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Thread Statistics | Show CCP posts - 11 post(s) |
DarthJT5
Random Gunz RISE of LEGION
186
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Posted - 2015.01.13 21:24:00 -
[991] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
1. Chrome with altered numbers, not finished either Your marauder resistances are set both too high and should apply only to armor or shields, not both. the HP bonus to the Sagaris compounded would almost double it's EHP from chrome levels The Gallente would be able to run a rep nonstop that can absorb incoming fire from anything less than 2 AV gunners while enjoying 50% higher EHP. This would be hit with the nerf hammer a week after launch. Agreed. I don't know if a resist bonus would even work for Marauders, and I f there is 1 it would have to be like 1-2% because again, power in modules, not base stats (I've said that so many times in this thread....)
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16553
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Posted - 2015.01.13 21:58:00 -
[992] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
1. Chrome with altered numbers, not finished either Your marauder resistances are set both too high and should apply only to armor or shields, not both. the HP bonus to the Sagaris compounded would almost double it's EHP from chrome levels The Gallente would be able to run a rep nonstop that can absorb incoming fire from anything less than 2 AV gunners while enjoying 50% higher EHP. This would be hit with the nerf hammer a week after launch.
They do look high to me. 25% reduced incoming damage is pretty significant vs say 10-15%.
Hey Breaking one thing I thought about relating to Active Hardners that could spark some interesting discussion is the idea of short duration prolific protection from them for high fitting costs.
So ideally you would fit one hardener in addition to your passive plating for short bursts of powerful protection which cycle over the course of 30 or so seconds.
In the instance of shorter duration modules perhaps the Marauder could extend the effects of these powerful resistances out for an additional second or two.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Breakin Stuff
Internal Error. Negative-Feedback
6391
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Posted - 2015.01.13 22:02:00 -
[993] - Quote
honestly?
COmbining mods isn't hilariously awesome, mostly because :programming:
cooking things up that behave similar? maybe.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16553
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Posted - 2015.01.13 22:08:00 -
[994] - Quote
Breakin Stuff wrote:honestly?
COmbining mods isn't hilariously awesome, mostly because :programming:
cooking things up that behave similar? maybe.
If you are referring to my post I don't mean in terms of one Hardener = two stacked current hardeners.... I mean +40% resistance for 8 seconds w/ cool down of 40 seconds.
Modified by Marauder skill set of 5% increase to duration per level and the Skill Tree -5% to cool down per level
= something like 10 second duration, 30 second cycle time.
Instead of 24 second duration (unmodified by skills) and 60 second cool down (unmodified).
Just a thought.
*"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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Thaddeus Reynolds
Facepunch Security
150
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Posted - 2015.01.13 22:08:00 -
[995] - Quote
Link
Updated my base stats, as well as some module stats (particularly Armor Plates)
Expanded Slots to 7 each, and fitting to allow for the slots to be filled (as well as shown where my proposed skills would effect things)
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
6391
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Posted - 2015.01.13 22:21:00 -
[996] - Quote
True Adamance wrote:Breakin Stuff wrote:honestly?
COmbining mods isn't hilariously awesome, mostly because :programming:
cooking things up that behave similar? maybe. If you are referring to my post I don't mean in terms of one Hardener = two stacked current hardeners.... I mean +40% resistance for 8 seconds w/ cool down of 40 seconds. Modified by Marauder skill set of 5% increase to duration per level and the Skill Tree -5% to cool down per level = something like 10 second duration, 30 second cycle time. Instead of 24 second duration (unmodified by skills) and 60 second cool down (unmodified). Just a thought. and not a bad one
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
6391
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Posted - 2015.01.13 22:27:00 -
[997] - Quote
Thaddeus Reynolds wrote:LinkUpdated my base stats, as well as some module stats (particularly Armor Plates) Expanded Slots to 7 each, and fitting to allow for the slots to be filled (as well as shown where my proposed skills would effect things) eyeballing the maddy examples, I'm seeing similar overall EHP levels to the sagaris from chrome
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4376
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Posted - 2015.01.13 22:29:00 -
[998] - Quote
Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:honestly?
