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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.07 14:59:00 -
[1] - Quote
As popular as the idea of a Pilot Suit is, we have never determined what a Pilot suit should be. What bonuses could such a suit be giving that would not make vehicle balance even more difficult? Well, it occurred to me that maybe a Pilot suit should be defined by unique functions rather than unique bonuses.
Here is my proposal:
Dropships:
Small window in your interface which shows the other view perspective when you switch between 3rd person and 1st person view.
When warring a Pilot suit you should have Pitch and Yaw indicators to allow an experienced pilot to fly in first person mode.
When warring a Pilot suit you should have velocity numbers for Forward, Backward, Left, Right, Up, and Down indicated on the edge of your screen so you can control and counteract drift when in 1st person mode more easily.
Vehicle Change: Assault Dropship nose turrets should be fixed and aimed by steering the Dropsuip itself. This would be viable in 1st person mode with the aid of Pitch and Yaw indicators, but restrict the time on target when shooting at ground targets.
HAV:
Small window in your interface which shows the other view perspective when you switch between 3rd person and 1st person view.
The ability to operate the main turret while driving the HAV.
Vehicle Change: Except for Pilot suits, the Driver of the HAV operates the small front turret rather than the main turret.
LAV:
Small window in your interface which shows the other view perspective when you switch between forward and rear view. (Acts like a review mirror or backup camera.)
Pilot suit would give greater acceleration when operating a LAV.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.07 19:30:00 -
[2] - Quote
Jadek Menaheim wrote:I'd reckon the PS3 doesn't have the memory budget to render Dust twice as a PiP. This is a nifty tactical awareness option for suits. Although I did not say it in my original post, I am sort of thinking of this being more viable to do on the next platform. But some of it could probably be implemented now, such as the Dropship instrumentation. If Pitch and Yaw were implemented as numbers (degrees above or below level) that would probably not be too hard to add from an interface perspective, and then maybe they could add a more graphical interface for it in the future.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.08 12:06:00 -
[3] - Quote
Sicerly Yaw wrote: there is one thing to consider tho if a pilot suit is ment to be only used inside of vehicles it could drastically put itself in danger when using an LAV and when not inside protected vehicles meaning they would not be battle capable as a standalone unit
now I don't mind that in itself but not being able to survive when not in a vehicle severely gimps the effectiveness of such a suit
a simple fix for me would be speed something that is at times necessary since you need to go out of your way to call in vehicles sometimes
a sidearm should slot should at least be present to protect oneself in the worst case scenarios and pilot suits in LAV's need some type of protection from simply being shot out as I would imagine pilot suits would not be able to take much damage
The Pilot suit is the other Light Frame suit. I think it is sufficient to reduce its offensive capabilities by only giving it a sidearm and not giving the suit any offensive bonuses.
A pilot that has to ditch their vehicle behind enemy lines will need stealth and speed to survive until they find a safe place to call in a new vehicle. The Pilot suit should have at least as much stealth, speed, and HP as the Light Frame suit.
In a LAV, when driving, only a small part of their body is exposed. They already have a small hitbox. And if the suit is given an acceleration bonus for the LAV, they will be even harder to hit. I would not suggest a Pilot suit for operating the turret, but it should be fine for driving.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.08 12:22:00 -
[4] - Quote
HOLY PERFECTION wrote: YOU ARE NOT LISTING ANY BONUSES TO THE ACTUAL TANK AT ALL. YOUR BASICALLY SAYING f*** TANKERS. I SHOULD GET A HIGHER CPU / PG OR LESS SPEED PENALTY. YOUR SUGGESTION MAKES NO SENSE TO ME AT ALL.
Then allow me to clarify.
If you can only operate a Tank solo when warring a Pilot suit, then that is a counterbalance which allows for a Buff to tanks.
It means that a player can't be a solo Tank Operator and an HMG Sentinel at the same time. If you have to either ware a specialty suit, or use two players, then that justifies making Tanks harder to kill.
