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KenKaniff69
Subdreddit Test Alliance Please Ignore
881
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Posted - 2013.11.17 06:17:00 -
[1] - Quote
CCP has gone though the effort to rebalance our current set of vehicles and even provided us with a stat sheet to play spreadsheet games with before we get to drive our new and "improved" vehicles, but there are numerous issues with vehicles that are not addressed part one or two of the vehicle posts.
Note: Almost all of the videos have music. Please mute it if you don't like it. Thanks to The Legend345 and FirehouseHD for the footage.
Shield vs Armor Collision/Terrain Damage Tap a light pole in a shield vehicle. Now do the same in an armor vehicle. Shields take way too much damage from impact. Often times armor tanks can just ram shield tanks and kill them. This should not be and needs to be addressed. notice how the madrugar loses all of its shield at the start of this video after only a short jump, yet it's armor stays intact. For armor tanks it may not be a big deal, but for shield tanks with extremely reduced shields it cuts into their ehp massively. http://www.youtube.com/watch?v=L8pqf_cOdOY Watch the terrain damage as the tank navigates at around 1:45. Those aren't very large jumps, yet the tank can barely keep any shield as it moves though the hills.
Speed, acceleration, and handling
Armor vehicles have the same listed speeds as shield vehicles. Why is this if shield vehicles are supposed to follow a hit and run plan of attack? Currently, it is still as bad as when the speeds were skewed from the start of uprising. Shield vehicles should be significantly faster than their armor variants. (50%)
Armor vehicles also accelerate more quickly. This leads to better utilization of top end speed, which is skewed towards armor, and furthermore distance traveled. Shields should accelerate like they have nitrous ALL THE TIME. This would allow them to follow the guidelines of hit and run tactics.
Handling is also completely broken. Armor tanks can literally do circles around gunloggis with a skilled pilot. This should be the complete opposite. Controls have also shown a lot of inconsistency at times. Ex. push stick left and tank pivots to the right.
Turret mechanics Dropship turret mechanics are borked badly. The swiveling turret issue will be horrible for gunners trying to hit targets to the front of the DS. This needs to be fixed to allow full coverage of everything the DS pilot can see. NgurthosXI has stated this many times. Tank turrets suffer from adverse angles. let's look at the issue with the shield tank. http://www.youtube.com/watch?v=rDFef67d8Hg notice the issue from the :40 mark onward. The shield tank's hull does not allow the turret to aim downward, while the armor tank does. The armor tank hull allows for much easier target acquisition in these situations due to it not having these hitbox issues with its hull.
Roadkill Nerf The bug that caused friendlies to get caught in the tracks of tanks, as well as enemies was an asset to tanks. Considering tanks have tracks that are exposed on the front and rear, if an enemy is even as much as touched by these tracks than they should be instakilled by the physics of the tracks. Friendlies should bounce of as they do now. CCP, it is up to you to fix this. There should be no reason for AV rushers to bounce off of enemy vehicles and take no damage. http://www.youtube.com/watch?v=xDy8oZDrJD0 Notice how at around 5:55 the tank pins a scout and runs him over
Vehicle Scanners Scanners now take up an immense amount of CPU. This means I will most likely be giving up some tank to fit one. Their vision should be seen by the whole team and there should be an intel kill assist of 5-10 points for each scanned target who is killed during the duration of the scan. http://www.youtube.com/watch?v=xDy8oZDrJD0 This tank is running the f-84 active scanner and is getting a lot of intel. WP should be rewarded to some degree.
CRU's Each spawn should be a cut rate of 25 points, just like an uplink. No questions.
Vehicle Entry and Exit First off, we NEED locks. There is simply too much ISK on the line to lose to a blue who has no clue how much time was spent to even call in the ride he just AFK'd in for ten minutes. Second, there should be a hack type action that grants entry/exit to or from a vehicle. This would stop the BS that is that fuels heavies forging in LLAV's, people recalling tanks under fire, and the infamous jump back in the DS while you regen health on a tower full of reds. As far as I am concerned, the pilot and his crew should fight until their death. Bailing out is pretty cheap. For DS pilot's and crew a one time ejection or cool down period would work perfectly. Thread started here https://forums.dust514.com/default.aspx?g=posts&m=1493034#post1493034
Rendering Still completely broken. Rails are going to need this to be fixed. Ranged combat is simply impossible if you can't see your target. If this isn't fixed invisible AV, infantry, turrets, and vehicles will continue to exist for all pilots.
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
884
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Posted - 2013.11.17 06:21:00 -
[2] - Quote
x
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
884
|
Posted - 2013.11.17 06:28:00 -
[3] - Quote
Nguruthos IX wrote:I can bump this thread.
Well I planned upon the nuckleheads doing the same, but that works
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
884
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Posted - 2013.11.17 06:33:00 -
[4] - Quote
jerrmy12 kahoalii wrote:KenKaniff69 wrote:Nguruthos IX wrote:I can bump this thread.
