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Caeli SineDeo
Imperfects Negative-Feedback
601
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Posted - 2013.07.07 15:32:00 -
[1] - Quote
Current situation of the pilot suit does not look great from my perspective and I feel it will add bigger balancing issues in the end. So I want to go into detail on how I feel the pilot suit could be bettered. Making it more of a expansion onto the driver instead of a major game play effecting mechanic that CCP has planned for it.
I would like to start off talking about what I think of their current implication of the pilot suit and why it will cause trouble. It is giving highly active/high skill point pilots the edge. This makes things less strategy based and more skill point based.
Next it makes things more static and takes away from the dynamic game play that dust can achieve. It does this by forcing vehicle players to spend high amounts of SP into a single suit type to achieve its full effects. This makes it harder to afford the SP to put in other suits to allow you to be a more dynamic vehicle user. Also with this current setup people will not need to use proto suits to gain full effects. They just need the skill at lvl 5 and will only need to run standard suit to gain full effect.
I feel CCP needs to take a step back on this pilot suit project and rework it to be a helping hand to the vehicle users. This is the current future of pilot suits: *Huge SP sink that vehicle drivers do not need(Already in a SP heavy path) *Suits are very static and destroys creativity of the vehicle users. *No need for proto suits *Seems as if it will help tankers the most leaving LAVs/Dropships/Future careers behind. *Giving players with high amounts of SP over players with less.
So how do we redevelop the pilot suit and keep it useful. I recently got invited to a pilot group that had a post about the suit being more logi based. This got me to do a little thinking on how it would affect gameplay and even improve it for pilots. Starting off I think CCP needs to switch the suits from the scout base that they are planning on using. Going to putting the pilot suits down the Logistic/Medium suit line. They should be the second most mobile suit on the field.
Quick Stat look. *Medium/Logistic type suit *Great Mobility(Close to Scout Suit) *Keeping the equipment slot setup of the Logi suits/Maybe 1 less than logi suits *Not as many high and low slots as Logi suits *Access to light weapon
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Caeli SineDeo
Imperfects Negative-Feedback
601
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Posted - 2013.07.07 15:32:00 -
[2] - Quote
How to create the equipment modules so they only aid vehicle users instead of creating huge advantages?
You work on creating equipment that gives small aids to the vehicle user. These things can be future implementations that you would be nice for vehicles users but either become unused because more important things require the use of high and low slots or just do not add anything significant to the tankers arsenal.
Currently a perfect example is active scanners. You will never see these being used by highly competitive corps vehicle users because it takes slots that are more useful to boost vehicles survivability. You can switch this over so it is an equipment module for the tankers pilot suit. This will work as an aid for the vehicle user. And does not give an overall advantage.
You can also add modules that improve the tactical map for vehicle users. How exactly? This can be done by showing AV users that are targeting or have hit tanker players on it. Allowing them to take action to avoid these AV players.
Flares are also another great thing to be used as an equipment module for these suit. It will help balance out vehicles against swarms and give them a counter. And allow them to become more infantry based tankers. This could help be a balancing effect for vehicles against infantry AV. Forcing infantry AV to take a group effort to take down a tank if he chooses to use a module to give him more of an advantage against them. You can probably also do this in different ways to counter forge shots and AV nades.
CCP will have lots of room with creativity here. Remember my ideas above are not the only thing CCP can do with equipment or has to do with equipment. If it hurts the balance of gameplay to much it should not become part of the equipment that pilots use.
The next big thing is should these be active or passive modules. I feel passive modules will be the best focus point here means some vehicle users already are running high amounts of active modules on their vehicles. It could become overwhelming if you have more modules you need to be actively aware of. Maybe some of the stronger ones might need to be active to balance them out though.
Now for the passive skills you can give certain pilot suits an advantage certain equipment. Not huge but enough. You can have it so they gain a buff on the repair tools capability of repairing vehicles. Allowing pilots to get out repair and get back into the action faster. Farther range or more precision with scanners. Simple things like this.
