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Thread Statistics | Show CCP posts - 2 post(s) |
Banjo Robertson
Random Gunz RISE of LEGION
450
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Posted - 2015.02.11 02:49:00 -
[91] - Quote
Breakin Stuff wrote:Banjo Robertson wrote:How about letting HAVs and LAVs burn for a few seconds at 0hp before blowing up so people can escape those too? why?
I reply with. Why not? The OP of this thread is saying, make dropships blow up the same way LAVs and HAVs blow up. But, dropships and ground vehicles are different. I'm flipping it around and saying, why not let LAVs and HAVs blow up similar to how dropships do?
Why should vehicles blow up instantly? thats a hollywood crazy idea that's gotten into games. A vehicle will be wrecked and unable to move long before it blows up, if it even does blow up. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17096
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Posted - 2015.02.11 03:24:00 -
[92] - Quote
Banjo Robertson wrote:Breakin Stuff wrote:Banjo Robertson wrote:How about letting HAVs and LAVs burn for a few seconds at 0hp before blowing up so people can escape those too? why? I reply with. Why not? The OP of this thread is saying, make dropships blow up the same way LAVs and HAVs blow up. But, dropships and ground vehicles are different. I'm flipping it around and saying, why not let LAVs and HAVs blow up similar to how dropships do? Why should vehicles blow up instantly? thats a hollywood crazy idea that's gotten into games. A vehicle will be wrecked and unable to move long before it blows up, if it even does blow up.
That depends. If a round penetrates the armour of a tank depending on what kind of shell it is and what parts of the tank it damages the thing will likely very much so instantly explode.
And no the latter comment is wholly untrue. Again depending on the round, its pay load, how and where it penetrates the armour, etc will determine how a vehicle like a tank is destroyed.
"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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Godin Thekiller
The Corporate Raiders
2871
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Posted - 2015.02.11 03:54:00 -
[93] - Quote
True Adamance wrote:Banjo Robertson wrote:Breakin Stuff wrote:Banjo Robertson wrote:How about letting HAVs and LAVs burn for a few seconds at 0hp before blowing up so people can escape those too? why? I reply with. Why not? The OP of this thread is saying, make dropships blow up the same way LAVs and HAVs blow up. But, dropships and ground vehicles are different. I'm flipping it around and saying, why not let LAVs and HAVs blow up similar to how dropships do? Why should vehicles blow up instantly? thats a hollywood crazy idea that's gotten into games. A vehicle will be wrecked and unable to move long before it blows up, if it even does blow up. That depends. If a round penetrates the armour of a tank depending on what kind of shell it is and what parts of the tank it damages the thing will likely very much so instantly explode. And no the latter comment is wholly untrue. Again depending on the round, its pay load, how and where it penetrates the armour, etc will determine how a vehicle like a tank is destroyed.
Seeing as there is no penning of the armor until 0 armor is made, meh. Regardless of where the shot is, I bet it'd be able to cause a explosion regardless.
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7098
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Posted - 2015.02.11 05:17:00 -
[94] - Quote
Banjo Robertson wrote:Breakin Stuff wrote:Banjo Robertson wrote:How about letting HAVs and LAVs burn for a few seconds at 0hp before blowing up so people can escape those too? why? I reply with. Why not? The OP of this thread is saying, make dropships blow up the same way LAVs and HAVs blow up. But, dropships and ground vehicles are different. I'm flipping it around and saying, why not let LAVs and HAVs blow up similar to how dropships do? Why should vehicles blow up instantly? thats a hollywood crazy idea that's gotten into games. A vehicle will be wrecked and unable to move long before it blows up, if it even does blow up.
So you are unaware of the term "catastrophic kill?"
If a shot penetrates the armor anywhere in the crew compartment 99/100 times the crew is pure+¬.
This idea that most tanks killed have a survivor crew is naive at best. Disingenuous at worst.
AV
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Galvatrona
Death Merchants Inc.
4
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Posted - 2015.02.11 09:59:00 -
[95] - Quote
I am a full time tanker, up until 1.10 I didn't use or have a dropsuit higher than min logi level 1 just to use my blueprint suit to drive. All of my points up until this point were into tanks my guns operate better. I can fit better mods with full 3 proto guns having fitting opt 5 for all turrets. As soon as there was the ability to respect I did, I eliminated the turrets that I didn't favor and used the leftover points to outfit dropsuits. I only respected to be able to avoid the tank spam when the enemy team sees my name and pulls 4 tanks to come after me or the cheesy loaded dropships. I spend the rest of the match back at the redline with my blueprint covenant sniper rifle and wait out the match.
One thing to fix the vehicle death action is to put pilot suits into play for closed in driver seats. HAV and DS of all types excluding LAV as your exposed.
I have several items to go over for this implementation.
Comparing dropsuits they are all of different sizes and speeds with different size weapons.
How much space is there really in a drivers seat?
How does a heavy that I can out run by 2X get out of a vehicle just as fast as I do?
Now how does the heavy fit in the drivers seat with a huge weapon at the ready. I seem to run faster depending on which weapon I have in my hands (not a lot of proto dropsuits to use to test with yet). how does this not play into a delay in the exit/entrance of a vehicle.
If you can't operate a 1/2 million isk tank (cheaping out is your self imposed handicap or lack of skills into vehicle upgrades or fitting optimization) Why should you get a 2nd chance in another large investment. why not let heavys have an eject button for when they hit close to death they can bust out of their almost dead heavy suit into a scout suit just because it fits inside? seems pretty stupid right.
My tank has never had 5-10 seconds of safety time for me to bail at a wall of obstacle, DS pilots had the switch seat option now just pull up before death to survive the fall as your now on top of the ship and can aim away from it. does not work if the ships too weak and I 2 shot it before the driver can respond. This tanks name is "The Dropship Special" not saying whats in it but it offers no quarter to dropships for escape, only 2 ships so far have survived from 2 direct hits from this tank, I received mail afterwards asking me what I use. Now these people target me at the beginning of the match with multiple vehicles or massive AV teams.
