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Pokey Dravon
OSG Planetary Operations Covert Intervention
3463
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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
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3468
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Posted - 2014.11.12 15:44:00 -
[2] - 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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3473
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Posted - 2014.11.12 18:14:00 -
[3] - 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
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3473
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Posted - 2014.11.12 19:13:00 -
[4] - 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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3474
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Posted - 2014.11.12 19:29:00 -
[5] - 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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3475
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Posted - 2014.11.12 19:49:00 -
[6] - 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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3475
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Posted - 2014.11.12 19:58:00 -
[7] - 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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3478
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Posted - 2014.11.12 21:19:00 -
[8] - 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?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3478
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Posted - 2014.11.12 22:15:00 -
[9] - 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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3478
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Posted - 2014.11.12 22:29:00 -
[10] - 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.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:02:00 -
[11] - Quote
So for Marauders you're suggesting +1 to Main Rack and for Enforcers +1 to Off-Rack? Just to clarify.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:04:00 -
[12] - Quote
True Adamance wrote: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?
Well That's kinda what I was hoping to see with Boosters in general, some of a single pulse, others are less per pulse but drawn out over a few pulses. It's still very bursty and prone to exceptionally long cooldowns, where Armor Reppers are a slow burn but with relativity short recharge.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:20:00 -
[13] - Quote
Spademan wrote:Would it be terrible for all Lav's to get +1 slot in their off-rack? Honestly have not played with LAV fitting all that much, but fairly reasonable. We just don't want to run into unkillable LAVs again like we had with the LLAV. Lemme look at some fittings a bit more.
True Adamance wrote:Pokey Dravon wrote: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. Make vehicle modules work like cloaks and so many issues just go away. They would have to be shorter durations module then to prevent exploitation. I love the idea of being able to pulse my Armour Reps as my module recovers it charge over time, but if we start looking at stacked modules like Hardeners and Reps we run into trouble. If they are activated simultaneously in conjunction with other modules. For example Heavy Efficient Armour Repairer Per Pulse 414 Armour 3 section pulse intervals max 5 pulses Total HP recovered = 2070 over 15 seconds 2070* 2= 4140 over 15 seconds 4140* 1.25 = 5175 EHP recovered over 15 seconds. If that is the case then we need to also sit down with CCP to discuss every module, its implications, its fitting costs relevant to how they want them used, and all the OP possibilities like the ones I suggested.
So 345 HP/s.....with what sort of downtime?
I always kind of run into this awkward paradox of what sort of tanking shield and armor should be in Dust. Shields recharge on their own albeit slowly, yet the modules it fits encourage a more bursty type of regen. So if shield is slow recharge but also bursty, where does Armor come in exactly? What sort of uptime/downtime ratio do you see for armor/shield regen mods and where do you see their relative regen ability?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:33:00 -
[14] - Quote
True Adamance wrote: That's a really tough.
In EVE both regenerate in almost the same manner....just pulses, though Shields do get constant small regeneration....
On a scale of down times?
Not sure to be honest. Is all this being compiled into one larger presentation? If so perhaps we should agree on what mechanics, module values, etc we are going to work off first and make suggestions from there.
Indeed. I'm mostly a shield tanker in EVE but most of the shield mechanics in Dust don't really apply to EVE so it's tough to even make a comparison.
I mean one defining factor that I've found is that Shield Tanks, while capable of more burst tanking through Boosters, are rarely cap stable without high end gear. So if we look at the whole capacitor style module system, we could say that shield regen modules have strong regen, but discharge much faster than they recharge. Armor regen modules are more moderate benefit, but are closer to a 1:1 charge/discharge ratio.
EDIT: I'd like to get this designed and rolled in with Racial Variations. Honestly I would prefer to get the Racial variants finished and rework modules for the first phase. Then pull in Pilot suits and Specialty Vehicles for the secondary phase.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:42:00 -
[15] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote: That's a really tough.
In EVE both regenerate in almost the same manner....just pulses, though Shields do get constant small regeneration....
