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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
DarthJT5
12th Shadow Legion
136
|
Posted - 2014.12.15 15:29:00 -
[31] - Quote
Jadd Hatchen wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done. Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at? FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!! Aaaannnnnnd this is the kind of feedback we don't need. Please go away
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Racro 01 Arifistan
501st Knights of Leanbox
473
|
Posted - 2014.12.15 15:35:00 -
[32] - Quote
[quote=Vitharr Foebane] anti shield AV solution quote] simple
flux grenades plasma cannon forge guns
theres your anti shield av.
Elite Gallenten Soldier
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DarthJT5
12th Shadow Legion
136
|
Posted - 2014.12.15 15:35:00 -
[33] - Quote
Breakin Stuff wrote:DarthJT5 wrote:Along with some module rebalancing, I think the Marauders should get a 5/2 slot layout. Enforcers get a 4/3. Please won't make them have the same spot layout as std, there would be absolutely no fun or usefulness in that this would make buffing AV sharply a necessity. I was right when I said they were making HAVs variants rather than a three-step tier. This is better. Honestly, I think that if they buff proto av to counter the new tanks, then it would be fine. Give std an extra slot for their racial tank, buff AV accordingly. Then the new tanks would only have one extra slot, making balance much easier. Only problemi see is other vehicle types getting slaughtered, but this can be countered by buffing them up.
These changes wouldn't change anything except giving vehicles extra slots for more variety.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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DarthJT5
12th Shadow Legion
136
|
Posted - 2014.12.15 15:36:00 -
[34] - Quote
Racro 01 Arifistan wrote:[quote=Vitharr Foebane] anti shield AV solution quote] simple
flux grenades plasma cannon forge guns
theres your anti shield av.
Forge guns are anti armor
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Jadd Hatchen
KILL-EM-QUICK
698
|
Posted - 2014.12.15 15:50:00 -
[35] - Quote
DarthJT5 wrote:Jadd Hatchen wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done. Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at? FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!! Aaaannnnnnd this is the kind of feedback we don't need. Please go away
It obviously worked since it got your attention didn't it?
I like the idea of expanding the specialization of HAV's but I also believe that CCP is progressing in a backwards and wrong way to accomplish it. They are trying to skip to the end gameplay without fixing or even providing any intermediary steps. This results in players who cannot participate in the end game play becoming upset and crying about how "broken" the vehicles are. But in a world where LAV's and smaller dropships are worked on FIRST, then there would be intermediate counters to the latter higher powered HAV's.
This is my issue with CCP's approach to making changes in their game. They race to fix the stuff at the end that only a minority of players can actually do anything about and then afterwards they realize the mistake (as players leave the game) and then try to make up for it with bonus skillpoint events.
Seriously, most people develop things in the order of crawl, then walk, then run, then fly... CCP is skipping to fly and when they crash and burn because they never considered that they actually NEEDED the other stuff to build upon in order to be able to do the flying at the end.
HAV's are SUPPOSED to be these powerful things on the battlefield. However a small group of light fast LAVs or ADS's should be able to single out and gang up on one. But this gameplay aspect is missed because the LAV's are ignored for updating and specialization and dropships are next on the ignored list. If you introduce more HAV types now, it will only spur more players to want to try them out (of course as everyone wants to try the new thing). This will mean many HAV's on the field and no natural non-HAV counter for them. This will result in everyone crying on the forums about how OP they are and there is no way to counter them. This will result in a knee-jerk reaction from CCP to either nerf the HAV's more or to buff the anti-vheicle weapons carried by infantry. This will even further marginalized the LAV's and the dropships.
STOP marginalizing the LAV's and the dropships! They are the path forward to fixing things in the rock-paper-scissors world of vehicles in DUST. Please address them first and more importantly please create Minmatar and Amarr versions of LAVs and then dropships along with the light turrets to go with them BEFORE trying to create more HAVs.
There, is that constructive enough for you? =P
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Vell0cet
OSG Planetary Operations Covert Intervention
2685
|
Posted - 2014.12.15 15:51:00 -
[36] - Quote
DarthJT5 wrote:Jadd Hatchen wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done. Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at? FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!! Aaaannnnnnd this is the kind of feedback we don't need. Please go away I agree the tone is not constructive, but I think the sentiments are valid criticism. It's really about the sequence of additions the vehicle roadmap should take. I think that is an important discussion/debate to have (perhaps not in this thread though).
If it were up to me, I would roll out the vehicle rebalance in the following stages:
1. Capacitors, neuts, webs, bring back the old modules, skills and rebalance the existing vehicles around these. This would be a big deal and could take a few rounds of hot fixing numbers to get right. That buys time for:
2. Introduction of full racial parity in vehicles, turrets and heavy weapons. Again this could take a while to balance the new additions.
