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Iron Wolf Saber
Den of Swords
18740
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Posted - 2015.03.02 19:53:00 -
[1] - Quote
This is not being actively worked on but I would like to gather enough cards on the table that if work does start we can give the pilot suit the healthy things it needs to grow as an idea into reality.
However it seems there are some conundrums.
1 Being that if they effect vehicles to heavily they can ruin the planned meta. 2 Defanging the pilot suit however in this manner will make them inferior suits to pilot the vehicle. 3 Forcing pilot suits into pilot seats seems to take away from the freedom of the game
Minding this so far most players I've initially spoken to agree to the:
1. Sidearm only 2. Light Frame base suit.
Not saying you have to agree to it but every other frame has had 2 roles in it and the second scout suit model has strong resemblance to that of a pilot getup to begin with. So anyways drop suggestions on how shape and form a pilot suit up.
So debate among yourselves and show me what you guys got on the creative juices.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Takahiro Kashuken
Red Star.
4067
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Posted - 2015.03.02 20:24:00 -
[2] - Quote
1 - I think AV being better than a vehicle at killing vehicles is broken meta but it seems im in the minority
2 - If they make pilot suits a must have to make a vehicle better and a harder nut for AV to crack while HAV/ADS pilots get to have fun whacking each other i don't think pilots will mind that much, AV will cry but i doubt it would get that far.
3. Knackers up the LAV but the pilot suit has to affect all vehicles.
Pilot suit - Light, sidearm, low HP, 1 equip, any modules slots would have to have some modules that help enhance the vehicle in someway such as EWAR/HP/module efficencies etc
Skills wise they have to have an effect on all vehicles including LAVs so caldari for shield/gallente rep/armor armor/minmatar speed etc
Possibly could make a doc up or something for all races |
Iron Wolf Saber
Den of Swords
18742
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Posted - 2015.03.02 20:36:00 -
[3] - Quote
Takahiro Kashuken wrote:1 - I think AV being better than a vehicle at killing vehicles is broken meta but it seems im in the minority
2 - If they make pilot suits a must have to make a vehicle better and a harder nut for AV to crack while HAV/ADS pilots get to have fun whacking each other i don't think pilots will mind that much, AV will cry but i doubt it would get that far.
3. Knackers up the LAV but the pilot suit has to affect all vehicles.
Pilot suit - Light, sidearm, low HP, 1 equip, any modules slots would have to have some modules that help enhance the vehicle in someway such as EWAR/HP/module efficencies etc
Skills wise they have to have an effect on all vehicles including LAVs so caldari for shield/gallente rep/armor armor/minmatar speed etc
Possibly could make a doc up or something for all races
Not here to discuss Vehicle and AV stay on topic please
also knackers? I am not a world linguist on slang so...
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Spkr4theDead
Red Star.
3017
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Posted - 2015.03.02 20:39:00 -
[4] - Quote
Iron Wolf Saber wrote:Takahiro Kashuken wrote:1 - I think AV being better than a vehicle at killing vehicles is broken meta but it seems im in the minority
2 - If they make pilot suits a must have to make a vehicle better and a harder nut for AV to crack while HAV/ADS pilots get to have fun whacking each other i don't think pilots will mind that much, AV will cry but i doubt it would get that far.
3. Knackers up the LAV but the pilot suit has to affect all vehicles.
Pilot suit - Light, sidearm, low HP, 1 equip, any modules slots would have to have some modules that help enhance the vehicle in someway such as EWAR/HP/module efficencies etc
Skills wise they have to have an effect on all vehicles including LAVs so caldari for shield/gallente rep/armor armor/minmatar speed etc
Possibly could make a doc up or something for all races Not here to discuss Vehicle and AV stay on topic please also knackers? I am not a world linguist on slang so... It's entirely on topic.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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One Eyed King
Nos Nothi
8165
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Posted - 2015.03.02 20:43:00 -
[5] - Quote
I would be ok with them getting a bonus to cloak like scouts so long as they have 1 EQ slot.
I think whatever vehicle meta there is, particularly with HP (maybe damage), they could drop it 10% and give Pilots a 2% per level bonus to HP (and/or damage).
