wish I would have known about these changes sooner...
I would have worn my nice dress had I only known CCP was going to **** me.....
12 Million in Vehicle Core and Vehicle Command...let see how they are going to screw me. |
J-Lewis
edimmu warfighters Gallente Federation
311
|
Posted - 2013.10.23 06:45:00 -
[619] - Quote
Just checking in to point out that the Turret Operation tree is by far the largest skill category when it only contains a third or less of the total vehicle content. It's the same disease that the infantry tree currently "enjoys".
I was hoping everyone had realized by now that having just one skill set for turrets and one for missiles is miles better than having 90-95% (this was literally the number I came up with when doing the maths on the infantry weaponry tree) of the skill tree be redundant weapon specialization skills. Just keep ONE specialization skill (proficiency) per weapon and merge all the auxiliary stat skills (reload, ammo, fitting, operation) into categories that makes sense.
e.g. The 24 identical skills are reduced to 10 skills, of which: - 2 sets of 3 skills are for reload, ammo and fitting for turrets and missiles. Turrets get multiplier bonuses for ammo and reload and a PG reduction for fitting, Missiles get additive bonuses for ammo and reload and a CPU reduction for fitting. - 4 are "operation" type skills that unlock weapons by technology. e.g. Large Hybrid Turret Operation unlocks both Large Railguns and Large Blasters, but the specific proficiency skill needs to be trained for the prototype level weapons.
Not only does it remove what will eventually become hundreds of identical skills that no one trains more than one or two of, it will also reduce the stagnation effect that the current structure causes.
A fair warning: the current implementation of weapon specialization is harmful to the quality of the game and causes more drama than necessary when anything is changed, precisely because most players are shoehorned into just the one weapon - when that weapon is tweaked, the response is explosive.
Just putting that reminder out there. |
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.24 01:08:00 -
[620] - Quote
CCP, NO ONE enjoys putting millions of sp into skills just to unlock them. I want to see a reason to reach rank 5 in a skill regardless of whether you use basic or complex modules / turrets / hulls.
The new skills list has 20 unlock skills, 9 of which are for turrets.
This is what I propose (per rank):
Vehicle Upgrades +1% Acceleration for all vehicles Armor Upgrades +2% armor Shield Upgrades +2% shields Core Upgrades +1% CPU / PG Electronics +2% CPU Engineering +2% PG LAV Operation +1% Speed / Acceleration HAV Operation +1% armor & shields and / or +1% large turret dmg Turret Operation +1% Turret Dmg or +2% rotation Speed Large Turret Operation +1% Large Turret Dmg or +2% rotation Speed |
|
COHLE
DUST University Ivy League
0
|
Posted - 2013.10.24 02:02:00 -
[621] - Quote
Halador Osiris wrote:Will small arms fire prevent shields from recharging? I sure as heck hope not |
Harpyja
Royal Uhlans Amarr Empire
633
|
Posted - 2013.10.24 05:17:00 -
[622] - Quote
COHLE wrote:Halador Osiris wrote:Will small arms fire prevent shields from recharging? I sure as heck hope not It has been stated that there will be a minimum damage threshold before shields stop recharging, so someone with an AR won't be able to stop the shields from recharging. I just hope that it doesn't take just a few guys with ARs to pass that damage threshold either... |
Skybladev2
Vacuum Cleaner. LLC RUST415
51
|
Posted - 2013.10.24 09:09:00 -
[623] - Quote
Anoko Destrolock wrote: LAV Operation +1% Speed / Acceleration HAV Operation +1% armor & shields and / or +1% large turret dmg
But where is dropship operation? |
Foundation Seldon
Gespenster Kompanie Villore Accords
123
|
Posted - 2013.10.24 11:38:00 -
[624] - Quote
Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please.
A few things about why this post is bad :
1. LAVs have more base HP than Dropships ... but Dropships have twice as many slots. Effectively what this means is that a fitted Dropship will easily be able to tank more than anything an LAV could. Being that the LAV is restricted to 2 high / 1 low and 1 High / 2 Low what you'll see is that you cant simultaneously fit an extender, repper, and a resist onto an LAVs most desirable stat (Gallente Armor, Caldari Shield) at the same time. Dropships don't have this limitation.
2. You bring up Invincible Murder Taxis but forget that a lot of the reason they're invincible to begin with is because they have an insane base resistance on top of great fitting options. Comparing the new paradigm of vehicles to what we see in current LAVs is flawed logic. Even if the next LAVs had the exact same health as the current LLAVs they'd still be no where near as effective at tanking the same amount of damage thanks to changes to the modules / slot layout / lack of resistance.
3. L. A. V. - Light ATTACK Vehicle. Believe it or not there was a point in closed beta where this acronym was an accurate description of what the LAV was on the battlefield, and Im not referring to the invincible murder taxis we saw in Uprising. There was a time where people would willingly jump into an LAV fitted with Missile turrets and be able to effectively rack up a fair amount of kills because the LAV + Turret Gunner was an effective glass cannon on the field. With the changes to Missile Turrets and the decrease in range of Blaster Turrets this stopped being the case and they became, as you implied, strictly Murder Taxi / Transport vehicles. In my eyes, and clearly in the eyes of CCP, this is something worth changing.
4. Off the top of my head though I could see a Weaponless Dropship as something one could use while coordinating with squad members for transportation across a large map. The fact that it's weaponless would mean that you could fit a CRU or Scanning Modules without worrying about needing CPU/PG extenders in order to do so while also potentially increasing the overall tankiness of the vehicle. It'll be more niche and less commonly seen no doubt but it's something that could potentially be useful when there's a fair bit of communication used. |
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.24 15:13:00 -
[625] - Quote
Skybladev2 wrote:Anoko Destrolock wrote: LAV Operation +1% Speed / Acceleration HAV Operation +1% armor & shields and / or +1% large turret dmg
But where is dropship operation?
That's for the pilots to figure out. I don't fly those death traps. |
Grunt Shade
Ahrendee Mercenaries EoN.
22
|
Posted - 2013.10.24 17:26:00 -
[626] - Quote
How can av ever get mad I had 4 guys with swarms chasing me last night and two others trying to hit me with grenades and they are taking unlimited ammo away? Thats what kept me alive so long. That and the extremely large amount of sp I have in modules and armor. Ccp you should invite 5 tankers and 5 avers to a chatroom on dust and figure out a common ground. Since you supposedly listen to the player base not saying you don't just my word choice.
P.s when all 4 got together I was toast between them and grenades and thats ok because thats what It should take. I was implying that modules and infinite ammo keep me alive longer and gave them a challenge as well |
Xak Arji
DIOS EX. Top Men.
