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Alpha 443-6732
General Tso's Alliance
350
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Posted - 2014.03.12 18:33:00 -
[31] - Quote
Im saying in addition to your suggestion of a passive +10% dB increase, make them have half their active resistance as an increase in profile (only when active).
Also I was suggesting a way to implement a balanced passive hardener. |
Takahiro Kashuken
Red Star. EoN.
2936
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Posted - 2014.03.12 18:34:00 -
[32] - Quote
Alpha 443-6732 wrote:Takahiro Kashuken wrote:Atiim wrote:Takahiro Kashuken wrote:Beren Hurin wrote:
I WANT TO FIRE MY SL FROM THE TOP OF A TOWER WITH NO RISK.
Fixed *Sigh* There would also be no reward, as you could prevent locking from that range by fitting your vehicles accordingly. This however, would also put risk into vehicles with hardners cycled, who effectively remove any threat that's not a Breach FG, or a Railgun. How could i do that? Profile dampners? no they dont exist for vehicles No nitro? great so i have no extra speed if i wanted so less fits if i dont want to be targeted by every SL user in the next 5 districts Limit hardeners? no thats doesnt work because hardeners do not increase sig profile but extenders do if i remember Yea you just want to be sat on a tower again tbh Honestly I think you just want to shoot down any idea that buffs your "enemy" this change could pave the way for dampeners and signature punishments to add to the risk vs. reward of fitting a vehicle
Change does **** all becauses do not have them mods yet and that idea with passive resistance mods they are also removed and have been taken from us
Intelligence is OP
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Lanius Pulvis
Bullet Cluster Legacy Rising
181
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Posted - 2014.03.12 18:34:00 -
[33] - Quote
As a dropship pilot, I'd say this idea has merit. It may be a bit much though, I'd personally rather see swarms have a slightly toned down version of this and increased missile speed with a hotfix to the glitchy lock-on. At the same time dropships should have slightly more vulnerability to swarms. Right now, a swarmer can make a pilot crash, but stands little chance of being killed by them unless you're already damaged.
Edit: +1 for the well thought out idea.
Not new, just new to you.
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Beren Hurin
Onslaught Inc RISE of LEGION
2203
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Posted - 2014.03.12 18:35:00 -
[34] - Quote
pegasis prime wrote:Atiim wrote:pegasis prime wrote:I like some of your ideas but I loved when you request swarms getting back the ability to lock at 4th lol that's half the map if it's a large map and most of the map I if it's a smaller map. Also tieing swarms lock on to the db rating do sent make much sense as, .......well locking on to a tank through sound at 400m is a bit silly. You'd still have a way to prevent them from locking onto you at 400m though. However, 400m is a bit much. I'd say no longer than 350m. 300m max sounds better as 300m is still quite a long range for a lock on fire and forget based weapons system. 300m is also out of range from missile tanks by 50m and out of range of blasters by approx 100m. This would be fair as say you get a colly off at 300m from the tank you would get all 3 shots in the clip off before the first one hit enabiling the alpha dammage to take on any hav hardend or not. This scenario would allow the tanker to decide whether or not to move for cover or attack the swarmlauncher operative it would also allow av users to absolutly destroy tanks while on resist cycle cooldown assuming only 2 hardners are being used.
Well, I like my example because it really illustrate that in MOST instances 300m really would be most ranges. It would only approach 400m if you get the 2x or 3x hardener dudes diving in and out with their overdrives all the time.
So the 400m lock range would really only be possible while the overdrive is ACTIVE, and even then, if the SL dude is pretty far away, they could just TROLL him by shutting off his overdrive preventing any more locks.
I would guess though that programming wise this would be VERY difficult resource wise just to balance AV. In the SDE, swarm launchers basically look like a cross between a repair tool and a mass driver. Making a weapon's effective range a function of the target that it is locking would be different than any weapon out there. |
Alpha 443-6732
General Tso's Alliance
350
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Posted - 2014.03.12 18:35:00 -
[35] - Quote
Takahiro Kashuken wrote: Change does **** all becauses do not have them mods yet and that idea with passive resistance mods they are also removed and have been taken from us
;^)
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Atiim
Living Like Larry Schwag
5636
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Posted - 2014.03.12 18:39:00 -
[36] - Quote
Takahiro Kashuken wrote: How could i do that?
