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Godin Thekiller
The Corporate Raiders
2701
|
Posted - 2015.01.18 07:38:00 -
[1201] - Quote
True Adamance wrote:Stuff about turrets
If there was a more efficient way of doing this, tell me and we can do it.
1: Yes, and that's why they would have such a short range. I would agree with you if they were further away, but they are not. Remember, in his idea, the blaster is essentially firing multiple rounds at once, instead of just one in a rapid firing manner. Technically, they should have the same range as now, assuming they are the same charge, and the same or similar energy is given to each shot (which seems to be the case, seeing as the damage per shot is similar still).
Anyways, no, not canister shells (those are AP rounds, not AT), cluster shells. It's a shell sent at a target that sends smaller rounds into it mid flight, kinda like this, more or less (most likely less, unless there's nuclear warheads involved). They are in fact workable as far as killing tanks goes, and I was told there's shells like that for tanks, and that's newer tanks. Sure, a traditional AP round will pen more (and that's why a rail clearly has more direct damage than this), but this would be much easier to aim and hit with, especially when on the move and in closer ranges (assuming there's no guidance computers involved).
This is still a lore argument by the way, but it is interesting.
2: There's two parts to this:
A- Lots of people, not just myself, has grown to like the close range action that blasters, or anything of similar traits gives. If you want to play long range, hang back, grab a missile (and a actual missile, not these ******* rockets), rail, beam laser, or arty and let us do what we do.
B- tanks naturally get close to each other. It's bound to happen. Even with the ridiculous ranges that WWII tanks had (at least later in the war), they STILL got into close ranges with each other (a friend of my gramps shot the gun or a Sherman, and he told me how often he would get in close to the Germans, which apparently happened a lot). So far, I haven't seen any different in any game generally, and Dust is no exception.
C- This would mean that, again, Blasters, AC's, Pulse Lasers, Rockets, and anything else that COULD happen won't, because everything has to be a long range cannon. Even if they did, they would be useless, because everything long range would just snipe them down. On top of that, only the best long range turret (since they are all similar in nature, slow ROF cannons) would be used, creating a situation that we have now.
Speed tanking would exist MORE with good close range turrets. It makes zero sense with a long range turret however. Why would you even possibly need speed when you're not going anywhere very fast due to sniping things? Also, terrain is already used to advantage people, and was used even more when smart people played.
Shotgun turret with a lower ROF and a way smaller mag and reserve mag, and you go around killing infantry, even higher heat, and you go around killing infantry. Cool, your choice.
3: Changing the guns so it's everyone sniping at everyone would change jack. We trying to balance the hulls and raise the TTK back to old Uprising levels is in fact making that player skill return. As for your desc's of each turret, the way they work aside, that's generally what people is pushing for minus the splash (it varies). Otherwise, that is a VERY limited list of turrets to choose from, and a even more when you look at it from the above perspectives, so I'd rather not.
4: And that sill is valid. Looking at Thaddeus's AC, it looks like something to kill a HAV or a turret with, not infantry. the Barrage AC's would be the worst thing to kill infantry with, seeing as missing shots is probably easy enough to do, and you only get a grand total of three bursts before you've seized up. That is just unwieldy as hell for fighting infantry, but on a bigger target that you won't miss, that 1k DPS looks real nice.
Also, your point is to remove variation?
5: No, it is not. People build fits for situations they plan on getting into. They also play how the fit is built for (skilled people anyways). a MAJOR part of that is the turret. If everything turret is very similar, people would build their fits around very similar things, making only a couple fits per hull (hell, some hulls might even be useless compared to others, and entire ideas for hulls would be even cut out, and not just for HAV's; LLV's are best on amobile HAV, and worst on a hiding, camping HAV). This would have the opposite effect of variation, aka what we have now.
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Godin Thekiller
The Corporate Raiders
2701
|
Posted - 2015.01.18 07:40:00 -
[1202] - Quote
Thaddeus Reynolds wrote:Godin Thekiller wrote:Thaddeus Reynolds wrote:Godin Thekiller wrote:@ Thaddeus- What do you mean by giant MD? You have quite long ranges on your Arties, but MD's are known for being really bad at long range. How do you plan on fixing that? A fast flying shell, or indirect fire? Also, why is it full auto with such a long interval between shots?
