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Pokey Dravon
OSG Planetary Operations Covert Intervention
3895
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Posted - 2014.12.09 23:16:00 -
[1] - Quote
Currently shield vehicles have the benefit of stacking multiple hardeners which performat 15% greater efficiency than armor hardeners allowing them massive eHP, with a pretty sizable amount of shield regen on top of that. In addition, with limited Anti-Shield AV as well as no Laser turrets (compared to Explosive Missiles), Shield vehicles have a sizable advantage over armor vehicle, so something has to give.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3895
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Posted - 2014.12.09 23:22:00 -
[2] - Quote
True Adamance wrote:Pokey Dravon wrote:Currently shield vehicles have the benefit of stacking multiple hardeners which performat 15% greater efficiency than armor hardeners allowing them massive eHP, with a pretty sizable amount of shield regen on top of that. In addition, with limited Anti-Shield AV as well as no Laser turrets (compared to Explosive Missiles), Shield vehicles have a sizable advantage over armor vehicle, so something has to give. Just looking at my suggested fit would you consider that "fair" or could you see ways to abuse it?
Well you basically built a Drake on Treads, which is innately obnoxious but I don't have any glaring issues with it. Only thing I worry about is that at that rate, it's nearly 3 minutes to recharge from 0% to full shields. I guess for me the question comes down to "Should HAVs have poor regen with high HP and be more reliant on Logistics to maintain said HP?"
That's somewhat how Sentinels work.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3895
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Posted - 2014.12.09 23:35:00 -
[3] - Quote
Oh I'm totally on board with the high eHP low regen, I was more questioning the degree of that effect. Upping the regen to 45/s brings you to a bit over 2.5 minutes regen which is looking a bit better. I mean in that regard it comes down to tweaking the numbers, but I think you're on the right track, particularly if we go with my working model for Pilot Suits.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3895
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Posted - 2014.12.09 23:50:00 -
[4] - Quote
True Adamance wrote:Pokey Dravon wrote:Oh I'm totally on board with the high eHP low regen, I was more questioning the degree of that effect. Upping the regen to 45/s brings you to a bit over 2.5 minutes regen which is looking a bit better. I mean in that regard it comes down to tweaking the numbers, but I think you're on the right track, particularly if we go with my working model for Pilot Suits. Also consider that under your model and armour tank will require 2.5 cycles of a rep module to return to full HP, that could be up to 30 seconds per module activation with a down time of 30 seconds again..... that roughly equates to the same down time for armour HAV. The more I talk about Drake Tanks the more I can imagine 3 man squadrons with 2x 10K Passive Tanks and one light tank behind the lines fully equipped with Remote Shield Reps....... The whole cost for the column would be well over 5 million ISK...... and wholly reliant on that small HAV to keep them alive.
I would rather love making Vehicle Logistics a thing again. Underutilized in the past, nonexistent now. I'll be the first to admit that vehicle Logistic is really my ideal role in this game so I will always push for it. I think another important question to ask is, assuming the existence of Remote Armor Reps and Shield Transporters, how would those compare in HP/s?
EDIT: Also I HATE trying to balance things via ISK cost. I"m fine with specialty vehicles being more expensive but I don't want prices to get so high that the loss of one means you're in the red for the next 2-3 hours either.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3895
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Posted - 2014.12.09 23:56:00 -
[5] - Quote
Sequal Rise wrote:Pokey Dravon wrote:Currently shield vehicles have the benefit of stacking multiple hardeners which performat 15% greater efficiency than armor hardeners allowing them massive eHP, with a pretty sizable amount of shield regen on top of that. In addition, with limited Anti-Shield AV as well as no Laser turrets (compared to Explosive Missiles), Shield vehicles have a sizable advantage over armor vehicle, so something has to give. I think that with the new 300WP OB that drops almost instantly, the shield tanks have now something real to fear. I destroyed many shield tanks with friends using this OB tonight and it's an amazing technic! Just saying tho^^ I don't know enough about tanks to deal with them much more than that x)
Well keep in mind your normal Warbarge OB is 24 volleys, the new ones are....2 I think. So 8.3% of the damage, and it's only to shields. And even if it was significant, Warbarge Orbitals don't exist in Facwar or PC, so you really can't count Orbitals as a balancing mechanic for one type of vehicle over the other.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3896
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Posted - 2014.12.10 00:03:00 -
[6] - Quote
DarthJT5 wrote:True Adamance wrote:DarthJT5 wrote:True Adamance wrote:DarthJT5 wrote:I suggest a 5/2 layout, 3500 shield/1250 armour, along with increased CPU and pg by about 20% to account for the extra slots, should cost about 450-600k isk for the hull. Maybe decreased speed but I don't see why it needs any drawbacks, seeing as how when an infantry goes from basic to assault they only get benefits. Will need to cost more. The Hull itself could cost around 757,000 ISK (do you think this number is fair) In regards to having and additional two slots and 500 more modifiable EHP your suggestion would borderline make the Sagaris OP as hell. Lol I haven't dealt with stats in a while true, pardon me for my rustiness. Heck, why don't we make the hulls cost 1.2m again that would be fun XD Sorry I'm not trying to be antagonistic....just passionate about the subject. Personally I wouldn't mind the high costs. Would give infantry one less reason to whine. Also with the alterations I believe it will also bring Gunnlogi back into line vs Madrugars as currently their is no competition. IMO, gunnlogi should stay where they're at while removing the ability to dual tank. That's the biggest problem is when I see 3000 armour 4000 shield gunnies on the field. Maddies should rule in ehp, like 6000 ish armour, along with a choice between either a active or passive rep. Maybe 75 hp/s for a complex passive and 450 hp/s for 15 seconds on a complex active rep. Please tell me how bad my suggestions are.
