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SteelDark Knight
Internal Error. Negative-Feedback
69
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Posted - 2013.08.01 13:38:00 -
[1] - Quote
The Pilot Suit GÇô Capabilities, Advantages, Disadvantages?
Based on CCP Wolfmans comments we know that vehicles are set for a balance pass in version 1.5. In my opinion you cannot truly balance any item without having all variables know. One major variable when it comes to vehicles is the much mentioned Pilot Suit.
Since work and planning for 1.5 has likely started I thought now might be a good time for us to give some ideas about what we would like to see and what we envision for the pilot suit. My hope is that some of the ideas we give here may actually be considered and put in to the suit.
Based on what we have seen so far from some items that were accidently left in a prior update what was being looked at was a suit based on the Scout light frame. In addition there was a basic bonus to module cool down and racial variations that gave higher efficiency to certain modules based on race. We were told this was a placeholder and everything is subject to change.
I would be interested in hearing what everyoneGÇÖs vision for this suit would be. Hopefully CCP is interested as well. Some basic thoughts I had were as follows:
- Based on Logistical Frame (or at least have equipment slots for purposes below)
- Networks with vehicle and any excess CPU and PG is added to the unit.
- Equipment slots similar to Logistical but those slots are for vehicle enchantments
- Possible enchantments for those slots via modules to be bonuses to damage, cool down, resistance, etc. Basically very similar to things that could be placed in the low and high slots of vehicles currently. Possible anti AV modules GÇô Smoke, Flares, etc.
- Sidearm only, No grenade slot. In short, great in a vehicle but vulnerable outside of one.
- Vehicle maneuverability bonus when piloted by a player with pilot suit (speed, stability for DS, etc.)
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SteelDark Knight
Internal Error. Negative-Feedback
69
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Posted - 2013.08.01 13:46:00 -
[2] - Quote
SteelDark Knight wrote:
- Networks with vehicle and any excess CPU and PG is added to the unit.
After some thought, without major changes to the system in place this wouldnGÇÖt work because any unit utilizing this extra CPU/PG would be invalid until the suit is actually in it. Perhaps there are better ways to give players the capability to have additional modifiable control of PG/CPU through their suit? |
Scheneighnay McBob
Bojo's School of the Trades
2586
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Posted - 2013.08.01 13:59:00 -
[3] - Quote
Like CCP already said, a special slot for modules to improve the vehicle you're in.
As far as disadvantages, it would be helpless on the ground. Just a light frame with few or no high/low slots, and only a sidearm. |
gbghg
L.O.T.I.S. RISE of LEGION
2899
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Posted - 2013.08.01 14:03:00 -
[4] - Quote
Light suit works best, trying to branch it off a logistics frame would be too much of an sp sink, do you want to have to skill 2 separate suits to lv3 just to get the one you want? Having it as a light frame preserves ease of access and the possibility of more specialised versions of it in the future. I'd like to see a significant cool down bonus like we saw on the placeholder, that's rather useful and would be useful for all vehicles, some form of PG/CPU bonus or module efficacy bonus would be nice as well. |
SteelDark Knight
Internal Error. Negative-Feedback
69
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Posted - 2013.08.01 14:11:00 -
[5] - Quote
Scheneighnay McBob wrote:Like CCP already said, a special slot for modules to improve the vehicle you're in.
Was this in the forum McBob? I generally keep a eye on "Dev Posts" and has not seen them mention this unless it was a very long time ago. Just wanted to see if I could find it. |
Takahiro Kashuken
Red Star. EoN.
771
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Posted - 2013.08.01 14:17:00 -
[6] - Quote
I expect the slots that are normally used for infantry mods to be used for special vehicle mods
What would be the point to sticking on infantry mods onto a pilot suit and only having 1 slot for a vehicle mod that makes it **** and pointless
If its 2h/2l then vehicle mods would go into those slots thus the suit is useful |
SteelDark Knight
Internal Error. Negative-Feedback
69
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Posted - 2013.08.01 14:28:00 -
[7] - Quote
gbghg wrote:Light suit works best, trying to branch it off a logistics frame would be too much of an sp sink, do you want to have to skill 2 separate suits to lv3 just to get the one you want? Having it as a light frame preserves ease of access and the possibility of more specialised versions of it in the future. I'd like to see a significant cool down bonus like we saw on the placeholder, that's rather useful and would be useful for all vehicles, some form of PG/CPU bonus or module efficacy bonus would be nice as well.
No, your right. What I wrote and what my intention was two different things. Basically I was looking for a slot lay out akin to a Logi but for vehicle mods. Edited OP to match. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
56
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Posted - 2013.08.01 16:31:00 -
[8] - Quote
any word on how much armor and shield they have?