COmbining mods isn't hilariously awesome, mostly because :programming:
cooking things up that behave similar? maybe. If you are referring to my post I don't mean in terms of one Hardener = two stacked current hardeners.... I mean +40% resistance for 8 seconds w/ cool down of 40 seconds. Modified by Marauder skill set of 5% increase to duration per level and the Skill Tree -5% to cool down per level = something like 10 second duration, 30 second cycle time. Instead of 24 second duration (unmodified by skills) and 60 second cool down (unmodified). Just a thought. and not a bad one
So basically a hardener better suited for a HAV vs HAV fight, for when you know exactly when the damage is coming but then suffer from long downtime as to make them unsuitable to fight against infantry. I like that general idea.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Thaddeus Reynolds
Facepunch Security
150
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Posted - 2015.01.13 22:30:00 -
[999] - Quote
Breakin Stuff wrote:Thaddeus Reynolds wrote:LinkUpdated my base stats, as well as some module stats (particularly Armor Plates) Expanded Slots to 7 each, and fitting to allow for the slots to be filled (as well as shown where my proposed skills would effect things) eyeballing the maddy examples, I'm seeing similar overall EHP levels to the sagaris from chrome
The Maddy Examples are current fittings with current values (The Semi-viable ones I could think of)...(so if they're similar to the sagaris, take that as a little indication of AV's current situation vs armor)
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
6392
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Posted - 2015.01.13 22:33:00 -
[1000] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:Thaddeus Reynolds wrote:LinkUpdated my base stats, as well as some module stats (particularly Armor Plates) Expanded Slots to 7 each, and fitting to allow for the slots to be filled (as well as shown where my proposed skills would effect things) eyeballing the maddy examples, I'm seeing similar overall EHP levels to the sagaris from chrome The Maddy Examples are current fittings with current values (The Semi-viable ones I could think of)...(so if they're similar to the sagaris, take that as a little indication of AV's current situation vs armor) that's a magazine and a half from proto IAFG to kill. average TTK well over 15 seconds.
With current HAV speeds that's a guaranteed escape.
How do you intend to balance the marauders, which are even more bricky traditionally?
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
6392
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Posted - 2015.01.13 22:34:00 -
[1001] - Quote
found the chrome AV nade values.
Guess what's going into my proposal...
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16553
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Posted - 2015.01.13 22:35:00 -
[1002] - Quote
Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:honestly?
COmbining mods isn't hilariously awesome, mostly because :programming:
cooking things up that behave similar? maybe. If you are referring to my post I don't mean in terms of one Hardener = two stacked current hardeners.... I mean +40% resistance for 8 seconds w/ cool down of 40 seconds. Modified by Marauder skill set of 5% increase to duration per level and the Skill Tree -5% to cool down per level = something like 10 second duration, 30 second cycle time. Instead of 24 second duration (unmodified by skills) and 60 second cool down (unmodified). Just a thought. and not a bad one
I only bring it up for discussion after thinking of Hardeners is Dust as Active Counter Measures. Something you pulse tactically to ensure you HAV withstands damage or escapes harm, not something you rely on to define your total eHP for meaningful lengths of time.
*"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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Thaddeus Reynolds
Facepunch Security
150
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Posted - 2015.01.13 22:41:00 -
[1003] - Quote
Breakin Stuff wrote:Thaddeus Reynolds wrote:Breakin Stuff wrote:Thaddeus Reynolds wrote:LinkUpdated my base stats, as well as some module stats (particularly Armor Plates) Expanded Slots to 7 each, and fitting to allow for the slots to be filled (as well as shown where my proposed skills would effect things) eyeballing the maddy examples, I'm seeing similar overall EHP levels to the sagaris from chrome The Maddy Examples are current fittings with current values (The Semi-viable ones I could think of)...(so if they're similar to the sagaris, take that as a little indication of AV's current situation vs armor) that's a magazine and a half from proto IAFG to kill. average TTK well over 15 seconds. With current HAV speeds that's a guaranteed escape. How do you intend to balance the marauders, which are even more bricky traditionally?
Tweaking the armor plates right now, I buffed them up a little too much...check now
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4376
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Posted - 2015.01.13 22:42:00 -
[1004] - Quote
What if you had 3 flavors?
Resistance Amps - 15% Passive, Always On, Zero Downtime Active Hardener - 25% Active, Moderate Duration, Long Downtime Flux Active Harder - 40%, Active, Short Duration, Long Downtime
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Internal Error. Negative-Feedback
6392
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Posted - 2015.01.13 22:44:00 -
[1005] - Quote
Pokey Dravon wrote:What if you had 3 flavors?
