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Author |
Thread Statistics | Show CCP posts - 16 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7241
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Posted - 2015.02.17 10:45:00 -
[1] - Quote
If I may interject as an antitank berserker?
Im on a phone so checking is hard. Please tell me that the armor hardeners will be at least slightky upgraded from 25% if only one can be fit.
the armor hardeners frankly suck.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7243
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Posted - 2015.02.17 10:56:00 -
[2] - Quote
So if I put two plates. A rep and a hardener on a marduk I can't fit a proto turret.
That leaves three high slots open Before we even consider a PG mod. This strikes me as somewhat troublesome.
I haven't even touched the two small turret slots at all.
Methinks we might need a little more fitting or a fitting buff.
On my dropsuits if I fill the primary tank slots proto, then stack a proto primary weapon, I at worst have the ability to fit standard everywhere else.
I'm leaning towards recommending a bit of a reduction in PG/CPU to modules here but I have only poked a gallente tank so far.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7243
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Posted - 2015.02.17 10:59:00 -
[3] - Quote
Aeon Amadi wrote:True Adamance wrote:Vulpes Dolosus wrote:http://www.protofits.com/fittings/shared/136/11751
I don't like the trend this is going. Tanks seem to be trending toward repair fitting where they need to be buffer fit. When repair oriented, they take damage and come back moments later; even ignoring them for 5s and all you've done to them is repaired. Buffer fits force the pilot to choose between staying and finishing off threats (and having to take more time to repair) or to fall back and try something else. It also increases TTK for high alpha weapons, providing more interesting engagements.
Not to mention that this severely favors armor fits over shield. I know they need a buff but let's strive for balance.
I mean seriously that thing reps from zero in 15s...
Also, I hope you introduce AV small missile turrets with this iteration as well as a buff to small rails, because, as you claim, if ADSs are supposed to be a counter to tanks, they'll need it. Not sure I'm convinced of that yet. Neither tank however interests me greatly though the Caldari HAV still seems to be my go to choice this build even though I despise shield tanking. Actually, dude raises an interesting point, considering that a Proto Gallente Commando with all skills at level 5 with a Prototype Plasma Cannon is only doing 426 DPS to armor.... and either of the Proto Gallente tanks with 4 Complex Heavy Armor Repairers can repair 508/s.... It's actually virtually impossible for a single player with that fit to do any damage to either of those tanks with those fittings. Even with a Complex Damage Modifier, the commando is only doing 456 DPS, and that's if the shot lands. I'm checking the other weapons now, but you can see what I'm working with right here: https://docs.google.com/spreadsheets/d/1QjKAHl1eEQdc7fFONABPQWuHOXYKCVkwW5MskKCzIoI/edit?usp=sharing
Once I'm off work I can do a worst-case scenario for HAVS vs. aV since I fixed all the damn math errors.
I read light damage mods as 8%, not 7%.
Cat Merc hit me until I fixed it. Then I skinned him.
Click my sig for complete breakdowns of all AV weapons.
Anything labeled proposal is me d*cking around wwith theoretical numbers and is not valid for these HAVs yet.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7243
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Posted - 2015.02.17 12:50:00 -
[4] - Quote
Proto breach forge fires every 5.5 seconds after the first shot.
There's a 1 second refire delay between shots. so at proto it hits for over 2656 to armor every 5.5 seconds with 3 damage mods at max skill.
IAFG for over 2k every 3.25 seconds.
Pure reps is a losing proposition long term.
The breach WILL 2-3 shot a quad rep gallente HAV. One for shields, one to kill.
So please run a quadrep near me. I won't butcher you, honest.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7246
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Posted - 2015.02.17 15:31:00 -
[5] - Quote
You still going to add the theoretical 10% passive damage mods to lows?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7247
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Posted - 2015.02.17 16:10:00 -
[6] - Quote
Iron Wolf Saber wrote:Now something more ontopic;
the matter of active vs passive regeneration.
Many players are poking me and those who can post here are pointing out that unless the speed or AV that they're going to be excessively difficult to kill as the window of opportunity to kill them is more immensely smaller than infantry can provide. Infantry do not have the same mobility capabilities of an HAV.
I know momentum is being added to help with acceleration and primarily deceleration the question remains are there going to be any other speed changes? or is it looking like that the regen issue will have to be continued to be addressed.
I was always a strong believer that active systems the ones you have to manage and be mindful of to be more effective because you choose when to use it; which then becomes a skill in module management something the more favored era of tanks had. As it stands now the natural armor regen and the passive reppers alone are fairly strong to be 'combat' viable.
I would like the notion to shift from combat viable to wounds licking. Combat viable belongs in the realm of active modules such as an active armor repairer, and a multiple cycle booster.
As far as Vehicle vs Vehicle is concerned this seems fine and fair. Oh if we go with passive there is a solution for AV. Some assembly required.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7248
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Posted - 2015.02.17 16:20:00 -
[7] - Quote
I think rattati should bring back the passive resist mods.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7254
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Posted - 2015.02.17 17:09:00 -
[8] - Quote
Harpyja wrote:DRT 99 wrote:Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. They shouldn't fail to activate in the first place. They should give me the HP boost when I want it, which is almost always when I need it most. Sadly extenders are just flat out superior to shield boosters. They promote passive buffers while I like the concept of module management that comes with active tanking (shield boosters). Also, extenders cost roughly half the PG of a booster while giving more than half the HP of a booster. And finally, extenders are 100% reliable; they are always there, no activation required without a chance of failure. Shield booster PG cost needs to be about equal to extender PG cost. Yes boosters give more shield, but they are active modules, which I feel is a balanced tradeoff on its own. No need to make boosters harder to fit. I'm having a hard time finding fault in this post since boosters can get stalled by recharge delay.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 17:19:00 -
[9] - Quote
The-Errorist wrote:DRT 99 wrote:Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. I have a workaround idea to fix them : Make shield boosters have around 5 pulse spaced 0.2 seconds away from each other and split the shield bonus into those pulses. This way you would still get the same HP in 1s, but if one pulse fails, its not that much of an issue. They get stopped for the full recharge delay which is usually longer than remaining pulses
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 17:45:00 -
[10] - Quote
That's also dead in two shots from any proto AV it looks like.
Or a JLAV with STD REs. That's not a good fit.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:10:00 -
[11] - Quote
So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:12:00 -
[12] - Quote
duster 35000 wrote:Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. No regen......relying on the now crappy regen is bad, you will lose tank fights if you fit a blastet vs a armor tank.
shield boosters are too expensive, even with the mods in the back end unless I downgrade it sharply
Never mind you and I have very different definitions of "crappy regen"
and this is a stand-off rail fit.
Why would I fit blaster fits the same as a railfit?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:17:00 -
[13] - Quote
duster 35000 wrote:Breakin Stuff wrote:duster 35000 wrote:Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. No regen......relying on the now crappy regen is bad, you will lose tank fights if you fit a blastet vs a armor tank. shield boosters are too expensive, even with the mods in the back end unless I downgrade it sharply Never mind you and I have very different definitions of "crappy regen" 126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS. Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
triple repper?
HAHAHAHAHA. that;s the definition of a sh*tfit
And let's postulate that I have no intention of getting into a blaster fight with a railgun and your assertion becomes irrelevant. This is intended to be a long range killer not a knife fighter.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:19:00 -
[14] - Quote
duster 35000 wrote:
I saw a tank with 2 reps at 305 reps...anyways the main point is armor will always regen more than shield...nno delays, in comabt, seems broken to me.
all regen, no buffer means my forge gun's going to net me THOUSANDS of warpoints. it's a stupid build.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:24:00 -
[15] - Quote
I want to fight that
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:30:00 -
[16] - Quote
duster 35000 wrote:Vulpes Dolosus wrote:That's too bad because it probably won't stick around and fight back. Nitro AWAAAAAAAAY! To the batcave! I HOPE you run away!
Gives me a clear shot at your tailpipe.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:39:00 -
[17] - Quote
duster 35000 wrote: Too bad I don't expose my backside for just ANYBODY.
Don't worry, I'm surprisingly gentle.
on another note, wasn't the PG mod supposed to be a high slot item?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:45:00 -
[18] - Quote
Vulpes Dolosus wrote:BRB, writing a new fanfic.
I'll call it...
Fifty Shades of Gunnlogi It will be a masterpiece
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 18:46:00 -
[19] - Quote
But on a serious note, the Madrugar is still suffering some severe fitting limitations right now. I can fit a full armor tank and a proto gun, but I cannot fit anything in the highs.
and I have asstons of CPU remaining
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7256
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Posted - 2015.02.17 18:49:00 -
[20] - Quote
Vulpes Dolosus wrote:Breakin Stuff wrote:duster 35000 wrote: Too bad I don't expose my backside for just ANYBODY.
Don't worry, I'm surprisingly gentle. on another note, wasn't the PG mod supposed to be a high slot item? I hope not, lows have nothing as is. One thing I've noticed is that the Madrugar has a 3/4 slot layout where the Gunnlogi has a 5/2. Really the Madrugar needs a 2/5 since a) It really only needs two utility highs max, having to choose between nitro, damage, and/or scanner and b) the extra low will really help fit a respectable tank but allowing the use of a fitting mod. 2/5 is reserved for the amarr HAV
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:03:00 -
[21] - Quote
Vulpes Dolosus wrote:Real quick Breaking Stuff, what heavy suit do you forge with? all of them
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:08:00 -
[22] - Quote
duster 35000 wrote:Pokey Dravon wrote:duster 35000 wrote:126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general, Well, it makes sense that the Gallente would be better at using their own weapons in the close quarters combat, and Caldari would falter using the enemy turret in a range Caldari are not designed for. Regardless, I have serious concerns with regen rates in general. I think keeping the status quo where passive regeneration being the primary means of tanking, is going to self destruct in terms of design. Tanks really should have more HP, less regen, and move a bit slower if unmodded. Caldari and amarr are the cqc ones, having the most hp... Caldari aren't the CQC ones.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:24:00 -
[23] - Quote
duster 35000 wrote: They have more hp than minmatar, they just can't regen, but blasters should be viable on shields, like a RR is on armor suits.
