Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Anarchide
Greedy Bastards
2247
|
Posted - 2014.07.06 19:05:00 -
[31] - Quote
DontChimpOut wrote:Anarchide wrote:Takahashi Kashuken wrote: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. Might aswell stop playing dust Wait for legion instead Sir, give me the keys to your tank, NOW Doesn't mean you'll be able to use it well. This is OBVIOUS
I'm a pretty Princess
|
Gloomy Cobra
Eternal Beings Proficiency V.
71
|
Posted - 2014.07.06 20:22:00 -
[32] - 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. Thank you for replaying to this, and I look forward to making a post that might/could persuade you to thinking about doing the first and second question Honestly though i asked the last three questions because i wanted to see if it was possible of getting them because I was really tired of thinking about it, and now i can stop thinking about it.
Though you said that getting the pilot suit would be "Very unlikely", i still think that it can help differentiate who has spent a lot of SP into vehicles.
***TO those that are saying that the logi vehicles were op, please just be quiet. Av can now stand up to it and so can other vehicles, however for those who have ruined it by using it to not do anything but murder taxi they should be nurfed :P Logi vehicles were fun for those who never used it, they had their own unique play style (besides running over people) and the remote armor rep and shield rep made it even feel more of a true hero to the battlefield.
The so called negative feedback is often love in disguise. Take full advantage!
|
Iron Wolf Saber
Den of Swords
15769
|
Posted - 2014.07.07 02:35:00 -
[33] - 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
|
Leovarian L Lavitz
BATTLE SURVEY GROUP Dark Taboo
1134
|
Posted - 2014.07.07 02:45:00 -
[34] - Quote
Can we allow repair tool usage from the passenger seat?
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
|
Bethhy
Ancient Exiles. General Tso's Alliance
2124
|
Posted - 2014.07.07 03:34:00 -
[35] - 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.
Just makes so little sense, Why CCP would have an established community and product running and not test assets and concepts being developed for Legion, It serves dual purposes..
Not only generated revenue streams for CCP on assets they wouldn't have a chance on return for possibly 2 years + for legion development.. But use a veteran community to balance test the concepts.
Not even testing the concept and balance nature around the Heavy weapon variants or vehicle variants just leaves SOOO much to be done in Legion beta.
You guys are leaving more work for yourself having to rework the same numbers for months.. in the end... instead of mitigating any of it now. While gaining positives results and revenue from an already established CCP product.
|
Heimdallr69
Nyain San
2733
|
Posted - 2014.07.07 03:39:00 -
[36] - Quote
DontChimpOut wrote:Atiim wrote:DontChimpOut wrote:Atiim wrote:DontChimpOut wrote: Am I wrong?
Yes, as always Spkr4TheDead. Oh really now? That's a big accusation there. But entirely plausible. Your the only other pilot on the Forums who references 'Darkside' Swarm Launchers besides Spkr4TheDead, and your syntax is identical to him you. Oh, so proper typing means I'm somebody? There's over 7 billion people on the planet, yet you're so certain I'm that one person? Maybe you should be a psychic or something. Soo he was right?!
Removed inappropriate content - CCP Logibro
|
Bethhy
Ancient Exiles. General Tso's Alliance
2125
|
Posted - 2014.07.07 03:47:00 -
[37] - Quote
Iron Wolf Saber wrote: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.
All the turret modules where awesome.. But the damage module made turret turning speed and recoil reudction less useful. Was more a module balance issue that got asked for and never took place.. rather then 2 of them being pointless.
All the navigation modules took away "tank" for speed... In the time when speed tanking was viable it was a very solid module layout for hit and run tanks.. But now with the way they naturally buffed all tank speed to crazy amounts compared to before? it's like every tank comes with them pre fitted.
Logistical Vehicle Remote Repair Modules.. Largely didnt work out when put into spreadsheets. Logstic LAV's with the ability t repair your squads SHields was an amazing concept.. Sadly the way CCP did Logistic roles in general then was to give them ridiculous amounts of health... and bam they are a Logi.. Really it just needed logistic based bonuses not tanky based bonuses.