In my tank if I decide that I am going to ride it out and not bail I die if it hits 0HP Everyone in the DS is taking the same risk passengers included, passengers see the health of the DS and can decide when to bail on their own if not TRAPPED AND DEAD with the ship.
Here is an example of DS not working properly match starts I move in and a DS trys to sneak up behind me. I let him get so far as he/she is going to approach soon to get range on their turrets. I spin asap and nail the DS into 0 HP, The pilot and passengers use the guns on me until they fail to respond at this point they know to bail and lock on with swarms or charge the forge they have. As the pilot approaches he/she uses the bank left then right technique to empty one turret and spin to empty the other passengers turret, this sideways flying allows the pilot to survive the drop as the ship is no longer plowing into him/her. The chance of survival is even higher if I don't time the shots to not hit the front of the ship to push it up. I feel in this situation they stayed in the ship until it was no longer useful then took advantage of the 0HP action to destroy me after I fairly destroyed their ride with them in it.
Pilot suits could have 1 high, 1 low, 1 equipment and a side arm only. I have yet to see a helicopter pilot or jet pilot have more than a side arm on their person unless its in a side compartment, which they don't have when they eject unless the return back to salvage it from their wreckage. Having 1 equipment slot allows access for the driver to still assist infantry with links ammo or carry proxy remotes to set up a "follow me trap" for blaster tanks. With the limitation of slots and weapons the pilot suit could use the level of your dropsuit upgrades to make it more effective/survivable. This allowing unlimited CPU and PG on the suit to fit 1 of what you have maxed out for each slot instead of needing to include a proto pilot suit or any type of extra skills. Aside of hav/ds skills that would allow the purchase of the basic pilot suit for a minimum isk cost. Another way to put the pilot suit into users dropsuit fitting is to have it as one of the blueprint starter suits that only unlocks only once you've spent points into hav or DS skills. Including a bandwidth of 16 would allow enough room for enough remotes to either seriously injure if not destroy another tank, or enough equipment to assist not support infantry more than the realm of the tanks main job. This suit would not need a fast run speed or a low profile as it should be only mainly used with vehicles, on the other side the suits weakness should allow a low precision to see almost any suit not dampened. These stats would make the suit nothing more than a suit to run away in, killing someone would not be easy but avoiding them would be. people trying to take advantage of the low precision are reduced to less to than a glass cannon holding by onto a side arm.
I have more info on this topic which I may add later.
Yes I feel overpowered in my tank but I deserve to be with no dropsuits and level 5 skills in vehicles and turret operations. |
Monkey MAC
Rough Riders..
3629
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Posted - 2015.02.11 11:23:00 -
[96] - Quote
To be honest, if Pilot suits were implemented and mandatory for closed cockpit vehicles we wouldn't need to have this discussion because it wouldn't matter wether you survived or not, a pilot suit out of his vehicle would be a dead man walking.
Since they are not, I suppose weighing in on this won't hurt, I believe the Pilot should die at 0/0, end of story, I tire of destroying tanks, dropships or LAV's where when the vehicle is clearly doomed/dead they jump out (often in a heavy suit, tanked to the nines) to blap you while you holding your AV weapon.
However Dropship passengers are a different story, passengers do not contribute to the dropship forcestrength (minus gunner posistions) and so should not be penalised by the pilots mistakes.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Monkey MAC
Rough Riders..
3629
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Posted - 2015.02.11 11:26:00 -
[97] - Quote
Galvatrona wrote:I am a full time tanker, up until 1.10 I didn't use or have a dropsuit higher than min logi level 1 just to use my blueprint suit to drive. All of my points up until this point were into tanks my guns operate better. I can fit better mods with full 3 proto guns having fitting opt 5 for all turrets. As soon as there was the ability to respect I did, I eliminated the turrets that I didn't favor and used the leftover points to outfit dropsuits. I only respected to be able to avoid the tank spam when the enemy team sees my name and pulls 4 tanks to come after me or the cheesy loaded dropships. I spend the rest of the match back at the redline with my blueprint covenant sniper rifle and wait out the match.
One thing to fix the vehicle death action is to put pilot suits into play for closed in driver seats. HAV and DS of all types excluding LAV as your exposed.
I have several items to go over for this implementation.
Comparing dropsuits they are all of different sizes and speeds with different size weapons.
How much space is there really in a drivers seat?
How does a heavy that I can out run by 2X get out of a vehicle just as fast as I do?
Now how does the heavy fit in the drivers seat with a huge weapon at the ready. I seem to run faster depending on which weapon I have in my hands (not a lot of proto dropsuits to use to test with yet). how does this not play into a delay in the exit/entrance of a vehicle.
If you can't operate a 1/2 million isk tank (cheaping out is your self imposed handicap or lack of skills into vehicle upgrades or fitting optimization) Why should you get a 2nd chance in another large investment. why not let heavys have an eject button for when they hit close to death they can bust out of their almost dead heavy suit into a scout suit just because it fits inside? seems pretty stupid right.
My tank has never had 5-10 seconds of safety time for me to bail at a wall of obstacle, DS pilots had the switch seat option now just pull up before death to survive the fall as your now on top of the ship and can aim away from it. does not work if the ships too weak and I 2 shot it before the driver can respond. This tanks name is "The Dropship Special" not saying whats in it but it offers no quarter to dropships for escape, only 2 ships so far have survived from 2 direct hits from this tank, I received mail afterwards asking me what I use. Now these people target me at the beginning of the match with multiple vehicles or massive AV teams.
