Grimmiers
731
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Posted - 2014.12.04 13:46:00 -
[1] - Quote
1. Racial skills should be first just for constancy and an idea of what style of vehicle you're going to get.
2. I would like each skills rank to be worth the investment. The single skill nodes for legion would really help for skills that don't need 5 nodes. There's no need to change it though.
3. Nope
4. Not sure what this is asking, but militia vehicles should probably have one less slot than standard.
5. Scout LAV's Role(s) should be? Ewar, Average Speed(with better airtime/hill climbing), Covert Operator(Gallente),Sensor(Caldari)
5b. I would also like assault Lavs with bonuses similar to ads
6. Logistics LAV's Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Slow
The mobile supply depot idea is pretty cool. It would have to be a module and would make the vehicle even slower. It makes me wonder why we can't call down supply depots down as installations though. The fit switching should consume nanites.
7. Vehicle Sniper, Suppression,Blockade, Anti-infantry, Anti-Vehicle, Anti-Air,Thin Skinned, Fast,Light Battle Tank
Enforcers should have a range bonus and a setback should be less armor and 1 less light turret slot
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in?
Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Slow, Main Battle Tank, Heavy Battle Tank, Ewar?
This should be the infantry support tank to help get them in close. It would be cool to give it one extra seat with no gun just so you can give people lifts/spawn them without lowering your offense. The bonus should be a bonus to light turret damage as I feel like large turret damage buffs would make it too powerful again.
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? Infantry Support, Vehicle Support, Vehicle Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Thin Skinned, Fast, Secondary Damage Support, Ewar
The problem with the old logi dropships was how slow they were. Make them control like the ads and instead of lowering light turret damage, just take a slot away so it's focus is to transport players.
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now?
Offensive Capability Mainly because their turret options are pretty limited and broken.
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.
Turret variants should be a lot more useful for special situations while not being completely better than a standard.
Blasters
Standard Blaster - Fastest Rof, average accuracy, medium splash, largest clip size, anti infantry, suppresion
Scattered Blaster - More splash, low rof, better on dropships with lowest dps
Stabalized Blaster - No splash, highest range, Better efficiency rating on vehicles, made for dropship duels and able to take down lavs/ hurt havs.
Missiles
Standard Missile - Highest clip size, average travel speed, anti infantry, installation
Heat Seeking Missile - Lowest clip size, slow travel speed, locks onto vehicles can still be dumbfired, low splash damage, anti vehicle, installation, anti air
[b]Railguns[/b[
Standard Railgun - Average spool up, anti instalation, vehicle, also able to snipe infantry
Breach Railgun - Slower spool up time, Spools up for each shot releasing trigger shoots, Av focused
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?
I made a post about this a few days ago. I would like to see active modules return only if passive modules become a fitting cherry on the top instead of being where they are now. Active modules need to take up energy instead of having cooldown times. 13. Mobile null cannon? If it has to be stopped and charge up before becoming active it could be pretty fun.
14. Well I imagined that the minmatar vehicle turret would be a flak gun and then you can basically make a lock on missile turret. A plasma mortar cannon would be meant for the ground, but it would shoot pretty high up anyway, An amarr laser or scrambler like turret would be pretty good for anti air as well.
15. All of the above sounds good. Some things I would love are legit vehicle entering exiting animations, turrets not damaging the gunner/vehicle, pushing square to lock/unlock vehicle, Lock on warning with icons showing swarm missiles(would completely help with invisible swarm glitch), Shield for lav gunners, Less damage taken from landing a dropship at very low speeds.
16. What kind of new modules are you willing to see?
Reserved
17. High HP; Low Speed; Low Repairability)
Yes. What I want are vehicles to be less invulnerable to anything not considered av and to have to sacrifice module energy and require logi support. Vehicles are completely ignoring high doses of av damage with crazy and constant repair rates.
Here's that post I made about Vehicle TTK and Av windows of opportunity being shunted
https://forums.dust514.com/default.aspx?g=posts&m=2489783#post2489783
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