3. Finally, release the vehicle variants, and balance them in, using the existing knowledge gleaned from the past balancing efforts.
It seems we're jumping straight to 3 (im guessing because the art assets already exist and it appears to be low-hanging fruit) and this will be much harder to ever get 1 and 2 added later. Instead of balancing being a progressive process and building over time, it would have to keep re-addressing the same issues repeatedly if we do things out-of-order. I think this would be a big mistake.
Best PvE idea ever!
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Jadd Hatchen
KILL-EM-QUICK
698
|
Posted - 2014.12.15 15:55:00 -
[37] - Quote
Vell0cet wrote:DarthJT5 wrote:Jadd Hatchen wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done. Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at? FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!! Aaaannnnnnd this is the kind of feedback we don't need. Please go away I agree the tone is not constructive, but I think the sentiments are valid criticism. It's really about the sequence of additions the vehicle roadmap should take. I think that is an important discussion/debate to have (perhaps not in this thread though). If it were up to me, I would roll out the vehicle rebalance in the following stages: 1. Capacitors, neuts, webs, bring back the old modules, skills and rebalance the existing vehicles around these. This would be a big deal and could take a few rounds of hot fixing numbers to get right. That buys time for: 2. Introduction of full racial parity in vehicles, turrets and heavy weapons. Again this could take a while to balance the new additions. 3. Finally, release the vehicle variants, and balance them in, using the existing knowledge gleaned from the past balancing efforts. It seems we're jumping straight to 3 (im guessing because the art assets already exist and it appears to be low-hanging fruit) and this will be much harder to ever get 1 and 2 added later. Instead of balancing being a progressive process and building over time, it would have to keep re-addressing the same issues repeatedly if we do things out-of-order. I think this would be a big mistake.
Hey Darth, this guy got it, why didn't you? More importantly, why doesn't CCP?
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Gabriel Ceja
OSG Planetary Operations Covert Intervention
71
|
Posted - 2014.12.15 15:57:00 -
[38] - Quote
Well first of all with the slots, and I know some people may disagree, but for the sake of balance need to have the Same slot layout as the standard tanks pretty much be glorified STD Tanks but with more pg/cpu of course for better fitting options. The reason for this solution is because it would be a lot better if it possibly under performs with this layout than being OP off the bat that way if it does under perform well than you can add in more slots and pg/cpu with a hotfix. As for bonuses since the marauders are the super heavy tank which sounds Kick A. btw would like to sse maybe a bonus to shield extender/armor plate efficiency.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Joseph Ridgeson
WarRavens Capital Punishment.
2942
|
Posted - 2014.12.15 16:01:00 -
[39] - Quote
Look into the fitting of the Madrugar. The primary reason why the Gunnlogi is superior to the Madrugar is the down right terrible fitting. Losing 370 CPU for 370 PG is no where near a good trade. My Gunnlogi is a piece of cake to fit while my Madrugar is pretty much instantly maxed out on CPU no matter what I do.
I will also say that prices should be close. Marauders were previously balanced around cost. I think this is a bad idea as balancing something by putting a high price tag on it hurts poor people and those that have one billion ISK could not care less.
I greatly dislike the "insta pop" mechanic, even if it is meant as a hard counter like pulling in one specific tank to take out one specific tank. Even my cheapo Gunnlogi runs at 315,000 ISK. One thing I didn't like about 1.7 is that tank fights were no longer bruised bare fist bar fights, it a gun fight on whoever shot and hit first won. While TTK was being increased for Dropsuits, it was being heavily decreased for vehicles. I think it is currently decent as is considering the overheat stops you from instant blaping other tanks but I am still dubious on a design that is meant to "insta pop" given the prices of these vehicles. Unlike Drop Suits, I don't get a bonus if I am not using that Tank.
