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Noc Tempre
Imperfects Negative-Feedback
2561
|
Posted - 2013.10.02 19:33:00 -
[1] - Quote
They said they were rebalancing vehicles to make gameplay more fun. Vehicle drivers first and then AV specialists after complained vehicle battles were too short. There wasn't enough time for variety in engagements, dynamics to shift, skill to present itself. Then nerf after nerf arrived and the vehicles kept losing their hp and it got worse. Madruger tanks had a brief heyday with some strong armor specific modules arrived but were quickly nerfed again with a further vulnerability to explosive damage.
For over half a year, we were told vehicles were going to get rebuilt from the ground up and just wait and be amazed. It's safe to say that was wasted time. Not only is the proposed refresh horribly unbalanced, the skill tree shallow yet expensive, and devoid of innovation - it also doesn't fix the original problems.
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 a console shooter. 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.
I notoriously have an axe to grind over the misdevelopment of this game, especially with the shady marketing BS, but for old times sake I will offer feedback on vehicle changes. Big suits with wheels isn't interesting. Long cooldowns on necessary to be competitive modules isn't fun. Deep SP sinks with low variety isn't hardcore. The maps and gamemodes don't even support mixed arms combat and nothing has been addressed on that front. |
N1ck Comeau
Ahrendee Mercenaries EoN.
1486
|
Posted - 2013.10.02 19:53:00 -
[2] - Quote
Did you see all those passive skills there adding in for tanks though? Gonna be awesome |
The legend345
TeamPlayers EoN.
1079
|
Posted - 2013.10.02 19:58:00 -
[3] - Quote
N1ck Comeau wrote:Did you see all those passive skills there adding in for tanks though? Gonna be awesome No it wont. Mechanics mechanics mechanics. You cant do **** with passive reps and 3 lows and 2 highs |
Telcontar Dunedain
Imperfects Negative-Feedback
549
|
Posted - 2013.10.02 19:59:00 -
[4] - Quote
Noc Tempre wrote:...
The maps and gamemodes don't even support mixed arms combat and nothing has been addressed on that front.
QFT What a dumb waste of time and community energy when the maps don't/won't support the vehicles in the first place.
As the guy in the other thread points out where are capacitors? I'm not even an eve player and it seems unimpressive that Dust514 hasn't bothered to put them in yet.
This really looks like what got CCP into trouble with Dust514 in the first place -
shallow least effort iteration or "kicking the can down the road"
No system gets well designed and put in a state that delights players.
Anything interesting (like capacitors) is on the 5 year plan. |
Magnus Amadeuss
DUST University Ivy League
57
|
Posted - 2013.10.02 20:02:00 -
[5] - Quote
The legend345 wrote:N1ck Comeau wrote:Did you see all those passive skills there adding in for tanks though? Gonna be awesome No it wont. Mechanics mechanics mechanics. You cant do **** with passive reps and 3 lows and 2 highs
I am just asking, but how do you know? I believe they are also changing the values of the modules, so how can you say this?
We don't know if they are changing the pricing of the items either, so in the end there is not really enough information to get a full idea of what these changes entail. I would suggest waiting until you actually have a reason to flip out before... you know.... flipping out. |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
395
|
Posted - 2013.10.02 20:23:00 -
[6] - Quote
I thought they said vehicles as just a hull would be weak and it would need good fittings to be powerful. Are the modules better than then current ones? |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
156
|
Posted - 2013.10.02 20:24:00 -
[7] - Quote
Jastad wrote: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 Same answer as the other threads |
Noc Tempre
Imperfects Negative-Feedback
2565
|
Posted - 2013.10.02 20:31:00 -
[8] - Quote
N1ck Comeau wrote:Did you see all those passive skills there adding in for tanks though? Gonna be awesome
Please explain how 10% more ammo capacity or 3% less fitting space is "awesome". |
Noc Tempre
Imperfects Negative-Feedback
2565
|
Posted - 2013.10.02 20:33:00 -
[9] - Quote
Dexter307 wrote:I thought they said vehicles as just a hull would be weak and it would need good fittings to be powerful. Are the modules better than then current ones?
No they are worse for the most part in every conceivable way (fitting, effect, variety, SP required). |
Void Echo
Morsus Mihi Aperuitque Imperium
1596
|
Posted - 2013.10.02 20:40:00 -
[10] - Quote
why the **** are our slots being reduced in number? what could possibly be good about that? my tank will always be half weaker now because of this. |
|
Soldner VonKuechle
SAM-MIK
173
|
Posted - 2013.10.02 20:43:00 -
[11] - Quote
Void Echo wrote:why the **** are our slots being reduced in number? what could possibly be good about that? my tank will always be half weaker now because of this.
the slot reduction is so they can re-introduce advanced and proto tanks by doing what they do with suits, add more slots. this part is crap, but understandable.
nearly all the other changes...i cant believe im saying this....but i agree with noc. |
MINA Longstrike
One Shot Killahz
3
|
Posted - 2013.10.02 20:54:00 -
[12] - Quote
This character was started as a vehicle pilot solely. I quickly learned how badly the odds were stacked against me with how unbelievably powerful AV is in this game, in addition to how cheap it is compared to my vehicle fits. So abandoning the tank I decided to go for something a bit more mobile and able to support the people I play with - an assault drop ship and shortly after I get into one, I find out 'hey guys, we're removing the ADS and adding a huge amount of SP sinks to vehicles... and in order to make them function at half the strength they may have once had for a few seconds, you need to invest to level five in *all* of these skills. You'd also better hope that ******** blueberries don't hop in your vehicle and pointlessly waste ammunition in your other turrets because shooting at the enemy MCC is SO FAHNNY".
Well played ccp, maybe I should just save time and delete this character completely. |
Void Echo
Morsus Mihi Aperuitque Imperium
1596
|
Posted - 2013.10.02 21:05:00 -
[13] - Quote
Soldner VonKuechle wrote:Void Echo wrote:why the **** are our slots being reduced in number? what could possibly be good about that? my tank will always be half weaker now because of this. the slot reduction is so they can re-introduce advanced and proto tanks by doing what they do with suits, add more slots. this part is crap, but understandable. nearly all the other changes...i cant believe im saying this....but i agree with noc.
so now we are all forced to have weak **** and never be able to advance? |
Maximus Stryker
Villore Sec Ops Gallente Federation
618
|
Posted - 2013.10.02 21:13:00 -
[14] - Quote
Noc,
I miss your well thought out and coherent posts.