A blaster madrugar will tear a blaster gunni a new *sshole from the looks of this. Madrugar if you fit a pair of complex 120s, a hardener and a rep, you may only be able to fit a fuel injector up top but DAMN that thing will eat shields.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:30:00 -
[24] - Quote
shield tanks aren't going to become less hard to kill from what I'm seeing here.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:46:00 -
[25] - Quote
Doc DDD wrote:Breakin Stuff wrote:shield tanks aren't going to become less hard to kill from what I'm seeing here. Shield tanks will be 100% easier to kill. Shield reps nerfed Shield damage unable to be mitigated by alternating hardeners or activating more than one. Shield EHP nerfed per engagement. How have shields not been nerfed?
welp, lemme see. two builds side by side:
Madrugar 2 complex plate, complex hardener Doesn't take into account any reps: looks like 5 shots to kill from an IAFG. so requires a reload unless experimental or officer, assuming no misses. With a Plasma Cannon (opposite profile, similar damage) it'll take 7 Verdict: Buffed.
Gunnlogi with 3 complex extenders and hardener: Plasma cannon will kill it in 5 shots. IAFG will kill it in 7. this isn't including the capacity for a LSB, which could change both TTKs. Verdict: roughly status quo.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7258
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Posted - 2015.02.17 19:56:00 -
[26] - Quote
Serious post time:
Please buff armor hardeners to 30%
Sincerely,
The AV psychopath.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7258
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Posted - 2015.02.17 19:58:00 -
[27] - Quote
duster 35000 wrote: Exept the gunlogi got a rep nerf and the maddy a rep buff.
Oh no!
Now trending at #itsunfairthatamaddygetsbetterrepsbysacrificing25%ofitstankslots!
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7264
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Posted - 2015.02.17 20:10:00 -
[28] - Quote
duster 35000 wrote:Breakin Stuff wrote:duster 35000 wrote: Exept the gunlogi got a rep nerf and the maddy a rep buff.
Oh no! Now trending at #itsunfairthatamaddygetsbetterrepsbysacrificing25%ofitstankslots! It gets damage mods with high tank... sure.
exclusively in knife fighting (for tanks) range.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7265
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Posted - 2015.02.17 20:21:00 -
[29] - Quote
that's probably because you're not doing what I do and playing showdown at high noon with said HAVs.
Look. I'm AV, I'm infantry.
I'm NOT going to advocate making it harder to hit or kill infantry.
Bluntly this puts the Cal and Gal tanks on equal standing roughly.
By my estimation that's a damn awesome thing.
Now if we have anti-shield heavy weapons and a heavy autocannon introduced we can really get down to business.
And once the amarr/min stuff pops up..
I'm drooling at the prospect of all these juicy fireballs.
Rattati got it right. Armor HAVs will be vulnerable to armor hitting weapons and highly resistant to shield crackers. Vice versa for shields.
it's amazing
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7265
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Posted - 2015.02.17 20:31:00 -
[30] - Quote
duster 35000 wrote: Look at my horse/pony, my horse/pony is amazing~
1/10 your sarcasm is obvious.
Besides, my pony had a minigun harness, and is awesome beyond the boundaries of amazing.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7265
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Posted - 2015.02.17 21:15:00 -
[31] - Quote
Doc DDD wrote:
They will be no where near equal, EHP and damage profiles are not the only numbers that matter.
4 second shield recharge delay is nearly 1/6 th of the hardener duration, now the repair rate has also dropped by 25%.
Don't get me wrong I am also fully specced in armor, so instead of you driving behind a rock in your LAV to shoot through said rock at my shield tank, it will be at my armor tank which will out rep most of your damage before I rail snipe you.
Maddy fits nitro with zero cost to its EHP, instant top speed in either direction with higher top speed than Gunlogi. While it lowers it's chances of being hit with activated nitro it us also instantly repping likely around 300 hp/s. Fluxes have next zero effect on Maddy while destroying shields. Shield tanks armor also nerfed to point an assault rifle could finish one off if shields are down.
If the idea is to only have gallente tanks outside the redline then carry on with these changes as is.
But dint complain about all the shield tanks sitting in the redline.
Show me a rep fit that can beat an IAFG Doc. Pics or it didn't happen.
and Forge guns will be weak vs. shield tanks so working as intended. Means we need anti-shield AV.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7268
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Posted - 2015.02.17 21:54:00 -
[32] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
They will be no where near equal, EHP and damage profiles are not the only numbers that matter.
4 second shield recharge delay is nearly 1/6 th of the hardener duration, now the repair rate has also dropped by 25%.
Don't get me wrong I am also fully specced in armor, so instead of you driving behind a rock in your LAV to shoot through said rock at my shield tank, it will be at my armor tank which will out rep most of your damage before I rail snipe you.
Maddy fits nitro with zero cost to its EHP, instant top speed in either direction with higher top speed than Gunlogi. While it lowers it's chances of being hit with activated nitro it us also instantly repping likely around 300 hp/s. Fluxes have next zero effect on Maddy while destroying shields. Shield tanks armor also nerfed to point an assault rifle could finish one off if shields are down.
If the idea is to only have gallente tanks outside the redline then carry on with these changes as is.
But dint complain about all the shield tanks sitting in the redline.
Show me a rep fit that can beat an IAFG Doc. Pics or it didn't happen. and Forge guns will be weak vs. shield tanks so working as intended. Means we need anti-shield AV. 3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs + ANY SORT OF COVER COMPARABLE TO THE COVER YOU ARE US ING WITH YOUR FORGE. beats you as in I back up for 4 or 5 seconds in cover and outrep your damage where a shield tank will need around 14 to 20 seconds. clear enough picture ? The problem is the spreadsheet wizards and AV players are trying to balance around EHP, like there is weapon that unleashes 12000 damage in one second that will pop one tank but not the other. The reality is: Shield hardeners increase ehp for 24 seconds base Armor hardeners increase ehp for 36 seconds base Ehp over the first 4 seconds of every tank battle will have most madrugars repping 1200 damage into additional ehp, more if hardened. Shield damage threshold ( which armor does not have a version of) further reduces shield Ehp the longer the battle ensues. AV players should not decide that which they do not understand. It makes sense that you want mmore nerfs being an AV player, try not to be so obvious about it. Unfortunately ratatti decided he wants shield tanks in the redline rail sniping while armor tanks nitro around the map repping 300 hps.
Actually your assumption that I don't understand what's going on is laughable.
I've been planning for vehicles to do pretty much what the fits are showing.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7270
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Posted - 2015.02.17 22:06:00 -
[33] - Quote
Sgt Kirk wrote:Doc DDD hasn't trained Reading Comprehension to level 3 yet. Cut him some slack. He's been on the forums long enough that there is no excuse for having that maxed
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7271
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Posted - 2015.02.17 22:11:00 -
[34] - Quote
Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 3 reps and a plate is 4 shots from an IAFG.
that fit is only good vs. swarms
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7272
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Posted - 2015.02.17 22:34:00 -
[35] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro. Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits. Rep tanking only works if you are dealing wih swarms and AV nades. Forge guns and heavy rail turrets will ventilate those fits
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7272
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Posted - 2015.02.17 22:39:00 -
[36] - Quote
Doc DDD wrote:[Pokey Dravon] DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro. Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits.
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.[/quote] HAHAHAHAHAHA Like I ever do that.
You poor naive person, you. I don't ever play by the tanker's rules.
Because you always lose when you do.
Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7272
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Posted - 2015.02.17 22:43:00 -
[37] - Quote
Sgt Kirk wrote:I'm a bit confused. Is he having problems with a rep tank taking cover after being shot with a high alpha weapon? he is of the opinion that the nerfing of the gunnlogi's stupid native regen was unfair and he's trying to push the triplerep maddy paranoia when everyone knows how to kill the damn things with minimal effort.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7273
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Posted - 2015.02.17 23:07:00 -
[38] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.
HAHAHAHAHAHA Like I ever do that. You poor naive person, you. I don't ever play by the tanker's rules. Because you always lose when you do. Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo. Every time I faced you you have done the same thing, LAV behind a hill and shoot through hill, then I rail you in the head.
Actually unless you were redlining I almost never do that.
Plus if you redline like that I'll just load up a JLAV and suicide you. I even have suicide AV fits just for that kind of thing.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7275
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Posted - 2015.02.17 23:34:00 -
[39] - Quote
Doc DDD wrote:
Well polish up your bpo LAV and bpo suit, the redline tank population is about to increase 10 fold when tankers realize it'sthe only place they won't pop before thier one hardener runs out.
no worries, I'm prepared for this eventuality. Just like in every other build when someone thought the redline was a safe place.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7275
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Posted - 2015.02.17 23:37:00 -
[40] - Quote
Aeon Amadi wrote:Few things:
1) Can you bring up the profile on these tanks? Little weird that (base) Commandos can't pick up a tank on their passive scans.
2) What are ISK prices looking like for the newer tanks? Having more slots but less base durability seems like they should be cheaper if we want them to match current prices through module expenditure.
3) Think you should look at another method of balancing the MBTs' and the SHAVs' fitting costs. Seems like I'd always just slap on some standard turrets and use the extra PG/CPU on the MBT over the SHAV - just get more as a whole. Just as well, I'd be getting more assist points anyway on the off-chance they actually do kill anything with the small guns.
4) What are the bonuses going to look like, if any?
1) I haven't had this problem
2) Rattati hasn't released ISK costs yet.
3) if you leave the MBT turrets as standard every other thing they can fit is identical. I've been testing this. MBTs don't get extra fitting by cheaping out on turrets. If you can fit it on an SHAV you can fit it on an MBT, you just can't necessarily upgrade the smalls.
4) also not yet released.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7276
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Posted - 2015.02.17 23:39:00 -
[41] - Quote
Doc DDD wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one. Asymtrical, sure. But its still balanced as is. How will the caldari be better at long range fights? There will be zero benefit short of uhav defensive bonuses which will probably be nerfed before implementation.
UHAV defenses are highly likely to be resistance to infantry AV, but no particular efficiency vs. tank turrets. so expecting a UHAV to weather a storm of railgun or blaster fire may very well be a pipe dream.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7276
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Posted - 2015.02.18 00:03:00 -
[42] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one. Asymtrical, sure. But its still balanced as is. How will the caldari be better at long range fights? There will be zero benefit short of uhav defensive bonuses which will probably be nerfed before implementation. UHAV defenses are highly likely to be resistance to infantry AV, but no particular efficiency vs. tank turrets. so expecting a UHAV to weather a storm of railgun or blaster fire may very well be a pipe dream. Exactly why I said caldari has no advantages. Nothing about weathering a storm of av and rail turrets, simply that the gallente hull has advantages tower the caldari. The Caldari has no advantages over the gallente, which is why the majority of tanks not sniping from the redline if the proposed numbers go through will be gallente. The current reason the gallente tanks are little used is due to poor cpu and next to useless hardeners. As per the request of the AV community, instead of increasing efficiency of using one hardner and dramatically increasing stacking penalties, ratatti has decided to double nerf shields to promote ehp stacking and ensure any 2 swarmers can keep all vehicles trapped in the back of thier redline.
right, so your entire point is based on supposition and tinfoil.
and what you yourself intend to do.
