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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
CharCharOdell
Shining Flame Amarr Empire
1059
|
Posted - 2013.10.03 05:51:00 -
[1] - Quote
Are we getting a vehicle sp refund? |
CharCharOdell
Shining Flame Amarr Empire
1059
|
Posted - 2013.10.03 05:58:00 -
[2] - Quote
Theme For A-Jackal wrote:Will you be refunding SP invested in vehicles to go along with the changes? There are a number of new skills that you have introduced.
i want a refund. apparently tanks were still UP. |
CharCharOdell
Shining Flame Amarr Empire
1064
|
Posted - 2013.10.03 14:56:00 -
[3] - Quote
Mortedeamor wrote:DRaven DeMort wrote:Ghural wrote:So... Um .. Seriously. Assault drop ships are out of the game and "should be returned"?
One thing with dropships. Please disable the first person camera. It serves no purpose except to infuriate you when you accidentally activate it. You sir are an Narcissistic nooblet, i always fly first person and hate third person, but i would never say well hey get rid of this because i don't like it. SMH dude this is an FPS there should be no third person, but i will allow it : ) get over it and practice more. I always fly Assault dropships just ask my; CEO i get an allowance of 15 mill a month : ) i don't die often. yah i heard stb likes throwing away money lol dont yall pay to win your matches literally? i hope ccp does fix vehicle maybe stb will get their balls back and leave the sky ceiling. i miss your tankers come out of hiding soon
I was just in Internal Rebellion...then I left and you joined. Sad face. I'm on a contract with STB until the 18th of Oct. Maybe I'll see you. |
CharCharOdell
Shining Flame Amarr Empire
1065
|
Posted - 2013.10.04 07:53:00 -
[4] - Quote
Keri Starlight wrote:CCP Logibro wrote:Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back) This brings me some new hope, thank you. We can only hope you're doing a good work adjusting the AV damage. So, shields vs armor... (I'm a tanker, I'm able to provide feedback only for tanks) Shield tanks have even less HP than Armor tanks now... I know the new shield boosters are nice, but I'm not sure if that's enough to balance them. I might suggest a bit more HP (Shields, not Armor) for Shield tanks. The additional 250 armor points you're giving to the Gunnlogi are pretty useless in my opinion, it would be better to give them to shields. Shield tanks need to be faster. This is probably the most important point when it comes to tank vs tank, since Shield tanks are weaker. The armor repper for Armor tanks definitely won't help in battle though, since its repair rate is very low. The rest seems ok comparing the 2 tanks.
No shield tanks will do fine. A particle cannon with 2 dmpds will do over 2400 damage per ****. An XT01 will do >3000 per volley. Both have extremely long range to keep a nlaster Maddy at bay and madrugars cannot afford to stack damage mods with so few spots. Also, 2 hardeners brings us up to 75% resistance with stacking penalties and a nitrous doubles our speed to 48m/s. Also, our passive regent is equivilemt to their complex heavy repper. As long as they don't hit us first, or get inside our effective range, we are fine. 1- a rail gun will just tickle us with our hardeners, and while the COULD stack 2 hardeners, then they ha e to choose between a 120mm plate or a complex heavy rep. They will only win in a perfect engagement when we can't get away from them, bit in a long range duel, we will be back at full shields with 2 hardeners ready to go before they are filly dropped, allowomg is the get in a better position to hit them while we hide. Caldai tanks will full fill the long range artillery role like they were intended and the gallente will fill the role of shock tanks with high speed and relatively high HP, leaving room to add the fast minmitar glass cannons that are shield tanked but lack the passive recharge to duke it out with caldari tanks is and the slow omni tanked amarr. |
CharCharOdell
Shining Flame Amarr Empire
1065
|
Posted - 2013.10.04 08:03:00 -
[5] - Quote
Hold on...DAMAGE MODS ARE VH SLOTS!? WTFdoes madrugar get plates AND damage mods. The caldari are supposed to be the glass cannons - not gallente. What are caldari supposed to do with 2 low slots and no PG!? Put armor plates on? We can't use them.for nitrous. We can't use scanners. All we can do is use it for extra ammo, expansions, and armor modules- none of which we need. Seriously rethink this. Gallente are once again able to to everything. Having 3 damage loss doesn't mean a thing if aadruvar can have 2 AND reppers, hardeners, and plates. Lol. Change that please it would be perfectly fine if they were low slots so caldari tanks get better DPS but no- we don't. I guess I'll just stack 3 damage amps, a plate, and a passive rep BC I'm not allowed to do anything else now. I can't believe I missed that! Stop hating on caldari tanks! If we don't get d mpds in the low slots Gwe will never leave the redline BC we don't have the tank to be able to survive out there. It'll just be 3000 DMG particle cannons camping from mountains through 1.6 and onward just like we have now....except worse. Everything else looked great, honestly, but without that, we wil still be screwed. I only specced maddies BC they were obvi better like a.lot of other chrome shield tankers. Just make damage mods low and we will be fine and armor and shields will be balanced again. |
CharCharOdell
Shining Flame Amarr Empire
1069
|
Posted - 2013.10.04 21:58:00 -
[6] - Quote
Damage mods need to be VH Ammo cache needs to be VL
Because masrugars have blasters and only get 600 rounds they fire at over 700RPM Gunlogis have missiles and rails which need super high damage to be able to break through madrugar armor at range, while also having their own jardeners. I'm gonna go make some spreadsheeets tonight and see which has a better DPS/EHP/RESISTANCE ratio. |
CharCharOdell
Shining Flame Amarr Empire
1069
|
Posted - 2013.10.04 22:00:00 -
[7] - Quote
crazy space 1 wrote:why can't we just have tech 1 and tch 2 of everything?
