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Lazer Fo Cused
Shining Flame Amarr Empire
267
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Posted - 2014.12.18 19:02:00 -
[271] - 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 |
duster 35000
Algintal Core Gallente Federation
104
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Posted - 2014.12.18 19:50:00 -
[272] - 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 -
[273] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4045
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Posted - 2014.12.18 19:59:00 -
[274] - Quote
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...
Actually if you break it down, even with a delay, the Gunnlogi will regenerate to its peak eHP significantly faster than a Madrugar. There are of course many factors, but this spreadsheet breaks down the total regen over time for both HAVs.
But if you read the context, we're talking about if the delay was removed, what the appropriate regen rate would be.
https://docs.google.com/spreadsheets/d/1KPXFzLUtbfpCLyCjAoDnoML7L8Nh7VZXMF1Bdhqajdo/edit?usp=sharing
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...
You should continue reading and realize that you should have continued reading.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16115
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Posted - 2014.12.18 20:11:00 -
[275] - Quote
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.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
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Posted - 2014.12.18 20:19:00 -
[276] - 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.
Acquire Currency, Disregard Female Canis lupus familiaris
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
|
Posted - 2014.12.18 20:32:00 -
[277] - 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
|
Posted - 2014.12.18 20:36:00 -
[278] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16115
|
Posted - 2014.12.18 20:37:00 -
[279] - Quote
http://eve.battleclinic.com/loadout/62328-Inferno-1-2-Brawling-tormentor.html
Here is an example of the Corp Tormentor. It is a passive tank with 4,750 + HP base and 6,250 eHP with the Damage Control Active. These values are with my current skills and as the comments point out this fit can have almost 7,500 eHP.
This is an example of a passive tank.
Traits -High Static Armour/Shield Values -Strong Resistances -Little to no Repair or Regeneration capabilities. -Higher Total eHP's
http://eve.battleclinic.com/loadout/67948-Tormentor-Scorch-Scram-Range-Kite.html
This is an example of the same ship but Active Tanked.
It has significantly less eHP before the activation of its repair unit which bumps up eHP to totals of armour 6,000-6,500.
Traits -Low Static Shield and Armour Values -Moderate Resistances as with less HP convey less benefits -Powerful Repair and Regeneration Modules -Lower Total eHP's but better capacity to manage crises.
No tank should have both
-High eHP caps -Strong Resistances -Strong Passive Regeneration -The ability to fit Strong Active Regeneration as well
That's taking the best of both worlds and spitting on balance.
Again these are examples of where our vehicle modules came from. If a meaningful balance can be achieved using these modules on hulls with similar HP and module values as us then it can be done here. But 168 rep values is almost as powerful as a Shield Boosters pulse.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16116
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Posted - 2014.12.18 20:39:00 -
[280] - Quote
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.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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DarthJT5
12th Shadow Legion
157
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Posted - 2014.12.18 20:40:00 -
[281] - Quote
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
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
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Posted - 2014.12.18 20:46:00 -
[282] - 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.
Acquire Currency, Disregard Female Canis lupus familiaris
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16116
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Posted - 2014.12.18 20:47:00 -
[283] - 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
That's it!
Yup spot on.
The power of the HAV should never lie in its hull.
Not the overly powerful Shield reps or the bonuses. It is about the fitting of your vehicle.
As I mentioned in that design/suggestion/proposal
Cruiser HAV - Standard allotments of PG and CPU with moderate slot lay outs of customisability to role and or need. Design Ideal - Light or Medium Cruiser Tanks of WW2
Marauder HAV- Higher CPU and PG allotments with slightly large slot lay outs for increased eHP (but slighty lesser hull values to balance out the effectiveness of that extra module slot.) Design Ideal: Heavy Infantry Tanks of WW2
Enforcer HAV - Lowest PG and CPU allotment to slightly more PG and CPU to allow eHP modules a little bit more effectiveness on the hull while trying to encourage weapons enhancement modules. Design Ideal: Modern "Protected Gun System" or Tank Destroyers of WW2
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Sir Dukey
Murphys-Law General Tso's Alliance
1333
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Posted - 2014.12.18 20:48:00 -
[284] - 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.
Acquire Currency, Disregard Female Canis lupus familiaris
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16116
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Posted - 2014.12.18 21:05:00 -
[285] - Quote
Sir Dukey wrote: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.
Think of it like this.
