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Derpty Derp
Dead Man's Game
1478
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Posted - 2016.07.10 16:51:00 -
[121] - Quote
Dreis ShadowWeaver wrote: By that logic, we should get rid of all ISK so we can reinforce that 'live, die, learn, repeat' thing.
Personally, ISK was my favourite part of the game. I loved how for immortal mercenaries, money was the only thing that mattered. I like the idea of desperately wanting to protect something because it costs a load of money and it'll take you a long time to replace.
It's like saying Titans are against the philosophy of EVE.
Managing money could have been great, but it needed balancing. All that time people were able to make money doing next to nothing ruined the games they were in for their team, then ruined the balance of isk risk/reward in future matches where someone had billions to waste against people spamming free gear.
If only they were going for an Eve connection again, we could see Eve players creating contracts and managing what an objective was worth, so that you actually have to take part in something to get any money... Removing the whole "money for nothing" part of the game, while rewarding those who take risks. Extend this ability to charge for things to Nova players, so you can put bounties on peoples heads and charge for the use of your equipment, which would mean no more money for people throwing uplinks everywhere, because no one is going to pay you to spawn on a poorly placed uplink, when they can pay another guy who's risked his arse putting one behind enemy lines, which will allow you to make your money back easily as you shoot half the enemy team in the back.
I'd personally hate to see isk risk gone completely, because in games that don't have any risk to death (other than "oh nose my kdr") You get more people running in without thinking, which without punishment for failure creates a very boring circle of events. |
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8286
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Posted - 2016.07.10 17:19:00 -
[122] - Quote
Breakin Stuff wrote:Scheneighnay McBob wrote:ARMA requires 2 people for for most vehicles to be useful, for the record. Arma requires two people to work the keyboard and mouse in order to get the correct implement you need out and operating in anything resembling a timely fashion when playing a lone infantryman
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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IMMORTAL WAR HERO
NECROM0NGERS
539
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Posted - 2016.07.10 17:38:00 -
[123] - 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.
:)
Object of war is not2 die 4ur country murder bastard 4 his
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IMMORTAL WAR HERO
NECROM0NGERS
539
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Posted - 2016.07.10 17:45:00 -
[124] - 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.
ADS battles better than EVE
Object of war is not2 die 4ur country murder bastard 4 his
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13080
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Posted - 2016.07.10 17:48:00 -
[125] - Quote
IMMORTAL WAR HERO wrote: ADS battles better than EVE
I cannot find fault with this statement.
Carry on.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Fox Gaden
Immortal Guides
7799
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Posted - 2016.07.11 12:44:00 -
[126] - 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 Correct. I was talking about Rail Turrets, Artillery, and Heavy Pulse Lasers. I did not mention Blasters or Auto cannons because I did not want to muddy the water. But yes, Large turret types that are better against infantry should be weaker against vehicles, making anti infantry tanks susceptible to anti vehicle tanks. That would be the balance trade-off. There would be range trad-offs as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7799
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Posted - 2016.07.11 13:04:00 -
[127] - Quote
byte modal wrote: 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.
There are a couple things in this paragraph I wanted to elaborate on.
- As long as a vehicle oriented player can always chose to queue for a game mode that has vehicles, I don't see a problem with there being game modes where there are not vehicles. (Combat on ships or in stations for instance.) That also works with CCP's plans to develop the non-vehicle modes first, and get infantry combat sorted. Then they can introduce vehicles and the game modes that give them a purpose at the same time.
- I would change your phrasing to say HAV "Effectiveness" against infantry would be much lower than against vehicles. If infantry actually gets hit by a shell meant to take out a vehicle, then it is bound to do a lot of "Damage". The balance measures would be geared more to making it hard to hit infantry in the first place.
- I can see there being planet based modes (skirmishes etc.) that don't have as much of a need for tanks, but it still would not hurt to include some destructible gates that would make Tanks beneficial.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7799
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Posted - 2016.07.11 13:58:00 -
[128] - Quote
Attention CCP lurkers:
Since vehicles are not being developed at this stage and are not planned to be part of the initial build, that means that this discussion is all theoretical in nature. Therefor I see no reason you can not participate in this theoretical discussion about how vehicles might best be implemented into a New Eden themed FPS game.
Maybe we can reach some consensus, and solve some problems, before you even get to the drawing board.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7799
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Posted - 2016.07.11 14:16:00 -
[129] - Quote
Mobius Wyvern wrote:Slayer Deathbringer wrote: 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. Actually, that is a really good point, and I like your Large Plasma Turret concept.
Auto Cannons should be designed for anti aircraft work (fighters) and be good for taking out those nimble little LAV's. Maybe 2 rounds a second. Maybe with exploding ammo that does not explode when hitting a softer target, resulting in lower (kinetic only) damage against infantry and higher (kinetic + explosive) damage against vehicles. (Like when that Navy ship fired on those gun boats at the beginning of the Vietnam war, and the shells punched right through the light hulls without exploding.)
Small turrets should be anit infantry, and medium turrets should be more in between, being able to damage vehicles (but not able to solo Tanks) and being able to kill infantry (but not optimal for doing so).
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Scheneighnay McBob
Penumbra or something
7884
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Posted - 2016.07.11 14:28:00 -
[130] - Quote
Breakin Stuff wrote:Scheneighnay McBob wrote:ARMA requires 2 people for for most vehicles to be useful, for the record. Arma requires two people to work the keyboard and mouse in order to get the correct implement you need out and operating in anything resembling a timely fashion when playing a lone infantryman Sounds like someone needs to git gud
Current state of the forums
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byte modal
892
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Posted - 2016.07.11 14:52:00 -
[131] - Quote
Fox Gaden wrote:byte modal wrote: 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.
There are a couple things in this paragraph I wanted to elaborate on. - As long as a vehicle oriented player can always chose to queue for a game mode that has vehicles, I don't see a problem with there being game modes where there are not vehicles. (Combat on ships or in stations for instance.) That also works with CCP's plans to develop the non-vehicle modes first, and get infantry combat sorted. Then they can introduce vehicles and the game modes that give them a purpose at the same time.
I think that is fair. Please understand that through all that I typed, I hoped that it would read as a very open-ended example of one of many ways to look at these issues. I only narrowed the sample to make the point, though I did not mean for my example to be the definition of that point. If there are games that do not require (or worst case, allow?) vehicles, then by all means make it so. I think the discussion in that specific train of thought should then focus on how to fluidly handle segregation. For example: "I want to play HAV, but all the fun objectives only exist in non-HAV level designs!"
But I take your meaning and generally agree.
Fox Gaden wrote: - I would change your phrasing to say HAV "Effectiveness" against infantry would be much lower than against vehicles. If infantry actually gets hit by a shell meant to take out a vehicle, then it is bound to do a lot of "Damage". The balance measures would be geared more to making it hard to hit infantry in the first place.
Yes. Perhaps that was a poor word choice on my part. I wanted to be a little clearer in my intent so I followed that word with examples such as tracking, accuracy, damage spread, etc., to keep the idea around efficiency; but you are right. I will edit my post to replace the word. Nice subtle catch :)
Fox Gaden wrote:- Since Tanks are a strong anti vehicle platform, giving purpose to any vehicle will give a purpose to Tanks. For instance, if the Salvage Grounds described for Legion were implemented, and infantry had limited carrying capacity, then they would need vehicles to hall all the salvage back for extraction. Then Tanks would be useful to disable or destroy the transport vehicles in order to steel people's salvage. #Metagame, #Pirates, #GiveVehiclesPurpose (Did I do the hash tags right? I don't Twitter.)
Absolutely agree. Also, don't forget to apply the universal hashtag hand gesture when doing so!
ugh. sorry.
kitten bacon taco (nom)
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Fox Gaden
Immortal Guides
7802
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Posted - 2016.07.11 15:05:00 -
[132] - Quote
Siege Mode
I have not yet decided whether I like the Siege Mode idea or not, but I do have some thoughts on how it would work if it was implemented.
- Entering Siege Mode would transfer power from the main drive engine to give additional power to the Large Turret and to the Shields.
- A Rail or Laser Turret would do more damage if it had more power.
- A Blaster Turret would have more range if it had more power.
- Caldari and Minmatar tanks would gain much stronger shields.
- Gallente and Amarr tanks could deploy armor panels over their engine heat exchangers and down over their tracks, which would make them less vulnerable while in Siege Mode. (Eliminate their soft spots.)
The important part is that it would take time to switch out of Siege Mode. Power needs to be switched back, the engine warmed up, armor plates retracted into the hull. There would be a delay between deactivating Siege Mode and the tank becoming mobile. The damage bonus of Siege Mode would stop the moment the tank operator deactivates Siege Mode, as power is redirected back to warming up the engine, then there might even be 5 seconds of vulnerability at the end when it is not getting the defensive benefits of Siege Mode either, but can't yet move. (While shield power is being redirected and armor plates retracted.)
