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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.05 16:08:00 -
[721] - Quote
Relevant to my theorycrafting: Anyone know if a weapon with splash damage applies both the splash and the direct against a target when it hits?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6156
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Posted - 2015.01.05 16:24:00 -
[722] - Quote
Thaddeus Reynolds wrote:Relevant to my theorycrafting: Anyone know if a weapon with splash damage applies both the splash and the direct against a target when it hits?
Direct hit and splash don't stack one or the other.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.05 16:58:00 -
[723] - Quote
Breakin Stuff wrote:Thaddeus Reynolds wrote:Relevant to my theorycrafting: Anyone know if a weapon with splash damage applies both the splash and the direct against a target when it hits? Direct hit and splash don't stack one or the other.
Thanks, I've made some more changes to my proposed numbers, you mind taking a look? (Do you need the link again?)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Spkr4theDead
Red Star.
2683
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Posted - 2015.01.06 07:07:00 -
[724] - Quote
Godin Thekiller wrote:Spkr4theDead wrote:
I don't play it, so how would I know?
So you're judging something you haven't even tried? lol What am I judging again?
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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LudiKure ninda
Dead Man's Game RUST415
185
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Posted - 2015.01.06 14:05:00 -
[725] - Quote
When can we expect these changes?
I really want to get back in this game,but as a tanker..
( -í° -£-û -í°)
SCAN ATTEMPT PREVENTED
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Mobius Wyvern
Sky-FIRE
5579
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Posted - 2015.01.06 16:48:00 -
[726] - Quote
CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. Sounds good to me.
Any ETA on when we might see Logistics vehicles returning?
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Godin Thekiller
The Corporate Raiders Top Men.
2680
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Posted - 2015.01.07 03:30:00 -
[727] - Quote
Mobius Wyvern wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks) Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. Sounds good to me. Any ETA on when we might see Logistics vehicles returning?
Hopefully not for awhile, they still need to be fleshed out and balanced well.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders Top Men.
2680
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Posted - 2015.01.07 03:33:00 -
[728] - Quote
Spkr4theDead wrote:Godin Thekiller wrote:Spkr4theDead wrote:
I don't play it, so how would I know?
So you're judging something you haven't even tried? lol What am I judging again?
You said that Ground forces style mechanics added to HAV's, with the excuse of "it's supposed to be a video game". That is a silly statement, I said that millions beg to differ, and you haven't even played the game.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16454
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Posted - 2015.01.07 03:39:00 -
[729] - Quote
Godin Thekiller wrote:Spkr4theDead wrote:Godin Thekiller wrote:Spkr4theDead wrote:
I don't play it, so how would I know?
So you're judging something you haven't even tried? lol What am I judging again? You said that Ground forces style mechanics added to HAV's, with the excuse of "it's supposed to be a video game". That is a silly statement, I said that millions beg to differ, and you haven't even played the game.
Goddamn he'd hate it. OHKO penetrations. crew kills, Artillery Spam.....
*"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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Godin Thekiller
The Corporate Raiders Top Men.
2681
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Posted - 2015.01.07 11:00:00 -
[730] - Quote
True Adamance wrote:Godin Thekiller wrote:Spkr4theDead wrote:Godin Thekiller wrote:Spkr4theDead wrote:
I don't play it, so how would I know?
So you're judging something you haven't even tried? lol What am I judging again? You said that Ground forces style mechanics added to HAV's, with the excuse of "it's supposed to be a video game". That is a silly statement, I said that millions beg to differ, and you haven't even played the game. Goddamn he'd hate it. OHKO penetrations. crew kills, Artillery Spam.....
I never said all of them, just the armor values being tied with resistance.
That aside, the game somehow with all that is still fun. having a brawl with other tanks there is solid (althuogh Soviet tanks are OP as ****).
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16456
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Posted - 2015.01.07 11:20:00 -
[731] - Quote
Godin Thekiller wrote:
I never said all of them, just the armor values being tied with resistance.
That aside, the game somehow with all that is still fun. having a brawl with other tanks there is solid (althuogh Soviet tanks are OP as ****).
That's just how their armour was. Shoot low to the tracks and to the rear of the vehicle with either the standard German Rounds or the M61 US rounds. Usually gets me an ammo rack, or engine fire.
