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Iron Wolf Saber
Den of Swords
17698
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Posted - 2014.11.13 11:02:00 -
[1] - Quote
Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why?
2. Vehicle Upgrades Tree Structure
Should it (regardless of multipliers)(aware of new bonuses depending on the option)
a. mimic the Drop Suit tree more with bonuses on par with the infantry progression b. Retain Current form and bonused the unbounded skills (all 6.1 million sp of it)
Why?
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
4. Should Militia Vehicles and Military Grade Vehicles feature similar slot layouts (as to not eat up slot real-estate) akin to standard dropsuit relationship with militia dropsuits?
5. Scout LAV's Role(s) should be?
(Mix and Match or even add)
Attack, Ewar, Anti-Infantry, Anti-Equipment, Anti-Vehicle, Anti-Structure, Secondary Damage Support, Sensor, Transport, Speed, Tank, Stealth, Covert Operator, Fast, Slow, Average Speed?
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
7. Enforcer HAVs previously did not have a strong role, What roles should it have? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? Survivability Offensive Capability Skewed Windows of Engagement Transport Ability
11. There is thought about bringing turret variants back BUT so many of the old variants were 'useless' in the light of another so in what way or roles would you give these returning turrets to avoid similar fates.
Anti-Infantry? Anti-Equipment? Anti-Vehicle? Burst? Long Range? Supression? Breach Firing? Bigger Splash? Higher ROF for lower Damage? Larger Magazines? Faster Reloads? More Backup Ammo? Come up with a goal theme for various prefix names.
12. Currently we have a selection of active and passive modules. Would you like to see an introduction of Modules that were off behavior of current as additional Options. An example would be an active armor repair that outperforms the passives?
13. There are currently no known technical evaluation on the possibility of more support like game play such as Deploying Equipment (ie Proximity Explosive or Nanohive), Siege Modes (your vehicle sacrifices a large amount of one stat to gain a great strength in another; Like 0 mobility for heavy tank and offensive ability) or even a repair turret or Mobile Supply Depot. Despite this are you very interested in seeing these mechanics brought into playing field to be hotfixed around and design something with? Which ones? Any new ideas of your own you think that could be done?
14. Dropship Immortality was pretty serious issue because of the lack of counters mostly. Would the community support an AA turret variant that cannot lower its turret base underneath a certain point making it difficult to deal with other threats if the Dropships where returned to similar power before 1.8D?
15. Several Quality of Life Features do not have any technical evaluations yet, are you willing to support such features such as: Dropship Drop Camera for passengers, Fixing the Small Turret Facing Bug, Allowing LAV passengers to shoot their weapons, Lock On Warning, Entry and Delay of Exit of a vehicle up to 3 seconds.
16. What kind of new modules are you willing to see?
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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MINA Longstrike
Kirjuun Heiian
1589
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Posted - 2014.11.13 11:06:00 -
[2] - Quote
Reserved for typing out stuff when I'm not on a phone. Lots of strong thoughts and hopefully calm discussion to be had here.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Juno Tristan
Obscure Reference
164
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Posted - 2014.11.13 11:14:00 -
[3] - Quote
Skills should confer actual benefits, there's too many "skill up to level 5 to unlock the next node"
Scout LAV, very fast, bonus to scanner range/precision, can be 1 shot by a forge (because it'd be hard to hit)
I'll let True comment on the Amarr HAVs
The biggest problem ADS pilots have is that they consider the swarm launcher a 'no skill' gun which runs counter the 'high skill' requirements to pilot effectively |
Regis Blackbird
DUST University Ivy League
441
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Posted - 2014.11.13 11:23:00 -
[4] - Quote
Wow, can't possibly comment on everything with on a phone... Right now.
However, point #3 caught my eye: I think they should introduce re-skinned version of the existing vehicles as placeholders for the missing racial vehicles. This is mainly for balancing reason, so they need to have unique stats, even if the model is the same.
They can do this easily with dropsuites, so unless vehicles work fundamentally different, I don't see the problem. |
Juno Tristan
Obscure Reference
164
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Posted - 2014.11.13 11:28:00 -
[5] - Quote
Also new module, EMP pulse
- 360 degree radius with small range or directional (front, back, below) with a larger range
- Can be used to clear rooftops
- Can be used to deactivate swarms (with very good timing) or their tracking ability
- Active module
- Possible drawbacks - deactivate own shields or active mods
- vehicles given an extra slot to accommodate (which can only be used by this or similar mods)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14551
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Posted - 2014.11.13 11:44:00 -
[6] - Quote
1.) Racial from bottom to top as it encourages specialisation and allows for specific modifiers to be place on the hulls in the form of bonuses. Moreover like infantry who can claim to be dedicated X suit vehicle pilots can do like wise.
2.) Neither. In many respects the Vehicle Upgrades tree lacks greatly especially in the form of core skills that are worth picking up however vehicles are not like infantry and cannot progress in exactly the same manner, though the feeling of progression infantry feels when ranking up through tiers, in a manner that leaves them attached to their weapons and suits is something worth keeping in mind for vehicle pilots.
3.) God no. If its going to be done do it ******* right or not at all.
