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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14524
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Posted - 2014.11.13 01:51:00 -
[61] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3486
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Posted - 2014.11.13 01:52:00 -
[62] - Quote
Vell0cet wrote:Pokey Dravon wrote:My issue is how do you differentiate between the alpha potential of current Large missiles vs an arty turret? Well I don't think an arty turret should oneshot other tanks. The big difference is the range and mechanics. I picture the arty pointing between 45 degrees and something like 80 degrees creating a "donut" of attackable area around the tank. I also like to see our current missiles renamed to rockets, and eventually add missiles that locked onto targets like swarms. This is more of a Legion thing though, but I think it would be cool to move towards this direction. These missiles would have long lock times though (shorter if the target was painted with a target painter) and could be interrupted with ECM. I picture these playing an important role in anti-air once we get fighters, heavy aircraft, etc.
Fair enough, though for the purpose of this exercise we should probably focus on existing mechanics and assets.
So...going under the assumption that we wont be doing a drastic overhaul to turrets or how active modules work, let's move forward.
So Assume we add racial variants in, do you guys think we should have them share the same skills with the Caldari and Gallente since they have the same art assets? Or should they be completely different skills? My concerns with unique skills is that since we have limited turrets (and making turrent variants that actually work like the racial variants should is pretty hacky), I worry that the bonuses for the unique skills wouldn't be quite right, you know?
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14525
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Posted - 2014.11.13 02:01:00 -
[63] - 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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Vell0cet
Vengeance Unbound RISE of LEGION
2529
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Posted - 2014.11.13 02:01:00 -
[64] - 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!
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Imp Smash
Molon Labe. General Tso's Alliance
367
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Posted - 2014.11.13 02:12:00 -
[65] - Quote
Obviously the Minmatar LAV should be a Hoverboard with a turret on the front... |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14525
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Posted - 2014.11.13 02:15:00 -
[66] - 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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Thaddeus Reynolds
Facepunch Security
84
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Posted - 2014.11.13 02:25:00 -
[67] - Quote
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?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14532
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Posted - 2014.11.13 02:58:00 -
[68] - 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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Thaddeus Reynolds
Facepunch Security
86
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Posted - 2014.11.13 03:04:00 -
[69] - Quote
True Adamance wrote: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.
Sorry, I didn't mean to imply that infantry support was their only role (although in this game, even heavy ordinance is technically a support role)...rather trying to emphasize that it is the best vehicle we currently have for that role, and that role shouldn't be forgotten about
and Tachs are very useful...and relatively easy to fit on the Oracle, Paladin, and Nightmare...SOE Mission running Paladin...because dodging gankers can be fun
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3487
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Posted - 2014.11.13 03:21:00 -
[70] - Quote
I would clarify to say that *Large Turrets* are not Anti-Infantry, HAVs are not necessarily "Not Anti Personnel" it comes down to the turret, not the vehicle itself.
As for a full rework, absolutely. Is that right for the short to medium term for Dust? iffy. I think before we even start looking at that we need to get full racial parity for the vehicle frames *at the least* and reintroduce the specialty frames for all vehicles (ideally 2 per frame). Those sorts of changes are the most easily accessible right now and probably the biggest bang for the buck right now.
I think getting pilot suits properly sorted would be the next step.
After that comes the full rework of how vehicles work on a fundamental level.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14533
|
Posted - 2014.11.13 03:25:00 -
[71] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3487
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Posted - 2014.11.13 03:29:00 -
[72] - Quote
True Adamance wrote:Pokey Dravon wrote:I would clarify to say that *Large Turrets* are not Anti-Infantry, HAVs are not necessarily "Not Anti Personnel" it comes down to the turret, not the vehicle itself.
As for a full rework, absolutely. Is that right for the short to medium term for Dust? iffy. I think before we even start looking at that we need to get full racial parity for the vehicle frames *at the least* and reintroduce the specialty frames for all vehicles (ideally 2 per frame). Those sorts of changes are the most easily accessible right now and probably the biggest bang for the buck right now.
