Pages: 1 2 3 4 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Iron Wolf Saber
Den of Swords
17698
|
Posted - 2014.11.13 11:02:00 -
[1] - Quote
Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why?
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?
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?
(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?
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
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?
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?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? (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
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
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.
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?
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?
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
MINA Longstrike
Kirjuun Heiian
1589
|
Posted - 2014.11.13 11:06:00 -
[2] - Quote
Reserved for typing out stuff when I'm not on a phone. Lots of strong thoughts and hopefully calm discussion to be had here.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
Juno Tristan
Obscure Reference
164
|
Posted - 2014.11.13 11:14:00 -
[3] - Quote
Skills should confer actual benefits, there's too many "skill up to level 5 to unlock the next node"
Scout LAV, very fast, bonus to scanner range/precision, can be 1 shot by a forge (because it'd be hard to hit)
I'll let True comment on the Amarr HAVs
The biggest problem ADS pilots have is that they consider the swarm launcher a 'no skill' gun which runs counter the 'high skill' requirements to pilot effectively |
Regis Blackbird
DUST University Ivy League
441
|
Posted - 2014.11.13 11:23:00 -
[4] - Quote
Wow, can't possibly comment on everything with on a phone... Right now.
However, point #3 caught my eye: I think they should introduce re-skinned version of the existing vehicles as placeholders for the missing racial vehicles. This is mainly for balancing reason, so they need to have unique stats, even if the model is the same.
They can do this easily with dropsuites, so unless vehicles work fundamentally different, I don't see the problem. |
Juno Tristan
Obscure Reference
164
|
Posted - 2014.11.13 11:28:00 -
[5] - Quote
Also new module, EMP pulse
- 360 degree radius with small range or directional (front, back, below) with a larger range
- Can be used to clear rooftops
- Can be used to deactivate swarms (with very good timing) or their tracking ability
- Active module
- Possible drawbacks - deactivate own shields or active mods
- vehicles given an extra slot to accommodate (which can only be used by this or similar mods)
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14551
|
Posted - 2014.11.13 11:44:00 -
[6] - Quote
1.) Racial from bottom to top as it encourages specialisation and allows for specific modifiers to be place on the hulls in the form of bonuses. Moreover like infantry who can claim to be dedicated X suit vehicle pilots can do like wise.
2.) Neither. In many respects the Vehicle Upgrades tree lacks greatly especially in the form of core skills that are worth picking up however vehicles are not like infantry and cannot progress in exactly the same manner, though the feeling of progression infantry feels when ranking up through tiers, in a manner that leaves them attached to their weapons and suits is something worth keeping in mind for vehicle pilots.
3.) God no. If its going to be done do it ******* right or not at all.
4.) No. Militia vehicle I feel should remain competitive base statistics but variants should progress (for example in the case of HAV as that's all I'm qualified to comment on) MLT 4, STD 5, ADV/PRO 6.
5.) EWAR Light Anti Infantry Skirmisher
6.) Both infantry and Vehicle Support through the incentivisation and or relevant bonuses that affect remote reppers and shield transporters. Though I lack any real experience on LAV matters.
7.) Combination Roles. The purpose of the Enforcer as I understood it was long ranged deployment of massive Ordinance. This can be expanded or defined as Anti Vehicle, Anti Objective, Thin Skinned.
8.) No Marauders should be refocused to durability based roles. Siege Tanks for example able to take fire and anchor a battle line.
9.) Do not feel qualified to comment
10.) No qualified to comment.
11.) Long Range, Anti Vehicle, Bigger splash. Though under current vehicle set ups all large turrets will require damage buffs if they wish to deal with other HAV in a meaningful way.
12.) Passive Armour reps need to die a ******* painful death. Though some current iterations of module are required to remain as they are to be competitive. Shield Boosters are one such module as they were woefully under powered. More over the 180mm Plate and Medium Shield Extenders should return for the sake of having a type of plating for each vehicle type, especially for armour HAV as current 4 Low Slot Marauder suggestions could see 2x plat stacking, with reps and hardener for 10K+ EHP which AV simply cannot deal with.
13.) Perhaps though it really depends on what. Bastion Module specifically designed for the Marauder HAV and other Heavy Assault role vehicles could be interest especially if in future iterations and game modes the destructions of objectives is required.
14.) Missile Turrets (ignoring the rocket turrets we have now) could fill a role like this only able to enage vehicles after lock on timers like swarm launchers.
15.) Yes. Quality of life to Vehicle pilots is as important as the modules and customisation options if not more so.
16.) Personally cannot think of new modules though I shall list what I personally would like to see specifically for HAV
- 180mm Plating - Old Shield Extenders - Old Passive Armour Resistance Modules - Heat Sinks - Nanofibre Structures - Remote Reppers and Shield Transporters - Damage Controls
Perhaps New Modules wise
- Active Camouflage (increase lock duration) - Black Ops Modules (reduce passive scan signatures, turret aggro ranges, throw of squad markings, etc) - Ancillary Shield and Armour Reppers ( essentially spike reps with long pulse cycles and cool downs) - EM Feedback Generators (sends out pulses to Xm that distrupt equipment and or minimap)
Rig Slots even? Or Colour Scheme Slots?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
|
Mortishai Belmont
G.L.O.R.Y
240
|
Posted - 2014.11.13 12:01:00 -
[7] - Quote
1. B I think the choice of going into a specialized vehicle should come at he end of the skill tree. I feel like it would be more simple, having to choose which one you want once you get to the end. Also, no one will feel like "Oh I've spent so many skill points into the wrong thing!", I know we have respecs, but having to buy one over something so silly is well... In it'self silly. That was, you can have the basic and advanced no matter what and you can actually "collect" the vehicles better and get the one you favor more easily if you have the option at the end.
2.A I personally like the feeling that each skill and every point helps. Rather then the 2nd and 4th skill feeling like a speed bump to get instead of a reward for putting your skills into.
3. Hey, I'm all for new skin colors if we can't get new vehicle frames. It'll allow you to immerse yourself more with a faction and show your support. Fly your flag and show your colors so to speak c:
4. I think militia should always be a bit worse, other wise(granted you'll have more CPU and PG) that step up isn't going to feel as big. I think of militia as "grab one off the shelf and go" and basic more of "Let me open my box and get this out"
5. Calling it a "scout" LAV I would think should be self explanatory. Largely it should foremost be sensor, then speed and stealth. The whole point of "Scouting the area" is to relay information about the area to your comrades quickly and effectively.
6.A logistics LAV? Firth thing when I think logi, Reps. I think it should rep vehicles personally, repping infantry would make the repair tool obsolete. I mean why bother when you can rep in a car and be 100% more safe? But repping installations and tanks seems useful. I mean, who follows a tank on foot repairing it? You could actually have a convoy that way. I think it should be as the logi, light and thin. Actually, having a resupply for tank ammo module would be nice too.
7. Dude, make the main gunner ground and have a secondary seat for Anti-air, or like a mass driver for added chaos to ground troops >.> That would be epic. I think it should be like a slow moving fortress. It should be supper tough, but it should be very slow, so people have to concentrate fire to kill it, but they can't just speed away when they get in too deep. It should be a stand alone fortress that makes use of secondary and a third gunner.
8. I don't know what that is >.> But aside from an enforcer being the huge power house, I would think it should be fast and tanky, not so much for attacking but for getting people in and out of places. Your squad is under heavy fire and you need to get them out, or you need to breach a location and deploy your squad to take the point, all the while having a driver waiting if things get to hot to have them fall back in and run them back for healing and supplies.
9. A logi DS? I think it should supply healing and ammo to dropships primarily. Maybe supply healing to ground vehicles but as a reduced rate, so the logi LAV doesn't get outshown and become pointless in comparison. Maybe drop nano hives from the sky to ground troops? Supply drops would be a strategic and epic capability. Not uplinks though, that would get stupid really quick >.>;
10. Swarms are the problem. And the fact there are no shield based AV damaging weapons that exist. They do damage, transport, and take all other damage just fine. I say this being a forge gunner and an ex-pilot.
11. Burst for all three small turrets would be nice. Lower damage and less accurate, but high rate of fire for the burst. The anit air/anti ground variants, extended range and accuracy at reduced damage. So those pesky drop ships can't get away, those snipers have to watch it, and you can be further away from all that AV on the ground!