An Amarr Medium Frame has 190 Shields and 245 Armour and 4 low slots An Amarr Assault has has 160 Shields and 225 Armour and 5 low slots a well as suit bonuses.
If put the same fitting in both suits the Assault still has one slot left over to boost its eHP. It will theoretically always be equivalent to or better than the standard variant. However it's additional benefits are kept in check with reasonable respect for balance vs the standard suit so that while the Assault is more powerful it is manageable for the standard suit.
In terms of vehicles.
Passive Tanked Madrugar
Damage Control Heat Sink
180mm Polycrystalline Plating (+2750 Armour) 2x Energized Adaptive Nano Membrane (+16.75% Armour resistances (20.1% at Armour Adaption V)) 1x Complex Light Repper
Static HP- 1125 Shields 6150 Armour eHP- 1226.25 Shields 9058 Armour Passive Tanked so very little armour rep.
Passive Tanked Surya
Damage Control Heat Sink
180mm Polycrystalline Plating (+2750 Armour) 3x Energized Adaptive Nano Membrane (+16.75% Armour resistances (20.1% at Armour Adaption V)) 1x Complex Light Repper
Static HP- 1000 Shields 6310 Armour eHP- 1090 Shields 10782 Armour Passive Tanked so very little armour rep.
Differences are 1724.4 Armour eHP more than enough to qualify as better than the Maddy.
Now I went conservatively and applied the Damage Control to the base hull values only rather than the total plus plate..... that only serves to widen the gap between the Surya and Madrugar with the Surya simply being better.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16117
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Posted - 2014.12.18 21:24:00 -
[286] - Quote
Sir Dukey wrote:
well, I guess it makes sense then. I'm for it. If this will bring back chromosome like tanking, I'm all for it. Or at least chromosome memories.
I want what you want from HAV. I want them powerful and viable to use but at the same time requiring skill to use effectively. But HAV need to have checks and balances.
If we are too powerful people complain, when they complain CCP takes action and tanks are back to being crap.
Now I think the player base can tolerate HAV with 10,000 eHP if they lack regen power and mobility. I think they can tolerate HAV having the most powerful AV weapons if the hulls we use them on are low on the eHP scale, and I think that they can tolerate the current tanks we have now with some changes that benefit tanks as a whole but slightly reduce eHP of Shield HAV and increase armour HAV.
When I make suggestions I tend to use the old HAV stats from Chromosome and Uprising alonside EVE precedents/ modules from the Destroyer and Frigate sized ships (which are great as they have really similar HP values, same module slots, same gun numbers, etc).
The Hall marks of that time were
-an Immersive and Expansive SP tree for tank and vehicle users separated in racial skills -ISK intensive role -SP intensive role -Fitting intensive role (Fittings were crucial to tank use) -Armour HAV were slow, stand and deliver, high HP tanks with powerful active reps -Shield HAv were slightly faster, kting, tanks with slow but constant passive regeneration that could be modified in tandem with high HP or used powerful reps in conjunction with passive regen.
I'd like to see this again as I feel almost every HAV pilot I've talked to feels the game was more enjoyable for them back then. LAVers the same, and Dropship pilots often the same.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star. EoN.
2587
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Posted - 2014.12.18 21:41:00 -
[287] - Quote
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 may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4047
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Posted - 2014.12.18 22:06:00 -
[288] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16122
|
Posted - 2014.12.18 22:25:00 -
[289] - Quote
*breathes in.......
*breathes out
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
133
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Posted - 2014.12.18 22:53:00 -
[290] - Quote
Adamance, what do you think a good regeneration time on a Gunnlogi should be? (I've been working on some fitting numbers to go with my bonuses)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4048
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Posted - 2014.12.18 23:20:00 -
[291] - Quote
I agree True, current shield regen rate on an armor vehicle would be....insane if it was repping constantly against incoming fire. It would basically be negating the first 100dps of incoming damage constantly. That being said, if you want to go with this direction you have to be VERY careful with exactly how much passive regen is possible on a shield vehicle. Everyone knows how much of a pain in the ass it was to kill triple rep-maddys pre-nerf. Now imagine a similar situation, but now the vehicle has additional buffer and is hardening at 40-80% nearly constantly because it doesn't have to fit any modules to get that passive regen. Remember what I said about effective rep rate? You have to take resistance into account when looking at regen rates. If something reps at 168 HP/s but its resists 50% of the incoming damage, it's really repping at 252 eHP a second.
