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Godin Thekiller
Hellstorm Inc League of Infamy
417
|
Posted - 2013.08.31 11:20:00 -
[1] - Quote
So I'm assuming that means I have to wait like 2-5 minutes now to get back into the battle. Great, now Madrugars get another nerf on that front.......... |
Beld Errmon
Paladin Survey Force Amarr Empire
829
|
Posted - 2013.08.31 11:42:00 -
[2] - Quote
second time i've heard this where has a dev said that armour reps will be passive? |
Princeps Marcellus
Expert Intervention Caldari State
182
|
Posted - 2013.08.31 11:45:00 -
[3] - Quote
Beld Errmon wrote:second time i've heard this where has a dev said that armour reps will be passive?
https://forums.dust514.com/default.aspx?g=posts&t=104985&find=unread
CCP Wolfman wrote:Active Large, temporary bonuses High PG/CPU costs Single encounter surviveability Passive Small, persistent bonuses Comparatively low PG/CPU costs Multiple encounter surviveability Module Types These are the modules that weGÇÖll be focusing on in our first-pass rebalance: Armor/Shield Hardeners (A): Massive, temporary reduction to damage received. Used to survive short, high-DPS situations. Long cool down times discourage overuse. Armor Plates / Shield Extenders (P): Small permanent HP increase Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor) Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times. Last-ditch injection of HP and a kick-start to shield recharge. Armor Repairers (P): Speed up HP recovery outside of combat Used to make running repairs between battles (too slow to be of real use in the heat of battle) Damage Amplifiers (A): Massive, temporary increase to damage dealt. Used to GÇ£punch above your weight classGÇ¥ or to restore something like parity to the playing field when hardeners are used. Ammo Cache (P): Increases the amount of on-board ammunition available to turrets. Used to increase ammo capacity. Useful when not near a supply depot. Armor vs. Shields The low HP, constant regen rate of vehicle shields previously used offered no real pros/cons. Vehicles now have much higher shield recharge rates than before, but to compensate they also have higher shield recharge delays. When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one. Shield Low HP ceiling, fast regen, hit-and-run. More shields increases shield regen delay. Once depleted, shields take a long time to kick back in. Armor High HP ceiling, slow regen, stand-and-deliver. More armor slows you down. Armor has no native regen. CCP Wolfman |
Coleman Gray
GunFall Mobilization Covert Intervention
636
|
Posted - 2013.08.31 11:47:00 -
[4] - Quote
As long as during the time I am able to battle, my tanks has a presence that makes people "Oh shi- A TANK!?" and not "Oh...a tank" I don't mind pulling away |
pegasis prime
BIG BAD W0LVES
742
|
Posted - 2013.08.31 11:56:00 -
[5] - Quote
I think the armour pholosohy is now going to be high hp and with resists high ehp allowing you to sit and tank allot more dammage before retreating to repair . I think we should all wait for some acctual numbers to be releasd befor anyone panics. |
Sarducar Kahn
xCosmic Voidx The Superpowers
62
|
Posted - 2013.08.31 11:58:00 -
[6] - Quote
It does not say they are passive, just slower and longe lasting than boosters. try being a shield tanked vehicle without boosters before you talk about long down-times. |
Princeps Marcellus
Expert Intervention Caldari State
182
|
Posted - 2013.08.31 12:09:00 -
[7] - Quote
Sarducar Kahn wrote:It does not say they are passive, just slower and longe lasting than boosters. try being a shield tanked vehicle without boosters before you talk about long down-times.
Armor Repairers (P): Speed up HP recovery outside of combat Used to make running repairs between battles (too slow to be of real use in the heat of battle)
Each of those modules had a "P" or an "A" to indicate if they were active or passive. |
Cody Sietz
Bullet Cluster
840
|
Posted - 2013.08.31 12:13:00 -
[8] - Quote
I called the shield changes. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
520
|
Posted - 2013.08.31 12:20:00 -
[9] - Quote
We don't have numbers yet, but right now for me1.5 = vehicles more and more boring to play with. I'm bored everytime i enter with my vehicle player alt, but i'm having fun with this infantry character. I'm bored because vehicles price is insane and they are too easy to destroy, i would be more relaxed if vehicles would cost less, but people will exploit a price cut. Why not allowing a single vehicle at time for each player? Tankers will not be able to call vehicles for teammates. |
Beld Errmon
Paladin Survey Force Amarr Empire
829
|
Posted - 2013.08.31 12:31:00 -
[10] - Quote
something tells me they'll still be active reps, they just won't tank incoming blaster fire like they do now, will be interesting to see how it turns out, slower reps and swarms still 3-4 shotting a tank won't be remotely fun though.
I fear this rebalance of tanks is going to compound the issues dropships face though, the fast (broken) armor reps on my incubus are the only thing that keeps the vehicle viable and gives it the ability to survive all the hate that homes in on it. |
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Marston VC
SVER True Blood Public Disorder.
