Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jake Diesel
BIG BAD W0LVES
71
|
Posted - 2014.01.25 22:10:00 -
[1] - Quote
This may sound lame to some. But if they nerf tank speed down, this may be an option that would help tankers approach a hotzone with the aid of AI controlled gun turrets.
I'm not a tanker by any means. All my corp mates know I've dedicated a good 18,000,000 SP's on my forge gun heavy fit. I just kinda find it sad that the once awesomeness of tanks have slightly taken a wrong turn due to the annoyance of idiotic blueberries who never leave the tank when it was needed. So now the turret slots are practically non existant.
I propose to bring back these turrets with the option of having them AI controlled when there's no gunner. And make so that the AI doesn't shoot soo accurately, but just accurate enough. And the detection firing arc would be limited to where the tanker is looking.
What do you guys think? Of course this can't exist now due to tanks being op. But if nerfed in speed and whatever else CCP deems necessary, it could be a really neat option. It just sucks now seeing all these tanks and none of them have any turrets at all. I'd like to see these brought back so they're usable again. |
Bethhy
Ancient Exiles. Renegade Alliance
926
|
Posted - 2014.01.25 22:13:00 -
[2] - Quote
I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes. |
darkiller240
WarRavens League of Infamy
301
|
Posted - 2014.01.25 22:20:00 -
[3] - Quote
Jake Diesel wrote:This may sound lame to some. But if they nerf tank speed down, this may be an option that would help tankers approach a hotzone with the aid of AI controlled gun turrets.
I'm not a tanker by any means. All my corp mates know I've dedicated a good 18,000,000 SP's on my forge gun heavy fit. I just kinda find it sad that the once awesomeness of tanks have slightly taken a wrong turn due to the annoyance of idiotic blueberries who never leave the tank when it was needed. So now the turret slots are practically non existant.
I propose to bring back these turrets with the option of having them AI controlled when there's no gunner. And make so that the AI doesn't shoot soo accurately, but just accurate enough. And the detection firing arc would be limited to where the tanker is looking.
What do you guys think? Of course this can't exist now due to tanks being op. But if nerfed in speed and whatever else CCP deems necessary, it could be a really neat option. It just sucks now seeing all these tanks and none of them have any turrets at all. I'd like to see these brought back so they're usable again. this was an idea i mention to help dropships a wile ago, it be lie Installations sometimes they completely inaccurate but sometimes there dead on, there's no medium for AI ATM that's why it isent included
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
|
Jake Diesel
BIG BAD W0LVES
71
|
Posted - 2014.01.25 22:21:00 -
[4] - Quote
Bethhy wrote:I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes.
Or how about if they nerf the damage of that front turret so that it's more of a deterrent when controlled by the AI? And when manned by an actual gunner it would be full damage. It's just sad to see that no tank uses them anymore due to ignorant blueberries.
CCP should allow a forced recall on their tank if there's a blueberry still sitting there. I'm just trying to encourage the return of turrets. |
Jake Diesel
BIG BAD W0LVES
71
|
Posted - 2014.01.25 22:23:00 -
[5] - Quote
darkiller240 wrote:Jake Diesel wrote:This may sound lame to some. But if they nerf tank speed down, this may be an option that would help tankers approach a hotzone with the aid of AI controlled gun turrets.
I'm not a tanker by any means. All my corp mates know I've dedicated a good 18,000,000 SP's on my forge gun heavy fit. I just kinda find it sad that the once awesomeness of tanks have slightly taken a wrong turn due to the annoyance of idiotic blueberries who never leave the tank when it was needed. So now the turret slots are practically non existant.
I propose to bring back these turrets with the option of having them AI controlled when there's no gunner. And make so that the AI doesn't shoot soo accurately, but just accurate enough. And the detection firing arc would be limited to where the tanker is looking.
