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N I G
Ametat Security Amarr Empire
1
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Posted - 2013.08.01 17:06:00 -
[1] - Quote
Tell me what you like the best and feel free to add your own suggestions. 1. Reduce the Damage of the forgegun over distance, i dont know if this is right but reduce damage by 100 every 30-50 meters 2. Buff vehicles and especially drop ships by giving us engineering skill and taking away the resistance penalties 3. Reduce the price of vehicles- self explanatory 4. Increase the Payout of Vehicle drivers 5. Give us prototype tanks and increase hp of dropships 6. Make AV take more SP to skill into and increase price of AV weapons 7. reduce the Damage of AV by 15%
these are just some of the ideas on the forums I've seen go around. |
Lorhak Gannarsein
DUST University Ivy League
95
|
Posted - 2013.08.01 17:10:00 -
[2] - Quote
CCP BLAM, REDDE PG!!
EDIT: or Wolfman, I guess. |
BullsON Parade
SamsClub
10
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Posted - 2013.08.01 17:14:00 -
[3] - Quote
lol..... Anything else?
How about a nuclear weapon for your vehicles or how about we make one and only one av suit with no mod slots and a wooden spoon for their primary weapon. Drop ships are a little week, I will give you that, but to say that vehicles are so underpowered that they require any of your suggestions is just plain ideotic.
World of Tanks is that way...>>>>> |
HandOGod
Taints of Tartarus
0
|
Posted - 2013.08.01 17:14:00 -
[4] - Quote
2. Dropships role needs to be understood. If you think dropships should be an offensive weapon then they need a buff. But I don't think this is their role. They are a get in get out kind of vehicle. Drop people off with some attack to protect drop/pick up point. I think they fit alright in this roll. They can out run swarm launchers, and should be difficult to hit with forgeguns if they keep moving.
Think your looking at too much of a vehicle buff and AV nerf. |
BullsON Parade
SamsClub
10
|
Posted - 2013.08.01 17:16:00 -
[5] - Quote
N I G wrote:Tell me what you like the best and feel free to add your own suggestions. 1. Reduce the Damage of the forgegun over distance, i dont know if this is right but reduce damage by 100 every 30-50 meters 2. Buff vehicles and especially drop ships by giving us engineering skill and taking away the resistance penalties 3. Reduce the price of vehicles- self explanatory 4. Increase the Payout of Vehicle drivers 5. Give us prototype tanks and increase hp of dropships 6. Make AV take more SP to skill into and increase price of AV weapons 7. reduce the Damage of AV by 15%
these are just some of the ideas on the forums I've seen go around.
https://www.youtube.com/watch?v=C3JzbWVDzac&feature=youtube_gdata_player |
N I G
Ametat Security Amarr Empire
1
|
Posted - 2013.08.01 17:17:00 -
[6] - Quote
BullsON Parade wrote:lol..... Anything else?
How about a nuclear weapon for your vehicles or how about we make one and only one av suit with no mod slots and a wooden spoon for their primary weapon. Drop ships are a little week, I will give you that, but to say that vehicles are so underpowered that they require any of your suggestions is just plain ideotic.
World of Tanks is that way...>>>>>
Wow, to me it seems like your one of those noobs that uses militia swarms and militia locos grenades to kill a million isk tank... How smart of you. |
N I G
Ametat Security Amarr Empire
1
|
Posted - 2013.08.01 17:22:00 -
[7] - Quote
BullsON Parade wrote:lol..... Anything else?
How about a nuclear weapon for your vehicles or how about we make one and only one av suit with no mod slots and a wooden spoon for their primary weapon. Drop ships are a little week, I will give you that, but to say that vehicles are so underpowered that they require any of your suggestions is just plain ideotic.
