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Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 14:48:00 -
[1] - Quote
Pilot Suits have been something requested for a while now. The problem is, I don't see what they could do without upsetting the balance of the game further. These suits are something that have been planned for the longest time, even having their own tab in the light suits for about six months now, but is this something that pilots actually want? I see three possibilities:
1. Vehicles are balanced around having Pilot Suits, meaning not having them makes the vehicle weaker than "it should be." This means that there is another Skill Point Sink for dedicated vehicle users, over 2 million in fact. This is bad. 2. Vehicles are not balanced around having Pilot Suits, meaning anything the suit does is just a flat bonus for vehicles. With vehicles already being a huge point of contention balance-wise, I don't think anyone wants them to just receive a flat buff. This is bad. 3. Vehicles do something that neither makes them too powerful with or weak without. This means the scenario comes up where the vehicle user is asked to throw in over two million SP for something that is only a minor benefit. This is bad.
Scenario 1 would be bad simply because most vehicles don't need that flat out kind of buff. For Scenario 2, you have the argument that "You don't need to put points Dropship to be an effective Heavy, so why do I have to put points into a Dropsuit to be an effective pilot?"
Then there is the concept of having the three tiers of Pilot Suits. What could an Advanced give you that a Basic Suit couldn't? If there are going to be modules that would be fit to a Pilot Suit, then you run into the three scenarios again. If an Advanced Suit has more slots than a Basic Suit and lets you put in modules that increase the give you more shield or armor, Scenario 1 or 2 rears their head. If there is no difference between an Advanced or Basic Pilot Suit aside from their EHP, why bother with anything other than Basic? (Scenario 3)
Why is the community asking for Pilot Suits? Clearly there is something I am missing, so perhaps someone could shed some light on the situation.
Be well. |
calisk galern
BurgezzE.T.F General Tso's Alliance
1948
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Posted - 2014.02.24 14:52:00 -
[2] - Quote
they will just work like another passive mod for tanks.
also they would add a level of cost to the tanks i suspect.
i.e a 70k proto pilot suit would make your tank fit cost 70k more. |
Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 14:58:00 -
[3] - Quote
calisk galern wrote:they will just work like another passive mod for tanks.
also they would add a level of cost to the tanks i suspect.
i.e a 70k proto pilot suit would make your tank fit cost 70k more.
But how does that avoid the Three Scenarios? |
Monkey MAC
Rough Riders..
2043
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Posted - 2014.02.24 15:03:00 -
[4] - Quote
You got you scenarios the wrong way round in your synopsis.
It should be Scenario 1
You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Skihids
Bullet Cluster Legacy Rising
2896
|
Posted - 2014.02.24 15:06:00 -
[5] - Quote
Pilot suits are a bad idea for all the reasons you state.
Vehicle users called for them with the idea it would make them stronger, forgetting that there will be a hard cap that will just turn suits into another huge expense. |
calisk galern
BurgezzE.T.F General Tso's Alliance
1948
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Posted - 2014.02.24 15:08:00 -
[6] - Quote
Joseph Ridgeson wrote:calisk galern wrote:they will just work like another passive mod for tanks.
also they would add a level of cost to the tanks i suspect.
i.e a 70k proto pilot suit would make your tank fit cost 70k more. But how does that avoid the Three Scenarios?
well first sp syncs are a way of life in dust.
dust has 3 general rules which apply to your list of skills.
1) dust will never stop releasing new sp syncs/options, so it's best to look at them as options, sure a vehicle user might be better with pilot suits but I doubt they'd need it to be good, as tanks are now you don't need to invest a single point of sp to be decent with tanks, the sp only makes you better. so I can't forsee this really being an issue.
2) tanks are unbalanced, but this never lasts for long. anything that is op now will be beat down by the nerf bat in the near future. never worry about this. pilot suits might just help them survive after av if buffed and insta popping them.
3)eve and likewise dust is a game of counter balance. a single grain of sand can tip a scale in your favor and skills are like this in dust and eve. the tiniest of advantages can mean the difference between success and defeat.
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Takahiro Kashuken
Red Star. EoN.
