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jordy mack
Ultramarine Corp
130
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Posted - 2014.01.26 07:10:00 -
[31] - Quote
Cat Merc wrote:Really people? 1.8 recharge rates: Caldari heavy: 30hp/s Caldari scout: 50hp/s Most likely caldari assault recharge rate: 40hp/s <--- Allotek Hive right there
Stop QQ'ing, even with how shields are right now my Caldari Assault is a perfectly capable suit. You just need to stop thinking like an armor tanker and start thinking like a shield tanker.
Yer that might be a bit much in conjunction with my idea, but I think I would rather my idea than a general recharge increase because imo it's the recharge delay that usually get u killed not so much the rate. Regs kinda suck compared to what u could have in those slots. I do ok in a caldari suit too, and I'm sure cat merc would probably own in most suit setups. Surely we can discuss our options without qqing.
Less QQ more PewPew
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Cat Merc
Ahrendee Mercenaries EoN.
5996
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Posted - 2014.01.26 09:08:00 -
[32] - Quote
Sgt Kirk wrote:Cat Merc wrote:Sgt Kirk wrote:KAGEHOSHI Horned Wolf wrote:Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1 Because they still have a small amount of armor underneath their suit. I always thought Nanohives that rep'd were made ideally for Caldari units that got a little damaged after their shields depleted. Even if you're a shield race you don't want to instantly die after your shields get depleted. The Nanohive does just that, on paper. In reality, instead of being ideal for the Caldari repairing in small amounts (which is actually a considerable amount if you're a Caldari with only 150 armor) You get a bunch spammed in an area to repair a +500 armor suit back in a few seconds. Instead the Nanohoves might be better if they worked similarly to the Nanite Injector but unlike Nanite injector they should repair armor up to a set amount instead of a percentage. i.e 125 hp instead of 80%. This would probably keep armor tankers away from Abusing Nanohives outside of their intended race while still greatly benefiting the Caldari...and Minmatar if the suit is Shield Based. Actually Kirk, the triage hives aren't made by Caldari. Allotek is a Gallente company. [/Facepalm] Knock Knock, Ishukone Nanohive? Allotek is the one Company that makes a certain Nanohive out of all of the Nanohives. Similarly to how the Minmatar make the Advanced Nanite injector but it's heavily assumed to be Caldari based tech. And how we had one Allotek Uplink out of all the Amarr ones (before the market switched them all to Allotek for some reason) As well as the Ishukone Sub-machine gun. A Caldari Company that manufactured a weapon based on Minmatar tech. Don't try to teach me at lore, there are only a few that know more than me about New Eden on these forums and you're not one of them. Uhhh... I was just pointing out that the triage variant of hives is made by Allotek.
I wasn't saying that nanohives are Gallente tech.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8450
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Posted - 2014.01.26 10:05:00 -
[33] - Quote
I'd just like to point out that triage hives are receiving a significant lifespan nerf IIRC.
Level 5 Proficiency 3 Forum Warrior
Lenin of the glorious armoured revolution
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Jadek Menaheim
Xer Cloud Consortium
1831
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Posted - 2014.01.26 10:29:00 -
[34] - Quote
Arkena Wyrnspire wrote:I'd just like to point out that triage hives are receiving a significant lifespan nerf IIRC. Unless you have Caldari logistics maxed, then yes.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Jadek Menaheim
Xer Cloud Consortium
1831
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Posted - 2014.01.26 10:38:00 -
[35] - Quote
Anyone have thought on the idea of hives temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ?
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Texs Red
DUST University Ivy League
129
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Posted - 2014.01.26 11:53:00 -
[36] - Quote
I like the idea because then something else could be introduced for stationary armor repairs. I means the race that is supposed to be biggest on armor repairs is ironically the race that failed to invent the nanohive or repair tool. So I say let nanites be caldari based the give a new equipment that Gallente tech that repairs armor. |
jordy mack
Ultramarine Corp
131
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Posted - 2014.01.26 11:58:00 -
[37] - Quote
Jadek Menaheim wrote:Anyone have thought on the idea of energizers (nanohives) temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ?
Sounds like a great reason to stack armor/reps and damage mods then setup camp on a stack of hives.
