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Iron Wolf Saber
Den of Swords
7782
|
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. |
Bittersteel the Bastard
WarRavens League of Infamy
281
|
Posted - 2013.08.27 15:10:00 -
[2] - Quote
IWS I feel for you because you are going to get soooooooo chewed out by tankers. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1159
|
Posted - 2013.08.27 15:11:00 -
[3] - Quote
Uhh. Then change max rack size. Wtf r u on about |
The Attorney General
ZionTCD
775
|
Posted - 2013.08.27 15:11:00 -
[4] - Quote
As a form like that, it looks bad. And it really is. That doesn't mean that Prototype tanks are bad, just that using that formula to create them is bad.
The current enforcers could have been built very differently from how they were implemented, but CCP chose to half ass it. Doesn't make the idea of enforcers bad, just their current iteration.
I personally would have loved to have seen an enforcer with a skill bonus to fitting the specified turrets, along with the damage and range bonuses, then lower the PG and bump the health up to around 5 k. Make it so that the vehicle can run resists and such, but not carry around the HP of a standard fit. Then you have the glass cannon without breaking the standard tank.
More coming, editing. |
Chances Ghost
Inf4m0us
563
|
Posted - 2013.08.27 15:11:00 -
[5] - Quote
so what happens to your whole topic if they dont increase the slot loadout for ADV and prot? |
Iron Wolf Saber
Den of Swords
7782
|
Posted - 2013.08.27 15:11:00 -
[6] - 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. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1159
|
Posted - 2013.08.27 15:12:00 -
[7] - Quote
I dont even tank and I think this line of reasoning is silly.
|
Takahiro Kashuken
Red Star. EoN.
1100
|
Posted - 2013.08.27 15:14:00 -
[8] - Quote
Iron Wolf Saber wrote:
Gibberish by an infantry player.
So basically CCP can change the fitting screen for vehicles
Problem solved |
Knight Soiaire
Better Hide R Die
2050
|
Posted - 2013.08.27 15:14:00 -
[9] - Quote
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. |
Chances Ghost
Inf4m0us
563
|
Posted - 2013.08.27 15:15:00 -
[10] - Quote
i understand how you would get the notion that the slots increase...
but...
gunnlogis and falchions are both technically standard.... so why does the flachion get an extra slot.
the pattern doesnt match your assumption, so we can be fairly certain that this isnt how higher levels of tanks will be defined |
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Mossellia Delt
Militaires Sans Jeux
81
|
Posted - 2013.08.27 15:16:00 -
[11] - Quote
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 |
Iron Wolf Saber
Den of Swords
7782
|
Posted - 2013.08.27 15:17:00 -
[12] - 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. |
Alldin Kan
TeamPlayers EoN.
542
|
Posted - 2013.08.27 15:17:00 -
[13] - 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.
CCP confirmed for working on tank tiers. |
Sgt Buttscratch
G I A N T EoN.
685
|
Posted - 2013.08.27 15:19:00 -
[14] - Quote
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. |
Mossellia Delt
Militaires Sans Jeux
81
|
Posted - 2013.08.27 15:20:00 -
[15] - Quote
Iron Wolf Saber wrote: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.
Increase HP of the races prefered souce with Proto then as well. (Cal / Min extra shield , Gal / Amaar extra armour). I think people would go with fitting rails then as a main gun with blaster mediums and fragmented missles as small. Combined fire of 4 weapons would be enough to out match any other vehicle. |
Bittersteel the Bastard
WarRavens League of Infamy
281
|
Posted - 2013.08.27 15:22:00 -
[16] - Quote
Mossellia Delt wrote:Iron Wolf Saber wrote: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. Increase HP of the races prefered souce with Proto then as well. (Cal / Min extra shield , Gal / Amaar extra armour). I think people would go with fitting rails then as a main gun with blaster mediums and fragmented missles as small. Combined fire of 4 weapons would be enough to out match any other vehicle.
But then it makes it an omnitank where it can do everything well without many consequences. |
Jason Pearson
Seraphim Auxiliaries
2788
|
Posted - 2013.08.27 15:23:00 -
[17] - Quote
Prototype Tanks are a bad idea.
But so is Prototype AV.
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
7784
|
Posted - 2013.08.27 15:23:00 -
[18] - 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. |
ZDub 303
TeamPlayers EoN.
1860
|
Posted - 2013.08.27 15:23:00 -
[19] - Quote
I am starting to agree IWS.
So tiered weaponry, modules, and equipment are different as they provide more power at increased fitting cost. But the point there is the fitting cost.
However, tiered suits and vehicles frames are more power at the cost of isk. That is coming close to P2W.
I do think however that levels in 'suit/vehicle operation should be more substantial than they are now.
