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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14466
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Posted - 2014.11.12 08:08:00 -
[1] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14486
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Posted - 2014.11.12 19:08:00 -
[2] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14487
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Posted - 2014.11.12 19:47:00 -
[3] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14489
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Posted - 2014.11.12 19:52:00 -
[4] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14496
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Posted - 2014.11.12 20:56:00 -
[5] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14502
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Posted - 2014.11.12 21:42:00 -
[6] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14507
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Posted - 2014.11.12 22:57:00 -
[7] - 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 -
[8] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14507
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Posted - 2014.11.12 23:05:00 -
[9] - Quote
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.
"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 23:14:00 -
[10] - Quote
Vell0cet wrote: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.
Interesting concept (kind of what I've been trying to do) when I've been working out fits for balancing, though then I break them down into ways I could exploit them using he established mechanics.
"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
14508
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Posted - 2014.11.12 23:26:00 -
[11] - Quote
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. 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?
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.
"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
14508
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Posted - 2014.11.12 23:39:00 -
[12] - Quote
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.
So if we assume Shield Boosters for example pulsed 3 times over activations 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.
"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
14508
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Posted - 2014.11.12 23:43:00 -
[13] - 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.
I can't speak for LAV, and defer to your suggestions, but shouldn't they all be skirmishy?
"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
14508
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Posted - 2014.11.12 23:53:00 -
[14] - Quote
Pokey Dravon wrote: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?
I hate artificially limiting things in this manner but what if one active module cancelled the effects of another module of the same type, preventing double stacked reppers or hardeners?
Though it seems like a poor idea to me.
"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
14514
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Posted - 2014.11.13 00:11:00 -
[15] - 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.
They cannot have equivalent slot allocations and remain balanced therefore as primary shield tankers Minmatar should have access to extra high slots.
"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
14515
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Posted - 2014.11.13 00:52:00 -
[16] - Quote
Ghost Kaisar wrote:My thoughts on the matter. I don't pretend to know the numbers on tanks, so I'll let more capable people do that math. I do have a very good idea on how the turrets and vehicles should be designed, and their role on the battlefield.
TURRETS Amarr Turret should be a sustained heavy laser, well suited to melting shields on tanks, LAV's and dropships. It needs to have a very slow turn speed to mitigate slaughtering infantry.
Minmatar Turret should be a pair of Autocannons in tandem, shooting large volumes of projectiles in a cone (Like the HMG) this cone is the opposite of the large blaster, and gets more accurate as you fire longer. It has the same profile as the CR and HMG, and is well suited to shredding armor tanks, LAV's and dropships. It has a decent turn speed, giving it a moderate ability to target infantry if allowed to spool up.
Amarr small turret should be similar to a buffed ScR, being a way to protect the tank from AV soldiers. It would function very similarly to a Rail Turret, although with a different damage profile.
Alternate Amarr small turret is a smaller version of the Main turret, made to sustain laser on targets to melt enemy targets.
Minmatar small turret is a mortar launcher. It has explosive damage profile and acts like a powerful mass driver with a small clip. It is designed to help the Minmatar tank in seige operations, as the turret is well suited to handling troops of footsoldiers. It has large impact damage as well, allowing it to help in AV operations against hardened targets.
Alternate Minmatar small turret is a mounted HMG, made to engage infantry and other Light Vehicles in combat at a decent range.
TANKS Amarr tank is a behemoth. It's slow, with a huge armor tank and lots of lows for hardeners. It's made to break out of cover, harden and train that laser on something it needs dead. It's considered the "long range sustain" form of AV, being able to tank damage with repair until it gets primaried, in which it hardens and wheathers the onslaught.
It should get a class bonus to armor hardeners resistance, increasing the resistance and making them tough to take down while hardened.
Minmatar tank is a Lightning Bruiser. It has the lowest HP of all tanks, but is very fast, almost as fast as an LAV if running a fuel injector. It has a balanced slot layout and has slightly more shields than armor. It's versatility allows it to adapt to the battlefield, as it can run an armor base or shield base as needed. It's considered a "Medium Range Burst" form of AV, being able to engage and disengage quickly, using damage mods and fuel injectors to accomplish the task (Possibly with shield boosters or extra tank as needed).
