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Thread Statistics | Show CCP posts - 11 post(s) |
DarthJT5
12th Shadow Legion
170
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Posted - 2014.12.24 00:46:00 -
[451] - Quote
Spkr4theDead wrote:DarthJT5 wrote:Spkr4theDead wrote:Alena Ventrallis wrote: We'll have the unstoppable monstrosities from 1.7 return with a fancy paintjob.
They were "unstoppable" because nobody put effort into destroying them. Using a MLT forge? Good luck. Starter fit AV suit? Go on home, kid. Darkside swarms? Still laughable. Nobody wanted to team up, nobody wanted to put effort in. All anybody did was complain that their rifles couldn't destroy a tank. I don't know what 1.7 you were talking about, but i remember being able to take on 3 forge guns at the same time with a 1 hardener 2 extender tank, laughing as I missile sniped them one by one. That got...... Boring. Maybe you were going against terrible people with MLT forge guns, but I've always had the short end of the stick, where ADV swarms were the baseline, up to and including a full car of PRO forge guns getting behind me to vaporize me. In which case they deserve to destroy you. They pull out around 150k each to come blow your tank up, which is their SOLE purpose. If 2 or three proto forge gunners hitting you in your weak spot wouldn't kill you, then what the hell would?
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2329
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Posted - 2014.12.24 02:26:00 -
[452] - Quote
If they're a "sidegrade" rather than an "upgrade" why not give us racial parity among vehicles instead?
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5949
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Posted - 2014.12.24 12:15:00 -
[453] - Quote
Reposting this here because I believe it mostly constructive and I believe there are some relevant concerns that should be addressed.
No this is not a "HAVs need to be easy kills" rant. So save your breath. It started as a topic acknowledging the problems of Jihad Jeeps in relation to Maddies versus gunnlogis.
Critiques welcome.
Quote:The primary problem is the imbalance of Jihad Jeeps versus shields and armor.
A tanked gunnlogi who hasn't been sucking on AV fire for a little bit can survive an impact.
A madrugar with the same ISK/SP investment cannot.
I will definitely admit that this is indicative of a problem. While I would like to see the gunnlogi brough to the level of the maddy, there REALLY needs to be options for the maddies to take explosive damage and not collapse like a punk. The Gunnlogi needs to retain the ability to trump explosives as well.
I'd like to see the efficacy of standard RE's dropped by 30-50% versus HAVs only and then the Gunnlogi raw survivability dropped. The packed REs can do full damage to HAVs but their blast radius makes them less of a sure thing with JLAVs.
A major part of the problem is that the baseline tanks are not roughly equal in power and survivability. I see this as a problem.
Honestly my wishlist would be all things being equal a maddy takes 4 forge shots, a gunnlogi takes 5 at best overall tank. (I'm assuning the hardener timer has run out and it's either recharging, or you haven't activated it)
But we'd need a shield busting weapon that takes out the gunnlogi in 4 and the maddy in 5. there needs to be some kind of parity where the weapon you bring to the field to kill an HAV whether that is a Forge Gun, PLC, Heavy Rail Turret, Heavy missile Turret, Heavy Blaster Turret swarms or what have you, there is another equally effective (not identical) weapon that can do the same to the other tank.
It's possible to have an asymmetric battle if one side has the right type of tank and guns to weather the assault of the enemy and the enemy doesn't have the tank or the correct guns to do the same.
Another thing is the turrets on HAVs desperately need a rework. I think they should behave more like cannons. Not everyone agrees with me and I can respect that while still arguing.
But they need to have SOME reasonable utility versus infantry because it's the purpose of Infantry AV to fight, drive off and destroy enemy vehicles. It is NOT the job of Infantry to maker the players of HAVs feel impotent and helpless in the face of oncoming fire.
my wishlist for how many shots an HAV should take to destroy is a guideline for a non-hardener active. THe "waves of opportunity" concept is a respectable one, and if Tankers have to time their attacks just so AV should absolutely have to follow suit.
I don't think that being able to mount two or more hardeners and keeping them always up is great design space though.
Finally... variety. There isn't enough variety in fittings. Too much crap was homogenized into the base hull. What happened to people who were willing to suck up the old horribad slow tank speeds in exchange for monster tank? Oh wait, they're gone because most of the modules were made obsolete by the changes packing most of the bonuses into the base hulls.
The biggest b*tch I have heard from vehicle drivers (and running my Maddy Pilot Good Lord do I agree) is that the fittings we have for vehicles is lackluster. I blame the fact that vehicles are now hull-centric rather than fitting-centric. When tanks are fitting centric you can HAVE variety on the field. You can have glass cannons. You can have slow, overtanked demon boulders of atrocity. You can have a balanced loadout.
right now there's a cookie cutter.
