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Thread Statistics | Show CCP posts - 11 post(s) |
Breakin Stuff
Internal Error. Negative-Feedback
6290
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Posted - 2015.01.10 22:36:00 -
[871] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable My spreadsheet Why are you proposing a base 100% increase to the Surya's CPU?
I reserve the right to ask more questions
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
144
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Posted - 2015.01.10 22:45:00 -
[872] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable My spreadsheet
Maddy's PG/CPU seems a little low (also, probably typo, but you have it labeled as having a 4th low slot right now btw).
The base shield regeneration values seem a bit high to me (Have you considered a 5% per level skill bonus to bring them up to those values/a bit higher than your current prescribed values).
The Marauders and Enforcers also seem like straight upgrades instead of side-grades.
Also, the base HP on the Gallente Vehicles I'd like to see lowered (while rolling the missing values into the plates)...to make vehicles more focused on modules and skills myself.
But overall, I wouldn't be necessarily opposed to these numbers either
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.
2710
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Posted - 2015.01.10 22:47:00 -
[873] - Quote
Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable My spreadsheet Why are you proposing a base 100% increase to the Surya's CPU? And a 1200 HP buff to the Surya's base HP? The surya from chrome doesn't need a buff. at all. This would be a significant buff to the most powerful in game units that have ever been in DUST. what possible justification is there for doing this? The Sagaris buffs you're proposing are also excessive. Neither HAV needs these boosts, especially with the factthat you have secondary turrets listed as Optional. there's nothing about these that are balanced in relation to any other thing in the game. I'm only just now seeing the old Chrome stats. I never even had the Marauders during Chrome, how could I possibly know?
And if he wants to go with 2/3 and 3/2, they'll have to have about that much base HP, since he wants them to be mammoth tanks. Can't keep 4000 HP and expect them to survive ADV AV for long if they're supposed to be super heavy tanks.
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
Internal Error. Negative-Feedback
6290
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Posted - 2015.01.10 22:51:00 -
[874] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable My spreadsheet Why are you proposing a base 100% increase to the Surya's CPU? And a 1200 HP buff to the Surya's base HP? The surya from chrome doesn't need a buff. at all. This would be a significant buff to the most powerful in game units that have ever been in DUST. what possible justification is there for doing this? The Sagaris buffs you're proposing are also excessive. Neither HAV needs these boosts, especially with the factthat you have secondary turrets listed as Optional. there's nothing about these that are balanced in relation to any other thing in the game. I'm only just now seeing the old Chrome stats. I never even had the Marauders during Chrome, how could I possibly know? And if he wants to go with 2/3 and 3/2, they'll have to have about that much base HP, since he wants them to be mammoth tanks. Can't keep 4000 HP and expect them to survive ADV AV for long if they're supposed to be super heavy tanks.
that explains it. read the chrome spreadsheet. I attached the old HAV skill tree as well. And included the AV values for swarms and forges.
I'll be dickering around adding things like the PLC as well later on, as well as putting in a theorycrafting tab for including updating the non assault forge guns so they aren't a bad joke, but don't take a merry leap off the cliff into easy kill farming.
I will also be adding the REST of the chromosome modules that I found, like overdrives and such later tonight once I get some things done.
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.
2710
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Posted - 2015.01.10 22:52:00 -
[875] - Quote
Thaddeus Reynolds wrote:Maddy's PG/CPU seems a little low (also, probably typo, but you have it labeled as having a 4th low slot right now btw). I deliberately lowered the base stats of everything so that at level 5, they have higher stats than the vehicles do now.The base shield regeneration values seem a bit high to me (Have you considered a 5% per level skill bonus to bring them up to those values/a bit higher than your current prescribed values). In my On Vehicles thread, I propose the extenders adding 2% or 3% to shield recharge rate, rather than having a skill dedicated to it. Anyway, practically all the recharge rates work out to 26-27 seconds for every vehicle. [/i] The Marauders and Enforcers also seem like straight upgrades instead of side-grades. The assault, logistics, sentinel, commando and scout suits are all direct upgrades of their basic frame counterparts.Also, the base HP on the Gallente Vehicles I'd like to see lowered (while rolling the missing values into the plates)...to make vehicles more focused on modules and skills myself. Dunno what slot layouts Rattati is looking at, but like I just said above, I lowered everything so that at level 5, every vehicle has higher stats than they do now. If Rattati wants to keep the same slot layouts, then the Marauders in my spreadsheet will need to have vastly increased HP numbers.