I feel going this route is going to be better for pilots and CCP in general. This will allow pilot suits to become more of a aid and also make proto suits useful when you unlock them. This could also give vehicle users the ability to be useful on the ground if they are unable to afford their vehicle in the future.
One thing I have to say about this is that it can not be a Huge SP sink. As I pointed out in one of my bullets earlier vehicle users already have to spend huge amounts of SP.
Hope this helps further the development of dust and makes being a vehicle user a little more fun. |
Caeli SineDeo
Imperfects Negative-Feedback
601
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Posted - 2013.07.07 15:32:00 -
[3] - Quote
reserve |
Caeli SineDeo
Imperfects Negative-Feedback
601
|
Posted - 2013.07.07 15:32:00 -
[4] - Quote
reserve |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
47
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Posted - 2013.07.07 15:36:00 -
[5] - Quote
Why would... You just made no ******* sense. 'hands letter' Read this, then slap yourself. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
47
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Posted - 2013.07.07 15:38:00 -
[6] - Quote
Your second post: This is a far better idea |
N1ck Comeau
Pro Hic Immortalis
604
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Posted - 2013.07.07 15:48:00 -
[7] - Quote
Huge bonuses to vehicles.
Movement like a scout suit
at max 2 high 2 low slots.
Sidearm slot only!
1 grenade slot
1 equipment slot (will probably be for a rep tool) |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
47
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Posted - 2013.07.07 15:51:00 -
[8] - Quote
N1ck Comeau wrote:Huge bonuses to vehicles.
Movement like a scout suit
At max 2 high 2 low slots.
Sidearm slot only!
No grenade or equipment slots period
Fixed |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
47
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Posted - 2013.07.07 15:52:00 -
[9] - Quote
Also, The bonuses should stack from gunners and pilot. |
Caeli SineDeo
Imperfects Negative-Feedback
601
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Posted - 2013.07.07 15:54:00 -
[10] - Quote
N1ck Comeau wrote:Huge bonuses to vehicles.
Movement like a scout suit
at max 2 high 2 low slots.
Sidearm slot only!
1 grenade slot
1 equipment slot (will probably be for a rep tool)
I do not think you read my post clearly or maybe I did not get it so one of the main points did not stick out.
I want to move the Pilot suit away from giving direct bonus to vehicles. Because all it is creating is balancing issues and forcing pilots to be more stagnant in decisions. Also leaving them stuck only to take advantage of the single suits bonus.
I want the pilot suit to turn more logi based and turn the equipment slots into vehicle specific equipment. Allowing the equipment to Aid tankers. It creates less balancing issues and Vehicle users gain a little more dynamic game play. They can build up their own experience. |
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Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
47
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Posted - 2013.07.07 15:56:00 -
[11] - Quote
Caeli SineDeo wrote:N1ck Comeau wrote:Huge bonuses to vehicles.
Movement like a scout suit
at max 2 high 2 low slots.
Sidearm slot only!
1 grenade slot
1 equipment slot (will probably be for a rep tool) I do not think you read my post clearly or maybe I did not get it so one of the main points did not stick out. I want to move the Pilot suit away from giving direct bonus to vehicles. Because all it is creating is balancing issues and forcing pilots to be more stagnant in decisions. Also leaving them stuck only to take advantage of the single suits bonus. I want the pilot suit to turn more logi based and turn the equipment slots into vehicle specific equipment. Allowing the equipment to Aid tankers. It creates less balancing issues and Vehicle users gain a little more dynamic game play. They can build up their own experience.
question: are you a pilot? |
Meeko Fent
Seituoda Taskforce Command Caldari State
159
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Posted - 2013.07.07 16:05:00 -
[12] - Quote
Enough with the damn medium frames!
Their should be an equal number of roles for each class, and this idea would make it 1/3/2.
