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Tesfa Alem
Death by Disassociation
849
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Posted - 2015.02.17 09:35:00 -
[1] - Quote
great work. I like limiting active harderners
A preliminary concern is that the CV.0 now has limited fitting options compared to the GV.0 . As in the frist few fits i've tried i always need a pg or cpu enhancer to get above three complex HP modules and a proto missile turret. The GV.0, can fit near everything complex with an ion turret.
Would like to see other fits before i pass any real judgment, i'm not a PG/CPU numbers type of guy.
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Tesfa Alem
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Posted - 2015.02.17 09:48:00 -
[2] - Quote
True Adamance wrote:Tesfa Alem wrote:great work. I like limiting active harderners
A preliminary concern is that the CV.0 now has limited fitting options compared to the GV.0 . As in the frist few fits i've tried i always need a pg or cpu enhancer to get above three complex HP modules and a proto missile turret. The GV.0, can fit near everything complex with an ion turret.
Would like to see other fits before i pass any real judgment, i'm not a PG/CPU numbers type of guy.
I don't know about you but I'm able to fit a XT-201 and 4x Complex Extenders with an Advanced Hardener pretty easily. What is your fit?
2 complex extenders Complex hardener Enh heavy Shield booster enh damage mod
XTs
complex PG upgrade
and thats it. Protofits is buggin out for me, so if you can verify i'd be much obliged.
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Tesfa Alem
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Posted - 2015.02.17 10:13:00 -
[3] - Quote
True Adamance wrote:Tesfa Alem wrote:True Adamance wrote:Tesfa Alem wrote:great work. I like limiting active harderners
A preliminary concern is that the CV.0 now has limited fitting options compared to the GV.0 . As in the frist few fits i've tried i always need a pg or cpu enhancer to get above three complex HP modules and a proto missile turret. The GV.0, can fit near everything complex with an ion turret.
Would like to see other fits before i pass any real judgment, i'm not a PG/CPU numbers type of guy.
I don't know about you but I'm able to fit a XT-201 and 4x Complex Extenders with an Advanced Hardener pretty easily. What is your fit? 2 complex extenders Complex hardener Enh heavy Shield booster enh damage mod XTs complex PG upgrade and thats it. Protofits is buggin out for me, so if you can verify i'd be much obliged. I seem to be able to fit that quite comfortably. That looks like a pretty nice fit. I could probably tier up further. EDIT: Yes it seems currently on my Protofits that I can fit a Complex Shield Booster as well.
Cool, then its seems the issue was on just my end.
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Tesfa Alem
Death by Disassociation
849
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Posted - 2015.02.17 10:39:00 -
[4] - Quote
CCP Rattati wrote:
Please take into account my comments of PG and CPU mods. They will cost heftily in the opposite direction.
Has it already been implemented? If so i couldn't tell, as soon as i got proto fits to work again i have made a pretty beasty CV.0, and double checked the Python and Incubus as they both rely on PG mods to make sure they aren't too adversely affected.(they're not)
If it has not been implemented, please take said dropships into consideration.
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Tesfa Alem
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851
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Posted - 2015.02.17 11:10:00 -
[5] - 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
Thats the nature of an anti-shield AV weapon vs Armor, Swamers run into similar trouble vs shields. You have to bring the right weapon for the right job. A slow firing anti shield weapon against a rep stacked madrugar is going to have a rough time of it.
That same maddy would get eaten alive by any high alpha when you look at the base stats. 4 reps but 3900 hp, its lunch meat for any other tank.
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Tesfa Alem
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851
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Posted - 2015.02.17 11:38:00 -
[6] - Quote
Aeon Amadi wrote:Tesfa Alem wrote: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 Thats the nature of an anti-shield AV weapon vs Armor, Swamers run into similar trouble vs shields. You have to bring the right weapon for the right job. A slow firing anti shield weapon against a rep stacked madrugar is going to have a rough time of it. That same maddy would get eaten alive by any high alpha when you look at the base stats. 4 reps but 3900 hp, its lunch meat for any other tank. Yeah? And what do you have to say about a Prototype Forge Gun (no damage mods) only doing 107.2 DPS against that same tank? I haven't even checked against Tank Turrets but against anti-infantry, a x4 Complex Heavy Rep tank sounds like hell to deal with for the solo AVer. EDIT: Best case scenario is a Proto Swarm Launcher on a MinMando with x2 Complex Damage Mods and all skills level five and on paper that deals out 1,870.39 DPS.... but that's not including -any- flight time at all, which only four seconds of flight time completely invalidates any of that damage.