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.
2710
|
Posted - 2015.01.10 22:53:00 -
[876] - Quote
Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable My spreadsheet Why are you proposing a base 100% increase to the Surya's CPU? And a 1200 HP buff to the Surya's base HP? The surya from chrome doesn't need a buff. at all. This would be a significant buff to the most powerful in game units that have ever been in DUST. what possible justification is there for doing this? The Sagaris buffs you're proposing are also excessive. Neither HAV needs these boosts, especially with the factthat you have secondary turrets listed as Optional. there's nothing about these that are balanced in relation to any other thing in the game. I'm only just now seeing the old Chrome stats. I never even had the Marauders during Chrome, how could I possibly know? And if he wants to go with 2/3 and 3/2, they'll have to have about that much base HP, since he wants them to be mammoth tanks. Can't keep 4000 HP and expect them to survive ADV AV for long if they're supposed to be super heavy tanks. that explains it. read the chrome spreadsheet. I attached the old HAV skill tree as well. And included the AV values for swarms and forges. I'll be dickering around adding things like the PLC as well later on, as well as putting in a theorycrafting tab for including updating the non assault forge guns so they aren't a bad joke, but don't take a merry leap off the cliff into easy kill farming. I will also be adding the REST of the chromosome modules that I found, like overdrives and such later tonight once I get some things done. Complex overdrive adds 12% to torque. Enhanced might be 8% and basic may be 5%. I still have a few of each.
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
144
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Posted - 2015.01.10 22:59:00 -
[877] - Quote
Spkr4theDead wrote:Thaddeus Reynolds wrote:Maddy's PG/CPU seems a little low (also, probably typo, but you have it labeled as having a 4th low slot right now btw). I deliberately lowered the base stats of everything so that at level 5, they have higher stats than the vehicles do now.The base shield regeneration values seem a bit high to me (Have you considered a 5% per level skill bonus to bring them up to those values/a bit higher than your current prescribed values). In my On Vehicles thread, I propose the extenders adding 2% or 3% to shield recharge rate, rather than having a skill dedicated to it. Anyway, practically all the recharge rates work out to 26-27 seconds for every vehicle. [/i] The Marauders and Enforcers also seem like straight upgrades instead of side-grades. The assault, logistics, sentinel, commando and scout suits are all direct upgrades of their basic frame counterparts.Also, the base HP on the Gallente Vehicles I'd like to see lowered (while rolling the missing values into the plates)...to make vehicles more focused on modules and skills myself. Dunno what slot layouts Rattati is looking at, but like I just said above, I lowered everything so that at level 5, every vehicle has higher stats than they do now. If Rattati wants to keep the same slot layouts, then the Marauders in my spreadsheet will need to have vastly increased HP numbers.
I meant at level 5 the Maddy still seems to be a bit too low
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.