On a scale of down times?
Not sure to be honest. Is all this being compiled into one larger presentation? If so perhaps we should agree on what mechanics, module values, etc we are going to work off first and make suggestions from there.
Indeed. I'm mostly a shield tanker in EVE but most of the shield mechanics in Dust don't really apply to EVE so it's tough to even make a comparison. I mean one defining factor that I've found is that Shield Tanks, while capable of more burst tanking through Boosters, are rarely cap stable without high end gear. So if we look at the whole capacitor style module system, we could say that shield regen modules have strong regen, but discharge much faster than they recharge. Armor regen modules are more moderate benefit, but are closer to a 1:1 charge/discharge ratio. Fair suggestion which I suppose is partly why Shield Modules are burst effects and shorter in duration than armour in Dust 514 given Capacitor is not possible. E.G- So if we assume Shield Boosters for example pulsed 3 times over activation for roughly 633 HP a pulse over a 12 second duration ( roughly 1900) while Armour pulses for 414 5 times over 15 seconds (2070) roughly fair once we start equating shield and armour values on vehicles.
Which is basically what we had before haha. Now the question is what about shield passive recharge, because that's a factor as well. If its too high then armor tanking is pointless because the recharge is basically the same as an armor rep, but better. But if its too low then you basically have a meaningless mechanic because the recharge is too low to matter.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:43:00 -
[16] - Quote
Spademan wrote:Pokey Dravon wrote:Spademan wrote:Would it be terrible for all Lav's to get +1 slot in their off-rack? Honestly have not played with LAV fitting all that much, but fairly reasonable. We just don't want to run into unkillable LAVs again like we had with the LLAV. Lemme look at some fittings a bit more. Oh absolutely, the Logi Lav times were atrocious. I'm just thinking that they're a little too squishy with 3 slots and very little support capabilities. I'm thinking maybe the Caldari and Amarr could be more on the combat side while Gallente and Minmatar could be a bit more skirmish/support.
Actually an extra off slot would help in another idea I had for LAVs, so I can't complain.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:47:00 -
[17] - Quote
Vell0cet wrote:Pokey Dravon wrote:True Adamance wrote: That's a really tough.
In EVE both regenerate in almost the same manner....just pulses, though Shields do get constant small regeneration....
On a scale of down times?
Not sure to be honest. Is all this being compiled into one larger presentation? If so perhaps we should agree on what mechanics, module values, etc we are going to work off first and make suggestions from there.
Indeed. I'm mostly a shield tanker in EVE but most of the shield mechanics in Dust don't really apply to EVE so it's tough to even make a comparison. I mean one defining factor that I've found is that Shield Tanks, while capable of more burst tanking through Boosters, are rarely cap stable without high end gear. So if we look at the whole capacitor style module system, we could say that shield regen modules have strong regen, but discharge much faster than they recharge. Armor regen modules are more moderate benefit, but are closer to a 1:1 charge/discharge ratio. EDIT: I'd like to get this designed and rolled in with Racial Variations. Honestly I would prefer to get the Racial variants finished and rework modules for the first phase. Then pull in Pilot suits and Specialty Vehicles for the secondary phase. The problem here is if we don't have capacitors, a tripple armor rep tank would be devastating since it abuses the fact that each repper basically has it's own " cap pool." That's part of why I think we need a real capacitor system in place as part of the overhaul.
Hmmmmmm very valid point. While I would love a true Cap system, I'm wondering if that's reasonable within the development cycle. The reason I went with the Pseudo cloak system was because that mechanic is already programmed into the game, so it would be easier to implement.
I wonder if you could give it a sort of stacking penalty, in that equipping an armor repper would decrease the recharge rate of armor reppers. So having more than 1 means more downtime for both?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
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Posted - 2014.11.12 23:57:00 -
[18] - Quote
Ehhh no because I think you should be able to double stack if you want.
