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Thread Statistics | Show CCP posts - 11 post(s) |
Lazer Fo Cused
Shining Flame Amarr Empire
498
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Posted - 2015.01.16 18:51:00 -
[1141] - Quote
1. LLAV now has new skill again - 99% reduction in PG needs of all remote repairers - Basically means it can fit on heavy remote reps too 1a. ECM Burst module skill is 5% reduction to sig profile, target breaker mod has no skill bonus yet 1b. Piloting skill has 2% to agility per level 1c. Vehicle manovering - 2% to accaleration per level 1d. Vehicle command - 2% to max top speed
2. Still missing certain modules, using EVE numbers instead currently
3. Scout LAV may have cloak also EWAR based for scans etc - cloak will be too hard to fit on other vehicles and also penalty added for measure
4. Not sure if marauder/enforcer should have a unique module to it 4a. Want to make basic hulls useful in comparision across all levels - need a role
5. PE detector - module maybe for pilot suit, not standard - currently has sound but by time you hear it you have hit them 5a. SL detector - should be standard in all DS
6. Pilot suits for all races yet to be added complete with bonuses and module ideas
7. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml |
Tesfa Alem
Death by Disassociation
712
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Posted - 2015.01.16 19:40:00 -
[1142] - Quote
Breakin Stuff wrote:unless someone has a very compelling reason to do otherwise, I'm going to run as follows:
Blasters: High DPS, High RoF, Low Alpha (700-ish DPS proto)
Missiles: Mid DPS, Mid RoF, Mid Alpha (600 DPS-ish Proto)
Rails: Low DPS, Low RoF, High Alpha. (500 DPS-ish Proto)
It should be: Missiles high alpha Rails low alpha
I can only state this along the lines of current meta for a tank engagement :
Missiles have do have high alpha but have to get involved in the fight. proto VS a shield tank it will take at least 2 full clips. Rails have the longest range and can kill a tank in 4-5 shots out of 9 round clip, Its alpha is already pretty high (you just dont shrug off a rail hit) combining high alpha with the protection of the redline is a deal breaker.
More and more, i'm thining its the -20/+20 profile against armor that hurts tank meta more than just raw DPS. I would love to see them revert back to -10/+10 to more effectivley hurt shield tanks as well as give Armor tanks a fighting chance.
That 10% is the difference between a militia damage mod and a complex one. Add on complex one on top of that, its no wonder armor tanks don't survive, when missiles can do 140% damage.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Internal Error. Negative-Feedback
6494
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Posted - 2015.01.16 19:46:00 -
[1143] - Quote
the reasons I want missiles in the middle is because their status as near-automatic win button versus armor HAVs.
I want it to be so if the blaster gets into optimal it has the advantage, if the blaster CANNOT get into optimal the other two screwball it.
If I put missiles into the high alpha bracket because of the +20 damage profile that means the TTK of armor takes an inordinately sharp drop as we have all seen in the past.
and I'm making sure the damn railguns are dead meat if a blaster gets the drop on them. Blasters are going to have around a 200 DPS advantage on the rails by intent.
And I'm going to make it so that the damage mods don't have such a humongous effect on the DPS as they did before. They'll be useful, they just won't be able to hit the numbers against armor that rails and missiles have enjoyed in the past.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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THUNDERGROOVE
Fatal Absolution
1295
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Posted - 2015.01.16 20:12:00 -
[1144] - Quote
Missiles don't have enough velocity, at least currently to be half reliable at any range.
The only chance you have is if the other tank stays completely still, which goes completely against the first rule of tanking.
Dual tanking is for bad players.
Come play a better game.
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Breakin Stuff
Internal Error. Negative-Feedback
6494
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Posted - 2015.01.16 20:13:00 -
[1145] - Quote
THUNDERGROOVE wrote:Missiles don't have enough velocity, at least currently to be half reliable at any range.
The only chance you have is if the other tank stays completely still, which goes completely against the first rule of tanking. that can be addressed in iteration. there's a lot of projectiles in DUST that move too slow to be effective.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Thaddeus Reynolds
Facepunch Security
161
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Posted - 2015.01.16 20:52:00 -
[1146] - Quote
Breakin Stuff wrote:THUNDERGROOVE wrote:Missiles don't have enough velocity, at least currently to be half reliable at any range.
