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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1393
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Posted - 2014.11.13 19:56:00 -
[31] - Quote
IWS does play , granted it might not be as much as some of you but you just don't know what he has going on in his life to pass hate on the man for such .
He's here now trying to gather feedback on a topic that most have been harping on for sometime now and be sure that he has a B-line to Rattati and that's part of the reason for bring up such a topic , so something can be done about this and vehicles can be balanced when re-introduced .
This is just not the mainstay of most , yes it's a fun game but it's nice to play other games so one doesn't get burned out by this one and real life has to be a bit interesting as well .
Please let the man do his job and support his efforts .
Something that you might like , just might come out of this .
Doubts are like flies and should be treated as such and crushed .
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2157
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Posted - 2014.11.13 20:01:00 -
[32] - Quote
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? A. If I skill into Caldari dropsuits, do I also unlock Gallente dropsuits? Then why should vehicles?
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? A. GIVE ME MY DAMN +5% PG/CPU SKILLS!!!!!
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? I agree with True. Do it right or not at all.
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? Yes. Militia and standard should be the same slotwise. Only in fitting should standard beat it out.
5. Scout LAV's Role(s) should be?
(Mix and Match or even add)
Attack, Ewar, Anti-Infantry, Anti-Equipment, Anti-Vehicle, Anti-Structure, Secondary Damage Support, Sensor, Transport, Speed, Tank, Stealth, Covert Operator, Fast, Slow, Average Speed? Scanner. It could have a bonus to vehicle scanner precision or range, but make it good at finding things.
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar Slow, designed to rep vehicles. these follow a tank and logi it as it does it's work. just make sure you have a shield version as well.
7. Enforcer HAVs previously did not have a strong role, What roles should it have? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar? I would say make it an HAV "Scout" if you will. Give it damage and speed, but low health. This thing gets in, wreaks havoc, and leaves before everyone switches to AV. IT should have minimal, in any staying power.
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar? This should be the opposite of the Enforcer. It's all about the health. The sentinel HAV if you will. Make it have great health/resistance, perhaps bonuses to hardener efficiency. But make them SLOOOOWWWW. This thing should struggle to escape AV if enough of it is brought to bear. Perhaps give it a siege mode where it gets increased defenses for a large penalty to movement, or no movement at all. Regardless, this thing should be about finding a spot and staying there through Hell or high water.
Proof that Rattati/CCP do listen to the playerbase.
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KenKaniff69
Fatal Absolution
2485
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Posted - 2014.11.13 20:03:00 -
[33] - Quote
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.
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Iron Wolf Saber
Den of Swords
17712
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Posted - 2014.11.13 21:08:00 -
[34] - 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.
Can't play this game and CPM heavily at the same time. Also ever taken into account I may have alts? If you feel that game play = qualifications then you should hit up CPM Zatara; whom by the way constantly hits me up for help when it comes to things similar to this. So I have input on the sidearms as well :P on what roles they should play out, Zatara is better than he doubts himself to be though at it.
Secondly; I could choose to ignore and let vehicles continue to suffer, letting a more qualified CPMs such as Sorya Xel nerf them to oblivion along with not getting a look at them pushed until far as long as next year even; or I could get fed input from very qualified pilots and AV infantry to make best use of the information presented and start heading towards a more sensible direction using input to formulate very strong arguments, goals, and direction instead of mindless disdain for the whole Vehicle environment.
And don't cry to CPM Judge about this; it will be on deaf ears. CPM Cross and SMB are next best bets to follow up on as the others are busy with their own things.
Heck far as I am seeing things they're all distracted and I am the only one trying to heat up the back burner on this subject.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Benjamin Ciscko
Fatal Absolution
3466
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Posted - 2014.11.13 21:16:00 -
[35] - Quote
Wait you just said Soraya Xel was qualified O_o
Fatal Absolution Director
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Iron Wolf Saber
Den of Swords
17713
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Posted - 2014.11.13 22:25:00 -
[36] - Quote
Benjamin Ciscko wrote:Wait you just said Soraya Xel was qualified O_o
Well considering this is somewhat of a running joke; Soraya is trying to be the next Nova Knife appearantly.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Scheneighnay McBob
Cult of Gasai
5945
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Posted - 2014.11.13 22:44:00 -
[37] - Quote
1. A 2. A 3. Why not? 4. Yes 5. Ewar, sensor, covop, fast 6. Infantry support and repair, slow and tanky 7. Vehicle Sniper, Area Denial, Suppression, Gun Platform, Anti-Vehicle, Thin Skinned, Fast, Light Battle Tank
8. Area Denial, Siege Engine, Blockade, Anti-infantry, Main Battle Tank
9. Infantry Support, A Mobile CRU, Tanky, Ewar
10. Skewed Windows of Engagement
11. Why not everything?
12. Yes
13. Try throwing everything around you can think of. Can't think of anything at the moment
14. Well, yeah. That should be a thing with more than just AA as well- Longer-range turrets not being able to aim low enough to hit nearby infantry
15. Why is this a question? Small improvements with no downside should definitely be done.
pé¦pé½péªpâêpü»püäpüäpüêpéÆF¿Çpüúpüƒn+ƒ
pü»püäpéÆF¿Çpüúpüªpâ¬péñpâòpâ½n+ü
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14576
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Posted - 2014.11.13 22:49:00 -
[38] - 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
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2538
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Posted - 2014.11.13 23:17:00 -
[39] - Quote
1ab) I like the way it is, and I actually want the dropsuit skill tree to mimic it a bit, but I can see arguments either way. I would rather have an Eve-like skill tree for both where each T1 (STD) vehicle has a racial skill but the T2 vehicles (ADS, LLAV, etc) has a skill that applies to all races (each having their own bonus and requiring lvl3-5 in the racial T1 skill).
