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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.05 12:42:00 -
[1] - Quote
Capacitors for vehicles.
Basically copy and paste EVE into an FPS vehicle wise at least with the vast array of modules active and passive and the expanded skill tree where they all have useful bonuses.
But it doesnt matter because it wont happen anyways.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.05 13:42:00 -
[2] - Quote
Soto Gallente wrote:Takahiro Kashuken wrote:Capacitors for vehicles.
Basically copy and paste EVE into an FPS vehicle wise at least with the vast array of modules active and passive and the expanded skill tree where they all have useful bonuses.
But it doesnt matter because it wont happen anyways. With a PC version, I say that there is a very high possibility of that happening.
I disagree tbh fam
This is CCP and the FPS community we are talking about.
The FPS community generally hate vehicles and cry, take this game they cried when a Surya with 3 armor hardeners, 180 poly plate and heavy rep could not get solo'd, when the top pilots in this game were able to micro manage there modules but also had the tactical and postional sense of when to engage and when to retreat and add in being in an organized group it used to devestate lolpubs. Also cannot forget about the vast array of skills and modules we had at the time, 40mil of SP dropped into vehicles and that was just for the essentials, spider tanking was a thing and it was fun and actually worked, it was teamwork.
PC was different, organized teams against each other, focusing fire, top teams and individual players against each other, no complaints about OP vehicles, teams got on with it and hammered each other anyway they could and the best teams would adapt.
Now it is moving to PC so lets justy copy and paste EVE skills/skill bonuses/turrets/rigs and modules into the vehicles along with capacitors, now the best pilots will adapt 1st and max out the core skills for all vehicles or maybe just for armor/shield then a turret and key modules that they use but the difference is that these modules now have a short activation time and can also perma-run until the cap runs out but if you are cap stable then it will never switch off until you switch it off.
So lets take a Sagaris fit, pilot has max skills in everything lets just say, they put on a Heavy Shield Extender which also passively increases the shield regen rate by x amount, then they put on 2 Adaptive Shield Hardeners which give a flat 30% resistance to all types of damage so if both are together then its 55% roughly but these can be perma run so it is 55% resistance to everything all the time and then maybe another EM hardener that they pulse now and again if they come up against EM weapons, finally a Heavy Shield Booster that they put on now and again when needed because it drains the cap the most. Now it is time for Rigs, these mods are permenant on the vehicle that you put them on and can only be removed by destroying them but they also contain drawbacks such as higher PG requirements for turrets that you improve, they are just as numerous as mods and cover all areas so because the Sagaris is a shield based vehicle then it needs to plug the EM resistance gap so an EM rig is generally put on and then maybe also whack on 2 rigs for the turrets which can increase damage or rane or ROF at a drawback of 20% more PG usage for example.
If that vehicle existed in Dust it would be nerfed hard and tears would flood the forums, they already got flooded because of the Gunlogi with 3 hardeners when vehicles were weaker and them modules included cooldown times and the community complained that they drove away when they had no modules. Add in spider tanking like they do in EVE with specialized triage vehicles and vehicle gameplay would hit new heights while infantry would **** a brick and mass complain.
EVE is too complex for the FPS community, add in vehicles with EVE level of detail in skills/bonuses/modules/rigs/turrets/hulls and capacitors and we have really top notch vehicles with a variety of roles, problem is infantry would complain about 1v1 and the like and eventually it would become a very very watered down version with consistant nerfs.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.05 19:54:00 -
[3] - Quote
SILENTSAM 69 wrote:Takahiro Kashuken wrote:EVE is too complex for the FPS community, add in vehicles with EVE level of detail in skills/bonuses/modules/rigs/turrets/hulls and capacitors and we have really top notch vehicles with a variety of roles, problem is infantry would complain about 1v1 and the like and eventually it would become a very very watered down version with consistant nerfs. I agree about those complaints. I disagree about EVE being to complicated for FPS players though. I have known FPS players to get in EVE and take part in Null Sec combat within days of starting a trial account. I think the best way to help with concerns about balance, and people upset for pub matches, would be to separate High, Low, and Null sec properly as it is in EVE. We can not take Titans into High Sec in EVE, and maybe vehicle, or some other restriction should be in place for High Sec, ie. pubs.
The diference from flying a rifter and tackling is different to being apart of a fleet comp and carrying out a precise role such as triage.
High sec is lolpubs, low sec FW and general pirating, null sec is on your own or you betting bring friends but then again even if they let in fairly powerful vehicles because pilots can make them with various fits and teamwork into high sec MM needs to be implemented.