I think they shouldn't have too many slots, something like Commandos currently have.
Create Vehicle Use mods and give racial bonuses to efficacy, and perhaps have a rather high fitting cost with all Pilots getting a percentage off per level of the basic Pilot skill.
Since they are light suits, they could theoretically move faster in light vehicles than say heavies.
Those are just a few ideas that came to me, they don't all have to go together and you can adjust or amend them as you see fit.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17412
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Posted - 2015.03.02 20:44:00 -
[6] - Quote
I'll throw it out there IWS I'd spend millions of SP to get a suit type that even adjusted small things that turret tracking, turret fitting, heat build up and even if the bonuses were only in the region of 1-2% per level.
If it was had to be something I'd like the pilot suit to be a defining visual affirmation of the pilot role. Not wholly necessary but useful if you are interested in furthering your capabilities as a pilot.
"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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Avallo Kantor
465
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Posted - 2015.03.02 20:47:00 -
[7] - Quote
The main points that need to be addressed as well for pilot suits is:
-How do you make an advantage on the suits that make them better than running other suits for vehicles?
I agree with IWS on the matter of not making pilots a "forced" choice to drive a vehicle, but that means that pilot suits need someway to be more attractive than other suits in driving a vehicle, such that it becomes the "sensible" option.
-How do you make a pilot wish to run a pilot suit other than militia.
For this one, we have to acknowledge for Pilot suits to be viable they have to have some benefit other than the naked suit itself, and that benefit has to be vehicle directed. People are not going to be willing to take on pilot suits if they are not in vehicles, and if a proto pilot suit can't give benefits to a vehicle over a militia suit, then nobody will run anything higher.
-They have to be balanced in cost WITH the cost of a tank or dropship in mind.
The pricing structure on these suits has to be something that can not add significant costs to vehicle users per life over what they have now. Already some vehicle users find themselves running hard on being ISK-neutral, let alone ISK-positive. Adding potentially the cost of a fully kitted out Proto Suit in cost is not something most pilots would be able to tolerate, except for the hyper wealthy.
(Note this could also be balanced by dropping the cost of vehicles, and modules)
-They cannot have PG / CPU Bonuses to Vehicles
A vehicle fitting must be able to stand independent of a pilot suit, or else you will have the situation of having to allow vehicles to fit illegal fittings, and potentially sit useless on the battle field. A Pilot should not have to take into account fitting considerations that nobody else in EVE or DUST has to.
-They should not have the "dead on exit" issue.
This issue originates in EVE where it was once possible to destroy a ship upon leaving it, as pilot skills enhanced it's hp values. By leaving the ship, these additional hp values would be lost causing the ship to blow up simply by having the capsuleer leave their ship.
This should not happen in DUST.
-Considerations for Multi-person vehicles and Dedicated Gunners?
Will pilot suits be able to affect any vehicle they enter, or would only the driver benefit the vehicle? Will there be any ways for "dedicated gunners" to affect their favored small turrets. (For example, a dedicated Dropship gunner may want to be able to improve their own gun, regardless of their pilot)
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Takahiro Kashuken
Red Star.
4068
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Posted - 2015.03.02 21:02:00 -
[8] - Quote
Iron Wolf Saber wrote:Takahiro Kashuken wrote:1 - I think AV being better than a vehicle at killing vehicles is broken meta but it seems im in the minority
2 - If they make pilot suits a must have to make a vehicle better and a harder nut for AV to crack while HAV/ADS pilots get to have fun whacking each other i don't think pilots will mind that much, AV will cry but i doubt it would get that far.
3. Knackers up the LAV but the pilot suit has to affect all vehicles.
Pilot suit - Light, sidearm, low HP, 1 equip, any modules slots would have to have some modules that help enhance the vehicle in someway such as EWAR/HP/module efficencies etc
Skills wise they have to have an effect on all vehicles including LAVs so caldari for shield/gallente rep/armor armor/minmatar speed etc
Possibly could make a doc up or something for all races Not here to discuss Vehicle and AV stay on topic please also knackers? I am not a world linguist on slang so...
