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Iron Wolf Saber
Den of Swords
7782
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Posted - 2013.08.27 15:09:00 -
[1] - Quote
And before you argue otherwise check the chart below.
Madrugar Standard - 3 High 5 Lows Madrugar Advanced - 4 High 5 Lows Madrugar Prototype - 5 High 5 Lows
Gunnlogi Standard- 5 High 3 Lows Gunnlogi Advanced - 5 HIgh 4 Lows Gunnlogi Prototype - 5 High 5 Lows
Hypothetical Amarr HAV Standard - 4 High 4 Lows. Amarr HAV Advanced - 4 High 5 Lows Amarr HAV Prototype - 5 High 5 Lows
Minmatar HAV Standard - 4 High 4 Lows Minmatar HAV Advanced - 5 HIgh 4 Lows Minmatar HAV Prototype - 5 High 5 Lows
Max Rack Size in Dust is 5.
Now you're all smart people; tell me, why this up here is bad overall for the game?
Also explain the chicken of the enforcer/marauders fitting into this as both of those classes already had a +1 slot from regular HAVs. |
Iron Wolf Saber
Den of Swords
7782
|
Posted - 2013.08.27 15:11:00 -
[2] - Quote
Bittersteel the Bastard wrote:IWS I feel for you because you are going to get soooooooo chewed out by tankers.
I haven't seen a single tanker go to the white board and tried to realistically design said tanks within current game expectations. I did.
Also max rack size increase is a horrible option as it will lead to a game wide nerf of EVERYTHING. slots are a weighted stat and everything is weighed into that slot value. |
Iron Wolf Saber
Den of Swords
7782
|
Posted - 2013.08.27 15:17:00 -
[3] - Quote
Mossellia Delt wrote:If max rack size is stuck at 5 why not set it like this at end levels
Proto Gal tank
4 highs 5 lows 1 large gun 1 medium guns 2 small guns whole load extra CPU/PG
Proto Cal Tank
5 highs 4 lows 1 large gun 1 medium guns 2 small guns whole load extra CPU/PG
Yes, this would require medium guns first, but as I understand they are in development
Because you run into the serious threat that a LAV or MAV will outperform said tank at everything. |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:23:00 -
[4] - Quote
Sgt Buttscratch wrote:Is that an official chart? I'd say Standard 2/5 ADV 2/6 Pro 3/6
would be more logical for the Armor tanks, reguardless I'm scared of what CCP think is a tank upgrade is 70 less HP, 200 less PG, 35% slower. In order to get slight buffs to only one type of turret.....oh yeah and $1,000,000 ISK extra for all that mighty crap.
No the chart is nothing official; was giving an example based on current foundation meta differences established by dropsuits on how a prototype HAV would look like, at max level it would be 5-5 across all races and how bad it will be overall for the game as most bonuses given out by vehicle skills can be replaced with a single module or better, so any advantage any race brings to the table can get easily nullified, or copied by the other race and as for doing the whole fitting thing based on the same chart would make every effective fit so ultra tight that only the most skill players would get anything out of it, anyone less would be seriously disadvantaged. |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:28:00 -
[5] - Quote
Asirius Medaius wrote:What if prototype for vehicles (such as the enforcer) were just restricted to specializations (hear me out) as they are now. What about a tank who has a large increase to powergrid to fit multiple large armor or shield modules, with the removal of the misc turrets to re-arrange it's job to taking damage as a mobile infantry cover. Not saying this is the only idea, but it's a start on getting some ideas out there (not that they will ever be heard).
HAV Basic Role =/= Enforcer Role
Assault Drop Suit Basic Role = Assault Drop suit Advanced Role = Assault Drop Suit Prototype Role. |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:30:00 -
[6] - Quote
Cody Sietz wrote:Chances Ghost wrote:so what happens to your whole topic if they dont increase the slot loadout for ADV and prot? I'd say because it probably wouldn't be worth to use and probably cost a tonnnnnnn more.
Why pay for advanced when basic does everything better much cheaper at less skill point costs? |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:32:00 -
[7] - Quote
Assert Dominance wrote:PG's and CPU is what makes a tank, a madrugar proto will give 2 sh**s about moar high slots. That is what needs to be taken into consideration.
Cept we now have 4 tanks with the same 5 and 5 slot layout.
