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ladwar
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Posted - 2013.10.02 23:35:00 -
[1] - Quote
xp3ll3d dust wrote:My favourite change: They simplified armor plates to Basic / Enhanced / Complex. Makes it much easier now. my "favourite" change: no more PG mods so shields are royally in trouble with everything. wait i mean most hated. |
ladwar
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Posted - 2013.10.02 23:59:00 -
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gbghg wrote:PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. no they are not. aferburners = dropships nitros boost = ground vehicles nitros CRU= CRU
you need to take a second look. they are gone as the enforcers, LLAV, SLAV, ADS, logi DS
GONE, forever! |
ladwar
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Posted - 2013.10.03 00:23:00 -
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gbghg wrote:ladwar wrote:gbghg wrote:PG mods are there, look beneath scanning mods on the list, also i spent some time this evening using the released numbers to throw together a couple of myron fits, i see two main areas of concern where the fitting system is, the number of modules available and their resource costs, and the resource cost of turrets. at a minimum small turrets are taking up around 250PG with maxed fitting skills, now given that dropships such as the myron only have 725PG it absolutely murders the tanking ability of the vehicle, i'd estimate that the EHP loss between a fit with no turrets and one with turrets could go up to 1000EHP easily, we essentially see a situation where you can prioritize tank over offensive capability and passenger capacity, since seats are tied to turret. i have to say that i think a reduction to the pg/cpu costs of turrets should be reduced.
the other issue i see is the lack of low cost modules, from my fitting attempts i kept running into the same situation, i would end up with not enough CPU/PG to fit modules and empty slots, sometimes 2 lows, sometimes 1 low, 1 high, right now we have things like energized plating and shield amps to fill the useful low cost niche, the removal of them will be felt, we need something to fill that niche before long otherwise slots are going to waste. no they are not. aferburners = dropships nitros boost = ground vehicles nitros CRU= CRU you need to take a second look. they are gone as the enforcers, LLAV, SLAV, ADS, logi DS GONE, forever! if its not on the chart it didn't make the cut... CPU mods did but who needs them on vehicles really, never ran into that issue. PG mods = powergrid upgrades they're in the scanner section for some reason, go take another look, the complex provides a 1.2 bonus which im assuming means a 20% PG bonus, would be nice if a dev could confirm that though. also am i the only one who noticed one of the most intriguing and possibly most important sentences in the entire thread? Quote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) wow.. i just seen they are in scanners not under them, thanks
and no people been ask if small arms will stop it, which would be insane. |
ladwar
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Posted - 2013.10.03 00:49:00 -
[4] - Quote
for everyone wanting to know the RoF for blasters its 857 for smalls and 428 for large nothing change in RoF |
ladwar
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Posted - 2013.10.03 01:18:00 -
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Hexen Trickster wrote:SteelDark Knight wrote:Hexen Trickster wrote:I... i.... i just noticed the large missile launcher changes
is.. is it true. they are no longer burst but non stop hail of explosive goodness
Im going to need a new pair of pants after reading this. I forgive you for removing enforcers that i skilled into. and LLAV's. My proto missile launcher is going to have much much fun It sounds good but, I think the limited clip, ammo, and what looks like a 10 (7.5 after skills) second reload time may limit it somewhat. However, the ALPHA damage looks like it may be extreme. If I'm reading this right with direct hit damage you could put up 6000 damage in less than 2 seconds? Lets get some horrid math shall we for proto because thats what id be using 539.5 damage now im using a 10% damage booster becuase i can so about 593.45 damage a ROF of 1 shot per .15 of a second but i have 5% reduction in that so .1475 Thats 4 shots a second ( i think or its 6) so about 2414 DPS Impressive. for some reason my internet spaceship can only do ~700 CCP can i fit a gunlogi on my raven instead of torp launchers i just did some math and w/o resistance and using the new damage amps you get a DPS of 4,675 using a proto large missile turret. that is just wow... the amps give 1.3 for 20 seconds btw and you get 6.7 rounds per second about |
ladwar
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Posted - 2013.10.03 04:49:00 -
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Bojo The Mighty wrote:Grimmiers wrote:Can you guys give some insight on to how the vehicle vs vehicle combat is going instead of just posting spreadsheets? I was hoping for Small blaster vs LAV to be similar to a Large Blaster vs an HAV. If it's this way any nerf or removal of higher tier av equipment would make vehicle battles a lot more interesting and more importantly useful. OK so a basic small blaster does 357 damage at 14 shots per second. so to take out a Saga basic hull would take 1200/(357*1.1) = Roughly 3 Seconds 900/(357*0.9) = 2.8 Seconds let's just say 3 It would take 6 seconds of sustained small blaster fire to remove an untanked Saga, within 65 meters (optimal range) so at 14 shots per second with a clip size of 120, you only used 84 bullets. That's pretty quick. But that's statistical which never applies in perfection to practice. We all know it's going to take longer than 6 seconds and probably over 1 clip. But hey, I haven't seen any heat sinks or heat stats, so I don't think vehicle turrets will have heat anymore. they have heat values on turrets but heat sinks have been removed |
ladwar
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Posted - 2013.10.03 05:07:00 -
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hm... just been running some number and a fit possible for shields only cost 4mil sp to do. CCP making less sp sinks??? wtf? thanks for pulling everyones leg and give the real charts. |
ladwar
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Posted - 2013.10.03 06:27:00 -
[8] - Quote
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. its best to just remove the rest of the dropships, they are just floating coffins anyways and you both will be happy. |
ladwar
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Posted - 2013.10.03 23:28:00 -
[9] - Quote
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) resistance modules
armor is 60% shield 40% yes or no?
TTK on tank vs tank about 11 second when resistance modules on at proto lvl turrets not counting damage amps. |
ladwar
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Posted - 2013.10.04 00:23:00 -
[10] - Quote
Spkr4theDead wrote:CCP Logibro wrote:As far as partial respecs/refunds for vehicle related stuff goes, they are on the table. No details yet, but that's because we're still discussing how we want to do it. We will let you know when we've decided how it will go down. How could they just be on the table? You're adding in a ton of skills. I understand you don't want respecs for the flavor of the month issue, because we all know when those things get nerfed, everybody that uses it is on the forums crying about it. But as I've said many times before, this is a full and complete change to how vehicles work. Some might want to not tank anymore. Some of us probably will need a couple extra million skill points that we threw into various infantry roles back, so we can fill out our tank skills. between the loss of enforcers assault dropships and logi dropships i'll have enough SP to fill out tank fit. |
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ladwar
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Posted - 2013.10.06 07:38:00 -
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Zat Earthshatter wrote:\
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl. |
ladwar
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Posted - 2013.10.07 02:30:00 -
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IAmDuncanIdaho II wrote:Stopped reading at page 20 so apologies for missing anything that already got addressed.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
helicopter=dropships chinooks=bolas (RDVs) |
ladwar
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Posted - 2013.10.09 17:14:00 -
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IAmDuncanIdaho II wrote:ladwar wrote:IAmDuncanIdaho II wrote:Stopped reading at page 20 so apologies for missing anything that already got addressed.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
helicopter=dropships chinooks=bolas (RDVs) My bad. So what I meant was, I want a variation on dropships that involves rotary blades and the change in flight dynamics that comes with that, and I want to be able to pilot bolas. Anyways, these were just little "I wants" as a helicopter enthusiast and not serious ideas ;-) there would not be a noticeable change other then the ability to maintain height with forward movement since the thruster work similarly to the effect rotary blades on modern helicopters. you want a vert rep jet not a helicopter |
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