Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 [20] 30 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 66 post(s) |
duster 35000
Algintal Core Gallente Federation
156
|
Posted - 2015.01.29 01:45:00 -
[571] - Quote
The-Errorist wrote:duster 35000 wrote:The-Errorist wrote:... I want that to change and here's what I'd like it to be (from my thread/ spreadsheet): (LAV and dropship stats in thread/spreadsheet) [HAVs]:Caldari: 110 HP/s Minmatar: 88 HP/s Amarr/Gallente: 66 HP/s I also want vehicles to have natural passive reps: [HAVs]Gallente: 25 HP/s Armarr & Minmatar: 22.5 HP/s Caldari: HAV: 20 HP/s If CCP does this, adds regulators, and rechargers, vehicle regen would be in a much more balanced state. The armor tank shield reps should be 40, not 66 hp/s... That's like saying shield recharge for Am/gal assaults should be around 10 HP/s (instead of 20 HP/s), 36% of Caldari's recharge rate, instead of the normal roughly 60%. 110 hp/s is like a armor rep, along with armor repping shields at 66 hp/s...
Choo Choo
|
The-Errorist
979
|
Posted - 2015.01.29 02:22:00 -
[572] - Quote
duster 35000 wrote:The-Errorist wrote:... I want that to change and here's what I'd like it to be (from my thread/ spreadsheet): (LAV and dropship stats in thread/spreadsheet) [HAVs]:Caldari: 110 HP/s Minmatar: 88 HP/s Amarr/Gallente: 66 HP/s I also want vehicles to have natural passive reps: [HAVs]Gallente: 25 HP/s Armarr & Minmatar: 22.5 HP/s Caldari: HAV: 20 HP/s If CCP does this, adds regulators, and rechargers, vehicle regen would be in a much more balanced state. 110 hp/s is like a armor rep, along with armor repping shields at 66 hp/s... I don't know what your point is and what you mean by armor repping shields, so I'll try my best to reply to what you said.
Yes 110 HP/s shield recharge rate is like a complex heavy armor rep and 66 HP/s shield recharge rate is in-between an advanced and complex light rep. I also said I want vehicles to have base armor repair and with that, vehicles with an armor rep can rep faster than base shield recharge.
Pokey Dravon wrote:CCP Rattati wrote:
Yep, I have raised the low slot issue in this thread and unfair fitting between ca and ga, and both heat sinks and disp modules work for rails and missiles, blaster can use both.
There was a whole page of pure dmg mods that i just didnt get
Perhaps I'm confused, but currently missiles pretty much hit where you aim. Are you adding in missile dispersion so they can make use of the dispersion reduction modules? Right now, the faster you fire the large missile turret, the more dispersion it gains.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4624
|
Posted - 2015.01.29 02:57:00 -
[573] - Quote
The-Errorist wrote:Right now, the faster you fire the large missile turret, the more dispersion it gains.
I suppose I've never experienced this effect personally then. Typically because I rarely use Missiles at long range because of the limitations I listed, so perhaps I wasn't seeing the dispersion effect.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
|
CCP Rattati
C C P C C P Alliance
16099
|
Posted - 2015.01.29 03:51:00 -
[574] - Quote
Any thoughts on the preliminary Hull numbers?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Thaddeus Reynolds
Facepunch Security
172
|
Posted - 2015.01.29 04:07:00 -
[575] - Quote
CCP Rattati wrote:Any thoughts on the preliminary Hull numbers?
I'm just having trouble reading the base stats on that page, would you consider reformatting it to look like your original page? (are those base stats? or do those incorporate the fitted items on the caldari page?)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
|
CCP Rattati
C C P C C P Alliance
16113
|
Posted - 2015.01.29 04:29:00 -
[576] - Quote
Ok here goes:
Simple really, I establish a balanced/fair faction fit using max 2x of a single module.
Calculate what a full loadout of STD, ADV and PRO, requires using full level 5 skills.
Base the max fitting capacity on that number. There you have the progression.
Now, players will want to do other things, like 3x plates, and they will not necessarily have space to do so because it is not supported. So they will need to reduce some other mods/weapons down to ADV or even STD to do so.
