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FIRSTNAME- lastname
Direct Action Resources
1
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Posted - 2014.10.15 18:44:00 -
[1] - Quote
This Thread is for anyone who has ideas based upon what should be done with the "Hopefully soon to come" Pilot Scouts. Plus i would just like to know what they are thinking about doing with em because i have been waiting a while for them to pop-up on the marketplace.
C15-A Sniper Rifle... Im Coming for you!
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Cross Atu
OSG Planetary Operations Covert Intervention
3261
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Posted - 2014.10.15 18:53:00 -
[2] - Quote
Just to be clear (and sorry for the nitpickyness of this) Scout suits, and Pilot suits are both sub-types of light frame as such they do not overlap any more than Commandos and Sentinels overlap.
Stating this simply in the hopes that feedback to this thread will retain focus on the Pilot suit and not devolve into a debate about Scouts one way or the other.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
90
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Posted - 2014.10.15 20:10:00 -
[3] - Quote
Currently all the bonuses to a vehicle are in the skill tree specifically for that vehicle (more or less). How do you create a bonus in Dropsuit Command that will somehow:
-complement vehicle command -be racially relevant -will not be redundant with vehicle command skills
It would almost have to be some sort of bonus set that would deal with the dropsuit when not in the vehicle.
We could talk about scanning bonuses, speed bonuses, damage bonuses etc, however in the end all of that belongs in the vehicle skill tree. Not to mention that even if they existed in dropsuit command, they would have to be split up logically amongst the races.
What are the actions a vehicle pilot takes when NOT in a vehicle? These are things that might just be relevant to a "Pilot" dropsuit without undermining the vehicle command skill tree.
-Calling in RDV -Recalling Vehicle -Moving to safe position to call/recall -Any other ideas or suggestions?? |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
90
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Posted - 2014.10.15 20:17:00 -
[4] - Quote
After giving it a little bit of thought:
Some sort of synergy bonus might work.
Assuming a dedicated pilot suit would be unarmed (except perhaps sidearm) and be low on module slots, CPU and/or PG, the resulting sacrifice could merit some sort of augmentation of certain features once in the vehicle in question.
This could allow dedicated pilots to have a tiny performance increase over someone who intends to "pop out" of their vehicle with an HMG at any given time. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13570
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Posted - 2014.10.15 20:36:00 -
[5] - Quote
Only thing I would do with Scout suits is reduce the standard mobility values of HAV by a universal X percent and reduce the turret tracking values of HAV turrets by 5-10%.
Then have each racial groups Pilot suit adjust those mobility values and provided a 1-2% per level bonus to turret tracking
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Lost Apollo
RISE of LEGION
7
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Posted - 2014.10.16 00:18:00 -
[6] - Quote
Pilot suit.... I've wondered about them....
Sidearm (only) Grenade (none) Equipment (2) Armor (1) Shield (5) I say sidearm only because there is no need for a pilot to have a light or heavy weapon. The pilot vehicle is The primary weapon or a pilot.
The armory thing, that's based more on maneuverability if they get shot down.
The shield thing for me, is more of a pilot type thing I guess. Since I wouldn't have armor plating, I would really like to have some type of shield.
To equipment slots, 1 for drop uplinks and the other for a repair tool maybe
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Lost Apollo
RISE of LEGION
7
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Posted - 2014.10.16 00:21:00 -
[7] - Quote
I have never, nor do I plan to, skill into the vehicle command. But for the people that do, a pilot suit would be nice.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Bright Cloud
Namtar Elite Gallente Federation
418
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Posted - 2014.10.16 01:11:00 -
[8] - Quote
When the pilot suit gets introduced prepare that every vehicle module gets nerfbatted in the same turn. Thats what happend when logi suits received specific bonuses and then equipments got nerfbatted in terms of how effective they are.
-Rep tools got reduced range and repair rate -nanohives got less nanites -active scanners worse scan precision -drop uplinks got their spawn timers massively increased
So if there would be a pilot suit for caldari/gallente the shield/armor modules would probs be nerfed and to operate tanks and dropships properly you would be required to spend ~2,8 million SP to just get the same results as previously without it.
Bright is the opposite of dark! Who would have thought of that?!
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2286
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Posted - 2014.10.16 01:14:00 -
[9] - Quote
Pilot role bonus: -3-5% mod cooldown per level.
Caldari: 3-5% base shield hp per level Amarr: 2-3% base armor hp per level Gallente: 2-3% armor repair hp per level Minmatar: 2-3% vehicle agility and 1-2% max speed per level
Just pulling number for the air, but these seem pretty balanced yet still worth using.
I also agree with the above poster that they should be limited to 1 or 2 sidearms, 2 equipment slots, no grenade, and 2/3/4 slot layout.
Sprawls in the future we can get "vehicle link" mods that the pilot fits that affect vehicle performance, but let's not get a head of ourselves.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2286
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Posted - 2014.10.16 01:21:00 -
[10] - Quote
Bright Cloud wrote:When the pilot suit gets introduced prepare that every vehicle module gets nerfbatted in the same turn. Thats what happend when logi suits received specific bonuses and then equipments got nerfbatted in terms of how effective they are.
