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Thread Statistics | Show CCP posts - 66 post(s) |
Sir Dukey
Murphys-Law General Tso's Alliance
1576
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Posted - 2015.01.23 16:18:00 -
[1] - Quote
All I want is chromosome tanks please. Please!! Passive mods. Revert 1.7 arcade tanks to chromosome.
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Sir Dukey
Murphys-Law General Tso's Alliance
1589
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Posted - 2015.01.25 15:00:00 -
[2] - Quote
CCP Rattati wrote:Guys
I am doing my homework here, with the loadouts. I started a brand new character and walked exactly through the steps of "what mighe each fit be with a given PG/CPU", without using PG/CPU mods. That means using suboptimal fits to experiment and get a fit under the cap.
To do a full PRO tank, and leaving the small turrets, we need way higher PG/CPU, and or some core PG/CPU skills, that I like actually.
I need to do this first in an environment that is known, IE 7. Once I have bashed out all the requirements for that to work, there shouldn't be any problem going to 7 slots. Problem is that that may require a little different approach with progression, because I don't want to rebalance all module efficiencies at the same time to make sure 7 slots isn't OP.
So, please propose eHP reduction that follows going to 7, because brick tanking should not be a thing.
Also, recommend some shield modules for lows.
Also, list out the unusable modules, and give hints on how to fix them, f.ex. shield boosters and the like. "What would they have to be like for me to start using them"
Thanks!
All shield boosters have to do for me to use them is give me the amount of shield listed whenever I activate it no matter what.
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Sir Dukey
Murphys-Law General Tso's Alliance
1589
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Posted - 2015.01.25 15:06:00 -
[3] - Quote
DeathwindRising wrote:Doc DDD wrote:Ratattati:
I am excited for the proposed changes and for the chance to see different fittings on vehicles.
- the loadouts you have on the sheet you made are terrible builds, please do not balance around these.
Gunlogis need two hardeners at least vs todays iteration of av, rails, missles and nitro ramming blaster maddies, just to peek out of the redline... Nitro in the high=death. Anyone fitting a gunlogi with an armor rep is going to have problems. Madrugars need Nitro to close the gap and to get away from av as they can't tank as much damage as a double hardened Gunlogi.
For the Gunlogi, this means 2 high slots will forever be spoken for by hardeners unless you want to pop everytime advanced swarms lock on you. Madrugars have either lots or armor or lots of reps and nitro. Doesn't leave much wiggle room for build diversity.
If the new advanced and proto hulls have any chance of survival with the current slot layout ( 3/2 2/3 ) they will need stat buffs equal to a proto hardener or shield extender for caldari, armor plate or armor repper for gallente, otherwise there is not much point to skilling up to get marginally more ehp when a bunny hopping minmitar commando is still going to pop you in 5 seconds from behind random hill number 32. Even with gunners on all turrets, hit detection with swarms is near 100% and if he is on top of some building or tower that the tank can't even aim up at then 1 player > 3 players plus 100xs isk.
The damage buffs per level seem to make sense and I like the increase to shield regen and armor. I would like to see a madrugar blaster fit be able to survive as long as a double hardened gunlogi blaster fit vs todays alpha av damage as it is a much better chassis to shoot infantry with.
hey i run a gunnlogi with a nitro, light shield booster, extender, plate and light rep. missile turret. you would be surprised what i can do with it lol
You'd be surprised when I one clip you with missiles why you panic and fire my double hardened 3975 shields and can't even get under 3600.
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Sir Dukey
Murphys-Law General Tso's Alliance
1589
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Posted - 2015.01.25 15:07:00 -
[4] - Quote
Thaddeus Reynolds wrote:CCP Rattati wrote:Guys
I am doing my homework here, with the loadouts. I started a brand new character and walked exactly through the steps of "what mighe each fit be with a given PG/CPU", without using PG/CPU mods. That means using suboptimal fits to experiment and get a fit under the cap.
To do a full PRO tank, and leaving the small turrets, we need way higher PG/CPU, and or some core PG/CPU skills, that I like actually.
I need to do this first in an environment that is known, IE 7. Once I have bashed out all the requirements for that to work, there shouldn't be any problem going to 7 slots. Problem is that that may require a little different approach with progression, because I don't want to rebalance all module efficiencies at the same time to make sure 7 slots isn't OP.
So, please propose eHP reduction that follows going to 7, because brick tanking should not be a thing.
Also, recommend some shield modules for lows.
Also, list out the unusable modules, and give hints on how to fix them, f.ex. shield boosters and the like. "What would they have to be like for me to start using them"
Thanks! I've got a little of all of that in my proposal... My Hypothesis on Shield Boosters is that they're either glitched, in which case I theorise remove shield recharge delay would help it, or they may need to provide more HP per cycle (To avoid appearance of them Stopping mid-cycle) Low Slot...Power Diagnostic Systems and Shield Regulators are one way to go (decreasing DRD). Now my do require a slight adjustment to HP mods (actually them going up) , in addition to requiring a lot of skill bonuses, and a look at hardeners...but I believe that I'm on the right track here. All Base HAVs, and sHAVs get 2325 HP base, split between Shields and armor in a racial flavor way...SHAVs and DHAVs are then adjusted based on the relative HP values of Sentinels and Commandos, and adjusted to be nice round numbers with approx even HP totals. (at least, that's what I started in on)...I'm currently working on trying to extrapolate fitting values for tiered progression right now
Where'd you pull 2325? Your ass?
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Sir Dukey
Murphys-Law General Tso's Alliance
1589
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Posted - 2015.01.25 15:19:00 -
[5] - Quote
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.
7 slots would be nice and a l better than what you are suggesting in my opinion. To be honest, Chromosome tanks were fun, I hate these stupid arcade tanks we have now. I hate how militia tanks can pop Proto fitted tanks in seconds, I hate the values for Armor and Shield. They don't feel like tanks. When I think of a tank I think of a vehicle that takes a ton of damage but also has to retreat from battle for a while to get things going. To regen all of it's 7000-9000 ehp using active modules and such.
As of now, it tales Madrugars and Gunnlogis 10 seconds behind a wall and they are full HP and that HP goes down in like 5 seconds.
In Chromosome, we had tanks that it took about a minute to bring a tank to it's knees but that tank had to retreat to it's redline for 2 minutes or so to get all of it's modules back.
Armor had active repairs so Armor tanks had to be careful of when to use them. Armor tankers sat in the redline cycling their Active repairs preparing themselves for wave #2.
Shield tanks (they were UP compared to Armor in regen capabilities) sat in redline for minutes letting their passives repair them (Passives were stupidly low (25 shields per sec) and Shield tanks usually had 5000-7000 shield with passive resistances). Overall shield tanks needed some work but moving on.
Tanks currently don't feel like tanks, they feel like lightly armored vehicles who have to retreat after one volley of swarms. They regen fast, they have low HP and low number of slots. A standard dropship has more slots. My Grimness fits more Armor than my Madrugar.
Back then we had investment, now all you need is 57k isk and spam the request. When going up against 500k isk tanks, there is no worry, spawn as many sicas until you pop him. Back then, a Sagaris (UHAV) could fight off 4 sicas at once.
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Sir Dukey
Murphys-Law General Tso's Alliance
1592
|
Posted - 2015.01.25 23:58:00 -
[6] - Quote
Thaddeus Reynolds wrote:Sir Dukey wrote:Thaddeus Reynolds wrote:CCP Rattati wrote:Guys
I am doing my homework here, with the loadouts. I started a brand new character and walked exactly through the steps of "what mighe each fit be with a given PG/CPU", without using PG/CPU mods. That means using suboptimal fits to experiment and get a fit under the cap.
To do a full PRO tank, and leaving the small turrets, we need way higher PG/CPU, and or some core PG/CPU skills, that I like actually.
I need to do this first in an environment that is known, IE 7. Once I have bashed out all the requirements for that to work, there shouldn't be any problem going to 7 slots. Problem is that that may require a little different approach with progression, because I don't want to rebalance all module efficiencies at the same time to make sure 7 slots isn't OP.
So, please propose eHP reduction that follows going to 7, because brick tanking should not be a thing.
Also, recommend some shield modules for lows.
Also, list out the unusable modules, and give hints on how to fix them, f.ex. shield boosters and the like. "What would they have to be like for me to start using them"
Thanks! I've got a little of all of that in my proposal... My Hypothesis on Shield Boosters is that they're either glitched, in which case I theorise remove shield recharge delay would help it, or they may need to provide more HP per cycle (To avoid appearance of them Stopping mid-cycle) Low Slot...Power Diagnostic Systems and Shield Regulators are one way to go (decreasing DRD). Now my do require a slight adjustment to HP mods (actually them going up) , in addition to requiring a lot of skill bonuses, and a look at hardeners...but I believe that I'm on the right track here. All Base HAVs, and sHAVs get 2325 HP base, split between Shields and armor in a racial flavor way...SHAVs and DHAVs are then adjusted based on the relative HP values of Sentinels and Commandos, and adjusted to be nice round numbers with approx even HP totals. (at least, that's what I started in on)...I'm currently working on trying to extrapolate fitting values for tiered progression right now Where'd you pull 2325? Your butt? based on maintaining approx current levels of eHP on shield tanks with module and slot changes in my proposal
Approved.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1620
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Posted - 2015.01.29 21:04:00 -
[7] - Quote
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? So what are the disadvantages of the UHAV, do they track slower? Turn slower? Accelerate slower? Have a lower top speed?
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1628
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Posted - 2015.01.31 04:39:00 -
[8] - Quote
There is nothing more I hate than not getting slots as I skill up. This is exactly the reason I use literally standard Commandos over my protos because I gain no benefit for the slot where I want it.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1633
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Posted - 2015.02.01 15:47:00 -
[9] - Quote
Harpyja wrote:Godin, the idea between having the SHAV and MBT is that they both can fit the exact same fits, except that the MBT has two small turrets as well.
The current design hurts those that want team play when fitting small turrets by reducing the fitting power available to them.
I don't know how else I could explain this to you if you're still not understanding.
Not to mention that you have to go into MBT to get UHAV and SHAV to get the DHAV.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1680
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Posted - 2015.02.03 22:28:00 -
[10] - Quote
CCP, I want better bonuses for UHAV instead of fitting bonuses. Something to help them be really tanky. The fitting bonus for small turrets should be given to HAV's. The skill for UHAV should not only unlock UHAV but give some sort of bonus, maybe 2% resistance to armor and shield per level.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1682
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Posted - 2015.02.04 00:11:00 -
[11] - Quote
True Adamance wrote:Sir Dukey wrote:CCP, I want better bonuses for UHAV instead of fitting bonuses. Something to help them be really tanky. The fitting bonus for small turrets should be given to HAV's. The skill for UHAV should not only unlock UHAV but give some sort of bonus, maybe 2% resistance to armor and shield per level. I can somewhat agree with this. Yes UHAV seem to be Rattati's Infantry Tanks (aka tanks designed to withstand lots of fire power and engage and support infantry) but the turrets bonus seems woefully out of place and honestly more suited for something generalist like an MBT. I understand you can't really mess with certain statistics like passive resistances, etc especially if you haven't accounted for them from the start but module durations and cool downs can still work well.
4% hardener duration and cooldown reduction per level. Or 2% increase in efficiency of hardener per level. Or 3% efficiency of Armor/Shield extender per level.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1686
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Posted - 2015.02.04 03:36:00 -
[12] - Quote
Pokey Dravon wrote:duster 35000 wrote:Meh, unless all av is getting nerfed then the UHAV won't be much tankier than now, just a 400 hp primary tank difference. That spreadsheet, how do they get 10k ehp? The effective HP assumes a hardened state. 40% for Shield, 25% for armor.
But that is weird. I was running ad 3975 Shield 3385 armor Gunnlogi today with a 40% shield hardener but I got taken out in 10 seconds by two Minmatar Commandos. That with hardener is 9000 HP, and two commandos took me out with ease, I wonder what a slower HAV with 2000 more HP will help me with.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1705
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Posted - 2015.02.05 02:20:00 -
[13] - Quote
duster 35000 wrote:Doc DDD wrote:With warbarges eventually giving everyone 5% damage to thier light weapons, including swarms and plasma, reducing the HP of tanks doesn't seem like a great idea. Filling a slot with anything that doesn't stack ehp higher or help you get out of range is going to be a rough sell.
I like the proposed uhav hull resistances, shields - hybrid , armor - projectile. Which AV weapon is projectile again?
technically, missiles even though they are more explosive than projectile.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1736
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Posted - 2015.02.09 03:06:00 -
[14] - Quote
Pokey Dravon wrote:MINA Longstrike wrote: Maybe key the HAV operation skill to unlock std adv pro HAV's at level 1 2 3 and SHAV's at 3 4 5
I don't really see the point, why would a player who chooses to play solo have to spend more SP to unlock which is basically the exact same time?
I don't see the point in getting HAV level to 5 just to unlock proto HAV's and then having to level up UHAV skill to utilize the passive bonuses. I'm pretty sure people wold revolt if you have to get Assault Dropsuit skill to level 5 to unlock proto and then you have to get the racial to level 5 to get the passive assault bonuses.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1736
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Posted - 2015.02.09 12:55:00 -
[15] - Quote
Will there be a vehicle skill tree respec like there was for dropsuits in 1.8 since we are literally getting everything changed.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1737
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Posted - 2015.02.09 21:53:00 -
[16] - Quote
True Adamance wrote:Galvatrona wrote:enough is enough, just put enforcer tanks back in and be done with it.
Almost could accept that. The more the discussions go on the more apparent it becomes that I'm not interested in the new designs.
I'm seriously not even excited for this new stuff. Why? Because it's going to CONTINUE to be arcade like. I hate arcade like tanks.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1742
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Posted - 2015.02.10 01:56:00 -
[17] - Quote
Can somebody tell me the total SP I need to get UHAV skill to level 5 and unlock level 5 UHAV, I have HAV operation level 1 already.
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