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Thread Statistics | Show CCP posts - 66 post(s) |
Tesfa Alem
Death by Disassociation
731
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Posted - 2015.01.22 13:31:00 -
[91] - Quote
Vulpes Dolosus wrote: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.
Agreed. Bonus should be to missiles, not rail turrets.
Yes, high alpha missile strikes are a concern, so instead of a direct damage buff, a bonus to reload speed. DHAVs only have a short time to engage due to low HP, so being able to get out two full missile ammo clips may come in handy.
Redline for Thee, but no Redline for Me.
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Lazer Fo Cused
Shining Flame Amarr Empire
587
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Posted - 2015.01.22 13:37:00 -
[92] - 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
Phase 1
1. When i get ADV/PROTO dropsuits apart from an increase in PG/CPU i also gain more module slots - I expect this for vehicles also
2. So if i have 3 rails pre-fitted i take it i can swap out to 3 missile turrets?
3. Okay but is it still factored if you change the turret? 3a. Okay 3b. Some suits can fit all proto but if it takes alot of SP to get the optimizations then i am fine with that
4. Okay 4a. I want a locking mechanism for the non solo HAV because me putting 30mil SP into a vehicle and funding it i do not want a stupid blueberry jumping in it and firing the turret and using all the ammo at anything that happens to move 4b. Use Planetside 2 locking - No lock so anyone can get in, Squad lock so only players who are in my squad can get in because of course i trust squad members more than blueberries and also if i change from No lock to Squad lock it kicks out players in my turrets who are not in my squad
5. Highly armored - fine 5a. Fewer slots? - so i have more base HP? but less slots to tank the vehicle? what? 5b. Damage and bonuses to small turrets - Better make small turrets better than and worth it to use against infantry ie blaster no having luck instead of accuracy
6. Very fast - Speed of a LAV? 6a. Lightly armored - Okay 6b. Damage to blaster and missiles - okay but why not railgun too? 6c. No small turrets - Okay allows ambushes at least
7. For modules just add in what is needed from chrome - Also i feel a back to chrome stats for modules is best - https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml - that doc has all modules in it
8. I also have fragmented missiles in my doc sheet above - I put them with more splash then direct damage do they are just AI and not AV at all
Phase 2
1. Cant complain gives me more to skill into
Phase 3
1. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml - Like i said modules and ideas in this google doc |
Spkr4theDead
Red Star.
2804
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Posted - 2015.01.22 13:39:00 -
[93] - Quote
Tesfa Alem wrote: AI Large missile turrets, oh you make me swoon.
The forums will light up within an hour calling it OP, and wanting it nerfed into oblivion or outright taken out of the game.
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.
Doesn't matter to me, I'm space rich and want a good reason to buy a second respec to go full pilot. Like you said below, I absolutely hated having a Neebs in my tank, and during Chrome and Uprising I've redlined more than 10 tanks to show them why I don't want them in my tank.
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 13:40:00 -
[94] - Quote
Alex-ZX wrote: I mean what happens if I put into the field a lot of those super tanks covering their backs each other, I know those are specific situations but, sometimes those are the most op You make it sound like the only ones allowed to use teamwork are infantry, and that pilots covering each other is OP and needs to be nerfed.
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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Lazer Fo Cused
Shining Flame Amarr Empire
587
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Posted - 2015.01.22 13:42:00 -
[95] - 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.
1. 3 tanks? Not having that i dont see the option to restrict proto pub stompers to only 3 proto suits on the field at any one time
2. Balance for PC/FW and not pubs, most of stylie complaints are at pub matches where MM is broken and acedemy players get put with vets and when you balance too much for pubs they become useless in PC like now |
Lazer Fo Cused
Shining Flame Amarr Empire
587
|
Posted - 2015.01.22 13:43:00 -
[96] - Quote
CCP Rattati wrote:Monkey MAC wrote:Firstly, I'm glad your refitting small turrets as a compulsory item and I'm liking the specialisations your going for too. Just be careful with difference between solo and regular HAV, if solos aren't comparable to regulars everyone will just use a regular with the 2 empty turrets. Then they are potentially helping by allowing new players to jump in, which is a bonus for teamplay
1. I do not want new players jumping into my 30mil SP invested vehicle and have them shooting at everything and wasting ammo |
Spkr4theDead
Red Star.
2804
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Posted - 2015.01.22 13:45:00 -
[97] - Quote
Harpyja wrote: 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.
