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Thread Statistics | Show CCP posts - 11 post(s) |
duster 35000
Algintal Core Gallente Federation
102
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Posted - 2014.12.18 07:54:00 -
[1] - Quote
Sir Dukey wrote: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 (10-20%) -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. Why- because they will help the role without making them permanent and OP. You would agree and I would too if Marauders with 5/2 layout have passive 20% resistances but with built in modules they can for a limited time. This creates a whole new dynamic play style. Marauders would engage when siege modules are ready as back up. When not recharged, it might not be such a good idea to engage say an Enforcer tank. The modules would be their to give a little extra out of the performance of your tank. Now what worries me are multiple hardeners. A Sagaris driving around with 3 hardeners and two heavy complex shield extenders along with a siege module ready to go. I would limit hardeners to two, I would also make it so when siege module is active, all previously active modules be shut off. Seige module would have to be better than a hardener or something. And uh, who took a duke in this thread?
Choo Choo
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duster 35000
Algintal Core Gallente Federation
102
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Posted - 2014.12.18 11:22:00 -
[2] - Quote
True Adamance wrote:duster 35000 wrote:Sir Dukey wrote: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 (10-20%) -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. Why- because they will help the role without making them permanent and OP. You would agree and I would too if Marauders with 5/2 layout have passive 20% resistances but with built in modules they can for a limited time. This creates a whole new dynamic play style. Marauders would engage when siege modules are ready as back up. When not recharged, it might not be such a good idea to engage say an Enforcer tank. The modules would be their to give a little extra out of the performance of your tank. Now what worries me are multiple hardeners. A Sagaris driving around with 3 hardeners and two heavy complex shield extenders along with a siege module ready to go. I would limit hardeners to two, I would also make it so when siege module is active, all previously active modules be shut off. Seige module would have to be better than a hardener or something. And uh, who took a duke in this thread? Also, if the std blaster is not more accurate than a mlt blaster, it needs slightly less dispersion increase per shot, it's stupidly inaccurate. The sagris won't be able to kill crap, as missiles and rails are terrible for AI. First off lets work on what we have not to balance HAV aka modules we fit to our own tanks. That way we know at a fundamental level the modules at least work. Regarding the Large Blaster...... there is a lot of work that can be done on that. I wholly believe the large blaster could do with a per shot damage buff to the Scattered Blaster Variant levels mainly to improve the over all turret DPS which would still be very low. That or the blaster could be wholly redesigned. The thing about the old Marauder tanks that most people who AV now think they understand is that a maxxed out HAV pilot had usually 150.1 damage per shot with a 30% damage boost without modules. Couple that with Low Slot damage mods and you have a 200+ damage per shot weapon and well over 1400 DPS. Arguably that is where the blasters DPS should be vs the Rail gun..... but that's a whole different topic. A Siege Module if introduce would have to be its own module. Basically what they do is improve all resistances by a set amount, damage by a set amount, and rep rates by a set amount but have a strict and unalterable duration and cool down where the Marauder cannot move at all. In Dust something like this would be too OP and also crippling to a tank. If a Siege Module were in the game it would have to be something like an Improved Damage Control Unit. I guess. maybe slight armor regen too on the seige mod?
But, the blaster needs a small accuracy buff, good luck killing forge gunners, it's even worse by walls, I use a mlt one for now as I never got large turret operation, although I do have xt small missiles.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
104
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Posted - 2014.12.18 19:50:00 -
[3] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:
Theres honestly no reason to have shield delay mechanics when Constant passive regen ala EVE already worked and worked well.
That's fine, as long as it actually mimics EVE mechanics. I get the impression that the HP/s regen is hard coded in there. They would have to code all of the other intricacies of shield recharge from EVE, which is fine if they actually do it. However I doubt something like that is on the table. I know the Shield Regn mechanics you refer to but do you really consider that necessary. Surely something closer to which lays the foundations is superior to something that...... doesn't represent Shield mechanics at all? Fair enough but do you think it should maintain the same HP/s if the delay was removed? And Spkr, I agree that an overall increase to resources may be in order (especially if the 4th slot is added) but I think we both agree that the Madrugar needs a bit more of a buff than the Gunnlogi at this time. NEVER. No vehicle deserves a passive 168 regen per second for not having to fit anything......especially if new tanks are going to have 4+ slots and old modules are coming back. For a tank they should be down below 100 (even when buffed by modules) so that damage applied to a Shield HAV last longer on the hull like it does for an armour tank. 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...
Choo Choo
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duster 35000
Algintal Core Gallente Federation
104
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Posted - 2014.12.18 19:51:00 -
[4] - 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 for the marauders? Hell no...
Choo Choo
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duster 35000
Algintal Core Gallente Federation
108
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Posted - 2014.12.19 07:56:00 -
[5] - Quote
Pokey Dravon wrote:Spkr4theDead wrote:duster 35000 wrote: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 for the marauders? Hell no... What are you talking about, duster? I have no idea. Im guessing he didnt read like....the next post which says "Yeah, I mean that for Standard HAVs" I think in general we're all probably being a little more hostile than we should be, myself included. Lets all take a deep breath, relax, and get back to the subject at hand in a polite and constructive manner ^_^ Lets outline a couple of the key points I think most of us agree on. 1. Increase Slot layout for standard HAVs to 4/2 and 2/4 paired with a decrease in base HP to put less emphasis on the hull and more emphasis on the modules themselves 2. At the least bring back PG/CPU boosting skills to compensate for the additional fitted module. (Will this overbuff dropships?) 3. Madrugar needs an additional increase to resources, mostly in CPU but PG as well. 4. Reintroduce 180mm Armor Plates as the "standard" fitting for a Madrugar to push its eHP higher to offset the Gunnlogi's strong HP regen. 5. Reintroduce Active Armor Reps 6. Potentially remove delay from Shield recharge, lower recharge rate, allow it to recharge under fire. (Will this be confusing for players because it breaks convention from how Dropsuit Defenses work?) 6a. Allow players to fit a Recharge to increase passive regen by a low-moderate amount constantly 6b. Allow players to fit a Booster to increase regen rate greatly for a limited time with a cooldown I'd like to get an actual document set up in the next couple days with a solid outline. So would the marauders have 5/2 and 2/5?
And what would thier base hp be?
Choo Choo
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duster 35000
Algintal Core Gallente Federation
108
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Posted - 2014.12.19 08:57:00 -
[6] - Quote
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.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
108
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Posted - 2014.12.19 10:52:00 -
[7] - Quote
True Adamance 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. Yeah I think I proved that to some guys today. Accidentally rolled into a Raillogi and a Railgar.....and successfully did a figure 8 around them on a cliff side to kill the Maddy and escape. Erm, my brain is tired so, proved what exactly?
And could you please tell me if the STD blaster is more accurate than MLT? I don't have any skills in large blasters yet because I don't see the point going from mlt to std.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
108
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Posted - 2014.12.19 18:56:00 -
[8] - Quote
Pokey Dravon wrote:Spkr4theDead wrote:Pokey Dravon wrote:...
Lets assume hypothetically that Standard HAVs were buffed in such a way that they performed properly against AV. Under that assumption, do Marauders need 2 additional slots on top of that? AV should be brought down, and tanks could be kept the same. But they need 4 HP slots and 2 secondaries. Marauders 5 HP slots/2 secondaries and same with Enforcers. Ok, you were going with 5/3 before, which seemed like too much of an upgrade over the Standard 4/2. I think 5/2 is much more reasonable. It is more reasonable. Just give us the cpu and pg to fit those slots unlike the madrugar armor plate fit.
Oh and maybe a base 10% DR on the hull.
And a small accuracy buff on large blasters, thise are stupidity inaccurate against decent opposition.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
108
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Posted - 2014.12.19 21:20:00 -
[9] - Quote
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?
Choo Choo
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duster 35000
Algintal Core Gallente Federation
116
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Posted - 2014.12.20 17:44:00 -
[10] - Quote
Does anyone haveba video of the old marauders and whatbwere thier bonuses?
Choo Choo
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duster 35000
Algintal Core Gallente Federation
127
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Posted - 2014.12.22 20:02:00 -
[11] - Quote
Does anyone know tge old marauder skills, or have a vidro on them?
Choo Choo
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duster 35000
Algintal Core Gallente Federation
127
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Posted - 2014.12.22 20:11:00 -
[12] - Quote
True Adamance wrote:duster 35000 wrote:Does anyone know tge old marauder skills, or have a vidro on them? Old Marauder Skills were 4% Turret Damage per level. Blasters for the Surya and Missiles for the Sagaris. Marauder Videos Surya Gameplay Sagaris Gameplay Vayu Gameplay Thanks, and wow 20% more damage? The hell...
Choo Choo
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duster 35000
Algintal Core Gallente Federation
129
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Posted - 2014.12.23 13:08:00 -
[13] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Most if not all infantry suit can equip full proto line ups without sacrificing much but a side arm or greande..... those might as well be small turrets I guess...... That was my general point. So where would you place your lot? Main Rack: Proto Off Rack: Proto Main Turret: Proto Small Turret: None/Basic? On any tank I've ever piloted I've given priority to durability and then to fire power....... given how the Gunnlogi currently works I fit mine following this archetype. Main Rack : Proto ( I may make concessions for items like the Shield Hardener and Damage Module as all that is affected is cool down timers) Off Rack : Proto Fitting (most likely since there are no utility modules I need or want in lows) Main Turret: Always Proto (even on Sica) Small Turrets: Usually Basic (but on my fits designed to a crew I always use proto) TL;DR - I cannot think of a reason on the Gunnlogi as it is now to every need anything more than a Proto Tier Tank and a Main Gun which I can always fit. Proto fitting is usually if I want higher tier small turrets alongside a Blaster or wish to stack an armour plate. PRO tank modules allows me to actually stay on the field for a moderate amount of time and react to anti tanks rounds, while the gun allows me to compete with and dominate lesser tanks and infantry. On my old Madrugar from Uprising I hatd two fits one Heavy Tank and one Light Scout Tank Ion Cannon Basic Blasters Prototype 180mm Plates Prototype Hardeners Inefficient Heavy Repper (cuz I wuz skrub den) Prototype Heat Sink Prototype Damage Control LSHAV Ion Cannon Basic Blasters Proto120mm Plates Pro Passive Armour Resistance Pro High Through-Put Damage Module Mid Tier Repper Mid Tier Scanner Proto Heat Sink The former HAV was the 6375 Main Battke Maddy you saw everywhere but not full optimised while the former was a high DPS, low EHP, fast little hellion ala the enforcer but cheaper. Oh, a question I just remembered.
Mind reminding me of the difference between efficient and regular reppers? Besides the hp restored per cycle of course.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
129
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Posted - 2014.12.23 15:35:00 -
[14] - Quote
Pokey Dravon wrote:duster 35000 wrote:Oh, a question I just remembered.
Mind reminding me of the difference between efficient and regular reppers? Besides the hp restored per cycle of course. Different fitting costs and different HP/s The name itself was just flavor text, the axed it in favor of the Basic/Enhanced/Complex progression for clarity. Oh, right, right, I didn't remember too much, despite me using them, thought they started repping sooner...
Choo Choo
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