Doesn't matter if you are not here to discuss that but it is a form of meta which in my book is broken and is a part of the problem of pilot suits because with it broken how do you put in pilot suits and what effects will they have? It has to be considered.
Knackered - Broken - The LAV is open top and a flimsy pilot suit could get shot out of it with ease so it is more risk unless we get a roof on it with bulletproof glass. |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
3074
|
Posted - 2015.03.02 21:22:00 -
[9] - Quote
The most important thing:
The color must be orange.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3074
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Posted - 2015.03.02 21:23:00 -
[10] - Quote
IWS, is there a technical possibility of introducing a "vehicle link module" system, similar to fleet boosters in Eve?
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
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Posted - 2015.03.02 21:32:00 -
[11] - Quote
I have not piloted very often except in the most utilitarian manner and though I have been lately exploring the roles more my input is based on pretty limited experience.
That being said, I definitley do not want to see pilot suits be required to pilot. If we need to add piloting skills (more than already exist insofar as unlocking vehicle use goes) thats fine, just not a requirement of pilot suit =vehicle use. LAV, HAV or DS.
I also agree with those who are lobbying for Pilot Suits that add or enhance some aspect of vehicle use. Turret rotation speed bonuses sound good, and I would add module use/regen bonuses as well seem like obvious choices, what about actual handling bonuses like maybe a DS under fire "knockaround" reduction? Or how about automatic vehicle queue priority and faster recall? This sort of thing just make sense, to me.
I'm not sure about it having to be a light frame, but if it is it should probably be one eq slot, bonused (if not outright pre-fitted) to a vehicle repper, higher db profile, and no grenades depending on whatever other bonuses are applied.
Also not sure about it being sidearm only, I know any time I've crashed away from where I needed to be a light weapon has been my friend in getting to where I gotta go. Making the suit, again relative to w/e works out as the bonusing, single-weapon slot oriented makes sense tho. I read some of a previous Pilot Suit discussion and a major driver of the weapon situation is the possession of AV by a pilot. Being single-weapon in and of itself is a huge mitigator of that, IMO, since toting a swarm as your only weapon leaves you totally vulnerable to other infantry.
Again, I don't neccessarily do a lot of piloting but for what it's worth that's where I'm at.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5120
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Posted - 2015.03.02 22:08:00 -
[12] - Quote
I'll keep this concise even though the thread will undoubtedly derail before page 3.
- Suit must be weak outside of a vehicle, but not so weak that a pilot suit in an LAV is easily shot out.
- Requiring a pilot suit to pilot DOES restrict the freedom of the game, and should be avoided like the plague.
- Sidearm only is a given. No grenades.
- I'm against any sort of equipment. People will complain that they need a repair tool but native armor repair resolves this need. Others will claim they need uplinks, but anything that happens outside of a vehicle is not the role of the Pilot suit, dropping uplinks included. The act of dropping uplinks is is NOT part of the vehicle role, even if a vehicle is used to get to the drop location. Incidentally, mCRUs need to be easier fit/more accessible as well as have a distinct advantage over Uplinks.
- Note that the pilot doesn't HAVE to be a Light Frame, its an obvious choice since Light frames lack a secondary specialist frame, but it really doesn't HAVE to be one if balance causes issues.
- Suit must have Link Modules which are fit to the suit and boost either the vehicle or the modules on the vehicle.
- Benefit from links needs to be fairly small with no downside as to avoid excessive power creep, and avoid issue where non-pilot suit driven vehicles become non-viable.
- Benefit can be larger if an associated downside is attached to it, as the module still provides a positive benefit overall but a downgrade in another aspect of the vehicle. Somewhat like Rigs, or even Shield Rechargers vs Shield Energizers.
- Role Bonus for Pilot suit should be fitting reduction to Link Modules, as well as a generic benefit (without any sort of downside) which will be effective for any vehicle (Dropship, HAV, LAV) and racial bonuses should be useful for any vehicle within that race (In other words avoid bonuses which would only be useful to specific races/hull types)
- Consider tying Link Module skills to existing vehicle skills (For example Vehicle Armor Plate Modules and Armor Plate Link Modules unlocked via the same skill) as to avoid excessive SP cost in comparison to other non-Pilot roles.
