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Harpyja
DUST University Ivy League
897
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Posted - 2013.12.12 20:06:00 -
[1] - Quote
DUST Fiend wrote:My Soma costs a total of 59,565 and 0 SP, and requires teamwork or proto AV to kill My fully specced out Gunnlogi will blow it up every single time. There's still a difference between experienced tankers and those new to it. I just wish the difference was slightly bigger other than just different cooldown times. Vehicles should be a role that with investment they become good. Not something everyone can buy with 0 SP and immediately start owning the field. Just like pre-1.7, invested vehicle pilots would have better attributes than non-invested pilots.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
897
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Posted - 2013.12.12 20:21:00 -
[2] - Quote
InsertCoinHere wrote:DUST Fiend wrote:My Soma costs a total of 59,565 and 0 SP, and requires teamwork or proto AV to kill Boom! Thats what i'm talking about bro, its just dumb to bring 200k suits on the field when you can have a cheap tank, and you can recall it too! WTF lol!!!!! Which is why they need to be made to be a lot more skill-based, as they once were. Closing the gap between experienced and new pilots only causes this problem where everyone can get a militia tank for 0 SP and own the battlefield.
Vehicles should be a role where investment provides higher rewards. Right now the only rewards are higher damage output and shorter cooldown times as you move up the modules. I want the skills back that were +5% to max shield/armor/PG/CPU/etc. and the modules that increased in effectiveness as the meta level went up.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
897
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Posted - 2013.12.12 20:24:00 -
[3] - Quote
Lorhak Gannarsein wrote:Harpyja wrote:DUST Fiend wrote:My Soma costs a total of 59,565 and 0 SP, and requires teamwork or proto AV to kill My fully specced out Gunnlogi will blow it up every single time. There's still a difference between experienced tankers and those new to it. I just wish the difference was slightly bigger other than just different cooldown times. Vehicles should be a role that with investment they become good. Not something everyone can buy with 0 SP and immediately start owning the field. Just like pre-1.7, invested vehicle pilots would have better attributes than non-invested pilots. Cos Gunny is OP I love it. Well, the Gunny is only fulfilling its role now. It can finally beat Madrugars now while Madrugars are better against infantry. It was just simply that the Madrugar had the best of both worlds before 1.7
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
DUST University Ivy League
897
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Posted - 2013.12.12 20:37:00 -
[4] - Quote
DUST Fiend wrote:Harpyja wrote:Lorhak Gannarsein wrote:Harpyja wrote:DUST Fiend wrote:My Soma costs a total of 59,565 and 0 SP, and requires teamwork or proto AV to kill My fully specced out Gunnlogi will blow it up every single time. There's still a difference between experienced tankers and those new to it. I just wish the difference was slightly bigger other than just different cooldown times. Vehicles should be a role that with investment they become good. Not something everyone can buy with 0 SP and immediately start owning the field. Just like pre-1.7, invested vehicle pilots would have better attributes than non-invested pilots. Cos Gunny is OP I love it. Well, the Gunny is only fulfilling its role now. It can finally beat Madrugars now while Madrugars are better against infantry. It was just simply that the Madrugar had the best of both worlds before 1.7 That's fine, I'll just avoid it. I just went 14/0 in 0 SP Soma that cost me 59K. Why should I do anything else? Again, this is why CCP's idea of closing the gap between new and experienced pilots is bad. Now, we have something which everyone can get without any investment and still own the field. I strongly believe that it should take investment to get a decent vehicle fit, and only then you should be able to start doing things like you are now.
Right now, vehicles have high reward with almost zero barriers to entry. In economics, this would ruin every equilibrium, and it is evident that Dust is being ruined with the high influx of new players buying militia tanks. Vehicles, in my view, should be hard to get into. This way, the amount of vehicle pilots is kept at a minimum.
So, vehicles should be high reward with high barriers to entry. Require a lot of SP investment before they become rewarding. This would keep only the most determined players trying to skill into vehicles.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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