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Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 16:46:00 -
[1] - Quote
Vehicles having infinite ammo is ridiculous and makes no sense at all from any logical perspective. I'd like to see all turrets have a limited amount of ammo, which could be replenished in some way (nano/hives and supply depos could work).
Even if a blaster turret has something like 10,000+ bullets at least there's some sort of limit to the madness and people can't just sit spamming the r1 button, especially with the missile launchers. |
Lorebot
Circle of Huskarl Minmatar Republic
39
|
Posted - 2012.07.12 16:56:00 -
[2] - Quote
I would very much like to agree with this. No weapon should have infinite ammo by default.
i would agree to having ammo modules for vehicles though. Perhaps low skill requirement modules would just double or triple magazine capacity and high skill requirement modules could instead replace the magazine with an internal nanohive that would generate infinite ammunition for the vehicle.
Vehicles would have to be able to replenish ammo from a supply depot by parking near it, just like a player in a dropsuit can restock by standing near one. There could also be a special type of nanohive that could be deployed for vehicles to use, a sort of 'pick up' item that could be dropped and then the vehicle could drive over it to instantly refill ammo stores and the nanohive would be completely consumed by this. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.12 17:17:00 -
[3] - Quote
I agree.
I think that there should be a skill to increase ammo capacity.
I also think there should be a vehicle mountable module that would resupply ammo while activated. This way a solo tank could sacrifice some armor/shields to have unlimited ammo and a vehicle could provide ammo to other vehicles around it.
Activation keeps it from being automatic, and allows for well organized teams to have well defined supply roles for things like LAV's or Dropships.
These modules should also refill drop suit ammo. |
Drake Tsuka
Royal Uhlans Amarr Empire
19
|
Posted - 2012.07.12 17:31:00 -
[4] - Quote
rather than more skills giving more ammo, it should be handled like the guns, the better modules have bigger clips,
and as for reloading it would be cool if there were storage in the vehicles where spare ammo is stored and having an instillation where you could go and restock when you run out ,
and maybe having dropships with massive storage that can deliver ammo to vehicles in the field |
Grit Breather
BetaMax.
660
|
Posted - 2012.07.12 17:57:00 -
[5] - Quote
For gun types that require ammo, I agree. +1 for limited ammo and replenishing. I really like the idea of a resupply logistics vehicle trailing the tanks. +1 for that too!
But there are gun types that do not require ammo like lasers for example. For those I think we should take a lesson from EVE and implement a capacitor system with limits on its output per second. That would allow flexibility of firepower vs. burst length. Weaker guns could fire for longer (using less power for each shot) where more powerful guns would use up the capacitor faster and could only deal shorter bursts. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.07.12 19:35:00 -
[6] - Quote
I have not dove into vehicles yet so please forgive my naivety.
I feel tanks should come with some 'militia' type ammo where it is generally weak and plentiful. Players should be able to upgrade their tanks in terms of shields & armor as well as types of turret sizes (larger turrets shoot more expensive and more powerful ammo). Players then purchase "rounds" of ammo to fire from a tank.
This would be comparable to ground troops who have to purchase weapons, tank operators have to purchase different types and amounts of ammo.
If you knew that you were losing 500/1,000/10,000 ISK every time you fired your turret, I bet you would be more selective.
Admittedly, the only thing I haven't quite answered is that a ground trope loses 1 weapon and 1 drop suit when they die, for a player with a tank, if they follow the above system, when killed, would they lose the tank and all ammo "stocked" in it?
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Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 20:02:00 -
[7] - Quote
Traynor Youngs wrote:I agree.
I think that there should be a skill to increase ammo capacity.
I also think there should be a vehicle mountable module that would resupply ammo while activated. This way a solo tank could sacrifice some armor/shields to have unlimited ammo and a vehicle could provide ammo to other vehicles around it.
Activation keeps it from being automatic, and allows for well organized teams to have well defined supply roles for things like LAV's or Dropships.
These modules should also refill drop suit ammo.