- Cost of Suits/Modules needs to be carefully looked at, as the suit will likely die with the vehicle and excessively expensive suits on top of the vehicle cost may make them cost prohibitive in many situations. You can't balance with ISK, so don't go too crazy with the cost and make it too painful to die.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
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Posted - 2015.03.02 22:16:00 -
[13] - Quote
Pokey Dravon wrote:I'll keep this concise even though the thread will undoubtedly derail before page 3.
- Suit must be weak outside of a vehicle, but not so weak that a pilot suit in an LAV is easily shot out.
- Requiring a pilot suit to pilot DOES restrict the freedom of the game, and should be avoided like the plague.
- Sidearm only is a given. No grenades.
- I'm against any sort of equipment. People will complain that they need a repair tool but native armor repair resolves this need. Others will claim they need uplinks, but anything that happens outside of a vehicle is not the role of the Pilot suit, dropping uplinks included. The act of dropping uplinks is is NOT part of the vehicle role, even if a vehicle is used to get to the drop location. Incidentally, mCRUs need to be easier fit/more accessible as well as have a distinct advantage over Uplinks.
- Note that the pilot doesn't HAVE to be a Light Frame, its an obvious choice since Light frames lack a secondary specialist frame, but it really doesn't HAVE to be one if balance causes issues.
- Suit must have Link Modules which are fit to the suit and boost either the vehicle or the modules on the vehicle.
- Benefit from links needs to be fairly small with no downside as to avoid excessive power creep, and avoid issue where non-pilot suit driven vehicles become non-viable.
- Benefit can be larger if an associated downside is attached to it, as the module still provides a positive benefit overall but a downgrade in another aspect of the vehicle. Somewhat like Rigs, or even Shield Rechargers vs Shield Energizers.
- Role Bonus for Pilot suit should be fitting reduction to Link Modules, as well as a generic benefit (without any sort of downside) which will be effective for any vehicle (Dropship, HAV, LAV) and racial bonuses should be useful for any vehicle within that race (In other words avoid bonuses which would only be useful to specific races/hull types)
- Consider tying Link Module skills to existing vehicle skills (For example Vehicle Armor Plate Modules and Armor Plate Link Modules unlocked via the same skill) as to avoid excessive SP cost in comparison to other non-Pilot roles.
- Cost of Suits/Modules needs to be carefully looked at, as the suit will likely die with the vehicle and excessively expensive suits on top of the vehicle cost may make them cost prohibitive in many situations. You can't balance with ISK, so don't go too crazy with the cost and make it too painful to die.
Why, ooc, is "sidearm only" a given? If the frame is designed properly type/stat/bonus-wise is having an AR really being predicted as a being a problem? In my experience from playing as a Logi, being one weapon by itself has a huge impact on battlefield survivability.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
157
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Posted - 2015.03.02 22:32:00 -
[14] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=194343&find=unread
This thread by spkr is a nice starting place, check it out. It covers some of the basic things like just what it does, how it affects vehicles, and a few bonus ideas.
Entering the void and becoming wind.
Message for 1v1 air to air
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Stefan Stahl
Seituoda Taskforce Command
1009
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Posted - 2015.03.02 22:33:00 -
[15] - Quote
- If I want to modify how the vehicle operates I want do that by fitting it accordingly. If I want higher resistances, I'd rather have a vehicle module to do that than a pilot suit. If I want better turret tracking (I mainly pilot NDS ), I'd rather have a vehicle module to do that than a pilot suit. If I want better vehicle handling, I'd rather have a vehicle module to do that than a pilot suit. ... In short: Don't have two systems that do the same thing. Pilot suit effects should not stack with skill bonuses and vehicle fittings.
- I'd consider it a valuable experience to eject from a flaming dropship over hostile territory in a pilot suit and try to make it back with barely and hp and only a Scrambler Pistol as a weapon. ... Or just call in a new DS because that can be done anywhere on the map?