27
|
Posted - 2013.10.25 03:57:00 -
[627] - Quote
Foundation Seldon wrote:Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. A few things about why this post is bad : 1. LAVs have more base HP than Dropships ... but Dropships have twice as many slots. Effectively what this means is that a fitted Dropship will easily be able to tank more than anything an LAV could. Being that the LAV is restricted to 2 high / 1 low and 1 High / 2 Low what you'll see is that you cant simultaneously fit an extender, repper, and a resist onto an LAVs most desirable stat (Gallente Armor, Caldari Shield) at the same time. Dropships don't have this limitation. 2. You bring up Invincible Murder Taxis but forget that a lot of the reason they're invincible to begin with is because they have an insane base resistance on top of great fitting options. Comparing the new paradigm of vehicles to what we see in current LAVs is flawed logic. Even if the next LAVs had the exact same health as the current LLAVs they'd still be no where near as effective at tanking the same amount of damage thanks to changes to the modules / slot layout / lack of resistance. 3. L. A. V. - Light ATTACK Vehicle. Believe it or not there was a point in closed beta where this acronym was an accurate description of what the LAV was on the battlefield, and Im not referring to the invincible murder taxis we saw in Uprising. There was a time where people would willingly jump into an LAV fitted with Missile turrets and be able to effectively rack up a fair amount of kills because the LAV + Turret Gunner was an effective glass cannon on the field. With the changes to Missile Turrets and the decrease in range of Blaster Turrets this stopped being the case and they became, as you implied, strictly Murder Taxi / Transport vehicles. In my eyes, and clearly in the eyes of CCP, this is something worth changing. 4. Off the top of my head though I could see a Weaponless Dropship as something one could use while coordinating with squad members for transportation across a large map. The fact that it's weaponless would mean that you could fit a CRU or Scanning Modules without worrying about needing CPU/PG extenders in order to do so while also potentially increasing the overall tankiness of the vehicle. It'll be more niche and less commonly seen no doubt but it's something that could potentially be useful when there's a fair bit of communication used.
|
Foundation Seldon
Gespenster Kompanie Villore Accords
123
|
Posted - 2013.10.25 05:44:00 -
[628] - Quote
Xak Arji wrote:Foundation Seldon wrote:Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. A few things about why this post is bad : 1. LAVs have more base HP than Dropships ... but Dropships have twice as many slots. Effectively what this means is that a fitted Dropship will easily be able to tank more than anything an LAV could. Being that the LAV is restricted to 2 high / 1 low and 1 High / 2 Low what you'll see is that you cant simultaneously fit an extender, repper, and a resist onto an LAVs most desirable stat (Gallente Armor, Caldari Shield) at the same time. Dropships don't have this limitation. 2. You bring up Invincible Murder Taxis but forget that a lot of the reason they're invincible to begin with is because they have an insane base resistance on top of great fitting options. Comparing the new paradigm of vehicles to what we see in current LAVs is flawed logic. Even if the next LAVs had the exact same health as the current LLAVs they'd still be no where near as effective at tanking the same amount of damage thanks to changes to the modules / slot layout / lack of resistance. 3. L. A. V. - Light ATTACK Vehicle. Believe it or not there was a point in closed beta where this acronym was an accurate description of what the LAV was on the battlefield, and Im not referring to the invincible murder taxis we saw in Uprising. There was a time where people would willingly jump into an LAV fitted with Missile turrets and be able to effectively rack up a fair amount of kills because the LAV + Turret Gunner was an effective glass cannon on the field. With the changes to Missile Turrets and the decrease in range of Blaster Turrets this stopped being the case and they became, as you implied, strictly Murder Taxi / Transport vehicles. In my eyes, and clearly in the eyes of CCP, this is something worth changing. 4. Off the top of my head though I could see a Weaponless Dropship as something one could use while coordinating with squad members for transportation across a large map. The fact that it's weaponless would mean that you could fit a CRU or Scanning Modules without worrying about needing CPU/PG extenders in order to do so while also potentially increasing the overall tankiness of the vehicle. It'll be more niche and less commonly seen no doubt but it's something that could potentially be useful when there's a fair bit of communication used. One reason this^^^^^ post is bad.... You're implying that a dropship is something *other* than a defenseless flying burrito. Since the ADS will be removed that is all they will be. What good is a CRU *if* you can't maneuver like an ADS to avoid a forge bolt, even if you could it's a two hit kill. Two hits that can come from *any* direction unlike an LAV, unless you're 10 ft off the ground. Then you run the risk of the recoil from any AV bouncing you right into the ground to an insta-death. A LAV can take cover around crates, under pipes, etc. A DS has the option of an occasional tower, still you're exposed to *at least* half the map. You have to remember he's speaking of a base DS. As soon as a rail or forge decides to fire at em, they are toast. So CCP, what function to you propose other than being flaming fireworks for infantry do you see the DS being worth? Being airborne brings ALOT of attention to you. If you have no offense than the unreliable random gunners, and the maneuverability of a flying sausage, and barely the HP of an LAV, what can you do with it?
So a few things :
1. Lol
2. What the Dropships are currently has nothing to do with what Dropships will be after these changes have been implemented. Remember that this is an update that addresses both the power / effectiveness of various vehicle chassis, modules, and mechanics but is also set to deal with the power of AV. So saying that Dropships will be a "flying burrito" isn't really based off of anything tangible. In other builds of the game they were quite competent in both their ability to avoid AV and tank a decent amount of damage.
3. "You have to remember he's speaking of a base DS" uhhh ... what? Weaponless =/= "Base DS". If you're running an unfitted anything on the battlefield then your **** deserves to get blown up for being dumb in the first place because you do so with the knowledge that you're using it as something thats strictly for early game transport and is meant to be recalled asap. Talking about anything with respect to it being unfitted is pointless to the discussion of overall vehicle balance. |
shade emry3
Conspiratus Immortalis Covert Intervention
37
|
Posted - 2013.10.25 15:48:00 -
[629] - Quote
The Attorney General wrote:I can appreciate that you need to reduce noise in your data, but how is further limiting tankers supposed to help in that regard?
2H/3L on an armor tank? How is that going to produce any sort of variety in fits? It would seem very likely that there will be yet another stage of one fit to rule them all.
I do appreciate the irony though. People complained about not having enough PG to fill their slots, so you took the slots away. Clever.
in reference to the av nerf, they are making tanks weaker. this is what they are calling balance, and before you ask, i have no idea why their even messing with the damage first and slots second. to me, its just tweaking something that doesn't need to be touched. but then again, I'm not in the office when their thinking of this stuff, or wait, are they thinking about it in the bar, and writing it down on a napkin..that actually makes more sense. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
57
|
Posted - 2013.10.25 18:30:00 -
[630] - Quote
So all us tankers are thinking it but..............
The best tanks in the current/future build are LogiLAV's with a Forge Gunner Driving. Better Armor. Better "Turret" (Aka the guy drivings handheld weapon) Better "Shells" (Aka the Av Grenades he has)
Prove me wrong....I dare ya. |
|
Salt Dog 76
Red Star. EoN.
56
|
Posted - 2013.10.26 18:48:00 -
[631] - Quote
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!
Why would you spend any more money on this game. My ishy is throbbing for this new tank build. LOL But my alt a 14 million sp tanker is crying. As a Tanker on my alt there is no way in He!! i will drop a tank untill we get better tanks hopefully standard or proto since now our Maddys/Gunnloggi are a glorified Soma/Sica. LOL Have fun Proto AV'ers CCP just wrapped a but load of presents for you and christmas is just around the corner. |
Xak Arji
DIOS EX. Top Men.
