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Canari Elphus
Dirt Nap Squad.
1357
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Posted - 2014.03.31 23:58:00 -
[31] - Quote
We will see what CCP presents at Fanfest. They have been pretty tight lipped about Rogue's new direction of the game. This could be a big decider for mercs as to whether they will invest another year into the game.
Canari Elphus for CPM1
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Vulpes Dolosus
SVER True Blood General Tso's Alliance
1209
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Posted - 2014.04.01 00:10:00 -
[32] - Quote
Sure, if you want my 3k passive tanked Python perma-afterburnered.
Me in my ADS: 1,2
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Shion Typhon
Intara Direct Action Caldari State
454
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Posted - 2014.04.01 00:21:00 -
[33] - Quote
Canari Elphus wrote:
From my view right now, the only balancing that would need to be done is to make sure that modules are effective enough to make tanks surviveable but not invincible and to make sure that the cap drain is large enough that it gives both a window of effectiveness and vulnerability
A vehicle pilot in this scenario would have to manage his cap to make sure that he can stay in the battle and have enough reserves to gtfo using nitrous given the amount of distance there is to cover. If they mess up then they become sitting ducks. If you see things that would not work in this scenario then Im all ears.
You can already achieve what you're asking through cooldowns. I'm not saying capacitors don't work (as they clearly do so in EVE) but just like they add a level of complexity for the pilot to manage his energy levels so too do they add a level of complexity for the devs to balance. So now there's a dev sitting there trying to work out all the possible permutations of how hardeners and reppers could be used by a Mag's capacitor.
CCP Shanghai can't even balance the DPS of 2 guns relative to one another, they would have no hope reproducing the complexity of capacitors, which, like I have said, CCP Iceland is still grappling with after 10 years.
Your first paragraph quoted above makes it sound like a few words and its done whereas in reality it is a horribly complex task. |
Canari Elphus
Dirt Nap Squad.
1358
|
Posted - 2014.04.01 00:41:00 -
[34] - Quote
Shion Typhon wrote:Canari Elphus wrote:
From my view right now, the only balancing that would need to be done is to make sure that modules are effective enough to make tanks surviveable but not invincible and to make sure that the cap drain is large enough that it gives both a window of effectiveness and vulnerability
A vehicle pilot in this scenario would have to manage his cap to make sure that he can stay in the battle and have enough reserves to gtfo using nitrous given the amount of distance there is to cover. If they mess up then they become sitting ducks. If you see things that would not work in this scenario then Im all ears.
You can already achieve what you're asking through cooldowns. I'm not saying capacitors don't work (as they clearly do so in EVE) but just like they add a level of complexity for the pilot to manage his energy levels so too do they add a level of complexity for the devs to balance. So now there's a dev sitting there trying to work out all the possible permutations of how hardeners and reppers could be used by a Mag's capacitor. CCP Shanghai can't even balance the DPS of 2 guns relative to one another, they would have no hope reproducing the complexity of capacitors, which, like I have said, CCP Iceland is still grappling with after 10 years. Your first paragraph quoted above makes it sound like a few words and its done whereas in reality it is a horribly complex task.
Of course it will be complex but it is also something that CCP already has experience balancing. There can be a level of shared learning that can be borrowed from EVE. The issue with cool downs is that it's very hard to balance one module type against another (say reppers/hardners/damage). In a cool down system, you can bypass a window as shown by having all hardners or all reppers. If CCP were to limit the amount of each that can be used then it limits the diversity of vehicle fits that pilots can use. I think that this issue will only compound when CCP tries to add more modules to vehicles such as EWar
Canari Elphus for CPM1
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knight of 6
SVER True Blood General Tso's Alliance
1659
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Posted - 2014.04.01 00:51:00 -
[35] - Quote
knight of 6 wrote:no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no.
NO. I have a copy pasta specifically for "dust needs capacitor" threads... that's pretty sad and should speak to what an unoriginal and awful idea it is.
GÇ£Even though I walk through the valley of the shadow of death, I will fear no evil, for I am dampened.GÇ¥
Ko6 scout,
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Canari Elphus
Dirt Nap Squad.
1358
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Posted - 2014.04.01 01:14:00 -
[36] - Quote
knight of 6 wrote:knight of 6 wrote:no.
vehicle combat is too fast for a capacitor to be a viable balancing tool, cool thingy/what have you. honestly I question how much time everyone who suggests this has spent in a vehicle(you aren't the first and undoubtedly wont be the last).
being completely honest the module wheel is a sub optimal solution to having a larger number of mods than buttons. anyone who has spent any time in a vehicle has turned off mods accidentally or selected the wrong mod and this typically results in death or best case a severe disadvantage. it also obstructs the screen and inhibits combat.
pulsing a rep is a common practice with a capacitor, for those unaware repairs/shield boosters take up a massive amount of cap per cycle so capsuleers switch them on and off regularly depending on how the fight is going and what other modules need to be on. can you imagine trying to pulse a rep while flying a dropship? or while in the middle of a tank battle? cap management in combat would be a nightmare.
in eve with a couple of mouse clicks you lock onto and fire on a ship automatically you don't need to aim or fire and there is no cover. flying is largely taken out of the pilots hands as well, this frees up time and concentration to focus on cap management. not to mention the TTK in eve is very long so if you make a mistake it's not the end of the world. the module activation system is very simple and fast to use unlike dust's and doesn't interrupt damage output or flight.
TL;DR no. NO. I have a copy pasta specifically for "dust needs capacitor" threads... that's pretty sad and should speak to what an unoriginal and awful idea it is.
Just because you disagree with it doesn't make it a bad idea. Vehicle battles with tank on tank might be slow but not infantry or DS. Mercs can decide for themselves whether they want to pulse or go for a more stable fit. The fact of the matter is that CCP has shown for the past year plus that they cannot balance vehicles and infantry with the cooldown system. Don't you think it's time to try something new?
Canari Elphus for CPM1
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1343
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Posted - 2014.04.01 03:27:00 -
[37] - Quote
I don't see this as increasing the balance challenge. I see it as another variable they can tweak to increase/decrease vehicle effectiveness without directly affecting TTK. It also gives them opportunities to introduce non-lethal AV options that can be used by coordinated AV teams to cripple vehicles so they can be killed.
Best PvE idea ever!
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