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Kelbec Illidarie
The Forlorn Hope.
14
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Posted - 2014.04.25 00:53:00 -
[1] - Quote
seeing as eve ships cant do crap with out cap minus fire projectile based weapons, i feel that that feature needs to be introduced into dust for all the vehicles. when using active vehicle mods it will draw from your vehicles cap.
Caldari: a shield based vehicle that commonly runs shield hardeners and extenders rather then shield boosters as the shield boosters are ineffective at creating an active shield tank strategy.
this change would make both passive tanking (relying on hardeners to extend the effectiveness of the vehicles shield.) and active tanking (using boosters to constantly overcharge the shield systems with energy) useful strategies.
Gallente: an armor based vehicle that uses both armor hardeners, armor plates, and (passive) armor repair modules making them a well rounded force to be reckoned with.
now that you know each races style of fitting currently lets take a look at how this change will effect them . however this post also works in junction with another i have made suggesting the armor repair module be made an active module as it is in eve online. this would give both races two active mods and one passive mod.
active mods: > armor hardener > shield hardener > shield booster > armor repair
passive mods: > shield extender > armor plate
with a capacitor instead of running a shield or armor mod for a set amount of seconds instead it would, per cycle (the time it takes the yellow bars to make one trip around the mod icon), take an amount of cap from the battery store. this will permit a vehicle to run a module for more then one cycle and the "cooldown" would be the time it takes to recharge your cap which is a passive action and later could utilize a cap booster mod. once the cap is used up or is neutralized via flux grenades, upon completing its cycle the active mod will stop running as there is no more power for it to use.
i feel this will help the fight against balancing HAVs because instead of each active mod being on its own timer, and in the case of the caldari's triple harden gunnlogi be able to perma cycle their hardeners, it will place every active mod on one battery. and if you drain it or neutralize it all offensive and defensive abilities go down.
this also means that weapon systems would be connected to the cap. firing a blaster will cost cap per round as would a rail cannon and a missile launcher. should they design a laser turret it too would use cap in an amount per tic as a laser is a continuous stream of energy. the amounts for each is up to the devs but the only weapon system that would not use cap if ever developed would be a projectile based cannon by the minmatar.
please help me and support this suggestion. so that we can actually play a game that we know and can tell is based in the eve universe. because i dont know about you but i for one feel that if you are going to make a game that is based in the same universe as another using the same technologies then that tech should act the same on the ground as it does in space.
Primary role: Logi
Secondary role: Pilot/Tanker
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Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
312
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Posted - 2014.04.25 00:58:00 -
[2] - Quote
i like this idea how ever there is about 2 problems.
you would get people like me who play eve and know to manage capacitor. we would more than likey never run out of cap even if someone throws a flux nade we would go somewhere else.
missiles dont use cap as they are launched by chain reactions and take time to travel to targets.
Elite Gallenten Soldier
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Kelbec Illidarie
The Forlorn Hope.
14
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Posted - 2014.04.25 01:18:00 -
[3] - Quote
Racro 01 Arifistan wrote:i like this idea how ever there is about 2 problems.
you would get people like me who play eve and know to manage capacitor. we would more than likey never run out of cap even if someone throws a flux nade we would go somewhere else.
missiles dont use cap as they are launched by chain reactions and take time to travel to targets. forgive my over site. your right missiles do not use cap. and yes there will be those who know how to manage cap and those are the ones who will stand apart and be known as the real tankers of the game. people wont be b*tch*ng that tanks are over powered any more it will be posts saying this person or that one is hacking because there is no way that tank could have lived. and that is the place we want to get to with vehicles.
i say stop nerfing them stop trying to make them as weak as a drop suit. "oh well my rail rifle cant shoot 200 meters so why should a tank shoot 600? NERF to 300 meters" come one guys. even a real tank can shoot over a mile.
Primary role: Logi
Secondary role: Pilot/Tanker
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9735
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Posted - 2014.04.25 02:47:00 -
[4] - Quote
Sure I'd love to fit an Amarr HAV out with Cap Neutralisers and cycle hardeners on my already superior armour values to literally drain the life out of the enemy vehicle before blapping it with a **** off big laser cannon.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Delanus Turgias
Subdreddit Test Alliance Please Ignore
442
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Posted - 2014.04.25 03:42:00 -
[5] - Quote
True Adamance wrote:Sure I'd love to fit an Amarr HAV out with Cap Neutralisers and cycle hardeners on my already superior armour values to literally drain the life out of the enemy vehicle before blapping it with a **** off big laser cannon. Amen, brother.
