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DeeJay One
Guardian Solutions DARKSTAR ARMY
192
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Posted - 2014.01.15 18:10:00 -
[31] - Quote
IMNSHO recalled vehicles should either stay recalled for the entire battle or on next deployment deploy with the same amount of shields/armour/ammo when at the time they have been recalled. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1521
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Posted - 2014.01.15 18:10:00 -
[32] - Quote
Takahiro Kashuken wrote:Pokey Dravon wrote:Takahiro Kashuken wrote:If your infantry suit is at all anyway damaged and doesnt have all ammo on it and equipment you cannot swap at a depot Are you stating that as a suggestion or as fact? Because I'm fairly certain that isn't true, and it should not become true. But it should be true All vehicle have to have everything 100% perfect or we cant recall and thats the OP suggestion so why not do the same to infantry?
Well...I think OP suggestion is a bad one, but if it were true, then yes I would agree with you..
Problem is you can't favor one tanking type over the other when forcing a mechanic, it needs to be fair regardless of armor or shields.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Reav Hannari
Red Rock Outriders
2587
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Posted - 2014.01.15 18:16:00 -
[33] - Quote
Takahiro Kashuken wrote:Pokey Dravon wrote:Takahiro Kashuken wrote:If your infantry suit is at all anyway damaged and doesnt have all ammo on it and equipment you cannot swap at a depot Are you stating that as a suggestion or as fact? Because I'm fairly certain that isn't true, and it should not become true. But it should be true All vehicle have to have everything 100% perfect or we cant recall and thats the OP suggestion so why not do the same to infantry?
I see your point but it's a bit over the top. I would understand trying to swap a suit that only has a certain percentage of armor left require it either be repaired first or give the soldier the option to abandon the suit in order to get a fresh one. That would match the requirement that a vehicle not be on fire in order to recall it.
I think the core issue with people recalling vehicles is that we no longer get war points for damaging them. Bring that back, and I think its on the to-do list, and people won't be complaining so much when they force the enemy to retreat.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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8213
0uter.Heaven Ishuk-Raata Enforcement Directive
1339
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Posted - 2014.01.15 18:28:00 -
[34] - Quote
Basically you just need to make the recal take longer. Like 15 seconds. And have the RDV come back for it, no more disappearing act. If the RDV needs to bring it to the field, then why can it teleport off? This would also make it so you have to be in a location the RDV can get to.
Then, you also need to be able to wait 60 seconds before you can call in anything else. If I roll out my tank and destroy 2 tanks, they can just respawn and call in another 2 fresh tanks to come finish me off because my modules are in cooldown. So, I die because they weren't good enough to beat me in the first place.
This would also reduce the spam and at least give a gap between tanks as most clown car tankers now just call tanks in over-and-over.
Fish in a bucket!
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
151
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Posted - 2014.01.15 18:34:00 -
[35] - 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.
Yeah, let's abuse an poorly implemented in-game mechanic instead of forcing someone to be prepared. fk logic, right?
Quote: 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.
30 seconds isn't anything at all.
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Soraya Xel
The Corporate Raiders Top Men.
1108
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Posted - 2014.01.15 18:35:00 -
[36] - Quote
This is pretty much what I've been advocating for. RDV pickup, and no recall in combat. Making them fully rep is acceptable, though ideally, might just be a straight timer since last time it took damage. The fully repaired thing makes lore sense though, as the RDV needs a structurally stable object to pick up, or else the stresses will cause it to explode.
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.
I'd like to be your CPM1 candidate
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1523
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Posted - 2014.01.15 18:36:00 -
[37] - Quote
I fully support WP for damaging vehicles.
I think if people had an incentive to just TRY to do damage, you would see more AV. More AV means more damage to the vehicle, which means it'll go down easier. I'd really like to see if they can add that in and see if the AV problem fixes itself.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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DUST Fiend
OSG Planetary Operations Covert Intervention
10032
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Posted - 2014.01.15 18:40:00 -
[38] - Quote
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.
Videos / Fiction
Closed Beta Vet; Dropship Pilot
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Dexter307
The Unholy Legion Of DarkStar
714
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Posted - 2014.01.15 18:42:00 -
[39] - Quote
Or just make it so you can't recall until 15 seconds after you last took damage |
knight of 6
SVER True Blood Public Disorder.
1080
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Posted - 2014.01.15 18:42:00 -
[40] - Quote
I am fine with these terms and conditions
maybe add a damage cool down time of like 30 seconds or so as well.(can't recall if you took damage in the last 30 seconds)
and once supply depots range is fixed(not a moment before) you need like 50+% of your total ammo capacity to recall as well. supply depots reachable by vehicles are a rare beast though so until we see more of them I wouldn't want that implemented.
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout.
CLOSED BETA VET
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Dustbunny Durrr
ReD or DeaD
46
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Posted - 2014.01.15 18:55:00 -
[41] - 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....
The current limit is very low armor (on fire) as far as I've seen. |
Serimos Haeraven
The Exemplars Top Men.
599
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Posted - 2014.01.16 05:02:00 -
[42] - 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 |
KING CHECKMATE
Ametat Security Amarr Empire
3627
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Posted - 2014.01.16 05:06:00 -
[43] - Quote
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. And if the tanker is an armor tanker, another rule could be implemented to prevent them from simply repping and recalling, All active modules would need to be refreshed before the recall is initiated as well. This would mean that armor tankers couldn't simply rep and recall because these reppers tend to have a long cooldown time. These ideas would work in preventing mid-combat recall abuse that is frequently seen in matches, and would also hinder vehciles to have to limp away without a well-known supply depot to repair at in ambush, causing them to either carry a repair tool or find a team mate that can rep them, basically helping solve the severe vehicle spam that occurs in Ambush that's currently hard to counter due to the fact of recalls being so easy and creating a "window" for a tanker/pilot to save their asses when they should have simply died. All of this, while still making games like Skirmish and Domination work perfectly because of dedicated supply depots on each team's ground spawn and captured bases, therfore also creating a new dependence on supply depots that make them that much more valuable to defend & guard when under attack. Honestly i think this is 100% the best solution, and the easiest to code for CCP. Thoughts?
OR:
Just let them recall the vehicle, but an RDV comes to pick it up!
Now here is the catch=The RDV will have the exact HP of your tank... ;)
GIVE ME A RESPEC CCP.
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