12. Heat cooling active module, select that sucker and get an instant cool down to that blaster or rail, make it a high slot of course. Maybe a rate of fire module, kind of like an cycling overdrive? SELF DESTRUCT MODULE!!! Ahah, I don't think I have to say anymore on that one, someone is stacking remotes on ya or you are just plane surrounded. Have it count down from a number so you have a chance to cancel. A flare module would be just fantastic, you wouldn't have to touch the swarms because you would have a counter option. Maybe smoke screen module? Deploy-able proxy remote module for when your getting chased? Maybe a cloak, but you can't move (even your turrets), reload, fire, or leave the vehicle without it de-cloaking. Passive? Something to help with the maneuverability of the vehicle. I say bring back overdrive mods, but have them not add to the vehicle top speed. Maybe something for forward to reverse and turning speed?
13. I think you should be able to sacrifice one for the other, it's very fundamental to help people play to their strengths. But make the penalty for going too far in one direction great so nothing insane happens.
14. I think Anti-air turrets would be nice, maybe flack turrets? Maybe them Anti-air only, would be my suggestion , as well they need armor plating around them to help prevent tanks from just killing them then the enemy spamming OP drop ships. Or burst fire of long range bullets like actual AA guns.
15. I fully support a drop cam for passengers, Allowing LAV passengers to shoot their weapons, Lock On Warning. Now what you need to do is have a "key designation" option, so people can choose who in the match can access their vehicles. So you can skip waiting forever to get a blueberry in your car, or you can choose that they cannot get in at all so they don't steal it. Someone hacks your vehicle? Then the new vehicle owner has the new virtual key and their designated list is active with that vehicle. You could have the option to just set it to "I want anyone to get in, squad only, no one gets in but me" This would help out the beginning of the match so much and stop
G.L.O.R.Y solider,
Heavy, Assault, Logi...
I got what you need yo ;D
|
Mortishai Belmont
G.L.O.R.Y
240
|
Posted - 2014.11.13 12:03:00 -
[8] - Quote
cont.
Vehicle spam and get everyone out in the game more simply and efficiently, if you choose to play the role of a personnel carrier.
16. A jump module. Specific damage resistant modules., for the love of god give me something to defend against these damned shotguns and remotes!!!!!!!
G.L.O.R.Y solider,
Heavy, Assault, Logi...
I got what you need yo ;D
|
Joseph Ridgeson
WarRavens Capital Punishment.
2540
|
Posted - 2014.11.13 12:32:00 -
[9] - Quote
Reserve for reading and typing (since all the cool kids are doing it)
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
|
Benjamin Ciscko
Fatal Absolution
3465
|
Posted - 2014.11.13 12:33:00 -
[10] - Quote
Reserved for later use.
Fatal Absolution Director
|
|
Maitue Mae
Involuntary Manslaughter
105
|
Posted - 2014.11.13 12:46:00 -
[11] - Quote
Reserved? (I don't really use vehicles, except for racing. Scout LAVS should be good at this.)
Ishukone gave me my papers to transfer into the State
Hail To The Caldari State
|
LAVALLOIS Nash
QcGOLD
286
|
Posted - 2014.11.13 12:47:00 -
[12] - Quote
Thanks for taking the time to gather some feedback from us. Im also glad to see that finally, CCP and CPM are finally opening their ears towards vehicle adjustments.
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why? Answer: feel that for now and atleast for a little while longer, it should retain its current system. I doubt that 1.10 is going to luachn with full STD, ADV, PRO vehicles of all categories for all races. Since balance is such a sensitive issue, lets keep it as simple as we can, so we dont punish players with massive SP sinks in a time where everything is being fine tuned.
2. Vehicle Upgrades Tree Structure
Should it (regardless of multipliers)(aware of new bonuses depending on the option)
a. mimic the Drop Suit tree more with bonuses on par with the infantry progression b. Retain Current form and bonused the unbounded skills (all 6.1 million sp of it)
Why? Answer: Same as the first. We aren't yet at a completed and balanced stage where we have the luxury of controlling access.
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
Answer: Tempting, but no. Its not just a question of aesthetics. Racial turrets, slot placement, strengths and weaknesses...these all are very important. A golden Madrugar with a 80G blaster is Galltente through and through.
4.(No comment)
5. Scout LAV's Role(s) should be?
Answer: LAVs are already scouts
6. Logistics LAV's Answer: Auxiliary repairs, CRU, and team resupply (mobile supply depot). Resistance to vehicle collisions.
7. Enforcer HAVs previously did not have a strong role, What roles should it have? Answer: Hit and run. High speed, high damage, low armor, low passive repairs, high module recharge times
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in? Answer: Vehicle suppression. Should be able to shrug off some AV attacks, but in return, most harmless to random infantry. Must have vehicle vs vehicle role.
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? Answer: Thick armor on the bottom so it can land rough without taking too much damage.
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? (no comment)
11. There is thought about bringing turret variants back BUT so many of the old variants were 'useless' in the light of another so in what way or roles would you give these returning turrets to avoid similar fates. (no comment)
12. Currently we have a selection of active and passive modules. Would you like to see an introduction of Modules that were off behavior of current as additional Options. An example would be an active armor repair that outperforms the passives? Answer: more pasive
13. There are currently no known technical evaluation on the possibility of more support like game play such as Deploying Equipment (ie Proximity Explosive or Nanohive), Siege Modes (your vehicle sacrifices a large amount of one stat to gain a great strength in another; Like 0 mobility for heavy tank and offensive ability) or even a repair turret or Mobile Supply Depot. Despite this are you very interested in seeing these mechanics brought into playing field to be hotfixed around and design something with? Which ones? Any new ideas of your own you think that could be done? Answer: What you listed is interesting
14. Dropship Immortality was pretty serious issue because of the lack of counters mostly. Would the community support an AA turret variant that cannot lower its turret base underneath a certain point making it difficult to deal with other threats if the Dropships where returned to similar power before 1.8D? Answer: Would love an AA turret
15. Several Quality of Life Features do not have any technical evaluations yet, are you willing to support such features such as: Dropship Drop Camera for passengers, Fixing the Small Turret Facing Bug, Allowing LAV passengers to shoot their weapons, Lock On Warning, Entry and Delay of Exit of a vehicle up to 3 seconds. Answer: Everything expect for the entry/exit time
16. What kind of new modules are you willing to see? Answer: Non combat ones. Traction, visibility, cosmetic, (red DS engine flares, ect). ect.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4935
|
Posted - 2014.11.13 13:00:00 -
[13] - Quote
My vibrating vehicle rage sense is tingling. I don't have enough time to addressthis until I get home.
However...
I feel that when uprising released CCP went from a fit-centric model, where the lion's share of EHP and resists were focused on the modules with generous cpu/pg, to a hull-centric model where the HP/resists were focused on the hull with anemic pg/cpu is where vehicles went horribly, horribly wrong.
I have an HAV alt I trot out every so often to run fitting tests and the more I do so the more I realize that the hull itself dictates the fit as well as the role, and the absolute crap cpu/pg resulting from the model means there are what, maybe two long term viable fits and two more niche fits per vehicle hull?
Why does the hull need to carry the majority of the defensive power when the fittings themselves should be dictating whether or not the hull is a brick, glass cannon or somewhere in between?
Chromosome tanks that we keep banging on about were more powerful because of the breadth and depth of the fitting options. You couldn't expect two HAVs or dropships to behave exactly the same. Right now the HAV fittings are limited.
LAVs can take AV like champs on the base hulls when they should be doing so because of fitting. Taking a saga and making it so it can fit militia extenders and a rep to survive a forge gun is a lot better and more interesting than an unfitted Saga being able to do the same but the militia mods providing no increase in TTK.
The fit-centric model may be harder to learn for new players, but it is a lot better for fitting variety,and reduces one-true-build status.
Right now vehicle choices matter less than dropsuit choices do.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Clone D
Grundstein Automation
818
|
Posted - 2014.11.13 13:22:00 -
[14] - Quote
Provide a skill that improves maneuverability for Transport Dropships. The handling is currently a joy killer. Flying used to be fun. Now it is tedious and a bore.
ISK Trader
channel: blitz
|
Horizon Limit
Nexus Balusa Horizon
139
|
Posted - 2014.11.13 13:26:00 -
[15] - Quote
Pre 1.7 is the answer to a lot of questions, but i will answer some with current vehicles setup.
Vehicle upgrade tree is fine, some skills are almost useless (scanner and mCRU skills), but after all, every skill do it's own job specifically.
Vehicle command tree should be like infantry, i don't understand the reason why they have changed it, skills should reward one playstyle (eg. madrugar skill should grant something useful for madrugar only).