Profile dampners? no they dont exist for vehicles
No nitro? great so i have no extra speed if i wanted so less fits if i dont want to be targeted by every SL user in the next 5 districts
Limit hardeners? no thats doesnt work because hardeners do not increase sig profile but extenders do if i remember
Yea you just want to be sat on a tower again tbh
Under his model, you could prevent being locked on from 400m by not stacking hardeners.
If we made this like EVE Online, then nobody would use Shielded HAVs simply because nobody want's to be locked on from 400m or run with Base HP stats.
In New Eden, you cannot have something for nothing. If you want to stack hardeners, then you must make sacrifice a chunk of your 'getaway' ability; and vice versa for hit-and-run builds. You can have a speedy getaway, but you have to sacrifice the ability to run dual hardeners.
Never once have I sat on a tower with AV. Ironically however, I do have pics of you doing so.
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Takahiro Kashuken
Red Star. EoN.
2937
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Posted - 2014.03.12 18:43:00 -
[37] - Quote
Atiim wrote:Takahiro Kashuken wrote: How could i do that?
Profile dampners? no they dont exist for vehicles
No nitro? great so i have no extra speed if i wanted so less fits if i dont want to be targeted by every SL user in the next 5 districts
Limit hardeners? no thats doesnt work because hardeners do not increase sig profile but extenders do if i remember
Yea you just want to be sat on a tower again tbh
Under his model, you could prevent being locked on from 400m by not stacking hardeners. If we made this like EVE Online, then nobody would use Shielded HAVs simply because nobody want's to be locked on from 400m or run with Base HP stats. In New Eden, you cannot have something for nothing. If you want to stack hardeners, then you must make sacrifice a chunk of your 'getaway' ability; and vice versa for hit-and-run builds. You can have a speedy getaway, but you have to sacrifice the ability to run dual hardeners. Never once have I sat on a tower with AV. Ironically however, I do have pics of you doing so.
If we made this like EVE online i would have cap and 2 perma repping hardeners on
Also i could fit ewar on it or be attacked by ewar
In new eden i can fit how i want and still run away in EVE online but on DUST no your not allowed
Intelligence is OP
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Spkr4theDead
Red Star. EoN.
1918
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Posted - 2014.03.12 19:10:00 -
[38] - Quote
Takahiro Kashuken wrote:Atiim wrote:Takahiro Kashuken wrote: How could i do that?
Profile dampners? no they dont exist for vehicles
No nitro? great so i have no extra speed if i wanted so less fits if i dont want to be targeted by every SL user in the next 5 districts
Limit hardeners? no thats doesnt work because hardeners do not increase sig profile but extenders do if i remember
Yea you just want to be sat on a tower again tbh
Under his model, you could prevent being locked on from 400m by not stacking hardeners. If we made this like EVE Online, then nobody would use Shielded HAVs simply because nobody want's to be locked on from 400m or run with Base HP stats. In New Eden, you cannot have something for nothing. If you want to stack hardeners, then you must make sacrifice a chunk of your 'getaway' ability; and vice versa for hit-and-run builds. You can have a speedy getaway, but you have to sacrifice the ability to run dual hardeners. Never once have I sat on a tower with AV. Ironically however, I do have pics of you doing so. If we made this like EVE online i would have cap and 2 perma repping hardeners on Also i could fit ewar on it or be attacked by ewar In new eden i can fit how i want and still run away in EVE online but on DUST no your not allowed Of course, because double standards.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Hagintora
Chatelain Rapid Response Gallente Federation
311
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Posted - 2014.03.12 19:22:00 -
[39] - Quote
I'm going to have to side with the vehicle users on this one. While the idea does have merit, other changes would have to be implented first for it to be balanced properly. Vehicles vs AV would have to be balanced, Vehiculer E-War would have to be introduced, and probably other things I haven't thought of.
