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Assault Chileanme
Molon Labe. Public Disorder.
15
|
Posted - 2014.01.08 19:25:00 -
[1] - Quote
I know there is plenty of discussion about vehicles at the moment, but shouldn't some attention be paid to recalls in the grand debate? The whole idea of a recall, especially an instantaneous one eliminates a lot of the balancing features associated with the vehicles.
- Active Modules on cooldown? - Recall
- Running low on ammo? - Recall
- Low on health? - Recall
- Don't want to risk losing your baby anymore? - Recall
Recalling a vehicle comes with zero risk which means that calling in a vehicle comes with greatly reduces permanent risk since that investment can be put back in the bank at a moments notice. I'm not an expert but perhaps a few of the following could help the issue or at least get some talk going.
- Only allow a recall at a supply depot - This is exactly to how dropsuits work since they can not change out of that expensive proto suit investment unless they run up to a friendly supply depot and change suits. (This might also have the added bonus of pilots caring about supply depots rather than wanting to destroy them constantly)
- Require an RDV to come down and pick up the vehicle and then carry it off into the sky, similar to the initial vehicle deployment. - This would introduce a little bit of risk into recalling and give the AV a chance to shoot it down.
- Not allow recalls unless the vehicle is at full health with all modules off of cooldown.
- Charge a fee for each recall (could be based on the total vehicle price) - Would probably have to be a pretty steep fee or it would become a non-issue.
- Simply create a 5 or 10 second timer that counts down to recall once initiated.
- The simplest, most crude, and probably least fair would be to just eliminate recalls all together.
Again I'm not much into tanking and gave up on AV long ago, so I would welcome any constructive feedback on this topic. These are just my thoughts as a lowly infantryman. |
MassiveNine
0uter.Heaven
750
|
Posted - 2014.01.08 19:26:00 -
[2] - Quote
I think if a tank is about to explode it shouldn't be able to be recalled, considering it would be a hazard to the RDV which I'm sure are a pretty penny.
Official DUST514 LAV Mechanic
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Xocoyol Zaraoul
Superior Genetics
1780
|
Posted - 2014.01.08 19:26:00 -
[3] - Quote
2
Closed Beta Vet
Reading the forums detracts from overall enjoyment of the game
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Soraya Xel
The Corporate Raiders Top Men.
1003
|
Posted - 2014.01.08 19:55:00 -
[4] - Quote
Absolutely necessary. Unfortunately, a whaaaaambulance will follow any such changes, as tank drivers do not believe in risk, because bringing a fit that costs as much as maybe two dropsuits entitles them to never lose it because they put so much money into it.
Recalls should be RDV calls, they should take time, and you should have a cooloff period to summon a new vehicle after a recall. Additionally, you should not be able to initiate a recall within maybe 30-45 seconds of combat, either doing or receiving damage, so that recalls can't be used to escape combat.
I'd like to be your CPM1 candidate
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The Final Fantasy
DETHDEALERS Public Disorder.
19
|
Posted - 2014.01.08 19:58:00 -
[5] - Quote
MassiveNine wrote:I think if a tank is about to explode it shouldn't be able to be recalled, considering it would be a hazard to the RDV which I'm sure are a pretty penny.
you can't recall if its on fire >.> |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
278
|
Posted - 2014.01.08 19:59:00 -
[6] - Quote
Assault Chileanme wrote:I know there is plenty of discussion about vehicles at the moment, but shouldn't some attention be paid to recalls in the grand debate? The whole idea of a recall, especially an instantaneous one eliminates a lot of the balancing features associated with the vehicles.
- Active Modules on cooldown? - Recall
- Running low on ammo? - Recall
- Low on health? - Recall
- Don't want to risk losing your baby anymore? - Recall
Recalling a vehicle comes with zero risk which means that calling in a vehicle comes with greatly reduces permanent risk since that investment can be put back in the bank at a moments notice. I'm not an expert but perhaps a few of the following could help the issue or at least get some talk going.
