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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
IceShifter Childhaspawn
DUST University Ivy League
407
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Posted - 2013.11.19 20:05:00 -
[31] - Quote
Soon
GûæGûæGûêGûêGûêGûêGûêGûêGûê ]GûäGûäGûäGûäGûäGûäGûä - Just a bit further...
IlGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
..GùÑGèÖGû¦GèÖGùñ......GùÑGèÖGû¦GèÖGû¦GèÖGùñ xxx xxx xxx
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Grimmiers
0uter.Heaven Proficiency V.
317
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Posted - 2013.11.19 20:05:00 -
[32] - Quote
The 10% increase in rate of fire for small blasters per level on gallente dropships. Would that make it 1285 rounds per minute? If so god damn.
Grimm Grimm! \
Youtube Channel
Recruiter Link
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pyramidhead 420
Carbon 7 CRONOS.
153
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Posted - 2013.11.19 20:07:00 -
[33] - Quote
Jadek Menaheim wrote:Reav Hannari wrote:Will supply depots be the only way to resupply vehicles? I asked this before. What is the resupply range when approaching a Supply Depot in 1.7? The current distance is terribly close which makes it a pain to navigate around safely with a dropship. You practically need to be touching the depot to see an effect. will av guys go aroud destroying all supply depots, first thing now?
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Reav Hannari
Red Rock Outriders
1866
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Posted - 2013.11.19 20:11:00 -
[34] - Quote
pyramidhead 420 wrote:Jadek Menaheim wrote:Reav Hannari wrote:Will supply depots be the only way to resupply vehicles? I asked this before. What is the resupply range when approaching a Supply Depot in 1.7? The current distance is terribly close which makes it a pain to navigate around safely with a dropship. You practically need to be touching the depot to see an effect. will av guys go aroud destroying all supply depots, first thing now?
Seems fair to me. Pay back for all those depots destroyed so we don't shoot at vehicles.
Rees Noturana https://twitter.com/reesnoturana
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Jadek Menaheim
Xer Cloud Consortium
402
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Posted - 2013.11.19 20:12:00 -
[35] - Quote
pyramidhead 420 wrote:Jadek Menaheim wrote:Reav Hannari wrote:Will supply depots be the only way to resupply vehicles? I asked this before. What is the resupply range when approaching a Supply Depot in 1.7? The current distance is terribly close which makes it a pain to navigate around safely with a dropship. You practically need to be touching the depot to see an effect. will av guys go aroud destroying all supply depots, first thing now? Naw, I think they'll go for the lolz of placing proximity explosives en mass around depots. May not destroy the depot, but it'll ruin the pilot's day.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
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Reav Hannari
Red Rock Outriders
1866
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Posted - 2013.11.19 20:14:00 -
[36] - Quote
pyramidhead 420 wrote:what are "promotional" vehicles ? and are "gruistas saga" one of SAGA lav's ?
Vehicles offered in packages through the PSN store. The Gurista's/Ishukone Watch currently have different stats from the normal Saga so I'm curious what will happen to them as well.
Rees Noturana https://twitter.com/reesnoturana
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Sir Snugglz
Red Star. EoN.
153
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Posted - 2013.11.19 20:20:00 -
[37] - Quote
I love you!!! Any changes to ads camera or handling mechanics? |
Asirius Medaius
658
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Posted - 2013.11.19 20:33:00 -
[38] - Quote
I started to get excited at the "That's my ride" part of the Blog; I thought they added vehicle locks finally. It seems that I got excited all too quickly. This update is starting to look like 1.6 with minor modifications and a couple extra guns. I really don't know if this update in December is going to be enough to stop me from getting the PS4 I have been desiring for awhile.
Once the PS4 gets their new wave of shipments, I will be buying one and possibly saying farewell if this update becomes more than lackluster to the game's progression.
Signature coming soonGäó.
[Level 9 Forum Warrior]
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Sir Snugglz
Red Star. EoN.
