Evan Gotabor
Prima Gallicus
29
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Posted - 2014.06.29 16:38:00 -
[1] - Quote
For the moment, a tank or a dropship pilot rely more or less on himself on the battlefield, and has to run because at least 1/4 of the current player base can deploy forge-guns/swarms/PLC/mines. And that is good ! However, now might be the time re-add some cooperation and tactical interest to the pilots. We do the SAME things since 1.6, which make what, more than 6 month now ? 6 month we are using the same dozen of modules and tactics, thats ENOUGH !
Unlike infantry, we donGÇÖt have the capability to test new things, where are the different cyclic missile launcher and the dispersed blaster ? Where are the tons of modules we had before ? There is nothing to discover/test anymore, I think I have done all the way to fit an Incubus or a Madrugar by now, ranging from full coop to solo. The ONLY little thing that remain interesting to my mind, is a fight between two ADS because this is the less predictable ending we can get from the current vehicle state. And because it is fun.
Right now, there are a lot of things you could re-add / modify
To add : - the logistic vehicles or at least the logistic modules (which will valorize teamwork for vehicles) - passives modules like the passive hardener and the passive speed booster - new active modules like something to reduce the dispersion (for the blaster), different kind of scanners (like for the infantry active scanners) - if not proto, at least advanced tanks, now we know that a proto AV is able to destroy a standard tank with ease, it might be interesting to test superior tanks (you will need to do it anyway if you want to balance better vehicles for Legion)
To modify : - war points for mobile CRU - the proficiency for all the turrets (right now it is just ridiculous and useless) - proficiency for specific vehicles (as an exemple, the missile on a python which can fire more rapidly than a small rail except if it is fitted on an Incubus). - reduce the damages for at least rail and missile, and instead, upgrade them by using or the proficiency, or by spending skill points in a vehicle (if I put SP into gallente tanks, I have a bonus to blaster damages while I use turrets small or large in a gallente tank). - the PG-CPU gain/reduction ; right now, I can gain only PG on armor, only CPU on shield, and PG-CPU with some turrets upgrades, and the damagers upgrade. We should be able like infantry, to simply upgrade or the PG or the CPU if we want to. There must be higher PG-CPU cost for some modules of course, we donGÇÖt want an incubus to be able to run a complex heavy armor repair + a complex 120mm armor plate + a complex armor hardener. But in the end, it would allow a greater fitting choice. - the 60mm armor plate which should slow down a vehicle less than a 120mm plate of the same level (I believe you are already aware of this).
And this is only the top of the iceberg, there are I think tons of things that havenGÇÖt come to my mind. I know this wonGÇÖt appear by using magic (probably need a client update for some of these things). It will require time, investment and probably a lot of coffee too from both the community and the devs. But in the end Dust 514 and in consequence Legion will be in better shape than they ever were. (for this part at least).
Thanks for reading this, I wish luck to the CCP devs, which no matter what people say have done an enormous job so far (some mistakes too, but who donGÇÖt make mistakes ?). We are counting on you guys !
Dropship pilot
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1660
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Posted - 2014.06.30 03:47:00 -
[2] - Quote
The biggest reason I'm against more mods for vehicles is because they're pretty pointless with the current slot layouts we have. If old mods kept their stats, there's no reason to use them over stacking plates, extenders, and/or reps now, or else you'll be at a major disadvantage.
Same for logistics vehicles: I love the idea, but if we get stuck with the old mods, they'll be terrible (and I really don't see CCP putting in the effort to make drastic changes to them). If they're going to be done, make sure they're done right. I'd love to see logi vehicles in Legion.
On the other hand, I won't object to anything new coming out. I'm am getting bored with the same ol same ol. I just doubt it'll be up to my expectations or worth using.
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Evan Gotabor
Prima Gallicus
30
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Posted - 2014.06.30 08:21:00 -
[3] - Quote
I quote the old mods as an exemple, I agree with you, things like the passive speed bonus would completely be useless compared to the active afterburner we already have. But I think there is a way to introduce a part of them, at least for the shield and armor active repair for both infantry and vehicle. Active scanners with different range, duration and profiles detection. Advanced and prototype mobile CRU. The different kind of armor plates (more or less what the infantry currently have with the ferroscale, the armor plates and the reactive plates).
As for the logistic vehicles, they would need some painting (what am I saying, ton of paint). Don't want to see those damn Charybdis once again with an included passive hardener of 30%.
But what need to be redone first is still the skill tree of vehicles. Take the vehicle engineering as an exemple. Why by all the hells that might exist should we invest more than the first level ? There is no advanced or prototype mobile CRU, it don't decrease the PG/CPU cost even if it is the MOST difficult module to enter in a dropship or a tank (it cost a lot, and it decrease the resiliance/firepower/tactical of a vehicle) and we don't even get WP for using them. This skill is as useless as the proficiency of the small turret (rotation speed) when you invest in them for an assault dropship.
Dropship pilot
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