27
|
Posted - 2013.10.27 19:45:00 -
[632] - Quote
Foundation Seldon wrote:Xak Arji wrote:Foundation Seldon wrote:Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. A few things about why this post is bad : 1. LAVs have more base HP than Dropships ... but Dropships have twice as many slots. Effectively what this means is that a fitted Dropship will easily be able to tank more than anything an LAV could. Being that the LAV is restricted to 2 high / 1 low and 1 High / 2 Low what you'll see is that you cant simultaneously fit an extender, repper, and a resist onto an LAVs most desirable stat (Gallente Armor, Caldari Shield) at the same time. Dropships don't have this limitation. 2. You bring up Invincible Murder Taxis but forget that a lot of the reason they're invincible to begin with is because they have an insane base resistance on top of great fitting options. Comparing the new paradigm of vehicles to what we see in current LAVs is flawed logic. Even if the next LAVs had the exact same health as the current LLAVs they'd still be no where near as effective at tanking the same amount of damage thanks to changes to the modules / slot layout / lack of resistance. 3. L. A. V. - Light ATTACK Vehicle. Believe it or not there was a point in closed beta where this acronym was an accurate description of what the LAV was on the battlefield, and Im not referring to the invincible murder taxis we saw in Uprising. There was a time where people would willingly jump into an LAV fitted with Missile turrets and be able to effectively rack up a fair amount of kills because the LAV + Turret Gunner was an effective glass cannon on the field. With the changes to Missile Turrets and the decrease in range of Blaster Turrets this stopped being the case and they became, as you implied, strictly Murder Taxi / Transport vehicles. In my eyes, and clearly in the eyes of CCP, this is something worth changing. 4. Off the top of my head though I could see a Weaponless Dropship as something one could use while coordinating with squad members for transportation across a large map. The fact that it's weaponless would mean that you could fit a CRU or Scanning Modules without worrying about needing CPU/PG extenders in order to do so while also potentially increasing the overall tankiness of the vehicle. It'll be more niche and less commonly seen no doubt but it's something that could potentially be useful when there's a fair bit of communication used. One reason this^^^^^ post is bad.... You're implying that a dropship is something *other* than a defenseless flying burrito. Since the ADS will be removed that is all they will be. What good is a CRU *if* you can't maneuver like an ADS to avoid a forge bolt, even if you could it's a two hit kill. Two hits that can come from *any* direction unlike an LAV, unless you're 10 ft off the ground. Then you run the risk of the recoil from any AV bouncing you right into the ground to an insta-death. A LAV can take cover around crates, under pipes, etc. A DS has the option of an occasional tower, still you're exposed to *at least* half the map. You have to remember he's speaking of a base DS. As soon as a rail or forge decides to fire at em, they are toast. So CCP, what function to you propose other than being flaming fireworks for infantry do you see the DS being worth? Being airborne brings ALOT of attention to you. If you have no offense than the unreliable random gunners, and the maneuverability of a flying sausage, and barely the HP of an LAV, what can you do with it? So a few things : 1. Lol 2. What the Dropships are currently has nothing to do with what Dropships will be after these changes have been implemented. Remember that this is an update that addresses both the power / effectiveness of various vehicle chassis, modules, and mechanics but is also set to deal with the power of AV. So saying that Dropships will be a "flying burrito" isn't really based off of anything tangible. In other builds of the game they were quite competent in both their ability to avoid AV and tank a decent amount of damage. 3. "You have to remember he's speaking of a base DS" uhhh ... what? Weaponless =/= "Base DS". If you're running an unfitted anything on the battlefield then your **** deserves to get blown up for being dumb in the first place because you do so with the knowledge that you're using it as something thats strictly for early game transport and is meant to be recalled asap. Talking about anything with respect to it being unfitted is pointless to the discussion of overall vehicle balance.
No, I mean fitted ***. A base as in Myron. A myron could only get around 3300 shields. two forge bolts do what? Oh 1500 a hit. I didn't realize that you thought that was going to change. And I see no improvements worth mentioning after the update dude. We're still getting the short end of the stick.
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toasterwaffles
Hostile Acquisition Inc
3
|
Posted - 2013.10.27 20:31:00 -
[633] - Quote
That ^^^^^^^^ is a large quote |
Medic 1879
Forsaken Immortals Top Men.
1171
|
Posted - 2013.10.29 17:36:00 -
[634] - Quote
I do hope with the introduction of shield recharge delays on vehicles, vehicles really need to be immune to small arms fire or one guy with an AR can just sit and pop a shot at your tank every few seconds and completely halt your shield regen.
TEST signature please help me think of a better one.
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Kharga Lum
Xeno Labs Security
96
|
Posted - 2013.10.30 00:02:00 -
[635] - Quote
I'm worried that the "Wave" concept for vehicles is a mistake. Since this is the founding principle of vehicles/tanking there are going to be problems. Tanks aren't ninjas, they don't sneak and they don't trash around for 30 seconds before running as fast as their fat wheels will carry them.
In 1.6 heavies are getting a HP boost to make them tankier...but the tanks are becoming more scouty....
I can see the wave working for a light-tank or recon-tank concept but as a main battle tank, no. Tanks are the big knights are their big horses that everyones afraid off. Not immortal but they're the centre thrust of an army that punches the hole in an enemy line.
Tanks are not ninjas...this is what "waves" will do to them. Tanks are the big hammer that ruins your house. |
General John Ripper
MoIden Heath PoIice Department EoN.
11331
|
Posted - 2013.10.30 04:48:00 -
[636] - Quote
bump
Level 5 Forum Warrior Prof 5
Founder of the Forum Warrior Club
King of Tacos
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WSixsmith Dust
Ultramarine Corp
11
|
Posted - 2013.10.30 05:37:00 -
[637] - Quote
Vehicle warfare is one big reason why we need straight up cost plus profit contracts.
If you expect us to be the guinea pigs and run into the meat grinder because we have our hardeners on for a few seconds, losing ISK by the boatload just so you can get your balancing data.
Then the least you can do is pay us to do it. We are mercenaries after all. |
toasterwaffles
Hostile Acquisition Inc
5
|
Posted - 2013.10.30 06:00:00 -
[638] - Quote
I know there will be some form of a respec, but will we get refunded for vehicle command, vehicle upgrades, and turret operation? |
ARC Stig
Army of 420's Lokun Listamenn
2
|
Posted - 2013.10.30 15:14:00 -
[639] - Quote
I don't see th Enforcer HAVs on the charts. dose this mean you are going to pull them |
SteelDark Knight
Ancient Exiles
136
|
Posted - 2013.10.30 15:26:00 -
[640] - Quote
ARC Stig wrote:I don't see th Enforcer HAVs on the charts. dose this mean you are going to pull them
Yes. |
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DOUG ESTEPS
Death Firm.