He said in his first tank thread that he wants the destroyers to have a fighting chance, not destroy an ultra heavy ultra armored tank in a few seconds. Shouldn't take just one volley of missiles or 8 seconds of sustained fire from a blaster. They're essentially laughing off MLT and ADV AV to be able to take on a destroyer and try to escape.
In my honest opinion, the UHAV should have the weaker defense and the DHAV the stronger defense.
That's just silly. What would then be the point of going into the ultra heavy ultra armored tank if it's going to have weaker defense than a tank with maybe 1/6th the HP?
If the UHAV is to be primarily AI, then its defense against infantry AV should be its infantry offence.
It's defense against AV is going to be its extremely high HP.
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.
See above
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.
His own words, the Falchion will insta-pop the Vayu.
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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Lazer Fo Cused
Shining Flame Amarr Empire
587
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Posted - 2015.01.22 13:53:00 -
[98] - Quote
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.
1. What is to stop the normal HAV from having a PLC jump out and pop it in 1 shot?
2. Why would i want to skill into the DHAV and get popped in 1 shot when it will take more SP to skill into it than the PLC and also if it has a blaster for the turret which requires CQC distance to the enemy vehicle which will most likely be guarding a point or has someone in the small turret like in 1?
3. Really the railgun should be on a DHAV since it has range but if a PLC can pop it then a FG will OHK also which again why should i use the DHAV and not a solo HAV instead which can take a beating? |
shaman oga
Dead Man's Game
3745
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Posted - 2015.01.22 14:02:00 -
[99] - 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.
I really love to have people on my tank, as my main objective is hunt other vehicles, gunners defend me from infantry.
I don't want to lock all my tank, there are 2 different features needed.
1) Driver seat lock - i called the tank ,i payed isk, it's mine and of no one else, if have to jump down to go to the toilet, no one should be able to steal it.
2) Kick passenger button - L2 (or R2 i never remember) is unused since you don't want to add rear view in 3rd person, let us kick unwanted passenger.
Pronounced Scam - man - hoga
Minmatar omni-merc
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 14:08:00 -
[100] - Quote
Will drivers be required to skill into party tanks before they can spec into solo?
Or will they simply be branches off the base skill path?
VHCL
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Tesfa Alem
Death by Disassociation
732
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Posted - 2015.01.22 14:09:00 -
[101] - Quote
Concerning SP dump it looks the requirements will be
HAV operation I : Tank with turrets HAV operation III : Tank with turrets HAV operation V : Tank with turrets
HAV proffieciency I : Same Tank without turrets HAV proffieciency III : Same Tank without turrets HAV proffieciency V : Same Tank without turrets
GAL UHAV I GAL DHAV I
CAL UHAV I CAL DHAV I
It really should'nt be an SP sink to use the same tanks. Forget the 'i dont want randoms to jumpinto the tank thing", i think it is asking too much of players to have drop twice SP to run a identical tank with less PG /CPU just to have a turretless option. There already is a proposed tradeoff between fitting power to make them essentially the same tank.
Thats a 1.2 million SP difference between a madrugar without small turrets and a madrugar with small turrets at no discernable benifit. Its akin to making infantry suits take basic dropsuit skills to proto before starting into the racial bonus suits.
- Perhaps we can have two different skill trees, MBT Operation and SHAV operation independent of one another.
- Or merge both into one skill tree and have both of them purchasable from the market.
Redline for Thee, but no Redline for Me.
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shaman oga
Dead Man's Game
3745
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Posted - 2015.01.22 14:16:00 -
[102] - Quote
About slot progression, i still think that only 5 module slots are not enough, i would rather have more and less powerful modules, but have the possibility to personalize MY HAV.
It would not be interesting to skill in powerful suits if they have the same slot layout of STD suit, but more PG/CPU, same applies to HAV. I almost completely agree with Breakin Stuff model, as it was reintroducing chrome variety, but at this point i think that almost all my hopes in having fun again with tanks, are just wasted.
Pronounced Scam - man - hoga
Minmatar omni-merc
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H0riz0n Unlimit
Dead Man's Game
333
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Posted - 2015.01.22 14:23:00 -
[103] - Quote
shaman oga wrote:About slot progression, i still think that only 5 module slots are not enough, i would rather have more and less powerful modules, but have the possibility to personalize MY HAV.
It would not be interesting to skill in powerful suits if they have the same slot layout of STD suit, but more PG/CPU, same applies to HAV. I almost completely agree with Breakin Stuff model, as it was reintroducing chrome variety, but at this point i think that almost all my hopes in having fun again with tanks, are just wasted. What a news?
