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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? |
Reav Hannari
Red Rock Outriders
2585
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Posted - 2014.01.15 16:35:00 -
[2] - Quote
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.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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THEAMAZING POTHEAD
Nyain San Renegade Alliance
818
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Posted - 2014.01.15 16:40:00 -
[3] - 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. 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.
That's "MR." Pothead to you.
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Dusters Blog
Galactic News Network
548
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Posted - 2014.01.15 16:42:00 -
[4] - Quote
+1
we def support recall abuse. |
Vag Eye Lenol
Planetary Asset Protection Services
13
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Posted - 2014.01.15 16:44:00 -
[5] - Quote
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.... |
Serimos Haeraven
The Exemplars Top Men.
596
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Posted - 2014.01.15 16:44:00 -
[6] - 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" |
HAICD
Dogs of War Gaming Zero-Day
76
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Posted - 2014.01.15 16:44:00 -
[7] - Quote
Or make the recall cost ISK maybe half the cost of the tank
DOWG
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Serimos Haeraven
The Exemplars Top Men.
596
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Posted - 2014.01.15 16:45:00 -
[8] - 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 |
Rynoceros
Rise Of Old Dudes
2114
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Posted - 2014.01.15 16:46:00 -
[9] - Quote
+1
Natalie Portman.
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Vulpes Dolosus
SVER True Blood Public Disorder.
610
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Posted - 2014.01.15 16:47:00 -
[10] - Quote
I've never seen anyone recall "in the heat of battle," but I do agree with some of your points.
I think a vehicle must be fully repaired and have recharged modules before recall. This of course must come with the stipulation that there is an accessible supply depot in the friendly redline (does not apply to ambush).
I don't agree with the idea of RDVs coming and picking up our vehicles, mainly because the RDVs suck so bad.
Dropship Specialist
Kills- Incubus: 4; Pythons: 1; Other DS: 28 Gêå1; Tanks: 27 Gêå2
1/1
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Serimos Haeraven
The Exemplars Top Men.
596
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Posted - 2014.01.15 16:48:00 -
[11] - 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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Lorhak Gannarsein
1218
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Posted - 2014.01.15 16:48:00 -
[12] - Quote
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.
PRO tanker and proud.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1520
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Posted - 2014.01.15 16:52:00 -
[13] - Quote
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.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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DUST Fiend
OSG Planetary Operations Covert Intervention
10025
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Posted - 2014.01.15 16:53:00 -
[14] - Quote
The little message that comes up says something about an RDV coming to pick the vehicle up, so I'm just hoping that the teleporting thing is just a placeholder.
If it's not, then I'd like to teleport my vehicles into battle as well, and just scrap RDVs entirely.
Videos / Fiction
Closed Beta Vet; Dropship Pilot
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Serimos Haeraven
The Exemplars Top Men.
598
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Posted - 2014.01.15 16:54:00 -
[15] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1520
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Posted - 2014.01.15 16:57:00 -
[16] - Quote
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.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Serimos Haeraven
The Exemplars Top Men.
598
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Posted - 2014.01.15 16:57:00 -
[17] - 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 -
[18] - 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. |
DUST Fiend
OSG Planetary Operations Covert Intervention
10026
|
Posted - 2014.01.15 17:01:00 -
[19] - Quote
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.
Videos / Fiction
Closed Beta Vet; Dropship Pilot
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Serimos Haeraven
The Exemplars Top Men.
598
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Posted - 2014.01.15 17:03:00 -
[20] - 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. |
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Thumb Green
Titans of Phoenix Legacy Rising
675
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Posted - 2014.01.15 17:06:00 -
[21] - Quote
Armor reps are passive they have no cooldown time.
CCP: Is it the most asinine way possible to do this? Yes. Then that's how we're doing it.
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Serimos Haeraven
The Exemplars Top Men.
598
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Posted - 2014.01.15 17:08:00 -
[22] - 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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1520
|
Posted - 2014.01.15 17:08:00 -
[23] - Quote
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?
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Serimos Haeraven
The Exemplars Top Men.
598
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Posted - 2014.01.15 17:12:00 -
[24] - 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. |
DUST Fiend
OSG Planetary Operations Covert Intervention
10029
|
Posted - 2014.01.15 17:15:00 -
[25] - Quote
Serimos Haeraven wrote: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. The bit about there always being a supply depot is straight up wrong. Some spawn points don't even have a supply depot to begin with, and many of the supply depots are open, and thus taken out by railgun tanks a little before halfway through the match.
No need to jump through hoops with this. For the time being, increase the time it takes to activate the vehicle recall, until we can have an RDV come down to grab it. Nothing else is needed.
Videos / Fiction
Closed Beta Vet; Dropship Pilot
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1520
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Posted - 2014.01.15 17:23:00 -
[26] - Quote
Serimos Haeraven wrote: 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.
lol and again, armor vehicles have the advantage because they dont have to get out and repair with a repair tool, thus meaning they will have the advantage at recalling faster.
Im not arguing against the fact that something needs to be done, but this whole "you have to be at 100% health" thing drastically favors armor tanks over shield tanks, and that's unfair.
How do you think shield infantry would like it if they were unable to change fits at a supply depot unless they had full armor? Would you say "Sorry, you just HAVE to carry armor repair nanohives now to repair yourself. Oh you don't have a gear slot? I guess you're screwed."
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Takahiro Kashuken
Red Star. EoN.
2222
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Posted - 2014.01.15 17:48:00 -
[27] - Quote
If your infantry suit is at all anyway damaged and doesnt have all ammo on it and equipment you cannot swap at a depot
Intelligence is OP
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1520
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Posted - 2014.01.15 17:55:00 -
[28] - Quote
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.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Takahiro Kashuken
Red Star. EoN.
2223
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Posted - 2014.01.15 18:02:00 -
[29] - Quote
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?
Intelligence is OP
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Blaze Ashra
DROID EXILES General Tso's Alliance
115
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Posted - 2014.01.15 18:06:00 -
[30] - Quote
I'm against giving infantry even more chances at deploying such OP Anti-Air weaponry. |
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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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