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CCP Rattati
C C P C C P Alliance
15378
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Posted - 2015.01.22 05:22:00 -
[1] - Quote
Dear players,
after reading through the 71 pages, and going back to study the dropsuit progression, plus factor in the massive tank OP situation that has arisen in the past, I propose that we introduce a tiericided approach to vehicles that has been proposed with dropsuits before. Dropsuits are different in that their relative powerlevel is much much lower, so that approach may not work there. That's for later.
Read the whole list through, before raging, this is a holistic approach.
Phase 1 1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option.
2) This will be contentious, all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank.
3) All PG/CPU calculations will be based on the math of determined PG/CPU per slot, much like was done with Sentinels and Assaults a few months ago. Therefore, the turret PG/CPU will be factored "in" to the HAV capacity.
3a) STD HAV will be ADV/ADV/ADV/STD, ADV HAV will be ADV/ADV/PRO/STD, PRO HAV will be PRO/PRO/PRO/ADV.
3b) This fits Dropsuits as they should be very near fitting all proto, if and only if they have full optimizations, but some fittings will nevertheless not be able to reach full Proto
4) New Skill - Dedicated SHAVs (solo HAVs)- unlocking HAVs with no small turrets, exactly the same as HAVs, except their fitting capacity has also been reduced by the amount that the turrets granted in the above calculations.
Skill Unlocks all Dedicated Tank Skills
5) New skills - Faction UHAV (Ultra Heavy Assault Vehicle) - Highly armored, slow, fewer slots, with damage and bonuses to small turrets
6) New skills - Faction DHAV (Destroyer Heavy Assault Vehicle) - Very fast, lightly armored with bonuses to Missiles and Blasters, turret specialization is essential here, no small turrets.
7) Introduce key active modules, for each race - after studying carefully I believe active heatsinks, active spool ups and active tracking modules would be most tactical and able to provide play counterplay moments
8) Add Anti Infantry Missile Launchers (fragmented)
Phase 2) Rebalance as needed and introduce "repurposed hulls", same progression but using Gallente Hulls and highly recognizable color schemes to represent Amarr, Caldari for Minmatar.
Phase 3) More Modules and weapons
I hope to see real discussions about this proposa, please keep lore out of it for now, but feel free to start your own naming threads, I will sticky the best one, we need 2 new names for Caldari and Gallente ADV and PRO HAvs plus all the Amarr/Minmatar names.
See updated on the fly document here: HAV Master Spreadsheet
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Derrith Erador
Heaven's Lost Property
3326
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Posted - 2015.01.22 05:29:00 -
[2] - Quote
CCP Rattati wrote:Dear players, after reading through the 71 pages, and going back to study the dropsuit progression, plus factor in the massive tank OP situation that has arisen in the past, I propose that we introduce a tiericided approach to vehicles that has been proposed with dropsuits before. Dropsuits are different in that their relative powerlevel is much much lower, so that approach may not work there. That's for later. Read the whole list through, before raging, this is a holistic approach. Phase 1 1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option. 2) This will be contentious, all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank. 3) All PG/CPU calculations will be based on the math of determined PG/CPU per slot, much like was done with Sentinels and Assaults a few months ago. Therefore, the turret PG/CPU will be factored "in" to the HAV capacity. 3a) STD HAV will be ADV/ADV/ADV/STD, ADV HAV will be ADV/ADV/PRO/STD, PRO HAV will be PRO/PRO/PRO/ADV. 3b) This fits Dropsuits as they should be very near fitting all proto, if and only if they have full optimizations, but some fittings will nevertheless not be able to reach full Proto 4) New Skill - Dedicated SHAVs (solo HAVs)- unlocking HAVs with no small turrets, exactly the same as HAVs, except their fitting capacity has also been reduced by the amount that the turrets granted in the above calculations. Skill Unlocks all Dedicated Tank Skills 5) New skills - Faction UHAV (Ultra Heavy Assault Vehicle) - Highly armored, slow, fewer slots, with damage and bonuses to small turrets 6) New skills - Faction DHAV (Destroyer Heavy Assault Vehicle) - Very fast, lightly armored with bonuses to Missiles and Blasters, turret specialization is essential here, no small turrets. 