Right now the gunnlogi and madrugar are the vanilla tanks with the sica and soma being the cheap seat tanks.
If the Enforcers are supposed to be the murderers of vehicles where does that lead marauders? What do they counter?
IMHO the marauder job should be suppression of infantry and support AV rather than primary AV. Make it so the gunnlogi and madrugar can fit for AV or Infantry suppression but neither does the job as well as the marauder/enforcer.
If we aren't going to pre-define a role, then give the drivers enough options that they can CREATE a role for themselves on the field.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Lazer Fo Cused
Shining Flame Amarr Empire
284
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Posted - 2014.12.24 13:09:00 -
[454] - Quote
1. JLAV are fro scrubs, HAV are easy to take out
2. Your 150k AV fit is all proto/adv at minimum and can destroy most tanks in 4 shots with no reload needed, BASIC HAV cannot fit all PROTO on it and if you add small turrets its more expensive - SL is the easiest AV weapon in the aim and requires nothing to use it, fire and forget and points come your way and its still broken
3. To make a HAV that will stand a chance of surviving PROTO AV against a BASIC HAV with PROTO modules then you need 15mil SP and up into vehicles, even so half the skills offer no bonuses yet the infantry equivelent do and also its cheap to skill into AV
4. Vehicles have no variety
5. Chrome was fun, Uprising (ignoring the heavily broken swarms and AV nades) was fun at least in PC where you could take on 2 HAVs and a FG whacking you and win with experience, modules timing/usage, core skills - Essentially uprising without the SL and AV nades at OP levels but yet with all the variety for pilots and useful skills and bonuses would be more fun now
6. Half the ideas in the this thread are trying to nerf the Maurauders before they come into the game - 5/3 slot layout should be standard and 4/2 for the basic HAV - Add in all the modules from Chrome and Uprising and HAV vs HAV damage from Uprising and in my book would be perfect - Even the FG from Uprising was perfect - HAVs were useful in PC in Uprising
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5953
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Posted - 2014.12.24 14:26:00 -
[455] - Quote
1. JLAV are fro scrubs, HAV are easy to take out
I note that only HAV drivers are defending the overtanked Gunnlogi. Re-read where I said that REs should eat a nerf because packed (AV) REs exist that are harder to use on a JLAV.
2. Your 150k AV fit is all proto/adv at minimum and can destroy most tanks in 4 shots with no reload needed, BASIC HAV cannot fit all PROTO on it and if you add small turrets its more expensive - SL is the easiest AV weapon in the aim and requires nothing to use it, fire and forget and points come your way and its still broken
Re-read. My 4-shot wish is with a hardener turned OFF. If HAVs must obey waves of opportunity, AV should have to be patient and seek an opening.
3. To make a HAV that will stand a chance of surviving PROTO AV against a BASIC HAV with PROTO modules then you need 15mil SP and up into vehicles, even so half the skills offer no bonuses yet the infantry equivelent do and also its cheap to skill into AV
To make a proto AV fit that will consistently gank vehicles (Sentinel ONLY, I haven't built a real light AV fit) you need a similar SP investment or you're basically putting up a sign that says "EASY WARPOINTS." My AV fit alone is WELL over 20m SP on each of the sentinel suits because I made damned sure that my SP focus was on AV, everything else was secondary. So attacking and surviving long enough to pull the kills, which means maxed cores and armor/shield skills.
4. Vehicles have no variety
Agreed. I made this point as well.
5. Chrome was fun, Uprising (ignoring the heavily broken swarms and AV nades) was fun at least in PC where you could take on 2 HAVs and a FG whacking you and win with experience, modules timing/usage, core skills - Essentially uprising without the SL and AV nades at OP levels but yet with all the variety for pilots and useful skills and bonuses would be more fun now
I wish we could just revert to chrome for AV/V. That... was... FUN. Even if the other infantry whined about the Marauders. I had fun soloing them, even if I was burning through 5-7 proto suits for each burn down.
