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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.08 22:51:00 -
[751] - Quote
Breakin Stuff wrote: 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.
They're assuming hardeners running
I'll re-tweak the numbers...the idea of the 180 second regen time to to encourage the use of boosters and rechargers (added rechargers in the modules page). The Hardener is 22.5 Seconds Active, then goes on cooldown for 45 seconds (Same cooldown, reduced active duration assuming level 5). If I try to redo the regen time, I'll have to redo the rechargers as well
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
6233
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Posted - 2015.01.08 22:54:00 -
[752] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote: 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.
They're assuming hardeners running I'll re-tweak the numbers...the idea of the 180 second regen time to to encourage the use of boosters and rechargers (added rechargers in the modules page). The Hardener is 22.5 Seconds Active, then goes on cooldown for 45 seconds (Same cooldown, reduced active duration assuming level 5). If I try to redo the regen time, I'll have to redo the rechargers as well
remember rechargers stop if you shoot them currently. And passive shield tank should be viable if you can get away from incoming fire long enough for the shields to kick in the recharge.
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 22:58:00 -
[753] - Quote
Breakin Stuff wrote:Thaddeus Reynolds wrote:Breakin Stuff wrote: 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.
They're assuming hardeners running I'll re-tweak the numbers...the idea of the 180 second regen time to to encourage the use of boosters and rechargers (added rechargers in the modules page). The Hardener is 22.5 Seconds Active, then goes on cooldown for 45 seconds (Same cooldown, reduced active duration assuming level 5). If I try to redo the regen time, I'll have to redo the rechargers as well remember rechargers stop if you shoot them currently. And passive shield tank should be viable if you can get away from incoming fire long enough for the shields to kick in the recharge.
This proposal assumes the removal of shield recharge delay (not depleted recharge delay)...also what do you think of the racial turret designs (there are multiple pages on the doc)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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DarthJT5
Random Gunz RISE of LEGION
183
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Posted - 2015.01.09 03:21:00 -
[754] - Quote
Pokey Dravon wrote: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 Well, that's what I meant. Infantry sacrifice a lower tier sidearm usually, tanks sacrifice smalls
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Tesfa Alem
Death by Disassociation
687
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Posted - 2015.01.09 04:22:00 -
[755] - Quote
A couple questions on the numbers. This isnt meant to be offesnsive, but its sure isnt going to be nice.
1) Why would i run a tank with a negative 25% damage bonus to a very expensive turret? Basically your Sagaris and Suraya are fat slow piniatas.
2) Why the STD tank redesign, and i do not have kind words for the stats on the maddy and gunlogi.
I would not like a 4-0 gunlogi with a passive shield regen of 18.1. My militia dropsuits rep shields faster than that. hell all of the shield regen numbers are bad, the infantry would riot if they had those numbers.
There is no use for a 3-3 madrugar, espeially with you slash proposed base hp stats from 5200 to 3400.
3) Caldari enforcer a 50% increase to range is in no way acceptable. 450 meters is from one red line to the other.
4)Amarr 15% natural armor resists, nope. Not with 4 low slots.
5) those turret stats, trying not to offend, but ........i dont know where to begin. if you want pro rail turrets to do 3242 damage per shot...sigh just tell me where did you get these numbers from?
some ideas are okay, but the majority, no. I think you are trying to take on too much at once, and those stats seem impossible to get rght without testing, and since nothing in vehicle related in dust is tested until after release, no i dont want to sit through months of these numbers at all. I think you shoud not tweak the base hulls that we already have and move the maruaders up and the enforces down the ladder respectively.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Internal Error. Negative-Feedback
6239
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Posted - 2015.01.09 06:35:00 -
[756] - Quote
The gunnlogi would be fine with higher regen. But how does the maddy turn up with fittings is the question. If you can spike the ehp higher than current via hardener then it's an improvement.
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
Internal Error. Negative-Feedback
6239
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Posted - 2015.01.09 06:36:00 -
[757] - Quote
Shield recharge delay is there for a reason. Don't f*ck with it.
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
382
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Posted - 2015.01.09 11:04:00 -
[758] - Quote
KAGEHOSHI Horned Wolf wrote:Keep the "sidegrade, not an upgrade" mentality when coming up with prices. No need to make them super overpriced.
1. My sentinal/scout/assault/logi/commando are not sidegrades, they are upgrades because they are better than the base frames and if im going to be training up a x8 skill then it better be improved |
Bright Cloud
Namtar Elite Gallente Federation
752
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Posted - 2015.01.09 11:09:00 -
[759] - Quote
Is this stuff gonna happend now or not? There is no need to discuss this any further with no feedback from devs.