It would get a class bonus to fuel injectors duration, allowing them to quickly traverse the battlefield as they engage or disengage
LAV's
Amarr LAV is an infantry support vehicle intended to quickly (figuretively) transport the slow amarrian troops to their destination. It is focused less on speed, and more on durability and infantry support. It would drive around with a high armor tank and harden if it encounters resistance. It would then drop off it's gunner and passenger and fall back a safe distance to support with turrets.
Class bonus would be to armor hardener duration, allowing them to safely traverse the battlefield in style.
Minmatar LAV is an infantry support vehicle meant to rapidly transport Minmatar to hot zones, and support them with Mortar turrets in order to breach entrenched positions (Such as those pesky amarr armor tankers). It would drive around at high speed, relying on it's manuverability and shield boosters to keep their shields up. So long as they keep moving, most AV should only have time to get 1 or two salvo's off if they are lucky. It would quickly get to the drop zone and have everyone but the gunner bail the LAV. The gunner stays in the turret to support, and hops out if the vehicle (or his safety) is in danger. To them, the LAV has served it's purpose, and they can call in another when they take the point.
Class bonus would be to fuel injector boost, allowing them to RAPIDLY traverse the battlefield (Think back to F1 tanks)
DROPSHIPS
I'm running out of room and time, but you get the picture. I'll throw in another post after I get home, Psych class is almost over.
Two primary things.
I'd love to make an Amarr HAV with 1/4 distribution or 1/5 distribution but on a standard HAV (first distribution) and even on a Marauder (1/5) it would be too powerful and fundamentally invincible with grossly high EHP values in excess of a possible 12K EHP.
Standardised 2/3 and 2/4 is necessary to keep it in line.
Secondly check out Artillery Turrets. I seek a significant over haul of large turrets with the intent to push them away from anti infantry capacity (aka Large Blaster dies in a fire) and into high direct damage fire 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14516
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Posted - 2014.11.13 01:07:00 -
[17] - Quote
Vell0cet wrote:Ghost Kaisar wrote:TURRETS Amarr Turret should be a sustained heavy laser, well suited to melting shields on tanks, LAV's and dropships. It needs to have a very slow turn speed to mitigate slaughtering infantry.
Minmatar Turret should be a pair of Autocannons in tandem, shooting large volumes of projectiles in a cone (Like the HMG) this cone is the opposite of the large blaster, and gets more accurate as you fire longer. It has the same profile as the CR and HMG, and is well suited to shredding armor tanks, LAV's and dropships. It has a decent turn speed, giving it a moderate ability to target infantry if allowed to spool up.
Amarr small turret should be similar to a buffed ScR, being a way to protect the tank from AV soldiers. It would function very similarly to a Rail Turret, although with a different damage profile.
Alternate Amarr small turret is a smaller version of the Main turret, made to sustain laser on targets to melt enemy targets.
Minmatar small turret is a mortar launcher. It has explosive damage profile and acts like a powerful mass driver with a small clip. It is designed to help the Minmatar tank in seige operations, as the turret is well suited to handling troops of footsoldiers. It has large impact damage as well, allowing it to help in AV operations against hardened targets.
Alternate Minmatar small turret is a mounted HMG, made to engage infantry and other Light Vehicles in combat at a decent range. What about an artillery large turret for the Minmatar HAV? It would work like a mini-orbial. There would be a significant minimum radius where it couldn't fire (maybe 50-100m), with a long max range, and very slow rate of fire. This would be perfect for clearing rooftop campers, but be incredibly vulnerable to someone getting in close.
Please Velocet look
https://www.youtube.com/watch?v=mgYXup2k4B8
7:25 onwards. How that's alpha.
"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
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14524
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Posted - 2014.11.13 01:51:00 -
[18] - Quote
Pokey Dravon wrote:My issue is how do you differentiate between the alpha potential of current Large missiles vs an arty turret?
Well firstly Missiles is an incorrect term. They are Rockets.
Heck if we every get round to it I should explain my lock on Missile Turret.
"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
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14525
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Posted - 2014.11.13 02:01:00 -
[19] - Quote
Pokey Dravon wrote: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?
Perhaps there are no racially specfic unique skills other than simple Operation.
E.G
Gallente HAV Operation Caldari Marauder Operation Minmatar Enforcer Operation
The skills themselves providing no statistic enhancing benefits however applying the Hull Benefits of the Vehicles themselves as vessels in EVE do.