7) Introduce key active modules, for each race - after studying carefully I believe active heatsinks, active spool ups and active tracking modules would be most tactical and able to provide play counterplay moments 8) Add Anti Infantry Missile Launchers (fragmented) Phase 2) Rebalance as needed and introduce "repurposed hulls", same progression but using Gallente Hulls and highly recognizable color schemes to represent Amarr, Caldari for Minmatar. Phase 3) More Modules and weapons I hope to see real discussions about this proposa, please keep lore out of it for now, but feel free to start your own naming threads, I will sticky the best one, we need 2 new names for Caldari and Gallente ADV and PRO HAvs plus all the Amarr/Minmatar names. See updated on the fly document here: HAV Master Spreadsheet For the DHAV, would these turret skills benefit its AI capabilities, or its AV capabilities? I'm of the belief that there should be an AI and an AV variant to tanks.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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CCP Rattati
C C P C C P Alliance
15379
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Posted - 2015.01.22 05:31:00 -
[3] - Quote
Derrith Erador wrote:CCP Rattati wrote:Dear players, after reading through the 71 pages, and going back to study the dropsuit progression, plus factor in the massive tank OP situation that has arisen in the past, I propose that we introduce a tiericided approach to vehicles that has been proposed with dropsuits before. Dropsuits are different in that their relative powerlevel is much much lower, so that approach may not work there. That's for later. Read the whole list through, before raging, this is a holistic approach. Phase 1 1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option. 2) This will be contentious, all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank. 3) All PG/CPU calculations will be based on the math of determined PG/CPU per slot, much like was done with Sentinels and Assaults a few months ago. Therefore, the turret PG/CPU will be factored "in" to the HAV capacity. 3a) STD HAV will be ADV/ADV/ADV/STD, ADV HAV will be ADV/ADV/PRO/STD, PRO HAV will be PRO/PRO/PRO/ADV. 3b) This fits Dropsuits as they should be very near fitting all proto, if and only if they have full optimizations, but some fittings will nevertheless not be able to reach full Proto 4) New Skill - Dedicated SHAVs (solo HAVs)- unlocking HAVs with no small turrets, exactly the same as HAVs, except their fitting capacity has also been reduced by the amount that the turrets granted in the above calculations. Skill Unlocks all Dedicated Tank Skills 5) New skills - Faction UHAV (Ultra Heavy Assault Vehicle) - Highly armored, slow, fewer slots, with damage and bonuses to small turrets 6) New skills - Faction DHAV (Destroyer Heavy Assault Vehicle) - Very fast, lightly armored with bonuses to Missiles and Blasters, turret specialization is essential here, no small turrets. 7) Introduce key active modules, for each race - after studying carefully I believe active heatsinks, active spool ups and active tracking modules would be most tactical and able to provide play counterplay moments 8) Add Anti Infantry Missile Launchers (fragmented) Phase 2) Rebalance as needed and introduce "repurposed hulls", same progression but using Gallente Hulls and highly recognizable color schemes to represent Amarr, Caldari for Minmatar. Phase 3) More Modules and weapons I hope to see real discussions about this proposa, please keep lore out of it for now, but feel free to start your own naming threads, I will sticky the best one, we need 2 new names for Caldari and Gallente ADV and PRO HAvs plus all the Amarr/Minmatar names. See updated on the fly document here: HAV Master Spreadsheet For the DHAV, would these turret skills benefit its AI capabilities, or its AV capabilities? I'm of the belief that there should be an AI and an AV variant to tanks.
Destroyers are purely AV, Ultras are AI and should be able to withstand quite a lot of infantry AV punishment, especially fitted with dmg boosted small turrets
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Travis Stanush
Y.A.M.A.H
314
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Posted - 2015.01.22 05:32:00 -
[4] - Quote
Ok did I see that your using stand in models for Amarr and Minmatar vehicles?
