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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12487
|
Posted - 2014.08.02 03:34:00 -
[1] - Quote
With the more recent changes to the HAV Skill Tree's I have often found myself wistfully looking back at what we had in the past, and what that led me to realise is that much of the HAV's potential and sense of progression is now lost.
What I mean by this is that the HAV tree lacks real incentive to put your SP into the role, with the attempted tiericide and rework of vehicles to achieve waves or opportunity all we have done is seen HAV go through the motions of being ultra powerful against AV and a new meta where every HAV was the same and low SP HAV could dominate the field with relative ease.
I suggest this being a heavily skilled tanker..... who this morning realised that I have less than 1 Million SP in vehicle Command....and only Level 1 in HAV command being a pointless skill.
I propose now with HAV and AV in a more balance place, and little for CCP to lose at this late point in the game, that the removed Enforcer HAV be restablished as the "next tier up" of HAV equivalent to Assault Dropships. I also propose that HAV Command skills be broken back down into their racial options, meaning HAV pilots require the requisite skills to be able to field specific HAV.
In order to do this new skills...or old ones.... would have to be implemented.
HAV Command
Vehicle Command- Allows Access to Militia/ Standard HAV (perhaps redesignated Sica and Soma)
Caldari/ Gallente Heavy Attack Vehicle Command- Allows Access to the ADV Tier Racial HAV (The Gunlogi and Madrugar)
Caldari/ Gallente Enforcer Command- Allows Access to the Prototype Tier Racial HAV and provides the following bonuses per level
Caldari Enforcer HAV LVL 5: +2-3% to missile damage and range per level; +2% maximum zoom per level Gallente Enforcer HAV LVL 5: +2-3% to blaster damage and range per level; +2% maximum zoom per level
The Enforcer Hull
Prior to the decreases in HAV Hull price the Enforcer HAV used to sell for about 1,277,000 ISK before Modules and Turrets, usually ending up around about 2.5 or more Million ISK being the most expensive vehicle in the game.
I would suggest that with the reintroduction of Enforcer HAV the Hull cost of each Enforcer HAV should sit around 636,000 - 757,000 ISK (with other HAV hulls increasing in price to match roughly across the tiers) before modules and turrets. In addition to this both the Enforcer hull should receive slight boosts to their predessors stats in terms of CPU and or PG fitting capacity alongside and additional slot to their racial tanking type (high for the Caldari and a Low for the Gallente.)
Gunnlogi Shields-2650 Armour-1500 PG- 2120 CPU- 845 High Slots-3 Low Slots- 2
Falchion Shields-2650 Armour-1500 PG- 2438 (15% increase) CPU- 972 (15% Increase) High Slots-4 Low Slots- 2
Madrugar Shields-2650 Armour-1500 PG- 2490 CPU- 475 High Slots-2 Low Slots- 3
Vayu Shields-1200 Armour-4000 PG- 2676 (7.5% increase) CPU- 570 (20% increase) High Slots-2 Low Slots- 4
I certainly feel like the re-integration of Enforcer HAV into the game would bring a bit more interest back into HAV piloting as a high risk and highly customisable role that allows players to being their role using the basic Sica or Soma variant, move on to the main Gunlogi and Madrugar tier, and take that beyond if they settle in the role to become top tier and dedicated Tankers.
Please consider this.
I also ask my fellow forumers, especially AVer's like Atiim and King Checkmate to comment. I value that sort of imput a great deal.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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The dark cloud
The Rainbow Effect
3797
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Posted - 2014.08.02 05:46:00 -
[2] - Quote
No.
New shield module!
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Atiim
Onslaught Inc RISE of LEGION
11186
|
Posted - 2014.08.02 06:48:00 -
[3] - Quote
An extra low or high slot couldn't really do that much harm from the perspective of a Swarm Launcher.
Armor Repairers got nerfed, so there wouldn't really be a problem with Quadruple Repairers, and my +45% Armor Damage means that while it would be effective, completely brick tanking it wouldn't be too much of a problem.
Though It would also need to be less reliable in CQC for it to be balanced. I'd say slower Turret Rotation speed would be an order.
Hotfix Charlie = Uprising 1.7
-HAND
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12491
|
Posted - 2014.08.02 06:50:00 -
[4] - Quote
Atiim wrote:An extra low or high slot couldn't really do that much harm from the perspective of a Swarm Launcher.
