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Gabriel Ceja
Ready to Play
85
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Posted - 2015.02.10 17:49:00 -
[1] - Quote
I know the tanks are in the process of being reworked but until then it would be cool if the madrugar got a 200 cpu buff and see how it plays out because with the way it is now it's fitting capabilities don't even compare to what the shield tanks can fit.
Granted I am a shield tanker even pre 1.6, I like using my armor tanks just as much and the gap between what a shield tank can do compared to the armor tank is abundantly clear.
So for now until the tanks have finally been rebalanced and the new tanks released I think a cpu buff to madrugar would do some good while we wait.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17073
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Posted - 2015.02.10 19:12:00 -
[2] - Quote
Gabriel Ceja wrote:I know the tanks are in the process of being reworked but until then it would be cool if the madrugar got a 200 cpu buff and see how it plays out because with the way it is now it's fitting capabilities don't even compare to what the shield tanks can fit.
Granted I am a shield tanker even pre 1.6, I like using my armor tanks just as much and the gap between what a shield tank can do compared to the armor tank is abundantly clear.
So for now until the tanks have finally been rebalanced and the new tanks released I think a cpu buff to madrugar would do some good while we wait.
This was one of the first points brought to Rattati for rebalance though I doubt he'll do much between now and the update. But keep bumping this and see what he says.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Stefan Stahl
Seituoda Taskforce Command
975
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Posted - 2015.02.10 20:32:00 -
[3] - Quote
Gabriel Ceja wrote:So for now until the tanks have finally been rebalanced and the new tanks released I think a cpu buff to madrugar would do some good while we wait. This would instantly improve the game at a hopefully very limited amount of effort.
Is Rattati still open for those 'fix whats already there'-changes he was doing during the first few hotfixes? I think there's still tons of stuff we can improve in a similar manner. |
TooMany Names AlreadyTaken
Going for the gold
702
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Posted - 2015.02.10 22:35:00 -
[4] - Quote
Meh... just stack 3 heavy reps and win.
Found my favorite DJ - ATB
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17083
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Posted - 2015.02.10 22:41:00 -
[5] - Quote
TooMany Names AlreadyTaken wrote:Meh... just stack 3 heavy reps and win.
That's the potential issue of simply increasing the fitting stats.
Armour is not supposed to passively regenerative at such a prolific rate its supposed to have comparatively slightly more raw HP and use active modules to repair.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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DarthJT5
Random Gunz RISE of LEGION
258
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Posted - 2015.02.10 22:44:00 -
[6] - Quote
True Adamance wrote:TooMany Names AlreadyTaken wrote:Meh... just stack 3 heavy reps and win. That's the potential issue of simply increasing the fitting stats. Armour is not supposed to passively regenerative at such a prolific rate its supposed to have comparatively slightly more raw HP and use active modules to repair. But, to be competitive with the current Gunnlogi, this is probably warranted. Madrugars are just trash right now, as long as the triple reps don't exceed 420 a tick they would probably be fine.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17083
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Posted - 2015.02.10 22:51:00 -
[7] - Quote
DarthJT5 wrote:True Adamance wrote:TooMany Names AlreadyTaken wrote:Meh... just stack 3 heavy reps and win. That's the potential issue of simply increasing the fitting stats. Armour is not supposed to passively regenerative at such a prolific rate its supposed to have comparatively slightly more raw HP and use active modules to repair. But, to be competitive with the current Gunnlogi, this is probably warranted. Madrugars are just trash right now, as long as the triple reps don't exceed 420 a tick they would probably be fine.
That doesn't change the fact that we should be deincentivising broken/ poor gameplay mechanics like triple rep fits not breaking one so it competes with the other arguably broken tank.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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DarthJT5
Random Gunz RISE of LEGION
258
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Posted - 2015.02.10 22:55:00 -
[8] - Quote
True Adamance wrote:DarthJT5 wrote:True Adamance wrote:TooMany Names AlreadyTaken wrote:Meh... just stack 3 heavy reps and win. That's the potential issue of simply increasing the fitting stats. Armour is not supposed to passively regenerative at such a prolific rate its supposed to have comparatively slightly more raw HP and use active modules to repair. But, to be competitive with the current Gunnlogi, this is probably warranted. Madrugars are just trash right now, as long as the triple reps don't exceed 420 a tick they would probably be fine. That doesn't change the fact that we should be deincentivising broken/ poor gameplay mechanics like triple rep fits not breaking one so it competes with the other arguably broken tank. I was only thinking in the short term. Once the full rebalance comes out, all of this is most likely going to change. But for now? A 200 CPU buff would do a lot to make maddies competitive
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7093
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Posted - 2015.02.10 23:02:00 -
[9] - Quote
sure, if the CPU cost of armor reps gets increased I'm absolutely copacetic with this change.
