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Space Marine One
The Vanguardians
2
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Posted - 2013.10.29 01:30:00 -
[1] - Quote
i know this Topic have been brought a few time. but i want to keep this idea alive and circulated in the mind of our current Vehicle operators and CCP :) of course now let get to the meets of things.
its no doubt the the vehicles mechanics(modules) was adapted from EVE, but without a key component which makes all work the capacitor the heart and soul of Starships in EVE.
Let me explain for those who not familiar with the concept basically a capacitor of a ship is a power storage circuit that is used to activate fitted modules in turn drain power from it, until power run out than you can no logger use modules till the capacitor recharge it self. now you may ask how those this fit in DUST
as i said earlier they toke a cool idea (vehicle modules) without a key component. instead all active modules is on a timer. we can guess that it was done for gameplay balance issue, but instead the whole mechanics around vehicle warfare is completely cripple. the trade off for what would have bee a interesting dynamic gameplay, tactics experimenting with different modules see what work for personal styles VS the current gameplay system we have now aren't wroth it. Let me clarify
there are hundreds of vehicle modules currently in Dust. the with the current state of vehicles Pilots are force to rely on 2 optimum fitting and around 8 modules or so IE. 1 plate/extender 2 hardener 1 heavy Rep/Booster or 1 Plate/extender and 3 reps which make the rest of the modules basically useless and the will continue to be even with the new re balance CCP promise. Pilots will continue to rely those 2 fits which is boring in my opinion
anyway that's my 2 cent what you think guys positives and negative of capacitor in Dust below |
Space Marine One
The Vanguardians
5
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Posted - 2013.10.31 21:35:00 -
[2] - Quote
Really now you guys have no input |
Vyzion Eyri
The Southern Legion The Umbra Combine
1657
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Posted - 2013.10.31 21:46:00 -
[3] - Quote
I want to see it but I think we'll have to hold out until the rebalancing of 1.7, then the reintroduction of all the variants they took out in 1.9, and the rest of the racial variants hopefully by the next named expansion, then we will probably need another rebalance pass, then pilot suits, then module rebalancing, then some form of ISK reward increase for vehicle pilots, then maybe caps will find room on the grand roadmap.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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Space Marine One
The Vanguardians
7
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Posted - 2013.11.01 16:15:00 -
[4] - Quote
Vyzion Eyri wrote:I want to see it but I think we'll have to hold out until the rebalancing of 1.7, then the reintroduction of all the variants they took out in 1.9, and the rest of the racial variants hopefully by the next named expansion, then we will probably need another rebalance pass, then pilot suits, then module rebalancing, then some form of ISK reward increase for vehicle pilots, then maybe caps will find room on the grand roadmap.
that the thing adding the capacitor gameplay mechanics would have solve and contribute greatly the the rebalancing of vehicles and 1.7 would have been the perfect time to introduce it any later would have make 1.7 pretty useless and wasted of resource. of the vehicles balancing came from what i mention above adding a system without its core mechanic |
lcarus X
Eternal Beings
13
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Posted - 2013.11.01 16:26:00 -
[5] - Quote
Their just balancing the modules, so 1.7 won't be useless at all. When (if) they add capacitors 1.7 would've helped greatly. |
Takahiro Kashuken
Red Star. EoN.
1576
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Posted - 2013.11.01 16:30:00 -
[6] - Quote
All CCP really had to do was copy and paste from EVE and just downsize the cap and adjust the mods
My battleship in EVE can perma run 3 active resist mods and i can pulse the MWD/Booster when needed
Now if i could do that in DUST with a HAV infantry would cry OP even if i have perfect and all support skills at level 5 but if you can fit it and it works then its fine
To get cap into DUST requires another rework and rebalancing for the active mods at least, we have to have enough cap for the turret but also to use various mods and also would we be allowed to perma run certain mods for example |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1000
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Posted - 2013.11.01 16:47:00 -
[7] - Quote
I would imagine that Blaster turrets would play hell with the cap on any ground based vehicles. I doubt they'd have the perma-run capabilities that spaceships have.
