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Joseph Ridgeson
WarRavens Capital Punishment.
2306
|
Posted - 2014.11.02 17:14:00 -
[61] - Quote
DARU Prime wrote: I see absolutely nothing wrong with adding a drop suit that helps pilots. People talk about how it would be nothing but an SP sink. Instead of being negative and giving me a hundred scenarios as to why it would not work, why not come up with something that makes it work? Why does it always have to be met with resistance? It seems I am the only resistance in this thread, so I will mostly stay as the dissenting opinion. I could go all pretentious and say "everything should have noble debate, you fiend!" but I just can't muster those words with a straight face.
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."
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.
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?"
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Cross Atu
OSG Planetary Operations Covert Intervention
3676
|
Posted - 2014.11.02 18:15:00 -
[62] - Quote
Joseph Ridgeson wrote: 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. The simple answer to this, at least for me, is that MTACs require vastly more resources to iterate and add to game than pilot suits. Light frames already have art assets, the various vehicles in which a pilot suit could be used to apply its effects already exist in game and most of the stats that such a suit could modify already have code in place for the application of modifiers.
It is even possible (though admittedly somewhat unlikely) that a pilot suit could be accomplished with ah 'heavy hotfix' rather than a full on patch where as something like the MTAC would require a patch, likely have to be the central focus of that patch (maybe not sole central focus, but central nonetheless) and would very likely need further hotfix iterations to properly balance it.
I am not going to say that my own reasoning applies to everyone, because individuals should speak for themselves, but from a straight up cost benefit analysis regarding getting new content into the game pilot suits make a lot more sense than the MTAC.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3362
|
Posted - 2014.11.02 20:04:00 -
[63] - Quote
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.
Hotfix Delta Sentinel eHP Calcs
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
21
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Posted - 2014.11.03 01:26:00 -
[64] - Quote
@ Joseph Ridgeson
I wasn't just referring to this thread when I said the idea is met with a lot of resistance. Read the other threads involving the pilot suits. People get very upset over balance issues. I have read that the pilot suit suit is an unfair advantage for vehicle users. In fact, the pilot suit will do the opposite. I think it would add a level of balance and give the AV guys a lil bit more of a challenge. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14064
|
Posted - 2014.11.03 01:41:00 -
[65] - 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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DARU Prime
Sinq Laison Gendarmes Gallente Federation
21
|
Posted - 2014.11.03 01:52:00 -
[66] - Quote
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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3365
|
Posted - 2014.11.03 02:31:00 -
[67] - Quote
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.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14066
|
Posted - 2014.11.03 02:46:00 -
[68] - 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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Haerr
Clone Manque
1765
|
Posted - 2014.11.03 12:17:00 -
[69] - Quote
True Adamance wrote:In my vision of vehicles Pilot's being their own class, and supported with a specialised dropsuit. I support this vision.True Adamance wrote: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. Delayed Disembarkment would be a very neat mechanic, and wouldn't be as game breaking as delayed Embarkment.True Adamance wrote: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 really like this. |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.03 12:27:00 -
[70] - Quote
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. |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3378
|
Posted - 2014.11.03 16:01:00 -
[71] - Quote
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.
Hotfix Delta Sentinel eHP Calcs
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Haerr
Clone Manque
1771
|
Posted - 2014.11.03 16:10:00 -
[72] - Quote
I would really like for the Pilot suit to have: Shorter waiting time when calling in a vehicle. Shorter time required to recall a vehicle. Shorter delay before you can call in a new vehicle after having recalled one. (No delay at all actually.) Shorter Embark and/or Disembark than other suits. Pilot Suit specific vehicle quota. (Part of the vehicle quota is reserved for players in pilot suits.)
