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Aeon Amadi
Edimmu Warfighters Gallente Federation
5650
|
Posted - 2014.05.17 07:03:00 -
[1] - Quote
Just a personal suggestion: Vehicles need to be completely redesigned from the ground up for Legion. I personally don't feel that the "redesign" of 1.7 was done as well as it could have. I'll elaborate.
The major issue we've -always- had in Dust 514 with vehicles:
The Role
In 1.7 the entire redesign philosophy was that "We want them to be fun", which is great and all but the best question you can ask toward that extent is: Why? What purpose do they serve, exactly? Are they for Force Projection? Are they for Point Defense? Are they for Logistics (the transportation type of logistics)?
This is the question that needs to be answered before proceeding with vehicles in Legion, and only after their role on the battlefield has been establish should it need to be further specified on with racial specializations; all the flare with all the arbitrary aesthetics, bells, and whistles which don't really matter because it's just fluff to make it cool and fun.
Which, having something cool and fun is great but if it doesn't provide something unique and functional to the game that isn't already being performed by another role then it's just going to cause issues, which in my opinion is exactly what happened with vehicles since the beginning. I feel it's the reason why they floundered back and forth between OP and UP; how do you balance something that is basically doing the same thing as everything else, just better..?
Optional Reading:
To provide an example: In Legion there's talks of Commandos fading out. Rightly so, because their "role" is more of a -specialization- that bleeds into the roles of the Sentinel (point defense) and Assault (frontline combat). Both roles are designed for slaying, just have different little flares to them whereas the Commando sort of got shoehorned in the center because... two light weapons are cool!
Back to vehicles. Here's the thing: CCP needs to decide (preferably before they go into Legion) what they need to do here. Enough with all the nuanced little things like how many turrets, how many slots, balancing, etc; what do vehicles provide that infantry can't already do? Slaying isn't a good answer, regardless of how fun and cool it is (can't stress that enough). If it starts to bleed into what infantry can already do, but vehicles can do it better, it just creates problems. Problems = wasted time, money, and resources to correct.
This isn't to say that vehicles don't belong in the game - just that they need have a legitimate, clear cut role that isn't amorphous and/or assumed by the players.
Useful Links
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Leeroy Gannarsein
Shining Flame Amarr Empire
120
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Posted - 2014.05.17 08:26:00 -
[2] - Quote
As an open beta tanker I agree 110%.
Last time I pointed this out people yelled at me :(
I want to have a purpose beyond 'kill the reds and stop enemy tanks from killing the reds', especially when that makes more sense as an infantry role...
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5651
|
Posted - 2014.05.17 08:51:00 -
[3] - Quote
Leeroy Gannarsein wrote:As an open beta tanker I agree 110%.
Last time I pointed this out people yelled at me :(
I want to have a purpose beyond 'kill the reds and stop enemy tanks from killing the reds', especially when that makes more sense as an infantry role...
Right right. Honestly, I think that once we have a clear goal in mind for what we wants vehicles to do it'd be a lot easier to develop and design them correctly.
Just as an example, if we want them [HAVs] to go Point Defense? Give them a siege mode and allow them to bunker down, go stationary for a minute and get some buffs. Few other games do this (Eve, Starcraft). If an HAV is temporary locked in place to receive his full potential, we have every excuse in the world to make them powerful when they do - but it's just a concept off the top of my head as an example.
There could be any number of things we could do with them once we've established what clear cut role they're supposed to play on the battlefield, but right now they're just a different playstyle in a sea of other playstyles that are all geared toward killing.
Useful Links
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Mr m4gic
XSKvLLX
59
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Posted - 2014.05.17 19:31:00 -
[4] - Quote
dunno about complete redesign, they look pretty awesome the LAVs are not as good to drive as they were when the beta was released tho, and dropships need the small blasters to be more effective from distance, as theyre pretty sucky atm oh yh and we need to be able to fire our weapons out of the dropship when being transported. cant think of anything else.
Have you seen my baseball??
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Godin Thekiller
shadows of 514
2313
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Posted - 2014.05.17 20:16:00 -
[5] - Quote
A general role that all vehicles follow would be insanely stupid. But I agree, each vehicle would need a general role to do, and its T II versions do it in another way.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5666
|
Posted - 2014.05.18 01:07:00 -
[6] - Quote
Godin Thekiller wrote:A general role that all vehicles follow would be insanely stupid. But I agree, each vehicle would need a general role to do, and its T II versions do it in another way.
Wouldn't be any more or less stupid than a difference between Assault and Logi. My primary concern is that vehicles (particularly HAVs) are reserved for either Transportation or Slaying, of which they do Slaying better than most other roles. Unfortunately, we have more roles dedicated to Slaying than anything else; so how do you balance out the risk vs reward of HAVs when they're basically just like everything else but with a 6000 HP Layer of defense that is immune to all but handful of weapons.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10812
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Posted - 2014.05.18 01:18:00 -
[7] - Quote
I agree with this, roles of vehicles need to be well-define, and they cannot just be about slaying better than infantry (why I hate the design of large blasters).
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Godin Thekiller
shadows of 514
2316
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Posted - 2014.05.18 01:31:00 -
[8] - Quote
Aeon Amadi wrote:Godin Thekiller wrote:A general role that all vehicles follow would be insanely stupid. But I agree, each vehicle would need a general role to do, and its T II versions do it in another way.
Wouldn't be any more or less stupid than a difference between Assault and Logi. My primary concern is that vehicles (particularly HAVs) are reserved for either Transportation or Slaying, of which they do Slaying better than most other roles. Unfortunately, we have more roles dedicated to Slaying than anything else; so how do you balance out the risk vs reward of HAVs when they're basically just like everything else but with a 6000 HP Layer of defense that is immune to all but handful of weapons.