Armor Repairers got nerfed, so there wouldn't really be a problem with Quadruple Repairers, and my +45% Armor Damage means that while it would be effective, completely brick tanking it wouldn't be too much of a problem.
Though It would also need to be less reliable in CQC for it to be balanced. I'd say slower Turret Rotation speed would be an order.
indeed I have another post about module changes that I feel need to occur in vehicles. Making Reppers active, stacking modules less effective and less desireable, additionally adding in old modules.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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TOOMANY NAMES ALREADYTAKEn
Going for the gold
41
|
Posted - 2014.08.02 07:11:00 -
[5] - Quote
Dude... I got 12/2/0 401k ISK 7k SP and 2620 WP in a match yesterday driving my Sica... killed 5 tanks with it, we don't need better tanks, you need better skills, and fittings.
Shotgunner for life.
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SCATTORSHOT RINNEGATE
Dead Man's Game Dark Taboo
225
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Posted - 2014.08.02 07:16:00 -
[6] - Quote
TOOMANY NAMES ALREADYTAKEn wrote:Dude... I got 12/2/0 401k ISK 7k SP and 2620 WP in a match yesterday driving my Sica... killed 5 tanks with it, we don't need better tanks, you need better skills, and fittings.
We need the variations as armors, so stop with uncivilian posts.
Dust 514= True Fps
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SCATTORSHOT RINNEGATE
Dead Man's Game Dark Taboo
225
|
Posted - 2014.08.02 07:36:00 -
[7] - Quote
Up
Dust 514= True Fps
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Thaddeus Reynolds
Facepunch Security
43
|
Posted - 2014.08.02 07:41:00 -
[8] - Quote
Personally, I'd like to see the Enforcer and Marauder both make comeback...but with a siege mode module similar to the Starship Marauder's Bastion Mode (for the Enforcer HAV) and the Dreadnought's Siege Mode (For the Marauder HAV).
The Bastion Mode Space Side, when active, increases the Optimal Range of the starship by 30% as well as providing 30% damage resistance and doubling the efficacy of local repair systems, while making the starship immobile (neither sublight, nor warp drive will activate). Not all of these features are necessary, I would be in favor of a module that immobilizes the maurader, while increasing weapon optimal range and zoom fidelity. If one of the HAV's has a missile Optimal Range increase, it should be done through weapon Velocity, not flight time.
The Seige Mode Space Side, when active, increases the Damage Multiplier of turrets by 700% (no joke, look it up on the wiki) and doubles the efficacy of local repair system, while making the starship immobile, and reducing Scan Resolution (which makes them take longer to lock onto targets). The HAV version of this might have a different bonus for each weapon to increase firepower, while making it take longer to turn the turret around, while the HAV itself is immobilized.
Neither of these can be deactivated mid-cycle, so once a starship activates them, they are committed until the timer runs out. |
SCATTORSHOT RINNEGATE
Dead Man's Game Dark Taboo
225
|
Posted - 2014.08.02 07:45:00 -
[9] - Quote
Also bo havs are stealthy and can be funny to try them again maybe adding profile damperners mods
Dust 514= True Fps
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Syeven Reed
G0DS AM0NG MEN
806
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Posted - 2014.08.02 08:44:00 -
[10] - Quote
If you like my vehicle idea, i will like yours.
Word Crimes
21Day Free Trial
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Nocturnal Soul
Immortal Retribution
3756
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Posted - 2014.08.02 11:11:00 -
[11] - Quote
TOOMANY NAMES ALREADYTAKEn wrote:Dude... I got 12/2/0 401k ISK 7k SP and 2620 WP in a match yesterday driving my Sica... killed 5 tanks with it, we don't need better tanks, you need better skills, and fittings. I find it funny that you directed that comment at True, who in my personal opinion could whip you up and down Molden Heath with a militia tank 1vs1.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12496
|
Posted - 2014.08.02 11:19:00 -
[12] - Quote
Nocturnal Soul wrote:TOOMANY NAMES ALREADYTAKEn wrote:Dude... I got 12/2/0 401k ISK 7k SP and 2620 WP in a match yesterday driving my Sica... killed 5 tanks with it, we don't need better tanks, you need better skills, and fittings. I find it funny that you directed that comment at True, who in my personal opinion could whip you up and down Molden Heath with a militia tank 1vs1.
