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Pokey Dravon
OSG Planetary Operations Covert Intervention
4775
|
Posted - 2015.02.06 16:06:00 -
[871] - Quote
A large part of why the Sentinel Damage Resistance is limited to specific damage types is because a blanket damage resist is because resisting all types of weapons would make them too powerful in all situations. The idea was to create situations where a Sentinel would be resistant to specific types of weapons. The concept of AV Damage vs Turret Damage is not that different. You're creating a situation where the UHAV is exceptionally good at fighting one type of weapon, but not as good fighting another type.
The issue I'm seeing is some people are envisioning it as such:
UHAV is the Defender DHAV is the Attacker MBT is in Limbo
This seems reasonable enough in a general sense, however we've already established that as things are currently listed, the UHAV will take about 60% longer to kill than the DHAV in direct combat. While the DHAV has advantages of speed and tracking rotation, a 60% difference is simply too large of a difference to overcome with secondary advantages. Additionally, this places the MBT in an awkward position. It would have the same TTK as the DHAV in a head on encounter, but likely falter due to lower speed...this much is ok. The issue then comes down to the UHAV in which the TTK would be about 60% longer, only to exchange marginally better speed and tracking, but to a lesser extent than the DHAV has. This clearly puts the MBT on the bottom rung, as the DHAV will struggle to kill the UHAV given its massive TTK differential (Even with taking secondary effects into account). Since the advantages the DHAV has over the UHAV (Speed, Damage, and Tracking) are actually weaker on the MBT (Its slower and does less damage than the DHAV, but has drastically inferior defenses to the UHAV) it will actually struggle even more to kill the UHAV.
The issue is that the more extreme the DHAV and UHAV get, the more trivialized the MBT becomes. Additionally, as has been pointed out, you'll be running into situations where DHAVs are basically being 1 shotted by AV Infantry, 1 shotted by other DHAVs, and will have to struggle to kill UHAVs. The only think they'll be marginally good at is killing MBTs. UHAVs on the other hand will be able to tank infantry, tank DHAVs, and tank MBTs. You can argue "Well its only on paper!" but when the numbers imply such a massive difference in TTK, you're going to really struggle to try and balance that with secondary advantages (which indeed have to be field tested).
For me, I'm starting to think of it like this:
UHAV is extremely good at fighting infantry DHAV is extremely good at fighting vehicles MBT is decent at fighting both infantry and vehicles
Its a departure from the "UHAV = Defense Tank" and more to a "UHAV = Anti Infantry Tank" but Im curious on why some are so against this concept and I'd like to hear why exactly.
"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
236
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Posted - 2015.02.06 16:20:00 -
[872] - Quote
Pokey Dravon wrote:A large part of why the Sentinel Damage Resistance is limited to specific damage types is because a blanket damage resist is because resisting all types of weapons would make them too powerful in all situations. The idea was to create situations where a Sentinel would be resistant to specific types of weapons. The concept of AV Damage vs Turret Damage is not that different. You're creating a situation where the UHAV is exceptionally good at fighting one type of weapon, but not as good fighting another type.
The issue I'm seeing is some people are envisioning it as such:
UHAV is the Defender DHAV is the Attacker MBT is in Limbo
This seems reasonable enough in a general sense, however we've already established that as things are currently listed, the UHAV will take about 60% longer to kill than the DHAV in direct combat. While the DHAV has advantages of speed and tracking rotation, a 60% difference is simply too large of a difference to overcome with secondary advantages. Additionally, this places the MBT in an awkward position. It would have the same TTK as the DHAV in a head on encounter, but likely falter due to lower speed...this much is ok. The issue then comes down to the UHAV in which the TTK would be about 60% longer, only to exchange marginally better speed and tracking, but to a lesser extent than the DHAV has. This clearly puts the MBT on the bottom rung, as the DHAV will struggle to kill the UHAV given its massive TTK differential (Even with taking secondary effects into account). Since the advantages the DHAV has over the UHAV (Speed, Damage, and Tracking) are actually weaker on the MBT (Its slower and does less damage than the DHAV, but has drastically inferior defenses to the UHAV) it will actually struggle even more to kill the UHAV.
