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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
447
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Posted - 2015.10.27 22:41:00 -
[1] - Quote
Recharge isn't strong enough to warrant that, and if armor reps were active again, hardeners would be a non issue, considering a pilot would have a set time frame to do pretty much anything. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
455
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Posted - 2015.10.29 00:33:00 -
[2] - Quote
Derpty Derp wrote:Just a little 'heads up' to the people jumping straight to "Tankers got it rough yo, get gud with your swarm and av nades bro."
I am a tanker, the thing that annoys me is not tanks being unkillable, they aren't... They're just boring as ****.
Something needs to change, because they're either kill everything or get insta-popped, there's no happy medium... I've pretty much given up on av vs vehicle, as it is inherently designed to be boring, but it would be nice if vehicle vs vehicle could be more interesting.
Would honestly love it if we had to choose between outputting damage, tanking damage and repairing damage, though this would likely require a lot of work... It would add a lot of strategy to the (vehicle) game.
The issue people have is instead of using what we know worked, you want to try something completely new, which probably won't, just add to the list of things needed to be reverted. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
457
|
Posted - 2015.10.30 04:08:00 -
[3] - Quote
Ardos 130297 wrote:I think, one of the problem is :
No hardener on your tank = useless Hardener on your tank = too powerfull
So, conclusion, you've got only 1 meta for tank player and it's very boring...
The thing is, it used to not be like that, when there was much more variation, and reps weren't such trash. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
457
|
Posted - 2015.10.30 04:12:00 -
[4] - Quote
JudgeIsABadPilot wrote:Derpty Derp wrote:Just a little 'heads up' to the people jumping straight to "Tankers got it rough yo, get gud with your swarm and av nades bro."
I am a tanker, the thing that annoys me is not tanks being unkillable, they aren't... They're just boring as ****.
Something needs to change, because they're either kill everything or get insta-popped, there's no happy medium... I've pretty much given up on av vs vehicle, as it is inherently designed to be boring, but it would be nice if vehicle vs vehicle could be more interesting.
Would honestly love it if we had to choose between outputting damage, tanking damage and repairing damage, though this would likely require a lot of work... It would add a lot of strategy to the (vehicle) game. That's what we had during Chromosome. But, as usual, the special snowflakes complained that it wasn't fair that pilots were braying the hell out of each other, and that they should be the sole effective means of destroying a tank. As such, that's why we're in this position of tanks being useless and infantry still complaining that their SMG can't destroy it.
Chromosome was extreme in that Rail Saggy's would pretty much own anything it shot at. After rails were adjusted to be a more lower damage, sustained weapon platform, it was far more balanced. If that change was done, Honestly Chromosome HAV's would be much more acceptable than current ones. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
467
|
Posted - 2015.10.30 19:38:00 -
[5] - Quote
Mortedeamor wrote:Derpty Derp wrote:It seems the era of hardener stacking is still upon us - rejoice...
I think vehicles would be more interesting if hardeners had a decent downside. Disable reps/recharge while active... Possibly have shields begin to recharge as soon as hardener is disabled.
People will no longer be able to just activate hardeners to feel safe for a period of time, you must think if you need to tank or need to rep. Stacking multiple hardeners will still be viable, but you will need to plan ahead to make sure you can get to a safe place to regen, instead of just sitting around soaking up damage until it runs out.
Thoughts? you know what would make vehicle vs av interesting if all av users got good and realized that their tears over their inadequacy have ruined vehicles vs av for years waaaa hardeners need nerfed waaaa people that know how to aim blasters get kills waaa rails can snipe waaa waa waaa waaa i wanna pop every vehicle on the map with my gun that requires 0 aiming because i need an ego boost due to have no real life accomplishments
The only thing I would have to disagree on is blasters, but not for the reason of killing infantry with them. Honestly, the autocannon-like platform should have been sidelined for medium turrets, and a more hard hitting, more alpha based gun (such as, like I've said over and over, a shotgun based platform) should have took its place.
