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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2288
|
Posted - 2014.12.04 22:57:00 -
[1] - Quote
With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts?
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
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HUGGLE BEAR
MAKIN' MO' MONEY WIT HUGGLES
20
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Posted - 2014.12.04 23:03:00 -
[2] - Quote
If you buff PEs i wont be giving out as many RE HUGS
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First Prophet
Followers of The Prophet
2007
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Posted - 2014.12.04 23:03:00 -
[3] - Quote
I support this.
People find this this review helpful!
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One Eyed King
Land of the BIind
6353
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Posted - 2014.12.04 23:05:00 -
[4] - Quote
I have a feeling once 1.10 drops, that they will start looking into these kind of things more.
They probably want to get a baseline after it drops first though to see how everything, including PEs are being affected.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Spademan
Fatal Absolution General Tso's Alliance
4878
|
Posted - 2014.12.04 23:09:00 -
[5] - Quote
Oh please, I've never seen anyone other than me use them, and I haven't for months.
I remember one time back in the logi Lav stupidity I laid down a crap load in a gate into the mushroom complex. Guy comes speeding through, Lav flips and gets stuck inbetween a buiding and a wall. The worst part? All that did was take down the shields, and it was an armour one Made it unusable though, which was nice
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2288
|
Posted - 2014.12.04 23:14:00 -
[6] - Quote
@Spademan
lol, sorry about the luck with that LLAV
However, I use them whenever I notice reddots using LAVs (or HAVs but LAVs are the best targets). You'd be surprised how often I get kills with them.
I love it, it is always nice when you're in the middle of a firefight and all of a sudden:
Madrugar Damage +75 Madrugar Damage +75 Madrugar Destruction +150 Kill +50 Kill +50 Kill +50
Pops up on your screen, I imagine they're fairly pissed as well which makes it all the sweeter.
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
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RedPencil
Abandoned Privilege Top Men.
154
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Posted - 2014.12.04 23:18:00 -
[7] - Quote
All trap equipments (RE and Prox) defiantly need to visit and address.
Even the damage buff, 1.10 will kill all trap game anyway. Congratulation Thank to Rattati, he just made it worse.
from 1.10 Patch notes: * All Equipment now has a tiered Scan Profile: STD/ADV/PRO = 55/45/35 dB
Without active scan, EVERYONE CAN SEE PROX ON TACNET.
Beware Paper cut M[;..;]M
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2288
|
Posted - 2014.12.04 23:20:00 -
[8] - Quote
RedPencil wrote:All trap equipments (RE and Prox) defiantly need to visit and address.
Even the damage buff, 1.10 will kill all trap game anyway. Congratulation Thank to Rattati, he just made it worse.
from 1.10 Patch notes: * All Equipment now has a tiered Scan Profile: STD/ADV/PRO = 55/45/35 dB
Without active scan, EVERYONE CAN SEE PROX ON TACNET.
I totally missed that Well, that sucks.......
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15469
|
Posted - 2014.12.04 23:22:00 -
[9] - Quote
Alaika Arbosa wrote:With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts?
Hmmm how many max deployable, splash radius, scan profiles, then I can work out the damage profiles for each tank type and then consider how I feel as a tanker about being killed by them.
Do they have a deployment timer? Or are they deployed instantly, do they stick to surfaces, etc.
RE are currently the other think I don't think is fair in AV vs Vehicle balance as no JLAV should be able to apply 10054 explosive damage vs a vehicle in the way JLAV's do.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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One Eyed King
Land of the BIind
6354
|
Posted - 2014.12.04 23:28:00 -
[10] - Quote
True Adamance wrote:Alaika Arbosa wrote:With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts? Hmmm how many max deployable, splash radius, scan profiles, then I can work out the damage profiles for each tank type and then consider how I feel as a tanker about being killed by them. Do they have a deployment timer? Or are they deployed instantly, do they stick to surfaces, etc. RE are currently the other think I don't think is fair in AV vs Vehicle balance as no JLAV should be able to apply 10054 explosive damage vs a vehicle in the way JLAV's do. I am fine with nerfing JLAVs as long as we don't further nerf RE users too much outside of that.
