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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Harpyja
Royal Uhlans Amarr Empire
604
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Posted - 2013.10.03 02:51:00 -
[1] - Quote
I like the missile changes! 12 missiles per clip, fully automatic, little over a tenth of a second between shots. So, about 1.5 second to dish out over 6000 damage. I don't mind the 7.5s reload time with max skills at all. You'll be dead when I start reloading :D
Why can't these go into 1.6 damnit! Squaaaa!!! |
Harpyja
Royal Uhlans Amarr Empire
604
|
Posted - 2013.10.03 12:41:00 -
[2] - Quote
Hmmm there is once again a useless shield skill: vehicle shield regeneration. If I lose my shield, I'm dead. So why do I want a skill to affect my shield depleted recharge delay. It should maybe affect both recharge delays.
Edit: can you let us know if a stupid AR will stop our shields from recharging? Because that will be realy dumb. "Hey you, shoot that Gunnlogi with your AR so that his shield does not go back up while I reposition for the kill." |
Harpyja
Royal Uhlans Amarr Empire
611
|
Posted - 2013.10.04 23:42:00 -
[3] - Quote
I've seen this pop up earlier and I'm wondering as well: can the armor/shield hardeners get a little clarification? Is the value a damage multiplier? Such that the shield hardener actually becomes 60% damage resistance while the armor hardener is at 40%. If it is like this, then I'm absolutely happy with all of these changes. Otherwise I shall enter rage-mode ... |
Harpyja
Royal Uhlans Amarr Empire
611
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Posted - 2013.10.06 14:00:00 -
[4] - Quote
Monkey MAC wrote:Concerning the active hardener modules,
will 2 be able to activated simultaneously? if yes how will the effects stack?
Because their are some serious pseudo numbers on the shield tank, if I am correct in my calcs!
In chemistry you often measure one variable to better observe the changes in another. Here I will use hardners to create pseudo shield values, instead of calculating av change. The pseudo values better illustrate my point!
If I am correct a single shield hardner provides 60% resistance, all in incoming damage is multiplied by 0.4, now with 2 hardners you instead get,
0.4 +ù 0.35 = 0.14
Which is a 86% resistance, now to see the pseudo values we do this calculation,
1 ++ 0.14 = 7.14
What this means is that adding 86% resistance is equivalent to multiplying health by 7 times, which is a massive amount! This means with 2 hardners the base shield levels of ~2000 become,
2000 +ù 7.14 = 14,280
14,000 is a lot, especially considering av has confirmed to be re balanced! But this value is improved again when you add a Shield booster to the mix. A complex booster restores ~1200 in 1.5 secs, under 2 hardners this becomes,
1,200 +ù 7.14 = 8,568
In both circumstances this is a considerable proportion of the shield tanks health, over 50% of it! Meaning a shield tank will be capable of sustaining nearly 23,000 dmg while its modules are active, this is assuming the shields don't passively regenerate at any time while the modules are active. Furthermore, if the tanker is prepared to spend a little extra time out of battle this only uses a single complex mod, leaving room for better mods in the low slots.
So I am favouring shield tanks this build! Your math is wrong. The true resistance is 1-.4(.6*.87)= ~80%. 1/.2088=4.79. So your EHP is 4.79 times higher instead of your 7x value.
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Harpyja
Royal Uhlans Amarr Empire
611
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Posted - 2013.10.10 12:52:00 -
[5] - Quote
Wow. Quite the post. Almost all 6000 characters used. I don't understand why you are so negative about these changes? Also, it seems like you keep forgetting that AV is getting balanced as well, so stop comparing these changes to current AV.
Can't you see these changes as refreshing and something new? I definitely do, and it makes me excited, especially the large missile and shield booster changes, though my only complaint is that missiles should have a larger blast radius than railguns.
Though you are a closed beta vet (so am I, actually), you do not speak for all of us. Your failure to embrace these changes is simply your own. I find them refreshing, as they will completely redo vehicles as we know them. I was getting tired of the current vehicle gameplay, and I'm sure that you were as well.
Your friendly closed beta vet, Harpyja |
Harpyja
Royal Uhlans Amarr Empire
613
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Posted - 2013.10.11 03:09:00 -
[6] - Quote
Hey CCP,
Any chance large missile blast radius can be increased? It's blast radius is extremely small for an explosive weapon. A kinetic projectile (railgun) should not have a larger "blast" radius than an explosive missile. We also rely mostly on splash to kill infantry. Unless mechanics have changed such that getting direct hits is easier. Note that I don't want to rapid fire half of my clip for the chance of one or two direct hits.
Otherwise, I love all the other changes that are happening. |
Harpyja
Royal Uhlans Amarr Empire
613
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Posted - 2013.10.14 13:17:00 -
[7] - Quote
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. Infantry have always cried about anything that required teamwork or skill. Back then, infantry only cared about their gun game and there was very little AV. Of course tanks will decimate them if there's only a couple of militia AV on the field.
But now the times have changed. Many players have skilled into proto AV. Missiles don't need to be nerfed anymore. Infantry lost the right to their crutch some time ago.
We need large blast radii for our missiles. If we want to bombard at mid range, 1.5m is simply too little. It also makes no sense for a kinetic projectile with no explosives to have a larger "blast" radius.
Full auto won't decimate infantry. A full clip will be use for one, two, or three infantry at most. Then a 7.5s reload (I intend on maxing the reload skill). I do expect infantry to cry how they can't evade 12 missiles fired at them in full auto. |
Harpyja
Royal Uhlans Amarr Empire
626
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Posted - 2013.10.16 04:17:00 -
[8] - Quote
I hope CCP realizes their mistake of making large missiles having a 1.5m blast radius... and bumps it up to 4m |
Harpyja
Royal Uhlans Amarr Empire
633
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Posted - 2013.10.24 05:17:00 -
[9] - Quote
COHLE wrote:Halador Osiris wrote:Will small arms fire prevent shields from recharging? I sure as heck hope not It has been stated that there will be a minimum damage threshold before shields stop recharging, so someone with an AR won't be able to stop the shields from recharging. I just hope that it doesn't take just a few guys with ARs to pass that damage threshold either... |
Harpyja
Royal Uhlans Amarr Empire
746
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Posted - 2013.11.08 20:15:00 -
[10] - Quote
Large missiles need their range buffed to at least 350m.
250m is just too short. I still remember back when missiles had infinite range. I'm not asking for that, but rather being able to bombard from a distance and being able to compete with railgun HAVs.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Royal Uhlans Amarr Empire
752
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Posted - 2013.11.10 16:02:00 -
[11] - Quote
Kilrex n'Drazi wrote:Will vehicle weapon ranges be nerfed to prevent redline spamming? Especially since swarms will no longer be able to reach them. Their effective ranges have been listed. To answer your question, no.
Blasters: 160-ish meters Missiles: 250 meters Railguns: 600 meters
I think missiles need a range buff actually, but we'll see how it plays out in 1.7. I don't see why they shouldn't receive a range buff, as you would need to lead your targets even more than a railgun.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Royal Uhlans Amarr Empire
783
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Posted - 2013.11.17 15:17:00 -
[12] - Quote
TuFar Gon wrote:Are the medium assault vehicles comming soon,,,,what about the hover bikes?? NEED A HOG 4 MY HEAVY. Start a " bike gang " lol,,the "demons of eden " Don't expect them for a while since CCP is literally starting from scratch with vehicles again. At least now vehicles should be much better (in terms of roles) than before based on what I can judge from the released attributes.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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