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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Hexen Trickster
Industrial removal service
86
|
Posted - 2013.10.02 14:57:00 -
[91] - Quote
Grimmiers wrote:I have two questions. The ROF for the small blaster is .07 which doesn't make sense to me being used to bullets per minute. Also what are small turrets going to be used for if their damage is capped at 25 for every tier level. I saw that the efficiency rating was bumped up to 60% which is good, but I want to know if lav vs lav using small turrets will still be a laughable fight.
Id assume its how long it takes to cycle 0.07 seconds which funnily enough would be about 514 bullets a minute |
Vrain Matari
ZionTCD
1012
|
Posted - 2013.10.02 14:57:00 -
[92] - Quote
Kevall Longstride 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. I know. With the 1.5 patch notes coming out over a week before it hits and this weeks brfore it hits....... Who are you people and what have you done to the real CCP? The real CCP has finally come to the party. Quality shines through. It's only a beginning though. I've yet to get any response from CCP or CPM re the charter and the current stakeholder status of our CPM. |
Vell0cet
Royal Uhlans Amarr Empire
372
|
Posted - 2013.10.02 14:58:00 -
[93] - Quote
This is a HUGE missed opportunity for adding vehicle capacitors. CCP could reuse code from the stamina system to make it happen, and it makes so-much-more sense to balance around capacitors than long cooldowns. It gives drivers/pilots more freedom and flexibility which should help them perform better. It's easy to manage a single resource than multiple long cooldowns. It still allows for waves of opportunity and is consistent with your stated goals for vehicles. It would lead to more diversity of fittings, which should make the battlefield more interesting. It would appeal to existing EVE players and might draw them into DUST and vice-versa. It would set DUST above every other FPS in the market by having truly rich/deep tactical vehicle combat. It opens the door for so many interesting possibilities later.
There will literally never be a better time to add capacitors. It will only get harder to do later as you balance around long cooldowns timers, and may get so bad that you decide to never implement them because it would require another total rebalance. I beg you to reconsider.
Also, removing slots is stupid. It will result in very little diversity of fitting, making vehicles very similar, predictable and boring as hell. |
Brush Master
HavoK Core RISE of LEGION
885
|
Posted - 2013.10.02 15:03:00 -
[94] - Quote
I major reduction in price of vehicles during these times could certainly help ease the transition. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3232
|
Posted - 2013.10.02 15:07:00 -
[95] - Quote
Spkr4theDead wrote:Aeon Amadi wrote:The Attorney General wrote:RECON BY FIRE wrote:I don't see how you tankers aren't absolutely furious over this.
We all saw this coming. People thought tankers were just being cynical when we said they were going to nerf us again. Here we are, getting nerfed. Good thing these notes came out before I bought some aurum, now I know better. Thanks for saving me money CCP! So instead of whining about it, how about you propose something different? Have you missed a boatload of threads to improve tanks?
I have, because I honestly don't care. CCP has a good concept layed out and they have three months to work on it. If you don't like what they have, say something in this thread since they're asking for feedback. "Improve tanks" is largely opinionated and circumstantial with everyone wanting Tanks to be God Mode like they were when Marauders were around and "improve AV" is largely opinionated and circumstantial with everyone wanting Tanks to be paper thin.
So, do what you want because any time someone throws out an opinion in one of these threads you just spew acid all over the place. Peace, I'm out. |
SteelDark Knight
Imperfects Negative-Feedback
117
|
Posted - 2013.10.02 15:08:00 -
[96] - Quote
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. |
GVGMODE
WorstPlayersEver
65
|
Posted - 2013.10.02 15:10:00 -
[97] - Quote
"Furious"
Armor Tanks (Vice versa) = BAD STD 2 highs and 3 lows
Therefore... ADV 2 highs and 4 lows PRO 2 highs and 5 lows
Active resistance = BAD If CCP meant 60% raw resist added, that is the amount we already get so the damage we currently get will be the same.
