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Jadek Menaheim
Xer Cloud Consortium
406
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Posted - 2013.11.20 06:28:00 -
[1] - Quote
I can't seem to get an answer on this CCP.
Are any changes being introduced for the resupply range when approaching a Supply Depot for ammo in 1.7? The current distance for depot-to-vehicle repairs feels terribly close in the context of repairing a dropship. You practically need to be touching the depot to see an effect. I can foresee some major problems with pilot blindspots when multiple dropships need to resupply ammo in addition to armor from the same station at those distances.
Edit: We either need a wide berth bubble resupply system or some modicum of air-traffic control light indicators. Multiple dropship entering the same airspace without guaranteed communication abilities is going to equal unnecessary frustration for pilots.
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Jadek Menaheim
Xer Cloud Consortium
406
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Posted - 2013.11.20 06:38:00 -
[2] - Quote
dogmanpig wrote:Jadek Menaheim wrote:I can't seem to get an answer on this CCP.
Are any changes being introduced for the resupply range when approaching a Supply Depot for ammo in 1.7? The current distance for depot-to-vehicle repairs feels terribly close in the context of repairing a dropship. You practically need to be touching the depot to see an effect. I can foresee some major problems with pilot blindspots when multiple dropships need to resupply ammo in addition to armor from the same station at those distances. you get "better" range from touching the same ground as them. im pretty sure the range its off of the x axis plus y axis( two lines forming a right angle while the read out show straight toward it) meh something for the devs to check since it'll be really important now. On a side note the new Gallente research medium socket modules place supply depots in the darnedest places for pilots to reach, (i.e. on small platform buildings) making ground landing quite tricky especially when you are low on armor to begin with.
Devs, please increase the count of supply depots and place them near friendly, easy to navigate landing zones.
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Jadek Menaheim
Xer Cloud Consortium
407
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Posted - 2013.11.20 06:41:00 -
[3] - Quote
Nguruthos IX wrote:They don't care about dropship or they'd have thought of this long ago
Expect a fix in 2 years. Still waiting for them to fix bugged turret rotation. Let's at least make some noise about it now.
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Jadek Menaheim
Xer Cloud Consortium
407
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Posted - 2013.11.20 06:43:00 -
[4] - Quote
Jadu Wen wrote:Ideally, I would suggest a friendly small socket type that has four ground level landing pads in a four leaf clover design with a supply depot in the center. Yes, that sounds nice on paper for cover more ships, it doesn't address the problems of close proximity landings and take-off. We'll be running into the 'RDV' debacle all over again. Just this time we'll be calling each other drunk assholes.
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Jadek Menaheim
Xer Cloud Consortium
407
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Posted - 2013.11.20 06:51:00 -
[5] - Quote
Nguruthos IX wrote:Jadek Menaheim wrote:Nguruthos IX wrote:They don't care about dropship or they'd have thought of this long ago
Expect a fix in 2 years. Still waiting for them to fix bugged turret rotation. Let's at least make some noise about it now. Ive been making noise about their turret bug for 6 months. No fix, not even a comment response. Without going into a profanity filled rant about the dev team's inexcusable failure to communicate, or design teams laughable redrawing of the game 10x, all at the cost of years of new content... I think I'll just go play Dark Souls II. They can make an entire, finished game, with all content faster than CCP will ever fix half the things in Dust. 1.7 is it. It does not look good. And I don't think myself, or any other pilot will be interested in wasting our time with this game when they see how things really play out. Especially the new SP cost design. Its prohibitive of any real options EVER. As well as nerfing slot numbers and raising PG-CPU requirements. let the game burn if 1.7 fails are had as it may Well at least they gave us the option to take out turrets. However, that's a mixed bag because taking out turrets eliminates seats. So the best dropship pilots can be are gimped reconnaissance taxis.
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Jadek Menaheim
Xer Cloud Consortium
407
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Posted - 2013.11.20 07:10:00 -
[6] - Quote
Jadu Wen wrote:You are able to remove small turrets...so does that mean you can remove the pilot's gun on an Assault dropship? Is so...where does the pilot sit, lolz? Oh...I have faith the CCP at least planed for that contingency. Otherwise, you have no Assault Dropship without a pilot's seat.
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Jadek Menaheim
Xer Cloud Consortium
407
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Posted - 2013.11.20 07:14:00 -
[7] - Quote
Jadu Wen wrote:Unless it's controlled by a drone AI!!! Omniscient Turret AI for all teh wins bro! Oh God Jadu, you're starting to sound more like Pewdiepie....
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Jadek Menaheim
Xer Cloud Consortium
410
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Posted - 2013.11.20 16:27:00 -
[8] - Quote
Anyways...I would suggest CCP develop a small socket single landing pad along the lines of what Jadu was getting at. I'm sure this has been brought up elsewhere. Landing pads themselves would be large variations of supply depots that once docked with would begin repairing, replenishing ammo, and even giving stat buffs with a cool-down timer. Lastly I would like to see these landing pads become activated CRU, when a dropship is docked, immediately spawning mercs into the dropship either through smart deploy or selected deploy.
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Jadek Menaheim
Xer Cloud Consortium
410
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Posted - 2013.11.20 16:38:00 -
[9] - Quote
Alaika Arbosa wrote:LOL I know that I will be boobytrapping the ground around Supply Depots with proxies.
IDK if that would be considered griefing or just intelligent... A bit of both. And don't worry I'll be doing that too. I'm just working on planning my configuration schemes. You've got to make a nicely spaced web of death that'll stand up to fluxes and missiles.