But everything i wrote stands, EVE into an FPS setting with that amount of customization for vehicles alone will make general infantry scared but for me if it is not included it is not a New Eden game, this FPS has to be EVE complex with the customization or it is pointless doing it.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.05 21:13:00 -
[4] - Quote
Monkey MAC wrote:Takahiro Kashuken wrote:SILENTSAM 69 wrote:Takahiro Kashuken wrote:EVE is too complex for the FPS community, add in vehicles with EVE level of detail in skills/bonuses/modules/rigs/turrets/hulls and capacitors and we have really top notch vehicles with a variety of roles, problem is infantry would complain about 1v1 and the like and eventually it would become a very very watered down version with consistant nerfs. I agree about those complaints. I disagree about EVE being to complicated for FPS players though. I have known FPS players to get in EVE and take part in Null Sec combat within days of starting a trial account. I think the best way to help with concerns about balance, and people upset for pub matches, would be to separate High, Low, and Null sec properly as it is in EVE. We can not take Titans into High Sec in EVE, and maybe vehicle, or some other restriction should be in place for High Sec, ie. pubs. The diference from flying a rifter and tackling is different to being apart of a fleet comp and carrying out a precise role such as triage. High sec is lolpubs, low sec FW and general pirating, null sec is on your own or you betting bring friends but then again even if they let in fairly powerful vehicles because pilots can make them with various fits and teamwork into high sec MM needs to be implemented. But everything i wrote stands, EVE into an FPS setting with that amount of customization for vehicles alone will make general infantry scared but for me if it is not included it is not a New Eden game, this FPS has to be EVE complex with the customization or it is pointless doing it. That's not because it would be un balanced, not particularly difficult. Just mildly boring. FPS's are supposed to fast paced, with limited "in-match" fidelity. Simpler version could be implemented sure, but it wouldn't be anywhere near the level of fidelity that EvE players get, it's to slow for FPS Combat.
Completely disagree.
Pilots in chrome had alot more than what vehicles have now and there was micro managing to a point and even back then it was simple when at most you had about 3/4 active modules with 5+ requiring some concentration and this is not including map watching/positioning along with orders and fighting while watching your mods.
Infantry is far simpler in general, if infantry want a nice simple game then let them but i feel that vehicles should be alot more complicated aslong as they recieve the EVE treatment starting with the capacitor and ending with a vast array of mods/turrets/rigs/skills/hulls/skill bonuses.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.06 02:26:00 -
[5] - Quote
Monkey MAC wrote:
Well I suddenly remember why I gave up talking to you. It's not a case of it being a "simpler" game.
It's a case of it being a faster game. EvE takes care of navigation and aiming for you. Now granted the new game being on PC would be easier. But do you really want to be monitoring 10+ modules +Weapon Energy Levels +Movement +Aiming at the same time?
I don't why I'm asking, I know what you'll say. I would say vehicles would benefit most from the fractured space way of dealing with things.
You have your capacitor, using modules drains your energy level dependant on effect. Use too much and you can't activate new powers. But at the same time you don't need to sit there tweaking shield booster consumption by 5% to allow you to activate your hardener permanently.
It's meant to be faster paced and the fidelity should reflect that, otherwise you might as well not actually participate in an FPS game.
Movement and aiming are already in, 3-5 modules is already in, adding in a capacitor is just one more thing.
Infantry has the basics already and a capacitor for suits would not fit well, vehicles are not 360noscoping machines thus quick gameplay is not always required.
EVE can give you orbit but you need to know the range of your weapons, the weapons tracking speed with guns, missile speed, range, enemy ships speed, enemy orbit speed etc
EVE is anything but simple and dust in comparision is very simple, even with adding everything i want to add it still will be simple for infantry but for vehicles will have more variety and be a tad harder.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.06 23:39:00 -
[6] - Quote
Alena Asakura wrote:Breakin Stuff wrote:Mobius Wyvern wrote:Fighters. I don't care if they call them that or something else, but I want proper fixed-wing aircraft.
Variable-geometry wings are cool too, though, but if they're forward-swept AND variable I might have a heart attack. You'll be happy to know that me, Darth and Kirk are pushing firmly to flush the ADS concept and replace with a proper VSTOL attack aircraft in a fighter style. For those of you who are unfamiliar with VSTOL, basically a harrier jump jet, only more maneuverable. And doesn't look like a flying brick. I'll be looking forward to seeing the new Pilot suits! Count me in for flying these attack craft. I think dropships as they currently exist, are ridiculous.
I like my dropship or should i say the old Eryx and Prom logi DS with built in MCRU.
The place for the dropship does exist as a mobile troop carrier, a flying APC if you will but it eventually got shafted into some kind of attack DS which did work in the early days but eventually got hit with nerf bats.
