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The dark cloud
The Rainbow Effect Negative-Feedback
2347
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Posted - 2014.03.10 00:39:00 -
[1] - Quote
Is the day when CCP nerfbats all vehicle modules. Just think of it what happend now. They give logis a specific bonus and nerbat all equipments at the same time. Which means that the specific equipment will perform like they do now. So when CCP gives us the pilot suit the runtime, cooldown, shield boost, armor reps and exteners will be nerfbatted hard. So you will need to dump ~2.7 mil SP to get a proto pilot suit to have 1-2 stats perform like they do now.
My speculation will be:
Caldari: -shield hardener run time+ shield extender bonus HP
Minmatarr: -shield hardener cooldown time+shield booster bonus HP
Gallente: -armor hardener cooldown time+armor repair rate
Amarr: -armor hardener runtime+ armor plates bonus HP
I speculate that all modules will be nerfbatted by 25% which logically forces you into a pilot suit to effectively use any kind of vehicle (im looking at tankers and derpship pilots). Furthermore CCP will aswell give the pilot suit a huge drawback and that is less HP then a scout and sidearm only. And now discuss my fancy tankers.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8053
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Posted - 2014.03.10 00:44:00 -
[2] - Quote
The dark cloud wrote:Is the day when CCP nerfbats all vehicle modules. Just think of it what happend now. They give logis a specific bonus and nerbat all equipments at the same time. Which means that the specific equipment will perform like they do now. So when CCP gives us the pilot suit the runtime, cooldown, shield boost, armor reps and exteners will be nerfbatted hard. So you will need to dump ~2.7 mil SP to get a proto pilot suit to have 1-2 stats perform like they do now.
My speculation will be:
Caldari: -shield hardener run time+ shield extender bonus HP
Minmatarr: -shield hardener cooldown time+shield booster bonus HP
Gallente: -armor hardener cooldown time+armor repair rate
Amarr: -armor hardener runtime+ armor plates bonus HP
I speculate that all modules will be nerfbatted by 25% which logically forces you into a pilot suit to effectively use any kind of vehicle (im looking at tankers and derpship pilots). Furthermore CCP will aswell give the pilot suit a huge drawback and that is less HP then a scout and sidearm only. And now discuss my fancy tankers.
I'm not wholly against it. I do feel HAV should be a high SP and ISK threshold vehicle type, not to discourage use but to fit into its place in game and lore wise.
Suit bonuses seem solid to me.
What sorts of costs would you imagine are associated with pilot suits? Would they be high cost as a part of the HAV package? Or low cost as a supplement?
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
309
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Posted - 2014.03.10 00:49:00 -
[3] - Quote
Good post here. Wow, who'd have thought that vehicles would actually have an incentive to use a specific racial suit? Means no more scrubs running around in tanks with "infinite hardeners" killing people in a militia suit from behind a vehicle crutch.
Sadly I do not think we will be seeing these pilot suits released any time in the near future, unless CCP is going to make a push to release them after the rest of these dropsuits so they're just done with all suits period.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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The dark cloud
The Rainbow Effect Negative-Feedback
2350
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Posted - 2014.03.10 00:58:00 -
[4] - Quote
True Adamance wrote:The dark cloud wrote:Is the day when CCP nerfbats all vehicle modules. Just think of it what happend now. They give logis a specific bonus and nerbat all equipments at the same time. Which means that the specific equipment will perform like they do now. So when CCP gives us the pilot suit the runtime, cooldown, shield boost, armor reps and exteners will be nerfbatted hard. So you will need to dump ~2.7 mil SP to get a proto pilot suit to have 1-2 stats perform like they do now.
