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Fox Gaden
Immortal Guides
2501
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Posted - 2014.02.17 16:29:00 -
[61] - Quote
I would have given you a GÇ£LikeGÇ¥ just for the V/AV acronym, as that looks really cool and I have not seen it used before.
I think 250 damage/missile and a range of 200m would be fine for Swarm Launchers if the Hardener Stacking was addressed to give AV their waves of opportunity.
Of course if you added in the early warning system, then they could buff Swarms a bit more: - Yellow Alert: GÇ£Locking LockingGÇ¥ - Orange Alert: GÇ£Hostile Lock!GÇ¥ - Red Alert: GÇ£Missiles inbound!GÇ¥ Add a range indicator that quickly counts down as the missiles approach.
Once you have an early warning system on vehicles, then you can add flairs for Dropships. Flairs would be cool, because getting the timing right would require precise timing and active intervention from the pilot.
_________________________________________________________________________________
Back to the Hardener stacking for a moment. I donGÇÖt so much have a problem with the supper tank of activating multiple Hardeners at once, as I do with being able to activate them in sequence so that there is never a wave of opportunity.
So we need some system to insure that Hardeners canGÇÖt be run continuously:
Option 1: Only allow one hardener per tank. I donGÇÖt like this option. I would like a tanker to have the option of fitting an anti AV fit, where they can run multiple hardeners at the same time, as long as there is a time when all those hardeners are down that the AV can take advantage of if the tank does not retreat.
Option 2: Apply a Stacking penalty to the timers and adjust their times so that diminishing returns insures a gap when they are all on cooldown, regardless of how many you equip. But for this to work the cooldowns might end up having to be way too long.
Option 3: Apply a Stacking penalty where the length of the HardenerGÇÖs effect is reduced, for all the equipped hardeners, every time you add an additional Hardener. This would give the tanker the choice between having 1 Hardener that lasts a long time, 2 hardeners that last a medium amount of time, or 3 hardeners that only last 20 second, but can be activated strategically to fend off individual attacks.
Have it setup so that if they activate multiple Hardeners at the same time it it stacks not just the resistance, but the duration and cooldowns too. So if you activate all 3 Hardeners at the same time you get 1 minute (20 seconds x 3) of supper hardening, but then the cooldown is stacked as well.
So far I like Option 3 best, but I am open to other suggestions.
Fox Gaden: DUST Wall of Fame, 2014
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Atiim
Living Like Larry Schwag
4770
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Posted - 2014.02.17 16:35:00 -
[62] - Quote
Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights.
Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead.
My .02 ISK on V/AV
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Nothing Certain
Villore Sec Ops Gallente Federation
241
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Posted - 2014.02.17 16:40:00 -
[63] - Quote
Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person.
Besides, "because I like it" why should hardeners be so effective? Should drop suits get hardeners as well, why not?
Because, that's why.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1691
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Posted - 2014.02.17 16:45:00 -
[64] - Quote
Atiim wrote:Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights. Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead. IMHO, HAVs (with NOS active) should be able to move at roughly triple the max speed for Infantry (think fastest scout with nothing but KinCats in the lows).
If they have no NOS active, they should cap out at double max infantry speed. However, I also am of the opinion that they should be able to muscle over/through most any obstacle that isn't a 90 degree angle that they can get traction with both tracks on.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
896
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Posted - 2014.02.17 16:58:00 -
[65] - Quote
I liked that other short and sweet thread: choose 2 of 3: 1) speed 2) armor 3) damage but you can't have all 3. this woulda fixed tanks pretty good.
I also had this old idea that different turrets should be good at different things e.g. missiles are good against infantry and not much else, blasters are good against tanks and installations and have a high turret turning rate but have a very short range, and rails are good at hitting DS and can deal weak damage to armor and installations but have a very slow turret turning rate.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
896
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Posted - 2014.02.17 17:02:00 -
[66] - Quote
Alaika Arbosa wrote:Atiim wrote:Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights. Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead. IMHO, HAVs (with NOS active) should be able to move at roughly triple the max speed for Infantry (think fastest scout with nothing but KinCats in the lows). If they have no NOS active, they should cap out at double max infantry speed. However, I also am of the opinion that they should be able to muscle over/through most any obstacle that isn't a 90 degree angle that they can get traction with both tracks on.
