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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
227
|
Posted - 2013.04.04 13:45:00 -
[1] - Quote
So there's an old vehicle dev blog that talks, at the end, about a dropship fighting a Marauder HAV by neuting its capacitor.
What is capacitor?
Skip this section if you're familiar with them already. If you're not, allow me to explain. Capacitor is EVE's analog to a mana bar. It is required for activation of most modules and regenerates passively over time. The dev blog linked above talks about DUST vehicles having capacitors as well, implying it will be required for active mods and even for turrets. There is no indication that dropsuits will use capacitor, which I think is for the best.
Isn't that just a vehicle nerf?
On its face capacitor seems like a way to make vehicles even weaker. All it is is one more thing a vehicle driver has to worry about. Now in addition to cooldown timers, you also have to make sure have enough cap to repair yourself, after all. I believe, however, that with a restructuring of the way active modules work around this new mechanic it could be neither nerf nor buff, but rather a complete change (for the better!) to how vehicles interact with the battlefield.
And what changes might those be?
Well, first off, I say we don't need cooldown timers on most active mods anymore. Well, not longer than their activation time, anyway. We could even couple this with allowing them to automatically reactivate when the cooldown ends. This means that when a HAV activates a booster, it reps 324 health once a second for five seconds, then, after five seconds, does it again! When you activate a hardener it increases your resistance by 30% for ten seconds then, after ten seconds, does it again!
You're an idiot, Alan. That sounds OP as hell.
It does, doesn't it? Well, don't write me off yet. Remember that these are limited by the HAV's capacitor. Running a shield booster continually, especially while shooting, could drain the capacitor in thirty seconds if not less.
Thirty seconds is a long time, and it still sounds like a huge buff to vehicle hp!
Well, you're not wrong, hypothetical conversation partner. This is indeed intended to make vehicles much more survivable. In what I'm envisioning a well fit HAV would be able to continuously tank a single forge gun, and tank against two for a good while. Given this it probably sounds like HAVs, and even smaller vehicles, would be nigh unkillable. Now, while unkillable isn't really my goal, "trickier to kill" most certainly is. This is where we talk about electronic warfare.
What in the name of satan's bright red pecker is electronic warfare?
In EVE it comes in several varieties. Sensor dampeners reduce locking range and scan resolution, target painters increase signature profile, tracking disruptors reduce optimal, falloff, and tracking speed, ECM breaks target locks, stasis webifiers reduce speed, and cap neuts remove capacitor.
Those things don't help me kill a HAV!
In those forms possibly not, with the exception of cap neuts though I suspect that infantry mounted cap neuts would have a hard time actually draining a HAV's cap. We have to think, instead, how can those things be applied to DUST in an interesting way?
- Sensor Dampeners
HAVs don't need to lock targets, so reducing targeting range and increasing lock-on time is useless. But HAVs certainly need sensors. That's how the operators see outside. So let's make sensor damps an equipment item with cooldown that causes periodic disruptions in the vision of the driver and turret operators of a vehicle. Frequency and duration of these disruptions are a function of the disruption strength of the dampener and the sensor strength of the vehicle, making them more effective against smaller vehicles. Warpoints could be awarded, perhaps a small amount for every friendly able to pass in front of the afflicted vehicle unmolested, or perhaps simply as a flat "vehicle disruption +15".
- Target Painters
-Probably has no bearing on this discussion. A better application of these might be in allowing forward scouts to give firing solutions to artillery vehicles, so they can hit things they can't see.
- Tracking Disruptors
-Used similarly to sensor dampeners, but not affecting the vehicle's ability to see. Instead, the rotational velocity of turrets is reduced, and the controls are scrambled. How badly the controls are scrambled would be a function of the disruptor's strength and the turret's tracking speed. So a small blaster might be largely unaffected, but a large railgun would have be extremely difficult to operate, making this most effective against larger vehicles. Warpoints could be awarded based on the size and number of turrets. +10 for each large operated large turret and +2 for each operated small, for example.
- ECM
-The obvious thing is to have it break all target locks and keep them broken for some period, but so few things require target locks that this becomes unusably situational, and would be used almost exclusively by vehicles. That said, I honestly don't have a better idea. The best I can think of is disrupting the sensors on all enemy suits/vehicles in the area so that their radar is screwed up. Y'know, that on top of breaking locks.
- You probably don't need me to cover how webs and neuts might work, I feel like those are pretty obvious.