The issue isn't the dual tanking. The issue is that currently shield HAVs had 3 high slots. Their shield regen naturally which means they dont need to use a repper of any kind. This allows them to stack 2 hardeners at 40% each on top of a shield extender. Armor on the other hand has to use a repper, which means they get similar levels of reps, but only a single plate and a single 25% hardener. And while its true that the plate gives more raw HP than an extender, resists are FAR better than raw HP. This is primarily due to the fact that shields and armor regen at an absolute rate, meaing a set amount of HP per second. However since hardeners block incoming damage, this means that the effective rep rate is higher.
Imagine this scenario.
Vehicle 1 has 100 base HP and adds 100 HP with a plate, but has no resists for a total of 200eHP. It repairs at 10HP/s Vehicle 2 has 100 base HP and has a 50% hardener, but with no extender for a total of 200eHP. It also repairs at 10HP/s
AV Swarmer hits each vehicle with a weapon that deals 100 damage.
Vehicle 1 resists no damage, loses 100HP. It will take 10 seconds to repair all the damage. Vehicle 2 resists 50% of the damage, loses 50HP. It will take 5 seconds to repair all the damage.
Same eHP. Same Regen rate. Very different recovery times. This is the primary reason why shield vehicles perform so well currently.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3901
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Posted - 2014.12.10 01:01:00 -
[7] - Quote
Not to mention that there is a fundamental problem with the balance of armor and shield. Adding more variants before hammering out this imbalance will only compound the issue. Trust me, we've already been working on variants within the community for some time and we reached the conclusion that the way armor and shields work need to be looked at as well.
If you want to see the results of our first pass on vehicles in general, feel free to look here: https://docs.google.com/document/d/16DwpratAsrJ1zbxry8VFqoeAMdFGuc-IsHNSPULZK6M/edit?usp=sharing
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3901
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Posted - 2014.12.10 01:11:00 -
[8] - Quote
True Adamance wrote:Pokey Dravon wrote:Not to mention that there is a fundamental problem with the balance of armor and shield. Adding more variants before hammering out this imbalance will only compound the issue. Trust me, we've already been working on variants within the community for some time and we reached the conclusion that the way armor and shields work need to be looked at as well. If you want to see the results of our first pass on vehicles in general, feel free to look here: https://docs.google.com/document/d/16DwpratAsrJ1zbxry8VFqoeAMdFGuc-IsHNSPULZK6M/edit?usp=sharing Besides the Scriptures this is my Bible.
Never have I heard such high praise.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3911
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Posted - 2014.12.10 16:23:00 -
[9] - Quote
As I've said before, simply adding PG and CPU to the Madrugar wont do much to help it. They will still need to fit 1 Repper, 1 Plate, and 1 Hardener. Even if all of those are maxed to proto, the eHP simply wont stack up against a Gunnlogi running 2 Hardeners and 1 Extender. And yes you're correct that shields in Dust typically have much faster regen rate than armor, *however* nearly all shield fits will fall short of comparable armor fits in terms HP, which is not the case for vehicles. Shield Vehicles enjoy both high HP as well as great regen, and they should need to pick between one or the other.
