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Thread Statistics | Show CCP posts - 66 post(s) |
Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
435
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Posted - 2015.01.29 22:34:00 -
[631] - Quote
A spit-balled idea:
Is it possible to have some variant of UHAV that goes away with a "main turret" completely, and instead has the driver using 1 / 2 small turrets in lieu of it's main turret?
Basic Idea: UHAV Variant: 2 small turrets (need gunners), and a top mounted 1/2-gun linked Small Turret
This way you could have a tank type that purely focuses on AI by giving up most if not all of it's AV capability. The smaller turrets having advantage of very quick tracking speed, and having the twin sponsors for a greater volume of fire. (trading quantity for quality to better handle infantry)
Think: Imperial Guard Leman Russ Annihilator (2x Lascannons mount) |
duster 35000
Algintal Core Gallente Federation
158
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Posted - 2015.01.29 22:39:00 -
[632] - Quote
Avallo Kantor wrote:A spit-balled idea:
Is it possible to have some variant of UHAV that goes away with a "main turret" completely, and instead has the driver using 1 / 2 small turrets in lieu of it's main turret?
Basic Idea: UHAV Variant: 2 small turrets (need gunners), and a top mounted 1/2-gun linked Small Turret
This way you could have a tank type that purely focuses on AI by giving up most if not all of it's AV capability. The smaller turrets having advantage of very quick tracking speed, and having the twin sponsors for a greater volume of fire. (trading quantity for quality to better handle infantry)
Think: Imperial Guard Leman Russ Annihilator (2x Lascannons mount) But then it would be beyond defenseless against any vehicle...
Choo Choo
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Breakin Stuff
Internal Error. Negative-Feedback
6849
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Posted - 2015.01.29 22:39:00 -
[633] - Quote
Doc DDD wrote:I think you might need some help reading spreadsheets. Apart from one second, the madrugar outreps the gunlogi total hps for every second, with a basic rep. Yes 4000 takes longer to rep than 2685, not a surprise.
AS PER HIS OWN SPREADSHEET.
I'm pretty sure rattati said the gunlogi would be 5 high 2 low, madrugar 2 high 5 low. As per his spreadsheet.
Madrugar will be 3/4
The amarr HAV is planned for 2/5
the minmatar is planned for 4/3
AV
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Doc DDD
TeamPlayers Negative-Feedback
294
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Posted - 2015.01.29 22:43:00 -
[634] - Quote
pokey, why are you trying to balance numbers around modules that don't exist and modules that are going to be adjusted?
If armor hardeners reduce more damage then the numbers will be even more favorable for the madruger, we need to focus on what rattati has discussed he is working on rather than theorize about potential components.
ill let rattati read both our stances and judge for himself. |
Breakin Stuff
Internal Error. Negative-Feedback
6849
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Posted - 2015.01.29 22:54:00 -
[635] - Quote
Doc DDD wrote:pokey, why are you trying to balance numbers around modules that don't exist and modules that are going to be adjusted?
If armor hardeners reduce more damage then the numbers will be even more favorable for the madruger, we need to focus on what rattati has discussed he is working on rather than theorize about potential components.
ill let rattati read both our stances and judge for himself. pokey's providing rattati active feedback doc, complete with numbers and spreadsheets to back it up. I'm working on turrets and handheld AV. Thaddeus is working on a future vision thing. If Rattati uses our numbers, neat. If not, his decision.
All three of us think inherent regen is too high, both on passive gunnlogi regen and on the passive armor reps.
Right now, so far as I can tell, Rattati is working on hull stats and balancing them out. Modules and turrets come after the hulls are bashed out. Once Rattati has the turrets and modules bashed out, I'll be making recommendations for handheld AV.
This is a process, and until Rattati says the numbers are final, it's still a work in progress. You're crystal balling and making assumptions. Why don't you talk TO Pokey instead of trying to argue why he's wrong? You might get some actual data because for once the damn Dev doing the work isn't being a secretive cave troll and when he talks about what he wants to do we're listening.
AV
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Doc DDD
TeamPlayers Negative-Feedback
294
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Posted - 2015.01.29 23:16:00 -
[636] - Quote
Breakin Stuff wrote:Doc DDD wrote:pokey, why are you trying to balance numbers around modules that don't exist and modules that are going to be adjusted?
If armor hardeners reduce more damage then the numbers will be even more favorable for the madruger, we need to focus on what rattati has discussed he is working on rather than theorize about potential components.
ill let rattati read both our stances and judge for himself. pokey's providing rattati active feedback doc, complete with numbers and spreadsheets to back it up. I'm working on turrets and handheld AV. Thaddeus is working on a future vision thing. If Rattati uses our numbers, neat. If not, his decision. All three of us think inherent regen is too high, both on passive gunnlogi regen and on the passive armor reps. Right now, so far as I can tell, Rattati is working on hull stats and balancing them out. Modules and turrets come after the hulls are bashed out. Once Rattati has the turrets and modules bashed out, I'll be making recommendations for handheld AV. This is a process, and until Rattati says the numbers are final, it's still a work in progress. You're crystal balling and making assumptions. Why don't you talk TO Pokey instead of trying to argue why he's wrong? You might get some actual data because for once the damn Dev doing the work isn't being a secretive cave troll and when he talks about what he wants to do we're listening.
as per this being a process I am providing my feedback and explaining myself.
