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Author |
Thread Statistics | Show CCP posts - 16 post(s) |
Operative 1174 Uuali
Y.A.M.A.H
455
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Posted - 2015.02.19 21:06:00 -
[301] - Quote
Hmm, where would missile gunnies fit into all this? Missile tank needs to be less of a tricky, specific thing and more a general AI/AV long range area denial thing. Less direct damage for a wider range of situations.
Death is a serious business. So is running a shoddy, half-baked game company.
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Thaddeus Reynolds
Facepunch Security
206
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Posted - 2015.02.19 21:31:00 -
[302] - 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.
Which is why I say they are temperamental rather than broken...
There are sometimes (although I can't reliably reproduce the behavior) where taking only slight damage will keep the full amount from being provided...additionally, they can sometimes provide no benefit at all even when not taking damage, but again, I have found this difficult to reproduce, as it just seems to happen at random, or there are too many things going on for me to be able to list all of what was affecting it
Additionally, on the shield booster itself, it is too fitting intensive to really make it a valuable mod, even without the temperamental behavior (Particularly on the PGU side of things)...if there was an advanced fitting optimization skill that reduced the opposite fitting stat for both armor and shield (so, Advanced Shield Fitting Optimization affects Shield PGU cost and Advanced Armor Fitting Optimization affects Armor CPU cost) it might be usable...or if it had a reduced PGU cost. (Note: that this was a problem even before the proposed changes to fitting mods are taken into account).
Alternatively, the boost amount could be increased to try to make it worth fitting, but I find that: in general, the fitting cost is still going to be the big sticking point (adjusting Cooldowns accross all tiers is an option, as currently there is little incentive to not proto out most vehicle modules...the difference is just so drastic)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7303
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Posted - 2015.02.19 21:42:00 -
[303] - 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.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4993
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Posted - 2015.02.19 23:11:00 -
[304] - Quote
Lets move the Commando discussion elsewhere, https://forums.dust514.com/default.aspx?g=posts&m=2634177
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Doc DDD
TeamPlayers Negative-Feedback
348
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Posted - 2015.02.20 03:07:00 -
[305] - Quote
Yeah look in the Commando thread for commando enlightenment.
Has there been anymore information regarding fragmented small missiles? Other than maybe soon? |
Spkr4theDead
Red Star.
2941
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Posted - 2015.02.20 03:19:00 -
[306] - Quote
Doc DDD wrote:Yeah look in the Commando thread for commando enlightenment.
Has there been anymore information regarding fragmented small missiles? Other than maybe soon? Maybe when turrets are finished. Right now we just have the base tank hulls. There's still the DHAVs and UHAVs, and probably later down the line the logi ships and LAVs.
I want the small fragmented to put on my Python to make all the reds rage.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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MRBH1997
Knights Of Ender RISE of LEGION
151
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Posted - 2015.02.20 09:38:00 -
[307] - Quote
I like the idea of this, but after playing with the possible fits, I believe the rebalanced CPU and PG upgrades should take less of the opposite. I feel it removes fittings for the gunnlogi that should be possible. Also the PG/CPU seems a little too low for the Gallente HAV and same for the Caldari. With the new PG/CPU system, fittings are hard to make workable if someone has proto. So seeing this, either PG/CPU should be buffed slightly or skills should be available to vehicle specialists to increase their PG/CPU output like before.
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
One of the best tankers out there.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7306
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Posted - 2015.02.20 10:40:00 -
[308] - 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.
AV
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Takahiro Kashuken
Red Star.
3931
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Posted - 2015.02.20 12:07:00 -
[309] - Quote
A) All the Gallente HAV needed was more CPU.
C) I thought this was supposed to be a sandbox?
D) They were in Chrome and espc in Uprising - It helps when i can hit what i am aiming at and not having dispersion send my shots out at 30deg angles which miss a LAV at 50m.
E) I shall get on to this later on but as far as i can tell i have less variety that now with your changes.
2. 1 hardener - That is just so bad on so many levels and let me explain why.
So the hardener is key for any and all pilots, it allows us to actually leave the redline mainly because we have AV which is so powerful it will melt any vehicle without a hardener, we have installations which have over 10k HP base which can put a dent into us which always need removing 1st because blue dots dont use them or protect them and lastly we have the enemy vehicles which AV generally takes care of before i get there.