The issue is that the more extreme the DHAV and UHAV get, the more trivialized the MBT becomes. Additionally, as has been pointed out, you'll be running into situations where DHAVs are basically being 1 shotted by AV Infantry, 1 shotted by other DHAVs, and will have to struggle to kill UHAVs. The only think they'll be marginally good at is killing MBTs. UHAVs on the other hand will be able to tank infantry, tank DHAVs, and tank MBTs. You can argue "Well its only on paper!" but when the numbers imply such a massive difference in TTK, you're going to really struggle to try and balance that with secondary advantages (which indeed have to be field tested).
For me, I'm starting to think of it like this:
UHAV is extremely good at fighting infantry DHAV is extremely good at fighting vehicles MBT is decent at fighting both infantry and vehicles
Its a departure from the "UHAV = Defense Tank" and more to a "UHAV = Anti Infantry Tank" but Im curious on why some are so against this concept and I'd like to hear why exactly.
Making the UHAV EXTREMELY slow might help this problem. Say the MBT has 100% movement speed. UHAV has 50% movement speed, and the DHAV has 150% movement speed. Now the MBT can basically do what the DHAV does when fighting a UHAV, to a lesser extent. Another thing that might help is giving UHAV's a flat range reduction of 25% or so, so the MBT can engage it from a safe distance, although this probably shouldn't be done with my other idea because It would mean the UNAV would lose every single time. I'm trying to think of some ways to keep the UHAV as the defender tank, so I'll get back to you on that.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4775
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Posted - 2015.02.06 16:25:00 -
[873] - Quote
DarthJT5 wrote: Making the UHAV EXTREMELY slow might help this problem. Say the MBT has 100% movement speed. UHAV has 50% movement speed, and the DHAV has 150% movement speed. Now the MBT can basically do what the DHAV does when fighting a UHAV, to a lesser extent. Another thing that might help is giving UHAV's a flat range reduction of 25% or so, so the MBT can engage it from a safe distance, although this probably shouldn't be done with my other idea because It would mean the UNAV would lose every single time. I'm trying to think of some ways to keep the UHAV as the defender tank, so I'll get back to you on that.
I mean sure there are extreme options like absurdly slow, or locking the large turret so it can't rotate independently from the frame...but that itself has issues. If you're fighting something and try to flee, in theory if it takes you twice as long to run, you have to tank twice as much damage....so where does that land you? Additionally you start to run into that 'fun' factor where secondary attributes are so restrictive that the gameplay itself doesn't feel enjoyable.'
Also I'm not typically a fan of negative bonuses, otherwise I'd just nerf UHAV large turret into the ground, but that will then negatively affect its AP capabilities which isn't the intention.
"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
236
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Posted - 2015.02.06 17:26:00 -
[874] - Quote
Pokey Dravon wrote:DarthJT5 wrote: Making the UHAV EXTREMELY slow might help this problem. Say the MBT has 100% movement speed. UHAV has 50% movement speed, and the DHAV has 150% movement speed. Now the MBT can basically do what the DHAV does when fighting a UHAV, to a lesser extent. Another thing that might help is giving UHAV's a flat range reduction of 25% or so, so the MBT can engage it from a safe distance, although this probably shouldn't be done with my other idea because It would mean the UNAV would lose every single time. I'm trying to think of some ways to keep the UHAV as the defender tank, so I'll get back to you on that.
I mean sure there are extreme options like absurdly slow, or locking the large turret so it can't rotate independently from the frame...but that itself has issues. If you're fighting something and try to flee, in theory if it takes you twice as long to run, you have to tank twice as much damage....so where does that land you? Additionally you start to run into that 'fun' factor where secondary attributes are so restrictive that the gameplay itself doesn't feel enjoyable.' Also I'm not typically a fan of negative bonuses to damage or range, otherwise I'd just nerf UHAV large turret into the ground, but that will then negatively affect its AP capabilities which isn't the intention. I had an idea a while back that UHAV's take more damage to their critical points, to give MBT's an advantage against them and to give infantry AV a better chance if they're smart. Say 30% extra damage to the weak point. Inversely, the DHAV could have a stronger weak point so they don't get insta popped
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6978
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Posted - 2015.02.06 17:35:00 -
[875] - Quote
I think we're digging in our asses a little deeply to justify things guys.
MBTs are reasonably speedy now. all the UHAVs would need to slow down would be 20-30% speed loss AT THE ABSOLUTE MOST.
Because they NEED a chance to escape if Infantry get gud and threaten to overwhelm them. It doesn't have to be a HUGE chance. But there has to be a chance.
Further there's no need for DHAVs to be able to go more than 20% faster than an MBT. They're fragile but there should never be a guarantee of escape.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4775
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Posted - 2015.02.06 17:56:00 -
[876] - Quote
Breakin Stuff wrote:I think we're digging in our asses a little deeply to justify things guys.
MBTs are reasonably speedy now. all the UHAVs would need to slow down would be 20-30% speed loss AT THE ABSOLUTE MOST.
Because they NEED a chance to escape if Infantry get gud and threaten to overwhelm them. It doesn't have to be a HUGE chance. But there has to be a chance.
Further there's no need for DHAVs to be able to go more than 20% faster than an MBT. They're fragile but there should never be a guarantee of escape.
20% was about the range I imagined for speed differential.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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MINA Longstrike
Kirjuun Heiian
2105
|
Posted - 2015.02.06 18:06:00 -
[877] - Quote
Pokey Dravon wrote:Breakin Stuff wrote:I think we're digging in our asses a little deeply to justify things guys.
MBTs are reasonably speedy now. all the UHAVs would need to slow down would be 20-30% speed loss AT THE ABSOLUTE MOST.
Because they NEED a chance to escape if Infantry get gud and threaten to overwhelm them. It doesn't have to be a HUGE chance. But there has to be a chance.
Further there's no need for DHAVs to be able to go more than 20% faster than an MBT. They're fragile but there should never be a guarantee of escape. 20% was about the range I imagined for speed differential.
I remember seeing old enforcers (and even regular tanks) getting chased around by infantry av squads inside LAV's.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4777
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Posted - 2015.02.06 19:02:00 -
[878] - Quote
MINA Longstrike wrote:Pokey Dravon wrote:Breakin Stuff wrote:I think we're digging in our asses a little deeply to justify things guys.
MBTs are reasonably speedy now. all the UHAVs would need to slow down would be 20-30% speed loss AT THE ABSOLUTE MOST.
Because they NEED a chance to escape if Infantry get gud and threaten to overwhelm them. It doesn't have to be a HUGE chance. But there has to be a chance.
Further there's no need for DHAVs to be able to go more than 20% faster than an MBT. They're fragile but there should never be a guarantee of escape. 20% was about the range I imagined for speed differential. I remember seeing old enforcers (and even regular tanks) getting chased around by infantry av squads inside LAV's.
I'm not entirely sure what you're getting at?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6981
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Posted - 2015.02.06 19:16:00 -
[879] - Quote
they want DHAVs to be able to outrun LAVs loaded with AV gunners. they're being coy about it.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4777
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Posted - 2015.02.06 19:28:00 -
[880] - Quote
Breakin Stuff wrote:they want DHAVs to be able to outrun LAVs loaded with AV gunners. they're being coy about it.
LAV's actually having a purpose besides basic transport? *GASP*
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Tesfa Alem
Death by Disassociation
818
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Posted - 2015.02.06 20:36:00 -
[881] - Quote
I'd envision the ratio for all scenarious would be a .15 difference beween classes, wih MBTs being the middle ground
Speed ratio
UHAV 0.85 / MBT 1.00 / DHAV 1.15
HP
UHAV 1.15 / MBT 1.00 / DHAV 0.85
Large turret Damage
UHAV 0.85 / MBT 1.00 / DHAV 1.15
Small Turret Damage
UHAV 1.15 / MBT 1.00 / DHAV 0
This gives a 30% gap beween the specialist tanks, 15% gap beween the specialist and the general purpose tanks.
DHAV vs MBT: DHAV gets 15% more speed and damage but MBT has 15% more eHP and 100% damage from small tturrets
UHAV vs MBT: UHAV has 15% more ehp and 15% stronger small turrets, MB has 15% more speed and 15% more dmage.
UHAV vs DHAV: DHAV has 30% more speed and damage but UHAV has 30% morehp and 115% more damage (comparing to other vehicles that can fit small turrets) from small turrets.
Redline for Thee, but no Redline for Me.
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MINA Longstrike
Kirjuun Heiian
2105
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Posted - 2015.02.06 21:09:00 -
[882] - Quote
Pokey Dravon wrote:MINA Longstrike wrote:Pokey Dravon wrote:Breakin Stuff wrote:I think we're digging in our asses a little deeply to justify things guys.
MBTs are reasonably speedy now. all the UHAVs would need to slow down would be 20-30% speed loss AT THE ABSOLUTE MOST.
Because they NEED a chance to escape if Infantry get gud and threaten to overwhelm them. It doesn't have to be a HUGE chance. But there has to be a chance.
Further there's no need for DHAVs to be able to go more than 20% faster than an MBT. They're fragile but there should never be a guarantee of escape. 20% was about the range I imagined for speed differential. I remember seeing old enforcers (and even regular tanks) getting chased around by infantry av squads inside LAV's. I'm not entirely sure what you're getting at?
Oh, I wasn't really getting at anything. It was a statement of support that even the Uhav needs to be capable of running away.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6990
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Posted - 2015.02.06 21:40:00 -
[883] - Quote
Ok Rattati if your HAV numbers are anywhere close to final, and the ones we see today are the ones we can expect to see in the future?
Swarms will need to be nerfed. Hard. On-paper DPS vs shields for an triple-modded Wiyrkomi Swarm launcher does the following DPS:
Shields: 1027.22 DPS Armor: 1540.83 DPS
Call me insane, but that's a bit much for what you're proposing right now.
Forge Guns would be in an OK-ish place with better rate of fire. proto fitted HAVs it looks like will require a reload to kill solo on the UHAVs. For whatever reason this fails to upset me.
Plasma cannon will need a rework to be viable, but that's not hard. We either spike the alpha hard, or we up the reload speed and lower the charge time significantly.
AV
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MINA Longstrike
Kirjuun Heiian
2106
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Posted - 2015.02.06 21:52:00 -
[884] - Quote
Standardize plc charge time at .45s, change operation skill to 3% reload per level, up damage by one tier level (so basic does current adv damage, which is +~170 damage per tier upgrade). It puts the plc in a better place without making it op vs infantry. And increase ammo by one.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6990
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Posted - 2015.02.06 21:57:00 -
[885] - Quote
MINA Longstrike wrote:Standardize plc charge time at .45s, change operation skill to 3% reload per level, up damage by one tier level (so basic does current adv damage, which is +~170 damage per tier upgrade). It puts the plc in a better place without making it op vs infantry. And increase ammo by one.
it can't be OP against infantry even if I match it's rate of fire to the Assault forge. You're looking at more or less identical attack profiles except one has a wider splash and is harder to aim.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4780
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Posted - 2015.02.06 22:05:00 -
[886] - Quote
MINA Longstrike wrote:Standardize plc charge time at .45s, change operation skill to 3% reload per level, up damage by one tier level (so basic does current adv damage, which is +~170 damage per tier upgrade). It puts the plc in a better place without making it op vs infantry. And increase ammo by one.
Hmmm it feels odd to have an operation skill that ups reload speed and then a reload skill which does the same thing....
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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MINA Longstrike
Kirjuun Heiian
2107
|
Posted - 2015.02.06 22:18:00 -
[887] - Quote
Pokey Dravon wrote:MINA Longstrike wrote:Standardize plc charge time at .45s, change operation skill to 3% reload per level, up damage by one tier level (so basic does current adv damage, which is +~170 damage per tier upgrade). It puts the plc in a better place without making it op vs infantry. And increase ammo by one. Hmmm it feels odd to have an operation skill that ups reload speed and then a reload skill which does the same thing....
It is odd but its much better than current operation skill which shaves of 15/100ths of a second which is negligible, reloading is the primary drawback to a plc.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4780
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Posted - 2015.02.06 22:21:00 -
[888] - Quote
MINA Longstrike wrote:It is odd but its much better than current operation skill which shaves of 15/100ths of a second which is negligible, reloading is the primary drawback to a plc.
I will admit that the benefit of the operation bonus feels pretty negligible, but at the same time I don't really like doubling up on the same modifier with 2 skills. Perhaps projectile speed?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6991
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Posted - 2015.02.06 22:23:00 -
[889] - Quote
I'm looking at it. changes won't have to be as extreme as they would be to be viable for chrome numbers but the PLC definitely needs a tweak up, and bluntly the reload speed is the roadblock. dropping that sharply should do everything we need it to do , with potentially very MINOR tweaks to charge.
However this is a thread derail, I wanted to point out a problem with extant AV before it becomes the ugly surprise hiding under the desk to take a swipe at him.
AV
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MINA Longstrike
Kirjuun Heiian
2108
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Posted - 2015.02.06 22:42:00 -
[890] - Quote
Pokey Dravon wrote:MINA Longstrike wrote:It is odd but its much better than current operation skill which shaves of 15/100ths of a second which is negligible, reloading is the primary drawback to a plc. I will admit that the benefit of the operation bonus feels pretty negligible, but at the same time I don't really like doubling up on the same modifier with 2 skills. Perhaps projectile speed?