Less QQ more PewPew
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Texs Red
DUST University Ivy League
130
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Posted - 2014.01.26 12:55:00 -
[38] - Quote
jordy mack wrote:Jadek Menaheim wrote:Anyone have thought on the idea of energizers (nanohives) temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ? Sounds like a great reason to stack armor/reps and damage mods then setup camp on a stack of hives.
Perhaps but then let there be a down side, once you leave that aura your modules are less effective by a factor of 5% for X amount of time. So you could set up camp but then if said nanohive gets destroyed by a flux then you are weakened for a period of time as well, allowing you to be easily routed.
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Teilka Darkmist
76
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Posted - 2014.01.26 13:08:00 -
[39] - Quote
They should make personal reppers less effective imo. At least untill they have a large enough range of usefull modules out that you have to choose between tank and something else. The reason you don't Dual tank in EVE is because that means you can't use the slots for anything else, and the other things you can do are just as usefull as your tanking. In Dust, you can often fit reps for shield and armour and still use the other modules you want. And this is on top of in built reppers (Every suit has shield regen that only takes a few seconds to get you back up to full when you're not being shot at and a lot have armour reps as well). Eve's built in shield reps takes minutes to build the shields back up to full.
The other option is make the modules more costly in terms of PG and CPU so that you can't fit both on the same suit.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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Texs Red
DUST University Ivy League
130
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Posted - 2014.01.26 13:42:00 -
[40] - Quote
Teilka Darkmist wrote:They should make personal reppers less effective imo. At least untill they have a large enough range of usefull modules out that you have to choose between tank and something else. The reason you don't Dual tank in EVE is because that means you can't use the slots for anything else, and the other things you can do are just as usefull as your tanking. In Dust, you can often fit reps for shield and armour and still use the other modules you want. And this is on top of in built reppers (Every suit has shield regen that only takes a few seconds to get you back up to full when you're not being shot at and a lot have armour reps as well). Eve's built in shield reps takes minutes to build the shields back up to full.
The other option is make the modules more costly in terms of PG and CPU so that you can't fit both on the same suit.
When you word it like that then the problem sounds more like a lack of content than a need to alter CPU/PG. If they stick with traditional themes then passive mods for damage, speed, and fitting mods all go in low slots which allow shield tanks to have overall better performance but little ability to do anything different. Then your high slots typically give you the ability to do active modules that have greatly improved abilities but (for dust) would have limited duration.
The problem is that the is not evident in dust. The only thing high slots are useful for are damage, shield, and (with 1.8 scouts) precision mods. Where are lows are good for armor plates, passive armor repair, shield mods, fitting improvement, passive scanning, biotics, ect. To be honest I think the whole organization of that needs to be redone from the ground up.
My idea:
Highs: Active damage mods Active speed boosts Active scan mods that greatly enhance passive scan precision/range for a short period of time Profile dampeners Shield modules
Lows: Armor plates/reppers CPU/PG upgrades Passive scan precision/range enhancers Passive damage amps Passive speed boosts
Now having the option for all those active modules means the module wheel will be pretty cluttered for infantry so I would remove weapon selection from it and just have people use the button so that the module wheel is just for equipment and active modules. Then if Dust ever goes to PS4 you could make use of that touch pad on the controller too like in KIll Zone.
Conclusion: You now have fulling meaningful high slots and low slots that make sense. Ex: Gallente are armor tanks and use active modules to get up close to their prey to unleash their powerful CQC weapons while the Caldari use shields and have better consistent performance to keep their enemies at a distance where their weapons are most effective. |
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Yoma Carrim
Situation Normal all fraked up
319
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Posted - 2014.01.26 14:26:00 -
[41] - Quote
Cat Merc wrote: Uhhh... I was just pointing out that the triage variant of hives is made by Allotek.
I wasn't saying that nanohives are Gallente tech.
Cat Allotek makes the Nanohive(R) is true but
the actually Triage Nanohive (armor repair only no ammo supply) is made by the caldari company Wiyrkomi
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Teilka Darkmist
77
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Posted - 2014.01.26 14:30:00 -
[42] - Quote
Texs Red wrote:Teilka Darkmist wrote:They should make personal reppers less effective imo. At least untill they have a large enough range of usefull modules out that you have to choose between tank and something else. The reason you don't Dual tank in EVE is because that means you can't use the slots for anything else, and the other things you can do are just as usefull as your tanking. In Dust, you can often fit reps for shield and armour and still use the other modules you want. And this is on top of in built reppers (Every suit has shield regen that only takes a few seconds to get you back up to full when you're not being shot at and a lot have armour reps as well). Eve's built in shield reps takes minutes to build the shields back up to full.