How do you expect to squeeze enough variety out of that without cross stepping toes? |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:41:00 -
[8] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:Assert Dominance wrote:PG's and CPU is what makes a tank, a madrugar proto will give 2 sh**s about moar high slots. That is what needs to be taken into consideration. Cept we now have 4 tanks with the same 5 and 5 slot layout. How do you expect to squeeze enough variety out of that without cross stepping toes? Increase the max amount of high/low slots for vehicals only so we can have better tanks and have meaning to spend the isk and Sp to get it, easy. Dropsuits dont need more than 5/5, but tanks do to fit the math of the tiers. also, if a proto tank has a significant amount of pg/cpu compared toour standard tanks then they would be able to fit things. Additionally, you can give proto and adv tank some built in natural resist or an additional built in rep in addition to what the player chooses to fit, alot of stuff
Which I will state again will require nerfing everything in order to keep relative power layouts the same. Which in the end will wind up as a nerf to HAVs because its likely the average player is going to dilute that extra slot with something extra. |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:46:00 -
[9] - Quote
I have a crazier idea.
How about we have only 4 tanks.
4 tanks that work really well and know what exactly they're supposed to be doing. |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:52:00 -
[10] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:Assert Dominance wrote:PG's and CPU is what makes a tank, a madrugar proto will give 2 sh**s about moar high slots. That is what needs to be taken into consideration. Cept we now have 4 tanks with the same 5 and 5 slot layout. How do you expect to squeeze enough variety out of that without cross stepping toes? Increase the max amount of high/low slots for vehicals only so we can have better tanks and have meaning to spend the isk and Sp to get it, easy. Dropsuits dont need more than 5/5, but tanks do to fit the math of the tiers. also, if a proto tank has a significant amount of pg/cpu compared toour standard tanks then they would be able to fit things. Additionally, you can give proto and adv tank some built in natural resist or an additional built in rep in addition to what the player chooses to fit, alot of stuff Which I will state again will require nerfing everything in order to keep relative power layouts the same. Which in the end will wind up as a nerf to HAVs because its likely the average player is going to dilute that extra slot with something extra. what do you mean by "nerfing everying in order to keep relative power layouts the same"? not sure what your getting at, can you explain that alittle plz? I dont see a need to nerf anything, an adv tank should be better in every way than a standard tank and the same for proto tank vs adv. Dont need to nerf the standard tank bcuz the adv is better, just make the tanks better as you go through the tiers. Not nerfing stuff
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad. This is only running on the basis that the HP values remain the same across all tiers. |
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Iron Wolf Saber
Den of Swords
7786
|
Posted - 2013.08.27 16:00:00 -
[11] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad.
Yeah but the prices are over 100% for an enforcer vs standard and the SP costs for it is as well, cant imagine what the price and SP cost would be for REAL adv tanks and proto tanks. There is also a limit on how many vehicals can be on the battlefield and no limit to AV. at this point in the game all serious PC forgegunners/swarmers have profficentcy 5 proto and damage modded AV, and many dozens of hundreds of players will by the time proto tanks are given to use, that is the maximum amount of damage possible for AV. They can still leave an extreemly hefty dent in a proto tank with that layout single handedly, what if there were 2 of such ppl? or 3? there is always more than one enemy running proto AV in todays pubs, nevermind months from now
Don't ever balance for isk. |
Iron Wolf Saber
Den of Swords
7786
|
Posted - 2013.08.27 16:05:00 -
[12] - Quote
Exmaple Core wrote:Also, like the attourney general is saying we dont need slots to balance the vehical. For example we could make the proto tank skill itself be "+10% movement speed, +7 shield passive resist, +20% active rep efficiency per level" Or have built in aditional active mods that can be used by the poilt in addition to whatever he fills in his slots with, like an additional hardener, heavy rep or speed mod. Or just straight up add 4000 shields/armor to the tank over standard/adv or simply add another 30% resist to the tank base. Dont need to rely on slots, just add stuff that will make a proto tank, a proto tank
And that's changing the roles thus no longer an advanced or prototype of the same tank anymore but an assault tank or a escort tank or whatever. |
Iron Wolf Saber
Den of Swords
7786
|
Posted - 2013.08.27 16:06:00 -
[13] - Quote
Exmaple Core wrote:ZDub 303 wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:
HAV gaping with prototype model in place would nearly be over 100%+ of a power gap between itself and standard. Infantry is no where near this bad.
