Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
jenza aranda
BetaMax.
1005
|
Posted - 2012.07.03 20:24:00 -
[1] - Quote
hey guys,
I am a tank specialist and i know first hand that they are quite powerful right now if you fit them well and need a bit of balancing.
so how about limited ammo in each of the turret slots? If a tank needs to reload (by perhaps going to a supply depo or even a specialised vehicular respulying installation). this could make the tank pilot more tacticular rather than rotflstomping everything in range.
Another idea is a supply dropship, a specialised dropship meant for on the battlefield restocking of vehicles and perhaps infantry, like a moving nano hive. I already have a logistical fit dropship meant to repair tanks from the air.
What do you guys think? |
Rafgas first
BetaMax.
18
|
Posted - 2012.07.03 20:26:00 -
[2] - Quote
i like it, infantry carried nanohive could work as well, but would deplete the smaller nanohive quickly, this would give logistically minded players more things to do and more points |
Noric CLONE004
3
|
Posted - 2012.07.03 20:28:00 -
[3] - Quote
I kind of want to wait and see how the tanks fair after people can start teaming. Otherwise, ccp may over nerf like the hmg. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 20:30:00 -
[4] - Quote
I agree with this idea.
Driving to a supply depot to reload is good.
Also, add a resupply module able to be fitted to Logistics vehicles (LAV and DS's) that can reload a tank on the front lines. |
Kiso Okami
Militaires Sans Jeux
19
|
Posted - 2012.07.03 20:31:00 -
[5] - Quote
Hmm, would this mean that we could potentially have infinite ammo if we were to implant some "RLY SPNSIV" nanohive module in the vehicle at the expense of something else entirely? If that's the case, it would be interesting to see whether people would trade infinite ammo at the expense of better protection.
Of course, these modules would be really, really, REALLY expensive. Probably more expensive than the vehicles themselves, and should probably work for a limited time before it needs a recharge or something. |
jenza aranda
BetaMax.
1005
|
Posted - 2012.07.03 20:36:00 -
[6] - Quote
Kiso Okami wrote:Hmm, would this mean that we could potentially have infinite ammo if we were to implant some "RLY SPNSIV" nanohive module in the vehicle at the expense of something else entirely? If that's the case, it would be interesting to see whether people would trade infinite ammo at the expense of better protection.
Of course, these modules would be really, really, REALLY expensive. Probably more expensive than the vehicles themselves, and should probably work for a limited time before it needs a recharge or something.
yes but the main point is that a team would need to organise properly in order to get the most out of a tank unlike right now where a decent tank player can just kill everything without worry |
Jin J'Rayle
D3ath D3alers RISE of LEGION
60
|
Posted - 2012.07.03 20:38:00 -
[7] - Quote
+1 Yes. I think we need limited (but replenishable) ammo on vehicles. |
Otosan Ookami
Royal Uhlans Amarr Empire
33
|
Posted - 2012.07.03 20:48:00 -
[8] - Quote
Yes, Please.
I would love to hot-drop Ammo, or replacement structures into an active firefight.
Replace that supply depot your teammate exploded because it was too risky to hack.
Drop a missile turret on the back route that let the depot be taken in the first place. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 20:50:00 -
[9] - Quote
I would like to see a high power slot module that can make a vehicle a mobile supply depot, allowing suits to change fitting and reloading ammo.
Would make dropships AWESOMESAUCE. |
Jin J'Rayle
D3ath D3alers RISE of LEGION
60
|
Posted - 2012.07.03 20:52:00 -
[10] - Quote
Traynor Youngs wrote:I would like to see a high power slot module that can make a vehicle a mobile supply depot, allowing suits to change fitting and reloading ammo.
Would make dropships AWESOMESAUCE.
Or maybe just have a supply truck. |
|
Zekain Kade
BetaMax.
931
|
Posted - 2012.07.03 20:55:00 -
[11] - Quote
the would slow the game down way too much. I dislike this idea.
gameplay > realism. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 21:00:00 -
[12] - Quote
Zekain Kade wrote:the would slow the game down way too much. I dislike this idea.
gameplay > realism.
Good Gameplay > Flimsy Gameplay.
Complexity = Good gameplay.
Teamwork required logistics = Complexity.
See where I am going?
If you don't want complexity, then go play some other game.
Besides, the AMOUNT of ammo that the vehicles can carry is what would determine how much it slows down. If they carry ALOT, then they would only need resupply occasionally.
Your argument is invalid. |
Korrin Palentes
Seraphim Initiative. CRONOS.
