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Godin Thekiller
Hellstorm Inc League of Infamy
932
|
Posted - 2013.09.27 03:09:00 -
[61] - Quote
SgtDoughnut wrote:The MAV should be like Sunderer in Planetside 2, heavily armored 2 AI/whatever guns, and a mobile spawn point once deployed.
By deployed I mean it has to be sitting still, with an activated mod. It cant move until the mod is turned off (though that does not take a long time). This will leave the mobile spawns to the LDropships, and you should probably take the spawn capability away from tanks.
1: All vehicles with a built in regular CRU should be removed and changed out to something else (other than the Black Ops HAV's), as having a vehicle with a built in CRU is pointless, when other vehicle could do the same, and it would cost way less.
2: MAV's should have less eHP than HAV's, which should have the most (as they are called heavy for a reason), but should move and accelerate faster.
3: All vehicles (unless it's something tiny like a speeder) should have the ability to have a CRU. You want to make a HAV into a escort vehicle? by all means. |
Godin Thekiller
Hellstorm Inc League of Infamy
932
|
Posted - 2013.09.27 03:13:00 -
[62] - Quote
Xocoyol Zaraoul wrote:Hey look, a thread speculating about something we know literally nothing about, not even if it has zero resists or a passive 80%, or innate modules or how fast or slow or how many slots or what color it is...
And people are already argueing about how MAVs are balanced/unbalanced... Even though MAVs literally have zero info on them...
We know that they have 1 medium turret and 1 small for the standard, and the Gallente and Caldari versions are about the same color scheme as the HAV's. Also, we know that the Gallente is the closest to a modern day APC by looks (my opinion). Any more questions? Sorry, I'm all out. |
KING CHECKMATE
TEAM SATISFACTION
1344
|
Posted - 2013.09.27 03:21:00 -
[63] - Quote
Exmaple Core wrote: i have to agree mostly. very nice checkmate, but i think they would have around 35% resist after they apply the passive mods. But why are you assuming tanks would have 6k main tank minimum? minimum as in base, before mods? Antispating an HP buff for vehicals? I am too tbh
Well yes .as it is, between LAVs and HAVs the Base HP diference is minimal. You have a Caldari HAV with 2800-3000 ish Shields and a LLAv with 1800-2000 LOL. 1k Difference? where are you going to put MAVs? In the 2400s? Nah
say caldari LLAVs should go around 2000 shields(this without modules included) (with some extention and damage reduction they get around) MAV's Aroudn the 3000's and HAV's around the 4000-5000's ...(plus the armor in the case of the caldari , rounded up between 5800-6200 total HP, without mods.)
IMo that is.
With this tanks could rack up to the 10000 total HP, while still having enough slots to equip other IMPORTANT stuff,like active scanners,heat sinks , NITRO, mobile CRU's more hardeners , etc...
MORE BASE HP = More slots to work with
As it is i think tanks are wasting too many slots trying to survive and cannot really fit modulesto increase turret efficiency, torque,active scanners and other cool stuff they have available..... |
Godin Thekiller
Hellstorm Inc League of Infamy
933
|
Posted - 2013.09.27 03:25:00 -
[64] - Quote
KING CHECKMATE wrote:Well HERE is MY vision on how MAVs should be. Of course. Please take into consideration i think of this in a world where tanks ALREADY have at least a 50% TOTAL HP buff (were tanks run with 6000 HP MINIMUm....)
I was thinking something like:
Gallante MAV-BREACH APC: 900 SHields 2200 Armor (Without modules) 15% default Armor Resistance 1Med Turret (Gunner) 1Small turret (Driver) Space, up to 4 passangers. Good PRecision scan and range. Speed : Faster than the fastest tank. 50-Shield regen per sec (Caldaris would have MORE)
Gallante MAV-LOGI APC 800 Shields 2300 Armor 20% Default Armor resistance 1 Med Turret (Gunner) Enough PG / CPU for a repairer (to fulfil Logi purposes) embedded CRU. Speed : Faster than the fastest tank. 50-Shield regen per sec 5 passanger capacity
Say a GOOD (as an example) Gallante MAV-Breach APC would have Around (With passives included):
1080 SHields 4450 Armor 25 Passive Armor damage resistance 1 SMall cycled Missile launcher 1 MEd Turret at least 1 Active Damage reductor Scan Precision of 38 range 50 mts Shield regen of 62.5 per sec (and this is not even a shield MAV) Faster than any tanks, a little slower than a tanked Gallante LLAV.
