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Thread Statistics | Show CCP posts - 66 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4494
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Posted - 2015.01.22 20:59:00 -
[151] - Quote
Godin Thekiller wrote:Breakin Stuff wrote:Godin Thekiller wrote:Breakin Stuff wrote:XxBlazikenxX wrote:Now, for untalked about subject. Can we get our small turrets to have limited AI capabilities when there is no one in their?
Because I really don't like paying extra for unused small turrets just because no one wants to get in my tank. Basic smalls will automatically come equipped on the chassis along with a heavy turret. So you're not required to "pay" for them unless you want better. Unless they are automatically added onto the price for being prefitted. Take the tinfoil hat off Godin. You suck at conspiracy theories. What are you talking about?
Yeah I'm not really sure what you're getting at Breakin.
I imagine the price of the Solo vehicles will be cheaper than the normal HAVs by exactly the cost of the 2 small turrets.
Actually now that I think about it I do have one complaint about the pre-fit small turrets. I have several fits that use only 1 small turret because some situations are best handled with just 2 instead of 3 people. Will options be made available for situations such as this? Or is it going to be double (small turrets) or nothing?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Godin Thekiller
The Corporate Raiders
2711
|
Posted - 2015.01.22 21:05:00 -
[152] - Quote
It's be much simpler to force at least the top turret on if you wanted to, but then again, I don't see the point of that. It's just forcing turrets on for no specific reason. If smalls didn't require much to make up for their removal, and especially if HAV's could fit the exact same fits, then this would essentially make zero sense to make.
I didn't personally like the idea of them existing in the first place. It seems like he took what we said and did the opposite in a lot of areas, it seems specifically in the areas that we agreed on to do the opposite here (like blasters doing the highest DPS and the lowest range, missiles being the middile ground, and rails being the lowest, but highest range).
click me
Blup Blub Bloop. Translation: Die -_-
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Monkey MAC
Rough Riders..
3623
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Posted - 2015.01.22 22:46:00 -
[153] - Quote
CCP Rattati wrote:Monkey MAC wrote:Firstly, I'm glad your refitting small turrets as a compulsory item and I'm liking the specialisations your going for too. Just be careful with difference between solo and regular HAV, if solos aren't comparable to regulars everyone will just use a regular with the 2 empty turrets. Then they are potentially helping by allowing new players to jump in, which is a bonus for teamplay
It's a mixed blessing, no doubt it encourages teamplay, but that in it's self is a double edged sword. While having other people ride shotgun in your 2 compulsory turrets increases your firepower and AI capabilities . . . Unless the people in your turrets are aligned with your instincts and objectives you loose considerably more from battlefield advantages, such as advantageous positioning, surprise attacks, etc etc.
While a solo hav should be weaker in general it should be geared to being more powerful when in an advantageous position such as flanking it should focus on the precise application of force, while a standard hav should focus more on brute force, if that makes sense.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Juno Tristan
Obscure Reference
288
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Posted - 2015.01.22 22:59:00 -
[154] - Quote
Pokey Dravon wrote:
Also one thing I would caution you on for the Anti Infantry HAVs. If you want to boost up the raw HP that's fine but excessively high raw HP means more time waiting around behind cover or in the redline, waiting for your regen to rep all of the missing HP which isn't exactly fun. Waves of opportunity yes, but not to a point where I can go make a sandwich while my armor repairs in the redline. I'd lean more towards a higher resistance/regen bonuses to compensate and avoid this issue.
