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Thread Statistics | Show CCP posts - 8 post(s) |
The dark cloud
Seraphim Initiative. CRONOS.
1208
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Posted - 2013.04.05 06:50:00 -
[1] - Quote
if they seperate the all vehicle skills from the infantry skills then you wont see me ever going on foot. Alone by those pics i would probs need 6-7 million SP to get on the same lvl of gear that im using at the moment. It would suck if PG/CPU increasing skills are going to be splitted up. But hey CCP go ahead and make the life of vehicle drivers harder. But on a second thought you will see less truly skilled tankers which means that the dedicated HAV drivers will allways be on top. You have to think about it how hard it would be as a new player to get into tanks when shield modules are aswell seperated between infantry and vehicles. At the moment as a example you unlock shield extenders for infantry and vehicles with the same skill. I just hope that CCP is not going to extend the lifetime from this game by simply splitting 1 skill into 2 skills which would double the amount of SP needed to learn. Assault dropship is for the win but how come that i dont see the scrambler rifle on the pics? Probs not finished yet. Well CCP has around a month left to make the final decisions. |
The dark cloud
Seraphim Initiative. CRONOS.
1208
|
Posted - 2013.04.05 18:04:00 -
[2] - Quote
If they force players to spend even more time to get into a role then this is really bad for new players. Eve might get away with that but FPS players dont have the patient to play 6 months to be efficent. And in my opinion making the gameplay for vehicle players harder is just a very bad move from CCP. You have to think about the fact AV players can aswell have very good normal infantry gear at the same time while vehicle users will be cut off and end up with very poor infantry equipment. If this is the case i just spec into the next best assault suit, get proto swarms and proto AV grenades and kill a maxed out tank in 10 secs. If the proto packed av grenades didnt do the job then 1 shot from the proto swarm will be enough to finish him off. If this is the case i want that only heavys have the capabilty to fit AV grenades, swarm launchers, forgeguns and plasma launchers. Just fair in my opinion. AV= heavy and thats it. No other suit class should then be allowed to get AV weapons on their dropsuit. |
The dark cloud
Seraphim Initiative. CRONOS.
1212
|
Posted - 2013.04.08 05:01:00 -
[3] - Quote
Ulysses Knapse wrote:For some reason, the Marauders aren't showing. Oh well, they needed to be fixed anyway. I hope they come back godly. Also, the range bonus for Enforcers is kind of useless... unless they give them ungodly scopes. I would like to see ungodly scopes. Also, when are we getting a dev blog on these things? I really am looking forward to it. Oh great no marauders? Yes CCP keep punishing vehicle users. Not just that shield/armor modules are going to require its own skill, no the CPU/PG skills are seperated from the dropsuits aswell. Just GTFO! But go on and allow all dropsuit categorys to be aible to carry AV weapons which is stupid. Heavys should be the only dropsuits capable to carry any kind of AV weapon (AV grenades included). AV is for this moment still a side specialisation while vehicles are a full on main specialisation. Its just unfair that a fully specced Assault guy can have a fully specced AV weapon at the same time without investing alot of SP. This is not acceptable CCP. In my honest opinion there should be the "guardian heavy" which is the only dropsuit class capable to carry AV. AV must be a main specialisation like Heavys, Assault or Logi. You should only be aible to counter something if you spend a similar amount of SP as your oponent. Im sick and tired to hear stupid excuses. When i have spend over 6 million SP into vehicles i dont want to be taken out by a assault player who put everything into proto suits and AR specialisation (around 4-4.5 mil SP). Just to find out that he simply has to add another 600k SP to have a proto AV weapon which can vaporise my tank without trouble. How is that fair? Some 1 explain that to me? A infantry player has to spend only a brink of the SP into AV while a tank driver needs to spend millions of SP to be aible to survive barely. There is no balance in that. If im speccing into tanks again then i demand the 25% PASSIVE resistance modules back! And introduce specific hardeners (EM,thermal,kinect, explosive) which grant 40% resistance. The fact is that tanks are the most expensive and most SP consuming profession on Dust. Before i could live with the imbalance cause shield/armor/CPU-PG skills where shared between dropsuits and vehicles so i could still make a very decent standard assault dropsuit even though the weapons and every thing else apart from shield extenders was basic lvl 1 stuff. If this goes on then vehicle users are a specialisation which is about to extinct. And furthermore i would claim false advertising on the trailers. You will never see epic vehicle fights like in this trailer: http://www.youtube.com/watch?v=mCCTrEhkUCY The only time where it remotely was like that was on the epic tourny final when SI played against Imperfects. If you want to expect fights like this then we dust players must be aible to actually afford those with ISK not AUR. The price of those vehicles are way off grid cause 1 exploded sagaris can go over 2.5 million ISK. Either you "adjust" your damn skill tree planning or you better dump the price on vehicles AND their modules AND turrets by 60%. If im forced to use the profession which i choosed in every battle day in and day out that make it actually possible for us. Cause the only thing that YOU (yes CCP i mean you) are doing is to isolate vehicle players and brand them as a outcast species from the game. |
The dark cloud
Seraphim Initiative. CRONOS.
