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Thread Statistics | Show CCP posts - 66 post(s) |
Breakin Stuff
Internal Error. Negative-Feedback
6732
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Posted - 2015.01.25 11:22:00 -
[301] - 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.
AV
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shaman oga
Dead Man's Game
3788
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Posted - 2015.01.25 11:22:00 -
[302] - 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
Minmatar omni-merc
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Breakin Stuff
Internal Error. Negative-Feedback
6732
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Posted - 2015.01.25 11:34:00 -
[303] - Quote
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.
AV
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shaman oga
Dead Man's Game
3790
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Posted - 2015.01.25 11:53:00 -
[304] - 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
Pronounced Scam - man - hoga
Minmatar omni-merc
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Breakin Stuff
Internal Error. Negative-Feedback
6732
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Posted - 2015.01.25 11:59:00 -
[305] - Quote
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
AV
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shaman oga
Dead Man's Game
3792
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Posted - 2015.01.25 12:28:00 -
[306] - 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
Minmatar omni-merc
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Cavani1EE7
Murphys-Law
890
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Posted - 2015.01.25 12:45:00 -
[307] - Quote
CCP Rattati wrote:Tesfa Alem wrote:we should have 3 AV grenades good point, with the HAV re-intro, that could help. I stil think two or three sidearms should be effective, just not overly effective. Another topic that I like is some damage threshold to slow vehicles down. Or AV flux grenades. All in the context that HAVs may become a tad more powerful in the same instance. Yes.
10100111001
Shield tanking is hard mode /period.
10100111001
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Breakin Stuff
Internal Error. Negative-Feedback
6735
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Posted - 2015.01.25 13:41:00 -
[308] - Quote
Alright. fully awake now. Pulling numbers for the flaylock pistols and running the crunches
AV
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Breakin Stuff
Internal Error. Negative-Feedback
6735
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Posted - 2015.01.25 14:01:00 -
[309] - Quote
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.
AV
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Breakin Stuff
Internal Error. Negative-Feedback
6735
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Posted - 2015.01.25 14:15:00 -
[310] - 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.
AV
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Juno Tristan
Obscure Reference
301
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Posted - 2015.01.25 14:37:00 -
[311] - Quote
CCP Rattati wrote:Breakin Stuff wrote: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. 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.
Rattati, I generally run the laser rifle these days and I think giving it an AV role would cause problems
the laser rifle works by increasing the damage the longer you hold the trigger, this is balanced against infantry as they are a small/agile target whist firing at the optimum range.
Tanks and Dropships are large targets and it would be quite easy to hit them with the entire magazine (or until overheat)
it could end up just being a troll weapon to stop shield regen
I'm not against adding the MD as AV (someone mentioned the changing the breach variant) but at this point i feel the AV options are already skewed against armour so would hold off until we get more shield options
ADS Ramming Revenge!!
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Stefan Stahl
Seituoda Taskforce Command
923
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Posted - 2015.01.25 14:50:00 -
[312] - Quote
Iron Wolf Saber wrote:CCP Rattati once upon a time
ALL weapons did full amount of damage against vehicles.
[...]
As of note AV weapons of this era were also all very much capable of AI measures. Seperating the roles of the gun so starkly is a potential topic of interest as there been plenty of other games that had justified the use of all weapons against vehicles or given all classes AV abilities out the door. While we are not like those other games there is merit in game design decisions. After all what good is a futuristic plasma rifle if you cannot melt a jeep with it? Both these points seem like viable long-term goals.
The original intent, I believe, was to allow everything to work that looks like it should work. If you try to kill a car with a plasma shotgun, that should work. If you shoot an MCC with a railgun, that should work. It may be comparatively ineffective, but it should work. However I see no short-term way of introducing this.
Finally, back on the topic of HAV progression: I've come to the (personal and subjective) conclusion that the best method of going forward is to do these things: - Higher tier HAVs are introduced with the 3/2 slot layout and additional CPU/PG - Passive versions of active modules are introduced (resistance plates, shield regulators, engine upgrades, weapon mods) to improve fitting variety - Existing broken modules are fixed (light armor plates and extenders, shield boosters)
Hopefully then we'll be able to fit all 5 module slots in a useful manner instead of only the three main ones. That would be a huge improvement in my opinion.
