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Pokey Dravon
OSG Planetary Operations Covert Intervention
4584
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Posted - 2015.01.27 16:50:00 -
[1] - Quote
Breakin Stuff wrote:Wow, I make a thread and within 30 minutes both of you two post in it to say what bad ideas I have! It's almost like you're following me, my own little fan club trying to derail every thread I make.
This is rather pathetic, you know.
The bucket is over there. go cry into it.
They kind of act like the jealous ex's. Scott Pilgrim anyone?
Regardless I think there needs to be more to Pilots than just this, as that's a pretty hefty SP investment just to skip the queue, you know?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4584
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Posted - 2015.01.27 17:24:00 -
[2] - Quote
Breakin Stuff wrote:I think you guys are better qualified to cook up actual racial bonuses for vehicular homicide, don't you think? I just posited the role bonus. I leave the rest up to you lunatics.
and the hefty SP investment would be so say *I* cannot simply go "Oh! BPO!" and spawn instantly in my free LAV.
Actually they could do the BPO as long as they didn't make it no skills needed. I figure the casual drivers need to be a bit lower in the priority chain. Because WTF is the point of being vehicle specced if I can make an LAV pyramid and deny you the vehicle spawn you need?
Yeah the vehicle quota is ....troubling. I understand it's purpose but it also comes with some bad limitations, as you've pointed out. I'm almost wondering if it would work better if the quota was per vehicle type and not so much a general limit. This may become problematic when more vehicle types are added but for now...?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4584
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Posted - 2015.01.27 17:29:00 -
[3] - Quote
Breakin Stuff wrote: Honestly I'd rather they YANKED the vehicle cap. I don't see a need for it. or 16 vehicle limit.
Sure, I can make a pyramid.
Not before the pilots get their stuff down
Hmmm well I think it does serve a purpose in pubs to avoid excessive number of tanks but FacWar and PC? Less of reason to restrict it.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4584
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Posted - 2015.01.27 17:54:00 -
[4] - Quote
MINA Longstrike wrote:For a 2.7m sp investment.... The pilot suit seems incredibly weak / useless. I have no ideas on what to do with it or how to make it better. I know that the CPM "want" it to be a thing as it "equals out the difference in maximum sp investment between infantry and vehicular roles"... But I'm still of the opinion that every point of sp spent into infantry roles is inherently much more valuable than vehicle roles.
Infantry are ubiquitous, they are needed to play the game, vehicles are still treated like temporary powerups rather than healthily functioning roles in their own right. Maps are too small for dropship transport to be a viable role, LAV's are treated like taxi's and HAVs are apparently only meant to fight installations (which don't auto-target infantry so aren't a threat to them) or other HAVs, because it (admittedly) ruins infantry lives when tanks are good at killing them.
I know this all sounds very ranty and I'm trying to be as constructive as I can, but I just don't see a point to pilot suits - the 'convenience' of not having to wait for rdv queue at the start of the match means nothing to me.
Well as Breakin stated, there needs to be more to it than just skipping the queue.
The primary issue you run into with pilot suits is, do you make the bonuses so good that anyone without a pilot suit is basically screwed? And then do you balance AV against a vehicle with or without a suit? Or do you make the bonuses fairly weak, and make it not worth the the SP investment?
Even if you go with the first, assuming the suits cost the same amount of SP to skill into, you quickly run into an extremely inflated SP barrier to be viable with vehicles, because you need to train not only the vehicle, but the suit as well.
On top of that there is the ISK cost you also need to consider, assuming vehicle destruction would also kill the pilot.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4586
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Posted - 2015.01.27 18:08:00 -
[5] - Quote
Ehhhhh yeah thats basically like a team bandwidth for vehicles and it's just......ehhhhhhhhhhhhh lol
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4586
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Posted - 2015.01.27 19:12:00 -
[6] - Quote
Spkr4theDead wrote:MINA Longstrike wrote:Spkr4theDead wrote:MINA Longstrike wrote: because it (admittedly) ruins infantry lives when tanks are good at killing them.
Ruining the game when pilots are good at aiming... Go be a ******* idiot somewhere else thanks, the grown ups are talking. Oh, I forgot, pilots aren't allowed to have an opinion.
Let me explain to you how freedom of speech works, Spkr.
You have the right to have and express an opinion.
However,
People are not required to listen to your opinion.
People are not required to host or give you a forum to express your opinion.
You are not protected from people criticizing or mocking your opinion.
You are not protected from people stopping you from expressing your opinion on thier property.
You are not protected from people ignoring you because they disagree or just think you're an idiot.
So have an opinion all you want, that is your right. But don't start crying because no one wants to listen, because they have the right to laugh, mock you, call you stupid, and simply not give a **** about what you say, think, or feel.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4587
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Posted - 2015.01.27 19:40:00 -
[7] - Quote
Kain Spero wrote:Pokey Dravon wrote:Breakin Stuff wrote:Wow, I make a thread and within 30 minutes both of you two post in it to say what bad ideas I have! It's almost like you're following me, my own little fan club trying to derail every thread I make.
This is rather pathetic, you know.
The bucket is over there. go cry into it. They kind of act like the jealous ex's. Scott Pilgrim anyone? Regardless I think there needs to be more to Pilots than just this, as that's a pretty hefty SP investment just to skip the queue, you know? I always imagined that pilot suits would have access to equipment to use in their own equipment slots that gives vehicles special abilities like flares, lock on warning, etc. rather than just straight buffing the hp or dps output of vehicles
Not a bad idea. Another direction I was going is that link modules let you modify how the tank performs. Effectively the pilot suit becomes the "rigs" of the tank, offering increased shield recharge at the cost of boosting, ect. Allowing you to push your vehicle into a heavily specific role, both in terms of offense, defense, and utility.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4598
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Posted - 2015.01.28 15:23:00 -
[8] - Quote
MINA Longstrike wrote:So here's a thought... It's tied in with another persons suggestion though.
Specific vehicles (LLAV's, dropship, logi-ds) get 'equipment' slots for stuff like bubbleshields, aoe infantry reps (modelled after triage nanohives), maybe even moving MCRU's into this equipment slot, etc. pilot suits can then be used to augment these vehicular equipment pieces, either by reducing cool down or increasing functionality.
It's kind of a two-phase idea though. Step one would have to be the equipment & slots, step two would have to be the pilot suit.
Would also fix up some issues with MCRU's eating up 'tank' slots on certain vehicles.
Edit: further thoughts include potentially moving most non-weapon / non-tank oriented 'utility' mods into these equipment slots: so scanners, fuel injectors, afterburners, MCRU's, remote repairs, whathaveyou. Set up vehicles with hard defined equipment totals and you can get interesting stuff like a uhav with a bubble-shield for crisis moments, old remote-rep spider tanking, current scanner & prop SHAVs, etc.
I think Iron Wolf was the first to mention this idea to me and the more I think about it the more I'm starting to like it. Now, I think some utility should be tied to the slots of a vehicle, as that is typically what the off-rack is for any they offer a tangible combat benefit such as fuel injectors, afterburners, damage mods, ect. Those are like your KinKats and damage mods on a dropsuit. However, Scanners, Remote Reps, mCRUs....all of these things can be mirrored from Infantry Equipment, and it may actually be better to be consistent in how those are fit to both vehicles and dropsuits alike.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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