A real cap system is the best way to do it, it's just I really fear it'll never happen and Im concerned with putting a ton of work with the assumption of a cap system and have it be all for naught.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3484
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Posted - 2014.11.13 00:01:00 -
[19] - Quote
Apothecary Za'ki wrote:Pokey Dravon wrote: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=sharingProposed 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 minmatar will always have balanced slots ALWAYS.
Well unless other units have an odd number, unless you prefer they have less total slots to maintain the balance of highs and lows?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3485
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Posted - 2014.11.13 00:13:00 -
[20] - Quote
True Adamance wrote:Apothecary Za'ki wrote:Pokey Dravon wrote: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=sharingProposed 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 minmatar will always have balanced slots ALWAYS. They cannot have equivalent slot allocations and remain balanced therefore as primary shield tankers Minmatar should have access to extra high slots.
Yep. Like Sentinels.
In the case of Dropships which have 6 slots, Minmatar can do 3/3. But for HAVs which have 5, they'll favor Highs at 3/2
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3486
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Posted - 2014.11.13 01:23:00 -
[21] - Quote
My issue is how do you differentiate between the alpha potential of current Large missiles vs an arty turret?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3486
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Posted - 2014.11.13 01:52:00 -
[22] - Quote
Vell0cet wrote:Pokey Dravon wrote:My issue is how do you differentiate between the alpha potential of current Large missiles vs an arty turret? Well I don't think an arty turret should oneshot other tanks. The big difference is the range and mechanics. I picture the arty pointing between 45 degrees and something like 80 degrees creating a "donut" of attackable area around the tank. I also like to see our current missiles renamed to rockets, and eventually add missiles that locked onto targets like swarms. This is more of a Legion thing though, but I think it would be cool to move towards this direction. These missiles would have long lock times though (shorter if the target was painted with a target painter) and could be interrupted with ECM. I picture these playing an important role in anti-air once we get fighters, heavy aircraft, etc.
Fair enough, though for the purpose of this exercise we should probably focus on existing mechanics and assets.
So...going under the assumption that we wont be doing a drastic overhaul to turrets or how active modules work, let's move forward.
So Assume we add racial variants in, do you guys think we should have them share the same skills with the Caldari and Gallente since they have the same art assets? Or should they be completely different skills? My concerns with unique skills is that since we have limited turrets (and making turrent variants that actually work like the racial variants should is pretty hacky), I worry that the bonuses for the unique skills wouldn't be quite right, you know?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3487
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Posted - 2014.11.13 03:21:00 -
[23] - Quote
I would clarify to say that *Large Turrets* are not Anti-Infantry, HAVs are not necessarily "Not Anti Personnel" it comes down to the turret, not the vehicle itself.
As for a full rework, absolutely. Is that right for the short to medium term for Dust? iffy. I think before we even start looking at that we need to get full racial parity for the vehicle frames *at the least* and reintroduce the specialty frames for all vehicles (ideally 2 per frame). Those sorts of changes are the most easily accessible right now and probably the biggest bang for the buck right now.
I think getting pilot suits properly sorted would be the next step.
After that comes the full rework of how vehicles work on a fundamental level.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3487
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Posted - 2014.11.13 03:29:00 -
[24] - Quote
True Adamance wrote:Pokey Dravon wrote:I would clarify to say that *Large Turrets* are not Anti-Infantry, HAVs are not necessarily "Not Anti Personnel" it comes down to the turret, not the vehicle itself.
As for a full rework, absolutely. Is that right for the short to medium term for Dust? iffy. I think before we even start looking at that we need to get full racial parity for the vehicle frames *at the least* and reintroduce the specialty frames for all vehicles (ideally 2 per frame). Those sorts of changes are the most easily accessible right now and probably the biggest bang for the buck right now.
I think getting pilot suits properly sorted would be the next step.
