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shaman oga
Dead Man's Game
4
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Posted - 2015.09.05 12:00:00 -
[1] - Quote
Currently the only vehicle which can stay on the field is the madrugar (or marduk, if you are anti social). The rest are more or less expensive, throw away transport tools. Not that the madrugar is funny to use or to fit.
Regressed to blueberry level.
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Kevall Longstride
DUST University Ivy League
3
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Posted - 2015.09.05 14:19:00 -
[2] - Quote
Hopefully not.
Speaking for myself here but the Blam model for reasons too dull to go into again made balancing the vehicles v infantry v vehicles near impossible.
It's always my contention that the introduction and design philosophy of the vehicles in Dust 514 was faulty from day one. For instance HAV and DS frames should've been your suit. In the same way the Cylon Fighers in the Battlestar Galactica reboot, they'd have an organic brain into which the Mercs consciousness jumps.
The pilot wouldn't have the option of a highly tanked suit that they can jump out of the HAV wearing, prey and spray an HMG then insta jump back into the HAV. That's my MAJOR peeve with the current design.
I also wouldn't give the passengers the option to jump from a DS after the amour is gone and it's crashing. It would blow up and kill them immediately. They should be paying attention to the condition of the DS and make the choice to escape before it blows.
If the vehicle was your suit I'd be more supportive of the calls to increase the survivability of the HAV and DS in general. But while we have the insta jump in and out and the option to have a second suit as back up (another factor that Rattati has to factor in term of survivability in balance), I'm reluctant to do so so until fundamental issues with the vehicles are fixed.
CPM 1&2 Member
CEO of DUST University
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Maximus Mobius
1
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Posted - 2015.09.05 16:58:00 -
[3] - Quote
From what I can say here, PRE 1.7 seemed to be overall the best time for tanking since both AV and vehicles were on equal ground. AV requiring to work as a team to destroy a tank and a tank ravaging anyone foolish enough to run out in the open without a care.
All hail our lord and videogame saviour Godd Howard
Bernie Sanders for president 2016
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shaman oga
Dead Man's Game
4
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Posted - 2015.09.05 19:12:00 -
[4] - Quote
Kevall Longstride wrote:cut I agree with you, i have a vehicle alt and i use it only for vehicles, but don't go off topic even with good arguments.
I'm talking about actual gameplay and possibility, balance can be achieved with numbers, numbers can be balanced ot not, but current vehicle situation is tragic.
One vehicle rule, even if vehicle stats can be balanced, then a couple of fit would rule and again even if modules can be balanced, then it would be about who have better modules.
What i miss more about blam! model is pilot skill, leave marauders alone, they were designed to be OP (and almost nobody carried pro AV), but tank battles were made of skill, timing, good pilot ability to manouver. Current design is: module active= tank invicible, module not active= tank dead.
My point is that i miss skilled vehicle battles, where one fit was better than another for a certain situation and the other fit was also viable for another situation.
Regressed to blueberry level.
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
53
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Posted - 2015.09.06 18:50:00 -
[5] - Quote
Kevall Longstride wrote: The pilot wouldn't have the option of a highly tanked suit that they can jump out of the HAV wearing, prey and spray an HMG then insta jump back into the HAV. That's my MAJOR peeve with the current design.
I also wouldn't give the passengers the option to jump from a DS after the amour is gone and it's crashing. It would blow up and kill them immediately. They should be paying attention to the condition of the DS and make the choice to escape before it blows..
This is stupid. You want to alter the entirety of the lore to make it so clones are basically physically merged with their vehicle, instead of admitting that if CCP had put forth the required effort and resources to develop the tech, they could have simply balanced this all with animations. HOLY CRAP ANIMATIONS!!?!?!?! But no, DUST doesn't get any fancy animations, hence the teleportation into and out of vehicles.
And along that vein, you want passengers to "pay attention to the condition of the DS"..have you ever been a passenger in one for more than 3 seconds? It's almost impossible to ascertain even the position of the ship, nevermind exactly what's happening to it. Making it instantly blow up just FURTHER enforces the FACT that in DUST, HAVs are by FAR the superior transport option. This game fell flat on its face because it was supposed to grow, and it never did. It just stayed the same sized stagnant game with a few number tweaks and skins here and there.
So no. What you should have wanted was to hold CCP to a higher standard.