Edit: True will be happy
No I will not show you where they touched me!!!
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Derrith Erador
Heaven's Lost Property
3326
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Posted - 2015.01.22 05:39:00 -
[5] - Quote
CCP Rattati wrote: Destroyers are purely AV, Ultras are AI and should be able to withstand quite a lot of infantry AV punishment, especially fitted with dmg boosted small turrets
Gotcha. Well, honestly speaking, if you're trying to make the Ultras AI, dealing more damage is going the wrong direction. I would instead improve features of the turrets themselves.
For instance, the problem with the blasters is their god awful dispersion. Changing the bonus to lower the dispersion of the AI tank will definitely increase its AI capabilities per level, without improving any AV functionality.
adding damage to destroyers is a good concept, except in the case of the blasters. I would recommend making the skill to be something like increased ROF and decreased heat build up to make up for the ROF.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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CCP Rattati
C C P C C P Alliance
15382
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Posted - 2015.01.22 05:44:00 -
[6] - Quote
Derrith Erador wrote:CCP Rattati wrote: Destroyers are purely AV, Ultras are AI and should be able to withstand quite a lot of infantry AV punishment, especially fitted with dmg boosted small turrets
Gotcha. Well, honestly speaking, if you're trying to make the Ultras AI, dealing more damage is going the wrong direction. I would instead improve features of the turrets themselves. For instance, the problem with the blasters is their god awful dispersion. Changing the bonus to lower the dispersion of the AI tank will definitely increase its AI capabilities per level, without improving any AV functionality. adding damage to destroyers is a good concept, except in the case of the blasters. I would recommend making the skill to be something like increased ROF and decreased heat build up to make up for the ROF.
These bonuses should be up for discussion, when we get past the design vision in the OP. They were meant as "generally better small blasters" for Ultras, Destroyers "generally better at destroying Vehicles.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
730
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Posted - 2015.01.22 05:52:00 -
[7] - Quote
Actually , I approve of almost everythng here. AI Large missile turrets, oh you make me swoon.
Prefitted tanks: As long as we can switch out the prefitted turrets to turrets of our own choice to play with the fit. Also, nothing to stop me from fitting basic small turrets on a proto tank and having the extra PG and CPU to beat up on a solo tank.
Skillbooks: What i find contentious is having Two skill books/ SP sinks for solo tanks, and tanks with small turrets, basically double the SP for the same tank. I do believe that fitting small turrets should be up to the player who is paying for the hull and investing the SP, its like asking infantry to speccing into a proto heavy suit twice, once for an HMG and once for a forge gun.
Why not a bit of tiericide in this regard, e.g. level 1 tanks gives the option of either buying the tank with small turrets but more PG and CPU or a solo tank with realtively less PG and CPU.
A bit of side note, but since we are talking pre fit turrets, is it possible to get Vehicle locks? I really, really don't want blueberries jumping into my tank, one of the main reasons apart from fitting tankers don't equip small turrets. We don't want to be at the mercy of the Neebs of the world.
Redline for Thee, but no Redline for Me.
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Alex-ZX
Valor Coalition Red Whines.
175
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Posted - 2015.01.22 05:56:00 -
[8] - Quote
Reserved
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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CCP Rattati
C C P C C P Alliance
15383
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Posted - 2015.01.22 05:56:00 -
[9] - Quote
I think that's the mainstay of the MBT, it is deployed as a way for all players to experience gunnery, and feeling useful (and having fun in a different way)
I do know that commanders don't want players in their tanks, and that is the olive branch of solo HAvs, unlockable through specialization.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Soraya Xel
Abandoned Privilege Top Men.
5521
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Posted - 2015.01.22 05:57:00 -
[10] - Quote
CCP Rattati wrote:I do know that commanders don't want players in their tanks, and that is the olive branch of solo HAvs, unlockable through specialization.
