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Ulysses Knapse
duna corp
727
|
Posted - 2013.12.14 11:05:00 -
[1] - Quote
What is Capacitor? Capacitor is a resource used by vehicles to activate fitted modules. Without capacitor, vehicles can't use modules. A vehicle's capacitor slowly recharges over time, and is required for all non-basic functionality. A vehicle can move itself and aim its turrets without capacitor, but turrets can't be fired, and modules can't be activated.
Why Have Capacitor? Capacitor is a great mechanic because of its versatility. Say CCP wants to make a vehicle very good at hit-and-run attacks, but poor for sustained operation. Simple! Just give the vehicle large capacitor banks, but a slow recharge rate. Now it has no problems using lots of modules for short periods of time, but it won't be able to sustain that for long. It has to retreat and recuperate before it's able to get back into the action.
How is this different from how vehicles are now? Well, it's different in quite a few ways, actually. For one, the current system is a bit more exploitable. Cooldowns are not the best way to balance a module, and by stacking modules you can avoid the cooldown period entirely. Secondly, it also allows you to design a vehicle for sustained operation, if you wanted. Just give it small capacitor banks, but a fast recharge rate. The small capacitor banks prevent the vehicle from using modules too extensively, but the fast recharge rate lets them use those modules for long periods of time without issue.
What Would This Change? That depends on CCP. In general, it should improve the quality of play by alleviating some balance issues inherent with the idea of exclusively cooldown-balanced modules. And in the future, if CCP decides they want vehicles that are good for sustained operation as well, they'll be able to add them without radically changing vehicle design again. Additionally, it should make vehicle operation less of a hassle, as you no longer have to manage cooldowns and other such nonsense.
Capacitor Rechargers A high-slot module that increases capacitor recharge rate. Passive.
Capacitor Boosters A high-slot module that injects a quick boost of capacitor. Active, has a cooldown (I had no choice!).
Capacitor Battery A high-slot module that increases capacitor capacity. Passive.
Energy Neutralizers A high-slot module that severely neutralizes the enemy's capacitor. Active.
Nosferatus A high-slot module that steals the enemy's capacitor. Active.
Energy Transfer Arrays A high-slot module that transfers capacitor to a friendly vehicle. Active.
Humanity is the personification of change.
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Ulysses Knapse
duna corp
729
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Posted - 2013.12.14 18:49:00 -
[2] - Quote
I hear roast tastes excellent if you lightly sear it.
Humanity is the personification of change.
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Harpyja
DUST University Ivy League
910
|
Posted - 2013.12.14 23:32:00 -
[3] - Quote
I'd like to suggest capacitor power relays as a low slot module. Increases capacitor recharge rate passively, more so than a capacitor recharger, but the drawback is that it reduces the speed of shield regeneration slightly.
Also, power diagnostic systems should gain a slight bonus to capacitor recharge as well, in addition to the previous PG and shield recharge bonuses.
Another low slot module I would suggest would be a shield flux coil. It reduces capacitor recharge rate but increases shield recharge rate.
I'd like to add that if we have nosferatus and capacitor neutralizers/transfers, we'd need to entirely change up the module slots. Add medium power modules and move all shield modules to medium power. Nosferatus and cap neutralizers/transfers should be high power so that both shield and armor can fit them. Like it is now, only armor can fit them which will put shield vehicles at a huge disadvantage.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Ivy Zalinto
Lo-Tech Solutions Ltd
165
|
Posted - 2013.12.15 00:28:00 -
[4] - Quote
I actually really like the idea of capaciters in dust but they have to be done cautiously and with the addition of slots and cant be cpu/pg fitting heavy if any fitting space at all really. With the way the vehicles are currently I have to put complex cpu and powergrid enhancers on my gunnlogi for my fitting.
Dedicated scout.
New player tutor; scout instructor
Scrambler Pistol dedication
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Ulysses Knapse
duna corp
762
|
Posted - 2013.12.16 05:07:00 -
[5] - Quote
Bump.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
817
|
Posted - 2013.12.20 05:28:00 -
[6] - Quote
Bump.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Heathen Bastard
The Bastard Brigade
771
|
Posted - 2013.12.20 05:35:00 -
[7] - Quote
I like it!
