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Dreis ShadowWeaver
RIP DUST 514
9354
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Posted - 2016.07.07 23:59:00 -
[31] - Quote
I think the capacitor idea is excellent, but not being able to shoot whilst piloting would be very boring.
+1 to native Mobile CRUs too
We did it for Nigel ( ; ~;)7
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8277
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Posted - 2016.07.08 00:17:00 -
[32] - Quote
Dreis ShadowWeaver wrote:I think the capacitor idea is excellent, but not being able to shoot whilst piloting would be very boring.
+1 to native Mobile CRUs too Yeah, some vehicles should have those built in. Being able to fit them leads to stuff that doesn't make sense like LAVs that have unlimited spawns into the passenger seat, and fits being limited by having to use a slot for them.
Also keep in mind that some people are fine with driving without shooting, same as some are fine with shooting while someone else drives. For people who don't like either, they can use Light vehicles.
I don't see a way to balance something like an HAV if one person can get into it and be basically unstoppable by themselves. Similarly, it would suck to have to spend a lot of credits on an asset like that only to have it be very easy to destroy to compensate for it being able to do so much damage with only one player using it.
Amidst the blue skies
A link from past to future
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.08 00:30:00 -
[33] - Quote
Mobius Wyvern wrote:Dreis ShadowWeaver wrote:I think the capacitor idea is excellent, but not being able to shoot whilst piloting would be very boring.
+1 to native Mobile CRUs too Yeah, some vehicles should have those built in. Being able to fit them leads to stuff that doesn't make sense like LAVs that have unlimited spawns into the passenger seat, and fits being limited by having to use a slot for them. Also keep in mind that some people are fine with driving without shooting, same as some are fine with shooting while someone else drives. For people who don't like either, they can use Light vehicles. I don't see a way to balance something like an HAV if one person can get into it and be basically unstoppable by themselves. Similarly, it would suck to have to spend a lot of credits on an asset like that only to have it be very easy to destroy to compensate for it being able to do so much damage with only one player using it. That's why I think that for single person vehicles they should be able to kill lower size tier suits easily but equal or higher size tier suits would be a challenge
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Maken Tosch
Dust University Ivy League
13588
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Posted - 2016.07.08 01:57:00 -
[34] - Quote
Let's not forget one very important thing here. For us to even get a chance to see vehicles in Project Nova in the future (and by future I mean distant) we have to ask ourselves some very important questions.
Do these vehicle types (LAVs, HAV & ADS) have any purpose being in Project Nova? If so, what is their purpose and when should it be needed? As I have proposed a while ago on DiscordApp, I suggested the following roles be assigned for the following reasons:
LAVs What is its purpose? Long distance travel at very high speeds. In other words, strictly as a transport. Sure there can be a turret but the turret should only serve as a defensive tool to ward off attackers, not be the attack platform itself.
When is it needed? Very large open maps where the terrain is so vast that even the fastest scout will find it a hindrance to just rely on running on foot. That scout will likely just call in an LAV anyways because what kind of scout would want to waste half an hour running from point A to point B when an LAV can do the same in 5 minutes?
ADS What is its purpose? Long distance travel at moderate speeds. Mainly as a transport like the LAV but has slightly better guns since it can be used as an assault platform.
When is it needed? Very large maps where mountains are plenty and can render LAVs vulnerable to an ambush. ADS can also serve as scouting platforms to get a set of eyes over that one ridge you are not sure of. This can be a perfect platform for delivering scouts as well. Notice how I only mentioned ADS because I feel that all dropships should be the same in terms of role. No more regular dropships that are completely redundant to assault types. Either make all dropships be ADS with MCRU built in (as the OP recommended) or don't include them at all.
HAVs What is their purpose? Siege Platforms.
When is it needed? When your opponent is bunkered in and you really want to break through their defenses where your ADS fails. Another situation where one is needed is when your opponent has set up some kind of structure that hinders your progress and your ADS, AV infantry and even the most powerful forge gun can't break through its defenses except for a HAV that is in siege mode. When in siege mode, it dishes out enough fire power to make a dent on an MCC but it is completely immobile for a set amount of time until the cycle completes. This is similar to dreadnoughts in Eve that are forced to stay stationary in the same way.
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One Eyed King
Nos Nothi
15914
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Posted - 2016.07.08 02:22:00 -
[35] - Quote
Yay for a productive vehicle thread!!!
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.08 02:45:00 -
[36] - Quote
Maken Tosch wrote:Let's not forget one very important thing here. For us to even get a chance to see vehicles in Project Nova in the future (and by future I mean distant) we have to ask ourselves some very important questions.
Do these vehicle types (LAVs, HAV & ADS) have any purpose being in Project Nova? If so, what is their purpose and when should it be needed? As I have proposed a while ago on DiscordApp, I suggested the following roles be assigned for the following reasons:
LAVs What is its purpose? Long distance travel at very high speeds. In other words, strictly as a transport. Sure there can be a turret but the turret should only serve as a defensive tool to ward off attackers, not be the attack platform itself.
