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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Rattati
C C P C C P Alliance
9983
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Posted - 2014.11.03 06:45:00 -
[1] - Quote
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 Strikes Solo 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 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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jadek Menaheim
Xer Cloud Consortium
4155
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Posted - 2014.11.03 06:48:00 -
[2] - Quote
Oooohhh, those flux strike animations are really pretty. This sounds cool.
Try the new Planetary Conquest Mode!
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Lilith Serenity
Kinsho Swords Caldari State
12
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Posted - 2014.11.03 06:58:00 -
[3] - Quote
Solo strikes sound good as I play solo almost all the time and end up with 2k WP that go to waste other than SP reward at end of match. Plus how small would the blast radius be for the solos? |
Jadek Menaheim
Xer Cloud Consortium
4156
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Posted - 2014.11.03 07:01:00 -
[4] - Quote
Oh Rattati, I love that stealth change to the topic tittle. That's wonderful!
Try the new Planetary Conquest Mode!
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2104
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Posted - 2014.11.03 07:03:00 -
[5] - Quote
A few questions:
Are these OBs proposed going to require a squad, or can solo players get access to them?
Does flux imply that they do no armor damage, or simply don't do as much damage as the precision strikes?
Is it possible with the current system to simply allow warbarge strikes to vary based on player choices? For instance, instead of always being a default hybrid strike like now, can I as a squad leader decide whether to use a hybrid strike, laser strike, or EMP strike?
Proof that Rattati/CCP do listen to the playerbase.
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CCP Rattati
C C P C C P Alliance
9987
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Posted - 2014.11.03 07:06:00 -
[6] - Quote
Alena Ventrallis wrote:A few questions:
Are these OBs proposed going to require a squad, or can solo players get access to them?
Does flux imply that they do no armor damage, or simply don't do as much damage as the precision strikes?
Is it possible with the current system to simply allow warbarge strikes to vary based on player choices? For instance, instead of always being a default hybrid strike like now, can I as a squad leader decide whether to use a hybrid strike, laser strike, or EMP strike?
Solo as well
The idea is to have a menu, that you can use to spend your WP on, based on what you need and what you can afford.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
1508
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Posted - 2014.11.03 07:13:00 -
[7] - Quote
Been hoping for something like this for forever. So many times I've seen an uplink spammed rooftop/building and just wished I was playing FW with a friendly pilot on voice so I could hit a roof with a single EMP shot.
Only problem with this and it comes from FW experience - with 'hybrid' style strikes, you generally don't need more than five turrets to kill stuff dead. With laser strikes, anything over four turrets can be pretty excessive. With the Projectile EMP strikes the fact that they can't kill anything really means you generally don't need more than one turret.
Would rather see it organized as:
Tactical EMP: Low WP cost, low shot amount (2-3) mainly used for clearing equipment. Tactical Laser: Medium WP cost, Moderate shot amount (functions as though there were say 5 turrets), High damage, short duration for concentrated target busting. Tactical Hybrid: High WP cost, massive shot amount, longest duration, biggest total lethal area. For clearing things right out.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Cat Merc
Onslaught Inc RISE of LEGION
12934
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Posted - 2014.11.03 07:15:00 -
[8] - Quote
reserved
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Terry Webber
Molon Labe. General Tso's Alliance
471
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Posted - 2014.11.03 07:15:00 -
[9] - Quote
Interesting idea, Rattati. This could make it a little easier to deal with rooftop camping and the strike that can damage the MCC sounds really cool. It would make victory all the more satisfying. |
Cat Merc
Onslaught Inc RISE of LEGION
12935
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Posted - 2014.11.03 07:20:00 -
[10] - Quote
Rattati, could we get WP numbers before I write my opinion? Honestly it depends on what you mean by "Low" and "Very High" WP.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Sgt Kirk
Fatal Absolution
8210
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Posted - 2014.11.03 07:29:00 -
[11] - Quote
I don't know where to begin agreeing with this. This is absolutely fantastic and I love every word I read.
Solo Strikes are perfect and allow the solo player to at least have some more of an effect on the battlefield, also good for clearing out constant filthy rooftop campers and spam (which is not a bad thing in itself but It's just way too common)
The idea of Higher tier strikes for the cost of more WP is a fantastic idea that will definitely shake up the gameplay as you said.
The idea of being able to impact the MCC again makes me shiver, this is the part I love especially. The Squad Focused Strike will probably be my favorite, you should also give some extra WP for the Squad that gets a strike that destroys the MCC, just a thought.
I love the idea of Scanning UpLinks but are we going to change the name of them? SigLinks, ComLinks or IntLinks?
The idea of having two Uplinks in the game with very different functions would probably get a little odd.
More odd than people calling me out on using the Allotek Nanohive even though the Repair/Armor Variant of the Nanhohive is Gallente....How in the world did I ramble off to this point?
I digress.
In Summary I love every single idea coming out of this thread and would love to see everyone of these make it into the game.
CCP holds the Caldari's hand so this doesn't happen again.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
634
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Posted - 2014.11.03 07:31:00 -
[12] - 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
thank god we're finally addressing this. deployable scanners would be a godsend. and the new OB's look promising as well.
i'd like to know though, is it possible to get us medium and large eve orbital strikes? we currently only have the small orbital strikes., and it'd be cool to see those finished. larger OB's with longer duration and wider radius, but slower (longer intervals between shots) and with less accuracy? effectively place area under bombardment to deter enemy movement and lock them down or simply deny whole areas |
Gabriel Ceja
Knights of Eternal Darkness League of Infamy
64
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Posted - 2014.11.03 07:53:00 -
[13] - Quote
This is a very fun and awesome idea that brings a more tactical game play including making the leader role more interesting.
As for whether they should progress to higher strikes or not I think it should be to the WP your squad has accumulated that way they have to make a more decisive choice of saving up for the big strikes or using the smaller ones throughout the match.
Also for the leader when opening up the war barrage menu there should be somewhere within it the current amount of WP available to use for a strike
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Spectral Clone
Abandoned Privilege Top Men.
3002
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Posted - 2014.11.03 08:20:00 -
[14] - Quote
I just love the concept of blapping the enemy MCC.
Still don't like the concept of orbitals being WP based, it should require team play to set up a strike.
Crazy idea: Create a special drop uplink used only for orbital strikes. It should be fragile and easily destroyed by a flux grenade. When the uplink is on the ground, it starts syncronizing and counting down a timer until the EVE pilot (AI or player) can drop a strike. Only at the position where this uplink is placed at.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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JIMvc2
The Wanga Empire Strikes Back
353
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Posted - 2014.11.03 08:22:00 -
[15] - Quote
I agree on that. I solo most of the time but when I play with my friend we get overall at a average of 1500 - 2000wp.
I lile the idea of low wp = Low Orbitals.
With the 5k for 1 OB was way too high that even 8 out of 10 matches = no OB for both teams.
Will this apply to all: Ambush, Public Dom Skirmish, Factional Warfare, and PC ?
MAG Raven vet 7 times. Favorite weapon F90 and Highest Kills 78 and 23 deaths.
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Jadek Menaheim
Xer Cloud Consortium
4157
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Posted - 2014.11.03 08:25:00 -
[16] - Quote
Spectral Clone wrote:I just love the concept of blapping the enemy MCC.
Still don't like the concept of orbitals being WP based, it should require team play to set up a strike.
Crazy idea: Create a special drop uplink used only for orbital strikes. It should be fragile and easily destroyed by a flux grenade. When the uplink is on the ground, it starts syncronizing and counting down a timer until the EVE pilot (AI or player) can drop a strike. Only at the position where this uplink is placed at. Very good idea. For simplicity sake in art assets this could be a uplink with a red spire instead of a blue one.
Try the new Planetary Conquest Mode!
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THUNDERGROOVE
Fatal Absolution
1153
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Posted - 2014.11.03 08:32:00 -
[17] - Quote
CCP Rattati wrote: Squad Flux - Medium WP, Huge radius, resetbutton, eliminate all rooftop uplinks and deter spam. Logis will have to spawn
So will this be similar to an 8 gun Coercer EMP orbital strike?
I hope so. That thing will clear out every single link in the rings socket.
Plus when it drops, it looks so amazing
Amarrica!
It's Not Safe to Swim
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Cat Merc
Onslaught Inc RISE of LEGION
12937
|
Posted - 2014.11.03 09:12:00 -
[18] - Quote
Will this also apply to FW? Or will we need to get EVE players for this counterplay to work?
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Indy Strizer
Osmon Surveillance Caldari State
171
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Posted - 2014.11.03 09:21:00 -
[19] - Quote
I would really love these to be added to the game, all great ideas. Although I really love the idea of spy uplinks, I feel there are more than enough scans in the game. I'm afraid it is one more nail on the coffin that houses the corpse of old school squad flanking.
Please keep it up, I am especially happy that you're refining the e-war, although I'd really like it if you gave people some defensive E-War options because it seems like I'm constantly getting scanned unless I'm in a scout suit- maybe make an active scanner variant that is an active dampener- point it at squad mates and they get temporarily dampened for flanking maneuvers or rushes and such... |
shaman oga
The Dunwich Horror
2978
|
Posted - 2014.11.03 09:26:00 -
[20] - Quote
CCP Rattati wrote: New Orbital Strikes Solo 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.
Finally!!!! I have a couple of questions: 1) Will we be able to drop an orbital without creating a squad if we are playing solo? 2) Will flux pass through the walls? (i hope you'll answer yes, the depot in lag city should only be a depot)
CCP Rattati wrote: 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.
Are you making all equipments invisible to passive like REs? The idea of spy uplink seems cool, but i would call them "bait" uplink, you have activated my trap card...Boom!
Another thing, terrains tend to "eat" equipments, is it possible to increase the size of equipments or make them hover over the ground?
With my friend FOTM Duke
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Tesfa Alem
Death by Disassociation
291
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Posted - 2014.11.03 10:09:00 -
[21] - Quote
CCP Rattati wrote:Dear Players, 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 What about spy uplinks, that you can't spawn on, but give a passive scan of various precision and radius?
Question about the squad flux, whats with the "logis will spawn instead of sentinels?". Logis tend to stay logis, when heavies want te get in fast and need uplinks placed people dash in with scout suits/ light suits, shtogun for a bit, and switch out to heavies once killed, or just pull up in an LAV. Balancing to keep people out of heavy suits....thats a bit odd.
Spy uplinks, ultimately useless for logis. Why should i spend my slots on a spy uplink which benifits no one interms of WP or spanws, and just carry a scanner and an uplink which works much better in terms of WP, intel, and team support. I wouldn't wast resources on this.
everything else is pretty interesting, forge gunners will be blown to smitherings, and the sheer amount of orbitals generated by a full squad of my buddies, it will be non stop.