Yeah but the prices are over 100% for an enforcer vs standard and the SP costs for it is as well, cant imagine what the price and SP cost would be for REAL adv tanks and proto tanks. There is also a limit on how many vehicals can be on the battlefield and no limit to AV. at this point in the game all serious PC forgegunners/swarmers have profficentcy 5 proto and damage modded AV, and many dozens of hundreds of players will by the time proto tanks are given to use, that is the maximum amount of damage possible for AV. They can still leave an extreemly hefty dent in a proto tank with that layout single handedly, what if there were 2 of such ppl? or 3? there is always more than one enemy running proto AV in todays pubs, nevermind months from now Don't ever balance for isk. So true. no no wasent using the isk to balance it, its just another factor, a minor one. But surely you can come up with a better reply than that, look at everything im talking about the isk is the least of my concerns
When prices are based on 'just because' you really cannot balance around that idea. Also what are you going to do when they do remove adv and prototype from npc market making other players the sole source of said items by whatever means avialable? |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:09:00 -
[14] - Quote
Takahiro Kashuken wrote:Iron Wolf Saber wrote:I have a crazier idea.
How about we have only 4 tanks.
4 tanks that work really well and know what exactly they're supposed to be doing. How about you shut up because you seem to know nothing about vehicles and continue to push bad ideas through the door
Prove to me that 4 tanks that are well thought out balanced and design are worse than 58 poorly thought out tanks, then I will consider your idea has merit. This is afterall a debate, I am still waiting for an good or impressive argument from the other side. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:10:00 -
[15] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Also, like the attourney general is saying we dont need slots to balance the vehical. For example we could make the proto tank skill itself be "+10% movement speed, +7 shield passive resist, +20% active rep efficiency per level" Or have built in aditional active mods that can be used by the poilt in addition to whatever he fills in his slots with, like an additional hardener, heavy rep or speed mod. Or just straight up add 4000 shields/armor to the tank over standard/adv or simply add another 30% resist to the tank base. Dont need to rely on slots, just add stuff that will make a proto tank, a proto tank And that's changing the roles thus no longer an advanced or prototype of the same tank anymore but an assault tank or a escort tank or whatever. okay then give us "tank that kicks alot of ass name here" class and make it feel like a proto tank. If proto tanks are so hard to make, then give us a tank that specialises in actually being effective, something that actually gets shiet done call it what you want whatever, something can be made that is a "proto tank"
By that definition then technically we already have a prototype tank. /me points at the POS known as a Falchion. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:12:00 -
[16] - Quote
Benjamin Ciscko wrote:If you want to destroy my tank get yourself a nice shiny DS with proto missiles and two gunners, I wont be able to touch you because my gun can't shoot high enough. Tank kill infantry, Infantry kill DS, DS kill tank. This of course depends on whether the DS is fitted with Blasters or the tank with Rail guns or a coordinated squad of proto AV.
A properly parked tank can keep the skies clean. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:16:00 -
[17] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote: no no wasent using the isk to balance it, its just another factor, a minor one. But surely you can come up with a better reply than that, look at everything im talking about the isk is the least of my concerns
When prices are based on 'just because' you really cannot balance around that idea. Also what are you going to do when they do remove adv and prototype from npc market making other players the sole source of said items by whatever means avialable?
your dodging the paragraph i took so much effort into explaining how its balanced, you see that right? No response to a good answer. Its right there^^^^ Then i would do whatever it takes to get those items and spec out of tanks when i cant get them anymore cuz tanks are so darn complicated they cant be included in dust[/quote]
Meta In = Power out. Individual positions of Slots are weighed and have more influence on the fitting than the other way around. Balance for end game max skill scenarios, but include day 1 rookies in the environment test Price tag is meaningless Expected Lifespan is a hidden stat. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:19:00 -
[18] - Quote
The Attorney General wrote:Iron Wolf Saber wrote:
Prove to me that 4 tanks that are well thought out balanced and design are worse than 58 poorly thought out tanks, then I will consider your idea has merit. This is afterall a debate, I am still waiting for an good or impressive argument from the other side.
No, you are trolling, because you are cherry picking and responding only to emotional posts, ignoring any other suggestions. Frankly, if you wanted legitimate debate you would take the tone you have. You seem convinced that your way is the only way forward, so at this point we all might as well go along for the ride. Sept 17 bitches. Sept 17.
:P You know, I was convinced enough to do the math and paperwork. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:25:00 -
[19] - Quote
Caeli SineDeo wrote:Don't listen to IWS he just never knows what he is talking about.
He is a glorified secretory for CPM and when he tries to get out of that role he just babble stupid.
He does not relize tanks probably will not be proto because of slots it will be more of a passive boost from the tanks skills like they seem to be doint already.
Funny because you guys haven't come up with anything concrete as to why its a good idea. There isn't too much tangibility in pro prototype argument outside of making an extraordinary broken tank.