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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deepfried salad gilliam
Sanguine Knights
326
|
Posted - 2013.12.24 19:12:00 -
[8] - Quote
Full support I think this would be essential to balance
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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Artificer Ghost
Bojo's School of the Trades
824
|
Posted - 2013.12.24 19:14:00 -
[9] - Quote
I think I'm the only one that believes Dropsuits should have a Capacitor as well, and that Laser Weaponry should have infinite ammo but drain a lot of capacitor, and when the Capacitor overloads, it turns off some modules (With the exception of maybe passive modules) to recharge itself more quickly.
There's a meme for this.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Ulysses Knapse
Knapse and Co. Mercenary Firm
889
|
Posted - 2013.12.24 22:39:00 -
[10] - Quote
Artificer Ghost wrote:I think I'm the only one that believes Dropsuits should have a Capacitor as well. No, no you are not.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
915
|
Posted - 2013.12.29 06:21:00 -
[11] - Quote
Can I haz capacitor?
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Alena Ventrallis
The Neutral Zone
404
|
Posted - 2013.12.29 10:02:00 -
[12] - Quote
Vehicles will need +5% pg/cpu skills, but capacitor would be awesome. Then we can have EWAR LAVs, and some infantry EWAR fits. Bring that New Eden flair into the game. |
The-Errorist
Closed For Business For All Mankind
430
|
Posted - 2013.12.29 10:46:00 -
[13] - Quote
This would make vehicles a lot more balanced and would open the road for more awesomeness in the future. |
True Adamance
Kameira Lodge Amarr Empire
5299
|
Posted - 2013.12.29 10:50:00 -
[14] - Quote
Ulysses Knapse wrote:What is Capacitor?Capacitor is a resource used by vehicles to activate fitted modules. Without capacitor, vehicles can't use modules. A vehicle's capacitor slowly recharges over time, and is required for all non-basic functionality. A vehicle can move itself and aim its turrets without capacitor, but turrets can't be fired, and modules can't be activated. Why Have Capacitor?Capacitor is a great mechanic because of its versatility. Say CCP wants to make a vehicle very good at hit-and-run attacks, but poor for sustained operation. Simple! Just give the vehicle large capacitor banks, but a slow recharge rate. Now it has no problems using lots of modules for short periods of time, but it won't be able to sustain that for long. It has to retreat and recuperate before it's able to get back into the action. How is this different from how vehicles are now? Well, it's different in quite a few ways, actually. For one, the current system is a bit more exploitable. Cooldowns are not the best way to balance a module, and by stacking modules you can avoid the cooldown period entirely. Secondly, it also allows you to design a vehicle for sustained operation, if you wanted. Just give it small capacitor banks, but a fast recharge rate. The small capacitor banks prevent the vehicle from using modules too extensively, but the fast recharge rate lets them use those modules for long periods of time without issue. What Would This Change?That depends on CCP. In general, it should improve the quality of play by alleviating some balance issues inherent with the idea of exclusively cooldown-balanced modules. And in the future, if CCP decides they want vehicles that are good for sustained operation as well, they'll be able to add them without radically changing vehicle design again. Additionally, it should make vehicle operation less of a hassle, as you no longer have to manage cooldowns and other such nonsense. Capacitor RechargersA high-slot module that increases capacitor recharge rate. Passive. Capacitor BoostersA high-slot module that injects a quick boost of capacitor. Active, has a cooldown (I had no choice!). Capacitor BatteryA high-slot module that increases capacitor capacity. Passive. Energy NeutralizersA high-slot module that severely neutralizes the enemy's capacitor. Active. NosferatusA high-slot module that steals the enemy's capacitor. Active. Energy Transfer ArraysA high-slot module that transfers capacitor to a friendly vehicle. Active.
Part 1 - Capacitor <--- You Are Here Part 2 - Electronic WarfarePart 3 - TurretsPart 4 - LAVs (Coming Soon)
We'd need more slots then.