*"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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CL0AK W0LF R1D3R
Krusual Covert Operators Minmatar Republic
4
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Posted - 2015.01.07 12:47:00 -
[732] - Quote
Since being a tanker from the 1.2 era i think it was. I had just missed out on the proto tanks, but i did have a couple of months playtime in a vayu. The vayu was really weak. 3.7 mill tank would be demolished by my 1.7mill tank. The modules i think was what was key, a true tanker on here might agree that that changing the modules to fit the ds module classes (basic to complex) was a bad move because it made everything idiot proof (ish). The 5-3 / 3-5 slots was good for the enforcers. How about having the enforcer tank skill book that offered 3% resistance to damage depending on either it be for shield or armor. The maddy skillbook for speed, gunlogi movability, proto tanks should have the best of both worlds and a bonus to damage. As for the numbers a proto tank should be able to fit all proto on it. Hence the term proto. Pointless running a proto with a basic hardner because the turrets take up all the pg and cpu, if it has to have a low slot taken just for pg or cpu then put that amount the upgrades would give and take away the slot. The choice of where you put a small turret should also be something to look into aswell. I cant say exact numbers for the cpu and pg but proto tanks 3 turrets, enforcer single but with the option of 1 extra turret of where you would like to put it. |
CL0AK W0LF R1D3R
Krusual Covert Operators Minmatar Republic
4
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Posted - 2015.01.07 14:26:00 -
[733] - Quote
And also make it so that basic swarms cannot solo a proto tank. Just saying they are more op than 1.6 |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2361
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Posted - 2015.01.07 14:33:00 -
[734] - Quote
True Adamance wrote:Godin Thekiller wrote:
I never said all of them, just the armor values being tied with resistance.
That aside, the game somehow with all that is still fun. having a brawl with other tanks there is solid (althuogh Soviet tanks are OP as ****).
That's just how their armour was. Shoot low to the tracks and to the rear of the vehicle with either the standard German Rounds or the M61 US rounds. Usually gets me an ammo rack, or engine fire. This game sounds cool, I am downloading it now....
Amarr/Minmatar vehicles are OP (especially Minmatar speed tanks)
^The reason why CCP is afraid to release them
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Breakin Stuff
Internal Error. Negative-Feedback
6178
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Posted - 2015.01.07 15:12:00 -
[735] - Quote
CL0AK W0LF R1D3R wrote:And also make it so that basic swarms cannot solo a proto tank. Just saying they are more op than 1.6 this is a hilarious thing right here. basic swarms can barely solo an LAV
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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MetalWolf-Cell
ROGUE RELICS VP Gaming Alliance
22
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Posted - 2015.01.07 16:55:00 -
[736] - Quote
Proto AV should be able to destroy vehicles fairly easily. After all they are specialized in that role to do so, right?
Just as a pilot should be able to shrug off standard AV if he is specialized in said skill. And if he has small turrets with good gunners, should be a force to be reckoned with...until he meets Proto AV. and it should be a struggle.
Like I said, I Understand, being in a tank and be completely soloed by one guy bunny hopping is frustrating. But if he is Proto AV, he is specialized to be the BANE of vehicles. He is succumbed to infantry jumping him as all he has is a sidearm. Even with a Minmatar commando, he only has one infantry based weapon, if he runs out of ammo in the clip in said weapon, he is going down to a squad of Anti-infantry.
Same with specialized Tanks (if we had them) they are meant to be hardened beasts, as that is what the player skilled into. Proto AV and specialized pilots equal each other out, and 2 Proto AV should take it out if the pilot doesn't make a hasty retreat.
and like Breakin said, A standard swarmer has trouble taking out anything, such as militia LAV's, you know, the weakest class of vehicles.
It's kind of disheartening to see that pilots and AV infantry can't come to happy medium and threads talking about HAV's, usually succumbs to trolling or radical bickering. Only a few I see manage to keep it civil and actually want to come to balance with the subject.
I want to see Tanks actually have a role and not Murder machines. Cause even though it is nice to see the potential to kill, but at the same time, it deteriorates it's role, because Infantry are usually the killers while vehicles support that assumption. Tanks with high DPS shells can slaughter infantry if given the right moment, but usually it boils down to supressive fire and area denial.
My opinion, A behemoth of a tank with slow High damaging cannon with splash damage, is much more potent than a large vehicle who's purpose is to do the job of infantry with a large rapid firing AR.
DUST 514/LEGION
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16458
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Posted - 2015.01.07 19:40:00 -
[737] - Quote
Alaika Arbosa wrote:True Adamance wrote:Godin Thekiller wrote:
I never said all of them, just the armor values being tied with resistance.
That aside, the game somehow with all that is still fun. having a brawl with other tanks there is solid (althuogh Soviet tanks are OP as ****).