I respectfully disagree, high regeneration annoys AV as they feel like they've accomplished nothing when you come back 30 seconds later with full health
If logi vehicles are in the pipeline, along with the existing av repair tool, then I would prefer high health, low regeneration (that can be overcome with modules if sacrificing tank) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4496
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Posted - 2015.01.22 23:03:00 -
[155] - Quote
Monkey MAC wrote:CCP Rattati wrote:Monkey MAC wrote:Firstly, I'm glad your refitting small turrets as a compulsory item and I'm liking the specialisations your going for too. Just be careful with difference between solo and regular HAV, if solos aren't comparable to regulars everyone will just use a regular with the 2 empty turrets. Then they are potentially helping by allowing new players to jump in, which is a bonus for teamplay It's a mixed blessing, no doubt it encourages teamplay, but that in it's self is a double edged sword. While having other people ride shotgun in your 2 compulsory turrets increases your firepower and AI capabilities . . . Unless the people in your turrets are aligned with your instincts and objectives you loose considerably more from battlefield advantages, such as advantageous positioning, surprise attacks, etc etc. While a solo hav should be weaker in general it should be geared to being more powerful when in an advantageous position such as flanking it should focus on the precise application of force, while a standard hav should focus more on brute force, if that makes sense.
How do you exactly accomplish that though? Typically speaking you can avoid blueberries from hopping in your HAV if you really don't want them in there. So if you can do that and remain solo in your HAV, it would always be advantageous to run a normal HAV if it is overall stronger.
The only way I could see your accomplishing a difference is if each had bonuses that offered a distinct advantage over the other, but that would mean separate skills which seems kind of silly to me...requiring different skills to drive the exact same machine, just one with turrets and one without.
Overall I think Solo HAVs are kind of pointless but I can see the appeal for people who don't want to have gunners, so I don't mind their existence. I just think that both types should be identical in every way except the small turrets (an resources applied to them) as well as simply share the same skill which applies the same bonuses to them. UHAV and DHAVs should then branch out from there.
"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
4497
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Posted - 2015.01.22 23:17:00 -
[156] - Quote
Juno Tristan wrote:Pokey Dravon wrote:
Also one thing I would caution you on for the Anti Infantry HAVs. If you want to boost up the raw HP that's fine but excessively high raw HP means more time waiting around behind cover or in the redline, waiting for your regen to rep all of the missing HP which isn't exactly fun. Waves of opportunity yes, but not to a point where I can go make a sandwich while my armor repairs in the redline. I'd lean more towards a higher resistance/regen bonuses to compensate and avoid this issue.
I respectfully disagree, high regeneration annoys AV as they feel like they've accomplished nothing when you come back 30 seconds later with full health If logi vehicles are in the pipeline, along with the existing av repair tool, then I would prefer high health, low regeneration (that can be overcome with modules if sacrificing tank)
A fair point and something that should be looked at at the very least, but you do understand that excessively low HP regeneration also completely kills the fun for the vehicle pilot as well because they'll be sitting in the redline picking their nose, or they'll just recall the vehicle and call in a new one because it'll be faster than waiting for the regen. It's often easy to make a comparison between Sentinels and HAVs, but keep in mind that even if Logistics vehicles are reintroduced, bear in mind that they always have and always will be far less commonplace than Infantry Logistics.
Infantry Logistics are far more multi-purpose than Logistics vehicles, and can be deployed for a number of situations. Logistics Vehicles are far more single purpose and people will typically only call them in to fulfill that specific purpose. That being said a vehicle has a far smaller guarantee that Logistics will actually support them on a consistent basis. Rarely will a random roll up in a LLAV and rep your tank, at least far less likely than it happens for a Sentinel on foot. That being said vehicles need to maintain a higher level self regeneration than your typical heavy infantry would.
I will say however that there is a severe problem with how regen modules currently work on vehicles, which is likely a large part of your frustration.