I think getting pilot suits properly sorted would be the next step.
After that comes the full rework of how vehicles work on a fundamental level. Do you like my base HAV EHP suggestions? Think they are fair in their allocations given the concerns we voiced earlier in the thread? Are they worth working off for a parity's sake? Amarr - 4800 EHP Gallente - 4400 EHP Caldari - 4200-4300 EHP Minmatar 4000-4100 EHP
Its about 10% spread between each which I think is reasonable, I assume you did that intentionally. So yeah I think at the very least its a good starting point, it's in line with current HP values with tweaks and a reasonable spread between each race.
Hotfix Delta Sentinel eHP Calcs
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
7682
|
Posted - 2014.11.13 05:50:00 -
[73] - 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.
IF I was designing it all, all turrets would have two variants, one made for long range alpha and the other for short-mid sustain damage.
For example: Minmatar gets the Large Autocannon turret and the Heavy Artillery Gallente gets the Large Blaster and a Plasma Mortar Amarr gets the Heavy Scrambler and Laser Lance Caldari gets the Large Missile Launcher and Large Railgun
Minmatar gets the Small Autocannon and Mortar Launcher Gallente gets the Small Blaster and Mounted Plasma Cannon Amarr gets the Small Scrambler and Mounted Laser Rifle Caldari gets the Small Railgun and Small Missile Launcher
Mix and match on each vehicle as you see fit.
I would love for the Heavy Artillery to hit like a truck, but I feel like it would be better as a projectile with VERY large alpha, but bullet drop and dealing explosive damage + Minor Splash (Like 100-200 in a 5m radius). Like the main cannon shells in Battlefield.
It would also reload in between shots.
I would also increase the splash radius on the Large Missile and give it around 24 missiles a clip, with a lower rate of fire and less damage to compensate. To make it fall in line with the Short-Mid sustain damage, and to help with infantry suppression.
@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.
Bullet Hell and Duct-Tape? Count me in!
FA recruits get free officer BPO's. Enlist today. Must be a scrub to enter.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14549
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Posted - 2014.11.13 10:51:00 -
[74] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4932
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Posted - 2014.11.13 11:09:00 -
[75] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14551
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Posted - 2014.11.13 11:48:00 -
[76] - 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)?
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4934
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Posted - 2014.11.13 12:13:00 -
[77] - Quote
No Adamance. In order for fitrings to matter on ANY vehicle they need less Hull HP and a boat ton more PG/cpu across the board.
The reason that vehicles went to crap was when CCP stripped the fitting capacity and substituted higher hull HP and innate (undocumented except in one set of patch notes) resists to hulls.
You can get sagaris level TTK on a gunnlogi currently but only if you're willing to use the large missile turret. A crappy one.
You cannot do the same on a madrugar because goddamn fitting restrictions and blasters.
Strip hull HP/resists and spike FITTING. That was why marauders and STD tanks were badass in chromosome. They were fit-centric, NOT hull-centric.
This was also the reason enforcers utterly failed at living up to the glass cannon motif. Because the lack of fitting options and hull-centric builds enforced a certain type of EHP fit.
That one decision to make the hulls the central focus is why we have so much one-true-build BS.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3488
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Posted - 2014.11.13 15:42:00 -
[78] - Quote
Well and a large part of that buff in Hull HP was due to the fact that the fitting got castrated. All HAVs lost 2 of their 7-8 slots, I know LAVs and Dropships got hit too. To me it looks like they were trying to open up for ADV and PRO vehicles by taking slots away just to add them back in, back in for higher tiers, but that obviously never happened.
That being said, do we want to tackle the issue of bringing more slots back to vehicles with a drop in eHP, and a relative decrease in module efficiency? I'm personally a fan of more modules so there is more room for fitting flexibility. Or should we balance Amarr and Minmatar against Caldari and Gallente as the system is now, and then potentially change them all at once to the older "More Modules - Less Hull" system?