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SteelDark Knight
Internal Error. Negative-Feedback
69
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Posted - 2013.08.01 16:36:00 -
[9] - Quote
THE TRAINSPOTTER wrote:any word on how much armor and shield they have?
Have not seen anything specified yet. Assumption is it will be like a current "light frame" suit but we all know what ASSuME does. |
Lorhak Gannarsein
DUST University Ivy League
95
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Posted - 2013.08.01 16:39:00 -
[10] - Quote
If they're purple I'm skilling into them.
o7 |
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Takahiro Kashuken
Red Star. EoN.
772
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Posted - 2013.08.01 16:50:00 -
[11] - Quote
THE TRAINSPOTTER wrote:any word on how much armor and shield they have?
I would be happy with 0 and 0 if we get more base PG/CPU and slots for vehicle mods |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1847
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Posted - 2013.08.13 10:58:00 -
[12] - Quote
I wonder if it will at least have one equipment elicit a repair tool. |
SteelDark Knight
Internal Error. Negative-Feedback
88
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Posted - 2013.08.13 12:52:00 -
[13] - Quote
DeadlyAztec11 wrote:I wonder if it will at least have one equipment elicit a repair tool.
I would be hopeful that it will. Again, I'd like to see equipment slots that can be used for vehicle mods but perhaps being dual use would be useful. |
Harpyja
DUST University Ivy League
505
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Posted - 2013.08.13 13:21:00 -
[14] - Quote
As far as their bonuses go, I believe this is what they should look like:
Caldari: 5% shield resistance per level Amarr: 5% armor resistance per level Gallente: 7.5% armor repair efficacy per level Minmatar: 5% mass reduction per level (increases acceleration and top speed)
These bonuses are literally from EVE, and I don't see why they shouldn't work in Dust. Especially with the vehicle balance pass. |
Blaze Ashra
Paladin Survey Force Amarr Empire
6
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Posted - 2013.08.13 13:31:00 -
[15] - Quote
Harpyja wrote:As far as their bonuses go, I believe this is what they should look like:
Caldari: 5% shield resistance per level Amarr: 5% armor resistance per level Gallente: 7.5% armor repair efficacy per level Minmatar: 5% mass reduction per level (increases acceleration and top speed)
These bonuses are literally from EVE, and I don't see why they shouldn't work in Dust. Especially with the vehicle balance pass.
I would love these bonuses. |
Lorhak Gannarsein
DUST University Ivy League
144
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Posted - 2013.08.13 13:37:00 -
[16] - Quote
And the suit bonus? I quite like the idea of CD reduction, too. |
SteelDark Knight
Internal Error. Negative-Feedback
88
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Posted - 2013.08.13 13:42:00 -
[17] - Quote
Lorhak Gannarsein wrote:And the suit bonus? I quite like the idea of CD reduction, too.
I like the cool down bonus they had on the placeholder which was a module cool down reduction. Of course it may need tweaked for balance (%). It seems like that would be of benefit to all types of vehicles. |
Takahiro Kashuken
Red Star. EoN.
830
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Posted - 2013.08.13 13:48:00 -
[18] - Quote
Pilot suit would be basically be a goobag, protects you from the enviroment but generally anything can whack you with great ease
Infantry dropsuit modules wouldnt be allowed to be fitted onto it
Instead the pilot suit would fit on vehicle-dropsuit modules which effect the vehicle, all the mods for it would have to be made and also have ther own place in the marketplace
Generally the vehicle dropsuit modules would be also basic/advanced/proto and the % increase would be 1%-3%-5%
The suit itself due to race can each have a diff secondary skill
So far we know the primary skill is a reduction in cooldown for mods, the placeholder number is 10% so at level5 it would be 50% cooldown on mods, infantry cried OP because it means soloing a tank is harder, chances are it will get nerfed but if it does 5% is more likely going to be the number since all other dropsuits have primary skill bonuses at 5% but because it is for vehicles and not tryhards we will prob get extra nerfed to like 1% because lolvehicles
The secondary skill would be unique to that race
So Caldari may effect shields, Gallente armor, Minmatar speed and Amarr religion
But vehicles do not have all the turrets out or all the hulls for each races so expect only Caldari and Gallente suits which will effect shield and armor in someway
The suit wouldnt have a equipment slot and i would prob leave in a sidearm slot with minimal shield/armor, no nade slot either and prob a CPU/PG increase
Slot layout maybe 2h/2l and variations for each race, with maybe advanced 3h/3l and proto being 4h/4l
Vehicle dropsuit mods would be able to increase the rate of repair, damage output, passive regen, speed, tank, cooldown of mods etc
Generally the pilot suit would enhance the vehicle
Now would 3 pilot suits in the same vehicle all stack? tbh it would promote teamwork between vehicle users and make the tank a much more effective vehicle but i would like to be able to lock the doors and also kick out ppl in my turret seats so no idiot blues jump in
3 pilot suits in the same vehicle would be a good improvement if it does enhance the vehicle, i cannot think of a downside it tbh |
Slen Kaleth
XCOM ENEMY UNKNOWN
20
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Posted - 2013.08.13 14:29:00 -
[19] - Quote
SteelDark Knight wrote:THE TRAINSPOTTER wrote:any word on how much armor and shield they have?