3
|
Posted - 2013.10.30 18:59:00 -
[641] - Quote
When you bring ADS back can we please get a turret that can rotate 360 degrees without changing the course of flight. I would rather use L1 R1 to steer right or left and use the joystick to aim my turret. Jus sayin |
Meeko Fent
expert intervention Caldari State
1342
|
Posted - 2013.10.30 20:17:00 -
[642] - Quote
Iskandar Zul Karnain wrote:First, Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception. At first it looked like STD vehicles were hurting for high/low slots. I think we need to keep in mind that these are just STD vehicles and as with dropsuits are limited in what can be fit on them. In terms of eHP the tanks look pretty beefy and I suspect that ADV and PRO tanks to be fairly desirable provided CCP doesn't gimp their PG/CPU.Upon careful consideration I think we should just make vehicles OP as sh*t and slowly dial them back after a few months of drowning in tears. I concur.
We all need to feel the tankers pain to understand.
Meeko's Novelty Shop Opening Soon!
We (will)sell all the novelty items you desire! Really!
King of Uncertainty.
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Z9XERO
C0NTRA UNIT
0
|
Posted - 2013.10.30 20:29:00 -
[643] - Quote
Ok i understand why railgun turrets should be limited on ammo cause ive been in countless Tank vs Tank combat where the enemy tank is on a hill and im hiding behind a building and we are just going at it and before we both know it... we wasted the entire battle trying to kill eachother and im sure that if limited ammo was in existance at any of those times it could of been AT LEAST exciting but i dont think limiting ammo on the other turrets would be the BEST move..... i mean... im still gnna blow up supply depots cause im no slave to this games physics nor will i ever be |
Z9XERO
C0NTRA UNIT
3
|
Posted - 2013.10.30 20:37:00 -
[644] - Quote
Z9XERO wrote:Ok i understand why railgun turrets should be limited on ammo cause ive been in countless Tank vs Tank combat where the enemy tank is on a hill and im hiding behind a building and we are just going at it and before we both know it... we wasted the entire battle trying to kill eachother and im sure that if limited ammo was in existance at any of those times it could of been AT LEAST exciting but i dont think limiting ammo on the other turrets would be the BEST move..... i mean... im still gnna blow up supply depots cause im no slave to this games physics nor will i ever be Also at the beginning of UPRISING you said "MARAUDER tanks will be taken out for rework" and several updates later i fail to see any news about the marauders.... instead, they replace the marauders with the OP (Over priced) useless ENFORCER TANKS specializing in damage rather then defence.............................................damage on a tank........... rather then defence..........just think about that is all i ask.
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cheezy burning burrito
Mountain Man Militia
0
|
Posted - 2013.10.31 16:08:00 -
[645] - Quote
Since Dust is removing the Veteran and Elite Packs it means no more BPOs. No BPOs means people need to use ISK/AUR to purchase LAVs. If people need to spend large amounts of ISK to outfit LAVs, can we at least get a DOOR LOCK. There is not a player that has either been carjacked or carjacked someone else's LAV. I don't care if they are manual or electric I want a door lock. |
SPARTA BRUTUS
Rogue Spades EoN.
0
|
Posted - 2013.10.31 16:21:00 -
[646] - Quote
Just make it if your squad is locked everyone's vehicles in that squad are locked but people in that squad can still enter your vehicle. |
Skihids
Bullet Cluster Legacy Rising
2370
|
Posted - 2013.10.31 17:35:00 -
[647] - Quote
cheezy burning burrito wrote:Since Dust is removing the Veteran and Elite Packs it means no more BPOs. No BPOs means people need to use ISK/AUR to purchase LAVs. If people need to spend large amounts of ISK to outfit LAVs, can we at least get a DOOR LOCK. There is not a player that has either been carjacked or carjacked someone else's LAV. I don't care if they are manual or electric I want a door lock.
Really?
Will there be any replacement option to run standard boosters for the $16.7/month you could do with the Elite pack and booster combos from the marketplace?
I'd like to keep running boosters, but I'm not spending more than that. |
Sargon Akkadi
Ordus Trismegistus
15
|
Posted - 2013.11.04 04:40:00 -
[648] - Quote
Since only 1 in 10 of these posts is actual feedback, I thought I'd chime in here on page 33.
I was initially bugged by the loss of the ADS. It took me some time to warm to it but now I dig it. That said, I understand the need to get the base models right with this iteration and can go back to needing a squad to make a DS at all useful.
The speed changes to the Dropship are exciting and a little scary. I also appreciate the HP and PG/CPU buffs. I hope there is an agility buff so we can make good use of the speed. Us long-suffering DS pilots may finally have a chance. I like the general tenor of the gameplay, but with just the detail in the charts I am not sure how it will play out for DS.
Please fix the Dropship 3rd person camera and give us a view for the 1st person that doesn't suck. I think this means a wider FOV and HUD with flight data.
I would much much rather that Small Missile Turrets were balanced with Blasters and Rails rather than just bumping up the skill requirements for them. Blasters and Rails should be viable options, not just what you fit until you can skill in to missiles.
On a sidenote, I am ready to be rid of LLAVs. They are way too tough, perform no real logistics role, and mostly exist as murder taxis conveniently painted yellow like a NYC cab.
And wow, I don't even want to get in to the tank conversation with the amount of tanker QQ-rage that exists on these forums in general. I don't see a solution for red-line rail sniping which is worse than before the FG got its range nerfed. I don't mind the tactic per se, but I mind not having a good counter. |
Kaiylalynn Wolf
DUST University Ivy League
0
|
Posted - 2013.11.04 14:11:00 -
[649] - Quote
Sooooo....Im pretty deep into vehicles (hav 5)..I skimmed over the 33 pages in this thread and didnt notice if vehicle drivers will get refunded the SP..I may not want anything to do with vehicles after all this.. atleast give us the choice.. |
Flix Keptick
Red Star. EoN.
1139
|
Posted - 2013.11.04 15:10:00 -
[650] - Quote
Better start saving up sp, the amounts I will need are vastly superior to those I need right now.
"Please don't"
GÿåForum warrior lvl.1Gÿå
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Spkr4theDead
Red Star. EoN.
1195
|
Posted - 2013.11.04 16:40:00 -
[651] - Quote
Kaiylalynn Wolf wrote:Sooooo....Im pretty deep into vehicles (hav 5)..I skimmed over the 33 pages in this thread and didnt notice if vehicle drivers will get refunded the SP..I may not want anything to do with vehicles after all this.. atleast give us the choice.. HAV 5, meaning.................................. what?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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daishi mk03
Brutor Vanguard Minmatar Republic
314
|
Posted - 2013.11.04 16:47:00 -
[652] - Quote
Spkr4theDead wrote:Kaiylalynn Wolf wrote:Sooooo....Im pretty deep into vehicles (hav 5)..I skimmed over the 33 pages in this thread and didnt notice if vehicle drivers will get refunded the SP..I may not want anything to do with vehicles after all this.. atleast give us the choice.. HAV 5, meaning.................................. what?
