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Thread Statistics | Show CCP posts - 12 post(s) |
Tesfa Alem
Death by Disassociation
526
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Posted - 2014.12.09 10:38:00 -
[1] - Quote
I think you already have a couple in depth looks at turrets and turret stats
Halla Mur nails it here
Vulpes also did a great job here
As far as complete stats on all of the vehicles, can't say with out understanding what your are trying to accomplish with each tank.
Obviously higher tier definitley needs more slots (one more high and low slot) and the Suraya and Sagaris need the PG and CPU necessary to fit proto modules, without fitting pg and cpu mods on them. Unless they are going to be amarr and minmatar placeholders in which case the entire thing need to be built ground up.
For the LLAV 3 high, two low for the cal LAV 2 high 3 low for the gal LAV. Rep modules of must be default. The default LLAVs were fine, it was the skill book that inmroved resistance to AV to unfathomable levels, plus collision damage on LAVS were broken, plus not the ungodly amounts of AV we have now. Take away those natural resists, price them little high, and i don't forsee why they should become the menace they once were.
In terms of which modules returning? Well, the question i think needs to be discussed is how much can utilizing a module affect survivability and combat?
- The Heat sink is one of them.
- Overdrive modules to improve manueverability?
I'm would to have a look at the old modules and see which ones i would reccomend and which ones we simply can't use. Heres a complete list.
Quote:
SK 6000 Nanofiber Structure I ISK 32000 Heavy Shield Transporter I ISK 6000 Power Diagnostic System I ISK 8680 Beta Power Diagnostic System ISK 12560 Local Power Diagnostic System ISK 18200 Type-G Power Diagnostic System ISK 25000 Systemic Field Stabilizer I ISK 16000 Light Remote Armor Repair Unit I ISK 6000 Energized Plating I ISK 32000 Heavy Remote Armor Repair Unit I ISK 46320 Heavy Remote IG-R Polarized Armor Regenerator ISK 67080 Heavy Remote Efficient Armor Repair Unit ISK 97160 Heavy Remote Automated Armor Repair Unit ISK 23160 Light Remote IG-R Polarized Armor Regenerator ISK 33560 Light Remote Efficient Armor Repair Unit ISK 48560 Light Remote Automated Armor Repair Unit ISK 46320 Heavy Converse Shield Transporter ISK 67080 Heavy Clarity Ward Shield Transporter ISK 97160 Heavy C5-R Shield Transporter ISK 16000 Light Shield Transporter I ISK 23160 Light Converse Shield Transporter ISK 48560 Light C3-R Shield Transporter ISK 33560 Light Clarity Ward Shield Transporter ISK 8680 Energized Nanite Plating ISK 12560 Voltaic Energized Plating ISK 18200 N-Type Energized Plating ISK 6000 Shield Resistance Amplifier I ISK 8680 Supplemental Shield Amplifier ISK 12560 Ward Shield Amplifier ISK 18200 F-S3 Shield Amplifier ISK 36240 Systemic Vortex Stabilizer ISK 52480 Systemic Field Stabilizer II ISK 14000 Damage Control Unit I ISK 20280 Crisis Damage Control Unit ISK 29360 F45 Peripheral Damage Control Unit ISK 42520 Electron Damage Control Unit ISK 32000 180mm Reinforced Steel Plates ISK 46320 180mm Reinforced Nanofibre Plates ISK 67080 180mm Reinforced Polycrystalline Plates ISK 97160 180mm Reinforced Type-A Plates ISK 8680 Modified P-Type Nanofiber ISK 12560 Altered M-Type Nanofiber ISK 18200 Type-G Nanofibre Internal Structure ISK 6000 Shield Regenerator I ISK 8680 Supplemental Shield Regenerator ISK 12560 Ward Shield Regenerator ISK 18200 M42 Shield Regenerator ISK 22080 Militia 180mm Reinforced Steel Plates ISK 4160 Militia Energized Plating ISK 4160 Militia Power Diagnostic System ISK 4160 Militia Shield Regenerator ISK 4160 Militia Shield Resistance Amplifier ISK 12000 Fire Control System ISK 12000 Conscript Heat Sink ISK 17360 Asynchronous Fire Control ISK 25160 Fire Control System II ISK 25160 'Trojan' Fire Control System ISK 17360 Modified Extruded Heat Sink ISK 25160 Vented Heat Sink ISK 25160 'Helios' Heat Sink ISK 12000 Basic Blaster Damage Amplifier ISK 25160 Enhanced Blaster Damage Amplifier ISK 36240 Complex Blaster Damage Amplifier ISK 12000 Heavy Payload Control System I ISK 17360 HP Multiphasic Bolt Array I ISK 25160 Heavy Payload Control System II ISK 12000 Systemic Ballistic Control System I ISK 25160 Systemic Bolt Array I ISK 36240 Systemic Ballistic Control System II ISK 16000 Active Heat Sink I ISK 23160 Azeotripic Coolant Pump ISK 33560 Active Heat Sink II ISK 33560 Gadolinium Array ISK 12000 Conscript Tracking Enhancer I ISK 16000 Conscript Tracking Computer I ISK 36240 G-11 Nonlinear Tracking Processor ISK 33560 Conscript Tracking Computer II ISK 33560 'Delphi' Tracking CPU ISK 17360 Delta-Nought Tracking Mode ISK 17360 Conscript Tracking Enhancer II ISK 25160 Zeta-Nought Tracking Mode AUR 4800 Militia 180mm Reinforced Steel Plates Blueprint AUR 4800 Militia Shield Regenerator Blueprint AUR 4800 Militia Shield Resistance Amplifier AUR 4800 Militia Power Diagnostic System Blueprint ISK 8280 Militia Spool Reduction Unit ISK 8280 Militia Heat Sink ISK 8280 Militia Tracking Enhancement ISK 11040 Militia Active Heat Sink ISK 11040 Militia Tracking CPU ISK 9680 Militia Damage Control Unit
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
529
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Posted - 2014.12.09 11:07:00 -
[2] - Quote
CCP Rattati wrote:
Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100
Just noticed this. This is bad. This is very bad. Mediums just got shafted. I dont understand your fitting philosphy for mediums, ewar will never be as good as a scout, speed tanking will never be as fast as a scout, armor suits dont get the same shield booster as shields suits....what?
