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Godin Thekiller
Hellstorm Inc League of Infamy
555
|
Posted - 2013.09.08 01:09:00 -
[1] - Quote
Marauder HAV's were although better than the STD HAV's, you could do comparable performance with the STD ones, and were twice as expensive. With some adjustments, they can be the ultimate tanking machine they were supposed to be!
First, give it a base resistance of 10-20% depending on race. After that, give it a reduced acceleration and speed of the base HAV by 10-15%, maybe more. Lastly, get rid of the damage bonus from the skill, as that's something the Enforcer HAV's should get..
Now, add in a built in siege module from EVE, with some changes. First, it would make it unmovable, and unrecallable. That would make it to where it would have to be guarded at all times while the Siege module is on. But, it would get some really good bonuses, such as a very high resistance, higher rep cycle, more damage, etc. depending on the race. They should also also allow the use of remote repps, in contrast to the Dreds of EVE. Lastly, it should last about 2-5 minutes, with a coodown of about 5 minutes. turning off the module before the cooldown starts will have apre-cooldown in which you are stuck in siege mode, and when it turns off, you start the cooldown, which will prevent hitting a area really fast, running away, and then waiting for it to cooldown. Also, in the last minute, you can't turn it off to prevent abuse.
Click here to view the other ideas.
Peace, Godin |
Monkey MAC
killer taxi company General Tso's Alliance
298
|
Posted - 2013.09.08 01:21:00 -
[2] - Quote
Godin Thekiller wrote:Marauder HAV's were although better than the STD HAV's, you could do comparable performance with the STD ones, and were twice as expensive. With some adjustments, they can be the ultimate tanking machine they were supposed to be! First, give it a base resistance of 10-20% depending on race. After that, give it a reduced acceleration and speed of the base HAV by 10-15%, maybe more. Lastly, get rid of the damage bonus from the skill, as that's something the Enforcer HAV's should get.. Now, add in a built in siege module from EVE, with some changes. First, it would make it unmovable, and unrecallable. That would make it to where it would have to be guarded at all times while the Siege module is on. But, it would get some really good bonuses, such as a very high resistance, higher rep cycle, more damage, etc. depending on the race. They should also also allow the use of remote repps, in contrast to the Dreds of EVE. Lastly, it should last about 2-5 minutes, with a coodown of about 5 minutes. turning off the module before the cooldown starts will have apre-cooldown in which you are stuck in siege mode, and when it turns off, you start the cooldown, which will prevent hitting a area really fast, running away, and then waiting for it to cooldown. Also, in the last minute, you can't turn it off to prevent abuse. Click here to view the other ideas. Peace, Godin
Good idea, but what would you do in terms of a hard counter? |
Godin Thekiller
Hellstorm Inc League of Infamy
555
|
Posted - 2013.09.08 01:26:00 -
[3] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Marauder HAV's were although better than the STD HAV's, you could do comparable performance with the STD ones, and were twice as expensive. With some adjustments, they can be the ultimate tanking machine they were supposed to be! First, give it a base resistance of 10-20% depending on race. After that, give it a reduced acceleration and speed of the base HAV by 10-15%, maybe more. Lastly, get rid of the damage bonus from the skill, as that's something the Enforcer HAV's should get.. Now, add in a built in siege module from EVE, with some changes. First, it would make it unmovable, and unrecallable. That would make it to where it would have to be guarded at all times while the Siege module is on. But, it would get some really good bonuses, such as a very high resistance, higher rep cycle, more damage, etc. depending on the race. They should also also allow the use of remote repps, in contrast to the Dreds of EVE. Lastly, it should last about 2-5 minutes, with a coodown of about 5 minutes. turning off the module before the cooldown starts will have apre-cooldown in which you are stuck in siege mode, and when it turns off, you start the cooldown, which will prevent hitting a area really fast, running away, and then waiting for it to cooldown. Also, in the last minute, you can't turn it off to prevent abuse. Click here to view the other ideas. Peace, Godin Good idea, but what would you do in terms of a hard counter?
Like I said, the thing can't move, so getting rushed is a great possibility. Also, EWAR things could hurt it's ability to aim and get info on where the enemy is. |
Monkey MAC
killer taxi company General Tso's Alliance
299
|
Posted - 2013.09.08 01:50:00 -
[4] - Quote
Godin Thekiller wrote:Monkey MAC wrote:Godin Thekiller wrote:Marauder HAV's were although better than the STD HAV's, you could do comparable performance with the STD ones, and were twice as expensive. With some adjustments, they can be the ultimate tanking machine they were supposed to be! First, give it a base resistance of 10-20% depending on race. After that, give it a reduced acceleration and speed of the base HAV by 10-15%, maybe more. Lastly, get rid of the damage bonus from the skill, as that's something the Enforcer HAV's should get.. Now, add in a built in siege module from EVE, with some changes. First, it would make it unmovable, and unrecallable. That would make it to where it would have to be guarded at all times while the Siege module is on. But, it would get some really good bonuses, such as a very high resistance, higher rep cycle, more damage, etc. depending on the race. They should also also allow the use of remote repps, in contrast to the Dreds of EVE. Lastly, it should last about 2-5 minutes, with a coodown of about 5 minutes. turning off the module before the cooldown starts will have apre-cooldown in which you are stuck in siege mode, and when it turns off, you start the cooldown, which will prevent hitting a area really fast, running away, and then waiting for it to cooldown. Also, in the last minute, you can't turn it off to prevent abuse. Click here to view the other ideas. Peace, Godin Good idea, but what would you do in terms of a hard counter? Like I said, the thing can't move, so getting rushed is a great possibility. Also, EWAR things could hurt it's ability to aim and get info on where the enemy is.