Except unlike T2 variants in EVE we are not using static role bonuses.
"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
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14525
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Posted - 2014.11.13 02:15:00 -
[20] - Quote
Vell0cet wrote: Some may disagree, but I don't think they should add new racial turrets if they don't have the art. It's just so hacky, and leads to confusion in a fight. You should be able to look at something and know what you're fighting, and not have to guess it could be one of two race's vehicles/turrets.
Indeed. If its going to be done it should be done right.
"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
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14532
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Posted - 2014.11.13 02:58:00 -
[21] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:
Secondly check out Artillery Turrets. I seek a significant over haul of large turrets with the intent to push them away from anti infantry capacity (aka Large Blaster dies in a fire) and into high direct damage fire AV.
Whilst I agree that HAVs shouldn't be a primary anti-infantry role, that doesn't mean they shouldn't have tools to be anti-infantry... HAV are primarily support vehicles that are currently filling multiple combat roles (that adding an MAV would help split up), these are Anti-Vehicle Supreme, HAVs represent the End-All-Be-All for directly merc-controlled AV through Anti-Material turrets (Luckily for the tankers, Mercs happen to be made out of material), while providing infantry suppression, and close-fire support (fire base HAV FTW). If I where to design an Artillery Turret for the Mattari to use, I would focus on the SUPREMELY OMGWTFBBQ Alpha strike it has space-side, while combining it with more interesting mechanics. I would see it as a lobbed weapons...something with a large blast radius, but only a single round in the chamber, and a relatively long re-load timer...vehicles hit by the shell itself would take both Direct Damage and Splash Damage, with the Splash Damage being more effective against vehicles than infantry, but still effective enough to sent the scurrying for a solid roof over their heads...A direct hit would spell the doom of almost any but the most resilient armor tanked tanks, while shield tanks would still take damage, it obviously wouldn't be nearly as bad for them... Blasters, autocannons, and pulse lasers would still be focused on anti-vehicle, but also still have utility in the IFV role (Tau ion cannons on hammerheads would be a good abstraction of what I'm talking about) The Railgun should remain as the industrial strength sniper rifle...and should gain some of its range back Missile Turret needs to actually shoot...I dunno...MISSILES? Or at least rename them to Rocket Launchers or Rocket Shotguns as I've taken to calling them. Beam Turrets (Tachyon Beam Cannons?) Would be like giant Laser Rifles...Long-Ranged sweaping beam that focuses on DPS instead of Alpha Strike Sidebar: Increase Laser Rifle Efficacy vs Vehicles as a band-aid for Shield AV and lack of Amarr AV?
Of course you are right.
I simply mean that turret sizes need to be designed for the role than they are indended to logically fulfil.
I challenge the notion that HAV are merely there to "support infantry" and instead suggest that they themselves have their own tactical role kept in mind while they undergo redevelopment.
This role being
- The delivery of Massive Ordinance against heavily entrenched positions and ground based vehicles.
Which means Blasters as they are now (.50 Calibre Machine Guns) need to die a horrific death in fire and much screaming.
I also personally over Tachyon's (cause I can't fit them in EVE" prefer Focused Anode Particle Streams for that extra hint of class.
"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
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14533
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Posted - 2014.11.13 03:25:00 -
[22] - Quote
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
"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
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14549
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Posted - 2014.11.13 10:51:00 -
[23] - Quote
Ghost Kaisar wrote:
@Adamance
I feel that tanks still need an Anti-Infantry role. I don't like removing them from the equation. They do need to be balanced in that regard though. They need to be dangerous to infantry, but not overly lethal, if you get my drift. There is a subtle distinction. More along the lines of "Leave cover and die" rather than "Accept your death, there is nothing you can do"
Please take everything with a grain of salt. I'm not a tanker, I'm a ground pounder.
I'm a huge battlefield vet, and the one thing I took away from that game was to treat vehicles with RESPECT when you were infantry. You didn't cower under the bed and hide, but you gave them the respect they deserved or you got killed. That doesn't exist in Dust. It's always been either "Lol a tank" or "OH SH*T A TANK" when it comes to anti-infantry tanks. This needs to be fixed.
Indeed. This is a common misconception regarding my suggestions that people get, perhaps because I do not explain it fully.
