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Pokey Dravon
OSG Planetary Operations Covert Intervention
3463
|
Posted - 2014.11.11 19:12:00 -
[1] - Quote
I knew you would come, True Adamance
But really need everyone's thoughts on this project. We need vehicles for all races, not just Gallente and Caldari. And while we may not be getting the art assets for them now/ever, we can still design variants that *perform* exactly how the racial version would. At the least we can re-use the existing Cal/Gal models and put on a paint job to make them rusty/gold plated.
I've set up a spreadsheet outlining what the current values are, as well as lined up some design parameters. So far I've only fiddled with potential slot layouts, so lets get some discussion going on that first. Then we can tackle base HP, and save PG/CPU for last.
https://docs.google.com/spreadsheets/d/1Mf8XDOBw6E-UUgvEYj1VpOsXidAR9RY5vYlYj_Ulyn0/edit?usp=sharing
Proposed Design Parameters Caldari and Gallente are to have equal total HP but inverted Shield/Armor Values Minmatar to have lowest total HP but highest speed Amarr to have highest total HP but lowest speed Caldari and Amarr slot layouts are to typically be inverses of each other Minmatar to have equal highs and lows In cases of an odd number of slots, Minmatar will favor High slots. Typically Inverse of Gallente in these cases PG/CPU should encourage racial tanking type Minmatar Armor and Shields are to be similar enough to facilitate Hybrid Tanking
Hotfix Delta Sentinel eHP Calcs
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Terry Webber
Molon Labe. General Tso's Alliance
489
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Posted - 2014.11.12 05:55:00 -
[2] - Quote
Stats aren't exactly my thing but I'll be sure to keep an eye on this thread to express my thoughts on other people's suggestions. |
Lynn Beck
Delta Vanguard 6
2207
|
Posted - 2014.11.12 06:57:00 -
[3] - Quote
For throwaround numbers try: Min HAV- 2650 shield, 2325 armor, top speed(base gunnlogi) X 1.3, Acceleration(base gunnlogi) X 1.15 Am HAV- 800 shield, 6245 armor, top speed(base gunnlogi) X 0.9, Acceleration(base gunnlogi) X0.85 Special effect: Turret does not turn independently of hull, instead tank Hovers(if unique model, if not Null) and can strafe at X0.45 of forward motion.
Not sure on LAV/DS, might pull up calc later to make comparable throwarounds.
Note: As much as Amarr "Typically" go slower, there are some cases in which moving slower simply for "But 'tis Amarr" is not viable, one such instance might be the DS, as that is an insertion vehicle, and giving it sufficient tank to NOT be blapped instantly may/may not become OP.
Throwaround number for Amarr DS movement would be the old Eryx(Caldari Logistics DS), or for more modern analogue, Grimsnes with X0.97 top speed and X1.0 acceleration.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14466
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Posted - 2014.11.12 08:08:00 -
[4] - Quote
Possible reservations but I must enquire now and make the statement that in many respects the current turrets and AV could not handle efficiently the Marauder suggestions I have in mind though all EHP that I am going values do remain under 10K EHP.
Suffice to say the key points I would address initially are
-Module Changes (IMO they need to happen if we are going to introduce HAV with 4 slots for their primary tanking type) - Turret Changes - HAV based EHP values.
Once posted I do await feed back, I want to be as reasonable as possible so that we do not have another 1.7 debacle nor are these new HAV subject to the broken mechanics and unsavoury depredations of Jihad LAV.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3468
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Posted - 2014.11.12 15:44:00 -
[5] - Quote
Fair point on the slot layouts for the HAVs.
I will say though that's a bit of a nerf for the Gallente though, I have some concerns about shaving off 200 shield and 600 armor off the current amounts considering current AV stats.
Also do you think we should have different skills for the racial vehicles if we're still re-using the Cal/Gal art assets and lack racial turrets? I fear it may cause confusion for a lot of players, particularly ones new to vehicles/AV.
Hotfix Delta Sentinel eHP Calcs
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
158
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Posted - 2014.11.12 18:06:00 -
[6] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=177911&find=unread |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3473
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Posted - 2014.11.12 18:14:00 -
[7] - Quote
Kaeru Nayiri wrote:https://forums.dust514.com/default.aspx?g=posts&t=177911&find=unread
Mhmm looks like I already got the slot layout as you requested
Lower eHP and high speed are of course a given for Minmatar.