2710
|
Posted - 2015.01.10 23:02:00 -
[878] - Quote
Thaddeus Reynolds wrote:Spkr4theDead wrote:Thaddeus Reynolds wrote:Maddy's PG/CPU seems a little low (also, probably typo, but you have it labeled as having a 4th low slot right now btw). I deliberately lowered the base stats of everything so that at level 5, they have higher stats than the vehicles do now.The base shield regeneration values seem a bit high to me (Have you considered a 5% per level skill bonus to bring them up to those values/a bit higher than your current prescribed values). In my On Vehicles thread, I propose the extenders adding 2% or 3% to shield recharge rate, rather than having a skill dedicated to it. Anyway, practically all the recharge rates work out to 26-27 seconds for every vehicle. [/i] The Marauders and Enforcers also seem like straight upgrades instead of side-grades. The assault, logistics, sentinel, commando and scout suits are all direct upgrades of their basic frame counterparts.Also, the base HP on the Gallente Vehicles I'd like to see lowered (while rolling the missing values into the plates)...to make vehicles more focused on modules and skills myself. Dunno what slot layouts Rattati is looking at, but like I just said above, I lowered everything so that at level 5, every vehicle has higher stats than they do now. If Rattati wants to keep the same slot layouts, then the Marauders in my spreadsheet will need to have vastly increased HP numbers. I meant at level 5 the Maddy still seems to be a bit too low Maddy is current 4000; it's 200 more armor. Any more and people will claim the end of the game.
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
144
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Posted - 2015.01.10 23:04:00 -
[879] - Quote
Spkr4theDead wrote:Thaddeus Reynolds wrote:Spkr4theDead wrote:Thaddeus Reynolds wrote:Maddy's PG/CPU seems a little low (also, probably typo, but you have it labeled as having a 4th low slot right now btw). I deliberately lowered the base stats of everything so that at level 5, they have higher stats than the vehicles do now.The base shield regeneration values seem a bit high to me (Have you considered a 5% per level skill bonus to bring them up to those values/a bit higher than your current prescribed values). In my On Vehicles thread, I propose the extenders adding 2% or 3% to shield recharge rate, rather than having a skill dedicated to it. Anyway, practically all the recharge rates work out to 26-27 seconds for every vehicle. [/i] The Marauders and Enforcers also seem like straight upgrades instead of side-grades. The assault, logistics, sentinel, commando and scout suits are all direct upgrades of their basic frame counterparts.Also, the base HP on the Gallente Vehicles I'd like to see lowered (while rolling the missing values into the plates)...to make vehicles more focused on modules and skills myself. Dunno what slot layouts Rattati is looking at, but like I just said above, I lowered everything so that at level 5, every vehicle has higher stats than they do now. If Rattati wants to keep the same slot layouts, then the Marauders in my spreadsheet will need to have vastly increased HP numbers. I meant at level 5 the Maddy still seems to be a bit too low Maddy is current 4000; it's 200 more armor. Any more and people will claim the end of the game.
The PG/CPU values...sorry should have clarified again (Currently the Maddy has significantly less fitting ability than the Gunnlogi)
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.
2710
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Posted - 2015.01.10 23:11:00 -
[880] - Quote
Thaddeus Reynolds wrote:Spkr4theDead wrote:Thaddeus Reynolds wrote:Spkr4theDead wrote:Thaddeus Reynolds wrote:Maddy's PG/CPU seems a little low (also, probably typo, but you have it labeled as having a 4th low slot right now btw). I deliberately lowered the base stats of everything so that at level 5, they have higher stats than the vehicles do now.The base shield regeneration values seem a bit high to me (Have you considered a 5% per level skill bonus to bring them up to those values/a bit higher than your current prescribed values). In my On Vehicles thread, I propose the extenders adding 2% or 3% to shield recharge rate, rather than having a skill dedicated to it. Anyway, practically all the recharge rates work out to 26-27 seconds for every vehicle. [/i] The Marauders and Enforcers also seem like straight upgrades instead of side-grades. The assault, logistics, sentinel, commando and scout suits are all direct upgrades of their basic frame counterparts.Also, the base HP on the Gallente Vehicles I'd like to see lowered (while rolling the missing values into the plates)...to make vehicles more focused on modules and skills myself. Dunno what slot layouts Rattati is looking at, but like I just said above, I lowered everything so that at level 5, every vehicle has higher stats than they do now. If Rattati wants to keep the same slot layouts, then the Marauders in my spreadsheet will need to have vastly increased HP numbers. I meant at level 5 the Maddy still seems to be a bit too low Maddy is current 4000; it's 200 more armor. Any more and people will claim the end of the game. The PG/CPU values...sorry should have clarified again (Currently the Maddy has significantly less fitting ability than the Gunnlogi) If you look at the old Chrome stats, the biggest plate that we had was less CPU than PRO AV was. As of now we have terrible fitting capability, and the shield vehicles have more CPU than the armor vehicles anyway, because shield mods require more CPU.