Ideally it would be something like giving REs a polarity so that they magnetically stick to red things (opposite polarity) but are repelled by friendly things (same polarity). Or anything that works similarly.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Spademan
Fatal Absolution General Tso's Alliance
4879
|
Posted - 2014.12.04 23:30:00 -
[11] - Quote
True Adamance wrote:Alaika Arbosa wrote:With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts? Hmmm how many max deployable, splash radius, scan profiles, then I can work out the damage profiles for each tank type and then consider how I feel as a tanker about being killed by them. Do they have a deployment timer? Or are they deployed instantly, do they stick to surfaces, etc. RE are currently the other think I don't think is fair in AV vs Vehicle balance as no JLAV should be able to apply 10054 explosive damage vs a vehicle in the way JLAV's do. If a RE sticks to it, a PE will. Deployable: 4 at Std, 5 at Adv and 6 at Pro. 5m blast, I don't know about current profile but that's changing along with the other equipment.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Enji Elric
Matari Combat Research and Manufacture Inc.
336
|
Posted - 2014.12.04 23:44:00 -
[12] - Quote
This is a good idea if your not going to allow as much EQ on the Field then that EQ should have a BUFF
on other games
GHOST RECON PHANTOMS HAWKEN Warframe STO
Origin: enjamin86 <-- BF4 64v64
Steam: enjamin
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15469
|
Posted - 2014.12.04 23:49:00 -
[13] - Quote
Spademan wrote:True Adamance wrote:Alaika Arbosa wrote:With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts? Hmmm how many max deployable, splash radius, scan profiles, then I can work out the damage profiles for each tank type and then consider how I feel as a tanker about being killed by them. Do they have a deployment timer? Or are they deployed instantly, do they stick to surfaces, etc. RE are currently the other think I don't think is fair in AV vs Vehicle balance as no JLAV should be able to apply 10054 explosive damage vs a vehicle in the way JLAV's do. If a RE sticks to it, a PE will. Deployable: 4 at Std, 5 at Adv and 6 at Pro. 5m blast, I don't know about current profile but that's changing along with the other equipment.
(2625x1.2) x 6= 18900 damage.
Answer is no. This is too much damage potential for what the actual equipment options themselves cost.
3150 explosive damage is by far in away too much.
Even under a 4/2 2/4 Marauder model such and HAV could only theoretically amass maybe 11-12K EHP.
2150 Damage @ Proto x 5 deployable = 12900 which is much more reasonable.
This considering that most other tanks beneath Marauder level will only have 9K EHP
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2288
|
Posted - 2014.12.04 23:57:00 -
[14] - Quote
Spademan wrote:True Adamance wrote:Alaika Arbosa wrote:With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts? Hmmm how many max deployable, splash radius, scan profiles, then I can work out the damage profiles for each tank type and then consider how I feel as a tanker about being killed by them. Do they have a deployment timer? Or are they deployed instantly, do they stick to surfaces, etc. RE are currently the other think I don't think is fair in AV vs Vehicle balance as no JLAV should be able to apply 10054 explosive damage vs a vehicle in the way JLAV's do. If a RE sticks to it, a PE will. Deployable: 4 at Std, 5 at Adv and 6 at Pro. 5m blast, I don't know about current profile but that's changing along with the other equipment. Since we are tweaking damage values, why not also tweak the other values?
I'd propose 2/3/3 deployed, 10m blast and remove the warning beep.
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15474
|
Posted - 2014.12.05 00:18:00 -
[15] - Quote
Alaika Arbosa wrote:Spademan wrote:True Adamance wrote:Alaika Arbosa wrote:With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts? Hmmm how many max deployable, splash radius, scan profiles, then I can work out the damage profiles for each tank type and then consider how I feel as a tanker about being killed by them. Do they have a deployment timer? Or are they deployed instantly, do they stick to surfaces, etc. RE are currently the other think I don't think is fair in AV vs Vehicle balance as no JLAV should be able to apply 10054 explosive damage vs a vehicle in the way JLAV's do. If a RE sticks to it, a PE will. Deployable: 4 at Std, 5 at Adv and 6 at Pro. 5m blast, I don't know about current profile but that's changing along with the other equipment. Since we are tweaking damage values, why not also tweak the other values? I'd propose 2/3/3 deployed, 10m blast and remove the warning beep.
