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Godin Thekiller
The Corporate Raiders
2613
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Posted - 2014.06.15 19:54:00 -
[1] - Quote
Alabastor 'TheBlaster' Alcar wrote:will we ever be getting back the active repair modules and all of the rest of the removed modules from before the great vehicle breaking? Fixed
Anyways, I say we keep things like the new shield recharge and ammo, as well as the vehicle speeds (acceleration needs nerfing), and the turret changes going imo bravo, and lastly the Shield hardeners (shield boosters needs to be reworded however imo; they were terrible then, and they are now).
Otherwise, the pre-1.7 vehicles does need to come back. Progression for active modules, passive damage mods (unless people actually like the new damage mods), All the modules that were removed, (including the active ones, as these passive ones are just garbage). And most of all? The slot layout and fitting requirements (as well as the old CPU/PG amounts).
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Godin Thekiller
The Corporate Raiders
2616
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Posted - 2014.06.15 23:39:00 -
[2] - Quote
LAVALLOIS Nash wrote:Id like to see some of the modules brought back. Even some of the vehicles too so that it adds a little diversity. They were removed to make way for racial vehicles, but since development on that has been stopped, it would be nice.
Examples of how its possible:
-I still have a "Militia Overdrive" module in my storage. Gives a 12% torque bonus. I cant buy anymore though, but since its still in the game, it can be put back for direct sale. How many other modules haven't been removed but are still "hidden"?
-Vehicles that were previously BPO or special edition vehicles could be put on direct sale with modified names and stats. The assets are already there its just a question of access, names, and numbers. SP restrictions could be based on Proficiency levels.
T II vehicle hulls and turrets were removed due to them being either useless or just downright better than T I's. It had nothing to do with racial vehicles..............
As for the BPO's, no.
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Godin Thekiller
The Corporate Raiders
2627
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Posted - 2014.06.18 17:32:00 -
[3] - Quote
Glyd Path wrote:Ah, no. They (the true ccp) didn't like how we played vehicles (tanks in particular) and told us in no uncertain terms that we were bad, bad tankers and thus the vehicle rebalance would show us the error of our ways. Well, this is the result. Tanks that have to run away to let modules recharge and to have armor/shields repair themselves.
Personally I hope they never make armor repair modules active again. They rarely worked correctly and never in the heat of battle. Like many, many things in dust their UI is terrible and horribly inconsistent. In particular during battle. Activating an armor repair module then deciding to activate the second one would, 90% of the time, turn off the first one. Leaving you with none. Regardless of how carefully you set the module activation circle of randomness. A miserable experience that cost more tanks than the armor repairers saved, truth be told.
Then there is the fact that the repair wouldn't happened until after the module had pulsed while every other module activated and cycled in the other order.
This method is much better. At least it reduces the rage quitting from tankers wanting to actually be in a battle versus getting killed because ccp cannot activate the correct module.
It will be interesting to find out, from others, how project legion will activate modules. If eve uses a circle of randomness (which I doubt) then all is lost. However, a PC only game will most likely allow either function keys or number keys to activate modules. Which sucks for game controllers.
They worked quite well, wtf are you talking about? Were you using the right ones?
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Blup Blub Bloop. Translation: Die -_-
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