I make it rain on these hos
Redline for Thee, but no Redline for Me.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
635
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Posted - 2014.11.03 10:45:00 -
[22] - Quote
also... dampening uplinks!!! |
The Eristic
Dust 90210
652
|
Posted - 2014.11.03 11:05:00 -
[23] - Quote
Flux strikes would drop enemy shields, too, right? Would be fantastic for assaulting sheltered areas where the enemy can dig in, like the supply depot on Gallente Research. Simultaneously soften them up and eliminate their equipment support, then push in to finish them off.
Reality is the original Rorschach.
Verily! So much for all that.
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Spankdamonke
Dapper Gentlemen Corporation
34
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Posted - 2014.11.03 12:07:00 -
[24] - Quote
I love the idea, been wanting something like this for ages.
One question though...would there be any cooldown on the strikes? Or would one theoretically be able to continuously spam the lower WP varieties. Because I could see that as a potential problem |
Weznof Nalek
Murphys-Law General Tso's Alliance
82
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Posted - 2014.11.03 12:15:00 -
[25] - 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 like your ideas, but I have a question: What about Eve orbitals? Any changes for this orbitals strikes or you keep the same game play? I propose that it is possible for capsuleurs too to make too squad focused strike if they use a battleship with large gun. I like all your ideas, but I want to seize the opportunity to improve the interaction Eve/dust for orbital support. |
Harold Tygus
Paladin Survey Force Amarr Empire
0
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Posted - 2014.11.03 12:50:00 -
[26] - Quote
Weznof Nalek wrote: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 like your ideas, but I have a question: What about Eve orbitals? Any changes for this orbitals strikes or you keep the same game play? I propose that it is possible for capsuleurs too to make too squad focused strike if they use a battleship with large gun. I like all your ideas, but I want to seize the opportunity to improve the interaction Eve/dust for orbital support.
Agree |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2104
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Posted - 2014.11.03 13:07:00 -
[27] - Quote
Another question. What is a "focused strike" as opposed to a "flux strike"? Are all 3 orbital types represented? Is it possible to drop a WP earned laser strike under this system?
In the same vein of the previous question, could we have 7 different orbitals to represent all orbitals? (3 solo EMP, hybrid, laser, 3 squad EMP, hybrid, laser, and MCC killer)
Will solo strikes be deliverable by the individual if they are in a squad, or does the squad leader retain the ability to drop any OBs the squad earns? I feel that giving everyone the ability to drop OBs in a squad will lead to blueberries with no comms using up all the squads WP on solo strikes for themselves.
Proof that Rattati/CCP do listen to the playerbase.
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Mobius Wyvern
Onslaught Inc RISE of LEGION
5384
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Posted - 2014.11.03 13:13:00 -
[28] - 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 Oh my God stop playing with my heart like this.
First you nerf the balls off of the asset I sunk 4 million SP into and now I can't clear rooftops, and then you come up with a beautifully elegant solution for infantry to clear rooftops without having to be dependent on having a vehicle specialist on their team?
I don't know whether to hate you or love you and my poor heart can't take it.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Cat Merc
Onslaught Inc RISE of LEGION
12941
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Posted - 2014.11.03 13:14:00 -
[29] - Quote
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.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
693
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Posted - 2014.11.03 13:20:00 -
[30] - Quote
Yes to everything sir. Is there a certain thing we have to do or say so you implement this idea?
Would it be hotifxable?
The idea is perfect just the way it is. Literally, don't touch a single thing...
The Black Ops Uplink is pretty damn sick as well, I adore the idea someone said about scanning your teammates with active dampening so the whole squad can flank...
I love this damn game
Ace Boone's Son
John's Desciple
Danizzle's Friend/ All Min Suits proto/ Bring on the Star Wars Battlefront 3 Dice..
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Haerr
Clone Manque
1767
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Posted - 2014.11.03 13:31:00 -
[31] - Quote
Can the Flux OB deplete the charge, or put a ~10sec delay before equipment and modules started working again? Would make it really cool to use against Heavy+Logi combos / Cloaky Scouts / 3x Rep Tanks and so on...
Maybe make it a variant and call it something like: Void OB (Like the capacitor bomb in Eve...) |
Ripley Riley
Incorruptibles
4408
|
Posted - 2014.11.03 13:33:00 -
[32] - Quote
I like everything proposed except for one thing: solo warbarge strikes.
CCP Rattati, please reconsider this part of the proposal. The idea of dozens of solo players calling down warbarge strikes every match just makes me cringe so hard. Warbarge strikes are a reward for joining a squad and following squad orders... or at least that is what I thought.
My advice to you, playa...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4364
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Posted - 2014.11.03 13:50:00 -
[33] - Quote
Make
This
Happen
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1347
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Posted - 2014.11.03 13:55:00 -
[34] - Quote
Thank you for the attention to the " solo experience " , so many want to force players to squad and or join a corp that this game looses a big " fun factor " element when people are forced to do things to achieve a certain effect or get a certain result .
Everyone who plays this games doesn't want to squad , everyone who plays doesn't want to join a corp ( that's what they have alliances for ) and you loose a big aspect of game play when you regulate or eliminate the " choice " factor during gameplay .
I could go on about what's wrong with this type of thinking but I don't feel like having to respond to those who encourage joining squads and such and frown on the solo experience , so I won't but thank you Rattati for not forgetting about the " lone wolves " who play this game , now we need numbers as to know what needs to be achieved WP's wise .
Bottom line , if your not playing FW or PC .. it shouldn't matter how the game is approached because your still on a team and team comes first , if you can't win ... team win , then how effective is your squad to begin with . It shouldn't matter how you play the game , as long as the result is victory on the end and most can't even achieve that without two or three combined squad help in a pub match .
I'm not knocking squad play but I do see a majority of players knocking solo play and even trying to eliminate it all together , Rattati , do you agree with this frame of thinking or do you encourage one to and who plays the way that they like ?
It seems by this post that you care about choice and your not forgetting about or trying to regulate and eliminate the solo player and I appreciate you for such .
Thank you Rattati , the DEV crew and the CPM for getting the job of 1.9 done .
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SponkSponkSponk
WarRavens Capital Punishment.
1088
|
Posted - 2014.11.03 13:57:00 -
[35] - Quote
Cat Merc wrote: 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.
This is what orbital missiles in Eve should have been: a pinpoint accuracy weapon that tracks a single target (selected as the target by squad leader as usual)
Dust/Eve transfers
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Lazer Fo Cused
Shining Flame Amarr Empire
59
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Posted - 2014.11.03 14:08:00 -
[36] - Quote
1. I consider jihad jeeps as less enjoyable gameplay and frankly broken but im told 'sandbox' by those who use it 1a. I do spam uplinks on roofs and generally contribute to less enjoyable gameplay for the enemy but now im told 'thats not fair so here is some more strikes to stop that' where as the proper answer should be 'sandbox and HTFU' 1b. Jihad jeeps should be fixed by not allowing friendly RE on friendly vehicles if im not allowed to play the way i want which includes uplink spam and annoying on roofs
2. Can all these strikes be deployed at once? 2a. If a 6man squad instead went solo in a squad each would all the solo strikes used at once be better/stronger than the big one? 2b. How strong is each strike? 2c. How much WP will each strike be?
3. Does this promote solo play? 3a. Does this promote a squad splitting up into 1man squads? so they can send down 10+ strikes as and when they need it
4. Does this kill ground vehicles? Low WP strikes which are easy to use and spammable aswell as having to deal with constant AV 4a. The gunlogi will be worse off as a result, infact all shield vehicles will be worse off because if any of the strike do stop the shield passive rep then it can be good as dead due to in DUST passive shield regen is not constant unlike in EVE where it is and extenders add to the amount of passive shield regen 4b. Madrugar will be the go to vehicle due to constant armor reps, incubus the same |
Spkr4theDead
Red Star. EoN.
2314
|
Posted - 2014.11.03 14:37:00 -
[37] - 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 Sounds pretty nice.
So as far as all those new strikes go, say I have a squad of 5 on Wednesday. We want to go for that last, massive strike, but we also see that there's opportunities to use those smaller ones as well. Not that the WP we have will actually go away, but do the WP we have go into a sort of pool, that even if we decide to use two smaller strikes, will it still build up to that last massive strike? Or would we have to forgo those smaller strikes in favor of that tactical nuke (sorry for the crappy CoD lingo, it best fits what the strike is).
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2314
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Posted - 2014.11.03 14:40:00 -
[38] - Quote
Jadek Menaheim wrote:Oooohhh, those flux strike animations are really pretty. This sounds cool, but Caldari and Amarr logi players are not going to like their stuff always being blapped with solo flux strikes. Kept reading...ok those signature profile changes help address that. And this strikes me as particularly interesting. Would 8000 WP be a good value for that. 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. With the rate vehicle damage WP and Logistics Rep WP, this would encourage FW and PC teams to fight in particular offensive and defensive ways in order to limit how much the opposition squads earn in order to mitigate the opportunities they have to lance their MCC. I could see this being a valuable addition to the meta, but it has to be introduced very very carefully. Soraya Xel, may like that the MCC lance options deters the use of vehicles in matches because of their liability to teams in earning damage WP for enemies. Competitive teams would always think twice about bringing in LAVs or Tanks. It would only be ADS and dropships with mCRUs, particularly now that they provide safe spawn points which award WPs. He said it targets the MCC, which may or may not mean that it only targets the MCC. If it DOES target only the MCC, then you won't be able to take my tank off me with that strike.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1348
|
Posted - 2014.11.03 14:49:00 -
[39] - Quote
Lazer Fo Cused wrote:1. I consider jihad jeeps as less enjoyable gameplay and frankly broken but im told 'sandbox' by those who use it 1a. I do spam uplinks on roofs and generally contribute to less enjoyable gameplay for the enemy but now im told 'thats not fair so here is some more strikes to stop that' where as the proper answer should be 'sandbox and HTFU' 1b. Jihad jeeps should be fixed by not allowing friendly RE on friendly vehicles if im not allowed to play the way i want which includes uplink spam and annoying on roofs
2. Can all these strikes be deployed at once? 2a. If a 6man squad instead went solo in a squad each would all the solo strikes used at once be better/stronger than the big one? 2b. How strong is each strike? 2c. How much WP will each strike be?