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4941
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Posted - 2014.11.13 15:48:00 -
[79] - Quote
I suggest taking the time to do a setup where the fittings are the showcase complete with examples of good fits with the CURRENT skills. All on spreadsheet and set up.
Treat marauders and enforcers as the proto tier vehicles.
Also prep one for the current meta. Just in case something happens or is hinky in the code.
Also still treat marauders and enforcers as the proto tier tanks.
Think less "tier" and more "chassis class"
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3488
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Posted - 2014.11.13 16:04:00 -
[80] - Quote
Another thing I wanted to bring up is the difference in fitting between a Basic Dropship and an Assault Dropship. In the case of the Assault, it loses 2 of its 6 slots, paired with a decrease in HP. This is in contrast to the idea that Enforcers, which are basically Assault HAVs, *gain* a slot compared to the Basic HAV. I actually agree with the ADS concept of a tradeoff, so I'm a little uncomfortable with the idea that the Enforcer is almost a direct upgrade from the standard HAV. In general I want the Basic HAV to remain viable, and not just be on the upgrade path to Enforcer and Marauder. Thoughts?
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4944
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Posted - 2014.11.13 16:15:00 -
[81] - 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?
Enforcers were advertised as glass cannons and failed. Make them glass cannons. Also they should be smaller. Harder to hit. Let them lose tank slots.
Marauders are the heavy wade in and smash. Heavily armored and slower.
Standard HAVs should be middle road.
No goddamn immobilizing siege modules. That idea works in EVE but it will result in useless HAVs because WEAKSPOTS.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3488
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Posted - 2014.11.13 16:21:00 -
[82] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Another thing I wanted to bring up is the difference in fitting between a Basic Dropship and an Assault Dropship. In the case of the Assault, it loses 2 of its 6 slots, paired with a decrease in HP. This is in contrast to the idea that Enforcers, which are basically Assault HAVs, *gain* a slot compared to the Basic HAV. I actually agree with the ADS concept of a tradeoff, so I'm a little uncomfortable with the idea that the Enforcer is almost a direct upgrade from the standard HAV. In general I want the Basic HAV to remain viable, and not just be on the upgrade path to Enforcer and Marauder. Thoughts? Enforcers were advertised as glass cannons and failed. Make them glass cannons. Also they should be smaller. Harder to hit. Let them lose tank slots. Marauders are the heavy wade in and smash. Heavily armored and slower. Standard HAVs should be middle road. No goddamn immobilizing siege modules. That idea works in EVE but it will result in useless HAVs because WEAKSPOTS.
Siege modules are interesting but I question the practicality of them. I mean, what lives long enough to merit the need of a siege module? Triage on the other hand might be interesting, but we're getting off topic.
My point with the Enforcer glass cannon is that you typically need 3 slots at a minimum under current mechanics to put up a viable defense, particularly for HAVs since you can't just afterburn straight into the air. That being said dropping a slot off of a 3/2 setup is.....quite a nerf, and I worry it's too much. An increase to total slots may be necessary if we are to properly balance tradeoffs between generalist vehicles and specialty ones.
Hotfix Delta Sentinel eHP Calcs
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Vell0cet
Vengeance Unbound RISE of LEGION
2550
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Posted - 2014.11.13 16:22:00 -
[83] - 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!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3488
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Posted - 2014.11.13 16:27:00 -
[84] - Quote
Vell0cet wrote:Pokey Dravon wrote:Another thing I wanted to bring up is the difference in fitting between a Basic Dropship and an Assault Dropship. In the case of the Assault, it loses 2 of its 6 slots, paired with a decrease in HP. This is in contrast to the idea that Enforcers, which are basically Assault HAVs, *gain* a slot compared to the Basic HAV. I actually agree with the ADS concept of a tradeoff, so I'm a little uncomfortable with the idea that the Enforcer is almost a direct upgrade from the standard HAV. In general I want the Basic HAV to remain viable, and not just be on the upgrade path to Enforcer and Marauder. Thoughts? I'd like basic HAV's to be the AFFORDABLE version (roughly current prices). Enforcers and Marauders would the expensive option linear improvment for large cost increase (think Omen vs. Zealot in pricing and power differential).
