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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Kallas Hallytyr
Skullbreakers
1241
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Posted - 2015.01.10 06:17:00 -
[31] - Quote
CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. Can you at least acknowledge that there's been some quality feedback that's not part of that train wreck of a thread? Some of us vehicle pilots have given some actual feedback outside of the BBHI thread...this is just, "vehicle users didn't contribute," all over again...
Alt of Halla Murr. Sentinel.
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Rowdy Railgunner
Capital Acquisitions LLC Bad Intention
511
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Posted - 2015.01.10 06:54:00 -
[32] - Quote
Kallas Hallytyr wrote:CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. Can you at least acknowledge that there's been some quality feedback that's not part of that train wreck of a thread? Some of us vehicle pilots have given some actual feedback outside of the BBHI thread...this is just, "vehicle users didn't contribute," all over again... And why should we contribute? Last time people contributed CCP did the exact opposite to what people wanted to happen. Then they lost 60% of their player base and even now they are still feeling the effects of that day. I know that my Colonel ass isn't putting any more money into this game. Neither are any of my Captain and Lieutenant alts. |
Maken Tosch
DUST University Ivy League
10701
|
Posted - 2015.01.10 07:20:00 -
[33] - Quote
Spkr4theDead wrote:Vulpes Dolosus wrote:Spkr4theDead wrote:Vulpes Dolosus wrote:CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. So no Dust update for the Proteus release? Proteus? New Eve patch coming on Tuesday. Ah I'm not an EVE pilot, so I wouldn't know.
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
If you ever decide to want to try out Eve Online, you can click on this link and accept my open invite. You'll get a 21-Day trial instead of the normal 14-Day trial.
You'll find some Dust players in there as well especially if you join a Faction Warfare corp in Eve where you can provide Orbital Bombardments in FW and get LP for blapping mercs with a destroyer.
If you ever need some resources to help you out...
https://community.eveonline.com/news/dev-blogs/rookie-resources/
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Kallas Hallytyr
Skullbreakers
1241
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Posted - 2015.01.10 08:01:00 -
[34] - Quote
Rowdy Railgunner wrote:And why should we contribute? Last time people contributed CCP did the exact opposite to what people wanted to happen. Then they lost 60% of their player base and even now they are still feeling the effects of that day. I know that my Colonel ass isn't putting any more money into this game. Neither are any of my Captain and Lieutenant alts. Maybe you misunderstood my post: some vehicle pilots, myself included, have given the feedback that Rattati has asked for (in my case, I was looking at small missile variants) as well as others who have given more comprehensive feedback (Pokey Dravon, Tesfa and Vulpes come to mind) yet seem to get lumped in with the vocal minority of people spouting rubbish in the one thread.
There are vehicle pilots giving good feedback, I just want those people to get recognition such that when Rattati eventually decided to just pull vehicles entirely he can't point fingers at pilots et al.
Alt of Halla Murr. Sentinel.
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MINA Longstrike
Kirjuun Heiian
1864
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Posted - 2015.01.10 08:52:00 -
[35] - Quote
For the most part, I like some of the stuff that pokey has been providing (I also like true's redesign of the blaster turret). If we got a bit more feedback from ccp in regards to things though we might be able to progress the discussion a bit more, as of right now it feels like we're just retreading a lot of the old arguments with all the vitriol that was the loyalty ranks titles.
Mute the people who just want to argue, I want to see vehicles in a healthy place and a lot of the damage that happened in 1.7 fixed.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Atom Heart Mother
Nazionali Senza Filtro
139
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Posted - 2015.01.10 09:23:00 -
[36] - Quote
1.2 million? you kidding right?, sorry to ruin your expectations man, if you really want to spec on vehicles you better start saving at least 25 million SP, and that wont be enough yet |
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CCP Rattati
C C P C C P Alliance
14404
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Posted - 2015.01.10 10:10:00 -
[37] - Quote
Kallas Hallytyr wrote:Rowdy Railgunner wrote:And why should we contribute? Last time people contributed CCP did the exact opposite to what people wanted to happen. Then they lost 60% of their player base and even now they are still feeling the effects of that day. I know that my Colonel ass isn't putting any more money into this game. Neither are any of my Captain and Lieutenant alts. Maybe you misunderstood my post: some vehicle pilots, myself included, have given the feedback that Rattati has asked for (in my case, I was looking at small missile variants) as well as others who have given more comprehensive feedback (Pokey Dravon, Tesfa and Vulpes come to mind) yet seem to get lumped in with the vocal minority of people spouting rubbish in the one thread. There are vehicle pilots giving good feedback, I just want those people to get recognition such that when Rattati eventually decided to just pull vehicles entirely he can't point fingers at pilots et al.
