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Pokey Dravon
OSG Planetary Operations Covert Intervention
5125
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Posted - 2015.03.03 00:49:00 -
[31] - 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.
That's not what I mean. I mean I wouldn't make vehicle features exclusive to the Pilot suit, for example "You can only use a Flare Launcher if you're in a pilot suit"
EDIT: To clarify. Link Modules *should* be unique to the pilot, but those link modules should not unlock features that you HAV to use a link modules to unlock. They should simply improve what the vehicle is already doing, Pilot or not.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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One Eyed King
Nos Nothi
8183
|
Posted - 2015.03.03 01:00:00 -
[32] - 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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Reinhard Manderfelt
Technically Legal
4
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Posted - 2015.03.03 01:04:00 -
[33] - Quote
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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5126
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Posted - 2015.03.03 01:09:00 -
[34] - Quote
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?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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One Eyed King
Nos Nothi
8184
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Posted - 2015.03.03 01:15:00 -
[35] - 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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Brush Master
Onslaught Inc RISE of LEGION
1463
|
Posted - 2015.03.03 01:16:00 -
[36] - Quote
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 a 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.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5128
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Posted - 2015.03.03 01:45:00 -
[37] - Quote
One Eyed King wrote: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.
Pretty much. I think if you add a mandatory timer to climb in and out of a vehicle and scale that with suit type/vehicle type it solves a lot of the issues people are having issues with.
Say you're a Heavy in an HAV and **** goes sideways. Assume a 10 second timer for heavies in an HAV.
If that Heavy wants to bail out of his HAV, he has to sit there for 10 seconds doing nothing. Either he's going to get killed before he gets out, or he WILL get out in time, but now the enemy HAV has had a full 10 second to rep up and help modules cool down. So by the time that heavy drags his ass out of the HAV, he's going to be looking at an enemy that's much stronger than it was 10 seconds ago.
End result? That heavy will probably stay in the HAV and fight to the end, because attempting to bail out will put him at an even greater disadvantage.
If you want one of the pilots perks to be the ability to bypass that timer? *shrugs* fine by me, they wont be able to do much aside from attempt to run away in a paperthin suit anyways.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5128
|
Posted - 2015.03.03 01:48:00 -
[38] - Quote
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.
"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
|
Posted - 2015.03.03 01:56:00 -
[39] - 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 -
[40] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
5132
|
Posted - 2015.03.03 02:04:00 -
[41] - Quote
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"
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Kain Spero
Negative-Feedback.
4629
|
Posted - 2015.03.03 02:14:00 -
[42] - Quote
I don't know. I think making modules more effective on the vehicle because of the pilot suit is the exact wrong direction. Better modules means more HP or more Damage so just straight up more powerful.
Special abilities make give you more tricks up your sleeve but it wouldn't increase raw power of the vehicles.
Also, yes, the pilot suit should be required to drive a HAV or dropship. Alternatively go with the timer idea and also allow a pilot suit let you spawn already in a vehicle.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5132
|
Posted - 2015.03.03 02:17:00 -
[43] - Quote
Kain Spero wrote:I don't know. I think making modules more effective on the vehicle because of the pilot suit is the exact wrong direction. Better modules means more HP or more Damage so just straight up more powerful.
This was why I initially proposed downsides to link modules so it was still an upgrade but at a cost elsewhere.
Additionally I prefer softer bonuses like faster cooldowns on hardeners rather than direct buffs to the damage reduction. I suppose think of it as making the functions of the vehicle more efficient, and less so directly buffing....but thats up for discussion of course
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Imp Smash
Molon Labe. General Tso's Alliance
714
|
Posted - 2015.03.03 02:17:00 -
[44] - Quote
I believe that there should be vehicles entry exit timers (not including LAVs or passengers jumping out of dropships).
It should take a few seconds to get into any and all vehicles for drivers, pilots, and gunners. (AGAIN let me stress -- NOT Lavs and NOT jumping out of a DS as a passenger -- DS gunners still apply)
And I think pilot suits should reduce the amount of time this takes. -x% time at mlt, -y% time at Std, -z% time at adv, -c% time at proto.
This would allow dedicated vehicle folks to still escape almost as fast as they do now from exploding vehicles at proto level. But still provide real risk to clone termination if they decide to run 'cheap.'
Also solves a host of other problems with AV, wheelchair heavies, and prevents strait non isk/module related buffs to vehicles. In a game of economics -- non isk buffs is bad. |
Kain Spero
Negative-Feedback.
4629
|
Posted - 2015.03.03 02:20:00 -
[45] - Quote
Imp Smash wrote:I believe that there should be vehicles entry exit timers (not including LAVs or passengers jumping out of dropships).
