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Thread Statistics | Show CCP posts - 11 post(s) |
Sir Dukey
Murphys-Law General Tso's Alliance
1322
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Posted - 2014.12.17 20:11:00 -
[1] - Quote
CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors.
Are we getting a repec? Please, it's only fair. When you introduced new suits in 1.8 you gave everyone a respec and since the whole system is being reworked I demand a FREE respec.
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Sir Dukey
Murphys-Law General Tso's Alliance
1322
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Posted - 2014.12.17 20:44:00 -
[2] - Quote
CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors.
CCP, can you make it so when we point to a Sagaris, it says PRO instead of UHAV or Sagaris. It was my dream since I started playing two years ago. My dream to drive a Beast mode Sgaris with 7000+ shields that could tank hits from 5 guys.
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Sir Dukey
Murphys-Law General Tso's Alliance
1322
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Posted - 2014.12.17 21:18:00 -
[3] - Quote
Tesfa Alem wrote:Some constructive Critiscm of the Tank fitting philopshy as per your spreadsheet.
For the Falchion: - Slow Turn Speed - Low HP - Same slots - Fast Turret tracking -Slow Forward Speed
This is pretty much the epitome of the Redline RailTank. Without the HP buffer to at least survive an infantry ambush, or the speed to get away through an ambush, these guys will only be safe within the redline, trying to snipe tanks and other infantry then roll backwards. Which double and triple modded tanks already do, yet the slow turret tracking speed helps to counter this somewhat. It ougt to more closley follow in the Vayu below.
Maurader - Normal Turn Speed - Massive HP - Same slots - Slow turret tracking - Normal Forward speed
This is a good philosophy for a hard hitting tank, makes it tough to engage head on but gives other faster tanks a fighting chance.
Vayu - Fast turn Speed - Low HP - Same slots - Slow Turret Tracking - Fast Forward SpeedSide grade to MBT
This is more what i envision a tank destroyer to be. Very fast, low hp but hit and run
Maruader
- Slow turn speed - Massive HP - Same slots - Normal Turret tracking - Normal Forward speed
I envision this pretty much aas a beefier maddy.
Well I wouldn't want slow tracking to a point where you cannot even tack a heavy running by in front of you but it should be at most 15% slower. Also, turret proficiency need to start working.
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Sir Dukey
Murphys-Law General Tso's Alliance
1322
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Posted - 2014.12.17 21:21:00 -
[4] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Are we getting a repec? Please, it's only fair. When you introduced new suits in 1.8 you gave everyone a respec and since the whole system is being reworked I demand a FREE respec. Um....why? Any specialty HAVs would be built off of existing skills, meaning that if you wanted to spec into them, you would just level up skills that require the ones you already have trained as a prereq.
I'm pretty sure if CCP added in another special medium frame, special light frame and a special heavy frame, people would scream respec. Especially discussing the fact that this "build on" is going to potentially cost millions and millions of sp. I understand if it was minor fixes tweaks ect, but come on, they are releasing new variants/ skill books.
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Sir Dukey
Murphys-Law General Tso's Alliance
1322
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Posted - 2014.12.17 21:23:00 -
[5] - Quote
True Adamance wrote:Sir Dukey wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. CCP, can you make it so when we point to a Sagaris, it says PRO instead of UHAV or Sagaris. It was my dream since I started playing two years ago. My dream to drive a Beast mode Sgaris with 7000+ shields that could tank hits from 5 guys. You do remember though that that kind of Sagaris was PASSIVE Tanked and only had a rep rate of 50-60 Shields per second..... and maybe only 20-30% passive resistances.
Yeah, but people had militia starter fits and I had a Scattered ION CANNON! Anyway, that is false, they had two hardeners active (mine did), it also had passive resistance from the fact that it was a Marauder and it had the best heavy shield repair possible. Well, actually, it had all the best shield modules possible.
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Sir Dukey
Murphys-Law General Tso's Alliance
1322
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Posted - 2014.12.17 22:14:00 -
[6] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:Sir Dukey wrote:Are we getting a repec? Please, it's only fair. When you introduced new suits in 1.8 you gave everyone a respec and since the whole system is being reworked I demand a FREE respec. Um....why? Any specialty HAVs would be built off of existing skills, meaning that if you wanted to spec into them, you would just level up skills that require the ones you already have trained as a prereq. I'm pretty sure if CCP added in another special medium frame, special light frame and a special heavy frame, people would scream respec. Especially discussing the fact that this "build on" is going to potentially cost millions and millions of sp. I understand if it was minor fixes tweaks ect, but come on, they are releasing new variants/ skill books. So you're saying we should get a respec with the release of every new suit, weapon, and vehicle? lol
Except this is not just one suit, this is a crap ton of fixes and variants like logi LAV's, Marauders, Logi Drop ships, Enforcers and with a bunch of changes.
