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Author |
Thread Statistics | Show CCP posts - 16 post(s) |
Sgt Kirk
Fatal Absolution
9617
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Posted - 2015.02.18 15:04:00 -
[271] - Quote
Lorhak Gannarsein wrote:DeathwindRising wrote:if fitting mods are so great, then howcome no one used them on maddys when they had no fitting capacity? its because maddy had other modules that were "better" in terms of use. shield tanks have no other modules that are functionally "better" than fitting mods. thats your fault not ours. if we had something of greater use then we wouldnt be filling our low slot with fitting mods. Just wanted to comment on this; to what point in time are you referring? If I remember correctly the best Scattered Ion Madrugar fitting in Uprising had two PG modules. Lol what!? When, I've must have missed that fitting?
Although to the previous post, that's why I want Power diagnostic units to come back so badly. Shield vehicles are suffering from the same issue armor dropsuits have. Lack of diverse modules in the opposite slot.
Besides armor modules what modules do shields have? Ammo increase, and PG/CPU enhancers....
#BringbackPDUs
Also damage control units for low slots....
~New Eden's #1 Gallente Arm's Dealer
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Lorhak Gannarsein
Nos Nothi
4300
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Posted - 2015.02.18 15:20:00 -
[272] - Quote
Sgt Kirk wrote:Lorhak Gannarsein wrote:DeathwindRising wrote:if fitting mods are so great, then howcome no one used them on maddys when they had no fitting capacity? its because maddy had other modules that were "better" in terms of use. shield tanks have no other modules that are functionally "better" than fitting mods. thats your fault not ours. if we had something of greater use then we wouldnt be filling our low slot with fitting mods. Just wanted to comment on this; to what point in time are you referring? If I remember correctly the best Scattered Ion Madrugar fitting in Uprising had two PG modules. Lol what!? When, I've must have missed that fitting? Although to the previous post, that's why I want Power diagnostic units to come back so badly. Shield vehicles are suffering from the same issue armor dropsuits have. Lack of diverse modules in the opposite slot. Besides armor modules what modules do shields have? Ammo increase, and PG/CPU enhancers.... #BringbackPDUs Also damage control units for low slots.... Maybe I'm misremembering :{ it was a long time ago. There was definitely one.
Well, here goes nothing!!!
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LudiKure ninda
Dead Man's Game RUST415
197
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Posted - 2015.02.18 15:42:00 -
[273] - Quote
Ultimate redline camping tank...
http://www.protofits.com/fittings/index/1840/0
( -í° -£-û -í°)
SCAN ATTEMPT PREVENTED
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Cyrus Grevare
WarRavens
416
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Posted - 2015.02.18 16:36:00 -
[274] - Quote
Pokey Dravon wrote: Any chance we can get the Protofit Bros to put your Vehicle Shield Regulators in there? I feel like I cant properly review the Gunnlogi until I can see them in there.
Sure I can add things if Rattati gives me some numbers o7
And speaking about numbers, the only stats updated apart from hull names is PG/CPU, slots, armor regen, shield regen and armor/shield values. Other stats like speed or profiles, even cost, remained the same as the old base hull. At this point I don't know if they're to remain the same or not.
www.protofits.com - a Dust 514 fitting tool
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501st Headstrong
0uter.Heaven
881
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Posted - 2015.02.18 16:37:00 -
[275] - Quote
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.
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7286
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Posted - 2015.02.18 17:59:00 -
[276] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
4983
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Posted - 2015.02.18 18:59:00 -
[277] - Quote
Tesfa Alem wrote: 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?
Well I wont pretend to know much about dropships, but what i will say is that even light vehicles need to have enough time to get their active defenses online before being blapped out of existence. That being said I think it still applies in that active modules allow a vehicle to remain in a high DPS hot-zone for a short period of time or quickly recover from surprise damage in case of emergencies. Passive regeneration serves as maintenance to recover small amounts of HP constantly, so you don't have to waste your booster/repairer to recover small amounts of damage.
Note that passive shield should be a bit faster than armor, as to compensate for its lack of constant regen.
Cyrus Grevare wrote:Pokey Dravon wrote: Any chance we can get the Protofit Bros to put your Vehicle Shield Regulators in there? I feel like I cant properly review the Gunnlogi until I can see them in there.
Sure, I can add things if Rattati gives me some numbers o7 And speaking about numbers, the only stats updated apart from hull names is PG/CPU, slots, armor regen, shield regen and armor/shield values. Other stats like speed or profiles, even cost, remained the same as the old base hull. At this point I don't know if they're to remain the same or not.
Thank you and keep up the good work. I can't tell you how much Protofits makes my life much much easier.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Spkr4theDead
Red Star.
2928
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Posted - 2015.02.18 23:40:00 -
[278] - Quote
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.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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duster 35000
Algintal Core Gallente Federation
291
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Posted - 2015.02.18 23:44:00 -
[279] - 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. Av doesn't need to be toned down.
Minmando with damage mods needs to be fixed.
Molestia approved
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4986
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Posted - 2015.02.18 23:49:00 -
[280] - 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.
Sorta. Some AV is overperforming, some AV is underperforming. Same goes for some vehicles performing better than others.
We need to get Shield and Armor vehicles balanced against each other, then get AV balanced against each other.
Once they're balanced amongst themselves in a vacuum, you can "slide the bar" for AV up or down to properly match the vehicles.
The first two steps can more or less be done on paper, but the last step really requires field testing to see where things land. Chances are Vehicle/AV balance will be a bit mucked up for a bit at that state, but that's just how things go when you don't have a test server.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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DarthJT5
Random Gunz RISE of LEGION
273
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Posted - 2015.02.19 00:12:00 -
[281] - 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. Says the guy who thinks tanks with 12,000 HP before modules is balanced....
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Iron Wolf Saber
Den of Swords
18694
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Posted - 2015.02.19 02:39:00 -
[282] - Quote
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%
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Soul Cairn
Fatal Absolution
41
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Posted - 2015.02.19 02:57:00 -
[283] - 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% 1% skills are usually not worth, 3% or 5%.
Born Ammatar, Caldari at heart.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4986
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Posted - 2015.02.19 03:20:00 -
[284] - 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%
1% doesn't really feel rewarding in terms of a skill, particularly when the Infantry version is so much larger. 2% at a minimum, 5% at a maximum. 10% per level is absurd.
If you're concerned about resource creep, balance the final intended fits around max skills. Or are you talking about buffing the bonus the module provides? In that case I ask...why different from infantry?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Tesfa Alem
Death by Disassociation
853
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Posted - 2015.02.19 05:13:00 -
[285] - 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.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
853
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Posted - 2015.02.19 05:45:00 -
[286] - 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.
Redline for Thee, but no Redline for Me.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4991
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Posted - 2015.02.19 06:58:00 -
[287] - Quote
Tesfa Alem wrote: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.
Well at the very least the Dropsuit Core skill buffs multiple stats at once, so the 1% feels a little more worth it.
I don't have an issue with lower gain skills, but for something as core as Engineering and Electronics should feel substantial.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7294
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Posted - 2015.02.19 07:32:00 -
[288] - 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 -
[289] - 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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MRBH1997
Knights Of Ender RISE of LEGION
150
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Posted - 2015.02.19 08:24:00 -
[290] - Quote
CCP Rattati wrote:Dear players, This is the first step, which entails A) fixing the fitting of Gallente HAVs making them competitive B) introducing HAV progression C) tweaking fitting styles that are not intended D) making blasters competitive AV weapons E) adding slots to HAV's to make them more fun and versatile to fit. I am very happy to announce that ProtoFits.com has offered it's assistance in the final phase of HAV and SHAV progression analysis. They have added the proposed hulls to their site, for us to break The new hulls will be named G-1, G/1 and Gv.0 to clearly show progression, and allow targeting intel to assist with enemy capability recognition. 1) Two new hulls with placeholder names, but I like them, have been added in the Gallente Marduk and the Caldari Gladius. We therefore have HAV's and SHAV's, SHAV's are simply HAV's with no small turret slots and less PG/CPU due to that, for those pilots that prefer solitude. 2) Please note that with this new progression, Hardeners will be limited to one per fitting, one of each. Triple hardening is not going to be an option any more. I would prefer that if hardeners are activated, the enemy tank has a way to bypass those, by using dmg mods to counter. More on that later. 3) We are also adding native repair rates, again so shield tanks aren't forced to fit repairers to have some form of rep rate, thereby reducing the chance of cookie cutter fits. This was also done for dropsuits a little while back. 4) Blasters will be increasing in damage, so they can break through the shield regen of a hardened shield tank. 5) Furthermore, we will be adding a PG cost to CPU upgrades, and CPU cost to PG upgrades. The utility of using CPU mods to massively boost fitting capabilities of shield tanks will be severely reduced. The actual numbers will be posted on the forums when we are ready plus any skills. Right now we are leaning towards unlocking them at HAV operation 1,3 and 5, for simplicity's sake. Now go forth and fit them and demonstrate why we should, or should not make changes. Please post ProtoFit links whenever possible!
