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Thread Statistics | Show CCP posts - 9 post(s) |
Grimmiers
694
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Posted - 2014.11.03 22:05:00 -
[91] - Quote
I'm re-pitching an old Idea for logistic style orbital strikes. The Aoe would replenish ammo for vehicles and dropsuits and boost armor and shield repair rates. |
PLAYSTTION
GamersForChrist
255
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Posted - 2014.11.03 22:05:00 -
[92] - Quote
Only if we get new animations for MCC death, like by the new strike. Maybe we are still on the ground but our views are all stopped from fighting and we stare at the exploding MCC which is broken in half, or just falls o the ground in a wonderful explosion that delays, then blam, light! we put our hands up but its to late, a cloud of dust and explosion overcomes us. All remaining clones die and your controller vibrates, switching to a view of a desolate burning landscape littered with bodies and the destroyed MCC as the winning MCC escapes. Do the for legion or something like it so then we can PVE salvage drones and scavenge through the broken MCC and bodies
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
- Open Beta Vet - 31mil sp -
R.I.P Dust 514
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IgniteableAura
Pro Hic Immortalis
1854
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Posted - 2014.11.03 22:06:00 -
[93] - Quote
CCP Rattati wrote:Thoughts welcome, none of this is set in stone, but shaking up the meta is absolutely necessary every once in a while
What about WP needed to call in HAVs and Dropships? Would help to change the dynamics of early games of "people who get to the top of the towers first win" which seems to plaque PC games since inception. Requiring WP to be earned first would allow foot soldiers to gain the nuill cannons first before heavy reinforcements arrive.
I enjoy variety, so I would say yes to pretty much all the things you have mentioned. I would say orbital strikes that cause just EMP damage as low WP costs as they won't be doing any killing but can help a team win a game by removing uplinks and equipment spam. Please allow these EMP strikes to remove ALL equipment (friendly).
Whatever happened to dropping in installations? Still on the list of things to add? Even if we can replace the current destroyed assets that would help a lot.
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Biomassed Podcast
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6888
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Posted - 2014.11.03 22:24:00 -
[94] - Quote
CCP Rattati wrote:Dear Players, New Orbital StrikesSolo Flux - Very low WP, low impact, pre-hit that Objective you are going after, or rooftop camper Solo Precision Strike - Low WP, tiny radius to blap a Tank or solo sniper, but if he moves you miss. Squad Flux - Medium WP, Huge radius, resetbutton, eliminate all rooftop uplinks and deter spam. Logis will have to spawn in instead of slaying in Sentinels after deploying the early batch Squad Precision Strike - High WP, The one we have, lowered WP, lowered radius Squad Focused Strike - Very high WP, targets the enemy MCC for massive damage, go all out chasing that strike from second one, or turn a clone-out defeat into a narrow victory by lancing the MCC in the last seconds. Thoughts welcome, none of this is set in stone, but shaking up the meta is absolutely necessary every once in a while
Meh, kinda kills my argument for going sniper for eliminating equipment from a distance but it looks fun. My big concern is how this is going to play out with Eve players and our only real like to Eve Online. What's the warning times like on these? In other words; how much time between the initial signal lasers and the rounds dropping? Laser orbitals were almost always preferred over Hybrids simply because they hit the ground faster.
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Regis Blackbird
Dust University Ivy League
437
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Posted - 2014.11.03 22:37:00 -
[95] - Quote
Very nice ideas +1
Although, I have a few serious concerns (which have already been touched upon in this thread)
- You need to be very carful balancing the solo OB. Too low WP will result in a lot of Spam, making the game miserable for everyone. Too high WP and you will loose the entire tactical aspect for solo people.
(sh*t, rooftop sniper... I better call down my.. Ehhh, no... Just need to kill a couple of more dudes first)
- Solo OB vs Squad OB: I guess solo OB will not be available for non-squad-leader members, as this would drain their common pool. This might be a deterrent for new players to run in squads.
(Solo new player: Ohhh, cool, I can drop nukes from the sky... What's this? Squad OBs.... Better jump in a squad... **Squading up** where the hell are my OBs?... **dropping squad**)
- Serious discrepancy in strategy between pub matches and FW. Since the FW OB works fundamentally different, and warbarge OBs were removed in FW, suddenly there are a lot of things you can't do. No calling down EMP at will, no blapping of MCC etc. New players will be confused when they "take the next step".