2ab) Whatever you choose, I'd like to have more skill provide bonuses to vehicles, even if base vehicles have to get nerfed a little to compensate. This way people who actually have SP into vehicles have an advantage over those without.
3) Sure, why not? As long as they're very discernible from the others visually. Though how would their bonuses work without racial turrets? (Unless those are in the works as wellGǪ)
4) They should have lower slot counts, lower fitting space, and be pre-fitted with as many turrets as possible.
5) Attack. A pure scout/EWAR LAV wouldn't be very useful, though I wouldn't turn down a side bonus. They need to be strong enough to viably survive current AV, have bonuses to turret damage/ application (RoF, missile speed, etc), and fast enough to differentiate from regular LAVs.
6) They should be infantry support, not vehicle support. I'd like to see them have a native mod that works like a nanohive centered on the LAV (LLAV bonuses to ammo give, range, duration, or similar). They should also be more tanky (bonus to resistance) than regular LAVs, but not have a turret (with 1 or 2 extra seats in the back), and have a bonus to infantry RR (different bonuses for each race).
7) Anti-infantry, medium tank, bonuses to dispersion, reload, heat build up, accuracy, etc. to make hitting infantry easier, PENALTY TO DAMAGE to make killing infantry a little more difficult and make them powerless against other vehicles, also slowest of the tanks (point defense/ rallying point).
8) Anti-vehicle, moderately fast (same as current, STD tanks get a slight speed nerf), low tank, bonuses to damage and other things to help against vehicles.
9) Vehicle logistics. Should have unique "nose turret" RR mod (shield/armor depending on race) that it gets bonuses to per level. Bonuses to mCRU spawn time per level and defense resistances also considered.
10) Swarms do damage too accurately with no chance of evasion or countermeasures, not to mention bugs (reduce lock on window by about half and insta-cancle locks when out of the window). See my turret thread for more changes I'd propose.
11) Honestly, only variants I want for now are the Accelerated and Fragmented missiles (AV and AI, respectively, and removing the standard variant).
12) I'd like to see ancillary and regular repairs for both defense types. Anciliary armor would be active for a short time, giving bursts of hp, while the shield works like the regular shield booster does now (instant boost of hp), both with considerable recharge time. Regular armor repairs will work the same as current and shield will provide a smaller series of boosts over a longer time, but damage can't block the recharge.
13) Yes. Mobile "nanohives," bubble shields, turret based RR, mobile supply depots, MCRUs that can be turned off.
14) I do not want either suggestion (turrets or 1.8 ADSs).
15) [see points 9, 12, and 13], varied damage mods (reload, heat, recoil, etc), passive resists, "seat mods" (in place of auxiliary turrets), shield regeneration mods, and passive maneuverability mods.
*Note*: #15 should only be implemented if the number of slots for all vehicles get increased. It won't be worth sacrificing tank or fitting mods in place of any of these as vehicles are now. This will probably require a major rework to vehicles.
My ADS/turret thread.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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KenKaniff69
Fatal Absolution
2486
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Posted - 2014.11.13 23:19:00 -
[40] - Quote
Iron Wolf Saber wrote: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. Can't play this game and CPM heavily at the same time. Also ever taken into account I may have alts? If you feel that game play = qualifications then you should hit up CPM Zatara; whom by the way constantly hits me up for help when it comes to things similar to this. So I have input on the sidearms as well :P on what roles they should play out, Zatara is better than he doubts himself to be though at it. Secondly; I could choose to ignore and let vehicles continue to suffer, letting a more qualified CPMs such as Sorya Xel nerf them to oblivion along with not getting a look at them pushed until far as long as next year even; or I could get fed input from very qualified pilots and AV infantry to make best use of the information presented and start heading towards a more sensible direction using input to formulate very strong arguments, goals, and direction instead of mindless disdain for the whole Vehicle environment. And don't cry to CPM Judge about this; it will be on deaf ears. CPM Cross and SMB are next best bets to follow up on as the others are busy with their own things. Heck far as I am seeing things they're all distracted and I am the only one trying to heat up the back burner on this subject. Let's see your alts and tell me what they are specced into.
This omni soldier BS might be why you are clueless when it comes to just about everything in this game short of sketch work of things that will never be here.
I personally frown upon zatara at times for not playing, but unlike a lot of people he has the experience and tends to cap every week. He also is not afraid to challenge CCP's ideal way of thinking with realistic goals based on real input.
I noticed you brought up Judge ( AKA Mr "Oh Noes I have been nerfed, fix nao!" ). I wouldn't even waste my time with him.