What is you opinion on speed based on? How does it help bring tanks into balance. I think the biggest problem with tanks is not that they are hard, it's that they are fast. They escape too easy instead of paying for their mistakes when they are in a situation where they are taking heavy damage.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1691
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Posted - 2014.02.17 17:08:00 -
[67] - Quote
Ludvig Enraga wrote:Alaika Arbosa wrote:Atiim wrote:Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights. Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead. IMHO, HAVs (with NOS active) should be able to move at roughly triple the max speed for Infantry (think fastest scout with nothing but KinCats in the lows). If they have no NOS active, they should cap out at double max infantry speed. However, I also am of the opinion that they should be able to muscle over/through most any obstacle that isn't a 90 degree angle that they can get traction with both tracks on. What is you opinion on speed based on? How does it help bring tanks into balance. I think the biggest problem with tanks is not that they are hard, it's that they are fast. They escape too easy instead of paying for their mistakes when they are in a situation where they are taking heavy damage. It is based solely on the fact that they would then be faster than Infantry could hope to be without being ridiculously fast while still being significantly slower than LAVs.
They should be faster than Infantry, they are after all vehicles, however I don't think that they need to be much faster than Infantry for the sake of balance. It would make them a shorter range, area denial/point defense force multiplier. Drop an HAV in and have it significantly increase the firepower in a moderate radius around an objective while not allowing them to zoom from one end of the map to another at a moments notice.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Alena Ventrallis
The Neutral Zone
672
|
Posted - 2014.02.17 17:33:00 -
[68] - Quote
Atiim wrote:Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights. Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead. Let me clarify.
All hardeners should have the same cooldown and uptime. Militia level for example. And as you go up the tiers, the resistance increases.
60% for militia and standard, 70% for advanced, and 80% for proto.
I find the best balance is when I double harden my gunnlogi with two standard hardeners. I almost cannot be killed when both of them are up. But I also have to wait a long time for them to finish their cooldowns. I never run one without the other. This to me is the perfect balance. I am godly when it is up, but I must either retreat or be destroyed once they are down, and it takes a long time for them to cool down.
Best PVE idea I've seen.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1699
|
Posted - 2014.02.17 20:08:00 -
[69] - Quote
Alena Ventrallis wrote:Atiim wrote:Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights. Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead. Let me clarify. All hardeners should have the same cooldown and uptime. Militia level for example. And as you go up the tiers, the resistance increases. 60% for militia and standard, 70% for advanced, and 80% for proto. I find the best balance is when I double harden my gunnlogi with two standard hardeners. I almost cannot be killed when both of them are up. But I also have to wait a long time for them to finish their cooldowns. I never run one without the other. This to me is the perfect balance. I am godly when it is up, but I must either retreat or be destroyed once they are down, and it takes a long time for them to cool down. The problem with that is that when you see them start to cycle red, zip there you go right back to being deep in your redline.
Effectively making you invulnerable.
Infantry have no hardeners and even if they did, there is no way in hell that they could escape as fast and efficiently as an HAV.
Totally unbalanced.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
912
|
Posted - 2014.02.17 20:09:00 -
[70] - Quote
Whats you're debate?
Assassination is my thing.
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Alpha 443-6732
346
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Posted - 2014.02.17 20:21:00 -
[71] - Quote
another clich+¬, low quality like farm thread, courtesy of atiim
ccp will do what they will, reposting ideas with your signature on them is a waste of time |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7185
|
Posted - 2014.02.17 20:21:00 -
[72] - Quote
What's your debate?
You are immediately disqualified from debating for poor grammar. Seriously get out of here.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
151
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Posted - 2014.02.17 20:49:00 -
[73] - Quote
Atiim wrote:What I want for vehicles? [...] Relevant AV Weapons [[...]