If I am running in my Prototype Scout and I die a lot, I can decide to run around in my Basic Scout. My level 5 Caldari Scout still gives me insane scan range, a very easy to fit Cloak, and makes me harder to see. If I have level 5 UHAV and a Falchion keeps killing me so I drop to my Gunnlogi/Madrugar, those level 5 points are wasted. The difference is that there is NO cheaper option to be a UHAV than to go to a completely different skill set. Possible fix: allow MBT's to get some benefit from those other skills. Possible flaw: completely removes the idea of tieracide for tanks as it was originally designed in 1.7.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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DarthJT5
12th Shadow Legion
137
|
Posted - 2014.12.15 16:02:00 -
[40] - Quote
Jadd Hatchen wrote:Vell0cet wrote:DarthJT5 wrote:Jadd Hatchen wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done. Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at? FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!! Aaaannnnnnd this is the kind of feedback we don't need. Please go away I agree the tone is not constructive, but I think the sentiments are valid criticism. It's really about the sequence of additions the vehicle roadmap should take. I think that is an important discussion/debate to have (perhaps not in this thread though). If it were up to me, I would roll out the vehicle rebalance in the following stages: 1. Capacitors, neuts, webs, bring back the old modules, skills and rebalance the existing vehicles around these. This would be a big deal and could take a few rounds of hot fixing numbers to get right. That buys time for: 2. Introduction of full racial parity in vehicles, turrets and heavy weapons. Again this could take a while to balance the new additions. 3. Finally, release the vehicle variants, and balance them in, using the existing knowledge gleaned from the past balancing efforts. It seems we're jumping straight to 3 (im guessing because the art assets already exist and it appears to be low-hanging fruit) and this will be much harder to ever get 1 and 2 added later. Instead of balancing being a progressive process and building over time, it would have to keep re-addressing the same issues repeatedly if we do things out-of-order. I think this would be a big mistake. Hey Darth, this guy got it, why didn't you? More importantly, why doesn't CCP? I never said I disagreed with your post did I? I just said that the kind of feedback you gave was not the kind we need, so I asked you to go away. You could have posted feedback in a positive way, and I would have completely agreed with you. Instead, you decided to go the 12 year old route and flame the post.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Al the destroyer
NECROM0NGERS
212
|
Posted - 2014.12.15 16:05:00 -
[41] - Quote
Breakin Stuff wrote:DarthJT5 wrote:Along with some module rebalancing, I think the Marauders should get a 5/2 slot layout. Enforcers get a 4/3. Please won't make them have the same spot layout as std, there would be absolutely no fun or usefulness in that this would make buffing AV sharply a necessity. I was right when I said they were making HAVs variants rather than a three-step tier. This is better. I think they should have a different slot layout. A super tank should be just that super. I don't think we would need to buff AV at all. It makes no sense to have different tanks with the same slot layout. Make them cost more isk accordingly. AV should not be able to take one of these "super" tanks out easily it would take teamwork. Again IMO you should make these tanks special by giving them unique slot layouts. Otherwise the tanks we have are enough. |
Cat Merc
Fatal Absolution General Tso's Alliance
13859
|
Posted - 2014.12.15 16:18:00 -
[42] - Quote
I think the generalist tanks should have more slots, while the specialized tanks get fewer.
The generalists will build their tank exactly how they like it, while the specialists will have the tank pre-built, with just a limited amount of modification allowed.
So Madrugar and Gunnlogi? 7 total high/low slots. Enforcers and Marauders? 5 total slots.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Thaddeus Reynolds
Facepunch Security
128
|
Posted - 2014.12.15 16:28:00 -
[43] - Quote
Cat Merc wrote:I think the generalist tanks should have more slots, while the specialized tanks get fewer.
The generalists will build their tank exactly how they like it, while the specialists will have the tank pre-built, with just a limited amount of modification allowed.
So Madrugar and Gunnlogi? 7 total high/low slots. Enforcers and Marauders? 5 total slots.
This I really like the idea of (Like tech 2 ships in eve loosing a rig slot and calibration), but it would require a major overhaul of the existing vehicle modules...(which they kinda already need...)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Jadd Hatchen
KILL-EM-QUICK
698
|
Posted - 2014.12.15 16:36:00 -
[44] - Quote
Joseph Ridgeson wrote:Look into the fitting of the Madrugar. The primary reason why the Gunnlogi is superior to the Madrugar is the down right terrible fitting. Losing 370 CPU for 370 PG is no where near a good trade. My Gunnlogi is a piece of cake to fit while my Madrugar is pretty much instantly maxed out on CPU no matter what I do.
I will also say that prices should be close. Marauders were previously balanced around cost. I think this is a bad idea as balancing something by putting a high price tag on it hurts poor people and those that have one billion ISK could not care less.
I greatly dislike the "insta pop" mechanic, even if it is meant as a hard counter like pulling in one specific tank to take out one specific tank. Even my cheapo Gunnlogi runs at 315,000 ISK. One thing I didn't like about 1.7 is that tank fights were no longer bruised bare fist bar fights, it a gun fight on whoever shot and hit first won. While TTK was being increased for Dropsuits, it was being heavily decreased for vehicles. I think it is currently decent as is considering the overheat stops you from instant blaping other tanks but I am still dubious on a design that is meant to "insta pop" given the prices of these vehicles. Unlike Drop Suits, I don't get a bonus if I am not using that Tank.
