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Thread Statistics | Show CCP posts - 11 post(s) |
pegasis prime
BIG BAD W0LVES
1915
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Posted - 2014.12.27 15:14:00 -
[1] - Quote
Hahaha just read your last post and I also remember the tankers truce which also was a direct result of the av buff and tank nerf . I remember one game ware Jason person and my self wereoO the opposing teams and we just rolled past each other right in the middle of the field it was a laugh.
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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pegasis prime
BIG BAD W0LVES
1956
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Posted - 2015.01.10 11:50:00 -
[2] - Quote
Breakin Stuff wrote:Bear in mind gunnlogis can be rigged to eat 5-6 proto forge shots while completely passive tanked.
No matter HOW you tank a maddy you cap out at 4 unless the forge gunner has no proficiency or he is a complete idiot.
I honestly think we should move the sica and soma designator to standard, make the maddy and gunnlogi main battle tanks and sidegrade the marauder and enforcer with those two as the middle ground even with a move back towards chrome.
HAVs are punishing enough that we only need one unbonused "frame."
The biggest problem with moving sica and so mad to std effectively removing Malitia tanks and making it harder for newer player who might be inclined towards tanking .
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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pegasis prime
BIG BAD W0LVES
1956
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Posted - 2015.01.10 11:54:00 -
[3] - Quote
Breakin Stuff wrote:I'll grab the chrome spreadsheets and plug in numbers.
I'm going to copy over the HAVs but I will have to modify the AV numbers to compensate for the loss of the weaponry skill, as well as heavy damage mods getting wacked in half. I'm not going to bother with worrying about stacking penalty DPS loss (those penalties were introduced very late in the game and I didn't notice a significant TTK change.
Swarms I'm not going to post back to chrome stats, because they would cause severe problems between AV/DS/ADS interactions.
Someone needs to find a list copy of the chromosome vehicle skill tree.
Without a supporting skill tree we'll be stuck with the same BS we have now only instead of having supertanked gunnlogis we will have AFGs spiking holes through marauders in two shots.
The skill tree is critical.
I'm going to modify dropships by using resistances to keep them from getting exterminated by the numbers like they did in chrome. If anyone has a better idea on how to keep them buffed to where AV won't go bact to casually one and two shotting them I am all ears.
Edit: as a side note HAVs were sped up sharply in uprising. How much?
Because that will need to be reverted some or it will bugger up the balance.
Although I think keeping the speed on the maddy/gunnlogi/soma/sica might be a good idea at least in part. Those vehicles were basically rolling coffins at slower movement rates, but they served to justify the existence of lower tier AV.
I think you hit the nail on the head there when you mention the skill tree . I think pilots who invest sp heavily into tanks shouldbe rewarded with skill that apply passive bonuses tto their hulls like the shield resistance skill we got at the start of uprising that gave us a passive 25% resistance to av. We nneed more incentives to skill up to the max other than just unlocking gear .
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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pegasis prime
BIG BAD W0LVES
1956
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Posted - 2015.01.10 15:30:00 -
[4] - Quote
If you guys are working on what sort of fits both shield and armour tankers used to run before the changes made through uprising then I'd recommend searching uo void echos old tank guides in the rookie training grounds void had posted quitea bit about armour tanks and I had posted several fits and tactics for shielded hav's . Just so you guys have some examples of what was viable /fun to use .
I miss being able to talk for ages about different fits for different purposes .
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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pegasis prime
BIG BAD W0LVES
1956
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Posted - 2015.01.10 15:39:00 -
[5] - Quote
Breakin Stuff wrote:pegasis prime wrote:If you guys are working on what sort of fits both shield and armour tankers used to run before the changes made through uprising then I'd recommend searching uo void echos old tank guides in the rookie training grounds void had posted quitea bit about armour tanks and I had posted several fits and tactics for shielded hav's . Just so you guys have some examples of what was viable /fun to use .
I miss being able to talk for ages about different fits for different purposes . I have a hull, module and turret list for chromosome with basic statistics. I'm trying to compile them together into something coherent. I also have the old AV weapon stats as well. If someone can miracle up the propulsion and miscellaneous mod stats or the chromosome vehicle skill tree you'll be my heroes for at least five minutes, or until I stop caring, whichever comes sooner.