They posted this information 2 months in advance with what I assume is an expectation to change what they have with our (your) feedback. For the sake of Dust, I hope you have it in you to one last time give it to them hard and straight a way to make vehicles (and thus Dust) better.
Sincerely, Max |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
26
|
Posted - 2013.10.02 21:15:00 -
[15] - Quote
+1
I hear "ground up renovation of vehicles"
I think "everything broken for months on end"
It appears as though very little thought or testing has been put into even the fundamentals of these changes. Look at the "new and improved" large blaster setups. The PG/CPU requirements and price increase as you go from STD->PROTO, but the fundamental stats (damage, rate of fire, etc) remain exactly the same.
Also, how little sense does it make that our ammunition is limited. Infantry carries nanohives for fractionary amounts of CPU & PG. In a 2000+ Powergrid tank, we can't manage to install similar technology? It's the same fundamental lack of common sense that allows a 50,000 ISK swarm launcher with 50 PG/CPU to heavily outperform 1/4million ISK proto small missile turrets (which take amplitudes higher PG/CPU to operate) -- For a "spreadsheet in space", the rows don't match the columns.
Seriously hoping that them posting this stuff early is the first step toward them actually responding to feedback intelligently - but experience leads me to doubt that.
Limiting the ammunition without first fixing the hit detection is a LEAP in the wrong direction... (I'm talking about shields popping like they were hit but players taking zero damage)
Fix the fundamentals and quickly, or your playerbase will be moving along to games that actually have working physics.
Just my 2cents. -MFM |
Noc Tempre
Imperfects Negative-Feedback
2588
|
Posted - 2013.10.05 18:32:00 -
[16] - Quote
To Logibro,
If shields aren't going to be delayed from recharging based on infantry fire, what's the point of the mechanic at all? It won't make a lick of difference in a vehicle vs vehicle fight. This proposed fix takes vehicle shield delay from massively nerfing to absolutely pointless.
Again, what is the point of vehicles after these changes? It seems like the only goal is "balance" not "purpose". |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
239
|
Posted - 2013.10.05 19:00:00 -
[17] - Quote
Noc Tempre wrote:They said they were rebalancing vehicles to make gameplay more fun. Vehicle drivers first and then AV specialists after complained vehicle battles were too short. There wasn't enough time for variety in engagements, dynamics to shift, skill to present itself. Then nerf after nerf arrived and the vehicles kept losing their hp and it got worse. Madruger tanks had a brief heyday with some strong armor specific modules arrived but were quickly nerfed again with a further vulnerability to explosive damage. For over half a year, we were told vehicles were going to get rebuilt from the ground up and just wait and be amazed. It's safe to say that was wasted time. Not only is the proposed refresh horribly unbalanced, the skill tree shallow yet expensive, and devoid of innovation - it also doesn't fix the original problems. 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. I notoriously have an axe to grind over the misdevelopment of this game, especially with the shady marketing BS, but for old times sake I will offer feedback on vehicle changes. Big suits with wheels isn't interesting. Long cooldowns on necessary to be competitive modules isn't fun. Deep SP sinks with low variety isn't hardcore. The maps and gamemodes don't even support mixed arms combat and nothing has been addressed on that front. Additional comments: https://forums.dust514.com/default.aspx?g=posts&m=1357566#post1357566
Go play world of tanks if you're so mad about it...
|
Alldin Kan
TeamPlayers EoN.
648
|
Posted - 2013.10.05 19:10:00 -
[18] - Quote
Cenex Langly wrote:Go play world of tanks if you're so mad about it...
Oh boy... |
Kane Fyea
DUST University Ivy League
1713
|
Posted - 2013.10.05 19:27:00 -
[19] - Quote
Cenex Langly wrote:Go play world of tanks if you're so mad about it...
This seems like some very weak bait. |
Jack McReady
DUST University Ivy League
625
|
Posted - 2013.10.05 19:30:00 -
[20] - Quote
Kane Fyea wrote:Cenex Langly wrote:Go play world of tanks if you're so mad about it...
This seems like some very weak bait. world of tanks is not bad though |
|
Heimdallr69
TeamPlayers EoN.
946
|
Posted - 2013.10.05 19:34:00 -
[21] - Quote
Noc Tempre wrote:They said they were rebalancing vehicles to make gameplay more fun. Vehicle drivers first and then AV specialists after complained vehicle battles were too short. There wasn't enough time for variety in engagements, dynamics to shift, skill to present itself. Then nerf after nerf arrived and the vehicles kept losing their hp and it got worse. Madruger tanks had a brief heyday with some strong armor specific modules arrived but were quickly nerfed again with a further vulnerability to explosive damage. For over half a year, we were told vehicles were going to get rebuilt from the ground up and just wait and be amazed. It's safe to say that was wasted time. Not only is the proposed refresh horribly unbalanced, the skill tree shallow yet expensive, and devoid of innovation - it also doesn't fix the original problems. 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. I notoriously have an axe to grind over the misdevelopment of this game, especially with the shady marketing BS, but for old times sake I will offer feedback on vehicle changes. Big suits with wheels isn't interesting. Long cooldowns on necessary to be competitive modules isn't fun. Deep SP sinks with low variety isn't hardcore. The maps and gamemodes don't even support mixed arms combat and nothing has been addressed on that front. Additional comments: https://forums.dust514.com/default.aspx?g=posts&m=1357566#post1357566 This is why I gave up on tanks, and there is more people who think they should put like 500k sp into nades and be able to blow up your tank in one go its those people that ruin tanks there is more of them than tankers so ccp will listen to them |
Heimdallr69
TeamPlayers EoN.
946
|
Posted - 2013.10.05 19:40:00 -
[22] - Quote
Alldin Kan wrote:Cenex Langly wrote:Go play world of tanks if you're so mad about it...
Oh boy... My thoughts exactly lmao |
J Lav
OSG Planetary Operations Covert Intervention
236
|
Posted - 2013.10.05 21:09:00 -
[23] - Quote
I am astonished at some of the changes - ie. the elimination of passive shield regen - That's just mental.
The one thing I do get is the reduction of slots. But with that decrease, there needs to be potent modules to go there. It shouldn't be as simple as "Stack resistance, and own". You should have to decide what you will setup for. this is surprisingly good for variety IF the modules are twice as good.
