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Thread Statistics | Show CCP posts - 66 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4651
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Posted - 2015.01.30 15:25:00 -
[661] - Quote
Breakin Stuff wrote: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.
He wants a passive fit that's always regenerating, like armor, but for shields. I guess my point is, if you do that, what's the difference between shields and armor anymore?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Stefan Stahl
Seituoda Taskforce Command
933
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Posted - 2015.01.30 15:57:00 -
[662] - Quote
CCP Rattati wrote:DarthJT5 wrote:Harpyja wrote: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. Using modules to shorten the activation and cooldown phase of your modules to make fits that excell at hit&run tactics or inversely having really long up-times in exchange for longer cooldowns instead of going for plain old buffer tanks sound like legitimate player choices that are meaningful to both the pilot and his opponents. Maxing your character skills is not a choice, especially not for veteran players.
We should definitely give this a thought. If we don't have implemented mechanics for it the idea has to go on the backlog, but it's a good idea. |
MINA Longstrike
Kirjuun Heiian
2045
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Posted - 2015.01.30 15:59:00 -
[663] - Quote
^technically it is supposed to be shields that are always repping and armor that is active reps only (that could be fun for infantry).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Baal Omniscient
Qualified Scrub
2152
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Posted - 2015.01.30 16:02:00 -
[664] - Quote
Pokey Dravon wrote:Breakin Stuff wrote: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. He wants a passive fit that's always regenerating, like armor, but for shields. I guess my point is, if you do that, what's the difference between shields and armor anymore? As an AV player I don't see any major problems with a shield regulator style module for shield tanks like we have for infantry, but constantly repairing shields would likely be a bit much, especially considering the only truly anti-shield AV weapon is a PLC and it's not even functioning as the best anti shield AV at the moment.
Still working on reading through everything in here on my breaks
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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4651
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Posted - 2015.01.30 16:31:00 -
[665] - Quote
MINA Longstrike wrote:Pokey Dravon wrote:Breakin Stuff wrote: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. He wants a passive fit that's always regenerating, like armor, but for shields. I guess my point is, if you do that, what's the difference between shields and armor anymore? technically it is supposed to be shields that are always repping and armor that is active reps only (that could be fun for infantry).
From an EVE perspective, sure, but in Dust its the armor that reps constantly and the shields with a delay. I guess my point is that why do we need to make dropsuits and vehicles different?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Spkr4theDead
Red Star.
2856
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Posted - 2015.01.30 16:56:00 -
[666] - Quote
Breakin Stuff wrote: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 Or the reps could be active, which would be preferable. I've gotten lazy with only 2 or 3 mods to activate. I would rather have 5 for much increased survivability.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
435
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Posted - 2015.01.30 17:16:00 -
[667] - Quote
Why not take a page from EVE modules and use something like this:
https://wiki.eveonline.com/en/wiki/Shield_Boost_Amplifier_I
In short: The module makes the Shield Recharger you do have more effective, without adding any more Active modules to what an operator has to worry about.
With the "waves of opportunity" mindset these kinds of modules would play in well, as it would improve the "powerful" part of the wave, without making the pilot stronger during the "opportunity" part of the wave. |
Spkr4theDead
Red Star.
2856
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Posted - 2015.01.30 17:51:00 -
[668] - 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? Because that worked better for vehicles.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2856
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Posted - 2015.01.30 17:53:00 -
[669] - 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 Core grid management and engine calibration are really useful, and I'd like them to stay.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4658
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Posted - 2015.01.30 18:26:00 -
[670] - Quote
Spkr4theDead 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? Because that worked better for vehicles.
Care to elaborate on why?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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The-Errorist
983
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Posted - 2015.01.30 18:44:00 -
[671] - Quote
Pokey Dravon wrote:... From an EVE perspective, sure, but in Dust its the armor that reps constantly and the shields with a delay. I guess my point is that why do we need to make dropsuits and vehicles different? On a related note, Caldari and Gallente dropsuits in have the opposite % of armor as shields and for vehicles its not?
The Madrugar has 23% of its total HP as shields and the rest of 77% as armor, but the Gunnlogi has 64% shields and 36% armor. It doesn't make sense why the madrugar has more of it's tank to use than the Caldari, especially since the Caldari's main focus is shields.
The Cal tanks should have 23% armor and 77% shields, the reverse of what the Gallente has or this.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4661
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Posted - 2015.01.30 18:49:00 -
[672] - Quote
The-Errorist wrote:Pokey Dravon wrote:... From an EVE perspective, sure, but in Dust its the armor that reps constantly and the shields with a delay. I guess my point is that why do we need to make dropsuits and vehicles different? On a related note, Caldari and Gallente dropsuits in have the opposite % of armor as shields and for vehicles its not? The Madrugar has 23% of its total HP as shields and the rest of 77% as armor, but the Gunnlogi has 64% shields and 36% armor. It doesn't make sense why the madrugar has more of it's tank to use than the Caldari, especially since the Caldari's main focus is shields. The Cal tanks should have 23% armor and 77% shields, the reverse of what the Gallente has or this.