- On the flip side of the comment above, IF the same OB mechanics were introduced in FW, it would totally marginalize the EVE OBs and render them meaningless, which would be a shame...
I would propose the following:
- At least initially, only introduce EMP and Laser strikes for squads and make the WP scale as proposed (EMP < Hybrid < Laser). This alone will open up a lot of strategies in pubs.
- Adjust the time required for EVE pilots to stay connected to the district to drop different types of OBs, with similar scaling as above (EMP < Hybrid < Laser). This will encourage EVE pilots to create a more "rounded" fit rather that just 8 lasers, since they will be able to drop OBs more often. The mechanics will also be very similar to the pubs.
- After the two above are introduced and tested live, introduce the small "solo" OB. These should preferably not be based on WP, but another mechanic which can coincide with the other type of OB. The solo OBs can also be deployed in a squad by any member as it won't affect the squad WP pool. This can also be safely introduced in FW.
Just my 2 ISK |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11541
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Posted - 2014.11.03 22:46:00 -
[96] - Quote
One thing I do like about Skirmish is that it doesn't end too fast (most of the time), and I don't want anti-MCC strikes too shorten the battles too much. Please keep the MCC damage minimal.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Operative 1125 Lokaas
True Companion Planetary Requisitions
613
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Posted - 2014.11.03 23:05:00 -
[97] - Quote
God no to more orbital strikes. Do away with orbitals altogether. They are just a troll for protostompers. The connection to EVE is no more. Stop trying to market the one connection DUST ever had to EVE.
How about instead you just make uplinks non-spammable. Say three for the whole team. Then, instead of the number you can have active you just make them harder to detect per tier as well as make the spawn radius bigger the higher the tier.
Also, just make the uplink have a scan capability so you know if it is being camped.
Boycott Black Thursday!
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Leither Yiltron
Molon Labe. General Tso's Alliance
973
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Posted - 2014.11.03 23:06:00 -
[98] - Quote
CCP Rattati wrote: Squad Focused Strike - Very high WP, targets the enemy MCC for massive damage, go all out chasing that strike from second one, or turn a clone-out defeat into a narrow victory by lancing the MCC in the last seconds.
Now we also have a fun strategic element, do you progress up to the harder WP Strikes, or "spam" the lower ones. Not having only one choice will provide massive changes in gameplay.
I'd like to weigh in that this particular idea of MCC-targeting warbarge strikes sounds good on paper, but would be really bad for competitive gameplay in practice. I'm talking PC level games here, it's hard to judge the impact of these types of mechanics on pub matches.
Traditionally the team that has the most war points in a game is the team that has the most kills. Your vision of "losing on clones but have the strike to turn it around," is a corner case at best. What's grossly more likely to happen is "losing on MCC but winning on clones" and "losing on MCC but abusing war point mechanics as much as possible". It's not a secret that if you really want to, a team can easily make tons of war points with the right focus on repping heavies.
This inherently gives even more advantage to the team that, for any reason WHATSOEVER, has a higher KDR. Keep in mind that there's the obvious advantage to having a higher KDR for your team- the enemy team spends less time physically on the map in state where they have the ability to project force.
That's a huge advantage, really the only necessary advantage, for having high gun skill. But Dust takes it a step farther with clone count mechanics. The classic argument for why clone count was implemented in the first place was to discourage "human wave" attacks. I've never particularly understood why the original developers were worried that "man, what if 16 players attack the same place FOUR times and die instead of just one?" since that doesn't usually work tactically in the first place, but let's put that aside for the moment. Clone count mechanics do discourage a certain range of tactics.
The thing is nobody does those tactics because they're discouraged. So the overall effect of clone count on competitive battles is to give another edge to the team with higher gun skill, an edge which is independent of tactical and strategic gameplay on behalf of either team, granted that one team or another isn't so terrible that their tactical performance somehow interferes with their ability to point and hold R1.
I'm not a big fan of that, but that's not this thread. The point is that clone count is ALREADY an inherent advantage to the team that kills more people. A strike that did damage to the MCC which would be essentially dependent on number of kills? That would be yet another mechanic which undermines actual tactical play and moves Dust's game modes even more towards the status of one big death match.