Between the low HP, reliance on active modules and the elimination of the only survivable LAV's means I'm about ready to just give up on Vehicles and CCP. They will do what they want regardless of common sense.
To really balance vehicles, they need to eliminate the astronomical steps between AV and Vehicular levels. Light arms in this game accelerate at ~10% / level. Yet AV goes up 25-30%, and is exasperated by the percentage increase of damage modifiers, due to the large initial numbers. The Vehicles move in increments of 200-300% more attacks required to destroy - all while being essentially powerless to respond to invisible AV.
So alterations to the existing framework is to ignore the framework as being the problem. |
Breakin Stuff
Goonfeet Top Men.
1365
|
Posted - 2013.10.05 21:20:00 -
[24] - Quote
J Lav wrote:I am astonished at some of the changes - ie. the elimination of passive shield regen - That's just mental.
The one thing I do get is the reduction of slots. But with that decrease, there needs to be potent modules to go there. It shouldn't be as simple as "Stack resistance, and own". You should have to decide what you will setup for. this is surprisingly good for variety IF the modules are twice as good.
Between the low HP, reliance on active modules and the elimination of the only survivable LAV's means I'm about ready to just give up on Vehicles and CCP. They will do what they want regardless of common sense.
To really balance vehicles, they need to eliminate the astronomical steps between AV and Vehicular levels. Light arms in this game accelerate at ~10% / level. Yet AV goes up 25-30%, and is exasperated by the percentage increase of damage modifiers, due to the large initial numbers. The Vehicles move in increments of 200-300% more attacks required to destroy - all while being essentially powerless to respond to invisible AV.
So alterations to the existing framework is to ignore the framework as being the problem.
passive shield regen remains, it's on a 4 second delay for the gunnlogi and the passive amount has increased.
Assholes with assault rifles will not be able to stop the shield regen.
Assholes firing tank turrets, swarms, plasma cannon and Forge guns WILL stop the regen for the time delay.
Gunnlogi EHP will go up-ish or you can pick hardeners for the funzies. This will make marauders and enforcers have a bigger niche when re-released.
What I want to know is if the inherent resists will remain or if they will be removed. If they're removed, then that throws my guesstimates about AV out the window and I have to start from scratch. |
Noc Tempre
Imperfects Negative-Feedback
2594
|
Posted - 2013.10.05 22:19:00 -
[25] - Quote
Breakin Stuff wrote:J Lav wrote:I am astonished at some of the changes - ie. the elimination of passive shield regen - That's just mental.
The one thing I do get is the reduction of slots. But with that decrease, there needs to be potent modules to go there. It shouldn't be as simple as "Stack resistance, and own". You should have to decide what you will setup for. this is surprisingly good for variety IF the modules are twice as good.
Between the low HP, reliance on active modules and the elimination of the only survivable LAV's means I'm about ready to just give up on Vehicles and CCP. They will do what they want regardless of common sense.
To really balance vehicles, they need to eliminate the astronomical steps between AV and Vehicular levels. Light arms in this game accelerate at ~10% / level. Yet AV goes up 25-30%, and is exasperated by the percentage increase of damage modifiers, due to the large initial numbers. The Vehicles move in increments of 200-300% more attacks required to destroy - all while being essentially powerless to respond to invisible AV.
So alterations to the existing framework is to ignore the framework as being the problem. passive shield regen remains, it's on a 4 second delay for the gunnlogi and the passive amount has increased.
Assholes with assault rifles will not be able to stop the shield regen.Assholes firing tank turrets, swarms, plasma cannon and Forge guns WILL stop the regen for the time delay. Gunnlogi EHP will go up-ish or you can pick hardeners for the funzies. This will make marauders and enforcers have a bigger niche when re-released. What I want to know is if the inherent resists will remain or if they will be removed. If they're removed, then that throws my guesstimates about AV out the window and I have to start from scratch.
IF this is true... what's the point of the mechanic in the first place? |
Eyemakerwet
R 0 N 1 N
72
|
Posted - 2013.10.05 22:33:00 -
[26] - Quote
The legend345 wrote:N1ck Comeau wrote:Did you see all those passive skills there adding in for tanks though? Gonna be awesome No it wont. Mechanics mechanics mechanics. You cant do **** with passive reps and 3 lows and 2 highs
its a std tank. They are paving the way for adv and proto tanks. U cant expect std to be awesome.
|
Rogue Saint
Science For Death The Shadow Eclipse
299
|
Posted - 2013.10.05 22:34:00 -
[27] - Quote
Has the changes been released yet? I don't think so... Sure, theory craft, but hey, wait for the release.... |
Eyemakerwet
R 0 N 1 N
72
|
Posted - 2013.10.05 22:38:00 -
[28] - Quote
Rogue Saint wrote:Has the changes been released yet? I don't think so... Sure, theory craft, but hey, wait for the release....
they did release them. Unless what I saw is just a rough draft. |
Nocturnal Soul
Immortal Retribution
732
|
Posted - 2013.10.05 22:45:00 -
[29] - Quote
I feel said for yall tankers even though I hate a good tank with silent passionate hatred I'd quit if I was force to run in STD gear for some re-balancing that should of been done months ago. |
Bojo The Mighty
Zanzibar Concept
2125
|
Posted - 2013.10.05 22:49:00 -
[30] - Quote
What Eyemakerwet said, they plan on rereleasing Marauder class HAVs.
Please don't cry about these changes when they are good for dropships! You HAVs get all the attention but now it is our turn. |
|
Michael Arck
Anubis Prime Syndicate
1370
|
Posted - 2013.10.06 00:01:00 -
[31] - Quote
The problem is that CCP relies on community feedback. The majority of the community gives senseless feedback that attributes to their own personal achievements. Just look at what's happening. Nerf Logis because support gives out WPs and some assault guy who goes 25 and 1 gets pissed because the Logi is number one on the battle report. Nerf the AR topics. Calling it easy mode, yet assault classes run ARs in any FPS MP.
Or how about folks who only thought of their own advancements and cried about having WPs for reds killed from a scan.
I say all that to say this: the community continues to suggest ideas that CCP considers without the thought of what benefits the game as a whole. You got folks trying to either morph Dust into any other FPS game or have CCP change things because they refuse to better their strategy.
So when you trying to please everyone, you find the end goal lost in trying to keep the majority happy instead of sticking to the vision that you had.