Closed Beta Vet since May 2012
The Laser Rifle- Reach Out And Burn Slaves
Proud owner of essentially every BPO in Dust
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Kelbec Illidarie
The Forlorn Hope.
15
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Posted - 2014.04.25 04:00:00 -
[6] - Quote
True Adamance wrote:Sure I'd love to fit an Amarr HAV out with Cap Neutralisers and cycle hardeners on my already superior armour values to literally drain the life out of the enemy vehicle before blapping it with a **** off big laser cannon. first i say good luck as amarr HAVs have yet to come out and evenless of a chance of seeing is a cap drain active mod for vehicles. not that i oppose this. because i am all for making dust into eve on the ground. but this is CCP. it took 10 years to get eve to where it is and for what ever reason they think they can do the same thing with a console game... you will see the PS5 before CCP dust catches up to CCP eve (if ever.)
Primary role: Logi
Secondary role: Pilot/Tanker
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9737
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Posted - 2014.04.25 04:10:00 -
[7] - Quote
Kelbec Illidarie wrote:True Adamance wrote:Sure I'd love to fit an Amarr HAV out with Cap Neutralisers and cycle hardeners on my already superior armour values to literally drain the life out of the enemy vehicle before blapping it with a **** off big laser cannon. first i say good luck as amarr HAVs have yet to come out and evenless of a chance of seeing is a cap drain active mod for vehicles. not that i oppose this. because i am all for making dust into eve on the ground. but this is CCP. it took 10 years to get eve to where it is and for what ever reason they think they can do the same thing with a console game... you will see the PS5 before CCP dust catches up to CCP eve (if ever.)
Oh don't I know this..... It's just me comparing my Armageddon to my soon to be HAV.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Lorhak Gannarsein
Science For Death
2939
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Posted - 2014.04.25 04:33:00 -
[8] - Quote
True Adamance wrote:Kelbec Illidarie wrote:True Adamance wrote:Sure I'd love to fit an Amarr HAV out with Cap Neutralisers and cycle hardeners on my already superior armour values to literally drain the life out of the enemy vehicle before blapping it with a **** off big laser cannon. first i say good luck as amarr HAVs have yet to come out and evenless of a chance of seeing is a cap drain active mod for vehicles. not that i oppose this. because i am all for making dust into eve on the ground. but this is CCP. it took 10 years to get eve to where it is and for what ever reason they think they can do the same thing with a console game... you will see the PS5 before CCP dust catches up to CCP eve (if ever.) Oh don't I know this..... It's just me comparing my Armageddon to my soon to be HAV.
All I know is I want my Gunnlogi (or y'know, Amarr HAV) to have a perma-nitrous.
ak.0 4 LYFE
I am the Lorhak. I speak for the trees.
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deepfried salad gilliam
Sanguine Knights
659
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Posted - 2014.04.25 04:37:00 -
[9] - Quote
the codes pretty much already their just re purpose the stamina mechanic
instead of draining stamina you drain cap instead of stamina modules you have cap mods
It'll help define roles, i promise:)
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Kelbec Illidarie
The Forlorn Hope.
15
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Posted - 2014.04.25 04:49:00 -
[10] - Quote
deepfried salad gilliam wrote:the codes pretty much already their just re purpose the stamina mechanic
instead of draining stamina you drain cap instead of stamina modules you have cap mods this is for vehicles with active mods. not for drop suits
Primary role: Logi
Secondary role: Pilot/Tanker
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Varjac Theobroma Montenegro
PAND3M0N1UM Top Men.
358
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Posted - 2014.04.25 05:31:00 -
[11] - Quote
Kelbec Illidarie wrote:Racro 01 Arifistan wrote:i like this idea how ever there is about 2 problems.
you would get people like me who play eve and know to manage capacitor. we would more than likey never run out of cap even if someone throws a flux nade we would go somewhere else.
missiles dont use cap as they are launched by chain reactions and take time to travel to targets. forgive my over site. your right missiles do not use cap. and yes there will be those who know how to manage cap and those are the ones who will stand apart and be known as the real tankers of the game. people wont be b*tch*ng that tanks are over powered any more it will be posts saying this person or that one is hacking because there is no way that tank could have lived. and that is the place we want to get to with vehicles. i say stop nerfing them stop trying to make them as weak as a drop suit. "oh well my rail rifle cant shoot 200 meters so why should a tank shoot 600? NERF to 300 meters" come one guys. even a real tank can shoot over a mile.