World of Tanks is that way...>>>>>
https://www.youtube.com/watch?v=C3JzbWVDzac&feature=youtube_gdata_player[/quote]
nice video but makes more sense if you were replying to your own post. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
554
|
Posted - 2013.08.01 17:23:00 -
[8] - Quote
N I G wrote:Tell me what you like the best and feel free to add your own suggestions. 1. Reduce the Damage of the forgegun over distance, i dont know if this is right but reduce damage by 100 every 30-50 meters 2. Buff vehicles and especially drop ships by giving us engineering skill and taking away the resistance penalties 3. Reduce the price of vehicles- self explanatory 4. Increase the Payout of Vehicle drivers 5. Give us prototype tanks and increase hp of dropships 6. Make AV take more SP to skill into and increase price of AV weapons 7. reduce the Damage of AV by 15%
these are just some of the ideas on the forums I've seen go around.
Outside of giving the forge gun a damage dropoff and giving us prototyp tanks I dont actually agree with any of those suggestions. And I am a tanker.
I would have agreed with 2 for the engineering skill, which would do wonders for us, but the resistance penalties need to stay.
3. I am perfectly okay with vehicles costing a lot of isk in relation to dropsuits. Where they are now at least in regards to LAV's and HAV's is fine, its a risk vs reward. Tanks are too weak right now to be worth the price but the price set once they fix them is a good one (or if they dont fix them? okay drop the price)
4. Dont increase payout for specific roles, payout is based in a big way on what you accomplish in a match and that shouldnt change based on roles.
6. No. A light weapon is a light weapon. a heavy weapon is a heavy weapon. it took months to get ccp to mostly level out the costs between things, i refuse to suggest that they go back to older ways.
7. This is iffy. Mostly what I suggest is just hitting proto and advanced swarm launchers to not make them be the best scaling weapon in the game. As it stands it gets an extra missile, and more damage per missile on each level, so where most proto weapons gain 10% (I think) over the basic gun, the swarm launcher at proto gains 65%. Which is fine at basic, and its advanced should be proto at best, but at proto its ridiculous damage.
One thing i would like to see be added is a baseline resist level on all HAV's similar to the logilavs stock 30% resist. instead of nerfing all av for all vehicles (because lavs are not tough enough as is) just increase the stock off the shelf resistance of the vehicles that are actually supposed to be tougher. HAV's at 25-30% stock, Dropships at 10-20 (on top of other things. dropships are in places that dont tend to exactly be good.), LAV's at 0% stock. |
N I G
Ametat Security Amarr Empire
1
|
Posted - 2013.08.01 17:27:00 -
[9] - Quote
Torr Wrath wrote:N I G wrote:Tell me what you like the best and feel free to add your own suggestions. 1. Reduce the Damage of the forgegun over distance, i dont know if this is right but reduce damage by 100 every 30-50 meters 2. Buff vehicles and especially drop ships by giving us engineering skill and taking away the resistance penalties 3. Reduce the price of vehicles- self explanatory 4. Increase the Payout of Vehicle drivers 5. Give us prototype tanks and increase hp of dropships 6. Make AV take more SP to skill into and increase price of AV weapons 7. reduce the Damage of AV by 15%
these are just some of the ideas on the forums I've seen go around. Outside of giving the forge gun a damage dropoff and giving us prototyp tanks I dont actually agree with any of those suggestions. And I am a tanker. I would have agreed with 2 for the engineering skill, which would do wonders for us, but the resistance penalties need to stay. 3. I am perfectly okay with vehicles costing a lot of isk in relation to dropsuits. Where they are now at least in regards to LAV's and HAV's is fine, its a risk vs reward. Tanks are too weak right now to be worth the price but the price set once they fix them is a good one (or if they dont fix them? okay drop the price) 4. Dont increase payout for specific roles, payout is based in a big way on what you accomplish in a match and that shouldnt change based on roles. 6. No. A light weapon is a light weapon. a heavy weapon is a heavy weapon. it took months to get ccp to mostly level out the costs between things, i refuse to suggest that they go back to older ways. 7. This is iffy. Mostly what I suggest is just hitting proto and advanced swarm launchers to not make them be the best scaling weapon in the game. As it stands it gets an extra missile, and more damage per missile on each level, so where most proto weapons gain 10% (I think) over the basic gun, the swarm launcher at proto gains 65%. Which is fine at basic, and mostly so at advanced. but at proto its ridiculous damage. One thing i would like to see be added is a baseline resist level on all HAV's similar to the logilavs stock 30% resist. instead of nerfing all av for all vehicles (because lavs are not tough enough as is) just increase the stock off the shelf resistance of the vehicles that are actually supposed to be tougher. HAV's at 25-30% stock, Dropships at 10-20 (on top of other things. dropships are in places that dont tend to exactly be good.), LAV's at 0% stock.