It's not the same thing, as they are different sizes. As far as how should they do combat if they are combat oriented, they should have niches for each. For example, the HAV's. The Enforcer should be a ranged-style HAV that gets a bonus to its optimal range. a Marauder is a defensive-style HAV that gets to use a siege module, a module that boosts the power of repairers and boosters, nut either dramatically lowers it's top speed and acceleration (I'm talking 75% or more), or immobilizes it. The Black Ops could be a rapid reinforcement HAV being able to move a very small number of mercs (say half to a squad max) across a good distance, by using a sort of reverse uplink type thing. the T I HAV will be able to do all of those things, but worse than all of them.
Enforcers would be great at sniping at vehicles, keeping them at a distance away from a target, Marauders would exel at holding the line, BO HAV's would be great at quick insertions and general stealth movement, and the T I HAV's could support these HAV's in doing those roles, as well as do the general work. However, they wouldn't be good at fighting infantry, as their main armament is a large turret, which is slow to turn and less accurate vs. a fast moving infantry target.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5667
|
Posted - 2014.05.18 01:38:00 -
[9] - Quote
Godin Thekiller wrote:Aeon Amadi wrote:Godin Thekiller wrote:A general role that all vehicles follow would be insanely stupid. But I agree, each vehicle would need a general role to do, and its T II versions do it in another way.
Wouldn't be any more or less stupid than a difference between Assault and Logi. My primary concern is that vehicles (particularly HAVs) are reserved for either Transportation or Slaying, of which they do Slaying better than most other roles. Unfortunately, we have more roles dedicated to Slaying than anything else; so how do you balance out the risk vs reward of HAVs when they're basically just like everything else but with a 6000 HP Layer of defense that is immune to all but handful of weapons. It's not the same thing, as they are different sizes. As far as how should they do combat if they are combat oriented, they should have niches for each. For example, the HAV's. The Enforcer should be a ranged-style HAV that gets a bonus to its optimal range. a Marauder is a defensive-style HAV that gets to use a siege module, a module that boosts the power of repairers and boosters, nut either dramatically lowers it's top speed and acceleration (I'm talking 75% or more), or immobilizes it. The Black Ops could be a rapid reinforcement HAV being able to move a very small number of mercs (say half to a squad max) across a good distance, by using a sort of reverse uplink type thing. the T I HAV will be able to do all of those things, but worse than all of them. Enforcers would be great at sniping at vehicles, keeping them at a distance away from a target, Marauders would exel at holding the line, BO HAV's would be great at quick insertions and general stealth movement, and the T I HAV's could support these HAV's in doing those roles, as well as do the general work. However, they wouldn't be good at fighting infantry, as their main armament is a large turret, which is slow to turn and less accurate vs. a fast moving infantry target.
Yeah, see, you get it =P Basically just elaborated more on what the overall concept and goal is here.
Although, I would say that Black Ops is more of a thing for MAVs. A cloaked, ground-based vehicle that can hold an entire squad would be great if it sacrificed a hefty amount of offense/defensive capability. I'm not too beat up about specific bonuses ('x' amount to 'y' bonus), just the overall role that they're supposed to play. The numbers and stuff comes later on.
Useful Links
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Godin Thekiller
shadows of 514
2317
|
Posted - 2014.05.18 01:58:00 -
[10] - Quote
Aeon Amadi wrote:Godin Thekiller wrote:Aeon Amadi wrote:Godin Thekiller wrote:A general role that all vehicles follow would be insanely stupid. But I agree, each vehicle would need a general role to do, and its T II versions do it in another way.
Wouldn't be any more or less stupid than a difference between Assault and Logi. My primary concern is that vehicles (particularly HAVs) are reserved for either Transportation or Slaying, of which they do Slaying better than most other roles. Unfortunately, we have more roles dedicated to Slaying than anything else; so how do you balance out the risk vs reward of HAVs when they're basically just like everything else but with a 6000 HP Layer of defense that is immune to all but handful of weapons. It's not the same thing, as they are different sizes. As far as how should they do combat if they are combat oriented, they should have niches for each. For example, the HAV's. The Enforcer should be a ranged-style HAV that gets a bonus to its optimal range. a Marauder is a defensive-style HAV that gets to use a siege module, a module that boosts the power of repairers and boosters, nut either dramatically lowers it's top speed and acceleration (I'm talking 75% or more), or immobilizes it. The Black Ops could be a rapid reinforcement HAV being able to move a very small number of mercs (say half to a squad max) across a good distance, by using a sort of reverse uplink type thing. the T I HAV will be able to do all of those things, but worse than all of them. Enforcers would be great at sniping at vehicles, keeping them at a distance away from a target, Marauders would exel at holding the line, BO HAV's would be great at quick insertions and general stealth movement, and the T I HAV's could support these HAV's in doing those roles, as well as do the general work. However, they wouldn't be good at fighting infantry, as their main armament is a large turret, which is slow to turn and less accurate vs. a fast moving infantry target. Yeah, see, you get it =P Basically just elaborated more on what the overall concept and goal is here. Although, I would say that Black Ops is more of a thing for MAVs. A cloaked, ground-based vehicle that can hold an entire squad would be great if it sacrificed a hefty amount of offense/defensive capability. I'm not too beat up about specific bonuses ('x' amount to 'y' bonus), just the overall role that they're supposed to play. The numbers and stuff comes later on.
That would undermine the point of a DS (why fly and risk getting shot down when you could do it in a BO MAV, and just teleport a entire squad safe?).
I know you're about to say, "You just said just that", but here's the thing-
1: the mercs will be on the outside of the HAV when it jumps
2: I said half of a squad to a full squad. What I meant by that is a Dust squad, so 3-6, not just 6.
