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Serimos Haeraven
The Exemplars Top Men.
593
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Posted - 2014.01.15 16:31:00 -
[1] - Quote
Recently after viewing a topic on these forums made about Redline Railgun tanks, the OP made a really good suggestion about how the recall mechanic could be fixed, and I thought it was so good I've decided to make a topic to highlight it, I'll include his quote right here: Prius Vecht wrote: You can recall tanks in an instant. No vehicle should be recalled if its damaged and they should have to wait on the RDV just like when theyre dropped off. No teleporting. Recalling cant be an exploit to get your tank out of harm's way when things go badly.
To expand on this quote, if a vehicle is damaged (at all) the player gets absolutely no recall function until it's fully repaired. This would mean that in the heat of battle the user would have to jump out to repair it AND THEN begin the recall process, which would definetely allow enough time for the tank to get destroyed if they attempt that when they are being shot. Another option would they would have to escape to a supply depot, and then initiate the recall.
Honestly i think this is 100% the best solution, and the easiest to code for CCP. Thoughts? |
Serimos Haeraven
The Exemplars Top Men.
596
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Posted - 2014.01.15 16:44:00 -
[2] - Quote
Reav Hannari wrote:Are you still seeing this on a regular basis? As an ADS pilot unless the tank runs to cover in their redline I'll just shoot them if they get out and I rarely get that opportunity. I carry a repair tool on my pilot suit to fix my Python but then I don't have a reason to recall it. I do see it a lot, but as an ADS pilot as well i can testify that whenever they try to recall i just pop them in the face and destroy their tank. But, if you make it to where they have to have full HP to recall, they will more than likely chose to retreat to safer ground to recall their tank, basically, it works in the favor of tankers to play fair with recalls. And the only reason recalls should exist is to get your vehicle off the field because you know you're out-gunned, not an instant repair tool that you could already have with an actual "repair tool" |
Serimos Haeraven
The Exemplars Top Men.
596
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Posted - 2014.01.15 16:45:00 -
[3] - Quote
Vag Eye Lenol wrote:I may be wrong but I think this is already somewhat implement, not sure where the line is drawn though...
There have been many instances where i can't recall my dropship until i repair it up to a certain point.... It is, but only when its smoking/on fire |
Serimos Haeraven
The Exemplars Top Men.
596
|
Posted - 2014.01.15 16:48:00 -
[4] - Quote
THEAMAZING POTHEAD wrote:Serimos Haeraven wrote:Recently after viewing a topic on these forums made about Redline Railgun tanks, the OP made a really good suggestion about how the recall mechanic could be fixed, and I thought it was so good I've decided to make a topic to highlight it, I'll include his quote right here: Prius Vecht wrote: You can recall tanks in an instant. No vehicle should be recalled if its damaged and they should have to wait on the RDV just like when theyre dropped off. No teleporting. Recalling cant be an exploit to get your tank out of harm's way when things go badly.
To expand on this quote, if a vehicle is damaged (at all) the player gets absolutely no recall function until it's fully repaired. This would mean that in the heat of battle the user would have to jump out to repair it AND THEN begin the recall process, which would definetely allow enough time for the tank to get destroyed if they attempt that when they are being shot. Another option would they would have to escape to a supply depot, and then initiate the recall. Honestly i think this is 100% the best solution, and the easiest to code for CCP. Thoughts? That forces shield tankers to run armor reppers or have a dropsuit with a reptool that takes WAAAYYY too long. Bad idea is bad. In 1.0 the vehicle taking damage reset and prevented the recall for about 10seconds or so, it was mostly balanced by that short reset. Reactivate & change that timer to 30 seconds and no tanks would be recalling unfairly anymore 99% of the time. You seem to be backing some very strange opinions today Pothead, so I'll go ahead and reply to this as well. This doesn't force shield tankers to armor rep because supply depots are their rep if they really get their armor touched, rememeber, they have heavy shield reppers or extenders to make sure their armor isn't touched too much, any shield tanker who runs with armor reppers will die faster than he can say oops. But, I think the 30 second timer could also be a good solution as well, but the idea of a full HP req. for a recall isn't unrealistic either. This would allow a recall to be used for its actual purpose, to get a vehicle you don't want anymore off of the field because you're outnumbered/outgunned, not the "instant repair" bug that it is right now.