Solo HAVs should not be as powerful as MBTs though. More players should have that force multiplier effect.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Supacharjed
Storm Wind Strikeforce Caldari State
129
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Posted - 2015.01.22 05:58:00 -
[11] - Quote
This is probably a stupid question, but: "all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank." So, we are unable to change this?
If that is so, can we assume that:
HAV = 1 AV turret (Gunnlogi) and 1AI turret (Madrugar) DHAV = All AV turrets, but different ones. UHAV = All AI turrets, but different ones.
Has been playing Dust for ages.
Can't aim for peanuts.
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CCP Rattati
C C P C C P Alliance
15383
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Posted - 2015.01.22 05:59:00 -
[12] - Quote
Supacharjed wrote:This is probably a stupid question, but: "all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank." So, we are unable to change this?
If that is so, can we assume that:
HAV = 1 AV turret (Gunnlogi) and 1AI turret (Madrugar) DHAV = All AV turrets, but different ones. UHAV = All AI turrets, but different ones.
You can always override the turrets with different small turrets, you just can't remove the base turret from the fitting.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Harpyja
Legio DXIV
2284
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Posted - 2015.01.22 06:04:00 -
[13] - Quote
CCP Rattati wrote:Derrith Erador wrote:CCP Rattati wrote:Dear players, after reading through the 71 pages, and going back to study the dropsuit progression, plus factor in the massive tank OP situation that has arisen in the past, I propose that we introduce a tiericided approach to vehicles that has been proposed with dropsuits before. Dropsuits are different in that their relative powerlevel is much much lower, so that approach may not work there. That's for later. Read the whole list through, before raging, this is a holistic approach. Phase 1 1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option. 2) This will be contentious, all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank. 3) All PG/CPU calculations will be based on the math of determined PG/CPU per slot, much like was done with Sentinels and Assaults a few months ago. Therefore, the turret PG/CPU will be factored "in" to the HAV capacity. 3a) STD HAV will be ADV/ADV/ADV/STD, ADV HAV will be ADV/ADV/PRO/STD, PRO HAV will be PRO/PRO/PRO/ADV. 3b) This fits Dropsuits as they should be very near fitting all proto, if and only if they have full optimizations, but some fittings will nevertheless not be able to reach full Proto 4) New Skill - Dedicated SHAVs (solo HAVs)- unlocking HAVs with no small turrets, exactly the same as HAVs, except their fitting capacity has also been reduced by the amount that the turrets granted in the above calculations. Skill Unlocks all Dedicated Tank Skills 5) New skills - Faction UHAV (Ultra Heavy Assault Vehicle) - Highly armored, slow, fewer slots, with damage and bonuses to small turrets 6) New skills - Faction DHAV (Destroyer Heavy Assault Vehicle) - Very fast, lightly armored with bonuses to Missiles and Blasters, turret specialization is essential here, no small turrets. 7) Introduce key active modules, for each race - after studying carefully I believe active heatsinks, active spool ups and active tracking modules would be most tactical and able to provide play counterplay moments 8) Add Anti Infantry Missile Launchers (fragmented) Phase 2) Rebalance as needed and introduce "repurposed hulls", same progression but using Gallente Hulls and highly recognizable color schemes to represent Amarr, Caldari for Minmatar. Phase 3) More Modules and weapons I hope to see real discussions about this proposa, please keep lore out of it for now, but feel free to start your own naming threads, I will sticky the best one, we need 2 new names for Caldari and Gallente ADV and PRO HAvs plus all the Amarr/Minmatar names. See updated on the fly document here: HAV Master Spreadsheet For the DHAV, would these turret skills benefit its AI capabilities, or its AV capabilities? I'm of the belief that there should be an AI and an AV variant to tanks. Destroyers are purely AV, Ultras are AI and should be able to withstand quite a lot of infantry AV punishment, especially fitted with dmg boosted small turrets You need to be careful when deciding how much damage UHAVs can withstand versus how much damage DHAVs can deal. The DHAV's damage bonuses should outweigh the UHAV's defense bonuses. Otherwise UHAVs will simply be better all around because they will 1) have better AI capabilities and 2) their strong defence against infantry AV also allows them to withstand the damage from a DHAV, buying them time to get through the weaker defense of the DHAV.