Further proof that the CPM should never have existed in this game in the first place. If CCP can't make their own game by themselves then they don't need to drag in random opinions on top of it. |
Shinobi MumyoSakanagare ZaShigurui
Commando Perkone Caldari State
2
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Posted - 2015.09.07 05:21:00 -
[6] - Quote
Murder Medic wrote:
So no. What you should have wanted was to hold CCP to a higher standard.
Further proof that the CPM should never have existed in this game in the first place. If CCP can't make their own game by themselves then they don't need to drag in random opinions on top of it.
I totally agree with this .
My ONLY problem with the CPM is the fact that most just acquired this post from their popularity of the forums , not that their idea's were great or trendsetting , it just furthers my feeling of disconnect from the fact that these people were highlighted in community created features where their voices were the only ones highlighted , I mean it's the same people over and over who man these positions , they just rotate the personal and almost all if not all play EVE .
I don't think that their is anyone who has ever held the position that didn't play EVE , so to me their opinions are bias from the jump because , most people who play EVE have a low opinion of Dust because it's not on the PC among other things , check forum history and it seems like the " God Ole Boys " all over again , you know who's going to win and CCP themselves would never allow someone who holds the position of CPM that would challenge their views or opinions , that's why for one they mostly if only pick EVE players regardless of the " elections " that are held , most already know who's going to win .
It just doesn't seem honest or genuine in nature .
I'm not knocking any CPM , just my observations .
I'm just saying to have people that are suppose to play a pivotal role for the community as well as the benefit of the game and to have these same to be as close as they are to the inner workings of what's going on kind of makes it hard for them to actually serve the best interest of the community more then it is for them to serve as the corporate mouthpiece to the community , it would basically leave us in the same situation that were already in , where little next to nothing gets done and the real issues are just not addressed and are in fact dismissed .
This might be the real reason that Judge left among other issues because he saw once that he became apart of the inner workings , that things that need to be addressed , just would not be .
People give him slack to the point where he has distanced himself from the community that once held him in such high esteem but I didn't hear from him about what happened or what was going on and that was a real discredit , not only to him but the community as a whole because he was basically placed on trial and convicted for what .?. people dragging his name threw the mud and for what .?. who REALLY knows what happened and who cared enough to stop people from talking about something that they had no knowledge of since they didn't have enough sense to stop themselves .
I just don't like the closeness of the whole process , it seems fake and you can't have a counteracting discussion when your in the same bed with these people .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.07 18:37:00 -
[7] - Quote
I think BLAM's model had a lot of very key flaws with vehicles and we've been suffering from it ever since. The phrase was "Waves of Opportunity" yet many of the changes did quite the opposite (ie passive armor repairs) and allows HAVs to have near constant high levels of tanking ability.
Additionally many of the stats (particularly fitting) for shield HAVs is very messed up and needs some work. For example Boosters are way too difficult to fit and I think they need to cool down faster so they have a more appropriate regen per minute stat.
Unfortunately toxicity from several members of the community were so disruptive that it threw the previous rebuild project so off kilter that we ended up with a system which was more or a side-grade than a proper fix to the situation at hand.
"That little sh*t Pokey..." --CCP Rattati
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.07 18:41:00 -
[8] - Quote
Maximus Mobius wrote:From what I can say here, PRE 1.7 seemed to be overall the best time for tanking since both AV and vehicles were on equal ground. AV requiring to work as a team to destroy a tank and a tank ravaging anyone foolish enough to run out in the open without a care.
I think this is largely due to some of the things mentioned above, as well as the pre 1.7 model was based more around high HP, lower speeds, and bursts of regen rather than constant reps. It used to be more about whittling down the HAV's HP, rather than trying to burst down it's regen....overall it felt more tactical and exciting, and less a raw comparison of DPS vs Regen. As someone who plays both sides of this issue, moving away from that model has made it less enjoyable for both sides. I miss my old 180mm plates
"That little sh*t Pokey..." --CCP Rattati
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shaman oga
Dead Man's Game
4
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Posted - 2015.09.07 18:45:00 -
[9] - Quote
Hey, i'm not saying that it was perfect, but for sure (even without involving marauders), i had very good times with vehicle before 1.7, then all the fun is gone (and early tank of 1.7 were good in battle), i'm not searching for OP things, i'm looking for fun, plain and simple.
