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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7392
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Posted - 2015.02.27 17:44:00 -
[481] - Quote
Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent!
AV
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Takahiro Kashuken
Red Star.
4033
|
Posted - 2015.02.27 18:16:00 -
[482] - Quote
Thaddeus Reynolds wrote:The creating various fits on protofits is part of the community feedback phase, and is designed to help Rattati see if there is anything broken at all. I agree with you that I don't like the heavy-handed approach to hardeners. As well, PG/CPU mods don't need as hard of a nerf as Rattati is giving them as much as they need some competition for utility in the low-slots, beyond just armor mods. New ADV/PRO HAVs may have the same slot-layout, but they have expanded fitting to allow them to fill those slots out. It isn't the same as dropsuit progression, and in my opinion, it's better and should be how the dropsuits are done. Swarm Launcher is in a...very powerful place right now, and wouldn't need a change, I'm reasonably sure Breakin, Rattati...and frankly anyone who has seen a swarm launcher in action is aware of that. The Forge Gun (Specifically the VFG and BFG...AFG is in a pretty solid place right now, and might only need slight tweaking) however could use a little bit of help...particularly the BFG... and the PLC's AV Capability is laughable outside of a commando platform, and even then it barely does enough to qualify unless you run double PLCs or a Kubo's. So in that sense, the majority of AV needs some sort of buff, but it would be more accurate to say that AV needs a re-balance, and commando potential AV utility needs to be looked at as well but that's a discussion for a separate thread (that has already been made by pokey). (As do LAVs and DSs...LAVs get too much in the way of base stats...need more slots, lower base stats, better Light Modules...DSs need something) You are correct, spreadsheets assume spherical mercs in a vacuum, and thus aren't going to ever be where final balance is struck. But they are a great starting point to hammer into a correct shape through testing...and we as the Vehicle Operator/AV community should be focusing on the new stats, and looking for any issues that will come up through the course of normal game-play. It's true that we cannot predict everything, but we can get a pretty good idea based on our past experiences.
If a shield tank ends up fitting resource modules then it because there is very little choice as to what should be put there, we had nanofibres/PDS/Dmg modules etc and now we have nothing maybe except regulators but that is one module and it would have to have a big effect for it to be the go to module instead of an armor module. In reality CCP should bring back nanofibres and PDS and the like just for more variety.
TBH i disagree, they have the same slot layout with just more PG/CPU to increase the tiers of the modules but the fit itself will stay exactly the same from basic to advanced to prototype because why change? If it got 1 more slot per tier then that is something and add more variety. Vehicles are supposed to be a viable playstyle in a sandbox game but that is not the case, my suits which are a meatbag and have very little CPU/PG in comparision to a 50tonne vehicle gets more slots as standard when it goes up a tier. Even the specialised suits get more slots as they progress but if you are a pilot that is not the case, the sandbox does not exist for pilots but it does for infantry.
The SL does need a change in alot of areas but the majority of the playerbase/AV has it as a primary AV weapon and you can be sure if it doesnt get a buff or made more skill orientated then the tears will fall. My problem with changing AV for any of the new HAVs is that if the HAVs end up having higher EHP variables even if its on paper that will be enough for players to cry for buffs not thinking about other vehicles such as a DS which wont have half the EHP or a simple LAV which fitted up should get from A to B without being instapopped. If you do buff AV fro the strongest vehicles in the game then it will outright knock everything out of sync and kill other vehicles and there variations. For once i would like to see vehicles being used to take out other vehicles, just like the old incubus hammered on HAVs, just like in Chrome and Uprising a vehicle taking out another vehicle, it works in plenty of games except this one and Planetside follows this pattern quite well and its coming to a console near you.
Spreadsheets point out the obvious things, like max fits but then players take it as fact and that it will kill the game and that AV needs to be buffed to compensate, i can't help it but it is flawed and for me experiencing it in the game beats a spreadsheet no matter what. Take the SL on a spreadsheet it doesn't say that it will track around 2 corners and still hit you but in the game it does and for me happens a bit too much but for someone who doesn't play the game they will play the BS card and call you a liar. Likewise many use the 2 extender 1 hardener on a Gunnlogi and say EHP wise it is vastly superior but take out the 4sec wait for passive repping and it is weak and can be beaten quite easily or even put it in a PC game and watch it die. Spreadsheets are good as a rough guide but it can never tell you how it would play out in game, how bad an actual fit would be, how competitive and useful it would be in a PC match instead of a pub match.