It's absurd to imagine a scenario where one team has taken extra losses outmaneuvering their opponents, eeks by an edge on MCC damage, and then still loses because the other team was handed the "I win" button.
On a more general note:
Speculating about strikes is fun, but keep in mind particularly with flux strikes that the current collision mechanics are historically inconsistent. When PC first started off people experimented with the gigantic radius Eve-based flux strikes, but the thing is that the current explosion mechanics behave very oddly with geometry. Uplinks in corners, under tiny roof lips but nearly outdoors, along walls...basically everywhere that normal people put uplinks, those things survived. Also keep in mind that the non-lethality of flux strikes virtually guarantees that if a logistics guy is spawned on his favorite uplink, he's just going to throw down another as soon as his first gets vaporized anyways.
Laser and hybrid ended up eternally more popular for these reasons. Utility was never worth sacrificing lethality, especially factoring in clone count.
Have a pony
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Jadek Menaheim
Xer Cloud Consortium
4168
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Posted - 2014.11.03 23:25:00 -
[99] - Quote
Leither Yiltron wrote:The thing is nobody does those tactics because they're discouraged. So the overall effect of clone count on competitive battles is to give another edge to the team with higher gun skill, an edge which is independent of tactical and strategic gameplay on behalf of either team, granted that one team or another isn't so terrible that their tactical performance somehow interferes with their ability to point and hold R1.
I'm not a big fan of that, but that's not this thread. The point is that clone count is ALREADY an inherent advantage to the team that kills more people. A strike that did damage to the MCC which would be essentially dependent on number of kills? That would be yet another mechanic which undermines actual tactical play and moves Dust's game modes even more towards the status of one big death match.
It's absurd to imagine a scenario where one team has taken extra losses outmaneuvering their opponents, eeks by an edge on MCC damage, and then still loses because the other team was handed the "I win" button. Would you feel better if MCC strikes were not connected to a WP amount but instead holding periodically rotating defensive point like a null cannon or special installation for a specific amount of time? That means teams would need to focus on null canons and these rotating objectives in order to secure victory.
Try the new Planetary Conquest Mode!
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Leither Yiltron
Molon Labe. General Tso's Alliance
975
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Posted - 2014.11.03 23:44:00 -
[100] - Quote
Jadek Menaheim wrote:Leither Yiltron wrote:The thing is nobody does those tactics because they're discouraged. So the overall effect of clone count on competitive battles is to give another edge to the team with higher gun skill, an edge which is independent of tactical and strategic gameplay on behalf of either team, granted that one team or another isn't so terrible that their tactical performance somehow interferes with their ability to point and hold R1.
I'm not a big fan of that, but that's not this thread. The point is that clone count is ALREADY an inherent advantage to the team that kills more people. A strike that did damage to the MCC which would be essentially dependent on number of kills? That would be yet another mechanic which undermines actual tactical play and moves Dust's game modes even more towards the status of one big death match.
It's absurd to imagine a scenario where one team has taken extra losses outmaneuvering their opponents, eeks by an edge on MCC damage, and then still loses because the other team was handed the "I win" button. Would you feel better if MCC strikes were not connected to a WP amount but instead holding periodically rotating defensive point like a null cannon or special installation for a specific amount of time? That means teams would need to focus on null canons and these rotating objectives in order to secure victory.
I'm always up to entertain ideas for secondary objectives, but I doubt the tech backing for that kind of thing is around.
Have a pony
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
361
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Posted - 2014.11.04 00:02:00 -
[101] - Quote
I have a Eve Ob pilot will anything change for us.Can I mix Flux and Hybrid ammo so i hit the map with both ,can two different ammo Rail Gattlings hit the map if grouped together? 8 Turrents on a destroyer 4 Gattling 75 mm Rails with Hybrid ammo,4 Gattling 75 mm Rails with Flux Can they fire as one group?
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Mark Crusader
Resheph Interstellar Strategy Gallente Federation
28
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Posted - 2014.11.04 00:38:00 -
[102] - Quote
Luther Mandrix wrote:I have a Eve Ob pilot will anything change for us.Can I mix Flux and Hybrid ammo so i hit the map with both ,can two different ammo Rail Gattlings hit the map if grouped together? 8 Turrents on a destroyer 4 Gattling 75 mm Rails with Hybrid ammo,4 Gattling 75 mm Rails with Flux Can they fire as one group?