So as you can see, it would remain difficult for infantry to kill vehicles without significant effort (you would have to cripple it with eWar before you'd be able to kill it), but much much easier to avoid being killed by one. One person with a tracking disruptor or sensor dampener will allow a whole group of friendlies to escape a HAV's withering blaster fire. Awarding WP ensures that there will almost always be someone ready to jump in and do so. |
Takahiro Kashuken
Intara Direct Action Caldari State
184
|
Posted - 2013.04.04 14:06:00 -
[2] - Quote
If cap comes into vehicles i should be happy if they are like ships in EVE
Ships in EVE i have fittings where i can perma run active hardners and defo pulse a rep for longer while being cap stable
Problem is would the mods characteristcs carry over from EVE into DUST so when laser turrets come into it they eat away at the cap more so than the rest of the guns
Also how much cap should a HAV have? about as much as a frig? maybe upto a cruiser?
Also tho in general cap bring in alot more mods for both vehicles and infantry including new weapons or at least support weapons so cap can always be improved through mods like cap rechargers/boosters/batterys etc
New skills would also be added, alot more skills for each mods and also for cap itself
Only problem is i can think of is that depending what CCP does if i find a way to perma run hardners and be able to pulse my rep for longer so i can stay in the hotzone for longer the general idiot community will cry OP and want it nerfed and prob AV buffed yet again because they cannot solo it because it would be alot harder to solo meaning it would require teamwork like a few builds back
Overall adding cap would be an awesome improvement but only if all the mods/skills got added with it on release, downside would be if vehicles got a small cap which would make them weaker in comparision to the vehicles before cap was added
|
Daedric Lothar
Onslaught Inc
86
|
Posted - 2013.04.04 14:14:00 -
[3] - Quote
I just posted this in another thread, it seems relavant.
Why should a tank be able to be unrivaled on the battlefield with no counter, you are just 1 guy, why should your 1 guy in 1 tank be better then 1 guy with his AV. I see HAV as a corp weapon more then a pub weapon where you are going to run into problems getting any kind of support.
I feel kinda sad when I read the forums because everyone complains about this or that being OP, but none of the examples really ever give examples of good squad play.
Really a vehicle is just a really big suit, a fast heavy suit.
[Edit]: However cap sounds good. Cap is life. I could see Cap allowing broke modules to be put into the game with specialized use that allow you to do certain things amazingly "at a cost" |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
229
|
Posted - 2013.04.04 21:00:00 -
[4] - Quote
I'm not sure what about that post made you think HAVs or any other vehicles would be "unrivaled" or have "no counter". I listed several counters. In fact I depicted a scenario where the ability of vehicles to kill infantry would be severely hampered compared to now.
What I'm after isn't for vehicles to be "better" or "worse" than infantry, but to be different. To me, vehicles shouldn't just be an extra-large* dropsuit, but rather a system that occupies a completely different role from dropsuits, which interacts with dropsuits differently than other dropsuits, and is interacted with by them completely differently.
The system we have right now is just "hit it with bigger guns than one might use on dropsuits". That's kinda lame. A system of "screw with its ability to fight, then either avoid it or kill it" sounds a lot more engaging and fun to me.
*extra-extra-extra-extra-extra-large! |
ugg reset
ZionTCD Legacy Rising
247
|
Posted - 2013.04.04 21:48:00 -
[5] - Quote
To be frank i hate the idea of having cap; vehicle user have a lot to worry about as is. though the idea of neuting a tank so that it couldn't use it harders is intriguing. |
Cross Atu
Conspiratus Immortalis
878
|
Posted - 2013.04.04 22:00:00 -
[6] - Quote
+1 OP, these ideas would increase diversity (always good IMO) allow for more tactical options (more "rock, scissors, paper but with greater than three factors involved) and make HAVs more durable (they kind of need it) without making them OP'ed as kitten (which a straight up buff might do) by requiring more of the driver and crew to operate the HAV effectively.
Across the boards these changes seem to put more responsibility on the player (be it infantry or driver) and having the game expand diversity while increasing the importance of player skill is quite the hat trick, good job.
0.02 ISK Cross
EDIT: This also opens up a lot of new options for specialization within each race. Having more factors than just range, RoF, direct damage and splash will add diversity. Having eWar considerations such as how "hardened" a turret is, how much cap it takes to use, ratios between cap requirements and fitting requirements et al they bring player choice and diversity to EVE and they'd do the same for Dust, optimally game balance should function at a higher level of complexity then there being a singular "best fit" for a given vehicle, much less a single chassis that is more effective than all others. Battlefields are very chaotic and diverse places, our tools should provide us with the same array of customizable options and possible valid "perfect fits". |
Thrillhouse Van Houten
DIOS EX.