Seriously, the majority of the community are idiots. Like I stated previously, the majority of the community only concerns themselves on what affects their gameplay. Like c'mon scouts want buffs?! For what??? You're a scout, you're the weakest because the role of a scout is to infiltrate silently. You are a problem if played right. Those who want buffs are those last action hero players who want to run around the frontlines, bunny hopping killing mercs.
So when we appease these folks, the problem isn't visible until later and you gotta start from scratch. The community causes this problem because they can't approach it objectively. They think of immediate goals instead of long term. |
crazy space 1
Unkn0wn Killers
1801
|
Posted - 2013.10.06 00:11:00 -
[32] - Quote
Soldner VonKuechle wrote:Void Echo wrote:why the **** are our slots being reduced in number? what could possibly be good about that? my tank will always be half weaker now because of this. the slot reduction is so they can re-introduce advanced and proto tanks by doing what they do with suits, add more slots. this part is crap, but understandable. nearly all the other changes...i cant believe im saying this....but i agree with noc. But what I don't understand is why don't they go the other way? Why don't they remove suits, just have militia,prototype, tech2 (logi/assault) Then remove weapon tiers, have miltia, standard *skills stronger to boost it* and officer weapons fill out the high damage crazy weapons. Tech 2 weapons could be introduced as well.
With how many weapons and dropsuits that are going to be on the marketplace they have to do something different or it will be impossible to navigate all of the market sections full of redundant equipment.
|
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2612
|
Posted - 2013.10.06 01:37:00 -
[33] - Quote
Noc Tempre wrote:They said they were rebalancing vehicles to make gameplay more fun. Vehicle drivers first and then AV specialists after complained vehicle battles were too short. There wasn't enough time for variety in engagements, dynamics to shift, skill to present itself. Then nerf after nerf arrived and the vehicles kept losing their hp and it got worse. Madruger tanks had a brief heyday with some strong armor specific modules arrived but were quickly nerfed again with a further vulnerability to explosive damage. For over half a year, we were told vehicles were going to get rebuilt from the ground up and just wait and be amazed. It's safe to say that was wasted time. Not only is the proposed refresh horribly unbalanced, the skill tree shallow yet expensive, and devoid of innovation - it also doesn't fix the original problems. 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. I notoriously have an axe to grind over the misdevelopment of this game, especially with the shady marketing BS, but for old times sake I will offer feedback on vehicle changes. Big suits with wheels isn't interesting. Long cooldowns on necessary to be competitive modules isn't fun. Deep SP sinks with low variety isn't hardcore. The maps and gamemodes don't even support mixed arms combat and nothing has been addressed on that front. Additional comments: https://forums.dust514.com/default.aspx?g=posts&m=1357566#post1357566
I love tanking. Its the only thing I actually want to do in this game but the way you present it here only makes me wish CCP would hurry the **** up with the vehicle respect so that I can get the hell out of this sinking ship. Why make tanks disposable? Why would someone who wants to tank want to be blown up every 3- 5 mins.
Much like infantry who want to feel the thrill of being right in the centre of things, so do tanker, yet we never can because of all if the long range AV options that utterly decimate vehicles and a developing group that continually seems to be to trying to **** over the long standing HAV users.
Why make armour reps passive? They aren't passive in EVE, why alter the tech system for this game pushing it further and further away from its big brother EVE online? Why constantly pander to the desire of a small ring of infantry and a couple of anecdotal tales told by exaggerating newbies who couldn't rub two miltia swarm launcher together to get fire..... lord knows anyone who fires swarms at a tank will see it up in flames in seconds.
All that's left, I sometimes think, if for CCP to lose such a large portion of their remaining audience that they have to revisit and quickly how they proceed with this game.... Sad thing is, I positing my opinion and disappointment I know no CCP dev is not likely to be willing to talk with me about the game itself.
They wont hear my suggestions about vehicles, FW, content, game modes, etc because in QQing I am going into the little black book they keep. |
Sgt Kirk
SyNergy Gaming EoN.
2102
|
Posted - 2013.10.06 01:49:00 -
[34] - Quote
True Adamance wrote:All that's left, I sometimes think, if for CCP to lose such a large portion of their remaining audience that they have to revisit and quickly how they proceed with this game.... Sad thing is, I positing my opinion and disappointment I know no CCP dev is not likely to be willing to talk with me about the game itself.
They wont hear my suggestions about vehicles, FW, content, game modes, etc because in QQing I am going into the little black book they keep. Welcome to the book. You're name is one page to the left of mine. Don't ever question CCP, no matter how civil and structurally sound your proposition may be.
Welcome brother. |
Monkey MAC
killer taxi company General Tso's Alliance
809
|
Posted - 2013.10.06 02:00:00 -
[35] - Quote
Quick point:
A Gunnlogi with 1 Heavy Extender reaches ~3900 SHP. With 1 hardener this becomes a pseudo value of ~9750 SHP
A shield booster restores ~1200 SHP in 1.5secs With 1 hardener this becomes a pseudo value of ~3000 SHP in 1.5secs
This is on par with an armour tank I believe, just allow me to get quick calcs on that to. The point is a sheild tank is considerably more effective under the effects of a hardner, more so than an armour tank! |
Sgt Kirk
SyNergy Gaming EoN.
2103
|
Posted - 2013.10.06 02:07:00 -
[36] - Quote
Monkey MAC wrote:Quick point:
A Gunnlogi with 1 Heavy Extender reaches ~3600 SHP. With 1 hardener this becomes a pseudo value of ~9000 SHP
A shield booster restores ~1200 SHP in 1.5secs With 1 hardener this becomes a pseudo value of ~3000 SHP in 1.5secs
This is on par with an armour tank I believe, just allow me to get quick calcs on that to. The point is a sheild tank is considerably more effective under the effects of a hardner, more so than an armour tank!
Turn around Every now and then I get a little bit lonely And vehicles never coming round
Turn around Every now and then I get a little bit tired Of listening to the sound of tanker tears
Turn around Every now and then I get a little bit nervous That the best of DUST have gone by
Turn around Every now and then I get a little bit terrified And then I see the look of the forums current vibe (Turn Around, bright eyes) Every now and then I fall apart (Turn Around, bright eyes) Every now and then I fall apart |
Beforcial
REAPERS REPUBLIC
26
|
Posted - 2013.10.06 02:10:00 -
[37] - Quote
Michael Arck wrote:The problem is that CCP relies on community feedback. The majority of the community gives senseless feedback that attributes to their own personal achievements. Just look at what's happening. Nerf Logis because support gives out WPs and some assault guy who goes 25 and 1 gets pissed because the Logi is number one on the battle report. Nerf the AR topics. Calling it easy mode, yet assault classes run ARs in any FPS MP.