Will be sure to push for MOAR FINS if we ever get art assets too
Hotfix Delta Sentinel eHP Calcs
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
160
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Posted - 2014.11.12 18:16:00 -
[8] - Quote
Pokey Dravon wrote:Kaeru Nayiri wrote:https://forums.dust514.com/default.aspx?g=posts&t=177911&find=unread Mhmm looks like I already got the slot layout as you requested Lower eHP and high speed are of course a given for Minmatar. Will be sure to push for MOAR FINS if we ever get art assets too
WOOOOOOOOO !!!
Wheel chair Uzzi duct tape rolling down the stairs HERE I COME !! |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14486
|
Posted - 2014.11.12 19:08:00 -
[9] - Quote
Pokey Dravon wrote:Fair point on the slot layouts for the HAVs.
I will say though that's a bit of a nerf for the Gallente though, I have some concerns about shaving off 200 shield and 600 armor off the current amounts considering current AV stats.
Also do you think we should have different skills for the racial vehicles if we're still re-using the Cal/Gal art assets and lack racial turrets? I fear it may cause confusion for a lot of players, particularly ones new to vehicles/AV.
Looking at the EHP values overall is what I have done and there is no reason that any standard HAV should have a base 5200 EHP unless you are looking for a suggestion off an almost EHP maddy.
However what you are not taking into account with my suggestion is the return of 180mm plates.
Assuming the base 3400 Armour HP and the original 2750 Prototype Poly Crystallines
3400 + 2750 = 6150 3600 + 2750 = 6350
Basically another part of the whole proposal is to remove passive reps (they can die in a hole) and return to active rep HAV, and one issue I am trying to tackle is related to variation.
Plates could be a very real option pushed on by lower hull EHP
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3473
|
Posted - 2014.11.12 19:13:00 -
[10] - Quote
True Adamance wrote:Pokey Dravon wrote:Fair point on the slot layouts for the HAVs.
I will say though that's a bit of a nerf for the Gallente though, I have some concerns about shaving off 200 shield and 600 armor off the current amounts considering current AV stats.
Also do you think we should have different skills for the racial vehicles if we're still re-using the Cal/Gal art assets and lack racial turrets? I fear it may cause confusion for a lot of players, particularly ones new to vehicles/AV. Looking at the EHP values overall is what I have done and there is no reason that any standard HAV should have a base 5200 EHP unless you are looking for a suggestion off an almost EHP maddy. However what you are not taking into account with my suggestion is the return of 180mm plates. Assuming the base 3400 Armour HP and the original 2750 Prototype Poly Crystallines 3400 + 2750 = 6150 3600 + 2750 = 6350 Basically another part of the whole proposal is to remove passive reps (they can die in a hole) and return to active rep HAV, and one issue I am trying to tackle is related to variation. Plates could be a very real option pushed on by lower hull EHP
That's fair, it puts more emphasis on the module than the base eHP.
As for reps, I want modules in general to operate on the same mechanics cloaks do. You activate them, they begin discharging, when you turn them off they start rercharging. Hard Durations and Cooldowns should die in a fire. Give each module it's own capacitor so to speak and operate them individually. Armor reppers simply discharge slowly, but are by no means passive.
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4921
|
Posted - 2014.11.12 19:27:00 -
[11] - Quote
Pokey Dravon wrote:Randomized crap.
I know nothing of vehicles except the best ways to murder them
While the Devs are silent I approve of this project and/or message!
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3474
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Posted - 2014.11.12 19:29:00 -
[12] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Randomized crap. I know nothing of vehicles. While the Devs are silent I approve of this project and/or message!
Random indeed. Trusting me to come up with anything that makes sense is a fool's errand.
We've also got a discussion on Pilot suits somewhere else....don't have the link offhand.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14487
|
Posted - 2014.11.12 19:47:00 -
[13] - Quote
Pokey Dravon wrote:Breakin Stuff wrote:Pokey Dravon wrote:Randomized crap. I know nothing of vehicles. While the Devs are silent I approve of this project and/or message! Random indeed. Trusting me to come up with anything that makes sense is a fool's errand. We've also got a discussion on Pilot suits somewhere else....don't have the link offhand.
Worth keeping Breakin' as an on call AV advisor, he seems to know at a glance what is and is not plausible for AV to take out.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4923
|
Posted - 2014.11.12 19:49:00 -
[14] - Quote
True Adamance wrote:
Worth keeping Breakin' as an on call AV advisor, he seems to know at a glance what is and is not plausible for AV to take out.