with a special nerfed set of militia gear that can be used without skill points
Instead of buying new tanks and weapons as you level up the leveling up of skills is what makes guns better.
Seriously CCP, why have M/A/P of weapons and infanty suits BUT NOT TANKS AND DROPSHIPS
PICK ONE SYSTEM
You are trying to balance infantry with a tiered system and the damage they deal to a non-tiered vehicle system...
The source of all vehicle/av problems. Hopefully, they remove adv and pro av since tanks are losing all their slots. |
CharCharOdell
Shining Flame Amarr Empire
1073
|
Posted - 2013.10.06 17:10:00 -
[8] - Quote
I made a radar graph of how all turrets with lvl 5 in all turret-related skill will compare to eachother. The math was as such: 3 turrets have three different values. A (smallest), B (middle), C (largest). A was divided by C, B was divided by C, and C became 1.0- this gives us an easy to read comparision between all turrets and I am happy to say the railguns got a good buff (new rail is like a compressed particle cannon with a damage mod and a 40% heat reduction)- missiles now have the highest DPS of any weapon in the game, but they have a tiny blast radius. Blasters seem to have been nerfed, compared to the other, and in their AI effectiveness, but will still own almost as much as they do, now. Blaster maddy kills everything with 60m, missile gunlogi kills blaster maddy between 80m and 250m. gunlogi glass cannon kills everything between 250 and 600m that forgot to turn its hardeners on in no less than 3 shots (did the math, it's true), but rail maddy kills a gunlogi that misses a single shot, and a missle maddy wont exist because it will get owned by everything with a rail (long reload), any shield tank, and a blaster maddy at short range. it simply cant take advantage of it's potentially ridiculous DPS without dmods which it wont be able to fit and keep its OP hardeners (key to the madrugar, here). However, it won't do terrible against a railgun maddy if it manages to hit most of its missiles.
The odd factor here is that without hardeners on, tanks will be weaker than they are now (i doint forsee many gunlogis with more than 3k shields or maddies with over 5.2k armor. but double hardener gunlogis will have a 105% resistance (or 95%???) resistance to explosives, and every other damage type will be laughable (except lasers which dont exist for turrets or AV) however, 1 armor hardener is much better than 2 carapce hardeners we have now, so even though we have less slots, madrugars wont need PG expansions (dont need that slot now) and gunlogis wont need CPU upgrades (not that we did, but madrugars will often have to use those to make use of their second high slot). gunlogis will actually have enough pg to tank themselves with 2 hardeners and a heavy booster without a pg upgrade, and they could even stack 2 damage mods, a heavy booster, and a light plate and repper, while still functioning. the combinations of tanks will be much more than before. we did not get nerfed- we got a buff if you learn how tanks function both on paper and in the field.
For the infantry: you won't see one tank camping an objective and never retreating, anymore- it is impossible. if they stay beyond how long their hardeners last, 2-3 av grenades will kill them (or swarms a single forge gun [shields only]) and an armor tank with complex 120's and a complex heavy rep will take 40 seconds to rep back to full armor. Shields will generally take between 15 and 23 depending on the skill in regen and total extenders- or 3.5 seconds if they have a booster. AV will need to learn how ambush tanks on the way OUT instead of pushing them off the objective as the purpose of killing them. honestly, no amount of swarm launchers or av grenads will take out a gunlogi with 2 hardeners and a booster....ever. the infantry he is with will kill you by the time u bring him down to 70% shields. but if he is smart he'll only stick around for 12 seconds, then run away with 12 seconds. if you set up ambushes at where he will be at 24th second, it'll be easier to kill him than it is to kill an unfitted sica, right now.
