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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Godin Thekiller
The Corporate Raiders
2715
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Posted - 2015.01.23 15:22:00 -
[181] - Quote
Breakin Stuff wrote: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.
So I assume you split artys into two groups?
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Internal Error. Negative-Feedback
6671
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Posted - 2015.01.23 15:27:00 -
[182] - Quote
Godin Thekiller wrote:Breakin Stuff wrote: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. So I assume you split artys into two groups? Cannons would be artillery/autocannon as a combined grouping.
So instead of generic standard weapon X you get the standard tank cannon.
Instead of generic assault you get the autocannon
Instead of breach you get a howitzer.
Much more interesting than variations on the same thing, and the minmatar actually ALLOW for this well, as do the amarr.
VHCL
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Tesfa Alem
Death by Disassociation
750
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Posted - 2015.01.23 16:00:00 -
[183] - Quote
At risk of sounding pretentious just to point out some things before somebody rants
Nerdmode activate, ahem.
Loadouts Tab
Gallente Gunlogi is the Caldari Gunlogi.
Fitting wise, the fuel injector is rarely used on gunlogis in favor of shield booosters, hardeners , extenders or damage modules. Also, the fuel injector takes up only small amount of fitting space, so any balancing acts based off of gunlogi fits with it equiped may seem off.
Vehicle Modules tab, forgive me, are these new or old values? T
I notcied that you put in adding a small missile turret variant as AI. Do we still get the Large AI. turret? Will the current small turrets be repurposed for AV?
Other than that everything looks pretty good.
Redline for Thee, but no Redline for Me.
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Stefan Stahl
Seituoda Taskforce Command
920
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Posted - 2015.01.23 16:05:00 -
[184] - 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. Hi.
Some issues: - From MLT Gunnlogi to STD Gunnlogi you add a STD light shield booster but don't add any defensive power. This seems problematic. At least add 25-50% of the hp-effect to defensive power from STD to CPX. - Armor repair modules don't appear to add to defensive power. Suggestion: Add 5 seconds worth of repairs to defense. This is shorter than some fights, but also longer than some (remote explosives come to mind). - Hardener's effect on defensive power should be weighted by their relative activation time. E.g. a shield hardener at max skills right now is active 40% of the time and grants an average shield hp boost of 16% (40% resist * 40% activation time = 16%). - DPS for the first ~7k hp of damage is a better measure of offensive power. This is comparatively easy to calculate and can take heat sinks into account. It is also most relevant for HAV vs HAV fights. - If your statistical toolset is good you can derive 'power' from 'popularity' (while excluding free MLT stuff). This came to me when I realized that std shield boosters will never be fit on anything while their cooldown is still at 70 seconds. Suggestion: Use something like a 55/50/45 progression with active modules. This seems like a small progression, but the core skills deduct another 25%. Alternatively decrease the core skill effect (e.g. 2%/lvl) and use a taller progression (e.g. 55/45/35). - You noted that there're no low slot modules to fit on shield HAVs. Suggestion: Add passive support modules like resistance plates on 'opposite' slots (shield resistance in low, armor resistance in high) - this somewhat imitates the Eve:Online doctrine (hardeners mid, resist low) that fully avoids the "shield tankers don't have low-slot modules" issue. Additionally, consider re-introducing passive mobility modules such as torque modules (passive +X% engine torque) and make them follow the same 'opposite from the active module' rule. I'd like to refer to my last post in this thread for a simple mathematical rule to derive X from the stats of a fuel injector.
Super vain post scriptum: I read in the excel sheet that you were looking at the AUR Madrugar. On that topic, please make the Kaalakiota Recon Dropship a STD aurum variant. Preferably unfit and reasonably priced. Its red skin is totally sick and could actually earn you a few dollars if it was used on something useful.
[Edit] I also noticed the "add AI small missile turret"-thing. Are you sure about that? Missiles are the best anti-infantry turret right now. ... From the perspective of a DS-pilot ... |
Sir Dukey
Murphys-Law General Tso's Alliance
1576
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Posted - 2015.01.23 16:18:00 -
[185] - Quote
All I want is chromosome tanks please. Please!! Passive mods. Revert 1.7 arcade tanks to chromosome.