It's a gift
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3475
|
Posted - 2014.11.12 19:49:00 -
[15] - Quote
Indeed. Lots of good minds out there, plus having AV involved in the design of vehicles is a great way to avoid power creep.
Sidebar: Thoughts on a Swarm Launcher variant that specifically does EM damage? +20/-20 profile.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14489
|
Posted - 2014.11.12 19:52:00 -
[16] - Quote
Pokey Dravon wrote:Indeed. Lots of good minds out there, plus having AV involved in the design of vehicles is a great way to avoid power creep.
Sidebar: Thoughts on a Swarm Launcher variant that specifically does EM damage? +20/-20 profile.
Sidebar: At best a band aid fix to lack of anti shield AV
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4924
|
Posted - 2014.11.12 19:54:00 -
[17] - Quote
Pokey Dravon wrote:Indeed. Lots of good minds out there, plus having AV involved in the design of vehicles is a great way to avoid power creep.
Sidebar: Thoughts on a Swarm Launcher variant that specifically does EM damage? +20/-20 profile.
needs more amarr laser
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3475
|
Posted - 2014.11.12 19:58:00 -
[18] - Quote
True Adamance wrote:Pokey Dravon wrote:Indeed. Lots of good minds out there, plus having AV involved in the design of vehicles is a great way to avoid power creep.
Sidebar: Thoughts on a Swarm Launcher variant that specifically does EM damage? +20/-20 profile. Sidebar: At best a band aid fix to lack of anti shield AV
Lack of long range Anti-Shield AV. PLC does work up close.
Perhaps Laser Rifle variant that does increased vehicle and reduced infantry damage? Still a bandaid but can fill that anti shield AV role until a more proper asset is put into place.
Hotfix Delta Sentinel eHP Calcs
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Vell0cet
Vengeance Unbound RISE of LEGION
2520
|
Posted - 2014.11.12 20:53:00 -
[19] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:Indeed. Lots of good minds out there, plus having AV involved in the design of vehicles is a great way to avoid power creep.
Sidebar: Thoughts on a Swarm Launcher variant that specifically does EM damage? +20/-20 profile. Sidebar: At best a band aid fix to lack of anti shield AV Lack of long range Anti-Shield AV. PLC does work up close. Perhaps Laser Rifle variant that does increased vehicle and reduced infantry damage? Still a bandaid but can fill that anti shield AV role until a more proper asset is put into place. Heavy weapon with the forgegun's targeting reticule that hits out to 200 m. Make it a fat purple beam, that uses the same mechanics as a LR. Or you could give it a red beam and use the purple beam for the heavy beam HAV turret with an even longer range. Use the same audio as the LR, but drop it down an octave so it has a deep rumble to it.
Small pulse laser turrets would work like scrambler rifles. A charge function or rapid fire.
Best PvE idea ever!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14496
|
Posted - 2014.11.12 20:56:00 -
[20] - Quote
Shall we refocus then on HAV Variants?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3478
|
Posted - 2014.11.12 21:19:00 -
[21] - Quote
True Adamance wrote:Shall we refocus then on HAV Variants?
Thoughts on LAV HP values in the spreadsheet?
As for Variants for HAVs, my thought is that the standard HAVs dont get any sort of bonus *much like dropships*
Specialized classes would essentially be Attack and Defense, or Enforcer and Marauder.
Enforcers would have less base HP but be considerably faster with bonuses for turrets.
Marauders would have more base HP but be considerably slower but with bonuses for racial defenses.
Now I think a slot change needs to happen for these variants, the question is what exactly.
EDIT: +1 in main rack for Marauders to facilitate better defenses, +1 in off rack for Enforcers to facilitate more utility?
Hotfix Delta Sentinel eHP Calcs
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Vell0cet
Vengeance Unbound RISE of LEGION
2520
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Posted - 2014.11.12 21:41:00 -
[22] - Quote
Pokey Dravon wrote:True Adamance wrote:Shall we refocus then on HAV Variants? Thoughts on LAV HP values? As for Variants for HAVs, my thought is that the standard HAVs dont get any sort of bonus *much like dropships* Specialized classes would essentially be Attack and Defense, or Enforcer and Marauder. Enforcers would have less base HP but be considerably faster with bonuses for turrets. Marauders would have more base HP but be considerably slower but with bonuses for racial defenses. Now I think a slot change needs to happen for these variants, the question is what exactly. The problem with this whole mess is we have so many missing pieces that it's hard to know the right sequence to fill them in.