3. Does this promote solo play? 3a. Does this promote a squad splitting up into 1man squads? so they can send down 10+ strikes as and when they need it
4. Does this kill ground vehicles? Low WP strikes which are easy to use and spammable aswell as having to deal with constant AV 4a. The gunlogi will be worse off as a result, infact all shield vehicles will be worse off because if any of the strike do stop the shield passive rep then it can be good as dead due to in DUST passive shield regen is not constant unlike in EVE where it is and extenders add to the amount of passive shield regen 4b. Madrugar will be the go to vehicle due to constant armor reps, incubus the same These are viable questions because in some instances , some changes open up a can of worms that the community will latter on complain about . I had similar thoughts as well but I didn't even want to start , glad that you were and are thinking about the after effects because I used spawns as well and considered it a viable tactic because the thought was to put as much pressure on the opponent as possible and to force them to do things like , get into a DS which shouldn't be hard for those that harp on squad play and clear some of these rooftops , I know I play solo and I do it by my self with my HMG , not caring if I die or not but just trying to address the threat .
A lot of people complain about things that aren't even " issues " because they don't want to risk or address it themselves so they come to the forum and complain about it in an attempt to change that aspect instead of addressing the " issue " themselves . It seems to work for them by the changes in this post and other changes that result in a vanilla game with no tactical game play and then people complain about being bored and saying that this game doesn't have a tactical element .
I'm done talking about this because it's sad and seems to keep happening but when you speak like we do LFC , we're considered the ones with the problem and are attacked in responses .
This and the fact that you have some that are trying to kill the solo aspect of this game are problems , real problems ... I mean , what is considered a " viable " tactic anymore and this is a game where people swindle people out of ISK , they steal your vehicles , team mates kill you and destroy your equipment and vehicles by driving into or flying into them , sniping they give away your position by placing a nano in the spot your in as to draw attention or team kill you when you snipe , they stand around during a match and do nothing while your team is getting slaughtered , I can go on and on but I guess these things are not problems or " issues " that need to be addressed because they are " viable tactics " and they don't truly hinder gameplay .
I'm done because I really don't feel like I have to respond to those who think otherwise .
Thank you Rattati , the DEV crew and the CPM for getting the job of 1.9 done .
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Ku Shala
The Generals
1006
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Posted - 2014.11.03 14:51:00 -
[40] - Quote
Blueberries with killing potential .......... Good luck in fw when you get teamed by a friendly 10 times a match
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Spkr4theDead
Red Star. EoN.
2314
|
Posted - 2014.11.03 14:56:00 -
[41] - Quote
This
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2314
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Posted - 2014.11.03 15:02:00 -
[42] - Quote
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.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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manboar thunder fist
Dead Man's Game RUST415
198
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Posted - 2014.11.03 15:11:00 -
[43] - Quote
can't wait for 5-6 solo strikes a match.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Brush Master
Onslaught Inc RISE of LEGION
1314
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Posted - 2014.11.03 15:16:00 -
[44] - Quote
As far as strikes go, I like
- Squad Focused Strike - I think this would be great for teams, winning at the last second with a massive strike.
- I like the increase variety with flux strikes and solo but one concern is the menu system, right now, waiting for a menu to load, map to load, it can take a while. Would like to see line of sight strikes be an option so your just use the quick commands to call it in.
Intel or iLinks? sounds like a nice variety as long as they are limited and do not fall under the same scenario as nanohives/uplinks where you can spam several at each tier.
While you are thinking Link types, how about an E-War type link/hive that disables or prevents any enemy nanohive/uplink within a large radius, think 2-3 time radius of a flux. It would not destroy enemy equipment, just prevent it from working, so enemy has to find it and destroy it before their equipment works.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9084
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Posted - 2014.11.03 15:22:00 -
[45] - Quote
Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Iskandar Zul Karnain
Hellstorm Inc General Tso's Alliance
2709
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Posted - 2014.11.03 15:26:00 -
[46] - Quote
All my yes! I've been hoping to see ideas like this that shake the same old tired game play. The 'Squad Focused Strike' is really going to make the tears flow for those close games.
Question: How will solo orbitals work while in squad?
If in squad, will any member of the squad be able to drop their own solo orbital (detracting from the WP needed to drop a squad OB)?
Quafe Army
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Cat Merc
Onslaught Inc RISE of LEGION
12942
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Posted - 2014.11.03 15:39:00 -
[47] - Quote
Ripley Riley wrote:I like everything proposed except for one thing: solo warbarge strikes.
CCP Rattati, please reconsider this part of the proposal. The idea of dozens of solo players calling down warbarge strikes every match just makes me cringe so hard. Warbarge strikes are a reward for joining a squad and following squad orders... or at least that is what I thought. If the blast radius is as tiny as I think it is, I expect it wouldn't be a problem at all.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
12942
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Posted - 2014.11.03 15:42:00 -
[48] - 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. Gee, I guess me wasting a valuable tactical resource that could be used to clear equipment from an area, or soften enemy positions, or getting rid of that annoying sniper back in the redline shouldn't do anything to your tank. Good to know.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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CCP Rattati
C C P C C P Alliance
10063
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Posted - 2014.11.03 15:42:00 -
[49] - Quote
Cat Merc wrote:Ripley Riley wrote:I like everything proposed except for one thing: solo warbarge strikes.
CCP Rattati, please reconsider this part of the proposal. The idea of dozens of solo players calling down warbarge strikes every match just makes me cringe so hard. Warbarge strikes are a reward for joining a squad and following squad orders... or at least that is what I thought. If the blast radius is as tiny as I think it is, I expect it wouldn't be a problem at all. just to get the taste
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2281
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Posted - 2014.11.03 15:43:00 -
[50] - Quote
Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. Like this a lot. +1 Aero.
Just some ideas to try and flesh it out:
1) ONLY LOGIS get regenerating equipment. This could be a central role advantage.
2) Deploying equipment still costs ISK. Basically, what the Logi is paying for is nanites - thinking bigger, nanites really should be a primary resource in DUST and would be a good candidate for PC geopolitics.
3) Logis should have the ability to destroy their own equipment. Remotely.
4) Logi role bonuses for equipment efficacy should be better than and non-logi class suit. <-- Just throwing this in, it's really an old point from other conversations
PSN: RationalSpark
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Cat Merc
Onslaught Inc RISE of LEGION
12942
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Posted - 2014.11.03 15:48:00 -
[51] - Quote
CCP Rattati wrote:Cat Merc wrote:Ripley Riley wrote:I like everything proposed except for one thing: solo warbarge strikes.
CCP Rattati, please reconsider this part of the proposal. The idea of dozens of solo players calling down warbarge strikes every match just makes me cringe so hard. Warbarge strikes are a reward for joining a squad and following squad orders... or at least that is what I thought. If the blast radius is as tiny as I think it is, I expect it wouldn't be a problem at all. just to get the taste For some reason I feel like this sentence was expected to link a picture or a video of some sort displaying something small in size.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
12943
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Posted - 2014.11.03 15:49:00 -
[52] - Quote
Aero Yassavi wrote:Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. Same answer I gave to Spkr, it's a valuable tactical resource that should hurt the enemy when used right.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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CCP Rattati
C C P C C P Alliance
10066
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Posted - 2014.11.03 15:51:00 -
[53] - Quote
Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown.
How about they deploy far apart, under roofs or inside buildings?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Onslaught Inc RISE of LEGION
12943
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Posted - 2014.11.03 15:52:00 -
[54] - Quote
CCP Rattati wrote:Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. How about they deploy far apart, under roofs or inside buildings? Well then, guess that supply depot room in the Gallente research facility is still going to be annoying.
Guess that's why I'm carrying flux nades.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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CCP Rattati
C C P C C P Alliance
10066
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Posted - 2014.11.03 15:54:00 -
[55] - Quote
Spkr4theDead wrote:Jadek Menaheim wrote:Oooohhh, those flux strike animations are really pretty. This sounds cool, but Caldari and Amarr logi players are not going to like their stuff always being blapped with solo flux strikes. Kept reading...ok those signature profile changes help address that. And this strikes me as particularly interesting. Would 8000 WP be a good value for that. 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. With the rate vehicle damage WP and Logistics Rep WP, this would encourage FW and PC teams to fight in particular offensive and defensive ways in order to limit how much the opposition squads earn in order to mitigate the opportunities they have to lance their MCC. I could see this being a valuable addition to the meta, but it has to be introduced very very carefully. Soraya Xel, may like that the MCC lance options deters the use of vehicles in matches because of their liability to teams in earning damage WP for enemies. Competitive teams would always think twice about bringing in LAVs or Tanks. It would only be ADS and dropships with mCRUs, particularly now that they provide safe spawn points which award WPs. He said it targets the MCC, which may or may not mean that it only targets the MCC. If it DOES target only the MCC, then you won't be able to take my tank off me with that strike.
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Onslaught Inc RISE of LEGION
12943
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Posted - 2014.11.03 15:54:00 -
[56] - Quote
I'm wondering, how much damage does the MCC precision strike do?
Will it remove 1/4th armor?
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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CCP Rattati
C C P C C P Alliance
10066
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Posted - 2014.11.03 15:55:00 -
[57] - Quote
Cat Merc wrote:CCP Rattati wrote:Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. How about they deploy far apart, under roofs or inside buildings? Well then, guess that supply depot room in the Gallente research facility is still going to be annoying. Guess that's why I'm carrying flux nades.
Until we get that "one per equipment category" setting I want
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
10066
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Posted - 2014.11.03 15:56:00 -
[58] - Quote
Cat Merc wrote:I'm wondering, how much damage does the MCC precision strike do?
Will it remove 1/4th armor?
I have no idea, these are just preliminary designs. Now that I see that the community is pretty excited, we can explore and evaluate our options further.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Onslaught Inc RISE of LEGION
12943
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Posted - 2014.11.03 15:57:00 -
[59] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. How about they deploy far apart, under roofs or inside buildings? Well then, guess that supply depot room in the Gallente research facility is still going to be annoying. Guess that's why I'm carrying flux nades. Until we get that "one per equipment category" setting I want ...Terrific.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
12943
|
Posted - 2014.11.03 15:59:00 -
[60] - Quote
CCP Rattati wrote:Cat Merc wrote:I'm wondering, how much damage does the MCC precision strike do?
Will it remove 1/4th armor? I have no idea, these are just preliminary designs. Now that I see that the community is pretty excited, we can explore and evaluate our options further. Gotchya, I was wondering how far along this was.
I got so used to devs discussing ideas only when the general thing is set in stone and only numbers can change. Guess I still didn't shake that off.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9085
|
Posted - 2014.11.03 16:01:00 -
[61] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. How about they deploy far apart, under roofs or inside buildings? Well then, guess that supply depot room in the Gallente research facility is still going to be annoying. Guess that's why I'm carrying flux nades. Until we get that "one per equipment category" setting I want So if I want to carry a Wirykomi Triage Hive but also something for ammo I won't be able to? I'm just trying to help
A better solution in my opinion would be have the equipment self destruct if you switch suits to one that doesn't have that particular equipment equipped or respawn in a suit that doesn't have that particular equipment equipped.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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One Eyed King
Land of the BIind
5368
|
Posted - 2014.11.03 16:01:00 -
[62] - Quote
Yes please.