If you want feedback, squad up with pilots who are fully invested in their roles. Go for a ride with them and have a talk.
Then go run AV with players who are fully specced into it.
That's the best way to get information.
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137H4RGIC
Bloodline Rebellion Capital Punishment.
292
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Posted - 2014.11.13 23:39:00 -
[41] - Quote
1. I think that Vehicles should mimic the dropsuit tree to the effect of having your basic racial vehicles that you will need to skill into then the racial specific role variants. I feel that this will make the vehicle tree more diviersified and give players more options on how to spend their isk on their vehicles. Say, make the role-specific vehicles cost more, but they're also more deadly. This follows into the risk v. reward model that CCP wish to continue to follow. Or, you can run cheaper tanks that are almost as effective. I think the way it is set up now is a lame, general all access pass to tanks and vehicles.
2. I go with A, because if we mimic the dropsuit upgrades skill tree we'll have access to more skills to give the vehicles more Vehicle modules such as EWAR vehicles, Speedy Vehicles, Dampened Vehicles and so on. To see more diversified roles in vehicles is something that I would like to see that will add more combat elements to the battlefield, instead of the typical 'tank damage and deal damage' model that we see with dropships and HAVs today. 3. I think this is a fine option. However, I would like to see Racial turrets. IE Large Artillery Turret, Large Autocannon Turret, Large Pulse Laser Turret, Large Pulse Laser Turret. Additionally, IGÇÖd like to see Missiles Broken up into two different types. Large Rocket Turrets (Dumbfire, meant to be used against infantry and ground vehicles, and Large Missile Turret (4-missile volley system with a long lock system which is strictly used for serious AV punishment, cannot shoot infantry/dumbfire)
4. Again, IGÇÖm all in favor for creating more diversity in the vehicular field. So I think Military vehicles should have more slot layouts than the militia grade.
5. Scout LAV's Role(s) should be a vehicle which has an active scanner that is held in duration much like the original active scanner with a function that is akin to the old Logi LAV Repair turret, that you scan in a certain direction. However, to counter balance its possible abuse , when it scans it should increase its signature radius (dB) so that everyone can see it on the map. IN SHORT: Anti-Equipment, EWAR, Sensor, Fast
6. I think there should be two separate classes for Logi LAVs. Perhaps divide them as Logi LAVs and Logi Dropships. I think it should look like this: Logisitics LAV: Vehicle Repairs, Infantry Repairs, Tanky Slow. Should be remodeled to Logistics MAV Logistics Dropship: More to be like a medical transport/ammo transport. I think that once you spawn in the Vehicle CRU, you will be ejected after X Seconds, no passenger seats. I think it should be: Fast, Thin-skinned, Cloak Operator, Mobile Supply Depot, Mobile CRU
7. Enforcers GÇô Front Line holders; Gun Platform, Anti Infantry, Anti Vehicle, Slow, Heavy Battletank. Something akin to the Sentinel Version of the HAV class.
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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137H4RGIC
Bloodline Rebellion Capital Punishment.
292
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Posted - 2014.11.13 23:40:00 -
[42] - Quote
8. Marauders GÇô Hard Counter to Enforcers; AV Sniper, Thin Skinned, Light Battle Tank, Raider, Hit and Run.
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? See Answer Six
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? Cannot 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. HYBRID TURRETS: Blaster: Assault GÇô Suppression, lower damage, lower heat-build up Breach GÇô Higher Heat build up, Higher Damage Rail: Breach: Long Range, Higher Damage, Anti-Vehicle, Exteremely Small Magazine, Slow Reload, Low Backup Ammo Assault: Lower Damage, Faster Firing, Same Magazine Size, Forge Gun Blast Radius, Not indended for anti infantry, but can do so, main goal is short range AV MISSILE TURRETS: Missile Turret: AV LOCK ON REQUIRED, Longer lock time than swarms, more damage, require reload after each volley. (Small variant would be a vehicle-mounted swarm launcher) Rocket Turret: Better against infantry, not as good against Vehicles. Similar to current Missile turrets (large and small) PROJECTILE TURRETS: Artillery Turrets GÇô Small Magazines, Long Reload Times, Long Range, Low Ammo Count, No heat buildup Breach GÇô Small Splash Radius, Splash Damage Matches direct Damage, Long Reload, Long Range, Small Magazine, Meant to be AV. Assault GÇô Burst Artillery turret, Larger Splash Radius, Low Direct Damage Autocannons GÇô Large Magazines, Very Short Range, Lower PG/CPU cost, Medium Reload time ENERGY TURRETS: High Heat Buildup, No Ammo, Medium Range (Not as long as Rail or Artillery, but longer than Autocannons..
12. Yes, I think having off-behavior modules would be great. Or even better, to activate the passive modules. Sort of an overload function as seen in EVE. Once you activate a passive module, it gets itGÇÖs huge bonus, but while its on cooldown its passive function is shut off due to overloading the passive module. This could also be a skill
13. Bonuses of Bastion Modules to Vehicles: SCOUT LAV: Increase dB of Active Scanning, Become Immobile. Logistics LAV: Deplete Shields, Passive Armor/Shield Reps: 360 Degree Armor/Shield healing Enforcer HAV: Increases Resistances, Increase Damage, Increase Heat Cooldown, Decrease Reload Time, Immobile Logistics Dropship: Increase Ammo amount/speed supplied, Instant Spawn time, Decrease Vertical/lateral thrust Marauder HAV: Increase Speed/Agility Increase Resists, Increase Armor/shield HP. Unable to receive Armor repair from modules or third parties, Shield Repair offline, Unable to fire.