6. Half the ideas in the this thread are trying to nerf the Maurauders before they come into the game - 5/3 slot layout should be standard and 4/2 for the basic HAV - Add in all the modules from Chrome and Uprising and HAV vs HAV damage from Uprising and in my book would be perfect - Even the FG from Uprising was perfect - HAVs were useful in PC in Uprising
The AV would have to be buffed for a 5/2 and 2/5. there is no getting around it. AV is balanced for CURRENT HAVs. So if you got your wish and Rattati makes a tier up, the AV (except swarms) would need to be buffed accordingly. Because your Vehicle driver argument that there is PRO AV but not PRO vehicles means that because the PRO AV is balanced against a STD vehicle it would have to be stepped up accordingly.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4126
|
Posted - 2014.12.24 15:22:00 -
[456] - Quote
Breakin, I agree mostly on that quoted post there. My biggest point of contention is that I think Gunnlogi's should not be nerfed down to current Madrugar levels. I feel the Madrugar is too weak against AV and Gunnlogi is too strong (admittedly this might be largely due to current AV damage profiles). I think for now I'd like to see the Gunnlogi get a slight nerf and the Madrugar a slight buff to meet in the middle of where they currently are.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5957
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Posted - 2014.12.24 15:25:00 -
[457] - Quote
Pokey Dravon wrote:Breakin, I agree mostly on that quoted post there. My biggest point of contention is that I think Gunnlogi's should not be nerfed down to current Madrugar levels. I feel the Madrugar is too weak against AV and Gunnlogi is too strong (admittedly this might be largely due to current AV damage profiles). I think for now I'd like to see the Gunnlogi get a slight nerf and the Madrugar a slight buff to meet in the middle of where they currently are.
note my 4 shot kills are dependent upon you not having a hardener running pokey. Not only that but the IAFG (the only viable forge) and the plasma cannon are grossly underperforming versus the gunnlogi currently. The PLC is bonused for shields. And it sucks versus maddies.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4126
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Posted - 2014.12.24 15:29:00 -
[458] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Breakin, I agree mostly on that quoted post there. My biggest point of contention is that I think Gunnlogi's should not be nerfed down to current Madrugar levels. I feel the Madrugar is too weak against AV and Gunnlogi is too strong (admittedly this might be largely due to current AV damage profiles). I think for now I'd like to see the Gunnlogi get a slight nerf and the Madrugar a slight buff to meet in the middle of where they currently are. note my 4 shot kills are dependent upon you not having a hardener running pokey. Not only that but the IAFG (the only viable forge) and the plasma cannon are grossly underperforming versus the gunnlogi currently. The PLC is bonused for shields.
Oh I don't disagree with that, but even so I feel like for being an armor vehicle, my overall raw HP is still a little too low. That's why I'm a fan of the 180mm plate with a steeper speed penalty.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Lazer Fo Cused
Shining Flame Amarr Empire
284
|
Posted - 2014.12.24 15:36:00 -
[459] - Quote
Breakin Stuff wrote:1. JLAV are fro scrubs, HAV are easy to take out
I note that only HAV drivers are defending the overtanked Gunnlogi. Re-read where I said that REs should eat a nerf because packed (AV) REs exist that are harder to use on a JLAV.
2. Your 150k AV fit is all proto/adv at minimum and can destroy most tanks in 4 shots with no reload needed, BASIC HAV cannot fit all PROTO on it and if you add small turrets its more expensive - SL is the easiest AV weapon in the aim and requires nothing to use it, fire and forget and points come your way and its still broken
Re-read. My 4-shot wish is with a hardener turned OFF. If HAVs must obey waves of opportunity, AV should have to be patient and seek an opening.
3. To make a HAV that will stand a chance of surviving PROTO AV against a BASIC HAV with PROTO modules then you need 15mil SP and up into vehicles, even so half the skills offer no bonuses yet the infantry equivelent do and also its cheap to skill into AV
To make a proto AV fit that will consistently gank vehicles (Sentinel ONLY, I haven't built a real light AV fit) you need a similar SP investment or you're basically putting up a sign that says "EASY WARPOINTS." My AV fit alone is WELL over 20m SP on each of the sentinel suits because I made damned sure that my SP focus was on AV, everything else was secondary. So attacking and surviving long enough to pull the kills, which means maxed cores and armor/shield skills.
4. Vehicles have no variety
Agreed. I made this point as well.
5. Chrome was fun, Uprising (ignoring the heavily broken swarms and AV nades) was fun at least in PC where you could take on 2 HAVs and a FG whacking you and win with experience, modules timing/usage, core skills - Essentially uprising without the SL and AV nades at OP levels but yet with all the variety for pilots and useful skills and bonuses would be more fun now
I wish we could just revert to chrome for AV/V. That... was... FUN. Even if the other infantry whined about the Marauders. I had fun soloing them, even if I was burning through 5-7 proto suits for each burn down.