What do you guys think? Of course this can't exist now due to tanks being op. But if nerfed in speed and whatever else CCP deems necessary, it could be a really neat option. It just sucks now seeing all these tanks and none of them have any turrets at all. I'd like to see these brought back so they're usable again. this was an idea i mention to help dropships a wile ago, it be lie Installations sometimes they completely inaccurate but sometimes there dead on, there's no medium for AI ATM that's why it isent included
Yeah dropships too. It would make them more deadly since it would actively be able gun targets. |
darkiller240
WarRavens League of Infamy
301
|
Posted - 2014.01.25 22:26:00 -
[6] - Quote
Jake Diesel wrote:darkiller240 wrote:Jake Diesel wrote:This may sound lame to some. But if they nerf tank speed down, this may be an option that would help tankers approach a hotzone with the aid of AI controlled gun turrets.
I'm not a tanker by any means. All my corp mates know I've dedicated a good 18,000,000 SP's on my forge gun heavy fit. I just kinda find it sad that the once awesomeness of tanks have slightly taken a wrong turn due to the annoyance of idiotic blueberries who never leave the tank when it was needed. So now the turret slots are practically non existant.
I propose to bring back these turrets with the option of having them AI controlled when there's no gunner. And make so that the AI doesn't shoot soo accurately, but just accurate enough. And the detection firing arc would be limited to where the tanker is looking.
What do you guys think? Of course this can't exist now due to tanks being op. But if nerfed in speed and whatever else CCP deems necessary, it could be a really neat option. It just sucks now seeing all these tanks and none of them have any turrets at all. I'd like to see these brought back so they're usable again. this was an idea i mention to help dropships a wile ago, it be lie Installations sometimes they completely inaccurate but sometimes there dead on, there's no medium for AI ATM that's why it isent included Yeah dropships too. It would make them more deadly since it would actively be able gun targets. The problem still is here CCP havent created a good enought dynamic AI the always i guess is as you suggested make them pinpoint accurate but reduce the damage
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
|
Jake Diesel
BIG BAD W0LVES
71
|
Posted - 2014.01.26 02:29:00 -
[7] - Quote
darkiller240 wrote:Jake Diesel wrote:darkiller240 wrote:Jake Diesel wrote:This may sound lame to some. But if they nerf tank speed down, this may be an option that would help tankers approach a hotzone with the aid of AI controlled gun turrets.
I'm not a tanker by any means. All my corp mates know I've dedicated a good 18,000,000 SP's on my forge gun heavy fit. I just kinda find it sad that the once awesomeness of tanks have slightly taken a wrong turn due to the annoyance of idiotic blueberries who never leave the tank when it was needed. So now the turret slots are practically non existant.
I propose to bring back these turrets with the option of having them AI controlled when there's no gunner. And make so that the AI doesn't shoot soo accurately, but just accurate enough. And the detection firing arc would be limited to where the tanker is looking.
What do you guys think? Of course this can't exist now due to tanks being op. But if nerfed in speed and whatever else CCP deems necessary, it could be a really neat option. It just sucks now seeing all these tanks and none of them have any turrets at all. I'd like to see these brought back so they're usable again. this was an idea i mention to help dropships a wile ago, it be lie Installations sometimes they completely inaccurate but sometimes there dead on, there's no medium for AI ATM that's why it isent included Yeah dropships too. It would make them more deadly since it would actively be able gun targets. The problem still is here CCP havent created a good enought dynamic AI the always i guess is as you suggested make them pinpoint accurate but reduce the damage
That sounds good. Because we really don't want AI spamming turrets. There just there to spit lead. Because at the rate of the tank design now, we'll never see these turrets return. No tanker wants anyone riding in there tank. |
Joel II X
Dah Gods O Bacon
670
|
Posted - 2014.01.26 03:00:00 -
[8] - Quote
*whispers* OP...
*hides from tanks* |
Aizen Intiki
OSG Planetary Operations Covert Intervention
754
|
Posted - 2014.01.26 03:44:00 -
[9] - Quote
Pointless, as nobody fits smalls, and if they do, they are idiots.