I like this idea. It would give credibility to "infinite ammo" because it's not truly infinite - you're sacrificing some resource to get it, that resource being energy (currently not show in game, and likely never will be) and a weaker tank/gank. It also helps carve out the role of a logistics vehicle more clearly.
Support LLVs would then have another great purpose too, zipping across the battlefield with their great speed resupplying ships and troops with ammo. |
Lorebot
Circle of Huskarl Minmatar Republic
39
|
Posted - 2012.07.12 20:10:00 -
[8] - Quote
Maximus Stryker wrote:I have not dove into vehicles yet so please forgive my naivety.
I feel tanks should come with some 'militia' type ammo where it is generally weak and plentiful. Players should be able to upgrade their tanks in terms of shields & armor as well as types of turret sizes (larger turrets shoot more expensive and more powerful ammo). Players then purchase "rounds" of ammo to fire from a tank.
This would be comparable to ground troops who have to purchase weapons, tank operators have to purchase different types and amounts of ammo.
If you knew that you were losing 500/1,000/10,000 ISK every time you fired your turret, I bet you would be more selective.
Admittedly, the only thing I haven't quite answered is that a ground trope loses 1 weapon and 1 drop suit when they die, for a player with a tank, if they follow the above system, when killed, would they lose the tank and all ammo "stocked" in it?
I dislike the thought of having to purchase individual rounds for anything in Dust. In EVE it's always been that way and it makes a sort of sense. But in Dust it would just mean annoying and needless micromanagement.
'How much ammo should I risk putting in this fit?' 'How will using a better ammo effect my performance?' These are things that shouldn't really be considered in a FPS game. I like the idea of finite ammo and modules that increase capacity or provide an unlimited supply, but the type of ammo shouldn't be a concern nor should how much of it you have onboard in the case of a loss. You're already losing the vehicle and all the modules and weapons equipped on it, and if you're unlucky enough to not eject before the vehicle's destruction you lose your dropsuit and all the modules and weapons equipped on that as well, forcing you to lose a store of ammo on top of all that is just too much risk and micromanagement for a FPS.
Turret stats are all that should matter, better turrets equal better damage and possibly better magazine capacity or fire rate. We shouldn't have to worry about 'does this ammo work well in this weapon?' or 'how much ammo did I put in that fit?'. Limiting ammo capacity will help curtail wasteful or heedless firing and give the player more of a feeling of every shot being worth something in the sense that they could run out and need to head back for supplies, call a logi for ammo, or get caught with an empty chamber and get wrecked by that militia HAV some newb just called in. That alone will be more than enough to encourage more selective firing, and will provide an interesting game mechanic without making the system overly complicated or annoying to use. |
Ender Storm
Amarr Templars Amarr Empire
50
|
Posted - 2012.07.12 20:18:00 -
[9] - Quote
OP, this only makes sense :)
regarding buying ammo, it migth not make sense, since as i understand we carry "micro-factories" that make the rounds on the field (nanohive). |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 20:29:00 -
[10] - Quote
Yeah, I don't support individual round buying, that would be too tedious and boring.
I could see switching round type like in EVE, but the devs have already said that there aren't going to be different damage types in DUST like they have in EVE, so it's really a moot point.
I also think that a module to increase ammo would be useful for tanks and infantry, one that would have less CPU/PG requirements then an on-board nano-hive. |
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Enervating
Osmon Surveillance Caldari State
9
|
Posted - 2012.07.12 20:33:00 -
[11] - Quote
Lorebot hit the nail on the head, even if he's argueing against it. Internal nanohives explain it all. ofc a tank can have a module on board that an infantryman can carry. vehicles in almost any game have infinite ammo, at least Dust has an explanation why.
Edit: spilled water on KB earlier and various letters are producing incorrect results. spell correction... |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 20:40:00 -
[12] - Quote
Enervating wrote:Lorebot hit the nail on the head, even if he's argueing against it. Internal nanohives explain it all. ofc a tank can have a module on board that an infantryman can carry. vehicles in almost any game have infinite ammo, at least Dust has an explanation why.
Edit: spilled water on KB earlier and various letters are producing incorrect results. spell correction...