So leaving Siege Mode would take maybe 15 seconds, with no damage bonus, and no defensive bonus for the last 5 seconds. (I believe in EVE Siege Mode lasts for a set time period, but I think that being able to drop out of Siege Mode at any time, but it requiring time to make the switch, would work better on the ground.)
I see Siege Mode as making Tanks much tougher, but certainly not invulnerable. Maybe greatly increase HP, but without any increase to HP recovery, so you can ware them down over time.
Solo tankers might like it, so they can essentially convert their tank into a stationary turret. If they can't drive and shoot at the same time, then Siege Mode gives the solo player a viable play style. I think the idea of Siege Mode is more geared to laying Siege to District defenses though.
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
8289
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Posted - 2016.07.11 15:16:00 -
[133] - Quote
Fox Gaden wrote:Mobius Wyvern wrote:Slayer Deathbringer wrote: 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. Actually, that is a really good point, and I like your Large Plasma Turret concept. Auto Cannons should be designed for anti aircraft work (fighters) and be good for taking out those nimble little LAV's. Maybe 2 rounds a second. Maybe with exploding ammo that does not explode when hitting a softer target, resulting in lower (kinetic only) damage against infantry and higher (kinetic + explosive) damage against vehicles. (Like when that Navy ship fired on those gun boats at the beginning of the Vietnam war, and the shells punched right through the light hulls without exploding.)Small turrets should be anit infantry, and medium turrets should be more in between, being able to damage vehicles (but not able to solo Tanks) and being able to kill infantry (but not optimal for doing so). Yeah, when I was talking to True he was initially against the idea of auto-cannons because those would be like a powered-up version of the Blaster Turrets we had in Dust, but then someone else pointed out they could be used for anti-air, which is a very good role for a weapon like that.
Similar to Flak in Planetside 2, they could maybe set those up with rounds that detonate in proximity to vehicles, but not when fired at infantry since they use a proximity sensor that can only detect larger objects.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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DUST Fiend
18446
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Posted - 2016.07.11 22:12:00 -
[134] - Quote
FOX GADEN
I don't mean to be ignoring your feedback, it's just you always post such good **** and I want to give it the proper energy to respond to but the past few days I just haven't had it in me. Some days I'm really into this topic and others it bums me out since at best its years away, but still. Same goes to anyone else I've "ignored", I read everything and I'm glad to see some of you still posting good **** like always o7
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Fox Gaden
Immortal Guides
7805
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Posted - 2016.07.12 12:03:00 -
[135] - Quote
DUST Fiend wrote:FOX GADEN
I don't mean to be ignoring your feedback, it's just you always post such good **** and I want to give it the proper energy to respond to but the past few days I just haven't had it in me. Some days I'm really into this topic and others it bums me out since at best its years away, but still. Same goes to anyone else I've "ignored", I read everything and I'm glad to see some of you still posting good **** like always o7 Yeah, well I am so busy this week that I have not had a chance to read pages 5 and 6 in this thread yet. Technically I probably should not have spent that hour posting yesterday when I have so much work to do, but I am finding the discussion in this thread really interesting, and with the Dev's not talking right now, there aren't a lot of interesting discussions going on right now.
I think the fact we know that vehicles are not being worked on yet actually opens things up and makes anything possible. With infantry mechanics I would like to know what they have set in stone at this point before I make suggestions, but with vehicles we are free to debate and try to come to a consensus, before they even get to the drawing board.
Thanks for the shout out!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7805
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Posted - 2016.07.12 13:49:00 -
[136] - 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. I get the impression that the infantry only maps they are starting with will be smaller indoor maps (ships, stations) that would be similar balance wise to the indoor areas in the DUST maps, where vehicles could not reach anyway. Slow Sentinels should not have problems in smaller indoor maps.
Now if they introduced large outdoor maps, without adding vehicles at the same time, then that would likely present balance problems.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7806
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Posted - 2016.07.12 14:08:00 -
[137] - Quote
Breakin Stuff wrote: 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.
I actually started to post this same concept, but cancelled my post wanting to think on it a little more, and then I read this post which sums up what I was thinking.
I was thinking of treating it like clones were treated in DUST. There is a hidden hit point pool between the vehicle becoming disabled and it blowing up.
