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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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Jadek Menaheim
1nner.Heaven
7
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Posted - 2015.10.07 15:48:00 -
[2] - Quote
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.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Megaman Trigger
OSG Planetary Operations
839
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Posted - 2015.10.07 17:08:00 -
[3] - Quote
What if Pilot suits gave the Pilot more detailed information on their gunners and/passengers?
Things like ammo and heat levels on gunner turrets on all vehicles and the HP of gunners and passengers in Dropships and LAVs.
Purifier. First Class.
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IR Scifi
OSG Planetary Operations
213
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Posted - 2015.10.07 17:19:00 -
[4] - Quote
Megaman Trigger wrote:What if Pilot suits gave the Pilot more detailed information on their gunners and/passengers?
Things like ammo and heat levels on gunner turrets on all vehicles and the HP of gunners and passengers in Dropships and LAVs.
Yes please! Can we also make it so the passengers themselves get better feedback on their own hp too while we're at it? That tiny set of rings in the corner is entirely too small when not in a HAV gunner seat. |
Fox Gaden
Immortal Guides Learning Alliance
7
|
Posted - 2015.10.07 19:30:00 -
[5] - 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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Sicerly Yaw
Corrosive Synergy
1
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Posted - 2015.10.07 22:28:00 -
[6] - Quote
I like the idea of having tanks take at least two people to properly use the large turret other then when using a pilot suit
but this would make solo HAV's useless and would make tanking rare
I like the ability to drive an HAV solo and I wouldn't want that taken away from me but If I can still do it by simply using a pilot suit then I guess I wouldn't mind it
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
what I would imagine a pilot suit being capable of is better module management cool downs and up times decreased and increased respectively as well as an increase to turret control and reserve ammo supply increase small utility things that make them more viable and reinforce their vehicle specific role
other then the obvious module management skills that could possibly be 2% increments a pilot suit should know all the ins and outs of vehicles improving all the control options for all parts of said vehicle so what I was thinking is a possible remote control feature with either such a suit being able to remotely control a vehicle without having to be in it or being able to control said vehicles mods without directly interacting with it
what I mean is being able to activate and deactivate mods when outside the vehicle or when in a passenger position or even as a gunner
there are many things that can be considered for such a suit but many things are more complicated to implement whereas simple things like small module bonuses could easily be implemented as these are directly affected by ones own stats rather then the vehicle itself
Reserved
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HOLY PERFECTION
LUNAR PR0PHECY
143
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Posted - 2015.10.08 00:18:00 -
[7] - Quote
Fox Gaden wrote: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.
When warring a Pilot suit you should have 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.
The idea is for the Pilot suit to give pilots additional tools to make operating a vehicle easier. Someone in an Infantry suit should still be able to operate a vehicle, but without the custom interfaces offered by the Pilot suit.
I also think the Pilot suit should only have a Sidearm slot, to make them less effective as an Infantry suit. 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.
If I charge, follow me. If I retreat, kill me. If I die, revenge me.
I'm really hard headed
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Megaman Trigger
OSG Planetary Operations
841
|
Posted - 2015.10.08 00:57:00 -
[8] - Quote
HOLY PERFECTION wrote:Fox Gaden wrote: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.
When warring a Pilot suit you should have 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.
The idea is for the Pilot suit to give pilots additional tools to make operating a vehicle easier. Someone in an Infantry suit should still be able to operate a vehicle, but without the custom interfaces offered by the Pilot suit.
I also think the Pilot suit should only have a Sidearm slot, to make them less effective as an Infantry suit. 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.
The point of Fox's idea wasn't to directly buff the stats of a tank via Pilot Suit but rather to add increased functions for Pilots to take advantage of. Things like the second view screen for monitoring around a vehicle while in 1st Person view, increasing control for 1st Person view by giving increased readouts regarding speed, tilt angle for Dropship etc. that can help a Pilot and would give them an advantage from their skill and ability to control the vehicle rather than just making the tank stronger.
Having Pilot Suits directly buff the stats of a tank, or any other vehicle, comes with its own balancing problems. Do you make a tank only viable/useful with the Pilot Suit, which makes them less useful/weak without one? Do you make tanks viable without the suit, but having the suit make them even better, which then runs the risk of making Pilot Suits in tanks OP and the target of QQ and nerfs?
If you have suggestions of what can be done with the Pilot Suit, you should list them for discussion.
Purifier. First Class.
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HOLY PERFECTION
LUNAR PR0PHECY
146
|
Posted - 2015.10.08 00:59:00 -
[9] - Quote
Megaman Trigger wrote:HOLY PERFECTION wrote:Fox Gaden wrote: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.
When warring a Pilot suit you should have 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.
