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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15469
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Posted - 2014.12.04 23:22:00 -
[1] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15469
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Posted - 2014.12.04 23:49:00 -
[2] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15474
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Posted - 2014.12.05 00:18:00 -
[3] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15475
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Posted - 2014.12.05 00:35:00 -
[4] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15479
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Posted - 2014.12.05 01:00:00 -
[5] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15480
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Posted - 2014.12.05 01:34:00 -
[6] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15573
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Posted - 2014.12.08 02:39:00 -
[7] - Quote
Alaika Arbosa wrote:
7. Stop worrying solely about running around in a solo pwnmobile and practice some teamwork and then that handheld scanner wouldn't be a problem.
Pilots have been asking for this for months, and every time a suggestion is made that fundamentally determines the role of a vehicle certain sections of the forums pounce on it and nothing every changes.
Most pilots whose opinions are worth asking for aren't interested in massacring infantry and would rather be blapping turrets, tanks, entrenched positions, etc
But killing infantry is all infantry have every let us do.
However regarding the RE I suggested that values between 2050 and 2300 with 4 deployable at proto level would be acceptable. Proportionately less for each additionally Proxy able to be deployed.
Either you want concentrated AP mines with high alpha, a compact blast radius, and high penetrative power...... or you want lots of Proxies, with larger blast radius, and significantly lesser penetrative power.
*"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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