My speculation will be:
Caldari: -shield hardener run time+ shield extender bonus HP
Minmatarr: -shield hardener cooldown time+shield booster bonus HP
Gallente: -armor hardener cooldown time+armor repair rate
Amarr: -armor hardener runtime+ armor plates bonus HP
I speculate that all modules will be nerfbatted by 25% which logically forces you into a pilot suit to effectively use any kind of vehicle (im looking at tankers and derpship pilots). Furthermore CCP will aswell give the pilot suit a huge drawback and that is less HP then a scout and sidearm only. And now discuss my fancy tankers. I'm not wholly against it. I do feel HAV should be a high SP and ISK threshold vehicle type, not to discourage use but to fit into its place in game and lore wise. Suit bonuses seem solid to me. What sorts of costs would you imagine are associated with pilot suits? Would they be high cost as a part of the HAV package? Or low cost as a supplement? The suitcost would be in line with the other specialised suits. Like assault/scouts etc.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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The Robot Devil
Molon Labe. General Tso's Alliance
1908
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Posted - 2014.03.10 01:08:00 -
[5] - Quote
The dark cloud wrote:Is the day when CCP nerfbats all vehicle modules. Just think of it what happend now. They give logis a specific bonus and nerbat all equipments at the same time. Which means that the specific equipment will perform like they do now. So when CCP gives us the pilot suit the runtime, cooldown, shield boost, armor reps and exteners will be nerfbatted hard. So you will need to dump ~2.7 mil SP to get a proto pilot suit to have 1-2 stats perform like they do now.
My speculation will be:
Caldari: -shield hardener run time+ shield extender bonus HP
Minmatarr: -shield hardener cooldown time+shield booster bonus HP
Gallente: -armor hardener cooldown time+armor repair rate
Amarr: -armor hardener runtime+ armor plates bonus HP
I speculate that all modules will be nerfbatted by 25% which logically forces you into a pilot suit to effectively use any kind of vehicle (im looking at tankers and derpship pilots). Furthermore CCP will aswell give the pilot suit a huge drawback and that is less HP then a scout and sidearm only. And now discuss my fancy tankers.
I suggested something like this the other day and I have thought about it more. I would say a hard nerf to HAV modules and weapons, add a suit that can equip modules to modify the nerfed modules back to almost as they are now. We need room for proto vehicles so we can't give the suit too much power. It may take more than 25% but it would be a nice start.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1435
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Posted - 2014.03.10 01:17:00 -
[6] - Quote
If I may be frank, it bloody well better. If the vehicles don't get nerfed when the Pilot Suits hit, then they will be buffed above their current levels by the suits. I know I don't speak for everyone when I say this, but that would be enough for a decent portion of us to just get fed up with the game and leave. It's already frustrating to watch an HAV restore a full clip of anti-vehicular weapons damage in the time it takes to reload, or just prevent the damage entirely with a hardener and make you useless for the duration, but if they were even better? If the active modules were buffed, it could very well make certain builds almost literally invulnerable. If it buffed passively, it could make the Active Hardeners fall out of use (why harden the shields when boosters would give more to the naturally tougher shields/armor?). And if it messed with the weapons, then it would just be an arms race between the vehicle owners, eventually capping out back at square one... and map turrets are already pitiful enough as-is.
I do hope that vehicles get a nerf with the suit coming out. It fits the pattern and specializes the roll.
As for the suit itself, it would probably be either a light class suit (to directly interface with the vehicle and make you super squishy outside of your shell) or a heavy class suit (to provide the extra computers and parts the vehicle would need to run better and make you an easier target outside of your shell). It would probably have comparable cost to the other suits of it's weight class, would most likely only have a Sidearm Slot (suits have to have A weapon to be fielded, but why do you need a big weapon? You are in a VEHICLE, THAT is your weapon!) and a single equipment slot (racial repper, if they ever make the shield transporter handheld). They will probably also have plenty of slots and a bonus towards a set of mods (either special Pilot Modules or actual Vehicle Modules) that fit the racial vehicle role. Probably no Grenade slot though. Between the Sidearm Slot, no Grenades, and the Pilot bonuses, the suit would be balanced for Infantry Combat (don't want another battlelogi incident).
In short, you get a nicer ship, but you are going DOWN with it.
Shields as Weapons
Zelda Dynasty Warriors is a real thing.
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Zirzo Valcyn
Kameira Lodge Amarr Empire
181
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Posted - 2014.03.10 02:15:00 -
[7] - Quote
worried about the same thing. the pilot suit will just boost us up to where we currently are, more blackhole for SP
u can ban the troll out of the forums but u can't ban the forums out of the troll.
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Billi Gene
510
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Posted - 2014.03.10 02:29:00 -
[8] - Quote
i'd take it further:
give the racial suits one of the bonuses you've mentioned, and make the other bonus a turret bonus...
then
make dropsuit modules specifically aimed at pilots(armor repair rate/ shield regen time/ turret [type] RoF/ acceleration speed/ max velocity)... make these modules about 25% of the effectiveness of the bonuses on the pilot suit or any actual or related vehicle modules
then
nerf vehicle turret and module...
suddenly we have variety in effectiveness and fitting options, with one catch.... each pilot suit is optimal with a specific turret type, and either shields or armor, AND they only get one full suit bonus to tank, instead of two.