Now i use the hardener alot, like i said it is key to any and all fits because pure HP does not cut it. I have a Myron with 4 Hardeners on it so i can get there and back by bilbo baggins in safety, i have a couple of fits with dual hardeners with one being my PC fit with a dmg mod & 2 hardeners and a railgun or my pub fit which is 2 hardeners and a booster with missiles.
On armor tanks i generally only have 1 hardener but because armor hardeners are basically useless and can be replaced with a plate or rep i rarely use them and all AV weapons are armor barring one.
So if i use one hardener then it means im stacking pure HP as a result in the case of shields or in the case of armor it will most likely be reps. So if i have to go across the battlefield and encounter AV which melts pure HP and i use my hardener to get through then i have to wait about 45secs before it comes back, it means in shield vehicles espc i have no chance of going around the map to try and take out any vehicles since my booster is broken, the regen is 4sec wait and any damage stops the regen where as the armor can rep through damage and keep on going.
With the addition of more slots it means nothing, i can only use 1 hardener so what do i fill the rest up with? Extenders for shields and reps for armor? that less variety than now and giving AV a WP pinata.
All other vehicles such as the ADS/DS and LAVs will suffer even more.
As for AV weapons which melt anything against pure HP will they be getting nerfed and a big reduction in damage due to the high damage for HAV but DS and everything else die in 2 shots.
Also i find this goes against the universe of New Eden where few few modules are restricted to one and espc in EVE the hardener suffers from stacking penalties anyways so why is this not the same in DUST? For infantry they have a sandbox, for pilots we get cookie cutter fits and told what to fit.
5. Thanks for breaking quite a few vehicle fits but this is also another bad idea and i shall explain why.
PG/CPU modules are there to add variety to fits or to squeeze a bit more juice out so you can add something else or upgrade to a higher tier module.
The shield vehicles would always benefit more from this due to having nothing worthwhile for shields in the low slots since PDS, nanofibers, damage mods etc removed or moved to a different slot hence why a few made the Gunnlogi to dual tank so they whack on an armor plate in the lows where as armor would be sacrificing tank.
The Python is a prime example, i need a complex PG expansion unit on every fit and you adding a 200CPU penalty to it means it breaks every fit i have and i need to reduce all the modules to a lower tier and thus makes the PG module useless and not worth it.
If I have spare CPU just say 150 and the CPU mod costs 25CPU and the module i want to put on costs 200CPU i can do that, with your system i can't do it.
In EVE again CPU/PG modules are low in fitting costs, for infantry in DUST 514 CPU/PG are low in fitting costs but yet again for pilots throwing the sand out of the sandbox seems to be the answer.
Advanced & Prototype vehicles - Unfortuantly they are only Advanced & Prototype in name and not in nature.
My Infantry suits all go up in tiers and in those tiers the higher i go the more slots i get given from basic to advanced to prototype but yet again for pilots this is not the case.
Are you trying to tell me that a meatbag suit can progress with more PG/CPU and slots but a vehicle which weights 50tonnes, requires an engine to move it and has far more PG and CPU which requires heavy modules and turrets which come from installations cannot improve in the slot layout from basic to advanaced to prototype?
Summary
This is getting worse and worse for me as a pilot, i am getting advanaced and prototype hulls but only in name, i am being told how to fit my tank and that i only need 1 hardener at any one time and that PG/CPU expansions are too good so they will be nerfed into the upper atmosphere where they will no longer be used.
I will have more slots but less variety in how to fit them, i will have a shield tank that will cower in the redline because its hardener is off for most of the match and a speedy rep armor tank because it can at least survive outside of the redline but any other vehicles will suffer 100x fold.
This used to be my fit in Chrome and also on a std madrugar in Uprising
1x 180 Poly armor plate - 3200HP roughly so i have over 6k in armor after adding one module 3x 25% Complex armor hardener - Stacking penalties roughly 25%, 22%, 13% 1x Heavy armor rep - Long pulse, long activation time, could easily repair 5k armor 1x Heat sink 1x Nitro
That fit above can blast every other fit that can be made using these new vehicles, it could also stand upto swarms back in the day when 3k per volley was common.