We need dropsuit tiericide. Its the only type of item that needs it tiers removed. Everything else can stay the same, as they offer more options for power vs cost. |
Asirius Medaius
Planetary Response Organization Test Friends Please Ignore
301
|
Posted - 2013.08.27 15:25:00 -
[20] - Quote
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). |
|
Mossellia Delt
Militaires Sans Jeux
81
|
Posted - 2013.08.27 15:26:00 -
[21] - Quote
Bittersteel the Bastard wrote:Mossellia Delt wrote:Iron Wolf Saber wrote: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. Increase HP of the races prefered souce with Proto then as well. (Cal / Min extra shield , Gal / Amaar extra armour). I think people would go with fitting rails then as a main gun with blaster mediums and fragmented missles as small. Combined fire of 4 weapons would be enough to out match any other vehicle. But then it makes it an omnitank where it can do everything well without many consequences.
not really, they're big and slow, relatively speaking, once we have bigger maps this would work out. Give MAVs lots and lots of HP and make them a decent speed but only allow 1 small or medium turret and make LAVs faster then they are. BAM, done and done.
(We cant forget about dropships, but they need to make maps with them actually in mind. |
Cody Sietz
Bullet Cluster
816
|
Posted - 2013.08.27 15:27:00 -
[22] - Quote
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. |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:28:00 -
[23] - 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 -
[24] - 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? |
Assert Dominance
Ahrendee Mercenaries EoN.
258
|
Posted - 2013.08.27 15:30:00 -
[25] - Quote
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. |
The Attorney General
ZionTCD
776
|
Posted - 2013.08.27 15:32:00 -
[26] - Quote
Cody Sietz wrote: I'd say because it probably wouldn't be worth to use and probably cost a tonnnnnnn more.
Increased speed, increased CPU or PG, higher turning speeds, better acceleration or even a base 10% resist to damage would make prototype chassis worth looking into. People will pay a lot of ISK for small gains in effectiveness. |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:32:00 -
[27] - 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? |
Chances Ghost
Inf4m0us
563
|
Posted - 2013.08.27 15:38:00 -
[28] - Quote
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?
cept hes talking about increaseing CPU and PG INSTEAD of increasing slow loadout...
meaning variety would come from slot lodouts at basic level with small variations depending on specialisation (falchion etc)
and the advantage to higher tiers would be CPU/PG |
Chunky Munkey
Amarr Templars Amarr Empire
1262
|
Posted - 2013.08.27 15:40:00 -
[29] - Quote
All this really demonstrates is the need for a reworking of vehicles. |
The Attorney General
ZionTCD
776
|
Posted - 2013.08.27 15:41:00 -
[30] - Quote
Iron Wolf Saber wrote:
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?
Once again, you don't need to increase module layouts to grant benefits to a vehicle. There are numerous other statistics where there is room for improvement that sane vehicle drivers would pay for.
How about a proto Vayu that takes only half the movement penalty of the standard? Falchion would be nice in that vein as well.
How about a DS that gains enough CPU and PG to actually fill its slots with quality.
What if the scout LAV gained a built in Active scanner at proto.
|
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Exmaple Core
Ancient Exiles
990
|
Posted - 2013.08.27 15:41:00 -
[31] - Quote
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 |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:41:00 -
[32] - 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. |
Exmaple Core
Ancient Exiles
990
|
Posted - 2013.08.27 15:42:00 -
[33] - Quote
The Sagaris was a great tank and was better over the gunlogis because it had better stats/fitting. all had over standard fit in slots was another low, pretty useless to help a shield tank survive in any meaningful way but! Everything else was increase as well so it really made up for it |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:46:00 -
[34] - 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. |
Exmaple Core
Ancient Exiles
990
|
Posted - 2013.08.27 15:46:00 -
[35] - Quote
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 |
Iron Wolf Saber
Den of Swords
7784
|
Posted - 2013.08.27 15:52:00 -
[36] - 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. |
StubbyDucky
KILL-EM-QUICK RISE of LEGION
383
|
Posted - 2013.08.27 15:58:00 -
[37] - Quote
Reported for,
5. Trolling is prohibited. Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.
*Tips Hat*
Good day sir. |
The Attorney General
ZionTCD
776
|
Posted - 2013.08.27 15:58:00 -
[38] - Quote
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.
Giving an ADV hull a +2% to movement speed, acceleration, turning and turret traverse would not be the end of the world. Giving a +5 to a proto hull would not break the game either. CCP could easily maintain a specific ISK to Power ratio while ensuring things didn't get crazy.
Going to a prototype chassis doesn't have to mean more slots, or vastly increased CPU and PG. For example, an addition of only 3 CPU from basic to proto would allow me to make multiple changes to my current proto rail fit, which would not increase my power, but greatly improve the adaptability of the vehicle.
There are small changes that could be made, creating slight changes between classes, that would not greatly unbalance the entire class, either versus itself, or versus infantry. |
Sgt Buttscratch
G I A N T EoN.
685
|
Posted - 2013.08.27 15:58:00 -
[39] - Quote
I just think this thread is beyond flawed, to the fact that just because drop suits are X means tanks will be. I dont think teres a chance in hell Proto tanks would all be 5/5. |
Exmaple Core
Ancient Exiles
990
|
Posted - 2013.08.27 15:58:00 -
[40] - Quote
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 |
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Iron Wolf Saber
Den of Swords
7786
|
Posted - 2013.08.27 16:00:00 -
[41] - 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. |
ZDub 303
TeamPlayers EoN.
1861
|
Posted - 2013.08.27 16:03:00 -
[42] - Quote
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. |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:04:00 -
[43] - Quote
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 |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:05:00 -
[44] - Quote
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 |
Iron Wolf Saber
Den of Swords
7786
|
Posted - 2013.08.27 16:05:00 -
[45] - 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 -
[46] - 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? |
Takahiro Kashuken
Red Star. EoN.
1101
|
Posted - 2013.08.27 16:07:00 -
[47] - Quote
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 |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:09:00 -
[48] - 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. 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" |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:09:00 -
[49] - 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 -
[50] - 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. |
|
Benjamin Ciscko
S.e.V.e.N.
5
|
Posted - 2013.08.27 16:11:00 -
[51] - Quote
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. |
Eurydice Itzhak
Militaires Sans Jeux
193
|
Posted - 2013.08.27 16:11:00 -
[52] - 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
Before uprising proto suits had more eHP plus the slot layouts.
Proto tanks could literally have more base ehp and be fine.
They could also add a myriad of other things and make them feel proto. 15km/h at proto is a godsend. More torque. Innate 10% primary resist. Any of these and many more easily implemented ideas.
The first post is completely nonsensical, close minded, and worthless. You create an issue that doesn't exist or need to exist in argument against having the HAV command skills do or unlock anything. |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:12:00 -
[53] - Quote
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?[/quote]
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 |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:12:00 -
[54] - 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. |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:13:00 -
[55] - Quote
Iron Wolf Saber wrote: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.
i mean something good, something that gets results not just crap thrown together meant to get the pilot killed. Something that actually gets resuslts like a proto tank would?? |
The Attorney General
ZionTCD
778
|
Posted - 2013.08.27 16:16:00 -
[56] - Quote
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 wouldn't 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. |
Anmol Singh
the unholy legion of darkstar DARKSTAR ARMY
300
|
Posted - 2013.08.27 16:16:00 -
[57] - 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.
5 highs and 5 lows for a proto type caldari... thats just stupid.. it should be 6 highs and 4 lows.. |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:16:00 -
[58] - 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 -
[59] - 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. |
Caeli SineDeo
Imperfects Negative-Feedback
676
|
Posted - 2013.08.27 16:21:00 -
[60] - Quote
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. |
|
Takahiro Kashuken
Red Star. EoN.
1102
|
Posted - 2013.08.27 16:21:00 -
[61] - 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.
Prove to an infantry player why tanks should have proto levels?
Okay then
Because AV is also at proto level and we have basic vehicles
Job done - its upto to CCP to implement it
As for 58 tanks i dont care how much choice i have aslong as i have a choice, prob have 58 dropsuits so whats the problem?
Not fair for vehicles to have proto but for infantry its fine? coming from a infantry player im not suprised |
Anmol Singh
the unholy legion of darkstar DARKSTAR ARMY
300
|
Posted - 2013.08.27 16:21:00 -
[62] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=105073&find=unread |
Exmaple Core
Ancient Exiles
991
|
Posted - 2013.08.27 16:24:00 -
[63] - Quote
Iron Wolf Saber wrote:Exmaple Core wrote: 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
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. Your speaking in riddles, talk more clearly so I don't have to ask you to clarify every time you say something. Yes, can have more slots to influence the sexes of a proton tank, your right. Thats why we would have more slots. Plus more base stats at the same time to make it a proton tank, that would.reveal the hidden stat to be longer than adv and certainly standard tanks vs teams of proton AV we have today. And oh well sucks to be rookies, this is the one time in dust were you can correctly say "adapt or die" |
Iron Wolf Saber
Den of Swords
7787
|
Posted - 2013.08.27 16:25:00 -
[64] - 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. |
Bittersteel the Bastard
WarRavens League of Infamy
286
|
Posted - 2013.08.27 16:28:00 -
[65] - Quote
To be fair no one here has really actually provided a well thought out and SPECIFIC counter-argument. All I'm seeing is people arguing why there should be proto tanks but not now to balance those proto tanks properly.
And I believe IWS brings up a good point that just changing stats like +10% acceleration, etc. change the usage of a tank into a different variety instead. |
ZDub 303
TeamPlayers EoN.
1861
|
Posted - 2013.08.27 16:28:00 -
[66] - Quote
Takahiro Kashuken wrote:Because AV is also at proto level and we have basic vehicles
This is a really good point here.
You either have to have tiers for both or tiers for neither.
You could fairly easily tiericide AV in the same patch though. |
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 16:29:00 -
[67] - Quote
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 |
Lorhak Gannarsein
DUST University Ivy League
229
|
Posted - 2013.08.27 16:29:00 -
[68] - Quote
What would be the problem with increasing total slot count, again?
Infantry and vehicle racks are already different; while both have three weapon slots (strictly speaking, though none can access all three) and a grenade slot, as well as equipment slots. A proto GalLogi has 14 slots, proto heavy has 8 and proto CalAssault gets what, eleven? while a Madrugar has ten. Surely giving us an extra two slots at proto level wouldn't be out of the question? As well as, more importantly IMO, correspondingly higher CPU and PG?
|
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 16:31:00 -
[69] - Quote
Bittersteel the Bastard wrote:To be fair no one here has really actually provided a well thought out and SPECIFIC counter-argument. All I'm seeing is people arguing why there should be proto tanks but not now to balance those proto tanks properly.
And I believe IWS brings up a good point that just changing stats like +10% acceleration, etc. change the usage of a tank into a different variety instead. Is everyone blind? Atourney and I are giving answers with math and reason |
Caeli SineDeo
Imperfects Negative-Feedback
677
|
Posted - 2013.08.27 16:31:00 -
[70] - 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. I have a even crazier IDEA you know nothing.
You do not need 58 tanks to create proto. After you set a solid foundation it will not take much to keep the other tanks in line with balance. you really only need a solid 4 tanks in each race then a off branch of 1-3 as time goes on making it 8-20 different tanks by the end.
If you force people to spec into each race to get variety you end up forceing them to spend 2-3 times the SP then they would to offbranch into another tank set of their race.
Yes you can have 4 tanks that are solid but after that if you did your balancing correct it is not difficult to enhance attributes to make proto tanks. |
|
Takahiro Kashuken
Red Star. EoN.
1104
|
Posted - 2013.08.27 16:32:00 -
[71] - 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
Give up
He is an infantry player, he prob wants vehicles removed and he knows nothing about them anyways
You get more sense out of a brick wall |
Chances Ghost
Inf4m0us
564
|
Posted - 2013.08.27 16:33:00 -
[72] - Quote
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.
everything IS balanced for ISK
explain the difference in price between militia, basic, adv and proto without balancing for isk.... you cant
becuase they are balanced for it |
ZDub 303
TeamPlayers EoN.
1861
|
Posted - 2013.08.27 16:36:00 -
[73] - Quote
Chances Ghost 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. everything IS balanced for ISK explain the difference in price between militia, basic, adv and proto without balancing for isk.... you cant becuase they are balanced for it
The gear is balanced for fitting cost.
The suits are balanced for isk and its creating an ingame pay-to-win scenario. Dropsuit tiers are the whole reason why people are clamoring for tiericide in the first place. |
Caeli SineDeo
Imperfects Negative-Feedback
677
|
Posted - 2013.08.27 16:36:00 -
[74] - Quote
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. 2 seconds
All races get tanks that are ment to speed tank. Less health then regular but they have increased mobility and speed allowing them to circle of death other tanks.
You give missile and blaster turrets slower traverse speeds making it harder for them to keep up with these new tanks.
These new tanks gain increased traverse speeds on turrets. so missile and blaster have the turn rate they do not making them able to be effective on this new speedy tank.
Long range battles they will loose at but they will have their speed to get close the distance then be able to use it as defense. They can hit objectives hard and quick but are very suceptable to alpha damage.
Wow there is a new proto tank that changes playstyle on the field and really is not that hard to make.
Iron just becuase your peanut brain can not think of great ideas does not mean they are not out there. |
The Attorney General
ZionTCD
780
|
Posted - 2013.08.27 16:37:00 -
[75] - Quote
Iron Wolf Saber wrote:
:P You know, I was convinced enough to do the math and paperwork.
Doing the math behind a poor concept is throwing good money after bad.
That you did not explore alternate methods of power other than module slots shows how simplistic vehicles are to you.
Given that most tankers are running at least one fitting mod, there is obviously a case for a small PG bump per level to effectively add as a module slot increase without adding anything. Not that I would go this route, but it is a possibility.
The far more reasonable method of adding power without creating an insurmountable power gap are through ancillary boosts, that either compliment the role, or add a new capability not found in lesser models.
For example, a Gunloggi could graduate from 24 - 30 - 33 on shield recharge per second up the tier. While also gaining +5 then +2 on acceleration.