Might be able to. I'm not asking for higher tier HAV because I can't beat HAVers..... I mean earlier today I whupped about 7 HAV with my Missile Tank..... its not impressive....
It's because I am bored with being limited to Standard HAV...... I want to push my game into another level. I am dedicated to my corp, I am dedicated to the Amarr FW scene, I have both Gunnlogi and Maddies almost maxed......and yet I am bored with that.
I want to specialise and diversify..... develop my game, take more risks, start using more developed and powerful tools.
It just seems to me that I've reached my end game before I've even really skilled into the role...... and 15 Million really shouldn't be the end game of HAV.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Thaddeus Reynolds
Facepunch Security
43
|
Posted - 2014.08.02 12:01:00 -
[13] - Quote
If CCP won't give us the MAV in DUST, it would be nice for them t o bring in a support HAV hull without a large turret, replace it with two linked small turrets or something...just saying |
JRleo jr
Xer Cloud Consortium
169
|
Posted - 2014.08.02 12:08:00 -
[14] - Quote
Thaddeus Reynolds wrote:Personally, I'd like to see the Enforcer and Marauder both make comeback...but with a siege mode module similar to the Starship Marauder's Bastion Mode (for the Enforcer HAV) and the Dreadnought's Siege Mode (For the Marauder HAV).
The Bastion Mode Space Side, when active, increases the Optimal Range of the starship by 30% as well as providing 30% damage resistance and doubling the efficacy of local repair systems, while making the starship immobile (neither sublight, nor warp drive will activate). Not all of these features are necessary, I would be in favor of a module that immobilizes the maurader, while increasing weapon optimal range and zoom fidelity. If one of the HAV's has a missile Optimal Range increase, it should be done through weapon Velocity, not flight time.
The Seige Mode Space Side, when active, increases the Damage Multiplier of turrets by 700% (no joke, look it up on the wiki) and doubles the efficacy of local repair system, while making the starship immobile, and reducing Scan Resolution (which makes them take longer to lock onto targets). The HAV version of this might have a different bonus for each weapon to increase firepower, while making it take longer to turn the turret around, while the HAV itself is immobilized.
Neither of these can be deactivated mid-cycle, so once a starship activates them, they are committed until the timer runs out. You do know making yourself immobile would be suicide in dust, right?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Thaddeus Reynolds
Facepunch Security
43
|
Posted - 2014.08.02 12:13:00 -
[15] - Quote
JRleo jr wrote:Thaddeus Reynolds wrote:Personally, I'd like to see the Enforcer and Marauder both make comeback...but with a siege mode module similar to the Starship Marauder's Bastion Mode (for the Enforcer HAV) and the Dreadnought's Siege Mode (For the Marauder HAV).
The Bastion Mode Space Side, when active, increases the Optimal Range of the starship by 30% as well as providing 30% damage resistance and doubling the efficacy of local repair systems, while making the starship immobile (neither sublight, nor warp drive will activate). Not all of these features are necessary, I would be in favor of a module that immobilizes the maurader, while increasing weapon optimal range and zoom fidelity. If one of the HAV's has a missile Optimal Range increase, it should be done through weapon Velocity, not flight time.
The Seige Mode Space Side, when active, increases the Damage Multiplier of turrets by 700% (no joke, look it up on the wiki) and doubles the efficacy of local repair system, while making the starship immobile, and reducing Scan Resolution (which makes them take longer to lock onto targets). The HAV version of this might have a different bonus for each weapon to increase firepower, while making it take longer to turn the turret around, while the HAV itself is immobilized.
Neither of these can be deactivated mid-cycle, so once a starship activates them, they are committed until the timer runs out. You do know making yourself immobile would be suicide in dust, right?
That's kind of the point...you make one artillery...glassy, and immobile, but able to hurl damage down range...while you make the other one a damage dealing brick...that's harder to remove, but can't run away. In order to get massive bonuses, you have to give something equally massive up, and in this case it's your mobility...which if the enemy knows where you are, is your survival. |
KEROSIINI-TERO
The Rainbow Effect
1205
|
Posted - 2014.08.02 12:20:00 -
[16] - Quote
True Adamance wrote:With the more recent changes to the HAV Skill Tree's I have often found myself wistfully looking back at what we had in the past, and what that led me to realise is that much of the HAV's potential and sense of progression is now lost.
What I mean by this is that the HAV tree lacks real incentive to put your SP into the role, with the attempted tiericide and rework of vehicles to achieve waves or opportunity all we have done is seen HAV go through the motions of being ultra powerful against AV and a new meta where every HAV was the same and low SP HAV could dominate the field with relative ease.
I suggest this being a heavily skilled tanker..... who this morning realised that I have less than 1 Million SP in vehicle Command....and only Level 1 in HAV command being a pointless skill.
I propose now with HAV and AV in a more balance place, and little for CCP to lose at this late point in the game, that the removed Enforcer HAV be restablished as the "next tier up" of HAV equivalent to Assault Dropships. I also propose that HAV Command skills be broken back down into their racial options, meaning HAV pilots require the requisite skills to be able to field specific HAV.
In order to do this new skills...or old ones.... would have to be implemented.
HAV Command
Vehicle Command- Allows Access to Militia/ Standard HAV (perhaps redesignated Sica and Soma)
Caldari/ Gallente Heavy Attack Vehicle Command- Allows Access to the ADV Tier Racial HAV (The Gunlogi and Madrugar)
Caldari/ Gallente Enforcer Command- Allows Access to the Prototype Tier Racial HAV and provides the following bonuses per level
Caldari Enforcer HAV LVL 5: +2-3% to missile damage and range per level; +2% maximum zoom per level Gallente Enforcer HAV LVL 5: +2-3% to blaster damage and range per level; +2% maximum zoom per level
The Enforcer Hull
Prior to the decreases in HAV Hull price the Enforcer HAV used to sell for about 1,277,000 ISK before Modules and Turrets, usually ending up around about 2.5 or more Million ISK being the most expensive vehicle in the game.
I would suggest that with the reintroduction of Enforcer HAV the Hull cost of each Enforcer HAV should sit around 636,000 - 757,000 ISK (with other HAV hulls increasing in price to match roughly across the tiers) before modules and turrets. In addition to this both the Enforcer hull should receive slight boosts to their predessors stats in terms of CPU and or PG fitting capacity alongside and additional slot to their racial tanking type (high for the Caldari and a Low for the Gallente.)
Gunnlogi Shields-2650 Armour-1500 PG- 2120 CPU- 845 High Slots-3 Low Slots- 2
Falchion Shields-2650 Armour-1500 PG- 2438 (15% increase) CPU- 972 (15% Increase) High Slots-4 Low Slots- 2
Madrugar Shields-2650 Armour-1500 PG- 2490 CPU- 475 High Slots-2 Low Slots- 3
Vayu Shields-1200 Armour-4000 PG- 2676 (7.5% increase) CPU- 570 (20% increase) High Slots-2 Low Slots- 4
I certainly feel like the re-integration of Enforcer HAV into the game would bring a bit more interest back into HAV piloting as a high risk and highly customisable role that allows players to being their role using the basic Sica or Soma variant, move on to the main Gunlogi and Madrugar tier, and take that beyond if they settle in the role to become top tier and dedicated Tankers.
Please consider this.
I also ask my fellow forumers, especially AVer's like Atiim and King Checkmate to comment. I value that sort of imput a great deal.
As the original suggestion stands in OP:
That would be a very VERY bad thing to recreate infinitely better tiers of tanks. A return to the dark ages.
What are the reasons for such a strong reaction? Please note that in OP above the 'Enforcers' better, better and not a single attribute is weaker. PLUS having an extremely hard skill bonus (damage!!!!!) make lower tier tanks obsolete.
By creating higher tiers, you are creating a pariah of lower tiers, which are a joke everytime someone is seen using one. "Dude, do you even Vayu?"
And no, isk or SP price ticket is not gameplay balance factor.
Am I hostile to idea of new tanks? Definately not, they are most welcome if they are new variations. Variations with some attributes better - and some weaker.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12501
|
Posted - 2014.08.02 12:54:00 -
[17] - Quote
JRleo jr wrote:Thaddeus Reynolds wrote:Personally, I'd like to see the Enforcer and Marauder both make comeback...but with a siege mode module similar to the Starship Marauder's Bastion Mode (for the Enforcer HAV) and the Dreadnought's Siege Mode (For the Marauder HAV).