Gonna have to disagree.
I understand that's how it works in EVE, but honestly I think we need to make a push for more sidegrades rather than upgrades. I move under the assumption that the work done here will be reflected in Legion as well, and I think a general push to make a unit's effectiveness be dictated by the modules and not the hull itself, is a good goal to move towards.
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4973
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Posted - 2014.11.13 21:48:00 -
[85] - Quote
Pokey Dravon wrote:
Siege modules are interesting but I question the practicality of them. I mean, what lives long enough to merit the need of a siege module? Triage on the other hand might be interesting, but we're getting off topic.
My point with the Enforcer glass cannon is that you typically need 3 slots at a minimum under current mechanics to put up a viable defense, particularly for HAVs since you can't just afterburn straight into the air. That being said dropping a slot off of a 3/2 setup is.....quite a nerf, and I worry it's too much. An increase to total slots may be necessary if we are to properly balance tradeoffs between generalist vehicles and specialty ones.
Enforcers get splash damage, and extra damage vs. vehicles. think of them like WWII tank destroyers in concept, with better execution.
the words "glass cannon" should be taken seriously.
they should also be cheap as hell. You make glass cannons to be expendable, not your main battle line.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3494
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Posted - 2014.11.13 22:39:00 -
[86] - Quote
Alright so let's not get too deep into bonuses just yet. Just so we're on the same page here:
Standard HAV -Moderate Speed -Moderate Defense -Moderate Base HP -Moderate Attack -3/2 or 2/3 slot layout
Enforcer HAV -High Speed -Low Defense -Low Base HP (-15%?) -High Attack -2/2 layout? (-1 slot on main rack)
Marauder HAV -Low Speed -High Defense -High Base HP (+15%?) -Moderate Attack (Should the be 'Low Attack'? And if so, how?) -4/2 or 2/4 slot layout (Or should we trade off rack for main rack with 4/1 or 1/4? Less Utility, More Defense)
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14576
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Posted - 2014.11.13 22:56:00 -
[87] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3494
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Posted - 2014.11.13 23:00:00 -
[88] - Quote
Risk/Reward is great, but I'd rather see the real cost be in the modules, with the hulls being of similar price.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14577
|
Posted - 2014.11.13 23:03:00 -
[89] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3494
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Posted - 2014.11.13 23:16:00 -
[90] - Quote
True Adamance wrote:Pokey Dravon wrote:Risk/Reward is great, but I'd rather see the real cost be in the modules, with the hulls being of similar price. And I can't agree with that especially if under our suggestions those hulls have extra slot options and hull bonuses. I think it would be simply serving to put one foot ahead of a player market if that ever happens to come to pass. Regardless of what players want under that system those hulls will be perceived as more valuable and ....ARE more valuable.I'm not saying there should not be more value in the modules themselves but that does not mean the hulls have to be cheap as chips. If modules themselves are the cost of the fit then once a player hit a threshold of SP and enters into marauders why would they ever go back to standard fits?
Well the general idea is that the Standard Hulls are more of a middle road and more flexible. Ideally you want to feel significantly stronger in one aspect and significantly weaker in another, when moving to a specialty hull. Enforcers are easier because you say "Well I can **** that tank up, but god damn if something looks at me the wrong way I'm gonna pop"
Marauders on the other hand are a little trickier since you need them to be tankier so more slots makes sense. But they need to feel slow and offensively weak.
Will people typically pick a specialty vehicle once they have them? Probably, its tailored to a specific playstyle. But I'd still like to make it so in some cases where even a veteran pilot will say "Hmm....a Standard HAV would be best in this situation because I need to be fairly quick but need more defense than an Enforcer" for example. Plus I really try to avoid balancing with ISK.
EDIT: I guess to clarify, I don't have an issue with Specialty Hulls being more expensive than Standard, those bonuses obviously have inherent advantages. I just don't want it to be like 5 times the cost like it was at one point, you know?
Hotfix Delta Sentinel eHP Calcs
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