If I am running in my Prototype Scout and I die a lot, I can decide to run around in my Basic Scout. My level 5 Caldari Scout still gives me insane scan range, a very easy to fit Cloak, and makes me harder to see. If I have level 5 UHAV and a Falchion keeps killing me so I drop to my Gunnlogi/Madrugar, those level 5 points are wasted. The difference is that there is NO cheaper option to be a UHAV than to go to a completely different skill set. Possible fix: allow MBT's to get some benefit from those other skills. Possible flaw: completely removes the idea of tieracide for tanks as it was originally designed in 1.7.
AHA! See CCP, you missed the bout on intermediate steps even in the current gameplay. THIS is part of the issue that is wrong with the balance of vehicle gameplay in your game. There needs to be more intermediate steps that build up to that big HAV monster at the end. You finially got it right (somewhat) with the dropsuit tieracide, but the vehicles need it badly. You need to make the lower end vehicles actually worth piloting, and then when the high end HAV comes out to play it will actually mean something. Unlike now when people literally go hunting for HAV's with their swarms!!! Meaning that they have to hunt for vehicles because no one is using the damned things enough!!!!
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Jadd Hatchen
KILL-EM-QUICK
698
|
Posted - 2014.12.15 16:39:00 -
[45] - Quote
DarthJT5 wrote:Jadd Hatchen wrote:Vell0cet wrote:DarthJT5 wrote:Jadd Hatchen wrote: OMG!!!! Can you please finish the freaking RACIAL PARITY in vehicles and turrets before trying to fix the gameplay/balance of this s**t?!? Seriously. How can you expect to balance only two races' of vehicles and then upset that balance by introducing the other two races' of turrets and vehicles only to find that they will break everything all over again? PLEASE PLEASE PLEASE add in racial parity for the vehicles first and then add in the specialized tanks etc. I play a Minmatar, I would have maxed out my dropship piloting skills by now except for one problem... THERE ARE NO DAMNED MINMATAR DROPSHIPS RIGHT NOW!!!! So rather than waste points on Caldari or Gallente dropships, I've been DENIED that aspect of the game waiting patiently for YEARS now for you to get off your ass and get the racial parity in vehicles done.
Seriously CCP you have wasted so much damned potential for so much gameplay by not following through with full racial parity that it's just insane!!! If you need proof, just look back at the spikes in players and activity every time you finished racial parity for the other things like rifles and heavy/scout suits!!! Hell you still haven't finished racial parity on heavy weapons, again we see only two races' heavy weapons, where are the other two at?
FINISH YOUR DAMNED GAME THEN ADD THE NEW STUFF PLEASE!!!!
Aaaannnnnnd this is the kind of feedback we don't need. Please go away I agree the tone is not constructive, but I think the sentiments are valid criticism. It's really about the sequence of additions the vehicle roadmap should take. I think that is an important discussion/debate to have (perhaps not in this thread though). If it were up to me, I would roll out the vehicle rebalance in the following stages: 1. Capacitors, neuts, webs, bring back the old modules, skills and rebalance the existing vehicles around these. This would be a big deal and could take a few rounds of hot fixing numbers to get right. That buys time for: 2. Introduction of full racial parity in vehicles, turrets and heavy weapons. Again this could take a while to balance the new additions. 3. Finally, release the vehicle variants, and balance them in, using the existing knowledge gleaned from the past balancing efforts. It seems we're jumping straight to 3 (im guessing because the art assets already exist and it appears to be low-hanging fruit) and this will be much harder to ever get 1 and 2 added later. Instead of balancing being a progressive process and building over time, it would have to keep re-addressing the same issues repeatedly if we do things out-of-order. I think this would be a big mistake. Hey Darth, this guy got it, why didn't you? More importantly, why doesn't CCP? I never said I disagreed with your post did I? I just said that the kind of feedback you gave was not the kind we need, so I asked you to go away. You could have posted feedback in a positive way, and I would have completely agreed with you. Instead, you decided to go the 12 year old route and flame the post.
LOL, did you not read the post right before? Here, I'll link it for you since you are incapable of finding it yourself:
https://forums.dust514.com/default.aspx?g=posts&m=2519188#post2519188
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11700
|
Posted - 2014.12.15 16:50:00 -
[46] - Quote
Not directly related, but related to the plan for vehicles in general, and why killer HAVs need to exist. Consider Cat Merc's ideas.
https://forums.dust514.com/default.aspx?g=posts&t=183524
Cat Merc wrote:So, scratching my head about trying to figure out a place for vehicles on the battlefield without making them super dropsuits that massacre infantry without a care in the world, I thought of something. Vehicles need a role, a reason to exist on the field, and so I thought: "What would make vehicles extremely valuable to infantry without having them be extreme killing machines?"