Well it sounds good to me then, all though I assume fitting requirements will be through the roof!! |
Godin Thekiller
Hellstorm Inc League of Infamy
556
|
Posted - 2013.09.08 01:53:00 -
[5] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Monkey MAC wrote:Godin Thekiller wrote:Marauder HAV's were although better than the STD HAV's, you could do comparable performance with the STD ones, and were twice as expensive. With some adjustments, they can be the ultimate tanking machine they were supposed to be! First, give it a base resistance of 10-20% depending on race. After that, give it a reduced acceleration and speed of the base HAV by 10-15%, maybe more. Lastly, get rid of the damage bonus from the skill, as that's something the Enforcer HAV's should get.. Now, add in a built in siege module from EVE, with some changes. First, it would make it unmovable, and unrecallable. That would make it to where it would have to be guarded at all times while the Siege module is on. But, it would get some really good bonuses, such as a very high resistance, higher rep cycle, more damage, etc. depending on the race. They should also also allow the use of remote repps, in contrast to the Dreds of EVE. Lastly, it should last about 2-5 minutes, with a coodown of about 5 minutes. turning off the module before the cooldown starts will have apre-cooldown in which you are stuck in siege mode, and when it turns off, you start the cooldown, which will prevent hitting a area really fast, running away, and then waiting for it to cooldown. Also, in the last minute, you can't turn it off to prevent abuse. Click here to view the other ideas. Peace, Godin Good idea, but what would you do in terms of a hard counter? Like I said, the thing can't move, so getting rushed is a great possibility. Also, EWAR things could hurt it's ability to aim and get info on where the enemy is. Well it sounds good to me then, all though I assume fitting requirements will be through the roof!!
It's built into the HAV, so no fitting requirements. The thing is, it won't be available on any other vehicle, making it able to be the only one that can do it's role- the best defender/sieger. |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
294
|
Posted - 2013.09.08 01:57:00 -
[6] - Quote
I've been looking at all your ideas (need to update your index worth the new links!) and I've noticed that you're a fan of long cool downs to balance powerful effects.
Well, when the Saga-II was accidentally released with its godmode hardener, rather Han waiting for the cool down to finish, I (and a lot of other people) called in a new one.
Just some food for thought; I don't think too many of these ideas will work as intended while recall is so easily abuseable. |
Godin Thekiller
Hellstorm Inc League of Infamy
556
|
Posted - 2013.09.08 02:03:00 -
[7] - Quote
Lorhak Gannarsein wrote:I've been looking at all your ideas (need to update your index worth the new links!) and I've noticed that you're a fan of long cool downs to balance powerful effects.
Well, when the Saga-II was accidentally released with its godmode hardener, rather Han waiting for the cool down to finish, I (and a lot of other people) called in a new one.
Just some food for thought; I don't think too many of these ideas will work as intended while recall is so easily abuseable.
That does make sense. Maybe the Recall process could be changed so that a specific vehicle couldn't be called back in until the said module was put out of cooldown? |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
294
|
Posted - 2013.09.08 02:08:00 -
[8] - Quote
That would actually fix most of the issues. Better than what I was thinking; in my head I had it as a good idea that when you call in a new vehicle the cool downs carry over, or something. |
Godin Thekiller
Hellstorm Inc League of Infamy
580
|
Posted - 2013.09.08 23:24:00 -
[9] - Quote
Lorhak Gannarsein wrote:That would actually fix most of the issues. Better than what I was thinking; in my head I had it as a good idea that when you call in a new vehicle the cool downs carry over, or something.
Well, it would basically have the same effect, but my idea you would be basically be a sitting duck until your vehicle cooldowned. |
Iron Wolf Saber
Den of Swords
8164
|
Posted - 2013.09.08 23:27:00 -
[10] - Quote
Muraders were originally designed with not needing infantry in the mindset I don't think we can ever do it justice again. |
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Godin Thekiller
Hellstorm Inc League of Infamy
580
|
Posted - 2013.09.08 23:32:00 -
[11] - Quote
Iron Wolf Saber wrote:Murauders were originally designed with not needing infantry in the mindset I don't think we can ever do it justice again.