After that comes the full rework of how vehicles work on a fundamental level. Do you like my base HAV EHP suggestions? Think they are fair in their allocations given the concerns we voiced earlier in the thread? Are they worth working off for a parity's sake? Amarr - 4800 EHP Gallente - 4400 EHP Caldari - 4200-4300 EHP Minmatar 4000-4100 EHP
Its about 10% spread between each which I think is reasonable, I assume you did that intentionally. So yeah I think at the very least its a good starting point, it's in line with current HP values with tweaks and a reasonable spread between each race.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3488
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Posted - 2014.11.13 15:42:00 -
[25] - Quote
Well and a large part of that buff in Hull HP was due to the fact that the fitting got castrated. All HAVs lost 2 of their 7-8 slots, I know LAVs and Dropships got hit too. To me it looks like they were trying to open up for ADV and PRO vehicles by taking slots away just to add them back in, back in for higher tiers, but that obviously never happened.
That being said, do we want to tackle the issue of bringing more slots back to vehicles with a drop in eHP, and a relative decrease in module efficiency? I'm personally a fan of more modules so there is more room for fitting flexibility. Or should we balance Amarr and Minmatar against Caldari and Gallente as the system is now, and then potentially change them all at once to the older "More Modules - Less Hull" system?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3488
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Posted - 2014.11.13 16:04:00 -
[26] - Quote
Another thing I wanted to bring up is the difference in fitting between a Basic Dropship and an Assault Dropship. In the case of the Assault, it loses 2 of its 6 slots, paired with a decrease in HP. This is in contrast to the idea that Enforcers, which are basically Assault HAVs, *gain* a slot compared to the Basic HAV. I actually agree with the ADS concept of a tradeoff, so I'm a little uncomfortable with the idea that the Enforcer is almost a direct upgrade from the standard HAV. In general I want the Basic HAV to remain viable, and not just be on the upgrade path to Enforcer and Marauder. Thoughts?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3488
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Posted - 2014.11.13 16:21:00 -
[27] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Another thing I wanted to bring up is the difference in fitting between a Basic Dropship and an Assault Dropship. In the case of the Assault, it loses 2 of its 6 slots, paired with a decrease in HP. This is in contrast to the idea that Enforcers, which are basically Assault HAVs, *gain* a slot compared to the Basic HAV. I actually agree with the ADS concept of a tradeoff, so I'm a little uncomfortable with the idea that the Enforcer is almost a direct upgrade from the standard HAV. In general I want the Basic HAV to remain viable, and not just be on the upgrade path to Enforcer and Marauder. Thoughts? Enforcers were advertised as glass cannons and failed. Make them glass cannons. Also they should be smaller. Harder to hit. Let them lose tank slots. Marauders are the heavy wade in and smash. Heavily armored and slower. Standard HAVs should be middle road. No goddamn immobilizing siege modules. That idea works in EVE but it will result in useless HAVs because WEAKSPOTS.
Siege modules are interesting but I question the practicality of them. I mean, what lives long enough to merit the need of a siege module? Triage on the other hand might be interesting, but we're getting off topic.
My point with the Enforcer glass cannon is that you typically need 3 slots at a minimum under current mechanics to put up a viable defense, particularly for HAVs since you can't just afterburn straight into the air. That being said dropping a slot off of a 3/2 setup is.....quite a nerf, and I worry it's too much. An increase to total slots may be necessary if we are to properly balance tradeoffs between generalist vehicles and specialty ones.
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Pokey Dravon
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3488
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Posted - 2014.11.13 16:27:00 -
[28] - Quote
Vell0cet wrote:Pokey Dravon wrote:Another thing I wanted to bring up is the difference in fitting between a Basic Dropship and an Assault Dropship. In the case of the Assault, it loses 2 of its 6 slots, paired with a decrease in HP. This is in contrast to the idea that Enforcers, which are basically Assault HAVs, *gain* a slot compared to the Basic HAV. I actually agree with the ADS concept of a tradeoff, so I'm a little uncomfortable with the idea that the Enforcer is almost a direct upgrade from the standard HAV. In general I want the Basic HAV to remain viable, and not just be on the upgrade path to Enforcer and Marauder. Thoughts? I'd like basic HAV's to be the AFFORDABLE version (roughly current prices). Enforcers and Marauders would the expensive option linear improvment for large cost increase (think Omen vs. Zealot in pricing and power differential).
