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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16944
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Posted - 2015.02.03 22:04:00 -
[751] - Quote
Godin Thekiller wrote:Breakin Stuff wrote:Not locks. Eject button.
Believe it or not, stolen vehicles is intended to be a thing. About that, if the person doesn't have the skills for said vehicle, I don't think they should be able to even steal it (maybe recall it, but seeing as they don't ahve the skills, it'd be only useful as trophies and extra ISK). EDIT: I'd like eject buttons as well, for hot drops and such. Like people queue up for drops, and the pilot hits a button, launching everyone out of the passenger seats.
Indeed. How can they hack the vehicle if they do not understand the basic operating systems of the tank or the modules used in the composition of it?
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4728
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Posted - 2015.02.03 22:06:00 -
[752] - Quote
True Adamance wrote:Godin Thekiller wrote:Breakin Stuff wrote:Not locks. Eject button.
Believe it or not, stolen vehicles is intended to be a thing. About that, if the person doesn't have the skills for said vehicle, I don't think they should be able to even steal it (maybe recall it, but seeing as they don't ahve the skills, it'd be only useful as trophies and extra ISK). EDIT: I'd like eject buttons as well, for hot drops and such. Like people queue up for drops, and the pilot hits a button, launching everyone out of the passenger seats. Indeed. How can they hack the vehicle if they do not understand the basic operating systems of the tank or the modules used in the composition of it?
lol according to CPM Soraya Xel, it makes perfect sense that people can hack and drive vehicles without any skill training whatsoever. True story, we exchanged words about it on this week's episode of Biomassed.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16944
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Posted - 2015.02.03 22:13:00 -
[753] - Quote
Pokey Dravon wrote:True Adamance wrote:Godin Thekiller wrote:Breakin Stuff wrote:Not locks. Eject button.
Believe it or not, stolen vehicles is intended to be a thing. About that, if the person doesn't have the skills for said vehicle, I don't think they should be able to even steal it (maybe recall it, but seeing as they don't ahve the skills, it'd be only useful as trophies and extra ISK). EDIT: I'd like eject buttons as well, for hot drops and such. Like people queue up for drops, and the pilot hits a button, launching everyone out of the passenger seats. Indeed. How can they hack the vehicle if they do not understand the basic operating systems of the tank or the modules used in the composition of it? lol according to CPM Soraya Xel, it makes perfect sense that people can hack and drive vehicles without any skill training whatsoever. True story, we exchanged words about it on this week's episode of Biomassed.
Smashes head against a brick wall.
"Whatever am I buying digitally injected skill books for then if everyone has the capacity to do all of this **** anyway?"
But that's derailing. Get back on topic you lot!
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6944
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Posted - 2015.02.03 22:16:00 -
[754] - Quote
Requiring that you actually have the skill to run the f***ing tank in order to hack, drive and steal it seems like a logical thing to me.
Otherwise, as adamance says, why do we have to skill into it?
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4728
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Posted - 2015.02.03 22:18:00 -
[755] - Quote
I suppose this is as good of a time as any. It's not quite done (need to finish up some fields for Active Armor reps and add in active shield boosters) but it's pretty close. I'll try to finish those bits up tonight. Feel free to many a copy and play around with it, anything in green should be editable and will auto update everything else.
