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Judge Rhadamanthus
Amarr Templars Amarr Empire
740
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Posted - 2013.11.20 09:10:00 -
[1] - Quote
1.7 brings a need for vehicles to resupply. But many of the maps have the supply points in inaccessible spots. In fracture road for example the MCC supply depot is inside a building. I can just about get my dropship to it if i stick my nose into the doorway, a maneuver that is very risky and likely to cause shield damage.
Have the maps been addressed with regards to supply locations? If a Dev needs a list of difficult depots I can help get one together.
Everything Dropship youtube channel
my Community Spotlight
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Broonfondle Majikthies
Bannana Boat Corp Relentless Heroes Alliance
469
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Posted - 2013.11.20 10:46:00 -
[2] - Quote
I'm also concerned with the placement on the newer maps for HAV and LAV's especially - The ones usually above CRU's in what I call the 'vehicle bay' slot
Can these vehicles actually get supplied from them? I couldn't rep an LAV earlier
"So log as men die, liberty will never perish"
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KalOfTheRathi
Nec Tributis
895
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Posted - 2013.11.20 12:45:00 -
[3] - Quote
They will consider changing that in 2.3.
Once vehicles are finished. |
Grimmiers
0uter.Heaven Proficiency V.
317
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Posted - 2013.11.20 13:28:00 -
[4] - Quote
Supply depots don't supply things above them. Do you think they should change that so you don't have to land in some awkward spots?
Also It would be great if we could get installation drops. They should be from the sky like oms or materialized out of nanites if they're indoors (nanites would take much longer than the drop).
Grimm Grimm! \
Youtube Channel
Recruiter Link
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
107
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Posted - 2013.11.20 14:25:00 -
[5] - Quote
I am SURE that they put NO thought in that . Making changes with no foresight , only having to re-address the issues ( even more that they created ) at a MUCH later date .
I make no secret that I hate the 1.7 changes .
Totally counterproductive , no imagination , no creativity , deaf ear to the feedback of the community , game changing decision making that has made many contemplate leaving ( I know most of you don't care ) and just plain wrong !!!!
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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Vulpes Dolosus
SVER True Blood Public Disorder.
304
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Posted - 2013.11.20 15:09:00 -
[6] - Quote
Grimmiers wrote:Supply depots don't supply things above them. Do you think they should change that so you don't have to land in some awkward spots?
Also It would be great if we could get installation drops. They should be from the sky like oms or materialized out of nanites if they're indoors (nanites would take much longer than the drop).
Yes to both points.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
38
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Posted - 2013.11.20 17:05:00 -
[7] - Quote
What I'm learning about DUST 514 (contrary to the devisive complaints we may make) is that there's not much of this NEWLY-introduced concepts/components that are actually "new" to the devs. The playing rules and components (loads of them apparently) were 'concept-designed' and waiting for some kind of integration into the game well before the Beta's were around. (Some of the really underground websites still have postings of leaked game elements, and Judge, I recall seeing a 'supply depot' that get's "deployed" to the surface and had a deck for vehicle docking).
I don't think the question is ever whether they've "thought it out", just whether it will be introduced fully-implemented or will take a few more patches to "build" it to the full concept-ed form.
The "supply garage" version of the supply depot... The Minmatar hard-top LAV (with decisions about superior climbing traction over Gallente/Caldari)... The Gallente Squad Transport Vehicle (I think called an SCV or something)...
They're all already thought of... old elements that hadn't been stat-n-skill-ed out for use in the release versions. I suspect they're only new to us players. |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
198
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Posted - 2013.11.20 18:01:00 -
[8] - Quote
Judge Rhadamanthus wrote:1.7 brings a need for vehicles to resupply. But many of the maps have the supply points in inaccessible spots. In fracture road for example the MCC supply depot is inside a building. I can just about get my dropship to it if i stick my nose into the doorway, a maneuver that is very risky and likely to cause shield damage.
Have the maps been addressed with regards to supply locations? If a Dev needs a list of difficult depots I can help get one together.