Design me an Prototype HAV on the current environment, prove people wrong.
I DARE YOU. |
Iron Wolf Saber
Den of Swords
7788
|
Posted - 2013.08.27 16:41:00 -
[20] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:Caeli SineDeo wrote:Don't listen to IWS he just never knows what he is talking about.
He is a glorified secretory for CPM and when he tries to get out of that role he just babble stupid.
He does not relize tanks probably will not be proto because of slots it will be more of a passive boost from the tanks skills like they seem to be doint already. Funny because you guys haven't come up with anything concrete as to why its a good idea. There isn't too much tangibility in pro prototype argument outside of making an extraordinary broken tank. Design me an Prototype HAV on the current environment, prove people wrong. I DARE YOU. I HAVE BEEN TRYING TO TELL YOU BUT YOU WON'T LISTEN!!! MYSELF AND OTHERS THROUGH OUT THIS THREAD WTF
No what you gave me was a different tank not a more advanced version of the previous tank.
Might as well give those different stats to this tank http://www.dust514-france.fr/wp-content/uploads/2013/04/tank2.jpg and well have 2 per race instead. |
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Iron Wolf Saber
Den of Swords
7788
|
Posted - 2013.08.27 16:43:00 -
[21] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Can someone explain to me why prototype dropsuits are a good idea? Tiericide, bitches!
Now this debate there has been plenty of good talk on both sides as to why and why not to do this. |
Iron Wolf Saber
Den of Swords
7790
|
Posted - 2013.08.27 17:32:00 -
[22] - Quote
medomai grey wrote:Iron Wolf Saber wrote:And before you argue otherwise check the chart below.
Madrugar Standard - 3 High 5 Lows Madrugar Advanced - 4 High 5 Lows Madrugar Prototype - 5 High 5 Lows
Gunnlogi Standard- 5 High 3 Lows Gunnlogi Advanced - 5 HIgh 4 Lows Gunnlogi Prototype - 5 High 5 Lows
Hypothetical Amarr HAV Standard - 4 High 4 Lows. Amarr HAV Advanced - 4 High 5 Lows Amarr HAV Prototype - 5 High 5 Lows
Minmatar HAV Standard - 4 High 4 Lows Minmatar HAV Advanced - 5 HIgh 4 Lows Minmatar HAV Prototype - 5 High 5 Lows
Max Rack Size in Dust is 5.
Now you're all smart people; tell me, why this up here is bad overall for the game?
Also explain the chicken of the enforcer/marauders fitting into this as both of those classes already had a +1 slot from regular HAVs. Another way of looking at tiers for tanks is that because vehicles come pre-tiercide, the current PG/CPU and slot allocations are proto and anything below proto will have a worse PG/CPU and slots. In short, tanks get a huge nerf from the applying tiers.
Vehicles are currently not pre-teiricide, the reason why I can say this is because you can tiericide what we have and based on the snippet from CCP Wolfman's 1.5 vehicle blog, that is what exactly is happening to vehicles, they're getting teiricided first.
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Iron Wolf Saber
Den of Swords
7790
|
Posted - 2013.08.27 17:34:00 -
[23] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote:Caeli SineDeo wrote:Don't listen to IWS he just never knows what he is talking about.
He is a glorified secretory for CPM and when he tries to get out of that role he just babble stupid.
He does not relize tanks probably will not be proto because of slots it will be more of a passive boost from the tanks skills like they seem to be doint already. Funny because you guys haven't come up with anything concrete as to why its a good idea. There isn't too much tangibility in pro prototype argument outside of making an extraordinary broken tank. Design me an Prototype HAV on the current environment, prove people wrong. I DARE YOU. I HAVE BEEN TRYING TO TELL YOU BUT YOU WON'T LISTEN!!! MYSELF AND OTHERS THROUGH OUT THIS THREAD WTF No what you gave me was a different tank not a more advanced version of the previous tank. Might as well give those different stats to this tank http://www.dust514-france.fr/wp-content/uploads/2013/04/tank2.jpg and well have 2 per race instead. Iws. Srly, who cares? How about std, adv, and replace proto tanks with a specialized tank that is just as powerful? Okay, it's a problem that all would be proto tanks would have 5/5 and would be too simular so give it the extra built in mods, stat bonuses, resistances, speeds whatever! As long as it works out to make it significantly more effective than standard or advanced tanks. Calling it proto or a" specialized variant but not really proto" doesent matter as long as their solid tanks that get shiet done, like a "proto" tank would. Also, you continue to ignore my statement about Increasing slot counts above 5. Giving proto tanks 7/5 respectfully would be okay because infantry will still be able to handle them, they have proficientcy 5, double/triple damage modded proto AV, the maximum amount of punishment possible in dust and they travel together in squads. They can handle a tank no problem
Actually you should chare.
