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Thread Statistics | Show CCP posts - 1 post(s) |
Dusters Blog
Galactic News Network
548
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Posted - 2014.01.15 16:40:00 -
[1] - Quote
very good list. we linked it to the devs from our twitter account. we have supported better animations for entering and exiting vehicles for some time. |
Dusters Blog
Galactic News Network
548
|
Posted - 2014.01.15 18:06:00 -
[2] - Quote
Rynoceros wrote:+1 But, I have thought.... What if it required all seats to be occupied to operate a HAV? What their teams gains in killing power, they lose in the amount of infantry that is able to make hacks. So, now your team has to decide; do we battle to win by clone count or MCC destruction?
one of our writers suggested this some time ago. a tank driver is just that...a DRIVER. He has to have someone get in to operate his cannons. that way operating a tank requires as much teamwork & coordination as it takes to destroy one. of course all the kdr obsessed were like 'no way i'm paying for a tank just so a blueberry can get all the kills.' easy solution here again, give the driver credit for any kills while turret operators get assists.
CPM Hanz made a great suggestion via twitter "Main issue is price and lack of WP for partial damage. AV doesnt have to involve killing." this is pretty groundbreaking to us. The price for tanks obv has to go way up, but shouldnt providing a deterrent to vehicles yield wp? if you take 40% or more of a vehicles total health u should be rewarded for it. |
Dusters Blog
Galactic News Network
549
|
Posted - 2014.01.16 08:09:00 -
[3] - Quote
The dark cloud wrote:CCP you could end this debate witth 1 single change to the game: -allow the usage of all weapons while beeing a passanger in a dropship/LAV. The current situation is mainly frustrating for AV cause tanks can just drive off with too much speed which results getting out of range or into cover. With dropships and swarm/forgegunners standing in the door to continue pressure to hostile vehicles on the move could solve the whole balance. Tankers claim that it should take teamwork to take them out. Then we should get the tools to achieve this.
Now you could hear tankers complain "but a LAV with a forgegun is like a tank!" no its not. It has much lower HP and can be taken out with 2 swarm volleys. If tankers say that AV should require teamwork then it should take teamwork to protect them against AV dropships.
this is a pretty good idea and is organic and meta. give players the tools and let them have at it. |
Dusters Blog
Galactic News Network
550
|
Posted - 2014.01.16 17:50:00 -
[4] - Quote
Nothing Certain wrote:The one thing I see missing in most of these discussions is the role of turret installations. If tanks should be hard to destroy, hardened permanent gun emplacements should be nearly indestructible. Right now they are the easiest things to destroy in the whole game and give a huge reward for zero risk. Turrets make a great tank deterrent when they are active, and can be accessed by those not skilled into AV. I think they should play a larger role in the game. I think they should be indestructible but capable of being disabled, this would allow infantry to engage tanks, but only in certain areas but allows tanks to disable them but not able to ignore them after that, their will be a constant struggle for control of the turrets, which I think makes for good gameplay.
Other than that, what other posters have said, hardeners and escapability are the main problems and no WP for AV work unless their is a kill. Even then it is limited considering the teamwork that is necessary.
This is very good. Perhaps they can be repaired after being disabled. This will make the repairers play a larger role. |
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