A GOOD Gallante Logi APC-MAV would be : 960 Shields 4700 Armor 1 Med Turret CRU and Remote rapair around 30-34% Passive dam resistance At least 27% dam reduction active module for then the Sh**storm unleashes. Faster than any tank but slightly slower than the Breach MAV. Also has worst turning speed due to increased ''weight''. The Logi MAV can choose to NOT EQUIP ANY WEAPON in order to have more pace for other modules. The CRU comes as if it was a MLT Blueprint so it must be equipped in every MAV-LAV.
Isee MAVs being a lot faster than tanks but with a LOT less manuverability (sorry i know i wrote tht wrong) than LAVs , having to HEAVILY slow downt to take curves, there by thats their weak spot....
Change the CRU to supply depot. The only vehicle that has a mobile supply depot. Also, they should get a full squad carrying capacity. Why? Because the pilot and gunner should operate the vehicle at all times. If they need to, they can just recall it. I'm assuming your Breach MAV idea was a Assault DS on the ground, so they should get a module that gives them a high resistance in the front of the MAV, so they can keep on going, you know, breach. Rest looks good. |
KING CHECKMATE
TEAM SATISFACTION
1344
|
Posted - 2013.09.27 03:28:00 -
[65] - Quote
Godin Thekiller wrote:
Change the CRU to supply depot. The only vehicle that has a mobile supply depot. Also, they should get a full squad carrying capacity. Why? Because the pilot and gunner should operate the vehicle at all times. If they need to, they can just recall it. I'm assuming your Breach MAV idea was a Assault DS on the ground, so they should get a module that gives them a high resistance in the front of the MAV, so they can keep on going, you know, breach. Rest looks good.
NICE.IDEA. +1
CRU placement BONUS for BREACH MAV.(So while equipping it,except the slot , it wont take too much CPU/PG) This way the ''Breach MAV'' wont stay without an unmanned turret for long. Nanohive Coil (supply depo renamed LOL) for the Logi.(Gives ammo and repairs ARMOR).
uuugh....sweet.. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1338
|
Posted - 2013.09.27 03:31:00 -
[66] - Quote
Exmaple Core wrote:Because all AV weapons are designed to take down tanks. A MAV would not be maneuverable enough to make a forge miss or escape swarms consistently. Proto anti tank weapons are the only AV in dust and they already solo tanks. So my gunlogi with 40% passive resist and 5k shields is destroyed by proto forge gunners in 4 shots. So a MAV would be destroyed in 2? And these things could be troop transports? thats an easy 5+ kills. all im sayin. MAVs can not survive in dust, the AV is too strong
40% resistance and 5k shields would require 6 shots from a proto forge. 40% passive doesn't add 40% to 5k, it reduces the damage the forge does per shot. Which means the forge gunner has to shoot more.