153
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Posted - 2013.11.19 20:42:00 -
[39] - Quote
Hey hey, pass this on to the team in charge. I like the vehicle lock, but can we add a toggle. You, know like being able to turn it off or on. Because in pubs I want it on. But in PC, I know the blueberries... And I would want them in my derpship as soon as possible. Know what I mean? Let me know CCP. Thanks |
Templar XIII
Seykal Expeditionary Group Minmatar Republic
6
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Posted - 2013.11.19 20:44:00 -
[40] - Quote
Reading this devblog being not that different from the on posted before to the exact same topc and checking the modules list, some questions arose:
(1) how and to what extend are vehicle SP being resspecced, if at all? It would not make much sense keeping turret SP untouched while having all the other vehicle SP reimbursed if the decision goes against vehicles investment and speccing into drop suits instead.
(2) what is going to happen with blueprint modules already acquired? The list shows a light militia shield extender blueprint where none was ever sold on the market, only the heavy ones. Militia Power Diagnostic System, Shield Regenerator and Shield Resistance Blueprint are not to be found on the list at all. On the other hand no Armor plates blueprints are listed but were sold on the market: is the list simply incomplete or are these blueprints to go and be reimbursed in AUR?
(3) the dev blog has Amarr vehicle specializations: will the Bloodraider Saga be turned into an Amarr vehicle once Amarr LAVs are being rolled out? After all the Blood Raiders were Amarr, and not Caldari based.
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Lillica Deathdealer
Mango and Friends
446
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Posted - 2013.11.19 20:46:00 -
[41] - Quote
I approve of your decision to keep assault dropships in the game. And even if there is no info on the other racial vehicles, I'm sure just seeing their skills placed on the table anyways made many people feel secure. We can tell you care and are working on the fun toys :)
- Fear the Mango - Fear its friends -
Closed beta vet, Forum warrior prof. III
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RydogV
Shadow Company HQ
618
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Posted - 2013.11.19 21:03:00 -
[42] - Quote
I hope for the sake of everyone, supply depots become significantly more durable. |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
197
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Posted - 2013.11.19 21:13:00 -
[43] - Quote
Tbh, you should have taken the ads away, seriously it was a fail, dont hate on me as I love it but it was a fail, it is never good on game mechanics for the pilot to have a movable turret (even if this is the future...)
Look at any game with aircraft that has a pilot manned gun, you can't move it.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Skihids
Bullet Cluster Legacy Rising
2434
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Posted - 2013.11.19 21:20:00 -
[44] - Quote
pyramidhead 420 wrote:Jadek Menaheim wrote:Reav Hannari wrote:Will supply depots be the only way to resupply vehicles? I asked this before. What is the resupply range when approaching a Supply Depot in 1.7? The current distance is terribly close which makes it a pain to navigate around safely with a dropship. You practically need to be touching the depot to see an effect. will av guys go aroud destroying all supply depots, first thing now?
I'm thinking that I will destroy every red SD.
On the same note we shouldn't see vehicles in standard Ambush any more. |
EternalRMG
KNIGHTZ OF THE ROUND
595
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Posted - 2013.11.19 21:23:00 -
[45] - Quote
Skihids wrote:pyramidhead 420 wrote:Jadek Menaheim wrote:Reav Hannari wrote:Will supply depots be the only way to resupply vehicles? I asked this before. What is the resupply range when approaching a Supply Depot in 1.7? The current distance is terribly close which makes it a pain to navigate around safely with a dropship. You practically need to be touching the depot to see an effect. will av guys go aroud destroying all supply depots, first thing now? I'm thinking that I will destroy every red SD. On the same note we shouldn't see vehicles in standard Ambush any more.
You can recall them and re- call them
"Fight Togheter; Win Together"
Duster Since: July 2012
Best DropShip Pilot; Soon To be best Jet Fighter Pilot
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Mdog 24158
Crux Special Tasks Group Gallente Federation
12
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Posted - 2013.11.19 21:24:00 -
[46] - Quote
Fear my proto fragmented missle turrent mortals
Flying derpships and scout shotgunning 24/7 quite fun i must say
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Lanius Pulvis
Bojo's School of the Trades
60
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Posted - 2013.11.19 21:48:00 -
[47] - Quote
While I laud CCPs decision to keep the ADS; I too wonder about vehicle SP respecs as well as ammo resupply. Will a module be added to resupply? I doubt the ammo capacity skill will be enough. Nevertheless, thank you CCP.