Wrong again, Wyrokami breach prof. 5 does 2,700 damage per shot without damage mods. GV.0 with 4 reps has 2700 armor. Thats a two shot, one for the shields, the second shot hits armor and bye bye tank.
2700 armor is much easier for swarms to deal with. Two wryokami armor hits and the tank, again, is dead.
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Tesfa Alem
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851
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Posted - 2015.02.17 12:41:00 -
[7] - Quote
...And if i picked the Proto assualt will you say *i diddn't say ASSAULT FORGE GUN*
Here is the regular proto Kalikiota Forge. 1862.66 PRF 5 Charge time 3 seconds.
First hit shields gone, 622.66 armor damage
Second hit 3 seconds later, Armor full but shields aint kicked in yet, factor in 10% bonus to armor
2700 - 2048.92 = 652.8 armor left.
Third hit 3 seconds later, 1506 Armor repped leaving the tank at 2158.8
2158.8 - 2048.92 = 109.88 Armor left.
Fourth hit 3 seconds later, 1506 Armor repped leaving the tank has 1615.88 armor left
- 2048.92 Thats it, tank is kill.
4 shots from a standard prototype, maybe 3 shots in your version of the breach and thats all it takes. The adv breach does more damage than the standard proto . Add in the other ineveitable AV guy and that tank dies alot faster. Factor in Two forgunners (i know, i know, blasphemy) and that guy is down in 3 hits.
That tank is only good against low level swarms, and maybe a similarily fit blaster tank. Dangerous only in OMS against an unorganized bunch of newberries. Otherwise, its BBQ.
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Tesfa Alem
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852
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Posted - 2015.02.17 14:31:00 -
[8] - Quote
CCP Rattati wrote:Tesfa Alem wrote:CCP Rattati wrote:
Please take into account my comments of PG and CPU mods. They will cost heftily in the opposite direction.
Has it already been implemented? If so i couldn't tell, as soon as i got proto fits to work again i have made a pretty beasty CV.0, and double checked the Python and Incubus as they both rely on PG mods to make sure they aren't too adversely affected.(they're not) If it has not been implemented, please take said dropships into consideration. Nope, I expect a proposal from Dropship pilots for additional PG/CPU or EHP to make up for any such knock-on effects. For Upgrade mods these are numbers I was thinking of. Don't panic too much but they will be much more difficult to use as the current ones are terrible. PG GainCPU Cost 5%35 12%100 20%190 CPU GainPG Cost 7%150 10%220 15%400 Armor Hardeners can be upgraded if I get any simple proposals. What do they need to do to be "fittable" by expert pilots.
This will probably require a new sticky, so this thread doesn't get derailed from tanks to dropships.
Off the cuff, some things you may want to keep in mind:
- Pythons are entirely dependant on PG upgrades.
- Incubus might get by without them, but that depends on a reasonable Armor hardener proposal. Would rather have a good hardener than the complex 120mm armor plate i lugg around.
- CPU upgrades are mostly used by the transport ships to squeeze something extra out of them. I'll leave their fitting comments up to them
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Tesfa Alem
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852
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Posted - 2015.02.17 21:53:00 -
[9] - Quote
Iron Wolf Saber wrote: Elevation on all HAVs needs to go.
Needs to move to the turret base instead. Blasters should have the widest range until other rapid firing weapons make it in that are more suitable for AA work.
Missiles and rails should have the slowest elevation gains and lowest limits as missiles as are mostly useless against air targets to begin with and rails are simply too powerful against most dropships in a manner most similar to a large rail vs any lav.
HAVs need good elevation for several reasons
- to fight back against AV, who for the most part, are in elevated positions.
- to pick of roodtop campers
- to fight against tanks on uneven terrain
- to fight back against elevated redline turrets.
- and yes to defend an area against low flying dropship
In an assault dropship, i can out manuever a solo tank pretty well. Bu if they have range, are in a good position where i don't see them, or have two tanks covering each other, they should be able to shoot me down.
The only real bane of dropships is the redline rail, and as much as i hate them, nerfing them to the point where they couldn't hurt my dropship would punish all tanks significantly more than necessary.
Also missile are very good against dropships, but require more steady aim and leading your target, rather than the spray and pray of large blasters, or the high alpha of a rail turret.
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Tesfa Alem
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852
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Posted - 2015.02.17 23:26:00 -
[10] - Quote
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.
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Tesfa Alem
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852
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Posted - 2015.02.18 09:40:00 -
[11] - Quote
Aeon Amadi wrote:Breakin Stuff wrote: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. 1) Oh, you haven't? Well, that's good, glad your experience matters more than the painfully obvious math behind a Tank having 50db Profile and a Commando having 55db Precision. 2) You don't say? Couldn't have had anything to do with why I asked what they were looking like. 3) Wrong. With all skills level five you get significantly more PG/CPU by fitting standard turrets just because of the reduced fitting costs on the small turrets. 4) Also why I asked.