EMP (flux) is Minmatar Projectile ammo, mate.
..regardless, you can mix artillery and railguns on a ship as long as you still have the hardpoints. |
Kaze Eyrou
Molon Labe. General Tso's Alliance
885
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Posted - 2014.11.04 01:55:00 -
[103] - Quote
From what I've read in your first post CCP Rattati, I'm loving the spy uplink idea. Like "let-me-go-find-50-yes-gifs" loving it.
However, I'm concerned that these will start being used frequently in PC. At which point, EVE support is pretty much considered worthless.
It seems like players going from Pubs to FW will also go through a growing pain, knowing there is plenty of options in Pubs, but FW is dependent on the pilot's loadout and timing, which may further castrate the want to play FW.
Now, I haven't read through the comments yet (6 pages from this writing) so this may have already been brought up, discussed, and/or debated on, but I'd figure I would share my initial reaction.
TL;DR: Yes to everything (also seconding Cat Merc's request for what's low and high WP). But what about FW strikes?
Closed Beta Vet // Logi Bro // @KazeEyrou
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Kaze Eyrou
Molon Labe. General Tso's Alliance
885
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Posted - 2014.11.04 02:25:00 -
[104] - Quote
CCP Rattati wrote:It would be a pinpoint strike, anywhere, not only MCC. Waste it on a single tank if you want, probably miss him if you do, rather than do obscene MCC damage and potentially win the match. Story time!
Back in closed beta, I had the chance to be a squad leader in a decent group. We managed to get an Orbital Strike. Without much information on the game, I did some tactical thinking: "What would happen if I used this on the MCC?"
I dropped it and using my Sniper Rifle, I watched as some of the shots did no damage. That sucks. We lost the match; I gained some valuable intel.
However, I also noticed that some of the shots missed the MCC entirely.
Over the course of the game, if we happened to find snipers on the top of the MCC, it was common practice to try and get them off using a Precision Strike (note: this was before the time of the ADS too). But over the course of time, I noticed it was very difficult to target the MCC and sometimes very easy to miss.
MCC snipers have virtually been eliminated due to the range nerf but I wanted to highlight the fact that the MCC is hard to hit with a Precision Strike. Could this potentially carry over to the Squad Focused Strike (which will probably be nicknamed the "MCC strike")?
I want to put forth a solution to this. A lock-on system.
Now before you think that this strike will be able to lock-on to vehicles or infantry, you would be dead wrong and I would hate to see something like that in place. The lock-on system would work solely with the enemy MCC. We can use an in-game asset as well to illustrate the MCC as a possible lock-on target: the Attack squad order animation. With this, the squad leader could highlight the MCC, the cursor would snap to it when it gets close, and press X to bring in the rain.
Otherwise, we'd hear complaints about a very high WP strike being accused of being RNG because mercs are missing their strike by 100 meters due to a poor relationship between a map cursor and a pseudo 2-D map.