In my honest opinion, the UHAV should have the weaker defense and the DHAV the stronger defense. If the UHAV is to be primarily AI, then its defense against infantry AV should be its infantry offence. This will make it weak against the DHAV since the DHAV will have the higher defense and higher AV capability. The DHAV will have less AI power so it should rely on defense against AV rather than offense.
Otherwise, as has been posted, giving UHAVs a strong infantry AV defense will require that DHAVs have an insane amount of offense to get through a UHAV's defence before the UHAV can use its weaker AV capability to get through the DHAV's weaker defense. Another problem with this setup is that DHAVs will be nearly insta-killing one another and their low defense against infantry AV will probably make DHAVs extremely costly to operate.
I'd much prefer my suggestion, where DHAVs have the higher defence allowing them to easily beat UHAVs while giving up the ability to fight infantry and will be forced to retreat under AV fire. This setup will also allow for meaningful and tactical DHAV vs DHAV combat as opposed to the other setup where the first person to shoot wins due to massive damage and a weak defence.
"By His light, and His will"- The Scriptures, 12:32
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Jadek Menaheim
Xer Cloud Consortium
5163
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Posted - 2015.01.22 06:06:00 -
[14] - Quote
Flagellant (madrugar hull) Lol, clever name for the Amarr tank Rattati. I wonder if True Adamance will approve of it too.
Neckbeard for Good charity shave
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CCP Rattati
C C P C C P Alliance
15384
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Posted - 2015.01.22 06:10:00 -
[15] - Quote
Jadek Menaheim wrote:Flagellant (madrugar hull) Lol, clever name for the Amarr tank Rattati. I wonder if True Adamance will approve of it too.
Tiered progression of "you are not a true Amarr vehicle"
Sinner Unbeliever Stigmatus Repentant
But this belongs in another thread, who is going to go start it!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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STYLIE77
KILL-EM-QUICK RISE of LEGION
410
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Posted - 2015.01.22 06:11:00 -
[16] - Quote
So we are going to have an Anti-Infantry tank (Ultra) that can take more punishment than the best Gunnilogi's can at the moment... but there will be an optional Anti-Tank tank (Destroyer) that can pop it.
Destroyers are fast glass cannons, Ultras are slow with AV resistances.
See... the issue of OP tanks we had in the past meant that most matches were decided by which team had the most Solid State Harddrive upgraded tank players.
They spawn in way faster, drop in their tank and get position.
Then the team that spawned in LAV's or had less SSD tank players would lose the first round.
From there the OP tanks would press their advantage and wipe out the remaining players with fast scouts.
Tanks push up to the red line, dropping most other tanks before they can get out of their redline.
Infantry pushes up... and match is over.
It boiled down to who got 5 tanks on the field first.
Infantry were a non factor aside from hacking a letter or two, otherwise they just padded the stats of the Vehicle players... could have been replaced by AI bots for all that they mattered.
I trust that this will not lead to Tanks 514 2.0
Shooting at vehicles from the redline that have a 200 meter range when you have a 173 meter lock on range is not fun.
Nor is being head shot by Thales/Charge snipers while you are trying to fire a forge gun... from the red line... because the other team got 5 tanks on the field before your team did.
It really was horrible in Ambush before the vehicle restriction was brought into play.
Non-vehicle players literally spawned in with AV on the first spawn... and knew they were going to go negative KDR.
Others just avoided it and Skirmish altogether due to the OP vehicle spam, and resided to sniping or AFK'ing in dom matches.
Seeing thoughts on a Marauder tank re-purposed to have Dmg bonuses vs infantry and have an ability to take extreme punishment from Infantry based AV seems like a huge step right back to OP tanks.
The only thing to take them out being Destroyer tanks... which is a high progression option...