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Serimos Haeraven
The Exemplars Top Men.
598
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Posted - 2014.01.15 16:54:00 -
[5] - Quote
Lorhak Gannarsein wrote:Serimos Haeraven wrote:Vag Eye Lenol wrote:I may be wrong but I think this is already somewhat implement, not sure where the line is drawn though...
There have been many instances where i can't recall my dropship until i repair it up to a certain point.... It is, but only when its smoking/on fire Honestly, I think POTHEAD's timer is a better idea. Especially since, I'm assuming, by damage you mean armour damage. Which means shield tankers need to fit a repair tool (OR MAYBE CCP COULD MOVE THE SUPPLY DEPOTS -_-), while armour tanks just roll on their merry way. If you're playing in any mode besides ambush your supply depot access should be fine, but i do see your point about armor tankers. But, there was a post just above this one which added "and all active modules have refreshed". This would completely fix the idea that armor reppers could still recall because they would have to use an active module (that has a long cooldown time) before they could even begin the recall. |
Serimos Haeraven
The Exemplars Top Men.
598
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Posted - 2014.01.15 16:57:00 -
[6] - Quote
Pokey Dravon wrote:That really makes no sense at all, and as a previous responder pointed out, it not only penalizes shield tanks who use armor plates as additional buffer, but also forces pilots to carry a repair tool.
The only 'proper' fix would be to have an RDV actually fly down, pick up the HAV, cloak, and fly away. Same as deployment but in reverse. Consider how CCP handles the RDV simply dropping the vehicle, can you imagine their attempt at having it pick one up? And pilots DO NOT need to carry repair tools because all they have to do is sit next to a friendly supply depot, and SHABAM, their repaired very fast. The only mode this would limit pilots in is AMBUSH, and hey, isn't that a really good thing since people hate that vehicles plauge ambush? This would severely give them a disadvantage in ambush that infantry could use to their advantage. |
Serimos Haeraven
The Exemplars Top Men.
598
|
Posted - 2014.01.15 16:59:00 -
[7] - Quote
Pokey Dravon wrote:Serimos Haeraven wrote:Lorhak Gannarsein wrote:Serimos Haeraven wrote:Vag Eye Lenol wrote:I may be wrong but I think this is already somewhat implement, not sure where the line is drawn though...
There have been many instances where i can't recall my dropship until i repair it up to a certain point.... It is, but only when its smoking/on fire Honestly, I think POTHEAD's timer is a better idea. Especially since, I'm assuming, by damage you mean armour damage. Which means shield tankers need to fit a repair tool (OR MAYBE CCP COULD MOVE THE SUPPLY DEPOTS -_-), while armour tanks just roll on their merry way. If you're playing in any mode besides ambush your supply depot access should be fine, but i do see your point about armor tankers. But, there was a post just above this one which added "and all active modules have refreshed". This would completely fix the idea that armor reppers could still recall because they would have to use an active module (that has a long cooldown time) before they could even begin the recall. Except armor active modules have a shorter cooldown than shield modules. Either way, both heavy shield and armor modules have a "long" cooldown time no matter how you shape it or compare them. |
Serimos Haeraven
The Exemplars Top Men.
598
|
Posted - 2014.01.15 17:03:00 -
[8] - Quote
DUST Fiend wrote:Serimos Haeraven wrote:Lorhak Gannarsein wrote:Serimos Haeraven wrote:Vag Eye Lenol wrote:I may be wrong but I think this is already somewhat implement, not sure where the line is drawn though...