Gonna have to disagree.
I understand that's how it works in EVE, but honestly I think we need to make a push for more sidegrades rather than upgrades. I move under the assumption that the work done here will be reflected in Legion as well, and I think a general push to make a unit's effectiveness be dictated by the modules and not the hull itself, is a good goal to move towards.
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Pokey Dravon
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Posted - 2014.11.13 22:39:00 -
[29] - Quote
Alright so let's not get too deep into bonuses just yet. Just so we're on the same page here:
Standard HAV -Moderate Speed -Moderate Defense -Moderate Base HP -Moderate Attack -3/2 or 2/3 slot layout
Enforcer HAV -High Speed -Low Defense -Low Base HP (-15%?) -High Attack -2/2 layout? (-1 slot on main rack)
Marauder HAV -Low Speed -High Defense -High Base HP (+15%?) -Moderate Attack (Should the be 'Low Attack'? And if so, how?) -4/2 or 2/4 slot layout (Or should we trade off rack for main rack with 4/1 or 1/4? Less Utility, More Defense)
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Pokey Dravon
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Posted - 2014.11.13 23:00:00 -
[30] - Quote
Risk/Reward is great, but I'd rather see the real cost be in the modules, with the hulls being of similar price.
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Pokey Dravon
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3494
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Posted - 2014.11.13 23:16:00 -
[31] - Quote
True Adamance wrote:Pokey Dravon wrote:Risk/Reward is great, but I'd rather see the real cost be in the modules, with the hulls being of similar price. And I can't agree with that especially if under our suggestions those hulls have extra slot options and hull bonuses. I think it would be simply serving to put one foot ahead of a player market if that ever happens to come to pass. Regardless of what players want under that system those hulls will be perceived as more valuable and ....ARE more valuable.I'm not saying there should not be more value in the modules themselves but that does not mean the hulls have to be cheap as chips. If modules themselves are the cost of the fit then once a player hit a threshold of SP and enters into marauders why would they ever go back to standard fits?
Well the general idea is that the Standard Hulls are more of a middle road and more flexible. Ideally you want to feel significantly stronger in one aspect and significantly weaker in another, when moving to a specialty hull. Enforcers are easier because you say "Well I can **** that tank up, but god damn if something looks at me the wrong way I'm gonna pop"
Marauders on the other hand are a little trickier since you need them to be tankier so more slots makes sense. But they need to feel slow and offensively weak.
Will people typically pick a specialty vehicle once they have them? Probably, its tailored to a specific playstyle. But I'd still like to make it so in some cases where even a veteran pilot will say "Hmm....a Standard HAV would be best in this situation because I need to be fairly quick but need more defense than an Enforcer" for example. Plus I really try to avoid balancing with ISK.
EDIT: I guess to clarify, I don't have an issue with Specialty Hulls being more expensive than Standard, those bonuses obviously have inherent advantages. I just don't want it to be like 5 times the cost like it was at one point, you know?
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Pokey Dravon
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3494
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Posted - 2014.11.13 23:43:00 -
[32] - Quote
Good stuff guys, can I get your thoughts on the points I laid out? Particularly how to handle the slot layouts for the HAVs?
Pokey Dravon wrote:Alright so let's not get too deep into bonuses just yet. Just so we're on the same page here:
Standard HAV -Moderate Speed -Moderate Defense -Moderate Base HP -Moderate Attack -3/2 or 2/3 slot layout
Enforcer HAV -High Speed -Low Defense -Low Base HP (-15%?) -High Attack -2/2 layout? (-1 slot on main rack)
Marauder HAV -Low Speed -High Defense -High Base HP (+15%?) -Moderate Attack (Should the be 'Low Attack'? And if so, how?) -4/2 or 2/4 slot layout (Or should we trade off rack for main rack with 4/1 or 1/4? Less Utility, More Defense 3/1 & 1/3?)