These Loadouts will then be put on the Marketplace for players to buy and skill into.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
XxBlazikenxX
Y.A.M.A.H
82
|
Posted - 2015.01.29 04:32:00 -
[577] - Quote
CCP Rattati wrote:Ok here goes:
Simple really, I establish a balanced/fair faction fit using max 2x of a single module.
Calculate what a full loadout of STD, ADV and PRO, requires using full level 5 skills.
Base the max fitting capacity on that number. There you have the progression.
Now, players will want to do other things, like 3x plates, and they will not necessarily have space to do so because it is not supported. So they will need to reduce some other mods/weapons down to ADV or even STD to do so.
These Loadouts will then be put on the Marketplace for players to buy and skill into.
I support this.
A proud member of Y.A.M.A.H
Recruitment
Don't fix what's not Baroque
|
Thaddeus Reynolds
Facepunch Security
172
|
Posted - 2015.01.29 04:40:00 -
[578] - Quote
CCP Rattati wrote:Ok here goes:
Simple really, I establish a balanced/fair faction fit using max 2x of a single module.
Calculate what a full loadout of STD, ADV and PRO, requires using full level 5 skills.
Base the max fitting capacity on that number. There you have the progression.
Now, players will want to do other things, like 3x plates, and they will not necessarily have space to do so because it is not supported. So they will need to reduce some other mods/weapons down to ADV or even STD to do so.
These Loadouts will then be put on the Marketplace for players to buy and skill into.
Other than the issue with MLT hull generation from this idea (or maybe the issue is with the STD hull generation), it seems like a solid way to go...
so would the hulls still be available unfit? or loadouts only?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
|
CCP Rattati
C C P C C P Alliance
16118
|
Posted - 2015.01.29 04:41:00 -
[579] - Quote
Thaddeus Reynolds wrote:CCP Rattati wrote:Ok here goes:
Simple really, I establish a balanced/fair faction fit using max 2x of a single module.
Calculate what a full loadout of STD, ADV and PRO, requires using full level 5 skills.
Base the max fitting capacity on that number. There you have the progression.
Now, players will want to do other things, like 3x plates, and they will not necessarily have space to do so because it is not supported. So they will need to reduce some other mods/weapons down to ADV or even STD to do so.
These Loadouts will then be put on the Marketplace for players to buy and skill into.
Other than the issue with MLT hull generation from this idea (or maybe the issue is with the STD hull generation), it seems like a solid way to go... so would the hulls still be available unfit? or loadouts only?
Hulls are completely empty, except that UHAVS and HAVS have required small turrets, DHAVs and SHAVs do not
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Thaddeus Reynolds
Facepunch Security
172
|
Posted - 2015.01.29 04:42:00 -
[580] - Quote
CCP Rattati wrote:Thaddeus Reynolds wrote:CCP Rattati wrote:Ok here goes:
Simple really, I establish a balanced/fair faction fit using max 2x of a single module.
Calculate what a full loadout of STD, ADV and PRO, requires using full level 5 skills.
Base the max fitting capacity on that number. There you have the progression.
Now, players will want to do other things, like 3x plates, and they will not necessarily have space to do so because it is not supported. So they will need to reduce some other mods/weapons down to ADV or even STD to do so.
These Loadouts will then be put on the Marketplace for players to buy and skill into.
Other than the issue with MLT hull generation from this idea (or maybe the issue is with the STD hull generation), it seems like a solid way to go... so would the hulls still be available unfit? or loadouts only? Hulls are completely empty, except that UHAVS and HAVS have required small turrets, DHAVs and SHAVs do not
Shiny
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4628
|
Posted - 2015.01.29 06:25:00 -
[581] - Quote
I currently do not see any numbers of the Natural Shield Regen Rate for the Gunnlogi. Do you intend to keep this as is, or change it? This is fairly important because 1. It's currently way too high, and 2. If it is lowered, many pilots will want to be able to boost this back up, and it may be preferential for a slot to be dedicated to a shield recharger or booster.