Yea, but that's like saying that Dreds' don't need support, and we both know that's a lie. |
Godin Thekiller
Hellstorm Inc League of Infamy
811
|
Posted - 2013.09.22 06:59:00 -
[12] - Quote
Iron Wolf Saber wrote:Marauders were originally designed with not needing infantry in the mindset I don't think we can ever do it justice again.
Fixed |
Zero Harpuia
Turalyon 514 Turalyon Alliance
991
|
Posted - 2013.09.22 08:11:00 -
[13] - Quote
Iron Wolf Saber wrote:Muraders were originally designed with not needing infantry in the mindset I don't think we can ever do it justice again.
Do it justice isn't quite the term I'd use, makes it sound like the Marauder HAVs were good for the game's health. They were dubbed 'proto HAV' for a reason, things were monsters. One guy deployed a Sagaris in Mordu's and BLAM, game over. I like the whole slow as a rolling potato thing, and removal of the damage bonus. Gives it a defined role as opposed to just 'better in every way' like the old ones were.
I hope they noticed the pun... |
Godin Thekiller
Hellstorm Inc League of Infamy
814
|
Posted - 2013.09.22 08:22:00 -
[14] - Quote
Zero Harpuia wrote:Iron Wolf Saber wrote:Muraders were originally designed with not needing infantry in the mindset I don't think we can ever do it justice again. Do it justice isn't quite the term I'd use, makes it sound like the Marauder HAVs were good for the game's health. They were dubbed 'proto HAV' for a reason, things were monsters. One guy deployed a Sagaris in Mordu's and BLAM, game over. I like the whole slow as a rolling potato thing, and removal of the damage bonus. Gives it a defined role as opposed to just 'better in every way' like the old ones were. I hope they noticed the pun...
Well, someone got where I was going at. Anyways, I saw what you did there |
Zero Harpuia
Turalyon 514 Turalyon Alliance
993
|
Posted - 2013.09.22 16:08:00 -
[15] - Quote
Godin Thekiller wrote:Zero Harpuia wrote:Iron Wolf Saber wrote:Muraders were originally designed with not needing infantry in the mindset I don't think we can ever do it justice again. Do it justice isn't quite the term I'd use, makes it sound like the Marauder HAVs were good for the game's health. They were dubbed 'proto HAV' for a reason, things were monsters. One guy deployed a Sagaris in Mordu's and BLAM, game over. I like the whole slow as a rolling potato thing, and removal of the damage bonus. Gives it a defined role as opposed to just 'better in every way' like the old ones were. I hope they noticed the pun... Well, someone got where I was going at. Anyways, I saw what you did there My wit is not wasted! Have a like and a bump. |
Godin Thekiller
Hellstorm Inc League of Infamy
937
|
Posted - 2013.09.28 03:55:00 -
[16] - Quote
Zero Harpuia wrote:Godin Thekiller wrote:Zero Harpuia wrote:Iron Wolf Saber wrote:Muraders were originally designed with not needing infantry in the mindset I don't think we can ever do it justice again. Do it justice isn't quite the term I'd use, makes it sound like the Marauder HAVs were good for the game's health. They were dubbed 'proto HAV' for a reason, things were monsters. One guy deployed a Sagaris in Mordu's and BLAM, game over. I like the whole slow as a rolling potato thing, and removal of the damage bonus. Gives it a defined role as opposed to just 'better in every way' like the old ones were. I hope they noticed the pun... Well, someone got where I was going at. Anyways, I saw what you did there My wit is not wasted! Have a like and a bump.
Yum yum |
pegasis prime
BIG BAD W0LVES
1083
|
Posted - 2013.09.28 11:37:00 -
[17] - Quote
As much as I want my sagi back I was still abke to solo most mauraders back in chrome with either my dcma or ishicone forge gun . If the maurauders return as true proto HAVs I hope they will be worth the inevidably high isk and sp needed to run them (we all know enforcers are a glimpse of what ccp might do to mauraders) . Im much more intarested in black ops varients as tgey could lead to some awesome game play.
Thinknof this scenario. Line harvest map and your team is assaulting from alpha bravo side. You have alpha and bravo but are met with a tough front line to break. So your tanker falls back and recalls their current tank.