NOTE THAT THE VALUES I THREW IN THERE ARE COMPLETELY MADE UP. STRAIGHT OUT OF MY ASS. NOT INTENDED TO BE EVEN REMOTELY CLOSE TO A PROPOSAL. THEY'RE JUST THERE TO MAKE SURE THE SHEET IS WORKING PROPERLY. But I know someone will freak out anyways ^_^
https://docs.google.com/spreadsheets/d/16dO3Jw-f1MRkKKJj8sgTz1A-M1qxf7IxyJ_v-zBgAlo/edit?usp=sharing
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6944
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Posted - 2015.02.03 22:21:00 -
[756] - Quote
Pokey Dravon wrote:I suppose this is as good of a time as any. It's not quite done (need to finish up some fields for Active Armor reps and add in active shield boosters) but it's pretty close. I'll try to finish those bits up tonight. Feel free to many a copy and play around with it, anything in green should be editable and will auto update everything else. NOTE THAT THE VALUES I THREW IN THERE ARE COMPLETELY MADE UP. STRAIGHT OUT OF MY ASS. NOT INTENDED TO BE EVEN REMOTELY CLOSE TO A PROPOSAL. THEY'RE JUST THERE TO MAKE SURE THE SHEET IS WORKING PROPERLY. But I know someone will freak out anyways ^_^ https://docs.google.com/spreadsheets/d/16dO3Jw-f1MRkKKJj8sgTz1A-M1qxf7IxyJ_v-zBgAlo/edit?usp=sharing OH MY GOD THESE NUMBERS WHAT THE HELL WERE YOU THINKING???
Now that it's out of the way, actual discussion can occur.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4728
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Posted - 2015.02.03 22:25:00 -
[757] - Quote
Now I know True will probably ask so I'll just get it out of the way. The reason I've got armor at 15 1 second pulses instead of 5-3 second pulses is because Iron Wolf Saber mentioned something to me about issues with pulse duration of over 1 second under the new system, so I just broke it up from 5 long pulses into 15 short ones. Obviously this can be changed to the 3 second pulses if it ends up being non issue.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1680
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Posted - 2015.02.03 22:28:00 -
[758] - Quote
CCP, I want better bonuses for UHAV instead of fitting bonuses. Something to help them be really tanky. The fitting bonus for small turrets should be given to HAV's. The skill for UHAV should not only unlock UHAV but give some sort of bonus, maybe 2% resistance to armor and shield per level.
Acquire Currency, Disregard Female Canis lupus familiaris
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16945
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Posted - 2015.02.03 22:54:00 -
[759] - Quote
Pokey Dravon wrote:Now I know True will probably ask so I'll just get it out of the way. The reason I've got armor at 15 1 second pulses instead of 5-3 second pulses is because Iron Wolf Saber mentioned something to me about issues with pulse duration of over 1 second under the new system, so I just broke it up from 5 long pulses into 15 short ones. Obviously this can be changed to the 3 second pulses if it ends up being non issue.
If it works it works.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16945
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Posted - 2015.02.03 22:59:00 -
[760] - Quote
Sir Dukey wrote:CCP, I want better bonuses for UHAV instead of fitting bonuses. Something to help them be really tanky. The fitting bonus for small turrets should be given to HAV's. The skill for UHAV should not only unlock UHAV but give some sort of bonus, maybe 2% resistance to armor and shield per level.
I can somewhat agree with this. Yes UHAV seem to be Rattati's Infantry Tanks (aka tanks designed to withstand lots of fire power and engage and support infantry) but the turrets bonus seems woefully out of place and honestly more suited for something generalist like an MBT.
I understand you can't really mess with certain statistics like passive resistances, etc especially if you haven't accounted for them from the start but module durations and cool downs can still work well.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4734
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Posted - 2015.02.03 23:07:00 -
[761] - Quote
I can agree with the higher base HP to compensate for the loss of slots and maybe some extra to help fulfill the role, but I think a role bonus directly to the HP is pushing dangerous territory, especially when balancing against the DHAV. I think bonuses that help the UHAV tank without pushing its HP to insane levels would probably be more appropriate. Like True said, things like increased hardener duration, faster defensive module cooldowns, ect. may allow the UHAV to be tanky in the sense that it can stay in a firefight longer and recover faster, but not turn it into "FACK YOU I HAVE ALL THE HP!" and end up making the DHAV pointless because the damage bonus is not enough to slice through all of that HP.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1682
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Posted - 2015.02.04 00:11:00 -
[762] - Quote
True Adamance wrote:Sir Dukey wrote:CCP, I want better bonuses for UHAV instead of fitting bonuses. Something to help them be really tanky. The fitting bonus for small turrets should be given to HAV's. The skill for UHAV should not only unlock UHAV but give some sort of bonus, maybe 2% resistance to armor and shield per level. I can somewhat agree with this. Yes UHAV seem to be Rattati's Infantry Tanks (aka tanks designed to withstand lots of fire power and engage and support infantry) but the turrets bonus seems woefully out of place and honestly more suited for something generalist like an MBT. I understand you can't really mess with certain statistics like passive resistances, etc especially if you haven't accounted for them from the start but module durations and cool downs can still work well.
