Gabriella Grey
THE HANDS OF DEATH RUST415
221
|
Posted - 2014.11.17 13:12:00 -
[1] - Quote
1. The current vehicle skill tree is lacking, with compared to the basic dropsuit command open slot for infantry vehicles has too many of them. Vehicle skill tree would be amazing if it followed more on how dropsuits skill tree currently is. Organize the vehicles along racial Gallente, Caldari etc.
2. I have no issues with the vehicle upgrades structure. I am concerned about a few of what the skills provide and some skills as they stand. For instance the Mobile CRU skill has a reduction to the mobile CRU cost, but if they do not cause any advancements for Logistics vehicles, like the Logistics Dropship, then it's useless. I would much rather see it have a better spawn time to where the higher the level the more similar spawn times you can expect from a stationary CRU. For scanners I would more so like to see their active duration increased per level.
3. Yes, give factional vehicles something truely unique in terms of skins!
4. As it stands militia and standard don't feel any different with heavy skill investment for ground vehicles. I would prefer to see their fitting cost on PG and CPU reduced, along with a slot reduction.
5. Scout LAV's as they stand seem to be fine once vehicles are full circle and better contrasted against each other.
6. There is an interesting thread about this I will post at the end of this post regarding Logistic LAV's. Logi LAV should play more of a support role for infantry than it has in the past. The Triage whip was cool but the current evolution of the game makes this really a novelty thing, but should be able to deploy logi vehicle equipment. On LAV speeds in general Scout LAV's should be the fastest, and Logi LAV's should be the slowest. But as it stands ground vehicles acceleration and top speeds need looking into. What is clear is HAV's should never be fast as LAV's for sure!
7. The issue that Enforcer and Marauder HAV's had in the past was that all HAV's worked exactly the same. The only difference was more health points. Marauder or Enforcer HAV's need to be Seige machines like a Heavy dropsuit with and HMG! Make it a much slower tank compared to standard, but have better health points, and natural resistance to certain racial type of turrets. (My only concern about increasing Enforcer HAV's health points is the Enforcer HAV's of old driving down from off the top of the towers on the Harvest map, barely taking a scratch of damage, while being shot at by AV or other turrets).
8. Marauder HAV's need a different role compared to their original role. This should be the Logistics/EWar HAV on the field, able to move about solo for recon etc. Fit this thing with a built in Scanner like the mobile CRU is to the logistics dropship.
9. I miss the Logi dropships! It was the first variant of dropships outside of militia and standard and was fun to use. Logistics dropships need to do more drop and go roles. Like the Logistics LAV it needs to be able to give out supplies along with its built in mobile cru. Make it to where the Logistics dropship can fly over drop some type of nanohive/nanohive-structure, that works superior better than those used by infantry but works on a time limit before it self-destructs. From there you can create many different type of flavors, like one that does triage, another for ammunition.
10. The ADS needs some serious balance and turret operation love. Dropships have been left alone for so long in the past that they need a lot of work that all the other vehicles have always had from previous updates. I am still a firm believer that like the HAV dropships should have their own version of small turrets, or make their turrets considered medium turrets. The reason why most players and CCP do not understand why rockets work so well on dropships compared to the other turrets is because of it's practicality. rocket turrets should burst out their entire pod/clip of ammo on a target in a burst or full automatic way to be effective and give it balance to other vehicles, but when you get into this the need for multiple turrets will really be needed so each type of turret on the dropship is role specific. Rail turrets does not sit easy with me that it's a caldari turret that is suited in destroying caldari vehicles better than gallente. I fly both, and started with the gallente dropship variants first. I would much like to see a plasma turret that works similar to the rail turret. Also the range of the small rail turret on the ADS is not balanced. What made it over powered previously was high range, and high rate of fire. CCP you need to choose how these type of full auto turrets will operate. The best way is to cut their range and make them close range and practical. Suited for when your screen/aiming cursor has a large view of the enemy. It will also promote skill amongst pilots because to play the cat and mouse game in the air you have to understand how to fly intercepting courses etc. Next please remove this Gallente dropships are suited ONLY for anti vehicle and Caldari dropships are suited ONLY for anti infantry. From a factional war standpoint and diversity this stuns the games growth. Make it to how the ADS and the type of turret judges if it should be anti vehicle or anti infantry. With that said we will see anti ground vehicle fitted vehicles, anti air, and anti infantry giving a much needed diversity here. Like the LAV post I have a thread that goes more in detail on turrets for the ADS.
11. This is much needed for all vehicles! Results show about this on how well HAV large turrets work for these vehicles.
12. Yes! bring back my torque modules, and the same goes for the active armor repairers, dropship recharge modules etc. This is needed much more if there are ever to have more vehicles other than Caldari and Gallente vehicles. (side note ADS need module slot layout love for this to be useful in their area.
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
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Gabriella Grey
THE HANDS OF DEATH RUST415
221
|
Posted - 2014.11.17 13:14:00 -
[2] - Quote
13. I will not dive to deep into this because I feel if the vehicle skill tree is implemented in this way it should meet the needs of this, by the type of vehicle you choose to place your skill points into and fit for the battlefield. Please don't forget to check the thread below!
14. This would be great to have, and I have been waiting to see these since CCP Blam said they were going to implement them. I am not to fond of calling the dropship overpowered because as shown above the dropship as a stand alone vehicle needs serious love and attention. I would like to see everything balance to where each thing has its place etc.
15. I would like to know more about this one before I give any input. One thing I will say would be broken is if LAV users can shoot light arm weapons from the vehicle such as swarm launchers, and heavy weapons such as forge guns could very well break balance.
16. Vehicle logistics equipment, and Ewar equipment that work like active scanners but in different designs.
17. Good as is. I think how vehicle modules repair are in a good place and should not be tempered with until more content is released. example would be more variants of vehicles etc.
https://forums.dust514.com/default.aspx?g=posts&t=177189
Looking forward to your googledoc IWS!
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
|
Gabriella Grey
THE HANDS OF DEATH RUST415
223
|
Posted - 2014.11.23 00:57:00 -
[3] - Quote
Iron Wolf Saber wrote:Haerr wrote:Iron Wolf Saber wrote:Sigh once again more work as brought up; sorry for the delays but this one is a bit more time critical to get done with first but I am excited to see it eventually shared. wait is the vehicle stuff you are writing going to be shared or the cpm assignement you got? vehicle stuff I am writing as that seems to have much less of a time critical window (its number 2 after the cpm nda stuff though atm which may not get shared until its more ready) those in the community being poked are done so in the highest confidence and expertise over the subject though but even they are not privy to the entire thing being cooked up. Either way my eyes are wanting to fall out; going to do something and get back into good mental shape; so bleh. Keep the feedback coming; CPM Cross Atu is also working on vehicles as well I highly recommend poking him as well as I typically have a semi skewed means of communicating which isn't fair to the more frustrated player base. Anyways I'll post another update once I get done with this next draft and meeting request. I would say in terms of documentation I have to draft up for cpm 1 its nearly doubled over cpm 0 currently and if you guys think I am only a prolific poster you haven't' seen anything. After vehicles are out of the way maybe just maybe i can get back to my personal project or take a whack at the other new topics that are teasing me. (3 ring scans and the whole bandwidth thing)
With the balancing of vehicles, forge guns, swarm launchers etc. should also be evaluated with them as well. For me, when a heavy deems a forge gun, I look at them more so as vehicle, and the same goes for swarm users. I don't think you can really balance vehicles without touching A/V as well.
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
|