I do whole heartedly believe that while HAV main guns should be designed and balanced around engaging other ground vehicles and objectives with high HP values the turrets themselves should convey a sense of power.
While my primary suggestion is to make most if not all turrets high alpha weapons with slow fire, tracking, and reload timers I believe that HAV pilots should have the capacity to skill shot infantry with the AoE explosion from their rounds.
Though if this sort of rebalance is to come about, especially with the old modules and the relatively higher EHP values, AV needs some room in which to operate effectively, this being why I suggest making it difficult to engage multiple units and or fast infantry units with large turrets and want to push HAV pilots to include Small Turret options designed for anti infantry work on their machines.
E.G- I often use Missile Gunnlogi, with 2x Particle Cannon. When one infantry man is difficult for the missiles to hit or too fast I immediately switch to a small turret to engage them efficiently or I request one of my manned gunners to engage them by describing their location.
"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
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14551
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Posted - 2014.11.13 11:48:00 -
[24] - Quote
Breakin Stuff wrote:Ok nerds, focus on basic hull stats before you talk bonusing.
One of the problems with,say current LAVs is their HP is concentrated on the hull so much that the actual fitting doesn't really matter. You can tank two PRO AV shots. Period. With fits or without.
Making the LAVs less bricky but able to achieve the exact same effect straight out of the gate with militia/std mods should absolutely be a thing. There currently is too much hull focus in DUST and as a result the CPU/PG only allows one viable fitting doctrine for each vehicle.
Address THAT before you address whether or not a hull should get +3%/level armor rep efficacy.
How do I know this? My alt, Blapathon Tanker is a madrugar driver that I use to test HAVs periodically. Yes I founded Grief University. Yes I use vehicles. No I don't do in-depth number crunching unless I have to. I focus on practical application reality over white-room theorycraft.
Don't ask me for advice on dropship stats. Im utterly incompetent flying them. Fair point.
If LAV are to have emphasis put on their fittings does it mean the hulls themselves need significant cut backs on shield and armour allocation to reflect the throwaway nature of MLT variants (and BPO)?
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-Kador Ouryon
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True Adamance
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14576
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Posted - 2014.11.13 22:56:00 -
[25] - Quote
Pokey Dravon wrote: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.
And I'm going to side with Velocet on this one.
As a tanker I love my HAV. It's my dropsuit. It's my life on the battlefield and I love it.
I often lavish around 800,000 ISK on it and to be honest even then its too cheap. Vehicle pilots need to understand RISK vs REWARD and ISK efficiency is the staple of their career, like it used to be back when my Madrugars cost 1.5 Million ISK a pop,
I see no reason why an Advanced HAV hull should cost any less than 757,000 ISK unfitted.
"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
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14577
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Posted - 2014.11.13 23:03:00 -
[26] - Quote
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?
"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
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14580
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Posted - 2014.11.13 23:32:00 -
[27] - Quote
Pokey Dravon wrote: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?
No you are right on not wanting them to be 5x the costs I suggested 757,000 ISK per hull (mainly because that's a skill book cost) but because you are paying for one additional slots worth of utility and specific Hull Bonus (1-2).
Back in the day paying for the extra 1-2% advantange over your opponent not knowing initially what they were using and knowing that if it came down to a slugging match that extra ISK ould be worth it was one of the best factors of Tanking.
"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
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Posted - 2014.11.14 02:20:00 -
[28] - Quote
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.
"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
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14687
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Posted - 2014.11.16 21:25:00 -
[29] - Quote
Can someone give me and up to speed oh where we were on HAV discussion?
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-Kador Ouryon
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True Adamance
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Posted - 2014.11.16 22:29:00 -
[30] - Quote
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.
"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
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Posted - 2014.11.16 22:55:00 -
[31] - Quote
Pokey Dravon wrote: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?
The hull thing is more a matter of principle than anything else, and I see no issue in dicussing the theory behind these vehicles for balance sake, especially for what CAN be reintroduced such as the Sagaris, Surya, Falchion, Vayu, and old modules.
However in practice I wholly believe we would see more frustration arising from the place holder model because I do not have confidence that they can be introduced in a technically sufficient manner if the art assets themselves cannot be developed after two years of game development.
"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
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Posted - 2014.11.16 23:25:00 -
[32] - Quote
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".
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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