Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 11 post(s) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16508
|
Posted - 2015.01.12 07:08:00 -
[901] - 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
Again I'm not saying I don't want missiles to be a good turret type I am merely suggesting that with 3.5x the DPS of another turret and given that missiles have never traditionally held a DPS role in New Eden how can you guys ignore the incredible potency of these weapons?
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
|
Spkr4theDead
Red Star.
2720
|
Posted - 2015.01.12 07:10:00 -
[902] - Quote
True Adamance wrote: how can you guys ignore the incredible potency of these weapons?
Experience
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Thaddeus Reynolds
Facepunch Security
145
|
Posted - 2015.01.12 07:17:00 -
[903] - Quote
True Adamance wrote: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 Again I'm not saying I don't want missiles to be a good turret type I am merely suggesting that with 3.5x the DPS of another turret and given that missiles have never traditionally held a DPS role in New Eden how can you guys ignore the incredible potency of these weapons?
What's the reload speed of the Large Missile Turrets? They might not require a massive change provided the reload delay/time is long enough to account for it
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
KalOfTheRathi
Nec Tributis
1420
|
Posted - 2015.01.12 07:19:00 -
[904] - Quote
Spkr4theDead wrote: 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.
Thanks for the reply. I'll keep an eye on the forums and hopefully your efforts will be successful.
KR
My favorite tank is a Lightning. Just sayin.
|
Tesfa Alem
Death by Disassociation
699
|
Posted - 2015.01.12 11:46:00 -
[905] - Quote
True Adamance wrote:
Again I'm not saying I don't want missiles to be a good turret type I am merely suggesting that with 3.5x the DPS of another turret and given that missiles have never traditionally held a DPS role in New Eden how can you guys ignore the incredible potency of these weapons?
Because your reasons are nitpicking rather than relevant. Missiles DPS role in Eve online has nothing to do with the conversation.
Missile Pros and cons
Pro: High aplha DPS Bonus to Amor
Neutral: Medium range, you have to get into the fight to do anything worth while, rail tanks can pop you
Cons: Low sustainable DPS Long reload times 10 seconds Weak vs shields Poor vs infantry
Redline for Thee, but no Redline for Me.
|
Thaddeus Reynolds
Facepunch Security
145
|
Posted - 2015.01.12 12:05:00 -
[906] - Quote
Tesfa Alem wrote:True Adamance wrote:
Again I'm not saying I don't want missiles to be a good turret type I am merely suggesting that with 3.5x the DPS of another turret and given that missiles have never traditionally held a DPS role in New Eden how can you guys ignore the incredible potency of these weapons?
Because your reasons are nitpicking rather than relevant. Missiles DPS role in Eve online has nothing to do with the conversation. Missile Pros and cons Pro: High aplha DPS Bonus to Amor Neutral: Medium range, you have to get into the fight to do anything worth while, rail tanks can pop you Cons: Low sustainable DPS Long reload times 10 secondsWeak vs shields Poor vs infantry
Thanks for that link, now I can calculate sustained DPS values (I couldn't find it)...although it is a bit out of date
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
DeathwindRising
ROGUE RELICS VP Gaming Alliance
781
|
Posted - 2015.01.12 14:46:00 -
[907] - Quote
Thaddeus Reynolds wrote:Tesfa Alem wrote:True Adamance wrote:
Again I'm not saying I don't want missiles to be a good turret type I am merely suggesting that with 3.5x the DPS of another turret and given that missiles have never traditionally held a DPS role in New Eden how can you guys ignore the incredible potency of these weapons?
Because your reasons are nitpicking rather than relevant. Missiles DPS role in Eve online has nothing to do with the conversation. Missile Pros and cons Pro: High aplha DPS Bonus to Amor Neutral: Medium range, you have to get into the fight to do anything worth while, rail tanks can pop you Cons: Low sustainable DPS Long reload times 10 secondsWeak vs shields Poor vs infantry Thanks for that link, now I can calculate sustained DPS values (I couldn't find it)...although it is a bit out of date
id like to see the eHP for a dual shield hardened gunnlogi with a shield booster. its missing from your proposal and it should be shown. i think that combo has higher eHP than a maddy other than the dual plate + hardner fit you had.
people claim missile kill anything and everything, but not that particular gunnlogi. its the toughest tank combo in the game and you can run it full complex mods with dual small proto rails and the 1 large proto rail |
Breakin Stuff
Internal Error. Negative-Feedback
6316
|
Posted - 2015.01.12 14:55:00 -
[908] - Quote
alright monkeys, I'm just now editing the missing modules into the chromosome spreadsheet.