Regressed to blueberry level.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.09.07 18:51:00 -
[10] - Quote
the Blam model of tank balance made peoples' idea of the current madrugars look like a bucket in a sea of tears.
there was nothing resembling balance between HAVs and anything else when he finished with it.
Going back to the blam model is pretty much an admission that yes, tanks are supposed to be a win button, and everyone else is subordinate to them in every possible way.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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TIGER SHARK1501
Savage Bullet RUST415
371
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Posted - 2015.09.07 18:55:00 -
[11] - Quote
shaman oga wrote:Kevall Longstride wrote:cut I agree with you on the part of vehicle hopping, i have a vehicle alt and i use it only for vehicles, but don't go off topic even with good arguments. I'm talking about actual gameplay and possibility, balance can be achieved with numbers, numbers can be balanced ot not, but current vehicle situation is tragic. One vehicle rule, even if vehicle stats can be balanced, then a couple of fit would rule and again even if modules can be balanced, then it would be about who have better modules. What i miss more about blam! model is pilot skill, leave marauders alone, they were designed to be OP (and almost nobody carried pro AV), but tank battles were made of skill, timing, good pilot ability to manouver. Current design is: module active= tank invicible, module not active= tank dead. My point is that i miss skilled vehicle battles, where one fit was better than another for a certain situation and the other fit was also viable for another situation. Pre 1.7 tank battles were such a rush. You had to be hyper aware of your surroundings because if someone flanked you, game over. |
CommanderBolt
Dead Man's Game
3
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Posted - 2015.09.07 18:58:00 -
[12] - Quote
Kevall Longstride wrote:Hopefully not.
Speaking for myself here but the Blam model for reasons too dull to go into again made balancing the vehicles v infantry v vehicles near impossible.
It's always my contention that the introduction and design philosophy of the vehicles in Dust 514 was faulty from day one. For instance HAV and DS frames should've been your suit. In the same way the Cylon Fighers in the Battlestar Galactica reboot, they'd have an organic brain into which the Mercs consciousness jumps.
The pilot wouldn't have the option of a highly tanked suit that they can jump out of the HAV wearing, prey and spray an HMG then insta jump back into the HAV. That's my MAJOR peeve with the current design.
I also wouldn't give the passengers the option to jump from a DS after the amour is gone and it's crashing. It would blow up and kill them immediately. They should be paying attention to the condition of the DS and make the choice to escape before it blows.
If the vehicle was your suit I'd be more supportive of the calls to increase the survivability of the HAV and DS in general. But while we have the insta jump in and out and the option to have a second suit as back up (another factor that Rattati has to factor in term of survivability in balance), I'm reluctant to do so so until fundamental issues with the vehicles are fixed.
I love it! Be the vehicle!
Sounds too complicated at this point though which is a total bummer.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Kevall Longstride
DUST University Ivy League
3
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Posted - 2015.09.08 10:56:00 -
[13] - Quote
I was only expressing a personal opinion you know.
If you're confusing my opinion with CCP design policy, you're over estimating my powers of persuasion by a significant magnitude.
CPM 1&2 Member
CEO of DUST University
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Moochie Cricket
Fatal Absolution
1
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Posted - 2015.09.08 18:18:00 -
[14] - Quote
Kevall Longstride wrote: I also wouldn't give the passengers the option to jump from a DS after the amour is gone and it's crashing. It would blow up and kill them immediately. They should be paying attention to the condition of the DS and make the choice to escape before it blows.
I highly disagree with this for three reasons. 1. That dropship blowing up just cost me more than any of my proto suits 2. 50-50 shot the dropship crushes me 3. Trying to fight my way out of enemy lines after crashing might be the most fun I can possibly have in dust
Caldari
REALLY 514
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.08 18:40:00 -
[15] - Quote
Moochie Cricket wrote:Kevall Longstride wrote: I also wouldn't give the passengers the option to jump from a DS after the amour is gone and it's crashing. It would blow up and kill them immediately. They should be paying attention to the condition of the DS and make the choice to escape before it blows.