Acquire Currency, Disregard Female Canis lupus familiaris
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Godin Thekiller
The Corporate Raiders
2716
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Posted - 2015.01.23 16:31:00 -
[186] - Quote
Sir Dukey wrote:All I want is chromosome tanks please. Please!! Passive mods. Revert 1.7 arcade tanks to chromosome.
Fully would be the same as now but with better hulls tbh, because, you know, rails and missiles were OP then too.
click me
Blup Blub Bloop. Translation: Die -_-
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Galvatrona
Death Merchants Inc.
1
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Posted - 2015.01.23 16:31:00 -
[187] - Quote
Don't particularly care about your concern for a return button press that's not what this is for. This is to address the tank crap they intend on dropping instead of things we have asked for and things they have said they would be dropping on us like pilot suits. Most of the people here have had dropsuits all along. I have "only" driven tanks from the beginning. I was 50/50 in to suits and tanks, with the skill resets we received a while back I put all my sp into tanks and turrets. With the drop of 1.10 and the higher sp cap I got into a dropsuits once again. For the longest time a tank was my "only" useable fitting. I have added to posts and suggested things, its about time to give up on dust as what we ask for and what we receive are 2 way different things. back tracking to fix things that are broken seems more logical, like broken maps that suicide your tank out of nowhere. I have been in a tank for a lot longer than most and have driven every where on the maps even the places you shouldn't/can/t get them to. I guess it woulden't do any good to ask for pilot suits with the vehicle bonuses on them, may seem too difficult to do what asked than to smash through a budget making something new and confusing to get cash out of players. I am beginning to not see a point in participating in forums with dust to be generally ignored on key points. (return)
Correcting peoples paragraphs and spelling just shows us your dedication to OCD and waste of space. the posts are about tanks, not spelling or punctuation. Another reason not to post up in the forums the A.D.D. kids can't stick to topic. (return again, It says enter on my keyboard but seems the same)
Again I ask where is my pilot suit and proper options for the door locks on vehicles. dropships should have no door locks but it would be to stupid for me to think that people wanna wait 30 seconds to get a full dropship at the beginning of battle, hmm pilot suit only drivers seat would eliminate the need for door locks on a dropship. And to the people who wanna steal others vehicles at the beginning of factionals they would need to start in a pilot suit also. Addressing the color variations with the new type tanks does this mean they will be blueprint and in the visual customizations tab. from what we were told about visual customizations this would not be a far off guess of whats going on. visual customizations on tanks would be awesome but the thought of visual customizations and what we received already doesn't seem too promising. back track, repair and address the users wants before you set up a new budget to blow a bunch of development dollars on a new addition that just looks like it addressed some problems but really just created a new pile. I think it would be more efficient to use the money I have put into this game to add/fix whats already here than create a new batch of problems, just a thought here if there was money spent on developing pilot suits and it was scrapped is that budget wasted or would we be getting our moneys worth if ccp dust finished what they started on that budget. we asked for player trading and got sell your assets seems like an avoidance of what was asked for. |
Soraya Xel
Abandoned Privilege Top Men.
5591
|
Posted - 2015.01.23 16:49:00 -
[188] - Quote
Breakin Stuff wrote: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."
Of course the issue for drivers is "too short fights". They have a ton of ability to relocate quickly and get away from a fight. A prolonged fight with AV means vehicles can choose to disengage at any time and run away. A longer fight is almost guaranteed to heavily favor vehicle users.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Stefan Stahl
Seituoda Taskforce Command
920
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Posted - 2015.01.23 16:53:00 -
[189] - Quote
Soraya Xel wrote:A longer fight is almost guaranteed to heavily favor vehicle users. This only holds true if mobility (or "time to disengagement") is kept constant. This isn't necessarily the case.
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Maken Tosch
DUST University Ivy League
10855
|
Posted - 2015.01.23 16:56:00 -
[190] - Quote
CCP Rattati wrote: 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.
I think this makes sense. The Gallente and Amarr share curved designs as made evident by their ships in Eve Online. The Caldari and Minmatar share right-angle designs.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Lazer Fo Cused
Shining Flame Amarr Empire
600
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Posted - 2015.01.23 17:55:00 -
[191] - Quote
1. I cant make loadouts based on the 3/2 slot layout since they are all the same cookie cutter fits
2. Need more module variety so i cant make cookie cutter fits
3. Need more slots too for adv/proto hulls to help eliminate cookie cutter fits |
XxBlazikenxX
Y.A.M.A.H
46
|
Posted - 2015.01.23 18:30:00 -
[192] - Quote
Galvatrona wrote:Don't particularly care about your concern for a return button press that's not what this is for. This is to address the tank crap they intend on dropping instead of things we have asked for and things they have said they would be dropping on us like pilot suits. Most of the people here have had dropsuits all along. I have "only" driven tanks from the beginning. I was 50/50 in to suits and tanks, with the skill resets we received a while back I put all my sp into tanks and turrets. With the drop of 1.10 and the higher sp cap I got into a dropsuits once again. For the longest time a tank was my "only" useable fitting. I have added to posts and suggested things, its about time to give up on dust as what we ask for and what we receive are 2 way different things. back tracking to fix things that are broken seems more logical, like broken maps that suicide your tank out of nowhere. I have been in a tank for a lot longer than most and have driven every where on the maps even the places you shouldn't/can/t get them to. I guess it woulden't do any good to ask for pilot suits with the vehicle bonuses on them, may seem too difficult to do what asked than to smash through a budget making something new and confusing to get cash out of players. I am beginning to not see a point in participating in forums with dust to be generally ignored on key points. (return)
Correcting peoples paragraphs and spelling just shows us your dedication to OCD and waste of space. the posts are about tanks, not spelling or punctuation. Another reason not to post up in the forums the A.D.D. kids can't stick to topic. (return again, It says enter on my keyboard but seems the same)
Again I ask where is my pilot suit and proper options for the door locks on vehicles. dropships should have no door locks but it would be to stupid for me to think that people wanna wait 30 seconds to get a full dropship at the beginning of battle, hmm pilot suit only drivers seat would eliminate the need for door locks on a dropship. And to the people who wanna steal others vehicles at the beginning of factionals they would need to start in a pilot suit also. Addressing the color variations with the new type tanks does this mean they will be blueprint and in the visual customizations tab. from what we were told about visual customizations this would not be a far off guess of whats going on. visual customizations on tanks would be awesome but the thought of visual customizations and what we received already doesn't seem too promising. back track, repair and address the users wants before you set up a new budget to blow a bunch of development dollars on a new addition that just looks like it addressed some problems but really just created a new pile. I think it would be more efficient to use the money I have put into this game to add/fix whats already here than create a new batch of problems, just a thought here if there was money spent on developing pilot suits and it was scrapped is that budget wasted or would we be getting our moneys worth if ccp dust finished what they started on that budget. we asked for player trading and got sell your assets seems like an avoidance of what was asked for.
Hello Wall of Text
A proud member of Y.A.M.A.H
Recruitment
Don't fix what's not Baroque
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Tesfa Alem
Death by Disassociation
753
|
Posted - 2015.01.23 18:39:00 -
[193] - Quote
Soraya Xel wrote:Breakin Stuff wrote: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." Of course the issue for drivers is "too short fights". They have a ton of ability to relocate quickly and get away from a fight. A prolonged fight with AV means vehicles can choose to disengage at any time and run away. A longer fight is almost guaranteed to heavily favor vehicle users.
I want to explain to you why sitting there and taking damage over a longer period of time is bad, and that fights that are too short leaves a feeling of a cheap death. TTK balance is not really an impossible concept to grasp but then i read your post again.
What do you mean by this statment "a longer fight is almost garunteed to favor vehicles", as in LAVs, Dropships and Tanks? How so? How would a long engagement favor a dropship over a forge gunner?
You seem to be unable to grasp that vehicles by their nature are mobile (call me crazy, but i'm sure i can get farther in a car than i can on foot).Why? Sure a vehicle can move away, and once the vehicle does the AV is no longer under threat from the vehicle either. Tanks are hardly nimble (as many a forge gunner knows), LAV have no real offensive power except the wheelchair heavy leaping out . That just leaves the Dropships, which by your own admission swarms are ina good place vs dropships right now.
I'm trying to figure out where you are coming from with all of this hyperbole. Even with my wildest arguements with Atiim, and my AV vs Vehicle discussions with Breaking Stuff, nobody else (except IWS) just comes out and drops the sort of comments you do. When a dedicated AVer comments HAV TTK should be balanced why do you have to jump all over him?
Redline for Thee, but no Redline for Me.
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Spkr4theDead
Red Star.
2809
|
Posted - 2015.01.23 18:46:00 -
[194] - Quote
CCP Rattati wrote:STYLIE77 wrote: relevant thoughts
I know the risks, and all the history. I believe there is a way to make this work. Vehicle players will have to realize that the progression will not be nearly as steep as before, and that there will be a learning period while we balance the content, erring on the safe side. Without some form of AI threat, there is no reason to use HAVs except to fight other HAVs. There needs to be that first escalation to get the game going. HAVs may end up being even easier to kill at lower levels, I don't have the stats yet. Again, we want everyone to have a way to progress, and feel that they are unlocking and earning something of value. If 5 tanks are too much, we may restrict them to 3, whatever is necessary. Don't change the max number of vehicles just because they don't want to do anything to destroy them.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Godin Thekiller
The Corporate Raiders
2719
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Posted - 2015.01.23 19:09:00 -
[195] - Quote
Soraya Xel wrote:Breakin Stuff wrote: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." Of course the issue for drivers is "too short fights". They have a ton of ability to relocate quickly and get away from a fight. A prolonged fight with AV means vehicles can choose to disengage at any time and run away. A longer fight is almost guaranteed to heavily favor vehicle users.
Xel, stop being dishonest. You know exactly what he meant by that.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2719
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Posted - 2015.01.23 19:12:00 -
[196] - Quote
Tesfa Alem wrote:Soraya Xel wrote:Breakin Stuff wrote: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." Of course the issue for drivers is "too short fights". They have a ton of ability to relocate quickly and get away from a fight. A prolonged fight with AV means vehicles can choose to disengage at any time and run away. A longer fight is almost guaranteed to heavily favor vehicle users. I want to explain to you why sitting there and taking damage over a longer period of time is bad, and that fights that are too short leaves a feeling of a cheap death. TTK balance is not really an impossible concept to grasp but then i read your post again. What do you mean by this statment "a longer fight is almost garunteed to favor vehicles", as in LAVs, Dropships and Tanks? How so? How would a long engagement favor a dropship over a forge gunner? You seem to be unable to grasp that vehicles by their nature are mobile (call me crazy, but i'm sure i can get farther in a car than i can on foot).Why? Sure a vehicle can move away, and once the vehicle does the AV is no longer under threat from the vehicle either. Tanks are hardly nimble (as many a forge gunner knows), LAV have no real offensive power except the wheelchair heavy leaping out . That just leaves the Dropships, which by your own admission swarms are ina good place vs dropships right now. I'm trying to figure out where you are coming from with all of this hyperbole. Even with my wildest arguements with Atiim, and my AV vs Vehicle discussions with Breaking Stuff, nobody else (except IWS) just comes out and drops the sort of comments you do. When a dedicated AVer comments HAV TTK should be balanced why do you have to jump all over him?
Thing is, Breakin wasn't really even talking about AV then, but rather, vehicle fights.
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Internal Error. Negative-Feedback
6676
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Posted - 2015.01.23 19:28:00 -
[197] - Quote
Soraya Xel wrote:Breakin Stuff wrote: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." Of course the issue for drivers is "too short fights". They have a ton of ability to relocate quickly and get away from a fight. A prolonged fight with AV means vehicles can choose to disengage at any time and run away. A longer fight is almost guaranteed to heavily favor vehicle users.
allow me to provide context:
Too short fights between HAV vs HAV.
Ask for clarification before you get bitchy next time
VHCL
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Xocoyol Zaraoul
Superior Genetics
2916
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Posted - 2015.01.23 19:48:00 -
[198] - Quote
If CCP introduces a restriction from 5 to 3 HAVs, then I would like Militia HAVs to be removed considering how often those are currently spammed.
I don't want to be locked out simply because someone called in a militia rail and is redline sniping with it when I have a real HAV I intend on actually using.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Breakin Stuff
Internal Error. Negative-Feedback
6677
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Posted - 2015.01.23 19:52:00 -
[199] - Quote
Ok nerds:
So far I have compiled the DPS and damage numbers for the Forge, Swarms, PLC and AV nades.
the classification criteria are as follows:
Base stats
Stats at level 5
Stats at level 5 vs. Armor
Stats at level 5 vs. Shields
Level 5 with 3 Damage Mods vs. Armor
Level 5 with 3 Damage Mods vs. Shields.
the three damage mods is based on 2/4 medium suits capping at three highs. Only the minmatar and caldari sentinels can fit more than two damage mods. Also because more than three damage mods is a waste of a fitting slot in 99% of all fits. TTK stops really changing there.
Spreadsheet is here
AV
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Breakin Stuff
Internal Error. Negative-Feedback
6680
|
Posted - 2015.01.23 20:55:00 -
[200] - Quote
CCP Rattati wrote:
If 5 tanks are too much, we may restrict them to 3, whatever is necessary.
so long as the AV guns are up to the task of fighting the HAVs, this will never be a problem.
As it stands one of the AV guns IMHO needs to be toned down SHARPLY unless the HAVs are thoroughly beastmode across the board compared to what they are today.
By the way, the AV breakdowns are now part of my sig for easy reference. I'll work out the values for the oddballs either tomorrow morning or tomorrow night while normal people sleep.
AV
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Breakin Stuff
Internal Error. Negative-Feedback
6686
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Posted - 2015.01.23 21:02:00 -
[201] - Quote
Can we get the protofits guys to make a page based on Rattati's proposed HAV stats?
Might be helpful to be able to make/look at EHP and resistance spreads so we can compare turrets and AV to the hulls
AV
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Godin Thekiller
The Corporate Raiders
2724
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Posted - 2015.01.23 21:36:00 -
[202] - Quote
Breakin Stuff wrote:Can we get the protofits guys to make a page based on Rattati's proposed HAV stats?
Might be helpful to be able to make/look at EHP and resistance spreads so we can compare turrets and AV to the hulls
I would start making fits if they did this.
click me
Blup Blub Bloop. Translation: Die -_-
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Stefan Stahl
Seituoda Taskforce Command
922
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Posted - 2015.01.23 22:05:00 -
[203] - Quote
Breakin Stuff wrote:Ok nerds: So far I have compiled the DPS and damage numbers for the Forge, Swarms, PLC and AV nades. Spreadsheet is here Thanks for that. The math seems sound on first glance (I started in column AB and went down the formulas from there).
It's really funky. The SL has the much higher long-term DPS, but has to rely on the target staying within lock-on range long enough. The IAFG doesn't have the DPS but can keep hitting for longer. These numbers exactly line up with my experience. An IAFG at 8.5k damage per clip can take out my Grimsnes before I escape, but a pro SL can't because it can only unload one clip at 6.2k hp damage against armor before I'm out of range. My Myron however can withstand an IAFG clip (6k hp damage against shields) but is more of a hassle to operate due to active mods.
That sheet would be very useful for large turrets too, you know? ... Just for your information ... not asking for anything ... |
501st Headstrong
0uter.Heaven
812
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Posted - 2015.01.23 22:21:00 -
[204] - Quote
Is the coding for the old guns like Compressed Particle Cannons and Fragmented Blasted gone, or can that be brought back, because there was a wealth of content there
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
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Breakin Stuff
Internal Error. Negative-Feedback
6690
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Posted - 2015.01.23 22:30:00 -
[205] - Quote
Stefan Stahl wrote:
[Edit] Should AV weapon discussions maybe go in a different thread? I could make some interesting suggestions here, but I don't want to derail the thread.
[Edit2] Eh, what damage profiles did you use and where is prof. V added? Looking at swarms I can't follow e.g. from D3 to D27 and then from D27 to D51. This data was entered as constants, so I can't see the formulas you used.
1: I'm doing this cause Rattati asked me to. I have my own recommendations to make. I'll also be converting my numbers for the Heavy and light weapons I was proposing. I have to bring their destructive capacity more in line with what we have for current AV.
2: Prof 5 is added under level 5 versus the appropriate shield or armor since the proficiency is ONLY applied to shield or armor
And yes, I'll do the turrets, too.
AV
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DarthJT5
Random Gunz RISE of LEGION
194
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Posted - 2015.01.23 22:32:00 -
[206] - Quote
My Only problem with this Ratt, is that your still going by a 3/2 or 2/3 system for slots. This is very, very bad. Reduce power of the mods, add more slots because we need variety. Gunnlogi should get 4 highs and 2 lows, opposite for Maddy. Minmatar should get a 3/3 layout, but I'm not sure about what to do with Amarr....
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Breakin Stuff
Internal Error. Negative-Feedback
6690
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Posted - 2015.01.23 22:35:00 -
[207] - Quote
DarthJT5 wrote:My Only problem with this Ratt, is that your still going by a 3/2 or 2/3 system for slots. This is very, very bad. Reduce power of the mods, add more slots because we need variety. Gunnlogi should get 4 highs and 2 lows, opposite for Maddy. Minmatar should get a 3/3 layout, but I'm not sure about what to do with Amarr....
Actually, myself, Thaddeus and Pokey are rather unanimously going to recommend a seven-slot layout.
Amarr 2/5
Caldari 5/2
Gallente 3/4
Minmatar 4/3
Cookie cutter fits need to die in a fire.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4510
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Posted - 2015.01.23 23:18:00 -
[208] - Quote
Breakin Stuff wrote:DarthJT5 wrote:My Only problem with this Ratt, is that your still going by a 3/2 or 2/3 system for slots. This is very, very bad. Reduce power of the mods, add more slots because we need variety. Gunnlogi should get 4 highs and 2 lows, opposite for Maddy. Minmatar should get a 3/3 layout, but I'm not sure about what to do with Amarr.... Actually, myself, Thaddeus and Pokey are rather unanimously going to recommend a seven-slot layout. Amarr 2/5 Caldari 5/2 Gallente 3/4 Minmatar 4/3 Cookie cutter fits need to die in a fire.
Yeah. 7 slots with those layouts works pretty well with the modules I'm working on, and gives enough flexibility to have more than like.....1-2 fits for each type.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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shaman oga
Dead Man's Game
3758
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Posted - 2015.01.23 23:35:00 -
[209] - Quote
I saw those fit in HAV loadout page.... We are still in deep water.
The thing that pissed me off the most in the current meta is: armor tanking shield tanks. Every tank balance pass, which allow caldari vehicles to be succesfully armor tanking for me is not good at all. Armor on caldari vehicles should mean troll fit, same goes for fuel injector.
To make a good comparison: fitting a plate on a caldari vehicle should be like fit a shield regulator on gallente dropsuit, it's simply not its place. Please Rattati there are some very good models lying around here on the forums, pick one of them, use it as base, then modify what you wish, idk if you have played in vehicles before 1.7 (or in chromo), but i can assure it was 100% more fun, even with all the problems and vehicle vs vehicle unbalance there was.
AV is secondary problem and can be balanced on vehicles.
Pronounced Scam - man - hoga
Minmatar omni-merc
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Godin Thekiller
The Corporate Raiders
2725
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Posted - 2015.01.23 23:42:00 -
[210] - Quote
Breakin Stuff wrote:DarthJT5 wrote:My Only problem with this Ratt, is that your still going by a 3/2 or 2/3 system for slots. This is very, very bad. Reduce power of the mods, add more slots because we need variety. Gunnlogi should get 4 highs and 2 lows, opposite for Maddy. Minmatar should get a 3/3 layout, but I'm not sure about what to do with Amarr.... Actually, myself, Thaddeus and Pokey are rather unanimously going to recommend a seven-slot layout. Amarr 2/5 Caldari 5/2 Gallente 3/4 Minmatar 4/3 Cookie cutter fits need to die in a fire.
Hey you ****.............
click me
Blup Blub Bloop. Translation: Die -_-
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