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? My suggestion for Missile Turret v Rocket Turret covers this.
15. Yes
16. More modules like we see in EVE. Example: Damage Control Mods, Inertial Stabilizers, Sensor Dampeners (makes locks on you take longer), Turret speed/optimal/damage weapon upgrades, passive/active speed boosters, specific damage resists, not just omni resists, EWAR mods: Webs, Cooldown Increasers,
Finally your links! GǪ Links?
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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Jammeh McJam
F0RSAKEN EMPIRE.
129
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Posted - 2014.11.14 00:38:00 -
[43] - Quote
To be honest all I want to see on the vehicle front is the logi vehicles, marauder tanks, enforcer tanks and scout LAVs (maybe even scout dropships).
Buuuuuuuuuuuuut it would be nice to see more variations of aircraft and racial parity.
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Imp Smash
Molon Labe. General Tso's Alliance
379
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Posted - 2014.11.14 00:46:00 -
[44] - Quote
First and foremost -- racial vehicles and guns. Racial parity would REALLY make balancing issues easier I think. |
Draxus Prime
BurgezzE.T.F General Tso's Alliance
4064
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Posted - 2014.11.14 00:53:00 -
[45] - Quote
I would like if the scout lav was a tackler high speed, low scan sig, able to use webifiers
"War determines not who is right, but who is left."
Closed Beta Vet
Scout before it was cool
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2206
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Posted - 2014.11.14 00:58:00 -
[46] - Quote
Imp Smash wrote:First and foremost -- racial vehicles and guns. Racial parity would REALLY make balancing issues easier I think. This should honestly be the priority, after we've got all the vehicles and all the turrets, balancing will come much more easily.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Iron Wolf Saber
Den of Swords
17715
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Posted - 2014.11.14 03:18:00 -
[47] - Quote
KenKaniff69 wrote:Iron Wolf Saber wrote: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. Can't play this game and CPM heavily at the same time. Also ever taken into account I may have alts? If you feel that game play = qualifications then you should hit up CPM Zatara; whom by the way constantly hits me up for help when it comes to things similar to this. So I have input on the sidearms as well :P on what roles they should play out, Zatara is better than he doubts himself to be though at it. Secondly; I could choose to ignore and let vehicles continue to suffer, letting a more qualified CPMs such as Sorya Xel nerf them to oblivion along with not getting a look at them pushed until far as long as next year even; or I could get fed input from very qualified pilots and AV infantry to make best use of the information presented and start heading towards a more sensible direction using input to formulate very strong arguments, goals, and direction instead of mindless disdain for the whole Vehicle environment. And don't cry to CPM Judge about this; it will be on deaf ears. CPM Cross and SMB are next best bets to follow up on as the others are busy with their own things. Heck far as I am seeing things they're all distracted and I am the only one trying to heat up the back burner on this subject. Let's see your alts and tell me what they are specced into. This omni soldier BS might be why you are clueless when it comes to just about everything in this game short of sketch work of things that will never be here. I personally frown upon zatara at times for not playing, but unlike a lot of people he has the experience and tends to cap every week. He also is not afraid to challenge CCP's ideal way of thinking with realistic goals based on real input. I noticed you brought up Judge ( AKA Mr "Oh Noes I have been nerfed, fix nao!" ). I wouldn't even waste my time with him. If you want feedback, squad up with pilots who are fully invested in their roles. Go for a ride with them and have a talk. Then go run AV with players who are fully specced into it. That's the best way to get information.
I have squadded with pilots; most of them are no where near as whiney. Just depressed.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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KenKaniff69
Fatal Absolution
2486
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Posted - 2014.11.14 03:28:00 -
[48] - Quote
Iron Wolf Saber wrote:KenKaniff69 wrote:Iron Wolf Saber wrote: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. Can't play this game and CPM heavily at the same time. Also ever taken into account I may have alts? If you feel that game play = qualifications then you should hit up CPM Zatara; whom by the way constantly hits me up for help when it comes to things similar to this. So I have input on the sidearms as well :P on what roles they should play out, Zatara is better than he doubts himself to be though at it. Secondly; I could choose to ignore and let vehicles continue to suffer, letting a more qualified CPMs such as Sorya Xel nerf them to oblivion along with not getting a look at them pushed until far as long as next year even; or I could get fed input from very qualified pilots and AV infantry to make best use of the information presented and start heading towards a more sensible direction using input to formulate very strong arguments, goals, and direction instead of mindless disdain for the whole Vehicle environment. And don't cry to CPM Judge about this; it will be on deaf ears. CPM Cross and SMB are next best bets to follow up on as the others are busy with their own things. Heck far as I am seeing things they're all distracted and I am the only one trying to heat up the back burner on this subject. Let's see your alts and tell me what they are specced into. This omni soldier BS might be why you are clueless when it comes to just about everything in this game short of sketch work of things that will never be here. I personally frown upon zatara at times for not playing, but unlike a lot of people he has the experience and tends to cap every week. He also is not afraid to challenge CCP's ideal way of thinking with realistic goals based on real input. I noticed you brought up Judge ( AKA Mr "Oh Noes I have been nerfed, fix nao!" ). I wouldn't even waste my time with him. If you want feedback, squad up with pilots who are fully invested in their roles. Go for a ride with them and have a talk. Then go run AV with players who are fully specced into it. That's the best way to get information. I have squadded with pilots; most of them are no where near as whiney. Just depressed. I have a hard time believing you.