Something is telling me that the MAV will be bigger than a HAV (pics shows that it uses the SCV model, and it might have been shrunk, but then again, it might not have, just its turret fittings got a major hit from the nerf bat), just has way smaller armament and fitting capabilities (other than the LMV, if there ever would be one, which would have as good fitting, minus the turrets of course), so it'll carry more than the usual 6, possibly 12 (which makes sense having a squad of 12 not 6; look how ******* huge a single district is lol). Therefore, it would do even more than 6. That's pushing it. HAV just fits it Well. The MAV should imo have something else, LMV and command among them.
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Skihids
Bullet Cluster Lokun Listamenn
3532
|
Posted - 2014.05.18 03:38:00 -
[11] - Quote
The game needs a reason for vehicles to exist, a role not met by infantry.
If they compete with infantry , then they can be no better than infantry. That's the big problem with DUST.
The game mode in DUST doesn't need vehicles, CCP just put them in because they wanted vehicles. That makes them impossible to balance and be anything other than a favor of dropsuit.
Legion will have the same fundamental flaw unless it gets far more serious about adding complexity to game play. Vehicles will never have a unique role as long as all you have to do to win is clone out the enemy. |
Godin Thekiller
shadows of 514
2317
|
Posted - 2014.05.18 03:47:00 -
[12] - Quote
Skihids wrote:The game needs a reason for vehicles to exist, a role not met by infantry.
If they compete with infantry , then they can be no better than infantry. That's the big problem with DUST.
The game mode in DUST doesn't need vehicles, CCP just put them in because they wanted vehicles. That makes them impossible to balance and be anything other than a favor of dropsuit.
Legion will have the same fundamental flaw unless it gets far more serious about adding complexity to game play. Vehicles will never have a unique role as long as all you have to do to win is clone out the enemy.
Well, I've got this for open world gameplay, and as I said, they would depend on the vehicle, and each would have a certain role, with a T II to have a specialized way of doing that role.
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Monkey MAC
Rough Riders..
2864
|
Posted - 2014.05.18 09:47:00 -
[13] - Quote
HAV's are a force multiplier. That is what the role should be. A tanker by himself should in effect be worse than an infantry slayer.
But give him an infantry escort and those infantry are suddenly worth 2-3x times their normal force strength. An example from 1.7, Spkr and his jolly band of tryhards were wolfpacking against me and a few mlt blueberries, so I pulled out my first ever blaster tank, they hid like you would expect, 20 seconds later they all died to the blueberries, despite having superior gear.
Tanks should always be doing this. Suppresion/Area Denial/Large Munitions Support/Portable Cover/Battering Ram
These all things a tank could and should do on a regular basis, but they don't because. 1) A blaster is just as effective as concentrated squad fire 2) They have more health than a squad 3) Are immune to most weapons 4) Faster than infantry
A HAV has all the benifits of an entire squad without any negatives.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Leeroy Gannarsein
Legio DXIV
164
|
Posted - 2014.05.18 11:39:00 -
[14] - Quote
Monkey MAC wrote:HAV's are a force multiplier. That is what the role should be. A tanker by himself should in effect be worse than an infantry slayer.
But give him an infantry escort and those infantry are suddenly worth 2-3x times their normal force strength. An example from 1.7, Spkr and his jolly band of tryhards were wolfpacking against me and a few mlt blueberries, so I pulled out my first ever blaster tank, they hid like you would expect, 20 seconds later they all died to the blueberries, despite having superior gear.
Tanks should always be doing this. Suppresion/Area Denial/Large Munitions Support/Portable Cover/Battering Ram
These all things a tank could and should do on a regular basis, but they don't because. 1) A blaster is just as effective as concentrated squad fire 2) They have more health than a squad 3) Are immune to most weapons 4) Faster than infantry
A HAV has all the benifits of an entire squad without any negatives.
Which ones of those can you logically take away that would give tanks an actual role?
There would need to be mechanics changes to allow HAVs to unleash suppressive fire without slaying.
I'm honestly of the opinion that complexes should be owned by infantry and be designed as vehicle death traps (sharp blind corners, multiple angles of attack, lots of cover etc and outer points should be the plaything of vehicles; open, little cover during traversal between complex and outer points etc.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Louis Domi
Pradox One Proficiency V.
287
|
Posted - 2014.05.18 12:15:00 -
[15] - Quote
Bring back Those flying LAVs! |
Monkey MAC
Rough Riders..
2864
|
Posted - 2014.05.18 19:30:00 -
[16] - Quote
Leeroy Gannarsein wrote:Monkey MAC wrote:HAV's are a force multiplier. That is what the role should be. A tanker by himself should in effect be worse than an infantry slayer.
But give him an infantry escort and those infantry are suddenly worth 2-3x times their normal force strength. An example from 1.7, Spkr and his jolly band of tryhards were wolfpacking against me and a few mlt blueberries, so I pulled out my first ever blaster tank, they hid like you would expect, 20 seconds later they all died to the blueberries, despite having superior gear.
Tanks should always be doing this. Suppresion/Area Denial/Large Munitions Support/Portable Cover/Battering Ram
These all things a tank could and should do on a regular basis, but they don't because. 1) A blaster is just as effective as concentrated squad fire 2) They have more health than a squad 3) Are immune to most weapons 4) Faster than infantry
A HAV has all the benifits of an entire squad without any negatives. Which ones of those can you logically take away that would give tanks an actual role? There would need to be mechanics changes to allow HAVs to unleash suppressive fire without slaying. I'm honestly of the opinion that complexes should be owned by infantry and be designed as vehicle death traps (sharp blind corners, multiple angles of attack, lots of cover etc and outer points should be the plaything of vehicles; open, little cover during traversal between complex and outer points etc.