The only chance you have is if the other tank stays completely still, which goes completely against the first rule of tanking. that can be addressed in iteration. there's a lot of projectiles in DUST that move too slow to be effective. Whoever designed the damn Railgun, why the rippling HELL did you put TWO firing delay mechanics in together? Thaddeus I have a critique: there's no possible reason to have a 3k+ DPS weapon unless it's intended to be the God-Gun from which there is no recovery. Your various MLRS setups need a bit of checking there hoss. That's about enough firepower to instapop anything, especially when combined with skills and damage mods.
Still working on it (DPS btw is DPS without reload considered), so are supposed to function similarly to the current Missiles Turrets
Got some new numbers on the MLRS for you to check out, and what do you think of the new turret page format?
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
6495
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Posted - 2015.01.16 21:01:00 -
[1147] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:THUNDERGROOVE wrote:Missiles don't have enough velocity, at least currently to be half reliable at any range.
The only chance you have is if the other tank stays completely still, which goes completely against the first rule of tanking. that can be addressed in iteration. there's a lot of projectiles in DUST that move too slow to be effective. Whoever designed the damn Railgun, why the rippling HELL did you put TWO firing delay mechanics in together? Thaddeus I have a critique: there's no possible reason to have a 3k+ DPS weapon unless it's intended to be the God-Gun from which there is no recovery. Your various MLRS setups need a bit of checking there hoss. That's about enough firepower to instapop anything, especially when combined with skills and damage mods. Still working on it (DPS btw is DPS without reload considered), so are supposed to function similarly to the current Missiles Turrets Got some new numbers on the MLRS for you to check out, and what do you think of the new turret page format?
I'm trying to plagiarize your turret table format, but I liked the simpler version better. I need to be able to see all the relevant data per turret type in a block, not stretched out.
So I'm now doing the missiles with your heavy weapons template because I'm a spreadsheet novice.
Welp. If my numbers are good, HAV pilots will get their wish. Engagements will last a bit longer. Between them.
Unless someone decides to go joyriding in an enforcer.
then things get dicey.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
Internal Error. Negative-Feedback
6495
|
Posted - 2015.01.16 21:05:00 -
[1148] - Quote
2,766 DPS? At Standard?
I think I found out why Madrugars die when you sneeze on them in HAV vs HAV engagements!
The damn missile turrets are insane.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Thaddeus Reynolds
Facepunch Security
161
|
Posted - 2015.01.16 21:07:00 -
[1149] - Quote
Breakin Stuff wrote:2,766 DPS? At Standard?
I think I found out why Madrugars die when you sneeze on them in HAV vs HAV engagements!
The damn missile turrets are insane.
There's a reason why True Doesn't like them, their alpha would be Ok (see Damage Per Magazine...does need to be slightly tuned down) if they had lower sustained DPS numbers
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
6500
|
Posted - 2015.01.16 21:23:00 -
[1150] - Quote
Thaddeus Reynolds wrote:Breakin Stuff wrote:2,766 DPS? At Standard?
I think I found out why Madrugars die when you sneeze on them in HAV vs HAV engagements!
The damn missile turrets are insane. There's a reason why True Doesn't like them, their alpha would be Ok (see Damage Per Magazine...does need to be slightly tuned down) if they had lower sustained DPS numbers
Guess what already crossed my mind here?
going to annotate a note recommending accelerating the missiles to compensate for loss of RoF
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Godin Thekiller
The Corporate Raiders
2699
|
Posted - 2015.01.16 22:23:00 -
[1151] - Quote
Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:Godin Thekiller wrote:I'd like to reiterate that player count and map design are both too small for vehicles to excel, especially transport vehicles, and HAV's, and slightly for LAV's (as in Tech 1 LAV"s) don't really have roles (No, disposable taxi isn't a role).
For the HAV, as I've said before, new installations to be added that could be used, protected, and destroyed by both infantry and vehicles would be a great thing for HAV's, at least T I HAV's to be centered around (obviously T II would be different, being good at doing other things, such as Enforcers being good at killing other HAV's, while still being able to kill structures).
I'm not even sure what to do with regular LAV's. The only thing I could think of is a platform to give a heavy infantry suppression platform, and for that to work, small turrets would have to be good suppression weapons. LLV's as I said can be the king reppers for vehicles, and Scout LAV's can be some sort of EWAR platform down the road.