Well I planned upon the nuckleheads doing the same, but that works btw i also thought CCP was on crack for making the gunlogi slower in 1.7 It appears to have the same stats as the madrugar. These shared stats are the same as what I have read for previous patch notes, even as far back as previous builds. If CCP wants to define the way the two play, then now is the time to differentiate their speeds IMO.
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
884
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Posted - 2013.11.17 06:38:00 -
[5] - Quote
jerrmy12 kahoalii wrote:KenKaniff69 wrote:jerrmy12 kahoalii wrote:KenKaniff69 wrote:Nguruthos IX wrote:I can bump this thread.
Well I planned upon the nuckleheads doing the same, but that works btw i also thought CCP was on crack for making the gunlogi slower in 1.7 It appears to have the same stats as the madrugar. These shared stats are the same as what I have read for previous patch notes, even as far back as previous builds. If CCP wants to define the way the two play, then now is the time to differentiate their speeds IMO. yea, and you'd think if you made a gunlogi you'd upgrade its slot count by 1, put 1 weak, infinite nitrous in, make the slot invisible and send it, but no, heavy ass armor plates are faster Interesting idea about the invisible nitrous. hmmmmm
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
887
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Posted - 2013.11.17 15:23:00 -
[6] - Quote
Bump for constructive feedback
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
887
|
Posted - 2013.11.17 15:45:00 -
[7] - Quote
Knight Soiaire wrote:Terrain damage should be removed, rolling over small bumps in a tank thats running on tracks should not do any damage, I just hope CCP was smart enough to remove it, or else it will constantly reset our delay. Of course, falling from height should still do damage. I remember escaping in a Gunnlogi with around 500 Armour left, I was thankful to have made it out, then I try to climb a small hill, the size of a barrel, and it destroys my tank. I'm in a tank for godsake, that shouldn't be happening. Exactly. Shield vehicles seem to be even more susceptible than armor vehicles for some reason.
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
889
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Posted - 2013.11.17 16:10:00 -
[8] - Quote
Benjamin Ciscko wrote:remove the tank spaz when going through a tight spot your tank can get and be thrown back and forth rapidly killing you in 3 seconds or less a video will be provided shortly. http://www.youtube.com/watch?v=w3n9jnnY8iY 2:55. This also highlights (15 seconds or so before tank explodes) how tanks go flying over hills with nitrus tank hundreds if not thousands of damage. I will add this to my OP. Turret glitches around cover are very common and usually leave your tank with a loss of a few thousand HP. Also, notice how around 1:35 when the tank i struggling to climb the hill. WTF! tracks allow you to climb steeper grades and more challenging terrain, so why do have to pivot my tank to go over most hills that aren't smooth?
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
891
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Posted - 2013.11.17 16:39:00 -
[9] - Quote
Benjamin Ciscko wrote:They also need to remove the road kill when a vehicle is destroyed because you can not see what type of AV killed your friendly vehicle, it decreases vehicle awareness. Will also add to the OP. TY
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
891
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Posted - 2013.11.17 16:48:00 -
[10] - Quote
Takahiro Kashuken wrote:+1
Pity vehicles are always ignored for the longest amount of time, we still got problems which were brought up in closed beta and we still havent seen any movement yet May 27, 2012 was the first vehicle lock post. I face palm every time a blueberry AFK's in my tank. Well, there were several posts that recently got blue tags based upon indisputable video evidence. It would be a double standard if they didn't do the same to this one.
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
892
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Posted - 2013.11.17 16:59:00 -
[11] - Quote
Nguruthos IX wrote:Right. I never get to see the INSANE 10,000 damage some rail or forge did to me in 2 shots when it kills my dropship.
And that's if I do go out of my WAY to stay in as it burns and crashes, just to glimpse that data of who killed me and how.
This should be considered a bug and they should implement a separate log I can go back and access about who killed my vehicle and how much damage they did to it - even if I survive.
That information is, you know, kinda of important. Its only fair. CCP has this data. They also have the net isk changes for each mach you play. These are things people were calling for back in 2012 in closed beta. I don't understand the problem as to why we don't have these features yet.
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
895
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Posted - 2013.11.17 18:52:00 -
[12] - Quote
Tebu Gan wrote:Well put.
I've always hated that my gunnlogi was slower than the maddie. Not just in terms of tops speed, but in acceleration. There has been soo many issues I've had with my tank when stacked with a maddie. The current balance is just ridiculous. People used to say, but gunnlogis are supposed to be snipers, how about you do your job. But the speed has seriously bugged me for a long time. We can't stand toe to toe with a maddie and survive, but if we just had that advantage of speed and handling, we would have had a much easier time.
Currently, the numbers have it stacked so that the 2 tanks are equal in speed. (Pretty sure it is, been a while since I've looked at it). This drives me crazy, hit and run means gunnlogis need to be FASTER. As it is now, maddies will be somewhat equal in speed, just barely sagging behind.