Projectile speed is not a problem, it is currently in a decent spot. Reload speed is the bottleneck.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6991
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Posted - 2015.02.06 22:48:00 -
[891] - Quote
MINA Longstrike wrote:Pokey Dravon wrote:MINA Longstrike wrote:It is odd but its much better than current operation skill which shaves of 15/100ths of a second which is negligible, reloading is the primary drawback to a plc. I will admit that the benefit of the operation bonus feels pretty negligible, but at the same time I don't really like doubling up on the same modifier with 2 skills. Perhaps projectile speed? Projectile speed is not a problem, it is currently in a decent spot. Reload speed is the bottleneck.
Hell the alpha isn't bad, the charge up isn't :horrible: but the reload speed is what kills it.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4780
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Posted - 2015.02.06 22:49:00 -
[892] - Quote
Back on topic...Ok lets take a moment to look at bonuses under the premise of damage resistance against infantry AV.
MBT +2000 Base Shields +2650 Module Shields (2 Extenders) =4650 Raw Shields
UHAV +3000 Base Shields +1325 Module Shields (1 Extender) =4325 Raw Shields
So before Bonuses, MBT will have 325 more shield HP more than the UHAV. Our general goal is to make the MBT slightly better at dealing with enemy vehicles than the UHAV, so similar levels of eHP against turrets with the MBT being faster/better tracking achieves this goal fairly well. Since there is a fairly small difference in HP (325) we'll just leave that as is with the understanding that it might be slightly tweaked in the future.
So it comes down to upping the UHAV's resistance against infantry. If the resistance is specifically towards infantry AV, It is more reasonable to go with a pretty high eHP. We'll shoot for what Ratatti initially proposed to see how it looks.
Ratatti's Initial "Ultra Bonus": +3210 HP
Oh boy, that's a bit of a jump. So in order for the UHAV to gain that much eHP against AV using its base HP, you're looking at ~75% resistance, or +15%/lvl. Eeeeesssh thats pretty intense, landing the UHAV at about ~11700 eHP once its in a hardened state.
Note: MBT eHP = ~7300 (~40% less than UHAV) DHAV eHP= ~4500 (~60% less than UHAV)
Discuss?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6991
|
Posted - 2015.02.06 22:54:00 -
[893] - Quote
Pokey Dravon wrote:Back on topic...Ok lets take a moment to look at bonuses under the premise of damage resistance against infantry AV.
MBT +2000 Base Shields +2650 Module Shields (2 Extenders) =4650 Raw Shields
UHAV +3000 Base Shields +1325 Module Shields (1 Extender) =4325 Raw Shields
So before Bonuses, MBT will have 325 more shield HP more than the UHAV. Our general goal is to make the MBT slightly better at dealing with enemy vehicles than the UHAV, so similar levels of eHP against turrets with the MBT being faster/better tracking achieves this goal fairly well. Since there is a fairly small difference in HP (325) we'll just leave that as is with the understanding that it might be slightly tweaked in the future.
So it comes down to upping the UHAV's resistance against infantry. If the resistance is specifically towards infantry AV, It is more reasonable to go with a pretty high eHP. We'll shoot for what Ratatti initially proposed to see how it looks.
Ratatti's Initial "Ultra Bonus": +3210 HP
Oh boy, that's a bit of a jump. So in order for the UHAV to gain that much eHP against AV using its base HP, you're looking at ~75% resistance, or +15%/lvl. Eeeeesssh thats pretty intense, landing the UHAV at about ~11700 eHP once its in a hardened state.
Note: MBT eHP = ~7300 (~40% less than UHAV) DHAV eHP= ~4500 (~60% less than UHAV)
Discuss?
the UHAV is killable with the forges, if the RoF comes up a bit. It'll require a reload as I mentioned earlier.
swarms are still going to overkill as they retain over 1000 DPS vs. shields with damage mods.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6994
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Posted - 2015.02.07 07:15:00 -
[894] - Quote
All in all the HAV numbers seem solid.
While Rattati's turrets aren't where I would put them, they are also solid.
Bluntly I want to test them against the AV we have now to see if my assessment of what handheld AV will need to be competitive Is correct. If we get a sweet spot for the forge and PLC then awesome.
However, I think swarms are going to absolutely require a mechanical overhaul in order for the balance we need to occur.