Shield and Armor Extenders = BAD It is purely a joke, 120mm plates sure will help you survive when a forge can do 2.6k it will take more or less 3 shots to take a tank down and lets not bring Proto AV nades and swarms. The base EHP is less likely to play a big role since they want modules to be powerful, meaning base EHP will stay the same for adv and proto just like dropsuits.
AV It is not getting nerfed so I must assume it might be stronger, seeing how CCP buffed something that was already strong.
If that is CCP's best aatempt to balance vehicles, I don't know what to say. |
The Attorney General
ZionTCD
1140
|
Posted - 2013.10.02 15:10:00 -
[98] - Quote
Aeon Amadi wrote:
So instead of whining about it, how about you propose something different?
Clearly you haven't been reading for the past four months or so, suggestions have been made, and ignored.
My biggest suggestion was to buff shield tanks to be able to compete with armor, and then tone down AV nades and fix the rendering on swarms. Tanks are not that bad.
Instead, it looks as though we are getting stripped down to basics, with standard suit levels of survivability. There needs to be a concrete plan in place to get us our full spectrum of models ASAP, because fighting proto AV right now can be unpleasant, in these new models it will be much more difficult.
|
The-Errorist
Mannar Focused Warfare Gallente Federation
240
|
Posted - 2013.10.02 15:11:00 -
[99] - Quote
We would like to know if small arms fire would cancel shield recharge, and if a gunner's turret skills will stack with the pilot for small turrets. |
XxWarlordxX97
Ancient Exiles
4657
|
Posted - 2013.10.02 15:12:00 -
[100] - Quote
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
Enforcers are gone but I was saving for one |
|
GVGMODE
WorstPlayersEver
65
|
Posted - 2013.10.02 15:14:00 -
[101] - Quote
The Attorney General wrote:Aeon Amadi wrote:
So instead of whining about it, how about you propose something different?
Clearly you haven't been reading for the past four months or so, suggestions have been made, and ignored. My biggest suggestion was to buff shield tanks to be able to compete with armor, and then tone down AV nades and fix the rendering on swarms. Tanks are not that bad. Instead, it looks as though we are getting stripped down to basics, with standard suit levels of survivability. There needs to be a concrete plan in place to get us our full spectrum of models ASAP, because fighting proto AV right now can be unpleasant, in these new models it will be much more difficult.
I will rather have my tank behind the mountains than wasting so much ISK seeing it blow from left to right. |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 15:15:00 -
[102] - Quote
Oh, and we're getting a PG nerf again. |
Spkr4theDead
International-Fleet
950
|
Posted - 2013.10.02 15:16:00 -
[103] - Quote
Aeon Amadi wrote:Spkr4theDead wrote:Aeon Amadi wrote:The Attorney General wrote:RECON BY FIRE wrote:I don't see how you tankers aren't absolutely furious over this.
We all saw this coming. People thought tankers were just being cynical when we said they were going to nerf us again. Here we are, getting nerfed. Good thing these notes came out before I bought some aurum, now I know better. Thanks for saving me money CCP! So instead of whining about it, how about you propose something different? Have you missed a boatload of threads to improve tanks? I have, because I honestly don't care. CCP has a good concept layed out and they have three months to work on it. If you don't like what they have, say something in this thread since they're asking for feedback. "Improve tanks" is largely opinionated and circumstantial with everyone wanting Tanks to be God Mode like they were when Marauders were around and "improve AV" is largely opinionated and circumstantial with everyone wanting Tanks to be paper thin. So, do what you want because any time someone throws out an opinion in one of these threads you just spew acid all over the place. Peace, I'm out. What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough? |
Noc Tempre
Imperfects Negative-Feedback
2560
|
Posted - 2013.10.02 15:17:00 -
[104] - Quote
So... SP Respec for vehicle skills? |
Krasymptimo
No Free Pass
86
|
Posted - 2013.10.02 15:17:00 -
[105] - Quote
Grimmiers wrote:I have two questions. The ROF for the small blaster is .07 which doesn't make sense to me being used to bullets per minute.