2688
|
Posted - 2014.02.24 15:08:00 -
[7] - Quote
Pilot suits and vehicles become one
They help enhance the vehicle i hope, i wouldnt even mind if they required 1 to use any vehicle except for LAVs
I expect them to be useless outside a vehicle so you cant hop out with a fat suit and RR on it
I hope for more mods which can be put on the suit like explosive detectors or motion sensors or even things like 1/2/5% modifiers to PG/CPU/HP maybe
If they do stack with vehicles and so do any new mods i hope i could use the fitting screen and see what effects it would have on any vehicle so when i fit up a vehicle i could add in a pilot suit fitting and see how it alters the stats
Intelligence is OP
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Bethhy
Ancient Exiles. Renegade Alliance
1323
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Posted - 2014.02.24 15:12:00 -
[8] - Quote
pilot suit's make Vehicles a niche game style...
With the ISK sink of them and the inherent advantage of using one versus not... It takes competitive tanking away from the average DUST player and put's it in the hands of the elite and wealthy.
It's counter-productive.
https://www.youtube.com/watch?v=ED-YF-v7WCw <--- Check out the Gallente fighter at 5:40
We where supposed to have a Commander on the battlefield that then chose the vehicle limits... 2 Fighters 2 tanks 1 dropship 1 LAV...
You then as a Mercenary needed to go and earn your war points to call in Said vehicles based on the commanders limits he has on the battlefield...
So Vehicles was a reward base that could be called in.. Much like Titanfall and calling in Titans...
This was the original amazing balanced concepts of DUST 514 back in its original inception....
How far this game is off what it was is astonishing.... |
Lorhak Gannarsein
Science For Death
1816
|
Posted - 2014.02.24 15:14:00 -
[9] - Quote
I would like it if HAV or DS piloting (so any enclosed vehicle, as opposed to LAVs where the driver can be shot out, and is more of a personal transport anyway) required a pilot suit. I'd also like it if mods were added that would add small efficacy bonuses to your HAV (so say an item that gives 5% efficacy to shield hardeners (so 63% for a single mod rather than 60%). Something small, but potentially valuable.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 15:21:00 -
[10] - Quote
Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point.
In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from. |
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Monkey MAC
Rough Riders..
2044
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Posted - 2014.02.24 15:22:00 -
[11] - Quote
Lorhak Gannarsein wrote:I would like it if HAV or DS piloting (so any enclosed vehicle, as opposed to LAVs where the driver can be shot out, and is more of a personal transport anyway) required a pilot suit. I'd also like it if mods were added that would add small efficacy bonuses to your HAV (so say an item that gives 5% efficacy to shield hardeners (so 63% for a single mod rather than 60%). Something small, but potentially valuable.
I'd be cool with that, however CCP would have to allow mlt vehicles to be piloted without a pilot suit.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2044
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Posted - 2014.02.24 15:27:00 -
[12] - Quote
Joseph Ridgeson wrote:Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point. In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from.
Why do you have to skill into all 3 turrets? And equipment, while its into the dropsuit upgrade, why are skilling armour on a shield or vice versa.? You don't have to skill into pilot suits to be effective, but you do if you want to be more. Also don't forget you only have standard hulls, so you only need to skill to access those.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Takahiro Kashuken
Red Star. EoN.
2688
|
Posted - 2014.02.24 15:28:00 -
[13] - Quote
Bethhy wrote:pilot suit's make Vehicles a niche game style... With the ISK sink of them and the inherent advantage of using one versus not... It takes competitive tanking away from the average DUST player and put's it in the hands of the elite and wealthy. It's counter-productive. https://www.youtube.com/watch?v=ED-YF-v7WCw <--- Check out the Gallente fighter at 5:40 We where supposed to have a Commander on the battlefield that then chose the vehicle limits... 2 Fighters 2 tanks 1 dropship 1 LAV... You then as a Mercenary needed to go and earn your war points to call in Said vehicles based on the commanders limits he has on the battlefield... So Vehicles was a reward base that could be called in.. Much like Titanfall and calling in Titans... This was the original amazing balanced concepts of DUST 514 back in its original inception.... How far this game is off what it was is astonishing....