In my tank if I decide that I am going to ride it out and not bail I die if it hits 0HP Everyone in the DS is taking the same risk passengers included, passengers see the health of the DS and can decide when to bail on their own if not TRAPPED AND DEAD with the ship.
Here is an example of DS not working properly match starts I move in and a DS trys to sneak up behind me. I let him get so far as he/she is going to approach soon to get range on their turrets. I spin asap and nail the DS into 0 HP, The pilot and passengers use the guns on me until they fail to respond at this point they know to bail and lock on with swarms or charge the forge they have. As the pilot approaches he/she uses the bank left then right technique to empty one turret and spin to empty the other passengers turret, this sideways flying allows the pilot to survive the drop as the ship is no longer plowing into him/her. The chance of survival is even higher if I don't time the shots to not hit the front of the ship to push it up. I feel in this situation they stayed in the ship until it was no longer useful then took advantage of the 0HP action to destroy me after I fairly destroyed their ride with them in it.
Pilot suits could have 1 high, 1 low, 1 equipment and a side arm only. I have yet to see a helicopter pilot or jet pilot have more than a side arm on their person unless its in a side compartment, which they don't have when they eject unless the return back to salvage it from their wreckage. Having 1 equipment slot allows access for the driver to still assist infantry with links ammo or carry proxy remotes to set up a "follow me trap" for blaster tanks. With the limitation of slots and weapons the pilot suit could use the level of your dropsuit upgrades to make it more effective/survivable. This allowing unlimited CPU and PG on the suit to fit 1 of what you have maxed out for each slot instead of needing to include a proto pilot suit or any type of extra skills. Aside of hav/ds skills that would allow the purchase of the basic pilot suit for a minimum isk cost. Another way to put the pilot suit into users dropsuit fitting is to have it as one of the blueprint starter suits that only unlocks only once you've spent points into hav or DS skills. Including a bandwidth of 16 would allow enough room for enough remotes to either seriously injure if not destroy another tank, or enough equipment to assist not support infantry more than the realm of the tanks main job. This suit would not need a fast run speed or a low profile as it should be only mainly used with vehicles, on the other side the suits weakness should allow a low precision to see almost any suit not dampened. These stats would make the suit nothing more than a suit to run away in, killing someone would not be easy but avoiding them would be. people trying to take advantage of the low precision are reduced to less to than a glass cannon holding by onto a side arm.
I have more info on this topic which I may add later.
Yes I feel overpowered in my tank but I deserve to be with no dropsuits and level 5 skills in vehicles and turret operations.
Modern ejector seats at least for the RAF contain a compartment for an SA80 standard issue assault rifle, the pilot doesn't carry a pistol normally.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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CCP Rattati
C C P C C P Alliance
17069
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Posted - 2015.02.11 11:40:00 -
[98] - Quote
Monkey MAC wrote:To be honest, if Pilot suits were implemented and mandatory for closed cockpit vehicles we wouldn't need to have this discussion because it wouldn't matter wether you survived or not, a pilot suit out of his vehicle would be a dead man walking.
Since they are not, I suppose weighing in on this won't hurt, I believe the Pilot should die at 0/0, end of story, I tire of destroying tanks, dropships or LAV's where when the vehicle is clearly doomed/dead they jump out (often in a heavy suit, tanked to the nines) to blap you while you holding your AV weapon.
However Dropship passengers are a different story, passengers do not contribute to the dropship forcestrength (minus gunner posistions) and so should not be penalised by the pilots mistakes.
I share this opinion as well.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Galvatrona
Death Merchants Inc.
4
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Posted - 2015.02.11 12:13:00 -
[99] - Quote
Both the tank and dropship carry the same risk to passengers that want to deploy in their seats. They are in the hands of the driver and have accepted the risks of deploying in a vehicle instead of another link. For some reason people that deploy in my tank do not get out to assist in hacking for fear that someone else will spawn in the seat and they cannot get back in. Unlike the dropship where multiple people can spawn and have a need to drop out as a DS with filled turrets is pointless to stay in and make 0 points. There have been a few blues I have hear of waiting it out in the ship for one of the gunners to die and take his seat. In these cases an eject option could be installed. I would not mind a turret position (minimum cpu/pg cost) that was just a seat with a 30 sec auto eject. The turret spawn seat would put the person out of the back of the tank if they chose or not, coming out of the back would prevent me killing them in PC and FW where you get kicked for a day. As for the dropship eject it could be an option to kick out every passenger and one that would allow you to keep your gunners and kick the rest.
An ejection option would benefit both the tank and the dropship for recall reasons. After ejection the timer would kick in to relock the doors so you can get out and recall it. IE we spawn mcc and wait for a few slow squad members or need to pick them up at the wrong drop point. At this point the door locks no longer apply and a blueberry gets in. You get to a roof you can safely land on and recall but the one blue doesn't get out. Either he decides wee a free ride or just doesn't like your parking job he burns up your ship in a blaze of glory at no cost to him.
In pub matches, a thief tax for dieing in a vehicle you don't own (not applied to enemy hacked vehicles) would prevent/reduce vehicle thieft as well. Can't figure out why your negative at the end of a match maybe stealing peoples expensive vehicles will do that. This tax would not apply to squad members. I don't fly but that doesn't mean I don't own a pile of dropships and have others fly them for me. With my skills I don't cheap out on the ship either. I don't wanna die in a flying coffin, seeing as I know I can drop most dropships in 2 shots.
Either way you look at the pilot eject system in any comparison, the pilot never has the amount of equipment that a ground infantry has for what ever reason. Its too much to fit or is not needed in the use of then operation of the vehicle its self and would more than likely get in the way of the operation of the vehicle. |
Galvatrona
Death Merchants Inc.