Plasma Cannons
Increase Max Ammo count to 12.
Increase direct damage to: 1320/1650/1980. (STD/ADV/PRO)
It seems like a bit much, but it is a weapon that has a slow moving projectile, an arc, and only 1 round in the clip. It won't become overpowered against infantry like CCP fears simply because the only dropsuit that can survive a direct hit with an Allotek Plasma Cannon is a completely tanked out PRO heavy.
Proximity Explosives
Remove the alarm system. you can already look down to see the explosives, and the trap is completely static. Unlike Jihad Jeeps that can follow you, a Proximity Explosive trap requires someone to predict where you are. If you aren't piloting in a predictable pattern, then Proximity Explosives won't affect you.
Remote Explosives
Increase Max. Carried amount. The total amount you can have active should be the total amount you can carry, just like other pieces of equipment. Otherwise, the only dropsuit that can create a reliable RE trap is the logistics. (This also applies to Proximity Explosives) [...]
I haven't read most of the posts in this thread, but I'll comment in the familiar areas.
PLC ammo capacity is fine. Proposed direct damage increase seems a bit high considering splash, too. Would rather see 1000/1250/1500, or 1000,1375,1750 max. It won't be OP, but I don't think it's right just to buff direct damage and have splash be completely not proportional.
Wasn't aware of the alarm system; still manage to kill tanks with them. I'm seeing a large number of maps where it's hard/not possible to see the PEs, especially the night maps. PEs hurt the most when a person doesn't expect them. Even in predictible patterns, PEs can be placed unpredictably.
REs are fine. They're not just AV; there's also AI to consider. You sorta made me giggle when you said Logis were the only ones who can create a reliable RE trap.
I was going to use that Installation...
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Zaaeed Massani
Mics Only Dust
6
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Posted - 2014.02.17 22:15:00 -
[74] - Quote
NK Scout wrote:Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. Lol no.
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Flix Keptick
Red Star. EoN.
3438
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Posted - 2014.02.17 23:00:00 -
[75] - Quote
Actually yes, I agree with Atiim (for most of the things)
The community is the worst thing that ever happened to this game.
Tank driver // specialized tank destroyer
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Alpha 443-6732
346
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Posted - 2014.02.18 03:09:00 -
[76] - Quote
True Adamance wrote:What's your debate? You are immediately disqualified from debating for poor grammar. Seriously get out of here.
#told |
Atiim
Living Like Larry Schwag
4884
|
Posted - 2014.02.20 21:59:00 -
[77] - Quote
True Adamance wrote:Agreed, but their lower HP values will cause them to suffer if AV receive direct buffs to damage models.
This is what most QQing AVers don't consider.
As it see it
LAV- Light Scout, Anti Infantry Small Turrets. Low ISK, Low SP
MAV- Infantry Support, the link between infantry and vehicles. Medium Turrets, or Utility Vehicles. Medium ISK, Medium SP
HAV- Vehicle busting, durable, but slow, requires multiple gunner to have anti infantry capacity. High ISK, HIgh SP I'm pretty sure that MAVs and other LAV variants would be balanced around the buffed AV model, akin to how If CCP ever introduced ADV/PRO vehicles, AV would be buffed around the new model.
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Atiim
Living Like Larry Schwag
4884
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Posted - 2014.02.20 22:03:00 -
[78] - Quote
Samuel Zelik wrote: I haven't read most of the posts in this thread, but I'll comment in the familiar areas.
PLC ammo capacity is fine. Proposed direct damage increase seems a bit high considering splash, too. Would rather see 1000/1250/1500, or 1000,1375,1750 max. It won't be OP, but I don't think it's right just to buff direct damage and have splash be completely not proportional.
Wasn't aware of the alarm system; still manage to kill tanks with them. I'm seeing a large number of maps where it's hard/not possible to see the PEs, especially the night maps. PEs hurt the most when a person doesn't expect them. Even in predictible patterns, PEs can be placed unpredictably.