But that was a bad idea
Whats the point of having a vehicle skill tree tht you could be into yet you have to wait till you get x points to get it and cant even fit the thing up to your liking
Intelligence is OP
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Disturbingly Bored
The Strontium Asylum
1722
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Posted - 2014.02.24 15:34:00 -
[14] - Quote
Monkey MAC wrote:Lorhak Gannarsein wrote:I would like it if HAV or DS piloting (so any enclosed vehicle, as opposed to LAVs where the driver can be shot out, and is more of a personal transport anyway) required a pilot suit. I'd also like it if mods were added that would add small efficacy bonuses to your HAV (so say an item that gives 5% efficacy to shield hardeners (so 63% for a single mod rather than 60%). Something small, but potentially valuable. I'd be cool with that, however CCP would have to allow mlt vehicles to be piloted without a pilot suit.
I'm pretty fond of the idea, too. And I'd like it taken to its logical extent:
Hacking an empty LAV or Dropship would switch it to your team's side, but you'd still need a pilot suit before you could climb in and use it.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 15:42:00 -
[15] - Quote
Monkey MAC wrote:Joseph Ridgeson wrote:Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point. In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from. Why do you have to skill into all 3 turrets? And equipment, while its into the dropsuit upgrade, why are skilling armour on a shield or vice versa.? You don't have to skill into pilot suits to be effective, but you do if you want to be more. Also don't forget you only have standard hulls, so you only need to skill to access those.
I was just breaking down the fact that there are three skills that govern vehicles and three skills that govern infantry, not necessarily saying "I need to skill into all three turrets."
In Scenario 1, that would mean being governed by four skills sets in order to make up a deficit. Scenario 2 has it that if they are just freebie bonuses, it is nothing more than a buff to vehicles that drop the SP. If you are avoiding Scenario 1 and 2, I see you running right into Scenario 3; a bonus small enough to not make it worth spending over two million SP. I want to avoid Scenario 2 (a flat buff) just as much as I want to avoid Scenario 1 (a nerf in the form of more SP invested.) |
Monkey MAC
Rough Riders..
2047
|
Posted - 2014.02.24 15:49:00 -
[16] - Quote
Joseph Ridgeson wrote:Monkey MAC wrote:Joseph Ridgeson wrote:Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point. In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from. Why do you have to skill into all 3 turrets? And equipment, while its into the dropsuit upgrade, why are skilling armour on a shield or vice versa.? You don't have to skill into pilot suits to be effective, but you do if you want to be more. Also don't forget you only have standard hulls, so you only need to skill to access those. I was just breaking down the fact that there are three skills that govern vehicles and three skills that govern infantry, not necessarily saying "I need to skill into all three turrets." In Scenario 1, that would mean being governed by four skills sets in order to make up a deficit. Scenario 2 has it that if they are just freebie bonuses, it is nothing more than a buff to vehicles that drop the SP. If you are avoiding Scenario 1 and 2, I see you running right into Scenario 3; a bonus small enough to not make it worth spending over two million SP. I want to avoid Scenario 2 (a flat buff) just as much as I want to avoid Scenario 1 (a nerf in the form of more SP invested.)
Fair enough, the thing is, as a predominantly infantry player I see a large problem with heavies roling in tanks. It might just come down to picking the lesser evil and trying to balance it. But I understand you plight and hope you see my reasoning.
Combat Engineer in training.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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BAD FURRY
SVER True Blood General Tso's Alliance
597
|
Posted - 2014.02.24 15:52:00 -
[17] - Quote
i think its a good idea that the suit will be NEEDED to make the tank OP think about it no more crying he using a no skill tanks.
because guest what im betting that with the suit ccp will nerf tanks and ONLY that is ONLY players using the tanker suit will be OP .
as in if you skill into it they will cry
Yes i am a Undead Hell Wolf ... nice to meat you!