For me i look at proto fits and the 1 hardener and terrible resource modules and i come up with alot of cookie cutter fits using the spreadsheet warrior method and i know from experience that these fit will either work or will not, i will know if they are PC viable or pubstar viable, i will know if these hardcapped limitations will break other vehicles and fits because of that experience and that i have them in my fittings. If i did not have that experience then i wouldn't know how the fits would play out because numbers on a sheet does not transfer into experience. |
Spkr4theDead
Red Star.
3006
|
Posted - 2015.02.27 18:35:00 -
[483] - Quote
Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent! I did the smashing. I've been smashed in return. The national corps do that very well. I don't see them coming on here and talking about AV and vehicles. But, all of you want to easily solo vehicles. It's a squad of infantry with AV vs you going solo. Of course you're all going to complain that AV is hard to use and UP, and vehicles are too hard to destroy.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 18:38:00 -
[484] - Quote
Thaddeus Reynolds wrote:
You are correct, spreadsheets assume spherical mercs in a vacuum, and thus aren't going to ever be where final balance is struck. But they are a great starting point to hammer into a correct shape through testing...and we as the Vehicle Operator/AV community should be focusing on the new stats, and looking for any issues that will come up through the course of normal game-play. It's true that we cannot predict everything, but we can get a pretty good idea based on our past experiences.
Perfect description! I've never believed that you can figure out the solution on paper, as things work differently in the field than they do on paper often.
But all these things go hand in hand, paper creates the shape, experience and practice hammers out the edges. Can't have one without the other.
Love it.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 18:38:00 -
[485] - Quote
Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent!
I would like 100 times if I could!
Tanks - Balancing Turrets
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Spkr4theDead
Red Star.
3006
|
Posted - 2015.02.27 18:41:00 -
[486] - Quote
Tebu Gan wrote:Spkr4theDead wrote:Tebu Gan wrote:
As is yours. That was kinda the point.
And you just admitted to it.
But seriously, what is wrong with you guys. Seriously, swarms OP? If anything it shows a disparity with armor which IS acknowledge and IS being addressed.
I mean google "reasonable" and then try being it for a change. Screaming that you are right and everyone else is wrong just makes you look stupid and uneducated. I
Again, destroying a tank in 4 volleys is overkill. You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus. Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed. The correct answer is bringing armor up to the level shield is at, not nerfing shield to the point where the differences are back to Chrome/Uprising levdls.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 19:00:00 -
[487] - Quote
Spkr4theDead wrote: The correct answer is bringing armor up to the level shield is at, not nerfing shield to the point where the differences are back to Chrome/Uprising levdls.
That's exactly what I said, and by taking one look at proto fits you can see that's what they are attempting to do! Who in the world ever said NERF SHIELDS? Where and why are you even saying this.
Makes no sense.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1285
|
Posted - 2015.02.27 19:06:00 -
[488] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent! I did the smashing. I've been smashed in return. The national corps do that very well. I don't see them coming on here and talking about AV and vehicles. But, all of you want to easily solo vehicles. It's a squad of infantry with AV vs you going solo. Of course you're all going to complain that AV is hard to use and UP, and vehicles are too hard to destroy.
You do realize that I pilot right. I've been with several top corps and my prowess has always been appreciated and needed. I'm typically a first pick for PC teams.
I know my stuff. And above all I want a well balanced and challenging end game. No I don't want infantry AV to hold the advantage over a tank, and I seriously don't think breaking wants that either.
Above all we want and expect a challenge. You always revert back to how tanks were when tanks were OP and blame AV for being unable to kill a tank and the cause for how tanks are now. Things were balanced heavily to the tank side and I'm sorry fella, that isn't right.
Tanks - Balancing Turrets
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Spkr4theDead
Red Star.