I am guessing it can shoot every 0.07 seconds which means 60/0.07 = 857rpm |
Sgt Buttscratch
SLAPHAPPY BANDITS
865
|
Posted - 2013.10.02 15:17:00 -
[106] - Quote
Where to start...... I am glad to see that you are indeed working on this, but it seems you have bypassed all feedback and created your own little scheme that turns vehicles into an even bigger SP sink. By that I refer to al the little turret skills and what nots.
Sso we say our defenses are under powered, so you remove 2 slots from our defense sides (from 5 to 3 highs on gunnlogi, 5 to 3 lows for madrugar) this already looks bad.
My tank will now be highs NOS, HS or AS, lows hardner/harder/rep, because running any less resistance is suicide. So 4k HP, not sure on resistance numbers, but say they go 30/30, presumtion is that reps will be fixed to work as intended. These tanks will be raped.
Last thing I ever wanted to see is. A) No new tank models or upgrades/tiers B) Turrets turning into an absolute cluster **** of SP sink pointless skills. C) Slots removed from standard tanks.
I really hope that we see a new AV fix list that reads
Proto swarmer, 6 missiles at 100 DMG each, Proto AV nades, non refillable from nanohive, 2 max, dmg 800, Forge guns damage reduced assault 800, standard variant 1000, breach 1500. Because thats what it looks like you will do to the tanks, understat them. |
ChromeBreaker
SVER True Blood Public Disorder.
1335
|
Posted - 2013.10.02 15:18:00 -
[107] - Quote
IB4 AV nerf... balance.... messing about with AV... |
Princeps Marcellus
Expert Intervention Caldari State
249
|
Posted - 2013.10.02 15:20:00 -
[108] - Quote
Rogatien Merc wrote:CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. Understood. But think in the specific case of the ADS there should be an exception if possible; the principle of starting from the ground up is well and good, but don't cut off your nose to spite your face. The ADS is just a completely different combat role from anything else in the game. Remove enforcers? Those tankers shrug and go back to using standard tanks. Remove scout LAVs? Can use a methana. Remove LLAVs? Well, the reps were already broken so no one used them for repping anyway and people will just use a LAV. But remove ADS... there is no similar replacement and people who were ADS pilots have nothing to fall back on except changing their entire gameplay experience. Just some honest feedback. Thanks again for the 'work in progress' update.
The Attorney General wrote:Aeon Amadi wrote:
180 plates were replaced with Complex 120's (roughly the same armor values)
Better Armor Hardeners means you can survive longer on the front-line. Resistances are always going to be better than raw HP when the **** hits the fan.
Resists are going to be worse. Shorter activation times, longer cooldowns, plus you won't be able to run two and modulate them, you will need each of your low slots for a specific module. So unless you want to go without reps or plates, then you only have one hardener.
Winsaucerer wrote:Just like last time, I don't like the general look of these changes, but even with these numbers it's hard for me to evaluate properly. Things come out when playing.
Overall, I have a negative reaction to the "waves of opportunity" rework for vehicles. Things I don't like, at a glance: * AV will chase vehicles. As soon as cooldowns are off, vehicle will die. Forge gunners and swarm launcher players can be persistent and will chase * How useful will a passive tank be against AV? It sounds to me like it might not be at all a viable build and will be vulnerable to dying quickly * Having to time my attack for a "wave", and make sure I know my exit path, then exit, then sit back and wait for cooldowns while dodging AV that's chasing me, sounds very much like the opposite of fun. It sounds tedious * 36 seconds (for armour) to make your entry, make the push, then retreat. 37 seconds (with complex and skills) to hide behind buildings until you're ready for your next 36 second dart.
