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Spkr4theDead
Red Star.
2804
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Posted - 2015.01.21 18:33:00 -
[1381] - Quote
CCP Rattati wrote:Hi everyone,
can someone link/create "undebatable" prototype fits for both HAVs and Dropships. I need this for the next steps.
I don't know what you mean by undebatable fits, but we don't have "PRO" fits for tanks and dropships. We don't have PRO hulls, thus we can't have PRO fits. If you want a PRO turret, you need to sacrifice some defense for it. If you want the best defense you can fit, you have to sacrifice damage. Infantry doesn't have to do this since they get the best of both. I'm able to fit an assault Gk0 with a Balac's and Cala's with great defense, and I've even beat a sentinel with it in a PC.
Here's some of my fits:
For Madrugar: Ion Cannon basic NOS complex damage mod 2x armor rep CPU or PG upgrade, don't remember which
Particle Cannon basic NOS complex damage mod 2x armor rep CPU upgrade
Particle Cannon basic NOS complex damage mod armor rep basic hardener CPU or PG upgrade, don't remember which
Gunnlogi: Particle Cannon 2x damage mods 1 hardener 1 armor plate 1 PG upgrade
Particle Cannon 1 shield extender 2x shield hardeners 1 armor plate 1 PG upgrade
XT-201 Missile 1 shield extender 2x shield hardeners 1 armor plate 1 PG upgrade
There really isn't anything else that's viable. All variety was lost when 1.7 deployed. We used to be able to passive tank both hulls, using passive hardeners for fewer modules to worry about, or we could go for a strong tank with all active modules.
I have a few more fits that I can't remember. I'll post exact fittings later.
Vehicles are in a sorry state right now. I'm surprised there are still some pilots left.
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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Stefan Stahl
Seituoda Taskforce Command
918
 |
Posted - 2015.01.21 18:45:00 -
[1382] - Quote
CCP Rattati wrote:Hi everyone,
can someone link/create "undebatable" prototype fits for both HAVs and Dropships. I need this for the next steps.
Grimsnes and Myron are not PC-capable, so take any posted fittings with a grain of salt.
In case you're wondering why: Even if all fitting space is committed to defense both NDS still die to any reputable AV (a damage modded pro rail delivers 9k hp damage in 4.2 seconds from anywhere on the map). Even if you can survive three damage amped pro rail shots and have the AB to dodge the fourth you don't have the offense to kill an HAV.
All of this can potentially be solved through minor (!) CPU/PG bumps though. Fittings for DS are diverse and interesting due to the 4/2 and 2/4 layout.
In that context, allow me to link this thread.
Anyway, if it helps you: Here's my favorite Grimsnes: Link (7.2k ehp against rails + AB and a prototype turret of your choice) And my favorite Myron: Link (7.4k ehp against rails + AB and a prototype turret of your choice)
CCP Rattati wrote:Using infantry fitting logic, it goes ADV hull + proto weapon and fill in relative mods with adv to std. This is not so easy with HAV's and reduces options. Some differences: - Never fit 60 mm plates or light shield extenders. On any vehicle. If you do this, you have a bad fitting. - Never fit non complex hardeners. On any vehicle. If you do this, you have a bad fitting. |

Tesfa Alem
Death by Disassociation
729
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Posted - 2015.01.21 18:57:00 -
[1383] - Quote
@ Breaking
I occured to me that though we are dropping our fav fits for the current build we ought to go over beast mode fits from your spreadsheet.
The same goes for True, pokey, thaddeus and the like.
Anybod with proper chrome or Pre 1.8 tank fits for enforcers and maruaders ought to put up thier favorite ones as well.
Put it in your signature or something guys, I can't keep scrolling through near 70 pages of comments.
Redline for Thee, but no Redline for Me.
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Lazer Fo Cused
Shining Flame Amarr Empire
582
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Posted - 2015.01.21 19:16:00 -
[1384] - Quote
1. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml
2. Hulls added and upto date with stats including rigging stats and bonuses
3. Modules tweeked and new modules added with varients
4. Skill tree overhauled with a range of new skills
5. Turrets mainly unchanged for now except fragmented missiles
6. Pilot suit and bonuses added, pilot suit modules not done but tiered bonuses are 1/2/3/4% respectively
7. ECM added to an extent
8. Rigging added and stats to all vehicles with callibration numbers/slots for vehicles and rigs have all bonuses
9. No AV numbers - Chrome FG im fine with but i would say AV nades go to todays damage numbers and the SL also goes to todays damage numbers while retaning the 175m lock range |

shaman oga
Dead Man's Game
3741
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Posted - 2015.01.21 19:33:00 -
[1385] - Quote
CCP Rattati wrote: When playing around in protofits, I immediately get annoyed by the need for pg/cpu mods.
It's both a hull and skill tree problem. Hull stats are not very good and skill tree does not help us unless we invest a incredible amount of SP in a single turret, but even with that SP invested, it only helps fit that turret.
Situational awareness also known as passive scan.
Minmatar omni-merc
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Breakin Stuff
Internal Error. Negative-Feedback
6644
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Posted - 2015.01.21 19:36:00 -
[1386] - Quote
Tesfa Alem wrote:@ Breaking I occured to me that though we are dropping our fav fits for the current build we ought to go over beast mode fits from your spreadsheet. The same goes for True, pokey, thaddeus and the like. Anybod with proper chrome or Pre 1.8 tank fits for enforcers and maruaders ought to put up thier favorite ones as well. Put it in your signature or something guys, I can't keep scrolling through near 70  pages of comments. Link's too long, I need a bigger character limit for my sig.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
Internal Error. Negative-Feedback
6644
 |
Posted - 2015.01.21 20:08:00 -
[1387] - Quote
Rattati at least should appreciate the names I put on the minmatar dropships, if he makes the connection to what they are.
VHCL
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16724
 |
Posted - 2015.01.21 20:12:00 -
[1388] - Quote
Never drove in Chrome. I spend all my time in armour tanked Assault Suits learning to be Amarr before Uprising.
The only Enforcer Build that I was planning to skill into was one another player built before a couple of tankers talked down the Enforcers so hard I didn't end up skilling into it.
Active Heat Sink II F45 Damage Contro0l Vehicle Scanner I
120mm Armour Plate 1x Carapace Armour Hardener 1x Voltaic Armour Hardener 2x Heavy IGL Polarized Armour Repairer / Large Inefficient Heavy Armour Repairer
Scattered Ion Cannon
Shields- 1000 Armour- 6016
*"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
6644
 |
Posted - 2015.01.21 20:58:00 -
[1389] - Quote
Update: Changed Nanofiber plates to polycrystalline plates, renamed the third tier of plates Rolled Tungsten.
Re-adding nanofiber plates as the ferroscale analogs as soon as my brain is up to kit-bashing them.
Unless anyone can think of a reason not to I'm going to use the percentage differences between dropsuit plates and dropsuit ferroscales.
Nanofiber plate movement penalty intended to be 50% of standard plates.
Will hammer the numbers when I get home from work tomorrow morning.
VHCL
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Aeon Amadi
Chimera Core
7936
 |
Posted - 2015.01.21 21:04:00 -
[1390] - Quote
I haven't dabbled in HAVs much (used to in closed beta when we had the Surya and what not but not since).
Just my amateur feedback:
Assuming that we're sticking with the whole 'Armor Blaster circles the Gunnlogi' bit, what is to stop a Gunnlogi from just chilling in one spot? I think I mentioned it before but if the Gunnlogi only has to worry about what he's aiming at, and the Maddie has to worry about what he's aiming at -AND- where he's driving, it seems a little skewed in favor toward the Gunnlogi.
Just as well, what is to stop a Gunnlogi from abusing the turn speed gimmicks? You can always just turn the vehicle itself to increase tracking speed. The Gunnlogi would have to have -really- slow turn/tracking speed if we're expecting him to not be able to fight back against a faster armor tank.
Another concern I have is why we're trying to make the Armor tank the one that focuses on manueverability when armor is naturally supposed to be slower, and further weighed down by plates makes this even worse?
I like the concept provided but I'm just concerned that it'll be too hard for armor tanks to engage in Anti-Tank gameplay as opposed to just being infantry killers. If that's what their design is, then I have no problem with it, but if that's the case Infantry needs to be able to have an easier time taking out Gunnlogis since most Infantry AV weaponry is geared toward armor. We need a healthy rock/paper/scissors gameplay.
Sniper range nerf did nothing but make it harder to counter-snipe redliners. That and open up for really stupid feedback
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16725
 |
Posted - 2015.01.21 21:05:00 -
[1391] - Quote
Breakin Stuff wrote:Update: Changed Nanofiber plates to polycrystalline plates, renamed the third tier of plates Rolled Tungsten.
Re-adding nanofiber plates as the ferroscale analogs as soon as my brain is up to kit-bashing them.
Unless anyone can think of a reason not to I'm going to use the percentage differences between dropsuit plates and dropsuit ferroscales.
Nanofiber plate movement penalty intended to be 50% of standard plates.
Will hammer the numbers when I get home from work tomorrow morning.
Super Dense Rolled Tungsten Armour (SDRTA) the new RHA vs Armour Piercing Super Dense Iridium Discarding Sabots (APSDIDS)....... me likey.
*"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
6644
 |
Posted - 2015.01.21 21:12:00 -
[1392] - Quote
Aeon Amadi wrote:I haven't dabbled in HAVs much (used to in closed beta when we had the Surya and what not but not since).
Just my amateur feedback:
Assuming that we're sticking with the whole 'Armor Blaster circles the Gunnlogi' bit, what is to stop a Gunnlogi from just chilling in one spot? I think I mentioned it before but if the Gunnlogi only has to worry about what he's aiming at, and the Maddie has to worry about what he's aiming at -AND- where he's driving, it seems a little skewed in favor toward the Gunnlogi.
Just as well, what is to stop a Gunnlogi from abusing the turn speed gimmicks? You can always just turn the vehicle itself to increase tracking speed. The Gunnlogi would have to have -really- slow turn/tracking speed if we're expecting him to not be able to fight back against a faster armor tank.
Another concern I have is why we're trying to make the Armor tank the one that focuses on manueverability when armor is naturally supposed to be slower, and further weighed down by plates makes this even worse?
I like the concept provided but I'm just concerned that it'll be too hard for armor tanks to engage in Anti-Tank gameplay as opposed to just being infantry killers. If that's what their design is, then I have no problem with it, but if that's the case Infantry needs to be able to have an easier time taking out Gunnlogis since most Infantry AV weaponry is geared toward armor. We need a healthy rock/paper/scissors gameplay.
First point: I occasionally drive a maddy. on the RARE occasion I get a rail Gunnlogi dead to rights I watch his turret, it's traversal is slower than my HAV, so if it stops moving I stop at a 180 degree angle from it. So long as that barrel is pointed elsewhere I'm safe, and it's massively obvious where he's pointing it.
Second point: Turn speed gimmicks are only effective if the Rails continue to have a higher DPS value than blasters. This is something that's needed correcting since beta.
Third point: Because the armor tanks have the short range weapons. They have to be able to get within optimal while eating the punishment delivered getting there.
And I tend to agree to a point about shield tanks, long range yadda yadda yadda.
The answer isn't to make them more vulnerable to swarms and forge gunners. The answer is to take rattati up on his stated intent to make anti shield AV weapons using existing art assets. That way weapons can be balanced so rails and projectiles actually do perform poorly versus shields, and lasers and plasma perform similarly poorly versus armor. This means that whenever we introduce heavy AV weapons for projectiles, plasma and lasers, I am of the opinion that the turrets for the lasers, and cannons, both small and large, should be introduced together.
VHCL
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16725
 |
Posted - 2015.01.21 21:17:00 -
[1393] - Quote
Aeon Amadi wrote:I haven't dabbled in HAVs much (used to in closed beta when we had the Surya and what not but not since).
Just my amateur feedback:
Assuming that we're sticking with the whole 'Armor Blaster circles the Gunnlogi' bit, what is to stop a Gunnlogi from just chilling in one spot? I think I mentioned it before but if the Gunnlogi only has to worry about what he's aiming at, and the Maddie has to worry about what he's aiming at -AND- where he's driving, it seems a little skewed in favor toward the Gunnlogi.
Just as well, what is to stop a Gunnlogi from abusing the turn speed gimmicks? You can always just turn the vehicle itself to increase tracking speed. The Gunnlogi would have to have -really- slow turn/tracking speed if we're expecting him to not be able to fight back against a faster armor tank.
Another concern I have is why we're trying to make the Armor tank the one that focuses on manueverability when armor is naturally supposed to be slower, and further weighed down by plates makes this even worse?
I like the concept provided but I'm just concerned that it'll be too hard for armor tanks to engage in Anti-Tank gameplay as opposed to just being infantry killers. If that's what their design is, then I have no problem with it, but if that's the case Infantry needs to be able to have an easier time taking out Gunnlogis since most Infantry AV weaponry is geared toward armor. We need a healthy rock/paper/scissors gameplay.
The underlined is already done. With comparatively slow tracking Railguns and Missile you can effectually increase your turret tracking by turning as well ensuring your opponents never gets to your rear armour.
The bolded is rather true. In Dust we're basically cannibalising what likely comes right out of EVE and trying to apply that to Dust. However when it comes to tanks (and I don't mean to draw from history again) the weight of the tank likely determines the kind of engine and drive system it has. An M4 Sherman would move at top speed between 40-48 kmph while a 20 tonne heavier tiger could also move in open country at 45 kmph.
*"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
6645
 |
Posted - 2015.01.21 21:29:00 -
[1394] - Quote
I'm thinking if Rattati uses anything resembling my DPS values we're going to need to SEVERELY consider the following due to the damage slowdowns I am proposing:
1: Some splash returned to rails, representing a hybrid charge with a warhead load rather than a straight tungsten sabot. Most of what I'm doing is slowing the rate of fire. We might want to give thought to severely reducing or removing the heat penalty from rails if we go this route of slow fire alpha. No point penalizing HAV drivers for having at baseline slightly more DPS than a forge gun (Your skills will still take your numbers much higher though, the alpha on the proto, unmodded has the potential to hit 2,187 Alpha before any damage mods are accounted for. upwards around 838 DPS if double-modded. Enforcers are going to hit harder than breach forges easily).
2: Some dispersion reduction to Blasters. Not because of Infantry per se, that's only part of it, but because they're going to need to be able to consistently slam shots accurately into vehicle sized targets all the way out to their optimal cutoff.
3: Increased splash radius to missiles. If he goes with my numbers you aren't going to be able to machinegun the damn things anymore, so they'll need something to make them viable. they will also need to have the actual projectile accelerated so they can HIT targets outside blaster optimal.
I say this as an AV gunner:
HAVs, while they should not be lazily farming Infantry kills, SHOULD retain the capacity to both fight back against hostile infantry AV, and provide meaningful fire support to suppress enemies in support of an Infantry push.
Simply making HAVs anti-vehicle is a rather shallow role with only so much battlefield utility. We need to broaden the perspective or the role will stagnate again.
VHCL
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16726
 |
Posted - 2015.01.21 21:33:00 -
[1395] - Quote
Breakin Stuff wrote:I'm thinking if Rattati uses anything resembling my DPS values we're going to need to SEVERELY consider the following due to the damage slowdowns I am proposing:
1: Some splash returned to rails, representing a hybrid charge with a warhead load rather than a straight tungsten sabot. Most of what I'm doing is slowing the rate of fire. We might want to give thought to severely reducing or removing the heat penalty from rails if we go this route of slow fire alpha. No point penalizing HAV drivers for having at baseline slightly more DPS than a forge gun (Your skills will still take your numbers much higher though, the alpha on the proto, unmodded has the potential to hit 2,187 Alpha before any damage mods are accounted for. upwards around 838 DPS if double-modded. Enforcers are going to hit harder than breach forges easily).
If you read the Advanced Hybrid Rail Charges you'll see that only one of them is actually a Sabot, the other is a cannister round that fires pellets. I just use Sabot's because I like running off the APFSDS acronym. Sounds amazingly cool!
*"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
6645
 |
Posted - 2015.01.21 21:35:00 -
[1396] - Quote
True Adamance wrote:Breakin Stuff wrote:I'm thinking if Rattati uses anything resembling my DPS values we're going to need to SEVERELY consider the following due to the damage slowdowns I am proposing:
1: Some splash returned to rails, representing a hybrid charge with a warhead load rather than a straight tungsten sabot. Most of what I'm doing is slowing the rate of fire. We might want to give thought to severely reducing or removing the heat penalty from rails if we go this route of slow fire alpha. No point penalizing HAV drivers for having at baseline slightly more DPS than a forge gun (Your skills will still take your numbers much higher though, the alpha on the proto, unmodded has the potential to hit 2,187 Alpha before any damage mods are accounted for. upwards around 838 DPS if double-modded. Enforcers are going to hit harder than breach forges easily).
If you read the Advanced Hybrid Rail Charges you'll see that only one of them is actually a Sabot, the other is a cannister round that fires pellets. I just use Sabot's because I like running off the APFSDS acronym. Sounds amazingly cool!
I also updated that post with additional info adamance, re-read.
VHCL
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16727
 |
Posted - 2015.01.21 21:39:00 -
[1397] - Quote
Breakin Stuff wrote:True Adamance wrote:Breakin Stuff wrote:I'm thinking if Rattati uses anything resembling my DPS values we're going to need to SEVERELY consider the following due to the damage slowdowns I am proposing:
1: Some splash returned to rails, representing a hybrid charge with a warhead load rather than a straight tungsten sabot. Most of what I'm doing is slowing the rate of fire. We might want to give thought to severely reducing or removing the heat penalty from rails if we go this route of slow fire alpha. No point penalizing HAV drivers for having at baseline slightly more DPS than a forge gun (Your skills will still take your numbers much higher though, the alpha on the proto, unmodded has the potential to hit 2,187 Alpha before any damage mods are accounted for. upwards around 838 DPS if double-modded. Enforcers are going to hit harder than breach forges easily).
If you read the Advanced Hybrid Rail Charges you'll see that only one of them is actually a Sabot, the other is a cannister round that fires pellets. I just use Sabot's because I like running off the APFSDS acronym. Sounds amazingly cool! I also updated that post with additional info adamance, re-read.
That's cool. Either way I'll likely be waiting to see what Rattati does with plans to semi permanently move on to other games. Again I keep saying to people and I don't understand why they don't grasp the concept.... you can still have single shot main battle turrets and massacre infantry..... it just requires you aim a little bit more.
*"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
2710
 |
Posted - 2015.01.21 21:43:00 -
[1398] - Quote
Thaddeus Reynolds wrote:CCP Rattati wrote:Godin Thekiller wrote:CCP Rattati wrote:Hi everyone,
can someone link/create "undebatable" prototype fits for both HAVs and Dropships. I need this for the next steps.
Just for clarification, what do you mean by undebateable? The true meta, not some opinionated ideas that result in arguing. FOTM, PC fit, whatever you call it. The fit noone calls stupid. That fit. The ones that True linked are the Meta Fits (minor alterations exist depending on the specific user and weather or not they want small guns)...I'd hardly call them unbeatable, but they are the current meta all other slots are pilot preference (although armor plate and pg upgrade are the preference for solo users) Either: Gunnlogi Proto Large Gun 2x Extenders 1x Hardener or Gunnlogi Proto Large Gun 2x Hardener 1x Extender
I'd also like to that that usually a rail is added to that fit
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Internal Error. Negative-Feedback
6645
 |
Posted - 2015.01.21 21:44:00 -
[1399] - Quote
things with splash should never have been rapid fire. That's pretty much the long and short of it. the faster it shoots, the less it should be exploding and doing collateral damage at point of impact.
Removing splash wasn't the answer, slowing down the rate of fire a bit was.
VHCL
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16727
 |
Posted - 2015.01.21 21:44:00 -
[1400] - Quote
Godin Thekiller wrote:Thaddeus Reynolds wrote:CCP Rattati wrote:Godin Thekiller wrote:CCP Rattati wrote:Hi everyone,
can someone link/create "undebatable" prototype fits for both HAVs and Dropships. I need this for the next steps.
Just for clarification, what do you mean by undebateable? The true meta, not some opinionated ideas that result in arguing. FOTM, PC fit, whatever you call it. The fit noone calls stupid. That fit. The ones that True linked are the Meta Fits (minor alterations exist depending on the specific user and weather or not they want small guns)...I'd hardly call them unbeatable, but they are the current meta all other slots are pilot preference (although armor plate and pg upgrade are the preference for solo users) Either: Gunnlogi Proto Large Gun 2x Extenders 1x Hardener or Gunnlogi Proto Large Gun 2x Hardener 1x Extender I'd also like to that that usually a rail is added to that fit
Are not the commonly accepted "highly competitive" anti tank fits fully plated up Gunnlogi with multiple damage modules? Or is this the commonly accepted "best tank".
All I know is that these are the commonly accepted Pub Tank fits I've come across while driving in the last few sessions I've [played.
*"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
6645
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Posted - 2015.01.21 21:47:00 -
[1401] - Quote
True Adamance wrote:
Are not the commonly accepted "highly competitive" anti tank fits fully plated up Gunnlogi with multiple damage modules? Or is this the commonly accepted "best tank".
All I know is that these are the commonly accepted Pub Tank fits I've come across while driving in the last few sessions I've [played.
rather like with dropsuits, bricktanks are often the meta.
VHCL
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THUNDERGROOVE
Fatal Absolution
1321
 |
Posted - 2015.01.21 21:50:00 -
[1402] - Quote
I was a fan of the hybrid tanked Vayu with 7K shields, and a little "teamwork" if you know what I mean 
This, however, was only tested in the early bits of Uprising and not Chrome.
Dual tanking is for bad players.
21 day EVE trial.
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Godin Thekiller
The Corporate Raiders
2710
 |
Posted - 2015.01.21 21:50:00 -
[1403] - Quote
CCP Rattati wrote:I am not asking you to play your hand so we can nerf the OP. I am trying to find the best fit, so we can figure out at least 1 or two alternative equal fits to those.
When playing around in protofits, I immediately get annoyed by the need for pg/cpu mods.
Using infantry fitting logic, it goes ADV hull + proto weapon and fill in relative mods with adv to std. This is not so easy with HAV's and reduces options.
Another thing, not new, is that the problems usually come with stacking modules. How adverse are pilots to more "good mod" but only one per fitting?
I'm pretty sure people get that.
As for your second part, stacking used to be fine (as in, 1.6 and back). About the only problem was active reps doing slightly too much to the point of not raising your TTK, it made you against certain things a brick that couldn't be killed (blasters had this problem), and nerfing them slightly would solve that. HArdeners weren't OP, as they had a long ass cooldown, so popping a lot of them owuld mean a long ass downtime due to very low tank, and having only one wouldn't give you much of a added tank difference (this was especially bad on Squid HAV's due to their very low active times). Plates and extenders were a non issue for stacking, especially plates and the speed reduction that came with them. etc. etc, you get my point.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16727
 |
Posted - 2015.01.21 22:01:00 -
[1404] - Quote
Godin Thekiller wrote:CCP Rattati wrote:I am not asking you to play your hand so we can nerf the OP. I am trying to find the best fit, so we can figure out at least 1 or two alternative equal fits to those.
When playing around in protofits, I immediately get annoyed by the need for pg/cpu mods.
Using infantry fitting logic, it goes ADV hull + proto weapon and fill in relative mods with adv to std. This is not so easy with HAV's and reduces options.
Another thing, not new, is that the problems usually come with stacking modules. How adverse are pilots to more "good mod" but only one per fitting?
I'm pretty sure people get that. As for your second part, stacking used to be fine (as in, 1.6 and back). About the only problem was active reps doing slightly too much to the point of not raising your TTK, it made you against certain things a brick that couldn't be killed (blasters had this problem), and nerfing them slightly would solve that. HArdeners weren't OP, as they had a long ass cooldown, so popping a lot of them owuld mean a long ass downtime due to very low tank, and having only one wouldn't give you much of a added tank difference (this was especially bad on Squid HAV's due to their very low active times). Plates and extenders were a non issue for stacking, especially plates and the speed reduction that came with them. etc. etc, you get my point.
They had 15 second cool downs didn't they.....? I wouldn't call that long ass.....
*"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
2710
 |
Posted - 2015.01.21 22:05:00 -
[1405] - Quote
Aeon Amadi wrote: Just as well, what is to stop a Gunnlogi from abusing the turn speed gimmicks? You can always just turn the vehicle itself to increase tracking speed. The Gunnlogi would have to have -really- slow turn/tracking speed if we're expecting him to not be able to fight back against a faster armor tank.
Another concern I have is why we're trying to make the Armor tank the one that focuses on manueverability when armor is naturally supposed to be slower, and further weighed down by plates makes this even worse?
I like the concept provided but I'm just concerned that it'll be too hard for armor tanks to engage in Anti-Tank gameplay as opposed to just being infantry killers. If that's what their design is, then I have no problem with it, but if that's the case Infantry needs to be able to have an easier time taking out Gunnlogis since most Infantry AV weaponry is geared toward armor. We need a healthy rock/paper/scissors gameplay.
1: They can, but they're not as fast, so they'll be using a gimped ass fit compared to the Gallente hull.
2: Gallente =/= Amarr. They don't sit still, they rush and pound. Sitting still is silly in those cases.
3: Both of the above things existed in Uprising up to 1.6, and I didn't have a issue pounding Cal vehicles.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2710
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Posted - 2015.01.21 22:10:00 -
[1406] - Quote
Breakin Stuff wrote:I'm thinking if Rattati uses anything resembling my DPS values we're going to need to SEVERELY consider the following due to the damage slowdowns I am proposing:
1: Some splash returned to rails, representing a hybrid charge with a warhead load rather than a straight tungsten sabot. Most of what I'm doing is slowing the rate of fire. We might want to give thought to severely reducing or removing the heat penalty from rails if we go this route of slow fire alpha. No point penalizing HAV drivers for having at baseline slightly more DPS than a forge gun (Your skills will still take your numbers much higher though, the alpha on the proto, unmodded has the potential to hit 2,187 Alpha before any damage mods are accounted for. upwards around 838 DPS if double-modded. Enforcers are going to hit harder than breach forges easily).
2: Some dispersion reduction to Blasters. Not because of Infantry per se, that's only part of it, but because they're going to need to be able to consistently slam shots accurately into vehicle sized targets all the way out to their optimal cutoff.
3: Increased splash radius to missiles. If he goes with my numbers you aren't going to be able to machinegun the damn things anymore, so they'll need something to make them viable. they will also need to have the actual projectile accelerated so they can HIT targets outside blaster optimal.
I say this as an AV gunner:
HAVs, while they should not be lazily farming Infantry kills, SHOULD retain the capacity to both fight back against hostile infantry AV, and provide meaningful fire support to suppress enemies in support of an Infantry push.
Simply making HAVs anti-vehicle is a rather shallow role with only so much battlefield utility. We need to broaden the perspective or the role will stagnate again.
1: iirc heat was to balance for high amount of ammo they could fire out. since ammo is a thing now, I would agree that heat should be taken away.
2: Well, if we can't do shotty blasters (that would be a primary thing to do imo) fixing the ones we have now would be cool. I'd say reduce the dispersion, slow the ROF, make it hit harder, and add a little splash radius to each shot. As for "hitting to the optimal) That is a non issue even now, as regardless of ranges of the blaster, even before, optimals was at at best 40m, and that's while not even moving.
3: This would need to go with, as I said before, a reduction in damage. I'm not sure why they buffed both or nerfed both at the same time in the first place.............
Also, yes, they need more range. Rockets are silly being THIS short of a range, when even in EVE they have moer range (or anything similar to the rocket archetype, like assault missiles).
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Godin Thekiller
The Corporate Raiders
2710
 |
Posted - 2015.01.21 22:22:00 -
[1407] - Quote
True Adamance wrote:
Are not the commonly accepted "highly competitive" anti tank fits fully plated up Gunnlogi with multiple damage modules? Or is this the commonly accepted "best tank".
All I know is that these are the commonly accepted Pub Tank fits I've come across while driving in the last few sessions I've [played.
It's pretty much the same in PC as far as I've been told.
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Godin Thekiller
The Corporate Raiders
2710
 |
Posted - 2015.01.21 22:23:00 -
[1408] - Quote
THUNDERGROOVE wrote:I was a fan of the hybrid tanked Vayu with 7K shields, and a little "teamwork" if you know what I mean  This, however, was only tested in the early bits of Uprising and not Chrome.
Enforcers didn't exist in Chrome
that Vayu would get broke in half by a Maddy HAV 1v1, or seeing as you said support, 3v3.
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Godin Thekiller
The Corporate Raiders
2710
 |
Posted - 2015.01.21 22:24:00 -
[1409] - Quote
True Adamance wrote:Godin Thekiller wrote:CCP Rattati wrote:I am not asking you to play your hand so we can nerf the OP. I am trying to find the best fit, so we can figure out at least 1 or two alternative equal fits to those.
When playing around in protofits, I immediately get annoyed by the need for pg/cpu mods.
Using infantry fitting logic, it goes ADV hull + proto weapon and fill in relative mods with adv to std. This is not so easy with HAV's and reduces options.
Another thing, not new, is that the problems usually come with stacking modules. How adverse are pilots to more "good mod" but only one per fitting?
I'm pretty sure people get that. As for your second part, stacking used to be fine (as in, 1.6 and back). About the only problem was active reps doing slightly too much to the point of not raising your TTK, it made you against certain things a brick that couldn't be killed (blasters had this problem), and nerfing them slightly would solve that. HArdeners weren't OP, as they had a long ass cooldown, so popping a lot of them owuld mean a long ass downtime due to very low tank, and having only one wouldn't give you much of a added tank difference (this was especially bad on Squid HAV's due to their very low active times). Plates and extenders were a non issue for stacking, especially plates and the speed reduction that came with them. etc. etc, you get my point. They had 15 second cool downs didn't they.....? I wouldn't call that long ass.....
lolwut?
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Breakin Stuff
Internal Error. Negative-Feedback
6645
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Posted - 2015.01.21 22:29:00 -
[1410] - Quote
Godin Thekiller wrote: lolwut?
60 seconds of uptime followed by 15 seconds cooldown.
the cooldown was never huge. The primary reason a lot of that stuff was nerfed was...
The Surya. Even with hardeners up the Sagaris could be splashed out of existence, it was just an unrighteous pain in the ass doing it. But combined with the Surya's EHP and short cooldown reps and things could get a little out of hand.
VHCL
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