The fact that it basically has a built in passive armor repair (but for shields obviously), the value HAS to be kept very low, that way it forces people who want higher regen to actually fit modules designed to do so. Again, focus needs to be on the MODULES, not the HULL. I just want to be clear to those of you who have not played EVE...passive shield recharge naturally is EXTREMELY slow. We're talking 5-10 minutes to recharge completely unassisted on a battleship. Now yes, the pace of EVE is much slower than Dust so you can't make regen THAT slow, but at the same time, unfitted, it should be taking you a noticeable amount of time to regen all of your HP. So like....168HP/s like it has now is completely out of the question. Toss a hardener on there and you'll be nearly immune to most AV for the duration of the hardener. Cycle a couple of them and now you're unkillable...so yeah...it's gotta be a low value unless fit with module designed to buff the regen.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16124
|
Posted - 2014.12.18 23:24:00 -
[292] - Quote
Thaddeus Reynolds wrote:Adamance, what do you think a good regeneration time on a Gunnlogi should be? (I've been working on some fitting numbers to go with my bonuses)
I think on a passive tanked Shield HAV (this is an HAV without an Active Repair Module.....
A Regen Modded Tank could have a 100 second to full (from fully depleted)
A non Regen Modded HAV could be in excess of two minutes.
Remember these are passive benefits that only shield HAV have, they do not have to fit a module to get their primary HP tank to regenerate, this is a constant passive status that is not interrupted, and this is a statistic that will work in conjunction with with active regenerative modules.
Even lowered to the old values a Shield HAV will not only have greater regenerative power but an additional constant repair value while under fire amounting to what is effectively a small damage resistance buff.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
133
|
Posted - 2014.12.18 23:31:00 -
[293] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:Adamance, what do you think a good regeneration time on a Gunnlogi should be? (I've been working on some fitting numbers to go with my bonuses) I think on a passive tanked Shield HAV (this is an HAV without an Active Repair Module..... A Regen Modded Tank could have a 100 second to full (from fully depleted) A non Regen Modded HAV could be in excess of two and a half minutes. Bearing in mind an Armour tank will never regenerate its HP unless assisted by a rep module or an outside source. @ a Supply depot this is at a rate of 100 HP per second Under friendly repairs that is maybe 150 per second but requires another player or you to leave your vehicle Under an Active Repper that is 414 per pulse 5x for a 30 second duration and a 30 second cool down unmodified and assuming the old Efficienct Heavy Active Repper. Remember these are passive benefits that only shield HAV have, they do not have to fit a module to get their primary HP tank to regenerate, this is a constant passive status that is not interrupted, and this is a statistic that will work in conjunction with with active regenerative modules. Even lowered to the old values a Shield HAV will not only have greater regenerative power but an additional constant repair value while under fire amounting to what is effectively a small damage resistance buff.
I know it's a shield tanking only benefit, I was thinking somewhere in that ballpark to recharge, but on the lower end to maintain dust pacing, and then put a flat regen bonus on shield extenders to maintain the recharge time artificially...with the hopeful re-introduction of high buffer plates, and a rebalance of the fitting values, it will hopefully balance out in the end with the shear amount of armor that armor based HAVs could back
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16124
|
Posted - 2014.12.18 23:33:00 -
[294] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:Adamance, what do you think a good regeneration time on a Gunnlogi should be? (I've been working on some fitting numbers to go with my bonuses) I think on a passive tanked Shield HAV (this is an HAV without an Active Repair Module..... A Regen Modded Tank could have a 100 second to full (from fully depleted) A non Regen Modded HAV could be in excess of two and a half minutes. Bearing in mind an Armour tank will never regenerate its HP unless assisted by a rep module or an outside source. @ a Supply depot this is at a rate of 100 HP per second Under friendly repairs that is maybe 150 per second but requires another player or you to leave your vehicle Under an Active Repper that is 414 per pulse 5x for a 30 second duration and a 30 second cool down unmodified and assuming the old Efficienct Heavy Active Repper. Remember these are passive benefits that only shield HAV have, they do not have to fit a module to get their primary HP tank to regenerate, this is a constant passive status that is not interrupted, and this is a statistic that will work in conjunction with with active regenerative modules. Even lowered to the old values a Shield HAV will not only have greater regenerative power but an additional constant repair value while under fire amounting to what is effectively a small damage resistance buff. I know it's a shield tanking only benefit, I was thinking somewhere in that ballpark to recharge, but on the lower end to maintain dust pacing, and then put a flat regen bonus on shield extenders to maintain the recharge time artificially...with the hopeful re-introduction of high buffer plates, and a rebalance of the fitting values, it will hopefully balance out in the end with the shear amount of armor that armor based HAVs could back