The payout thing, i say the because tankers just dont get kills, they clear out objectives for their team to hack and they keep the team at bay from certain objectives on the field, their not just killing machines, they are also team machines-most of the time i can say that i helped the team push onto objectives but all i get payed for is killing so what is the point of working as a team same for dropship pilots, they spawn in teammates on lets say objective A but we get no Wp for helping out the team. So why help the team if their is no reward. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
554
|
Posted - 2013.08.01 17:32:00 -
[10] - Quote
N I G wrote:The payout thing, i say the because tankers just dont get kills, they clear out objectives for their team to hack and they keep the team at bay from certain objectives on the field, their not just killing machines, they are also team machines-most of the time i can say that i helped the team push onto objectives but all i get payed for is killing so what is the point of working as a team same for dropship pilots, they spawn in teammates on lets say objective A but we get no Wp for helping out the team. So why help the team if their is no reward.
Hmm, in an HAV at the very least I have never really (unless I get instablapped) had issues getting silly numbers of kills and installation destructions usually putting me at or near the top for WP gains and thus ISK gain for the team at the end of a match. Getting kills and points is easy, avoiding one dude with a proto swarm launcher that can kill my million isk tank without breaking a sweat and in perfect safety hiding behind a piece of terrain and only popping out for a fraction of a second to fire? isnt. |
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Oso Peresoso
RisingSuns
481
|
Posted - 2013.08.01 17:36:00 -
[11] - Quote
N I G wrote:
4. Increase the Payout of Vehicle drivers
6. Make AV take more SP to skill into and increase price of AV weapons
No. You shouldn't get more isk for bringing a vehicle if you didn't kill more and contribute more than a guy on the ground, just like you shouldn't get more isk for showing up in a proto suit and died alot if it didn't translate to a bigger contribution. |
N I G
Ametat Security Amarr Empire
1
|
Posted - 2013.08.01 17:37:00 -
[12] - Quote
Torr Wrath wrote:N I G wrote:The payout thing, i say the because tankers just dont get kills, they clear out objectives for their team to hack and they keep the team at bay from certain objectives on the field, their not just killing machines, they are also team machines-most of the time i can say that i helped the team push onto objectives but all i get payed for is killing so what is the point of working as a team same for dropship pilots, they spawn in teammates on lets say objective A but we get no Wp for helping out the team. So why help the team if their is no reward. Hmm, in an HAV at the very least I have never really (unless I get instablapped) had issues getting silly numbers of kills and installation destructions usually putting me at or near the top for WP gains and thus ISK gain for the team at the end of a match. Getting kills and points is easy, avoiding one dude with a proto swarm launcher that can kill my million isk tank without breaking a sweat and in perfect safety hiding behind a piece of terrain and only popping out for a fraction of a second to fire? isnt.