Gunnlogi Shield Regen - It's WAY too high given that it's the natural regen rate. This allows the Gunnlogi to have double hardeners and still maintain an incredibly high regen rate. I plan to change this in my next proposal. (Madrugar Shield recharge is also too high given the fact that its supposed to be armor-centric)
Passive Armor Reps - I have no issue with passive armor reps, however they rep too fast given that they do it constantly. In my next proposal update we'll see a return of Active Armor Reps which will rep at similar effective rate as the passives do now, but with a duration and cooldown. Passive reps will remain but at a lessened repair rate.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Juno Tristan
Obscure Reference
288
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Posted - 2015.01.22 23:49:00 -
[157] - Quote
Pokey Dravon wrote: Pokey stuff
Unlike the old days supply depots now repair vehicles as well, if they could only place them in accessible locations (and maybe add shield regen) I'd be happy
Hopefully an increase in slots will make both styles viable
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Nirwanda Vaughns
1252
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Posted - 2015.01.23 00:06:00 -
[158] - Quote
I always wanted some kind of Infantry Fighting Vehicle. with a pilot and 5 small blasters 2 of either side and 1 on the back similar to the obnes in battlefield. if it's created that only basic small blasters can be fitted and about 3000hps it'd be nice, its what i thought the MAV's would have been
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Godin Thekiller
The Corporate Raiders
2712
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Posted - 2015.01.23 00:50:00 -
[159] - Quote
Juno Tristan wrote:Pokey Dravon wrote:
Also one thing I would caution you on for the Anti Infantry HAVs. If you want to boost up the raw HP that's fine but excessively high raw HP means more time waiting around behind cover or in the redline, waiting for your regen to rep all of the missing HP which isn't exactly fun. Waves of opportunity yes, but not to a point where I can go make a sandwich while my armor repairs in the redline. I'd lean more towards a higher resistance/regen bonuses to compensate and avoid this issue.
I respectfully disagree, high regeneration annoys AV as they feel like they've accomplished nothing when you come back 30 seconds later with full health If LLV's are in the pipeline, along with the existing av repair tool, then I would prefer high health, low regeneration (that can be overcome with modules if sacrificing tank)
Fixed, because Logistic Triangle (or, for the moment, Line.)
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2712
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Posted - 2015.01.23 00:55:00 -
[160] - Quote
Nirwanda Vaughns wrote:I always wanted some kind of Infantry Fighting Vehicle. with a pilot and 5 small blasters 2 of either side and 1 on the back similar to the obnes in battlefield. if it's created that only basic small blasters can be fitted and about 3000hps it'd be nice, its what i thought the MAV's would have been
IFV's are not APC's. The MAV however as far as we've seen, IS a IFV. Medium turret and a small on top, maybe some more in other places.
click me
Blup Blub Bloop. Translation: Die -_-
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Cassa-Nova
KILL-EM-QUICK RISE of LEGION
52
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Posted - 2015.01.23 03:36:00 -
[161] - Quote
For the Amarr hull, if CCP Rattati feels like giving me a poly budget similar to the gunlogi/maddies I can get a 3d model based on this photo from years ago done in a few weeks. I'll throw over the .OBJ file and a simple animation/sound donation with the maddy and we can have a pretty pretty amarr HAV hull with no cost to the Dev team.
All i ask is to be immortalized in the game by being in its description in some manner. I mean what's the worst that'll happen? You don't like it and Scrap the idea? Best case you get new content to add to the game, I get a bit of portfolio material. You have everything to gain nothing to lose. I just need that Poly budget.
Amarr Faction Suit Colour Schemes
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iKILLu osborne
Dead Man's Game RUST415
612
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Posted - 2015.01.23 03:55:00 -
[162] - Quote
will amarr/min hulls be added to loyalty store?(they currently have none)
you spoke of limiting 3 tanks per team, do you mean 3 vehicles period or just 3 tanks? cause i don't want my team screwed cause of a deutsche murder taxi.
how much will the new hulls cost? (it's expensive as it is)
sp requirements?
where does the ds/ads/lav stand with the new av tanks? do they stand a chance or will they be swatted like a fly?
locks have already been brought up but i have some points of my own. * solo tankers often are plaqued by blues who will not get out, preventing us from recalling if ; av is too strong, switching to another tank, switching to infantry to help support a push, or simply we are out of ammo (no "reachable depots") and need to call n recall. *scouts are putting re's on my tank(rail/missile) so i hop out to kill him. blue switchs to main turret and enjoys his free tank or gets it blew up. *blue gives away my position/wastes ammo.
only owner can operate main turret^?
if you shoot me from the redline i will ensure your death will be a swift one
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Alex-ZX
Valor Coalition Red Whines.