Missing: 1. Capacitors - this is critical and the whole "Vehicle revamp 3.0" should be balanced around having them. 2. Old modules and vehicle variants 3. Pilot suits 4. Missing racial vehicles and turrets 5. Missing racial heavy weapons (I think most would agree the Amarr heavy weapon should be an AV Beam laser). 6. Fully fleshed out Ewar. Tracking disrupters, target painters, ECM (to break remote repping locks), webs, neuts etc.
In a perfect world, vehicles would be truly badass, and very expensive (with considerably worse budget versions available too). You would be able to change the outcome of a fight, but were always at risk of being "tackled," crippled with ewar and ultimately destroyed, like in EVE. You would always have to weigh the risk vs. reward of bringing something blinged-out to the field.
Best PvE idea ever!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14502
|
Posted - 2014.11.12 21:42:00 -
[23] - Quote
Pokey Dravon wrote:True Adamance wrote:Shall we refocus then on HAV Variants? Thoughts on LAV HP values? As for Variants for HAVs, my thought is that the standard HAVs dont get any sort of bonus *much like dropships* Specialized classes would essentially be Attack and Defense, or Enforcer and Marauder. Enforcers would have less base HP but be considerably faster with bonuses for turrets. Marauders would have more base HP but be considerably slower but with bonuses for racial defenses. Now I think a slot change needs to happen for these variants, the question is what exactly.
Here are a couple of suggestions
Racial HAV, like any other racial vehicle could perhaps recieve bonuses, that are specified on and specific to their hull, to the following.
Racial HAV Command: Fitting Bonuses to racially appropriate module type in the region of between 1-2% per level.
Amarr : Plating Gallente: Active Repairers Caldari : Shield Extenders Minmatar Shield Boosters
((Note: All races have fair and equal access to hardener units))
Racial Marauder Command: Bonuses to efficiency of module of a specific style of their tanking type in the region of between 2% dependant on module skill is applied to.
Amarr: Armour Hardeners (either duration or efficiency) Gallente: Active Armour Repairers ( either duration or efficiency) Caldari : Shield Hardeners ( either duration or efficiency) Minmatar: Shields Boosters ( either duration or efficiency, and or module cycling times)
Enforcer Tanks could do something like
Racial HAV Command: Reduction to the fitting costs of Vehicle Turrets and Weapons modification modules
Amarr: Heat Sinks Minmatar: Gyrostabilisers Gallente/ Caldari: Magnetic Field Stabilisers Caldari: Ballistic Control Systems
Racial Marauder Command: +X% Efficiency to Weapons Modification Modules or Static Y% to racial turret damage per level.
If we were to talk about giving standard Hulls bonuses it really should only be to something like Racial Turret fitting capacity so that on standard Hulls players are encouraged to experiment with the Vehicles racial style (without over powering or limiting them to specific fits) while also encouraging the mounting of Light turrets.
Militia HAV have no bonuses at all as they require no SP.
How do we feel about that?
TL;DR
Militia HAV - Gateway HAV units require no SP and have no outstanding characteristics
Standard HAV- Introduced players to specific racial play styles and offers them more slot options and an introduction to bonuses and general HAV roles.
Marauder HAV- Designed for increased endurance at the cost of speed. Enforcer HAV- Designed for increased fire power at the cost of Durability Black Ops - ( out of left field) designed for speed and utility at the cost of Endurance and Fire Power.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3478
|
Posted - 2014.11.12 22:15:00 -
[24] - Quote
Militia HAVs: No Bonuses - Totally fine with that
Standard HAVs (Frames): Racial Fitting Bonuses to encourage tanking type - Basically the same thing I suggested for Dropsuits in my "Teaching Without Tutorials" post. Totally fine with this as well. Would you apply these fitting bonuses to all HAVs or just the basic hulls?
Marauders: I get very wary of pushing eHP too high, so I typically shy away from hardener efficiency bonuses and try to focus more on recovery/regen or soft bonuses to hardeners. And as much as I LOVE active armor tanking, history has shown that excessive efficiency of armor repping can cause issues, so if we go with efficiency of regen mods it has to be done delicately. It's tough to say on this one because I REALLY want active modules on vehicles to behave like cloaks do with a soft duration and cooldown.
