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Thread Statistics | Show CCP posts - 9 post(s) |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
103
|
Posted - 2013.10.06 10:46:00 -
[481] - Quote
Stopped reading at page 20 so apologies for missing anything that already got addressed.
My two-penneth:
- need a way of adjusting balance on the fly, without code changes. Need to be able to change values any time, that take effect during down-time. Like you do with the war-academy WP threshold. Without test servers or PvE mode to have any chance of trying something out before letting loose on us, your loyal followers, you *have* to be able to tweak values like this.
- optional turrets is a great idea - it adds flexibility via freeing up CPU/PG like you say but surely this means you *add* more seats instead of take them away? That would increase flexibility even more.
- i dont drive, but i dont want this game to die. Pleeeaaase don't continue to promise new content, delay it by months, then tell us there is no new content but you're taking existing stuff away. That's like CCP meta-gaming us as guinea pigs in the biggest troll ever conceived. Read: some remaining drivers will consider quitting, before this even gets released in 1.7+
- with I assume a vehicle SP refund due to changes to skill tree, there's a chance some dedicated drivers aren't gonna spec back into it because you trolled them (see above point). So not only will vehicle balance be redone from the ground up, but there will be less people around capable of comparing it to anything and giving valuable feedback after release
- i know I've only some feedback idea here and the rest is whiny, but it's indicative of the promises made and the harsh reality presented here. Also it isn't obvious at all that AV will be balanced at the same time here (read: remove all advanced and proto AV and change the remaining DPS numbers) - that should be edited into the OP because it's a fundamental part of the same balance, and a glaring omission.
- someone mentioned ECM measures - awesome idea. At the very least, put a blip on my radar showing me where missiles etc. are coming from to give me a chance to use flying skill to evade. or at least know where I should go next. The few times I've gotten into a dropship, I've had no idea what's killed me let alone where it came from. Way too expensive and low TTK to dedicate further to find out. I'm a potential pilot but it's too expensive and too easy to die.
- I want a helicopter
- after you give me my helicopter, I want a chinook that can carry tanks
- all this hypothesising and theory-crafting has made me wanna play DUST again after two weeks of FIFA 14.
*puts on scout suit and flips nova-knives* |
Monkey MAC
killer taxi company General Tso's Alliance
811
|
Posted - 2013.10.06 11:27:00 -
[482] - Quote
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! |
Takahiro Kashuken
Red Star. EoN.
1282
|
Posted - 2013.10.06 12:17:00 -
[483] - 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 |
Harpyja
Royal Uhlans Amarr Empire
611
|
Posted - 2013.10.06 14:00:00 -
[484] - 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.
|
Adelia Lafayette
DUST University Ivy League
355
|
Posted - 2013.10.06 15:44:00 -
[485] - Quote
been trying remote vehicle rep modules lately. please include these too... the module slot size is low making a dedicated support vehicle tight to fit but I would like to see this gameplay element not go away. |
S Park Finner
DUST University Ivy League
311
|
Posted - 2013.10.06 16:36:00 -
[486] - Quote
The Devs have been very good giving us spread sheets with specs for the vehicle changes.
That information would be more useful if we had two additional things...- Examples of how the modules stack and change the characteristics of the vehicle they are attached to.
- Information on what the statistics mean -- including details of the bonus and drawbacks for each module.
While I can understand CCP might want us to discover those things for ourselves, the lack of any reasonable way to test them in game means (to me) that if they really want our input we have to have more of the story about how they work. |
CharCharOdell
Shining Flame Amarr Empire
1073
|
Posted - 2013.10.06 17:10:00 -
[487] - 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 |
Borne Velvalor
BLACK-DRAGON-SOCIETY
3
|
Posted - 2013.10.06 21:23:00 -
[488] - Quote
First off, thanks Zat. I figured you used the militia blasters, as it seemed most logical. Thanks.
---
Again, sorry for another obscenely long post no one will read. I have a tendency to ramble on when it comes to game design. Below are just some observations I've made. Some are similar to previous ones, obviously; I think I enjoy analyzing Dust more than playing it.