When is it needed? Very large open maps where the terrain is so vast that even the fastest scout will find it a hindrance to just rely on running on foot. That scout will likely just call in an LAV anyways because what kind of scout would want to waste half an hour running from point A to point B when an LAV can do the same in 5 minutes?
ADS What is its purpose? Long distance travel at moderate speeds. Mainly as a transport like the LAV but has slightly better guns since it can be used as an assault platform.
When is it needed? Very large maps where mountains are plenty and can render LAVs vulnerable to an ambush. ADS can also serve as scouting platforms to get a set of eyes over that one ridge you are not sure of. This can be a perfect platform for delivering scouts as well. Notice how I only mentioned ADS because I feel that all dropships should be the same in terms of role. No more regular dropships that are completely redundant to assault types. Either make all dropships be ADS with MCRU built in (as the OP recommended) or don't include them at all.
HAVs What is their purpose? Siege Platforms.
When is it needed? When your opponent is bunkered in and you really want to break through their defenses where your ADS fails. Another situation where one is needed is when your opponent has set up some kind of structure that hinders your progress and your ADS, AV infantry and even the most powerful forge gun can't break through its defenses except for a HAV that is in siege mode. When in siege mode, it dishes out enough fire power to make a dent on an MCC but it is completely immobile for a set amount of time until the cycle completes. This is similar to dreadnoughts in Eve that are forced to stay stationary in the same way. So HAVs will either be slow or immobile why
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Maken Tosch
Dust University Ivy League
13588
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Posted - 2016.07.08 03:09:00 -
[37] - Quote
Slayer Deathbringer wrote: So HAVs will either be slow or immobile why
I never mentioned they would be slow. At least outside of siege mode. The speed I left that out so you guy can debate it.
EDIT: Lore wise I would say that the HAV going into siege mode is devoting much of its power to the primary weapon as the onboard computer recalculates based on the new configuration. I would probably wager that during this phase the HAV has buffs against EWAR attacks during its cycle. Energy vamps and neuts might not work against it since the powerplant would likely dish out more cap boosting than what the vamps and neuts can take away. Of course that is assuming capacitors are ever implemented into the game.
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.08 05:37:00 -
[38] - Quote
Maken Tosch wrote:Slayer Deathbringer wrote: So HAVs will either be slow or immobile why
I never mentioned they would be slow. At least outside of siege mode. The speed I left that out so you guy can debate it. EDIT: Lore wise I would say that the HAV going into siege mode is devoting much of its power to the primary weapon as the onboard computer recalculates based on the new configuration. I would probably wager that during this phase the HAV has buffs against EWAR attacks during its cycle. Energy vamps and neuts might not work against it since the powerplant would likely dish out more cap boosting than what the vamps and neuts can take away. Of course that is assuming capacitors are ever implemented into the game. PS: We're talking about siege mode here where if any vehicle gets in the way of the line of fire they are ONE-HIT KILLED. Remember when I mentioned about them putting a dent on a MCC? That sounds nice but for the speed I would say that it should be similar for SHAVs as it was in DUST and maybe 25-50% slower for AHAVs
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Fox Gaden
Immortal Guides
7794
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Posted - 2016.07.08 11:59:00 -
[39] - Quote
Breakin Stuff wrote:ADS was a lazy, poor design. Replace with This right here and make it a proper VSTOL vehicle. ADS can burn in hell. Keep the normal dropship for transport, but give combat pilots something that doesn't look and maneuver like a brick-shaped metal turd that achieves the "assault" nickname by adding a gun. I am not apposed to that. That thing looks a lot more fun to fly than a Assault Dropship.
Less armor, more speed and maneuverability. Smaller target.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8279
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Posted - 2016.07.08 11:59:00 -
[40] - Quote
Slayer Deathbringer wrote:Mobius Wyvern wrote:Dreis ShadowWeaver wrote:I think the capacitor idea is excellent, but not being able to shoot whilst piloting would be very boring.
+1 to native Mobile CRUs too Yeah, some vehicles should have those built in. Being able to fit them leads to stuff that doesn't make sense like LAVs that have unlimited spawns into the passenger seat, and fits being limited by having to use a slot for them. Also keep in mind that some people are fine with driving without shooting, same as some are fine with shooting while someone else drives. For people who don't like either, they can use Light vehicles. I don't see a way to balance something like an HAV if one person can get into it and be basically unstoppable by themselves. Similarly, it would suck to have to spend a lot of credits on an asset like that only to have it be very easy to destroy to compensate for it being able to do so much damage with only one player using it. That's why I think that for single person vehicles they should be able to kill lower size tier suits easily but equal or higher size tier suits would be a challenge I think we need to draw a line of ALL suits based on vehicle class, and have it be based on turrets specifically.
A small turret on an HAV should be just as effective against infantry as a small turret on an LAV. However, a Large Turret should be virtually incapable of being a major threat to infantry.