Reread above post I amended it with the basic old HAV numbers.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
133
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Posted - 2014.12.18 23:39:00 -
[295] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:Adamance, what do you think a good regeneration time on a Gunnlogi should be? (I've been working on some fitting numbers to go with my bonuses) I think on a passive tanked Shield HAV (this is an HAV without an Active Repair Module..... A Regen Modded Tank could have a 100 second to full (from fully depleted) A non Regen Modded HAV could be in excess of two and a half minutes. Bearing in mind an Armour tank will never regenerate its HP unless assisted by a rep module or an outside source. @ a Supply depot this is at a rate of 100 HP per second Under friendly repairs that is maybe 150 per second but requires another player or you to leave your vehicle Under an Active Repper that is 414 per pulse 5x for a 30 second duration and a 30 second cool down unmodified and assuming the old Efficienct Heavy Active Repper. Remember these are passive benefits that only shield HAV have, they do not have to fit a module to get their primary HP tank to regenerate, this is a constant passive status that is not interrupted, and this is a statistic that will work in conjunction with with active regenerative modules. Even lowered to the old values a Shield HAV will not only have greater regenerative power but an additional constant repair value while under fire amounting to what is effectively a small damage resistance buff. I know it's a shield tanking only benefit, I was thinking somewhere in that ballpark to recharge, but on the lower end to maintain dust pacing, and then put a flat regen bonus on shield extenders to maintain the recharge time artificially...with the hopeful re-introduction of high buffer plates, and a rebalance of the fitting values, it will hopefully balance out in the end with the shear amount of armor that armor based HAVs could back Reread above post I amended it with the basic old HAV numbers. Again the above suggestion of between 100 seconds and 150 seconds is only when a tank is solely relying on passive shield recharge. It is significantly lower if you are being Logi'd (remote shield transporter) or using a Booster yourself.
oh I meant I was leaning towards the 100-120ish range instead of including all the way up to 150...(although I do acknowledge that 150 may be more reasonable)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16131
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Posted - 2014.12.19 02:01:00 -
[296] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:Adamance, what do you think a good regeneration time on a Gunnlogi should be? (I've been working on some fitting numbers to go with my bonuses) I think on a passive tanked Shield HAV (this is an HAV without an Active Repair Module..... A Regen Modded Tank could have a 100 second to full (from fully depleted) A non Regen Modded HAV could be in excess of two and a half minutes. Bearing in mind an Armour tank will never regenerate its HP unless assisted by a rep module or an outside source. @ a Supply depot this is at a rate of 100 HP per second Under friendly repairs that is maybe 150 per second but requires another player or you to leave your vehicle Under an Active Repper that is 414 per pulse 5x for a 30 second duration and a 30 second cool down unmodified and assuming the old Efficienct Heavy Active Repper. Remember these are passive benefits that only shield HAV have, they do not have to fit a module to get their primary HP tank to regenerate, this is a constant passive status that is not interrupted, and this is a statistic that will work in conjunction with with active regenerative modules. Even lowered to the old values a Shield HAV will not only have greater regenerative power but an additional constant repair value while under fire amounting to what is effectively a small damage resistance buff. I know it's a shield tanking only benefit, I was thinking somewhere in that ballpark to recharge, but on the lower end to maintain dust pacing, and then put a flat regen bonus on shield extenders to maintain the recharge time artificially...with the hopeful re-introduction of high buffer plates, and a rebalance of the fitting values, it will hopefully balance out in the end with the shear amount of armor that armor based HAVs could back Reread above post I amended it with the basic old HAV numbers. Again the above suggestion of between 100 seconds and 150 seconds is only when a tank is solely relying on passive shield recharge. It is significantly lower if you are being Logi'd (remote shield transporter) or using a Booster yourself. oh I meant I was leaning towards the 100-120ish range instead of including all the way up to 150...(although I do acknowledge that 150 may be more reasonable)
The more total EHP you stack the longer it will take you to regenerate it all.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
133
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Posted - 2014.12.19 02:15:00 -
[297] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:
I think on a passive tanked Shield HAV (this is an HAV without an Active Repair Module.....