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Sir Dukey
Murphys-Law General Tso's Alliance
1322
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Posted - 2014.12.17 23:01:00 -
[7] - Quote
Pokey Dravon wrote:DarthJT5 wrote: Well pokey, you are going off the assumption that they won't fundamentally change the vehicle skill tree, just add new skills. He has a point in that if they change what some of the vehicle skills do, a respec may be warranted. Especially since you can just buy them now. Although, I find it unlikely that they will change the skills at all (even though I want them too) so a respec is probably not needed
Well obviously yes, if skills are removed that people have specced into, then they would obviously have to offer a respec, but that's entirely different from "They added new stuff I want so gimme SP back"
It's more like, I skilled into pythons to 5 and incubus 5 and put a lot of SP in vehicle skills that I don't need however with new stuff coming out, I would like a respec so I can take the SP out of the stuff that is useless and put it in where it should have been if they didn't remove vehicles.
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Sir Dukey
Murphys-Law General Tso's Alliance
1326
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Posted - 2014.12.18 00:24:00 -
[8] - Quote
DarthJT5 wrote:True Adamance wrote:I think the archetypes CCP Rattati has designed are fine in many respects.
Some of his examples from EVE are a little iffy but get the point across, and while he kind of lacks the real world parallels to draw from it's very easy to provide examples.
Tank Destroyers Russian ISU -122 German Jagdpather
Heavy Infantry Tank German PzKpfw VI Ausf H American Sherman M4A2 Brittish Mk IV Churchill Russian Kv-85
Light Tanks and Cruiser Tanks (Generalist Hulls you might even say) Brittish Mk VIII Cromwell American M10 Wolverine German PzKpfw III Russian T-34
However I am concerned that in his proposal we risk needlessly creating great disparities between the Hull types where they are not necessarily needed, in terms of movement, and tracking, etc.
I If I were to comment on the proposal I'd suggest basing the various version of concepts like the following (purely my opinion)
Gunlogi Shield: 3000 Armour: 1200 Slot Lay Out: 4/2 (for now) Traits: Generalist's Hull
Sagaris Shield: 3120 Armour: 1000 Slot Lay Out: 5/2 Traits: Slower Acceleration, Reduced Top Speed, Increased PG and CPU Allotment.
Falchion Shield: 3200 Armour: 1125 Slot Lay Out: 4/2 Traits: More Powerful Main Gun, Slower Turret Tracking, Low PG and CPU allotment to discourage eHP tanking, Moderate Torque.
Madrugar Shield: 1125 Armour: 3400 Slot Lay Out: 2/4 Traits: Generalist Hull
Surya Shields: 1000 Armour: 3560 Slot Lay Out: 2/5 Traits: Slower Acceleration, Reduced Top Speed, Increased PG and CPU Allotment.
Vayu Shield: 980 Armour: 3625 Slot Lay Out: 4/2 Traits: More Powerful Main Gun, Slower Turret Tracking, Low PG and CPU allotment to discourage eHP tanking, Moderate Torque.
I have Pumped up my suggestions slot allocation by 1 on its Primary Racial Side at the moment but may reduce it later after eHP calculations are fully complete and consideration for reintroduction of other modules (the old ones). What happened to the extra off rack mod for the enforcers? I rather liked that idea.
Enforcer is suppose to be less tanked than the Standard Main Battle Tank but a lot more damage, Marauder is suppose to have a lot more tank ever the standard.
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Sir Dukey
Murphys-Law General Tso's Alliance
1331
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Posted - 2014.12.18 03:58:00 -
[9] - Quote
True Adamance wrote:Sir Dukey wrote:
Enforcer is suppose to be less tanked than the Standard Main Battle Tank but a lot more damage, Marauder is suppose to have a lot more tank ever the standard.