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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KalOfTheRathi
Nec Tributis
1420
|
Posted - 2015.01.11 03:16:00 -
[881] - Quote
Spkr4theDead wrote:If you look at the old Chrome stats, the biggest plate that we had was less CPU than PRO AV was. As of now we have terrible fitting capability, and the shield vehicles have more CPU than the armor vehicles anyway, because shield mods require more CPU. Hey Spkr4theDead, not trolling here but do you have any idea if any of this is possible or remotely likely?
Even some of it, risk factors, likely hood of it getting nerfed the very next day? I am not asking for real numbers just general gut feeling. I haven't logged into Dust since 1.9 and that was one day. Just to check out the drop. Maybe it was 1.8. Anyway if they actually make vehicles viable it would be fun to check in once again. If not, well my tank (versus HAV) itch has a Lightning back scratcher currently.
From my little forum searching it looks like turrets are still bugged as much as they were before except now they are nerfed as well. Cool. ADS was not worth flying last time. IMHO, as draw distance cutoff means AV rounds are still invisible. Not much chance they can ever fix that one, code changes required.
And for all your effort, thanks and good luck.
KR
My favorite tank is a Lightning. Just sayin.
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Spkr4theDead
Red Star.
2712
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Posted - 2015.01.11 04:00:00 -
[882] - Quote
KalOfTheRathi wrote:Spkr4theDead wrote:If you look at the old Chrome stats, the biggest plate that we had was less CPU than PRO AV was. As of now we have terrible fitting capability, and the shield vehicles have more CPU than the armor vehicles anyway, because shield mods require more CPU. Hey Spkr4theDead, not trolling here but do you have any idea if any of this is possible or remotely likely? Even some of it, risk factors, likely hood of it getting nerfed the very next day? I am not asking for real numbers just general gut feeling. I haven't logged into Dust since 1.9 and that was one day. Just to check out the drop. Maybe it was 1.8. Anyway if they actually make vehicles viable it would be fun to check in once again. If not, well my tank (versus HAV) itch has a Lightning back scratcher currently. From my little forum searching it looks like turrets are still bugged as much as they were before except now they are nerfed as well. Cool. ADS was not worth flying last time. IMHO, as draw distance cutoff means AV rounds are still invisible. Not much chance they can ever fix that one, code changes required. And for all your effort, thanks and good luck. KR There's still sometimes when swarms are invisible, but I'd say 80% of the time you see them, and if you're close enough, you hear it leaving the tubes 100% of the time.
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
Internal Error. Negative-Feedback
6306
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Posted - 2015.01.11 14:07:00 -
[883] - Quote
even if the Chrome Vehicles and AV were introduced tomorrow, and rattati decided to nerf something next week, Marauders would retain intense killing power. I intend to adjust proposed AV stats to make up for a couple nerfs since chrome we ain't getting back because of side effects on the HMG but if those went through and HAVs got nerfed I'd push to tone down the AV to go withit.
Marauders were absolutely killable, it was simply a thinking killer's game. You couldn't just run up and LOLAV I personally liked that but not all did.
But people like me, Atiim, and a few others know how to wreck the chrome vehicles.
Bear in mind if rattati does thusly deign to give us this request, the gunnlogi will be toned down, the maddy will get a slight buff, and the militia tanks will be a lot more fragile, but the mads will be rather difficult to kill unless you are a madman or you have friends.
Will train madmen.
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
414
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Posted - 2015.01.11 15:06:00 -
[884] - Quote
Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable
1. I have access to greandes which do more damage over a bigger area than a 6ft missile |
Thaddeus Reynolds
Facepunch Security
144
|
Posted - 2015.01.11 18:20:00 -
[885] - Quote
I would really like it if we could get back to 7 slots to work with instead of our current 5...