Turret skill tree was better before, gunners had advantage for skilling into small turrets alone and operate in other players tanks, now you don't have nothing (turning speed on little turret is useful but not something a player want to spend SP on) All this tree is a pure waste of SP if you are not completely dedicated to vehicles. Old skill tree let you spend SP on skills which increase your damage, that was a good way (maybe nerf turrets of 10% and give 2% buff per level if you are happy with current damage)
Regarding vehicles variants: Enforcers were almost useless without support, less pg/cpu, less HP, incredible speed penalty, bonus on damage and zoom was not worth the SP. Vayu was good for hybrid tank with a LLAV with shield transport. Falchion was good for sniping (3 damage mod and active sinks + compressed particle cannon). What should they do? I would keep less pg/cpu and less HP but give more speed.
Marauders were god mode, i suggest to not put them back in game, i want to keep a good memory of them.
Cal scout vs Cal scout
|
NextDark Knight
Molon Labe. General Tso's Alliance
596
|
Posted - 2014.11.13 13:28:00 -
[16] - Quote
Reserved
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2205
|
Posted - 2014.11.13 13:36:00 -
[17] - Quote
1&2: A; if for no other reason than internal consistency, they should be setup similarly to how the Dropsuit trees are set up.
3: Reskinned models might be an excuse for no new model in the foreseeable future, however, this is no excuse for not having separate stats.
4: Yes, again for consistency.
5: Ewar, Sensor.
6: Infantry Support, Vehicle Repairs.
7: Fast, Thin Skinned, Light Battle Tank Vehicle Sniper.
8: Slow, Tanky, Heavy Battle Tank Siege Engine.
9: Fast, Thin Skinned, Mobile Supply Depot, Mobile CRU
10: I refrain from answering on the grounds than I am not now, nor have I ever been interested in being an ADS pilot.
11: Why not give each type of turret the same variants that are available for the corresponding rifle?
12: Yes, on grounds that they're balanced towards the side of caution to begin with.
13: Yes, I would support all of those mentioned in your 13.
14: Yes, I would support an AA turret so long as it was actually capable of being a legitimate threat (i.e. actually intelligent pathfinding, decent speeds capable of easily catching ADS/DS that aren't currently running an AB with a decent threat range)
15: Yes, I would support all of these suggested new features, especially entry/exit animations timed by dropsuit/vehicle frame (It shouldn't take a light frame the same amount of time to enter/exit as it does a medium/heavy frame, just as it should take more time to enter/exit an HAV than it does a DS or LAV).
16: Here is a listing of module ideas.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
|
Kallas Hallytyr
Skullbreakers
950
|
Posted - 2014.11.13 15:23:00 -
[18] - Quote
1) B, retain current style. Reason being that this allows someone to begin skilling into a particular role (currently the ADS) and start playing that earlier rather than later. The skills (theoretically) have bonuses that incentivise skilling further into a role.
2) A, although vehicles have different modules, the general operation is pretty similar, and there are several skills that could be applied to vehicles that would open up the gap between a low SP player and a high SP player much like how high SP infantry players have many low-grade advantages (higher base HP, faster, better EWar, etc) - this would just allow the fully specialised vehicle operators to be specialised.
3) Yes. Although the placeholders should have stats that represent how the racial vehicle would operate. We need racial parity asap, and although a placeholder is not as good as full assets, getting them into the game is far better if it delays the true assets,because it's better to have something for 12 months then absolutely nothing for 10 months.
4) No, they should be akin to frame dropsuits. Lower base stats and no skills (currently) but with very minor benefits (as how the frames have better native reps) and a cost reduction, while having the same module slots and similar PG/CPU allow them to be fitted well and be useful, even if they are less effective than the specialist hulls.
5) Scout LAVs: high speed, good sensor abilities (either passive or bonuses to active) and anti-equipment capacity (some kind of anti-equipment pulse?)
6) Logistics LAVs: both vehicle and infantry support. Vehicle reps, mobile depot (though not suit switching) and slow with medium/low resilience. LLAVs need to be to vehicles as Logistics are to heavies, but should have modules that assist infantry in a small/medium aura (resupply, low-grade repairs.)
7) Enforcer HAVs: medium/high speed, high damage, low tank. Increased range/sniper could be part of it.
8) Marauder HAVs: verynslow, high tank, siege/bastion mode to make a strong point/blockade/area denial. Should be incredibly dangerous when deployed, tough while not, but able to be hounded due to low speed.
9) Logistics DS: primarily focused on vehicle support, boosted range on vehicle support modules (flying formation is not feasible in the current state of Dust) though infantry that are transported should get repaired and resupplied. Built in mCRU.
10) ADS: the biggest issue is that ADSs (and NDSs) cannot engage areas with AV in, due to high damage and the inability to manoeuvre and attack when under fire. A change to small turret operation or the introduction of medium turrets that more closely mimic what the ADS role is intended to be would make ADSs perfectly fine.
11) Turrets: https://forums.dust514.com/default.aspx?g=posts&t=177189&find=unread
12) Yes, sort of. Currently the armour/shield tanking styles for vehicles are backwards: armour is persistently regenerating whereas shields have a pool that they need to retreat to replenish. Armour should be to hold under fire with modules for a good time then you'll back to recuperate for a while: shields should have persistent recharge (lower numbers than currently) and modules should focus on regenerative tanking and be forced to pull back when high alpha damage is brought to bear instead of armour's vulnerability to persistent DPS.
13) More active modules (siege/bastion, remote repairs, etc) but also infantry based equipment: shield bubbles or some barricade type fortifications that they can deploy that would require vehicles for line breaking would bring in much more coordination between vehicles and infantry. Currently, vehicle have little purpose but if we introduce the ability for infantry to fortify, vehicle then begin to have a definable role.
14) Honestly, the large missile needs slightly higher elevation and the HAV top small turrets need much high elevation. That would give ground vehicles greater AA ability. Large missiles are, already, touted as AA by the in game description.
15) Drop Camera, yes please; turret facing/placing, yes please; passenger weapons, no, too abusable; lock-on warning, yes definitely; entry/exit, yes definitely.
16) Resistance modules and turret/weapon operation modules (heat sinks, infantry magazine capacity, etc)
Alt of Halla Murr. Sentinel.
|
Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1390
|
Posted - 2014.11.13 16:26:00 -
[19] - Quote
Iron Wolf Saber wrote:
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?
What happened to the conception art and mock sketches that we were shown LAST YEAR .?. why would they have to place racial skins and features on already existing vehicles ???
What happened to the designed Amarr and Minmatar HAV's that were shown to us LAST YEAR ???
Doubts are like flies and should be treated as such and crushed .
|
postapo wastelander
Wasteland Desert Rangers
639
|
Posted - 2014.11.13 16:30:00 -
[20] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why?
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?
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?
(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?
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
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?
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?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? (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
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
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.
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?
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?
What about repair gun mounts on DS, like what was in that trailer. Repairing the tanks around?!
"Savvy"
|
|
MINA Longstrike
Kirjuun Heiian
1592
|
Posted - 2014.11.13 16:32:00 -
[21] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Iron Wolf Saber wrote:
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?
What happened to the conception art and mock sketches that we were shown LAST YEAR .?. why would they have to place racial skins and features on already existing vehicles ??? What happened to the designed Amarr and Minmatar HAV's that were shown to us LAST YEAR ???
Just because they had concept art doesn't necessarily mean that they had someone who was able to translate that art into a model, and then people who were further able to appropriately texture that model.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1390
|
Posted - 2014.11.13 16:47:00 -
[22] - Quote
MINA Longstrike wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Iron Wolf Saber wrote:
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?
What happened to the conception art and mock sketches that we were shown LAST YEAR .?. why would they have to place racial skins and features on already existing vehicles ??? What happened to the designed Amarr and Minmatar HAV's that were shown to us LAST YEAR ??? Just because they had concept art doesn't necessarily mean that they had someone who was able to translate that art into a model, and then people who were further able to appropriately texture that model. I guess , it was the same as the suits and weapons and they turned out alright .
I guess but that's sad because that really made me anticipate their arrival and the fact that they look so much different and actually represented their respectful races .
Another missed opportunity .
Doubts are like flies and should be treated as such and crushed .
|
Pvt Numnutz
Prophets of the Velocirapture
1957
|
Posted - 2014.11.13 17:17:00 -
[23] - Quote
Great thread and can't wait to contribute but I'm at work and can't link videos on my tablet so as soon as I'm home I'll give you all my suggestions!
Master Skyshark rider
Kaalaka dakka tamer
|
Meee One
Amakakeru-Ryu-no-Hirameki
1266
|
Posted - 2014.11.13 18:11:00 -
[24] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why?
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?
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?
(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?
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
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?
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?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? (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
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
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.
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?
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?