Armor tanks will be a little trickier, though, because their hardeners last longer- however, they can only stack one. expect these guys to be more like their gallente dropsuit counterparts and be used as shock troops with 1000 HP and a duvolle. they'll kill everything they see in the first wave, but if they stick around long enough, they'll get killed by bug bites. Also, if they stick around too long and then retreat, u can chase them into their redline where they will try to rep, as the will only be at 25% armor (from 1%) in 10 seconds with the best repper. so having people standing by to whittle them away while they are attacking AND another party to keep poking at them while they leave will be key...gunlogis will just blow up after their hardeners turn off. lol (gunlogis are skirmishers with invicibility mods and self-injecting wirykomi nanite injectors)
Here is the radar graph, btw: https://scontent-a-sjc.xx.fbcdn.net/hphotos-prn2/1186310_10151899320333934_866490382_n.jpg |
CharCharOdell
Shining Flame Amarr Empire
1078
|
Posted - 2013.10.07 01:19:00 -
[9] - Quote
Keri Starlight wrote:CharCharOdell wrote:I made a radar graph of how all turrets with lvl 5 in all turret-related skill will compare to eachother. The math was as such: 3 turrets have three different values. A (smallest), B (middle), C (largest). A was divided by C, B was divided by C, and C became 1.0- this gives us an easy to read comparision between all turrets and I am happy to say the railguns got a good buff (new rail is like a compressed particle cannon with a damage mod and a 40% heat reduction)- missiles now have the highest DPS of any weapon in the game, but they have a tiny blast radius. Blasters seem to have been nerfed, compared to the other, and in their AI effectiveness, but will still own almost as much as they do, now. Blaster maddy kills everything with 60m, missile gunlogi kills blaster maddy between 80m and 250m. gunlogi glass cannon kills everything between 250 and 600m that forgot to turn its hardeners on in no less than 3 shots (did the math, it's true), but rail maddy kills a gunlogi that misses a single shot, and a missle maddy wont exist because it will get owned by everything with a rail (long reload), any shield tank, and a blaster maddy at short range. it simply cant take advantage of it's potentially ridiculous DPS without dmods which it wont be able to fit and keep its OP hardeners (key to the madrugar, here). However, it won't do terrible against a railgun maddy if it manages to hit most of its missiles. The odd factor here is that without hardeners on, tanks will be weaker than they are now (i doint forsee many gunlogis with more than 3k shields or maddies with over 5.2k armor. but double hardener gunlogis will have a 105% resistance (or 95%???) resistance to explosives, and every other damage type will be laughable (except lasers which dont exist for turrets or AV) however, 1 armor hardener is much better than 2 carapce hardeners we have now, so even though we have less slots, madrugars wont need PG expansions (dont need that slot now) and gunlogis wont need CPU upgrades (not that we did, but madrugars will often have to use those to make use of their second high slot). gunlogis will actually have enough pg to tank themselves with 2 hardeners and a heavy booster without a pg upgrade, and they could even stack 2 damage mods, a heavy booster, and a light plate and repper, while still functioning. the combinations of tanks will be much more than before. we did not get nerfed- we got a buff if you learn how tanks function both on paper and in the field. For the infantry: you won't see one tank camping an objective and never retreating, anymore- it is impossible. if they stay beyond how long their hardeners last, 2-3 av grenades will kill them (or swarms a single forge gun [shields only]) and an armor tank with complex 120's and a complex heavy rep will take 40 seconds to rep back to full armor. Shields will generally take between 15 and 23 depending on the skill in regen and total extenders- or 3.5 seconds if they have a booster. AV will need to learn how ambush tanks on the way OUT instead of pushing them off the objective as the purpose of killing them. honestly, no amount of swarm launchers or av grenads will take out a gunlogi with 2 hardeners and a booster....ever. the infantry he is with will kill you by the time u bring him down to 70% shields. but if he is smart he'll only stick around for 12 seconds, then run away with 12 seconds. if you set up ambushes at where he will be at 24th second, it'll be easier to kill him than it is to kill an unfitted sica, right now. Armor tanks will be a little trickier, though, because their hardeners last longer- however, they can only stack one. expect these guys to be more like their gallente dropsuit counterparts and be used as shock troops with 1000 HP and a duvolle. they'll kill everything they see in the first wave, but if they stick around long enough, they'll get killed by bug bites. Also, if they stick around too long and then retreat, u can chase them into their redline where they will try to rep, as the will only be at 25% armor (from 1%) in 10 seconds with the best repper. so having people standing by to whittle them away while they are attacking AND another party to keep poking at them while they leave will be key...gunlogis will just blow up after their hardeners turn off. lol (gunlogis are skirmishers with invicibility mods and self-injecting wirykomi nanite injectors) Here is the radar graph, btw: https://scontent-a-sjc.xx.fbcdn.net/hphotos-prn2/1186310_10151899320333934_866490382_n.jpg Detailed post and comprehensive opinions. However, I feel like the limited HP ceiling and the lack of passive resistance will cause a massive amount of tanks to be destroyed by sudden and unexpected long range AV attacks (or railgun strikes either) without any possibility for the pilot to react fast enough. I predict much more raging among tankers... EDIT: The map design in this game won't help, since the wide open areas are huge and vehicles are exposed 90% of the time. Sometimes you just want to retreat, but there is no place to hide. Not to mention that tanks will be slower, I guess. Is this confirmed?
no, it will be a good thing bc it'll restore the parity between armor and shield tanks. also it'll make only the smart tankers any good, which is what i want.
still gotta see the AV tho. |
CharCharOdell
Shining Flame Amarr Empire
1191
|
Posted - 2013.10.21 04:39:00 -
[10] - Quote
Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please.
lol. speed tanking with swarms is impossible. unless swarms get a huge speed/tracking nerf, it will never happen. |
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