Consider today where most tank shells are either solid penetrators or shaped-charges with very little splash radius because they're designed for piercing the armor of other tanks. This is one area where emulating reality actually assists with game balance rather than detracting from it.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Fox Gaden
Immortal Guides
7795
|
Posted - 2016.07.08 12:12:00 -
[41] - Quote
I should point out that the reason capacitor control, with turning modules on and off to regulate power usage, works well in EVE is because the computer is aiming the turrets for you.
If the driver and gunner positions in a tank are separated, then the driver can concentrate more on micro managing power systems, which would make the capacitor mechanic work very well. It would be fun and require skill from the driver, while the turret orator gets to shoot stuff and watch for heat buildup and ammo usage.
The crewed vehicles could get a lot more module slots than the solo vehicles. Solo vehicles would rely on speed and maneuverability to avoid damage, while crewed vehicles would be slower and tougher and rely on use of active modules to survive.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8280
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Posted - 2016.07.08 12:20:00 -
[42] - Quote
Fox Gaden wrote:I should point out that the reason capacitor control, with turning modules on and off to regulate power usage, works well in EVE is because the computer is aiming the turrets for you.
If the driver and gunner positions in a tank are separated, then the driver can concentrate more on micro managing power systems, which would make the capacitor mechanic work very well. It would be fun and require skill from the driver, while the turret orator gets to shoot stuff and watch for heat buildup and ammo usage.
The crewed vehicles could get a lot more module slots than the solo vehicles. Solo vehicles would rely on speed and maneuverability to avoid damage, while crewed vehicles would be slower and tougher and rely on use of active modules to survive. Exactly, Fox! The driver will be managing power flow into the modules to allow the vehicle to be survivable via effort rather than just cycling long cooldowns or relying on passive armor reps.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Fox Gaden
Immortal Guides
7795
|
Posted - 2016.07.08 12:29:00 -
[43] - Quote
Slayer Deathbringer wrote:Maken Tosch wrote:I like your idea except for the last one. Energy Vamps and Neutralizers should only be limited to vehicles as modules since those logically take up a lot of power and processing to do what they do. If you look at Eve Online you will often see ships that are fitted with Energy Vamps and Neuts be also fitted with Capacitor Booster to compensate for the massive drain that the Vamps and Neuts have on the ship that is using them. Engineering/lore wise, it makes sense to make Vamps and Neuts in Project Nova restricted to vehicles as modules.
The effect of these Cap-hindering modules should primarily affect the turrets. Vehicles should have the ability to drive away even under these conditions because the engineering of the vehicles (thinking lore here) includes one such redundancy where the powerplant of the vehicle being targeted doesn't need capacitor as it is the part of the vehicle that provides Capacitor in the first place. If the onboard computers sense a sudden increase in the demand for more power that exceeds its type design it will assume that the Capacitor is being energy drained and thus the system will automatically cut power to the Capacitor and use that power instead to drive the wheels so that the vehicle can get to safety. The Capacitor will be drained eventually but at least the pilot can get away to safety so that the onboard computer can switch back to recharging the Cap.
But once the Cap is drained, all primary and secondary weapons will be rendered useless unless that weapon happens to be projectile-based such an Autocannon or Missile Turret. Rail, Blaster and laser turrets depend heavily on Capacitor and thus become non-functioning once Cap is completely drained. Obviously you don't need Cap for a weapon the only fires crude gun-powder ammunition or self-guided missiles that only need a tiny spark to light the propellants.
This would give other vehicles stronger logistics roles if Energy Transfer modules are implemented. What do you think? I think that if that is the case than blasters, missiles, rails, and lasers should hit significantly harder than other turrets Based on your earlier posts I don't think you have a very sophisticated understanding of balance. There is more to the equation than just damage. It would make more sense to balance a situational strength with another situation strength. Damage is a factor in every battle. Energy Neutralizers will be used far less often, unless they become FOTM.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7795
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Posted - 2016.07.08 12:42:00 -
[44] - Quote
Mobius Wyvern wrote:Dreis ShadowWeaver wrote:I think the capacitor idea is excellent, but not being able to shoot whilst piloting would be very boring.
+1 to native Mobile CRUs too Yeah, some vehicles should have those built in. Being able to fit them leads to stuff that doesn't make sense like LAVs that have unlimited spawns into the passenger seat, and fits being limited by having to use a slot for them. Also keep in mind that some people are fine with driving without shooting, same as some are fine with shooting while someone else drives. For people who don't like either, they can use Light vehicles. I don't see a way to balance something like an HAV if one person can get into it and be basically unstoppable by themselves. Similarly, it would suck to have to spend a lot of credits on an asset like that only to have it be very easy to destroy to compensate for it being able to do so much damage with only one player using it. As I mentioned in an earlier post, for solo tanking fans I suggest a MAV that is tougher than a LAV, but still can be taken out by concentrated fire from 3 or 4 infantry weapons if given time, particularly if it gets stuck. I am thinking less module slots, and a lot less armor than a HAV, but more acceleration and maneuverability. The operator would rely on their driving rather than module management, to survive.
