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Thread Statistics | Show CCP posts - 2 post(s) |
SgtMajSquish MLBJ
Consolidated Dust
346
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Posted - 2015.02.12 06:47:00 -
[121] - Quote
Pokey Dravon wrote:Godin Thekiller 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? That is a good question. Why should they? Ground vehicles has much more cover than Air vehicles (because air doesn't allow for much cover to be had). Except you know, straight up and out of render/weapon range Because that is completely bug free at the moment
Rise and shine CCP. It's time to implement ping based match making.
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Brush Master
Onslaught Inc RISE of LEGION
1439
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Posted - 2015.02.12 14:34:00 -
[122] - Quote
Aeon Amadi wrote: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.
My only stipulation is that the swarm warnings need to happen before the instant deaths.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Talos Vagheitan
Ancient Exiles.
922
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Posted - 2015.02.12 18:44:00 -
[123] - Quote
Circumstantial explosions! Sometimes they should, sometimes they shouldn't. More variables for more dynamic action!
Who cares what some sniper has to say.
CCP, let's push for the license of Dust/Legion on both current Gen consoles!
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Finn Colman
Immortal Guides Learning Alliance
143
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Posted - 2015.02.12 20:42:00 -
[124] - Quote
Talos Vagheitan wrote:Circumstantial explosions! Sometimes they should, sometimes they shouldn't. More variables for more dynamic action! I like things with many variables, except for the fact that all of those variables can be difficult create and simulate in games (or at the very least, time consuming).
Jack-of-most-trades, master of one.
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Aver Amarn
Heaven's Lost Property
25
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Posted - 2015.02.13 14:56:00 -
[125] - Quote
Godin Thekiller wrote:Breakin Stuff wrote:When the dropship hits zero the pilot should be killed and the vehicle start to crash. Overflow damage past zero should be applied to passengers evenly as they attemp to bail out of a dying bird.
This isn't a hard dilemma guys.
Bird destroyed, pilot dies, passemgers MIGHT die. But usually have a chance to abandon ship. Yes, this is what I want. Also, I'd like points rewarding me for cutting their flight short, so any passengers or gunners aboard that bailed I get points for (and if they die before/after hitting the ground, a kill). This cold work as well.
pü¡püêpÇüsñ£t¬¦püípéâpéôpÇüpüépü¬püƒpü»S+òpéÆpéäpüúpüªpüäpéï?n+üYes. I watch too much anime...
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Jason1 Black
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
3
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Posted - 2015.02.16 03:21:00 -
[126] - Quote
Leave it how it is, and by the way. dropships do explode sometimes in mid air. Plus its true, its cool seeing the dropship falling to the ground before it blows. Also 70% of the time the dropship pilot dies anyway because his dropship squishes him as it falls.
I love this game but it makes me rage so much.
Star wars battlefront 3 coming out, so excited!!
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DUST Fiend
Molon Labe. General Tso's Alliance
15778
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Posted - 2015.02.16 04:26:00 -
[127] - Quote
Leave it exactly as is, but force the pilot to stay in the ship.
I only ever jump when I die to some idiot **** like suicide dropships, but at least this way that moron goes down with me (if im in my incubus anyways). I typically stay in my ship to see who killed me, and I have for a very long time now.
In exchange for pilots being forced to go down with the ship, passengers and gunners get a warning sound and / or light with an on screen prompt informing them to bail or clone goo.
No instant explosion, except for the ones that happen already.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Monkey MAC
Rough Riders..
3634
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Posted - 2015.02.20 11:06:00 -
[128] - Quote
CELESTA AUNGM wrote:CCP Rattati wrote:[quote=Monkey MAC]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. True but if the operator survives the change in force strength for taking out that vehicle/installation is minimal, your contribution is worth less than your clone at most you have disabled a minor inconvenience, usually at the expense of 2-3 deaths and goodness know's how much ISK
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. We aren't talking about installations because they explode as soon as they reach 0/0, dropships however spend about 4 seconds falling out of the sky first. Tanks set on fire long before they die giving their pilot a warning.
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. Kills 10-15 people with dropship, looses dropship, kills another 5-10 people. If someone killing 25 people doesn't help towards winning the match, why do slayer roles even exsist?
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. Incorrect, I personally have seen too many matches where vehicles are used as ablative armour, get out of dying dropship onto high ground to place uplinks, heavies that role up as close as possible in HAV's so when they get out they can assault a posistion, you name it will be done.
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). And yet I have seen matches where 2 heavies and a logi jump out of a dying HAV to butcher their way through my entire team. It's not always as cut and dry as a COD withdrawal
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). Yet you should also be careful not to panda to those who never wish to die, Like "why can't I revive myself" or "stacked hives should improve healing" or "I want to be able to jump outmof the flaming wreck of my already disabled vehicle.
CLIP
You're entire post is revolved around the fact that an AVer's goal is solely tomdestroy the vehicle, bearing in mind the term "destroy" has been used in much contempt of the vehicle community, yet you then state that killing the pilot in no way shape or form contributes to any of the win conditions on which DUST is based. Of which both you and I know is a load of codswallop, otherwise no-one would ever bother killing people ever, continued . . . . .
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..
3634
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Posted - 2015.02.20 11:12:00 -
[129] - Quote
. . . . we wouldn't need to, irrespective of this rather unique arguement. Their are simple fair changes that could be done both to alleviate this and other problems associated with the entry and exit of vehicles.
1) Have an entry/exit animation This stops people jumping out at 0/5 or less This stops heavies jumping in and out of LAV's This makes HAHO/HALO drops from dropships more difficult
2) The heavier the suit the longer the animation This encourages lighter suits to be used in vehicle This reduces the heavy death taxis
Furthermore it adds consoderable immersion to the game and still allows the pilot to survive (but the risk is wether they could have saved the vehicle in the same time)
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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Aeon Amadi
Chimera Core
8799
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Posted - 2015.02.20 13:34:00 -
[130] - Quote
Monkey MAC wrote: . . . . we wouldn't need to, irrespective of this rather unique arguement. Their are simple fair changes that could be done both to alleviate this and other problems associated with the entry and exit of vehicles.
1) Have an entry/exit animation This stops people jumping out at 0/5 or less This stops heavies jumping in and out of LAV's This makes HAHO/HALO drops from dropships more difficult
2) The heavier the suit the longer the animation This encourages lighter suits to be used in vehicle This reduces the heavy death taxis
Furthermore it adds consoderable immersion to the game and still allows the pilot to survive (but the risk is wether they could have saved the vehicle in the same time)
I like this.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Brush Master
Onslaught Inc RISE of LEGION
1445
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Posted - 2015.02.20 14:07:00 -
[131] - Quote
Aeon Amadi wrote:Monkey MAC wrote: . . . . we wouldn't need to, irrespective of this rather unique arguement. Their are simple fair changes that could be done both to alleviate this and other problems associated with the entry and exit of vehicles.
1) Have an entry/exit animation This stops people jumping out at 0/5 or less This stops heavies jumping in and out of LAV's This makes HAHO/HALO drops from dropships more difficult
2) The heavier the suit the longer the animation This encourages lighter suits to be used in vehicle This reduces the heavy death taxis
Furthermore it adds consoderable immersion to the game and still allows the pilot to survive (but the risk is wether they could have saved the vehicle in the same time) I like this.
My only thought for dropships is that exiting from a a passenger seat should still be fast. I would think players would get pretty annoyed if it takes more than 2 seconds to exit from a passenger seat of a dropship.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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