Not new, just new to you.
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Vell0cet
Company of Marcher Lords Amarr Empire
565
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Posted - 2013.11.19 21:54:00 -
[48] - Quote
The SP sinks aren't a problem for me, since we're going to need them as SP keeps coming in every week. I'm very happy the ADS is sticking around, and the full list of racial vehicle skills looks promising. I hope to see Amarr vehicles sooner-than-later (I'm hoping by 1.9 or 1.10). Keep it coming CCP.
I'm disappointed they decided not to do vehicle capacitors. This would have been the perfect time to add them with the vehicles getting a rebalance. I worry it will only get more difficult to do later. I hope CCP has a plan for how they can implement capacitors in the future without another major vehicle reboot. E-war would add a whole new dimension to gameplay and put DUST ahead of all it's peers in terms of the depth of vehicle combat.
Quick/Dirty Test Range Idea
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lithkul devant
Legions of Infinite Dominion
127
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Posted - 2013.11.19 22:10:00 -
[49] - Quote
I'm rather unsure about the 1.7 update and think in a lot of ways it is bad, I'll go point by point to explain.
1. No isk prices were listed upon the data dumps, how much is everything going to cost? Especially considering unless you are playing PC most vehicles in the game are not affordable for you to use as it is. Considering a good tank can cost easily over 750k and a pub match at most can make you 300-400k minus suit expenses which can at times easily go over the profit gained during a match.
2. "That's my ride"- Alright...let me get this straight, for 15 seconds after the driver has already gotten in the car he can't get any blueberries? "As it stands today, no-one other than the vehicle owner can get into a vehicle for 5 seconds after delivery and no-one other than the vehicle owner and his squad can get into a vehicle for 15 seconds after delivery." I don't exactly see this as a fix to the problem, just adding on more to the problem, how are people who are not squaded going to be effective in lavs for transporting people fast? Also, the problem additionally was, when a blueberry got into the vehicle and refused to get out and stole your car or when you were caping an objective or had to get out for a short period of time a blueberry would steal your ride, right in front of you.
3. "Turrent Tweaks"- This has massive sp sink written all over it, I want to see the actual skill tree and how this is going to be applied into it. What I can see of it is that every gun was broken down into segments then given very expensive upgrading charges to and a lot of pay sp to unlock this, I don't think this is exactly helpful and I hope to have a refund on my sp I sunk into vehicles if this is as bad as it reads to me.
4. "Tearing up the road"- Okay....so they are making the lavs with Gallente having a slower start up and a higher top speed and the Caldari with a faster acceleration. I call absolute horseshit on this, let me explain, for most lav operation the entire route is 200m-400m with twists and turns, meaning top speed will never be achieved for longer then 5 seconds. Also, everyone knows that a shield LAV is better then an armor LAV unless somehow the patch is going to drastically change this. In that nearly all AV measures are explosive damage, this can be shown better by using the LLAV's where a shield LLAV can literally take half a team to kill it, even if the LLAV is just parked. An Armor LLAV wishes and dreams it had that much damage soak ability. Where I am going with this, is that acceleration is easily more valuable then top speed in this game, especially with how a lot of fields have bumps and other things to slow you down, so I say that by giving Gallente vehicles a slower acceleration you will be killing them, since top speed doesn't mean much of a damn if you can never find a straight road to use it on. Shield based LAV's will still easily be the best, because their is no armor LAV that I would ever call a "armor-tanked bruiser" consider how fast they die to AV damage especially forge guns.
Few things I loved about this patch though are.
1. "Target Aquired"- About time we get turrets that can shoot straight and don't throw a shell a mile off just because you moved an inch.
2. HAV's getting better manueverability, this will help a ton with survivability, I just hope that the swarm missiles get a better tracking program rather then constantly smacking into walls.