Add some hardeners and other damage reducing modules, and you are nearly invincible with plenty of time to go run and hide. If your getting killed in 4 shots from a forge, then you are doing it wrong. Even with my proto assault forge (prof at level 2 or 3) and 2 complex damage mods, I've seen many tanks survive nearly two clips and then causally drive away to rep/recall. |
Godin Thekiller
Hellstorm Inc League of Infamy
935
|
Posted - 2013.09.27 03:33:00 -
[67] - Quote
DJINN leukoplast wrote:Exmaple Core wrote:Because all AV weapons are designed to take down tanks. A MAV would not be maneuverable enough to make a forge miss or escape swarms consistently. Proto anti tank weapons are the only AV in dust and they already solo tanks. So my gunlogi with 40% passive resist and 5k shields is destroyed by proto forge gunners in 4 shots. So a MAV would be destroyed in 2? And these things could be troop transports? thats an easy 5+ kills. all im sayin. MAVs can not survive in dust, the AV is too strong 40% resistance and 5k shields would require 6 shots from a proto forge. 40% passive doesn't add 40% to 5k, it reduces the damage the forge does per shot. Which means the forge gunner has to shoot more. Add some hardeners and other damage reducing modules, and you are nearly invincible with plenty of time to go run and hide. If your getting killed in 4 shots from a forge, then you are doing it wrong. Even with my proto assault forge (prof at level 2 or 3) and 2 complex damage mods, I've seen many tanks survive nearly two clips and then causally drive away to rep/recall.
Because you're doing it wrong. You think that shooting through a HAV's repps is smart. AV better. |
Godin Thekiller
Hellstorm Inc League of Infamy
935
|
Posted - 2013.09.27 03:35:00 -
[68] - Quote
KING CHECKMATE wrote:Godin Thekiller wrote:
Change the CRU to supply depot. The only vehicle that has a mobile supply depot. Also, they should get a full squad carrying capacity. Why? Because the pilot and gunner should operate the vehicle at all times. If they need to, they can just recall it. I'm assuming your Breach MAV idea was a Assault DS on the ground, so they should get a module that gives them a high resistance in the front of the MAV, so they can keep on going, you know, breach. Rest looks good.
NICE.IDEA. +1CRU placement BONUS for BREACH MAV.(So while equipping it,except the slot , it wont take too much CPU/PG) This way the ''Breach MAV'' wont stay without an unmanned turret for long.Nanohive Coil (supply depo renamed LOL) for the Logi.(Gives ammo and repairs ARMOR). uuugh....sweet..
Well, the LLV's repping ability should stay there, but a giant nanohive surrounding the MAV sounds fun |
KING CHECKMATE
TEAM SATISFACTION
1351
|
Posted - 2013.09.27 03:36:00 -
[69] - Quote
Godin Thekiller wrote:Well, the LLV's repping ability should stay there, but a giant nanohive surrounding the MAV sounds fun
Again ,strange, but i agree too... |
DUST Fiend
OSG Planetary Operations Covert Intervention
6496
|
Posted - 2013.09.27 03:37:00 -
[70] - Quote
Well at least by 2016 when MAVs are released, we might actually have halfway balanced AV
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DJINN leukoplast
Hellstorm Inc League of Infamy
1338
|
Posted - 2013.09.27 03:39:00 -
[71] - Quote
Godin Thekiller wrote:DJINN leukoplast wrote:Exmaple Core wrote:Because all AV weapons are designed to take down tanks. A MAV would not be maneuverable enough to make a forge miss or escape swarms consistently. Proto anti tank weapons are the only AV in dust and they already solo tanks. So my gunlogi with 40% passive resist and 5k shields is destroyed by proto forge gunners in 4 shots. So a MAV would be destroyed in 2? And these things could be troop transports? thats an easy 5+ kills. all im sayin. MAVs can not survive in dust, the AV is too strong 40% resistance and 5k shields would require 6 shots from a proto forge. 40% passive doesn't add 40% to 5k, it reduces the damage the forge does per shot. Which means the forge gunner has to shoot more. Add some hardeners and other damage reducing modules, and you are nearly invincible with plenty of time to go run and hide. If your getting killed in 4 shots from a forge, then you are doing it wrong. Even with my proto assault forge (prof at level 2 or 3) and 2 complex damage mods, I've seen many tanks survive nearly two clips and then causally drive away to rep/recall. Because you're doing it wrong. You think that shooting through a HAV's repps is smart. AV better.
AV better? Thought AVing was completely talentless? I mean it is just point and click. See tank -> Shoot tank.