The Bastion Mode Space Side, when active, increases the Optimal Range of the starship by 30% as well as providing 30% damage resistance and doubling the efficacy of local repair systems, while making the starship immobile (neither sublight, nor warp drive will activate). Not all of these features are necessary, I would be in favor of a module that immobilizes the maurader, while increasing weapon optimal range and zoom fidelity. If one of the HAV's has a missile Optimal Range increase, it should be done through weapon Velocity, not flight time.
The Seige Mode Space Side, when active, increases the Damage Multiplier of turrets by 700% (no joke, look it up on the wiki) and doubles the efficacy of local repair system, while making the starship immobile, and reducing Scan Resolution (which makes them take longer to lock onto targets). The HAV version of this might have a different bonus for each weapon to increase firepower, while making it take longer to turn the turret around, while the HAV itself is immobilized.
Neither of these can be deactivated mid-cycle, so once a starship activates them, they are committed until the timer runs out. You do know making yourself immobile would be suicide in dust, right? Not with increase resistances, better localised reps, and increased zoom and accuracy.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12501
|
Posted - 2014.08.02 13:02:00 -
[18] - Quote
KEROSIINI-TERO wrote:True Adamance wrote:With the more recent changes to the HAV Skill Tree's I have often found myself wistfully looking back at what we had in the past, and what that led me to realise is that much of the HAV's potential and sense of progression is now lost.
What I mean by this is that the HAV tree lacks real incentive to put your SP into the role, with the attempted tiericide and rework of vehicles to achieve waves or opportunity all we have done is seen HAV go through the motions of being ultra powerful against AV and a new meta where every HAV was the same and low SP HAV could dominate the field with relative ease.
I suggest this being a heavily skilled tanker..... who this morning realised that I have less than 1 Million SP in vehicle Command....and only Level 1 in HAV command being a pointless skill.
I propose now with HAV and AV in a more balance place, and little for CCP to lose at this late point in the game, that the removed Enforcer HAV be restablished as the "next tier up" of HAV equivalent to Assault Dropships. I also propose that HAV Command skills be broken back down into their racial options, meaning HAV pilots require the requisite skills to be able to field specific HAV.
In order to do this new skills...or old ones.... would have to be implemented.
HAV Command
Vehicle Command- Allows Access to Militia/ Standard HAV (perhaps redesignated Sica and Soma)
Caldari/ Gallente Heavy Attack Vehicle Command- Allows Access to the ADV Tier Racial HAV (The Gunlogi and Madrugar)
Caldari/ Gallente Enforcer Command- Allows Access to the Prototype Tier Racial HAV and provides the following bonuses per level
Caldari Enforcer HAV LVL 5: +2-3% to missile damage and range per level; +2% maximum zoom per level Gallente Enforcer HAV LVL 5: +2-3% to blaster damage and range per level; +2% maximum zoom per level
The Enforcer Hull
Prior to the decreases in HAV Hull price the Enforcer HAV used to sell for about 1,277,000 ISK before Modules and Turrets, usually ending up around about 2.5 or more Million ISK being the most expensive vehicle in the game.
I would suggest that with the reintroduction of Enforcer HAV the Hull cost of each Enforcer HAV should sit around 636,000 - 757,000 ISK (with other HAV hulls increasing in price to match roughly across the tiers) before modules and turrets. In addition to this both the Enforcer hull should receive slight boosts to their predessors stats in terms of CPU and or PG fitting capacity alongside and additional slot to their racial tanking type (high for the Caldari and a Low for the Gallente.)
Gunnlogi Shields-2650 Armour-1500 PG- 2120 CPU- 845 High Slots-3 Low Slots- 2
Falchion Shields-2650 Armour-1500 PG- 2438 (15% increase) CPU- 972 (15% Increase) High Slots-4 Low Slots- 2
Madrugar Shields-2650 Armour-1500 PG- 2490 CPU- 475 High Slots-2 Low Slots- 3
Vayu Shields-1200 Armour-4000 PG- 2676 (7.5% increase) CPU- 570 (20% increase) High Slots-2 Low Slots- 4
I certainly feel like the re-integration of Enforcer HAV into the game would bring a bit more interest back into HAV piloting as a high risk and highly customisable role that allows players to being their role using the basic Sica or Soma variant, move on to the main Gunlogi and Madrugar tier, and take that beyond if they settle in the role to become top tier and dedicated Tankers.
Please consider this.