Proto tanks could come with larger ammo reserves, reduced profiles, or more.
There are plenty of ways to balance a set of proto vehicles while still using the same role and model. |
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 16:37:00 -
[76] - Quote
Takahiro Kashuken 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 Give up He is an infantry player, he prob wants vehicles removed and he knows nothing about them anyways You get more sense out of a brick wall Clearly, he says no proto tanks and when I come up with some good reasonable and thought out ways to youknow, invent a proto tank he says no one is trying to design the tank and refuses to reply to me even tho I call him out. At least a brick wall doesent sound stupid |
Iron Wolf Saber
Den of Swords
7788
|
Posted - 2013.08.27 16:41:00 -
[77] - 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. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
415
|
Posted - 2013.08.27 16:41:00 -
[78] - Quote
Can someone explain to me why prototype dropsuits are a good idea? Tiericide, bitches! |
Iron Wolf Saber
Den of Swords
7788
|
Posted - 2013.08.27 16:43:00 -
[79] - 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. |
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 16:44:00 -
[80] - Quote
The Attorney General wrote:Iron Wolf Saber wrote:
:P You know, I was convinced enough to do the math and paperwork.
Doing the math behind a poor concept is throwing good money after bad. That you did not explore alternate methods of power other than module slots shows how simplistic vehicles are to you. Given that most tankers are running at least one fitting mod, there is obviously a case for a small PG bump per level to effectively add as a module slot increase without adding anything. Not that I would go this route, but it is a possibility. The far more reasonable method of adding power without creating an insurmountable power gap are through ancillary boosts, that either compliment the role, or add a new capability not found in lesser models. For example, a Gunloggi could graduate from 24 - 30 - 33 on shield recharge per second up the tier. While also gaining +5 then +2 on acceleration. Proto tanks could come with larger ammo reserves, reduced profiles, or more. There are plenty of ways to balance a set of proto vehicles while still using the same role and model. Yeah... Thats what we've been saying but iws says "then it's not a proto tank, it's a specialized tank..." Like oh well? Just giving us something that would function as a proto tank and be effective with those stat bonuses and additional attributes, something that is actually effective, make it a proto tank call it what you wanna call it. In all honest, who cares just give proto tanks the better stats and attributes like these if you don't wanna give it the traditional extra slots per tier. Just make it like proto should be |
|
medomai grey
WarRavens League of Infamy
124
|
Posted - 2013.08.27 16:48:00 -
[81] - 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.
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. |
The Attorney General
ZionTCD
780
|
Posted - 2013.08.27 16:48:00 -
[82] - Quote
Iron Wolf Saber wrote:
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.
Take the current Madrugar as standard.
Advanced version:
Same slot layout Add 2 CPU, 60 PG. Top Speed + 2% Acceleration + 5% Ammo Capacity +10%
Prototype version:
Advanced hull Add 1 CPU, 20 PG Turret Traverse +5% Profile -10% Ammo Capacity +5%
None of those bonuses will break the lower tier tanks. A standard Madrugar would not be better off staying home, but a proto would be superiour in every way.
Took me five minutes, while smoking a joint. What is the hold up in Shanghai?
|
ZDub 303
TeamPlayers EoN.
1862
|
Posted - 2013.08.27 16:54:00 -
[83] - Quote
Caeli SineDeo 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. 2 seconds All races get tanks that are ment to speed tank. Less health then regular but they have increased mobility and speed allowing them to circle of death other tanks. You give missile and blaster turrets slower traverse speeds making it harder for them to keep up with these new tanks. These new tanks gain increased traverse speeds on turrets. so missile and blaster have the turn rate they do not making them able to be effective on this new speedy tank. Long range battles they will loose at but they will have their speed to get close the distance then be able to use it as defense. They can hit objectives hard and quick but are very suceptable to alpha damage. Wow there is a new proto tank that changes playstyle on the field and really is not that hard to make. Iron just becuase your peanut brain can not think of great ideas does not mean they are not out there. You change the slot lay out to benefit speed tanking
Sounds like a neat tank, but why does it have to be prototype? Why not make that a new tank frame instead? It can then be balanced in its own way instead of being some sort of pay to win prototype version of a basic tank thats not worth **** in comparison. |
da GAND
High-Damage
239
|
Posted - 2013.08.27 16:55:00 -
[84] - 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.
indeed |
ZDub 303
TeamPlayers EoN.
1862
|
Posted - 2013.08.27 16:56:00 -
[85] - Quote
The Attorney General wrote:Iron Wolf Saber wrote:
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.