It should take a few seconds to get into any and all vehicles for drivers, pilots, and gunners. (AGAIN let me stress -- NOT Lavs and NOT jumping out of a DS as a passenger -- DS gunners still apply)
And I think pilot suits should reduce the amount of time this takes. -x% time at mlt, -y% time at Std, -z% time at adv, -c% time at proto.
This would allow dedicated vehicle folks to still escape almost as fast as they do now from exploding vehicles at proto level. But still provide real risk to clone termination if they decide to run 'cheap.'
Also solves a host of other problems with AV, wheelchair heavies, and prevents strait non isk/module related buffs to vehicles. In a game of economics -- non isk buffs is bad.
I think an exit timer would need to be modified based on suits so a heavy would take much longer to get out like Pokey was saying (even a LAV).
I couldn't agree more strongly about the exit timer not affecting dropship passengers though.
Pokey Dravon wrote: Additionally I prefer softer bonuses like faster cooldowns on hardeners rather than direct buffs to the damage reduction. I suppose think of it as making the functions of the vehicle more efficient, and less so directly buffing....but thats up for discussion of course
I can get behind improving cool downs, but I think it could be a bit dangerous.
I'm almost wondering if the pilot suit should just be a one tier suit with maybe getting a nice bonus per level. I just think it could potentially be easy to unbalance vehicles depending on how the suit bonus applies. I agree we don't want to see the pilot suit apply straight damage buffs or increased HP.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Godin Thekiller
The Corporate Raiders
2950
|
Posted - 2015.03.03 02:22:00 -
[46] - Quote
One Eyed King wrote: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.
If so, then
1: It would need to be comparatively easier to fit them, as fitting cloaks are a pain
2: To other suits would need to be like fitting very high requiring modules, higher than anything now.
click me
Blup Blub Bloop. Translation: Die -_-
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Imp Smash
Molon Labe. General Tso's Alliance
714
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Posted - 2015.03.03 02:27:00 -
[47] - Quote
Kain Spero wrote:Imp Smash wrote:I believe that there should be vehicles entry exit timers (not including LAVs or passengers jumping out of dropships).
It should take a few seconds to get into any and all vehicles for drivers, pilots, and gunners. (AGAIN let me stress -- NOT Lavs and NOT jumping out of a DS as a passenger -- DS gunners still apply)
And I think pilot suits should reduce the amount of time this takes. -x% time at mlt, -y% time at Std, -z% time at adv, -c% time at proto.
This would allow dedicated vehicle folks to still escape almost as fast as they do now from exploding vehicles at proto level. But still provide real risk to clone termination if they decide to run 'cheap.'
Also solves a host of other problems with AV, wheelchair heavies, and prevents strait non isk/module related buffs to vehicles. In a game of economics -- non isk buffs is bad. I think an exit timer would need to be modified based on suits so a heavy would take much longer to get out like Pokey was saying (even a LAV). I couldn't agree more strongly about the exit timer not affecting dropship passengers though.
Well, I don't think heavies should be able to drive anything at all. passenger only. I am a heavy myself and I think vehicles negate heavy weaknesses too easily. But that's a whole other topic tbh.
But when I mean pilot suit modified, it would be based on the suit not the skill. The suit itself should provide the entry exit bonus. That way wearing a proto suit means something.
I see it as system linking like in eve. Takes a few seconds for the vehicle or turret to link and sync up to the clone's brain. Pilot suits are designed to speed this process up and make linking more smooth.
Which translates to faster entering and exiting of vehicles. Again, not LAvs (it's not a link vehicle, it is a car...) and not dropship passengers (they are not linked to anything.)
No other desirable teamplay elements are changed or endangered with this mechanic, pilot suits matter for people who want to survive vehicle destruction, (or hop out of said vehicle to do stuff like hack, drop links, whatever at almost no risk), and vehicle users (especially casual users) face a more real risk of death (not just vehicle loss) outside of jihad jeeps.
I had this idea having read (but never posting) the various vehicle threads and their debates that pop up. |
el OPERATOR
Capital Acquisitions LLC Bad Intention
877
|
Posted - 2015.03.03 02:37:00 -
[48] - 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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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
159
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Posted - 2015.03.03 03:00:00 -
[49] - Quote
Vehicle link modules ideas/suggestions
Modifies EVERYTHING except PG/CPU.
Small boosts have no downsides, large boosts do. Few exceptions
E.G: a module which increases aHP/s by 5/6/7% (proto) <- cannot be large to offset non vehicle users.
Or a large boost (10-13%) but takes away base aHP by X amount.
Or increase turret rotation by 100% but reducing mag size by 50% same reload time.
Or increase mag but reduce rotation
Or a regulator, but a small reduction to sHP extends.
And more of the ilk... Yu get the idea right?
Entering the void and becoming wind.