55
|
Posted - 2013.04.04 22:27:00 -
[7] - Quote
I have been saying this for two months.
Vehicles aren't broken in Eve...so why fix them?
Adapt them to ground warfare, obviously, but what was so difficult or unruly about have High/Med/Low slots, Capacitor and Shield/Armor/Hull?
So replace "High Slots" with "Turret slots" or whatever. Call the Dust "High Slots" "Medium Slots" add a Capacitor and Hull and ya basically have ships in Eve...which works. Now you'll get the folks saying "Dust is in the Eve universe, it isn't Eve" and they are completely right. That being said, the system would have transferred over just fine in my opinion. It would make running vehicles more difficult in some ways (fitting and skill selection and use, monitoring Capacitor) and easier in other ways (I, personally, find the module usage in Dust is far inferior to module use in Eve. Press and go). It would ADD E-Warfare to Dust (making Scout suits especially suited to this task would make them truly SCOUTS). As it stands E-Warfare in Dust is basically done passively via scan profiles on the minimap. Even adding active scanners and cloaking devices barely changes this. There is no neutralization of enemy electronics or disruption of scanning equipment. I'd love to see a blueberry Scout neut a Swarm Launcher's lock-on, for example, or slow a HAV's turret tracking speed to a snail's crawl.
I say go a step further. Why not add Cap to dropsuits? FGs, LRs, ARs (Blaster versions), Snipers, etc...all use some form of high energy projection or pure energy as their payload. Things like bolt action Minmatar Snipers or traditional projectile weapons could be added that use no Cap but require ammo and you could do away with the ammo reqs on FGs and LRs, but have them be Cap eaters. Nanohives could come in two specialties that either charge Cap or resupply ammo. Heck, there could be pricey Proto variants that do both for the Hybrid-ammo crowd.
It opens the door for extreme specialization (and even requires it, to a degree). I'm used to the complexity of Eve and I don't feel like, with GOOD TUTORIALS AND GRADUAL INTRODUCTION, new players wouldn't like it.
As for Vehicles: before I would introduce this system or my nugget of an idea above, the absolute first thing I'd do is SEPARATE Vehicle and Infantry skill completely. Why does Field Mechanics add Armor to both Dropsuits and Vehicles? They are both horrendously complex space equipment from the far flung future and yet a single fellow learns about one as if it is the other equally? That is, unless he is learning about weapons...
TL DR; Very nice fleshing out of a great system for vehicles in the OP. |
Thrillhouse Van Houten
DIOS EX.
55
|
Posted - 2013.04.04 22:37:00 -
[8] - Quote
Oh...and the OP said that tiny bit about infantry laser tagging targets for artillery vehicles was friggin' genius. The OPs idea would make vehicles stronger in many ways, but adding a long range, high powered "mortar" style weapon or vehicle that requires a tag from a fellow teammate would give them something to fear (everyone should fear someone...it is a sign of balance, imo).
I imagine it working like an Orbital Strike (much much less powerful, mind you). Guy 1 has the computerized mortar (MAV?), he "uses" the weapon, which brings up the map. Anyone using a target painter (Eq or maybe even Sidearm, giving Assault and Scout players a tool that Logi's can't touch) at that time would add a target reticule onto the map. Guy 1 chooses from the available target reticules and its bombs away. He may hit nothing when his round falls, or he may hit high-powered pay-dirt. Ka-freaking-boom.
Love it. I'd +1 it twice if I could... |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
233
|
Posted - 2013.04.05 12:12:00 -
[9] - Quote
I was thinking a little bit about the TP thing, and I think I came up with a better way to do it.
See, as you proposed there's no room for improvement as you go up in tiers. A militia TP would be essentially the same as a prototype one. So here's what I'm thinking:
Every TP has two stats: signature radius and lock-on time. When you begin targeting a point with a TP you have to hold it down for the entire lock-on time, during which time all properly equipped friendly vehicles get a "Target painting data incoming" message. At the end of those two or three seconds arrows appear around the turret indicating the direction to move the turret to achieve the correct azimuth and elevation to hit the target.*
During this time not only do dropsuits in the target area have the potential to just pack up and move, but the signature radius of the TP will be compared to the suit's scan resolution, and based on their difference (or perhaps their ratio?) there will be a brief delay after which the user will get a notification that they are being painted.