Otherwise you run the risk of tilting the balance too much the other way.
As others on this thread have stated: If you want to have an edge, you must be willing to sacrifice something.
The same principle is also applied on the Macro Scale: For every advantage, there must be a hard counter. |
Beren Hurin
Onslaught Inc RISE of LEGION
2203
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Posted - 2014.03.12 19:33:00 -
[40] - Quote
Hagintora wrote:I'm going to have to side with the vehicle users on this one. While the idea does have merit, other changes would have to be implented first for it to be balanced properly. Vehicles vs AV would have to be balanced, Vehiculer E-War would have to be introduced, and probably other things I haven't thought of.
Otherwise you run the risk of tilting the balance too much the other way.
As others on this thread have stated: If you want to have an edge, you must be willing to sacrifice something.
The same principle is also applied on the Macro Scale: For every advantage, there must be a hard counter.
I think you guys are really really overestimating how often the extended range would come into effect.
IMO hardeners should be for vehicle vs. vehicle engagement, and also for last minute protection. They shouldn't be an anti-infantry 'I WIN' button.
As a result, if you wanted to be an anti infantry tank, you'd run a completely regen fit. Your buffer would be lower, but you'd have practically no difference vs. swarms than you do now, except you wouldn't have the buffer to tank TONS of grenades and such.
One hardener on a MLT tank wouldn't add much difference either. It would put you at around 200m IF the guy was running lvl 5 SL. At current DPS levels, the SL really wouldn't be THAT big of a threat still.
It is when you STACK hardeners on STD vehicles that you'd get ranges above 250m. |
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Alpha 443-6732
General Tso's Alliance
354
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Posted - 2014.03.13 19:32:00 -
[41] - Quote
Hagintora wrote:I'm going to have to side with the vehicle users on this one. While the idea does have merit, other changes would have to be implented first for it to be balanced properly. Vehicles vs AV would have to be balanced, Vehiculer E-War would have to be introduced, and probably other things I haven't thought of.
Otherwise you run the risk of tilting the balance too much the other way.
As others on this thread have stated: If you want to have an edge, you must be willing to sacrifice something.
The same principle is also applied on the Macro Scale: For every advantage, there must be a hard counter.
re read the thread please. |
The-Errorist
556
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Posted - 2014.03.13 19:55:00 -
[42] - Quote
Alpha 443-6732 wrote:Takahiro Kashuken wrote:Beren Hurin wrote:
I WANT TO FIRE MY SL FROM THE TOP OF A TOWER WITH NO RISK.
Fixed But this time you have the opportunity to render them useless while up there. You can decide whether or not they fire at you. So really, this idea just punishes the mouthbreather tankers. Also, make the active hardener increase your profile by half the resistance given (while active), and introduce passive hardeners that increase profile by only 1/8 of the resistance given (but reduce the resistance given by the passive hardener by about half or a two thirds of the active) eg: active shield hardener: 60% resist, 30% more profile (per hardener) passive shield hardener: 20% resist, 2.5% or 5% more profile (per hardener)
Alpha 443-6732 wrote:Im saying in addition to your suggestion of a passive +10% dB increase, make them have half their active resistance as an increase in profile (only when active).
Also I was suggesting a way to implement a balanced passive hardener.
I like these ideas a lot, it's much better than having a flat rate 50% increase to one's profile for just having a hardener even though its not active as suggested in the OP. |
Dustbunny Durrr
ReD or DeaD
156
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Posted - 2014.03.13 23:04:00 -
[43] - Quote
Beren Hurin wrote:Alright, I've wondered why vehicles have an insanely large profile. And I think this could be used as a way to balance swarm launchers as infantry AV vs. vehicles.