So what do you suggest as a direct damage value under the 2/3/3 model without the sound prompts.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2288
|
Posted - 2014.12.05 00:27:00 -
[16] - Quote
True Adamance wrote:
So what do you suggest as a direct damage value under the 2/3/3 model without the sound prompts.
Well, I was thinking the same as the OP
this would give totals of 3750/6750/7875
Which would mean that they'd be only truly effective against HAVs that were fleeing incoming damage or LAVs.
Looking at it like that, I am inclined to say that PRO should be 4 rather than 3 or they should get damage buffed further to 200% of REs
STD: 2500 ADV: 3000 PRO: 3500
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15475
|
Posted - 2014.12.05 00:35:00 -
[17] - Quote
Alaika Arbosa wrote:True Adamance wrote:
So what do you suggest as a direct damage value under the 2/3/3 model without the sound prompts.
Well, I was thinking the same as the OP this would give totals of 3750/6750/7875 Which would mean that they'd be only truly effective against HAVs that were fleeing incoming damage or LAVs. Looking at it like that, I am inclined to say that PRO should be 4 rather than 3 or they should get damage buffed further to 200% of REs STD: 2500 ADV: 3000 PRO: 3500
Okay lets work out the maths for that.
3500*1.2 = 4200 Explosive Damage vs Armour Per Proxy
4200*4 = 16800 (you have almost 4800 damage overkill making that 3rd proxy pointless) vs armour vehicles
3500* 0.8 = 2800 Explosive Damage vs Shields Per Proxy
2800+4 = 11200 (much fairer value)
However without the sound prompts I do not believe this is a fair damage model. With it. I could get behind it.....but its just another Anti Armour Av option in a sea of Anti Armour AV options...... and probably would cause me to campaign for JLAV removal from the game.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2288
|
Posted - 2014.12.05 00:49:00 -
[18] - Quote
True Adamance wrote:Alaika Arbosa wrote:True Adamance wrote:
So what do you suggest as a direct damage value under the 2/3/3 model without the sound prompts.
Well, I was thinking the same as the OP this would give totals of 3750/6750/7875 Which would mean that they'd be only truly effective against HAVs that were fleeing incoming damage or LAVs. Looking at it like that, I am inclined to say that PRO should be 4 rather than 3 or they should get damage buffed further to 200% of REs STD: 2500 ADV: 3000 PRO: 3500 Okay lets work out the maths for that. 3500*1.2 = 4200 Explosive Damage vs Armour Per Proxy 4200*4 = 16800 (you have almost 4800 damage overkill making that 3rd proxy pointless) vs armour vehicles 3500* 0.8 = 2800 Explosive Damage vs Shields Per Proxy 2800+4 = 11200 (much fairer value) However without the sound prompts I do not believe this is a fair damage model. With it. I could get behind it.....but its just another Anti Armour Av option in a sea of Anti Armour AV options...... and probably would cause me to campaign for JLAV removal from the game. You bring up a good point.
Why not solve that point by taking existing models and using them to add Flux variants of both PE and RE?
Also, you only do the math for PRO PE, which isn't really the greatest comparison since I think we can all agree that PRO AV should lolwtfpwn STD V.
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15479
|
Posted - 2014.12.05 01:00:00 -
[19] - Quote
Alaika Arbosa wrote:True Adamance wrote:Alaika Arbosa wrote:True Adamance wrote:
So what do you suggest as a direct damage value under the 2/3/3 model without the sound prompts.
