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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13803
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Posted - 2014.10.23 19:52:00 -
[1] - Quote
Breakin Stuff wrote:Atiim wrote:Breakin Stuff wrote:A pilot dropsuit should get bonuses to vehicle operation and zero fitting slots besides a sidearm.
I think they should have an equipment slot so that they can repair their Vehicles w/Repair Tools. Why do that when you can bonus the gallente ones to increase rep rates? Repair tools < Rep modules.
Cuz wez need active reps. None of this passive armour reps bull.
"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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13859
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Posted - 2014.10.27 21:30:00 -
[2] - Quote
Suggestive Post INCOMING
(Dirty talk for HAV lovers)
"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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13859
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Posted - 2014.10.27 22:04:00 -
[3] - Quote
Pokey Dravon wrote:True Adamance wrote:Suggestive Post INCOMING
(Dirty talk for HAV lovers) My body is ready.
I quite doubt it.
"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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14054
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Posted - 2014.11.02 04:08:00 -
[4] - Quote
Speaking of Vehicle I have a proposition for CCP Rattati that puts the power of HAV back in the skill tree and in your module selection if Pilot suits were a thing I think the only need for them would be something like
Suit Bonus - 1% to Turret Tracking Speed
Racial Bonus :
Amarr- 1% to Large and small Laser Turret reload per level Minmatar- " to Artillery Turret reload per level Caldari- " to Missile Turret reload per level Gallente- " to Hybrid Turret reload per level
Small but useful bonuses that don't affect overall balance too much but are worth having.
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14064
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Posted - 2014.11.03 01:41:00 -
[5] - Quote
Pokey Dravon wrote:Joseph Ridgeson wrote: Coming up with ways "it can work" or at least "what it can do" is easy enough. It has been done in this thread about making it reduce cooldowns on modules (there is a skill for that), make modules last longer (skill for that), give bonuses to repair (guess what? Skill exists), turret rotation (Yup), reduce the movement penalty from armor (it's a newer one, but yes), and shield recharge delay reduction (this one is actually not in game providing you mean recharge from damage and not depleted). But, yes, I am going to hold to the fact that all of this falls into Scenario 1 or 2. Either a balance problem or CCP saying "put more effort in to do what you are supposed to do."
You're right, skills do exist that modify that, but as stated before, the vehicle provides the baseline defenses, the suit provides the racial flair and heavily modifies the utility. For example you could take a Gunnlogi and put a Caldari Pilot in, the HAV now has better turret reload speed and better acceleration. You put a Minmatar Pilot in that same HAV and now it has faster Turret tracking and higher top speed. This is very similar to how Strategic Cruisers work in EVE, the hull of the ship is the same, but depending on what subsystems you put on it, it modifies the role of the ship. In this case the pilot and its Link modules play the role of the subsystem, modifying the base hull + skill bonuses. It's simply a means to further customize the vehicle, particularly since vehicle fitting is well....boring as ****. Joseph Ridgeson wrote: Allow me to flip the scenario a little bit with AV. When most Vehicles were too powerful in early 1.7 (60/40 Hardeners and better Repairers) you didn't have AV guys screaming for a better suit in order to take out the Tanks. You had suggestions of either "nerf that" or "buff this." With Vehicles on the cusp of being slightly weak compared to AV, the Pilot Suit rears its head again as a suggestion. This is curious to me: rather than suggesting modifying the skills, the modules, or even to the Vehicles themselves that an entirely new system is to be designed. Yes, Pilot Suits were originally mentioned and even showed up in the Skill Tree but to an extent MTAC's also did. I don't know why MTAC's are seen as a joke of a thing that CCP never really thought through while Pilot Suits continue to be something that the playerbase want.
AV vs Vehicle Player hatred is annoying, particularly people who think the other wants to be overpowered. People who are true AV/Vehicle players genuinely understand that there needs to be proper balance on both sides so it is fun for each other. So when I suggest a pilot suit and explicitly state that it is important that we avoid direct buffs to defense because it overly upsets that AV / Vehicle balance, I actually mean it. The point here is to make vehicle piloting more interesting, not be a "ERMERGERD IM LOSING TO AV SO BUFF MEEEE". In fact much of what I've proposed is more directed to utility, and I've reluctantly added defensive links and stated that I'm a little uncomfortable with them. I think it would be fair to say that defensive Link Modules would provide both a benefit and a downside, as to customized and push the specialization of the vehicle in a certain direction. For example a Shield Hardener link may increase the duration of your shield hardeners, but also increase your shield delay proportionally. A buff and a nerf at the same time, but you have control over it. Utility on the other hand, I don't see much of a need for downsides but that's up for debate. Joseph Ridgeson wrote: The simple argument is the one that I prefer less but it is the easiest to get through: "Why does Tank Man have to put points in 4 different Trees when AV Man only does 3? Also, why does my fourth Tree do absolutely nothing to help any other role I can do while only AV Man Trees mostly follow outside his Anti-Vehicle Role?"
