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Chase Holton
Algintal Core Gallente Federation
4
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Posted - 2012.08.10 18:28:00 -
[1] - Quote
I've posted this in a different section as a reply to the same topic but I figured I would try and get this started in the feedback/requests section:
I'm so glad there are more people raising the issue of infinite vehicle ammo. Vehicles (especially vehicles!!) must have a finite amount of ammo. Not only are they more powerful than infantry already, but the fact that they have no limit to their munitions is bogus, while us infantry players may have a bunch of suit skills and modules that raise our ammo count/damage/ etc, anyone can hop in a tank and blow stuff up forever as long as they aren't attacked by a heavy infantry.
It's a balance issue, plain and simple. Make a market for ammunition for vehicles and the war economy will be much more spread out. Not everyone will spawn a tank all the time, it will become necessary in certain occasions and only the players versed in vehicular combat will spend the ISK/AUR to up their vehicle strength and manage them in general.
Along with that, add a "no other player can drive until the one who calls the vehicle in enters the vehicle", because that would be a simple fix for someone taking your vehicle and your hard earned ammunition. It would be like "handing the keys over" if the one who called the deploy hopped in, and hopped out. Starting it, in a sense. I dunno. Just my two cents.
TL;DR - Add ammunition for vehicles. Make vehicles deployed only operational by other players after the one who called the deploy has entered the vehicle (staying in it or not) like handing over the car keys. |
Noowb Sauce
10
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Posted - 2012.08.10 21:16:00 -
[2] - Quote
Chase Holton wrote:I've posted this in a different section as a reply to the same topic but I figured I would try and get this started in the feedback/requests section:
I'm so glad there are more people raising the issue of infinite vehicle ammo. Vehicles (especially vehicles!!) must have a finite amount of ammo. Not only are they more powerful than infantry already, but the fact that they have no limit to their munitions is bogus, while us infantry players may have a bunch of suit skills and modules that raise our ammo count/damage/ etc, anyone can hop in a tank and blow stuff up forever as long as they aren't attacked by a heavy infantry.
It's a balance issue, plain and simple. Make a market for ammunition for vehicles and the war economy will be much more spread out. Not everyone will spawn a tank all the time, it will become necessary in certain occasions and only the players versed in vehicular combat will spend the ISK/AUR to up their vehicle strength and manage them in general.
Along with that, add a "no other player can drive until the one who calls the vehicle in enters the vehicle", because that would be a simple fix for someone taking your vehicle and your hard earned ammunition. It would be like "handing the keys over" if the one who called the deploy hopped in, and hopped out. Starting it, in a sense. I dunno. Just my two cents.
TL;DR - Add ammunition for vehicles. Make vehicles deployed only operational by other players after the one who called the deploy has entered the vehicle (staying in it or not) like handing over the car keys.
Vehicles with any staying power are not cheap.... I think your beef is with the militia crud and if so I would hope militia vehicles are done away with in a future beta/main release. Additionally an easy reduction in vehicle theft is to have pilot and driver drop suits as a requirement to fly/drive these things. And that opens up a whole line of driving/piloting modules for vehicle operation as well. |
Forlorn Destrier
ZionTCD Legacy Rising
915
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Posted - 2012.08.10 22:55:00 -
[3] - Quote
Noowb Sauce wrote:Chase Holton wrote:I've posted this in a different section as a reply to the same topic but I figured I would try and get this started in the feedback/requests section:
I'm so glad there are more people raising the issue of infinite vehicle ammo. Vehicles (especially vehicles!!) must have a finite amount of ammo. Not only are they more powerful than infantry already, but the fact that they have no limit to their munitions is bogus, while us infantry players may have a bunch of suit skills and modules that raise our ammo count/damage/ etc, anyone can hop in a tank and blow stuff up forever as long as they aren't attacked by a heavy infantry.
It's a balance issue, plain and simple. Make a market for ammunition for vehicles and the war economy will be much more spread out. Not everyone will spawn a tank all the time, it will become necessary in certain occasions and only the players versed in vehicular combat will spend the ISK/AUR to up their vehicle strength and manage them in general.
Along with that, add a "no other player can drive until the one who calls the vehicle in enters the vehicle", because that would be a simple fix for someone taking your vehicle and your hard earned ammunition. It would be like "handing the keys over" if the one who called the deploy hopped in, and hopped out. Starting it, in a sense. I dunno. Just my two cents.
TL;DR - Add ammunition for vehicles. Make vehicles deployed only operational by other players after the one who called the deploy has entered the vehicle (staying in it or not) like handing over the car keys. Vehicles with any staying power are not cheap.... I think your beef is with the militia crud and if so I would hope militia vehicles are done away with in a future beta/main release. Additionally an easy reduction in vehicle theft is to have pilot and driver drop suits as a requirement to fly/drive these things. And that opens up a whole line of driving/piloting modules for vehicle operation as well.