-Rep tools got reduced range and repair rate -nanohives got less nanites -active scanners worse scan precision -drop uplinks got their spawn timers massively increased
So if there would be a pilot suit for caldari/gallente the shield/armor modules would probs be nerfed and to operate tanks and dropships properly you would be required to spend ~2,8 million SP to just get the same results as previously without it. While true, in some cases equipment was buffed when used by the racial Logi. Min and repair tools especially, scanners on the Gal (minus the focused), ammo/armor per pulse on the Cal for nanohives, and spawn count on the Amarr links were increased iirc.
I'd rather vehicles be slightly better than they are now when using fully skilled pilot suits and have those without be much worse. Most of the trouble with vehicles today is just MLT tank spam.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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Maken Tosch
DUST University Ivy League
9758
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Posted - 2014.10.16 02:19:00 -
[11] - Quote
It would have been far easier on CCP had they introduced pilot suits earlier so that all vehicles can be balanced around the idea of suits providing bonuses to the vehicles while driving them. Unfortunately, that didn't happen and CCP has already wasted a lot of time and resources trying to balance the vehicles without them. At this point, pilot suits would then have to be balanced as they are used outside of the vehicles rather than from the inside.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Bishop Harcourt
K-A-O-S theory
17
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Posted - 2014.10.16 09:37:00 -
[12] - Quote
For the universal role bonus, give the pilot suits a +X% cpu and pg per level for the vehicels they are driving. I know from my experience with the vehicles in dust, and from discussions with my corp pilots that this would ease the fitting burden that mods like the mobile CRU and the like put on their fittings. This would also lead to a lowering of blueberry GTA, as without the pilot suit at the same level, the vehicels could not preform(i.e the large turret would not fire on a tank, small turrets on DS/lavs).
Logibro,
Director,
KAOS THEORY's Official Minister of Science and Magic.
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The True Inferno
Myrmidon Syndicate
77
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Posted - 2014.10.16 09:49:00 -
[13] - Quote
The Pilot drop suits driscription I found on a inventory site:
Description The Pilot dropsuit enhances vehicle operability. Using an adaptive synth-nerve network, the suit seamlessly integrates with on-board systems, establishing a cognitive link between the user and the host vehicle. This provides unprecedented control over every aspect of a vehicleGÇÖs weapon, navigation, propulsion, and electronic subsystems.
Ill-suited to frontline combat, the Gallente suit instead incorporates a host of structural monitoring nodes, smart I/O channels and energy management controllers into a wearable interface that enhances the performance of the vehicleGÇÖs shield and armor subsystems.
In much the same way the capsule revolutionized space flight, the Pilot suit has vastly improved the man-machine interface for planetside vehicles.
The Minmatar skillbook I found:
Description Skill at operating Minmatar Pilot dropsuits.
Unlocks access to Minmatar Pilot dropsuits. Standard at lvl.1; advanced at lvl.3; prototype at lvl.5.
Pilot Suit Bonus: +10% to active vehicle module cooldown time per level. Minmatar Pilot Bonus: +5% to efficacy of vehicle weapon upgrade modules per level.
The Gallente skillbook I found:
Description Skill at operating Gallente Pilot dropsuits.
Unlocks access to Gallente Pilot dropsuits. Standard at lvl.1; advanced at lvl.3; prototype at lvl.5.
Pilot Suit Bonus: +10% to active vehicle module cooldown time per level. Gallente Pilot Bonus: +2% to efficacy of vehicle shield and armor modules per level.
So at least we know they were an intended role...
ScP = GÖÑ
If you like chiptune
An Ace Pilot
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3652
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Posted - 2014.10.16 09:56:00 -
[14] - Quote
Simplest way to apply a pilot suit bonus would basically be to make a pilot dropsuit a "hidden module" that slots in when the pilot boards.
It's kinda like skills are treated like hidden modules. Hence the clunky-ass system we have where suit variants can't be done without editing the skill itself or making a new one.
Make the pilot suit a bonus "skill module" that adds itself on boarding.
Give the pilot 50/50 shield/armor a sidearm and a bonus that adds to the vehicles. Pilot suits don't need to be combat-viable. They need to be entirely vehicle-enhancing.
Make each tier offer a specific bonus. Pilot suit skill enhances that bonus. No modules or equipment, slightly faster than an assault, slower than regular scouts.
That way you get an actual vdhicle enhancement without accidentally creating the next unintended combat dropsuit FOTM. No one in their right mind would deploy it without an HAV/DS buffer between them and the redberries.
And minimizing suit fittings minimizes cost which is CRITICAL when your vehicle can cost 300,000-500,000 ISK. Running another 130,000 dropsuit that adds nothing to the vehicle is pointless. Odds are it'll explode when the vehicle does. |
FIRSTNAME- lastname
Direct Action Resources
3
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Posted - 2014.10.16 16:21:00 -
[15] - Quote
Cross Atu wrote:Just to be clear (and sorry for the nitpickyness of this) Scout suits, and Pilot suits are both sub-types of light frame as such they do not overlap any more than Commandos and Sentinels overlap.
Stating this simply in the hopes that feedback to this thread will retain focus on the Pilot suit and not devolve into a debate about Scouts one way or the other.
Cheers, Cross its aight no problems
C15-A Sniper Rifle... Im Coming for you!
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