725
|
Posted - 2013.08.31 12:35:00 -
[11] - Quote
Godin Thekiller wrote:So I'm assuming that means I have to wait like 2-5 minutes now to get back into the battle. Great, now Madrugars get another nerf on that front..........
Actually, they didn't say anything about active armor repairers. Just because they didn't say it was going to be focused for rebalance, does not mean there getting removed dude...... it just means they think the current module is fine as is. Or they forgot to write about it..... Lets look at it like this, and I want you to remember this way of thinking.
The last x3 SP event we had was on a Thursday. For whatever reason, people thought that the cap would be reset on Thursday so many people capped out on Wednesday. I didn't believe these people because nobody said anything about a Thursday cap reset on the forums. So I just waited one day. Turns out I was right!!! So I capped out on Thursday, then a reset came on Friday because people complained like hell. So then I capped out again during the weekend. Then I capped out again the next Wednesday/Thursday.
So the morale of that story is...... don't assume something like "active armor boosters are gone" just because it wasn't mentioned. When something isn't mentioned in posts like what CCP have put out recently it means either A.) They forgot to write about it, OR B.) nothing is happening in regards to it. (and since there in the game already, you can just assume that the module will stay in the game as is).
So yeah..... unless they SPECIFICALLY say that those modules are out of the game, then don't go around saying "arrrrgghhhh my madruger got nerfed!"
Especially when 1.5 is all about rebalance...... |
Harpyja
DUST University Ivy League
558
|
Posted - 2013.08.31 12:41:00 -
[12] - Quote
Godin Thekiller wrote:So I'm assuming that means I have to wait like 2-5 minutes now to get back into the battle. Great, now Madrugars get another nerf on that front.......... Welcome to shield tanking |
Knight Soiaire
Better Hide R Die
2165
|
Posted - 2013.08.31 12:49:00 -
[13] - Quote
My guess is that they're making them more of a 'Tank'.
So you can tank a lot more damage, but it takes a lot longer to repair the damage done. |
Forlorn Destrier
Bullet Cluster
1492
|
Posted - 2013.08.31 13:35:00 -
[14] - Quote
deleted |
Godin Thekiller
Hellstorm Inc League of Infamy
418
|
Posted - 2013.08.31 13:36:00 -
[15] - Quote
Knight Soiaire wrote:My guess is that they're making them more of a 'Tank'.
So you can tank a lot more damage, but it takes a lot longer to repair the damage done.
Yea, I get that, I just like to rep a medium amount of HP in quick time period, which is what Gallente is all about defense wise. I swear they are acting as if we are WInmatar and Amarr right now..... |
Forlorn Destrier
Bullet Cluster
1492
|
Posted - 2013.08.31 13:37:00 -
[16] - Quote
Godin Thekiller wrote:So I'm assuming that means I have to wait like 2-5 minutes now to get back into the battle. Great, now Madrugars get another nerf on that front..........
I've been taking since forever (not well, just dabble in it when I get bored).. By forever, I mean over a year.
Armor reps on HAV's has never been passive - they have always been passive.
Damage controls used to be passive, and were changed to active (as they should be - think about the name - "damage control" - if there is no damage happening there is nothing to control). This happened about 6 months ago though. |
Forlorn Destrier
Bullet Cluster
1493
|
Posted - 2013.08.31 13:38:00 -
[17] - Quote
Princeps Marcellus wrote:Beld Errmon wrote:second time i've heard this where has a dev said that armour reps will be passive? https://forums.dust514.com/default.aspx?g=posts&t=104985&find=unreadCCP Wolfman wrote:Active Large, temporary bonuses High PG/CPU costs Single encounter surviveability Passive Small, persistent bonuses Comparatively low PG/CPU costs Multiple encounter surviveability Module Types These are the modules that weGÇÖll be focusing on in our first-pass rebalance: Armor/Shield Hardeners (A): Massive, temporary reduction to damage received. Used to survive short, high-DPS situations. Long cool down times discourage overuse. Armor Plates / Shield Extenders (P): Small permanent HP increase Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor) Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times. Last-ditch injection of HP and a kick-start to shield recharge. Armor Repairers (P): Speed up HP recovery outside of combat Used to make running repairs between battles (too slow to be of real use in the heat of battle)Damage Amplifiers (A): Massive, temporary increase to damage dealt. Used to GÇ£punch above your weight classGÇ¥ or to restore something like parity to the playing field when hardeners are used. Ammo Cache (P): Increases the amount of on-board ammunition available to turrets. Used to increase ammo capacity. Useful when not near a supply depot. Armor vs. Shields The low HP, constant regen rate of vehicle shields previously used offered no real pros/cons. Vehicles now have much higher shield recharge rates than before, but to compensate they also have higher shield recharge delays. When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one. Shield Low HP ceiling, fast regen, hit-and-run. More shields increases shield regen delay. Once depleted, shields take a long time to kick back in. Armor High HP ceiling, slow regen, stand-and-deliver. More armor slows you down. Armor has no native regen. CCP Wolfman
This is not a change, it's just a desription of what the modules intentions are and have been. Read the description of armor plates:
"Armor Plates / Shield Extenders (P): Small permanent HP increase Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor)"
No change here either - just an explanation of the mods that are available. |
Godin Thekiller
Hellstorm Inc League of Infamy
418
|
