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Iron Wolf Saber
Den of Swords
7803
|
Posted - 2013.08.27 19:37:00 -
[121] - 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. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
51
|
Posted - 2013.08.27 19:50:00 -
[122] - Quote
Uuunh... *lounges in armchair* You know all us ladies want bigger racks... *nibbles on thumbnail* For our tanks. *draws small circles on table with finger* |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
536
|
Posted - 2013.08.27 20:07:00 -
[123] - Quote
Iron Wolf Saber wrote: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.
Well, if they got rid of The PROTO and STD AV, then Bring back The Marauders with Siege modules, as well as The BO HAV's with the reverse CRU and the cloak, then fix dropships, there would be no problem.. (Oh, and change AV nades to become Stasis Grenades that lower the speed of the vehicle/ dropsuit by X %/time) |
Crimson Judgment
ROGUE SPADES EoN.
90
|
Posted - 2013.08.27 20:28:00 -
[124] - Quote
Iron Wolf Saber wrote: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. Okay done read it a bit and here is my responses to each section. As for the increasing base fitting skill this is similar to the idea I had for dropsuit and now wanted to see done to vehicles as well. That training up the skills involving with vehicle command would increase the vehicle in question's fitting. This reduces the need to fit fitting modules over time and eventually start shifting upwards to far more powerful modules. Thing is you don't need to add tires to get the same effect though, distribute the gains over the modules and let the modules speak for themselves. I am somewhat on the fence about giving away free HP outside the tanking skills because that can lead to buffer tanks being the orderly of the day instead of damage, speed, and other creative means of defenses instead, maybe this would be the thing that frees up the ability to pursue other types of tanks instead but it is not easy to see how a min maxer would break this on the field. I agree the turrets need to come down a bit. I do not agree about vehicle hulls however, maybe the other modules but the hulls are almost fine as they are if dropships could return their former glory. Acceleration is a big iffy one, its something I rather see stay on modules and not on the vehicles themselves because lets take LAVs for example. Driving 90 is fine for some people, but when you crank up the speed to 150 mph they hate it. There is certainly no need to punish people who train a skill to lvl 5 which results in something more useless than it was when it was lvl 2. I do like the idea of far more dynamic damage zones but so far there seems to be only two. for the HAV I would like to see the front to be 'resilient' to damage instead making taking a tank head on a stupid proposition and encourage going around. To further build on this I would like to see modules that screw with this. Like armored radiator reduceses radiator weakness by half ect ect. Resists that small I am generally okay with but you have to be careful on how often its given out. Once you cross over the 50% resistance eHP EXPLODES upwards. As for pilot suits... there can be quite a bit done with them and you're right the cooldowns can be a problem if the new guesstimates on active modules are in the same ballfield but hopefully the new cooldown modules are built with the pilot suit in mind already, it could be better served secondary bonus as racial weapon bonus instead. Like less heat with blasters on the gallente, faster ROF with minmatar, faster cooldown on the amarr, less spool up time with the caldari. and no you're not pushy at all thank you for your time. thank you for you time and feedback on my feedback lol
also im not sure why most people have such a problem with you and to those people reading this let me teach you what my mama taught me if you don't have anything nice to say don't say anything at all
he is using his time to talk to us and i believe reach a middle ground of what proto tanks should be please think about and be considerate of other people thank you for your time. |
Luk Manag
of Terror
67
|
Posted - 2013.08.27 20:31:00 -
[125] - Quote
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. |
Spkr4theDead
International-Fleet
501
|
Posted - 2013.08.27 20:32:00 -
[126] - 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. 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. |
daishi mk03
Brutor Vanguard Minmatar Republic
123
|
Posted - 2013.08.27 20:32:00 -
[127] - Quote
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.
wtf is this answer, yo, do you even tank, bro?
the role of my tank is to take damage, take fking massive damage and deal massive dmg to tanks/infantry. there is no other role. i won't taxi people, i won't hack objectives, i won't restock ammo for infantry, i won't revive guys. i will stand-and-deliver (armor) or hit-n-run (shield) massive damage while taking massive damage.
THAT. IS. THE. ROLE.