- Only allow a recall at a supply depot - This is exactly to how dropsuits work since they can not change out of that expensive proto suit investment unless they run up to a friendly supply depot and change suits. (This might also have the added bonus of pilots caring about supply depots rather than wanting to destroy them constantly)
- Require an RDV to come down and pick up the vehicle and then carry it off into the sky, similar to the initial vehicle deployment. - This would introduce a little bit of risk into recalling and give the AV a chance to shoot it down.
- Not allow recalls unless the vehicle is at full health with all modules off of cooldown.
- Charge a fee for each recall (could be based on the total vehicle price) - Would probably have to be a pretty steep fee or it would become a non-issue.
- Simply create a 5 or 10 second timer that counts down to recall once initiated.
- The simplest, most crude, and probably least fair would be to just eliminate recalls all together.
Again I'm not much into tanking and gave up on AV long ago, so I would welcome any constructive feedback on this topic. These are just my thoughts as a lowly infantryman.
TL;DR
but its only fair that we can recall when you can change suits at a supply depot....
Edit: you fools can be revived... |
Assault Chileanme
Molon Labe. Public Disorder.
16
|
Posted - 2014.01.08 20:04:00 -
[7] - Quote
Sir Dukey wrote: TL;DR
but its only fair that we can recall when you can change suits at a supply depot....
That's why I said that vehicles should be allowed to be recalled at a supply depot or by RDV. The issue that I see isn't necessarily that there is a mechanism to change and adjust your role on the battlefield, I just don't like seeing an almost dead tank zoom across the map into the redzone within a few seconds and then instantly recall with no chance for the AV to land the killing blow. |
Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
278
|
Posted - 2014.01.08 20:04:00 -
[8] - Quote
Soraya Xel wrote:Absolutely necessary. Unfortunately, a whaaaaambulance will follow any such changes, as tank drivers do not believe in risk, because bringing a fit that costs as much as maybe two dropsuits entitles them to never lose it because they put so much money into it.
Recalls should be RDV calls, they should take time, and you should have a cooloff period to summon a new vehicle after a recall. Additionally, you should not be able to initiate a recall within maybe 30-45 seconds of combat, either doing or receiving damage, so that recalls can't be used to escape combat.
Ok, then you cannot change suit at supply depot if you have been shot in the last 50 seconds, you cannot change suit if say you are running heavy, you ran 3 minutes to a supply depot but you have 200/500 armor left and no armor repair. If you recall your suit should stay at the depot for 20 seconds so you can get shot at and enemy has chance to kill you. |
True Adamance
Kameira Lodge Amarr Empire
5454
|
Posted - 2014.01.08 20:20:00 -
[9] - Quote
Meh my example of Recall is
Squadding with Amarr buddy Canus......explaining to him that tanks are everywhere on the map in my Maddy....
"Oh hey theres Jason" He says casually...
"Jason Pearson?!" I cry in terror "I'm getting the **** outta my tank"
Buzz Buzz 12 Missiles later mid recall I loose my 400K isk tank.....
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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Harpyja
DUST University Ivy League
1049
|
Posted - 2014.01.08 20:27:00 -
[10] - Quote
Running low on ammo? Change suit at supply depot Running low on health? Change suit at supply depot Don't want to risk losing your proto suit anymore? Change suit at supply depot
I'll forego my ability to recall if you can't swap suits at supply depots either.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Delta 749
Kestrel Reconnaissance
2418
|
Posted - 2014.01.08 20:27:00 -
[11] - Quote
Sir Dukey wrote:Soraya Xel wrote:Absolutely necessary. Unfortunately, a whaaaaambulance will follow any such changes, as tank drivers do not believe in risk, because bringing a fit that costs as much as maybe two dropsuits entitles them to never lose it because they put so much money into it.