And you help explain my point, we only get paid for kills. This is the negative side of vehicles especially dropship pilots since they dont get a lot of kills but do help the team out a SHlT load by spawning in teammates above objectives that have either been hacked or are under enemy control. many times i see dropship pilots in the towards the bottom of the wp gain list even though they may have turned the game around. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
554
|
Posted - 2013.08.01 17:42:00 -
[13] - Quote
N I G wrote:Torr Wrath wrote:N I G wrote:The payout thing, i say the because tankers just dont get kills, they clear out objectives for their team to hack and they keep the team at bay from certain objectives on the field, their not just killing machines, they are also team machines-most of the time i can say that i helped the team push onto objectives but all i get payed for is killing so what is the point of working as a team same for dropship pilots, they spawn in teammates on lets say objective A but we get no Wp for helping out the team. So why help the team if their is no reward. Hmm, in an HAV at the very least I have never really (unless I get instablapped) had issues getting silly numbers of kills and installation destructions usually putting me at or near the top for WP gains and thus ISK gain for the team at the end of a match. Getting kills and points is easy, avoiding one dude with a proto swarm launcher that can kill my million isk tank without breaking a sweat and in perfect safety hiding behind a piece of terrain and only popping out for a fraction of a second to fire? isnt. And you help explain my point, we only get paid for kills. This is the negative side of vehicles especially dropship pilots since they dont get a lot of kills but do help the team out a SHlT load by spawning in teammates above objectives that have either been hacked or are under enemy control. many times i see dropship pilots in the towards the bottom of the wp gain list even though they may have turned the game around.
There is a point to what you say, but still the rewards we get should be based more on performance than role. If they awarded points for tanks having overwatch on an objective while a team was hacking it? maybe that would be an idea. And dropships badly need a lot of things to gain WP from (assists on kills and hacks from people who have been in the dropship within the last X time, and spawning are two huge ones) but when it comes to the humble HAV, the trouble isnt getting 20 kills, the trouble is not dying. We can make lots of isk compared to foot soldiers/average match, but its not worth the risk yet. Increasing default payout isnt the answer to solve the risk vs reward problem. |
N I G
Ametat Security Amarr Empire
1
|
Posted - 2013.08.01 17:57:00 -
[14] - Quote
Torr Wrath wrote:N I G wrote:Torr Wrath wrote:N I G wrote:The payout thing, i say the because tankers just dont get kills, they clear out objectives for their team to hack and they keep the team at bay from certain objectives on the field, their not just killing machines, they are also team machines-most of the time i can say that i helped the team push onto objectives but all i get payed for is killing so what is the point of working as a team same for dropship pilots, they spawn in teammates on lets say objective A but we get no Wp for helping out the team. So why help the team if their is no reward. Hmm, in an HAV at the very least I have never really (unless I get instablapped) had issues getting silly numbers of kills and installation destructions usually putting me at or near the top for WP gains and thus ISK gain for the team at the end of a match. Getting kills and points is easy, avoiding one dude with a proto swarm launcher that can kill my million isk tank without breaking a sweat and in perfect safety hiding behind a piece of terrain and only popping out for a fraction of a second to fire? isnt. And you help explain my point, we only get paid for kills. This is the negative side of vehicles especially dropship pilots since they dont get a lot of kills but do help the team out a SHlT load by spawning in teammates above objectives that have either been hacked or are under enemy control. many times i see dropship pilots in the towards the bottom of the wp gain list even though they may have turned the game around. There is a point to what you say, but still the rewards we get should be based more on performance than role. If they awarded points for tanks having overwatch on an objective while a team was hacking it? maybe that would be an idea. And dropships badly need a lot of things to gain WP from (assists on kills and hacks from people who have been in the dropship within the last X time, and spawning are two huge ones) but when it comes to the humble HAV, the trouble isnt getting 20 kills, the trouble is not dying. We can make lots of isk compared to foot soldiers/average match, but its not worth the risk yet. Increasing default payout isnt the answer to solve the risk vs reward problem.
you just dont get it do you? This is why the Free LAV was taken out, people wanted to kill with but instead of use it as a transportation vehicle (role) this is why the Cal Loggi was brought down a bit because it was being used as assault suit, We HAVE ROLES IN THIS GAME, THEIR IS A REASON TO THESE ROLES AND ITS NOT ALWAYS PERFORMANCE, this is why the game is fked up because people abuse what we are given and forget about the things role.
