|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14551
|
Posted - 2014.11.13 11:44:00 -
[1] - Quote
1.) Racial from bottom to top as it encourages specialisation and allows for specific modifiers to be place on the hulls in the form of bonuses. Moreover like infantry who can claim to be dedicated X suit vehicle pilots can do like wise.
2.) Neither. In many respects the Vehicle Upgrades tree lacks greatly especially in the form of core skills that are worth picking up however vehicles are not like infantry and cannot progress in exactly the same manner, though the feeling of progression infantry feels when ranking up through tiers, in a manner that leaves them attached to their weapons and suits is something worth keeping in mind for vehicle pilots.
3.) God no. If its going to be done do it ******* right or not at all.
4.) No. Militia vehicle I feel should remain competitive base statistics but variants should progress (for example in the case of HAV as that's all I'm qualified to comment on) MLT 4, STD 5, ADV/PRO 6.
5.) EWAR Light Anti Infantry Skirmisher
6.) Both infantry and Vehicle Support through the incentivisation and or relevant bonuses that affect remote reppers and shield transporters. Though I lack any real experience on LAV matters.
7.) Combination Roles. The purpose of the Enforcer as I understood it was long ranged deployment of massive Ordinance. This can be expanded or defined as Anti Vehicle, Anti Objective, Thin Skinned.
8.) No Marauders should be refocused to durability based roles. Siege Tanks for example able to take fire and anchor a battle line.
9.) Do not feel qualified to comment
10.) No qualified to comment.
11.) Long Range, Anti Vehicle, Bigger splash. Though under current vehicle set ups all large turrets will require damage buffs if they wish to deal with other HAV in a meaningful way.
12.) Passive Armour reps need to die a ******* painful death. Though some current iterations of module are required to remain as they are to be competitive. Shield Boosters are one such module as they were woefully under powered. More over the 180mm Plate and Medium Shield Extenders should return for the sake of having a type of plating for each vehicle type, especially for armour HAV as current 4 Low Slot Marauder suggestions could see 2x plat stacking, with reps and hardener for 10K+ EHP which AV simply cannot deal with.
13.) Perhaps though it really depends on what. Bastion Module specifically designed for the Marauder HAV and other Heavy Assault role vehicles could be interest especially if in future iterations and game modes the destructions of objectives is required.
14.) Missile Turrets (ignoring the rocket turrets we have now) could fill a role like this only able to enage vehicles after lock on timers like swarm launchers.
15.) Yes. Quality of life to Vehicle pilots is as important as the modules and customisation options if not more so.
16.) Personally cannot think of new modules though I shall list what I personally would like to see specifically for HAV
- 180mm Plating - Old Shield Extenders - Old Passive Armour Resistance Modules - Heat Sinks - Nanofibre Structures - Remote Reppers and Shield Transporters - Damage Controls
Perhaps New Modules wise
- Active Camouflage (increase lock duration) - Black Ops Modules (reduce passive scan signatures, turret aggro ranges, throw of squad markings, etc) - Ancillary Shield and Armour Reppers ( essentially spike reps with long pulse cycles and cool downs) - EM Feedback Generators (sends out pulses to Xm that distrupt equipment and or minimap)
Rig Slots even? Or Colour Scheme Slots?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14576
|
Posted - 2014.11.13 22:49:00 -
[2] - Quote
KenKaniff69 wrote:70 kills this month, 7k WP?
I'm sorry but you can't tackle something like this without extensive time playing the game and some decent SP into vehicles/AV.
Like I said though, most of the dedicated vehicle pilots are gone or could just careless.
