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Tanis Jumes
Villore Sec Ops Gallente Federation
42
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Posted - 2012.11.09 01:39:00 -
[1] - Quote
Somebody who commented on a post had a great idea for dropship fix. If CCP would just give the gunners a limited amount of ammo then we would be fine! The dropships would have to break-off from combat and go resupply; meaning they land and become vulnerable while re-arming at supply depot. Meanwhile the opposing team re-organizes quickly and sets up countermeasures if possible! Give your feedback, best fix I've heard so far!
Side note: Why do I have to read a book to increase the range of my AR when the round is traveling thousands of miles per hour? Seems a bit rediculous.
Edit: 11/8/12
The limited ammo would be smart because it wouldn't make sense to have unlimited ammo. Think about it, EVE players have to buy all their ammo and it can cost a **** load of money. So if we have unlimited ammo in vehicles then DUST really wouldn't seem like it's part of EVE. Give your feedback! |
Reimus Klinsman
BetaMax.
319
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Posted - 2012.11.09 01:41:00 -
[2] - Quote
unethical? |
ATR Kuan Ti
Above The Rest
64
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Posted - 2012.11.09 01:42:00 -
[3] - Quote
thay need to add more speed to swarms each level that away you can hit them |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.09 01:46:00 -
[4] - Quote
Unethical is not the right word, unethical is more like morally wrong. I think you're saying it doesn't make sense, but I assume its not an actual book, but some neural wiring program similar to learning by downloading in The Matrix.
I don't like the idea of limited ammo for dropships, Here's my idea:
Do not increase the swarm speed of all swarm launcher swarms. Speed should depend on the tier of the swarm launcher (militia should have slowest swarm, and prototype should have fastest swarms). Maybe add a skill to increase swarm speed. Giving all swarm launchers a speed buff would punish dropship users who spent lots of ISK and SP on their drophips, while rewarding swarm launcher users that only use the free swarm launcher fits without making any ISK or SP investment.
Additionally, the dropship vs swarms case can be improved with the right new SL variants (variants are not available for militia items, so militia only SL users won't benefit): Add new swarm launcher variants designed for handling fast targets (dropships). Militia swarm launchers should remain slow and crappy since they are free. Swarm launcher variant that fires weak but very fast swarms. Also have a smaller magazine. Swarm launcher variant that fires swarms that detonate in the air after a 20 seconds, and do splash damage to any vehicle in the splash radius. Lower direct damage, and smaller magazine.
Missile turret splash radius could use a slight reduction. |
Novas Prime
Algintal Core Gallente Federation
61
|
Posted - 2012.11.09 01:48:00 -
[5] - Quote
Tanis Jumes wrote:Somebody who commented on a post had a great idea for dropship fix. If CCP would just give the gunners a limited amount of ammo then we would be fine! The dropships would have to break-off from combat and go resupply; meaning they land and become vulnerable while re-arming at supply depot. Meanwhile the opposing team re-organizes quickly and sets up countermeasures if possible! Give your feedback, best fix I've heard so far!
Side note: Why do I have to read a book to increase the range of my AR when the round is traveling thousands of miles per hour? Seems a bit rediculous.
+1 That was me dude!
and its not the swarms speed thats the problem, its the fact that they fly to the spot where the DS was and then attempt to follow them. Ive also fired at a DS that was too close, the swarms did a right turn as soon as they fired and killed me. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.09 01:52:00 -
[6] - Quote
They should just add the stasis webifiers to slow down vehicles already. Would solve a lot of the problems. |
ATR Kuan Ti
Above The Rest
64
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Posted - 2012.11.09 01:59:00 -
[7] - Quote
Novas Prime wrote:+1 That was me dude!
and its not the swarms speed thats the problem, its the fact that they fly to the spot where the DS was and then attempt to follow them. Ive also fired at a DS that was too close, the swarms did a right turn as soon as they fired and killed me.. it follows the heat thats how a missel works |
Novas Prime
Algintal Core Gallente Federation
61
|
Posted - 2012.11.09 02:15:00 -
[8] - Quote
ATR Kuan Ti wrote:Novas Prime wrote:+1 That was me dude!
and its not the swarms speed thats the problem, its the fact that they fly to the spot where the DS was and then attempt to follow them. Ive also fired at a DS that was too close, the swarms did a right turn as soon as they fired and killed me.. it follows the heat thats how a missel works
most missiles are heat seekers but not all. some are wire guided, some stay in contact with the launch module and require the user to keep the target within cross hairs to guide the missile to its target. Some are laser guided.
The swarms are supposed to be heat seeking but if they were working properly they would not aim for where the DS was but where the strongest heat source is.
You're also forgetting the fact that's its all coding and not actually following heat, therefore if the mechanics are broken then it wont work properly!! |
Novas Prime
Algintal Core Gallente Federation
61
|
Posted - 2012.11.09 02:22:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote:Unethical is not the right word, unethical is more like morally wrong. I think you're saying it doesn't make sense, but I assume its not an actual book, but some neural wiring program similar to learning by downloading in The Matrix.