Real snipers can too. And magic yellow beams that mystically repair battle damaged armor ceaslessly don't really exist either. You killed the Easter bunny then made Santa choke to death on its lifeless body.... For shame!
FAME
Click for Vehicle Support
Click for Recruitment
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Kelbec Illidarie
The Forlorn Hope.
15
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Posted - 2014.04.25 19:53:00 -
[12] - Quote
Varjac Theobroma Montenegro wrote:Kelbec Illidarie wrote:Racro 01 Arifistan wrote:i like this idea how ever there is about 2 problems.
you would get people like me who play eve and know to manage capacitor. we would more than likey never run out of cap even if someone throws a flux nade we would go somewhere else.
missiles dont use cap as they are launched by chain reactions and take time to travel to targets. forgive my over site. your right missiles do not use cap. and yes there will be those who know how to manage cap and those are the ones who will stand apart and be known as the real tankers of the game. people wont be b*tch*ng that tanks are over powered any more it will be posts saying this person or that one is hacking because there is no way that tank could have lived. and that is the place we want to get to with vehicles. i say stop nerfing them stop trying to make them as weak as a drop suit. "oh well my rail rifle cant shoot 200 meters so why should a tank shoot 600? NERF to 300 meters" come one guys. even a real tank can shoot over a mile. Real snipers can too. And magic yellow beams that mystically repair battle damaged armor ceaslessly don't really exist either. You killed the Easter bunny then made Santa choke to death on its lifeless body.... For shame! yes real snipers can too and here we are the human race in the future where we can make tech that can allow us to fall from orbit and take no damage, produce an energy barrier over the surface of things that protects us and yet we cant make a rail round go further then 300 meters... but this is off topic.
i dont see anyone disagreeing with this cap idea. that is awesome.
Primary role: Logi
Secondary role: Pilot/Tanker
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Kelbec Illidarie
The Forlorn Hope.
24
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Posted - 2014.04.27 00:20:00 -
[13] - Quote
bump
Primary role: Logi
Secondary role: Pilot/Tanker
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2078
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Posted - 2014.04.27 01:05:00 -
[14] - Quote
You couldn't manage it. That's just way too much at once for our brains to handle. No.
click me
Blup Blub Bloop. Translation: Die -_-
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Kelbec Illidarie
The Forlorn Hope.
24
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Posted - 2014.04.27 01:12:00 -
[15] - Quote
Godin Thekiller wrote:You couldn't manage it. That's just way too much at once for our brains to handle. No. for you to handle. any eve player knows how already.
Primary role: Logi
Secondary role: Pilot/Tanker
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Harpyja
Molon Labe. General Tso's Alliance
1656
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Posted - 2014.04.27 01:15:00 -
[16] - Quote
Godin Thekiller wrote:I couldn't manage it. That's just way too much at once for scrubby brains to handle. No. Fixed it for you
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2078
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Posted - 2014.04.27 01:26:00 -
[17] - Quote
Harpyja wrote:Godin Thekiller wrote:I couldn't manage it. That's just way too much at once for scrubby brains to handle. No. Fixed it for you
You want to manually move and track, while at the same time having to manage your cap? Oh, and you also have to watch the map for enemies, and while in intense fights, watch every single movement of your enemy? Because that's what you're asking for.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
2078
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Posted - 2014.04.27 01:26:00 -
[18] - Quote
Kelbec Illidarie wrote:Godin Thekiller wrote:You couldn't manage it. That's just way too much at once for our brains to handle. No. for you to handle. any eve player knows how already.