The other option is make the modules more costly in terms of PG and CPU so that you can't fit both on the same suit. When you word it like that then the problem sounds more like a lack of content than a need to alter CPU/PG. If they stick with traditional themes then passive mods for damage, speed, and fitting mods all go in low slots which allow shield tanks to have overall better performance but little ability to do anything different. Then your high slots typically give you the ability to do active modules that have greatly improved abilities but (for dust) would have limited duration. The problem is that the is not evident in dust. The only thing high slots are useful for are damage, shield, and (with 1.8 scouts) precision mods. Where are lows are good for armor plates, passive armor repair, shield mods, fitting improvement, passive scanning, biotics, ect. To be honest I think the whole organization of that needs to be redone from the ground up. My idea: Highs: Active damage mods Active speed boosts Active scan mods that greatly enhance passive scan precision/range for a short period of time Profile dampeners Shield modules Lows: Armor plates/reppers CPU/PG upgrades Passive scan precision/range enhancers Passive damage amps Passive speed boosts Now having the option for all those active modules means the module wheel will be pretty cluttered for infantry so I would remove weapon selection from it and just have people use the button so that the module wheel is just for equipment and active modules. Then if Dust ever goes to PS4 you could make use of that touch pad on the controller too like in KIll Zone. Conclusion: You now have fulling meaningful high slots and low slots that make sense. Ex: Gallente are armor tanks and use active modules to get up close to their prey to unleash their powerful CQC weapons while the Caldari use shields and have better consistent performance to keep their enemies at a distance where their weapons are most effective.
I think it's a case of either/or to be honest. You should have to sacrifice one thing to get something else. Whether they do it by adding more modules that make an effective difference to survivability and/or damage or just be altering PG/CPU doesn't make much difference. However, the modules one would have to be a longer term plan as they'd have to add a few at a time, and keep tweaking the balance to make it all work out whereas if they adjusted the CPU and PG now, they could still add more modules later and adjust the requirements back later.
Ultimately, I'm not sure which way would be best, but I really thing they should make it so that, at least, you either armour tank or shield tank.
Your idea for modules does seem to be a reasonably good one. It would be easier to judge is passive and active modules were easier to tell between. In EVE it's easy. Active ones need you to switch them on to be usefull, passive ones are 'always on'. Going by that standard everything in low and high slots is passive.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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Jadek Menaheim
Xer Cloud Consortium
1833
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Posted - 2014.01.26 20:53:00 -
[43] - Quote
jordy mack wrote:Jadek Menaheim wrote:Anyone have thought on the idea of energizers (nanohives) temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ? Sounds like a great reason to stack armor/reps and damage mods then setup camp on a stack of hives. That's why I introduced this mechanic to reduce camping on a stack of hives.
Jadek Menaheim wrote:-When bar is at full resistance, hive cluster are expended at 'high' rate as energizer and suit capacitors are experiencing harmonic resonance which is overheating the cells of the deployed energizer (a sound indication to move out of energizer field is provided)
Multiple hives would not further increase the efficiency rating, only the pool of available nanite cluster and charge speed of the power 'stamina' gauge. However, standing in this zone at full charge would begin to quickly spool down the amount of available cluster soon self destructing nanohives. They are meant to quickly move through an not set up camp on. It becomes a matter of timing your entrance into the supply zones.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Roy Ventus
Foxhound Corporation General Tso's Alliance
989
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Posted - 2014.01.26 21:01:00 -
[44] - Quote
Nah. I'd prefer the Caldari or Minmatar get some type of consumable mobile equipment, mobile like the Scanner or Cloak, that boosts their shields or harden them. A immobile tool such as a nanohive is stupid for shield tanking since shield tanking emphasizes mobility.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Jadek Menaheim
Xer Cloud Consortium
1833
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Posted - 2014.01.26 21:05:00 -
[45] - Quote
Roy Ventus wrote:Nah. I'd prefer the Caldari or Minmatar get some type of consumable mobile equipment, mobile like the Scanner or Cloak, that boosts their shields or harden them. A immobile tool such as a nanohive is stupid for shield tanking since shield tanking emphasizes mobility. From a balance standpoint, repair tools and repair modules allow an armor fit additional mobility. A stationary shield energizer counteracts some of the mobility of a shield tanker. Smart teams will understand how to set down networks of hives that their player can run between as supply lines.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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pegasis prime
BIG BAD W0LVES
1545
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Posted - 2014.01.26 21:07:00 -
[46] - Quote
instead of altering what we have id like to see the introduction of shield regulation field stabilisers or something of the sort.