I could actually have various fits again for my tank like pre 1.7?! And no more hardener stacked crutches?! I approve of this!!!
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
One of the best tankers out there.
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Doc DDD
TeamPlayers Negative-Feedback
345
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Posted - 2015.02.19 14:20:00 -
[291] - Quote
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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7296
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Posted - 2015.02.19 14:43:00 -
[292] - 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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TerranKnight87
Seituoda Taskforce Command Caldari State
188
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Posted - 2015.02.19 16:41:00 -
[293] - Quote
Nice!.
"Tech you're in a max suit, you have 15 mins to unfk yourself or you can fk off." - Stumpycat C/O of Goon Brigade.
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Tesfa Alem
Death by Disassociation
855
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Posted - 2015.02.19 17:11:00 -
[294] - 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.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7299
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Posted - 2015.02.19 17:13:00 -
[295] - 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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MINA Longstrike
Kirjuun Heiian
2207
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Posted - 2015.02.19 20:00:00 -
[296] - Quote
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_Penalties
Triple 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*
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4993
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Posted - 2015.02.19 20:17:00 -
[297] - 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*
To be fair, the Gallente Commando offers a massive bonus to DPS (though through the reload bonus mainly) for the Plasma Cannon. I guess for me I've always considered the Commando to be the Light AV specialist, and given the downsides thy suffer from in general, the 10% damage bonus is pretty reasonable. To me it sounds like there is more an issue with the swarms themselves than the Commando, which in all other situations performs reasonably (if not a little underpowered)
However....should this discussion not be moved to a different thread entirely?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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MINA Longstrike
Kirjuun Heiian
2207
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Posted - 2015.02.19 20:24:00 -
[298] - Quote
It never seems to get any traction in other threads or often (like with breakin has been doing in this thread) it is hand-waived and pooh-poohed aside.
While the bonus to the plasma cannon might be incredibly significant that weapon *is* difficult to use. Swarms certainly have problems but part of the issues is with a single suit that so long as a bonus can and will throw numbers out of whack.
Either these numbers are relevant to TTK and screw things up, or they're irellevant to TTK and could be removed without any consequence aside from hurt/salved feelings.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4993
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Posted - 2015.02.19 20:27:00 -
[299] - Quote
MINA Longstrike wrote: While the bonus to the plasma cannon might be incredibly significant that weapon *is* difficult to use. Swarms certainly have problems but part of the issues is with a single suit that so long as a bonus can and will throw numbers out of whack.
Well to me that says that the issue more lies in the Swarm being too easy to use then. Because you're right, the Plasma cannon is difficult and risky to use, but with the right setup really kicks ass. I think a similar line of thinking could be applied to the swarms.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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MINA Longstrike
Kirjuun Heiian
2207
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Posted - 2015.02.19 20:34:00 -
[300] - Quote
So I don't to derail the thread much more, but here's a thought what if swarms fired relatively similarly to plasma cannons but when the missile got close to a vehicle it started using av grenade style homing to 'lock on' to the vehicle.
This leaves it still being relatively easy to use, puts it into a position where be used against infantry similarly to a plc and actually allows it to 'miss'. Make it a single projectile weapon.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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