I probably simply don't understand. For now, I cannot see how these changes are going to be better or, more importantly, fun. I just don't "get it" though, and maybe it will all come together when it's released and the approach will click with me. Just posting my favorite quotes. Not quite sure how I feel about the changes myself. |
Noc Tempre
Imperfects Negative-Feedback
2560
|
Posted - 2013.10.02 15:25:00 -
[109] - Quote
I need an answer to a question before evaluating: Are vehicles becoming more equipment than class?
That would explain their unified skills and pathetic survivability. |
Hexen Trickster
Industrial removal service
90
|
Posted - 2013.10.02 15:27:00 -
[110] - Quote
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
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The Attorney General
ZionTCD
1145
|
Posted - 2013.10.02 15:29:00 -
[111] - Quote
And what is up with no variants on the turrets?
Blasters get a big DPS drop to go with the ammo, and no more scattered variant? Unless the charts are incomplete.
If the numbers suggested every blaster turret was either an aurum or a scattered, why not give all the turrets scattered values?
|
laflash
What The French CRONOS.
7
|
Posted - 2013.10.02 15:29:00 -
[112] - Quote
I need re-spec please! |
Vrain Matari
ZionTCD
1012
|
Posted - 2013.10.02 15:29:00 -
[113] - Quote
Spkr4theDead wrote:The Attorney General wrote:Looking at the shield booster numbers they make no sense.
286 CPU, and a massive 1048 to be able to not even rep back one Ishukone Assault Forge round? And you can do that once every thirty seconds with max skills?
Sounds like fun being that tanker.
Move up, get hit, start to retreat, and pray that no one comes after you.
Seconded Agreed. My rough estimate for bare minimum effectiveness for tanks is 12 second roll-in form cover, 60 seconds on point supporting infantry and 12 seconds to bugout.
To me this means that the staggered activation of hardeners/active repair needs to span a minimum of ~72 seconds. Cooldown is a separate gameplay consideration, but to be effective on the field a tanker needs more time than what is being proposed for the new build. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3235
|
Posted - 2013.10.02 15:30:00 -
[114] - Quote
The Attorney General wrote:Aeon Amadi wrote:
So instead of whining about it, how about you propose something different?
Clearly you haven't been reading for the past four months or so, suggestions have been made, and ignored. My biggest suggestion was to buff shield tanks to be able to compete with armor, and then tone down AV nades and fix the rendering on swarms. Tanks are not that bad. Instead, it looks as though we are getting stripped down to basics, with standard suit levels of survivability. There needs to be a concrete plan in place to get us our full spectrum of models ASAP, because fighting proto AV right now can be unpleasant, in these new models it will be much more difficult.
Right. That's what they -said they were going to do at the beginning of the post-.
You haven't seen AV Rebalancing yet so how do you honestly know what's going on..? |
The Attorney General
ZionTCD
1145
|
Posted - 2013.10.02 15:30:00 -
[115] - Quote
Noc Tempre wrote:I need an answer to a question before evaluating: Are vehicles becoming more equipment than class?
That would explain their unified skills and pathetic survivability.
This is not an unreasonable interpretation.
Too bad. I had hopes. I expected CCP to make a mess of it, and boy did they not disappoint. |
Princeps Marcellus
Expert Intervention Caldari State
249
|
Posted - 2013.10.02 15:31:00 -
[116] - Quote
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
Aero Yassavi wrote:Here's my initial takes on this,
- Dropships are still getting treated like light aircrafts when they are medium aircrafts. When comparing the new base HP, the LIGHT assault vehicle still has more base HP than the MEDIUM aircraft. I understand that the dropships have more modules and CPU/PG, but the base stats should also be reflective of what they are.
- There are way too many skills that do nothing but unlock stuff. I thought we made it clear we do not want that.
- Why are all racial vehicles being unlocked with the same skill? I mean, I'm not necessarily for or against it, but there needs to be consistency. If you are going to do it this way, then apply the same concept to dropsuits. If you will not, then make each race's vehicle it's own skill. Again, consistency is key.
- Small rail turrets still appear to be useless, especially when say a small missile turret does more damage with faster rate of fire and more splash radius.
