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Godin Thekiller
OSG Planetary Operations Covert Intervention
1679
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Posted - 2014.02.14 01:59:00 -
[1] - Quote
EDIT: TL;DR: Return to the old hardener stats and the old layout to fix the "unkillable" HAV's
Let me say which ones needs changing first before I explain so you might understand better. Look here to see what the stats I'm talking about:
Hardeners would go back to old stats, other than the down and up times, which would stay
damage mods would go back to the old stats
armor plates and shield extenders adjusted to fit 5 slots instead of 3
scanners and small turrets returned to old fitting stats
Readjustment of all vehicle CPU/PG, and skills that helps fitting things.
Now my reasoning. Fitting vehicles and use of them is a hot mess. On one hand, fitting them, even with a maxed out pilot is still a nightmare for Gallente vehicles, and a piece of cake for Caldari vehicles. On the other hand, using them is a nightmare for everyone else (unless you can AV well, hide, or scrub out and use JLAV's or redline rails, but that's for another thread ). So, I've gone through a myriad of solutions (some of which could still be considered valid, I'll look them up later if you want to see them), but I finally got banned. SO, while I was banned, I thought of a solution.
So I was looking at the old vehicle stats compared to new ones, and noticed a lot of things, such as rails getting a massive, unneeded buff, or blasters getting nerfed, and everything getting a speed boost, among other things. Most notably, I noticed the hardeners. To balance them with the slot layout change, he 2x their strength, and upped their fitting cost. That was silly move. Why? the stacking penalty.
See, with basically less of a penalty, we can get far more resists than before. That means we can sit there like we're in siege mode only having to worry about a missile or rail HAV in a Caldari HAV, or having to worry less about AV in a Gallente HAV. So, how do you fix this? Return it back to the way it was. Put the vehicles back at a high slot count, and less module cost, and weaker hardeners, as well as other adjusted modules that I listed above, so it can be easier to fit for higher skilled players (like it is in EVE) than lower skilled players.
I'm positive that'll fix a lot of problems without bring us back to how it was before where vehicles are bloody useless. Remember, AV got nerfs too.
Peace, Godin
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1679
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Posted - 2014.02.14 02:04:00 -
[2] - Quote
Lt Royal wrote:No TL;DR?
You'll lose many people on GÇ£Old vehicle statsGÇ¥.........
ugh, hold on.....
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1679
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Posted - 2014.02.14 02:06:00 -
[3] - Quote
abarkrishna wrote:return armor reppers to active modules instead of passive. Put the skill back into tanking.
I'd take this, but people would complain about us repping up damage faster than they could dish it out. Like I said, AV did get nerfed.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1680
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Posted - 2014.02.14 02:11:00 -
[4] - Quote
Fizzer94 wrote:What HAVs need more than anything is a weakness. Not a "window of opportunity", but a strong, well-defined weakness that the HAV simply cannot work around.
They got one. They're bulky and easily avoidable.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1681
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Posted - 2014.02.14 02:24:00 -
[5] - Quote
Fizzer94 wrote:Godin Thekiller wrote:Fizzer94 wrote:What HAVs need more than anything is a weakness. Not a "window of opportunity", but a strong, well-defined weakness that the HAV simply cannot work around.
They got one. They're bulky and easily avoidable. Eh. For being so bulky they sure do move around pretty fast, which is also why they are not easily avoidable. You can hide from them in a building, but they will wait for you right outside the door... they always do.
Yea, until you call for support and a HAV or AV rips it up. also, that's only in a straight line. Try turning and going that fast.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1681
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Posted - 2014.02.14 02:26:00 -
[6] - Quote
abarkrishna wrote:Godin Thekiller wrote:abarkrishna wrote:return armor reppers to active modules instead of passive. Put the skill back into tanking. I'd take this, but people would complain about us repping up damage faster than they could dish it out. Like I said, AV did get nerfed. But by returning it to an active module it would have a cool down time actually making it vulnerable. With dual hardening going on and **** there are almost no waves of opportunity. At least if repps were active the cool down would make them retreat when they start taking a bunch of damage.
I've tried making that exact statement before. Get this: The people (yes, it was like 10 of them) still thought they were OP.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1681
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Posted - 2014.02.14 02:27:00 -
[7] - Quote
Debacle Nano wrote:Fizzer94 wrote:Godin Thekiller wrote:Fizzer94 wrote:What HAVs need more than anything is a weakness. Not a "window of opportunity", but a strong, well-defined weakness that the HAV simply cannot work around.
They got one. They're bulky and easily avoidable. Eh. For being so bulky they sure do move around pretty fast, which is also why they are not easily avoidable. You can hide from them in a building, but they will wait for you right outside the door... they always do. If he's that intent on killing you that he waits for you to move, let him. It's essentially taking him out of the fight while he waits, if he's stupid enough to.
Also, this. That's less armor support for their team.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1682
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Posted - 2014.02.14 02:30:00 -
[8] - Quote
abarkrishna wrote:Godin Thekiller wrote:abarkrishna wrote:Godin Thekiller wrote:abarkrishna wrote:return armor reppers to active modules instead of passive. Put the skill back into tanking. I'd take this, but people would complain about us repping up damage faster than they could dish it out. Like I said, AV did get nerfed. But by returning it to an active module it would have a cool down time actually making it vulnerable. With dual hardening going on and **** there are almost no waves of opportunity. At least if repps were active the cool down would make them retreat when they start taking a bunch of damage. I've tried making that exact statement before. Get this: The people (yes, it was like 10 of them) still thought they were OP. Why are you listening to retards?
Because those retards kept on asking for vehicle nerfs, and on the other side vehicle extremists were asking for insane vehicle buffs, and someone needs to be a middle man of sorts.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1683
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Posted - 2014.02.14 02:58:00 -
[9] - Quote
Darken-Soul wrote:Its not going to happen. These are the tanks you cried for.