*Fun fact: because of the nature of parabolic travel there are almost always two angles of elevation that allow you to hit the target. The only exception is theta=45 degrees. Would be interesting if they found a way to incorporate that. |
Skihids
The Tritan Industries
1144
|
Posted - 2013.04.05 18:54:00 -
[10] - Quote
I would love to see more complexity and flexibility added at the timing stage if it also meant easier operation on the battlefield.
Right now trying to fly in three dimensions in real time, shoot (when we get Assault craft), and activate modules is a bit much. |
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
234
|
Posted - 2013.04.05 21:22:00 -
[11] - Quote
Given that you are essentially the dropship guy I'd be interested to hear what your perfect-world vehicle balance would be. |
Jotun Hiem
The Tritan Industries RISE of LEGION
532
|
Posted - 2013.04.16 17:17:00 -
[12] - Quote
I like this idea.
+1 |
Skihids
The Tritan Industries RISE of LEGION
1191
|
Posted - 2013.04.16 20:30:00 -
[13] - Quote
I would like to see vehicles be more complex and nuanced. I would like to see them require more player skill and practice to field effectively. I would like to see counters more complex than "Hit it with a bigger gun".
Vehicle pilots should be a breed apart from infantry and that means it should take a different skill set. Right from the start I've been lobbying for an equal and seperate role for vehicles that treats them as more than an accessory to the infantryman.
Capacitors would facilitate flexibility and nuance as you could ditch the clunky activation/cool down mechanism. Not having played EVE I'm a bit concerned at how well they could be managed in real time by a pilot who has other duties, but I think it should be possible to design a workable system.
I also believe balance demands that the larger vehicles should require multiple players to operate effectively. I wrote a post way back in Precursor that called HAVs a "Super Heavy Fat Suit" because they were one man operated, moved faster than a scout, hit harder and had more HP than a heavy. They didn't need anything. That leads to the current "debates" about balancing vehicles and AV. The AV guys point out that they should be able to solo a vehicle if the driver can operate it solo, yet the pilot points out that his ride costs far too much to support that reasoning. There's no way to settle the argument.
If you add additional operators you can justify it being harder to kill. You also add something much more important for the long life of this game, teamwork. Yes, it's fun to roll over the enemy team solo in your killing machine, but I believe that would pale in comparison to the pride in being a member of an elite tank or fighter team. One person can only perform so many tasks at once, that's why real world vehicles have multiple crew members. They can do more and be more complex. They can be more than an infantry accessory.
There is too large a focus on public matches as far as vehicle balance and use is concerned. Balance it for pub matches and you ruin it for corp play. Random masses of blue dots will never present an organized response to a vehicle, leading to AV strong enough to solo the vehicle. Then AV dominates in corp matches. I don't know the solution to this problem other than to allow larger squads into pub matches to increase the coordination of infantry or the elimination of larger vehicles from public matches. The first risks rolling a team of randoms and the second leave vehicle pilots with no outlet except FW and PC which is a tiny fraction of available battles.
Tank drivers don't want to share thier baby with blue dots, and I understand that. But that doesn't mean they can't share with a corp mate. This is a team oriented game and the larger assets should reflect that. This isn't CoD. Of course that introduces a requirement to share expenses to field the asset. You can't ask one person to foot the bill for the whole vehicle squad. Shared expenses plus also help bind the team together as they would have a strong sense of shared ownership.
There is a place for one man vehicles at the low end. LAVs, MTACs, maybe light tanks. Those would be simpler to operate and less powerful as a result. |
Ulysses Knapse
Nuevo Atlas Corporation
287
|
Posted - 2013.04.16 20:51:00 -
[14] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:ECM -The obvious thing is to have it break all target locks and keep them broken for some period, but so few things require target locks that this becomes unusably situational, and would be used almost exclusively by vehicles. That said, I honestly don't have a better idea. The best I can think of is disrupting the sensors on all enemy suits/vehicles in the area so that their radar is screwed up. Y'know, that on top of breaking locks. Why not just disable turrets? |
Skihids
The Tritan Industries RISE of LEGION
1191
|
Posted - 2013.04.16 20:58:00 -
[15] - Quote
Ulysses Knapse wrote:Alan-Ibn-Xuan Al-Alasabe wrote:ECM -The obvious thing is to have it break all target locks and keep them broken for some period, but so few things require target locks that this becomes unusably situational, and would be used almost exclusively by vehicles. That said, I honestly don't have a better idea. The best I can think of is disrupting the sensors on all enemy suits/vehicles in the area so that their radar is screwed up. Y'know, that on top of breaking locks. Why not just disable turrets?