DS's imo has reasonable roles, being a rapid troop transport, LDS being a rapid troop deploment, and ADS being more of a assault platform while still being able to transport a small fireteam (Although the almost gunship-like abilities imo needs to be toned down), so tweaking is the only thing really needed. However, the maps are WAY too small to really support them. Put it like this: I've crossed some of the smaller maps in a solid 12 seconds. This isn't however in a DS; this was in a HAV (Don't ask). This is a feat pretty much done on any map in a DS w.e a AB. That's uncalled for. Certainly also worth mentioning with reference to Dust vehicles, mainly tanks, if that they don't really have very realistic range profiles. I understand the hard cap on the Railgun of 500m is to prevent one player shooting across the map from redline to redline But I honestly think that a hard damage fallout at that range might be better rather than a simple disappearance of the round itself. In many game I have played with vehicles ranges on the tanks can usually hit a target at up to about 750m and this usually comes with a significant amount of having to account for projectile drop. Adamance, I've been theorycrafting some numbers for a Guided Missile Turret, any chance you can take a look at it? Okeydoke btw have you considered muzzle velocity as numerical value for these statistics. For example a TOW missile turret if I am not woefully mistaken has a muzzle velocity of 278m/s. I've put the stats on the Large Turrets Page on my overall Proposal...still hammering out the numbers though Yet Another Link To My Spreadsheets
Question: You described the blasters as having shots per round at either 8 or 12. What are you describing exactly?
I'm just gong to assume shotty turret for the moment and pray that I'm correct, unless it's something cooler.
click me
Blup Blub Bloop. Translation: Die -_-
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Thaddeus Reynolds
Facepunch Security
161
|
Posted - 2015.01.16 22:33:00 -
[1152] - Quote
Godin Thekiller wrote:Thaddeus Reynolds wrote:True Adamance wrote:Thaddeus Reynolds wrote:True Adamance wrote:
Certainly also worth mentioning with reference to Dust vehicles, mainly tanks, if that they don't really have very realistic range profiles.
I understand the hard cap on the Railgun of 500m is to prevent one player shooting across the map from redline to redline But I honestly think that a hard damage fallout at that range might be better rather than a simple disappearance of the round itself.
In many game I have played with vehicles ranges on the tanks can usually hit a target at up to about 750m and this usually comes with a significant amount of having to account for projectile drop.
Adamance, I've been theorycrafting some numbers for a Guided Missile Turret, any chance you can take a look at it? Okeydoke btw have you considered muzzle velocity as numerical value for these statistics. For example a TOW missile turret if I am not woefully mistaken has a muzzle velocity of 278m/s. I've put the stats on the Large Turrets Page on my overall Proposal...still hammering out the numbers though Yet Another Link To My Spreadsheets Question: You described the blasters as having shots per round at either 8 or 12. What are you describing exactly? I'm just gong to assume shotty turret for the moment and pray that I'm correct, unless it's something cooler.
Yeah, just redid it into a shotty turret a short while ago
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Godin Thekiller
The Corporate Raiders
2699
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Posted - 2015.01.16 22:37:00 -
[1153] - Quote
Thaddeus, read my edit, your welcome.
click me
Blup Blub Bloop. Translation: Die -_-
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Thaddeus Reynolds
Facepunch Security
161
|
Posted - 2015.01.16 22:40:00 -
[1154] - Quote
Godin Thekiller wrote:Thaddeus, read my edit, your welcome.
Fixed, sorry I didn't update that statistic, got distracted by something else
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Godin Thekiller
The Corporate Raiders
2699
|
Posted - 2015.01.16 22:54:00 -
[1155] - Quote
Thaddeus Reynolds wrote:Godin Thekiller wrote:Thaddeus, read my edit, your welcome. Fixed, sorry I didn't update that statistic, got distracted by something else
Oh, very nice. That would do just fine. Can I haz now?