Oh and in general, limit the number of vehicles called in by a player to 1, so that you cannot circumvent the delay between recalling a vehicle and calling in a new one. |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.04 03:24:00 -
[73] - Quote
I know cross is watching it and for that I'm very thankful. It would be nice to hear some input though. This thread has gotten quite a few views but only a few people are replying. Is it one of those situations where the people are waiting for somebody to say something? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14130
|
Posted - 2014.11.04 03:44:00 -
[74] - 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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Hakyou Brutor
Capital Acquisitions LLC
1499
|
Posted - 2014.11.04 04:25:00 -
[75] - Quote
/thread
Knight Soiaire = my bae
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.04 04:27:00 -
[76] - Quote
What do you think of raciak bonuses True? |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.04 04:31:00 -
[77] - Quote
Where did you get that picture?!? |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.04 04:59:00 -
[78] - Quote
Got a warning from CCP. do not click the link!!!! |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2456
|
Posted - 2014.11.04 05:13:00 -
[79] - Quote
DARU Prime wrote:What do you think of raciak bonuses True? Sauce. It's from July 2013. There are only Gal and Min since those were the only two light frames available at the time.
I'm pretty sure they'd be changed by now, should they be reintroduced.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Hakyou Brutor
Capital Acquisitions LLC
1505
|
Posted - 2014.11.04 05:38:00 -
[80] - Quote
DARU Prime wrote:Got a warning from CCP. do not click the link!!!! lol wot m8
Knight Soiaire = my bae
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
27
|
Posted - 2014.11.04 06:12:00 -
[81] - Quote
Hakyou Brutor wrote:DARU Prime wrote:Got a warning from CCP. do not click the link!!!! lol wot m8
When I clicked on the link a warning page from CCP came up saying something about spammers and keyloggers. I went ahead and clicked on it and that picture was from some time ago? If that is true then why was the idea pulled? If this is true then it also tells me that they already know how to build a pilot suit. I think it just needs a little bit of modification, to make it more viable and a vehicle as opposed to being viable on the field. I believe that a pilot should be able to defend himself when out of his vehicle but not very well at all.
Still lovin the link module idea!!! |
Lost Apollo
RISE of LEGION
61
|
Posted - 2014.11.04 07:34:00 -
[82] - Quote
DARU Prime wrote:Hakyou Brutor wrote:DARU Prime wrote:Got a warning from CCP. do not click the link!!!! lol wot m8 When I clicked on the link a warning page from CCP came up saying something about spammers and keyloggers. I went ahead and clicked on it and that picture was from some time ago? If that is true then why was the idea pulled? If this is true then it also tells me that they already know how to build a pilot suit. I think it just needs a little bit of modification, to make it more viable and a vehicle as opposed to being viable on the field. I believe that a pilot should be able to defend himself when out of his vehicle but not very well at all. Still lovin the link module idea!!!
This is the very reason Rattati needs to stop by and say something.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Lost Apollo
RISE of LEGION
62
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Posted - 2014.11.04 09:52:00 -
[83] - Quote
Ok... here I go again lol.
Pilot Suit Bonus Proposal (based somewhat one the picture)
All pilot suits - 10% to active vehicle module CD/level (max 50%) Minmatar - 5% to efficiency of vehicle weapon damage modules (max 25%) Caldari - 2% to vehicle shield extender (or recharge, not both) modules per level (max 10%) Amarr - 2% to efficiency of vehicle armor plating modules per level (max 10%)
These bonuses do not seem OP (may need to do somthing different with Minmatar). This is my idea based off that picture. if it seems to much, please give another suggestion. Gallente - 2% to efficiency of vehicle armor repair modules per level (max 10%)
I am Caldari, but that does not mean I support our alliance with the Amarr..
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
27
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Posted - 2014.11.04 10:31:00 -
[84] - Quote
Lost Apollo wrote:Ok... here I go again lol.
Pilot Suit Bonus Proposal (based somewhat one the picture)
Keep the Pilot suit close to thr Scout suit. Read the thing I posted about the Minmatar Basic Light Frame vs the Scout vs possible Pilot suit. Take away the grenade slot and 1 of the equipment slots (if there were 2).