No they do not. Half the stuff you do in dust is automated in EVE. You wouldn't have enough brain power left to do so.
click me
Blup Blub Bloop. Translation: Die -_-
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Harpyja
Molon Labe. General Tso's Alliance
1656
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Posted - 2014.04.27 01:34:00 -
[19] - Quote
Godin Thekiller wrote:Harpyja wrote:Godin Thekiller wrote:I couldn't manage it. That's just way too much at once for scrubby brains to handle. No. Fixed it for you You want to manually move and track, while at the same time having to manage your cap? Oh, and you also have to watch the map for enemies, and while in intense fights, watch every single movement of your enemy? Because that's what you're asking for. Yes, that's what I'm asking for because it'll filter out scrubs such as yourself
People cry that tanks are too easy to use while at the same time don't want them to become hard to use, because it's a crutch they don't want to lose when it comes to going up against real tankers.
Get gud. Where skill is actually determined by skill and personal abilities such as module and capacitor management.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1656
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Posted - 2014.04.27 01:38:00 -
[20] - Quote
Godin Thekiller wrote:Kelbec Illidarie wrote:Godin Thekiller wrote:You couldn't manage it. That's just way too much at once for our brains to handle. No. for you to handle. any eve player knows how already. No they do not. Half the stuff you do in dust is automated in EVE. You wouldn't have enough brain power left to do so. There's a thousand other things they have to do which we won't ever have to do. Watch local chat, observe intel channels, check the d-scan, manage the overheat on modules, target priority on a grander scale...
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Kelbec Illidarie
The Forlorn Hope.
28
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Posted - 2014.04.27 02:41:00 -
[21] - Quote
Harpyja wrote:Godin Thekiller wrote:Harpyja wrote:Godin Thekiller wrote:I couldn't manage it. That's just way too much at once for scrubby brains to handle. No. Fixed it for you You want to manually move and track, while at the same time having to manage your cap? Oh, and you also have to watch the map for enemies, and while in intense fights, watch every single movement of your enemy? Because that's what you're asking for. Yes, that's what I'm asking for because it'll filter out scrubs such as yourself People cry that tanks are too easy to use while at the same time don't want them to become hard to use, because it's a crutch they don't want to lose when it comes to going up against real tankers. Get gud. Where skill is actually determined by skill and personal abilities such as module and capacitor management. thank you harpyja, and to the rest of you yes this is exactly what we are looking for. to every person that b*tch*s about how OP tanks are and how they cant be killed and how tank spam is too much... this change would make operating a vehicle much more personal skill based. you will have to do more then drive and fire. a ground pounder has to walk track fire watch map etc etc... now the tankers will have that and then some. it will also balance the mods they use. quit trying to solve the HAV issues by nerfing the mods they use and abuse... they are fine, the rail range was fine before it's nerf too. the issue is resource. guns being able to fire non stop (clips, charge time, and over heat have helped this but still more is needed.). mods that can be perma cycled and not able to be countered. now with a cap and flux being able to effect that cap you can stop all tanks from hardening or boosting or repping.
there is still work to be done to tanks like specific resistance based hardeners. but this needs to come first.
Primary role: Logi
Secondary role: Pilot/Tanker
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Kelbec Illidarie
The Forlorn Hope.
28
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Posted - 2014.04.28 05:29:00 -
[22] - Quote
bump
Primary role: Logi
Secondary role: Pilot/Tanker
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Dunce Masterson
Savage Bullet
91
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Posted - 2014.04.28 05:54:00 -
[23] - Quote
in EVE online its possible to be cap stable bringing tanks back to where they are now or even better.
If they made this game more like eve then gunlogi's would be able to fit a shield tank that would be as annoying has the triple rep madrugar.
I don't even know why I bother.
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Kelbec Illidarie
The Forlorn Hope.
29
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Posted - 2014.04.28 07:08:00 -
[24] - Quote
Dunce Masterson wrote:in EVE online its possible to be cap stable bringing tanks back to where they are now or even better.
If they made this game more like eve then gunlogi's would be able to fit a shield tank that would be as annoying has the triple rep madrugar. not true. yes it is possible to be "cap stable" but not while running two or three hardeners or reps of any kind. with a cap you can adjust each mod accordingly to make it so the combos being exploited today cant in the future for very long. running three shield hardeners would drain the cap at an excessive rate.
Primary role: Logi
Secondary role: Pilot/Tanker
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Echo 1991
WarRavens Final Resolution.
233
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Posted - 2014.04.28 07:31:00 -
[25] - Quote
They would have to completely re do vehicles for this to work. All of the damage mods would become passive, it would be possible to have a tank that can sit there for 5 minutes and not worry about anything. Also i think it would make tanking more an active thing which is good but it wont work. Introducing a cap now wouldnt be a good idea, i would be for it at some point though. |
Kelbec Illidarie
The Forlorn Hope.