And then I realized: "Support vehicles"
If tanks are to hunt tanks, those original tanks need a reason to exist in the first place. That was originally wrecking infantry, but as evidence shows, that's only fun for the pilots. So we are in a position where vehicles don't really do much but "exist", and nobody bothers to bring their own vehicles to hunt them down since they're either not worth bothering with, or dispatched quickly with AV.
Imagine if Logi vehicles were highly tanky, to the point where infantry AV would require a long time and a lot of concentrated fire to take down. Now imagine if said Logi vehicles provided powerful bonuses in an AOE to infantry: 100hp/s armor and shield regen, damage amplification, ammo resupply, mobile CRU, mobile supply depot, scanning, etc'.
You would want a way to get rid of them - You would WANT killer vehicles, vehicles designed to hunt other vehicles. You would WANT to have armored control on the battlefield, so you could bring support vehicles with impunity.
This gives vehicles a reason to exist initially, and provides a target that infantry can't easily dispatch of. This gives vehicles a reason to hunt down other vehicles. This gives people a reason to want armored control of the field.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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DarthJT5
12th Shadow Legion
137
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Posted - 2014.12.15 17:06:00 -
[47] - Quote
If you had given constructive feedback in the first place, then nobody would have had a problem with it. Sure, the post got my attention, but for all the wrong reasons. If you left out all the crap, then CCP might actually pay attention to it. As well as the other people on the forums. As far as I know, flame posts have NEVER brought any change to the game. Only the good ones have.
And now you seem to be after me because I pointed out your feedback was not needed. Please continue if you wish.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
738
|
Posted - 2014.12.15 17:14:00 -
[48] - Quote
CCP Rattati wrote:A necessary reminder, those who are not going to read the proposal and have nothing constructive to say, should not comment in this thread. Thanks.
first thing i noticed in your proposal is that cpu/pg are the same for gunnlogi and Madrugar. the Madrugar needs more of both. it cant make full use of its slots without fitting mods. itcan fit all basic gear without needing fitting mods. the gunnlogi on the other hand can fit whatever it wants because it can use its low slot for fitting mods. no one complains about it because there aren't any other useful low slot mods anyways.
the next thing is that it looks like youre looking to maintain current mechanics. but those mechanics were put in place after removing most of the old modules. is a rework of vehicle mechanics possible? or at least the modules?
can we get increased slot layouts if we want them? bringing back all the old modules is great, but without anywhere to put them we really wont have much in terms of viable fitting choices. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
739
|
Posted - 2014.12.15 17:27:00 -
[49] - Quote
Cat Merc wrote:CCP Rattati wrote:A necessary reminder, those who are not going to read the proposal and have nothing constructive to say, should not comment in this thread. Thanks. I don't see a role. All I see are more tank variants that will either make infantry whine or tankers whine, depending on how they're balanced. As Spkr said, in Skirmish 1.0 they had a role. Pounding the objective until it went kaboom. That meant that the defenders would bring their own vehicles to pound back at the attacker vehicles. This meant that vehicles had a role without being the "destroy all life" variant. I honestly do not think you should be adding more vehicle variants before you decide the role of the HAV.
they shouldve just fixed skirmish 1.0 instead of scrapping it. i know there were issues but none were beyond fixing.
the big issue was attackers would lose if they didnt get the first point fast enough. the should have been to replenish the MCC's hp by 25% each time a point was taken. id love to see it come back |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
739
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Posted - 2014.12.15 17:31:00 -
[50] - Quote
Al the destroyer wrote:Breakin Stuff wrote:DarthJT5 wrote:Along with some module rebalancing, I think the Marauders should get a 5/2 slot layout. Enforcers get a 4/3. Please won't make them have the same spot layout as std, there would be absolutely no fun or usefulness in that this would make buffing AV sharply a necessity. I was right when I said they were making HAVs variants rather than a three-step tier. This is better. I think they should have a different slot layout. A super tank should be just that super. I don't think we would need to buff AV at all. It makes no sense to have different tanks with the same slot layout. Make them cost more isk accordingly. AV should not be able to take one of these "super" tanks out easily it would take teamwork. Again IMO you should make these tanks special by giving them unique slot layouts. Otherwise the tanks we have are enough.
teamwork for "one" tank.
what happens when there's 6 of them?
we dont have enough players per team for that.
