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Pokey Dravon
OSG Planetary Operations Covert Intervention
3937
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Posted - 2014.12.10 23:58:00 -
[1] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3938
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Posted - 2014.12.11 00:21:00 -
[2] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3938
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Posted - 2014.12.11 00:28:00 -
[3] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3940
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Posted - 2014.12.11 03:00:00 -
[4] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3954
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Posted - 2014.12.11 21:09:00 -
[5] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3955
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Posted - 2014.12.11 21:34:00 -
[6] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3957
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Posted - 2014.12.11 22:22:00 -
[7] - 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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