3. Vehicles having finite ammo and supply depots being able to give them back ammo (though I do hope their is another way for tanks to get ammo, otherwise all supply depots are going to die, just to deny tanks access) |
Skihids
Bullet Cluster Legacy Rising
2434
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Posted - 2013.11.19 22:15:00 -
[50] - Quote
EternalRMG wrote:Skihids wrote:pyramidhead 420 wrote:Jadek Menaheim wrote:Reav Hannari wrote:Will supply depots be the only way to resupply vehicles? I asked this before. What is the resupply range when approaching a Supply Depot in 1.7? The current distance is terribly close which makes it a pain to navigate around safely with a dropship. You practically need to be touching the depot to see an effect. will av guys go aroud destroying all supply depots, first thing now? I'm thinking that I will destroy every red SD. On the same note we shouldn't see vehicles in standard Ambush any more. You can recall them and re- call them
True, I expect that to be abused.
Though most deployments will probably occur deep in the redline to prevent dangling it for several seconds exposing it to hostile fire, so either way a HAV will be disengaged for significant periods.
Small ambush maps increase the chance of losing your toy before you can get on board. |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
4165
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Posted - 2013.11.19 22:43:00 -
[51] - Quote
I am somewhat renewed in my expectations for 1.7.....if only racial tanks were out in it.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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EternalRMG
KNIGHTZ OF THE ROUND
596
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Posted - 2013.11.19 22:49:00 -
[52] - Quote
FULL RESPEC FTW!!!!!!!!
"Fight Togheter; Win Together"
Duster Since: July 2012
Best DropShip Pilot; Soon To be best Jet Fighter Pilot
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Maken Tosch
DUST University Ivy League
5185
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Posted - 2013.11.19 23:05:00 -
[53] - Quote
Ripley Riley wrote:Don't get me wrong, I like to see dev blogs, but isn't this information we have already heard a lot about? I hope the other two dev blogs have more interesting/new stuff.
It seems that some of the data in the new dev blog has changed.
CCP, thank you for hotfixing the knives. But please make sure they're at their full potential in 1.7.
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Thor Odinson42
Molon Labe PC RISE of LEGION
1954
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Posted - 2013.11.20 00:33:00 -
[54] - Quote
Sir Snugglz wrote:Hey hey, pass this on to the team in charge. I like the vehicle lock, but can we add a toggle. You, know like being able to turn it off or on. Because in pubs I want it on. But in PC, I know the blueberries... And I would want them in my derpship as soon as possible. Know what I mean? Let me know CCP. Thanks
First thing I thought about. I guess mobile CRUs are going to become popular.
Unless once the driver is in the squad mates can enter
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Asirius Medaius
658
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Posted - 2013.11.20 00:50:00 -
[55] - Quote
lithkul devant wrote:I'm rather unsure about the 1.7 update and think in a lot of ways it is bad, I'll go point by point to explain.
1. No isk prices were listed upon the data dumps, how much is everything going to cost? Especially considering unless you are playing PC most vehicles in the game are not affordable for you to use as it is. Considering a good tank can cost easily over 750k and a pub match at most can make you 300-400k minus suit expenses which can at times easily go over the profit gained during a match.
2. "That's my ride"- Alright...let me get this straight, for 15 seconds after the driver has already gotten in the car he can't get any blueberries? "As it stands today, no-one other than the vehicle owner can get into a vehicle for 5 seconds after delivery and no-one other than the vehicle owner and his squad can get into a vehicle for 15 seconds after delivery." I don't exactly see this as a fix to the problem, just adding on more to the problem, how are people who are not squaded going to be effective in lavs for transporting people fast? Also, the problem additionally was, when a blueberry got into the vehicle and refused to get out and stole your car or when you were caping an objective or had to get out for a short period of time a blueberry would steal your ride, right in front of you.
3. "Turrent Tweaks"- This has massive sp sink written all over it, I want to see the actual skill tree and how this is going to be applied into it. What I can see of it is that every gun was broken down into segments then given very expensive upgrading charges to and a lot of pay sp to unlock this, I don't think this is exactly helpful and I hope to have a refund on my sp I sunk into vehicles if this is as bad as it reads to me.