The idea is for the Pilot suit to give pilots additional tools to make operating a vehicle easier. Someone in an Infantry suit should still be able to operate a vehicle, but without the custom interfaces offered by the Pilot suit.
I also think the Pilot suit should only have a Sidearm slot, to make them less effective as an Infantry suit. 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. The point of Fox's idea wasn't to directly buff the stats of a tank via Pilot Suit but rather to add increased functions for Pilots to take advantage of. Things like the second view screen for monitoring around a vehicle while in 1st Person view, increasing control for 1st Person view by giving increased readouts regarding speed, tilt angle for Dropship etc. that can help a Pilot and would give them an advantage from their skill and ability to control the vehicle rather than just making the tank stronger. Having Pilot Suits directly buff the stats of a tank, or any other vehicle, comes with its own balancing problems. Do you make a tank only viable/useful with the Pilot Suit, which makes them less useful/weak without one? Do you make tanks viable without the suit, but having the suit make them even better, which then runs the risk of making Pilot Suits in tanks OP and the target of QQ and nerfs? If you have suggestions of what can be done with the Pilot Suit, you should list them for discussion. 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.
If I charge, follow me. If I retreat, kill me. If I die, revenge me.
I'm really hard headed
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Megaman Trigger
OSG Planetary Operations
842
|
Posted - 2015.10.08 01:03:00 -
[10] - Quote
HOLY PERFECTION wrote:Megaman Trigger wrote:HOLY PERFECTION wrote:Fox Gaden wrote: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.
When warring a Pilot suit you should have 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.
The idea is for the Pilot suit to give pilots additional tools to make operating a vehicle easier. Someone in an Infantry suit should still be able to operate a vehicle, but without the custom interfaces offered by the Pilot suit.
I also think the Pilot suit should only have a Sidearm slot, to make them less effective as an Infantry suit. 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. The point of Fox's idea wasn't to directly buff the stats of a tank via Pilot Suit but rather to add increased functions for Pilots to take advantage of. Things like the second view screen for monitoring around a vehicle while in 1st Person view, increasing control for 1st Person view by giving increased readouts regarding speed, tilt angle for Dropship etc. that can help a Pilot and would give them an advantage from their skill and ability to control the vehicle rather than just making the tank stronger. Having Pilot Suits directly buff the stats of a tank, or any other vehicle, comes with its own balancing problems. Do you make a tank only viable/useful with the Pilot Suit, which makes them less useful/weak without one? Do you make tanks viable without the suit, but having the suit make them even better, which then runs the risk of making Pilot Suits in tanks OP and the target of QQ and nerfs? If you have suggestions of what can be done with the Pilot Suit, you should list them for discussion. 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.
Never said I was fine with the Scrambler buff. Never used Scramblers. Not sure where you got that idea.
Purifier. First Class.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.08 12:06:00 -
[11] - 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 -
[12] - 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 -
[13] - 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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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
440
|
Posted - 2015.10.09 01:46:00 -
[14] - Quote
I have the same sort of mentality towards Pilot suits, not to simply buff them (as dealing with buffs would be problematic), but rather, allow the pilot to become a sort of mobile computer of sorts. I however want to add modules that does these sort of things, and even more so, such as add different zooms or visions for the cameras for the vehicles (night vision on real night maps anyone?). There could be vehicle-specific modules however.
I wonder how the racial bonuses would work under this model, I never really thought of that. |
Georgia Xavier
Incorruptibles
1
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Posted - 2015.10.09 02:14:00 -
[15] - 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. This is the same concentration of sodium chloride you get from a cup of water from the dead sea
Click for an instant good day! (or atleast cheer you up a bit)
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
440
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Posted - 2015.10.09 02:54:00 -
[16] - 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
That went over my head, had to chase that ball down. |
Tread Loudly 2
Titans of Phoenix Damage LLC
130
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Posted - 2015.10.09 04:42:00 -
[17] - Quote
Fox Gaden wrote: 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.
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 ____________________________________________________________
In my opinion the Pilot suit should grant in combat bonuses such as: Increased cool down rate for active modules Decreased heat build up/Increased reload speed Decreased Dispersion of Blaster turrets Damage resistance Stuff similar to other suits and things that the PS3 can handle
Let my sniper see far, and my Bolt Pistol kill many.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.10.09 09:50:00 -
[18] - Quote
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.
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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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.09 12:14:00 -
[19] - 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 -
[20] - 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 -
[21] - 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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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
441
|
Posted - 2015.10.09 19:40:00 -
[22] - Quote
The idea that forcing the HAV to have to split it's core functions between a crew to do basic tasks one would use a HAV for is a bad idea. It will lead to complicating the fiances of the HAV (who calls it in?, how will it be paid for?) seeing as it's going to be split between two people as well. |
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