Felix Faraday
Kirkinen Risk Control Caldari State
10
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Posted - 2013.05.13 13:12:00 -
[1] - Quote
Quote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes.
1-2. Forge guns are the biggest problem. Swarm launchers will have me run and engage a different part of the map. Forge guns make me put the Dropship away for the game, because they completely shut you down. I understand you don't want to make the forge guns ineffective, but realize that's exactly what they are doing to Dropships, making them completely ineffective.
3. Not everyone flys CRUs. Remote repair would be a bonus, but wouldn't cut it on it's own. There are already a million logis on the ground healing people (I know, I played one) , and it's not uncommon to have games with no allied tanks to heal. Active Scanners are an interesting idea, as long as survivability is increased. Right now we can't spare a slot and become even more paper thin.
But still, these are all good bonuses, but not at the heart of what a DROPship does. We should be getting WP for DROPping people off into battle. Out of everything you listed, a fresh new pilot flying a vanilla DS still wouldn't be getting any WP.
And think about rewarding the people using the DS as well. Nothing big, maybe an extra +15 per whatever (that's the same as the "following an order" bonus right?). Otherwise random blueberries in a game are not going to get in the DS. I've had people at the starting spawn point completely ignore the DS and start hoofing it on their own to an objective. I've had people get in and refuse to leave for the longest time, and then decide to eject in the middle of nowhere. If they get some small bonus for using it correctly, it will help train them.
4. Frankly, if you balance its survivability and rewards for the pilots, you could leave its costs alone. The same with skillpoints. You make it a viable career choice and sustainable, I'm ok with a high skill cost. When I have to play the rest of the game on the ground in militia gear because a free militia FG blew away my 1.1mil piece of flying paper, that's when the complaining starts.
5. Good to hear. Fighting with the main turret is maddening.
!!!!
6. Vehicle Engineering. Vehicle Engineering. Vehicle Engineering. You all switched this skill after we dumped a ton of points into it. Please either change it back to 5% PG, or give us a skill refund.
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