I was just calling for AV nerfs, not a complete rework. I'm seeing problems, and I'm giving ideas on how to balance around these ideas.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1711
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Posted - 2014.02.16 21:07:00 -
[10] - Quote
Takahiro Kashuken wrote:So you want the old hardeners back which were 25% armor resistance and 30% shield resistance except with the new timers but old fitting stats
Tanks have slots back upto old so 5/2 at least
Damage mods to go back to 10% with old fitting stats
Shield/armor extenders and plates i assume to be buffed to old stats
Skills that help fitting things? does that mean we get 5% per level to CPU/PG for the electronics and engineering skill
So then what was the point of the vehicle rebalance then? i mean i didnt ask for it but infantry did and now they dont like it
No, hardeners would only keep the timers, and they would be tiered again. ANd things like the passive repairs and ammo for turrets would stay. Tiercide involves changes, sometimes those changes have to be reverted on. Lastly, I use all vehicles, and only use Scouts. Quiet.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1711
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Posted - 2014.02.16 21:10:00 -
[11] - Quote
Rasatsu wrote:So instead of dealing with duel hardener issue, let's throw out the baby and not even bother with the bathwater.
Trying to tell me how to fit my HAV or any other vehicle is like me telling you how to fit your suits; I don't. I active tank in EVE, and I'm going to do it in Dust. Don't try and stop me.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1712
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Posted - 2014.02.16 21:23:00 -
[12] - Quote
LEHON Xeon wrote:Making proximity mines relevant might actually be helpful.
They are quite a shock if you run over them, and are good for starters in ambushes. If we ever get a map with a tight canyon, it'll be riddled with PE's.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1712
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Posted - 2014.02.16 22:53:00 -
[13] - Quote
Chesyre Armundsen wrote:Sgt Buttscratch wrote:The AV fix should have been soo simple. (this is what they should have done for 1.7)
AV Remove proto AV stats Add 1.6 ADV AV as the proto Create new ADV AV stats (midground between MLT/STD and PRO) Swarmer range to 250m
Vehicles Fix terrain damage on shield tanks Revamp shield regen and resist to stand up to armor tanks Armor tanks remain untouched. Remove chardbris/limbus/abron for full make over Create a higher base resist for dropships,making them resist reliant as apposed to skycoffins
Prices Reduce the price of MLT chassis by 50% Reduce the price of STD chassis by 50% (madrugar and gunny would cost 100k base) Reduce ENFORCER tanks to 300k per chassis
Turrets Large at proto 300k small at proto 150k
Overview:
Armor tanks were fine, their price wasn't Shield tanks suffered, worse reps/ shorter resist periods, worse manuevering, no bonus to using rail/missile. Suffer bad on terrain damage also. AV all proto was very powerful, that being said proto should be a lot more effective now. In 1.6 ADV AV was actually balanced well to tanks, a **** to medium tank would have issues, A well made tank could eat some swarms but would be pushed back. The distance of swarmers was a joke and needed shortening.
Price was always an issue, but maybe if we only had to deal with ADV stat AV, the price might not have been bad (other than ADS/LDS and ENFORCERS).
Either way, tanking used to be legitimate, good tankers were good, bad tankers killed fast, great variations in build, IT REQUIRED A GREAT SQUAD TO WORK WITH THE TANK TO SURVIVE!! That doesn't mean taking people out of the gungame, that means infantry who help call threats out and helped elimate threats. CCP has successfully turned 95% of their playerbase into fail ass tankers who actually think they are the ones doing good, even tho its just that big lump of metal, that probably despises them more than I do. I like it ^_^
Even with all of this, there was still a lot of broken stuff about some parts of it (for example, the repairers being too good, and turrets being half useless, half too good). Therefore, if you went with this, you would still have to go in and fix stuff. So therefore, you might as well go with this route, as it would be faster, as you would eventually end up at the same point.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1713
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Posted - 2014.02.17 00:32:00 -
[14] - Quote
Beld Errmon wrote:Limit hardeners to 1 per vehicle, and nerf hardeners, half the OP gone right there.
make blasters 50% less effective vs infantry and 50% more effective vs vehicles, there goes the rest of the problem.
lolno.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1713
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Posted - 2014.02.17 04:04:00 -
[15] - Quote
Hynox Xitio wrote:I liked it better when the graphics sucked back in chromosome. You liberals ruin everything.
I did too. Many things in chromo was good. MAny things in it was bad too sadly :(
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1863
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Posted - 2014.03.13 00:08:00 -
[16] - Quote
NK Scout wrote:abarkrishna wrote:Not necessarily. By becoming an active module it would have a higher pg and cpu cost. That might limit how many you could put on. I still made it work in 1.6 Besides if we got the 22 per second regen for shueld tanks id demand a respec because how crap that was
All regens would stay as is
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1873
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Posted - 2014.03.13 00:11:00 -
[17] - Quote
Cody Sietz wrote:Takahiro Kashuken wrote:So you want the old hardeners back which were 25% armor resistance and 30% shield resistance except with the new timers but old fitting stats
Tanks have slots back upto old so 5/2 at least
Damage mods to go back to 10% with old fitting stats
Shield/armor extenders and plates i assume to be buffed to old stats
Skills that help fitting things? does that mean we get 5% per level to CPU/PG for the electronics and engineering skill
So then what was the point of the vehicle rebalance then? i mean i didnt ask for it but infantry did and now they dont like it
Show me one infantryman who wanted a rebalance. I only heard tankers ask for a rebalance.
infantry wasn't complaining because AV was OP and everyone knew it.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1873
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Posted - 2014.03.17 04:10:00 -
[18] - Quote
bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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