21
|
Posted - 2012.07.03 21:04:00 -
[13] - Quote
I like this idea. It would reduce spamming of attacks and would make a tank sitting on the tallest building on the map odd if it had to reload. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.07.03 21:06:00 -
[14] - Quote
I'm not certain if I like this idea.
I think having to have a supply line would be a neat idea, but it might make things a little, how should I say, too complex.
If, before release, we had APCs with a Nanohive module that could be restocked at supply depots then this would be a good idea. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 21:09:00 -
[15] - Quote
Lilianna Sentinel wrote:I'm not certain if I like this idea.
I think having to have a supply line would be a neat idea, but it might make things a little, how should I say, too complex.
If, before release, we had APCs with a Nanohive module that could be restocked at supply depots then this would be a good idea.
Or just a module on a vehicle that would let it reload itself and others but requires a high slot, gimping some tank or damage capability. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.07.03 21:11:00 -
[16] - Quote
Traynor Youngs wrote:Lilianna Sentinel wrote:I'm not certain if I like this idea.
I think having to have a supply line would be a neat idea, but it might make things a little, how should I say, too complex.
If, before release, we had APCs with a Nanohive module that could be restocked at supply depots then this would be a good idea. Or just a module on a vehicle that would let it reload itself and others but requires a high slot, gimping some tank or damage capability.
Worse: Make it a low slot. Power grid dependent. :3
Oh I am so evil. |
Jin J'Rayle
D3ath D3alers RISE of LEGION
60
|
Posted - 2012.07.03 21:13:00 -
[17] - Quote
Lilianna Sentinel wrote:Traynor Youngs wrote:Lilianna Sentinel wrote:I'm not certain if I like this idea.
I think having to have a supply line would be a neat idea, but it might make things a little, how should I say, too complex.
If, before release, we had APCs with a Nanohive module that could be restocked at supply depots then this would be a good idea. Or just a module on a vehicle that would let it reload itself and others but requires a high slot, gimping some tank or damage capability. Worse: Make it a low slot. Power grid dependent. :3 Oh I am so evil.
Oh it definitely should be power grid dependent. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 21:14:00 -
[18] - Quote
Jin J'Rayle wrote:Lilianna Sentinel wrote:Traynor Youngs wrote:Lilianna Sentinel wrote:I'm not certain if I like this idea.
I think having to have a supply line would be a neat idea, but it might make things a little, how should I say, too complex.
If, before release, we had APCs with a Nanohive module that could be restocked at supply depots then this would be a good idea. Or just a module on a vehicle that would let it reload itself and others but requires a high slot, gimping some tank or damage capability. Worse: Make it a low slot. Power grid dependent. :3 Oh I am so evil. Oh it definitely should be power grid dependent.
Agreed. I was thinking high because it would mean deciding between damage mod, CRU or Supplies, regardless it should take power. Maybe even be a toggle module with a cool down. |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
|
Posted - 2012.07.03 21:25:00 -
[19] - Quote
We might as well make installations and null cannons have limited ammo as well. |
Etero Narciss
Seraphim Initiative. CRONOS.
112
|
Posted - 2012.07.03 21:27:00 -
[20] - Quote
...Honestly, this idea is decent enough to warrant a look. It would give people who are more support-minded something more to do and consider (and think of the market!). |
|
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.07.03 21:28:00 -
[21] - Quote
As much as I love going unlimited killing sprees from a tank mounted missile launcher I agree the ammo needs to limited. I think that a fair trade would be to give the vehicles a cargo space to hold ammo. They would also be able to refill that ammo by purchasing it from the market at a supply depot. A nanohive could have limited use by refilling a basic ammo type. Of that also leaves the question of lasers on tanks they just need energy |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.03 21:28:00 -
[22] - Quote
i like the idea.
but a troop nanohive shouldn't refill such large ammo for tanks.
supply areas could be modified for troops and vehicles or just have specialized ones for vehicle ammo. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 21:30:00 -
[23] - Quote
RolyatDerTeufel wrote:i like the idea.
but a troop nanohive shouldn't refill such large ammo for tanks.
supply areas could be modified for troops and vehicles or just have specialized ones for vehicle ammo.
I think supply depots should refill vehicles, but nano hives shouldn't.
Then I think there should be an added vehicle module that is able to refill themselves or other vehicles when activated.