I had considered the idea of requiring a certain skill level to pilot the vehicle, but the idea of a suit requirement makes sense too. +1 sir. |
Forlorn Destrier
ZionTCD Legacy Rising
915
|
Posted - 2012.08.10 22:56:00 -
[4] - Quote
Chase Holton wrote:I've posted this in a different section as a reply to the same topic but I figured I would try and get this started in the feedback/requests section:
I'm so glad there are more people raising the issue of infinite vehicle ammo. Vehicles (especially vehicles!!) must have a finite amount of ammo. Not only are they more powerful than infantry already, but the fact that they have no limit to their munitions is bogus, while us infantry players may have a bunch of suit skills and modules that raise our ammo count/damage/ etc, anyone can hop in a tank and blow stuff up forever as long as they aren't attacked by a heavy infantry.
It's a balance issue, plain and simple. Make a market for ammunition for vehicles and the war economy will be much more spread out. Not everyone will spawn a tank all the time, it will become necessary in certain occasions and only the players versed in vehicular combat will spend the ISK/AUR to up their vehicle strength and manage them in general.
Along with that, add a "no other player can drive until the one who calls the vehicle in enters the vehicle", because that would be a simple fix for someone taking your vehicle and your hard earned ammunition. It would be like "handing the keys over" if the one who called the deploy hopped in, and hopped out. Starting it, in a sense. I dunno. Just my two cents.
TL;DR - Add ammunition for vehicles. Make vehicles deployed only operational by other players after the one who called the deploy has entered the vehicle (staying in it or not) like handing over the car keys.
Limited ammo - good idea. |
Mensche Meysim
Quantum Innovations
6
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Posted - 2012.08.11 00:41:00 -
[5] - Quote
Limited ammo and diverse ammo. There could be ammo for the different weapons, to add/decrease range or damage or specialized ammo like webber ammo to slow troops/vehicles in a targeted area. I suppose the best way to go about it is have one type of ammo and have to go to a depot to switch/refill. |
critanime
1
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Posted - 2012.08.11 01:09:00 -
[6] - Quote
I agree. Ammo needs to be implimemted into the game for vehicles. This should not affect gameplay too much as a good tank driver and gunner should still be able to deal a hell of a lot of damage even with a ammo limit. Atfer all our ships in eve use ammo whether it be crystals, rockets, slugs or what ever. |
Chase Holton
Algintal Core Gallente Federation
4
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Posted - 2012.08.11 04:36:00 -
[7] - Quote
It's clear I am new to the beta since I had no idea between the differences of "militia" and non. I appreciate the clarification Noowb, and the idea of specific dropsuits is a great idea for vehicular use. That would make a lot of sense. Why should a Recon dropsuit allow vehicles? Maybe further down a chain of skills, you could unlock a... minimal/medium vehicular usage throughout any drop suit, to make it more... versatile. But as of right now, for any dropsuit loadout to be able to call in vehicles, it almost (in a way) defeats the purpose of that loadout's ideals.
A heavy (anti-vehicle drop suit) calls in a tank to drive. Why not really make a dropsuit specific for vehicles??? Would give the HAV's and such a very specific role in combat, like a drop suit/skill build.
That was a bit of a ramble, but yeah. I really that would add something. I could deal with a vehicular drop suit if nothing else, but ammunition would be nice.
Maybe the logistics or whatever the class is that can repair and stuff could have the ability to restock vehicle ammunition? Just once or twice or something per spawn? Regen it back to the max amount that is loaded onto the vehicle at the beginning? Does that make sense?? Or whatever. I dont know. Just spit balling here. |
Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.08.11 05:35:00 -
[8] - Quote
If you want limited ammo, you realize their weapon power will need to be greatly increased to compensate. Otherwise, you're just calling for a global vehicle nerf. |
testguy242
44
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Posted - 2012.08.11 07:08:00 -
[9] - Quote
I agree with this. Ammo should work like it does for ships in EVE.
Have different ammo types and load that as part of your fitting, so it determines the cost and all that.
I don't know if switching ammo on the fly like in EVE is needed, though. |
critanime
1
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Posted - 2012.08.11 07:52:00 -
[10] - Quote
There is obviously still a lot to do in beta. As it stands at the moment it would seem militia vehicles are way underpowered and maybe this is a massive factor. Once the militia vehicles go maybe things will even out. However anyone who pilots a ship will know that ammo still plays a massive roll in any warfare scenario. And you wouldn't expect a tank in rl to carry a infinite amount of ammo. Maybe there is some compromise that can be done. Say make the ammo as a crystal that has a set range and base damage but has some sort of modifier and needs to be replaced one exhausted. Each crystal then has a modifier like em, kinetic, radiation and so forth. Once the modifier crystal is exhausted it can either be replaced for the same if it's in your inventory at a station or it defaults to a standard crystal that deals unmodified damage. I am just spit balling ideas as the saying goes. Also this would apply to all vehicles with weapons. |
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Zerlathon
Algintal Core Gallente Federation
213
|
Posted - 2012.08.11 09:11:00 -
[11] - Quote
At the very least, I think the kinetic weapons should have some sort of ammo count. This build has highlighted the potential for a Team to be pinned down indefinately from infinite rocket barrages, which a Team being unable to form any type of counter attack.