All the above helps to fullfil this role. More hp/shield, faster turret moving, faster tank, and many more possible boni would help
edit: wtf escort tank, wtf to escort, there is nothing to escort. assault tank? you assault when u need to and you defend when u need to. |
Jason Pearson
Seraphim Auxiliaries
2804
|
Posted - 2013.08.27 20:32:00 -
[128] - Quote
btw Iron Wolf, Madrugar is 2 High 5 Low, Gunnlogi is 5 High 2 Low, stfu.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Iron Wolf Saber
Den of Swords
7808
|
Posted - 2013.08.27 20:34:00 -
[129] - 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. |
daishi mk03
Brutor Vanguard Minmatar Republic
123
|
Posted - 2013.08.27 20:37:00 -
[130] - Quote
my god, it is 2/5 madrugar, 5/2 gunnlogi like pearson said, amarr and min tanks could be 3/4 and 4/3 and stay on every level like this
just give adv/proto more hp and bonus |
|
Iron Wolf Saber
Den of Swords
7810
|
Posted - 2013.08.27 20:38:00 -
[131] - 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. |
Casius Hakoke
Molon Labe.
299
|
Posted - 2013.08.27 20:51:00 -
[132] - Quote
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. |
Uravm0d groundforce
Famous.OTF Only The Famous
17
|
Posted - 2013.08.27 20:58:00 -
[133] - 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.
From the information you've given us its impossible to tell weather or not its a bad idea we would need to know the role bonuses and the skill bonuses the hull stats and everything else that effected the tank. The amount of slots doesn't make a tank better if you don't have enough pg/cpu to fit modules you would want to hence we have chicken caldarri enforcers. |
Necandi Brasil
Conspiratus Immortalis Covert Intervention
299
|
Posted - 2013.08.27 21:08:00 -
[134] - Quote
I just don't think they would fit the current gameplay.... Of course, that doesn't mean they will never be produced... by then I hope we have Pirate faction forge guns |
Skihids
Bullet Cluster
1962
|
Posted - 2013.08.27 21:15:00 -
[135] - Quote
Iron Wolf Saber wrote: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.
What if we "learn to fly better"? |
Logi Bro
Greatness Achieved Through Training EoN.
2117
|
Posted - 2013.08.27 21:27:00 -
[136] - Quote
Knight Soiaire wrote:It could be an increase in PG/CPU, Health maybe even speed.
Its doesn't all have to be about slots y'know.
And lolEnforcers.
Caldari Enforcer bonus is useless, because missiles are useless.
And Vayus are meh.
Madrugars/Gunnlogi > Enforcer.
No one wants a glass cannon tank.
Missiles are amazing. -1 |
J-Lewis
Edimmu Warfighters Gallente Federation
287
|
Posted - 2013.08.27 21:28:00 -
[137] - Quote
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. |
Viktor Zokas
High-Damage
295
|
Posted - 2013.08.27 21:30:00 -
[138] - 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.
You wouldn't need to give them more slots for being prototype. Just better PG and CPU, plus better armor ratings. I don't know why this was hard to think of. |
Iron Wolf Saber
Den of Swords
7813
|
Posted - 2013.08.27 21:34:00 -
[139] - 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. |
Purona
The Vanguardians
50
|
Posted - 2013.08.27 21:38:00 -
[140] - Quote
increase the power of modules
reduce module slots on tanks
change stats accordingly to fix races
problem solved |
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Mortedeamor
Internal Rebellion
173
|
Posted - 2013.08.27 21:40:00 -
[141] - Quote
just because currently 5 is the max per side high or low slot does not mean it has to be come overhaul currently tanks only match up to stnd av the adv tanks cannot hold to adv av as they are meant as long range glass cannons.
the assumption that a proto tank would be 5 high 5 low is irritating and even if it was 5 high 5 low the caldari would not have pg to fit what would be usefull just as the gallente would suffer from lower cpu...what matters with a proto tank 1 base hp 2 base res 3 base movement ...currently tank modules are not good enough for ccp to just make a tank fitting that wold hold to proto av.(doesnt matter how many slots it has the modules are ****** )..i hope to see over half the vehicle modules removed and be completely redone as wolfman said they would be. now assuming that their are eventually modules that hold proto equivilancie they would only be able to be combined in full force ona fit that can support it..for example you can put a proto weapon on an adv suit but you wont be able to fit all adv gear on that something must suffer for the proto weapon. same concept apply to a tank a gunlogi or lower end tank fitting higher end gear always losses something. and if matchmaking is fixed it wont matter that they're are proto taker because they will be match vs people like me and alldin and blaz3 not scrubs with 0 av.
i dont think the tank or ds fitting will make that much of a difference i think the modules are where the balancing is...you could very easily buff and nerf module numbers and vehicle skills alone..to balance what is already here. no need to tamper with new fits. this whole woe proto tanks prior too any stats being released pisses me off coming from a cpm we do not need mindless fear spreading from you guys. i mean really i expected better from you iron wolf you run forge your the last person i would expect to be crying about tanks getting proto equivalence. they deserve this tankers have had the shittiest side of dust 514 since e3 |
Iron Wolf Saber
Den of Swords
7813
|
Posted - 2013.08.27 21:49:00 -
[142] - 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. |
Benjamin Ciscko
S.e.V.e.N.