I think Hardener Duration for Caldari and Amarr is fair, though with a hard cooldown system, perhaps reduced cooldown would be better?
Efficiency of Armor Reps for Gallente is fine if approached carefully.
As for Minmatar....while I like our current Shield Boosters, they're really Ancillary Shield Boosters, and I'd like to make a differentiation between them and a more traditional shield booster. That being said I think Efficiency for those is also fine as long as its approached with caution.
So Caldari and Amarr can stay in a a fight longer. Gallente and Minmatar are more focused on quickly recovering for the next engagement.
Enforcers: Ok let me tackle your suggestions one at a time. I assume the listed racial bonuses apply to the specific module?
Heat Sinks: Clear choice, works well with 2 of the 3 turret types we currently have. Gyrostabilizers: Unsure what you're going with on this one, how do you envision this translating to Dust? Magnetic Field Stabilizer: Again I'm a little unsure of what you're aiming for on this one, or are these basically renames of existing turret-specific damage mods? THis would be Rails and Blasters yes? BCU: I assume bonus to Missiles?
Ideally I'd like all of the bonuses to work with existing turrets, but also end up working with racial turrets if we ever get them.
Hotfix Delta Sentinel eHP Calcs
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Vell0cet
Vengeance Unbound RISE of LEGION
2520
|
Posted - 2014.11.12 22:25:00 -
[25] - Quote
Pokey Dravon wrote:Militia HAVs: No Bonuses - Totally fine with that
Standard HAVs (Frames): Racial Fitting Bonuses to encourage tanking type - Basically the same thing I suggested for Dropsuits in my "Teaching Without Tutorials" post. Totally fine with this as well. Would you apply these fitting bonuses to all HAVs or just the basic hulls?
Marauders: I get very wary of pushing eHP too high, so I typically shy away from hardener efficiency bonuses and try to focus more on recovery/regen or soft bonuses to hardeners. And as much as I LOVE active armor tanking, history has shown that excessive efficiency of armor repping can cause issues, so if we go with efficiency of regen mods it has to be done delicately. It's tough to say on this one because I REALLY want active modules on vehicles to behave like cloaks do with a soft duration and cooldown.
I think Hardener Duration for Caldari and Amarr is fair, though with a hard cooldown system, perhaps reduced cooldown would be better?
Efficiency of Armor Reps for Gallente is fine if approached carefully.
As for Minmatar....while I like our current Shield Boosters, they're really Ancillary Shield Boosters, and I'd like to make a differentiation between them and a more traditional shield booster. That being said I think Efficiency for those is also fine as long as its approached with caution.
So Caldari and Amarr can stay in a a fight longer. Gallente and Minmatar are more focused on quickly recovering for the next engagement.
Enforcers: Ok let me tackle your suggestions one at a time. I assume the listed racial bonuses apply to the specific module?
Heat Sinks: Clear choice, works well with 2 of the 3 turret types we currently have. Gyrostabilizers: Unsure what you're going with on this one, how do you envision this translating to Dust? Magnetic Field Stabilizer: Again I'm a little unsure of what you're aiming for on this one, or are these basically renames of existing turret-specific damage mods? THis would be Rails and Blasters yes? BCU: I assume bonus to Missiles?
Ideally I'd like all of the bonuses to work with existing turrets, but also end up working with racial turrets if we ever get them. If we had a capacitor system this would solve the problems with hardeners and reps. Cooldowns don't work because you can pop several and basically become invulnerable. With capacitors, you can have a sustained tank, or a burst tank with very short lifespan. It's more flexible.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3478
|
Posted - 2014.11.12 22:29:00 -
[26] - Quote
Vell0cet wrote: If we had a capacitor system this would solve the problems with hardeners and reps. Cooldowns don't work because you can pop several and basically become invulnerable. With capacitors, you can have a sustained tank, or a burst tank with very short lifespan. It's more flexible.
Absolutely. One of the most annoying parts of Armor Tanking before passive reps was the fact that I could take 15% armor damage, and either leave it unrepaired, or pop my repairer to fix it, but then was in danger while I cooled down. With a soft duration/cooldown system I can turn it on for say 5 seconds, and then when I turn it off I only need to cool it down for 5 seconds worth of activation, rather than cool down for the full duration.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14507
|
Posted - 2014.11.12 22:57:00 -
[27] - Quote
Vell0cet wrote:Pokey Dravon wrote:Militia HAVs: No Bonuses - Totally fine with that
Standard HAVs (Frames): Racial Fitting Bonuses to encourage tanking type - Basically the same thing I suggested for Dropsuits in my "Teaching Without Tutorials" post. Totally fine with this as well. Would you apply these fitting bonuses to all HAVs or just the basic hulls?