4
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Posted - 2015.02.11 12:29:00 -
[100] - Quote
another reason I am saying that a tank is included in the closed cockpit system as I choose not to use the jump out tactic and have gotten used to fighting the ones that do bail and fire at me with a forge gun. make sure you get them low enough only when you have a side view of their tank or fire mid side of the tank so when he does get out I hit him before the tank and it takes him time to rotate to fire his hand weapon at you. I don't particularly like having half my dropsuit mowed down by an empty lav then be shot in the back by a proto heavy wielding a proto gun, get back in his lav and ride off like it was nothing is demeaning enough to your self esteem. Now having this done to you by the same heavy type riding in a gunnlogi with a complex nitro and a particle cannon. Just because he can only hit things the size of barns with that powerful gun he rolls on you bails and whipes you out with the machine gun. How much overpowered do you need to be before you stop firing av at a tank like this?
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Galvatrona
Death Merchants Inc.
4
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Posted - 2015.02.11 12:34:00 -
[101] - Quote
Now this is a tactic I do not employ but am seriously thinking about as it would prevent scouts from remoting me mostly but I find it cheesy and the cost per death at this point is not worth the risk.
If not a pilot suit then a weapons limitation which a driver could have after all the issue ejector seat only contains an assault rifle, not the space of lets say a swarm launcher of forge gun?
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killertojo42
KnightKiller's inc.
148
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Posted - 2015.02.11 13:41:00 -
[102] - Quote
Juno Tristan wrote:Imp Smash wrote:Juno Tristan wrote:Imp Smash wrote:Aeon Amadi wrote:As subject line says. Dropships should instantly explode when reaching 0/0 HP. Tanks do it, LAVs do it, why are Dropships exempt..? It's really annoying to have a dropship pilot live through the AV onslaught and then not die because they get a 5-10 second "get out of jail free" period. These are the three lines Y'all should pay attention to. This should change because this is how it is in game. Therefore this is a weird exception. Aeon is not wrong in this case. It's because you've not done enough damage to destroy it, only knock out the engines/power Interesting justification. Has nothing to do with the argument itself (for example -- would not, by your logic, this apply to ground vehicles?) but still interesting. If the engines and power are knocked out -- then how would anyone open the doors? If the armor is 0, wouldn't people inside the dropship be taking damage from explosions when other swarms/forges hit? See, I can make up 'real world reasons' all day too. Game balance - which translates to fairness, fun, and player population - dictates otherwise. Aeon made a good argument. Doesn't mean he is right, but so far he has yet to be challenged reasonably. So, rebut it with actual factual information OR logical rationale (or both.) Dropships have a higher hull value (and hence why the guy plinking away at you with an AR gets the kill and not the swarms) than other vehicles/Dropsuits Tank turrets have higher values, means it kills your hull in equal proportion and should cause instant death
Because both of us dying as I'm in my nomad BPO is to my benefit
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killertojo42
KnightKiller's inc.
148
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Posted - 2015.02.11 13:52:00 -
[103] - Quote
True Adamance wrote:Banjo Robertson wrote:Breakin Stuff wrote:Banjo Robertson wrote:How about letting HAVs and LAVs burn for a few seconds at 0hp before blowing up so people can escape those too? why? I reply with. Why not? The OP of this thread is saying, make dropships blow up the same way LAVs and HAVs blow up. But, dropships and ground vehicles are different. I'm flipping it around and saying, why not let LAVs and HAVs blow up similar to how dropships do? Why should vehicles blow up instantly? thats a hollywood crazy idea that's gotten into games. A vehicle will be wrecked and unable to move long before it blows up, if it even does blow up. That depends. If a round penetrates the armour of a tank depending on what kind of shell it is and what parts of the tank it damages the thing will likely very much so instantly explode. And no the latter comment is wholly untrue. Again depending on the round, its pay load, how and where it penetrates the armour, etc will determine how a vehicle like a tank is destroyed. Same with any vehicle
Because both of us dying as I'm in my nomad BPO is to my benefit
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Aeon Amadi
Chimera Core
8660
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Posted - 2015.02.11 14:26:00 -
[104] - Quote
Monkey MAC wrote:To be honest, if Pilot suits were implemented and mandatory for closed cockpit vehicles we wouldn't need to have this discussion because it wouldn't matter wether you survived or not, a pilot suit out of his vehicle would be a dead man walking.
Since they are not, I suppose weighing in on this won't hurt, I believe the Pilot should die at 0/0, end of story, I tire of destroying tanks, dropships or LAV's where when the vehicle is clearly doomed/dead they jump out (often in a heavy suit, tanked to the nines) to blap you while you holding your AV weapon.
However Dropship passengers are a different story, passengers do not contribute to the dropship forcestrength (minus gunner posistions) and so should not be penalised by the pilots mistakes.
So what do we do in the meantime?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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DUST Fiend
Molon Labe. General Tso's Alliance
15683
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Posted - 2015.02.11 14:43:00 -
[105] - Quote
CCP Rattati wrote:Monkey MAC wrote:To be honest, if Pilot suits were implemented and mandatory for closed cockpit vehicles we wouldn't need to have this discussion because it wouldn't matter wether you survived or not, a pilot suit out of his vehicle would be a dead man walking.
Since they are not, I suppose weighing in on this won't hurt, I believe the Pilot should die at 0/0, end of story, I tire of destroying tanks, dropships or LAV's where when the vehicle is clearly doomed/dead they jump out (often in a heavy suit, tanked to the nines) to blap you while you holding your AV weapon.
However Dropship passengers are a different story, passengers do not contribute to the dropship forcestrength (minus gunner posistions) and so should not be penalised by the pilots mistakes. I share this opinion as well. You say its the pilots fault that the ship goes down, yet so often our death is entirely out of our hands.
At least its only very expensive to be a dedicated pilot now, only 350k per death, may as well force us into bpo suits to "save" isk. Unlike infantry, we have no cheaper options, not if you want to be of any real use.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Finn Colman
Immortal Guides Learning Alliance
139
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Posted - 2015.02.11 14:58:00 -
[106] - Quote
DUST Fiend wrote: Also, pilot suits are a horrible, horrible idea, and will yet again elevate piloting far above all other roles in terms of SP and ISK required to not be a total waste of SP and ISK
So, you are saying that numbers cannot be adjusted to fix this upon their implementation? |
DUST Fiend
Molon Labe. General Tso's Alliance
15683
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Posted - 2015.02.11 15:01:00 -
[107] - Quote
Finn Colman wrote:DUST Fiend wrote: Also, pilot suits are a horrible, horrible idea, and will yet again elevate piloting far above all other roles in terms of SP and ISK required to not be a total waste of SP and ISK
So, you are saying that numbers cannot be adjusted to fix this upon their implementation? I suppose they could give a free respec and make it so proto vehicle fit plus proto pilot suit equals one proto vehicle fit now, bt that seems prerty silly. Also note the SP investment, youd have to slice that almost in half across the board to keep being a pilot from being an unbelievable SP sink.
Infantry should have to buy an infantry frame in order to wear a dropsuit. It costs a ton of SP, provides a token benefit, and serves mostly as an isk sink. Sounds exciting right?
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Kaeru Nayiri
Ready to Play
496
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Posted - 2015.02.11 16:46:00 -
[108] - Quote
ALL of this can easily be solved by leaving mechanics in place, as they are, and adding a pilot exit timer that applies to leaving the pilot seat. (be it to change seats in the vehicle OR to leave the vehicle completely).
Murder taxis can still be a thing if the heavy has a driver.
Dropship pilots will go down with the ship, without ruining hot drops. It would even prevent stupid suicide crashes, onto strategic points, from single players with uplinks. They'll have to actually land properly to deploy their links (This tactic has always annoyed the hell out of me). Alternatively they could gamble and try to hold the button in advance, while abandoning control of their ship and hope their timing is correct.
Tankers cannot pop out with their forge guns or HMGs to deal with issues as they come up, their passengers/gunners, however, can.
Add a hacking wheel that fills by holding the triangle or circle button to perform the corresponding action for the pilot only. All problems solved, with interest. |
Evan Gotabor
Prima Gallicus
147
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Posted - 2015.02.11 18:47:00 -
[109] - Quote
The only reason I could accept to be instakilled at each vehicle loss would be the introduction of a "pilot dropsuit" mechanic. Those dropsuits would be a module to add to the tank/dropship and not an infantry gear. Like for infantry, you get the racial bonus + another bonus which is based on the dropsuit tier. I would gladly pay more SP and ISK if I can improve correctly my chances of survival. A new mechanic spawn would have to be created of course...
Outside of that, I see no point in destroying even more the pilots wallets... We already take heavy losses just with the vehicles, and half the time if not more, we are blowing with our vehicle... Or commit suicide by taking our dropship in the head. You can check some PC vids on my youtube channel if you want proofs.
I completely agree with DUST Fiend on the fact that being a pilot is not rewarding at all. It's getting worst and worst since Uprising 1.7. I have 30M SP in vehicles (I don't even count the isk spent). Nowadays, I feel more useless than a pair of old socks in a swimming competition...
Prima Gallicus diplomat
Eve 21 day Trial
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
407
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Posted - 2015.02.11 19:36:00 -
[110] - Quote
CCP Rattati wrote:Monkey MAC wrote:To be honest, if Pilot suits were implemented and mandatory for closed cockpit vehicles we wouldn't need to have this discussion because it wouldn't matter wether you survived or not, a pilot suit out of his vehicle would be a dead man walking.
Since they are not, I suppose weighing in on this won't hurt, I believe the Pilot should die at 0/0, end of story, I tire of destroying tanks, dropships or LAV's where when the vehicle is clearly doomed/dead they jump out (often in a heavy suit, tanked to the nines) to blap you while you holding your AV weapon.
However Dropship passengers are a different story, passengers do not contribute to the dropship forcestrength (minus gunner posistions) and so should not be penalised by the pilots mistakes. I share this opinion as well.
Speaking as a turret-operator (NOT as a DS driver), I can't agree with the opinions that players' able to leap out of their Dropship before being scored as a "VEHICLE DESTRUCTION + KILL 50" (GǪface it, that IS what the underlying drooling issue is, isn't it)GǪ should be an issue at all. Leave the condition as it is right now---just leave it alone.
If the aim of Dust 514 is about players working to "hack/defend objectives", "team-help your side", and "win matches", then getting caught up in the addiction of "blowing up that player when she's AT the vehicle", instead of just valuing the elimination of the vehicle from the opposing sideGǪ. is a DEPARTURE from the purpose of the game.
If you destroy a vehicle or installation that a player is operating for her team, then you did RIGHT. THAT'S IMPORTANT towards helping your side win a match. If the player stayed at the installation and died, or stepped out quickly enough to save herself, should stay a risky roll of the dice that she could screw up in a handful of ways---- but is ALMOST never an important influence in helping her side win the match. If she steps away from the blast and is able to kill you with a wrench that she threw from the driver's window, that should be the dice that you roll for not expecting an opponent to try to fight for survival---but it is ALMOST NEVER important towards helping her side win the match. In both encounters, only the use and destruction of the vehicle/installation is pivotal to winning a match or holding a hacked objective. The other stuff is just personal vanity. When I'm able to use a nearby Rail-Installation to destroy an enemy DS, and I see 1 x 50+ Kill appear after the DS destruction, I DON'T CARE. I want the DS cleared away so it can't prey on my teammates' heads while they are hacking a Null---if my team can't deal with one surviving "pilot" who escaped from the falling ship, then my team doesn't deserve the win a match. The destruction of the VEHICLE is a team-winner,GǪ craving the driver's death is just CoD withdrawal syndrome (and I've seen dozens of players LOSING the match for their team, either because they DON'T finish off the Installation unless it's when the operator is standing at it, or because they spent 4 extra minutes chasing after the survivor's scalp while their team needed their help elsewhere).
In the well-meaning attempt to "respond to players' needs of improvement", be careful not to pander to narcissisms, like the ability to stick a RE on someone's behind as they pass by", or "automatically-lock the player in his burning car when I railgun the car", or paint my new Quafe-purple suit with froo-froo French green emeralds (GǪI'm sorry, but those are the words I felt I needed to use).
No offense meant to the author or to the dev who felt it worth taking a side, but please, when a subject like this pops in your head, just resist it. If it accidentally catches interest with CCP, and they chose to relent to it, it will be as unhelpful to the claimed objective of Dust as Quafe-colored doorknobs on the new Caldari garage depot mapGǪ. put it LAST on your list of player-experience items.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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DUST Fiend
Molon Labe. General Tso's Alliance
15684
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Posted - 2015.02.11 21:32:00 -
[111] - Quote
CELESTA must be a teacher, cuz class is definitely in session.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Aeon Amadi
Chimera Core
8667
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Posted - 2015.02.11 22:13:00 -
[112] - Quote
CELESTA AUNGM wrote:CCP Rattati wrote:Monkey MAC wrote:To be honest, if Pilot suits were implemented and mandatory for closed cockpit vehicles we wouldn't need to have this discussion because it wouldn't matter wether you survived or not, a pilot suit out of his vehicle would be a dead man walking.
Since they are not, I suppose weighing in on this won't hurt, I believe the Pilot should die at 0/0, end of story, I tire of destroying tanks, dropships or LAV's where when the vehicle is clearly doomed/dead they jump out (often in a heavy suit, tanked to the nines) to blap you while you holding your AV weapon.
However Dropship passengers are a different story, passengers do not contribute to the dropship forcestrength (minus gunner posistions) and so should not be penalised by the pilots mistakes. I share this opinion as well. Speaking as a turret-operator (NOT as a DS driver), I can't agree with the opinions that players' able to leap out of their Dropship before being scored as a "VEHICLE DESTRUCTION + KILL 50" (GǪface it, that IS what the underlying drooling issue is, isn't it)GǪ should be an issue at all. Leave the condition as it is right now---just leave it alone. If the aim of Dust 514 is about players working to "hack/defend objectives", "team-help your side", and "win matches", then getting caught up in the addiction of "blowing up that player when she's AT the vehicle", instead of just valuing the elimination of the vehicle from the opposing sideGǪ. is a DEPARTURE from the purpose of the game. If you destroy a vehicle or installation that a player is operating for her team, then you did RIGHT. THAT'S IMPORTANT towards helping your side win a match. The event where the player stays at the installation and dies, or steps out quickly enough to save herself, should remain a risky dice that she rolls and can screw up in a handful of ways---- but is ALMOST never an important influence in helping her side win the match. If she steps away from the blast and is able to kill you with a wrench that she threw from the driver's window, that should be the dice that you roll for not expecting an opponent to try to fight for survival--- but it is ALMOST NEVER important towards helping her side win the match. In both encounters, only the use and destruction of the vehicle/installation is pivotal to winning a match or holding a hacked objective. The other stuff is just personal vanity. When I'm able to use a nearby Rail-Installation to destroy an enemy DS, and I see 1 x 50+ Kill appear after the DS destruction, I DON'T CARE. I want the DS cleared away so it can't prey on my teammates' heads while they are hacking a Null---if my team can't deal with one surviving "pilot" who escaped from the falling ship, then my team doesn't deserve the win a match. The removal of the VEHICLE is what I've been told is the Dust-play goal,GǪ craving the driver's death is just CoD withdrawal syndrome. (And I've seen too many players LOSING the match for their team, either because they DELAY finishing off the Installation until they can be sure the operator is still standing at it, or because they spent 4 extra minutes chasing after the survivor's scalp while their team needed their help elsewhere ). In the well-meaning attempt to "respond to players' needs of improvement", be careful not to pander to narcissisms, like the ability to stick a RE on someone's behind as they pass by", or "automatically-lock the player in his burning car when I railgun the car", or paint my new Quafe-purple suit with froo-froo French green emeralds (GǪI'm sorry, but those are the words I felt I needed to use). No offense meant to the author or to the dev who felt it worth taking a side, but please, when a subject like this pops in your head, just resist it. If it accidentally catches interest with CCP, and they chose to relent to it, it will be as unhelpful to the claimed objective of Dust as Quafe-colored doorknobs on the new Caldari garage depot mapGǪ. put it LAST on your list of player-experience items.
Despite Dust Fiend's reliability to snatch up any opportunity to put down an argument that disagrees with his viewpoint (in this case, your post), I'm inclined to say that your entire argument is completely contrary to the fact that Clone Count is a definite factor toward a win.
Why should you be allowed to land kills and still have the capability to get out alive at the end of it all..? Because the Dropship is ISK expensive? Something that -genuinely- has no contribution toward whether or not a team wins? Personal ISK losses aren't considered at the end of the match, only kill count and MCC health. At the end of the day, you're killing portions of my team and permanently reducing our overall clone count while a great amount of effort is being invested to kill you -once-.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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The-Errorist
1040
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Posted - 2015.02.11 22:14:00 -
[113] - Quote
Kaeru Nayiri wrote:ALL of this can easily be solved by leaving mechanics in place, as they are, and adding a pilot exit timer that applies to leaving the pilot seat. (be it to change seats in the vehicle OR to leave the vehicle completely).
Murder taxis can still be a thing if the heavy has a driver.
Dropship pilots will go down with the ship, without ruining hot drops. It would even prevent stupid suicide crashes, onto strategic points, from single players with uplinks. They'll have to actually land properly to deploy their links (This tactic has always annoyed the hell out of me). Alternatively they could gamble and try to hold the button in advance, while abandoning control of their ship and hope their timing is correct.
Tankers cannot pop out with their forge guns or HMGs to deal with issues as they come up, their passengers/gunners, however, can.
Add a hacking wheel that fills by holding the triangle or circle button to perform the corresponding action for the pilot only. All problems solved, with interest. That will greatly alleviate problems, but not solve them all. Another problem that needs to be fixed is that through-away LAVs with no modules are too tanky and can't be destroyed by AV grenades. To solve that, LAVs would need a small price cut, lose around 1k HP, gain 2 slots, and PG & CPU to fill those extra slots.
That way it'll give legitimate LAV drivers a bit more potential fitting options and make non-proto/adv AV grenades some utility by being able to kill unfit LAVs.
Thread
Suits, Tanks, a mode
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Imp Smash
Molon Labe. General Tso's Alliance
674
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Posted - 2015.02.11 23:49:00 -
[114] - Quote
CELESTA AUNGM wrote:Stuff redacted so save on text
Fair enough - but in accordance to your own written opinion, conditions for winning are most important. Therefore you must concede Clone Count to be important.
The thing that a few people were able to stay on topic about was how DS's have a whole separate rule for destruction than other vehicles -- and not just vehicles -- clones as well.
One thing you will want is parity in death and destruction seeing as this is an FPS.
Originally it was to be the pilot suit that allowed that difference. Since it isn't in the game yet (or maybe ever) So, really we should change how DS's work as far as pilot bailout -- OR give Lavs and Havs the same couple of seconds.
I suggested earlier (somewhat snarkily) ...damage past 0 affects passengers and/or pilots..but that would have to be toned down due to the amount of damage AV does. (Other wise it is instant kill anyways.)
Although, I feel for DS pilots and invisible Swarm issues. Seems to me if the pilot (and the passengers) got a beeping once swarms were incoming that would help solve the practical issue with invisible swarms (use another sense) and would allow players to make their own decision (in the midst of battle no less) on whether to stay in the DS or bail out. Apply it to Lavs, Havs, and have stuff blow up at the same time relative to death.
This is all assuming exit timer is not put in place. |
Aeon Amadi
Chimera Core
8668
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Posted - 2015.02.12 00:02:00 -
[115] - Quote
Imp Smash wrote:CELESTA AUNGM wrote:Stuff redacted so save on text Fair enough - but in accordance to your own written opinion, conditions for winning are most important. Therefore you must concede Clone Count to be important. The thing that a few people were able to stay on topic about was how DS's have a whole separate rule for destruction than other vehicles -- and not just vehicles -- clones as well. One thing you will want is parity in death and destruction seeing as this is an FPS. Originally it was to be the pilot suit that allowed that difference. Since it isn't in the game yet (or maybe ever) So, really we should change how DS's work as far as pilot bailout -- OR give Lavs and Havs the same couple of seconds. I suggested earlier (somewhat snarkily) ...damage past 0 affects passengers and/or pilots..but that would have to be toned down due to the amount of damage AV does. (Other wise it is instant kill anyways.) Although, I feel for DS pilots and invisible Swarm issues. Seems to me if the pilot (and the passengers) got a beeping once swarms were incoming that would help solve the practical issue with invisible swarms (use another sense) and would allow players to make their own decision (in the midst of battle no less) on whether to stay in the DS or bail out. Apply it to Lavs, Havs, and have stuff blow up at the same time relative to death. This is all assuming exit timer is not put in place.
Nailed it right on the head.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Galvatrona
Death Merchants Inc.
4
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Posted - 2015.02.12 01:54:00 -
[116] - Quote
I wonder if pilot suits were and are such a horrible idea then it is I wonder why they were implemented into the game with no expectations to use them. In effect are taking up space in the game that they shoulden't . removal of the option list for dropsuits would go a long way to deter having discussions about them?
I agree with the post above that states that dropships and their passengers have "special" kill/destruction requirements that other vehicles don't have.
Adding to the "crashing a dropship to deploy", If I crash my LAV into a wall hard enough I am dead on impact. Now I do see this as a bit unfair to new pilots learning to fly as they bump up against stuff gauging the power of propulsion to their safety bubble. Hmmm have yet to see any flying device in a real type situation take a body check from a building and survive. Most flying vehicles are made up of weaker metals than ground vehicles, not saying to deduce their HP but a helicopter comes close to a building the main rotor is usually done and they fall, in the case of a jet type the lose parts and have stuff ripped off by objects a lot smaller than a full sized building.
wow shoot a DS to curve its flight path to strike a building trusting that game mechanics from crashing lav's and hav's will down the ship out of like policies for vehicles, and yet the person recovers and fly's off, now I ask what is up with that. an lav hits my tank and the whole shield if not half of it are gone and the lav NEVER survives.
How does a dropship crush a tank into death by weight. Lets say some form of reality would be put into the though of vhehicle composition. An aluminum flying device meets a steel plate armored vehicle, any way you put it the armored vehicle is going to shred the aluminum flyer to pieces sheerly on strength of the vehicles outer hull. With some moving I ruin the guys dropship, the explosion damages my tank, now buddy gets out throws a remote on me and pulls out a swarm launcher, kamakazi tactics should be met with kamakazi results for failure and they don't unles your in a LAV.