AV
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DarthJT5
Random Gunz RISE of LEGION
258
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Posted - 2015.02.10 23:20:00 -
[10] - Quote
Breakin Stuff wrote:sure, if the CPU cost of armor reps gets increased I'm absolutely copacetic with this change. I've never seen or heard that word before lol.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Gabriel Ceja
Ready to Play
86
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Posted - 2015.02.11 00:32:00 -
[11] - Quote
Breakin Stuff wrote:sure, if the CPU cost of armor reps gets increased I'm absolutely copacetic with this change.
Well here is the usual "you get this only if..." argument as expected in a vehicle related thread but ultimately not really much of an argument just a short rant.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Spkr4theDead
Red Star.
2894
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Posted - 2015.02.11 02:38:00 -
[12] - Quote
Gabriel Ceja wrote:I know the tanks are in the process of being reworked but until then it would be cool if the madrugar got a 200 cpu buff and see how it plays out because with the way it is now it's fitting capabilities don't even compare to what the shield tanks can fit.
Granted I am a shield tanker even pre 1.6, I like using my armor tanks just as much and the gap between what a shield tank can do compared to the armor tank is abundantly clear.
So for now until the tanks have finally been rebalanced and the new tanks released I think a cpu buff to madrugar would do some good while we wait. 1500 extra armor would be nice too, to counterbalance the insane explosive bonus, as well as rails and forges getting a bonus against armor.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2894
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Posted - 2015.02.11 02:39:00 -
[13] - Quote
Breakin Stuff wrote:sure, if the CPU cost of armor reps gets increased I'm absolutely copacetic with this change. So then what would be the point of increasing CPU in the first place? Modified PRO suits already have more CPU than vehicles, how could that possibly be balanced?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17096
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Posted - 2015.02.11 03:16:00 -
[14] - Quote
Spkr4theDead wrote:Gabriel Ceja wrote:I know the tanks are in the process of being reworked but until then it would be cool if the madrugar got a 200 cpu buff and see how it plays out because with the way it is now it's fitting capabilities don't even compare to what the shield tanks can fit.
Granted I am a shield tanker even pre 1.6, I like using my armor tanks just as much and the gap between what a shield tank can do compared to the armor tank is abundantly clear.
So for now until the tanks have finally been rebalanced and the new tanks released I think a cpu buff to madrugar would do some good while we wait. 1500 extra armor would be nice too, to counterbalance the insane explosive bonus, as well as rails and forges getting a bonus against armor.
No Spkr you are not getting and arbitrary 1500 extra armour for any reason least of all because the damage bonus from weapons designed to damage armour more effectively is "too high".
Slink away please....and before you start all that "I'm entitled by the constitution of freedom, liberty, and apple ******* pie to express my opinion"....... bro I'm AMARRIAN! I DON'T CARE!
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7094
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Posted - 2015.02.11 04:22:00 -
[15] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:sure, if the CPU cost of armor reps gets increased I'm absolutely copacetic with this change. So then what would be the point of increasing CPU in the first place? Modified PRO suits already have more CPU than vehicles, how could that possibly be balanced? Because you have 10x the PG?
The two things arent scaled the same spkr. If they were I'd be killing your tank with a bolt pistol.
Jesus you find the weirdest and most edge-case arguments by which to justify whatever it is you want.
AV
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Kallas Hallytyr
Skullbreakers
1320
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Posted - 2015.02.11 05:35:00 -
[16] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:sure, if the CPU cost of armor reps gets increased I'm absolutely copacetic with this change. So then what would be the point of increasing CPU in the first place? Modified PRO suits already have more CPU than vehicles, how could that possibly be balanced?
Because Reps aren't the only modules available? Because turrets, plates, hardeners, scanners, etc all use CPU too? You'd still be able to fit the same Reps, or you could use less Reps and fit better other modules/turrets.
Alt of Halla Murr. Sentinel.
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Gabriel Ceja
Ready to Play
88
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Posted - 2015.02.11 21:01:00 -
[17] - Quote
When it comes to the armor reps I understand that triple stacking is an issue that worries some people but even if the Maddy got the 200 CPU buff (not pg) with the high pg cost that armor reps have it still wouldn't be possible to reach over 400 hp/s and that's on a solo tank which would probably only have an ADVANCED or lower tier large turret.
Seriously even with level five skills two complex heavy reps would only get about 276 HP/S and with two complex and good luck trying to fit the third one with the pg cost of the heavy reps, hell you would be lucky to be able to fit a light rep which will barely put you past 300 hp/s.
Well if the fear of triple stack reps is really the only issue people have with this then I hope this helps put your mind at ease. Oh and ------> #Buff Maddy Cpu
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 21:40:00 -
[18] - Quote
Gabriel Ceja wrote:When it comes to the armor reps I understand that triple stacking is an issue that worries some people but even if the Maddy got the 200 CPU buff (not pg) with the high pg cost that armor reps have it still wouldn't be possible to reach over 400 hp/s and that's on a solo tank which would probably only have an ADVANCED or lower tier large turret.
Seriously even with level five skills two complex heavy reps would only get about 276 HP/S and with two complex and good luck trying to fit the third one with the pg cost of the heavy reps, hell you would be lucky to be able to fit a light rep which will barely put you past 300 hp/s.
Well if the fear of triple stack reps is really the only issue people have with this then I hope this helps put your mind at ease. Oh and ------> #Buff Maddy Cpu
400 HP/s = 1200 HP repped during a forge gun charge cycle.
Given that the forge hits for 1500 with the IAFG this would provide an 80% reduction in damage from the IAFG and total reduction for lesser variants.
It would eliminate 1750 of a breach forge's 2100, leaving a grand total of 350 damage every 5.5 seconds that's less than 100 DPS.
it would eliminate all but 240 damage from the standard forge, which hits every four seconds.
In short, a 400 rep/s armor tank would be the essence of overpowered and invulnerable to infantry in entire.
this is not something that needs to be repeated.
AV
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Gabriel Ceja
Ready to Play
89
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Posted - 2015.02.11 21:46:00 -
[19] - Quote
The problem with your argument is that your only taking into account one Forge gunner when that would mostly likely not be the case in many situations so please don't come with that "I want to pop your tanks in one clip on my own" nonsense yes it shouldn't take a whole team to take down a tank but at least make you calculations with at least two AV infantry.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 21:52:00 -
[20] - Quote
Gabriel Ceja wrote:The problem with your argument is that your only taking into account one Forge gunner when that would mostly likely not be the case in many situations so please don't come with that "I want to pop your tanks in one clip on my own" nonsense yes it shouldn't take a whole team to take down a tank but at least make you calculations with at least two AV infantry. 1 player =1 player.
It's that simple.
Forge guns are antitank weapons.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4921
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Posted - 2015.02.11 22:03:00 -
[21] - Quote
Well the issue with the 1 av = 1 pilot argument is that it's overly simplistic. There are SO many factors involved such as
-Range between AV and Tank -Elevation difference -Position/Availability of cover -Damage Profile -Hardened or Unhardened state -Speed of vehicle -Vehicle weak points -Differences in SP -Turret Type/Range -AV Suit's fit
An AV standing out in the open, on the ground, should get his/her teeth kicked in easily by the tank. At the same you can't have a system where AV does so much damage that a single player can blap a tank as its driving by without even engaging the AVer.
There is a lot at play so its difficult to make generalized statements, but if I had to I'd put it like this "A solo AV player should be able to kill a solo piloted vehicle of equal tier if their position is advantageous and the vehicle stays within the AV weapon's firing range for a reasonable amount of time."
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:31:00 -
[22] - Quote
Pokey Dravon wrote:Well the issue with the 1 av = 1 pilot argument is that it's overly simplistic. There are SO many factors involved such as
-Range between AV and Tank -Elevation difference -Position/Availability of cover -Damage Profile -Hardened or Unhardened state -Speed of vehicle -Vehicle weak points -Differences in SP -Turret Type/Range -AV Suit's fit
An AV standing out in the open, on the ground, should get his/her teeth kicked in easily by the tank. At the same you can't have a system where AV does so much damage that a single player can blap a tank as its driving by without even engaging the AVer.
There is a lot at play so its difficult to make generalized statements, but if I had to I'd put it like this "A solo AV player should be able to kill a solo piloted vehicle of equal tier if their position is advantageous and the vehicle stays within the AV weapon's firing range for a reasonable amount of time."
my argument is 400 reps/second negates any tactical advantage you can have as an AV gunner. At that point your tactical positioning means jack all.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4921
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Posted - 2015.02.11 22:34:00 -
[23] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Well the issue with the 1 av = 1 pilot argument is that it's overly simplistic. There are SO many factors involved such as
-Range between AV and Tank -Elevation difference -Position/Availability of cover -Damage Profile -Hardened or Unhardened state -Speed of vehicle -Vehicle weak points -Differences in SP -Turret Type/Range -AV Suit's fit
An AV standing out in the open, on the ground, should get his/her teeth kicked in easily by the tank. At the same you can't have a system where AV does so much damage that a single player can blap a tank as its driving by without even engaging the AVer.
There is a lot at play so its difficult to make generalized statements, but if I had to I'd put it like this "A solo AV player should be able to kill a solo piloted vehicle of equal tier if their position is advantageous and the vehicle stays within the AV weapon's firing range for a reasonable amount of time." my argument is 400 reps/second negates any tactical advantage you can have as an AV gunner. At that point your tactical positioning means jack all.
Im not arguing your numbers, I'm just saying that people like to toss around "Oh it should be 1 vs 1" (particularly a certain CPM member) without fully understanding what that actually is supposed to mean.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Gabriel Ceja
Ready to Play
89
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Posted - 2015.02.11 22:40:00 -
[24] - Quote
Yes pokey I agree it's not the easiest thing to argue because there are many factors on either side to take into account but as for Breakin Stuff your argument is Invalid due to the fact 400 hp/s is almost impossible to achieve even if there was a Cpu buff the only way to fit three complex heavy reps to reach that much rep is to be a solo tank with nothing but rep mods and the only turret you can put is a basic and with the dispersion it shouldn't be too tough for your IAFG to blast it to pieces
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4921
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Posted - 2015.02.11 22:44:00 -
[25] - Quote
Gabriel Ceja wrote:Yes pokey I agree it's not the easiest thing to argue because there are many factors on either side to take into account but as for Breakin Stuff your argument is Invalid due to the fact 400 hp/s is almost impossible to achieve even if there was a Cpu buff the only way to fit three complex heavy reps to reach that much rep is to be a solo tank with nothing but rep mods and the only turret you can put is a basic and with the dispersion it shouldn't be too tough for your IAFG to blast it to pieces
I think Breakin is speaking in a general sense. He knows very well how ******** the Madrugar's fittings are.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:47:00 -
[26] - Quote
Gabriel Ceja wrote:Yes pokey I agree it's not the easiest thing to argue because there are many factors on either side to take into account but as for Breakin Stuff your argument is Invalid due to the fact 400 hp/s is almost impossible to achieve even if there was a Cpu buff the only way to fit three complex heavy reps to reach that much rep is to be a solo tank with nothing but rep mods and the only turret you can put is a basic and with the dispersion it shouldn't be too tough for your IAFG to blast it to pieces 900 damage minimum during a forge recharge cycle is still massively significant. three proto reps = 930/sec. this is enough to more or less negate swarms (which actually makes me giggle a little), but it's still going to be a retardedly short recovery time which makes the gunnlogi recovery look like the idiot child of tank choices, and gunnlogis regen too fast anyway.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:50:00 -
[27] - Quote
Gabriel Ceja wrote:Yes pokey I agree it's not the easiest thing to argue because there are many factors on either side to take into account but as for Breakin Stuff your argument is Invalid due to the fact 400 hp/s is almost impossible to achieve even if there was a Cpu buff the only way to fit three complex heavy reps to reach that much rep is to be a solo tank with nothing but rep mods and the only turret you can put is a basic and with the dispersion it shouldn't be too tough for your IAFG to blast it to pieces
IAFG takes slightly under 3 seconds to do 1500 base damage.
in three seconds 400 reps nullifies 1200 of that 1500. for an effective DPS of... 75. without taking into account profiles.
288 DPS with triple-mods versus armor
calculators are OP, yo.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4921
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Posted - 2015.02.11 22:51:00 -
[28] - Quote
Breakin Stuff wrote:Gabriel Ceja wrote:Yes pokey I agree it's not the easiest thing to argue because there are many factors on either side to take into account but as for Breakin Stuff your argument is Invalid due to the fact 400 hp/s is almost impossible to achieve even if there was a Cpu buff the only way to fit three complex heavy reps to reach that much rep is to be a solo tank with nothing but rep mods and the only turret you can put is a basic and with the dispersion it shouldn't be too tough for your IAFG to blast it to pieces IAFG takes slightly under 3 seconds to do 1500 base damage. in three seconds 400 reps nullifies 1200 of that 1500. for an effective DPS of... 75. calculators are OP, yo.
Well thats why Passive Reps need to die in a fire.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:59:00 -
[29] - Quote
Just for the funzies:
three proto rep mods:
930 reps/sec
Vs baseline IAFG forge without skills?
142.5 Effective DPS
Vs. Max skill IAFG with three damage mods?
371 effective DPS
Not sufficient to attack an HAV in any reality.
AV
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Gabriel Ceja
Ready to Play
89
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Posted - 2015.02.11 23:09:00 -
[30] - Quote
Wow where did 900 come from lol
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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