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View Full Version : Vehicles need a massive speed boost. MASSIVE!



Benjie
29-09-03, 03:18
Oh I await the day when vehicle users become overpowering and people begin posting "nerf vhc" threads. At the moment a capped runspeed person outruns most vehicles. Nobody in hell would ever waste excesive points on VHC because it would result in Gimphood, and everybody would call you Gimp the gimped VHC gimpertron looser fatass.

Here is a list of currently Un-viable vehicles.

ER Wheeler Speedbike V.1 Goes far too slow to be any use to anybody. Only noobies would use this as any capped runner knows that 3 points of Rifle Class or Pistol Class is more valuble than 15 points of VHC when you can run faster than the Wheeler anyway. This vehicle needs a massive speed boost.

ER Chaincraft Goes far too slow to be any use to anybody. Only noobies would use this as any capped runner knows that 3 points of Rifle Class or Pistol Class is more valuble
than 15 points of VHC when you can run faster than the Chaincraft anyway. This vehicle needs a massive speed boost.

ER Assault Bike It's very unviable as it's very rigid to turn on one, so combat is lessened. The gun is probabally gonna be crap, kinda as it should be. All this needs is a GIANT speed boost so it goes faster than a capped runner.

ER Hovertec V.1 This vehicle needs to be better at going over rough terrain, and water. Thats the whole point of a hoverteck.

ER Combat Hovertec V.1 Same as hoverteck

HH Wheeler V.2 Goes far too slow to be any use to anybody. Only noobies would use this as any capped runner knows that 3 points of Rifle Class or Pistol Class is more valuble than 15 points of VHC when you can run faster than the Wheeler anyway. This vehicle needs a massive speed boost.

HH Combat Wheeler V.2 It's very unviable as it's very rigid to turn on one, so combat is lessened. The gun is probabally gonna be crap, kinda as it should be. All this needs is a GIANT speed boost so it goes faster than a capped runner.
4x4 Chaincraft V.1 This would be an okay vehicle if the range was boosted somewhat. Not as much as the next level 4x4 though.

Reveler-Chaincraft V.2.5 Needs a big range boost

AT Troop Carrier Needs a huge speed boost and lower reqs. Should still not be available to a tank though.

Rhino4x4 Chaincraft V.2 This is the TANK right? Basicly this should be the sign of power on battle feild. Any individual who is going to gimp there RIFLE or PISTOL use should at least have the privalage of having a shit hot Outpost domminator at there disposal. Please make this sexy looking beast worth speccing to.

SUMMARY
The DAMAGE vehicles need to be viable for fighting with.
The SPEED vehicles should not go slower than a capped runner.
The HYBRID vehicles should be higher req versions of the SPEED vehicles but not be anywhere near as equal to a runner with a Judge. More like Standard model guns, if not unlabled.

Please post your comments.
Reakktor need to know why people don't specialise in vehicles. (Oh how I would love to be a Constructor/Repairer/Tank Driver) :rolleyes:



[Edited - Edited it to make it look sexy. - Benjie]

Keiron
29-09-03, 03:40
I agree with all of the post. It would be nice to be welcomed as a driver other then "WTF, your capping a droner and lom'ing him to pure CST/VHC?!?!"

Progenitor
29-09-03, 04:04
Not only the speeds need increased, but the ability of most of the vehicles to climb hills needs to be increased as well.

There should be a good mix of speed vs. hill climbing ability at the different vehichle levels:

ER Wheeler Speedbike V.1 - should be a speed deamon, but less likly to climb hills
ER Chaincraft - shouldn't be as fast, but should be able to climb all hills.

ER Hovertec V.1 - should be a combination of both speed and climbing ability.

And so on and so on. Increasing speed and climbing ability as you go up in size and tech level.

-p

Q`alooaith
29-09-03, 04:17
Tank's with the right imp setup can drive rhino's....



I'd not much reduce the req's on most by anything much.. maybe a 20% reduction max..