Calls in the black ops tank with cloak and mobile cru. Engages cloak and circles round redlind to just behind charly and flanks the enimy just before disengaging the cloak and opening fire. The crew that arnt piloting jump out and start to assault tge enimy . The next 2 to spawn in jump out and go for the hack the next two jump out and protect the hackers . Once the hack is in they start to push the enimy on the flank. The havs cloaking cooldown has finished so it withdraws and cloaks moving on to another enimy flank to wrinse and repeat. Awesome..........? |
CharCharOdell
Shining Flame Amarr Empire
1037
|
Posted - 2013.09.28 16:03:00 -
[18] - Quote
Monkey MAC wrote:Godin Thekiller wrote:Marauder HAV's were although better than the STD HAV's, you could do comparable performance with the STD ones, and were twice as expensive. With some adjustments, they can be the ultimate tanking machine they were supposed to be! First, give it a base resistance of 10-20% depending on race. After that, give it a reduced acceleration and speed of the base HAV by 10-15%, maybe more. Lastly, get rid of the damage bonus from the skill, as that's something the Enforcer HAV's should get.. Now, add in a built in siege module from EVE, with some changes. First, it would make it unmovable, and unrecallable. That would make it to where it would have to be guarded at all times while the Siege module is on. But, it would get some really good bonuses, such as a very high resistance, higher rep cycle, more damage, etc. depending on the race. They should also also allow the use of remote repps, in contrast to the Dreds of EVE. Lastly, it should last about 2-5 minutes, with a coodown of about 5 minutes. turning off the module before the cooldown starts will have apre-cooldown in which you are stuck in siege mode, and when it turns off, you start the cooldown, which will prevent hitting a area really fast, running away, and then waiting for it to cooldown. Also, in the last minute, you can't turn it off to prevent abuse. Click here to view the other ideas. Peace, Godin Good idea, but what would you do in terms of a hard counter?
E-war....but that ain't out yet. |
Godin Thekiller
Hellstorm Inc League of Infamy
943
|
Posted - 2013.09.28 22:06:00 -
[19] - Quote
pegasis prime wrote:As much as I want my sagi back I was still abke to solo most mauraders back in chrome with either my dcma or ishicone forge gun . If the maurauders return as true proto HAVs I hope they will be worth the inevidably high isk and sp needed to run them (we all know enforcers are a glimpse of what ccp might do to mauraders) . Im much more intarested in black ops varients as tgey could lead to some awesome game play.
Thinknof this scenario. Line harvest map and your team is assaulting from alpha bravo side. You have alpha and bravo but are met with a tough front line to break. So your tanker falls back and recalls their current tank.
Calls in the black ops tank with cloak and mobile cru. Engages cloak and circles round redlind to just behind charly and flanks the enimy just before disengaging the cloak and opening fire. The crew that arnt piloting jump out and start to assault tge enimy . The next 2 to spawn in jump out and go for the hack the next two jump out and protect the hackers . Once the hack is in they start to push the enimy on the flank. The havs cloaking cooldown has finished so it withdraws and cloaks moving on to another enimy flank to wrinse and repeat. Awesome..........?
1: I hope they don't nerf the Marauders, and instead bring them back with a siege module. That will make them the Dreds of Dust, and I would love them that way.
2: I do love my Kubera, but I'm opposed to them having a built-in cloak, as I think a module that is built into a vehicle should be special, and therefore unavailable to another vehicle, as the other vehicles could put them on, thus making that a wasted slot, and the price for that vehicle pointless. However, I got a idea for them in place of the cloak. |
Godin Thekiller
Hellstorm Inc League of Infamy
943
|
Posted - 2013.09.28 22:07:00 -
[20] - Quote
CharCharOdell wrote:Monkey MAC wrote:Godin Thekiller wrote:Marauder HAV's were although better than the STD HAV's, you could do comparable performance with the STD ones, and were twice as expensive. With some adjustments, they can be the ultimate tanking machine they were supposed to be! First, give it a base resistance of 10-20% depending on race. After that, give it a reduced acceleration and speed of the base HAV by 10-15%, maybe more. Lastly, get rid of the damage bonus from the skill, as that's something the Enforcer HAV's should get.. Now, add in a built in siege module from EVE, with some changes. First, it would make it unmovable, and unrecallable. That would make it to where it would have to be guarded at all times while the Siege module is on. But, it would get some really good bonuses, such as a very high resistance, higher rep cycle, more damage, etc. depending on the race. They should also also allow the use of remote repps, in contrast to the Dreds of EVE. Lastly, it should last about 2-5 minutes, with a coodown of about 5 minutes. turning off the module before the cooldown starts will have apre-cooldown in which you are stuck in siege mode, and when it turns off, you start the cooldown, which will prevent hitting a area really fast, running away, and then waiting for it to cooldown. Also, in the last minute, you can't turn it off to prevent abuse. Click here to view the other ideas. Peace, Godin Good idea, but what would you do in terms of a hard counter? E-war....but that ain't out yet.
This. EWAR is the counter to the Marauders, and if you think about it, should be for most vehicles. |
|
Andra Syra
Science For Death The Shadow Eclipse
5
|
Posted - 2013.09.28 22:13:00 -
[21] - Quote
+1 - I'm all in favour of unique roles roles and abilities instead of straight stat buffing. Maybe the timers should be shorter, but that's really something that has to be tuned in testing. Also, given that Eve Marauders are getting their own siege-like mode in Eve with the Rubicon expansion I find this really appropriate. |
Godin Thekiller
Hellstorm Inc League of Infamy
945
|
Posted - 2013.09.28 22:15:00 -
[22] - Quote
Andra Syra wrote:+1 - I'm all in favour of unique roles roles and abilities instead of straight stat buffing. Maybe the timers should be shorter, but that's really something that has to be tuned in testing. Also, given that Eve Marauders are getting their own siege-like mode in Eve with the Rubicon expansion I find this really appropriate.