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.
2716
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Posted - 2015.01.11 18:45:00 -
[886] - Quote
Breakin Stuff wrote: But people like me, Atiim, and a few others know how to wreck the chrome vehicles.
That's why hulls and modules were removed and vehicles overall nerfed, right?
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16496
|
Posted - 2015.01.11 20:36:00 -
[887] - Quote
Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable
Honestly without proper main guns on tanks focusing on single or a small number of multiple/consecutive shots (2-3 at most) we won't ever seen "Tanks" in Dust 514 and well never establish a place for them in this game.
I can cite numerous examples of games with better tank gameplay in them that Dust and what they all have in common is that tanks fire single shells with the ability to select the kind of shell fired which only really vary in terms of functionality by Damage vs Vehicles, and Splash Damage size.
Some shot have very good anti infantry functionality, the best vs Tanks have the least....... it's certainly more engaging and fair for infantry than me predicting blaster or missile dispersion and blapping them on the move.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star.
2719
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Posted - 2015.01.11 20:59:00 -
[888] - Quote
True Adamance wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable Honestly without proper main guns on tanks focusing on single or a small number of multiple/consecutive shots (2-3 at most) we won't ever seen "Tanks" in Dust 514 and well never establish a place for them in this game. I can cite numerous examples of games with better tank gameplay in them that Dust and what they all have in common is that tanks fire single shells with the ability to select the kind of shell fired which only really vary in terms of functionality by Damage vs Vehicles, and Splash Damage size. Some shot have very good anti infantry functionality, the best vs Tanks have the least....... it's certainly more engaging and fair for infantry than me predicting blaster or missile dispersion and blapping them on the move. I'm gonna work out some stats for a fragmented missile, AV missile, and I think Rattati wants a small railgun variant.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16496
|
Posted - 2015.01.11 21:06:00 -
[889] - Quote
Spkr4theDead wrote:True Adamance wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable Honestly without proper main guns on tanks focusing on single or a small number of multiple/consecutive shots (2-3 at most) we won't ever seen "Tanks" in Dust 514 and well never establish a place for them in this game. I can cite numerous examples of games with better tank gameplay in them that Dust and what they all have in common is that tanks fire single shells with the ability to select the kind of shell fired which only really vary in terms of functionality by Damage vs Vehicles, and Splash Damage size. Some shot have very good anti infantry functionality, the best vs Tanks have the least....... it's certainly more engaging and fair for infantry than me predicting blaster or missile dispersion and blapping them on the move. I'm gonna work out some stats for a fragmented missile, AV missile, and I think Rattati wants a small railgun variant.
You won't like this Spkr but the Large Missile Launcher is inappropriate as they currently are for a tank turret.....they need to be altered or removed.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star.
2719
|
Posted - 2015.01.11 22:23:00 -
[890] - Quote
True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable Honestly without proper main guns on tanks focusing on single or a small number of multiple/consecutive shots (2-3 at most) we won't ever seen "Tanks" in Dust 514 and well never establish a place for them in this game. I can cite numerous examples of games with better tank gameplay in them that Dust and what they all have in common is that tanks fire single shells with the ability to select the kind of shell fired which only really vary in terms of functionality by Damage vs Vehicles, and Splash Damage size. Some shot have very good anti infantry functionality, the best vs Tanks have the least....... it's certainly more engaging and fair for infantry than me predicting blaster or missile dispersion and blapping them on the move. I'm gonna work out some stats for a fragmented missile, AV missile, and I think Rattati wants a small railgun variant. You won't like this Spkr but the Large Missile Launcher is inappropriate as they currently are for a tank turret.....they need to be altered or removed. Lolwut
Small missiles, not large.
And that would be yet another nerf to tanks. Why do you support nerfing tanks?