4.) No. Militia vehicle I feel should remain competitive base statistics but variants should progress (for example in the case of HAV as that's all I'm qualified to comment on) MLT 4, STD 5, ADV/PRO 6.
5.) EWAR Light Anti Infantry Skirmisher
6.) Both infantry and Vehicle Support through the incentivisation and or relevant bonuses that affect remote reppers and shield transporters. Though I lack any real experience on LAV matters.
7.) Combination Roles. The purpose of the Enforcer as I understood it was long ranged deployment of massive Ordinance. This can be expanded or defined as Anti Vehicle, Anti Objective, Thin Skinned.
8.) No Marauders should be refocused to durability based roles. Siege Tanks for example able to take fire and anchor a battle line.
9.) Do not feel qualified to comment
10.) No qualified to comment.
11.) Long Range, Anti Vehicle, Bigger splash. Though under current vehicle set ups all large turrets will require damage buffs if they wish to deal with other HAV in a meaningful way.
12.) Passive Armour reps need to die a ******* painful death. Though some current iterations of module are required to remain as they are to be competitive. Shield Boosters are one such module as they were woefully under powered. More over the 180mm Plate and Medium Shield Extenders should return for the sake of having a type of plating for each vehicle type, especially for armour HAV as current 4 Low Slot Marauder suggestions could see 2x plat stacking, with reps and hardener for 10K+ EHP which AV simply cannot deal with.
13.) Perhaps though it really depends on what. Bastion Module specifically designed for the Marauder HAV and other Heavy Assault role vehicles could be interest especially if in future iterations and game modes the destructions of objectives is required.
14.) Missile Turrets (ignoring the rocket turrets we have now) could fill a role like this only able to enage vehicles after lock on timers like swarm launchers.
15.) Yes. Quality of life to Vehicle pilots is as important as the modules and customisation options if not more so.
16.) Personally cannot think of new modules though I shall list what I personally would like to see specifically for HAV
- 180mm Plating - Old Shield Extenders - Old Passive Armour Resistance Modules - Heat Sinks - Nanofibre Structures - Remote Reppers and Shield Transporters - Damage Controls
Perhaps New Modules wise
- Active Camouflage (increase lock duration) - Black Ops Modules (reduce passive scan signatures, turret aggro ranges, throw of squad markings, etc) - Ancillary Shield and Armour Reppers ( essentially spike reps with long pulse cycles and cool downs) - EM Feedback Generators (sends out pulses to Xm that distrupt equipment and or minimap)
Rig Slots even? Or Colour Scheme Slots?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Mortishai Belmont
G.L.O.R.Y
240
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Posted - 2014.11.13 12:01:00 -
[7] - Quote
1. B I think the choice of going into a specialized vehicle should come at he end of the skill tree. I feel like it would be more simple, having to choose which one you want once you get to the end. Also, no one will feel like "Oh I've spent so many skill points into the wrong thing!", I know we have respecs, but having to buy one over something so silly is well... In it'self silly. That was, you can have the basic and advanced no matter what and you can actually "collect" the vehicles better and get the one you favor more easily if you have the option at the end.
2.A I personally like the feeling that each skill and every point helps. Rather then the 2nd and 4th skill feeling like a speed bump to get instead of a reward for putting your skills into.
3. Hey, I'm all for new skin colors if we can't get new vehicle frames. It'll allow you to immerse yourself more with a faction and show your support. Fly your flag and show your colors so to speak c:
4. I think militia should always be a bit worse, other wise(granted you'll have more CPU and PG) that step up isn't going to feel as big. I think of militia as "grab one off the shelf and go" and basic more of "Let me open my box and get this out"
5. Calling it a "scout" LAV I would think should be self explanatory. Largely it should foremost be sensor, then speed and stealth. The whole point of "Scouting the area" is to relay information about the area to your comrades quickly and effectively.
6.A logistics LAV? Firth thing when I think logi, Reps. I think it should rep vehicles personally, repping infantry would make the repair tool obsolete. I mean why bother when you can rep in a car and be 100% more safe? But repping installations and tanks seems useful. I mean, who follows a tank on foot repairing it? You could actually have a convoy that way. I think it should be as the logi, light and thin. Actually, having a resupply for tank ammo module would be nice too.
7. Dude, make the main gunner ground and have a secondary seat for Anti-air, or like a mass driver for added chaos to ground troops >.> That would be epic. I think it should be like a slow moving fortress. It should be supper tough, but it should be very slow, so people have to concentrate fire to kill it, but they can't just speed away when they get in too deep. It should be a stand alone fortress that makes use of secondary and a third gunner.
8. I don't know what that is >.> But aside from an enforcer being the huge power house, I would think it should be fast and tanky, not so much for attacking but for getting people in and out of places. Your squad is under heavy fire and you need to get them out, or you need to breach a location and deploy your squad to take the point, all the while having a driver waiting if things get to hot to have them fall back in and run them back for healing and supplies.