Oh, they're giving marauders a mini-siege in Rubicon? didn't know that. Actually, I was basing this off the origional plan: make them the Dreds of dust. |
Andra Syra
Science For Death The Shadow Eclipse
5
|
Posted - 2013.09.28 22:19:00 -
[23] - Quote
Godin Thekiller wrote:Andra Syra wrote:+1 - I'm all in favour of unique roles roles and abilities instead of straight stat buffing. Maybe the timers should be shorter, but that's really something that has to be tuned in testing. Also, given that Eve Marauders are getting their own siege-like mode in Eve with the Rubicon expansion I find this really appropriate. Oh, they're giving marauders a mini-siege in Rubicon? didn't know that. Actually, I was basing this off the origional plan: make them the Dreds of dust.
Don't have much in the way of details for you, but yeah - siege light or something. It's coming with some cool transforming affects when you activate it, though all they've shown us thus-far is a still image of a Kronos with a popped hood and some lights. Might be worth keeping an eye on and having both classes in sync. |
Godin Thekiller
Hellstorm Inc League of Infamy
945
|
Posted - 2013.09.28 22:20:00 -
[24] - Quote
Andra Syra wrote:Godin Thekiller wrote:Andra Syra wrote:+1 - I'm all in favour of unique roles roles and abilities instead of straight stat buffing. Maybe the timers should be shorter, but that's really something that has to be tuned in testing. Also, given that Eve Marauders are getting their own siege-like mode in Eve with the Rubicon expansion I find this really appropriate. Oh, they're giving marauders a mini-siege in Rubicon? didn't know that. Actually, I was basing this off the origional plan: make them the Dreds of dust. Don't have much in the way of details for you, but yeah - siege light or something. It's coming with some cool transforming affects when you activate it, though all they've shown us thus-far is a still image of a Kronos with a popped hood and some lights. Might be worth keeping an eye on and having both classes in sync.
link? |
Andra Syra
Science For Death The Shadow Eclipse
5
|
Posted - 2013.09.28 22:30:00 -
[25] - Quote
Godin Thekiller wrote:
link?
Link. Scroll down a bit and you'll see the "Rubicon Reveal Video" which is what I watched. Not sure if they've released anything new, I only saw the reveal stream because I stumbled across the fact it was about to air while bored. |
Godin Thekiller
Hellstorm Inc League of Infamy
945
|
Posted - 2013.09.28 22:31:00 -
[26] - Quote
Andra Syra wrote:Godin Thekiller wrote:
link?
Link. Scroll down a bit and you'll see the "Rubicon Reveal Video" which is what I watched. Not sure if they've released anything new, I only saw the reveal stream because I stumbled across the fact it was about to air while bored.
I saw that, but didn't feel like watching the video. Thx! |
Andra Syra
Science For Death The Shadow Eclipse
5
|
Posted - 2013.09.28 22:47:00 -
[27] - Quote
Godin Thekiller wrote:Andra Syra wrote:Godin Thekiller wrote:
link?
Link. Scroll down a bit and you'll see the "Rubicon Reveal Video" which is what I watched. Not sure if they've released anything new, I only saw the reveal stream because I stumbled across the fact it was about to air while bored. I saw that, but didn't feel like watching the video. Thx!
Yeah, sorry about that. It's pretty painful and there isn't much in the way of details anyway. Best just to keep an eye on the dev blogs for some proper information. |
Godin Thekiller
Hellstorm Inc League of Infamy
945
|
Posted - 2013.09.28 22:52:00 -
[28] - Quote
Andra Syra wrote:Godin Thekiller wrote:Andra Syra wrote:Godin Thekiller wrote:
link?
Link. Scroll down a bit and you'll see the "Rubicon Reveal Video" which is what I watched. Not sure if they've released anything new, I only saw the reveal stream because I stumbled across the fact it was about to air while bored. I saw that, but didn't feel like watching the video. Thx! Yeah, sorry about that. It's pretty painful and there isn't much in the way of details anyway. Best just to keep an eye on the dev blogs for some proper information.
No, I'm saying I saw the page, but never watched the video. I just watched, but I'm getting technical difficulties, so I'm not at that part yet. |
Godin Thekiller
Hellstorm Inc League of Infamy
945
|
Posted - 2013.09.28 22:53:00 -
[29] - Quote
Any other suggestions? |
Godin Thekiller
Hellstorm Inc League of Infamy
1069
|
Posted - 2013.10.05 02:34:00 -
[30] - Quote
Hopefully, the Marauders get a transformation just like the ones in EVE, because those look sick. |
|
Godin Thekiller
Hellstorm Inc League of Infamy
1284
|
Posted - 2013.10.27 02:52:00 -
[31] - Quote
Anyone else want Dred's in Dust? |
Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.10.27 03:41:00 -
[32] - Quote
Godin Thekiller wrote:Anyone else want Dred's in Dust?