My feedback can be discarded if it is deemed useless, but I will add my voice.
shield tanks need high regen as they rep less hp per second, if there has been numbers and modules released that are not in any of these feedback posts that have been confirmed to be worked on by Rattati then I have not seen them.
I want the hulls to be balanced for for thier intended rolls.
To avoid a nitro blaster madrugar instantly repping at 400 hps while hardened being the new go to frame, I would avoid reducing the 168 inherent shield reps when they already are at a disadvantage of a 4 second delay.
I have said my piece on the subject, I understand you disagree but that's how discussions go.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4643
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Posted - 2015.01.29 23:23:00 -
[637] - Quote
Doc DDD wrote:pokey, why are you trying to balance numbers around modules that don't exist and modules that are going to be adjusted?
If armor hardeners reduce more damage then the numbers will be even more favorable for the madruger, we need to focus on what rattati has discussed he is working on rather than theorize about potential components.
ill let rattati read both our stances and judge for himself.
I'm simply pointing out a glaring issue with the existing regeneration numbers so that they're not simply re-used. Ratatti has already agreed that the Gunnlogi's shield regen rate is too high. That being said I was simply offering up a rough concept of modules to allow for both passive and active regeneration to have a place in the game all while avoiding the pitfall that currently plagues the balance between Armor and Shields.
A number of options are available and the proper solution is likely a light mix of many of them, but the fact remains that the data I've presented clearly shows a significant difference in the regen capability of armor and shields, given the existing numbers. Therefore, something needs to change.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Internal Error. Negative-Feedback
6851
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Posted - 2015.01.29 23:24:00 -
[638] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:pokey, why are you trying to balance numbers around modules that don't exist and modules that are going to be adjusted?
If armor hardeners reduce more damage then the numbers will be even more favorable for the madruger, we need to focus on what rattati has discussed he is working on rather than theorize about potential components.
ill let rattati read both our stances and judge for himself. pokey's providing rattati active feedback doc, complete with numbers and spreadsheets to back it up. I'm working on turrets and handheld AV. Thaddeus is working on a future vision thing. If Rattati uses our numbers, neat. If not, his decision. All three of us think inherent regen is too high, both on passive gunnlogi regen and on the passive armor reps. Right now, so far as I can tell, Rattati is working on hull stats and balancing them out. Modules and turrets come after the hulls are bashed out. Once Rattati has the turrets and modules bashed out, I'll be making recommendations for handheld AV. This is a process, and until Rattati says the numbers are final, it's still a work in progress. You're crystal balling and making assumptions. Why don't you talk TO Pokey instead of trying to argue why he's wrong? You might get some actual data because for once the damn Dev doing the work isn't being a secretive cave troll and when he talks about what he wants to do we're listening. as per this being a process I am providing my feedback and explaining myself. My feedback can be discarded if it is deemed useless, but I will add my voice. shield tanks need high regen as they rep less hp per second, if there has been numbers and modules released that are not in any of these feedback posts that have been confirmed to be worked on by Rattati then I have not seen them. I want the hulls to be balanced for for thier intended rolls. To avoid a nitro blaster madrugar instantly repping at 400 hps while hardened being the new go to frame, I would avoid reducing the 168 inherent shield reps when they already are at a disadvantage of a 4 second delay. I have said my piece on the subject, I understand you disagree but that's how discussions go.
Yeah, 400 HP/s madrugars are not on the horizon. Dunno where the hell you're getting that number.
This is like the goddamn Logi Slayer thing. The triplerep madrugar is a thing no one is interested in repeating and everyone knows what caused it so quit crying that the sky is falling.
On the future unless plans have changed:
Regulators Something resembling an energizer/recharger
To my knowledge Rattati's not looking at keeping the ungodly native and passive module rep rates. But bluntly what will happen is if you take a Gunnlogi and don't fit any regen mods but the madrugar dumps space into reps he will outrep the gunnlogi. Just like what happens when a galassault stacks five reps in the lows. This of course, will result in horrible bad things happening because of the lack of sufficient buffer to matter.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16894
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Posted - 2015.01.29 23:26:00 -
[639] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:pokey, why are you trying to balance numbers around modules that don't exist and modules that are going to be adjusted?
