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Scheneighnay McBob
Penumbra or something
7884
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Posted - 2016.07.09 03:11:00 -
[61] - Quote
Maken Tosch wrote: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?
It seems we have very different ideas about the purpose of scouts.
To me, the whole point of running a scout it being low-profile. Both electronically, and visually. I would be willing to go half an hour on foot in a scout suit going from point A to point B if that meant getting there undetected, as opposed to tearing through in an LAV. The speed scouts have is simply to aid in their stealth, not to bypass a vehicle. If you want speed in combat, throw some kincats on an assault.
Of course when the situation permits, dropship insertion can cut a good chunk of that time out if total stealth isn't the goal. Speaking of which, I remember an idea a dev talked about before beta- a special infiltration type of dropship that can disguise itself as a friendly. Might be good to revisit that idea.
Current state of the forums
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13074
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Posted - 2016.07.09 03:20:00 -
[62] - Quote
I think I can safely say that If/When the developers move to vehicles, they will not play like DUST vehicles.
Nor should they.
One of the stupidest things ever envisioned was making jeeps immune to small arms fire.
Vehicles were poorly, poorly done across the board. Some of the balance conventions were absolutely out there on the far side of Flemdar as far as logic goes, tanks did not act like tanks, LAVs did not act like LAVs, and bluntly there was no balance, parity or overarching plan.
Then there was the whole "Balance with price tag" thing.
It never works.
EVE proved it never works.
We proved it never works.
Scorch the earth and rebuild them from zero. Nothing keeps unless it is deemed to fit in the new game. Unless it adds gameplay value, is fun to play, and is fun to fight, then it has no place in a game.
If vehicles are added, and only the vehicle players are having fun when they hit the deck, then they are not built fairly. If they hit the deck, and the vehicle players are miserable because people can instapop them and they don't matter at all, then they are not built fairly.
DUST was never built fairly in the AV/V interaction. Ever.
A few of us are nostalgic for the beta days of chrome, because either you drove tanks, or you were like me and were good at showing tank drivers that "skill does matter" and killing the bastards solo anyway.
the few of us who were nostalgic do not change the fact that even chrome was hella unbalanced, deeply in favor of the tank drivers. Maybe one AV gunner in 50-100 was able to tackle a Marauder and win. It was not unusual for me to rack up 60-80 kills on my tank alt, Blapathon Tanker in beta between madrugar losses.
When the ADS were introduced, for over a year they racked up an AVERAGE K/D rating of 50/1. And people defended this, saying that was completely fair.
The trend has continued on the pendulum back and forth for the entirety of the game, and bluntly there's no value in keeping the old DUST conventions for vehicles. They didn't work, the controls were sluggish, the hit detection was a joke, and the measures needed to keep vehicles from casually farming infantry like a god-possessed combine harvester in a wheat field made them less fun to use, because it always felt like they were completely off. We just got used to them.
I'm of the opinion that the only things from DUST the devs should keep of the vehicles, period, are the models.
I feel that everything else should be changed to fit the new game, rather than being shoehorned in "because tanks are cool" That's how we got the vehicles we had, and they were hella unbalanced, and usually not fun to play on the field with or in, at all.
I say let the devs rebuild them entirely. It would be incredibly hard to make them worse, overall.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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DUST Fiend
18438
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Posted - 2016.07.09 03:29:00 -
[63] - Quote
I think it's a given that they would be reworked and rebalanced....
There's only so much you can change about vehicles though. A jeep is still a jeep. A tank is still a tank. A dropship is still a dropship. They could change how modules work, or add capacitor, or make them freebee garbage, whatever. I don't think anyone is arguing that they shouldn't approach them differently, some of us are simply arguing that maybe this game deserves a stronger commitment from CCP and maybe just maybe combined arms is worth investing into, instead of tacking onto the end of the long Maybe train
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Scheneighnay McBob
Penumbra or something
7884
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Posted - 2016.07.09 03:31:00 -
[64] - Quote
I've also said this before, will say this again, and will say this many more times even after vehicles are added to nova: It's a huge mistake to try balancing infantry separate from vehicles. They will always be inseparable; whenever there are vehicles, infantry balance will be affected by them.
Take for example, the sentinel. Without LAVs and dropships to cart their fat asses around the map, they won't be able to maneuver easily, and won't be able to find vantage points. They also won't have to worry about much if they're slowly hobbling across open areas. They'll be balanced around that.
Now, after they're balanced, throw in vehicles. They'll now be able to reach where they could never reach before, move faster than they ever could (and be able to react as quickly as an assault can), and any of them that try hobbling across open areas with get run over, blown apart by an HAV, or both.
Their combat niche will be completely changed by vehicles, making any balance beforehand pointless.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13074
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Posted - 2016.07.09 03:41:00 -
[65] - Quote
DUST Fiend,
I would bluntly rather wait for vehicles than have them shoehorned in without as much thought and development time as the infantry side. As far as commitment, CCP is committed to making this game, and making it as good as they can I can actually tell you that right now.
I cannot promise you that they're going to work up the features you want on an acceptable timetable as defined by you.
Rattati said vehicles would not be available at release? I'd take him at his word, because there is nothing you, or I can say that will change the timetable. Unless he and his team get all of the development they need for nova release done, debugged and ready really early, then get a wild hair up their collective arses to do vehicles, I'm pretty certain you can take him at his word.
We can spitball what would be cool all we want, but there is nothing you, or I, or any member of the CPM past or present can do to make them change their development timeline. They decided that they are doing the infantry game first. When that is done, then other things will likely to be worked on.
The more constructive commentary on the topic?
The more likely we are to see it upped in priority.
The more griping and grumping about CCP devs on the forums about the vehicle topic? The more "personal outrage" we show that "OMG WAI U NOT DO WHAT I WANT NOW CCP?"
The less likely they're going to want to make it a priority.
It's human nature, but as far as interactions with the vehicle community about vehicles, combined with the imbalances in their interaction with AV infantry? Our community has been nothing short of toxic, so don't expect your normal tacks of conversation to get any traction. Cynical commentary is one thing, it's expected. But we as a group abuse the privilege.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13074
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Posted - 2016.07.09 03:52:00 -
[66] - Quote
Scheneighnay McBob wrote:I've also said this before, will say this again, and will say this many more times even after vehicles are added to nova: It's a huge mistake to try balancing infantry separate from vehicles. They will always be inseparable; whenever there are vehicles, infantry balance will be affected by them.
Take for example, the sentinel. Without LAVs and dropships to cart their fat asses around the map, they won't be able to maneuver easily, and won't be able to find vantage points. They also won't have to worry about much if they're slowly hobbling across open areas. They'll be balanced around that.
Now, after they're balanced, throw in vehicles. They'll now be able to reach where they could never reach before, move faster than they ever could (and be able to react as quickly as an assault can), and any of them that try hobbling across open areas with get run over, blown apart by an HAV, or both.
Their combat niche will be completely changed by vehicles, making any balance beforehand pointless.
Yeah, even without dropships and LAVs, I don't know too many sentinels who actually had a problem getting into a position to p*ss off literally everyone. They're another thing on my list of things that were "Poorly thought out from the outset," and I would hope that they get rebuilt as something more easily functional even if we do retain the ability for them to trundle around in jeeps.
I am of the opinion that the speed/HP/Ewar slider triangle wasn't a good balance point to begin with, and the dropsuits really only ever felt faster or slower inside the helmet while pretty much varying only in whether they could literally dodge bullets like Neo in the matrix, or just sponge up the bullets like the Terminator.
I'm hoping that the dropsuit roles are built as actual ROLES in the game, so that some dropsuits may benefit from a jeep.
But some dropsuits should never need one except as a minor convenience or as a group support attack vehicle.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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DUST Fiend
18438
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Posted - 2016.07.09 04:20:00 -
[67] - Quote
Breakin Stuff wrote:CCP is committed to making this game, and making it as good as they can I can actually tell you that right now. Hilmar can tell us it's Greenlit, until then it's CCP TM Vapourware :/
Also you sit here telling me about griping and unconstructive threads, in my "constructive" thread that immediately admits that it's a fruitless venture. Do you even read bro.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13075
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Posted - 2016.07.09 04:48:00 -
[68] - Quote
DUST Fiend wrote:Breakin Stuff wrote:CCP is committed to making this game, and making it as good as they can I can actually tell you that right now. Hilmar can tell us it's Greenlit, until then it's CCP TM Vapourware :/ Also you sit here telling me about griping and unconstructive threads, in my constructive thread that immediately admits that it's a fruitless venture. Do you even read bro.
I wasn't addressing this thread, sorry if I was unclear on that one. People have been remarkably sane and cooperative with each other in this one, so yes, I can read. When I say "we as a community" I don't exclude myself from the statement. That was a generalized statement that applies to the forums at large, not "this thread."
And yeah, sure, it's nova-vaporware until it's released, fine. I'll give you that much.
But back to your regularly scheduled vehicular philosophy thread. I have no interest in seeing this one end. I've actually been taking notes, just in case I ever hear "We are going to start on vehicles..."
I may disagree on a lot of the design philosophies people want to see, but that doesn't mean I don't want to see them, or see them presented. If CCP does start developing vehicles, there's a lot of excellent input here that can be presented and polished. I'd be happy if other threads that crop up on the topic stay close to where this one is.
The only thing I want to see for vehicles in nova is honestly that vehicles feel as organic as infantry, part of the landscape, part of the dynamic. If one of the ideas presented I disagree with now will accomplish that, then I goddamn well want that one, that's for sure.
Don't let my love for the soapbox stop the discussion, please.
And screw AV/V interaction, that can get hammered out later.
A few things from my perspective:
FAVs, LAVs and MAVs:
Fast Attack Vehicle is closer to the jeep type things we have in DUST. I think they're a shoe in for a light, disposable transport with a big gun, but not very tanky. They shouldn't be immune to small arms fire. they should have resistance, but they should be vulnerable to regular infantry attack.
Light Armored Vehicles I think should be closer to what you guys think of as MAVs, things like AMTRAKs, and Bradley Fighting Vehicles fit better, but with the dropships I feel the ground troop transport is largely redundant. So I would say make LAVs a fast, enclosed, lightly armored vehicle that might be able to weather a heavy shot without instantly exploding. It should also have nasty attack options. Think twin-linked heavy infantry weapons like twin assault forge guns and you have an idea how I'd like to see LAVs armed. Think of them like Shermans against the Tiger tanks. You use them in wolfpacks to keep the enemy from simply overwhelming them with heavy firepower.
Medium Armored Vehicles I see as being largely redundant as I said. Unless we wind up with game modes eventually that have 32 vs 32 MAVs won't be particularly useful or desirable. But as far as troop transports, they're not a bad idea. They just lose most of their utility when there's only 16 players on a team. a dropship can likely do it faster, cheaper and more easily evacuated when it's engines get knocked out.
Vehicle destruction I don't think should be an automatic explosion. Once it hits zero HP or whatever they're calling it, the thing should grind to a halt and start to burn, becoming a wreck until the reactor/gas tank/whatever goes critical, which shouldn't necessarily happen on a five-second timer automatically. You can get out of a disabled vehicle, bail out, whatever. The exception should be catastrophic damage. If you're about dead anyway, and someone lunks a forge/rail/bigass salmon through your tank that does damage over a threshold point should cause a catastrophic kill. If you put another shot into a wreck, you can cause it to explode while the crew is trying to escape, or the fatty is trying to un-squeeze himself from the seat. Dropships and theorized fighter craft can explode when they hit the ground, on impact.
thoughts?
Yes, I am a Goon. No, I don't care about your spacepolitik.
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DUST Fiend
18438
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Posted - 2016.07.09 04:50:00 -
[69] - Quote
Breakin Stuff wrote:thoughts? I'd like to address a few posts including yours but I'm far too tired. Will try to pick this back up tomorrow.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13075
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Posted - 2016.07.09 04:52:00 -
[70] - Quote
DUST Fiend wrote:Breakin Stuff wrote:thoughts? I'd like to address a few posts including yours but I'm far too tired. Will try to pick this back up tomorrow. Cool
Rest well.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Derpty Derp
Dead Man's Game
1476
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Posted - 2016.07.09 05:30:00 -
[71] - Quote
Breakin Stuff wrote: One of the stupidest things ever envisioned was making jeeps immune to small arms fire.
When the ADS were introduced, for over a year they racked up an AVERAGE K/D rating of 50/1. And people defended this, saying that was completely fair.
LAV's were quite literally the best balanced vehicle in the game... Even when they were stupidly overpowered you could still easily counter them, because the driver was never safe, especially when trying to drive into you.
People claimed the ADS was fair despite getting a beefy kdr a lot of the time, probably had something to do with the level of intelligence of your average blueberry... A lot of us ADS pilots used AV as well and were very capable of blowing each other to pieces. Take note, even after the changes to buggy swarms, we still managed to get beefy kdr's in matches where people were too stupid to shoot back from a safe place... A nice bit of hypocrisy where pilots were being told to have to run away and hide to pick our moments and use more skill, while AV was given a nice pat on the back for standing still out in the open.
I'd like to suggest that there should always be some way to kill the pilot of a vehicle, allow infantry to drop a grenade down the turret of a tank if they manage to get close enough, put a windscreen on the dropships and let that be its weakness to small weapons fire... And the LAV, well the LAV was fine, if a little buggy on small bumps in the road.
Also, infantry shouldn't run faster than anything, with the exception of (up to) medium suits against tanks... Scouts rushing the objective was a poor design choice, which made the start of each game quite boring. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13075
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Posted - 2016.07.09 08:11:00 -
[72] - Quote
there is a vast gulf of difference between "Shouldn't need" and "should run faster."
And no, LAVs were not the best-balanced vehicle in the game. The equivalent of an Army Hummvee required anti-tank weapons to kill, and cost more than the power armor. Modern solution to a hummvee is "Riddle it with bullets." Answer to a DUST jeep should have been "riddle it with bullets," not "deploy heavy anti-vehicle countermeasures."
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8286
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Posted - 2016.07.09 13:51:00 -
[73] - Quote
Breakin Stuff wrote:there is a vast gulf of difference between "Shouldn't need" and "should run faster."
And no, LAVs were not the best-balanced vehicle in the game. The equivalent of an Army Hummvee required anti-tank weapons to kill, and cost more than the power armor. Modern solution to a hummvee is "Riddle it with bullets." Answer to a DUST jeep should have been "riddle it with bullets," not "deploy heavy anti-vehicle countermeasures."
The fact that LAVs required the same weapons to be killed that an HAV required meant that there was no room for "escalation of force."
You just accepted that someone has to start the match with AV just to pop the jeeps, which invariably meant the teams were always ready to just punch the tanks in the face. Dropships and LAVs needing the same scale of firepower to kill as an HAV buggered the scaling and pacing of the game straight to hell.
It also robbed the HAV drivers of "Tank shock" value for their vehicles.
Scaling needs to be done right for new vehicles, in order to make the game more organic. A dune buggy with a gun should not take the same firepower as a hummvee, should not take the same firepower as a helicopter, should not require the same scale of firepower as a tank.
if there was scaling then the Forge Gun/rail gun might have had a chance to blast a hole clean through the dropship without doing massive damage unless they hit the engines, as both were intended to bounce shots off of a tank's glacis plate.
Honestly, if a nickel-iron solid slug flying at Mach Yes nails a heavy vehicle in a heavy plate, you have a massive transfer of kinetic force. If it hits a soft skinned vehicle it's going to go clean through, you'll just have to sponge the passenger out of the seat, but the ship will still fly! Yeah, something like an LAV should be vulnerable to small arms. I'm not saying the damage needs to be 1:1 with suits - which would make it nearly impossible to survive - but the native resistance needs to be as low as possible while still allowing the vehicle some measure of survivability.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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DUST Fiend
18439
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Posted - 2016.07.09 14:38:00 -
[74] - Quote
Mobius Wyvern wrote: Yeah, something like an LAV should be vulnerable to small arms. I'm not saying the damage needs to be 1:1 with suits - which would make it nearly impossible to survive - but the native resistance needs to be as low as possible while still allowing the vehicle some measure of survivability.
Honestly though, why would vehicle powered shields not be able to take most if not all of the bite away from small arms fire? If there is sidearm AV and personal deployable turrets, why would you need to be able to insta pop a jeep with your AR? Why can't you use an HMG that already tears them apart, or a single AV grenade, or a free LAV, or an RE, or a turret, or just don't stand out in the open? Why can't people aim at the exposed occupants?
Why exactly does a high tech vehicle have to explode to periodic pistol fire?
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Maken Tosch
Dust University Ivy League
13590
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Posted - 2016.07.09 15:11:00 -
[75] - Quote
Scheneighnay McBob wrote:Maken Tosch wrote: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?
It seems we have very different ideas about the purpose of scouts. To me, the whole point of running a scout it being low-profile. Both electronically, and visually. I would be willing to go half an hour on foot in a scout suit going from point A to point B if that meant getting there undetected, as opposed to tearing through in an LAV. The speed scouts have is simply to aid in their stealth, not to bypass a vehicle. If you want speed in combat, throw some kincats on an assault. Of course when the situation permits, dropship insertion can cut a good chunk of that time out if total stealth isn't the goal. Speaking of which, I remember an idea a dev talked about before beta- a special infiltration type of dropship that can disguise itself as a friendly. Might be good to revisit that idea.
If the scout wants to take the long way from point A to point B by going on foot then that's fine by me. No harm no foul. However, if time ever becomes a factor (which sometimes it can be) then the LAV can help that scout get as close as he/she can comfortable be to the destination without getting detected, ditch/recall the vehicle and start going the rest of the way on foot. The mountains and hills can mask their approach but at the same time they can be dangerous as they can hide an ambush as well. This is where dropships can help the scout in evading a potential ambush. If attacked, the scout can eject and fall down to some place where they can't reach him in time.
Again, this is assuming very large maps are ever introduced. And they have to be vast. Like 5km^2 large at least.
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Maken Tosch
Dust University Ivy League
13590
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Posted - 2016.07.09 15:15:00 -
[76] - Quote
That brings me to my next point.
How big do you feel the ground map needs to be in order for vehicles to be of actual use?
For me that's 5km^2 but that was based on the original terrain size in Dust 514. However only a fraction of that terrain was ever used in Dust because of the redline.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8286
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Posted - 2016.07.09 15:32:00 -
[77] - Quote
DUST Fiend wrote:Mobius Wyvern wrote: Yeah, something like an LAV should be vulnerable to small arms. I'm not saying the damage needs to be 1:1 with suits - which would make it nearly impossible to survive - but the native resistance needs to be as low as possible while still allowing the vehicle some measure of survivability.
Honestly though, why would vehicle powered shields not be able to take most if not all of the bite away from small arms fire? If there is sidearm AV and personal deployable turrets, why would you need to be able to insta pop a jeep with your AR? Why can't you use an HMG that already tears them apart, or a single AV grenade, or a free LAV, or an RE, or a turret, or just don't stand out in the open? Why can't people aim at the exposed occupants? Why exactly does a high tech vehicle have to explode to periodic pistol fire? Well they already have a pretty high hit-point pool.
Say for instance you take an automatic 50% off of small-arms damage. That means you'd need a big group emptying their magazines into you to really be a threat, and by the time they're halfway through a mag you could be behind cover letting your shield-regen kick in, or using your energy to run a few rep/boost cycles before going back into the fray.
Maken Tosch wrote:That brings me to my next point.
How big do you feel the ground map needs to be in order for vehicles to be of actual use?
For me that's 5km^2 but that was based on the original terrain size in Dust 514. However only a fraction of that terrain was ever used in Dust because of the redline. Considering Planetside 2 manages 100 square kilometers while doing ballistic calculations for all weapons, I'm fairly confident that a future Project Nova still using hit-scan could work with terrain that large.
The thing is, I see Territorial Warfare as BIG, something that might take a year or more to actually complete and put into the game. If they can make this game successful with 32-player lobby matches in a variety of EVE Online ships for maps, they can acquire more funding over time to develop TW as far as possible before releasing it.
I would go so far as to say that if they can't at least match both map-size and player count of a continent in Planetside 2, they'll have a hard time getting customers to take them seriously.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Unholy HateGore
highland marines
166
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Posted - 2016.07.09 15:39:00 -
[78] - Quote
DUST Fiend wrote:I get that this is a pointless crusade, but I'm bored and feel like rambling about my personal love when it comes to DUST: DA WHIRLY GIGS
I get that current realities dictate the slow and steady approach, but if nothing else I would like to try to keep discussion going in favor of vehicles. Some want a more casual shooter experience that sees this layer of combat removed entirely, though I feel it ultimately brings nothing but good to the game and franchise if handled more seriously. Obviously we've been at this for a long time, but we were dealing with outdated assets and essentially (to my knowledge) foreign legacy code. Unless you're building Nova with the direct intent to port to PS4, then there is theoretically more leeway for player count and map size, but that's all theoretical.
Anyways.
All Vehicles: Capacitors
To be perfectly honest it's been so long since I've played EVE that I likely don't have a full grasp on how they work anymore. What I imagine is that active modules all use a certain amount of capacitor per second, and the vehicles capacitor dictates how much pool it has, how fast it regens, etc etc. This could apply to things like primary turrets being fired as well, not just modules.
Vehicle Lock: Lock any vehicle you call to squad only option and lock pilot position from all option
New Modules: Energy Vamps, Neutralizers, and Webifiers. Similar to their EVE counterparts, used to attack the capacitor of enemy vehicles and to slow them down / stop them entirely.
Assault Dropships: Automatically comes with a free MCRU and 6 passenger seats (counting 2 turrets. If a turret isn't fit, that space becomes a passenger space). Pilot no long has control of front gun. New second co pilot seat added. This gives direct control of the front gun to the co pilot, who can also cycle to either side gun at will. If another player is using a side gun, the co pilot will be given priority and that persons screen will revert to that of a passenger for the duration.
Heavy Assault Vehicles: Separate the main gun from the hull. The pilot can switch to it at will but the vehicle will come to a stop while aiming unless another is present to pilot.
Light Assault Vehicles: If a back turret isn't fit, the bed becomes a passenger slot. All passengers can fire light weapons and sidearms from within the vehicle. LAVs also have about 25% more armor / shields.
Infantry AV Options: Deployable turret installations. Energy neutralizers and webifiers, as well as webifier grenades / remote explosives. Sidearm AV options such as a single shot swarm launcher or 3 clip gun that shoots rounds that damage slightly but disrupt all capacitor regen for X seconds while slowing the vehicle cumulatively for each shot.
Vehicles should stay. Without them it would be just like any other shooter. I hate the small map COD type games. I love Dust for what it was and could have been.
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Derpty Derp
Dead Man's Game
1476
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Posted - 2016.07.09 16:31:00 -
[79] - Quote
Breakin Stuff wrote: And no, LAVs were not the best-balanced vehicle in the game. The equivalent of an Army Hummvee required anti-tank weapons to kill, and cost more than the power armor. Modern solution to a hummvee is "Riddle it with bullets." Answer to a DUST jeep should have been "riddle it with bullets," not "deploy heavy anti-vehicle countermeasures."
In your opinion what was the best balanced vehicle then?
Also, I stopped many LAV's using light weapons, just had to adjust the aim... Hence my belief that they were the best balanced vehicle in the game.
Only people who couldn't aim needed AV for LAV's... Not to mention mines and explosives left on the floor = easy LAV kill. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13078
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Posted - 2016.07.09 16:57:00 -
[80] - Quote
I have picked pilots out of driver seats with forge guns. Just because it was possible does not mean it was balanced.
And troop transport derpships were the best balanced.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13078
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Posted - 2016.07.09 17:11:00 -
[81] - Quote
DUST Fiend wrote:Mobius Wyvern wrote: Yeah, something like an LAV should be vulnerable to small arms. I'm not saying the damage needs to be 1:1 with suits - which would make it nearly impossible to survive - but the native resistance needs to be as low as possible while still allowing the vehicle some measure of survivability.
Honestly though, why would vehicle powered shields not be able to take most if not all of the bite away from small arms fire? If there is sidearm AV and personal deployable turrets, why would you need to be able to insta pop a jeep with your AR? Why can't you use an HMG that already tears them apart, or a single AV grenade, or a free LAV, or an RE, or a turret, or just don't stand out in the open? Why can't people aim at the exposed occupants? Why exactly does a high tech vehicle have to explode to periodic pistol fire?
The same question could be askdd of dropsuits. Why should they die to periodic pistol fire when they have high powered shields? Sentinels had as much shield HP as a methana. Same argument could be applied there.
And the answer is "scaling."
If all vehicles have the same damage scale then you can't balance them by role. You have to balance them by the same HP/speed slider we got with dropsuits.
I mean let's use the Bolt Pistol as an example. It's the DUST equivalent of the .50 AE Desert Eagle. .50 cal pistols would crack an engine block and disable a Jeep easy. Nailing a helicopter is more iffy, and doing more than scuffing the paint on a tank is laughable.
Scaling keeps things more dynamic. If you don't need to bust out the forges, or even swarms then HAVs might have a chance to reach targets without automatically coming under Forge Gun fire. If a Forge Gun is less useful for killing dropships than say a light weapon machinegun then you get a situation where you can scale vehicles to purpose.
But if all vehicles are the same scale what you get is me and one other guy with forge guns chilling in a central location with lots of cover waiting for your ADS so we can pump slug after slug into your ship to deny you the airspace because even if there's no tanks on the map, we still need the forge guns to get anywhere with enemy jeeps on the field.
And we'll not mention all of the swarmandos.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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DUST Fiend
18440
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Posted - 2016.07.09 17:18:00 -
[82] - Quote
Breakin Stuff wrote:The same question could be askdd of dropsuits. Why should they die to periodic pistol fire when they have high powered shields? Sentinels had as much shield HP as a methana. Same argument could be applied there.
And the answer is "scaling."
If all vehicles have the same damage scale then you can't balance them by role. You have to balance them by the same HP/speed slider we got with dropsuits.
I mean let's use the Bolt Pistol as an example. It's the DUST equivalent of the .50 AE Desert Eagle. .50 cal pistols would crack an engine block and disable a Jeep easy. Nailing a helicopter is more iffy, and doing more than scuffing the paint on a tank is laughable.
Scaling keeps things more dynamic. If you don't need to bust out the forges, or even swarms then HAVs might have a chance to reach targets without automatically coming under Forge Gun fire. If a Forge Gun is less useful for killing dropships than say a light weapon machinegun then you get a situation where you can scale vehicles to purpose.
But if all vehicles are the same scale what you get is me and one other guy with forge guns chilling in a central location with lots of cover waiting for your ADS so we can pump slug after slug into your ship to deny you the airspace because even if there's no tanks on the map, we still need the forge guns to get anywhere with enemy jeeps on the field.
And we'll not mention all of the swarmandos. Well as for dropsuits I think it's mostly that a dropsuit has flesh directly underneath it, where vehicles just have more layers of armor beneath them.
As for needing AV to hurt vehicles, again what if we had AV sidearms and personal deployable turret installations? Then basically only people who refuse to deploy AV wouldn't have AV, in which case that's their own damn fault. I mean maybe LAVs can take 10-20% damage from small arms (possibly dropships too), but anything more than that and vehicles would just evaporate the second they try to move past a few enemies.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13078
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Posted - 2016.07.09 17:42:00 -
[83] - Quote
I was thinking more a 30-40% reduction from small arms damage with specific weapons being exception.
That way if you lone wolf charge a vehicle into a squad? Yeah you're getting pasted. You deserve to get pasted for being stupid.
But if you drop your fighter (I hate ADS because they were dumb) on a squad of enemies or a vehicle already engaged and strafe the bejeezus out of them?
Sure you'll take a bit of fire, but you're likely to hit them and be gone before more than a handful realize what the hell just happened. And you have enough resistance that one or two chuckleheads with combat rifles aren't very likely to down your bird.
Sure, it's possible.
But it shouldn't be particularly likely. And while your bird is a huge threat, if they feel they have a chance of hitting you with small arms, they won't be pushing to stick a sentinel on a high spot just to deny you half the map.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Maken Tosch
Dust University Ivy League
13590
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Posted - 2016.07.09 17:44:00 -
[84] - Quote
Unholy HateGore wrote:
Vehicles should stay. Without them it would be just like any other shooter. I hate the small map COD type games. I love Dust for what it was and could have been.
I agree as well but we have to face the harsh reality.
CCP has already made it clear that vehicles are not likely to be available upon release because the first-person-shooter aspect of the game (the very core of it) NEEDS to be stable and enjoyable for everyone first. The lack of stable FPS in Dust was the biggest thing that killed Dust 514 from the start and as a result because the bane of our existence (especially for dropship pilots) for the 3 years that followed.