#6 LLAVs should have a designated support role. Infantry : light and fast Vehicle : Durable and slower 0 turrets. If possible,replace the turret with a repair tool. The driver will have one,and so will the turret operator. Vehicle shields must protect the driver and turret operator,or LLAVs will be dead at launch. Mobile supply depot module,when active creates a nanohive bubble up to 5m around the vehicle,refills vehicles and infantry. Refill amount,based on level,same for cooldown. High acceleration,high torque (off roading ability),low top speed. LLAV unlock skill bonus 5% efficiency of all logistics modules (scanner,MCRU,repair,Msupply) High shield recharge speed.
#9 LDS same as LLAVs,but with a total of 3 repair turrets. 2 gunners,1 pilot. Mobile triage and supply module.(like hybrid hives,efficiency increases per level) Can repair/refill vehicles and infantry with the module (Range 15-20m) High innate armor repair. Automatic triage/refill for all passengers.(Hospital ship)
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
|
Tesfa Alem
Death by Disassociation
376
|
Posted - 2014.11.13 18:14:00 -
[25] - Quote
Reserved.
I'll answer these questions in good time.Not surprised to see you're not speaking to Judge about this. Good to see you lot have stopped lying about vehicles for once.
Redline for Thee, but no Redline for Me.
|
KenKaniff69
Fatal Absolution
2485
|
Posted - 2014.11.13 18:46:00 -
[26] - Quote
I'll reserve this for when I have time.
However, you do realize the majority of great vehicle pilots in this game have left or play on infantry alts right?
Vehicles pilots have lost faith in CCP and it's advisors.
We have no reason to put up with a game that doesn't understand the role of vehicles and AV.
As of right now the food chain is completely inverted to the point where there is no point to calling out a vehicle.
Honestly, the only way that both sides of the argument would ever agree is to squad up and run some competitive matches.
Then again there goes the competitive vs casual balance that will always plague this game.
And to you Mr. IWS, you have no background to even bring up these questions as you don't play the game.
?
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4959
|
Posted - 2014.11.13 18:52:00 -
[27] - Quote
KenKaniff69 wrote:
And to you Mr. IWS, you have no background to even bring up these questions as you don't play the game.
Translation: we would rather be ignored than acknowledge you being proactive CPM1. Continue ignoring vehicles please. We're too comfortable hating you all to want to contribute to improvement.
I imagine this can be arranged.
Dude this was THE most colossally sh*tposty sh*tpost I have ever seen.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3490
|
Posted - 2014.11.13 19:01:00 -
[28] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2453863#post2453863
Keep an eye on this thread as well IWS. It's digging into both conceptual and in depth design.
Hotfix Delta Sentinel eHP Calcs
|
KenKaniff69
Fatal Absolution
2485
|
Posted - 2014.11.13 19:46:00 -
[29] - Quote
Breakin Stuff wrote:KenKaniff69 wrote:
And to you Mr. IWS, you have no background to even bring up these questions as you don't play the game.
Translation: we would rather be ignored than acknowledge you being proactive CPM1. Continue ignoring vehicles please. We're too comfortable hating you all to want to contribute to improvement. I imagine this can be arranged. Dude this was THE most colossally sh*tposty sh*tpost I have ever seen. Procative brainstorming person who doesn't play the game, just like our prior dev's.
There's way too many people who whine and complain all day on these forums, yet when seen in game (rarely does this happen) are practically calling the kettle black.
?
|
Shouper of BHD
Better Hide R Die
305
|
Posted - 2014.11.13 19:50:00 -
[30] - Quote
I`m going to skip a few since I`ve missed a few updates and ADS has changed alot and all my skill sheet charts are undoubtedly outdated but I was a huge vehicle support role before and after the Logi vehicles and modules were gone and I had alot of gunners in my clan so i`ll put in my two sense where it might be helpful.
5) should not be blitz vehicles, militia and non role LAVs should be the blitz vehicle becuse they need to have a quick start up (they fit there, yes), need to get there quick with low risk (yes, they are ground vehicles and small) and they need to be cheap, thats where a specified role doesn`t fit in, every role needs to have a payback and a place where a player can do something different and remained entertained. there are 3 roles I can see 4 roles LAVs can fit in, vehicle support (logi), infantry support (logi), gun platform (suppressive) and intel since compared to DS are better infiltrators (or at least where it should be) the Scout role can fit here. the expectations would be to get in hostile area but shouldn`t be expecting to survive a drive by, if scouts were made to go through a rough spot, get intel and out they would be set up to get road kills so saying that Scout LAVs should have a resistance but to buffer with a slow repair rate still arrises problems. The solution is in itself if meant to locate hostile positions so it should be built not to go through them but to avoid them entirely, an increase of scan range to to scan modules and an increase to engine modules should help it locate ahead of time and to avoid hostiles so its survivability isn`t in any form of HP but in its role. so to put it in a nutshell they shouldn`t be able to survive combat EVEN in hit and run, they survive with stealth, sight and agility.
6) the big question for logi LAVs is vehicle or infrantry support. I think that they are built to be the infrantry support. what is it infantry need to take the base? they need to get there (both DS and LAVs do that well) they need enough people there (they both carry enough) they need to be understood if you were to see a DS and a LAV in skirmish and you want to take the base you choose the LAV becuse the DS isn`t in it for the long run () he gonna leave you after hes dropped you off so communication fails there, and then that leads to passive healing and ammo, the LAV you put in park right next to you when you arrive and the DS flew off. LAVs are reliable if you want support reliablity is what is needed and DS aren`t mobile platforms like LAVs are when it comes to infrantry support, DS will be tardy to the support while the LAVs will be there all the time, they are the better mobile depot. Even if your not a vrehicle person I`m sure you can see what that would be like, as for vehicle support I`ll talk that in logi DS.
9) Logi DS (LDS for now on) have allready been compared for infrantry support and knowledgly so would fail, but they are better built for vehicle support. To note they shouldn`t be "scouts" either, DS aren`t stealth vehicles and shouldn`t be built to avoid even small combat. For sure communication and support was comfortable and easy to vehicles but I when coming to infrantry I came short time to time. DS all in all should assist one way or another but normal DS should be oriented for CRUs and such not LDS, LDS should be built for vehicle replenisher of sheild and armor. we need to talk what they do before saying what they have to be stat wise so we know what they will be doing/dealing with LDS should have 2 ways of delivering health. A focused triage on one target and feeling as if were an active module, built to get in and out, save a HAV or feild turret low risk and a simple award (1 vehicle saved enough to escape or if you jumping across the feild you are hitting and running your own at multi places in short time spans) and the 2nd way, a triage that heals a large area of vehicles but like a passive modules, it giving the same ammount of HP as the foused triage but divided to several targets (NOTE a max per unit must be placed other wise he would give the total per minute to an indivisuel so it can do both focused and geniral support!). that provides a high risk ("will this be enough to save tank #2?") but with a high reward ("if I had a focused module I would guarantee the life of tank #3 but I would have lost #2 and maybe even #1 in the end"). I would expect a LDS to be slow moving (tanks are on the ground and are slow moving and instalations don`t move) since they don`t require a higher speed. lets talk its use in its role say its healing 1-3 tanks you know it needs to be taken care of but there are tanks there, you need to take it out quick so its out of the equation, LDS shouldn`t be built to take damage they should be a shadow, not ment to take hits but there to make the meatsheild more absorben and hope its not gonna get shot, so yes it should be a weaker DS which is fine since hey there are tanks with it, if it were also built to help infantry by dropping ammo and such it would be to diverse of a vehicle, it would fit in either without it be a HP power house rather then making some one else such. it should also be obvious then that it won`t be able to work alone which is good since its not supposed to be. |
|
Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1393
|
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 .
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2157
|
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.
|
KenKaniff69
Fatal Absolution
2485
|
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.
?
|
Iron Wolf Saber
Den of Swords
17712
|
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
|
Benjamin Ciscko
Fatal Absolution
3466
|
Posted - 2014.11.13 21:16:00 -
[35] - Quote
Wait you just said Soraya Xel was qualified O_o
Fatal Absolution Director
|
Iron Wolf Saber
Den of Swords
17713
|
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
|
Scheneighnay McBob
Cult of Gasai
5945
|
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
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14576
|
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
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2538
|
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~
|
KenKaniff69
Fatal Absolution
2486
|
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.
?
|
|
137H4RGIC
Bloodline Rebellion Capital Punishment.
292
|
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)
|
137H4RGIC
Bloodline Rebellion Capital Punishment.
292
|
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)
|
Jammeh McJam
F0RSAKEN EMPIRE.
129
|
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
|
Imp Smash
Molon Labe. General Tso's Alliance
379
|
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
|
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
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2206
|
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«
|
Iron Wolf Saber
Den of Swords
17715
|
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
|
KenKaniff69
Fatal Absolution
2486
|
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.