Bright is the opposite of dark! Who would have thought of that?!
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Lazer Fo Cused
Shining Flame Amarr Empire
382
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Posted - 2015.01.09 11:24:00 -
[760] - 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).
1. That propsal is depressing
2. Minmatar/Amarr vehicles do not exist and frankly we need to balance what we have now and not what will be introduced
3. Shield recharge on a shield vehicle is less than 20hp/s? Militia dropsuits have better - Its a vehicle with an engine and a shield generator and the old Surya had a better passive shield regen and thats an armor tank
4. Shield/Armor hardeners need to be the same %
5. Resistance numbers for front/side/back will need introducing 5a. I dont think i have a tank in WOT where the sides have better armor than the front, the front is always the strongest part of a tank and the -5/10% at the back isnt needed
6. Shield extenders in EVE always improve regen rate and also do not add to a deley in regen either, its adds to the sig profile 6a. Shield extenders look nerfed 6b. Armor plates are nerfed 6c. Ancillery - Would mean introduction of capacitors which i doubt 6d. Shield hardeners - 18seconds isnt long enough to do anything worthwhile and basic is same as complex should be tiered
7. Turrets - You just increased damage while nerfing the HP of the hulls/modules and activation times with resistance numbers on all sides of the vehicles so in the end add it together and we have TTK which is even quicker than compared to now - Why? You just have made all the work before it pointless since pilots do not want short timers and 3 shot each other
8. Bring back Chrome for AV vs vehicles and Uprising 1.0 for HAV vs HAV 6e. Armor hardeners - You just made them king again compared to shield and basic is same as complex should be tiered |
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Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.09 12:23:00 -
[761] - Quote
Tesfa Alem wrote:A couple questions on the numbers. This isnt meant to be offesnsive, but its sure isnt going to be nice.
1) Why would i run a tank with a negative 25% damage bonus to a very expensive turret? Basically your Sagaris and Suraya are fat slow piniatas.
2) Why the STD tank redesign, and i do not have kind words for the stats on the maddy and gunlogi.
I would not like a 4-0 gunlogi with a passive shield regen of 18.1. My militia dropsuits rep shields faster than that. hell all of the shield regen numbers are bad, the infantry would riot if they had those numbers.
There is no use for a 3-3 madrugar, espeially with you slash proposed base hp stats from 5200 to 3400.
3) Caldari enforcer a 50% increase to range is in no way acceptable. 450 meters is from one red line to the other.
4)Amarr 15% natural armor resists, nope. Not with 4 low slots.
5) those turret stats, trying not to offend, but ........i dont know where to begin. if you want pro rail turrets to do 3242 damage per shot...sigh just tell me where did you get these numbers from?
some ideas are okay, but the majority, no. I think you are trying to take on too much at once, and those stats seem impossible to get rght without testing, and since nothing in vehicle related in dust is tested until after release, no i dont want to sit through months of these numbers at all. I think you shoud not tweak the base hulls that we already have and move the maruaders up and the enforces down the ladder respectively.
1) Based on the descriptions that Rattati gave, I came up with the idea of making the Marauders Giant Battle-Buses. The Actual Size of the negative bonus is irrelevant (25% is a bit ridiculous) but it was to illustrate their roll as a large, frontline infantry killer.
2) The Gunnlogi's Regen and Buffer currently are way too high relative to the Maddy, so I started by Slashing the regen down (and basing it off of a recharge time 3.5 time lower than the frigates) and making ever effort to ensure that adding buffer maintained the recharge. I then lowered the base fitting stats slightly (5%) to account for a 5% per level fitting skill being added in.
a) The Maddy got a base armor nerf, but a fitting buff and on the modules page the introduction of the Large Plates should help significantly. As for the Specifics of slot layouts it's more to demonstrate that Gallente and Minmatar need to be mirroring eachother (Try it with the Maddy being a 2/4 instead)
c) The base HP numbers came from the cruisers in EVE, taking their shield and armor numbers and modifying them slightly to fit better into dust, (such as decreasing the shield levels slightly to account for the proposed base resistance by facing, increase the values of all the base HP and fitting mods that provide hp by 10% if you don't think the resistance by facing will be coming)
d) Also, the shield regen numbers come back at a constant rate under this proposal, no shield recharge delay (Only Depleted Delay), so the hit isn't quite as bad as it seems. Additionaly, vehicle recharges are massively powerful under this proposal (if you look next to them you can see the power of only fitting one to a gunnlogi)
3) Again here, the actual size of the bonus doesn't really matter (as long as the devs know that a proposal like this will need to be hammered out) and could probably be brought down to a 25% total, but it is to illustrate the Caldari Philosophy of Range.