Logistic dropship was the same issue. the concept around it reapiring other vehicles and offering support was awesome.. The problem with it is the CCP Shanghai curse with logistic balance and relevancy.. Where they just agve it a crap load of active health and BAM called it a "Logi"
Black ops and enforcer tanks i have to agree with IWS.. Though they where awesome and cool. The only performed their role very rarely. But i feel this was more do to the slot loadout and bonuses.. But with the way the tank dynamic works now? it's hard to see a reason for a Marauder and Enforcer tank. Having a mobile CRU built into a tactical tank(Marauder) is pretty cool though, might even give a chance for a Red-lined team to come back. |
|
CCP Rattati
C C P C C P Alliance
3610
|
Posted - 2014.07.07 04:07:00 -
[38] - Quote
We are open to smart prioritized suggestions, for example, a LogiLav with Tank speed
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
XxGhazbaranxX
Eternal Beings Proficiency V.
1657
|
Posted - 2014.07.07 04:41:00 -
[39] - Quote
CCP Rattati wrote:We are open to smart prioritized suggestions, for example, a LogiLav with Tank speed
Well I think the solution is simple; Reduce speed to one that is in between the LAV and The tank, Call is an MSV (medium support vehicle) and assign the icon of medium vehicles.
change The turret for a logistics turret, so the "gunner" will be the one doing the repping instead of the driver and increase survivabilty accordingly.
There we go, balanced, useful, and more importantly returned to the game.
Do the same For Dropships: Give them considerably more HP, reduce their speed to militia levels, Make the gun a logistics turret and vuala: It's Tank can't be exploited to rain death on enemies since it has no offensive capabilities.
Both turrets need to be activated on infantry and vehicles and should completely outclass that repair tool because It 1) needs two operators and 2) it should costs considerably more.
Make the skills give 5% to repping tool distance and give the base distance the same as the Lai Dai Flux repair tool since one of the major factors to repping things with Logi vehicles was the distance at which you were able to rep things
ENFASIS ON NO OFFENSIVE CAPABILITIES... includes roadkilling (jelly bumber to not harm mercs... troll troll but will be necesary due to the survivability they should have)
Plasma Cannon Advocate
Dust 514 Survivor
|
SponkSponkSponk
The Southern Legion Final Resolution.
905
|
Posted - 2014.07.07 04:52:00 -
[40] - Quote
CCP Rattati wrote:We are open to smart prioritized suggestions, for example, a LogiLav with Tank speed
My suggestion is to look at gameplay gaps first.
For instance, while a hard-to-scan scout LAV is possible and makes sense, it's probably not a role that actually needs filling.
A role that does need filling, however, is that of a mobile resupply vehicle for when supply depots are not available.
It's probably too difficult to make a vehicle with an inbuilt supply depot because of the programming issues, but how about this for a quick fix:
Quote:Suggestion: add a variation to the ammunition modules:
Infantry Ammo Expansion Unit
* Low slot * Same fitting costs as other ammo expansion units
Provides 10% ammo resupply rate to passengers.
Ideally, I'd love it to be area effect around the vehicle, but that's probably not going to happen.
Dust/Eve transfers
|
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11679
|
Posted - 2014.07.07 04:53:00 -
[41] - Quote
XxGhazbaranxX wrote:CCP Rattati wrote:We are open to smart prioritized suggestions, for example, a LogiLav with Tank speed Well I think the solution is simple; Reduce speed to one that is in between the LAV and The tank, Call is an MSV (medium support vehicle) and assign the icon of medium vehicles. change The turret for a logistics turret, so the "gunner" will be the one doing the repping instead of the driver and increase survivabilty accordingly. There we go, balanced, useful, and more importantly returned to the game.
Do the same For Dropships: Give them considerably more HP, reduce their speed to militia levels, Make the gun a logistics turret and vuala: It's Tank can't be exploited to rain death on enemies since it has no offensive capabilities.
Both turrets need to be activated on infantry and vehicles and should completely outclass that repair tool because It 1) needs two operators and 2) it should costs considerably more.