1212
|
Posted - 2013.04.08 06:15:00 -
[4] - Quote
What i want is that you need to spend a similar amount of SP to do a AV job as when you would use a tank. Both should be equal and AV's should only be fited onto dropsuits which allow you to fit AV weapons. In my opinion if we are at it why dont we seperate the other skills aswell? going full on hardcore. Im giving you a exmaple list:
instead of electronics: -assault dropsuit electronics -heavy dropsuit electronics -Logi dropsuit electronics -scout dropsuit electronics
instead of engenieering: -assault dropsuit engenieering -heavy dropsuit engenieering -Logi dropsuit engenieering -scout dropsuit engenieering
instead of shield upgrades: -assault dropsuit shield upgrades -heavy dropsuit shield upgrades -Logi dropsuit shield upgrades -scout dropsuit shield upgrades
instead of assault-heavy-logi-scout dropsuit operation (AV dropsuit) -AV assault dropsuit -AV heavy dropsuit -AV Logi dropsuit -AV scout dropsuit (those suits are only allowed to carry AV weapons but no AR's or other infantry weapons apart of sidearms and grenades)
If you guys want to go "oh yeah more specialisation is better" then you should aswell have to spend more SP to do the AV job. Oh and the AV suits should aswell have their seperated skills like "AV assault dropsuit electronics" and so on. Nobody should be on the upper side after the respec. Either you go normal infantry or AV but not both at the same time. And to make it clear again: AV dropsuits are the only dropsuits allowed to carry AV weapons of any kind. to balance it out i would recomend 50-60% more health on the AV dropsuits and aswell integrated armor repair at a 3HP/s. Of course it should have aswell have racial variants and so on which you need to specialise even more. |
The dark cloud
Seraphim Initiative. CRONOS.
1212
|
Posted - 2013.04.08 06:35:00 -
[5] - Quote
Heathen Bastard wrote:The dark cloud wrote:Everything must be skilled into fine, then tanks must also have different driving skills by model, lets separate hybrid into blaster and railgun. You don't share shield control with dropsuits, or field mechanics. and you now need to have a separate of every skill for every type of tank. so you're totally locked into whatever you pick first unless you're willing to play for years on end to have a second choice ready. I could live with that and thats CCP's long term plan anyway. So what would change? |
The dark cloud
Seraphim Initiative. CRONOS.
1212
|
Posted - 2013.04.08 07:00:00 -
[6] - Quote
Tech Ohm Eaven wrote:Solo tank driver can only move tank or activate reppers with NO guns. Two in a tank then all of the above and ONLY main gun fires. Three in a tank and all of the above plus the small turrets fire.
Sounds fair.
Takes three infantry to kill a tank then it needs to be three infantry to operate it. Nope tanks aint becoming another "dropship". And you sir sound mad that i recommend equal SP investment. Sore infantry player much? |
The dark cloud
Seraphim Initiative. CRONOS.
1212
|
Posted - 2013.04.08 07:15:00 -
[7] - Quote
Just you wait. Because ive mentioned and suggested this CCP is going to implement it at some point. You wanna know why? Cause it would extend the games lifetime. Sure it wont be with the new build that we get soon. But probs after that. CCP introduced quite alot of my suggestions into the game. LIke the fix for TAC AR' and the added recoil on normal AR'S. All my soloutions to "balance" the game. |
The dark cloud
Seraphim Initiative. CRONOS.
1212
|
Posted - 2013.04.08 16:00:00 -
[8] - Quote
Yah, because the fixes to the TAR were superb, which is why you see so many people using it today.
Man if you really are the reason why the TAR got effed up as bad as it did then... I hate you.
Don't use the AR enough to be able to comment.[/quote] Not really. I ve made a topic how to balance the tac AR with multiple soloutions. (like less range, more recoil etc.) And CCP picked the recoil variant cause appearently it wouldnt change the base stats on it. The reason for this is to punish modded controller users which insta killed people further away then a laser could shot. In a way you can thank the scrubs who used modded controllers to make it fully auto for them and with that easy mode. |
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