The average maxed out infantry with an AV and AP weapon, maxed defenses, utility, ect. comes out to around 33 million SP. A maxed out specialty vehicle with a Large and Small turret, maxed defenses, utility, ect comes out to around 30 million SP. Now to me, it makes sense that link modules that affect the vehicle modules, would be tied to the skills that also affect those vehicle modules. For example a vehicle Scan Link for your pilot suit would be the same skill that you need to fit and use vehicle scanners. That being said, you essentially train your pilot suit modules at the same time you train your vehicle modules. In turn, the only additional SP investment would be the Pilot Suit frame itself, which does not exceed 3 million additional SP. This means that both roles max out around the 32-33 million SP mark, this seems reasonable to me. Saying "It's more skill trees!" is meaningless, the only thing that matters is SP investment.
Basically as I see it rather than considering the Pilot Suit a "Buff to Vehicles" you need to consider it as a re-designation/ affirmation of the players role.
HAV and vehicles have 0 specified roles and very little customisability and build options (were talking maybe 1 effective armour build and 2 shield builds that you regularly see) where once they had an multitude of builds that varied from the standard Combat Maddy or Gunnlogi.
Moreover as I see it the Pilot suit represents an attempt to place limitations of what a pilot can equip while in his HAV of DS that will prevent that player from, in the event that they flee their vehicle like a ******* coward, from immediately engaging into combat once again and making them vulnerable until such as time as they can either flee or get another vehicle.
If were talking suit bonuses all we have to do is talk in 1% increments.
E.G- 1% increase to racially aligned turret tracking speed 1% increase to vehicle mobility (hull tracking and top speed
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14066
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Posted - 2014.11.03 02:46:00 -
[6] - Quote
Pokey Dravon wrote:Pretty much True, fit the Pilot suit with Link modules which boost specific attributes of the vehicle. Then the racial bonus on the suits can offer bonuses to specific link modules, to encourage their use. So like, you have your Minmatar Pilot suit, and its racial bonus is that it gets a bonus to Overdrive Links and Tracking Computer Links. You Fit Overdrives and Tracking computer links to your pilot suit, racial bonus buffs them further, and now you have a pilot suit that makes a vehicle very zippy with fast acceleration and turret turn speed for easy tracking, perfect for a hit and run Minmatar style of gameplay. Take a Gallente suit with bonuses Injector/Afterburner Links and Active Scanner links, fit the suit with those modules, now you have a pilot perfect for flying around in an LAV or Dropship doing scans of an area. Or perhaps you take an Amarr Pilot which gets bonuses to mCRU Links, fit those links to the suit and make it the ideal suit for a Logistics dropship, providing fast spawns into the vehicle. DARU Prime wrote:Joseph Ridgeson seems to be one of the biggest anti-pilot suits person. Almost every pilot suit thread I have read, he is there saying why it wouldn't work or how it would unbalance the game. So, ignore the scrub...
Anyway...
Lost Apollo, True Adamance and Pokey Dravon, continue on. You guys are on to something here. Dissenting opinions are great as long as people can constructively have a conversation about while being logical and unbiased. As long as people can do that I enjoy different opinions, so the end result of the discussion is as well rounded as possible.
I certainly like the premise of having a vehicle option which is as customisable as T3 Strategic Cruisers but I find their application in terms of Dust 514 HAV to be a little off.
Not because the idea is not without merit or because you have not thought it out......but because I simply don't feel CCP is capable of this.
In my vision of vehicles Pilot's being their own class, and supported with a specialised drop-suit to benefit a specific racial groups play style/ attributes of vehicle game play such as
-Specific Racially Aligned Turret Tracking or Reload Speed - Base Mobility Increases - Incremental Module Cool down reductions
and are either designed to enhance the abilities of those vehicle users who have opted to skill into the role/ be the restriction placed on the use of specialise vehicle options like Marauders, Enforcers, Logistics Drop Ships, Assault Dropships, Fighters (god willing), MAV, Etc.
I would like Vehicle users to begin to consider their vehicle their primary suit by restricting them to Combat Ineffective Dropsuit Options if they want to use their vehicles in competitive levels.
Especially if Embarkment and Disembarkment timers are implemented which I suggest scales off of dropsuit frame size, meaning that larger suit frames take longer to embark and disembark, preventing them from immediately hopping into and out of vehicle to escape what should be our deaths.
Moreover I feel that with a tangible representation in the game vehicle operator would have a mean by which to affirm their chosen role like the other classes.
I also have a proposition on Vehicles, Vehicle Roles, and a rebalancing issue that I'd like to discuss on the forum about increasing Armour hardener values back to 30-35% and making armour reps active again.