Hell I doubt I've even made mor than 50 kills this month. You telling me that I have a lack of understand regarding vehicles of the almost 2 years I've played well over 15 months have been dedicated to.... because I haven't shot down 70 or more digital character avatars?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14714
|
Posted - 2014.11.17 20:06:00 -
[3] - Quote
Spkr4theDead wrote:Iron Wolf Saber wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:DarthPlagueis TheWise wrote:i dont give a **** because im infantry lolololol Hello infantry; let me hear your screams as I run over you head and crush it like a tomato can. Some freindly advice here, you're not one of us, Trying to be is a bit embarassing and dare i say it cringe worthy. "How could i know? that maybe you have alts or something" Because all of your posts prior to this thread and especially including it make it painfully obvious. Its akin to saying "I love footbal, i've usually manage to hit a home run at the 18th hole. Man, Arsenal are having a great time at the Superbowl or what?"Just at least be as straitforward as rattati is, who vociferously admits he doesn't know the slightest thing about vehicles and is not planning to learn, to the point of taking offense at being offered a ride in a dropship. Stop the B.S and try to build some trust. I had written something long but felt it would have been wasted effort and on deaf ears. I am just a simple player I just want to have fun playing. If that means hopping in a tank or running a suicide plasma cannon bomber I want the game to be fun and not frustrated by every little stupid thing that makes this game unenjoyable. Vehicles are currently top of my list of 'least enjoyable things to do in this game.' Also the analogy you're looking for is Fantasy Football vs real football. Playing Baseball in a hockey rink is one of my specialities. I am just saying if you (well not you specifically but various other vehicle pilots that are just going to stand by and be wall flowers in this conversation) don't want to interact with the CPM trying to get things done, that is your prerogative. I will not force you to feed me information. I mean if vehicle pilots feel strongly about me doing this; I am waiting for another CPM member to start having shouting contests with on who's more right on the subject, and sadly and still am currently unopposed. Xel would probably start to speak up soon as I mention anything involving a buff to vehicles though. We've been trying to talk, but the problem is, we don't want our playstyle to get ruined. Everybody on here was crying about the end of Dust when CCP were going to nerf the Cal logi and TAR rifles. They got nerfed, and everybody went back to their regularly scheduled programing. Again, we don't want our playstyle nerfed. What is wrong and unacceptable is how infantry have been dictating the direction vehicles go in for such a long time. There is no compromise to be reached, pilots have been shafted for over 2 years, and we're in this current state because of that. Swarms travel to where a vehicle was then continue on at greater speed to hit their target 9 times out of 10. There's still a problem with invisible swarms, because I can be behind a wall, or behind a hill or crate, so they achieve lock behind their cover, aim up or to the side, and launch the swarms, and half the time I can't see the missiles. It's always the same thing. Infantry complains about how hard it is to destroy tanks, yet it's the noobs in MLT vehicles that they're having trouble with. They'd have a stroke trying to destroy me. Yet, when I go against a squad full of people from some country, such as the Japanese or Russians, they have absolutely no problem with 4 guys going AV to destroy me. They do it quite often, and destroy me half the time. 1.9 was great, but there's still that huge problem of pilots having no say in the direction vehicles take. Rattati admitted that he had sole discretion on changing swarms and the ADS, without consulting any pilots whatsoever. There haven't been any word on the stats concerning the ADS since the hotfix. We have no idea as to what's going on with that, because it's being kept private. Infantry dictating the direction of vehicles needs to stop. There has to be discussion with both sides, not one-sided.
Have you looked into Pokey Dravon's thread about Vehicle rebalances yet.
I think we just sorted out a propositions for vehicle base hull Hp value and module slots for HAV. Numbers were approved by AVers since they don't push up total EHP over 10K, if the thread continues LAV and ADS are next on the block for HP discussions.
I certainly don't agree on most of your ideas on HAV direction.......but that was one **** off sound and reasonable post.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14722
|
Posted - 2014.11.17 21:48:00 -
[4] - Quote
Iron Wolf Saber wrote:True Adamance wrote:
Have you looked into Pokey Dravon's thread about Vehicle rebalances yet.
I think we just sorted out a propositions for vehicle base hull Hp value and module slots for HAV. Numbers were approved by AVers since they don't push up total EHP over 10K, if the thread continues LAV and ADS are next on the block for HP discussions.
I certainly don't agree on most of your ideas on HAV direction.......but that was one **** off sound and reasonable post.
Pokey Darvon approached me yesterday and he's willing to help out so I look forward to it. His placeholder idea has been met with mixed feelings but I am sure if a strong enough case is presented it can be made so and hopefully that will be the first domino to get the unique models in going. As for other things he is more than willing to help out when I talked about it last night but right now i am still rigging the document up... So far based on my usual ongoings. This is beginning to look like a 50 page + ordeal and will need a table of contents.
I'm considering bringing up the concept of Marauders as Infantry Tanks (designed to move at the speed of an infantry squad for direct support) and Enforcers as Self Propelled Gun Batteries.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14854
|
Posted - 2014.11.20 00:45:00 -
[5] - Quote
Iron Wolf Saber wrote:Update on the document; its at 50 pages now and drawing some art for it; will be getting public draft soon.
Just need to stop getting distracted by the 3 ring scanners, the bandwidth and whatever else ccp rattati might announce.
Have you drawn and Amarrian HAV? If so you must submit it to me for validation...... ...because everyone know I whine about it the most!......
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14857
|
Posted - 2014.11.20 01:01:00 -
[6] - Quote
Sgt Kirk wrote:LAV turrets need an armor plate similar to what's supplied on the drop ship or their gunner. Way too easy to be shot out of the gunner seat, especially if you want it to be frontline support.
Also, Covert Vehicles capable of cloaking. Fresh yes?
Caldari Cloaked Dropship coming in to drop enemies on the roof because they are getting redlined is exciting. Especially when they get orbitaled by my Hybrid Strike from space
Visual cloak maybe not....... scan cloak? Fresh yes?
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15125
|
Posted - 2014.11.27 19:38:00 -
[7] - Quote
DUST Fiend wrote:Iron Wolf Saber wrote:DUST Fiend wrote:I don't believe Rat is capable of doing anything but making the vehicle experience worse for pilots.