4% hardener duration and cooldown reduction per level. Or 2% increase in efficiency of hardener per level. Or 3% efficiency of Armor/Shield extender per level.
Acquire Currency, Disregard Female Canis lupus familiaris
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duster 35000
Algintal Core Gallente Federation
175
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Posted - 2015.02.04 02:02:00 -
[763] - Quote
Sir Dukey wrote:CCP, I want better bonuses for UHAV instead of fitting bonuses. Something to help them be really tanky. The fitting bonus for small turrets should be given to HAV's. The skill for UHAV should not only unlock UHAV but give some sort of bonus, maybe 2% resistance to armor and shield per level. Eh, 2% per level wouldn't be enough. More like 3% or 4% per level.
Choo Choo
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16962
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Posted - 2015.02.04 02:06:00 -
[764] - Quote
duster 35000 wrote:Sir Dukey wrote:CCP, I want better bonuses for UHAV instead of fitting bonuses. Something to help them be really tanky. The fitting bonus for small turrets should be given to HAV's. The skill for UHAV should not only unlock UHAV but give some sort of bonus, maybe 2% resistance to armor and shield per level. Eh, 2% per level wouldn't be enough. More like 3% or 4% per level.
That would insanely over powered.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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duster 35000
Algintal Core Gallente Federation
175
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Posted - 2015.02.04 02:15:00 -
[765] - Quote
I like ot, but only 400 extra hp for UHAV hulls? And I was actually hoping for the resistance to be fkr everything, base UHAV skill.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
175
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Posted - 2015.02.04 02:16:00 -
[766] - Quote
True Adamance wrote:duster 35000 wrote:Sir Dukey wrote:CCP, I want better bonuses for UHAV instead of fitting bonuses. Something to help them be really tanky. The fitting bonus for small turrets should be given to HAV's. The skill for UHAV should not only unlock UHAV but give some sort of bonus, maybe 2% resistance to armor and shield per level. Eh, 2% per level wouldn't be enough. More like 3% or 4% per level. That would insanely over powered. 15% or 20% DR? Not with the current stats on the spreadsheet.
Choo Choo
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Thaddeus Reynolds
Facepunch Security
181
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Posted - 2015.02.04 02:27:00 -
[767] - Quote
I'd be in favor of a bonus like this (on UHAVs):
Caldari/Amarr: Resistance to primary buffer
Minmatar/Gallente: Rep/Boost Efficacy
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4736
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Posted - 2015.02.04 03:19:00 -
[768] - Quote
Ok, Ratatti cleaned up the spreadsheet (Thank you!) so i think I'm reading it better...even so if I have it wrong, I apologize.
https://docs.google.com/spreadsheets/d/1A6p9jXdSNHTtmo_PtuQdgkntr-JpY-vo5cTAWjEijw8/edit?usp=sharing
the UHAV seems much more reasonable, good call on droping the base HP from x2 to x1.5. Also glad to see you spread out the HP drop on the DHAV over the armor and shields, those look a lot more reasonable now.
The spread between the variants seems pretty good. I still have a few concerns about the DHAV's totals but we'll have to see how it performs in the field.
What I am concerned about is that the HP difference between armor and shields is....kinda small, about 1000eHP between A&S for the UHAV and DHAV. It's about 1700 eHP between the MBT which is a bit more reasonable. The reason this concerns me is that the general consensus is that Armor should have more HP than shields, but rep slower. However looking at these eHP values being pretty close...either the difference between rep rates will need to be very small, or the difference in eHP needs to be larger.