((PS I ******* hate other tankers....seriously I really do barring a few exceptions))
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14130
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Posted - 2014.11.04 03:44:00 -
[7] - Quote
Pokey Dravon wrote:DARU Prime wrote:It would appear to me that most of us seem to be in agreeance. Using the pilot suits slots to fit link modules in definitely takes away from their combat viability, outside of their vehicles.. Sure they have a side arm and a grenade slot but what's that going to do when you only have 200 eHP? I think if we are going to give bonuses to link modules then they need to be based on the races themselves. I also like the link module PG/CPU reduction per level BUT I think if you want the prototype bonuses then you need to be wearing the prototype pilot suit. This would also solve the issue of people putting their skill up to 5 and just running a standard suit. Besides that, wearing the prototype suit means you can fit more link mods. I would probably go with the most basic grenade, above militia, and the same for the side arm. For me, if I were to ever used it, it would be more about stacking the link mods. Honestly they only need a sidearm, 0-1 equipment, no grenades. The suit should more or less be useless outside of a vehicle. As for the bonuses, the suit should only give bonuses to link modules, and nothing directly to the vehicle itself; you have to equip those link modules to gain any benefit from the bonus. That way you don't need to break existing mechanics by saying "Oh you have to be in a proto suit to get the full bonus." Prototype suit just allows you to stack more Link Modules, and thus get a larger benefit from your suit bonuses.
Personally disagree with you Mr Dravon on this one. Specifically as I see it the pilot suit should be role affirming, a restriction placed to the use of specialist vehicles it could provide simple direct bonuses to vehicles themselves, were talking incremental 1% per level increased to base stats like acceleration, turret tracking, handling etc.
I do however link modules are wonderful.
Sort of like Implants for our pilots that enhance one skill/ attribute of the HAV by X% based on a combination of your dropsuit (aka Proto Pilots fit better links than non pilots) and your Link Skill itself.
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14263
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Posted - 2014.11.07 03:41:00 -
[8] - Quote
Lost Apollo wrote:Pokey Dravon wrote:So, brainstorm time! I tried to avoid bonuses that directly buff defenses or damage output, while maintaining some of the racial themes we already see in the game.
Pilot Role Bonus +% Reduction to Mindlink Modules per level to prevent mindlink use on other dropsuits.
Amarr Pilot Designed for relentless assault by keeping weapons firing longer and providing rapid deployment of troops for a hotzone. +% Reduction to Turret Heat Buildup +% Reduction to mCRU Spawn Time
Caldari Pilot Designed for continual long range bombardment with faster reloads to keep sustained DPS high. +% Increase to Turret Reload Speed ???
Gallente Pilot Designed to quickly close the gap between targets to make use of short range weapons as well as move around quickly to scan large areas. +% Increase to Max Speed +% Increase to Range of Active Scanners
Minmatar Pilot Designed to be quick and agile to outmaneuver enemies with a tracking speed bonus prevent enemies from out-tracking them. +% Increase to Acceleration +% Increase to Turret Rotation Speed
Okay, let's talk about the Mindlink Modules. If we are going to give the pilot suit bonuses to these things, we need to figure out what they are and what they effect. Do we want to give her a deduction to the CPU/PG per level and how much? 2%, 5%? If we are going to use the link mods, i think we should focus on that very idea first.
Before you go Mindlinks bear in mind that Auto Canon Turrets traditionally have fantastically good tracking, while Alpha God Arty has moderate speeds, Too much tracking bonus would make Arty the go to turret for everything and significantly unbalance it.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14681
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Posted - 2014.11.16 21:06:00 -
[9] - Quote
Haerr wrote:AoE infantry buff Warlink Modules that you can only fit on vehicles and that you can only activate if you are in a pilot suit?
NO NO NOT EVER!
Not unless there are dedicated command vehicles that only apply vehicle related buffs to friendly vehicles and dropsuits that apply dropsuit bonuses within a certain radius.
NO restriction to vehicles for this, no availability for non-designated command units.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14682
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Posted - 2014.11.16 21:24:00 -
[10] - Quote
Pokey Dravon wrote:Vehicles should never be restricted to people in pilot suits. That's like saying "oh you can't use a Minmatar gun unless you're in a Minmatar suit."
No however I feel like a pilot suit should act as some kind of visual affirmation of role. No restricted to but benefiting the role in a very generalist manner with very small, cautious, non racially specific bonuses.