What I am saying here is that I would rather just play a very stable game that is strictly a FPS game without vehicles for 3 years if it means the vehicles will be well-balanced and have an absolute purpose like they were suppose to later on down the line when they get added as an update. I'm not sure if you feel the same way, but I do and that is because of my experience Dust 514.
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DUST Fiend
18440
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Posted - 2016.07.09 17:46:00 -
[85] - Quote
But literally every single player on the map then has AV. Without boosting vehicle HP a ton, how do vehicles not simply explode when moving past basically anywhere on the map? Automatic weapons can maintain damage at range very easily with virtually no way for the pilot to tell where it's coming from. Maps would have to be massive with small player counts for this not to immediately imbalance every engagment against vehicles.
Also don't forget that on top of almost 100% of players on the map now possessing AV, there are ALSO actual AV weapons and other vehicles on the field. I guess I'm more in favor of everyone using teamwork to take out various threats as oppossed to simply taking the thought out of things and giving everyone AV all the time.
Maken Tosch wrote:CCP has already made it clear that vehicles are not likely to be available upon release because the first-person-shooter aspect of the game (the very core of it) NEEDS to be stable and enjoyable for everyone first
Let's not be coy. CCP isn't taking this approach because it's what they have to do. It's because they refuse to invest in the DUST / NOVA team / project any further, keeping it a small side project that will slowly pluck away. Ultimately the reality is the same, but the reasoning is certainly different.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13078
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Posted - 2016.07.09 17:49:00 -
[86] - Quote
Oh, and who said anything about a rifle being able to take advantage of a weakspot?
If it's a weapon tagged to do full damage to that type of vehicle? Sure, weakspot.
If it's some chucklef**k with a scrambler pistol?
No weakspot for you.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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DUST Fiend
18440
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Posted - 2016.07.09 17:51:00 -
[87] - Quote
Breakin Stuff wrote:Oh, and who said anything about a rifle being able to take advantage of a weakspot?
If it's a weapon tagged to do full damage to that type of vehicle? Sure, weakspot.
If it's some chucklef**k with a scrambler pistol?
No weakspot for you. Regardless though, automatic weapons can lay down constant damage from range with very little way for a pilot to counter ot tell where they're being shot from. Unlike AV they can't simply run away from it because now literally every single player on the map comes equipped with viable AV without even equipping actual AV or manning a turret.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13078
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Posted - 2016.07.09 17:54:00 -
[88] - Quote
Also, I'm only talking about LIGHT vehicles with 30-40% resistance.
Mediums should be hogher, to account for more armor, reinforced structure, or in the case of dropships, most of tthe vehicle being empty space with a few hard points.
HEAVY vehicles like tanks should require anti-tank weaponry. Period.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Maken Tosch
Dust University Ivy League
13590
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Posted - 2016.07.09 17:57:00 -
[89] - Quote
DUST Fiend wrote:Maken Tosch wrote:CCP has already made it clear that vehicles are not likely to be available upon release because the first-person-shooter aspect of the game (the very core of it) NEEDS to be stable and enjoyable for everyone first Let's not be coy. CCP isn't taking this approach because it's what they have to do. It's because they refuse to invest in the DUST / NOVA team / project any further, keeping it a small side project that they will slowly pluck away at. Ultimately the reality is the same, but the reasoning is certainly different.
I would not speculate that far. All we know so far is what CCP said which it is not likely to implement vehicles on release and they already said they want to focus on the core of the game first which is what everyone in the community was asking for 3 years ago to be frank with you.
Yes, I want to see vehicles too but ONLY under the condition that they are implemented with careful attention to detail. If they just get shoehorned in just for the sake of appeasing vehicle players then CCP would have once again falling in the same death spiral that they fell into for Dust 514 and never got a chance to get out of it.
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DUST Fiend
18440
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Posted - 2016.07.09 17:58:00 -
[90] - Quote
I just worry about that idea a lot since LAVs were already tremendously useless despite having potential to be useful additions to the battle. They're already paper trucks as is, so if kept similarly there would literally never be a reason to deploy one because any jackass could shoot in your general direction and take you out, or severely wound you before even getting where you're going.
I feel that 10-20% damage is better, but have more sidearm AV options, possibly a dropsuit with two grenade slots, and the long since "promised" personal deployable turret installations. This would make it so every single player would have options to handle vehicles at all points in any given match, unless they straight up refused to use them.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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