Vehicles are going backwards while infantry is taking the place of vehicles more and more and these changes are currently speeding that change up. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
881
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Posted - 2015.02.20 12:08:00 -
[310] - Quote
MRBH1997 wrote:I like the idea of this, but after playing with the possible fits, I believe the rebalanced CPU and PG upgrades should take less of the opposite. I feel it removes fittings for the gunnlogi that should be possible. Also the PG/CPU seems a little too low for the Gallente HAV and same for the Caldari. With the new PG/CPU system, fittings are hard to make workable if someone has proto. So seeing this, either PG/CPU should be buffed slightly or skills should be available to vehicle specialists to increase their PG/CPU output like before.
i believe the intent was that you can not fit full proto anymore. you must make some trade off, either the quality of the modules or the quality of turrets used. |
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Spkr4theDead
Red Star.
2941
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Posted - 2015.02.20 13:03:00 -
[311] - Quote
DeathwindRising wrote:MRBH1997 wrote:I like the idea of this, but after playing with the possible fits, I believe the rebalanced CPU and PG upgrades should take less of the opposite. I feel it removes fittings for the gunnlogi that should be possible. Also the PG/CPU seems a little too low for the Gallente HAV and same for the Caldari. With the new PG/CPU system, fittings are hard to make workable if someone has proto. So seeing this, either PG/CPU should be buffed slightly or skills should be available to vehicle specialists to increase their PG/CPU output like before. i believe the intent was that you can not fit full proto anymore. you must make some trade off, either the quality of the modules or the quality of turrets used. I'm surprised they're still letting us have vehicles with how much infantry cries about them.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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duster 35000
Algintal Core Gallente Federation
293
|
Posted - 2015.02.20 15:48:00 -
[312] - Quote
Spkr4theDead wrote:Doc DDD wrote:Yeah look in the Commando thread for commando enlightenment.
Has there been anymore information regarding fragmented small missiles? Other than maybe soon? Maybe when turrets are finished. Right now we just have the base tank hulls. There's still the DHAVs and UHAVs, and probably later down the line the logi ships and LAVs. I want the small fragmented to put on my Python to make all the reds rage. Inb4 it's op even though python is an easy kill.
Molestia approved
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Spkr4theDead
Red Star.
2952
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Posted - 2015.02.20 15:56:00 -
[313] - Quote
duster 35000 wrote:Spkr4theDead wrote:Doc DDD wrote:Yeah look in the Commando thread for commando enlightenment.
Has there been anymore information regarding fragmented small missiles? Other than maybe soon? Maybe when turrets are finished. Right now we just have the base tank hulls. There's still the DHAVs and UHAVs, and probably later down the line the logi ships and LAVs. I want the small fragmented to put on my Python to make all the reds rage. Inb4 it's op even though python is an easy kill. It'll be OP because it could one shot scouts.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Balistyc Farshot
The Exemplars RISE of LEGION
62
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Posted - 2015.02.20 16:16:00 -
[314] - Quote
I have been holding in four replies:
First - Anti Tank specific AV could be really easy, just make the planted REs more plentiful (we are making mine fields) and make them super effective against tanks specifically. Then things like PLC and SWARMs don't need a super buff. The forge gun needs a buff period, sorry but that was a bad couple of nerfs it got. Focus on AV to counter tanks in particualr, perhaps add a second super weak spot on the under side. Then increase ammo count on Vehicle REs, make it so tankers don't get a warning when close to REs, and remove the bandwidth on them. AV can deny tanks areas by planting mine fields, but infantry can scan for them and blow them up for the tanks while making themselves vulnerable. It forces teamwork and both sides are happy. Don't buff dmg because LAVs already get blown to pieces by vehicle REs and we don't want them getting the infantry with the vehicles.
Second - Does CCP foresee tanks being able to aim their turrets upward more? If so, then ADS will be swatted out of the air with the new faster tank builds and weapon buffs. If not, could we get one of the small turrets to be capable of aiming upwards. Force a trade off for arming this turret, but I hate when swarmers are too high for me to shoot at and I have to step out of my tank to fire on them because there isn't an incline for me to aim up. Same for ADS fighting tanks, upward incline needs supports red line rail sniping.