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2699
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Posted - 2015.01.16 22:55:00 -
[1156] - Quote
Speaking of turrets, that reminds me: FW turrets are still just AUR turrets, same as vehilces, and on top of that, we're missing my Gal rails. Where are they, huh? HUH?
click me
Blup Blub Bloop. Translation: Die -_-
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Thaddeus Reynolds
Facepunch Security
162
|
Posted - 2015.01.16 23:02:00 -
[1157] - Quote
Godin Thekiller wrote:Speaking of turrets, that reminds me: FW turrets are still just AUR turrets, same as vehilces, and on top of that, we're missing my Gal rails. Where are they, huh? HUH?
as though people needed another reason to avoid fighting for the Caldari State...yeah...technically FedMarine Railguns should exist, and technically, the Cal/Gal dropsuits/vehicles should get bonuses to Hybrids, not just to rail and plasma...
anyway, I hope we see some new LP vehicle stuff coming down with this...'Specialist' Turrets would be very useful
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16639
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Posted - 2015.01.16 23:13:00 -
[1158] - Quote
What range with this turret have? How large will its projectile grouping be?
*"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
162
|
Posted - 2015.01.16 23:16:00 -
[1159] - Quote
True Adamance wrote:What range with this turret have? How large will its projectile grouping be?
Still trying to work that one out, probably will start with values derived from railguns v blasters on frigates. As for the Projectile Grouping, maybe about as large as the Current Blaster reticule (when 50% dilated) at Optimal?
What's the Rail-Turret's Current Optimal Range?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Godin Thekiller
The Corporate Raiders
2699
|
Posted - 2015.01.16 23:45:00 -
[1160] - Quote
True Adamance wrote:What range with this turret have? How large will its projectile grouping be?
Another two questions I was wondering. I assume tight enough to hit a HAV within 20-30m (usual fighting distance from the good HAV fighting days), and the optimal to match would be about right. And yes, I'm serious when it is that range. If you don't believe me, test it on a emptyish match and a objective at ground level, and act as it's a HAV, orbit it and **** and see how far out you go.
And speaking of blasters, I was just speaking to Breakin (Well still talking), and I've came to a couple conclusions:
1: Although I would say that I wouldn't approve of still keeping tiers, seeing as we're trying to get HAV's as well as DS's and LAV's in at least a workable state, making them tiered doesn't matter. I will say though that I don't particullarly like some of the adjustments of your turrets in the tiers (what's with the seats being taken away?).
2: I also don't like how there's only two per class, but again, we're trying to get it to a working state, and three is better than one. However, I've thought of two that you could possibly add. First is a fit saving blaster that is reduced in efficiency, but easier to fit. Also, Breakin came up with a idea of having a almost slug like blaster, still firing in full auto, but only doing two shots per second, with a high amount of damage (can't remember what numbers he decided on however) per shot. Would you say this is something we could add into your idea?
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2699
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Posted - 2015.01.16 23:47:00 -
[1161] - Quote
Thaddeus Reynolds wrote:Godin Thekiller wrote:Speaking of turrets, that reminds me: FW turrets are still just AUR turrets, same as vehilces, and on top of that, we're missing my Gal rails. Where are they, huh? HUH? as though people needed another reason to avoid fighting for the Caldari State...yeah...technically FedMarine Railguns should exist, and technically, the Cal/Gal dropsuits/vehicles should get bonuses to Hybrids, not just to rail and plasma... anyway, I hope we see some new LP vehicle stuff coming down with this...'Specialist' Turrets would be very useful
Hey, it's not my fault only scrubs fight for the squid army.
click me
Blup Blub Bloop. Translation: Die -_-
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Thaddeus Reynolds
Facepunch Security
162
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Posted - 2015.01.16 23:55:00 -
[1162] - Quote
Godin Thekiller wrote:True Adamance wrote:What range with this turret have? How large will its projectile grouping be? Another two questions I was wondering. I assume tight enough to hit a HAV within 20-30m (usual fighting distance from the good HAV fighting days), and the optimal to match would be about right. And yes, I'm serious when it is that range. If you don't believe me, test it on a emptyish match and a objective at ground level, and act as it's a HAV, orbit it and **** and see how far out you go. And speaking of blasters, I was just speaking to Breakin (Well still talking), and I've came to a couple conclusions: 1: Although I would say that I wouldn't approve of still keeping tiers, seeing as we're trying to get HAV's as well as DS's and LAV's in at least a workable state, making them tiered doesn't matter. I will say though that I don't particullarly like some of the adjustments of your turrets in the tiers (what's with the seats being taken away?). 2: I also don't like how there's only two per class, but again, we're trying to get it to a working state, and three is better than one. However, I've thought of two that you could possibly add. First is a fit saving blaster that is reduced in efficiency, but easier to fit. Also, Breakin came up with a idea of having a almost slug like blaster, still firing in full auto, but only doing two shots per second, with a high amount of damage (can't remember what numbers he decided on however) per shot. Would you say this is something we could add into your idea?