?
|
Hakyou Brutor
Capital Acquisitions LLC
1601
|
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
|
Iron Wolf Saber
Den of Swords
17715
|
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
|
|
Appia Vibbia
3832
|
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
|
Vell0cet
Vengeance Unbound RISE of LEGION
2551
|
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!
|
Pvt Numnutz
Prophets of the Velocirapture
1960
|
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
|
Dauth Jenkins
Tankers United Covert Intervention
562
|
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
|
Sir Snugglz
Red Star. EoN.
893
|
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
|
Spkr4theDead
Red Star. EoN.
2367
|
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
|
Nirwanda Vaughns
942
|
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
|
Iron Wolf Saber
Den of Swords
17721
|
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
|
Iron Wolf Saber
Den of Swords
17734
|
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
|
Operative 1174 Uuali
The Unholy Legion Of DarkStar DARKSTAR ARMY
85
|
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.
|
|
Iron Wolf Saber
Den of Swords
17737
|
Posted - 2014.11.17 01:06:00 -
[61] - Quote
Added question 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)
Why?
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
Iron Wolf Saber
Den of Swords
17737
|
Posted - 2014.11.17 05:22:00 -
[62] - Quote
Pokey Darvon's Contribution
https://forums.dust514.com/default.aspx?g=posts&t=180729
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
137H4RGIC
Bloodline Rebellion Capital Punishment.
357
|
Posted - 2014.11.17 05:42:00 -
[63] - Quote
Iron Wolf Saber wrote:Added question 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)
Why? I think vehicles should be in the battle longer as far as endurance goes, but I also strongly believe that for as long as they're present, they need to be gone just as long. However, we should have a class of vehicles that specializes as raiding vehicles. (Vehicles that are like what we got now) i think we need both for various play styles.
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
|
Grease Spillett
Bloodline Rebellion Capital Punishment.
576
|
Posted - 2014.11.17 05:45:00 -
[64] - Quote
vehicles are going to be broken no matter what they are better than dropsuits.
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
|
Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
217
|
Posted - 2014.11.17 06:16:00 -
[65] - Quote
1. Vehicle Command Tree Structure
b. Seems fine where it is so far.
2. Vehicle Upgrades Tree Structure
b. Same reason as 1
3. Feel like there should be new models
4. No.
5. Speed, Transport, and slight Ewar.
6. Infantry Support, Vehicle Support, Infantry Repairs, Mobile supply depot, fast, thin.
7. Blockade, Heavy battle tank, Gun platform. (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?
8. Anti-Vehicle, fast, Light Battle Tank. 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?
9. Mobile CRU, fast, thin, Infantry Support. Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
10. Skewed Windows of Engagement. Transport Ability. Survivability Offensive Capability Skewed Windows of Engagement Transport Ability
11. Anti-Equipment.
12. Yes.
13. Major, major changes. First I'd give swarms more damage, but increase militia/basic swarm time so that it is 2 seconds, and have its skill decrease the lock on time until at level fives its 1 second. Up reload time to a permanent 5 seconds. Make swarms constantly accelerate, but if they don't reach their target within 6 seconds they will stop following and despawn. Make Swarm launchers unuseable within short ranges (so people can't easily ninja a tank from behind) I'd say from 0 to near 30 metres. Decrease its effective range to just 166. Make it less effective against LAV's and HAV's (So AV nades and prox mines have a proper use) HAV's will only have a very slight resistence to damage from swarms, LAV's, a more major resistence. Make AV more of a burden rather than a farming method by increasing pg/cpu of swarms by a bit. I'd give more PG/CPU to assault dropships, and lower their cost but make their altitude ascending ability a bit slower. I'd give Myrons and Grimsnes a small PG/CPU boost too, and increase their ascending ability a bit. I'd boost basic MLT LAV HP and turn basic LAV's and basic tanks into a logistics vehicle(with basic tanks getting less hp too) more PG/CPU to them and a small skill bonus that minuses from PG/CPU uses of said modules like mCRU's, scanners(but make the scanners have less precision) and possibly mobile supply depots. I'd lock all tank and installationsfrom looking up, so they cannot shoot dropships from the sky(but will change small turrets so that they can look up more.) With the small turret change tankers will need to be more tactical and team orientated. Make forge guns have an effective range of 200, and a heavy increase of PG/CPU(this is to discourage damage mod use, as the forges get too powerful then). Make assault forges start at 950 points of damage at advanced, and 1050 at proto, as they are too powerful. I'd also change installation turrets to stop automatically shooting enemy tanks(Unfair, frustrating.) Possibly add a covering for the turret of LAV's, but nothing that completely stops someone from being shot at.
14. Yes.
15. All but the allowance of shooting your guns from LAV's. I'd only restrict the delay to sentinels when they get out of vehicles, and make the time five seconds.
16. Mobile Supply depot, active armour regen, active shield regen.
17. A bit of both, to ensure diversity amongst vehicles.
There is literally no sense for team killing to be possible in any gamemode.
|
DarthPlagueis TheWise
419
|
Posted - 2014.11.17 07:05:00 -
[66] - Quote
i dont give a **** because im infantry lolololol
F*k this cash grab fix the shit that matters: unkillable uplinks, invisible remotes on null cannon hack panels, etc.
|
Iron Wolf Saber
Den of Swords
17737
|
Posted - 2014.11.17 07:26:00 -
[67] - Quote
DarthPlagueis TheWise wrote:i dont give a **** because im infantry lolololol
Hello infantry; let me hear your screams as I run over you head and crush it like a tomato can.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
Tesfa Alem
Death by Disassociation
393
|
Posted - 2014.11.17 10:47:00 -
[68] - Quote
answers in italics
1. Vehicle Command Tree Structure
Retain the Same as Current (racial at top end only)
Why?
Its a waste of time. Fix whats broken,skill tree aesthetics means nothing.
2. Vehicle Upgrades Tree Structure
Should it (regardless of multipliers)(aware of new bonuses depending on the option)
b. Retain Current form
Why?
The same as number 1
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 we should. Its the starting block towards finnaly puting in the remaining vehicles in the game.
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. Leave the sica and somas as is. They are weak enough to not be a real threat to a tanker, but remaina good introduction to new tanker, and a cheap alternative for when we've lost something a bit more exppensive.
5. Scout LAV's Role(s) should be?
Fast, low hp, low pg and cpuu, built in scanner.
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back?
Low hp, built in repper for either tanks or infantry. decent pg and CPU. Logi lavs were only op because of 25% av resistance bonus + 60% hardener. They don't have that anymore, they can be brough back as is.
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?
Just give them an extra slot and a bit ,more PG and CPU. Proto tank fits proto modules and voila, Progression along tiers.
9. Logistics DS underperformed massively last time, what roles should it have to make it useful?
It performed perfectly, return as is but with the manuevarabilty of an ADs and the tankingess of a std ship.
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? These three: Survivability Offensive Capability Skewed Windows of Engagement
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.
Many posts have been made about this in features and ideas.
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?
You mean mix the old sytem with this one? Lets fix whats wrong one thing at a time.
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?
Complete and utter waste of time.
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?
Despite your troll bait, We already have AA turrets by the way, rail installations do 1700+ damage per shot, blaster instaltions can be very dangerous from very long ranges. Also which tanker would fit a gun that cannot shoot other tanks?
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.
Sure we can go back to CCP Blams plans for vehicles, i wonder how much he left in code. For now, lets fix what ratatti broke first and see what comes of it. To me these are medium to low prioties.
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)
Why?
Both of these ideas are pretty demonstrative of vehicle ignorace. TTK should not be the same as infatnry, these are not milita dropsuits. In terms of hp vs speed vs recovery this should be left up to the discretion of the pilot or tanker. This is something we already have in place.
Finally your links! Gimmie!
Go to judge rhadamanthu'ss youtube page.
Redline for Thee, but no Redline for Me.
|
Tesfa Alem
Death by Disassociation
393
|
Posted - 2014.11.17 11:02:00 -
[69] - Quote
Iron Wolf Saber wrote:DarthPlagueis TheWise wrote:i dont give a **** because im infantry lolololol Hello infantry; let me hear your screams as I run over you head and crush it like a tomato can.
Some freindly advice here, you're not one of us, Trying to be is a bit embarassing and dare i say it cringe worthy.
"How could i know? that maybe you have alts or something"
Because all of your posts prior to this thread and especially including it make it painfully obvious. Its akin to saying "I love footbal, i've usually manage to hit a home run at the 18th hole. Man, Arsenal are having a great time at the Superbowl or what?"
Just at least be as straitforward as rattati is, who vociferously admits he doesn't know the slightest thing about vehicles and is not planning to learn, to the point of taking offense at being offered a ride in a dropship. Stop the B.S and try to build some trust.