Take the current Madrugar as standard. Advanced version: Same slot layout Add 2 CPU, 60 PG. Top Speed + 2% Acceleration + 5% Ammo Capacity +10% Prototype version: Advanced hull Add 1 CPU, 20 PG Turret Traverse +5% Profile -10% Ammo Capacity +5% None of those bonuses will break the lower tier tanks. A standard Madrugar would not be better off staying home, but a proto would be superiour in every way. Took me five minutes, while smoking a joint. What is the hold up in Shanghai?
Because here is how it actually works out.
Current madrugar frame = proto
Adv - Subtract 1 CPU, 20 PG Turret Traverse - 5% Profile +10% Ammo Capacity - 5%
Std Version Apply nerfs from pro - adv Subtract 2 CPU, 60 PG. Top Speed - 2% Acceleration - 5% Ammo Capacity -10%
You always balance top down. All you're asking for is nerfs in the end. |
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 16:57:00 -
[86] - Quote
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 sts, 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 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 7/4 respectfully would be okay because infantry will still be able to handle them, they have proficientcy 5, double/triple damage missed proto AV, the maximum amount of punishment possible in dust and they travel together in squads. They can handle a tank no problem |
Iron Wolf Saber
Den of Swords
7790
|
Posted - 2013.08.27 17:32:00 -
[87] - 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.
|
Iron Wolf Saber
Den of Swords
7790
|
Posted - 2013.08.27 17:34:00 -
[88] - 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. |
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 18:01:00 -
[89] - Quote
Iron Wolf Saber wrote:Exmaple Core wrote:Iron Wolf Saber wrote: 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[/quote]
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.[/quote] you dident touch anything i said at all, again. ALL YOU DO IS IGNORE PPLS VIEWPOINTS AND IDEAS I DOUBT YOU EVEN READ THEM PAST THE FIRST LINE. REPLY. TO. THE DAMN. QOTES. how clear do i have to say it? have a conversation and debate. is that good enough? JUST READ WHAT PPL ARE SAYING. ITS NOT THAT HARD |
Jason Pearson
Seraphim Auxiliaries
2794
|
Posted - 2013.08.27 18:02:00 -
[90] - Quote
IWS, it's simple.
Never give us tiers for tanks, but never give AV tiers either, give all of them different roles and counters, so a fast aerial vehicle, there is AV which can counter that such as an AA swarm launcher (Fires 6 weak missiles that are very fast) and if theres a slow Tank then theres a single shot missile that can do large damage but cannot lock on.
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. |
|
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 18:05:00 -
[91] - Quote
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, wich are better than our current standard tanks, will nerf tanks |
Iron Wolf Saber
Den of Swords
7792
|
Posted - 2013.08.27 18:12:00 -
[92] - 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. |
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 18:16:00 -
[93] - Quote
Iron Wolf Saber wrote: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. 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 |
ZDub 303
TeamPlayers EoN.
1862
|
Posted - 2013.08.27 18:16:00 -
[94] - Quote
Jason Pearson wrote:IWS, it's simple. Never give us tiers for tanks, but never give AV tiers either, give all of them different roles and counters, so a fast aerial vehicle, there is AV which can counter that such as an AA swarm launcher (Fires 6 weak missiles that are very fast) and if theres a slow Tank then theres a single shot missile that can do large damage but cannot lock on.
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.
Yep, it looks like tiericide is making its way through all of dust.
I suspect we'll find that higher levels of AV operation skills will unlock specialized variants but no longer have a significant damage increase from tier to tier.
I always felt that a 10% damage increase between tiers was perfectly fine, and with some rebalancing of dropsuits down the line you'll find that the fitting cost for that higher alpha will come at the cost of modules.
The thing is, we can't have situations like the swarm launcher where you increase damage by 50% from std to proto... Going from 4 missiles to 6 missiles was a huge mistake. Hopefully they have learned their lesson.
But having swarms have the same number of missiles but do 270-300-330 between tiers, with increasing fitting costs (therefore diminishing returns on damage output/fitting cost) is a good thing. Higher AV alpha comes at the cost of tank (or should eventually). Its the same mechanic they are pushing for vehicles. Proto turrets are supposed to eat up a ton of fitting, so much so that you do it at the cost of being able to fit hp modules. Its the same premise in eve and the purpose of the fitting system in the first place.
If you want AV to no longer have tiers, then neither should turrets... and I personally find that boring. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5934
|
Posted - 2013.08.27 18:17:00 -
[95] - Quote
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.
|
Iron Wolf Saber
Den of Swords
7793
|
Posted - 2013.08.27 18:22:00 -
[96] - 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 -
[97] - 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. |
Exmaple Core
Ancient Exiles
992
|
Posted - 2013.08.27 18:27:00 -
[98] - Quote
Iron Wolf Saber wrote: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. but im giving you very solid answers supported by facts and you choose to ignore them. You present a promblem, i fix it and fix it well and you do not accept it. Your like no, i will not allow your reason to reasonably solve this promblem. It makes no sence and makes me not want to put in my 2 cents |
demonkiller 12
Seraphim Auxiliaries
136
|
Posted - 2013.08.27 18:28:00 -
[99] - Quote
Iron Wolf Saber wrote: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. go EVE style 8 high 8 low 8 medium 3 rigs you all know the ****
also why the **** are they all called madrugar/gunloggi, i expect better names |
Crimson Judgment
ROGUE SPADES EoN.