That's just how their armour was. Shoot low to the tracks and to the rear of the vehicle with either the standard German Rounds or the M61 US rounds. Usually gets me an ammo rack, or engine fire. This game sounds cool, I am downloading it now....
If on PS4 don't get into the American Tanks yet. They only have the M4 Medium Tank out and its damn easy to bust if you aims for the gun mantlet or the low driver area with Armour Piercing Ammo as you'll detonate the ammo stored there.
*"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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Operative 1174 Uuali
Y.A.M.A.H
266
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Posted - 2015.01.08 03:37:00 -
[738] - Quote
Simply have a greater contrast between an offensive and defensive equipped tank.
You mount a proto turret, you can't fit anything better than basic mods and vice versa. The mid range equipped tank, or rather advanced turret tank would be closer to the basic turret tank which would be defensive with complex or enhanced mods.
Also, the turrets would reflect different abilities. A basic blaster turret would be like now. A proto would be like they used to be. However, the proto blaster tank would be a paper tiger.
Also, tank vs. tank combat would be balanced because a weak defensive, strong offensive tank would be inversely proportioned in power to a strong defensive, weak offensive tank.
The difference would be in the minute differences in tank power created by module power skills and the possibility at level 4 fitting skills to fit some enhanced modules on a proto turret tank.
And the most important thing GÇô DON'T MAKE THE MILITIA GRADE TANKS AND MODS AS GOOD AS THE REGULAR ONES!
I'm better than laser focused; I'm hybrid focused.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16462
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Posted - 2015.01.08 04:11:00 -
[739] - Quote
Operative 1174 Uuali wrote:Simply have a greater contrast between an offensive and defensive equipped tank.
You mount a proto turret, you can't fit anything better than basic mods and vice versa. The mid range equipped tank, or rather advanced turret tank would be closer to the basic turret tank which would be defensive with complex or enhanced mods.
Also, the turrets would reflect different abilities. A basic blaster turret would be like now. A proto would be like they used to be. However, the proto blaster tank would be a paper tiger.
Also, tank vs. tank combat would be balanced because a weak defensive, strong offensive tank would be inversely proportioned in power to a strong defensive, weak offensive tank.
The difference would be in the minute differences in tank power created by module power skills and the possibility at level 4 fitting skills to fit some enhanced modules on a proto turret tank.
And the most important thing GÇô DON'T MAKE THE MILITIA GRADE TANKS AND MODS AS GOOD AS THE REGULAR ONES!
That's not necessarily something I agree with. I don't see why players shouldn't if they wish be able to make the most of their hulls. turrets, and skills.
Ideally I'd love to see players encouraged to use two kinds of tanks. Their top tier tanks and their Eco Tanks for when ISK is tight.
Additionally I'd like to see all turrets becomes something appropriate for something that is supposed to be mounted on an MBT. Missiles as they are now and Blasters do not do this.
*"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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Breakin Stuff
Internal Error. Negative-Feedback
6193
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Posted - 2015.01.08 11:18:00 -
[740] - Quote
Rewards in general need to be better. Running pubs or facwar it's not feasible to keep your militia tanks on the field due to the cost.
Part of my beef with the reward system is it actively discourages would-be pilots from taking risks since a full std/mlt fit sica or soma costs about as much as a prototype dropsuit fully fitted.
If hav pilots were able to sustain reasonable numbers of vehicles rather than one every two matches (same goes for ADS) we wouldn't have as sharp an argument between AV and pilots. But rather like it being almost impossible to sustain nonstop full ADV fits no matter how experienced you are (pc isk isn't being considered here) it is nigh impossible to sustain a profit save through overpowered fits destined to get nerfed.
Yes I am talking about the gunnlogi.
And the disparity in the gunnlogi will have the secondary effect of delaying improvements to the madrugar. Because with all of the generalized b*tching back and forth it's easy to say "av is overperforming" or "HAVs are overpowered" without examining what is causing the issue.
net results of complaining about the gunnlogi under normal circumstances will be to get havs nerfed in general rather than addressing the single one that is causing issues while ignoring the fact that two of them are little more than suicide fits for people who hate winning already.
It's like conflating "all AV is overperforming." What if it's just swarms? Is it unreasonable to state that the plc isn't particularly effective against the intended targets?
What are the circumstances (this applies both ways both v/av) that this overperforming is occurring?
Are HAVs overpowered because three of them decided to attack at the same place?
Is AV overpowered because they can focus fire and smash tanks?
Common sense answers to both questions is "no."