But it's not the same, there's no cost associated with "internal nanohives" when they're not a module, but rather some lore explanation for why vehicles currently have inifinite ammo. An infantryman has to decide to use a nanohive, use that valuable slot in their kit, and then activate the nanohive.
I don't mind the internal nanohive concept as long as it is a module. To illustrate what I'm saying, imagine if every AR worked like a tank gun due to "internal nanohives" (or by standing on a nano-hive for infinite ammo). Can you imagine the carnage that DUST would devolve into? Everyone would run around spamming R1 endlessly except for the .5 second "cool down" time.
Limited ammo not only makes sense, it's a great thing and promotes skill and tactical thought. |
Zeran Haggai
Royal Uhlans Amarr Empire
196
|
Posted - 2012.07.12 20:45:00 -
[13] - Quote
I 100% support this. I'm so tired of tanks and Dropship's blowing up all the supply depot's because they don't have to worry about ammo. Simple fix, give them a limited supply and let them refill at the depot's like everyone else. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.07.12 20:55:00 -
[14] - Quote
I agree that purchasing ammo for tanks could be a little bit too deep and bothersome, but as I understood, i thought that was how it worked in EVE and thought it may work in Dust. I see your points.
I am against having a nano hive on board permanently in the tank as when i have to deploy a nanohive as a ground trope, it A) cant move again and B) can be destroyed by the opposing side. I think a permanent nano in a tank would be unfair and not much better than what we have now.
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Lorebot
Circle of Huskarl Minmatar Republic
39
|
Posted - 2012.07.12 20:57:00 -
[15] - Quote
Enervating wrote:Lorebot hit the nail on the head, even if he's argueing against it. Internal nanohives explain it all. ofc a tank can have a module on board that an infantryman can carry. vehicles in almost any game have infinite ammo, at least Dust has an explanation why.
Internal nanohives certainly do explain the current infinite ammo model of Dust, but that doesn't make it fun.
Besides the more tactical and fun nature of the game if vehicles had limited ammo, or at least had to equip a module to get infinite ammo, it would also explain the differences between a handheld nanohive that a merc can carry into the field and use to slowly resupply from being completely empty or just camp by to keep topped off, and a nanohive built to manufacture the much larger rounds fired by turrets and at the speed that those rounds are consumed by a turret firing non-stop.
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Lorebot
Circle of Huskarl Minmatar Republic
39
|
Posted - 2012.07.12 20:59:00 -
[16] - Quote
Maximus Stryker wrote:I agree that purchasing ammo for tanks could be a little bit too deep and bothersome, but as I understood, i thought that was how it worked in EVE and thought it may work in Dust. I see your points.
I am against having a nano hive on board permanently in the tank as when i have to deploy a nanohive as a ground trope, it A) cant move again and B) can be destroyed by the opposing side. I think a permanent nano in a tank would be unfair and not much better than what we have now.
I don't mind the idea of having a permanent nanohive inside a vehicle as long as it's a module they need to equip. The pilot needs to make a sacrifice in damage output or tank in order to get the infinite ammo, and that's a type of balance I'd like to see. |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
|
Posted - 2012.07.12 21:03:00 -
[17] - Quote
Lorebot wrote:Maximus Stryker wrote:I agree that purchasing ammo for tanks could be a little bit too deep and bothersome, but as I understood, i thought that was how it worked in EVE and thought it may work in Dust. I see your points.
I am against having a nano hive on board permanently in the tank as when i have to deploy a nanohive as a ground trope, it A) cant move again and B) can be destroyed by the opposing side. I think a permanent nano in a tank would be unfair and not much better than what we have now.
I don't mind the idea of having a permanent nanohive inside a vehicle as long as it's a module they need to equip. The pilot needs to make a sacrifice in damage output or tank in order to get the infinite ammo, and that's a type of balance I'd like to see.
Mind you this module would probably take a lot of CPU/PG - think drop uplink scale for an infantryman. So even though it'd only be one slot, it's not like it wouldn't impact the rest of your fit too. So those who wanted an uber tank wouldn't just be saying, "Oh too bad, one less low slot.," it'd be one less low slot and a substantial amount of CPU/PG.