Also I noticed your "Ultra Bonus" for the Gallente HAV is the same as the Caldari and is listed as (2 Extenders + resists). Is it supposed to be 2 *plates* worth? Or did you intend that ultra bonus to be the same HP value?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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duster 35000
Algintal Core Gallente Federation
175
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Posted - 2015.02.04 03:23:00 -
[769] - Quote
Meh, unless all av is getting nerfed then the UHAV won't be much tankier than now, just a 400 hp primary tank difference.
That spreadsheet, how do they get 10k ehp?
Choo Choo
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4736
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Posted - 2015.02.04 03:29:00 -
[770] - Quote
duster 35000 wrote:Meh, unless all av is getting nerfed then the UHAV won't be much tankier than now, just a 400 hp primary tank difference. That spreadsheet, how do they get 10k ehp?
The effective HP assumes a hardened state. 40% for Shield, 25% for armor.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1686
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Posted - 2015.02.04 03:36:00 -
[771] - Quote
Pokey Dravon wrote:duster 35000 wrote:Meh, unless all av is getting nerfed then the UHAV won't be much tankier than now, just a 400 hp primary tank difference. That spreadsheet, how do they get 10k ehp? The effective HP assumes a hardened state. 40% for Shield, 25% for armor.
But that is weird. I was running ad 3975 Shield 3385 armor Gunnlogi today with a 40% shield hardener but I got taken out in 10 seconds by two Minmatar Commandos. That with hardener is 9000 HP, and two commandos took me out with ease, I wonder what a slower HAV with 2000 more HP will help me with.
Acquire Currency, Disregard Female Canis lupus familiaris
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4736
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Posted - 2015.02.04 03:39:00 -
[772] - Quote
Sir Dukey wrote:Pokey Dravon wrote:duster 35000 wrote:Meh, unless all av is getting nerfed then the UHAV won't be much tankier than now, just a 400 hp primary tank difference. That spreadsheet, how do they get 10k ehp? The effective HP assumes a hardened state. 40% for Shield, 25% for armor. But that is weird. I was running ad 3975 Shield 3385 armor Gunnlogi today with a 40% shield hardener but I got taken out in 10 seconds by two Minmatar Commandos. That with hardener is 9000 HP, and two commandos took me out with ease, I wonder what a slower HAV with 2000 more HP will help me with.
From my understanding, AV is being balanced around the new vehicles. Specifically to match equivalent tiers (STD AV vs STD Vehicle, ADV AV vs ADV Vehicle, ect.)
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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duster 35000
Algintal Core Gallente Federation
175
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Posted - 2015.02.04 04:09:00 -
[773] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:duster 35000 wrote:Meh, unless all av is getting nerfed then the UHAV won't be much tankier than now, just a 400 hp primary tank difference. That spreadsheet, how do they get 10k ehp? The effective HP assumes a hardened state. 40% for Shield, 25% for armor. But that is weird. I was running ad 3975 Shield 3385 armor Gunnlogi today with a 40% shield hardener but I got taken out in 10 seconds by two Minmatar Commandos. That with hardener is 9000 HP, and two commandos took me out with ease, I wonder what a slower HAV with 2000 more HP will help me with. From my understanding, AV is being balanced around the new vehicles. Specifically to match equivalent tiers (STD AV vs STD Vehicle, ADV AV vs ADV Vehicle, ect.) Good, no more swarm insta-popping.
Choo Choo
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4736
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Posted - 2015.02.04 04:25:00 -
[774] - Quote
Well it makes sense, you can't balance 1 tier of vehicles against 3 tiers of AV and have it work properly
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Tesfa Alem
Death by Disassociation
795
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Posted - 2015.02.04 06:56:00 -
[775] - Quote
Sir Dukey wrote:Pokey Dravon wrote:duster 35000 wrote:Meh, unless all av is getting nerfed then the UHAV won't be much tankier than now, just a 400 hp primary tank difference. That spreadsheet, how do they get 10k ehp? The effective HP assumes a hardened state. 40% for Shield, 25% for armor. But that is weird. I was running ad 3975 Shield 3385 armor Gunnlogi today with a 40% shield hardener but I got taken out in 10 seconds by two Minmatar Commandos. That with hardener is 9000 HP, and two commandos took me out with ease, I wonder what a slower HAV with 2000 more HP will help me with.