Pilot suits have to work with all vehicles too, LAV should have a roof for this purpose.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.09 18:17:00 -
[7] - Quote
SILENTSAM 69 wrote:Takahiro Kashuken wrote:Movement and aiming are already in, 3-5 modules is already in, adding in a capacitor is just one more thing.
Infantry has the basics already and a capacitor for suits would not fit well, vehicles are not 360noscoping machines thus quick gameplay is not always required.
EVE can give you orbit but you need to know the range of your weapons, the weapons tracking speed with guns, missile speed, range, enemy ships speed, enemy orbit speed etc
EVE is anything but simple and dust in comparision is very simple, even with adding everything i want to add it still will be simple for infantry but for vehicles will have more variety and be a tad harder. As someone who has played EVE for years, and been in null sec,and played DUST since the start, I can say they are different. EVE is more complex for the FC, but DUST is more complex for the average grunt. In EVE the FC has a vast amount of information to go through quickly to determine how to fight or flee in a given battle. The average pilot just follows FC order. I know that can be beyond many pilots, but I use to see 40 man fleets with 30 console playing noobs have no problem aligning and warping and applying dps where and when told. (How to Stay Aligned is playing in my head now...) In DUST I would say the leader have an easier time. Only giving direction where and when needed. That said a DUST ground leader doesn't get to see everyone they are giving orders too. Now the average grunt merc though has to take general orders given by someone who can not see where they are fighting, and know how to adjust those orders to fit the situation. While the average EVE pilot is setting orbit and shooting at what the FC says to shoot at in the Overview, the DUST pilot has to be very situationally aware. That right there is a complex thing to describe and requires a lot of learned skill. EVE is more complex in general to play, but combat is not easy to compare.
The main difference between the 2 is that the DUST merc is allowed to make choices on there own to a larger extent, in EVE you just cannot run off and try to flank from the otherside unless it is pre planned but even then that means the fleet has to be cut in 2 and warp from different areas but even then get scrammed and the tactic is scrubed but even that can fail from the start due to directional scanners and scouts.
There is no cover in EVE, there is what is on your screen which is updated in real time, on DUST you can hide and effectively go dark to then attack or defend from a different area.
Because of the differences a FC in DUST can choose to micromange everything or allow squads/soliders to make there own choices which can make things alot easier or harder but also does depend on other factors such as the overall gameplan/enemies/map etc.
I would say EVE FC is harder in general because they have to do everything but also you need a line of capable FCs as backup for when the primary FC dies and gets podded and if the FC is well known to the enemy then sometimes that will happen alot because if you can cut the head of the snake then the fleet may fall but with DUST you respawn and more importantly got to look at the map as you did respawn and had a chance to see what was happening for a brief moment.
None of this even looks at the enemy setup, if EVE it is not predetermined but generally the fleet will pick a setup such as a drake fleet for a example but if they die the respawn is very slow unless you have a clone very close to the battle area with a ship ready, in DUST you die and 10secs respawn back in and with the ability to bring out a completely different setup. Entire teams could swap from shield based dropsuits to armor and explosive weapons and then swap back again.
Both games can be hard and easy at the same time but mainly it does depend on the player more so than the mechanics, it can be the side with the players which understand the mechanics better than the enemy which win the majority of the time.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.09 18:46:00 -
[8] - Quote
Monkey MAC wrote:
Who said EvE is easy?
But once again EvE is not fast paced, so all those variables have time to be considered.That level of fidelity will be too high for fast paced combat. Especially if you consider LAV and fighters.
It's also entirely incompatible for V/AV balance, since their will be effectively 2 levels of combat. 1 which can tweak power levels and energy consumption for better survivability against another which can only apply straight damage.
At that point you might as well segregate the 2 theaters of war entirely. To which you eventually end up with lobby shooter V2 and EvE world of tanks.
There needs to be a relative amount of parity in terms of fidelity. You effectively need to be able to just get in a tank and drive it, without having to assign power distribution first.
Like I said perhaps some more arbitrary power system that limits the number of successive module activations in return for faster cooldown.
At the end of the day it comes down to what you believe the tanks or most specifically the vehicles role in the game should be. My understanding of your view point is that there should be minimal actual interaction between vehicles and infantry.
Meanwhile I am of the opinion that vehicle/infantry interaction should be specifically ingrained into the meta, specifically for larger matches.
Frigate fights are the fastest paced battles you will fight in EVE apart from gate/station camping fools who will alpha you in a second before your screen loads up and yet you do have time to activate modules and manouver about for a brief while before one of you die.
Once you start climbing the ladder then the bigger ships even with more firepower but with better defences start to take time to melt unless you focus fire and have 10ships on it for example.
There is no 2 levels, it is a choice, do you go cap stable or do you not go cap stable, the difference between the 2 is generally on for PVE and the other for PVP. Most of the time the cap stable fit will be more to running defensive modules non stop while the unstable fit will have modules which may increase defences for a shorter while but be stronger or active a module or 2 to hit harder or trap the enemy. It is all about what the pilot wants out of there vehicle, how they want to run it and fit it up.
If you want to jump into a tank fine but dont expect to be able to ignore the game mechanics, you cannot ignore cap in EVE thus you have to learn about it and what it means for you and your ship and as you gain a greater understanding you begin to become better.
Quote:Like I said perhaps some more arbitrary power system that limits the number of successive module activations in return for faster cooldown.
Completely disagree, if i put all the lights on in my house it does not take them longer to come back on after i turn them off so why should that be applied to cap and vehicles? capacitors is just an energy meter of sorts, you activate 3 modules and it will take x amount of cap per cycle per module and if it is more than your cap recharge rate then you will slowly lose all your cap, but if you only activate 2 and it uses the same or less amount of cap compared to the cap recharge rate then you can perma run them.
Capacitors are a completely balanced mechanism already, modules uses x amount and cap recharges at x amount and whatever is outcome is you get stable and unstable builds.
This does not include the modules already which do have a cooldown timer in EVE, some you can turn on and off at will while others will need to finish the current cycle before they can be put on again.
Quote:At the end of the day it comes down to what you believe the tanks or most specifically the vehicles role in the game should be. My understanding of your view point is that there should be minimal actual interaction between vehicles and infantry.
Meanwhile I am of the opinion that vehicle/infantry interaction should be specifically ingrained into the meta, specifically for larger matches.
Infantry - vehicles - AV - infantry - vehicles - AV - infantry - vehicles etc
That is what it is supposed to be generally on a very basic level. Capacitors in any way shape of from from EVE do not effect that in the slightest.
How would capacitors lead to minimal action with infantry? they do not, what does though is having vehicle weapons having a minimal effect against infantry while on the other foot having powerful AV being able to combat all vehicles.
Capacitors lead to more weapons being able to be used, more modules to be made, more ways to counter x with y and being able to develop new tactics.
Capacitors also lead to more vehicles being able to successfully combat other vehicles which then gives vehicles a larger role and not just the simple role of farming infantry but if no other enemy vehicles pose a threat or are even put onto the battlefield then farming infantry is what they will do unless the enemy put a stop to it.
LAV, Logi LAV, APC, MAV, HAV, SHAV, Marauders, Logi DS, APCDS, Fighters, Bombers, Helis etc
Vehicles can easily have enough roles with enough abilities/modules/skills/bonuses/hulls/turrets to do more than just interact with infantry.
It starts with the capacitor.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.09 21:26:00 -
[9] - Quote
Living Rock 523 wrote:How would capacitors work with a passive module style of play? My favorite DS build was always armor stacked, no active modules (aside from 1 build that carried a scanner).
Would a vehicle focused on passive mods have an advantage, maybe be considered OP? Or would it be underpowered, or simply not possible (if nearly all mods were active)?
Obviously we don't know the answer, but what would be the ideal situation? I've been informed that active is the way to go currently in Dust, at least for dropships, but sometime around jan/feb of 2014 all passive mods on a dropship was very possible and very effective (affective? I always screw those up), and I still get much more enjoyment from flying a passive 4800-6k+ armor block than I ever did flying lighter craft and managing cooldowns.
I've played a bit of EVE so I have somewhat of a grasp on capacitors, and I'm not against having to go all active for an aircraft in the next Dust. But I do enjoy the simple elegance (in any game) of relying on passive skills and a clear understanding of the role you are geared for, and I'd like to see that option available in the next Dust.
Your passive armor DS was made possible due to CCP removing active armor repairers and replacing them with passive ones.
I do not see why you could not have passive armor repairers but even so with the right fit and skills you could perma run an active repairer which would repair at a much better rate.
Also module management on a KB would be far superior in general compared to the wheel.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.10 13:50:00 -
[10] - Quote
Living Rock 523 wrote:Takahiro Kashuken wrote: Your passive armor DS was made possible due to CCP removing active armor repairers and replacing them with passive ones.
I do not see why you could not have passive armor repairers but even so with the right fit and skills you could perma run an active repairer which would repair at a much better rate.
Also module management on a KB would be far superior in general compared to the wheel.
I was referencing straight armor plates, as opposed to reppers. I traded self repair ability for max HP, and used a trip to the depot as my cooldown. I've always gravitated towards passive abilities (Diablo 2 Barb is the best example I can give atm), but if I need to go active that's fine, as long as AV/Vehicle balance is realized, that's all that matters. And yea, outside of basic shooting and moving/flying I'd much rather have a KB lol so I'm looking forward to that
You should be able to do that no problem.