Also is there some kind of advertisement from the tank to all enemy players that they have activated or exhausted their reps? |
GVGMODE
WorstPlayersEver
39
|
Posted - 2013.09.27 03:39:00 -
[72] - Quote
DUST Fiend wrote:Well at least by 2016 when MAVs are released, we might actually have halfway balanced AV (Doubts about Dust making it trough 2014) |
DUST Fiend
OSG Planetary Operations Covert Intervention
6496
|
Posted - 2013.09.27 03:43:00 -
[73] - Quote
DJINN leukoplast wrote:AV better? Thought AVing was completely talentless? I mean it is just point and click. See tank -> Shoot tank.
Also is there some kind of advertisement from the tank to all enemy players that they have activated or exhausted their reps? I prefer to shoot them once or twice to get the reps going, then I'll try and cut them off elsewhere in my LAV when the reps are cooling down. If they hit the redline they're sometimes ok, but the only time I can't kill a tank is when we're getting redlined badly. Granted it's not PC, but there I imagine it's even easier to take out tanks given coordination and multiple proto AV on the field.
I don't play PC, but I can't imagine how any of you run anything other than LLAVs in that
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Princeps Marcellus
Expert Intervention Caldari State
243
|
Posted - 2013.09.27 03:48:00 -
[74] - Quote
You, sir, have alreayd nerfed the MAV in your mind. When it is fit for release, the MAV will be released. Maybe it'll have even heavier armor than tanks, being an APC. I always suspected that the "Medium" actually described the size of the turret. |
Nguruthos IX
PEN 15 CLUB
1841
|
Posted - 2013.09.27 04:03:00 -
[75] - Quote
KING CHECKMATE wrote:Exmaple Core wrote: i have to agree mostly. very nice checkmate, but i think they would have around 35% resist after they apply the passive mods. But why are you assuming tanks would have 6k main tank minimum? minimum as in base, before mods? Antispating an HP buff for vehicals? I am too tbh
Well yes .as it is, betwee n LAVs and HAVs the Base HP diference is minimal.You have a Caldari HAV with 2800-3000 ish Shields and a LLAv with 1800-2000 LOL. 1k Difference? where are you going to put MAVs? In the 2400s? Nahsay caldari LLAVs should go around 2000 shields(this without modules included) ( with some extention and damage reduction they get around) MAV's Aroudn the 3000's and HAV's around the 4000-5000's ...(plus the armor in the case of the caldari , rounded up between 5800-6200 total HP, without mods.) IMo that is. With this tanks could rack up to the 10000 total HP, while still having enough slots to equip other IMPORTANT stuff,like active scanners,heat sinks , NITRO, mobile CRU's more hardeners , etc... MORE BASE HP = More slots to work with As it is i think tanks are wasting too many slots trying to survive and cannot really fit modulesto increase turret efficiency, torque,active scanners and other cool stuff they have available.....
You wanna see a vehicle completely unable to make any variety of fitting because all its slots have to go towards ehp? Check out dropships.
And ya it sucks and is boring. For all the slots you can really only change like one. Ever. Rest of all ds fittings are all 99% the same deal. So much for customization |
Exmaple Core
Ancient Exiles
1406
|
Posted - 2013.09.27 06:23:00 -
[76] - Quote
DJINN leukoplast wrote:Exmaple Core wrote:Because all AV weapons are designed to take down tanks. A MAV would not be maneuverable enough to make a forge miss or escape swarms consistently. Proto anti tank weapons are the only AV in dust and they already solo tanks. So my gunlogi with 40% passive resist and 5k shields is destroyed by proto forge gunners in 4 shots. So a MAV would be destroyed in 2? And these things could be troop transports? thats an easy 5+ kills. all im sayin. MAVs can not survive in dust, the AV is too strong 40% resistance and 5k shields would require 6 shots from a proto forge. 40% passive doesn't add 40% to 5k, it reduces the damage the forge does per shot. Which means the forge gunner has to shoot more. Add some hardeners and other damage reducing modules, and you are nearly invincible with plenty of time to go run and hide. If your getting killed in 4 shots from a forge, then you are doing it wrong. Even with my proto assault forge (prof at level 2 or 3) and 2 complex damage mods, I've seen many tanks survive nearly two clips and then causally drive away to rep/recall.