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Nothing Certain
Villore Sec Ops Gallente Federation
272
|
Posted - 2014.02.24 15:56:00 -
[18] - Quote
Takahiro Kashuken wrote:Pilot suits and vehicles become one
They help enhance the vehicle i hope, i wouldnt even mind if they required 1 to use any vehicle except for LAVs
I expect them to be useless outside a vehicle so you cant hop out with a fat suit and RR on it
I hope for more mods which can be put on the suit like explosive detectors or motion sensors or even things like 1/2/5% modifiers to PG/CPU/HP maybe
If they do stack with vehicles and so do any new mods i hope i could use the fitting screen and see what effects it would have on any vehicle so when i fit up a vehicle i could add in a pilot suit fitting and see how it alters the stats
Finally something I can agree with you on.
Because, that's why.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3521
|
Posted - 2014.02.24 15:57:00 -
[19] - Quote
I made a suggestion in my thread about moving suit skill passive bonuses from the skill tree directly onto the suits to fix part of this.
The way suit passive skills work now, once you get to PRO level in the skill, you get the full benefits of the role even on STD suits. This isn't bad necessarily, but for a pilot this is problematic since if the "vehicle" is his shield, post-rank 5 there'd never be any reason to field anything but a STD suit.
With bonuses on the suits themselves, you can have the bonus modifier for pilots only be at "max" when they're fielding the PRO version of the pilot suit (e.g. - the STD suit grants 1% bonuses per rank in the Pilot skill, the ADV 3% per, the PRO the full 5% per, or some such).
I wasn't personally envisioning any modules the suit would have that would impact vehicles. CCP suggested previously that the pilot would provide some bonus to vehicle function, but be a "meat puppet" or something like outside of one where they were exceedingly easy to kill. This would suggest the pilot would have a little reason to "bail" from their vehicle if they were very very easy to kill out of it.
Bonus-wise, I'd imagine we'd see some give-and-take, but it would probably vacillate between problematic balance issues and your issue #3 (marginal benefits), as many suit skills, etc., already provide relatively marginal or highly situational benefits. Situational is probably the ideal, as opposed to the completely worthless or overpowered.
Part of the vehicle design approach post 1.7 was this idea that the vehicles are basically more like empty shells that you'll define with modules. The "potential" bonuses that were present when the pilot suits were briefly on the server around the launch of uprising were purportedly inflated for testing purposes, but they ones shown gave bonuses to module cooldown/duration. In light of how powerful those are currently, and the relative module-focus they seem to have; it seems like it might make more sense to have the bonuses largely based around module-specific passive bonuses. Amarr Pilot bonuses to heat management and armor plate hp. Gallente bonuses to armor repair and *whatever*, etc. It seems possible to balance to me.
Dren and Templar equipment stats, wrong since release.
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Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 16:01:00 -
[20] - Quote
Monkey MAC wrote:Joseph Ridgeson wrote:Monkey MAC wrote:Joseph Ridgeson wrote:Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point. In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from. Why do you have to skill into all 3 turrets? And equipment, while its into the dropsuit upgrade, why are skilling armour on a shield or vice versa.? You don't have to skill into pilot suits to be effective, but you do if you want to be more. Also don't forget you only have standard hulls, so you only need to skill to access those. I was just breaking down the fact that there are three skills that govern vehicles and three skills that govern infantry, not necessarily saying "I need to skill into all three turrets." In Scenario 1, that would mean being governed by four skills sets in order to make up a deficit. Scenario 2 has it that if they are just freebie bonuses, it is nothing more than a buff to vehicles that drop the SP. If you are avoiding Scenario 1 and 2, I see you running right into Scenario 3; a bonus small enough to not make it worth spending over two million SP. I want to avoid Scenario 2 (a flat buff) just as much as I want to avoid Scenario 1 (a nerf in the form of more SP invested.) Fair enough, the thing is, as a predominantly infantry player I see a large problem with heavies roling in tanks. It might just come down to picking the lesser evil and trying to balance it. But I understand you plight and hope you see my reasoning.
