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One Eyed King
Nos Nothi
8165
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Posted - 2015.03.02 20:43:00 -
[1] - 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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One Eyed King
Nos Nothi
8183
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Posted - 2015.03.03 01:00:00 -
[2] - Quote
Godin Thekiller wrote: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. You can do what they did for cloaks and make them so obscenely costly for everyone else that it would be a major sacrifice, while giving Pilot Suits a fittings cost decrease.
It would give a little variability and viability to other roles that want to use them, without them really being an issue.
I mean, I have seen cloaked Commandos, but never really felt my role threatened by them.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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One Eyed King
Nos Nothi
8184
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Posted - 2015.03.03 01:15:00 -
[3] - Quote
Pokey Dravon wrote:Reinhard Manderfelt wrote: Now, I understand that forcing people to spec into a specific suit to pilot vehicles would limit freedom, but right now, one of the most unbalanced things I've seen is Heavy Dropsuits driving HAV's, who just drive through whichever AV -setup you've got, get out and blast you to tiny, sad bits. Basically, you can't beat them IN their Tank, and you can't beat them OUT of their tank.
If your concern is related to the pilot bailing out and causing issues, should you not be more focused on the bailing out part and not so much the piloting part? I really hate heavies, and I really hate Heavy HAV/LAVs, but there are ways to incentivize using Pilot suits over other suits without completely eliminating their use.
If vehicles are more effectively driven by a Pilot than a Heavy, you will naturally see non Pilot suit driven vehicles killed routinely by Pilot suit driven vehicles. What good is surviving once you get out of the vehicle if being in it will likely get you killed?
If they create the right bonuses and incentives for wearing a Pilot suit while driving vehicles, then you will see a significant reduction of other suits piloting vehicles.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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One Eyed King
Nos Nothi
8210
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Posted - 2015.03.04 01:35:00 -
[4] - Quote
el OPERATOR wrote:Godin Thekiller wrote:Soul Cairn wrote:I strongly believe that pilot suits should have one eq slot. I believe that pilots should be placing uplinks in places difficult or impossible to reach for infantry. This is something I find beneficial to myself and my team. My question is why is a Pilot placing uplinks instead of fitting a mCRU to his/her vehicle. I can only answer this from the perspective of Infantry versus of Pilot, but it's basically this: mCRU's are the absolute last spawning option because it's mobile, and 99% of the time when you try to spawn on one the 10 second delay time it takes to actually spawn in is 10seconds of movement for that vehicle so once you actually spawn in you're waaaay far away from where you actually wanted or needed to be. It's literally better to spawn back in the redline and just run or call your own vehicle. Maybe one of the Pilot Suit bennies could be mCRU spawntimes are shortened, say to 6 or 7 seconds. Seriously, the spreadsheets may not show why but actual gameplay is crystal clear on why mCRU spawning is turrible. As opposed to uplinks which can be camped or popped before you even spawn in?
I don't mind if Pilots have a little wiggle room with Uplinks, but they shouldn't have the BW to place more than 2 at pro.
Lets face it, much of the Uplink spam came from ADS users placing them on high towers. We don't need a repeat of that.
If you really want to place Uplinks, use a Logi to drive the vehicle or pick one up as a passenger. Othrewise mCRU should be a good spot.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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