Same thing here, yesterday was odd for me shieldtanking. Got instapopped by swarms twice, in a hardened gunlogi. I won't be reporting this untill i can confirm it today though.
Redline for Thee, but no Redline for Me.
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Doc DDD
TeamPlayers Negative-Feedback
303
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Posted - 2015.02.04 09:14:00 -
[776] - Quote
If there are two minmitar commandos on the other team, vehicles have little chance of making it out of the redline. Feel bad for tankers speccing into DHAV that will spend entire matches diving around corners trying to avoid swarms. |
duster 35000
Algintal Core Gallente Federation
176
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Posted - 2015.02.04 09:43:00 -
[777] - Quote
Doc DDD wrote:If there are two minmitar commandos on the other team, vehicles have little chance of making it out of the redline. Feel bad for tankers speccing into DHAV that will spend entire matches diving around corners trying to avoid swarms. I hope they remove the bonus to swarms, it's just pretty ridiculous.
Choo Choo
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Doc DDD
TeamPlayers Negative-Feedback
305
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Posted - 2015.02.04 09:46:00 -
[778] - Quote
With warbarges eventually giving everyone 5% damage to thier light weapons, including swarms and plasma, reducing the HP of tanks doesn't seem like a great idea. Filling a slot with anything that doesn't stack ehp higher or help you get out of range is going to be a rough sell.
I like the uhav hull resistances, shields - hybrid , armor - projectile.
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Fox Gaden
Immortal Guides Learning Alliance
5952
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Posted - 2015.02.04 14:11:00 -
[779] - Quote
CCP Rattati wrote:Vell0cet wrote:CCP Rattati wrote:Vell0cet wrote:All kinds of EVE things My opinion is that active and passive fitting is perfect for vehicle combat in an FPS. Don't forget, EVE does not have WASD movement, it is inherently less dependent on user input, and that's why it has more point and click combat, managing heat, capacity, ammo, ewar etc. Capacitors are just one thing that could be done, needs balancing and design like any other system. Another layer of complexity does not seem like what we need when there are so many low hanging fruit. Just going through the misery of starting to go into vehicles has opened my eyes to the HAV plight of fitting and skilling. On the other hand, in battle it's been a breeze, as in I'm having fun. I also think that a Maddie Blaster fit should be the first tank new players skill into as the turret speed is more forgiving and the charge-up of the rail makes it so much less easy to use than one might think coming from BF, for instance. I appreciate you taking the time to respond. While I'm disappointed that capacitors aren't on the short or medium-term horizon, I appreciate that you're at least communicating that to us. I don't really see capacitors as another layer of complexity. I see it as unifying the complexity of multiple cooldowns that we currently have. It's actually a simplification of the current system. You're right that not everything in EVE should transfer to DUST/Legion. They ARE different styles of games, and managing lots of systems is a big part of EVE's combat experience that wouldn't translate well to DUST--I agree with you there. For one thing, I don't think overheating would make sense in an FPS. It requires too much micromanagement. But with the ability to configure your HAV to your taste, you would have the option to build cap-stable fits that require LESS management than what we have now. It gives the player freedom and flexibility. I also see it as a major balancing tool for you guys. Right now you can really only tweak things that directly increase or decrease survivability. This would give you other variables to tweak that would affect survivability only indirectly. I feel like it would probably be useful to have those balancing options in your toolkit. I know you're not a huge EVE player, but there is a lot of manual piloting in EVE, trying to maintain transversal against your opponent and position properly (If you're clicking "orbit" or "approach" in PvP, you're doing it wrong). Honestly I don't see much changing from a module-management standpoint with the addition of capacitors. You may have to turn a few things off more often to conserve cap, but it would be unwise for a player to fit more active modules than he can manage on his HAV. I'm sure there's a sweet-spot of module count that's reasonable to manage while still engaging in visceral FPS vehicle combat (a