Right, done paying attention to you, moving along.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 07:11:00 -
[43] - Quote
Spkr4theDead wrote:Breakin Stuff wrote: right, so your entire point is based on supposition and tinfoil.
and what you yourself intend to do.
Right, done paying attention to you, moving along.
He at least plays the game, in a tank. Are you capable of talking to someone without trying to browbeat them?
Not impressed with you or Doc right now. There's almost nothing constructive between the two of you.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 12:14:00 -
[44] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Doc DDD wrote:Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. Well let me lay out a general sense of what I would like to see overall given some of the design points Rattati has laid out
- Shields Recharge Slowly, but naturally with recharge delay
- Armor Recharge even slower (not a huge fan of this but Rattati seems set on on it)
- Shield Recharge on Armor HAVs should be equally as low as armor repair on Shield HAVs
- Shield Boosters Boost for 5 seconds, High HP/s (Primary means of HP regeneration for most fits)
- Armor Repairers Repair for 15 seconds, Moderate HP/s (Primary means of HP regeneration for most fits)
- Shield Hardeners 40%, slightly better duration/cooldown than current
- Armor Hardeners 30%, same duration/cooldown as current
- Shield Rechargers, increase Natural shield recharge (High Slot)
- Shield Regulators, decrease shield recharge delay (Low Slot)
- Stable Armor Repairer, Low armor HP/s, constant recharge
EDIT: And honestly the point I was trying to get across is that many elements pre 1.7 behaved more like EVE than they do now, a time in Dust's history that many vehicle pilots often references as being a better system. This is basically it as you describe. Active = High volume Passive = Low volume players should be progressing towards active as it rewards skill, but passive is easier to cope with as a new pilot. Shouldn't be forced to fit armor reps to be able to recuperate, so native reps, very low. An offensive action, should be countered with another action (hardening, boosting, active repping) and that in turn should be countered by maneuevering into the back (fuel injector or weak spot), or active dmg modding. would introducing pilot suits with modules that allow you to convert low-power passives into high-power actives be helpful?
I mean realistically it wouldn't be hard to put a multiplier on a passive effect for what, 5-15 seconds?
Also I'd like to talk to you about a bug in the plasma cannon that is kinda painful that I can't see a way to fix by tweaking the PLC itself.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 12:15:00 -
[45] - Quote
Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 12:34:00 -
[46] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking whern you say you can "interrupt" the regen. Its because when you take hits while you've activated the booster, the booster cuts out. This usually happens under blaster fire, when the shields are under continous damage. You wouldn't notice it as AV infantry attacking with a forge or swarms, as that break inbetween shots is long enough for the entire pulse to go off and raise shields. Its one of those tank v tank nuances. Easy enough for anyone to verify, take a base sica that comes with a default shield booster, and get a red blaster instalation to shot at you. You can't boost through incoming damage.
you sure it's just not eating the booster damage?I mean if you're eating fire it's not going to top you off while ignoring the incoming and then retroactively apply the damage. If you're running a booster and during that second you eat 7 proto blaster shots, that's well over 700 damage. Which comes right off the top of the regained HP.So yeah it's going to appear to "interrupt"
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 14:17:00 -
[47] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking whern you say you can "interrupt" the regen. See? You don't use vehicles. If you used shield vehicles, and used a booster, and saw that the slightest damage stops it completely, you wouldn't've had to say anything about that at all. It doesn't get "interrupted," it stops completely and starts the cooldown. shut up spkr. n o one cares what your opinion of me is.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 14:18:00 -
[48] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:Tesfa Alem wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking when you say you can "interrupt" the regen. Its because when you take hits while you've activated the booster, the booster cuts out. This usually happens under blaster fire, when the shields are under continuous damage. You wouldn't notice it as AV infantry attacking with a forge or swarms, as that break in between shots is long enough for the entire pulse to go off and raise shields. Its one of those tank v tank nuances. Easy enough for anyone to verify, take a base sica that comes with a default shield booster, and get a red blaster installation to shot at you. You can't boost through incoming damage. you sure it's just not eating the booster damage?I mean if you're eating fire it's not going to top you off while ignoring the incoming and then retroactively apply the damage. If you're running a booster and during that second you eat 7 proto blaster shots, that's well over 700 damage. Which comes right off the top of the regained HP.So yeah it's going to appear to "interrupt" now if you're running a complex heavy booster for 1950 and you take the 800 ish damage but you only rep 300 in that time then yeah I can see a problem. I'm sure. From you're description, ideally the heavy shield booster should at least go near the top underfire and then cut out. From my observations, a booster taking hits will simply stop at what ever stage a round hits it. A pulse lasts a second, so the interruption window is still very small. The only weapon with a high enough ROF to break that is the blaster. Getting your booster interuped by the other weapons is more or less the dice rolling against you. Best bet vs blaster tanks is to either break LOS, hope they over heat (most inexeperinced tankers do), then kick in booster and force the blaster to start from scratch. Hardeners are more relaible. My new tanks might have a good combination of the two. Hardener, two extenders, perhaps a light and heavy booster. gotta wonder if the server is seeing what we do.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 14:31:00 -
[49] - Quote
Spkr4theDead wrote:DUST Fiend wrote: Sooo...does that mean you're buffing AV to handle tanks, effectively killing dropships, or leaving AV as is, effectively killing AV vs tanks?
AV needs to be toned down. you're hilarious.
AV
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7286
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Posted - 2015.02.18 17:59:00 -
[50] - Quote
501st Headstrong wrote:Please do not buff AV until after the tanks are out. Madrugars.and Gunnlogis costing half a mil already get outclassed when up against two AV if they are any good and coordinated. A proto tank costing millions should be worth such an isk investment. I wouldn't expect AV to be on the table for a review until Rattati's done with the HAV hulls. Nor am I going to push hard to review it until the hulls are done and released, so let's focus on the hulls for now.
I would appreciate it if any AVers reading the thread not get overly excited just yet.
Tanks first, possible introduction of amarr/min equipment, AV is likely last.
If things go the way I expect, especially with the UHAVs bluntly I know what needs to happen with AV but let's face it. It's not going to happen or need to happen until HAVs are fixed. Cart before the horse and all.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7294
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Posted - 2015.02.19 07:32:00 -
[51] - Quote
duster 35000 wrote:Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:DUST Fiend wrote: Sooo...does that mean you're buffing AV to handle tanks, effectively killing dropships, or leaving AV as is, effectively killing AV vs tanks?
AV needs to be toned down. you're hilarious. Says the guy that doesn't use vehicles because he doesn't play the game. Av doesn't need to be toned down. Minmando with damage mods needs to be fixed. Minmando with damage mods gives a 3.6% benefit to alpha over a triple mod assault. The benefit is purely ppsychological.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7294
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Posted - 2015.02.19 07:39:00 -
[52] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:DUST Fiend wrote: Sooo...does that mean you're buffing AV to handle tanks, effectively killing dropships, or leaving AV as is, effectively killing AV vs tanks?
AV needs to be toned down. you're hilarious. Says the guy that doesn't use vehicles because he doesn't play the game. So were you intending to be constructive at all in this thread or is this just you running your mouth because rattati hasn't officially put the warning order out to play nice in this particular thread? I find Doc DDD's logic annoying but at least Doc brings points that can be verified and need considering to the table occasionally.
So far you've provided a bunch of nothing generated on the basis of not seeing me in dev hangout for a couple months, a channel I closed a couple months ago because it was functionally useless by and large.
So are you going to contribute, or are you going to sh*tpost about the other players?
so far you're choosing the latter
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7296
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Posted - 2015.02.19 14:43:00 -
[53] - Quote
Doc DDD wrote:I made some fits with all skills maxed in proto fits that still goes over either cpu or pg, not sure if the 10% per level has been added to electrical and engineering yet, but dropping those at all would make the fittings even worse.
I would recommend starting at 10% if it has already been added, if not yet added then anywhere from2% to 5%; per level would be enough on both armor and shield builds.
oh and shield booster functionality and stats need to be fixed to be useful over stacking extenders. Did rattati say 10% was happening?
If so please quote Because I missed it.
If not don't treat it like it's going to be a thing.
10%/level to PG/CPU will make it so no HAV needs to make any sacrifices on any fit. I can already hotrack the proposed HAVs with full proto in their main tank slots usually with a proto gun. Adding 50% would make all-slot proto a thing and allow for things like putting a pair of extenders in the highs to maxbrick a maddy.
This strikes me as a bad thing.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7299
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Posted - 2015.02.19 17:13:00 -
[54] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:Doc DDD wrote:I made some fits with all skills maxed in proto fits that still goes over either cpu or pg, not sure if the 10% per level has been added to electrical and engineering yet, but dropping those at all would make the fittings even worse.
I would recommend starting at 10% if it has already been added, if not yet added then anywhere from2% to 5%; per level would be enough on both armor and shield builds.
oh and shield booster functionality and stats need to be fixed to be useful over stacking extenders. Did rattati say 10% was happening? If so please quote Because I missed it. If not don't treat it like it's going to be a thing. 10%/level to PG/CPU will make it so no HAV needs to make any sacrifices on any fit. I can already hotrack the proposed HAVs with full proto in their main tank slots usually with a proto gun. Adding 50% would make all-slot proto a thing and allow for things like putting a pair of extenders in the highs to maxbrick a maddy. This strikes me as a bad thing. It probably isn't going to be a thing, but if it were, 3-5% is the most sensible option.
I would agree. While I don't think HAVs need full slot proto, they're still extremely restricted.
AV
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Breakin Stuff
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7303
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Posted - 2015.02.19 21:42:00 -
[55] - Quote
MINA Longstrike wrote:Breakin Stuff wrote: Minmando with damage mods gives a 3.6% benefit to alpha over a triple mod assault. The benefit is purely ppsychological.
Edit: misquote because phone. If the bonus 'doesn't do anything' why keep it? The suit is being used for some kind of reason. http://wiki.dust514.info/index.php?title=Stacking_PenaltiesTriple modded assault is 18.04% (7, 6.08, 3.99, these are multiplicative) Base wiyrkomi dmg is 312, after 3mod assault it's 368.27~ Commando has an un penalized 10%, which makes that first mod a 17.7% dmg and the second dmg mod is penalized to 6.08. Total damage bonus is ~1.2485... A lot higher than the 3% you claim. Base wiyrkomi is 312, 2x modded minmando is 389.55 dmg... Before proficiency or the swarm actually doing 1.3x vs armor instead of the 1.2 its supposed to. 24.85 - 18.04 = 6.81 almost a full 7%, close to double the 3.6 you're claiming. So if this bonus "doesn't do anything" why don't we remove it? If you're opposed to it the bonus must clearly do *something* You're doing the math wrong
You check the final damage of both, then divide the lower of the two into the higher.