Praise St. Arzad and Pass the Nanohives....
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knight of 6
SVER True Blood Public Disorder.
536
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Posted - 2013.11.01 17:19:00 -
[8] - Quote
for the thousandth time, the TTK in dust is far to short to effectively implement a capacitor. it would just be a pain in the ass to manage in combat. i theory it is a great Idea but ccp would need to drag out the TTK to the point where it isn't fun or adrenaline filled to fight other tanks/AV.
no. not in the current incarnation or for the forseeable future.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Space Marine One
The Vanguardians
8
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Posted - 2013.11.02 17:25:00 -
[9] - Quote
knight of 6 wrote:for the thousandth time, the TTK in dust is far to short to effectively implement a capacitor. it would just be a pain in the ass to manage in combat. i theory it is a great Idea but ccp would need to drag out the TTK to the point where it isn't fun or adrenaline filled to fight other tanks/AV.
no. not in the current incarnation or for the foreseeable future.
true the TTK time is far too short and thats part of the problem right now. the current engagement for tanks is about 7-13 sec on average and its all came down who started shooting first, that's not fun either considering the time and isk invested in these tank VS the payoff
IMO if CCP does increasing the TTK as you said even a bit more the current we have right now. theoretically speacking the only thing that would change are the tactics and therm of the engagements which is still can be fun compare to the one who shoot first wins. other effect of that would see more vehicles in combats and less of lone wolf tanker raking kills on infantries |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4454
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Posted - 2013.11.02 17:27:00 -
[10] - Quote
I don't see a reason to add a limiting factor to vehicles when they're as gimped as they already are. Why nerf what has already been nerfed countless times before?
Never forget
Level 4 Forum Warrior
King of airborne swine.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1000
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Posted - 2013.11.02 17:30:00 -
[11] - Quote
TheAmazing FlyingPig wrote:I don't see a reason to add a limiting factor to vehicles when they're as gimped as they already are. Why nerf what has already been nerfed countless times before? That is exactly it though, perhaps with a limiter such as a capacitor, vehicles could be ungimped.
Praise St. Arzad and Pass the Nanohives....
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Space Marine One
The Vanguardians
8
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Posted - 2013.11.02 17:45:00 -
[12] - Quote
Alaika Arbosa wrote:TheAmazing FlyingPig wrote:I don't see a reason to add a limiting factor to vehicles when they're as gimped as they already are. Why nerf what has already been nerfed countless times before? That is exactly it though, perhaps with a limiter such as a capacitor, vehicles could be ungimped. a thank you for pointed that out. that was one of the general idea of this post |
Space Marine One
The Vanguardians
8
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Posted - 2013.11.05 18:24:00 -
[13] - Quote
Alaika Arbosa wrote:I would imagine that Blaster turrets would play hell with the cap on any ground based vehicles. I doubt they'd have the perma-run capabilities that spaceships have. not really there's the ammo count limit which they already announce is coming this would would keep it pretty balanced |
crazy space 1
Vherokior Combat Logistics Minmatar Republic
1961
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Posted - 2013.11.05 18:31:00 -
[14] - Quote
Takahiro Kashuken wrote:All CCP really had to do was copy and paste from EVE and just downsize the cap and adjust the mods
My battleship in EVE can perma run 3 active resist mods and i can pulse the MWD/Booster when needed
Now if i could do that in DUST with a HAV infantry would cry OP even if i have perfect and all support skills at level 5 but if you can fit it and it works then its fine
To get cap into DUST requires another rework and rebalancing for the active mods at least, we have to have enough cap for the turret but also to use various mods and also would we be allowed to perma run certain mods for example Not if we have dropsuit equipment webbers so we could stick tanks in place or slow them down... Not to mention dropships with energy nuets on them
When the hell are our webs coming : ( |
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