In fact, I don't believe the first part of that statement at all.
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Hakyou Brutor
Capital Acquisitions LLC
1601
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Posted - 2014.11.14 03:43:00 -
[49] - Quote
7.) 3% increases damage output to their respected turrets per level. Extra high and low slot.
11.) Add various types of each turret. Blaster: Stable Blaster- less overheat and less dispersion, but less ammo in a clip and less damage per shot, good for anti-infantry
Scattered Blaster- higher damage but more dispersed rounds, good for anti-tank
Missile: Accelerated- faster projectile speed and SLIGHTLY higher ROF, good for AV
Fragmented- higher AOE at the cost of 25% less damage per shot, good for AI
Rail: Stable Rail- less overheat, less damage per shot, higher turret turn speed, good for CQC tank fights
Compressed Rail- more overheat, more damager per shot, good for sneaking up on tanks
12.) Passive Modules: Passive damage modifier- 50% of the damage of an active damage modifier but is always in effect
Lighter frame- removes some armor, makes tank faster
Active Modules: Better hardeners... the ones we have now are a joke.
Active armor reps- pretty self explanatory
Knight Soiaire = my bae
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Iron Wolf Saber
Den of Swords
17715
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Posted - 2014.11.14 03:53:00 -
[50] - Quote
KenKaniff69 wrote:
In fact, I don't believe the first part of that statement at all.
That's all right I don't have to believe you either. We can all make believe.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Appia Vibbia
3832
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Posted - 2014.11.14 04:26:00 -
[51] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
2. Vehicle Upgrades Tree Structure
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?
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?
5. Scout LAV's Role(s) should be?
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back?
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?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful?
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now?
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.
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?
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?
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?
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.
16. What kind of new modules are you willing to see?
Finally your links! Gimmie!
I will be starting a comprehensive google document soon over the results that measures various aspects.
1) Option B, to retain as is. This isn't EVE where you slowly build up the ships you can fly where each role builds off the previous. Each suit or vehicle has their own distinct strengths and weaknesses. Drosuits should be mimicing Vehicles and go Dropsuit command -> frame -> role -> racial
2) having the trees be more uniform would be better for people that want to start skilling into 1 after the other so they are less prone to make mistakes.
3) yes.
4) I don't understand this one completely. Should the MLT have -1 slot over STD? Yes. Should ADV have +1 slot over STD? Yes.
5) Transport, Speed, Anti-Equipment
6) Slow, fragile, mobile vehicle resupply, infantry repair (armor and shield).
7) absolutely terrible at anti-infantry, strong anti-vehicle,
8) Anti-air, anti-infantry, poor anti-vehicle
9)Logistics dropships were wonderful gunboats because they couldn't be taken down, that doesn't seem like "underperforming" to me. But I suppose that means they were underperforming in their role. They should have 0 turrets, mCRU, infantry repair, EWAR
10) direct damage (too much splash damage).
11) Pass
12)Yes, but with the caveat that current armor reps are already what should be active module levels
13) In the general sense, yes. Nothing specific, would just like to see more "stuff."
14) No, FFS, the turrets already have absolutely terrible range of motion. Small turrets should just innately be able to look up and down.
15) Yes, all of those please.
16) Pass.
(Pilot of all vehicles and most turrets- because **** small blasters)
Personal Theme Song
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Vell0cet
Vengeance Unbound RISE of LEGION
2551
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Posted - 2014.11.14 04:56:00 -
[52] - Quote
I posted a thread on the skill tree mockup UI for Legion a little while after fanfest. The thread is locked now, but the links to the proposed skill tree, and the UI's all still works. I think DUST should follow that direction.
Best PvE idea ever!
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Pvt Numnutz
Prophets of the Velocirapture
1960
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Posted - 2014.11.14 06:35:00 -
[53] - Quote
I am quite tired at the moment so I will only be responding to #10 right now with the rest tomorrow.
I am only speaking in terms of pythons as I only fly pythons and will only fly pythons.