Absolutely, there is a learning period for us devs to figure out the the real contributors, and it's clear to me who they are.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vitharr Foebane
Terminal Courtesy Proficiency V.
2177
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Posted - 2015.01.10 10:15:00 -
[38] - Quote
CCP Rattati wrote:Kallas Hallytyr wrote:Rowdy Railgunner wrote:And why should we contribute? Last time people contributed CCP did the exact opposite to what people wanted to happen. Then they lost 60% of their player base and even now they are still feeling the effects of that day. I know that my Colonel ass isn't putting any more money into this game. Neither are any of my Captain and Lieutenant alts. Maybe you misunderstood my post: some vehicle pilots, myself included, have given the feedback that Rattati has asked for (in my case, I was looking at small missile variants) as well as others who have given more comprehensive feedback (Pokey Dravon, Tesfa and Vulpes come to mind) yet seem to get lumped in with the vocal minority of people spouting rubbish in the one thread. There are vehicle pilots giving good feedback, I just want those people to get recognition such that when Rattati eventually decided to just pull vehicles entirely he can't point fingers at pilots et al. Absolutely, there is a learning period for us devs to figure out the the real contributors, and it's clear to me who they are. Sooo how bout dem Amarr vehicles? I'm running out of Amarr things to skill
Amarr Omnisoldier: Assault, Commando, Logistics, Scout, Sentinel at V
My faith is in my God, my Empress, and my Laz0r
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
776
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Posted - 2015.01.10 10:21:00 -
[39] - Quote
Atom Heart Mother wrote:1.2 million? you kidding right?, sorry to ruin your expectations man, if you really want to spec on vehicles you better start saving at least 25 million SP, and that wont be enough yet
yea man after i completed both the vehicle and turret skill trees, i had just enough SP left to proto one suit and weapon. vehicles take a crap ton of SP |
Nirwanda Vaughns
1200
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Posted - 2015.01.10 11:42:00 -
[40] - Quote
as long as when we have racial vehicles we have at least some form of a Gallente Plasma Forge gun. otherwise players will just stick to the shield tankers becuase of the lack of shield AV.
my idea for the tank 'profiles' would be
Amarr - High armour HP, very slow moving. good for prolonged bombardments of objectives but struggles to 'run away' from a fight.
Caldari - High shield HP, long range/low damage, almost used as mobile Anti-Air
Gallente - pretty much as it is but perhaps needs higher base HPs and to either lose a low or tweak PG/CPU to reduce amount of reppers. or change armour reppers back to active to cut back on 'invincible' rep maddies.
Minmatar - probably how the ships operate in EVE, fast moving, great turn circles in order to literally run rings around an Amarr tank. nothing that'll last extended HAV vs HAV battles but if a couple gang up they can become pretty devastating
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
411
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Posted - 2015.01.10 12:01:00 -
[41] - Quote
CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. Check trello out Vehicle Based Objectives ,Lets give Vehicles Gameplay Objectives also besides killing foot soldiers. https://trello.com/c/8HBjPXFW/382-vehicle-based-objectives |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2973
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Posted - 2015.01.10 12:05:00 -
[42] - Quote
CCP Rattati wrote:Kallas Hallytyr wrote:Rowdy Railgunner wrote:And why should we contribute? Last time people contributed CCP did the exact opposite to what people wanted to happen. Then they lost 60% of their player base and even now they are still feeling the effects of that day. I know that my Colonel ass isn't putting any more money into this game. Neither are any of my Captain and Lieutenant alts. Maybe you misunderstood my post: some vehicle pilots, myself included, have given the feedback that Rattati has asked for (in my case, I was looking at small missile variants) as well as others who have given more comprehensive feedback (Pokey Dravon, Tesfa and Vulpes come to mind) yet seem to get lumped in with the vocal minority of people spouting rubbish in the one thread. There are vehicle pilots giving good feedback, I just want those people to get recognition such that when Rattati eventually decided to just pull vehicles entirely he can't point fingers at pilots et al. Absolutely, there is a learning period for us devs to figure out the the real contributors, and it's clear to me who they are.
I might give CCP a hard time sometimes but I have to be honest, I do not envy your position Rats.
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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Tesfa Alem
Death by Disassociation
690
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Posted - 2015.01.10 12:08:00 -
[43] - Quote
CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally.
It would be better if you did declare your intentions for Vehicles Reintroduction back on that thread. Some of the guys on there have spent a ton of of thier own freetime proposing things coming up with various ideas and fits, and you really ought to adress some of what they proposed.
If you are not going to take their ideas let them know, and if your are postponing for a much longer period than you let on, then you can wrap up your internal balance as per usual.
A dev presence in that conversation is whats needed now. Otherwise, these guys are wasting their time proposing things that may not even be looked at.
Redline for Thee, but no Redline for Me.
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Lazer Fo Cused
Shining Flame Amarr Empire
400
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Posted - 2015.01.10 12:56:00 -
[44] - Quote
CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally.
1. Both sides have been at it
2. I would rarther see what CCP comes up with 1st and then move on from there because right now the current spreadsheet is a bit meh without it being updated and giving a clear direction of where CCP wants to see vehicles go
3. Some ideas in the thread are just terrible and if its between working with bad ideas and have CCP doing it internally then either way i may never be happy anyways |
Echo 1991
Titans of Phoenix
647
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Posted - 2015.01.10 13:40:00 -
[45] - Quote
Spkr4theDead wrote:CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. Well like I said a little while ago man, if you or anybody else is able to tell us some more specifics, like a concrete slot layout, then stuff will be easier to work with. And I would imagine we're all 100% in agreement that the PG, CPU, shield and armor skills need to be back to what they used to be, and that is 5% per level. It would make such a huge difference in fitting capability. The Madrugar needs to be brought up to the Gunnlogi's level, not the Gunnlogi nerfed to the Madrugar's level. Hell, I had a game a couple hours ago where some MLT red dot was firing his MLT flaylock at me when I was in a Maddy - it got me to 1020 shield, and stopped my regen. That just shouldn't happen. We got the ballpark, now we need a bit of the strategy. With that, we can all move forward at a little faster pace to getting vehicles back to where they should be. PG and CPU yes, not armour and shields. You shouldn't have 5K armour just cos you skilled into something, 3% seems more reasonable. Also, I dont think a flaylock would do enough damage to stop the regen (I think it only has a 30-40% effeciacy against vehicles, but i maybe wrong).
What i think needs to happen is the Maddy has to be given a fitting buff cos right now the gunnlogi is better in everyway, it also needs a turning speed increase cos right now it is too slow to turn. I also think that the Armour hardener needs to be giving 30% resist, and if the old passive resist mods come back, the adaptive plating should give around 16% base resist which could be improved with a skill at 5% per level so at level 5 it gives 20% (value could be lowered if it is too much for passive). and DCU (like this mod) could give around 10% resist to shield and about 12% for armour.
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Lazer Fo Cused
Shining Flame Amarr Empire
403
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Posted - 2015.01.10 15:07:00 -
[46] - Quote
Echo 1991 wrote:Spkr4theDead wrote:CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. Well like I said a little while ago man, if you or anybody else is able to tell us some more specifics, like a concrete slot layout, then stuff will be easier to work with. And I would imagine we're all 100% in agreement that the PG, CPU, shield and armor skills need to be back to what they used to be, and that is 5% per level. It would make such a huge difference in fitting capability. The Madrugar needs to be brought up to the Gunnlogi's level, not the Gunnlogi nerfed to the Madrugar's level. Hell, I had a game a couple hours ago where some MLT red dot was firing his MLT flaylock at me when I was in a Maddy - it got me to 1020 shield, and stopped my regen. That just shouldn't happen. We got the ballpark, now we need a bit of the strategy. With that, we can all move forward at a little faster pace to getting vehicles back to where they should be. PG and CPU yes, not armour and shields. You shouldn't have 5K armour just cos you skilled into something, 3% seems more reasonable. Also, I dont think a flaylock would do enough damage to stop the regen (I think it only has a 30-40% effeciacy against vehicles, but i maybe wrong). What i think needs to happen is the Maddy has to be given a fitting buff cos right now the gunnlogi is better in everyway, it also needs a turning speed increase cos right now it is too slow to turn. I also think that the Armour hardener needs to be giving 30% resist, and if the old passive resist mods come back, the adaptive plating should give around 16% base resist which could be improved with a skill at 5% per level so at level 5 it gives 20% (value could be lowered if it is too much for passive). and DCU (like this mod) could give around 10% resist to shield and about 12% for armour.
1. Infantry says no armor and shields while they have 5% per level for armor and shields - Pilots had this skill before 1.7, they had these skills back in chrome and affect all vehicles not just HAVs but DS/ADS/LAV which are light on HP |
Breakin Stuff
Internal Error. Negative-Feedback
6261
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Posted - 2015.01.10 16:15:00 -
[47] - Quote
calm down laser, I should have a spreadsheet with proposed stats for people to look at and comment on based on the stats from chromosome in a couple days. This will include the vehicle skill trees, which I just located.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Internal Error. Negative-Feedback
6261
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Posted - 2015.01.10 16:32:00 -
[48] - Quote
Echo 1991 wrote: PG and CPU yes, not armour and shields. You shouldn't have 5K armour just cos you skilled into something, 3% seems more reasonable. Also, I dont think a flaylock would do enough damage to stop the regen (I think it only has a 30-40% effeciacy against vehicles, but i maybe wrong).
flaylock is 50%, higher than the HMG.
However, I think you're off base with the assertion that vehicle pilots shouldn't benefit from their skills in similar fashion to dropsuits. They aren't scaled, or operated like dropsuits. 5k armor on an HAV does not mean the same thing that 5,000 armor on a dropsuit would.
It can be balanced, it just requires a few changes to the hulls. CCP had, at one point, an excellent balance between V/AV and with Rattati working on changing the focus of vehicle heavy turrets you don't have quite the same worry as you used to about vehicles ripball farming infantry casually.
I'm working on compiling the vehicle stats and AV stats I'd like to see in play, along with the vehicle skill tree. Vehicle skill trees with bonusing and less focus on the primary hulls and more focus on the fittings allowed Vehicles to be more diverse, dynamic and unpredictable. Part of the problem right now that most pilots have is there's very little variation possible. I have a problem with it too as an AV gunner because it's little more than a math equation in my head on what I need to do to kill an HAV.
I also have a theorycrafted AV weapon I might include for a look if the whole thing gels together based on Rattati's statement that he'd like to use current assets to fill out the heavy weapon parity.
But blanket statements about what is fair and unfair, on both sides, is what got us TO this mess. So screw it, I'll bust out the calculator and use the math.
if you're going to say that HAVs having 5k HP is unfair by all means please explain your reasoning, but don't expect it to be taken seriously if ALL you say is X is unfair because :reasons:.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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killian178
Random Gunz RISE of LEGION
72
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Posted - 2015.01.10 16:48:00 -
[49] - Quote
If all the old modules get brought back, well have much more V vs V fights again, as long as we can stay away from those pesky min mandos lol
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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Breakin Stuff
Internal Error. Negative-Feedback
6261
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Posted - 2015.01.10 16:50:00 -
[50] - Quote
passive rep mods got nerfed. go ahead and triple rep a madrugar now. You'll get two-shotted by an IAFG. Potentially one-shotted by a wiyrkomi breach.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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LUGMOS
Quafe Premium
1425
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Posted - 2015.01.10 17:22:00 -
[51] - Quote
Breakin Stuff wrote:passive rep mods got nerfed. go ahead and triple rep a madrugar now. You'll get two-shotted by an IAFG. Potentially one-shotted by a wiyrkomi breach. I gues thats how its suppossed to be... Any rep tanked suit/vehicle is extremely prone to high alpha, but just not be one or two shotted by it... Thats just rediculous.
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Breakin Stuff
Internal Error. Negative-Feedback
6261
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Posted - 2015.01.10 17:33:00 -
[52] - Quote
LUGMOS wrote:Breakin Stuff wrote:passive rep mods got nerfed. go ahead and triple rep a madrugar now. You'll get two-shotted by an IAFG. Potentially one-shotted by a wiyrkomi breach. I gues thats how its suppossed to be... Any rep tanked suit/vehicle is extremely prone to high alpha, but just not be one or two shotted by it... Thats just rediculous. triple rep madrugar means all of the lows have rep mods, no plates. it's one of the very, very few times where damage mods on a forge gun would actually matter.
IAFG does a base 1500 damage every 2.25 seconds. After skills and depending on my mood I can spike the bugger to about 2100 every 2.25 seconds against armor. And the madrugar is an armor tank. this math does not support the triple repped maddy very well.
The triple rep maddy is a paper tiger that's only effective in hit 'n run against academy newbies.
It's an imaginary threat, like the chupacabra and slayer logi (the latter went extinct the build after the caldari logi was introduced)
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Atiim
Titans of Phoenix
14977
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Posted - 2015.01.10 17:50:00 -
[53] - Quote
LUGMOS wrote: I gues thats how its suppossed to be... Any rep tanked suit/vehicle is extremely prone to high alpha, but just not be one or two shotted by it... Thats just rediculous.
I don't think it's ridiculous, as they're filling every slot with the same type of module. Personally I believe that you should be forced to fit your vehicle with more than just 1 type of module.
In comparison to Dropsuits, put nothing but Repair Mods and watch as even a Starter Fits takes you down with ease.
The 1st Matari Commando
-HAND
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Breakin Stuff
Internal Error. Negative-Feedback
6261
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Posted - 2015.01.10 17:56:00 -
[54] - Quote
Atiim wrote:LUGMOS wrote: I gues thats how its suppossed to be... Any rep tanked suit/vehicle is extremely prone to high alpha, but just not be one or two shotted by it... Thats just rediculous.
I don't think it's ridiculous, as they're filling every slot with the same type of module. Personally I believe that you should be forced to fit your vehicle with more than just 1 type of module. In comparison to Dropsuits, put nothing but Repair Mods and watch as even a Starter Fits takes you down with ease.
Oddly enough it actually works for some playstyles. Rep mods are better when running AV in a gallente or amarr suit for fast recovery from AV engagements. You're dead anyway vs. infantry unless you're slick, so worrying about the lost HP is pointless.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Spkr4theDead
Red Star.
2707
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Posted - 2015.01.10 18:22:00 -
[55] - Quote
Thanks but no thanks, I already have enough games and none of them are subscription based.
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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Spkr4theDead
Red Star.
2707
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Posted - 2015.01.10 18:48:00 -
[56] - Quote
Echo 1991 wrote:Spkr4theDead wrote:CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. Well like I said a little while ago man, if you or anybody else is able to tell us some more specifics, like a concrete slot layout, then stuff will be easier to work with. And I would imagine we're all 100% in agreement that the PG, CPU, shield and armor skills need to be back to what they used to be, and that is 5% per level. It would make such a huge difference in fitting capability. The Madrugar needs to be brought up to the Gunnlogi's level, not the Gunnlogi nerfed to the Madrugar's level. Hell, I had a game a couple hours ago where some MLT red dot was firing his MLT flaylock at me when I was in a Maddy - it got me to 1020 shield, and stopped my regen. That just shouldn't happen. We got the ballpark, now we need a bit of the strategy. With that, we can all move forward at a little faster pace to getting vehicles back to where they should be. PG and CPU yes, not armour and shields. You shouldn't have 5K armour just cos you skilled into something, 3% seems more reasonable. Also, I dont think a flaylock would do enough damage to stop the regen (I think it only has a 30-40% effeciacy against vehicles, but i maybe wrong). What i think needs to happen is the Maddy has to be given a fitting buff cos right now the gunnlogi is better in everyway, it also needs a turning speed increase cos right now it is too slow to turn. I also think that the Armour hardener needs to be giving 30% resist, and if the old passive resist mods come back, the adaptive plating should give around 16% base resist which could be improved with a skill at 5% per level so at level 5 it gives 20% (value could be lowered if it is too much for passive). and DCU (like this mod) could give around 10% resist to shield and about 12% for armour. Well then why does infantry get 5% for armor and shield?
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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Alena Ventrallis
Intara Direct Action Caldari State
2477
|
Posted - 2015.01.10 18:49:00 -
[57] - Quote
Spkr4theDead wrote:Echo 1991 wrote:Spkr4theDead wrote:CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. Well like I said a little while ago man, if you or anybody else is able to tell us some more specifics, like a concrete slot layout, then stuff will be easier to work with. And I would imagine we're all 100% in agreement that the PG, CPU, shield and armor skills need to be back to what they used to be, and that is 5% per level. It would make such a huge difference in fitting capability. The Madrugar needs to be brought up to the Gunnlogi's level, not the Gunnlogi nerfed to the Madrugar's level. Hell, I had a game a couple hours ago where some MLT red dot was firing his MLT flaylock at me when I was in a Maddy - it got me to 1020 shield, and stopped my regen. That just shouldn't happen. We got the ballpark, now we need a bit of the strategy. With that, we can all move forward at a little faster pace to getting vehicles back to where they should be. PG and CPU yes, not armour and shields. You shouldn't have 5K armour just cos you skilled into something, 3% seems more reasonable. Also, I dont think a flaylock would do enough damage to stop the regen (I think it only has a 30-40% effeciacy against vehicles, but i maybe wrong). What i think needs to happen is the Maddy has to be given a fitting buff cos right now the gunnlogi is better in everyway, it also needs a turning speed increase cos right now it is too slow to turn. I also think that the Armour hardener needs to be giving 30% resist, and if the old passive resist mods come back, the adaptive plating should give around 16% base resist which could be improved with a skill at 5% per level so at level 5 it gives 20% (value could be lowered if it is too much for passive). and DCU (like this mod) could give around 10% resist to shield and about 12% for armour. Well then why does infantry get 5% for armor and shield? Infantry are dealing with far lower numbers than wedo. 5% of 4000 is way more than 5% of 250.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Spkr4theDead
Red Star.
2710
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Posted - 2015.01.10 20:37:00 -
[58] - Quote
Alena Ventrallis wrote:Spkr4theDead wrote:Echo 1991 wrote:Spkr4theDead wrote:CCP Rattati wrote:Neither my mental state nor vacations are affecting this. After the first 20 pages were dragged down into the useless drivel I have come to expect between vehicle and infantry discussions, I decided to let it simmer and see if it would dig itself out of the hole. And it seems to be doing so, spreadsheets being worked on etc. This initiative is full on, but without quality feedback, we will just work on it internally. Well like I said a little while ago man, if you or anybody else is able to tell us some more specifics, like a concrete slot layout, then stuff will be easier to work with. And I would imagine we're all 100% in agreement that the PG, CPU, shield and armor skills need to be back to what they used to be, and that is 5% per level. It would make such a huge difference in fitting capability. The Madrugar needs to be brought up to the Gunnlogi's level, not the Gunnlogi nerfed to the Madrugar's level. Hell, I had a game a couple hours ago where some MLT red dot was firing his MLT flaylock at me when I was in a Maddy - it got me to 1020 shield, and stopped my regen. That just shouldn't happen. We got the ballpark, now we need a bit of the strategy. With that, we can all move forward at a little faster pace to getting vehicles back to where they should be. PG and CPU yes, not armour and shields. You shouldn't have 5K armour just cos you skilled into something, 3% seems more reasonable. Also, I dont think a flaylock would do enough damage to stop the regen (I think it only has a 30-40% effeciacy against vehicles, but i maybe wrong). What i think needs to happen is the Maddy has to be given a fitting buff cos right now the gunnlogi is better in everyway, it also needs a turning speed increase cos right now it is too slow to turn. I also think that the Armour hardener needs to be giving 30% resist, and if the old passive resist mods come back, the adaptive plating should give around 16% base resist which could be improved with a skill at 5% per level so at level 5 it gives 20% (value could be lowered if it is too much for passive). and DCU (like this mod) could give around 10% resist to shield and about 12% for armour. Well then why does infantry get 5% for armor and shield? Infantry are dealing with far lower numbers than wedo. 5% of 4000 is way more than 5% of 250. Big deal, answer my question. Why does infantry get 5% per level, and we don't?
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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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2369
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Posted - 2015.01.10 21:04:00 -
[59] - Quote
@Spkr
Alena did answer your question, you chose to dismiss the answer.
Amarr/Minmatar vehicles are OP (especially Minmatar speed tanks)
^The reason why CCP is afraid to release them
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Breakin Stuff
Internal Error. Negative-Feedback
6288
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Posted - 2015.01.10 21:13:00 -
[60] - Quote
Alaika Arbosa wrote:@Spkr
Alena did answer your question, you chose to dismiss the answer.
I can't believe I'm doing this.
Alena answered but failed to give reasons beyond "I think it's unfair." Using an abstraction between the differences in HP between dropsuits and HAVs is irrelevant because they are scaled differently.
The weapons that can damage vehicles can one-shot a dropsuit, thus necessitating comparative bonus increases to the armor/shields of an HAV in order to survive the incoming fire.
Now that I have agreed with spkr, I must go cleanse myself.
With napalm and fire.
I will never feel clean again.
By the way, my spreadsheet for vehicles is up. I'll be adding the modules I just found that I couldn't earlier later tonight. It's on the last couple pages of the HAV debacle.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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