Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Takahiro Kashuken
Red Star.
4247
|
Posted - 2015.03.17 14:28:00 -
[1] - Quote
The vehicle tree is simply awful in comparision to the infantry tree and even worse when looked at in comparision to EVE.
We had skills which were generally a must have just like infantry does except they no longer exist or had bonuses removed from them. Instead they were replaced with unlocks to modules which is terrible.
Lets look at some of the basics
Vehicle Engineering - 5% per level to PG Vehicle Electronics - 5% per level to CPU
Nothing wrong with these skills, these skills gave you extra fitting room to try out a different variety of fits or squeeze on a higher tier module.
Vehicle Shield Operation - 5% per level to Shield HP Vehicle Armor Operation - 5% per level to Armor HP
Again nothing but positives, it adds a bit more tank to your vehicle which it may need because you may not have the required skills to put on a complex extender for example but every bit helps. Or you could knock a small plate off without losing too much and put in place another module to test out another fit.
So lets look at some more skills that we have but do nothing.
Vehicle Armor Upgrades Vehicle Shield Upgrades Vehicle Core Upgrades Vehicle Turret Upgrades Large Missile Operation Large Railgun Operation Large Blaster Operation Small Missile Operation Small Railgun Operation Small Blaster Operation
Armor and shield upgrades offered 2% per level to armor/shield resistance per level once upon a time, small but useful bonus.
Core upgrades 1% to PG/CPU per level, again small but useful.
All the turret skills offered 1% per level to damage for that turret, small but useful.
Even now we are getting old modules back but no new skills to go with them.
I have no infantry skills at all after the respec, 61mil into all vehicle skills and with that same amount i can get so much more with infantry, even infantry has skills which unlock modules and tbh that should not be the case.
Every skill should offer a bonus and with that pilots always have something to aim for which may benefit there fave fit or particular playstyle with a certain fit or just makes it a bit easier for a noob.
Thoughts?
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...''
|
MINA Longstrike
Kirjuun Heiian
2405
|
Posted - 2015.03.17 14:40:00 -
[2] - Quote
I normally try not to engage with people I'm pretty sure are drinking the Kool-Aid, but I'm pretty disappointed that in order to get a 'decent' fit on vehicles you need to skill deeply into fitting optimization for respective turrets and fitting cost reduction for armor / shields.
If you don't have those skills you must severely underfit your vehicles or rely heavily on pg / cpu upgrade modules.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
DarthJT5
Random Gunz
332
|
Posted - 2015.03.17 14:41:00 -
[3] - Quote
Vehicle engineering is also useless. I suggest 2% PG per level. There is also vehcile Electronics, which should be 2% CPU per level.
Idk what bonuses you would give to the Turret operation skills. Maybe heat buildup for blaster, Cooldown for rail, and dispersion for Missiles?
Vehicle Turret upgrades.... Idk. Some infantry skills don't give bonuses (which is dumb)
Armor upgrades give a 1% bonus to armor HP, same for Shield.
Then we add in actual skills for the different mods, and each of those skills give a 2% bonus to their modules, just like infantry.
The full Racial skill tree will be added later for tanks, so we will see some improvement there.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Takahiro Kashuken
Red Star.
4256
|
Posted - 2015.03.17 16:24:00 -
[4] - Quote
DarthJT5 wrote:Vehicle engineering is also useless. I suggest 2% PG per level. There is also vehcile Electronics, which should be 2% CPU per level.
Idk what bonuses you would give to the Turret operation skills. Maybe heat buildup for blaster, Cooldown for rail, and dispersion for Missiles?
Vehicle Turret upgrades.... Idk. Some infantry skills don't give bonuses (which is dumb)
Armor upgrades give a 1% bonus to armor HP, same for Shield.
Then we add in actual skills for the different mods, and each of those skills give a 2% bonus to their modules, just like infantry.
The full Racial skill tree will be added later for tanks, so we will see some improvement there.
Turret operation was damage across the board, it can be tailored to each turret so heat for rail etc.
1% is a bit low, on base HP 2700 it is an extra 27hp so over 100hp at level 5 but not that great.
Modules tend to have skills but take shield boosters heavy on PG but skill is for CPU which is a waste.
Racial tree may suck, we already pay x8 skill for basic HAVs and that has no bonus, for 2.4mil i want a bonus.