However, I'm waiting for the inevitable barely concealed assertion that havs should be immune to infantry plebes or that Vehicles should explode any time an AVer points an accusing finger at them.
Because that's the magic that has completely derailed this thread.
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
371
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Posted - 2015.01.08 14:14:00 -
[741] - Quote
Operative 1174 Uuali wrote:Simply have a greater contrast between an offensive and defensive equipped tank.
You mount a proto turret, you can't fit anything better than basic mods and vice versa. The mid range equipped tank, or rather advanced turret tank would be closer to the basic turret tank which would be defensive with complex or enhanced mods.
Also, the turrets would reflect different abilities. A basic blaster turret would be like now. A proto would be like they used to be. However, the proto blaster tank would be a paper tiger.
Also, tank vs. tank combat would be balanced because a weak defensive, strong offensive tank would be inversely proportioned in power to a strong defensive, weak offensive tank.
The difference would be in the minute differences in tank power created by module power skills and the possibility at level 4 fitting skills to fit some enhanced modules on a proto turret tank.
And the most important thing GÇô DON'T MAKE THE MILITIA GRADE TANKS AND MODS AS GOOD AS THE REGULAR ONES!
1. If i mount a PROTO weapon on my suit can i fit nothing but basic on my dropsuit? No far from it even on basic i can fit on a couple of proto modules aswell
2. If i fit a PROTO weapon on my dropsuit does my dropsuit become a 'paper tiger'? No it doesnt
3. How would it be balanced with 'paper tiger' and 'strong defence'? It wouldnt
4. Terrible ideas where vehicle pilots are punished by infantry players who do not suffer from there own ideas |
DarthJT5
Random Gunz RISE of LEGION
183
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Posted - 2015.01.08 15:01:00 -
[742] - Quote
Operative 1174 Uuali wrote:Simply have a greater contrast between an offensive and defensive equipped tank.
You mount a proto turret, you can't fit anything better than basic mods and vice versa. The mid range equipped tank, or rather advanced turret tank would be closer to the basic turret tank which would be defensive with complex or enhanced mods.
Also, the turrets would reflect different abilities. A basic blaster turret would be like now. A proto would be like they used to be. However, the proto blaster tank would be a paper tiger.
Also, tank vs. tank combat would be balanced because a weak defensive, strong offensive tank would be inversely proportioned in power to a strong defensive, weak offensive tank.
The difference would be in the minute differences in tank power created by module power skills and the possibility at level 4 fitting skills to fit some enhanced modules on a proto turret tank.
And the most important thing GÇô DON'T MAKE THE MILITIA GRADE TANKS AND MODS AS GOOD AS THE REGULAR ONES! Umm..... No. If infantry can fit full proto, tanks can too.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Breakin Stuff
Internal Error. Negative-Feedback
6200
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Posted - 2015.01.08 15:02:00 -
[743] - Quote
I was going to respond to your continuous whining about infantry players but I realized that your methods of talking at people speak for themselves.
Pretty sure your petty and accusative behavior will hamstring your efforts to get the game changed to primarily cater to your playstyle.
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
4319
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Posted - 2015.01.08 17:56:00 -
[744] - Quote
DarthJT5 wrote:Operative 1174 Uuali wrote:Simply have a greater contrast between an offensive and defensive equipped tank.
You mount a proto turret, you can't fit anything better than basic mods and vice versa. The mid range equipped tank, or rather advanced turret tank would be closer to the basic turret tank which would be defensive with complex or enhanced mods.
Also, the turrets would reflect different abilities. A basic blaster turret would be like now. A proto would be like they used to be. However, the proto blaster tank would be a paper tiger.
Also, tank vs. tank combat would be balanced because a weak defensive, strong offensive tank would be inversely proportioned in power to a strong defensive, weak offensive tank.
The difference would be in the minute differences in tank power created by module power skills and the possibility at level 4 fitting skills to fit some enhanced modules on a proto turret tank.
And the most important thing GÇô DON'T MAKE THE MILITIA GRADE TANKS AND MODS AS GOOD AS THE REGULAR ONES! Umm..... No. If infantry can fit full proto, tanks can too.