If we get triage vehicles then fine, add in infantry repair kits and again fine.
EVE overall has many of these problems solved for vehicles, all CCP need to do is also make infantry versions of some of these items.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.10 14:24:00 -
[11] - Quote
Living Rock 523 wrote:My biggest concern is simply how are they going to balance vehicles?
I was around for some pretty heavy AV/Vehicle thread wars here, and both sides had some pretty valid points. How can it be acceptable that a single suit can near single handedly take on a vehicle, and on the flip side how can it be acceptable that a vehicle can just become a very large suit and demolish infantry unchecked?
1 to 1 is what AV used to say, the problem is that if the 1 AV can stand upto and destroy the single most powerful vehicle in the game then all other vehicles by default are useless and will be wiped off the battlefield even quicker making pilots a thing of the past.
On the otherhand if a vehicle is used for mainly and is fitted out for wiping out infantry as its sole purpose then generally we should have a vehicle that is fitted up for AV to come out and take out that vehicle or somekind of infantry AV force.
Of course this does not take into account maps, positioning, weapons, team setups, vehicles etc
My view is that vehicles should be able to counter vehicles first and foremost with AV infantry being a compliment as and when needed, this view does not mean AV infantry would be useless it just means that vehicles and infatry would have to work together to take out tricky/hard targets. Think of a 3 man AV squad in a LAV circling a HAV or having 6 man AV squad in an APC setting up ambushes or even a lone AV man setting up a trap for the enemy vehicle for there team.
Both vehicles and infantry should have the capacity to work together but also the capacity to hammer each other to a point but this in organized competitve teamplay such as PC, random matches will always break whatever you are trying to do because of the simple fact of 1 6man team on one side against 16randoms on the other. Proper matchmaking needs to be implemented and even some restrictions such as only basic level meta 1-3 items allowed in high sec for instance and also proper designed maps/vehicles with clear ideas and purpose.
Living Rock 523 wrote:
Overall I never really felt good with any of the builds I played, as they seemed to swing wildly between vehicles enjoying near dominance and infantry having near dominance. Add to that the proto factor, which (as has been previously feared) could create a "it's simply not feasible to run anything but proto" situation in the AV/V game. .
Random matches caused this mostly because matchmaking was never implemented, during the very early days of PC vehicle gameplay was balanced, vehicles and AV gameplay was more balanced, vehicles in general had alot more to offer in skills/bonuses/modules/turrets/hulls etc which lead to a variety in gameplay.
The problem was that when organized teams and pilots ended up in pubs they destroyed the balance and hammered it home that squads>randoms and in the end all the balancing ended up being for the randoms while the results in PC were ignored.
Living Rock 523 wrote:
I personally think the ideal situation is maps that are sectioned in a way to cut down on forced infantry/vehicle interaction. My (super rough) example would be a map in which your team must cross a large swath of "no man's land", areas that are wide open and give vehicles the edge on maneuverability/line of sight, and thus an overall edge in general in said area. Once your force reached any fortifications/objectives/building clusters the edge would switch to infantry due to vehicles being ackward to maneuver in tight spaces and the amount of cover available to infantry.
Skirmish 1.0 was proberly the closest thing we ever had to what you are mentioning, it started in a large canyon or sorts which then opened up to a big installation but in them days if you could not capture the early points then outright destroy them and everything else which gave a role to vehicles which helped teams which may have not had good enough infantry.
A HAV in the city in some places are useless but had to go in sometimes due to an enemy HAV anyways, but we never had the middle ground APCs anyways and LAVs are just too weak (not the logi LAV) so the reason for vehicle in a built up areas never really existed. In PC most of the time vehicles did protect the home point, HAV in the city to hammer other HAV and cause annoyance, ADS for being up top hitting high links or bombing on other HAVs and logi LAV during the time for hit and runs but various nerfs pushed the HAV out of the city, the ADS to the flight cap more often unless you were the very best and the logi LAV to the scrapyard along with skills/modules and turrets. Changes for randoms in pubs games punished those who took part in PC.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.10 14:44:00 -
[12] - Quote
Living Rock 523 wrote:
I know we don't like to drag rl into theoretical discussions on how game play mechanics should work, but obviously in rl mechanized forces fair much better in open spaces, though we have to go back to WW2 to get an honest assessment of proper armor tactics/infantry interaction (that's my opinion at least, hasn't been a fair/real clash of armor since WW2). To this day taking an Abrams into a city is a risky proposition simply because a tanks job is to kill tanks, and if your armor has pushed into a city more than likely it has already pushed through enemy armor, or enemy armor is non existant. Once in the city some of a tanks greatest attributes are completely nullified: firing on the move/long range. Targets switch from lumbering hunks of metal to single soldiers that disappear just as fast as they appear, yet pack almost as much firepower as a tank.