1) The blaster
Not only does it have accuracy that makes a sniper look like a shotgun, it has DPS that would make a HMG cry and range that rivals a forge gun.
Simply make is so a large blaster will find it difficult to hit anything smaller than a tank at 30m, enough to keep people in cover but not enough to kill anyone unless they are in the open.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Godin Thekiller
shadows of 514
2322
|
Posted - 2014.05.18 19:34:00 -
[17] - Quote
Monkey MAC wrote:Leeroy Gannarsein wrote:Monkey MAC wrote:HAV's are a force multiplier. That is what the role should be. A tanker by himself should in effect be worse than an infantry slayer.
But give him an infantry escort and those infantry are suddenly worth 2-3x times their normal force strength. An example from 1.7, Spkr and his jolly band of tryhards were wolfpacking against me and a few mlt blueberries, so I pulled out my first ever blaster tank, they hid like you would expect, 20 seconds later they all died to the blueberries, despite having superior gear.
Tanks should always be doing this. Suppresion/Area Denial/Large Munitions Support/Portable Cover/Battering Ram
These all things a tank could and should do on a regular basis, but they don't because. 1) A blaster is just as effective as concentrated squad fire 2) They have more health than a squad 3) Are immune to most weapons 4) Faster than infantry
A HAV has all the benifits of an entire squad without any negatives. Which ones of those can you logically take away that would give tanks an actual role? There would need to be mechanics changes to allow HAVs to unleash suppressive fire without slaying. I'm honestly of the opinion that complexes should be owned by infantry and be designed as vehicle death traps (sharp blind corners, multiple angles of attack, lots of cover etc and outer points should be the plaything of vehicles; open, little cover during traversal between complex and outer points etc. 1) The blaster Not only does it have accuracy that makes a sniper look like a shotgun, it has DPS that would make a HMG cry and range that rivals a forge gun. Simply make is so a large blaster will find it difficult to hit anything smaller than a tank at 30m, enough to keep people in cover but not enough to kill anyone unless they are in the open.
That kind of inaccuracy is uncalled for lol
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Monkey MAC
Rough Riders..
2864
|
Posted - 2014.05.18 21:51:00 -
[18] - Quote
Godin Thekiller wrote:Monkey MAC wrote:Leeroy Gannarsein wrote:Monkey MAC wrote:HAV's are a force multiplier. That is what the role should be. A tanker by himself should in effect be worse than an infantry slayer.
But give him an infantry escort and those infantry are suddenly worth 2-3x times their normal force strength. An example from 1.7, Spkr and his jolly band of tryhards were wolfpacking against me and a few mlt blueberries, so I pulled out my first ever blaster tank, they hid like you would expect, 20 seconds later they all died to the blueberries, despite having superior gear.
Tanks should always be doing this. Suppresion/Area Denial/Large Munitions Support/Portable Cover/Battering Ram
These all things a tank could and should do on a regular basis, but they don't because. 1) A blaster is just as effective as concentrated squad fire 2) They have more health than a squad 3) Are immune to most weapons 4) Faster than infantry
A HAV has all the benifits of an entire squad without any negatives. Which ones of those can you logically take away that would give tanks an actual role? There would need to be mechanics changes to allow HAVs to unleash suppressive fire without slaying. I'm honestly of the opinion that complexes should be owned by infantry and be designed as vehicle death traps (sharp blind corners, multiple angles of attack, lots of cover etc and outer points should be the plaything of vehicles; open, little cover during traversal between complex and outer points etc. 1) The blaster Not only does it have accuracy that makes a sniper look like a shotgun, it has DPS that would make a HMG cry and range that rivals a forge gun. Simply make is so a large blaster will find it difficult to hit anything smaller than a tank at 30m, enough to keep people in cover but not enough to kill anyone unless they are in the open. That kind of inaccuracy is uncalled for lol
Maybe, but the current level of accuracy is equally uncalled for. If you camp an uplink with a blaster tank it is possible to line up headshots with 100% accuracy.
That little dot on the hud, is EXACTLY where the round hits, EVERYTIME! It's this that makes tanks do the slayer role than any infantry unit possibly could.
Make it accurate enough to reliably hit vehicles at 'short' range (80-120m) but struggle with a single infantry man.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
807
|
Posted - 2014.05.18 22:51:00 -
[19] - Quote
I read 'redesign' and all I could think of was visually. LAVs need to look less idiotic. The gallente HAV looks like an ugly teddy bear...
But yeah. Vehicles need a redesign. Hopefully a two-fold one. |
Godin Thekiller
shadows of 514
2328
|
Posted - 2014.05.18 23:20:00 -
[20] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote:Leeroy Gannarsein wrote:Monkey MAC wrote:HAV's are a force multiplier. That is what the role should be. A tanker by himself should in effect be worse than an infantry slayer.
But give him an infantry escort and those infantry are suddenly worth 2-3x times their normal force strength. An example from 1.7, Spkr and his jolly band of tryhards were wolfpacking against me and a few mlt blueberries, so I pulled out my first ever blaster tank, they hid like you would expect, 20 seconds later they all died to the blueberries, despite having superior gear.