Speed, well in some cases yes, but rember, vehical's don't need to stop to regen stanima, I'd make em slightly faster, maybe have the chain tech's only just going faster..

I'd make the rhino slower than a capped runner though.. and amp up the gun, and armor, again..

Benjie
29-09-03, 04:38
Originally posted by Q`alooaith
Tank's with the right imp setup can drive rhino's....

You mean gimps. =)

Q`alooaith
29-09-03, 04:41
Originally posted by Benjie
You mean gimps. =)


and are still able to gun the rhino...


so yea, mega gimped in implant's and other area's but still able to be done...

KidWithStick
29-09-03, 05:05
maybe...MAYBE if the hovertech was super fast, i would stop complaning so much about GR lock's...BUT there STILL needs to be more ASG's

Alamais
29-09-03, 05:34
I'm not quite sure what you're all talking about. Ever gotten a hover up to full speed going across a zone? Try getting a capped runspeed char to go that fast. I can cross a zone in seconds, while a capped runspeed char can't. And no. I'm not gimped. I play a monk, and even if I didn't I'd still have enough skill to use some vehicles.

I do agree that certain vehicles need to go faster and be able to climb better. The rhino could be a lot more powerful, better armor, and still slow but kick the shit outta anything else. That's what I had always envisioned them to be. Giant, slow-moving, monstrosities of destruction. But hey, you can't always get what you want...

wolfwood
29-09-03, 05:39
wow a new way to crash faster :p

Dezerter
29-09-03, 05:46
PEs can drive every vehicle and gun every vehicle currently available in the game. Though it's also gimpage, you can still use weapons and do fair damage. Plus the bonuses are quite nice.

Dez - Heavy/MC PE/Driver/Repairer

Oh and to quote, I have arather large post about vehicles in the brainport. It'll be bumped later when my idea gets typed out

Lanigav
29-09-03, 05:50
I agree 100%.

Nonattack 2 wheeled/hover vehciles should move like bats out of hell, but have a tougher time over hilly/complex terrain. Hover vehciles should also be able to float on water. Attack versions should suffer only a small speed decrease, but only feature light guns that are only effective against low/mid rank monster (basically a version of a scout type attack unit if you play RTS games). Perhaps another option would be some sort of "monster tamer" energy field that gives a high % of not agroing a monster (but not guaranteed), since their armor should be relatively low.

Non-attack HH wheelers should go slightly slowed than the attack 2 wheelers/hovers but navigate hilly and complex terrain much better with little loss of speed or control. Attack versions should so along the same path as the above, with a slight damage/ammo capacity boost.

Troop carrier should go slower than the HH wheeler and not navigate terrain quite as well, but be heavily armored.

Rhino4x4 Chaincraft V.2 should be an offensive machine of death with very high damage and armor. Something that both players and monsters should have a real hard time against without a tank or two with anti-vehicle weapons, but not so powerful that they can kill all players with just two hits and not entirely invulnerable to nonanti-vehcile weapons. They should also go fairly slow as a result, but not so slow that it takes you forever just to get somewhere. Requirements for use should also be high, and non-tank useable.

Basically, the whole concept of vehicles should be a ratio between speed and damage. More speed, less damage/defense. More damage/defense, less speed.

Also, respawn rates should be changed. Light, nonattack vehciles such as the hovertec and speed bike should have a repawn time of about 10-15 minutes, while giants like the Rhino should have around an hour, possibly two.

ericdraven
29-09-03, 09:37
Actually i think the speed of the Hovertec is already very nice.