4) See above answer, could be brought down to something like 2% per level
5) The turret stats for Rails Specifically came from reducing the refire rate to make them feel more like main cannone, while preserving DPS, the variants then gain certain abilities (the specific one you referenced gains 5% Damage, while loosing range). The other turrets are based on the relative DPS of the infantry weapons that we already have.
Thanks for actually responding and reading it, Laser I'm addressing yours next
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Thaddeus Reynolds
Facepunch Security
142
|
Posted - 2015.01.09 12:40:00 -
[762] - Quote
Lazer Fo Cused 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). 1. That propsal is depressing 2. Minmatar/Amarr vehicles do not exist and frankly we need to balance what we have now and not what will be introduced 3. Shield recharge on a shield vehicle is less than 20hp/s? Militia dropsuits have better - Its a vehicle with an engine and a shield generator and the old Surya had a better passive shield regen and thats an armor tank 4. Shield/Armor hardeners need to be the same % 5. Resistance numbers for front/side/back will need introducing 5a. I dont think i have a tank in WOT where the sides have better armor than the front, the front is always the strongest part of a tank and the -5/10% at the back isnt needed 6. Shield extenders in EVE always improve regen rate and also do not add to a deley in regen either, its adds to the sig profile 6a. Shield extenders look nerfed 6b. Armor plates are nerfed 6c. Ancillery - Would mean introduction of capacitors which i doubt 6d. Shield hardeners - 18seconds isnt long enough to do anything worthwhile and basic is same as complex should be tiered 7. Turrets - You just increased damage while nerfing the HP of the hulls/modules and activation times with resistance numbers on all sides of the vehicles so in the end add it together and we have TTK which is even quicker than compared to now - Why? You just have made all the work before it pointless since pilots do not want short timers and 3 shot each other 8. Bring back Chrome for AV vs vehicles and Uprising 1.0 for HAV vs HAV 6e. Armor hardeners - You just made them king again compared to shield and basic is same as complex should be tiered
1) Really?
2) These Racial vehicle values are based on the relative values of the current dropsuits, and don't necessarily need to be fully introduced to achieve balance, but we do need more racial weapons (and damage types to achieve proper balance).
3) Shield regeneration based on a recharge time 3.5 times smaller than the frigates in eve, and every effort made to maintain the charge time when increasing buffer. In addition, rechargers under this proposal are very powerful, and consider fitting a booster every once in a while (It's designed to prevent shield tanks from being massively powerful compared to their armor counterparts).
4) They don't necessarily need to be, provided that shield Hardeners have a low enough active duration and long enough cooldown, but I agree it would be easier to balance if they where identical (feel free to try stuff out, using the armor hardener stats for it...shield's being pulse-like isn't something I'm attached to).
5) Page 3 of the proposal talks about resistance by facing, Are you agreeing with me that it should be introduced? (Hard to tell). 5a) Side Armor stronger on the Brawler Marauders could be changed, but it is to demonstrate their "Orbiting Style" of combat that Rattati suggested, what would good values be for this? 5a-b) Noted, but it isn't that big of a deal to remove them.
6) Yes, in eve shields increase signature radius not some DRD level, but Signature radius helps all weapons hit you better (not to mention decreases enemy lock-time) which is a hard feature to implement in DUST, so DRD helps with the damage application side of things.
6a-b) yes both are nerfed by approx 10% to account for the average resistance gained under the Base Resistance by fitting section, might not be entirely necessary, but I thought it was a good idea to account for gaining 10% more EHP base on the sides, and 20% more base on the front.
6c) No it wouldn't, these are just active armor repairers...(these assume we're keeping our current passive ones as well)
6d) I was keeping with the current feel of shields being pulse-like, and the difference in stats is in the Cooldown, can look at active duration if you'd like
6e) (I saw you down at the bottom) They have the same tiering as shield hardeners, reduced cooldown. This sticks with CCP's current design philosophy...but if you think they need changed, what are good values for them? (I'll plug them in and see how they change things)
7) Rail Turrets have the same DPS as before (Just fire slower), Blasters could be toned down, but all the other weapons are based on the relative DPS of infantry portable weapons (using the Railgun as the Rail Rifle). TTK with railgun might be modified very slightly
8) If CCP happens to have the exact numbers cached somewhere agreed, this is only in case they didn't save the old numbers (or if they felt that reverting to them would be too much of an overhaul) and to demonstrate where racial variants might be.