There have been many instances where i can't recall my dropship until i repair it up to a certain point.... It is, but only when its smoking/on fire Honestly, I think POTHEAD's timer is a better idea. Especially since, I'm assuming, by damage you mean armour damage. Which means shield tankers need to fit a repair tool (OR MAYBE CCP COULD MOVE THE SUPPLY DEPOTS -_-), while armour tanks just roll on their merry way. If you're playing in any mode besides ambush your supply depot access should be fine, but i do see your point about armor tankers. But, there was a post just above this one which added "and all active modules have refreshed". This would completely fix the idea that armor reppers could still recall because they would have to use an active module (that has a long cooldown time) before they could even begin the recall. So passive tanks aren't allowed to recall anymore? :/ Just make the RDV come down, and increase the time it takes to actually recall the vehicle. Problem solved. I just don't see CCP coding the mechanic for an RDV to actually come and pick one up anytime soon, maybe I'm wrong, who knows. |
Serimos Haeraven
The Exemplars Top Men.
598
|
Posted - 2014.01.15 17:08:00 -
[9] - Quote
Thumb Green wrote:Armor reps are passive they have no cooldown time. But no matter what, they won't be able to recall until their vehicle has repaired completely, and this means that if it's in the middle of a battle, there's still no way they could recall it, completely preventing those BS recalls that have become an issue. |
Serimos Haeraven
The Exemplars Top Men.
598
|
Posted - 2014.01.15 17:12:00 -
[10] - Quote
Pokey Dravon wrote:Serimos Haeraven wrote:Pokey Dravon wrote:That really makes no sense at all, and as a previous responder pointed out, it not only penalizes shield tanks who use armor plates as additional buffer, but also forces pilots to carry a repair tool.
The only 'proper' fix would be to have an RDV actually fly down, pick up the HAV, cloak, and fly away. Same as deployment but in reverse. Consider how CCP handles the RDV simply dropping the vehicle, can you imagine their attempt at having it pick one up? And pilots DO NOT need to carry repair tools because all they have to do is sit next to a friendly supply depot, and SHABAM, their repaired very fast. The only mode this would limit pilots in is AMBUSH, and hey, isn't that a really good thing since people hate that vehicles plauge ambush? This would severely give them a disadvantage in ambush that infantry could use to their advantage. So again, Armor tanks have the advantage over shield because they don't need to find a resupply. And again, Armor tanks have the advantage over shield because their modules are shorter cooldown (if you go with the module idea) Also I dont think you realize how difficult it is to find an accessible resupply...in most cases 80% of them are unreachable by HAVs, so if the enemy captures or destroys all of the available ones...are you just screwed because you decided to use a shield tank without an armor repper? A repair tool should honestly be a sound requirement for vehicle users that run shield, who also want the ability to recall whenever they want. And only in certain cases are supply depots hard to find, I'm not sure if you're aware of this or not, but I'm a veteran dropship pilot, and know the locations of all the supply depots on every map when I'm flying. There is ALWAYS one at your ground spawn behind the redline, therfore making it only occasionally neccecary for a armor repair tool for a shield tanker that's in trouble.
The entire purpose of this mechanic would be to stop recalls in combat situations, and that's the most common way the recall mechanic is abused. |
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Serimos Haeraven
The Exemplars Top Men.
599
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Posted - 2014.01.16 05:02:00 -
[11] - Quote
DUST Fiend wrote:Soraya Xel wrote:Serimos, one of the other things recall needs, is that you need to be unable to call a vehicle while you already have one out. Vehicle recall should not be used for trading vehicles out. The summon-a-new-one-and-then-recall is a problem. No thanks, I have to switch between rail and missile Incubus multiple times per match, and I only just learned about this trick. I was doing it the other way and you just end up wasting so much time. If the RDV came down you wouldn't want to recall and call in a new one right next to or even near each other anyways, or you'd risk losing both vehicles to RDV hugs. What would be cool is if you could have an RDV come and drop one of your vehicles you want, and then the same one comes to pick up the one you wanted to do away with. This would probably be harder for CCP to code but would be something cool to see if its possible lol |
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