5
|
Posted - 2013.08.27 21:52:00 -
[143] - 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. STD Madrugar is 2 High 5 low STD Gunnlugi is 5 high 2 low a total of 7 slots at STD level so Amarr and Minmatar would have 7 slots Besides what kind of hypothesis is Amarr HAV STD - 4 High 4 Low Minmatar HAV STD - 4 high 4 low what would be the difference more pg or cpu which would likely make one better than the other |
Casius Hakoke
Molon Labe.
299
|
Posted - 2013.08.27 22:18:00 -
[144] - Quote
Iron Wolf Saber wrote: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.
Isn't that part of the point. What's wrong with different vehicles. Honestly, I'm just using the term proto and adv as that is what everybody is used to. All I'm really trying to say is with slight changes to slot layout, pg/CPU, and different skill bonuses you can get the desired effect. Most of the post I just qouted seems to agree with that, but a lot of you other arguments seem to miss that point.
Edit: Stupid tablet posting. |
Billi Gene
Forty-Nine Fedayeen Minmatar Republic
358
|
Posted - 2013.08.27 23:42:00 -
[145] - Quote
slot layouts are not the be all end all of progression.
I'm not near a Playstation at the moment, so i cant quote numbers, and really don't need to:
tiercide in EvE afaik introduced bonuses to hulls.
We already have coloured suits in DUST, so the player base is used to identifying different "hulls" thru colour skins, i feel this is important as it does reduce the processing demands made on the PS3.
so all we need are HAV and DS hull (and LAV if needed...) that have specialized and generic bonuses. edit::::standard racial tanks require level 1 in racial HAV skill, Advanced level 3, proto level 5.:::::
bad example 1 "standard" madrugar hull cost 75,000 isk, standard green colour 1% reduced hyrbid turret heat build up per gallente HAV skill lv
bad example 2's "advanced" madrugar assault hull cost 175,000 isk, grey and green "concrete jungle" camo skin 1% reduced Blaster turret heat build up per Gallente HAV skill lv +3% Heavy Armor Repairer repair amount per Gallente HAV skill lv
Madrugar Enforcer hull cost 175,000 isk, selected panels: 'dirt brown' 3% reduced Railgun heat build up per Gallente HAV skill lv 1% reduced Railgun CPU needs per Gallente HAV skill lv
bad Example 3's "proto" Madrugar Assault ii hull cost: 500,000 isk, base coat black-selected panels "urban jungle" camo +15% Turret Ammo resupply rate -2% Armor Plate CPU/PG requirements per Gallente HAV skill lv +3% Heavy Armor Repairer repair amount per Gallente HAV skill lv
Madrugar Enforcer ii hull cost 500,000 isk, base coat black- selected panels "dirt brown" +7.5% Turret Zoom Fidelity 1% reduced Railgun CPU needs per Gallente HAV skill lv 1% reduced Railgun Spool Up time and Heat Build up per Gallente HAV skill lv
Amarr HAV "Preacher" hull cost 75,000 isk, "tarnished silver" 1% reduced energy turret PG requirements per Amarr HAV skill lv
2 "advanced" 'Preacher-Ares' hull cost 175,000 isk, tarnished silver with selected panels "urban jungle" camo 2% reduced Pulse Laser Turret PG requirements per Amarr HAV skill lv +2% armor resistances per Amarr HAV skill lv
'Preacher-Horus' hull cost 175,000 isk , tarnished silver with selected panels "dirt brown" 2% reduced Beam Laser turret heat build up per Amarr HAV skill lv 2% reduced Beam Laser Turret PG requirements per Amarr HAV skill lv
3 "proto" 'Preacher-Horus ii' hull cost 500,000 isk, Black base coat with gold trim-selected panels dirt brown +7.5% Turret Zoom Fidelity +2% Active Armor Hardener resistance per Amarr HAV skill lv 2% reduced Beam Laser Heat Build Up and Turret PG requirements per Amarr HAV skill lv
'Preacher-Ares ii' hull cost 500,000 isk, Urban jungle base coat, gold trim-selected- panels matt black overlay +15% Ammo Resupply Amount 2% reduced Pulse Laser Turret PG requirements per Amarr HAV skill lv +2% armor resistances per Amarr HAV skill lv
figures are completely bonkers and pulled from the hat of an old homeless guy that lives down by the train station... The point Should be that slot layouts don't need to change from tier to tier, that by using hull bonuses akin to the system in EvE, you can make hulls attractive for both generic bonuses and highly specialised bonuses. CPU/PG would need attention for each tier but that is as it always is.