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16497
|
Posted - 2015.01.11 22:44:00 -
[891] - Quote
Spkr4theDead wrote:True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:Breakin Stuff wrote:leave the splash alone, I don't think Rattati's going to give you back the infantry bashing potency without some serious begging.
Let's not poke the hornet's nest immediately, there are better times for that, and all of the splash values in chrome are much higher than what we have now. all of them. on every weapon. I doubt getting those back is negotiable Honestly without proper main guns on tanks focusing on single or a small number of multiple/consecutive shots (2-3 at most) we won't ever seen "Tanks" in Dust 514 and well never establish a place for them in this game. I can cite numerous examples of games with better tank gameplay in them that Dust and what they all have in common is that tanks fire single shells with the ability to select the kind of shell fired which only really vary in terms of functionality by Damage vs Vehicles, and Splash Damage size. Some shot have very good anti infantry functionality, the best vs Tanks have the least....... it's certainly more engaging and fair for infantry than me predicting blaster or missile dispersion and blapping them on the move. I'm gonna work out some stats for a fragmented missile, AV missile, and I think Rattati wants a small railgun variant. You won't like this Spkr but the Large Missile Launcher is inappropriate as they currently are for a tank turret.....they need to be altered or removed. Lolwut Small missiles, not large. And that would be yet another nerf to tanks. Why do you support nerfing tanks?
Ah Small Missiles I now understand.
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star.
2720
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Posted - 2015.01.12 04:40:00 -
[892] - Quote
True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain.
I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16506
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Posted - 2015.01.12 04:55:00 -
[893] - Quote
Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency.
So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields.
Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many.
*"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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CCP Rattati
C C P C C P Alliance
14486
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Posted - 2015.01.12 04:56:00 -
[894] - Quote
True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency. So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields. Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many.
Just to reiterate, I am following this thread and actively consolidating your feedback into a single proposal. Thank you.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16506
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Posted - 2015.01.12 04:58:00 -
[895] - Quote
CCP Rattati wrote:True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency. So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields. Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many. Just to reiterate, I am following this thread and actively consolidating your feedback into a single proposal. Thank you.
Fantastic!
I'm sure Pokey and Thaddeus will be pleased as I know they have brought their proposals to your attention.
By the way please don't my mannerisms as purely bitterness. I do apologise for coming off in that manner. It's more zeal.... passion if you will. Dust made me too Amarrian for my own good.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Spkr4theDead
Red Star.
2720
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Posted - 2015.01.12 05:02:00 -
[896] - Quote
True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency. So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields. I mean unmodified PRO Missiles deals 3.5 times more DPS than PRO Railguns and almost 4x as much DPS as Blasters. Looking at the spectrum of Large Turrets in the game the DPS values a the opposites in terms of DPS to what they should be. Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many. See Rattati's vision of the Falchion: insta-pop the Vayu. Dunno the HP he's considering for the hulls, or any possible turret stat changes, but I don't think the missiles will change much if at all.
Instead of nerfing stuff into the ground to be on par with the lowest common denominator, we could bring the railguns and blasters back up some, and nerf the missiles only a little to get them to try to be on par. Then the only question becomes do you want vanilla, Neopolitan or Rocky Road flavor?
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.
2720
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Posted - 2015.01.12 05:03:00 -
[897] - Quote
CCP Rattati wrote:True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency. So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields. Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many. Just to reiterate, I am following this thread and actively consolidating your feedback into a single proposal. Thank you. Ooooooooooooooooooooh... not asking for any specifics, but any idea on when you'll post that? And when you do, can you also post it in General Discussions? There's probably a few that only check this section of the forums when they're told about something.
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.
2720
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Posted - 2015.01.12 05:06:00 -
[898] - Quote
True Adamance wrote:CCP Rattati wrote:True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency. So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields. Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many. Just to reiterate, I am following this thread and actively consolidating your feedback into a single proposal. Thank you. Fantastic! I'm sure Pokey and Thaddeus will be pleased as I know they have brought their proposals to your attention. By the way please don't wholly mistake my mannerisms purely as bitterness. I do apologise for coming off in that manner. It's more zeal.... passion if you will. Dust made me too Amarrian for my own good. I've sent mine in as well, including turret numbers; I tweaked the MLT turrets to be slightly worse than the STD ones, mostly to encourage people to at least get level one into the turret operations. I also feel there should be a MLT large missile turret, and just the same as I put in a spreadsheet, slightly worse than the STD.