Well, I was thinking the same as the OP this would give totals of 3750/6750/7875 Which would mean that they'd be only truly effective against HAVs that were fleeing incoming damage or LAVs. Looking at it like that, I am inclined to say that PRO should be 4 rather than 3 or they should get damage buffed further to 200% of REs STD: 2500 ADV: 3000 PRO: 3500 Okay lets work out the maths for that. 3500*1.2 = 4200 Explosive Damage vs Armour Per Proxy 4200*4 = 16800 (you have almost 4800 damage overkill making that 3rd proxy pointless) vs armour vehicles 3500* 0.8 = 2800 Explosive Damage vs Shields Per Proxy 2800+4 = 11200 (much fairer value) However without the sound prompts I do not believe this is a fair damage model. With it. I could get behind it.....but its just another Anti Armour Av option in a sea of Anti Armour AV options...... and probably would cause me to campaign for JLAV removal from the game. You bring up a good point. Why not solve that point by taking existing models and using them to add Flux variants of both PE and RE? Also, you only do the math for PRO PE, which isn't really the greatest comparison since I think we can all agree that PRO AV should lolwtfpwn STD V.
I'll always use the best variant of something in a series because its likely the most commonly used tool competitively vs something of equal tier.
3600 per remote @ ADV vs armour 14400 Explosive Damage all up vs armour (unfair value as even 2/4 Marauders cannot attain 14K EHP...)
2400 per remote @ ADV vs shields 9600 Explosive Damage all up vs shield (fair value)
3000 per @ STD vs armour 12000 Explosive all up
2000 per remote vs Shields 8000 Explosive Damage vs Shield
Disparities are too great vs shield and armour and without sound based indicators they are there ....... another nail in the coffin.
I am all for them doing sizeable damage to a vehicle like a tank but I do not believe there is cause to remove the sound based indicators or have yet another tool for AV that will instantly Alpha a tank of the field especially when new OB strikes are being designed expressly for this.
I could certainly see something more akin to a damage cap (for all remotes hitting around 9-10K damage vs armour tanks and the Flux variations around similar values for shield HAV) moreover a Radius of 10m is huge........
I could suggest a 3/3/4 model with values ranging in between 2000 per explosive and 2300. With Flux and Anti Armour variations.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Victor Moody Stahl
Amarr Templars Amarr Empire
195
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Posted - 2014.12.05 01:01:00 -
[20] - Quote
Alaika Arbosa wrote:[...]Also, you only do the math for PRO PE, which isn't really the greatest comparison since I think we can all agree that PRO AV should lolwtfpwn STD V.
Just chiming in on this part, but I find this to be disingenuous. Vehicles do not seem to follow the STD/ADV/PRO paradigm, but rather follow a more Tech I/Tech II paradigm.
By that I mean to say that vehicle tiering is based more on "what does this do better than the versatile, unspecialized version?" or "what does this do that the basic, unspecialized version can't?" rather than "this does the same thing but better".
A good example would be dropships, and the previous Logi and current Assault variants. An ADS is capable of greater fire support thanks to the nose gun, and is even more capable of air superiority... though it still sucks at that anyways due to the fact that derpships handle like the equivalent of an egg-laying skywhale.
The previous (and perhaps returning) Logi DS conducted a degree of remote repair function, and also had a built-in MCRU that used no PG/CPU, making it an excellent reinforcement platform.
Another good example- though it's EVE side- is how the Tech I cruisers and Tech II cruisers interact. It's something that's fairly complex, but in a nutshell it consists of taking a moderately specialized hull and turning it into a highly specialized platform that is really only good at doing one particular thing.
It becomes a very expensive, very "one-trick pony" ship... but bugger me if it doesn't do that one thing better than 99% of the competition, and easily holds it's own against the remaining 1%.
Buff Logis | Nerf Scouts
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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1491
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Posted - 2014.12.05 01:11:00 -
[21] - Quote
I use proxies and get kills with them so your not the only one using them .
I don't think that the buffs proposed are reasonable and I agree more with True on this one and removing the beeping mechanic is just a flat out no .
That's just too much even with the up coming changes and not having a gage of what and how they will play on the battlefield because numbers just don't reflect real time situations and no one knows how any of this will play out .
I like proxies at there current state and it causes for more players using them instead of just one person using pro and insta-ganking the whole field with massive amounts of damage administered and ground vehicles already have way more to face in the form of anti-vehicle then air vehicles as it is .
Doubts are like flies and should be treated as such and crushed .
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2288
|
Posted - 2014.12.05 01:31:00 -
[22] - Quote
True Adamance wrote: I'll always use the best variant of something in a series because its likely the most commonly used tool competitively vs something of equal tier.