EDIT: Now, if this does get put in, it should be a specific turret, with its own stats.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
|
Beck Weathers
Ghosts of Dawn General Tso's Alliance
395
|
Posted - 2014.01.26 03:49:00 -
[10] - Quote
Turret AI is already pretty OP, they almost never miss, i get heat shot by they if even a single stry bullet hits them. |
|
darkiller240
WarRavens League of Infamy
310
|
Posted - 2014.01.26 08:01:00 -
[11] - Quote
It could be a moduel, std 60% damage reduction, Ad 40% damage reduction, Pro 20% damage reduction
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
|
ALT2 acc
Tronhadar Free Guard Minmatar Republic
34
|
Posted - 2014.01.26 08:03:00 -
[12] - Quote
Bethhy wrote:I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes. LOLZ |
Glitch116
Black Phoenix Mercenaries Legacy Rising
24
|
Posted - 2014.01.26 08:27:00 -
[13] - Quote
Bethhy wrote:I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes.
you do know that having 2 people manning a tank is only going to make them stronger?
I AM THE KING OF THE BLASTER!!!
deal with it
|
AP Grasshopper
The Unit 514
161
|
Posted - 2014.01.26 09:47:00 -
[14] - Quote
There's a turret bug at the moment which is causing small turrets on HAV's to be unpopular. Also, without things like squad lock and team deploy it's just not worth adding another seat. |
Blaze Ashra
DROID EXILES General Tso's Alliance
152
|
Posted - 2014.01.26 11:04:00 -
[15] - Quote
I would love AI controlled small turrets.
ADS Pilot/Amarr Loyalist/Logi/WP Whore
|
Takahiro Kashuken
Red Star. EoN.
2295
|
Posted - 2014.01.26 12:19:00 -
[16] - Quote
Bethhy wrote:I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes.
When you want to use your fave dropsuit only you can move around but you need a 2nd person to aim and fire the primary weapon
Intelligence is OP
|
Smoky Fingers
Red Star.
230
|
Posted - 2014.01.26 12:31:00 -
[17] - Quote
Takahiro Kashuken wrote:Bethhy wrote:I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes. When you want to use your fave dropsuit only you can move around but you need a 2nd person to aim and fire the primary weapon
Inb4 multiple personality disorder FOTM
4hire
|
Sinboto Simmons
SVER True Blood Public Disorder.
4191
|
Posted - 2014.01.26 12:33:00 -
[18] - Quote
Takahiro Kashuken wrote:Bethhy wrote:I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes. When you want to use your fave dropsuit only you can move around but you need a 2nd person to aim and fire the primary weapon If we get drones......
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
|
gbghg
L.O.T.I.S. D.E.F.I.A.N.C.E
4403
|
Posted - 2014.01.26 13:33:00 -
[19] - Quote
Takahiro Kashuken wrote:Bethhy wrote:I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes. When you want to use your fave dropsuit only you can move around but you need a 2nd person to aim and fire the primary weapon this, the whole split gunnery and driving idea is just a terrible one, not only for gameplay reasons but for isk and sp reasons as well. who specs what? will there be new role specific skills that allow each person to push their role to ridiculous levels? do both people need to meet the requirements to man the tank? who pays for the tank? who fits it? how many times will veicles be lost because one member of the pair is an incompetent noob who just jumped in the seat before your friend could? how many times will you lose a tank because the other person can't see what you can see or respond to your instructions, as a dropship pilot i know this well its horrible trying to talk someone onto a target as someones trying to kill you.
the current model is the best, battlefield uses the same one for a reason, as does planetside 2 and every other widely played shooter with vehicles in it, it works best and provides the best player satisfaction. not only would this change kill the tanker population (which is what a large segment of the AV crowd seem to want), and i mean proper tankers there not the FOTM militia users, it would screw up the already delicate vehicle balance as the devs have to completely redesign how tanks work.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
|
Bethhy
Ancient Exiles. Renegade Alliance
967
|
Posted - 2014.01.26 13:53:00 -
[20] - Quote
gbghg wrote: this, the whole split gunnery and driving idea is just a terrible one, not only for gameplay reasons but for isk and sp reasons as well. who specs what? will there be new role specific skills that allow each person to push their role to ridiculous levels? do both people need to meet the requirements to man the tank? who pays for the tank? who fits it? how many times will veicles be lost because one member of the pair is an incompetent noob who just jumped in the seat before your friend could? how many times will you lose a tank because the other person can't see what you can see or respond to your instructions, as a dropship pilot i know this well its horrible trying to talk someone onto a target as someones trying to kill you.
the current model is the best, battlefield uses the same one for a reason, as does planetside 2 and every other widely played shooter with vehicles in it, it works best and provides the best player satisfaction. not only would this change kill the tanker population (which is what a large segment of the AV crowd seem to want), and i mean proper tankers there not the FOTM militia users, it would screw up the already delicate vehicle balance as the devs have to completely redesign how tanks work.