Recalls should be RDV calls, they should take time, and you should have a cooloff period to summon a new vehicle after a recall. Additionally, you should not be able to initiate a recall within maybe 30-45 seconds of combat, either doing or receiving damage, so that recalls can't be used to escape combat. Ok, then you cannot change suit at supply depot if you have been shot in the last 50 seconds, you cannot change suit if say you are running heavy, you ran 3 minutes to a supply depot but you have 200/500 armor left and no armor repair. If you recall your suit should stay at the depot for 20 seconds so you can get shot at and enemy has chance to kill you.
You like to ***** and moan but even the 3 seconds it takes to navigate the menu at a supply depot is more than enough time for a person to get killed since they are a nice stationary target asking to be shot in the head, maybe you would know that if you got out from under the security blanket of a tank
Needing an RDV to come pick it up and whisk it away when you recall a tank is something thats perfectly fair and makes recalls far less abusable without adding any extra conditions
Im not drunk, the planet just happens to be especially wobbly today.
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ONE-I-BANDIT
The Generals General Tso's Alliance
6
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Posted - 2014.01.08 20:30:00 -
[12] - Quote
MassiveNine wrote:I think if a tank is about to explode it shouldn't be able to be recalled, considering it would be a hazard to the RDV which I'm sure are a pretty penny.
Guess you never driven an tank and tried it. You are not able to recall an tank if its on fire you must repair it to where its not on fire then can recall. |
Delta 749
Kestrel Reconnaissance
2418
|
Posted - 2014.01.08 20:31:00 -
[13] - Quote
Harpyja wrote:Running low on ammo? Change suit at supply depot Running low on health? Change suit at supply depot Don't want to risk losing your proto suit anymore? Change suit at supply depot
I'll forego my ability to recall if you can't swap suits at supply depots either.
I know right, its not like supply depots dont get blown up, its not like we are sitting ducks changing a suit, and we totally carry supply depots on our backs so we can change suits anywhere we want
You guys need to come up with an argument that actually has some weight behind it and not "Waaaah I dont want to have balance, you guys have supply depots and even though that has limitations its totally fair I get to hop out of my toy and Q up another one that will be dropped off by the time I recall my old one"
Im not drunk, the planet just happens to be especially wobbly today.
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Fire of Prometheus
DUST University Ivy League
2703
|
Posted - 2014.01.08 20:34:00 -
[14] - Quote
Ummmm there is already a threshold that once passed, your vehicle cannot be recalled.
I forget if it was half your ehp or half your armour....but basically if you fell below the requirements, your vehicle wouldn't be picked up.
Proud member of the Commando 6
<3 Commando AK.0
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ONE-I-BANDIT
The Generals General Tso's Alliance
6
|
Posted - 2014.01.08 20:38:00 -
[15] - Quote
Soraya Xel wrote:Absolutely necessary. Unfortunately, a whaaaaambulance will follow any such changes, as tank drivers do not believe in risk, because bringing a fit that costs as much as maybe two dropsuits entitles them to never lose it because they put so much money into it.
Recalls should be RDV calls, they should take time, and you should have a cooloff period to summon a new vehicle after a recall. Additionally, you should not be able to initiate a recall within maybe 30-45 seconds of combat, either doing or receiving damage, so that recalls can't be used to escape combat.
Wow Ok Do this first get an tank then recall it then ask for it again right away lets see what your results are. Again some one who does not run tanks making crack s on tanks . If your not able to try this ill give you the results and that is there is an timer before you can call another tank or LAV out. Ohh and yes im an tank pilot just put it out there |
Harpyja
DUST University Ivy League
1049
|
Posted - 2014.01.08 20:39:00 -
[16] - Quote
Fire of Prometheus wrote:Ummmm there is already a threshold that once passed, your vehicle cannot be recalled.
I forget if it was half your ehp or half your armour....but basically if you fell below the requirements, your vehicle wouldn't be picked up. It's actually much less. You can't recall if on fire.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Everything Dies
Chatelain Rapid Response Gallente Federation
418
|
Posted - 2014.01.08 20:40:00 -
[17] - Quote
An easy fix would be to simply prevent another tank from being called in (by you) for 60 seconds or so.