Third - I don't agree with the blaster buff. That seems a little overkill to make it the anti infantry and anti vehicle weapon of choice. I know missiles really are the king of tank weaponry but blasters should be forced to be either anti infantry or anti vehicle. I hate seeing a neutron blaster take down a rail tank even if the pilot is more skilled. One tank is focused on not killing infantry and he still loses because the blaster is able to fight other tanks. You talk about trade offs, if you buff the blaster it will be the only weapon on tanks going forward IMO. Could we get some numbers on deaths caused by different tank main guns?
Four - Installations need to be buffed so that tanks fear them. Sorry tankers, but the installations can't move, are usually poorly placed and can't be replaced by calling in a new one. These installations need to be useful again if you are buffing tanks like this it will be a race to blow these up for the free WP. I can't tell you how many times I have seen a tanker rage at blue berries hacked turrets. I will leave that one for another thread, but something to consider with new tank hulls.
Otherwise these sound awesome for making some tanks nothing but damage sponges and some lighting assault tanks!
Heavy with a massive bullet hose called Lola (Burst HMG).
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duster 35000
Algintal Core Gallente Federation
293
|
Posted - 2015.02.20 16:42:00 -
[315] - Quote
Balistyc Farshot wrote:I have been holding in four replies:
First - Anti Tank specific AV could be really easy, just make the planted REs more plentiful (we are making mine fields) and make them super effective against tanks specifically. Then things like PLC and SWARMs don't need a super buff. The forge gun needs a buff period, sorry but that was a bad couple of nerfs it got. Focus on AV to counter tanks in particualr, perhaps add a second super weak spot on the under side. Then increase ammo count on Vehicle REs, make it so tankers don't get a warning when close to REs, and remove the bandwidth on them. AV can deny tanks areas by planting mine fields, but infantry can scan for them and blow them up for the tanks while making themselves vulnerable. It forces teamwork and both sides are happy. Don't buff dmg because LAVs already get blown to pieces by vehicle REs and we don't want them getting the infantry with the vehicles.
Second - Does CCP foresee tanks being able to aim their turrets upward more? If so, then ADS will be swatted out of the air with the new faster tank builds and weapon buffs. If not, could we get one of the small turrets to be capable of aiming upwards. Force a trade off for arming this turret, but I hate when swarmers are too high for me to shoot at and I have to step out of my tank to fire on them because there isn't an incline for me to aim up. Same for ADS fighting tanks, upward incline needs supports red line rail sniping.
Third - I don't agree with the blaster buff. That seems a little overkill to make it the anti infantry and anti vehicle weapon of choice. I know missiles really are the king of tank weaponry but blasters should be forced to be either anti infantry or anti vehicle. I hate seeing a neutron blaster take down a rail tank even if the pilot is more skilled. One tank is focused on not killing infantry and he still loses because the blaster is able to fight other tanks. You talk about trade offs, if you buff the blaster it will be the only weapon on tanks going forward IMO. Could we get some numbers on deaths caused by different tank main guns?
Four - Installations need to be buffed so that tanks fear them. Sorry tankers, but the installations can't move, are usually poorly placed and can't be replaced by calling in a new one. These installations need to be useful again if you are buffing tanks like this it will be a race to blow these up for the free WP. I can't tell you how many times I have seen a tanker rage at blue berries hacked turrets. I will leave that one for another thread, but something to consider with new tank hulls.
Otherwise these sound awesome for making some tanks nothing but damage sponges and some lighting assault tanks! Using a rail, if you are hood enough a blaster won't be able to get near you, nitro helps.
Molestia approved
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Greiv Rabbah
13Art of War13
78
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Posted - 2015.02.20 16:53:00 -
[316] - 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!
a fun idea (but one that would require at least light av to see racial parity, and ideally heavy av as well, and/or racial turret parity) would be resistance plating. exactly the same as eve online with thermal, kinetic, em, and explosive resistance plating, basically making vehicles buffed up vs a certain type of av/turret, but at the cost of being weak vs the other types. this would be a lot of fun, but i see it being an off-in-the-distance thing, as mass driver is broken, swarms and plc are only effective light av atm, forge gun is only heavy av atm, and i cant see any reason to believe we're closer to autocannon turrets/artillery turrets/laser turrets than we were when the game launched. seems like maybe farther |
Balistyc Farshot
The Exemplars RISE of LEGION
62
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Posted - 2015.02.20 17:25:00 -
[317] - Quote
duster 35000 wrote: Using a rail, if you are good enough a blaster won't be able to get near you, nitro helps.