Why medium get all the love, and lights and heavies get farted at? |
Caeli SineDeo
Imperfects Negative-Feedback
601
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Posted - 2013.07.07 17:18:00 -
[13] - Quote
Aizen Intiki wrote:Caeli SineDeo wrote:N1ck Comeau wrote:Huge bonuses to vehicles.
Movement like a scout suit
at max 2 high 2 low slots.
Sidearm slot only!
1 grenade slot
1 equipment slot (will probably be for a rep tool) I do not think you read my post clearly or maybe I did not get it so one of the main points did not stick out. I want to move the Pilot suit away from giving direct bonus to vehicles. Because all it is creating is balancing issues and forcing pilots to be more stagnant in decisions. Also leaving them stuck only to take advantage of the single suits bonus. I want the pilot suit to turn more logi based and turn the equipment slots into vehicle specific equipment. Allowing the equipment to Aid tankers. It creates less balancing issues and Vehicle users gain a little more dynamic game play. They can build up their own experience. question: are you a pilot? I have been a vehicle user since June of 2012. So yes I am a pilot. I have been through alot of CCPs balancing issues so have seen how things have went wrong. That is one of the big reasons I am against having passive skills on a pilot suit that buff vehicles. I have seen how passive skills have created balancing issues in the past and want to keep that from happening in the future. I use to be heavily involved with drop ships and am currently tanking.
@ Meeko.
This is not about suit lvls. And does not fart on heavy or light frames. Because in the end the only people using these are pilots. And to give them what they truly need it has to be a medium frame. Making it a light frame just ***** on pilots because it does not give them what they need. Pilots do not need mobility and stealth. They need accessories. And medium frame is about accessories.
So throwning the pilot suit into light or heavy frames is just wrong and does not help them out any. It does not help the users that target light or heavy frames either. CCP needs to expand on those areas with the proper suits. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
50
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Posted - 2013.07.07 17:53:00 -
[14] - Quote
Caeli SineDeo wrote:Aizen Intiki wrote:Caeli SineDeo wrote:N1ck Comeau wrote:Huge bonuses to vehicles.
Movement like a scout suit
at max 2 high 2 low slots.
Sidearm slot only!
1 grenade slot
1 equipment slot (will probably be for a rep tool) I do not think you read my post clearly or maybe I did not get it so one of the main points did not stick out. I want to move the Pilot suit away from giving direct bonus to vehicles. Because all it is creating is balancing issues and forcing pilots to be more stagnant in decisions. Also leaving them stuck only to take advantage of the single suits bonus. I want the pilot suit to turn more logi based and turn the equipment slots into vehicle specific equipment. Allowing the equipment to Aid tankers. It creates less balancing issues and Vehicle users gain a little more dynamic game play. They can build up their own experience. question: are you a pilot? I have been a vehicle user since June of 2012. So yes I am a pilot. I have been through alot of CCPs balancing issues so have seen how things have went wrong. That is one of the big reasons I am against having passive skills on a pilot suit that buff vehicles. I have seen how passive skills have created balancing issues in the past and want to keep that from happening in the future. I use to be heavily involved with drop ships and am currently tanking. @ Meeko. This is not about suit lvls. And does not fart on heavy or light frames. Because in the end the only people using these are pilots. And to give them what they truly need it has to be a medium frame. Making it a light frame just ***** on pilots because it does not give them what they need. Pilots do not need mobility and stealth. They need accessories. And medium frame is about accessories. So throwning the pilot suit into light or heavy frames is just wrong and does not help them out any. It does not help the users that target light or heavy frames either. CCP needs to expand on those areas with the proper suits.
