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Just Bad
Crux Special Tasks Group Gallente Federation
34
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Posted - 2012.07.23 16:26:00 -
[1] - Quote
So the first thing I did after terrible infantry skills after the reset was get myself into a tank and I've had a ball of a time with them. I think you guys have done some great work on them and I'm looking forward to what they'll be like as the game develops further. Anyway here's some feedbacks and other fluff.
Module Activation - This feels far too unpredictable at the moment. On nearly every match that I've used a tank I've had to attempt to re-activate a mod several times before it'll work. That's time spent fighting the UI instead of putting damage down on targets. This only gets worse when you have multiple modules to activate. The player needs some definite feedback on both module selection and activation and it needs to behave consistently.
Repairer Behaviour - Has there been any thought put in to making shutting down your repairer before it has finished pulsing all its cycles reduce the amount of time spent in cool down?
Small Turret Type Imbalance - Small launchers seem to be preferred over all others. Before I started to constantly fit small launchers I had people bail out of my tank after jumping in and finding I had blasters. Also in use it seems fairly easy to rack up kills against infantry with these compared to blasters at least and I'd imagine rails too since I rarely see them being used.
Turret Orientation - It would be useful to have the same UI element that shows tank and turret orientation in the third person view as it does when you're looking down the barrel. Additionally it'd be helpful to see what direction crewed turrets are facing - both from the POV of the driver and gunners.
Crew Indication - Currently it shows blue/green circles for when crew spots are occupied by others. Would it be better to show these are hollow or filled circles to show if they're occupied and keep colour use in the UI consistent with the mini/fullscreen maps?
Camera Toggle - Would it be possible to add a feature for the driver to quickly toggle the camera to be in line with either the turret or to lock it in position relative to the hull and look down the direction the vehicle is moving in?
Pricing - Although I've seen mention on the forums from other players that pricing for Marauders will be changing I've not seen a Dev comment on it. As it currently stands there's little to no point in driving a regular tank once you are skilled to access Marauders because of the lack of a substantial price difference.
Weight - Although amusing the tank should not really be able to push itself around with the turret when it collides with structures or at very least you shouldn't be able to lift it off the ground. I think you guys did a great job making the tanks feel heavy and this breaks that feeling completely.
Blaster Turret Naming - Blaster turret naming is not consistent with EVE - the progression should be Electron -> Ion -> Neutron from highest ROF/lowest DPS to lowest ROF/highest DPS.
Skilling - I've trained up the pre-reqs for the top tier Blasters and to get into a Surya but is there any reason to keep training the skills beyond the pre-reqs. Are we going to see the likes of a % bonus to hybrid turret or armour repairer per level bonus on hulls like EVE? |
Norbar Recturus
Algintal Core Gallente Federation
119
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Posted - 2012.07.23 17:15:00 -
[2] - Quote
It's refreshing to see someone else actually taking time to test the game and provide feedback. You don't know how glad I am to know that I'm not the only one doing it.
Just Bad wrote:I've trained up the pre-reqs for the top tier Blasters and to get into a Surya but is there any reason to keep training the skills beyond the pre-reqs. Are we going to see the likes of a % bonus to hybrid turret or armour repairer per level bonus on hulls like EVE?
I think you bring up a really good point here, and not only for vehicles, but also for dropsuits. It seems like there's no incentive to get to any level of dropsuit type operations aside from getting you access to new (and sometimes inferior) equipment.
Just Bad wrote:Small Turret Type Imbalance - Small launchers seem to be preferred over all others. Before I started to constantly fit small launchers I had people bail out of my tank after jumping in and finding I had blasters. Also in use it seems fairly easy to rack up kills against infantry with these compared to blasters at least and I'd imagine rails too since I rarely see them being used.
Most people don't use Blaster turrets specifically because of hit detection issues. Launchers have splash damage, so even if you miss your target due to auto-aim / hit detection / lag you can do damage to them. Also: Explosives can "shoot around" corners and cover. This is why they are preferred over Blasters and Railguns.
Just Bad wrote:Camera Toggle - Would it be possible to add a feature for the driver to quickly toggle the camera to be in line with either the turret or to lock it in position relative to the hull and look down the direction the vehicle is moving in?
This could easily be accomplished by hitting R3 as there's no function that it currently performs in a vehicle. Another choice is to have the camera operate in 3rd person unless you choose to hold R1, in which case, you take the turret view. |
Riggs Tank
Bragian Order Amarr Empire
25
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Posted - 2012.07.23 17:43:00 -
[3] - Quote
How about the lack of running people over. all my time in a tank i only have 1 kill from crushing. I blasted this guy against a wall. It was a highlight of my beta experince. But than i see a LAV just mowing down people. this dont seem right at all. my tank just pushes red dots around. i would think the dropsuits would mess up a LAV even if the dropsuit is killed. |
Just Bad
Crux Special Tasks Group Gallente Federation
34
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Posted - 2012.07.23 20:49:00 -
[4] - Quote
@ Norbar - Thank you. I feel it's the least we can do for CCP considering we're in a position to be able to get a feel for the game before it goes live.
On turrets: Yeah I just couldn't think of any suggestions how to improve small blasters or railguns to make them worthwhile using as an alternative to launchers. As things are right now I feel there's no reason to choose anything but launchers - the question is how will they make each type effective in its own right and in its own way.