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
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The-Errorist
Closed For Business For All Mankind
430
|
Posted - 2013.12.29 10:58:00 -
[15] - Quote
True Adamance wrote:Ulysses Knapse wrote:What is Capacitor?Capacitor is a resource used by vehicles to activate fitted modules. Without capacitor, vehicles can't use modules. A vehicle's capacitor slowly recharges over time, and is required for all non-basic functionality. A vehicle can move itself and aim its turrets without capacitor, but turrets can't be fired, and modules can't be activated. Why Have Capacitor?Capacitor is a great mechanic because of its versatility. Say CCP wants to make a vehicle very good at hit-and-run attacks, but poor for sustained operation. Simple! Just give the vehicle large capacitor banks, but a slow recharge rate. Now it has no problems using lots of modules for short periods of time, but it won't be able to sustain that for long. It has to retreat and recuperate before it's able to get back into the action. How is this different from how vehicles are now? Well, it's different in quite a few ways, actually. For one, the current system is a bit more exploitable. Cooldowns are not the best way to balance a module, and by stacking modules you can avoid the cooldown period entirely. Secondly, it also allows you to design a vehicle for sustained operation, if you wanted. Just give it small capacitor banks, but a fast recharge rate. The small capacitor banks prevent the vehicle from using modules too extensively, but the fast recharge rate lets them use those modules for long periods of time without issue. What Would This Change?That depends on CCP. In general, it should improve the quality of play by alleviating some balance issues inherent with the idea of exclusively cooldown-balanced modules. And in the future, if CCP decides they want vehicles that are good for sustained operation as well, they'll be able to add them without radically changing vehicle design again. Additionally, it should make vehicle operation less of a hassle, as you no longer have to manage cooldowns and other such nonsense. Capacitor RechargersA high-slot module that increases capacitor recharge rate. Passive. Capacitor BoostersA high-slot module that injects a quick boost of capacitor. Active, has a cooldown (I had no choice!). Capacitor BatteryA high-slot module that increases capacitor capacity. Passive. Energy NeutralizersA high-slot module that severely neutralizes the enemy's capacitor. Active. NosferatusA high-slot module that steals the enemy's capacitor. Active. Energy Transfer ArraysA high-slot module that transfers capacitor to a friendly vehicle. Active.
Part 1 - Capacitor <--- You Are Here Part 2 - Electronic WarfarePart 3 - TurretsPart 4 - LAVs (Coming Soon) We'd need more slots then. We could get advanced and prototype tanks. |
Ulysses Knapse
Knapse and Co. Mercenary Firm
952
|
Posted - 2014.01.01 12:30:00 -
[16] - Quote
The-Errorist wrote:True Adamance wrote:Ulysses Knapse wrote:What is Capacitor?Capacitor is a resource used by vehicles to activate fitted modules. Without capacitor, vehicles can't use modules. A vehicle's capacitor slowly recharges over time, and is required for all non-basic functionality. A vehicle can move itself and aim its turrets without capacitor, but turrets can't be fired, and modules can't be activated. Why Have Capacitor?Capacitor is a great mechanic because of its versatility. Say CCP wants to make a vehicle very good at hit-and-run attacks, but poor for sustained operation. Simple! Just give the vehicle large capacitor banks, but a slow recharge rate. Now it has no problems using lots of modules for short periods of time, but it won't be able to sustain that for long. It has to retreat and recuperate before it's able to get back into the action. How is this different from how vehicles are now? Well, it's different in quite a few ways, actually. For one, the current system is a bit more exploitable. Cooldowns are not the best way to balance a module, and by stacking modules you can avoid the cooldown period entirely. Secondly, it also allows you to design a vehicle for sustained operation, if you wanted. Just give it small capacitor banks, but a fast recharge rate. The small capacitor banks prevent the vehicle from using modules too extensively, but the fast recharge rate lets them use those modules for long periods of time without issue. What Would This Change?That depends on CCP. In general, it should improve the quality of play by alleviating some balance issues inherent with the idea of exclusively cooldown-balanced modules. And in the future, if CCP decides they want vehicles that are good for sustained operation as well, they'll be able to add them without radically changing vehicle design again. Additionally, it should make vehicle operation less of a hassle, as you no longer have to manage cooldowns and other such nonsense. Capacitor RechargersA high-slot module that increases capacitor recharge rate. Passive. Capacitor BoostersA high-slot module that injects a quick boost of capacitor. Active, has a cooldown (I had no choice!). Capacitor BatteryA high-slot module that increases capacitor capacity. Passive. Energy NeutralizersA high-slot module that severely neutralizes the enemy's capacitor. Active. NosferatusA high-slot module that steals the enemy's capacitor. Active. Energy Transfer ArraysA high-slot module that transfers capacitor to a friendly vehicle. Active.