Right now it's all or nothing. Either the vehicle s operating at 100% efficiency or it's destroyed. I like the idea of more selective damage/incapacitation. We will eventually see webifiers that selectively disable movement, and the capacitor story suggests we may have our power supply attacked. Adding the ability to target vehicle weapons might add nuance to the game. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
265
|
Posted - 2013.04.16 23:49:00 -
[16] - Quote
I'm not huge on the idea of destroying turrets, simply because you run the risk of ending up stuck in a HAV that can't defend itself, but you have to stick out the match with it because it's too expensive to just abandon. It has the potential to turn into a really un-fun mechanic.
This is why I prefer the idea of using eWar on them. It only disables the turret for as long as the eWar guy is able to do so. |
BulletSnitcheZ
TRUE TEA BAGGERS
28
|
Posted - 2013.04.17 00:17:00 -
[17] - Quote
Skihids wrote:I would like to see vehicles be more complex and nuanced. I would like to see them require more player skill and practice to field effectively. I would like to see counters more complex than "Hit it with a bigger gun".
Vehicle pilots should be a breed apart from infantry and that means it should take a different skill set. Right from the start I've been lobbying for an equal and seperate role for vehicles that treats them as more than an accessory to the infantryman.
Capacitors would facilitate flexibility and nuance as you could ditch the clunky activation/cool down mechanism. Not having played EVE I'm a bit concerned at how well they could be managed in real time by a pilot who has other duties, but I think it should be possible to design a workable system.
I also believe balance demands that the larger vehicles should require multiple players to operate effectively. I wrote a post way back in Precursor that called HAVs a "Super Heavy Fat Suit" because they were one man operated, moved faster than a scout, hit harder and had more HP than a heavy. They didn't need anything. That leads to the current "debates" about balancing vehicles and AV. The AV guys point out that they should be able to solo a vehicle if the driver can operate it solo, yet the pilot points out that his ride costs far too much to support that reasoning. There's no way to settle the argument.
If you add additional operators you can justify it being harder to kill. You also add something much more important for the long life of this game, teamwork. Yes, it's fun to roll over the enemy team solo in your killing machine, but I believe that would pale in comparison to the pride in being a member of an elite tank or fighter team. One person can only perform so many tasks at once, that's why real world vehicles have multiple crew members. They can do more and be more complex. They can be more than an infantry accessory.
There is too large a focus on public matches as far as vehicle balance and use is concerned. Balance it for pub matches and you ruin it for corp play. Random masses of blue dots will never present an organized response to a vehicle, leading to AV strong enough to solo the vehicle. Then AV dominates in corp matches. I don't know the solution to this problem other than to allow larger squads into pub matches to increase the coordination of infantry or the elimination of larger vehicles from public matches. The first risks rolling a team of randoms and the second leave vehicle pilots with no outlet except FW and PC which is a tiny fraction of available battles.
Tank drivers don't want to share thier baby with blue dots, and I understand that. But that doesn't mean they can't share with a corp mate. This is a team oriented game and the larger assets should reflect that. This isn't CoD. Of course that introduces a requirement to share expenses to field the asset. You can't ask one person to foot the bill for the whole vehicle squad. Shared expenses plus also help bind the team together as they would have a strong sense of shared ownership.
There is a place for one man vehicles at the low end. LAVs, MTACs, maybe light tanks. Those would be simpler to operate and less powerful as a result.
It doesn't matter what you say to them, the majority of the DUST 514 community favors the "run & gun" style of gameplay. They do not see the importance of teamwork. They do not realize that unless DUST 514 becomes more teamwork-oriented, the game will NEVER become balanced.
If CCP buffs AV, vehicle guys will complain that AV is overpowered. If CCP buffs vehicles, AV guys will complain that vehicles are overpowered. Why? Because DUST is a multiplayer game that, in many ways, is geared towards those who play solo rather than those who play in group. You MUST incorporate more teamwork-oreinted gameplay mechanics in order to achieve greater balance & strategy in a multiplayer game like DUST 514.
|
Skihids
The Tritan Industries RISE of LEGION
1194
|
Posted - 2013.04.17 02:20:00 -
[18] - Quote
CCP is going to be the one to decide if this is a team based or solo game. Either they have a vision and stick with it, or they let the mass of the player base used to solo style play design their game for them. We can lobby for a novel game that requires teamwork to reach the higher levels, but we are but a few voices drowned out by those who either don't appreciate the higher level of fun that comes with teamwork or who just want another game where they can jump in solo and dominate.