Heavy Attack Vehicle Command is a skill tankers skill, to be able to operate STD tanks. There are two versions of it, one for Gallente and one for Caldari. Another possibility is, that he means he skilled many vehicle skills to level 5. Tankers do this, to be able to use better modules, increase their efficiency and be able to use better fittings. e.g. less PG need to fit plates You are welcome. |
Spkr4theDead
Red Star. EoN.
1195
|
Posted - 2013.11.04 16:53:00 -
[653] - Quote
daishi mk03 wrote:Spkr4theDead wrote:Kaiylalynn Wolf wrote:Sooooo....Im pretty deep into vehicles (hav 5)..I skimmed over the 33 pages in this thread and didnt notice if vehicle drivers will get refunded the SP..I may not want anything to do with vehicles after all this.. atleast give us the choice.. HAV 5, meaning.................................. what? Heavy Attack Vehicle Command is a skill tankers skill, to be able to operate STD tanks. There are two versions of it, one for Gallente and one for Caldari. Another possibility is, that he means he skilled many vehicle skills to level 5. Tankers do this, to be able to use better modules, increase their efficiency and be able to use better fittings. e.g. less PG need to fit plates You are welcome. Tell me something else!
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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daishi mk03
Brutor Vanguard Minmatar Republic
314
|
Posted - 2013.11.04 16:55:00 -
[654] - Quote
Spkr4theDead wrote:daishi mk03 wrote:Spkr4theDead wrote:Kaiylalynn Wolf wrote:Sooooo....Im pretty deep into vehicles (hav 5)..I skimmed over the 33 pages in this thread and didnt notice if vehicle drivers will get refunded the SP..I may not want anything to do with vehicles after all this.. atleast give us the choice.. HAV 5, meaning.................................. what? Heavy Attack Vehicle Command is a skill tankers skill, to be able to operate STD tanks. There are two versions of it, one for Gallente and one for Caldari. Another possibility is, that he means he skilled many vehicle skills to level 5. Tankers do this, to be able to use better modules, increase their efficiency and be able to use better fittings. e.g. less PG need to fit plates You are welcome. Tell me something else!
There is third skill tree, called turret operation, which tankers skill to be able to operate better large and small turrets. It also increases the damage output of said turrets. You are welcome. For more information google might be your friend.
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Jadu Wen
Xer Cloud Consortium
58
|
Posted - 2013.11.04 17:39:00 -
[655] - Quote
Not sure if I caught this. Will dropships be able to stack multiple variants of afterburner modules as they do now. I believe that is a function that works as intended for quick drops and pickups under heavy fire. Please CCP do not change this.
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
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Kharga Lum
Xeno Labs Security
97
|
Posted - 2013.11.05 19:12:00 -
[656] - Quote
Reducing all vehicles to their basic version will not give accurate results because the vast majority of AV is at the proto level.
Like Bruce Lee fighting a bear made of paper. |
Z9XERO
C0NTRA UNIT
4
|
Posted - 2013.11.06 18:08:00 -
[657] - Quote
cheezy burning burrito wrote:Since Dust is removing the Veteran and Elite Packs it means no more BPOs. No BPOs means people need to use ISK/AUR to purchase LAVs. If people need to spend large amounts of ISK to outfit LAVs, can we at least get a DOOR LOCK. There is not a player that has either been carjacked or carjacked someone else's LAV. I don't care if they are manual or electric I want a door lock. or how about a hood and and wind shield on the LAV
|
COHLE
DUST University Ivy League
1
|
Posted - 2013.11.08 18:16:00 -
[658] - Quote
Princeps Marcellus wrote:Xocoyol Zaraoul wrote:Limiting the amount of slots makes me a bit sad and worried that the amount of "different" HAVs we will see on the battlefield will decrease due to customization limits. It will be interesting to see how this plays out. Also nobody is going to believe that speel about "Temporarily" removing those dropships, since you said the same thing when you removed the marauders... EDIT: I do have a concern with the posted stats for shields, you said in theory the shields would allow you to "hit-and-run" and were supposed to have a faster recovery time but lower EHP then the armor equivalents... However, I'm worrying that your new HP values are going to make it difficult for any shield HAV to survive any "quick" engagement without being blown to smithereens. A fast recovery time is meaningless if your EHP is too low to survive the "run" part of hit-and-run... It honestly looks like shield tanks are even more fragile then they are now, and that is deeply concerning for me... IgniteableAura wrote:Still somewhat disappointed in skills only unlocking...they need to provide a benefit.
My first concern is the ability to recall and redeploy. Its really quite feasible to use your active mods, run to the redline, call in new vehicle, recall old one. Without ever having to "wait" for cooldown timers.
Rails have too much ammo imo, with that total you can spend almost the entire game shooting and not run out.
Its really difficult to know exactly how much this will effect since pretty much this is an entire overhaul. Those are my first impressions. Can't really give an honest opinion since there are so many changes...without a viable way to test in game, its difficult.
Lastly, no response on giving back SP for vehicles your are removing....Or a SP refund for all vehicle related skills since this is such a large change in how skills are effecting aspects of vehicles.
Any possibility for someone to build/release a fitting tool?
Thanks for your hard work I was rather surprised at the railgun ammo count, too. In BF4 (first Battlefield title to have vehicle ammo, I think) tanks have about 25 shells. Of course, in BF4, you'd expect your tank to die within a few minutes, too. battlefield 1942 (availible for free download via origin!) had finite ammo on all vehicles) The also had grenades that whipped heavy tank's kiester
D-Uni Instructor
POWER ABSOLUTE
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Harpyja
Royal Uhlans Amarr Empire
746
|
Posted - 2013.11.08 20:15:00 -
[659] - Quote
Large missiles need their range buffed to at least 350m.
250m is just too short. I still remember back when missiles had infinite range. I'm not asking for that, but rather being able to bombard from a distance and being able to compete with railgun HAVs.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
COHLE
DUST University Ivy League
2
|
Posted - 2013.11.08 22:57:00 -
[660] - Quote
Harpyja wrote:Large missiles need their range buffed to at least 350m.
250m is just too short. I still remember back when missiles had infinite range. I'm not asking for that, but rather being able to bombard from a distance and being able to compete with railgun HAVs.
But we'll have to see whether it needs a range buff or not after 1.7 I'm With Him!
D-Uni Instructor
POWER ABSOLUTE
|
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Kharga Lum
Xeno Labs Security
131
|
Posted - 2013.11.09 00:38:00 -
[661] - Quote
COHLE wrote:Harpyja wrote:Large missiles need their range buffed to at least 350m.
250m is just too short. I still remember back when missiles had infinite range. I'm not asking for that, but rather being able to bombard from a distance and being able to compete with railgun HAVs.
But we'll have to see whether it needs a range buff or not after 1.7 I'm With Him!
Considering how slow the missile projectile is and the further away your target is the easier it is for them to move it could use a considerable range boost.