---
Well, playing with armor tank load outs a bit more, it seems like the best armor set for a blaster Tank is still Enhanced 120mm Plates, Complex Armor Hardener and an Enhanced Armor Repairer. One of each seems to be the most efficient. Upping the plate quality requires downing everything else, getting more plates sacrifices the repair unit, which, in a moderate length tank battle, will heal as much as another pair of plates would've added (plus you pretty much NEED passive healing), and a Hardener's bonus being multiplicative on the whole thing means it's also required.
I'm not sure how effective running dual-hardeners is. You could also alternate to keep two Enhanced Armor Hardeners up constantly. Shield tanks have much stronger hardeners, so stacking there is probably more effective, considering their extenders are worse than plating while their hardeners are better than armor hardeners.
Based on the DPS chart posted by Zat, a 145 HP repper only heals 20% of the damage done by a Large Blaster turret per second. Obviously, the turret will need to stop firing to prevent itself from overheating, but the worst-case scenario makes it far worse in combat than a hardener with a single repair unit, unless the turret is only hitting you half the time, so multiple of those makes little sense. Plus, while the hardener scales with the damage and absorbs more of the DPS the higher it gets, since it's a percentage, the repair unit only gets worse and worse since it doesn't scale at all.
With a single enhanced repair unit, you can heal the 6450 armor of the Madrugar + Enhanced Plates in 53.75 seconds. Notice that the cooldown of an Enhanced Armor Hardener is 52.5 seconds. It seems to me like they've been designed in synch so that a tank with one hardener, one repair unit and one set of plates, all at the same level, will always finish fully restoring its armor by the time its hardeners are ready to be put up again.
A weapon mod versus a hardener tank will always lose the DPS war. However, a weapon mod tank with a hardener might be worth it against all the hardener junkies. Against a double hardener tank, a hardener + damage mod tank would deal around the same damage as its opponent, right? I haven't done the math, but if so, it could be a good way to counter the inevitable hardener stacking. Whereas the double hardener tank needs to sacrifice either a large chunk of its armor or be completely unable to repair itself, the weapon mod tank only needs to make its hardener take longer to charge and slightly lower its healing capabilities. If that worked out, it would further make the game "all of one thing, or one of everything" due to most mods modifying armor or damage.
Really, one thing that makes this system feel so restricted is the balanced costs. The CPU is the worst bottleneck and all the Armor mods have around the same CPU cost within the same tier. For example, Enhanced 120mm Plating and and Enhanced Armor Repairers both cost 105 and Enhanced Armor Hardeners cost 109. You can't really swap around what types of modules you have to gain better guns, or open up more module slots, without dropping tiers. Thus, it simply becomes a mathematical game of what lasts the longest. And, mathematically, as is common in most games, it seems to be one of each.
Really, there need to be modules that branch out the roles of vehicles. Currently, it feels like Black Ops, where everyone either had to have Juggernaught or Stopping Power. Juggernaught lasted longer against people with nothing, Stopping power killed people faster with nothing while any combination of the two ended in everyone going down at the same rate. That was not customization; that was slot filler. However, even CoD games have skills beyond damage mods that you need to balance. Hardline earns killstreaks (like orbital strikes) faster, Blast Shield/Flak Jacket lowers explosive damage, Last Chance let's you survive a mortal blow, etcetera. These all have unique effects beyond "deal more damage, take less damage." Obviously, Dust 514 is an MMO. However, it has failed to take on the better mechanics of modern day shooters, making it feel like it's just an MMO, beyond customization and management and onto the battlefield.
Hopefully, when new modules are added back in, they will have substantial effects that will make them worth using. It doesn't NEED to be a stat balancing game. I can think of dozens of changes that could be made to make tanks fun, useful and affordable. After this patch, it seems like they'll be a little more enjoyable to use while still maintaining the exact same core functionality and types of loadouts. Tanks are, currently, big battering rams with machine guns on them. They take no damage from normal weapons and die way too quickly to a few grunts with anti-vehicular weaponry. The "balance" is created by a lack of diversity in relationships between players of different types, creating boredom. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
635
|
Posted - 2013.10.06 23:44:00 -
[489] - Quote
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...
|
Borne Velvalor
BLACK-DRAGON-SOCIETY
8
|
Posted - 2013.10.06 23:53:00 -
[490] - Quote
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...
This is an important observation. To use an active hardener effectively and not waste it, you can only activate it when you know you're going to be attacked. This means a rail gun turret from halfway across the map or a few protoswarms will inevitably get through before you can activate hardeners. |
|
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
637
|
Posted - 2013.10.07 00:11:00 -
[491] - Quote
Borne Velvalor 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...