Resistance Amps - 15% Passive, Always On, Zero Downtime Active Hardener - 25% Active, Moderate Duration, Long Downtime Flux Active Harder - 40%, Active, Short Duration, Long Downtime This I like. Remind me later. Bedtime.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16554
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Posted - 2015.01.13 22:59:00 -
[1006] - Quote
Pokey Dravon wrote:What if you had 3 flavors?
Resistance Amps - 15% Passive, Always On, Zero Downtime Active Hardener - 25% Active, Moderate Duration, Long Downtime Flux Active Harder - 40%, Active, Short Duration, Long Downtime
As long as they are universally the same values I think these should be fine fine.
For the flux active hardeners though they cannot have intensely long down times assuming a much shorter duration.
*"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4376
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Posted - 2015.01.13 23:07:00 -
[1007] - Quote
True Adamance wrote:Pokey Dravon wrote:What if you had 3 flavors?
Resistance Amps - 15% Passive, Always On, Zero Downtime Active Hardener - 25% Active, Moderate Duration, Long Downtime Flux Active Harder - 40%, Active, Short Duration, Long Downtime As long as they are universally the same values I think these should be fine fine. For the flux active hardeners though they cannot have intensely long down times assuming a much shorter duration.
Well I'm going under the assumption that we have more slots with the intention of cycling multiple hardeners.
So Resistance Amps when you want a little resistance all the time.
Active Hardeners when you want some resistance most of the time.
Flux Active Hardeners when you want a lot of resistance in certain situations.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16556
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Posted - 2015.01.13 23:43:00 -
[1008] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:What if you had 3 flavors?
Resistance Amps - 15% Passive, Always On, Zero Downtime Active Hardener - 25% Active, Moderate Duration, Long Downtime Flux Active Harder - 40%, Active, Short Duration, Long Downtime As long as they are universally the same values I think these should be fine fine. For the flux active hardeners though they cannot have intensely long down times assuming a much shorter duration. Well I'm going under the assumption that we have more slots with the intention of cycling multiple hardeners. So Resistance Amps when you want a little resistance all the time. Active Hardeners when you want some resistance most of the time. Flux Active Hardeners when you want a lot of resistance in certain situations.
Ah my suggestion was to ideally make it so only 1 could be fitted with no need for cycling beyond consideration for its down time.
*"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4377
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Posted - 2015.01.13 23:47:00 -
[1009] - Quote
Ah well, I wasn't aware of your intention in that regard. I guess for me I miss the micromanagement that was required to properly operate your vehicle's modules via cycling and whatnot...it's been a large driving force behind pushing back to having more module slots. But that's just my personal desire.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Godin Thekiller
The Corporate Raiders Top Men.
2692
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Posted - 2015.01.14 00:00:00 -
[1010] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:What if you had 3 flavors?
Resistance Amps - 15% Passive, Always On, Zero Downtime Active Hardener - 25% Active, Moderate Duration, Long Downtime Flux Active Harder - 40%, Active, Short Duration, Long Downtime As long as they are universally the same values I think these should be fine fine. For the flux active hardeners though they cannot have intensely long down times assuming a much shorter duration. Well I'm going under the assumption that we have more slots with the intention of cycling multiple hardeners. So Resistance Amps when you want a little resistance all the time. Active Hardeners when you want some resistance most of the time. Flux Active Hardeners when you want a lot of resistance in certain situations. Ah my suggestion was to ideally make it so only 1 could be fitted with no need for cycling beyond consideration for its down time.
I'd seriously rather not. That's going back to the waves of opportunity ****, and we saw how that went.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16558
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Posted - 2015.01.14 00:05:00 -
[1011] - Quote
Godin Thekiller wrote:True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:What if you had 3 flavors?
Resistance Amps - 15% Passive, Always On, Zero Downtime Active Hardener - 25% Active, Moderate Duration, Long Downtime Flux Active Harder - 40%, Active, Short Duration, Long Downtime As long as they are universally the same values I think these should be fine fine. For the flux active hardeners though they cannot have intensely long down times assuming a much shorter duration. Well I'm going under the assumption that we have more slots with the intention of cycling multiple hardeners. So Resistance Amps when you want a little resistance all the time. Active Hardeners when you want some resistance most of the time. Flux Active Hardeners when you want a lot of resistance in certain situations. Ah my suggestion was to ideally make it so only 1 could be fitted with no need for cycling beyond consideration for its down time. I'd seriously rather not. That's going back to the waves of opportunity ****, and we saw how that went.