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Pokey Dravon
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3500
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Posted - 2014.11.14 16:37:00 -
[33] - Quote
True Adamance wrote:Pokey Dravon wrote:Good stuff guys, can I get your thoughts on the points I laid out? Particularly how to handle the slot layouts for the HAVs? Pokey Dravon wrote:Alright so let's not get too deep into bonuses just yet. Just so we're on the same page here:
Standard HAV -Moderate Speed -Moderate Defense -Moderate Base HP -Moderate Attack -3/2 or 2/3 slot layout
Enforcer HAV -High Speed -Low Defense -Low Base HP (-15%?) -High Attack -2/2 layout? (-1 slot on main rack)
Marauder HAV -Low Speed -High Defense -High Base HP (+15%?) -Moderate Attack (Should the be 'Low Attack'? And if so, how?) -4/2 or 2/4 slot layout (Or should we trade off rack for main rack with 4/1 or 1/4? Less Utility, More Defense 3/1 & 1/3?) I cannot see unless the bonuses for Enforces were static buffs per level to weapon damage modules of racial turret damage why you would ever buy a hull with one less slot than standard HAV. Though I understand that this is to keep their total EHP down. I don think an enforcer needs the -15% EHP modifier AND one less module slot.
Well if we reintroduce the 180mm plate, I want to make sure that people are not tossing that on to make up for the drop in HP and using the natural increased speed to offset the effects of the plate, essentially getting the same speed and HP as the standard HAV but with turret bonuses. But you have a point might be too much, I was just going off of the ADS model of -2 slots and lower HP. I guess it comes down to a matter of "How much will additional speed offset the drop in defense?" obviously HAVs and Dropships are not directly comparable, and HAVs and LAVs have more limited fitting options with only 5 and 3 slots respectfully.
If you had to pick one, less HP or 1 less slot, which would you go with?
I think it really comes down to a question of "Ideally, what should the ratio of Module HP compared to Hull HP?" If 75% of the HP of the fit comes from modules, dropping the base HP Is less meaningful. But if it's a more balanced ratio then that drop in Hull HP has more meaning. I think a lot of my uneasiness comes from armor tanking, in that if they are reduced to 2 slots, that basically means no plate since they need a repper and a hardener at a minimum. It's like I mentioned before, I feel like 3 slots is the bare minimum to put together a viable defense (particularly for armor tanks) and I worry that 2 slots on the main rack would overly gimp them. Glass cannon yes, but you also don't want them popping *too* easily.
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Pokey Dravon
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Posted - 2014.11.14 19:28:00 -
[34] - Quote
Interesting analysis, thanks for doing the legwork on that one.
See this is where it's kinda weird. So in the EVE example, its +DEF +DPS -SPD (more or less) which is not in line with what we envisioned for Enforcers which is -DEF +DPS +SPD and then Marauders which would be +DEF -DPS -SPD. So It's difficult for me to really use that example as a basis of design since I think it's different on a fundamental level.
Also that pricing @_@. Even if it is powered up, losing a Specialty HAV and knowing its going to take 15-20 matches to make up the cost Extremely excessive in comparison. That ratio needs to be much smaller if you ask me.
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Pokey Dravon
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Posted - 2014.11.14 20:01:00 -
[35] - Quote
Vell0cet wrote: The thing that surprised me was how close the EHP values are to what we have in DUST. It might make sense to just use EVE's values for things and scale AV accordingly.
Wait you mean an actual method to overall design?! Such speak is nonsense to to the devs!
Totally agree though, will give in depth response in a bit.
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Pokey Dravon
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Posted - 2014.11.16 22:16:00 -
[36] - Quote
General Summary 11/16/2014
- Amarr/Gallente and Caldari/Minmatar to use same model with different coloring
- Amarr/Gallente and Caldari/Minmatar to use same slot layout to avoid excessive stacking of one rack in specialty HAVs (2/3 and 3/s)
- Undecided on how skill progression will work yet
- Marauders to have higher defense (may that be through bonuses, more slots, or both) and lower speed/acceleration.
