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Spkr4theDead
Red Star. EoN.
2412
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Posted - 2014.12.02 04:38:00 -
[1] - Quote
Apocalyptic Destroyerr wrote:CCP Rattati wrote:Thanks for the topic. We will indeed be taking a look at vehicles, and I agree it's their time now. Right now I am hoping to be able to do so in December, with a hotfix. I will certainly be asking the CPM and Community for all the feedback necessary.
A few things from the top of my head, that I would like to take a look at:
LLAV, but not OP fast version Two types of Missile Turrets Logistics Dropships, "no" weapons, remote rep, slow as HAV, ultra durable Ramming damage calculations Bring back a few Modules, preferably Active Small Blaster Dispersion is too high Re-review Dropships Turret elevation Small turrets in proper fitting placement Turret rotation speed and skill bug (not a bug really, it's just capped by the rotation max speed) Would like independent movement of ADS front turret (slight) Turret less HAV's, or MAV's, high speed high durability troop transport Marauders (Mammoth tanks)
Marauders . . . . Marauders . . . . . . Marauders !!! I wet myself. I never had the chance to pilot a Marauder during Chrome because I never had enough SP. If they come back, and they're worth it, and they improve the ADS, the logi DS and LAV are worth, and the MAV is good, then I'm going 100% pilot. Everything will be 5, and whatever else is left for infantry, well... whatever.
If this happens, you all can have fun trying to destroy me.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2412
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Posted - 2014.12.02 04:39:00 -
[2] - Quote
True Adamance wrote:Eruditus 920 wrote:Huzzah!
Would finally be something worthy of using my Boundless RE's on besides a Fattie's backside. If Marauders do come to exist then JLAVing will have to not instantly kill them. CCP needs to put out a hotfix to remove being able to put an RE on a LAV.
They said they would look into it when it first popped up, now it's working as intended. Being able to do it needs to be removed, and it should've been removed months ago.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2412
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Posted - 2014.12.02 04:55:00 -
[3] - Quote
True Adamance wrote:I certainly do want a Surya though.
Think
Complex 120mm Armour Plate Complex Armour Hardener Heavy Efficient Armour Repairer (414 reps per pulse) Heavy Armour Repairer I (360 Reps per pulse)
5885 Armour 7326.25 Armour EHP Plus active reps......... it will actually be a viable armour tank. They'll probably be nerfed pretty hard though.
Active reps most likely won't be what they used to be, but they should be quite a lot better than the passive mods.
Should there be a skill for the siege module, having to buy it? Or do you think it should already be on the tank, not taking up a slot or CPU/PG? What would the passive bonus/es be for the Marauder? I feel 4/3 and 3/4 would be fair for them, as they would be ADV tanks, it's fitting that they should tier forward like dropsuits, especially increased CPU/PG.
If I had a Surya, this is how I'd fit it (hopefully the siege module would be as I described above): NOS 2x scanners
plate 1 passive rep 1 hardener 1 active rep
Sagaris: 1 damage mod 2x hardeners 1 extender or booster
1 light rep 1 small plate 1 ammo expansion
Also, what would the passive bonuses be for the logi vehicles? Dropship could be something like 5% or 10% per level for spawn time, with the mCRU built-in. Second passive could be distance for remote reps, maybe add to the rep rate as well. Same with the logi LAV, as it would be faster than the ship.
Oh, and maneuverability for the STD ships plus the future logi ships absolutely has to be made much better. It literally takes me about 100ft to turn a 180-¦ when I'm going full speed, and that's with dipping the nose towards the ground to try to pirouette the ship. I'm not talking about ADS speed and handling, but it definitely needs to be better.
Rattati, if you see this thread and my post, please, PLEASE, put up a thread about it, and ask for PILOT advice, including going into the DevHangout chat on the game, talking to us, and playing with us so you can see what happens with a 1st and 3rd person view, like my rail stops firing and overheats, or when we get glued to something because we backed into a wall or crate and are stuck for a full 3 seconds, and we can't even get off if we're trying to turn left or right while accelerating forward.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2412
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Posted - 2014.12.02 05:03:00 -
[4] - Quote
Sir Dukey wrote:True Adamance wrote:Only the Sagaris will be used if Shield Tank Fitting Stats and passive regeneration values are not brought to heel. Armor tanks can get up to 250 armor reps passive every sec and still have more EHP than shield tanks. He's probably going to rework vehicles again. They should follow EVE lore, and that's shield has a constant, non-stop regen; apparently, damage being able to stop it is BS. It doesn't have to be fast, could be 50 per second after taking damage, then go at a faster pace once incoming damage has ceased after a few seconds. Also apparently, having shield extenders increases the regen rate.