Dust arguably had waves of opportunity more in Chomosome and Uprising than it ever did after 1.7 (as it was wolfman's intention that his changes would create them instead of removing them entirely) and that was what I consider to be one of the best aspects of Dust 514's vehicle gameplay that was compromised for the sake of what we have now.
Honestly I would argue that if you wanted constant resistances against shield and armour values you should then rely on Passive modules and that if you want to active tank you have to accept that the duration of your modules active times will be short and the cool downs a moderate value.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Godin Thekiller
The Corporate Raiders Top Men.
2692
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Posted - 2015.01.14 00:49:00 -
[1012] - Quote
True Adamance wrote:
Dust arguably had waves of opportunity more in Chomosome and Uprising than it ever did after 1.7 (as it was wolfman's intention that his changes would create them instead of removing them entirely) and that was what I consider to be one of the best aspects of Dust 514's vehicle gameplay that was compromised for the sake of what we have now.
Honestly I would argue that if you wanted constant resistances against shield and armour values you should then rely on Passive modules and that if you want to active tank you have to accept that the duration of your modules active times will be short and the cool downs a moderate value.
Micromanaging your modules so that it lasted over a period of time, not just all at once is not waves of oppertunity, and on top of that, that IS what we had in 1.7. Again, no. That kind of gameplay is too simple, and therefore too boring. Chromo was about trying to make your down time as low as possible. That isn't really arguable unless you had weird ass fits.
Passive modules don't give the same power as active, and on top of that, they don't require you to manage them at all. You're missing the point of why people actually liked Chromo gameplay, which was mainly to do with the fact that that was a actual thing.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16561
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Posted - 2015.01.14 01:20:00 -
[1013] - Quote
Godin Thekiller wrote:True Adamance wrote:
Dust arguably had waves of opportunity more in Chomosome and Uprising than it ever did after 1.7 (as it was wolfman's intention that his changes would create them instead of removing them entirely) and that was what I consider to be one of the best aspects of Dust 514's vehicle gameplay that was compromised for the sake of what we have now.
Honestly I would argue that if you wanted constant resistances against shield and armour values you should then rely on Passive modules and that if you want to active tank you have to accept that the duration of your modules active times will be short and the cool downs a moderate value.
Micromanaging your modules so that it lasted over a period of time, not just all at once is not waves of oppertunity, and on top of that, that IS what we had in 1.7. Again, no. That kind of gameplay is too simple, and therefore too boring. Chromo was about trying to make your down time as low as possible. That isn't really arguable unless you had weird ass fits. Passive modules don't give the same power as active, and on top of that, they don't require you to manage them at all. You're missing the point of why people actually liked Chromo gameplay, which was mainly to do with the fact that that was a actual thing.
That's fair but I am looking at the old modules and if I am not mistaken they were 60 second active duration with 15 seconds down time. That's not micromanaging that's being constantly powerful.
I might as well be have been using passive modules back on since I only had to toggle a button once a minute.
*"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4379
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Posted - 2015.01.14 01:37:00 -
[1014] - Quote
True Adamance wrote:Godin Thekiller wrote:True Adamance wrote:
Dust arguably had waves of opportunity more in Chomosome and Uprising than it ever did after 1.7 (as it was wolfman's intention that his changes would create them instead of removing them entirely) and that was what I consider to be one of the best aspects of Dust 514's vehicle gameplay that was compromised for the sake of what we have now.
Honestly I would argue that if you wanted constant resistances against shield and armour values you should then rely on Passive modules and that if you want to active tank you have to accept that the duration of your modules active times will be short and the cool downs a moderate value.
Micromanaging your modules so that it lasted over a period of time, not just all at once is not waves of oppertunity, and on top of that, that IS what we had in 1.7. Again, no. That kind of gameplay is too simple, and therefore too boring. Chromo was about trying to make your down time as low as possible. That isn't really arguable unless you had weird ass fits. Passive modules don't give the same power as active, and on top of that, they don't require you to manage them at all. You're missing the point of why people actually liked Chromo gameplay, which was mainly to do with the fact that that was a actual thing. That's fair but I am looking at the old modules and if I am not mistaken they were 60 second active duration with 15 seconds down time. That's not micromanaging that's being constantly powerful. I might as well be have been using passive modules back on since I only had to toggle a button once a minute.
I think those were the remote armor repairers, not the local reps, but I could be wrong.
I totally get what you're saying between using passives if you want resistance all the time and using an active if you want it for short bursts, but personally I'd like having something in the middle ground as well.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Godin Thekiller
The Corporate Raiders Top Men.
