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Iron Wolf Saber
Den of Swords
17827
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Posted - 2014.11.22 19:08:00 -
[91] - Quote
Haerr wrote:Iron Wolf Saber wrote:Sigh once again more work as brought up; sorry for the delays but this one is a bit more time critical to get done with first but I am excited to see it eventually shared. wait is the vehicle stuff you are writing going to be shared or the cpm assignement you got?
vehicle stuff I am writing as that seems to have much less of a time critical window (its number 2 after the cpm nda stuff though atm which may not get shared until its more ready)
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Gabriella Grey
THE HANDS OF DEATH RUST415
223
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Posted - 2014.11.23 00:57:00 -
[92] - Quote
Iron Wolf Saber wrote:Haerr wrote:Iron Wolf Saber wrote:Sigh once again more work as brought up; sorry for the delays but this one is a bit more time critical to get done with first but I am excited to see it eventually shared. wait is the vehicle stuff you are writing going to be shared or the cpm assignement you got? vehicle stuff I am writing as that seems to have much less of a time critical window (its number 2 after the cpm nda stuff though atm which may not get shared until its more ready) those in the community being poked are done so in the highest confidence and expertise over the subject though but even they are not privy to the entire thing being cooked up. Either way my eyes are wanting to fall out; going to do something and get back into good mental shape; so bleh. Keep the feedback coming; CPM Cross Atu is also working on vehicles as well I highly recommend poking him as well as I typically have a semi skewed means of communicating which isn't fair to the more frustrated player base. Anyways I'll post another update once I get done with this next draft and meeting request. I would say in terms of documentation I have to draft up for cpm 1 its nearly doubled over cpm 0 currently and if you guys think I am only a prolific poster you haven't' seen anything. After vehicles are out of the way maybe just maybe i can get back to my personal project or take a whack at the other new topics that are teasing me. (3 ring scans and the whole bandwidth thing)
With the balancing of vehicles, forge guns, swarm launchers etc. should also be evaluated with them as well. For me, when a heavy deems a forge gun, I look at them more so as vehicle, and the same goes for swarm users. I don't think you can really balance vehicles without touching A/V as well.
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
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Haerr
2009
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Posted - 2014.11.25 12:43:00 -
[93] - Quote
I request a game mode much like skirmish where Tanks / Dropships / (Turrets) are the only ones able to "hack a point" or otherwise influence a / the objective.
fighter jets
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Lazer Fo Cused
Shining Flame Amarr Empire
140
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Posted - 2014.11.27 15:03:00 -
[94] - Quote
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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Iron Wolf Saber
Den of Swords
17850
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Posted - 2014.11.27 19:14:00 -
[95] - Quote
For the love of amarr please stop distracting me everything else
Soon as I am getting one thing out of the way get hit up for stuff involving suit colors ><
http://i.imgur.com/vHzbNgf.jpg
Then Thanksgiving (happy holidays everyone)
Then Bamms tin foilery causing more questions than answers which is the exact opposite of what facts to but very much what speculation causes.
Anyways I haven't forgotten still gathering notes and what not just need to get stuff
More good stuff is on the way for you from other sources though just not specifically for vehicle pilots yet.
As always CPM Cross Atu is also working on specific vehicle feedback as well on his own project hit him up as well with your ideas and the sorts.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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DUST Fiend
Onslaught Inc RISE of LEGION
15217
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Posted - 2014.11.27 19:18:00 -
[96] - Quote
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.
Flight Academy coming soon(tm) to my YouTube
WoD 514
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Iron Wolf Saber
Den of Swords
17850
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Posted - 2014.11.27 19:22:00 -
[97] - Quote
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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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DUST Fiend
Onslaught Inc RISE of LEGION
15217
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Posted - 2014.11.27 19:25:00 -
[98] - Quote
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
Flight Academy coming soon(tm) to my YouTube
WoD 514
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15125
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Posted - 2014.11.27 19:38:00 -
[99] - 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...
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DUST Fiend
Onslaught Inc RISE of LEGION
15217
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Posted - 2014.11.27 19:48:00 -
[100] - Quote
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
Flight Academy coming soon(tm) to my YouTube
WoD 514
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15125
|
Posted - 2014.11.27 19:52:00 -
[101] - 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...
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DUST Fiend
Onslaught Inc RISE of LEGION
15217
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Posted - 2014.11.27 19:58:00 -
[102] - Quote
I think we're getting at the same thing, but with different approaches. I just want more fit diversity, so there would need to be more, individually weaker modules that when added together become strong. My only issue is that there just aren't many modules at all. I'd enjoy a skill that increases your native resists like way back though. This whole catering to people who refuse to invest in their role is stupid.
Flight Academy coming soon(tm) to my YouTube
WoD 514
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Iron Wolf Saber
Den of Swords
17850
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Posted - 2014.11.27 20:07:00 -
[103] - Quote
I would like to see active modules make a return and concurrent with passive ones.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15125
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Posted - 2014.11.27 20:10:00 -
[104] - 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...