Obviously the resupply radius for vehicles will be larger.
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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Vell0cet
Company of Marcher Lords Amarr Empire
574
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Posted - 2013.11.20 18:28:00 -
[9] - Quote
I'd like to see a new class of nanohives (make them a separate skill) that can resupply vehicle ammo with big price tags and hefty fitting requirements. I also like the idea of orbitally deployed supply depots.
Quick/Dirty Test Range Idea
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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
198
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Posted - 2013.11.20 20:03:00 -
[10] - Quote
Vell0cet wrote:I'd like to see a new class of nanohives (make them a separate skill) that can resupply vehicle ammo with big price tags and hefty fitting requirements. I also like the idea of orbitally deployed supply depots.
I would rather have vehicle bases in the red-zone with pads that vehicles stand on, like PS2 which repair and reload.
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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Cosgar
ParagonX
7966
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Posted - 2013.11.20 20:13:00 -
[11] - Quote
Vell0cet wrote:I'd like to see a new class of nanohives (make them a separate skill) that can resupply vehicle ammo with big price tags and hefty fitting requirements. I also like the idea of orbitally deployed supply depots. Logi vehicles and use 1000 WP to order OMS. Problem solved.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
198
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Posted - 2013.11.20 20:18:00 -
[12] - Quote
Cosgar wrote:Vell0cet wrote:I'd like to see a new class of nanohives (make them a separate skill) that can resupply vehicle ammo with big price tags and hefty fitting requirements. I also like the idea of orbitally deployed supply depots. Logi vehicles and use 1000 WP to order OMS. Problem solved.
I made a detailed post on a new logi-ship design, but CCP decided to shrug it off and not even reply.
https://forums.dust514.com/default.aspx?g=posts&t=115185
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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Quil Evrything
DUST University Ivy League
413
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Posted - 2013.11.20 22:57:00 -
[13] - Quote
Judge Rhadamanthus wrote:1.7 brings a need for vehicles to resupply. But many of the maps have the supply points in inaccessible spots.
Sorry, I just tuned you out.
When vehicle users (ie: tanks) stop BLOWING UP SUPPLY DEPOTS, then I(we?) will care.
And lets not have any clueless (or deliberate avoidance) claims about "but that doesnt make sense to do!"
It happens. It happened to me in a match just yesterday. I was running to hack an unclaimed one, and a blue tank blew it up.
At which point, I really, really wished it was a PC battle or something so I could blow up the jerk's tank, to match the blown up supply depot.
Jerks like that still have motivation to continue blowing up supply depots, because all they have to do is dismiss their vehicle, and resummon.
CCP, please either make them indestructible, or put more of them in non-vehicle accessible places, and/or give them a zero point value. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2811
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Posted - 2013.12.08 23:04:00 -
[14] - Quote
CELESTA AUNGM wrote:What I'm learning about DUST 514 (contrary to the devisive complaints we may make) is that there's not much of this NEWLY-introduced concepts/components that are actually "new" to the devs. The playing rules and components (loads of them apparently) were 'concept-designed' and waiting for some kind of integration into the game well before the Beta's were around. (Some of the really underground websites still have postings of leaked game elements, and Judge, I recall seeing a 'supply depot' that get's "deployed" to the surface and had a deck for vehicle docking).
I don't think the question is ever whether they've "thought it out", just whether it will be introduced fully-implemented or will take a few more patches to "build" it to the full concept-ed form.
The "supply garage" version of the supply depot... The Minmatar hard-top LAV (with decisions about superior climbing traction over Gallente/Caldari)... The Gallente Squad Transport Vehicle (I think called an SCV or something)...
They're all already thought of... old elements that hadn't been stat-n-skill-ed out for use in the release versions. I suspect they're only new to us players.
The problem with this sort of iterative design is that it leads to a situation where there are always things that are unbalanced, broken, or incomplete. The can just gets kicked down the road each time and we never quite have a game that feels completely playable. |
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