Thanks for the advice, but then I become the redline rail sniper (I have done that before like everyone else). I don't want to be that guy. Railguns are only effective against heavies, snipers, installations, and vehicles (Correct me if I am wrong, I am not a master tanker.). If they make blasters effective against tanks, infantry, installations, and everything else, then why wouldn't everyone use them? Missiles still will do more dmg currently and have smaller clips, but I foresee a HMG similar nerf going to blasters where they will increase reload times and reduce range to balance the use.
Everyone what do you think? That way tank weapons reflect their preferred range and adversary. Also this could add a racial slant.
Blasters for infantry and shield tanks, (HMG equivalent) Railguns for tank to vehicle and armor, (Forge Gun equivalent) missiles for mid range and hybrid dmg. (AR equivalent)
Heavy with a massive bullet hose called Lola (Burst HMG).
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duster 35000
Algintal Core Gallente Federation
294
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Posted - 2015.02.20 17:31:00 -
[318] - Quote
Balistyc Farshot wrote:duster 35000 wrote: Using a rail, if you are good enough a blaster won't be able to get near you, nitro helps.
Thanks for the advice, but then I become the redline rail sniper (I have done that before like everyone else). I don't want to be that guy. Railguns are only effective against heavies, snipers, installations, and vehicles (Correct me if I am wrong, I am not a master tanker.). If they make blasters effective against tanks, infantry, installations, and everything else, then why wouldn't everyone use them? Missiles still will do more dmg currently and have smaller clips, but I foresee a HMG similar nerf going to blasters where they will increase reload times and reduce range to balance the use. Everyone what do you think? That way tank weapons reflect their preferred range and adversary. Also this could add a racial slant. Blasters for infantry and shield tanks, (HMG equivalent) Railguns for tank to vehicle and armor, (Forge Gun equivalent) missiles for mid range and hybrid dmg. (AR equivalent) No, just use nitro and range, no matter what he won't be able to do full damage to You.
Molestia approved
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5001
|
Posted - 2015.02.20 17:50:00 -
[319] - Quote
Takahiro Kashuken wrote: 5. Thanks for breaking quite a few vehicle fits but this is also another bad idea and i shall explain why.
PG/CPU modules are there to add variety to fits or to squeeze a bit more juice out so you can add something else or upgrade to a higher tier module.
The shield vehicles would always benefit more from this due to having nothing worthwhile for shields in the low slots since PDS, nanofibers, damage mods etc removed or moved to a different slot hence why a few made the Gunnlogi to dual tank so they whack on an armor plate in the lows where as armor would be sacrificing tank.
The Python is a prime example, i need a complex PG expansion unit on every fit and you adding a 200CPU penalty to it means it breaks every fit i have and i need to reduce all the modules to a lower tier and thus makes the PG module useless and not worth it.
I believe Rattati's intention is to buff the resources of hulls such as the Python so that either the use of the PG expander is non-problematic, or unnecessary.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Spkr4theDead
Red Star.
2960
|
Posted - 2015.02.20 17:51:00 -
[320] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote: 5. Thanks for breaking quite a few vehicle fits but this is also another bad idea and i shall explain why.
PG/CPU modules are there to add variety to fits or to squeeze a bit more juice out so you can add something else or upgrade to a higher tier module.
The shield vehicles would always benefit more from this due to having nothing worthwhile for shields in the low slots since PDS, nanofibers, damage mods etc removed or moved to a different slot hence why a few made the Gunnlogi to dual tank so they whack on an armor plate in the lows where as armor would be sacrificing tank.
The Python is a prime example, i need a complex PG expansion unit on every fit and you adding a 200CPU penalty to it means it breaks every fit i have and i need to reduce all the modules to a lower tier and thus makes the PG module useless and not worth it.
I believe Rattati's intention is to buff the resources of hulls such as the Python so that either the use of the PG expander is non-problematic, or unnecessary. So it essentially stays the same. Why buff Python fitting if the PG mod will just use more CPU?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5001
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Posted - 2015.02.20 17:56:00 -
[321] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:Takahiro Kashuken wrote: 5. Thanks for breaking quite a few vehicle fits but this is also another bad idea and i shall explain why.
PG/CPU modules are there to add variety to fits or to squeeze a bit more juice out so you can add something else or upgrade to a higher tier module.
The shield vehicles would always benefit more from this due to having nothing worthwhile for shields in the low slots since PDS, nanofibers, damage mods etc removed or moved to a different slot hence why a few made the Gunnlogi to dual tank so they whack on an armor plate in the lows where as armor would be sacrificing tank.
The Python is a prime example, i need a complex PG expansion unit on every fit and you adding a 200CPU penalty to it means it breaks every fit i have and i need to reduce all the modules to a lower tier and thus makes the PG module useless and not worth it.
I believe Rattati's intention is to buff the resources of hulls such as the Python so that either the use of the PG expander is non-problematic, or unnecessary. So it essentially stays the same. Why buff Python fitting if the PG mod will just use more CPU?
I imagine he will either give the Python more PG so you don't need the extender, or more CPU so you can run the extender to get the extra PG. Keep in mind we'll likely see a pass on Dropships as well as LAVs following the HAV rework.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Takahiro Kashuken
Red Star.
3938
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Posted - 2015.02.20 18:07:00 -
[322] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote: 5. Thanks for breaking quite a few vehicle fits but this is also another bad idea and i shall explain why.
PG/CPU modules are there to add variety to fits or to squeeze a bit more juice out so you can add something else or upgrade to a higher tier module.
The shield vehicles would always benefit more from this due to having nothing worthwhile for shields in the low slots since PDS, nanofibers, damage mods etc removed or moved to a different slot hence why a few made the Gunnlogi to dual tank so they whack on an armor plate in the lows where as armor would be sacrificing tank.
The Python is a prime example, i need a complex PG expansion unit on every fit and you adding a 200CPU penalty to it means it breaks every fit i have and i need to reduce all the modules to a lower tier and thus makes the PG module useless and not worth it.
I believe Rattati's intention is to buff the resources of hulls such as the Python so that either the use of the PG expander is non-problematic, or unnecessary.
Still does not solve Rattati's current train of thought as seen on protofits website.
A complex CPU extender requiring a spare 400 PG for 15% more CPU.
A complex PG extender requiring a spare 190 CPU for 20% more PG.
Are you telling me that this is an improvement? a module with resources so high it is more than most modules requirments, the complex PG extender CPU requirement is over a quarter of a Madruagrs total CPU and near enough half of it.
These new stats make the modules next to worthless and for what reason?
If he buffs the vehicles PG/CPU then why the need to touch the PG/CPU module PG/CPU requirements?
Not to mention that the knock on effect for all other vehicles is even worse, a ADS or DS doesnt have a spare 400 PG left over or 190CPU and forget about using it on a LAV
Infantry PG/CPU modules do not have high fitting requirements and its the same in EVE
This feels of changing something for changes sake and that was what 1.7 was all about and look how that turned out
No one has ever complained about these modules, these modules may have been a must have on the Python but the problem lies with the Pythons PG/CPU stats not with the module |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5001
|
Posted - 2015.02.20 18:13:00 -
[323] - Quote
Well Im not defending the choice, but I imagine his train of thought is he was trying to avoid shield vehicles from having too many resources by always using their lows for that purpose.
If anything if he goes this route, we really need more low slot modules that a shield pilot would find useful (and not armor plates).
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Takahiro Kashuken
Red Star.
3938
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Posted - 2015.02.20 18:20:00 -
[324] - Quote
Pokey Dravon wrote:Well Im not defending the choice, but I imagine his train of thought is he was trying to avoid shield vehicles from having too many resources by always using their lows for that purpose.
If anything if he goes this route, we really need more low slot modules that a shield pilot would find useful (and not armor plates).
But its an option i should be allowed to have
Back in the day we had low slot modules, dmg mods, nanofibres, power diagnostic systems etc and overnight its gone
I can do the same in a Caldari suit and put extra CPU in the lows and not get punished for it
Yes i can also put regulators in aswell but i might not want to and that is my choice but it is no reason to jack up the fitting requirements by a factor of 10
If he does go this route I can see that these modules will die a death and not be used because i dont think any vehicle will generally have enough to fit them and if you do stick in an armor module because its cheaper to fit and then what happens? Dual tanking is promoted again on the shield vehicle which i think we are trying to avoid
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5005
|
Posted - 2015.02.20 18:33:00 -
[325] - Quote
Takahiro Kashuken wrote:Pokey Dravon wrote:Well Im not defending the choice, but I imagine his train of thought is he was trying to avoid shield vehicles from having too many resources by always using their lows for that purpose.