Iron Wolf Saber wrote: 10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? Survivability Offensive Capability Skewed Windows of Engagement Transport Ability
The Assault dropship is suffering in survivability currently which is also effecting its transport ability. Transporting infantry to an area is fine, you can keep up a decent speed and altitude and get boots on the ground where they need to be, even if there is an av presence which just means you cant stick around and provide fire support. If a swarm launcher engages you, regardless of tier, you have to run, this makes extraction impossible. So a good 50% of the transport role, the role dropships are designed for, is covered with the other half being impossible. With balance in mind, straight buffing the assault dropships tank is only going to bring back 1.8 dropships and the cycle of nerfing and buffing that nobody wants. Something will have to give, and since the offensive capability of dropships is still really good id say some ground could give there. ideally I would like to see something like this,
Increase splash radius of small missile turrets
Decrease splash damage of small missile turrets
Increase direct damage of small missile turrets
Increase base tank of the assault dropship
increase ROF skill to 5% per level (optional, could be talked about further after results of the first four)
increasing the splash radius and decreasing the splash damage creates turrets that suppress enemies, wound them, and force them on the defensive. This creates a decent LZ, even if the LZ is hot and prevents shock troops from coming under fire as soon as they hit the ground. The slightly increased ROF is so a dropship can blanket an area, possible killing one or two enemies with the splash while clearing an area for the ground team. The enemies are weakened and are hiding, prime for an assault. Tho gunners do want to kill things, I mean that's pretty much their only job and source of WP, so upping the direct damage of the small missile rewards accurate gunners for placing their shots well and being skillful, any gunner will tell you its pretty damn hard to get direct shots consistently from a moving dropship. This also keeps small missiles useful against vehicles.
Important The best thing you could do for a pilots quality of life is to add an early warning system for swarm launchers. The optimizations in 1.9 for swarm rendering helped, a good half of the time I can see swarms before they hit me. A third of the time I can trace them back to their source. (roughly) I get myself into bad fights because I don't know all the information, and swarms pop up (or don't) when its too late for me to do anything about it, sometimes when they are right in front of my ship.
funnily enough there is a prime example in this Dust 514 2011 trailer, at 0:24 you can hear the early warning system of the dropship. (this also happens to be the video that made me want to be a dropship pilot before dust came out)
The concept is pretty simple, when a swarm is acquiring a lock long beeps sound for the pilot signifying someone, somewhere is acquiring a lock on the ship. When the swarms are fired the beeps change to a rapid set of beeps signifying swarms are inbound. I don't need an indicator telling me where the swarmer is, I don't need to know how many or even how far they are away from me, I just need to know that I am in a fight so I can act and strategize accordingly. I need that 5 seconds before the swarm hits so I can know how to react, otherwise I'm just guessing. This would be such an enormous help to pilots without even changing any stats to v/av. I seriously just cannot stress how much of a quality of life improvement this would be!
Master Skyshark rider
Kaalaka dakka tamer
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Dauth Jenkins
Tankers United Covert Intervention
562
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Posted - 2014.11.14 17:53:00 -
[54] - Quote
Pvt Numnutz wrote:I am quite tired at the moment so I will only be responding to #10 right now with the rest tomorrow. I am only speaking in terms of pythons as I only fly pythons and will only fly pythons. Iron Wolf Saber wrote: 10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? Survivability Offensive Capability Skewed Windows of Engagement Transport Ability The Assault dropship is suffering in survivability currently which is also effecting its transport ability. Transporting infantry to an area is fine, you can keep up a decent speed and altitude and get boots on the ground where they need to be, even if there is an av presence which just means you cant stick around and provide fire support. If a swarm launcher engages you, regardless of tier, you have to run, this makes extraction impossible. So a good 50% of the transport role, the role dropships are designed for, is covered with the other half being impossible. With balance in mind, straight buffing the assault dropships tank is only going to bring back 1.8 dropships and the cycle of nerfing and buffing that nobody wants. Something will have to give, and since the offensive capability of dropships is still really good id say some ground could give there. ideally I would like to see something like this, Increase splash radius of small missile turrets
Decrease splash damage of small missile turrets
Increase direct damage of small missile turrets
Increase base tank of the assault dropship
increase ROF skill to 5% per level (optional, could be talked about further after results of the first four)
increasing the splash radius and decreasing the splash damage creates turrets that suppress enemies, wound them, and force them on the defensive. This creates a decent LZ, even if the LZ is hot and prevents shock troops from coming under fire as soon as they hit the ground. The slightly increased ROF is so a dropship can blanket an area, possible killing one or two enemies with the splash while clearing an area for the ground team. The enemies are weakened and are hiding, prime for an assault. Tho gunners do want to kill things, I mean that's pretty much their only job and source of WP, so upping the direct damage of the small missile rewards accurate gunners for placing their shots well and being skillful, any gunner will tell you its pretty damn hard to get direct shots consistently from a moving dropship. This also keeps small missiles useful against vehicles. ImportantThe best thing you could do for a pilots quality of life is to add an early warning system for swarm launchers. The optimizations in 1.9 for swarm rendering helped, a good half of the time I can see swarms before they hit me. A third of the time I can trace them back to their source. (roughly) I get myself into bad fights because I don't know all the information, and swarms pop up (or don't) when its too late for me to do anything about it, sometimes when they are right in front of my ship. funnily enough there is a prime example in this Dust 514 2011 trailer, at 0:24 you can hear the early warning system of the dropship. (this also happens to be the video that made me want to be a dropship pilot before dust came out) The concept is pretty simple, when a swarm is acquiring a lock long beeps sound for the pilot signifying someone, somewhere is acquiring a lock on the ship. When the swarms are fired the beeps change to a rapid set of beeps signifying swarms are inbound. I don't need an indicator telling me where the swarmer is, I don't need to know how many or even how far they are away from me, I just need to know that I am in a fight so I can act and strategize accordingly. I need that 5 seconds before the swarm hits so I can know how to react, otherwise I'm just guessing. This would be such an enormous help to pilots without even changing any stats to v/av. I seriously just cannot stress how much of a quality of life improvement this would be!