I'll also be working on a tab called theorycrafting for recommended adjustments for various things, such as the plasma canno, which looking at the numbers probably won't need much adjustment to make perfectly viable as it seems to have DPS values similar to an assault forge on first glance.
If anyone has a hard DPS number on the PLCs I would much appreciate it.
I'm also playing with the idea of recommending removal of splash from the assault forge to compensate for what would be the faster rate of fire. That way we can keep it from being used to eternally camp hack points with the splash as has been done with it in the past due to the rapid firing cycle, and as my peace offering when I post my recommendation that the standard forge gun be placed squarely between the assault and breach for DPS and alpha purposes, so that it has a place in the game other than "heavy sniper rifle"
I am open to SERIOUS recommendations to also place into the theorycrafting tab, to include ideas to keep dropships and their pilots from being marginalized, whether that is via fitting increase, or via altering their baseline resistances to AV weapons.
I will not be altering the base chromosome stats, because I want everyone to see the baseline I'm working on/have plagiarized from other places where other people have done the real work of compiling the data.
All recommended changes will go under the theorycraft tab.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Thaddeus Reynolds
Facepunch Security
145
|
Posted - 2015.01.12 14:58:00 -
[909] - Quote
Breakin Stuff wrote:alright monkeys, I'm just now editing the missing modules into the chromosome spreadsheet.
I'll also be working on a tab called theorycrafting for recommended adjustments for various things, such as the plasma canno, which looking at the numbers probably won't need much adjustment to make perfectly viable as it seems to have DPS values similar to an assault forge on first glance.
If anyone has a hard DPS number on the PLCs I would much appreciate it.
I'm also playing with the idea of recommending removal of splash from the assault forge to compensate for what would be the faster rate of fire. That way we can keep it from being used to eternally camp hack points with the splash as has been done with it in the past due to the rapid firing cycle, and as my peace offering when I post my recommendation that the standard forge gun be placed squarely between the assault and breach for DPS and alpha purposes, so that it has a place in the game other than "heavy sniper rifle"
I am open to SERIOUS recommendations to also place into the theorycrafting tab, to include ideas to keep dropships and their pilots from being marginalized, whether that is via fitting increase, or via altering their baseline resistances to AV weapons.
I will not be altering the base chromosome stats, because I want everyone to see the baseline I'm working on/have plagiarized from other places where other people have done the real work of compiling the data.
All recommended changes will go under the theorycraft tab.
Check my Infantry AV Tab, I've got the current values under there (including PLCs Max theoretical DPS)
I just put the Gunnlogi fitting with 2 Shield Hardeners in, but I've got to run for a few minutes Deathwind
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Breakin Stuff
Internal Error. Negative-Feedback
6317
|
Posted - 2015.01.12 15:02:00 -
[910] - Quote
thanks thaddeus I'll add you to the list of people I'm plagiarizing from.
By the way I edited my last post to clarify a few things.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
Thaddeus Reynolds
Facepunch Security
146
|
Posted - 2015.01.12 16:00:00 -
[911] - Quote
DeathwindRising wrote:Thaddeus Reynolds wrote:Tesfa Alem wrote:True Adamance wrote:
Again I'm not saying I don't want missiles to be a good turret type I am merely suggesting that with 3.5x the DPS of another turret and given that missiles have never traditionally held a DPS role in New Eden how can you guys ignore the incredible potency of these weapons?
