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Breakin Stuff
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Posted - 2015.01.26 08:41:00 -
[1] - Quote
Believe it or not smalls need a checkup. Not a nerf though. Small rails are ineffectual for the most part, small blblasters are borderline worthless.
Small missiles, however, are not in a bad place. They work well on a dropship. The only real problem is the projectiles spawn in bizarre places with screwy flight paths when fired from moving ground vehicles.
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Posted - 2015.01.26 09:12:00 -
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MINA Longstrike wrote:Is it possible that we'll also see some semblance of racial parity from this too? If no one else does I'm already theorycrafting large turrets for racial parity.
Once we have the hulls finalized and the turrets we have redone all I have to do is math.
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Posted - 2015.01.26 10:30:00 -
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Alright I looked at your initial there.
My first thought is that, unless you intend for EHP capaccapacityi to be based off the current Gunnlogi these turrets for AV will cause nosebleedingly short fights.
2000 DPS is mind-numbingly short duration. Currently the only turret that breaks 1000 DPS by any significant margin is the missile turret.
For basic purposes, until you have the hulls locked down, that you make turret DPS step up rather than have one sub-1000 DPS cannon then two above 2000.
Right now, without finalized hull average EHP I can only base these numbers off what we have now.
My assesment In the aforementioned vacuum is that I think missiles need their rate of fire dropped and their velocity stepped up. There really should be no need for a fragmented version with a low splash damage hit with a moderate radius to represent collateral damage from a large shaped charge.
In today's climate I'd recommend high alpha for rails around 1750 alpha and an overall base DPS of 700-750, a bit ahead of handheld AV.
I would recommend setying missiles to a base 800-850 which would require a more sustained fire pattern than instablap barrage.
And I would recommend setting blasblastersres to 900-950 DPS and tweak upward based on your finalized hulls.
It will be easier to step the weapons up or down as needed en masse if we set up a baseline Rather than having to play guessing games with each one.
If we start here, then it's easier to balance them so they can be used on infantry without being overpowering or needing special modules to tighten the dispersion.
My two cents. Hope it helps.
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Posted - 2015.01.26 10:57:00 -
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I should probably post my reasoning here:
Infantry AAV and large turrets pretty much have the same function. I believe that the turrets should be more advantageous for killing tanks though, so I believe keeping their overall DPS ahead of infantry AV is the way to go But not by a vast margin.
Both have the same TTK issue. If either kills too fast, why bother driving what is effectively a suicide box? But if they kill too slow then back to square 1. It's why I think vehicle guns and heavy/handhelds should follow similar lines.
That being said, would it be bad if small rails behaved more like the assault forge gun. Traditionally infantry crew served weapons are simply vehicle pintle mounted weapons with parts swapped out for being usable by infantry.
If we set it up right we could potentially be using vehicle model smalls as heavy weapons and vice versa.
On a similar note, could the heavy weapons be converted to vehicle use as well?
And finally on the heat mechanics.
Heat was originally added to rails and blasters tou counteract infinite ammunition. Now that we actually have depletable ammunition magazines, is it feasible to looking at removing the trait in favor of ammo capacity control?
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Posted - 2015.01.26 11:01:00 -
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shaman oga wrote:H0riz0n Unlimit wrote:Splah damage for particle accelerator and particle cannon? Not a huge one but just enough to 2-shot ak0 sentinels without a doible hit ( useless comment) It's 2 meters at 234HP, you will have an hard time 2 shot a sentinel, but that is fair, splash must be for defense, not for offense. On that note I'm debating recommending removing splash resistance for sents and replacing it with a racial weapon bonus since we seem to be (in due time) moving in that direction.
But that comes around phase 2 or 3.
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Breakin Stuff
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Posted - 2015.01.26 11:07:00 -
[6] - Quote
One of the oft-repeated complaints I keep hearing from HAV drivers is that tank vs. Tank engagements end too quickly.
The gold standard seems to be who pulls the trigger with doubled damage mods first wins.
I'm iffy but honestly if they want longer fights I can't think of a reason to tell 'em no. But it means the DHAVs will probably need a good turret bonus.
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Posted - 2015.01.26 12:42:00 -
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shaman oga wrote:Breakin Stuff wrote:One of the oft-repeated complaints I keep hearing from HAV drivers is that tank vs. Tank engagements end too quickly.
The gold standard seems to be who pulls the trigger with doubled damage mods first wins.
I'm iffy but honestly if they want longer fights I can't think of a reason to tell 'em no. But it means the DHAVs will probably need a good turret bonus. HAV vs HAV TTK are fine imho, i would like to keep the TTK short if one tank manage to ambush the other, i've also managed to destroy more than 1 HAV in a short time when i ambushed them. Frontal assault when both tanks activate modules take a good amount of time and are also attracting AV attention, if we raise the TTK, even if one tank destroy the other, then the AV will have enough time to esily destroy the remaining tank. This is also to take in consideration, if to destroy another tank, i have to waste mine because AV, then i will rather go AV myself to destroy the enemy tank and not lose mine. I'm not talking about an HAV caught dead to rights.
Most engagements where HAVs engage head on should last a little longer. Ambushes should be ockeying for flanking and weakpoints.
But ambushes should be short, brutal affairs, I agree. I'm more talking about engagements where both tanks are jockeying for the best position, mostly.
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Breakin Stuff
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Posted - 2015.01.26 12:48:00 -
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DeathwindRising wrote:MINA Longstrike wrote:^one adv damage mod and catching someone between cycles or shooting at any armor tank. what level turret? and youre fitting this on a gunnlogi or maddy? either way youre only good for a single 1v1 bout. the gunnlogi turns into glass, and a maddy with that fit would need cpu mod, so glass fit again. thats hardly an OP tank. maybe i should start tossing the word "efficient" around. the missile launcher is "efficient" like a SCR lol. thing is though, missile arent used in PC. they arent even used in serious tanking. anyone that is pissed off at a tank that wants to kill it with a tank, is going to get a dual tank gunnlogi with a railgun.
Therein lies the problem.
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Posted - 2015.01.26 12:57:00 -
[9] - Quote
Madrugars suffer from massive fitting failures. The gunnlogi fitting is very generous and allows solid fits. Even to the point of rendering many turrets and AV options moot.
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Posted - 2015.01.26 14:23:00 -
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Also, if you run turrets at 2000 DPS and then use a module to allow you to consistently hit infantry I fail to see how this will not cause issues.
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Posted - 2015.01.26 15:59:00 -
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CCP Rattati wrote:Breakin Stuff wrote:Madrugars suffer from massive fitting failures. The gunnlogi fitting is very generous and allows solid fits. Even to the point of rendering many turrets and AV options moot. Which is what I have been saying as well, this thread is about making all three turrets viable.
My reasoning for wanting to start low is once you stack a 2000 DPS blaster on a UHAV, which is resistant to swarms, forge guns et al, there's going to be an issue even if you force it to require a module. 750 base DPS on any turret would have been sufficient to challenge even a chromosome Surya bricked out. I actually killed one with my 600 DPS base damage IAFG. But if we start the DPS values lower as a baseline:
750 ish for rails at proto: High alpha, slower rate of fire means brawling is a bad idea. DHAVs would not be overpowering compared to other hull types using the weapon and you could justify re-introducing splash. You'd still OHK infantry on a direct hit, but you can't spam shots as fast, so you have to rely on the warhead to clear the rats and make them run.
850-ish to missiles: Removes the point blank "armor killing shotgun" and justifies adding decent splash at mid range, mid alpha and mid RoF. Missiles could easily be a workhorse weapon if properly set up, well balanced for fighting all comers.
900-950 for blasters: This is the DPS equivalent of the HMG. The HMG has a lot of obnoxious but even if you tightened the dispersion on the blaster you won't achieve as reliable kills without patience. You wouldn't be ripping out DPS so fast that it has to be artificially slowed, and without splash it means every shot has to count. The way blasters are set up infantry can literally step between the fire delay and maybe only get hit once. This will be the go-to weapon for UHAVs most likely.
I'd like to set the turrets up so they are formidable, but do not require artificial brakes to protect infantry that will gimp their AV capacity. I think there's ways we can do this without breaking the balancing acts wide open.
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Posted - 2015.01.26 17:31:00 -
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what happens if you make missiles like a "burst" weapon with fast launch, lower alpha but a wide area saturation and decently fast reload?
This is PURE brainstorming guys.
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Posted - 2015.01.26 22:22:00 -
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MINA Longstrike wrote:So we LBX-10 the blaster turret? Changing it from a high RoF 'precision' weapon into vehicular shotgun turret? I can get behind this.
that's a thought. Honestly I thought the PLC projectile shotgun was not a bad idea.
3-4 projectiles, 500 damage apiece, decent splash spread. I think it's doable. With a slower rate of fire (not as slow as the godawful PLC reload/charge cycle) it could be an excellent close range platform without being overwhelming to an asinine degree.
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Posted - 2015.01.27 08:41:00 -
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Spkr4theDead wrote:Breakin Stuff wrote:Also, if you run turrets at 2000 DPS and then use a module to allow you to consistently hit infantry I fail to see how this will not cause issues. It's called being rewarded with +50 for a kill because of proper aim. Only you would think that is a good idea.
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Posted - 2015.01.27 09:51:00 -
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I have an alternative sesign idea for the heavy missile turret.
Can the swarm missile effects be rendered rapidly without slogging the server?
Assume that the "follow up target" scripts are not being used. Pure dumbfire.
I have an idea that is potentially both solidly destructive, can be used on infantry and is visually cool.
It sort of combines the MLRS idea with a helicopter rocket pod on a slightly larger scale. I just need to figure out what the DPS and fire rates might be. It wouldn't have to do nearly as much DPS as it does now to be effective at midrange HAV combat.
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Posted - 2015.01.27 12:39:00 -
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Unless 20,000 EHP HAVs is going to become the norm what would be the point of 2000 base DPS weapons is more my point.
Hitting infantry doesn't bug me at all. Hitting accurately at 2000 DPS against infantry isn't a fight. It's farming easy mode. Instagib should be reserved for high alpha weaponry.
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Posted - 2015.01.27 14:16:00 -
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Honestly I would like to see less heat control on HAVs using rail and blaster tech and more reliance on magazine capacity.
Especially since heat was the brake on unlimited ammo tanks.
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Posted - 2015.01.27 17:02:00 -
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Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Also, if you run turrets at 2000 DPS and then use a module to allow you to consistently hit infantry I fail to see how this will not cause issues. It's called being rewarded with +50 for a kill because of proper aim. Only you would think that is a good idea. It works for infantry, why shouldn't it work for us? Name a weapon that does 2000 DPS while rewarding people with +50 that isn't a heavy missile turret.
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Posted - 2015.01.27 17:20:00 -
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MINA Longstrike wrote:Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote:Also, if you run turrets at 2000 DPS and then use a module to allow you to consistently hit infantry I fail to see how this will not cause issues. It's called being rewarded with +50 for a kill because of proper aim. Only you would think that is a good idea. It works for infantry, why shouldn't it work for us? This is not a "them vs us" situation, anyone who thinks it is on either side shouldn't be involved here. If you're not willing to behave or discuss things like a rational adult to create a healthy gameplay experience for all involved you need to gtfo because your opinions are neither wanted nor are they constructive. By the way I posted a pilot suit thread Here.
I'd appreciate feedback. it's a very raw bit of work, primarily concerned with allowing dedicated pilots bypass the normal RDV queue.
I haven't bothered with racial bonuses because I figure HAV drivers/dropship pilots should cook the racials up. Since it's something you wear inside a vehicle there's no real need for mods.
the idea is that pilot suits allow you to spawn DIRECTLY onto the battlefield in your vehicle.
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Breakin Stuff
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Posted - 2015.01.27 19:05:00 -
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Lazer Fo Cused wrote:Pokey Dravon wrote:Lazer Fo Cused wrote:Breakin Stuff wrote: Name a weapon that does 2000 DPS while rewarding people with +50 that isn't a heavy missile turret.
1. FG Not really sure how a gun that does 1725 damage every 2.25 seconds equates to 2000 DPS.... Time Dilation? 1. It wasnt the question and the answer to the question is correct Ishukone Assault Forge Gun does... *drumroll please*
303.7974684 sustained DPS before skills.
Single magazine DPS is 375.
That refire delay attribute that isn't listed anywhere is utterly hilarious.
Try again. next time bring math.
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Breakin Stuff
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Posted - 2015.01.27 19:23:00 -
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Lazer Fo Cused wrote: 1. It wasnt the question
2. The question was and still is this - Name a weapon that does 2000 DPS while rewarding people with +50 that isn't a heavy missile turret 2a. Name a weapon - It didnt have to include maths 2b. The weapon in question had to do over 2000DPS - A FG does a strike in less than 1second 2c. It had to get 50+ for a kill
3. When using BFG i can kill a target and get 50+ - The strike itselft does over 2000 in less than a second - Didnt have to include charge up time because DPS is a useless stats due to most AV weapons and turrets do not do damage every second
We're sorry, the 5 second charge time calls your assertion bullsh*t.
That's very slightly more than 400 DPS per shot. Try again. next time bring math.
I said Damage Per Second, not "Alpha" Nor "Damage per second as calculated by you trying to obfuscate facts with anecdote again."
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Posted - 2015.01.27 19:31:00 -
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The breach forge takes 5 seconds to fire. Quit being disingenuous.
And I must say my petulent pair, that I'm honored you would immortalize me in your signatures in that fashion. Quoting me out of context is so imaginative I'm absolutely bursting with pride in the both of you.
Well the one of you, since Lazer is your alt spkr. And quit trying to fake the funk, you're horrifically bad at counterintelligence.
Thanks for the absolutely awesome laugh, that makes my day.
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Breakin Stuff
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Posted - 2015.01.27 19:44:00 -
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Lazer Fo Cused wrote:Breakin Stuff wrote:The breach forge takes 5 seconds to fire. Quit being disingenuous. . 1. Does it do 400damage every second for 5seconds? Yes or no?
Try again, Spkr. No one here is fooled by this slapdash crap, and I'm not stupid enough to get caught by such a FLAGRANT trap question I could expect from a third grader. You're being petulant at this point and it's really getting sad.
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Posted - 2015.01.27 20:10:00 -
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MINA Longstrike wrote:Spkr4theDead wrote: There is no "rational discussion" with people that insist on making vehicles useless when they don't use them.
I've made two spreadsheets already. That's not constructive?
Constant shitposting is never constructive, rattati told you that much in the other thread. Maybe he needed to use smaller words so you could understand. You are the one who is failing to uphold the basic rules of rational discussion here. You are also still treating it as an 'us vs them' issue, which really when it comes from you means "I am the only person who should ever get to provide any feedback on this topic. No one else should have a say". I'm pretty sure rattati also includes in his comments that he doesn't give a **** about any of your feedback as you're a biased little bigot that has repeatedly demonstrated that you cannot discuss things in good faith - non-verbatim of course. Let's not forget that he altposts via lazer fo cused.
Go check their posting history. compare habitual grammar, misspellings, punctuation, phrasing and general tone.
Compare how the acerbic and borderline derogatory references to other players who prefer infantry play.
Also compare that Lazer posts by hitting out a list, and spkr responds the exact same way, line by line, by posting within your quoted text.
Then of course there's the perfect lockstep synergy of posting. They literally never disagree on ANYTHING in ANY way and are usually in the same threads backing each other and tag-teaming the same person within MINUTES of one another.
this is someone utilizing an alt to derail topics and roadblock progress by enraging everyone to the point where they forget about what was being posted.
There are also a few other tells they have, but I'm not giving away counterintelligence secrets.
Have fun kids.
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Breakin Stuff
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Posted - 2015.01.27 20:27:00 -
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Alaika Arbosa wrote:Trust me, Lazer is Takahiro. They're in lockstep because they're in lockstep. I stopped drinking the koolaid long ago, Spkr never did. Compare old posts from Takahiro to posts from Lazer.
Just looked. No similarities except the formatting. checking the other tells now via my spies.
Edit: Negative. Takahiro fails everything but formatting comparisons, and doesn't have nearly the level of arrogant posting lazer indulges in. Not only that but his posting doesn't have a similar tone or tempo.
Takahiro may have drank the koolaid at one point or another, but unless he picked up a serious case of crazy, not the same guy.
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Breakin Stuff
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Posted - 2015.01.27 21:19:00 -
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Pokey Dravon wrote:Sir Dukey wrote:I don't know what Rattati is thinking but he's abusing his power. There was obviously things set in place by previous devs and he's rewriting the system. It's like changing the logo of Apple after Steve Jobs died. You just don't change stuff that has worked for years. Except for 1.7 when Blasters were OP AF up to the dispersion nerf. Lol abusing his power? You speak like this is supposed to be a democracy. Blamm couldn't even figure out which direction was up on a turret, I'm not going to simply go off his misguided vision for the sake of precedent.
Quit being nice pokey. Vitriolic badposts deserve no mercy.
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Breakin Stuff
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Posted - 2015.01.27 22:41:00 -
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check the link in my sig. I put a tab for heavy missile turrets. the stats in red are for my counterproposal to the current turrets.
They are intended for AV and suppression and area saturation of munitions.
The TL;DR for those who don't understand Rattati spreadsheets:
The missile turret functions more like an MLRS. I recommend the use of the swarm missile animation for maximum fun explosion visuals and missile trails.
the HAV carries 300 missiles in the magazine for 30 volleys of 10 missiles before reloading.
Each missile does 75 damage direct. each missile has a 1m splash for 25 damage.
total alpha per volley is 750
refire delay is 1 second.
Missiles should be FASTER than the current heavy missiles
Intended to be medium range/medium DPS AV and infantry suppression platform. It should be both destructive and visually intimidating enough to make the rats scatter.
Dispersion should not be narrow enough to hit a dropsuit with more than a couple per volley directly. It should not be wide enough that it resembles a damn shotgun scatter. It needs to be able to hit an HAV at between 75-150m consistently.
Have fun. This is hardly my only turret concept. this represents a prototype turret.
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Breakin Stuff
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Posted - 2015.01.27 23:31:00 -
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You kidding me? I plan to run DHAVs shamelessly
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Posted - 2015.01.27 23:40:00 -
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Harpyja wrote:Pokey Dravon wrote:True Adamance wrote: Or consequently and ideally you aim your anti tank gun at an infantryman and atomise his torso.......
Again I maintain that the Large Blaster should be the best large turret to use to kill infantry but it still maintains its primary role of being AV. Small turrets of all types should easily trump the Large Blaster in terms of effectiveness against infantry, but fall short in terms of AV. You have to ask yourself though, will it be alright if skilled pilots use the large blaster to slaughter infantry and at the same time maneuver around to get in close to other HAVs and destroy them as well? Or will infantry start crying foul that blaster HAVs are indestructible and have the large blaster subsequently nerfed?
Probably get AV buffed slightly if they're intelligent. But I rarely lead the pack of intelligent predators.
I'm usually trying to herd the ******** cats who are too used to calling for nerfs in every game they play
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Posted - 2015.01.29 10:53:00 -
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Thaddeus Reynolds wrote:Link to Another SpreadsheetGathered up the stats from space-side turrets for reference to people working on ideas. I'll work on infantry portable weapons tomorrow (or later today depending on when I have time). I didn't include Space-Side Missiles, because their Damage Application works quite differently from that of the turrets (lack of tracking is the big one) Lemme know if you want help with the handhelds
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Posted - 2015.01.29 11:04:00 -
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Allow me to put the missile falloff thing to bed Now.
Since someone is bringing a real life thing in I will explain why your logic is failing fuel adding to payload only happens when firing said missiles at lightly armored targets. It is most useful for spreading "soft" munitions like napalm and shrapnel.
Armor penetration and anti-ship missiles utilize a shaped charge warhead with a two stage detonation.
The first stage breaches the armor on the hull and the secondary charge pushes through to detonate inside the target, causing overpressure and heat to liquefy and incinerate crew and eject tgeir reremains through the hole which is rarely larger than a man's fist. Because the fuel is behind the twin detonations it usually is destroyed and ejected outward to cause secondary damage outside. This is a drop in the bucket because the tank is already dead and antiship missiles can blow a cruiser in half with the charge alone.
Fuel has very little overall effect except in the case of fighter craft which are so fragile that a dime tossed into the intake can make the turbines explode. Missiles used to kill modern aircraft rairly strike directly, depending on the nearby airburst to tear tge bird apart with shrapnel and concussive force. THAT is where the fuel payload matters.
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Posted - 2015.01.30 20:07:00 -
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The-Errorist wrote:You guys know how the assault scrambler rifle fires right? No noticeable recoil and has dispersion, but that dispersion doesn't increase the longer you fire. My point is basically what I've said in post #98: Give the large blaster a bit more dispersion, but make that dispersion barely increase while being fired continuously. That way it would be consistently hard to kill infantry with, continuous fire against vehicles would work at close-medium range like it should, and everyone will be happy. Also if the DPS is too high, think the RoF increase was bad, and would indirectly make killing infantry easier, here's a compromise: Change the fire interval to 0.12 (500 instead of 600 RPM), so the raw alpha dps and damage to overheat would be 1,667dps and 1,820dmg respectively.
Anything over 1000 DPS before skills will be HORRIFICALLY overpowered given the EHP counts we're actually looking at.
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Posted - 2015.01.30 20:14:00 -
[33] - Quote
Alright I have some baseline stats laid out here. They assume that EHP for the main battle tanks will float around 10,000 EHP.
The heavy missile turrets are three different proposals to be looked at and weighed. I'm not sure which one works best.
Not one of the guns can break 1000 DPS before skills and damage mods.
This is twofold: To prevent HAVs from getting Instagibbed, and to help make balancing for shooting at infantry less obnoxious.
The less we have to balance one to compensate for being OP against the other the better.
Have a spreadsheet you evil bastards.
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Posted - 2015.01.30 20:21:00 -
[34] - Quote
none of the heavy turrets should be higher than 1000 DPS before skills and mods.
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Posted - 2015.01.30 20:28:00 -
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The-Errorist wrote:Breakin Stuff wrote:none of the heavy turrets should be higher than 1000 DPS before skills and mods. Not even a large missile turret?
the large missile turret burst DPS is BEYOND excessive.
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Posted - 2015.01.30 20:43:00 -
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The-Errorist wrote:Breakin Stuff wrote:The-Errorist wrote:Breakin Stuff wrote:none of the heavy turrets should be higher than 1000 DPS before skills and mods. Not even a large missile turret? the large missile turret burst DPS is BEYOND excessive. You are avoiding the question and we all know it is excessive. Also right now we have an underpowered 0.975k DPS large blaster, what do you suggest to fix it?
by dropping the DPS to match the meta of:
High alpha = low DPS
Midrange alpha = midrange DPS
Low alpha = high DPS.
the numbers I have worked out have the blaster turret between 750-850 DPS depending on the variant before skills or damage mods.
The rails are running around 650 right now, and missiles are the monkey in the middle at 750 DPS
All of them are still higher DPS than handheld AV I'm poking into shape.
these numbers assume that the main battle tanks average out around 10,000 EHP.
The numbers will adjust up or down according to the final HAV hull numbers easily because I like consistency.
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Posted - 2015.01.30 20:54:00 -
[37] - Quote
The-Errorist wrote:What do you guys thing about my solution to large blaster dispersion?
I'm actually deliberately rigging turrets so they aren't as overpowering versus infantry so we don't have to be as gun-shy about letting them HIT infantry
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Posted - 2015.01.30 21:00:00 -
[38] - Quote
The-Errorist wrote:Breakin Stuff wrote:The-Errorist wrote:What do you guys thing about my solution to large blaster dispersion? I'm actually deliberately rigging turrets so they aren't as overpowering versus infantry so we don't have to be as gun-shy about letting them HIT infantry OK, and if you succeeded, would you want to keep the way dispersion is on large blasters or change it?
I'm trying to push for not having the reticle on blasters be as overly large
That's going to have to be a "play it by ear" thing by necessity, so until we start shooting each other we're not going to know for sure.
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Posted - 2015.01.30 22:19:00 -
[39] - Quote
Godin Thekiller wrote:Breakin Stuff wrote:The-Errorist wrote:Breakin Stuff wrote:none of the heavy turrets should be higher than 1000 DPS before skills and mods. Not even a large missile turret? the large missile turret burst DPS is BEYOND excessive. i would say that blasters and missiles are swapping places in this, and that kind of TTK isn't what we're asking for. We want it to go up, not down.
Blaster DPS in my chart is actually lower than current slightly Godin.
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Posted - 2015.01.30 22:32:00 -
[40] - Quote
hey Tebu, why don't you have a look at a couple of the spreadsheets floating around in this thread?
A couple of them address rails, and missiles, and blasters...
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Posted - 2015.01.31 10:56:00 -
[41] - Quote
Sir Dukey wrote:Pokey Dravon wrote:Killing a tanked LAV is less than a second with a Blaster is just....not good. I want the Blasters to be good, but not a total rapefest. Blasters aren't the worst AV right now.. I rather them being more like large turrets than preforming like souped up versions of infantry weapons. The Blaster should be a slow firing heavy hitting weapon with the clip of about 75.
Blasters are extremely situational and borderline useless on gallente hulls. The caldari hulls can easily fit any turret but they still perform overall better at all ranges in all situations except in the case of a few niche players who enjoy being the underdog.
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Posted - 2015.01.31 11:12:00 -
[42] - Quote
Alena Ventrallis wrote:Breakin, one point of contention. Are you sure your blaster damage is enough to stop shield regen? No point in any amount of dps if it can't do that. 800 dps will stop shield regen I'm pretty sure.
What's the minimum damage threshold again?
Adjusting the numbers to do that isn't hard. I made them consistent so the whole weapon line can ba modular and adjusted evenly across the board.
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Posted - 2015.01.31 18:49:00 -
[43] - Quote
The point.
You missed it.
I'm not a tanker.
I'm helping get them fixed.
So get off your high horse.
The blaster isn't the cause, it just doesn't improve the armor tanks in any way
In fact currently the blaster is outclassed in all ways at all ranges by rails and missiles.
But I'm sure you skipped to the end and ignored all the discussion along the way in your eagerness to correct me with your wall of not-helping the topic text.
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Breakin Stuff
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Posted - 2015.02.01 13:08:00 -
[44] - Quote
Godin Thekiller wrote:Tebu Gan wrote:THUNDERGROOVE wrote:Doc DDD wrote:Blasters mess shields up fast. Unless they get two hardeners on before you get the first shot. The only chance you have is that a blue hits them with something to break their regen. Interesting, I never found the double hardeners nearly as effective as stacking HP with a single hardener. At max with double hardeners you get 30 seconds, leaving you very vulnerable afterwards. I thought though that double stacking hardeners didn't make you invulnerable to blaster fire. Thought this was fixed quite a while ago. Double hardeners used to be a big thing, and last I tried which was after changes to the rail and such, it wasn't nearly as strong as it used to be. Even against blaster fire. Been a while since I messed with it though. And a rail or missile can't break a Maddy in 30 seconds? closer to 3
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Posted - 2015.02.02 05:01:00 -
[45] - Quote
The stated objective of the turret rebalance is to make all turrets viable for AV equally within their own bailiwick.
What I'm doing is trying to make them viable as AV without making them so destructive that we need to be gun shy about letting them target infantry.
by the way Rattati did you get my turret link?
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Posted - 2015.02.02 23:05:00 -
[46] - Quote
So long as HAVs float between 8,000-11,000 HP balancing turrets and infantry AV should require very little in the way of ass-pulls. It's fairly straightforward.
I just can't finalize my recommendations until rattati finishes his hull stuff.
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Posted - 2015.02.03 06:04:00 -
[47] - Quote
Devadander wrote:I've stayed quiet for too long. Here's the deal folks. I have full V everything blaster, and can watch a SICA go hardened, and watch the damage stop. I got the pure cold drop on a gunni only to have it harden, start regen, and turbo off into the redline sunset. Edit: Forgot to mention, I don't even go after armor tanks because if they have a rep and a hardener, see youtube link. Yes. I have killed fledgling tankers in their badly fit MLT tanks with ease. ... With ions and a blaster dmg mod. Our range sucks. Our dispersion sucks. Our DPS is a joke. And that's versus VEHICLES. First I must say, Ratti-man, I love you. Idk how one dude can make the difference you have, but keep it up. Now the taboo. A solo-fit rail is 90% of the time far far away from viable AV threats. A solo -fit missile can suppress AV. A solo-fit blaster is, well, yeah Tommy. The AV players know, that on foot, versus blaster, they have a 7-9% chance of dying. They just run straight at you dripping saliva and disgorging all manner of AV. (I do it... can confirm) Of course the AV players will bellow "oh GG man, you just can't aim" *cough* When blasters worked, if you rushed me in an AV suit, I would pop your grape. ( I still hear that loverly sound with my ARR so it's all good) The Rattati-man himself has spoken and declared blasters AV, and I respect that. But they are now in a place that even with skill, it can make you respec. The blaster was the tank that kept foot AV off the rangers, and turned the tide in a blitz with multiple tanks. Simple as that. My feels was to drive through the smoldering hull of my enemy after I ran him through. Now I feel like this: http://youtu.be/Zy7OdvPvFyU The hare, obviously. Maybe a 7-10m radius that has very low dispersion? Maybe raise large turret a tiny hair and give us lower aim? Reduce dispersion, but give an AI dmg penalty? Idk if that would be a coding nightmare or not. If "be suppressed" is always the only option, I will just stop tanking for good. TL;DR - Blasters have been nerfed to a state where foot AV can just have their way with you. Nolo contendere. We have to be close to fight. Can we fix this without breaking balance? p.s. I pulse my blasters in 3-5 round braps to avoid dispersion and heat and can still barely get shots on a tank rusher. Try hitting a scout that's sprinting, jumping, tossing grenades, and remotes, and plasma, with a gun that does shoot where you aim it... lol oh wait
This. This right here is very much why I refer to attacking vehicles as akin to a mugging. This is why I wanted to be involved in the process.
Because knowing I'm not likely to die unless the stars align is not fun for me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.04 12:26:00 -
[48] - Quote
Hey Rattati, if I may offer some critique on your latest?
One of the reasons I was keeping distance between the turret types and keeping them below a baseline 1000 DPS was to leave room for growth via skills and damage mods.
Unless you intend to leave most of the skills blank (which I do not recommend) it'll have a sharp effect on DPS that may or may not be intended. I can't read your mind.
But part of the problem is that there's very little difference between a new player and a veteran player running the same fit. If there's no variance that's discernable then we'll retain speedball TTK at the lowest levels and for AV infantry Prototype weapons will default to weapons of first resort rather than an escalation.
I would personally like to see more escalation and less "Oh look a vehicle. Get the Wiyrkomis and IAFGs."
If you were to use my numbers or scale them up it leaves room for things like shifting the turret rotation bonuses to the heavy turret operation skills while allowing for things such as a +3%-4% to applicable tank damage per level, rather akin to infantry weapons which can stack with damage mods as we have them now without dropping TTK too sharply while still noticably lowering TTK. It would also give DHAVs with a solid DPS bonus a chance to kill a target before getting blapped.
This is just my thought, based on my desire to see the depth and breadth of the vehicle skill tree having space to open and improve rather than merely being a pattern of unlocks.
The more we make skills matter, the less vehicles will feel like an SP paywall, and the more variation we will see. I hesitate to bring up cookie cutter fits and beat this dead horse more, but the more skills matter, the more modules are affected, and the more skill matters to turret DPS the less the term "cookie cutter" can be applied to the HAV pilots and their vehicles.
Hope the input helps.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.05 08:39:00 -
[49] - Quote
Cutting the mag on rails will mean no margin for error.
9 round mags are a bit tight for ammo.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.05 16:06:00 -
[50] - Quote
Slower RoF. .25 -.5 seconds between shots range would be my preference.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.06 08:42:00 -
[51] - Quote
The trick is to ask a spreadsheet wizard to format the cells so you can copy/paste until you learn how to do it yourself.
It saves a lot of agony.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 12:49:00 -
[52] - Quote
Your argument over the triple rep madrugar without actually naming it is amusing.
Triple/quad repping an armor tank anywhere near a forge gun is suicide. It's only survivable versus swarms.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 15:27:00 -
[53] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Your argument over the triple rep madrugar without actually naming it is amusing.
Triple/quad repping an armor tank anywhere near a forge gun is suicide. It's only survivable versus swarms. It was good before 1.8. and it died in a fire like it needed to.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 20:00:00 -
[54] - Quote
one thing I think should be kept in mind is the higher the RoF it seems the WORSE hit detection gets in my experience.
Accelerating the blaster might not be a great idea.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.07 23:13:00 -
[55] - Quote
^
Pack it up guys, I think we all just got schooled.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.08 11:40:00 -
[56] - Quote
Pokey's had to put up with spkr's snide comments one time too many in the HAV threads denigrating his character.
Please make an effort to separate your statements from the riffraff.
I'd complain about him denigrating mine, but I'm content to point and laugh at him in turn so it works out.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.08 20:38:00 -
[57] - Quote
Doc DDD wrote:Godin Thekiller wrote:Doc DDD wrote:Pokey Dravon wrote:Well my guess is that this is likely due to the fact that the Gunnlogi is resisting enough damage that your blaster shots are not doing enough per shot to break the recharge threshold. Decreasing the fire rate and upping the damage per shot would work to lessen this effect. Or don't use a basic blaster fit. These kind of arguments don't even make sense. Basic blaster doesn't do enough damage to proto hardened shields doesn't mean nerf shields or buff basic blaster, make it so ion cannon will fit on madrugar.
even a militia weapon should be able to kill a proto target when wielded by a skilled operator.
there's no reality where an STD blaster turret should be unable to break shield regen on ANY HAV.
the perception that this is ok is half the problem with the damn gunnlogi.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.02.09 08:56:00 -
[58] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Pokey's had to put up with spkr's snide comments one time too many in the HAV threads denigrating his character.
Please make an effort to separate your statements from the riffraff.
I'd complain about him denigrating mine, but I'm content to point and laugh at him in turn so it works out. How many times do I have to say that I'm commenting about the ideas, not the person?
Then quit trying to tell people they are unqualified to comment on a vidya game they play.
have a helpful link.
Also look up the word : hypocrisy.
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