There is not reason ever that a player should be able to pilot a vehicle in a Sentinel Suit and simply drop out combat ready to keep fighting when the wish to escape.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14687
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Posted - 2014.11.16 21:53:00 -
[11] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:Vehicles should never be restricted to people in pilot suits. That's like saying "oh you can't use a Minmatar gun unless you're in a Minmatar suit." No however I feel like a pilot suit should act as some kind of visual affirmation of role. No restricted to but benefiting the role in a very generalist manner with very small, cautious, non racially specific bonuses. There is not reason ever that a player should be able to pilot a vehicle in a Sentinel Suit and simply drop out combat ready to keep fighting when the wish to escape. Well you need to have some form of racial aligned bonus assigned to the suit otherwise all pilot suits would just be the same bonus yeah?
We don't necessarily need racially aligned bonuses for anything other than say.....
1% per level to racially aligned turret
- Fitting reduction - Tracking Speed - Reload Speed
Hell I'd almost certainly fork out ISK for those 1-2% increases in efficiency.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14687
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Posted - 2014.11.16 22:15:00 -
[12] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:Vehicles should never be restricted to people in pilot suits. That's like saying "oh you can't use a Minmatar gun unless you're in a Minmatar suit." No however I feel like a pilot suit should act as some kind of visual affirmation of role. No restricted to but benefiting the role in a very generalist manner with very small, cautious, non racially specific bonuses. There is not reason ever that a player should be able to pilot a vehicle in a Sentinel Suit and simply drop out combat ready to keep fighting when the wish to escape. Well you need to have some form of racial aligned bonus assigned to the suit otherwise all pilot suits would just be the same bonus yeah? We don't necessarily need racially aligned bonuses for anything other than say..... 1% per level to racially aligned turret - Fitting reduction - Tracking Speed - Reload Speed Hell I'd almost certainly fork out ISK for those 1-2% increases in efficiency. Well you can't do fitting reduction for a suit, otherwise you could make vehicles fits otherwise invalid without a pilot in it and....meh. Feedback on what I have here so far? https://docs.google.com/spreadsheets/d/10K_k28JspVlnLNMACn2vRGj9iOezfpH_0wRwRhCzqzI/edit?usp=sharing
Looking at those bonuses (some adding up to 10%)...... I am borderline considering boycotting pilot suits entirely.....
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14687
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Posted - 2014.11.16 22:37:00 -
[13] - Quote
Pokey Dravon wrote:True Adamance wrote:
Looking at those bonuses (some adding up to 10%)...... I am borderline considering boycotting pilot suits entirely.....
Oh lawd. Don't get hung up on the placeholder numbers. Really dude?
Fine I simply do not see why pilot suits do not enhance an aspect of a racial stereotype not define them. Gallente Pilot Suit
1% reduction to Hybrid Turret PG requirements per level or 1% Hybrid Turret Tracking per level and 1-2% Hybrid Turret Zoom per level
Minmatar Pilot Suit
1% to Projectile Turret Tracking per level 1-2% Projectile Turret Zoom per level
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14687
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Posted - 2014.11.16 23:10:00 -
[14] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:
Looking at those bonuses (some adding up to 10%)...... I am borderline considering boycotting pilot suits entirely.....
Oh lawd. Don't get hung up on the placeholder numbers. Really dude? Fine I simply do not see why pilot suits do not enhance an aspect of a racial stereotype not define them. Reason I suggested general bonuses is so that they do not benefit one type of vehicle more than any other. I figured it would actually make sense to give bonuses to assets that actually exist in the game? EDIT: Nevermind. Seems to edited out what I was referring to. Alright so lay out what the exact bonuses you would have for each race.
As I have said each suit grants
X% to either fitting capacity for racial turrets or, ammunition capacity, tracking speeds, zoom levels, for racially appropriate turrets per level..... or generic mobility bonuses like acceleration, hull tracking, top speed, reduction of mass penalties, etc.
Very small things the improve vehicle functionality for all of that races vehicles not specific racial groups attributes.
The tricky bit arises where you begin to realise that LAV don't need the turret tracking bonuses an HAV might and and ADS simply repositions itself to fire form its gun, not track to enemy positions. But every vehicle benefits from small acceleration and top speed bonuses, reload rates, fitting reductions, and perhaps zoom.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14694
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Posted - 2014.11.17 00:52:00 -
[15] - Quote
REDACTED
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14694
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Posted - 2014.11.17 01:03:00 -
[16] - Quote
Pokey Dravon wrote:True Adamance wrote:REDACTED O___O
O_______________________O
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14714
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Posted - 2014.11.17 19:51:00 -
[17] - Quote
Midas Fool wrote:Too many slots but very good bonuses. Do you really want to add more isk to your vehicle just to fill the slots on the suit that is driving? I guess you don't have to fill the slots if you don't want to but still... Edit: Oh and I'm on the fence on adding "mindlinks". Are these going to be additional bonuses tied to modules?
In theory tied to modules.
"Warfare Links are ship modules that provide specific bonuses to a fleet or wing that add to the combat or mining effectiveness of all fleet / wing members."
they are then further defined as
"Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships. While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems."
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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