A far more interesting game would have light, main battle, and tank destoyers verses all main battle tanks with 4 flavors, of economy, sport, luxury, or sports luxury editions. |
Iron Wolf Saber
Den of Swords
7792
|
Posted - 2013.08.27 18:12:00 -
[24] - Quote
Exmaple Core wrote:Iron Wolf Saber wrote:medomai grey wrote:Iron Wolf Saber wrote:And before you argue otherwise check the chart below.
Madrugar Standard - 3 High 5 Lows Madrugar Advanced - 4 High 5 Lows Madrugar Prototype - 5 High 5 Lows
Gunnlogi Standard- 5 High 3 Lows Gunnlogi Advanced - 5 HIgh 4 Lows Gunnlogi Prototype - 5 High 5 Lows
Hypothetical Amarr HAV Standard - 4 High 4 Lows. Amarr HAV Advanced - 4 High 5 Lows Amarr HAV Prototype - 5 High 5 Lows
Minmatar HAV Standard - 4 High 4 Lows Minmatar HAV Advanced - 5 HIgh 4 Lows Minmatar HAV Prototype - 5 High 5 Lows
Max Rack Size in Dust is 5.
Now you're all smart people; tell me, why this up here is bad overall for the game?
Also explain the chicken of the enforcer/marauders fitting into this as both of those classes already had a +1 slot from regular HAVs. Another way of looking at tiers for tanks is that because vehicles come pre-tiercide, the current PG/CPU and slot allocations are proto and anything below proto will have a worse PG/CPU and slots. In short, tanks get a huge nerf from the applying tiers. Vehicles are currently not pre-teiricide, the reason why I can say this is because you can tiericide what we have and based on the snippet from CCP Wolfman's 1.5 vehicle blog, that is what exactly is happening to vehicles, they're getting teiricided first. what is this term; teiricide, what does it mean? Also, of course tiers of tanks gets worse if their under proto, proto is the best. We curently have no proto tanks all we have is standard, so we would be improving tanks as we introduce new tanks untill we finally hit proto. I fail to see how adding ADV and proto tanks will nerf tanks
Essentialy
It means
Cut out useless crap, most of which would fail the 'why/why not' test. Replace with useful crap which generally passes the 'must' test. Avoid having 500 failed clones of the trying to sing the same song and dance the same dance. If trimming is not possible then new dance routines are required.
Eve Online has over 500 uniquely different ships in terms of use, handling, fitting, roles, culture in fleet and much much more. The last bastions of boring are freighters I believe.
If Dust 514 is racially equaled out and both crusader and pilot drop suits are introduced and without tiericide we would almost have more dropsuits than Eve, but only give or take 6-8 real flavors anyone would care for.
Some argue it dumbs down the game but when you can do it without trimming it doesnt dumb down anything it enhances what you already have into more intriguing and intuitive to play on the field. What if Caldari had 3 different assault suits? all three play differently and have different roles from each other but each three is unique unto itself and not just a progression of each other? Type I Type II Type III suits instead. Type 1 can play like the standard soldier, type 2 more of a medic, type 3 can be the versatile specialist. |
Iron Wolf Saber
Den of Swords
7793
|
Posted - 2013.08.27 18:22:00 -
[25] - Quote
DUST Fiend wrote:Iron Wolf Saber wrote:Eve Online has over 500 uniquely different ships in terms of use, handling, fitting, roles, culture in fleet and much much more. The last bastions of boring are freighters I believe.
If Dust 514 is racially equaled out and both crusader and pilot drop suits are introduced. We would almost have more dropsuits than Eve, but only give or take 6-8 real flavors anyone would care for. I play EVE, it's spreadsheets with a bunch of things you can do. This is DUST. It's all the same, with minute differences that are hardly noticeable unless you put on your fan goggles and drink the punch. DUST is NOTHING like EVE, maybe it wants to be, but it is not. It is a feeble shadow of a successful relative, burdened with all the expectations and none of the realities. DUST has a loooooooooooooooooong way to go before anyone can reasonably and realistically compare it to EVE, which will always be difficult because %'s don't translate as well into the FPS genre, since YOU are at the center of attention in such a game. Things have to be unique and meaningful or else people just gloss over it and instead of FoTM we wind up with builds that you have to skill into specifically over X amount of months so that way you can be accepted into PC and other game modes that probably won't be seen for another year. Good luck with vehicles, it's an uphill battle to say the least.