I'll see how ewar is post down time but i doubt mediums will be as good as ewar as scouts. As in they will still be highly visible units that fight it out, and ttk will go way down especially vs heavies and scouts.
To take the suit that i rely the most on for HP stacking , i'm either going to losing 90 hp on my min logi (replace my 3 ehn plates that add 330 armor) or moving twice as slow to fit two complex plates and still lose out on 130 ehp.
Its a VERY bad tradeoff. Just handing over kills to scouts.
Scouts you will strafe slower but dont worry, every other suit that relies on HP is getting roughly a 30% over all reduction in HP. You will still see them first, and be able to shoot first.
that BS.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
581
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Posted - 2014.12.11 11:47:00 -
[3] - Quote
CCP Rattati wrote:Funkmaster Whale wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Rattati before you go and buff the TAC so much, please watch this video of mine: http://www.twitch.tv/funkmasterwhale/c/5584743This is me using the ADV TAC for the first time since I think 1.0 after a viewer asked me to demonstrate it. I think if you gave this gun a 30 round clip it'd be a little too much. It's honestly fine as it is. At most it should be like 22-24 if you really feel like you need to buff it, which I don't understand why. The problem with the TAC is not that it's weak, it's that it's currently surpassed by the Breach in almost every way because of the CQC meta surrounding objectives. Second, kills in PC means absolutely nothing. I don't even understand why this is a metric you go by. PC is completely and utterly different from a public match. PC is all about taking and camping objectives. People don't go around farming kills and warpoints in PC like they do in public matches. This is the reason you see Boundless HMG and Shotguns as the top killers because everything revolves around spamming an objective with as much EHP and high-alpha damage to keep it protected. In a public contract, people just go around farming warpoints and mercilessly killing everything. The objectives are cool but winning doesn't give you anything, so the dynamic of the battle is entirely different. Please don't base your balancing off people who claim "it's not used in PC". PC data, not word of mouth, is excellent to gauge whether a gun is too good, normal or useless. Weapons that are not used at all in PC, are the last category, based on the actions of top tier players. Three weapons are not used, 1% or less of kills, the TAR, the ASCR and the Burst AR. I want at least someone in PC to think, well here is a hidden gem of a weapon. They need to be competitive. If the Combat Rifle is used, then the Burst AR should be used, if the Scrambler is used, the TAR should be used. And as always, I simply don't know why the ASCR isn't used, except for armor meta. Public Contracts usually mirror PC, PC is just quicker to find the OP meta. Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
This explains quite a lot., Good and Bad.
Good, yes its quicker to find the most broken thing in dust. If there a cheat you can garuntee it will be in PC like a rash.
Bad because it reflects a tiny minority of the overall player base. Basically trying to balance on 2 16-man teams with 1 pilot, 1 tank, Proto scouts, proto heavies, and proto logis on team chat. No wonder you think Dropship vs AV is balanced when there is a team chock full of proto scouts that are chasing the one guy who dared to not be in a heavy or scout suit but in a commando. By proxy of course.
Its like trying to work out all Luthansa based on thier private jet service. Sure, its cool litle elite Gulfstream, but that tells you nothing in terms of passenger service on a Boeing or AirBus, your main source of revenue.
It begs the obvious question, Why don't you use game wide data instead of PC?
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
583
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Posted - 2014.12.12 06:07:00 -
[4] - Quote
CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed?
Carte blanche i want my small railgun turret buffed, and a few more tweaks to the large blaster.
Infantry weapons that do need a bit more love:
- Ion Pistol
- Normal AR
- Lazer Rifle
- Scrambler Pistol
Bolt pistol still needs to be looked at.
- Kalikiota Bolt Pistol does 251 damage per shot
- Kalikiota Sniper Rifle does 221 damage per shot
- Ishikune Sniper rifle does 250 damage per shot
If hipfire / noscope sniping is game breaking then why is the bolt pistol an mini hipfiring sniper rifle?
It ought to have More bullets, less damage per bullet., a better ROF, and keep the same damage per clip.
Redline for Thee, but no Redline for Me.
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