they left and recall because you dont know what your talking about, you missing math. Forge guns do 110% to shields and 90% to armor. that means my 40 turns to 30%. with 2 damage mods you remove another 17%. your profficentcy 3 removes it further to 8% and an assault forge gun does about 1600 damage. with 8% resist you end up doing 1472 damage per shot. Multiply your per shot damage by the amount of shots in your clip, by 4, and you conclude doing 5886 damage. You will be landing all your shots because it takes 1.9 seconds to fire your assault forge gun. Sheild tankers do not use active hardners or they die even faster, it only last 10 seconds and it doesent work. Also, your forgefit is only half way skilled, your missing profficentcy 5 and a proto suit for the third damage mod that all good forge gunners have. You probally wouldent know this because no one plays shield tanks, they are garbage.
HOW THE HELL CAN YOU SAY A SHIELD TANK IS NEARLY INVINCIBLE??? WHAT MATH ARE YOU DOING?? Your a liar, it is mathematically IMPOSSIBLE for any shield tank to escape you, personally. There are people who are much, much better than you than AV and would destroy this fit (the best possible shield tank fit) even faster. Btw, your trying to solo armor tanks. 2 hardners gives a 50% resist and your using a forge so thats a 60% resist. Its reps are bugged, they are reping for 7500 HP, much more than their full HP. So yes, you can not solo an ARMOR tank with a forge gun. not a shield tank.
You always have something to say about tanks, that their soooooo OP. Well show some math. You are wrong, and this is why your wrong |
ADAM-OF-EVE
Svartur Bjorn Neo Terra Empire
370
|
Posted - 2013.09.27 06:40:00 -
[77] - Quote
Exmaple Core wrote:Because all AV weapons are designed to take down tanks. A MAV would not be maneuverable enough to make a forge miss or escape swarms consistently. Proto anti tank weapons are the only AV in dust and they already solo tanks. So my gunlogi with 40% passive resist and 5k shields is destroyed by proto forge gunners in 4 shots. So a MAV would be destroyed in 2? And these things could be troop transports? thats an easy 5+ kills. all im sayin. MAVs can not survive in dust, the AV is too strong
and what makes you think mavs would be weaker ehp than a tank. if anything they would likely have better options to fit more ehp than a tank |
FROM ALASKA
DUST CORE DARKSTAR ARMY
3
|
Posted - 2013.09.30 13:18:00 -
[78] - Quote
GVGMODE wrote:DUST Fiend wrote:Well at least by 2016 when MAVs are released, we might actually have halfway balanced AV (Doubts about Dust making it trough 2014) by that time only the die hard for this game will remain |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3169
|
Posted - 2013.09.30 13:47:00 -
[79] - Quote
Exmaple Core wrote:Because all AV weapons are designed to take down tanks. A MAV would not be maneuverable enough to make a forge miss or escape swarms consistently. Proto anti tank weapons are the only AV in dust and they already solo tanks. So my gunlogi with 40% passive resist and 5k shields is destroyed by proto forge gunners in 4 shots. So a MAV would be destroyed in 2? And these things could be troop transports? thats an easy 5+ kills. all im sayin. MAVs can not survive in dust, the AV is too strong
Think it's best to keep our thoughts on this reserved until 1.6 but you do bring up an interesting point. |
calisk galern
BurgezzE.T.F Public Disorder.
1029
|
Posted - 2013.09.30 13:49:00 -
[80] - Quote
if MAV's are troop carriers, then they could be fine, they'd be sacrificing weaponry for armor. they might be able to take a lot more hits then a tank, but not have even relatively close to the same fire power, or the speed of an lav, but they could probably take a lot more hits.
that's what I expect to see, but honestly I could be wrong, if they intend to just do a smallerr weaker tank, then they are wasting their time. |
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