I have always wanted something of a flux strike given EQ spam and rooftop campers. I think the range and variety of OBs would be impressive and lend themselves to much strategery.
1.9 Where cloaked scouts give way to tanked scouts. Problem solved?
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Cat Merc
Onslaught Inc RISE of LEGION
12943
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Posted - 2014.11.03 16:02:00 -
[63] - Quote
Aero Yassavi wrote:CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. How about they deploy far apart, under roofs or inside buildings? Well then, guess that supply depot room in the Gallente research facility is still going to be annoying. Guess that's why I'm carrying flux nades. Until we get that "one per equipment category" setting I want So if I want to carry a Wirykomi Triage Hive but also something for ammo I won't be able to? I'm just trying to help That's what Allotek hives are for :P Specialize in either ammo, reps, or take the middle route that isn't as effective as either.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9085
|
Posted - 2014.11.03 16:07:00 -
[64] - Quote
Cat Merc wrote:Aero Yassavi wrote:CCP Rattati wrote:
Until we get that "one per equipment category" setting I want
So if I want to carry a Wirykomi Triage Hive but also something for ammo I won't be able to? I'm just trying to help That's what Allotek hives are for :P Specialize in either ammo, reps, or take the middle route that isn't as effective as either. But why should I not be allowed both for maximum efficiency if I'm willing to use two slots?
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Lazer Fo Cused
Shining Flame Amarr Empire
62
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Posted - 2014.11.03 16:07:00 -
[65] - Quote
1. I consider jihad jeeps as less enjoyable gameplay and frankly broken but im told 'sandbox' by those who use it 1a. I do spam uplinks on roofs and generally contribute to less enjoyable gameplay for the enemy but now im told 'thats not fair so here is some more strikes to stop that' where as the proper answer should be 'sandbox and HTFU' 1b. Jihad jeeps should be fixed by not allowing friendly RE on friendly vehicles if im not allowed to play the way i want which includes uplink spam and annoying on roofs
2. Can all these strikes be deployed at once? 2a. If a 6man squad instead went solo in a squad each would all the solo strikes used at once be better/stronger than the big one? 2b. How strong is each strike? 2c. How much WP will each strike be?
3. Does this promote solo play? 3a. Does this promote a squad splitting up into 1man squads? so they can send down 10+ strikes as and when they need it
4. Does this kill ground vehicles? Low WP strikes which are easy to use and spammable aswell as having to deal with constant AV 4a. The gunlogi will be worse off as a result, infact all shield vehicles will be worse off because if any of the strike do stop the shield passive rep then it can be good as dead due to in DUST passive shield regen is not constant unlike in EVE where it is and extenders add to the amount of passive shield regen 4b. Madrugar will be the go to vehicle due to constant armor reps, incubus the same
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
100
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Posted - 2014.11.03 16:24:00 -
[66] - Quote
I'm impressed. 1.9 will be so much better than ever!!!
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Cat Merc
Onslaught Inc RISE of LEGION
12945
|
Posted - 2014.11.03 16:26:00 -
[67] - Quote
Aero Yassavi wrote:Cat Merc wrote:Aero Yassavi wrote:CCP Rattati wrote:
Until we get that "one per equipment category" setting I want
So if I want to carry a Wirykomi Triage Hive but also something for ammo I won't be able to? I'm just trying to help That's what Allotek hives are for :P Specialize in either ammo, reps, or take the middle route that isn't as effective as either. But why should I not be allowed both for maximum efficiency if I'm willing to use two slots? Because the PS3 hardware doesn't care about your maximum efficiency. The poor thing can barely handle itself without you :P
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2281
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Posted - 2014.11.03 16:58:00 -
[68] - Quote
+1 for the title, OP
+++ for the content.
To analogize as awkwardly as possible, i want to call this the 'CCP/CSM Dust Tactiacal Ewar Strike Stew'. So many ovelapping systems and game mechanics. To separate it all and analyze it rationally would be a big job. But it sure smells tasty.
Existing Issues
Uplink/Equipment use will become considerably more tactical and assume more importance, as will countering said gameplay. There's a few thing we might want to take care of first: [list=1] Untouchable equipment. We've all seen uplinks/REs deployed under Null Consoles or in terrain where they become untouchable. This could be a big frustration/waste of resources for 'Tactical Anti-Equipment Hunters'.
Aural location of equipment(especially uplinks, it seems) - this is where you hear an uplink right next to you but in reality it is far above or below you, even though the way the sound changes as you you approach the uplink implies it's very close to you. This was an old discussion that i don't think we resolved. The consensus in the thread, ifrc, was that the z-axis was not playing a role in the aural location of equipment sounds.
The Off-Screen Assets Menu & controls. Too awkward and dangerous for mass consumption. I think it's fair to say that players experience CCP's current implementation as frustrating and dangerous. The idea of having to find a quiet corner in the middle of a pitched firefight to use an orbital asset is anti-gameplay: players are forced to sacrifice one form of entertaining gamplay for another. Death and loss while you're in a menu trying to support your team sucks.
Menu lag. For example, loading map or opposing team roster - can take a long time and that time can be unpredictable - makes players shy away from that functionality.
TACNET lag. Not a deal breaker for what's being proposed, but still annoying in a game where every second counts - when you scan with your active scanner and the results don't resolve on the minimap for 3-4 seconds - this can change risk assessment, decision-making and choice of tactics. Annoying when your scanner tells you 3 seconds into your sprint that yes, there actually was an entire freakin' squad around that corner. Perhaps too difficult to resolve but worth mentioning.
We should prolly address equipment spam through proper game mechanics before implementing solo OBs - much of the attraction of solo OBs is in reaction to equipment spam.
TACNET Gameplay
The entire content of Rattati's proposal is revolving around TACNET gameplay. Imo there is a lot of valuable and entertaining gameplay to be had in thinking about the TACNET as a content-generator. We've been too busy in DUST taking care of old business, but as we look forward to generating new content/gameplay/depth the neglected TACNET is a diamond in the rough. There are some great archive thread discussing possibilities: Prolly worth having A tacnet-only thread sometime soon.
There's a heap o' nitty-gritty details to be worked out but all in all it sounds like hella fun.
PSN: RationalSpark
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Kwartoo
Prima Gallicus
6
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Posted - 2014.11.03 16:59:00 -
[69] - Quote
all stuffs who can prevent rooftop camping and equipment spam are welcome |
Tesfa Alem
Death by Disassociation
291
|
Posted - 2014.11.03 17:01:00 -
[70] - Quote
CCP Rattati wrote:
Until we get that "one per equipment category" setting I want
This is very bad news for Logis, sepecifcally the Amarr and Caldari. I specced into them so that I want to focus on multiple points of reps/ressuply and keep firing with my rail rifle or providing various spawn points over the course of a match as battles play out. I'm not going to carry just one, if i were then i'd just stick to my proto minmatar, and i'm wasting the racial bonus and restricting my variety of logi play styles to heavy hugging.
Give them some other bonus if your gonna screw them over with this proposal.
Redline for Thee, but no Redline for Me.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2281
|
Posted - 2014.11.03 17:10:00 -
[71] - Quote
Cat Merc wrote:Aero Yassavi wrote:Cat Merc wrote:Aero Yassavi wrote:CCP Rattati wrote:
Until we get that "one per equipment category" setting I want
So if I want to carry a Wirykomi Triage Hive but also something for ammo I won't be able to? I'm just trying to help That's what Allotek hives are for :P Specialize in either ammo, reps, or take the middle route that isn't as effective as either. But why should I not be allowed both for maximum efficiency if I'm willing to use two slots? Because the PS3 hardware doesn't care about your maximum efficiency. The poor thing can barely handle itself without you :P There are less draconian ways of limiting equipment spam than imposing fitting/gameplay restrictions on Logis. I'd rather see a global 'maximum # deployed' limit for a particular equipment category for that Logi together with the logi's ability to destroy or tun off their own equipment.
PSN: RationalSpark
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Iskandar Zul Karnain
Hellstorm Inc General Tso's Alliance
2709
|
Posted - 2014.11.03 17:25:00 -
[72] - Quote
CCP Rattati wrote: Until we get that "one per equipment category" setting I want
....but the sandbox....why would you do such a thing???
Quafe Army
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Mark Crusader
Resheph Interstellar Strategy Gallente Federation
24
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Posted - 2014.11.03 17:56:00 -
[73] - Quote
*Strafing Strike*
Bombardments fall in a line perpendicular to the caller with the strike marker in the center of the line. This can be used to clear off ridges and structures like pipes, or suppress advancing lines of infantry and vehicles.
It can potentially be more effective than other strikes, but requires the caller to correctly position themselves for the strafing strike to line up as desired. |
Ku Shala
The Generals
1008
|
Posted - 2014.11.03 17:59:00 -
[74] - Quote
will orbitals still strike through solid objects Ie. tabletops and buildings?
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Mark Crusader
Resheph Interstellar Strategy Gallente Federation
24
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Posted - 2014.11.03 18:03:00 -
[75] - Quote
Regarding CCP Rattati's idea on Spy Uplinks...
There should be a whole series of EWAR focused place-able equipment:
* Short range Deployable Active Scanners that burn out after a while * Long range Signature Enhancers * Medium range Sensor Dampeners (but the equipment itself is easily detected) * Sensor Decoys that put random reddots on the screen within its range |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
137
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Posted - 2014.11.03 18:14:00 -
[76] - Quote
Great ideas !!!
Next: Hackable equipment please !
require use of equivalent tier codebreaker for equipment.
Basic Uplink requires basic codebreaker Enhanced for Enhanced Prototype for Prototype
Min scout utility will go up if it's a long hack, too ! |
Joseph Ridgeson
WarRavens Capital Punishment.
2314
|
Posted - 2014.11.03 18:15:00 -
[77] - Quote
The Precision MCC Strike seems to be really "not fun" if you are against a single, dedicated Squad and your team has none. In these games, it is already REALLY unlikely for you to win as the 6 people working together can pretty much hold the point forever. However, I have had games where a pure slapdash team is able to break those players' hold. I am hammering them in my Tank so if they are switching to AV the Infantry is making a grand push for it.
"We did it! We got the point. We just need to hold it for a minute and w-, okay they just nuked our MCC."
Of course, maybe this is more a gripe with matchmaking than the new Orbital.