Closed Beta Vet // Logi Bro // @KazeEyrou
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Mobius Wyvern
Onslaught Inc RISE of LEGION
5388
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Posted - 2014.11.04 02:33:00 -
[105] - Quote
Spkr4theDead wrote:Cat Merc wrote:CCP Rattati wrote: Solo Precision Strike - Low WP, tiny radius to blap a Tank or solo sniper, but if he moves you miss. Squad Precision Strike - High WP, The one we have, lowered WP, lowered radius
So is the solo precision strike more powerful than the strike we have right now? Because the current Precision strike cannot really blap a tank. Even if the tank isn't moving and you aim the strike right on it, it can get off it fairly easily without taking too much damage. If you nerf the radius even further, it will really only kill tankers that intentionally sit still in the strike or are stuck on terrain. I would recommend upping the damage on the strike if you're going to lower the radius. You need even more to destroy someone that has their head screwed on straight? Grab a pair of tanks and go destroy that enemy tank. It's not hard. Or even one tank and a guy with a Plasma Cannon.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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I-Shayz-I
I----------I
4888
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Posted - 2014.11.04 03:17:00 -
[106] - Quote
NOTICE ME SENPAI https://forums.dust514.com/default.aspx?g=posts&t=97059
(31 likes on a post I made a long time ago about different types of orbitals and wp earned rewards, please check it out)
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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CCP Rattati
C C P C C P Alliance
10138
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Posted - 2014.11.04 05:26:00 -
[107] - Quote
Kaze Eyrou wrote:CCP Rattati wrote:It would be a pinpoint strike, anywhere, not only MCC. Waste it on a single tank if you want, probably miss him if you do, rather than do obscene MCC damage and potentially win the match. Story time! Back in closed beta, I had the chance to be a squad leader in a decent group. We managed to get an Orbital Strike. Without much information on the game, I did some tactical thinking: "What would happen if I used this on the MCC?" I dropped it and using my Sniper Rifle, I watched as some of the shots did no damage. That sucks. We lost the match; I gained some valuable intel. However, I also noticed that some of the shots missed the MCC entirely. Over the course of the game, if we happened to find snipers on the top of the MCC, it was common practice to try and get them off using a Precision Strike (note: this was before the time of the ADS too). But over the course of time, I noticed it was very difficult to target the MCC and sometimes very easy to miss. MCC snipers have virtually been eliminated due to the range nerf but I wanted to highlight the fact that the MCC is hard to hit with a Precision Strike. Could this potentially carry over to the Squad Focused Strike (which will probably be nicknamed the "MCC strike")? I want to put forth a solution to this. A lock-on system. Now before you think that this strike will be able to lock-on to vehicles or infantry, you would be dead wrong and I would hate to see something like that in place. The lock-on system would work solely with the enemy MCC. We can use an in-game asset as well to illustrate the MCC as a possible lock-on target: the Attack squad order animation. With this, the squad leader could highlight the MCC, the cursor would snap to it when it gets close, and press X to bring in the rain. Otherwise, we'd hear complaints about a very high WP strike being accused of being RNG because mercs are missing their strike by 100 meters due to a poor relationship between a map cursor and a pseudo 2-D map.
EDIT: CCP Rattati wrote:Until we get that "one per equipment category" setting I want Not sure how I feel about this. Can you elaborate on your intention with this? If I'm interpreting this right, that means "1 equipment type at a time". If I had R-9 Uplinks in 1 equipment slot, deployed both of them, and then tried to lay down a N/11 Flux Uplink, both R-9s pop as my N/11 goes active. Using the nanohive example from before, I lay down a Ishukone Nanohive down for people to get ammo. But then I lay down a Wiyrkomi Triage Nanohive, the Ishukone pops. Finally, this is one nobody will bring up as only I and a very select few having these on our suits: Proxy Mines. I lay down minefields and entrances that vehicles frequent. This will easily kill LAVs and will either kill or severely injure tanks. From my understanding, I lay down my 4 Proximity Mines. But the moment I lay down a F/49 Proximity Mine, those 4 standard Proxies disappear.
this was more tongue in cheek, sorry. Just so you all know that equipment spam was never meant to be a legitimate tactic. Cross already used his hotline to "discuss" this idea/jab . I just want less spam, more quality, less quantity.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
292
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Posted - 2014.11.04 05:28:00 -
[108] - Quote
All of the new strikes and equipment sound great, but still are inadequate solutions to clearing roof top campers. The current strike cannot clear a roof due to virtually every highspot has cover to place protected uplinks.
By all means, please add in these things still. Just be aware this does not fix the issue they were intended to.
Sage /thread
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Vell0cet
Vengeance Unbound RISE of LEGION
2466
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Posted - 2014.11.04 05:57:00 -
[109] - Quote
CCP Rattati wrote:this was more tongue in cheek, sorry. Just so you all know that equipment spam was never meant to be a legitimate tactic. Cross already used his hotline to "discuss" this idea/jab . I just want less spam, more quality, less quantity. Give each suit an "equipment bandwidth" stat like drones in EVE. Have a logi suit with high bandwidth and you can deploy a bunch of stuff. Swap out to a scout suit and all but the most recent equipment (up to the scout's lower bandwidth capacity) will pop. This would limit spam and probably significantly improve performance.
Best PvE idea ever!
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SponkSponkSponk
WarRavens Capital Punishment.
1088
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Posted - 2014.11.04 06:17:00 -
[110] - Quote
CCP Rattati wrote:this was more tongue in cheek, sorry. Just so you all know that equipment spam was never meant to be a legitimate tactic. Cross already used his hotline to "discuss" this idea/jab . I just want less spam, more quality, less quantity.