90
|
Posted - 2013.08.27 18:39:00 -
[100] - Quote
IWS i know what your doing here this thread is secretly called tanker feedback on how we should make the proto tanks in 1.5 and how they could be without being OP.
assumptions aside i believe your going about this wrong
instead of increasing the slot layout increase the CPU and PG by i dunno 10% per tier so we get 20% more CPU and PG at proto than maybe change back the engineering skill so it gives us 25 % PG at max doing this alone would give my gunnlogi 2 low slots because tanks lack so much PG that to make a decent gunnlogi they HAD to be filled with the best PG mods before
and/or you can increase the max health by about 1000 per tier
and/or increase passive resist per tier to 3% resist at ADV and 5% at proto (to the main tank of the vehicle) for amarr have 2% to both at ADV and 3% to both at proto
of course i don't see a problem with giving them 1 more slot at proto
make all vehicles in every tier come with militia turrets militia vehicles come pre-fit i don't know why standard don't and if you choose not to replace those turrets you can save some ISK
on that note reduce the price of turrets they are waaaaaaaaay to expensive so reduce their price by 30-35-40% also reduce the price of vehicles a bit to me the current prices should fit ADV tanks/vehicles so only reduce their price by 10-15%
you can increase the acceleration per tier.
make hits to the front of the tank do 50-75% damage hits to the side do 100% damage and hits to the rear of the tank do 150-175-200% damage (note these percentages are affected by your vehicles passive resist so if you had 15% resist hits to the front would do 35-60% damage instead of 50-75% this also applies to damage mods in the same way) so taking a tank down can be easy if you sneak up on said tank and hit it from behind instead of just keep pegging it and it will die so AV players can destroy a tank just as easily but some thought and planning must go into it or they will have a rough time trying to destroy that tank
since it comes in the same form of vehicle balance lets discuss my opinions on the pilot suit
Pilot suit bonus- +5% to active module cooldown time per level 10% was too OP 5% should work nicely but if that would still be OP i suggest +2% to shield and armor resistance per level
Gallente pilot suit bonus- +3% to shield and armor module efficiency per level 2% was a bit low so 3% should be more noticeable while not being OP
Minmatar pilot suit bonus- +5% to turret upgrade modules per level this skill is perfect and will return turret modules to their former glory
Caldari pilot suit bonus- +15% to vehicle shield recharge rate per level this skill fits the Caldari perfectly and should make passive tanking a viable option
Amarr pilot suit bonus- +2% to module active time per level this skill should fit the Amarr because their vehicles should be slower then the rest and would need more time on their modules to get away from a hotzone i chose 2% because anymore could potentially make some modules OP
so those are my thoughts on proto tanks/vehicles note im not asking you to do ALL of the above but those are some nice suggestions that hopefully some make it ingame
i hope i don't come across as pushy and if i do i apologize please take my thoughts into consideration i in no way aim for tanks to be OP i aim for the survivability of a tank and a weakness to AV and at the same time make it so they just don't fall apart when AV looks at them funny lol
P.S. small arms fire (AR's and other weapons like it) should not even scratch a tank its rather annoying when running a armor vehicle some random guy shoots you with an AR after your shields have been diminished and that armor is gone until you turn on your Repper just a suggestion though
thanks for creating this thread so we can provide feedback on what our proto vehicles should look like in 1.5
|
|
Charlotte O'Dell
0uter.Heaven
1192
|
Posted - 2013.08.27 18:39:00 -
[101] - Quote
Go home, IWS, you're drunk.
Std tanks; 2/5 200k Adv, 3/6 800k Pro 4/7 1.5mil
Boom. Awesomeness achieved. |
Exmaple Core
Ancient Exiles
995
|
Posted - 2013.08.27 18:40:00 -
[102] - Quote
. |
Shadow of War88
0uter.Heaven
42
|
Posted - 2013.08.27 18:45:00 -
[103] - 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.