The KTM DuKe lives here, send a message after the "beep".One of the few vehiculist remained in dust 514
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Iron Wolf Saber
Den of Swords
18397
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Posted - 2015.01.22 14:34:00 -
[104] - Quote
Slot progression shouldn't be a thing not even for dropsuits.
however asking for more slots in general is something I like to see; vehicles have to few and cookie cutter the fits because of the lack of slots overall.
+1 or +2 every hull.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 14:40:00 -
[105] - Quote
Agreed. More slots is good. The fewer slots, the more cookie cutters.
Look at sentinels. Five slots and maybe five people who don't brick them.
We might want to consider making utility/customization mods lower pg/cpu than straight damage mods or tank mods. That way we can get around people who want to stack four 180mm plates in the lows.
VHCL
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Harpyja
Legio DXIV
2286
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Posted - 2015.01.22 14:51:00 -
[106] - Quote
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. I honestly think that's a terrible idea. DHAVs should have the higher defence than UHAVs. UHAVs should instead be able to defend themselves against AV infantry through their AI capabilities. See my post on the first page for further detail you seem to have missed.
"By His light, and His will"- The Scriptures, 12:32
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DarthJT5
Random Gunz RISE of LEGION
194
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Posted - 2015.01.22 14:53:00 -
[107] - Quote
Just one question. Will the UHAV have two variants as well? One with smalls and one without?
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Harpyja
Legio DXIV
2286
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Posted - 2015.01.22 14:54:00 -
[108] - Quote
Also, I hope that it's a typo that the Caldari DHAV will be slower and less agile than than the Caldari UHAV. Because that simply makes way too many negatives for the Caldari DHAV.
"By His light, and His will"- The Scriptures, 12:32
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
413
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Posted - 2015.01.22 14:55:00 -
[109] - Quote
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.
Disciple,Evangelist Amarr Tribe,Clan Mimitar |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
413
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Posted - 2015.01.22 14:59:00 -
[110] - Quote
Iron Wolf Saber wrote:Slot progression shouldn't be a thing not even for dropsuits.
however asking for more slots in general is something I like to see; vehicles have to few and cookie cutter the fits because of the lack of slots overall.
+1 or +2 every hull. Do we need mid slots for vehicles? |
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Breakin Stuff
Internal Error. Negative-Feedback
6647
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Posted - 2015.01.22 15:07:00 -
[111] - Quote
Harpyja wrote:Also, I hope that it's a typo that the Caldari DHAV will be slower and less agile than than the Caldari UHAV. Because that simply makes way too many negatives for the Caldari DHAV.
A glass cannon's only real defense is speed and agility.
DHAVs are intended to be expendable hammers thrown at enemy armor to disrupt armor superiority.
UHAVs are the ones intended to sit and slog through the meatgrinder.
Main Battle Tanks would be middle ground.
VHCL
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Iron Wolf Saber
Den of Swords
18402
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Posted - 2015.01.22 15:32:00 -
[112] - Quote
Luther Mandrix wrote:Iron Wolf Saber wrote:Slot progression shouldn't be a thing not even for dropsuits.
however asking for more slots in general is something I like to see; vehicles have to few and cookie cutter the fits because of the lack of slots overall.
+1 or +2 every hull. Do we need mid slots for vehicles?
Would rather see equipment slots make a debut on vehicles. (deployables)
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Lazer Fo Cused
Shining Flame Amarr Empire
588
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Posted - 2015.01.22 15:34:00 -
[113] - Quote
Iron Wolf Saber wrote:Luther Mandrix wrote:Iron Wolf Saber wrote:Slot progression shouldn't be a thing not even for dropsuits.
however asking for more slots in general is something I like to see; vehicles have to few and cookie cutter the fits because of the lack of slots overall.
+1 or +2 every hull. Do we need mid slots for vehicles? Would rather see equipment slots make a debut on vehicles. (deployables)
1. Nope unless the deployable is drones
2. We need Rigging slots and callibration on vehicles |
Harpyja
Legio DXIV
2286
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Posted - 2015.01.22 15:37:00 -
[114] - Quote
Breakin Stuff wrote:Harpyja wrote:Also, I hope that it's a typo that the Caldari DHAV will be slower and less agile than than the Caldari UHAV. Because that simply makes way too many negatives for the Caldari DHAV. A glass cannon's only real defense is speed and agility. DHAVs are intended to be expendable hammers thrown at enemy armor to disrupt armor superiority. UHAVs are the ones intended to sit and slog through the meatgrinder. Main Battle Tanks would be middle ground. I disagree that DHAVs have to be expendable. They should be something a pilot can skill to and make a profession out of as much as a UHAV.