Because your reasons are nitpicking rather than relevant. Missiles DPS role in Eve online has nothing to do with the conversation. Missile Pros and cons Pro: High aplha DPS Bonus to Amor Neutral: Medium range, you have to get into the fight to do anything worth while, rail tanks can pop you Cons: Low sustainable DPS Long reload times 10 secondsWeak vs shields Poor vs infantry Thanks for that link, now I can calculate sustained DPS values (I couldn't find it)...although it is a bit out of date id like to see the eHP for a dual shield hardened gunnlogi with a shield booster. its missing from your proposal and it should be shown. i think that combo has higher eHP than a maddy other than the dual plate + hardner fit you had. people claim missile kill anything and everything, but not that particular gunnlogi. its the toughest tank combo in the game and you can run it full complex mods with dual small proto rails and the 1 large proto rail
I'm changing my methodology for the Current fittings and focussing on primary buffer, so I'm eliminating the plate from the first one, and only fitting the minimum mods for the primary buffer (for now, I'll go back later and do silly armor stacking on a gunnlogi things later). And you're almost right, that combo has only about 700 hp fewer than the dual plater w/ hardener, while mounting a proto main gun, and only requiring a basic PG expansion...it has plenty of room to expand to pick up dual small turrets (probably proto, but I haven't gotten small gun stats loaded up yet).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Thaddeus Reynolds
Facepunch Security
146
|
Posted - 2015.01.12 16:06:00 -
[912] - Quote
Breakin Stuff wrote:thanks thaddeus I'll add you to the list of people I'm plagiarizing from.
By the way I edited my last post to clarify a few things.
Would my proposed naming changes be considered reasonable? (Just trying to keep naming schemes similar between both the ground-side and space-side fluff) Such as the Electron-Proton-Neutron progression for Blasters, and Calibers for the Railguns...(maybe naming Specialized Turrets after T2 Ammo etc)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Breakin Stuff
Internal Error. Negative-Feedback
6323
|
Posted - 2015.01.12 16:10:00 -
[913] - Quote
nicely done with the DPS setup there Thaddeus.
Ok someone click my link and please verify whether or not my updates took. You should see an asston of new tabs representing vehicle modules and the theorycrafting tab, which I am working on.
My recommendations for changes to AV will include damage increases to compensate for the loss of the weaponry skill which added 10% damage and heavy damage mod numbers being whacked in half (successful AV ran three damage mods in the highs) so if Rattati adopts this AV doesn't start in the land of impossible. if current damage values are higher, these will not be changed.
There will be no change to damage for light AV weapons as those damage mods only lost 2% which is insufficient to realistically alter TTK.
Again, anyone who has things they might like to see adjusted (dropship pilots I am talking to YOU) please post it so I can add it to the theorycraft tab.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Breakin Stuff
Internal Error. Negative-Feedback
6323
|
Posted - 2015.01.12 16:12:00 -
[914] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:thanks thaddeus I'll add you to the list of people I'm plagiarizing from.
By the way I edited my last post to clarify a few things. Would my proposed naming changes be considered reasonable? (Just trying to keep naming schemes similar between both the ground-side and space-side fluff) Such as the Electron-Proton-Neutron progression for Blasters, and Calibers for the Railguns...(maybe naming Specialized Turrets after T2 Ammo etc)
the less fluff that has to be changed in the database the better. a lot of times when you jerk around names it creates inconsistencies in the descriptions and gives false impressions as the whole thing needs to be revamped.
Ever notice the reference to tracking rounds in the flaylock description? It's unlikely to happen but let's avoid it where possible.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4353
|
Posted - 2015.01.12 16:16:00 -
[915] - Quote
Breakin Stuff wrote:nicely done with the DPS setup there Thaddeus. Ok someone click my link and please verify whether or not my updates took. You should see an asston of new tabs representing vehicle modules and the theorycrafting tab, which I am working on. My recommendations for changes to AV will include damage increases to compensate for the loss of the weaponry skill which added 10% damage and heavy damage mod numbers being whacked in half (successful AV ran three damage mods in the highs) so if Rattati adopts this AV doesn't start in the land of impossible. if current damage values are higher, these will not be changed. There will be no change to damage for light AV weapons as those damage mods only lost 2% which is insufficient to realistically alter TTK. Again, anyone who has things they might like to see adjusted (dropship pilots I am talking to YOU) please post it so I can add it to the theorycraft tab.