I was lumped into a game where the entire team (who were defending) got pushed back into spawn and were getting pummelled by 3 rocket tanks. swarm launchers and forge gunners were being wiped out before they could fire off a shot, and vehicles where being taken out before anyone had a chance to jump in. |
The Robot Devil
45
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Posted - 2012.08.11 10:33:00 -
[12] - Quote
Vehicle resupply is a good idea, a module with a nanohive could be used to add to the number of rounds avalible. To resupply the vehicle would have to be near a supply depot or have a high level pilot suit that adds to the number of rounds or how fast they replenish. |
Khun-Al
135
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Posted - 2012.08.11 11:23:00 -
[13] - Quote
The idea with vehicle and weapon ammo like in EVE is a need for the game. I would clear the issue of stealing tanks by making a fouth seat in a tank where the driver is. This seat is locked by a sensor which unlocks if the driver leaves a certain area around the tank or dies. So the tank cannot be stolen and every three turrets can still be handled. |
optical-dose
Villore Sec Ops Gallente Federation
2
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Posted - 2012.08.11 14:27:00 -
[14] - Quote
Zerlathon wrote:At the very least, I think the kinetic weapons should have some sort of ammo count. This build has highlighted the potential for a Team to be pinned down indefinately from infinite rocket barrages, which a Team being unable to form any type of counter attack.
I was lumped into a game where the entire team (who were defending) got pushed back into spawn and were getting pummelled by 3 rocket tanks. swarm launchers and forge gunners were being wiped out before they could fire off a shot, and vehicles where being taken out before anyone had a chance to jump in.
This happened to me as well and It made the game play very frustrating to say the least. I agree with vehicles needing limited ammo and the possible need of resupplying at a depot away from enemy spawn points. |
Cpt Luke H
0
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Posted - 2012.08.11 18:46:00 -
[15] - Quote
Optical-dose,
I have been pinned down at my spawn so many times that , the only thing to do is hide behind cover, and pray for low death count.
Damage done to those with weak equipment from militia gear are very susceptible to being pushed back. A better beginner system needs to be established, so that new players are not killed so much that the find the game distasteful, which can spread a bad name for the game; Give the newbies a chance.
As a foot note I should mention that i find it odd that if my team needs AV i either use my C4, which barely does anything to vehicles which is perpetually annoying, or i switch to a heavy. The only problem is that unless you level up your AV skills your useless boob. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.08.11 21:59:00 -
[16] - Quote
Limited ammo is a MUST. Hopped into a game today, and it was the entire defending team being camped into default spawn by a single missile Sagaris on the east-side building. If they needed some kind of resupply, at least my team could have fed him militia kills until he ran dry :S |
Saint Panda
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.08.11 23:53:00 -
[17] - Quote
Chase Holton wrote: I've posted this in a different section as a reply to the same topic but I figured I would try and get this started in the feedback/requests section:
I'm so glad there are more people raising the issue of infinite vehicle ammo. Vehicles (especially vehicles!!) must have a finite amount of ammo. Not only are they more powerful than infantry already, but the fact that they have no limit to their munitions is bogus, while us infantry players may have a bunch of suit skills and modules that raise our ammo count/damage/ etc, anyone can hop in a tank and blow stuff up forever as long as they aren't attacked by a heavy infantry.
It's a balance issue, plain and simple. Make a market for ammunition for vehicles and the war economy will be much more spread out. Not everyone will spawn a tank all the time, it will become necessary in certain occasions and only the players versed in vehicular combat will spend the ISK/AUR to up their vehicle strength and manage them in general.
Along with that, add a "no other player can drive until the one who calls the vehicle in enters the vehicle", because that would be a simple fix for someone taking your vehicle and your hard earned ammunition. It would be like "handing the keys over" if the one who called the deploy hopped in, and hopped out. Starting it, in a sense. I dunno. Just my two cents.
TL;DR - Add ammunition for vehicles. Make vehicles deployed only operational by other players after the one who called the deploy has entered the vehicle (staying in it or not) like handing over the car keys.
While I agree that ammo should be limited for all vehicles, I will have to disagree with the idea that other players cannot enter vehicles without the person who called it in entering it first. Having the ability to customize your own vehicle fitting is an excellent feature, but I cannot stand it when people constantly stay in the same spot with a tank and pick off anyone who walks by because they don't have to worry about ammo. I would like if you had to refill ammo with a supply depot.
I do not agree with the idea of having players locked out of vehicles because the person who called it in didn't get in first. The player who called it in could die before the vehicle is dropped; or they could have just been a jerk and after calling it in, they walked away from it. |
Saint Panda
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.08.11 23:55:00 -
[18] - Quote
Mensche Meysim wrote:Limited ammo and diverse ammo. There could be ammo for the different weapons, to add/decrease range or damage or specialized ammo like webber ammo to slow troops/vehicles in a targeted area. I suppose the best way to go about it is have one type of ammo and have to go to a depot to switch/refill.
^This, definitely. |
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