How many weeks or months will I have to train SP to finally be able to take one of the Ultras down?
Will we have to take up to 1/4 or 1/3 of our team to take out one of them? Leaving the objectives undefended?
Will it take my whole squad 10 minutes to win 1 tank battle and lose my matches because of the distraction it is to my entire team?
In my opinion... this Ultra tank idea will throw all the balancing to the game modes themselves right out the window in short order.
Infantry weapons, gear and ewar have all been reeled in or balanced to a great degree... Dust is more balanced and offers more options today than it has in it's entirety.
One OP tank can and will make all my options worthless, as I will only have two.
AV with the help of an entire squad, or snipe from the redline... unless I am lucky enough to have all the prerequisites to quickly jump into a Destroyer, that will be so weak... that all the bored infantry on the Ultra's team will switch to AV and make short work of my Glass Cannon.
After a few weeks, this cycle will be much like it was in the past, wherein infantry spawn in with sniper or AV fits by default as they watch to see who won the "Spawn 5 tanks first" competition.
Those unlucky tankers that do spawn in late will be met by a hail of AV from infantry and other vehicles alike... unable to turn the tides of a battle that was decided on the first spawn.
tl:dr
Ultra Tank = Bad Idea
http://caughtyouflinching.ytmnd.com/
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9304
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Posted - 2015.01.22 06:11:00 -
[17] - Quote
Soraya Xel wrote:CCP Rattati wrote:I do know that commanders don't want players in their tanks, and that is the olive branch of solo HAvs, unlockable through specialization. Solo HAVs should not be as powerful as MBTs though. More players should have that force multiplier effect. Especially when you consider that in this particular case (Dust as a game that is) you are locked to a max of 16 players per side. You can't add a 17th or 18th player to the team no matter how hard you try. So if you are going to invest 3 players into one unit, that is essentially 2 lost players on your team. More players operating as one unit should definitely be more powerful than any one player in theory at least.
Now if players weren't as much of a limited resource, like say in EVE where you can keep calling more and more players into the system, then I could see the validity of counter arguments. But of close that won't happen here (at least not soon or on the PS3).
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Tesfa Alem
Death by Disassociation
730
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Posted - 2015.01.22 06:16:00 -
[18] - Quote
Soraya Xel wrote:CCP Rattati wrote:I do know that commanders don't want players in their tanks, and that is the olive branch of solo HAvs, unlockable through specialization. Solo HAVs should not be as powerful as MBTs though. More players should have that force multiplier effect.
I really don't want this thread to degenerate through bickering. Looking right at you Soraya. You're beating a dead horse, Just to make things clear for you currently i can fit an identical ehp gunlogi with a small turrets or without, one's called Groot, the other is called Groot+ Rocket
base of this fit
Two complex extenders /1 complex hardener adv large missile.
Groot has complex CPU + missile mag
Groot+Rocket has 2 complex CPU and Two Protoype Small Particle Cannons.
Thats like having two Incubus shoot you at the same time as the large missile without sacrificing any eHP. They already are more powerful.
However, i only pull out Groot + Rocket if i can have squadmates jump in because rule no 2 of tanking is never rely on blueberries. rule no 1 is never leave your tank.
@ Rattati, thanks for that compromise, any thoughts on how deep the SP sink will go?
Redline for Thee, but no Redline for Me.
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CCP Rattati
C C P C C P Alliance
15386
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Posted - 2015.01.22 06:19:00 -
[19] - Quote
Aero Yassavi wrote:Soraya Xel wrote:CCP Rattati wrote:I do know that commanders don't want players in their tanks, and that is the olive branch of solo HAvs, unlockable through specialization. Solo HAVs should not be as powerful as MBTs though. More players should have that force multiplier effect. Especially when you consider that in this particular case (Dust as a game that is) you are locked to a max of 16 players per side. You can't add a 17th or 18th player to the team no matter how hard you try. So if you are going to invest 3 players into one unit, that is essentially 2 lost players on your team. More players operating as one unit should definitely be more powerful than any one player in theory at least. Now if players weren't as much of a limited resource, like say in EVE where you can keep calling more and more players into the system, then I could see the validity of counter arguments. But of close that won't happen here (at least not soon or on the PS3).
