Marston VC
SVER True Blood Public Disorder.
699
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Posted - 2013.08.27 19:10:00 -
[1] - Quote
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.
Yeah, what I don't understand is why the max module size is 5...... and even if it is, you can look to just increasing the tanks base health or other attributes. That works equally as effective. |
Marston VC
SVER True Blood Public Disorder.
699
|
Posted - 2013.08.27 19:24:00 -
[2] - Quote
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. |