But zoning is very annoying - you zone with full speed approaching an hill and after zoning you start with zero speed and so you won't make it over the hill.. this sucks. o_O

GurTjaN
29-09-03, 09:46
i agree speed could be a little better but i think since the last few patches the vehicles really improved and KK did a good job on them i was at MB a week ago and a guys asked me to gun his rhino for him it was just after the patch the doulbled vehicle damage and it was really fun seeing the wb's drop that fast (even faster than with my monk LOL that has 186 apu) it does really nice damage now and we tried on a capped tank(with pa4) and it was like

110
100
105

damage and that with a rate of i think not sure but around 100/min its a nice PVP weopon and could be used at op fights cuz of their great armor so vehicles really improved if u asked me and fun to use again with a little more speed it would be even better

KK are doing nice things to teh game u can all whine bout the bad things but ur forgetting what they already did didnt monk pa and xray pa took along time and got delayed so much well didnt it work out great it really looks cool and the xray pa is the nicest one in the game...

//GurT

Rizzy
29-09-03, 10:06
I Disagree with the rhino too. Its actually a pretty nice vehicle to use because of its sheer surviving power and the damage of its gun is pretty damn fine aswell now :)

Lucjan
29-09-03, 12:30
Well, I'm the third then to say: Rhino got really nice with the last patch. It has good armor and a gun and finally deserves to be called a tank. I didnt tried anti-vehicle launchers on it yet, but against Speedgun, CS or Holy Lightning its armor does very well.

garyu69
29-09-03, 12:37
I have no problem with the speed of vehicles, or the requirements to drive them.

I put enough points to one side to allow me to drive the APC around. And it was fine driving past DOT bots, taking about 3-5% per shot from Bot.

Agent L
29-09-03, 13:22
Well, speeding up is not good idea.

- With higher forward speed and mantained rotation speed, most vehicles will turn out to be useless because you'll have to full stop, rotate, and then accelerate again. (Curve radius will grow to unacceptable value)
- With higher both forward and rotation, vehicles would be uber agile and able to outmaneveur feet runners - I don't find this OK.

However I think that Rhino an ATTC reverse speed should be incerased, because it is now more viable to do a 180deg rotation-in-place than backpedal.

Worst things about vehicles are trees in middle of the roads, CityAdmin tanks barricading passages or concrete portals, (like in Deveraux - maybe dev that designed it was not informed that vehicles cannot enter geometry - enter worst flame you can imagine here).

So in my opinion - fix maps first.

Another trick is that only ATTC and Rhino (in jeep driver CAN be targeted - can he be attacked?) offers shielding for flesh. Maybe equip chanibike and buggy with glass bubble or energyfield? What's the point of better armored veh, if mobs will target driver anyway?

Nixon
29-09-03, 14:12
hehe.. it would be cool actually to watch out for tanks

rhino tanks should take out capped player with 3 shots..
you would run your ass off if you saw an enemy tank :P

ericdraven
29-09-03, 14:23
Originally posted by Nixon
hehe.. it would be cool actually to watch out for tanks

rhino tanks should take out capped player with 3 shots..
you would run your ass off if you saw an enemy tank :P
Yes, that would be fun. :)

death&decay
29-09-03, 16:00
Agreed. Totally.

Warlogis
29-09-03, 16:26
Dunno about Rhino (my tank cant use it, monk can - but didnt test it so far), but Reveller now owns in PvM :p
My mid-lvl tank can drive it, its shoots really fast and do awesome damage (yeah, 93-95 per bullet to horror/brute, near 100-110 to WBT/WB), but range can be improved ... lets say at 20-30% of current (more dont need because of greate recoil in auto-fire mod, so you need to aim near 1-1,5 sec after each burst at not to close range).
Last few days time-to-time used Reveller for WB/horror hunt - WB was down at 20-30 seconds, brute/horror at 30-40. :D
But strange thing - WBs did more damage to me, but crap damage to vehicle (something like 20-80 HP to with every shot/rocket to me and 1% of vehicle health from 4-5 shots) . Brutes/horrors did crap damage to me, but moderate damage to vehicle (near 10-40 HP to me, but every shot reduced 1-2% of HP of vehicle). So this explains the fact (as I though before) that brutes and horrors do mostly force damage, not fire at all ...
So best ground anti-vehicle weapon is a domestic brute :D KK should add a psi module so PPUs can tame animals for some period of time ;)