If armor hardeners reduce more damage then the numbers will be even more favorable for the madruger, we need to focus on what rattati has discussed he is working on rather than theorize about potential components.
ill let rattati read both our stances and judge for himself. pokey's providing rattati active feedback doc, complete with numbers and spreadsheets to back it up. I'm working on turrets and handheld AV. Thaddeus is working on a future vision thing. If Rattati uses our numbers, neat. If not, his decision. All three of us think inherent regen is too high, both on passive gunnlogi regen and on the passive armor reps. Right now, so far as I can tell, Rattati is working on hull stats and balancing them out. Modules and turrets come after the hulls are bashed out. Once Rattati has the turrets and modules bashed out, I'll be making recommendations for handheld AV. This is a process, and until Rattati says the numbers are final, it's still a work in progress. You're crystal balling and making assumptions. Why don't you talk TO Pokey instead of trying to argue why he's wrong? You might get some actual data because for once the damn Dev doing the work isn't being a secretive cave troll and when he talks about what he wants to do we're listening. as per this being a process I am providing my feedback and explaining myself. My feedback can be discarded if it is deemed useless, but I will add my voice. shield tanks need high regen as they rep less hp per second, if there has been numbers and modules released that are not in any of these feedback posts that have been confirmed to be worked on by Rattati then I have not seen them. I want the hulls to be balanced for for thier intended rolls. To avoid a nitro blaster madrugar instantly repping at 400 hps while hardened being the new go to frame, I would avoid reducing the 168 inherent shield reps when they already are at a disadvantage of a 4 second delay. I have said my piece on the subject, I understand you disagree but that's how discussions go.
I'm more inclined to side with Thaddeus, Pokey, and Breaking on this one. One of the many reasons Shield Tank trump armour tanks currently is the inherently high regenerative power the possess after a very manageable 4 seconds of down time. This is also one of several reasons AV is wholly ineffective against Shield HAV.
No HAV should have high passive regenerative power without fitting modules to it for any reason.
Thaddeus had a wonderful suggestion of the 90 second passive shield regeneration value on tank hulls which means that if you do not fit any boosters or other value modifying shield modules your shields will constantly and passively recharge over a duration of 90 seconds.
This is a fair down time as it means HAV cannot return to fully HP within the space of 20-30 seconds (something that we have taken for granted for far too long) without having to undertake action outselves.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4643
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Posted - 2015.01.29 23:28:00 -
[640] - Quote
Breakin Stuff wrote:Yeah, 400 HP/s madrugars are not on the horizon. Dunno where the hell you're getting that number.
This is like the goddamn Logi Slayer thing. The triplerep madrugar is a thing no one is interested in repeating and everyone knows what caused it so quit crying that the sky is falling.
On the future unless plans have changed:
Regulators Something resembling an energizer/recharger
To my knowledge Rattati's not looking at keeping the ungodly native and passive module rep rates. But bluntly what will happen is if you take a Gunnlogi and don't fit any regen mods but the madrugar dumps space into reps he will outrep the gunnlogi. Just like what happens when a galassault stacks five reps in the lows. This of course, will result in horrible bad things happening because of the lack of sufficient buffer to matter.
Pretty much. No vehicle should be constantly repping 100% of the time at any appreciable rate. Shield Regen should be low with a delay, with Energizers/Rechargers to raise it up, OR Boosters to rep when they want for a short period of time at a high rate, with a cooldown.
Armor should have the ability to fit a passive armor rep for *low* levels of armor repair constantly (less than Natural Shield + Recharger since shields have to deal with the recharge delay), OR fit active armor repairers to rep for a short period of time at a high rate, with a cooldown.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Doc DDD
TeamPlayers Negative-Feedback
294
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Posted - 2015.01.29 23:41:00 -
[641] - Quote
If there is any change to armor hardeners, which would help balance turrets, and which I am in favor of, the inherect shield reps of gunlogis would be too low, unless there is some module in the works to significantly increase the recharge rate.
Just sayin |
Breakin Stuff
Internal Error. Negative-Feedback
6851
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Posted - 2015.01.29 23:52:00 -
[642] - Quote
Doc DDD wrote: If there is any change to armor hardeners, which would help balance turrets, and which I am in favor of, the inherect shield reps of gunlogis would be too low, unless there is some module in the works to significantly increase the recharge rate.
Just sayin fast regen for either armor or shields should require an active mod
Just sayin
AV
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Godin Thekiller
The Corporate Raiders
2753
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Posted - 2015.01.30 00:06:00 -
[643] - Quote
duster 35000 wrote:Avallo Kantor wrote:A spit-balled idea:
Is it possible to have some variant of UHAV that goes away with a "main turret" completely, and instead has the driver using 1 / 2 small turrets in lieu of it's main turret?
Basic Idea: UHAV Variant: 2 small turrets (need gunners), and a top mounted 1/2-gun linked Small Turret
This way you could have a tank type that purely focuses on AI by giving up most if not all of it's AV capability. The smaller turrets having advantage of very quick tracking speed, and having the twin sponsors for a greater volume of fire. (trading quantity for quality to better handle infantry)
Think: Imperial Guard Leman Russ Annihilator (2x Lascannons mount) But then it would be beyond defenseless against any vehicle...
a HAV fitted with a medium turret (turet with the capibilities between that of a small and large turret) would be really good. a faster, decently armored HAV that gives up a large turret to be able to fight infantry. This reminds me of something........
