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Sir Dukey
Murphys-Law General Tso's Alliance
1287
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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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Sir Dukey
Murphys-Law General Tso's Alliance
1288
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Posted - 2014.12.11 00:02:00 -
[2] - 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
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Posted - 2014.12.11 00:03:00 -
[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?
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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Sir Dukey
Murphys-Law General Tso's Alliance
1288
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Posted - 2014.12.11 00:23:00 -
[4] - 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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Sir Dukey
Murphys-Law General Tso's Alliance
1288
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Posted - 2014.12.11 00:39:00 -
[5] - 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
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Posted - 2014.12.11 00:45:00 -
[6] - 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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Sir Dukey
Murphys-Law General Tso's Alliance
1288
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Posted - 2014.12.11 01:03:00 -
[7] - 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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Sir Dukey
Murphys-Law General Tso's Alliance
1291
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Posted - 2014.12.11 21:03:00 -
[8] - 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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Sir Dukey
Murphys-Law General Tso's Alliance
1291
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Posted - 2014.12.11 21:39:00 -
[9] - 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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Sir Dukey
Murphys-Law General Tso's Alliance
1294
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Posted - 2014.12.11 22:31:00 -
[10] - 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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Sir Dukey
Murphys-Law General Tso's Alliance
1295
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Posted - 2014.12.12 01:16:00 -
[11] - Quote
MINA Longstrike wrote:I haven't had time to read all the threads about vehicles or the (metric ****tons of information & opinions presented) but I do have some thoughts overall on vehicles.
LAV's -> These are used far more often than not as taxi's to get from point a to point b. I'd really like to see them used more in an infantry support role, with 'standard' or 'attack' variant LAV's being the type of thing that if someone gets on its turret will *shred* any opposing infantry. The Logi LAV I'd like to see have a wide-area triage nanohive type effect (that's limited in duration) or it can focus the nanite stream to repair armor / shields (depending on vehicle type), this allows it to be played in a much bigger 'support' role, either aiding mass infantry pushes or being able to support other vehicles - it should forgo a turret in order to gain these repair functions.
HAV's -> With LAV's being redesigned to terrorize infantry, a HAV should be the thing that terrorizes LAV's (though a HAV with small turrets on it should certainly be quite scary to infantry as well), I don't have any real proposed changes here.
Marauders -> There's been a lot of proposed bonuses tossed around, but I think a simple bonus of 2% increased resistance value to shield/armor hardeners would be a great place to start. It doesn't really mess around with window of opportunity time, it just makes it so that when you activate your hardeners your 'finest moment' is even more gloriously resistant. I'm really worried about having 15% less speed on them, because I know from experience that when playing older builds it was entirely possible to just get chased around the map by AV teams in LAV's, I would opt for significantly reduced RANGE on marauders (-15% to turret ranges) and maybe slower acceleration, but overall the same top speed, In exchange for the slower acceleration they should have much more torque and ability to turn (so -10% acceleration +10% torque).
I suggest a 10% acceleration penalty and 10% torque but also a speed increase of 10%.
Chocolate Juice
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Sir Dukey
Murphys-Law General Tso's Alliance
1295
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Posted - 2014.12.12 01:17:00 -
[12] - Quote
True Adamance wrote:Sir Dukey wrote:
10k EHP HAV's can't even survive a militia LAV + 120k sp into remotes.
That's and entirely different issue and yes they can. 5 Boundless RE deal 10554 Explosive damage. Considering a Hardened Gunnlogi negates 40% of the damage and resists naturally 20% it could theoretically survive assuming that the LAV impact and explosive damage does not deplete too much shielding.
People put on more than 5 remotes.
Chocolate Juice
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Sir Dukey
Murphys-Law General Tso's Alliance
1295
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Posted - 2014.12.12 02:22:00 -
[13] - Quote
Pokey Dravon wrote: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?
Wanna know a secret? With bandwidth, you can only drop two remotes with std/sh*t fit scouts, and only 3 remotes with std/sh*t fit logis.
Chocolate Juice
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Sir Dukey
Murphys-Law General Tso's Alliance
1296
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Posted - 2014.12.12 21:01:00 -
[14] - Quote
Racro 01 Arifistan wrote:surya stats
1600 shield 4800 armour
685 cpu 2850 pwr grid.
3 highs 4 lows lrg turret slot 2 smll turret slots
10% slower than madrugar 5% more torque than madrugar (increased acceleration and climbing power to compensate for reduced speed but still being slower overall compared to maddy.)
skill bonus: 3% bonus to armour hardner effectiveness and cooldown rate per level. 2% bonus to armour repair effectiveness per level
sagaris stats.
3450 shield 1650 armour
850 cpu 2450 pwr grid
4highs 3lows lrge turret slot 2 smll turret slots
5% slower than gunnlogi (this thing is horribly slow) 5% more torque (gunnlogis cant climb hills) 3% reduced turning rate (blaster prof 5 on a gunnlogi while turning the chassis is ridiculos)
skill bonus: 3% increased shield hardner effectiveness and cooldown rate. 2% bonus to shield booster effectiveness and cooldown rate per level. (even with max skills. basic shield booster cools down at the same rate as a complex shield hardner)
market price 250 to 300k (preferably option 2 to prevent spam)
other tank stats should be kept the same as base hulls as to reduce the gap between hulls strengths and effectiveness so that STD tanks are capable of fighting against these armoured and shielded beasts.
The skill is utterly worthless. 15% efficiency to a 25% gives it 30% at level 5
P.S. proficiency doesn't work on turrets.
Also, Sagaris skill is worth less. Booster effiency is point less when boosters only work 50% of the time and they already give a lot of HP and cooldown is pretty fast too. Come back with better skills.
P.S. STD tanks are like medium/heavy/light frames for infantry. They aren't suppose to be nearly as good as the specialized ones. They can use a different role but in a 1v1 fight, a marauder should almost always beat the STD tank unless he is awful pilot.
Also, since these are suppose to be racial tanks 5/2 would probably work better. We don't want Suryas driving around with 3 damage mods on a particle cannon, 4/3 would work much better for faster agile Enforcers.
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