In my mind (keeping the thought of an old thread involving Medium Attack Vehicles being armored troop transports in mind) the thing to do is have mechanics set where when you start a match, vehicles are called in, infantry is loaded up, and a single mechanized force advances to a point where the infantry can disembark their vehicle under cover fire from vehicles, and from there the vehicle/infantry fighting somewhat seperates, with vehicles duking it out in the open areas around a city/objective, and infantry doing the fighting and hacking inside the city/objective. A lone tank wandering into a city would be nearly a sitting duck, even with infantry support (column of tanks rolling through the middle of a city? Hit the first and last then rain the pain on the rest of the now trapped convoy), and a lone merc or 3 wandering into the open land outside a city/objective would be wiped out. .
Some of the maps we have now vehicles are useless in the city and make no difference, they can swan about outside but in the end if 3 of the 5 objectives are in the city and the infantry can lock it down then no amount of vehicles will change this, espc with the vehicles we currently have.
Even a LAV will not do anything, maybe a APC with an MCRU could help as it relocates to a different part of the city and the team assaults an objective en mass but being able to that as a suprise would be hard unless it could move while cloaked and stealth attack or rarther than a cloak have a reduced profile which makes it harder to pick up but as we know proto active scanners are very hard to avoid as infantry let alone as a vehicle.
Are the maps going to relect this? open ground with a city at the end or somekind of installation in which vehicles are weaker/not needed but that then seperates the 2 completely rarther than trying to work together.
The maps themselves cause a problem as much as vehicles and infantry do because you want everyones playstyle to be useful in someway rarther than excluding x playstyle but sometimes it happens and it cannot be helped.
Living Rock 523 wrote:
Unfortunately there is still some heavy issues, because after everything I just said, what if the people of 1 team all pull out tanks? Or if they are loaded down with dropships and infantry? What if you have situations where one team consists of mainly lone wolf players? Do you limit vehicles? Force teamplay? I haven't even touched AV/V balance in all my babbling, how does that change the scheme of things? There are so many variables, so many people looking for that quirky little edge or trick that totally destroys balance. I do not envy CCP in regards to giving us what we want, but still balancing everything they give us.
Another example I like to use is the supposed fighters. In 1 thread a while back, fears of fighters targeting infantry and questions of small arms effectiveness vs fighters came to light. This, to me was an immediate wrong step. It's not even fumbling right out of the gate, it's fumbling on the way to getting into the gate. Fighters should have no business targeting ground anything, and if the maps are big enough this could be counteracted simply by the speed of a fighter, it should go too fast to target ground. And if you do that, the fighters need a reason to exist, which would be bombers.
My point is that so many things in Dust have been able to be geared towards fighting so many other things, it's made balance near impossible. I can almost guarantee with 100% certainty that had fighters been introduced to our Dust, dropship kills would not be the only victims of fighter attack. Pretty much anything other than tanks would have been fair game.
So I guess the issue becomes do you force a general balance onto everything in game across all professions/allow for casual and or lone wolf as well as hardcore and teamplay, or do you force people to remain in a role/play tightly as a team? I'm personally down for hardcore team play, as well as imbalance when it makes sense (1 dude vs 1 tank on open ground/1 tank vs 1 dude in a tight city street).
On top of all of that stuff, what's the general idea/vision of what CCP wants, overall and mechanics wise? And what kind of limitations do they have due to technology? .
Matchmaking/meta levels and limits of squads and the use of high/low/null should sort out the above issues for pubs to PC matches.
Fighters for A2A with some possible turrets for ground targets and likewise bombers for ground targets with some A2A turrets.
Balance generally is always broken in PC, if something was too good it leaked into pubs, very rarely did anything from pubs leak into PC. PC was always the perfect testing ground, organized teams on voice against each other but then again pubs no matchmaking of any kind where noobs vs vets and proto vs basic.
Teamplay is key to balancing in my book, you see what works well and what does not. PC highlights that.
CCP should be making a New Eden vision, the same universe and on PC should be no limits except the imagination.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.10 22:54:00 -
[13] - Quote
Avallo Kantor wrote:My ideal for AV / V interplay was always based around the idea of slower tanks, that were significantly harder to kill. It would be balanced around far higher TTK where Tank v Tank has the lowest TTK. This would be matched however by making it more difficult for a tank to easily escape should things turn against it, where the tanks heavy defense and lack of mobility is the key points of it.
