Kallas Hallytyr
Skullbreakers
950
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Posted - 2014.11.13 15:23:00 -
[1] - 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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