9. A logi DS? I think it should supply healing and ammo to dropships primarily. Maybe supply healing to ground vehicles but as a reduced rate, so the logi LAV doesn't get outshown and become pointless in comparison. Maybe drop nano hives from the sky to ground troops? Supply drops would be a strategic and epic capability. Not uplinks though, that would get stupid really quick >.>;
10. Swarms are the problem. And the fact there are no shield based AV damaging weapons that exist. They do damage, transport, and take all other damage just fine. I say this being a forge gunner and an ex-pilot.
11. Burst for all three small turrets would be nice. Lower damage and less accurate, but high rate of fire for the burst. The anit air/anti ground variants, extended range and accuracy at reduced damage. So those pesky drop ships can't get away, those snipers have to watch it, and you can be further away from all that AV on the ground!
12. Heat cooling active module, select that sucker and get an instant cool down to that blaster or rail, make it a high slot of course. Maybe a rate of fire module, kind of like an cycling overdrive? SELF DESTRUCT MODULE!!! Ahah, I don't think I have to say anymore on that one, someone is stacking remotes on ya or you are just plane surrounded. Have it count down from a number so you have a chance to cancel. A flare module would be just fantastic, you wouldn't have to touch the swarms because you would have a counter option. Maybe smoke screen module? Deploy-able proxy remote module for when your getting chased? Maybe a cloak, but you can't move (even your turrets), reload, fire, or leave the vehicle without it de-cloaking. Passive? Something to help with the maneuverability of the vehicle. I say bring back overdrive mods, but have them not add to the vehicle top speed. Maybe something for forward to reverse and turning speed?
13. I think you should be able to sacrifice one for the other, it's very fundamental to help people play to their strengths. But make the penalty for going too far in one direction great so nothing insane happens.
14. I think Anti-air turrets would be nice, maybe flack turrets? Maybe them Anti-air only, would be my suggestion , as well they need armor plating around them to help prevent tanks from just killing them then the enemy spamming OP drop ships. Or burst fire of long range bullets like actual AA guns.
15. I fully support a drop cam for passengers, Allowing LAV passengers to shoot their weapons, Lock On Warning. Now what you need to do is have a "key designation" option, so people can choose who in the match can access their vehicles. So you can skip waiting forever to get a blueberry in your car, or you can choose that they cannot get in at all so they don't steal it. Someone hacks your vehicle? Then the new vehicle owner has the new virtual key and their designated list is active with that vehicle. You could have the option to just set it to "I want anyone to get in, squad only, no one gets in but me" This would help out the beginning of the match so much and stop
G.L.O.R.Y solider,
Heavy, Assault, Logi...
I got what you need yo ;D
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Mortishai Belmont
G.L.O.R.Y
240
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Posted - 2014.11.13 12:03:00 -
[8] - Quote
cont.
Vehicle spam and get everyone out in the game more simply and efficiently, if you choose to play the role of a personnel carrier.
16. A jump module. Specific damage resistant modules., for the love of god give me something to defend against these damned shotguns and remotes!!!!!!!
G.L.O.R.Y solider,
Heavy, Assault, Logi...
I got what you need yo ;D
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Joseph Ridgeson
WarRavens Capital Punishment.
2540
|
Posted - 2014.11.13 12:32:00 -
[9] - Quote
Reserve for reading and typing (since all the cool kids are doing it)
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Benjamin Ciscko
Fatal Absolution
3465
|
Posted - 2014.11.13 12:33:00 -
[10] - Quote
Reserved for later use.
Fatal Absolution Director
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Maitue Mae
Involuntary Manslaughter
105
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Posted - 2014.11.13 12:46:00 -
[11] - Quote
Reserved? (I don't really use vehicles, except for racing. Scout LAVS should be good at this.)
Ishukone gave me my papers to transfer into the State
Hail To The Caldari State
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LAVALLOIS Nash
QcGOLD
286
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Posted - 2014.11.13 12:47:00 -
[12] - Quote
Thanks for taking the time to gather some feedback from us. Im also glad to see that finally, CCP and CPM are finally opening their ears towards vehicle adjustments.
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why? Answer: feel that for now and atleast for a little while longer, it should retain its current system. I doubt that 1.10 is going to luachn with full STD, ADV, PRO vehicles of all categories for all races. Since balance is such a sensitive issue, lets keep it as simple as we can, so we dont punish players with massive SP sinks in a time where everything is being fine tuned.
2. Vehicle Upgrades Tree Structure
Should it (regardless of multipliers)(aware of new bonuses depending on the option)
a. mimic the Drop Suit tree more with bonuses on par with the infantry progression b. Retain Current form and bonused the unbounded skills (all 6.1 million sp of it)
Why? Answer: Same as the first. We aren't yet at a completed and balanced stage where we have the luxury of controlling access.
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
Answer: Tempting, but no. Its not just a question of aesthetics. Racial turrets, slot placement, strengths and weaknesses...these all are very important. A golden Madrugar with a 80G blaster is Galltente through and through.
4.(No comment)
5. Scout LAV's Role(s) should be?
Answer: LAVs are already scouts
6. Logistics LAV's Answer: Auxiliary repairs, CRU, and team resupply (mobile supply depot). Resistance to vehicle collisions.
