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Hekseville Citizen
Registered: 03/09/2012
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275 posts
 

Re: Vehicles in 1.5 and beyond!

Dec 11, 2013

Well, there were no more than a couple of reports of console injury, so I determined the Patch was safe for me to download on my CECH-E unit last night:

 

The matches I played were....well, wierd.  No dropships around (of course, because the DS skills have been entirely respec-ed and refunded, so it'll take a few days for most "pilots" to get back in the air). 

But there was no infantry combat either...:smileysurprised: 

 

I walked the entire map without being engaged by snipers, bumping into red dots...nothing.  When I got to the OTHER side of each map, I realized what was going on----THERE WERE HAV's... EVERYWHERE!!!  Players were calling in RDV drops, and EVERY drop seemed to have an HAV instead of an LAV or DS! 

 

CCP boosted the road-speed of the HAV... but now it's like a Daffy Duck-mobile, it's zipping around so fast, it seemed to be replacing the LAV as most-used vehicle.  There were no red dots to threaten me cuz they were all hunkering for their lives in the corner of the map with four or five HAVs molesting them :smileytongue:  The map has never sounded so quiet!  Just the happy hum of an HAV zipping by every 35 seconds... no turrets, no infantry escort... just the driver by himself, like a kid.

 

At first it was fun to watch,... but I think it's an unexpected inbalance. 

 

Supertman, did you get in on any of that action?

 

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Sad goodbyes and a Universe of good wishes to the 49, especially to CCP Eterne...
Because no story or character (not even an Eve character) can have a life without writers and publishers.

I'll miss your contributuions, Eterne.
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Treasure Hunter
Registered: 09/08/2012
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Re: Vehicles in 1.5 and beyond!

Dec 11, 2013
No, I will be playing the new update on Friday. I was really looking forward to this update, and by looking at the other dust 514 forum, it seems like most people are happy. But I have heard that the tanks are overpowered and too easy to use. The main thing ccp changed was the tanks speed, and nerfed the swarms to death.

I think a small (not a huge nerf, ccp) nerf to the tanks speed or a HP nerf with balance tanks once again.

But keep in mind i haven't played 1.7, i have only heard opinions and seen videos that show of the new tanks power.

I think the Hmg and laser need a buff....
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Hekseville Citizen
Registered: 03/09/2012
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Re: Vehicles in 1.5 and beyond!

Dec 12, 2013

CCP ETERNE:

 

I would typically consider a review posted 48 hours after the Patch release, too early to give a fair perception of the changes. 

But after going through the May release and 7 eye-opening patch installments so far, I'd like to think I'm a vet at this, and can be objective and clear with my view. 

The following does have SOME bias, since I am a DROPSHIP operator and Artificer, not an HAV or ADS or Logistics role player very much, if at all. 

 

 


Path to Game and Overall UI

  • Made back end optimizations to reduce stalls when scrolling lists.  No comment on this.
  • Integrated sound effects in the end of match screen.  I have a SUPER sound system (think Home Theatre from the late '90s craze), and the "electronic-buzz" that has been introduced in the end of match screen is no impressive, and almost seems out of date compared with the SUPERB sound effects you've produced accross the entire game.  I would like to suggest some other sound be explored.


Controls

  • Updated tooltips on/off option to be dynamic based on input type.

I admire this extra touch in the UI.  However, I have noticed that the tooltips graphics STAY ON THE HUD permanently when operating my vehicle---they don't fade off anymore, and it is a slight obstruction to screen. 

 

  • Added Separate sensitivity settings when aiming down sights and hipfire for both keyboard/mouse and controller.

I have tried this option, and think it's a super and thoughtful detail to the game.  THANKS.

 

Vehicles

  • Vehicles have received significant updates. They are being rebuilt and rebalanced from the ground up. Once we’ve established a solid foundation we will start to introduce more types and build back out.
  • Vehicle turrets now have ammunition.
  • Added the ability to reload turrets.
  • Added new Ammo Expansion Unit module to increase total ammo.
  • Enabled turret ammo resupply at supply depot installations.
  • Updated third person dropship camera.
  • Renamed vehicle modules to be consistent with dropsuit gear naming conventions.
  • Added a damage threshold for triggering the shield recharge delay on vehicles to prevent low damage weapons from delaying vehicle shield recharge.
  • Adding owner and squad lock timers to vehicles.

- No-one apart from the vehicle owner can get into a vehicle for 5 seconds after delivery.
- No-one apart from the vehicle owner and his squad can get into a vehicle for 15 seconds after delivery.

  • Improved low LOD vehicle animation.
  • Logistics LAV and Enforcer HAV roles have been removed pending an update before reintroduction. Available roles are:

- Standard HAV - Caldari & Gallente.
- Standard LAV - Caldari & Gallente.
- Standard Dropship - Caldari & Gallente.
- Assault Dropship - Caldari & Gallente.