If I had it my way, Caldari and Gallente vehicles would have inverted Shield/Armor from one another. The primary reason the Caldari have the lower shields now is because their hardeners are a hell of a lot better than armor, but as I've stated before Id prefer those % resists to be closer to one another. Namely shoot for the 30% range for both of them and bring the Caldari's base shields up to compensate for the loss of hardener strength.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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The-Errorist
984
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Posted - 2015.01.30 19:00:00 -
[673] - 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 I won't want stuff like that taking up the very limited module slot space and replacing those skills. I would rather have them be modules that go on pilot dropsuits.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Spkr4theDead
Red Star.
2857
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Posted - 2015.01.30 19:05:00 -
[674] - Quote
Tesfa Alem wrote: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? That's what the cost used to be. Good pilots won't die much, so it's not like we'll take many losses.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2857
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Posted - 2015.01.30 19:07:00 -
[675] - Quote
Breakin Stuff wrote: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. When have we ever said we want tanks to be invincible?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2857
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Posted - 2015.01.30 19:09:00 -
[676] - Quote
Pokey Dravon wrote:Spkr4theDead 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? Because that worked better for vehicles. Care to elaborate on why? Your question tells me all I need to know.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4661
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Posted - 2015.01.30 19:16:00 -
[677] - Quote
Ratatti, I'm starting to dig into your spreadsheet to calc out exactly what sort of eHP we can expect out of each vehicle type and I have a few concerns (This is of course assuming I'm reading your numbers correctly).
https://docs.google.com/spreadsheets/d/1hniJmpoInfnS76Sy5_vIEgft3imMrwKMzslEY8gBcBM/edit?usp=sharing
Hardeners assumed to be at 40%, only fitting 1 as per the Ratatti fits. All fits assumed Proto.
MBT is sitting around 8400 eHP while hardened. This feels a little low but I'll run with it.
UHAV is sitting around 14300 eHP. Well that escalated quickly. From what I gather, it has more base HP than MBT (double to be exact), as well as its skill bonus which adds another 3210 shield HP. Paired with a heavy extender that pushes its raw HP to...well over 9000, hardened sitting around 12,800. So the UHAV has roughly 70% more eHP than the MBT....not so sure about that.
DHAV is sitting around 5800 eHP while hardened. It's basically a 25% reduction in base HP from the MBT in addition to the loss of slots, Im concerned these on top of one another will make the DHAV excessively weak, but we'll just have to see how this goes. What I DO have an issue with is it seems all of the base HP reduction is in the shields, leaving the DHAV with 1725 Shield and 1500 armor. That's ~13% difference in shield and armor on a Caldari vehicle... I could see it maybe for Minmatar, but for Caldari that difference needs to be larger. If you want to reduce the base HP by 25%, at the very least maintain the % difference in Shield/Armor from the MBT so that all of the HP loss is not tied to the main pool of HP.
Additionally you have the UHAV with 70% more HP than the MBT but the DHAV appears to only be getting a 20% increase to damage and 40% of the UHAV's HP....I think you're going to have a VERY hard time trying to use secondary attributes to properly balance those two.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4661
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Posted - 2015.01.30 19:18:00 -
[678] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:Spkr4theDead 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? Because that worked better for vehicles. Care to elaborate on why? Your question tells me all I need to know.
Well you response doesn't tell me or the rest of the thread anything.
I would like to know your personal reasons for why you think it works better. This is called giving constructive feedback.
"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
6864
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Posted - 2015.01.30 19:22:00 -
[679] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:Spkr4theDead 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? Because that worked better for vehicles. Care to elaborate on why? Your question tells me all I need to know.
However this answer, and your thesis statement tells us nothing why shield HAVs should have their current godawful regen/not have a recharge delay.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4661
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Posted - 2015.01.30 19:27:00 -
[680] - Quote
Here is the deal Spkr. I like to think myself a pretty rational and reasonable person. I have no issue with changing my mind on a topic if someone can offer up a clear and rational explanation on why they are right and I am wrong. That is what is typically called a 'Discussion'. The problem is that if you refuse to offer up an explanation to why I'm wrong and you're right, I will continue to believe that I am correct. If you That is what is typically called an 'Argument'.
I love discussion, being constructive is awesome. However, I have no patience nor interest in arguing, as it is not only a waste of my time, but everyone else who actually wants to get stuff done.
"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
6870
|
Posted - 2015.01.30 19:29:00 -
[681] - Quote
Pokey Dravon wrote:Here is the deal Spkr. I like to think myself a pretty rational and reasonable person. I have no issue with changing my mind on a topic if someone can offer up a clear and rational explanation on why they are right and I am wrong. That is what is typically called a 'Discussion'. The problem is that if you refuse to offer up an explanation to why I'm wrong and you're right, I will continue to believe that I am correct. If you That is what is typically called an 'Argument'.