Well you sure don't act like it. And think: Why would a pilot wear battle armor? That's like saying Caps' fly around in a battle suit (They don't, so don't try and be Mr. Knowitall). It makes no sense. Anyways, Putting vehicle sized modules on a dropsuit make absolutel no ******* sense. Maybe having vehicle enhancing rigs might, like better speed, or less cooldowns, things like that. But your idea is just stupid. Are you sleepy? Get some sleep, and then read it, realize that this was a stupd ass thread, and you showed your stupid, and that you want to get this thread taken down. Now go,
Peace, AIzen |
XXfootnoteXX
DUST University Ivy League
379
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Posted - 2013.07.07 18:03:00 -
[15] - Quote
Aizen Intiki wrote:Well you sure don't act like it. And think: Why would a pilot wear battle armor? That's like saying Caps' fly around in a battle suit (They don't, so don't try and be Mr. Knowitall). It makes no sense. Anyways, Putting vehicle sized modules on a dropsuit make absolutel no ******* sense. Maybe having vehicle enhancing rigs might, like better speed, or less cooldowns, things like that. But your idea is just stupid. Are you sleepy? Get some sleep, and then read it, realize that this was a stupd ass thread, and you showed your stupid, and that you want to get this thread taken down. Now go, Peace, AIzen
Agreed. I DO think pilot suits should effect your vehicle, or else whats the point of the pilot suits? Now I will say they shouldn't make a drastic diffrence, but they should make one. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
51
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Posted - 2013.07.07 18:15:00 -
[16] - Quote
XXfootnoteXX wrote:Aizen Intiki wrote:Well you sure don't act like it. And think: Why would a pilot wear battle armor? That's like saying Caps' fly around in a battle suit (They don't, so don't try and be Mr. Knowitall). It makes no sense. Anyways, Putting vehicle sized modules on a dropsuit make absolutel no ******* sense. Maybe having vehicle enhancing rigs might, like better speed, or less cooldowns, things like that. But your idea is just stupid. Are you sleepy? Get some sleep, and then read it, realize that this was a stupd ass thread, and you showed your stupid, and that you want to get this thread taken down. Now go, Peace, AIzen Agreed. I DO think pilot suits should effect your vehicle, or else whats the point of the pilot suits? Now I will say they shouldn't make a drastic diffrence, but they should make one.
It should make the difference between tiers of vehicles.
ex. 3 STD pilot suit guys in a STD HAV should= a adv HAV with 1 guy and no pilot suit w/e equal skills. |
Scheneighnay McBob
Blueberry Gunners
1943
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Posted - 2013.07.07 19:04:00 -
[17] - Quote
You people are pretty stupid to think that the racial bonus is all pilots are getting. It's like saying you don't need to use a proto logi because the standard logi will get the increased armor repair.
Pilots suits are also SUPPOSED to give a massive advantage to the people using them. |
Brush Master
HavoK Core RISE of LEGION
608
|
Posted - 2013.07.09 03:48:00 -
[18] - Quote
This goes along with feedback received with the 514th Wing Pilot Focus group. Suits modules that can effect vehicles would be step in the right direction. |
slap26
Internal Error. League of Infamy
697
|
Posted - 2013.07.12 04:32:00 -
[19] - Quote
I always envisioned the pilot suit as
- a scout suit
- 2 equipment slots
- sidearm only
- and the most important thing. The high/low slots do not affect your suit. They affect the vehicle you are using. IE: you have 3 heavy aziotropic shield extenders on your proto scout suit. The vehicle would then have that much more hp when you enter it while wearing the suit. The driver would be the only person to affect the vehicle.
This would give people a reason to use the proto pilot suite.