3006
|
Posted - 2015.02.27 19:32:00 -
[489] - Quote
Tebu Gan wrote:Spkr4theDead wrote:Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent! I did the smashing. I've been smashed in return. The national corps do that very well. I don't see them coming on here and talking about AV and vehicles. But, all of you want to easily solo vehicles. It's a squad of infantry with AV vs you going solo. Of course you're all going to complain that AV is hard to use and UP, and vehicles are too hard to destroy. You do realize that I pilot right. I've been with several top corps and my prowess has always been appreciated and needed. I'm typically a first pick for PC teams. I know my stuff. And above all I want a well balanced and challenging end game. No I don't want infantry AV to hold the advantage over a tank, and I seriously don't think breaking wants that either. Above all we want and expect a challenge. You always revert back to how tanks were when tanks were OP and blame AV for being unable to kill a tank and the cause for how tanks are now. Things were balanced heavily to the tank side and I'm sorry fella, that isn't right. When have tanks ever been OP?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
|
Spkr4theDead
Red Star.
3006
|
Posted - 2015.02.27 19:38:00 -
[490] - Quote
Tebu Gan wrote:Spkr4theDead wrote: The correct answer is bringing armor up to the level shield is at, not nerfing shield to the point where the differences are back to Chrome/Uprising levdls.
That's exactly what I said, and by taking one look at proto fits you can see that's what they are attempting to do! Who in the world ever said NERF SHIELDS? Where and why are you even saying this. Makes no sense. Doc brought up that shield is being double nerfed.
As far as protofits, who knows what the skills are?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5067
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Posted - 2015.02.27 20:11:00 -
[491] - Quote
Tebu Gan wrote:Thaddeus Reynolds wrote:
You are correct, spreadsheets assume spherical mercs in a vacuum, and thus aren't going to ever be where final balance is struck. But they are a great starting point to hammer into a correct shape through testing...and we as the Vehicle Operator/AV community should be focusing on the new stats, and looking for any issues that will come up through the course of normal game-play. It's true that we cannot predict everything, but we can get a pretty good idea based on our past experiences.
Perfect description! I've never believed that you can figure out the solution on paper, as things work differently in the field than they do on paper often. But all these things go hand in hand, paper creates the shape, experience and practice hammers out the edges. Can't have one without the other. Love it.
Completely correct. You can't predict everything with the numbers, but you do need to make sure things within their own category work correctly numerically, and then adjust accordingly through field testing *grumbles about lack of test server*
For example AV TTK values are currently a mess and all over the place. Breakin did quite a bit of work to reign in the values and try to normalize the TTK so that all AV weapons are about equally effective in a general sense. Those values are set around a 10 second TTK. Personally I think this is pretty short, but as I've stated to him "As long as they all have the same TTK more or less, we'll deploy them with the 10 seconds and if field testing proves this to be too long or too short, we can adjust all of the AV weapons together because they're already balanced against one another, rather than trying to balance them all individually through field testing."
If the numerical values are totally messed up, the amount of needed field testing and adjustment will be so much that it'll take forever to get it right. That's why you have to look at the numbers *first* and get things close, and then actually test it in the field and adjust accordingly.
Think of it like star gazing, you typically use a map and a low zoom lens to get close to where you want to look in the sky. This would be the "Numbers Balance" phase. Then you use the really high powered lens to fine tune and really lock onto what you're looking for. This would be the "Field Testing" phase.
Spkr4theDead wrote: When have tanks ever been OP?
I dunno if you were around during early closed beta, but HAVs were nearly unkillable if fit properly. Only time I ever lost one was against an ambush of 4-5 forge guns, otherwise you could rep through basically anything and do it frequently.
"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
7395
|
Posted - 2015.02.27 20:16:00 -
[492] - Quote
Correction pokey. 13-16 second MINIMUM TTK.
I'm erring on the side of advantage to tank versus solo AV.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5067
|
Posted - 2015.02.27 20:17:00 -
[493] - Quote
Breakin Stuff wrote:Correction pokey. 13-16 second MINIMUM TTK.
I'm erring on the side of advantage to tank versus solo AV.
Ah you must have updated it from last time I looked at it.