In the midterm we should be looking at: - Cleaning up large turrets and their individual purpose - Introducing small & large turret variants - Cleaning up AV options to always be capable of some limited AI-functionality (- Increasing module count, if someone comes up with an easy way of predicting the effect that would have) |
Doc DDD
TeamPlayers Negative-Feedback
285
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Posted - 2015.01.25 14:59:00 -
[313] - Quote
Rattati:
I would be fine with some weapons doing more damage to vehicles if vehicles could do more damage to infantry. Specifically, with current hit detection and dispersion, the large blaster turret will have a more difficult time with alot more bunny hopping once entire teams have proto ed out the av variant of a sidearm ( this takes about a week now ?) If the large blaster was more deadly to infantry and didn't depend on a lucky burst connecting with a headshot from 20m then I would still see a reason to call a blaster tank. Otherwise, chances are every infantry will just start jumping and lobbing flaylocks rounds at every vehicle.
If possible, could any changes to weapons come after hull changes to get a feel if the extra hp is even enough ( for those brave enough to sink sp into the trees ) to warrant more weapons to have av variants? The nova knives make sense as a stealth player, but increasing other weapons dps vs vehicles will make them the dominant weapon on the play field. We already played through a build where flaylocks and mass drivers were spammed all match for the win.
To comment any further I would have to have an idea of what kind of ehp these tanks would have, if it only amounts to a swarm volley then Iwould say av still has it easy. Just because a tank driving by you doesn't automatically pop, when it can't even hit you, shouldn't mean you need your weapon buffed.
not checked for spelling or autocorrect. |
Sir Dukey
Murphys-Law General Tso's Alliance
1589
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Posted - 2015.01.25 15:00:00 -
[314] - 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.
Acquire Currency, Disregard Female Canis lupus familiaris
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Juno Tristan
Obscure Reference
301
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Posted - 2015.01.25 15:02:00 -
[315] - Quote
Breakin Stuff wrote: 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
going by the proficiency skill bonus they are netural
ADS Ramming Revenge!!
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Sir Dukey
Murphys-Law General Tso's Alliance
1589
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Posted - 2015.01.25 15:06:00 -
[316] - 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 -
[317] - 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
|
Posted - 2015.01.25 15:19:00 -
[318] - 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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Devadander
Woodgrain Atari
197
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Posted - 2015.01.25 16:21:00 -
[319] - Quote
If UHAV are faster, and DHAV are slower.... how exactly is a DHAV supposed to hunt UHAV?
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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Breakin Stuff
Internal Error. Negative-Feedback
6738
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Posted - 2015.01.25 16:24:00 -
[320] - Quote
Devadander wrote:If UHAV are faster, and DHAV are slower.... how exactly is a DHAV supposed to hunt UHAV? you have it reversed
AV
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Devadander
Woodgrain Atari
197
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Posted - 2015.01.25 16:37:00 -
[321] - Quote
its early... you know what I meant. Got an answer? or just being yourself?
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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Vordred Knight
T.H.I.R.D R.O.C.K General Tso's Alliance
656
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Posted - 2015.01.25 16:38:00 -
[322] - Quote
I remember seeing one of my corp mates back in chromosome he had an armor tank with 30k hp it was unbelievable other people where there to witness it too
Don't Click this link
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Breakin Stuff
Internal Error. Negative-Feedback
6738
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Posted - 2015.01.25 16:52:00 -
[323] - 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
AV
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Regis Blackbird
DUST University Ivy League
575
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Posted - 2015.01.25 16:56:00 -
[324] - Quote
Juno Tristan wrote:CCP Rattati wrote:Breakin Stuff wrote: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. 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. Rattati, I generally run the laser rifle these days and I think giving it an AV role would cause problems the laser rifle works by increasing the damage the longer you hold the trigger, this is balanced against infantry as they are a small/agile target whist firing at the optimum range. Tanks and Dropships are large targets and it would be quite easy to hit them with the entire magazine (or until overheat) it could end up just being a troll weapon to stop shield regen I'm not against adding the MD as AV (someone mentioned the changing the breach variant) but at this point i feel the AV options are already skewed against armour so would hold off until we get more shield options
Well, LR is one of the better shield weapons in the game. As a Caldari, I really fear those pesky things. I think the LR could work as AV if you need to be close to overheating (like 70-80% heat) before reaching damage enough to stop shield regen. This means that you HAVE TO continuously point towards a tank to damage it, broadcasting both your position and intent. You might as well paint a bullseye on your head while your at it...
I kind of like it.
With regard to the tank slot layout, I really think we should bump to 7 slot configuration before we reintroduce them. It will be a pain to bump them later. The initial calculation (excel) can use the 5 slots, and then rebalance for 7 before introduction.
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Godin Thekiller
The Corporate Raiders
2731
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Posted - 2015.01.25 17:09:00 -
[325] - Quote
DeathwindRising wrote:CCP Rattati wrote:Godin Thekiller wrote:CCP Rattati wrote:Breakin Stuff wrote: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. 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. I don't think that making AI weapons, especially sidearms into viable AV weapons is a REALLY bad idea. That would make AV weapons more useless, and makes Pilots jobs harder, because more people has AV on hand. Also, it will have people asking why X weapon is both AI and AV, but not Y, and it will get to the point where AV is useless unless buffed to where they would be OP, and then that will make vehicles even harder to use. And I definitely don't want that at all. Players don't have a way to have meaningful AV unless primary. Most other FPS games have a way to have a secondary weapon, meaning that players can gang up on vehicles and take them down. That is definitely where I intend to go, while maintaining balance. So are AV grenades being removed or something? Because those fit what you're looking for. No need to make sidearms something they're not supposed to be. If you want people to have the option of ganging up on a vehicle to take it down then make flux grenades disable vehicle movement for a couple seconds. Now squads or teams can flux a stupid pilot that gets too close and hold him while others AV grenade him. Problem solved AV nades and flux become useful, but not OP solo. EDIT: or instead of flux grenade disabling vehicle movement, let them slow them down for a few seconds. And let the movement penalty stack so multiple flux grenades slow it down even more
Stack is a hell no. That would just lead to people carrying around fluxes as a squad (they are already really deadly as is) and tossing them at anything and rapidly slowing them down.
click me
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Godin Thekiller
The Corporate Raiders
2731
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Posted - 2015.01.25 17:12:00 -
[326] - Quote
Iron Wolf Saber wrote:CCP Rattati once upon a time
ALL weapons did full amount of damage against vehicles. Just that in those days vehicles had a hefty amount of HP. The effortsof a whole squad's combined anti infantry fire was considered wasting bullets but in theory they could have driven a tank off. The same effect on lighter vehicles such as the dropships and the LAV was however very notable. (but it was rather fun to rodeo a tank and use a 'can opener' aka shotgun on it.)
AV weapons available at the time where however seemingly capable of doing much more massive amounts of damage against the vehicles and still remained the optimal threat against them.
This was all prelaunch mind you and the reasons why this was undone was never made apparent but the idea of potentially bringing that feeling back and adjusting every weapon to be appropriately balanced on effectiveness as its a movable target now could be a thing even with AV still in the mix.
As of note AV weapons of this era were also all very much capable of AI measures. Seperating the roles of the gun so starkly is a potential topic of interest as there been plenty of other games that had justified the use of all weapons against vehicles or given all classes AV abilities out the door. While we are not like those other games there is merit in game design decisions. After all what good is a futuristic plasma rifle if you cannot melt a jeep with it?
My objection was because of LAV's. I don't want infantry to just shoot my my LLV while I'm supposed to be repping vehicles and scare me off.
click me
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Godin Thekiller
The Corporate Raiders
2731
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Posted - 2015.01.25 17:15:00 -
[327] - Quote
Breakin Stuff wrote: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
Now that balanced reasonably I could agree with. Heavy weapons makes sense to be the gap between infantry and vehicles.
Heavy: All weapons can do some sort of reasonable damage to a vehicle, depending on design more or less
Light: only AV specific weapons can do any reasonable damage to vehicles
Sidearm: No AV weapons, because a pistol making a vehicle scared off is a silly notion.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2732
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Posted - 2015.01.25 17:28:00 -
[328] - Quote
Pokey Dravon wrote:Godin Thekiller wrote:I know that is your intention, I'm saying that giving everyone AV, especially in a state where all AV is able to take out anything with similar skill requirements would make Pilots jobs ridiculous. I think this goes back to a concept we discussed in our vehicle episode of Biomassed, in that ideally I would love to see more AV saturation on the field so that it is easily accessible to everyone without making serious sacrifices to their combat effectiveness. If AV is more present on the field, vehicles can afford to be extremely powerful because they potentially will have to deal with a lot of AV all the time. Unfortunately as things are, most effective AV takes the place of the primary weapon, and aside from Commandos, this means that any suit running AV is severely gimped against infantry. Because this tradeoff is rather large, AV players (reasonably so) expect Primary AV weapons to perform extremely well since they have to give up so much to run it. This lends itself to the mentality that "One AV should be able to take out a single pilot" which I don't particularly like and it lends itself to many of the balance issues we currently struggle with. However if AV is easily accessible by people without making huge sacrifices, this means that you can say "it takes multiple people to take out a single pilot, *but* they don't have to make huge sacrifices/swap fits in order to do so". An example of this is Titanfall, where the Titan exosuits are extremely powerful, but at the same time all infantry have an AV weapon all the time. These AV weapons are not particularly powerful, but because they can switch to it on the fly without sacrificing their normal loadout, and the fact that EVERYONE has one, a Titan that gets itself surrounded by infantry will quickly get nuked, but in a 1 vs 1 fight it will win nearly all of the time. I'm not advocating for everyone to have an AV weapon, but I think that if AV options that were less effective, but easier to fit without massive sacrifices, many people would feel they can make more of a difference against vehicles without completely gimping their AP abilities. This also allows the pilots to feel powerful by being able to take on multiple infantry at once, but vulnerable if they get zerged.
But I have a problem with that, as
1: Infantry wants Pilots not to be able to kill them, well at least without some support or luck with their large turret
2: This would mean that on top of AV, pretty much anyone can just shoot at you and apply same actual damage to you
3: Seeing as vehicles under this could be shot at by infantry of all kinds easily, heavier ones will take more than lighter ones, as that is reasonable. But if lighter ones can take damage easily, and those vehicles were meant to have some sort of survival against infantry, then we have a problem (LLV comes to mind, seeing as it is supposed to be able to rep both vehicles and infantry).
4: Infantry can be much more helpful to the team by being able to affect its outcome directly though the Nullcannons, while there's not a single vehicle that can't, but having protection against a lot of them, and being able to do other things that indirectly effects the outcome makes up for that. This makes infantry, especially the mass blob of infantry just that more superior. Now not only are they inferior in effecting the match, they can even be even more easily killed by them, and that's not balanced.
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Godin Thekiller
The Corporate Raiders
2732
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Posted - 2015.01.25 17:31:00 -
[329] - Quote
Regis Blackbird wrote:I agree that only two weapons dedicated for AV (Swarms and Forge) are too few, and you are sacrifice a lot (AI) to run them. While the idea of bumping existing small/sidearms weapons AV capabilities are an interesting one, I still remember the bickering when small arms fire would trigger the vehicle shield recharge delay. If we are bringing racial symmetry to HAVs by using existing models (Caldari and Gallente hulls), can't we do something similar to bring symmetry to the AV weapons? If we combine the model of the Forge Gun and the effect of the Laser Rifle, can't we get a heavy laser? If we combine the model of the Swarm Launcher and the effect of the Mass Driver, can't we have a heavy artillery? It is probably not as easy as it sounds, but it might be worth investigating? Also, please bump AV grenades back to 3
That's not a problem, make more AV weapons. Not make everything a AV weapon.
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Breakin Stuff
Internal Error. Negative-Feedback
6738
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Posted - 2015.01.25 17:35:00 -
[330] - Quote
I think more widespread AV options would justify ratcheting back on the cannon nerfs
AV
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