That would make it pretty balanced IMHO.
|
bjorn morkai
Sanmatar Kelkoons Minmatar Republic
4
|
Posted - 2012.07.03 22:59:00 -
[24] - Quote
Heres the problems with that:
What if there aren't any supply stations that your team currently owns? What if the enemy has taken them all? how are you suppose to reload your tank then? What, then, is the point of using a tank if the ammo is going to be limited? It's a high fire power vehicle, it should be able to fire as much as possible, do as much damage as possible, be as tough as possible, yet not to the point of being unstoppable. You don't see everyone running around driving tanks do you? Tanks have weapon heating for a reason, and its quite easy to overheat them if you are laying down the fire and not shooting smart. Even when shooting smart, you have to wait a bit for the cool down to diminish. You want to add ammo to this? "But you could reload while cooling down!" Oh so now you want to have to reload your tank as well? Are you nuts?
Vehicles are fine the way they are. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.03 23:21:00 -
[25] - Quote
bjorn morkai wrote:Heres the problems with that:
What if there aren't any supply stations that your team currently owns? What if the enemy has taken them all? how are you suppose to reload your tank then? What, then, is the point of using a tank if the ammo is going to be limited? It's a high fire power vehicle, it should be able to fire as much as possible, do as much damage as possible, be as tough as possible, yet not to the point of being unstoppable. You don't see everyone running around driving tanks do you? Tanks have weapon heating for a reason, and its quite easy to overheat them if you are laying down the fire and not shooting smart. Even when shooting smart, you have to wait a bit for the cool down to diminish. You want to add ammo to this? "But you could reload while cooling down!" Oh so now you want to have to reload your tank as well? Are you nuts?
Vehicles are fine the way they are.
So you are saying "I want it to be the same cause I want it"
If your team loses all your supply points, bring in a new one, or don't use the tank.
Attacking your opponents logistics is a legitimate tactic, thats how its supposed to work, they do things that make it hard for you to do what you want.
So your argument is very weak. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.07.03 23:27:00 -
[26] - Quote
I still kind of disagree with the idea of allowing people to fit their tanks with it.
It's definitely something that an APC should be able to do. And APCs would only be able to restock so much before having to go back to a supply depot of their own. And, surprise surprise, there might be infantry back there who need a lift. |
Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
|
Posted - 2012.07.03 23:35:00 -
[27] - Quote
Well, I sort of agree, for Hybrid, Missile, and Artillery =). When Lasers come out they obviously are different and shouldn't apply =). But of course should be slightly weaker as a trade off.. Lol Anyways yeah ammo is always a critical part of supply if I had it my way I'd take it a step further and when the game moves into deeper customization have the default ammo for all weapons be 'militia' ammo, and have alternative ammo types you can buy, so that even ammo costs money =), that would introduce a whole new concept to using ammo resupply in battle =), perhaps with penalties and bonuses to how the resupply rate is effected by the different ammo types and people who use hives.
Basically in case you can't tell I'm all for moving towards anything that's more EVE like, lol Although I admit any Minmatar player in EVE would KILL for a ship sized nano-hive to go with their Barrage and Tremor ammo =P. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.07.03 23:47:00 -
[28] - Quote
Jonquill Caronite wrote:Well, I sort of agree, for Hybrid, Missile, and Artillery =). When Lasers come out they obviously are different and shouldn't apply =). But of course should be slightly weaker as a trade off.. Lol Anyways yeah ammo is always a critical part of supply if I had it my way I'd take it a step further and when the game moves into deeper customization have the default ammo for all weapons be 'militia' ammo, and have alternative ammo types you can buy, so that even ammo costs money =), that would introduce a whole new concept to using ammo resupply in battle =), perhaps with penalties and bonuses to how the resupply rate is effected by the different ammo types and people who use hives.
Basically in case you can't tell I'm all for moving towards anything that's more EVE like, lol Although I admit any Minmatar player in EVE would KILL for a ship sized nano-hive to go with their Barrage and Tremor ammo =P.
No, the ammo of lasers would be having to replace lenses after they get worn out. |
jenza aranda
BetaMax.
1005
|
Posted - 2012.07.04 03:08:00 -
[29] - Quote
we could have that lasers have infinite ammo but comparatively low damage |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.07.04 03:41:00 -
[30] - Quote
Telc approves of this thread.
Tankers should have to sit around waiting for nanohives to tick in somewhere vulnerable and inconvenient just like me!
+1 Jenza |
|
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
157
|
Posted - 2012.07.04 03:42:00 -
[31] - Quote
I love driving tanks and I love this idea.
Limited ammo will make people think twice before trying to take out that lone scout suit with a volley of railgun shots. Your infantry have limited ammo, why not tanks?
Hell, give rails / blasters / lasers a battery and artillery / autocannons / missiles ammo. Introduce modules for battery / ammo weapons that increase maximum capacity for prolonged deployment (extra weapon racks / spare capacitor battery).
