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Lazer Fo Cused
Shining Flame Amarr Empire
20
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Posted - 2014.10.17 18:00:00 -
[1] - Quote
1. Bring back basic skills 1a. Electronics - 5% CPU per level 1b. Engineering - 5% PG per level 1c. Shield - 5% Shield HP per level 1d. Armor - 5% Armor HP per level 1e. Turret prof - x% damage per level 1e. Hacking skill - Can it actually affect the recall feature? If im faster at hacking enemy systems then i would be faster with a system i already know 1g. Basically if infantry have these skills then why not vehicle users too?
2. Follow EVE rules on the basics 2a. Capacitors really should be added, this then adds a number of different modules and weapons, also more skills and also no timers if they are relient on cap so a resistance mod for example could perma run like it can do on a ship in EVE - If anything i would expect this more in Legion if it ever gets green lit 2b. Armor hardeners are active and not passive 2c. Shield always regenrates passively even if you deal 100damage and it regens at 10per second over 10seconds it will be back to 100 2d. Shield extenders add to the passive recharge rate of shields 2e. Shield extenders also add to the sig radius of a vehicle ie in DUST it would mean a suit would pick it up from farther away 2f. Caldari - Shield, Gallente - Rep rate, Amarr - Armor, Minmatar - Speed, Also Minmatar fastest tank, Gallente/Caladari next as they are and Amarr last because slower with more armor 2g. Multiple modules have a stacking penalty 2h. After skills the 1st module isnt suspect to stacking penalties
3. Bring back the different hulls with meaning full role skills added to them 3a. Scout LAV - Faster by x amount, Lower sig radius, prob reduced base defences for the extra speed and no turret instead 4 seats? Need racial skill 3b. Logi LAV - The resistance wasnt a bad idea because it could stay in dangerous places to rep vehicles/infantry problem was murder taxi but i have a problem with jihad jeeps but get told 'sandbox' so i say 'sandbox' Need racial skill 3c. Logi DS - Inbuilt CRU with a Supply depot for infantry, promotes picking up and dropping off since infantry get amm back, wp needed for ticks of ammo given and mCRU spawns, also shouldnt take up a module slot, ideas for racial skill? damage resistance maybe? 3d. ADS - As it is it is built for killing and it needs to do its job, if its not then scrap it and introduce fighters 3e. Marauders - Added damage reduction x% per level for racial defence ie Caldari/Minmatar - Shield, Amarr/Gallente - Armor, Need general skill for all 3f. Enforcers - Added damage increase x% per level for racial turret ie Caldari - Missiles/Railguns, Amarr - Lazers, Gallente - Blasters, Minmatar - Projectile/Missiles, Need general skill for all
4. Bring back modules variety 4a. Passive/active resistance plates 4b. Nanofibre hull modules 4c. Passive/active heat sinks 4d. Shield rechargers 4e. Overdrives 4f. Torque modules 4e. Tracking computers 4f. Remote Shield/Armor repairers
5. Bring back the slot layout for HAVs 5a. 5H/2L - Caldari/Minmatar, 2H/5L Gallente Armor 5b. Frankly in my basic tank i have to run proto modules with proto turret but the hull is just basic and 3/2 split we have now is terrible and leads to a lack of variety, possibly maybe the Enforcer/Marauders could go 5/2 layout but with that it means they can outclass the normal tank hulls so if normal tanks hulls we also 5/2 then its more balanced for newer pilots
6. Pilot suits - Needed for operating HAVs/DS but not LAVs due to no roof 6a. Scout type suit we already know, Low HP suit, Sidearm only, Racial skill bonus for each race, general bonus for all races, has to be a bonus that will affect all vehicles 6b. Possibly special mods for the suit that help enhance the vehicles ie CPU mod that diverts some CPU to the vehicle, or a mod that reduces heat build up for rails, ideas? 6c. Would they stack with other pilot suits? Incentive to run crews?
7. Since 1.9 is annouced the time for Amarr/Minmatar vehicles and the racial turrets has come
8. General fixes 8a. Railgun misfire - Simulates firing but fires nothing, railgun is worse for it and can overheat and fire nothing 8b. Missle Auto fire - Can fire all 12missiles in a row, have to tap the fire button like its semi auto 8c. Vehicles sticking to objects, catching on invisible walls 8d. General Shield damage - Can barely land without losing my entire shield, armor isnt too bad strong like ox takes barely any damage, in HAV go off a small hill lose shield
Think i covered it, not sure, maybe more i missed |
CLONE117
True Pros Forever
842
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Posted - 2014.10.17 20:05:00 -
[2] - Quote
i think im gonna have to go against the damage increase skill for large turrets.
certain rail tanks would become too powerful with it.
maybe a heat reduction?
pve for dust 514.
so what? u killed me twice with proto?.
i killed you once with my mlt fit.
that takes more skill.