To address the queston of Seats being taken away, instead of having a module to add seat (like what breakin has in his) I added base seats to the HAVs for transport purposes, that get taken away when you fit a "larger" gun.
A Solid Slugthrowing blaster would be Ok to add, I'll just take a little while to generate statistics...as for the reduced fitting one, there are Specialist Variations of infantry weapons, why not for vehicles?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Godin Thekiller
The Corporate Raiders
2699
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Posted - 2015.01.17 00:21:00 -
[1163] - Quote
Lazer Fo Cused wrote:1. LLAV now has new skill again - 99% reduction in PG needs of all remote repairers - Basically means it can fit on heavy remote reps too 1a. ECM Burst module skill is 5% reduction to sig profile, target breaker mod has no skill bonus yet 1b. Piloting skill has 2% to agility per level 1c. Vehicle manovering - 2% to accaleration per level 1d. Vehicle command - 2% to max top speed 2. Still missing certain modules, using EVE numbers instead currently 3. Scout LAV may have cloak also EWAR based for scans etc - cloak will be too hard to fit on other vehicles and also penalty added for measure 4. Not sure if marauder/enforcer should have a unique module to it 4a. Want to make basic hulls useful in comparision across all levels - need a role 5. PE detector - module maybe for pilot suit, not standard - currently has sound but by time you hear it you have hit them 5a. SL detector - should be standard in all DS 6. Pilot suits for all races yet to be added complete with bonuses and module ideas 7. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
Heavy reps on a LLV would be pushing it, it was already doing good without heavy ones.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2699
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Posted - 2015.01.17 00:24:00 -
[1164] - Quote
Thaddeus Reynolds wrote:Godin Thekiller wrote:True Adamance wrote:What range with this turret have? How large will its projectile grouping be? Another two questions I was wondering. I assume tight enough to hit a HAV within 20-30m (usual fighting distance from the good HAV fighting days), and the optimal to match would be about right. And yes, I'm serious when it is that range. If you don't believe me, test it on a emptyish match and a objective at ground level, and act as it's a HAV, orbit it and **** and see how far out you go. And speaking of blasters, I was just speaking to Breakin (Well still talking), and I've came to a couple conclusions: 1: Although I would say that I wouldn't approve of still keeping tiers, seeing as we're trying to get HAV's as well as DS's and LAV's in at least a workable state, making them tiered doesn't matter. I will say though that I don't particullarly like some of the adjustments of your turrets in the tiers (what's with the seats being taken away?). 2: I also don't like how there's only two per class, but again, we're trying to get it to a working state, and three is better than one. However, I've thought of two that you could possibly add. First is a fit saving blaster that is reduced in efficiency, but easier to fit. Also, Breakin came up with a idea of having a almost slug like blaster, still firing in full auto, but only doing two shots per second, with a high amount of damage (can't remember what numbers he decided on however) per shot. Would you say this is something we could add into your idea? To address the queston of Seats being taken away, instead of having a module to add seat (like what breakin has in his) I added base seats to the HAVs for transport purposes, that get taken away when you fit a "larger" gun. A Solid Slugthrowing blaster would be Ok to add, I'll just take a little while to generate statistics...as for the reduced fitting one, there are Specialist Variations of infantry weapons, why not for vehicles?
So to balance the fact that HAV's will for the meantime become both HAV's and MAV's? Okay, I'm fine with that, IF that gets thrown out the window as soon as MAV's come.