The reason why I say this is because trying to balance them all has turned into a **** show to be frank. People constantly want its effectiveness towards large targets curbed but it become essentially a large rifle, which infantry loathe, and it gets reblanced to soothe their nerves. Additionally, the devs always initially push it to be a superior close range platform, which also makes it the highest DPS platform, and most feel this isn't fair, as it's the premier infantry farming tool at the same time as previously stated.
Large turrets suffer a similar situation to HAV's in that they aren't clearly designed and given a role accordingly, and if that's not done, then good luck on actually balancing them. I'd like to see that discussion go though, myself removed, because I have actually tried having such conversation, and nobody has yet taken such advise, with any power anyways... |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
471
|
Posted - 2015.11.01 03:51:00 -
[6] - Quote
Shamarskii Simon wrote:Hmm....
Don't like it?
I'll tell you what.
Vehicles + cap. That's all we need. Nuff said.
Edit: think about it? Everything is different after that. vehicle v vehicle might get more fun (except ads v ads... That's actually so fun and truly is the only balanced thing anyone can do in dust imo)
Nobody can complain about things being so binary, also. AV can get a neut kinda thing... Vehicles can too, or a vamp.. A little more dynamics for us all :D
Plus, i heard if you're running multiple hards your cap just falls apart... Build that cap stable fit boi
Put Cap in, remove uptime/downtime, switch skill to max cap and module usage drain... ORRRR we have to skill each module after awhile...
Idk... But i feel that cap is the cure to all vehicle problems.
..Heck, maybe shield boost might actually work for everyone...
[edited because i realized nuff said, wasn't enough said]
I still don't believe that Caps would be well placed in Dust due to the maintaining factor that it has. It would only benefit vehicles that doesn't move much, as moving is a much more involved in Dust than it is in EVE, and requires more attention. Hell, even shooting does as well. EVE is built around managing systems, so it works well there.
I wouldn't be opposed to a cloak-like system for all active modules for people to better manage the modules, pulling out the most performance from their modules when they need it, instead of having no control over the timings, but a completely unified system I just don't see working well.
It would be interesting to see it actually tested though. This is why I wish we had some form of test server... |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
471
|
Posted - 2015.11.01 07:54:00 -
[7] - Quote
Pokey Dravon wrote:Roger Cordill wrote:Shamarskii Simon wrote:Hmm....
Don't like it?
I'll tell you what.
Vehicles + cap. That's all we need. Nuff said.
Edit: think about it? Everything is different after that. vehicle v vehicle might get more fun (except ads v ads... That's actually so fun and truly is the only balanced thing anyone can do in dust imo)
Nobody can complain about things being so binary, also. AV can get a neut kinda thing... Vehicles can too, or a vamp.. A little more dynamics for us all :D
Plus, i heard if you're running multiple hards your cap just falls apart... Build that cap stable fit boi
Put Cap in, remove uptime/downtime, switch skill to max cap and module usage drain... ORRRR we have to skill each module after awhile...
Idk... But i feel that cap is the cure to all vehicle problems.
..Heck, maybe shield boost might actually work for everyone...
[edited because i realized nuff said, wasn't enough said] I still don't believe that Caps would be well placed in Dust due to the maintaining factor that it has. It would only benefit vehicles that doesn't move much, as moving is a much more involved in Dust than it is in EVE, and requires more attention. Hell, even shooting does as well. EVE is built around managing systems, so it works well there. I wouldn't be opposed to a cloak-like system for all active modules for people to better manage the modules, pulling out the most performance from their modules when they need it, instead of having no control over the timings, but a completely unified system I just don't see working well. It would be interesting to see it actually tested though. This is why I wish we had some form of test server... To be honest the lack of micromanagement is what has caused tanking to take a downward spiral in both difficulty and fun. There is far less of a skill factor in piloting as there used to be and in my opinion, that is a huge negative. Back when tankers needed to cycle often 2-3 hardeners and 1-2 reppera constantly, plus other active modules like damage control units...tanking was an art form. Now you can pretty much derp you way to victory because of superior modules.