Posted - 2013.08.31 13:49:00 -
[18] - Quote
Forlorn Destrier wrote:Princeps Marcellus wrote:Beld Errmon wrote:second time i've heard this where has a dev said that armour reps will be passive? https://forums.dust514.com/default.aspx?g=posts&t=104985&find=unreadCCP Wolfman wrote:Active Large, temporary bonuses High PG/CPU costs Single encounter surviveability Passive Small, persistent bonuses Comparatively low PG/CPU costs Multiple encounter surviveability Module Types These are the modules that weGÇÖll be focusing on in our first-pass rebalance: Armor/Shield Hardeners (A): Massive, temporary reduction to damage received. Used to survive short, high-DPS situations. Long cool down times discourage overuse. Armor Plates / Shield Extenders (P): Small permanent HP increase Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor) Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times. Last-ditch injection of HP and a kick-start to shield recharge. Armor Repairers (P): Speed up HP recovery outside of combat Used to make running repairs between battles (too slow to be of real use in the heat of battle)Damage Amplifiers (A): Massive, temporary increase to damage dealt. Used to GÇ£punch above your weight classGÇ¥ or to restore something like parity to the playing field when hardeners are used. Ammo Cache (P): Increases the amount of on-board ammunition available to turrets. Used to increase ammo capacity. Useful when not near a supply depot. Armor vs. Shields The low HP, constant regen rate of vehicle shields previously used offered no real pros/cons. Vehicles now have much higher shield recharge rates than before, but to compensate they also have higher shield recharge delays. When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one. Shield Low HP ceiling, fast regen, hit-and-run. More shields increases shield regen delay. Once depleted, shields take a long time to kick back in. Armor High HP ceiling, slow regen, stand-and-deliver. More armor slows you down. Armor has no native regen. CCP Wolfman This is not a change, it's just a desription of what the modules intentions are and have been. Read the description of armor plates: "Armor Plates / Shield Extenders (P): Small permanent HP increase Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor)" No change here either - just an explanation of the mods that are available.
Repairers have always been active for vehicles. wtf are you talking about? |
Forlorn Destrier
Bullet Cluster
1493
|
Posted - 2013.08.31 13:52:00 -
[19] - Quote
Godin Thekiller wrote:Forlorn Destrier wrote:Princeps Marcellus wrote:Beld Errmon wrote:second time i've heard this where has a dev said that armour reps will be passive? https://forums.dust514.com/default.aspx?g=posts&t=104985&find=unreadCCP Wolfman wrote:Active Large, temporary bonuses High PG/CPU costs Single encounter surviveability Passive Small, persistent bonuses Comparatively low PG/CPU costs Multiple encounter surviveability Module Types These are the modules that weGÇÖll be focusing on in our first-pass rebalance: Armor/Shield Hardeners (A): Massive, temporary reduction to damage received. Used to survive short, high-DPS situations. Long cool down times discourage overuse. Armor Plates / Shield Extenders (P): Small permanent HP increase Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor) Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times. Last-ditch injection of HP and a kick-start to shield recharge. Armor Repairers (P): Speed up HP recovery outside of combat Used to make running repairs between battles (too slow to be of real use in the heat of battle)Damage Amplifiers (A): Massive, temporary increase to damage dealt. Used to GÇ£punch above your weight classGÇ¥ or to restore something like parity to the playing field when hardeners are used. Ammo Cache (P): Increases the amount of on-board ammunition available to turrets. Used to increase ammo capacity. Useful when not near a supply depot. Armor vs. Shields The low HP, constant regen rate of vehicle shields previously used offered no real pros/cons. Vehicles now have much higher shield recharge rates than before, but to compensate they also have higher shield recharge delays. When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one. Shield Low HP ceiling, fast regen, hit-and-run. More shields increases shield regen delay. Once depleted, shields take a long time to kick back in. Armor High HP ceiling, slow regen, stand-and-deliver. More armor slows you down. Armor has no native regen. CCP Wolfman This is not a change, it's just a desription of what the modules intentions are and have been. Read the description of armor plates: "Armor Plates / Shield Extenders (P): Small permanent HP increase Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor)" No change here either - just an explanation of the mods that are available. Repairers have always been active for vehicles. wtf are you talking about?
That's my point - OP is claiming they used to be passive because of dev's post, when dev was just giving a module description and not a change that is being made. My last post was showing another description of a module that is exactly how they have always worked to give an example of how dev wasn't posting changes, but how things are |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
102
|
Posted - 2013.08.31 13:57:00 -
[20] - Quote
Forlorn Destrier wrote:
That's my point - OP is claiming they used to be passive because of dev's post, when dev was just giving a module description and not a change that is being made. My last post was showing another description of a module that is exactly how they have always worked to give an example of how dev wasn't posting changes, but how things are
Where do you see the OP claiming that they used to be passive...? All I see is that they will no longer be active. |
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