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Thread Statistics | Show CCP posts - 66 post(s) |
Iron Wolf Saber
Den of Swords
18393
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Posted - 2015.01.22 09:51:00 -
[61] - Quote
CCP Rattati 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. 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!
I have!
https://forums.dust514.com/default.aspx?g=posts&m=2583639#post2583639
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.22 09:55:00 -
[62] - Quote
CCP Rattati wrote:Godin Thekiller wrote:CCP Rattati wrote: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. That isn't the point. We don't want them in there because: 1: Someone might be hopping in 2: Could alert enemies of your presence (hard enough to set up an ambush as is) 3: Could disrupt your concentration when you're sniping at other HAV's etc. so skill into the solo HAV ;)
That wouldn't solve #1, or any variation of #1. It would also hinder #2 in certain variations (I had AV sit outside of my HAV in wait before, but otherwise they were inside of my HAV). You're 1 for 3.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.22 09:56:00 -
[63] - Quote
Tesfa Alem wrote:CCP Rattati wrote:Aeon Amadi wrote:- Any intentions on making the forward turret able to swivel 360 degrees as they did in closed beta? Always a pain to be stuck on the front gun with anything other than a small missile turret for use against other tanks.
- Proper vehicle locks?
Anyway, along the lines of progression.
UHAVs should, understandably, be very tanky against infantry AV. DHAVs should be vulnerable to Infantry AV, in my thinking, but my current fear is that the DHAVs (as designed currently in the concept) will be just as viable against infantry as UHAVs given that they have higher damage which will inevitably be used to make short work of infantry, offsetting their reduced durability. Also the factor that the Vayu in particular will be faster.
It's my current thinking that UHAVs should take a single DHAV or a -lot- of infantry to deal with. Meanwhile, DHAVs should be balanced on a 1-v-1 basis against infantry as to not offset the numbers game in a 16v16 gameplay.
- What plans, if any, are being made to ensure that DHAVs are especially susceptible to Infantry AV on a 1-v-1 basis, as they are solo vehicles?
- What plans, if any, are being made to ensure that UHAVs are reliable -against- infantry but susceptible to DHAVs? DHAVs should not want to be near AV infantry, I am talking instapop with a plc, almost LAV like. Hw about dropship like? I've talked it over before with breaking, The ADS's of the game survive only through high manueverability and not taking sustained fire. A DHAV tank with max HP of an incubus, would go down in 3 proto forge shots, or three commando MK0 swarms. Keeping them around 5K ehp max fit would put it on the same level as a soma/sica with no modules.
A properly tanked LAV, especially in the past would out tank DS's.........
click me
Blup Blub Bloop. Translation: Die -_-
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
902
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Posted - 2015.01.22 09:57:00 -
[64] - Quote
CCP Rattati wrote:DHAVs should not want to be near AV infantry, I am talking instapop with a plc, almost LAV like.
This seems the right idea.
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Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.22 10:00:00 -
[65] - Quote
I have a issue with the tiering of HAV's. You shape it around AV so it's easier to balance around AV. I get that. What I don't get is pricing. The CPU and PG skills did the same thing for a one time price, yet this would end up being much more expensive, particularly at PROTO level. People has been telling me "Then just nerf vehicles to reduce the price", and that would end up in a 1.6 situation, and I simply refuse for that to happen. I don't want to be made of freaking paper ever again.
So, what is your solution to this exactly?
click me
Blup Blub Bloop. Translation: Die -_-
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1169
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Posted - 2015.01.22 10:35:00 -
[66] - Quote
Dear Rattati, may be appropriate to completely remove the tanks from Ambush Gamemode?
This saves infantry from the possible consequences of improper balance, which is very difficult to deal with the severe restrictions on the number of vehicles.
Please support fair play!
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 10:58:00 -
[67] - Quote
My recommendation for pricing is that DHAVs be around 30% cheaper than a main battle tank at baseline. They need to be poorman HAVs. There is also no reason to have three seats in a suicide sled. The only historical justifications for glass cannons have been "scout tanks" or more commonly expense.