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DUST Fiend
Onslaught Inc RISE of LEGION
15218
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Posted - 2014.11.27 20:17:00 -
[105] - Quote
True Adamance wrote: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. Well, if we had more space to fit things, and passive reps were easier to fit, they could be used to augment your fit. So, you could have emergency active reps, and then a slow, constant rep going on in the background. Or you could use PG units to fit a couple strong active reps instead, bit maybe have to sacrifice on plates or hardeners. The goal should be to make us THINK about our fit, instead of having one or two fits that are the only viable things, and those fits being entirely uninteresting in and of themselves
Flight Academy coming soon(tm) to my YouTube
WoD 514
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Lazer Fo Cused
Shining Flame Amarr Empire
141
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Posted - 2014.11.28 14:22:00 -
[106] - Quote
True Adamance wrote: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"
1. What you just said was Chrome, it did have windows of opportunity and pilots had options and variety to boot
2. Now we have windows of opportunity which feel like they last a week and that is it, no variety, no improvements, nothing for pilots except nerfs and removal of modules, turrets, hulls, skills and skill bonuses
3. CCP has gone backwards |
Spkr4theDead
Red Star. EoN.
2405
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Posted - 2014.11.28 15:14:00 -
[107] - Quote
Iron Wolf Saber wrote:For the love of amarr please stop distracting me everything else Soon as I am getting one thing out of the way get hit up for stuff involving suit colors >< http://i.imgur.com/vHzbNgf.jpgThen Thanksgiving (happy holidays everyone) Then Bamms tin foilery causing more questions than answers which is the exact opposite of what facts to but very much what speculation causes. Anyways I haven't forgotten still gathering notes and what not just need to get stuff More good stuff is on the way for you from other sources though just not specifically for vehicle pilots yet. As always CPM Cross Atu is also working on specific vehicle feedback as well on his own project hit him up as well with your ideas and the sorts. How about get him to make a stickied thread on here so he can have it all in one place to browse at his leisure, instead of having to look at things as they pop up? Me and a bunch of pilots likely have a hell of a lot to say to him. That would make it easier on him.
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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Derrith Erador
Fatal Absolution
3087
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Posted - 2014.11.28 15:24:00 -
[108] - Quote
Well, I may be in the minority of this thought, but I always thought that the pythons CPU and PG system needed to be tweaked. As it is currently, we have to shove a complex PG upgrade to fit any decent fit, but we don't need to heavily invest in shield fitting optimization. There's only one competitive fit that requires fitting OP to go level 3.
My proposition, reduce CPU by 8-10%, while buffing PG by 34-59.
WARNING: do not buff the PG beyond 59, I've done the math on this. And I can safely assure you the most OP fit will be reachable with a PG buff of this magnitude.
Fit is as follows:
1 complex afterburner 1 complex heavy extender 1 complex light shield booster 1 complex PG upgrade 1 xt missile
That's just my two cents, hope it helps!
R&B gets more kinky with every album Still rocking ADS
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Spkr4theDead
Red Star. EoN.
2405
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Posted - 2014.11.28 15:31:00 -
[109] - Quote
Lazer Fo Cused wrote:True Adamance wrote: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" 1. What you just said was Chrome, it did have windows of opportunity and pilots had options and variety to boot 2. Now we have windows of opportunity which feel like they last a week and that is it, no variety, no improvements, nothing for pilots except nerfs and removal of modules, turrets, hulls, skills and skill bonuses 3. CCP has gone backwards A week, hell, it's literally 20 seconds. Tank battles used to last 2 seconds during Chrome when rail was involved, because a Soma could have 3 passive damage mods, a rep, and a particle cannon and melt anything in its path.
Experience used to mean a lot more than it does now. Now, any two-bit infantryman can get into a Sica and make a real mess of things, especially if something were to happen, oh, like, my rail glitch the shots and fire until it overheats, causing me to lose a tank because I can't fight back.
Which is something CCP still has not looked into.
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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Spkr4theDead
Red Star. EoN.
2405
|
Posted - 2014.11.28 15:34:00 -
[110] - Quote
Derrith Erador wrote:Well, I may be in the minority of this thought, but I always thought that the pythons CPU and PG system needed to be tweaked. As it is currently, we have to shove a complex PG upgrade to fit any decent fit, but we don't need to heavily invest in shield fitting optimization. There's only one competitive fit that requires fitting OP to go level 3.
My proposition, reduce CPU by 8-10%, while buffing PG by 34-59.
WARNING: do not buff the PG beyond 59, I've done the math on this. And I can safely assure you the most OP fit will be reachable with a PG buff of this magnitude.