See missiles coming from a cross the map? Casually walk out of the way. Sustained barrage though would make the targeted area a dangerous place. Hand area denial weapon. |
COHLE
DUST University Ivy League
3
|
Posted - 2013.11.09 02:31:00 -
[662] - Quote
Kharga Lum wrote:COHLE wrote:Harpyja wrote:Large missiles need their range buffed to at least 350m.
250m is just too short. I still remember back when missiles had infinite range. I'm not asking for that, but rather being able to bombard from a distance and being able to compete with railgun HAVs.
But we'll have to see whether it needs a range buff or not after 1.7 I'm With Him! Considering how slow the missile projectile is and the further away your target is the easier it is for them to move it could use a considerable range boost. See missiles coming from a cross the map? Casually walk out of the way. Sustained barrage though would make the targeted area a dangerous place. Hand area denial weapon. Precisely, Sounds like A good Idea to me. Makes Tanks an actual threat and allows them to hold choke points (Like they do in the real world).
D-Uni Instructor
POWER ABSOLUTE
|
CUTNSHOOT
Hell's Gate Inc
0
|
Posted - 2013.11.10 00:22:00 -
[663] - Quote
COHLE wrote:Kharga Lum wrote:COHLE wrote:Harpyja wrote:Large missiles need their range buffed to at least 350m.
250m is just too short. I still remember back when missiles had infinite range. I'm not asking for that, but rather being able to bombard from a distance and being able to compete with railgun HAVs.
But we'll have to see whether it needs a range buff or not after 1.7 I'm With Him! Considering how slow the missile projectile is and the further away your target is the easier it is for them to move it could use a considerable range boost. See missiles coming from a cross the map? Casually walk out of the way. Sustained barrage though would make the targeted area a dangerous place. Hand area denial weapon. Precisely, Sounds like A good Idea to me. Makes Tanks an actual threat and allows them to hold choke points (Like they do in the real world).
All here are right, come on we are in the future and missiles travel at 40 meters per second? We have missiles in the real world that do 2X the speed of sound... Make weapons with strengths and weakness to shields and or armor, player or vehicles. I am sure Gallente has armor very similar to what HAV has, but my plasma shooting weapon can not even stop the shields from recharging. I am sure that vehicles get stronger shield chargers than players, but have a % factor for it. I really like the idea of a vehicle having a finite ammo supply, and FINALLY we can take weapons off and removes the seat so idiots cannot just hitch a ride to steal said vehicle when you stop to hack an area, or rep your own vehicle. LOCKS ARE NEEDED... yes have it for your squad to get in, but when your calling a madrugar/gunlogi and some jackoff gets in it before you can press O button as its falling and you just lost an easy 250k.... Really???? Then he goes and gets blasted by an installation or player on one from across the map because he does not know where to go... That.... JUST THAT!!! |
SKOTTY HELLM-2
Valor Company Freedom Fighters
0
|
Posted - 2013.11.10 10:19:00 -
[664] - Quote
Resistance Modules are Absent....I don't see how LAV's can be Ruined Further...Sure that I'll be Proved Wrong. |
Foundation Seldon
Gespenster Kompanie Villore Accords
186
|
Posted - 2013.11.10 14:31:00 -
[665] - Quote
SKOTTY HELLM-2 wrote:Resistance Modules are Absent....I don't see how LAV's can be Ruined Further...Sure that I'll be Proved Wrong.
I guess you missed the part where AV Grenades and Swarms had their damage reduced a bunch (Current STD level will be Proto Level in 1.7), Swarms additionally had their range nerfed, and how Forges are up next on the chopping block for being rebalanced as well.
I'd suppose you also skipped the part where LAVs have amazing shield regen now.
Edit : Actual additional Feedback thanks to Fitting Tool
I feel like unless Scanners get WP gain much like the current iteration of Dropsuit scanners then there's not going to be much reason to go out of your way to fit one, beyond them needing an absolute ton of CPU (50ish for STD level, yikes!) the fact that they have really long cooldown times now further de-incentivizes their use. Couple that with more fittings going to be focused around maximizing one's eHP then I don't really see much reason to use one over Shield Extenders / Boosters on a Caldari vehicle or a Nitrous / Damage mod on a Gallente vehicle.
Just something to consider. |
Kilrex n'Drazi
NECROM0NGERS
0
|
Posted - 2013.11.10 15:42:00 -
[666] - Quote
Will vehicle weapon ranges be nerfed to prevent redline spamming? Especially since swarms will no longer be able to reach them. |
Harpyja
Royal Uhlans Amarr Empire
752
|
Posted - 2013.11.10 16:02:00 -
[667] - Quote
Kilrex n'Drazi wrote:Will vehicle weapon ranges be nerfed to prevent redline spamming? Especially since swarms will no longer be able to reach them. Their effective ranges have been listed. To answer your question, no.
Blasters: 160-ish meters Missiles: 250 meters Railguns: 600 meters
I think missiles need a range buff actually, but we'll see how it plays out in 1.7. I don't see why they shouldn't receive a range buff, as you would need to lead your targets even more than a railgun.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Kilrex n'Drazi
NECROM0NGERS
0
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Posted - 2013.11.10 16:22:00 -
[668] - Quote
Harpyja wrote:I think missiles need a range buff actually, but we'll see how it plays out in 1.7. I don't see why they shouldn't receive a range buff, as you would need to lead your targets even more than a railgun. I agree. Missiles are harder to hit with and should get a range buff.
I think rails should track much slower than they currently do.
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Kosakai
ZionTCD Public Disorder.
4
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Posted - 2013.11.11 08:21:00 -
[669] - Quote
if you remove assault dropship..... it will be soooo boring... it sucks alot |
COHLE
DUST University Ivy League
4
|
Posted - 2013.11.11 22:19:00 -
[670] - Quote
Kilrex n'Drazi wrote:Harpyja wrote:I think missiles need a range buff actually, but we'll see how it plays out in 1.7. I don't see why they shouldn't receive a range buff, as you would need to lead your targets even more than a railgun. I agree. Missiles are harder to hit with and should get a range buff. I think rails should track much slower than they currently do. While I think this is unlikley to happen I belive a good fix is to leave the rail turrets alone. BUT to change map lay out so things are not SO open as they are now. I think this would help people in vehicals find cover so they arnt getting hit by a direct fire weapon. I'm good with the swarm nerfs (The reason being that if CCP doesn't have the tools to make swarms pop into view, and there not being an auto threat detection like in battlefield, then I should not be getting hit by invisible proto swarms.) I don't know, I could be biased considering I'm a Gunlogi advanced rail tank overwatch guy. .
D-Uni Instructor
POWER ABSOLUTE
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Godin Thekiller
Hellstorm Inc League of Infamy
1506
|
Posted - 2013.11.12 04:40:00 -
[671] - Quote
Just to keep anything bad from happening, I'm making this.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Lynn Beck
Granite Mercenary Division
228
|
Posted - 2013.11.12 17:41:00 -
[672] - Quote
Honestly, i like it.