Also, I am thinking a medium turret. Large turrets should only be in crewed vehicles. But the medium turret should be able to do enough damage that Assault MAV's can gang up to kill a HAV the same way infantry can team up to kill an Assault MAV.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8281
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Posted - 2016.07.08 12:51:00 -
[45] - Quote
Fox Gaden wrote:Mobius Wyvern wrote:Dreis ShadowWeaver wrote:I think the capacitor idea is excellent, but not being able to shoot whilst piloting would be very boring.
+1 to native Mobile CRUs too Yeah, some vehicles should have those built in. Being able to fit them leads to stuff that doesn't make sense like LAVs that have unlimited spawns into the passenger seat, and fits being limited by having to use a slot for them. Also keep in mind that some people are fine with driving without shooting, same as some are fine with shooting while someone else drives. For people who don't like either, they can use Light vehicles. I don't see a way to balance something like an HAV if one person can get into it and be basically unstoppable by themselves. Similarly, it would suck to have to spend a lot of credits on an asset like that only to have it be very easy to destroy to compensate for it being able to do so much damage with only one player using it. As I mentioned in an earlier post, for solo tanking fans I suggest a MAV that is tougher than a LAV, but still can be taken out by concentrated fire from 3 or 4 infantry weapons if given time, particularly if it gets stuck. I am thinking less module slots, and a lot less armor than a HAV, but more acceleration and maneuverability. The operator would rely on their driving rather than module management, to survive. Also, I am thinking a medium turret. Large turrets should only be in crewed vehicles. But the medium turret should be able to do enough damage that Assault MAV's can gang up to kill a HAV the same way infantry can team up to kill an Assault MAV. What if we built such a vehicle around different mechanics, though? What if that MAV was a hover-vehicle and has no independent turret, kind of like the Nekomata hover tank in Battlefield 2142?
In that way it could have slow strafing capability and "driftier" mechanics.
Hover vehicles have been talked about a LOT in New Eden lore, but we've never seen them in-game.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Fox Gaden
Immortal Guides
7795
|
Posted - 2016.07.08 13:10:00 -
[46] - Quote
Maken Tosch wrote:Let's not forget one very important thing here. For us to even get a chance to see vehicles in Project Nova in the future (and by future I mean distant) we have to ask ourselves some very important questions.
Do these vehicle types (LAVs, HAV & ADS) have any purpose being in Project Nova? If so, what is their purpose and when should it be needed? As I have proposed a while ago on DiscordApp, I suggested the following roles be assigned for the following reasons:
LAVs What is its purpose? Long distance travel at very high speeds. In other words, strictly as a transport. Sure there can be a turret but the turret should only serve as a defensive tool to ward off attackers, not be the attack platform itself.
When is it needed? Very large open maps where the terrain is so vast that even the fastest scout will find it a hindrance to just rely on running on foot. That scout will likely just call in an LAV anyways because what kind of scout would want to waste half an hour running from point A to point B when an LAV can do the same in 5 minutes?
ADS What is its purpose? Long distance travel at moderate speeds. Mainly as a transport like the LAV but has slightly better guns since it can be used as an assault platform.
When is it needed? Very large maps where mountains are plenty and can render LAVs vulnerable to an ambush. ADS can also serve as scouting platforms to get a set of eyes over that one ridge you are not sure of. This can be a perfect platform for delivering scouts as well. Notice how I only mentioned ADS because I feel that all dropships should be the same in terms of role. No more regular dropships that are completely redundant to assault types. Either make all dropships be ADS with MCRU built in (as the OP recommended) or don't include them at all.
HAVs What is their purpose? Siege Platforms.
When is it needed? When your opponent is bunkered in and you really want to break through their defenses where your ADS fails. Another situation where one is needed is when your opponent has set up some kind of structure that hinders your progress and your ADS, AV infantry and even the most powerful forge gun can't break through its defenses except for a HAV that is in siege mode. When in siege mode, it dishes out enough fire power to make a dent on an MCC but it is completely immobile for a set amount of time until the cycle completes. This is similar to dreadnoughts in Eve that are forced to stay stationary in the same way. Agree that vehicles need a purpose that is well defined before they are added.
Agree on LAV's. I think LAV's were well implemented in DUST, generally. I would still like to be able to shoot infantry weapons from the passenger seat, since the passenger is in the open and can take external damage.
Disagree somewhat on ADS. Implement Dropships as they were in DUST, for squad transport. Replace ADS with 1 man fighters, which maneuver like dropships, but are more responsive and much faster while also being a lot more squishy. They should have fixed weapons aimed by pointing the fighter at the enemy, rather than a turret that can be shot downward while hovering. Give them 4 AV missiles, that they have to return to base to reload. Purpose would be to harass infantry with strafing runs (less devastating than hovering ADS with amiable turret) and harassing Dropships and LAV's with turrets, or taking on Tanks, Ground Turrets, or other infrastructure with missiles.