Or how about folks who only thought of their own advancements and cried about having WPs for reds killed from a scan.
I say all that to say this: the community continues to suggest ideas that CCP considers without the thought of what benefits the game as a whole. You got folks trying to either morph Dust into any other FPS game or have CCP change things because they refuse to better their strategy.
So when you trying to please everyone, you find the end goal lost in trying to keep the majority happy instead of sticking to the vision that you had.
Seriously, the majority of the community are idiots. Like I stated previously, the majority of the community only concerns themselves on what affects their gameplay. Like c'mon scouts want buffs?! For what??? You're a scout, you're the weakest because the role of a scout is to infiltrate silently. You are a problem if played right. Those who want buffs are those last action hero players who want to run around the frontlines, bunny hopping killing mercs.
So when we appease these folks, the problem isn't visible until later and you gotta start from scratch. The community causes this problem because they can't approach it objectively. They think of immediate goals instead of long term.
Well written.... +1 Do you still have a vision for this game guys n gals of the CCP Dust514 division? Many and myself are still waiting for your side prove that. I can't wait to see what you all have to show us at FANFEST 2014.
Keep up the work, i am very intrigued as to what all this will come down too. Keyword from the Vehicle Changes and Beyond - Part 2 was Expand...
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.
I suggest that you all delete your fits when this comes out and start from scratch... i bet us logistics will suffer the same fate soon.
Will see. |
Monkey MAC
killer taxi company General Tso's Alliance
810
|
Posted - 2013.10.06 02:27:00 -
[38] - Quote
Sgt Kirk wrote:Monkey Mac wrote:A Gunnlogi with 1 Heavy Extender reaches ~3900 SHP. With 1 hardener this becomes a pseudo value of ~9750 SHP
A shield booster restores ~1200 SHP in 1.5secs With 1 hardener this becomes a pseudo value of ~3000 SHP in 1.5secs
This is on par with an armour tank I believe, just allow me to get quick calcs on that to. The point is a sheild tank is considerably more effective under the effects of a hardner, more so than an armour tank!
Hardeners on armour are rather pathetic in comparison to shields.-á It gives a pseudo armour value of 1.3 +ù AHP
1 +ù hardner + 1 +ù 120mm Plate = ~7500 (for limited time) 2 +ù 120mm Plate = ~7600
Now add a single repper and you get + ~400hp/s Thats ~5% hp a second. A 20 second engagement becomes 40 secs by adding 1 repper.
So armour tanks rely on sponging damage while sheild tankers resist it, and this is without considering av changes
Turn around Every now and then I get a little bit lonely And vehicles never coming round
Turn around Every now and then I get a little bit tired Of listening to the sound of tanker tears
Turn around Every now and then I get a little bit nervous That the best of DUST have gone by
Turn around Every now and then I get a little bit terrified And then I see the look of the forums current vibe (Turn Around, bright eyes) Every now and then I fall apart (Turn Around, bright eyes) Every now and then I fall apart
Very touching!
But I think you miss my point, considering the Pseudo values of sheilds are very good, shield tanks are far from useless. Av changes have yet to be shared, but they have been confirmed. And these are standard hulls, if they continue to follow dropsuit slot layout then the proto hulls will be a force to be reckoned with! |
low genius
the sound of freedom Renegade Alliance
627
|
Posted - 2013.10.06 02:29:00 -
[39] - Quote
we're kind of hoping all the vehicle qqers will just go ahead and quit... |
Paran Tadec
TeamPlayers EoN.
1346
|
Posted - 2013.10.06 02:49:00 -
[40] - Quote
Want to fix vehicles? Look up all vehicle posts from Imperfects circa Sept 2012... |
|
Beld Errmon
Evocatius
962
|
Posted - 2013.10.06 03:07:00 -
[41] - Quote
low genius wrote:we're kind of hoping all the vehicle qqers will just go ahead and quit...
This is the underlying theme of just about every post made in favor of these changes, some hide it behind big old posts with reasonable sounding fanboy statements, others don't bother, but the end goal is the same, AR jocks hate tanks and will support anything that makes them irrelevant on the battlefield. |
Sgt Kirk
SyNergy Gaming EoN.
2103
|
Posted - 2013.10.06 03:14:00 -
[42] - Quote
Turn around |
low genius
the sound of freedom Renegade Alliance
627
|
Posted - 2013.10.06 03:17:00 -
[43] - Quote
Beld Errmon wrote:low genius wrote:we're kind of hoping all the vehicle qqers will just go ahead and quit... This is the underlying theme of just about every post made in favor of these changes, some hide it behind big old posts with reasonable sounding fanboy statements, others don't bother, but the end goal is the same, AR jocks hate tanks and will support anything that makes them irrelevant on the battlefield.
ar jocks can't figure out why the vehicle guys are qqing about things they haven't been able to play with yet, and also when ccp has said nothing of the av rebalance.
on paper, these changes look pretty good to an ar jock. lower fitting requirements. more passive skills. less temptation for d-bags to rush up into advanced tanks that they're a year shy of skills to use...
and i'm a laser rifle jock. the ar is pass+¬. |
Jake Bloodworth
Molon Labe. RISE of LEGION
195
|
Posted - 2013.10.06 03:20:00 -
[44] - Quote
My one issue with the vehicle balance is this. CCP is actually removing content now. I don't have the slightest interest in anything beyond my BPO LAV when it comes to vehicles. But, I'm pretty sure you don't fix a content starved game by removing the content. Especially considering some of that content was recently introduced to sate the appetite of the playerbase(Assault derpships). |
Cy Clone1
Intara Direct Action Caldari State
259
|
Posted - 2013.10.06 03:29:00 -
[45] - Quote
its honestly the worst thing for tanks, they are removing slots, and health, but saying that I will be more powerful with the active mods. I call bs 1.) losing passive turret damage skills. and damage mods to high slots. 2.)making us spend more sp on ammo skills. 3.) less health and slots and the complex shield extender gives less then the current one, but I have to get to level five. 4.) losing passive regeneration to an smg round 5.) shield tankers wont be using damage mods, heat sinks, scanners, speed booster, or any other high slot option
so one of my slots will have to be booster the other an active resist, and the third an extender. leaving me with less health than before, resistance about the same, but now only lasts for a few seconds.