This would help greatly. My Myron fit can tank 3 shots from a swarm launcher, as Long as I see the first set of missiles and activate my hardener. Using the full active tank of my Dropship, I can survive 6 sets of swarms before I hit armor. But if that first set hits without a hardener, I fall into armor within 3 sets. That warning can mean the difference between life and death, and allows me to fulfill my role as a transport ship.
-Sincerely
--The Dual Swarm Commando
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Sir Snugglz
Red Star. EoN.
893
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Posted - 2014.11.14 18:20:00 -
[55] - Quote
Reserved
-Pro AFKing LVL 5
-Luck is just one of my skills
-Just because I make flying look easy doesn't mean it is
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Spkr4theDead
Red Star. EoN.
2367
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Posted - 2014.11.14 19:06:00 -
[56] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
I wouldn't mind this too much, just as long as the operation is only level 1.
2. Vehicle Upgrades Tree Structure
Should it
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)
Yes, it absolutely should be restored to how it was during Chrome.
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?
Nah, it would still be the Madrugar/Gunnlogi hulls.
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?
No opinion
5. Scout LAV's Role(s) should be?
Useless, especially faster speed, because the LAV physics are still terrible. They have difficulty going up a slight incline. If they'll be reintroduced, they should have much, much better torque, barely slowing down while going up a 30-¦ incline.
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back? (Mix and Match or even add)
Bonus to active scanners, definitely range. A little added precision, 125m range instead of 80m. Passive armor and shield gain to vehicles, 30m proximity (because active mods required you to be far too close).
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?
Going by the name, the roles should be reversed. Marauder bonus to offense, Enforcer bonus to defense. Marauder could get increased turret damage, better heat buildup for railguns and/or blasters, increased max range, whatever. Enforcer could get higher base HP, or resistances, whatever. I'd shell out for another respec for these.
9. Logistics DS underperformed massively last time, what roles should it have to make it useful?
Same principles as the Logi LAV, adding ammo replenishment, and shield/armor gain for infantry. Shouldn't be old Core Focused 178 HP/s, but should be better than Six Kin Triage. Some innate resistance to AV so it's not squishy. Also built-in mCRU that doesn't use a slot, and doesn't eat CPU/PG. Because it's a game.
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? 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.
Faster firing, lesser damage turret variants for the ADS. I'd much rather have the higher rate of fire while sacrificing half the damage output. Should work for all 3 turrets, but obviously the bonus wouldn't work while mismatching hulls and turrets. Essentially the same with large turrets - longer range for railgun and missile while doing more than half their current damage. They're larger turrets, shouldn't follow exactly the same as small turrets.
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?
Bring back everything that was taken away. Could sacrifice the passive armor resistance mods to have the passive reps do the same thing. They would essentially be redundant.
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?
The book 'Ender's Game' is required reading at military officer schools. In it, there's a line, "there is no combat without movement. There cannot be a 100% movement penalty for increased turret damage. If that were the case, nobody would use it at all. Could be a 75% reduction in movement speed, only a 25%-30% reduction in turn speed. Max 10% reduction to turret rotation speed. Too much and it becomes useless.
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?
That really doesn't matter, because currently in order to hit something directly below you, you have to nose dive towards whatever it is. The ADS is kinda useless in that fashion.
15. You mean to tell me the bugged side turrets is working as intended? If you don't notice your HP, you'll kill yourself out of it. Should've been fixed a while ago.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Nirwanda Vaughns
942
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Posted - 2014.11.14 19:51:00 -
[57] - Quote
instead of placeholder models why not just use the models ccp already has? they were shown along with the racial suits at fanfest 2013 so i can't imagine they should be too far away from being a valid ingame model by now. cant be too hard to allow them to follow same fitting patterns as the suits we have too but we just run the risk of the minmatar HAV being ridiculously OP with the current state of Anti-Shield based AV. an HAV with dual tank but with the speed that matari stuff generally has will make it a nightmare.
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Iron Wolf Saber
Den of Swords
17721
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Posted - 2014.11.14 21:05:00 -
[58] - Quote
Nirwanda Vaughns wrote:instead of placeholder models why not just use the models ccp already has? they were shown along with the racial suits at fanfest 2013 so i can't imagine they should be too far away from being a valid ingame model by now. cant be too hard to allow them to follow same fitting patterns as the suits we have too but we just run the risk of the minmatar HAV being ridiculously OP with the current state of Anti-Shield based AV. an HAV with dual tank but with the speed that matari stuff generally has will make it a nightmare.
They're not complete and I don't think we have resources on hand to finish them. If baby steps leads to a greater need we could somehow justify the needs. Though its my opinion.