Thanks for the neatly ordered feadback Lazer
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
6240
|
Posted - 2015.01.09 12:48:00 -
[763] - Quote
Before you start yanking numbers from EVE:
EVE is not an FPS game. Your ability to aim in the game is calculated purely by server fiat. The firing mechanics in EVE are tethered to the fitting potential and hull speed and maneuverability.
In DUST it is player piloting agility and error vs. Enemy ability to consistently hit targets.
I agree with laser for once here. Because facing armor values aren't in the game we are unlikely to get it unless DUST becomes a cult hit and the cash overflow overruneth the cup, allowing CCP to do legion and a PS4 port.
Further armor on the glacis plate should be strongest as statistically the front of a tank is the most likely to be facing anti armor fire.
I like what you are trying to do, but we need to use existing mechanics. Troll back a few pages and look up the chrome V/AV spreadsheet someone linked to and poke at those numbers.
Ask the HAV pilots what the turrets were doing in 1.1 and take that into account. Once we have enough of that, if we can get enough people to sign off "this is what we want" we have something we can ask rattati for.
Trying to re-invent the wheel won't get us anywhere. The more we work within established mechanical boundaries the more likely we are to get what we want.
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 - 2015.01.09 12:53:00 -
[764] - Quote
Breakin Stuff wrote:Before you start yanking numbers from EVE:
EVE is not an FPS game. Your ability to aim in the game is calculated purely by server fiat. The firing mechanics in EVE are tethered to the fitting potential and hull speed and maneuverability.
In DUST it is player piloting agility and error vs. Enemy ability to consistently hit targets.
I agree with laser for once here. Because facing armor values aren't in the game we are unlikely to get it unless DUST becomes a cult hit and the cash overflow overruneth the cup, allowing CCP to do legion and a PS4 port.
Further armor on the glacis plate should be strongest as statistically the front of a tank is the most likely to be facing anti armor fire.
I like what you are trying to do, but we need to use existing mechanics. Troll back a few pages and look up the chrome V/AV spreadsheet someone linked to and poke at those numbers.
Ask the HAV pilots what the turrets were doing in 1.1 and take that into account. Once we have enough of that, if we can get enough people to sign off "this is what we want" we have something we can ask rattati for.
Trying to re-invent the wheel won't get us anywhere. The more we work within established mechanical boundaries the more likely we are to get what we want.
Only a few of the stats where ripped from eve (Shield/Armor values that I modified, and the concept of shield recharge time, reduced to fit into a faster paced environment), the rest of the stuff from eve was for racial flavor (bonus styles etc) and justification for DRD on Shield Extenders
If armor facing values aren't going to be added, increase base HP and HP values from modules by 10% (The numbers I told you earlier, take the side facing number and apply it all the way around). (Do you think I should go ahead and re-increase the numbers and just put in the armor facing section to decrease HP numbers by 10% to accomplish it?)
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
6241
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Posted - 2015.01.09 13:00:00 -
[765] - Quote
Before you get too excited read the chrome base stats for vehicles.
There is a reason why I openly say that it was the most fun I had for V/AV.
Bluntly if we do that small turrets will either have to be mandatory again or the fitting willneed reduced.
Chrome HAVs were beast but the V/AV interplay was absolutely fun.
The hard part would be adjusting values so dropship pilots don't get crapped on.