There is room for both in that there should be standard level vehicles that can be fielded solo, but the more powerful platforms should be squad based. We know that trying to balance on ISK is a fools game. Well off players could rampage and would demand dominance for their dollar. Everyone else would scream. Letting players buy "Super Proto Suits" can't be balanced.
I will keep lobbying for skill and teamwork. That is ultimately the most rewarding. |
Skihids
The Tritan Industries RISE of LEGION
1194
|
Posted - 2013.04.17 02:23:00 -
[19] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:I'm not huge on the idea of destroying turrets, simply because you run the risk of ending up stuck in a HAV that can't defend itself, but you have to stick out the match with it because it's too expensive to just abandon. It has the potential to turn into a really un-fun mechanic.
This is why I prefer the idea of using eWar on them. It only disables the turret for as long as the eWar guy is able to do so.
I agree in that "destroying" a turret wouldn't be permanent in the same way that destroying armor isn't. Those nanites can repair them. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
122
|
Posted - 2013.04.17 02:46:00 -
[20] - Quote
+1 from a tanker. makes tank killing a greater tactical challenge and makes electronic warefare meaningful. |
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Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
253
|
Posted - 2013.04.17 21:09:00 -
[21] - Quote
I'd like to see the CPU/PG back to Codex levels, a buff ti defence modules, to be able to shoot down swarms, a nerf to AV grenades, a split to normal flux and AV flux (AV flux has to be near a vehicle, and has a bigger splash than now.), and the capicator. Do this, and I will be happy.
Peace, Godin |
Flawless Mirage
Valhalla Gardains
1
|
Posted - 2013.07.12 14:51:00 -
[22] - Quote
Skihids wrote:I would like to see vehicles be more complex and nuanced. I would like to see them require more player skill and practice to field effectively. I would like to see counters more complex than "Hit it with a bigger gun".
Vehicle pilots should be a breed apart from infantry and that means it should take a different skill set. Right from the start I've been lobbying for an equal and seperate role for vehicles that treats them as more than an accessory to the infantryman.
Capacitors would facilitate flexibility and nuance as you could ditch the clunky activation/cool down mechanism. Not having played EVE I'm a bit concerned at how well they could be managed in real time by a pilot who has other duties, but I think it should be possible to design a workable system.
I also believe balance demands that the larger vehicles should require multiple players to operate effectively. I wrote a post way back in Precursor that called HAVs a "Super Heavy Fat Suit" because they were one man operated, moved faster than a scout, hit harder and had more HP than a heavy. They didn't need anything. That leads to the current "debates" about balancing vehicles and AV. The AV guys point out that they should be able to solo a vehicle if the driver can operate it solo, yet the pilot points out that his ride costs far too much to support that reasoning. There's no way to settle the argument.
If you add additional operators you can justify it being harder to kill. You also add something much more important for the long life of this game, teamwork. Yes, it's fun to roll over the enemy team solo in your killing machine, but I believe that would pale in comparison to the pride in being a member of an elite tank or fighter team. One person can only perform so many tasks at once, that's why real world vehicles have multiple crew members. They can do more and be more complex. They can be more than an infantry accessory.
There is too large a focus on public matches as far as vehicle balance and use is concerned. Balance it for pub matches and you ruin it for corp play. Random masses of blue dots will never present an organized response to a vehicle, leading to AV strong enough to solo the vehicle. Then AV dominates in corp matches. I don't know the solution to this problem other than to allow larger squads into pub matches to increase the coordination of infantry or the elimination of larger vehicles from public matches. The first risks rolling a team of randoms and the second leave vehicle pilots with no outlet except FW and PC which is a tiny fraction of available battles.
Tank drivers don't want to share thier baby with blue dots, and I understand that. But that doesn't mean they can't share with a corp mate. This is a team oriented game and the larger assets should reflect that. This isn't CoD. Of course that introduces a requirement to share expenses to field the asset. You can't ask one person to foot the bill for the whole vehicle squad. Shared expenses plus also help bind the team together as they would have a strong sense of shared ownership.
There is a place for one man vehicles at the low end. LAVs, MTACs, maybe light tanks. Those would be simpler to operate and less powerful as a result.
This is more reasonable than most I've seen so far.