In this case:
Minmando alpha: 1849.68
Assault triple mod: 1767.94
divide the lower of the two by the higher to determine what percent the lower damage is doing compared to the higher.
.955300
so the assault is doing 95.5% of the minmando's damage. 4.5% difference.
I didn't recalculate after I fixed the light damage mod numbers in the calculation.
Still under 5%. Not enough to change TTK
Also as a side note, the Calmando and Minmando can do comparable or higher damage than the galmando with a PLC because more damage mods and they share the same reload bonus.
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7306
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Posted - 2015.02.20 10:40:00 -
[56] - Quote
Yeah fitting is a bit too constricted.
But since it's the Chinese new year don't expect to see much of anything from the devs for about a week.
Government mandated holiday.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7343
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Posted - 2015.02.20 22:59:00 -
[57] - Quote
Or reduce yhe HP and re-drop them in 2 minutes.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7350
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Posted - 2015.02.21 08:54:00 -
[58] - Quote
MINA Longstrike wrote:Pokey Dravon wrote:Im very confused on how the "HAV and SHAV Progression" thread turned into "Lets talk about installations!"
Rattati is going to come back from vacation and be like "Guys..." ... I have ADHD. That's not an excuse. I have ADHD too.
So can we find any huge broken holes in the hulls that need addressing besides the madly constricted fitting?
Anything that will break when Rattati starts bringing the old modules back?
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Breakin Stuff
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7358
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Posted - 2015.02.23 09:00:00 -
[59] - Quote
I just want to make an amarr heavy weapon using the forge gun asset until Rattati can kidnap a graphic design nerd.
AV
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Goonfeet Special Planetary Emergency Response Group
7360
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Posted - 2015.02.23 12:58:00 -
[60] - Quote
What's the projected TTK for each of the heavy turrets vs. A reasonable enemy tank?
Assume unmodded, one mod and two mods.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7366
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Posted - 2015.02.25 19:18:00 -
[61] - Quote
Doc DDD wrote:And out of curiousity, will DHAVS be able to fit a Nitro?
That could make things pretty silly. Most likely.
With the way they're proposed to work they need some way of escaping pissed off ground AV
AV
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Goonfeet Special Planetary Emergency Response Group
7367
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Posted - 2015.02.25 21:53:00 -
[62] - Quote
Doc DDD wrote:
Broken as in having to shoot 10 m behind target to hit, I'm not talking about anticipation of where target will be, but the constant back and forth breaks something... easiest thing to do is not move turret and let nitro tank drive into shot, but for me at least I end up having to guess which vector in time the other tank exists. Much easier to hit other tanks while using nitro personally.
Oh Lord confirmation of the strafe strafe wiggledance for tanks.
Someone fix the hit detection.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7378
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Posted - 2015.02.26 21:17:00 -
[63] - Quote
no passive resists unless by module.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 21:43:00 -
[64] - Quote
Tebu Gan wrote:Breakin Stuff wrote:no passive resists unless by module. Ummm, duh? I'm sorry, when I say passive resists I mean like we had pre 1.6. Sorry I'm a long time tanker and forget to clarify, I simply assume everyone knows what I mean:) Of course by module. That's why I say you wouldn't need to run multiple hardeners with a small passive resist module. And you being an AV guy, saying AV needs no tweaking. OMG dude, the hell they won't. They won't be able to scratch most of these tanks fits. Maybe armor, but there really need to be some more shield based AV out there. Gunnlogi is OP with the current setup, still. I am well aware that AV will need tweaking. I've been keeping silent on the AV until the HAVs are finalized per my understanding of Rattati's priorities. Other people have said that AV will need to be toned down or not be touched. I'm fully aware of what AV will need to burn down the new HAVs.
I'm keeping silent because I don't really feel like starting a screaming riot until everyone is done gloating about how AV will be useless tank side.
I've already done tha calculations for what it'll take for AV to stand a chance. Especially with AV-resistant UHAVs on the horizon.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 22:15:00 -
[65] - Quote
True Adamance wrote:
Are UHAV getting defensive module bonuses or something else entirely?
If the winds are blowing the way the aught, they'll be getting a direct resistance to Infantry AV. Which will not apply to heavy turrets.
that's really the only way for the DHAV to be a viable counter while still maintaining hardcore resistance to my particular brand of *******.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 22:39:00 -
[66] - Quote
Tebu Gan wrote:
I wasn't going to ask, but I will ask if you think DHAV need to be soloed by AV? Tanks that aren't even built around killing infantry.
Another note, AV may need some minor tweaks upwards, but the biggest change needs to come from the tank module side. With the added slots, modules need to be toned down to reflect this.
Then again, of course we can put it all on the AV side, but you have to keep in mind DS and light vehicles. Don't want to be insta popping things for the sake of tank balance.
And your statement that the Uhav can't be soloed, yet the MBTs can seems incredibly wrong to me. Something just doesn't jive with that statement. Something that can easily kill the AV infantry yet remain way stronger just doesn't sit well with me. I have a UHAV now, called a double extender hardener gunnlogi. With gunners, honestly, that's all the defense I would need to be on par and above a solo AV.
And by solo, I don't imagine you mean fire one clip and call it done. I imagine it would take some work. Especially if you are taking on something that is limited in engagement against them.
And as I said with true, UHAV's or any multi seater tank is useless in PC. Multi man tanks only have a place, and always will, in Pubs. Which by their very nature are unbalanced to start. What do you think of that statement.
And I know, lots of ands.
DHAVs are supposed to be glass cannons, so yes. I'm also of the opinion that said glass cannons should be cheaper than MBT and UHAVs because of their intended fragility to offset the odds of me telling it to stay OFF MY UHAV killing YOUR boys.
Honestly there's no reason why AV will need an alpha increase. What needs to be done can be done PURELY via rate of fire without tweaking alpha upward. In fact I'm VEHEMENTLY against further increases to alpha damage on the current AV.
I said that AV should be able to FIGHT an MBT. I said NOTHING about being able to casually destroy one. My optimal solution would be if the stars align and you never miss it'll take between thirteen and 16 seconds to fight down an MBT. I hope you (AV players) have a clue what you're doing. That's a MINIMUM timeframe assuming you are using a weapon intended to kill the appropriate tank type. So forge guns for armor, some kinda laser for shields, etc. All of my balancing ideas call for the AV gunner to have to reload to land an MBT kill. I'm also in favor of splash going bye bye to make room for actual weapon bonuses.
Multiman HAVs have a place, and that place is situational. I think True has the right idea that there should be an option. Party tanks are useful for delivering people directly to open-ground hack points while providing counterfire vs. AV. Do I think they're a "everyone get in and stay in?" Not by a long shot. I believe that True shares my opinion that the SHAV is a bandaid placed on a wound. No PC crew is going to actually have some dipwad loiter in a small turret when he needs to be DOING things. So it's less of a concern given that barring the smalls, both types of tank are limited to more or less identical fits.
So it's a yes and no. situationally they are useful. As a general suppression tool, we're going to need to see how the UHAVs play out before calling out fail points. The UHAV will be the useful three-seater if anything.
But no, contrary to a lot of what people like to bandy about when referencing me, I am not an advocate of HAVs being one shot kills except when I'm trying to get a rise out of people dumb enough to assume it. I absolutely think AV should threaten a main battle tank, credibly threaten. But honestly I consider the advantage to go to the tank, and the foot soldier with the big gun needing to be slick to pull off a solo.
I solo the current generation of sicas and gunnlogis, which are arguably (Depends on who's arguing) OP. The only real efficient defense is pinpoint accuracy with a rail (don't laugh, I've been jacked up by some absolutely lethal gunners with rails today) and jumping out of the tank with an HMG or a shotgun which is arguably the most cheeseass thing this side of the JLAV, which I only use when someone who I know will get buttmad and post about it here is on the enemy team.
I'm also actively cooking up proposed stats for a Heavy autocannon, Heavy plasma mortar, heavy laser cannon (scrambler lance) and an amarr Light AV weapon. Having run the numbers any buffs to swarms we have current will sign the death warrant of all dropships and armor HAVs. as it stands swarms will also require reloads to kill madrugars coming down the pipe.
Honestly some people have suggested giving the mass driver 100% efficacy versus HAVs, and I'm pretty much pointing and shaking my head because it won't accomplish anything. You'd have to make the Mass driver profile 140% vs. HAVs to do anything other than bust holes in LAVs. Even then it's utility is iffy. You'd need a squad of the damn things to be a credible threat.
As far as the new HAVs go I actually like them. They're going to be powerful and scary. They should be. Av should be a threat, absolutely, but within certain boundaries. I deliberately (even on my not-final because I'm dicking around) set even the scrambler lance stats I have poked into my merry little Av database running a bit over 900 DPS. With a full shield tank it'll need a reload before breaching the armor, and will have done somewhere in the neighborhood of 600 damage to the operator if they simply hold down the trigger on a gunnlogi. So again, I'm not interested in HAV EZ-Kill mode.
And no, none of the numbers in my AV spreadsheet under proposed are final, just so no one gets too panicky. I am not going to do final numbers until such time as Rattati says "HAV hulls and modules are done." Once we have that, I'll start adjusting recommendations for what we're going to deal with. Until we have that much, there's no point in getting excited.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
|
Posted - 2015.02.26 22:40:00 -
[67] - Quote
True Adamance wrote:Breakin Stuff wrote:True Adamance wrote:
Are UHAV getting defensive module bonuses or something else entirely?
If the winds are blowing the way the aught, they'll be getting a direct resistance to Infantry AV. Which will not apply to heavy turrets. that's really the only way for the DHAV to be a viable counter while still maintaining hardcore resistance to my particular brand of *******. Hmmmm okay that does sound odd. I was simply thinking things like cooldown and duration bonuses.....not actually making the hulls more resistant to damage. I'm assuming the hulls will have better based HP values anyway right? they're going to have to have better base HP values to make up for the lower slot layout. Otherwise they're a DHAV that makes infantry cry. You might as well just use a gunnlogi/Madrugar
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
|
Posted - 2015.02.26 22:46:00 -
[68] - Quote
LudiKure ninda wrote:and NO av dont need to be buffed, maybe plasma cannon but swarms are overkill on min comando allerady.. FG...well it need some love,breach especialy. I've already said multiple times that swarms need to not be buffed versus the HAVs. the current ones we have will do decently versus HAVs proposed without being utter overkill.