29
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Posted - 2014.04.28 07:45:00 -
[26] - Quote
Echo 1991 wrote:They would have to completely re do vehicles for this to work. All of the damage mods would become passive, it would be possible to have a tank that can sit there for 5 minutes and not worry about anything. Also i think it would make tanking more an active thing which is good but it wont work. Introducing a cap now wouldnt be a good idea, i would be for it at some point though. in eve all damage mods are already passive and they are also low slot mods not "high" ( - - ) or medium slots as they would be in eve. this too i would like changed here but that will be a whole other thread i will make at another time.
my job here is to show ccp dust how far from the eve mechanics they really are or the ones that they have neglected. same universe same tech... different mechanics? no... this will not do.
Primary role: Logi
Secondary role: Pilot/Tanker
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Echo 1991
WarRavens Final Resolution.
233
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Posted - 2014.04.28 09:26:00 -
[27] - Quote
Kelbec Illidarie wrote:Echo 1991 wrote:They would have to completely re do vehicles for this to work. All of the damage mods would become passive, it would be possible to have a tank that can sit there for 5 minutes and not worry about anything. Also i think it would make tanking more an active thing which is good but it wont work. Introducing a cap now wouldnt be a good idea, i would be for it at some point though. in eve all damage mods are already passive and they are also low slot mods not "high" ( - - ) or medium slots as they would be in eve. this too i would like changed here but that will be a whole other thread i will make at another time. and now rather then later is the best time to make these big changes. otherwise they have a game that has been out for 5 years and then you make a big change where everyone has been use to it one way are all now pissed off. if done now the game has been out for near 2 years and at this point ccp dust is still "working" on balancing the game... s oto make a change now while everything is already in a fluid state rather then later when everything should be more solid is the better option here. my job here is to show ccp dust how far from the eve mechanics they really are or the ones that they have neglected. same universe same tech... different mechanics? no... this will not do. I would want this too. Problem is they just did a vehicle revamp. They would have to change skills and add in new ones prompting another respec. If they dont give the respec then people will get annoyed possibly leave. |
Kelbec Illidarie
The Forlorn Hope.
31
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Posted - 2014.04.29 06:58:00 -
[28] - Quote
Echo 1991 wrote:Kelbec Illidarie wrote:Echo 1991 wrote:They would have to completely re do vehicles for this to work. All of the damage mods would become passive, it would be possible to have a tank that can sit there for 5 minutes and not worry about anything. Also i think it would make tanking more an active thing which is good but it wont work. Introducing a cap now wouldnt be a good idea, i would be for it at some point though. in eve all damage mods are already passive and they are also low slot mods not "high" ( - - ) or medium slots as they would be in eve. this too i would like changed here but that will be a whole other thread i will make at another time. and now rather then later is the best time to make these big changes. otherwise they have a game that has been out for 5 years and then you make a big change where everyone has been use to it one way are all now pissed off. if done now the game has been out for near 2 years and at this point ccp dust is still "working" on balancing the game... s oto make a change now while everything is already in a fluid state rather then later when everything should be more solid is the better option here. my job here is to show ccp dust how far from the eve mechanics they really are or the ones that they have neglected. same universe same tech... different mechanics? no... this will not do. I would want this too. Problem is they just did a vehicle revamp. They would have to change skills and add in new ones prompting another respec. If they dont give the respec then people will get annoyed possibly leave. this is besides the point. this isnt about what they would have to do after the change to please the public, this is about actually achieving a balanced vehicle that people can respect and work along side rather then flame EVEN if it is one THEIR own side. that is another funny thing. very few b*tch about tanks when they are on their side but when they are used against them the same people now have a problem and rage for days on the boards. sadly they will always exist. but that should not hinder the vehicles from gaining true balance.
with this change any other balancing needed would be simple tweeks rather then revamps or major nerfs.
Primary role: Logi
Secondary role: Pilot/Tanker
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Kelbec Illidarie
The Forlorn Hope.
38
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Posted - 2014.04.30 21:37:00 -
[29] - Quote
back to the top where this topic should be.
Primary role: Logi
Secondary role: Pilot/Tanker
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