AV then could do comparably less damage, but then have additional toolkit options to create kill zones or trapped areas that would effectively trap a tank. The larger TTK though could mean that were the tank supported by infantry, the Infantry have a reasonable chance of saving the tank from the AV before it died.
To this end, I see AV being given all sorts of active equipment such as trip-wires (only via tanks), deployable statis zones, and capacitor-draining grenades that could effectively stop a tank dead in it's tracks. So when a tank moved into a certain area a large radius statis field could be generated slowing the tank speed by a massive amount, then various AV weapon types could have additional effects such as capacitor drain, movement penalty, and target painters that all make squad based AV far more effective in combination.
While that is all good what about other ground based vehicles such as APCs, Logi LAV, Triage vehicles, LAV etc.
Would the traps that are powerful enough to technically cripple a tank/HAV just outright immobilise and disable any other vehicles thus leading to a quick death with no chance to escape?
Just say if that was the case then what would vehicles get to counter the effects or would we have specalist modules that other vehicles could use to 'cut the wires' so to speak and help out the vehicle.
Also would some of these new equipment be thrown and have a homing mechanism such as the AV nade (which i do disagree with because normal mades do not have a homing mechanism against infantry and plus it means you do not have to aim, why cant you be forced to at least hit the hull with your aim?), would some be handheld and require LOS like the repair tool or be placed down like mines which could also be destroyed.
There are other vehicles than just tanks (i hope)
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.12 14:13:00 -
[14] - Quote
Living Rock 523 wrote:I wouldn't mind traps effecting all vehicles the same, under certain conditions. Say traps (mines/trip wires/stasis fields, whatever) were fairly easy to detect and fairly hard to negate, require a sapper role to disarm (possibly place) traps, give a passive scan ability to a vehicle such as (assuming we get one) an APC (MAV)((LAVs/HAVs would require a Scanning Mod to detect traps independent of MAVs)), and traps take on an Area Denial vibe creating a situation where traps can become effective even without doing direct damage. Also this would (hopefully) reinforce teamplay as cohesive thrusts of forces would fair much better than random waves of troops/vehicles. Therefore equal trap damage to all vehicles would be less of an issue as the most viable counter would be avoidance as opposed to survival/HP.
I also feel like damage to different parts of a vehicle is a must. Let, at the very least, damage to treads/axels/so on be independent of overall HP. For example a tank can take damage to its treads, and as damage increases movement performance decreases, up until zero health on the treads at which point the tank is immobilized. This opens possibilities for actual mechanic roles. Frenzied fight around an immobilized tank whIle the mechanics get movement ability back up and running? Yes please.
Obviously zero HP on the movement section would not destroy a vehicle, this would require zero HP on a body section.
This could be taken some steps further (seeing Front Mission 2 HP displays in my head) by letting, for example, a body section, high slot section, low slot section, turret section and movement section be allowed to take damage separately from each other.
I feel like this would blow the AV/V game wide open, as you are no longer relying simply on raw damage to effect (affect?) vehicles. AV could do serious damage without a vehicles overall HP taking a massive hit, giving infantry a good chance of almost entirely negating a vehicle threat, but still requiring friendly vehicles to handle enemy vehicles properly. The risk/reward on vehicles going after infantry would also become a bit less appealing, I feel, if risking your vehicle going after infantry did not necessarily eliminate your main damage dealing/kill shot threat, and instead put you at risk of being immobilized when your main concern (enemy vehicles) does show up.
Just brainstorming, haven't put too much thought into this stuff.
We did have scanning mods which did pick up infantry but also mines and REs so they should still exist.
You are now asking for WOT mechanics which in itself brings new problems, in WOT when your treads are hit they do not always break but when they do it will take x amount of time to repair or you use a repair kit, also the time repair is due to how good your crew is and what equipment you have on.
So the question becomes will my repair kit also repair my tracks of lets just say 1000 damage even if the hull is undamaged?
If the hull is also damaged along with my tracks what will take priority? could i choose what to repair?
Could the tracks soak up damage even if they are destroyed which would otherwise hit the hull?
Could AV weapons lock on to parts of the vehicle such as tracks/gun etc?
Could infantry repair tools target damage areas and repair?
Do my resistance modules extend to the tracks?
The thing with having numbers attached to modules means that you could target the main gun or wheels all day long and effectively make it useless, with WOT there is a hint of RNG and chance, yes you can aim at the gun but does not mean you will always damage it.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.21 15:14:00 -
[15] - Quote
Skihids wrote:Vehicles need distinct roles. They never had a chance in DUST because they shared the EXACT SAME ROLE as any dropsuit, namely to kill individual infantry units. They were just big suits that could be "worn" by a single player so they had to be balanced one on one with a single AV suit. That was the only way to prevent one side from dropping 16 HAVs and destroying the other side. These big suits either cost too much or were too weak, they could never be what vehicles should be.