If anything if he goes this route, we really need more low slot modules that a shield pilot would find useful (and not armor plates). But its an option i should be allowed to have Back in the day we had low slot modules, dmg mods, nanofibres, power diagnostic systems etc and overnight its gone I can do the same in a Caldari suit and put extra CPU in the lows and not get punished for it Yes i can also put regulators in aswell but i might not want to and that is my choice but it is no reason to jack up the fitting requirements by a factor of 10 If he does go this route I can see that these modules will die a death and not be used because i dont think any vehicle will generally have enough to fit them and if you do stick in an armor module because its cheaper to fit and then what happens? Dual tanking is promoted again on the shield vehicle which i think we are trying to avoid
I think of anything it should be more of an evaluation of the tradeoff you would be making. Currently we pretty much have crap for low slots that a shield tanker would want to fit (aside from resource enhancers). I think what we really need is players to be asking "Well I can have more PG, but I need to give up X in order to do so" by consuming that low slot. So whatever low slot modules they add, then need to be useful enough that using a PG/CPU extender is not a no-brainer idea....get what Im saying?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Takahiro Kashuken
Red Star.
3940
|
Posted - 2015.02.20 18:44:00 -
[326] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote:Pokey Dravon wrote:Well Im not defending the choice, but I imagine his train of thought is he was trying to avoid shield vehicles from having too many resources by always using their lows for that purpose.
If anything if he goes this route, we really need more low slot modules that a shield pilot would find useful (and not armor plates). But its an option i should be allowed to have Back in the day we had low slot modules, dmg mods, nanofibres, power diagnostic systems etc and overnight its gone I can do the same in a Caldari suit and put extra CPU in the lows and not get punished for it Yes i can also put regulators in aswell but i might not want to and that is my choice but it is no reason to jack up the fitting requirements by a factor of 10 If he does go this route I can see that these modules will die a death and not be used because i dont think any vehicle will generally have enough to fit them and if you do stick in an armor module because its cheaper to fit and then what happens? Dual tanking is promoted again on the shield vehicle which i think we are trying to avoid I think of anything it should be more of an evaluation of the tradeoff you would be making. Currently we pretty much have crap for low slots that a shield tanker would want to fit (aside from resource enhancers). I think what we really need is players to be asking "Well I can have more PG, but I need to give up X in order to do so" by consuming that low slot. So whatever low slot modules they add, then need to be useful enough that using a PG/CPU extender is not a no-brainer idea....get what Im saying?
You want a PG module to give you x% more PG for a tradeoff of something like -% CPU?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5006
|
Posted - 2015.02.20 18:53:00 -
[327] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Takahiro Kashuken
Red Star.
3941
|
Posted - 2015.02.20 19:03:00 -
[328] - Quote
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.
Well the option that is posted is the worst kind of option since a module like that does not exist and i hope it doesn't
What you mean is basically 'more options for low slots' so you dont have to fill it with resource modules unless you want to
Many moons ago we did have more modules for low slots and they got taken away, i wouldn't be suprised if they were buried in the code somewhere but until then if i can improve my tank by using resource modules then i will do it
Resource modules have always given PG/CPU by %, frankly i do not want to see them changed |
duster 35000
Algintal Core Gallente Federation
294
|
Posted - 2015.02.20 19:04:00 -
[329] - Quote
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.
Molestia approved
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5006
|
Posted - 2015.02.20 19:07:00 -
[330] - Quote
Takahiro Kashuken wrote:
Well the option that is posted is the worst kind of option since a module like that does not exist and i hope it doesn't
What you mean is basically 'more options for low slots' so you dont have to fill it with resource modules unless you want to
Many moons ago we did have more modules for low slots and they got taken away, i wouldn't be suprised if they were buried in the code somewhere but until then if i can improve my tank by using resource modules then i will do it
Resource modules have always given PG/CPU by %, frankly i do not want to see them changed
Well last I checked, putting regulators in was on Rattati's plan, which is why I used it as an example.
And yes i would like the return of many of those old low slot modules. I miss my Nano fit vehicles.
But yes, I want valuable low slot modules so there are more options besides more resources.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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