I also added fragmented and AV small missiles; fragmented to get hopefully 80% of the old Python fire rate back, while doing far less than half the direct damage, but more splash than direct. Some will ask "how?" Answer: we have cluster bombs today. It's essentially that.
AV is slower firing than the missile we have now, while doing more damage with a full meter less splash than the current missiles, and a lot less splash damage with a slightly slower fire rate.
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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DeathwindRising
ROGUE RELICS VP Gaming Alliance
777
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Posted - 2015.01.12 06:37:00 -
[899] - Quote
True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency. So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields. I mean unmodified PRO Missiles deals 3.5 times more DPS than PRO Railguns and almost 4x as much DPS as Blasters. Looking at the spectrum of Large Turrets in the game the DPS values a the opposites in terms of DPS to what they should be. Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many.
How are missiles vs tank armor any different than scrambler and laser rifles vs dropsuit shields?
If we get laser turrets you they won't magically eat vaporize shields?
Missiles provide front loaded dps, but terrible sustained dps. If a missile tank misses even a couple shots he won't kill anything and he'll suffer getting shot down during reload. Missiles are also terrible against multiple targets where you can't kill one right off immediately. Railgun provide better range, accuracy, sustained dps, and the ability to engage multiple targets.
Missiles are good for hit n runs. Or when fully crewed with two additional small missiles where you drown a target with missile fire without worry of overheating. Missiles are nice but have weaknesses vs dual Gardner shield tanks or brick maddies with fuel injectors |
Spkr4theDead
Red Star.
2720
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Posted - 2015.01.12 06:58:00 -
[900] - Quote
DeathwindRising wrote:True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:
I don't want to nerf them at all but unfortunately what we have in Dust I have come to understand are not tanks.
Large Missiles if you can call them that since they are actually more akin to Rocket Launchers not only have too much DPS (3361 vs Shields and 4550 vs Armour) but also do not function like a Main Tanks gun. They are inappropriate for the role as the main gun of a tank and unbalance tank combat greatly.
Missiles are tank mounted swarms that actually require aim and timing, don't have a 400m range, and don't ignore obstacles and terrain. I'm proud to be able to use missiles. Hell, I can use all the turrets with deadly proficiency. So can I but it's not right that Missiles have a potential TTK of less than 3 seconds VS one specific type of vehicle (when only two are present in the game). It would also not be right if CCP released the Laser Turret and it was capable of dealing 4500 damage per second to shields. I mean unmodified PRO Missiles deals 3.5 times more DPS than PRO Railguns and almost 4x as much DPS as Blasters. Looking at the spectrum of Large Turrets in the game the DPS values a the opposites in terms of DPS to what they should be. Missiles unfortunately are the be all end all of most tank battles. I'd rather they simply be one option of many. How are missiles vs tank armor any different than scrambler and laser rifles vs dropsuit shields? If we get laser turrets you they won't magically eat vaporize shields? Missiles provide front loaded dps, but terrible sustained dps. If a missile tank misses even a couple shots he won't kill anything and he'll suffer getting shot down during reload. Missiles are also terrible against multiple targets where you can't kill one right off immediately. Railgun provide better range, accuracy, sustained dps, and the ability to engage multiple targets. Missiles are good for hit n runs. Or when fully crewed with two additional small missiles where you drown a target with missile fire without worry of overheating. Missiles are nice but have weaknesses vs dual Gardner shield tanks or brick maddies with fuel injectors There isn't a brick Madrugar anymore. If you're carrying too much armor, you're gimping the fit by lowering acceleration and top speed. Dunno about maneuverability though.
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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