we could use team "bandwitdh" for vehicles to keep from having 6 marauders on the field at once. |
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Al the destroyer
NECROM0NGERS
212
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Posted - 2014.12.15 18:01:00 -
[51] - Quote
DeathwindRising wrote:Al the destroyer wrote:Breakin Stuff wrote:DarthJT5 wrote:Along with some module rebalancing, I think the Marauders should get a 5/2 slot layout. Enforcers get a 4/3. Please won't make them have the same spot layout as std, there would be absolutely no fun or usefulness in that this would make buffing AV sharply a necessity. I was right when I said they were making HAVs variants rather than a three-step tier. This is better. I think they should have a different slot layout. A super tank should be just that super. I don't think we would need to buff AV at all. It makes no sense to have different tanks with the same slot layout. Make them cost more isk accordingly. AV should not be able to take one of these "super" tanks out easily it would take teamwork. Again IMO you should make these tanks special by giving them unique slot layouts. Otherwise the tanks we have are enough. teamwork for "one" tank. what happens when there's 6 of them? we dont have enough players per team for that. we could use team "bandwitdh" for vehicles to keep from having 6 marauders on the field at once. I would love to be in that battle the payout would be awesome. But all kidding aside in a skirm if they brought out 6 of those things they would be lacking somewhere else it wouldn't be a good tactic to do that if you wanted to win. |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2702
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Posted - 2014.12.15 18:51:00 -
[52] - Quote
DeathwindRising wrote:Al the destroyer wrote:Breakin Stuff wrote:DarthJT5 wrote:Along with some module rebalancing, I think the Marauders should get a 5/2 slot layout. Enforcers get a 4/3. Please won't make them have the same spot layout as std, there would be absolutely no fun or usefulness in that this would make buffing AV sharply a necessity. I was right when I said they were making HAVs variants rather than a three-step tier. This is better. I think they should have a different slot layout. A super tank should be just that super. I don't think we would need to buff AV at all. It makes no sense to have different tanks with the same slot layout. Make them cost more isk accordingly. AV should not be able to take one of these "super" tanks out easily it would take teamwork. Again IMO you should make these tanks special by giving them unique slot layouts. Otherwise the tanks we have are enough. teamwork for "one" tank. what happens when there's 6 of them? we dont have enough players per team for that. we could use team "bandwitdh" for vehicles to keep from having 6 marauders on the field at once. You're right. I guess it's impossible for the same 2-3 people in AV to switch targets after they've killed one tank.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Grimmiers
743
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Posted - 2014.12.15 19:08:00 -
[53] - Quote
It's probably best if we keep these designed as standard variants with the same number of slots. A lot of people want adv/proto level slot layouts which would be fine if higher tiers just got more pg/cpu to fit stuff with.
And if a vayu is getting instapop'd would it have lav ehp? What would this mean for dropships getting sniped by an a falchion perched against a hillside? I already get hit by 2 cycles of a rail if I try to engage enemies with no chance to react.
As for base hp have you thought about simply adding and taking away a Basic Extender/Plate's worth of health?
Sagaris: 3340 Shields Falchion: 1960 Shields
Surya: 5020 Armor Vayu: 2990 Armor
And lets try to paint out this vayu getting one shotted by a Falchion.
If a Falchion fits 3 damage mods on a proto rail with just the max DHAV fitting bonus 1 shot would do 3248 dmg which is less than the vayu's ehp with the 1200 shields still in tacked. If the falchion only got a 10% racial bonus we're looking at a vayu with around 3500 ehp (500 shields/2990 armor.
This is where I would suggest having light vehicles be a viable option in destroying these glass cannon tanks. I can see lavs filled with 2~3 av specialists being pretty potent against them, but It would be nice to have an assault lav class that can make use of any new av turrets.
Edit: Vayu's dps with this setup would be around 1662 |
shaman oga
Dead Man's Game
3449
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Posted - 2014.12.15 19:21:00 -
[54] - Quote
To continue with my previous post, i find a rock paper scissor mechanic, good for a very short period, but in a mid long time it will be very boring. It's like if to counter a cal heavy, you can use only scrambler rifle, scr can be the best option, but you have many other ways.
In a R-P-S mechanic, you'll will always do the same to counter your opponent move and he will inevitably do the counter move too, this till the end of the battle. (if they have enough SP of course)
Tanks suffer the same disease of the commando right now, low slot count, low resources, inability to fit all their turrets and have good modules (if you don't have lvl. 5 optimization).
With such a low slot count it's even hard to think at variations that are not RPS.
If you want to keep current stats of tanks, why don't you nerf all the modules and give to tanks old slot layout? Tankers would be happy to play with their fits and vehicle world would get close to infantry world in term of variability.
Situational awareness also known as passive scan.
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Al the destroyer
NECROM0NGERS
212
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Posted - 2014.12.15 19:43:00 -
[55] - Quote
Grimmiers wrote:It's probably best if we keep these designed as standard variants with the same number of slots. A lot of people want adv/proto level slot layouts which would be fine if higher tiers just got more pg/cpu to fit stuff with.