7. Enforcer HAVs previously did not have a strong role, What roles should it have? Answer: Hit and run. High speed, high damage, low armor, low passive repairs, high module recharge times
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in? Answer: Vehicle suppression. Should be able to shrug off some AV attacks, but in return, most harmless to random infantry. Must have vehicle vs vehicle role.
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? Answer: Thick armor on the bottom so it can land rough without taking too much damage.
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? (no comment)
11. There is thought about bringing turret variants back BUT so many of the old variants were 'useless' in the light of another so in what way or roles would you give these returning turrets to avoid similar fates. (no comment)
12. Currently we have a selection of active and passive modules. Would you like to see an introduction of Modules that were off behavior of current as additional Options. An example would be an active armor repair that outperforms the passives? Answer: more pasive
13. There are currently no known technical evaluation on the possibility of more support like game play such as Deploying Equipment (ie Proximity Explosive or Nanohive), Siege Modes (your vehicle sacrifices a large amount of one stat to gain a great strength in another; Like 0 mobility for heavy tank and offensive ability) or even a repair turret or Mobile Supply Depot. Despite this are you very interested in seeing these mechanics brought into playing field to be hotfixed around and design something with? Which ones? Any new ideas of your own you think that could be done? Answer: What you listed is interesting
14. Dropship Immortality was pretty serious issue because of the lack of counters mostly. Would the community support an AA turret variant that cannot lower its turret base underneath a certain point making it difficult to deal with other threats if the Dropships where returned to similar power before 1.8D? Answer: Would love an AA turret
15. Several Quality of Life Features do not have any technical evaluations yet, are you willing to support such features such as: Dropship Drop Camera for passengers, Fixing the Small Turret Facing Bug, Allowing LAV passengers to shoot their weapons, Lock On Warning, Entry and Delay of Exit of a vehicle up to 3 seconds. Answer: Everything expect for the entry/exit time
16. What kind of new modules are you willing to see? Answer: Non combat ones. Traction, visibility, cosmetic, (red DS engine flares, ect). ect.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4935
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Posted - 2014.11.13 13:00:00 -
[13] - Quote
My vibrating vehicle rage sense is tingling. I don't have enough time to addressthis until I get home.
However...
I feel that when uprising released CCP went from a fit-centric model, where the lion's share of EHP and resists were focused on the modules with generous cpu/pg, to a hull-centric model where the HP/resists were focused on the hull with anemic pg/cpu is where vehicles went horribly, horribly wrong.
I have an HAV alt I trot out every so often to run fitting tests and the more I do so the more I realize that the hull itself dictates the fit as well as the role, and the absolute crap cpu/pg resulting from the model means there are what, maybe two long term viable fits and two more niche fits per vehicle hull?
Why does the hull need to carry the majority of the defensive power when the fittings themselves should be dictating whether or not the hull is a brick, glass cannon or somewhere in between?
Chromosome tanks that we keep banging on about were more powerful because of the breadth and depth of the fitting options. You couldn't expect two HAVs or dropships to behave exactly the same. Right now the HAV fittings are limited.
LAVs can take AV like champs on the base hulls when they should be doing so because of fitting. Taking a saga and making it so it can fit militia extenders and a rep to survive a forge gun is a lot better and more interesting than an unfitted Saga being able to do the same but the militia mods providing no increase in TTK.
The fit-centric model may be harder to learn for new players, but it is a lot better for fitting variety,and reduces one-true-build status.
Right now vehicle choices matter less than dropsuit choices do.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Clone D
Grundstein Automation
818
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Posted - 2014.11.13 13:22:00 -
[14] - Quote
Provide a skill that improves maneuverability for Transport Dropships. The handling is currently a joy killer. Flying used to be fun. Now it is tedious and a bore.
ISK Trader
channel: blitz
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Horizon Limit
Nexus Balusa Horizon
139
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Posted - 2014.11.13 13:26:00 -
[15] - Quote
Pre 1.7 is the answer to a lot of questions, but i will answer some with current vehicles setup.
Vehicle upgrade tree is fine, some skills are almost useless (scanner and mCRU skills), but after all, every skill do it's own job specifically.
Vehicle command tree should be like infantry, i don't understand the reason why they have changed it, skills should reward one playstyle (eg. madrugar skill should grant something useful for madrugar only).
Turret skill tree was better before, gunners had advantage for skilling into small turrets alone and operate in other players tanks, now you don't have nothing (turning speed on little turret is useful but not something a player want to spend SP on) All this tree is a pure waste of SP if you are not completely dedicated to vehicles. Old skill tree let you spend SP on skills which increase your damage, that was a good way (maybe nerf turrets of 10% and give 2% buff per level if you are happy with current damage)
Regarding vehicles variants: Enforcers were almost useless without support, less pg/cpu, less HP, incredible speed penalty, bonus on damage and zoom was not worth the SP. Vayu was good for hybrid tank with a LLAV with shield transport. Falchion was good for sniping (3 damage mod and active sinks + compressed particle cannon). What should they do? I would keep less pg/cpu and less HP but give more speed.
Marauders were god mode, i suggest to not put them back in game, i want to keep a good memory of them.