Edit: Though even at a infantryman's nano-hive scale of CPU/PG usage it'd still be substantial enough for the pilot to have to factor in. |
Aerik Revenans
Crux Special Tasks Group Gallente Federation
19
|
Posted - 2012.07.12 21:47:00 -
[18] - Quote
I agree with the issue of infinite ammo. However, I don't really thing the entire problem is just that they have infinite ammo, but rather that aside from the overheating you really don't have to worry about a thing in a vehicle.
A possible solution to this is to simply have a magazine capacity. When you run out, you have a reload time which increases with the size of the weapon system. When reloading you can't fire. A skill to reduce the loading time could help with the time a bit, and would be something useful to those that use the vehicles a lot. Say the largest guns have a reload time of 20s or so. skilled up to a 25% reduction means you only take 15s.
However, with the idea of actually only being able to carry a certain amount of ammo is appealing as well. It gives there reason to have a good logi vehicle around. Rather than just helping repair vehicle tanks they could take on the role of resupply as well. However, much like with infantry I think that even if the ammo is limited there should not be any charge for it. It would make it more evelike, but it really doesn't seem to flow with a shooter unless you're going for the realistic or survival type.
A combination of the two is even better. More things to do and more possible skill plans (specialization) is definitely a plus. I really don't think it'd require modules, but I suppose having a module/skill to increase the capacity you can carry wouldn't be too bad. |
gangsta nachos
Osmon Surveillance Caldari State
377
|
Posted - 2012.07.12 21:49:00 -
[19] - Quote
Zeran Haggai wrote:I 100% support this. I'm so tired of tanks and Dropship's blowing up all the supply depot's because they don't have to worry about ammo. Simple fix, give them a limited supply and let them refill at the depot's like everyone else.
|
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.12 21:59:00 -
[20] - Quote
Zev Caldari wrote:Vehicles having infinite ammo is ridiculous and makes no sense at all from any logical perspective. I'd like to see all turrets have a limited amount of ammo, which could be replenished in some way (nano/hives and supply depos could work).
Even if a blaster turret has something like 10,000+ bullets at least there's some sort of limit to the madness and people can't just sit spamming the r1 button, especially with the missile launchers.
Limited ammo does make a nice difference and would resolve perhaps a lot of issues and gripes for many and also emphasize teamwork for Nanohives, supply depots and the more advanced LAVs. I hope the DEVs take up your offer. |
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.12 22:50:00 -
[21] - Quote
I wouldnt mind if vehicles have limited ammo stores, provided they had a means of self rearming maybe take away an armor slot (since amarrian tanks WONT have ammo as it eats capacitor instead.)
Turrets I think need to have thier ammo stores built in as well to prevent overexpendature of ammo and make the AI consume no ammo. However if manned turrets would then get a bonus to damage/function if it where to ammoed.
Also there needs to be a mobile nanohive module for LAVs havs and dropships to resupply everyone but themselves |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.12 23:11:00 -
[22] - Quote
First of all I disagree with this.
Now you may ask me why.
This will effect tank gameplay in a very very bad way. They will not be able to be a front line machine.
Why is this well.
Currently to keep your tank alive you have to kill swarm launchers forge gunners fast as the respawn and keep them from hammering on your tank. being all of a sudden stuck ammoless in a tank means death because they have you targeted. Unlike as a dropsuit user if you run out of ammo it is very easy to sneak out of the battle and get to a nano hive. you do not have a big target on your back. Where tanks once seen everyone calls them out.
Well your moving up to take b with the team and end up in a clash between 2 teams well half way through your battle you run out of ammo bang your tank is a dead tank or a very useless one. Very fast. You have to think how fast a tank burns through ammo because they are not just killing infantry but other vehicles structures. As a driver your stuck micro managing all your turrets ammo then.
If you put it as a mid slot module all shield tanks will suffer at its expense vice versa if you put it as a low slot all armor tanks suffer putting one or another at a serious disadvantage. and currently the tanks are pretty easy to pop if you get 2 proto AV set up ons them. Which means giving up a module spot will make them very very easy to pop.