Its gone from suck .....to blow
level 1 forum warrior
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Jadek Menaheim
Xer Cloud Consortium
1835
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Posted - 2014.01.26 21:11:00 -
[47] - Quote
pegasis prime wrote:instead of altering what we have id like to see the introduction of shield regulation field stabilisers or something of the sort. Shield Regulator Fields would reduce recharge delay? Would they increase recharge speed?
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Jadek Menaheim
Xer Cloud Consortium
1835
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Posted - 2014.01.26 21:24:00 -
[48] - Quote
Note from OP: This system behaves almost exactly as the Biotic Gas Cloud from Mass Effect 2. Moving or temporarily standing in the energizer cloud improves the potential of your powers and shield, but loitering too long is hazardous for your health.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Roy Ventus
Foxhound Corporation General Tso's Alliance
989
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Posted - 2014.01.26 21:39:00 -
[49] - Quote
Jadek Menaheim wrote: From a balance standpoint, repair tools and repair modules allow an armor fit additional mobility. A stationary shield energizer counteracts some of the mobility of a shield tanker. Smart teams will understand how to set down networks of hives that their player can run between as supply lines.
Was going to argue against you but that actually makes perfect sense but just like IWS said it doesn't make sense in the lore. o.O So because shield-nanohives aren't possible at all w/o the Jove I'm still going for my idea.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Mordecai Sanguine
What The French
346
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Posted - 2014.01.26 21:42:00 -
[50] - Quote
Jadek Menaheim wrote:Note: This system behaves almost exactly as the Biotic Gas Cloud from Mass Effect 2. Moving or temporarily standing in the energizer cloud improves the potential of your powers and shield, but loitering too long is hazardous for your health. / / / / / / / / / Addendum: Alright, we can still have armor repair hives; however I am going to argue that they give much less armor per cluster. Consider the following. What if the kinetic energy of the nanite clusters of all hive types (going about their business of producing ammo, grenades, AND some armor) stimulated the oscillation of magnets within the dropsuit itself. This would also include energizing and improving the efficiency of various modules within the suit such as repair modules, damage mods, profile dampening, etc. In this case, suit energizing speed would be tied to the percentage of ammo or armor supplied with each cluster of construction swarms are working at a more frenzied rate. Higher resupply rate equals greater kinetic energy which translates to greater electric potential. / / / / / / / / / Please correct me if I am wrong; it feel as though a major disparity between the shields and armor balance conundrum is the disparity in repair tools. I am suggestion that repair nanohives be converted to the role of shield energizers providing a buff to recharge delay and shield resistance (not shield repair), making repair hive placement crucial as mobile infantry move through hive field to either kick start their shields as they move to the next point or briefly wait to boost the resistance factor of their shields. Methods Described: Infantry runs through-Running through energizer will moderately decrease recharge delay. Infantry Waits at Energizer-Standing in energizer field will strongly decrease recharge delay. -Standing in energizer field uses hive clusters to boost resistance factor of shields (resistance factor to be determined) -Standing in energizer field uses same hive cluster to boost efficiency factors of suit modules (efficiency factor n/a) -Shield Resistance Energy appears as secondary 'stamina' bar. -The Resistance Bar is always in a state of depletion expect when standing in the hive bubble. -When bar is at full resistance, hive cluster are expended at 'high' rate as energizer and suit capacitors are experiencing harmonic resonance which is overheating the cells of the deployed energizer (a sound indication to move out of energizer field is provided) -When outside the hive bubble the resistance bar decreases at a speed proportional to the amount of shield being energized. High Shield hp, Faster Resistance Depletion. Low Shield hp, Slower Resistance Depletion. Thank you for reading this points. I look forward to your input.