REs are fine. They're not just AV; there's also AI to consider. You sorta made me giggle when you said Logis were the only ones who can create a reliable RE trap.
Yes, but even if they are placed in a spot that you would least expect, they can't be placed where I can't drive. If anyone is looking at the ground, they will never die to them.
Unless your friend drops a Nanohive or you are next to a Supply Depot, they are the only ones who can create a reliable trap.
It takes more than 3-4 to kill an HAV, and if you need 2+ people then it is not reliable.
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1726
|
Posted - 2014.02.20 22:03:00 -
[79] - Quote
Atiim wrote:Alena Ventrallis wrote:I'm for limiting hardeners to one per vehicle, and I've suggested that myself. But in return, hardeners need to resist more. 80% and 60% for shields and armor respectively.
I should be nigh unkillable while my hardener is up. It should take multiple AV users focusing all the DPs they can muster to break through my hardener.
But when that hardener turns off, I better have killed all the AV, or have infantry support, because I should be relatively easy pickings for one AV person. 80% and 60% could easily break Vehicle vs. Vehicle fights. Additionally, you'd have to decrease the speed of vehicles, otherwise you'll risk creating an even bigger problem simply because a pilot could easily escape without needing to plan ahead.
When Wolfman 2x the hardeners the first time it broke it. It needs to go back to before: This
'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
1726
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Posted - 2014.02.20 22:05:00 -
[80] - Quote
Atiim wrote:True Adamance wrote:Agreed, but their lower HP values will cause them to suffer if AV receive direct buffs to damage models.
This is what most QQing AVers don't consider.
As it see it
LAV- Light Scout, Anti Infantry Small Turrets. Low ISK, Low SP
MAV- Infantry Support, the link between infantry and vehicles. Medium Turrets, or Utility Vehicles. Medium ISK, Medium SP
HAV- Vehicle busting, durable, but slow, requires multiple gunner to have anti infantry capacity. High ISK, HIgh SP I'm pretty sure that MAVs and other LAV variants would be balanced around the buffed AV model, akin to how If CCP ever introduced ADV/PRO vehicles, AV would be buffed around the new model.
lol, why you idiots keep on asking for more tiers? That would further break the system. It's bad to go deeper in a hole; it's better to dig yourself out.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7368
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Posted - 2014.02.20 22:06:00 -
[81] - Quote
Atiim wrote:True Adamance wrote:Agreed, but their lower HP values will cause them to suffer if AV receive direct buffs to damage models.
This is what most QQing AVers don't consider.
As it see it
LAV- Light Scout, Anti Infantry Small Turrets. Low ISK, Low SP
MAV- Infantry Support, the link between infantry and vehicles. Medium Turrets, or Utility Vehicles. Medium ISK, Medium SP
HAV- Vehicle busting, durable, but slow, requires multiple gunner to have anti infantry capacity. High ISK, HIgh SP I'm pretty sure that MAVs and other LAV variants would be balanced around the buffed AV model, akin to how If CCP ever introduced ADV/PRO vehicles, AV would be buffed around the new model.
Then CCP needs to set AV damage models permanently. And balance vehicles properly around them.
What I fear from direct AV buffs is not anything regarding my HAV, but regarding how the current, and new, smaller frame vehicles will be able to operate, and be balanced.
That and logically speaking for every AV buff you must scale up the large turret damage models, as it makes no sense for smaller weapon to do more damage than large vehicle mounter counter parts....
Oh and down with the Large Blaster!
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Atiim
Living Like Larry Schwag
4886
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Posted - 2014.02.20 22:10:00 -
[82] - Quote
True Adamance wrote:Then CCP needs to set AV damage models permanently. And balance vehicles properly around them.
What I fear from direct AV buffs is not anything regarding my HAV, but regarding how the current, and new, smaller frame vehicles will be able to operate, and be balanced.
That and logically speaking for every AV buff you must scale up the large blaster damage models, as it makes no sense for smaller weapon to do more damage than large vehicle mounter counter parts....