Then you should be concentrating on EMP war barge strikes first.
Dust/Eve transfers
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Joel II X
Bacon with a bottle of Quafe
4259
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Posted - 2014.11.04 06:20:00 -
[111] - Quote
Awesome ideas, but I'm not so sure about the equipment ones. They sound cool, but how would they work out? Can scouts still scan them? How would Spy Links work? |
Cross Atu
OSG Planetary Operations Covert Intervention
3706
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Posted - 2014.11.04 06:22:00 -
[112] - Quote
CCP Rattati wrote:Kaze Eyrou wrote:CCP Rattati wrote:It would be a pinpoint strike, anywhere, not only MCC. Waste it on a single tank if you want, probably miss him if you do, rather than do obscene MCC damage and potentially win the match. Story time! Back in closed beta, I had the chance to be a squad leader in a decent group. We managed to get an Orbital Strike. Without much information on the game, I did some tactical thinking: "What would happen if I used this on the MCC?" I dropped it and using my Sniper Rifle, I watched as some of the shots did no damage. That sucks. We lost the match; I gained some valuable intel. However, I also noticed that some of the shots missed the MCC entirely. Over the course of the game, if we happened to find snipers on the top of the MCC, it was common practice to try and get them off using a Precision Strike (note: this was before the time of the ADS too). But over the course of time, I noticed it was very difficult to target the MCC and sometimes very easy to miss. MCC snipers have virtually been eliminated due to the range nerf but I wanted to highlight the fact that the MCC is hard to hit with a Precision Strike. Could this potentially carry over to the Squad Focused Strike (which will probably be nicknamed the "MCC strike")? I want to put forth a solution to this. A lock-on system. Now before you think that this strike will be able to lock-on to vehicles or infantry, you would be dead wrong and I would hate to see something like that in place. The lock-on system would work solely with the enemy MCC. We can use an in-game asset as well to illustrate the MCC as a possible lock-on target: the Attack squad order animation. With this, the squad leader could highlight the MCC, the cursor would snap to it when it gets close, and press X to bring in the rain. Otherwise, we'd hear complaints about a very high WP strike being accused of being RNG because mercs are missing their strike by 100 meters due to a poor relationship between a map cursor and a pseudo 2-D map.
EDIT: CCP Rattati wrote:Until we get that "one per equipment category" setting I want Not sure how I feel about this. Can you elaborate on your intention with this? If I'm interpreting this right, that means "1 equipment type at a time". If I had R-9 Uplinks in 1 equipment slot, deployed both of them, and then tried to lay down a N/11 Flux Uplink, both R-9s pop as my N/11 goes active. Using the nanohive example from before, I lay down a Ishukone Nanohive down for people to get ammo. But then I lay down a Wiyrkomi Triage Nanohive, the Ishukone pops. Finally, this is one nobody will bring up as only I and a very select few having these on our suits: Proxy Mines. I lay down minefields and entrances that vehicles frequent. This will easily kill LAVs and will either kill or severely injure tanks. From my understanding, I lay down my 4 Proximity Mines. But the moment I lay down a F/49 Proximity Mine, those 4 standard Proxies disappear. this was more tongue in cheek, sorry. Just so you all know that equipment spam was never meant to be a legitimate tactic. Cross already used his hotline to "discuss" this idea/jab . I just want less spam, more quality, less quantity.
CPM Power rawr!
Honestly everyone should take note of this as yet another example of how responsive and engaged CCP Rattati is with feedback.
Also for those with any lingering concerns let me state unequivocally that current state of development intent on this subject does not worry me and, as a long time support player I am looking forward to the move from raw quantity of gear to granulated, active, quality focused play.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3706
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Posted - 2014.11.04 06:23:00 -
[113] - Quote
SponkSponkSponk wrote:CCP Rattati wrote:this was more tongue in cheek, sorry. Just so you all know that equipment spam was never meant to be a legitimate tactic. Cross already used his hotline to "discuss" this idea/jab . I just want less spam, more quality, less quantity. Then you should be concentrating on EMP war barge strikes first. Which is in fact exactly what is occurring.