Otherwise, looks really interesting. I can see the Amarr Logistics people being quite upset that their Equipment bonus is going to be specifically targeted with this change but as a Caldari suit only kind of guy I can only say 'boohoo.'
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Booby Tuesdays
Tuesdays With Boobies
923
|
Posted - 2014.11.03 18:17:00 -
[78] - Quote
CCP Rattati wrote: Until we get that "one per equipment category" setting I want
Et Tu, Brute? Then Die Logis!!!
( . )( . )
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11538
|
Posted - 2014.11.03 18:36:00 -
[79] - Quote
1.) nice use of Strangelove 2.) I like these ideas a lot.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Iron Wolf Saber
Den of Swords
17574
|
Posted - 2014.11.03 18:46:00 -
[80] - Quote
Mind you current emp strikes from eve starships don't giaf about walls. your only hope is to hope there is a high enough roof over the uplinks.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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John Demonsbane
Unorganized Ninja Infantry Tactics
4411
|
Posted - 2014.11.03 19:09:00 -
[81] - Quote
CCP Rattati wrote:Cat Merc wrote:CCP Rattati wrote:Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. How about they deploy far apart, under roofs or inside buildings? Well then, guess that supply depot room in the Gallente research facility is still going to be annoying. Guess that's why I'm carrying flux nades. Until we get that "one per equipment category" setting I want
I don't like this unless you exempt the Caldari and Amarr logi's from it. But, if you do that, then spectacular idea.
Keep the actual logi's in business and get rid of the "spammers" who are the real problem, dropping 18 links at the start of a match and then switching into Sentinel suits, like you mentioned in the OP. Love that concept. Also love the idea of black ops uplinks. I would be all over those.
As for the strikes, they sound good in theory. More variety is better than less. Just gotta get the numbers right.
(The godfather of tactical logistics)
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Cass Caul
1415
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Posted - 2014.11.03 19:25:00 -
[82] - Quote
On rooftop camping: CCP Rattati, you seem to understand that this is a problem based solely on word of mouth rather than personal experience. I make that accusation because the way you said limited EMP radius.
Currently, on Biomass outpost if you place uplinks on both sides of a tower it takes 2 warbarge strikes to clear them all off. On the center building it takes 2 to 3, and the rectangular building above the Domination point takes 2. Similarly on Orbital Artillery the radius of the rings prevents a single Warbarge Strike from wiping out all links. Communications Outpost (my personal favorite) which doesn't seem to pop up anymore is really the only one where the roof tops are small enough for a single strike to clear them. The Gallente Research Facility, assuming the radius of the Warbarge Strike is the same, is also too small to clear up uplinks surrounding the upper level point. And the way you guys have spoken about the Caldari Production Facility, yeah, it sounds like that's going to be a huge problem there.
Solo EMP will need to have a larger radius than current Warbarge Strikes to clear rooftop campers.
Why "spy uplinks?" What part of New Edan would make the Amarr focus on their deployable equipment being used to detect others? Wouldn't it be better suited for Caldari? Or are you just saying "No creation of new assets, so we'll steal the image and use it for this purpose." Because then it would fit as a new equipment in line with the team-shared active scanners as a Gallente tool.
----- other comments forthcoming
On Hiatus.
This is my smartphone alt
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2284
|
Posted - 2014.11.03 19:27:00 -
[83] - Quote
And another thing.....
Way back when the idea was to 'pay' for vehicle deployments with warpoints.
Imo this is still a good idea - the cost doesn't need to be steep(maybe 50 WP for lav, 75 for DS, 100 for HAV, etc.), but giving the player broader and deeper decisions to make re: spending WP would be adding another interesting layer to the game.
For solo players the decisions would be fairly easy and would prolly be dictated by tactical need & playstyle choice.
For squads, however, the decision to spam HAVs/DS could impact their ability to invoke large orbital assets later in the game. That tension would be interesting, and may lead to squads supporting their vehicles when vehicles are deemed necessary.
PSN: RationalSpark
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Cross Atu
OSG Planetary Operations Covert Intervention
3694
|
Posted - 2014.11.03 19:33:00 -
[84] - Quote
In case anyone cares (not saying you should, just in case you do) I like the new OB ideas. Clearly scale of both WP cost and OB effect will need to be tuned and I for one think community feedback on how they are working once/if deployed will be an important asset in that, but the concepts are great.
As a dedicated Logi I rub my hands together at the idea of having more options to counter the non-Logistics spam play that happens with equipment, EMP OB you say? Yes please!
See a cool idea thread? Mail me the title and I'll take a look =)
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Iron Wolf Saber
Den of Swords
17575
|
Posted - 2014.11.03 19:34:00 -
[85] - Quote
Cass Caul wrote:On rooftop camping: CCP Rattati, you seem to understand that this is a problem based solely on word of mouth rather than personal experience. I make that accusation because the way you said limited EMP radius.
Currently, on Biomass outpost if you place uplinks on both sides of a tower it takes 2 warbarge strikes to clear them all off. On the center building it takes 2 to 3, and the rectangular building above the Domination point takes 2. Similarly on Orbital Artillery the radius of the rings prevents a single Warbarge Strike from wiping out all links. Communications Outpost (my personal favorite) which doesn't seem to pop up anymore is really the only one where the roof tops are small enough for a single strike to clear them. The Gallente Research Facility, assuming the radius of the Warbarge Strike is the same, is also too small to clear up uplinks surrounding the upper level point. And the way you guys have spoken about the Caldari Production Facility, yeah, it sounds like that's going to be a huge problem there.
Solo EMP will need to have a larger radius than current Warbarge Strikes to clear rooftop campers.
Why "spy uplinks?" What part of New Edan would make the Amarr focus on their deployable equipment being used to detect others? Wouldn't it be better suited for Caldari? Or are you just saying "No creation of new assets, so we'll steal the image and use it for this purpose." Because then it would fit as a new equipment in line with the team-shared active scanners as a Gallente tool.
----- other comments forthcoming
Remote sensors alert the amarrian slave masters of escaping slaves.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Terry Webber
Molon Labe. General Tso's Alliance
474
|
Posted - 2014.11.03 19:36:00 -
[86] - Quote
Mark Crusader wrote:*Strafing Strike*
Bombardments fall in a line perpendicular to the caller with the strike marker in the center of the line. This can be used to clear off ridges and structures like pipes, or suppress advancing lines of infantry and vehicles.
It can potentially be more effective than other strikes, but requires the caller to correctly position themselves for the strafing strike to line up as desired. That's a great idea! A continuous laser should be able to do this. |
zzZaXxx
Vengeance Unbound
621
|
Posted - 2014.11.03 19:36:00 -
[87] - Quote
Rattati, OMG this is pure genius! This is much needed and will make matches a lot more dynamic and less predictable. Having lower cost solo and squad flux strikes to go after equipment introduces a completely new tactical element to the game. Bravo! Being able to throw down a low cost precision strike on an annoying forger or sniper is beautiful. The WP cost of normal precision strike did need to be lowered and radius is a good balancer.
But then to be able to save it all up to the very end and sucker punch the enemy FTW at the end? Gorgeous. Another completely new element. And the squad focused strike is a bit of a gamble too, because if you wait for it all match but then don't earn enough WP you'll have missed out on other timely strikes. Orbs will now be a legit mind game, and squadding up--even with randoms--becomes more important, which is timely since more players are soloing these days (because now we can).
I was already blown away, but that not all! Tiered scan profile on equipment? Yes please! Uplink camping is a non-fun aspect of this game, as one side just gets demolished without their ever having been a decent exchange, and it can derail a whole match for that team, especially in ambush. But that's often not through any great negligence on the logi who placed the links. Even well placed ones can be seen by a whole crowd through normal scans or scouts' passives, and once they're tagged that spot is exposed. Tiered profile, while also rewarding specialization, will set the stage for funner, more balanced matches, as both teams will have a better chance to establish a beachhead with a critical mass of infantry to engage the enemy before being overwhelmed.
Of course it also provides another (!!) new strategic element: cloaked scouts will be able to place hidden uplinks in "occupied territory" and those links will survive longer, opening up more opportunities for flanking havoc. For example, on the map with spire and bridge and the point near the Cliffside (Domination) a proto link could be placed on the roof of the (heavily occupied) building across the street. Currently that link would be tagged by the first scout with passives and the rooftop would just as likely turn into a trap. With lower profile only proto scans will detect it, so a stream of infantry could spawn through there and flood in through the backdoor before the enemy is prepared.
Another interesting scenario is a couple cloaked scouts running through a heavily occupied area of a city map and just spamming proto links all over the place so that the enemy never knows where someone might appear. This harasses their flanks and/or forces them to hunt links, which softens up their front.
I would add a new uplink: Viziam Focused Drop Uplink. Only precision enhanced Amarr scouts or a proto focused scanner can detect it. For a downside, it could be either more expensive or have a slower spawn time or spawn count. I vote only nerf its spawn count.
But there's more!!! Spy uplinks is GENIUS!! Another new element!! They would provide a really fun and strategically versatile EWAR tool. I see their most effective use being defensive, tagging enemies as they approach a position through the usual flanking routes, especially in less open maps. Or, in Domination, logis could spam them around the point for awareness of the whole area. Offensively, a cloaked scout could ninja drop them in hard-to-reach places on or near an enemy position, or they could be paired with risky drop uplinks to ensure that the area is clear before using the link.
These changes would add a lot to the game, and none of it seems like it would be OP, at least not after a hotfix, and it's all fun and full of variety and delicious cat and mouse strategy. They would also buff logis and scouts who focus on actual scouting (and give scouty scouts a lot more to do!). The Amarr logi would benefit more than anyone, and he needs some love. (Since Gal logi will be getting love and Min logi is the rep king, this will leave Cal logi in need of some kind of attention. My suggestion is something unique which will make him the go-to slayer logi, but maybe buffed hive HP so at proto it takes two fluxes to take them out? This would also make flux strikes more useful.)
Great ideas!!! I vote a big YES to all! How much of this comes form the CPM? Props to them if any of this is their brain child. |
One Eyed King
Land of the BIind
5389
|
Posted - 2014.11.03 20:21:00 -
[88] - Quote
Joseph Ridgeson wrote:The Precision MCC Strike seems to be really "not fun" if you are against a single, dedicated Squad and your team has none. In these games, it is already REALLY unlikely for you to win as the 6 people working together can pretty much hold the point forever. However, I have had games where a pure slapdash team is able to break those players' hold. I am hammering them in my Tank so if they are switching to AV the Infantry is making a grand push for it.
"We did it! We got the point. We just need to hold it for a minute and w-, okay they just nuked our MCC."
Of course, maybe this is more a gripe with matchmaking than the new Orbital.