1) tanks have a 200DB profile anda 50 DB precision. There are no "stealth" tanks.
2) The hulls are still listed at 97,000 which IMO should remain at. More slots means modules to fit, leading a direct added cost to field a tank. Proto fit tanks are running at about +700,000 isk, roughly double the ADS. Thats a high enough investment to deter proto tank spam.
3) Aint come out yet, but i would prefer if the Solo tanks had the same PG/CPU as MBTs that downgrade small turrets by one tier. As in PRO SHAV < Pro MBT with Pro turets, Pro SHAV = Pro MBT with ADV turrets, ADV SHAV = ADV MBT with STD turrets, then the STD SHAV < PG/CPU than STD MBT with Std turrets.
On fitting advantages, its a massive SP sink to get all fitting optimizations for each small turret, its something i am willing to concede to MBT drivers if they do it.
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Tesfa Alem
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852
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Posted - 2015.02.18 10:29:00 -
[12] - 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.
This is both directed towards rattati and Pokey, where do the Assault dropships fit into this? Are they going to have the same modifications as tanks, in regards to shield/armor reps?
Could we see dropships being given the same treatment as tanks? the ADS is listed as advanced, perhaps we can have pro dropships as well with an slightly improved slot layout? Perhaps 5-1 version of the Python and a 2-3 version of the incubus 3-2 Minmatar and a 1-5 Amarr? Paint over the skins, use the tank fitting template downgraded for dropships?
On shields: Pythons that don't use a shield booster rely on high regen to get them back into the action.
Incubi could use high burst regen sure, yet after giving it some though i'm not sure that only a 5% increase to armor hardeners may be suffecient. Moslty because minandos have 10+ prof 5 15% damage bonus before damage mods, I have some doubts that a 5% damage resistance really going to be enough as a defensive measure. I know its not meant to completley nullify incoming damage, but since fitting a hardener means droping hp, its a question of can i tank shots better with a brick or better with a hardener? Can that 5% make hardners a better fitting option? Or will the 30% + Active high regen make incubus balanced?
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Tesfa Alem
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Posted - 2015.02.18 12:30:00 -
[13] - Quote
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.
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Tesfa Alem
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852
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Posted - 2015.02.18 12:44:00 -
[14] - Quote
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.
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Tesfa Alem
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852
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Posted - 2015.02.18 14:43:00 -
[15] - Quote
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?
How about a comprimise? Introduce the new tanks, see how they perform vs AV and buff AV accordingly?
The tanks are getting more slots, better fits, but a much, much lower base HP. Since all of the thoery crafting is centered around proto tanks, currnt AV might just annihilate the std/ adv fits for all we know.
Then we could see via in game feedback the kind of buffs AV will need if they are found lacking. PLC might need a projectile speed buff insead of a raw DPs buff. Certain Forge variants might need a decreased charge up time, or better damage profile. Swarms....well screw swarms Not every buff is a damage buff.
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Tesfa Alem
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Posted - 2015.02.19 05:13:00 -
[16] - Quote
Iron Wolf Saber wrote:After conversing with a few folks I think the 10% per level fitting for engineering and electronics on the upgrades is far too generous, 1%
Why do you think 1% is enough an 10% too much? Please show your work, very little has been accepted here without numbers to back up "feelings"
Frankly, 1% bonus for anything is absurd. There is a 1% skill on the Dropuit core skills, and i had a hard time justifying taking that to level 3.
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Tesfa Alem
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Posted - 2015.02.19 05:45:00 -
[17] - Quote
On a different note, i've noticed Armor reps have been nerfed a small amount to make up for native tank armor regen.
However Armor dropships aren't getting this native regen yet, so it losing those reps is a negative side effect. Less so on the Incubus, which only has room for one Rep, more so on the grimesnes who rely more on stacking reps. Still, losing 20 reps per second is alot when you only have 100 reps or so after the bonus to work with.
Shield pilots would also love to have some native reps, seeing as they have to sacrifice all their lows for PG/CPU modules. Also, landing a damaged shield ship can be very tricky, as they take more than thier fair share of imapct damage. The 10 hp/s would go a long way towards improving the survival of pilots who just survived an encouter e.g. verses a rail bus like mine, and need to land next to a supply depot to get thier armor back.
Over all, I'm asking for a return to the current meta for Armor dropship repair, and a slight quality of life buff for shield dropships.