Oh yea, my BO HAV idea, maybe adjusted.
click me
Blup Blub Bloop. Translation: Die -_-
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4643
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Posted - 2015.01.30 00:41:00 -
[644] - Quote
Doc DDD wrote: If there is any change to armor hardeners, which would help balance turrets, and which I am in favor of, the inherect shield reps of gunlogis would be too low, unless there is some module in the works to significantly increase the recharge rate.
Just sayin
Sure, like the Rechargers/Energizers we've been mentioning over and over ^_^
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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duster 35000
Algintal Core Gallente Federation
158
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Posted - 2015.01.30 02:06:00 -
[645] - Quote
Godin Thekiller wrote:duster 35000 wrote:Avallo Kantor wrote:A spit-balled idea:
Is it possible to have some variant of UHAV that goes away with a "main turret" completely, and instead has the driver using 1 / 2 small turrets in lieu of it's main turret?
Basic Idea: UHAV Variant: 2 small turrets (need gunners), and a top mounted 1/2-gun linked Small Turret
This way you could have a tank type that purely focuses on AI by giving up most if not all of it's AV capability. The smaller turrets having advantage of very quick tracking speed, and having the twin sponsors for a greater volume of fire. (trading quantity for quality to better handle infantry)
Think: Imperial Guard Leman Russ Annihilator (2x Lascannons mount) But then it would be beyond defenseless against any vehicle... a HAV fitted with a medium turret (turet with the capibilities between that of a small and large turret) would be really good. a faster, decently armored HAV that gives up a large turret to be able to fight infantry. This reminds me of something........ Oh yea, my BO HAV idea, maybe adjusted. I thought you were referring to small turrets.
A small turret as a primary on an HAV would be terribad.
Choo Choo
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Harpyja
Legio DXIV
2297
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Posted - 2015.01.30 03:44:00 -
[646] - Quote
While the topic of regen is still floating about, why don't we look to EVE for ideas to implement into Dust?
Generalized summary on shields in EVE: -Always passively recharging, though at a variable rate which is at a max around 30% shields -Shield recharge per ship is around a base time to full recharge ---This means that adding extenders increases the hp/s ---Allows for passive fits that rely only on resists and recharge rates while maintaining a large shield buffer -Active shield tanking draws a higher capacitor usage as opposed to active armor tanking ---Shield boosters and active hardeners are harder to run for a longer period of time than their armor counterparts -Penalty on extenders is what would equate to an increased hitbox in Dust -Shield tanked ships generally have less utility (medium slots), but a better ability to fit fitting enhancements and turret upgrades (low slots) -Caldari ships are the slowest before plates are added to Amarr ships
Armor: -Can only be repaired actively -Armor reps and active armor hardeners draw less capacitor than their shield counterparts, allowing them to be run for a much longer time or for an indefinite amount of time -Armor fits can get a higher armor buffer than comparable shield buffers ---Passive armor tanking uses hardeners and plates to maximize EHP (no reps) ---Theory is that you have more EHP than what you would be able to rep back in an engagement -Gallente focus more on armor rep, Amarr focuses more on bricking
I'm wondering if it will be worth a try to implement some of these features into Dust. We could base shield recharge on a base time to full recharge (which of course means that extenders will increase the hp/s) and make it constant and uninterruptible. This could equate to somewhere between 30-40 base shield per second on an unfitted Gunnlogi. Considerably worse than what one active armor rep could achieve. For a passively tanked Gunnlogi, your base shield should be roughly doubled with two extenders, increasing your recharge to 60-80 shield/s, and with maybe two recharger modules you should be able to add around 50% more for a final recharge rate of 90-120 shield/s. You might notice that shield recharges provide a smaller boost, though they should be considerably easier to fit.
This seems to address people's concerns that shield gets a natural regen that's simply too high for having to spend zero modules on. The fit I described seems appropriate for what I consider to be a competitive passive fit. Also, fitting your high slots with damage amps and/or other utility modules and armor tanking your Gunnlogi will no longer give you the benefits of a high shield recharge.
Another parallel than can be drawn with EVE is to have armor reps have a longer active duration than shield boosters and to provide more HP at the end of their run. I forget how shield boosters and armor reps compared in terms of hp/s. Armor reps can also have a shorter cooldown to replicate capacitor recovery in EVE due to their smaller cap requirements.
One last thing I'd like to add: new module inspiration from EVE. Capacitor batteries and capacitor recharge relays. In Dust, we can have a module that increases module active duration (larger cap pool) and a module that decreases cooldown time (faster cap recovery). (I know that this is generalized but for Dust it could work). The first is a high slot module and the second is a low slot module. Perfect for making armor reps last for a longer time and reducing the longer cooldown times of the shield booster.