Micro managing ammo on tanks would turn the 2m isk machine into a 2m isk scrap pile.
Tanks are not OP in any way. We do not get the safety of sitting up high on a building with nano hives launching swarms. once on the map the tanks turn into a gaint target and you are constantly shooting enemies to keep them off your back with forge guns and sl.
Just a bad idea in general because it would make most tank drivers camp on a hive and not move the whole game from there side of the map. |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.07.12 23:13:00 -
[23] - Quote
Iron Wolf Saber wrote:I wouldnt mind if vehicles have limited ammo stores, provided they had a means of self rearming maybe take away an armor slot (since amarrian tanks WONT have ammo as it eats capacitor instead.)
Turrets I think need to have thier ammo stores built in as well to prevent overexpendature of ammo and make the AI consume no ammo. However if manned turrets would then get a bonus to damage/function if it where to ammoed.
Also there needs to be a mobile nanohive module for LAVs havs and dropships to resupply everyone but themselves I have heard a few discuccions on amarr tanks and it is quite possible they will funtion much the same as the railgun or blaster and just overheat. As the devs have said nothing about cap yet, at least not to my limited knowledge.
For limited ammo cap does work nicely but since there is no need to actually resupply it may considered OP by some.
A good solution may be to use focusing crystal and have them wear out after X number of shots.
Just my thoughts on laser tanks.
Either way they will be devastaing, to shields anyway. |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.07.12 23:17:00 -
[24] - Quote
Sin3 DeusNomine wrote:First of all I disagree with this.
Now you may ask me why.
This will effect tank gameplay in a very very bad way. They will not be able to be a front line machine.
Why is this well.
Currently to keep your tank alive you have to kill swarm launchers forge gunners fast as the respawn and keep them from hammering on your tank. being all of a sudden stuck ammoless in a tank means death because they have you targeted. Unlike as a dropsuit user if you run out of ammo it is very easy to sneak out of the battle and get to a nano hive. you do not have a big target on your back. Where tanks once seen everyone calls them out.
Well your moving up to take b with the team and end up in a clash between 2 teams well half way through your battle you run out of ammo bang your tank is a dead tank or a very useless one. Very fast. You have to think how fast a tank burns through ammo because they are not just killing infantry but other vehicles structures. As a driver your stuck micro managing all your turrets ammo then.
If you put it as a mid slot module all shield tanks will suffer at its expense vice versa if you put it as a low slot all armor tanks suffer putting one or another at a serious disadvantage. and currently the tanks are pretty easy to pop if you get 2 proto AV set up ons them. Which means giving up a module spot will make them very very easy to pop.
Micro managing ammo on tanks would turn the 2m isk machine into a 2m isk scrap pile.
Tanks are not OP in any way. We do not get the safety of sitting up high on a building with nano hives launching swarms. once on the map the tanks turn into a gaint target and you are constantly shooting enemies to keep them off your back with forge guns and sl.
Just a bad idea in general because it would make most tank drivers camp on a hive and not move the whole game from there side of the map. CCP might agree with you hence why they unlimited ammo now so wait and see if we sway the CCP gods. |
Lorebot
Circle of Huskarl Minmatar Republic
39
|
Posted - 2012.07.13 01:12:00 -
[25] - Quote
Bones1182 wrote:Iron Wolf Saber wrote:I wouldnt mind if vehicles have limited ammo stores, provided they had a means of self rearming maybe take away an armor slot (since amarrian tanks WONT have ammo as it eats capacitor instead.)
Turrets I think need to have thier ammo stores built in as well to prevent overexpendature of ammo and make the AI consume no ammo. However if manned turrets would then get a bonus to damage/function if it where to ammoed.