- I understand the desire to go back to the basics, but you should really reconsider keeping the assault dropships in. These are more than just a subset of dropships, they are essentially their own vehicle class all together, a quasi fighter if you will. They have become far too fundamental to keep out even if just temporarily, and keeping them in will be crucial for gathering data on vehicle-to-vehicle combat balance.
Other than that, things are looking mostly good!
Vell0cet wrote:This is a HUGE missed opportunity for adding vehicle capacitors. CCP could reuse code from the stamina system to make it happen, and it makes so-much-more sense to balance around capacitors than long cooldowns. It gives drivers/pilots more freedom and flexibility which should help them perform better. It's easy to manage a single resource than multiple long cooldowns. It still allows for waves of opportunity and is consistent with your stated goals for vehicles. It would lead to more diversity of fittings, which should make the battlefield more interesting. It would appeal to existing EVE players and might draw them into DUST and vice-versa. It would set DUST above every other FPS in the market by having truly rich/deep tactical vehicle combat. It opens the door for so many interesting possibilities later.
There will literally never be a better time to add capacitors. It will only get harder to do later as you balance around long cooldowns timers, and may get so bad that you decide to never implement them because it would require another total rebalance. I beg you to reconsider.
Also, removing slots is stupid. It will result in very little diversity of fitting, making vehicles very similar, predictable and boring as hell. I'm not quite sure how much I agree with this, but it very much intrigues me. I have recently become rather curious with power level management. STO, EVEO, Artemis, these are all games with power level management. As I said, very curious. Very, very curious.... |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3235
|
Posted - 2013.10.02 15:33:00 -
[117] - Quote
Spkr4theDead wrote: What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough?
You get a Railgun that does 1,800+ damage from 10x the range. A Large Missile Launcher that does more than that.
I'm sorry but basing an argument on three legitimate AV options: Swarms which do more damage than they honestly should, AV grenades which require you to be danger close and Forges which are actually pretty well balanced. Versus Tanks which are good for everything except AV.
I dunno what to tell you because it's not going to be what you want to hear. Obviously, CCP doesn't either. |
The Attorney General
ZionTCD
1145
|
Posted - 2013.10.02 15:35:00 -
[118] - Quote
Aeon Amadi wrote:
You haven't seen AV Rebalancing yet so how do you honestly know what's going on..?
They want feedback.
I can only use current AV as a reference right, so unless you want me to sit back and demand the AV changes before commenting, it seems like your criticism is off base.
My opinion is that with the current numbers presented that AV will need to be nerfed to not completely decimate these vehicles.
Unless these things become priced under 100k, there is no point in running them, as they will be so vulnerable that you will have to spec into a full dropsuit just to survive.
Making tanking an end game activity is not something I would find preferable.
|
Vin Mora
Sanguis Defense Syndicate
163
|
Posted - 2013.10.02 15:38:00 -
[119] - Quote
People (Tankers mostly) are forgetting that the vehicles and WEAPONS are slated to rebalanced in the same patch.
Basically, we are going to have a whole new game when this 'patch' drops. |
Spkr4theDead
International-Fleet
951
|
Posted - 2013.10.02 15:39:00 -
[120] - Quote
Aeon Amadi wrote:Spkr4theDead wrote: What is it with you infantry believing we want tanks to be indestructible? You get grenades that do ~2000 damage against armor. That's not enough?
You get a Railgun that does 1,800+ damage from 10x the range. A Large Missile Launcher that does more than that. I'm sorry but basing an argument on three legitimate AV options: Swarms which do more damage than they honestly should, AV grenades which require you to be danger close and Forges which are actually pretty well balanced. Versus Tanks which are good for everything except AV. I dunno what to tell you because it's not going to be what you want to hear. Obviously, CCP doesn't either. You can throw AV grenades over a wall or around a corner and the homing ability does the rest.
The best counter to a tank should be another tank. Maybe that's what they're trying to do. |
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