I love discussion, being constructive is awesome. However, I have no patience nor interest in arguing, as it is not only a waste of my time, but everyone else who actually wants to get stuff done. This pretty much sums up my thoughts on the matter.
AV
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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
435
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Posted - 2015.01.30 21:17:00 -
[682] - Quote
A question I feel is also relevant when discussing HAV Progression:
Much like Dropsuits there is a tier of dropsuits that can be used even if you are ... less than skilled... and still go ISK positive.
My question is if there is a tier of Tank that will have a similar roll (easy to go ISK positive without being stupid)? Or will even the "low-end" tanks cause Tankers to go ISK negative with a "reasonable loss rate"
As a corollary to that question:
What do you feel is the Expected Loss Rate of tanks? By which I mean how often will the average tanker lose their tank per match. (With scores less than one indicating one loss every X matches)
The Expected Loss Rate is assuming average skilled tank operators in average games, where there will be expected to be at least one counter to you on the field during the course of the game.
Will prices of the fitted tanks be determined with that in mind? If so at what tier of tank can one be expected to go ISK positive with the Expected Loss Rate? Which tanks break even around half the time? Which are ISK Sinks?
My main thrust in asking this is to see what everyone thinks the "average" death rate of vehicles in matches should be, for average pilots. I feel that a part of the discussion on balance should include considerations for the rate Tankers are expected to die on the field, and be forced to either deploy a new tank, or switch to infantry. (Preferably having dedicated tankers always staying in their speciality)
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Breakin Stuff
Internal Error. Negative-Feedback
6871
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Posted - 2015.01.30 21:21:00 -
[683] - Quote
I'm going to be VERY honest with you, that's going to be impossible to predict until we start shooting at each other.
AV
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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
435
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Posted - 2015.01.30 21:27:00 -
[684] - Quote
Breakin Stuff wrote:I'm going to be VERY honest with you, that's going to be impossible to predict until we start shooting at each other.
Fair enough, let me reword the question then: What, in your opinion, should that number be for engaging gameplay both for tankers and AV and infantry? Also, why do you feel that way?
[Sorry, I hope I am not being too much of a nuisance with my attempts to join the conversation]
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4672
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Posted - 2015.01.30 21:29:00 -
[685] - Quote
Avallo Kantor wrote: [Sorry, I hope I am not being too much of a nuisance with my attempts to join the conversation]
None at all, this isn't like some exclusive club. More like a thread where spreadsheet nerds waste too much time.
"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
6871
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Posted - 2015.01.30 21:37:00 -
[686] - Quote
Avallo Kantor wrote:Breakin Stuff wrote:I'm going to be VERY honest with you, that's going to be impossible to predict until we start shooting at each other. Fair enough, let me reword the question then: What, in your opinion, should that number be for engaging gameplay both for tankers and AV and infantry? Also, why do you feel that way? [Sorry, I hope I am not being too much of a nuisance with my attempts to join the conversation] I have no preference for how often tankers die.
I'm good at ripping them up, that's good enough. But setting up an arbitrary "what's fair" number of losses isn't going to be a balance point.
Hull costs are going to by necessity be revamped. Doesn't make a damn lick of sense for a STD HAV to cost 150k id the top tier is 200k
AV
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Godin Thekiller
The Corporate Raiders
2756
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Posted - 2015.01.30 21:45:00 -
[687] - Quote
CCP Rattati wrote: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.
Na. You know what's more scary? a Tiger in Warthunder. Those ******* are nasty.
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The-Errorist
984
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Posted - 2015.01.30 21:51:00 -
[688] - Quote
CCP Rattati wrote:Any thoughts on the preliminary Hull numbers? On the Proposed HAVs tab, the Gunnlogi and especially the Falchion look like Minmatar tanks with that much armor compared to shields.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Godin Thekiller
The Corporate Raiders
2756
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Posted - 2015.01.30 21:52:00 -
[689] - Quote
Pokey Dravon wrote:
From an EVE perspective, sure, but in Dust its the armor that reps constantly and the shields with a delay. I guess my point is that why do we need to make dropsuits and vehicles different?
As far as concepts of modules goes (other than active things, in which needs to be different as long as infantry doesn't have active modules, which I doubt they will ever get), they need to be somewhat similar, otherwise, it'd pretty much be a differnt game switching from infantry to vehicles, which would unnecessarily make it complex. HOWEVER, gameplay wise, I don't want them to play like infantry (vehicles that is). They cover different aspects, and as we have seen, infantry-style TTK and gameplay but with a although lower, still similar (600k as opposed to 800k) ISK price isn't really fun or profitable. They need to feel like vehicles (and more), not big ass suits.
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Godin Thekiller
The Corporate Raiders
2756
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Posted - 2015.01.30 21:53:00 -
[690] - Quote
Spkr4theDead 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? Because that worked better for vehicles.
What the **** are you talking about? Passive regen absolutely sucked. It was horrid.
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