Oh and down with the Large Blaster! As it stands, a fitted STD LAV can sit through AV fire whilst still managing to eat a few kills. If newer LAVs are anything like the Logistics LAV, then there won't be much to worry about.
I've yet to see an AV counterpart of the Blaster Turret, but the only way an 80GJ Blaster buff would be balanced is if you were to increase dispersion and decrease the RPM
Also, AV weapons are high alpha, while 20/80GJ Blasters are machine guns. Why wouldn't it make sense?
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7368
|
Posted - 2014.02.20 22:12:00 -
[83] - Quote
Atiim wrote:True Adamance wrote:Then CCP needs to set AV damage models permanently. And balance vehicles properly around them.
What I fear from direct AV buffs is not anything regarding my HAV, but regarding how the current, and new, smaller frame vehicles will be able to operate, and be balanced.
That and logically speaking for every AV buff you must scale up the large blaster damage models, as it makes no sense for smaller weapon to do more damage than large vehicle mounter counter parts....
Oh and down with the Large Blaster! I've yet to see an AV counterpart of the Blaster Turret, but the only way an 80GJ Blaster buff would be balanced is if you were to increase dispersion and decrease the RPM Also, AV weapons are high alpha, while 20/80GJ Blasters are machine guns. Why wouldn't it make sense?
I would simply scrap the Large Blaster in Favour of a Large Plasma projector, the racial variant of the Railgun, high alpha, longer range, slower turret tracking, low ammo counts, less infantry massacres, less QQ.
It could still retain its graphical model but instread modify its firing animations to mimic plasma cannon.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Atiim
Living Like Larry Schwag
4886
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Posted - 2014.02.20 22:15:00 -
[84] - Quote
Godin Thekiller wrote:lol, why you idiots keep on asking for more tiers? That would further break the system. It's bad to go deeper in a hole; it's better to dig yourself out. Key word: IF
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1726
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Posted - 2014.02.20 22:16:00 -
[85] - Quote
True Adamance wrote: Oh and down with the Large Blaster!
Never. less DPS, more alpha. Balance your own turrets hypocrite
'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
1726
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Posted - 2014.02.20 22:16:00 -
[86] - Quote
Atiim wrote:Godin Thekiller wrote:lol, why you idiots keep on asking for more tiers? That would further break the system. It's bad to go deeper in a hole; it's better to dig yourself out. Key word: IF
explain your if'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
1726
|
Posted - 2014.02.20 22:17:00 -
[87] - Quote
True Adamance wrote:Atiim wrote:True Adamance wrote:Then CCP needs to set AV damage models permanently. And balance vehicles properly around them.
What I fear from direct AV buffs is not anything regarding my HAV, but regarding how the current, and new, smaller frame vehicles will be able to operate, and be balanced.
That and logically speaking for every AV buff you must scale up the large blaster damage models, as it makes no sense for smaller weapon to do more damage than large vehicle mounter counter parts....
Oh and down with the Large Blaster! I've yet to see an AV counterpart of the Blaster Turret, but the only way an 80GJ Blaster buff would be balanced is if you were to increase dispersion and decrease the RPM Also, AV weapons are high alpha, while 20/80GJ Blasters are machine guns. Why wouldn't it make sense? I would simply scrap the Large Blaster in Favour of a Large Plasma projector, the racial variant of the Railgun, high alpha, longer range, slower turret tracking, low ammo counts, less infantry massacres, less QQ. It could still retain its graphical model but instread modify its firing animations to mimic plasma cannon.
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Stop being silly.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Atiim
Living Like Larry Schwag
4890
|
Posted - 2014.02.20 22:19:00 -
[88] - Quote
Alpha 443-6732 wrote:another clich+¬, low quality like farm thread, courtesy of atiim
ccp will do what they will, reposting ideas with your signature on them is a waste of time Thank you for you clear, and straightforward contribution to the discussion at hand.
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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Killar-12
The Corporate Raiders Top Men.