Life is killing me.
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Harpyja
DUST University Ivy League
1049
|
Posted - 2014.01.08 20:42:00 -
[18] - Quote
Delta 749 wrote:Harpyja wrote:Running low on ammo? Change suit at supply depot Running low on health? Change suit at supply depot Don't want to risk losing your proto suit anymore? Change suit at supply depot
I'll forego my ability to recall if you can't swap suits at supply depots either. I know right, its not like supply depots dont get blown up, its not like we are sitting ducks changing a suit, and we totally carry supply depots on our backs so we can change suits anywhere we want You guys need to come up with an argument that actually has some weight behind it and not "Waaaah I dont want to have balance, you guys have supply depots and even though that has limitations its totally fair I get to hop out of my toy and Q up another one that will be dropped off by the time I recall my old one" You should know that I wasn't being serious. I think I've recalled only once so far in 1.7 to save my vehicle, so any changes won't affect me.
Also, we are completely exposed when we have to do a 5 second hack to recall, so we can't recall anywhere we want as you make it seem. Just saying.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Eurydice Itzhak
Providence Guard Templis CALSF
316
|
Posted - 2014.01.08 20:42:00 -
[19] - Quote
Sir Dukey wrote:Soraya Xel wrote:Absolutely necessary. Unfortunately, a whaaaaambulance will follow any such changes, as tank drivers do not believe in risk, because bringing a fit that costs as much as maybe two dropsuits entitles them to never lose it because they put so much money into it.
Recalls should be RDV calls, they should take time, and you should have a cooloff period to summon a new vehicle after a recall. Additionally, you should not be able to initiate a recall within maybe 30-45 seconds of combat, either doing or receiving damage, so that recalls can't be used to escape combat. Ok, then you cannot change suit at supply depot if you have been shot in the last 50 seconds, you cannot change suit if say you are running heavy, you ran 3 minutes to a supply depot but you have 200/500 armor left and no armor repair. If you recall your suit should stay at the depot for 20 seconds so you can get shot at and enemy has chance to kill you.
Its always so funny when you flip it around.
The only one I might agree with is modules on cool down. |
Operative 1171 Aajli
Bragian Order Amarr Empire
1008
|
Posted - 2014.01.08 20:44:00 -
[20] - Quote
- Only allow a recall at a supply depot - This is exactly to how dropsuits work since they can not change out of that expensive proto suit investment unless they run up to a friendly supply depot and change suits. (This might also have the added bonus of pilots caring about supply depots rather than wanting to destroy them constantly)
Can't even resupply at most depots atm. They are either mounted up high or blocked. I destroy any depot on the field that is red and my team doesn't hold the obj/area. i'd still do this no matter what due to tactical reasons.
- Require an RDV to come down and pick up the vehicle and then carry it off into the sky, similar to the initial vehicle deployment. - This would introduce a little bit of risk into recalling and give the AV a chance to shoot it down.
Why go this far? You can already shoot at my vehicle, even in the redline, and it is undefended with no hardeners going. Does AV really need more crutches?
- Not allow recalls unless the vehicle is at full health with all modules off of cooldown.
The best sane idea.
- Charge a fee for each recall (could be based on the total vehicle price) - Would probably have to be a pretty steep fee or it would become a non-issue.
Huh? No.
- Simply create a 5 or 10 second timer that counts down to recall once initiated.
The second best sane idea here. Why even mention the others?
- The simplest, most crude, and probably least fair would be to just eliminate recalls all together.
Yeah, stupid idea. This smacks of "I hate tanks" tankophobia.
Rommel, you magnificent bastard, I read your book!
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P14GU3
The Southern Legion The Umbra Combine
491
|
Posted - 2014.01.08 20:46:00 -
[21] - Quote
Harpyja wrote:Running low on ammo? Change suit at supply depot Running low on health? Change suit at supply depot Don't want to risk losing your proto suit anymore? Change suit at supply depot
I'll forego my ability to recall if you can't swap suits at supply depots either. I cant hold circle for 3 seconds anywhere one the map to change my suit..