To an extent. To be fair, most dropsuits cant fit Proto EVERYTHING. Typically the sidearm and/or grenades are of a lower tier. So Proto Modules and Large Turret? Totally. But proto smalls on top of that? I'd have to say they would be a notch or two lower
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.08 19:52:00 -
[745] - Quote
Updated my numbers with what I think would be pretty good (drawing heavily from EVE and the Dropsuits)...I don't think these will require too much of an AV Re-balance (other than filling the missing AV Roles).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6224
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Posted - 2015.01.08 20:54:00 -
[746] - Quote
Thaddeus Reynolds wrote:Updated my numbers with what I think would be pretty good (drawing heavily from EVE and the Dropsuits)...I don't think these will require too much of an AV Re-balance (other than filling the missing AV Roles).
Someone run these numbers please. using fittings in the current vein for now.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.08 21:51:00 -
[747] - Quote
Breakin Stuff wrote:Thaddeus Reynolds wrote:Updated my numbers with what I think would be pretty good (drawing heavily from EVE and the Dropsuits)...I don't think these will require too much of an AV Re-balance (other than filling the missing AV Roles). Someone run these numbers please. using fittings in the current vein for now.
You're looking at 8600.16 Front 8260.68 Side 7751.46 Rear Shield EHP for 22.5 seconds with a 45 second cooldown on a Tri-Extender One Hardener fit Gunnlogi, and depletion of that buffer will keep that Gunnlogi out of combat for just over 3 minutes (Assuming the Pilot is fitting a STD Gun and no small guns, and one of each fitting mod in the lows and has fitting skills to 5)...(assuming my math is right...I'm really tired right now, so it could be wrong)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6232
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Posted - 2015.01.08 22:41:00 -
[748] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:Thaddeus Reynolds wrote:Updated my numbers with what I think would be pretty good (drawing heavily from EVE and the Dropsuits)...I don't think these will require too much of an AV Re-balance (other than filling the missing AV Roles). Someone run these numbers please. using fittings in the current vein for now. You're looking at 8600.16 Front 8260.68 Side 7751.46 Rear Shield EHP for 22.5 seconds with a 45 second cooldown on a Tri-Extender One Hardener fit Gunnlogi, and depletion of that buffer will keep that Gunnlogi out of combat for just over 3 minutes (Assuming the Pilot is fitting a STD Gun and no small guns, and one of each fitting mod in the lows and has fitting skills to 5)...(assuming my math is right...I'm really tired right now, so it could be wrong)
8600 actual, or EHP?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.08 22:42:00 -
[749] - Quote
Breakin Stuff wrote:Thaddeus Reynolds wrote:Breakin Stuff wrote:Thaddeus Reynolds wrote:Updated my numbers with what I think would be pretty good (drawing heavily from EVE and the Dropsuits)...I don't think these will require too much of an AV Re-balance (other than filling the missing AV Roles). Someone run these numbers please. using fittings in the current vein for now. You're looking at 8600.16 Front 8260.68 Side 7751.46 Rear Shield EHP for 22.5 seconds with a 45 second cooldown on a Tri-Extender One Hardener fit Gunnlogi, and depletion of that buffer will keep that Gunnlogi out of combat for just over 3 minutes (Assuming the Pilot is fitting a STD Gun and no small guns, and one of each fitting mod in the lows and has fitting skills to 5)...(assuming my math is right...I'm really tired right now, so it could be wrong) 8600 actual, or EHP?
Shield EHP
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Breakin Stuff
Internal Error. Negative-Feedback
6232
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Posted - 2015.01.08 22:46:00 -
[750] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:Thaddeus Reynolds wrote:Breakin Stuff wrote:Thaddeus Reynolds wrote:Updated my numbers with what I think would be pretty good (drawing heavily from EVE and the Dropsuits)...I don't think these will require too much of an AV Re-balance (other than filling the missing AV Roles). Someone run these numbers please. using fittings in the current vein for now. You're looking at 8600.16 Front 8260.68 Side 7751.46 Rear Shield EHP for 22.5 seconds with a 45 second cooldown on a Tri-Extender One Hardener fit Gunnlogi, and depletion of that buffer will keep that Gunnlogi out of combat for just over 3 minutes (Assuming the Pilot is fitting a STD Gun and no small guns, and one of each fitting mod in the lows and has fitting skills to 5)...(assuming my math is right...I'm really tired right now, so it could be wrong) 8600 actual, or EHP? Shield EHP so the numbers are assuming hardeners running, not the base passive tank? If so **** yeah. Having to pull a reload while the hardeners are up is hardly what I'd call unfair. HOWEVER. three minutes to regen shields is too much downtime. I don't think it should be twenty seconds (like now) but three minutes would be overkill.
and I'm iffy on 45 seconds active hardener, but what the hell? I'm not remembering how long the current ones last. I'd be willing to give some of this a shot just to see how well it worked.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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