Otherwise, looks really interesting. I can see the Amarr Logistics people being quite upset that their Equipment bonus is going to be specifically targeted with this change but as a Caldari suit only kind of guy I can only say 'boohoo.' I am finding, particularly in pubs, that if such a squad exists on the other team, and not on mine, we have lost already.
At that point it is almost a mercy.
1.9 Where cloaked scouts give way to tanked scouts. Problem solved?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14093
|
Posted - 2014.11.03 20:34:00 -
[89] - Quote
For that Anti Tank Precision Strike you might have to make it a rapidly deploying one as with HAV currently we can accelerate really quickly, especially so when you hear and orbital activate.
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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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9094
|
Posted - 2014.11.03 20:55:00 -
[90] - Quote
Cass Caul wrote: Why "spy uplinks?" What part of New Edan would make the Amarr focus on their deployable equipment being used to detect others? Wouldn't it be better suited for Caldari? Or are you just saying "No creation of new assets, so we'll steal the image and use it for this purpose." Because then it would fit as a new equipment in line with the team-shared active scanners as a Gallente tool.
----- other comments forthcoming
Similarly as uplinks are used to transport slaves, spy uplinks are used to make sure no slave escapes.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Grimmiers
694
|
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
|
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
|
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.
My Youtube
Biomassed Podcast
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6888
|
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.
Important
Legion Transparency
Post Lv5
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Regis Blackbird
Dust University Ivy League
437
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Taurion Bruni
D3ATH CARD RUST415
284
|
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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DarthPlagueis TheWise
292
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Posted - 2014.11.05 00:43:00 -
[121] - Quote
I approve.
Bolas deploys tank in strategic location
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1220
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Posted - 2014.11.05 01:11:00 -
[122] - Quote
I like that
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Nevyn Tazinas
Company of Marcher Lords Amarr Empire
43
|
Posted - 2014.11.05 07:08:00 -
[123] - Quote
CCP Rattati wrote: Until we get that "one per equipment category" setting I want
If/When we do get that setting, can we then have unlimited 'ammo' with a timer on use. As it stands, the consumable logi equipment requires continually suit swapping to get replacement 'ammo' since it doesn't even recharge near a Suppy Depot. While the non consumable needles & reps just keep on giving for the entire match |
DUST Fiend
Onslaught Inc RISE of LEGION
14846
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Posted - 2014.11.05 07:52:00 -
[124] - Quote
So long as the EMP can clear out underground equipmemt that is still in its radius.
Varied orbitals is a good idea though, and finally being able to strike an MCC is a nice touch, and will help frequent redline games go by quicker.
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3404
|
Posted - 2014.11.05 15:55:00 -
[125] - Quote
You get a +1 for the subject of the thread alone.
Very awesome ideas.
Hotfix Delta Sentinel eHP Calcs
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Lac Nokomis
Kinsho Swords Caldari State
0
|
Posted - 2014.11.05 18:14:00 -
[126] - Quote
CCP Rattati wrote:Aero Yassavi wrote:Will the flux strike hit stuff under surfaces? Because let's not pretend that major positions of uplink spam aren't under a roof.
How well this work in FW? Different times for higher tier strikes maybe?
Lastly, I love this don't get me wrong, but Caldari and Amarr logis will hate you. They get a bonus to consumable equipment and now it's easier to destroy? Maybe new bonuses, but what if instead deployable equipment regenerated over time? Use something like the active scanner timer. You drop an uplink, then you wait for the red ring to go around the circle before you can drop another? Two positives here: 1) Caldari and Amarr logis now will never run out of their specialized equipment and 2) You can't go to a supply depot and spam all the equipment on your fits because after each drop you have to wait to drop another. Of course keep the same max active limit and higher tiers/specific variants can have a shorter cooldown. How about they deploy far apart, under roofs or inside buildings?
ClusterFlux
Time to make an Alt.
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Fox Gaden
Immortal Guides
4825
|
Posted - 2014.11.05 18:41:00 -
[127] - 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 support all of these proposals! This adds a lot of tactical game-play, with divers strategies available. It will add a lot to the game.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4825
|
Posted - 2014.11.05 18:47:00 -
[128] - Quote
Cat Merc wrote:I'm wondering, how much damage does the MCC precision strike do?
Will it remove 1/4th armor? Over 9000?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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GJMAD Revamped
Bloodline Rebellion Capital Punishment.
2
|
Posted - 2014.11.05 20:57:00 -
[129] - Quote
My Ideas for the new proposed orbitals(just spitballing here):
Solo Flux - Should be a single orbital shot with a small radius EMP blast, lets say 10m blast radius? Wp cost should be 1k ish? Solo Precision Strike - What about a cluster orbital drop? Multiple blasts, wide cover area but low damage, around a 5m blast radius for each shot? Wp cost around 2k ish? Squad Flux - Whole map Emp burst! One single huge shot on the middle of the map, wipes out entire enemy equipment's? No damage to infantry or vehicles. Wp cost right around 3k ish? Squad Precision Strike - Same as the one we have now, wider cover area, lower damage. Should be the go to for clearing of pesky infantry and scarring or finishing off vehicles. Wp cost 4k or 5k as now? Squad Focused Strike - This one is interesting. Should only be allowed on the MCC, it would be a waste on anything else and honestly the over view map is tricky sometimes when lining up Obs. Immense damage towards the MCC, lets say should be able to at the least take off 1/4 of its total eHp. Wp cost 7K or 8K. My reasoning for the high wp cost is that something with that much of a capability to be a game winner shouldn't be so easily achieved.
If these new orbital variations are introduced then I would like to see a cool down timer implemented with each one. I do not want to see spamming of these orbitals as much as the next guy. So I propose a timer where the more you use said orbital the longer it takes for it to be usable again.
..... please excuse the grammar, punctuation and spelling.
Madness Consumes
Min Assault + Logi, Ammar Sentinel, Gal Scout, Cal Conmando all pro in that order
56.5mil SP
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2348
|
Posted - 2014.11.06 21:48:00 -
[130] - 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
Very much like the sound of this stuff! Could we get a 'progress' bar or just a squad WP counter so the squad can see how they are doing?
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Leovarian L Lavitz
NECROM0NGERS
1177
|
Posted - 2014.11.07 07:07:00 -
[131] - Quote
Here is my proposal to help with equipment spam and vehicle gameplay
Vehicles don't really have a role right now, rather a role worth contributing to the battlefield. Sure, they AV ok, but as soon as the first uplink goes down, boom, all transports are obsoleted.
I want to have a reason for vehicles to be in the match, to really matter, to have a powerful impact on the gameplay, a reason for AV to feel proud that they just forced that dropship to egress, to flee. Something other than, dang, he got a way and turns into F*#& yeah! All right team, we just pushed that **^^ out of here, take everything!
What I propose is simple, a simple solution to a complex challenge that has existed for a while now. That doesn't mean it will be easy to implement, or not cost dev hours that I can't possibly understand. Simple does not mean easy.
This great big change to vehicles, to make them matter, to make AV matter, is a change to equipment and its functioning. The change is three fold: Equipment deployed by a dropsuit stays active as long as that dropsuit is active on the field. As soon as the dropsuit is terminated/swapped the equipment deactivates, but is STILL ON THE FIELD doing nothing.
Deactivated equipment reactivates as soon as an allied vehicle comes within 100 meters of the equipment and stays active until the vehicle leaves the 100m radius or is destroyed or the equipment is consumed.
Now vehicles have a true role, a true mobile support platform, tanks have a role, dropships have a role, even lavs have a role. Every one of them supports the team, and are needed. That means AV is needed to rid the field of them, and AV vehicles are also needed.
I believe this is the greatest, most needed touch to finally combine vehicle and infantry gameplay, to unify and bring them together as a team. Be grateful there is a tank on the point, keeping your uplinks alive, thankful that that rail tank just chased off that dropship that was powering the enemy uplinks and nanohives. Be thankful for that milita swarm newberry that just saved you from being crushed by spammed equipment by chasing off that tank. Be thankfull for that rail tank playing sentinel on the hill behind delta, keeping the sky clear for you to take the point and power your equipment.
Enjoy teamwork. have fun. Call in vehicles with a reason, with a Role.
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
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Imp Smash
Molon Labe. General Tso's Alliance
328
|
Posted - 2014.11.08 01:20:00 -
[132] - 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
Much <3 with this one. Options are always good.
I'd like to add one more.
Carpet Strike - Medium WP, MASSIVEx2 radius, low damage (about 1-2 mass driver's worth) of explosive damage for softening up a full on battle line (as opposed to a single point) for right before an attempted line break push.
Also -- the SL having a progress bar at the bottom would be cool. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
362
|
Posted - 2014.11.08 02:52:00 -
[133] - 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 How about bonus in eve to Manufacturing Orbital Support game play (Destroyers,Small lasers,Rails and guns turrents, Orbital Ammo ,Warp Stabs etc) And can you change that Morphine or Morpinite mineral that is only found in Nul Sec or can you put it in molden heath also? That mineral makes OB Ammo expensive to make in Eve.Can we get different timers in grouped guns in space? I have 8 turrets Group 4 Laser , then have 2 Gatling guns with Flux as a group,then have 2 rails with hybrid. Each group would have its own timer to firing.The mercs would get a notice of what is available for firing so they could use it skillfully. And how about some reward for all this risk in molden heath dropping Obs. The MCC Guys got paid with the clone pack money and if our side wins our dust guys get paid but little Joe Dirt Orbital Pilot risks Millions of isk dropping these strikes in low sec with a timer that tells everybody come here for content. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
362
|
Posted - 2014.11.08 02:55:00 -
[134] - Quote
How about a smoke screen strike for cover |
Imp Smash
Molon Labe. General Tso's Alliance
329
|
Posted - 2014.11.08 02:57:00 -
[135] - Quote
Luther Mandrix wrote:How about a smoke screen strike for cover
Also super nice! |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
362
|
Posted - 2014.11.08 03:02:00 -
[136] - Quote
How about a timer like a mining cycle on our Starship guns to show the Cap Pilots what gun is ready to fire from his space ship. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
362
|
Posted - 2014.11.08 03:07:00 -
[137] - Quote
Bring the drones in.A drone could be launched to the district Hover and fire whatever you want then up it goes to the ship for resupply.New game play ,new thing to build in eve, How about make it destructible with so much hp .I would love shooting one down |
Sylwester Dziewiecki
Interregnum.
417
|
Posted - 2014.11.08 12:01:00 -
[138] - Quote
CCP Rattati wrote: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. But uplinks already have different signatures. Test it by your self.
edit: you could also re-make some of Active Scanners so instead of "scanning" things scan-beam could destroy equipment on distance.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
|
Cat Merc
Onslaught Inc RISE of LEGION
13100
|
Posted - 2014.11.08 12:27:00 -
[139] - Quote
Please
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1090
|
Posted - 2014.11.08 21:44:00 -
[140] - Quote
Do not for any reason add the MCC orbital strike.