Your argument is invalid |
Delta 749
Kestrel Reconnaissance
2418
|
Posted - 2014.01.08 20:47:00 -
[22] - Quote
Harpyja wrote:Delta 749 wrote:Harpyja wrote:Running low on ammo? Change suit at supply depot Running low on health? Change suit at supply depot Don't want to risk losing your proto suit anymore? Change suit at supply depot
I'll forego my ability to recall if you can't swap suits at supply depots either. I know right, its not like supply depots dont get blown up, its not like we are sitting ducks changing a suit, and we totally carry supply depots on our backs so we can change suits anywhere we want You guys need to come up with an argument that actually has some weight behind it and not "Waaaah I dont want to have balance, you guys have supply depots and even though that has limitations its totally fair I get to hop out of my toy and Q up another one that will be dropped off by the time I recall my old one" You should know that I wasn't being serious. I think I've recalled only once so far in 1.7 to save my vehicle, so any changes won't affect me. Also, we are completely exposed when we have to do a 5 second hack to recall, so we can't recall anywhere we want as you make it seem. Just saying.
You are out of the tank yes but you can still move while recalling, Ive done it myself, and being able to strafe around a big piece of cover while being able to take out a gun at any moment is worlds away from being locked in place with a menu in front of you either hammering cancel when you see hit indicators or hoping the suit manage to switch to isnt full of holes in the second of vulnerability you have while switching
Im not drunk, the planet just happens to be especially wobbly today.
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P14GU3
The Southern Legion The Umbra Combine
491
|
Posted - 2014.01.08 20:49:00 -
[23] - Quote
ONE-I-BANDIT wrote:Soraya Xel wrote:Absolutely necessary. Unfortunately, a whaaaaambulance will follow any such changes, as tank drivers do not believe in risk, because bringing a fit that costs as much as maybe two dropsuits entitles them to never lose it because they put so much money into it.
Recalls should be RDV calls, they should take time, and you should have a cooloff period to summon a new vehicle after a recall. Additionally, you should not be able to initiate a recall within maybe 30-45 seconds of combat, either doing or receiving damage, so that recalls can't be used to escape combat. Wow Ok Do this first get an tank then recall it then ask for it again right away lets see what your results are. Again some one who does not run tanks making crack s on tanks . If your not able to try this ill give you the results and that is there is an timer before you can call another tank or LAV out. Ohh and yes im an tank pilot just put it out there False. Just the other day a corp mate dropped a tank instead of a drop ship, he said "oops" and called in his dropship WHILE recalling his tank... |
darkiller240
WarRavens Auxiliaries
260
|
Posted - 2014.01.08 20:59:00 -
[24] - Quote
MassiveNine wrote:I think if a tank is about to explode it shouldn't be able to be recalled, considering it would be a hazard to the RDV which I'm sure are a pretty penny. this already egsists, if a tanks , dropship etc, is lees than a quarter health cant be recalled and when taking damage tant be recalled
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
454
|
Posted - 2014.01.08 21:16:00 -
[25] - Quote
Assault Chileanme wrote:I know there is plenty of discussion about vehicles at the moment, but shouldn't some attention be paid to recalls in the grand debate? The whole idea of a recall, especially an instantaneous one eliminates a lot of the balancing features associated with the vehicles.
- Active Modules on cooldown? - Recall
- Running low on ammo? - Recall
- Low on health? - Recall
- Don't want to risk losing your baby anymore? - Recall
Recalling a vehicle comes with zero risk which means that calling in a vehicle comes with greatly reduces permanent risk since that investment can be put back in the bank at a moments notice. I'm not an expert but perhaps a few of the following could help the issue or at least get some talk going.