And acceleration, man it just never made sense, I'm using these light shields, but am slower to get up to speed, and have a slower top end speed.
Basically, take a maddie now, and make it move like a gunnlogi now. And make the gunnlogi move like the maddie.
And it's insulting really. A maddie can literally squish your tank with his tank.
Why do shields take so much damage from collisions??? It's game breaking and crippling. More then once, I have got my tank to a safe area, running on it's last legs. Full armor, barely a tick of shields left, and boom. A ******* divot caused enough damage to my tank to destroy it. Insulting.
Then there is the fact that a Shield turret can't aim all the way down. ???
WHY. Why was the deemed a necessary feature. Infantry can actually walk right up to your tank, while running blasters, and dodge around in the safe zone. The point at which you can no longer aim. Add this with the fact that infantry slide off to the side with even the tiniest nudge.
Locks, have been asked for for a looong time now. And this kind of addition is seriously needed. No reason for me to spend all that isk on a tank or dropship, to have it stolen the minute I need to get out and repair. I shouldn't fear my team mates.
And rendering, I feel this will never be fixed!
Why everyone so invisible!!!
TY for the support. Another thing I just thought of is the new shield regen mechanics. Regen is stronger, but has a delay. I imagine that a bump would interrupt this delay compounding the problems.
You are very right about the turret deadzone on shields vs armor. madrugars have a very small zone around the hull where they are defenseless, but gunloggis have a much bigger zone due to the fact that they can't aim down enough. The video i chose for this shows it well. It is funny how you can literally be invincible vs shield tank by literally being 5 m below his turret deviation.
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
895
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Posted - 2013.11.17 18:59:00 -
[13] - Quote
MUDFLAPS McGILLICUTTY wrote:CCP (Road Kill) Dust 514 LOL
but seriously, Give it a chance. We still have to squad up sometime for some domination.
So about those vehicle locks...
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KenKaniff69
Subdreddit Test Alliance Please Ignore
895
|
Posted - 2013.11.17 19:01:00 -
[14] - Quote
Tebu Gan wrote:KenKaniff69 wrote:Tebu Gan wrote:Well put.
I've always hated that my gunnlogi was slower than the maddie. Not just in terms of tops speed, but in acceleration. There has been soo many issues I've had with my tank when stacked with a maddie. The current balance is just ridiculous. People used to say, but gunnlogis are supposed to be snipers, how about you do your job. But the speed has seriously bugged me for a long time. We can't stand toe to toe with a maddie and survive, but if we just had that advantage of speed and handling, we would have had a much easier time.
Currently, the numbers have it stacked so that the 2 tanks are equal in speed. (Pretty sure it is, been a while since I've looked at it). This drives me crazy, hit and run means gunnlogis need to be FASTER. As it is now, maddies will be somewhat equal in speed, just barely sagging behind.
And acceleration, man it just never made sense, I'm using these light shields, but am slower to get up to speed, and have a slower top end speed.
Basically, take a maddie now, and make it move like a gunnlogi now. And make the gunnlogi move like the maddie.
And it's insulting really. A maddie can literally squish your tank with his tank.
Why do shields take so much damage from collisions??? It's game breaking and crippling. More then once, I have got my tank to a safe area, running on it's last legs. Full armor, barely a tick of shields left, and boom. A ******* divot caused enough damage to my tank to destroy it. Insulting.
Then there is the fact that a Shield turret can't aim all the way down. ???
WHY. Why was the deemed a necessary feature. Infantry can actually walk right up to your tank, while running blasters, and dodge around in the safe zone. The point at which you can no longer aim. Add this with the fact that infantry slide off to the side with even the tiniest nudge.
Locks, have been asked for for a looong time now. And this kind of addition is seriously needed. No reason for me to spend all that isk on a tank or dropship, to have it stolen the minute I need to get out and repair. I shouldn't fear my team mates.
And rendering, I feel this will never be fixed!
Why everyone so invisible!!!
TY for the support. Another thing I just thought of is the new shield regen mechanics. Regen is stronger, but has a delay. I imagine that a bump would interrupt this delay compounding the problems. You are very right about the turret deadzone on shields vs armor. madrugars have a very small zone around the hull where they are defenseless, but gunloggis have a much bigger zone due to the fact that they can't aim down enough. The video i chose for this shows it well. It is funny how you can literally be invincible vs shield tank by literally being 5 m below his turret deviation. Yeah, I used to run over people who did that. Now hitting them, actually benefits them. Yeah and I see bumps being a huge issue when it comes to shield regen. I forgot to mention the fact that a Maddie still does not have to sacrifice tank to fit a nitro. Nitro should be in a low slot. I would rather have torque mods AND nonofibers in low slots. They would balance the only speed mod being a high slot as of 1.7. CCP got rid of all the passive mods for some reason. IDK how a new player is going to learn this stuff without passive mods to start.
So about those vehicle locks...
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