As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance. |
Godin Thekiller
Hellstorm Inc League of Infamy
1286
|
Posted - 2013.10.27 20:09:00 -
[33] - Quote
Shijima Kuraimaru wrote:Godin Thekiller wrote:Anyone else want Dred's in Dust? As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance.
Well, one would do things, but to kill it, you would have to use more than one guy, especially if the pilot's good and/or has some logi support. To really hurt it, you would need more than just one forge, unless you want to sit there for awhile. The best way to take it out of the battle (at least for awhile) is to rush it with EWAR so it can't really do anything. |
Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.10.28 20:43:00 -
[34] - Quote
Godin Thekiller wrote:Shijima Kuraimaru wrote:Godin Thekiller wrote:Anyone else want Dred's in Dust? As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance. Well, one would do things, but to kill it, you would have to use more than one guy, especially if the pilot's good and/or has some logi support. To really hurt it, you would need more than just one forge, unless you want to sit there for awhile. The best way to take it out of the battle (at least for awhile) is to rush it with EWAR so it can't really do anything.
It's ridiculous that infantry-AV hard counter to mobile-armor would be expected to need more than twenty-five percent of a single proto Infantry-AV's total base ammunition capacity, against the target it's meant for, when the target itself can lay waste to most everything else on the battlefield with so few threats. I've shot at HAV's with my proto forge that took over four hits and survive to escape.
Here's where part of the balance is. HAVs threatened only by other HAVs, installations, and infantry AV. Infantry-AV threatened by everything but Swarm and AV grenades. So for balance, which many "pilots" seem to just skip over, infantry-AV should be powerful against vehicles.
I know that there are bugs, new and old, that cause issues but they shouldn't be part of the consideration for game balance on any level.
HAVs and LLAVs, when fit for tank, are already hard for Infantry-AV to take down. Threads like this just make it look like you pilots want a god mode vehicle that can't be threatened by anything but laser tactical strikes. |
Godin Thekiller
Hellstorm Inc League of Infamy
1315
|
Posted - 2013.10.28 20:46:00 -
[35] - Quote
Shijima Kuraimaru wrote:Godin Thekiller wrote:Shijima Kuraimaru wrote:Godin Thekiller wrote:Anyone else want Dred's in Dust? As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance. Well, one would do things, but to kill it, you would have to use more than one guy, especially if the pilot's good and/or has some logi support. To really hurt it, you would need more than just one forge, unless you want to sit there for awhile. The best way to take it out of the battle (at least for awhile) is to rush it with EWAR so it can't really do anything. It's ridiculous that infantry-AV hard counter to mobile-armor would be expected to need more than twenty-five percent of a single proto Infantry-AV's total base ammunition capacity, against the target it's meant for, when the target itself can lay waste to most everything else on the battlefield with so few threats. I've shot at HAV's with my proto forge that took over four hits and survive to escape. Here's where part of the balance is. HAVs threatened only by other HAVs, installations, and infantry AV. Infantry-AV threatened by everything but Swarm and AV grenades. So for balance, which many "pilots" seem to just skip over, infantry-AV should be powerful against vehicles. I know that there are bugs, new and old, that cause issues but they shouldn't be part of the consideration for game balance on any level. HAVs and LLAVs, when fit for tank, are already hard for Infantry-AV to take down. Threads like this just make it look like you pilots want a god mode vehicle that can't be threatened by anything but laser tactical strikes.
Not even going to ask wtf is wrong with you...... |
Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.10.31 22:35:00 -
[36] - Quote
Godin Thekiller wrote:Shijima Kuraimaru wrote:Godin Thekiller wrote:Shijima Kuraimaru wrote:Godin Thekiller wrote:Anyone else want Dred's in Dust? As long as a forge can make them nervous, I'm good. And by nervous, I mean that a forge is an effective counter, not just a minor annoyance. Well, one would do things, but to kill it, you would have to use more than one guy, especially if the pilot's good and/or has some logi support. To really hurt it, you would need more than just one forge, unless you want to sit there for awhile. The best way to take it out of the battle (at least for awhile) is to rush it with EWAR so it can't really do anything. It's ridiculous that infantry-AV hard counter to mobile-armor would be expected to need more than twenty-five percent of a single proto Infantry-AV's total base ammunition capacity, against the target it's meant for, when the target itself can lay waste to most everything else on the battlefield with so few threats. I've shot at HAV's with my proto forge that took over four hits and survive to escape. Here's where part of the balance is. HAVs threatened only by other HAVs, installations, and infantry AV. Infantry-AV threatened by everything but Swarm and AV grenades. So for balance, which many "pilots" seem to just skip over, infantry-AV should be powerful against vehicles. I know that there are bugs, new and old, that cause issues but they shouldn't be part of the consideration for game balance on any level. HAVs and LLAVs, when fit for tank, are already hard for Infantry-AV to take down. Threads like this just make it look like you pilots want a god mode vehicle that can't be threatened by anything but laser tactical strikes. Not even going to ask wtf is wrong with you......
Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3855
|
Posted - 2013.10.31 22:44:00 -
[37] - Quote
Shijima Kuraimaru wrote:
Not even going to ask wtf is wrong with you......
Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle.[/quote]
Hardly do you know anything about EVE side Marauders? If so you would know that they are viable for a specific role, this being siege conflicts, but beyond that not much else.
In dust they would fulfil the same role.
Massive Armour/Shield res plus a unique weapons bonus, for the cost of their capacity to move for a set period of time. They would be the siege breakers of dust. Rolling up to a point, very expensive, running all Actives and becoming a static fortress. They could be taken down but not without a lot of effort once the Marauder module is active.... though to compensate the movement speed during the modules duration would reduce the speed of the tank to a crawl.... meaning after all actives are run that marauder would be very,very vulnerable.
That is not an I win vehicle, it is an I break this siege vehicle.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
|
Godin Thekiller
Hellstorm Inc League of Infamy
1348
|
Posted - 2013.11.01 00:16:00 -
[38] - Quote
True Adamance wrote:Godin Thekiller wrote:Shijima Kuraimaru wrote:
Not even going to ask wtf is wrong with you......
Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle. Hardly do you know anything about EVE side Marauders? If so you would know that they are viable for a specific role, this being siege conflicts, but beyond that not much else. In dust they would fulfil the same role. Massive Armour/Shield res plus a unique weapons bonus, for the cost of their capacity to move for a set period of time. They would be the siege breakers of dust. Rolling up to a point, very expensive, running all Actives and becoming a static fortress. They could be taken down but not without a lot of effort once the Marauder module is active.... though to compensate the movement speed during the modules duration would reduce the speed of the tank to a crawl.... meaning after all actives are run that marauder would be very,very vulnerable. That is not an I win vehicle, it is an I break this siege vehicle.
Fixed
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Godin Thekiller
Hellstorm Inc League of Infamy
1348
|
Posted - 2013.11.01 00:19:00 -
[39] - Quote
Shijima Kuraimaru wrote: Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle.
Read True's post. Now go smash something hard over your head.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Awry Barux
Shining Flame Amarr Empire
180
|
Posted - 2013.11.01 05:54:00 -
[40] - Quote
+1 for more vehicle variety. Siege mode sounds very interesting. |
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Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.11.03 21:41:00 -
[41] - Quote
Godin Thekiller wrote:Shijima Kuraimaru wrote: Nothing wrong with me, it's just obvious by your response that you do want an "I WIN!!!" vehicle.
Read True's post. Now go smash something hard over your head.
You are a low functioning vegetable aren't you. LOL |
Shijima Kuraimaru
WarRavens League of Infamy
358
|
Posted - 2013.11.03 21:44:00 -
[42] - Quote
Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting.
Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3889
|
Posted - 2013.11.03 23:32:00 -
[43] - Quote
Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance. They wouldn't be ineffective, they would find it very hard to defeat a siege mode marauder tank with AV, but once those modules run dry that VERY EXPENSIVE tanks would ber very vulnerable. What part of this idea can you not get through your head?
For that tank to even escape the fight with the current and proposed AV which can cover X hundred meters, it would require real team work to extract that tank from the front lines suffering the movement penalties at the end of the cycle.
Also it would be priced on the market so that they cannot be dropped into public matches, Im sure that would also develop in a player run market as well.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
|
Shijima Kuraimaru
WarRavens League of Infamy
360
|
Posted - 2013.11.04 00:58:00 -
[44] - Quote
True Adamance wrote:Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance. They wouldn't be ineffective, they would find it very hard to defeat a siege mode marauder tank with AV, but once those modules run dry that VERY EXPENSIVE tanks would ber very vulnerable. What part of this idea can you not get through your head? For that tank to even escape the fight with the current and proposed AV which can cover X hundred meters, it would require real team work to extract that tank from the front lines suffering the movement penalties at the end of the cycle. Also it would be priced on the market so that they cannot be dropped into public matches, Im sure that would also develop in a player run market as well.
So out of siege mode, it would be roughly equivalent to what? A stock militia HAV? What threat do we have available to "encourage" the driver to leave siege mode and vacate the area to save his vehicle if everything on field, including another siege HAV can't do enough damage to move it? This might be viable if teams were larger running 40+ per side on bigger maps where a larger mix of roles would be viable, or we had the non-existent electronic warfare that you seem to feel should be this vehicle's main foible. Unfortunately, forcing a situation where nearly half a team has to dedicate to remove one vehicular threat is unreasonable.
Something I know about high priced items on the market is that it doesn't matter how much it costs, if someone can afford it, they'll still bring it to public matches. |
Godin Thekiller
Hellstorm Inc League of Infamy
1395
|
Posted - 2013.11.04 02:10:00 -
[45] - Quote
Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance.