Not against shield tanks, but I really would rather have that disparity in place so when we DO get laser and Plasma heavy AV we don't have to redo the balancing and can just tweak the guns to perfection.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
|
Posted - 2015.02.26 22:53:00 -
[69] - Quote
True Adamance wrote:LudiKure ninda wrote:cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl So much fail right here.
I believe the simplest thing would be to flag all infantry AV with some kind of tag and put a resistance bonus against that tag on the UHAVs.
I tend to view Tank turrets as the EFFICIENT method of killing vehicles.
I tend to view infantry AV as the sloppy, overkill, Do-this-because-it-might-work kind of thing. It's why I want HAVs to have the higher efficiency and lower TTK versus other HAVs overall. But basically I see infantry AV as a means of trying to brute force a solution, and because it's a brute-force thing it can be countered via different materiels and methods than you would use to deflect a rail cannon shot.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
|
Posted - 2015.02.26 23:00:00 -
[70] - Quote
True Adamance wrote:Breakin Stuff wrote:True Adamance wrote:LudiKure ninda wrote:cal UHAV- 3 resistance to hybrid railgun and hybrid blaster damage per lvl
Gal UHAV-3 resistance to projectile damage per lvl So much fail right here. I believe the simplest thing would be to flag all infantry AV with some kind of tag and put a resistance bonus against that tag on the UHAVs. I tend to view Tank turrets as the EFFICIENT method of killing vehicles. I tend to view infantry AV as the sloppy, overkill, Do-this-because-it-might-work kind of thing. It's why I want HAVs to have the higher efficiency and lower TTK versus other HAVs overall. But basically I see infantry AV as a means of trying to brute force a solution, and because it's a brute-force thing it can be countered via different materiels and methods than you would use to deflect a rail cannon shot. I get ya. In my mind all I'm saying is that every capacity an infantry mounted AV weapon has a tank mounted one theoretically should have more of in spades.
honestly I'm of the opinion that small turrets and heavy weapons should have similar functionality.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
|
Posted - 2015.02.26 23:05:00 -
[71] - Quote
True Adamance wrote:
Interesting theory. Btw what is your scrambler lance like?
I've been thinking of suggestions for the Large and Small Laser Turrets if they ever are to appear and how they might function.
Normally I hate the idea of another hold trigger down laser but after I started thinking about one with twin barrels....... it started to fall into place.
Scrambler lance is kinda like the laser rifle WITHOUT the overheat for more damage mechanic. There's no reality in which that won't be broken and in dire need of an instant nerf. When it overheats it doesn't seize, it just does 100-150 damage per second to the firer.
the arc cannon is a charged weapon, you charge the laser and it erupts a 1-second beam of energy that you must hold on the target. when it ends it charges and releases again, and it doesn't overheat (a nod to the amarr commando, who needs something to not suck with).
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
|
Posted - 2015.02.26 23:15:00 -
[72] - Quote
I've had some inspiration from a few people.
I'm basically designing weapons based on the idea that heavy weapons should be AV/AI capable rather than being locked to one or the other. That way you can actually balance them vs. infantry without starting them at OMGWHY?? levels of DPS.
the scrambler lance will be hard to hold on fast moving infantry, ideally level 5 autocannon should have a reticle the size of an HAV at it's optimal endpoint at level 5, which should make hitting infantry at a distance tricky in both cases. Give the mortar similar limitations to the PLC and you start having things you shouldn't be taking lightly, but not so deadly that you can't fight back.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7382
|
Posted - 2015.02.26 23:46:00 -
[73] - Quote
Tebu Gan wrote:
Anyways, I always feel like a douche when I get out and gun down that AV. Fun yes, but it's just not right.
You know how some people get massively butthurt about the Bolt Pistol?
I'm that guy with the bolt pistol.
But on a more serious note it's nice to be able to discuss with an HAV driver and disagree along valid point lines rather than people automatically defaulting to reactionary bullsh*t.
I'd love to continue, but I work at night, so I need to pass out.
I'm looking forward to waking up and logging in to Spkr4thedead and DocDDD ranting about how I'm completely unreasonable, here to ruin the game for vehicle drivers, read my spreadsheet, get butthurt and completely ignore the fact that I've outright said that those numbers aren't intended to be valid yet.
When they do, someone please make sure to quote them before they read this post and have a chance to edit their reactionary rants for content. I want to read these tear harvests.
It's magic that I really don't want to be deprived of.
On a more constructive note, before we pass judgement on the DHAV/UHAV let's see how it plays. Rattati said outright that he wants to put in a module to improve blaster dispersion for the UHAV that MBTs can use as well. Well maybe MBTs I can't recall that.
I'm actually an advocate of making heavy turrets kill infantry a bit better than what we have now. What we have now pains me.
and I dunno if the one guy who was blapping me consistently was just a badass, or if my crapass internet connection betrayed me. I'm going to opt for assuming he's a badass than try to cop out and blame the ISP for incompetence.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7390
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Posted - 2015.02.27 15:37:00 -
[74] - Quote
Takahiro Kashuken wrote:You buff AV then you kill the LAV You buff AV you kill the DS You buff AV you kill the ADS You buff AV you kill the DHAV
Any which way you buff AV you kill something else and completely take it off the field and out of the game.
Simple solution - HAVs take out HAVs and AV does secondary damage because ADS/DS/LAV cannot survive now so it means any new LAV/DS like Logi then its already made useless before it gets out the door.
AV cannot be the end all solution, AV is there for when you do not have vehicle support but right now it is there no matter what and is the end all solution. If it gets buffed it kills everything, if it gets nerfed then it may require more than 1 AV person but the 3man HAV getting destroyed by 1 AV is unfair but having AV making every other vehicle useless is just as bad. fairly bold statements there bunky. Historically statements like this have been proven false repeatedly.
if AV isn't to be bugbuffed in response to the new HAVs then we should just leave HAVs as they are now.
compromise: when nobody leaves happy.
But no. You dont get improved tanks and demand that AV be marginalized to worthlessness. That's not a solution.
Plus LAVs are too durable anyway. A militia trash LAV takes multiple shots from proto antitank guns to kill even if no modules are loaded.
Kill LAVs my ass.
You're reaching pretty hard asserting dropships even.
Try again.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7391
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Posted - 2015.02.27 16:08:00 -
[75] - Quote
Everything you just posted is opinion.
And bluntly I'm not interested in taking Red star opinions seriously when all you guys do is repeat spkr4thedead's usual not-points.
And in what deluded post has anyone in any of the latest HAV threads seriously suggested buffing swarms? My count is at zero. So why are you using swarms as your be-all end-all example?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7391
|
Posted - 2015.02.27 16:27:00 -
[76] - Quote
Takahiro Kashuken wrote:Breakin Stuff wrote:Everything you just posted is opinion.
And bluntly I'm not interested in taking Red star opinions seriously when all you guys do is repeat spkr4thedead's usual not-points.
And in what deluded post has anyone in any of the latest HAV threads seriously suggested buffing swarms? My count is at zero. So why are you using swarms as your be-all end-all example?
Not really when rattati is seriously thinking about limiting the hardener to 1 and nerfing PG/CPU modules or creating various fits on protofits. Im right when i talk about SL in uprising and now, im right on the new advanced/prototype HAVs which are just in name and not nature because of no slot increase, im right about the ADS unable to dodge SL. I play the game every day and i see what happens to my vehicles and how a SL pushes me off easily or i can dual a FG because they have a chance to miss. I have FG and SL to proto and prof 5, i have used them and i know the downsides and upsides of both. Opinions come from playing the game and just being a spreadsheet warrior doesn't cut it because the spreadsheet pits whatever it is on an empty field with no cover, no moving, no tactics, no variables whatsoever so it produces a false outcome. Unfortuanly not many use FG, the majority is AV and last i checked the SL is AV, the FG is generally fine, the PLC is not but buffing any AV can defo kill the rest of the vehicles. But you may say ' I'm not interested in taking Red star opinions seriously when all you guys do is repeat spkr4thedead's usual not-points.' so then why should i take your points seriously or anyone from your corp seriously? should i tie you all with the same brush? why should CCP take you seriously? Should anyone take your opinion seriously? TBH with your latest post it reeks of 'im not listening to you la la la la la la' which frankly is childish and not in any way helpful.
And you've never seriously entertained nor considered any counterpoint in any post so I'm not exactly inclined to listen to someone who simply dismisses me as a "spreadsheet warrior" or as someone who "Doesn't play the game.
I say again: No one has ever suggested buffing swarms. Quite the opposite in fact.
Why are you using them as your justification for saying AV should never be buffed?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7392
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Posted - 2015.02.27 17:44:00 -
[77] - Quote
Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent!
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7395
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Posted - 2015.02.27 20:16:00 -
[78] - Quote
Correction pokey. 13-16 second MINIMUM TTK.
I'm erring on the side of advantage to tank versus solo AV.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7396
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Posted - 2015.02.27 20:29:00 -
[79] - Quote
Pokey Dravon wrote:Breakin Stuff wrote:Correction pokey. 13-16 second MINIMUM TTK.
I'm erring on the side of advantage to tank versus solo AV. Ah you must have updated it from last time I looked at it. I'm more comfortable with 13-16 seconds, but we'll have to see how it plays out in testing. Pretty much.
Besides. We ain't done with the hulls yet till rattati queues the fat lady. So speculating AV/V is meh.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7401
|
Posted - 2015.02.28 01:44:00 -
[80] - Quote
duster 35000 wrote:Godin Thekiller wrote:Tebu Gan wrote:Spkr4theDead wrote:Tebu Gan wrote:
As is yours. That was kinda the point.
And you just admitted to it.
But seriously, what is wrong with you guys. Seriously, swarms OP? If anything it shows a disparity with armor which IS acknowledge and IS being addressed.
I mean google "reasonable" and then try being it for a change. Screaming that you are right and everyone else is wrong just makes you look stupid and uneducated. I
Again, destroying a tank in 4 volleys is overkill. You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus. Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed. To be fair to Sparky, there's not much of a difference. Yea, you can still 4 shot a maxed out Maddy. That is a thing now. After the balance pass, no. And To be fair to you and Breakin, a PROTO Swarm fired at a Soma should break easily. How will it be different? Assuming you mean current numbers. Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7403
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Posted - 2015.02.28 08:59:00 -
[81] - Quote
Overall I think the PG/CPU mods should be much less fitting intensive. As it stands using the mods we have currently on rattati's hulls? Unless I'm missing something it won't allow more than the addition of a forge gun shot worth of TTK overall. If I'm wrong tell me.