Half the fun of a narrow win is knowing you have to make that push and take the victory now. Being able to just stay bunkered down with your logis repping you to deliver the MCC is just not fun at all. If you want to win you should have to know when to push and make that push a success in the right amount of time. |
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Apothecary Za'ki
Biomass Positive
1758
|
Posted - 2014.11.09 22:43:00 -
[141] - 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 question about squad flux. can you elaborate on what you mean by logi will have to spawn instead of slay.. because i will not abide any more nerfs to an already underpowered class.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
Apothecary Za'ki
Biomass Positive
1758
|
Posted - 2014.11.09 22:45:00 -
[142] - 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 flux strikes is just another kick to the groin for shield tankers meaning ARMOR514!
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
RKKR
WarRavens Capital Punishment.
1047
|
Posted - 2014.11.10 09:53:00 -
[143] - Quote
CCP Rattati wrote:equipment spam
First CCP designs its game that rewards equipment spam (and rooftop maps, just look at how everyone still hates fracture road domination) and then switching out to a different role.
Then they change the logi-class while completely ignoring feedback from the actual logi-players.
Now logis with deployable equipment are even more useless with this new orbital system...if you want us to only use the reptool 100% of the time...just say so.
Maybe you could finally consider changing the game mechanics instead of punishing the support role even more. |
Lazer Fo Cused
Shining Flame Amarr Empire
122
|
Posted - 2014.11.10 13:47:00 -
[144] - Quote
CCP Rattati wrote: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!
1. Amarr and Caldari need a bigger bandwidth than Minmatar and Gallente simply because there bonuses are attached to deployable equipment and have to run deployable equipment to use the bonus otherwise its 2.7mil down the pan |
John Demonsbane
Unorganized Ninja Infantry Tactics
4481
|
Posted - 2014.11.10 14:30:00 -
[145] - 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.
Love this idea. Such an elegant solution that really wouldn't nerf logis at all. I need to be able to like it more than once!
(The godfather of tactical logistics)
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Dubya Guy
Abandoned Privilege Top Men.
14
|
Posted - 2014.11.10 20:24:00 -
[146] - Quote
RKKR wrote: ... Now logis with deployable equipment are even more useless with this new orbital system...if you want us to only use the reptool 100% of the time...just say so.
Maybe you could finally consider changing the game mechanics instead of punishing the support role even more.
I concur with the above viewpoint. Furthermore, rep tools themselves will be less useful with native armor repair on all suits.
Also, although the godfather himself has told me that Devs indicated a radius based feature that makes equipment "flux" nearby equipment was not practical, I am having a hard time giving up on the idea. Sure seems easier to implement in code than an orbital, and a less role-blurring solution to equipment spam.
https://forums.dust514.com/default.aspx?g=posts&m=2438711#post2438711
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
|
Indy Strizer
Osmon Surveillance Caldari State
176
|
Posted - 2014.11.10 22:34:00 -
[147] - Quote
Can have a defensive e-war orbital strike?
Maybe it temporarily disables enemy scans/communications/dampening within the area targeted? |
Dauth Jenkins
Tankers United Covert Intervention
562
|
Posted - 2014.11.11 21:32:00 -
[148] - Quote
IgniteableAura wrote: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). EMP strikes will need to cover a huge area to be effective. Besides it won't be doing any killing, so IMO it should be able to cover a huge area. 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. I am curious if that means individuals are now able to control the WP usage? So as an individual in a squad I can drop an EMP strike? OR how is that going to work?
That would penalize the many people with SP in vehicles, who keep them out the entire game. It would also nerf the "transport"role of dropships, since everyone would already be in battle.
-Sincerely
--The Dual Swarm Commando
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
665
|
Posted - 2014.11.13 01:59:00 -
[149] - 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.
I like it. Like the others have said - sorry I'm late to the discussion - this is one of the best ideas I've read. I know that others have suggested similar things but a character bandwidth rather than it all just popping when I change suits is preferable.
The Logi Code. Creator, Believer, Follower
Trust CROSS
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IAmDuncanIdaho II
R 0 N 1 N
979
|
Posted - 2014.11.13 09:06:00 -
[150] - Quote
Great ideas, DO EET.
With a few caveats:
1. make it easy to revert pieces if they show to be game breaking or not as intended in some way 2. don't remove the ability for scouts to be stealthy - I rely on this and I know other "true" scouts do too 3. how to prevent players dropping something on an objective as soon as the warning that the objective is being (counter) hacked is sounded? Or would this be intended?
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
|
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137H4RGIC
Bloodline Rebellion Capital Punishment.
339
|
Posted - 2014.11.14 21:09:00 -
[151] - Quote
RKKR wrote:CCP Rattati wrote:equipment spam First CCP designs its game that rewards equipment spam (and rooftop maps, just look at how everyone still hates fracture road domination) and then switching out to a different role. Then they change the logi-class while completely ignoring feedback from the actual logi-players. Now logis with deployable equipment are even more useless with this new orbital system...if you want us to only use the reptool 100% of the time...just say so. Maybe you could finally consider changing the game mechanics instead of punishing the support role even more. Logis aren't being nerfed. Those who place themselves in places where others cannot reach because of AV spam by said rooftop campers are getting nerfed. And, that's only if you're stupid enough to stay up there. I love this idea and I can't wait for its implementation.
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
|
Twelve Guage
Death Firm.
310
|
Posted - 2014.11.14 21:27:00 -
[152] - Quote
All I want is an orbital strike made of confetti. That is all i'm asking for. Maybe making the lower based orbital strikes a skill that you have to sink skill ponits into to use. That would be nice for solo player.
Death Firm recruiter and sandwiches maker.
You're been like by Twelve Gauge = her grabbing your @$$.
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
365
|
Posted - 2014.11.15 12:40:00 -
[153] - 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 Just give us Eve dust players some toys also for our destroyers |
Sgt Kirk
Fatal Absolution
8460
|
Posted - 2014.11.15 18:04:00 -
[154] - Quote
Luther Mandrix wrote: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 Just give us Eve dust players some toys also for our destroyers Seriously, I'd love some more strikes on my Algos (The dones keep me from being lonely :(....)
Wouldn't it be awesome if I could send a drone to the battlefield. A light drone would be like the size of a Dropship I think.
CCP holds the Caldari's hand so this doesn't happen again.
|
IAmDuncanIdaho II
R 0 N 1 N
991
|
Posted - 2014.11.16 10:40:00 -
[155] - Quote
Sgt Kirk wrote:Luther Mandrix wrote: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 Just give us Eve dust players some toys also for our destroyers Seriously, I'd love some more strikes on my Algos (The dones keep me from being lonely :(....) Wouldn't it be awesome if I could send a drone to the battlefield. A light drone would be like the size of a Dropship I think.
Hah yeah. Send a CRU and a Supply Depot too. Orbital reinforcements.
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
366
|
Posted - 2014.11.16 11:12:00 -
[156] - Quote
Sgt Kirk wrote:Luther Mandrix wrote: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 Just give us Eve dust players some toys also for our destroyers Seriously, I'd love some more strikes on my Algos (The dones keep me from being lonely :(....) Wouldn't it be awesome if I could send a drone to the battlefield. A light drone would be like the size of a Dropship I think. I like these ideas ,Nice to see you Sgt Kirk been awhile friend you old Pro! |
NextDark Knight
Molon Labe. General Tso's Alliance
613
|
Posted - 2014.11.19 01:24:00 -
[157] - Quote
Oh boy I'm late to the party here...
What would it take to allow Eve toons to provide OB support to public contracts?
I'll write you a entire paper on how it should work if you can just tell me that it can happen in the near future.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Bri Bub
Eternal Beings Dark Taboo
80
|
Posted - 2014.11.19 08:42:00 -
[158] - Quote
Solo versus Squad: If in a squad, can only the squad leader deploy the OB variants or could the individuals also execute strikes up to their personal WP earnings? If any squad member can, the squads available WPs should be reduced accordingly
Cost: "Squad Focused Strike - Very high WP" should equate to about 9,000+ WP imo; this will cause high WP-generating squads to decide if they need to continue to build on their WP to hopefully get to the threshold required to execute this MCC killer (which needs to be defined- some speak of a percentage or HP deduction from the MCC but I see it more in terms of bars, i.e. chop armor down by like 5 to 10 bars), or if they choose to drop the Squad Precision Strike to collect a few more kills toward cloning out the reds or clearing out a null cannon toward the effort of a more conventional attrition victory
Weaponry skill tree: would/could a new branch be added to allow access to these OB variants or to augment their effectiveness?
Spy Uplinks: allow them to look exactly like Drop Uplinks so d1ckh3ad spawn campers stare at them for as long as possible
Concern: potential that the battle theater will turn into an electrical storm that will negatively impact gameplay via heavy frame rate decay (discussion of limiting equipment spam on one hand but this may counter the efforts in that regard). I would imagine visual pops and fizzes eminating from all over the map, nearby and in the distance (if this would work without harming framerate it sounds terrific, no doubt). Would it make sense to limit the number of concurrent strikes of all levels occurring at a given moment, such as with RDVs deplying vehicles?
Misc: why has General John Ripper, of all forum warriors, not reared his head in this thread with Ratati having named it as such?
Be just and if you can't be just be arbitrary.
|
Jadd Hatchen
KILL-EM-QUICK
646
|
Posted - 2014.11.19 16:53:00 -
[159] - 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
While I like a lot of your OTHER ideas about hiding uplinks and such... You still miss the heart of the original issue. Uplinks in places where people are unable to easily counter them. In this specific case, uplinks on top of structures that were never meant to have people on top of them (hence no ladders to climb them). Obitals should not be so marginalized and commonplace as to make them "spammable". This would effectively ruin other parts of the game as eventually everyone will just put these on top of all towers all the time and then that emergent aspect of the game will just die and result in less players again. The communication facility with the "mushroom" rooftop... Yeah that will get hit ALL of the time. The map with the six towers around the tabletop... Yeah those towers will get hit ALL of the time. You don't fix the problem by adding in more orbital strikes. You just create more problems.
This came up in another topic that I addressed here: https://forums.dust514.com/default.aspx?g=posts&m=2443234#post2443234
But I would make two possible suggestions if you REALLY want to solve this issue by ADDING more to the game rather than subtracting from it.