Tanks should always be doing this. Suppresion/Area Denial/Large Munitions Support/Portable Cover/Battering Ram
These all things a tank could and should do on a regular basis, but they don't because. 1) A blaster is just as effective as concentrated squad fire 2) They have more health than a squad 3) Are immune to most weapons 4) Faster than infantry
A HAV has all the benifits of an entire squad without any negatives. Which ones of those can you logically take away that would give tanks an actual role? There would need to be mechanics changes to allow HAVs to unleash suppressive fire without slaying. I'm honestly of the opinion that complexes should be owned by infantry and be designed as vehicle death traps (sharp blind corners, multiple angles of attack, lots of cover etc and outer points should be the plaything of vehicles; open, little cover during traversal between complex and outer points etc. 1) The blaster Not only does it have accuracy that makes a sniper look like a shotgun, it has DPS that would make a HMG cry and range that rivals a forge gun. Simply make is so a large blaster will find it difficult to hit anything smaller than a tank at 30m, enough to keep people in cover but not enough to kill anyone unless they are in the open. That kind of inaccuracy is uncalled for lol Maybe, but the current level of accuracy is equally uncalled for. If you camp an uplink with a blaster tank it is possible to line up headshots with 100% accuracy. That little dot on the hud, is EXACTLY where the round hits, EVERYTIME! It's this that makes tanks do the slayer role than any infantry unit possibly could. Make it accurate enough to reliably hit vehicles at 'short' range (80-120m) but struggle with a single infantry man.
Someone ******* gets it. +1
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Godin Thekiller
shadows of 514
2328
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Posted - 2014.05.18 23:21:00 -
[21] - Quote
Vicious Minotaur wrote:I read 'redesign' and all I could think of was visually. LAVs need to look less idiotic. The gallente HAV looks like an ugly teddy bear...
But yeah. Vehicles need a redesign. Hopefully a two-fold one.
No, I love the design. It's sexy. Get in your tin can
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
807
|
Posted - 2014.05.18 23:36:00 -
[22] - Quote
Godin Thekiller wrote:Vicious Minotaur wrote:I read 'redesign' and all I could think of was visually. LAVs need to look less idiotic. The gallente HAV looks like an ugly teddy bear...
But yeah. Vehicles need a redesign. Hopefully a two-fold one. No, I love the design. It's sexy. Get in your tin can
I would... If I had one!
But those LAVs... *remembers old Carbon footage* Those "things" better get redesigned to include futuristic roofs.
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Godin Thekiller
shadows of 514
2328
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Posted - 2014.05.18 23:42:00 -
[23] - Quote
Vicious Minotaur wrote:Godin Thekiller wrote:Vicious Minotaur wrote:I read 'redesign' and all I could think of was visually. LAVs need to look less idiotic. The gallente HAV looks like an ugly teddy bear...
But yeah. Vehicles need a redesign. Hopefully a two-fold one. No, I love the design. It's sexy. Get in your tin can I would... If I had one! But those LAVs... *remembers old Carbon footage* Those "things" better get redesigned to include futuristic roofs.
Okay, that we can agree on. The Methana looked so much better (as well as made way more sense as a Military vehicle).
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Blup Blub Bloop. Translation: Die -_-
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
1994
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Posted - 2014.05.19 01:17:00 -
[24] - Quote
My thoughts on Vehicles in Legion
First off, I'd like to say that I think all vehicles in Legion should be Crew Served. There should be no "I drive and shoot" vehicles at all (unless the driver is swapping seats). This is a team game and it should encourage teamplay.
Alright, now that that is out of the way....
LAVs: Fast, light troop transport intended for small groups looking for fast insertion (that is much less conspicuous than a DS tearing through the sky). They should be the most maneuverable ground vehicles in the game, fairly squishy with only minor offensive potential (single small turret best used to deter enemies from pursuing). Seats three, one driver, one (Small turret) gunner and one passenger (potential to swap turret for extra seat giving one driver and three passengers).
MAVs: Durable squad logistical support vehicles intended for use as a mobile command post. Not as fast as LAVs though able to muscle over nearly any terrain, moderately defensible (no need to flee at the first sign of hostiles, though by no means a main battle station). Possesses built in Biomass and Nanite bays, seats six passengers (plus one driver, one main (Medium turret) gunner and two secondary gunners) with enough cargo space to accommodate their gear.
HAVs: Beastly direct action support vehicles intended for use as point defense/mobile artillery. Decent ground speed (3/4 MAV speed at max), terrible turret tracking speed (at least outside of Siege), ridiculous EHP and massive DPH potential. Seats one driver, one main (large turret) gunner and two secondary gunners. Can fit a Siege module which consume fuel though increases turret tracking speed at the cost of mobility (activating a Siege mod renders the HAV immobile until the Siege cycle is over).
DSs: Fast (max speed 3x that of an LAV), fragile, maneuverable airborne troop transports capable of moving up to two squads of passengers faster than any other mode of transport. No turrets though equipped with chaff to assist in longevity as well as a tractor module for those times when the extraction point is too hot for a landing. Seats a single pilot in addition to twelve passengers.
ADSs: Gunships that are slightly slower than DSs (3/4 DS speed at max), less maneuverable, fairly durable (~150% DS EHP) and bristling with guns though with no passengers. Seats one pilot, one main (Medium turret) gunner and four secondary gunners.
Just a quick runthrough on how I believe vehicles should be (not exactly, though at least the idea is conveyed). All vehicles should have a defined role that isn't just "I invincibly pwn everything".
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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Godin Thekiller
shadows of 514
2331
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Posted - 2014.05.19 01:19:00 -
[25] - Quote
Alaika Arbosa wrote:My thoughts on Vehicles in Legion
First off, I'd like to say that I think all vehicles in Legion should be Crew Served. There should be no "I drive and shoot" vehicles at all (unless the driver is swapping seats). This is a team game and it should encourage teamplay.
Alright, now that that is out of the way....
LAVs: Fast, light troop transport intended for small groups looking for fast insertion (that is much less conspicuous than a DS tearing through the sky). They should be the most maneuverable ground vehicles in the game, fairly squishy with only minor offensive potential (single small turret best used to deter enemies from pursuing). Seats three, one driver, one (Small turret) gunner and one passenger (potential to swap turret for extra seat giving one driver and three passengers).