Redline for Thee, but no Redline for Me.
|
Iron Wolf Saber
Den of Swords
17737
|
Posted - 2014.11.17 12:04:00 -
[70] - Quote
Tesfa Alem wrote:Iron Wolf Saber wrote:DarthPlagueis TheWise wrote:i dont give a **** because im infantry lolololol Hello infantry; let me hear your screams as I run over you head and crush it like a tomato can. Some freindly advice here, you're not one of us, Trying to be is a bit embarassing and dare i say it cringe worthy. "How could i know? that maybe you have alts or something" Because all of your posts prior to this thread and especially including it make it painfully obvious. Its akin to saying "I love footbal, i've usually manage to hit a home run at the 18th hole. Man, Arsenal are having a great time at the Superbowl or what?"Just at least be as straitforward as rattati is, who vociferously admits he doesn't know the slightest thing about vehicles and is not planning to learn, to the point of taking offense at being offered a ride in a dropship. Stop the B.S and try to build some trust.
I had written something long but felt it would have been wasted effort and on deaf ears.
I am just a simple player I just want to have fun playing. If that means hopping in a tank or running a suicide plasma cannon bomber I want the game to be fun and not frustrated by every little stupid thing that makes this game unenjoyable. Vehicles are currently top of my list of 'least enjoyable things to do in this game.'
Also the analogy you're looking for is Fantasy Football vs real football.
Playing Baseball in a hockey rink is one of my specialities.
I am just saying if you (well not you specifically but various other vehicle pilots that are just going to stand by and be wall flowers in this conversation) don't want to interact with the CPM trying to get things done, that is your prerogative. I will not force you to feed me information. I mean if vehicle pilots feel strongly about me doing this; I am waiting for another CPM member to start having shouting contests with on who's more right on the subject, and sadly and still am currently unopposed. Xel would probably start to speak up soon as I mention anything involving a buff to vehicles though.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
|
Gabriella Grey
THE HANDS OF DEATH RUST415
221
|
Posted - 2014.11.17 13:12:00 -
[71] - Quote
1. The current vehicle skill tree is lacking, with compared to the basic dropsuit command open slot for infantry vehicles has too many of them. Vehicle skill tree would be amazing if it followed more on how dropsuits skill tree currently is. Organize the vehicles along racial Gallente, Caldari etc.
2. I have no issues with the vehicle upgrades structure. I am concerned about a few of what the skills provide and some skills as they stand. For instance the Mobile CRU skill has a reduction to the mobile CRU cost, but if they do not cause any advancements for Logistics vehicles, like the Logistics Dropship, then it's useless. I would much rather see it have a better spawn time to where the higher the level the more similar spawn times you can expect from a stationary CRU. For scanners I would more so like to see their active duration increased per level.
3. Yes, give factional vehicles something truely unique in terms of skins!
4. As it stands militia and standard don't feel any different with heavy skill investment for ground vehicles. I would prefer to see their fitting cost on PG and CPU reduced, along with a slot reduction.
5. Scout LAV's as they stand seem to be fine once vehicles are full circle and better contrasted against each other.
6. There is an interesting thread about this I will post at the end of this post regarding Logistic LAV's. Logi LAV should play more of a support role for infantry than it has in the past. The Triage whip was cool but the current evolution of the game makes this really a novelty thing, but should be able to deploy logi vehicle equipment. On LAV speeds in general Scout LAV's should be the fastest, and Logi LAV's should be the slowest. But as it stands ground vehicles acceleration and top speeds need looking into. What is clear is HAV's should never be fast as LAV's for sure!
7. The issue that Enforcer and Marauder HAV's had in the past was that all HAV's worked exactly the same. The only difference was more health points. Marauder or Enforcer HAV's need to be Seige machines like a Heavy dropsuit with and HMG! Make it a much slower tank compared to standard, but have better health points, and natural resistance to certain racial type of turrets. (My only concern about increasing Enforcer HAV's health points is the Enforcer HAV's of old driving down from off the top of the towers on the Harvest map, barely taking a scratch of damage, while being shot at by AV or other turrets).
8. Marauder HAV's need a different role compared to their original role. This should be the Logistics/EWar HAV on the field, able to move about solo for recon etc. Fit this thing with a built in Scanner like the mobile CRU is to the logistics dropship.
9. I miss the Logi dropships! It was the first variant of dropships outside of militia and standard and was fun to use. Logistics dropships need to do more drop and go roles. Like the Logistics LAV it needs to be able to give out supplies along with its built in mobile cru. Make it to where the Logistics dropship can fly over drop some type of nanohive/nanohive-structure, that works superior better than those used by infantry but works on a time limit before it self-destructs. From there you can create many different type of flavors, like one that does triage, another for ammunition.
10. The ADS needs some serious balance and turret operation love. Dropships have been left alone for so long in the past that they need a lot of work that all the other vehicles have always had from previous updates. I am still a firm believer that like the HAV dropships should have their own version of small turrets, or make their turrets considered medium turrets. The reason why most players and CCP do not understand why rockets work so well on dropships compared to the other turrets is because of it's practicality. rocket turrets should burst out their entire pod/clip of ammo on a target in a burst or full automatic way to be effective and give it balance to other vehicles, but when you get into this the need for multiple turrets will really be needed so each type of turret on the dropship is role specific. Rail turrets does not sit easy with me that it's a caldari turret that is suited in destroying caldari vehicles better than gallente. I fly both, and started with the gallente dropship variants first. I would much like to see a plasma turret that works similar to the rail turret. Also the range of the small rail turret on the ADS is not balanced. What made it over powered previously was high range, and high rate of fire. CCP you need to choose how these type of full auto turrets will operate. The best way is to cut their range and make them close range and practical. Suited for when your screen/aiming cursor has a large view of the enemy. It will also promote skill amongst pilots because to play the cat and mouse game in the air you have to understand how to fly intercepting courses etc. Next please remove this Gallente dropships are suited ONLY for anti vehicle and Caldari dropships are suited ONLY for anti infantry. From a factional war standpoint and diversity this stuns the games growth. Make it to how the ADS and the type of turret judges if it should be anti vehicle or anti infantry. With that said we will see anti ground vehicle fitted vehicles, anti air, and anti infantry giving a much needed diversity here. Like the LAV post I have a thread that goes more in detail on turrets for the ADS.
11. This is much needed for all vehicles! Results show about this on how well HAV large turrets work for these vehicles.
12. Yes! bring back my torque modules, and the same goes for the active armor repairers, dropship recharge modules etc. This is needed much more if there are ever to have more vehicles other than Caldari and Gallente vehicles. (side note ADS need module slot layout love for this to be useful in their area.
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
|
Gabriella Grey
THE HANDS OF DEATH RUST415
221
|
Posted - 2014.11.17 13:14:00 -
[72] - Quote
13. I will not dive to deep into this because I feel if the vehicle skill tree is implemented in this way it should meet the needs of this, by the type of vehicle you choose to place your skill points into and fit for the battlefield. Please don't forget to check the thread below!
14. This would be great to have, and I have been waiting to see these since CCP Blam said they were going to implement them. I am not to fond of calling the dropship overpowered because as shown above the dropship as a stand alone vehicle needs serious love and attention. I would like to see everything balance to where each thing has its place etc.
15. I would like to know more about this one before I give any input. One thing I will say would be broken is if LAV users can shoot light arm weapons from the vehicle such as swarm launchers, and heavy weapons such as forge guns could very well break balance.
16. Vehicle logistics equipment, and Ewar equipment that work like active scanners but in different designs.
17. Good as is. I think how vehicle modules repair are in a good place and should not be tempered with until more content is released. example would be more variants of vehicles etc.
https://forums.dust514.com/default.aspx?g=posts&t=177189
Looking forward to your googledoc IWS!
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
|
Tesfa Alem
Death by Disassociation
393
|
Posted - 2014.11.17 14:44:00 -
[73] - Quote
Iron Wolf Saber wrote:
I had written something long but felt it would have been wasted effort and on deaf ears.
I am just a simple player I just want to have fun playing.
Also the analogy you're looking for is Fantasy Football vs real football.
Playing Baseball in a hockey rink is one of my specialities.
No my analogy was apt. Maybe yours was a little bit better, as in having no clue what you are saying/doing yet pretending you are doing it right.
Save me the bull on the 'sadly i am currently unopposed.' I do consider the Judge to be a good friend, and I know exactly what your reaction was to his current situation. Spare me.
Keep it simple. Don't throw in B.S assumtions like ADS godmode/logi ds useless in your questionaire. Don't assume things you never touched in dust to be useless. Collect data. Dont troll in other threads.
None of the things here will be tested before release. So of couse i'm going to treat one of the only 2 cpms to rant, troll and BS about vehicles taking in ''balance advice'' with a massive grain of salt.