I think armor tankers will still be able to put together some nice fits. They will just have to change thr play styles.
overall its **** |
Disfool
Team Bitch-Slap
6
|
Posted - 2013.10.06 04:07:00 -
[46] - Quote
well i kinda did the math, and to fit what i got now (highest hp armor mod, heavy rep, active) even without 2 small turrets and maxed skills, i cant fit anything in the high slots then. using full advanced mods i might be able to fit all advanced, but you will end up with an armor tank at about 2k shield 5k armor, a slower armor rep then before, no gunners.. By those stats you will probably have 10 cpu and maybe 50 pg left over... if you have maxed out all vehical pg and cpu reduction stats... Which will cost you an arm and a leg. Things that you cant afford cuz just running vehicles as they are makes you bankrupt >.>.. I feel the changes are ok, but shield tanks need 2 more high, and armor need 2 more low.. at least untill they get us the advanced and proto tanks
(which i swear if they dont have 3 high 6 low theres no reason to use vehicals in this game.. the one thing i wanted to do in this game :( so ima have to quit, been patient, moreso then most people that play.. played this game but ****.. ******* people over again and again then giving a "nerf" is ******..) |
Cody Sietz
Bullet Cluster
1106
|
Posted - 2013.10.06 04:30:00 -
[47] - Quote
Jastad wrote:Jastad wrote: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 Same answer as the other threads I'm fine with that. But remove the splash on FGs and make the charge time slower. |
CharCharOdell
Shining Flame Amarr Empire
1071
|
Posted - 2013.10.06 04:39:00 -
[48] - Quote
Ii swear to god I'm the only need here....y'all need to spend 14 hours on excel comparing tank fits, turrets, modules, etc. I factored in EVERYTHING and tanks will be like this: 90% of tankers will find them even weaker but the top 10%- the Honey Badgers, will be nearly unkillable.
Also, glass cannon gunlogis will be able to take on front line madrugars and win in a head on battle if the hardeners are off.
Missiles have an obscene DPS and will kill everything ever. Also take into account that the front line tanks (madrugars), may be almost invincible while their hardeners are on, they'll run out of ammo extremely quickly and since ammo slots are VL, they can't use them.
Gunlogis can also omni-tank very efficiently, now, and sorry to say it grunts, but 2 shield hardeners on a gunlogi will drop explosive damage to 5%, so good luck dealing with that ;) (40%+35%+30[20?]%)
Yes. Tanks have low HP, but the hardeners will make them tanky.
Stop talking bad about Wolfman until u do math.
Also remember that a madrugar with hardeners on will be able to tank 7 hits from a rail that just will around 2800 damage and this is just a standard tank. Add one slot on each side per level and proto tanks will be well worth it. (Maddy with 1 heavy rep, 2 heavy plates, and 2 hardeners, anyone? Yeah, then maybe a couple CPU upgrades or ammo cache in the low and a blaster turret- the ultimate infantry killer. BECAUSE hardeners are key, a tank HAS to be a tanky grunt killer, or a squishy tank killer. It is not possible do both BC of CPU limit
Blasters will be nerfed, honestly, but their PG and CPU cost is extremely low compared to missiles and rails that itll allow gunlogis to run them efficiently and maddies will be able to stack lots of armor mods BC of it.
I spent literally 14 hours figuring this out BC I was initially pissed, but now I realize Wolfman is a genius- damage mods being VH is good BC CPU upgrades are VH and dmods take more CPU to fit than everything except heavy boosters which will be a game changer. |
Noc Tempre
Imperfects Negative-Feedback
2597
|
Posted - 2013.10.06 04:43:00 -
[49] - Quote
CharCharOdell wrote:Ii swear to god I'm the only need here....y'all need to spend 14 hours on excel comparing tank fits, turrets, modules, etc. I factored in EVERYTHING and tanks will be like this: 90% of tankers will find them even weaker but the top 10%- the Honey Badgers, will be nearly unkillable.
Also, glass cannon gunlogis will be able to take on front line madrugars and win in a head on battle if the hardeners are off.
Missiles have an obscene DPS and will kill everything ever. Also take into account that the front line tanks (madrugars), may be almost invincible while their hardeners are on, they'll run out of ammo extremely quickly and since ammo slots are VL, they can't use them.
Gunlogis can also omni-tank very efficiently, now, and sorry to say it grunts, but 2 shield hardeners on a gunlogi will drop explosive damage to 5%, so good luck dealing with that ;) (40%+35%+30[20?]%)
Yes. Tanks have low HP, but the hardeners will make them tanky.
Stop talking bad about Wolfman until u do math.
Also remember that a madrugar with hardeners on will be able to tank 7 hits from a rail that just will around 2800 damage and this is just a standard tank. Add one slot on each side per level and proto tanks will be well worth it. (Maddy with 1 heavy rep, 2 heavy plates, and 2 hardeners, anyone? Yeah, then maybe a couple CPU upgrades or ammo cache in the low and a blaster turret- the ultimate infantry killer. BECAUSE hardeners are key, a tank HAS to be a tanky grunt killer, or a squishy tank killer. It is not possible do both BC of CPU limit
Blasters will be nerfed, honestly, but their PG and CPU cost is extremely low compared to missiles and rails that itll allow gunlogis to run them efficiently and maddies will be able to stack lots of armor mods BC of it.
I spent literally 14 hours figuring this out BC I was initially pissed, but now I realize Wolfman is a genius- damage mods being VH is good BC CPU upgrades are VH and dmods take more CPU to fit than everything except heavy boosters which will be a game changer.
Your math is wrong. Like really wrong. |
Xender17
Ahrendee Mercenaries EoN.
730
|
Posted - 2013.10.06 04:45:00 -
[50] - Quote
CharCharOdell wrote:Ii swear to god I'm the only need here....y'all need to spend 14 hours on excel comparing tank fits, turrets, modules, etc. I factored in EVERYTHING and tanks will be like this: 90% of tankers will find them even weaker but the top 10%- the Honey Badgers, will be nearly unkillable.
Also, glass cannon gunlogis will be able to take on front line madrugars and win in a head on battle if the hardeners are off.