Message for 1v1 air to air
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Soul Cairn
Negative-Feedback
81
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Posted - 2015.03.03 03:30:00 -
[50] - Quote
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.
Don't be fooled, I'm Caldari
Vehicular Specialist
Grandmaster Bump
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5135
|
Posted - 2015.03.03 03:48:00 -
[51] - Quote
Kain Spero wrote: I'm almost wondering if the pilot suit should just be a one tier suit with maybe getting a nice bonus per level. I just think it could potentially be easy to unbalance vehicles depending on how the suit bonus applies. I agree we don't want to see the pilot suit apply straight damage buffs or increased HP.
Bleh boring, and I hate breaking the existing suit progression we have in every other role. If Pilots are the only suit that you have to make an exception for by making a single tier, then there is something fundamentally wrong with how they're designed.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Tesfa Alem
Death by Disassociation
886
|
Posted - 2015.03.03 04:36:00 -
[52] - Quote
Pilot suits should not be the only suits require to operate a vehicle.
They should be advantageous enough to be the best choice in using a vehicle.
There are lots of potential bonuses to think of that don't adresses the future meta. any combination of the following canbe used on the various racial suits.
3% to Turret tracking per level
3% to Module coodown per level
3% to Module duration
3% to Armor movement penalty
5% to magazine size
3% to dispersion
2% to afterburner/ Nitro accelleration
5% to PG/ CPU per level
Pilots suits are pretty easy to cobble together. We have the light suits, takes no more than a hotfix to change the slot count. The only thing to prevent it's release is typing up the bonus, and whether it will or wont be on CCP's priority list. Since it aint, its just a pipe dream.
Redline for Thee, but no Redline for Me.
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anaboop
NECROM0NGERS
159
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Posted - 2015.03.03 05:44:00 -
[53] - Quote
First of all pilot suits nomnom.
Sidearm, small frame. Sounds good to me. as for integrating them with vehicles, you can use the suit bonus like with all other suits but with bonuses for vehicles.
Amarr, Caldari, Gallente, Minmatar Pilot suits (skill)
Level 1 basic frame- (Shield based pilot suit) passive shield resistance +#% per level, (Armor based pilot suit) passive armor resistance +#% per level.
Level 2 basic frame - same as above
Level 3 adv frame - large turret rotation speed +#% per level
Level 4 adv frame - same as above
Level 5 proto frame - (shield based pilot suit) shield module effectiveness +#% per lvl (armor based pilot suit) armor module effectiveness +#%per lvl
Mix and match or change what the bonuses are, but that concept would set the normal frame from a pilot frame apart.
(pilot suits should come out side by side with the vehicles) expect problems but its better then doing it twice right?
All in all cant wait for vehicle changes , tanking has gotten dull, as whoever gets the jump on the other usually comes out victorious.
Fully sick Anaboop trading card
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5138
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Posted - 2015.03.03 06:24:00 -
[54] - Quote
anaboop wrote:First of all pilot suits nomnom.
Sidearm, small frame. Sounds good to me. as for integrating them with vehicles, you can use the suit bonus like with all other suits but with bonuses for vehicles.
Amarr, Caldari, Gallente, Minmatar Pilot suits (skill)
Level 1 basic frame- (Shield based pilot suit) passive shield resistance +#% per level, (Armor based pilot suit) passive armor resistance +#% per level.
Level 2 basic frame - same as above
Level 3 adv frame - large turret rotation speed +#% per level
Level 4 adv frame - same as above
Level 5 proto frame - (shield based pilot suit) shield module effectiveness +#% per lvl (armor based pilot suit) armor module effectiveness +#%per lvl
Mix and match or change what the bonuses are, but that concept would set the normal frame from a pilot frame apart.
(pilot suits should come out side by side with the vehicles) expect problems but its better then doing it twice right?
All in all cant wait for vehicle changes , tanking has gotten dull, as whoever gets the jump on the other usually comes out victorious.
So you want different levels of the same skill to offer different benefits?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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anaboop
NECROM0NGERS
159
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Posted - 2015.03.03 07:47:00 -
[55] - Quote
Pokey Dravon wrote:
So you want different levels of the same skill to offer different benefits?
Nono, just new bonuses at adv and proto.
Fully sick Anaboop trading card
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5139
|
Posted - 2015.03.03 07:52:00 -
[56] - Quote
anaboop wrote:Pokey Dravon wrote:
So you want different levels of the same skill to offer different benefits?
Nono, just new bonuses at adv and proto.
Why would you deviate from the existing system that every single other suit in the game already uses?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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anaboop
NECROM0NGERS
159
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Posted - 2015.03.03 09:33:00 -
[57] - Quote
Pokey Dravon wrote:anaboop wrote:Pokey Dravon wrote:
So you want different levels of the same skill to offer different benefits?