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
382
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Posted - 2015.01.09 14:28:00 -
[766] - Quote
Thaddeus Reynolds wrote:1) Really?2) These Racial vehicle values are based on the relative values of the current dropsuits, and don't necessarily need to be fully introduced to achieve balance, but we do need more racial weapons (and damage types to achieve proper balance). 3) Shield regeneration based on a recharge time 3.5 times smaller than the frigates in eve, and every effort made to maintain the charge time when increasing buffer. In addition, rechargers under this proposal are very powerful, and consider fitting a booster every once in a while (It's designed to prevent shield tanks from being massively powerful compared to their armor counterparts). 4) They don't necessarily need to be, provided that shield Hardeners have a low enough active duration and long enough cooldown, but I agree it would be easier to balance if they where identical (feel free to try stuff out, using the armor hardener stats for it...shield's being pulse-like isn't something I'm attached to). 5) Page 3 of the proposal talks about resistance by facing, Are you agreeing with me that it should be introduced? (Hard to tell). 5a) Side Armor stronger on the Brawler Marauders could be changed, but it is to demonstrate their "Orbiting Style" of combat that Rattati suggested, what would good values be for this? 5a-b) Noted, but it isn't that big of a deal to remove them. 6) Yes, in eve shields increase signature radius not some DRD level, but Signature radius helps all weapons hit you better (not to mention decreases enemy lock-time) which is a hard feature to implement in DUST, so DRD helps with the damage application side of things. 6a-b) yes both are nerfed by approx 10% to account for the average resistance gained under the Base Resistance by fitting section, might not be entirely necessary, but I thought it was a good idea to account for gaining 10% more EHP base on the sides, and 20% more base on the front. 6c) No it wouldn't, these are just active armor repairers...(these assume we're keeping our current passive ones as well) 6d) I was keeping with the current feel of shields being pulse-like, and the difference in stats is in the Cooldown, can look at active duration if you'd like 6e) (I saw you down at the bottom) They have the same tiering as shield hardeners, reduced cooldown. This sticks with CCP's current design philosophy...but if you think they need changed, what are good values for them? (I'll plug them in and see how they change things) 7) Rail Turrets have the same DPS as before (Just fire slower), Blasters could be toned down, but all the other weapons are based on the relative DPS of infantry portable weapons (using the Railgun as the Rail Rifle). TTK with railgun might be modified very slightly 8) If CCP happens to have the exact numbers cached somewhere agreed, this is only in case they didn't save the old numbers (or if they felt that reverting to them would be too much of an overhaul) and to demonstrate where racial variants might be. Thanks for the neatly ordered feadback Lazer
1. Yes - Combining everything trying to passive tank wouldnt really be an option, it wasnt that much of an option anyways before let alone in EVE unless its PVE 1a. Combining everything again with possible theory fits and outcomes everything is roughly the same as it is now which is HAV vs HAV would be very fast but armor could still be the king
2. If, i doubt CCP will do it they have enough problems with this
3. Merlin Frigate - Base Shield 500hp, Shield passive recharge time 625s - Thats less than 1 a second and boosters in DUST are currently iffy at best due to they wont restore all the shield amount and/or if you get hit with AV the booster will stop boosting and recharge stops again 3a. Dropsuits have better passive shield recharge than a vehicle, then again vehicles are better than a ship in EVE, really it should be ship > vehicle > suit since you would think the big thing which has bigger shields and generators would be better - its all backwards
4. EVE has 4 diff types of damage, we have 2 and with them all doing armor so far armor is getting the shorthand of the stick 4a. Shield has always been pulse since the start, boosters used to have 5 pulses before they turned off
5. It doesnt exist in EVE, EVE has a flat base of standard resistance to the 4 diff damage types in which adding mods will change these values - In DUST it would be a flat base for each side and not all over the vehicle - I prefer New Eden and since the shield in DUST covers all of the vehicle why would the back and sides be weaker than the front? What it would be weaker to is EM damage or armor would be weaker to explosive damage as standard - But we need 4 damage types 5a. No values - Shield can be 1mm thick for all we know yet nothing gets through it until its down, armor is armor and the weapon used against it would need penetration values for it to cause damage and i dont think the 2 would work
6. Only weapon which requires lock on is the SL and it is currently broken and unskilled which needs to change 6a/b. But that really doesnt change anything, its the same as now just a few numbers tweeked 6c. Should always be active, active in EVE active in DUST 6d. You said you didnt like pulse like shields and the diff from basic to complex should be more than timers which i hate because cap rules all and also in resistance% like in EVE 6e. 5% change, so milita 25%, basic 30%, adv 35%, 40% proto
7. Same DPS but the hulls and modules have roughly the same HP/EHP so again nothing changes from the current TTK between vehicles
8. I hope they do but TTK should be longer on all sides, this OHK and who sees who first ruins the game completely and i hate twitch shooters
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Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.09 15:45:00 -
[767] - Quote
Lazer I think you misunderstood what I was talking about in number 3 and 6...but that's a bit irrelevant to the discussion as a whole. You don't have to explain Eve's mechanics to me, I know them well. Anyway, so if vehicle v vehicle TTK is too low, why not try adjusting the turret DPS instead of increasing base hp too much (I'm adjusting my hp numbers back up and just going to make a note on the resistance page).
What do you think would be a good DPS for the Rail Turret? (If I change its DPS the other guns should update accordingly)
(Guns in my proposal as it is now can only theoretically OHKO a base hull with no HP Mods)
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
6245
|
Posted - 2015.01.09 15:45:00 -
[768] - Quote
From an AV perspective, and yes I realize I'm in the minority of chrome infantry players, I enjoyed fighting the old marauders. In chrome I was one of the few people who specced full forge and learned to kill sagaris and surya effectively.
It takes about a month to learn to butcher marauders, but it can be done. A lot of DUST is frantic running and shooting.
I loved battling chromosome HAVs because timing and positioning was the way to fight them. If you could make a pilot panic or confused you can beat them despite all claims of invulnerability.