tldr: slots are not important... design, design goals and parameters, and adjustable sliders for later balance are important.
....>.< .... ... .. . imho okay i puts the lotion on and gets back in its box :( |
KalOfTheRathi
Black Phoenix Mercenaries
599
|
Posted - 2013.08.28 00:05:00 -
[146] - Quote
Sgt Buttscratch wrote: -- snip first and last -- Standard 2/5 ADV 2/6 Pro 3/6 Sorry, no sixes allowed. The standard GUI only allows five. I would seriously doubt they would be willing to modify that base understanding. As a programmer I would hesitate to say it was worth the vast amount of effort to support that level of change.
What Might work is either a fixed slot that sits outside of the standard five. Hard, but possible, still not recommended.
Or, allow some low-level module functions to be enabled in a high-slot. Something like a PG boost that is CPU slot. Those would be possible with nothing more than database entries and some, very necessary and critically important, Art Work. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
244
|
Posted - 2013.08.28 00:13:00 -
[147] - Quote
i dont mind as long as we have the means to take them down |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
538
|
Posted - 2013.08.28 00:44:00 -
[148] - Quote
I like how you ask for a decent response, but don't even respond to me -_- |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
538
|
Posted - 2013.08.28 00:45:00 -
[149] - Quote
THE TRAINSPOTTER wrote:i dont mind as long as we have the means to take them down
As long as it's like now where one person can do it blindffolded with no hands drunk, high, and shot multiple times. |
Ld Collins
The Phalanx Inc
29
|
Posted - 2013.08.28 01:50:00 -
[150] - 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.
oh great here's the problem you think lets add another slot and call it proto and make it cost twice as much. Just make better versions of the enforcer tanks carry over all the benefits of the enforcer tanks and then give the proto tanks a buff passive shield regain boost and speed for caldari. For gallente better scanning distance and tracking speed boosts. For ammar better armor resitance and shield resistance. For minmatar better heatsinks and speed. This would mean Caldari can use missles more effectively, Gallente can defend itself from aggressive Av users more effectively, Ammar can have the best resistance than all tanks mediocre damage, and Minmatar can be the great glass cannon class literally the best overall railgun tank.
All tanks can be countered by other tanks fr example
Caldari versus Gallente if the Caldair tank can maintain its distance from the blasters of a Maddy it should be able to defend handle its self not win entirely but that should be the deciding factor when approaching a gallente in any tank staying out of its range.
If Im a Gallente tank i know i have to chase this tank down and force him to make a mistake and keep the pressure on. If im a Ammar going up against a Caldari i know this guy is going to have to get into my range to take me down because at a far im just able to rep my ehp back if the shield tank is using missiles/blaster he has to come in for the kill. Using a railgun on a ammar should do a fair amount of damage but my resistance should allow me to move to whatever cover is available. If im Gallente versus Ammar i know look this guy has resistance but i can bring the fire power and out dps him so gallente versus ammar would be a mid range battle if the gallente gets to close to the Ammar it should run the risk of over exerting itself. My blaster overheated and because im too close to rep my armor back because hes right on top of me I could lose me gallente tank. Finally Minmatar with its moderate shielding and speed it should be all about dps with a blaster so it can ambush but when it puts that railgun on its should be all damage with decent heatsinks. This will allow you to chase caldari tanks but once u lose your shield your succeptable to missile damage. Putting on blasters would make you a hybrid armor tank but pretty much no armor since u sacrificed it for mobility. If fit a railgun other tanks with railguns can still take you out its just you have more shots available before you over heat and you have better damage. The extra damage will negate armor railgun sniper tanks it would even the field.
I have more to say but time constraints |
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