Texs Red
DUST University Ivy League
60
|
Posted - 2013.11.20 00:25:00 -
[1] - Quote
CCP needs to lower the SP cost for the proposed vehicle changes in 1.7, as it stands right now vehicles in general with be massive SP sinks that offer very limited diversity of game play.
Here is the 1.7 infantry vs vehicle math for you.
Gallente Logi with max skills Core: 7,773,000 (Armor plate/repair/upgrades, electronics/engineering) Suit: 2,785,830 Weapon: 8,083,920 (Light weapon, handheld up, AR Op/Pro/Ammo/Reload/Sharpshooter/Fitting) Equipment: 3,731,040 (uplinks, nanotech, active scanner, repair tool)
Total: 22,373,790 SP
Here you have a wide diversity of play available and ammo is little concern because nanohives and supply depots both give ammo. Also the supply depot is large enough it provides cover while changing fittings and/or resupplying. If you want to change up your play style you can easily skill into different weapons.
Gallente Incubus with max skills Core: 9,327,600 (Armor Up/Comp/Repair/Fitting, vehicle core/electronics/engineering, Engine Core/Grid Manage) Turret: 10,571,280 (Small Op, railgun op/ammo/reload/pro/fitting/heat dissipation, turret upgrades, damage amp fitting) Assault Dropship: 5,907,480 (Vehicle command, dropship op/assault/gallente assault)
Total: 25,806,360 SP
Here my play style is extremely limited as I only have 1 option, attack from above and using different turrets provides little difference (against good AV blasters are useless and missiles are good, railguns are supposed to be good vs vehicles in 1.7 but we will see). Also my ISK cost is likely that of a proto suit x2 or x3 depending on my fitting.
CCP, this a an unreasonable SP cost for vehicles.
On some maps a single forge gunner can deny me the entire map, thus preventing from playing. My 26M SP is now worthless. An infantry suit is far more adaptive and flexible both with weapons and function, the gallente logi suit can earn WP by scanning, repping, reviving, and putting down uplinks as well as killing other players with a multitude of different weapons. In my assault dropship I have only one real method of earning WP (killing) and I can easily shut out of a match be a few dedicated AV players. A single forge gunner on Line Harvest on the table top in the middle can cover every meaningful point on the map for an dropship. The dropship is a niche weapon, like the laser rifle. It is not good in all cases and therefore you want other options incase using it on a certain map is not a good idea. Having it cost this much SP with zero flexibility is like have a dedicated sniper with 26M SP and can do nothing else other than snipe. |
Texs Red
DUST University Ivy League
65
|
Posted - 2013.11.20 05:09:00 -
[3] - Quote
Pokey Dravon wrote:You have to think of it as an investment however. The Vehicle itself is actually not THAT bad of an SP sink, its the defensive skills. However, since those defensive skills will be applied to all vehicle releases in the future, most of the SP cost is upfront. While this is painful at first, it actually makes things much better in long run.
Vehicle core skills are 1.5M SP more than infantry, weapons 2.5M, and specific roles almost 3M. That means it takes me darn near 4 months more to max something out compared to infantry. Then it takes *one* guy with a forge gun on line harvest to render me completely useless and unable to compete.
Vehicles need to be either a low investment niche weapon or a high investment play style that offers several ways to enjoy the game. Right now it's a high investment niche weapon. It's like putting 26M SP into laser rifles then getting stuck on the research lab map fighting underground, you are a determent to the team that is worse than useless. |