Missiles have an obscene DPS and will kill everything ever. Also take into account that the front line tanks (madrugars), may be almost invincible while their hardeners are on, they'll run out of ammo extremely quickly and since ammo slots are VL, they can't use them.
Gunlogis can also omni-tank very efficiently, now, and sorry to say it grunts, but 2 shield hardeners on a gunlogi will drop explosive damage to 5%, so good luck dealing with that ;) (40%+35%+30[20?]%)
Yes. Tanks have low HP, but the hardeners will make them tanky.
Stop talking bad about Wolfman until u do math.
Also remember that a madrugar with hardeners on will be able to tank 7 hits from a rail that just will around 2800 damage and this is just a standard tank. Add one slot on each side per level and proto tanks will be well worth it. (Maddy with 1 heavy rep, 2 heavy plates, and 2 hardeners, anyone? Yeah, then maybe a couple CPU upgrades or ammo cache in the low and a blaster turret- the ultimate infantry killer. BECAUSE hardeners are key, a tank HAS to be a tanky grunt killer, or a squishy tank killer. It is not possible do both BC of CPU limit
Blasters will be nerfed, honestly, but their PG and CPU cost is extremely low compared to missiles and rails that itll allow gunlogis to run them efficiently and maddies will be able to stack lots of armor mods BC of it.
I spent literally 14 hours figuring this out BC I was initially pissed, but now I realize Wolfman is a genius- damage mods being VH is good BC CPU upgrades are VH and dmods take more CPU to fit than everything except heavy boosters which will be a game changer. WE DONT WANT TO BE FORCED TO PLAY VIA ACTIVE MOD TYPE! |
|
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
214
|
Posted - 2013.10.06 04:51:00 -
[51] - Quote
Eyemakerwet wrote:The legend345 wrote:N1ck Comeau wrote:Did you see all those passive skills there adding in for tanks though? Gonna be awesome No it wont. Mechanics mechanics mechanics. You cant do **** with passive reps and 3 lows and 2 highs its a std tank. They are paving the way for adv and proto tanks. U cant expect std to be awesome. Vehicles aren't getting "Advanced" or "Proto" they're getting "variations"... like the LLAV was to the LAV.. they call them different "roles". |
Borne Velvalor
BLACK-DRAGON-SOCIETY
1
|
Posted - 2013.10.06 05:45:00 -
[52] - Quote
I actually just posted about the changes in the main thread regarding them a few hours ago. I had done some math and came up with a load out that is essentially the same as Pyrex's Madrugar set. The old set was Polycrystalline plates, an armor repair unit and two hardeners with blaster turrets. His required a power grid extension. For the new build I came up with Enhanced 120mm Plating, Enhanced an Enhanced Heavy Armor Repairer and a Complex Armor Hardener with two CPU mods.
Essentially, it's no different from the old build in use. Use an armor hardener, tear everything up. The only difference is that it has a solid 25% less health and is vulnerable for extended periods of time (during which a SINGLE clip of Proto swarms can destroy it), unlike the old/current build which can have both hardeners on literally 80% of the time. So, the best armor build I could make is a clone of one of the current best builds, with all the differences being negative. It dies faster when it's using its short-lived hardeners and even faster when they are gone.
I also pointed out that weapon mods don't equalize armor hardeners. A single one means you're doing 78% damage (versus the hardened tank's 100% if you don't have a hardener, which would require you to give up guns or raw armor), two (without penalties) is only 96%. After penalties, it will probably take 3 weapon mods against a single hardener just to restore parity.
Of course, the Madrugar doesn't even have 3 slots. Plus, due to the CPU bottle neck, you'll be running out of CPU just using the low slots for armor. Armor. It takes up all your CPU, so much, in fact, you need to sacrifice your highs to CPU mods.
Despite the statistics showing that this re-haul will probably make tanks (and every other vehicle type in the game) a little bit worse, I don't think it's a bad start.
I do find it funny, however, that this more "active" upgrade, is, in fact, LESS active. With the set I posted, you only have one active module. Your hardener. Previously, you'd have to manage TWO hardeners AND activate your armor repair unit when your shields fell. Now, the hardeners are condensed and the armor repair (which is just as fast as the active repair, by the way) is a passive. Also, while armor tanks are generally better than shield tanks, an armor tank with hardeners takes 2.25 times the damage from swarms to its armor than a shield tank with hardeners takes to its shields. Madrugar's in general take 50% more damage when hardened than Gunnlogi's simply because the Gunnlogi's hardeners are simply stronger. This is, of course, assuming the hardeners are as they appear and that swarms go by the normal explosive damage modifier. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3697
|
Posted - 2013.10.06 06:07:00 -
[53] - Quote
Noc Tempre wrote:They said they were rebalancing vehicles to make gameplay more fun. Vehicle drivers first and then AV specialists after complained vehicle battles were too short. There wasn't enough time for variety in engagements, dynamics to shift, skill to present itself. Then nerf after nerf arrived and the vehicles kept losing their hp and it got worse. Madruger tanks had a brief heyday with some strong armor specific modules arrived but were quickly nerfed again with a further vulnerability to explosive damage. For over half a year, we were told vehicles were going to get rebuilt from the ground up and just wait and be amazed. It's safe to say that was wasted time. Not only is the proposed refresh horribly unbalanced, the skill tree shallow yet expensive, and devoid of innovation - it also doesn't fix the original problems. 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. I notoriously have an axe to grind over the misdevelopment of this game, especially with the shady marketing BS, but for old times sake I will offer feedback on vehicle changes. Big suits with wheels isn't interesting. Long cooldowns on necessary to be competitive modules isn't fun. Deep SP sinks with low variety isn't hardcore. The maps and gamemodes don't even support mixed arms combat and nothing has been addressed on that front. Additional comments: https://forums.dust514.com/default.aspx?g=posts&m=1357566#post1357566 In the worst case, we're not getting these before 1.7, and they've been reiterating that they're showing these to us this early to get as much feedback on them as possible.
One way or another, this demonstrates a movement in the direction you, I, and really all of us have been pushing for since we all got into the Closed Beta as far as presenting changes to the community early so we can offer feedback and suggestions.