To the point of blueprint LAV's being too over powered, if your using your militia swarms you deserve to be meet with failure. Those swarms in advanced and lower are like elmo tickle me dolls twerking up against me vehicle. I load my lav's for survival, they are capable of taking a full clip from a proto swarm launcher but it takes timimg and isk to achieve this. double light shield boosters and a light armor repair unit, I park outside of a door and let buddy swarm me, get killed by a squad mate and just wait for him to return. you think after dieing this way several times he'd give up instead of dieing in frustration until at the end of the match I get hate mail for being buddys bait. Like said in my first post here I was "strictly a ground vehicle driver up until 1.10", so techniques to get AV killed and discourage them to find someone else to shoot at is what I am looking to do to save my vehicles. I have also found that in some matches the hate for my tank is higher than half of the enemy teams will to want to win the match. load up a cheapo with blueprint parts and and go be target practise for them. As an added benefit I now know who can and can't hit a moving barn and are dead next time they don't have a fleet of tanks/dropships/AV to fight me.
A blueprint starter suit that's dedicated to vehicle usage would cost NO ONE any ISK or EXTRA SP. It would be considered a requirement for driving a closed cockpit. Including advantageous skills on the pilot suit removes the visiual ability I have when deciding which tanks to pick out of first to destroy out of their advancing triple team of tanks.
Someone mentioned a heavy needing a driver to heavy taxi, LAV'S are not closed cockpit. Need proof park somewhere and lets see if I can head shot you with a militia sniper rifle. I am referring to JUST closed cockpit type vehicles to require a pilot suit.
In the case of it being too weak to be on the battle field, what thief is going to spawn out in a pilot suit intending to steal a vehicle with the risk of being shot too easily or be seen in a pilot suit and not call a vehicle, thief labeled now instead of waiting for him to steal my ride to find out.
Still something needs to be done that addresses more than just 1 point of vehicle usage, DS kills is not a lone subject when thieft, proper door locks, pilot suits and vehicle mechanics effects all vehicle types and overlaps in various ways.
I have always found it unfair that a flying bus has more ability to protect its passengers unless you waste your shots trying to shoot out the passengers. In my tank people cannot shoot out my passengers but they have just as or more likeyness to die when the tank is gone.
I also agree with the item that passengers should be taking damage from the exploding ship, again they took the risk of spawning there and not a ground link where they are in control, YOU ACCEPT THE RISKS OF SPAWNING WHERE YOU SPAWN. When you get spawn killed on the field do you blame the person that put down the link for not staying to babysit it while you spawned, NO! Its your fault for showing up there and no one elses. You spawn on a ship that's being shot and now goes down with you in it, loss accepted don't blame the pilot just because you wanted a free ride to the other side of the map. Risk taken and accepted where ever you decide to show up. I spawn camped a link in a field that was owned by a remoter who didn't get it. He hate mailed me for camping his own link, is this my fault or his stupidity to spawn there more than 5 times, die, write hate mail and try again. After a while it got boring but hilarious to see him die, I receive mail right afterwards and just do it over again. |
Finn Colman
Immortal Guides Learning Alliance
143
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Posted - 2015.02.12 02:08:00 -
[117] - Quote
I'm fine with the suggestion that the pilot should die at 0/0, but I will continue to bail out until such a mechanic is implemented.
Jack-of-most-trades, master of one.
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Galvatrona
Death Merchants Inc.
4
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Posted - 2015.02.12 02:37:00 -
[118] - Quote
dieing at 0/0 is acceptable, but the debate on that one is that there is or is not a penalty to turret operators. After all they are not just passengers but are holding onto a piece of hardware attached to the dropship and would also feel the 0/0 explosion. In a tank the everyone dies at 0/0, although there are no extra passenger spots. Allowing the gunners to bail boils down to the fact that they are in a position to shoot and kill people and may be designated players part of a squad thus still enabling the destruction and immediate revenge options the pilot had before the 0/0 death. In this case it would only be fair to have the tanks passengers the same get out of death card the dropship turret operators do. This proposal brings up the need/want for passenger only options for turret spaces on tanks would it not Dropships could use them to add more survivability to their hp. This making passenger safety the priority and the ds is only a infantry support and drop off vehicle, a true flying bus, no more fighting tanks or turrets but offers the ability to take more of a pounding during retreat situations. Like I said before you take the risk of spawning where you spawn, your always in someones hands unless you show up at an installation CRU from here on out, then you can blame CCP if you get spawn camped.
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Imp Smash
Molon Labe. General Tso's Alliance
675
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Posted - 2015.02.12 04:28:00 -
[119] - Quote
I smell a Pilot suit mechanic here...bail out time for Pilots and Gunners (hold that hack button!) of a few seconds. Implement a turret/pilot cooldown for using turrets/flying when entering a vehicle.
Pilot suits reduce the time required by level of suit worn. Minus 10% per level up to 50% at proto suit (must wear suit to get bonus.)
Lets people still run normal suits and do vehicles -- but penalizes them in the form of higher chance of death with vehicles. Pilot suits interface faster and can 'connect' and 'disconnect' faster. For dedicated pilots and gunners. Fixed? |
Aeon Amadi
Chimera Core
8670
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Posted - 2015.02.12 04:43:00 -
[120] - Quote
Imp Smash wrote:I smell a Pilot suit mechanic here...bail out time for Pilots and Gunners (hold that hack button!) of a few seconds. Implement a turret/pilot cooldown for using turrets/flying when entering a vehicle.
Pilot suits reduce the time required by level of suit worn. Minus 10% per level up to 50% at proto suit (must wear suit to get bonus.)
Lets people still run normal suits and do vehicles -- but penalizes them in the form of higher chance of death with vehicles. Pilot suits interface faster and can 'connect' and 'disconnect' faster. For dedicated pilots and gunners. Fixed?
That'd be really awesome. Would give a right and proper reason for people to actually run pilot suits. Could even have them recall vehicles faster, as well. It's a nice way to think outside the box instead of something that could potentially make vehicles OP like "increased module duration" or something.
+1 +1 +1
Have a suggestion for the Planetary Services Department?
Founder of AIV
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