3600 per remote @ ADV vs armour 14400 Explosive Damage all up vs armour (unfair value as even 2/4 Marauders cannot attain 14K EHP...)
2400 per remote @ ADV vs shields 9600 Explosive Damage all up vs shield (fair value)
3000 per @ STD vs armour 12000 Explosive all up
2000 per remote vs Shields 8000 Explosive Damage vs Shield
Disparities are too great vs shield and armour and without sound based indicators they are there ....... another nail in the coffin.
I am all for them doing sizeable damage to a vehicle like a tank but I do not believe there is cause to remove the sound based indicators or have yet another tool for AV that will instantly Alpha a tank of the field especially when new OB strikes are being designed expressly for this.
I could certainly see something more akin to a damage cap (for all remotes hitting around 9-10K damage vs armour tanks and the Flux variations around similar values for shield HAV) moreover a Radius of 10m is huge........
I could suggest a 3/3/4 model with values ranging in between 2000 per explosive and 2300. With Flux and Anti Armour variations.
See, IDK, IMHO, a single PE should be all that it takes to put a LAV out of commission. I don't think that a single PE should decommission an HAV (at least until we can specify track damage as opposed to hull damage), it should take at least a full single tier load of PE to kill an HAV. If that HAV misses even one they should still be able to limp away. However, PE kills are usually from LAVs speeding along not paying attention or damaged HAVs fleeing their aggressors straight into the arms of death.
My problem with the warning beep is that it reminds me of a game I used to play that had a detector for explosives though you had to actually choose to take it rather than getting it as a built in feature. It just strikes me as a crutch that should be a module you need to choose to fit to get that benefit. If it isn't a module, PE should be instagank, you heard the free beep, you chose to keep moving forward, you lost your HAV and went back to respawn, gimme your cookie.
@Victor Moody Stahl I am aware of what a T1/T2 paradigm is, has that been confirmed for Dust though? I know it looks that way though I am just curious if we're going to end up getting STD/ADV/PRO ADS/DS/HAV/LLAVs/SLAVs once things are a little more hammered out balance-wise.
@Shinobi TBH, this is all spitballing.
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15480
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Posted - 2014.12.05 01:34:00 -
[23] - Quote
It's tough in this regard isn't it. Not as simple as static damage values since each tank type has modifiers which adjust the damage in significant ways.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Finn Colman
Immortal Guides Learning Alliance
83
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Posted - 2014.12.05 02:21:00 -
[24] - Quote
Alaika Arbosa wrote:You bring up a good point.
Why not solve that point by taking existing models and using them to add Flux variants of both PE and RE?
Also, you only do the math for PRO PE, which isn't really the greatest comparison since I think we can all agree that PRO AV should lolwtfpwn STD V. I believe that there was at one point (and may still be) STD Flux PEs, though I don't think there have been Flux REs.
A shadow clad in duct tape, waiting for the moment to strike.
PSA: Tell players to terminate in order to access mCRUs.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2289
|
Posted - 2014.12.05 13:06:00 -
[25] - Quote
Finn Colman wrote:Alaika Arbosa wrote:You bring up a good point.
Why not solve that point by taking existing models and using them to add Flux variants of both PE and RE?
Also, you only do the math for PRO PE, which isn't really the greatest comparison since I think we can all agree that PRO AV should lolwtfpwn STD V. I believe that there was at one point (and may still be) STD Flux PEs, though I don't think there have been Flux REs. If there are or were, I totally missed them and I've been a member of the Dust Miners Union since Chromosome.
@True
Yeah, I honestly think it'd be easier if they just gave us the Eve Damage Profiles instead of Armor/Shield. At least then we could vary the damage outputs/resists more which would make it easier to do balancing.
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
|
Twelve Guage
Death Firm.
320
|
Posted - 2014.12.05 13:46:00 -
[26] - Quote
Alaika Arbosa wrote:With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts?
Add to this the removal of the sound they make if a tank get to close to them. Why do tanker get a heads up when i'm setting up a trap for them. This has to be the most ridiculous feature of the proximity mine. Scouts don't beep when carrying RE's and neither does an object so why do tankers get the early warning messages. Fix this nonsense.
