137H4RGIC
Bloodline Rebellion Capital Punishment.
292
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Posted - 2014.11.13 23:34:00 -
[2] - 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.
D.U.S.T. Don't Underestimate Stupid Tryhards...
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137H4RGIC
Bloodline Rebellion Capital Punishment.
292
|
Posted - 2014.11.13 23:35:00 -
[3] - 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,
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