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Jadek Menaheim
Xer Cloud Consortium
410
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Posted - 2013.11.20 16:41:00 -
[10] - Quote
Rei Shepard wrote:I rather like to think theres not gonna be any CRU's to get your ammo & repairs from, Tankers have been klling resuply points for 10 months now, my bet is we will see allot of forge guns at the start of a game. Oh how the tables have turned. I do imagine there will come a time when you can call in the placements of your own installations. However that may still be years off.
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Jadek Menaheim
Xer Cloud Consortium
410
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Posted - 2013.11.20 17:36:00 -
[11] - Quote
If we did go with a bubble resupply approach similar to how hives supply infantry what do people feel would be an adequate range...20m radius...30m radius?
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Jadek Menaheim
Xer Cloud Consortium
419
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Posted - 2013.11.20 22:49:00 -
[12] - Quote
Alaika Arbosa wrote:I know that I'll probably be dancing a black spiral of vehicle death around Supply Depots. Not to mention mines on landing pads if we get them... At least landing pads are open 'more' visible surfaces compared to people hiding REs under supply depots.
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Jadek Menaheim
Xer Cloud Consortium
442
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Posted - 2013.11.25 19:40:00 -
[13] - Quote
Still trying to get a gauge on this. Could a CPM please poke a developer on this topic? It would be much appreciated.
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Jadek Menaheim
Xer Cloud Consortium
442
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Posted - 2013.11.25 20:23:00 -
[14] - Quote
Maybe the reticence is an indication that code locks prevent them from making adjustments to this now foreseeable issue.
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Jadek Menaheim
Xer Cloud Consortium
444
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Posted - 2013.11.25 20:41:00 -
[15] - Quote
Jadu Wen wrote:Alaika Arbosa wrote:Jadek Menaheim wrote:Still trying to get a gauge on this. Could a CPM please poke a developer on this topic? It would be much appreciated. I too am very curious about this topic. Maybe they're putting Scotty on air traffic control duty. Scotty's a great guy. You should get to know him...when he's sober.
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Jadek Menaheim
Xer Cloud Consortium
444
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Posted - 2013.11.25 20:44:00 -
[16] - Quote
Son-Of A-Gun wrote:Jadek Menaheim wrote:I can't seem to get an answer on this CCP.
Are any changes being introduced for the resupply range when approaching a Supply Depot for ammo in 1.7? The current distance for depot-to-vehicle repairs feels terribly close in the context of repairing a dropship. You practically need to be touching the depot to see an effect. I can foresee some major problems with pilot blindspots when multiple dropships need to resupply ammo in addition to armor from the same station at those distances.
Suggestion 1: We either need a wide berth bubble resupply system or some modicum of air-traffic control light indicators. Multiple dropship entering the same airspace without guaranteed communication abilities is going to equal unnecessary frustration for pilots.
Suggestion 2: Develop a small socket single landing pad. I'm sure this has been brought up elsewhere. Landing pads themselves would be large variations of supply depots that once docked with would begin repairing, replenishing ammo, and even giving stat buffs with a cool-down timer. Lastly I would like to see these landing pads become activated CRUs, when a dropship is docked, immediately spawning mercs into the dropship either through smart deploy or selected deploy. I don't think that this should be just a drop ship concern. A lot of depots on the battlefield are hardly accessible to tanks or even LAVs: like the "D" supply depot on line havest. Are there any plans to make the forward position supply depots vehicle friendly? We need wheelchair ramps! It's discrimination I tell you! Equal rights, equal treatment!!! CCP expect to see another class action uproar as we ride the coat-tails of the BPO bullheads. Lolz!
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Jadek Menaheim
Xer Cloud Consortium
445
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Posted - 2013.11.25 21:26:00 -
[17] - Quote
Son-Of A-Gun wrote:At-tic-a! At-tic-a! At-tic-a! At-tic-a! At-tic-a! At-tic-a! At-tic-a! At-tic-a! Now that's a throwback reference! Good Call!
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Jadek Menaheim
Xer Cloud Consortium
451
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Posted - 2013.11.27 06:30:00 -
[18] - Quote
MySpaceTom wrote:Lolz...he's worth the price of a nicely fit assault dropship. How ironic. Market Price: 820,587 ISK. Good catch!
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Jadek Menaheim
Xer Cloud Consortium
1451
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Posted - 2013.12.28 11:30:00 -
[19] - Quote
It's hard not to say it....I told you so.
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Jadek Menaheim
Xer Cloud Consortium
1453
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Posted - 2013.12.28 20:43:00 -
[20] - Quote
Like I said over in the AOE extension topic vehicle operators need visual representation of supply depots on their HUD to show them the resupply range of a supply depot. Similar to nanohive bubbles.
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Jadek Menaheim
Xer Cloud Consortium
1502
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Posted - 2014.01.05 22:22:00 -
[21] - Quote
Bumping again for feedback. Is this being addressed or discussed by the Devs and CPM?
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Jadek Menaheim
Xer Cloud Consortium
1502
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Posted - 2014.01.05 22:56:00 -
[22] - Quote
It would be nice to see the bubble. I do wonder how much that visual would tax the system.
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Jadek Menaheim
Xer Cloud Consortium
1504
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Posted - 2014.01.06 00:50:00 -
[23] - Quote
XofCitoac wrote:Jadek Menaheim wrote:It would be nice to see the bubble. I do wonder how much that visual would tax the system. -1 for visual bubble the HARDENERS already BLIND my DS gunners (SHLD or ARM) I'm not saying it should be that bright. Just something seen along the lines of current nanohives. And on a side note, CCP should eliminate the hardener animation for gunners. The visual intensity is only there for balance purposes of opposing infantry and vehicle operators.
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