Additionally I'm looking at what you have for bonuses.
DHAV seems to imply that is has a +20% Large Turret Bonus, so I'll assume this is +4% a level which is reasonable.
However the UHAV Bonus seems to have HP values associated with it but vary between each tier. Could you explain what the per-level bonus for that is supposed to me?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Doc DDD
TeamPlayers Negative-Feedback
294
|
Posted - 2015.01.29 06:47:00 -
[582] - Quote
From what I can tell the hull numbers look interesting, lower starting ehp may take some time to adjust too but the increased slot should create more diversity. Shield recharge rate is just fine as 4 low slots and increased pg/cpu will give the opportunity for the Gallente hulls to fit some hefty reps if desired. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4628
|
Posted - 2015.01.29 06:57:00 -
[583] - Quote
Doc DDD wrote:From what I can tell the hull numbers look interesting, lower starting ehp may take some time to adjust too but the increased slot should create more diversity. Shield recharge rate is just fine as 5 low slots and increased pg/cpu will give the opportunity for the Gallente hulls to fit some hefty reps if desired.
That's not the issue. The issue is that the Gunnlogi currently reps at a higher rate than a Complex Armor Repairer with max skills. This means that a Gunnlogi can spend 0 modules to have a better rep rate than a Madrugar which spends 1. I have no issue with the Gunnlogi repping faster than the Madrugar, but it should need to spend at least 1 module in order to achieve it.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
|
CCP Rattati
C C P C C P Alliance
16136
|
Posted - 2015.01.29 06:59:00 -
[584] - Quote
Pokey Dravon wrote:I currently do not see any numbers of the Natural Shield Regen Rate for the Gunnlogi. Do you intend to keep this as is, or change it? This is fairly important because 1. It's currently way too high, and 2. If it is lowered, many pilots will want to be able to boost this back up, and it may be preferential for a slot to be dedicated to a shield recharger or booster.
Additionally I'm looking at what you have for bonuses.
DHAV seems to imply that is has a +20% Large Turret Bonus, so I'll assume this is +4% a level which is reasonable.
However the UHAV Bonus seems to have HP values associated with it but vary between each tier. Could you explain what the per-level bonus for that is supposed to me?
The current regen is way to high on Gunnlogis.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4628
|
Posted - 2015.01.29 07:00:00 -
[585] - Quote
Brought over from the Turret Thread because it was getting off topic.
Harpyja wrote:Well I didn't quite say that UHAVs needed be nerfed...
I think all that needs to change is the DHAV's defenses. I just see no reason why it should have a weaker defense than the UHAV. It already lacks two small turrets and a bonus to fighting infantry. I'd imagine a role bonus of 4% damage per level will put the DHAV nicely into its role, while keeping its defense on par with the UHAV.
Because if the DHAV's defenses are the same as the UHAV, then the MBT would be completely pointless. It would would be slower than the DHAV It would have less defense than the DHAV It would do less damage than the DHAV
On top of that people want Large Blasters to be AP, so a DHAV with an Anti-Personnel Blaster would have the same defense as a DHAV, be faster, and do more damage with not only a bonus to the large blaster, but doing it solo as well. I get what you're worried about, but you would simply be reversing the problem and making the DHAV clearly superior.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4628
|
Posted - 2015.01.29 07:04:00 -
[586] - Quote
CCP Rattati wrote:Pokey Dravon wrote:I currently do not see any numbers of the Natural Shield Regen Rate for the Gunnlogi. Do you intend to keep this as is, or change it? This is fairly important because 1. It's currently way too high, and 2. If it is lowered, many pilots will want to be able to boost this back up, and it may be preferential for a slot to be dedicated to a shield recharger or booster.
Additionally I'm looking at what you have for bonuses.
DHAV seems to imply that is has a +20% Large Turret Bonus, so I'll assume this is +4% a level which is reasonable.
However the UHAV Bonus seems to have HP values associated with it but vary between each tier. Could you explain what the per-level bonus for that is supposed to me? The current regen is way to high on Gunnlogis.
Random Scribbles but food for thought, https://docs.google.com/spreadsheets/d/1J2n_K-I5tvkghAG6Hvjygy51YZuOCP50PAdKT_LoS-k/edit?usp=sharing
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
duster 35000
Algintal Core Gallente Federation
156
|
Posted - 2015.01.29 07:26:00 -
[587] - Quote
CCP Rattati wrote:Pokey Dravon wrote:I currently do not see any numbers of the Natural Shield Regen Rate for the Gunnlogi. Do you intend to keep this as is, or change it? This is fairly important because 1. It's currently way too high, and 2. If it is lowered, many pilots will want to be able to boost this back up, and it may be preferential for a slot to be dedicated to a shield recharger or booster.
Additionally I'm looking at what you have for bonuses.
DHAV seems to imply that is has a +20% Large Turret Bonus, so I'll assume this is +4% a level which is reasonable.
However the UHAV Bonus seems to have HP values associated with it but vary between each tier. Could you explain what the per-level bonus for that is supposed to me? The current regen is way to high on Gunnlogis. How, exactly? It has a 4 second recharge delay...
Choo Choo
|
The-Errorist
980
|
Posted - 2015.01.29 08:33:00 -
[588] - Quote
CCP Rattati wrote:Any thoughts on the preliminary Hull numbers? Besides the feedback I gave on armor repair and shield recharge rates, I have these:
It's not fair how Gallente tanks have more of their main tank to use than the Caldari, make it balanced like it is for Cal & Gal dropsuits.
Caldari tanks have 36% (1,500) of their total HP (4,150) as armor and only 64% (2,650) as shields; I would like it to be the reverse ratio compared to Gallente tanks: ~23% (958) armor and ~77% (3192) shields.
I still would like tanks to have 6 total slots instead of the current 5; 4/2 for Cal, 2/4 for Gal/AM, and 3/3 for Min.
Lastly, the total HP, speed, PG/CPU, and other hull stats look fine.
duster 35000 wrote:CCP Rattati wrote:Pokey Dravon wrote:I currently do not see any numbers of the Natural Shield Regen Rate for the Gunnlogi. Do you intend to keep this as is, or change it? This is fairly important because 1. It's currently way too high, and 2. If it is lowered, many pilots will want to be able to boost this back up, and it may be preferential for a slot to be dedicated to a shield recharger or booster.
Additionally I'm looking at what you have for bonuses.
DHAV seems to imply that is has a +20% Large Turret Bonus, so I'll assume this is +4% a level which is reasonable.
However the UHAV Bonus seems to have HP values associated with it but vary between each tier. Could you explain what the per-level bonus for that is supposed to me? The current regen is way to high on Gunnlogis. How, exactly? It has a 4 second recharge delay... He meant shield recharge rates not the delay.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
|
Godin Thekiller
The Corporate Raiders
2751
|
Posted - 2015.01.29 08:40:00 -
[589] - Quote
Harpyja, I don't think you get why those things are problems:
Enforcers (DHAV) are supposed to be fast, weakly armored, high damaging turret platforms made for hit and runs, basically to be able to alpha then GTFO.
Marauders (UHAV) are supposed to be slow moving defensive vehicle built for supporting the infantry while being a bigscary brick.
In a balanced field, a Enforcer will have issues reaching a target due to having to avoid AV due to weaker defenses, but once it gets to its target, due to high attack, it can **** damage then run. High powered, short time modules are these things friends.
Marauders, on the other hand will have AV weaken them, to either deter them or have them weak enough to kill without issue. But if a Enforcer pulls up in perfect condition, it will have issues.
Using the logic you put down, not only would Enforcers be faster and stronger AV wise, they also can tank just as much, and that's broken.
click me
Blup Blub Bloop. Translation: Die -_-
|
Breakin Stuff
Internal Error. Negative-Feedback
6835
|
Posted - 2015.01.29 08:48:00 -
[590] - Quote
duster 35000 wrote: How, exactly? It has a 4 second recharge delay...
because a gunnlogihas a full recovery from zero HP time of approximately 20 seconds. Without active mods or a FULLY realized passive regen setup It should take a similar amount of ttime to recover as it takes a dropsuit to run to a distant supply depot to resupply.
I'm agreeing with rattati that 4 shot HAV kills should require a weakspot hit but with a super high regen we get to maintain the status quo that HAVs only need to hide for a few seconds before running back to contulinue behaving badly.
AV
|
|
WeapondigitX V7
The Exemplars RISE of LEGION
196
|
Posted - 2015.01.29 08:55:00 -
[591] - Quote
If ultra HAVs are going to be 1 large AI turrent combined with small AI turrents(blaster/fragmented missiles).....then please make sure that the UHAVs have very slow top speeds and very slow base acceleration.
I would suggest roughly 45% of a gallente tanks current base top speed and roughly 70% of the current gallente tanks acceleration rate. This would really help offset the UHAVs high anti infantry power and defense.
Because it would allow infantry to have a decent chance at retreating to cover and assist infantry in ambushing the UHAVs in great infantry numbers. It would also have the added benefit of allowing infantry (that are not AV specialists) to move more easily "around or stealthily through" groups of UHAVs.
Groups of HAVs are currently a big threat at the moment in ambush pubs matches because they can easily accelerate and catch up to speed specialized infantry and have other HAVs flank them at the cover the infantry are retreating to at the same time. Currently infantry have a extremely hard time evading HAVs outside of "outposts" and outside of medium and small "sockets" that are placed on maps.
If those HAVs had much slower top speeds and acceleration and were more durable like UHAVs, infantry would be able to have a larger chance at surviving a little longer so they could participate in infantry battles instead if they chose, by being able to evade those tanks a bit more easily.
If UHAVs end up OP or end up balanced but are at the same time becoming far too troublesome for infantry then I would suggest lowering there top speeds and there acceleration speeds before changing there defense stats. (if you change there speeds later make sure they have more friction on the ground so they can at least still scale large hills like other tanks) I hope you could figure out some way of preventing stationary UHAVs from sliding off hills that are at 60 degree angles and allow those tanks to scale those hills directly. |
The-Errorist
980
|
Posted - 2015.01.29 08:58:00 -
[592] - Quote
Breakin Stuff wrote:duster 35000 wrote: How, exactly? It has a 4 second recharge delay...
because a gunnlogi has a full recovery from zero HP time of approximately 20 seconds. Without active mods or a FULLY realized passive regen setup It should take a similar amount of time to recover as it takes a dropsuit to run to a distant supply depot to resupply. I'm agreeing with rattati that less than 4 shot HAV kills should require a weakspot hit but with a super high regen we get to maintain the status quo that HAVs only need to hide for a few seconds before running back to continue behaving badly. What do u think of the numbers I gave for shield recharge rates and having innate armor repair?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
|
Breakin Stuff
Internal Error. Negative-Feedback
6835
|
Posted - 2015.01.29 09:04:00 -
[593] - Quote
The-Errorist wrote:Breakin Stuff wrote:duster 35000 wrote: How, exactly? It has a 4 second recharge delay...
because a gunnlogi has a full recovery from zero HP time of approximately 20 seconds. Without active mods or a FULLY realized passive regen setup It should take a similar amount of time to recover as it takes a dropsuit to run to a distant supply depot to resupply. I'm agreeing with rattati that less than 4 shot HAV kills should require a weakspot hit but with a super high regen we get to maintain the status quo that HAVs only need to hide for a few seconds before running back to continue behaving badly. What do u think of the numbers I gave for shield recharge rates and having innate armor repair? I also have an old thread about it. I can't actually look till I get home.
AV
|
WeapondigitX V7
The Exemplars RISE of LEGION
197
|
Posted - 2015.01.29 09:10:00 -
[594] - Quote
I cant figure out what MBTs are, could someone clarify please. |
WeapondigitX V7
The Exemplars RISE of LEGION
197
|
Posted - 2015.01.29 09:16:00 -
[595] - Quote
Pokey Dravon wrote:Doc DDD wrote:From what I can tell the hull numbers look interesting, lower starting ehp may take some time to adjust too but the increased slot should create more diversity. Shield recharge rate is just fine as 5 low slots and increased pg/cpu will give the opportunity for the Gallente hulls to fit some hefty reps if desired. That's not the issue. The issue is that the Gunnlogi currently reps at a higher rate than a Complex Armor Repairer with max skills. This means that a Gunnlogi can spend 0 modules to have a better rep rate than a Madrugar which spends 1. I have no issue with the Gunnlogi repping faster than the Madrugar, but it should need to spend at least 1 module in order to achieve it.
That sounds reasonable. |
Thaddeus Reynolds
Facepunch Security
172
|
Posted - 2015.01.29 09:16:00 -
[596] - Quote
WeapondigitX V7 wrote:I cant figure out what MBTs are, could someone clarify please.
Main Battle Tanks...
In the context of DUST, the current HAVs (more or less...pre-fit with small turrets)
SHAVs are MBTs without small guns
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Harpyja
Legio DXIV
2297
|
Posted - 2015.01.29 15:02:00 -
[597] - Quote
Godin Thekiller wrote:Harpyja, I don't think you get why those things are problems:
Enforcers (DHAV) are supposed to be fast, weakly armored, high damaging turret platforms made for hit and runs, basically to be able to alpha then GTFO.
Marauders (UHAV) are supposed to be slow moving defensive vehicle built for supporting the infantry while being a bigscary brick.
In a balanced field, a Enforcer will have issues reaching a target due to having to avoid AV due to weaker defenses, but once it gets to its target, due to high attack, it can **** damage then run. High powered, short time modules are these things friends.
Marauders, on the other hand will have AV weaken them, to either deter them or have them weak enough to kill without issue. But if a Enforcer pulls up in perfect condition, it will have issues.
Using the logic you put down, not only would Enforcers be faster and stronger AV wise, they also can tank just as much, and that's broken.
So essentially DHAVs are going to become the current missile HAVs, except that they will be able to insta-pop every HAV out there as opposed to just armor. Not from what I can tell on the spreadsheet as they will only get a max 10% damage bonus.
Except that 2 railgun shots and they're dead, or one full clip of swarms...
I still see no reason why I should use a DHAV over a UHAV. I could always still fit a large missile or railgun to my UHAV and it will be almost as AV capable as a DHAV. But combined with two small railguns I should be able to level the playing field damage wise. But then the UHAV will also have better AI capabilities and higher defense. I don't care if the UHAV will be slower and the DHAV faster. I'll only need to hit it with one full missile clip or two railgun shots.
Also considering (and hoping that it's a typo) that the spreadsheet says the Caldari UHAV will be faster and more maneuverable than the Caldari DHAV.
If things stay as they are, I'll probably end up running one large missile and two small rails on the Sagaris, destroying other vehicles and killing infantry.
"By His light, and His will"- The Scriptures, 12:32
|
Breakin Stuff
Internal Error. Negative-Feedback
6837
|
Posted - 2015.01.29 15:35:00 -
[598] - Quote
If you play EVE a DHAV is a talos/naga/tornado/oracle style ship.
Big hits. Don't get hit.
AV
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
4632
|
Posted - 2015.01.29 15:58:00 -
[599] - Quote
Harpyja wrote: So essentially DHAVs are going to become the current missile HAVs, except that they will be able to insta-pop every HAV out there as opposed to just armor. Not from what I can tell on the spreadsheet as they will only get a max 10% damage bonus.
Except that 2 railgun shots and they're dead, or one full clip of swarms...
Isn't that the definition of a Glass Cannon?
I guess my question to you then is, if DHAVs have the same defense as UHAVs, is there any point in running a SHAV at all?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
|
CCP Rattati
C C P C C P Alliance
16191
|
Posted - 2015.01.29 16:01:00 -
[600] - Quote
all i know, is that I want to drive both uhavs and havs. i can imagine the rush of speeding around, almost lav speed, and just blasting tanks, in and out. I think it could be a great way to break out of a camp, keep moving and pick your targets wisely. Isn't this also about making tank combat a little more fun?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 [20] 30 :: one page |
First page | Previous page | Next page | Last page |