- Small arms fire is likely to disable a light vehicle rather than blowing it up, which means that light vehicles can be susceptible to small arms fire without becoming death traps.
- AV weapons do enough damage that a dedicated AV player will likely achieve the desired explosion and rack up the full kill count.
- Disabled vehicles might be reparable by an Logi or Engineer with the right tools (equipment).
- Fighters would probably have a very small structure HP pool.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7806
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Posted - 2016.07.12 14:18:00 -
[138] - Quote
Derpty Derp wrote:Breakin Stuff wrote: 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.
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 think we can all agree that the whole problem with ADS was due to me neglecting to write a guide on how to shoot them down! You can't expect a Blueberry to figure these things out for themselves.
... its a joke... you saw the winky face right?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7806
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Posted - 2016.07.12 14:57:00 -
[139] - 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! Very good points!
I think your idea of a damage threshold for disabling vehicles before the damage threshold to make them explode would make it easier to balance LAV's to allow damage by small arms fire. In DUST when LAV's were made soft enough that you could take them out with infantry weapons, they became death traps and no one would use them. (That was a brief period in DUST history.) If small arms fire could bring a LAV to a stop, without instantly killing the occupants, then LAV's could be useful and vulnerable a the same time.
I would say Fighters should be vulnerable to small arms fire as well, relying on being a relatively small fast moving target to avoid being shot down by infantry weapons. If a Fighter pilot decides to just hover there and spray a bunch of infantry rather than doing a strafing run, then the infantry should be able to shoot it down.
In both cases I think it should take a fair amount of concentrated fire to take out a light vehicle with anti infantry weapons, but they should be effective enough that the operator can't risk sticking around for too long. The idea is to punish stupid, and to give infantry a sense that they can defend themselves so they don't feel victimized by the small fast vehicles.
The heavily armored vehicles that can shrug off small arms fire, should be slower and less maneuverable, so they are easier for infantry to avoid. I don't like the fast tanks of DUST. Slow them down, and give the driver a skill based active defensive system such as active modules with power requirements that have to be balanced by the driver against a limited power source, such as the capacitor setup in EVE. (EVE is a vehicle combat game after all.) My point being that running away should not be the only answer for a heavily armed vehicle to deal with AV.
I don't have a problem with a fast Tank if it is going fast because the driver has diverted all the power from its shields into its engines, so that it's shield HP is dropping at a steady rate as long as the speed increase applies.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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LOL KILLZ
LulKlz
1014
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Posted - 2016.07.12 15:00:00 -
[140] - Quote
I'd like for vehicles to be included in the new game. Being a Calmando made me feel like a bad ass taking down infantry and vehicles in one suit.
2) PlanetarybConquest kind of looses its luster if we don't have open maps with ADS support. Good pilots made a match or could break you. This was sometimes way more important to gameplay than great Assault and scouts due to the need to establish Overwatch on a point and setting good uplinks.
3) Tanks offered a way to force enemies to redirect their resources to AV instead of just shooting people to take a point.
Bottom line, if we don't get vehicles in the new game all we will have to do to take a district is field the best Mercs from the corp or pay the best to fight for you. The game will crash and burn faster than Dust did.
Dustkillz and chill
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Fox Gaden
Immortal Guides
7808
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Posted - 2016.07.12 15:09:00 -
[141] - 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? Light Vehicles have light shields as well as light armor. Which is to say, heavier than you can fit on a Dropsuit, even a Heavy Dropsuit, but much lighter than on the heavy vehicles.
Also, I am fairly sure no one said "insta pop" when saying that small arms should be able to do damage to LAV's.
We are not saying that small arms should be an efficient way to kill LAV's. We are saying that if a solder finds cover that prevents him from being run over, he should be able to do enough damage to a LAV to make it go away, or disable it if it stays too long. Or that four or five solders firing at a LAV charging at them should be able to disable it, at least on its second pass.
The idea is to make the infantry feel like they can defend themselves against LAV's, while insuring that the LAV drivers don't feel like they are driving death traps. (Reference structure HP, and disabling in my earlier post.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13087
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Posted - 2016.07.12 20:05:00 -
[142] - Quote
I was thinking more "squad of several people riddles vehicle with bullets." Sure one person could, but not without a protracted fight. You get a squad hosing? Yeah, fairly quick.