I'm not seeing the current mods breaking rattati's hulls.
Seriously can anyone use the current fitting mods in protofits to spike an HAV above 8k raw HP (before hardeners/reps)?
If so, how and by how much?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7403
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Posted - 2015.02.28 10:41:00 -
[82] - Quote
That fit is breach forge bait. Some jackass on a tower top can keep you in the redline indefinitely because of the pitiful recovery rates.
If supported by some kind of remote rep vehicle? I can see it.
Not as a standalone though.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7410
|
Posted - 2015.02.28 15:40:00 -
[83] - Quote
Takahiro Kashuken wrote:Breakin Stuff wrote: Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
13-16sec TTK is quite terrible when considering in the past 30sec and upwards of towards a minute were standard HAV vs HAV times in uprising. I feel that AV should not hit harder or faster than a HAV at all. if 13-16sec is for AV then you can half that for a HAV which is terrible and boring and twitch. 30sec should be the minimum battle time between HAVs and for AV add on 15sec more. Buffing AV should be out of the question unless you want to kill off the other vehicles because if you want AV ti kill in 13sec then DS/ADS/LAV will all get creamed before they come out of the redline.
You keep talking anecdotal opinion and ignore the fact yhat my numbers for TTK basically require that the AV gunner be God's Gift to tankbusting of for the tank to be driven by an oblivious idiot.
It assumes somehow the AV gunner can put all of his shots directly on the HAV without interruption, interference or cchance of missing.
Swarms are NOT included in my TTK delusions or recommendations. They are problematic at best and I refuse to touch them to use or for balance suggestions unless a mechanical rework is on the table.
But if an HAV driver ALLOWS an AV gunner to hammer him nonstop without interference (even if that's moving behindcover and siccing squadmates on him) then he deserves to die.
You should see my recommendations for the UHAV. I'm pushing for 14,000 EHP vs. Infantry AV. With AV balanced to combat MBTs running between 6,000 and 9,000 HP with difficulty solo.
But keeping the UHAVs somewhere around 6-9k versus tank turrets.
I don't care if other infantry will think it's unfair. I think it'll be hilarious.
And my fully skilled, triple modded, maxed out AV guns cap out right around where an unskilled, unmodded railgun starts at for DPS on rattati's scale. So no. AV will not be better at killing tanks than tanks do if I have my way.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7410
|
Posted - 2015.02.28 16:13:00 -
[84] - Quote
Just because you two want to have everything and compromise nothing doesn't require the rest of us to be on board or cooperate. But sure, keep banging on the Surya bus when you two are literally the only people on this forum who buy into the idea that the surya wasn't overpowered.
And I don't care about the chrome surya. Rattati has opted to not go with my recommendation to go back to chrome basis for vehicles and AV. I've moved along, and really don't care about what you think things should be, I only care about what they are versus what they will be.
But you two are welcome to try and stonewall everyone else, because it's been kinda amusing watching you bang your heads on the wall.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7410
|
Posted - 2015.02.28 17:29:00 -
[85] - Quote
Complaints that focusing fire is highly efficient at killing things is pretty much the definition of "I want tanks to be overpowered."
Further How does Swarms "work for how I want to..." what? I don't use them, I think they're dumb. I stopped using them when Chromosome rolled out and I stopped playing logistics.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7417
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Posted - 2015.03.02 06:42:00 -
[86] - Quote
Basing an argument on balance around 3 people focusing fire on a single target is disingenuous and misleading.
Considering that's what it takes for a tank to die in four seconds. Single AV whether heavy turret or handheld should never be balanced based on three people sharing a target being overpowered.
Thats like me claiming that sentinels need 50% stacking resistance for each extra person focusing fire on them.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7417
|
Posted - 2015.03.02 09:10:00 -
[87] - Quote
Soul Cairn wrote:What was this originally about again? There was to much arguing and not enough discussion for me to remember. Go to protofits and test the stats for the madrugar, gunnlogi, marduk and I fforget the caldari one. They are the proposed stats for the gallente and caldari main battle tanks.
Rattati wants critique. I personally think they're pretty damn good overall, certain design decisions notwithstanding.
The pg/cpu mods that are proposed are also in there.
The proposal is one hardener only (If this happens then armor hardeners need to be buffed to 30-35% in order to keep parity with shields if we get proper parity for turrets and AV).
But if you find any giant holes in the proposed stats post them.
mostly the discussion dicdiverged to why everyone disagrees on balance points and design philosophy after what, page 5?
So I recommend getting your own impressions and giving input on your thoughts. Talk to pokey dravon if you're having trouble with figuringbout the fits.
I personally think the pg/cpu mods need to not eat so many resources. The cost/benefit is not a great ratio.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 14:27:00 -
[88] - Quote
Lorhak Gannarsein wrote:True Adamance wrote:Even four seconds boggles the mind. That's a more than a total of 2230 DPS or 9000 damage in Alpha!
Not many things can achieve this. I simply want to know how you suffered this kind of catastrophic damage within your established parameters (strikes me that JLAV are not likely used in PC).
Also while the redline certainly is a useful tool as a safe zone for redeployment, resupply, and to gain a little bit of battlefield perspective I've long been wishing for a no fire zone in the redline. Deliberately hiding in there because you are unwilling to deploy to the battlefield is somewhat shameful....but I can't begrudge the people who do it...that's their prerogative but it marks the battlefield as MINE if they are unwilling to come down onto it. Well, one Cx damage modded IAFG deals about 700 DPS before proficiency/bonuses; it's hardly uncommon to be attacked by multiple AV users, and a single Wiyrkomi MinMando will kill an unhardened Madrugar in seven seconds (assuming two damage mods and maxed proficiency we have one second between volleys and three seconds to reload. First volley strips shields, second and third take the HAV down to about 800 HP fourth volley kills the HAV. I'm also assuming two repairers, because plates are garbage). Hardened, that increases to eight seconds - the fifth volley will kill the HAV. Eight seconds is a long time; it's usually long enough to escape. The MinMando will gain some 3-400 WP out of this. If he has a friend, or he's firing invisibly, you die. One or both of these things are frequent. It is also perfectly doable to solo a Gunnlogi as a forge-gunner; four shots from a damage-modded IAFG and two Lai-Dai Packed AV grenades will kill pretty much anything, assuming you've already forced the triggering of the hardener (if you didn't why are you bothering?). Essentially, what's happened is that the only way to survive as a tanker is to either stay in the redline and only come out while hardeners are up and you're certain you won't be ganked upon leaving, or to be so much more skilled and prepared than the AV player that there's nothing he can do (like the idiots who insist on firing swarms at my hardened shield tank, versus the times when I dance around blasters in the street in my Sentinel to score an easy kill). In the meantime the AV player is making bank, and you're making a loss.
Dunno where you're getting your numbers, curtrently a triple mod IAFG get 657 DPS. not 700. That's versus armor. versus a gunnlogi, they cap out at 468 DPS.
So no, 700 DPS is misleading.
the Swarm launcher, however... Not so misleading.
On paper vs. armor is 1505 DPS with three damage mods, versus shields it's 872. In both cases far outstripping the forge gun by more than double.
The minmando does a base 1575 DPS versus armor, and the sustained fire coming from the reload bonus does the rest.
But the minmando isn't the problem when the base weapon cracks out 1505 DPS.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 15:59:00 -
[89] - Quote
DPS is calculated on how long it takes ME to kill YOU, not how long it takes from you realizing I'm shooting at you till the objective is achieved, so yes, the DPS loss from the initial charge/lock is valid.
and I see a lot of complaining about lots of people speccing AV. I suppose we've forgotten the tankers gloating and yelling HTFU when they were able to more or less farm infantry kills with impunity, and on the rare occasions they died, cried out for nerfs to AV.
I'm sorry, but three people focusing fire on a SINGLE TARGET shows that teamwork is effective, not that AV is OP.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 16:08:00 -
[90] - Quote
Yes, my problem is not that swarms are easy.
My problem is when the discussion is "well these AV options here suck and have no utility" gets responded to with "AV IS OVERPOWERED BECAUSE SWARMS!"
It's dumb as hell, and useless to boot.
That's no the current discussion, but it's effectively what's happening.
what's hilarious is the fact that swarms just need a mechanical overhaul. It's that simple. they need to be reworked. Any "Balance" (and I use this term VERYloosely) will be a bandaid due to the fact that there's no human error involved.
Forge guns? Yeah not so bad. PLC? Hilarious.
What's going to be REALLY rich is if Rattati introduces the laser cannon and plasma mortar. The Gunnlogi pilots are going to scream if overall DPS among the AV weapons is similar because the profiles will mean that there's more than just armor AV anymore. But the people driving madrugars will point and laugh at the lasers and plasmas rather in the fashion that gunnlogis laugh at forge guns now.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 16:09:00 -
[91] - Quote
Doc DDD wrote:If we are worried about balancing in ambush, just remove vehicles all together from oms. ..
The only thing keeping tanks alive as long as they are now is the ability to stack hardeners, removing this ability, while nerfing shield regen and cpu/pg chips, nerfing base HP of hulls to force the 2 extra slots to be filled with isk costing hp modules, all add up to a vehicle nerf. Armor tanks seem to be in a better place though.
Seems like this was more of an AV buff initiative then a ' let's make tanks useful and give them something to do' LOL ambush.
there's a lot of whining about OMS and vehicles. It's pure magic.
suck up the pain and spawn AV.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 16:29:00 -
[92] - Quote
Tebu Gan wrote:
This does make me wonder though, how much of a buff does the maddie need to be on par with infantry AV and would such a buff put them over the top against a gunnlogi.
Once we go hot with Rattati's HAVs the shoe will be on the other foot... to a point. Forge guns and swarms aren't really going to have an easier time killing a gunnlogi.
Whoop de do.
they will have a harder time killing a maddy, so it's a win there.
the trick will be the fact that the way rattati built the HAVs if you were to make two versions of the forge gun, one plasma and one rail, the plasma one would kill the gunnlogi in the time it takes the rail to splatter the madrugar. However if you swapped them, they'd both take about as long as it takes to bust through a gunnlogi NOW.
so they'll be about on par, it'll be a matter of using weapons with the correct damage profiles to do the job rather than "one gun fits all"
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7421
|
Posted - 2015.03.02 16:40:00 -
[93] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:If we are worried about balancing in ambush, just remove vehicles all together from oms. ..