2692
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Posted - 2015.01.14 01:43:00 -
[1015] - Quote
True Adamance wrote:Godin Thekiller wrote:True Adamance wrote:
Dust arguably had waves of opportunity more in Chomosome and Uprising than it ever did after 1.7 (as it was wolfman's intention that his changes would create them instead of removing them entirely) and that was what I consider to be one of the best aspects of Dust 514's vehicle gameplay that was compromised for the sake of what we have now.
Honestly I would argue that if you wanted constant resistances against shield and armour values you should then rely on Passive modules and that if you want to active tank you have to accept that the duration of your modules active times will be short and the cool downs a moderate value.
Micromanaging your modules so that it lasted over a period of time, not just all at once is not waves of oppertunity, and on top of that, that IS what we had in 1.7. Again, no. That kind of gameplay is too simple, and therefore too boring. Chromo was about trying to make your down time as low as possible. That isn't really arguable unless you had weird ass fits. Passive modules don't give the same power as active, and on top of that, they don't require you to manage them at all. You're missing the point of why people actually liked Chromo gameplay, which was mainly to do with the fact that that was a actual thing. That's fair but I am looking at the old modules and if I am not mistaken they were 60 second active duration with 15 seconds down time. That's not micromanaging that's being constantly powerful. I might as well be have been using passive modules back on since I only had to toggle a button once a minute.
If you used say 3, you could use them in a verity of ways, it wasn't always a "thy're on" situation, and if it was, you had a ****** tank compared to turning them all on, obviously. If you were doing that, then yes, you might as well been using passive modules, unless you're trying to get more speed out of your fit, in which cool, use the active modules (see, that's what's called variation of fits, something that doesn't exist now).
Also, iirc, the cooldown was made much higher, so you had to time it much more, and even then, you still had like 15 seconds of downtime or something like that. Would you want that?
click me
Blup Blub Bloop. Translation: Die -_-
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Spkr4theDead
Red Star.
2736
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Posted - 2015.01.14 04:34:00 -
[1016] - Quote
Breakin Stuff wrote:
the HP bonus to the Sagaris compounded would almost double it's EHP from chrome levels
Laser strike = Rattati's own words.
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
6395
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Posted - 2015.01.14 04:38:00 -
[1017] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:
the HP bonus to the Sagaris compounded would almost double it's EHP from chrome levels
Laser strike = Rattati's own words.
That's not a justification for making them overpowered against everything else.
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
6395
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Posted - 2015.01.14 04:46:00 -
[1018] - Quote
alright: the following items need to be addressed for my proposal to work.
Dropships: too squishy. am going to do a combination of fitting buffs and resistances
Surya: Inordinately higher EHP than the sagaris. a bit more is fine, but not by THAT much. Surya simply represents a reversal of what we have now. Needs to be toned down to be closer to sagaris, though still higher.
Sica: too squishy. want to compensate by making faster
Soma: Too squishy. want to compensate by making faster
enforcers need stats.
Need speed values for the HAVs.
HAV speed needs to be dropped back to chrome for these values to work.
Exception: enforcers/mlt HAVs. Potentially slight speed increase for maddy/gunnlogi from chrome values
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.
2736
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Posted - 2015.01.14 05:06:00 -
[1019] - Quote
Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:
the HP bonus to the Sagaris compounded would almost double it's EHP from chrome levels
Laser strike = Rattati's own words. That's not a justification for making them overpowered against everything else. Dunno what you don't understand about his own words.
I escaped the edge of a laser strike in a Maddy, because I think quickly and had my NOS ready to go. Problem was there was a tank not far, so I had to engage it with very little health.
Next you're going to say quick thinking is OP.
Again, I don't understand what you don't understand about his own words.
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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Harpyja
Legio DXIV
2264
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Posted - 2015.01.14 05:14:00 -
[1020] - Quote
Pokey Dravon wrote:Ah well, I wasn't aware of your intention in that regard. I guess for me I miss the micromanagement that was required to properly operate your vehicle's modules via cycling and whatnot...it's been a large driving force behind pushing back to having more module slots. But that's just my personal desire. I miss the micro management in EVE that came with managing capacitors and active modules. I've still my hopes up that CCP will someday finally add capacitors to vehicles in Dust. That's perhaps one of the biggest things I wish for vehicles.
"By His light, and His will"- The Scriptures, 12:32
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