Nobody today uses a main battle tank to shoot infantry. It's not efficient. It shouldn't be efficient in EVE:Phoenix either. Make them good at destroying the smaller anti-infantry vehicles and fortifications. Let them blow holes in walls. Make them crap at killing individual infantry. By separating infantry from heavy tanks you can balance them much easier. If they don't compete one-on-one they don't have to be countered one-on-one.
Main battle tanks should require multiple crew members to operate efficiently. In the new game we can make it so individual players don't have to front the cost of these vehicles all by themselves. Have a range of vehicles from single pilot to multi-crew.
Give us a first person view! It kills immersion to have to run in third person and it alters the dynamic when you can see all around your vehicle.
Make piloting a player skill as important to flying and driving as it is to aiming your gun as infantry. Don't make flying to easy. Pilots are proud folks who want others to respect them for their skill. As such keep the current dropship flight mechanics and don't make the fixed wing aircraft arcadey like PS2 does.
The 'big suits' being pricy was never a problem when they were good and worked, the sagaris and surya proves that but what also makes the 'big suits' different was the modules such as spider tanking modules which got removed but also lack of vehicles in general is what made most pilots focus on infantry because that was all there was to do in the end.
My HAV are no longer used to shoot infantry is because missles have pathetic non existant splash, rail requires a direct hit and blasters have random bullet spread and small guns the blaster has pathetic range, small misslies got nerfed again but are still useful ish and possible rails are another option option.
If it requires 3 pilots for one HAV does it require 3 AV to kill it? Also with each additional crew member each wearing a pilot suit with various modules do i get more hp/resistance/cpu/pg/speed/regen/rep rate/rep amount etc
You have FPS for vehicles, it is the point of the turret, TPV is fine for vehicles.
Piloting does take skill, anyone can aim a gun not everyone can fly or drive but CCP even nerfed that so it was easier for everyone because at one time 40mil+ SP was needed to be dropped into the skills and that was a large amount for just one role, then it got nerfed hard and various skills/skill bonuses/modules/turrets/hulls got removed.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.21 16:37:00 -
[16] - Quote
Skihids wrote:Price is immaterial, you can't balance on ISK. The problem is that a vehicle can be piloted and fired by one player and it competes directly with that suit in the slayer role. That makes it logically equivalent to a suit. If it's equivalent, then it has to be balanced one-on-one, especially for low player count matches were any advantage is heavily felt.
You must change one of those two conditions before vehicles can require more than one AV suit to destroy them.
You can remove direct competition by reducing or eliminating its anti-infantry ability. A dropship with no guns could be tanked way up and not imbalance the game. A HAV with a rail turret could be great at destroying other big targets but be really bad at killing infantry. Smaller and more vulnerable vehicles could be better at anti-infantry, but be balanced closer to a suit. This approach requires more complex gameplay and probably destructible environments.
You can also require more than one player per vehicle for full use. Then you can balance on a 2:2 or 3:3 ratio. The vehicle still has a natural advantage because it forces coordination among its crew while the opposition has to have the discipline to provide it themselves. That gives them the edge in pub matches. The standard dropship and the LAV are examples which require a pilot and gunner to be effective. The LAV a little less so as you can easily park and switch positions in the blink of an eye.
Considering it always cost more ISK aswell as SP does not even put it on par with 1v1 in the infantry role.
The HAV was always supposed to be the main vehicle to combat other vehicles but we had no other vehicles to combat the majority of the time but that was in pubs, take PC again where pilots first and foremost focused on other pilots and only were able to engage any infantry when the threat of the enemy vehicle was removed.
Again you are not answering any of the questions that i have asked regarding a vehicle with a crew, i could easy have a 3man HAV crew or any vehicle for that matter with each pilot having all vehicle skills which have to be able to be used in the HAV/vehicle and contribute because if it is all on the SP the main pilot has in the vehicle then its a one man vehicle with 2 hitchikers and in pubs who cares it is broken because no matchmaking but in PC that 16man team has dropped down to 13 fro ground just so a HAV can be used let alone would it be useful.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Takahiro Kashuken
Red Star.
4
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Posted - 2016.02.24 12:35:00 -
[17] - Quote
Skihids wrote:And if CCP does it right they will require skills from each crew member.
Apart from skills being applied to the vehicle i would like to see pilots suits also interact with the vehicle and also stack and suffer from stacking penalties if all 3 crew members have the same module on.
The need for vehicles can easily be made, they just need to make more vehicles and not take them out because if we had the Logi Lav and DS still around along with medium vehicles and heavy aircraft then that need would have been met a long time ago.
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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