I'm more comfortable with 13-16 seconds, but we'll have to see how it plays out in testing.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7396
|
Posted - 2015.02.27 20:29:00 -
[494] - Quote
Pokey Dravon wrote:Breakin Stuff wrote:Correction pokey. 13-16 second MINIMUM TTK.
I'm erring on the side of advantage to tank versus solo AV. Ah you must have updated it from last time I looked at it. I'm more comfortable with 13-16 seconds, but we'll have to see how it plays out in testing. Pretty much.
Besides. We ain't done with the hulls yet till rattati queues the fat lady. So speculating AV/V is meh.
AV
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Godin Thekiller
The Corporate Raiders
2943
|
Posted - 2015.02.27 23:19:00 -
[495] - Quote
Tebu Gan wrote:Spkr4theDead wrote:Tebu Gan wrote:
As is yours. That was kinda the point.
And you just admitted to it.
But seriously, what is wrong with you guys. Seriously, swarms OP? If anything it shows a disparity with armor which IS acknowledge and IS being addressed.
I mean google "reasonable" and then try being it for a change. Screaming that you are right and everyone else is wrong just makes you look stupid and uneducated. I
Again, destroying a tank in 4 volleys is overkill. You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus. Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed.
To be fair to Sparky, there's not much of a difference. Yea, you can still 4 shot a maxed out Maddy. That is a thing now.
After the balance pass, no. And To be fair to you and Breakin, a PROTO Swarm fired at a Soma should break easily.
click me
Blup Blub Bloop. Translation: Die -_-
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duster 35000
Algintal Core Gallente Federation
309
|
Posted - 2015.02.27 23:21:00 -
[496] - Quote
Godin Thekiller wrote:Tebu Gan wrote:Spkr4theDead wrote:Tebu Gan wrote:
As is yours. That was kinda the point.
And you just admitted to it.
But seriously, what is wrong with you guys. Seriously, swarms OP? If anything it shows a disparity with armor which IS acknowledge and IS being addressed.
I mean google "reasonable" and then try being it for a change. Screaming that you are right and everyone else is wrong just makes you look stupid and uneducated. I
Again, destroying a tank in 4 volleys is overkill. You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus. Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed. To be fair to Sparky, there's not much of a difference. Yea, you can still 4 shot a maxed out Maddy. That is a thing now. After the balance pass, no. And To be fair to you and Breakin, a PROTO Swarm fired at a Soma should break easily. How will it be different? Assuming you mean current numbers.
Molestia approved
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Godin Thekiller
The Corporate Raiders
2943
|
Posted - 2015.02.27 23:22:00 -
[497] - Quote
Spkr4theDead wrote:Tebu Gan wrote:Spkr4theDead wrote:Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent! I did the smashing. I've been smashed in return. The national corps do that very well. I don't see them coming on here and talking about AV and vehicles. But, all of you want to easily solo vehicles. It's a squad of infantry with AV vs you going solo. Of course you're all going to complain that AV is hard to use and UP, and vehicles are too hard to destroy. You do realize that I pilot right. I've been with several top corps and my prowess has always been appreciated and needed. I'm typically a first pick for PC teams. I know my stuff. And above all I want a well balanced and challenging end game. No I don't want infantry AV to hold the advantage over a tank, and I seriously don't think breaking wants that either. Above all we want and expect a challenge. You always revert back to how tanks were when tanks were OP and blame AV for being unable to kill a tank and the cause for how tanks are now. Things were balanced heavily to the tank side and I'm sorry fella, that isn't right. When have tanks ever been OP?
Up to halfway through Codex, and then again for like a week in Chromo. And you could argue 1.7
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2943
|
Posted - 2015.02.27 23:23:00 -
[498] - Quote
A 13-16 second TTK is just wonderful. You want a fight Breakin? I'm about to give you one hell of a fight.
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7401
|
Posted - 2015.02.28 01:44:00 -
[499] - Quote
duster 35000 wrote:Godin Thekiller wrote:Tebu Gan wrote:Spkr4theDead wrote:Tebu Gan wrote:
As is yours. That was kinda the point.
And you just admitted to it.
But seriously, what is wrong with you guys. Seriously, swarms OP? If anything it shows a disparity with armor which IS acknowledge and IS being addressed.
I mean google "reasonable" and then try being it for a change. Screaming that you are right and everyone else is wrong just makes you look stupid and uneducated. I
Again, destroying a tank in 4 volleys is overkill. You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus. Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed. To be fair to Sparky, there's not much of a difference. Yea, you can still 4 shot a maxed out Maddy. That is a thing now. After the balance pass, no. And To be fair to you and Breakin, a PROTO Swarm fired at a Soma should break easily. How will it be different? Assuming you mean current numbers. Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
AV
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duster 35000
Algintal Core Gallente Federation
309
|
Posted - 2015.02.28 01:50:00 -
[500] - Quote
duster 35000 wrote:Godin Thekiller wrote:Tebu Gan wrote:Spkr4theDead wrote:Tebu Gan wrote:
Again, destroying a tank in 4 volleys is overkill.
You had shield, I vaporized an armor with a weapon that has a bonus against armor, along with a flat 10% damage bonus.
Yes, A SOMA. A madrudger could take a bit more than that. And yet again the disparity between armor and shields IS being addressed and discussed. To be fair to Sparky, there's not much of a difference. Yea, you can still 4 shot a maxed out Maddy. That is a thing now. After the balance pass, no. And To be fair to you and Breakin, a PROTO Swarm fired at a Soma should break easily. How will it be different? Assuming you mean current numbers. Because a maddy now takes 4 forge shots to kill. Rattatis maddy will require a reload. Possibly a mag and a half depending on regen. Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly . The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane. AV will require a buff to hit 13-16 second window if your shot placement is perfect. Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong. How is the maddy going to require more than 1 forge clip? 4k armor, or 4.5k, is still the same.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
309
|
Posted - 2015.02.28 01:51:00 -
[501] - Quote
Godin Thekiller wrote:Spkr4theDead wrote:Tebu Gan wrote:Spkr4theDead wrote:Breakin Stuff wrote:Only spkr would argue that it's unfair for proto AV to smash a militia tank.
But at least over the last two years he's consistent! I did the smashing. I've been smashed in return. The national corps do that very well. I don't see them coming on here and talking about AV and vehicles. But, all of you want to easily solo vehicles. It's a squad of infantry with AV vs you going solo. Of course you're all going to complain that AV is hard to use and UP, and vehicles are too hard to destroy. You do realize that I pilot right. I've been with several top corps and my prowess has always been appreciated and needed. I'm typically a first pick for PC teams. I know my stuff. And above all I want a well balanced and challenging end game. No I don't want infantry AV to hold the advantage over a tank, and I seriously don't think breaking wants that either. Above all we want and expect a challenge. You always revert back to how tanks were when tanks were OP and blame AV for being unable to kill a tank and the cause for how tanks are now. Things were balanced heavily to the tank side and I'm sorry fella, that isn't right. When have tanks ever been OP? Up to halfway through Codex, and then again for like a week in Chromo. And you could argue 1.7 How were they op again? I didn't bother with vehicles until 1.5
Molestia approved
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Harpyja
Legio DXIV
2335
|
Posted - 2015.02.28 01:53:00 -
[502] - Quote
Here's two fits I made for the Gladius. I think that they show rather well that the PG/CPU enhancement mod nerfs are too harsh, if not unnecessary.
The first fit uses both a PG and CPU enhancement mod. Really all that is happening is that the CPU mod provides enough CPU boost to cover the cost of the PG mod, and the net gain from the PG mod is not even +200 (less than 1/3 of its boost).
Fit 1
The second fit disposes of PG and CPU enhancement entirely and uses a basic heavy armor rep and plate. I had to drop the two complex heavy shield extenders for a complex and enhanced light shield booster, plus trading one of the advanced small rails for an advanced small blaster.
Fit 2
Here are the key differences summed up:
- Fit 1 has +2600 shield (+800 counting boosters on Fit 2), -1000 armor compared to Fit 2.
- Fit 1 has +1600 EHP, -200 EHP counting boosters on Fit 2
- Fit 1 takes 90s to repair 900 armor, Fit 2 takes 17.4s to repair 1915 armor
- Fit 2 gets two boosters for two instantaneous jumpstarts of shield regen
I personally think Fit 2 looks better overall. It can regen its armor pool much more quickly (which is also doubled on top of that), and it gets two shield regen jumpstarts, all for the cost of losing 800 shield (its main tank type).