Ah, to stop the Heavy jumping out when you are AV'ing the tank and shooting you? |
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Bethhy
Ancient Exiles. Renegade Alliance
1329
|
Posted - 2014.02.24 22:59:00 -
[21] - Quote
Takahiro Kashuken wrote:Bethhy wrote:pilot suit's make Vehicles a niche game style... With the ISK sink of them and the inherent advantage of using one versus not... It takes competitive tanking away from the average DUST player and put's it in the hands of the elite and wealthy. It's counter-productive. https://www.youtube.com/watch?v=ED-YF-v7WCw <--- Check out the Gallente fighter at 5:40 We where supposed to have a Commander on the battlefield that then chose the vehicle limits... 2 Fighters 2 tanks 1 dropship 1 LAV... You then as a Mercenary needed to go and earn your war points to call in Said vehicles based on the commanders limits he has on the battlefield... So Vehicles was a reward base that could be called in.. Much like Titanfall and calling in Titans... This was the original amazing balanced concepts of DUST 514 back in its original inception.... How far this game is off what it was is astonishing.... But that was a bad idea Whats the point of having a vehicle skill tree tht you could be into yet you have to wait till you get x points to get it and cant even fit the thing up to your liking
There is a reason there is that natural balance built into every game with a vehicle in it... We have made vehicle use into a Niche group...
Instead of a part of DUST 514 that everyone can engage in competitively that has strategy and planning into how it works.
If more then 6 vehicle users end up in a Pub on the same side... some are screwed... Having a specialization in DUST that you couldn't field because of 6 other dedicated users on the same team and map. As far as balance and how Vehicles work in DUST it can never be balanced this way. It will always be an issue.
Warpoint's where for this bonus of being able to access vehicles, Fighters, Upgradeable Turrets, Structures... So you can't start off the game call in a Fighter and immediately start killing their MCC with it..
The way it works now will never ever be balanced. |
shaman oga
Nexus Balusa Horizon
1668
|
Posted - 2014.02.24 23:12:00 -
[22] - Quote
Probably they will nerf the vehicles and with a level 5 pilot suit they will be like now. The problem with a pilot suit are modules, you don't need them as long as you stay in your vehicle, they should create special modules for pilot suits.
1.8 it's so secret that nobody know what will be in it, even after patch notes...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7494
|
Posted - 2014.02.24 23:14:00 -
[23] - Quote
Yes I want it to be another sink that only dedicated pilots skill into that modifies our modules.
This way unskilled FoTM chasers will still have the same direct efficiency as skilled SP counterparts but not the same utility.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Joseph Ridgeson
WarRavens League of Infamy
622
|
Posted - 2014.02.24 23:18:00 -
[24] - Quote
True Adamance wrote:Yes I want it to be another sink that only dedicated pilots skill into that modifies our modules.
This way unskilled FoTM chasers will still have the same direct efficiency as skilled SP counterparts but not the same utility.
That is cutting off your nose to spite your face. |
Bethhy
Ancient Exiles. Renegade Alliance
1329
|
Posted - 2014.02.24 23:18:00 -
[25] - Quote
True Adamance wrote:Yes I want it to be another sink that only dedicated pilots skill into that modifies our modules.
This way unskilled FoTM chasers will still have the same direct efficiency as skilled SP counterparts but not the same utility.
And take Vehicles completely out of the realm of Team tactics and strategy and turn it Into a completely individualistic niche role...
This game couldn't be more unbalanced... They couldn't balance AV against that investment in SP and Items... They couldn't offer any competitive aspect for any vehicle user not maxed out while maxed out vehicle users are on the field..
It's so counter productive to balancing vehicles and making it accessible for everyone... And there is no way you can have a dedicated specialized role that can't utilize skills, Items, role because 6 others are on the same team or 2 Infantry need a LAV to drive...
This entire concept is game breaking...
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Obodiah Garro
Tech Guard RISE of LEGION
671
|
Posted - 2014.02.24 23:21:00 -
[26] - Quote
They should make pilot suits a requisite for controlling DS/HAV for a start, and maybe add small buffs to vehicles around adv level. |
negative49er
Vherokior Combat Logistics Minmatar Republic
513
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Posted - 2014.02.24 23:41:00 -
[27] - Quote
If vehicles stay as they now are the pilot suit will be nothing but a scraped ideas
I do agree why should i put two mill into dropsuit if the char is suppose to be entirely vehicle
Dedicated Shotgun Scout and professional backstabber
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