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Lazer Fo Cused
Shining Flame Amarr Empire
25
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Posted - 2014.10.18 12:54:00 -
[3] - Quote
CLONE117 wrote:i think im gonna have to go against the damage increase skill for large turrets.
certain rail tanks would become too powerful with it.
maybe a heat reduction?
1. Possibly 1a. The Enforcers and Marauders all had bonuses to damage (4% & 3%) so a prof on top even at 3% was 30% & 35% at a base skill level not including damage mods which have changed fro 5% to upto 30% 1b. Infantry themselves have the Commando suits which offer 10% more damage when fully skilled with the weapons prof which is generally 3% per level the total is 25% at base but that is only really useful for the SL/PLC which is put on the Mimando/Galmando suit where as the heavy suit has no such bonus which is why you see the Caldari Sentinal used for AV with a FG because of the high slots for damage mods 1c. If the prof would be for each turret when it would have to be suited for it, currently its like 3% CPU/PG saving depending on the turret which is okay but i feel that should be a seperate skill for itself to begin with, more skills to skill into 1d. So like you said Railgun - Heat reduction - 5% per level? That way from 4 shots you get 5 which may not sound alot but is sometimes needed and can save you, Blaster - Heat reduction can be used but i feel reduction in shot dispersion is better as it is now my 2nd shot always misses, Missiles - 5% Increase in splash damage per level, Laser - 5% per level in heat reduction or if capacitor ever come into the game 5% per level reduction in capacitor usage |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2192
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Posted - 2014.10.18 13:04:00 -
[4] - Quote
Just an FYI....
It is Rattati.
Not, Rattari.
Might help if you got the name right.
Goes for all the threads.
The Universe is hostile, so impersonal
Devour to survive
So it is, so it's always been....
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KEROSIINI-TERO
The Rainbow Effect
1387
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Posted - 2014.10.18 16:48:00 -
[5] - Quote
Lazer Fo Cused wrote: . .
1g. Basically if infantry have these skills then why not vehicle users too? . .
Your point 1G answered the whole bunch: Infantry should also get rid of those hard skills. Anything hard like +5% HP, +5%PG/CPU and - Amarr forbid - +5% damage.
Those fittings bonuses seem innocent but include a trap. Hull and fitting design and balance has to take maximum fittings into account while balancing, they set the par so to say. Before the great deal of community has maxed out skills, vehicles seem to be weak like little baby farts, and junior vehicle users get totally smashed. Expect season of QQ, maybe even buffs. After long time, masses get maxed and BOOM vehicles are OP again.
In short: hard bonuses make it 'Have these at maximum or don't bother trying'
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Lazer Fo Cused
Shining Flame Amarr Empire
29
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Posted - 2014.10.19 12:52:00 -
[6] - Quote
KEROSIINI-TERO wrote:Lazer Fo Cused wrote: . .
1g. Basically if infantry have these skills then why not vehicle users too? . .
Your point 1G answered the whole bunch: Infantry should also get rid of those hard skills. Anything hard like +5% HP, +5%PG/CPU and - Amarr forbid - +5% damage. Those fittings bonuses seem innocent but include a trap. Hull and fitting design and balance has to take maximum fittings into account while balancing, they set the par so to say. Before the great deal of community has maxed out skills, vehicles seem to be weak like little baby farts, and junior vehicle users get totally smashed. Expect season of QQ, maybe even buffs. After long time, masses get maxed and BOOM vehicles are OP again. In short: hard bonuses make it 'Have these at maximum or don't bother trying'
1. Fair point - If more core skills are added it does lead to vets having more than noobs on a basic level and currently this is seen in infantry more than vehicles 1a. New Eden - Core skills are apart of EVE from the ships to the modules and turrets and then some, essentially you could say alot of skills are core to perfect that suit or weapon etc 1b. If core skills are removed what do players skill into?
2. Vehicles & infantry core skills 2a. The difference is noticible when vehicles did have them but also the militia vehicles were a 2/2 layout while basic was a 2/5 but now vehicles are 2/3 and as with the 1.7 change to vehicles militia to a point were just as good to use, frankly they are still not too bad but dies that mean adv/proto are on the cards? 2b. Take infantry now, militia suits are generally 1/2 slots difference max but they have adv/proto suits which more of everything at a cost of SP and ISK and essentially if adv/proto vehicles come into play then that cost would also go up in SP and ISK and add in Pilot suits then it goes up more
3. What replaces the skills? I think that is the main question, removal of certain skills leaves other skills which can be classed as core skills such as prof for a weapon 3a. Essentially the skills are a apart of new eden more than DUST, if the geames are to exist in the same universe then things are expected to be similar |
Lazer Fo Cused
Shining Flame Amarr Empire
39
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Posted - 2014.10.31 14:41:00 -
[7] - Quote
1. Since the cap will be 750k per week adding back the vast majority of the skills, modules, turrets and vehicle hulls which were taken out will actually give something for pilots to aim and skill into
2. Adding in pilot suits will also do the same thing since it would be 2.4mil to proto 2a. Adding in any pilot suit modules will also give more areas to skill into |
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