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Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.06.30 22:41:00 -
[1] - Quote
Currently, the remote repair modules need a lot of love.
- The remote shield transfer modules' HP/S stats are kind of messed up right now. All of them except the standard 'Shield transporter I' have 80 hp/s but differing PG/CPU requirements. Armor RR modules do not suffer from this, they seem okay in numbers.
- Remote shield booster (S) seems to be a test module, the only RR for infantry shields available but has 0 PG/CPU. The range is also much too far, at 100m or so. But there needs to be more of these. Currently the LAV's built in booster and this module are the only ways to repair infantry from a vehicle. Ideally, these would rep the same HP per second as a logistics repair tool, with a greater range but the cooldown should be very long. A logistics suit should be better at this task than a vehicle when it comes to infantry. Infantry should rep infantry best, and vehicles should rep vehicles better.
- Shield transfers still do not seem to give points.
- The awkward camera controls on the LAV and dropship make it an absolute nightmare to use these modules. Coupled with the terrible range, the only vehicle these are even remotely viable to use on are tanks, used to support other tanks because of their 'free aiming' camera and generally slow speed.
- The base range of these modules should be larger. My estimates put them at about 15m now. Bumping them up to 25/30m will make them a lot better. Logistics LAV and Dropship variants should naturally raise this to 50m. Possibly with the logistics dropship gaining additional 5m range for every level of racial dropship skill.
- The cooldown that LOS lock breaking is completely unforgiving . Even if trying to adjust your camera your lock can break. It doesn't matter if you had literally just turned the module on for 2 of the 30 pulses, you need to wait the entire cooldown. The cooldown should count back up at a rate depending on how many pulses you use. If you only had the module on for 2% of its cycle you should only have to wait for 2% of its cooldown.
One thing that I would absolutely love to see is vehicle module activation being remapped to the square button since they do not need to reload, and R1 being changed to a 'camera modifier' that allows someone to free look around the field. This is not really needed for tanks, but I feel it is a must with Dropships and LAV. A dropship in 'free aim' mode would be giving up its ability to turn and pitch for his gunners and to maneuver, in exchange for the ability to actually keep LOS on a vehicle they are repairing/supporting. An LAV providing this role would lose their ability to be completely aware of where they are going, and possibly crash/die.
These modules are awesome, but currently are an utter nightmare to use on anything other than a tank fixing another tank. You simply can't keep the other vehicle in range or LOS when they are moving. Bad range combined with awkward cameras are a serious turn-off when trying to use these. Let's make logistics vehicles awesome, CCP :) |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.07.01 04:18:00 -
[2] - Quote
Another thought.
In eve, remote repair modules take up the same slots as weapons. Generally, you need to sacrifice a weapon slot to fit these modules on most ships. What if the remote repair modules were actual turrets, instead of highslots? They would make the logistics role much more defined in its niche. You get support, but you sacrifice offense to do it. A dropship could replace one of both of its gunners with a repair turret, making it more vulnerable and defenseless but creating a great force multiplier for the team, with far easier aiming and handling of the modules than with the current nightmareish camera woes. Less base changes to the game, better effect. |
Karras Hearn
Seituoda Taskforce Command Caldari State
15
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Posted - 2012.07.01 04:22:00 -
[3] - Quote
Nova Knife wrote:Another thought.
In eve, remote repair modules take up the same slots as weapons. Generally, you need to sacrifice a weapon slot to fit these modules on most ships. What if the remote repair modules were actual turrets, instead of highslots? They would make the logistics role much more defined in its niche. You get support, but you sacrifice offense to do it. A dropship could replace one of both of its gunners with a repair turret, making it more vulnerable and defenseless but creating a great force multiplier for the team, with far easier aiming and handling of the modules than with the current nightmareish camera woes. Less base changes to the game, better effect.
This is a great idea, though to work effectively RR needs to provide assist points to both the person manning the RR turret, and the driver/pilot of the vehicle providing the reps. |
Staff Sergeant Steve
3
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Posted - 2012.07.01 14:31:00 -
[4] - Quote
I think this is a great idea BUT. it's potential for over power, 2 v 2 would be very easy.
I think they should still lose health when someone is shooting them and he's getting repair, but it should have a lower impact and out of combat should be much faster. |
Brass Stalker
Elite Mercenaries
17
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Posted - 2012.07.01 16:22:00 -
[5] - Quote
not really the topic but can the player use the repair module on installations? in the description it just says infantry/vehicles. can anyone confirm or deny? |
counter logic
BetaMax.