Armor reps are supposed to be active, with big gains per pulse. I miss the active reps, back when tanks actually felt like tanks, using them in PC and laughing at 4 forge gunners on the rings.
Yeah, I know you're all going to say that that was OP. Well, no, it's not. A tank is supposed to be a tank, as in infantry weapons doing 0 damage to a vehicle. While I find it hilarious that I can finish all vehicles with an HMG, that should never happen. They should be able to take a lot of damage, as well as dish it out. Back when tanks were good, I could take on 2 at a time with AV hitting me too, why? Because of the difference in experience. I laughed when a shield missile tried to take on my shield rail, as he had a NOS in it. That eats away from your HP. He easily fell to me, why? Because experience. He was going back and forth, and I was timing my shots expertly. I know exactly how to turn my turret and hull in sync to get a successful hit every time.
This should be what separates some random guy with a Sica that's actually a danger to me, because my rail wants to start misfiring. They weren't OP before, the pilots were just that good.
Oh, and Dukey, the Sagaris was the Caldari Marauder tank. The Surya was the Gallente Marauder tank.
If they're reintroduced, they'll be murder tanks. Because that's what we're going to do. It'll be doomsday for all.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2413
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Posted - 2014.12.02 05:49:00 -
[5] - Quote
True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:I certainly do want a Surya though.
Think
Complex 120mm Armour Plate Complex Armour Hardener Heavy Efficient Armour Repairer (414 reps per pulse) Heavy Armour Repairer I (360 Reps per pulse)
5885 Armour 7326.25 Armour EHP Plus active reps......... it will actually be a viable armour tank. They'll probably be nerfed pretty hard though. Active reps most likely won't be what they used to be, but they should be quite a lot better than the passive mods. Should there be a skill for the siege module, having to buy it? Or do you think it should already be on the tank, not taking up a slot or CPU/PG? What would the passive bonus/es be for the Marauder? I feel 4/3 and 3/4 would be fair for them, as they would be ADV tanks, it's fitting that they should tier forward like dropsuits, especially increased CPU/PG. If I had a Surya, this is how I'd fit it (hopefully the siege module would be as I described above): NOS 2x scanners plate 1 passive rep 1 hardener 1 active rep Sagaris: 1 damage mod 2x hardeners 1 extender or booster 1 light rep 1 small plate 1 ammo expansion Also, what would the passive bonuses be for the logi vehicles? Dropship could be something like 5% or 10% per level for spawn time, with the mCRU built-in. Second passive could be distance for remote reps, maybe add to the rep rate as well. Same with the logi LAV, as it would be faster than the ship. Oh, and maneuverability for the STD ships plus the future logi ships absolutely has to be made much better. It literally takes me about 100ft to turn a 180-¦ when I'm going full speed, and that's with dipping the nose towards the ground to try to pirouette the ship. I'm not talking about ADS speed and handling, but it definitely needs to be better. Rattati, if you see this thread and my post, please, PLEASE, put up a thread about it, and ask for PILOT advice, including going into the DevHangout chat on the game, talking to us, and playing with us so you can see what happens with a 1st and 3rd person view, like my rail stops firing and overheats, or when we get glued to something because we backed into a wall or crate and are stuck for a full 3 seconds, and we can't even get off if we're trying to turn left or right while accelerating forward. Siege Modules are tricky business. EVE side the affect Repair Capacity, Direct Damage, and various other things but completely prevent movement..... they'd need serious thought before implementation as either they'd be too powerful or not powerful enough. They can't stop the movement of the tank. There is no combat without movement. If that were the case, then nobody would ever use that mod. I know I certainly would, if it brought my tank to a halt to start getting pulverized by 5 people. I'll accept a 50% reduction to movement speed while it's active, but no more. If they make the mod really worth it, then 75%. But it cannot be 100%. Like I said, there's no combat without movement. If today's Abrams can fire accurately while moving, then there's no reason that a tank 50,000 years in the future can't fire while having a specialized mod activated.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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