Are these pure Chromo stats or are they modified?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Breakin Stuff
Internal Error. Negative-Feedback
6324
|
Posted - 2015.01.12 16:41:00 -
[916] - Quote
only the stats in the theorycraft tab are modified, and amended with notes.
Everything else is straight chrome crap.
Only the stats in theorycrafting WILL be modified.
Hey thaddeus I'm stealing your template. automatic DPS calculation based on changes is insanely helpful.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Thaddeus Reynolds
Facepunch Security
147
|
Posted - 2015.01.12 16:44:00 -
[917] - Quote
Breakin Stuff wrote:only the stats in the theorycraft tab are modified, and amended with notes.
Everything else is straight chrome crap.
Only the stats in theorycrafting WILL be modified.
Hey thaddeus I'm stealing your template. automatic DPS calculation based on changes is insanely helpful.
Feel free, easy enough to come up with on one's own anyway
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Breakin Stuff
Internal Error. Negative-Feedback
6325
|
Posted - 2015.01.12 16:50:00 -
[918] - Quote
I'm not worried about the officer variants of anything. those are Rattati's problem, not mine.
Additionally, I have no idea what the original numbers were on AV nades, so I'm not gonna touch 'em.
Again, I'm going to let Rattati figure that out, because only blast radii and damage were accounted for in chromosome stats.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Breakin Stuff
Internal Error. Negative-Feedback
6325
|
Posted - 2015.01.12 17:03:00 -
[919] - Quote
I changed my mind. After looking at the baseline DPS numbers after modifying a couple things I'm not going to uptick base values based on weaponry skills and loss of damage mod efficacy.
I think I'd rather let this stand and see if it is viable, and if it it not, let Rattati uptick the values by increments.
I'm proposing a significant increase to the plasma cannon DPS. That thing doesn't do remotely enough Damage fast enough to be a credible threat to anything but an untanked LAV and random infantry.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4353
|
Posted - 2015.01.12 17:06:00 -
[920] - Quote
Breakin Stuff wrote:I'm not worried about the officer variants of anything. those are Rattati's problem, not mine.
Agreed. Officer weapons are innately overpowered but they're random drops so that's OK. I'd only balance around MLT-PRO and forget the Officer weapons exist.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
|
Breakin Stuff
Internal Error. Negative-Feedback
6328
|
Posted - 2015.01.12 17:10:00 -
[921] - Quote
Screw it, ain't changing a damn thing involving loss of weaponry or damage mod modifications. I think I'd rather see how the numbers I have play out.
The following has been done in the theorycrafting tab:
adjusted forge guns to conform to chrome charge times, current damage values for Assault forge
adjusted damage and charge time on the standard forge to place the DPS consistently 50 DPS behind the AFG
Adjusted damage and charge time on the breach forge to place it 100 DPS behind the AFG
Adjusted charge time and reload time of the PLC to increase baseline DPS above 370 DPS Vs. vehicles at the proto level
current link is here.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4353
|
Posted - 2015.01.12 17:22:00 -
[922] - Quote
Breakin Stuff wrote:Screw it, ain't changing a damn thing involving loss of weaponry or damage mod modifications. I think I'd rather see how the numbers I have play out. The following has been done in the theorycrafting tab: adjusted forge guns to conform to chrome charge times, current damage values for Assault forge adjusted damage and charge time on the standard forge to place the DPS consistently 50 DPS behind the AFG Adjusted damage and charge time on the breach forge to place it 100 DPS behind the AFG Adjusted charge time and reload time of the PLC to increase baseline DPS above 370 DPS Vs. vehicles at the proto level current link is here.
Just as an FYI, Gallente Commando with max reload and commando skills will break 900 DPS with an Allotek Plasma Cannon given your stats (No proficiency)
2.5 Reload +15% Rapid Reload +25% Commando Role Bonus 1.59s Reload
0.3 Charge Time +25% Reduction for Operations 0.225 Charge Time
Effective Refire Time 1.59+0.225= 1.815s/shot
1501 Damage/shot 827DPS
+10% Commando Bonus 909 DPS
With Proficiency +15% against shields +10% Natural shield Weakness
1150 DPS against shields
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Breakin Stuff
Internal Error. Negative-Feedback
6333
|
Posted - 2015.01.12 17:33:00 -
[923] - Quote
I will address this at each point:
Just as an FYI, Gallente Commando with max reload and commando skills will break 900 DPS with an Allotek Plasma Cannon given your stats (No proficiency)
time to change the commando bonus.