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...''
|
DarthJT5
Random Gunz
333
|
Posted - 2015.03.17 16:47:00 -
[5] - Quote
Takahiro Kashuken wrote:DarthJT5 wrote:Vehicle engineering is also useless. I suggest 2% PG per level. There is also vehcile Electronics, which should be 2% CPU per level.
Idk what bonuses you would give to the Turret operation skills. Maybe heat buildup for blaster, Cooldown for rail, and dispersion for Missiles?
Vehicle Turret upgrades.... Idk. Some infantry skills don't give bonuses (which is dumb)
Armor upgrades give a 1% bonus to armor HP, same for Shield.
Then we add in actual skills for the different mods, and each of those skills give a 2% bonus to their modules, just like infantry.
The full Racial skill tree will be added later for tanks, so we will see some improvement there.
Turret operation was damage across the board, it can be tailored to each turret so heat for rail etc. 1% is a bit low, on base HP 2700 it is an extra 27hp so over 100hp at level 5 but not that great. Modules tend to have skills but take shield boosters heavy on PG but skill is for CPU which is a waste. Racial tree may suck, we already pay x8 skill for basic HAVs and that has no bonus, for 2.4mil i want a bonus. 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 The reason I'm saying 1% is because I don't want tanks to be good without modules. If we had module skill bonuses, that is where I would put the power. Say 3-5% per level to shield extender or amor plate HP per level, and then you have a pretty sizable advantage over your opponents.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
DarthJT5
Random Gunz
333
|
Posted - 2015.03.17 16:57:00 -
[6] - Quote
I'll be posting a full skill tree revamp later, check it out when I do.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2741
|
Posted - 2015.03.17 17:27:00 -
[7] - Quote
DarthJT5 wrote:Takahiro Kashuken wrote:DarthJT5 wrote:Vehicle engineering is also useless. I suggest 2% PG per level. There is also vehcile Electronics, which should be 2% CPU per level.
Idk what bonuses you would give to the Turret operation skills. Maybe heat buildup for blaster, Cooldown for rail, and dispersion for Missiles?
Vehicle Turret upgrades.... Idk. Some infantry skills don't give bonuses (which is dumb)
Armor upgrades give a 1% bonus to armor HP, same for Shield.
Then we add in actual skills for the different mods, and each of those skills give a 2% bonus to their modules, just like infantry.
The full Racial skill tree will be added later for tanks, so we will see some improvement there.
Turret operation was damage across the board, it can be tailored to each turret so heat for rail etc. 1% is a bit low, on base HP 2700 it is an extra 27hp so over 100hp at level 5 but not that great. Modules tend to have skills but take shield boosters heavy on PG but skill is for CPU which is a waste. Racial tree may suck, we already pay x8 skill for basic HAVs and that has no bonus, for 2.4mil i want a bonus. 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 The reason I'm saying 1% is because I don't want tanks to be good without modules. If we had module skill bonuses, that is where I would put the power. Say 3-5% per level to shield extender or amor plate HP per level, and then you have a pretty sizable advantage over your opponents. I would prefer the 2% passive resistances we used to have.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
DarthJT5
Random Gunz
333
|
Posted - 2015.03.17 17:40:00 -
[8] - Quote
Alena Ventrallis wrote:DarthJT5 wrote:Takahiro Kashuken wrote:DarthJT5 wrote:Vehicle engineering is also useless. I suggest 2% PG per level. There is also vehcile Electronics, which should be 2% CPU per level.
Idk what bonuses you would give to the Turret operation skills. Maybe heat buildup for blaster, Cooldown for rail, and dispersion for Missiles?
Vehicle Turret upgrades.... Idk. Some infantry skills don't give bonuses (which is dumb)
Armor upgrades give a 1% bonus to armor HP, same for Shield.
Then we add in actual skills for the different mods, and each of those skills give a 2% bonus to their modules, just like infantry.
The full Racial skill tree will be added later for tanks, so we will see some improvement there.
Turret operation was damage across the board, it can be tailored to each turret so heat for rail etc. 1% is a bit low, on base HP 2700 it is an extra 27hp so over 100hp at level 5 but not that great. Modules tend to have skills but take shield boosters heavy on PG but skill is for CPU which is a waste. Racial tree may suck, we already pay x8 skill for basic HAVs and that has no bonus, for 2.4mil i want a bonus. 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 The reason I'm saying 1% is because I don't want tanks to be good without modules. If we had module skill bonuses, that is where I would put the power. Say 3-5% per level to shield extender or amor plate HP per level, and then you have a pretty sizable advantage over your opponents. I would prefer the 2% passive resistances we used to have. That would be a separate skill, the one that would train Hardeners and passive resist amplifiers/plates would give a resist bonus
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Takahiro Kashuken
Red Star.