Although that is true, Adding caps means you would have to manage all of that together, constantly having to think about what modules you have on, what modules drain more than others, etc. It's taking it a step too far in my opinion.
It would be nice to receive a variation of modules, and more of a emphasis on active modules for "active" gameplay again though. And as I said, I wouldn't be opposed to Having a cloak-like system put into active modules, seeing as it would be more of a optional sort of thing.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
471
|
Posted - 2015.11.01 07:56:00 -
[8] - Quote
Shamarskii Simon wrote:Roger Cordill wrote:Shamarskii Simon wrote:Hmm....
Don't like it?
I'll tell you what.
Vehicles + cap. That's all we need. Nuff said.
Edit: think about it? Everything is different after that. vehicle v vehicle might get more fun (except ads v ads... That's actually so fun and truly is the only balanced thing anyone can do in dust imo)
Nobody can complain about things being so binary, also. AV can get a neut kinda thing... Vehicles can too, or a vamp.. A little more dynamics for us all :D
Plus, i heard if you're running multiple hards your cap just falls apart... Build that cap stable fit boi
Put Cap in, remove uptime/downtime, switch skill to max cap and module usage drain... ORRRR we have to skill each module after awhile...
Idk... But i feel that cap is the cure to all vehicle problems.
..Heck, maybe shield boost might actually work for everyone...
[edited because i realized nuff said, wasn't enough said] I still don't believe that Caps would be well placed in Dust due to the maintaining factor that it has. It would only benefit vehicles that doesn't move much, as moving is a much more involved in Dust than it is in EVE, and requires more attention. Hell, even shooting does as well. EVE is built around managing systems, so it works well there. I wouldn't be opposed to a cloak-like system for all active modules for people to better manage the modules, pulling out the most performance from their modules when they need it, instead of having no control over the timings, but a completely unified system I just don't see working well. It would be interesting to see it actually tested though. This is why I wish we had some form of test server... I see what you mean. Other contracts +1? Worked with teleporting
That is true. How would they implement it though? Make it to where Testing items are only allowed in there or something? |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
|
Posted - 2015.11.10 21:16:00 -
[9] - Quote
Shamarskii Simon wrote:Well you both have a point (pokey and Roger)
See, micromanagement will separate the boys from the men. While you're going around... You have to think about your cap... How much do I have? Can i turn on a shield booster or armor repair if i need it? Will i use up my cap with my hybrid turret accidentally? What's the usage drain of the hardener looking like? This enemy tank has it's hardener on, but for how long? How much cap does the enemy have; how long will I wait? If i turn on all my modules can I quickly finish the fight or... Will I be completely exposed?
A lot of questions come up... Good pilots will answer them correctly based on situation, bad pilots will not... Skill becomes so heavily involved now.
But as Roger points out, a little too heavily involved for the type of system everyone is so used to. The good pilots will become the few, just like with ADS... Which I don't mind! But, it's the bad group that'll be up in arms on the forums... Tons will complain about the difficulty... Without a tutorial, many people won't even understand what cap is.... So why not change it to something we are all familiar with?
Still... I prefer cap... Maybe i'd start writing down tank pilot names, too. if that happens.
The way it would have to be implemented is like......... Any ordinary skirm, dom, etc... Just switch modules in that mode from typical on or off to use up, wait till full again.
I don't think the idea of a management system is bad, I just think it being unified is the bad part, because it adds a full layer of things you have to think about, and seeing as HAV's are becoming more and more like glass cannons, that is something that isn't recommended. It would be fine if it was separate, like cloaks (so in a sense, a Cap for all the modules), as you can easily look at the modules in a sweep and see what can/should/needs to be turned on or off at any given moment. You'd think that would be slower or more clunky, but compared to having to crunch math in your head, scanning and thinking would be a lot easier, and it would still stay true to the more action-based style of Dust. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
|
Posted - 2015.11.10 21:23:00 -
[10] - Quote
True Adamance wrote:Roger Cordill wrote: Although that is true, Adding caps means you would have to manage all of that together, constantly having to think about what modules you have on, what modules drain more than others, etc. It's taking it a step too far in my opinion.