See a cool idea thread? Mail me the title and I'll take a look =)
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CCP Rattati
C C P C C P Alliance
10141
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Posted - 2014.11.04 06:25:00 -
[114] - Quote
Vell0cet wrote:CCP Rattati wrote:this was more tongue in cheek, sorry. Just so you all know that equipment spam was never meant to be a legitimate tactic. Cross already used his hotline to "discuss" this idea/jab . I just want less spam, more quality, less quantity. Give each suit an "equipment bandwidth" stat like drones in EVE. Have a logi suit with high bandwidth and you can deploy a bunch of stuff. Swap out to a scout suit and all but the most recent equipment (up to the scout's lower bandwidth capacity) will pop. This would limit spam and probably significantly improve performance.
This is generally what we want!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6909
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Posted - 2014.11.04 07:39:00 -
[115] - Quote
Cross Atu wrote:
CPM Power rawr!
Honestly everyone should take note of this as yet another example of how responsive and engaged CCP Rattati is with feedback.
Also for those with any lingering concerns let me state unequivocally that current state of development intent on this subject does not worry me and, as a long time support player I am looking forward to the move from raw quantity of gear to granulated, active, quality focused play.
0.02 ISK Cross
But is there any further development or considerations for us Assault guys who are getting our butts kicked ._.
Important
Legion Transparency
Post Lv5
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Killar-12
The Corporate Raiders Top Men.
3379
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Posted - 2014.11.04 08:09:00 -
[116] - Quote
This.... Also I'd limit the MCC strikes....
http://evil-guide.tripod.com/
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4456
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Posted - 2014.11.04 11:04:00 -
[117] - Quote
Can we get the beta strikes back?
I loved the flash and obvious blast. The current iteration of strike being a solid yellow line was NOT AN IMPROVEMENT.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Iskandar Zul Karnain
2712
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Posted - 2014.11.04 18:25:00 -
[118] - Quote
How would everyone feel about enabling FF for squad OB's in pubs?
TODAMOON514
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Taurion Bruni
D3ATH CARD RUST415
284
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Posted - 2014.11.04 19:14:00 -
[119] - Quote
CCP Rattati wrote:Dear Players, rooftop camping, equipment spam, and skirmish game modes are widely reported as less enjoyable gameplay than it could be. We have been discussing internally and with the CPM, and before we start nerfing gameplay, we want to create "play - counterplay" situations. We also want to reuse existing game mechanics and we also want to create more "action packed" gameplay for solo and new players. These are our ideas, not yet fully technically evaluated but in the realm of possibility: New Orbital StrikesSolo Flux - Very low WP, low impact, pre-hit that Objective you are going after, or rooftop camper Solo Precision Strike - Low WP, tiny radius to blap a Tank or solo sniper, but if he moves you miss. Squad Flux - Medium WP, Huge radius, resetbutton, eliminate all rooftop uplinks and deter spam. Logis will have to spawn in instead of slaying in Sentinels after deploying the early batch Squad Precision Strike - High WP, The one we have, lowered WP, lowered radius Squad Focused Strike - Very high WP, targets the enemy MCC for massive damage, go all out chasing that strike from second one, or turn a clone-out defeat into a narrow victory by lancing the MCC in the last seconds. Now we also have a fun strategic element, do you progress up to the harder WP Strikes, or "spam" the lower ones. Not having only one choice will provide massive changes in gameplay. On top of that, lower signature profiles of equipment based on tier. Want to hide that Uplink, use a proto type as normal passive scans won't see it. EWAR will be much more about intel than cloaked scout slayers. What about spy uplinks, that you can't spawn on, but give a passive scan of various precision and radius? Combined with improved scanners, the predictability of the battlefield will be much less, much more focus on quality, not quantity. That uplink farm won't survive. Thoughts welcome, none of this is set in stone, but shaking up the meta is absolutely necessary every once in a while
I know this is not at all a complete Idea, But do you think we can work this into eve orbitals as well? we could play it off as different orbital ammo types, small medium and large, and the larger the ammo, the longer cool-down required between an eve strike, would provide one more dynamic
Python Pilot // Minmatar Assault
Adapt or Die!
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XxVEXESxX
40
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Posted - 2014.11.04 23:46:00 -
[120] - Quote
Scouts with scan links and cloaks. Oh my!
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
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