I posted many pages ago saying that armor modules would be much more useful than the nerfed CPU/PG enhancement mods. And the fits above are probably the best fits I could come up with that met my personal requirements: 2 advanced small turrets, 1 proto large missile turret, complex shield hardener, and complex missile damage amp.
Therefore, I must conclude with a very big "NO" to Rattati's proposed nerf to the CPU/PG modules. I can make a better fit by not fitting those modules and instead using a dual-tank setup. If you ask me, the CPU/PG modules do not need to be touched at all. I feel that if I can make a better dual-tank setup, then I should be able to make use of a full rack of complex shield modules or maybe even be able to fit a heavy booster if those things ever get fixed (I personally think they need to have their PG costs halved) by filling my low slots with a PG and CPU enhancer.
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5070
|
Posted - 2015.02.28 02:13:00 -
[503] - Quote
Yeah I'm really really iffy about the changes. At the very least if he goes this route, it should be a % cost and not absolute...otherwise its going to be impossible to balance them properly on smaller vehicles.
I think the "cost" of fitting them needs to be more on an opportunity cost, and not so much a direct cost. If low slot modules are introduced that are REALLY nice to have, such as regulators, then it would mean more to fit PG/CPU mods because you're giving up that potential regulator (just as an example).
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7403
|
Posted - 2015.02.28 08:59:00 -
[504] - Quote
Overall I think the PG/CPU mods should be much less fitting intensive. As it stands using the mods we have currently on rattati's hulls? Unless I'm missing something it won't allow more than the addition of a forge gun shot worth of TTK overall. If I'm wrong tell me.
I'm not seeing the current mods breaking rattati's hulls.
Seriously can anyone use the current fitting mods in protofits to spike an HAV above 8k raw HP (before hardeners/reps)?
If so, how and by how much?
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5078
|
Posted - 2015.02.28 09:04:00 -
[505] - Quote
duster 35000 wrote: How is the maddy going to require more than 1 forge clip? 4k armor, or 4.5k, is still the same.
Im not sure what fit you're using for your Madrugar but its obviously a bit different from mine.
Complex Armor Hardener Complex Armor Repairer Enhanced 120mm Armor Plate Enhanced 120mm Armor Plate
Basic Fuel Injector Enhanced Damage Mod Complex Scanner
Proto Large Blaster
1200 Shield HP 5600 Armor HP 7000 Armor eHP (Hardened)
That's quite a bit more than 4k-4.5k armor, are you only using one plate? Looks like 1 Complex Plate pushes you around 4.5k armor or so.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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duster 35000
Algintal Core Gallente Federation
310
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Posted - 2015.02.28 09:08:00 -
[506] - Quote
Pokey Dravon wrote:duster 35000 wrote: How is the maddy going to require more than 1 forge clip? 4k armor, or 4.5k, is still the same.
Im not sure what fit you're using for your Madrugar but its obviously a bit different from mine. Complex Armor Hardener Complex Armor Repairer Enhanced 120mm Armor Plate Enhanced 120mm Armor Plate Basic Fuel Injector Enhanced Damage Mod Complex Scanner Proto Large Blaster 1200 Shield HP 5600 Armor HP 7000 Armor eHP (Hardened) That's quite a bit more than 4k-4.5k armor, are you only using one plate? Looks like 1 Complex Plate pushes you around 4.5k armor or so. Right, I forgot about that, that's near my fit on protofits.
Molestia approved
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5078
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Posted - 2015.02.28 09:11:00 -
[507] - Quote
Breakin Stuff wrote:Overall I think the PG/CPU mods should be much less fitting intensive. As it stands using the mods we have currently on rattati's hulls? Unless I'm missing something it won't allow more than the addition of a forge gun shot worth of TTK overall. If I'm wrong tell me.
I'm not seeing the current mods breaking rattati's hulls.
Seriously can anyone use the current fitting mods in protofits to spike an HAV above 8k raw HP (before hardeners/reps)?