Make the skills give 5% to repping tool distance and give the base distance the same as the Lai Dai Flux repair tool since one of the major factors to repping things with Logi vehicles was the distance at which you were able to rep things ENFASIS ON NO OFFENSIVE CAPABILITIES... includes roadkilling (jelly bumber to not harm mercs... troll troll but will be necesary due to the survivability they should have)
This man speaks of Logis.....real logis.... and real logi bonuses.....even if he is having trouble emphasising his point.
"So you came back......My son, my Udorian son.....bearing the filthy blood of his heathen mother." - Eaderan Ouryon
|
Alena Ventrallis
The Neutral Zone Psychotic Alliance
1430
|
Posted - 2014.07.07 05:09:00 -
[42] - Quote
XxGhazbaranxX wrote: Well I think the solution is simple; Reduce speed to one that is in between the LAV and The tank, Call is an MSV (medium support vehicle) and assign the icon of medium vehicles.
change The turret for a logistics turret, so the "gunner" will be the one doing the repping instead of the driver and increase survivabilty accordingly.
There we go, balanced, useful, and more importantly returned to the game.
Do the same For Dropships: Give them considerably more HP, reduce their speed to militia levels, Make the gun a logistics turret and vuala: It's Tank can't be exploited to rain death on enemies since it has no offensive capabilities.
Both turrets need to be activated on infantry and vehicles and should completely outclass that repair tool because It 1) needs two operators and 2) it should costs considerably more.
Make the skills give 5% to repping tool distance and give the base distance the same as the Lai Dai Flux repair tool since one of the major factors to repping things with Logi vehicles was the distance at which you were able to rep things
ENFASIS ON NO OFFENSIVE CAPABILITIES... includes roadkilling (jelly bumber to not harm mercs... troll troll but will be necesary due to the survivability they should have) You're going about it wrong. you're making the pilot just that, a pilot. He does nothing other than fly the thing, which is why you almost never see a regular DS or LAV used like it should. Because someone doesn't want to just sit there and drive, we want something to do to.
They need turrets as well, as they will be primaried quickly and need some means to defend themselves with. As well, logi suits get a weapon, so why not vehicles? And the turrets requires you to have a gunner, which requires teamwork, and whom can be shot out of the turret rather simply.
5% distance is worthless, especially for a dropship. Make that a 50% boost to range. At max levels, the range should be measured in the hundreds of meters. This gives room for the logi vehicle and its target to move around without having to hump each other. 30m works well for infantry, but not vehicles.
Murdertaxis were not the fault of the LLAV, but the fault of how ramming damage was calculated. Now that they fixed it, LLAVs can return with their strong defenses without worrying about this.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
|
XxGhazbaranxX
Eternal Beings Proficiency V.
1657
|
Posted - 2014.07.07 05:21:00 -
[43] - Quote
Alena Ventrallis wrote: You're going about it wrong. you're making the pilot just that, a pilot. He does nothing other than fly the thing, which is why you almost never see a regular DS or LAV used like it should. Because someone doesn't want to just sit there and drive, we want something to do to.
They need turrets as well, as they will be primaried quickly and need some means to defend themselves with. As well, logi suits get a weapon, so why not vehicles? And the turrets requires you to have a gunner, which requires teamwork, and whom can be shot out of the turret rather simply.
5% distance is worthless, especially for a dropship. Make that a 50% boost to range. At max levels, the range should be measured in the hundreds of meters. This gives room for the logi vehicle and its target to move around without having to hump each other. 30m works well for infantry, but not vehicles.
Murdertaxis were not the fault of the LLAV, but the fault of how ramming damage was calculated. Now that they fixed it, LLAVs can return with their strong defenses without worrying about this.
While Your emphasis on the driver being able to do something is good, I completely disagree with offensive capabilities. Logi Lavs were never used in an offensive manner, except for murder taxi's, because they had an in built 30% reduction in damage output to the turret.... I remember trying scattered blaster in one against a target that was standing still, my friend thought I had connection issues and told me to get off the gun so he could try, spoiler - it wasn't me. The vehicle damagereduction to turrets was evident and should be there. Having it be a better gunning platform simply due to being able to take punishment is bad design at best and it would overlap with the purpose of the LAV (light assault vehicles) and Assault dropships which are designed with assaulting in mind.
