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Thread Statistics | Show CCP posts - 11 post(s) |
Auris Lionesse
Kang Lo Directorate Gallente Federation
1327
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Posted - 2015.01.14 07:03:00 -
[1] - Quote
one question? can there be a new control scheme added for vehicles? specifically modeled after battlefield with a left shoulders brake/reverse and a right r2 acceleration button?
considering one of the tank destroyers would be aimed through actual positioning of the vehicle. itd be cool to have the turret only move marginally with the right stick for fine adjustments, (20-30degrees max) and use left stick for steering/aiming and positioning with l1 l2 for break and reverse, make r2 accelerate and r1 becomes the new module radial.
unless the halfway analog deadzone has been addressed already, cause currently theyre just a pain to drive. i cant imagine trying to use the destroyer with the current scheme. i need to be able to stop on a dime and reverse if my gun cant be aimed well. thats how tank hunting in battlefield is. you play peekaboo. drive out, pop someone with the gun, and while its reloaded you haul it back before he can turn and kill you and its back to cat and mouse. thats how i see the enforcers at least. ive wanted a dedicated tank destroyer for sometime.
i initially saw it as the medium assault vehicle fitted with a large cannon av turret. mobile, low health, easy to sneakup on a tank and mess it up and spider away quickly when people realize youre there. dampened and quiet until you start firing.
marauders... well thats self explanatory. in eve a marauder is a battleship with a bastion module. make them a bit slower and give them an immobilizing bastion module that increase defense and allows them to effectively be a larger turret for point defense. set it up on a road, the tank lowers, its armor plates move a little to create full coverage and then its a larger unmoveable turret as long as the modules active.
otherwise they should just be very slow moving high hp.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1328
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Posted - 2015.01.14 07:12:00 -
[2] - Quote
also as for the missile turret. i think it should be redsigned along with an assault variant of the swarm launcher.
give it a laser designator. that you piant the target vehicle with. the missiles fly out and follow the laser point this way its actually guided missiles and not just dumbfire rockets. then rebalance accordingly cause they can be aimed at long range, as missiles should be long range weapons and reduce the damage they can deal up close.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1328
|
Posted - 2015.01.14 07:18:00 -
[3] - Quote
Breakin Stuff wrote:Auris Lionesse wrote:one question? can there be a new control scheme added for vehicles? specifically modeled after battlefield with a left shoulders brake/reverse and a right r2 acceleration button?
considering one of the tank destroyers would be aimed through actual positioning of the vehicle. itd be cool to have the turret only move marginally with the right stick for fine adjustments, (20-30degrees max) and use left stick for steering/aiming and positioning with l1 l2 for break and reverse, make r2 accelerate and r1 becomes the new module radial.
unless the halfway analog deadzone has been addressed already, cause currently theyre just a pain to drive. i cant imagine trying to use the destroyer with the current scheme. i need to be able to stop on a dime and reverse if my gun cant be aimed well. thats how tank hunting in battlefield is. you play peekaboo. drive out, pop someone with the gun, and while its reloaded you haul it back before he can turn and kill you and its back to cat and mouse. thats how i see the enforcers at least. ive wanted a dedicated tank destroyer for sometime.
i initially saw it as the medium assault vehicle fitted with a large cannon av turret. mobile, low health, easy to sneakup on a tank and mess it up and spider away quickly when people realize youre there. dampened and quiet until you start firing.
marauders... well thats self explanatory. in eve a marauder is a battleship with a bastion module. make them a bit slower and give them an immobilizing bastion module that increase defense and allows them to effectively be a larger turret for point defense. set it up on a road, the tank lowers, its armor plates move a little to create full coverage and then its a larger unmoveable turret as long as the modules active.
otherwise they should just be very slow moving high hp. bastion modules are nonviable in DUST. They would allow AV gunners to trivially kill vehicles. and control schemes need to be fixed in general. but I dunno if that is on the table
well id rather have the control scheme fixed first and foremost. i can make poorly made vehicles work as long as i can drive them. in the current state i cant make it around a corner without bumping into something or getting stuck in that wonky deadzone while trying to turn around.
as for bastion modules its simply a matter of balancing the numbers. any mechanic present in eve online has a potential home in dust. dust is just the ground version of eve online. there should be eve parity just as much as there should be racial parity.
thats why ive long been an advocate of capacitors and modules like armor resistance.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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