I highly disagree with this for three reasons. 1. That dropship blowing up just cost me more than any of my proto suits 2. 50-50 shot the dropship crushes me 3. Trying to fight my way out of enemy lines after crashing might be the most fun I can possibly have in dust
At the same time I have to ask. Why do Dropships Pilots get the opportunity to bail out of a doomed vehicle but HAV and LAV pilots do not?
"That little sh*t Pokey..." --CCP Rattati
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Moochie Cricket
Fatal Absolution
1
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Posted - 2015.09.08 19:32:00 -
[16] - Quote
Pokey Dravon wrote:Moochie Cricket wrote:Kevall Longstride wrote: I also wouldn't give the passengers the option to jump from a DS after the amour is gone and it's crashing. It would blow up and kill them immediately. They should be paying attention to the condition of the DS and make the choice to escape before it blows.
I highly disagree with this for three reasons. 1. That dropship blowing up just cost me more than any of my proto suits 2. 50-50 shot the dropship crushes me 3. Trying to fight my way out of enemy lines after crashing might be the most fun I can possibly have in dust At the same time I have to ask. Why do Dropships Pilots get the opportunity to bail out of a doomed vehicle but HAV and LAV pilots do not? Because it was coded that way originally? I think the main issue is that AV users want the +50 kill, while some vehicle users REALLY do not want the death. However, in the case of a dropship bailout situation the pilot ends up dead (in my own experiences) ~80% of the time. Either through being crushed or immediately gunned down by angry reds.
Caldari
REALLY 514
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.09.09 01:11:00 -
[17] - Quote
Murder Medic wrote: This is stupid. You want to alter the entirety of the lore to make it so clones are basically physically merged with their vehicle, instead of admitting that if CCP had put forth the required effort and resources to develop the tech, they could have simply balanced this all with animations.
I already RP the clone-vehicle connection in this manner. It just makes sense leaving the physical body to deal with the requirements of piloting the vehicle while module activation and targeting are done by neurally linking ones close to the vehicle.
A Pseudo-capsule system in some respects.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.09 13:19:00 -
[18] - Quote
Moochie Cricket wrote:Pokey Dravon wrote:Moochie Cricket wrote:Kevall Longstride wrote: I also wouldn't give the passengers the option to jump from a DS after the amour is gone and it's crashing. It would blow up and kill them immediately. They should be paying attention to the condition of the DS and make the choice to escape before it blows.
I highly disagree with this for three reasons. 1. That dropship blowing up just cost me more than any of my proto suits 2. 50-50 shot the dropship crushes me 3. Trying to fight my way out of enemy lines after crashing might be the most fun I can possibly have in dust At the same time I have to ask. Why do Dropships Pilots get the opportunity to bail out of a doomed vehicle but HAV and LAV pilots do not? Because it was coded that way originally? I think the main issue is that AV users want the +50 kill, while some vehicle users REALLY do not want the death. However, in the case of a dropship bailout situation the pilot ends up dead (in my own experiences) ~80% of the time. Either through being crushed or immediately gunned down by angry reds. So now the AV user is upset for not getting the kill but the pilot is dead anyways. And in the 20% situation where the pilot survives, I reference point 3 I made earlier.
Im not really advocating for it to be either way. More so stating that I've been perplexed that only dropships get the ability, and saying that if they do have the ability to bail out of their doomed vehicle, that it should hold true for all vehicles, not just one in particular.
"That little sh*t Pokey..." --CCP Rattati
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Foundation Seldon
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.09 14:37:00 -
[19] - Quote
Pokey Dravon wrote:I think BLAM's model had a lot of very key flaws with vehicles and we've been suffering from it ever since. The phrase was "Waves of Opportunity" yet many of the changes did quite the opposite (ie passive armor repairs) and allows HAVs to have near constant high levels of tanking ability.
Blam was pre-"Waves of Opportunity". Basically everything before Uprising and the official release of the game was Blam. More diverse suite of modules, marauder tanks, tanks that stayed damaged for more than 10 seconds before their health regen'd (no passive regen for Armor and very little for shields). That was BLAM.
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Sgt Kirk
Fatal Absolution
12
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Posted - 2015.09.09 15:49:00 -
[20] - Quote
Blam is literally Voldemort.
Sgt Kirk's Propaganda Youtube Channel
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.09 20:19:00 -
[21] - Quote
Pokey Dravon wrote:Moochie Cricket wrote:Kevall Longstride wrote: I also wouldn't give the passengers the option to jump from a DS after the amour is gone and it's crashing. It would blow up and kill them immediately. They should be paying attention to the condition of the DS and make the choice to escape before it blows.
