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shaman oga
Dead Man's Game
3687
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Posted - 2015.01.14 12:41:00 -
[1] - Quote
I'm not the best with numbers all toghether, my suggestion is to work before on vehicles only and then balance AV on them, since AV primary function is to counter vehicles and when we have fixed vehicles number it will be rather easy to balance AV on them. I will look at them and try to give a more proper feedback, but general feeling was that TTK of V vs V was ok, a buff was needed on shield hardeners duration, a slight nerf on proto large missile turret. Also current rail range is fine for me, old 600 meters were too much, allowing rail tank to lock certain maps.
You imagined skill tree to be the same old skill tree? After 1.7 changes are not all bad, vehicle maneuverability, isk cost and ammo count/ reload mechanic are actually a good thing imo.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3687
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Posted - 2015.01.14 13:07:00 -
[2] - Quote
Breakin Stuff wrote:shaman oga wrote:I'm not the best with numbers all toghether, my suggestion is to work before on vehicles only and then balance AV on them, since AV primary function is to counter vehicles and when we have fixed vehicles number it will be rather easy to balance AV on them. I will look at them and try to give a more proper feedback, but general feeling was that TTK of V vs V was ok, a buff was needed on shield hardeners duration, a slight nerf on proto large missile turret. Also current rail range is fine for me, old 600 meters were too much, allowing rail tank to lock certain maps.
You imagined skill tree to be the same old skill tree? After 1.7 changes are not all bad, vehicle maneuverability, isk cost and ammo count/ reload mechanic are actually a good thing imo.
all the AV numbers are based on chrome DPS rates and TTK. I'm probably going to nerfhammer the plates because the difference between 120mm and 180mm is more than a 2x multiplier, which accounts for the Surya's Ungodly ability to soak fire. Further I can translate those AV gun numbers over to easily slot right into the meta we have now, pokey's meta or even thaddeus' meta. Once you figure out how to do it the conversions are easy A note on plates: i would give movement penalties based on weight and not on level, this would allow light armored vehicles to suffer less of movement penalty, at the same time people will be encouraged to skill better plates to have more HP for the same penalty.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 12:32:00 -
[3] - Quote
I will start with shields:
Shield Regen: old regen was too slow, if you didn't fit a shield booster, it was better to recall the tank and call a new one. I suggest to mimic infantry shield regen in %, with a penalty for the possibility to fit shield boosters. EG. Caldari medium - shield 210 - recharge 25 HP/s =8.4 seconds from 0 to 100% Gunnlogi - shield 2600 - recharge 22 HP/s = 118,2 seconds from 0 to 100% Proposed - shield 2600 - recharge 175 HP/s = 14,8 seconds from 0 to 100%
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
continue.....
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 12:45:00 -
[4] - Quote
Breakin Stuff wrote:Shaman I appreciate the input but the only way any vehicle will be going from near dead to almost or completely repped in under 45 seconds will be with active reps and external rep assistance.
The 20 seconds in hiding to full recovery meta is utter BS. Yes, i've noticed now that i'm looking in game stats, i'm going to edit.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 13:13:00 -
[5] - Quote
Ok i've finished with edititng, please note that i've not calculated everything, i'm more for feelings and personal experience, if you find something horribly wrong, just tell me why it's wrong for you, just like you did with shield recharge a couple of posts ago.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 19:39:00 -
[6] - Quote
I tend to choose arguments and make single post about them. This is about armor and shield transport modules, i see you have imagined something like a reptool, honestly i prefer the old style transporters and i would treat them as modules and not turrets.
Armor and shield transport Lock is something i would not like to see again, unless CCP manage to let us re-lock if we lose it. I would prefer something like a moving nanohive, when you enter the AOE you are automatically healed. I don't remember old numbers, but i remember shield transport being very good and armor transport being almost useless, shield transporte was good on both armor and shield vehicles, probably better on armor vehicles. Armor transporter was quite useless due to very good armor repper with little cooldown and for not being coupled with native reps.
[off post] Regarding passive reps, i'm not totally against them, but the heaviest passive armor rep module, should rep something between 20 and 40 HP/s, allowing both vehicle to choose between active or passive tank.
Another solution for passive tanking is this, reactive plates for vehicles and shield energizer for vehicle (even with shield energizers there would be the need to buff a little shield recharge rate from old base stats, but less).
Situational awareness also known as passive scan.
Minmatar omni-merc
|
shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 20:35:00 -
[7] - Quote
Breakin Stuff wrote:
keeping the turrets.
Simple reason is to make it harder to have 4 HAVs spider tanking. As a module doing it is entirely too easy.
Spider tanking was legit imho, but probably blocking large turret while module is active could be the best solution, it would not let people have too much firepower while being repped, meanwhile you have the freedom to move your vehicle as you wish.
With transport turret you only need one or two players as logi/gunner, one if hopping from a tank to the other, defeating your purpose.
Situational awareness also known as passive scan.
Minmatar omni-merc
|
shaman oga
Dead Man's Game
3720
|
Posted - 2015.01.17 20:42:00 -
[8] - Quote
Breakin Stuff wrote:shaman oga wrote:Breakin Stuff wrote:
keeping the turrets.
Simple reason is to make it harder to have 4 HAVs spider tanking. As a module doing it is entirely too easy.
Spider tanking was legit imho, but probably blocking large turret while module is active could be the best solution, it would not let people have too much firepower while being repped, meanwhile you have the freedom to move your vehicle as you wish. With transport turret you only need one or two players as logi/gunner, one if hopping from a tank to the other, defeating your purpose. Also made the fitting cost a buttload more than a blaster. Logi vehicles get a fitting break. HAVs do not. You can do it. You just have to make a sacrifice to do so. I saw, but that would require a logi vehicle to have crew too, one would drive and chase the target, the other stay in turret and heal the vehicle.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 21:54:00 -
[9] - Quote
Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 23:33:00 -
[10] - Quote
Lazer Fo Cused wrote:shaman oga wrote:Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today. 1. What we have now is 1 pulse x amount, if damage is caused during boosting it cancels the boost altogether even if only 200hp is restored making the booster useless At least now you can activate it and have an istant boost if you manage to find a window for its activation, spreading the boost on a longer time it's even worst in my opinion. Probably the best option would be to keep single pulse and add a 75% resistance only that moment.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.17 23:53:00 -
[11] - Quote
True Adamance wrote:shaman oga wrote:Spkr4theDead wrote:shaman oga wrote:
Shield Booster: the main problem with it, is that is only reliable if you are not uder attack, unlinke armor rep, shield is blocked by incoming fire, i have yet to find a balanced solution. The only thing i've thought is to add a resistance to each pulse of the shield booster, which immediatly wear off, something between 50% and 75%.
Shield boosters used to pulse over a short period of time, including while taking damage. That model needs to be restored. Old module restored only few HP per pulse, it wasn't much more useful than what we have today. Yeah and I think we all universally recognise how bad that was but remember that pulse value did scale with your passive per second regeneration values which could back then have been pretty high at about 50 per second for any additional 150 per pulse if you had that statistic built up. It was at 20-25 without rechargers, before the end of 1.7 all i was running were passive tanked shield HAV with around 4-5k shields. Once shield was depleted it was faster to recall and call a new tank. Like i said before, booster is only useful in a calm situation between one shot and another, it's easier to find a time window of 2 seconds to use a single boost than a 10 seconds time window to use the old booster.
Situational awareness also known as passive scan.
Minmatar omni-merc
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shaman oga
Dead Man's Game
3720
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Posted - 2015.01.18 00:00:00 -
[12] - Quote
Lazer Fo Cused wrote:
1. Its worse now, what good is a boost if it doesnt go through?
2. If it had a 75% resistance for the moment it boosted infantry would cry enough to think that we need to build another ark to survive
1. It didn't go through even before, every pulse was a restart, but at the end of day if you were able to hide for a brief time, you could save a couple of pulse 200-400 HP? At least now if you are smart / lucky enough to wait, you can use the full boost. 2. I remember the situation with old madru and their window of invulnerability, but at least it took some effort for the pilot to activate the modules quickly.
Situational awareness also known as passive scan.
Minmatar omni-merc
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