I don't like the idea of limited ammo for dropships, Here's my idea:
Do not increase the swarm speed of all swarm launcher swarms. Speed should depend on the tier of the swarm launcher (militia should have slowest swarm, and prototype should have fastest swarms). Maybe add a skill to increase swarm speed. Giving all swarm launchers a speed buff would punish dropship users who spent lots of ISK and SP on their drophips, while rewarding swarm launcher users that only use the free swarm launcher fits without making any ISK or SP investment.
Additionally, the dropship vs swarms case can be improved with the right new SL variants (variants are not available for militia items, so militia only SL users won't benefit): Add new swarm launcher variants designed for handling fast targets (dropships). Militia swarm launchers should remain slow and crappy since they are free. Swarm launcher variant that fires weak but very fast swarms. Also have a smaller magazine. Swarm launcher variant that fires swarms that detonate in the air after a 20 seconds, and do splash damage to any vehicle in the splash radius. Lower direct damage, and smaller magazine.
Missile turret splash radius could use a slight reduction.
id like a reason why its realistic for vehicles to have an unlimited supply of ammunition. They carry a finite supply and should be made to have to re-supply. Make it a vehicle Module for the LogiVehicle. So they can call the Logi forwards in his Logi LAV and resupply the HAV's |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.09 04:49:00 -
[10] - Quote
Realism had nothing to do with it. Though if depleting ammo creates new roles for logis and LAVs, thats a good thing; your idea would be good too. |
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Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.09 04:51:00 -
[11] - Quote
terrible idea tbqh OP doesnt work for vehicles capacitors might be what ur lookin for |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.11.09 05:06:00 -
[12] - Quote
Mavado V Noriega wrote:terrible idea tbqh OP doesnt work for vehicles capacitors might be what ur lookin for
Lasor turrets would be the only weapons dependent on capacitor. Railguns and Blasters utilize actual projectiles that are accelerated via exotic equipment that normal earth weapons can't do. |
Michael Cratar
Red and Silver Hand Amarr Empire
179
|
Posted - 2012.11.09 05:23:00 -
[13] - Quote
I think they should make the blast damage for missiles lower and the direct damage higher. Or give everybody in the game a small missile launcher. Then everybody can use missiles and 1hit kill just about everything. |
Guinevere Bravo
SVER True Blood Unclaimed.
140
|
Posted - 2012.11.09 08:48:00 -
[14] - Quote
Well we already have the over heating mechanic, surely this would be easy to implement?
KAGEHOSHI Horned Wolf wrote:They should just add the stasis webifiers to slow down vehicles already. Would solve a lot of the problems.
I like this idea, but i think it should be a vehicle module instead of a dropsuit module. Maybe even a turret point - click -slow down.
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Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.09 08:59:00 -
[15] - Quote
Maken Tosch wrote:Mavado V Noriega wrote:terrible idea tbqh OP doesnt work for vehicles capacitors might be what ur lookin for Lasor turrets would be the only weapons dependent on capacitor. Railguns and Blasters utilize actual projectiles that are accelerated via exotic equipment that normal earth weapons can't do.
Rails and blasters use cap. See EVE: Online |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.09 09:04:00 -
[16] - Quote
ATR Kuan Ti wrote:thay need to add more speed to swarms each level that away you can hit them
No, that would just make it impossible to get away, irregardless of pilot skill. |
Novas Prime
Algintal Core Gallente Federation
61
|
Posted - 2012.11.09 10:12:00 -
[17] - Quote
Paran Tadec wrote:ATR Kuan Ti wrote:thay need to add more speed to swarms each level that away you can hit them No, that would just make it impossible to get away, irregardless of pilot skill.
precisely. Swarm speed isnt the problem. its the route they are taking towards the target. The DS pilots still need a chance to get away from the swarms. All they're doing at the moment is flying in a straight line which takes no skill. If the swarm tageting machanic is fixed there wont be a problem. The swarms should detonate after a set amount of time so that if the pilots have managed to out maneuver them theyve done well.
Similarly if I fire a swarm at a DS flying towards me i dont want to see the swarms dive behind them. The pilots should have to avoid them, and not as it is now just fly straight knowing that no one can hit them. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.09 10:23:00 -
[18] - Quote
KAGEHOSHI Horned Wolf wrote:They should just add the stasis webifiers to slow down vehicles already. Would solve a lot of the problems.
