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Takahiro Kashuken
Red Star.
4143
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Posted - 2015.03.13 14:05:00 -
[1] - Quote
I use a module for 10seconds and its cooldown is 40seconds so i have to wait 30seconds before i can use it again even though its active cycle is 20seconds but i turn it off because i don't need it.
Now if it was a cloak it would get turned off then start recharging back to full so that when i next turn it on it is either at full capacity or near it so the cloak lasts longer, but also i am able to switch it back on unless i have gone past the point where it needs to recharge.
So again for a vehicle hardener in which we say it lasts for 30seconds and 30seconds cooldown for an example to keep it simple.
I put it on for 10seconds and then turn it off, instead of it taking 30seconds to recharge it would only take 10seconds to recharge what i have used.
Or i put it on for 15seconds then turn it off and 5 seconds later i turn it back on again because i need it and i leave it on so the duration would have been 15seconds on, 5second recharge time and 20seconds active until it depleats.
Finally i put it on for 25seconds and then turn it off but i am unable to turn it back on until it has recharged to at least 10seconds of active cycle time.
So is there any way to bring this mechanic to vehicles active modules?
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4171
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Posted - 2015.03.13 18:05:00 -
[2] - Quote
So no one wants this?
Can anyone find a hole in this propsal?
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4196
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Posted - 2015.03.14 13:02:00 -
[3] - Quote
It would greatly benefit all active modules for vehicles.
I suppose that is why it falls to the bottom of the page, it is actually something good for vehicles instead of a nerf.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4216
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Posted - 2015.03.15 11:55:00 -
[4] - Quote
Gonna have to keep this idea alive.
Could even add a skill with it, no idea what it would be.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4217
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Posted - 2015.03.15 13:10:00 -
[5] - Quote
Text Grant wrote:The only problem I see with this is that currently vehicles have too many "waves of opportunity" and this would be a giant nerf to AV because it would allow you to recharge more often without a downside. The current way it is done requires some strategy when you activate the module.
If you really want the cloak mechanic then you should ask for it. Also ask for the inability to fire your large turret when your hardeners are up though.
If we had capacitors it would still be the same thing.
This is essentially the same thing except without capacitors.
Also your cloak means you cannot fire or you would be invisible and killing people which would be OP. If it worked your way on vehicles then what is the point since your turret is useless and hardeners are also made useless. The recharge mechanism is perfect for vehicles and modules, offers alot more freedom like capacitors would.
How does this make vehicles OP? Generally after a battle with a vehicle or AV your mods could carry on for another 20seconds which you do not need them for so you turn them off until you need them again except it wouldn't take 20seconds plus the 30seconds cooldown time, it would only take 10seconds if you used them for that long. So really what it means is that AV would have to actively chase you instead of camping on a roof with a SL or FG which turns out to be a good thing really because that is lazy AV or they need enough firepower to hammer you dead, what is even better is that another vehicle is better at chasing so the vehicle would be used more to chase each other around and fight.
All i am seeing is bonuses with no negatives.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4217
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Posted - 2015.03.15 13:45:00 -
[6] - Quote
Racro 01 Arifistan wrote:I woulod like this but.........
it would allow you top explolit complex module's to no extent.
complex damage mods and heat sinks at max skills last for 30 secs and cooldown in 20.
with the way you propose it would basically be never ending damage modded.
hardners arnt too bad but when you include complex module times it can be abused.
it's not so bad for basic and some adv mods.
but complex would be abused.
If we had capacitors it would be exactly the same except we would have a capacitor pool for all modules and when drained you cannot run anything.
Essentially this idea gives each module a capacitor pool of sorts, when a module is active it drains it, when it is off it recharges but this can be for 6 active modules, active management doesn't come easy to alot of players and that weapon circle thingy is awful to use, i need hotkeys for that really.
I wouldn't call module management an exploit, i would call it good piloting, using something when you need it and knock it off when you dont but also you would have to pay attention i would say alot more. You can get lazy when you know a module has 20seconds left and you leave it on when nothing is happening only to need it when something does happen, the door swings both ways.
As for complex modules currently can only be put on basic++ vehicles but also think of the benefits for DS/ADS, there are other vehicles apart from HAVs in which this can benefit.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4228
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Posted - 2015.03.16 13:10:00 -
[7] - Quote
DarthJT5 wrote:I say yes to the idea, but I don't see it ever happening. This was brought up several times in all the HAV rebalance threads, and Rat never responded to it, so it's not happening.
TBH i never saw it.
Only reason i clicked is when i used the cloak on my LP scout suit and thought about it.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4247
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Posted - 2015.03.17 13:59:00 -
[8] - Quote
If it can work with a cloak which is an infantry module on a meatbag suit then i can't see why it wouldn't work on a 100ton vehicle which requires an engine to move and a powerplant to power it.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4370
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Posted - 2015.03.21 13:15:00 -
[9] - Quote
Back to the top
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4421
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Posted - 2015.03.31 12:21:00 -
[10] - Quote
Give it another bump
Don't expect it to be even remotely looked at nevermind implemented, i have no hope left.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4422
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Posted - 2015.03.31 15:53:00 -
[11] - Quote
Adipem Nothi wrote:Takahiro Kashuken wrote: Now if it was a cloak it would get turned off then start recharging ...
If it was a cloak, clicking it off/on would grant you a change of appearance. Fortunately, cloak doesn't grant the Scout damage resistance. If it did, its cooldown and availability would have to be limited in such a way that it could only be used every-once-in-a-while. Otherwise, it'd be OP.
Works in EVE
If DUST had capacitors it would work just like in EVE
It is a vehicle with a powerplant to do all the things that a meatbag suit can't do yet the meatbag suit can actually control when the cloak goes on and can then turn it off and doesn't have to worry about a 30second forced cooldown on it and can turn if off and on when they want to.
Funny that.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4436
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Posted - 2015.04.01 15:24:00 -
[12] - Quote
Avallo Kantor wrote:I like the idea, a few suggestions though:
1) Make it 50% of full charge for min activation. Your post (unless I am reading it wrong) indicates only 10 / 30 seconds min or 33%.
2) Reactivation delay: Turning off a module prevents you from turning it back on for 2-3 seconds. Not a major difference, but it prevents modules from being turned on and off again constantly. (Performance concern, basically same idea as a GCD in most games)
1. It is not 50% for the cloak or modules in EVE
2. No reactivation delay for the cloak
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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