Iron Wolf Saber wrote:
1. Vehicle Command Tree Structure
1a. It should mimic infantry tree, that would also mean specalized vehicles like infantry with sentinal and commando for example and also adv/proto vehicles like infantry have, if not then we should take away adv/proto for infantry
2. Vehicle Upgrades Tree Structure
2a. It should be as it was in chrome, in fact all skills should always come with a skill bonus and if infantry have a skill such as 5% per level for CPU then vehicles should also have the same skill. Fair is Fair
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?
3a. Its lazy at its worst but frankly racial vehicles and turrets are the highest priority, a reskinned gunlogi would still be a gunlogi
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?
4a. Milita dropsuits generally have 1 less slot than the std counterpart, same for vehicles i would be fine with
5. Scout LAV's Role(s) should be?
5a. Fast stealth low EHP vehicle
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back?
6a. Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, average speed
7. Enforcer HAVs previously did not have a strong role, What roles should it have?
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in?
7/8a. Both should be heavy battle tanks with high base hp, enforcer have better resistances making it point defence and slower, marauder faster for a roaming battle tank with high damage output with maybe reduced range so it has to brawl, in chrome marauders were fine, the enforcers as a glass cannon did not work espc with the state of AV and even so my madrugar could wipe out a vayu
9. Logistics DS underperformed massively last time, what roles should it have to make it useful?
9a.Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky,
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now?
10a. Its not supposed to transport anything, its supposed to assault things and lack of countermeasures and lock on warning systems hurts it more than anything, the way to survive is run and frankly it cant fit that much on it, best making it into a fighter
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.
11a. Look at EVE variations of turrets and pick a few from the list
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?
12a. I want to see capacitors will all modules thrown back in and balanced with cap, if i can perma run a resistance mod let me, EVE has already answered this, copy and paste
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?
13a. Focus on the things which are needed now, there is more than enough to keep CCP busy, this game could be dead by next year
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?
14a. DS immortality is a fallacy, its because we hit the AB because be have no other way of avoiding AV espc if its swarms, judge got rails distance nerfed by 50% which does AA quite well
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.
15a. The above is fine execpt i can get out of my car faster than 3seconds and my large blaster has the accuracy of a blind dog so if i could kill infantry with it i wouldnt have to jump out
16. What kind of new modules are you willing to see?
16a. Anything useful
17. Should our Vehicle play model focus on slower cycles (High HP; Low Speed; Low Repairability)
or
Remain as is? (TTK similar to that of infantry; Low HP; Higher Speeds, Higher Recovery)
17a. If any AV jumps in now its extreme low TTK, take it back to chrome where i could battle 2 tanks with AV hitting me, im in a tank not a glass bottle
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