6. Half the ideas in the this thread are trying to nerf the Maurauders before they come into the game - 5/3 slot layout should be standard and 4/2 for the basic HAV - Add in all the modules from Chrome and Uprising and HAV vs HAV damage from Uprising and in my book would be perfect - Even the FG from Uprising was perfect - HAVs were useful in PC in Uprising
The AV would have to be buffed for a 5/2 and 2/5. there is no getting around it. AV is balanced for CURRENT HAVs. So if you got your wish and Rattati makes a tier up, the AV (except swarms) would need to be buffed accordingly. Because your Vehicle driver argument that there is PRO AV but not PRO vehicles means that because the PRO AV is balanced against a STD vehicle it would have to be stepped up accordingly.
1. The Madrugar should be brought up to the Gunlogi level, would help if modules such as hardeners offered 40% accross the board
2. HAV should obey the laws of the capacitor
3. You really dont need 20mil SP to kill the current vehicles, maybe in Chrome and Uprising but not now and even so the 15mil into HAVs currently would get crushed by the same vehicles in Chrome and Uprising and 15mil SP in them days did not give you a fully fitted HAV
5. Chrome AV/V was fine for FG, SL/AV nades utterly broken un Uprising
6. AV wouldnt have to be buffed, if players are saying AV should be secondary then let it be secondary and not have the force of a 1000suns, HAV vs HAV needs to come 1st because frankly if vehicles are out to kill other vehicles then it needs to be good and fun - Frabkly its twitch and who sees who 1st where as Uprising offered alot more in HAV vs HAV 6a. Marauders are not PROTO vehicles - We are told they are sidegrades which are still tiercided because we have no ADV/PROTO vehicles still even for basic - If this is going to be the case then its still PROTO AV vs BASIC HAVs even specalised BASIC HAVs at best so BASIC has to survive against PROTO but if it doesnt then what is the point of vehicles? Everything a vehicle can do which really is limited infantry can do better everytime |
Spkr4theDead
Red Star. EoN.
2613
|
Posted - 2014.12.24 16:29:00 -
[460] - Quote
Breakin Stuff wrote:1. JLAV are fro scrubs, HAV are easy to take out
I note that only HAV drivers are defending the overtanked Gunnlogi. Re-read where I said that REs should eat a nerf because packed (AV) REs exist that are harder to use on a JLAV.
Gunnlogi isn't overtanked, it's just the better hull with better mods and has resistance to 2 turrets and 2 forms of AV. The Madrugar is the really weak hull, having terrible PG and CPU with terrible reps because all infantry did was complain, and CCP bent over backwards to accomodate you.
2. Your 150k AV fit is all proto/adv at minimum and can destroy most tanks in 4 shots with no reload needed, BASIC HAV cannot fit all PROTO on it and if you add small turrets its more expensive - SL is the easiest AV weapon in the aim and requires nothing to use it, fire and forget and points come your way and its still broken
Re-read. My 4-shot wish is with a hardener turned OFF. If HAVs must obey waves of opportunity, AV should have to be patient and seek an opening.
But AV isn't patient, and fire at the very first opportunity. Don't shoot a shiny, that's all there is to it. I had a PC a few nights ago, with some mad forge gunner on a building and a terrible redline tanker shooting me from his redline. It's not hard to destroy a tank. I went blaster because we needed it - I still destroyed his tank: because experience.
3. To make a HAV that will stand a chance of surviving PROTO AV against a BASIC HAV with PROTO modules then you need 15mil SP and up into vehicles, even so half the skills offer no bonuses yet the infantry equivelent do and also its cheap to skill into AV
To make a proto AV fit that will consistently gank vehicles (Sentinel ONLY, I haven't built a real light AV fit) you need a similar SP investment or you're basically putting up a sign that says "EASY WARPOINTS." My AV fit alone is WELL over 20m SP on each of the sentinel suits because I made damned sure that my SP focus was on AV, everything else was secondary. So attacking and surviving long enough to pull the kills, which means maxed cores and armor/shield skills.
You're counting core skills, aren't you. The forge gun is one weapon. Infantry core skills don't make a weapon better, it just allows them to fit better modules. Our core skills only make the armor repper better by itself - everything just makes our active mods last longer and cool down better. Aside from the aforementioned repper, our core skills don't make the mods better. Then there's turrets, which require level 5 in everything to get the most out of them. Infantry weapon operation decreases CPU usage by a small percentage - we don't have that for our turret operation.
5. Chrome was fun, Uprising (ignoring the heavily broken swarms and AV nades) was fun at least in PC where you could take on 2 HAVs and a FG whacking you and win with experience, modules timing/usage, core skills - Essentially uprising without the SL and AV nades at OP levels but yet with all the variety for pilots and useful skills and bonuses would be more fun now
I wish we could just revert to chrome for AV/V. That... was... FUN. Even if the other infantry whined about the Marauders. I had fun soloing them, even if I was burning through 5-7 proto suits for each burn down.