Exactly. Dust is an FPS the differences between things must be stronger and very tangible something you can touch.
The modules and weapons can keep the tiered progression to help empower players as they grow and encourage fitting skills (actual art of putting together a fit) the base models that the modules get attached to however has to be made to account for that environment however and cluttering it the @#% up is not going to help alleviate the issues caused by having a sea of senseless unmeaningful choices. |
Iron Wolf Saber
Den of Swords
7793
|
Posted - 2013.08.27 18:24:00 -
[26] - Quote
Exmaple Core wrote: okay, simple. Thank you for answering my question, im sorry im being an ass on your thread but you gotta work with us, cant ignore us buddy
Just stirring the pot and picking whatever floats up and knowing what sinks. Forums have to be filtered through you know that.
As for the comment about higher skill levels unlocking more 'exotic' weapon varieties I am all for it as long as it can be made feasible as new weapons and reasonable. It would take a bunch more creative juices flowing but at least we can easily declare specialist a variant on anything for lvl 2 maybe. |
Iron Wolf Saber
Den of Swords
7795
|
Posted - 2013.08.27 18:57:00 -
[27] - Quote
Charlotte O'Dell wrote:Go home, IWS, you're drunk.
Std tanks; 2/5 200k Adv, 3/6 800k Pro 4/7 1.5mil
Boom. Awesomeness achieved.
4x rolled tungsten plates, 3X resist, top row remote armor reppers lock to your best friend in a similar fit tank. the corrected resistances effective the entire HP pool and not the base + armor skills max tank that can laugh off an entire team's worth of AV just about. Don't fit small turrets keep good comms with your spider buddies.
Fit highest metalevel possible emphasis on self buffer inflation first.
That would be about 70,000+ EHP with effective 1,100 EHP repaired per second Swarms only operate in about a 6k damage over 15 second time compression with travel accounted for which equals about 440 dps effective, You'll need pretty much the entire team to kill one tank in a usual engagement window and that is nowhere near guaranteed. |
Iron Wolf Saber
Den of Swords
7795
|
Posted - 2013.08.27 19:09:00 -
[28] - Quote
demonkiller 12 wrote:Iron Wolf Saber wrote:Charlotte O'Dell wrote:Go home, IWS, you're drunk.
Std tanks; 2/5 200k Adv, 3/6 800k Pro 4/7 1.5mil
Boom. Awesomeness achieved. 4x rolled tungsten plates, 3X resist, top row remote armor reppers lock to your best friend in a similar fit tank. the corrected resistances effective the entire HP pool and not the base + armor skills max tank that can laugh off an entire team's worth of AV just about. Don't fit small turrets keep good comms with your spider buddies. Fit highest metalevel possible emphasis on self buffer inflation first. That would be about 70,000+ EHP with effective 1,100 EHP repaired per second Swarms only operate in about a 6k damage over 15 second time compression with travel accounted for which equals about 440 dps effective, You'll need pretty much the entire team to kill one tank in a usual engagement window and that is nowhere near guaranteed. This of course is worst case scenario fill in the blank based on limited information. if the tank had that PG base it would be OP as ****, im fine with extra modules and no increase to pg/cpu, ill deal with that myself -6k dmg at 15 seconds? dem militia swarms
Shot Travel + Thumble + operation should empty out in 15 seconds with the new 1.4 changes.
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Iron Wolf Saber
Den of Swords
7795
|
Posted - 2013.08.27 19:17:00 -
[29] - Quote
I am not the expert on Dust internal workings, I just know that currently the software as it is presented to the players only supports 5 slots max of any layer. There is the possibility it may impact lag, the whole reason why zipper didn't allow personalization in mag or so they claimed. We all know Dust 514 is CREST API powered which is why it takes 5 seconds to load the player board at times :P.