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Torr Wrath
Subdreddit Test Alliance Please Ignore
556
|
Posted - 2013.08.01 18:04:00 -
[15] - Quote
N I G wrote:you just dont get it do you? This is why the Free LAV was taken out, people wanted to kill with but instead of use it as a transportation vehicle (role) this is why the Cal Loggi was brought down a bit because it was being used as assault suit, We HAVE ROLES IN THIS GAME, THEIR IS A REASON TO THESE ROLES AND ITS NOT ALWAYS PERFORMANCE, this is why the game is fked up because people abuse what we are given and forget about the things role. Why is a LLAV a murder taxi, because people want performance.
I must not get it, what did any of what you said have to do with why increasing isk payout for being in a vehicle is a good idea?
Iv stated why i believe its not, because its based isk reward on performance not role. Even if a role increases performance, or missuse of a role for the matter or LAV's, thats a different matter entirely.
Make your point. Why should vehicle payout be increased past the point of gaining WP's? |
Scheneighnay McBob
Bojo's School of the Trades
2591
|
Posted - 2013.08.01 18:08:00 -
[16] - Quote
Option 3 is flawless. |
cedz636
Brutor Vanguard Minmatar Republic
53
|
Posted - 2013.08.01 18:26:00 -
[17] - Quote
N I G wrote:Tell me what you like the best and feel free to add your own suggestions. 1. Reduce the Damage of the forgegun over distance, i dont know if this is right but reduce damage by 100 every 30-50 meters 2. Buff vehicles and especially drop ships by giving us engineering skill and taking away the resistance penalties 3. Reduce the price of vehicles- self explanatory 4. Increase the Payout of Vehicle drivers 5. Give us prototype tanks and increase hp of dropships 6. Make AV take more SP to skill into and increase price of AV weapons 7. reduce the Damage of AV by 15%
these are just some of the ideas on the forums I've seen go around.
1: Don't reduce forge gun damage. There are enough threads posted by players who are whining that their weapon got nerfed. I actually think the forge gun is a nicely balanced weapon. And damage already drops over distance...significantly when it reaches it's absolute range.
2: Give us our engineering skill back, please. It wouldn't just simply buff our vehicles HP, but, more so, allow us to get more creative with our fits.
3: Reduce the price of vehicles?? I'm not gonna hold my breath. Reduce the price of turrets.
4: If you want to increase your payout, get more kills. Get more WP. Kill fits that are worth more. Destroy more enemy vehicles. These will all increase your ISK payout. Payout is balanced the same for infantry and vehicle operators. The best way to turn a profit is to not lose your vehicle...don't forget that.
5: We have "prototype" tanks. I'm not a dropship pilot, but I fully support a HP buff to dropships.
6: AV in general has a good balance against vehicles. Militia-grade AV against a well fit vehicle performs how you'd expect it to. Same with proto. If I had one gripe about AV, it's that it takes very little SP to skill into AV nades that do tons of damage, so maybe there should be a steeper curve in damage from standard to prototype. But i'm in no way screaming nerf...i just hate AV nades :)
7: AV damage is fine. See point 1. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
108
|
Posted - 2013.08.01 19:18:00 -
[18] - Quote
BullsON Parade wrote: World of Tanks is that way...>>>>>
Yet another one that doesn't want vehicles in any game at all ever. The FPS genre should evolve towards being more friendly to vehicles. This is the most hostility towards vehicles I've ever seen, mostly because too many don't want to bother skilling into anything AV, and want STD AV to be more than enough without needing more than one damage mod. |
Charlotte O'Dell
0uter.Heaven EoN.