If we can get the old chrome HAVs back, AV weapons will needa slight tweak up because of the loss of both the weaponry skill which was crucial, and the loss of weapon mod efficiency.
But that tweaking can be done after we get a feel for how the interplay goes if it is needed.
Another thing is the loss of skill benefits to vehicles.
Those skills made up for the baseline weaknesses of the HAV frames. At raw numbers a marauder wasn't particularly threatening unless you applied solid skills. The removal of those skills buggered up the design layout something fierce and nullified a lot of diversity in the fits.
My madrugar, for instance. I'm going to assume laser has a boatload more SP into HAVs than my alt.
But because of the lack of skill benefits given to drivers and pilots both of us would in a whiteroom, perform more or less identically with identical fits.
It used to be when you dropped into a fight you checked the enemy roster for certain people. I checked for known HAV pilots because by and large no-names weren't a threat.
Nowadays I only need to know three things.
1: what your hull is
2: what your gun is.
3:whether you're an HMG sentinel poptart.
That's it.
That's not how it should be.
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
Internal Error. Negative-Feedback
6245
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Posted - 2015.01.09 15:50:00 -
[769] - Quote
Thaddeus Reynolds wrote:Lazer I think you misunderstood what I was talking about in number 3 and 6...but that's a bit irrelevant to the discussion as a whole. You don't have to explain Eve's mechanics to me, I know them well. Anyway, so if vehicle v vehicle TTK is too low, why not try adjusting the turret DPS instead of increasing base hp too much (I'm adjusting my hp numbers back up and just going to make a note on the resistance page).
What do you think would be a good DPS for the Rail Turret? (If I change its DPS the other guns should update accordingly)
(Guns in my proposal as it is now can only theoretically OHKO a base hull with no HP Mods)
Weakspot changes that instantly.
A wiyrkomi breach forge can kill a maddy in one shot with three mods if the gunner is slick enough to get in aft.
Against shields in the weakspot my forge guns hit for 165% and about 245% to raw armor
My hud may or may not be inaccurate but the results speak for themselves.
You absolutely CAN oneshot an HAV by putting a round up the tailpipe.
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 - 2015.01.09 16:02:00 -
[770] - Quote
Breakin Stuff wrote:Thaddeus Reynolds wrote:Lazer I think you misunderstood what I was talking about in number 3 and 6...but that's a bit irrelevant to the discussion as a whole. You don't have to explain Eve's mechanics to me, I know them well. Anyway, so if vehicle v vehicle TTK is too low, why not try adjusting the turret DPS instead of increasing base hp too much (I'm adjusting my hp numbers back up and just going to make a note on the resistance page).
What do you think would be a good DPS for the Rail Turret? (If I change its DPS the other guns should update accordingly)
(Guns in my proposal as it is now can only theoretically OHKO a base hull with no HP Mods) Weakspot changes that instantly. A wiyrkomi breach forge can kill a maddy in one shot with three mods if the gunner is slick enough to get in aft. Against shields in the weakspot my forge guns hit for 165% and about 245% to raw armor My hud may or may not be inaccurate but the results speak for themselves. You absolutely CAN oneshot an HAV by putting a round up the tailpipe.
So instead of increasing the base stats on the hulls, why not increase the HP given by armor plates themselves? (or re-examine the damage bonus from the tailpipe weakspot)
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
6246
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Posted - 2015.01.09 16:17:00 -
[771] - Quote
Thaddeus Reynolds wrote:
So instead of increasing the base stats on the hulls, why not increase the HP given by armor plates themselves? (or re-examine the damage bonus from the tailpipe weakspot)
Chromosome the base hulls were flimsy and improved by the quality of fitting you could clock into it.
When uprising rolled around CCP decided to re-invent the wheel and reverse the apple cart and make the fittings less important and front-load the benefits on the hulls themselves. this had the added side effect of the dumbing down of vehicle mods.
Do I think the passive regen is horrible?
Nah, but it should have been provided along with active regen options as well for armor.
a lot of the issue is when your base hull has 4,000 EHP, then in order to balance things out without randomly buffing the crap out of AV you have to dumb down the modules.
If the HAVs were more fit-centric as they were in chrome more options open up.
The hull-centric model saw the removal of more options than it added by far.
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
383
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Posted - 2015.01.09 16:37:00 -
[772] - Quote
Breakin Stuff wrote:
Nowadays I only need to know three things.
1: what your hull is
2: what your gun is.
3:whether you're an HMG sentinel poptart.
That's it.
That's not how it should be.