Fit is as follows:
1 complex afterburner 1 complex heavy extender 1 complex light shield booster 1 complex PG upgrade 1 xt missile
That's just my two cents, hope it helps! And before infantry complains "oh you should have to compromise on the fit," well no, infantry doesn't compromise on their fits, because for a PC last night, just as a way of trolling, on an assault Gk0, I fit a Balac's, Cala's, flux, extender, 2 precision enhancers, 2 plates, 1 reactive plate and 2 repair mods. Complex, except the extender because I only have level 3 into shield extension.
If infantry doesn't have to compromise their fit, then vehicles shouldn't have to.
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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Spkr4theDead
Red Star. EoN.
2405
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Posted - 2014.11.28 15:55:00 -
[111] - Quote
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.
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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Iron Wolf Saber
Den of Swords
17964
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Posted - 2014.12.04 05:59:00 -
[112] - Quote
Sorry back at it looking to be about 60 pages when done; letting more folks take a look at it though these days. Ask nicely on skype and I may let you peek.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15446
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Posted - 2014.12.04 07:39:00 -
[113] - 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.
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Grimmiers
731
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Posted - 2014.12.04 13:46:00 -
[114] - Quote
1. Racial skills should be first just for constancy and an idea of what style of vehicle you're going to get.
2. I would like each skills rank to be worth the investment. The single skill nodes for legion would really help for skills that don't need 5 nodes. There's no need to change it though.
3. Nope
4. Not sure what this is asking, but militia vehicles should probably have one less slot than standard.
5. Scout LAV's Role(s) should be? Ewar, Average Speed(with better airtime/hill climbing), Covert Operator(Gallente),Sensor(Caldari)
5b. I would also like assault Lavs with bonuses similar to ads
6. Logistics LAV's Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Slow
The mobile supply depot idea is pretty cool. It would have to be a module and would make the vehicle even slower. It makes me wonder why we can't call down supply depots down as installations though. The fit switching should consume nanites.
7. Vehicle Sniper, Suppression,Blockade, Anti-infantry, Anti-Vehicle, Anti-Air,Thin Skinned, Fast,Light Battle Tank
Enforcers should have a range bonus and a setback should be less armor and 1 less light turret slot
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in?
Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Slow, Main Battle Tank, Heavy Battle Tank, Ewar?
This should be the infantry support tank to help get them in close. It would be cool to give it one extra seat with no gun just so you can give people lifts/spawn them without lowering your offense. The bonus should be a bonus to light turret damage as I feel like large turret damage buffs would make it too powerful again.
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? Infantry Support, Vehicle Support, Vehicle Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Thin Skinned, Fast, Secondary Damage Support, Ewar
The problem with the old logi dropships was how slow they were. Make them control like the ads and instead of lowering light turret damage, just take a slot away so it's focus is to transport players.
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now?
Offensive Capability Mainly because their turret options are pretty limited and broken.
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.
Turret variants should be a lot more useful for special situations while not being completely better than a standard.
Blasters
Standard Blaster - Fastest Rof, average accuracy, medium splash, largest clip size, anti infantry, suppresion
Scattered Blaster - More splash, low rof, better on dropships with lowest dps
Stabalized Blaster - No splash, highest range, Better efficiency rating on vehicles, made for dropship duels and able to take down lavs/ hurt havs.
Missiles
Standard Missile - Highest clip size, average travel speed, anti infantry, installation
Heat Seeking Missile - Lowest clip size, slow travel speed, locks onto vehicles can still be dumbfired, low splash damage, anti vehicle, installation, anti air
[b]Railguns[/b[
Standard Railgun - Average spool up, anti instalation, vehicle, also able to snipe infantry
Breach Railgun - Slower spool up time, Spools up for each shot releasing trigger shoots, Av focused
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?
I made a post about this a few days ago. I would like to see active modules return only if passive modules become a fitting cherry on the top instead of being where they are now. Active modules need to take up energy instead of having cooldown times. 13. Mobile null cannon? If it has to be stopped and charge up before becoming active it could be pretty fun.
14. Well I imagined that the minmatar vehicle turret would be a flak gun and then you can basically make a lock on missile turret. A plasma mortar cannon would be meant for the ground, but it would shoot pretty high up anyway, An amarr laser or scrambler like turret would be pretty good for anti air as well.
15. All of the above sounds good. Some things I would love are legit vehicle entering exiting animations, turrets not damaging the gunner/vehicle, pushing square to lock/unlock vehicle, Lock on warning with icons showing swarm missiles(would completely help with invisible swarm glitch), Shield for lav gunners, Less damage taken from landing a dropship at very low speeds.
16. What kind of new modules are you willing to see?
Reserved
17. High HP; Low Speed; Low Repairability)
Yes. What I want are vehicles to be less invulnerable to anything not considered av and to have to sacrifice module energy and require logi support. Vehicles are completely ignoring high doses of av damage with crazy and constant repair rates.
Here's that post I made about Vehicle TTK and Av windows of opportunity being shunted
https://forums.dust514.com/default.aspx?g=posts&m=2489783#post2489783
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