And have they fixed the module selection problem yet?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
859
|
Posted - 2013.07.12 05:48:00 -
[20] - Quote
Why exactly are we complaining about a suit that doesn't exist yet, the way it affects the game unknown, and the only information we have is incorrect placeholder stats? |
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Void Echo
Internal Error. League of Infamy
525
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Posted - 2013.07.12 06:02:00 -
[21] - Quote
so basically, because you saw that vehicle users finaly get something good that will help us, you don't like it and immediately want to change it to where nothing gets a good boost... I see, so no pilot suit then according to you |
Sarducar Kahn
xCosmic Voidx The Superpowers
3
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Posted - 2013.07.12 06:25:00 -
[22] - Quote
With modules that do anything but a perscentage increase in X, Y or Z we will see immense boosts. On tanks and the effect will be unnoticeable on an lav you could double its shields/armour... Imagine an lav with 3 more shield extenders and whatever in the lows, perhaps torque boosts. All It will do is double the slot cap on vehicle with an independent CPU/pg cap that must be balanced for tanks lavs and dropships, percentages are bad enough as they will effect tanks more for the same isk/sp input. |
CharCharOdell
Shining Flame Amarr Empire
460
|
Posted - 2013.07.12 06:58:00 -
[23] - Quote
I see what you mean, as right now it is more skill based than SP based (i have 6 mil SP spread across armor tanks, shield tanks, and llavs, but i still own people with 10 mil in tanks, or at least match them), but the pilot suit was meant to make our tanks much better. Maybe CCP could just buff tanks outright instead of giving pilot suits that make it SP to win. The bonuses should be very slight, like a passive 5% recall bonus, 5% acceleration bonus. Stuff like that, depending on the racial bonuses where it's a small boost. I'd rather just have better tanks for free than pilot suits- especially because the bonuses they give dont make a big difference for tanks vs AV, as much as they do for tank v tank- which is already a problem. |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
24
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Posted - 2013.07.12 07:45:00 -
[24] - Quote
I-¦d not make it a light logi. It should get the slot layout of a Commando, only a Sidearm, an insane sprint speed, a very high scan radius and it should be able to skip the queue (3 requests on STD, 5 on ADV and all on PRO). It should link the suit with the vehicle when entering. Thus the suits modules would affect the vehicle and vice versa. So if you have a Range amplifier on your suit it affects the vehicle scan radius and armor repairers on your vehicle repair the suit.
It-¦s bonuses should be vehicle based. The general bonus should be a reduced request/recall time. The racial bonuses should have to do with active modules. Something like a reduced cooldown or an increased active time.
Gallente: -5% Cooldown of Armor Repairers and Remote Repairers and +5% Active time of Active Scanners Caldari: +5% Active Time of Shield Hardeners and -5% Cooldown of Heat Sinks and Tracking Computers Minmatar: -5% Cooldown of Shield Boosters and Transporters and +5% Active Duration of Fuel Injectors and Afterburners Amarr: +5% Active Time of Armor Hardeners and -5% Cooldown of DCUs |
Sarducar Kahn
xCosmic Voidx The Superpowers
3
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Posted - 2013.07.12 08:31:00 -
[25] - Quote
Cyrille Fodeux wrote:I-¦d not make it a light logi. It should get the slot layout of a Commando, only a Sidearm, an insane sprint speed, a very high scan radius and it should be able to skip the queue (3 requests on STD, 5 on ADV and all on PRO). It should link the suit with the vehicle when entering. Thus the suits modules would affect the vehicle and vice versa. So if you have a Range amplifier on your suit it affects the vehicle scan radius and armor repairers on your vehicle repair the suit.
It-¦s bonuses should be vehicle based. The general bonus should be a reduced request/recall time. The racial bonuses should have to do with active modules. Something like a reduced cooldown or an increased active time.
Gallente: -5% Cooldown of Armor Repairers and Remote Repairers and +5% Active time of Active Scanners Caldari: +5% Active Time of Shield Hardeners and -5% Cooldown of Heat Sinks and Tracking Computers Minmatar: -5% Cooldown of Shield Boosters and Transporters and +5% Active Duration of Fuel Injectors and Afterburners Amarr: +5% Active Time of Armor Hardeners and -5% Cooldown of DCUs
Nice ideas there, i would rather not have them at all but this is what they should be seeing as we are getting them. Only problem is Caldari are missile people... Why heat sinks? |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S. League of Infamy
37
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Posted - 2013.07.12 09:11:00 -
[26] - Quote
I say make the pilot suit an Egg(like the capsules in EvE) let the vehicle drop on them and instead of being squished there "plugged in". Want to get out of your vehicle, hope your close to a supply depot, its going to be a long role over... |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
24
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Posted - 2013.07.12 13:20:00 -
[27] - Quote
Sarducar Kahn wrote:Cyrille Fodeux wrote:I-¦d not make it a light logi. It should get the slot layout of a Commando, only a Sidearm, an insane sprint speed, a very high scan radius and it should be able to skip the queue (3 requests on STD, 5 on ADV and all on PRO). It should link the suit with the vehicle when entering. Thus the suits modules would affect the vehicle and vice versa. So if you have a Range amplifier on your suit it affects the vehicle scan radius and armor repairers on your vehicle repair the suit.
It-¦s bonuses should be vehicle based. The general bonus should be a reduced request/recall time. The racial bonuses should have to do with active modules. Something like a reduced cooldown or an increased active time.
Gallente: -5% Cooldown of Armor Repairers and Remote Repairers and +5% Active time of Active Scanners Caldari: +5% Active Time of Shield Hardeners and -5% Cooldown of Heat Sinks and Tracking Computers Minmatar: -5% Cooldown of Shield Boosters and Transporters and +5% Active Duration of Fuel Injectors and Afterburners Amarr: +5% Active Time of Armor Hardeners and -5% Cooldown of DCUs Nice ideas there, i would rather not have them at all but this is what they should be seeing as we are getting them. Only problem is Caldari are missile people... Why heat sinks? Rails. I tried to do something with the current mods available since we have no active mods for missles.
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Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
252
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Posted - 2013.07.12 13:31:00 -
[28] - Quote
Bettie Boop 2100190003 wrote:I say make the pilot suit an Egg(like the capsules in EvE) let the vehicle drop on them and instead of being squished there "plugged in". Want to get out of your vehicle, hope your close to a supply depot, its going to be a long role over...
Pods are made into the vehicles, kinda like cockpits. |
Oso Peresoso
RisingSuns
292
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Posted - 2013.07.12 13:33:00 -
[29] - Quote
Hey dickbags, CCP already said that the bonuses on the Pilot suit are nowhere near their intended numbers, those high values were just for testing purposes and left in the 1.2 release by accident. |
Caeli SineDeo
Imperfects Negative-Feedback
605
|
Posted - 2013.07.12 13:49:00 -
[30] - Quote
Void Echo wrote:so basically, because you saw that vehicle users finaly get something good that will help us, you don't like it and immediately want to change it to where nothing gets a good boost... I see, so no pilot suit then according to you Void I have been running vehicles for a very long time.
Passive bonus are just a bad Idea. They break things create balancing issues. Last great example. We use to get 5% damage per skill we put into Hybrid turrets or missiles. Now it is down to 1 percent. What is going to happens is we will get these pilot suits. It will create imbalances between tankers. And against some infantry. So the next day CCP nerfs it down to 1 percent. You just burned up over 3m SP into a suit. That is **** and puts vehicles back to square one.
Also you are forced to spend 3m SP if you want better damage. If you want to be more diverse tanker you need to spend another 3m SP to have better times on a tanks cool down rates that might be more efficient for a tank running many active modules. What are the other races going to give when they come out with them. To have maximum functionality from my tank I have to put over 12m SP into Pilot suits.
I am sorry a better way to make things better for vehicle users is to balance through fixing modules and buffing where needed. And also working with PG/CPU, HP, and Slots. This allows for better balancing in the end. Instead of screwing someone over that has invested in a pilot suit only to find out that its getting nerfed because passive skills hurt the balance of this game.
It also seems most people are forgetting that this suit is not just for tanks. It also applies to all other vehicles. This means the suit needs to be balanced for any vehicle that comes into this game. Or every vehicle in this game needs to be balanced around this suit. As CCP keeps adding things it will become easier for them to nerf the suit to create their balance if things go wrong. Hurting the vehicles it worked fine in just to make the vehicles balanced that where becoming to powerful with the suits. |
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