I'm surprised you'd say that.
6. Half the ideas in the this thread are trying to nerf the Maurauders before they come into the game - 5/3 slot layout should be standard and 4/2 for the basic HAV - Add in all the modules from Chrome and Uprising and HAV vs HAV damage from Uprising and in my book would be perfect - Even the FG from Uprising was perfect - HAVs were useful in PC in Uprising
The AV would have to be buffed for a 5/2 and 2/5. there is no getting around it. AV is balanced for CURRENT HAVs. So if you got your wish and Rattati makes a tier up, the AV (except swarms) would need to be buffed accordingly. Because your Vehicle driver argument that there is PRO AV but not PRO vehicles means that because the PRO AV is balanced against a STD vehicle it would have to be stepped up accordingly.
AV has consistently been buffed for well over 2 years, probably more like 3, while tanks have been nerfed that whole time. Enough with the AV buffs. Seriously, they don't need to be buffed anymore. Rattati is designing tank destroyers, and conversely, tanks with great defenses. You shouldn't be the end-all nuclear option, ever. AV was balanced around the idea of ADV tanks, which the Enforcers were not.
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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Spkr4theDead
Red Star. EoN.
2613
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Posted - 2014.12.24 16:37:00 -
[461] - Quote
Pokey Dravon wrote:Breakin Stuff wrote:Pokey Dravon wrote:Breakin, I agree mostly on that quoted post there. My biggest point of contention is that I think Gunnlogi's should not be nerfed down to current Madrugar levels. I feel the Madrugar is too weak against AV and Gunnlogi is too strong (admittedly this might be largely due to current AV damage profiles). I think for now I'd like to see the Gunnlogi get a slight nerf and the Madrugar a slight buff to meet in the middle of where they currently are. note my 4 shot kills are dependent upon you not having a hardener running pokey. Not only that but the IAFG (the only viable forge) and the plasma cannon are grossly underperforming versus the gunnlogi currently. The PLC is bonused for shields. Oh I don't disagree with that, but even so I feel like for being an armor vehicle, my overall raw HP is still a little too low. That's why I'm a fan of the 180mm plate with a steeper speed penalty. You're also compromising before the horses are even in the gate. If Rattati takes your ideas, we won't have the 180 plates back, and the Madrugar and Gunnlogi will still only have 3 HP slots.
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5961
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Posted - 2014.12.24 16:42:00 -
[462] - Quote
Spkr4theDead wrote: I'm surprised you'd say that.
that's because you never read what I say. You take statements out of context and go berserk.
It's why I mock you relentlessly.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4128
|
Posted - 2014.12.24 16:42:00 -
[463] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:Breakin Stuff wrote:Pokey Dravon wrote:Breakin, I agree mostly on that quoted post there. My biggest point of contention is that I think Gunnlogi's should not be nerfed down to current Madrugar levels. I feel the Madrugar is too weak against AV and Gunnlogi is too strong (admittedly this might be largely due to current AV damage profiles). I think for now I'd like to see the Gunnlogi get a slight nerf and the Madrugar a slight buff to meet in the middle of where they currently are. note my 4 shot kills are dependent upon you not having a hardener running pokey. Not only that but the IAFG (the only viable forge) and the plasma cannon are grossly underperforming versus the gunnlogi currently. The PLC is bonused for shields. Oh I don't disagree with that, but even so I feel like for being an armor vehicle, my overall raw HP is still a little too low. That's why I'm a fan of the 180mm plate with a steeper speed penalty. You're also compromising before the horses are even in the gate. If Rattati takes your ideas, we won't have the 180 plates back, and the Madrugar and Gunnlogi will still only have 3 HP slots.
@_@ What are you even talking about? I'm still a fan of the 4/2 and 2/4 system.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5961
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Posted - 2014.12.24 16:55:00 -
[464] - Quote
Pokey Dravon wrote:Spkr4theDead wrote:Pokey Dravon wrote:Breakin Stuff wrote:Pokey Dravon wrote:Breakin, I agree mostly on that quoted post there. My biggest point of contention is that I think Gunnlogi's should not be nerfed down to current Madrugar levels. I feel the Madrugar is too weak against AV and Gunnlogi is too strong (admittedly this might be largely due to current AV damage profiles). I think for now I'd like to see the Gunnlogi get a slight nerf and the Madrugar a slight buff to meet in the middle of where they currently are. note my 4 shot kills are dependent upon you not having a hardener running pokey. Not only that but the IAFG (the only viable forge) and the plasma cannon are grossly underperforming versus the gunnlogi currently. The PLC is bonused for shields. Oh I don't disagree with that, but even so I feel like for being an armor vehicle, my overall raw HP is still a little too low. That's why I'm a fan of the 180mm plate with a steeper speed penalty. You're also compromising before the horses are even in the gate. If Rattati takes your ideas, we won't have the 180 plates back, and the Madrugar and Gunnlogi will still only have 3 HP slots. @_@ What are you even talking about? I'm still a fan of the 4/2 and 2/4 system.