A Regen Modded Tank could have a 100 second to full (from fully depleted)
A non Regen Modded HAV could be in excess of two and a half minutes.
Bearing in mind an Armour tank will never regenerate its HP unless assisted by a rep module or an outside source. @ a Supply depot this is at a rate of 100 HP per second Under friendly repairs that is maybe 150 per second but requires another player or you to leave your vehicle Under an Active Repper that is 414 per pulse 5x for a 30 second duration and a 30 second cool down unmodified and assuming the old Efficienct Heavy Active Repper.
Remember these are passive benefits that only shield HAV have, they do not have to fit a module to get their primary HP tank to regenerate, this is a constant passive status that is not interrupted, and this is a statistic that will work in conjunction with with active regenerative modules.
Even lowered to the old values a Shield HAV will not only have greater regenerative power but an additional constant repair value while under fire amounting to what is effectively a small damage resistance buff.
I know it's a shield tanking only benefit, I was thinking somewhere in that ballpark to recharge, but on the lower end to maintain dust pacing, and then put a flat regen bonus on shield extenders to maintain the recharge time artificially...with the hopeful re-introduction of high buffer plates, and a rebalance of the fitting values, it will hopefully balance out in the end with the shear amount of armor that armor based HAVs could back Reread above post I amended it with the basic old HAV numbers. Again the above suggestion of between 100 seconds and 150 seconds is only when a tank is solely relying on passive shield recharge. It is significantly lower if you are being Logi'd (remote shield transporter) or using a Booster yourself. oh I meant I was leaning towards the 100-120ish range instead of including all the way up to 150...(although I do acknowledge that 150 may be more reasonable) The more total EHP you stack the longer it will take you to regenerate it all.
I want to try to make it more like it is on the starships, where the hull has a recharge time and adding buffer doesn't change the time to recharge
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Devadander
Woodgrain Atari
166
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Posted - 2014.12.19 02:26:00 -
[298] - Quote
In the year twenty and twelve (lol) CCP said "Let there be DUST". Thus was created the MCC. And it was good.
Lo and behold, CCP said "Let there be space guns". And it was good.
And CCP said, "Let there be tanks, and dropships, and all manner of LAV to roam the wilderness." And it was good.
And man was blessed with all manner of modules, and turret choices. So that no two men drove the same tank. And it was good.
And lo, from the heavens fell a suit that had a tank ready the second he hit the ground, and CCP blessed him with the power to hunt other tanks and reap the bounty of tears that he did sow. And it was good.
And to the heavens he did offer his praises in the form of burnt offerings. And CCP was pleased.
And upon the plains did roam the suits, and tanks, and dropships, and all manner of LAV. And the fruit of this garden was for all men to share. And for a time this did carry on, and was enough.
Yet lo.
Into the garden did slither a serpent.
And he spoke unto the ears of man "Has thou really a need to struggle? Didst thou seek a more relaxed experience? Eat of the fruit from the tree of instant gratification, and see how your gods might be manipulated."
And some men did eat, and come to think that the plains should belong to man, and man alone.
They burnt golden offerings to make the gods hear their pleas. And lo, the gods could hear nothing else.
Those that did not eat, knew not of the cries to the heavens. And continue to roam they did until even through the red mists, it was as if written in the skies.
And lo, CCP did cast out the beasts that burdened man. And did strip them of their robes, and did place upon them a lasting mark (unless you respec) that would forever warn others of their choices.
And for generations the beasts did wander the darkness on foot, and bruise the heel, and scathe the shin, and did learn well the ways of man.
Yet lo.
The beasts remembered their time on the plains fondly, and harbored no ill towards their gods. To roam again, thus was their only wish.
And to their gods they did offer gold at last. The flesh of man shall be ignored until into a corner the beasts are placed.
"Upon each other shall we feast, for we can now walk as men. And men shall not know us as beasts. And should a beast sup upon the flesh of man, all will see, and upon this beast we shall set."
TL;DR As an OG tanker forced into an infantry role due to the complete lack of fun in vehicle op, if these variants were to return, I would return to my original purpose. Tank-killer. As would many others. Thus forcing me to create a budget for dust.
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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duster 35000
Algintal Core Gallente Federation
108
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Posted - 2014.12.19 07:56:00 -
[299] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16140
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Posted - 2014.12.19 08:17:00 -
[300] - Quote
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?
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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