As for increasing slot counts that is really up to CCP overall and that would involve very high up studio folks to change I believe as it would have to refactor just about everything from scratch again. |
Iron Wolf Saber
Den of Swords
7798
|
Posted - 2013.08.27 19:19:00 -
[30] - Quote
Crimson Judgment wrote:i don't mean to sound snobby or anything just saying IWS can i direct you to the last post on page 5 i put a lot of work time and thought in making that post and feel it was completely ignored because it was the last post on a page that nobody noticed thank you for your time and if you didn't read it because it was to long then i am sincerely sorry for the long post i don't like it when i put hard work into something and feel like it got ignored so once again i don't mean to sound snobby just saying
Don't worry picking it apart now in a nice manner just give me a moment or to play it out real quick. |
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Iron Wolf Saber
Den of Swords
7803
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Posted - 2013.08.27 19:37:00 -
[31] - Quote
Marston VC wrote:Iron Wolf Saber wrote:I am not the expert on Dust internal workings, I just know that currently the software as it is presented to the players only supports 5 slots max of any layer. There is the possibility it may impact lag, the whole reason why zipper didn't allow personalization in mag or so they claimed. We all know Dust 514 is CREST API powered which is why it takes 5 seconds to load the player board at times :P.
As for increasing slot counts that is really up to CCP overall and that would involve very high up studio folks to change I believe as it would have to refactor just about everything from scratch again. OK, I get you now. More slots = more variables for the machines to take account for = more lag. That's fine, but if that's the case, just take a proto tank and give it either more health, or PG/CPU or well...... theres actually a ton of things you could do that would simulate the effect of having extra module slots. If you remember. Back in the day dropsuits had higher base health on top of modules slots. Obviously that was a balancing issue so they fixed it, but if the only difference between a prototype tank and an advanced tank is sayyyyyy 1000 health, or maybe enough PG/CPU extra to fit another major module (repper, damage mod, ect....) then it really shouldn't be that imbalanced, if not that then not at all. I mean, im not a tank driver, but I do think that the whole "AV is OP" argument is getting old, and lets think about this for a moment. The current tanks would either be considered standard or Advanced tanks. These STD/ADV tanks are fighting prototype AV. Since when does a GEK beat a Duvolle? Not often, and I don't think its any different between tanks and AV right now either.
See I am against having more hulls/suits, I rather see advantages shift from the hulls to the modules overall. Have modules make the tank what it is, not the base vehicle itself. Drop Suits follow this far more closely and can fit various different roles (though some not that effectively) I just feel vehicles are nearly forced into cookie cutter fits now. This is boring.99 Ways to not fit an HAV and with an MCRU is not one.
Bottom line.
1 suit per race per role within at least each class. 1 vehicle per race per role within at least each class.
So with racial equality that calls for
48 suits with militia and not counting MT. 48 vehicles with militia and not counting MT. |
Iron Wolf Saber
Den of Swords
7808
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Posted - 2013.08.27 20:34:00 -
[32] - Quote
Spkr4theDead wrote:Iron Wolf Saber wrote:And before you argue otherwise check the chart below.
Madrugar Standard - 3 High 5 Lows Madrugar Advanced - 4 High 5 Lows Madrugar Prototype - 5 High 5 Lows
Gunnlogi Standard- 5 High 3 Lows Gunnlogi Advanced - 5 HIgh 4 Lows Gunnlogi Prototype - 5 High 5 Lows
Hypothetical Amarr HAV Standard - 4 High 4 Lows. Amarr HAV Advanced - 4 High 5 Lows Amarr HAV Prototype - 5 High 5 Lows
Minmatar HAV Standard - 4 High 4 Lows Minmatar HAV Advanced - 5 HIgh 4 Lows Minmatar HAV Prototype - 5 High 5 Lows
Max Rack Size in Dust is 5.
Now you're all smart people; tell me, why this up here is bad overall for the game?
Also explain the chicken of the enforcer/marauders fitting into this as both of those classes already had a +1 slot from regular HAVs. You should give up CPM for making a post like this. You're also not a vehicle operator. What 5 modules would an armor HAV put in the highs? Can't get enough percentage from PG modules in the lows in a shield tank.
Here let me simplify it for you and remove all distractions as to why its bad:
HAV A Prototype - 5 High 5 Lows HAV B Prototype - 5 High 5 Lows HAV C Prototype - 5 High 5 Lows HAV D Prototype - 5 High 5 Lows
4 in 5 Doctors prefer brand D over the other three leading brands. |
Iron Wolf Saber
Den of Swords
7810
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Posted - 2013.08.27 20:38:00 -
[33] - Quote
Luk Manag wrote:From the discussion I can see you're on-the-fence for all of the suggested stat tweaks.
Why not add built-in utility modules?
Maybe a 100% invulnerability for 3 seconds on a 1 or 2 minute timer (skill to bring it down)? If you see swarm or grenade spam, and you're good at timing the built in invulnerability, it'll actually feel like a tank for a few seconds.