818
|
Posted - 2013.08.01 19:21:00 -
[19] - Quote
Reducing AV damage is stupid BC then only tanks can kill llavs and most llavs are tankers. Av is balanced standard to standard. We need proto tanks. Lava need to changes except to collision damage. Payouts are fine. |
N I G
Ametat Security Amarr Empire
1
|
Posted - 2013.08.01 19:27:00 -
[20] - Quote
Torr Wrath wrote:N I G wrote:you just dont get it do you? This is why the Free LAV was taken out, people wanted to kill with but instead of use it as a transportation vehicle (role) this is why the Cal Loggi was brought down a bit because it was being used as assault suit, We HAVE ROLES IN THIS GAME, THEIR IS A REASON TO THESE ROLES AND ITS NOT ALWAYS PERFORMANCE, this is why the game is fked up because people abuse what we are given and forget about the things role. Why is a LLAV a murder taxi, because people want performance. I must not get it, what did any of what you said have to do with why increasing isk payout for being in a vehicle is a good idea? Iv stated why i believe its not, because its based isk reward on performance not role. Even if a role increases performance, or missuse of a role for the matter or LAV's, thats a different matter entirely. Make your point. Why should vehicle payout be increased past the point of gaining WP's?
learn to read-every single post.. |
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Torr Wrath
Subdreddit Test Alliance Please Ignore
563
|
Posted - 2013.08.01 19:55:00 -
[21] - Quote
N I G wrote:
learn to read-every single post..
Trust me. I do just that. But all your posts seem to say is that you somehow don't get kills in a tank and you want more wp for sitting around. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
305
|
Posted - 2013.08.01 20:05:00 -
[22] - Quote
HandOGod wrote:2. Dropships role needs to be understood. If you think dropships should be an offensive weapon then they need a buff. But I don't think this is their role. They are a get in get out kind of vehicle. Drop people off with some attack to protect drop/pick up point. I think they fit alright in this roll. They can out run swarm launchers, and should be difficult to hit with forgeguns if they keep moving.
Think your looking at too much of a vehicle buff and AV nerf.
No, Dropships are way too easy to shoot down. I know this, I do it all the time with adv. and STD stuff against Assault and Logi Dropships. All they need is a buffed version of that siege module-like thing that the Saga II has, as that thing is ****.Say, a 30 second timer, and a 2 minute cooldown? |
N I G
Ametat Security Amarr Empire
1
|
Posted - 2013.08.01 20:06:00 -
[23] - Quote
Torr Wrath wrote:N I G wrote:
learn to read-every single post..
Trust me. I do just that. But all your posts seem to say is that you somehow don't get kills in a tank and you want more wp for sitting around.
dude fk off, i cant teach the stupid... |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
305
|
Posted - 2013.08.01 20:12:00 -
[24] - Quote
Torr Wrath wrote: One thing i would like to see be added is a baseline resist level on all HAV's similar to the logilavs stock 30% resist. instead of nerfing all av for all vehicles (because lavs are not tough enough as is) just increase the stock off the shelf resistance of the vehicles that are actually supposed to be tougher. HAV's at 25-30% stock, Dropships at 10-20 (on top of other things. dropships are in places that dont tend to exactly be good.), LAV's at 0% stock.
I agree with everything but this. No T I vehicle should get a base resistance. However, EVERY T II vehicle should. Maybe if they are similar, they get the same resistance (all Logi's get 30%). But no, no T I vehicles should get any baseline resistance. Otherwise, some T II models would become useless to skill into.
Peace, Aizen |
Xender17
Intrepidus XI EoN.
407
|
Posted - 2013.08.01 20:24:00 -
[25] - Quote
BullsON Parade wrote:lol..... Anything else?
How about a nuclear weapon for your vehicles or how about we make one and only one av suit with no mod slots and a wooden spoon for their primary weapon. Drop ships are a little week, I will give you that, but to say that vehicles are so underpowered that they require any of your suggestions is just plain ideotic.
World of Tanks is that way...>>>>> You view his ideas as too good for tanks. They are mostly a little over kill... |
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