  • Vehicle physics have been updated.

- Gallente ground vehicles have slower acceleration and higher straight line speed, while Caldari vehicles have quicker acceleration with lower top speed.
- LAV - smoothed out power delivery.
- HAV - increased speed and maneuverability.

  • Turrets have been streamlined to their most necessary archetypes (standard to prototype). Available small and large turrets are:

- Railgun.
- Blaster.
- Missile.

  • Large and small turrets have been rebalanced.
  • Some vehicle turret slots are now optional. Not fitting the turret will remove the seat entirely from the vehicle
  • Module offerings have been streamlined to their most necessary archetypes. Available modules are:

- Shield Boosters.
- Shield Hardeners.
- Shield Extenders.
- Armour plates.
- Armour repairers.
- Armour hardeners.
- Damage amplifiers (per weapon types i.e. rail, blaster, missile).
- Ammo Expansion Unit (per weapon type i.e. rail, blaster, missile).
- CPU upgrades.
- Power Grid Upgrades.
- Scanners.
- Mobile CRU.
- Afterburners.
- Boosts.

  • Vehicle skills have been updated and skills not currently used/needed removed.


Weapons

  • Added Minmatar Combat Rifles.
  • Added Caldari Rail Rifles.
  • Updated rifle weapon ranges.
  • Reduced AV grenade damage (Standard: 1050 to 725; Advanced: 1260 to 870; Prototype: 1470 to 1015).
  • Reduced Swarm Launcher damage (330 to 220).
  • Reduced Swarm Launcher lock-on range from 400m to 175m.
  • Added physical impulses to all weapon impacts.
  • Removed physical recoil force on Assault Dropship small turrets.
  • Forge Guns damage has been decreased for all variants, and charge time increased on all variants but Breach.

The alterations to the Vehicles w/ modules (and by balance, the weapons that are used to combat vehicles) have been enormous, and will take more time to fully appreciate.  The things I can appreciate right now are:

  • CCP pulled off a RESPEC of vehicle/vehicle-skills/vehicle-modules, and did it with finese and some nice thoughtful touches.  You did not blatantly remove-and-refund ALL relevant items, instead you discretely allowed players to retain SOME modules and vehicles even if they no longer fit into the marketplace and fitting schemes of patch 1.7 (example: I still own more than 15 now-rare and valuable 'Overdrive modules', even though overdrives are no part of 1.7's module environment).  A++ for CCP's attention to detail.
  • HAV's have caused quite a happy rush in players, due to what WE THINK is an accidentaly overdose of speed that CCP inserted into the new HAV performance and handling.  The "speed" is hilarious to watch, but... I think it's not practical in the long run, and I am sure your devs will curb that speed down a bit....ONCE THEY STOP LAUGHING AT THE VIDEO REPLAYS.
  • As a logi-dropship driver, I think I can safely say this last improvement to the "third person dropship camera" should FINALLY bring peace to the "death from above" community.  1.7's adjustment seems to steal a little attitude from the previous 1.5 patch (my personal favorite for navigating the vehicle), and the result is an A++ to me.   


Visuals

  • Improved vehicle shield and armor repair effects.

These were necessary, since some of the vehicle modules that used to be ACTIVE have now become PASSIVE and don't need the visual effects. 

I have also noticed that THRUSTER visual effects have been adjusted to respond to the actual controller button inputs--the result is dazzling and a GREAT visual assist when operating the air vehicle.  Again, much thanks.  Sometimes small touches make BIG advancements!


Wishing all of you at CCP the best of Christmas, (especially since with Patch 1.7, you folks have given Dust players a splendid Christmas present  :heart:

Thanks ETERNE!!


Sad goodbyes and a Universe of good wishes to the 49, especially to CCP Eterne...
Because no story or character (not even an Eve character) can have a life without writers and publishers.

I'll miss your contributuions, Eterne.
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Hekseville Citizen
Registered: 03/09/2012
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Re: Vehicles in 1.5 and beyond!

Dec 17, 2013

....Supertman, the fun is about to end for TANKS. 

 

If you haven't climbed in an HAV yet and enjoyed the Twisted Metal style destruction, then you better do it TONIGHT Supertman.

 

By EVE time 0.0 tomorrow, they are throwing in a quick-patch that will CORRECT the over-speed of the HAV.... and the days of hot-rodding around will be finished.AmarrBinky.jpg


Sad goodbyes and a Universe of good wishes to the 49, especially to CCP Eterne...
Because no story or character (not even an Eve character) can have a life without writers and publishers.

I'll miss your contributuions, Eterne.
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