It can't move, so being swarmed by AV, EWAR, or other HAV's is a possibility. The purpose is just hitting/defending an area, like a obj., or smash installations. It won't be good at anything else. AV maybe, but Doubtful unless using a long ranged turret, and that's if they don't sneak up on you with a short range turret and orbit you to hell.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Godin Thekiller
Hellstorm Inc League of Infamy
1395
|
Posted - 2013.11.04 02:14:00 -
[46] - Quote
Shijima Kuraimaru wrote:True Adamance wrote:Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance. They wouldn't be ineffective, they would find it very hard to defeat a siege mode marauder tank with AV, but once those modules run dry that VERY EXPENSIVE tanks would ber very vulnerable. What part of this idea can you not get through your head? For that tank to even escape the fight with the current and proposed AV which can cover X hundred meters, it would require real team work to extract that tank from the front lines suffering the movement penalties at the end of the cycle. Also it would be priced on the market so that they cannot be dropped into public matches, Im sure that would also develop in a player run market as well. So out of siege mode, it would be roughly equivalent to what? A stock militia HAV? What threat do we have available to "encourage" the driver to leave siege mode and vacate the area to save his vehicle if everything on field, including another siege HAV can't do enough damage to move it? This might be viable if teams were larger running 40+ per side on bigger maps where a larger mix of roles would be viable, or we had the non-existent electronic warfare that you seem to feel should be this vehicle's main foible. Unfortunately, forcing a situation where nearly half a team has to dedicate to remove one vehicular threat is unreasonable. Something I know about high priced items on the market is that it doesn't matter how much it costs, if someone can afford it, they'll still bring it to public matches.
nah, picture a Maddy eHP, but moves slower. And no nitro, so you're really going to have to get help to get out of there, as there's going to be high resistance trying to take you out as soon as the siege module goes off. Plus, as I have stated already, unless the counters are in, this should not be in, as it would create an imbalance, as you stated. I don't want to see "tanks are OP! nerf them!" Threads again.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Shijima Kuraimaru
WarRavens League of Infamy
362
|
Posted - 2013.11.04 03:49:00 -
[47] - Quote
Godin Thekiller wrote:Shijima Kuraimaru wrote:True Adamance wrote:Shijima Kuraimaru wrote:Awry Barux wrote:+1 for more vehicle variety. Siege mode sounds very interesting. Yes. Vehicle variety would be awesome, but making infantry AV ineffective against any vehicle is ludicrous. If they make a vehicle as hard as what's been suggested here, I want a heavy suit with vehicular grade small arms resistance. They wouldn't be ineffective, they would find it very hard to defeat a siege mode marauder tank with AV, but once those modules run dry that VERY EXPENSIVE tanks would ber very vulnerable. What part of this idea can you not get through your head? For that tank to even escape the fight with the current and proposed AV which can cover X hundred meters, it would require real team work to extract that tank from the front lines suffering the movement penalties at the end of the cycle. Also it would be priced on the market so that they cannot be dropped into public matches, Im sure that would also develop in a player run market as well. So out of siege mode, it would be roughly equivalent to what? A stock militia HAV? What threat do we have available to "encourage" the driver to leave siege mode and vacate the area to save his vehicle if everything on field, including another siege HAV can't do enough damage to move it? This might be viable if teams were larger running 40+ per side on bigger maps where a larger mix of roles would be viable, or we had the non-existent electronic warfare that you seem to feel should be this vehicle's main foible. Unfortunately, forcing a situation where nearly half a team has to dedicate to remove one vehicular threat is unreasonable. Something I know about high priced items on the market is that it doesn't matter how much it costs, if someone can afford it, they'll still bring it to public matches. nah, picture a Maddy eHP, but moves slower. And no nitro, so you're really going to have to get help to get out of there, as there's going to be high resistance trying to take you out as soon as the siege module goes off. Plus, as I have stated already, unless the counters are in, this should not be in, as it would create an imbalance, as you stated. I don't want to see "tanks are OP! nerf them!" Threads again.
Yes my primary concern was with something like this coming in with what we have now. Actually I was, and am, more concerned with small teams having to cripple themselves to field Infantry AV for a single threat due to small team size. |
Godin Thekiller
Hellstorm Inc League of Infamy
1408
|
Posted - 2013.11.04 03:54:00 -
[48] - Quote
Shijima Kuraimaru wrote:
Yes my primary concern was with something like this coming in with what we have now. Actually I was, and am, more concerned with small teams having to cripple themselves to field Infantry AV for a single threat due to small team size.
Yea, I know. It's obvious that the team sizes are too small for this as of right now.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Godin Thekiller
Hellstorm Inc League of Infamy
1463
|
Posted - 2013.11.09 03:13:00 -
[49] - Quote
bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Godin Thekiller
Hellstorm Inc League of Infamy
1469
|
Posted - 2013.11.10 07:44:00 -
[50] - Quote
Godin Thekiller wrote:bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
105
|
Posted - 2013.12.01 03:30:00 -
[51] - Quote
Message from Godin: Still want this, and still wants my Surya back |
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