- I used to use a Scout suit with a Sniper Rifle as a pilot suit. The Scout gave me ~80 m passive scans at a pretty good precision so I could always scan out the landing zone. The sniper rifle was only used to extend the draw distance on infantry so I'd have a better chance of spotting forgeguns and swarmers. It also had knives as a backup - just because it's cool to act out the 'stranded pilot' role by trying to cut open their throats rather than allowing them to take you prisoner. This suit isn't useful anymore, so these days I just run a Logi and farm WP by placing uplinks...
- While it can be annoying to have the pilot of a LAV jump out and kill you with an HMG I don't mind it as a mechanic. If we want to fix that we should rather look at fixing the tanking ability of unfit LAV BPOs. I don't mind HMG tank drivers or HAV pilots with swarm launchers. Those strategies have advantages and disadvantages that depend on the situation. Neither of these is a "I win" button.
Verdict: I don't mind the current situation. Pilot suits are a neat concept, but I'm not convinced they'd actually improve gameplay.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5121
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Posted - 2015.03.02 22:39:00 -
[16] - Quote
el OPERATOR wrote:Why, ooc, is "sidearm only" a given? If the frame is designed properly type/stat/bonus-wise is having an AR really being predicted as a being a problem? In my experience from playing as a Logi, being one weapon by itself has a huge impact on battlefield survivability.
Well as I stated, the pilot should be nearly useless outside of its vehicle. Anything that happens outside of the vehicle is not the role of the pilot, so I see no reason why they should have more than a sidearm. Additionally from my understanding, even modern tankers in the real world rarely carry what you would consider a "primary weapon" and tend to have PDWs, such as pistols and SMGs because they are small and compact and fit will inside the cramped quarters of a tank.
As for the Logi example, I feel that Logis do have some limited combat role in the form of fire support, or indirect combat support (The Mass Driver is an awesome example of this). As such I feel that it makes sense they have a primary weapon. I do not feel that the Pilot shares this sort of role, as it is supposed to be in a vehicle and not running around on foot.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Haerr
Nos Nothi
2410
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Posted - 2015.03.02 22:50:00 -
[17] - Quote
Iron Wolf Saber wrote:This is not being actively worked on but I would like to gather enough cards on the table that if work does start we can give the pilot suit the healthy things it needs to grow as an idea into reality.
However it seems there are some conundrums.
1 Being that if they effect vehicles to heavily they can ruin the planned meta. 2 Defanging the pilot suit however in this manner will make them inferior suits to pilot the vehicle. 3 Forcing pilot suits into pilot seats seems to take away from the freedom of the game
Minding this so far most players I've initially spoken to agree to the:
1. Sidearm only 2. Light Frame base suit.
Not saying you have to agree to it but every other frame has had 2 roles in it and the second scout suit model (minmatar) has strong resemblance to that of a pilot getup to begin with. So anyways drop suggestions on how shape and form a pilot suit up big or small well take them all for consideration.
So debate among yourselves and show me what you guys got on the creative juices.
Screw pilot suits.
Make it so that you cannot call in Derps/Tanks while already deployed. You should only be able to get them into a match by spawning in them just like dropsuits.
Edit: Also no getting in or out for pilots. Think of it as the Dust equivalent of Eve capsules (pods, eggs what ever you want to call them) |
Godin Thekiller
The Corporate Raiders
2949
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Posted - 2015.03.02 22:55:00 -
[18] - Quote
I see the Pilot suit as a mobile computer of sorts. It's not able to increase the mechanical abilities of the vehicle (at least not that much, maybe a little more juice out of them), but would be able to vastly increase the abilities of the electronics in the HAV. Sensors to see up close targets, more specific info given on the HUD about certain things, etc.
click me
Blup Blub Bloop. Translation: Die -_-
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5121
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Posted - 2015.03.02 22:57:00 -
[19] - Quote
Haerr wrote: Edit: Also no getting in or out for pilots. Think of it as the Dust equivalent of Eve capsules (pods, eggs what ever you want to call them)
Actually its quite easy to get out of your ship, the capsules can be ejected with the click of a button. Typically there is rarely a reason to do this, as the capsule really can't do anything.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Derrith Erador
Royal Uhlans
3375
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Posted - 2015.03.02 23:03:00 -
[20] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2651082#post2651082
My two cents. Which has remained roughly unchanged (reason being I can't think of anything better).