Marauders: I get very wary of pushing eHP too high, so I typically shy away from hardener efficiency bonuses and try to focus more on recovery/regen or soft bonuses to hardeners. And as much as I LOVE active armor tanking, history has shown that excessive efficiency of armor repping can cause issues, so if we go with efficiency of regen mods it has to be done delicately. It's tough to say on this one because I REALLY want active modules on vehicles to behave like cloaks do with a soft duration and cooldown.
I think Hardener Duration for Caldari and Amarr is fair, though with a hard cooldown system, perhaps reduced cooldown would be better?
Efficiency of Armor Reps for Gallente is fine if approached carefully.
As for Minmatar....while I like our current Shield Boosters, they're really Ancillary Shield Boosters, and I'd like to make a differentiation between them and a more traditional shield booster. That being said I think Efficiency for those is also fine as long as its approached with caution.
So Caldari and Amarr can stay in a a fight longer. Gallente and Minmatar are more focused on quickly recovering for the next engagement.
Enforcers: Ok let me tackle your suggestions one at a time. I assume the listed racial bonuses apply to the specific module?
Heat Sinks: Clear choice, works well with 2 of the 3 turret types we currently have. Gyrostabilizers: Unsure what you're going with on this one, how do you envision this translating to Dust? Magnetic Field Stabilizer: Again I'm a little unsure of what you're aiming for on this one, or are these basically renames of existing turret-specific damage mods? THis would be Rails and Blasters yes? BCU: I assume bonus to Missiles?
Ideally I'd like all of the bonuses to work with existing turrets, but also end up working with racial turrets if we ever get them. If we had a capacitor system this would solve the problems with hardeners and reps. Cooldowns don't work because you can pop several and basically become invulnerable. With capacitors, you can have a sustained tank, or a burst tank with very short lifespan. It's more flexible.
Indeed.
The issue I've had while trying to suggest Marauder builds and what not is primarily due to the nature of cycling modules.
For example if the Amarr HAV 1x 180mm Plate, 2x Hardeners, 1x Active repper
Shields - 800 Armour - 4000
4000 + 2750= 6750 *1.25= 8437.5 * 1. 18 (for arguements sake) = 9956.25 n (Still sub 10K but that's before reps even apply when both hardeners go up)
To put that into perspective though
(Current) Gunnlogi fit 2x Complex Extenders, 1 x Hardener
Shield - 2650 Armour - 1500
2650 + 2(1325) = 5300 * 1.4 = 7120 + 1500 (assuming no plate) EHP = 8620 (a difference of 1336.5 rounded up to 1337 cause were pro skillzors)
(Suggested) Gunnlogi fit
Shield - 3000 Armour - 1100
3000 + 2(1325) = 5850 * 1.4 = 7910 + 1100 Shields (assuming no plate) EHP = 9010
Difficulty here is that statistically there is not much EHP disparity between our standard and Marauders...just more utility which directly translates to survivability if used well.
I wish to keep all my suggestions sub 10K EHP for the same of AV balance.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14507
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Posted - 2014.11.12 22:59:00 -
[28] - Quote
As for shield boosters I was considering submitting an idea for a Double Pulse Booster.
Current boosters give you 1900 Shield HP instantly.
What if Ancillary Shield Boosters applied 1200 in one pulse and another 1200 between 4-6 seconds later?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Vell0cet
Vengeance Unbound RISE of LEGION
2521
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Posted - 2014.11.12 23:01:00 -
[29] - Quote
I'd like to see CCP Rattati use EVE frigates as the template for redesigning the vehicles. Figure out some fits for max skilled pilots and "convert" them to DUST equivalents for a max skilled vehicle user with a level 5 pilot suit. Work your way backwards from there. Use frigates, logi frigates, interceptors, assault frigates, etc to get an idea of slots, PG, CPU, capacitor amount, recharge amount, module fitting costs, etc.
EVE has been balancing this stuff for over a decade. It makes sense to use it as a starting place for an overhaul.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:02:00 -
[30] - Quote
So for Marauders you're suggesting +1 to Main Rack and for Enforcers +1 to Off-Rack? Just to clarify.
Hotfix Delta Sentinel eHP Calcs
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