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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Godin Thekiller
Hellstorm Inc League of Infamy
1036
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Posted - 2013.10.02 19:51:00 -
[1] - Quote
DUST Fiend wrote:The Attorney General wrote:As long as proto AV is out there, these tanks, from the stats will be even bigger coffins than the current batch. Thankfully they aren't making us beta test this stuff since we've officially released. Don't get me wrong, I'm glad they're addressing it, but I'm getting kind of pissed with this whole ******* process. How the **** am I supposed to decide where I want to put my SP when things change so drastically like this? I mean, to the point where many vehicles have now been removed, with the promise that they'll be back soon....hmm...I seem to remember a tank that was taken out to come back "soon"....
I remember two of them...... |
Godin Thekiller
Hellstorm Inc League of Infamy
1036
|
Posted - 2013.10.02 20:39:00 -
[2] - Quote
Problems with this-
1: The module layout needs to be put back, and a CPU/PG buff needs to come along with it
2: The turrets getting no better as the tiers go up, but costing more makes no sense. You're charging me for a name? witf? I assume that is just a bug, and you're fixing it.
3: What changes are their to AV weapons? (could affect the module layout rebuff)
4: That speed makes no sense. 2400 what? meters per hour can't be it, as that's 24 kilo. an hour. minutes makes sense, but I'm not sure.
Otherwise, the modules look decent. The skills modifiers might be too high, but we'll just have to see. Other than the few (major) problems, This might work out.
(note: How you worded the gallente and Caldari vehicles, it seems as though it should be rather the Winmatar and Amarr vehicles. Are you just going off those or something?) |
Godin Thekiller
Hellstorm Inc League of Infamy
1051
|
Posted - 2013.10.03 21:06:00 -
[3] - Quote
Anoko Destrolock wrote:Winsaucerer wrote:Uravm0d groundforce wrote:
...Seriously the way to make vehicles fun is to make it profitable and with the info provided I would say they would have to cost the same as a drop suit.
Thats my verdict.
Yep. What I think should be considered: * Reduce cost by a lot * Make tanks easier to kill by just a little bit This way, you can afford to lose a tank maybe once or twice a battle, but they also don't dominate so much. The main issue with tanks is that they're quite hard to kill, and can kill a lot -- so infantry think they're too strong. However, one tank costs multiple battles worth of ISK, so tankers think they're too weak, because one loss means a few battles of earning that isk back. You can change a lot of people's expectations by reducing their power on the battle field by just a little, and reducing their cost by a whole lot, so that losing one or two in a battle isn't a problem. I also think that CCP needs to eat less vegetables and more dessert. I am seriously wondering if the better thing is to just keep introducing new stuff, and balance while you go, rather than removing content and balancing the core. Each new thing in the game can significantly affect the balance of a whole range of things. So even if you succeed at balancing the core, that may not mean much at all once you throw new things in the mix. Put it all out there, let the chips (so to speak) fall where they may, and then balance. Put all the pieces you can in as scaffolding, then build up around that. Dust 514 needs more dessert. Also, please capacitors like EVE. That sounds great. Caveat: I have not given these suggestions a great deal of thought. CCP should hire you dude. This has been the case since beta....... yet CCP ignores the actual problem when trying to solve it..... Time to go back to Step 1: Identify the problem: TANKS COST TOO MUCH and are hard for non-coordinated newbie players to kill
Why is it that pilots are supposed to be really easy to kill. We design our vehicles NOT to be killed with our modules. |
Godin Thekiller
Hellstorm Inc League of Infamy
1062
|
Posted - 2013.10.03 23:35:00 -
[4] - Quote
Well then, vehicle to vehicle:
Gallente and Caldari speeds needs rebuffing to the speeds we got now, but with Caldari in the 80's instead of the 70's, and the Gallente in the 90's instead of in the 100's, and then make the 120mm plates reduce speed by 10%. Also, we need to see the blaster damage. Lastly, if we're supposed to fit the STD modules on these hulls, and then put the ADV and PROTO modules on a higher hull, keep as is. Otherwise, buff the CPU/PG on the hulls. |
Godin Thekiller
Hellstorm Inc League of Infamy
1063
|
Posted - 2013.10.04 01:33:00 -
[5] - Quote
Bartimaeus of Achura wrote:I believe the shield tanks shield should be boosted a little bit... why? because sadly it doesn't follow caldari type vehicles if I wanted a hit-and-run vehicle I would be pushing for a minimatar tank. minmatar wrote:Minmatar ship designs typically emphasize speed and firepower, combining agile ship designs with projectile weapon armaments. While the preferred weapon systems of the Minmatar are autocannons or artillery, they make a virtue of versatility and many of their vessels use missiles or drones as secondary weapons. Similarly, the Minmatar take a balanced approach to defense with their ships often being capable of adopting either shield- or armor-based defensive setups. This flexibility makes the Minmatar an unpredictable foe, while their classical tactics of striking fast and hard continue to define their approach to space warfare. caldari wrote:The spaceship design philosophy of the Caldari State has been shaped by their secessionist war with the Gallente Federation and the internecine and subtle warfare that has at times broken out between the Caldari Megacorporations. The result has been an emphasis on technological excellence and efficient designs aimed at multiplying the power of relatively small fleets. Caldari ship designs are strongly geared towards shield-based defense and use either missile or railgun weapon systems. The Caldari space combat doctrines also emphasize powerful electronic warfare systems and their fleets use a number of designs, from frigates to battleships, that are specially optimized for ECM. The ideal for a Caldari fleet commander is to neutralize his opponent with a blanket of electronic warfare while the missile carriers and railgun boats eliminate the enemy one by one. Now by This I would think we need to revamp shield tanks all together. look at the bottom of the page to see the source.
I like this guy |
Godin Thekiller
Hellstorm Inc League of Infamy
1187
|
Posted - 2013.10.15 08:07:00 -
[6] - Quote
Xak Arji wrote:KalOfTheRathi wrote:Harpyja wrote: -- snip -- Don't expect an increase blast radius for explosive missiles, @Harpyia. They used to have larger radius in Beta. It decimated infantry and there were oceans of QQ on these forums. The blast radius got the Nerf down to what you have today. If full auto hammers infantry, expect another Nerf. God forbit a tank is effective against infantry. The damn thing costs nearly 10x the average suit costs, go figure they didn't say a thing about that changing...
My PROTO AV fit costs over 15x less than my usual Maddy fit..... |
Godin Thekiller
Hellstorm Inc League of Infamy
1506
|
Posted - 2013.11.12 04:40:00 -
[7] - Quote
Just to keep anything bad from happening, I'm making this.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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