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Iron Wolf Saber
Den of Swords
18742
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Posted - 2015.03.02 23:09:00 -
[21] - Quote
Vulpes Dolosus wrote:IWS, is there a technical possibility of introducing a "vehicle link module" system, similar to fleet boosters in Eve?
Technical evaluations from me are not helpful as I can only guess and ascertain capabilities of dust 514. Only CCP Rattati and his team know or can push the limits of the dust 514 engine.
The larger question is that of wanting to do the technical work. Commandos for example and replacing their role into the assaults is almost out of the question. Not because it is not technically feasible but it is rather a technical headache to pull off involving all sorts of shenanigans.
So yes it may be possible and maybe easy to do; then again it could be so obscurity hard that an attempt would not be desirable we won't know but dont be to afraid of suggesting.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Xocoyol Zaraoul
Superior Genetics
3457
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Posted - 2015.03.02 23:13:00 -
[22] - Quote
Personally I'd like Pilot Suits to increase "quality of life" of vehicles, and not actual combat performance like EHP, this way we can actually see some point in using them without disrupting balance:
First:
- Make it where you have to hold down the "enter/exit" button to enter vehicles, or make it where there is at least a delay. make it substantial, such as 1 second for LAVs, 2 for derpships, 3 for hippos, or whatever. You get the point.
Next, for the pilot suits:
- Light Frame.
- Sidearm only.
- 2/2/2 equipment slots for basic/adv/proto (This will not shadow logis as they will be very fragile), ideally used for a cloak/repper.
- Bright Orange.
- Adds bonus to recalling and entering/exiting vehicles per level and bonus to rep tool on vehicles.
- Add interesting and useful bonuses for the racials, bonus to zoom levels, bonus to passive sensors etc. Even a bonus to total ammunition carried is great as it effects the long-term power of a vehicle but not the "in the middle of a firefight" power.
- If you have to, make the racial bonuses affect non EHP/Damage modules, make them promote the "utility" modules. Give the Gallente/Caldari a bonus to Vehicle Repper/Shield Transfer modules (yes, add those back), make those Amarrians have a bonus to the vehicle sensor modules to find their missing run-away-slaves easier, give those ingenious minnies a bonus against rust, things like that.
*shrugs*
Imagine a new piece of infantry equipment like a rep tool but with massive bonus against vehicles and worthless against infantry, that like the cloaks have a prohibitively high cost but Pilot suits have a great fitting reduction to use them. Make it a Rusty red-paint splattered Forge Gun Reskin that shoots black nanites.
Imagine new vehicle "logi" modules like the old shield transfer modules, that a Caldari Pilot Suit would have bonuses on making them go from "good" to "great" with bonus to cooldowns, range and pulse value!
Really, pilot suits would be better if we introduced some vehicle utility modules, and then make the pilot suits be the "vehicle logies" as well as better vehicle mechanics due to great vehicle repper rates and slightly better zoom. This would also let logi vehicles be logi vehicles again.... I miss that role.
As a side note, you really should consider re-releasing logi vehicles with the huge resists but - the turret slots.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
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Posted - 2015.03.02 23:24:00 -
[23] - Quote
Pokey Dravon wrote:el OPERATOR wrote:Why, ooc, is "sidearm only" a given? If the frame is designed properly type/stat/bonus-wise is having an AR really being predicted as a being a problem? In my experience from playing as a Logi, being one weapon by itself has a huge impact on battlefield survivability. Well as I stated, the pilot should be nearly useless outside of its vehicle. Anything that happens outside of the vehicle is not the role of the pilot, so I see no reason why they should have more than a sidearm. Additionally from my understanding, even modern tankers in the real world rarely carry what you would consider a "primary weapon" and tend to have PDWs, such as pistols and SMGs because they are small and compact and fit will inside the cramped quarters of a tank. As for the Logi example, I feel that Logis do have some limited combat role in the form of fire support, or indirect combat support (The Mass Driver is an awesome example of this). As such I feel that it makes sense they have a primary weapon. I do not feel that the Pilot shares this sort of role, as it is supposed to be in a vehicle and not running around on foot.