MAVs: Durable squad logistical support vehicles intended for use as a mobile command post. Not as fast as LAVs though able to muscle over nearly any terrain, moderately defensible (no need to flee at the first sign of hostiles, though by no means a main battle station). Possesses built in Biomass and Nanite bays, seats six passengers (plus one driver, one main (Medium turret) gunner and two secondary gunners) with enough cargo space to accommodate their gear.
HAVs: Beastly direct action support vehicles intended for use as point defense/mobile artillery. Decent ground speed (3/4 MAV speed at max), terrible turret tracking speed (at least outside of Siege), ridiculous EHP and massive DPH potential. Seats one driver, one main (large turret) gunner and two secondary gunners. Can fit a Siege module which consume fuel though increases turret tracking speed at the cost of mobility (activating a Siege mod renders the HAV immobile until the Siege cycle is over).
DSs: Fast (max speed 3x that of an LAV), fragile, maneuverable airborne troop transports capable of moving up to two squads of passengers faster than any other mode of transport. No turrets though equipped with chaff to assist in longevity as well as a tractor module for those times when the extraction point is too hot for a landing. Seats a single pilot in addition to twelve passengers.
ADSs: Gunships that are slightly slower than DSs (3/4 DS speed at max), less maneuverable, fairly durable (~150% DS EHP) and bristling with guns though with no passengers. Seats one pilot, one main (Medium turret) gunner and four secondary gunners.
Just a quick runthrough on how I believe vehicles should be (not exactly, though at least the idea is conveyed). All vehicles should have a defined role that isn't just "I invincibly pwn everything".
There is so much wrong with this...............
click me
Blup Blub Bloop. Translation: Die -_-
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
1995
|
Posted - 2014.05.19 01:22:00 -
[26] - Quote
Godin Thekiller wrote:Alaika Arbosa wrote:My thoughts on Vehicles in Legion
First off, I'd like to say that I think all vehicles in Legion should be Crew Served. There should be no "I drive and shoot" vehicles at all (unless the driver is swapping seats). This is a team game and it should encourage teamplay.
Alright, now that that is out of the way....
LAVs: Fast, light troop transport intended for small groups looking for fast insertion (that is much less conspicuous than a DS tearing through the sky). They should be the most maneuverable ground vehicles in the game, fairly squishy with only minor offensive potential (single small turret best used to deter enemies from pursuing). Seats three, one driver, one (Small turret) gunner and one passenger (potential to swap turret for extra seat giving one driver and three passengers).
MAVs: Durable squad logistical support vehicles intended for use as a mobile command post. Not as fast as LAVs though able to muscle over nearly any terrain, moderately defensible (no need to flee at the first sign of hostiles, though by no means a main battle station). Possesses built in Biomass and Nanite bays, seats six passengers (plus one driver, one main (Medium turret) gunner and two secondary gunners) with enough cargo space to accommodate their gear.
HAVs: Beastly direct action support vehicles intended for use as point defense/mobile artillery. Decent ground speed (3/4 MAV speed at max), terrible turret tracking speed (at least outside of Siege), ridiculous EHP and massive DPH potential. Seats one driver, one main (large turret) gunner and two secondary gunners. Can fit a Siege module which consume fuel though increases turret tracking speed at the cost of mobility (activating a Siege mod renders the HAV immobile until the Siege cycle is over).
DSs: Fast (max speed 3x that of an LAV), fragile, maneuverable airborne troop transports capable of moving up to two squads of passengers faster than any other mode of transport. No turrets though equipped with chaff to assist in longevity as well as a tractor module for those times when the extraction point is too hot for a landing. Seats a single pilot in addition to twelve passengers.
ADSs: Gunships that are slightly slower than DSs (3/4 DS speed at max), less maneuverable, fairly durable (~150% DS EHP) and bristling with guns though with no passengers. Seats one pilot, one main (Medium turret) gunner and four secondary gunners.
Just a quick runthrough on how I believe vehicles should be (not exactly, though at least the idea is conveyed). All vehicles should have a defined role that isn't just "I invincibly pwn everything". There is so much wrong with this............... Care to elaborate?
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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Godin Thekiller
shadows of 514
2331
|
Posted - 2014.05.19 01:31:00 -
[27] - Quote
Alaika Arbosa wrote:Godin Thekiller wrote:Alaika Arbosa wrote:My thoughts on Vehicles in Legion
First off, I'd like to say that I think all vehicles in Legion should be Crew Served. There should be no "I drive and shoot" vehicles at all (unless the driver is swapping seats). This is a team game and it should encourage teamplay.
Alright, now that that is out of the way....
LAVs: Fast, light troop transport intended for small groups looking for fast insertion (that is much less conspicuous than a DS tearing through the sky). They should be the most maneuverable ground vehicles in the game, fairly squishy with only minor offensive potential (single small turret best used to deter enemies from pursuing). Seats three, one driver, one (Small turret) gunner and one passenger (potential to swap turret for extra seat giving one driver and three passengers).
MAVs: Durable squad logistical support vehicles intended for use as a mobile command post. Not as fast as LAVs though able to muscle over nearly any terrain, moderately defensible (no need to flee at the first sign of hostiles, though by no means a main battle station). Possesses built in Biomass and Nanite bays, seats six passengers (plus one driver, one main (Medium turret) gunner and two secondary gunners) with enough cargo space to accommodate their gear.
HAVs: Beastly direct action support vehicles intended for use as point defense/mobile artillery. Decent ground speed (3/4 MAV speed at max), terrible turret tracking speed (at least outside of Siege), ridiculous EHP and massive DPH potential. Seats one driver, one main (large turret) gunner and two secondary gunners. Can fit a Siege module which consume fuel though increases turret tracking speed at the cost of mobility (activating a Siege mod renders the HAV immobile until the Siege cycle is over).