And if a vayu is getting instapop'd would it have lav ehp? What would this mean for dropships getting sniped by an a falchion perched against a hillside? I already get hit by 2 cycles of a rail if I try to engage enemies with no chance to react.
As for base hp have you thought about simply adding and taking away a Basic Extender/Plate's worth of health?
Sagaris: 3340 Shields Falchion: 1960 Shields
Surya: 5020 Armor Vayu: 2990 Armor
And lets try to paint out this vayu getting one shotted by a Falchion.
If a Falchion fits 3 damage mods on a proto rail with just the max DHAV fitting bonus 1 shot would do 3248 dmg which is less than the vayu's ehp with the 1200 shields still in tacked. If the falchion only got a 10% racial bonus we're looking at a vayu with around 3500 ehp (500 shields/2990 armor.
This is where I would suggest having light vehicles be a viable option in destroying these glass cannon tanks. I can see lavs filled with 2~3 av specialists being pretty potent against them, but It would be nice to have an assault lav class that can make use of any new av turrets.
Edit: Vayu's dps with this setup would be around 1662 +1 you could have the same slot layout just higher base EHP CPU and PG to fit better modules! I don't think A/V needs a buff killing tanks now is easy I would love to hunt these new tough tanks with a FG squad!! |
Tesfa Alem
Death by Disassociation
605
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Posted - 2014.12.15 19:43:00 -
[56] - Quote
DeathwindRising wrote:Al the destroyer wrote:Breakin Stuff wrote:DarthJT5 wrote:Along with some module rebalancing, I think the Marauders should get a 5/2 slot layout. Enforcers get a 4/3. Please won't make them have the same spot layout as std, there would be absolutely no fun or usefulness in that this would make buffing AV sharply a necessity. I was right when I said they were making HAVs variants rather than a three-step tier. This is better. I think they should have a different slot layout. A super tank should be just that super. I don't think we would need to buff AV at all. It makes no sense to have different tanks with the same slot layout. Make them cost more isk accordingly. AV should not be able to take one of these "super" tanks out easily it would take teamwork. Again IMO you should make these tanks special by giving them unique slot layouts. Otherwise the tanks we have are enough. teamwork for "one" tank. what happens when there's 6 of them? we dont have enough players per team for that. we could use team "bandwitdh" for vehicles to keep from having 6 marauders on the field at once.
Tank ISK prices have not changed since 1.7 dropped. Why do you think its extremely rare right now to encounter 6 enemy tanks?
Give me 6 forge gunners and see how quickly those 6 tanks disapear, either dead or in the redline. Plus tanks usually run into enemy tanks. We dont even see 6 militia fit sicas any more, i can't see why your worrying about a match where you would find very expensive 6 proto fit maruaders. Its half a million for a proto fit gunlogi right now, i can't see 6 players spending 3,000,000 or more isk in a pub match, let alone the cost of the higher tier tanks.
Redline for Thee, but no Redline for Me.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15924
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Posted - 2014.12.15 20:00:00 -
[57] - Quote
Thaddeus Reynolds wrote:Cat Merc wrote:I think the generalist tanks should have more slots, while the specialized tanks get fewer.
The generalists will build their tank exactly how they like it, while the specialists will have the tank pre-built, with just a limited amount of modification allowed.
So Madrugar and Gunnlogi? 7 total high/low slots. Enforcers and Marauders? 5 total slots. This I really like the idea of (Like tech 2 ships in eve loosing a rig slot and calibration), but it would require a major overhaul of the existing vehicle modules...(which they kinda already need...)
Yet T2 Ships almost always have more module slots that T1's.
The issue I see with it is that even if the power of Marauders or Enforcers in is their role bonuses that tanks themselves aren't very interesting or enjoyable to use.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spectral Clone
Abandoned Privilege Top Men.
3384
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Posted - 2014.12.15 20:07:00 -
[58] - Quote
In order to bring a purpose to start the "tank escalation", there should be one tank type that will damage the MCC.
Three types of tanks: - Anti MCC - Anti tank - Anti infantry
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5786
|
Posted - 2014.12.15 20:16:00 -
[59] - Quote
Al the destroyer wrote:Breakin Stuff wrote:DarthJT5 wrote:Along with some module rebalancing, I think the Marauders should get a 5/2 slot layout. Enforcers get a 4/3. Please won't make them have the same spot layout as std, there would be absolutely no fun or usefulness in that this would make buffing AV sharply a necessity. I was right when I said they were making HAVs variants rather than a three-step tier. This is better. I think they should have a different slot layout. A super tank should be just that super. I don't think we would need to buff AV at all. It makes no sense to have different tanks with the same slot layout. Make them cost more isk accordingly. AV should not be able to take one of these "super" tanks out easily it would take teamwork. Again IMO you should make these tanks special by giving them unique slot layouts. Otherwise the tanks we have are enough.
one player must be countered by one player.