I also ask my fellow forumers, especially AVer's like Atiim and King Checkmate to comment. I value that sort of imput a great deal. As the original suggestion stands in OP: That would be a very VERY bad thing to recreate infinitely better tiers of tanks.A return to the dark ages. What are the reasons for such a strong reaction? Please note that in OP above the 'Enforcers' better, better and not a single attribute is weaker.PLUS having an extremely hard skill bonus (damage!!!!!) make lower tier tanks obsolete. By creating higher tiers, you are creating a pariah of lower tiers, which are a joke everytime someone is seen using one. "Dude, do you even Vayu?" And no, isk or SP price ticket is not gameplay balance factor. Am I hostile to idea of new tanks? Definately not, they are most welcome if they are new variations. Variations with some attributes better - and some weaker.
Pre 1.6 there was never a "Dark Ages" the dark ages came after this failed tiericide..... pre 1.6 Tanks reached the zenith of their enjoyment IMO.
Meaningful progression Skill based module activation Real waves of opportunity Etc
Post 1.6 tanks changes have left HAV command relatively less skill intensive, builds are almost all the same and in some cases mandatory.
I seriously don't understand why people are so against tiering.....somethings are simply better than others, its how things are in New Eden. You pay your way for efficiency, to pimp out your fit for that 1% extra efficiency over your opposition. That's what I love about New Eden.
I remember trying to take on Maddies in 1.3 with their 25% armour resist modules and Ion Cannon. I got wrecked every time. Eventually I had to become smarted to take those guys down.
Then I managed to narrow the gap. I got my Neutron blasters and 22% armour resist mods.
Then I went a step further and got my 25% and Ion Cannon....
My tanks then cost 2.5 Million ISK as compared to Soma and Sica which were only 500k.....the more SP I invested the better my HAV was and the worse it was to lose it...
ISK vs Risk was the name of the game.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Defy Gravity
471
|
Posted - 2014.08.02 13:17:00 -
[19] - Quote
Yes.
Pokey Dravon for.... Oh never mind :.....(
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Doc DDD
TeamPlayers
269
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Posted - 2014.08.02 13:31:00 -
[20] - Quote
I'd like to see something similar implemented. Would make for some 'OOHHS' and 'AAHHS' from the av community knowing there is a million isk vehicle driving around for them to blow up. Would give some incentive for tankers to throw some skill points into vehicles again to be marginally better equipped than a Militia or standard tank. |
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Racro 01 Arifistan
501st Knights of Leanbox
397
|
Posted - 2014.08.02 14:09:00 -
[21] - Quote
could divide the higher tank tiers into enforcers and marauders.
Enfrocer class HAV's; maximise dps/range. while having normal hp at the expense of speed and maunverbilty. slightly increased fitting to allow for decent tank and proto turret. 3% bonus to racial turret damge/range/zoom. (vayu/falchion) hull price 500-550k
Maruder HAV's: maximises defence with slight boost of 2% to damge for racial turret. as well as 3% reduction in cooldown time and 1 or 2% resistence increase for races preferred tanking method for hardners. has more hp than std havs as well as fittng. to compensate for the heavier defences is even slower than both enforcers and std havs. has increased fitting costs to allow for full proto lrg and sml turrets as well as complex fitting. (Vayu/Sagaris) hull price 600k
how ever the base pwrgird/cpu should not accomadte proto/compelx fittings off the bat. rather they are increased slighty base wise and puts emphisie into speccing into vehicles.
HOW THE PROGESSION SHOULD GO.
Vechile command 5> hav operation 3> racial hav 5> racial marduer/enforcer havs unlocks vehicle skill allows use of std havs increases speed 1%(caldari) and turn rate 2%(gallente) as stated above
to clarify why racial hav skill should increase speed for gunnlogi is quite simply because it is absoltey slow. and the madruger just has ahorrible abillty to turn. racial skill aslo affects that races higher tiered tanks. dose not affect millita tanks.
Elite Gallenten Soldier
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KEROSIINI-TERO
The Rainbow Effect
1207
|
Posted - 2014.08.03 13:21:00 -
[22] - Quote
Racro 01 Arifistan wrote:could divide the higher tank tiers into enforcers and marauders.