Cal scout vs Cal scout
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NextDark Knight
Molon Labe. General Tso's Alliance
596
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Posted - 2014.11.13 13:28:00 -
[16] - Quote
Reserved
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2205
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Posted - 2014.11.13 13:36:00 -
[17] - Quote
1&2: A; if for no other reason than internal consistency, they should be setup similarly to how the Dropsuit trees are set up.
3: Reskinned models might be an excuse for no new model in the foreseeable future, however, this is no excuse for not having separate stats.
4: Yes, again for consistency.
5: Ewar, Sensor.
6: Infantry Support, Vehicle Repairs.
7: Fast, Thin Skinned, Light Battle Tank Vehicle Sniper.
8: Slow, Tanky, Heavy Battle Tank Siege Engine.
9: Fast, Thin Skinned, Mobile Supply Depot, Mobile CRU
10: I refrain from answering on the grounds than I am not now, nor have I ever been interested in being an ADS pilot.
11: Why not give each type of turret the same variants that are available for the corresponding rifle?
12: Yes, on grounds that they're balanced towards the side of caution to begin with.
13: Yes, I would support all of those mentioned in your 13.
14: Yes, I would support an AA turret so long as it was actually capable of being a legitimate threat (i.e. actually intelligent pathfinding, decent speeds capable of easily catching ADS/DS that aren't currently running an AB with a decent threat range)
15: Yes, I would support all of these suggested new features, especially entry/exit animations timed by dropsuit/vehicle frame (It shouldn't take a light frame the same amount of time to enter/exit as it does a medium/heavy frame, just as it should take more time to enter/exit an HAV than it does a DS or LAV).
16: Here is a listing of module ideas.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Kallas Hallytyr
Skullbreakers
950
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Posted - 2014.11.13 15:23:00 -
[18] - Quote
1) B, retain current style. Reason being that this allows someone to begin skilling into a particular role (currently the ADS) and start playing that earlier rather than later. The skills (theoretically) have bonuses that incentivise skilling further into a role.
2) A, although vehicles have different modules, the general operation is pretty similar, and there are several skills that could be applied to vehicles that would open up the gap between a low SP player and a high SP player much like how high SP infantry players have many low-grade advantages (higher base HP, faster, better EWar, etc) - this would just allow the fully specialised vehicle operators to be specialised.
3) Yes. Although the placeholders should have stats that represent how the racial vehicle would operate. We need racial parity asap, and although a placeholder is not as good as full assets, getting them into the game is far better if it delays the true assets,because it's better to have something for 12 months then absolutely nothing for 10 months.
4) No, they should be akin to frame dropsuits. Lower base stats and no skills (currently) but with very minor benefits (as how the frames have better native reps) and a cost reduction, while having the same module slots and similar PG/CPU allow them to be fitted well and be useful, even if they are less effective than the specialist hulls.
5) Scout LAVs: high speed, good sensor abilities (either passive or bonuses to active) and anti-equipment capacity (some kind of anti-equipment pulse?)
6) Logistics LAVs: both vehicle and infantry support. Vehicle reps, mobile depot (though not suit switching) and slow with medium/low resilience. LLAVs need to be to vehicles as Logistics are to heavies, but should have modules that assist infantry in a small/medium aura (resupply, low-grade repairs.)
7) Enforcer HAVs: medium/high speed, high damage, low tank. Increased range/sniper could be part of it.
8) Marauder HAVs: verynslow, high tank, siege/bastion mode to make a strong point/blockade/area denial. Should be incredibly dangerous when deployed, tough while not, but able to be hounded due to low speed.
9) Logistics DS: primarily focused on vehicle support, boosted range on vehicle support modules (flying formation is not feasible in the current state of Dust) though infantry that are transported should get repaired and resupplied. Built in mCRU.
10) ADS: the biggest issue is that ADSs (and NDSs) cannot engage areas with AV in, due to high damage and the inability to manoeuvre and attack when under fire. A change to small turret operation or the introduction of medium turrets that more closely mimic what the ADS role is intended to be would make ADSs perfectly fine.
11) Turrets: https://forums.dust514.com/default.aspx?g=posts&t=177189&find=unread
12) Yes, sort of. Currently the armour/shield tanking styles for vehicles are backwards: armour is persistently regenerating whereas shields have a pool that they need to retreat to replenish. Armour should be to hold under fire with modules for a good time then you'll back to recuperate for a while: shields should have persistent recharge (lower numbers than currently) and modules should focus on regenerative tanking and be forced to pull back when high alpha damage is brought to bear instead of armour's vulnerability to persistent DPS.
13) More active modules (siege/bastion, remote repairs, etc) but also infantry based equipment: shield bubbles or some barricade type fortifications that they can deploy that would require vehicles for line breaking would bring in much more coordination between vehicles and infantry. Currently, vehicle have little purpose but if we introduce the ability for infantry to fortify, vehicle then begin to have a definable role.
14) Honestly, the large missile needs slightly higher elevation and the HAV top small turrets need much high elevation. That would give ground vehicles greater AA ability. Large missiles are, already, touted as AA by the in game description.
15) Drop Camera, yes please; turret facing/placing, yes please; passenger weapons, no, too abusable; lock-on warning, yes definitely; entry/exit, yes definitely.