He's taking old statements out of context again and coming to his paranoid conclusions.
Until he stops acting toxic towards everyone you should ignore him.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4131
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Posted - 2014.12.24 16:58:00 -
[465] - Quote
Breakin Stuff wrote:Until he stops acting toxic towards everyone you should ignore him.
Indeed. It's frustrating when I try to have a conversation and people just want to act insane.
Though, Breakin, thoughts in general about Madrugar's current HP from an AVers perspective? I feel that given current mechanics I have to bail out a bit too early when facing AV, particularly Swarms and Forgers due to the damage profile. I know you've used Maddys a bit yourself, what are your thoughts on it? Would a heavier plate with more HP and speed penalty be reasonable?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5963
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Posted - 2014.12.24 17:06:00 -
[466] - Quote
Pokey Dravon wrote:Breakin Stuff wrote:Until he stops acting toxic towards everyone you should ignore him. Indeed. It's frustrating when I try to have a conversation and people just want to act insane. Though, Breakin, thoughts in general about Madrugar's current HP from an AVers perspective? I feel that given current mechanics I have to bail out a bit too early when facing AV, particularly Swarms and Forgers due to the damage profile. I know you've used Maddys a bit yourself, what are your thoughts on it? Would a heavier plate with more HP and speed penalty be reasonable?
Maddys are four shot kills. three shot for a non-optimal fit and an utter rapefest if you get in his back quarter. I've tested this stuff from BOTH sides and it doesn't matter what you fit.
Four shots with a modded or unmodded IAFG. Two from the weakspot. Period. End. And that's with optimal skills from all I can see. The presence of a hardener on a madrugar does not change this equation.
In short, Spkr IS correct in that the madrugar is UP. Because the maddy cannot take advantage of the waves of opportunity the way a gunnlogi can ABUSE them. The Maddy needs to be able to fit no less than it's current EHP, at least ONE rep, minimum and have a functional hardener. The hardener ADDED to the madrugar EHP would do wonders for all of the fits because right now there is no functional difference between a madrugar with one plate and a hardener and a maddy with two plates. there's no real efficacy addition.
Without that waves of opportunity function the maddrugar is, and will always be the joke on the field.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5963
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Posted - 2014.12.24 17:08:00 -
[467] - Quote
Oh wait, to answer your actual question, YES DAMN YOU 180mm plates would be beneficial.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4133
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Posted - 2014.12.24 17:09:00 -
[468] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Breakin Stuff wrote:Until he stops acting toxic towards everyone you should ignore him. Indeed. It's frustrating when I try to have a conversation and people just want to act insane. Though, Breakin, thoughts in general about Madrugar's current HP from an AVers perspective? I feel that given current mechanics I have to bail out a bit too early when facing AV, particularly Swarms and Forgers due to the damage profile. I know you've used Maddys a bit yourself, what are your thoughts on it? Would a heavier plate with more HP and speed penalty be reasonable? Maddys are four shot kills. three shot for a non-optimal fit and an utter rapefest if you get in his back quarter. I've tested this stuff from BOTH sides and it doesn't matter what you fit. Four shots with a modded or unmodded IAFG. Two from the weakspot. Period. End. And that's with optimal skills from all I can see. The presence of a hardener on a madrugar does not change this equation. In short, Spkr IS correct in that the madrugar is UP. Because the maddy cannot take advantage of the waves of opportunity the way a gunnlogi can ABUSE them. The Maddy needs to be able to fit no less than it's current EHP, at least ONE rep, minimum and have a functional hardener. The hardener ADDED to the madrugar EHP would do wonders for all of the fits because right now there is no functional difference between a madrugar with one plate and a hardener and a maddy with two plates. there's no real efficacy addition. Without that waves of opportunity function the maddrugar is, and will always be the joke on the field.
So with a 2/4 layout you could be looking at something like 180mm Plate + 2 Hardeners + 1 repper for your average fit?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Spkr4theDead
Red Star. EoN.
2613
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Posted - 2014.12.24 17:10:00 -
[469] - Quote
Breakin Stuff wrote:
Until he stops acting toxic towards everyone you should ignore him.