This is an important observation. To use an active hardener effectively and not waste it, you can only activate it when you know you're going to be attacked. This means a rail gun turret from halfway across the map or a few protoswarms will inevitably get through before you can activate hardeners.
Yes, this is exactly what I thought of, I'm quite worried about it.
I really enjoyed your post above as well (under the Char's post), you have some really valid point there.
Too bad we haven't the new AV stats yet, so we can only guess. But obviously railguns will be extremely powerful, so the problem does exist. A Gunnlogi approaching the battlefield will be blown away in 2 shots by an enemy rail tank. I'm not even sure if my reflexes are good enough to jump out of my tank XD
|
Tom Hamp
Subsonic Synthetics
1
|
Posted - 2013.10.07 00:37:00 -
[492] - 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.
they better if they're going to do so. |
Tom Hamp
Subsonic Synthetics
1
|
Posted - 2013.10.07 00:47:00 -
[493] - Quote
Zeylon Rho wrote:As a practical matter, will unused modules/ships/whatever be deactivated while something like this goes live, then turned back on? Or... just refunded straight out?
People might have MLT BPOs for some Module that doesn't exist in this framework for example, would those sit around while this balancing happens and potentially be never added back...?
Also, do you have projected stats for the other races, even if the ships don't exist yet? Like... slot layouts or what-not for Amarr/Minmatar versions of things?
Edit: As to what happens to our old stuff... it's kinda pressing considering you've suggested people "stock up" on MLT BPOs before they're gone and we don't know what will happen to them.
and make sure you add a few extra things to them before you go to battle for heaven sakes!!!!!!!! |
CharCharOdell
Shining Flame Amarr Empire
1078
|
Posted - 2013.10.07 01:19:00 -
[494] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
1864
|
Posted - 2013.10.07 02:30:00 -
[495] - Quote
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) |
Big Burns
Spyders Inc.
8
|
Posted - 2013.10.07 03:35:00 -
[496] - Quote
Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception.
What does "CPM", stand for?
|
Borne Velvalor
BLACK-DRAGON-SOCIETY
16
|
Posted - 2013.10.07 03:45:00 -
[497] - Quote
Big Burns wrote:Kain Spero wrote:I'm really happy to see CCP take the positive steps in allowing the community to provide feedback regarding these changes before they are actually implemented. I hope this will become the norm in the future and not the exception. What does "CPM", stand for? Crowd Control Missives. It's what CCP posts to control the angry riots that occur anytime something is delayed, or screwed up. |
Takahiro Kashuken
Red Star. EoN.
1285
|
Posted - 2013.10.07 10:45:00 -
[498] - 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?
|
Spkr4theDead
International-Fleet
971
|
Posted - 2013.10.07 10:52:00 -
[499] - Quote
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. |
Takahiro Kashuken
Red Star. EoN.
1287
|
Posted - 2013.10.07 11:05:00 -
[500] - 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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The Attorney General
ZionTCD
1192
|
Posted - 2013.10.07 11:18:00 -
[501] - Quote
Spkr4theDead wrote: 5km? Furthest objective I've seen is still less than 700m away.
I think it is a valid observation. If CCP intends to eventually make the maps larger, they need to have a vehicle system in place that facilitates being able to cross ground.
As it stands, given vehicle speeds this is highly unlikely. Having a 30 second on time means you are either unable to retreat for a minute, during which time AV closes with and kills you, or you don't go out in the first place, relegating tanks to the edges of the map, railing into the battle. Fun times.
A lot is riding on if they can make improvements to the rendering, such that rail tanking becomes viable again.
That and telling us what the plan is with remote reps, becuase I really don't want to see on of the notable parts of dust go out of play for quarter or more. |
Spkr4theDead
International-Fleet
971
|
Posted - 2013.10.07 14:45:00 -
[502] - Quote
Takahiro Kashuken wrote: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 Oh, that's what you meant by 5km. |
The-Errorist
Mannar Focused Warfare Gallente Federation
267
|
Posted - 2013.10.08 00:48:00 -
[503] - Quote
I really hate that dropships will not get any WP for people spawning on them. Drop-uplinks get WP for people spawning on them.