repper, prop mod, maybe a hardener or two, it's really not that crazy). I hope this has been at least somewhat helpful in terms of maybe influencing your thinking of how/when capacitors might fit into a longer-term roadmap. In my opinion it would be a mistake to write capacitors off as adding complexity to an already complex game. I don't want to derail any progress. It seems like the train is already too far past the station at this point, so I'll respectfully bow out. As always, thanks for your hard work. o7 Now, could you send me on [email protected] your thoughts/designs so I can truly see how it could pan out. Really don't like closing doors, but sometimes it's necessary. Definitely read his proposal, and maybe pass it to someone on the Legion team. It is worth consideration for the long term.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1258
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Posted - 2015.02.04 17:06:00 -
[780] - Quote
Fox Gaden wrote:CCP Rattati wrote:Vell0cet wrote:CCP Rattati wrote:Vell0cet wrote:All kinds of EVE things My opinion is that active and passive fitting is perfect for vehicle combat in an FPS. Don't forget, EVE does not have WASD movement, it is inherently less dependent on user input, and that's why it has more point and click combat, managing heat, capacity, ammo, ewar etc. Capacitors are just one thing that could be done, needs balancing and design like any other system. Another layer of complexity does not seem like what we need when there are so many low hanging fruit. Just going through the misery of starting to go into vehicles has opened my eyes to the HAV plight of fitting and skilling. On the other hand, in battle it's been a breeze, as in I'm having fun. I also think that a Maddie Blaster fit should be the first tank new players skill into as the turret speed is more forgiving and the charge-up of the rail makes it so much less easy to use than one might think coming from BF, for instance. I appreciate you taking the time to respond. While I'm disappointed that capacitors aren't on the short or medium-term horizon, I appreciate that you're at least communicating that to us. I don't really see capacitors as another layer of complexity. I see it as unifying the complexity of multiple cooldowns that we currently have. It's actually a simplification of the current system. You're right that not everything in EVE should transfer to DUST/Legion. They ARE different styles of games, and managing lots of systems is a big part of EVE's combat experience that wouldn't translate well to DUST--I agree with you there. For one thing, I don't think overheating would make sense in an FPS. It requires too much micromanagement. But with the ability to configure your HAV to your taste, you would have the option to build cap-stable fits that require LESS management than what we have now. It gives the player freedom and flexibility. I also see it as a major balancing tool for you guys. Right now you can really only tweak things that directly increase or decrease survivability. This would give you other variables to tweak that would affect survivability only indirectly. I feel like it would probably be useful to have those balancing options in your toolkit. I know you're not a huge EVE player, but there is a lot of manual piloting in EVE, trying to maintain transversal against your opponent and position properly (If you're clicking "orbit" or "approach" in PvP, you're doing it wrong). Honestly I don't see much changing from a module-management standpoint with the addition of capacitors. You may have to turn a few things off more often to conserve cap, but it would be unwise for a player to fit more active modules than he can manage on his HAV. I'm sure there's a sweet-spot of module count that's reasonable to manage while still engaging in visceral FPS vehicle combat (a repper, prop mod, maybe a hardener or two, it's really not that crazy). I hope this has been at least somewhat helpful in terms of maybe influencing your thinking of how/when capacitors might fit into a longer-term roadmap. In my opinion it would be a mistake to write capacitors off as adding complexity to an already complex game. I don't want to derail any progress. It seems like the train is already too far past the station at this point, so I'll respectfully bow out. As always, thanks for your hard work. o7 Now, could you send me on [email protected] your thoughts/designs so I can truly see how it could pan out. Really don't like closing doors, but sometimes it's necessary. Definitely read his proposal, and maybe pass it to someone on the Legion team. It is worth consideration for the long term. Agreed
Tanks - Balancing Turrets
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