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Breakin Stuff
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Posted - 2015.01.22 09:14:00 -
[1] - Quote
Since you seem to have a guiderail now a couple notes.
My spreadsheet was incomplete but I'm sure you can extrapolate my intent based on what I changed vs. What was kept from chrome.
I am assuming you intend for these new HAV guidelines to run opposite of AV as it is now. If this is the case, would it be helpful to convert the stats of my proposed AV weapons such as the autocannon, scram lance, plasma mortar and Arc cannon to conform to today's AV meta?
I'm inclined to leave the actual hammering on hulls to the people who know better than I the strengths and weaknesses of the HAVs.
But I know AV like the back of my hand. I know where it is strong, where it's weak and now that I understand the weapon relations between stats I'd like to help.
The elephants in the room do need to be addressed though for your hull initiative to work well. That is the plasma cannon underperforming and swarms rocking almost 400 dps higher at baseline than even the IAFG.
Would you like me to do the conversions for my chrome base AV to today? Or any other DPS range you care to name.
My turret numbers should still be viable.
VHCL
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Breakin Stuff
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Posted - 2015.01.22 09:19:00 -
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Absolutely.
I will provide both today's AV to give you a baseline and then give my recommendations.
And I am always happy to explain my logic.
Will give baseline, max skilled so you can compare.
VHCL
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Posted - 2015.01.22 10:58:00 -
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My recommendation for pricing is that DHAVs be around 30% cheaper than a main battle tank at baseline. They need to be poorman HAVs. There is also no reason to have three seats in a suicide sled. The only historical justifications for glass cannons have been "scout tanks" or more commonly expense.
I recommend UHAVs be no more than 30% more expensive than main battle tanks. While I recognize they are going to be hard to kill, pilots should not feel punished for choosing to run an infantry suppression vehicle. Depending how the progression goes and what the bonuses are I would recommend that they be priced similarly to the main battle tanks.
So far as turrets and AV:
IF you are actively working on meta locked battles then the tiers of turrets and AV need to be balanced to fight matching hulls .
I.E. a standard/mlt gunnlogi/maddy/chameleon/amarr MBT needs to be primarily counterable by militia and standard AV weapons.
Right now ALL HAV variants are balanced against proto AV.
If we are breaking into tiers then we'll needs to account for this.
If the only solution is an IAFG/Wiyrkomi swarm at all levels I think we're doing it wrong.
VHCL
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Posted - 2015.01.22 11:05:00 -
[4] - Quote
Only the third option on your list wouldn't tremendously punish novice pilots godin. Never mind transport LAVs are often critical to squads for getting into position.
Pilots should havea way to call their stuff. But other players SHOULD NOT be punished for not being pilot primary.
VHCL
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Posted - 2015.01.22 11:08:00 -
[5] - Quote
I'm not suggesting they be used as a balance mechanic tesfa.
But I have to acknowledge that DHAVs are going to get stacked up like cordwood on the battlefield.
VHCL
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Breakin Stuff
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Posted - 2015.01.22 11:15:00 -
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Missile shotgun needs to die.
VHCL
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Breakin Stuff
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Posted - 2015.01.22 12:33:00 -
[7] - Quote
Godin Thekiller wrote:Regis Blackbird wrote:CCP Rattati wrote: Phase 1 1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option.
Regarding the above sentence, will the number of high/low slots stay the same as today? I understand no additional slots will be available through the progression, but will the "base" number (for all tiers) be altered? That would be ******* silly if they did. I don't remember a single person saying that they staying the same is a good idea. If we ever want game wide tiericide it is a necessary first step.
VHCL
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Posted - 2015.01.22 12:36:00 -
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Godin Thekiller wrote:I don't really like Marauders being a infantry killing/suppression platform, but more of a defensive platform. Enforcers are the opposite of Marauders, being the offensive platform. BO HAV's seems like thebetter option to have a more infantry platform, it being fast and moderately tanked, but it has a weaker medium turret. It's made to be a real infantry suppression tool, but against a HAV with a large turret, it won't do much of anything.
Marauders aren't being discussed.
Ultra Heavy HAVs are
The idea is that you can get full progression for a hull type actually will put the proto main battle tanks where they WERE in theory.
So instead of having marauders that stand head and shoulders above all other chassis we will have solid progression from start to finish.
VHCL
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Breakin Stuff
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Posted - 2015.01.22 14:08:00 -
[9] - Quote
Will drivers be required to skill into party tanks before they can spec into solo?
Or will they simply be branches off the base skill path?
VHCL
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Posted - 2015.01.22 14:40:00 -
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Agreed. More slots is good. The fewer slots, the more cookie cutters.
Look at sentinels. Five slots and maybe five people who don't brick them.
We might want to consider making utility/customization mods lower pg/cpu than straight damage mods or tank mods. That way we can get around people who want to stack four 180mm plates in the lows.
VHCL
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Breakin Stuff
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Posted - 2015.01.22 15:07:00 -
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Harpyja wrote:Also, I hope that it's a typo that the Caldari DHAV will be slower and less agile than than the Caldari UHAV. Because that simply makes way too many negatives for the Caldari DHAV.
A glass cannon's only real defense is speed and agility.
DHAVs are intended to be expendable hammers thrown at enemy armor to disrupt armor superiority.
UHAVs are the ones intended to sit and slog through the meatgrinder.
Main Battle Tanks would be middle ground.
VHCL
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Posted - 2015.01.22 15:52:00 -
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I think pokey is on the right track here.
The resistance or regen seems the way to go.
VHCL
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Posted - 2015.01.22 16:13:00 -
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I could get behind an "eject dumbass" button.
VHCL
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Breakin Stuff
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Posted - 2015.01.22 17:07:00 -
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Rails are a correctable problem.
VHCL
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Posted - 2015.01.22 18:28:00 -
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You're overcomplicating a simple issue.
VHCL
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Posted - 2015.01.22 18:42:00 -
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XxBlazikenxX wrote:Now, for untalked about subject. Can we get our small turrets to have limited AI capabilities when there is no one in their?
Because I really don't like paying extra for unused small turrets just because no one wants to get in my tank. Basic smalls will automatically come equipped on the chassis along with a heavy turret.
So you're not required to "pay" for them unless you want better.
VHCL
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Breakin Stuff
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Posted - 2015.01.22 20:33:00 -
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Next one should be named Chupacabra.
VHCL
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Breakin Stuff
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Posted - 2015.01.22 20:48:00 -
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Godin Thekiller wrote:Breakin Stuff wrote:XxBlazikenxX wrote:Now, for untalked about subject. Can we get our small turrets to have limited AI capabilities when there is no one in their?
Because I really don't like paying extra for unused small turrets just because no one wants to get in my tank. Basic smalls will automatically come equipped on the chassis along with a heavy turret. So you're not required to "pay" for them unless you want better. Unless they are automatically added onto the price for being prefitted. Take the tinfoil hat off Godin. You suck at conspiracy theories.
VHCL
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Breakin Stuff
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Posted - 2015.01.23 08:45:00 -
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There's probably a memory allocation error in the game. There is more poly clutter in destiny.
The maps are smaller but more poly clutter.
VHCL
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Breakin Stuff
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Posted - 2015.01.23 12:51:00 -
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pumping up wrote:Breakin Stuff wrote:There's probably a memory allocation error in the game. There is more poly clutter in destiny.
The maps are smaller but more poly clutter. Destiny runs on ps4 though :p It also runs on the PS3. I own both versions.
VHCL
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Breakin Stuff
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Posted - 2015.01.23 15:08:00 -
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CCP Rattati wrote:Things and stuff
Ok now that I have my ADHD under control again, do you want me to do all of the AV at each tier or do you just want the proto for maximum capability?
Do you mind if I recycle the simplified tables I stole from thaddeus?
Would you like me to convert the turret numbers I gave you to conform to current AV meta? One of the biggest complaints from drivers is "too short fights."
I'm perfectly copacetic with leaving hulls to you all while I putz with "blow **** up" numbers.
Once I am done with the extant modern AV, would you like me to convert the theoretical AV weapons I cooked up for my proposal so they are balanced more for the here and now of today?
Yes I'm just collating current data at the moment for comparison, not indulging in wild flights of fancy
VHCL
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Breakin Stuff
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Posted - 2015.01.23 15:17:00 -
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Rattati if you introduce the turrets for minmatar and amarr rather than the standard Assault, breach standard, etc. profgression I would like to offer an alternative:
Lasers:
Pulse laser turret, Beam laser turret Charged burst turret (Actually cooked this up for the arc cannon I was submitting)
Cannons:
Cannons: Like an M-1 Abrams main gun Autocannons Howitzers: Vehicular mass driver.
VHCL
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Breakin Stuff
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Posted - 2015.01.23 15:27:00 -
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Godin Thekiller wrote:Breakin Stuff wrote:Rattati if you introduce the turrets for minmatar and amarr rather than the standard Assault, breach standard, etc. profgression I would like to offer an alternative:
Lasers:
Pulse laser turret, Beam laser turret Charged burst turret (Actually cooked this up for the arc cannon I was submitting)
Cannons:
Cannons: Like an M-1 Abrams main gun Autocannons Howitzers: Vehicular mass driver. So I assume you split artys into two groups? Cannons would be artillery/autocannon as a combined grouping.
So instead of generic standard weapon X you get the standard tank cannon.
Instead of generic assault you get the autocannon
Instead of breach you get a howitzer.
Much more interesting than variations on the same thing, and the minmatar actually ALLOW for this well, as do the amarr.
VHCL
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Breakin Stuff
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Posted - 2015.01.23 19:28:00 -
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Soraya Xel wrote:Breakin Stuff wrote:Would you like me to convert the turret numbers I gave you to conform to current AV meta? One of the biggest complaints from drivers is "too short fights." Of course the issue for drivers is "too short fights". They have a ton of ability to relocate quickly and get away from a fight. A prolonged fight with AV means vehicles can choose to disengage at any time and run away. A longer fight is almost guaranteed to heavily favor vehicle users.
allow me to provide context:
Too short fights between HAV vs HAV.
Ask for clarification before you get bitchy next time
VHCL
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Breakin Stuff
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Posted - 2015.01.23 19:52:00 -
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Ok nerds:
So far I have compiled the DPS and damage numbers for the Forge, Swarms, PLC and AV nades.
the classification criteria are as follows:
Base stats
Stats at level 5
Stats at level 5 vs. Armor
Stats at level 5 vs. Shields
Level 5 with 3 Damage Mods vs. Armor
Level 5 with 3 Damage Mods vs. Shields.
the three damage mods is based on 2/4 medium suits capping at three highs. Only the minmatar and caldari sentinels can fit more than two damage mods. Also because more than three damage mods is a waste of a fitting slot in 99% of all fits. TTK stops really changing there.
Spreadsheet is here
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Breakin Stuff
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Posted - 2015.01.23 20:55:00 -
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CCP Rattati wrote:
If 5 tanks are too much, we may restrict them to 3, whatever is necessary.
so long as the AV guns are up to the task of fighting the HAVs, this will never be a problem.
As it stands one of the AV guns IMHO needs to be toned down SHARPLY unless the HAVs are thoroughly beastmode across the board compared to what they are today.
By the way, the AV breakdowns are now part of my sig for easy reference. I'll work out the values for the oddballs either tomorrow morning or tomorrow night while normal people sleep.
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Breakin Stuff
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Posted - 2015.01.23 21:02:00 -
[27] - Quote
Can we get the protofits guys to make a page based on Rattati's proposed HAV stats?
Might be helpful to be able to make/look at EHP and resistance spreads so we can compare turrets and AV to the hulls
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Breakin Stuff
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Posted - 2015.01.23 22:30:00 -
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Stefan Stahl wrote:
[Edit] Should AV weapon discussions maybe go in a different thread? I could make some interesting suggestions here, but I don't want to derail the thread.
[Edit2] Eh, what damage profiles did you use and where is prof. V added? Looking at swarms I can't follow e.g. from D3 to D27 and then from D27 to D51. This data was entered as constants, so I can't see the formulas you used.
1: I'm doing this cause Rattati asked me to. I have my own recommendations to make. I'll also be converting my numbers for the Heavy and light weapons I was proposing. I have to bring their destructive capacity more in line with what we have for current AV.
2: Prof 5 is added under level 5 versus the appropriate shield or armor since the proficiency is ONLY applied to shield or armor
And yes, I'll do the turrets, too.
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Posted - 2015.01.23 22:35:00 -
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DarthJT5 wrote:My Only problem with this Ratt, is that your still going by a 3/2 or 2/3 system for slots. This is very, very bad. Reduce power of the mods, add more slots because we need variety. Gunnlogi should get 4 highs and 2 lows, opposite for Maddy. Minmatar should get a 3/3 layout, but I'm not sure about what to do with Amarr....
Actually, myself, Thaddeus and Pokey are rather unanimously going to recommend a seven-slot layout.
Amarr 2/5
Caldari 5/2
Gallente 3/4
Minmatar 4/3
Cookie cutter fits need to die in a fire.
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Breakin Stuff
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Posted - 2015.01.24 08:49:00 -
[30] - Quote
Hey Rattati if you focus on the hulls and making them fun, once we have a finalized setup and examples of rock-solid fits with EHP counts I'll be happy to make recommendations for AV on how to keep up with HAVs.
I intend to keep my recommendations in the closer to the lower end of what I consider viable just to make sure your HAV rebalance isn't negated instantly by overperforming AV.
If we do have to retouch AV then dropships will likely need some love shortly thereafter.
I would like to see LAVs be less tanky without fittings. I am of the opinion that free disposable transports should be utterly inferior to a dedicated vehicle driver in even a militia LAV.
I look at tanky free LAVs the same way I see logi tourists.
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Posted - 2015.01.24 08:52:00 -
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Spkr4theDead wrote:Breakin Stuff wrote:Godin Thekiller wrote:Regis Blackbird wrote:CCP Rattati wrote: Phase 1 1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option.
Regarding the above sentence, will the number of high/low slots stay the same as today? I understand no additional slots will be available through the progression, but will the "base" number (for all tiers) be altered? That would be ******* silly if they did. I don't remember a single person saying that they staying the same is a good idea. If we ever want game wide tiericide it is a necessary first step. Tiercide for vehicles, but no tiercide for infantry.
I want tiericide for dropsuits more than I want it for vehicles spkr. But if vehicles make it a solid "proof of concept" I will take it.
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Breakin Stuff
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Posted - 2015.01.24 10:59:00 -
[32] - Quote
I like my spreadsheet but you literally cannot use the HAVS without also sharply boosting AV capacity. The AV values there were from when in chrome a solid AV gunner could put those listed HAVs, including marauders, in check.
The turret remote reps were to prevent easy spider tanking and to allow the removal of the cooldown the old rep modules had. I intended it to be so you could have a trailing logi LAV or dropship constantly repping without the pilot having to worry about anything other than staying both in range and focused on keeping AV from killing the logi team.
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Breakin Stuff
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Posted - 2015.01.24 12:46:00 -
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shaman oga wrote:Breakin Stuff wrote:I like my spreadsheet but you literally cannot use the HAVS without also sharply boosting AV capacity. The AV values there were from when in chrome a solid AV gunner could put those listed HAVs, including marauders, in check.
AV is not of my interest at the moment, i care to have enjoyable and worty vehicles. AV can then be buffed or nerfed as needed, once vehicle setup is in the right place, AV is dependant from vehicles not viceversa.
For game balance they are interdependent, not independent.
Each has to go with the other. Neither exists in a vacuum.
As far as fixing them? Until Rattati comes to the end or very close to the completion I literally CANNOT offer changes, only tag what we have. It's why I'm participating. So as soon as we have finalized numbers, then I'm going to work.
Im just here to point out what might go pear shaped.
my chrome numbers were based on what worked. But right now we are working basically from scratch. So I'm mostly here to watch, crunch numbers, poke soraya occasionally when he misbehaves and stand by to give recommendations.
The reason I used the AV values in my chrome spreadsheets was because those AV nunumbers WORKED at the time.
From what I'm seeing from ratman those numbers are no longer valid. So I'll cook new numbers based on what you HAV nerds hash out.
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Breakin Stuff
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Posted - 2015.01.24 15:20:00 -
[34] - Quote
Your way means vehicles can kill infantry but not the reverse.
This is not balance.
Nor is it fun.
I am not wrong because infantry and AV exist together in a combined arms shooter.
Your assertion only works if there are no infantry to be casually farmed for free KD.
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Breakin Stuff
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Posted - 2015.01.24 22:12:00 -
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Spkr4theDead wrote:Same old words
*Yawn*
Call me when you come up with something besides the same old accusative posts Sparky, you're like a broken record.
It's not even annoying anymore, just boring.
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Posted - 2015.01.25 02:47:00 -
[36] - Quote
Hey Rattati full breakdowns of the AV capacity of the weapons is more or less done.
I only have the nova knives and flaylock but after looking at the mass driver I'm going to go out on a limb and call bot weapons' AV capacity minimal. Good for a finisher though. I should be able to finish both of them in a few hours after I calculate the level 5 PG/CPU and splash for the mass driver.
Spreadsheet link in signature.
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Breakin Stuff
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Posted - 2015.01.25 03:45:00 -
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CCP Rattati wrote:
Cool, and appreciated. I have been thinking with the possible escalation of HAV strength, that MD and LR could be more useful against vehicles, and possibly IP and Flaylock as well.
While a cool concept, the mass driver doesn't really hit hard or fast enough to be a credible threat and would impugn on your postulated plasma mortar. So beyond breaking regen it's not viable without a massive buff for solid AV work. It would make an excellent LAV killer.
The laser rifle's overheat escalation would create more balance problems. There is a reason when I posited the scrambler lance model as steady, non-escalating DPS. The laser rifle can hit upwards of 5000 DPS at the hot end.
Dunno about you but I don't think that's worth the headache of sifting through the screaming.
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Posted - 2015.01.25 05:49:00 -
[38] - Quote
I honestly prefer heavy weapons as AV/AI dual purpose to begin with.
Forge guns aren't exactly poor against infantry except in close work
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Posted - 2015.01.25 06:59:00 -
[39] - Quote
I find the AV things we have now very adequate.
We need full racial flavor But honestly the mass driver and flaylock being full power against vehicles won't break them.
The laser rifle, however...
The heat mechanic will cause problems because of the exescalating level of destruction.
Don't get me wrong, it's a neat idea! I'm just iffy on the LR as a good add there.
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Posted - 2015.01.25 11:22:00 -
[40] - Quote
Rattati would you like me to do number builds for the scrambler lance, plasma mortar, autocannon and arc cannon adapted to 1.10 AV DPS standards that I had in my chrome build spreadsheet? It's an easy conversion.
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Posted - 2015.01.25 11:34:00 -
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shaman oga wrote:CCP Rattati wrote: An example of useless and hostile commentary: "these fits are terrible". As I have explained I was trying to make a fit without PG/CPU mods AND have the cheapest small turrets, to demonstrate exactly the plight of HAV fitting.
I feel a bit call out on this, but i've also explained why i think those fits are terrible. It's more a lack of modules than the fit itself, when you have nothing to put on a slot, it's natural to put the only useful thing there. Role wise my hint was that we should not have to put plates or armor modules in general on a shield vehicle, or at least if we do, we should not expect it to work good. I'm a little confused, i feel like we are moving on separate rails, we look at each other, but there is no point of collision. You're not being condescending about it, and you're listening. The second part is as important as the first. When you cannot have a civil conversation with anyone, and you decide that you are always right, and everyone else is wrong even when they agree with you, you are not engaging in conversation, or talking to people. You are talking AT them.
This, in most cultures I am aware of, is considered to be highly offensive behavior.
You're fine, for the most part, and for the most part I'm OK. Not perfect, but ok.
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Posted - 2015.01.25 11:59:00 -
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shaman oga wrote:Breakin Stuff wrote: You're not being condescending about it, and you're listening. The second part is as important as the first. When you cannot have a civil conversation with anyone, and you decide that you are always right, and everyone else is wrong even when they agree with you, you are not engaging in conversation, or talking to people. You are talking AT them.
This, in most cultures I am aware of, is considered to be highly offensive behavior.
You're fine, for the most part, and for the most part I'm OK. Not perfect, but ok.
I know i'm repetitive, but that is most because i'm not a english master, when i speak in italian, i do not repeat myself I only repeat myself when people keep missing the damn point.
Ok back to finishing the flaylock and NK stats. NK use the plasma profile, correct? We need to add the profiles to in-game information for the weapons
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Posted - 2015.01.25 13:41:00 -
[43] - Quote
Alright. fully awake now. Pulling numbers for the flaylock pistols and running the crunches
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Posted - 2015.01.25 14:01:00 -
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Oh fun. The rounds per minute aren't listed for the flaylock, so no fire rate. Cannot calculate accurate flaylock DPS. Anyone translating the SDE willing to punch me the numbers for the flaylock Pistol, Breach flaylock, GN-13 Flaylock and the core flaylock?
otherwise I can't do jack with it.
also I need nova knife data. without attack delays and such (which are not listed in the in-game data) I can't give accurate attack profiles.
I can say that flaylocks aren't going to be panic-worthy at 100% to vehicles.
If we're expanding current weaponry I'd recommend the following light weapons and sidearms for double duty:
flaylock, bolt and ion pistols,
Mass Drivers, Shotguns.
Because fo the way the laser rifle stacks damage I recommend it not be added to the pile.
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Posted - 2015.01.25 14:15:00 -
[45] - Quote
At this point, without the vital stats for the flaylock and NK to fill out your table I'm stuck. I can start on turrets, then I'll start theorycrafting fun stuff for my own spergy mental exercises, but as far as handheld AV?
WYSIWYG.
Flaylock and mass driver can be made 100%, they're just not a standalone AV option. the DPS is too low, even if decent for ganking infantry.
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Posted - 2015.01.25 16:24:00 -
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Devadander wrote:If UHAV are faster, and DHAV are slower.... how exactly is a DHAV supposed to hunt UHAV? you have it reversed
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Posted - 2015.01.25 16:52:00 -
[47] - Quote
Devadander wrote:its early... you know what I meant. Got an answer? or just being yourself? the answer is you had it reversed. DHAVs are faster so they can chase down targets and run away from return fire
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Posted - 2015.01.25 17:35:00 -
[48] - Quote
I think more widespread AV options would justify ratcheting back on the cannon nerfs
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Posted - 2015.01.25 17:53:00 -
[49] - Quote
Devadander wrote:Breakin Stuff wrote:Devadander wrote:its early... you know what I meant. Got an answer? or just being yourself? the answer is you had it reversed. DHAVs are faster so they can chase down targets and run away from return fire After a coffee and a re-read I do see... I also see people using these new hulls for the wrong vision. The fight your own war trailer comes to mind. Suits have had limits placed (cloak costs, equip BW, role fitting bonuses) but still fit whatever they want really. Unless the new hulls have restrictions (which I am firmly against) people will just muddy the roles until we are back to triple hardened rolling jokes. (which I am also against...) Some of you might say "Wait, Dev, do you even tank bro?" To which I answer "not often anymore, 3 MLT HAV can instapop a fully fitted Maddy/Gunni, then there's the JLAV..." The mention of active modules making a return has me hopeful. But I know our playerbase. CCP is doing GRAND work on DUST atm, suits have never been in a better place. All roles are now a pitb, and that's a good thing. The past, present, and future of vehicles is what scares me. Players are too risk averse and CCP has been too risk averse in developmental style.
If we don't pull it through and try to unscrew it without getting squeamish about getting a bit of mud and blood on the boots it'll never get where it needs to be.
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Posted - 2015.01.25 17:56:00 -
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Tesfa Alem wrote:Lazer Fo Cused wrote: Not_knowing_when_to_quit.gif Anyway, about the light Lazer rifle as AV. Juno runs the lazer rifle alot, so take him at his word when he thinks lazers might be a bit difficult to balance as AV. A decent lazer rifleman(?) is used to hitting infantry at around 80+ m, hiting a vehicle would be like hitting he broadside of a barn. What about a combination of the scrambler rifle and laser rifle, assault forge gun mechanics? Breach Lazer Rifle: - Requires approx. 2.5 second charge (like scrambler/ assault forge gun) - Fires powerful approx. 5 second AV pulse ( increases in damage up to 5 seconds mark player has to keep full pulse on target for maximum effect) - Lazer damage profile vs shields - can be used vs infantry, but long charge time means infantry have a chance of escape. - fills in missig lazer rifle variants. I statted this weapon and gave it the arc cannon name from templar one actually
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Posted - 2015.01.25 18:10:00 -
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Devadander wrote:Breakin Stuff wrote:Devadander wrote:Breakin Stuff wrote:Devadander wrote:its early... you know what I meant. Got an answer? or just being yourself? the answer is you had it reversed. DHAVs are faster so they can chase down targets and run away from return fire After a coffee and a re-read I do see... I also see people using these new hulls for the wrong vision. The fight your own war trailer comes to mind. Suits have had limits placed (cloak costs, equip BW, role fitting bonuses) but still fit whatever they want really. Unless the new hulls have restrictions (which I am firmly against) people will just muddy the roles until we are back to triple hardened rolling jokes. (which I am also against...) Some of you might say "Wait, Dev, do you even tank bro?" To which I answer "not often anymore, 3 MLT HAV can instapop a fully fitted Maddy/Gunni, then there's the JLAV..." The mention of active modules making a return has me hopeful. But I know our playerbase. CCP is doing GRAND work on DUST atm, suits have never been in a better place. All roles are now a pitb, and that's a good thing. The past, present, and future of vehicles is what scares me. Players are too risk averse and CCP has been too risk averse in developmental style. If we don't pull it through and try to unscrew it without getting squeamish about getting a bit of mud and blood on the boots it'll never get where it needs to be. People will just fit ehp and AV on the AI tank. Making the AV tank worthless vs the AI tank. Unless CCP cooks up some good role bonus(es) for these new hulls, exploitation will commence. all the large turrets are AV
Don't think that's going to be an issue, especially if the destroyers hit like a truck.
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Posted - 2015.01.25 21:26:00 -
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One Eyed King wrote:@ Breakin Stuff
I got the Flaylock DPS from Protofits, for whatever that is worth:
Std: Basic, 364.58 Breach, 295.93
Adv: 382.81
Pro: 401.04
For NKs, I just used the known delays, with the first assumption being the delay between Knife 1 and Knife 2 in a swipe, which I think is resonable to say is 0.2 seconds. For charged strikes, I ignored the usual delay between strikes as I to the best of my knowledge you can charge knives immediately after a strike. I also assumed both knives hit. The numbers do not take into account the 50% reduction, nor any Minmatar Scout bonuses.
Std: Uncharged, 282.35 Charged, 375
Adv: Uncharged, 376.47 Charged, 571.43
Pro: Uncharged, 470.59 Charged, 833.33
Hope that helps. I need the rate of fire stats actually, but this will help
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Posted - 2015.01.26 06:45:00 -
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Tesfa Alem wrote:Breakin Stuff wrote: I need the rate of fire stats actually, but this will help
All flaylocks 125 ROF There is only one breach, it has 54.55 ROF. All NK: 66.67 ROF Thanks to you guys who found this. I appreciate the help.
I can finish now. Would you all like me to hit turrets next?
If rattati doesn't already have those up we're going to need them.
Since Rattati seems to be nowhere near finished tweaking the hulls up I'll save the theorycrafting for later.
Practical application first.
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Posted - 2015.01.26 08:36:00 -
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CCP Rattati wrote:Breakin Stuff wrote:Rattati would you like me to do number builds for the scrambler lance, plasma mortar, autocannon and arc cannon adapted to 1.10 AV DPS standards that I had in my chrome build spreadsheet? It's an easy conversion. Go ahead, but be warned that is a phase 2 or even 3 addition to HAV's. Hulls, modules and existing Weapons need to come first and be balanced. I assumed there'd be no serious push to add them till the hulls are done, and the AV we already have adjusted to compensate.
What I'll be doing for them is balancing them along racial lines in accordance with 1.10 balance in mind.
I figure once I have the baseline stats dialed in I can easily tweak them once we get around to deciding where the PLC, swarms and Forge need to be.
And I figure that comes after the turrets get settled.
My plan is to do with turrets what I am doing with the current AV to show where they are at now. Once you complete the hulls I'll give input on the turrets. Once that's settled I'll push the handhelds unless you have a different priority set.
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Posted - 2015.01.26 08:44:00 -
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Also I have a baseline setup for turrets in mind Rattati. Will post the spreadsheet for them when I convert the numbers to your tables.
I also would like to help build the missing racial turrets.
What phase is the introduction of minmatar ans amarr vehicle priority?
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Posted - 2015.01.26 14:21:00 -
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Lazer Fo Cused wrote:Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage. 1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics How about you not try and berate people for the horrendous crime of not perfectly agreeing with you.
People have opinions.
They usually don't seem to mimic yours. Get over it.
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Posted - 2015.01.26 14:43:00 -
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I bring this up because you're rather frequently crossing the line into personal attack. This is neither constructive and it's against the ToS.
Learn how to talk to your peers. Because you are not above anyone posting on this board.
And further, showing dehumanization tactics such as referring to someone as "it" is a symptom of sociopathy, rather different from what carebears claim. I suggest very politely that you moderate your tone.
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Posted - 2015.01.26 14:55:00 -
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Lazer Fo Cused wrote:Breakin Stuff wrote:I bring this up because you're rather frequently crossing the line into personal attack. This is neither constructive and it's against the ToS.
Learn how to talk to your peers. Because you are not above anyone posting on this board. 1. Personal attack? No its pointing out that something is wrong to the point where i do not believe them to be a pilot due to the fact that they got key points on turrets completely wrong 2. Where did i insult them? 3. Thats rich ive already reported you several times for personal attacks
There is a difference between attacking tou thesis/position and attackingng YOU. I can assault your logic all I want. I can say your methods of communicating with people are childish.
Quit trying to dominate everyone via post.
We are having none of it. You are one voice among many. Not "the one."
You want respect for your ideas? Earn that respect.
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Posted - 2015.01.26 15:20:00 -
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That's nice lazer. Have fun storming the castle.
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Posted - 2015.01.26 17:07:00 -
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Mobius Wyvern wrote:CCP Rattati wrote:spkr and lazer, I'm not trying to be mean or dispiriting but sadly most of your posting is negative, repetitive and arrogant. None of which make me trust or work with your feedback. And it seems you don't even read my explanations nor reasons. Sorry for singling you out but the rest of the players aren't doing that, consistently at least.
An example of useless and hostile commentary: "these fits are terrible". As I have explained I was trying to make a fit without PG/CPU mods AND have the cheapest small turrets, to demonstrate exactly the plight of HAV fitting.
Second, "we don't have PRO tanks". If you had really tried to understand the concept of the bring back initative, it was to create ADV and PRO hulls, that would be able to fit their hulls closer to how dropsuits progress through std-pro. Again, my fits demonstrate exactly how far from HAV pilots are from being able to do that with current hulls and skills.
I guess the one thing that worries me is even with how big a problem tiers present for Dropsuits in the form of power creep, we're now going to have them for vehicles? This could go VERY badly. I mean, I'll give you the benefit of the doubt because you've been doing a pretty good job so far, but something about this just screams "approach with extreme caution". I mean, how long is it going to be before PRO AV users are here en masse posting threadnaught after threadnaught about how PRO vehicles can just shrug off their PRO AV?
Why the hell do you think I'm here? Because I like the free waffles?
I figure if me and a few others provide Rattati with prompt, and complete as we can make it data, we can set up things to AVOID this eventuality on either side.
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Posted - 2015.01.26 17:08:00 -
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Mobius Wyvern wrote: Will we see this same methodology applied to Dropships and their variants in the future?
On further reading this looks pretty neat for tankers, but I think I speak for all pilots when I say we'd like a bit of this love as well.
If this proof of concept works, I predict a cascading effect upon the whole of vehicles and eventually dropsuits.
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Posted - 2015.01.27 05:45:00 -
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CCP Rattati wrote:Hi, can all of you running spreadsheets, please rename them as "Breaking Stuff's something", Spkr4thedead's something so I can more easily cross reference what you say with your data, I am overflowing with data, which is still a good thing.
Much appreciated! Will do when I get home from work.
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Posted - 2015.01.27 08:48:00 -
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Can I get someone to post the refire delays for all AV weapons?
The undocumented one that thaddeus located.
Such as:
PLC: 0.5 SEC Forge gun: 1.0 sec
HE was unable to locate one for swarms.
Can I please get this for all AV capable weapons? Without this information I cannot give accurate DPS counts.
Currently the assault forge gun is listed at a 500 DPS.
If there is a 1 second hard delay between shot leaving barrel and next shot/ reload that changes the DPS sharply at all levels.
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Posted - 2015.01.27 08:58:00 -
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Can I get someone to post the refire delays for all AV weapons?
The undocumented one that thaddeus located.
Such as:
PLC: 0.5 SEC Forge gun: 1.0 sec
HE was unable to locate one for swarms.
Can I please get this for all AV capable weapons? Without this information I cannot give accurate DPS counts.
Currently the assault forge gun is listed at a 500 DPS.
If there is a 1 second hard delay between shot leaving barrel and next shot/ reload that changes the DPS sharply at all levels.
This drops the base DPS of the IAFG by 91 DPS from 500 to 409.09
And because it's undocumented we cannot account for it. If we want accurate counts we need stuff like this.
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Posted - 2015.01.27 12:42:00 -
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Mobius Wyvern wrote:Breakin Stuff wrote:Mobius Wyvern wrote: Will we see this same methodology applied to Dropships and their variants in the future?
On further reading this looks pretty neat for tankers, but I think I speak for all pilots when I say we'd like a bit of this love as well.
If this proof of concept works, I predict a cascading effect upon the whole of vehicles and eventually dropsuits. I really hope that's the case. I've started using a Python fit with 2 Complex Light Shield Boosters and 3 XT-1 turrets. With all my guns manned, that thing is a ***** to kill, and I can finally survive against Swarms.
How's it hold up vs. An IAFG? I've pretty much noticed that shield hardeners vs. Extenders on a forge gun there's no real difference. But I can see it making a difference vs. Swarms.
Also never seen anyone dual booster in a serious fashion.
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Posted - 2015.01.27 12:59:00 -
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CCP Rattati wrote:
And I do not feel constrained to apply the same logic on vehicles and dropsuits, in a 16v16 environment, vehicles should not ever be dominant.
I'm of the opinion that trying to apply the same logic to both results in the mess we are in today.
But as far as changing the tiericide I honestly think full throttle tiericide would be best.
Instead of having three versions each of the same suit, why not three different suits?
Example: A-1 Scout, A/2 Saboteur, Ak.0 Pilot suit.
G-1 Linebreaker, G/2 Hunter, Gk.0 Sentinel
Each an unlock off the appropriate frame with a x3-x4 multiplier instead of an x10 for a single suit?
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Posted - 2015.01.27 13:01:00 -
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CCP Rattati wrote:question, shield boosters in low?
... honestly I was going to say bad idea. Thinking about it, however, I can't see why it would break the vehicles.
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Posted - 2015.01.27 15:36:00 -
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Mobius Wyvern wrote: Dual Booster allows me to loiter and duel with Forge Gunners easily, even Assault Forges. The fun part is it's actually a tossup as to which of us will win said duel.
Spread the good word my good man. I want more dropships to get froggy and attempt to kill me rather than panicking and fleeing.
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Posted - 2015.01.27 16:17:00 -
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Any chance I can get the refire delays for all of the AV weapons? This attribute isn't listed anywhere except in the code and I'm not a coder.
I know the forge is 1 second hard delay between shot fired and doing anything else now, which buggers up my numbers BADLY.
I need to know how many of these there are so I can fix the numbers. The existence of this attribute because it's unlisted means I have to redo all of my tables.
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Posted - 2015.01.27 19:50:00 -
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Lazer Fo Cused wrote:
1. It doesnt matter because infantry are already supporting this
2. Really it mostly was all good, now its currently all bad
3. Lore? No its a fact - A vehicle cannot hack an objective
4. Armor in EVE does not and never has repped passively yet in DUST it does and it shouldnt yet in EVE shield reps consistantly yet in DUST it doesnt so can you stop screaming 'lore' when it suits you 4a. If its in EVE it should be in DUST because its all new eden - Thats lore but thats also a quick way to balancing 4b. If infantry go to tiercide i bet you now that my Gallente assault suit will still have 8 slots in a 3/5 layout and not as a 1/3 layout where as vehicles will still have 3/2 layout which offers nothing at all - We already have it, the pro tanks that rattati wants to introduce we already have now except it will cost 2.7mil for no improvement
Butte 1: Being petulant again, no one likes whining.
Butte 2: Yep we want to spoil your fun by not allowing you to be invulnerable. There are plenty of games where you can use an invulnerability code at any time. go play one.
Butte 3: Your facts and what everyone else recognize as anecdote or circular logic share some striking similarities.
Butte 4: This isn't EVE Online. Butte 4a: MMOS spaceship game does not balance like an FPS. I ran that statement past a five year old. They said it made no sense. I concur. Butte 4b: You run a gallente assault suit? Filthy infantry you have no business posting in a vehicle thread.
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Posted - 2015.01.27 20:34:00 -
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Lazer Fo Cused wrote: 1. You still want it, you already said that you back it
2. Near enough, better than 10% now
3. Im right, i cant hack a point
4. Yes it does because capacitors
there's a bucket over there. please go cry into it when you realize that your efforts are futile.
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Posted - 2015.01.27 20:43:00 -
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Ok I actually have to call it on the spreadsheet.
Rattati, I have to say that even with the charge feature, Nova knives aren't going to be considered a serious AV weapon in any reality. with a base of 111 DPS at the prototype level using rapid strikes versus vehicles this is a troll weapon, and nonviable in any serious fashion as an HAV destroying tool. It's not even borderline as a finisher unless an HAV has less than 500 HP remaining.
In my studied opinion after looking at the numbers and watching several nova knifer videos showing HAV destruction the only way you're getting an HAV kill with NKs is under one of two circumstances.
1: The HAV driver is an idiot on a scale heretofore unseen.
2: The HAv driver lets you do it because you're making a Youtube video to showcase your new can-openers.
I have finished all of the "serious" AV options that we have available today.
My assessment on the Mass Driver and Flaylock is that even at 100% efficacy they will underperform compared to swarms, Forge guns and even the PLC in an anti-HAV capacity. I can't say this dismays me.
But we can make the Mass Driver a dual purpose AI/Backup AV weapon without torching the balance we have, same with the flaylock.
Making similar considerations for the Bolt Pistol and Ion Pistol Charged Shot might not also be out of the bounds of reason.
I highly recommend not using the Laser Rifle or the four battle Rifles for AV.
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Posted - 2015.01.28 10:33:00 -
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D3LTA Blitzkrieg II wrote:1 Are shield boosters meant to be used in cover? They dont work under fire & that is why i prefer the dual hardener approach. Much more reliable. 2 Tried using small shield boosters on a HAV just to kickstart the shield regen without the 4 second delay. Did not prove to be worth the high slot. 3 Also when using the ion cannon on the shield tank you cant quite aim the blaster as low as on the madrugar. There is this "blind spot" near the tank out of the reach of the cannon. Makes RE scouts and AV grenades quite the problem. Would encourage you guys to try it for yourselves on a sica/soma. 4 AV + high ground is damn near impossible to counter with a tank alone. Please keep that in mind when balancing. 5 No doubt HAV's will now require more SP to spec into properly, but i hope to see the returns of that SP investment in battlefield performance. Cant wait to drive these new tanks. Much disappointment when the new patch notes did not include new HAVs :/
1. so far as I can tell, yes. I don't honestly know if the interrupt is a glitch
2. YMMV. some people swear by 'em
3: the depression limit is intended, at that point pick a direction and gun the motor. Seriously. driving away fast is the solution to point blank scouts.
4: Harder to get now, though I'll admit, not impossible. Upshot is high ground AV tends to be easily countered by snipers.
5: I wouldn't count oh HAVs requiring more. In fact any assumptions at this point are premature.
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Posted - 2015.01.28 12:39:00 -
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Keep the lights on drivers, Rattati's doing something cool with the Main Battle Tanks. keep watching.
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Posted - 2015.01.28 14:28:00 -
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so far we're looking at a 4/1 layout for caldari UHAVs and DHAVs
Looks like the Main Battle Tanks are sitting at 5/2 so far.
check it out. It's all in the spreadsheet
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Posted - 2015.01.29 01:19:00 -
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Hey Rattati. I have an answer To your question After tossing it about in my head.
10,000 - 10,500 EHP At proto.
I think we can adjust to that. Especially given the guideline you gave me. If you want to use that number I can EASILY crunch that and set up turret and AV examples that can tackle it. While keeping to the guidelines on TTK you were positing to me.
No, tank nerds, you won't be getting instagibbed by solo AV. but you can still get gibbed if Rattati goes by the guideline.
I'll let him explain it.
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Posted - 2015.01.29 08:48:00 -
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duster 35000 wrote: How, exactly? It has a 4 second recharge delay...
because a gunnlogihas a full recovery from zero HP time of approximately 20 seconds. Without active mods or a FULLY realized passive regen setup It should take a similar amount of ttime to recover as it takes a dropsuit to run to a distant supply depot to resupply.
I'm agreeing with rattati that 4 shot HAV kills should require a weakspot hit but with a super high regen we get to maintain the status quo that HAVs only need to hide for a few seconds before running back to contulinue behaving badly.
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Posted - 2015.01.29 09:04:00 -
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The-Errorist wrote:Breakin Stuff wrote:duster 35000 wrote: How, exactly? It has a 4 second recharge delay...
because a gunnlogi has a full recovery from zero HP time of approximately 20 seconds. Without active mods or a FULLY realized passive regen setup It should take a similar amount of time to recover as it takes a dropsuit to run to a distant supply depot to resupply. I'm agreeing with rattati that less than 4 shot HAV kills should require a weakspot hit but with a super high regen we get to maintain the status quo that HAVs only need to hide for a few seconds before running back to continue behaving badly. What do u think of the numbers I gave for shield recharge rates and having innate armor repair? I also have an old thread about it. I can't actually look till I get home.
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Posted - 2015.01.29 15:35:00 -
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If you play EVE a DHAV is a talos/naga/tornado/oracle style ship.
Big hits. Don't get hit.
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Posted - 2015.01.29 16:15:00 -
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Pokey Dravon wrote:CCP Rattati wrote:all i know, is that I want to drive both uhavs and havs. i can imagine the rush of speeding around, almost lav speed, and just blasting tanks, in and out. I think it could be a great way to break out of a camp, keep moving and pick your targets wisely. Isn't this also about making tank combat a little more fun? I agree, I think people are underestimating the power that speed offers an HAV. Slap an Overdrive and Tracking Enhancer on, get up close, and take out the UHAV from close range, moving faster than it can track. You can already do this to some effect with a Blaster fighting a rail up close, and it's awesome. It's kind of like playing as a scout back when Heavies had reduced turn speed. You had crap for health but you could literally dance circles around the heavy and he wouldn't be able to touch you. As for the base stats on the DHAV...it has the reduced slots as well as the reduced base HP. I agree with either of these...but not sure if I agree with having them both at the same time, it might be a little too extreme, but time will tell. Stick with both, but I'd remain open to the idea of bumping the base HP up again if the DHAV's defense proove to be a little TOO weak.
If the DHAVs are well done I'd skill this character into HAVs JUST for DHAVS.
I love doing lots of damage then dying in glorious fire
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Posted - 2015.01.29 22:39:00 -
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Doc DDD wrote:I think you might need some help reading spreadsheets. Apart from one second, the madrugar outreps the gunlogi total hps for every second, with a basic rep. Yes 4000 takes longer to rep than 2685, not a surprise.
AS PER HIS OWN SPREADSHEET.
I'm pretty sure rattati said the gunlogi would be 5 high 2 low, madrugar 2 high 5 low. As per his spreadsheet.
Madrugar will be 3/4
The amarr HAV is planned for 2/5
the minmatar is planned for 4/3
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Posted - 2015.01.29 22:54:00 -
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Doc DDD wrote:pokey, why are you trying to balance numbers around modules that don't exist and modules that are going to be adjusted?
If armor hardeners reduce more damage then the numbers will be even more favorable for the madruger, we need to focus on what rattati has discussed he is working on rather than theorize about potential components.
ill let rattati read both our stances and judge for himself. pokey's providing rattati active feedback doc, complete with numbers and spreadsheets to back it up. I'm working on turrets and handheld AV. Thaddeus is working on a future vision thing. If Rattati uses our numbers, neat. If not, his decision.
All three of us think inherent regen is too high, both on passive gunnlogi regen and on the passive armor reps.
Right now, so far as I can tell, Rattati is working on hull stats and balancing them out. Modules and turrets come after the hulls are bashed out. Once Rattati has the turrets and modules bashed out, I'll be making recommendations for handheld AV.
This is a process, and until Rattati says the numbers are final, it's still a work in progress. You're crystal balling and making assumptions. Why don't you talk TO Pokey instead of trying to argue why he's wrong? You might get some actual data because for once the damn Dev doing the work isn't being a secretive cave troll and when he talks about what he wants to do we're listening.
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Posted - 2015.01.29 23:24:00 -
[83] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:pokey, why are you trying to balance numbers around modules that don't exist and modules that are going to be adjusted?
If armor hardeners reduce more damage then the numbers will be even more favorable for the madruger, we need to focus on what rattati has discussed he is working on rather than theorize about potential components.
ill let rattati read both our stances and judge for himself. pokey's providing rattati active feedback doc, complete with numbers and spreadsheets to back it up. I'm working on turrets and handheld AV. Thaddeus is working on a future vision thing. If Rattati uses our numbers, neat. If not, his decision. All three of us think inherent regen is too high, both on passive gunnlogi regen and on the passive armor reps. Right now, so far as I can tell, Rattati is working on hull stats and balancing them out. Modules and turrets come after the hulls are bashed out. Once Rattati has the turrets and modules bashed out, I'll be making recommendations for handheld AV. This is a process, and until Rattati says the numbers are final, it's still a work in progress. You're crystal balling and making assumptions. Why don't you talk TO Pokey instead of trying to argue why he's wrong? You might get some actual data because for once the damn Dev doing the work isn't being a secretive cave troll and when he talks about what he wants to do we're listening. as per this being a process I am providing my feedback and explaining myself. My feedback can be discarded if it is deemed useless, but I will add my voice. shield tanks need high regen as they rep less hp per second, if there has been numbers and modules released that are not in any of these feedback posts that have been confirmed to be worked on by Rattati then I have not seen them. I want the hulls to be balanced for for thier intended rolls. To avoid a nitro blaster madrugar instantly repping at 400 hps while hardened being the new go to frame, I would avoid reducing the 168 inherent shield reps when they already are at a disadvantage of a 4 second delay. I have said my piece on the subject, I understand you disagree but that's how discussions go.
Yeah, 400 HP/s madrugars are not on the horizon. Dunno where the hell you're getting that number.
This is like the goddamn Logi Slayer thing. The triplerep madrugar is a thing no one is interested in repeating and everyone knows what caused it so quit crying that the sky is falling.
On the future unless plans have changed:
Regulators Something resembling an energizer/recharger
To my knowledge Rattati's not looking at keeping the ungodly native and passive module rep rates. But bluntly what will happen is if you take a Gunnlogi and don't fit any regen mods but the madrugar dumps space into reps he will outrep the gunnlogi. Just like what happens when a galassault stacks five reps in the lows. This of course, will result in horrible bad things happening because of the lack of sufficient buffer to matter.
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Posted - 2015.01.29 23:52:00 -
[84] - Quote
Doc DDD wrote: If there is any change to armor hardeners, which would help balance turrets, and which I am in favor of, the inherect shield reps of gunlogis would be too low, unless there is some module in the works to significantly increase the recharge rate.
Just sayin fast regen for either armor or shields should require an active mod
Just sayin
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Posted - 2015.01.30 08:50:00 -
[85] - Quote
Harpyja wrote:Pokey Dravon wrote:I don't see why people feel the need to depart from the existing shield/armor mechanics we have in Dust. They're so set on making shields recharge constantly, yet armor already works that way. If people want to run passive fits, why are they not just running armor? I see no reason why there shouldn't be viable active and passive fits, and any fits inbetween, for both shield and armor. Otherwise what's your opinion on what I had to say about passive shield recharge and making it low to start off with but can be increased through fitting shield modules (and thus only giving the advantage of a faster recharge to those who actually shield tank their vehicle).
Harpyja making passive tanks is supposed to be doable with module investment, thats the point.
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Posted - 2015.01.30 14:27:00 -
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Tesfa Alem wrote:I am Looking forward for future DHAV tankers thinking its going to be them running the battlefield.
Anyone who actually believes DHAVs are going to rule the battlefield have been drinking too much jungle juice and smoking too much weed.
MBT HAVs are going to be kings in class overall.
DHAVs are one trick pony weapons. They do one thing. Period. But if you fart too hard in the driver's seat it's likely to damage the chassis. You don't field a DHAV because LOLWINMOBILE, you drop a DHAV for the express purpose if putting death rocks through the face of that HAV/UHAV who has been dominating the infantry.
UHAVS will be popular among the HAV MASTER RACE crowd and when the DHAVs and MBTs jump on them the crying will start.
I want them because I think it'll be a fun challenge. Just don't expect me to stick around to exchange quiche recipies with your Gunnlogi.
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Posted - 2015.01.30 19:22:00 -
[87] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:Spkr4theDead wrote:Pokey Dravon wrote:I don't see why people feel the need to depart from the existing shield/armor mechanics we have in Dust. They're so set on making shields recharge constantly, yet armor already works that way. If people want to run passive fits, why are they not just running armor? Because that worked better for vehicles. Care to elaborate on why? Your question tells me all I need to know.
However this answer, and your thesis statement tells us nothing why shield HAVs should have their current godawful regen/not have a recharge delay.
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Posted - 2015.01.30 19:29:00 -
[88] - Quote
Pokey Dravon wrote:Here is the deal Spkr. I like to think myself a pretty rational and reasonable person. I have no issue with changing my mind on a topic if someone can offer up a clear and rational explanation on why they are right and I am wrong. That is what is typically called a 'Discussion'. The problem is that if you refuse to offer up an explanation to why I'm wrong and you're right, I will continue to believe that I am correct. If you That is what is typically called an 'Argument'.
I love discussion, being constructive is awesome. However, I have no patience nor interest in arguing, as it is not only a waste of my time, but everyone else who actually wants to get stuff done. This pretty much sums up my thoughts on the matter.
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Posted - 2015.01.30 21:21:00 -
[89] - Quote
I'm going to be VERY honest with you, that's going to be impossible to predict until we start shooting at each other.
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Posted - 2015.01.30 21:37:00 -
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Avallo Kantor wrote:Breakin Stuff wrote:I'm going to be VERY honest with you, that's going to be impossible to predict until we start shooting at each other. Fair enough, let me reword the question then: What, in your opinion, should that number be for engaging gameplay both for tankers and AV and infantry? Also, why do you feel that way? [Sorry, I hope I am not being too much of a nuisance with my attempts to join the conversation] I have no preference for how often tankers die.
I'm good at ripping them up, that's good enough. But setting up an arbitrary "what's fair" number of losses isn't going to be a balance point.
Hull costs are going to by necessity be revamped. Doesn't make a damn lick of sense for a STD HAV to cost 150k id the top tier is 200k
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Posted - 2015.01.30 22:03:00 -
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duster 35000 wrote:Breakin Stuff wrote:Tesfa Alem wrote:I am Looking forward for future DHAV tankers thinking its going to be them running the battlefield. Anyone who actually believes DHAVs are going to rule the battlefield have been drinking too much jungle juice and smoking too much weed. MBT HAVs are going to be kings in class overall. DHAVs are one trick pony weapons. They do one thing. Period. But if you fart too hard in the driver's seat it's likely to damage the chassis. You don't field a DHAV because LOLWINMOBILE, you drop a DHAV for the express purpose if putting death rocks through the face of that HAV/UHAV who has been dominating the infantry. UHAVS will be popular among the HAV MASTER RACE crowd and when the DHAVs and MBTs jump on them the crying will start. I want them because I think it'll be a fun challenge. Just don't expect me to stick around to exchange quiche recipies with your Gunnlogi. You said pony But yeah, HAV's will be used the most, can't wait til the skrubs cry about the DHAV being too weak. Up until one of those "weak" hulls blows the crap out of their HAVs by being overgunned
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Posted - 2015.01.31 10:47:00 -
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CCP Rattati wrote:The-Errorist wrote:I have made a glorious spreadsheet of how I feel hull stats for the all the tanks of all races should be. I also have a different UHAV skill bonus. can you sig it, so I can find it easier, back at work? I'm going to be critical of the base hull EHP.
Putting that much EHP on the hull directly marginalizes the utility of modules. This is one of the current problems and leads directly to cookie cutter fits with little to no variation.
While your percentage breakdowns make sense, I'm going to suggest dropping the baseline hull HP some.
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Posted - 2015.02.02 05:28:00 -
[93] - Quote
Because it's the only way to ensure that solo HAV drivers aren't rendered instantly inferior by the standard HAV drivers dismounting the turrets to Instantly free up resources for a superior EHP value.
I have explained this before.
The difference between an advanced and proto hardener is much less than the difference between a standard small and no smalls.
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Posted - 2015.02.03 06:07:00 -
[94] - Quote
Not locks. Eject button.
Believe it or not, stolen vehicles is intended to be a thing.
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Posted - 2015.02.03 22:16:00 -
[95] - Quote
Requiring that you actually have the skill to run the f***ing tank in order to hack, drive and steal it seems like a logical thing to me.
Otherwise, as adamance says, why do we have to skill into it?
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Posted - 2015.02.03 22:21:00 -
[96] - Quote
Pokey Dravon wrote:I suppose this is as good of a time as any. It's not quite done (need to finish up some fields for Active Armor reps and add in active shield boosters) but it's pretty close. I'll try to finish those bits up tonight. Feel free to many a copy and play around with it, anything in green should be editable and will auto update everything else. NOTE THAT THE VALUES I THREW IN THERE ARE COMPLETELY MADE UP. STRAIGHT OUT OF MY ASS. NOT INTENDED TO BE EVEN REMOTELY CLOSE TO A PROPOSAL. THEY'RE JUST THERE TO MAKE SURE THE SHEET IS WORKING PROPERLY. But I know someone will freak out anyways ^_^ https://docs.google.com/spreadsheets/d/16dO3Jw-f1MRkKKJj8sgTz1A-M1qxf7IxyJ_v-zBgAlo/edit?usp=sharing OH MY GOD THESE NUMBERS WHAT THE HELL WERE YOU THINKING???
Now that it's out of the way, actual discussion can occur.
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Posted - 2015.02.05 08:36:00 -
[97] - Quote
Projectiles and laser AV don't exist yet.
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Posted - 2015.02.05 19:46:00 -
[98] - Quote
Pokey Dravon wrote:Harpyja wrote: I don't see how people are missing this. My support goes to a weaker UHAV and stronger DHAV in terms of defenses. The UHAV will have to rely on its infantry fighting capabilities to defend itself from infantry AV, whereas the DHAV will be better suited against other vehicles and hence needs a better defense against infantry AV.
Also, if a UHAV has twice the EHP of a DHAV, then the DHAV will need at least twice the damage output from the large turret in order to beat the UHAV, without having the UHAV use its superior defense to win. But then you got the problem of DHAVs dealing too much damage and will wipe each other out in a fraction of a second. This is not a fun setup where DHAVs will be insta-ganking UHAVs and other DHAVs.
What I've been trying to propose is more fun and geared towards having more skill. A weaker UHAV means that the pilot will need to have skill to effectively fight off infantry AV. A stronger DHAV means that it needs only a minimal, if any, damage bonus and will result in prolonged DHAV vs DHAV fights where fitting and pilot skill will come into play, instead of the "shoot first to win" scenario that's currently proposed.
I get what you're saying, however I'm still unsure why anyone under your proposal would use a UHAV over a MBT. EDIT: What if the UHAV's increased eHP was only against infantry? As in its damage reduction only worked against Light AV, Heavy AV, & demolitions? But not Large or Small turrets?
They wouldn't.
Because the UHAV with weaker defenses would be dead meat versus any competent AV gunner.
The DHAV is intended to make MY job harder by being mobile and not holding still long enough for me to lock down and kill it.
The UHAV makes my job harder by wading in, and parking on an enemy force and systematically massacreing them while I hammer away at it. Having more EHP to resist my Forge Gun or the swarms trying to killsteal me is critical to this. The UHAV has to be designed with the understanding that Infantry will drop everything to KILL IT and be armored accordingly.
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Posted - 2015.02.06 06:43:00 -
[99] - Quote
The way it breaks down: one has to be the hammer, the other the anvil.
If you make DHAVs tankier with bigger hits then you obviate the need for a main battle tank. This is bad.
Also UHAV being resistant to infantry AV makes perfect sense.
I view HAV AV as refined, powerful and optimized for simply drilling through and bypassing most defensive measures.
I consider Infantry AV to be crude by comparison, brute force methods that are reliant upon cheap, destructive gimmicks which try to power through where HAVs weapons rely on efficiency.
Given that standard an HAV could easily be rigged to counter "infantry hax" but fall short versus HAV fire.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.06 08:38:00 -
[100] - Quote
As we have seen repeatedly with sentinels, even a 15% resist MATTERS.
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Posted - 2015.02.06 08:53:00 -
[101] - Quote
duster 35000 wrote:Breakin Stuff wrote:As we have seen repeatedly with sentinels, even a 15% resist MATTERS. Go use a caldari sentinel then come back here and say that. You mean "go use my favorite one?"
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Posted - 2015.02.06 11:24:00 -
[102] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:As we have seen repeatedly with sentinels, even a 15% resist MATTERS. I know 15% matters, we have going to stack that resist wih at least one hardener and natural shield resists. -10% to forges and a -20% vs swarms. With out a hardener off the bat the forge is doing - 25% , swarms are doing - 35%. 1 hardener active and Forges do -65% swarms - 75%. Try dealing with that beast in an ambush OMS. If it has similar base EHP to an MBT then it's doable, just mor difficult so long as AV gets properly tuned versus MBT.
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Posted - 2015.02.06 17:35:00 -
[103] - Quote
I think we're digging in our asses a little deeply to justify things guys.
MBTs are reasonably speedy now. all the UHAVs would need to slow down would be 20-30% speed loss AT THE ABSOLUTE MOST.
Because they NEED a chance to escape if Infantry get gud and threaten to overwhelm them. It doesn't have to be a HUGE chance. But there has to be a chance.
Further there's no need for DHAVs to be able to go more than 20% faster than an MBT. They're fragile but there should never be a guarantee of escape.
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Posted - 2015.02.06 19:16:00 -
[104] - Quote
they want DHAVs to be able to outrun LAVs loaded with AV gunners. they're being coy about it.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.06 21:40:00 -
[105] - Quote
Ok Rattati if your HAV numbers are anywhere close to final, and the ones we see today are the ones we can expect to see in the future?
Swarms will need to be nerfed. Hard. On-paper DPS vs shields for an triple-modded Wiyrkomi Swarm launcher does the following DPS:
Shields: 1027.22 DPS Armor: 1540.83 DPS
Call me insane, but that's a bit much for what you're proposing right now.
Forge Guns would be in an OK-ish place with better rate of fire. proto fitted HAVs it looks like will require a reload to kill solo on the UHAVs. For whatever reason this fails to upset me.
Plasma cannon will need a rework to be viable, but that's not hard. We either spike the alpha hard, or we up the reload speed and lower the charge time significantly.
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Posted - 2015.02.06 21:57:00 -
[106] - Quote
MINA Longstrike wrote:Standardize plc charge time at .45s, change operation skill to 3% reload per level, up damage by one tier level (so basic does current adv damage, which is +~170 damage per tier upgrade). It puts the plc in a better place without making it op vs infantry. And increase ammo by one.
it can't be OP against infantry even if I match it's rate of fire to the Assault forge. You're looking at more or less identical attack profiles except one has a wider splash and is harder to aim.
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Posted - 2015.02.06 22:23:00 -
[107] - Quote
I'm looking at it. changes won't have to be as extreme as they would be to be viable for chrome numbers but the PLC definitely needs a tweak up, and bluntly the reload speed is the roadblock. dropping that sharply should do everything we need it to do , with potentially very MINOR tweaks to charge.
However this is a thread derail, I wanted to point out a problem with extant AV before it becomes the ugly surprise hiding under the desk to take a swipe at him.
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Posted - 2015.02.06 22:48:00 -
[108] - Quote
MINA Longstrike wrote:Pokey Dravon wrote:MINA Longstrike wrote:It is odd but its much better than current operation skill which shaves of 15/100ths of a second which is negligible, reloading is the primary drawback to a plc. I will admit that the benefit of the operation bonus feels pretty negligible, but at the same time I don't really like doubling up on the same modifier with 2 skills. Perhaps projectile speed? Projectile speed is not a problem, it is currently in a decent spot. Reload speed is the bottleneck.
Hell the alpha isn't bad, the charge up isn't :horrible: but the reload speed is what kills it.
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Posted - 2015.02.06 22:54:00 -
[109] - Quote
Pokey Dravon wrote:Back on topic...Ok lets take a moment to look at bonuses under the premise of damage resistance against infantry AV.
MBT +2000 Base Shields +2650 Module Shields (2 Extenders) =4650 Raw Shields
UHAV +3000 Base Shields +1325 Module Shields (1 Extender) =4325 Raw Shields
So before Bonuses, MBT will have 325 more shield HP more than the UHAV. Our general goal is to make the MBT slightly better at dealing with enemy vehicles than the UHAV, so similar levels of eHP against turrets with the MBT being faster/better tracking achieves this goal fairly well. Since there is a fairly small difference in HP (325) we'll just leave that as is with the understanding that it might be slightly tweaked in the future.
So it comes down to upping the UHAV's resistance against infantry. If the resistance is specifically towards infantry AV, It is more reasonable to go with a pretty high eHP. We'll shoot for what Ratatti initially proposed to see how it looks.
Ratatti's Initial "Ultra Bonus": +3210 HP
Oh boy, that's a bit of a jump. So in order for the UHAV to gain that much eHP against AV using its base HP, you're looking at ~75% resistance, or +15%/lvl. Eeeeesssh thats pretty intense, landing the UHAV at about ~11700 eHP once its in a hardened state.
Note: MBT eHP = ~7300 (~40% less than UHAV) DHAV eHP= ~4500 (~60% less than UHAV)
Discuss?
the UHAV is killable with the forges, if the RoF comes up a bit. It'll require a reload as I mentioned earlier.
swarms are still going to overkill as they retain over 1000 DPS vs. shields with damage mods.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 07:15:00 -
[110] - Quote
All in all the HAV numbers seem solid.
While Rattati's turrets aren't where I would put them, they are also solid.
Bluntly I want to test them against the AV we have now to see if my assessment of what handheld AV will need to be competitive Is correct. If we get a sweet spot for the forge and PLC then awesome.
However, I think swarms are going to absolutely require a mechanical overhaul in order for the balance we need to occur.
Simply nerfing them will tip them over the razor's edge Into being a bad joke. Buffing them is not a solution in any reality.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 09:36:00 -
[111] - Quote
Don't forget about passive SP Tesfa. That's separate from the 750,000. This needs to be accounted for in your math.
Also frames are a x6 skill. Specialist dropsuits are x10. The HAV skill at x2 provides a similar SP paywall to the dropsuit command skill.
However, that being said I think the racials should be x10 like tge dropsuits, not x12.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 10:36:00 -
[112] - Quote
8x means less investment of SP than a dropsuit.
10x.
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Posted - 2015.02.07 14:29:00 -
[113] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:8x means less investment of SP than a dropsuit.
10x. Alright So someone that hasn't played in months, and doesn't use vehicles, gets to decide the path vehicles take? And now you want tanks to use more SP? Please, go ruin a different game. Spkr why don't you depend less on a buggy user interface to get your intel?
To anyone who knows me, I'm in match at least twice a week for a few hours.
So since we've decided that we're going to ignore Rattati's request for civility in the thread rather than obstructive accusations, do please enlighten me as to why an HAV should require less SP than a fully-fitted, max-cores dropsuit?
I'm of the opinion that the SP counts should be comparable.
So tell me. Why should a tank that has to get a x2 skill to 3, a x6 skill to 3 as prereqs cost less than a dropsuit that has to do the same?
The current proposed SP cost is an x12 modifier for specialist racial HAVs.
I want it to cost x10 to match a specialized racial dropsuit.
But by all means, do enlighten me as to how my suggestion is ruining the game.
Also please educate the class as to why an HAV should cost less to skill into than a fully skilled dropsuit.
I'm not playing this game with you anymore. Defend your position with facts or shut up.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 15:29:00 -
[114] - Quote
Spkr4theDead wrote:I'm hoping to be able to record video in 2 weeks or so, to show the state vehicles are in with video evidence, as well as how easy it is to use AV. I'll even use crap tanks to show how strong AV is, while ignoring the experience I've built up through a lot of time spent in tanks. using crap tanks to prove a point that AV is too easy is a rather sad argument.
Use your best tanks and make the video. then I'll take them seriously.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 15:39:00 -
[115] - Quote
MINA Longstrike wrote:Spkr. You need to quit with the constant "HE DOESNT X" crap. Present your point civilly. You are calling names and making ad hominem attacks when you are in a position to refute the central point or provide counterarguments. Remember that image I provided to you yesterday? You do have some relevant arguments but if you present them in a poor manner no one will give you the time of day. Stop making attacks against people. I'll cop to the fact that he was right about the SP costs. It's been a while since I needed to check. I have the four dropsuits I wanted maxed.
But my point stands that I believe that a fully max-core HAV should require about the same SP investment as a max-core dropsuit. that's the thesis statement even without the numbers being right. If that means drop the SP costs a bit, then by all means. If that means there needs to be more SP costs to compensate for less skills in the tree whatever.
Equal investment. That's what I think needs to happen on the SP front.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 16:00:00 -
[116] - Quote
making them not crap is the first step.
shaping the battlefield so they have more utility than "Wp farming engine" or "Warpoint pinata" should be the next step.
If we can figure out how to shape the battlefields so that HAVs are necessary and USEFUL then we're in business. If we have the stats filled out and actually balanced when we get this thing going? Better still.
And defraying a lot of the SP cost to pilot suits in whatever form is a definite good idea. We just need a solid idea on what a pilot suit needs to be and what bonusing it needs to have.
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Posted - 2015.02.07 16:56:00 -
[117] - Quote
The UHAV and DHAV skills will need a skill multiplier.
x12 seems excessive to me.
I'm wildly iffy on x10.
I'm also against HAVs costing less overall because they're reall only vulnerable to what, maybe 5 weapons That infantry can carry.
Forge, swarms, PLC and AV nades.
So functionally immune to all but 4 weapons.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 19:53:00 -
[118] - Quote
MINA Longstrike wrote:
Breaking is IIRC more than willing to admit he doesn't do much on the vehicle side, but he is more than willing to listen to explanations of why parts of his points are mistaken.
It's called learnin'
I does it.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 22:18:00 -
[119] - Quote
quit misrepresenting me spkr. I said (on multiple occasions) the DHAV should be low HP, not the UHAV. FFS at least get your facts straight.
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Posted - 2015.02.08 13:47:00 -
[120] - Quote
Tesfa Alem wrote:If the biweekly spkr vs the world derail has gotten out of our system I'd like to focus back on the skill tree and the spreadsheet
@ Rattati I believe the general player consensus is that HAV skill point investment should reflect the infantry skill point investsment. 6x then 8x rather than 3x, 6x 10x 12x.
The only difference in HAV and SHAV is prefit turrets. I can't see a reason not to combine both in a single skill tree, and have he two types in the market instead of a double SP sink for the same vehicle. From what i can tell there will be no unique bonus applied to either the HAV or SHAV to differentiate the two. The only bonus is not having griefers leap into your tank.
It doesn't make much sense anymore to have two skill books for one hull. Its more akin to asking breaking suff to spec into proto caldari heavy twice to either use a forge gun, or use a forge gun and a side arm.
You are alreadly removing turret fiting options for tanks, effectivley doubling the ISK sink for tankers. I will have to buy two unique gunlogis, one with turrets, one without. No need to have a massive SP sink as well.
I tend to agree here. branching off the DHAV and UHAV from the HAV skill will be simpler, and less clunky. I don't think there needs to be two separate HAV skills, just prefitted turrets and no turrets on market.
simplicity in a complex system helps keep the learning curve from going here.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7023
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Posted - 2015.02.09 09:10:00 -
[121] - Quote
CCP Rattati wrote:Don't worry too much about the skills, I was theorycrafting and making sure the formulas worked.
I do still want it to be difficult, and more difficult than a single proto dropsuit, for sure. I am less concerned honestly with individual skill costs.
I'm more on the "overall investment"
If an HAV and sentinel benefit from the same number of skills with similar skill bonusing Then they should cost similar.
If a HAV has less skills total then it should be more expensive per skill Then the sentinel.
HOWEVER..
Unbonused skills should not cost the same amount as bonused skills IMHO. The value isn't there as much. It also means that you're getting less overall utility.
So enough editorial from me. I want tanks so I can shoot at them and get a feel for the V/AV interaction. I have a pretty good idea based on the posted numbers how it'll play out, but I want to confirm.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7025
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Posted - 2015.02.09 13:00:00 -
[122] - Quote
Sir Dukey wrote:Will there be a vehicle skill tree respec like there was for dropsuits in 1.8 since we are literally getting everything changed.
Can we not start that argument In this thread?
My gut would say yes but since we are no longer dependent upon the devs deciding to give a mass refund it's not certain.
We did not have pay-for respecs when the dropsuit parity hit.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7027
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Posted - 2015.02.09 15:01:00 -
[123] - Quote
the problem with "keeping it in the hands of specialists" is newbies get hosed, and it discourages players that want a specific HAV class to run on the side.
I'll admit. I want a DHAV. Because I find the idea of rolling around the battlefield in a murder bus hunting enemy vehicles while having to avoid infantry attack hilarious.
I also think exploding is funny. Doesn't matter who, even me. I like things that explode.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7031
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Posted - 2015.02.09 16:03:00 -
[124] - Quote
Pokey Dravon wrote:Not to mention I want to avoid the argument that "Oh I spent X amount of SP more than you so I should be X amount harder to kill".
as though that argument didn't get old the second time it was trotted out.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7033
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Posted - 2015.02.09 16:19:00 -
[125] - Quote
Spkr4theDead wrote: We just want the SP and ISK investment to be worth it. Our experience makes us hard to kill. There's a difference.
I agree. I believe that SP dumped into a given fit should be as valuable as the same amount of SP dumped into any other fit.
Just having a badass tank isn't enough. Most of the people I ripball through are just bads.
But every so often you get that one guy who actually has half a brain and a clue and then it's fun attacking vehicles again. Means something when you dump a good driver's HAV, that kinda thing can completely alter the course of a battle.
Just like having a good logi who isn't merely a WP farming dingbat can make the difference between a phenomenal squad and a dead squad.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7033
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Posted - 2015.02.09 16:36:00 -
[126] - Quote
DarthJT5 wrote:Breakin Stuff wrote:Spkr4theDead wrote: We just want the SP and ISK investment to be worth it. Our experience makes us hard to kill. There's a difference.
I agree. I believe that SP dumped into a given fit should be as valuable as the same amount of SP dumped into any other fit. Just having a badass tank isn't enough. Most of the people I ripball through are just bads. But every so often you get that one guy who actually has half a brain and a clue and then it's fun attacking vehicles again. Means something when you dump a good driver's HAV, that kinda thing can completely alter the course of a battle. Just like having a good logi who isn't merely a WP farming dingbat can make the difference between a phenomenal squad and a dead squad. I hope to see you in battle some day Breakin. I've only faced 1 or 2 good AV'ers in pubs, and it gets old stomping all the bad ones. (Like the ones who just stand still while they're swarming. Makes them so easy to missile snipe.)
I don't wait for tanks to come to me. If you're on a map with me and I realize that you're using an HAV or ADS it's a given you're going to see me attacking shortly after I notice it.
So if you ever see me standing in the middle of the road, not moving, shooting your HAv with an assault rifle or HMG?
It's because I want you to kill me so I can get to hunting you faster.
all BS aside, when fighting vehicles is fun, it's FUN.
But shooting bads is kinda like a guilty pleasure. You know it's not fair, but the fireballs let you roast the marshmallows...
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