Hives are using Nanites. They can "create" ammo and parts of armor. They can't replenish your shield. |
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Jadek Menaheim
Xer Cloud Consortium
1836
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Posted - 2014.01.26 21:54:00 -
[51] - Quote
Roy Ventus wrote:Jadek Menaheim wrote: From a balance standpoint, repair tools and repair modules allow an armor fit additional mobility. A stationary shield energizer counteracts some of the mobility of a shield tanker. Smart teams will understand how to set down networks of hives that their player can run between as supply lines.
Was going to argue against you but that actually makes perfect sense but just like IWS said it doesn't make sense in the lore. o.O So because shield-nanohives aren't possible at all w/o the Jove I'm still going for my idea. Potential solutions on this have been brought up. I suggested that the movement of nanite swarms stimulate energy capacitors within the dropsuit itself.
Jadek Menaheim wrote:What if the kinetic energy of the nanite clusters of all hive types (going about their business of producing ammo, grenades, AND some armor) stimulated the oscillation of magnetic rotors within the dropsuit itself.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:26:00 -
[52] - Quote
^^^ Is something like this outside the realm of possibility?
McDonell Miller Explains the Dust Challenge Lottery Protocol
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manboar thunder fist
SAM-MIK
23
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Posted - 2014.01.26 22:29:00 -
[53] - Quote
Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate
1.8 will shoot my amarr logi in the face with an ion pistol then bury it under a caldari heavy.
No, not alive thankfully
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:35:00 -
[54] - Quote
manboar thunder fist wrote:Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate Alright. I would be fine with removing the Wiyrkomi Triage hive and simply leaving the Allotek (armor/ammo), a Gallente design. Any more feedback on increasing module efficiency with a stamina mechanic that is built up by standing in the bubble?
McDonell Miller Explains the Dust Challenge Lottery Protocol
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manboar thunder fist
SAM-MIK
23
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Posted - 2014.01.26 22:38:00 -
[55] - Quote
Jadek Menaheim wrote:manboar thunder fist wrote:Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate Alright. I would be fine with removing the Wiyrkomi Triage hive and simply leaving the Allotek (armor/ammo), a Gallente design. Any more feedback on increasing module efficiency with a stamina mechanic that is built up by standing in the bubble?
Personally I think triage hives need a "minimum distance" to get rid of huge stacks. If too close it should simply not let you deploy them.
1.8 will shoot my amarr logi in the face with an ion pistol then bury it under a caldari heavy.
No, not alive thankfully
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Atiim
Living Like Larry Schwag
3975
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Posted - 2014.01.26 22:44:00 -
[56] - Quote
Cat Merc wrote:Really people? 1.8 recharge rates: Caldari heavy: 30hp/s Caldari scout: 50hp/s Most likely caldari assault recharge rate: 40hp/s <--- Allotek Hive right there
Stop QQ'ing, even with how shields are right now my Caldari Assault is a perfectly capable suit. You just need to stop thinking like an armor tanker and start thinking like a shield tanker. My Minmatar Assault suit can't even engage people from a distance without getting sneezed on and dying.
Next On To-Do List: Particle Cannons
To create a vehicle free environment.
There can only be one!
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:45:00 -
[57] - Quote
manboar thunder fist wrote:Jadek Menaheim wrote:manboar thunder fist wrote:Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate Alright. I would be fine with removing the Wiyrkomi Triage hive and simply leaving the Allotek (armor/ammo), a Gallente design. Any more feedback on increasing module efficiency with a stamina mechanic that is built up by standing in the bubble? Personally I think triage hives need a "minimum distance" to get rid of huge stacks. If too close it should simply not let you deploy them. Yes. Yet, I might like the option to recover, disable, or destroy weak hives to replace with stronger ones.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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bamboo x
Eternal Beings Proficiency V.
49
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Posted - 2014.01.26 22:56:00 -
[58] - Quote
I love my triage hives. This thread is the work of Satan. |
Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:58:00 -
[59] - Quote
bamboo x wrote:I love my triage hives. This thread is the work of Satan. And I play the role of Devil's advocate
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Jadek Menaheim
Xer Cloud Consortium
1843
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Posted - 2014.01.27 02:32:00 -
[60] - Quote
bamboo x wrote:I love my triage hives. This thread is the work of Satan. WarRavens taught me well in the ways of repair hIves and PC battles. I seek a change.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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