16) Resistance modules and turret/weapon operation modules (heat sinks, infantry magazine capacity, etc)
Alt of Halla Murr. Sentinel.
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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1390
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Posted - 2014.11.13 16:26:00 -
[19] - Quote
Iron Wolf Saber wrote:
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
What happened to the conception art and mock sketches that we were shown LAST YEAR .?. why would they have to place racial skins and features on already existing vehicles ???
What happened to the designed Amarr and Minmatar HAV's that were shown to us LAST YEAR ???
Doubts are like flies and should be treated as such and crushed .
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postapo wastelander
Wasteland Desert Rangers
639
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Posted - 2014.11.13 16:30:00 -
[20] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why?
2. Vehicle Upgrades Tree Structure
Should it (regardless of multipliers)(aware of new bonuses depending on the option)
a. mimic the Drop Suit tree more with bonuses on par with the infantry progression b. Retain Current form and bonused the unbounded skills (all 6.1 million sp of it)
Why?
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
4. Should Militia Vehicles and Military Grade Vehicles feature similar slot layouts (as to not eat up slot real-estate) akin to standard dropsuit relationship with militia dropsuits?
5. Scout LAV's Role(s) should be?
(Mix and Match or even add)
Attack, Ewar, Anti-Infantry, Anti-Equipment, Anti-Vehicle, Anti-Structure, Secondary Damage Support, Sensor, Transport, Speed, Tank, Stealth, Covert Operator, Fast, Slow, Average Speed?
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
7. Enforcer HAVs previously did not have a strong role, What roles should it have? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? Survivability Offensive Capability Skewed Windows of Engagement Transport Ability
11. There is thought about bringing turret variants back BUT so many of the old variants were 'useless' in the light of another so in what way or roles would you give these returning turrets to avoid similar fates.
Anti-Infantry? Anti-Equipment? Anti-Vehicle? Burst? Long Range? Supression? Breach Firing? Bigger Splash? Higher ROF for lower Damage? Larger Magazines? Faster Reloads? More Backup Ammo? Come up with a goal theme for various prefix names.
12. Currently we have a selection of active and passive modules. Would you like to see an introduction of Modules that were off behavior of current as additional Options. An example would be an active armor repair that outperforms the passives?
13. There are currently no known technical evaluation on the possibility of more support like game play such as Deploying Equipment (ie Proximity Explosive or Nanohive), Siege Modes (your vehicle sacrifices a large amount of one stat to gain a great strength in another; Like 0 mobility for heavy tank and offensive ability) or even a repair turret or Mobile Supply Depot. Despite this are you very interested in seeing these mechanics brought into playing field to be hotfixed around and design something with? Which ones? Any new ideas of your own you think that could be done?
14. Dropship Immortality was pretty serious issue because of the lack of counters mostly. Would the community support an AA turret variant that cannot lower its turret base underneath a certain point making it difficult to deal with other threats if the Dropships where returned to similar power before 1.8D?
15. Several Quality of Life Features do not have any technical evaluations yet, are you willing to support such features such as: Dropship Drop Camera for passengers, Fixing the Small Turret Facing Bug, Allowing LAV passengers to shoot their weapons, Lock On Warning, Entry and Delay of Exit of a vehicle up to 3 seconds.
16. What kind of new modules are you willing to see?
What about repair gun mounts on DS, like what was in that trailer. Repairing the tanks around?!
"Savvy"
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MINA Longstrike
Kirjuun Heiian
1592
|
Posted - 2014.11.13 16:32:00 -
[21] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Iron Wolf Saber wrote:
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
What happened to the conception art and mock sketches that we were shown LAST YEAR .?. why would they have to place racial skins and features on already existing vehicles ??? What happened to the designed Amarr and Minmatar HAV's that were shown to us LAST YEAR ???
Just because they had concept art doesn't necessarily mean that they had someone who was able to translate that art into a model, and then people who were further able to appropriately texture that model.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1390
|
Posted - 2014.11.13 16:47:00 -
[22] - Quote
MINA Longstrike wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Iron Wolf Saber wrote:
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
What happened to the conception art and mock sketches that we were shown LAST YEAR .?. why would they have to place racial skins and features on already existing vehicles ??? What happened to the designed Amarr and Minmatar HAV's that were shown to us LAST YEAR ??? Just because they had concept art doesn't necessarily mean that they had someone who was able to translate that art into a model, and then people who were further able to appropriately texture that model. I guess , it was the same as the suits and weapons and they turned out alright .
I guess but that's sad because that really made me anticipate their arrival and the fact that they look so much different and actually represented their respectful races .
Another missed opportunity .
Doubts are like flies and should be treated as such and crushed .
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Pvt Numnutz
Prophets of the Velocirapture
1957
|
Posted - 2014.11.13 17:17:00 -
[23] - Quote
Great thread and can't wait to contribute but I'm at work and can't link videos on my tablet so as soon as I'm home I'll give you all my suggestions!
Master Skyshark rider
Kaalaka dakka tamer
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Meee One
Amakakeru-Ryu-no-Hirameki
1266
|
Posted - 2014.11.13 18:11:00 -
[24] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why?