Yeah and would murder tanks to boot, no thx already easy enough to kill a tank
OP bad idea atm because i dont want johnny random wasting my ammo in my turret firing at a hill like a muppet |
Novas Prime
Algintal Core Gallente Federation
61
|
Posted - 2012.11.09 10:37:00 -
[19] - Quote
EnglishSnake wrote:KAGEHOSHI Horned Wolf wrote:They should just add the stasis webifiers to slow down vehicles already. Would solve a lot of the problems. Yeah and would murder tanks to boot, no thx already easy enough to kill a tank OP bad idea atm because i don't want johnny random wasting my ammo in my turret firing at a hill like a muppet
hah good point. I am considered a blue dot as i don't have a corp yet. (still figuring out what i want my specialty to be) but other fellow blue's don't seem to get the idea that to kill something you need to actually have a target and not just fire spam. but if the ammo mechanic was added it would at least make them think twice. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.09 10:57:00 -
[20] - Quote
Novas Prime wrote:EnglishSnake wrote:KAGEHOSHI Horned Wolf wrote:They should just add the stasis webifiers to slow down vehicles already. Would solve a lot of the problems. Yeah and would murder tanks to boot, no thx already easy enough to kill a tank OP bad idea atm because i don't want johnny random wasting my ammo in my turret firing at a hill like a muppet hah good point. I am considered a blue dot as i don't have a corp yet. (still figuring out what i want my specialty to be) but other fellow blue's don't seem to get the idea that to kill something you need to actually have a target and not just fire spam. but if the ammo mechanic was added it would at least make them think twice.
Not blue dots they dont think |
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.09 13:36:00 -
[21] - Quote
Swarm pathing has issues. Fix that and speed is fine.
Also, I'd rather see a range limit on missile turrets than a Dropship-specific nerf. The only time I have a problem with Dropships is when they're raining missiles down from outside draw distance. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.11.09 13:49:00 -
[22] - Quote
Paran Tadec wrote:Maken Tosch wrote:Mavado V Noriega wrote:terrible idea tbqh OP doesnt work for vehicles capacitors might be what ur lookin for Lasor turrets would be the only weapons dependent on capacitor. Railguns and Blasters utilize actual projectiles that are accelerated via exotic equipment that normal earth weapons can't do. Rails and blasters use cap. See EVE: Online
Rails and blasters also use ammo. See EVE: Online.
All weapons should be dependent on both cap and ammo limitations. This would make getting your fittings right more critical than it currently is and would also increase the usefulness of the logi role.
Webifiers are planned to be in game. When they come out this will vastly alter the way vehicles behave on the battle field. I would also like cap draining, deployable-modules, and ranged AV weapons. These would reduce a vehicles ability to perform any task by draining their cap (see EVE: Online) thus making them venurable. Placed modules could be used as anti-ground vehicle landmines and would be devistating when combined with RE. Handheld units would take a weapon slot and be more useful for dispatching dropships.
To counter cap vampire units vehicles could be set up to cap positive (ie. produce more power than they can use for you non-eve folks out there) and perhaps have electronics hardening modules making these units have a lower effect on them. EM hardening units would have the added bonus of reducing EMP interference (another brand of AV that is planned). |
ATR Kuan Ti
Above The Rest
64
|
Posted - 2012.11.09 13:49:00 -
[23] - Quote
Novas Prime wrote:ATR Kuan Ti wrote:Novas Prime wrote:+1 That was me dude!
and its not the swarms speed thats the problem, its the fact that they fly to the spot where the DS was and then attempt to follow them. Ive also fired at a DS that was too close, the swarms did a right turn as soon as they fired and killed me.. it follows the heat thats how a missel works most missiles are heat seekers but not all. some are wire guided, some stay in contact with the launch module and require the user to keep the target within cross hairs to guide the missile to its target. Some are laser guided. The swarms are supposed to be heat seeking but if they were working properly they would not aim for where the DS was but where the strongest heat source is. You're also forgetting the fact that's its all coding and not actually following heat, therefore if the mechanics are broken then it wont work properly!! no most missiles are hit or miss but swarms are heat driven at least thay track like thay are and you do lock on targer with heat missiles I was a wepons system tech in the USMC COM/NAV I know how they work heat Missile have been replaced with lazer locking which would just go to target (ground targets) |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.11.09 13:51:00 -
[24] - Quote
Garrett Blacknova wrote:Swarm pathing has issues. Fix that and speed is fine.
Also, I'd rather see a range limit on missile turrets than a Dropship-specific nerf. The only time I have a problem with Dropships is when they're raining missiles down from outside draw distance.
Wouldn't making them ballistic be a more effective and realistic way to impose a range limitation than simply having the projectiles disappear? This way people could increase their projectile range by purchasing faster moving projectile varients. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.09 13:53:00 -
[25] - Quote
ATR Kuan Ti wrote:Novas Prime wrote:+1 That was me dude!
and its not the swarms speed thats the problem, its the fact that they fly to the spot where the DS was and then attempt to follow them. Ive also fired at a DS that was too close, the swarms did a right turn as soon as they fired and killed me.. it follows the heat thats how a missel works
even so, it would not fire directly at it and then dodge it loop around and follow up its ass |
Tanis Jumes
Villore Sec Ops Gallente Federation
42
|
Posted - 2012.11.09 16:10:00 -
[26] - Quote
Great responses so far! |
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