Enfrocer class HAV's; maximise dps/range. while having normal hp at the expense of speed and maunverbilty. slightly increased fitting to allow for decent tank and proto turret. 3% bonus to racial turret damge/range/zoom. (vayu/falchion) hull price 500-550k
Maruder HAV's: maximises defence with slight boost of 2% to damge for racial turret. as well as 3% reduction in cooldown time and 1 or 2% resistence increase for races preferred tanking method for hardners. has more hp than std havs as well as fittng. to compensate for the heavier defences is even slower than both enforcers and std havs. has increased fitting costs to allow for full proto lrg and sml turrets as well as complex fitting. (Vayu/Sagaris) hull price 600k
how ever the base pwrgird/cpu should not accomadte proto/compelx fittings off the bat. rather they are increased slighty base wise and puts emphisie into speccing into vehicles.
HOW THE PROGESSION SHOULD GO.
Vechile command 5> hav operation 3> racial hav 5> racial marduer/enforcer havs unlocks vehicle skill allows use of std havs increases speed 1%(caldari) and turn rate 2%(gallente) as stated above
to clarify why racial hav skill should increase speed for gunnlogi is quite simply because it is absoltey slow. and the madruger just has ahorrible abillty to turn. racial skill aslo affects that races higher tiered tanks. dose not affect millita tanks.
Still that horrid damage bonus on that suggestion. All should remember that damage bonus most likely will dictate tank vs tank gameplay. Permanent bonus is, well... Permanent. 24/7.
Rather than that, give the variants an extra slot and make the tankers at least fit a damage mod if they want extra punch. It has to be managed and chosen when to use it, you know.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Racro 01 Arifistan
501st Knights of Leanbox
397
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Posted - 2014.08.03 15:04:00 -
[23] - Quote
KEROSIINI-TERO wrote:Racro 01 Arifistan wrote:could divide the higher tank tiers into enforcers and marauders.
Enfrocer class HAV's; maximise dps/range. while having normal hp at the expense of speed and maunverbilty. slightly increased fitting to allow for decent tank and proto turret. 3% bonus to racial turret damge/range/zoom. (vayu/falchion) hull price 500-550k
Maruder HAV's: maximises defence with slight boost of 2% to damge for racial turret. as well as 3% reduction in cooldown time and 1 or 2% resistence increase for races preferred tanking method for hardners. has more hp than std havs as well as fittng. to compensate for the heavier defences is even slower than both enforcers and std havs. has increased fitting costs to allow for full proto lrg and sml turrets as well as complex fitting. (Vayu/Sagaris) hull price 600k
how ever the base pwrgird/cpu should not accomadte proto/compelx fittings off the bat. rather they are increased slighty base wise and puts emphisie into speccing into vehicles.
HOW THE PROGESSION SHOULD GO.
Vechile command 5> hav operation 3> racial hav 5> racial marduer/enforcer havs unlocks vehicle skill allows use of std havs increases speed 1%(caldari) and turn rate 2%(gallente) as stated above
to clarify why racial hav skill should increase speed for gunnlogi is quite simply because it is absoltey slow. and the madruger just has ahorrible abillty to turn. racial skill aslo affects that races higher tiered tanks. dose not affect millita tanks.
Still that horrid damage bonus on that suggestion. All should remember that damage bonus most likely will dictate tank vs tank gameplay. Permanent bonus is, well... Permanent. 24/7. Rather than that, give the variants an extra slot and make the tankers at least fit a damage mod if they want extra punch. It has to be managed and chosen when to use it, you know.
the enforcers 3% turret improvments mayu be stong but is just ified by both the drastically increased price/skill investment and is slower than std tanks so it is even more vunrable to av. but the marauder is its most devastating counter. with its slightly lower damge but higher defences can out last the enforcers damage, how ever the enforcer has an ege is speed (slightly) but since both are slower than STD HAV's are more vunrable to swarms/forges/PLC and av grenades. how ever their use against multiple targets are limited.
Elite Gallenten Soldier
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12553
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Posted - 2014.08.04 02:52:00 -
[24] - Quote
I'm wholly willing to rethink Enforcer HAV
Vayu High Slots 2 Low Slots 4 PG and CPU Increases 20% Reduction to Mobility 10% Blaster/ Missile Damage, 15% Increased Zoom/ Accuracy/ Dispersion Decrease Shields 1200 Armour 3200
Falchion High Slots 4 Low Slots 2 PG and CPU Increases 20% Reduction to Mobility 10% Blaster/ Missile Damage, 15% Increased Zoom/ Accuracy/ Dispersion Decrease Shields 2350 Armour 1100
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12553
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Posted - 2014.08.04 03:13:00 -
[25] - Quote
You literally all I need is one more slot and bit more fitting capacity...maybe a fitting skill or two....