Redline for Thee, but no Redline for Me.
|
Iron Wolf Saber
Den of Swords
17742
|
Posted - 2014.11.17 16:44:00 -
[74] - Quote
Tesfa Alem wrote:Iron Wolf Saber wrote:
I had written something long but felt it would have been wasted effort and on deaf ears.
I am just a simple player I just want to have fun playing.
Also the analogy you're looking for is Fantasy Football vs real football.
Playing Baseball in a hockey rink is one of my specialities.
No my analogy was apt. Maybe yours was a little bit better, as in having no clue what you are saying/doing yet pretending you are doing it right. Save me the bull on the 'sadly i am currently unopposed.' I do consider the Judge to be a good friend, and I know exactly what your reaction was to his current situation. Spare me. Keep it simple. Don't throw in B.S assumtions like ADS godmode/logi ds useless in your questionaire. Don't assume things you never touched in dust to be useless. Collect data. Dont troll in other threads. None of the things here will be tested before release. So of couse i'm going to treat one of the only 2 cpms to rant, troll and BS about vehicles taking in ''balance advice'' with a massive grain of salt.
I would consider it a miracle if you can get judge to slap my hand.
Also as Omni I have touched about everything before.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
Spkr4theDead
Red Star. EoN.
2381
|
Posted - 2014.11.17 17:54:00 -
[75] - Quote
Iron Wolf Saber wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:DarthPlagueis TheWise wrote:i dont give a **** because im infantry lolololol Hello infantry; let me hear your screams as I run over you head and crush it like a tomato can. Some freindly advice here, you're not one of us, Trying to be is a bit embarassing and dare i say it cringe worthy. "How could i know? that maybe you have alts or something" Because all of your posts prior to this thread and especially including it make it painfully obvious. Its akin to saying "I love footbal, i've usually manage to hit a home run at the 18th hole. Man, Arsenal are having a great time at the Superbowl or what?"Just at least be as straitforward as rattati is, who vociferously admits he doesn't know the slightest thing about vehicles and is not planning to learn, to the point of taking offense at being offered a ride in a dropship. Stop the B.S and try to build some trust. I had written something long but felt it would have been wasted effort and on deaf ears. I am just a simple player I just want to have fun playing. If that means hopping in a tank or running a suicide plasma cannon bomber I want the game to be fun and not frustrated by every little stupid thing that makes this game unenjoyable. Vehicles are currently top of my list of 'least enjoyable things to do in this game.' Also the analogy you're looking for is Fantasy Football vs real football. Playing Baseball in a hockey rink is one of my specialities. I am just saying if you (well not you specifically but various other vehicle pilots that are just going to stand by and be wall flowers in this conversation) don't want to interact with the CPM trying to get things done, that is your prerogative. I will not force you to feed me information. I mean if vehicle pilots feel strongly about me doing this; I am waiting for another CPM member to start having shouting contests with on who's more right on the subject, and sadly and still am currently unopposed. Xel would probably start to speak up soon as I mention anything involving a buff to vehicles though. We've been trying to talk, but the problem is, we don't want our playstyle to get ruined. Everybody on here was crying about the end of Dust when CCP were going to nerf the Cal logi and TAR rifles. They got nerfed, and everybody went back to their regularly scheduled programing.
Again, we don't want our playstyle nerfed. What is wrong and unacceptable is how infantry have been dictating the direction vehicles go in for such a long time. There is no compromise to be reached, pilots have been shafted for over 2 years, and we're in this current state because of that. Swarms travel to where a vehicle was then continue on at greater speed to hit their target 9 times out of 10. There's still a problem with invisible swarms, because I can be behind a wall, or behind a hill or crate, so they achieve lock behind their cover, aim up or to the side, and launch the swarms, and half the time I can't see the missiles. It's always the same thing. Infantry complains about how hard it is to destroy tanks, yet it's the noobs in MLT vehicles that they're having trouble with. They'd have a stroke trying to destroy me. Yet, when I go against a squad full of people from some country, such as the Japanese or Russians, they have absolutely no problem with 4 guys going AV to destroy me. They do it quite often, and destroy me half the time.
1.9 was great, but there's still that huge problem of pilots having no say in the direction vehicles take. Rattati admitted that he had sole discretion on changing swarms and the ADS, without consulting any pilots whatsoever. There haven't been any word on the stats concerning the ADS since the hotfix. We have no idea as to what's going on with that, because it's being kept private.
Infantry dictating the direction of vehicles needs to stop. There has to be discussion with both sides, not one-sided.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Tesfa Alem
Death by Disassociation
396
|
Posted - 2014.11.17 20:00:00 -
[76] - Quote
Iron Wolf Saber wrote:
I would consider it a miracle if you can get Judge to slap my hand.
Here you go again back to troll mode. Taunting about Judge in his IRL situation, thats actually a really sad statement of your true character. If you are going to troll about people's real lives, why should i take what you say about digtial vehicles seriously.
Iron Wolf Saber wrote: Also as Omni I have touched about everything before and do currently have access to all prototype gear should I want to part with my wallet more.
Really?
I have acess to all of that stuff, along with every other vet, without paying cash money for it. But what else to expect from the only person on the forums that considers unlocking forge guns to be a major acomplishment.
Redline for Thee, but no Redline for Me.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14714
|
Posted - 2014.11.17 20:06:00 -
[77] - Quote
Spkr4theDead wrote:Iron Wolf Saber wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:DarthPlagueis TheWise wrote:i dont give a **** because im infantry lolololol Hello infantry; let me hear your screams as I run over you head and crush it like a tomato can. Some freindly advice here, you're not one of us, Trying to be is a bit embarassing and dare i say it cringe worthy. "How could i know? that maybe you have alts or something" Because all of your posts prior to this thread and especially including it make it painfully obvious. Its akin to saying "I love footbal, i've usually manage to hit a home run at the 18th hole. Man, Arsenal are having a great time at the Superbowl or what?"Just at least be as straitforward as rattati is, who vociferously admits he doesn't know the slightest thing about vehicles and is not planning to learn, to the point of taking offense at being offered a ride in a dropship. Stop the B.S and try to build some trust. I had written something long but felt it would have been wasted effort and on deaf ears. I am just a simple player I just want to have fun playing. If that means hopping in a tank or running a suicide plasma cannon bomber I want the game to be fun and not frustrated by every little stupid thing that makes this game unenjoyable. Vehicles are currently top of my list of 'least enjoyable things to do in this game.' Also the analogy you're looking for is Fantasy Football vs real football. Playing Baseball in a hockey rink is one of my specialities. I am just saying if you (well not you specifically but various other vehicle pilots that are just going to stand by and be wall flowers in this conversation) don't want to interact with the CPM trying to get things done, that is your prerogative. I will not force you to feed me information. I mean if vehicle pilots feel strongly about me doing this; I am waiting for another CPM member to start having shouting contests with on who's more right on the subject, and sadly and still am currently unopposed. Xel would probably start to speak up soon as I mention anything involving a buff to vehicles though. We've been trying to talk, but the problem is, we don't want our playstyle to get ruined. Everybody on here was crying about the end of Dust when CCP were going to nerf the Cal logi and TAR rifles. They got nerfed, and everybody went back to their regularly scheduled programing. Again, we don't want our playstyle nerfed. What is wrong and unacceptable is how infantry have been dictating the direction vehicles go in for such a long time. There is no compromise to be reached, pilots have been shafted for over 2 years, and we're in this current state because of that. Swarms travel to where a vehicle was then continue on at greater speed to hit their target 9 times out of 10. There's still a problem with invisible swarms, because I can be behind a wall, or behind a hill or crate, so they achieve lock behind their cover, aim up or to the side, and launch the swarms, and half the time I can't see the missiles. It's always the same thing. Infantry complains about how hard it is to destroy tanks, yet it's the noobs in MLT vehicles that they're having trouble with. They'd have a stroke trying to destroy me. Yet, when I go against a squad full of people from some country, such as the Japanese or Russians, they have absolutely no problem with 4 guys going AV to destroy me. They do it quite often, and destroy me half the time. 1.9 was great, but there's still that huge problem of pilots having no say in the direction vehicles take. Rattati admitted that he had sole discretion on changing swarms and the ADS, without consulting any pilots whatsoever. There haven't been any word on the stats concerning the ADS since the hotfix. We have no idea as to what's going on with that, because it's being kept private. Infantry dictating the direction of vehicles needs to stop. There has to be discussion with both sides, not one-sided.
Have you looked into Pokey Dravon's thread about Vehicle rebalances yet.
