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Thread Statistics | Show CCP posts - 66 post(s) |
Lazer Fo Cused
Shining Flame Amarr Empire
640
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Posted - 2015.01.26 14:37:00 -
[391] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage. 1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics How about you not try and berate people for the horrendous crime of not perfectly agreeing with you. People have opinions. They usually don't seem to mimic yours. Get over it.
1. People have opinions - Fact
2. Can peoples opinions be incorrect? Yes
3. It would help if they could get the basics correct like how much damage a railgun shot does or how many shots it takes to overheat, you know the very basics than any HAV pilot would know about and then maybe they could add some helpful information to the subject at hand instead of getting it wildly wrong on many points
4. Also i berated it because it got the 'core facts' that any HAV pilot would know wrong - Core facts that are written in the game - Not written by me, not an opinion, not a theory or something that i wrote or agree with but numbers that are in the game which were put there by CCP and they couldnt even get that right |
Breakin Stuff
Internal Error. Negative-Feedback
6766
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Posted - 2015.01.26 14:43:00 -
[392] - Quote
I bring this up because you're rather frequently crossing the line into personal attack. This is neither constructive and it's against the ToS.
Learn how to talk to your peers. Because you are not above anyone posting on this board.
And further, showing dehumanization tactics such as referring to someone as "it" is a symptom of sociopathy, rather different from what carebears claim. I suggest very politely that you moderate your tone.
AV
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Lazer Fo Cused
Shining Flame Amarr Empire
640
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Posted - 2015.01.26 14:44:00 -
[393] - Quote
Tesfa Alem wrote:Lazer Fo Cused wrote:Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage. 1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics I could direct you to my post where I discussed calmly where I got my stats from. Where I compared 4 rounds to a full Missile clip. Where I also used the rail stats True Adamance showed me. Where i also explain my views on DHAV. ( hint post #370 pg 19) Though I'd like you to quote me on saying rails can fire all shots faster than a missile turret can, seeing as you pulled that one from where the sun don't shine. But, letting you vent your emotions, its partly a entertaining spectacle, but mostly the main reason why the devs, and pretty much anyone who isn't speaker struggle to take anything you say seriously. Its hurting more than helping. Hell, even by responding to you i am partly responsible for derailing the thread. We can talk up the entertainment value of your deflating ego somewhere else, but lets leave this thread with constructive commentary, shall we?
1. Post 361 - I quote '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.'
2. Problem - You cannot fire 5 shots with a railgun 2a. Railgun will overheat on the 4th shot and stall 2b. DPS - Damage per second - The missile turret is an alpha turret which fires all missiles in my experience as a HAV pilot in 3seconds or less depending if it does full auto and not glitch up where as to fire 5 shots with a railgun i have to wait for the that 4/5 shot if i do not want to overheat so you will never out DPS a alpha missile turret
3. Maths - It doesnt take into account the railguns overheat which you get wrong at 5 so all your maths and also DPS stats are completely wrong
4. Next
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Lazer Fo Cused
Shining Flame Amarr Empire
640
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Posted - 2015.01.26 14:49:00 -
[394] - Quote
Breakin Stuff wrote:I bring this up because you're rather frequently crossing the line into personal attack. This is neither constructive and it's against the ToS.
Learn how to talk to your peers. Because you are not above anyone posting on this board.
1. Personal attack? No its pointing out that something is wrong to the point where i do not believe them to be a pilot due to the fact that they got key points on turrets completely wrong
2. Where did i insult them?
3. Thats rich ive already reported you several times for personal attacks |
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CCP Rattati
C C P C C P Alliance
15780
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Posted - 2015.01.26 14:51:00 -
[395] - 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.
There will be no DHAV rail fit, I will make it so, whether through fitting bonuses or something even heavier handed.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Internal Error. Negative-Feedback
6766
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Posted - 2015.01.26 14:55:00 -
[396] - Quote
Lazer Fo Cused wrote:Breakin Stuff wrote:I bring this up because you're rather frequently crossing the line into personal attack. This is neither constructive and it's against the ToS.
Learn how to talk to your peers. Because you are not above anyone posting on this board. 1. Personal attack? No its pointing out that something is wrong to the point where i do not believe them to be a pilot due to the fact that they got key points on turrets completely wrong 2. Where did i insult them? 3. Thats rich ive already reported you several times for personal attacks
There is a difference between attacking tou thesis/position and attackingng YOU. I can assault your logic all I want. I can say your methods of communicating with people are childish.
Quit trying to dominate everyone via post.
We are having none of it. You are one voice among many. Not "the one."
You want respect for your ideas? Earn that respect.
AV
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Lazer Fo Cused
Shining Flame Amarr Empire
640
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Posted - 2015.01.26 15:11:00 -
[397] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:I bring this up because you're rather frequently crossing the line into personal attack. This is neither constructive and it's against the ToS.
Learn how to talk to your peers. Because you are not above anyone posting on this board. 1. Personal attack? No its pointing out that something is wrong to the point where i do not believe them to be a pilot due to the fact that they got key points on turrets completely wrong 2. Where did i insult them? 3. Thats rich ive already reported you several times for personal attacks There is a difference between attacking your thesis/position and attackingng YOU. I can assault your logic all I want. I can say your methods of communicating with people are childish. I cannot start making callouts about how clearly you are (insert epithet here) by implication or outright saying it. You are flagrantly doing the latter. Quit trying to dominate everyone via post. We are having none of it. You are one voice among many. Not "the one." You want respect for your ideas? Earn that respect.
1. You are right on one thing - 'You are the voice among many' - Unfortuantly for me and the vehicle playstyle which all this rests upon the 'many' are AV and infantry players which far outnumber pilots in this game which frankly is the sole reason why i will not be quiet. I will not stand by and support all light weapons doing damage to vehicles or having a 'pro' vehicle which does not improve on the hull while infantry have it all yet feel that they have the right to restrict another playstyle simply because they do not like vehicles.
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Breakin Stuff
Internal Error. Negative-Feedback
6766
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Posted - 2015.01.26 15:20:00 -
[398] - Quote
That's nice lazer. Have fun storming the castle.
AV
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Logi Bro
Brutor Vanguard Minmatar Republic
3409
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Posted - 2015.01.26 15:30:00 -
[399] - Quote
Quote:3a) STD HAV will be ADV/ADV/ADV/STD, ADV HAV will be ADV/ADV/PRO/STD, PRO HAV will be PRO/PRO/PRO/ADV, High/Low/Large Turret/Small Turret.
4) New Skill - Dedicated SHAVs (solo HAVs)- unlocking HAVs with no small turrets, exactly the same as HAVs, except their fitting capacity has also been reduced by the amount that the turrets granted in the above calculations.
My reading comprehension may just be incredibly low, but what I take from this is that a regular HAV at the PRO tier will have 2 ADV turrets worth of CPU/PG more than the SHAV at the PRO tier. You can't remove the turrets but you can change them for different tiers.
If the previous statement is true, doesn't it kind of invalidate the usefulness of the SHAV? The regular HAV could switch his two ADV turrets for STD turrets, then he would have (ADV turret CPU/PG - STD turret CPU/PG) more CPU and PG than the SHAV for modules and/or large turret fitting space. In this case, the SHAV is inferior for team-work and solo-work, if only by a small margin.
So is this working as intended or am I reading it incorrectly?
SP Sinks? Fixed.
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Tesfa Alem
Death by Disassociation
781
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Posted - 2015.01.26 16:25:00 -
[400] - Quote
CCP Rattati wrote:
There will be no DHAV rail fit, I will make it so, whether through fitting bonuses or something even heavier handed.
A positive side to this is that we can properly define vehicle roles. Just to see how i interpret your tank vision.
UHAVs: high ehp, slow speed, low manueverability, is vulnerable to other tanks but excells in anti infantry: (heavy)
MBTs: medium eHP, medium speed- medium to long range , can run all purpose fittings, but is the best tank class to equip with rail turrets to escort UHAVs against DHAVs (assault)
DHAV: low eHP, high speed, high damage, short range, best at ambushing the other tanks in short range quick battles, but if spotted first will have a rough time of it. (scout)
People have been asking about vehicle roles, now we can tell them 3
A Tanker should want to have some back up before going anti infantry in a UHAV. Encourages Teamwork infantry demand of tankers to make the reddots life miserable.
A Tanker can go for all purpose fits that are not quite as good as the specialized fits but don't need a lot of team work to do so. Not much beyond the current meta. Can hurt UHAVs and wreck DHAVs (if DHAV spotted first).
A Tanker can choose for the high damage tank. Solo tankers can set up ambushes to catch enemy tanks unawares, and can chew UHAVs to peices, and stands a good chance of defeating a MBT if they have the element of surprise. More likely than not risks losing that tank trying to bring that power to bear on infantry.
Redline for Thee, but no Redline for Me.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4556
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Posted - 2015.01.26 16:56:00 -
[401] - Quote
Spkr4theDead wrote: I'm a pilot. I will not compromise on being a pilot. I want the SP I invest into vehicles to be worth it, and I don't really care about the ISK.I just want everything to be worth it. I spent a lot of time learning the ins and outs of operating vehicles, and have become very, very proficient at using a tank - so much so that I can take out missile and rail tanks with a blaster. I can also take out more than one bad shot at a time, I did that last night at their redline. I refuse to be treated like a second class citizen just because my voice belongs to a minority group of players.[/i]
Your personal ability does not validate any argument you may make. Anecdotal evidence is not valid evidence.
https://yourlogicalfallacyis.com/anecdotal
Do you want to know why you're treated like a second class citizen? It's not because you're a minority in the player base a whole, it's because you're a minority amongst pilots. Everyone wants their SP to matter, both pilots and AV users, but you seem to be more focused on what YOUR SP means, and not what the opposition's SP means. You don't want to compromise, you don't want balance, what you want is whatever is going to benefit you the most, and not what makes the game actually enjoyable for everyone.
Much akin to what we see in real world politics, people like you who refuse to have a conversation, refuse to find the middle ground, and refuse to listen to others, are often laughed at and ignored because they bring absolutely nothing useful to the table. Not a single person here has gained anything of value from anything you have said, and you have contributed nothing to the conversation as a whole. Until you manage to do that, no one will take you seriously or respect a single thing you happen to say.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Mobius Wyvern
Sky-FIRE
5673
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Posted - 2015.01.26 17:01:00 -
[402] - 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.
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?
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Mobius Wyvern
Sky-FIRE
5673
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Posted - 2015.01.26 17:06:00 -
[403] - Quote
CCP Rattati wrote:Dear players, after reading through the 71 pages, and going back to study the dropsuit progression, plus factor in the massive tank OP situation that has arisen in the past, I propose that we introduce a tiericided approach to vehicles that has been proposed with dropsuits before. Dropsuits are different in that their relative powerlevel is much much lower, so that approach may not work there. That's for later. Read the whole list through, before raging, this is a holistic approach. Phase 1 1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option. 2) This will be contentious, all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank. They can be replace but not removed (yellow) 3) All PG/CPU calculations will be based on the math of determined PG/CPU per slot, much like was done with Sentinels and Assaults a few months ago. Therefore, the turret PG/CPU will be factored "in" to the HAV capacity. 3a) STD HAV will be ADV/ADV/ADV/STD, ADV HAV will be ADV/ADV/PRO/STD, PRO HAV will be PRO/PRO/PRO/ADV, High/Low/Large Turret/Small Turret. 3b) This fits Dropsuits as they should be very near fitting all proto, if and only if they have full optimizations, but some fittings will nevertheless not be able to reach full Proto 4) New Skill - Dedicated SHAVs (solo HAVs)- unlocking HAVs with no small turrets, exactly the same as HAVs, except their fitting capacity has also been reduced by the amount that the turrets granted in the above calculations. Skill Unlocks all Dedicated Tank Skills 5) New skills - Faction UHAV (Ultra Heavy Assault Vehicle) - Highly armored, slow, fewer slots, with damage and bonuses to small turrets 6) New skills - Faction DHAV (Destroyer Heavy Assault Vehicle) - Very fast, lightly armored with bonuses to Missiles and Blasters, turret specialization is essential here, no small turrets. 7) Introduce key active modules, for each race - after studying carefully I believe active heatsinks, active spool ups and active tracking modules would be most tactical and able to provide play counterplay moments 8) Add Anti Infantry Missile Launchers (fragmented) Phase 2) Rebalance as needed and introduce "repurposed hulls", same progression but using Gallente Hulls and highly recognizable color schemes to represent Amarr, Caldari for Minmatar. Phase 3) More Modules and weapons I hope to see real discussions about this proposa, please keep lore out of it for now, but feel free to start your own naming threads, I will sticky the best one, we need 2 new names for Caldari and Gallente ADV and PRO HAvs plus all the Amarr/Minmatar names. See updated on the fly document here: HAV Master Spreadsheet Will we see this same methodology applied to Dropships and their variants in the future?
On further reading this looks pretty neat for tankers, but I think I speak for all pilots when I say we'd like a bit of this love as well.
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Breakin Stuff
Internal Error. Negative-Feedback
6769
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Posted - 2015.01.26 17:07:00 -
[404] - Quote
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.
AV
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Breakin Stuff
Internal Error. Negative-Feedback
6769
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Posted - 2015.01.26 17:08:00 -
[405] - Quote
Mobius Wyvern wrote: Will we see this same methodology applied to Dropships and their variants in the future?
On further reading this looks pretty neat for tankers, but I think I speak for all pilots when I say we'd like a bit of this love as well.
If this proof of concept works, I predict a cascading effect upon the whole of vehicles and eventually dropsuits.
AV
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Thaddeus Reynolds
Facepunch Security
168
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Posted - 2015.01.26 17:14:00 -
[406] - 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
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Vell0cet
OSG Planetary Operations Covert Intervention
2761
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Posted - 2015.01.26 18:49:00 -
[407] - Quote
I see 2 main arguments against capacitors here.
A. Capacitors are worse than what we have now and B. capacitors are indeed better, BUT itGÇÖs too much work/unrealistic to add right now so we should wait.
In response to A. I would argue that capacitors are critical for several reasons.
1. Capacitors are actually easier to manage than multiple modules with long cooldowns that simulate capacitors. By having to keep track of multiple long cooldowns and not having access to those while on cooldown, vehicle gameplay is very rigid. Basically the existing system is like having multiple independent capacitors, instead of a single capacitor to manage. With one capacitor, you can use your modules on demand (as long as your cap holds out) instead of having an all-or-nothing system.
2. Because the existing system essentially imitates multiple, independent capacitors, there are several problems. For one thing, adding an active module effectively gives you a deeper cap pool. For example a triple rep ship in EVE is extremely rare, because it will suck the cap dry very quickly. In Dust, you can't have active reps because each rep has itGÇÖs own GÇ£cap pool.GÇ¥ In order to make this reasonable, the amount repaired has been radically altered from equivalent modules in EVE.
3. The results of all of this is that combat feels very shallow. You have a big, expensive toy that can get melted pretty quickly when active modules are down, but is fairly godly when theyGÇÖre running. ItGÇÖs a bad design that makes vehicles feel, paradoxically, both overpowered and underpowered at the same time. The end result is an unsatisfying experience, for both vehicle users and AV. Instead of vehicle fights being interesting conflicts that could last a while, theyGÇÖre either killed quickly or they escape.
4. The real problem here is that this can never be solved with the given system. Without the ability to cripple vehicles, fights will always be quick and unsatisfying. Make vehicle survivability high enough for interesting and prolonged fights, and they become insanely overpowered, since they can almost always escape. Keep them short and fights are boring; vehicles are cheap and expendable. You loose the risk/reward thrill that makes this game so compelling.
5. Capacitors would add a ton of depth to fitting and allow a broad array of gameplay styles. Some have mentioned they think managing modules would be difficult. Well they can use passive fits, so they can focus on maneuvering/firing. Others may prefer more control of their experience and want more active modules. This system would provide enough flexibility to allow all players the opportunity to have fun.
In response to B. I would say that there will NEVER BE A BETTER TIME TO ADD CAPACITORS. Right now we have no vehicles from Amarr and Minmatar, we have no Pilot suits, and most of the Advanced vehicles are missing. We have a small set of vehicles to play with and get the balancing right. As we begin to fill in these gaps and design balance around the existing capacitorless mechanics, it will make adding capacitors exponentially more complicated and difficult the further this process progresses.
Capacitors should be the bedrock upon which the future of vehicle combat in DUST (and ultimately Legion) is built. Yes the dev team has limited resources, but I think this should be the primary development focus right now. For starters, CCP could re-purpose the existing stamina code for use with capacitors. Later they can refine it, and improve the mechanics. Also they can outright rip off the numbers from EVE in terms of finding initial values for capacitors, regen, and modules that affect cap. To start IGÇÖd like to see capacitor batteries, capacitor flux coils, capacitor power relays, capacitor rechargers, neuts and webs. Additionally IGÇÖd like to see more slots so we can make more interesting fits. If we could add this stuff to the existing vehicles, we would set ourselves up for expanding the system over time by finishing the racial variants/turrets, adding the advanced vehicles, and pilot suits.
Currently the dev team is planning on creating a simplistic crafting system. This baffles me. If resources are so constrained that they canGÇÖt work on the most critical parts of gameplay, why are they wasting so many resources duplicating something that is done much better (and will always be better) in EVE?
If we donGÇÖt add capacitors now, and do another vehicle rebalance, I fear this will make capacitors impossible to add later. It will become harder and harder as time progresses. The result is that weGÇÖll doom all future combat in DUST and Legion to being inherently shallow and uninteresting. I think itGÇÖs the most critical priority for future development right now.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4562
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Posted - 2015.01.26 19:20:00 -
[408] - Quote
I don't think anyone is arguing against Capacitors, but from my dealings with CPM, CCP's current stance "We dont have the resources to do something like that right now"
The fact of the matter is that vehicles are messed up right now, like...really badly messed up. Will capacitors make it better? Probably. Should we wait 1-2 years before they have the time and resources to fix it? God no. Easily made changes can happen right now to greatly improve the vehicle experience. Capacitors can do the same thing but will take far longer. The current rebalance effort has a significantly better Benefit/Cost ratio, so that's what we're going with. Besides, adding capacitor wont magically make everything balanced. All it does is replace the cooldown/duration system, but that doesn't affect HP, regen rates, turret damage, ect. All of those things need to be fixed anyways, so if they can be done now, then they should. Capacitors can come later, but right now I wan't them to fix the mess that Blamm made in the first place.
Also simple crafting probably wont be much work to implement anyways. Resources drop in battle. Resource stock counts as a from of currency, you use the existing NPC Market to spend resource currency in order to buy the finished product. Simple crafting, runs off the existing market system. Won't be that hard to do.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vell0cet
OSG Planetary Operations Covert Intervention
2761
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Posted - 2015.01.26 21:32:00 -
[409] - Quote
Pokey Dravon wrote:I don't think anyone is arguing against Capacitors, but from my dealings with CPM, CCP's current stance "We dont have the resources to do something like that right now"
The fact of the matter is that vehicles are messed up right now, like...really badly messed up. Will capacitors make it better? Probably. Should we wait 1-2 years before they have the time and resources to fix it? God no. Easily made changes can happen right now to greatly improve the vehicle experience. Capacitors can do the same thing but will take far longer. The current rebalance effort has a significantly better Benefit/Cost ratio, so that's what we're going with. Besides, adding capacitor wont magically make everything balanced. All it does is replace the cooldown/duration system, but that doesn't affect HP, regen rates, turret damage, ect. All of those things need to be fixed anyways, so if they can be done now, then they should. Capacitors can come later, but right now I wan't them to fix the mess that Blamm made in the first place.
Also simple crafting probably wont be much work to implement anyways. Resources drop in battle. Resource stock counts as a from of currency, you use the existing NPC Market to spend resource currency in order to buy the finished product. Simple crafting, runs off the existing market system. Won't be that hard to do. I really don't think capacitors would take 1-2 years to develop. They could start with cut/pasting the stamina code and making a few tweaks. You already have modules that can affect the size of the stamina pool, and it's regen rate, so the code exists for that functionality. You have a mechanism for regeneration, and for taking chunks of stamina away (jumping) so the stamina code, could at it's most basic level cover the bases for a capacitor system. The UI might take some work to redo, but we could simply use the stamina gauge with a different color as a stand-in until they can port the code from EVE's capacitor UI. If this stuff is written in nice, modular object-oriented code, then much of this should be able to be moved around without breaking other stuff, probably as much work as adding a crafting system.
So you're right, if we had to wait 1-2 years to get it, it wouldn't be worth it, but I think even a very small team could hack this together in 2-3 months, especially if they base the values around those in EVE, which have already been balanced over a decade of play.
I respectfully disagree that the current rebalance effort has a better cost/benefit ratio, especially when it would all have to be redone once capacitors are introduced later. It's the difference between building something that can evolve over time into something fantastic and spending a ton of effort on a side-effort that will later be completely abandoned and replaced. Even if the first is a little harder, it's worth it, because it's the foundation that will be build upon for decades, versus something that's got an expiration date, and will inherently suck.
You're completely right of course that capacitors won't balance everything else (like HP values), but with capacitors in place, you can now design vehicles to have much more survivability, and balance around that. The easiest approach would be to cut/paste values from EVE's ships. Find appropriate analogs and use those to establish the values. These would need to be tweaked of course, as the games are different, but now you're moving forward towards a goal instead of tangental to where we need to be. Turret damage, EHP, regen rates, etc. all SHOULD BE DIFFERENT in a capacitor system. Vehicles could be MUCH stronger than without a capacitor system, because it'll be possible to cripple them. Vehicle fights would be designed to last 30-90 seconds instead of what we would get with the current designs.
For argument's sake, let's assume the current rebalance moves forward without capacitors. When would be a better time to introduce them? IMO it will only ever get harder and harder later. At some point, it will be so cumbersome that CCP completely gives up on the idea. That would be horrible for the future of DUST/Legion.
My timeline goes like this: 1. Introduce capacitors to existing system, increase slots, and bring back the old modules before 1.7 2. Hotfix balance tweaks 3. Introduce missing racial vehicles, turrets, heavy weapons 4. Hotfix balance tweaks 5. Add pilot suits 6. Hotfix balance tweaks 7. Add additional Ewar (tracking disruptors, target painters, ECM) 8. Hotfix balance tweaks 9. Add advanced vehicle variants. 10. Hotfix balance tweaks
It seems like people want to progress: 1. Tweak numbers on existing system 2. Hotfix tweaks 3. Add advanced vehicles 4. Hotfix tweaks 5. add pilot suits? 6. Hotfix tweaks 7. ***Trash all balancing data and start from scratch again with capacitors*** 8. try to add back everything from before, completely rebalanced around capacitors
It just seems like a crazy approach with a lot of wasted efforts. When you've got limited development resources, it's insane to constantly redesign the same stuff over-and-over.
Best PvE idea ever!
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Godin Thekiller
The Corporate Raiders
2737
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Posted - 2015.01.26 21:49:00 -
[410] - Quote
I don't like the idea of caps as it adds another full layer of things you would have to manage while actively controlling your vehicle. It's much easier to do a click based game like that, but not in a active combat setting. In non combat situations it would work due to not having to focus as hard, but in actual combat situations, it wouldn't work as well. It would be just too many things to do at once, and we don't have the hands to keep the vehicle moving, aim, and flip on and off modules.
click me
Blup Blub Bloop. Translation: Die -_-
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Vell0cet
OSG Planetary Operations Covert Intervention
2761
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Posted - 2015.01.26 21:52:00 -
[411] - Quote
Godin Thekiller wrote:I don't like the idea of caps as it adds another full layer of things you would have to manage while actively controlling your vehicle. It's much easier to do a click based game like that, but not in a active combat setting. In non combat situations it would work due to not having to focus as hard, but in actual combat situations, it wouldn't work as well. It would be just too many things to do at once, and we don't have the hands to keep the vehicle moving, aim, and flip on and off modules. But it's EASIER to manage 1 pool than keep track of many multiple cooldowns. You can make passive fits with high regen and you can have a fit where you turn on your hardener and you'll be cap stable. That's LESS work than the current system.
Best PvE idea ever!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16817
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Posted - 2015.01.26 21:58:00 -
[412] - Quote
Vell0cet wrote:Godin Thekiller wrote:I don't like the idea of caps as it adds another full layer of things you would have to manage while actively controlling your vehicle. It's much easier to do a click based game like that, but not in a active combat setting. In non combat situations it would work due to not having to focus as hard, but in actual combat situations, it wouldn't work as well. It would be just too many things to do at once, and we don't have the hands to keep the vehicle moving, aim, and flip on and off modules. But it's EASIER to manage 1 pool than keep track of many multiple cooldowns. You can make passive fits with high regen and you can have a fit where you turn on your hardener and you'll be cap stable. That's LESS work than the current system.
It's good and all but I think players would have fits once Neuts and Nosferatu's be made available.
God Amarr and Blood Raider tanks would be nasty.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4567
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Posted - 2015.01.26 22:06:00 -
[413] - Quote
What exactly do you mean "Cut and paste the stamina code with minor tweaks"? A decay and growth function is about as basic as it gets, and that's all the stamina is. What you're asking for ties in with modules both in modification and activation, not to mention that if you want it to properly work like even then you're not even dealing with a linear function like stamina works off of. I'm not exactly and expert programmer, but I think you deeply underestimate the effort require to put this together. Is 1-2 years realistic? No, it was a hyperbole, but what do you think constitutes as a "small design team" that can "hack it together"? Are you aware of the size of the Dust development team? I'd like to see your source of information that you used to make this estimation.
Like honestly though, have you been following the vehicle discussion? Are you aware of the severe problems between vehicles themselves? The fitting issues with the Madrugar? The problem with the function of blasters? The lack of proper skill bonuses and messed up skill progression? All of these issues are completely independent of anything to do with capacitors and desperately need to be addressed asap. It's like telling someone who just lost their legs "Oh well we're not going to give you a wheelchair, so just lay crippled in this bed for 6 months while we make prosthetic legs."
I mean do you honestly think that the addition of capacitors would just "trash all balancing data" and make us "start from scratch again"? You don't think a well balanced, duration/cooldown system would be rendered completely useless overnight if capacitors were added? I'm not a game developer but I've been pretty balls deep in a dozen community design projects, and in every case, new systems take existing data and make it fit the new system. All Duration/Cooldown really represents is "If I run for 30 seconds and take 90 to cool down, that means I consume 3 seconds of capacitor recharge time for every second of activation. The conversion is of course not that exact, but the principles can be readily converted from Duration/Cooldown into a Capacitor system without significant changes to the base values.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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One Eyed King
Land of the BIind
7434
|
Posted - 2015.01.26 22:32:00 -
[414] - Quote
Godin Thekiller wrote:One Eyed King wrote:Breakin Stuff wrote: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. Posted in the Barbershop. I am fairly certain we can get numbers for you. @ Godin I think you are overly concerned with the side arms and weapons they are talking about adding. No one complains that NKs being able to do 50% damage has been a problem for tanks, and I certainly thought it would when it was announced. I also don't think anyone is suggesting a single merc should be able to unload his ScP ammo at a tank and take it down. If a Solo HAV pulls up to a defended objective that has no supply depot, it seems reasonable to me that 5 or 6 mercs should be able to scare it off. If the fool decides to just sit there for 20 or 30 seconds and try and take them all down, then he should deserve to be heavily damaged or blown up. In that example, a Solo HAV should see he is outnumbered, and provided he has no squad support to attack the defenders while they aren't paying attention, should be forced to flee. If the HAV had multiple manned turrets and a decent pilot, I don't see why they shouldn't be able to fight off the defenders before significant damage is done to the HAV. Dropships and LAVs shouldn't even need to worry given the limited range and utility of the weapons Rattati is talking about adding. Its not like it is being said that the CRs and RRs should do 100% damage, then I could understand your concerns. I wan't worrying about HAV's as much as I was worrying about lighter vehicles, as I assumed that the lighter the vehicle was the more damage it was able to do, and that bothered me, seeing as some of those (LLV) needs to be able to tank against it. Also, with a suggestion of making lighter weapon classes able to do AV, There will be people asking for more. And more. And that I don't want. I have no problem with adjusting the LLV stats when it comes out to maybe have a resistance to certain types of damage, much like a heavy does.
And I also wouldn't be in favor of non AV specific light weapons being able to do anything more than a negligible amount of damage.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4568
|
Posted - 2015.01.26 22:35:00 -
[415] - Quote
Also Vell0cet I'm not trying to be overly hostile, I just think you're being unrealistic, but no hard feelings.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vell0cet
OSG Planetary Operations Covert Intervention
2761
|
Posted - 2015.01.26 22:43:00 -
[416] - Quote
Pokey Dravon wrote: What exactly do you mean "Cut and paste the stamina code with minor tweaks"? A decay and growth function is about as basic as it gets, and that's all the stamina is. What you're asking for ties in with modules both in modification and activation, not to mention that if you want it to properly work like even then you're not even dealing with a linear function like stamina works off of. I'm not exactly and expert programmer, but I think you deeply underestimate the effort require to put this together. Is 1-2 years realistic? No, it was a hyperbole, but what do you think constitutes as a "small design team" that can "hack it together"? Are you aware of the size of the Dust development team? I'd like to see your source of information that you used to make this estimation.
Like honestly though, have you been following the vehicle discussion? Are you aware of the severe problems between vehicles themselves? The fitting issues with the Madrugar? The problem with the function of blasters? The lack of proper skill bonuses and messed up skill progression? All of these issues are completely independent of anything to do with capacitors and desperately need to be addressed asap. It's like telling someone who just lost their legs "Oh well we're not going to give you a wheelchair, so just lay crippled in this bed for 6 months while we make prosthetic legs."
I mean do you honestly think that the addition of capacitors would just "trash all balancing data" and make us "start from scratch again"? You don't think a well balanced, duration/cooldown system would be rendered completely useless overnight if capacitors were added? I'm not a game developer but I've been pretty balls deep in a dozen community design projects, and in every case, new systems take existing data and make it fit the new system. All Duration/Cooldown really represents is "If I run for 30 seconds and take 90 to cool down, that means I consume 3 seconds of capacitor recharge time for every second of activation. The conversion is of course not that exact, but the principles can be readily converted from Duration/Cooldown into a Capacitor system without significant changes to the base values.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4568
|
Posted - 2015.01.26 23:03:00 -
[417] - Quote
Vell0cet wrote: Thanks for your response. The existing stamina system has been designed to integrate with modules, to accept modifiers from modules, and can accommodate large drops in the values based on actions in-game (when you jump). It fills all of the existing needs for a capacitor system. They could use a simple linear regeneration function to start, and tweak the function later, or call up the guys in Iceland and ask for the function they're using for EVE. In the code, the class interface would almost certainly look very similar to a capacitor system. This is simply based on my own experience as a hobbyist programmer. I really don't think it's as major of an undertaking as you believe it to be. Of course there could be performance challenges, and bugs that would need to be resolved, that's likely where the bulk of the development time would be spent. Things always take longer than they appear, so you're right that it could be more involved than I believe it to be.
As far as trashing the data, it comes down to whether engagements are designed to be very short (as they are now) or much longer. That's a major deal. I was somewhat hyperbolic with the trash everything comment, and you're right about the skill tree being a mess, but damage, hp, hp regen, and even speeds would all be dramatically different if designed for a short fight or a long fight. You really would have to almost start from scratch again.
Code....doesn't work like that. Yes stamina accepts modifiers from skills and modules, that much is easy, but you still have to code in how activation costs of modules, weapon useage, ect. Im not saying you can't use existing code, but theres a lot more to it than what you're describing, and as far as I know there are exactly 0 dedicated programmers working on Dust. And development of that nature is borrowed from the Legion team. Also linear regeneration is kinda bad because there would be no middle ground in cap stable/non stable. Linear Rechage would mean that Cap Stable = 100% capacitor all the time which can be problematic if you ever want to have some proper EWAR...but that's not really important at this point.
And again I don't see how the length of battles for Duration/Cooldown would differ from a Capacitor system....not should they differ. A module that has to cool down for 90 seconds and runs for 30 is simply a 3:1 Cap Recharge/Activation Cost ratio. HP and rate of recovery wouldn't change, nor would the effective activation cost of the module. The only difference is that available activation time and total cap capacity are pooled instead of per module. But even then if there were issues, you can maintain the same level of module performance and balance them entirely around cap cost and not disrupting previous balance effort.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vell0cet
OSG Planetary Operations Covert Intervention
2761
|
Posted - 2015.01.26 23:21:00 -
[418] - Quote
Pokey Dravon wrote:Vell0cet wrote: Thanks for your response. The existing stamina system has been designed to integrate with modules, to accept modifiers from modules, and can accommodate large drops in the values based on actions in-game (when you jump). It fills all of the existing needs for a capacitor system. They could use a simple linear regeneration function to start, and tweak the function later, or call up the guys in Iceland and ask for the function they're using for EVE. In the code, the class interface would almost certainly look very similar to a capacitor system. This is simply based on my own experience as a hobbyist programmer. I really don't think it's as major of an undertaking as you believe it to be. Of course there could be performance challenges, and bugs that would need to be resolved, that's likely where the bulk of the development time would be spent. Things always take longer than they appear, so you're right that it could be more involved than I believe it to be.
As far as trashing the data, it comes down to whether engagements are designed to be very short (as they are now) or much longer. That's a major deal. I was somewhat hyperbolic with the trash everything comment, and you're right about the skill tree being a mess, but damage, hp, hp regen, and even speeds would all be dramatically different if designed for a short fight or a long fight. You really would have to almost start from scratch again.
Code....doesn't work like that. Yes stamina accepts modifiers from skills and modules, that much is easy, but you still have to code in how activation costs of modules, weapon useage, ect. Im not saying you can't use existing code, but theres a lot more to it than what you're describing, and as far as I know there are exactly 0 dedicated programmers working on Dust. And development of that nature is borrowed from the Legion team. Also linear regeneration is kinda bad because there would be no middle ground in cap stable/non stable. Linear Rechage would mean that Cap Stable = 100% capacitor all the time which can be problematic if you ever want to have some proper EWAR...but that's not really important at this point. And again I don't see how the length of battles for Duration/Cooldown would differ from a Capacitor system....not should they differ. A module that has to cool down for 90 seconds and runs for 30 is simply a 3:1 Cap Recharge/Activation Cost ratio. HP and rate of recovery wouldn't change, nor would the effective activation cost of the module. The only difference is that available activation time and total cap capacity are pooled instead of per module. But even then if there were issues, you can maintain the same level of module performance and balance them entirely around cap cost and not disrupting previous balance effort. Well if a fight should last 4x as long, then either DPS needs to be reduced by 400%, HP increased by 400%, or a combination of many different and complex variables need to be tweaked and ironed out (which is the obvious correct solution). That's what I mean by balancing. In a capacitor system, vehicles would be fundamentally different, they would be very powerful: something like 4x harder to kill, but they would be vulnerable to being "tackled" and beat down. That's much different than just messing with timers and cooldowns, that's designing a completely different style and pacing of vehicle-based combat.
Best PvE idea ever!
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LudiKure ninda
Dead Man's Game RUST415
186
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Posted - 2015.01.26 23:24:00 -
[419] - Quote
https://www.youtube.com/watch?v=2KNSdD8PYgY
( -í° -£-û -í°)
SCAN ATTEMPT PREVENTED
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4568
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Posted - 2015.01.26 23:27:00 -
[420] - Quote
Vell0cet wrote:Well if a fight should last 4x as long, then either DPS needs to be reduced by 400%, HP increased by 400%, or a combination of many different and complex variables need to be tweaked and ironed out (which is the obvious correct solution). That's what I mean by balancing. In a capacitor system, vehicles would be fundamentally different, they would be very powerful: something like 4x harder to kill, but they would be vulnerable to being "tackled" and beat down. That's much different than just messing with timers and cooldowns, that's designing a completely different style and pacing of vehicle-based combat.
Why can't you have tackling with a Cooldown based system first?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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