OK, I see where you're coming from with that. Thing about a Logi, we're usually able to have some control over where we are what we're doing there that a crashed pilot will not. I recognize the PDW parrallel but still don't see a problem with being able to tote a light weapon, especially if the suit is no equipment or limited to a vehicle reptool since there'll be no capability for self support/supply which is the actual lynchpin to AV.
I was just curious, the pilots will figure out what works best for them and their role, balance providing.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Nothing Certain
Bioshock Rejects
1556
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Posted - 2015.03.02 23:26:00 -
[24] - Quote
Iron Wolf Saber wrote:Takahiro Kashuken wrote:1 - I think AV being better than a vehicle at killing vehicles is broken meta but it seems im in the minority
2 - If they make pilot suits a must have to make a vehicle better and a harder nut for AV to crack while HAV/ADS pilots get to have fun whacking each other i don't think pilots will mind that much, AV will cry but i doubt it would get that far.
3. Knackers up the LAV but the pilot suit has to affect all vehicles.
Pilot suit - Light, sidearm, low HP, 1 equip, any modules slots would have to have some modules that help enhance the vehicle in someway such as EWAR/HP/module efficencies etc
Skills wise they have to have an effect on all vehicles including LAVs so caldari for shield/gallente rep/armor armor/minmatar speed etc
Possibly could make a doc up or something for all races Not here to discuss Vehicle and AV stay on topic please also knackers? I am not a world linguist on slang so...
You can't separate them and still have a discussion that is meaningful. Neither exists in a vacumn, a pilot suit won't exist in a vacumn.
Because, that's why.
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Kain Spero
Negative-Feedback.
4629
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Posted - 2015.03.02 23:36:00 -
[25] - Quote
Iron Wolf Saber wrote:This is not being actively worked on but I would like to gather enough cards on the table that if work does start we can give the pilot suit the healthy things it needs to grow as an idea into reality.
However it seems there are some conundrums.
1 Being that if they effect vehicles to heavily they can ruin the planned meta. 2 Defanging the pilot suit however in this manner will make them inferior suits to pilot the vehicle. 3 Forcing pilot suits into pilot seats seems to take away from the freedom of the game
Minding this so far most players I've initially spoken to agree to the:
1. Sidearm only 2. Light Frame base suit.
Not saying you have to agree to it but every other frame has had 2 roles in it and the second scout suit model (minmatar) has strong resemblance to that of a pilot getup to begin with. So anyways drop suggestions on how shape and form a pilot suit up big or small well take them all for consideration.
So debate among yourselves and show me what you guys got on the creative juices.
This will be round 1; round 2 will have some more conversation sharpers.
I would like to point out that this posthttps://forums.dust514.com/default.aspx?g=posts&m=2654608#post2654608 is basically what the entire counter argument boils down to. So keep this fact in mind on what a pilot suit should be accomplishing because this notion here is not to be fought but worked around.
One of the things that players have asked for a very long time is a way to lock out the driver seat in vehicles and I think requiring a pilot suit to fly a ADS or drive a HAV would be reasonable and a way to achieve this.
I think the best thing that could be done with pilot suits is to allow them to add special abilities to vehicles rather than make them outright stronger (countermeasures to block/increase locking times, etc.).
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Godin Thekiller
The Corporate Raiders
2950
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Posted - 2015.03.02 23:55:00 -
[26] - Quote
Pokey Dravon wrote:Haerr wrote: Edit: Also no getting in or out for pilots. Think of it as the Dust equivalent of Eve capsules (pods, eggs what ever you want to call them)
Actually its quite easy to get out of your ship, the capsules can be ejected with the click of a button. Typically there is rarely a reason to do this, as the capsule really can't do anything.