That's what I used to love about HAV gameplay back then. Guessing your opponents fits, memorizing how long their hardeners would operate for activating your modules at the exactly the right time. Micromanaging secondary defensive modules was an art form in its own way especially when you learned what you could survive when combining modules.
This is not the same as calculating numbers to figure out these times however. My suggested system would be however, due to the nature of it being similar to the current way, with just enough tools to get a bit of managing with it. In a way, it would expand that art even further. It just wouldn't expand it so much that it's too much to bear for 95% of the game's population (which it would be in most situations, unless HAV's were sniping at stuff, in which it wouldn't matter much, but that's not necessarily fun though, nor does it cover the roles and combat philosophies in the game). |
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
|
Posted - 2015.11.10 21:24:00 -
[11] - Quote
Pokey Dravon wrote:True Adamance wrote:Roger Cordill wrote: Although that is true, Adding caps means you would have to manage all of that together, constantly having to think about what modules you have on, what modules drain more than others, etc. It's taking it a step too far in my opinion.
That's what I used to love about HAV gameplay back then. Guessing your opponents fits, memorizing how long their hardeners would operate for activating your modules at the exactly the right time. Micromanaging secondary defensive modules was an art form in its own way especially when you learned what you could survive when combining modules. Pretty much. I got to a point where I didnt even really look at my icons because I was counting in my head the seconds I had left on my reps, hardeners, DCUs, ect. and plotting paths of escape knowing how long it would take to get there. It was challenging and it was fun. But now? Eh? Flip hardener on, when that one is up flip the other on. That's about all there is to it and a large reason why I really dislike piloting now. Do we need a full on cap system? Maybe not. But the current philosophy is so painful unimaginative and boring, that it's really not fun anymore and applying arbitrary debuffs when a hardener is active not going to fix that underlying issue. It'll still be boring, just less effective.
This is basically my view. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
|
Posted - 2015.11.10 21:27:00 -
[12] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Breakin Stuff wrote:Ok, the base premise is interesting.
Hardeners shut off reps. On the surface my gut says "Bad idea."
What if hardeners were simply a toggle, or had a cooldown regeneration like a cloaking device?
The idea becomes something more akin to resource management than passively winning at that point, with agreater return for fitting hit point mods, and less hardeners.
Thoughts? I'd love this for most vehicle modules, hardeners and regen mods included. to elaborate, hardeners shut off reps but they are a toggle. you can have a hardened vehicle, or you can repair. One or the otehr, with the hardener toggled on or off being the determining factor of which you are doing.
I'd rather they just both regen. What's the deal with actually bringing back active reps? When the previous devs removed them, was the ability to bring them back also removed? |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
|
Posted - 2015.11.10 21:27:00 -
[13] - Quote
Breakin Stuff wrote:Racro 01 Arifistan wrote:ccp should take the easy route and leave AV as it is and return the way vehicles were/operated and thier varients including the ones they took away back to chromosome and everyone will be in a state of holy balance......... plus i gte my Surya back that i have longed for.
surya and sagaris....R.I.P untill you hit the factory lines again. If CCP did that AV would have to go back to chrome levels as well.
Which I would be fine with tbh. AV wasn't an issue during Chrome. Rail Sagaris were. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
|
Posted - 2015.11.10 21:31:00 -
[14] - Quote
Kallas Hallytyr wrote:Mex-0 wrote:I liked it back in the day when you could kill a tank with 3 RE's and a flux. HAVs need slowed down, massively. Primarily it's their acceleration: HAVs go from 0-60 in about a second, which is just waaay too fast. Slow down HAV acceleration and there'll be a marked improvement in V/V and V/AV fights.
I imagine a 20-30% in acceleration nerf would do the trick while making nitro still worthwhile to actually fit. |
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