2. Vehicle Upgrades Tree Structure
Should it (regardless of multipliers)(aware of new bonuses depending on the option)
a. mimic the Drop Suit tree more with bonuses on par with the infantry progression b. Retain Current form and bonused the unbounded skills (all 6.1 million sp of it)
Why?
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
4. Should Militia Vehicles and Military Grade Vehicles feature similar slot layouts (as to not eat up slot real-estate) akin to standard dropsuit relationship with militia dropsuits?
5. Scout LAV's Role(s) should be?
(Mix and Match or even add)
Attack, Ewar, Anti-Infantry, Anti-Equipment, Anti-Vehicle, Anti-Structure, Secondary Damage Support, Sensor, Transport, Speed, Tank, Stealth, Covert Operator, Fast, Slow, Average Speed?
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
7. Enforcer HAVs previously did not have a strong role, What roles should it have? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? Survivability Offensive Capability Skewed Windows of Engagement Transport Ability
11. There is thought about bringing turret variants back BUT so many of the old variants were 'useless' in the light of another so in what way or roles would you give these returning turrets to avoid similar fates.
Anti-Infantry? Anti-Equipment? Anti-Vehicle? Burst? Long Range? Supression? Breach Firing? Bigger Splash? Higher ROF for lower Damage? Larger Magazines? Faster Reloads? More Backup Ammo? Come up with a goal theme for various prefix names.
12. Currently we have a selection of active and passive modules. Would you like to see an introduction of Modules that were off behavior of current as additional Options. An example would be an active armor repair that outperforms the passives?
13. There are currently no known technical evaluation on the possibility of more support like game play such as Deploying Equipment (ie Proximity Explosive or Nanohive), Siege Modes (your vehicle sacrifices a large amount of one stat to gain a great strength in another; Like 0 mobility for heavy tank and offensive ability) or even a repair turret or Mobile Supply Depot. Despite this are you very interested in seeing these mechanics brought into playing field to be hotfixed around and design something with? Which ones? Any new ideas of your own you think that could be done?
14. Dropship Immortality was pretty serious issue because of the lack of counters mostly. Would the community support an AA turret variant that cannot lower its turret base underneath a certain point making it difficult to deal with other threats if the Dropships where returned to similar power before 1.8D?
15. Several Quality of Life Features do not have any technical evaluations yet, are you willing to support such features such as: Dropship Drop Camera for passengers, Fixing the Small Turret Facing Bug, Allowing LAV passengers to shoot their weapons, Lock On Warning, Entry and Delay of Exit of a vehicle up to 3 seconds.
16. What kind of new modules are you willing to see?
#6 LLAVs should have a designated support role. Infantry : light and fast Vehicle : Durable and slower 0 turrets. If possible,replace the turret with a repair tool. The driver will have one,and so will the turret operator. Vehicle shields must protect the driver and turret operator,or LLAVs will be dead at launch. Mobile supply depot module,when active creates a nanohive bubble up to 5m around the vehicle,refills vehicles and infantry. Refill amount,based on level,same for cooldown. High acceleration,high torque (off roading ability),low top speed. LLAV unlock skill bonus 5% efficiency of all logistics modules (scanner,MCRU,repair,Msupply) High shield recharge speed.
#9 LDS same as LLAVs,but with a total of 3 repair turrets. 2 gunners,1 pilot. Mobile triage and supply module.(like hybrid hives,efficiency increases per level) Can repair/refill vehicles and infantry with the module (Range 15-20m) High innate armor repair. Automatic triage/refill for all passengers.(Hospital ship)
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Tesfa Alem
Death by Disassociation
376
|
Posted - 2014.11.13 18:14:00 -
[25] - Quote
Reserved.
I'll answer these questions in good time.Not surprised to see you're not speaking to Judge about this. Good to see you lot have stopped lying about vehicles for once.
Redline for Thee, but no Redline for Me.
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KenKaniff69
Fatal Absolution
2485
|
Posted - 2014.11.13 18:46:00 -
[26] - Quote
I'll reserve this for when I have time.
However, you do realize the majority of great vehicle pilots in this game have left or play on infantry alts right?
Vehicles pilots have lost faith in CCP and it's advisors.
We have no reason to put up with a game that doesn't understand the role of vehicles and AV.
As of right now the food chain is completely inverted to the point where there is no point to calling out a vehicle.
Honestly, the only way that both sides of the argument would ever agree is to squad up and run some competitive matches.
Then again there goes the competitive vs casual balance that will always plague this game.
And to you Mr. IWS, you have no background to even bring up these questions as you don't play the game.
?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4959
|
Posted - 2014.11.13 18:52:00 -
[27] - Quote
KenKaniff69 wrote:
And to you Mr. IWS, you have no background to even bring up these questions as you don't play the game.
Translation: we would rather be ignored than acknowledge you being proactive CPM1. Continue ignoring vehicles please. We're too comfortable hating you all to want to contribute to improvement.
I imagine this can be arranged.
Dude this was THE most colossally sh*tposty sh*tpost I have ever seen.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3490
|
Posted - 2014.11.13 19:01:00 -
[28] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2453863#post2453863
Keep an eye on this thread as well IWS. It's digging into both conceptual and in depth design.