-Newly proclaimed Lazor Riffle master-
Armored core fan - life hacks -
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
72
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Posted - 2013.11.13 00:32:00 -
[673] - Quote
[quote=The Attorney General]I can appreciate that you need to reduce noise in your data, but how is further limiting tankers supposed to help in that regard?
2H/3L on an armor tank? How is that going to produce any sort of variety in fits? It would seem very likely that there will be yet another stage of one fit to rule them all.
I do appreciate the irony though. People complained about not having enough PG to fill their slots, so you took the slots away. Clever. [/quote
I did the same ( complained ) and look where it got me . Another case of , " Don't bite the hand that feeds you " but all WE were doing was what WE seen as right because WE use these tools everyday . They sucked then and will cause me to ask for a refund of my skill points , when they come out now with these changes .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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Kharga Lum
Xeno Labs Security
132
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Posted - 2013.11.13 04:19:00 -
[674] - Quote
Vehicles should have a capacitor.
This way they can run some modules, like resist amps, forever and things like reps for short bursts or turn the amps off to allow the rep to run longer...
Cool down timers break immersion. Having a capacitor would expand fitting options. I know people hate Eve comparisons but vehicles should be handled like mini ships. Even the shield recharge system is different, is more flexible and makes more sense.
It wouldn't make vehicles indestructible, nothing is. But it'll make well fitted, high skilled tankers harder to kill as they should be. |
Big Burns
Spyders Inc.
52
|
Posted - 2013.11.13 16:09:00 -
[675] - Quote
YES! I just spent the last hour looking all of this over and I like it. However, I do have some questions regarding Wp's/Vehicles. Mr. Logibro, will tank users finally receive Wp's for "Team Spawns", when equiping a Mobile CRU? Will we receive Wp's for "Intel Assists", when equiping a Active Scanner? Will we receive Wp's for "Traigeing", when equiping a Remote Repairer? And last, but not least...Will we receive "Transport Assists", when safely transporting our precious cargo, aka-blueberries? P.S. Will we have the option to keep some, "unwanted" guests out of our vehicles? Thank you. |
Big Burns
Spyders Inc.
53
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Posted - 2013.11.13 21:26:00 -
[676] - Quote
Kosakai wrote:if you remove assault dropship..... it will be soooo boring... it sucks alot Lol. This made my day. Too funny man. Gotta love it. |
Big Burns
Spyders Inc.
53
|
Posted - 2013.11.13 21:31:00 -
[677] - Quote
Grunt Shade wrote:No one comment applies to all tankers. I admit I wanted something to change for the better. And I have previous post saying almost to the letter what you just said about sp and isk. Ive just now almost maxed out all modules and core upgrades and they are limiting it all in 1.6. While proto av still smiling and then add the speed of a dropsuit vs a turret and the fact that moving the turret while firing naturally throws your shot off.....very tough to compete with that with less modules and limited ammo. The only change I really wanted was a new class of tank. Advanced class that could have more cpu and pg a little more health and maybe one more high slot low slot depending on type.
Bring back our babies CCP! (Surya/Sagaris) |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
183
|
Posted - 2013.11.14 20:40:00 -
[678] - Quote
I'll take a wait and see approach. Given that future prototype AV = current standard AV, we will see. I guess this means that the future proto forge = current forge.
To be honest, I think that current standard AV weaponry is pretty balanced against current vehicles(not to include logi-LAVs), it is just that the prototype stuff gets a bit out of hand.
an easy fix to Matchmaking
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
79
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Posted - 2013.11.16 20:30:00 -
[679] - 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.
Wish I could give you a hundred likes .
You said it .
They actually made tanks weaker and the people who are touting these changes ( no offence intended ) need to have their head's examined . I WANT OUT OF VEHICLES and I hope that CCP will give me all the skill points that I placed in to my vehicles . Then I will be the ultimate assault / sniper . This will be what I need to stoke the fire of vengeance in my belly and I will become to those who wield vehicle's , their WORST NIGHTMARE !!!!
Please release and free my skill points so I can move on . I will have no ill will or hard feelings . I put my request in so you know where I stand . I want NO parts of these changes !!!!
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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Lynn Beck
Granite Mercenary Division Top Men.
234
|
Posted - 2013.11.17 08:07:00 -
[680] - Quote
Hey, could we have an optional respec? I've skilled infantry because it was the safer game, and now i wana rejoin vehicles because it seems it'll be fun! Of course though, EvE players'll moan and start flaming me. But i don't see why not.
-Newly proclaimed Lazor riffle specialist-
"You said yourself fantastically 'congratulations you are all alone.'"
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Big Burns
Spyders Inc.
55
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Posted - 2013.11.17 08:20:00 -
[681] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: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. Wish I could give you a hundred likes . You said it . They actually made tanks weaker and the people who are touting these changes ( no offence intended ) need to have their head's examined . I WANT OUT OF VEHICLES and I hope that CCP will give me all the skill points that I placed in to my vehicles . Then I will be the ultimate assault / sniper . This will be what I need to stoke the fire of vengeance in my belly and I will become to those who wield vehicle's , their WORST NIGHTMARE !!!! Please release and free my skill points so I can move on . I will have no ill will or hard feelings . I put my request in so you know where I stand . I want NO parts of these changes !!!!
The reason why no one is mad, is because they are taking out the "Enforcer Tanks", which means we will be getting at least a milSp back. While this isn't a full reimburse, it's enough to go proto in a new weapon or dropsuit. Besides, I for one, have been so psyched about the player market that I don't even care what happens to tanks. I believe I speak for every tanker when I say, that we are over it. CCP made us wait too long, so much to the point that we have taken matters into our own hands. Over the last few months I have gained enough Sp to go full Logi and skilled into Forge guns as well...I haven't looked back ever since. The only time I use tanks now is to get my 1kWp, from destroying installations at the beginning of a match. In conclusion, I would like to make a final statement as to why tanks have, and always will be a forgotten art. Before CCP created OP AV, people like Kain Spero made tanks obsolete. Such observations became clear during the IMP/STB war. As STB was, and always has been, known for their tankers, Kain Spero proved them invaluable. All he, or anyone had to do, was get to a roof top. 1 man, 1 Forge. He controlled the battlefield. After that war it became clear to everyone that tanks were useless, regardless of what CCP did to buff tanks or nerf AV. The issue is and always has been the "high ground" as stated by "Ted Nugget" and others. No one expects CCP to change all of their maps and so the dream has been long gone, and our wounds have had some time to heal. Thank You for reading. Sincerely, Big Burns Chromosome-Tank Veteran Pupil of : Ted Nugget, Ragewardog, The Amazing Pot Head, SmokethatKush, The Attorney General, and Earl James. |
Spkr4theDead
Red Star. EoN.
