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Iron Wolf Saber
Den of Swords
7836
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Posted - 2013.08.28 02:31:00 -
[151] - 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. |
Lurchasaurus
SVER True Blood Public Disorder.
1092
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Posted - 2013.08.28 02:36:00 -
[152] - Quote
IWS, while you have a nice point sometimes, you say even stupider **** like no proto tanks and actually think you are helping. Makes me wonder sometimes if that CPM is just a nice little badge to further your own agenda
i guess what pisses me off is your supposed to be representing me and this entire thread makes me sick, and no, i havent read it |
Jason Pearson
Seraphim Auxiliaries
2834
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Posted - 2013.08.28 02:38:00 -
[153] - Quote
IWS https://forums.dust514.com/default.aspx?g=posts&t=105192&find=unread plsreplykthx
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. |
knight guard fury
the unholy legion of darkstar DARKSTAR ARMY
5
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Posted - 2013.08.28 03:16:00 -
[154] - Quote
would this be agreeable?
for gallente STD Gallente tank - 2 high 3 low
ADV Gallente tank - 2 high 4 low
Proto Gallente tank - 3 high 5 low bonuses: 3% reduction to blaster cpu/pg consumption 3% armor repair efficiency
for amarr STD amarr tank - 2 high 2 low
ADV amarr tank - 2 high 3 low
Proto amarr tank - 3 high 4 low bonuses: 3% to armor extenders efficiency 3% to what ever weapon they will have
for Caldari STD Caldari tank - 3 high 2 low
ADV Caldari tank - 4 high 2 low
Proto Caldari tank - 5 high 3 low bonuses: 3% reduction to rail-gun cpu/pg consumption 3% efficiency to shield extenders/repairers
for Minmatar STD Minmatar tank - 2 high 2 low
ADV Minmatar tank - 3 high 3 low
Proto Minmatar tank - 4 high 4 low bonuses 3% to missile range 3% to armor hardener efficiency |
knight guard fury
the unholy legion of darkstar DARKSTAR ARMY
5
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Posted - 2013.08.28 04:19:00 -
[155] - Quote
not sure if that is entirely accurate for these tanks but its just my idea on how the slots should be, but im not certain for the bonuses as for not all of them are necessary. but would you think these would be agreeable? |
knight guard fury
the unholy legion of darkstar DARKSTAR ARMY
5
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Posted - 2013.08.28 04:22:00 -
[156] - Quote
almost forgot,,,
STD armor/shields - 2500 ADV armor/shields - 3000 Proto armor/shields - 3500 |
Iron Wolf Saber
Den of Swords
7843
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Posted - 2013.08.28 04:27:00 -
[157] - 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. |
Billi Gene
Forty-Nine Fedayeen Minmatar Republic
360
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Posted - 2013.08.28 04:39:00 -
[158] - Quote
Iron Wolf Saber wrote: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.
I'm aware that CCP shanghai may be under orders to the otherwise, but has it been suggested that increasing SP gains and making the skill trees "deeper" and more EvE-like might be a way to alleviate the stress being placed on current mechanics and assets?
Certainly the prime argument against such a move might be that DUST has limited engagements and thus less room for strategic creativity. Or that deepening the skill tree would estrange newer players, widening the SP gap.
However, to its credit, the EvE skill tree creates a sense of appreciable progression Very Early. Multiple avenues to attain the same bonuses, or to stack bonuses at later levels of progression.
Instead of shoehorning "all that" into a few skills and then trying to make up for the short comings via fittings or unit bonuses, the assets can return to generic, skills become valuable again, and higher tier of skills more expensive, thus making alternate means to the same path/bonus more attractive. The player base becomes less niche, as they grab for varied skills to get their bonuses or perks, and in the long run higher level skills (skill level 5's) are appreciated for the 1-5% boost or further skill or equipment unlocks to give further margins on fittings whether that be DPS/tank/cpu/pg/module X.
In this manner Tanks could become like battleships, something that you work towards and only bring out as needed. They could once again be overly-expensive and devastating, and their loss more risk than any possible reward... infantry skills then become paramount to fitting out vehicles....yeah looking at you old Electronics and Engineering skills :P..where ever did you go? :(
its just an idea, but i think CCP Shanghai need to lay everything on the table and be brutally honest about how they want this game to play, then work towards that. Gone are the days when appeasing the player base is a positive.. we've been there and it has been abused. Make the game the way it was meant to be... because in the end that is what we have all come here to play.
apologies if i am out of line... it is my belief that CCP and CCP shanghai need some tough love encouragement... yes listen to us players, but trust in your design goals... even if they move around sometimes. |
knight guard fury
the unholy legion of darkstar DARKSTAR ARMY
5
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Posted - 2013.08.28 04:40:00 -
[159] - Quote
Iron Wolf Saber wrote: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.
well what if they get rid of extender/plate bonuses and gave them different bonuses so the tank wont have as much health but the higher tier ones can be killable with teamwork and adjust the cpu/pg according to what weapons they should have vs. what weapons they don't have bonuses to. |
knight guard fury
the unholy legion of darkstar DARKSTAR ARMY
5
|
Posted - 2013.08.28 04:46:00 -
[160] - Quote
also why are AV grenades so powerful to armor when looking at an av itself it should be more effective towards shields because it is EMP based so it doesn't make sense that an emp based grenade can kill armor quicker than shields |
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