- Leaning towards softer defensive bonuses like increased regen and hardener duration/cooldown. Harder bonuses still on the table though.
- Enforcers to have higher attack & mobility (may that be through bonuses, more slots, or both) and lower defenses.
- Specialty vehicles to have large downsides but generally be "better" than generalist vehicles. Price to be higher but not excessively larger than General vehicles
- Typically 10% difference between Minmatar > Gal/Cal > Amarr base HP values
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Pokey Dravon
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Posted - 2014.11.16 22:36:00 -
[37] - Quote
True Adamance wrote:Pokey Dravon wrote:General Summary 11/16/2014
- Amarr/Gallente and Caldari/Minmatar to use same model with different coloring
- Amarr/Gallente and Caldari/Minmatar to use same slot layout to avoid excessive stacking of one rack in specialty HAVs (2/3 and 3/s)
- Undecided on how skill progression will work yet
- Marauders to have higher defense (may that be through bonuses, more slots, or both) and lower speed/acceleration.
- Leaning towards softer defensive bonuses like increased regen and hardener duration/cooldown. Harder bonuses still on the table though.
- Enforcers to have higher attack & mobility (may that be through bonuses, more slots, or both) and lower defenses.
- Specialty vehicles to have large downsides but generally be "better" than generalist vehicles. Price to be higher but not excessively larger than General vehicles
- Typically 10% difference between Minmatar > Gal/Cal > Amarr base HP values
Okay I agree with all except the first point, mainly because its a half assed patch to the serious problem. As for the specialist hull deficiencies...those will have to be discussed in depth as some of the suggestions thus far have been a little over the top.
Well would you rather we just not have any option because you're hung up on the lack of a model? Or would you prefer we get a working system in place and swap in the model when possible?
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Pokey Dravon
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Posted - 2014.11.16 22:57:00 -
[38] - Quote
Well you're being overly stubborn for the sake of being stubborn. I prefer to work within the confines of what is possible to achieve the best results,rather than refusing to do anything 'out of principle'
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Pokey Dravon
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Posted - 2014.11.16 23:55:00 -
[39] - Quote
True Adamance wrote:Pokey Dravon wrote:Well you're being overly stubborn for the sake of being stubborn. I prefer to work within the confines of what is possible to achieve the best results,rather than refusing to do anything 'out of principle' Many things are possible but whether they should simply be accepted is something else entirely. I would love racial parity in this game for vehicles. It would be fantastic. However what do we think is the likely outcome of pushing for this? I am being stubborn in the hopes that CCP with Rattati's efforts, god knows he done wonders thus far, will galvanise them to take this seriously and do it right the first time. The worst thing we could see is a re-skinned blaster with a laser profile touted as a "Pulse Laser" or a Rail gun with explosive rounds professing to be "artillery". EDIT: Gimme a couple of hours and I'm sure this malaise will break....and happy hopeful True Adamance will return.
I think repurposing turrets is overly hacky. Variants sure, but I don't really want to see Railguns shooting lasers.
Vehicles themselves though? Not as bad in my opinion. I get what you're saying, that if you're stubborn enough it'll push them to actually take the time, but the fact of the matter is that the choice to allocate resources to do something on that scale may not be up to Rattati, so being stubborn to him probably isn't going to pay off.
I know you're bitter, as many are. But bitterness isn't going to really be productive so I do wish to keep it to a minimum. The fact of the matter is that I think we can get some solid content designed and pushed out. It wont be perfect and it won't be the perfect implementation with all the assets in place and whatnot....but it's something that adds to overall quality of the game withing the confines of what is possible. So it's not perfect, but we can still make the game better.
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Pokey Dravon
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Posted - 2014.11.21 21:19:00 -
[40] - Quote
Can I get some feedback or ideas for Dropships and LAV base HP/slot values?
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Pokey Dravon
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3574
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Posted - 2014.11.23 05:55:00 -
[41] - Quote
I really have no idea what you just said sorry.
But to be clear, nowhere did I mention Advanced or Prototype Tanks. That's not even on the table.
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