1243
|
Posted - 2013.11.17 10:49:00 -
[682] - Quote
Big Burns wrote:Shinobi MumyoSakanagare ZaShigurui wrote: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. Wish I could give you a hundred likes . You said it . They actually made tanks weaker and the people who are touting these changes ( no offence intended ) need to have their head's examined . I WANT OUT OF VEHICLES and I hope that CCP will give me all the skill points that I placed in to my vehicles . Then I will be the ultimate assault / sniper . This will be what I need to stoke the fire of vengeance in my belly and I will become to those who wield vehicle's , their WORST NIGHTMARE !!!! Please release and free my skill points so I can move on . I will have no ill will or hard feelings . I put my request in so you know where I stand . I want NO parts of these changes !!!! The reason why no one is mad, is because they are taking out the "Enforcer Tanks", which means we will be getting at least a milSp back. While this isn't a full reimburse, it's enough to go proto in a new weapon or dropsuit. Besides, I for one, have been so psyched about the player market that I don't even care what happens to tanks. I believe I speak for every tanker when I say, that we are over it. CCP made us wait too long, so much to the point that we have taken matters into our own hands. Over the last few months I have gained enough Sp to go full Logi and skilled into Forge guns as well...I haven't looked back ever since. The only time I use tanks now is to get my 1kWp, from destroying installations at the beginning of a match. In conclusion, I would like to make a final statement as to why tanks have, and always will be a forgotten art. Before CCP created OP AV, people like Kain Spero made tanks obsolete. Such observations became clear during the IMP/STB war. As STB was, and always has been, known for their tankers, Kain Spero proved them invaluable. All he, or anyone had to do, was get to a roof top. 1 man, 1 Forge. He controlled the battlefield. After that war it became clear to everyone that tanks were useless, regardless of what CCP did to buff tanks or nerf AV. The issue is and always has been the "high ground" as stated by "Ted Nugget" and others. No one expects CCP to change all of their maps and so the dream has been long gone, and our wounds have had some time to heal. Thank You for reading. Sincerely, Big Burns Chromosome-Tank Veteran Pupil of : Ted Nugget, Ragewardog, The Amazing Pot Head, SmokethatKush, The Attorney General, and Earl James. Gunnlogis will reign.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1244
|
Posted - 2013.11.17 11:02:00 -
[683] - Quote
Kilrex n'Drazi wrote:Will vehicle weapon ranges be nerfed to prevent redline spamming? Especially since swarms will no longer be able to reach them. LOL vehicles get another nerf. Every aspect has been nerfed for at least 5 builds in a row.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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TuFar Gon
0uter.Heaven Proficiency V.
42
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Posted - 2013.11.17 13:52:00 -
[684] - Quote
Are the medium assault vehicles comming soon,,,,what about the hover bikes?? NEED A HOG 4 MY HEAVY. Start a " bike gang " lol,,the "demons of eden " |
Harpyja
Royal Uhlans Amarr Empire
783
|
Posted - 2013.11.17 15:17:00 -
[685] - Quote
TuFar Gon wrote:Are the medium assault vehicles comming soon,,,,what about the hover bikes?? NEED A HOG 4 MY HEAVY. Start a " bike gang " lol,,the "demons of eden " Don't expect them for a while since CCP is literally starting from scratch with vehicles again. At least now vehicles should be much better (in terms of roles) than before based on what I can judge from the released attributes.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Lexsor Tapia
RisingSuns Public Disorder.
1
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Posted - 2013.11.19 12:43:00 -
[686] - 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.
Realize a tanker with a railgun is aiming at a tiny spec and has to basically get a direct hit to kill you. While a forge gunner can duck behind cover and is shooting a massive tank from the hip |
Mr m4gic
Forty-Nine Fedayeen Minmatar Republic
13
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Posted - 2013.11.20 00:15:00 -
[687] - Quote
I just like to say tht if you want vehicles to have a role on the map then u need to offer bigger SAFE ZONES in which infantry can harbour by changing maps offering more coverage from them underground passes trenches, towers with look out points tht u can shoot at dropships from and quickly gain cover, also should offer some high resting places for dropships tht offer cover from other dropships and time to regain ur shields and repair cos there is no safe harbours to stop off and repair vehicles, i honestly think vehicles where great when they were a challenge and were powerful, it was fun trying to sneak up on a tank and stick some sticky bombs on them, using the tech on ur arm as the switch looked awesome, it was fun having to run for cover from a badass dropship, they need to be devastating and ultimately EXSPENSIVE.
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Mr m4gic
Forty-Nine Fedayeen Minmatar Republic
13
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Posted - 2013.11.20 01:00:00 -
[688] - Quote
Mr m4gic wrote:I just like to say tht if you want vehicles to have a role on the map then u need make them devastating and powerful then offer bigger SAFE ZONES in which infantry can harbour by changing maps offering more coverage from them underground passes trenches, towers with look out points tht u can shoot at dropships from and quickly gain cover, also should offer some high resting places for dropships tht offer cover from other dropships and time to regain ur shields and repair cos there is no safe harbours to stop off and repair vehicles, i honestly think vehicles where great when they were a challenge and were powerful, it was fun trying to sneak up on a tank and stick some sticky bombs on them, using the tech on ur arm as the switch looked awesome, it was fun having to run for cover from a badass dropship, they need to be devastating and ultimately EXSPENSIVE. ppl don't like getting killed full stop, they complain about the things tht bug them most but nobody can complain about being shot by rifles, because there wouldn't be a game to play, the most frustrating games were always the best, make standard grenades do a lil more damage to armour vehicles, or make flux grenades hold serious weight against them, bring back sticky bombs. even in battlefield the vehicles were pretty tough and u could run ppl over, my point is it should be tough it already is even without the vehicles, most games have lots of inside coverage dust is all mostly open air, there could be destroyed ships stuck in the open parts of the map to offer cover or buildings in which u can hide in and shoot out the windows then escape though secret tunnels burnt out drop ships or tanks, the mountains have no crevices or cave like spots, there is no sewage tunnels to the facilitys either a few drains in which u could sneak into the centre facility's undetected there should be these in multiple directions making the enemies moves unpredictable, and there would be more sneaky spots for snipers, u should make more weapons tht watch ur ass as well like proximity mines should work against infantry 2 so u can actually take a descent location and concentrate on taking out the armoured vehicles without having to worry about somebody sneaking up on you, and nova knives should take on COD style attack so u can shoot the hell out of someone then quickly knife them without having to flap around trying to change weapons, cos atm the are pretty useless. |
Seymor Krelborn
DUST University Ivy League
1284
|
Posted - 2013.11.21 00:19:00 -
[689] - Quote
say no to bpo removal
insert witty or profound statement here _______.
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Lorhak Gannarsein
618
|
Posted - 2013.11.21 05:32:00 -
[690] - Quote
Seymor Krelborn wrote:say no to bpo removal
So you would like to keep your BPOs that now have zero effect? Why, really, would you prefer to have a USELESS ITEM over 5k AUR?
I mean, honestly. |
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Driver Cole
Nor Clan Combat Logistics
6
|
Posted - 2013.12.09 01:22:00 -
[691] - Quote
Okay we all know that CCP will be adding new vehicles and all of us pilots are thinking about jet type ships, but how will they actualy work? Will they be a single or multi seat vehicle? How many weapons can be fit on it, and if more than one how would you switch weapons? these are thing that I have been thinking of. |
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