I recommend UHAVs be no more than 30% more expensive than main battle tanks. While I recognize they are going to be hard to kill, pilots should not feel punished for choosing to run an infantry suppression vehicle. Depending how the progression goes and what the bonuses are I would recommend that they be priced similarly to the main battle tanks.
So far as turrets and AV:
IF you are actively working on meta locked battles then the tiers of turrets and AV need to be balanced to fight matching hulls .
I.E. a standard/mlt gunnlogi/maddy/chameleon/amarr MBT needs to be primarily counterable by militia and standard AV weapons.
Right now ALL HAV variants are balanced against proto AV.
If we are breaking into tiers then we'll needs to account for this.
If the only solution is an IAFG/Wiyrkomi swarm at all levels I think we're doing it wrong.
VHCL
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Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.22 11:01:00 -
[68] - Quote
Also, something just occured to me: Often times, people will spawn in a obscenely large amount of LAV's for personal transport, cutting me and other actual pilots of spawning their own vehicles, cutting us off from actually playing how we want. I get that vehicel limits needs to be there, but cutting us off of our vehicles shouldn't be a thing. So I say this: Being a piloit should come with the added bonus of getting priority to spawn in their vehicle within a certain time period at the start of the match. So say 10-15 seconds at the start of the match, only pilots can spawn in their vehicles. And to keep it from being tied to a skill and useless until it is at lvl 5, or too easy to get, you should only unlock the bonus if you're
1: Either lvl 3 in the skill
2: Enough SP into vehicle skills
3: Wearing a Pilot Suit
click me
Blup Blub Bloop. Translation: Die -_-
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Aeon Amadi
Chimera Core
7949
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Posted - 2015.01.22 11:04:00 -
[69] - Quote
CCP Rattati wrote: DHAVs should not want to be near AV infantry, I am talking instapop with a plc, almost LAV like.
Heh heh heh, nice. Might actually go back into AV in that case.
Tesfa Alem wrote:
Hw about dropship like? I've talked it over before with breaking, The ADS's of the game survive only through high manueverability and not taking sustained fire. A DHAV tank with max HP of an incubus, would go down in 3 proto forge shots, or three commando MK0 swarms. Keeping them around 5K ehp max fit would put it on the same level as a soma/sica with no modules.
Bearing in mind of course that the ADS can/will fire back and probably one/two shot whatever infantry it's aiming at with a small missile turret.
I like the idea of DHAVs being good against UHAVs but I can't stress enough how they should be vulnerable to infantry. ADS weren't "vulnerable" unless they were just an absolutely terrible pilot. They can run away, they can fire back, they can engage hardeners/boosters, what-have-you. Not really the point though.
Breakin Stuff wrote:My recommendation for pricing is that DHAVs be around 30% cheaper than a main battle tank at baseline. They need to be poorman HAVs. There is also no reason to have three seats in a suicide sled. The only historical justifications for glass cannons have been "scout tanks" or more commonly expense.
I recommend UHAVs be no more than 30% more expensive than main battle tanks. While I recognize they are going to be hard to kill, pilots should not feel punished for choosing to run an infantry suppression vehicle. Depending how the progression goes and what the bonuses are I would recommend that they be priced similarly to the main battle tanks.
Pricing should be considered after everything else. It's a terrible balance mechanic, we're already working on more ways for players to accumulate ISK, and it's basically just a random number for anyone other than newbros. Which, to my knowledge, we're already addressing.
Sniper range nerf did nothing but make it harder to counter-snipe redliners. That and open up for really stupid feedback
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 11:05:00 -
[70] - Quote
Only the third option on your list wouldn't tremendously punish novice pilots godin. Never mind transport LAVs are often critical to squads for getting into position.
Pilots should havea way to call their stuff. But other players SHOULD NOT be punished for not being pilot primary.