1. Thats basically it
2. If 2 identically fitted HAV square off against each other now and 1 has base skills and the other has all skills the difference is basically nothing - No extra turret damage/PG/CPU/Shield/Armor/Resistances/Booster amount/Armor rep amount etc - Maybe differences in experience and ammo/reload speed for the turret but they are basically the same and that 20mil SP into vehicles doesnt offer much anymore apart from unlocks
3. Chrome/Uprising you could tell from the stats of the HAV if they had skills or not and the skill tree alone gave a number of options into where to skill 1st while modules created a variety of fits - At 30mil SP you would not have level 5 everything for vehicles let alone have any SP into infantry things because there was always something else you wanted or needed to create that perfect fit or just to finish off a level - The difference in them days was huge, you either went full vehicles or not at all and it felt like a role, like something to get your teeth into - Yes it was hard for a new vehicle pilot due to no MM or decent academy system but you stick with it and learn and improve like any other role |
Breakin Stuff
Internal Error. Negative-Feedback
6246
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Posted - 2015.01.09 16:45:00 -
[773] - Quote
Lazer Fo Cused wrote:
3. Chrome/Uprising you could tell from the stats of the HAV if they had skills or not and the skill tree alone gave a number of options into where to skill 1st while modules created a variety of fits - At 30mil SP you would not have level 5 everything for vehicles let alone have any SP into infantry things because there was always something else you wanted or needed to create that perfect fit or just to finish off a level - The difference in them days was huge, you either went full vehicles or not at all and it felt like a role, like something to get your teeth into - Yes it was hard for a new vehicle pilot due to no MM or decent academy system but you stick with it and learn and improve like any other role
this is the important one here.
Without the skill system fully realized we may as well have HAVs be randomly dropped in the redline for anyone to drive.
As I said, with you vs. my maddy pilot, assuming identical fits, the performance would be more or less functionally identical.
In chrome if I took my madrugar for a spin i was lethal, plus I knew when to call it good and bail before the swarms got too thick. But things have changed.
Right now the way the skill tree is set up we might as well just have a dropped tank be an ISK charge and no skills required, or a random drop in the back 40 a minute after the last one explodes.
I'd rather have the skill tree and chrome stuff back, and tweak the old AV values so that they can be fought, countered and the interplay matters.
Right now the interplay doesn't. If it's a madrugar or soma it's dead meat inside 5 minutes, 7 if you're slick (I got to 6.5) and a gunnlogi just isn't worth wasting ammo on. Yes it's wasting ammo. You have no chance of breaching the shields before it gets away.
Sicas are rarely seen and they're about as tough as a madrugar.
Them thar Gallente tanks sure be mighty impressive, don't they?
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 - 2015.01.09 16:45:00 -
[774] - Quote
So...we're in agreement that we need a less hull-centric model for vehicles, with more of a focus on what modules are fitted, and with skills effecting final stats?
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
6246
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Posted - 2015.01.09 16:47:00 -
[775] - Quote
Thaddeus Reynolds wrote:So...we're in agreement that we need a less hull-centric model for vehicles, with more of a focus on what modules are fitted, and with skills effecting final stats?
Yes.
I'm still baffled WHY CCP changed the makeup. I know they like to shake things up, and I applaud the desire to see the game not get stale, but you do this by adding content and value to content, not by completely changing the mechanics at a whim.
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
383
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Posted - 2015.01.09 17:33:00 -
[776] - Quote
Thaddeus Reynolds wrote:Lazer I think you misunderstood what I was talking about in number 3 and 6...but that's a bit irrelevant to the discussion as a whole. You don't have to explain Eve's mechanics to me, I know them well. Anyway, so if vehicle v vehicle TTK is too low, why not try adjusting the turret DPS instead of increasing base hp too much (I'm adjusting my hp numbers back up and just going to make a note on the resistance page).
What do you think would be a good DPS for the Rail Turret? (If I change its DPS the other guns should update accordingly)
(Guns in my proposal as it is now can only theoretically OHKO a base hull with no HP Mods)
1. New Eden - If its in EVE it should follow to DUST - Its the same universe
2. Chrome was the 2 shot era for vehicles - Uprising 1.0 stopped that with reduction in damage mods and turrets damage - Also more modules slots and variety of modules and turrets with useful skills and skillbooks altered TTK before anyone brought out a vehicle - Vehicles were more defensive in Uprising era because to me at least it did take longer to take down vehicles due to everything above |
Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.09 17:48:00 -
[777] - Quote
Lazer Fo Cused wrote:Thaddeus Reynolds wrote:Lazer I think you misunderstood what I was talking about in number 3 and 6...but that's a bit irrelevant to the discussion as a whole. You don't have to explain Eve's mechanics to me, I know them well. Anyway, so if vehicle v vehicle TTK is too low, why not try adjusting the turret DPS instead of increasing base hp too much (I'm adjusting my hp numbers back up and just going to make a note on the resistance page).