But the most important is for the Tank to have a purpose.
- Destructible gates that Tanks can take out, or Dropships can fly over. - Taking out Shields or Shield Generators that protect District infrastructure. - Taking out Anti Personnel defense turrets. - Taking out large Drones.
Any other ideas?
Of course Remote Explosives, and various hand held AV weapons can be used if tanks are not available, but the point is that there should be things that need doing that are easier to do with a tank.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7795
|
Posted - 2016.07.08 13:19:00 -
[47] - Quote
Mobius Wyvern wrote: I think we need to draw a line of ALL suits based on vehicle class, and have it be based on turrets specifically.
A small turret on an HAV should be just as effective against infantry as a small turret on an LAV. However, a Large Turret should be virtually incapable of being a major threat to infantry.
Consider today where most tank shells are either solid penetrators or shaped-charges with very little splash radius because they're designed for piercing the armor of other tanks. This is one area where emulating reality actually assists with game balance rather than detracting from it.
I agree, although if that solid shell actually hits an infantry directly it should be an instant kill. But with no splash, and slow turret tracking, so it is hard to get a direct hit on such a small moving target.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8281
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Posted - 2016.07.08 14:16:00 -
[48] - Quote
Fox Gaden wrote:Mobius Wyvern wrote: I think we need to draw a line of ALL suits based on vehicle class, and have it be based on turrets specifically.
A small turret on an HAV should be just as effective against infantry as a small turret on an LAV. However, a Large Turret should be virtually incapable of being a major threat to infantry.
Consider today where most tank shells are either solid penetrators or shaped-charges with very little splash radius because they're designed for piercing the armor of other tanks. This is one area where emulating reality actually assists with game balance rather than detracting from it.
I agree, although if that solid shell actually hits an infantry directly it should be an instant kill. But with no splash, and slow turret tracking, so it is hard to get a direct hit on such a small moving target. Right again. Designing Larger turrets in that way rewards practice and precision with kills, rather than essential trolling infantry by shooting the ground near them repeatedly to kill them while they can't do anything to stop you.
That's also part of why I prefer the idea of Turrets being empty sets of hardpoints on a vehicle and Vehicle Weapons being their own distinct entity. Ideally an HAV turret would have a Large and Small weapon hardpoint, so the gunner can engage infantry with the Small turret which would provide higher rate of fire or higher splash damage to make it better for engaging infantry at the cost of damage per shot.
The Small Weapon would still be in the HAV turret though, and thus restricted to that turret's rotation speed.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Bright Cloud
Namtar Elite Gallente Federation
1949
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Posted - 2016.07.08 14:29:00 -
[49] - Quote
Whats this? Talking about vehicles in a game thats more then likely not to have any kind of vehicles? Just silly.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Scheneighnay McBob
Penumbra or something
7883
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Posted - 2016.07.08 14:37:00 -
[50] - Quote
ADS shouldn't even be in Nova. It was a halfassed attempt at replacing fighters.
Current state of the forums
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8281
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Posted - 2016.07.08 16:23:00 -
[51] - Quote
Scheneighnay McBob wrote:ADS shouldn't even be in Nova. It was a halfassed attempt at replacing fighters. It bears repeating. It was a hack-job that just made the game balance even worse.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.08 17:59:00 -
[52] - Quote
Mobius Wyvern wrote:Fox Gaden wrote:Mobius Wyvern wrote: I think we need to draw a line of ALL suits based on vehicle class, and have it be based on turrets specifically.
A small turret on an HAV should be just as effective against infantry as a small turret on an LAV. However, a Large Turret should be virtually incapable of being a major threat to infantry.
Consider today where most tank shells are either solid penetrators or shaped-charges with very little splash radius because they're designed for piercing the armor of other tanks. This is one area where emulating reality actually assists with game balance rather than detracting from it.
I agree, although if that solid shell actually hits an infantry directly it should be an instant kill. But with no splash, and slow turret tracking, so it is hard to get a direct hit on such a small moving target. Right again. Designing Larger turrets in that way rewards practice and precision with kills, rather than essential trolling infantry by shooting the ground near them repeatedly to kill them while they can't do anything to stop you. That's also part of why I prefer the idea of Turrets being empty sets of hardpoints on a vehicle and Vehicle Weapons being their own distinct entity. Ideally an HAV turret would have a Large and Small weapon hardpoint, so the gunner can engage infantry with the Small turret which would provide higher rate of fire or higher splash damage to make it better for engaging infantry at the cost of damage per shot. The Small Weapon would still be in the HAV turret though, and thus restricted to that turret's rotation speed. Well why exactly is that I mean what about blaster turrets I think that they should be capable of massacring infantry but are weaker against vehicles
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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byte modal
889
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Posted - 2016.07.08 19:05:00 -
[53] - Quote
because posting said I exceeded character count though I am within the limit. grrr.