DSs: Fast (max speed 3x that of an LAV), fragile, maneuverable airborne troop transports capable of moving up to two squads of passengers faster than any other mode of transport. No turrets though equipped with chaff to assist in longevity as well as a tractor module for those times when the extraction point is too hot for a landing. Seats a single pilot in addition to twelve passengers.
ADSs: Gunships that are slightly slower than DSs (3/4 DS speed at max), less maneuverable, fairly durable (~150% DS EHP) and bristling with guns though with no passengers. Seats one pilot, one main (Medium turret) gunner and four secondary gunners.
Just a quick runthrough on how I believe vehicles should be (not exactly, though at least the idea is conveyed). All vehicles should have a defined role that isn't just "I invincibly pwn everything". There is so much wrong with this............... Care to elaborate?
1: The whole "pilot shouldn't ever get the main turret" Has already been explained why it's a horrible idea, in several different ways.
2: The MAV doesn't need a medium turret and two smalls, that's too much. medium turret and a small will do. Also, the MAV shouldn't get built in things (referring to your biomass and nanite bays, which you had no explaination for), nor should any vehicle should.
3: There's more than just the Marauder for HAV's, and you can't force a turret on a hull (how you sounded it should). Anyways, siege module working like EVE's (fuel based and damage based) wouldn't work. It'd get killed too easy.
4: You just said a DS gets no turrets. No need for explanation for how stupid that is.
5: ADS is not a Gunship; it's an Assault DS, a TII DS.
It seems like you don't know what T II is.........
Or even use vehicles much....................
click me
Blup Blub Bloop. Translation: Die -_-
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
1996
|
Posted - 2014.05.19 02:06:00 -
[28] - Quote
Godin Thekiller wrote:
1: The whole "pilot shouldn't ever get the main turret" Has already been explained why it's a horrible idea, in several different ways.
Well, I still have yet to be convinced that it is a horrible idea.
Godin Thekiller wrote:2: The MAV doesn't need a medium turret and two smalls, that's too much. medium turret and a small will do. Also, the MAV shouldn't get built in things (referring to your biomass and nanite bays, which you had no explaination for), nor should any vehicle should.
MAV has always struck me as being an APC, only game I've ever played with APCs in it had them having a Main Gun and two secondaries. TBH though, I can agree that one medium and one small would suffice. As for the biomass/nanite bays, I figured that they would be self-explanatory (built in CRU/Supply Depot). If we get LLAVs again will they not have the built in repper?
Godin Thekiller wrote:3: There's more than just the Marauder for HAV's, and you can't force a turret on a hull (how you sounded it should). Anyways, siege module working like EVE's (fuel based and damage based) wouldn't work. It'd get killed too easy.
I should have clarified, the (* turrets) were more of a slot size recommendation rather than a hard and fast "it must be this size". Also, the idea I had stole about Siege mods said nothing of damage and everything of turret tracking speed (which I mentioned would be terrible out of Siege). I think that having a significantly increased turret tracking speed with an already high DPH potential would increase survival.
Godin Thekiller wrote:4: You just said a DS gets no turrets. No need for explanation for how stupid that is.
5: ADS is not a Gunship; it's an Assault DS, a TII DS.
It seems like you don't know what T II is.........
Or even use vehicles much.................... If a DS is a dedicated fast transport unit why does it need turrets again? I mean, if all it is intended to do is ferry troops to the front so they can ID down from the sky what is the point in turrets?
Please explain to me the difference between a gunship and an assault dropship. They sound like they'd be identical to me, what makes an Assault Dropship not a Gunship? While we are at it, who is to say that a Gunship isn't an upgraded (aka higher tier) dropship?
I know full well what T2 is though I will admit that my knowledge of vehicles is largely secondhand due to the fact that Dust doesn't have any vehicles I want to skill into (**cough**Minmatar Vehicles**cough**).
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
|
Godin Thekiller
shadows of 514
2333
|
Posted - 2014.05.19 02:41:00 -
[29] - Quote
Alaika Arbosa wrote:Godin Thekiller wrote:
1: The whole "pilot shouldn't ever get the main turret" Has already been explained why it's a horrible idea, in several different ways.
Well, I still have yet to be convinced that it is a horrible idea. Godin Thekiller wrote:2: The MAV doesn't need a medium turret and two smalls, that's too much. medium turret and a small will do. Also, the MAV shouldn't get built in things (referring to your biomass and nanite bays, which you had no explaination for), nor should any vehicle should. MAV has always struck me as being an APC, only game I've ever played with APCs in it had them having a Main Gun and two secondaries. TBH though, I can agree that one medium and one small would suffice. As for the biomass/nanite bays, I figured that they would be self-explanatory (built in CRU/Supply Depot). If we get LLAVs again will they not have the built in repper? Godin Thekiller wrote:3: There's more than just the Marauder for HAV's, and you can't force a turret on a hull (how you sounded it should). Anyways, siege module working like EVE's (fuel based and damage based) wouldn't work. It'd get killed too easy. I should have clarified, the (* turrets) were more of a slot size recommendation rather than a hard and fast "it must be this size". Also, the idea I had stole about Siege mods said nothing of damage and everything of turret tracking speed (which I mentioned would be terrible out of Siege). I think that having a significantly increased turret tracking speed with an already high DPH potential would increase survival. Godin Thekiller wrote:4: You just said a DS gets no turrets. No need for explanation for how stupid that is.
5: ADS is not a Gunship; it's an Assault DS, a TII DS.
It seems like you don't know what T II is.........
Or even use vehicles much.................... If a DS is a dedicated fast transport unit why does it need turrets again? I mean, if all it is intended to do is ferry troops to the front so they can ID down from the sky what is the point in turrets? Please explain to me the difference between a gunship and an assault dropship. They sound like they'd be identical to me, what makes an Assault Dropship not a Gunship? While we are at it, who is to say that a Gunship isn't an upgraded (aka higher tier) dropship? I know full well what T2 is though I will admit that my knowledge of vehicles is largely secondhand due to the fact that Dust doesn't have any vehicles I want to skill into (**cough**Minmatar Vehicles**cough**).
1: You can go read about all the reasons why that it is a bad idea, and if you still don't get why it's a bad idea, I fell for you
2: It should be removed, and a module should be made for it. Forcing someone to use something imo is a bad idea (look at EVE; Carrers are not forced into using a triage module, and Titans are not forced into using a DD) in Itself. Lastly, Although the MAV shouldn't be bonused for a CRU (that treds on the DS's role of troop transport), it should get the ability of having people stocked up. Using this idea, it could have a bigger cargo bay in the game, as well as being bonused mobile supply depot, making it easier (and better than other vehicles) to keep people stocked on ammo, rather than having to grab extra out of the hold (also opening up the hold for other things (like extra fits.
3: Ah, okay, that's more like it. Well, really, the turrets are fine as is for tracking speed. The large blaster could use a slight lowering, but otherwise, not much is needed to change. For the siege module, you said it should be boosted for tracking, which makes aiming better, which means you have a easier time putting down damage, which makes it damage based. and A still vehicle with no change in defenses would get AVed to hell. There would be no point in it. And again, The MArauder exists.
4: Gunship is faster, less armored, has better armament, and the ADS can still carry troops, while the Gunship cannot. IT also has a different model.
5: I want you to think about where a DS has to pick up and drop off troops............. You guessed it (or at least I hope you did), a warzone, where it is likely to be very hot.Of course a transport would need turrets; why would ANY transport need weapons?
6: If you know what T II is, then why are you making T I hulls a bunch of T II's, then mixing them into one?
click me
Blup Blub Bloop. Translation: Die -_-
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Monkey MAC
Rough Riders..
2866
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Posted - 2014.05.19 05:57:00 -
[30] - Quote
Alaika Arbosa wrote:My thoughts on Vehicles in Legion
First off, I'd like to say that I think all vehicles in Legion should be Crew Served. There should be no "I drive and shoot" vehicles at all (unless the driver is swapping seats). This is a team game and it should encourage teamplay.
Goodness me no, so the entire use of your investment relies on some mltm0 blueberry you don't know and hope he is competent enough to fire on the target you are trying to present him? Vehicles do not have to be crew served as the compulsory, but it shouldn't give 1 person more than 1 forcestrength either.
Alright, now that that is out of the way....
LAVs: Fast, light troop transport intended for small groups looking for fast insertion (that is much less conspicuous than a DS tearing through the sky). They should be the most maneuverable ground vehicles in the game, fairly squishy with only minor offensive potential (single small turret best used to deter enemies from pursuing). Seats three, one driver, one (Small turret) gunner and one passenger (potential to swap turret for extra seat giving one driver and three passengers).
Like the idea of being able to swap out the turet for a seat
MAVs: Durable squad logistical support vehicles intended for use as a mobile command post. Not as fast as LAVs though able to muscle over nearly any terrain, moderately defensible (no need to flee at the first sign of hostiles, though by no means a main battle station). Possesses built in Biomass and Nanite bays, seats six passengers (plus one driver, one main (Medium turret) gunner and two secondary gunners) with enough cargo space to accommodate their gear.
Nope, a MAV is literally an APC it jist won't have the size or the tank to be a command post. 6 passenger, 1 driver operated light/medium turret will be more than sufficient.
HAVs: Beastly direct action support vehicles intended for use as point defense/mobile artillery. Decent ground speed (3/4 MAV speed at max), terrible turret tracking speed (at least outside of Siege), ridiculous EHP and massive DPH potential. Seats one driver, one main (large turret) gunner and two secondary gunners. Can fit a Siege module which consume fuel though increases turret tracking speed at the cost of mobility (activating a Siege mod renders the HAV immobile until the Siege cycle is over).
Fuel? So now we have fuel? Seige modules typically reduce your speed to 5% of its maximum, reduce tracking speeds, but increasd damage and resistance, however seige modes typically time to deactivate meaning a seiged vehicle is often doomed in a poor engagement
DSs: Fast (max speed 3x that of an LAV), fragile, maneuverable airborne troop transports capable of moving up to two squads of passengers faster than any other mode of transport. No turrets though equipped with chaff to assist in longevity as well as a tractor module for those times when the extraction point is too hot for a landing. Seats a single pilot in addition to twelve passengers.
LZ's will always be hot becausd you have no weapons from which ypur team can defend yourself, dropships are typically tactical troop transports, taking no more than 6, but allowing you to drop them off in presice locations, which is better than HALO jumping from a hercules class transport. 6 passengers, 2 light turrets
ADSs: Gunships that are slightly slower than DSs (3/4 DS speed at max), less maneuverable, fairly durable (~150% DS EHP) and bristling with guns though with no passengers. Seats one pilot, one main (Medium turret) gunner and four secondary gunners.
if anything an ADS should have less EHP and more maneuverability, it's an assault model. Once again there is no need to change it, it's too Assault Forwarded
Just a quick runthrough on how I believe vehicles should be (not exactly, though at least the idea is conveyed). All vehicles should have a defined role that isn't just "I invincibly pwn everything".
Instead of trying to drastically change the majority of vehicles which already work (even HAV's are almost balanced), instead consider more vehicles that fill the roles you want.
MATV: (Medium Aerial Transport Vehicle) Carries 18 people/12 + 1 LAV/ 2 MAV's / 1 HAV MATV are all about logistics, flying is the superior mode of transport and these craft let everyone have access to it.
HAAV: Gunships! 2 slaved medium turrets (on each side), 1 light guners turret.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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