- Only allow a recall at a supply depot - This is exactly to how dropsuits work since they can not change out of that expensive proto suit investment unless they run up to a friendly supply depot and change suits. (This might also have the added bonus of pilots caring about supply depots rather than wanting to destroy them constantly)
- Require an RDV to come down and pick up the vehicle and then carry it off into the sky, similar to the initial vehicle deployment. - This would introduce a little bit of risk into recalling and give the AV a chance to shoot it down.
- Not allow recalls unless the vehicle is at full health with all modules off of cooldown.
- Charge a fee for each recall (could be based on the total vehicle price) - Would probably have to be a pretty steep fee or it would become a non-issue.
- Simply create a 5 or 10 second timer that counts down to recall once initiated.
- The simplest, most crude, and probably least fair would be to just eliminate recalls all together.
Again I'm not much into tanking and gave up on AV long ago, so I would welcome any constructive feedback on this topic. These are just my thoughts as a lowly infantryman.
The first two points are kind of absurd. Here's a set of questions for you to answer: 1. Did you know the recall turnaround is about 15 seconds?( you actually have to wait for the time it would take an RDV to come down, attach and carry it off I timed it by dismissing a vehicle as someone else called one in) That's about half the militia cooldown, then you got to call it back for another 15 seconds. It's not really that much shorter, and gives away the position of the tank.
2. What do you do if ALL of the supply depots are destroyed on the battlefield? Had this happen in about 20 games yesterday, including the ones in the redline on both sides.
3. If the tank is burning I can see that being a hazard, yes, that one sounds logical. But with repairs as they are anymore they don't really burn for that long unless you didn't have a repair module... in which case the tank deserves not to be recalled.
4. Fourth one is just you whining about something. a¦á_a¦á You're going to have to be much more clear than that.
Now to address your suggestions: 1. Again supply depot question. 2. This is already what they said they were designing, kind of amazes me how blind some people are. 3. And what do you do with a glass cannon that doesn't have a repair module and is sitting with 1 armor taken off of it? (hint most logistics don't bother healing tanks, and most tank drivers don't carry repair tools) Now, What do you do?
4. AND 6. Be prepared to borkbarrel these effects onto your dropsuits as well. They would never pass anyways because they're not solutions, they're ideas of "how can I screw the other people over?". Kind of like say... suggesting to charge a fee every time someone reloads their handheld weapon? Or preventing dropsuit units from being able to restock any ammo without the help of a supply depot (bye bye nanohive). Do either of those sound like a viable, or reasonable penalty? (if this 'suggestion" set sounds outlandish, take a look at the first of the four above, cause it's exactly the same thing otherwise)
5 seems like an actual option, but the RDV recalls are underway.
If you can read this, it means you are reading.
Unless you are skimming
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Aizen Intiki
Hell's Gate Inc League of Infamy
643
|
Posted - 2014.01.08 21:23:00 -
[26] - Quote
1: Recall timer made instant, and RDV comes and picks it up
2: can't recall that exact hull while cooldown processes are going. no repairs or ammo is loaded during this time
3:Once cooldowns are done, it'll rep at whatever at 100 HP/s or whatever the vehicle can do over that.
Fixed.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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CLONE117
planetary retaliation organisation
565
|
Posted - 2014.01.08 21:41:00 -
[27] - Quote
it does take time to recall the vehicle...the driver just uses the vehicle as cover from gunfire during that time though..
and there is a certain period of time in which before u can call another vehicle down its not instantaneous
what they r probably doing is calling a second vehicle down and then recalling the first1 as it takes less time to get the fresh vehicle that way.
but that also means it takes more time for them to recall that first vehicle.
and....i havnt seen hardly any1 pulling that crap since 1.7 why r ppl still complaining about unless it was some sort of std tank that just so happened to barely survive a massive av attack. the many tanks i see i manage to blow up. i kinda almost forgot about vehicle recalls untill now... |
Valmorgan Aubaris
Stellar and Orbital Strategic Services ACME Holding Conglomerate
149
|
Posted - 2014.01.08 21:41:00 -
[28] - Quote
There should be a cooldown timer from the last time it was fired upon to recall.
