|
Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Thaddeus Reynolds
Facepunch Security
164
|
Posted - 2015.01.24 00:39:00 -
[1] - 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!
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
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
164
|
Posted - 2015.01.25 21:04:00 -
[2] - Quote
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
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
165
|
Posted - 2015.01.26 01:53:00 -
[3] - Quote
Tesfa Alem wrote:Doc DDD wrote:
Redline rails don't do much anymore short of defend their redline from red vehicles, I'm not going to get in a pi@@ing contest to see who plays more as I am interested in bettering vehicles as a whole rather than hurl insults.
10% more damage to missiles will put them around 7100 damage per clip, now add a damage mod and you are around 8500, another brings it near 10000 damage when you hold down one button, which is emptied in about a second. No difference if one of these sits in the redline to a rail tank sitting in the redline doing under 2000 damage per shot.
Now you are telling me that you are worried about 200 more damage coming out of a rail then you are 10000 damage from a Missile tank, or are you hoping no one is going to figure out the math so you can laugh at rails trying to hit your triple damage modded Missile tank cowering in the redline.
This is the problem with opening the forums up for discussion with every type of player, more often than not 6 or 7 will try and push their agenda thru and Rattati has to sift thru all the garbage and try and figure out who is lying to him.
Large Rail Turrets should receive the bonus to deal with the new turrets having their own bonus. If it ends up being a problem it could always be removed. But let's be realistic, 10000 damage from just holding a button down and you are concerned with 200.
Just to clarify for you the stats between Missiles vs Rails: Missiles are explosive, -20/+20 ( i kow it says projectile in protofits, but rattati changed them to explosive dmg profile) Rails are hybrid, -10/+10 - Pro Missiles XT-201 539.5 damage per missile x 12 shots per clip = 6,474.5 base 5179.2 vs shield 7769.4 vs armor - Proto Rail 1885 damage per shot x 9 shots = 16,965 damage base 15,268 vs shield 18,661.5 vs armor But I know Rails over heat in 5 shots so in five shots = 9,425 damage base 8506.8 vs shields 10,367 vs armor You are already putting out in 5 shots with a rail turret 1,656 base damage MORE than an entire XT201 Missile launcher Clip can do vs Armor.
Without sacrificing any HP for damage mods, in 5 shots you can already out-DPS in your own proposed glass cannon Missle Tank. But you are not happy with this , so you want rail tanks to do in 5 shots +10% 10,367 damage base, 9425 damage vs shield, 11,404 damage vs armor without damage mods. because missile tanks may do per clip +10% 7121 damage base 5697 vs shields 8545 damage vs armor and you think this is balance. Because of you're mythical triple damage modded "redline missile tank" with 150m optimal, damage dropoff, missile travle time, inaacuracy, and the need to land every single round to get damage even comparable to a rail tank which has 300m range, no damage drop off, pinpoint accuaracy, no travel time, and can put out enough damage to kill any vehicle without overheating. " This is the problem with opening the forums up for discussion with every type of player, more often than not 6 or 7 will try and push their agenda thru and Rattati has to sift thru all the garbage and try and figure out who is lying to him." Yep, and i'm looking right at you.
Gonna start out with correcting some of your statistics...80 GJ Particle Cannon (Proto Railgun) has a base damage of 1696.5 (Source: Show Info on the 80 GJ Particle Cannon) and will overheat on the fourth shot if you just hold down the trigger (Source, just hopped into a match to make sure before posting), giving the 80GJ Particle Cannon a damage to overheat of 6786 vs the missile turret's damage per burst of 6476, or a more sustainable damage model for the railgun of 5089.5.
Additionally "Missile" Turrets can empty their entire magazines before the rail turret gets off its second shot (1.8 Seconds for the entirety of a missile turret's mag to be emtpy, vs the Rail Turrets 0.35 Spool Up, then 1.6 Fire Delay + 0.35 Spoolup). With heat statistics the way they are, the "Missile" turrets can get just over 2 magazines off (due to the reload type of the "Missile" turrets) before the Rail tank can get the entirety of its magazine off.
This doesn't negate your concerns about the "Handling" of each of the weapons (which is a valid concern), but you damage statistics are only showing the variable are only showing the data favorable to the Missile Turrets (and some of your data is out of date, or you where mistaken when posting). Saying that the D-HAV bonus shouldn't affect rail turrets is like saying the Commando Bonus (Caldari) shouldn't work on sniper rifles (Which there are cases for and against), and I'm personally in favor of consistency in this case.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
166
|
Posted - 2015.01.26 02:35:00 -
[4] - Quote
Tesfa Alem wrote:Doc DDD wrote:I'm not getting into a debate with someone that thinks rails get 5 shots off before overheating.
I'm not getting into a debate with someone that thinks a rail can shoot 5 shots in the time it takes 12 missiles to fire.
In the time it takes a rail turret to shoot 9 shots the missile tank can empty it's clip twice.
Keep trying to pull for the next iteration of Dust 514 to be triple damage modded missle tanks driving around.
The rail turret needs the 10% bonus to keep up with the bonus received by the blaster and missiles. You aren't really answering why 5 Rail rounds that do 2,951 more base damage than a full clip of Missiles, 3,327 more shield damage than missiles, and 2,597 more armor damage than missiles needs a 10% damage buff. You also haven't been paying attention, i have been asking for armor tank hardeners to be buffed as a defense against getting instapopped by missiles. You should try to show why rails need to put out even more damage to "keep up" with other turrets it already surpasses. Rails don't need anymore love. You wanted to compare it to the damage missiles do, here you go. Now that you know for a fact that rails do far more damage than missiles do, are you ready to accept that Rails are in a great place right now and don't need a buff?
The margin is much less pronounced than that...but the basic reason is that Missiles are a Burst DPS weapon, the weapon is designed around using missiles in terms of a full magazine for their salvo...in other words: The two weapons work differently, and that's Ok. Rails do not surpass the other turrets in terms of infantry killing potential, nor in Burst Damage Potential.
If you assume that all the turrets are going to be balanced as part of this initiative, then it stands to reason that in order to maintain the balance between them on a specialized hull (Enforcers), they all need to be provided with some sort of bonus.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
166
|
Posted - 2015.01.26 02:55:00 -
[5] - Quote
Tesfa Alem wrote:Thaddeus Reynolds wrote: Gonna start out with correcting some of your statistics...80 GJ Particle Cannon (Proto Railgun) has a base damage of 1696.5 (Source: Show Info on the 80 GJ Particle Cannon) and will overheat on the fourth shot if you just hold down the trigger (Source, just hopped into a match to make sure before posting), giving the 80GJ Particle Cannon a damage to overheat of 6786 vs the missile turret's damage per burst of 6476, or a more sustainable damage model for the railgun of 5089.5.
Additionally "Missile" Turrets can empty their entire magazines before the rail turret gets off its second shot (1.8 Seconds for the entirety of a missile turret's mag to be emtpy, vs the Rail Turrets 0.35 Spool Up, then 1.6 Fire Delay + 0.35 Spoolup). With heat statistics the way they are, the "Missile" turrets can get just over 2 magazines off (due to the reload type of the "Missile" turrets) before the Rail tank can get the entirety of its magazine off.
This doesn't negate your concerns about the "Handling" of each of the weapons (which is a valid concern), but you damage statistics are only showing the variable are only showing the data favorable to the Missile Turrets (and some of your data is out of date, or you where mistaken when posting). Saying that the D-HAV bonus shouldn't affect rail turrets is like saying the Commando Bonus (Caldari) shouldn't work on sniper rifles (Which there are cases for and against), and I'm personally in favor of consistency in this case.
My source is Protofits and CCP 1.7 devblog and there hasn't been any hotifx to change the large rail numbers. Like i said, rail turrets do not need 9 shots to kill any tank. Whereas the overheat is managable, 5 shots are usually what i manage in a tank fight before overheating, but no matter what, fighting with missiles means dropping the whole magazine and waiting to reload. I'll switch it to your scenario, whereas both tankers spam shots like crazy. With your numbers 12 missiles still do 6,474.5 base 5179.2 vs shield 7769.4 vs armor Rail in 4 shots 6785 base 6107 vs shield 7463 vs armor. Rail still has a signifcant advantage in damage output and application, 5 hits and the fight is well and trully over. We are getting into the nitty gritty, of why the rail is still much more powerful than missiles, the balance philosphy reason why i dont want a damage bonus for the DHAV to rails is that i don't want have combination of high speed, high manueverablity, long range, high damage tank. the only con would be relativly low eHP, but it would have enough speeed to traverse the redline anyway. Risk vs Reward for DHAVs was that they would be rewarded for close range fights as they would put out some serious damage but they'd risk getting into serious trouble vs AV infantry. Take away the close range requirements, and we have just another purpose built redline sniper tank.
If the client based show info panes are out-of-date, that's something that needs to be hotfixed ASAP...
but as I said, the damage numbers don't entirely negate your arguments, particularly about the handling (and application) of each of the weapons. But bear in mind that the "Missile" Turrets are designed to be an alpha (by way of quick burst) weapon, which should rightly have a lowered sustained and/or applied DPS than a more sustained DPS Weapon.
and as stated, they are very similar to the arguments against the Calmando getting a bonus to Sniper Rifle Damage...and avoiding a "Purpose built" Redline tank is something that needs to be considered when building the DHAVs...
I have never stated that your concerns weren't valid, just that your data wasn't entirely accurate (Just based on what the client showed), and that the difference between the turrets isn't as pronounced.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
168
|
Posted - 2015.01.26 17:14:00 -
[6] - Quote
Breakin Stuff wrote: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.
Wait, Why did you get free waffles? Grr AV Infantry always getting things they want XD
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
171
|
Posted - 2015.01.27 00:26:00 -
[7] - Quote
Vulpes Dolosus wrote:
Please, please, PLEASE remove the (at least large) rail bonus from the Cal DHAV. That plus it's many highs and low hp only encourage redline camping fits. I did some theoretical number crunching and it gets nearly 3.5k damage per shot, almost enough to OHKO a Python. Please, let it be a CQB missile Gank tank like the Gal is with blasters. Not to mention have two weapon bonuses is unfair to the Gal.
CCP Rattati wrote: There will be no DHAV rail fit, I will make it so, whether through fitting bonuses or something even heavier handed.
I may not agree with it, but I can understand and accept it
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
172
|
Posted - 2015.01.29 04:07:00 -
[8] - Quote
CCP Rattati wrote:Any thoughts on the preliminary Hull numbers?
I'm just having trouble reading the base stats on that page, would you consider reformatting it to look like your original page? (are those base stats? or do those incorporate the fitted items on the caldari page?)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
172
|
Posted - 2015.01.29 04:40:00 -
[9] - Quote
CCP Rattati wrote:Ok here goes:
Simple really, I establish a balanced/fair faction fit using max 2x of a single module.
Calculate what a full loadout of STD, ADV and PRO, requires using full level 5 skills.
Base the max fitting capacity on that number. There you have the progression.
Now, players will want to do other things, like 3x plates, and they will not necessarily have space to do so because it is not supported. So they will need to reduce some other mods/weapons down to ADV or even STD to do so.
These Loadouts will then be put on the Marketplace for players to buy and skill into.
Other than the issue with MLT hull generation from this idea (or maybe the issue is with the STD hull generation), it seems like a solid way to go...
so would the hulls still be available unfit? or loadouts only?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
172
|
Posted - 2015.01.29 04:42:00 -
[10] - Quote
CCP Rattati wrote:Thaddeus Reynolds wrote:CCP Rattati wrote:Ok here goes:
Simple really, I establish a balanced/fair faction fit using max 2x of a single module.
Calculate what a full loadout of STD, ADV and PRO, requires using full level 5 skills.
Base the max fitting capacity on that number. There you have the progression.
Now, players will want to do other things, like 3x plates, and they will not necessarily have space to do so because it is not supported. So they will need to reduce some other mods/weapons down to ADV or even STD to do so.
These Loadouts will then be put on the Marketplace for players to buy and skill into.
Other than the issue with MLT hull generation from this idea (or maybe the issue is with the STD hull generation), it seems like a solid way to go... so would the hulls still be available unfit? or loadouts only? Hulls are completely empty, except that UHAVS and HAVS have required small turrets, DHAVs and SHAVs do not
Shiny
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
|
Thaddeus Reynolds
Facepunch Security
172
|
Posted - 2015.01.29 09:16:00 -
[11] - Quote
WeapondigitX V7 wrote:I cant figure out what MBTs are, could someone clarify please.
Main Battle Tanks...
In the context of DUST, the current HAVs (more or less...pre-fit with small turrets)
SHAVs are MBTs without small guns
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
173
|
Posted - 2015.01.31 08:41:00 -
[12] - Quote
Pokey Dravon wrote:killian178 wrote:Pokey Dravon wrote:Breakin Stuff wrote:Harpyja wrote: 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. He wants a passive fit that's always regenerating, like armor, but for shields. I guess my point is, if you do that, what's the difference between shields and armor anymore? Lots. Mod slots, base speed, resistances, handling etc. I'm not talking about secondary attributes. I'm talking about tanking style specifically.
Relative effective total buffer amounts (since we're assuming that hardeners will be getting a balance pass, and will be approx equal in overall power). To draw on space-side mechanics (for sake of example) armor gives more buffer directly, while shields gives less buffer directly. However, what shields gain is additional buffer in longer battles, where their shields will be giving them back HP/s just for existing, which helps narrow the actual buffer gap between shields and armor. Now, this still means that shields are more vulnerable to alpha-strike capabilities (since they obviously don't have the same total of HP), but in any slugging match, the shield based ship will have an additional buffer provided by its regeneration, and be much closer to an armor ship in terms of eHP over the course of the engagement.
If the mechanics are kept the same in here in DUST, armor will have the higher buffer, and constant regen giving it effective bonus buffer (once again, on top of the superior base buffer, and once again assuming a hardener balance pass), making armor repairers far more valuable than any shield regeneration module (without a significant reducion to repair amount to armor modules, and in direct engagements that you would expect HAVs to be able to tackle). Now, shield regeneration is too high currently, but with a recharge delay, combined with not only a lower base buffer, but a lower effective buffer (read the assumptions about this initiative again)...shields will need to recharge extremely quickly out of combat (relative to armor repairers even) in order to make up for having 2 shortcomings in direct combat.
In general I agree that the scale should go:
Native Armor Regen < Native Shield Regen < Fit Armor Regen < Fitt Shield Regen < Fitted Armor Repair < Fit Shield Boosting (not necessarily in the same ratios)
However, that can only be effective where shields to not have an associated delay (particularly since it seemed to be the general consensus that we wanted a large TTK for HAVs in general). If the above scale would be better for balancing in all cases, then why wouldn't it work for Dropsuits as well? (and on the subject of maintaining consistency within dust, then why not have such a low shield regeneration time (High Regen Rate) to keep consistent with dropsuits? After all, your listed scale doesn't apply to dropsuit modules, and if dust is to be kept consistent it should be applicable).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
176
|
Posted - 2015.01.31 17:26:00 -
[13] - Quote
Pokey Dravon wrote:Godin Thekiller wrote:Pokey Dravon wrote:WeapondigitX V7 wrote:Is the MBT supposed to be a jack of all trades tank which has small turrents? Master of None, yes. The SHAV is superior to the DHAV when fighting infantry in that it has better defenses, but is slower and has less large turret damage so it is not as good as the DHAV when fighting large targets. The MBT is superior to the UHAV when fighting vehicles, as it is faster and have better large turret tracking as well as more slots for weapon utility if it so chooses. SHAV and MBT are identical aside from the existence (or lack of) small turrets. Really the only purpose the SHAV serves is for solo tankers that never want anyone else in their tank. Other than that, it doesn't have much of a purpose. And that is why I'm still confused as to why it exists. If you can make the exact same fits with it minus small turrets, why does it exist again? For players that don't want to risk bluberries hopping in their tank and shooting small turrets to alert the enemy. We've been over this .
well...for players who don't want to risk blueberries hopping in their tanks, and NOT shooting the small turrets...just sitting there, doing nothing, quite possibly AFK...
Would rather have a kick-blues from vehicle button (bind it to X or something)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
177
|
Posted - 2015.01.31 19:45:00 -
[14] - Quote
The-Errorist wrote: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? Sure and by sign you mean make it more very apparent that I designed that spreadsheet besides the title, I just did. I renamed a tap to have The-Errorist, added a cell my Alias in bold, and gave it a bright yellow background on both tabs.
I think he meant to put it into your signature as well...maybe?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
181
|
Posted - 2015.02.04 02:27:00 -
[15] - Quote
I'd be in favor of a bonus like this (on UHAVs):
Caldari/Amarr: Resistance to primary buffer
Minmatar/Gallente: Rep/Boost Efficacy
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
187
|
Posted - 2015.02.05 18:51:00 -
[16] - Quote
CCP Rattati wrote:Hey, still alive, i need ideas for good bonuses.
dhavs general speed dmg mod duration
faction ROF on missiles lower heat increase for blaster
uhavs general passive resists more hp
faction hardener and shield duration amor rep, shield regen
any idea is a good idea
My personal Opinions for skill bonuses:
DHAVs: Fitting Bonus to Large Destroyer Turrets Damage Bonus to Large Destroyer Turrets Bonus to Damage Mod Cooldown
Caldari RoF Bonus to Large Missile Turret Bonus to Top Speed
Gallente: Reduction in Heat Buildup for Large Blasters (or RoF increase to Large Blasters) Bonus to Acceleration
UHAVs: Fitting Bonus to Small Turrets Bonus to General HP
Caldari Bonus to Shield Resistance Bonus to Small Hybrid Turret Damage Bonus to Shield Module Cooldown
Gallente: Bonus to Armor Hardener/Armor Repair Efficacy Bonus to Small Hybrid Turret Damage Bonus to Armor Module Active Duration
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Thaddeus Reynolds
Facepunch Security
189
|
Posted - 2015.02.05 22:50:00 -
[17] - Quote
Tebu Gan wrote:Harpyja wrote:Tebu Gan wrote:I wonder, why run a DHAV? UHAV would actually be a better tank killer if fit with all rails AND be extremely effective against infantry. Unless of course DHAV are one shot wonders (exaggerating here), but in that case it just wouldn't be fun. Exactly what I'm thinking. If the update is released as it is currently, I'm just going with a Sagaris (Caldari UHAV), slap on two small railguns and a large missile launcher (if it is still effective and not nerfed into the ground), and watch the tears flow as my gunners kill infantry and I destroy most vehicles out there, even DHAVs. And I'll be sure to gun with you, running proto swarms and AV nades to even further the imbalances presented. Glad I'm not the only one to question the changes.
Numbers do need to be played with some more to come to a good, balanced system
also, I almost had you, but I screwed up and didn't commit...dammit all, so close
just trying to get my daily challenges done XD...still need to blow up 3 installations...stupid challenge making me farm points off turrets...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
|
|
|