Also there needs to be a mobile nanohive module for LAVs havs and dropships to resupply everyone but themselves I have heard a few discuccions on amarr tanks and it is quite possible they will funtion much the same as the railgun or blaster and just overheat. As the devs have said nothing about cap yet, at least not to my limited knowledge. For limited ammo cap does work nicely but since there is no need to actually resupply it may considered OP by some. A good solution may be to use focusing crystal and have them wear out after X number of shots. Just my thoughts on laser tanks. Either way they will be devastaing, to shields anyway.
CCP has confirmed that there are NOT going to be different damage types in Dust. Everyone does the same type of damage and no one does bonus damage to shields or armor. 1 type of damage, 1 type of resist.
As for Lasers, I've assumed that instead of overheat mechanics they'd be applying a Cap meter, basically just the heat meter in reverse. You start at 100% and as you fire it drops, if you hit 0% you're forced to wait for it to recharge to 90% or so before you can continue firing. Ammo for lasers is something I'd actually let them have a pass on. Lasers shouldn't need to reload or have a finite ammo store, but they need to be the weakest of all weapons if that's the case. This doesn't mean they'd be overlooked by everyone, I'd guess that an Amarr vehicle would get bonuses to Laser damage or cap use to bring them in line with other weapons, but putting them on a vehicle that doesn't have bonuses for lasers would be done only if you were seriously concerned that Ammo was going to be an issue.
Personally I've wondered how they're going to implement Lasers in the game. My best guess is that they won't deal instant damage to a target, but instead will do increased damage the longer you hold them on the target. So just spraying over a target won't do much damage, but being accurate and steady with your aim will quickly increase the dps you're doing to the target as long as you are hitting them. Not awesome for killing small fast moving targets, but they'd be great against Heavies or slow moving vehicles.
As for Sin3 DeusNomine's argument, I believe you're overreacting to what we're asking for and overestimating the cost of vehicles in the game. A Sagaris, the most expensive vehicle currently available, is only 65,000isk, to completely fit one in the most advanced and expensive gear currently available you probably won't even reach a 200k isk price tag. Currently a Sagaris with a Large Missile Turret can spam an endless barrage of missiles for an entire match, never overheating, never slowing down, never caring about having wasted shots. Just fire at anything you think is a target and who cares if you miss. This is not only unrealistic, it's also incredibly overpowered.
What we're asking for is that Turrets have a finite ammo capacity at any given moment. That when you're down to your last 10 rounds of Large Missile Turret ammo you may stop firing and think about moving yourself off the front lines to restock on ammo IF you don't have a Logi somewhere nearby willing to feed you more OR you haven't equipped a module to provide you with unlimited ammo. We're not asking that turrets be neutered, give a small blaster turret 2000 rounds of ammo, give a Large Missile Turret 150 rounds in the magazine, but limit it to some extent so the pilot CARES about what they're shooting instead of just mindlessly spamming the fire button at anything they think is a target. We want a pilot to have to care about whether they're fitting for max tank, max damage, or max longevity. We want to stop the habit of just throwing on all the tank they can and ignoring damage mods or ammo capacity mods because dps doesn't matter when you have infinite ammo and can survive anything without any assistance from your team at all. |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.07.13 01:31:00 -
[26] - Quote
^^^ Just for clarification the scrambler pistol is a laser weapon and has a reloadable powercell. It may be different for tanks but the lasers will not be weak they will likely be a middle ground between blasters and rails or autocannons and artillery of course there are two types of laser beam and pulse. I am guessing that they will follow a similar ideology as EVE does with enough of difference that it works in an FPS setting. We will have to wait and see for the most part. Unless ee get lucky and a dev decides to comment on this thread. |
Lorebot
Circle of Huskarl Minmatar Republic
39
|
Posted - 2012.07.13 01:39:00 -
[27] - Quote
I've love to see regular Lasers function as I described above, emitting a beam of death as long as you hold the trigger and the longer you las a target the more damage they take from the beam. Its limiting factor would be the amount of time you're able to keep the beam active. For vehicles this would simply be the Cap meter I described, for Laser Rifles it would be running out of charge in the cell.
I'd very much like to see Pulse Lasers in the game as well. They could function more like traditional weapons, short bursts of damage. This would make sense for the Scrambler Pistol to be a Pulse Laser weapon, and for Pulse Laser rifles and turrets to function similarly.