I believe we can achieve that. Following eHP values of Enforcer Tank < Cruiser Tank < Marauder Tank E.G -A Gunlogi will have 4/2 Slot Lay Out and 150/150 PG/CPU after turrets -A Sagaris will have 5/2 and 175/175 PG/CPU after turrets -A Falchion would have 4/2 and 100/100 PG?CPU after turrets Comparatively Shield Extenders, Shield Hardeners, and Shield Boosters are expensive module to fit. Costing anywhere between 35/35 and 50/50 (or some combination of values to fit). However Heat Sinks, Tracking Computers, Tracking Enhancers, Damage Modules, etc only cost between 1/1 and 10/10 (or some combination of these values). In comparison an Enforcer Tank has superior hull HP attributes, but less fitting capacity. If a Gunnlogi could fit 2 Heavy Extenders, a Hardener, and a Passive Recharger (for a passive tank) an Enforcer could only fit a hardener and maybe a Light Shield Extender/ or booster...... encouraging them to use the rest of their PG and CPU on Weapons Upgrades.
I was thinking we could add in a built in module like LLAV's had and LOGI dropships had.
Enforcer built in example modules with no cost to slots- (not Particularly powerful) -heat sink (10%) -turret rotation mod -ect.
Marauder built in with no expense to slots- -Siege- Tank gets 15-20% passive shield/armor hardener for 30 secs, cool down 1 minute depending on whether it is Sagaris or Surya. -ect.
I don't know, just think it's cool. teammates will be noted when siege module is activated. Like a distress signal.
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
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Posted - 2014.12.18 20:19:00 -
[10] - 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.
3. The problem isn't the Gunnlogi being too powerful, it's the Gunnlogi being able to put on PG extenders, CPU extenders which give it a lot of fitting power whereas the Madrugar doesn't get that luxury. Also, the Madrugar CPU is despicable and too low.
The choice of low slot modules is very very limited whereas in high slots, Madrugars have the luxury of putting on Damage mods and Fuel injectors and Scanners (fitting problems aside), the only thing Gunnlogi/shield tanks have are Armor plates, Armor reps, Armor hardeners, and worthless stupid ammo modules.
This however is not going to change unless we introduce modules to put on lows that somehow benefit/ make the overall shield tank stronger. As of now, I often find a lot of AV weapons getting through to my Shields on my Gunnlogi and that extra 3000 armor I have laying around helps with the surviveabilty. Whereas the Madrugars can constantly keep repping though AV, Gunnlogi doesn't have that option. It's either trust your life to a shield booster ( Which don't even work half the time) or Put on a hardeners. Now I must say, putting on two hardeners on a Gunnlogi (complex hardeners because ADV and STD are sh*t) and a complex shield extender(only one worth using) requires the use of those two low slot modules toward CPU/PG upgrades.
I often just put on a damage mod. And rather put on a plate than put on a extra shield hardener and sacrifice that 1500 or so HP.
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
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Posted - 2014.12.18 20:32:00 -
[11] - Quote
True Adamance wrote:duster 35000 wrote:
168 reps per second with a 4 second delay is pathetically slow...and once hardener stacking is fixed shields will never be able to win cqc vs a blaster, atleast blaster vs blaster, more damage to shields and shields can't rep...
It's not slow at all. It's essentially what makes Shield HAV OP as hell. They are able to rep at a prolific pace (3x the old statistics) for not having to fit a module meaning that any HAV pilot worth their salt can manage this overly powerful passive shield regeneration over the course of 20 seconds to have nullified almost all AV damage again them. The reason tanks back in the day were good and balanced and arguably more skill intensive was because damage applied to a tank then was longer lasting and required the use of modules or multiple modules to repair. No Tank, not shield, not armour deserves a meaningful regeneration without having to fit modules. If you look at a Shield HAV vs an Armour HAV currently in any circumstance a Shield HAV will win. Hands down it is superior...so your assertion it is unfair that a Shield HAV has a down side in CQC in brawling........like (shock horror) Caldari tech would is moot. Armour HAV, armour everything in New Eden has equivalent or more HP/eHP than shield variants. The reason for this is that armour itself does not regenerate, regeneration power being a huge factor of any conflict where TTK is measured in tens of seconds or minutes. Now for the longest time since 1.7 Shield HAV has dominated in roles they should not be as powerful in annexing the Armour HAV from tactical and competitive use. Armour Tanks, Gallente Tech, Gallente Tanks are designed to brawl up close and have the edge in CQC fights using powerful active reps to cover for their lack of any passive regeneration. Shield Tanks, Caldari Tech, Caldari Tanks are designed to kite out at longer ranges and have the edge in ranged combat through superior access to damage modules (LOW SLOT MODULES) and slow natural regen alongside powerful spikes of Shield Boosts. Now in the scenario you are discussion I am assuming you are talking about a passive tanked Gunnlogi, the kind that stacks Extenders and a Hardener..... THATS WHAT A PASSIVE TANK IS! You guys do understand what passive and active tanks are the hall mark traits of them are? Moreover the Blaster is the only HAV turret designed to take down shields. Your assertion that Shield HAV need a crutch or some advantage vs the ONLY large turret designed to take them down is moot.
Actually, a railgun and a missile turret are just as viable at killing shield tanks than armor tanks (missile might be a little worse but it still kills). Also, Armor tanks can get over 200 passive reps easily and still maintain more HP than a shield tanker unless shield tanker armor tanks.
If I was to change shield passive reps, I would change it to- Standard Gunnlogi- 55 shield reps per second Enforcer- 65 shield reps per second Marauder- 85 shield reps per sec.
The old shield rep per second was terrible repping like .3% of my total tanks worth of EHP every second. I would like to more close to one to 3% assuming you had about a 6000 shield tank.
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
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Posted - 2014.12.18 20:36:00 -
[12] - Quote
True Adamance wrote:I think the archetypes CCP Rattati has designed are fine in many respects.
Some of his examples from EVE are a little iffy but get the point across, and while he kind of lacks the real world parallels to draw from it's very easy to provide examples.
Tank Destroyers Russian ISU -122 German Jagdpather
Heavy Infantry Tank German PzKpfw VI Ausf H American Sherman M4A2 Brittish Mk IV Churchill Russian Kv-85
Light Tanks and Cruiser Tanks (Generalist Hulls you might even say) Brittish Mk VIII Cromwell American M10 Wolverine German PzKpfw III Russian T-34
However I am concerned that in his proposal we risk needlessly creating great disparities between the Hull types where they are not necessarily needed, in terms of movement, and tracking, etc.
I If I were to comment on the proposal I'd suggest basing the various version of concepts like the following (purely my opinion)
Gunlogi Shield: 3000 Armour: 1200 Slot Lay Out: 4/2 (for now) Design Philosophy: The Generalist Hull or Cruiser Light Tank is designed to do just what it's name implies. A tank with no specific mobility penalties or powerful guns the Cruiser tank provides fire support when and where it is required being provided with fair armour/shielding, average PG and CPU allotments, and fair mobility capabilities. It's uses are limitless and only trumped by specialist tanks.
Sagaris Shield: 3120 Armour: 1000 Slot Lay Out: 5/2 Traits: A Heavy Armoured/Shielded Tank Designed to move alongside Infantry and support them with fire from it's main gun. Designed to engage other vehicles (LAV,MAV, ADS) and provide cover fire. It is slow and has thick protective layering.
Falchion Shield: 3200 Armour: 1125 Slot Lay Out: 4/2 Design Philosophy: The Enforcer is a "protected gun system" designed to be used in concert with weapons support systems to deliver heavy and accurate anti vehicle fire from superior positions. It has a powerful main gun but lacks Power Grid and CPU processing support as all power is rerouted to the main cannon and thus has lighter armour
Madrugar Shield: 1125 Armour: 3400 Slot Lay Out: 2/4 Design Philosophy: The Generalist Hull or Cruiser Light Tank is designed to do just what it's name implies. A tank with no specific mobility penalties or powerful guns the Cruiser tank provides fire support when and where it is required being provided with fair armour/shielding, average PG and CPU allotments, and fair mobility capabilities. It's uses are limitless and only trumped by specialist tanks.
Surya Shields: 1000 Armour: 3560 Slot Lay Out: 2/5 Traits: A Heavy Armoured/Shielded Tank Designed to move alongside Infantry and support them with fire from it's main gun. Designed to engage other vehicles (LAV,MAV, ADS) and provide cover fire. It is slow and has thick protective layering.
Vayu Shield: 980 Armour: 3625 Slot Lay Out: 4/2 Design Philosophy: The Enforcer is a "protected gun system" designed to be used in concert with weapons support systems to deliver heavy and accurate anti vehicle fire from superior positions. It has a powerful main gun but lacks Power Grid and CPU processing support as all power is rerouted to the main cannon and thus has lighter armour
I have Pumped up my suggestions slot allocation by 1 on its Primary Racial Side at the moment but may reduce it later after eHP calculations are fully complete and consideration for reintroduction of other modules (the old ones).
Wow, where did you get these stats? A Sagaris having less base hp than a Gunnlogi and an enforcer- are you out of your mind? That doesn't make sense.
I would make sagaris 3325 shield, 1225 armor. Surya I would do 3650 armor, 1225 shield.
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
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Posted - 2014.12.18 20:46:00 -
[13] - Quote
DarthJT5 wrote:Sir Dukey wrote:True Adamance wrote:I think the archetypes CCP Rattati has designed are fine in many respects.
Some of his examples from EVE are a little iffy but get the point across, and while he kind of lacks the real world parallels to draw from it's very easy to provide examples.
Tank Destroyers Russian ISU -122 German Jagdpather
Heavy Infantry Tank German PzKpfw VI Ausf H American Sherman M4A2 Brittish Mk IV Churchill Russian Kv-85
Light Tanks and Cruiser Tanks (Generalist Hulls you might even say) Brittish Mk VIII Cromwell American M10 Wolverine German PzKpfw III Russian T-34
However I am concerned that in his proposal we risk needlessly creating great disparities between the Hull types where they are not necessarily needed, in terms of movement, and tracking, etc.
I If I were to comment on the proposal I'd suggest basing the various version of concepts like the following (purely my opinion)
Gunlogi Shield: 3000 Armour: 1200 Slot Lay Out: 4/2 (for now) Design Philosophy: The Generalist Hull or Cruiser Light Tank is designed to do just what it's name implies. A tank with no specific mobility penalties or powerful guns the Cruiser tank provides fire support when and where it is required being provided with fair armour/shielding, average PG and CPU allotments, and fair mobility capabilities. It's uses are limitless and only trumped by specialist tanks.
Sagaris Shield: 3120 Armour: 1000 Slot Lay Out: 5/2 Traits: A Heavy Armoured/Shielded Tank Designed to move alongside Infantry and support them with fire from it's main gun. Designed to engage other vehicles (LAV,MAV, ADS) and provide cover fire. It is slow and has thick protective layering.
Falchion Shield: 3200 Armour: 1125 Slot Lay Out: 4/2 Design Philosophy: The Enforcer is a "protected gun system" designed to be used in concert with weapons support systems to deliver heavy and accurate anti vehicle fire from superior positions. It has a powerful main gun but lacks Power Grid and CPU processing support as all power is rerouted to the main cannon and thus has lighter armour
Madrugar Shield: 1125 Armour: 3400 Slot Lay Out: 2/4 Design Philosophy: The Generalist Hull or Cruiser Light Tank is designed to do just what it's name implies. A tank with no specific mobility penalties or powerful guns the Cruiser tank provides fire support when and where it is required being provided with fair armour/shielding, average PG and CPU allotments, and fair mobility capabilities. It's uses are limitless and only trumped by specialist tanks.
Surya Shields: 1000 Armour: 3560 Slot Lay Out: 2/5 Traits: A Heavy Armoured/Shielded Tank Designed to move alongside Infantry and support them with fire from it's main gun. Designed to engage other vehicles (LAV,MAV, ADS) and provide cover fire. It is slow and has thick protective layering.
Vayu Shield: 980 Armour: 3625 Slot Lay Out: 4/2 Design Philosophy: The Enforcer is a "protected gun system" designed to be used in concert with weapons support systems to deliver heavy and accurate anti vehicle fire from superior positions. It has a powerful main gun but lacks Power Grid and CPU processing support as all power is rerouted to the main cannon and thus has lighter armour
I have Pumped up my suggestions slot allocation by 1 on its Primary Racial Side at the moment but may reduce it later after eHP calculations are fully complete and consideration for reintroduction of other modules (the old ones). Wow, where did you get these stats? A Sagaris having less base hp than a Gunnlogi and an enforcer- are you out of your mind? That doesn't make sense. I would make sagaris 3325 shield, 1225 armor. Surya I would do 3650 armor, 1225 shield. The point of that is that the power of a tank should lie in its modules. The Marauder tanks having a little less base hp is completely nullified by the extra slot. Again, customization>>>>> base stats
Nahh bro, it doesn't make sense. It's like giving the heavy suit less base HP than the Assault but with more assault. It wouldn't feel like a heavy. Anyway, I only added about 400 base HP which is only about 300 more than the base tank.
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
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Posted - 2014.12.18 20:48:00 -
[14] - Quote
True Adamance wrote:Sir Dukey wrote:True Adamance wrote:I think the archetypes CCP Rattati has designed are fine in many respects.
Some of his examples from EVE are a little iffy but get the point across, and while he kind of lacks the real world parallels to draw from it's very easy to provide examples.
Tank Destroyers Russian ISU -122 German Jagdpather
Heavy Infantry Tank German PzKpfw VI Ausf H American Sherman M4A2 Brittish Mk IV Churchill Russian Kv-85
Light Tanks and Cruiser Tanks (Generalist Hulls you might even say) Brittish Mk VIII Cromwell American M10 Wolverine German PzKpfw III Russian T-34
However I am concerned that in his proposal we risk needlessly creating great disparities between the Hull types where they are not necessarily needed, in terms of movement, and tracking, etc.
I If I were to comment on the proposal I'd suggest basing the various version of concepts like the following (purely my opinion)
Gunlogi Shield: 3000 Armour: 1200 Slot Lay Out: 4/2 (for now) Design Philosophy: The Generalist Hull or Cruiser Light Tank is designed to do just what it's name implies. A tank with no specific mobility penalties or powerful guns the Cruiser tank provides fire support when and where it is required being provided with fair armour/shielding, average PG and CPU allotments, and fair mobility capabilities. It's uses are limitless and only trumped by specialist tanks.
Sagaris Shield: 3120 Armour: 1000 Slot Lay Out: 5/2 Traits: A Heavy Armoured/Shielded Tank Designed to move alongside Infantry and support them with fire from it's main gun. Designed to engage other vehicles (LAV,MAV, ADS) and provide cover fire. It is slow and has thick protective layering.
Falchion Shield: 3200 Armour: 1125 Slot Lay Out: 4/2 Design Philosophy: The Enforcer is a "protected gun system" designed to be used in concert with weapons support systems to deliver heavy and accurate anti vehicle fire from superior positions. It has a powerful main gun but lacks Power Grid and CPU processing support as all power is rerouted to the main cannon and thus has lighter armour
Madrugar Shield: 1125 Armour: 3400 Slot Lay Out: 2/4 Design Philosophy: The Generalist Hull or Cruiser Light Tank is designed to do just what it's name implies. A tank with no specific mobility penalties or powerful guns the Cruiser tank provides fire support when and where it is required being provided with fair armour/shielding, average PG and CPU allotments, and fair mobility capabilities. It's uses are limitless and only trumped by specialist tanks.
Surya Shields: 1000 Armour: 3560 Slot Lay Out: 2/5 Traits: A Heavy Armoured/Shielded Tank Designed to move alongside Infantry and support them with fire from it's main gun. Designed to engage other vehicles (LAV,MAV, ADS) and provide cover fire. It is slow and has thick protective layering.
Vayu Shield: 980 Armour: 3625 Slot Lay Out: 4/2 Design Philosophy: The Enforcer is a "protected gun system" designed to be used in concert with weapons support systems to deliver heavy and accurate anti vehicle fire from superior positions. It has a powerful main gun but lacks Power Grid and CPU processing support as all power is rerouted to the main cannon and thus has lighter armour
I have Pumped up my suggestions slot allocation by 1 on its Primary Racial Side at the moment but may reduce it later after eHP calculations are fully complete and consideration for reintroduction of other modules (the old ones). Wow, where did you get these stats? A Sagaris having less base hp than a Gunnlogi and an enforcer- are you out of your mind? That doesn't make sense. Less Base EHP.... almost like oh I don't know.....they used to. Also considering they have 1 extra module slot than the other variations their eHP is able to be much higher. Gunnlogi (Old Hull) - Shields 3250 Armour 1250 Sagaris (Old Hull) - Shields 3120 Armour 1000 Checks and balances mate. That 200 HP the marauder looses over another hull is almost immediately made up for 2-3x over by that other module slot. Also for the enforcers since they would not be able to fit as many eHP modules due to their low PG and CPU allotment would have a fair base hull value to make them competitive.
well, I guess it makes sense then.
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Sir Dukey
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Posted - 2014.12.19 21:13:00 -
[15] - Quote
duster 35000 wrote:True Adamance wrote:duster 35000 wrote: So would the marauders have 5/2 and 2/5?
And what would thier base hp be?
They could be depending on whether or not we here can come with a way to abuse 5 slots..... Old values aren't too bad. What were your thoughts? My thoughts on what exactly? marauders? Tanks? Slots? Well, marauders would be slower and less tracking, maybe 15% less damage on the hull for the turrets...I can make my fitting 2 extenders 1 booster 1 hardener for that tank...maybe marauders get no small turrets? Dunno really, tanking is kinda meh right now, it's too much ofna pain to use the large blaster...I swear killing competent players is very annoying because of the accuracy. Even when bursting. Unless of course the mlt blaster is less accurate.
15% less damage is unreasonable suggestion. Do we penalize sentinels with damage reduction because they have more HP and resistances over the normal heavy suits.. NO.. Then why marauders? Where is this logic coming from. You can't just simply take a weapon and reduce it's damage.
For example- if you take a M16 from a soldiers hands and put it in the hand of a Terrorist, no matter what- that gun will still do the same amount of damage as it did in soldiers hands, it will travel same speed. ect.
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Sir Dukey
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Posted - 2014.12.19 21:16:00 -
[16] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote: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 That is correct. However the difference is that a Gunnlogi fit with a Basic extender will have less HP than one fit with a Complex Extender. Currently it doesn't matter because you can rely on the Base HP. Under this concept, what you fit to the vehicle has more weight. In other words it establishes a deeper Risk/Reward architecture in terms of fitting. LAVs are a good example of this. LAVs currently have extremely high base HP and a low number of slots. This allows people who choose not to fit their LAV with anything, to enjoy a rather sizable pool of HP with very little (if any) investment. The base HP of the LAV should be decreased with additional slots added so players actually have to fit HP modules in order to obtain high levels of HP. Additionally if a player does not care about having a lot of HP, they can use the additional slots to fit a more unique and specialized fit. Added flexibility always a plus in my book. So while the HAV does not suffer as much as the LAV in terms of excessive base HP and lack of slots, it follows a similar line of design which I would like to see changed.
Heavies have high HP, this allows them to choose modules other than extenders and plates. Why shouldn't this be same for HAV. Why must tanks be forced to tank, why not have scanners or CRU's or fuel injectors.
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Sir Dukey
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Posted - 2014.12.19 21:22:00 -
[17] - Quote
duster 35000 wrote:Sir Dukey wrote:duster 35000 wrote:True Adamance wrote:duster 35000 wrote: So would the marauders have 5/2 and 2/5?
And what would thier base hp be?
They could be depending on whether or not we here can come with a way to abuse 5 slots..... Old values aren't too bad. What were your thoughts? My thoughts on what exactly? marauders? Tanks? Slots? Well, marauders would be slower and less tracking, maybe 15% less damage on the hull for the turrets...I can make my fitting 2 extenders 1 booster 1 hardener for that tank...maybe marauders get no small turrets? Dunno really, tanking is kinda meh right now, it's too much ofna pain to use the large blaster...I swear killing competent players is very annoying because of the accuracy. Even when bursting. Unless of course the mlt blaster is less accurate. 15% less damage is unreasonable suggestion. Do we penalize sentinels with damage reduction because they have more HP and resistances over the normal heavy suits.. NO.. Then why marauders? Where is this logic coming from. You can't just simply take a weapon and reduce it's damage. For example- if you take a M16 from a soldiers hands and put it in the hand of a Terrorist, no matter what- that gun will still do the same amount of damage as it did in soldiers hands, it will travel same speed. ect. Less power going to the turret? Just saying if there has to a penalty, I mean people might say why use the std hav's?
Well, why use heavy frames over sentinels? Why use light frames over scouts? Why use medium frames over Assaults? Same reason, because the STD HAV is there for you to get a taste of vehicles, if you want to go hard core you go for the specialized ones.
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Sir Dukey
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Posted - 2014.12.19 21:28:00 -
[18] - Quote
DarthJT5 wrote: The whole point of changing the slot layout and base hp is so you ARENT forced to tank....... If you want to build a tank around utility, you can with these ideas. If you want hp, you can put on hp mods, but you don't have to. I'm sorry, but I don't understand what your arguing about.....
Look, there is no point in choosing anything but tank ever. There is no point in anything because anything other than tank is not viable. When you see a gunnlogi- you most of the time (at least the successful ones) are running all tank modules. Not once do you ever see a Gunnlogi drive up with a freaking scanner and a dam fuel injector.
Nerfing base HP doesn't do anything. If that was your plan you are wrong.
Also, your LAV statement was bull crap, LAV's have about the same base HP of a sentinel and about one to two swarms worth of base HP. If you think lowering base HP but giving more slots is gonna make people choose other modules, they wont.
"A tank without tank is not a viable tank"
What I can see happening is keeping base HP or maybe even increasing it, and giving more slots. Let CPU/PG be the determining factor.
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Sir Dukey
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Posted - 2014.12.19 21:55:00 -
[19] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Heavies have high HP, this allows them to choose modules other than extenders and plates. Why shouldn't this be same for HAV. Why must tanks be forced to tank, why not have scanners or CRU's or fuel injectors. I think you're missing what I'm going for here. I'll use your analogy if it makes it less confusing. So currently the Gallente Sentinel has a 2/3 slot layout. A Complex armor plate is what, 135? So lets say I reduce the Gallente's Base Armor by 135, and give it a 4th low slot. So what you can do now is stick an armor plate back into that 4th slot, raising its HP by 135 (yes I know there are skill bonuses and whatnot that wont line up perfectly but bear with me) back up to what it was before the change. OR If you dont care about that extra HP, you could put something else in there, like a Kinkat or another Armor Repairer. I think we all agree that the current slot layout for HAVs is overly limited and lacks much room for creativity. So by adding a slot and reducing the base HP by similar value, you give people more fitting flexibility, but you also allow people who preferred the old way to simply fill that additional slot with an HP mod to counteract the decrease in base HP. I'd probably balance it against an Enhanced HP module, so fitting Enhanced would give you similar HP values, Complex would be a net increase. Does that make sense? As I've said before Work + Holidays leaves me a little fried.
well, why don't we just give all suits 0 ehp but a bunch of slots. It just doesn't make sense. There is no point in how much base HP you take away slots you give, in the end, it will always go toward a tank modules unless you are trying to run around with at roll fit.
What you fail to understand is no matter what you do, anything but tanking makes a tank enviable.
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Sir Dukey
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Posted - 2014.12.19 22:11:00 -
[20] - Quote
Pokey Dravon wrote:Sir Dukey wrote:
well, why don't we just give all suits 0 ehp but a bunch of slots. It just doesn't make sense. There is no point in how much base HP you take away slots you give, in the end, it will always go toward a tank modules unless you are trying to run around with at roll fit.
Inversely would you support removing all slots and just buffing base HP like crazy? Because if HP is all that matters then why bother letting us fit things at all?
Yes I would. No joke.
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Sir Dukey
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Posted - 2014.12.19 23:46:00 -
[21] - Quote
One Eyed King wrote:Pokey Dravon wrote:True, I like the increase to slots but decrease to base HP. Puts more emphasis on WHAT You fit on your hull, not just what your base hull has naturally. It's a philosophy I want to apply to LAVs as well because 1. Their slot layouts are dismal, and 2. I'm tired of unfit LAVs being a pain in the ass to kill. This. Also, after reading through the whole thread, I like Pokey and True's ideas. Particularly about removing HP and adding the extra mod so that more variety can exist. I also think it would be interesting if HAVs could have some sort of transport capacity. Essentially making LAVs a more risky option in terms of solo/small group transport, particularly keeping in mind that BPO LAVs sound like they are on their way, with Dropships being somewhat safer/faster/greater capacity, and HAVs being a slower and safer option. I apologize if that last bit was a little out of the scope of discussion.
The only idea that is good in this thread is returning tanks back to pre 1.7 and to chromosome levels.
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Sir Dukey
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Posted - 2014.12.28 18:32:00 -
[22] - Quote
Breakin Stuff wrote:You are aware that you can dance between shots of a large blaster, right?
It's doable in a sentinel.
Sadly, it's doable in an LAV as well.
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Sir Dukey
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Posted - 2014.12.29 09:17:00 -
[23] - Quote
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.
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Sir Dukey
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Posted - 2014.12.29 20:12:00 -
[24] - 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.
When everyone enters dust, at least they people I know, they all say "OMG dude the vehicles are so cool. The fittings and everything. I wanna fly that thing brooo, that tank looks so epic and strong." only to figure out how sh*tty vehicles are and switch over to infantry forever turning into infantry scrubbery. Not saying i'm not one of those guys because I totally am Infantry scrubbery.
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Sir Dukey
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Posted - 2015.01.13 01:36:00 -
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CCP Rattati wrote:True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency. So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields. Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many. Just to reiterate, I am following this thread and actively consolidating your feedback into a single proposal. Thank you.
Oh come one, you seriously can't be sucking up True Adamance Info. It is completely biased from an Armor point of view.
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Sir Dukey
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Posted - 2015.01.13 03:28:00 -
[26] - Quote
True Adamance wrote:Sir Dukey wrote:
Oh come one, you seriously can't be sucking up True Adamance Info. It is completely biased from an Armor point of view.
I'm only calling the imbalances as I see them and they are very obviously there. Whether Shield HAV need to be toned down, prevented from armour tanking, or Armour HAV need to be buffed/adjusted is up to CCP Rattati. Of all the people in this thread only Pokey, Thaddeus, and Breaking actually have made proposals. I've had some sort of input into those in some way or another helping them bounce ideas around and they all make fair proposals each rather unique full credit to them as they have put so much time in number crunching and well reasoned suggestions for consideration. I'm supportive of their efforts but I won't lie that when I see such great disparities between specific aspects of tank balance I will call them out and comment on them.
Buff armor tanks. Don't nerf my Gunny!!!
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