I highly disagree with this for three reasons. 1. That dropship blowing up just cost me more than any of my proto suits 2. 50-50 shot the dropship crushes me 3. Trying to fight my way out of enemy lines after crashing might be the most fun I can possibly have in dust At the same time I have to ask. Why do Dropships Pilots get the opportunity to bail out of a doomed vehicle but HAV and LAV pilots do not?
Apples to Oranges.
Why do HAV and LAV drivers get to hop in and out of their vehicle at any random moment?
If a Dropship Pilot jumps out at a random moment me and my dropship fall to earth taking damage or blowing up. But a tank/jeep driver hops out at any moment and can jump right back into his tank with out it exploding.
Tanks and LAVs should come to a full stop (like dropship pilots have to land) before exiting and entering thier vehicles. Or they explode.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.10 00:14:00 -
[22] - Quote
Tesfa Alem wrote:
Apples to Oranges.
Why do HAV and LAV drivers get to hop in and out of their vehicle at any random moment?
If a Dropship Pilot jumps out at a random moment me and my dropship fall to earth taking damage or blowing up. But a tank/jeep driver hops out at any moment and can jump right back into his tank with out it exploding.
Tanks and LAVs should come to a full stop (like dropship pilots have to land) before exiting and entering thier vehicles. Or they explode.
I don't really see why an ability to enter/exit because you're a ground vehicle has anything to do with a difference in destruction conditions. One has to do with a difference in that you're flying vs being on the ground, the other has to do with the fact that one vehicle doesn't blow up immediate once it runs out of HP.
How are those two things related? Or is the ground the only thing capable of actually blowing up vehicles which is why HAVs and LAVs do it instantly?
"That little sh*t Pokey..." --CCP Rattati
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.09.10 00:29:00 -
[23] - Quote
Foundation Seldon wrote:Pokey Dravon wrote:I think BLAM's model had a lot of very key flaws with vehicles and we've been suffering from it ever since. The phrase was "Waves of Opportunity" yet many of the changes did quite the opposite (ie passive armor repairs) and allows HAVs to have near constant high levels of tanking ability. Blam was pre-"Waves of Opportunity". Basically everything before Uprising and the official release of the game was Blam. More diverse suite of modules, marauder tanks, tanks that stayed damaged for more than 10 seconds before their health regen'd (no passive regen for Armor and very little for shields). That was BLAM.
Ah my apologies then. I don't recall the exact names of the 'eras' but I think we're on the same page of where things should go.
"That little sh*t Pokey..." --CCP Rattati
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.10 03:27:00 -
[24] - Quote
Pokey Dravon wrote:Tesfa Alem wrote:
Apples to Oranges.
Why do HAV and LAV drivers get to hop in and out of their vehicle at any random moment?
If a Dropship Pilot jumps out at a random moment me and my dropship fall to earth taking damage or blowing up. But a tank/jeep driver hops out at any moment and can jump right back into his tank with out it exploding.
Tanks and LAVs should come to a full stop (like dropship pilots have to land) before exiting and entering thier vehicles. Or they explode.
I don't really see why an ability to enter/exit because you're a ground vehicle has anything to do with a difference in destruction conditions. One has to do with a difference in that you're flying vs being on the ground, the other has to do with the fact that one vehicle doesn't blow up immediate once it runs out of HP. How are those two things related? Or is the ground the only thing capable of actually blowing up vehicles which is why HAVs and LAVs do it instantly?
like I said, apples to oranges.
as in two dissimilar and nearly unrelated things. You did understand the analogy, no?
We are not comparing gunlogis to madrugars, we are comparing two very distinct classes, which have almost nothing to do with each other. A drop ship is not a flying tank, or a flying lav. Every time you ask "why aren't they treated the same", I wonder how many times i have to spell it out that they are not the same at all.
They have different destruction conditions. so what? dropsuits get revives, tankers with massive ehp/ damage output get to jump out as they please, pilots are manueverable? (less manueverable than swarms they are supposed to out manuever) and bail when their ship is going down.
different unique classes have their unique advantages and disadvantages.
I don't see why this is so hard to get people to understand.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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