The problem you will have with the chrome skill trees is the drop suit ones like armour upgrades not only applied to drop suits but vehicles as well . They didn'tsseparate the skill tress properly till uprising
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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pegasis prime
BIG BAD W0LVES
1963
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Posted - 2015.01.19 10:34:00 -
[6] - Quote
Breakin Stuff wrote:I think you are misunderstanding me.
Turret TTK should increase 20-30%.
So if the fights lasted 8 seconds before, they will now last 10-11 between vehicles. ONLY between vehicles.
All heavy turrets will maintain higher overall DPS values than infantry at the core baseline.
Because I'll be buggered if I can think of a legitimate reason why a handheld weapon should be more efficient at killing a tank.
Capable? Absolutely.
But an HAV turret should be the go-to option for vehicle hunting efficacy. That's what I'm doing.
Heavy missile turrets are now the middle ground for Alpha and DPS. I adjusted them so their rate of fire is steady, taking away the ability to dump their entire payload into an armor vehicle in under 3 seconds for a near-instapop.
Railguns are the lowest overall DPS with the highest per-shot alpha.
Blasters have the lowest per-shot alpha but the highest DPS.
It used to be blasters were inferior.
Rails had the best sustained dps
Missiles made running armor impossible.
These three issues have been corrected.
Damage mods will no longer allow instapop threshold damage by enhancing beast mode DPS.
The falchion and vayu should be that thing that makes you Sh*t yourself if you find one in your back arc, but fragile enough to kill before he eliminates you if you maintain good awareness and you are more skilled.
I want HAV V HAV combat to reward awareness, fitting creativity, tactical flexibility and audacity. Not reward cookie cutter of the month.
I agree with near enough everything you are saying . Now if TTK is increased for vehicle vrs vehicle combat will that mean a drastic increase in TTK with av Wepons?
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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pegasis prime
BIG BAD W0LVES
1963
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Posted - 2015.01.19 11:47:00 -
[7] - Quote
Breakin Stuff wrote:Should be with swarms. I'm not changing them from what we have now because they will have the lowest alpha/refire ratio by a wide margin.
Wiyrkomi swarms DPS is just shy of 400 higher than the IAFG today. 250-300 when compared to my AV tabes With chrome baseline AV. the lower alpha as compensation swarms are already sufficient to hunt marauders and the odd firing mechanics compared to other AV make it a literal "balance by feel" problem.
I can predict direct fire/artillery style behavior mathematically. Homing missilesare a bit different for me.
But the intent is for MLT/STD AV to have similar TTK to today's proto versus today's militia HAVs. Adv should have similar TTK versus standard HAVs and Enforcers as proto does versus the madrugar today.
Prototype is entirely intended to fight the more heavily tanked marauders.
If rattati builds metalocked matchmaking options then this breakdown will balance out and smooth the agony felt by newbros in their first HAVs by keeping ME from running up their ass with a triple modded IAFG.
Forge guns and other AV weapons should be closer to chrome baseline TTKs. Madrugar and gunnlogi HAVS should be survivable to run and marauders should be tackled either by teams or by AV gunners who have dumped as much SP into their overall fits as marauder pilots .
So yes, if you're fighting a marauder you're going to need to reload unless hammering the weakspot. If you're actually good at AV then this will be a difficult fight rather than a mugging or an insurmountable task.
TL;DR: If you want to solo marauders then make sure you don't cheap out on the core skills, dropsuit support and AV skills. If you don't want to dedicate that level of commitment Then bring friends and don't cry to me that it's hard.
It's intended to be hard.
I really do hope your proposals bring about the game play you speak of but I can still fore see armies of wiki swarms strapped to min commando's. I would have loved to see the Iintroduction of dammage profiles to hav's such as 30% natural dammage reduction to front side 20% dammage reduction to the side and top but with a much higher weak spot dammage multyplyer than we have now this would both reward the compotent tanker and compotent aver alike but I don't think that will ever happen
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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