Period. a vehicle that allows one player to force three players out of the battle to deal with him is in no way balanced.
People are screaming enough about sentinels. I want you to imagine what we get if you get your wish.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Jadd Hatchen
KILL-EM-QUICK
699
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Posted - 2014.12.15 20:51:00 -
[60] - Quote
DarthJT5 wrote:If you had given constructive feedback in the first place, then nobody would have had a problem with it. Sure, the post got my attention, but for all the wrong reasons. If you left out all the crap, then CCP might actually pay attention to it. As well as the other people on the forums. As far as I know, flame posts have NEVER brought any change to the game. Only the good ones have. And now you seem to be after me because I pointed out your feedback was not needed. Please continue if you wish.
Actually, Darth, you singled me out first with you wonderful post deriding my lack of taste post. If you wanted to "shame" me somehow with that original posting you would have been better off to have said so in a less douchie way... I'll admit my original posting was meant to be inflammatory on purpose. But you decided to drop down to that level right along with me solely to point it out. Now if you had said something more constructive as well, then I wouldn't have bothered replying to your reply. But since you "called me out" the inner douche in me just begged to be let out and have fun with you. So yeah I'm continuing because I wish to. =P
On another note, I've gone the path of constructive non-inflamatory critiquing in these forums before... AND I GOT NOTHING IN RESPONSE FOR IT. So psych 101 says that in the lack of a bio-feedback loop, I determine that there's been no reception of my initial attempts and thus I change tactics. Now that I'm receiving feedback (even negative feedback) it's proven that my message was at least received. Thus why forums/trolls and the internet suck for this kinda crap.
As for the original topic, I still stand by the point that adding more HAV's because they are "Hey guys look cool tanks!" is the wrong path to go with for this game. Instead a more solid and more balanced approach would be to do two things:
1 - Finish the racial parity for both vehicles and for vehicle turrets. 2 - Create more roles for LAV's (and even more types like trikes/quads etc) and for dropships (or light fighters or whatever you want them to be).
Hell this could be done at the same time as in CCP could be developing both more LAVs (like a one man trike without weapons) and at the same time be adding in the Minmatar/Amarr LAV's and the associated small turrets to go with them.
Then on the next pass they could create a different type of dropship or specialization for it and add in the Minmatar/Amarr ones and still use the already created small turrets.
Then on the last pass they could add in the new HAV's, including the Minamatar/Amarr ones and also finally include the new heavy turrets for the Minmatar and Amarr as well.
But instead we are jumping straight to the end of MOAR OP"NESS HEAVY STOMP ON UR BUTT TANKS!!! Gobble gobble much munch burp!!!
Why?
What happened to logistics LAV's? How about mobile depot LAV's for resupplying ammor to other vehicles on the run? How about a trike that a heavy can ride on (OMG fat dude on a Harley picture) instead of wasting a freaking full sized LAV all the time to get from place to place? What about a one man LAV that can carry a forward fixed heavy gun but nothing else for anti-tank jihading? Add in the other two races' small turrets to this whole mix and suddenly you have so many choices and opportunities for so much cooperative, constructive, and emergent gameplay!!!
WHY CCP!!!! WHY ARE YOU SO BLIND TO THE AWESOMENESS THAT COULD BE THIS GAME IF YOU WOULD JUST OPEN YOUR EYES!!!! THE WASTED OPPORTUNITIES JUST BREAK MY HEART AND CAUSE MY BRAIN TO GO INSANE WITH ANGUISH!!!!!!
Oh and one other thing!!! FIX THE VEHICLE LOCKS!!! Right now new players don't understand why they cannot get into a vehicle right away!!! They think the driver is just being a **** or stupid or something and thus shoot at vehicles not realizing how freaking annoying that **** is. It's an EASY FIX. Just have a state setting for all vehicles (I know you already have it as a blue character cannot enter into a red turret and instead is given the option to hack it). The state would just be an extension of the "is the vehicle your team or not" and instead of 0 or 1, make it 00, 01, 10, or 11 where 00 is other team must hack it; 01 is same team, but cannot enter because it's locked to owner only; 10 is same team, but may or may not enter depending upon if you are of the same squad as owner; and, 11 is unlocked and open for anyone on the same team. There I fixed it for you. =P (Yeah I know that's not how they did the code, but you'd be surprised sometimes.)
But instead we have to endure stupid OP tanks wars before we can have anything else because they happen to be somehow less "gratifying" for the programmers at CCP to code for or some stupid thing like that.
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