Part 1 - Capacitor <--- You Are Here Part 2 - Electronic WarfarePart 3 - TurretsPart 4 - LAVs (Coming Soon) We'd need more slots then. We could get advanced and prototype tanks. I'm against the idea, on account of the STD/ADV/PRO tier system being terribly unbalanced.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Killar-12
The Corporate Raiders Top Men.
1931
|
Posted - 2014.01.01 17:39:00 -
[17] - Quote
Ulysses Knapse wrote:What is Capacitor?Capacitor is a resource used by vehicles to activate fitted modules. Without capacitor, vehicles can't use modules. A vehicle's capacitor slowly recharges over time, and is required for all non-basic functionality. A vehicle can move itself and aim its turrets without capacitor, but turrets can't be fired, and modules can't be activated. Why Have Capacitor?Capacitor is a great mechanic because of its versatility. Say CCP wants to make a vehicle very good at hit-and-run attacks, but poor for sustained operation. Simple! Just give the vehicle large capacitor banks, but a slow recharge rate. Now it has no problems using lots of modules for short periods of time, but it won't be able to sustain that for long. It has to retreat and recuperate before it's able to get back into the action. How is this different from how vehicles are now? Well, it's different in quite a few ways, actually. For one, the current system is a bit more exploitable. Cooldowns are not the best way to balance a module, and by stacking modules you can avoid the cooldown period entirely. Secondly, it also allows you to design a vehicle for sustained operation, if you wanted. Just give it small capacitor banks, but a fast recharge rate. The small capacitor banks prevent the vehicle from using modules too extensively, but the fast recharge rate lets them use those modules for long periods of time without issue. What Would This Change?That depends on CCP. In general, it should improve the quality of play by alleviating some balance issues inherent with the idea of exclusively cooldown-balanced modules. And in the future, if CCP decides they want vehicles that are good for sustained operation as well, they'll be able to add them without radically changing vehicle design again. Additionally, it should make vehicle operation less of a hassle, as you no longer have to manage cooldowns and other such nonsense. Capacitor RechargersA high-slot module that increases capacitor recharge rate. Passive. Capacitor BoostersA high-slot module that injects a quick boost of capacitor. Active, has a cooldown (I had no choice!). Capacitor BatteryA high-slot module that increases capacitor capacity. Passive. Energy NeutralizersA high-slot module that severely neutralizes the enemy's capacitor. Active. NosferatusA high-slot module that steals the enemy's capacitor. Active. Energy Transfer ArraysA high-slot module that transfers capacitor to a friendly vehicle. Active.
Part 1 - Capacitor <--- You Are Here Part 2 - Electronic WarfarePart 3 - TurretsPart 4 - LAVs (Coming Soon) Cap boosts could have Cap charges...
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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Ulysses Knapse
Knapse and Co. Mercenary Firm
955
|
Posted - 2014.01.01 17:46:00 -
[18] - Quote
Killar-12 wrote:Cap boosts could have Cap charges... In the end, reloading periods and cooldown periods are functionally identical.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
|
Killar-12
The Corporate Raiders Top Men.
1931
|
Posted - 2014.01.01 18:42:00 -
[19] - Quote
Ulysses Knapse wrote:Killar-12 wrote:Cap boosts could have Cap charges... In the end, reloading periods and cooldown periods are functionally identical. Erm Reloading Periods have one Difference that they are limited in number to x amount of Reloads until the Vehicle needs to Resupply... also generally reloads allow for the option of short periods with less charges used or longer uses that need more charges...
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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knight of 6
SVER True Blood Public Disorder.
934
|
Posted - 2014.01.01 22:34:00 -
[20] - Quote
no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1002
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Posted - 2014.01.02 04:48:00 -
[21] - Quote
It's not my fault that the control scheme is godawful.
Also, you wouldn't have to worry about managing cooldowns. Misclick? Not a problem, no heavy cooldown associated with it, just some minor capacitor usage. Turn it off and you'll be good to go.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
|
Samael Artico
Company of Marcher Lords Amarr Empire
44
|
Posted - 2014.01.02 05:20:00 -
[22] - Quote
knight of 6 wrote:Blah Blah Blah It was CCP's original intention to add capacitor. |
darkiller240
K-A-O-S theory
231
|
Posted - 2014.01.02 10:46:00 -
[23] - Quote
Yes please it was promised before but then something changed Please this might finaly balance shield and armour tankers (amour much better choice)
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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darkiller240
K-A-O-S theory
231
|
Posted - 2014.01.02 10:48:00 -
[24] - Quote
knight of 6 wrote:no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no. Ye it shoulden't be fast
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
336
|
Posted - 2014.01.02 11:09:00 -
[25] - Quote
great post. I cringe to think at how long this would take to implement on the CCP side but it's one of the many ways to fix the current imbalance. |
darkiller240
K-A-O-S theory
231
|
Posted - 2014.01.02 11:17:00 -
[26] - Quote
Ulysses Knapse wrote:What is Capacitor?Capacitor is a resource used by vehicles to activate fitted modules. Without capacitor, vehicles can't use modules. A vehicle's capacitor slowly recharges over time, and is required for all non-basic functionality. A vehicle can move itself and aim its turrets without capacitor, but turrets can't be fired, and modules can't be activated. Why Have Capacitor?Capacitor is a great mechanic because of its versatility. Say CCP wants to make a vehicle very good at hit-and-run attacks, but poor for sustained operation. Simple! Just give the vehicle large capacitor banks, but a slow recharge rate. Now it has no problems using lots of modules for short periods of time, but it won't be able to sustain that for long. It has to retreat and recuperate before it's able to get back into the action. How is this different from how vehicles are now? Well, it's different in quite a few ways, actually. For one, the current system is a bit more exploitable. Cooldowns are not the best way to balance a module, and by stacking modules you can avoid the cooldown period entirely. Secondly, it also allows you to design a vehicle for sustained operation, if you wanted. Just give it small capacitor banks, but a fast recharge rate. The small capacitor banks prevent the vehicle from using modules too extensively, but the fast recharge rate lets them use those modules for long periods of time without issue. What Would This Change?That depends on CCP. In general, it should improve the quality of play by alleviating some balance issues inherent with the idea of exclusively cooldown-balanced modules. And in the future, if CCP decides they want vehicles that are good for sustained operation as well, they'll be able to add them without radically changing vehicle design again. Additionally, it should make vehicle operation less of a hassle, as you no longer have to manage cooldowns and other such nonsense. Capacitor RechargersA high-slot module that increases capacitor recharge rate. Passive. Capacitor BoostersA high-slot module that injects a quick boost of capacitor. Active, has a cooldown (I had no choice!). Capacitor BatteryA high-slot module that increases capacitor capacity. Passive. Energy NeutralizersA high-slot module that severely neutralizes the enemy's capacitor. Active. NosferatusA high-slot module that steals the enemy's capacitor. Active. Energy Transfer ArraysA high-slot module that transfers capacitor to a friendly vehicle. Active.
Part 1 - Capacitor <--- You Are Here Part 2 - Electronic WarfarePart 3 - TurretsPart 4 - LAVs (Coming Soon) all the moduels cant all be high slots, shield tanking is already UP this makes them even less powefull
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1006
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Posted - 2014.01.02 11:24:00 -
[27] - Quote
darkiller240 wrote:all the moduels cant all be high slots, shield tanking is already UP this makes them even less powefull Move damage modifiers to the low slots. Problem solved.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
|
Ulysses Knapse
Knapse and Co. Mercenary Firm
1030
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Posted - 2014.01.06 03:25:00 -
[28] - Quote
Bump.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
|
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
375
|
Posted - 2014.01.06 09:29:00 -
[29] - Quote
i found your guide so comprehensive and structured I reference it in my post here: https://forums.dust514.com/default.aspx?g=posts&t=133982&find=unread
keep up the good work. |
knight of 6
SVER True Blood Public Disorder.