@ Riggs - I think I've deliberately tried to run over someone with the tank once and failed and after that neither attempted nor gave it any thought but you're right. Driving about in a massive tank it seems reasonable that hitting someone while going at 25m/s (55 mph) would deal a fair bit of damage if not flatten them. Doubly so for crushing someone between yourself and a wall. |
Bresker Veyne
Algintal Core Gallente Federation
152
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Posted - 2012.07.23 22:10:00 -
[5] - Quote
Riggs Tank wrote:How about the lack of running people over. all my time in a tank i only have 1 kill from crushing. I blasted this guy against a wall. It was a highlight of my beta experince. But than i see a LAV just mowing down people. this dont seem right at all. my tank just pushes red dots around. i would think the dropsuits would mess up a LAV even if the dropsuit is killed.
This: http://www.youtube.com/watch?v=qLlUgilKqms is the reason tanks don't go around running everybody over... |
Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.07.23 22:38:00 -
[6] - Quote
Small launchers are the most useful small turret right now because blasters are so short ranged, and railguns are much harder to shoot with due to the charge up delay. I suspect when Autocannons and lasers come out, there will be more variety.
Railguns dominate in tank vs tank combat though. The large missile launcher is weak. |
Mo Gallas Gentralde
Crux Special Tasks Group Gallente Federation
178
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Posted - 2012.07.23 22:47:00 -
[7] - Quote
My main issue with Tanks is that if you turn the main turret X* the movement controller will completely change underneath your thumb so you have to re-orient when youGÇÖre in the middle of driving. In most other games there is a re-orientation of sorts, but it only occurs AFTER you release the gamepad, not while youGÇÖre using it.
Just Bad wrote:Blaster Turret Naming - Blaster turret naming is not consistent with EVE - the progression should be Electron -> Ion -> Neutron from highest ROF/lowest DPS to lowest ROF/highest DPS.
Ehhh? Small weapon systems might have different power ratings based on things such as... the size of available coolant systems, or how much charge a particular sized weapon can take before blowing apart.
It would actually make more sense if the names were mixed up because not all technology scales perfectly. My example? Toy airplane with battery motor, vs, commercial airplane with jet engines. Why does the battery motor work best for the toy plane? What would happen if the toy plane had a (sized down) jet engine strapped onto it , and also the other way around. Also note that Propeller engines that run on gasoline work for both types of plane.
Note: Yes there are jet engines for toy planes, but you have to run them in a circle literally to keep them from going out of range of the controller at 200 MPH. >.<, plus you have to mod the bodies to take the stress of the engines.
In other words it could be too much power at small sizes to function properly, so parts may have to be omitted to make sure that they can be used correctly. (aka mabye some kinds of weapons had absurd recoil that toppled the vehicles using them, so they had to tone them down, causing a shift in the heiarchy of names etc)
Also, it would force the EVE users who refuse to stop and evaluate their equipment by stats... to think before leaping. Blindly assuming "Best name here is best name there" is actually a good way to weed-out the gamers who don't think for themselves and simply copy other's information. |
Just Bad
Crux Special Tasks Group Gallente Federation
34
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Posted - 2012.07.24 17:13:00 -
[8] - Quote
@ Bresker - Funny you should link Powers http://www.youtube.com/watch?v=iLKR9tCiwvA&feature=player_detailpage#t=51s is how I drive my tanks.
@ Rhadiem - I don't think it's so much that blasters are short range, it just seems that people have a hard time putting infantry down with them where as launchers with their generous splash damage make killing infantry comparatively easy. This isn't a stealth nerf launchers point I'm trying to make - I just feel that the other turrets should be competitive in their own way and I'm just not seeing that at the moment.
I'm guessing railguns are king for tank v tank combat at the moment because out of all the large turrets they're the only one with a developed variety of types. Comparing the lowest level of turrets with no bonuses from skills at the moment gives you 368DPS for railguns, 368DPS for launchers, 500DPS for blasters - that's assuming all direct hits and that with a direct hit you also apply full splash damage with the launchers and railguns. I might sit down and do the math on the others once the servers are up to better compare.
@ Mo Gallas - I think current tank hull motion and rotation control stays consistent regardless of how you orientate your turret. Maybe it'd feel more natural either to not flip rotation controls while in reverse or to have it adjust depending on what 180* arc the turret is facing relative to the hull (fore or aft) - something I think I'd need to spend some time with before I could decide which I'd personally find better.
Sorry I'm not convinced that shaking up blaster tier naming across the two games will result in anything other than people coming across from EVE looking at the stats between Ions and Neutrons and thinking that CCP made a mistake. Given that a fair bit of other equipment in game is named in a fashion which is fairly consistent with EVE it gets my OCD going :)
I liked your RC plane analogy - It made me think of a question to address to those that run railgun tanks : do you feel you have to _severely_ compromise your ability to soak damage to fit the higher tier guns you have available to you? |
Riggs Tank
Bragian Order Amarr Empire
25
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Posted - 2012.07.27 13:14:00 -
[9] - Quote
Got another "crush" kill last night. I was taking fire from a guy just pass a small mound on the ground. Jumped that mound and landed right on him. Nice! |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.07.27 14:15:00 -
[10] - Quote
Riggs Tank wrote:Got another "crush" kill last night. I was taking fire from a guy just pass a small mound on the ground. Jumped that mound and landed right on him. Nice!
The only times I've "crushed" someone with my tank, were that type, and pushing them against a wall. I had one time though, where I came up the main road, from the southern encampment and hit an infantry guy, and he died, but I think he were just about to anyway due to him being chased by friendlies. |
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