All pilot suits - 10% to active vehicle module CD/level (max 50%) Minmatar - 5% to efficiency of vehicle weapon damage modules (max 25%) Caldari - 2% to vehicle shield extender (or recharge, not both) modules per level (max 10%) Amarr - 2% to efficiency of vehicle armor plating modules per level (max 10%) Gallente - 2% to efficiency of armor repair modules per level (max 10%)
These bonuses do not seem OP (may need to do somthing different with Minmatar). This is my idea based off that picture. if it seems to much, please give another suggestion. Simply saying that it will not work is not a good argument. This kind of plays off of the "bonus to link mods" idea.
Whichever the Caldari gets, be it extenders or rechargers, give the Minmatar the opposite. At the 2%/level, of course. I don't remember which race has the better shield extenders/rechargers. Do that, it looks fair to me. |
Cross Atu
OSG Planetary Operations Covert Intervention
3710
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Posted - 2014.11.04 10:33:00 -
[85] - Quote
Lost Apollo wrote:DARU Prime wrote:Hakyou Brutor wrote:DARU Prime wrote:Got a warning from CCP. do not click the link!!!! lol wot m8 When I clicked on the link a warning page from CCP came up saying something about spammers and keyloggers. I went ahead and clicked on it and that picture was from some time ago? If that is true then why was the idea pulled? If this is true then it also tells me that they already know how to build a pilot suit. I think it just needs a little bit of modification, to make it more viable and a vehicle as opposed to being viable on the field. I believe that a pilot should be able to defend himself when out of his vehicle but not very well at all. Still lovin the link module idea!!! This is the very reason Rattati needs to stop by and say something. CCP Rattati reads more than he posts (don't you Rattati? ) Even that aside this is a worthwhile discussion following some productive trains of thought. One of the best things about this type of constructive conversation is that as the community hammers out some valuable ideas the can eventually be brought to CCP for review, in the end taking much less total Dev time than if the Devs were trying to be neck deep in every aspect of the conversation going on in this and the other feedback threads.
Making sure that constructive threads like this one aren't apt to slip through the cracks is one area where the CPM provides support to the Devs, in this case that means I will continue to follow this thread and will personally ensure that links and info are provided to CCP Rattati. For the present however there are many Patch 1.9 related things taking a lot of Dev time so keep at it, know that I'm keeping an ear to the ground here, and that this conversation will not fail to be read.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Lost Apollo
RISE of LEGION
63
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Posted - 2014.11.04 10:39:00 -
[86] - Quote
I get impatient at times lol. I will refrain from asking Rattati to say something lol.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
31
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Posted - 2014.11.04 10:40:00 -
[87] - Quote
Thanks Cross. Sorry for our whining lol. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3393
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Posted - 2014.11.04 16:50:00 -
[88] - Quote
True Adamance wrote: 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.
So what you're basically getting at is that the suits themselves offer small, direct bonuses to supportive attributes such as tracking, top speed ect. But we still have the suit fit link modules which also buff their corresponding attribute?
When put in that light I'm more comfortable with that idea, just as long as the majority of your bonuses are coming from the Link Modules.
EDIT: Also that screenshot brings back memories, but those were, as a dev admitted at the time, simply conceptual test numbers and were overinflated for testing purposes. They never existed in the actual game.
Hotfix Delta Sentinel eHP Calcs
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Cross Atu
OSG Planetary Operations Covert Intervention
3715
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Posted - 2014.11.04 17:33:00 -
[89] - Quote
Lost Apollo wrote:I get impatient at times lol. I will refrain from asking Rattati to say something lol.
DARU Prime wrote:Thanks Cross. Sorry for our whining lol.
No worries guys, I totally know what it's like to want more info and input. That's why I posted my explanation it wasn't a reprimand just a "even if you don't see a blue tag don't think this is being ignored" statement.
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3405
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Posted - 2014.11.05 18:26:00 -
[90] - Quote
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
Hotfix Delta Sentinel eHP Calcs
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