4256
|
Posted - 2015.03.17 18:54:00 -
[9] - Quote
I think every module should have a skillbook and bonus to it.
Some skillbooks can affect all shield mods for example and reduce the cost of PG for modules by x%
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...''
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17725
|
Posted - 2015.03.17 20:05:00 -
[10] - Quote
Would you ever consider a Shield and Armour Adaptation Skill....though rather than hull resistances is it contributes to both Passive and Active Resistance Modules.
E.G- Active Hardeners are less effective without skills invested into this than they are now.
Armour Hardener 28% (35%) Shield Hardener 32% (40%)
Passive Plating 10%.12.5%, and 15% (12.5%,16.25%, 18.75%) Passive Ward Fields 12.5% , 15%, and 17.5% (16.25%, 18.75%, 21.875%)
Armour/Shield Adaptation = 5% efficiency to resistance modules per level?
Thoughts OP? Good. Bad. Unnecessary? Per level skill to high?
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5483
|
Posted - 2015.03.17 20:13:00 -
[11] - Quote
My guess is they never fixed the problem with the +5% to Shield/Armor skill
If you remember, you could basically heal your HAV by hopping in and out of it.
For example if you had 4000 base HP. You hop in, game says "Oh, you have a skill which increase HP by 25%! So 4000 + 25% = 5000 HP.
You take 3000 damage, so now you have 2000 remaining HP.
Hop out of the HAV, the HAV still has 2000 HP.
Hop back in, the game says "Oh, you have a skill which increases HP by 25%! So 2000 + 25% = 2500.
HAV now has 2500 HP.
Hop out again. HAV still has 2500 HP.
Hop back in, 2500 HP + 25% = 3125 HP.
ect. ect.
This is why they moved to the +2% resistance instead since it was an easier solution that messing with the code of how the game handled skills bonuses, and I highly doubt they took the time to fix it since the skill bonuses got removed entirely. So I'm not entirely sure how much of an undertaking it would be to properly fix it, but chances are its more effort than they're willing to do.
In actuality you'll likely get more eHP out of resistance than you would the +25% HP, since the resistance affects the entire fit including HP modules, whereas the +25% only affect the base hull.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Takahiro Kashuken
Red Star.
4258
|
Posted - 2015.03.17 20:38:00 -
[12] - Quote
True Adamance wrote:Would you ever consider a Shield and Armour Adaptation Skill....though rather than hull resistances is it contributes to both Passive and Active Resistance Modules.
E.G- Active Hardeners are less effective without skills invested into this than they are now.
Armour Hardener 28% (35%) Shield Hardener 32% (40%)
Passive Plating 10%.12.5%, and 15% (12.5%,16.25%, 18.75%) Passive Ward Fields 12.5% , 15%, and 17.5% (16.25%, 18.75%, 21.875%)
Armour/Shield Adaptation = 5% efficiency to resistance modules per level?
Thoughts OP? Good. Bad. Unnecessary? Per level skill to high?
Armour hardener is 40%
Nerfing modules for the sake of then giving them back the same amount but as a skill is taking with one hand while giving it back with the other. Overall nothing changes but you are out of SP by x amount and this patch has done this to an extent with standard++ HAVs with more slots and less base HP.
In EVE modules have a resistance number to whatever damage type so for example Explosive Deflection Amplifier II has 37.5% base resistance to explosive damage and the Explosive Shield Compensation skills gives 5% bonus to explosive resistance per level for Shield Amplifiers
Shield Amplifiers are passive hardeners. so that is your ward fields that may never enter the game again.
Passive plating may never enter the game either.
Hardeners are different and are active and with fitting costs sky high in general compared to passive mods the bonus might have to be less PG or CPU, more resistance is nice but even with 2% per level then it is 50% resistance which is lovely but everyone will cry.
A module should have its own skillbook and bonus but if a group of modules such as active and passive hardeners are in the same group of modules an extra skill book and skill which effects all the modules would be nice.
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...''
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17726
|
Posted - 2015.03.17 20:54:00 -
[13] - Quote
Takahiro Kashuken wrote:True Adamance wrote:Would you ever consider a Shield and Armour Adaptation Skill....though rather than hull resistances is it contributes to both Passive and Active Resistance Modules.