I just don't want the ability to play solo with an H.A.V. taken away completely (As in nerfed when you don't have any crew to the point a regular militia grenade can kill you).
Remember, some of us tankers don't have either a corp or, a reliable corp. |
TunRa
The Vanguardians
54
|
Posted - 2013.08.17 17:47:00 -
[23] - Quote
+1 |
Lynn Beck
Granite Mercenary Division
116
|
Posted - 2013.08.17 18:13:00 -
[24] - Quote
I believe we should add a new breed of tank tht is more powerful, maybe somehow fitting 2 large turrets, and needing a team of 3-4 swarm/fg to kill. In no way should 1 guy with std av nades drop an 800k tank simply because it's armor based. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
447
|
Posted - 2013.08.17 19:34:00 -
[25] - Quote
Lynn Beck wrote:I believe we should add a new breed of tank tht is more powerful, maybe somehow fitting 2 large turrets, and needing a team of 3-4 swarm/fg to kill. In no way should 1 guy with std av nades drop an 800k tank simply because it's armor based.
Hell no. Do you know how OP 2 large turrets would be? |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3292
|
Posted - 2013.08.24 20:08:00 -
[26] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:So there's an old vehicle dev blog that talks, at the end, about a dropship fighting a Marauder HAV by neuting its capacitor. What is capacitor?Skip this section if you're familiar with them already. If you're not, allow me to explain. Capacitor is EVE's analog to a mana bar. It is required for activation of most modules and regenerates passively over time. The dev blog linked above talks about DUST vehicles having capacitors as well, implying it will be required for active mods and even for turrets. There is no indication that dropsuits will use capacitor, which I think is for the best. Isn't that just a vehicle nerf?On its face capacitor seems like a way to make vehicles even weaker. All it is is one more thing a vehicle driver has to worry about. Now in addition to cooldown timers, you also have to make sure have enough cap to repair yourself, after all. I believe, however, that with a restructuring of the way active modules work around this new mechanic it could be neither nerf nor buff, but rather a complete change (for the better!) to how vehicles interact with the battlefield. And what changes might those be?Well, first off, I say we don't need cooldown timers on most active mods anymore. Well, not longer than their activation time, anyway. We could even couple this with allowing them to automatically reactivate when the cooldown ends. This means that when a HAV activates a booster, it reps 324 health once a second for five seconds, then, after five seconds, does it again! When you activate a hardener it increases your resistance by 30% for ten seconds then, after ten seconds, does it again! You're an idiot, Alan. That sounds OP as hell.It does, doesn't it? Well, don't write me off yet. Remember that these are limited by the HAV's capacitor. Running a shield booster continually, especially while shooting, could drain the capacitor in thirty seconds if not less. Thirty seconds is a long time, and it still sounds like a huge buff to vehicle hp!Well, you're not wrong, hypothetical conversation partner. This is indeed intended to make vehicles much more survivable. In what I'm envisioning a well fit HAV would be able to continuously tank a single forge gun, and tank against two for a good while. Given this it probably sounds like HAVs, and even smaller vehicles, would be nigh unkillable. Now, while unkillable isn't really my goal, "trickier to kill" most certainly is. This is where we talk about electronic warfare. What in the name of satan's bright red pecker is electronic warfare?In EVE it comes in several varieties. Sensor dampeners reduce locking range and scan resolution, target painters increase signature profile, tracking disruptors reduce optimal, falloff, and tracking speed, ECM breaks target locks, stasis webifiers reduce speed, and cap neuts remove capacitor. Those things don't help me kill a HAV!In those forms possibly not, with the exception of cap neuts though I suspect that infantry mounted cap neuts would have a hard time actually draining a HAV's cap. We have to think, instead, how can those things be applied to DUST in an interesting way?
- Sensor Dampeners
HAVs don't need to lock targets, so reducing targeting range and increasing lock-on time is useless. But HAVs certainly need sensors. That's how the operators see outside. So let's make sensor damps an equipment item with cooldown that causes periodic disruptions in the vision of the driver and turret operators of a vehicle. Frequency and duration of these disruptions are a function of the disruption strength of the dampener and the sensor strength of the vehicle, making them more effective against smaller vehicles. Warpoints could be awarded, perhaps a small amount for every friendly able to pass in front of the afflicted vehicle unmolested, or perhaps simply as a flat "vehicle disruption +15".
- Target Painters
-Probably has no bearing on this discussion. A better application of these might be in allowing forward scouts to give firing solutions to artillery vehicles, so they can hit things they can't see.