2.5 Reload +15% Rapid Reload +25% Commando Role Bonus 1.59s Reload
See above.
0.3 Charge Time +25% Reduction for Operations 0.225 Charge Time
Working as intended
Effective Refire Time 1.59+0.225= 1.815s/shot
Commando needs a different bonus
1501 Damage/shot 827DPS
Current IAFG at level 5 does 833.33333333 (you get the point) damage to armor at level 5. This is before adding proficiency or damage mods.
+10% Commando Bonus 909 DPS
Damage modded IAFG will achieve similar DPS values vs. armor
With Proficiency +15% against shields +10% Natural shield Weakness
IAFG Proficiency +15% vs. Armor +10% natural armor weakness
1150 DPS against shields
A Damage modded IAFG will achieve similar (slightly lower) numbers because damage mods were hacked in half. Plasma cannon suffers from short range, arcing shots and lack of usability. This theorycrafting tab is predicated on if Rattati re-adopts the chromosome vehicle baseline. The values are ONLY valid if said values are used. I'm aligning the PLC as a close-range IAFG substitute for the purposes of chrome basis performance.
I will be more than happy to provide feedback more in line with your proposal as well based on your numbers. Because the theorycrafting in this one, and the theorycrafting in your proposal will necessarily be incompatible.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Breakin Stuff
Internal Error. Negative-Feedback
6333
|
Posted - 2015.01.12 17:42:00 -
[924] - Quote
Recommending no change from current on swarm launchers. the theorycraft tab is a carbon copy of the current values, as those numbers are viable vs. Chromosome marauders.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Thaddeus Reynolds
Facepunch Security
147
|
Posted - 2015.01.12 17:51:00 -
[925] - Quote
Breakin Stuff wrote:Recommending no change from current on swarm launchers. the theorycraft tab is a carbon copy of the current values, as those numbers are viable vs. Chromosome marauders.
I would like to add a fairly reasonable suggestion: Mjolnir Swarms. Same Swarm Stats but with the Laser (+20/-20) Damage Type:
Mjolnir Swarm Launcher Assault Mjolnir Swarm Launcher KIM7 Mjolnir Swarm Launcher KIM-112 Specialist Mjolnir Swarm Launcher CCM-129 Assault Mjolnir Swarm Launcher Khanid Innovations Mjolnir Swarm Launcher Khanid Innovations Specialist Mjolnir Swarm Launcher Carthum Assault Mjolnir Swarm Launcher
Also, I'm lovin' the Scrambler Lance
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Breakin Stuff
Internal Error. Negative-Feedback
6338
|
Posted - 2015.01.12 17:57:00 -
[926] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:Recommending no change from current on swarm launchers. the theorycraft tab is a carbon copy of the current values, as those numbers are viable vs. Chromosome marauders. I would like to add a fairly reasonable suggestion: Mjolnir Swarms. Same Swarm Stats but with the Laser (+20/-20) Damage Type: Mjolnir Swarm Launcher Assault Mjolnir Swarm Launcher KIM7 Mjolnir Swarm Launcher KIM-112 Specialist Mjolnir Swarm Launcher CCM-129 Assault Swarm Launcher Khanid Innovations Mjolnir Swarm Launcher Khanid Innovations Specialist Mjolnir Swarm Launcher Carthum Assault Mjolnir Swarm Launcher Also, I'm lovin' the Scrambler Lance
Honestly I'd rather see a weapon modification slot that allows you to change the damage profile.
But this isn't a bad idea. The only problem with it is the fact that Swarms are particularly easy to use right now. I think holding off until we see how the meta of whatever changes rattati picks falls into place would be the best. Once that's happened, who knows?
