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Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
149
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Posted - 2013.06.10 00:43:00 -
[1] - Quote
so here's the big issues (beside gaining no WP, this is based on mechanics) for the vehicle triage modules such as the Shield Transporters (STs) and Remote Repair Systems (RRSs):
1) lock on range is short which leads to further issues beside newer pilots flying low and slow never mind aiming it, double analogs for a newer pilot? they can`1t even fly straight so they aren`t using this module anytime soon.
2) once the lock on has been activated and you leave the lock on zone the module will stop healing the tank and re-entering the zone will not re-lock no for you even when the module is still going (the module doesn`t shut off when the zone is exited).
3) if anything blocks the link the same issue accrues as issue #2.
so suggestions are:
1) allow the chain link to go through objects, increase lock on zone by a TINY bit and increase the chain max length by a small length but 1 longer then the lock on zone (atm they are the same length) and last but not least, module shut off when zone is exited.
or
2) once the module is activated any installation or vehicle in the lock on zone is linked, this means a 360 lock on that can heal a tight convoy, considering the small range its not like this will be OP.
taking suggestion #2 into consideration can we get a vehicle module that does armor and / or shields for infantry with that mechanics?
Also I got an A2A triage today, + got appretiation mail and saved 2 tanks beside normal triaging in 8ish battles |
Blammmo
Better Hide R Die D.E.F.I.A.N.C.E
52
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Posted - 2013.06.10 01:15:00 -
[2] - Quote
+1 |
Malkai Inos
Opus Arcana Orion Empire
375
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Posted - 2013.06.10 01:30:00 -
[3] - Quote
The points you raise are exactly the same with handheld repping modules so i support a fix on those issues.
I always imagined logi vehicles getting their turrets swapped with repper guns. That would justify the increased EHP (since they can't defend themselves) and allow pilots to focus on flying/driving the vehicle while the gunners provide the repping. Having a LDS with two rep turrets that can lock onto 2-3 mercs each would make them true gamechangers in battles over entranched positions.
That's of course a pretty massive change so i doubt it will happen. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
150
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Posted - 2013.06.10 15:44:00 -
[4] - Quote
Malkai Inos wrote:The points you raise are exactly the same with handheld repping modules so i support a fix on those issues.
I always imagined logi vehicles getting their turrets swapped with repper guns. That would justify the increased EHP (since they can't defend themselves) and allow pilots to focus on flying/driving the vehicle while the gunners provide the repping. Having a LDS with two rep turrets that can lock onto 2-3 mercs each would make them true gamechangers in battles over entranched positions.
That's of course a pretty massive change so i doubt it will happen.
I was thinking modules since CCP is doubtfully going to make a turret for it but I won`t complain if they do I guess. I never go on the ground so I didn`t know the armor repair tool had these issues, good to know.
I was repping my tanker and just as I lowered my DS a comi cozi DS flew right over me and blew up me and my tankers butt cheeks sqeezed so tight right then lol (he got me later that match by ramming me....). |
Killar-12
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
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Posted - 2013.06.10 16:05:00 -
[5] - Quote
Malkai Inos wrote:The points you raise are exactly the same with handheld repping modules so i support a fix on those issues.
I always imagined logi vehicles getting their turrets swapped with repper guns. That would justify the increased EHP (since they can't defend themselves) and allow pilots to focus on flying/driving the vehicle while the gunners provide the repping. Having a LDS with two rep turrets that can lock onto 2-3 mercs each would make them true gamechangers in battles over entranched positions.
That's of course a pretty massive change so i doubt it will happen. +1 to this. This seems like the best idea for logi vehicles and give them lower PG/CPU compared to turrets too. |
Spkr4theDead
Namtar Elite Gallente Federation
172
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Posted - 2013.06.10 17:12:00 -
[6] - Quote
Shouper of BHD wrote:Malkai Inos wrote:The points you raise are exactly the same with handheld repping modules so i support a fix on those issues.
I always imagined logi vehicles getting their turrets swapped with repper guns. That would justify the increased EHP (since they can't defend themselves) and allow pilots to focus on flying/driving the vehicle while the gunners provide the repping. Having a LDS with two rep turrets that can lock onto 2-3 mercs each would make them true gamechangers in battles over entranched positions.
That's of course a pretty massive change so i doubt it will happen. I was thinking modules since CCP is doubtfully going to make a turret for it but I won`t complain if they do I guess. I never go on the ground so I didn`t know the armor repair tool had these issues, good to know. I was repping my tanker and just as I lowered my DS a comi cozi DS flew right over me and blew up me and my tankers butt cheeks sqeezed so tight right then lol (he got me later that match by ramming me....). It's spelled kamikaze. |
Wakko03
Better Hide R Die D.E.F.I.A.N.C.E
192
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Posted - 2013.06.10 18:01:00 -
[7] - Quote
I don't know why CCP felt the need to add something in the end of screen totals that says total healing given.... when they meant total ArmorHP restored by reviving someone at which point it might have been easier to say number of revives.... since you can't do that with a vehicle, it seems as though the end of game screen total sheet was something else laying around and rushed into use.
I know when I drop a triage nano-hive that I have to hit a certain amount of HP restored for a friendly to trigger the +25 Triage; some sort of a percentage of total HP, so I assume the same is probably true for the one they set up to work for a vehicle.
Since there is no handheld repair tool that does shield, I would assume that ccp didn't bother to rig up the full system or forgot about that aspect.
They might say they'll get to it... maybe it has something to do with not being able to test it in the beta; or they are working on it.... I am once again thinking this is merely a beta for the PS4 version. |
gbghg
L.O.T.I.S. RISE of LEGION
2094
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Posted - 2013.06.10 18:39:00 -
[8] - Quote
Honestly, I think vehicle remote reppers should be the same as the active scanner, radial in nature. If something that can be repped, be infantry for logi LAV's or vehicles for standard RR's, it's automatically locked on and repped. |
Mat Snam
Kameira Lodge Amarr Empire
1
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Posted - 2013.06.10 21:40:00 -
[9] - Quote
gbghg wrote:Honestly, I think vehicle remote reppers should be the same as the active scanner, radial in nature. If something that can be repped, be infantry for logi LAV's or vehicles for standard RR's, it's automatically locked on and repped.
This to mee is just plain baad idea. I want to manually target the damn thing that I'm repping. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
154
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Posted - 2013.06.10 23:51:00 -
[10] - Quote
Mat Snam wrote:gbghg wrote:Honestly, I think vehicle remote reppers should be the same as the active scanner, radial in nature. If something that can be repped, be infantry for logi LAV's or vehicles for standard RR's, it's automatically locked on and repped. This to mee is just plain baad idea. I want to manually target the damn thing that I'm repping.
do you though? I mean do use vehicles and heal other vehicles? also its 1 way it could be fixed and opens some interesting doors. |
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