Well I seen this done before (star conflict) and it worked out decent for just role definition to some degree (some combos just didn't make sense. WTH is a covert ops without a cloak?) This would require more work on ccp's end to make this idea feasible.
I am thinking rigs. Should allow a mix of customization (similar to that of a gun) while keeping the pool of potentials limited. |
Iron Wolf Saber
Den of Swords
7813
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Posted - 2013.08.27 21:34:00 -
[34] - Quote
Casius Hakoke wrote:OK I didn't read the hole thread, but after the first two pages I have a question and a suggestion. First for vehicles why does the definition of proto have to be slot layout? Why can't we give each HAV hull a bonus based on skill leave, plus a small slot increase/variety between different hulls. Like the enforcer havs they get a bonus to a specific weapons system, why couldn't some havs get a fitting bonus to say armor plates/shield extenders. Or even a rep/recharge bonus on another hull.
Honestly the options are pretty wide open, plus it gives a reason to skill past lvl 1 of your chosen hav racial skill. Have proto/adv levels of havs have better bonuses to justify there larger price tag plus a one to two slot increase depending on flavor.
Pretty close to tieraside.
PS: sorry posting from my tablet.
Edit: Plus like everybody else is saying its the power grid/CPU that really makes a difference anyways. I have a hard time believing you don't actually see this.
Because when you start changing those sort of stats you get a different vehicles in the end similar to a type 1 and type 2 suit.
Also you don't need a tier system to do the whole PG/CPU thing, that is very doable with 1 tier alone.
What I really don't get is the surmounting amounts of protest against the idea of doing more for less and paying for less, I mean who wants to spend 30 million isk on a prototype tank? when you can go the route that uses a standard hull that gets stronger cpu and pg fittings as you level it up allowing the better fitting of prototype gear without using module assistance as much. |
Iron Wolf Saber
Den of Swords
7813
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Posted - 2013.08.27 21:49:00 -
[35] - Quote
J-Lewis wrote:I'd rather CCP get rid of tiers entirely. Focus on making every item balanced and unique in the first place.
Since you posted this thread, IWS, I'm going to guess that you've had a convo with CCP Wolfman recently, and he mentioned that there wouldn't be vehicle tiers, or something along those lines. At least, I hope that's the case, because your point is pretty much moot: CCP could just increase global slot ceiling to 8 or whatever - not to mention that the vehicle bonuses and stats are what make the vehicle more than the slot count.
Maybe I'm just trying to read tea leaves while wearing a blindfold, but you don't usually post with giant holes in your argument... At least, from what I've read of your posts. So I'm just hoping there's more to it than making a poor argument.
We (the CPM) had various multiple discussions with CCP Wolfman over the whole ideas, possibles and impossibles, toying around with other ideas, sharing some of my own military experience on how things are done there and why they're done in that manner, expected roles, controls, physics, environment, the most serious threats, types of threat vectors both from and to vehicles, exploits with the RDV among other things. These are what you would call paper napkin discussions stuff that may or may not wind up on a white boards but various cpm been feeding all sorts of feedback threads all the way back from early beta to current.
I will say though something that has been constantly repeated since fanfest from CCP, that slot layout concerns was and still a huge deal overall for both drop suits and vehicles for the sake of future growth of other alternative vehicles and the like. |
Iron Wolf Saber
Den of Swords
7836
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Posted - 2013.08.28 02:31:00 -
[36] - Quote
Well got into another argument about the tank role today. I made a sad point the stationary turrets with the same turret mounts fulfill the same roles immobility and nearly just as long lifespans at times.
To be honest though the role should be more on the hull not on the turret installed, there needs to be a paradigm shift in thinking about what makes the tank away from the gun, and more into the modules that fit into it. Current environment doesn't help out because of the poor fitting skills amounting to nothing useful and be nearly force fit fitting modules for non extreme fits. |
Iron Wolf Saber
Den of Swords
7843
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Posted - 2013.08.28 04:27:00 -
[37] - Quote
knight guard fury wrote:almost forgot,,,
STD armor/shields - 2500 ADV armor/shields - 3000 Proto armor/shields - 3500
Case in point
Standard Buff Extenders/Plates +250 Hp-500 HP Advanded Buff Extenders/Plates +500-1000 HP Prototype Buff Extenders/Plates 750-1500 HP
Adjust current hull HP to be reasonable without the plate/extender. Redistribute and scatter fitting skills to reasonably allow a decent fit with 1 extender or plate (with complementary mods assisting in the tank) without fitting assistance.
Keeps hull prices down. |
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