1) jump-pack assault dropsuits (or JPA dropsuit for short) - Admittedly, this is the more radical and thus more difficult to implement of the two options, but it would also be the more game theory balanced option as well. Basically, its a new light/medium suit variant that is loosely based on the assault dropsuit, but a lot less powerful. The JPA dropsuit would have an ability to use a "super-jump" capability to propel the dropsuit a distance into the air in the direction the operator is looking while the jump-pack is activated or until it runs out of capacitance (a very short amount of time). This would be a very fast launch up into the air almost like an ejection seat out of a jet fighter. Then during the "free-fall" on the way down, the operator would guide it like normal with the dropsuit (maybe increase the physics so that the JPA dropsuit has more steer-ability in free-fall) and then still have to activate the inertial dampers like normal or suffer falling damage like normal. They would have to be limited to light and sidearm weapons only and possibly have only one equipment slot and one grenade slot. The rest of the high and low power slots would be fewer than an assault and the bonuses would have to be for like scanning + one racial addition. As for activation mechanics, two ideas come to mind: while in a JPA dropsuit you no longer have a normal jump, instead the jump button is the new "super-jump" when held down for a length of time; or, there is a permanent equipment item that you equip like the cloaking device that only JPA dropsuits would have, the left arm animation comes up with the forearm computer and you press a button to activate the "super-jump".
2) New grappling rope equipment item - This would be an equipment item that when readied it would equip a "grapple gun" that would fire a grapple plus rope/rope ladder that would only last until that same operator used another one (maximum of one line in existence at a time) or when someone shoots out the head of the grapple (so defenders can spot and remove them). After firing it, the operator or anyone can then start climbing it like a normal ladder with all the same issues and problems that normal ladders have. Just now you can create them anywhere. Just have to be careful that they only stick to structures and not vehicles etc.
But the main point is NONE of your originally suggested ideas actually fix or address the original problem!!!
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
366
|
Posted - 2014.11.19 20:42:00 -
[160] - Quote
NextDark Knight wrote:Oh boy I'm late to the party here...
What would it take to allow Eve toons to provide OB support to public contracts?
I'll write you a entire paper on how it should work if you can just tell me that it can happen in the near future. EVE Development idea here. AGENTS give orbital strike missions for pubs in high sec and low sec.when Eve player takes mission and goes through gate a dust mission is for them to support.Fight npcs in space get to beacon then battle spawn is at that location |
|
Jathniel
G I A N T
1277
|
Posted - 2014.11.19 23:00:00 -
[161] - 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
Let's shake up the meta a bit then.
This proposal doesn't really require any direct changes to already existing assets. But it does require a measure of content generation.
If this proposal is vague or hard to understand, please let me know. I'm working on a number of graphics and animations to better reflect how the proposal works, and how it COULD work. It expands on EWAR significantly.
Here it is: 3-Piece EWAR System
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
|
Devadander
Woodgrain Atari
157
|
Posted - 2014.11.20 00:35:00 -
[162] - 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
^ All of this. Plus a missile OB for installation destruction.
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
366
|
Posted - 2014.11.20 02:03:00 -
[163] - Quote
Devs we need in Eve in Empire Space (Agents) that can give us Eve Pilots missions for Orbital Support in the pubs. 1.Fight through Npcs then go to District beacon and the timer puts the district in a q for battles Dom,Skirmish,These Eve pilot OBs will timer not war point earned.So more drops can be deployed for Eve pilot enjoyment. |
Buwaro Draemon
WarRavens Capital Punishment.
452
|
Posted - 2014.11.20 22:41:00 -
[164] - Quote
When can we expect such system and OBs to be implemented to the game?
Will it take a hotfix? Or will it take another update?
Been here since Mordus Private Trials
Closed Beta Vet under 30 million SP ;-;
|
Mad Syringe
ReDust Inc.
345
|
Posted - 2014.11.25 11:46:00 -
[165] - Quote
I like the idea with the new OB's , especcially since you can do surgical sniper treatment...
Considering the EQ spam, it won't change too much, since if the logis spams EQ near the SD, he will just put more stuff donw if near.
This can only be prevented, when EQ that is deployed, actually is removed from the assets of the player. Even if you change a suit to resupply links and hives, these (just the used deployables) schould be taken from the assets (1 each).
This is the only way to reduce EQ spam!
Dedicated Minmando Masshole with love for Swarmholing... Not playing logi that much anymore... which is a shame...
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Corbina Ninja
Expert Intervention
1067
|
Posted - 2014.11.25 12:38:00 -
[166] - Quote
add flux remote explosive for cleaning droplink on a lower rooftop from ground floor damage 200 100% shield 0% armor 20/30m splash radius can pass through walls and ceilings like flux granade
at 90% rooftop camping is why this game is not much fun give the opportunity to those who normally plays the ability to counteract this cheap tactic or add stairs!!! stairs everywhere!!!
«Questa è l'Italia del futuro: un paese di musichette mentre fuori c'è la morte.»
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Haerr
2009
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Posted - 2014.11.25 12:44:00 -
[167] - Quote
Something something VOID OB Disabled equipments / modules for ~10-15 secs
fighter jets
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
562
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Posted - 2014.11.26 23:42:00 -
[168] - Quote
Got so wrapped up being pissed about the BandWidth proposal I completely neglected to sign and +1 this idea. Yes, add smaller, cheaper, individual-attainable OBs. This will:
-Give orbiting EVE pilots more to do, hopefully generating a little more interest for EVE originals and inspiring more DUST originals to EVE accounts
-Will add to the battlefield overall by giving us small-strike or Heavy-mortar types of capabilities using existing resources and not neccessitating a huge game overhaul
-Will give an option for relief from roof spam/campers to every merc on the field be available
-And will add another dimension to WarBarge strike economics beyond simple "Checkpoint" type gameplay.
Good stuff, I like it.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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VikingKong iBUN
T.H.I.R.D R.O.C.K
239
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Posted - 2014.11.27 10:24:00 -
[169] - Quote
Yes, +1 for sure! With Artillery types too, more blast radius than hybrid and less than flux, but not very effective vs shields. |
GLOBAL fils'de RAGE
Consolidated Dust
56
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Posted - 2014.11.27 16:55:00 -
[170] - Quote
FLUX strike?
Do you really want to hear what a shieldless logi holding a brokedick RR says after a FLUX strike? |
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vera reiss
Shining Flame Amarr Empire
4
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Posted - 2014.11.29 08:34:00 -
[171] - Quote
I like the idea of smaller scale strikes being available for less war points. I solo a lot just to get into more matches and having some type of reward orbital strike set at 1500-2000 points would be awesome.
Also would be nice if while running a squad of 3 or fewer players the war point threshold to obtain an orbital strike set at 3000 would be cool too. Probably already been suggested but oh well. |
Bremen van Equis
BASTARDS OF BEDLAM
33
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Posted - 2014.11.29 14:36:00 -
[172] - Quote
I think the soloist orbs and the equipment spamming that would make them attainable will become a cycle of spamGǪ Uplinks to get orbs to kill uplinks. More uplinks to replace lost uplinks to get orbs to kill uplinksGǪaaaaaaand so forthGǪ
This coming from a soloist.
Maybe instead of soloist orbs, you let us paint targets for squads dropping orbs! |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
570
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Posted - 2014.12.02 22:28:00 -
[173] - Quote
How about tying the bandwidth idea to the MCC itself (logically, the field asset which would provide remote power realistically) and adding a catagory of cheap solo OBs that disrupt the MCC's ability to broadcast? MCC EMPs that interrupt the BW. And then instead of individual frames' BW, BW total is pooled so Logis can Logi and when the time comes anyone on the field can kill it all?
I realize how this could be considered off-topic, because the BW element, but the point is the BW-disrupting MCC OB. The BW thread was closed already so I can't comment further on the topic there.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Kaze Eyrou
Molon Labe. General Tso's Alliance
1043
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Posted - 2014.12.03 04:21:00 -
[174] - Quote
Quick question Rattati:
The 1.10 patch notes didn't mention a Focused Strike that could hit the MCC. I would still love for an option for this in order to turn battles into your favor (and/or kill tanks).
Was this still going to be implemented in 1.10? If not, is it still on the table or are you waiting after the first pass of the new Orbital Strikes to see how things go before putting this in?
While I saw the advantages of the other Orbital Strikes, I was excited about the Focused Strike the most.
CB Vet // Logi Bro // @KazeEyrou
CIO ("Proto Forum Warrior")
Learning Coalition & RTG
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Maken Tosch
DUST University Ivy League
10405
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Posted - 2014.12.04 23:35:00 -
[175] - Quote
Kaze Eyrou wrote:Quick question Rattati:
The 1.10 patch notes didn't mention a Focused Strike that could hit the MCC. I would still love for an option for this in order to turn battles into your favor (and/or kill tanks).
Was this still going to be implemented in 1.10? If not, is it still on the table or are you waiting after the first pass of the new Orbital Strikes to see how things go before putting this in?
While I saw the advantages of the other Orbital Strikes, I was excited about the Focused Strike the most.
Why the frakk do you want to waste something that can decimate a MCC on a tank?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Astr0 Knot
Algintal Core Gallente Federation
3
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Posted - 2014.12.05 05:55:00 -
[176] - Quote
I would like to suggest change up/creating Orb Strike "Sizes."
So the small low WP strikes would be from "Small" turrets. The Medium to High would be from "Medium" turrets. And the Very High WP MCC Strike would be from "Large" turrets.
And obviously the MCC Strike would need to have some objectives fulfilled prior to action, and then some sort of "hold the line" mechanic or the strike fails to commence. It's gotta be rare and visually spectacular for both the Dusties and Bitter-vets.
And for something so match changing you'd at least need to put the value of a battleship on the line. |
hold that
Krusual Covert Operators Minmatar Republic
454
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Posted - 2014.12.05 06:52:00 -
[177] - Quote
you don't think this will cause gameplay issues when multiple ones are being spammed every 15 to 30 seconds? players like me will be able to spam them non stop, all solo players will spam them too because they have no chance to get 5k ones etc. 300 wp is way too low. |
IAmDuncanIdaho II
R 0 N 1 N
1019
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Posted - 2014.12.05 13:00:00 -
[178] - Quote
Maken Tosch wrote:Kaze Eyrou wrote:Quick question Rattati:
The 1.10 patch notes didn't mention a Focused Strike that could hit the MCC. I would still love for an option for this in order to turn battles into your favor (and/or kill tanks).
Was this still going to be implemented in 1.10? If not, is it still on the table or are you waiting after the first pass of the new Orbital Strikes to see how things go before putting this in?
While I saw the advantages of the other Orbital Strikes, I was excited about the Focused Strike the most. Why the frakk do you want to waste something that can decimate a MCC on a tank?
duna2002?
Tanker w@nkers?
Trolltastic tactics
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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