- Tracking Disruptors
-Used similarly to sensor dampeners, but not affecting the vehicle's ability to see. Instead, the rotational velocity of turrets is reduced, and the controls are scrambled. How badly the controls are scrambled would be a function of the disruptor's strength and the turret's tracking speed. So a small blaster might be largely unaffected, but a large railgun would have be extremely difficult to operate, making this most effective against larger vehicles. Warpoints could be awarded based on the size and number of turrets. +10 for each large operated large turret and +2 for each operated small, for example.
- ECM
-The obvious thing is to have it break all target locks and keep them broken for some period, but so few things require target locks that this becomes unusably situational, and would be used almost exclusively by vehicles. That said, I honestly don't have a better idea. The best I can think of is disrupting the sensors on all enemy suits/vehicles in the area so that their radar is screwed up. Y'know, that on top of breaking locks.
- You probably don't need me to cover how webs and neuts might work, I feel like those are pretty obvious.
So as you can see, it would remain difficult for infantry to kill vehicles without significant effort (you would have to cripple it with eWar before you'd be able to kill it), but much much easier to avoid being killed by one. One person with a tracking disruptor or sensor dampener will allow a whole group of friendlies to escape a HAV's withering blaster fire. Awarding WP ensures that there will almost always be someone ready to jump in and do so. EVERYONE needs to support this. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3292
|
Posted - 2013.08.24 20:16:00 -
[27] - Quote
Charlotte O'Dell wrote:+1 from a tanker. makes tank killing a greater tactical challenge and makes electronic warefare meaningful. Made a few posts about this myself, and glad to see another thread made on this, as this is perhaps the best idea for vehicle balance I've seen so far.
As to the OP, the only thing I would say is that having weapons draw from the capacitor might not be such a great idea. While that works perfectly fine for EVE, we should keep in mind that this is an FPS first and foremost, and having to balance shooting against whether you might run out of power or not, especially when you consider vehicles with multiple gunner positions, might not be the best idea.
If you're looking at it from an ammunition perspective, DICE just announced that vehicles in BF4 will have "cellular unlimited" ammunition, as I believe Kagehosi has called the concept before.
Basically, you have a maximum amount of ammo, and when that ammo is depleted, it SLOWLY begins to regenerate. This means that a vehicle can operate independently of supply points at the cost of having to wait longer to restock after expending all its ammunition.
This would actually appease most of the HAV drivers that have been pushing the "internal Nanohive" explanation for their currently unlimited ability to spam their weapons. The HAV driver can wait through this delay, or they can go find a Supply Depot to top up much more quickly.
I should also point out that these being vehicles, and this being the future, their ammo pools should be LARGE. You should easily be able to roll around laying down the hurt for at least 5 minutes before you have to worry about replenishing your ammunition reserve.
Just a few thoughts. |
Void Echo
Echo Galactic Industries
1039
|
Posted - 2013.08.24 20:59:00 -
[28] - Quote
Daedric Lothar wrote:I just posted this in another thread, it seems relavant.
Why should a tank be able to be unrivaled on the battlefield with no counter, you are just 1 guy, why should your 1 guy in 1 tank be better then 1 guy with his AV. I see HAV as a corp weapon more then a pub weapon where you are going to run into problems getting any kind of support.
I feel kinda sad when I read the forums because everyone complains about this or that being OP, but none of the examples really ever give examples of good squad play.
Really a vehicle is just a really big suit, a fast heavy suit.
[Edit]: However cap sounds good. Cap is life. I could see Cap allowing broke modules to be put into the game with specialized use that allow you to do certain things amazingly "at a cost"
ok then, tell me, why is that CCP allows us to personally skill into vehicles then? if its meant to be a crop weapon, it should be able to be skilled at all |
Alena Ventrallis
Osmon Surveillance Caldari State
109
|
Posted - 2013.08.25 01:03:00 -
[29] - Quote
An HAV should be solo able by someone who is completely dedicated to AV (ie: swarm launcher AND AV nades)
Now onto your idea. No reduction in cool down. Let modules cycle until the capacitor is empty, just like EVE. Put some new equipment that can drain capacitor, make hybrid turrets consume capacitor (missiles don't use capacitor, and even then they still need a buff) Make reppwrs use capacitor per pulse instead of per cycle.
In :fact this would go a long way to balancing out vehicles vs av. Permarunning hardeners and being able to rep constantly until capacitor runs out. Also gives another vehicle to be added. EWAR LAV. |
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