The scrambler lance idea is based entirely off of a post Rattati made here
It's balanced entirely base on my experience with heavy weapon damage output and AV in general. It's meant to be the high-DPS counterpart to the high alpha forge guns, and provide an alternative method of attacking shield HAVs.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4353
|
Posted - 2015.01.12 18:02:00 -
[927] - Quote
Breakin Stuff wrote: A Damage modded IAFG will achieve similar (slightly lower) numbers because damage mods were hacked in half. Plasma cannon suffers from short range, arcing shots and lack of usability. This theorycrafting tab is predicated on if Rattati re-adopts the chromosome vehicle baseline. The values are ONLY valid if said values are used. I'm aligning the PLC as a close-range IAFG substitute for the purposes of chrome basis performance.
I will be more than happy to provide feedback more in line with your proposal as well based on your numbers. Because the theorycrafting in this one, and the theorycrafting in your proposal will necessarily be incompatible.
Mmmmk. Seems reasonable, just wanted to make sure you had a balance between the two in mind but obviously you do.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Breakin Stuff
Internal Error. Negative-Feedback
6340
|
Posted - 2015.01.12 19:08:00 -
[928] - Quote
I'm still amazed that swarms have DPS values that would have been considered viable against chromosome marauders in TODAY's build.
This explains a lot.
Still waiting on feedback from anyone on dropships or *other things*
To put this into perspective, dropships in chrome were 2-shot-kills for a forge gun. 3 if you were maxed out on the tree (and I missed once).
I'd like to be able to propose numbers to fix this but I need someone familiar with dropship weaknesses during chrome to weigh in. Alternately we can just drop these changes and let Rattati adjust them.
Just give the ADS a 5% RoF per level if you do.
Or we can leave dropships on the hull-centric model (which everyone hates based on all of the feedback I have seen) and let them figure it out.
I don't know enough about dropship fitting to sanely poke at these numbers without likely buggering them up!!!
Or I can look at pokey's proposals and steal from his notes, as I have been stealing from everyone else.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Lazer Fo Cused
Shining Flame Amarr Empire
426
|
Posted - 2015.01.12 19:33:00 -
[929] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:Recommending no change from current on swarm launchers. the theorycraft tab is a carbon copy of the current values, as those numbers are viable vs. Chromosome marauders. I would like to add a fairly reasonable suggestion: Mjolnir Swarms. Same Swarm Stats but with the Laser (+20/-20) Damage Type: Mjolnir Swarm Launcher Assault Mjolnir Swarm Launcher KIM7 Mjolnir Swarm Launcher KIM-112 Specialist Mjolnir Swarm Launcher CCM-129 Assault Mjolnir Swarm Launcher Khanid Innovations Mjolnir Swarm Launcher Khanid Innovations Specialist Mjolnir Swarm Launcher Carthum Assault Mjolnir Swarm Launcher Also, I'm lovin' the Scrambler Lance
1. Not unless you add in all 4 damage types that are in EVE, currently all we have is shield and armor damage |
Thaddeus Reynolds
Facepunch Security
147
|
Posted - 2015.01.12 19:39:00 -
[930] - Quote
Lazer Fo Cused wrote:Thaddeus Reynolds wrote:Breakin Stuff wrote:Recommending no change from current on swarm launchers. the theorycraft tab is a carbon copy of the current values, as those numbers are viable vs. Chromosome marauders. I would like to add a fairly reasonable suggestion: Mjolnir Swarms. Same Swarm Stats but with the Laser (+20/-20) Damage Type: Mjolnir Swarm Launcher Assault Mjolnir Swarm Launcher KIM7 Mjolnir Swarm Launcher KIM-112 Specialist Mjolnir Swarm Launcher CCM-129 Assault Mjolnir Swarm Launcher Khanid Innovations Mjolnir Swarm Launcher Khanid Innovations Specialist Mjolnir Swarm Launcher Carthum Assault Mjolnir Swarm Launcher Also, I'm lovin' the Scrambler Lance 1. Not unless you add in all 4 damage types that are in EVE, currently all we have is shield and armor damage
1. I'm not sure you need to numbered list if said list only contains one item (although in general I like your numbered lists)
2. I fully support this product and/or service (although, you could work with Inferno being Hybrid-Plasma (+10/-10) and Scourge being Hybrid-Rail (-10/+10) ).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 :: one page |
First page | Previous page | Next page | Last page |