The only thing keeping tanks alive as long as they are now is the ability to stack hardeners, removing this ability, while nerfing shield regen and cpu/pg chips, nerfing base HP of hulls to force the 2 extra slots to be filled with isk costing hp modules, all add up to a vehicle nerf. Armor tanks seem to be in a better place though.
Seems like this was more of an AV buff initiative then a ' let's make tanks useful and give them something to do' LOL ambush. there's a lot of whining about OMS and vehicles. It's pure magic. suck up the pain and spawn AV. And the gunnlogi is OP. Pure and simple. It's only effectively stopped by another gunnlogi, which has been the developer definition of OP> A thing that can only effectively be countered by itself. The gunlogi is no where near OP, and definitely not after all the proposed nerfs. The gunlogi is the only vehicle that can tank damage from mutiple sources ONLY while it's hardeners are activated, and even theniit's not for any longer than the time it takes a breach forge to fire 3 times. I have words for tank drivers who hang around long enough for breach forges to fire three times.
they rhyme with Boron, crabgrass, cupid and shrub
And bluntly, nothing should be balanced to survive 3 v 1. that's stupid as hell.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7422
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Posted - 2015.03.02 17:29:00 -
[94] - Quote
Tebu Gan wrote:
Agreed, I've suggested multiple times in the past that we use current weapons, tacking on different damage profiles. EM swarm launchers, can you imagine the tears that would flow!
Would rather see though some amar and minmatar weapons to fill the gap. At least then it wouldn't be spec into FG or SL and have the best of all worlds. At least then you would have to spec into another weapon to achieve the same goals.
Welp, rattati wants to add an AV autocannon (I want to get this so I can spec out of the HMG so bad...) a heavy laser and a plasma mortar, all intended for Av utility.
I've built my proposals for them, I'm just waiting on final HAV numbers so I can finalize the DPS values. But the way I'm setting them up (and I hope rattati runs it this way) is that the plasma mortar and scrambler lance will kill a gunnlogi in about the time it takes a forge gun or autocannon to kill a Madrugar. Rattati's Madrugar, not the current bad joke madrugar.
By the same token, using a forge or autocannon on a gunnlogi, or using a laser/plasma on a madrugar should feel like you are wasting ammunition, IMHO.
I want there to be a "right tool for the job" rather than the current meta of "one weapon needs to do everything."
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7423
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Posted - 2015.03.02 17:52:00 -
[95] - Quote
Tebu Gan wrote:
I hear a lot of mention of the laser weapon and I always think that pretty beam of light that you hold on target. Honestly I can't imagine that would be the right direction for an AV weapon.
I was thinking the laser weapon fires bursts of lasers, rather than a beam of light that only needs to be held on a target. Add a little skill into a weapon. Sure a laser beam works on small targets but on a large target it would be FAR too easy.
there's a couple considerations there, firstly the beam has to have a low per-shot alpha. Second, the beam is harder to use on infantry without making it useless against them. It's just going to suck versus armor.
But the capper is that it cannot use the escalating damage mechanic of the laser rifle. It's why when someone suggested making the laser rifle AV capable my instant thought was BAD IDEA BAD IDEA BAD IDEA.
Also my vision for the beam laser is that it tries to kill you from overheat. to the tune of 150 laser profile damage per second you keep shooting it once it reaches critical heat. the Amarr suit (which can't load up damage mods) would of course take LESS damage from this issue.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7423
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Posted - 2015.03.02 17:56:00 -
[96] - Quote
I dunno, does the tank magically get more protection from having two blueberries in the dump seats?
party tanks are a lot harder to kill than standard one-seaters. Not because the small turrets are amazing.
But because one of the passengers jumps out and rips the AV gunner's head off casually. So I'd say it's a pretty damn viable protective measure.
we will, of course laugh like madmen at the thought of a three man tank in PC. We all know no one EVER does that sh*t there.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7423
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Posted - 2015.03.02 18:13:00 -
[97] - Quote
Takahiro Kashuken wrote:Breakin Stuff wrote:I dunno, does the tank magically get more protection from having two blueberries in the dump seats?
party tanks are a lot harder to kill than standard one-seaters. Not because the small turrets are amazing.
But because one of the passengers jumps out and rips the AV gunner's head off casually. So I'd say it's a pretty damn viable protective measure.
we will, of course laugh like madmen at the thought of a three man tank in PC. We all know no one EVER does that sh*t there. Sure why not, it is still a ratio of 1 AV to 3 pilots and 1:3 doesn't look fair to me but yet you will complain that it may take 3 AV to kill 1 HAV. Can't have it both ways. Small turrets suck, if the AV player is close enough to get there head ripped off that is the AV players fault but there are many areas of a map that the gunners cannot reach out of a tank or in the gun seat. It has been an option in PC, a rare one but if it is a ratio of 3 man HAV to 3 AV then maybe it may happen. having the extra seats bring something to the table defensively has never been an objection I have. Even if it's a built-in booster or mini-hardener that the second/third seat can trigger or something. If the defenses take three people to operate then yes, it should absolutely improve the survival of the HAV versus solo AV.
1 player = 1 player HAS to mean something. And no, it can't be a one-way street.
However, the "jump out and shoot the AV" is stupid. it's just as cheesy as JLAVs, which I use whenever I have an HMG jump out to pop my AV fatsuit.
If an HAV takes three people to operate at max capacity, then the three AV to kill ratio becomes reasonable.
But as long as it only requires one player to run at max defensive capacity? Then no. it's still really one player versus one player. because the two smalls are rarely useful due to hit detection stupidity, and they'll just jump out and shoot the AV player with a rail rifle or whatever.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7424
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Posted - 2015.03.02 18:26:00 -
[98] - Quote
Spkr4theDead wrote:And this is why we've lost so many pilots. Those that don't use vehicles having the sole say in the direction vehicles go in.
Unfortunately, it likely won't end. As it is, pilots aren't being listened to now. We're losing base HP on both hulls. That constitutes a nerf to vehicles, no matter what you want to say.
Well spkr, if we listened to YOU, tanks would be unstoppable God-Engines. Fortunately, very few people share your opinions.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7426
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Posted - 2015.03.02 19:50:00 -
[99] - Quote
I never said that the two extra turrets is worthwhile.
But some people want the option.
I could care less if a tank had one person or ten.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7426
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Posted - 2015.03.02 19:52:00 -
[100] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:And this is why we've lost so many pilots. Those that don't use vehicles having the sole say in the direction vehicles go in.
Unfortunately, it likely won't end. As it is, pilots aren't being listened to now. We're losing base HP on both hulls. That constitutes a nerf to vehicles, no matter what you want to say. Well spkr, if we listened to YOU, tanks would be unstoppable God-Engines. Fortunately, very few people share your opinions. I've never said that. I have said that AV should be a deterrent. Deterrent =/= useless. Can you possibly explain why tanks can't beat on tanks, with AV providing supplementary damage, rather than relegating a friendly tank to a mere distraction? Because a weapon that is incapable of killing the intended target is a worthless waste of resources and SP.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7429
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Posted - 2015.03.02 22:20:00 -
[101] - Quote
Takahiro Kashuken wrote:Breakin Stuff wrote:I never said that the two extra turrets is worthwhile.
But some people want the option.
I could care less if a tank had one person or ten. Well you would because if that tank had 10people in it you would need 10people with AV to kill it. I could cheerfully shoot at something like that all DAY.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7429
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Posted - 2015.03.02 22:21:00 -
[102] - Quote
True Adamance wrote:Spkr4theDead wrote: So you want AV to be the main counter to vehicles, rather than vehicles countering vehicles. Got it
He didn't say that only that AV should be capable of killing HAV in a meaningful manner.... y'know ....having actually talked to Breaking on the odd occasion when he hasn't called me a "nerd" instead of spewing vitriol at him..... Our Cannon are bigger and better than existing AV forms and should act like it. None of this rapid firing bullshit.
Nerd is a term of endearment with me, a sign that I may actually like you. Notice I never refer to certain parties in this conversation as such.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7446
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Posted - 2015.03.03 13:31:00 -
[103] - Quote
Takahiro Kashuken wrote:Breakin Stuff wrote:Takahiro Kashuken wrote:Breakin Stuff wrote:I never said that the two extra turrets is worthwhile.
But some people want the option.
I could care less if a tank had one person or ten. Well you would because if that tank had 10people in it you would need 10people with AV to kill it. I could cheerfully shoot at something like that all DAY. But you would not. You are already complaining about getting 3 AV to combat a 3man HAV. HAV doesn't take 3-10 people to run at peak power, does it? It only takes one and has only ever taken one. The secondary gunners have only ever been tagalongs at best.
Nice attemt at twisting my words. You're better at it thaN the usual suspects.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7453
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Posted - 2015.03.03 15:28:00 -
[104] - Quote
Takahiro let me summarize every argument you and spkr have made.
"Golly, I can't wait for fragmented missiles so I can efficiently kill some infantry"
Rather frequently combined with "It is inherently unfair that infantry AV can 1v1 tanks."
Translation: "Y'all crops are gettin' awfully uppity about this here harvest day thing."
You want the ability to slaughter infantry with efficiency, but do not want said victims to be able to fight back with any semblance of efficiency. you argue that three bpdies in a tank, two of which provide another 100-150% effective firepower should allow you to be invulnerable to anything but three AV when the defensive capacity of the HAV DOES NOT CHANGE.
You are also both historically the loudest haters of people defiling your tanks by climbing aboard, have flat out said that unless you have twice and more the EHP of a main battle tank in a marauder that it is pointless to use, at that point are you ever, at all interested in anything resembling balance?
Every argument the two of you have made is in summation when looked at as a whole:
I want tanks to be invulnerable EZ Mode.
You want the ability to kill and destroy everything on field. But if the crops you're farming are able to kill back it's unfair.
So tell me, oh wise one.
Exactly when does anything resembling "balance" come into play? Because from closed beta to today, every single post from Red Star on the topic of AV/V and vehicle balance has been "I pay ISK, and in return I expect to be immune to retaliation."
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7455
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Posted - 2015.03.03 16:39:00 -
[105] - Quote
Yet more of the same. Just because you claim not to speak for R* the message doesn't change.
It's also amazing, your theories on my motivation.
My assertions are based on what you have said. Your counterarguments on my intent have nothing to do with anything I have said or presented your arguments are entirely based on what you assume I mean when I have been pretty direct in my intent.
You have been remarkably adept at playing coy by comparison.
Your stated playstyle preference seems, based on your comments and your direct statements involves an automatic win. With no recourse for a majority of the playerbase.
not one thing you have said has been based on any numbers, no evidence. Just assertions of intent and twisting the words of people who disagree.