I think we just sorted out a propositions for vehicle base hull Hp value and module slots for HAV. Numbers were approved by AVers since they don't push up total EHP over 10K, if the thread continues LAV and ADS are next on the block for HP discussions.
I certainly don't agree on most of your ideas on HAV direction.......but that was one **** off sound and reasonable post.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
|
Iron Wolf Saber
Den of Swords
17742
|
Posted - 2014.11.17 21:41:00 -
[78] - Quote
True Adamance wrote:
Have you looked into Pokey Dravon's thread about Vehicle rebalances yet.
I think we just sorted out a propositions for vehicle base hull Hp value and module slots for HAV. Numbers were approved by AVers since they don't push up total EHP over 10K, if the thread continues LAV and ADS are next on the block for HP discussions.
I certainly don't agree on most of your ideas on HAV direction.......but that was one **** off sound and reasonable post.
Pokey Darvon approached me yesterday and he's willing to help out so I look forward to it.
His placeholder idea has been met with mixed feelings but I am sure if a strong enough case is presented it can be made so and hopefully that will be the first domino to get the unique models in going.
As for other things he is more than willing to help out when I talked about it last night but right now i am still rigging the document up...
So far based on my usual ongoings. This is beginning to look like a 50 page + ordeal and will need a table of contents.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14722
|
Posted - 2014.11.17 21:48:00 -
[79] - Quote
Iron Wolf Saber wrote:True Adamance wrote:
Have you looked into Pokey Dravon's thread about Vehicle rebalances yet.
I think we just sorted out a propositions for vehicle base hull Hp value and module slots for HAV. Numbers were approved by AVers since they don't push up total EHP over 10K, if the thread continues LAV and ADS are next on the block for HP discussions.
I certainly don't agree on most of your ideas on HAV direction.......but that was one **** off sound and reasonable post.
Pokey Darvon approached me yesterday and he's willing to help out so I look forward to it. His placeholder idea has been met with mixed feelings but I am sure if a strong enough case is presented it can be made so and hopefully that will be the first domino to get the unique models in going. As for other things he is more than willing to help out when I talked about it last night but right now i am still rigging the document up... So far based on my usual ongoings. This is beginning to look like a 50 page + ordeal and will need a table of contents.
I'm considering bringing up the concept of Marauders as Infantry Tanks (designed to move at the speed of an infantry squad for direct support) and Enforcers as Self Propelled Gun Batteries.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
|
Iron Wolf Saber
Den of Swords
17742
|
Posted - 2014.11.17 22:01:00 -
[80] - Quote
True Adamance wrote:Iron Wolf Saber wrote:True Adamance wrote:
Have you looked into Pokey Dravon's thread about Vehicle rebalances yet.
I think we just sorted out a propositions for vehicle base hull Hp value and module slots for HAV. Numbers were approved by AVers since they don't push up total EHP over 10K, if the thread continues LAV and ADS are next on the block for HP discussions.
I certainly don't agree on most of your ideas on HAV direction.......but that was one **** off sound and reasonable post.
Pokey Darvon approached me yesterday and he's willing to help out so I look forward to it. His placeholder idea has been met with mixed feelings but I am sure if a strong enough case is presented it can be made so and hopefully that will be the first domino to get the unique models in going. As for other things he is more than willing to help out when I talked about it last night but right now i am still rigging the document up... So far based on my usual ongoings. This is beginning to look like a 50 page + ordeal and will need a table of contents. I'm considering bringing up the concept of Marauders as Infantry Tanks (designed to move at the speed of an infantry squad for direct support) and Enforcers as Self Propelled Gun Batteries.
Added that as a possibility.
The erroneous 1.8 tanks were very fun with the militia nitros while it lasted.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
|
Iron Wolf Saber
Den of Swords
17775
|
Posted - 2014.11.20 00:29:00 -
[81] - Quote
Update on the document; its at 50 pages now and drawing some art for it; will be getting public draft soon.
Just need to stop getting distracted by the 3 ring scanners, the bandwidth and whatever else ccp rattati might announce.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14854
|
Posted - 2014.11.20 00:45:00 -
[82] - Quote
Iron Wolf Saber wrote:Update on the document; its at 50 pages now and drawing some art for it; will be getting public draft soon.
Just need to stop getting distracted by the 3 ring scanners, the bandwidth and whatever else ccp rattati might announce.
Have you drawn and Amarrian HAV? If so you must submit it to me for validation...... ...because everyone know I whine about it the most!......
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
|
Sgt Kirk
Fatal Absolution
8517
|
Posted - 2014.11.20 00:53:00 -
[83] - Quote
LAV turrets need an armor plate similar to what's supplied on the drop ship or their gunner. Way too easy to be shot out of the gunner seat, especially if you want it to be frontline support.
Also, Covert Vehicles capable of cloaking. Fresh yes?
Caldari Cloaked Dropship coming in to drop enemies on the roof because they are getting redlined is exciting. Especially when they get orbitaled by my Hybrid Strike from space
CCP holds the Caldari's hand so this doesn't happen again.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14857
|
Posted - 2014.11.20 01:01:00 -
[84] - Quote
Sgt Kirk wrote:LAV turrets need an armor plate similar to what's supplied on the drop ship or their gunner. Way too easy to be shot out of the gunner seat, especially if you want it to be frontline support.
Also, Covert Vehicles capable of cloaking. Fresh yes?
Caldari Cloaked Dropship coming in to drop enemies on the roof because they are getting redlined is exciting. Especially when they get orbitaled by my Hybrid Strike from space
Visual cloak maybe not....... scan cloak? Fresh yes?
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
|
Iron Wolf Saber
Den of Swords
17803
|
Posted - 2014.11.21 00:40:00 -
[85] - Quote
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.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
postapo wastelander
Wasteland Desert Rangers
698
|
Posted - 2014.11.21 00:44:00 -
[86] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why?
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?
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?
(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?
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
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?
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?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? (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
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
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.
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?
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?
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)
Why?
Finally your links! Gimmie!
I will be starting a comprehensive google document soon over the results that measures various aspects.
First just add full racial ones, tree can be balanced after responce on racial later.
"In the rust we trust"
|
Haerr
1978
|
Posted - 2014.11.22 18:00:00 -
[87] - Quote
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?
fighter jets
|
LowerThan SnakeShip
The Scope Gallente Federation
13
|
Posted - 2014.11.22 18:11:00 -
[88] - Quote
one i think that a racial skill tree that have racial bonuses would spice things up
two hav should have advanced versions maybe racial i.e. mimitar smaller and faster cal maybe hover tank amar and gal should be bigger with dual turrets
instead of just straight logi dropships why not make the bolas version a logi dropship with cru remote rep and supply depot capabilities
and why cant ads get specific turrets like the hav do i.e. swarm launchers air to air , some version of the large blaster to do actual straveing runs
and for gods sake can i get a pilot suit |
Spkr4theDead
Red Star. EoN.
2398
|
Posted - 2014.11.22 18:21:00 -
[89] - Quote
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. Time critical?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Iron Wolf Saber
Den of Swords
17827
|
Posted - 2014.11.22 19:07:00 -
[90] - Quote
Spkr4theDead 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. Time critical?
https://twitter.com/IronWolfSaber/status/536088497078009856
a source of another but related delay; vehicles getting shifted back another week at this rate ><
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
|
Iron Wolf Saber
Den of Swords
17827
|
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
|
Gabriella Grey
THE HANDS OF DEATH RUST415
223
|
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
|
Haerr
2009
|
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
|
Lazer Fo Cused
Shining Flame Amarr Empire
140
|
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
.
|
Iron Wolf Saber
Den of Swords
17850
|
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
|
DUST Fiend
Onslaught Inc RISE of LEGION
15217
|
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
|
Iron Wolf Saber
Den of Swords
17850
|
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
|
DUST Fiend
Onslaught Inc RISE of LEGION
15217
|
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
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15125
|
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...
|
DUST Fiend
Onslaught Inc RISE of LEGION
15217
|
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
|
|
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...
|
DUST Fiend
Onslaught Inc RISE of LEGION
15217
|
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
|
Iron Wolf Saber
Den of Swords
17850
|
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
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15125
|
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...
|
DUST Fiend
Onslaught Inc RISE of LEGION
15218
|
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
|
Lazer Fo Cused
Shining Flame Amarr Empire
141
|
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
|
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
|
Derrith Erador
Fatal Absolution
3087
|
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
|
Spkr4theDead
Red Star. EoN.
2405
|
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
|
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
|
|
Spkr4theDead
Red Star. EoN.
2405
|
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
|
Iron Wolf Saber
Den of Swords
17964
|
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
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15446
|
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.
|
Grimmiers
731
|
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
|
|
|
|
Pages: 1 2 3 4 :: [one page] |