LAVALLOIS Nash
QcGOLD
286
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Posted - 2014.11.13 12:47:00 -
[1] - 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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