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Tesfa Alem
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855
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Posted - 2015.02.19 17:11:00 -
[18] - Quote
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.
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Tesfa Alem
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Posted - 2015.02.20 22:02:00 -
[19] - Quote
Spkr4theDead wrote:duster 35000 wrote:Pokey Dravon wrote:Takahiro Kashuken wrote: You want a PG module to give you x% more PG for a tradeoff of something like -% CPU?
Well that is an option I suppose but that's not what I was saying. Like....just as an example, Rattati is adding in Shield Regulators for vehicles. For a MBT (again just as an example), if he uses Infantry reg values, 2 regulators on a Caldari MBT would drop its recharge delay to ~1.8s which is actually pretty good. So for a Caldari MBT user, having those regs in the lows is a valuable thing, OR they can choose go with the longer recharge delay (due to not using the regs) in order to get more CPU/PG by using the Enhancers. I guess my point is that personally I don't mind shield vehicles making us of resource modules, but I would like there to be an equally attractive alternative they could use instead of PG/CPU mods, so there is actually a sort of tradeoff. Because right now, there's really not much going on for shield vehicles in the lows, so resource mods are often the clear and obvious choice. But you are right in that any sort of 'cost' for fitting them, if Rattati goes that direction, it needs to be percentage based. You can get away with absolute values for things like Heavy vs Light HP modules, but for generic modules like resource extenders, it needs to scale to the vehicle, so % based is the way to go. Shield vehicles would need a slight resource buff when they add low slow stuff, otherwise you won't be able to fit any proto shield mods In the highs. But that's fair for infantry.
Jesus H Christ its not about the f++++++g infantry!! You think for one flipping second i think about rail f*****g rifles vs duvolle ARs when i'm bouncing pythons diving from 600 m to 150m rail turret blazing becuase lol infantry?
For all of your BS about tanking, at least i'veseen you in a tank, and a jihad jeep on a regular bais. But really, please **** off with you shitposting.
edit: I uderstand how much of a bad ass takahiro makes you feel. bbut takahiro doesn't talk alot of sh-šT thats why i repspect him as a tanker, and love the duels bewtween me and him, but because your so full of false ego, nobody respects you.
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Tesfa Alem
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859
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Posted - 2015.02.20 22:08:00 -
[20] - Quote
Spkr4theDead[/quote wrote: But that's fair for infantry.
Jesus H Christ its not about the f++++++g infantry!! You think for one flipping second i think about rail f*****g rifles vs duvolle ARs when i'm bouncing pythons diving from 600 m to 150m rail turret blazing becuase lol infantry?
For all of your BS about tanking, at least i'veseen you in a tank, and a jihad jeep on a regular bais. But really, please **** off with you shitposting.[/quote] Jihad jeep on a regular basis? You have the wrong person there.[/quote]
Not when delboy had to convince me you tank, when i popped your jihad jeep on the same day you made a thread about how much you hate jihad jeeping.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
897
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Posted - 2015.03.04 11:56:00 -
[21] - Quote
Breakin Stuff wrote: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.
sidenote: You should have heard the comms when the A.I. rails were unbelivably good. Snipe a player out of an LAV, then snipe the passenger that jumped into thee drivers seat, and then kill the LAV. The only way to tell if they were manned was if they missed.
Realtalk:
All in all not a lot of player feedback being given to rattati on his tank stats, no matter the bluster or heavyhanded opinion sharing over the last dozen or so pages. Muh infantry, Muh AV, Muh Chrome, Muh tanking opinon...
I hope everybody remembers this is a huge factor why real work on the tanks took over a month. Holiday is over, rattati is back at work but isn't in this thread. And i don't blame him. Not because it isn't feasable, or that its taking tons of development work, but because the threads just disintergrate into these silly back and forth arguments that belong in GD, not here.
No matter how strongly we feel about tanks, they are still sci fi fantasy make believe. Its Rattati's profession now, so unless you can an adult level of feedback on it, its a waste of time to take most of the last few pages seriously. We can nerd out until the cows come home, which i'm cool with, in the right threads. We can presnt relevant feedback in a clear consice way. Or we can live up to the reputaion of millenials and just whine whine whine about muh feelings. I'm judging myself too, i can be the latter, but i'm trying to be the former.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
903
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Posted - 2015.03.05 03:15:00 -
[22] - Quote
Spkr4theDead wrote:Tanks were fine during Chrome.
CCP Rattati wrote:
Now go forth and fit them and demonstrate why we should, or should not make changes. Please post ProtoFit links whenever possible!
You're only two years late on Chrome feedback. Nostalgia isn't a reason for rattati to make changes to tank stats.
Redline for Thee, but no Redline for Me.
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