Simply nerfing them will tip them over the razor's edge Into being a bad joke. Buffing them is not a solution in any reality.
AV
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Tesfa Alem
Death by Disassociation
818
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Posted - 2015.02.07 09:32:00 -
[895] - Quote
The UHAV skill books has got to change in SP requirement.
To unlock the skill book for racial UHAVs you need to spec into Level 3 HAV operation, Level 3 UHAV, and then spec into UHAV
HAV x 2 skill Level 1: 24,880 Level 2: 74,640 Level 3: 174,160
UHAV x 6 Level 1: 49,760 Level 2: 149,280 Level 3: 348,320
Racial UHAV x 12 Level 1: 74,640 Level 2: 223,920 Level 3: 522,480 Level 4: 1,044,960 Level 5: 1,866,000
Total required SP 4,553, 040. Minimum time to unlock (divide by cap = 750,000) 6 weeks.
Both the DHAV and the UHAV should be a 8x skill, not a 10x or a 12x skill.
There is also the possibility of reskinned amarr and minmatar versions, unless there is a respec planned for their release ( which i doubt) then i don't see the need to put an extraordinary SP investment burden on tankers. Most of whom will want to have different types available. Certainly the SHAV or MBT to PRO, at least one destroyer and one UHAV. Having the right tool for the right job is important. Thats should be more than enough of an SP sink for a while, rather than 12 x skills to inflate it.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6994
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Posted - 2015.02.07 09:36:00 -
[896] - Quote
Don't forget about passive SP Tesfa. That's separate from the 750,000. This needs to be accounted for in your math.
Also frames are a x6 skill. Specialist dropsuits are x10. The HAV skill at x2 provides a similar SP paywall to the dropsuit command skill.
However, that being said I think the racials should be x10 like tge dropsuits, not x12.
AV
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Tesfa Alem
Death by Disassociation
818
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Posted - 2015.02.07 10:10:00 -
[897] - Quote
Breakin Stuff wrote:Don't forget about passive SP Tesfa. That's separate from the 750,000. This needs to be accounted for in your math.
Also frames are a x6 skill. Specialist dropsuits are x10. The HAV skill at x2 provides a similar SP paywall to the dropsuit command skill.
However, that being said I think the racials should be x10 like tge dropsuits, not x12.
Save x12 for post-level 5 content if we ever get it.
You're right about the passive SP, that does make the Proto hull acessible with hitting the cap in under 6 weeks.
You understood the point i was driving at, which is to have the SP investment reflect the dropsuit costs.
Redline for Thee, but no Redline for Me.
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duster 35000
Algintal Core Gallente Federation
210
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Posted - 2015.02.07 10:20:00 -
[898] - Quote
Tesfa Alem wrote:The UHAV skill books has got to change in SP requirement.
To unlock the skill book for racial UHAVs you need to spec into Level 3 HAV operation, Level 3 UHAV, and then spec into UHAV
HAV x 2 skill Level 1: 24,880 Level 2: 74,640 Level 3: 174,160
UHAV x 6 Level 1: 49,760 Level 2: 149,280 Level 3: 348,320
Racial UHAV x 12 Level 1: 74,640 Level 2: 223,920 Level 3: 522,480 Level 4: 1,044,960 Level 5: 1,866,000
Total required SP 4,553, 040. Minimum time to unlock (divide by cap = 750,000) 6 weeks.
Both the DHAV and the UHAV should be a 8x skill, not a 10x or a 12x skill.
There is also the possibility of reskinned amarr and minmatar versions, unless there is a respec planned for their release ( which i doubt) then i don't see the need to put an extraordinary SP investment burden on tankers. Most of whom will want to have different types available. Certainly the SHAV or MBT to PRO, at least one destroyer and one UHAV. Having the right tool for the right job is important. Thats should be more than enough of an SP sink for a while, rather than 12 x skills to inflate it. Yeah, 12x is too much. I'm leaning toward 8x.
Choo Choo
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6995
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Posted - 2015.02.07 10:36:00 -
[899] - Quote
8x means less investment of SP than a dropsuit.
10x.
AV
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Spkr4theDead
Red Star.
2882
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Posted - 2015.02.07 13:33:00 -
[900] - Quote
Breakin Stuff wrote:8x means less investment of SP than a dropsuit.
10x. Alright
So someone that hasn't played in months, and doesn't use vehicles, gets to decide the path vehicles take?
And now you want tanks to use more SP? Please, go ruin a different game.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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