I have been discussing this with Xel.
One normal HAV with 3 manned turrets - "will" win a solo HAV, just due to extra fire power One normal HAV with only driver - will have exactly the same fitting power as a solo HAV with only driver - draw
Where does the solo HAV must be worse than an empty HAV come from?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
15386
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Posted - 2015.01.22 06:24:00 -
[20] - Quote
STYLIE77 wrote: relevant thoughts
I know the risks, and all the history. I believe there is a way to make this work. Vehicle players will have to realize that the progression will not be nearly as steep as before, and that there will be a learning period while we balance the content, erring on the safe side.
Without some form of AI threat, there is no reason to use HAVs except to fight other HAVs. There needs to be that first escalation to get the game going. HAVs may end up being even easier to kill at lower levels, I don't have the stats yet. Again, we want everyone to have a way to progress, and feel that they are unlocking and earning something of value.
If 5 tanks are too much, we may restrict them to 3, whatever is necessary.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16748
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Posted - 2015.01.22 06:24:00 -
[21] - Quote
Jadek Menaheim wrote:Flagellant (madrugar hull) Lol, clever name for the Amarr tank Rattati. I wonder if True Adamance will approve of it too.
Not even remotely.
This is not Warhammer 40k.
*"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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CCP Rattati
C C P C C P Alliance
15386
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Posted - 2015.01.22 06:27:00 -
[22] - Quote
True Adamance wrote:Jadek Menaheim wrote:Flagellant (madrugar hull) Lol, clever name for the Amarr tank Rattati. I wonder if True Adamance will approve of it too. Not even remotely. This is not Warhammer 40k. Who cares what True thinks, wait, is he right behind me?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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STYLIE77
KILL-EM-QUICK RISE of LEGION
410
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Posted - 2015.01.22 06:28:00 -
[23] - Quote
CCP Rattati wrote:STYLIE77 wrote: relevant thoughts
I know the risks, and all the history. I believe there is a way to make this work. Vehicle players will have to realize that the progression will not be nearly as steep as before, and that there will be a learning period while we balance the content, erring on the safe side. Without some form of AI threat, there is no reason to use HAVs except to fight other HAVs. There needs to be that first escalation to get the game going. HAVs may end up being even easier to kill at lower levels, I don't have the stats yet. Again, we want everyone to have a way to progress, and feel that they are unlocking and earning something of value. If 5 tanks are too much, we may restrict them to 3, whatever is necessary.
Glad to hear it.
Thanks.
http://caughtyouflinching.ytmnd.com/
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16748
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Posted - 2015.01.22 06:28:00 -
[24] - Quote
CCP Rattati wrote:True Adamance wrote:Jadek Menaheim wrote:Flagellant (madrugar hull) Lol, clever name for the Amarr tank Rattati. I wonder if True Adamance will approve of it too. Not even remotely. This is not Warhammer 40k. Who cares what True thinks, wait, is he right behind me?
* Peers into the CCP Offices from X stories up.
"I think you'll find I am everywhere......and no where CCP Rattati"
*"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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Tesfa Alem
Death by Disassociation
731
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Posted - 2015.01.22 06:34:00 -
[25] - Quote
CCP Rattati wrote:
I have been discussing this with Xel.
One normal HAV with 3 manned turrets - "will" win a solo HAV, just due to extra fire power One normal HAV with only driver - will have exactly the same fitting power as a solo HAV with only driver - draw
Where does the solo HAV must be worse than an empty HAV come from?
Could we upgrade the Solo HAV so that, with tiers, it could balance out the fittings? This way, we wont have to fight min maxed fittings, but if pro MBT want to fit equavlent small turrets, then the should have the fitting capacity to do so. Other wise, a Proto MBT would have be able to fit weak turrets in order to have a strong defense. there ought to be some sort of tradeoff.