VHCL
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Syeven Reed
T.H.I.R.D R.O.C.K
1193
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Posted - 2015.01.22 11:07:00 -
[71] - Quote
As an infantry player and as potential AV, please create a 3 second timer (similar to the hacking circle) to enter and exit all vehicles.
SCAN ATTEMPT PREVENTED
EvE - 21 Day Trial
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 11:08:00 -
[72] - Quote
I'm not suggesting they be used as a balance mechanic tesfa.
But I have to acknowledge that DHAVs are going to get stacked up like cordwood on the battlefield.
VHCL
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Juno Tristan
Obscure Reference
279
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Posted - 2015.01.22 11:13:00 -
[73] - Quote
Syeven Reed wrote:As an infantry player and as potential AV, please create a 3 second timer (similar to the hacking circle) to enter and exit all vehicles.
only exit is needed, calling in a vehicle already leaves you vulnerable enough |
anaboop
NECROM0NGERS
157
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Posted - 2015.01.22 11:13:00 -
[74] - Quote
CCP Rattati wrote:
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
My only concern is this, could something more suited for missiles be added?
Before anyone says tracking modules would help. I've never had troubles with turning so i wont need it.
Fully sick Anaboop trading card
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 11:15:00 -
[75] - Quote
Missile shotgun needs to die.
VHCL
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Syeven Reed
T.H.I.R.D R.O.C.K
1193
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Posted - 2015.01.22 11:23:00 -
[76] - Quote
Juno Tristan wrote:Syeven Reed wrote:As an infantry player and as potential AV, please create a 3 second timer (similar to the hacking circle) to enter and exit all vehicles. only exit is needed, calling in a vehicle already leaves you vulnerable enough Im talking about the heavy that jumps out, low on health, gets scared and hops back in his death machine..
SCAN ATTEMPT PREVENTED
EvE - 21 Day Trial
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Regis Blackbird
DUST University Ivy League
573
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Posted - 2015.01.22 11:30:00 -
[77] - Quote
CCP Rattati wrote: 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.
Regarding the above sentence, will the number of high/low slots stay the same as today? I understand no additional slots will be available through the progression, but will the "base" number (for all tiers) be altered? |
Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.22 11:32:00 -
[78] - Quote
Breakin Stuff wrote:Only the third option on your list wouldn't tremendously punish novice pilots godin. Never mind transport LAVs are often critical to squads for getting into position.
Pilots should havea way to call their stuff. But other players SHOULD NOT be punished for not being pilot primary.
I was just throwing out ideas, I didn't really think about them much at all. I just want some way for this not to be a issue. It's bad when I have to wait just for infantry to get a speed boost (when in reality they shouldn't be calling in vehicles for solo transport other than say a speeder, but rather, a pilot transports them imo), but it's even worse when I can't even call my own vehicles in because multiple people instead of getting into one LAV or so, calls in their own individual LAV's, going so far as to making people walk because they don't want to wait 2 seconds for them to walk over to them.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.22 11:34:00 -
[79] - Quote
Breakin Stuff wrote:Missile shotgun needs to die.
And Blaster shotgun needs to come alive
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.22 11:35:00 -
[80] - Quote
Regis Blackbird wrote:CCP Rattati wrote: 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.
Regarding the above sentence, will the number of high/low slots stay the same as today? I understand no additional slots will be available through the progression, but will the "base" number (for all tiers) be altered?
That would be ******* silly if they did. I don't remember a single person saying that they staying the same is a good idea.
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Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.22 11:53:00 -
[81] - Quote
I don't really like Marauders being a infantry killing/suppression platform, but more of a defensive platform. Enforcers are the opposite of Marauders, being the offensive platform. BO HAV's seems like thebetter option to have a more infantry platform, it being fast and moderately tanked, but it has a weaker medium turret. It's made to be a real infantry suppression tool, but against a HAV with a large turret, it won't do much of anything.
click me
Blup Blub Bloop. Translation: Die -_-
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Spkr4theDead
Red Star.
