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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
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Posted - 2015.03.02 21:32:00 -
[1] - 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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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
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Posted - 2015.03.02 22:16:00 -
[2] - 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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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
|
Posted - 2015.03.02 23:24:00 -
[3] - 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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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
|
Posted - 2015.03.03 00:03:00 -
[4] - 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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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
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Posted - 2015.03.03 01:56:00 -
[5] - Quote
Reinhard Manderfelt wrote:So, let me get this straight:
We're against "Pilot suits to drive vehicles" because it removes some freedom? I don't agree. If I want to use an HMG, I am forced to spec into Heavy Suits. Whichever way you look at it, it's the same. Exact. Situation. Would it force existing pilots to spec into Pilot suits? Yes. That shouldn't be a problem, a single afternoon of playing nets you enough SP to spec into an entirely different Suit, even factional. I did it myself today. Spec'd into Minmatar Medium and made it to Assault. So that should hardly be a cause for concern.
I personally believe that Pilot suits should be mandatory for HAV and DS (not LAV's for reasons stated before), because it just makes sense. Does a Tanker wear the same kit as a Footsoldier? Does a Jet/Helicopter pilot? No. For good reason. Cockpits and Tanks are cramped places.
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. Where's the balance in this? So I vote for either A Pilot suit for DS/HAV, or Heavy's that can't Pilot anything including LAV (they can still get in the passenger seat/turret of any vehicle) . This should barely remove freedom, as it's easy to get a buddy/ squad member to drive. Heavy's are designed as Front-line suits, and that's where they should be, not behind the wheel of LAV's, HAV's or DS'.
Also, as a side note, because AV-balance is, wether we want to or not, an intrinsic part of this discussion, I don't understand how many people complain AV is overpowered. Sure, I've taken out my fair share of tanks, but at least as many have cost me tons of ISK in AV fits. From ADS' avoiding SL in a straight line because of Afterburner gimmicks, or Gunnlogi's popping Shield Boosters & Hardeners (Also, 40% Damage resistance on a 4K+ shield is ridiculous!) ad infinitum, I can honestly say, that the weaker tanks are not a problem, and can be taken out solo by decent AV players, but the better tanks can outrun half a squad of AV-fits. In short, AV is both Over-and Underpowered.
How would I do the Pilot suits? I don't know. But I do know there's some seriously unbalanced stuff out there already, and the Pilot suit could solve some of that. I hope the idea is at least considered. I love piloting Dropships, and the idea of having a Pilot suit sounds nice, even if only to distinguish between Pilots and the rest.
I was also considering Pilots suits being required to drive anything as a synonymous situation with the HMG but while similiar there is a huge difference: The HMG is one type of weapon and not having a Heavy frame does not exclude an individual from access to the rest of the weapon class. Vehicles and their use is half the overall gameplay available to us and while it makes sense Pilot suits add a layer or two to vehicle effectiveness it doesn't make sense that not using a pilot suit excludes an individual from using vehicles at all. Just that a non-Pilot-Suited pilot isn't as effective.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
868
|
Posted - 2015.03.03 01:57:00 -
[6] - Quote
Pokey Dravon wrote:Brush Master wrote:I am one that believes that the pilot suit should be like a key that unlocks features on xx vehicles that other suits do not have access to in the form of vehicle equipment slots. Possible types of vehicle equipment / features
- Countermeasures to break off any locked on swarms for xx seconds
- Stealth mode where you don't show up on the radar, no enemy/friendly display for anyone looking at ship for xx seconds
- Supply Drop aka like a large nanohive
- Spawn in with vehicle
- Vehicle Lock - Self / Squad / Anyone
- Lock on / targeting warning
To name a few. Like others have said the cost of the suit is going to have to be worth the feature set or we will just keep using our free suits. Sorry but I think features like that should be general modules. We have so few modules as it is, I'm very much against locking them behind a specific suit type.
So ask the pilots about making them genmods and PilotSuits have a major bonus to them, whether its fitting or use enhancement.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
877
|
Posted - 2015.03.03 02:37:00 -
[7] - Quote
Pokey Dravon wrote:el OPERATOR wrote:Pokey Dravon wrote:Brush Master wrote:I am one that believes that the pilot suit should be like a key that unlocks features on xx vehicles that other suits do not have access to in the form of vehicle equipment slots. Possible types of vehicle equipment / features
- Countermeasures to break off any locked on swarms for xx seconds
- Stealth mode where you don't show up on the radar, no enemy/friendly display for anyone looking at ship for xx seconds
- Supply Drop aka like a large nanohive
- Spawn in with vehicle
- Vehicle Lock - Self / Squad / Anyone
- Lock on / targeting warning
To name a few. Like others have said the cost of the suit is going to have to be worth the feature set or we will just keep using our free suits. Sorry but I think features like that should be general modules. We have so few modules as it is, I'm very much against locking them behind a specific suit type. So ask the pilots about making them genmods and PilotSuits have a major bonus to them, whether its fitting or use enhancement. If the pilot suit has link modules which boost the effectiveness of these vehicle modules....working as intended. But a vehicle and all of the functions available to it should be accessible to any class...a pilot should just do it better. I mean the HMG/Forge is really the only content locked behind a suit class. I think of it more along the lines of "Anyone can use a Scrambler Rifle. But if you want it to REALLY kick ass, you use an Amarr Assault with that Scrambler Rifle" so similarly "Anyone can use a vehicle. But if you w want it to REALLY kick ass, you use a Pilot suit with that vehicle"
I agree with that overall perspective.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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el OPERATOR
Capital Acquisitions LLC Bad Intention
892
|
Posted - 2015.03.03 22:22:00 -
[8] - Quote
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.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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