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Sir Dukey
Murphys-Law General Tso's Alliance
1287
|
Posted - 2014.12.10 23:41:00 -
[1] - Quote
Changes will be made to balance, more vehicle stats coming soom. Stay tuned.
Need opinions based on facts.
Chocolate Juice
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15709
|
Posted - 2014.12.10 23:56:00 -
[2] - Quote
Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Thats
5885 *1.2 = 7062
modified again by 20%
7062 * 1.2 = 8474.4
then inclusive of Shields
8474.4 + 1700 = 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
On a Sagaris.....
3975 *1.2 = 4770
4770 *1.2 = 5724
5724 + 1700 = 7424 (too big a difference between the two HAV)
Worst case scenario I can work out is a fit that may or may not be able to achieve 17,000 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3937
|
Posted - 2014.12.10 23:58:00 -
[3] - Quote
True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Thats
5885 *1.2 = 7062
modified again by 20%
7062 * 1.2 = 8474.4
then inclusive of Shields
8474.4 + 1700 = 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
On a Sagaris.....
3975 *1.2 = 4770
4770 *1.2 = 5724
5724 + 1700 = 7424 (too big a difference between the two HAV)
Worst case scenario I can work out is a fit that may or may not be able to achieve 17,000 eHP......
Pretty much.... Talking about Marauders is great, but slapping on arbitrary amounts of slots and bonuses without looking at the big picture is going quickly detonate into a fiasco. Plus 17,000 eHP would be....completely unkillable by any means other than another HAV which is just....not good.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Sir Dukey
Murphys-Law General Tso's Alliance
1288
|
Posted - 2014.12.11 00:02:00 -
[4] - Quote
True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Before modules are even included I estimate it at 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
Worst case scenario for the Sagaris I can work out is a fit that may or may not be able to achieve 17,000 eHP...... and retains its 168 per second shield regen speed.
Reduced EHP by a lot. Thinking of reducing the skill but I don't want skill to be sh*tty.
Chocolate Juice
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Sir Dukey
Murphys-Law General Tso's Alliance
1288
|
Posted - 2014.12.11 00:03:00 -
[5] - Quote
True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Before modules are even included I estimate it at 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
Worst case scenario for the Sagaris I can work out is a fit that may or may not be able to achieve 17,000 eHP...... and retains its 168 per second shield regen speed.
20% at level 5. I should probably add a speed penalty in as well because these are like the heavy of the heavy tanks.
Chocolate Juice
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15709
|
Posted - 2014.12.11 00:04:00 -
[6] - Quote
Sir Dukey wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Before modules are even included I estimate it at 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
Worst case scenario for the Sagaris I can work out is a fit that may or may not be able to achieve 17,000 eHP...... and retains its 168 per second shield regen speed. Reduced EHP by a lot. Thinking of reducing the skill but I don't want skill to be sh*tty.
Not trying to be antagonistic but that still achieves roughly 8-9 K eHP before any modules are fitted....with 5 slots for fitting and no obvious downsides.
*"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
3938
|
Posted - 2014.12.11 00:21:00 -
[7] - Quote
I'm a big fan of softer skills. Make the skill boost the effectiveness of Hardeners by a small % or increase their duration or cooldown rate.
I feel like a broken record linking this thing but here is the working document the community has been working on, Marauders are part of it: 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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Sir Dukey
Murphys-Law General Tso's Alliance
1288
|
Posted - 2014.12.11 00:23:00 -
[8] - Quote
True Adamance wrote:Sir Dukey wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Before modules are even included I estimate it at 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
Worst case scenario for the Sagaris I can work out is a fit that may or may not be able to achieve 17,000 eHP...... and retains its 168 per second shield regen speed. Reduced EHP by a lot. Thinking of reducing the skill but I don't want skill to be sh*tty. Not trying to be antagonistic but that still achieves roughly 8-9 K eHP before any modules are fitted....with 5 slots for fitting and no obvious downsides.
Whate is suppose to have?, like 20% more HP than a standard HAV, my gunnlogi with 5300 shield and a hardener can reach 9000 hp.
Chocolate Juice
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15711
|
Posted - 2014.12.11 00:25:00 -
[9] - Quote
Fortunately those skills are really taste fully done.
Hardener extensions only amount to several seconds 2-3 max but enough, while the cool down lowering skills mean you are cycling your mods more often.
Repper modules gain one extra rep cycle due to the skills, and also cycle more often.
All you need to do is settle on what negative modifiers you are going to give marauders? Speed/Acceleration is a given but I know you were thinking of another.
*"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
3938
|
Posted - 2014.12.11 00:28:00 -
[10] - Quote
True Adamance wrote:Fortunately those skills are really taste fully done. Hardener extensions only amount to several seconds 2-3 max but enough, while the cool down lowering skills mean you are cycling your mods more often. Repper modules gain one extra rep cycle due to the skills, and also cycle more often. All you need to do is settle on what negative modifiers you are going to give marauders? Speed/Acceleration is a given but I know you were thinking of another.
Id like to inhibit their turret effectiveness somehow, particularly to avoid redline Marauders being uncrackable and sniping from afar. Marauders should really be tanky, large utility platforms with some Anti personnel ability but noticeably lacking in the effectiveness with large turrets to set them apart from Enforcers and standard HAVs. Think like how a Logi lacks a sidearm...though I dont want to hack off the large turret entirely nor do I particularly like negative damage bonuses....it's a pain in the ass.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15712
|
Posted - 2014.12.11 00:30:00 -
[11] - Quote
Sir Dukey wrote:True Adamance wrote:Sir Dukey wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Before modules are even included I estimate it at 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
Worst case scenario for the Sagaris I can work out is a fit that may or may not be able to achieve 17,000 eHP...... and retains its 168 per second shield regen speed. Reduced EHP by a lot. Thinking of reducing the skill but I don't want skill to be sh*tty. Not trying to be antagonistic but that still achieves roughly 8-9 K eHP before any modules are fitted....with 5 slots for fitting and no obvious downsides. Whate is suppose to have?, like 20% more HP than a standard HAV, my gunnlogi with 5300 shield and a hardener can reach 9000 hp.
Which arguably is a little too much for a standard tank.
Most of my suggestions cap at maximum static eHP (aka passive tanks) possible around 10-11K for Marauders. Between 8-8.5 on Standard HAV, and lesser values on Militia tanks.
Rep tanks will of course have significantly less by will be able to crisis manage their HP values more effectively.
Think of it like this. A passive tank is a brick you throw through the window of a gang hide out. It pisses them off and takes them a while to realise how to get rid of it.
A rep tank is like that perfect mince pie you heat up in the micro wave. If you don't pay attention you'll over cook that sucker and the meat will he hard and chewy, too little and its cold and disgusting, but if you keep an eye on that micro wave that pie is going to taste sooooooooo good.
*"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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Sir Dukey
Murphys-Law General Tso's Alliance
1288
|
Posted - 2014.12.11 00:39:00 -
[12] - Quote
True Adamance wrote:Sir Dukey wrote:True Adamance wrote:Sir Dukey wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Before modules are even included I estimate it at 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
Worst case scenario for the Sagaris I can work out is a fit that may or may not be able to achieve 17,000 eHP...... and retains its 168 per second shield regen speed. Reduced EHP by a lot. Thinking of reducing the skill but I don't want skill to be sh*tty. Not trying to be antagonistic but that still achieves roughly 8-9 K eHP before any modules are fitted....with 5 slots for fitting and no obvious downsides. Whate is suppose to have?, like 20% more HP than a standard HAV, my gunnlogi with 5300 shield and a hardener can reach 9000 hp. Which arguably is a little too much for a standard tank. Most of my suggestions cap at maximum static eHP (aka passive tanks) possible around 10-11K for Marauders. Between 8-8.5 on Standard HAV, and lesser values on Militia tanks. Rep tanks will of course have significantly less by will be able to crisis manage their HP values more effectively. Think of it like this. A passive tank is a brick you throw through the window of a gang hide out. It pisses them off and takes them a while to realise how to get rid of it. A rep tank is like that perfect mince pie you heat up in the micro wave. If you don't pay attention you'll over cook that sucker and the meat will he hard and chewy, too little and its cold and disgusting, but if you keep an eye on that micro wave that pie is going to taste sooooooooo good.
https://docs.google.com/document/d/16DwpratAsrJ1zbxry8VFqoeAMdFGuc-IsHNSPULZK6M/edit
I was looking at this trying to get in some IWS ideas. I agree maybe we we could do an efficiency thing.
For example, a large shield extender gives off 1000 hp and with level 5 marauder with 4% efficiency per level will give it 1200 shield for than hp module. If you were to put on say an Armor module on a Surya with level 5 marauder with 4% efficiency per level and say an Armor repair does 100 reps per sec, with the efficiency bonus you will get 120 out of it.
This way you can put on any racial module you want and get out of it and maximize your utility. You can kind of change the role. You can play rep tank or pure brick tanks ECT.
Chocolate Juice
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Sir Dukey
Murphys-Law General Tso's Alliance
1288
|
Posted - 2014.12.11 00:45:00 -
[13] - Quote
Pokey Dravon wrote:True Adamance wrote:Fortunately those skills are really taste fully done. Hardener extensions only amount to several seconds 2-3 max but enough, while the cool down lowering skills mean you are cycling your mods more often. Repper modules gain one extra rep cycle due to the skills, and also cycle more often. All you need to do is settle on what negative modifiers you are going to give marauders? Speed/Acceleration is a given but I know you were thinking of another. Id like to inhibit their turret effectiveness somehow, particularly to avoid redline Marauders being uncrackable and sniping from afar. Marauders should really be tanky, large utility platforms with some Anti personnel ability but noticeably lacking in the effectiveness with large turrets to set them apart from Enforcers and standard HAVs. Think like how a Logi lacks a sidearm...though I dont want to hack off the large turret entirely nor do I particularly like negative damage bonuses....it's a pain in the ass.
A heavy frame vs sentinel. The Sentinel gains resistances with no loss to efficiency of HMG.
Chocolate Juice
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15714
|
Posted - 2014.12.11 00:55:00 -
[14] - Quote
Sir Dukey wrote:Pokey Dravon wrote:True Adamance wrote:Fortunately those skills are really taste fully done. Hardener extensions only amount to several seconds 2-3 max but enough, while the cool down lowering skills mean you are cycling your mods more often. Repper modules gain one extra rep cycle due to the skills, and also cycle more often. All you need to do is settle on what negative modifiers you are going to give marauders? Speed/Acceleration is a given but I know you were thinking of another. Id like to inhibit their turret effectiveness somehow, particularly to avoid redline Marauders being uncrackable and sniping from afar. Marauders should really be tanky, large utility platforms with some Anti personnel ability but noticeably lacking in the effectiveness with large turrets to set them apart from Enforcers and standard HAVs. Think like how a Logi lacks a sidearm...though I dont want to hack off the large turret entirely nor do I particularly like negative damage bonuses....it's a pain in the ass. A heavy frame vs sentinel. The Sentinel gains resistances with no loss to efficiency of HMG.
But it also gains no benefits to the HMG.
*"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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Sir Dukey
Murphys-Law General Tso's Alliance
1288
|
Posted - 2014.12.11 01:03:00 -
[15] - Quote
True Adamance wrote:Sir Dukey wrote:Pokey Dravon wrote:True Adamance wrote:Fortunately those skills are really taste fully done. Hardener extensions only amount to several seconds 2-3 max but enough, while the cool down lowering skills mean you are cycling your mods more often. Repper modules gain one extra rep cycle due to the skills, and also cycle more often. All you need to do is settle on what negative modifiers you are going to give marauders? Speed/Acceleration is a given but I know you were thinking of another. Id like to inhibit their turret effectiveness somehow, particularly to avoid redline Marauders being uncrackable and sniping from afar. Marauders should really be tanky, large utility platforms with some Anti personnel ability but noticeably lacking in the effectiveness with large turrets to set them apart from Enforcers and standard HAVs. Think like how a Logi lacks a sidearm...though I dont want to hack off the large turret entirely nor do I particularly like negative damage bonuses....it's a pain in the ass. A heavy frame vs sentinel. The Sentinel gains resistances with no loss to efficiency of HMG. But it also gains no benefits to the HMG.
same, we aren't trying to make an Enforcer, we only want the resistances/ HP/ surviveability
Chocolate Juice
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3940
|
Posted - 2014.12.11 03:00:00 -
[16] - Quote
I'd like to see basic vehicles feel like they have some generalist use over specialty vehicles, rather than specialty vehicles being better in every way.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Sir Dukey
Murphys-Law General Tso's Alliance
1291
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Posted - 2014.12.11 21:03:00 -
[17] - Quote
Pokey Dravon wrote:I'd like to see basic vehicles feel like they have some generalist use over specialty vehicles, rather than specialty vehicles being better in every way.
That's probably not going to happen other than the fact people want to run throw away fits. It's the same with infantry, basic medium/light/heavy frames are so trash compared to their specialized ones.
Chocolate Juice
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3954
|
Posted - 2014.12.11 21:09:00 -
[18] - Quote
Sir Dukey wrote:Pokey Dravon wrote:I'd like to see basic vehicles feel like they have some generalist use over specialty vehicles, rather than specialty vehicles being better in every way. That's probably not going to happen other than the fact people want to run throw away fits. It's the same with infantry, basic medium/light/heavy frames are so trash compared to their specialized ones.
Sad but true. I wish that would change.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15742
|
Posted - 2014.12.11 21:25:00 -
[19] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:I'd like to see basic vehicles feel like they have some generalist use over specialty vehicles, rather than specialty vehicles being better in every way. That's probably not going to happen other than the fact people want to run throw away fits. It's the same with infantry, basic medium/light/heavy frames are so trash compared to their specialized ones. Sad but true. I wish that would change.
Ever since Catmerc introduced me to competitive CS:GO gameplay I always think about fights in terms of the economy.
How much does this cost me, How much will winning cost him, what are the chances of winning, etc.
I think it will be very interesting to see how people play "Eco-Tanks" Low cost HAV designed to be used to take our superior cost fits. Kind of like my Particle Cannon Sica or 3 man 4.5K DPS Missile tanks.
*"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
3955
|
Posted - 2014.12.11 21:34:00 -
[20] - Quote
True Adamance wrote:Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:I'd like to see basic vehicles feel like they have some generalist use over specialty vehicles, rather than specialty vehicles being better in every way. That's probably not going to happen other than the fact people want to run throw away fits. It's the same with infantry, basic medium/light/heavy frames are so trash compared to their specialized ones. Sad but true. I wish that would change. Ever since Catmerc introduced me to competitive CS:GO gameplay I always think about fights in terms of the economy. How much does this cost me, How much will winning cost him, what are the chances of winning, etc. I think it will be very interesting to see how people play "Eco-Tanks" Low cost HAV designed to be used to take our superior cost fits. Kind of like my Particle Cannon Sica or 3 man 4.5K DPS Missile tanks.
Isn't that kinda what the Militia HAVs do already though? Where should STD tanks fit in?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Sir Dukey
Murphys-Law General Tso's Alliance
1291
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Posted - 2014.12.11 21:39:00 -
[21] - Quote
True Adamance wrote:Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:I'd like to see basic vehicles feel like they have some generalist use over specialty vehicles, rather than specialty vehicles being better in every way. That's probably not going to happen other than the fact people want to run throw away fits. It's the same with infantry, basic medium/light/heavy frames are so trash compared to their specialized ones. Sad but true. I wish that would change. Ever since Catmerc introduced me to competitive CS:GO gameplay I always think about fights in terms of the economy. How much does this cost me, How much will winning cost him, what are the chances of winning, etc. I think it will be very interesting to see how people play "Eco-Tanks" Low cost HAV designed to be used to take our superior cost fits. Kind of like my Particle Cannon Sica or 3 man 4.5K DPS Missile tanks.
Way ScR melts through shields lie they aren't even there is how missiles melt through armor like it isn't there. It's only fair.
Chocolate Juice
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DUST Player 5842684267
Murphys-Law General Tso's Alliance
1295
|
Posted - 2014.12.11 21:39:00 -
[22] - Quote
True Adamance wrote:Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:I'd like to see basic vehicles feel like they have some generalist use over specialty vehicles, rather than specialty vehicles being better in every way. That's probably not going to happen other than the fact people want to run throw away fits. It's the same with infantry, basic medium/light/heavy frames are so trash compared to their specialized ones. Sad but true. I wish that would change. Ever since Catmerc introduced me to competitive CS:GO gameplay I always think about fights in terms of the economy. How much does this cost me, How much will winning cost him, what are the chances of winning, etc. I think it will be very interesting to see how people play "Eco-Tanks" Low cost HAV designed to be used to take our superior cost fits. Kind of like my Particle Cannon Sica or 3 man 4.5K DPS Missile tanks.
Way ScR melts through shields lie they aren't even there is how missiles melt through armor like it isn't there. It's only fair.
Chocolate Juice
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Spkr4theDead
Red Star. EoN.
2465
|
Posted - 2014.12.11 21:40:00 -
[23] - Quote
Pokey Dravon wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Thats
5885 *1.2 = 7062
modified again by 20%
7062 * 1.2 = 8474.4
then inclusive of Shields
8474.4 + 1700 = 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
On a Sagaris.....
3975 *1.2 = 4770
4770 *1.2 = 5724
5724 + 1700 = 7424 (too big a difference between the two HAV)
Worst case scenario I can work out is a fit that may or may not be able to achieve 17,000 eHP......
Pretty much.... Talking about Marauders is great, but slapping on arbitrary amounts of slots and bonuses without looking at the big picture is going quickly detonate into a fiasco. Plus 17,000 eHP would be....completely unkillable by any means other than another HAV which is just....not good. And as usual, wanting balance for pub matches, instead of faction warfare, which is the bread and butter of this game.
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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DarthJT5
12th Shadow Legion
131
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Posted - 2014.12.11 21:51:00 -
[24] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Thats
5885 *1.2 = 7062
modified again by 20%
7062 * 1.2 = 8474.4
then inclusive of Shields
8474.4 + 1700 = 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
On a Sagaris.....
3975 *1.2 = 4770
4770 *1.2 = 5724
5724 + 1700 = 7424 (too big a difference between the two HAV)
Worst case scenario I can work out is a fit that may or may not be able to achieve 17,000 eHP......
Pretty much.... Talking about Marauders is great, but slapping on arbitrary amounts of slots and bonuses without looking at the big picture is going quickly detonate into a fiasco. Plus 17,000 eHP would be....completely unkillable by any means other than another HAV which is just....not good. And as usual, wanting balance for pub matches, instead of faction warfare, which is the bread and butter of this game. Your telling me that a 17,000 ehp tank would be balanced for factional? Dont see your logic here, you want the game balanced around factional when this tank would be overpowered no matter what game mode your playing.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Spkr4theDead
Red Star. EoN.
2465
|
Posted - 2014.12.11 22:12:00 -
[25] - Quote
DarthJT5 wrote:Spkr4theDead wrote:Pokey Dravon wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Thats
5885 *1.2 = 7062
modified again by 20%
7062 * 1.2 = 8474.4
then inclusive of Shields
8474.4 + 1700 = 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
On a Sagaris.....
3975 *1.2 = 4770
4770 *1.2 = 5724
5724 + 1700 = 7424 (too big a difference between the two HAV)
Worst case scenario I can work out is a fit that may or may not be able to achieve 17,000 eHP......
Pretty much.... Talking about Marauders is great, but slapping on arbitrary amounts of slots and bonuses without looking at the big picture is going quickly detonate into a fiasco. Plus 17,000 eHP would be....completely unkillable by any means other than another HAV which is just....not good. And as usual, wanting balance for pub matches, instead of faction warfare, which is the bread and butter of this game. Your telling me that a 17,000 ehp tank would be balanced for factional? Dont see your logic here, you want the game balanced around factional when this tank would be overpowered no matter what game mode your playing. I said nothing about the HP of the tank, only that they shouldn't be balanced around pub matches. Also, why should they be balanced on the off chance that nobody on a team would have access to a properly fit tank? There literally hasn't been an argument to prove my last sentence to be flawed.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15743
|
Posted - 2014.12.11 22:15:00 -
[26] - Quote
DarthJT5 wrote:Spkr4theDead wrote:Pokey Dravon wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Thats
5885 *1.2 = 7062
modified again by 20%
7062 * 1.2 = 8474.4
then inclusive of Shields
8474.4 + 1700 = 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
On a Sagaris.....
3975 *1.2 = 4770
4770 *1.2 = 5724
5724 + 1700 = 7424 (too big a difference between the two HAV)
Worst case scenario I can work out is a fit that may or may not be able to achieve 17,000 eHP......
Pretty much.... Talking about Marauders is great, but slapping on arbitrary amounts of slots and bonuses without looking at the big picture is going quickly detonate into a fiasco. Plus 17,000 eHP would be....completely unkillable by any means other than another HAV which is just....not good. And as usual, wanting balance for pub matches, instead of faction warfare, which is the bread and butter of this game. Your telling me that a 17,000 ehp tank would be balanced for factional? Dont see your logic here, you want the game balanced around factional when this tank would be overpowered no matter what game mode your playing.
As usual yup..... that Shield HAV is almost twice the eHP of my current one not only has a standard 20% resistance vs Explosive AV and 10% vs Kinetic..... but also further 20% against both, and another 40% when using my Hardeners.
Now that 17,000 eHP fit in only with one hardener...... I've haven't even worked out how invincible multiple hardeners would be,
This by no means is balanced. Since there is no means to detonate our ammunition stores, kill us inside the vehicles through over penetration, or eWar us into submissions his orginal suggestion would have been akin to throwing a meteor at the battlefield.
Hell our current HAV turrets theoretically will struggle vs 10k eHP tanks let alone 17 or 20 K eHP tanks.
*"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
3957
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Posted - 2014.12.11 22:22:00 -
[27] - Quote
True Adamance wrote: Hell our current HAV turrets theoretically will struggle vs 10k eHP tanks let alone 17 or 20 K eHP tanks.
It would be like two fat guys trying to kill each other with cotton balls
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15743
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Posted - 2014.12.11 22:26:00 -
[28] - Quote
Pokey Dravon wrote:True Adamance wrote: Hell our current HAV turrets theoretically will struggle vs 10k eHP tanks let alone 17 or 20 K eHP tanks.
It would be like two fat guys trying to kill each other with cotton balls
Except they have no arms, no cotton balls, and overheat to unconsciousness every 12 seconds.
*"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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Sir Dukey
Murphys-Law General Tso's Alliance
1294
|
Posted - 2014.12.11 22:31:00 -
[29] - Quote
True Adamance wrote:DarthJT5 wrote:Spkr4theDead wrote:Pokey Dravon wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Thats
5885 *1.2 = 7062
modified again by 20%
7062 * 1.2 = 8474.4
then inclusive of Shields
8474.4 + 1700 = 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
On a Sagaris.....
3975 *1.2 = 4770
4770 *1.2 = 5724
5724 + 1700 = 7424 (too big a difference between the two HAV)
Worst case scenario I can work out is a fit that may or may not be able to achieve 17,000 eHP......
Pretty much.... Talking about Marauders is great, but slapping on arbitrary amounts of slots and bonuses without looking at the big picture is going quickly detonate into a fiasco. Plus 17,000 eHP would be....completely unkillable by any means other than another HAV which is just....not good. And as usual, wanting balance for pub matches, instead of faction warfare, which is the bread and butter of this game. Your telling me that a 17,000 ehp tank would be balanced for factional? Dont see your logic here, you want the game balanced around factional when this tank would be overpowered no matter what game mode your playing. As usual yup..... that Shield HAV is almost twice the eHP of my current one not only has a standard 20% resistance vs Explosive AV and 10% vs Kinetic..... but also further 20% against both, and another 40% when using my Hardeners. Now that 17,000 eHP fit in only with one hardener...... I've haven't even worked out how invincible multiple hardeners would be, This by no means is balanced. Since there is no means to detonate our ammunition stores, kill us inside the vehicles through over penetration, or eWar us into submissions his orginal suggestion would have been akin to throwing a meteor at the battlefield. Hell our current HAV turrets theoretically will struggle vs 10k eHP tanks let alone 17 or 20 K eHP tanks.
10k EHP HAV's can't even survive a militia LAV + 120k sp into remotes.
Chocolate Juice
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DUST Player 5842684267
Murphys-Law General Tso's Alliance
1295
|
Posted - 2014.12.11 22:31:00 -
[30] - Quote
True Adamance wrote:DarthJT5 wrote:Spkr4theDead wrote:Pokey Dravon wrote:True Adamance wrote:Ew God no. Have you even worked out those EHP values?
20% more armour and 20% armour resistances per level? On a 5885 Hull?
Thats
5885 *1.2 = 7062
modified again by 20%
7062 * 1.2 = 8474.4
then inclusive of Shields
8474.4 + 1700 = 10174 eHP
This before any armour plates, armour resistance modules, or repair modules have even been added is utterly broken beyond all belief and would require and entire team of players to actually remove from the field.
On a Sagaris.....
3975 *1.2 = 4770
4770 *1.2 = 5724
5724 + 1700 = 7424 (too big a difference between the two HAV)
Worst case scenario I can work out is a fit that may or may not be able to achieve 17,000 eHP......
Pretty much.... Talking about Marauders is great, but slapping on arbitrary amounts of slots and bonuses without looking at the big picture is going quickly detonate into a fiasco. Plus 17,000 eHP would be....completely unkillable by any means other than another HAV which is just....not good. And as usual, wanting balance for pub matches, instead of faction warfare, which is the bread and butter of this game. Your telling me that a 17,000 ehp tank would be balanced for factional? Dont see your logic here, you want the game balanced around factional when this tank would be overpowered no matter what game mode your playing. As usual yup..... that Shield HAV is almost twice the eHP of my current one not only has a standard 20% resistance vs Explosive AV and 10% vs Kinetic..... but also further 20% against both, and another 40% when using my Hardeners. Now that 17,000 eHP fit in only with one hardener...... I've haven't even worked out how invincible multiple hardeners would be, This by no means is balanced. Since there is no means to detonate our ammunition stores, kill us inside the vehicles through over penetration, or eWar us into submissions his orginal suggestion would have been akin to throwing a meteor at the battlefield. Hell our current HAV turrets theoretically will struggle vs 10k eHP tanks let alone 17 or 20 K eHP tanks.
10k EHP HAV's can't even survive a militia LAV + 120k sp into remotes.
Chocolate Juice
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