I'm this way because of how many times vehicles have been nerfed and AV has been buffed, along with removing variety for vehicles in the form of mods as well.
Infantry did the same thing we do when they were nerfing the new flavor of the weak. Flaylocks, Cal logis, TAR rifles, Gallente (master) scout, whatever, contact grenades, grenades in general, whatever. Infantry always cried about how it would be the end of Dust, nobody would play, etc. But everybody still played. Yet, look at how many pilots have completely quit the game. It's quite a lot of people that used to post regularly here, and who knows how many that didn't post on the forums.
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5963
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Posted - 2014.12.24 17:11:00 -
[470] - Quote
Pokey Dravon wrote:Breakin Stuff wrote:Pokey Dravon wrote:Breakin Stuff wrote:Until he stops acting toxic towards everyone you should ignore him. Indeed. It's frustrating when I try to have a conversation and people just want to act insane. Though, Breakin, thoughts in general about Madrugar's current HP from an AVers perspective? I feel that given current mechanics I have to bail out a bit too early when facing AV, particularly Swarms and Forgers due to the damage profile. I know you've used Maddys a bit yourself, what are your thoughts on it? Would a heavier plate with more HP and speed penalty be reasonable? Maddys are four shot kills. three shot for a non-optimal fit and an utter rapefest if you get in his back quarter. I've tested this stuff from BOTH sides and it doesn't matter what you fit. Four shots with a modded or unmodded IAFG. Two from the weakspot. Period. End. And that's with optimal skills from all I can see. The presence of a hardener on a madrugar does not change this equation. In short, Spkr IS correct in that the madrugar is UP. Because the maddy cannot take advantage of the waves of opportunity the way a gunnlogi can ABUSE them. The Maddy needs to be able to fit no less than it's current EHP, at least ONE rep, minimum and have a functional hardener. The hardener ADDED to the madrugar EHP would do wonders for all of the fits because right now there is no functional difference between a madrugar with one plate and a hardener and a maddy with two plates. there's no real efficacy addition. Without that waves of opportunity function the maddrugar is, and will always be the joke on the field. So with a 2/4 layout you could be looking at something like 180mm Plate + 2 Hardeners + 1 repper for your average fit?
gimmie a ballpark for the HP that would give. I'll do the kill math and give you an answer
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Spkr4theDead
Red Star. EoN.
2613
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Posted - 2014.12.24 17:11:00 -
[471] - Quote
Breakin Stuff wrote:Spkr4theDead wrote: I'm surprised you'd say that.
that's because you never read what I say. You take statements out of context and go berserk. It's why I mock you relentlessly. When you keep going on and on about how difficult it is to destroy vehicles, yet I get completely annihilated by national corps, it makes your half-argument look pathetic by comparison.
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5963
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Posted - 2014.12.24 17:15:00 -
[472] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote: I'm surprised you'd say that.
that's because you never read what I say. You take statements out of context and go berserk. It's why I mock you relentlessly. When you keep going on and on about how difficult it is to destroy vehicles, yet I get completely annihilated by national corps, it makes your half-argument look pathetic by comparison.
that's because you assume I'm having a problem killing madrugars. Get over yourself.
takes a little more thought to kill a GOOD tanker than LOLpointandshoot.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4133
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Posted - 2014.12.24 17:18:00 -
[473] - Quote
Let's just assume the 4000 HP stays and the plate gives 2827 Armor HP. That's far from final numbers but lets just go with that for this exercise.
So 1200 Shield 6827 Armor x2 25% Armor Hardeners
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5963
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Posted - 2014.12.24 17:32:00 -
[474] - Quote
Pokey Dravon wrote:Let's just assume the 4000 HP stays and the plate gives 2827 Armor HP. That's far from final numbers but lets just go with that for this exercise.
So 1200 Shield 6827 Armor x2 25% Armor Hardeners
eyeballing it? I'd say keep the HP totals, replace a hardener with a rep and up the hardener to 40%
Just by RAW HP... that's a four shotter. five with one hardener, maybe six with both. Like I said, the hardener would be better at 40% and remove the ability to double stack them.
I'm a bit fuzzy on the shield armor interaction. But versus a maddy unbonused... if the readout is to be believed I'm doing around 2175-ish to armor direct. So call it... most likely four shots because the first toasts the shields and bleeds through so 9 second TTK with no hardener. After efficacy falloff the hardener's just over 40% anyway...
six shots tops to blow that madrugar up with both hardeners running concurrently.
compare that to the 8-9 that a gunnlogi can take conceivably.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4137
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Posted - 2014.12.24 17:42:00 -
[475] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Let's just assume the 4000 HP stays and the plate gives 2827 Armor HP. That's far from final numbers but lets just go with that for this exercise.