^ I think Fox's post linked above pretty much sums up the overall idea best. And I agree that finding a purpose for the HAV is vital before it can really exist. I think doing so will probably make the HAV unrecognizable to DUST vehicle vets, but that may not be a bad thing. I also think that such a change would demand a cascade of other changes to our assumptions of purpose and gameplay relative to what we have all learned within DUST.
---
TL/DR: The point is that taking these steps may require a considerable shift on how we as players should perceive roles and how development of these dynamics should be viewed, or at least explored before getting too bogged down in details.
For example: HAV roles are (just for the sake of argument!) now siege, structural damage, and AV. This will greatly affect mobility and combat capability of HAVs as compared to what we have grown accustomed to in DUST becoming slower, heavier, and less efficient against infantry while having more armor, control (modules, fitted hard ports, and crew-enabled features), and higher damage against structures and other vehicles. For that to exist, you are right in that there must be purpose other than rolling a tank for the sake of tank.
So now the battlefield must be populated with somewhat progressive encounters that would require HAV support (or some other suitable approach that invites the need for HAV support other than infantry squishing). Maybe not require HAVs, but using them would at least increase efficiency of progression to make short work of what infantry could do, just considerably slower (structure infiltration, anti-infantry turrets, AV, whatever).
I don't imagine all play fields need this, but to give a reasonable return on investment by the pilot and crew to play these new specialized roles, then we should consider other HAV opportunities for level designs that may not have such structures, or just not as many. With that in mind, HAV vs. HAV could fill that role on such battlefields. I am suggesting that HAV damage will be greatly reduced against infantry (tracking, accuracy, damage spread, etc.), while being quite efficient against other vehicles. Let them play their meta vs other vehicle crews and/or AV groups as needed for balance for the games when support as listed earlier is not needed.
Don't get me wrong! I am not suggesting that HAVs submit and roll over to solo infantry AV. On the contrary, due to increase armor capabilities (especially in siege mode), it should require a competent team of infantry to just wear down a HAV during siege. Also a minor assumed detail here may benefit the HAV: if in siege mode, then it is reasonable to assume in this example at least that the tank is attempting to penetrate some fortification or access point. Would primary opposing forces then be behind that fortification and less likely to overwhelm a sieged HAV? In such a case, the fortified enemy may strategically send a dedicated AV team "over the wall" via transport dropship; or whatever other hypothetical encounter may come to exist.
All of this is only meant to demonstrate how a shift in our understanding of roles could lead to very dynamic countermeasures depending on the field---if we are willing to allow it.
I believe if certain aspects are introduced correctly, then concepts will begin to reinforce each other. If HAVs require a separation of specialized roles (pilot and turret OP, to keep it simple), then that mode reinforces teamwork. Requiring a small squad of AV (ever how many for balance purposes) to counter that HAV reinforces the same strategy. With this dynamic at play, I truly believe the idea of support will be well-seeded in this gameplay philosophy. Bringing in infantry reinforcements to counter infantry AV would only be one more logical step in support of the sieged HAV. Cooperative play becomes more fundamental due to strategic requirements of shared roles and responsibilities. DUST HAVs never really needed support. Or at least never needed it when I was on foot. ;P~ This could change that. Perhaps I'm biased? It's still just an example of one way to look at this.
Personally, I would feel good requiring a team of AV to take down a HAV knowing that there is a crew inside. After all, that's team vs. team. Add to that the slower movement or even stationary siege mode with considerably more armor and a specialized ammo type for structural and armor-piercing AV damage (I assume this would mean less efficiency against infantry as a result?), and I think I would be quite happy playing a long engagement of attrition. If ammo capacity is a variable, then that only adds to the logistical requirements to hold out for as long as possible given that the enemy (both sides) only has a finite supply of rounds.
I am not at all saying buff this or nerf that. I'm only presenting a simple example of how some of these ideas being tossed about might require a rework of other seemingly unrelated dynamics. I do think that such shifts could only improve the game using DUST as a point of reference so that whatever may come of vehicle use in NOVA (if anything) won't fall victim to past faults in development and balance.
That, or I'm just bored and want to type on and on for no good reason. <3
kitten bacon taco (nom)
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Maken Tosch
Dust University Ivy League
13589
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Posted - 2016.07.08 22:06:00 -
[54] - Quote
Let's not forget that vehicles are not likely to be included in Project Nova on release. It will take a long time for vehicles to be implemented as that would require maps that are probably going to be built from scratch. For now, we are going to be stuck indoors. But it doesn't hurt to talk about it now to help CCP get an idea of what to aim for in the future.
Honestly I would prefer that CCP build outdoor maps from scratch like they are doing with Project Nova as a whole because then that will mean no glitches from Dust 514 carrying over to Project Nova.
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.08 22:11:00 -
[55] - Quote
Maken Tosch wrote:Let's not forget that vehicles are not likely to be included in Project Nova on release. It will take a long time for vehicles to be implemented as that would require maps that are probably going to be built from scratch. For now, we are going to be stuck indoors. But it doesn't hurt to talk about it now to help CCP get an idea of what to aim for in the future.
Honestly I would prefer that CCP build outdoor maps from scratch like they are doing with Project Nova as a whole because then that will mean no glitches from Dust 514 carrying over to Project Nova. Well of course we just want them implemented right
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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DUST Fiend
18438
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Posted - 2016.07.08 22:27:00 -
[56] - Quote
Slayer Deathbringer wrote:Maken Tosch wrote:Let's not forget that vehicles are not likely to be included in Project Nova on release. It will take a long time for vehicles to be implemented as that would require maps that are probably going to be built from scratch. For now, we are going to be stuck indoors. But it doesn't hurt to talk about it now to help CCP get an idea of what to aim for in the future.
Honestly I would prefer that CCP build outdoor maps from scratch like they are doing with Project Nova as a whole because then that will mean no glitches from Dust 514 carrying over to Project Nova. Well of course we just want them implemented right I just want to talk about them because it's the only thing worth talking about for me. It gives me the willful illusion that I actually have something relevant left to discuss when it comes to this IP.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8282
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Posted - 2016.07.08 23:21:00 -
[57] - Quote
Slayer Deathbringer wrote:Mobius Wyvern wrote:Fox Gaden wrote:Mobius Wyvern wrote: I think we need to draw a line of ALL suits based on vehicle class, and have it be based on turrets specifically.
A small turret on an HAV should be just as effective against infantry as a small turret on an LAV. However, a Large Turret should be virtually incapable of being a major threat to infantry.
Consider today where most tank shells are either solid penetrators or shaped-charges with very little splash radius because they're designed for piercing the armor of other tanks. This is one area where emulating reality actually assists with game balance rather than detracting from it.
I agree, although if that solid shell actually hits an infantry directly it should be an instant kill. But with no splash, and slow turret tracking, so it is hard to get a direct hit on such a small moving target. Right again. Designing Larger turrets in that way rewards practice and precision with kills, rather than essential trolling infantry by shooting the ground near them repeatedly to kill them while they can't do anything to stop you. That's also part of why I prefer the idea of Turrets being empty sets of hardpoints on a vehicle and Vehicle Weapons being their own distinct entity. Ideally an HAV turret would have a Large and Small weapon hardpoint, so the gunner can engage infantry with the Small turret which would provide higher rate of fire or higher splash damage to make it better for engaging infantry at the cost of damage per shot. The Small Weapon would still be in the HAV turret though, and thus restricted to that turret's rotation speed. Well why exactly is that I mean what about blaster turrets I think that they should be capable of massacring infantry but are weaker against vehicles NOPE.
I've talked to True Adamance about this many times, and I am firmly of the opinion that Large Blaster turrets were a stupid idea and had no business in the game. A proper Blaster turret should have a low rate of fire, slow-flying projectiles like a Plasma Cannon, and as little splash damage as possible.
No Large Weapon for a vehicle should be able to be primarily used for killing infantry.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13073
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Posted - 2016.07.08 23:27:00 -
[58] - Quote
Bear in mind a vehicle alowed by siege mode would become more vulnerable to weakpoint assault, which was why I am always against EVE "Dreadnaught" style immobile siege modes.
I would honestly like to see tanks used more like titanfall titans, with allowances for the difference in vehicle stylings of course.
But powerful offense, and well-hardened against casual attack, but vulnerable to actual weapons intended to kill them, the suits tasked for that, as well as each other.
But I also would like to see them differ from the DUST model of vehicles. DUST handled vehicles terribly overall, and bluntly there wasn't anything rattatis team could have done to make them "good" and I feel they were limited to making them as not-rage-inducing as possible. Same for AV. Both felt like they were stapled on.
Now, I am going to say I would rather if we get vehicles in the future, we get them because the devs can devote their full attention and time to balancing them for the game, making sure the controls work, the weapons and defenses are appropriate, the costs appropriate and that they will interact with the infantry as a primary support platform as much as a good scout or sentinel.
I would rather not have them than to have them "like in DUST," which was terrible to begin with.
I am willing to deal with no vehicles on release if it means when they release, they are done right, not a giant bag of ass, not fun to drive, not fun to fight, and the cause of incessant, b*tching and arguing.
I do not want vehicles as they were in DUST. Period. I do not want AV as it was in DUST. Period. Both were bad. They could be fun. But they were bad.
So very simply, we're getting a new game. The infantry play is familiar, but it will be new. If and when vehicles are introduced I do not want DUST vehicles even if they look familiar, and I do not want EVE vehicles. I want Nova vehicles.
And I want them to be as simplistic or complex as they need to be in order for them to be balanced, fun and part of NOVA.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Maken Tosch
Dust University Ivy League
13589
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Posted - 2016.07.09 01:36:00 -
[59] - Quote
Breakin Stuff wrote:Bear in mind a vehicle alowed by siege mode would become more vulnerable to weakpoint assault, which was why I am always against EVE "Dreadnaught" style immobile siege modes.