Then of course you make a suit variant with two bonuses to tank and another with two bonuses to turret. One suit with subpar dps but more tank, the other with subpar ability to tank but greater than average dps.
Suits----Racial Suits-----Pilot
placing vehicle functionality into the pilot dropsuit allows for meta tiered suit modules that will in turn require CPU/PG skills from the drop suit upgrades tree, as well as another skill line on that branch for vehicle module upgrades.
sounds odious but it does relegate militia vehicles to a somewhat equal footing, in terms of role effectiveness, as militia drop suits, modules and weapons.
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Harpyja
Molon Labe. General Tso's Alliance
1251
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Posted - 2014.03.10 03:09:00 -
[9] - Quote
The dark cloud wrote:Is the day when CCP nerfbats all vehicle modules. Just think of it what happend now. They give logis a specific bonus and nerbat all equipments at the same time. Which means that the specific equipment will perform like they do now. So when CCP gives us the pilot suit the runtime, cooldown, shield boost, armor reps and exteners will be nerfbatted hard. So you will need to dump ~2.7 mil SP to get a proto pilot suit to have 1-2 stats perform like they do now.
My speculation will be:
Caldari: -shield hardener run time+ shield extender bonus HP
Minmatarr: -shield hardener cooldown time+shield booster bonus HP
Gallente: -armor hardener cooldown time+armor repair rate
Amarr: -armor hardener runtime+ armor plates bonus HP
I speculate that all modules will be nerfbatted by 25% which logically forces you into a pilot suit to effectively use any kind of vehicle (im looking at tankers and derpship pilots). Furthermore CCP will aswell give the pilot suit a huge drawback and that is less HP then a scout and sidearm only. And now discuss my fancy tankers. I think the suit bonus should be module cooldown/active time, because splitting it will make one bonus more powerful than the other. Cooldown time bonus is much better than an active time bonus, considering it shortens the active/cooldown cycle more than an active time bonus.
Then your racial bonus is the second part in your suggestion. Caldari: shield extender bonus HP, Minmatar: shield booster bonus HP, Gallente: armor repair rate bonus, Amarr: armor plate bonus HP.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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ads alt
162
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Posted - 2014.03.10 03:13:00 -
[10] - Quote
True Adamance wrote:The dark cloud wrote:Is the day when CCP nerfbats all vehicle modules. Just think of it what happend now. They give logis a specific bonus and nerbat all equipments at the same time. Which means that the specific equipment will perform like they do now. So when CCP gives us the pilot suit the runtime, cooldown, shield boost, armor reps and exteners will be nerfbatted hard. So you will need to dump ~2.7 mil SP to get a proto pilot suit to have 1-2 stats perform like they do now.
My speculation will be:
Caldari: -shield hardener run time+ shield extender bonus HP
Minmatarr: -shield hardener cooldown time+shield booster bonus HP
Gallente: -armor hardener cooldown time+armor repair rate
Amarr: -armor hardener runtime+ armor plates bonus HP
I speculate that all modules will be nerfbatted by 25% which logically forces you into a pilot suit to effectively use any kind of vehicle (im looking at tankers and derpship pilots). Furthermore CCP will aswell give the pilot suit a huge drawback and that is less HP then a scout and sidearm only. And now discuss my fancy tankers. I'm not wholly against it. I do feel HAV should be a high SP and ISK threshold vehicle type, not to discourage use but to fit into its place in game and lore wise. Suit bonuses seem solid to me. What sorts of costs would you imagine are associated with pilot suits? Would they be high cost as a part of the HAV package? Or low cost as a supplement? Hav's shouldnt be a high skill thing, in order to get a decent one you have to have no infantry sp for awhile...
Click here for 1.8 release date quote from devs
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Joel II X
Dah Gods O Bacon
1568
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Posted - 2014.03.10 03:16:00 -
[11] - Quote
My future kids will probably be in middle school by the time the pilot suits come out. |
ads alt
164
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Posted - 2014.03.10 03:32:00 -
[12] - Quote
Joel II X wrote:My future kids will probably be in middle school by the time the pilot suits come out. I will be 200 years old by the time the suits come out...
Click here for 1.8 release date quote from devs
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