If you want to use a Logi LAV/dropship it's because you have a different mindset other than run and gun. You put your team and the ojective(To win) above yourself and understand that you are not the protagonist of the story; the team is and it is therefore beneficial to be a facilitator...
True Adamance wrote: This man speaks of Logis.....real logis.... and real logi bonuses.....even if he is having trouble emphasising his point.
I see what you did there...
Plasma Cannon Advocate
Dust 514 Survivor
|
Iron Wolf Saber
Den of Swords
15770
|
Posted - 2014.07.07 06:27:00 -
[44] - 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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
|
Iron Wolf Saber
Den of Swords
15770
|
Posted - 2014.07.07 06:33:00 -
[45] - 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
|
xTheSiLLyRaBBiTx
Haus of Triage
198
|
Posted - 2014.07.07 07:12:00 -
[46] - 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.
The most honest answer I've heard from a DEV in this game.... The first ever lol
|LOGi GOD|
Join Haus of Triage
|
Mathew LaBorde
The Generals Anime Empire.
49
|
Posted - 2014.07.07 11:00:00 -
[47] - 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. K so IMA go ahead and spend these skill points I was saving for suit. Brewer vehicles. I remember there being like a scooter or something like two or three E3's ago? Shield repper? A ghost tank but is unlikely. Give me a lazer turret for my tank. Like viziam. Also for heavy. |
Derpty Derp
It's All Gone Derp
207
|
Posted - 2014.07.07 11:57:00 -
[48] - Quote
CCP Rattati wrote:We are open to smart prioritized suggestions, for example, a LogiLav with Tank speed
How about a small/large turret that does the repping, so you sacrifice your damage output for it... With a high enough fitting cost you could make the vehicles very squishy as well, like dropsuit logis. |
Aoena Rays
Bragian Order Amarr Empire
506
|
Posted - 2014.07.08 05:20:00 -
[49] - Quote
Gloomy Cobra wrote: -Will we ever get the rest of the vehicle racial for dust?
Nope, that's new content and content stream for dust is done :) Get ready for Legion!
Story of your life
|
killian178
S.e.V.e.N. General Tso's Alliance
30
|
Posted - 2014.07.08 06:02:00 -
[50] - 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. Most if not all vehicle mod need to be put back in, and most made more effective so that there's more than just tanked tanks w damage mods running around. Variety is key in dust.
LLavs shouldn't be a problem anymore with a slight looking at by devs.
Other vehicle variants are desperately needed to make the vehicle battles more evened out. (Enforcers, LDS etc)
Pilot suit nowwwwwwwwwww! Even if it's ability is one extra mod, dedicated pilots need a suit, period. I've been waiting for tat more than anything in dust.
Think about: )
Gal and amarr commando, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
|
|
Louis Domi
Pradox One Proficiency V.
447
|
Posted - 2014.07.08 06:39:00 -
[51] - Quote
Iron Wolf Saber wrote: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 moduled.
Logistics LAV largest mobility hamper however is not the max speed but acceleration.
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.
Agree with all of that, but I must ask, who was it that made it insta death for LAV's to touch tanks? I mean if they are going to re-implement LLAV's some time in the near future or far future I can already see me accidently bumping a friendly tank that I'm repping and I go up in flames. |
Nocturnal Soul
Immortal Retribution
3489
|
Posted - 2014.07.08 07:07:00 -
[52] - Quote
Cat Merc wrote:Adipem Nothi wrote:None of your wishes can be granted until this chap admits that he's a troll, Duna's KDR dips below 25, and Spkr promises to stop eating crayons. In other words, for the people who are confused by DUST terms: when hell freezes over and pigs start flying. We already have flying pigs though.
Its alright everyone, no need to worry it's just an Amarr scout :(
|
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |