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Thread Statistics | Show CCP posts - 66 post(s) |
shaman oga
Dead Man's Game
3745
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Posted - 2015.01.22 14:02:00 -
[1] - Quote
CCP Rattati wrote: I do know that commanders don't want players in their tanks, and that is the olive branch of solo HAvs, unlockable through specialization.
I really love to have people on my tank, as my main objective is hunt other vehicles, gunners defend me from infantry.
I don't want to lock all my tank, there are 2 different features needed.
1) Driver seat lock - i called the tank ,i payed isk, it's mine and of no one else, if have to jump down to go to the toilet, no one should be able to steal it.
2) Kick passenger button - L2 (or R2 i never remember) is unused since you don't want to add rear view in 3rd person, let us kick unwanted passenger.
Pronounced Scam - man - hoga
Minmatar omni-merc
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shaman oga
Dead Man's Game
3745
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Posted - 2015.01.22 14:16:00 -
[2] - Quote
About slot progression, i still think that only 5 module slots are not enough, i would rather have more and less powerful modules, but have the possibility to personalize MY HAV.
It would not be interesting to skill in powerful suits if they have the same slot layout of STD suit, but more PG/CPU, same applies to HAV. I almost completely agree with Breakin Stuff model, as it was reintroducing chrome variety, but at this point i think that almost all my hopes in having fun again with tanks, are just wasted.
Pronounced Scam - man - hoga
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shaman oga
Dead Man's Game
3758
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Posted - 2015.01.23 23:35:00 -
[3] - Quote
I saw those fit in HAV loadout page.... We are still in deep water.
The thing that pissed me off the most in the current meta is: armor tanking shield tanks. Every tank balance pass, which allow caldari vehicles to be succesfully armor tanking for me is not good at all. Armor on caldari vehicles should mean troll fit, same goes for fuel injector.
To make a good comparison: fitting a plate on a caldari vehicle should be like fit a shield regulator on gallente dropsuit, it's simply not its place. Please Rattati there are some very good models lying around here on the forums, pick one of them, use it as base, then modify what you wish, idk if you have played in vehicles before 1.7 (or in chromo), but i can assure it was 100% more fun, even with all the problems and vehicle vs vehicle unbalance there was.
AV is secondary problem and can be balanced on vehicles.
Pronounced Scam - man - hoga
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shaman oga
Dead Man's Game
3758
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Posted - 2015.01.23 23:57:00 -
[4] - Quote
Pokey Dravon wrote:shaman oga wrote:I saw those fit in HAV loadout page.... We are still in deep water. Fear not. I've already spoken with CPM and they've assured me that the 3/2 2/3 layout is very much not set in stone and was simply left there because that's what we're currently at. Good to know. I wonder what will come out of all this process, i really hope we will have old variety in tanks.
My double damage modded blaster gunlogi was rather unique at the time and quite fragile, but still the most funny tank fit i've ever made.
/tank nostalgy
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shaman oga
Dead Man's Game
3758
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Posted - 2015.01.24 10:23:00 -
[5] - 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 may sound repetitive, but old stuff was actually good to fit proper racial HAV, Breakin spreadsheet. The low powered slots were for passive utilities (overdrive, damage mod and other turret enhace modules). High powered were for active mod (fortunately there wasn't active damage mod).
There were also armor and shield transporter, but they need some change to prevent them from being OP and i disagree with Breakin model on this point.
This model can be improved with after 1.6 good changes, such as turret reload, tank mobility and isk costs. AV can be successfully balanced when vehicles are in a good place with numbers. There is no need to hurry up, just take the time you need, i know it's long work, but i would rather wait more and have better stuff. Thanks
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shaman oga
Dead Man's Game
3758
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Posted - 2015.01.24 12:20:00 -
[6] - Quote
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.
Pronounced Scam - man - hoga
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shaman oga
Dead Man's Game
3758
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Posted - 2015.01.24 12:51:00 -
[7] - Quote
Breakin Stuff wrote: For game balance they are interdependent, not independent.
I'm just talking about theory, of course when things will be added to the game, they have to be balanced with each other.
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shaman oga
Dead Man's Game
3788
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Posted - 2015.01.25 09:54:00 -
[8] - Quote
I would prefer flux mines and a buff to current proxy mines, flux are already in a good place for fluxing vehicles, there's no need to eliminate skill and add aim bot flux nades.
Regarding the rest, i would wait for vehicles before everything else, i remember i was not number 1 fan of packed lai dai at the time.
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shaman oga
Dead Man's Game
3788
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Posted - 2015.01.25 11:22:00 -
[9] - Quote
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.
Pronounced Scam - man - hoga
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shaman oga
Dead Man's Game
3790
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Posted - 2015.01.25 11:53:00 -
[10] - Quote
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
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shaman oga
Dead Man's Game
3792
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Posted - 2015.01.25 12:28:00 -
[11] - Quote
Breakin Stuff wrote: NK use the plasma profile, correct?
Idk what SDE says, i always thought they use melee profile without bonus or penalties.
Pronounced Scam - man - hoga
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shaman oga
Dead Man's Game
3895
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Posted - 2015.01.28 23:30:00 -
[12] - Quote
CCP Rattati wrote:I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active. Add ALSO less powerfull passive damage mod? Just spitballing
Swaglords 1.0 [smiley face]
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