Like has been said, it's a force multiplier equation problem every time. If it takes two people to operate a tank to it's potential... with a limit of 16vs16 it really makes the choice of battlefield roles more balanced.
We have had skilling plans for Turret structures in DUST for a long time.. there was supposed to be an entire specialization around it... you have been playing long enough to know that turret skilling and having a gunner has always been a thing in DUST.
Gameplay reasons? having Tankers operating in true pairs, having to communicate and use their combined ability to neutralize enemy tankers and pinpoint AV threats. The ability to focus drive and independently have the turret operating at max potential. Sounds like it could be some of the most interesting gameplay in DUST.
Yes some tanks might be lost in the learning curve? but i don't personally think tanks are to cheap.
Locking vehicles has been something we have asked for since closed beta... We got this delayed entering a vehicle Crap bandaid that makes team play and waiting for your team member stupid.. I would think that not good enough and wanting a true locking vehicle option for Corporation members, PSN friends and public... would be more of an issue then having some random jump in a seat.
And dropshipping with gunners, no matter how successful it is... is some of the most enjoyable gameplay in DUST.. Communicating with your squad mates the positions... the whole having to rely on your squad mate... so many different factors that make it thrilling play..
Meh maybe if you just tweak a few small things everything will be alllllllllllright |
|
Takahiro Kashuken
Red Star. EoN.
2301
|
Posted - 2014.01.26 14:28:00 -
[21] - Quote
Bethhy wrote:gbghg wrote: this, the whole split gunnery and driving idea is just a terrible one, not only for gameplay reasons but for isk and sp reasons as well. who specs what? will there be new role specific skills that allow each person to push their role to ridiculous levels? do both people need to meet the requirements to man the tank? who pays for the tank? who fits it? how many times will veicles be lost because one member of the pair is an incompetent noob who just jumped in the seat before your friend could? how many times will you lose a tank because the other person can't see what you can see or respond to your instructions, as a dropship pilot i know this well its horrible trying to talk someone onto a target as someones trying to kill you.
the current model is the best, battlefield uses the same one for a reason, as does planetside 2 and every other widely played shooter with vehicles in it, it works best and provides the best player satisfaction. not only would this change kill the tanker population (which is what a large segment of the AV crowd seem to want), and i mean proper tankers there not the FOTM militia users, it would screw up the already delicate vehicle balance as the devs have to completely redesign how tanks work.
Like has been said, it's a force multiplier equation problem every time. If it takes two people to operate a tank to it's potential... with a limit of 16vs16 it really makes the choice of battlefield roles more balanced. - What makes you think it will be 16v16 forever?We have had skilling plans for Turret structures in DUST for a long time.. there was supposed to be an entire specialization around it... you have been playing long enough to know that turret skilling and having a gunner has always been a thing in DUST. - Only had gunners because we couldnt get rid since most gunners were ****** bluedotsGameplay reasons? having Tankers operating in true pairs, having to communicate and use their combined ability to neutralize enemy tankers and pinpoint AV threats. The ability to focus drive and independently have the turret operating at max potential. Sounds like it could be some of the most interesting gameplay in DUST. - I operate with another tank, sometimes i operate with 2/3 more tanks to clear the field, sometimes i operate a DS and be the eye in the sky for the tanks, sometimes i work with a sniper so hes the eye watching the field and can direct me to an enemy tank. As for driving and me not operating a turret i would be fine with that if it was an option like a new specalised tank but i would still want TPV on it due to a turret being slow to turn. Yes some tanks might be lost in the learning curve? but i don't personally think tanks are to cheap. - A lot would be lost, why bother tanking if you need a 2nd person and you get resticted in what you can do
Intelligence is OP
|
Harpyja
Molon Labe. Public Disorder.
1141
|
Posted - 2014.01.26 15:01:00 -
[22] - Quote
Bethhy wrote:I still think tank balance is due to one person getting into one and being 300% more effective.