As long as you campaign for tanks to be a win button that can't be fought by the majority of the playerbase, then the playerbase will campaign to keep your playstyle nerfed into the ground.
And thus far you, spkr and docDDD (Hi Ripper!) Are the only people in the last four months besides lazer got banned who assert that I'm being unreasonable.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7455
|
Posted - 2015.03.03 16:44:00 -
[106] - Quote
LudiKure ninda wrote:Solution is simple,.. If you dont drive tanks or ADS you can fck off from this thread.
Never gonna happen.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
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Posted - 2015.03.03 17:31:00 -
[107] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:LudiKure ninda wrote:Solution is simple,.. If you dont drive tanks or ADS you can fck off from this thread.
Never gonna happen. Of course it won't happen, because despite you not using vehicles, you still believe with absolute conviction that you know what's best for vehicles, and not those that actually use them, and use them often.
I am, however, concerned with the overall balance of how they interact with everything ELSE, something which you are contemptuous at best towards so far as concerns go.
You have no interest in vehicles being anything but better on all levels than literally any other thing at everything. So of coure I will appear to be hostile and hateful by your perspective. You're hostile and hateful towards everyone else.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
|
Posted - 2015.03.03 17:58:00 -
[108] - Quote
Takahiro Kashuken wrote:Breakin Stuff wrote:Yet more of the same. Just because you claim not to speak for R* the message doesn't change.
It's also amazing, your theories on my motivation.
My assertions are based on what you have said. Your counterarguments on my intent have nothing to do with anything I have said or presented your arguments are entirely based on what you assume I mean when I have been pretty direct in my intent.
You have been remarkably adept at playing coy by comparison.
Your stated playstyle preference seems, based on your comments and your direct statements involves an automatic win. With no recourse for a majority of the playerbase.
not one thing you have said has been based on any numbers, no evidence. Just assertions of intent and twisting the words of people who disagree.
As long as you campaign for tanks to be a win button that can't be fought by the majority of the playerbase, then the playerbase will campaign to keep your playstyle nerfed into the ground.
And thus far you, spkr and docDDD (Hi Ripper!) Are the only people in the last four months besides lazer got banned who assert that I'm being unreasonable. Being apart of a corp has nothing to do with this child. You still believe that 1 AV should be able to take out a 3man HAV. If i said it should take out 3 AV to take out 1 man HAV you complain and say it is unfair and that it should take 1 player to take out 1 player. The double standards is there for all to see, you hide behind 'balance' yet you want it as unbalanced as possible in the favor of AV while making vehicles a sideshow at best and absolutely useless at its very worst. Since are going to be like this i can do exactly the same thing. It should take 3 AV working together to take out a HAV, don't quote 1 player to 1 player BS to me since you obv don't want it and if you cry balance i will say 'tank', my missiles should hammer infantry into the ground but a flaylock and core locus do the job better where is the balance? All players like you do is take, take and take some more, you suck the life out of this game while you still complain that it is too hard for you, that you need more buffs and the playstyle that is supposed to counter you should be nerfed more and more. It won't stop with this game, slowly it dies out and you move onto the next like a virus slowly ruining it because something is too hard or you can't solo it and the cycle continues. Vehicles are in this game and yet you want a clip of whatever to kill every vehicle, why don't you move to a game where vehicles do not exist? I play planetside and can deal with AV and other vehicles but that is because the game is more developed and i have countermeasures yet no matter what pilots say you always disagree. You don't want turrets to kill infantry, you don't want HAV to have too much health that 1 clip cannot kill it outright, you want to buff AV for the new vehicles yet don't care about the DS/LAV which will be made useless, it is always what you or infantry want and never what pilots actually want who happen to use and skill into the vehicles hoping that it can actually become a proper playstyle rarther than a freak sideshow who can be put out of the game by 1 player with minimal SP investment.
sorry dude, I lost interest when you resorted to name calling to make a point. Which you're incapable of without a hefty dose of anecdotal opinion. Sorry to tell you vehicles aren't the central focus of the game. And I think this conversation has abundantly demonstrated the fact that you're not interested in Rattati's HAVs because they aren't overpowered enough.
Later.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
|
Posted - 2015.03.03 17:59:00 -
[109] - Quote
LudiKure ninda wrote:AV we hawe right now could blow up a crome surya or sagaris with no problems.. And yeah I know that my english sucks..
no it couldn't. the AV options have all been nerfed since then and are not back at chromosome levels of power.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
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Posted - 2015.03.03 18:05:00 -
[110] - Quote
Spkr4theDead wrote: Vehicles are the central focus of this balancing act.
And yes we know they aren't any focus at all. They're less than an afterthought, providing easy points for AV.
Only when you're driving.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
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Posted - 2015.03.03 18:06:00 -
[111] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:LudiKure ninda wrote:AV we hawe right now could blow up a crome surya or sagaris with no problems.. And yeah I know that my english sucks.. no it couldn't. the AV options have all been nerfed since then and are not back at chromosome levels of power. You call swarms previously able to do ~3000 damage per volley a nerf from Chrome? Lol
You mean those things that no longer exist?
Your mastery of cherrypicking irrelevancies to current situations is amazing.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
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Posted - 2015.03.03 18:16:00 -
[112] - Quote
Doom
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
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Posted - 2015.03.03 18:21:00 -
[113] - Quote
Spkr4theDead wrote:Then stop treating us as if we were hostages. You two aren't hostages. You are unwilling to compromise on any point for any reason without exception.
You have been holding the discussion hostage in all of rattati's threads about HAVs recently.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
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Posted - 2015.03.03 18:26:00 -
[114] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Then stop treating us as if we were hostages. You two aren't hostages. You are unwilling to compromise on any point for any reason without exception. You have been holding the discussion hostage in all of rattati's threads about HAVs recently. Everybody was crying bloody murder when the fused locus, flaylock and tac AR were being nerfed. Same with the Cal logi. Many announced they were biomassing, or stop playing, or that it was the end of the game. It's still going, and those that threatened that are still here. Why should I compromise? I did that in my hull spreadsheet. I won't do more than that. My conviction is unwavering. And guarantees that no one besides your cheerleader squad will support you.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7463
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Posted - 2015.03.03 18:41:00 -
[115] - Quote
Spkr4theDead wrote: You want compromise on the power of AV. I'm just reciprocating.
Why are you crapping kittens now when the "AV ignoring deathtruck" has yet to be detailed?
Honestly your idea of "Compromise" is actually "I concede to all of your points."
That's not a compromise, nor am I interested in entertaining it in anything other than contemptuously. Never once have you given ground on two points:
Tanks should be able to easily kill infantry
and Tanks should be all but invulnerable TO infantry.
There is no room for balance or compromise there. There is no room for discussion, and there is nothing there to seriously entertain a thought that the word "compromise" is, has been, or ever was, involved.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7472
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Posted - 2015.03.03 22:47:00 -
[116] - Quote
True Adamance wrote:LudiKure ninda wrote:
When you point turrent at someone it says what suit they have,..look at pyrex bottom screen and your see that all suits are MLT.
And yeah I agree that 3 fully specced minmandos could take out MHAV
Ah.... I didn't consider that. Thanks for reminding me of that little bit of info I can use in future. It actually highlights a fair point some tankers bring up that back when that was recorded [Chromosome I believe] most of the community didn't have the SP for proper AV and didn't appreciate its role. At time's I'm not even sure Marauders were or would be in this climate over powered.....especially considering how slow tanks used to be and how active pilots had to be in their operation. pretty severely. Except for swarms AV has eaten a ratehr sharp kick to the teeth. 20% rate of fire nerf for forge guns plus the addition of the hidden refire delay
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7477
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Posted - 2015.03.04 00:31:00 -
[117] - Quote
Pokey Dravon wrote:True Adamance wrote:LudiKure ninda wrote:
When you point turrent at someone it says what suit they have,..look at pyrex bottom screen and your see that all suits are MLT.
And yeah I agree that 3 fully specced minmandos could take out MHAV
Ah.... I didn't consider that. Thanks for reminding me of that little bit of info I can use in future. It actually highlights a fair point some tankers bring up that back when that was recorded [Chromosome I believe] most of the community didn't have the SP for proper AV and didn't appreciate its role. At time's I'm not even sure Marauders were or would be in this climate over powered.....especially considering how slow tanks used to be and how active pilots had to be in their operation. Pretty much. I miss the days where it took experience to properly maintain your modules and cycle them constantly. So do I. Sooner or later EVERYONE makes mistakes during a battle.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
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Posted - 2015.03.04 06:12:00 -
[118] - Quote
Rattati indicated racial hull parity comes after the gallente and caldari hulls are finalized.
AV is LAST priority. Because... Duh... trying to put a skinny woman on a diet because she's worried about Gaining weight.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
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Posted - 2015.03.04 09:19:00 -
[119] - Quote
Ok here's someone who is actually doing exactly what every damn tanker accuses ME of.
kill him.
This is What vehicle QQ really looks like. Go look and see the difference.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
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Posted - 2015.03.04 09:46:00 -
[120] - Quote
LudiKure ninda wrote:Breakin Stuff wrote:Ok here's someone who is actually doing exactly what every damn tanker accuses ME of. kill him.This is What vehicle QQ really looks like. Go look and see the difference. No that is not vehicle qq,..that is I got killed by a forge gun/rail turrent!!! My KD!! Nerf nerf nerf nerf Rail turrets exist on HAVs. And this would be the first time I have ever seen someone rage about the static turrets.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7511
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Posted - 2015.03.04 12:09:00 -
[121] - Quote
Tesfa Alem wrote:I'm judging myself too, i can be the latter, but i'm trying to be the former. would love nothing more.
I think that the havs aren't quite where they need to be.
MUCH closer than before. when this goes live I'm going to dust off the maddy.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7514
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Posted - 2015.03.04 21:04:00 -
[122] - Quote
Spkr4theDead wrote:Tanks were fine during Chrome. chrome got killed. Devs decided to say no. get over it.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
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Posted - 2015.03.04 21:52:00 -
[123] - Quote
True Adamance wrote:Breakin Stuff wrote:Spkr4theDead wrote:Tanks were fine during Chrome. chrome got killed. Devs decided to say no. get over it. What about Uprising prior to 1.7? No impact, no idea.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7523
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Posted - 2015.03.05 08:55:00 -
[124] - Quote
CCP Rattati wrote:No single hardener rule No PG/CPU upgrade debuff (increased fitting costs as previously discussed)
stay posted Excuse me while I applaud.
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