4. "Tearing up the road"- Okay....so they are making the lavs with Gallente having a slower start up and a higher top speed and the Caldari with a faster acceleration. I call absolute horseshit on this, let me explain, for most lav operation the entire route is 200m-400m with twists and turns, meaning top speed will never be achieved for longer then 5 seconds. Also, everyone knows that a shield LAV is better then an armor LAV unless somehow the patch is going to drastically change this. In that nearly all AV measures are explosive damage, this can be shown better by using the LLAV's where a shield LLAV can literally take half a team to kill it, even if the LLAV is just parked. An Armor LLAV wishes and dreams it had that much damage soak ability. Where I am going with this, is that acceleration is easily more valuable then top speed in this game, especially with how a lot of fields have bumps and other things to slow you down, so I say that by giving Gallente vehicles a slower acceleration you will be killing them, since top speed doesn't mean much of a damn if you can never find a straight road to use it on. Shield based LAV's will still easily be the best, because their is no armor LAV that I would ever call a "armor-tanked bruiser" consider how fast they die to AV damage especially forge guns.
Few things I loved about this patch though are.
1. "Target Aquired"- About time we get turrets that can shoot straight and don't throw a shell a mile off just because you moved an inch.
2. HAV's getting better manueverability, this will help a ton with survivability, I just hope that the swarm missiles get a better tracking program rather then constantly smacking into walls.
3. Vehicles having finite ammo and supply depots being able to give them back ammo (though I do hope their is another way for tanks to get ammo, otherwise all supply depots are going to die, just to deny tanks access)
Thank you for explaining everything I wish I had time to explain myself.
You are a very reasonable man with a very open mind; +1.
Signature coming soonGäó.
[Level 9 Forum Warrior]
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I-Shayz-I
I-----I
1408
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Posted - 2013.11.20 00:59:00 -
[56] - Quote
Assault Dropships Buff to small Blasters and Railguns Vehicle movement tweaks Vehicle locking after deployment for 20 seconds
And let's not forget the complete redesign of vehicles and hopefully balance between armor/shield tanks now that CCP has defined roles for them.
Now this is how you do a vehicle update. Glad you guys spent the extra time to make it good instead of throwing crap together at last minute.
Links:
List of Important Topics
I make logistics videos!
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Harpyja
Royal Uhlans Amarr Empire
787
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Posted - 2013.11.20 01:01:00 -
[57] - Quote
*sigh*
I knew it to be too good to be true. Base speeds on shield vehicles are once again lower. And they increased the interval time between shots for large missile turrets by 33%.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Mr m4gic
Forty-Nine Fedayeen Minmatar Republic
13
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Posted - 2013.11.20 01:14:00 -
[58] - Quote
vehicle locks, being on timers is poo yh u can get in when dropped but 5 mins later I can pull up on a hill top change to gunner seat and some nutter can still effectively drive off with it when I had a kill in my sights, hasn't resolved anything, |
Mr m4gic
Forty-Nine Fedayeen Minmatar Republic
13
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Posted - 2013.11.20 01:16:00 -
[59] - Quote
Mr m4gic wrote:vehicle locks, being on timers is poo yh u can get in when dropped but 5 mins later I can pull up on a hill top change to gunner seat and some nutter can still effectively drive off with it when I had a kill in my sights, hasn't resolved anything, the owner of a vehicle needs to have rights over the driver seat indefinitely, and or have the ability to be a mercenary locking everyone out completely. |
Mr m4gic
Forty-Nine Fedayeen Minmatar Republic
13
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Posted - 2013.11.20 01:32:00 -
[60] - Quote
I just like to say tht if you want vehicles to have a role on the map then u need make them devastating and powerful then offer bigger SAFE ZONES in which infantry can harbour by changing maps offering more coverage from them underground passes trenches, towers with look out points tht u can shoot at dropships from and quickly gain cover, also should offer some high resting places for dropships tht offer cover from other dropships and time to regain ur shields and repair cos there is no safe harbours to stop off and repair vehicles, i honestly think vehicles where great when they were a challenge and were powerful, it was fun trying to sneak up on a tank and stick some sticky bombs on them, using the tech on ur arm as the detonator switch looked awesome, it was fun having to run for cover from a badass dropship, they need to be devastating and ultimately EXSPENSIVE.
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