2378
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Posted - 2014.02.20 22:21:00 -
[89] - Quote
Atiim wrote:Yes, I know that this topic has been discussed to death, revived, and then discussed to death many times over. But since everyone has deposited their .02 ISK into the V/AV bank, I figured I might as well too. Free from any parody or trolling: Atiim wrote:What I want for vehicles?
Lower Ammo Count
What's the point of having ammo if you have no need for re-supplying? Along with this, there should be an actual incentive to run an Ammunition module, and to skill into the Turret Ammunition skill.
As it stands, I rarely ever have to resupply; and on the rare occasion that I do; I simply recall my tank and call it back in for 100% ammo
However, Supply Depots need to be more prevalent on maps, and they need to be easily accessible by vehicles. And while we are at it, why not create a way to tell how much ammo your small turrets have? Agreed 100%
Lowered Blaster Turret Range
When I'm in my Blaster tank, I can easily and reliably kill infantry from about 120m (I'm not too familiar with the metric system, so please forgive me if this is off). If AVers aren't allowed to fire at vehicles with near impunity, then neither should vehicle pilots. Agreed 100% No Hardener Stacking
I don't see how this was allowed in the first place. CCP's current Philosophy is "Waves of Opportunity." You shouldn't be allowed to have a never ending wave of opportunity, simply because your counter [AV] cannot extend their wave, nor make their wave indefinite. Agreed
Relevant AV Weapons
Swarm Launchers
Increase direct damage to 270HP per Swarm.
Increase lock range to 215m. However, since this is beyond rendering range I believe it would be fair if the vehicle pilot had an alarm system that alerts them if they are being locked onto beyond 175m. Countermeasures and Flares seems like a good idea as well. I'd rather see range to go up by more than 15m, maybe 250-300m total
Plasma Cannons
Increase Max Ammo count to 12.
Increase direct damage to: 1320/1650/1980. (STD/ADV/PRO)
It seems like a bit much, but it is a weapon that has a slow moving projectile, an arc, and only 1 round in the clip. It won't become overpowered against infantry like CCP fears simply because the only dropsuit that can survive a direct hit with an Allotek Plasma Cannon is a completely tanked out PRO heavy.
Agreed 100%
Proximity Explosives
Remove the alarm system. you can already look down to see the explosives, and the trap is completely static. Unlike Jihad Jeeps that can follow you, a Proximity Explosive trap requires someone to predict where you are. If you aren't piloting in a predictable pattern, then Proximity Explosives won't affect you. Meh...
Remote Explosives
Increase Max. Carried amount. The total amount you can have active should be the total amount you can carry, just like other pieces of equipment. Otherwise, the only dropsuit that can create a reliable RE trap is the logistics. (This also applies to Proximity Explosives) RE's are fine
Nerf Bolas
This AV weapon is ridiculously overpowered against Dropships as it can OHK them regardless of their fitting.. I say reduce it's direct damage to 200HP.
-HAND PS: Yes I know that buffing SL damage can make Dropships underpowered. However, I high;y believe that flares & countermeasures will prevent that from happening. Return Core Skills though, +25% or PG, CPU, Armor and Sheilds would be nice to get equal treatment.
True, I agree about your Idea of re balancing the Large Blaster
I'd say to lower Rail Tracking speed by 15-20%
Listen
I'll change the song every week
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Atiim
Living Like Larry Schwag
4890
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Posted - 2014.02.20 22:22:00 -
[90] - Quote
hgghyujh wrote:id rather see plc get 2rnds per clip. The damage buff to swarm is a bit much, instead I'd like to see a return of the dumb fire. I,m ok with REs the way they are but PEs do need some love. My idea for the Plasma Cannon would be to create two different variants.
The Vanilla variant, would be the PLC we have now, but with a 3 round clip.
The Assault variant would have 2 rounds, but significantly lower spool and travel time.
The Breach would include the OP's damage model, but keep the 1 round clip.
Hows that sound?
Atiim (Gunnlogi - 80GJ Particle Cannon) Tank Scrub
AFK
No seriously. My lunch break's over now. :(
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