182
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Posted - 2015.01.23 04:51:00 -
[163] - Quote
Spkr4theDead wrote:Alex-ZX wrote: I mean what happens if I put into the field a lot of those super tanks covering their backs each other, I know those are specific situations but, sometimes those are the most op You make it sound like the only ones allowed to use teamwork are infantry, and that pilots covering each other is OP and needs to be nerfed.
Never said anything of nerf, is a kind of example. It is like talking about sentinels. When those tanks touch ppl hands whom knows how this is going to be, that's all.
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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Bright Cloud
Namtar Elite Gallente Federation
786
|
Posted - 2015.01.23 05:58:00 -
[164] - Quote
Bah they just renaming a existing hull. Which is not appealing to me.
Bright is the opposite of dark! Who would have thought of that?!
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pumping up
Crux Special Tasks Group Gallente Federation
97
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Posted - 2015.01.23 07:55:00 -
[165] - Quote
Cassa-Nova wrote:For the Amarr hull, if CCP Rattati feels like giving me a poly budget similar to the gunlogi/maddies I can get a 3d model based on this photo from years ago done in a few weeks. I'll throw over the .OBJ file and a simple animation/sound donation with the maddy and we can have a pretty pretty amarr HAV hull with no cost to the Dev team. All i ask is to be immortalized in the game by being in its description in some manner. I mean what's the worst that'll happen? You don't like it and Scrap the idea? Best case you get new content to add to the game, I get a bit of portfolio material. You have everything to gain nothing to lose. I just need that Poly budget. It seems the actual problem is not having a model but rather the memory limit of the ps3 is already strained enough as is. You really wanna load even more models ? :P |
Breakin Stuff
Internal Error. Negative-Feedback
6662
|
Posted - 2015.01.23 08:45:00 -
[166] - Quote
There's probably a memory allocation error in the game. There is more poly clutter in destiny.
The maps are smaller but more poly clutter.
VHCL
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pumping up
Crux Special Tasks Group Gallente Federation
97
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Posted - 2015.01.23 09:03:00 -
[167] - Quote
Breakin Stuff wrote:There's probably a memory allocation error in the game. There is more poly clutter in destiny.
The maps are smaller but more poly clutter. Destiny runs on ps4 though :p
Please help me on my quest to get the Recruiter C-II Dropsuit!
https://dust514.com/recruit/S5kDan/ <3
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Galvatrona
Death Merchants Inc.
0
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Posted - 2015.01.23 09:12:00 -
[168] - Quote
All looks fine and good for the tank balancing act. It seems that the complaints from us have been yet ignored, maps with no reachable supply depots I wanna boot the blue berries and call a new one, OMG a "eject button" that also resets the get my tank timers for sq members and blues. Now to address the some douche stealing my tank through changing seats or some ass in a heavy suit kill me after calling a tank in factionals then he rides off after the timer has gone, OMG again "PILOT SUITS". You should "ONLY" be able to drive a dropship or a tank if your in a pilot suit. on the pilot suit action I am getting a little pissed off at seeing it in the market and having nothing there for ever. pilot suits could have 1 high, 1 low, 1 light weapon, 1 equiptment, 10 bandwidth. Locking the doors on the tank for only squad members would seem like a good idea, yes I brought out a tank to help the team but most importantly I am investing in side turrets to taxi/save my squad members. sounding a little selfish here but I don't hand out isk to ****** blueberries when the match is done to replace their suits they lost, not too sure if I have ever been paid from a ****** blueberry who wastes all the ammo shooting the enemy mcc giving away my location. Now on to my dropship problem, I get downed (no HP) my **** blows up, why don't I get 4-5 seconds to find a place to bail out. dropships seem to have this benefit, no hp and Its still moving then buddy bails and survives. I still have yet to see any realistic type flying device deploy troops after its destroyed up in the air or not blow up until its hit the ground, I feel my tank should hover for 5 seconds after its reached 0 hp just so I can get out safely behind a wall or something. If I try to ride out my tank to safety and get destroyed I die unless I bail first, why is this not applied to dropships, if you think you can get away stay in but if you can't well you die with your ship. Here is another point of understanding I don't get, a heavy suit can get out of a tank just as fast as my logi or scout can but the heavy can't run or jump anywhere near as fast or as high. the fact that you get spit out of your tank on the side facing the right direction you were firing seems wrong. I have lost matches that I should have won just because buddy has a heavy suit on, if the tank spit you out the back it would be safer for your passengers and make the heavy/scout deployment from tanks balanced as the heavy would have to run around the tank. I have had this discussion over and over. why not just let me wear a scout suit under my heavy suit, just so as I am dieing I can peel the big suit off and shotgun the rest then go back to my heavy suit. O wait I got another good example, out of ammo, see a red supply depot, get out to hack the leter then the supply depot for ammo, a scout spawns and steals my tank because he can run faster than me, I get left in a blueprint logi with all blueprint modules and the toxin sub, before I get back to the supply depot to change I get gunned down, I wonder who got doubly screwed here. we have been asking for door locks and ejection options and got spawn locks for 5 sec for green and 30 sec for blues, but this is waste of our breath for these changes is nothing compared to the time ccp has not added the pilot suits we asked for and the length of time I have viewed the empty pilot list in the market is very disappointing. heres how I am viewing the tank changes, Its a way for ccp to avoid and confuse what we have asked for in the past just to make more money through skill resets, then not use that money to address the changes we have "already" asked for with the money we have put in "already". can anybody say that what was pitched for visual customizations is what we got, no. Or what about the skill point cap plus boosters confusion, you do have to admit that big foot up your own *** got more people playing as they could actually see a future in dust if they played all week for their sp. I don't think pilot suits, door locks and actual exploding dropships is hard. |
WARxion ForDUST
G0DS AM0NG MEN General Tso's Alliance
337
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Posted - 2015.01.23 10:10:00 -
[169] - Quote
Galvatrona wrote:All looks fine and good for the tank balancing act. It seems that the complaints from us have been yet ignored, maps with no reachable supply depots I wanna boot the blue berries and call a new one, OMG a "eject button" that also resets the get my tank timers for sq members and blues. Now to address the some douche stealing my tank through changing seats or some ass in a heavy suit kill me after calling a tank in factionals then he rides off after the timer has gone, OMG again "PILOT SUITS". You should "ONLY" be able to drive a dropship or a tank if your in a pilot suit. on the pilot suit action I am getting a little pissed off at seeing it in the market and having nothing there for ever. pilot suits could have 1 high, 1 low, 1 light weapon, 1 equiptment, 10 bandwidth. Locking the doors on the tank for only squad members would seem like a good idea, yes I brought out a tank to help the team but most importantly I am investing in side turrets to taxi/save my squad members. sounding a little selfish here but I don't hand out isk to ****** blueberries when the match is done to replace their suits they lost, not too sure if I have ever been paid from a ****** blueberry who wastes all the ammo shooting the enemy mcc giving away my location. Now on to my dropship problem, I get downed (no HP) my **** blows up, why don't I get 4-5 seconds to find a place to bail out. dropships seem to have this benefit, no hp and Its still moving then buddy bails and survives. I still have yet to see any realistic type flying device deploy troops after its destroyed up in the air or not blow up until its hit the ground, I feel my tank should hover for 5 seconds after its reached 0 hp just so I can get out safely behind a wall or something. If I try to ride out my tank to safety and get destroyed I die unless I bail first, why is this not applied to dropships, if you think you can get away stay in but if you can't well you die with your ship. Here is another point of understanding I don't get, a heavy suit can get out of a tank just as fast as my logi or scout can but the heavy can't run or jump anywhere near as fast or as high. the fact that you get spit out of your tank on the side facing the right direction you were firing seems wrong. I have lost matches that I should have won just because buddy has a heavy suit on, if the tank spit you out the back it would be safer for your passengers and make the heavy/scout deployment from tanks balanced as the heavy would have to run around the tank. I have had this discussion over and over. why not just let me wear a scout suit under my heavy suit, just so as I am dieing I can peel the big suit off and shotgun the rest then go back to my heavy suit. O wait I got another good example, out of ammo, see a red supply depot, get out to hack the leter then the supply depot for ammo, a scout spawns and steals my tank because he can run faster than me, I get left in a blueprint logi with all blueprint modules and the toxin sub, before I get back to the supply depot to change I get gunned down, I wonder who got doubly screwed here. we have been asking for door locks and ejection options and got spawn locks for 5 sec for green and 30 sec for blues, but this is waste of our breath for these changes is nothing compared to the time ccp has not added the pilot suits we asked for and the length of time I have viewed the empty pilot list in the market is very disappointing. heres how I am viewing the tank changes, Its a way for ccp to avoid and confuse what we have asked for in the past just to make more money through skill resets, then not use that money to address the changes we have "already" asked for with the money we have put in "already". can anybody say that what was pitched for visual customizations is what we got, no. Or what about the skill point cap plus boosters confusion, you do have to admit that big foot up your own *** got more people playing as they could actually see a future in dust if they played all week for their sp. I don't think pilot suits, door locks and actual exploding dropships is hard.
We should start a Kickstarter project to replace your Return button... https://forums.dust514.com/default.aspx?g=posts&m=2585848#post2585848
Yes, I'm that desperate...
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Breakin Stuff
Internal Error. Negative-Feedback
6669
|
Posted - 2015.01.23 12:51:00 -
[170] - Quote
pumping up wrote:Breakin Stuff wrote:There's probably a memory allocation error in the game. There is more poly clutter in destiny.
The maps are smaller but more poly clutter. Destiny runs on ps4 though :p It also runs on the PS3. I own both versions.
VHCL
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Night 5talker 514
Freek Coalition Freek Alliance
340
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Posted - 2015.01.23 13:08:00 -
[171] - Quote
CCP Rattati wrote:Dear players, after reading through the 71 pages, and going back to study the dropsuit progression, plus factor in the massive tank OP situation that has arisen in the past, I propose that we introduce a tiericided approach to vehicles that has been proposed with dropsuits before. Dropsuits are different in that their relative powerlevel is much much lower, so that approach may not work there. That's for later. Phase 2) Rebalance as needed and introduce "repurposed hulls", same progression but using Gallente Hulls and highly recognizable color schemes to represent Amarr, Caldari for Minmatar. Phase 3) More Modules and weapons I hope to see real discussions about this proposal, please keep lore out of it for now, but feel free to start your own naming threads, I will sticky the best one, we need 2 new names for Caldari and Gallente ADV and PRO HAvs plus all the Amarr/Minmatar names. See updated on the fly document here: HAV Master Spreadsheet
Hi Rattati,
Firstly, I applaud the amount of research done with this, both reading through all those forum pages and looking at the previous problems.
Secondly, I am really happy to see place holder tanks so that you can begin to allow people to skill into their respective race's tanks. I feel for the NPE that there should be a warning before skilling into those skills just to say bonuses, turrets and look/feel is subject to change so you can manage expectations. I also think starting discussions now on the turrets is a good idea, I.e How will a laser turret work/look/feel and same for artillary for minmitar. Along with those discussions, it may be nice to work out what would the bonuses to the other races vehicles be?
Just my thoughts, but I like what I'm seeing so far.
Gaming Freek DUST 514 YouTube Channel
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Night 5talker 514
Freek Coalition Freek Alliance
340
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Posted - 2015.01.23 13:10:00 -
[172] - Quote
Cassa-Nova wrote:For the Amarr hull, if CCP Rattati feels like giving me a poly budget similar to the gunlogi/maddies I can get a 3d model based on this photo from years ago done in a few weeks. I'll throw over the .OBJ file and a simple animation/sound donation with the maddy and we can have a pretty pretty amarr HAV hull with no cost to the Dev team. All i ask is to be immortalized in the game by being in its description in some manner. I mean what's the worst that'll happen? You don't like it and Scrap the idea? Best case you get new content to add to the game, I get a bit of portfolio material. You have everything to gain nothing to lose. I just need that Poly budget.
Rattati, please help this guy out ^^
Gaming Freek DUST 514 YouTube Channel
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Lazer Fo Cused
Shining Flame Amarr Empire
598
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Posted - 2015.01.23 13:14:00 -
[173] - Quote
Soraya Xel wrote:Lazer Fo Cused wrote:1. If it takes 1 AV to 1 SOLO HAV then will it take 3 AV to take a 3man HAV? With the rough point that there's ups and downs to fitting and gear quality and such, yes, that's roughly what I'm suggesting. One player should equal one player.
1. The vehicle hating CPM member agrees that it should be 1:1 ratio
2. The new 3man HAV will take 3 AV to combat it - Currently you can use a 3man HAV now and 1 AV can kill it
3. Im holding all the infantry and AV players who preached this 1:1 ratio to account if they try and complain that it takes 3 AV to combat the 3man HAV - Your rules you stick to them |
Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
504
|
Posted - 2015.01.23 13:31:00 -
[174] - Quote
Dear Rattati! Can be made more efficient mines? Now they are ineffective against HAV. -ķan add a shovels in gear Matar Logi
BUGS514 Find all. I love ksu123 )
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CCP Rattati
C C P C C P Alliance
15558
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Posted - 2015.01.23 14:15:00 -
[175] - Quote
Number enthusiasts,
you can take a glance at how I am approaching the progression calculation in the tabs HAV Loadouts and more new tabs.
Basically I am creating a step by step progression plan, while managing somewhat competitive fits.
Take a look.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Internal Error. Negative-Feedback
6671
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Posted - 2015.01.23 15:08:00 -
[176] - Quote
CCP Rattati wrote:Things and stuff
Ok now that I have my ADHD under control again, do you want me to do all of the AV at each tier or do you just want the proto for maximum capability?
Do you mind if I recycle the simplified tables I stole from thaddeus?
Would you like me to convert the turret numbers I gave you to conform to current AV meta? One of the biggest complaints from drivers is "too short fights."
I'm perfectly copacetic with leaving hulls to you all while I putz with "blow **** up" numbers.
Once I am done with the extant modern AV, would you like me to convert the theoretical AV weapons I cooked up for my proposal so they are balanced more for the here and now of today?
Yes I'm just collating current data at the moment for comparison, not indulging in wild flights of fancy
VHCL
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Lazer Fo Cused
Shining Flame Amarr Empire
599
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Posted - 2015.01.23 15:09:00 -
[177] - Quote
CCP Rattati wrote:Number enthusiasts,
you can take a glance at how I am approaching the progression calculation in the tabs HAV Loadouts and more new tabs.
Basically I am creating a step by step progression plan, while managing somewhat competitive fits.
Take a look.
1. Aro you still working with 3/2 slot progression for ADV/PROTO? |
Ripley Riley
Incorruptibles
6919
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Posted - 2015.01.23 15:13:00 -
[178] - Quote
CCP Rattati wrote:Number enthusiasts,
you can take a glance at how I am approaching the progression calculation in the tabs HAV Loadouts and more new tabs.
Basically I am creating a step by step progression plan, while managing somewhat competitive fits.
Take a look. Rattati, I love that you share these numbers with us, I do. It's awesome that CCP is being transparent.
But I am having a hard time making heads or tails of some of this data. What does the 'Infantry AV' tab even mean?
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Godin Thekiller
The Corporate Raiders
2715
|
Posted - 2015.01.23 15:16:00 -
[179] - Quote
pumping up wrote:Breakin Stuff wrote:There's probably a memory allocation error in the game. There is more poly clutter in destiny.
The maps are smaller but more poly clutter. Destiny runs on ps4 though :p
That isn't..... what the **** are you even getting at?
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Internal Error. Negative-Feedback
6671
|
Posted - 2015.01.23 15:17:00 -
[180] - Quote
Rattati if you introduce the turrets for minmatar and amarr rather than the standard Assault, breach standard, etc. profgression I would like to offer an alternative:
Lasers:
Pulse laser turret, Beam laser turret Charged burst turret (Actually cooked this up for the arc cannon I was submitting)
Cannons:
Cannons: Like an M-1 Abrams main gun Autocannons Howitzers: Vehicular mass driver.
VHCL
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