Lets just assume we stick with the 3/2 and 2/3 slot system for now. So you have 3 slots you can work with. Every HAV requires at least 1 hardener and 1 HP extender (You can argue that 2 hardeners will work as well, but regardless) and then the means to regenerate HP. Armor wont regen on its own so it's 3rd slot innately gets consumed by an armor repairer.
Armor 1 Hardener 1 Plate 1 Repper
While this is...extremely boring, it's the bare minimum needed for an armor vehicle to survive.
Shields on the other hand dont have to fit a repper since they get their regen back much faster.
Shield 1 Hardener 1 Extender --Free Slot--
Currently they can fill that free slot with another extender or hardener, keeping high HP regen and pushing eHP even higher. This is problematic, there is no tradeoff. So lets say you decreased the natural shield regen rate by X% and then offered a module to increase it by X%. This would mean to maintain the same level of shield recharge, that Free Slot would need to be filled with a Recharger of sorts. OR they could accept the lower regen and put in a hardener/extender to maintain the same high eHP they're capable of now, but with longer regen times. I think this is the basic outline we need to consider when looking at shield vehicles.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3911
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Posted - 2014.12.10 16:50:00 -
[10] - Quote
DeathwindRising wrote:
what about increasing armor plate hp values?
again, current av vs vehicles is fairly balanced. is reducing shield tanking hp necessary because it's OP, or because armor plates are too weak?
also, its a very strange thing to note, that armor is superior to shields PASSIVELY. a passive tanked shield tank is not as good as a passive tanked armor tank. but an active tanked shield tank is better than a active tanked armor tank. active shield modules have much shorter duration than active armor modules.
do you think that perhaps we should flip things around? make shields much more rep focused, and armor more hp focused? what about damage mods? arent they supposed to narrow the eHP gap between armor tanks and shield tanks?
I feel that they are enough anti shield mechanics in place that we dont need to nerf shields, just yet. id be interested in seeing how the new warbarge strikes do in future meta.
That is another option to look at, but bear in mind that then you have armor vehicles is obscene levels of HP which isn't going to sit well with AVers.
Also I'm not really sure what you mean by an Active Armor Tank as we no longer have active armor repairers.
And damage mods are great on an armor tank, sure, but they do you little good when you get instapopped by a missile tank.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3911
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Posted - 2014.12.10 17:16:00 -
[11] - Quote
DeathwindRising wrote:Pokey Dravon wrote:DeathwindRising wrote:
what about increasing armor plate hp values?
again, current av vs vehicles is fairly balanced. is reducing shield tanking hp necessary because it's OP, or because armor plates are too weak?
also, its a very strange thing to note, that armor is superior to shields PASSIVELY. a passive tanked shield tank is not as good as a passive tanked armor tank. but an active tanked shield tank is better than a active tanked armor tank. active shield modules have much shorter duration than active armor modules.
do you think that perhaps we should flip things around? make shields much more rep focused, and armor more hp focused? what about damage mods? arent they supposed to narrow the eHP gap between armor tanks and shield tanks?
I feel that they are enough anti shield mechanics in place that we dont need to nerf shields, just yet. id be interested in seeing how the new warbarge strikes do in future meta.
That is another option to look at, but bear in mind that then you have armor vehicles is obscene levels of HP which isn't going to sit well with AVers. Also I'm not really sure what you mean by an Active Armor Tank as we no longer have active armor repairers. And damage mods are great on an armor tank, sure, but they do you little good when you get instapopped by a missile tank. yes but isnt that what av'ers have to deal with anyways against shield tanks? im thinking we could increase the plate HP to provide the needed raw HP for the hardener to make up the difference. they really wouldnt have much more eHP than shield tanks. the armor tanks dont have enough cpu to stack damage mods. and they dont have enough eHP to survive getting instapopped, but that ok IMO because missile are the counter to armor. what we need are lasers to counter shields. also we could rebalance damage control modules to be more effective( if we can bring them back). perhaps an active variant that gives an additional 50% damage reduction for 3-5 seconds? just enough time to survive the initial volley and react to the threat? the vehicle landscape has always been incomplete. even if we brought back every module and tank variant, we would still have gaping holes of missing content. we either balance with the goal of having the missing content in the form of placeholders, or we balance with the idea that we wont be ever getting the missing content.
Well I'd argue that AVers currently have too much to deal with in terms of shield eHP but that is also largely in part due to lack of proper anti shield weapons aside from my beloved Plasma Cannon. Regardless I see the point you're getting at.
Also going to give you a resounding NO on buffing damage modules. All that will do is bring back glass cannon rail tanks that drop Proto-fit HAVs in 2 shots. I'm fine with Glass Cannons but even the 30% damage mod was extremely stupid in its effectiveness, 50% would be ridiculous.
As for missing content did you happen to take a look at the Community Document we've been working on? I know I posted it earlier, but: https://docs.google.com/document/d/16DwpratAsrJ1zbxry8VFqoeAMdFGuc-IsHNSPULZK6M/edit?usp=sharing
Feedback on it would be appreciated.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3912
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Posted - 2014.12.10 17:32:00 -
[12] - Quote
DeathwindRising wrote:
oh no, not a damage mods. damage "controls". they are different. high slot module that works like a hardener and gave 10% damage reduction with no stacking penalty. it was basically a back up hardener for armor tanks
i read that document last night. i want to read it again a few more times though. it was a very good read. i just want to make sure i understand it all first
DERP I'm sorry you totally said Damage Control. It's been a ****** week so I'm out of it, my apologies.
While I do like Damage Controls I do wonder how effective it would be in that particular situation, as typically when I nuke or get nuked by missiles, I don't know the damage is incoming, and the Alpha is so insanely high that even fast reflexes won't help you much.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3928
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Posted - 2014.12.10 19:49:00 -
[13] - Quote
Hmm well consider this
STD Heavy Armor Rep: 80HP/s ADV Heavy Armor Rep: 90HP/s PRO Heavy Armor Rep: 110HP/s
so even at 85 shield regen per second that's very close to a built-in ADV Heavy Armor rep, and still allows that shield HAV to maintain its extremely high eHP. DOn't get me wrong I'm not on a rampage to nerf Shield Vehicles into the ground, but I feel like they're getting the best of both worlds right now.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3928
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Posted - 2014.12.10 20:22:00 -
[14] - Quote
Well let me ask people this, if you had to pick one for shield tanks, which would you prefer? Superior HP Regen? or Superior eHP?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3937
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Posted - 2014.12.10 23:37:00 -
[15] - Quote
Shadow of War88 wrote:Im not sure what CCPs vision is regarding the place of vehicles but from what I observed over the past 2 years it seems that shields are suppose to be alpha tank. While armor is more anti av, tanking small sustained damage over time that would otherwise break shield regen cycle. You cant tell me you want armor gone from the low slots, and less base regen, and less effectiveness on shield hardeners. 164 to 82 is a 50% nerf. Cant compare that to armor that reps without delay. New miny flux OB rain on me every ******* minute. & Im not sure where the 5h/3l talk is coming from. I haven't seen any of that confirmed or even hinted. But then again im not very involved on forums :( If PDU and effective passive regen modules return, then we can tweak numbers. But im not waiting 3 minutes for full regen. This is not EvE. Im playing a lobby shooter. *side note* - Anyone bothered by the extreme saturation of the battlefield by OP 12k hp free turrets? Or the fact vehicle specialists cant really play ambush........and the game has like 3 game modes total. Lol 2 games total if you a dedicated pilot. Or the fact we working hard to balance and discuss stuff, then jihad jeep rolls outa nowhere. Or you have a awesome tank fight, win by like 800 hp, then the loser of the tank fight pops out last second and boom its a min mando with swarms I never hated a dev so much as I hate Rattati. Now he wants to buff proxy mines. Oh did I mention every noob and their mom can shoot a fukin flux from the heavens on my Cal tank? Go ahead and push for a bigger nerf to shield regen. Not like it matters in the big picture. Thanks for organizing and compiling all the stuff though. Read your google doc...good stuff. And you not even a CPM. LOL!
I'm sorry if I came off as hostile in any way, I didn't mean to seem antagonistic.
Regardless, a big issue is that we don't have a capacitor system in Dust like we do in EVE. Things would be far easier to work with but alas we don't have such a useful tool.
I think you're compounding a bunch of suggestions into one which was not the intention; I wouldn't suggest nerfing both the regen and the hardeners at the same time, that's overkill. What I'm getting at is that because shields don't need to fit any modules to regenerate HP, and the fact that they Regenerate HP *naturally* at 50% faster than a Complex Armor Repairer, that raises an eyebrow. Now I don't have an issue with that in of itself (and yes they do have to deal with a shield recharge delay of 4 seconds, though I do like the general idea of Vehicle Shield Regulators, but regardless) but the problem is that not only are they repping at 150% the rate of a top of the line armor repairer, but they're also able to fit two hardeners and an extender at the same time, which pushes their eHP way way up. So now shield HAVs have more eHP and better regen than the best Armor HAV. The only downside is that 4 second recharge delay, but I really can't see that as justification for more eHP and better recharge, so something has to give (Also those Minor Flux Strikes are a factor in Pubs but do no exist in FacWar or PC, so I can't really count that as a balancing mechanic).
So the point I'm making is that a Shield HAV should have to choose with either having insane eHP with a slower regen, or a extremely high regen with lower eHP. Now I say this comparatively to the Armor HAV because that's really the issue at hand. That is to say the shield HAV should have to choose between "Do I fit my vehicle in such a way that I have very high resists and thus more eHP than an armor HAV but with relatively slow Regen? Or do I want much better regen than an Armor HAV, with relatively lower eHP?" Right now Shield Pilots (myself included, I have both shield and armor maxed out) don't have to make that choice because they get both regardless. Do you see where this is problematic?
Now the means to achieve this and to what degree are of course up for discussion, may that be decreasing some stats on shield vehicles or increasing some on armor, but I would like to get everyone on the same page at least.
Also I'm not exactly sure why you hate Rattati? Jihad Jeeps and Commandos existed and did those things long before he was around. Also Proxy Mines need some love, particularly to deal with lazy LAVs. If you're paying attention and watching your speed, proxies are very easy to avoid as an HAV so I really don't see this as problematic, particularly since your shield HAV will resist 20% of their damage anyways.
Also appreciate your kind words about that document, it was a lot of discussion and work within the community and to compile it. And no I'm not on the CPM, I was unfortunately unsuccessful in the CPM1 election but thats no reason for me to not work to improve the quality of the game. Besides there is always next term.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3937
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Posted - 2014.12.10 23:48:00 -
[16] - Quote
True Adamance wrote:Unlike Pokey I am willing to keep suggesting adjusting both shield regen AND hardener values.
When a Shield Tank Passive Tanks it should have comparable HP to an Armour Tank that is passive tanking.
When a Shield Tank is active Tanking it should have comparable regenerative capabilities to an Armour Tank that is doing the same thing.
That's a fair enough statement. Always a question of the matter of degree but I think the end goal you stated is a valid one.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3937
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Posted - 2014.12.11 00:17:00 -
[17] - Quote
Well I'm currently in the mindset of maintaining 3/2 ratio while we figure this basic stuff out but I think we're on the same page.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3945
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Posted - 2014.12.11 15:40:00 -
[18] - Quote
DeathwindRising wrote:True Adamance wrote:Pokey Dravon wrote:Well I'm currently in the mindset of maintaining 3/2 ratio while we figure this basic stuff out but I think we're on the same page. 3/2 ratio? Slot layout?
Yes. Not saying a change to slot layout is bad, just trying to hammer out the problems in the differences between shield and armor vehicles before tackling slot layouts.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3946
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Posted - 2014.12.11 15:54:00 -
[19] - Quote
Lazer Fo Cused wrote:Pokey Dravon wrote:DeathwindRising wrote:True Adamance wrote:Pokey Dravon wrote:Well I'm currently in the mindset of maintaining 3/2 ratio while we figure this basic stuff out but I think we're on the same page. 3/2 ratio? Slot layout? Yes. Not saying a change to slot layout is bad, just trying to hammer out the problems in the differences between shield and armor vehicles before tackling slot layouts. 1. If Surya and Sagaris stay as a 3/2 layout then there is no point in using them and they are worse than before, its like having a proto amarr logi suit being 2/2/2
*facepalm* You didn't read the context, did you?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3946
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Posted - 2014.12.11 16:17:00 -
[20] - Quote
Lazer Fo Cused wrote:Pokey Dravon wrote: *facepalm* You didn't read the context, did you?
1. If context you mean keeping it the same to make up some numbers then yes i did 2. Slot layout will only effect EHP numbers but either way if they are worse than the old Sagaris and Surya then they will not be worth it unless the reduced slot layout is to make way for proto HAVs then i could deal with it
Context as in, I'm specifically talking about the Gunnlogi and the Madrugar and how Vehicle Shield Tanking and Vehicle Armor Tanking perform against each other. It had nothing to do with the slot layout of the Sageris.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3946
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Posted - 2014.12.11 16:48:00 -
[21] - Quote
Lazer Fo Cused wrote:Pokey Dravon wrote:Lazer Fo Cused wrote:Pokey Dravon wrote: *facepalm* You didn't read the context, did you?
1. If context you mean keeping it the same to make up some numbers then yes i did 2. Slot layout will only effect EHP numbers but either way if they are worse than the old Sagaris and Surya then they will not be worth it unless the reduced slot layout is to make way for proto HAVs then i could deal with it Context as in, I'm specifically talking about the Gunnlogi and the Madrugar and how Vehicle Shield Tanking and Vehicle Armor Tanking perform against each other. It had nothing to do with the slot layout of the Sageris. 1. Best to ignore slots and work on basics of tanking but the problem is also the reduction in useful modules and what happens if they eventually make a return, plus possible skill bonuses and useful skills 2. Need to really see everything that they plan to bring out and make some theory fits with everything upto level 5
No, you really can't just ignore slots because viable tanking requires a minimum number of them, and when one tanking style requires fewer minimum slots than the other, you have to look at how it's laid out.
Also I'm going to have to disagree with your analogy. Marauders and Enforcers are no Prototype Tanks, they are Specialty Tanks. So comparing a Standard Amarr Assault with a Standard HAV and then a Prototype Amarr Assault with a Marauder, is simply incorrect. The proper analogy would be Comparing Prototype Frame Suit to a Prototype Specialty suit. The slot layout doesn't differ much, if at all, but people still prefer the Specialty Suits. Why? Because Bonuses are a substantial benefit that the Frame Suit lacks. So while I am not against the idea of increasing slot layouts for specialty vehicles (Hell the Assault Dropship has 2 *less slots* than the Standard Dropship), I also feel it is unreasonable to innately expect an increase in slots, simply because it's a specialty vehicle.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3946
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Posted - 2014.12.11 17:22:00 -
[22] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:Well I'm currently in the mindset of maintaining 3/2 ratio while we figure this basic stuff out but I think we're on the same page. Well then, infantry slot layout should stay the same from STD to PRO. Sound fair?
You don't....actually read everything do you?
Pokey Dravon wrote: Also I'm going to have to disagree with your analogy. Marauders and Enforcers are no Prototype Tanks, they are Specialty Tanks. So comparing a Standard Amarr Assault with a Standard HAV and then a Prototype Amarr Assault with a Marauder, is simply incorrect. The proper analogy would be Comparing Prototype Frame Suit to a Prototype Specialty suit. The slot layout doesn't differ much, if at all, but people still prefer the Specialty Suits. Why? Because Bonuses are a substantial benefit that the Frame Suit lacks. So while I am not against the idea of increasing slot layouts for specialty vehicles (Hell the Assault Dropship has 2 *less slots* than the Standard Dropship), I also feel it is unreasonable to innately expect an increase in slots, simply because it's a specialty vehicle.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3949
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Posted - 2014.12.11 17:57:00 -
[23] - Quote
You are a gentleman and scholar.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3950
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Posted - 2014.12.11 18:27:00 -
[24] - Quote
Spkr4theDead wrote:Pokey, have you ever tried tanking consistently? If not, what makes you think you know the direction vehicles should go in? We just tell you how to destroy us, not the direction infantry may go in, unless we have significant SP into infantry, which I now do. 5 PRO suits and weapons, which means I have a voice with infantry. I also love being in a tank, so I have a voice there too. If you don't have SP in vehicles, then you have no voice as far as vehicles are concerned.
Both the Marauders and Enforcers were ADV tanks. There's literally no reason they can't have the slot count of something that's ADV level.
Been tanking consistently since early closed Beta, also have all meaningful skills maxed for HAVs and LAVs, so I know a couple things.
By your logic, if Enforcers are indeed ADV tanks, then Standard Dropsuits would not receive any bonuses regardless of skill level, but ADV would, yes?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3950
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Posted - 2014.12.11 18:32:00 -
[25] - Quote
True Adamance wrote:Spkr4theDead wrote:Pokey, have you ever tried tanking consistently? If not, what makes you think you know the direction vehicles should go in? We just tell you how to destroy us, not the direction infantry may go in, unless we have significant SP into infantry, which I now do. 5 PRO suits and weapons, which means I have a voice with infantry. I also love being in a tank, so I have a voice there too. If you don't have SP in vehicles, then you have no voice as far as vehicles are concerned.
Both the Marauders and Enforcers were ADV tanks. There's literally no reason they can't have the slot count of something that's ADV level. Because contrary to what you think Spkr Pokey current has the best break down and rebalance of the issues presenting in modern tanking. Tanks in Dutst 514 aren't tanks, tanks that resolve with no damage vs AV fire are not tanks, tanks that regenerate their HP too quickly are not function like tanks should and I know Pokey understands that. As pilots we cannot have the best of bother worlds. Cannot have eHP, mobility, AND regen power.
Don't worry about it True, I see it all the time where people assume that "If the other guy has a very different opinion from my own, he clearly must have no idea what he's talking about". What's even more amusing is that I'm not even against the idea of potentially giving Enforcers more slots.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3952
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Posted - 2014.12.11 19:37:00 -
[26] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:Spkr4theDead wrote:Pokey, have you ever tried tanking consistently? If not, what makes you think you know the direction vehicles should go in? We just tell you how to destroy us, not the direction infantry may go in, unless we have significant SP into infantry, which I now do. 5 PRO suits and weapons, which means I have a voice with infantry. I also love being in a tank, so I have a voice there too. If you don't have SP in vehicles, then you have no voice as far as vehicles are concerned.
Both the Marauders and Enforcers were ADV tanks. There's literally no reason they can't have the slot count of something that's ADV level. Been tanking consistently since early closed Beta, also have all meaningful skills maxed for HAVs and LAVs, so I know a couple things. By your logic, if Enforcers are indeed ADV tanks, then Standard Dropsuits would not receive any bonuses regardless of skill level, but ADV would, yes? So you supposedly have been tanking, yet want to severely limit an ADV tank by keeping the same slot layout? You're an idiot and should find another game to ruin.
Again, if its an ADV tank, and receives bonuses that the STD tank does not, then by that logic, ADV dropsuits should receive bonuses, but STD should receive none. Is this what you're advocating?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3953
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Posted - 2014.12.11 19:55:00 -
[27] - Quote
Lazer Fo Cused wrote: 1. Yes you can, lets take the 4 races, Minmatar - speed/dual tanking, Amarr - Armor tanking, Gallente - Reps, Caladri - Shields - then you can look at how many mods you have for each area such as speed, shield, armor, turret modules etc and build around that and decide on slots
2. Take vehicles - You can improve alot in a vehicle, its far bigger than a suit and requires alot more to make it work, if you take a standard tank on todays battlefield you can improve various things such as the gun/engine/suspension/radio etc and to compare a HAV to a dropsuit it has 10times the PG/CPU and require modules which require more PG/CPU than a suit module 2a. Take Planetside 2 - Every race has a Lightning tank, fast light kinda weak but they also have a specialized vehicle beyond that which is tougher and stronger and can hit harder than a Lightning tank 2b. World of Tanks - Take the Heavy tank, as you go through a nations Heavy tank tier the tank itself will generally have thicker armor, a more powerful gun, sometimes it may forfeit thicker armor for a faster movement speed and better traverse or maybe a heavy top turret to support a more powerful gun which having a weaker armor but overall the next tank in line has more HP and better stats in someway even tho there is the odd tank which is terrible than the previous tank (Churchill VII you are the worst tank ive ever used) 2c. The ADS in DUST, you can argue it has less slots so it can be more agile and move faster but really for a 8x skill it needs to have a bonus that reflects what it has to give up which is 1 high and low and frankly the bonus does not 2d. HAV in DUST stands for Heavily Armored Vehicle - Now when you get something more specialized its generally better in all ways than the basic HAV, thus i do expect more PG/HP/Shield/Armor/Slots, i dont expect a better turret because they are out, i dont expect a faster top speed because it has more basic HP and slots for modules but i do expect something to be worthwhile when its a x12 skill
1. Ok since slots don't matter, lets assume Gunnlogi has 1/0 and Madrugar has 0/1. Gunnlogi will fit a better tank, every time, without exception under that assumption since the shield HAV will have better regen, and eHP because it can put a hardener in its 1 slot. Armor will HAVE to fit a repper, and suffer in terms of effective repping an eHP. So how would fix that? Increase armor rep rate to such an extreme that its benefit offsets the fact that it can't fit any hardeners while the 1/0 shield vehicle can. Alright so now reppers are insanely good. Now design your actual tank with 3-5 low slots. Oh look you've recreated a situation where armor reps are obscene compared to the overall fit.
So yeah, slots matter when it comes to basic design.
2. lol, HAV = Heavy Attack Vehicle, and I'm the one that gets accused of not knowing what I'm talking about. But that's ok, I'll overlook it. So basically what you're saying is "Well, ADS has a good bonus so thats why it loses slots". I'm not advocating the removal of slots from an HAV, not in the slightest. But the fact of the matter is that if you've got a Marauder, it's going to be getting bonuses to its defenses that the standard HAV will not have. This will innately make it a more heavily armored vehicle. Therefor it is indeed *better* in terms of defense compared to a standard HAV, regardless of how many slots it has. Therefor it is not REQUIRED that it has more slots. Will it? Maybe, but you act like "HOLY ******* **** IF IT DOESNT HAVE MORE SLOTS THEN WHY BOTHER?!"
So listen up kiddos, I know you're red with nerd rage but do try to pay attention for a little longer.
I am not saying that specialty HAVs should not receive additional slots. Hell my initial design pass actually included both Marauders and Enforcers having additional slots. What I'm saying is that for sake of balance, it may be unfeasible for them to have an additional slot on top of Specialist Bonuses. Adding 1 slot increases Main-Rack fitting capacity by 33%, and a 20% increase overall... that's huge. The addition of another slot offers an insane benefit, especially if it's on the main rack of the vehicle. Remember the old Marauders? Went from 5/2 to 5/3. That's a 0% increase to main rack fitting ability, and a 12% increase overall. The addition of a slot now is a *significantly* larger buff on top of the existing basic HAV than it used to be.
So now you stack on bonuses, which will push the defenses even higher. So now you have a 33% increase to the fitting ability of the tank, plus bonuses on top of that. How do you think that's going to stack up in terms of balance? You might argue that the bonuses offer a very small benefit to prevent this, but that simply makes the training of that skill even more painful because each level of it feels like a very minor improvement.
The ADS gains a powerful bonus at the expense of slots, and that's why it works. Again, not advocating removal of HAV slots in the slightest, but *if I had to pick between the two* would rather have powerful bonuses with the same level of slots *which would still make the HAV significantly more defensible* rather than an extra slot and weak bonuses that don't feel like they're worth training.
Spkr4theDead wrote:DarthJT5 wrote:Tune in for our next episode of Everyone hates Spkr!!
Brought to you by Dust 514 Forums Yeah, because I won't compromise enough on vehicles for infantry to be satisfied.
No, I don't like you because you won't compromise enough of vehicles for other vehicle pilots to be satisfied. I say the things I say because, unlike some, I actually want to develop a responsible design as not to make Specialty Vehicles so overpowered that the devs go after them with a hacksaw and nerf them into a bloody mess.
I'm done with you. Have a nice day.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3964
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Posted - 2014.12.12 15:38:00 -
[28] - Quote
http://dust514.wikia.com/wiki/Heavy_Attack_Vehicles_%28HAV%29
"The Heavy Attack Vehicle (HAV) serves as an anchoring unit for many planetary engagements, fulfilling its role as a long-range and heavily armoured unit. Equipped with thick and resilient armour plating and high-capacity shielding systems, it is a tenacious defensive vehicle, able to withstand persistent onslaughts from entrenched enemies."
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3964
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Posted - 2014.12.12 16:22:00 -
[29] - Quote
Lazer Fo Cused wrote: 2d. HAV in DUST stands for Heavily Armored Vehicle
Lol, again HAV in DUST stands for Heavy Attack Vehicle, as per the wiki. Sure it can be heavily armored, but that's not what the acronym stands for.
The really hilarious part is that I'm not even necessarily disagree with you on increase slot layout, yet you're still flailing your arms about like I am. It's cute, adorable even.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3964
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Posted - 2014.12.12 16:36:00 -
[30] - Quote
Lazer Fo Cused wrote:Pokey Dravon wrote:Lazer Fo Cused wrote: 2d. HAV in DUST stands for Heavily Armored Vehicle
Lol, again HAV in DUST stands for Heavy Attack Vehicle, as per the wiki. Sure it can be heavily armored, but that's not what the acronym stands for. The really hilarious part is that I'm not even necessarily disagree with you on increase slot layout, yet you're still flailing your arms about like I am. It's cute, adorable even. 1. Its both, mentioned in the description, it should be both but the majority of the time im not on the attack unless its against another vehicle im on the defence against AV since i dont want to die 2. I noticed you are only going on about this 1 point, i know i debated your points since i went past 4 but yet this is the only point you are yapping on about, looks like i might have to make another Sagaris thread
Should we just hug and make up then?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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