Hotfix Delta Sentinel eHP Calcs
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KenKaniff69
Fatal Absolution
2485
|
Posted - 2014.11.13 19:46:00 -
[29] - Quote
Breakin Stuff wrote:KenKaniff69 wrote:
And to you Mr. IWS, you have no background to even bring up these questions as you don't play the game.
Translation: we would rather be ignored than acknowledge you being proactive CPM1. Continue ignoring vehicles please. We're too comfortable hating you all to want to contribute to improvement. I imagine this can be arranged. Dude this was THE most colossally sh*tposty sh*tpost I have ever seen. Procative brainstorming person who doesn't play the game, just like our prior dev's.
There's way too many people who whine and complain all day on these forums, yet when seen in game (rarely does this happen) are practically calling the kettle black.
?
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Shouper of BHD
Better Hide R Die
305
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Posted - 2014.11.13 19:50:00 -
[30] - Quote
I`m going to skip a few since I`ve missed a few updates and ADS has changed alot and all my skill sheet charts are undoubtedly outdated but I was a huge vehicle support role before and after the Logi vehicles and modules were gone and I had alot of gunners in my clan so i`ll put in my two sense where it might be helpful.
5) should not be blitz vehicles, militia and non role LAVs should be the blitz vehicle becuse they need to have a quick start up (they fit there, yes), need to get there quick with low risk (yes, they are ground vehicles and small) and they need to be cheap, thats where a specified role doesn`t fit in, every role needs to have a payback and a place where a player can do something different and remained entertained. there are 3 roles I can see 4 roles LAVs can fit in, vehicle support (logi), infantry support (logi), gun platform (suppressive) and intel since compared to DS are better infiltrators (or at least where it should be) the Scout role can fit here. the expectations would be to get in hostile area but shouldn`t be expecting to survive a drive by, if scouts were made to go through a rough spot, get intel and out they would be set up to get road kills so saying that Scout LAVs should have a resistance but to buffer with a slow repair rate still arrises problems. The solution is in itself if meant to locate hostile positions so it should be built not to go through them but to avoid them entirely, an increase of scan range to to scan modules and an increase to engine modules should help it locate ahead of time and to avoid hostiles so its survivability isn`t in any form of HP but in its role. so to put it in a nutshell they shouldn`t be able to survive combat EVEN in hit and run, they survive with stealth, sight and agility.
6) the big question for logi LAVs is vehicle or infrantry support. I think that they are built to be the infrantry support. what is it infantry need to take the base? they need to get there (both DS and LAVs do that well) they need enough people there (they both carry enough) they need to be understood if you were to see a DS and a LAV in skirmish and you want to take the base you choose the LAV becuse the DS isn`t in it for the long run () he gonna leave you after hes dropped you off so communication fails there, and then that leads to passive healing and ammo, the LAV you put in park right next to you when you arrive and the DS flew off. LAVs are reliable if you want support reliablity is what is needed and DS aren`t mobile platforms like LAVs are when it comes to infrantry support, DS will be tardy to the support while the LAVs will be there all the time, they are the better mobile depot. Even if your not a vrehicle person I`m sure you can see what that would be like, as for vehicle support I`ll talk that in logi DS.
9) Logi DS (LDS for now on) have allready been compared for infrantry support and knowledgly so would fail, but they are better built for vehicle support. To note they shouldn`t be "scouts" either, DS aren`t stealth vehicles and shouldn`t be built to avoid even small combat. For sure communication and support was comfortable and easy to vehicles but I when coming to infrantry I came short time to time. DS all in all should assist one way or another but normal DS should be oriented for CRUs and such not LDS, LDS should be built for vehicle replenisher of sheild and armor. we need to talk what they do before saying what they have to be stat wise so we know what they will be doing/dealing with LDS should have 2 ways of delivering health. A focused triage on one target and feeling as if were an active module, built to get in and out, save a HAV or feild turret low risk and a simple award (1 vehicle saved enough to escape or if you jumping across the feild you are hitting and running your own at multi places in short time spans) and the 2nd way, a triage that heals a large area of vehicles but like a passive modules, it giving the same ammount of HP as the foused triage but divided to several targets (NOTE a max per unit must be placed other wise he would give the total per minute to an indivisuel so it can do both focused and geniral support!). that provides a high risk ("will this be enough to save tank #2?") but with a high reward ("if I had a focused module I would guarantee the life of tank #3 but I would have lost #2 and maybe even #1 in the end"). I would expect a LDS to be slow moving (tanks are on the ground and are slow moving and instalations don`t move) since they don`t require a higher speed. lets talk its use in its role say its healing 1-3 tanks you know it needs to be taken care of but there are tanks there, you need to take it out quick so its out of the equation, LDS shouldn`t be built to take damage they should be a shadow, not ment to take hits but there to make the meatsheild more absorben and hope its not gonna get shot, so yes it should be a weaker DS which is fine since hey there are tanks with it, if it were also built to help infantry by dropping ammo and such it would be to diverse of a vehicle, it would fit in either without it be a HP power house rather then making some one else such. it should also be obvious then that it won`t be able to work alone which is good since its not supposed to be. |
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