I will be writing a fuller document on feedback and presenting pain points and solutions from both combined community and cpm inputs.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Iron Wolf Saber
Den of Swords
17734
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Posted - 2014.11.16 22:23:00 -
[59] - Quote
I am throwing together a document that is going to be a bit comprehensive over the entire environment I am estimating its going to be around possibly 30-40 pages. ( I blame spreadsheets)
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Operative 1174 Uuali
The Unholy Legion Of DarkStar DARKSTAR ARMY
85
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Posted - 2014.11.16 23:21:00 -
[60] - Quote
ANSWERS IN CAPS TO STAND OUT.
1. Vehicle Command Tree Structure
A, IF IT MEANS SM RAIL BONUS GOES TO PYTHON AND SM BLASTER CAN DAMAGE VEHICLES LIKE THE LARGE TURRETS.
2. Vehicle Upgrades Tree Structure
Should it (regardless of multipliers)(aware of new bonuses depending on the option)
A, IF THAT MEANS THAT THE ARMOR AND SHIELD SKILLS GRANT BONUSES FOLLOWED BY A TIER THAT WOULD ALLOW USE OF THE PARTICULAR MODULES. THEREBY FORCING AN INVESTMENT BY SERIOUS VEHICLE USERS AND PREVENTING PEOPLE BEING POWERFUL BY JUST PULLING OUT OP MIL MODS.
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?
YES!
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
NO. NO. AND HELL NO! MAKE MIL VEHICLES AND MODS CRAP COMPARED TO STANDARD.
5. Scout LAV's Role(s) should be?
GIVE THE LAV A BUILT IN CLOAK FOR GAL AND A SCANNER FOR CAL. GAL PULLS UP AND SITS TO OBSERVE BY PROXIMITY AND PASSIVE SCANS AND CAL STAYS MOBILE WITH DRIVEBY SCANS.
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back?
CAL LOGI LAV WOULD BE VEHICLE REPAIRS, BUT SHIELD CHARGE ONLY AND GAL WOULD BE INFANTRY ARMOR ONLY. MCRU FOR LOGI DS ONLY. BOTH WOULD BE SAME STRENGTH AS REG LAV.
7. Enforcer HAVs previously did not have a strong role, What roles should it have? (Mix and Match or Add)
ENFORCER SHOULD BE CAL ONLY WITH LONG RANGE TO MISSILES AND BE WEAKER DEFENSIVELY. ANTI AIR ROLE AND SUPPRESSIVE FIRE FROM AFAR.
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in? (Mix and Match or Add)
MARAUDER WOULD BE GAL ONLY AND BE TANKY BUT WITH A PENALTY TO TURRET. BLOCKADE ROLE.
9. Logistics DS underperformed massively last time, what roles should it have to make it useful?
LOGI DS WOULD HAVE BUILT IN MCRU FOR GAL AND BUILT IN MOBILE SUPPLY DEPOT FOR CAL TO PROMOTE SPAWNS FROM A MOD BASED MCRU. GAL IS THICKER SKINNED, CAL IS THINNER AND MUST STAY MOVING. NO TURRETS.
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? Survivability Offensive Capability Skewed Windows of Engagement Transport Ability
SKEWED WINDOWS OF ENGAGEMENT. STRAFING SHOULD BE AN ABILITY FOR KILLS VS. HOVERING. SO, KEEP THEM WEAK OR WEAKER, BUT TURRETS GET MASSIVE SPLASH DAMAGE FOR HITTING GROUND UNITS WHILE FLYING OVER AND STAYS MOVING.
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.
ALLOW AN ANTI INFANTRY TURRET WITH SHORT RANGE, LOW DAMAGE, TIGHT SPREAD THAT WOULD BE THE PROTO AND SKILL INTENSIVE. THE BASIC TURRET WOULD BE LARGER AOE OR SPREAD WITH LONGER RANGE FOR GENERAL AI/AV. THE ADVANCED LEVEL TURRET WOULD BE ANTI VEHICLE WITH MOST DAMAGE, LEAST RANGE AND MEDIAN SPREAD OR ROF FOR DAMAGING BIG OBJECTS BUT HARDER TO HIT INFANTRY.
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?
YES, BUT ONLY IF ACTIVES HAVE A SHORT ACTIVE TIME AND BIG COOLDOWN. ALSO, RACIAL BONUSES TO MAKE ACTIVE MODS WORTH IT. E.G. AMARR GET HARDENER BONUS, GAL GET REP BONUS, CAL GET RECHARGE BONUS, MIN GET SHIELD HARDENER BONUS. CAL GET BIG EWAR MODS AND BONUES SUCH AS ECM.
13. YES, BUT WITH VERY LIMITED, SHORT TIME SUPPORT. ALSO, ADD PLAYER OWNED RACIAL ARTILLERY UNITS AND GET RID OF MAP BASED INSTALLATIONS.
14. NO, JUST DO THE SUGGESTIONS ABOVE ABOUT DS AND ARTILLERY.
15. YES TO ALL!
16. What kind of new modules are you willing to see?
DEPLOYABLE SCAN EQUIPMENT, BUT NERF THE UPLINKS OR MAKE UPLINK A NON DEPLOYABLE EQUIPMENT WITH FITTING BONUS SO THAT LOGIS CAN CARRY.
I'm better than laser focused; I'm hybrid focused.
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