2804
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Posted - 2015.01.22 12:26:00 -
[82] - 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. They can be replace but not removed (yellow) 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, High/Low/Large Turret/Small Turret. 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 I don't think any pilot is going to like only having 3/2 and 2/3 for slots on the Marauders and Enforcers. If you really do want say, the Surya to be destroyed by a laser, you're looking at base armor of at least 10,000, with all 3 low slots having reps, and probably a bonus to the reps as the racial skill. The class skill could be passive armor hardening. Sagaris could have a bonus to shield recharge.
But yeah, I love the idea of an ultra heavy tank, but the lack of slots.... doesn't allow much variety, which is what we want back. And as far as the tanks and ADS go, the fitting is invalid unless we put a main turret on them, so being prefit with a turret is kind of moot.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 12:33:00 -
[83] - Quote
Godin Thekiller wrote:Regis Blackbird wrote:CCP Rattati wrote: 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.
Regarding the above sentence, will the number of high/low slots stay the same as today? I understand no additional slots will be available through the progression, but will the "base" number (for all tiers) be altered? That would be ******* silly if they did. I don't remember a single person saying that they staying the same is a good idea. If we ever want game wide tiericide it is a necessary first step.
VHCL
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 12:36:00 -
[84] - Quote
Godin Thekiller wrote:I don't really like Marauders being a infantry killing/suppression platform, but more of a defensive platform. Enforcers are the opposite of Marauders, being the offensive platform. BO HAV's seems like thebetter option to have a more infantry platform, it being fast and moderately tanked, but it has a weaker medium turret. It's made to be a real infantry suppression tool, but against a HAV with a large turret, it won't do much of anything.
Marauders aren't being discussed.
Ultra Heavy HAVs are
The idea is that you can get full progression for a hull type actually will put the proto main battle tanks where they WERE in theory.
So instead of having marauders that stand head and shoulders above all other chassis we will have solid progression from start to finish.
VHCL
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Spkr4theDead
Red Star.
2804
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Posted - 2015.01.22 12:48:00 -
[85] - Quote
Travis Stanush wrote:Ok did I see that your using stand in models for Amarr and Minmatar vehicles?
Edit: True will be happy I can wait on the Amarr and Minmatar vehicles for a while, I just want the Gunnlogi and Madrugar to be worth it for now.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2804
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Posted - 2015.01.22 12:50:00 -
[86] - Quote
Tesfa Alem wrote:
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.
We don't have "PRO" tanks. That's a myth. There's no vehicle with the PRO tag attached to it. Those were the Kubera and Chakkram during Chromosome. They were the Black Ops HAVs with a built-in mCRU.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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MINA Longstrike
Kirjuun Heiian
1958
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Posted - 2015.01.22 12:51:00 -
[87] - Quote
Spkr4theDead wrote:Travis Stanush wrote:Ok did I see that your using stand in models for Amarr and Minmatar vehicles?
Edit: True will be happy I can wait on the Amarr and Minmatar vehicles for a while, I just want the Gunnlogi and Madrugar to be worth it for now.
It's better for balance reasons to have them and their progression (and maybe even placeholder turrets) to have them in the game now. That way we don't have the problems of figuring out fittings and the like later.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Spkr4theDead
Red Star.
2804
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Posted - 2015.01.22 12:52:00 -
[88] - 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. Solo HAVs piloted by an experienced pilot will still be devastating. Having an irrational fear and hatred of vehicles is not healthy.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2804
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Posted - 2015.01.22 12:56:00 -
[89] - Quote
CCP Rattati wrote: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. DHAVS won't have small turrets, they are essentially a rapid redeployment AV cannon. Can I fit a solo HAV with whatever flavor of turret I want?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2865
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Posted - 2015.01.22 13:19:00 -
[90] - Quote
Please remove the Caldari DHAV damage bonus to rail guns.
First, it's unfair to the Galente DHAVs having only a short range damage bonus application.
Second, it promotes redline rail sniping
DHAVs look like they're the agile hit-and-run types, close combat should be their specialty.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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