E.G- Active Hardeners are less effective without skills invested into this than they are now.
Armour Hardener 28% (35%) Shield Hardener 32% (40%)
Passive Plating 10%.12.5%, and 15% (12.5%,16.25%, 18.75%) Passive Ward Fields 12.5% , 15%, and 17.5% (16.25%, 18.75%, 21.875%)
Armour/Shield Adaptation = 5% efficiency to resistance modules per level?
Thoughts OP? Good. Bad. Unnecessary? Per level skill to high? Armour hardener is 40% Nerfing modules for the sake of then giving them back the same amount but as a skill is taking with one hand while giving it back with the other. Overall nothing changes but you are out of SP by x amount and this patch has done this to an extent with standard++ HAVs with more slots and less base HP. In EVE modules have a resistance number to whatever damage type so for example Explosive Deflection Amplifier II has 37.5% base resistance to explosive damage and the Explosive Shield Compensation skills gives 5% bonus to explosive resistance per level for Shield Amplifiers Shield Amplifiers are passive hardeners. so that is your ward fields that may never enter the game again. Passive plating may never enter the game either. Hardeners are different and are active and with fitting costs sky high in general compared to passive mods the bonus might have to be less PG or CPU, more resistance is nice but even with 2% per level then it is 50% resistance which is lovely but everyone will cry. A module should have its own skillbook and bonus but if a group of modules such as active and passive hardeners are in the same group of modules an extra skill book and skill which effects all the modules would be nice. 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
Oddly enough if this had been done and the 40% hardeners had not been announced with this build I doubt that "Giving with one hand and taking with the other would have been the common perception".
Odd isn't it.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
Takahiro Kashuken
Red Star.
4262
|
Posted - 2015.03.17 21:07:00 -
[14] - Quote
True Adamance wrote:Takahiro Kashuken wrote:True Adamance wrote:Would you ever consider a Shield and Armour Adaptation Skill....though rather than hull resistances is it contributes to both Passive and Active Resistance Modules.
E.G- Active Hardeners are less effective without skills invested into this than they are now.
Armour Hardener 28% (35%) Shield Hardener 32% (40%)
Passive Plating 10%.12.5%, and 15% (12.5%,16.25%, 18.75%) Passive Ward Fields 12.5% , 15%, and 17.5% (16.25%, 18.75%, 21.875%)
Armour/Shield Adaptation = 5% efficiency to resistance modules per level?
Thoughts OP? Good. Bad. Unnecessary? Per level skill to high? Armour hardener is 40% Nerfing modules for the sake of then giving them back the same amount but as a skill is taking with one hand while giving it back with the other. Overall nothing changes but you are out of SP by x amount and this patch has done this to an extent with standard++ HAVs with more slots and less base HP. In EVE modules have a resistance number to whatever damage type so for example Explosive Deflection Amplifier II has 37.5% base resistance to explosive damage and the Explosive Shield Compensation skills gives 5% bonus to explosive resistance per level for Shield Amplifiers Shield Amplifiers are passive hardeners. so that is your ward fields that may never enter the game again. Passive plating may never enter the game either. Hardeners are different and are active and with fitting costs sky high in general compared to passive mods the bonus might have to be less PG or CPU, more resistance is nice but even with 2% per level then it is 50% resistance which is lovely but everyone will cry. A module should have its own skillbook and bonus but if a group of modules such as active and passive hardeners are in the same group of modules an extra skill book and skill which effects all the modules would be nice. 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 Oddly enough if this had been done and the 40% hardeners had not been announced with this build I doubt that "Giving with one hand and taking with the other would have been the common perception". Odd isn't it.
Since 1.7 they have been taking with both hands and giving nothing in return that has been the common perception.
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...''
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17731
|
Posted - 2015.03.17 23:07:00 -
[15] - Quote
Takahiro Kashuken wrote:True Adamance wrote:Takahiro Kashuken wrote:True Adamance wrote:Would you ever consider a Shield and Armour Adaptation Skill....though rather than hull resistances is it contributes to both Passive and Active Resistance Modules.
E.G- Active Hardeners are less effective without skills invested into this than they are now.
Armour Hardener 28% (35%) Shield Hardener 32% (40%)
Passive Plating 10%.12.5%, and 15% (12.5%,16.25%, 18.75%) Passive Ward Fields 12.5% , 15%, and 17.5% (16.25%, 18.75%, 21.875%)
Armour/Shield Adaptation = 5% efficiency to resistance modules per level?
