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Oxskull Duncarino
Tickle My Null-Sac
329
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Posted - 2013.12.21 12:17:00 -
[1] - Quote
Mobius Wyvern wrote:Aeon Amadi wrote:Mobius Wyvern wrote:Arkena Wyrnspire wrote:Aeon Amadi wrote:I'm currently against changing the recall mechanics until the sockets/maps have better supply depot placement as there are a lot of sockets (in particular the sockets in the Gallente Research set) that supply depots are on top of buildings, behind railings and other obstacles that prevent a vehicle from being able to resupply and rearm. This applies in the redline as well. It essentially forces a vehicle specialist to recall their vehicle if they run out of ammunition and while it's discouraging that many are using it as a form of, as you say, getting the expensive gear off the field when in danger; I think it's a necessary evil until there are better options to rearm. It's fine to have a recall mechanic. 100% fine. But being able to do it this quickly? Yes, the speed is the issue. I understand it's frustrating but there is a healthy length of time that they cannot call a vehicle in after it has successfully be recalled. I think a better solution would be to increase the time it takes to hack the vehicle and reduce the time it takes to call another one in, basically reversing the timers. Would this be acceptable? Hell, I'd see no issue with that. An come on, anyone that has done any kind of decent tanking never recalls their HAV and then waits to call in the next one. They jump out, call in the replacement, recall the present one, and jump into the new one, all in under 10 seconds. I'm very happy with the new tank mechanics, but the above mechanic is broken. Well, large railgun range needs to be cut, but that's for a different thread.
I'd be on for a recall time equal to the nullcannon counter hack time length, plus only allow one vehicle per player to be deployed at a time. Of course, this would have to be done at the same time as vehicle friendly supply depots are placed in each ground spawn. |
Oxskull Duncarino
Tickle My Null-Sac
329
|
Posted - 2013.12.21 12:27:00 -
[2] - Quote
Takahiro Kashuken wrote:Fine by me
My tank cant climb stairs to that depot
Plus infantry do it at depots all the time and instantly get back armor and shields
If you want tanks to swap at a depot then great, it means i dont have to get out of my tank and also the new tank will just instantly switch with me already in it with full hp and ammo, no bolas needed
Also you cant recall if tank is on fire so get good at killing them tbh I've to find a depot to do that switch with a dropsuit. The time it takes me to switch once at the depot is close to how long it take you to call in a replacement, recall the old one, and jump in the new one, ANYWHERE in the battlefield. The dropsuit switch does need work, the same as the tank recall does. |
Oxskull Duncarino
Tickle My Null-Sac
330
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Posted - 2013.12.21 12:32:00 -
[3] - Quote
Michael Arck wrote:Monkey MAC wrote:Michael Arck wrote:lol let's not talk about this. I think the time is just fine for it. I think if we did change this, it will only present us with more problems.
If it isn't broke... But it is broke not only can whisk away a vehicle in such a short time. You can call it back about 20secs later with new Hardeners, Restocked Ammo and Full Health Which first off completlly nullifys the whole point of having amnunition. Bypasses the 'waves of oppurtunity' by getting faster cooldown And repairs your tank. All this and all you need 5 seconds to be home and dry. So far the best option is to force THAT fit to be unavailable for a longer period of time, longer than cooldowns on the vehicle. You should have to physically wait for the benifits you get from recalling. I don't get it. What's the problem with the recall, really? It's like this guy I know who would walk the floors, checking servers for problems. He would see some acute error, investigate it, then tinker around and then we had a mess load of problems on our hands. My point is, why are we looking for problems, really? The tank recall is fine for everybody. You need to get your vehicle out in a hurry. Sometimes I feel the Dust community just looks for problems, blow them up and then get things reconfigured. Most of the time, they are not happy with the results. Just like the scanning issue. People praised WPs for scanning. Said it was great. Then boom, now folks are hating on scanners. People talked about tanks. Went on and on about em. Now folks say "its Tank 514" and complain about the surplus of em. The recall is fine. Stop looking for problems that don't exist. LOL, when did recalling vehicles ever become a problem?? It's not some new FOTM issue that all of a sudden cropped up. It's been debated and argued for as long as the mechanic has been there. |
Oxskull Duncarino
Tickle My Null-Sac
330
|
Posted - 2013.12.21 13:32:00 -
[4] - Quote
Keri Starlight wrote:I need that fast recalling when I bring my team into the battle with an LAV or a dropship, especially if I'm using a customized vehicle that costs some ISK.
Every second is crucial, enemies might be there already. I do that alot, even if it is just a militia LAV, as since I run a scanner it cost a bit pre 1.7. But, I'll be happy with anything that changes the present recall mechanic.
Another option to the ones suggested is that rather than having to stand by the vehicle holding circle to recall it for a longer length of time, which leaves all vehicle operators vulnerable to being taken out, we have a very fast activation of recall using circle, faster than it is now. The vehicle then has all its systems shut down for safe transport, so can't be hacked by the enemy, but is vulnerable to enemy fire for 10-15 seconds after being shutdown while transport is being organised. All modules would be deactivated during this phase too. At present the transport consists of the vehicle magically disappearing into thin air, but hopefully in the future an RDV will swoop in and hook up. During all this the pilot, after the initiation of recall, can be safely in cover, etc.
I do run vehicles on my alt with all 10mil SP put into them, so I'm not some infantry guy trying to **** on vehicle centric players, but this is one of the many present game mechanics that needs to be worked on. And as I said earlier, I've the same view on the dropsuit supply depot issue. People on here need to pull their attitudes back and try to be a bit more objective about issues in Dust, rather than attempting to cling to bugs/mechanics that might work sweet for their method of play, but are detrimental to the overall game. |
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