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Thread Statistics | Show CCP posts - 11 post(s) |
Lazer Fo Cused
Shining Flame Amarr Empire
244
|
Posted - 2014.12.16 19:06:00 -
[1] - Quote
1. Mauraders/Enforcers - Same slot layout as Gunlogi/Madrugars? Really? Why should i skill into them? I can do the same job without skilling into these new tanks 1a. Old Enforcers - They had milita stats and got beat by the basic tanks - Having the same slot layout will cause this problem again
2. Sidegrades - Its tiercide except no tiercide for infantry while my protosuit gets more of everything you can think of over the basic - I dont like it and defo wont like it if its a x8 skillbook yet i get nothing worthwhile in return like more slots at a minimum
3. AV will cry - They do it often so what is the supposed AV vs V supposed to be like because if a Falchion can OHK a Vayu then AV is going to cream it before it leaves the redline to deal with Marauder
4. Paper/Rock/Scissors - If this is for vehicles then AV is going to screw up the triangle in a big way, they already hammer normal HAVs now but they will hammer the Enforcer even harder and if they can hammer the Marauder then they will cry for an AV buff again and it will whack everything that isnt a Marauder even harder thus the cycle continues
5. Enforcers - aka Tank Destroyers - Destroyers in WOT generally have poor armor at the back and sides but angled armor at the front with the ability to bounce shells along with a high alpha turret, some have high mobility and next to no armor - In DUST we can bounce anything so resistances we rely on, also spotting is a WOT mechanic and again if we can see it we can shoot it so how is it not going to get wrecked coming out of the redline?
Wishlist
6. Capacitors - Still needed, they are New Eden and with Capacitors so much more can be added for both sides and balancing is easier
7. Skills and skill bonuses - Need them back also from chrome days
8. Modules - Again no variety in fits
9. Pilot suits?
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Lazer Fo Cused
Shining Flame Amarr Empire
244
|
Posted - 2014.12.16 19:09:00 -
[2] - Quote
Cat Merc wrote:I think the generalist tanks should have more slots, while the specialized tanks get fewer.
The generalists will build their tank exactly how they like it, while the specialists will have the tank pre-built, with just a limited amount of modification allowed.
So Madrugar and Gunnlogi? 7 total high/low slots. Enforcers and Marauders? 5 total slots.
1. Terrible idea
2. My Amarr logi is not pre fit
3. Why should my HAV come pre fit? I dont pre fit your assault suit
4. Do you want basic HAVs to destroy the new tanks? i used to do that with my Madrugar and kill Vayus often
5. Why are you in this thread you dont use vehicles? |
Lazer Fo Cused
Shining Flame Amarr Empire
254
|
Posted - 2014.12.17 13:33:00 -
[3] - Quote
1. The titles given to the HAVs, will they give an idea as to what we should expect? 1a. Cruiser - Militia HAV - Lowest slot layout 1b. Battlecruiser - Basic HAV - Increased slot layout, better HP 1c. Battleship - Marauders - Increased slot layout, best HP 1d. Destroyer - Enforcers - In EVE they have less slots than a cruiser but more missile/turret hardpoints, does this mean it possible may have 2 main turrets? but lower HP |
Lazer Fo Cused
Shining Flame Amarr Empire
254
|
Posted - 2014.12.17 16:20:00 -
[4] - Quote
1. Small turrets do not have the range to be anti infantry let alone if infantry render at longer distances
2. Top small turret is not independent from the large turret ie if large turret moves small moves with it
3. Zoom is poor
4. Bottom turret is pretty bad in general
5. Blasters are worse than a HMG and require more luck on getting a kill than aim - Dot was perfectly fine, its red you hit
6. Large blaster in chrome and after uprising was AV aswell as AI and worked well with the correct modules |
Lazer Fo Cused
Shining Flame Amarr Empire
261
|
Posted - 2014.12.18 15:52:00 -
[5] - Quote
Pokey Dravon wrote:While the discussion is great, I think we way be getting a little carried away with deeper level ideas. Perhaps we should refocus on a couple core issues that need to be hammered out first.
1. Consideration of increasing slot layout to 4/2 and 2/4 with a decrease base HP for balancing purposes 2. Address discrepancy between regen and eHP for shields vs armor (Possibly focus on reintroduction of 180mm Armor Plates to push Armor HP higher while shields maintain higher regen) 3. Address discrepancy between fitting capability of Gunnlogi vs Madrugar
1. I hope thats for the standard HAVs we have
2. All modules from chrome should be brough back, active armor reppers and nerf passive, constant passive shield regen needs to come back along with the modules to boost passive regen
3. Agree |
Lazer Fo Cused
Shining Flame Amarr Empire
263
|
Posted - 2014.12.18 16:24:00 -
[6] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote:
1. I hope thats for the standard HAVs we have
2. All modules from chrome should be brough back, active armor reppers and nerf passive, constant passive shield regen needs to come back along with the modules to boost passive regen
3. Agree
1. Yeah, I'm not satisfied with the flexibility of fitting on HAVs in general. Instead of going crazy with trying to keep base HP the same and tweak modules to make it all work, I think it may be simpler to just reduce the base HP and increase the number of slots. Similar levels of eHP would still be obtainable as they are now, but using similar existing module values (Some tweaking between shield and armor may be needed, but Im speaking in general terms). Not to mention I want to shift away from high Hull HP and focus more on the modules. LAVs would do well under this philosophy as well. 2. Active Armor reps would be good, though I'm not opposed to the idea of lighter passive reps for a "cap stable" fit in addition to active reps. Reactive Plates maybe? You could make shields constantly recharging though their regen rate would need to be adjusted. The current 168 is extremely good even with a 4 second delay. I also would not be opposed to the idea of keeping current regen and delay but offering up Shield Regs to reduce the delay. We're lacking in low slot modules for vehicles anyways (funny considering Dropsuits have the opposite problem) 3. I mean here's my deal, if you don't want to nerf shield resources thats fine, but they have enough to fit full proto shield mods AND armor plates, the Madrugar needs to be able to do the same and add shield extenders. Obviously I prefer a more pure tanking philosophy when it comes to vehicles though, so I'd rather find ways to prevent/discourage the use of armor modules on the Gunnlogi, and allow the Madrugar to fit full Complex modules in its lows and still have room for utility modules in the highs.
2. Cap stable requires the capacitor which is much more needed - It is the core of balance 2a. While shield regs reduce the delay cannot forget that shield extenders do increase the passive rate of regen
3. The Gunlogi can put on all PROTO modules and turrets but its low slots will be used for CPU/PG expansion mods which are also proto but are needed to fit the tank or turrets or both - Its not ideal but better than the madrugar which can barely fit on everything enchanced but nowhere able to fit full proto and fill all slot spaces - Proto sentinal on the otherhand can fit everything proto on it 3a. The variety of modules which were removed from both tanks has lead to this, in my gunlogi i could fit PDS/DCU with nanofibres or dmg mods which happened to be passive - Madrugar on the flip side had heat sinks and scanners/nitros - if there are options to fit then they will be used because they were in chrome and uprising |
Lazer Fo Cused
Shining Flame Amarr Empire
263
|
Posted - 2014.12.18 17:35:00 -
[7] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote: 2. Cap stable requires the capacitor which is much more needed - It is the core of balance 2a. While shield regs reduce the delay cannot forget that shield extenders do increase the passive rate of regen
3. The Gunlogi can put on all PROTO modules and turrets but its low slots will be used for CPU/PG expansion mods which are also proto but are needed to fit the tank or turrets or both - Its not ideal but better than the madrugar which can barely fit on everything enchanced but nowhere able to fit full proto and fill all slot spaces - Proto sentinal on the otherhand can fit everything proto on it 3a. The variety of modules which were removed from both tanks has lead to this, in my gunlogi i could fit PDS/DCU with nanofibres or dmg mods which happened to be passive - Madrugar on the flip side had heat sinks and scanners/nitros - if there are options to fit then they will be used because they were in chrome and uprising
2. I say "cap stable" in quotes as to mean, armor reps that run constantly and don't need to be cycled like a normal active rep. Call it a passive fit if you prefer. 2a. Not in Dust? Unless I've gone totally insane, I'm fairly certain there is currently no way to increase the natural rep rate of shields in Dust (Boosters obviously increase effective rep rate, but you get what I mean.) In EVE, sure, extenders increase regen rate, effectively. 3. You can actually fit a Standard Large Turret, 2 Complex Hardeners and 1 Complex Shield Extender without the need for any PG/CPU upgrade modules, and have enough change leftover to put on utility, plates, ect. (Though the plate *might* require a PG upgrade in the second low slot...I forget offhand). Madrugar can fit 1 Standard Large Turret, 1 Complex Repper, 1 Complex Plate, and 1 Complex Hardener and at that point its pretty much capped out on CPU. It cant fit anything in the highs or any small turrets. At the very least the Madrugar needs more resources to work with. EDIT: Ok so I checked it out, assuming Protofits is correct...for a tanky, OK DPS Gunnlogi you can fit 1 Complex Heavy Shield Extender 2 Complex Shield Hardeners 1 Enhanced 120mm Armor Plate 1 Complex Ammo Cache 1 Standard Large Railgun For a Madrugar 1 Complex 120mm Armor Plate 1 Complex Heavy Armor Repairer 1 Complex Armor Hardener *Nothing in the High Slots* 1 Standard Large Blaster So even without PG/CPU modules, the Gunnlogi is capable of fitting an additional Enhanced HP module over the Madrugar. The Ammo Cache is kinda mute point because its 0CPU/0PG, but again nothing like that exists in the high slots so the Madrugar kinda gets boned on that too. Thing is the PG on the Madrugar fit is still going strong, its the CPU thats severely limiting. I'd really love if I could fit my Madrugar with the above fit with enough CPU to handle a Fuel Injector and a Scanner, or hell even a damage mod.
2a. EVE aka New Eden - Whats in New Eden should be in DUST
3. Standard - Not proto 3a. Your fit is not all proto - My sentinal at proto doesnt have that problem and it doesnt need PG/CPU modules either, it can tank and increase its dmg for its proto weapons 3b. Madrugar sucks when you have 2 slots you effectively cannot use unless you want to gimp yourself 3c. This essentially has been caused by the removal of skills with useful skill bonuses and lack of variety in modules hence dual tanking gunlogis, also having vehicles with such a low amount of PG/CPU is just terrible and it even happened with Enforcers which had milita stats - It doesnt help in EVE i have T1 then 4 other variety of modules then T2 followed by faction/officer and deadspace modules which all have diff stats and that included fitting requirements 3d. Tiercide or adv/proto hulls - It needs to be sorted once and for all because either way i want proto modules on everything and should be able to fit it like i can my infantry suits with all proto |
Lazer Fo Cused
Shining Flame Amarr Empire
267
|
Posted - 2014.12.18 19:02:00 -
[8] - Quote
Pokey Dravon wrote:2a. *facepalm* whatever. Currently they don't in Dust.
3. Lol I wasn't trying to illustrate a "full proto" fit, I was trying to illustrate that with equal weapons, the Gunnlogi has better fitting capabilities than the Madrugar, even without the use of PG/CPU Upgrades. The general lack of resources is an entirely different issue. It would be best to balance fitting of the two tanks against each other before we start increasing them both, yes? Bringing back the +% to PG/CPU skills won't change the disparity between the two, so I'd like to tackle that first if you don't mind.
2a.*Facepalm* - Well they should
3. Anyone can see the difference before fitting 3a. Be best to put in useful skills and skill bonuses and do theory fits with all skills to level 5 then create a fit for each vehicle |
Lazer Fo Cused
Shining Flame Amarr Empire
269
|
Posted - 2014.12.19 11:27:00 -
[9] - Quote
1. Marauders/Enforcers - 5/3 layout
2. Passive Hardeners - They were great, lower PG/CPU requirements but did a decent job
3. Problem is if you make the hull base HP too low it just means you will have to use a slot for a HP module anyways |
Lazer Fo Cused
Shining Flame Amarr Empire
273
|
Posted - 2014.12.19 19:17:00 -
[10] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote: 3. Problem is if you make the hull base HP too low it just means you will have to use a slot for a HP module anyways
That's kind of the idea. It makes the tank as good as what tier you fit on it, rather than innately good because it has high base HP with fewer slots.
3. It just makes it madatory to put on a HP module - Right now on my current gunlogi fit it has no extenders on it |
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Lazer Fo Cused
Shining Flame Amarr Empire
273
|
Posted - 2014.12.19 19:19:00 -
[11] - Quote
DarthJT5 wrote:Lazer Fo Cused wrote:1. Marauders/Enforcers - 5/3 layout
2. Passive Hardeners - They were great, lower PG/CPU requirements but did a decent job
3. Problem is if you make the hull base HP too low it just means you will have to use a slot for a HP module anyways 5/3 is probably too much. As I've said before, Standard HAV 4/2 Enforcer HAV 4/2 or 4/3 Marauder HAV 5/2 Also, on #3, what pokey said. Sure, you would have to use a hp mod to get back to that hp, but you could also use a slot for something else, making tanks more variable and customizable while also rewarding players who have actually specced into the mods over players who just rely on the good base stats of the hull to do well.
1. 5/3 - If Caldari is 5/3 then Amarr will be 5/3 also due to polar opposites of tanking, shield/armor now that means Minmatar could be 4/4 like it is for assault suits and Gallente is the same 5/3 or even 5/4 |
Lazer Fo Cused
Shining Flame Amarr Empire
273
|
Posted - 2014.12.20 13:04:00 -
[12] - Quote
Sir Dukey wrote: The only idea that is good in this thread is returning tanks back to pre 1.7 and to chromosome levels.
1. This
2. So far everything is trying to make it like it was in the past but somehow worse and yes im looking at ppl who want specalized HAVs to be 4/2 so then do we get another tank which has a 5/3?
3. Even Uprising 1.0 days the HAV vs HAV battles were fun between the STD HAVs, FG were in a good place aswell the only true AV problems were the broken AV nades and SL and the Enforcers had militia stats
4. Chrome was fun for the Marauders and Missile turrets which actually had splash damage |
Lazer Fo Cused
Shining Flame Amarr Empire
279
|
Posted - 2014.12.22 19:41:00 -
[13] - Quote
1. WOT cannot be compared in DUST
2. In WOT if the penetration value of the shell isnt enough to go through the armor thickness which maybe in increased by angling then damage will not be caused where as in DUST you shoot you score everytime
3. DUST has no light tanks or medium tanks
4. TD in WOT have great frontal armor which is generally angled causing shells to bounce, i cant see it in DUST that they have more resistance at the front of the HAV and weaker at the sides and the back |
Lazer Fo Cused
Shining Flame Amarr Empire
281
|
Posted - 2014.12.23 11:08:00 -
[14] - Quote
Pokey Dravon wrote:Tesfa Alem wrote:
That wont work as each module has different fitting requirements. Without a cap on hardeners or damage mods it will be a question of how many of each can a tank stack.
If we have a fully proto level tank than i expect to fit all proto mods on the thing. The only quesion should be the proto module fitting cost.
Well, I'm just going for a rough outline right now, my main question is "If you want to equip Proto this, what should suffer in terms of fitting elsewhere?". I bring this up because I think quite a few dropsuits are incapable of fitting 100% proto everything at the same time (though I know a few can). I gather from your response that you expect to be able to fit full proto defenses, utility, large, and small turrets at the same time, yes? Mmmk thanks for the feedback.
1. Majority of my dropsuits are all proto
2. If i want a fully proto dropsuit then i look at reducing the nades/side arm - In vehicles this means no small turrets
3. A vehicle is alot more powerful than a dropsuit so it should be able to fit on all proto since we are on tiercide with vehicles and not expecting proto vehicles to fit all my proto stuff on it - one way or another i should be able to fit all proto on a vastly more powerful platform
4. On a dropsuit im able to fit more stuff on due to various skill books and bonuses which give me more pg/cpu or saves on PG etc |
Lazer Fo Cused
Shining Flame Amarr Empire
283
|
Posted - 2014.12.23 18:41:00 -
[15] - Quote
1. Reset vehicles and AV to uprising levels 1a. Bring in the current levels of swarms to uprising vehicles, same with AV nades 1b. Bring in PLC 1c. Bring back all the modules and skills for vehicles 1d. Tweek from then on |
Lazer Fo Cused
Shining Flame Amarr Empire
284
|
Posted - 2014.12.24 13:09:00 -
[16] - Quote
1. JLAV are fro scrubs, HAV are easy to take out
2. Your 150k AV fit is all proto/adv at minimum and can destroy most tanks in 4 shots with no reload needed, BASIC HAV cannot fit all PROTO on it and if you add small turrets its more expensive - SL is the easiest AV weapon in the aim and requires nothing to use it, fire and forget and points come your way and its still broken
3. To make a HAV that will stand a chance of surviving PROTO AV against a BASIC HAV with PROTO modules then you need 15mil SP and up into vehicles, even so half the skills offer no bonuses yet the infantry equivelent do and also its cheap to skill into AV
4. Vehicles have no variety
5. Chrome was fun, Uprising (ignoring the heavily broken swarms and AV nades) was fun at least in PC where you could take on 2 HAVs and a FG whacking you and win with experience, modules timing/usage, core skills - Essentially uprising without the SL and AV nades at OP levels but yet with all the variety for pilots and useful skills and bonuses would be more fun now
6. Half the ideas in the this thread are trying to nerf the Maurauders before they come into the game - 5/3 slot layout should be standard and 4/2 for the basic HAV - Add in all the modules from Chrome and Uprising and HAV vs HAV damage from Uprising and in my book would be perfect - Even the FG from Uprising was perfect - HAVs were useful in PC in Uprising
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Lazer Fo Cused
Shining Flame Amarr Empire
284
|
Posted - 2014.12.24 15:36:00 -
[17] - Quote
Breakin Stuff wrote:1. JLAV are fro scrubs, HAV are easy to take out
I note that only HAV drivers are defending the overtanked Gunnlogi. Re-read where I said that REs should eat a nerf because packed (AV) REs exist that are harder to use on a JLAV.
2. Your 150k AV fit is all proto/adv at minimum and can destroy most tanks in 4 shots with no reload needed, BASIC HAV cannot fit all PROTO on it and if you add small turrets its more expensive - SL is the easiest AV weapon in the aim and requires nothing to use it, fire and forget and points come your way and its still broken
Re-read. My 4-shot wish is with a hardener turned OFF. If HAVs must obey waves of opportunity, AV should have to be patient and seek an opening.
3. To make a HAV that will stand a chance of surviving PROTO AV against a BASIC HAV with PROTO modules then you need 15mil SP and up into vehicles, even so half the skills offer no bonuses yet the infantry equivelent do and also its cheap to skill into AV
To make a proto AV fit that will consistently gank vehicles (Sentinel ONLY, I haven't built a real light AV fit) you need a similar SP investment or you're basically putting up a sign that says "EASY WARPOINTS." My AV fit alone is WELL over 20m SP on each of the sentinel suits because I made damned sure that my SP focus was on AV, everything else was secondary. So attacking and surviving long enough to pull the kills, which means maxed cores and armor/shield skills.
4. Vehicles have no variety
Agreed. I made this point as well.
5. Chrome was fun, Uprising (ignoring the heavily broken swarms and AV nades) was fun at least in PC where you could take on 2 HAVs and a FG whacking you and win with experience, modules timing/usage, core skills - Essentially uprising without the SL and AV nades at OP levels but yet with all the variety for pilots and useful skills and bonuses would be more fun now
I wish we could just revert to chrome for AV/V. That... was... FUN. Even if the other infantry whined about the Marauders. I had fun soloing them, even if I was burning through 5-7 proto suits for each burn down.
6. Half the ideas in the this thread are trying to nerf the Maurauders before they come into the game - 5/3 slot layout should be standard and 4/2 for the basic HAV - Add in all the modules from Chrome and Uprising and HAV vs HAV damage from Uprising and in my book would be perfect - Even the FG from Uprising was perfect - HAVs were useful in PC in Uprising
The AV would have to be buffed for a 5/2 and 2/5. there is no getting around it. AV is balanced for CURRENT HAVs. So if you got your wish and Rattati makes a tier up, the AV (except swarms) would need to be buffed accordingly. Because your Vehicle driver argument that there is PRO AV but not PRO vehicles means that because the PRO AV is balanced against a STD vehicle it would have to be stepped up accordingly.
1. The Madrugar should be brought up to the Gunlogi level, would help if modules such as hardeners offered 40% accross the board
2. HAV should obey the laws of the capacitor
3. You really dont need 20mil SP to kill the current vehicles, maybe in Chrome and Uprising but not now and even so the 15mil into HAVs currently would get crushed by the same vehicles in Chrome and Uprising and 15mil SP in them days did not give you a fully fitted HAV
5. Chrome AV/V was fine for FG, SL/AV nades utterly broken un Uprising
6. AV wouldnt have to be buffed, if players are saying AV should be secondary then let it be secondary and not have the force of a 1000suns, HAV vs HAV needs to come 1st because frankly if vehicles are out to kill other vehicles then it needs to be good and fun - Frabkly its twitch and who sees who 1st where as Uprising offered alot more in HAV vs HAV 6a. Marauders are not PROTO vehicles - We are told they are sidegrades which are still tiercided because we have no ADV/PROTO vehicles still even for basic - If this is going to be the case then its still PROTO AV vs BASIC HAVs even specalised BASIC HAVs at best so BASIC has to survive against PROTO but if it doesnt then what is the point of vehicles? Everything a vehicle can do which really is limited infantry can do better everytime |
Lazer Fo Cused
Shining Flame Amarr Empire
286
|
Posted - 2014.12.24 19:03:00 -
[18] - Quote
Pokey Dravon wrote:Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote: then I can't respect someone. I have yet to see any evidence that you respect ANYONE. I respect those that don't whine about tanks being OP, that they shouldn't be their own best counter, that AV is UP, etc. It's more like that you don't respect anyone who doesn't agree with you completely. But it's fine, Rattati is a smart enough guy to not listen to people who act irrational and crazy. So your overly biased opinions will be quickly disregarded by the people who actually matter. So by all means, carry on, I'll bring popcorn.
1. Who are the 'people that matter'? infantry?
2. Where are the rest of the pilots? Mostly quit or dont believe in CCP, the vast majority of pilots i fought against in PC and the old builds are no longer around - All that is left is the 'new pilots' who think they know what it was like but really have no clue and its evident in this thread - Pity that Rattati had to ask the people because so many pilots have left and gone, all we have is fakes and infantry
3. The longer this thread goes on the less hope i actually have of seeing some damn good vehicles, all im seeing is non pilots and infantry arguing on how to gimp vehicles before they come into the game and asking to buff AV because of new vehicles that they may not be able to kill in 4shots
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Lazer Fo Cused
Shining Flame Amarr Empire
288
|
Posted - 2014.12.25 15:23:00 -
[19] - Quote
Spkr4theDead wrote:THUNDERGROOVE wrote:True Adamance wrote:Lost faith in this initiative.
Thanks for trying CCP Rattati. It's been stated. All the good pilots are long gone after waiting nearly a year for CCP to fix vehicles and they never did. Now that CCP shows interest everyone left is too bitter to come to an unanimous decision. Doesn't matter as none of the best pilots are around anymore to express their opinions and they're the ones who should be listened to. None?
1. Barely anyone i recognize from the very 1st days of PC in Uprising except you and maybe a few others in this thread and if you could hang with the best in the old PC days you were good
2. Where are the likes of Jason Pearson/Covert Clay/Zitro/Slap/Aldin/Lecutch/Mary/Takahiro Kashuken/Mav/Anyone from GAC and many more that i will have missed out? They are not here and have been replaced by 1.7 vehicle users who have no idea what the old days were like or infantry who are afraid of having to deal with vehicles again which have some teeth
3. I will wait to see what CCP does - Easiest way is to revert back to Chrome/Uprising days and add in the new SL/AV nade numbers while vehicles get alot more variety and skills/modules and skill bonuses back but that ship has sailed but i feel its what the pilots of old would want, more variety and true sense of a playstyle worth skilling into, all they need is a sense of purpose on the battllefield but in the old PC days the pilots did to a small extent which lead to HAV v HAV fights a plenty |
Lazer Fo Cused
Shining Flame Amarr Empire
297
|
Posted - 2014.12.26 14:53:00 -
[20] - Quote
Breakin Stuff wrote:This line of accusative BS does not help Rattati figure out how to bring back mads and enforcers. He's making them sidegrades not direct upgrades. We can **** and moan about it or we can provide useful feedback that helps him make them as awesome as possible within the constraints.
Complaining that it's not perfectly in line with your personal vision is useless.
1. Vehicles are not like dropsuits
2. Sidegrades are what dropsuits do have but if you compare a sentinal to a basic heavy you will take the sentinal every time for the bonus
3. Vehicles are more expensive in SP and ISK, to make a basic HAV its far more expenisve than your basic dropsuit so no one is going to skill into something that is worse than what we have ie old enforcers in Uprising
4. Vehicles are tiercided - That means a BASIC HAV which it is has to have the ability to stand upto PROTO AV, old Chrome/Uprising were able to stand upto PROTO AV because we had core skills/more module variety and a better slot layout - The old pilots are still trying to get across this core message that players like you still do not understand and will never understand because you never tanked through the old days
5. Personal Vision is actually Chrome/Uprising build - It is essentially what CCP made and did right until they decided to delete it all - The return to Chrome/Uprising would be welcome by pilots, it may even bring a few of the old pilots back who have long gone and left this game whos voices and input is greatly missed and instead is replaced with infantry and new pilots who never piloted in the good ol days of Chrome/Uprising |
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Lazer Fo Cused
Shining Flame Amarr Empire
302
|
Posted - 2014.12.27 00:19:00 -
[21] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:because you never tanked through the old days
Been a madrugar pilot since early beta. Love how you nerds assume that because I'm primary AV I don't have a clue what I'm talking about.
1. This thread has numerous examples of you not knowing what you are talking about aswell as your usual posts in general |
Lazer Fo Cused
Shining Flame Amarr Empire
303
|
Posted - 2014.12.27 13:18:00 -
[22] - Quote
Tesfa Alem wrote:Wow and i thought the ADS threads went south, more than half of this seems to be crying about whether breaking stuff is a tanker or not.
Who cares? I in fact respect his opinion NOT because he agreed with pilots that the nerf was harsh, but spent good time testing it out ingame to verify the findings. Like it or not we need a dedicated rational AV player (scrub) to help balance out what we want from the tanks, and what the infantry will have to deal with.
Can we get back on subject?
If not,its seems like the Rational voices are being drowned out. Would love to continues this elsewhere. True, Pokey, Breakingstuff, other players who can have a discussion about vehicles coming back can catch me in game or on skype. Tesfa514.
1. This thread is about vehicles - not AV, not infantry
2. If HAV vs HAV and other vehicles are not balanced 1st between each other then its pointless
3. If the vehicles are not improvements over the BASIC HAV then its pointless
4. If we dont know what modules/skills and skill bonuses are coming back then we are working in the dark and proper theory fits cannot be made
5. The other problem is that Rattati needs to update with what CCP thinks they should bring back and placeholder numbers for slots/PG/CPU and anything else they want to bring back - This is guessing in the dark |
Lazer Fo Cused
Shining Flame Amarr Empire
303
|
Posted - 2014.12.27 13:21:00 -
[23] - Quote
True Adamance wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:Lazer Fo Cused wrote:because you never tanked through the old days
Been a madrugar pilot since early beta. Love how you nerds assume that because I'm primary AV I don't have a clue what I'm talking about. 1. This thread has numerous examples of you not knowing what you are talking about aswell as your usual posts in general This thread has a lot of examples from "established tankers" not actually understand what a tank is.....but its fine either way. I just hope Rattati actually listens to the one fairly competent individual in this thread and acts on his suggests. ((Three guesses who its it.... cuz its not me, its not spkr, and its not dukey))
1. Ones man competent individual is another mans idiot - Case in point is judge who the vast majority thought was competent and has shown is anything but and now has fallen off the face of the earth |
Lazer Fo Cused
Shining Flame Amarr Empire
303
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Posted - 2014.12.27 16:12:00 -
[24] - Quote
Breakin Stuff wrote:Why dont you get off your ass and provide numbers and feedback that is useful rather than trying to shout everyone down? - I have done, but the numbers already existed in Chrome/Uprising builds
Between you and spkr the contribution hs been the rough equivalent of plugging your ears and loudly yelling NONONONONO to try and drown people out. - Like your doing
Secondly this attitude that only HAV drivers have any right to comment on HAV balance needs to die. - No
Everyon from the oldest, bitterest vet to the rankest of new newbies has every right to weigh in on any aspect of the game. This elitist "you're not X therefore you want to ruin Y thus your opinion is invalid" BS is so childish that anyone spouting it should have their game privileges removed. - Nope, infantry shouldnt have a say in vehicle matters because 99% of infantry hate vehicles and want COD
Last time this "only tankers get to comment on balance" BS was widespread the rest of us had to cope with the fact that the marauder master race hada gentlemen's agreement not to fire upon one another so they wouldn't lose 2.5 million ISK. - Very few pilots did that but it was fun and frankly was the only way pilots could take a stand against the OP AV buffs at the time
So we got to see enemy marauders ten meters across from each other farming infantry while ignoring other tank drivers. - Good times
That was why I specced heavy, maxed a forge gun and made it my mission in DUST to make every tank burn. - Seems you want it easier aswell with some of your comments
That is what you get when only pilots get to comment on vehicles. What happens when only AV players get to weigh in on AV and tank drivers get cut out? - We end up with OP AV and consistant buffs over the last 2years of this game being out
You get tanks dead 514 easy mode. - You wanted it and asked for it and CCP delivered, now we trying to make tanks have some teeth and you are against it
Understand laser fo cused you and people of your mindset are firmly in the minority. The rest of us refuse to return to the days where HAVs were more or less unstoppable and the lot of you get to pad you K/D without fear of loss. - Pilots are in the minority, Chrome and Uprising tanks were not unstoppable that was easy AV like swarms and AV nades, HAV vs HAV was fun and balanced, now thats its been dumbed down the pilots of old has gone
You don't get your godmachines back. Period. - While you ask for paper thin HAVs which you dont use and god mode AV, gotcha
You can help make HAVs fun and functional, or your opinions can be discarded. But thus far the primary contribution of "established HAV pilots" has been to insult the people trying to help, provided a "my way or the highway" attitude, made personal attacks and accusations against the other players and crapped all over rattati, up to and including calling him an idiot with no right to touch vehicles. - Being against bad ideas and paper thin tanks is now insults, nice last part your making it up now but at least he admitted he doesnt have a clue, you should take a leaf out of his book
I don't think you nerds get it. He's the lead on DUST. If he decides HAVs are too problematic he CAN in fact remove them entirely. - That would please you and rest of the playerbase, you have already asked for it anyways many times, maybe they should remove them because infantry have never been happy with them even when they get constant nerfs
Not exactly what I call an ideal solution.
1. Ideal solution - Chrome/Uprising 1a. Basic HAV - 4/2 slot layout 1b. Marauders - 5/3 slot layout, old shield and armor values 1c. Enforcers - 5/3 slot layout, old shield and armor values, buffed CPU/PG 1d. All old modules/skills and skill bonuses added back in 1e. Current AV values added in 1f. Hardeners across the board standard 30% 1g. L Blasters back to dot sight, they were perfectly fine in Uprising as AV and AI, if you want small turrets to do it like S railguns then dont complain when they work and saying they should be AV instead or if its for S blasters to do it then get rid of the dispersion and give them decent range so they are useful 1h. L missiles back to Chrome - L missiles should have splash, its a missile as long as a merc so its going to have an explosion radius, current infantry ignore splash 1i. L railgun - 600m range or at least 450m 1j. Pilot suits 1k. Capacitors - The true balance to any and all vehicles 1l. Minmatar/Amarr vehicles 1m. Tiercide or not - Vehicles are tiecided, modules are not, dropsuits are not, equipment/weapons/infantry modules are not, basically if its tiercided then the BASIC hulls which they are need to stand upto PROTO AV and be able to fit PROTO mods on all slots, if you disagree then we get ADV/PROTO hulls then
2. The past was better - No one asked for 1.7 but pilots had to make do with it, main 1.7 problems were easy swarms with 3k per volley and various bugs (invisible swarms, going around 4 corners, lock on when not on target, firing when not on target etc) and 3k per AV nade and rendering so we couldnt see infantry 50m in front of us - Fix that and it was gravy but no it all got changed so pilots adapted with what we were given until it eventually got nerfed to what we have now |
Lazer Fo Cused
Shining Flame Amarr Empire
307
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Posted - 2014.12.27 18:13:00 -
[25] - Quote
Breakin Stuff wrote:Stuff [/i]
1a. Sentinal, Scout, Assault, Logi are not sidegrades - If Enforcer goes to 3/2 for 'glass cannon' then stick with basic HAV and dont bother wasting the SP or ISK
1e. Im not going to let in 400m broken swarms doing 3k dmg per volley while staying invisible and going around 4 corners which they still do, same with AV nades doing 3k never missing per hit, FG are fine they need tweeking
1f. You can never get 100% resistance due to stacking penalties
1i. The problem is with the redline, move that back 500m and no matter what every has to come out to play and be at risk to flanking
1k. If this moves to PC expect it, micromanagement HAVs used to have anyways, this adds another layer in which you are able to get the best out of your vehicle aswell as adding new mods/skills = variety
1m. The gunlogi is fine overall but the maddy needs to be buffed to the gunlogi std, as it is i can solo any HAV with 4 IAFG shots while they are unable to defend themselves against me, thats not balanced to me
2. Where did i blame Rattati? these are facts like it or not, we nearly had balance |
Lazer Fo Cused
Shining Flame Amarr Empire
310
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Posted - 2014.12.28 16:16:00 -
[26] - Quote
Breakin Stuff wrote:Gunnlogi base tank for a "proper" fit starts at 5 IAFG shots. I tested this with an HAV pilot when I was looking to see if Heavy Damage mods changed TTK (they don't).
I've had gunnlogis refuse to pop after dumping two magazines into them.
Now this might be because I don't think the hardener animations are loading, so it's impossible to tell. I only ever see the Attempt to use a shield booster, which I put a stop to as fast as possible.
But can confirm 5+ shot minimum to kill most gunnlogis. 3-4 to kill most hardener active sicas. If it's because of hardener animations not working, then it's like the swarm issue, the invisible stuff needs to be fixed.
But when the baseline buffer tank of the Gunnlogi exceeds there's a problem.
And as far as I am concerned counting on always hitting the weakspot is a sucker bet.
But I would not be remotely shocked to find out that people are getting a false positive because the hardener animations are screwy. if that's the case, then it means there's no way to differentiate between a gunnlogi hardened and a gunnlogi vulnerable.
If this is the case then I'll say get the animation to work and bam. fixed entirely, and then we can do the push-pull with AV/V as we go. But the madrugar needs love for sure.
and no, I don't want the 3k swarms back either. Anything doing more damage than a Proto rail cannon or Wiyrkomi Breach needs to have a few sharp drawbacks.
Personally I'd rather see swarms high alpha, have to hold lock from launch to impact, swarms make a direct path to the vehicle, not following the vehicle's path. But that's a discussion for another thread.
Edit: and the frames for dropsuits are nothing more than an illusion of contant/SP paywall. The better example of sidegrade would be logi vs. assault or commando vs. Sentinel, or if we ever get one, scout vs. pilot.
1. 4 IAFG does the job in most cases, 4 will move the HAV away if the pilot is smart enough which is a win in my book, 2 will defo kill it outright
2. Hardener animations show up for me, the booster is a quick flash but even then the booster may not work anyways and you can stop the regen with another shot even if its half way through the boost thus stopping it
3. The gunlogi is anti explosive, all AV weapons barring 2 do armor damage, add in a hardener and its 50% resistance off the bat
4. Weakspot is still there, 1 good shot on it and the shield can be gone or at least half shields and getting behind generally isnt a problem unless your on foot
5. Swarms are another matter but fire and forget needs to be removed
6. Scout vs Pilot are 2 different suits completely, 1 is for combat the other is for use with a vehicle and no anti infantry capabilities - That said they are better than basic and are used over basic everytime |
Lazer Fo Cused
Shining Flame Amarr Empire
310
|
Posted - 2014.12.28 16:17:00 -
[27] - Quote
Breakin Stuff wrote:You are aware that you can dance between shots of a large blaster, right?
It's doable in a sentinel.
1. Thats because the L Blaster has dispersion and that it is down to luck if your shots actually hit, accuracy is longer a factor when using blasters |
Lazer Fo Cused
Shining Flame Amarr Empire
310
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Posted - 2014.12.28 18:52:00 -
[28] - Quote
DeathwindRising wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:You are aware that you can dance between shots of a large blaster, right?
It's doable in a sentinel. 1. Thats because the L Blaster has dispersion and that it is down to luck if your shots actually hit, accuracy is longer a factor when using blasters its the same weakness for tank as panzerfaust trooper were for tanks in WW2. give rail turrets and the forge gun dispersion as well and they wont be able to snipe infantry at long range but still be able to hit vehicles. small blasters **** infantry when youre in range. they can jump all they like and it wont save them EDIT: tanks cant operate effectively without infantry support. they never have. yet we want them to be solo machines in dust that do everything on their own with zero support. i see heavies die all the time because they didnt have a logi. it should be the same for tanks being overrun by AV troops
1. What range is that then for small blasters? 1m? the dispersion is terrible for both turrets and the blasters range is pathetic, how are my gunners supposed to keep AV off me when they can barely hit 100m let alone 150m?
|
Lazer Fo Cused
Shining Flame Amarr Empire
314
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Posted - 2014.12.28 18:58:00 -
[29] - Quote
Alaika Arbosa wrote:DeathwindRising wrote: EDIT:
tanks cant operate effectively without infantry support. they never have. yet we want them to be solo machines in dust that do everything on their own with zero support. i see heavies die all the time because they didnt have a logi. it should be the same for tanks being overrun by AV troops
Speak for yourself, I still think that they should all be Crew Served unless you're in an (as of yet unreleased) Pilot suit which would allow you to control all aspects of the HAV in a solo fashion.
1. Infantry cant deal with HAV how they are now, i cant see them agreeing to use 3 AV to take down a 3man HAV
2. Crew service brings up too many problems anyways, the only playstyle in which you need another 2ppl to use your 30mil SP and 700k vehicle where as i can solo in my 30mil SP infantry style and not need anyone else |
Lazer Fo Cused
Shining Flame Amarr Empire
315
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Posted - 2014.12.29 13:08:00 -
[30] - Quote
Alaika Arbosa wrote:Lazer Fo Cused wrote:Alaika Arbosa wrote:DeathwindRising wrote: EDIT:
tanks cant operate effectively without infantry support. they never have. yet we want them to be solo machines in dust that do everything on their own with zero support. i see heavies die all the time because they didnt have a logi. it should be the same for tanks being overrun by AV troops
Speak for yourself, I still think that they should all be Crew Served unless you're in an (as of yet unreleased) Pilot suit which would allow you to control all aspects of the HAV in a solo fashion. 1. Infantry cant deal with HAV how they are now, i cant see them agreeing to use 3 AV to take down a 3man HAV 2. Crew service brings up too many problems anyways, the only playstyle in which you need another 2ppl to use your 30mil SP and 700k vehicle where as i can solo in my 30mil SP infantry style and not need anyone else 1. Then they deserve to be roflstomped by the rolling abomination that the fully crewed HAV would present (despite what some would say it is NOT a nerf, if anything requiring Crew Service would be a massive buff to the playstyle). 2. You're assuming that one person with 30m SP into HAVs and one person with 30m SP into Infantry are on equal footing on the battlefield and they're not at all. The HAV is a battlefield tool that greatly increases the battlefield potential of the individual piloting it (regardless of how many SP they've devoted to them). Encouraging people to pursue this as a solo endeavor (by making turret slots removable) was a bad idea to begin with though the early tankers cried incessantly and vehicle locks were apparently too complicated. We're all lying in the bed that they made for us (and surprise surprise, they're not here now to deal with the monster they created). Crew Service (and letting go of the misguided notion that HAVs do not exponentially increase an individuals battlefield potential) solves these problems.
1. They used to get rolfstomped by HAV drivers in the past when infantry refused to bring out AV or even skill into it, wasnt the pilots faults but infantrys, CCP answer was to nerf everything into the ground to make it easier for infantry
2. A player with 30mil SP into infantry is alot more versatile than the 30mil pilot 2a. The HAV is not a battlefield tool, its the individuals tool, it is something they skilled into to use, it costs ISK for them to use and because it costs ISK and SP they can fit it how they like it, small turrets are pointless and generally useless now and no one uses them in PC because it means you have to gimp the tank - I have not once seen a 3man HAV in a PC because it is not done and not worth it but as usual back in Chrome days i did use a 3man HAV but infantry cried that i was too powerful as usual so HAV have been nerfed - 16v16 isnt worth it to have 3ppl in 1 vehicle when 1 AV can kill it outright
3. Crew service just means you need 3ppl just so you can use what you skilled into and bought which effectively no longer makes it a viable playstyle at all because its the pilot which need to put all the SP/ISK into something that they cannot use if they are the only one on - Its such a bad idea
4. You dont use vehicles do you? |
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Lazer Fo Cused
Shining Flame Amarr Empire
315
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Posted - 2014.12.29 13:11:00 -
[31] - Quote
Breakin Stuff wrote:Sir Dukey wrote:CCP Rattati wrote:A necessary reminder, those who are not going to read the proposal and have nothing constructive to say, should not comment in this thread. Thanks. Dude, you haven't replied once on this thread. Guess it shows us how much CCP cares about vehicles- the real bloodline of this game. Wow. This post totally isn't arrogant, self-serving and dismissive of the majority of the playerbase at all.
1. Rattati hasnt replied to anything in this thread
2. The spreadsheet hasnt been updated
3. We have no idea what CCP are thinking currently
4. Other threads that Rattati has created has more than 5posts by him on various things, the only way vehicles will progress is if CCP actually try to create a discussion on there vision for vehicles |
Lazer Fo Cused
Shining Flame Amarr Empire
315
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Posted - 2014.12.29 13:14:00 -
[32] - Quote
DeathwindRising wrote:Lazer Fo Cused wrote:DeathwindRising wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:You are aware that you can dance between shots of a large blaster, right?
It's doable in a sentinel. 1. Thats because the L Blaster has dispersion and that it is down to luck if your shots actually hit, accuracy is longer a factor when using blasters its the same weakness for tank as panzerfaust trooper were for tanks in WW2. give rail turrets and the forge gun dispersion as well and they wont be able to snipe infantry at long range but still be able to hit vehicles. small blasters **** infantry when youre in range. they can jump all they like and it wont save them EDIT: tanks cant operate effectively without infantry support. they never have. yet we want them to be solo machines in dust that do everything on their own with zero support. i see heavies die all the time because they didnt have a logi. it should be the same for tanks being overrun by AV troops 1. What range is that then for small blasters? 1m? the dispersion is terrible for both turrets and the blasters range is pathetic, how are my gunners supposed to keep AV off me when they can barely hit 100m let alone 150m? are trying to snipe them? small blaster shooting out to 100m is like asking for an ion pistol to have the same range as the plasma rifle. that siad. i kill heavies out to somewhere between 50m and 70m. which feels good enough for defense. on a LAV its more useful as you can move around more to keep safe distance but apply damage. most of my small blaster kills were done while on a LAV. on a tank, the issue is that no one wants to get close enough to use small blasters because tank handling is poor. so if you get into some thick stuff you might not make it out. so everyone tries to keep distance and use the large blaster since it has more range. this range is outside of small blasters, so theyre useless as a supplement to the large blaster. this could be fixed, by allowing tanks increased range on small turrets, but idk if its really needed
1. AV can be out as far as 300m, no small turret can hit that far and the only large is the rail, 175m SL user again too far for small turrets also tho small turret rendering sucks so you cannot see that far out anyways
2. For the small turrets to be useful you need to be on top of them which means never miss AV nades and easy frisbee RE while at major risk to heavy AV which can be anywhere
3. Its not worth it, my AR is more accurate and has more range |
Lazer Fo Cused
Shining Flame Amarr Empire
324
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Posted - 2014.12.30 13:35:00 -
[33] - Quote
Alaika Arbosa wrote:Breakin Stuff wrote:Hey Alaika you're arguing with a wall.
Neither Laser or Spkr are ever interested in actual debate and discussion on vehicle balance. for them it's the DOMINATING GODS OF THE BATTLEFIELD or it's not being done right. It's kinda entertaining to poke them but ever since they came into the thread nothing useful has come of the discussion.
So I think Rattati should honestly shelf bringing any HAVs in, old or new until people learn to play nice and quit biting the hand offering stuff.
Their elitist attempts to drive out anyone but their definition of "real tankers" (read: the two of them) because they don't want the rest of the playerbase, who will be affected by any buffs to vehicles as well, to be able to weigh in, so they come in and rather busily try to shout everyone down, act toxic and completely derail the thread, which they have succeeded admirably at.
And this is pretty typical behavior.
Fun, huh? Yeah, loads /sarcasm TBH, it wouldn't surprise me if Laser was English/Takahiro (I see some of the same cherrypicking techniques in his arguments).... I think that if I actually organized all of my collected thoughts on vehicle redesign it might be something people would be more interested in (a lot of it is stuff we've been asking for for a while now).
1. I would reply to your other wall but since your are going to make a thread i will take it apart then
2. Cherrypicking? You mean looking at the flaws and problems of a propsed idea is now cherrypicking? Looks like anyone who disagrees with you is now cherrypicking and also has to be someone else, i think you are getting paranoid |
Lazer Fo Cused
Shining Flame Amarr Empire
324
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Posted - 2014.12.30 16:05:00 -
[34] - Quote
Breakin Stuff wrote:It's cherrypicking when you pick out only things you don't like and ignore every other relevant thing in a post.
So yes, you cherry pick. There's enough examples on the forums that anyone not utterly monofocused on one party line could spot.
1. So again pointing out flaws and problems is cherrypicking? you do know then you also cherrypick if we follow your definition of cherrypicking |
Lazer Fo Cused
Shining Flame Amarr Empire
328
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Posted - 2014.12.30 18:14:00 -
[35] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:It's cherrypicking when you pick out only things you don't like and ignore every other relevant thing in a post.
So yes, you cherry pick. There's enough examples on the forums that anyone not utterly monofocused on one party line could spot. 1. So again pointing out flaws and problems is cherrypicking? you do know then you also cherrypick if we follow your definition of cherrypicking difference is I'm capable of acknowledging valid points and ideas not in absolute lockstep with my own. And I explain with reasons why I disagree, not with truncated, childish lists bereft of context.
1. I also do what you just described
2. I use lists to get to the point and explain my reasons, i do this for the ADHD people who fall asleep or get distracted by a button when reading walls of texts |
Lazer Fo Cused
Shining Flame Amarr Empire
335
|
Posted - 2014.12.31 14:17:00 -
[36] - Quote
True Adamance wrote:Again want to point out if Rattati cares where he can take inspiration from in terms of tank design.
The WW2 American Tank line up is brilliant.
M4 Sherman Medium Tank (Standard Hull) is the perfect example of the Madrugar in many respects. It's got thick armour, a competitive main gun, and fair mobility capabilities in terms of weight to power ratios.
The M41 Walker Bulldog (Enforcer) is a thinly armoured tank with a big gun that uses sabot ammunition. Was one of the fastest tanks the Americans developed during the time but only had a maximum armour thickness of something like 32mm at its strongest point.
The M106 Heavy Tank (Marauder) was an armoured behemoth and carried on of the largest cannons of the era while having an effective armour thickness on its glacis plate of almost 300mm being impenetrable to most smaller calibre weapons at longer ranges.
1. WOT/WW2 does not work in DUST - These tanks were created this way because of the era at that time - Penetation values of the ammo for example to thicker armor on the front turret means that the tank was going to be used hull down and bounce rounds of it
2. DUST is shield and armor - But you cannot bounce rounds, you cannot angle your tank so your treads get hit but you take no damage, you cant go hull down and let the turret bounce a few - damage is damage in this game, what it does it what it delivers
3. Glass cannons - TD or light tanks, TD massive frontal armor sloped to bounce rounds, light tanks fast and hard to hit - DUST glass is glass, you cannot bounce rounds only absorb damage, less HP = dead
4. WOT to DUST - Only way is to use skills/skill bonuses - For the enforcer to be like the TD because its a tank it needs to have more damage for its main turret to act like a TD, maybe have longer range too, also for it to be like a TD the turret doesnt move or it does very slowly in comparision to a normal tank and that it has more resistance at the front, weaker at the sides and at the back weaker still but between the TD there are variations such as the Hellcat 60kph or the Jpanther with strong frontal armor sloped or the AT7 with 200mm frontal armor not sloped but thick enough to stop most things |
Lazer Fo Cused
Shining Flame Amarr Empire
337
|
Posted - 2015.01.01 15:11:00 -
[37] - Quote
Thaddeus Reynolds wrote:Lazer Fo Cused wrote:True Adamance wrote:Again want to point out if Rattati cares where he can take inspiration from in terms of tank design.
The WW2 American Tank line up is brilliant.
M4 Sherman Medium Tank (Standard Hull) is the perfect example of the Madrugar in many respects. It's got thick armour, a competitive main gun, and fair mobility capabilities in terms of weight to power ratios.
The M41 Walker Bulldog (Enforcer) is a thinly armoured tank with a big gun that uses sabot ammunition. Was one of the fastest tanks the Americans developed during the time but only had a maximum armour thickness of something like 32mm at its strongest point.
The M106 Heavy Tank (Marauder) was an armoured behemoth and carried on of the largest cannons of the era while having an effective armour thickness on its glacis plate of almost 300mm being impenetrable to most smaller calibre weapons at longer ranges. 1. WOT/WW2 does not work in DUST - These tanks were created this way because of the era at that time - Penetation values of the ammo for example to thicker armor on the front turret means that the tank was going to be used hull down and bounce rounds of it 2. DUST is shield and armor - But you cannot bounce rounds, you cannot angle your tank so your treads get hit but you take no damage, you cant go hull down and let the turret bounce a few - damage is damage in this game, what it does it what it delivers 3. Glass cannons - TD or light tanks, TD massive frontal armor sloped to bounce rounds, light tanks fast and hard to hit - DUST glass is glass, you cannot bounce rounds only absorb damage, less HP = dead 4. WOT to DUST - Only way is to use skills/skill bonuses - For the enforcer to be like the TD because its a tank it needs to have more damage for its main turret to act like a TD, maybe have longer range too, also for it to be like a TD the turret doesnt move or it does very slowly in comparision to a normal tank and that it has more resistance at the front, weaker at the sides and at the back weaker still but between the TD there are variations such as the Hellcat 60kph or the Jpanther with strong frontal armor sloped or the AT7 with 200mm frontal armor not sloped but thick enough to stop most things My only points of contention are numbers 1 and 3... 1. Why wouldn't WW2 examples work for the time/place of DUST 514 (at least as abstractions to give us a general idea of how the different HAV hulls should operate) 3. Why not give Enforcers massive resitances to the front? they can give a decreased resistance (or negative value) to a weak point on the back, why not strengthen the front?
1. Armor needs thickness and angling while all ammo needs penetration values and how does that work with shields and EVE in general?
3. Its the only way to do it in new eden so flanking is required but the problem is that damage is still caused where as TD in WW2 were able to bounce shots for no damage |
Lazer Fo Cused
Shining Flame Amarr Empire
343
|
Posted - 2015.01.02 17:56:00 -
[38] - Quote
1. Problem with all that is that its another overhaul for a new type of tank
2. The reduction of module slots and seperation into specific areas does limit what you fit on to it, possibly allow rigs as in EVE and maybe a unqiue module that cannot be taken off but also does not take up a module slot so that all the races can use them without half the races having to put it into a tank slot but comes with that specific vehicle - Im sure someone has said this before somehwere
3. For a 'TD' type of tank then would the turret come with it? ie a turret that you cannot buy on the market but cannot be removed from the tank either, so the turret is a specalized turret
4. The resistances could work possibly for shield, but for armor seems out of place, how would laser work? the armor reflects the laser beam onto a nearby enemy tank and causes damage or the laser goes straight through it - Cant really have sloped/angled armor with laser or even missiles |
Lazer Fo Cused
Shining Flame Amarr Empire
350
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Posted - 2015.01.04 12:08:00 -
[39] - Quote
Pokey Dravon wrote:
- More slots for HAVs and LAVs to allow more flexibility in fitting.
- General push to make modules a more important part of fitting, and base hull stats less important.
- Move armor repair back to an active module
- Keep shield recharge passive, but require a module of equal tier in order to surpass an armor repairer (Natural Shield Regen < Armor Repairer < Shield Regen + Recharger < Shield + Booster)
- Reduce Shield Recharge Rate on Armor Vehicles
- Make shield and armor vehicles have more similar total base HP, with main difference being in module HP/regen.
- Either move shields to 0 delay, or introduce skills & modules to reduce shield recharge delay.
- General rebuild of the skill system. Will attempt to leave existing skills intact, even if effect is modified (Avoid need for respec)
- Reintroduce/Add removed/needed modules.
- Explore options of Passive/Active modules with lesser/greater effectiveness.
1. I said that
2. With vehicles base hull stats should be different for each vehicle and possibly improved in places if specalized
3. I said that
4. I said that
5. Might have said that
6. Total base HP is one thing but having 2 vehicles at 5k HP but one shield and armor with most of the weapons doing damage to armor atm means advantage shield hence why armor has more atm but it doesnt seem to help
7. Shield should always be 0 - Constant passive shield regen - I said that
8. Go back to Chrome/Uprising vehicle skill tree - I said that
9. I said that
10. Its same as 9 since removed passive resistance modules offered less resistance for lower PG/CPU fitting and not needing to be active
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Lazer Fo Cused
Shining Flame Amarr Empire
371
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Posted - 2015.01.08 14:14:00 -
[40] - Quote
Operative 1174 Uuali wrote:Simply have a greater contrast between an offensive and defensive equipped tank.
You mount a proto turret, you can't fit anything better than basic mods and vice versa. The mid range equipped tank, or rather advanced turret tank would be closer to the basic turret tank which would be defensive with complex or enhanced mods.
Also, the turrets would reflect different abilities. A basic blaster turret would be like now. A proto would be like they used to be. However, the proto blaster tank would be a paper tiger.
Also, tank vs. tank combat would be balanced because a weak defensive, strong offensive tank would be inversely proportioned in power to a strong defensive, weak offensive tank.
The difference would be in the minute differences in tank power created by module power skills and the possibility at level 4 fitting skills to fit some enhanced modules on a proto turret tank.
And the most important thing GÇô DON'T MAKE THE MILITIA GRADE TANKS AND MODS AS GOOD AS THE REGULAR ONES!
1. If i mount a PROTO weapon on my suit can i fit nothing but basic on my dropsuit? No far from it even on basic i can fit on a couple of proto modules aswell
2. If i fit a PROTO weapon on my dropsuit does my dropsuit become a 'paper tiger'? No it doesnt
3. How would it be balanced with 'paper tiger' and 'strong defence'? It wouldnt
4. Terrible ideas where vehicle pilots are punished by infantry players who do not suffer from there own ideas |
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Posted - 2015.01.09 11:04:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote:Keep the "sidegrade, not an upgrade" mentality when coming up with prices. No need to make them super overpriced.
1. My sentinal/scout/assault/logi/commando are not sidegrades, they are upgrades because they are better than the base frames and if im going to be training up a x8 skill then it better be improved |
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Posted - 2015.01.09 11:24:00 -
[42] - Quote
Thaddeus Reynolds wrote:Updated my numbers with what I think would be pretty good (drawing heavily from EVE and the Dropsuits)...I don't think these will require too much of an AV Re-balance (other than filling the missing AV Roles).
1. That propsal is depressing
2. Minmatar/Amarr vehicles do not exist and frankly we need to balance what we have now and not what will be introduced
3. Shield recharge on a shield vehicle is less than 20hp/s? Militia dropsuits have better - Its a vehicle with an engine and a shield generator and the old Surya had a better passive shield regen and thats an armor tank
4. Shield/Armor hardeners need to be the same %
5. Resistance numbers for front/side/back will need introducing 5a. I dont think i have a tank in WOT where the sides have better armor than the front, the front is always the strongest part of a tank and the -5/10% at the back isnt needed
6. Shield extenders in EVE always improve regen rate and also do not add to a deley in regen either, its adds to the sig profile 6a. Shield extenders look nerfed 6b. Armor plates are nerfed 6c. Ancillery - Would mean introduction of capacitors which i doubt 6d. Shield hardeners - 18seconds isnt long enough to do anything worthwhile and basic is same as complex should be tiered
7. Turrets - You just increased damage while nerfing the HP of the hulls/modules and activation times with resistance numbers on all sides of the vehicles so in the end add it together and we have TTK which is even quicker than compared to now - Why? You just have made all the work before it pointless since pilots do not want short timers and 3 shot each other
8. Bring back Chrome for AV vs vehicles and Uprising 1.0 for HAV vs HAV 6e. Armor hardeners - You just made them king again compared to shield and basic is same as complex should be tiered |
Lazer Fo Cused
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Posted - 2015.01.09 14:28:00 -
[43] - Quote
Thaddeus Reynolds wrote:1) Really?2) These Racial vehicle values are based on the relative values of the current dropsuits, and don't necessarily need to be fully introduced to achieve balance, but we do need more racial weapons (and damage types to achieve proper balance). 3) Shield regeneration based on a recharge time 3.5 times smaller than the frigates in eve, and every effort made to maintain the charge time when increasing buffer. In addition, rechargers under this proposal are very powerful, and consider fitting a booster every once in a while (It's designed to prevent shield tanks from being massively powerful compared to their armor counterparts). 4) They don't necessarily need to be, provided that shield Hardeners have a low enough active duration and long enough cooldown, but I agree it would be easier to balance if they where identical (feel free to try stuff out, using the armor hardener stats for it...shield's being pulse-like isn't something I'm attached to). 5) Page 3 of the proposal talks about resistance by facing, Are you agreeing with me that it should be introduced? (Hard to tell). 5a) Side Armor stronger on the Brawler Marauders could be changed, but it is to demonstrate their "Orbiting Style" of combat that Rattati suggested, what would good values be for this? 5a-b) Noted, but it isn't that big of a deal to remove them. 6) Yes, in eve shields increase signature radius not some DRD level, but Signature radius helps all weapons hit you better (not to mention decreases enemy lock-time) which is a hard feature to implement in DUST, so DRD helps with the damage application side of things. 6a-b) yes both are nerfed by approx 10% to account for the average resistance gained under the Base Resistance by fitting section, might not be entirely necessary, but I thought it was a good idea to account for gaining 10% more EHP base on the sides, and 20% more base on the front. 6c) No it wouldn't, these are just active armor repairers...(these assume we're keeping our current passive ones as well) 6d) I was keeping with the current feel of shields being pulse-like, and the difference in stats is in the Cooldown, can look at active duration if you'd like 6e) (I saw you down at the bottom) They have the same tiering as shield hardeners, reduced cooldown. This sticks with CCP's current design philosophy...but if you think they need changed, what are good values for them? (I'll plug them in and see how they change things) 7) Rail Turrets have the same DPS as before (Just fire slower), Blasters could be toned down, but all the other weapons are based on the relative DPS of infantry portable weapons (using the Railgun as the Rail Rifle). TTK with railgun might be modified very slightly 8) If CCP happens to have the exact numbers cached somewhere agreed, this is only in case they didn't save the old numbers (or if they felt that reverting to them would be too much of an overhaul) and to demonstrate where racial variants might be. Thanks for the neatly ordered feadback Lazer
1. Yes - Combining everything trying to passive tank wouldnt really be an option, it wasnt that much of an option anyways before let alone in EVE unless its PVE 1a. Combining everything again with possible theory fits and outcomes everything is roughly the same as it is now which is HAV vs HAV would be very fast but armor could still be the king
2. If, i doubt CCP will do it they have enough problems with this
3. Merlin Frigate - Base Shield 500hp, Shield passive recharge time 625s - Thats less than 1 a second and boosters in DUST are currently iffy at best due to they wont restore all the shield amount and/or if you get hit with AV the booster will stop boosting and recharge stops again 3a. Dropsuits have better passive shield recharge than a vehicle, then again vehicles are better than a ship in EVE, really it should be ship > vehicle > suit since you would think the big thing which has bigger shields and generators would be better - its all backwards
4. EVE has 4 diff types of damage, we have 2 and with them all doing armor so far armor is getting the shorthand of the stick 4a. Shield has always been pulse since the start, boosters used to have 5 pulses before they turned off
5. It doesnt exist in EVE, EVE has a flat base of standard resistance to the 4 diff damage types in which adding mods will change these values - In DUST it would be a flat base for each side and not all over the vehicle - I prefer New Eden and since the shield in DUST covers all of the vehicle why would the back and sides be weaker than the front? What it would be weaker to is EM damage or armor would be weaker to explosive damage as standard - But we need 4 damage types 5a. No values - Shield can be 1mm thick for all we know yet nothing gets through it until its down, armor is armor and the weapon used against it would need penetration values for it to cause damage and i dont think the 2 would work
6. Only weapon which requires lock on is the SL and it is currently broken and unskilled which needs to change 6a/b. But that really doesnt change anything, its the same as now just a few numbers tweeked 6c. Should always be active, active in EVE active in DUST 6d. You said you didnt like pulse like shields and the diff from basic to complex should be more than timers which i hate because cap rules all and also in resistance% like in EVE 6e. 5% change, so milita 25%, basic 30%, adv 35%, 40% proto
7. Same DPS but the hulls and modules have roughly the same HP/EHP so again nothing changes from the current TTK between vehicles
8. I hope they do but TTK should be longer on all sides, this OHK and who sees who first ruins the game completely and i hate twitch shooters
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Posted - 2015.01.09 16:37:00 -
[44] - Quote
Breakin Stuff wrote:
Nowadays I only need to know three things.
1: what your hull is
2: what your gun is.
3:whether you're an HMG sentinel poptart.
That's it.
That's not how it should be.
1. Thats basically it
2. If 2 identically fitted HAV square off against each other now and 1 has base skills and the other has all skills the difference is basically nothing - No extra turret damage/PG/CPU/Shield/Armor/Resistances/Booster amount/Armor rep amount etc - Maybe differences in experience and ammo/reload speed for the turret but they are basically the same and that 20mil SP into vehicles doesnt offer much anymore apart from unlocks
3. Chrome/Uprising you could tell from the stats of the HAV if they had skills or not and the skill tree alone gave a number of options into where to skill 1st while modules created a variety of fits - At 30mil SP you would not have level 5 everything for vehicles let alone have any SP into infantry things because there was always something else you wanted or needed to create that perfect fit or just to finish off a level - The difference in them days was huge, you either went full vehicles or not at all and it felt like a role, like something to get your teeth into - Yes it was hard for a new vehicle pilot due to no MM or decent academy system but you stick with it and learn and improve like any other role |
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Posted - 2015.01.09 17:33:00 -
[45] - Quote
Thaddeus Reynolds wrote:Lazer I think you misunderstood what I was talking about in number 3 and 6...but that's a bit irrelevant to the discussion as a whole. You don't have to explain Eve's mechanics to me, I know them well. Anyway, so if vehicle v vehicle TTK is too low, why not try adjusting the turret DPS instead of increasing base hp too much (I'm adjusting my hp numbers back up and just going to make a note on the resistance page).
What do you think would be a good DPS for the Rail Turret? (If I change its DPS the other guns should update accordingly)
(Guns in my proposal as it is now can only theoretically OHKO a base hull with no HP Mods)
1. New Eden - If its in EVE it should follow to DUST - Its the same universe
2. Chrome was the 2 shot era for vehicles - Uprising 1.0 stopped that with reduction in damage mods and turrets damage - Also more modules slots and variety of modules and turrets with useful skills and skillbooks altered TTK before anyone brought out a vehicle - Vehicles were more defensive in Uprising era because to me at least it did take longer to take down vehicles due to everything above |
Lazer Fo Cused
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Posted - 2015.01.09 18:31:00 -
[46] - Quote
Thaddeus Reynolds wrote:Lazer Fo Cused wrote:Thaddeus Reynolds wrote:Lazer I think you misunderstood what I was talking about in number 3 and 6...but that's a bit irrelevant to the discussion as a whole. You don't have to explain Eve's mechanics to me, I know them well. Anyway, so if vehicle v vehicle TTK is too low, why not try adjusting the turret DPS instead of increasing base hp too much (I'm adjusting my hp numbers back up and just going to make a note on the resistance page).
What do you think would be a good DPS for the Rail Turret? (If I change its DPS the other guns should update accordingly)
(Guns in my proposal as it is now can only theoretically OHKO a base hull with no HP Mods) 1. New Eden - If its in EVE it should follow to DUST - Its the same universe 2. Chrome was the 2 shot era for vehicles - Uprising 1.0 stopped that with reduction in damage mods and turrets damage - Also more modules slots and variety of modules and turrets with useful skills and skillbooks altered TTK before anyone brought out a vehicle - Vehicles were more defensive in Uprising era because to me at least it did take longer to take down vehicles due to everything above I still don't think you understood what I meant there (For instance, having Shield Extenders increase signature profile in DUST won't help every weapon's damage application against that target although it should help with target acquisition, hence we have DRD)...nor did you answer my question...what do you think a good DPS Number (or how much lower from current) do you think Large Railguns need to be? I've updated my numbers slightly based on what you and Breakin have said...but I'll need to work on other skill bonuses later on today. (I've decreased Rail DPS by 20%, so look at the turrets and see what you think)
1.It meas you show up on radar more often from further away - That helps
2. Like i said - All the old useful skills and skill bonuses along with the modules need to come back into play before you can theory fit anything
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Lazer Fo Cused
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Posted - 2015.01.10 12:37:00 -
[47] - Quote
Pokey Dravon wrote:Random scribbles, just doing this **** in passes. Assume 3 Main slots (Will be increased later, values adjusted accordingly) Assume Passive Armor Reps (Will be changed later, values adjusted accordingly) Assume Shield and Armor Hardeners are both 30% reduction Assume 180mm Plate is 50% more HP than 120mm Plate General Goals for this pass: -Maintain Gunnlogi eHP -Require Gunnlogi to fit Shield Recharger to reach same levels of shield regen -Maintain Madrugar Armor Repair rate -Match Base HP of Gunnlogi and Madrugar -Significantly increase Madrugar eHP so that it has ~20% more eHP than Gunnlogi, and Gunnlogi has ~20% regen rate. https://docs.google.com/spreadsheets/d/1J2n_K-I5tvkghAG6Hvjygy51YZuOCP50PAdKT_LoS-k/edit?usp=sharingResult is that Gunnlogi for the most part performs as it currently is, Madrugar has similar regen to before, but a lot more HP. Feel free to spaz out as per usual.
1. 3 main slots is still bad
2. 180plate used to offer 3200 armor or around that i believe
3. Heavy shield extender isnt even half of the plat in HP
4. When and if more AV shield weapons are added Gunlogi will be worse off |
Lazer Fo Cused
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Posted - 2015.01.10 18:19:00 -
[48] - Quote
Breakin Stuff wrote:Good lord you guys weren't kidding about the compressed blaster in chrome.
In exchange for a gain/loss of 2-7 damage per MINUTE they are tacked with a 70% heat increase.
My brain just broke.
Back on topic, and on a more serious note: the following were marauder bonuses.
Sagaris 4% to Heavy Missile turret damage per level Surya 4% to heavy blaster turret damage per level.
Given that bringing enforcers back is part of the initiative, do we want to make the mads more defensively aspected?
I'd like to give the madrugar and Gunnlogi a bonus, and keep them somewhere between enforcers and marauders in tankability and damage output. Main Battle Tanks rather than specialist.
I also want to make Enforcers cheap, destructive and relatively fragile.
does anyone have any reasonable suggestions for bonusing while I try to sort through all of this crap I'm looking at?
1. Its easier if you just put up the spreadsheet with the chrome numbers up
2. Marauders/Enforcers similar bonuses except Enforcer has extra skill, if rattati wants tiger tanks then marauders need more defence
3. MBT need a bonus which is seperate but useful in its own right, if its not defensive (marauders) or offensive (enforcers) then it either gets no bonus or it needs something unqiue
4. Enforcers (TD) were only fragile from the sides and the back, generally the gun was in a fixed position with a little bit of wiggle room, other TD has a turret which moved slow but the entire hull seemed weaker but some had speed to make up for that 4a. If they are cheap and can 2-3 shot a vehicle then we may have the sica with 2 double damage mods back which wasnt fun so we end up with lots of TD and no other tanks because they cant survive but are spammable like the sica 4b. If they are too fragile then they are useless aka the old enforcers which lost to basic HAVs
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Lazer Fo Cused
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Posted - 2015.01.10 19:39:00 -
[49] - Quote
Godin Thekiller wrote:Lazer Fo Cused wrote:Pokey Dravon wrote:Random scribbles, just doing this **** in passes. Assume 3 Main slots (Will be increased later, values adjusted accordingly) Assume Passive Armor Reps (Will be changed later, values adjusted accordingly) Assume Shield and Armor Hardeners are both 30% reduction Assume 180mm Plate is 50% more HP than 120mm Plate General Goals for this pass: -Maintain Gunnlogi eHP -Require Gunnlogi to fit Shield Recharger to reach same levels of shield regen -Maintain Madrugar Armor Repair rate -Match Base HP of Gunnlogi and Madrugar -Significantly increase Madrugar eHP so that it has ~20% more eHP than Gunnlogi, and Gunnlogi has ~20% regen rate. https://docs.google.com/spreadsheets/d/1J2n_K-I5tvkghAG6Hvjygy51YZuOCP50PAdKT_LoS-k/edit?usp=sharingResult is that Gunnlogi for the most part performs as it currently is, Madrugar has similar regen to before, but a lot more HP. Feel free to spaz out as per usual. 1. 3 main slots is still bad 2. 180plate used to offer 3200 armor or around that i believe 3. Heavy shield extender isnt even half of the plat in HP 4. When and if more AV shield weapons are added Gunlogi will be worse off Read the entire spreadsheet before posting.
1. Already did and he complained that i complained about working on the 3 tank slot layout, rattati has it in his spreadsheet so until its updated its working with 3 which is still bad no matter what angle you look at it from
2. I still dont like the docu |
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Posted - 2015.01.10 20:25:00 -
[50] - Quote
Godin Thekiller wrote:
So you're complaining that he isn't going fast enough? wtf?
1. Please point to the part where i said that |
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Posted - 2015.01.10 20:28:00 -
[51] - Quote
Breakin Stuff wrote:So. I have consolidated the data I found for chrome as promised. I suck at spreadsheets, everything I know (which you couldn't fill a thimble with) I learned over the last two hours by myself. Copy/paste is my friend. I didn't include the AV nade values because whoever copied the values down didn't bother posting the direct damage, and had dandelion fluff like 6m blast radius crap written in, so I'll leave that to Rattati to figure out. So, in short, to everyone who has ever driven, or shot at a tank, No One Loves YouIt's the spreadsheet. Click it.
1. Chrome was beast
2. Noticed missing alot of other modules like nanofibres and overdrives etc, take it you couldnt find them
3. We should just bring this back and tweek it which i am going to do |
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Posted - 2015.01.10 20:45:00 -
[52] - Quote
Breakin Stuff wrote:
2. Noticed missing alot of other modules like nanofibres and overdrives etc, take it you couldnt find them
Nope
3. We should just bring this back and tweek it which i am going to do
what are you intending to tweak?
1. Possibly modules and maybe a few turrets 1a. Stuff like % which are odd but we can keep those which are a lower % and have lower CPU/PG values 1b. With turrets maybe general more splash because its a 6ft missile and in comparision to a core locus grenade it does less damage in a smaller radius 1c. Skills and skill bonuses and i mean skills for everything and every module 1d. Hulls will stay roughly the same
2. I will wait till the spreadsheet is updated |
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Posted - 2015.01.11 15:06:00 -
[53] - Quote
Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable
1. I have access to greandes which do more damage over a bigger area than a 6ft missile |
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Posted - 2015.01.12 19:33:00 -
[54] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:Recommending no change from current on swarm launchers. the theorycraft tab is a carbon copy of the current values, as those numbers are viable vs. Chromosome marauders. I would like to add a fairly reasonable suggestion: Mjolnir Swarms. Same Swarm Stats but with the Laser (+20/-20) Damage Type: Mjolnir Swarm Launcher Assault Mjolnir Swarm Launcher KIM7 Mjolnir Swarm Launcher KIM-112 Specialist Mjolnir Swarm Launcher CCM-129 Assault Mjolnir Swarm Launcher Khanid Innovations Mjolnir Swarm Launcher Khanid Innovations Specialist Mjolnir Swarm Launcher Carthum Assault Mjolnir Swarm Launcher Also, I'm lovin' the Scrambler Lance
1. Not unless you add in all 4 damage types that are in EVE, currently all we have is shield and armor damage |
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Posted - 2015.01.13 11:09:00 -
[55] - Quote
Breakin Stuff wrote:DarthJT5 wrote:Oh hey, while we are at it, can we fix boosters to where they work under fire? Kind of a small thing, but would be nice. Boosters that get shut down are only remotely balanced in an environment with the current regen numbers on shields.
1. Are you saying it is fair that a shield booster gets shut off if something hits it hard enough to stop the regen?
2. The shield booster is supposed to boost the shield back up even while taking damage, this happened in Chrome and Uprising - This is basically the same as a rep on a heavy and it not breaking off when the heavy is hit by an AR |
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Posted - 2015.01.13 13:30:00 -
[56] - Quote
Breakin Stuff wrote:Godin Thekiller wrote:@Breakin, I looked above and saw the spreadsheet you meantioned, and I saw the HAV infantry thing. No. That would just give any Squid HAV the ability to be a slightly slower MAV with a big ass turret on it. You need to provide a better justification than that before I consider altering the proposal. There is nothing preventing a madrugar or (god forbid) surya from operatimg as a team platform given the Surya HP in chrome minus a plate was equal to a sagaris fully tanked. This is precisely the type of argument I will dismiss because it is based on presumption and personal bias. No argument based purely on "x is unfair because shields/armor" will be seriously entertained when the proposal includes two shield destroying weapons which will benefit greatly from the armor EHP loss inflicted upon a gunnlogi or sagaris. Furthermore, until MAVs exist this argument falls flat given the lack of armored ground transport for infantry. If MAVs existed the argument would hold weight.
1. An MBT in todays world or even back in WW2 didnt seat more than the crew and they did not stop off to pick and drop of soliders
2. All transport vehicles are built for support which generally contain the driver and perhaps a gunner for general defence, some APC may pack a meaner gun but generally its not for hammering MBTs
3. Current DS fill the role of troop transport, logistic DS would be better for the role but if you give the role to an armored MBT then why the need for the DS? |
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Posted - 2015.01.13 20:52:00 -
[57] - Quote
https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
1. Chrome with altered numbers, not finished either |
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Posted - 2015.01.14 10:38:00 -
[58] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
1. Chrome with altered numbers, not finished either Your marauder resistances are set both too high and should apply only to armor or shields, not both. the HP bonus to the Sagaris compounded would almost double it's EHP from chrome levels The Gallente would be able to run a rep nonstop that can absorb incoming fire from anything less than 2 AV gunners while enjoying 50% higher EHP. This would be hit with the nerf hammer a week after launch.
1. Its a role bonus like the logi gets, its either armor or shield but not both and even if it was its not much on 1000armor and by then once you are down to that on a shield vehicle you are as good as dead
2. How? The sagaris is at chrome levels, the shield skill offers 5% per level to shield HP as it did before, i just added resistance if its supposed to be a point defence machine
3. Again how? its 5% to armor repair amount so your repper will repair 25% more at level 5 than it does at a base? |
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Posted - 2015.01.14 10:48:00 -
[59] - Quote
Pokey Dravon wrote:What if you had 3 flavors?
Resistance Amps - 15% Passive, Always On, Zero Downtime Active Hardener - 25% Active, Moderate Duration, Long Downtime Flux Active Harder - 40%, Active, Short Duration, Long Downtime
1. Had them in Uprising for shield vehicles - 10sec on /30sec off - Didnt work out so well for shield vehicles since no one ever used them hardeners hence why armor vehicles were better
2. If its on for 10sec and off for 1min then there is no point to using them since if ground vehicle are going to be slower then in 10sec or less they better get behind some decent cover or far away |
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Posted - 2015.01.14 11:34:00 -
[60] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:Lazer Fo Cused wrote:https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
1. Chrome with altered numbers, not finished either Your marauder resistances are set both too high and should apply only to armor or shields, not both. the HP bonus to the Sagaris compounded would almost double it's EHP from chrome levels The Gallente would be able to run a rep nonstop that can absorb incoming fire from anything less than 2 AV gunners while enjoying 50% higher EHP. This would be hit with the nerf hammer a week after launch. 1. Its a role bonus like the logi gets, its either armor or shield but not both and even if it was its not much on 1000armor and by then once you are down to that on a shield vehicle you are as good as dead 2. How? The sagaris is at chrome levels, the shield skill offers 5% per level to shield HP as it did before, i just added resistance if its supposed to be a point defence machine 3. Again how? its 5% to armor repair amount so your repper will repair 25% more at level 5 than it does at a base? ahhh you fixed it Ok. first up, the sagaris was bloody powerful. adding 25% resistance plus 25% HP would only bring it's EHP upward towards the Surya, and the surya EHP was excessive in a bad way. second, the buff to the surya takes it's average EHP (someone was kind enough to link the fit) from over 16k to over 20k. Given the SUrya was almost untouchable that's an unacceptable result. There is no other instance in this game where an upgrade from a weapon, suit or module provides double or triple the base EHP benefit of the unit before. Your scaling is off. The only way for the bonus you suggest to work is to strip SIGNIFICANT fitting power from marauders.
1. They are marauders they are supposed to be bloody powerful
2. Its EHP may reach uptowards the Surya but the Surya gets the same skills roughly, But if Minmatar vehicles enter then i would most likely swap the shield HP to the minmatar marauder and give Caldari 5% per level on shield regen perhaps
3. The Surya was not untouchable and its a vehicle not a dropsuit which can be upgraded in many diff ways to be better and its alot more powerful to boot
4. My scaling is fine so far but not done |
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Lazer Fo Cused
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Posted - 2015.01.14 13:22:00 -
[61] - Quote
Breakin Stuff wrote:your scaling is only fine if you want it to require a squad to kill it.
The Surya's EHP was the sticking point in chrome that pissed people off. The sagaris was manageable, but the Surya's tank was both inordinate and excessive. Buffing the sagaris will not win any points, and bluntly given Rattati's concerns about HAV destructibility, I don't see it being seriously entertained.
1. Rattati would like a 35000+ Laser strike to get rid of a marauder
2. You buff what is weak to make it strong and viable compared to something that is already strong and the current only option
3. All vehicles annoyed in Chrome because no infantry wanted to skill into AV
4. Surya tank was around 6k with 3/2 resistance mods at 25% and a heavy repper - It was a tank, it was good, it required alot of SP to skill into and perfect and alot of ISK to bring one out
5. Im making vehicles for PC by the way, where teamwork is required and competant teams fight each other and where vehicles can make an impact like they used to - Im not balancing for pubs |
Lazer Fo Cused
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Posted - 2015.01.14 13:25:00 -
[62] - Quote
Thaddeus Reynolds wrote:I'd love to add Swarm Pods as a Small Turret...and Guided Missiles as a Large Turret (Guided missiles being controlled by where you are pointed, while swarm pods are lock-on)
but swarm pods seem like they'd be a bit awesome
1. The current SL is not laser guided or even requires 1/10th of the aim that you want for vehicle turrets
2. Current vehicle turrets like the large missile require aim, the SL does not
3. The current missile turrets are already controlled by where i aim, they just do not track the target and go round 3 corners and i dont want it either
4. A vehicle version of the SL, do i get to lock onto infantry through cover and aim upwards and not lose lock and have the missiles chase infantry around 3 corners? |
Lazer Fo Cused
Shining Flame Amarr Empire
440
|
Posted - 2015.01.14 13:45:00 -
[63] - Quote
Breakin Stuff wrote:1. Rattati would like a 35000+ Laser strike to get rid of a marauder
Right, you want it to be kittens and rainbows.
2. You buff what is weak to make it strong and viable compared to something that is already strong and the current only option
Sagaris was ANYTHING but weak
3. All vehicles annoyed in Chrome because no infantry wanted to skill into AV
Surya EHP was excessive.
4. Surya tank was around 6k with 3/2 resistance mods at 25% and a heavy repper - It was a tank, it was good, it required alot of SP to skill into and perfect and alot of ISK to bring one out
Try again cupcake, you know, and I know that statement right there is horsesh*t. Plates in chrome added over 3500 HP as a baseline, and the Surya could fit more than one plus hardeners/reps.
5. Im making vehicles for PC by the way, where teamwork is required and competant teams fight each other and where vehicles can make an impact like they used to - Im not balancing for pubs
Yes, because the corp battle players weren't ever complaining that marauders were dominating the matches. [/quote]
1. He said it not me, take it up with Rattati
2. Look at now, Madrugar is weaker than the Gunlogi yet you want to nerf the Gunlogi down to the Madrugars level so we end up with 2 useless vehicles instead of 2 useful vehicles
3. No - Infantry didnt want to skill into proper AV at all, Now all infantry has at least some form of AV that wouldnt be a problem
4. Wrong - You have the Chrome numbers - 180Poly was 3128 - It never was 3500 unless you add in the 25% bonus to vehicle armor but that was added on base stats 4a. Its why i said 3/2, you know 3 or 2 depending on pilot with at least 1 heavy rep
5. Nope they were not, even in Uprising no one complained that vehicles were useful and doing there job |
Lazer Fo Cused
Shining Flame Amarr Empire
440
|
Posted - 2015.01.14 13:59:00 -
[64] - Quote
Breakin Stuff wrote:meh screw it, I'm not talking to you any more lazer. I'll do my thing, you do yours.
Your ability to justify anything so long as vehicles are untouchable by infantry is nothing short of amazing.
1. Dont get mad because i countered all your points while you just decided to act like a child
2. If you dont want to start a discussion do not reply
3. 2 can play that game - Your ability to justify anything so long as AV are untouchable by pilots is nothing short of amazing |
Lazer Fo Cused
Shining Flame Amarr Empire
445
|
Posted - 2015.01.14 16:33:00 -
[65] - Quote
1. Logi DS need a kick out button
2. Specalized hulls work on a role bonus and then a racial bonus, this can be upto 3 skills max 2a. Either 2 bonus skills for its role and 1 racial or vice versa - This is seen in infantry suits such as the Minmatar Logi 2b. Not sure if Basic Hulls should get anything skill bonus wise to compete and not be made useless compared to Marauder/Enforcer
3. Any turrets which are anti infantry are for killing just infantry and will be useless against vehicles
4. No AV numbers since this is about vehicles, just add in current AV numbers now and tweek from then on
5. Shield passive recharge is constant
6. Remote reps are area of effect to remove the dodgy targeting system 6a. Remote reps can rep as many vehicles as is in the AOE, the rep rate its self will be divided by as many vehicles which are in the AOE area 6b. Light reps can work on infantry, 50% reduced rate amount 6c. No repair turrets - It does not take 2 to use an infantry repair tool 6d. Yet to add AOE distance
7. Most modules have been tiered to a certain level 7a. Some modules have lower CPU/PG requirements and lower bonus as a result but not all modules have a module like this - I may add to all for variety purposes 7b. Some values taken from EVE 7c. Some new modules added 7d. Shield/Armor mods same resistance %
8. Hulls have had certain stats changed 8a. ADS gains 2 slots, will lose all passenger slots, can be a 3man vehicle with 3 turrets, buffed Shield/Armor values 8b. Enforcer 1 main turret, no small turrets but undecided atm, 4/3 layout 8c. Marauder 5/3 8d. Basic HAV 4/2
9. PC/FW before pubs
10. Still not finished - https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml |
Lazer Fo Cused
Shining Flame Amarr Empire
455
|
Posted - 2015.01.15 12:43:00 -
[66] - Quote
Godin Thekiller wrote:[quote=Lazer Fo Cused]
6. Remote reps are area of effect to remove the dodgy targeting system 6a. Remote reps can rep as many vehicles as is in the AOE, the rep rate its self will be divided by as many vehicles which are in the AOE area 6b. Light reps can work on infantry, 50% reduced rate amount 6c. No repair turrets - It does not take 2 to use an infantry repair tool 6d. Yet to add AOE distance
6: They were fine on LAV's (specifically the LLV, they were awesome), only HAV's and DS's (DS's in general don't make sense for repping) were kind of wonky, might had to do with the size of them. And even on HAV's, it wasn't that bad, spider tanking was still doable after all (although it took a lot of skill to do).
6a: And this is why AOE remote reps wouldn't work. If several vehicles are in one area, you're only trying to rep a single one, this would be very problematic.
6b: This would infringe on the LLV's special infantry reps. Either give them something else, or no. I would say that changing to being AOE would work nicely, as it was a pos.
6c: Agreed.
6d: Read 6 and 6a
6. LLAV wasnt that bad but it was on HAV since it came out from the end of the turret and the repping range was terrible, with a DS was pointless
6a. That is a problem, if i keep the rep that it pops out of the turret then it has to have enough range to rep the target vehicle while i might turn the turret around and kill some AV where as in the old days when i turned the turret 180deg away from the target vehicle i lost lock - Maybe its just easier to extend the repping distance for heavy or maybe have in both versions so more variety
6b. Infantry always move too far and fast so the lock on never worked that well and required the LLAV to be still, AOE changes and solves that problem but a vehicle repper helps repair infantry but at a slower rate can still work, its like an infantry rep tool repping a vehicle
6d. Need AOE numbers for LLAV at least |
Lazer Fo Cused
Shining Flame Amarr Empire
477
|
Posted - 2015.01.15 20:05:00 -
[67] - Quote
1. Logi DS need a kick out button
2. Specalized hulls work on a role bonus and then a racial bonus, this can be upto 3 skills max - Tweek to the LLAV skill 2a. Either 2 bonus skills for its role and 1 racial or vice versa - This is seen in infantry suits such as the Minmatar Logi 2b. Not sure if Basic Hulls should get anything skill bonus wise to compete and not be made useless compared to Marauder/Enforcer
3. Any turrets which are anti infantry are for killing just infantry and will be useless against vehicles
4. No AV numbers since this is about vehicles, just add in current AV numbers now and tweek from then on
5. Shield passive recharge is constant
6. Remote reps are area of effect to remove the dodgy targeting system 6a. Remote reps can rep as many vehicles as is in the AOE, the rep rate its self will be divided by as many vehicles which are in the AOE area - Changed AOE is for light only, Heavy remote reps are tether still 6b. Light reps can work on infantry, 50% reduced rate amount - Undecided 6c. No repair turrets - It does not take 2 to use an infantry repair tool 6d. Yet to add AOE distance - AOE distances added, same with tether ranges
7. Most modules have been tiered to a certain level 7a. Some modules have lower CPU/PG requirements and lower bonus as a result but not all modules have a module like this - I may add to all for variety purposes 7b. Some values taken from EVE 7c. Some new modules added 7d. Shield/Armor mods same resistance % 7e. Added 2 new modules, Target breaker which stops being locked on for x amount of time and also the module breaks AV nade homing mechanism so to get damage the AV nade require aim and to hit the vehicle - ECM Burst module is passive and increases lock on time, also % chance to break lock - Both high slot
8. Hulls have had certain stats changed 8a. ADS gains 2 slots, will lose all passenger slots, can be a 3man vehicle with 3 turrets, buffed Shield/Armor values 8b. Enforcer 1 main turret, no small turrets but undecided atm, 4/3 layout 8c. Marauder 5/3 8d. Basic HAV 4/2
9. PC/FW before pubs
10. Skills - ECM/Target breaker modules need a skill bonus
11. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml |
Lazer Fo Cused
Shining Flame Amarr Empire
477
|
Posted - 2015.01.15 20:24:00 -
[68] - Quote
Breakin Stuff wrote:Awesome, basically it's my proposal, only with vehicles buffed from the original numbers, and using current AV, of which only swarms would not be useless.
You buffed the sagaris and surya. The two most powerful units ever, and you buffed them.
Bravo.
Cue Spkr4thedead defending his proposal given through his alt Lazer now while altposting how I'm a horrible infantryman.
1. Obv hasnt read it
2. Well Rattati does want powerful 'tiger' tanks and also mentioning a laser strike should be needed and also he does want them to be point defence
3. While in your 'proposal' if i can call it that wants the 2k dmg nades, yea im going to have powerful vehicles if you want 3k swarms and 2k dmg av nades back |
Lazer Fo Cused
Shining Flame Amarr Empire
487
|
Posted - 2015.01.15 20:32:00 -
[69] - Quote
Thaddeus Reynolds wrote:Lazer Fo Cused wrote:1. Logi DS need a kick out button 2. Specalized hulls work on a role bonus and then a racial bonus, this can be upto 3 skills max - Tweek to the LLAV skill 2a. Either 2 bonus skills for its role and 1 racial or vice versa - This is seen in infantry suits such as the Minmatar Logi 2b. Not sure if Basic Hulls should get anything skill bonus wise to compete and not be made useless compared to Marauder/Enforcer 3. Any turrets which are anti infantry are for killing just infantry and will be useless against vehicles 4. No AV numbers since this is about vehicles, just add in current AV numbers now and tweek from then on 5. Shield passive recharge is constant 6. Remote reps are area of effect to remove the dodgy targeting system 6a. Remote reps can rep as many vehicles as is in the AOE, the rep rate its self will be divided by as many vehicles which are in the AOE area - Changed AOE is for light only, Heavy remote reps are tether still 6b. Light reps can work on infantry, 50% reduced rate amount - Undecided 6c. No repair turrets - It does not take 2 to use an infantry repair tool 6d. Yet to add AOE distance - AOE distances added, same with tether ranges 7. Most modules have been tiered to a certain level 7a. Some modules have lower CPU/PG requirements and lower bonus as a result but not all modules have a module like this - I may add to all for variety purposes 7b. Some values taken from EVE 7c. Some new modules added 7d. Shield/Armor mods same resistance % 7e. Added 2 new modules, Target breaker which stops being locked on for x amount of time and also the module breaks AV nade homing mechanism so to get damage the AV nade require aim and to hit the vehicle - ECM Burst module is passive and increases lock on time, also % chance to break lock - Both high slot 8. Hulls have had certain stats changed 8a. ADS gains 2 slots, will lose all passenger slots, can be a 3man vehicle with 3 turrets, buffed Shield/Armor values 8b. Enforcer 1 main turret, no small turrets but undecided atm, 4/3 layout 8c. Marauder 5/3 8d. Basic HAV 4/2 9. PC/FW before pubs 10. Skills - ECM/Target breaker modules need a skill bonus 11. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml To address point 1. Why not X...labelled as Bay doors or something on flying vehicles? I love the EWAR concept actually having some EWAR now XD... The Target breaker as you have it could be very powerful...I'd suggest instead a penalty to lock on times instead of just a flat out "No Locking"...I'm fine with it throwing off AV 'nades Shield Regen numbers look solid. I'd go with Either or on the Marauder Bonuses...you're increasing it's EHP by a frakton there (or tone down both bonuses, Marauders need to be Tanky as hell, but not unassailable)
1. Current animations has the door opening and closing all the time and they need to be fixed so that if a kick em out option arrives i can hit it and the compartment will flash red and then they get booted like a HALO drop
2. EWAR yea i called it ECM but its EWAR, i want to add more but mainly its because of that SL ive added ECM to it
3. Penalty to lock times is the second module which is passive - I dont see why i cant break lock against the SL since in EVE i have mods which block the enemy from targeting me and i think DS at least need a module like this if the logi DS will be the APC of the sky - Current problem is what bonus to add to the skill book
4. Its a constant passive regen numbers which i plucked out of the sky, frankly shield gets more, armor is limited
5. Rattati does want marauders to be damn strong - If its going to be point defence and slower as a result then it cant escape as quick so its more open to damage over the long run and also the AV weapons are mainly armor based so the surya is weaker until we have parity over the shield av weapons 5a. The way i do see it marauders get taken out by enforcers, this is a HAV vs HAV propsal 1st and HAV vs HAV needs to be like uprising with a variety of options but not 3shot peek a boo crap which makes it so unfun |
Lazer Fo Cused
Shining Flame Amarr Empire
488
|
Posted - 2015.01.15 20:56:00 -
[70] - Quote
Godin Thekiller wrote:Lazer Fo Cused wrote:Godin Thekiller wrote:[quote=Lazer Fo Cused]
6. Remote reps are area of effect to remove the dodgy targeting system 6a. Remote reps can rep as many vehicles as is in the AOE, the rep rate its self will be divided by as many vehicles which are in the AOE area 6b. Light reps can work on infantry, 50% reduced rate amount 6c. No repair turrets - It does not take 2 to use an infantry repair tool 6d. Yet to add AOE distance
6: They were fine on LAV's (specifically the LLV, they were awesome), only HAV's and DS's (DS's in general don't make sense for repping) were kind of wonky, might had to do with the size of them. And even on HAV's, it wasn't that bad, spider tanking was still doable after all (although it took a lot of skill to do).
6a: And this is why AOE remote reps wouldn't work. If several vehicles are in one area, you're only trying to rep a single one, this would be very problematic.
6b: This would infringe on the LLV's special infantry reps. Either give them something else, or no. I would say that changing to being AOE would work nicely, as it was a pos.
6c: Agreed.
6d: Read 6 and 6a 6. LLAV wasnt that bad but it was on HAV since it came out from the end of the turret and the repping range was terrible, with a DS was pointless 6a. That is a problem, if i keep the rep that it pops out of the turret then it has to have enough range to rep the target vehicle while i might turn the turret around and kill some AV where as in the old days when i turned the turret 180deg away from the target vehicle i lost lock - Maybe its just easier to extend the repping distance for heavy or maybe have in both versions so more variety 6b. Infantry always move too far and fast so the lock on never worked that well and required the LLAV to be still, AOE changes and solves that problem but a vehicle repper helps repair infantry but at a slower rate can still work, its like an infantry rep tool repping a vehicle 6d. Need AOE numbers for LLAV at least 6: For HAV's, heavy remotes could have been a tad been longer, but not much. You're not supposed to be able to have a wide range of movement, otherwise that would just make it way too easy for people to tank more damage than usual. Smalls can stay, as it worked as we said for LLV's, and DS's don't need the buff for them, because as said, a repping DS in general would regardless be **** unless it had a long ass lock range, in which it would just be OP. 6a: HAV's aren't repping vehicles, heavy remotes were for spider tanking, and pretty much nothing else (as there was nothing else to be able to use them). As for turning thing, that is called a bug (ranges are in radii). That much is clear. As for having both, I would say that it should get a nerf compared to it to be able to rep many vehicles at once. 6b: That doesn't solve the fact that it still infringes on the "Special" infantry Rep. Again, give the LLV something else, or no. 6d: Read 6 and 6a.
6. The rep came out of the turret but you really had to be attached to the target tank which didnt allow much room, in comparision to a rep logi and sentinal i have alot of room
6a. HAV may not be repping vehicles but who is to say they cannot do it? I used to love using mine, put on a basic blaster and enough tank to survive and a few remote reps on were fun times - AOE heavy reps ive sorta gone meh on unless i create a module for the AOE heavy rep
6b. Needs stats for the special infantry rep plus it was inbuilt anyways on it, if lights do the same then tech its a bonus since it has a 2nd rep which can do the job except its AOE
6d. Ranges in game are quite small, i jotted a few numbers down but in game still seems small |
|
Lazer Fo Cused
Shining Flame Amarr Empire
488
|
Posted - 2015.01.15 21:04:00 -
[71] - Quote
True Adamance wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:Awesome, basically it's my proposal, only with vehicles buffed from the original numbers, and using current AV, of which only swarms would not be useless.
You buffed the sagaris and surya. The two most powerful units ever, and you buffed them.
Bravo.
Cue Spkr4thedead defending his proposal given through his alt Lazer now while altposting how I'm a horrible infantryman. 1. Obv hasnt read it 2. Well Rattati does want powerful 'tiger' tanks and also mentioning a laser strike should be needed and also he does want them to be point defence 3. While in your 'proposal' if i can call it that wants the 2k dmg nades, yea im going to have powerful vehicles if you want 3k swarms and 2k dmg av nades back Laser I love my Tiger.... I really do..... But it wasn't "THAT" powerful.....
1. History disagrees with you - It was formidable for its time |
Lazer Fo Cused
Shining Flame Amarr Empire
491
|
Posted - 2015.01.15 21:22:00 -
[72] - Quote
True Adamance wrote: See above.
The 75mm M3 was considered enough to combat the Tiger I's....however this was proven false. Tigers had superior armour and fire power from the 88mm they were armed with and could bust the Sherman's with relative ease.
Wasn't until 1944 the American's updated their Sherman's with 76mm guns which gave them the edge.
History also suggests if the Russians had superior armour designs for their tanks which often rendered German's anti tank efforts worthless.
1. By 1944 the germans were on the back foot and there usual prey of panthers were running thin and the shermans themselves were easier to mass produce
2. Tiger came out of superior russian armor designs since they needed something to combat it
3. Shermans were medium tanks and more mobile
4. At the time the tigers came out they were formidable |
Lazer Fo Cused
Shining Flame Amarr Empire
492
|
Posted - 2015.01.16 13:01:00 -
[73] - Quote
True Adamance wrote:Lazer Fo Cused wrote:True Adamance wrote: See above.
The 75mm M3 was considered enough to combat the Tiger I's....however this was proven false. Tigers had superior armour and fire power from the 88mm they were armed with and could bust the Sherman's with relative ease.
Wasn't until 1944 the American's updated their Sherman's with 76mm guns which gave them the edge.
History also suggests if the Russians had superior armour designs for their tanks which often rendered German's anti tank efforts worthless.
1. By 1944 the germans were on the back foot and there usual prey of panthers were running thin and the shermans themselves were easier to mass produce 2. Tiger came out of superior russian armor designs since they needed something to combat it 3. Shermans were medium tanks and more mobile 4. At the time the tigers came out they were formidable More formidable yes. I won't dispute that. But they were by no means the be all end all of armoured warfare for the time. The Tiger's armour designs are not derived from the sloped armour of the Russian T-34 as the Tiger has sheer armour angles. Which I think was very odd.
1. Sloped armor ended up on the tiger 2 and the panthers i think |
Lazer Fo Cused
Shining Flame Amarr Empire
492
|
Posted - 2015.01.16 13:05:00 -
[74] - Quote
Godin Thekiller wrote:
6: It didn't come directly out the turret, although it did come out of the front, and went the other way. It should had went 180, but there was a bug that wouldn't let you. Again, it was a bug. Also, the difference between both is that the HAV's can still be REALLY fast. picture if two sentinels could rep each other, but with a specific setup, could easily move with almost as fast as assaults, but could move with as much freedom as before, and still use your HMG's.
6a: You can. But you would have to deal with not being able to do it as good as other vehicles that are (aka LLV). It's not made as a repping vehicle, so it shouldn't be good at it. That's like asking for a Assault to be as good as a scout at scanning and hiding from scans.
6b: Don't have them. Don't ask me for any chromo stats, all of mine were lost. Anyways, what are you saying at that last part? It made no sense to me.
6d: And they need to stay small. You shouldn't to be able to move freely while repping, as reps are quite strong.
6. It didnt but thats where the stream was and they are vehicles which might be slower depending what Rattati does with them
6a. Well then the LLAV would need a massive bonus to be able to fit the heavy reps on it bit like the bomber in EVE gets a massive bonus to fit cloak where as with the HAV it would have to have enough pg/cpu to fit it - If we compare it to infantry is like a min logi using a rep tool which gets 2 bonuses for its use and an amarr assault using the same rep tool which gets no bonus
6b. Just wanted to know stats, i cant remember what it was
6d. Small maybe i dont want to be parked up the other vehicles back |
Lazer Fo Cused
Shining Flame Amarr Empire
498
|
Posted - 2015.01.16 18:51:00 -
[75] - Quote
1. LLAV now has new skill again - 99% reduction in PG needs of all remote repairers - Basically means it can fit on heavy remote reps too 1a. ECM Burst module skill is 5% reduction to sig profile, target breaker mod has no skill bonus yet 1b. Piloting skill has 2% to agility per level 1c. Vehicle manovering - 2% to accaleration per level 1d. Vehicle command - 2% to max top speed
2. Still missing certain modules, using EVE numbers instead currently
3. Scout LAV may have cloak also EWAR based for scans etc - cloak will be too hard to fit on other vehicles and also penalty added for measure
4. Not sure if marauder/enforcer should have a unique module to it 4a. Want to make basic hulls useful in comparision across all levels - need a role
5. PE detector - module maybe for pilot suit, not standard - currently has sound but by time you hear it you have hit them 5a. SL detector - should be standard in all DS
6. Pilot suits for all races yet to be added complete with bonuses and module ideas
7. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml |
Lazer Fo Cused
Shining Flame Amarr Empire
501
|
Posted - 2015.01.17 12:54:00 -
[76] - Quote
Godin Thekiller wrote:Lazer Fo Cused wrote:1. LLAV now has new skill again - 99% reduction in PG needs of all remote repairers - Basically means it can fit on heavy remote reps too 1a. ECM Burst module skill is 5% reduction to sig profile, target breaker mod has no skill bonus yet 1b. Piloting skill has 2% to agility per level 1c. Vehicle manovering - 2% to accaleration per level 1d. Vehicle command - 2% to max top speed 2. Still missing certain modules, using EVE numbers instead currently 3. Scout LAV may have cloak also EWAR based for scans etc - cloak will be too hard to fit on other vehicles and also penalty added for measure 4. Not sure if marauder/enforcer should have a unique module to it 4a. Want to make basic hulls useful in comparision across all levels - need a role 5. PE detector - module maybe for pilot suit, not standard - currently has sound but by time you hear it you have hit them 5a. SL detector - should be standard in all DS 6. Pilot suits for all races yet to be added complete with bonuses and module ideas 7. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml Heavy reps on a LLV would be pushing it, it was already doing good without heavy ones.
1. Gives the LLAV the true logi role, Light for AOE effect on infantry but can still put on a heavy for vehicles in the team |
Lazer Fo Cused
Shining Flame Amarr Empire
508
|
Posted - 2015.01.17 19:24:00 -
[77] - Quote
1. Adding Pilot suits stats - Slots worked out, Only Sidearm slot, no grenade slot, no equip slot, 1a. Pilot suit role bonus skill - Possibly 1% per level to Shield/Armor HP - Cant do PG/CPU because cant call in invalid vehicles 1b. Racial skill bonus will have to effect modules in certain areas such as shield/armor/turret and speed 1c. Pilot suit modules - Generally if its availble to vehicles then its availible as a suit module, HP module excluded 1d. Pilot module tiering - Milita - 1%, basic 2%, adv 3%, proto 4%
2. Rigs - Will work like in EVE, bonus and drawback 2a. Hav -3, DS - 2, LAV - 1 2b. Rigs will also be a variety of current modules but with a weakness
3. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml |
Lazer Fo Cused
Shining Flame Amarr Empire
530
|
Posted - 2015.01.19 13:13:00 -
[78] - Quote
Bright Cloud wrote:True Adamance wrote:Bright Cloud wrote:The fudge is this? Since when grew this thread to over 60 pages? So whats the TL;DR version of this threadnought? Three Different Proposals -Pokey Dravon's Balance -Breaking Stuff's Chromosome Rebalance -Thaddeus Reynold's Balance Also there's a big hullahbaloo about whether or not the current "assault turrets" should exist and if they should be replaced with "Main Battle Cannon". There's also a bit of technical jargon about WW2 tanks here and there and inane arguments about our personal opinions. Is this backed up by CCP in any way or is every twatt just throwing their silly ideas in here to get attention? There are 2 worlds that people seem to live in: 1. That what CCP is actually capable of in doing 2. What people would want in the game but is delusional And i highly question it that Ratatti is going to fill the missing racial parity on the vehicles. Until Ratatti doesnt changes something in his OP nothing of this daydreaming has any revelance. Or some 1 gives me a link where he says something about it.
1. It is not backed up by any CCP dev at all
2. Its everyone doing there own thing and im doing one aswell and so is Spkr i think so it makes 5 in total and im sure ive seen others earlier on but it ranges from vehicles are useful and good to vehicles are nothing more than WP pinatas waiting to be cracked open
3. Minmatar/Amarr vehicles may never happen so im not doing anything about them since they also require turrets
4. Rattati needs to update his spreadsheet so we know how far off we are from CCP vehicle vision |
Lazer Fo Cused
Shining Flame Amarr Empire
533
|
Posted - 2015.01.19 17:48:00 -
[79] - Quote
Godin Thekiller wrote:Breakin Stuff wrote:Yeah, I'm not going to push TTK upwards of half a minute to a minute. There's absolutely no point engaging when your opponent can always escape to the safety of the redline before you can destroy him.
The fights will be a bit longer than chrome.
But I'm not dragging them out that much. Chrome was as long, maybe even shorter than now. People hated it then, and hated it now. When rails and rockets were reduced to blaster TTK's, it was actually fun fighting vehicles. Running to the redline is a death sentence in a HAV fight. Also, again, 20-30% adds a couple seconds onto the TTK. That does what exactly?
1. Pre Chrome i think was 2 shots with a proto rail and 3 dmg mods
2. Uprising was longer and better having some good long fights where your skill/experience/fit all played a part
3. What we have now is 5seconds and its dead which also means smaller vehicles die quicker so a 30% increase will do literally nothing |
Lazer Fo Cused
Shining Flame Amarr Empire
537
|
Posted - 2015.01.19 18:08:00 -
[80] - Quote
Breakin Stuff wrote:That's nice godin. I'm not balancing for pre chrome. I didn't play then.
What I have heard about it from everyone except a few HAV drivers doesn't make me want to try, either.
If you want minute long tank engagements do your own balance sheet.
Besides I prefer frigate fights, the talos, oracle, naga and tornado.
I like a fight in which a resolution is reached, not dragged out like a torture session.
1. Frigate fights - Proceeds to name battlecruisers which do not die in 5seconds flat in 1v1
2. I have had frigate fights in EVE last longer than HAV battles do now |
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Lazer Fo Cused
Shining Flame Amarr Empire
540
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Posted - 2015.01.19 19:17:00 -
[81] - Quote
Pokey Dravon wrote:Godin Thekiller wrote: Are you trying to balance vehicle fights to preform like infantry fights? 10-13 seconds (or in some cases even less) isn't a good vehicle fight. As I've said before, when people actually liked vehicle vs. vehicle fights, they lasted 30 seconds or more, not this short time thing.
A few seconds doesn't change the outcome of a fight at all. That's why people liked it before. Equally skilled players could have enough time to change the tide of a fight. That is why it worked, and that is also why larger ships in EVE has much longer fights than smaller ships. Larger scale combat just works better that way.
Vehicle battles should feel like a game of chess. Moving around, trying to get optimal positioning, baiting your opponent to move where you want them to. But when you go head on, victory should be decisive and quick. The key thing to note however is you don't want to make TTK so short that the tactics of movement and position are obsolete (ie Railguns that kill in 2 hits don't need to have positioning, they just need to shoot first). You also don't want TTK to be so long that you're just sitting shooting at each other for 30 seconds waiting for each others' harderners to give out. Large turrets need to be powerful so you don't just sit there and take it, and instead keep moving and tracking...but also not too strong so that movement doesn't matter because you're already dead.
1. Uprising was a game of chess
2. Low TTK does not make it a game of chess, it makes it a game of twitch and who sees who 1st with the modules to go but other than that you might aswell not have modules
3. With Uprising Skills/experience & fit all played a role - It may have took 30sec-1min in a contested HAV fight but it was fun trying to work out there fit, when there modules were on and off and how far through the cycle they were - You baited and switched with each other until it was in your favour but your experience and skill could get you through - It was a true tank vs tank battle, it felt like you were trying to kill an armored fortress
4. If TTK is too low then smaller vehicles like a DS go back to being 1 shotted |
Lazer Fo Cused
Shining Flame Amarr Empire
541
|
Posted - 2015.01.19 19:36:00 -
[82] - Quote
1. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
2. Tweeked a few more numbers and fiddled with skill bonuses
3. Rigs next on the agenda which basically will be taken from EVE and also a few modules converted for the pilot suits use which has slot layout and basic shield/armor values, no CPU/PG values yet |
Lazer Fo Cused
Shining Flame Amarr Empire
549
|
Posted - 2015.01.20 13:55:00 -
[83] - Quote
Tesfa Alem wrote:speaking of rail turrets have you punched in the old school ranges or no?
I would not like to a see a return to +600m rail tanks sniping at all.
1. Move back the redline, the problem was the redline it never was the rails |
Lazer Fo Cused
Shining Flame Amarr Empire
549
|
Posted - 2015.01.20 13:57:00 -
[84] - Quote
1. Any chance of Rattati updating that spreadsheet before he gets busy with the various PC threads he made today? |
Lazer Fo Cused
Shining Flame Amarr Empire
549
|
Posted - 2015.01.20 14:06:00 -
[85] - Quote
Tesfa Alem wrote:Lazer Fo Cused wrote:Tesfa Alem wrote:speaking of rail turrets have you punched in the old school ranges or no?
I would not like to a see a return to +600m rail tanks sniping at all. 1. Move back the redline, the problem was the redline it never was the rails The only things that can hit rails thier rown range is forge guns or other rails anyway. You want to rail tank fine, but you got to leave the redline to do so and put yourself at risk. Screw 600 m rails, there is no place for them.
1. If the redline was moved back 500m for both sides then they would have no option but to come out - Open to being flanked and 500m can be a rough time to get back to the redline when you are getting whacked
2. Some of these propsals still want 400m SL and 3k damage all which require 0 aim which for me is much much worse than a rail which requires aim and take into account the small amount of projectile time |
Lazer Fo Cused
Shining Flame Amarr Empire
549
|
Posted - 2015.01.20 14:35:00 -
[86] - Quote
Tesfa Alem wrote:Lazer Fo Cused wrote:Tesfa Alem wrote:Lazer Fo Cused wrote:Tesfa Alem wrote:speaking of rail turrets have you punched in the old school ranges or no?
I would not like to a see a return to +600m rail tanks sniping at all. 1. Move back the redline, the problem was the redline it never was the rails The only things that can hit rails thier rown range is forge guns or other rails anyway. You want to rail tank fine, but you got to leave the redline to do so and put yourself at risk. Screw 600 m rails, there is no place for them. 1. If the redline was moved back 500m for both sides then they would have no option but to come out - Open to being flanked and 500m can be a rough time to get back to the redline when you are getting whacked 2. Some of these propsals still want 400m SL and 3k damage all which require 0 aim which for me is much much worse than a rail which requires aim and take into account the small amount of projectile time The redline being moved back is a massive IF, considering how the redline has been moved closer in 1.9, bigger maps are a pipe dream. It should be balanced from where tthe maps currently stand. Large maps design or no, the only counter to rails should not be other rails, and no tank, dropship, or infantry should have to cross more 300m under fire to just get within thier own maximum engagement distance. Standing on a hill and only having to roll back protected by either several hundred meters of range or the redline takes no skill either.
1. If the maps did get bigger would you be happy with a increase for rails range?
2. 300m is broken by SL missiles which can track to 400m out, are you saying they shouldnt go past the 300m mark since every other turret and weapon cannot do the same
3. I think missiles should hit to 300m out really to contend with the railgun, also artillery the minmatar turret could be another turret to challenge the rail if it ever happens
4. The hills are in the spawns, wouldnt have that problem if the redline was pushed back and even so we have smaller maps now in which 300m rails are still in the redline anyways so the problem hasnt been solved |
Lazer Fo Cused
Shining Flame Amarr Empire
549
|
Posted - 2015.01.20 15:09:00 -
[87] - Quote
Tesfa Alem wrote: 1. If the maps did get bigger would you be happy with a increase for rails range?
No.
2. 300m is broken by SL missiles which can track to 400m out, are you saying they shouldnt go past the 300m mark since every other turret and weapon cannot do the same
SL hit at 400 m and beyond, (which is broken but in not in any relation to rail tanks), but only lock on andfire on targets from 175m. That limitation doesnt apply to rail turrets, + 600m range means a player track and shoot at +600m range.
3. I think missiles should hit to 300m out really to contend with the railgun, also artillery the minmatar turret could be another turret to challenge the rail if it ever happens
I'm not sure if you mean Large missles or Swarms. Extending missile range to compensate for large rail range does not make sense if we don't have the maps to support it.
4. The hills are in the spawns, wouldnt have that problem if the redline was pushed back and even so we have smaller maps now in which 300m rails are still in the redline anyways so the problem hasnt been solved
Problem hasn't been solved, but lets not compound the problem even futher.
By the way, to be clear, are you saying you want the 600m rail turrets to return? [/quote]
1. So max range for everything is 300m then
2. Even if lock on is 175m all volleys are gone by 4seconds which is far too quick and to get out of 400m range for a ground vehicle is like asking it to fly let alone getting away from 175m anyways or find decent cover
3. Large missiles - Swarms need deleting or big injection of skill and aim and since swarm missiles can do 400m then the large should be able to do 300m
4. The redline for me will always be a problem
5. 600m rails now means they are in there spawn more than before due to redline changes, i think the rail should be the turret to fire the furthest out of the current 3 and also fire further than the handheld FG |
Lazer Fo Cused
Shining Flame Amarr Empire
551
|
Posted - 2015.01.20 15:49:00 -
[88] - Quote
Breakin Stuff wrote:without bigger maps there's no reason to increase ranges any more.
Nor do I see any particular reason to reduce ranges at all.
I'd prefer bigger maps, no redline and dynamic spawn points, but wishing isn't going to get us anything.
1. No redline ruins games
2. Well 400m SL missile is getting dropped back to 300m flight range for my propsal
3. Dynamic spawns were uplinks, bandwidth nerfed it to hell |
Lazer Fo Cused
Shining Flame Amarr Empire
565
|
Posted - 2015.01.20 19:22:00 -
[89] - Quote
1. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
2. Added most rigs - Havnt added weapon rigs
3. Rest of it is mostly done and dusted - AV i havent changed yet but will most likey add in notes like SL working like it should ie no lock on through cover 3b. Turrents havnt changed - Except fragmented missiles are for killing infantry 3c. Modules added and tweeked with numbers - Most chrome numbers stay since it means a armor vehicle can actually fit useful things 3d. Hulls mostly same |
Lazer Fo Cused
Shining Flame Amarr Empire
570
|
Posted - 2015.01.21 13:54:00 -
[90] - Quote
CCP Rattati wrote:Hi everyone,
can someone link/create "undebatable" prototype fits for both HAVs and Dropships. I need this for the next steps.
1. Gunlogi - 2x Complex Hardeners, 1x Complex Extender - 1x PG Extender, Armor Plate of choice or Complex Ammo Expansion Unit with Complex CPU Upgrade this is if you want small turrets on - Prototype Turret of any choice
2. Gunlogi - 2x Complex Extenders, 1x Complex Hardeners - 1x PG Extender, Armor Plate of choice or Complex Ammo Expansion Unit or Complex CPU Upgrade this is if you want Small turrets on - Prototype Turret of any choice
3. PC Gunlogi - 2x Complex Hardeners, 1x Complex Damage Module - 1x 120 Complex Armor Plate, 1x Complex CPU Upgrade - Prototype Railgun Turret (can go glass with all damage modules or 2 and 1 hardener)
4. Madrugar - Really any fits are quite terrible mainly because you end up leaving 1 or both high sloys empty but here goes - 2x Complex Light Repairers, 1x Armor Plate of choice - 1x Nitro or Scanner if for AI fit - Blaster turret of choice (If you need CPU you can drop the scanner or drop the blatser turret/armor plate to a lower tier)
5. Python - Prototype XT-1 Missile Launcher - 1X Complex PG Upgrade - 1x Afterburner, 1x Enhanced Heavy Shield Extender with either another Light Extender or a Shield Hardener or Shield Booster if it can be fit depends on tiers
6. Incubus - Prototype Railgun - 1x Afterburner - 2x Complex Light Armor Repairers, 1x 120 Basic Armor Plate
7. Myron - 4x Enhanced Shield Hardeners - 1x Complex CPU Upgrade, 1x Complex PG Extender
8. Grimsnes - 4x Complex Light Armor Repairers - 1x Afterburner
9 Grimsnes - 3x Complex Light Armor Repairers, 1x Basic Light Armor Repairer - 1x Afterburner, 1x Basic MCRU - 1x Small Missile
10. Grimsnes - 2x Complex Light Armor Repairers, 1x Complex 120 Armor Plate, 1x Complex PG Extender - 1x Afterburner (free slot or put a turret on)
11. These can be debatable but i do not see many normal DS about apart from reaching a roof and the PC vehicles are mainly the python/incubus and the PC gunlogi |
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Lazer Fo Cused
Shining Flame Amarr Empire
570
|
Posted - 2015.01.21 14:01:00 -
[91] - Quote
CCP Rattati wrote:I am not asking you to play your hand so we can nerf the OP. I am trying to find the best fit, so we can figure out at least 1 or two alternative equal fits to those.
When playing around in protofits, I immediately get annoyed by the need for pg/cpu mods.
Using infantry fitting logic, it goes ADV hull + proto weapon and fill in relative mods with adv to std. This is not so easy with HAV's and reduces options.
Another thing, not new, is that the problems usually come with stacking modules. How adverse are pilots to more "good mod" but only one per fitting?
1. PG/CPU modules are a must for quite a few fits - If you intend for the hulls to be tiercided then we need the ability to fit on all proto like i can do on quite a few suits or at least adv and proto - If it is not going by tiercide then we need adv/proto hulls but currently try fitting all proto on the madrugar and both high slots are empty
2. ADV hull? We have Basic HAVs only the ADS you could call ADV at best but even then the Python struggles to fit without a PG module
3. Not a fan really - Take the Saga II which has a shield hardener but a short activation time and long cooldown time which makes it worthless
4. Stacking penalties are more than enough - In EVE only certain modules i cannot stack such as propulsion modules but you only use 1 at a time anyways and plus you do have the option of rigs and implants to further customize your ship where as we have modules and if we are lucky some skills and skill bonuses and that is all |
Lazer Fo Cused
Shining Flame Amarr Empire
570
|
Posted - 2015.01.21 14:06:00 -
[92] - Quote
CCP Rattati wrote:The idea is then to bring out dropships and or enforcers (well in my dreams) that are high speed, low hp blaster tanks (against shields) that have the maneuverability to engage and circle the gunnlogi, or high speed, rapid redeployment missile enforcers that get behind or on the side and alpha strike.
1. Currently we seem to have that now
2. The madrugar can circle a gunlogi at the current speeds without a nitro which just improves straight line speed and does hinder turning since you end up going wider on the turn than usual so keeping it tight is harder 2a. The Gunlogi has a very poor gun depression so with the madrugar is also has terrain as its advanatage since it can engage on a hill or even in little dips where the gunlogi cannot look down
3. The gunlogi is best when it engages from range and where it can land the most without any misses and it has to pick and choose more carefully to begin with since it can look down that far and missiles do have travel time and can miss |
Lazer Fo Cused
Shining Flame Amarr Empire
582
|
Posted - 2015.01.21 19:16:00 -
[93] - Quote
1. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
2. Hulls added and upto date with stats including rigging stats and bonuses
3. Modules tweeked and new modules added with varients
4. Skill tree overhauled with a range of new skills
5. Turrets mainly unchanged for now except fragmented missiles
6. Pilot suit and bonuses added, pilot suit modules not done but tiered bonuses are 1/2/3/4% respectively
7. ECM added to an extent
8. Rigging added and stats to all vehicles with callibration numbers/slots for vehicles and rigs have all bonuses
9. No AV numbers - Chrome FG im fine with but i would say AV nades go to todays damage numbers and the SL also goes to todays damage numbers while retaning the 175m lock range |
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