Sagaris was 5 high, 3 low. But dint have stupid movement penalty, had slightly increased passive shield rep, and a bit of extra cpu. That is a upgrade from the standard tanks. Something worthy of PC not garbage enforcers |
demonkiller 12
Seraphim Auxiliaries
136
|
Posted - 2013.08.27 18:47:00 -
[104] - Quote
why dont we just have more variants of tanks? ive always said this Militia Soma/Sica
Std Assault tank - bonus to dmg and related mods Deffence tank - bonus to health and related mods Logi tank bonus - bonus to shield/armor transporters
Adv Assault tank Deffence tank Logi tank
Pro Assault tank Deffence tank Logi tank |
Shadow of War88
0uter.Heaven
43
|
Posted - 2013.08.27 18:49:00 -
[105] - Quote
demonkiller 12 wrote:why dont we just have more variants of tanks? ive always said this Militia Soma/Sica
Std Assault tank - bonus to dmg and related mods Deffence tank - bonus to health and related mods Logi tank bonus - bonus to shield/armor transporters
Adv Assault tank Deffence tank Logi tank
Pro Assault tank Deffence tank Logi tank
CCP wud fuk up the balancing on that. Just bring back the sagaris and well all be good |
demonkiller 12
Seraphim Auxiliaries
137
|
Posted - 2013.08.27 18:51:00 -
[106] - Quote
Shadow of War88 wrote:demonkiller 12 wrote:why dont we just have more variants of tanks? ive always said this Militia Soma/Sica
Std Assault tank - bonus to dmg and related mods Deffence tank - bonus to health and related mods Logi tank bonus - bonus to shield/armor transporters
Adv Assault tank Deffence tank Logi tank
Pro Assault tank Deffence tank Logi tank CCP wud fuk up the balancing on that. Just bring back the sagaris and well all be good even i liked the sagaris and i only got to sit in feronias tank, that was wayyyyy before i started tanking |
demonkiller 12
Seraphim Auxiliaries
137
|
Posted - 2013.08.27 18:53:00 -
[107] - 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. more highs for armor and more lows for shield would greatly help so whatever you're talking about.........................................................................k |
Shadow of War88
0uter.Heaven
43
|
Posted - 2013.08.27 18:56:00 -
[108] - Quote
sagaris is only worthy tank of PC.... |
Iron Wolf Saber
Den of Swords
7795
|
Posted - 2013.08.27 18:57:00 -
[109] - 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. |
demonkiller 12
Seraphim Auxiliaries
137
|
Posted - 2013.08.27 19:01:00 -
[110] - Quote
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 |
|
Iron Wolf Saber
Den of Swords
7795
|
Posted - 2013.08.27 19:09:00 -
[111] - 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.
|
ladwar
Dead Six Initiative Lokun Listamenn
1295
|
Posted - 2013.08.27 19:10:00 -
[112] - 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. IWS.... where did you get touched because i fear you the are doomed dust 514.
all tankers worth their salt have been asking for 3 rack (equipment slots or medium slots) and thats how tanks would increase w/ tiers. what you suggest is just well brain dead stupid.
oh and standard tanks are 2/5 and 5/2 and amarr are armor tankers so they would be 3/4 and minmatar are shields so they would be 4/3. |
Marston VC
SVER True Blood Public Disorder.
699
|
Posted - 2013.08.27 19:10:00 -
[113] - 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. |
Shadow of War88
0uter.Heaven
47
|
Posted - 2013.08.27 19:12:00 -
[114] - Quote
Marston VC > ccp's entire vehicle staff |
ladwar
Dead Six Initiative Lokun Listamenn
1295
|
Posted - 2013.08.27 19:16:00 -
[115] - Quote
Shadow of War88 wrote:Marston VC > ccp's entire vehicle staff i think that's like 3 people who only test using AV. |
Crimson Judgment
ROGUE SPADES EoN.
90
|
Posted - 2013.08.27 19:16:00 -
[116] - Quote
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 makeing that post and feel it was completely ignored because it was the last post on a page that nobody notaced
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 |
Iron Wolf Saber
Den of Swords
7795
|
Posted - 2013.08.27 19:17:00 -
[117] - 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. |
Charlotte O'Dell
0uter.Heaven
1204
|
Posted - 2013.08.27 19:19:00 -
[118] - Quote
Jason Pearson wrote:IWS, it's simple. Never give us tiers for tanks, but never give AV tiers either, give all of them different roles and counters, so a fast aerial vehicle, there is AV which can counter that such as an AA swarm launcher (Fires 6 weak missiles that are very fast) and if theres a slow Tank then theres a single shot missile that can do large damage but cannot lock on.
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. I like |
Iron Wolf Saber
Den of Swords
7798
|
Posted - 2013.08.27 19:19:00 -
[119] - 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. |
Marston VC
SVER True Blood Public Disorder.
699
|
Posted - 2013.08.27 19:24:00 -
[120] - 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. |
|
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 |
|
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 |
|
Iron Wolf Saber
Den of Swords
7836
|
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
|
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
|
Posted - 2013.08.28 02:38:00 -
[153] - Quote
IWS https://forums.dust514.com/default.aspx?g=posts&t=105192&find=unread plsreplykthx
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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
|
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
|
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
|
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
|
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
|
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
|
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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