Bam I have a next tier HAV!
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Thaddeus Reynolds
Facepunch Security
47
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Posted - 2014.08.04 23:12:00 -
[26] - Quote
True Adamance wrote:I'm wholly willing to rethink Enforcer HAV
Vayu High Slots 2 Low Slots 4 PG and CPU Increases 20% Reduction to Mobility 10% Blaster/ Missile Damage, 15% Increased Zoom/ Accuracy/ Dispersion Decrease Shields 1200 Armour 3200
Falchion High Slots 4 Low Slots 2 PG and CPU Increases 20% Reduction to Mobility 10% Blaster/ Missile Damage, 15% Increased Zoom/ Accuracy/ Dispersion Decrease Shields 2350 Armour 1100
You get a lighter tanks, that is less mobile, with a significantly greater SP and ISK threshold, but with the benefits of having significantly better damage output and targeting capacity, as well as greater customisation, and efficiency in the hands of skilled pilots.
(assuming seige/bastion mode can't be implemented) I'd like to see them as glass-cannons with high (relative) mobility, lots of low end acceleration with a smaller sig profile (if they ever get vehicles working properly with sensors), but weaker armor and shielding. More Tank Destroyer.
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2451
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Posted - 2014.08.04 23:15:00 -
[27] - Quote
Madrugar and Gunlogi are std HAV's
And while enforcers were here they were ADV
If we bring enforcers back then we need marauder tanks back (With different stats of course)
Put these items in legion as they will add diversity to vehicles as they did before!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12572
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Posted - 2014.08.04 23:41:00 -
[28] - Quote
Soulja Ghostface wrote:Madrugar and Gunlogi are std HAV's
And while enforcers were here they were ADV
If we bring enforcers back then we need marauder tanks back (With different stats of course)
Not really.....
I am for removing MLT HAV...... or at least perhaps having Militia Sica and regular Sica to differentiate the tiers.
Sica and Soma become Standard and are covered by the HAV Command Skills
Gunlogi and Madrugar are Advanced HAV and are covered by Racial HAV Command Skills
Vayu and Falchion become Prototype HAV and are covered by Racial Enforcer Command Skills.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Thaddeus Reynolds
Facepunch Security
48
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Posted - 2014.08.05 00:03:00 -
[29] - Quote
True Adamance wrote:Soulja Ghostface wrote:Madrugar and Gunlogi are std HAV's
And while enforcers were here they were ADV
If we bring enforcers back then we need marauder tanks back (With different stats of course) Not really..... I am for removing MLT HAV...... or at least perhaps having Militia Sica and regular Sica to differentiate the tiers. Sica and Soma become Standard and are covered by the HAV Command Skills Gunlogi and Madrugar are Advanced HAV and are covered by Racial HAV Command Skills Vayu and Falchion become Prototype HAV and are covered by Racial Enforcer Command Skills.
Vehicles don't really seem to function on the STD, ADV, PRO framework, but on the Rookie, Tech 1, Tech 2 Framework...I know it doesn't seem very different, but the differences are there (Vayu and Falchion are Tech 2s, Enforcer Class HAVs, Like Tech 2, Heavy Assault Cruisers) |
Nevyn Tazinas
Company of Marcher Lords Amarr Empire
39
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Posted - 2014.08.05 01:59:00 -
[30] - Quote
The Std, Adv, Proto framework is a terrible framework to start with and one of the issues with the suits. As the proto suits get both better base stats and more slots. Making a multiplicative effect. Lets not bring back a terrible framework into Vehicles.
Just make the skills all mean something, there should never be a skill that is useless taking to V. Look at Eve for ships compared to Dust suits. EVE Bonus from base cruiser skill to X Bonus from specialist skill to Y DUST. No bonus from base skill, everyone only takes to 3. Bonus from Specialist skill.
EVE. People fly basic ships at very high skill levels, since they get skill bonuses. DUST. People run specialist suits all the time.
Tanks sit part way between but still suffer from the issue of some skills being useless. |
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