But not to the point where vehicles go down at dropsuit kill speeds. There's no point in using them were that the case.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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DUST Fiend
18449
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Posted - 2016.07.12 20:40:00 -
[143] - Quote
Fox Gaden wrote: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? Light Vehicles have light shields as well as light armor. Which is to say, heavier than you can fit on a Dropsuit, even a Heavy Dropsuit, but much lighter than on the heavy vehicles. Also, I am fairly sure no one said "insta pop" when saying that small arms should be able to do damage to LAV's. We are not saying that small arms should be an efficient way to kill LAV's. We are saying that if a solder finds cover that prevents him from being run over, he should be able to do enough damage to a LAV to make it go away, or disable it if it stays too long. Or that four or five solders firing at a LAV charging at them should be able to disable it, at least on its second pass. The idea is to make the infantry feel like they can defend themselves against LAV's, while insuring that the LAV drivers don't feel like they are driving death traps. (Reference structure HP, and disabling in my earlier post.) Well I was going off of 30-40% base damage on small arms, which considering their range and accuracy, would melt a typical LAV before it could even leave the one infantrymans range. Nevermind the fact that every last player on the field now has efficient AV 100% of the time, so even if it only moderately damaged it, passing even a single infantryman at any point almost guarantees your death.
That's my gripe, and why I suggest something closer to 10-20% small arms damage instead. Still allows non AV to support AV / defend themselves, but doesn't turn the entire map into one giant AV nest.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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Nomed Deeps
The Exemplars
509
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Posted - 2016.07.12 20:48:00 -
[144] - Quote
I would have liked if you could deploy within vehicle in either MCC or even red line base bay. Most games I started in vehicles (mostly DS) and that would have definitely cut down on vehicle wait time. In any case, pretty sure CCP is getting rid of vehicles to decrease lag as much as possible along with not having to hear from all the whiners that couldn't pilot even a LAV. Besides, CCP looks to be doing much smaller scale this time around (if Project Nova actually gets green light).
I cannot be bought, but I can be leased.
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Scheneighnay McBob
Penumbra or something
7886
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Posted - 2016.07.12 21:47:00 -
[145] - Quote
On the topic of MCCs: we really haven't said anything about those.
Should they still exist? Should they stay an objective and nothing else? Really, it depends on what kind of FPS nova is going to be, but still.
Like other vehicles, I believe MCCs should be corporation-owned assets that, while not necessary to field, would be extremely beneficial, and would decide how battles are fought. They would be susceptible to damage from heavy weaponry (forge gun and larger), and provide a variety of support roles.
Obviously providing a heavy-use (150 clone capacity) spawn point would be an obvious one. Any orbital links, such as being able to call in a bombardment, would have to be forwarded by the MCC. It could also be fitted with active modules so that the MCC can provide its own forms of support: -AA weaponry by faction (lasers, missiles, autocannons, etc) -Ground bombardment weaponry by faction (rockets, plasma mortars, etc) -Ewar support, which could boost precision or range of nearby friendly scans, also the option of using jammers to lower enemy precision -Launching drones to scan small areas -Launching drones that act as nanohives
They could also be crucial in corp battles- being able to hack a district's command node, or store looted materials.
Lots of possibilities.
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Maken Tosch
DUST University Ivy League
13590
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Posted - 2016.07.12 22:00:00 -
[146] - Quote
LOL KILLZ wrote:I'd like for vehicles to be included in the new game. Being a Calmando made me feel like a bad ass taking down infantry and vehicles in one suit.
2) PlanetarybConquest kind of looses its luster if we don't have open maps with ADS support. Good pilots made a match or could break you. This was sometimes way more important to gameplay than great Assault and scouts due to the need to establish Overwatch on a point and setting good uplinks.
3) Tanks offered a way to force enemies to redirect their resources to AV instead of just shooting people to take a point.
Bottom line, if we don't get vehicles in the new game all we will have to do to take a district is field the best Mercs from the corp or pay the best to fight for you. The game will crash and burn faster than Dust did.
Just remember that vehicles are not likely to be introduced until well after Project Nova is launched. As we have all seen already from the raw footage taken by Fanfest attendees earlier this year and by the fact that CCP LogicLoop seems to be working on indoor maps, we now know that the main battlefield will be strictly inside either a ship or station in space for the time being.
And you know what that also means.
Large open maps where the fight is happening on the planet surface will not be around for a while either and we need those large open maps for vehicles to be completely effective unless CCP somehow manages to let us fight inside a Citadel where parts of these "cities in the heavens" have wide-open spaces for vehicles.