Also, I was thinking that I didn't like the idea of reintroducing tiers, but I get using vehicles as a starting point. However, in EVE, the differences of the sizes in class of the turrets was stronger for less tracking. Is this your intent? A giant Mass Driver with a faster shell and a less eccentric arc to address Range Issues, but anything to give them artillery functionality (I was just suggesting a simple method for modifying an existing weapon so not much new has to be done). and Full Auto mainly because of Auto-fill, I'll update shortly Tiered Turrets are already part of DUST, but I would like to see downsides to using larger ones, in my current suggestion, you sacrifice transport capacity for higher stats...but lower tracking is also an option It'd also need a way better sight than the MD (because you know, MD has that terribad hip sight, and even worse actual sight) too. As for the desc, I did see that, I was just wondering for more of a elaboration. So faster shot. I'd like to see indirect fire tbh, but as you said, lots of work would need to be done. Maybe later on hopefully. Okay. Damn autofill messing up people -_- You misunderstand, I mean rather than tierciding them, putting back in tiered turrets. I forgot about the seat thing, but as we discussed before, that would only be temporary, until the devs can put in more things for HAV's to do as well as more importantly MAV's in which these new seats is supposed to make up for. There would still need to be a "Other" thing it could possibly make up for. Well...the MD needs a better way to sight as well...but a sight that's something like this...with practice it can be very very accurate. Wait...do you want Tiered Turrets or do you want to Tiericide Turrets?
What exactly am I looking at above?
Tiercide, what confused you?
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Godin Thekiller
The Corporate Raiders
2701
|
Posted - 2015.01.18 07:49:00 -
[1203] - Quote
True Adamance wrote:I'll just say two more things before the conversation reverts back to what CCP Rattati actually asked for,
The First is that I do understand that Dust is not a conventionally military shooter game and therefore does not have to follow what I/we might consider to be conventional shooter game designs however what I find interesting about vehicle and tank use in other games that I do not in Dust is that they are grounded in the conventional even if the premise of the tank is not e.g the T85 Levkov from Battlefield 4 or the Magrider from Planetside 2, even the Starwars Battlefront 2 Hover Tanks which allowed you to fire anti infantry blasters but had slow firing rocket pods as your main damage dealer.
It's something that can be recognised by players universally and it means that its a solid platform for CCP to later say "Hey you guys know what?"
Also I see it as a move closer to EVE. In EVE as you know your turret modules are always cycling. Firing. Then Cycling again. Much like my proposed ideas. Also I see it as a chance to remove damage modules entirely form the game and let CCP base their base values which can be modified with things like Reload Speed Modules which do what Gyrostabilisers, Heat Sinks, Accelerators etc do in EVE.
Scifi shooters that has it imo has problems of their own, and I think are lazy by only having such turret types (and all three of those games has conventional tanks, so meh).
As for recognizing it right away, nobody said that you had to have such a thing. Whenever something is not in fact like the norm, and is done well, that usually ends up being a good thing, a really good thing in fact.
And as many have already said, we don't need to copy EVE onto Dust and make it a FPS. Things in EVE works (mostly) because EVE is made in a specific way. Things carbon cpoied into Dust however wouldn't, because Dust is made in a specific way. This should be clear to you now.
But you are right, we should get back onto business, but I think this conversation would help Master Splinter (All of it mind you, even the bits and pieces about WWII cannons shells ) make us better vehicles. Back to business then, shall we?
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Thaddeus Reynolds
Facepunch Security
162
|
Posted - 2015.01.18 07:49:00 -
[1204] - Quote
Godin Thekiller wrote:Thaddeus Reynolds wrote:Godin Thekiller wrote:Thaddeus Reynolds wrote:Godin Thekiller wrote:@ Thaddeus- What do you mean by giant MD? You have quite long ranges on your Arties, but MD's are known for being really bad at long range. How do you plan on fixing that? A fast flying shell, or indirect fire? Also, why is it full auto with such a long interval between shots?
Also, I was thinking that I didn't like the idea of reintroducing tiers, but I get using vehicles as a starting point. However, in EVE, the differences of the sizes in class of the turrets was stronger for less tracking. Is this your intent? A giant Mass Driver with a faster shell and a less eccentric arc to address Range Issues, but anything to give them artillery functionality (I was just suggesting a simple method for modifying an existing weapon so not much new has to be done). and Full Auto mainly because of Auto-fill, I'll update shortly Tiered Turrets are already part of DUST, but I would like to see downsides to using larger ones, in my current suggestion, you sacrifice transport capacity for higher stats...but lower tracking is also an option It'd also need a way better sight than the MD (because you know, MD has that terribad hip sight, and even worse actual sight) too. As for the desc, I did see that, I was just wondering for more of a elaboration. So faster shot. I'd like to see indirect fire tbh, but as you said, lots of work would need to be done. Maybe later on hopefully. Okay. Damn autofill messing up people -_- You misunderstand, I mean rather than tierciding them, putting back in tiered turrets. I forgot about the seat thing, but as we discussed before, that would only be temporary, until the devs can put in more things for HAV's to do as well as more importantly MAV's in which these new seats is supposed to make up for. There would still need to be a "Other" thing it could possibly make up for. Well...the MD needs a better way to sight as well...but a sight that's something like this...with practice it can be very very accurate. Wait...do you want Tiered Turrets or do you want to Tiericide Turrets? What exactly am I looking at above? Tiercide, what confused you?
Ok, So, I'd be fine with a tracking penalty being added into the more powerful turrets just as it is in eve. (I was confused because I was saying that I'd be open to have tracking penalties associated with the larger turrets)
The image linked is an artillery sight in a shooter that is very effective at being an artillery sight
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
16651
|
Posted - 2015.01.18 07:51:00 -
[1205] - Quote
Godin Thekiller wrote:True Adamance wrote:Stuff about turrets
If there was a more efficient way of doing this, tell me and we can do it. 1: Yes, and that's why they would have such a short range. I would agree with you if they were further away, but they are not. Remember, in his idea, the blaster is essentially firing multiple rounds at once, instead of just one in a rapid firing manner. Technically, they should have the same range as now, assuming they are the same charge, and the same or similar energy is given to each shot (which seems to be the case, seeing as the damage per shot is similar still). Anyways, no, not canister shells (those are AP rounds, not AT), cluster shells. It's a shell sent at a target that sends smaller rounds into it mid flight, kinda like this, more or less (most likely less, unless there's nuclear warheads involved). They are in fact workable as far as killing tanks goes, and I was told there's shells like that for tanks, and that's newer tanks. Sure, a traditional AP round will pen more (and that's why a rail clearly has more direct damage than this), but this would be much easier to aim and hit with, especially when on the move and in closer ranges (assuming there's no guidance computers involved). This is still a lore argument by the way, but it is interesting. 2: There's two parts to this: A- Lots of people, not just myself, has grown to like the close range action that blasters, or anything of similar traits gives. If you want to play long range, hang back, grab a missile (and a actual missile, not these ******* rockets), rail, beam laser, or arty and let us do what we do. B- tanks naturally get close to each other. It's bound to happen. Even with the ridiculous ranges that WWII tanks had (at least later in the war), they STILL got into close ranges with each other (a friend of my gramps shot the gun or a Sherman, and he told me how often he would get in close to the Germans, which apparently happened a lot). So far, I haven't seen any different in any game generally, and Dust is no exception. C- This would mean that, again, Blasters, AC's, Pulse Lasers, Rockets, and anything else that COULD happen won't, because everything has to be a long range cannon. Even if they did, they would be useless, because everything long range would just snipe them down. On top of that, only the best long range turret (since they are all similar in nature, slow ROF cannons) would be used, creating a situation that we have now. Speed tanking would exist MORE with good close range turrets. It makes zero sense with a long range turret however. Why would you even possibly need speed when you're not going anywhere very fast due to sniping things? Also, terrain is already used to advantage people, and was used even more when smart people played. Shotgun turret with a lower ROF and a way smaller mag and reserve mag, and you go around killing infantry, even higher heat, and you go around killing infantry. Cool, your choice. 3: Changing the guns so it's everyone sniping at everyone would change jack. We trying to balance the hulls and raise the TTK back to old Uprising levels is in fact making that player skill return. As for your desc's of each turret, the way they work aside, that's generally what people is pushing for minus the splash (it varies). Otherwise, that is a VERY limited list of turrets to choose from, and a even more when you look at it from the above perspectives, so I'd rather not. 4: And that sill is valid. Looking at Thaddeus's AC, it looks like something to kill a HAV or a turret with, not infantry. the Barrage AC's would be the worst thing to kill infantry with, seeing as missing shots is probably easy enough to do, and you only get a grand total of three bursts before you've seized up. That is just unwieldy as hell for fighting infantry, but on a bigger target that you won't miss, that 1k DPS looks real nice. Also, your point is to remove variation? 5: No, it is not. People build fits for situations they plan on getting into. They also play how the fit is built for (skilled people anyways). a MAJOR part of that is the turret. If everything turret is very similar, people would build their fits around very similar things, making only a couple fits per hull (hell, some hulls might even be useless compared to others, and entire ideas for hulls would be even cut out, and not just for HAV's; LLV's are best on amobile HAV, and worst on a hiding, camping HAV). This would have the opposite effect of variation, aka what we have now.
I think there is positive variation and negative variation.
Positive is the kind that you can talk about with your fellow pilots for days....negative is where there is so much is muddles the water and makes balancing a role difficult.
I love CQC combat but you don't have to have rapid firing weapons to have solid CQC combat on tanks however unlike you I don't believe balance and the development of HAV necessarily requires the game to provide "assault weapons" for tanks.
*"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
2701
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Posted - 2015.01.18 08:20:00 -
[1206] - Quote
Doing some initial fitting, it now does in fact matter that you're skilled. Without skills, it's impossible to even fill the low slots on a Maddy with assorted enhanced and complex things, you'll cap out really quick. Going to see about a full basic fit now, unskilled
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Godin Thekiller
The Corporate Raiders
2701
|
Posted - 2015.01.18 08:49:00 -
[1207] - Quote
Update: even with the basics fully on, you can't fit a unskilled Maddy. fit is 2 armor hardeners, a 60mm and 120mm plate, and a heavy armor repairer (not the hull repairer).
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Godin Thekiller
The Corporate Raiders
2701
|
Posted - 2015.01.18 09:35:00 -
[1208] - Quote
True Adamance wrote:
you don't have to have rapid firing weapons to have solid CQC combat on tanks
however unlike you I don't believe balance and the development of HAV necessarily requires the game to provide "assault weapons" for tanks.
It basically comes down to these two things, in which
Yes, you kinda do have to have fast firing weapons in CQC, as every second you're not putting rounds into the target is rounds wasted in CQC. It doesn't matter as much at range because you have to aim more, which gives more time to think. That's why good CQ weapons are most likely high DPS low alpha weapons, or a pseudo alpha like a shotgun.
I never said it wouldn't lead to balance, I said it would lead to constantly changing meta due to FOTM's. With this, everything preforms differently, and would preform better or wose depending on the situation you're in. It leads to pilots egging the opponents into the ideal situation, so it becomes a situation of who can get better positioning, who can break that to their advantage, or who can maintain it, while properly using their modules. It just works better for variations within variations, instead of everything being the same, which I'm frankly sick of in any game.
Also, why can't we have assault weapons? What's the point of saying no to them? What's so wrong about assault guns?
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THUNDERGROOVE
Fatal Absolution
1298
|
Posted - 2015.01.18 14:02:00 -
[1209] - Quote
Godin Thekiller wrote:
Also, why can't we have assault weapons? What's the point of saying no to them? What's so wrong about assault guns?
More BS for CCP to fail at balancing doesn't sound like all that great of an idea.
Dual tanking is for bad players.
Come play a better game.
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Breakin Stuff
Internal Error. Negative-Feedback
6572
|
Posted - 2015.01.18 15:19:00 -
[1210] - Quote
assault guns are easy enough to build. The problem is the conceptual clash between "I want a machinegun turret" and "I want a cannon."
It's why my turret builds are set up to accommodate both.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Thaddeus Reynolds
Facepunch Security
163
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Posted - 2015.01.18 16:59:00 -
[1211] - Quote
Godin Thekiller wrote:Update: even with the basics fully on, you can't fit a unskilled Maddy. fit is 2 armor hardeners, a 60mm and 120mm plate, and a heavy armor repairer (not the hull repairer).
I just upped the fitting slightly, see if that changed anything...if not I'll look into armor mods efficiency vs shield mods more carefully
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
2701
|
Posted - 2015.01.18 17:24:00 -
[1212] - Quote
Breakin Stuff wrote:assault guns are easy enough to build. The problem is the conceptual clash between "I want a machinegun turret" and "I want a cannon."