Step 1) Make Swarm Launcher lock range a function of vehicle profile. Step 2) Make vehicle profiles start at 150 like they do now. Step 3) Make Swarm Launcher lock range 1m for each dB of vehicle profile. Base of 150m. Step 4) Make SL skill bonus (or variants or tier) impact lock range by 5% per level. (188m base at max skills) Step 5) Make STD vehicles have an increased dB by 10-20% depending on if shield/armor. Step 6) Make hardeners have a stacked drawback of increased profile of 10% per module. (Even if not activated). Make afterburners/overdrives give a +50% dB when activated.
This would mean that a gunlogi, stacking 2 hardeners and activating an overdrive would be lockable by a lvl 5 SL user from:
150 (base range)*1.25 (level 5)*1.2 (STD gunlogi added profile)*1.1 (hardener drawback)*1.1 (hardener drawback)*1.5= 408m during his overdrive, and 272m before using it.
This actually could solve the issue of swarm launchers having more range, without raping and pillaging drop ships (by giving the DS a smaller profile).
1: Yes 2: We would need different starting profiles for HAVs, Dropships, and LAVs. Dropships could get a skill which reduces profile say, 5% per level. 3: Seems just a touch low, but lets work with this. 4: Yes 5: Because of 6, I would leave them the same as militia variants. 6: I would say 10% per module only when active (Since they have no benefit unless active). The same with the overdrive/AB, +50% when active (since when they are active they can get out of range very quickly). |
Dunce Masterson
Savage Bullet
40
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Posted - 2014.03.13 23:19:00 -
[44] - Quote
until they can fix the rendering problems they have with swarms the lock range is staying put.
the mistake they made with 1.7 is that they removed the buffing aspect of the vehicle skill tree now every one in a militia tank or manning any turret is just has deadly has some one who is spect into vehicles and turrets now if they brought back the buffing aspect to the tree the players not skilled into vehicles will be easyer to deal with and will be less threatening. this is the real reason why tanks are considered op atm.
I could give you 10 reason why the Dust team cant get the Amarr tank style right but they are all out of care.
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1866
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Posted - 2014.03.14 00:17:00 -
[45] - Quote
Beren Hurin wrote:Hagintora wrote:There should be a way for vehicle users to counter this effect as well, either through the Skill Tree, or with Mods. First, not stacking hardeners would be the main way to 'counter' it. Basically, the more hardeners you'd fit, the more SL-AV you expose yourself to. 2x or 3x hardeners would then make your getaway much less likely. Generally, people don't fit mods that counteract the drawback of other mods. Second, the pilot suit bonuses could further affect the profile of vehicles. Thirdly, I was thinking of a variant of this idea where we could take the lock range for swarms back to 400m, but instead, make dB affect lock time rather than range. That would get really frustrating with LOS issues though.
So you want me to mix the types of tank that I want to use? No, I refuse.
I'll leave this here, and swarms should get a base 225m range, without this.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Alpha 443-6732
General Tso's Alliance
354
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Posted - 2014.03.14 01:26:00 -
[46] - Quote
Godin Thekiller wrote:Beren Hurin wrote:Hagintora wrote:There should be a way for vehicle users to counter this effect as well, either through the Skill Tree, or with Mods. First, not stacking hardeners would be the main way to 'counter' it. Basically, the more hardeners you'd fit, the more SL-AV you expose yourself to. 2x or 3x hardeners would then make your getaway much less likely. Generally, people don't fit mods that counteract the drawback of other mods. Second, the pilot suit bonuses could further affect the profile of vehicles. Thirdly, I was thinking of a variant of this idea where we could take the lock range for swarms back to 400m, but instead, make dB affect lock time rather than range. That would get really frustrating with LOS issues though. So you want me to mix the types of tank that I want to use? No, I refuse. I'll leave this here, and swarms should get a base 225m range, without this.
Nah, with all the flak that 1.7 got, all turrets except for the large blaster and rail received an overall positive improvement. I think its too late to revert everything, so lets work with what we've got.
Though honestly I don't know whats worse, the blaster spam of old or the current railgun spam (though I have to say, tanking was a lot more enjoyable than what we have here) |
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