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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Takahiro Kashuken
Red Star. EoN.
1278
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Posted - 2013.10.03 15:23:00 -
[1] - Quote
I saw the picture and spreadsheets and i facepalmed in disbelief at 1st, it does look like 1 massive gutting of all vehicles and nerfs to boot at a quick glance
You have to look deeper into the details to get the full view but to get the full view WE NEED TO KNOW THE AV CHANGES ALSO
Onto the bad points
Out of 52 skills 20 are useless and unlock stuff We have lost skills such as 5% per level for CPU, resistance skill for vehicle core upgrades We have lost modules, passive resistance modules, power diagnostic modules, 180plates, Damage control units and all types of various turrets We have lost vehicles, Logi LAV/DS/ADS but lolenforcers needed to go anyways We have lost slots on LAV/HAVs
Onto the Good points
Base CPU/PG is up for all vehicles Base HP values are up for all vehicles Adv/Proto mods Increased shield recharge rate Turret improvements ie Large missiles full auto Removal of turrets Improved DS
Shield tanks now have a 1 time boost of 2k but a long cooldown and also high passive recharge where as armor now have constant recharge but its low
Tanks vs tank with each tank having a booster/repper extender/plate and 1 resistance mod with level 5 support skills and each using a turret for the tank, ie shield missile and armor blaster then taking into account relod times and optimal range its going to turn it upside down but thats only tank vs tank not including AV and also the engament time is shorter than now due to cooldowns
On IRC they have said they are looking into collision because right now my armor tank can whack any shield tank and either take of anything from 1k to popping it via ramming so if raming is still in bye bye shield tank, if not shield can survive longer
Also they are looking at passive recharge rate for shield that cannot be stopped by an AR scrub, ie they have to do a certain amount of damage after resistance has been accounted for before it stops recharging, this means that only installation/turrets/AV and tanks will stop this
The lack of slots is worrying for HAV, it seems that they cannot make the fitting screen have more than 5 slots, we dont even have rigs either and i dont think it will happen
DS should be alot better tbh
Also once again AV numbers we need to see them because currently all we have is comparision with proto AV right now and the current trend of nerfing vehicles and buffing AV
This is a complete change and turning everything upside down for vehicles, the same needs to be said and done about AV
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Takahiro Kashuken
Red Star. EoN.
1280
|
Posted - 2013.10.04 13:01:00 -
[2] - Quote
Aeon Amadi wrote:CharCharOdell wrote: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. Now, vehicles might have some differences but at no point were either of them -ever- glass cannons and considering that there are no damage mods for vehicles and almost all vehicle mods are in the low slots I have no idea where you're getting this from.
What you yapping about?
No dmg mods for vehicles? can you read?
Damage amplifiers they are called in the picture
They have been changed from vehicle low to vehicle high slots this i assume is to be more in line with dropsuits but its opposite in EVE
Thing is tho now maddys are slower with plates but can whack on a speed boost and 1 DMG mod to make it up, shield on the other hand should be faster and can also carry an ammo box but would have to sacrifice tank for speed and dmg like maddys do now
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Takahiro Kashuken
Red Star. EoN.
1280
|
Posted - 2013.10.04 14:27:00 -
[3] - Quote
Aeon Amadi wrote:Takahiro Kashuken wrote:Aeon Amadi wrote:CharCharOdell wrote: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. Now, vehicles might have some differences but at no point were either of them -ever- glass cannons and considering that there are no damage mods for vehicles and almost all vehicle mods are in the low slots I have no idea where you're getting this from. What you yapping about? No dmg mods for vehicles? can you read? Damage amplifiers they are called in the picture They have been changed from vehicle low to vehicle high slots this i assume is to be more in line with dropsuits but its opposite in EVE Thing is tho now maddys are slower with plates but can whack on a speed boost and 1 DMG mod to make it up, shield on the other hand should be faster and can also carry an ammo box but would have to sacrifice tank for speed and dmg like maddys do now I was speaking currently. Lose the snarky comments, you're not impressing anyone here. This makes sense, Caldari's being about range and considering you're not going to be putting a Blaster on a Gunnlogi I don't see what the problem is. Missiles/Rails shouldn't require speed, they require precision - this also goes with the fact that Shield Tanks are going to have a better ability to passive tank while Armor Tanks have a better active.