So 1200 Shield 6827 Armor x2 25% Armor Hardeners eyeballing it? I'd say keep the HP totals, replace a hardener with a rep and up the hardener to 40% Just by RAW HP... that's a four shotter. five with one hardener, maybe six with both. Like I said, the hardener would be better at 40% and remove the ability to double stack them. I'm a bit fuzzy on the shield armor interaction. But versus a maddy unbonused... if the readout is to be believed I'm doing around 2175-ish to armor direct. So call it... most likely four shots because the first toasts the shields and bleeds through so 9 second TTK with no hardener. After efficacy falloff the hardener's just over 40% anyway... six shots tops to blow that madrugar up with both hardeners running concurrently.
See I don't have an issue with double stacking hardeners. Burst tanking is a common thing in New Eden so it fits here as well, imo.
So 4 shots...9-10 seconds against a non-hardened full health Maddy....gives time to get the hardener(s) up and running. I assume max skills for the forge, is that a damage modded fit?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5964
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Posted - 2014.12.24 17:45:00 -
[476] - Quote
Pokey Dravon wrote:Breakin Stuff wrote:Pokey Dravon wrote:Let's just assume the 4000 HP stays and the plate gives 2827 Armor HP. That's far from final numbers but lets just go with that for this exercise.
So 1200 Shield 6827 Armor x2 25% Armor Hardeners eyeballing it? I'd say keep the HP totals, replace a hardener with a rep and up the hardener to 40% Just by RAW HP... that's a four shotter. five with one hardener, maybe six with both. Like I said, the hardener would be better at 40% and remove the ability to double stack them. I'm a bit fuzzy on the shield armor interaction. But versus a maddy unbonused... if the readout is to be believed I'm doing around 2175-ish to armor direct. So call it... most likely four shots because the first toasts the shields and bleeds through so 9 second TTK with no hardener. After efficacy falloff the hardener's just over 40% anyway... six shots tops to blow that madrugar up with both hardeners running concurrently. See I don't have an issue with double stacking hardeners. Burst tanking is a common thing in New Eden so it fits here as well, imo. So 4 shots...9-10 seconds against a non-hardened full health Maddy....gives time to get the hardener(s) up and running. I assume max skills for the forge, is that a damage modded fit?
that's me running prof 4 and no damage mods. Heavy damage mods are crap. Only a wiyrkomi breach has enough alpha for mods to conceivably alter TTK via shots to kill.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4137
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Posted - 2014.12.24 17:47:00 -
[477] - Quote
Fair enough. *flips on the True Adamance signal* We need your opinion!
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Spkr4theDead
Red Star. EoN.
2613
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Posted - 2014.12.24 17:55:00 -
[478] - Quote
Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote: I'm surprised you'd say that.
that's because you never read what I say. You take statements out of context and go berserk. It's why I mock you relentlessly. When you keep going on and on about how difficult it is to destroy vehicles, yet I get completely annihilated by national corps, it makes your half-argument look pathetic by comparison. that's because you assume I'm having a problem killing madrugars. Get over yourself. takes a little more thought to kill a GOOD tanker than LOLpointandshoot. It doesn't take any thought. Get 3 forge gunners behind a tank in a LAV and that's a dead tank. No thought
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5964
|
Posted - 2014.12.24 17:59:00 -
[479] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote: I'm surprised you'd say that.
that's because you never read what I say. You take statements out of context and go berserk. It's why I mock you relentlessly. When you keep going on and on about how difficult it is to destroy vehicles, yet I get completely annihilated by national corps, it makes your half-argument look pathetic by comparison. that's because you assume I'm having a problem killing madrugars. Get over yourself. takes a little more thought to kill a GOOD tanker than LOLpointandshoot. It doesn't take any thought. Get 3 forge gunners behind a tank in a LAV and that's a dead tank. No thought
I run AV solo successfully. Your example is irrelevant to me. I really don't give a rat's ass about your opinion if THAT is going to be the example you present when we are all WELL aware that teamwork is OP.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4139
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Posted - 2014.12.24 18:04:00 -
[480] - Quote
Breakin Stuff wrote: I run AV solo successfully. Your example is irrelevant to me. I really don't give a rat's ass about your opinion if THAT is going to be the example you present when we are all WELL aware that teamwork is OP.
New Vehicle Module: Teamwork Scanner. If Teamwork happens within a 1km radius, hardeners increase to 100% damage reduction.
These are reasonable changes. CCP please impliment.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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