PG/CPU wise:
STD HAV < STD MBT with SD turrets ADV Solo HAV = ADV MBT with STD small turrets ADV solo HAV < ADV MBT with ADV small turrets Proto Solo HAV = Proto MBT with STD / ADV small turrets Proto solo HAV < Proto MBT with Pro turrets.
Redline for Thee, but no Redline for Me.
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Alex-ZX
Valor Coalition Red Whines.
175
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Posted - 2015.01.22 06:42:00 -
[26] - Quote
As a future weapon I would add artillery turrets. U can't move while using them, so u are in a siege mode. It has to be a medium range turret to prevent redliners. To make it viable in the battlefield it should have the bonus to reduce all ur profile. Or in a future add something like a kind of stealth tank, to make it more tactical in the battlefield. To shoot it u have to see the map, like using a strike. Short periods of fire, long reload time. Anti infantry.
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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CCP Rattati
C C P C C P Alliance
15388
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Posted - 2015.01.22 06:42:00 -
[27] - Quote
Tesfa Alem wrote:CCP Rattati wrote:
I have been discussing this with Xel.
One normal HAV with 3 manned turrets - "will" win a solo HAV, just due to extra fire power One normal HAV with only driver - will have exactly the same fitting power as a solo HAV with only driver - draw
Where does the solo HAV must be worse than an empty HAV come from?
Could we upgrade the Solo HAV so that, with tiers, it could balance out the fittings? This way, we wont have to fight min maxed fittings, but if pro MBT want to fit equavlent small turrets, then the should have the fitting capacity to do so. Other wise, a Proto MBT would have be able to fit weak turrets in order to have a strong defense. there ought to be some sort of tradeoff. PG/CPU wise: STD HAV < STD MBT with SD turrets ADV Solo HAV = ADV MBT with STD small turrets ADV solo HAV < ADV MBT with ADV small turrets Proto Solo HAV = Proto MBT with STD / ADV small turrets Proto solo HAV < Proto MBT with Pro turrets.
I need to see how the numbers pan out.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16749
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Posted - 2015.01.22 06:48:00 -
[28] - Quote
Alex-ZX wrote:As a future weapon I would add artillery turrets. U can't move while using them, so u are in a siege mode. It has to be a medium range turret to prevent redliners. To make it viable in the battlefield it should have the bonus to reduce all ur profile. Or in a future add something like a kind of stealth tank, to make it more tactical in the battlefield. To shoot it u have to see the map, like using a strike. Short periods of fire, long reload time. Anti infantry.
Why would you have to be stationary to fire a standard conventional tank gun?
*"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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CCP Rattati
C C P C C P Alliance
15389
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Posted - 2015.01.22 06:50:00 -
[29] - Quote
True Adamance wrote:Alex-ZX wrote:As a future weapon I would add artillery turrets. U can't move while using them, so u are in a siege mode. It has to be a medium range turret to prevent redliners. To make it viable in the battlefield it should have the bonus to reduce all ur profile. Or in a future add something like a kind of stealth tank, to make it more tactical in the battlefield. To shoot it u have to see the map, like using a strike. Short periods of fire, long reload time. Anti infantry. Why would you have to be stationary to fire a standard conventional tank gun?
nownow, this is not a future/real world/eve lore/bickering thread!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
1954
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Posted - 2015.01.22 07:05:00 -
[30] - Quote
CCP Rattati wrote: 2) This will be contentious, all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank.
Are we talking talking 2 small turrets and 1 large turret? or are we talking unchangeable large turrets?
Presuming the former the main reason vehicles petitioned so hard to not have mandatory small turrets was because of the incredible frustration of dealing with people who would get in vehicles and NEVER leave them, or do things like fire turrets at nothing warning enemies of your location. This should only be done if there squad-lock on vehicles.
If we're talking the latter I strongly disagree as it severely removes a lot of customization options. It would like forcing AR's/shotguns on all gallente suits.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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