In EVE the Laser effects closely represent what I described above. The Beam fires, it stays on for a few moments, then powers down and cools off/recharges for the next volley. I would very much like to see this functionality be accurately represented in Dust. |
Lorebot
Circle of Huskarl Minmatar Republic
39
|
Posted - 2012.07.13 01:41:00 -
[28] - Quote
^^^^ Perhaps this should be a new thread about suggestions and requests for Laser and Pulse Laser functionality XD |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.07.13 01:47:00 -
[29] - Quote
Estimate cost.
Well Considering it is confirmed that tanks are going to now cost 1.2m a piece plus the cost of all your mods it will be 1.5m a tank when released.
And for current price tag I am hitting 300k+ so ya they are not cheap even right now.
Trust me tanks are getting nurved they are getting a 1.35m isk ouch to them.
Are tanks OP not at all.
You guys need to read all the AV build guys post. They all have started saying tanks need a nerf but once they hit proto AV gear they all went to tanks do not need a nerf because they can rip us up like a chew toy with just 1 proto guy and a few millitant backing him up. |
TabbieKat
72
|
Posted - 2012.07.13 01:49:00 -
[30] - Quote
Why not like infantry they have a set number of ammo. like a Large missile turret comes with 100 rounds while each small missile turret comes with 50 each. Then have a module that is either passive or activated to replenish ammo. The tanks would still have the near unlimited ammo but they would have to wait for it to replenish.
I do not like having ammo added to the game because that will lead them to making AUR ammo and that will always be better then the rest. Anyone who has played WOT knows the annoyance of people that use gold rounds and I do not want to see this become a total PAY TO WIN. |
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Lorebot
Circle of Huskarl Minmatar Republic
39
|
Posted - 2012.07.13 02:00:00 -
[31] - Quote
TabbieKat wrote:Why not like infantry they have a set number of ammo. like a Large missile turret comes with 100 rounds while each small missile turret comes with 50 each. Then have a module that is either passive or activated to replenish ammo. The tanks would still have the near unlimited ammo but they would have to wait for it to replenish.
I like the idea of an active ability module that regens ammo a lot more than I like the idea of a module that provides a passive infinite supply of ammo. They provide the same function and restrictions, but one requires player input and awareness, the other does not. Players actually having to do things is almost always better than players not having to do things :)
As for the ammo magazine limits, I'd probably figure them out for a specific time period of sustained fire. So a slow firing weapon would have a much smaller magazine than a weapon that fires quickly. So a Large Missile Turret, which fires pretty slowly, could have a 100-200 round magazine while a Small Missile turret, which fires faster than the Large version, could have a 300-500 round magazine. Either way you have about 5 minutes of sustained fire before you need to resupply, either from a supply depot, logi support, or the active module. Each turret would need to have its own ammo magazine, so a dropship with 2 Small Blaster Turrets wouldn't share a 4000 round magazine, but would have two 2000 round magazines, each exclusively for one of the Turrets. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.13 07:44:00 -
[32] - Quote
correction there is damage types against shields and armor, there are some weapons much more effective aginst armor than shields and vice versa, they're at least keeping it 'simple' or basically a hidden stat. Just think of them as damage multipliers against different layers. |
Zev Caldari
Crux Special Tasks Group Gallente Federation
94
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Posted - 2012.07.13 14:44:00 -
[33] - Quote
@Sin3: How is a tank running out of ammo any different than a player running out of ammo? We've suggested ways to replenish ammo and it's not like you'll run out of ammo in 2 minutes (unless you're pressing R1-to-win like a bunch of noobs now days).
About Magazines: I support this idea too, though the magazines for blasters would have to be very large to offset the hassle. Missile magazines of ~6 missiles seems realistic though (maybe up to 12?) and would help a ton with missile spam. Missiles have more bulk (presumably) than the other types of turret and should be the most constricted by ammo.
About ammo refill modules: I like this idea better than "internal nanohives" as well. Give the driver/gunners one more thing to think about. |
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