Death Firm's sandwich maker.
You're been like by Twelve Gauge = her grabbing your @$$.
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Victor Moody Stahl
Amarr Templars Amarr Empire
204
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Posted - 2014.12.07 06:16:00 -
[27] - Quote
Alaika Arbosa wrote:@Victor Moody Stahl I am aware of what a T1/T2 paradigm is, has that been confirmed for Dust though? I know it looks that way though I am just curious if we're going to end up getting STD/ADV/PRO ADS/DS/HAV/LLAVs/SLAVs once things are a little more hammered out balance-wise.
There's nothing that's been actually out-and-out said about whether vehicles will follow the traditional EVE-esque T1/T2 paradigm, or if they will follow the new-fangled DUST-y STD/ADV/PRO model.
However, given how dropships and LAVs were modeled prior to (most) of the variants of these vehicles being removed, I think it's more likely that we'd end up with a T1/T2 model rather than the STD/ADV/PRO one- Logi and Scout LAVs had (or were intended to have) definite drawbacks compared to the traditional LAV, while also having significant advantages in a particular task.
So to were the dropships alike; a regular derpship would be capable of CAS and RR'ing duty, but an ADS excelled at the former while the Logi DS was superb at the latter; each variant was incredibly inferior at its unintended duty, but for the intended role it excelled in comparison to both the opposing variant and the basic variety.
Buff Logis | Nerf Scouts
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THUNDERGROOVE
Fatal Absolution
1219
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Posted - 2014.12.07 08:01:00 -
[28] - Quote
You guys are trying to balance it around people only placing one tier of them, which no one ever will.
Anyone who does proxy traps uses as many tiers as they can.
More like Titans of Penis amirite?
Come play a better game.
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THUNDERGROOVE
Fatal Absolution
1219
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Posted - 2014.12.07 08:10:00 -
[29] - Quote
Victor Moody Stahl wrote:-snip-.
I never understood when people talked about how beneficial tiercide would be to DUST as a whole until I played EVE and saw how well it worked.
I just have a ******* nerdgasim thinking about how much better of a game we would have if it was done right.
More like Titans of Penis amirite?
Come play a better game.
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Lazer Fo Cused
Shining Flame Amarr Empire
171
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Posted - 2014.12.07 14:28:00 -
[30] - Quote
Alaika Arbosa wrote:With the incoming bandwidth changes there will be even less proximity mines on the field than there already are (I think I've seen two other people aside from myself get mine kills, in the entire time I've been playing).
Vehicles already get an advance warning system for them and it is ridiculous that they do less damage than REs (have no fear, I am not proposing that silly swap damages).
I think that they should be buffed to 150% of the damage output of a corresponding tier RE, so:
STD: 1875 per mine ADV: 2250 per mine PRO: 2625 per mine
Comments, Questions, Thoughts?
1. The 'Advanced warning system' as you put it is about maybe at maximum 5m which in game is very small and next to worthless while the beeping is also tied to the range so by the time you hear it you will most likely hit it 1a. The 'Advanced warning system' is useless overall
2. At maximum speed in a LAV you cannot break fast enough to avoid it
3. At maximum speed in a HAV you cannot break fast enough to avoid it
4. 2625 at PRO is over half of the Madrugars overall HP at base add in 20% more damage to armor due to explosive damage and its over 3k per mine
5. You have a PRO suit with PRO modules and PRO weapons and PRO equipment, pilots are stuck trying to fit PRO turrets and modules onto a BASIC vehicle hull with no specalized pilot suit which you want to blap with 9k of damage from 3mines, that completely alphas basically anything on the field and causes more damage than 3 BFG shots
6. MAG/BF/PS2 all have better 'advanced warning systems' - If i could have MAGs Explosive Detector as a module fitted onto my Pilot suit i would
7. Pilots only option is for a handheld scanner to pick them up or to fit on a scanner but with the changes it means i would need to use proto scanners on my vehicle or suit, problem is on a vehicle espc a madrugar it doesnt have enough CPU at all and with a Gunlogi im eating into my tank so its not worth it
8. The numbers are completely unreasonable
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