I would honestly like to see tanks used more like titanfall titans, with allowances for the difference in vehicle stylings of course.
But powerful offense, and well-hardened against casual attack, but vulnerable to actual weapons intended to kill them, the suits tasked for that, as well as each other.
But I also would like to see them differ from the DUST model of vehicles. DUST handled vehicles terribly overall, and bluntly there wasn't anything rattatis team could have done to make them "good" and I feel they were limited to making them as not-rage-inducing as possible. Same for AV. Both felt like they were stapled on.
Now, I am going to say I would rather if we get vehicles in the future, we get them because the devs can devote their full attention and time to balancing them for the game, making sure the controls work, the weapons and defenses are appropriate, the costs appropriate and that they will interact with the infantry as a primary support platform as much as a good scout or sentinel.
I would rather not have them than to have them "like in DUST," which was terrible to begin with.
I am willing to deal with no vehicles on release if it means when they release, they are done right, not a giant bag of ass, not fun to drive, not fun to fight, and the cause of incessant, b*tching and arguing.
I do not want vehicles as they were in DUST. Period. I do not want AV as it was in DUST. Period. Both were bad. They could be fun. But they were bad.
So very simply, we're getting a new game. The infantry play is familiar, but it will be new. If and when vehicles are introduced I do not want DUST vehicles even if they look familiar, and I do not want EVE vehicles. I want Nova vehicles.
And I want them to be as simplistic or complex as they need to be in order for them to be balanced, fun and part of NOVA.
I will admit that is a very powerful point. In the 3 years that I have been playing Dust 514 the one thing that has always remained consistent with vehicles is how they were always out of balance in every way possible. I have seen tanks that dominated maps that were practically killing every infantry on the field and were moving too fast for the AV infantry to counter effectively. And that was before CCP tried doing balance passes and even then the vehicles were still out of balance in many ways. If you want an example just ask any of the dedicated tank pilots and AV infantry who can quickly point out specific flaws with how vehicles in Dust 514 were implemented. Dropships vs AV Swarm balance was even worse.
Overall, we do need a new approach when it comes to vehicles and balance. My "Eve Dreadnought" idea was something to be used as an example but I'm positive someone out there has a better idea for balance. The only reason dreadnoughts work well with siege mode is because of how Eve Online was built. It is possible that my dreadnought idea might not work the same way nor have the same effectiveness in Nova. This is why CCP will have to do extensive playtesting (cough-test-server-cough) to see if such an idea would work or not.
And that's another thing.
Test Servers
If we want to see properly balanced vehicles in the future for Nova, CCP will definitely need to give us access to the test servers so we can try them out and give our critical feedback before it hits the live server. CCP can only internally playtest so much before they have to test a new feature on a larger scale.
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
|
Posted - 2016.07.09 02:24:00 -
[60] - Quote
Mobius Wyvern wrote:Slayer Deathbringer wrote:Mobius Wyvern wrote:Fox Gaden wrote:Mobius Wyvern wrote: I think we need to draw a line of ALL suits based on vehicle class, and have it be based on turrets specifically.
A small turret on an HAV should be just as effective against infantry as a small turret on an LAV. However, a Large Turret should be virtually incapable of being a major threat to infantry.
Consider today where most tank shells are either solid penetrators or shaped-charges with very little splash radius because they're designed for piercing the armor of other tanks. This is one area where emulating reality actually assists with game balance rather than detracting from it.
I agree, although if that solid shell actually hits an infantry directly it should be an instant kill. But with no splash, and slow turret tracking, so it is hard to get a direct hit on such a small moving target. Right again. Designing Larger turrets in that way rewards practice and precision with kills, rather than essential trolling infantry by shooting the ground near them repeatedly to kill them while they can't do anything to stop you. That's also part of why I prefer the idea of Turrets being empty sets of hardpoints on a vehicle and Vehicle Weapons being their own distinct entity. Ideally an HAV turret would have a Large and Small weapon hardpoint, so the gunner can engage infantry with the Small turret which would provide higher rate of fire or higher splash damage to make it better for engaging infantry at the cost of damage per shot. The Small Weapon would still be in the HAV turret though, and thus restricted to that turret's rotation speed. Well why exactly is that I mean what about blaster turrets I think that they should be capable of massacring infantry but are weaker against vehicles NOPE. I've talked to True Adamance about this many times, and I am firmly of the opinion that Large Blaster turrets were a stupid idea and had no business in the game. A proper Blaster turret should have a low rate of fire, slow-flying projectiles like a Plasma Cannon, and as little splash damage as possible. No Large Weapon for a vehicle should be able to be primarily used for killing infantry. I think that there could be a shotgun type turret that can kill infantry and vehicles well but is short range also what about AOE artillery weapons that are like moraters with high direct damage and a decent AOE but limited sight (maybe you can see the area that you are firing at)
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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