I can wait (been waiting a month + to get more info on the Pokey front. As for specialist turrets, pretty much what I was asking for.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16642
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Posted - 2015.01.17 00:29:00 -
[1165] - Quote
Godin Thekiller wrote:Thaddeus Reynolds wrote:Godin Thekiller wrote:True Adamance wrote:What range with this turret have? How large will its projectile grouping be? Another two questions I was wondering. I assume tight enough to hit a HAV within 20-30m (usual fighting distance from the good HAV fighting days), and the optimal to match would be about right. And yes, I'm serious when it is that range. If you don't believe me, test it on a emptyish match and a objective at ground level, and act as it's a HAV, orbit it and **** and see how far out you go. And speaking of blasters, I was just speaking to Breakin (Well still talking), and I've came to a couple conclusions: 1: Although I would say that I wouldn't approve of still keeping tiers, seeing as we're trying to get HAV's as well as DS's and LAV's in at least a workable state, making them tiered doesn't matter. I will say though that I don't particullarly like some of the adjustments of your turrets in the tiers (what's with the seats being taken away?). 2: I also don't like how there's only two per class, but again, we're trying to get it to a working state, and three is better than one. However, I've thought of two that you could possibly add. First is a fit saving blaster that is reduced in efficiency, but easier to fit. Also, Breakin came up with a idea of having a almost slug like blaster, still firing in full auto, but only doing two shots per second, with a high amount of damage (can't remember what numbers he decided on however) per shot. Would you say this is something we could add into your idea? To address the queston of Seats being taken away, instead of having a module to add seat (like what breakin has in his) I added base seats to the HAVs for transport purposes, that get taken away when you fit a "larger" gun. A Solid Slugthrowing blaster would be Ok to add, I'll just take a little while to generate statistics...as for the reduced fitting one, there are Specialist Variations of infantry weapons, why not for vehicles? So to balance the fact that HAV's will for the meantime become both HAV's and MAV's? Okay, I'm fine with that, IF that gets thrown out the window as soon as MAV's come. I can wait (been waiting a month + to get more info on the Pokey front. As for specialist turrets, pretty much what I was asking for.
As long as the slug throwing sized guns have decreased efficiency/ lower alpha/dps than their Larger equivalents that should be fine.
*"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
2699
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Posted - 2015.01.17 00:36:00 -
[1166] - Quote
@ Thaddeus-
1: What is your motivation for putting in 90mm plates?
2: What's the difference between mounted DU and the mCRU?
3: nanofibres were a good addition to the game, and were used in quite a few fits. Would you say that bringing them back is a good idea?
4: I'm going to try and make some fits with your current stats at lvl 5 (because as soon as this drops, hopefull I will have lvl 5, or at least real close). I will report to see how the fits goes.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2699
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Posted - 2015.01.17 00:48:00 -
[1167] - Quote
By the way, this is what I'm using to make the fits. You're free to copy and edit as needed, as that's what I'm doing.
click me
Blup Blub Bloop. Translation: Die -_-
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Thaddeus Reynolds
Facepunch Security
162
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Posted - 2015.01.17 01:35:00 -
[1168] - Quote
Godin Thekiller wrote:@ Thaddeus-
1: What is your motivation for putting in 90mm plates?
2: What's the difference between mounted DU and the mCRU?
3: nanofibres were a good addition to the game, and were used in quite a few fits. Would you say that bringing them back is a good idea?
4: I'm going to try and make some fits with your current stats at lvl 5 (because as soon as this drops, hopefull I will have lvl 5, or at least real close). I will report to see how the fits goes.
Ok In Order
1. To assist Small Vehicles (Primarily Dropships) by giving them a higher HP options to put onto their vehicles, for a similar relative cost to what the HAVs get
2: Mounted Drop Uplink would be a Low Powered Slot option, that takes up CPU primarily, but has lower efficacy than the mCRU, primarily to allow use of a Spawn Point on either Shield or Armor based vehicles, without sacrificing primary tank potential.
3. I'm still working on adding the modules, I got caught up in the Large Turrets, so I'll try to bring them back
4. Thanks, I can use help checking my work and telling me where I suggest something completely broken
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Thaddeus Reynolds
Facepunch Security
162
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Posted - 2015.01.17 01:42:00 -
[1169] - Quote
Godin Thekiller wrote:By the way, this is what I'm using to make the fits. You're free to copy and edit as needed, as that's what I'm doing.
You need to change sharing permissions, right now one has to request access, open in up to Anyone With Link can View, or Anyone with Link Can Comment
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Godin Thekiller
The Corporate Raiders
2699
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Posted - 2015.01.17 01:57:00 -
[1170] - Quote
Thaddeus Reynolds wrote:Godin Thekiller wrote:By the way, this is what I'm using to make the fits. You're free to copy and edit as needed, as that's what I'm doing. You need to change sharing permissions, right now one has to request access, open in up to Anyone With Link can View, or Anyone with Link Can Comment
Here. I'm afk now, so I can't keep on going, can you?
click me
Blup Blub Bloop. Translation: Die -_-
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