42
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Posted - 2012.07.18 00:07:00 -
[6] - Quote
Staff Sergeant Steve wrote:I think this is a great idea BUT. it's potential for over power, 2 v 2 would be very easy.
I think they should still lose health when someone is shooting them and he's getting repair, but it should have a lower impact and out of combat should be much faster.
RR is not meant to be fair, it is meant to make fights unfair in your favor. |
EVICER
63
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Posted - 2012.07.18 00:56:00 -
[7] - Quote
Karras Hearn wrote:Nova Knife wrote:Another thought.
In eve, remote repair modules take up the same slots as weapons. Generally, you need to sacrifice a weapon slot to fit these modules on most ships. What if the remote repair modules were actual turrets, instead of highslots? They would make the logistics role much more defined in its niche. You get support, but you sacrifice offense to do it. A dropship could replace one of both of its gunners with a repair turret, making it more vulnerable and defenseless but creating a great force multiplier for the team, with far easier aiming and handling of the modules than with the current nightmareish camera woes. Less base changes to the game, better effect. This is a great idea, though to work effectively RR needs to provide assist points to both the person manning the RR turret, and the driver/pilot of the vehicle providing the reps. As far as in a DS situation.For one with the current ranges of the devices you would have to get to low to the ground.This is after all where the majority of the enemy is at and where your friendlies will be fighting. The pilot Char has spent the ISK for the vec/mod/sp to even make this happen imagine trying to convince a turret gunner to do this for you?Im not sure the random encounter in game is gonna give you much opportunity to do this on a regular basis effectively at the time needed asking the turret gunner to wait until someone RDVs a tank and then wait for it to get ripped on to repair it pretty much resulting in you parking your DS somewhere and doing it yourself. Also im not to keen on the EVE comparisons you dont actually have to keep the target locked your self by manually aiming.Back to the turret guy.Were also assuming this individual knows how to use this equipment,and probably does not.The only people I wold see "down"for this to help them gain Sp would be new players but then again they are going to be more unfamiliar with the equipment where as a veteran player will quickly feel like he is not contributing to the fight in this role and will quickly get impatient waiting for the opportunity to arise when his skills and equipment would be best suited for him joining the fight and not playing support at all.Lets not forget he chose skills that fit his play style. |
6thAD Lord Kermit
6th Armored Division
6
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Posted - 2012.07.18 05:14:00 -
[8] - Quote
While I agree that the uses for RR are rather limited at the moment, not to say anything about competent pilot/gunners/etc, I think it is indeed something that needs to be fixed like Nova lined out.
I don't particularly like running around a RR tank. Somehow it just seems like sacrilige. A tank IMHO should be a force of destruction and terror on the battlefield, not relegated to the role of repping his friends. This should fall to another vehicle class. Although I don't think that LAV's or even dropships for that matter really fit into that role. Dropships more so I suppose. At least they are already in a "pseudo"-logistics role.
I hesistate to ask, but are there more vehicle classes planned that might be better suited to such a role?
I can only think to the EVE side of things and orbital bombardment. CCP laid out plans for a specific class of ship that would have bonuses to excel at such a role. Maybe do something similar for dust and logistics vehicles? Maybe a third tier of dropships that excel at logistics/repping?
Anyway, just my 2 cents
P.S. Love the analysis Nova! I miss being in Serp wit ya! |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.07.19 11:41:00 -
[9] - Quote
Nova Knife wrote:Another thought.
In eve, remote repair modules take up the same slots as weapons. Generally, you need to sacrifice a weapon slot to fit these modules on most ships. What if the remote repair modules were actual turrets, instead of highslots? They would make the logistics role much more defined in its niche. You get support, but you sacrifice offense to do it. A dropship could replace one of both of its gunners with a repair turret, making it more vulnerable and defenseless but creating a great force multiplier for the team, with far easier aiming and handling of the modules than with the current nightmareish camera woes. Less base changes to the game, better effect.
hmm....not a bad idea |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.19 17:29:00 -
[10] - Quote
Nova Knife wrote:Another thought.
In eve, remote repair modules take up the same slots as weapons. Generally, you need to sacrifice a weapon slot to fit these modules on most ships. What if the remote repair modules were actual turrets, instead of highslots? They would make the logistics role much more defined in its niche. You get support, but you sacrifice offense to do it. A dropship could replace one of both of its gunners with a repair turret, making it more vulnerable and defenseless but creating a great force multiplier for the team, with far easier aiming and handling of the modules than with the current nightmareish camera woes. Less base changes to the game, better effect. I want this to happen. |
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