What do you think would be a good DPS for the Rail Turret? (If I change its DPS the other guns should update accordingly)
(Guns in my proposal as it is now can only theoretically OHKO a base hull with no HP Mods) 1. New Eden - If its in EVE it should follow to DUST - Its the same universe 2. Chrome was the 2 shot era for vehicles - Uprising 1.0 stopped that with reduction in damage mods and turrets damage - Also more modules slots and variety of modules and turrets with useful skills and skillbooks altered TTK before anyone brought out a vehicle - Vehicles were more defensive in Uprising era because to me at least it did take longer to take down vehicles due to everything above
I still don't think you understood what I meant there (For instance, having Shield Extenders increase signature profile in DUST won't help every weapon's damage application against that target although it should help with target acquisition, hence we have DRD)...nor did you answer my question...what do you think a good DPS Number (or how much lower from current) do you think Large Railguns need to be? I've updated my numbers slightly based on what you and Breakin have said...but I'll need to work on other skill bonuses later on today. (I've decreased Rail DPS by 20%, so look at the turrets and see what you think)
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.
2700
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Posted - 2015.01.09 17:52:00 -
[778] - 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). Nerfing the Gunnlogi? Giving the Sagaris worse fitting than the Gunnlogi?
People like you get vehicles nerfed into worthlessness. Is there any specialized suit that has less PG and CPU than its basic counterpart?
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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Thaddeus Reynolds
Facepunch Security
142
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Posted - 2015.01.09 17:54:00 -
[779] - Quote
Spkr4theDead 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). Nerfing the Gunnlogi? Giving the Sagaris worse fitting than the Gunnlogi? People like you get vehicles nerfed into worthlessness. Is there any specialized suit that has less PG and CPU than its basic counterpart?
Sentinel
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.
2700
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Posted - 2015.01.09 18:01:00 -
[780] - Quote
Thaddeus Reynolds wrote: 1) Based on the descriptions that Rattati gave, I came up with the idea of making the Marauders Giant Battle-Buses. The Actual Size of the negative bonus is irrelevant (25% is a bit ridiculous) but it was to illustrate their roll as a large, frontline infantry killer.
I'm thinking the Madrugar and Gunnlogi will be the main battle tanks.
2) The Gunnlogi's Regen and Buffer currently are way too high relative to the Maddy, so I started by Slashing the regen down (and basing it off of a recharge time 3.5 time lower than the frigates) and making ever effort to ensure that adding buffer maintained the recharge. I then lowered the base fitting stats slightly (5%) to account for a 5% per level fitting skill being added in.
So instead of buffing the Madrugar to be on par with the Gunnlogi, you nerf the Gunnlogi to be on par with the Madrugar. Another bad idea.
a) The Maddy got a base armor nerf, but a fitting buff and on the modules page the introduction of the Large Plates should help significantly. As for the Specifics of slot layouts it's more to demonstrate that Gallente and Minmatar need to be mirroring eachother (Try it with the Maddy being a 2/4 instead)
My Madrugar already nearly gets destroyed by a single Minmando. It doesn't need any less HP.
c) The base HP numbers came from the cruisers in EVE, taking their shield and armor numbers and modifying them slightly to fit better into dust, (such as decreasing the shield levels slightly to account for the proposed base resistance by facing, increase the values of all the base HP and fitting mods that provide hp by 10% if you don't think the resistance by facing will be coming)
Might as well have pulled the numbers out of a hat.
d) Also, the shield regen numbers come back at a constant rate under this proposal, no shield recharge delay (Only Depleted Delay), so the hit isn't quite as bad as it seems. Additionaly, vehicle recharges are massively powerful under this proposal (if you look next to them you can see the power of only fitting one to a gunnlogi)
That's how it was in Chrome. I'm working on numbers with that in effect.
3) Again here, the actual size of the bonus doesn't really matter (as long as the devs know that a proposal like this will need to be hammered out) and could probably be brought down to a 25% total, but it is to illustrate the Caldari Philosophy of Range.
Yes it does, because a PRO breach forge hitting the 167% in the back has a real good chance of destroying a base HP tank in one shot. That's an insane bonus for a weapon that already does insane damage.
5) The turret stats for Rails Specifically came from reducing the refire rate to make them feel more like main cannone,
No, because it's the future.
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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