Drop-Uplinks Can deploy multiple uplinks at the same time. Cost PG/CPU and an equipment slot to fit
mCRUs Costs lots of PG/CPU Only applied to one location (the vehicle)
Logi Dropships Costs lots more than a drop-uplink Cost a lot more SP to use than a drop-uplink
CCP, why do you hate dropships so much? The 1minute WP commission that's there 1 after transporting 100m thing is not a good replacement for giving WP for people spawning in. What if your dropship is hovering less than 100m over an objective for people to spawn in and capture it? In that scenario the pilot will not get any WP for helping out the team and would need to fly around then stop periodicly to try to get WP.
If you think its a good way to prevent a person from WP farming, that's the wrong way of looking at it. Also its much easier to WP farm with uplinks than a vehicle with a CRU and far less costly. |
Borne Velvalor
BLACK-DRAGON-SOCIETY
28
|
Posted - 2013.10.08 02:12:00 -
[504] - Quote
The-Errorist wrote:I really hate that dropships will not get any WP for people spawning on them. Drop-uplinks get WP for people spawning on them.
Drop-Uplinks Can deploy multiple uplinks at the same time. Cost PG/CPU and an equipment slot to fit
mCRUs Costs lots of PG/CPU Only applied to one location (the vehicle)
Logi Dropships Costs lots more than a drop-uplink Cost a lot more SP to use than a drop-uplink
CCP, why do you hate dropships so much? The 1minute WP commission that's there 1 after transporting 100m thing is not a good replacement for giving WP for people spawning in. What if your dropship is hovering less than 100m over an objective for people to spawn in and capture it? In that scenario the pilot will not get any WP for helping out the team and would need to fly around then stop periodicly to try to get WP.
If you think its a good way to prevent a person from WP farming, that's the wrong way of looking at it. Also its much easier to WP farm with uplinks than a vehicle with a CRU and far less costly.
HAVs have even more problems with them. I used to run a mCRU on a Soma for a (relatively) cheap spawn point and mobile shield with supportive fire. At only around 160k, I could afford to call one in every battle and break even, even if it were blown up. Almost every time a player spawned in the HAV, even though it was a really crappy Militia HAV, they refused to get out. They'd just sit there on the default missile turret shooting at the enemies swarming the objective that I had just flanked, instead of getting out and taking the objective while I supported them.
This brings us to the next problem: capacity. Currently, if you've fitted a mCRU into your Dropship, it's not going to max out. On a LAV/HAV with two seats? Yeah, that sucker is going to max out immediately if it is in a good location. Even if two or three guys get out of the vehicle, after several spawns it will be full and no one will be able to spawn there. Several sounds like a lot, until you realize you could've gotten out of your vehicle for 3 seconds and placed an uplink, get the same amount or more spawns, free up slots/PG/CPU and get WP for doing so. Plus, if you like to have gunners with you in your HAV, the mCRU is LITERALLY useless. It does nothing, ever, in that case.
TL;DR: The mCRU is really a Mobile Gunner Replacement Unit (mGRU), especially for HAVs. This makes it useless. Just TRY to run in a squad doing pub matches with a mCRU. Enjoy as your turrets get filled by blueberries and none of your squad can actually use it to SPAWN. |
IAmDuncanIdaho II
The Southern Legion The Umbra Combine
110
|
Posted - 2013.10.08 08:24:00 -
[505] - Quote
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 ;-) |
Xaviah Reaper
Nyain San EoN.
84
|
Posted - 2013.10.08 08:46:00 -
[506] - Quote
love how the best possible tank railgun turret doesn't even do half what a breach proto forge gun does? will that be fixed? |
Spkr4theDead
International-Fleet
974
|
Posted - 2013.10.08 09:41:00 -
[507] - Quote
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. |
Jakobi Wan
Legions of Infinite Dominion
8
|
Posted - 2013.10.08 10:12:00 -
[508] - Quote
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.. |
Takahiro Kashuken
Red Star. EoN.
1293
|
Posted - 2013.10.08 10:40:00 -
[509] - 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 |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2686
|
Posted - 2013.10.08 12:38:00 -
[510] - Quote
Most of the vehicle skills need passive bonuses added. The tree is incredibly dead-looking and a boring slog-to-unlock without them. |
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