I still think you could benefit from being a bit less adversarial, but this thread is emblematic of what we should all be doing as far as providing our feedback on proposals like this. |
Noc Tempre
Imperfects Negative-Feedback
2599
|
Posted - 2013.10.06 07:23:00 -
[54] - Quote
Mobius Wyvern wrote:In the worst case, we're not getting these before 1.7, and they've been reiterating that they're showing these to us this early to get as much feedback on them as possible.
One way or another, this demonstrates a movement in the direction you, I, and really all of us have been pushing for since we all got into the Closed Beta as far as presenting changes to the community early so we can offer feedback and suggestions.
I still think you could benefit from being a bit less adversarial, but this thread is emblematic of what we should all be doing as far as providing our feedback on proposals like this.
Communication is meaningless if it changes nothing.
In other words, it's a show. A song and dance we've seen before. The feedback is going to be ignored again because CCP knows best. Nothing in the world can be extrapolated from looking at numbers, especially from people with more playtime than all the devs combined... |
Godin Thekiller
Hellstorm Inc League of Infamy
1081
|
Posted - 2013.10.06 07:54:00 -
[55] - Quote
Magnus Amadeuss wrote:The legend345 wrote:N1ck Comeau wrote:Did you see all those passive skills there adding in for tanks though? Gonna be awesome No it wont. Mechanics mechanics mechanics. You cant do **** with passive reps and 3 lows and 2 highs I am just asking, but how do you know? I believe they are also changing the values of the modules, so how can you say this? We don't know if they are changing the pricing of the items either, so in the end there is not really enough information to get a full idea of what these changes entail. I would suggest waiting until you actually have a reason to flip out before... you know.... flipping out.
every time someone says this, **** goes horribly wrong. Started with Uprising, and kept on going. |
CharCharOdell
Shining Flame Amarr Empire
1072
|
Posted - 2013.10.06 09:43:00 -
[56] - Quote
These are simply standard tanks. Look at the way they're being set up - just like drop suits. I seriously doubt Wolfman would go out of his way to make tiered modules and turrets the same as infantry and leave the hulls with a 3/2 layout. |
Noc Tempre
Imperfects Negative-Feedback
2600
|
Posted - 2013.10.06 09:57:00 -
[57] - Quote
CharCharOdell wrote:These are simply standard tanks. Look at the way they're being set up - just like drop suits. I seriously doubt Wolfman would go out of his way to make tiered modules and turrets the same as infantry and leave the hulls with a 3/2 layout.
Yes, and that is disappointing. The dropsuits are currently a mess and the progression is neither balanced or fun. And most importantly, they are utterly generic. The logistics suit remains the best combat suit after all. |
Takahiro Kashuken
Red Star. EoN.
1282
|
Posted - 2013.10.06 12:43:00 -
[58] - Quote
Everything is being turned upside down
AV itself should be absolutely gutted in comparision and could be 75% weaker than todays AV
No passive resists is dissapointing and 20skills out 52 are just sinks while some basic skills offer nothing yet the dropsuit versions give stuff but to counteract the skill they did buff the vehicles at base levels and then went and took away slots due to the fact they wont or cant change the fitting screen so proto tanks could be 5/3 5/2 5/4 at best
We possibly get a respec but whoever still uses vehicles aftwards is being the tester
Im suprised they didnt copy and paste from EVE with capacitors and all the mods because it would have been half done
The change is coming, i cant see much changing from what we have seen apart from a few bugs like blaster damage same at all levels etc |
The Attorney General
ZionTCD
1191
|
Posted - 2013.10.06 12:55:00 -
[59] - Quote
As long as I get all my vehicle SP back to sit on while the changes get sorted out I won't be too mad.
Thankfully I have alts that can get played on while CCP figures out their stuff. Thankfully I should be able to get my proto logi suit before this all drops anyway. |
Broonfondle Majikthies
Bannana Boat Corp
296
|
Posted - 2013.10.06 13:21:00 -
[60] - Quote
I've been going through the numbers in my (limited) spare time. I can see where its going with the emphasis on the active hardeners. e.g. the Shield being 60% resistance as the Cal's vehicles will be likely taking the 1st hit without it while for the Gal's the armour hardener is 40% since the shield is effectively an ablative layer to help take the 1st shot. On the whole I think the changes will work but it all depends what's happening on the AV front as well. There is also other factors like if the vehicles will have built in resistances like the current LLAV's so I don't think we can take these at face value.
That said I can't see any way to make a fit with a decent weapon without sacrificing protection and 1 or more Small Turrets (and in the case of DS's any Turrets - but that's not a bad thing most of the time). And I thought the Turrets were getting a damage buff to compensate for the ammo count but I can't see it ( I admit I don't have the current stats, I just eyeballed it)
And I see Rails (small at least) will be easier to fit than missiles, which I guess is right in their current state (man they suck)
Oh well, I'll have to wait and see when it arrives
- extra note - Pilot suits would make the cooldown's very impressive at full proto lovel |
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
437
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Posted - 2013.10.06 13:24:00 -
[61] - Quote
Takahiro Kashuken wrote: Im suprised they didnt copy and paste from EVE with capacitors and all the mods because it would have been half done
There's an old devblog where they talk about vehicle capacitor, so we have at least some reason to believe they want to go that way eventually. My guess is they simply can't spare the personnel to implement such complex changes on vehicles right now. |
Takahiro Kashuken
Red Star. EoN.
1283
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Posted - 2013.10.06 13:50:00 -
[62] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Takahiro Kashuken wrote: Im suprised they didnt copy and paste from EVE with capacitors and all the mods because it would have been half done
There's an old devblog where they talk about vehicle capacitor, so we have at least some reason to believe they want to go that way eventually. My guess is they simply can't spare the personnel to implement such complex changes on vehicles right now.
They would have been better never adding vehicles from the start until they made capacitors work tbh
Have a team work on vehicles in closed beta etc, same with AV get it how they wanted from the start instead of overhauling vehicles twice
Problem is now if capacitors ever do get added it will be another vehicle overhaul for everything |
CharCharOdell
Shining Flame Amarr Empire
1073
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Posted - 2013.10.06 16:08:00 -
[63] - Quote
If they eventually give us vehicles with a total of 9 slots, (5/4, 4/5, etc) or more PG and CPU with (5/3, 3/5), then we'll be okay. Tankv tank seems pretty bbalanced (16 hours of excel) and skilling into tanks with std turrets, modules, and lvl 1 HAV will be possible for brand new players (<400,000 so) thanks to Lord Wolfman.
I will need to see the new stats for av tho |
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