Tank drivers should only get the forward small turret and driving ability of the tank.
They would need an ACTUAL gunner to man the main turret.
Hence turning a Tank into a teamwork event and needing 2 people to really get the full effectiveness out of a tank.
Or we could have Arcade Tanking 514. Where it gets pretty boring for 80% of the people in 30 minutes. I hate how proto suits murder my standard suit before I can even hurt them! It should require one person to control the dropsuit and a second one firing the weapon! Using proto should require teamwork! Waaaa!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
gbghg
L.O.T.I.S. D.E.F.I.A.N.C.E
4404
|
Posted - 2014.01.26 15:53:00 -
[23] - Quote
Bethhy wrote:gbghg wrote: this, the whole split gunnery and driving idea is just a terrible one, not only for gameplay reasons but for isk and sp reasons as well. who specs what? will there be new role specific skills that allow each person to push their role to ridiculous levels? do both people need to meet the requirements to man the tank? who pays for the tank? who fits it? how many times will veicles be lost because one member of the pair is an incompetent noob who just jumped in the seat before your friend could? how many times will you lose a tank because the other person can't see what you can see or respond to your instructions, as a dropship pilot i know this well its horrible trying to talk someone onto a target as someones trying to kill you.
the current model is the best, battlefield uses the same one for a reason, as does planetside 2 and every other widely played shooter with vehicles in it, it works best and provides the best player satisfaction. not only would this change kill the tanker population (which is what a large segment of the AV crowd seem to want), and i mean proper tankers there not the FOTM militia users, it would screw up the already delicate vehicle balance as the devs have to completely redesign how tanks work.
Like has been said, it's a force multiplier equation problem every time. If it takes two people to operate a tank to it's potential... with a limit of 16vs16 it really makes the choice of battlefield roles more balanced. We have had skilling plans for Turret structures in DUST for a long time.. there was supposed to be an entire specialization around it... you have been playing long enough to know that turret skilling and having a gunner has always been a thing in DUST. Gameplay reasons? having Tankers operating in true pairs, having to communicate and use their combined ability to neutralize enemy tankers and pinpoint AV threats. The ability to focus drive and independently have the turret operating at max potential. Sounds like it could be some of the most interesting gameplay in DUST. Yes some tanks might be lost in the learning curve? but i don't personally think tanks are to cheap. Locking vehicles has been something we have asked for since closed beta... We got this delayed entering a vehicle Crap bandaid that makes team play and waiting for your team member stupid.. I would think that not good enough and wanting a true locking vehicle option for Corporation members, PSN friends and public... would be more of an issue then having some random jump in a seat. And dropshipping with gunners, no matter how successful it is... is some of the most enjoyable gameplay in DUST.. Communicating with your squad mates the positions... the whole having to rely on your squad mate... so many different factors that make it thrilling play.. Meh maybe if you just tweak a few small things everything will be alllllllllllright if you seriously think it'll be more interesting to drive to a spot, then sit there twiddling your thumbs while the gunner snipe targets is interesting i pity you, in a dropship the gunner pilot works because a DS needs o be constantly mobile and requires constant fine adjustments to keep you level, in a tank its drive to a spot then sit still. and what if the gunner spots something the driver doesn't? like a FG charging? as it is now the pilot can take immediate and proper action, such as trying to evade, in your scenario the gunner has to communicate both threat and direction of threat and have the driver respond correctly in the time it takes the forge gun to charge, it just won't work well. here's what it would be like for infantry in a similar system, you control the movement of your character, your friend the aiming, someone steps round a corner your approaching, your friend starts shooting as you start strafing, due to the disconnect between what the hands and the feet are doing you miss, the enemy having the benefit of a sensible control scheme has no such downside and annihilates you. another issue, you take down an enemy shields at the cost of your own, your buddy wants to pursue and finish the enemy off, and starts to aim at them, but you decide its a better idea to fall back and regen, so the hands and the feet are trying to do two different things.
what you propose will be an incredibly unsatisfactory method of play, it will cause more issues than it solves, as i said games like battlefield and planetside 2 use the same setup as we do for a reason.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |