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Pokey Dravon
OSG Planetary Operations Covert Intervention
3901
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Posted - 2014.12.10 01:01:00 -
[31] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15635
|
Posted - 2014.12.10 01:08:00 -
[32] - Quote
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.
*"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3901
|
Posted - 2014.12.10 01:11:00 -
[33] - 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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DeathwindRising
ROGUE RELICS VP Gaming Alliance
729
|
Posted - 2014.12.10 01:22:00 -
[34] - Quote
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 thought heavy weapon parity was being looked into for the future? If amarr a/v lasers are anything like infantry lasers, then you won't have anything to worry about. There probably be a cry that shields are UP once that happens |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15641
|
Posted - 2014.12.10 01:48:00 -
[35] - Quote
DeathwindRising 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 thought heavy weapon parity was being looked into for the future? If amarr a/v lasers are anything like infantry lasers, then you won't have anything to worry about. There probably be a cry that shields are UP once that happens
Even then you still have the issue of Shields regenerating faster than armour with no module required and an additionally 15% damage resistance vs those weapons which essentially negates skills like Proficiency and in some cases even damage modules.
Like it or not Shields on Vehicles, specifically Tanks, need to be adjusted so that their hardeners are not too effective like they are now, and so that regeneration on shield vehicles does not trump Armour rep rates without module investment.
*"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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DeathwindRising
ROGUE RELICS VP Gaming Alliance
729
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Posted - 2014.12.10 02:13:00 -
[36] - Quote
True Adamance wrote:DeathwindRising 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 thought heavy weapon parity was being looked into for the future? If amarr a/v lasers are anything like infantry lasers, then you won't have anything to worry about. There probably be a cry that shields are UP once that happens Even then you still have the issue of Shields regenerating faster than armour with no module required and an additionally 15% damage resistance vs those weapons which essentially negates skills like Proficiency and in some cases even damage modules. Like it or not Shields on Vehicles, specifically Tanks, need to be adjusted so that their hardeners are not too effective like they are now, and so that regeneration on shield vehicles does not trump Armour rep rates without module investment.
It works this way everywhere. Dust and eve. Shields have much better regen than armor, even without investment. Cal assault base regen is 30. Gal assault is what? 3?
The real issue I find with armor tanks is the lack of CPU/PG. That needs to be looked into. Shields tanks can fit anything. Armor tanks can barely fit standard mods even at level 5 skills
A madruggar with speed mod, damage mod, two rep and a hardener would be great, except they won't fit. Even at standard. |
DarthJT5
12th Shadow Legion
129
|
Posted - 2014.12.10 02:26:00 -
[37] - Quote
DeathwindRising wrote:True Adamance wrote:DeathwindRising 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 thought heavy weapon parity was being looked into for the future? If amarr a/v lasers are anything like infantry lasers, then you won't have anything to worry about. There probably be a cry that shields are UP once that happens Even then you still have the issue of Shields regenerating faster than armour with no module required and an additionally 15% damage resistance vs those weapons which essentially negates skills like Proficiency and in some cases even damage modules. Like it or not Shields on Vehicles, specifically Tanks, need to be adjusted so that their hardeners are not too effective like they are now, and so that regeneration on shield vehicles does not trump Armour rep rates without module investment. It works this way everywhere. Dust and eve. Shields have much better regen than armor, even without investment. Cal assault base regen is 30. Gal assault is what? 3? The real issue I find with armor tanks is the lack of CPU/PG. That needs to be looked into. Shields tanks can fit anything. Armor tanks can barely fit standard mods even at level 5 skills A madruggar with speed mod, damage mod, two rep and a hardener would be great, except they won't fit. Even at standard. Fixing CPU/PG would certainly help. Also, A/V vs tanks was balanced. Adding additional slots will break that balance. Is there a way for us to increase the power of tanks WITHOUT increasing their number of slots, even at proto? For some reason I remember Rattati being very opposed to increasing slots. Pardon me putting it bluntly, but how the hell is any sort of better tank worth the sp and isk if it has no additional slots?
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
729
|
Posted - 2014.12.10 02:31:00 -
[38] - Quote
DarthJT5 wrote:DeathwindRising wrote:True Adamance wrote:DeathwindRising 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 thought heavy weapon parity was being looked into for the future? If amarr a/v lasers are anything like infantry lasers, then you won't have anything to worry about. There probably be a cry that shields are UP once that happens Even then you still have the issue of Shields regenerating faster than armour with no module required and an additionally 15% damage resistance vs those weapons which essentially negates skills like Proficiency and in some cases even damage modules. Like it or not Shields on Vehicles, specifically Tanks, need to be adjusted so that their hardeners are not too effective like they are now, and so that regeneration on shield vehicles does not trump Armour rep rates without module investment. It works this way everywhere. Dust and eve. Shields have much better regen than armor, even without investment. Cal assault base regen is 30. Gal assault is what? 3? The real issue I find with armor tanks is the lack of CPU/PG. That needs to be looked into. Shields tanks can fit anything. Armor tanks can barely fit standard mods even at level 5 skills A madruggar with speed mod, damage mod, two rep and a hardener would be great, except they won't fit. Even at standard. Fixing CPU/PG would certainly help. Also, A/V vs tanks was balanced. Adding additional slots will break that balance. Is there a way for us to increase the power of tanks WITHOUT increasing their number of slots, even at proto? For some reason I remember Rattati being very opposed to increasing slots. Pardon me putting it bluntly, but how the hell is any sort of better tank worth the sp and isk if it has no additional slots?
Bonuses. Increased CPU/PG, differing base stats
Increasing slots will require rebalance of av again. I'm not opposed to it, but av meant for being a threat to proto tanks usually wrecks everything else too easily. This has been experienced before when tankers went to war with av'ers on the forums about a year ago. If we balance av for what we have now, then even proto av will be useless unless the whole team uses it for one proto tank brick tanking. It's been seen before |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15650
|
Posted - 2014.12.10 02:41:00 -
[39] - Quote
DeathwindRising wrote:
Bonuses. Increased CPU/PG, differing base stats
Increasing slots will require rebalance of av again. I'm not opposed to it, but av meant for being a threat to proto tanks usually wrecks everything else too easily. This has been experienced before when tankers went to war with av'ers on the forums about a year ago. If we balance av for what we have now, then even proto av will be useless unless the whole team uses it for one proto tank brick tanking. It's been seen before
I cannot say that for any reason that it would be enjoyable to use a Marauder with the base number of slots.
It simply does not scratch the itch.
Yet most AVers while seeking balance agree that it was badass to take down a Marauder due to the high SP cap, cost, and sense of achievement.
And honestly with AV how it is now, while I believe a 1v1 ratio of AV to V should be maintained....., its not hard to dish our 10K between two players using the correct AV option.
As I've pointed out before Armour HAV had significantly higher EHP pre 1.7 and were still wrecked and AV hasn't been this good in a long time.
Shields are what we have to be careful about though.
*"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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DeathwindRising
ROGUE RELICS VP Gaming Alliance
729
|
Posted - 2014.12.10 04:40:00 -
[40] - Quote
True Adamance wrote:DeathwindRising wrote:
Bonuses. Increased CPU/PG, differing base stats
Increasing slots will require rebalance of av again. I'm not opposed to it, but av meant for being a threat to proto tanks usually wrecks everything else too easily. This has been experienced before when tankers went to war with av'ers on the forums about a year ago. If we balance av for what we have now, then even proto av will be useless unless the whole team uses it for one proto tank brick tanking. It's been seen before
I cannot say that for any reason that it would be enjoyable to use a Marauder with the base number of slots. It simply does not scratch the itch. Yet most AVers while seeking balance agree that it was badass to take down a Marauder due to the high SP cap, cost, and sense of achievement. And honestly with AV how it is now, while I believe a 1v1 ratio of AV to V should be maintained....., its not hard to dish our 10K between two players using the correct AV option. As I've pointed out before Armour HAV had significantly higher EHP pre 1.7 and were still wrecked and AV hasn't been this good in a long time. Shields are what we have to be careful about though.
Honestly, I'm just paranoid. Since release, tanks have been repeatedly nerfed, rebalanced, completely redone, and nerfed again. I spec out of tanks recently because there's no reason to have one. They serve no purpose, have no role, no way to influence a battle. Remember when we could shoot down the MCC?
I want tanks to useful, and to serve a purpose on the battlefield. There is no situation where a tank is necessary. There's no gates to be blown up, we can't destroy null cannons, and we can't shoot the MCC so what do we need a tank for?
That said, what are we going to use marauder tanks for that justify their use? How can they be used to support infantry? Making a stronger tank when there's no use for it seems odd. A proto dropsuit and weapon helps you do a lot of things besides killing. What would a proto tank do for anyone? If there's no tanks on the field what do we need it for?
I feel like tanks are one side of a coin that had no other side to it.
And again please remember that each tank is operated by one person. Requiring a 3-6 man squad to kill a proto tank is too much. What happens when there's 6 proto tanks? You wouldn't have enough players in a match to fight that.
I feel bad about how I feel, but tanks have no use for anything other than killing bolas. At least drop ships are useful for getting to rooftops.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15666
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Posted - 2014.12.10 04:49:00 -
[41] - Quote
DeathwindRising wrote:True Adamance wrote:DeathwindRising wrote:
Bonuses. Increased CPU/PG, differing base stats
Increasing slots will require rebalance of av again. I'm not opposed to it, but av meant for being a threat to proto tanks usually wrecks everything else too easily. This has been experienced before when tankers went to war with av'ers on the forums about a year ago. If we balance av for what we have now, then even proto av will be useless unless the whole team uses it for one proto tank brick tanking. It's been seen before
I cannot say that for any reason that it would be enjoyable to use a Marauder with the base number of slots. It simply does not scratch the itch. Yet most AVers while seeking balance agree that it was badass to take down a Marauder due to the high SP cap, cost, and sense of achievement. And honestly with AV how it is now, while I believe a 1v1 ratio of AV to V should be maintained....., its not hard to dish our 10K between two players using the correct AV option. As I've pointed out before Armour HAV had significantly higher EHP pre 1.7 and were still wrecked and AV hasn't been this good in a long time. Shields are what we have to be careful about though. Honestly, I'm just paranoid. Since release, tanks have been repeatedly nerfed, rebalanced, completely redone, and nerfed again. I spec out of tanks recently because there's no reason to have one. They serve no purpose, have no role, no way to influence a battle. Remember when we could shoot down the MCC? I want tanks to useful, and to serve a purpose on the battlefield. There is no situation where a tank is necessary. There's no gates to be blown up, we can't destroy null cannons, and we can't shoot the MCC so what do we need a tank for? That said, what are we going to use marauder tanks for that justify their use? How can they be used to support infantry? Making a stronger tank when there's no use for it seems odd. A proto dropsuit and weapon helps you do a lot of things besides killing. What would a proto tank do for anyone? If there's no tanks on the field what do we need it for? I feel like tanks are one side of a coin that had no other side to it. And again please remember that each tank is operated by one person. Requiring a 3-6 man squad to kill a proto tank is too much. What happens when there's 6 proto tanks? You wouldn't have enough players in a match to fight that. I feel bad about how I feel, but tanks have no use for anything other than killing bolas. At least drop ships are useful for getting to rooftops.
Yeah you make fair points...... something the issue is just a matter of luck though.
Maybe a squad of tankers is playing together, maybe they randomly turn up by chance...... sometimes there's just misfortune at work.
I'd love to be able/ necessary/ be wanted for a damn change in missions that required us to destroy specific objects like doors, defence matrix installations, and put turrets into reinforcement timers so that infantry could move around and have cover, and focus on infiltration and such......
BUT BACK TO THE TOPIC!
Honestly I wish HAV would go back to the way they were pre-1.7 when people enjoyed them and from there Rattati could work his magic that only he knows how to work.
*"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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Tesfa Alem
Death by Disassociation
544
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Posted - 2014.12.10 04:53:00 -
[42] - Quote
You've got to think of the worst possible fits to see if that would be balanced.
In all honesty we need to rebalance some current modules around a 5-2 slot layout.
Possible troll fits: - 5 damage mods and two armor plates, the redline special.
- 3 damage mods , 2 hardeners, particle cannon, plate, repper.
- 3 hardeners, Shield booster, extender
- Or hell, 5 hardeners on a continuous cycle.
This will not be fun for either AV or Tankers. The only counter might be itself.
We ought to also brainstrom other possible checks and balances.
Redline for Thee, but no Redline for Me.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
729
|
Posted - 2014.12.10 05:17:00 -
[43] - Quote
Pretty sure that's why increasing slots was frowned upon. If we balanced the mods according to those fits, we end up making them useless by themselves or on vehicles with less slots.
What about only allowing one mod to be fitted at a time, for certain mods? Then we could balance the mods knowing there can only be one of them. Like damage mods. We could either allow only one per tank, or make their fitting costs so high that you couldn't fit more than a few while also crippling your tank in other areas.
A 5/2 sounds nice until you think about what most people will actually stick in those slots. mainly hp mods. I had a 11k shield sagaris lol. Do we want those rolling around? How about 6 of them?
I'd love to have a tank with a mobile cru, supply depot, scanner, and shields that fold out from the sides to give cover to infantry. A crazy idea, but that's the kind of support I want to give.
For tank battles, I might try two shield booster, one extender, and two hardeners. But you can see that'd be impossible to kill reasonably with current mods. The combo is too good.
If we nerf the mods. Hardeners in particular, how useful would they be on a drop ship? Or lav?
See how it works? We can't balance a mod in regards to tanks because other vehicles need the mod as well. We could nerf all mods first, and then use vehicle bonuses to module efficacy to buff them again, but that's an insane amount of work to figure out which vehicles need bonuses for which mods and how much of a bonus. |
oldhero
Titans of Phoenix
19
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Posted - 2014.12.10 06:52:00 -
[44] - Quote
Justin add my current missile shield tank is able to TANK vs 2 rail tanks at once or 3 blaster tanks if the two rails are near me its guaranteed they will go down in the case of the blasters 2 will die and they last one usually runs before i get to shoot or he stays and kill my tank many people here have forgotten the terror of a triple hardener shield tank now imagine a 3 hardeners and 2 extenders :) very scary and possibly OP and a basic turret is good because u can stay in the fight longer and if you managed your heat cost you can keep firing until other pops or u run out ammo
The Black Reaper
Employed as a angeloid guardian
Pray you don't cross paths whit me
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15671
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Posted - 2014.12.10 07:28:00 -
[45] - Quote
Tesfa Alem wrote:You've got to think of the worst possible fits to see if that would be balanced.
In all honesty we need to rebalance some current modules around a 5-2 slot layout.
Possible troll fits: - 5 damage mods and two armor plates, the redline special.
- 3 damage mods , 2 hardeners, particle cannon, plate, repper.
- 3 hardeners, Shield booster, extender
- Or hell, 5 hardeners on a continuous cycle.
This will not be fun for either AV or Tankers. The only counter might be itself.
We ought to also brainstrom other possible checks and balances.
That's a fair assessment and there are some checks an balanced that could be suggested to artificially curb these problems.
- Only one Hardener can be active at a time (keeps total resistances low....but does not prevent perma harden*) - Fitting requirements (certain modules based on their capacity for abuse might cost more to fit than others) - Simply reducing the effectiveness of those modules ( I HATE active damage mods and 40% Shield Hardeners **)
* I don't really see a problem with long Hardener durations (lol) especially if we are reducing things like Shield Regen back to the way it used to be and removing passive armour reppers entirely. Damage applied stays applied longer unless a module is activated to repair that damage and as neither the old armour reppers nor passive shield regen could quickly restore all HP HAV had longer down times.
** I'm definitely (and this is merely opinion and mainly stemming from EVE links) not a fan of active damage modules...in fact I don't really like them at all. I love the idea of weapons modifications, tracking enhancements, heat sinks, etc but loathe the idea of Damage modules.
I also against Shield Hardeners being 40% resistances. I feel both Shield and Armour Hardeners could be standardised to 30% which could encourage passive shield and armour plating to be used instead of multiple active hardener spams.
Any thoughts on these suggestions/ ideas for checks and balances.
*"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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Tesfa Alem
Death by Disassociation
547
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Posted - 2014.12.10 11:49:00 -
[46] - Quote
I like the idea of having one type of module active at a time, but instead of hardeners it should be damage mods.
Say you stack 3 damage mods. Instead of getting a roughly 60% total damage bonus you get 20 percent but over a long period of time, i.e as long as you keep a damage mod active. You could have a nice little perma boost, but you give up survivability.
I would keep shield hardeners as they are, but cap all hardeners at two to avoid the permanent state as you noticed. We have the afterburner / nitro cap on, why not apply it where it makes sense.
You could still in thoery run two shield and two armor hardeners, but not 3 of one type or the other.
Then we could keep the 5-2 layout which could at maximum fit two hardeners, and though it may have multiple damage mods equiped use only one at a time.
Provided we get favorable modules back (such as tracking, damage computer, heat sink) we can still fit the tanks more creatively without resorting to the dumb 5 damage mods = win or generating too many AV tears with unbreakable amounts of hardened HP.
Redline for Thee, but no Redline for Me.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
729
|
Posted - 2014.12.10 12:04:00 -
[47] - Quote
part of the problem in shield tanks as we said is that there arent any low slot modules worth using over armor mods
after we re-balance cpu/pg. we could look at making armor mods more pd costly. combining that with a low number of low slots should make the use of armor mods less attractive than using some of the other mods available, once we get them back.
i think we should also look at two things for the modules:
buff the more powerful modules
limit the more powerful modules to only one per vehicle or only one can be activated at a time
what it does is it lets us balance the modules for use on high end proto vehicles, but keep them from becoming too strong on other vehicles (lavs, dropships, and std vehicles), and also lets us balance across different slot layouts where stacking could become an issue on vehicles with more slots
also, is there any reason we couldnt have both active and passive variants of each module? |
DarthJT5
12th Shadow Legion
129
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Posted - 2014.12.10 15:33:00 -
[48] - Quote
Maybe tweak the skills and modules to be where only the most sp invested tankers can run these kind of fits, along with having the cap on hardeners to 2. Sure, there can be some OP fits out there, but only the people who have put a ton of time into them woukd be able ti use them
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Lazer Fo Cused
Shining Flame Amarr Empire
199
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Posted - 2014.12.10 15:37:00 -
[49] - Quote
1. Old modules and worthwhile skills and skill bonuses need to come back with the hulls
2. It basically need to come back as it was stats wise or buffed if needed due to the damage of AV |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3911
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Posted - 2014.12.10 16:23:00 -
[50] - 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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DeathwindRising
ROGUE RELICS VP Gaming Alliance
730
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Posted - 2014.12.10 16:37:00 -
[51] - Quote
Pokey Dravon wrote: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.
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?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3911
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Posted - 2014.12.10 16:50:00 -
[52] - 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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DeathwindRising
ROGUE RELICS VP Gaming Alliance
730
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Posted - 2014.12.10 17:09:00 -
[53] - Quote
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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3911
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Posted - 2014.12.10 17:16:00 -
[54] - 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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DeathwindRising
ROGUE RELICS VP Gaming Alliance
730
|
Posted - 2014.12.10 17:27:00 -
[55] - Quote
Pokey Dravon wrote: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=sharingFeedback on it would be appreciated.
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 |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3912
|
Posted - 2014.12.10 17:32:00 -
[56] - 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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Spkr4theDead
Red Star. EoN.
2461
|
Posted - 2014.12.10 17:48:00 -
[57] - Quote
They would probably unfortunately have to keep in line with infantry HP.
2650 shield 1500 armor 5 hi / 3 lo far more CPU and PG than the Gunnlogi passive skills to improve the hull and damage output
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Shadow of War88
0uter.Heaven
471
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Posted - 2014.12.10 18:16:00 -
[58] - Quote
Pokey Dravon wrote: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.
lower shield recharge makes sense, but nothing extremely low like 40hp/s. Shield recharge delay and depleted shield recharge delays still apply. 4sec/10sec respectively. (164hp/s to 82hp/s is very reasonable) 1. passive armor reps need to go. 2. multi pulse boosters need to come back, stronger than active armor reps but fewer pulses. 3. passive shield regen modules need to come back, significantly weaker than active armor reps. 4. PDUs need to come back as well. 5. return poly 180mm
& justice for all
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15688
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Posted - 2014.12.10 19:14:00 -
[59] - Quote
DeathwindRising wrote:Pokey Dravon wrote: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. 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.
180mm plating is my solution to that. If you recall the old Madrugar had roughly 3625 armour and when using Polycrystalline Plates you had the old 6375 Armour Madrugar.
That certainly would help armour HAV in a big way.
*"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
15688
|
Posted - 2014.12.10 19:17:00 -
[60] - Quote
Shadow of War88 wrote:Pokey Dravon wrote: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. lower shield recharge makes sense, but nothing extremely low like 40hp/s. Shield recharge delay and depleted shield recharge delays still apply. 4sec/10sec respectively. (164hp/s to 82hp/s is very reasonable) 1. passive armor reps need to go.2. multi pulse boosters need to come back, stronger than active armor reps but fewer pulses. 3. passive shield regen modules need to come back, significantly weaker than active armor reps. 4. PDUs need to come back as well. 5. return poly 180mm
The only reason I suggest returning to the old system is that Shield HAV should not have the ability to have both a naturally high Shield regenerative power AND high EHP. Honestly that's simply not fair.
The old model that I suggested we return to is based off of EVE and in theory works fine. It mans Shield HAV can have directly comparable eHP to armour tanks at the cost of their regenerative power (something that armour HAV simply don't have) or your stack for regenerative power using active modules like boosters and forgo your ability to stack extenders and hardeners etc.
82 is still far too much as it literally halves proposed shield down time and offers them 10K 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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