Nono, just new bonuses at adv and proto. Why would you deviate from the existing system that every single other suit in the game already uses?
Its a good way to differentiate between basic adv and proto, given we havent got modules or anything.
Fully sick Anaboop trading card
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Mad Syringe
ReDust Inc.
496
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Posted - 2015.03.03 10:10:00 -
[58] - Quote
I would like to see pilot suits having bonuses to module duration and/or cooldown.
Vehicle damage mods should be on the pilot suits.
Pilot suits should have no EQ, since that's the job of the logis. If you want to be effective against vehicles (damage, module efficiency) you need to bring a pilot suit. If you want to spam links all over the place, bring a Amarr logi.
Vehicle exit entry timers correspoinding to suit size.
Heavies need 3 secs to get in and 10 seconds to get out... sorry, but it's pretty cramped in there... (This does only relate to closed seats i.e. all tank seats and the driver seat of a derpship).
Mediums, 2 secs in and 6 out.
Lights, 1 in and 3 out.
Pilot suits would be able to get in and out as of now.
This would reflect the fact of the suit sizes but it would not alter the transport capability for infantry suits with lavs and derpships.
Tanks should be manned with pilot suits anyway, bonuses would stack but with a considerable penalty (more than the usual module stacking penalty).
This would make it desireable for vehicle exclusive guys to wear a pilot suit, just to get that extra ooomph in Vehicle fights, and would still give infantry the possibility to use vehicles, but with less efficiency and the big disadvantage, to not be able to leave the vehicle in time in case of destruction... |
Iron Wolf Saber
Den of Swords
18745
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Posted - 2015.03.03 11:32:00 -
[59] - Quote
I'm thinking the following:
Vehicle Links
Emergency Shunt and Coolant Tank Weapon Upgrades
Transversal Manifold and Flushed Exhaust systems Afterburners and Nitros
Surrogate Radiator and Heat Capacitor Sensor modules
Nanite Pumps and Cermenting Array Armor Modules
Resonance Emmitter and Cascade Chamber Shield Modules
Progression of modules may be that Fitting saved for the first line (specialist variant) Effectiveness at the cost of more fitting for the second line (means giving up something on an already tight suit)
Suits get role bonus for 2 of them can fit up to three if bonused or 2 unbonused Overall effect shouldn't equal 2 module replacements (that by installing 2 modules you can cover gaps in cycles with these) Non pilots can on average fit 1 (logis can probably push two) but fitting each one is like fitting a cloak its going to hurt on the fitting severely.
Using links in equipment slots also solves the issue of sentinels being pilots or at least being better suited pilot suit than the pilot suit itself.
Suits will increase effectiveness of a module class (Gallente armor, Caldari shields, amarr weapons, minmatar navigation) Suits however will role fitting in two different classes (Gallente armor and navigation, Amarr armor and damage, caldari shields and sensors, minmatar navigation and damage)
I'm am thinking about a 4 slot layout at proto; semi acceptable fitting after you fit the 'links'
Base Pilot values will be low and cannot compete against a poorly fitted scout
Side arm only; pg and cpu to be considerate enouhg for an smg fit.
0 Bandwidth will ensure the use of links instead of equipment. Scanners are okay as they're a survival tool as well as the cloak if you can manage to fit it.
If possible have the suits pre-tiericideded having all slots equal to that of the prototype suit making fitting the only factor difference in item progression.
The going after cooldowns may be a good way to justify the pilot suit as it will not screw with the upcomming meta to hard AND it will also justify a good use for the pilot suit over any other class. The cooldowns and durations only screws with the windows of fighting stretching them or lowering them. Against other vehicle equipped with pilots this can balance out as thier abilities will counter each ohter. Vs infantry well lets just say infantry can probably stand to have more active module uses in the game. However in the proper conditions the vehicle should still be dying to AV even with pilot suits just pilot suits leviate some of the quality of life issues a pilot may face on the field and be able to enjoy the field more.
Links and suit should be cheap side however ot encourage use in a vehicle without increases its investment price too steeply.
passive traits would also if ever put in; instant ejection from vehicle while all other suits get a delay.
Pilot suits are naturally fast and naturally stealthy weakest on hp of all classes weakest on repair and recovery of all classes decent stamina but slow to re-gen it back to be used more fo rrunnign away to call a new vehicle in; not to rush into combat.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Lorhak Gannarsein
Nos Nothi
4363
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Posted - 2015.03.03 11:37:00 -
[60] - Quote
I actually am a fan of the idea of being forced to use a pilot suit of an appropriate tier to use a given tier of (enclosed) vehicle (that distinction being made because it would otherwise dramatically cut the utility of LAVs).
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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