EVE alliance seeks mercs and corps!
Join Stellar and Orbital Strategic Services today!
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Righteous Rage
BIG BAD W0LVES
20
|
Posted - 2014.01.08 21:44:00 -
[29] - Quote
Soraya Xel wrote:Absolutely necessary. Unfortunately, a whaaaaambulance will follow any such changes, as tank drivers do not believe in risk, because bringing a fit that costs as much as maybe two dropsuits entitles them to never lose it because they put so much money into it.
Recalls should be RDV calls, they should take time, and you should have a cooloff period to summon a new vehicle after a recall. Additionally, you should not be able to initiate a recall within maybe 30-45 seconds of combat, either doing or receiving damage, so that recalls can't be used to escape combat.
They put blood sweat and tears into their vehicles, minus the blood and sweat.
"Catapultam habeo. Nisi pecuniam omnem mihi dabis ad caput tuum saxum immane mittam."
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Galvan Nized
Deep Space Republic
509
|
Posted - 2014.01.08 22:06:00 -
[30] - Quote
Dovallis Martan JenusKoll wrote:
The first two points are kind of absurd. Here's a set of questions for you to answer: 1. Did you know the recall turnaround is about 15 seconds?( you actually have to wait for the time it would take an RDV to come down, attach and carry it off I timed it by dismissing a vehicle as someone else called one in) That's about half the militia cooldown, then you got to call it back for another 15 seconds. It's not really that much shorter, and gives away the position of the tank.
2. What do you do if ALL of the supply depots are destroyed on the battlefield? Had this happen in about 20 games yesterday, including the ones in the redline on both sides.
3. If the tank is burning I can see that being a hazard, yes, that one sounds logical. But with repairs as they are anymore they don't really burn for that long unless you didn't have a repair module... in which case the tank deserves not to be recalled.
4. Fourth one is just you whining about something. a¦á_a¦á You're going to have to be much more clear than that.
Now to address your suggestions: 1. Again supply depot question. 2. This is already what they said they were designing, kind of amazes me how blind some people are. 3. And what do you do with a glass cannon that doesn't have a repair module and is sitting with 1 armor taken off of it? (hint most logistics don't bother healing tanks, and most tank drivers don't carry repair tools) Now, What do you do?
4. AND 6. Be prepared to borkbarrel these effects onto your dropsuits as well. They would never pass anyways because they're not solutions, they're ideas of "how can I screw the other people over?". Kind of like say... suggesting to charge a fee every time someone reloads their handheld weapon? Or preventing dropsuit units from being able to restock any ammo without the help of a supply depot (bye bye nanohive). Do either of those sound like a viable, or reasonable penalty? (if this 'suggestion" set sounds outlandish, take a look at the first of the four above, cause it's exactly the same thing otherwise)
5 seems like an actual option, but the RDV recalls are underway.
I'll answer these: 1) Yes, how long is the tank you just jumped out of and started recalling on the battlefield unprotected? 3 seconds? 2) Destroying Supply Depots is a tactical decision, suits cannot switch to AV or resupply either. Tanks just destroy these right now anyways. They get destroyed...Too bad for tanks and dropsuits alike. You could always be destroyed and call in a new one...exact same as dropsuits or you could defend the depot. 3) You literally have to be burning to not be able to recall, how low is that in terms of percentage of health?
Now to suggestions: 1) See answer #2. 2) No real comment because I'm lost. 3) Grab a friend with a rep tool or carry one yourself...how do you think dropsuits do it...magic? 4) The fee is a good idea, sure throw a fee for dropsuits if they can change suits from anywhere...I'm down with that. A proportional fee would be great. +1 to you tanker.
I realize that you would have to rework supply depots so tanks could actually get near them. Also be great if vehicles like LAVs with a mod could resupply tanks. Supply Depots are meaningless to tanks right now but are priceless to dropsuits...that is wrong. |
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