|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vell0cet
Vengeance Unbound RISE of LEGION
2520
|
Posted - 2014.11.12 20:53:00 -
[1] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:Indeed. Lots of good minds out there, plus having AV involved in the design of vehicles is a great way to avoid power creep.
Sidebar: Thoughts on a Swarm Launcher variant that specifically does EM damage? +20/-20 profile. Sidebar: At best a band aid fix to lack of anti shield AV Lack of long range Anti-Shield AV. PLC does work up close. Perhaps Laser Rifle variant that does increased vehicle and reduced infantry damage? Still a bandaid but can fill that anti shield AV role until a more proper asset is put into place. Heavy weapon with the forgegun's targeting reticule that hits out to 200 m. Make it a fat purple beam, that uses the same mechanics as a LR. Or you could give it a red beam and use the purple beam for the heavy beam HAV turret with an even longer range. Use the same audio as the LR, but drop it down an octave so it has a deep rumble to it.
Small pulse laser turrets would work like scrambler rifles. A charge function or rapid fire.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2520
|
Posted - 2014.11.12 21:41:00 -
[2] - Quote
Pokey Dravon wrote:True Adamance wrote:Shall we refocus then on HAV Variants? Thoughts on LAV HP values? As for Variants for HAVs, my thought is that the standard HAVs dont get any sort of bonus *much like dropships* Specialized classes would essentially be Attack and Defense, or Enforcer and Marauder. Enforcers would have less base HP but be considerably faster with bonuses for turrets. Marauders would have more base HP but be considerably slower but with bonuses for racial defenses. Now I think a slot change needs to happen for these variants, the question is what exactly. The problem with this whole mess is we have so many missing pieces that it's hard to know the right sequence to fill them in.
Missing: 1. Capacitors - this is critical and the whole "Vehicle revamp 3.0" should be balanced around having them. 2. Old modules and vehicle variants 3. Pilot suits 4. Missing racial vehicles and turrets 5. Missing racial heavy weapons (I think most would agree the Amarr heavy weapon should be an AV Beam laser). 6. Fully fleshed out Ewar. Tracking disrupters, target painters, ECM (to break remote repping locks), webs, neuts etc.
In a perfect world, vehicles would be truly badass, and very expensive (with considerably worse budget versions available too). You would be able to change the outcome of a fight, but were always at risk of being "tackled," crippled with ewar and ultimately destroyed, like in EVE. You would always have to weigh the risk vs. reward of bringing something blinged-out to the field.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2520
|
Posted - 2014.11.12 22:25:00 -
[3] - Quote
Pokey Dravon wrote:Militia HAVs: No Bonuses - Totally fine with that
Standard HAVs (Frames): Racial Fitting Bonuses to encourage tanking type - Basically the same thing I suggested for Dropsuits in my "Teaching Without Tutorials" post. Totally fine with this as well. Would you apply these fitting bonuses to all HAVs or just the basic hulls?
Marauders: I get very wary of pushing eHP too high, so I typically shy away from hardener efficiency bonuses and try to focus more on recovery/regen or soft bonuses to hardeners. And as much as I LOVE active armor tanking, history has shown that excessive efficiency of armor repping can cause issues, so if we go with efficiency of regen mods it has to be done delicately. It's tough to say on this one because I REALLY want active modules on vehicles to behave like cloaks do with a soft duration and cooldown.
I think Hardener Duration for Caldari and Amarr is fair, though with a hard cooldown system, perhaps reduced cooldown would be better?
Efficiency of Armor Reps for Gallente is fine if approached carefully.
As for Minmatar....while I like our current Shield Boosters, they're really Ancillary Shield Boosters, and I'd like to make a differentiation between them and a more traditional shield booster. That being said I think Efficiency for those is also fine as long as its approached with caution.
So Caldari and Amarr can stay in a a fight longer. Gallente and Minmatar are more focused on quickly recovering for the next engagement.
Enforcers: Ok let me tackle your suggestions one at a time. I assume the listed racial bonuses apply to the specific module?
Heat Sinks: Clear choice, works well with 2 of the 3 turret types we currently have. Gyrostabilizers: Unsure what you're going with on this one, how do you envision this translating to Dust? Magnetic Field Stabilizer: Again I'm a little unsure of what you're aiming for on this one, or are these basically renames of existing turret-specific damage mods? THis would be Rails and Blasters yes? BCU: I assume bonus to Missiles?
Ideally I'd like all of the bonuses to work with existing turrets, but also end up working with racial turrets if we ever get them. If we had a capacitor system this would solve the problems with hardeners and reps. Cooldowns don't work because you can pop several and basically become invulnerable. With capacitors, you can have a sustained tank, or a burst tank with very short lifespan. It's more flexible.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2521
|
Posted - 2014.11.12 23:01:00 -
[4] - Quote
I'd like to see CCP Rattati use EVE frigates as the template for redesigning the vehicles. Figure out some fits for max skilled pilots and "convert" them to DUST equivalents for a max skilled vehicle user with a level 5 pilot suit. Work your way backwards from there. Use frigates, logi frigates, interceptors, assault frigates, etc to get an idea of slots, PG, CPU, capacitor amount, recharge amount, module fitting costs, etc.
EVE has been balancing this stuff for over a decade. It makes sense to use it as a starting place for an overhaul.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2521
|
Posted - 2014.11.12 23:43:00 -
[5] - 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. 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.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2521
|
Posted - 2014.11.12 23:53:00 -
[6] - 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? If they're going to have to code all of that, it would just make more sense to implement a real cap system. CCP could just cut/paste the code from the stamina system as a starting place. I think it would be really hard to rebalance around a pseudo cap system and then try to shoehorn a real cap system in later. It would probably never happen because it would be too much work.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2526
|
Posted - 2014.11.13 00:52:00 -
[7] - Quote
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.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2527
|
Posted - 2014.11.13 01:18:00 -
[8] - Quote
True Adamance wrote: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=mgYXup2k4B87:25 onwards. How that's alpha. Lol. Yeah, pretty vicious.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2527
|
Posted - 2014.11.13 01:36:00 -
[9] - Quote
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.
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2529
|
Posted - 2014.11.13 02:01:00 -
[10] - 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? 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.
Best PvE idea ever!
|
|
Vell0cet
Vengeance Unbound RISE of LEGION
2550
|
Posted - 2014.11.13 16:22:00 -
[11] - Quote
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).
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2551
|
Posted - 2014.11.14 19:16:00 -
[12] - Quote
Pokey Dravon wrote: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. So I decided to take a look at how EVE balances T1 frigs vs. T2 assault frigs. I decided to compare the Punisher with the Retribution. Both are pretty straightforward brawler ships and one is very much the upgraded version of the other if a bit slower. These arenGÇÖt blinged out fits by any means, and are built to be very tanky (no dmg mods), but still realistic, cheap T2, PvP combat fits. IGÇÖm sure I could have really bricked these out like crazy, but I wanted them to be functional as opposed to trying to establish the upper limit of EHP. The idea is to make these GÇ£HAV-likeGÇ¥ in philosophy with a focus on survivability at the expense of DPS. These were made using pyfa with max skills. We donGÇÖt have T2 modules, rigs, energy vamps, warp scramblers, damage controls and hull HPs in DUST, but I included these in the stats because weGÇÖre talking about the overall balance of realistically fitted ships.
Quote:[Punisher, Punisher fit]
200mm Reinforced Rolled Tungsten Plates I Adaptive Nano Plating II Damage Control II Small Armor Repairer II
1MN Afterburner II Warp Scrambler II
Dual Light Pulse Laser II, Imperial Navy Multifrequency S Dual Light Pulse Laser II, Imperial Navy Multifrequency S Dual Light Pulse Laser II, Imperial Navy Multifrequency S E5 Prototype Energy Vampire
Small Anti-Kinetic Pump I Small Anti-Explosive Pump I Small Trimark Armor Pump I 4H, 2M, 4L (one utility high) 158.8 CPU 71.25 PG
101 DPS 6.82K EHP 65.6 EHP/s Armor reps 3.68 EHP/s Passive Shield reps 500 GJ capicitor 10.4 GJ/s (without Nos) lasts 1m30s 392 m/s speed without AB 951 m/s speed with AB
Price: 547k Hull, 6.52M Fittings, 7.07M Total
Quote:[Retribution, Retribution fit]
200mm Reinforced Rolled Tungsten Plates I Adaptive Nano Plating II Damage Control II Small Armor Repairer II Thermic Plating II
1MN Afterburner II Warp Scrambler II
Dual Light Pulse Laser II, Imperial Navy Multifrequency S Dual Light Pulse Laser II, Imperial Navy Multifrequency S Dual Light Pulse Laser II, Imperial Navy Multifrequency S Dual Light Pulse Laser II, Imperial Navy Multifrequency S E5 Prototype Energy Vampire
Small Anti-EM Pump I Small Anti-Thermic Pump I 5H, 2M, 5L (one utility high) 175 CPU 70 PG
135 DPS 13.8K EHP 92.3 EHP/s Armor reps 4.33 EHP/s Passive Shield reps 547 GJ capacitor 9.72 GJ/s (without Nos) lasts 1m52s 316 m/s speed without AB 772 m/s speed with AB
Price: 22.6M Hull, 6.8M Fittings, 29.5M Total
Comparison
So hear are the comparisons between the two. These are expressed as the difference as a percentage of the PunisherGÇÖs values (i.e. if something was twice as good it would be +100%):
+1 high, +1 low +10.2% CPU -1.76% PG
+33.7% DPS +102.3% EHP +40.7% EHP/s Armor reps +17.7% EHP/s Passive Shield reps +9.4% Capacitor size -6.5% Capacitor regen -19.4% m/s speed without AB -18.8% m/s speed with AB
Price: +4,031.6% Hull, +4.3% Fittings, +317.3% Total
I also wanted to look at the differences between the hull and the fittings to see how much each one plays a role in determining the EHP:
Unfitted Punisher hull has 2.32K EHP, with fittings itGÇÖs 6.82K EHP so fittings increased the EHP by +194.0%, or you could say the fittings make up about 66% of the EHP of this fit. Unfitted Retribution hull has 5.52k EHP, with fittings itGÇÖs 13.8K EHP so fittings increased the EHP by +150%, or you could say the fittings make up about 60% of the EHP of this fit.
Analysis Obviously we shouldnGÇÖt extrapolate too far just based on 2 ships and 2 fits. I do think itGÇÖs a good starting place though, and might be worth repeating with other hulls: Incursus vs. Enyo, Rifter vs. Jaguar, Merlin vs. Harpy as examples. I suspect the percentage changes will be roughly similar.
So from this, we can see that the T2 version has roughly twice the EHP, much of that coming from the base resistances of the ships themselves and the extra slot in the low. Fittings make up 60-66 percent of the EHP Reps are about 40% better on the assault frigate using the same module because of resists. Fitting is only marginally better on the AF and even has a slight reduction to PG. The AF is considerably slower by roughly 20%.
One interesting aspect is the pricing. The punisher is very cheap compared to the substantial costs to fit out with pretty standard T2 modules (nearly 12 times the price of the hull). On the flip side, the hull cost is enormous on the Redeemer relative to itGÇÖs T1 counterpart (over 41 times the price), and the fittings make up a substantially smaller percent as a result.
If we were to apply the same percentages basing it on the price of the madruger hull, the price ratio is roughly 18% of the EVE price. So hereGÇÖs what the numbers would look like:
madrugar hull: 97,500 ISK madrugar fittings: 1,173,600 ISK Total price of madrugar: 1,272,600 ISK
Enforcer hull: 4,068,000 ISK Enforcer fittings: 1,224,000 ISK Total price of Enforcer: 5,310,000
Best PvE idea ever!
|
Vell0cet
Vengeance Unbound RISE of LEGION
2551
|
Posted - 2014.11.14 19:58:00 -
[13] - Quote
Pokey Dravon wrote: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. I think I meant to say Marauder (dyslexic moment). I really don't have a problem with tankers having to grind in starter fits for hours to make up the cost. It's part of the risk/reward mechanic (linear power improvment for exponential costs), and it'll help suck some of the ISK out of the system from the days when PC was broken. On the flip side, the fittings would make up most of the cost on a standard HAV and also the EHP, so you could run cheap fits and do ok, but would need to be weary of pimped out HAVs coming to ruin your day.
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.
Best PvE idea ever!
|
|
|
|