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4646
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Posted - 2015.01.30 04:19:00 -
[647] - Quote
I don't see why people feel the need to depart from the existing shield/armor mechanics we have in Dust. They're so set on making shields recharge constantly, yet armor already works that way. If people want to run passive fits, why are they not just running armor?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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DarthJT5
Random Gunz RISE of LEGION
213
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Posted - 2015.01.30 04:42:00 -
[648] - Quote
Harpyja wrote:While the topic of regen is still floating about, why don't we look to EVE for ideas to implement into Dust?
Generalized summary on shields in EVE: -Always passively recharging, though at a variable rate which is at a max around 30% shields -Shield recharge per ship is around a base time to full recharge ---This means that adding extenders increases the hp/s ---Allows for passive fits that rely only on resists and recharge rates while maintaining a large shield buffer -Active shield tanking draws a higher capacitor usage as opposed to active armor tanking ---Shield boosters and active hardeners are harder to run for a longer period of time than their armor counterparts -Penalty on extenders is what would equate to an increased hitbox in Dust -Shield tanked ships generally have less utility (medium slots), but a better ability to fit fitting enhancements and turret upgrades (low slots) -Caldari ships are the slowest before plates are added to Amarr ships
Armor: -Can only be repaired actively -Armor reps and active armor hardeners draw less capacitor than their shield counterparts, allowing them to be run for a much longer time or for an indefinite amount of time -Armor fits can get a higher armor buffer than comparable shield buffers ---Passive armor tanking uses hardeners and plates to maximize EHP (no reps) ---Theory is that you have more EHP than what you would be able to rep back in an engagement -Gallente focus more on armor rep, Amarr focuses more on bricking
I'm wondering if it will be worth a try to implement some of these features into Dust. We could base shield recharge on a base time to full recharge (which of course means that extenders will increase the hp/s) and make it constant and uninterruptible. This could equate to somewhere between 30-40 base shield per second on an unfitted Gunnlogi. Considerably worse than what one active armor rep could achieve. For a passively tanked Gunnlogi, your base shield should be roughly doubled with two extenders, increasing your recharge to 60-80 shield/s, and with maybe two recharger modules you should be able to add around 50% more for a final recharge rate of 90-120 shield/s. You might notice that shield recharges provide a smaller boost, though they should be considerably easier to fit.
This seems to address people's concerns that shield gets a natural regen that's simply too high for having to spend zero modules on. The fit I described seems appropriate for what I consider to be a competitive passive fit. Also, fitting your high slots with damage amps and/or other utility modules and armor tanking your Gunnlogi will no longer give you the benefits of a high shield recharge.
Another parallel than can be drawn with EVE is to have armor reps have a longer active duration than shield boosters and to provide more HP at the end of their run. I forget how shield boosters and armor reps compared in terms of hp/s. Armor reps can also have a shorter cooldown to replicate capacitor recovery in EVE due to their smaller cap requirements.
One last thing I'd like to add: new module inspiration from EVE. Capacitor batteries and capacitor recharge relays. In Dust, we can have a module that increases module active duration (larger cap pool) and a module that decreases cooldown time (faster cap recovery). (I know that this is generalized but for Dust it could work). The first is a high slot module and the second is a low slot module. Perfect for making armor reps last for a longer time and reducing the longer cooldown times of the shield booster. I really like your last idea. Modules that affect Cooldown and duration of modules would be great and add variety. +1 for that
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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CCP Rattati
C C P C C P Alliance
16243
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Posted - 2015.01.30 05:47:00 -
[649] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:CCP Rattati wrote: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? I agree, I think people are underestimating the power that speed offers an HAV. Slap an Overdrive and Tracking Enhancer on, get up close, and take out the UHAV from close range, moving faster than it can track. You can already do this to some effect with a Blaster fighting a rail up close, and it's awesome. It's kind of like playing as a scout back when Heavies had reduced turn speed. You had crap for health but you could literally dance circles around the heavy and he wouldn't be able to touch you. As for the base stats on the DHAV...it has the reduced slots as well as the reduced base HP. I agree with either of these...but not sure if I agree with having them both at the same time, it might be a little too extreme, but time will tell. Stick with both, but I'd remain open to the idea of bumping the base HP up again if the DHAV's defense proove to be a little TOO weak. If the DHAVs are well done I'd skill this character into HAVs JUST for DHAVS. I love doing lots of damage then dying in glorious fire
me too, thats why my kdr is in hell
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4650
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Posted - 2015.01.30 05:57:00 -
[650] - Quote
I imagine the DHAV will be one of those roles deemed to be too weak, but will terrifying in the right hands.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Aeon Amadi
Chimera Core
8160
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Posted - 2015.01.30 06:04:00 -
[651] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:CCP Rattati wrote: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? I agree, I think people are underestimating the power that speed offers an HAV. Slap an Overdrive and Tracking Enhancer on, get up close, and take out the UHAV from close range, moving faster than it can track. You can already do this to some effect with a Blaster fighting a rail up close, and it's awesome. It's kind of like playing as a scout back when Heavies had reduced turn speed. You had crap for health but you could literally dance circles around the heavy and he wouldn't be able to touch you. As for the base stats on the DHAV...it has the reduced slots as well as the reduced base HP. I agree with either of these...but not sure if I agree with having them both at the same time, it might be a little too extreme, but time will tell. Stick with both, but I'd remain open to the idea of bumping the base HP up again if the DHAV's defense proove to be a little TOO weak. If the DHAVs are well done I'd skill this character into HAVs JUST for DHAVS. I love doing lots of damage then dying in glorious fire
Always been preferable to the concept of a UHAV just because I was always interested in Warhammer 40K. In particular... The Baneblade. Nothing more interesting that a giant mechanism of war rolling up and laying waste to everything in proximity and forcing that 'We need reinforcements!' aspect of warfare. Suppression and fear sort of deal.
