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Thread Statistics | Show CCP posts - 2 post(s) |
Iron Wolf Saber
Den of Swords
15769
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Posted - 2014.07.07 02:35:00 -
[1] - Quote
CCP Rattati wrote:Gloomy Cobra wrote:Please answer these questions if you can :)
-When will we get the rest of the vehicle modules that have been taken out to 'reduce the noise' back in?
-When will we get the logi vehicles back?
-Will we ever get the rest of the vehicle racial for dust?
- Will we ever get the infamous pilot suit?
- Will we ever get any other vehicles other than the variants we already have for dust? Not sure, will listen to vehicle player feedback on what could/should be reintroduced first and why Not sure, I wasn't around when they were removed, need to understand the reasoning Very unlikely Very unlikely If you mean the Enforcer and those variants, maybe, if they don't ruin balance.
I'll help out a bit with context.
Previously there was quite a few modules added before the Vehicle 'nuke' was brought in. -We have various different types of weapon upgrades that adjusted how turrets behaved (turn rate, rate of fire, and heat) -There was navigation modules that adjusted navigation; agility vs acceleration (instead of straight up speed bonus) Some of these were useful some of them were not and they required significant investment to make worthwhile and the modules encouraged stacking. -There was weapon turret variants some where ignored due to poor functions or some had just superior functions (explosive railgun for example was just used because it was better against infantry. -Remote Repair modules basically removed on the grounds that the vehicles that used them where removed. -We had 'medium' plates that were removed as they offered a bit too much to LAVs. ... Bottom line most of these where removed because they were in fact extra noise module just to have modules and many of them where either far too much go to or far too much don't even bothers.
Logistic LAVs, Scout LAVs, Logistics Dropships, and Enforcer HAVs were removed simply on the grounds of the roles they did not fulfill. For example the Logistics LAV managed to turn into the ultimate murder taxi and was among the hardest vehicles to destroy because of it. So many of these vehicles did not fulfill the intended roles. Some of these may require some really creative tinkering to make them feel just as unique as the assault dropship the only specialist vehicle to survive the purge because it was the only one that had a role.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Iron Wolf Saber
Den of Swords
15770
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Posted - 2014.07.07 06:27:00 -
[2] - Quote
If I had to design a Logistics LAV in consideration of hotfix restraints.
... Is going to be difficult.
I have no idea how robust the effects systems are but I see no way without my own tinkering is how to make new effects needed for the roles; and I am very unsure if any of the old ones still exists in dust 514 client.
So harkening back to what can be done meanwhile other options get explored.
LAV Itself
Logistics LAVs will share the same color pattern as the Logistics Suits, Yellow
Logistics LAVs need to be tougher than standard LAVs.
Logistics LAVs needs to be SLOWER than standard LAVs before tank or moduled.
Logistics LAVs could have significantly more EHP than an LAV but must never rival an HAV itself.
Logistics LAVs fitting capabilities should
The Role of the Logistics LAV is Squad Support and Allied Vehicle Support depending on the fit.
LAVs in general need to have Transport assists distance could be adjusted to help balance.
Any Vehicle with an MCRU should be able to get reward points for it.
HAVs need to be able to pose a significant threat that should be avoided contact with as a Logi LAV; the Logi LAV MUST utilize tactics and proper module use to survive and escape.
Slot Layout could be superior to the LAV it is based on; only on the grounds weapons are removed from the fit or more significant drawbacks are given to the Logi LAV such as additional loss in speed that cannot be recouped back with a speed mod.
Logi LAV Toolbox.
These will require exploration
Deployables - One way a logistics vehicle can help others is the potential to 'throw down' equipment. I am unsure of this being possible considering that friendly fire can be an issue as well combined that giving a trait normally reserved for infantry into vehicles but its worth a shot. If this is feasible the following tools should be added. If possible this opens implications for the LAV's other cousin the Scout LAV as well. There is a few logistical types of deployables that could use existing assets to allow these to reasonably understand work
Turrets - Previous mechanics with the remote logistics made it rather clunky and unfun to use. Which brought back the idea; people have purposed to use the turrets as a replacement mechanic instead and I think it has merit using the repair tools mechanic to manage it without changing the effect; the only thing required would be to reskin the blasters to be a golden color to help indicate to gunners the logistical turret instead. If its is well above and beyond unfeasible then return as the module as is would suffice to some disappointment.
Another tool worth exploring is the concept of a mobile supply depot; this should be a significantly weaker version but all those nearby should be able to be slowly resupplied including vehicles.
The final tool worth exploring is aoe pulses- we know this is in game as the sensor pulse but I am unsure how feasible it would be to get that effect to change color or assign that pulse a different effect outside of its assigned one; if can be done on both fronts then we will be set up for infantry support.
Ideally the three of these if possible would be excellent as it would allow focus on roles of new modules to complete the toolbox for both Dropship variants and LAV variants.
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Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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Iron Wolf Saber
Den of Swords
15770
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Posted - 2014.07.07 06:33:00 -
[3] - Quote
Deployables - Nanosphere (caldari) Warplinks (gallente) similar to their infantry namesake cousins these offer extended performance and stronger durability though the effects are in varying competitive performance. Warplinks are very limited to how many can spawn (typically a squads worth) but they can queue up the entire squad at the same time. Nanospheres are able to rearm any infantry or vehicle in its effect while offering itself a stronger resistance to hostile attacks requireing effort to remove; the rate of rearming is something to be desired though and has a limited lifespan. Deployment is controlled by pilot.
Turrets - Remote Armor Repair and Remote Shield Transfers controlled by passengers
AOE Pulse - Trimark armor mister, Convalescent Shield Pulse, Cascade Nanomist, Pilot controlled pulse effects all those in range repairing their armor, shields, or ammo respectively.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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