In the changes armor tanks are no longer active with the rep at least, its passive the only thing which is active is the hardner
Shield on the otherhand have passive shield regen and a 1 time active booster of about 2k along with active hardner
Call on range a maddy with rail would beat a logi on rail due to maddy fitting dmg mods but with how the dmg are being CPU intensive it may not be a vaild fit without sacrificing something like tank so while it dishes out more damage it could be weaker as a consequence but remember the 2k booster and hardner running while armor is passive rep
Its all speculation atm with trial fits when it arrives, all these numbers are placeholders atm |
Takahiro Kashuken
Red Star. EoN.
1281
|
Posted - 2013.10.05 11:40:00 -
[4] - Quote
CharCharOdell wrote: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.
They are VH and VL according to the pic |
Takahiro Kashuken
Red Star. EoN.
1282
|
Posted - 2013.10.06 12:17:00 -
[5] - Quote
Skihids wrote:Takahiro Kashuken wrote:CharCharOdell wrote: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. They are VH and VL according to the pic How can either option work when shield tanking and armor tanking rely upon opposite slots? Any choice is going to favor one mode over another.
Only way it can work and benefit either tank is by either giving vehicles rig slots like in EVE or equipment slots like infantry have for support mods
Either way infantry wouldnt like that because it gives vehicle users flexability |
Takahiro Kashuken
Red Star. EoN.
1285
|
Posted - 2013.10.07 10:45:00 -
[6] - Quote
CharCharOdell wrote:Keri Starlight wrote:
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.
Hes right
Rail could be king again, i expect it to be king with range anyways but if it hits you with no hardners on you get popped before you know whats happening
If it comes to this rail tanks will be in all matches trying to pick off ppl, 2k damage from 600m how can you close the gap in a blaster or missile? by time you have done your hardners could be off and you die in2-3 shots not accounting AV chasing your ass around like they do now
Add in 400m locking swarms and PG you can get hit easily before you even get to your objective
If tanks are weaker with no hardners on they will die before they reach the objective either by rail or AV spammed from the redline or towers
Take PC matches, maybe tanks could make a difference but i doubt it and if swarms/FG still have the long range capabilitys then tanks will be worse off
Even if you survive and see the AV or rail tank and activate your stuff to survive you are then ****** afterwards
The sizes of the maps are massive, AV currently follows you and can cover the maps we have now, how would a tank like this survive going across 5km map?
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Takahiro Kashuken
Red Star. EoN.
1287
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Posted - 2013.10.07 11:05:00 -
[7] - Quote
Spkr4theDead wrote:Takahiro Kashuken wrote:CharCharOdell wrote:Keri Starlight wrote:
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. Hes right Rail could be king again, i expect it to be king with range anyways but if it hits you with no hardners on you get popped before you know whats happening If it comes to this rail tanks will be in all matches trying to pick off ppl, 2k damage from 600m how can you close the gap in a blaster or missile? by time you have done your hardners could be off and you die in2-3 shots not accounting AV chasing your ass around like they do now Add in 400m locking swarms and PG you can get hit easily before you even get to your objective If tanks are weaker with no hardners on they will die before they reach the objective either by rail or AV spammed from the redline or towers Take PC matches, maybe tanks could make a difference but i doubt it and if swarms/FG still have the long range capabilitys then tanks will be worse off Even if you survive and see the AV or rail tank and activate your stuff to survive you are then ****** afterwards The sizes of the maps are massive, AV currently follows you and can cover the maps we have now, how would a tank like this survive going across 5km map? 5km? Furthest objective I've seen is still less than 700m away.
5km by 5km district
Eventually all that red area they will want us to use at some point but that will take time
But even now blaster/missile cannot shoot more than 300m, rail is 600m with new stats and AV yet to see, but assume swarms and FG still have 300m range minimum, it means hitting the redline rail tank is a ***** to get to since you have to get through the AV nade spamming infantry if it still exists
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Takahiro Kashuken
Red Star. EoN.
1293
|
Posted - 2013.10.08 10:40:00 -
[8] - Quote
Jakobi Wan wrote:Spkr4theDead wrote:Xaviah Reaper wrote:love how the best possible tank railgun turret doesn't even do half what a breach proto forge gun does? will that be fixed? Probably not, because infantry wants a counter to tanks that can destroy them in one shot. Hardly a fair fight. ....its completely fair, don't feel so bad tanks cost so much, its a reality of the game and that's never gonna change..
Infantry player says its fair lol
AV is getting a complete overhaul to boot and now that Rails have ammo meaning we get more power
Dont be suprised if all variations of AV are stripped away just like they did with the turrets |
Takahiro Kashuken
Red Star. EoN.
1294
|
Posted - 2013.10.08 14:24:00 -
[9] - Quote
toasterwaffles wrote:3 questions, what happens when you run out of ammo.
What about the assault and logi dropships, I didn't see them in the charts.
Will there be no more turret diversity (fragmented accelerated cycled)
1. Either carry a ammo resupply mod on your tank or go look for a depot, if depot is up stairs pray that you have one in your redline
2. They are being removed
3. Not atm, they took them out and just scaled back to the basic turrets, i bet this is to test them out before they add any more turret variations |
Takahiro Kashuken
Red Star. EoN.
1297
|
Posted - 2013.10.08 16:48:00 -
[10] - Quote
75MPH LandShark wrote:Are they going to address the issue with Logistic LAV's (Any vehicle like Tanks and dropships) fitted with support modules, Shield Repp'ers, Armor Repp'ers. Where they took away the health bars (Shield, and armor) from the drivers/Pilots view.
Is it the intention to not have any form of vehicle support, thus relegating logistic LAV's to transport and "murder Taxi" Rolls only?
No longer able to support other vehicles such as tank support or troop support rolls. Being one of the few support specialist My roll on the battle field for tanks in my squad was eliminated from the patch prior to this one because of not being able to see any information in regards to friendly units and their current health status.
As a last statement.. (the short of it) My roll on the battle field was very clear and decisive in combat. I supported tanks, though i didn't get WP or ISK (That was taken away back in BETA). I kept my squads tanks alive in one on one, and one Vs Two Tank battles. By eliminating the health bars (Shields and Armor) from the drivers view of the Logistic LAV's, CCP in one shot eliminated my support roll and the ability to support Tanks. I am now completely and grudgingly relegated as a Murder Taxi function (Running troops over). was that the intention? By having Repp'er modules on vehic's i thought the intention was "support" rolls where valid choices in the game. Now they are not.
Can we simply have the Health bars back for LAV drivers please, if anything at least for friendly Units. I could care less about enemy units, I don't support them. However if it means getting them both back, that would be great and would put me back in business as a support roll specialist.
Most likely no
They are being removed so i dont see them fixing it, maybe fixed when reintroduced but by then it will be 2015 and they will have forgot about that problem |
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Takahiro Kashuken
Red Star. EoN.
1302
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Posted - 2013.10.09 13:17:00 -
[11] - Quote
Sunara Detra wrote:So will we be getting reimbursed for the logisics and assault?
Should do
But a full respec is in order since the entire Vehicle and i hope AV skill tree is changing
Many will want to leave and change roles |
Takahiro Kashuken
Red Star. EoN.
1312
|
Posted - 2013.10.10 14:42:00 -
[12] - Quote
Caeli SineDeo wrote:My big questions here are how exactly do the new armor repair and shield boosters work.
Currently their is no info on the armor repair run time or cool down time. Are they pulsing every second or every 3 seconds? Means you have no cool down time or run time shown does this mean you can have them running 24/7. If that is so does damage cause them to kick off?
Now for shield boosters. When you turned them on is it a single dump of HP with a single pulse? Then they go into cooldown? From what I see this is what they are. Or do they have a few pulses to give HP?
Armor is passive rep like the armor suit reps
Booster i think is 1 pulse 1 lump some of shield |
Takahiro Kashuken
Red Star. EoN.
1355
|
Posted - 2013.10.14 14:32:00 -
[13] - Quote
Harpyja 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. 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.
Put it this way
Grenades and MD have a bigger splash radius and thats a handheld weapon
WE ARE FIRING MISSILES
If i have to go full auto and fire 12 missiles just to kill one guy then its broken when it takes like only 2/3 shots with an MD or just 1 nade |
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