Then again, I've also been heavily interested in stuff like Self-Propelled Artillery and Indirect Bombardment.
Anything that puts the fear into a lot of infantry and makes them want to reconsider what they're doing at the time.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Harpyja
Legio DXIV
2299
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Posted - 2015.01.30 07:09:00 -
[652] - Quote
Pokey Dravon wrote:I don't see why people feel the need to depart from the existing shield/armor mechanics we have in Dust. They're so set on making shields recharge constantly, yet armor already works that way. If people want to run passive fits, why are they not just running armor? I see no reason why there shouldn't be viable active and passive fits, and any fits inbetween, for both shield and armor.
Otherwise what's your opinion on what I had to say about passive shield recharge and making it low to start off with but can be increased through fitting shield modules (and thus only giving the advantage of a faster recharge to those who actually shield tank their vehicle).
"By His light, and His will"- The Scriptures, 12:32
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CCP Rattati
C C P C C P Alliance
16245
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Posted - 2015.01.30 07:25:00 -
[653] - Quote
Aeon Amadi wrote:Breakin Stuff wrote:Pokey Dravon wrote:CCP Rattati wrote: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? I agree, I think people are underestimating the power that speed offers an HAV. Slap an Overdrive and Tracking Enhancer on, get up close, and take out the UHAV from close range, moving faster than it can track. You can already do this to some effect with a Blaster fighting a rail up close, and it's awesome. It's kind of like playing as a scout back when Heavies had reduced turn speed. You had crap for health but you could literally dance circles around the heavy and he wouldn't be able to touch you. As for the base stats on the DHAV...it has the reduced slots as well as the reduced base HP. I agree with either of these...but not sure if I agree with having them both at the same time, it might be a little too extreme, but time will tell. Stick with both, but I'd remain open to the idea of bumping the base HP up again if the DHAV's defense proove to be a little TOO weak. If the DHAVs are well done I'd skill this character into HAVs JUST for DHAVS. I love doing lots of damage then dying in glorious fire Always been preferable to the concept of a UHAV just because I was always interested in Warhammer 40K. In particular... The Baneblade. Nothing more interesting that a giant mechanism of war rolling up and laying waste to everything in proximity and forcing that 'We need reinforcements!' aspect of warfare. Suppression and fear sort of deal. Then again, I've also been heavily interested in stuff like Self-Propelled Artillery and Indirect Bombardment. Anything that puts the fear into a lot of infantry and makes them want to reconsider what they're doing at the time.
Exactly, it's fun to be scared. I regularly cite the Tiger from BF1942. That guy was scary, because you knew you couldn't solo him as an Engineer, except through luck or bad piloting, but it was awesome to try and take him down. And that's awesome, gets your adrenaline pumping. Due to his tracking speed, he had difficulty killing infantry, but he still could.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
16245
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Posted - 2015.01.30 07:26:00 -
[654] - Quote
DarthJT5 wrote:Harpyja wrote:While the topic of regen is still floating about, why don't we look to EVE for ideas to implement into Dust?
Generalized summary on shields in EVE: -Always passively recharging, though at a variable rate which is at a max around 30% shields -Shield recharge per ship is around a base time to full recharge ---This means that adding extenders increases the hp/s ---Allows for passive fits that rely only on resists and recharge rates while maintaining a large shield buffer -Active shield tanking draws a higher capacitor usage as opposed to active armor tanking ---Shield boosters and active hardeners are harder to run for a longer period of time than their armor counterparts -Penalty on extenders is what would equate to an increased hitbox in Dust -Shield tanked ships generally have less utility (medium slots), but a better ability to fit fitting enhancements and turret upgrades (low slots) -Caldari ships are the slowest before plates are added to Amarr ships
Armor: -Can only be repaired actively -Armor reps and active armor hardeners draw less capacitor than their shield counterparts, allowing them to be run for a much longer time or for an indefinite amount of time -Armor fits can get a higher armor buffer than comparable shield buffers ---Passive armor tanking uses hardeners and plates to maximize EHP (no reps) ---Theory is that you have more EHP than what you would be able to rep back in an engagement -Gallente focus more on armor rep, Amarr focuses more on bricking
I'm wondering if it will be worth a try to implement some of these features into Dust. We could base shield recharge on a base time to full recharge (which of course means that extenders will increase the hp/s) and make it constant and uninterruptible. This could equate to somewhere between 30-40 base shield per second on an unfitted Gunnlogi. Considerably worse than what one active armor rep could achieve. For a passively tanked Gunnlogi, your base shield should be roughly doubled with two extenders, increasing your recharge to 60-80 shield/s, and with maybe two recharger modules you should be able to add around 50% more for a final recharge rate of 90-120 shield/s. You might notice that shield recharges provide a smaller boost, though they should be considerably easier to fit.
This seems to address people's concerns that shield gets a natural regen that's simply too high for having to spend zero modules on. The fit I described seems appropriate for what I consider to be a competitive passive fit. Also, fitting your high slots with damage amps and/or other utility modules and armor tanking your Gunnlogi will no longer give you the benefits of a high shield recharge.
Another parallel than can be drawn with EVE is to have armor reps have a longer active duration than shield boosters and to provide more HP at the end of their run. I forget how shield boosters and armor reps compared in terms of hp/s. Armor reps can also have a shorter cooldown to replicate capacitor recovery in EVE due to their smaller cap requirements.
One last thing I'd like to add: new module inspiration from EVE. Capacitor batteries and capacitor recharge relays. In Dust, we can have a module that increases module active duration (larger cap pool) and a module that decreases cooldown time (faster cap recovery). (I know that this is generalized but for Dust it could work). The first is a high slot module and the second is a low slot module. Perfect for making armor reps last for a longer time and reducing the longer cooldown times of the shield booster. I really like your last idea. Modules that affect Cooldown and duration of modules would be great and add variety. +1 for that
We do have skills for that too.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
829
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Posted - 2015.01.30 07:48:00 -
[655] - Quote
CCP Rattati wrote:DarthJT5 wrote:Harpyja wrote:While the topic of regen is still floating about, why don't we look to EVE for ideas to implement into Dust?
Generalized summary on shields in EVE: -Always passively recharging, though at a variable rate which is at a max around 30% shields -Shield recharge per ship is around a base time to full recharge ---This means that adding extenders increases the hp/s ---Allows for passive fits that rely only on resists and recharge rates while maintaining a large shield buffer -Active shield tanking draws a higher capacitor usage as opposed to active armor tanking ---Shield boosters and active hardeners are harder to run for a longer period of time than their armor counterparts -Penalty on extenders is what would equate to an increased hitbox in Dust -Shield tanked ships generally have less utility (medium slots), but a better ability to fit fitting enhancements and turret upgrades (low slots) -Caldari ships are the slowest before plates are added to Amarr ships
Armor: -Can only be repaired actively -Armor reps and active armor hardeners draw less capacitor than their shield counterparts, allowing them to be run for a much longer time or for an indefinite amount of time -Armor fits can get a higher armor buffer than comparable shield buffers ---Passive armor tanking uses hardeners and plates to maximize EHP (no reps) ---Theory is that you have more EHP than what you would be able to rep back in an engagement -Gallente focus more on armor rep, Amarr focuses more on bricking
I'm wondering if it will be worth a try to implement some of these features into Dust. We could base shield recharge on a base time to full recharge (which of course means that extenders will increase the hp/s) and make it constant and uninterruptible. This could equate to somewhere between 30-40 base shield per second on an unfitted Gunnlogi. Considerably worse than what one active armor rep could achieve. For a passively tanked Gunnlogi, your base shield should be roughly doubled with two extenders, increasing your recharge to 60-80 shield/s, and with maybe two recharger modules you should be able to add around 50% more for a final recharge rate of 90-120 shield/s. You might notice that shield recharges provide a smaller boost, though they should be considerably easier to fit.
This seems to address people's concerns that shield gets a natural regen that's simply too high for having to spend zero modules on. The fit I described seems appropriate for what I consider to be a competitive passive fit. Also, fitting your high slots with damage amps and/or other utility modules and armor tanking your Gunnlogi will no longer give you the benefits of a high shield recharge.
Another parallel than can be drawn with EVE is to have armor reps have a longer active duration than shield boosters and to provide more HP at the end of their run. I forget how shield boosters and armor reps compared in terms of hp/s. Armor reps can also have a shorter cooldown to replicate capacitor recovery in EVE due to their smaller cap requirements.
One last thing I'd like to add: new module inspiration from EVE. Capacitor batteries and capacitor recharge relays. In Dust, we can have a module that increases module active duration (larger cap pool) and a module that decreases cooldown time (faster cap recovery). (I know that this is generalized but for Dust it could work). The first is a high slot module and the second is a low slot module. Perfect for making armor reps last for a longer time and reducing the longer cooldown times of the shield booster. I really like your last idea. Modules that affect Cooldown and duration of modules would be great and add variety. +1 for that We do have skills for that too.
should have a pilot suit for it too... lol |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
829
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Posted - 2015.01.30 07:51:00 -
[656] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Pokey Dravon wrote:CCP Rattati wrote: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? I agree, I think people are underestimating the power that speed offers an HAV. Slap an Overdrive and Tracking Enhancer on, get up close, and take out the UHAV from close range, moving faster than it can track. You can already do this to some effect with a Blaster fighting a rail up close, and it's awesome. It's kind of like playing as a scout back when Heavies had reduced turn speed. You had crap for health but you could literally dance circles around the heavy and he wouldn't be able to touch you. As for the base stats on the DHAV...it has the reduced slots as well as the reduced base HP. I agree with either of these...but not sure if I agree with having them both at the same time, it might be a little too extreme, but time will tell. Stick with both, but I'd remain open to the idea of bumping the base HP up again if the DHAV's defense proove to be a little TOO weak. If the DHAVs are well done I'd skill this character into HAVs JUST for DHAVS. I love doing lots of damage then dying in glorious fire me too, thats why my kdr is in hell
i prefer to do lots of damage, then lots more again and again as they keep spawning in |
Breakin Stuff
Internal Error. Negative-Feedback
6852
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Posted - 2015.01.30 08:50:00 -
[657] - Quote
Harpyja wrote:Pokey Dravon wrote:I don't see why people feel the need to depart from the existing shield/armor mechanics we have in Dust. They're so set on making shields recharge constantly, yet armor already works that way. If people want to run passive fits, why are they not just running armor? I see no reason why there shouldn't be viable active and passive fits, and any fits inbetween, for both shield and armor. Otherwise what's your opinion on what I had to say about passive shield recharge and making it low to start off with but can be increased through fitting shield modules (and thus only giving the advantage of a faster recharge to those who actually shield tank their vehicle).
Harpyja making passive tanks is supposed to be doable with module investment, thats the point.
AV
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Tesfa Alem
Death by Disassociation
791
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Posted - 2015.01.30 11:33:00 -
[658] - Quote
I am Looking forward for future DHAV tankers thinking its going to be them running the battlefield. You could try to Dash in but you are certainly not dashing out.
Since just the proto turrets average about 280,000 after the first million in losses you wont be all suicidal like.
Which leads me to my next question, Prices. Scaling it up like the dropsuits is not viable. 3,000 isk for a stadard suit to 50,000 for a proto suit. (16.6 times as expensive). 1,610,200 for a proto hull. Without any modules, fit all proto on it you're going to run upwards of 2,000,000 per tank.
On the face of it, you could argue that tanks used to cost this much isk. but AV has been buffed to become more more powerfull than before, and its tough to argue that the 'new' proto MBTs will hardly have any more eHP than currently. Given the short nature of Vehicle vs Vehicle fights, and the instagank nature of some of the tank designs, it too much of an isk burnden to place on one person.
How about a simple + 25,000 per hull tier? It makes UHAV hull costs nearly double std tank. with only a single proto turret (+ 281,955) it would cost 493,955 isk. The same with DHAVs. You want to be OP, better put up the isk for it.
std 97,000 adv 122,000
pro 147,00 pro
172 UHAV / 172 DHAV hull
A STD hull cost 97,000 isk. ADV Hull? PRO hull? UHAV? DHAV?
Redline for Thee, but no Redline for Me.
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Baal Omniscient
Qualified Scrub
2151
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Posted - 2015.01.30 12:59:00 -
[659] - Quote
STYLIE77 wrote:smart stuff on the first page
Just wanted to thank Stylie for his well thought out post, saved me from typing a text wall. As a concerned AVer I will be monitoring this thread (once I finish reading it) just in case things get a little crazy.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Breakin Stuff
Internal Error. Negative-Feedback
6857
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Posted - 2015.01.30 14:27:00 -
[660] - Quote
Tesfa Alem wrote:I am Looking forward for future DHAV tankers thinking its going to be them running the battlefield.
Anyone who actually believes DHAVs are going to rule the battlefield have been drinking too much jungle juice and smoking too much weed.
MBT HAVs are going to be kings in class overall.
DHAVs are one trick pony weapons. They do one thing. Period. But if you fart too hard in the driver's seat it's likely to damage the chassis. You don't field a DHAV because LOLWINMOBILE, you drop a DHAV for the express purpose if putting death rocks through the face of that HAV/UHAV who has been dominating the infantry.
UHAVS will be popular among the HAV MASTER RACE crowd and when the DHAVs and MBTs jump on them the crying will start.
I want them because I think it'll be a fun challenge. Just don't expect me to stick around to exchange quiche recipies with your Gunnlogi.
AV
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