Thoughts OP? Good. Bad. Unnecessary? Per level skill to high? Armour hardener is 40% Nerfing modules for the sake of then giving them back the same amount but as a skill is taking with one hand while giving it back with the other. Overall nothing changes but you are out of SP by x amount and this patch has done this to an extent with standard++ HAVs with more slots and less base HP. In EVE modules have a resistance number to whatever damage type so for example Explosive Deflection Amplifier II has 37.5% base resistance to explosive damage and the Explosive Shield Compensation skills gives 5% bonus to explosive resistance per level for Shield Amplifiers Shield Amplifiers are passive hardeners. so that is your ward fields that may never enter the game again. Passive plating may never enter the game either. Hardeners are different and are active and with fitting costs sky high in general compared to passive mods the bonus might have to be less PG or CPU, more resistance is nice but even with 2% per level then it is 50% resistance which is lovely but everyone will cry. A module should have its own skillbook and bonus but if a group of modules such as active and passive hardeners are in the same group of modules an extra skill book and skill which effects all the modules would be nice. 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 Oddly enough if this had been done and the 40% hardeners had not been announced with this build I doubt that "Giving with one hand and taking with the other would have been the common perception". Odd isn't it. Since 1.7 they have been taking with both hands and giving nothing in return that has been the common perception. 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 1.7 was awful.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2744
|
Posted - 2015.03.18 01:31:00 -
[16] - Quote
The problem with hardeners is the fact that making them strong encourages stacking them, and making them weak means they aren't used at all. I am still a proponent of limiting vehicle hardeners to one.
Or is there a way to have it where activating a 2nd hardener shuts down the first?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Nocturnal Soul
Primordial Threat
5983
|
Posted - 2015.03.18 01:41:00 -
[17] - Quote
You'll have no opposition from me, I whole heartedly believe that all vehicle operators should be given the tools to improve themselves as infantry do especially when you invest as much or more skill points.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
|
Takahiro Kashuken
Red Star.
4271
|
Posted - 2015.03.18 11:10:00 -
[18] - Quote
Alena Ventrallis wrote:The problem with hardeners is the fact that making them strong encourages stacking them, and making them weak means they aren't used at all. I am still a proponent of limiting vehicle hardeners to one.
Or is there a way to have it where activating a 2nd hardener shuts down the first?
It is called stacking penalty.
All modules have them and so do hardeners, by the 3rd hardener you get about 50% effeciency from it.
1 hardener is a terrible idea when vehicles have had base HP nerfed to the bone yet again while boosters refuse to work and armor rep is passive but also was nerfed time ago with weaker HP mods than in uprising.
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...''
|
Spkr4theDead
Red Star.
3077
|
Posted - 2015.03.18 16:02:00 -
[19] - Quote
Nocturnal Soul wrote:You'll have no opposition from me, I whole heartedly believe that all vehicle operators should be given the tools to improve themselves as infantry do especially when you invest as much or more skill points. "As much SP?"
I have 61mil SP into vehicles, because that's what I want to do. Essentially, that's everything to 5, not including the PG skill since all it does is unlock the mCRU (STD at 1, ADV at 2 and PRO at 3 = LOL), because it's fair that the PG skill unlock something that's not necessary.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
|
Takahiro Kashuken
Red Star.
4286
|
Posted - 2015.03.19 12:18:00 -
[20] - Quote
Bump.
Would like a proper vehicle tree to sink SP into.
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...''
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7695
|
Posted - 2015.03.19 13:59:00 -
[21] - Quote
MINA Longstrike wrote:I normally try not to engage with people I'm pretty sure are drinking the Kool-Aid, but I'm pretty disappointed that in order to get a 'decent' fit on vehicles you need to skill deeply into fitting optimization for respective turrets and fitting cost reduction for armor / shields.
If you don't have those skills you must severely underfit your vehicles or rely heavily on pg / cpu upgrade modules. Rattati made the HAV fittings low end to idiot proof them against PG/CPU skill introduction later according to rekiable sources.
Normally I would say Takahiro was drinking the kool-aid but this has been a legit, outstanding issue. I doubt it's going to be re-introduced the way he wants it, but it needs to be done sooner or later.
AV
|
Takahiro Kashuken
Red Star.
4370
|
Posted - 2015.03.21 13:20:00 -
[22] - 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...''
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |