Pages: 1 [2] 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
|
Posted - 2014.11.12 23:04:00 -
[31] - 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.
Hotfix Delta Sentinel eHP Calcs
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14507
|
Posted - 2014.11.12 23:05:00 -
[32] - 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
|
Spademan
Fatal Absolution General Tso's Alliance
4471
|
Posted - 2014.11.12 23:10:00 -
[33] - Quote
Would it be terrible for all Lav's to get +1 slot in their off-rack?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14507
|
Posted - 2014.11.12 23:14:00 -
[34] - 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
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
|
Posted - 2014.11.12 23:20:00 -
[35] - 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?
Hotfix Delta Sentinel eHP Calcs
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14508
|
Posted - 2014.11.12 23:26:00 -
[36] - 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
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
|
Posted - 2014.11.12 23:33:00 -
[37] - 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.
Hotfix Delta Sentinel eHP Calcs
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14508
|
Posted - 2014.11.12 23:39:00 -
[38] - 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
|
Spademan
Fatal Absolution General Tso's Alliance
4472
|
Posted - 2014.11.12 23:41:00 -
[39] - 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. 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 am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
|
Posted - 2014.11.12 23:42:00 -
[40] - 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.
Hotfix Delta Sentinel eHP Calcs
|
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14508
|
Posted - 2014.11.12 23:43:00 -
[41] - 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
|
Vell0cet
Vengeance Unbound RISE of LEGION
2521
|
Posted - 2014.11.12 23:43:00 -
[42] - 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!
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
|
Posted - 2014.11.12 23:43:00 -
[43] - 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.
Hotfix Delta Sentinel eHP Calcs
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
|
Posted - 2014.11.12 23:47:00 -
[44] - 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?
Hotfix Delta Sentinel eHP Calcs
|
Spademan
Fatal Absolution General Tso's Alliance
4474
|
Posted - 2014.11.12 23:48:00 -
[45] - Quote
True Adamance wrote: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? Certainly, but Minmatar and Gallente more so.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
Vell0cet
Vengeance Unbound RISE of LEGION
2521
|
Posted - 2014.11.12 23:53:00 -
[46] - 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!
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14508
|
Posted - 2014.11.12 23:53:00 -
[47] - 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
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3483
|
Posted - 2014.11.12 23:57:00 -
[48] - 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.
Hotfix Delta Sentinel eHP Calcs
|
Apothecary Za'ki
Biomass Positive
1830
|
Posted - 2014.11.13 00:01:00 -
[49] - Quote
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.
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3484
|
Posted - 2014.11.13 00:01:00 -
[50] - 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?
Hotfix Delta Sentinel eHP Calcs
|
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14514
|
Posted - 2014.11.13 00:11:00 -
[51] - 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
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3485
|
Posted - 2014.11.13 00:13:00 -
[52] - 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
Hotfix Delta Sentinel eHP Calcs
|
Spademan
Fatal Absolution General Tso's Alliance
4474
|
Posted - 2014.11.13 00:37:00 -
[53] - Quote
I noticed in the HAV section of the spreadsheet the Amarr slots are listed as 1/3 A typo I presume? Considering the rest have 5.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
Ghost Kaisar
Fatal Absolution General Tso's Alliance
7675
|
Posted - 2014.11.13 00:40:00 -
[54] - Quote
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.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14515
|
Posted - 2014.11.13 00:52:00 -
[55] - 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
|
Vell0cet
Vengeance Unbound RISE of LEGION
2526
|
Posted - 2014.11.13 00:52:00 -
[56] - 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!
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14516
|
Posted - 2014.11.13 01:07:00 -
[57] - 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
|
Vell0cet
Vengeance Unbound RISE of LEGION
2527
|
Posted - 2014.11.13 01:18:00 -
[58] - 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!
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3486
|
Posted - 2014.11.13 01:23:00 -
[59] - Quote
My issue is how do you differentiate between the alpha potential of current Large missiles vs an arty turret?
Hotfix Delta Sentinel eHP Calcs
|
Vell0cet
Vengeance Unbound RISE of LEGION
2527
|
Posted - 2014.11.13 01:36:00 -
[60] - 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!
|
|
|
|
|
Pages: 1 [2] 3 4 :: one page |
First page | Previous page | Next page | Last page |