Have not seen anything specified yet. Assumption is it will be like a current "light frame" suit but we all know what ASSuME does.
Assuming so, since the purchase tab for Pilots are currently under the light frame tab in the marketplace. Sadly no pilots a available for purchase. |
Harpyja
DUST University Ivy League
507
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Posted - 2013.08.13 15:50:00 -
[20] - Quote
Lorhak Gannarsein wrote:And the suit bonus? I quite like the idea of CD reduction, too. I think the suit bonus should be something more general. The CD reduction bonus is forcing you to use active modules, while you can have some great passive fits for shields. The CD bonus would be equivalent to the ScR bonus where it doesn't affect every play style.
Instead, I think something like 2-3% module efficacy per level will cover everything. |
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Charlotte O'Dell
0uter.Heaven EoN.
920
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Posted - 2013.08.13 17:46:00 -
[21] - Quote
THE TRAINSPOTTER wrote:any word on how much armor and shield they have?
Who cares. You could give me 100hp if it translates into a tankwith an additional 2000. |
gbghg
L.O.T.I.S.
3113
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Posted - 2013.08.13 18:11:00 -
[22] - Quote
You know, the more I think about it, the more I dislike the idea of a pilot suit. It's going to make things even harder to balance, and it's yet another sp sink in one of the pricest roles available. |
crazy space 1
Unkn0wn Killers
1555
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Posted - 2013.08.13 18:15:00 -
[23] - Quote
"Based on CCP Wolfmans comments we know that vehicles are set for a balance pass in version 1.5. In my opinion you cannot truly balance any item without having all variables know"
you obviously don't know the devs on Dust 514...
I fully expect the pilot suit to give something stupid like 2% faster turret turning per level 1% armor/shield hp per level
And it most definetaly not coming out with the blanace pass meaning they will have to rebalance them again. And when the ammar and minmatar tanks come out another round of balance.
This game will be spinning it's wheels for years due to bad leadership
ooooooo exciting *rolls eyes* |
Galm Fae
Guardian Solutions DARKSTAR ARMY
60
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Posted - 2013.08.13 18:18:00 -
[24] - Quote
I am loving all of this. I just wish CCP would give us more info soon. |
Takahiro Kashuken
Red Star. EoN.
834
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Posted - 2013.08.13 18:18:00 -
[25] - Quote
gbghg wrote:You know, the more I think about it, the more I dislike the idea of a pilot suit. It's going to make things even harder to balance, and it's yet another sp sink in one of the pricest roles available.
I dont care if it requires 5mil SP to use and 250k to buy if it helps me deal with lolprotoswarms or any adv/proto AV while im stuck with a basic tank then i can deal with it |
Crimson Judgment
Rogue Spades EoN.
86
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Posted - 2013.08.13 19:04:00 -
[26] - Quote
Well to me these things would need a pretty good bonus to be worth over 2 million skill points.
but personally i like the old skills but i think they could use some tweaking such as
pilot suit bonus +5% to active module cooldown time per level. the old 10% was too much i think lowering it to 5% should bring it in line balance wise but if that bonus in general would still be overpowered then i purpose it be changed to +2% shield and armor resistance per level.
Gallente pilot suit bonus +3% to shield and armor module efficiency per level. this bonus would be slightly more noticeable then the previous +2% per level so now maximum would be 15% instead of 10%.
Minmatar pilot suit bonus +5% to turret upgrade modules per level. i think this skill is perfect it would bring turret mods back to their former glory and this is an overall useful skill in my opinion and this could compliment Minmatar vehicles quite nicely but we'll have to wait and see.
now on about every pilot suit thread i have seen i posted my thoughts on what the Caldari and Amarr pilot suit bonuses should be so.
Caldari pilot suit bonus +15% to vehicle shield recharge rate per level. ok to me this bonus would perfectly fit the Caldari. and i know this bonus looks high with a maximum of +75% but vehicle shield recharge rate is garbage to begin with so its not doing as much as it looks. that aside this bonus could still be to much and if so +10% per level would work just as well.
Amarr pilot suit bonus +2% to module active time per level. this bonus should fit the Amarr because they are generally slower so they would need more time to get away. the +2% seems balanced but if its too little then +3% shouldn't be overpowered.
so those are my thoughts on what the pilot suits should look like to me the skills above are worth over 2 million skill points but aren't overpowered.
but hey that's just me as a vehicle user so some AR user will likely come in here and scream OP at these skills. |
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