Unless you're a scrublord that either has a giant ass bounty, or simply fails to update clones, in which reminds me that I need to update my own.
click me
Blup Blub Bloop. Translation: Die -_-
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Logi Bro
Brutor Vanguard Minmatar Republic
3471
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Posted - 2015.03.02 23:58:00 -
[27] - Quote
Whenever people mention pilot suits the same problem seems to come up. If the suit bonus is the only thing that effects vehicles, then it will totally invalidate the PRO tier, everyone will just max out the skill and use nothing but the STD, seeing as it would give the same bonus to their vehicle.
The obvious solution to that is to make new modules that buff the vehicle that can be equipped on the pilot suit, but it seems to me that would be a lot of work for one suit.
Personally I would say take the simplest route, make the pilot suit have two slots at every tier, from STD-PRO. Those two slots would be one sidearm and one module. Amarr and Gallente get a low module slot, Minmatar and Caldari get a high slot. They can equip vehicle modules in these slots. Essentially using a pilot suit gives their vehicle one extra module slot.
Give the pilot suit a fitting reduction to sidearms so they aren't wasting too much fitting in order to defend themselves, then give each suit a fitting reduction to the modules that fit them racially. I am no lore master, but I imagine that would be extenders for the Cal, reppers for the Gal, plates and/or hardeners for the Am, and damage mods for the Min. Each tier of the suit has more CPU/PG for better modules.
As far as I can tell, that wouldn't overpower vehicles too much, and it is useful for all vehicles, not just catering to HAVs, etc.
SP Sinks? Fixed.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
|
Posted - 2015.03.03 00:03:00 -
[28] - Quote
Kain Spero wrote:Iron Wolf Saber wrote:This is not being actively worked on but I would like to gather enough cards on the table that if work does start we can give the pilot suit the healthy things it needs to grow as an idea into reality.
However it seems there are some conundrums.
1 Being that if they effect vehicles to heavily they can ruin the planned meta. 2 Defanging the pilot suit however in this manner will make them inferior suits to pilot the vehicle. 3 Forcing pilot suits into pilot seats seems to take away from the freedom of the game
Minding this so far most players I've initially spoken to agree to the:
1. Sidearm only 2. Light Frame base suit.
Not saying you have to agree to it but every other frame has had 2 roles in it and the second scout suit model (minmatar) has strong resemblance to that of a pilot getup to begin with. So anyways drop suggestions on how shape and form a pilot suit up big or small well take them all for consideration.
So debate among yourselves and show me what you guys got on the creative juices.
This will be round 1; round 2 will have some more conversation sharpers.
I would like to point out that this posthttps://forums.dust514.com/default.aspx?g=posts&m=2654608#post2654608 is basically what the entire counter argument boils down to. So keep this fact in mind on what a pilot suit should be accomplishing because this notion here is not to be fought but worked around. One of the things that players have asked for a very long time is a way to lock out the driver seat in vehicles and I think requiring a pilot suit to fly a ADS or drive a HAV would be reasonable and a way to achieve this. I think the best thing that could be done with pilot suits is to allow them to add special abilities to vehicles rather than make them outright stronger (countermeasures to block/increase locking times, etc.).
More reasonable would be just putting a damn owner lock on the pilots seat instead of a lock on half the gameplay.
Countermeasure/early warning systems for Pilot Suits tho might work for folks.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5123
|
Posted - 2015.03.03 00:10:00 -
[29] - Quote
el OPERATOR wrote:Countermeasure/early warning systems for Pilot Suits tho might work for folks.
Ehhhh a Pilot suit shouldnt be able to do anything that a Non-pilot can't. Do things better? Totally, but I wouldn't give features exclusively to the pilot.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Godin Thekiller
The Corporate Raiders
2950
|
Posted - 2015.03.03 00:31:00 -
[30] - Quote
Pokey Dravon wrote:el OPERATOR wrote:Countermeasure/early warning systems for Pilot Suits tho might work for folks.
Ehhhh a Pilot suit shouldnt be able to do anything that a Non-pilot can't. Do things better? Totally, but I wouldn't give features exclusively to the pilot.
If modules exists for Pilot suits, they should be pilot suit exclusive. Otherwise, no point.
click me
Blup Blub Bloop. Translation: Die -_-
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