You have to look at the big picture. If you want your role to be more powerful, you need to think of something you can give up in exchange (a nerf). Find a Nerf you can live with, and you suddenly have a bargaining position to ask CCP for a corresponding Buff.
The Sentinel Community understands this. The Scout Community understands this. If more of the Vehicle community understood this then vehicles would be in a much better place.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.08 12:30:00 -
[5] - Quote
HOLY PERFECTION wrote: OHH BUT YOUR FINE THAT A HOTFIX AGO THE OP SCRAM RIFLE GOT A STAT BUFF. BUT A TANK CANNOT? I CANNOT UNDERSTAND THE IGNORANCE THAT GOES BEHIND EVERY POST.
Maybe there has been no Tank buffs because Rattati does not read posts in all caps...
Or maybe it is because we have not yet come up with a balance paradigm for Tanks that works well yet.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.09 12:14:00 -
[6] - Quote
Georgia Xavier wrote:HOLY PERFECTION wrote:OHH BUT YOUR FINE THAT A HOTFIX AGO THE OP SCRAM RIFLE GOT A STAT BUFF. BUT A TANK CANNOT? I CANNOT UNDERSTAND THE IGNORANCE THAT GOES BEHIND EVERY POST. This is the same concentration of sodium chloride you get from a cup of water from the dead sea Or undiluted tears...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.09 12:48:00 -
[7] - Quote
Tread Loudly 2 wrote: Under the topic of The Vehicle Community Not Understanding
I was a tanker for a very long time (This account wasn't my first account either as you can tell by the name) and at this stage of my dust career I've played every role in the game, and I've been able to use everything well to above average (besides logi)
But fox I don't think you've actually played the game enough to even bother putting stuff like this out.
As a tanker I was there through the highs and the lows but I eventually drew the line when I could be killed before my hardeners even activated! AKA when I had to rely on a hardener to survive vs. Infantry.
Now the problem with vehicles from my perspective is the lack of vehicle support here on the forums or in game nowadays for that matter.
There are almost no competent tankers left in the game because they have either quit the game or are forced to either camp in or near the redline. OR run a fit RELIANT on hardeners that can be killed within seconds if no hardener is active.
AV is still > than tanks. I stand by that statement even though I no longer have tanks but instead I have AV because it's easier cheaper and far more reliable
For the record, I feel tanks should go back to the old model of having lots of health, moving slowly, and should get back the wide variety of fitting options that were taken away from them when this whole "Waves of Opportunity" thing came in.
The problem with high HP tanks before (Chromosome build) was that you had to have multiple AV working together to kill one. There were two problems with this. One was that switching to AV weapons took away a solder's effectiveness against other infantry, and secondly that it would take several people to kill a tank while it only took one person to operate one.
I am in favor of having the driver of a Tank operate the front Small Turret rather than the Large Turret, so that to use the big gun the Tank either needs two operators, or will be standing still. If it takes multiple operators to run a tank at full effectiveness, then it is fine if it takes multiple AV to kill it.
The other reason that we can afford to make tanks tougher now is that we have a lot more AV now. You would not need an entire squad switching to Swarm Launchers to kill a high HP tank, you could have one guy with a Swarm Launcher, another with an Assault HMG, and a third with a Mass Driver. As well as the dedicated AV weapons of old, we also have crossover AV weapons now.
Besides, I think the nose turret on a Tank would be much more effective if operated by the driver. It does not have a lot of swivel range, so being able to turn the tank would make it more effective.
I also want to make clear that there are people in the Vehicle community who understand balance. Pokey being chief among them. More should follow his example.
As to my experience with tanks, I know it is not extensive, but I focused on tanks long enough to write the Rail Tankers Tactical Handbook.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.09 12:55:00 -
[8] - Quote
True Adamance wrote:In regards to the above...... the game took a massive turn for the worse once Hardeners became the core HAV module and Repairs went purely passive. Totally agree. There should be both low rep passive repair modules and high rep active repair modules. Tankers deserve more fitting diversity.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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