No ammo left? Do what your infantry brothers do when THEY run out of ammo - find more! Logistics LAV's could carry mobile nanohives / capacitor transfer modules, or park next to a supply depot. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.07.04 04:10:00 -
[32] - Quote
Why not add an "equipment" slot to tanks then? They can then choose between unlimited ammo, better cooldown, crus, being a mobile supply point, etc. I think that would be a lot more effective and allow support HAVs a place on the battlefield. Currently only armor tanks can play a real infantry support role, which is wrong IMO. I really like how they did infantry slots. It could work here too. Also opens up a dedicated logi HAV that can gain extra slots for support without simply making a stronger tank.
Furthermore I think cap is going to limit the Energizer bunny staying power of the current HAVs.
TL:DR simply adding an ammo counter would be bad, because playing the mule isn't fun.
Edit: If you do truly want to see a limit on tanks, there could be a recharge state where they become immobile/can't shoot. But this just sounds like cap so why not just wait to see that before calling for a time limit on vehicle effectiveness? |
Fat Axel
Sanmatar Kelkoons Minmatar Republic
21
|
Posted - 2012.07.04 04:17:00 -
[33] - Quote
im all for anything that makes people have to rely more on eachother, cause right now you could have a team full of assaults with breach rifles and two guys with swarm launchers and u have everything u need |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.07.04 04:32:00 -
[34] - Quote
Fat Axel wrote:im all for anything that makes people have to rely more on eachother, cause right now you could have a team full of assaults with breach rifles and two guys with swarm launchers and u have everything u need
There is a line between relying on one another and one character being a slave to the other. Think cyno alts from EVE. I believe a low ammo count (the only kind that would be worth tracking) would cross that line, and tracking super high ammo levels would be a waste of resources. |
Los Silencio
D3ath D3alers RISE of LEGION
123
|
Posted - 2012.07.04 05:12:00 -
[35] - Quote
Not sure if this has neen mentioned yet, but how about making all vehicle ammo dependant on the ship's pilot? Perhaps a skill similar to the weapon capacity we have to skill up for. The more levels he skills up, the more ammo he can carry on his vehicle. Anyway, just an idea. |
Mirun Hirute
Algintal Core Gallente Federation
111
|
Posted - 2012.07.04 05:21:00 -
[36] - Quote
Maybe it's just me, but I think many of you are overlooking a great market possibility here. Many of you are thinking reload at supply depots or through the use of modules. These are decent ideas, certainly, but arguably vehicles, especially heavy armored vehicles like tanks, should be a large investment. In every aspect. Tanks should be fairly expensive, and part of the cost should probably be in the tank shells themselves.
Now for other guns on the tank, like the machine guns (whatever they're called), I don't think there's any reason the ammo should be limited or bought. If it is limited, then yes, it should be reloaded through supply depots or modules. This method of handling ammo would also extend to the machine guns on light armored vehicles and dropships. Rockets on a dropship, maybe, should be bought and stocked up by those that want to use them as well.
What this produces is an obvious intensity of fighting, as you can tell who wants to really win the fight by their firepower. Those that want to win will invest in the stronger firepower for their vehicles and it will be clear how much they're risking for this fight. However, what this also demands is that not just anyone can pilot vehicles. If vehicles require this sort of isk investment to be highly effective, they should also require the skill investment to use.
Many of you will argue this is a bad idea for a FPS, and it slows down the pace too much, but this rolls right into the style of EVE Online gameplay. Certain weapons, projectile based weapons, in EVE require you to purchase the ammo if you're going to use it and these are typically highly useful and can turn the tide in a battle. As any capsuleer can tell you, I think, lasers aren't ever enough, especially in more high stakes fights. Similarly, for us dusters, machine guns won't be enough.
Edit: Come to think of it, vehicles should work more or less along the lines of EVE Online's ships. The system works, it would simply need some complexity reduction or redistribution, since these aren't ships. By default, militia vehicles should be outfitted with laser based weaponry. This stuff is infinite, but you need to watch it for overheating or power drain, whatever. For purchased vehicles, they can be outfitted with any type of weapon that can be outfitted to vehicles.
However, laser based weapons shouldn't be able to quickly bite through a player's armor. Shields? Sure, just like in EVE Online, but projectile based weapons should be what you want to quickly shred through players' armor.
Might be wondering, how would you swap between these? Well, same way you currently activate the repair modules on a vehicle. If that seems too clunky or not fast enough, fit one of the secondary weapons on your vehicle to hold the other type of ammo and then this will encourage cooperation between pilots and their copilots/passengers. |
|
|
|
Pages: 1 2 :: [one page] |