If he proves me wrong, so be it, but hope is a fools errand when it comes to vehicles. Well at least he can try. I don't think he has seriously tried yet. I jus want anti shield AV so we can highlight how weak vehicles are against AV. Right now most pilots run shields because it actually gives you a tiny bit of breathing room. Nevermind the complete lack of fit diversity. I just don't have any hope that CCP can find balance between vehicles and AV. Good on you for compiling feedback at least
If Rattati does make changes to the Vehicles I would like him to address how HAV have fundamentally too much EHP for what they are, how Shield HAV utterly statistically outstrip Armour HAV in fitting and EHP terms, and address putting active reps back in the hands of vehicle pilots while reducing shield vehicles capcity to passively regenerate.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15125
|
Posted - 2014.11.27 19:52:00 -
[8] - Quote
DUST Fiend wrote:Id like weaker individual modules, but more slots and capacity for fitting things. Though, we'd probably need some new modules to help create diversity, so that probably won't happen. Making armor reps passive was dumb. Keep the passive modules, nerf the amount they heal, and put active ones back in (assuming my above suggestion was used)
Regardless, active reps are way more fun and rewarding. Though they still have to fix the bug, at least on shield boosters, that keeps the booster from working if taking damage.
Oh, and its only been almost 2 years now, but how about fixing side turrets on dropships? Looking towards the front of the ship STILL resets the turrets position, and missiles can STILL kill their gunner. This is nothing short of laziness on CCPs part atthis point
I was thinking quite the opposite, modules determining the power of your fitting like the once did.
180mm Polycrystalline Armour plating +2750 Armour Heavy Efficient Armour Repairer 414 armour per pulse, 5 pulses over 15 seconds C-Type Armour Hardener 25-30% armour resistances
Riding in a tank with something like this would actually make armour HAV work viable while really retaining the idea of "windows of opportunity"
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15125
|
Posted - 2014.11.27 20:10:00 -
[9] - Quote
Iron Wolf Saber wrote:I would like to see active modules make a return and concurrent with passive ones.
Certainly....but why would anyone choose slow passive reps over crisis managing active repairs?
Passive armour reps have never been good unless abused by 3x stacking and have never made sense in game.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15446
|
Posted - 2014.12.04 07:39:00 -
[10] - Quote
Spkr4theDead wrote:And as far as the new mods go, for active reps, make it like the NOS meaning you can only fit one on a tank. Could do with the passive as well, because we'd otherwise achieve a full rep tank, with no damage attenuation. You all complained about not being able to solo a tank with Darkside swarms that had 3 reps on it. One active and one passive rep wouldn't be able to do that. Add a hardener and plate and a tank is back being good to go. May also want to test making the damage mod the same way (could do that for infantry too ), so tankers have time to react instead of getting melted in 2 shots. Shield should always be passive as per EVE lore, but I've never played EVE so I'm going off what other people tell me. Booster could remain as-is, one pulse adding a large amount of shield and kick starting the regen, but the regen shouldn't be interrupted by taking little damage. It's a forced boost, shunting power into the booster, so there shouldn't be any way a little damage should stop it. I'll even take a 3 second minor slowdown to give it more of a good feel to it. For Marauders and Enforcers, require level 3 in HAV operation to unlock those. They could both get a speed penalty per level for activating their respective mods, but no more than 10% per level. The roles should be switched: Marauder gets bonus to damage, Enforcer gets a bonus to defense. 2% or 3% bonus to damage per level for the Marauder, same for the Enforcer with defense. Both could have the siege module already fit, that won't subtract from the hull's CPU and PG. Those would probably be 10x or 12x skills. Infantry would probably want them to be 12x skills. The Marauder should get a flat bonus to turrets, since Caldari has 2 and Gallente only has 1. Could give the Gallente a bigger damage bonus to make up for it however. Bringing the tanks back in line to what they used to be, would make experience matter a lot more again. If no AV was present, used to be able to battle 2 or 3 tanks and win due to superior driving and aiming. Now, like I've said, any random can hop into a Sica, and my rail will glitch, rendering me without any offense, and dying quickly. To bring the age-old argument back, I don't see what would be wrong with a tank being its own best counter. As far as pubs go, it's the luck of the draw. The game shouldn't be balanced around ambush, which is what a lot of people seem to want. It should be balanced around FW and PC, to encourage a lot more people to get into those modes. Infantry could always squad with a dedicated tanker in a pub, in case there's a dedicated tanker on the other team. Pilot suits could be introduced too. No slot layout or different colors and suits to buy from level 1 to 5, just passive bonuses. Gallente could be something like increased acceleration and a reduction to armor plate weight penalty per level. Caldari could be increased passive shield regen and base armor per level. Infantry now has 2 passive skills, no reason the pilot suit shouldn't. Take note that I didn't suggest damage bonuses to either suit. Gunnlogi could do with more armor so that people could stop dual tanking it. Could also introduce vehicle shield regulators to make the Gunnlogi a real shield tank; have around 2000 armor, ammo extension and a regulator.
EWWWWW EWWWW No no no never make arbitrary considerations against the use of multiple reppers.....NEVER EVER NEVER!
But more seriously I've looked at Pokey Dravons suggestions and damn I feel they are good. He's done a grea job of compiling all the stuff I think vehicles need.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
|
|
|
|
|