It's why my turret builds are set up to accommodate both.
Well, for the most part, Thaddeus's are not in fact machine gun turrets, but hard hitters that does good on big targets, but not much else.
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Godin Thekiller
The Corporate Raiders
2701
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Posted - 2015.01.18 17:32:00 -
[1213] - Quote
Thaddeus Reynolds wrote:Godin Thekiller wrote:Update: even with the basics fully on, you can't fit a unskilled Maddy. fit is 2 armor hardeners, a 60mm and 120mm plate, and a heavy armor repairer (not the hull repairer). I just upped the fitting slightly, see if that changed anything...if not I'll look into armor mods efficiency vs shield mods more carefully
Well, that might take awhile, because the entire fitting tool deleted itself. Not sure how, but it's gone.
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Jathniel
G I A N T
1439
|
Posted - 2015.01.18 17:38:00 -
[1214] - Quote
CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks)Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors.
TYPO underlined.
I think you meant "Madrugar" not "Marauder". :)
Retired
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Godin Thekiller
The Corporate Raiders
2702
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Posted - 2015.01.18 17:59:00 -
[1215] - Quote
Jathniel wrote:CCP Rattati wrote:Dear Players, We have wanted to bring back variety for the Vehicle Users of DUST 514 for some time now. I will be honest and admit that I thought it would be easier. After considerable groundwork, I see that there is no easy way to do this and we have to refactor the Enforcers and Marauders completely, with new skills and bonuses where I was hoping to quickly review the slots, eHP and fitting capacity and ship them. So kind of good news and bad news. All that said and done, I am sharing an incredibly preliminary spreadsheet on how I see this working. In short The Enforcers and Marauders are strictly side-grades and meant to create an interesting vehicle vs vehicle paper/rock/scissors gameplay. Tank Destroyers - Enforcers - DHAVs Falchion - slow to react, quick to aim, long range platforms with very low ehp - Main Counter to Marauder - insta pops Vayu Vayu - flanking brawlers that circle to avoid tracking while blasting - Main counter to Falchion, has a fighting chance against Marauder Ultra Heavy Tanks (Super) - Marauders - UHAVs Surya - Armor and rep, low mobility, good turret tracking, stand and deliver Sagaris - Shield and regen, ok mobility, bad turret tracking, aim through maneuvering and flanking Main Battle Tank - HAV Marauder - Same (with tweaks)Gunnlogi - Same (with tweaks) I am not a tanker, so will rely on the Vehicle Community to bring everything they have to the table. CPM is also crowdsourcing something so should get interesting. Here is the spreadsheet, you are seeing this early an unpolished, probably with some errors. TYPO underlined. I think you meant "Madrugar" not "Marauder". :)
We are 61 pages in, and THIS is what you point out?
Get on topic, or I will end you
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Breakin Stuff
Internal Error. Negative-Feedback
6574
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Posted - 2015.01.18 18:21:00 -
[1216] - Quote
Godin Thekiller wrote:We are 61 pages in, and THIS is what you point out? Get on topic, or I will end you
...HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHA Ok you just made my day.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16656
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Posted - 2015.01.18 20:10:00 -
[1217] - Quote
Godin Thekiller wrote:True Adamance wrote:
you don't have to have rapid firing weapons to have solid CQC combat on tanks
however unlike you I don't believe balance and the development of HAV necessarily requires the game to provide "assault weapons" for tanks.
It basically comes down to these two things, in which Yes, you kinda do have to have fast firing weapons in CQC, as every second you're not putting rounds into the target is rounds wasted in CQC. It doesn't matter as much at range because you have to aim more, which gives more time to think. That's why good CQ weapons are most likely high DPS low alpha weapons, or a pseudo alpha like a shotgun. I never said it wouldn't lead to balance, I said it would lead to constantly changing meta due to FOTM's. With this, everything preforms differently, and would preform better or wose depending on the situation you're in. It leads to pilots egging the opponents into the ideal situation, so it becomes a situation of who can get better positioning, who can break that to their advantage, or who can maintain it, while properly using their modules. It just works better for variations within variations, instead of everything being the same, which I'm frankly sick of in any game. Also, why can't we have assault weapons? What's the point of saying no to them? What's so wrong about assault guns?
Simply put lack of penetrability vs a tank that repairs itself.
Apparently according to Thaddeus graphene based technology is a very viable form of technology in New Eden alongside super dense alloys and what we'd consider FHA and RHA. Couple that with Nanite based technologies which repair damaged segements of armour while under-fire..... it honestly doesn't begin to make sense to use Assault weapons on a tank.
I don't think it much matters about wasted seconds in CQC. You shouldn't ever want to get up close in a tank knowing full well you penetrate armour more easily and can be destroyed more easily not only this but as long as assault weapons exist tanking will never require any effort from its players who can just turn assault weapons high rates of fire against infantrymen, sustain that fire, and continue to abuse an insanely powerful hull.
It requires more discipline from a player to make their shots could in close range with single shot weapons that it does to blaze away with a Plasma machinegun.
*"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
6574
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Posted - 2015.01.18 20:13:00 -
[1218] - Quote
alpha weapons are more likely to make enemy HAV pilots panic and make mistakes.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16656
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Posted - 2015.01.18 20:18:00 -
[1219] - Quote
Breakin Stuff wrote:alpha weapons are more likely to make enemy HAV pilots panic and make mistakes.
They freaking well do.
Took an 88mm to side armour on my (76) Sherman M4 scared the balls out of me so I started an angled reverse down the hill....... right into a KV-1................
*"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
6575
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Posted - 2015.01.18 21:01:00 -
[1220] - Quote
True Adamance wrote:Breakin Stuff wrote:alpha weapons are more likely to make enemy HAV pilots panic and make mistakes.
They freaking well do. Drove my Gunnlogi for the first time in a while. Saw a Rail tank and reversed up. Ate a round and reversed into a box..... for some reason I was lucky my opponent either wasn't very experienced or suffered the lock up glitch. Which let me get the advantage and saw me zig zag around him.
You should get on skype. Now. I want to show you something that might make you squee like a five year old girl given a pony for christmas
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16659
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Posted - 2015.01.18 21:03:00 -
[1221] - Quote
Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:alpha weapons are more likely to make enemy HAV pilots panic and make mistakes.
They freaking well do. Drove my Gunnlogi for the first time in a while. Saw a Rail tank and reversed up. Ate a round and reversed into a box..... for some reason I was lucky my opponent either wasn't very experienced or suffered the lock up glitch. Which let me get the advantage and saw me zig zag around him. You should get on skype. Now. I want to show you something that might make you squee like a five year old girl given a pony for christmas
Can't sorry.
Squee me!
I hope that doesn't mean what I think it does.......
*"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
6575
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Posted - 2015.01.18 21:09:00 -
[1222] - Quote
True Adamance wrote:Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:alpha weapons are more likely to make enemy HAV pilots panic and make mistakes.
They freaking well do. Drove my Gunnlogi for the first time in a while. Saw a Rail tank and reversed up. Ate a round and reversed into a box..... for some reason I was lucky my opponent either wasn't very experienced or suffered the lock up glitch. Which let me get the advantage and saw me zig zag around him. You should get on skype. Now. I want to show you something that might make you squee like a five year old girl given a pony for christmas Can't sorry. Squee me! I hope that doesn't mean what I think it does.......
Since I'm pretty much done with core things... You really should open the racial parity tab
I'm just doing things for FUN now.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16659
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Posted - 2015.01.18 21:12:00 -
[1223] - Quote
Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:alpha weapons are more likely to make enemy HAV pilots panic and make mistakes.
They freaking well do. Drove my Gunnlogi for the first time in a while. Saw a Rail tank and reversed up. Ate a round and reversed into a box..... for some reason I was lucky my opponent either wasn't very experienced or suffered the lock up glitch. Which let me get the advantage and saw me zig zag around him. You should get on skype. Now. I want to show you something that might make you squee like a five year old girl given a pony for christmas Can't sorry. Squee me! I hope that doesn't mean what I think it does....... Since I'm pretty much done with core things... You really should open the racial parity tabI'm just doing things for FUN now.
Why does the Amarr HAV at a standard level has less armour than the gallentean counter part?
I mean you were some close to the stats I was going to suggest to you of
800 Shields and 3200 armour
*"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
6575
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Posted - 2015.01.18 21:15:00 -
[1224] - Quote
True Adamance wrote:
Why does the Amarr HAV at a standard level has less armour than the gallentean counter part?
I mean you were some close to the stats I was going to suggest to you of
800 Shields and 3200 armour
Because I math'd wrong. good catch!
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
Internal Error. Negative-Feedback
6576
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Posted - 2015.01.18 21:24:00 -
[1225] - Quote
fixed.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16661
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Posted - 2015.01.18 21:29:00 -
[1226] - Quote
Breakin Stuff wrote:fixed.
Now the only question is are those base values sans the SP investments and why dem numbers odd and not even?
Even Numbers > Odd Numbers.
*"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
6576
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Posted - 2015.01.18 21:35:00 -
[1227] - Quote
True Adamance wrote:Breakin Stuff wrote:fixed.
Now the only question is are those base values sans the SP investments and why dem numbers odd and not even? Even Numbers > Odd Numbers. If say you operated at 800 Shields (Standard and Marauder Hulls) and 3200 Base Armour on the STD and 3780 Armour on the Marauder you'd have 1000 Shields + 4000 and 4725 armour respectively.
because I'm hashing out average baseline differences between armor values and shield values. I had to use the Surya as the baseline.
then I'm finding the HP baseline for the Gungnir. then I'm changing the hull shield/armor/cpu/PG of the minmatar vehicles based on the percentages of change between the types of amarr hulls so the progression is even. I'm currently rounding off and am going to clean up the values so they aren't oddball numbers when I finish. rounding up or down as needed.
I'm not done yet
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16662
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Posted - 2015.01.18 21:38:00 -
[1228] - Quote
Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:fixed.
Now the only question is are those base values sans the SP investments and why dem numbers odd and not even? Even Numbers > Odd Numbers. If say you operated at 800 Shields (Standard and Marauder Hulls) and 3200 Base Armour on the STD and 3780 Armour on the Marauder you'd have 1000 Shields + 4000 and 4725 armour respectively. because I'm hashing out average baseline differences between armor values and shield values. I had to use the Surya as the baseline. then I'm finding the HP baseline for the Gungnir. then I'm changing the hull shield/armor/cpu/PG of the minmatar vehicles based on the percentages of change between the types of amarr hulls so the progression is even. I'm currently rounding off and am going to clean up the values so they aren't oddball numbers when I finish. rounding up or down as needed. I'm not done yet
I just took the 580 difference between the Madrugar and the Surya. Added them to the based 3200 I suggested and it worked out nicely. My projected Amarr HAV sits at a little over 11K eHP with one Hardener Active due to the passive 25% resistances I'd have.
*"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
6576
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Posted - 2015.01.18 21:38:00 -
[1229] - Quote
True Adamance wrote:Breakin Stuff wrote:fixed.
Now the only question is are those base values sans the SP investments and why dem numbers odd and not even? Even Numbers > Odd Numbers. If say you operated at 800 Shields (Standard and Marauder Hulls) and 3200 Base Armour on the STD and 3780 Armour on the Marauder you'd have 1000 Shields + 4000 and 4725 armour respectively. Assuming that hopefully I could fit 180mm Poly Crystalline 1x Heat Sink 1x Damage Control 1x Passive Armour Hardener 2x Active Hardeners 1x Heavy Repper
We'll see. I'm literally bashing numbers relative to the Surya for the amarr and the sagaris for the minmatar for the marauders, then doing alterations to lesser/enforcer hulls based on percentages of change between the gallente hull values between tier/classes.
Hard to explain. I buggered up the armor, but that's fixed. with skills you should be able to get a reasonable fitting capability without trying to nova knife yourself.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
Internal Error. Negative-Feedback
6576
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Posted - 2015.01.18 21:47:00 -
[1230] - Quote
I kinda figured the Amarr for the types to consider the marauders to be main battle tanks, and what everyone ELSE thought as MBTs to be "scout tanks"
and then get butthurt when CONCORD reclassifies the Seraphim a "Marauder."
Penitent tanks might LITERALLY be a punishment detail. And Militia tanks are for weekend warrior reservists who couldn't be trusted with anything much more powerful than a tricycle.
Just seems to be an amarr thing, Go big or GO HOME.
with lasers.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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