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Maken Tosch
DUST University Ivy League
13590
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Posted - 2016.07.12 22:03:00 -
[147] - Quote
Scheneighnay McBob wrote:On the topic of MCCs: we really haven't said anything about those.
Should they still exist? Should they stay an objective and nothing else? Really, it depends on what kind of FPS nova is going to be, but still.
Like other vehicles, I believe MCCs should be corporation-owned assets that, while not necessary to field, would be extremely beneficial, and would decide how battles are fought. They would be susceptible to damage from heavy weaponry (forge gun and larger), and provide a variety of support roles.
Obviously providing a heavy-use (150 clone capacity) spawn point would be an obvious one. Any orbital links, such as being able to call in a bombardment, would have to be forwarded by the MCC. It could also be fitted with active modules so that the MCC can provide its own forms of support: -AA weaponry by faction (lasers, missiles, autocannons, etc) -Ground bombardment weaponry by faction (rockets, plasma mortars, etc) -Ewar support, which could boost precision or range of nearby friendly scans, also the option of using jammers to lower enemy precision -Launching drones to scan small areas -Launching drones that act as nanohives
They could also be crucial in corp battles- being able to hack a district's command node, or store looted materials.
Lots of possibilities.
I say remove the MCCs until there is an absolute need for them later on down the line. So far they served as nothing more than fortified spawn points in Dust.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13087
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Posted - 2016.07.12 22:25:00 -
[148] - Quote
DUST Fiend wrote: Well I was going off of 30-40% base damage on small arms, which considering their range and accuracy, would melt a typical LAV before it could even leave the one infantrymans range. Nevermind the fact that every last player on the field now has efficient AV 100% of the time, so even if it only moderately damaged it, passing even a single infantryman at any point almost guarantees your death.
That's my gripe, and why I suggest something closer to 10-20% small arms damage instead. Still allows non AV to support AV / defend themselves, but doesn't turn the entire map into one giant AV nest.
The point I have been trying to make is there needs to be grades of distinction here. Not every vehicle needs to be badass.
Making light vehicles not require specific AV weapons to tackle allows scaling of medium and heavy vehicles make more sense.
It's like dropships that took as much raw punishment as an HAV. That never should have been a thing. But because there's no scaling of damage, it had to happen.
If I am an infantryman, I shouldn't be defaulting to a sentinel with a forge for literally everything. For a jeep? Throw an AV nade and riddle with bullets.
For dropships/MAV/medium vehicles, again light anti-material weapons should be my go-to.
I should be busting out heavy weapons and heavy rail guns when someone schleps a madrugar onto the field.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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DUST Fiend
18451
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Posted - 2016.07.12 22:30:00 -
[149] - Quote
But what I'm saying is that if you have 16 plus players on the field, where EVERY weapon deals distinct damage to vehicles, PLUS AV, Turrets, and other Vehicles, you've basically just removed any reason to call in LAVs what so ever.
They may as well all be free, pre fit, and laying around your spawn point, because you would actually have to try to NOT kill it when EVERYTHING is AV.
I think having a well rounded team is important. If everyone just always has the answer to everything then team comp breaks down and it basically becomes a solo game where you never have to really pay attention to what your team runs. Just run your go to fit because it handles all situations, ezpz. This is also why I recommend making most vehicles require 2 to operate, so that way it requires coordination right out the gate in order to be a pilot.
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
7886
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Posted - 2016.07.12 23:55:00 -
[150] - Quote
DUST Fiend wrote:But what I'm saying is that if you have 16 plus players on the field, where EVERY weapon deals distinct damage to vehicles, PLUS AV, Turrets, and other Vehicles, you've basically just removed any reason to call in LAVs what so ever.
They may as well all be free, pre fit, and laying around your spawn point, because you would actually have to try to NOT kill it when EVERYTHING is AV.
I think having a well rounded team is important. If everyone just always has the answer to everything then team comp breaks down and it basically becomes a solo game where you never have to really pay attention to what your team runs. Just run your go to fit because it handles all situations, ezpz. This is also why I recommend making most vehicles require 2 to operate, so that way it requires coordination right out the gate in order to be a pilot. Not to mention that, like with Dust, infantry shouldn't have problems avoiding vehicles.
If you need to worry about your entire squad getting run over by an LAV, you need to rethink your squad's decision to sit out in the open.
Current state of the forums
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