I see a huge problem when making DHAVs glass cannons. In order to beat a UHAVs defenses and win instead of being beaten itself due to its lesser defence, DHAVs will need an insane amount of sustained DPS. This will be especially bad when a DHAV comes across another DHAV since it will only be "whoever shoots first wins."
I want tactical and meaningful gameplay for both the UHAV and DHAV, and I see it only possible if the DHAV actually has the stronger defense. Here's why. A skilled UHAV pilot will be able to use its AI power to defend itself against AV, but it will easily fall to the DHAV. Any UHAV vs UHAV combat will be tactical and focus on pilot skill and choice of vehicle fitting. Any DHAV vs DHAV combat will also be tactical because 1) they won't have insane DPS and 2) they will have a larger amount of defence to get past. This puts emphasis on pilot skill and vehicle fitting instead of the "shoot first to win" situation. DHAVs give up or limit their AI power in exchange for more defense and better AV capability.
"By His light, and His will"- The Scriptures, 12:32
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2866
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Posted - 2015.01.22 15:37:00 -
[115] - Quote
Iron Wolf Saber wrote:Luther Mandrix wrote:Iron Wolf Saber wrote:Slot progression shouldn't be a thing not even for dropsuits.
however asking for more slots in general is something I like to see; vehicles have to few and cookie cutter the fits because of the lack of slots overall.
+1 or +2 every hull. Do we need mid slots for vehicles? Would rather see equipment slots make a debut on vehicles. (deployables) What a swell idea. Though I wouldn't just limit it to deployables but to all support mods.
Including, but not limited to:
MCRU Remote repair mods (unless turret based) Mobile ammo synthesis (nanohive mod) Deployable bubble shield
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4483
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Posted - 2015.01.22 15:39:00 -
[116] - Quote
As a few others have mentioned before, the number of slots on the HAV is too damn low. It not only limits fitting flexibility but also turns piloting into "When I take damage turn this module on and survive". I understand that the original intent was to make piloting easier, but like EVE, piloting a vehicle in Dust is more about being able to skillfully and tactically manage your modules, and currently I just have to press my face to the keyboard and roll it back and forth to win.
I would suggest moving back to the old 7 slot system. Amarr 2/5 Caldari 5/2 Gallente 3/4 Minmatar 4/3
It allows pilots to have more flexibility in fitting, makes piloting more interactive and engaging, as well as widens the opportunity for utility.
Also one thing I would caution you on for the Anti Infantry HAVs. If you want to boost up the raw HP that's fine but excessively high raw HP means more time waiting around behind cover or in the redline, waiting for your regen to rep all of the missing HP which isn't exactly fun. Waves of opportunity yes, but not to a point where I can go make a sandwich while my armor repairs in the redline. I'd lean more towards a higher resistance/regen bonuses to compensate and avoid this issue.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Internal Error. Negative-Feedback
6648
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Posted - 2015.01.22 15:52:00 -
[117] - Quote
I think pokey is on the right track here.
The resistance or regen seems the way to go.
VHCL
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Balistyc Farshot
The Exemplars RISE of LEGION
43
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Posted - 2015.01.22 16:03:00 -
[118] - Quote
Hearing about all the lock talk. I think what people really want for all vehicles is a kick out the blue berries button. Remove the timer to let them in and add a button to kick them out. We all know the example: I fly in my DS full and one blue berry refuses to leave and flies off with my DS when it was meant to get us here then be recalled. Thanks blue berry. Kick out button, You all get in, I push the button, you all are forced out. Some people will abuse this so don't get into stranger's vehicles if you don't trust them. Problem solved.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Breakin Stuff
Internal Error. Negative-Feedback
6648
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Posted - 2015.01.22 16:13:00 -
[119] - Quote
I could get behind an "eject dumbass" button.
VHCL
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Sir Snugglz
Red Star.
1163
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Posted - 2015.01.22 16:53:00 -
[120] - Quote
is there a thread similar to this one for lav/derpy derps?
-Pro AFKing LVL 5
-Luck is just one of my skills
-Just because I make flying look easy doesn't mean it is
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