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Spkr4theDead
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503
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Posted - 2013.08.27 23:45:00 -
[1] - Quote
Rogatien Merc wrote:Exmaple Core 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.
Firstly, lets all be on the same page with the deffinition of proto: the highest level of gear openly avaliable to the player; gear earned reaching max level skills; the highest tier items avaliable on the market; end game status Additionally, we have to use "the current environment" to prove people wrong. So, it is apparent in this current environment that vehicals and dropsuits alike receive more slots and fitting when they advance through the tiers. So, it would be logical to give an adv caldari tank 6 highs and 3 lows because the standard caldari tank has 5 highs and 2 lows. Mirrior the same advancements for the armor tanks and give both more fitting and bam! Thats an advanced tank. From there, follow the same procedure for the proto tank, escalating their builds to be a true proto tank. In this envirnment of progression, skills often give additional benifits in additon to unlocking gear, like mass driver operation unlocks more massdriver variants and gives a 5% increase to explosion radius per level. So, the skill that unlocks the tiers of tanks could give a +5 to 10% shield/armor tottal HP per level, respectfully. Or +5 to 10% PG/cpu bonus, or speed, or additional resist, what have you. This way, tanks become much, much more powerful throughout the tiers so they can compete with proto AV. Giving proto tanks 7/5 respectfully would be okay because infantry will still be able to handle them, many AV specialist 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 and by the time we actually do get our proto tanks, many dozens of hundreds more players will be doing the absolute maximum amount of damage possible in dust WoT is THAT way ---------> Call of Duty is this way <-------- |
Spkr4theDead
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503
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Posted - 2013.08.27 23:46:00 -
[2] - Quote
Halador Osiris wrote:Rather than seeing proto tanks, I'd like to see tech 3 tanks. Tech 3 tanks have roughly 15% less base health than standard tanks, but they gain a subsystem slot. The subsystem slot determines the skill bonus the tank provides, ex. 5% bonus to shield module efficacy per level, 3% bonus to turret damage per level, etc. This makes proto tanks far more malleable than standard tanks, although they will be slightly less useful in general areas when compared to a standard tank. We already have Enforcers, and I laugh every time I see one on the field. |
Spkr4theDead
International-Fleet
503
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Posted - 2013.08.27 23:49:00 -
[3] - Quote
Buddha Brown wrote:Charlotte O'Dell wrote: Tanks need to be designed with the fact that everyone in a battle will have proto AV.
More poison for the masses I see, better just give everyone badass everything cause it's a fact it's all proto What, don't wanna use teamwork to take down a STD tank? Your own fault. Not our fault we're more intelligent than you are. |
Spkr4theDead
International-Fleet
503
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Posted - 2013.08.27 23:51:00 -
[4] - Quote
gbghg wrote:The very idea of a traditional proto vehicle revolts me, it would be so unbalanced and would lead to rudiculous levels of qq on the forums, not to mention that it would just turn vehicles into an even more expensive version of that crap called infantry balance. I'd rather see something like halidor proposed, where we get speciluased variants that suffer in other regards, while we get mire generalised variants as the base tanks.
And before that moron takarisho (something like that) blunders in here I would see proto av removed as well (along with everything else proto) and what's left be balanced against the new vehicles. ................. you don't want to use teamwork to take out our tanks? |
Spkr4theDead
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Posted - 2013.08.27 23:53:00 -
[5] - Quote
ZDub 303 wrote: The original intent of the developers was to create a risk vs reward scenario to balance the tiered dropsuits and vehicle frames, its clear however that this does not work. Of course it won't work, because people want to solo vehicles instead of using teamwork to bring them down. |
Spkr4theDead
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503
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Posted - 2013.08.28 00:43:00 -
[6] - Quote
I'll try an armor hull.
3 H / 5 L 310 CPU 3042 PG 1311 Shield 4100 Armor Shield Recharge 11.0 HP/S Hull skill will be +2% PG per level
Name? Excalibur |
Spkr4theDead
International-Fleet
503
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Posted - 2013.08.28 03:28:00 -
[7] - Quote
[quote=The Robot Devil Just because the vehicle is a prototype doesn't mean that it has to have more slots and resources.
[/quote] Fine
Your PRO suits have 3/2 or 2/3 slots, 250/180 or 180/250, 200 CPU, and 85 PG. |
Spkr4theDead
International-Fleet
503
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Posted - 2013.08.28 03:30:00 -
[8] - Quote
The Robot Devil wrote:I think the suit and vehicle bonuses are done wrong. Every suit and vehicle should have bonuses and they should reflect the race and purpose of the item.
Standard HAVs should have about two types per race. Each race should have an HAV that focuses on damage and one one defense. The bonuses should increase with the level of a certain skill.
Advanced HAVs should get two bonuses. One bonus that is skill dependent and focuses on damage or defense and a static role bonus. Each race would have three to four HAVs and they would all have a different role bonus but the damage/defense bonus would be the same as the standard. Bonuses could include damage resistance, speed, armor/shield reps and logi focused bonuses. They would encourage diversity.
Finally, prototype vehicles would include the lower tier bonuses and then an additional skill based bonus to push the specializing to the edge. Their final skill based bonus would be for things like armor rep range, ammo supply rate, cool down and other bonuses that are geared towards changing how a module works.
The way I see it is that a standard vehicle should be very flexible and just as powerful as an advanced and an advanced should be a bit less flexible but better at the one job it is made for. Prototype vehicle should only be good at one job, they should be a glass cannon or a defensive beast. Just because the vehicle is a prototype doesn't mean that it has to have more slots and resources. Proto vehicles are specialized weapons and shouldn't be just more of the same.
The point of specialized equipment is to do one thing really well not just add more resources. Proto gear should have draw backs because they are specialized into one role, the bonuses should be better but the fitting should be tight and they should be focused on one job not be a jack-of-all-trades.
Oh, and if you don't drive, don't think you know how vehicles should work. As it is, PRO AV is extremely, ungoldy powerful against tanks. Ever been in a Madrugar and taken a PRO swarm? Or a Lai Dai? |
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