978
|
Posted - 2014.01.06 16:37:00 -
[30] - Quote
Ulysses Knapse wrote:It's not my fault that the control scheme is godawful. Also, you wouldn't have to worry about managing cooldowns. Misclick? Not a problem, no heavy cooldown associated with it, just some minor capacitor usage. Turn it off and you'll be good to go. sorry I haven't checked up on this post.
it may not be your fault that the control scheme is poorly optimized for quick access to active mods but it is still a problem that would need to be solved before a capacitor could be intelligently implemented. activating or deactivating a mod only takes a few seconds. however when you a messing about with mod you aren't shooting. those few seconds add up very quickly, most guns put out 500-600 dps a few seconds can be quantified to 1000's of damage not being applied to the target that is a game changer.
no offense Sameal, but It could have been CCP's intent to make turrets fire fluffy bunnies and chocolate eclairs, that doesn't make it a good idea.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout, tanker.
CLOSED BETA VET
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Lt Royal
Subdreddit Test Alliance Please Ignore
2286
|
Posted - 2014.01.06 17:02:00 -
[31] - Quote
Dont forget cap does not apply for missile or projectile turrets. But yes I support this.
Gÿ£GÿàGÿP Subdreddit Recruitment Video Gÿ£GÿàGÿP
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Vell0cet
SVER True Blood Public Disorder.
740
|
Posted - 2014.01.06 17:16:00 -
[32] - Quote
+1.
The vehicle rebalance should have had capacitors from the beginning. CCP could copy/paste/tweak the existing code from the stamina system, at least initially to get this done sooner than later. It's actually EASIER to manage modules with faster cycle times that continuously run sharing a single resource pool than to manage multiple long cooldowns.
It makes good pilots have a significant edge over bad ones, and rewards the smart player. It creates opportunities for a much broader variety of fits (more sandbox and creative play), more variables to nerf/buff to make balancing easier. It opens up interesting opportunities for cap warfare to help balance AV vs. vehicles. It would elevate vehicle combat above any other competing FPS title in the market. It would be attractive to current EVE pilots who might want to get more involved in DUST.
As for NOS/Neuts, I think it makes the most sense to have them as small turrets. I can picture a LAV with a neut turret circling a HAV faster than its turret can track, the gunner draining cap while the squadmates use AV to take it down. That's teamwork-based, rich, tactical FPS gameplay like nothing else out there.
I'd also like to see these for infantry as well. Modules like remote reps, active scanners, etc. would use cap. It might even make sense to limit the amount of equipment spam on the field by requiring each deployed hive/uplink to draw some small amount of cap from whoever deployed it. Individually it wouldn't be very noticeable, but spam a ton of equipment and you'll quickly be hearing "the capacitor is empty," as your modules deactivate from not having a signal to communicate with.
Quick/Dirty Test Range Idea
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Vell0cet
SVER True Blood Public Disorder.
741
|
Posted - 2014.01.06 17:39:00 -
[33] - Quote
knight of 6 wrote:...Activating or deactivating a mod only takes a few seconds. however when you a messing about with mod you aren't shooting. those few seconds add up very quickly... With capacitors, your modules would continuously pulse with fast cycle times, so you wouldn't have to constantly re-activate them. You coud go into a fight like you do now, activate your shield repper once, and have it constantly rep you while you're shooting. The difference is you can deactivate the booster immediately after you're back to full when you've killed them, consering the cap you have left. You will be in a better place if someone else starts shooting you while you're waiting for your cap pool to regenerate since you still may have a few pulses of shield booster worth of cap left and don't have to wait for a long cooldown period.
If you accidentally activate the wrong module, you can immediately deactivate it, and be good-to-go, only wasting a small amount of cap in the process. Compare this to the current system where you're pretty screwed if you unintentionally squandered a long cooldown.
Quick/Dirty Test Range Idea
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