If so, how and by how much? Well if you're looking for a fit thats actually viable, at least for a Madrugar (ie including a heavy armor rep) you can get 8677 Raw HP
1 Enhanced Heavy Shield Extender --Empty-- --Empty--
Complex Armor Hardener Basic Heavy Armor Repairer Complex 120mm Armor Plate Complex 120mm Armor Plate
Basic Large Railgun
2207 Shield HP 6470 Armor HP 8677 Total HP
If you downgrade your armor rep to a light armor rep, or downgrade the hardener, you might be able to squeeze more out.
EDIT: Ok, if you downgrade your Hardener to Basic and your Repairer to a *Light* Basic Armor repper, you can fit this
Complex Heavy Shield Extender Complex Light Shield Extender --Empty--
Basic Shield Hardener Basic Light Armor Repairer Complex 120mm Armor Plate Complex 120mm Armor Plate
Basic Large Railgun
3005 Shield HP 6470 Armor HP 9475 Total HP
So I mean...yeah that's a lot of HP, but you're only repping at 61.25 HP/s, which is a 105s total repair time which is....pretty ugly. Shields also recharge at 66HP/s which is a 45 second recharge + 13seconds depletion delay for a total of 58 seconds. So I mean yeah if you want a metric fuckton of HP you could fit it like that, but I wouldn't want to run a tank like that, not with that regen rate.
"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
7403
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Posted - 2015.02.28 10:41:00 -
[508] - Quote
That fit is breach forge bait. Some jackass on a tower top can keep you in the redline indefinitely because of the pitiful recovery rates.
If supported by some kind of remote rep vehicle? I can see it.
Not as a standalone though.
AV
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Takahiro Kashuken
Red Star.
4038
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Posted - 2015.02.28 13:20:00 -
[509] - Quote
Breakin Stuff wrote: Because a maddy now takes 4 forge shots to kill.
Rattatis maddy will require a reload. Possibly a mag and a half depending on regen.
Maddys are buffed. Gunnlogis will be about as hard to kill with a forge as they are now . The 13-16 second TTK I'm quoting is versus the maddy solo assuming no shots up the butt. Using current AV values it's closer to 22 second minimum TTK if you pull every shot perfectly .
The gunnlogis will be significantly harder in both cases. The UHAVs are going to be insane.
AV will require a buff to hit 13-16 second window if your shot placement is perfect.
Swarms will be less stupid vs. The new tanks. They're in the neighborhood of where the new tanks will be Already. I have to rerun their TTK numbers. I have a feeling they're still going tito be a bit too strong.
13-16sec TTK is quite terrible when considering in the past 30sec and upwards of towards a minute were standard HAV vs HAV times in uprising.
I feel that AV should not hit harder or faster than a HAV at all.
if 13-16sec is for AV then you can half that for a HAV which is terrible and boring and twitch.
30sec should be the minimum battle time between HAVs and for AV add on 15sec more.
Buffing AV should be out of the question unless you want to kill off the other vehicles because if you want AV ti kill in 13sec then DS/ADS/LAV will all get creamed before they come out of the redline. |
Bright Cloud
Namtar Elite Gallente Federation
813
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Posted - 2015.02.28 13:50:00 -
[510] - Quote
More slots sound fine on paper but overall i see these changes more as of a nerf+price increase for tanks.
-madrugars will still perform just like they do now but with more modules fitted. -gunnlogis getting nerfbatted with the PG+CPU mod nerf and the limitation to 1 hardener per fit.
Shield boosters are bugged at the moment and dont work while under constant blasterfire. And shield hardeners are the bread and butter of shield tanks. Simply because every 1 has now easy access to minmandos and swarm launchers. I strongly advice not to buff AV in any form.
I severly hope you adress armor tanks cause at the moment its near impossible to fit them. You want a prime example for this? Aight CCP go and look at the "Madrugar Pretorian". Its a Pre fitted vehicle that allready comes with a complex CPU mod and still with all armor fitting optimasation skills to 5 the fit is invalid due to the fact that the avaible CPU are exceeded.
Overall i think the Electronics and Engineering skills should be reverted to give +5% to PG/CPU. This would help all vehicles ranging from LAV's all up to ADS. Removing those bonuses back in the day where a huge mistake and all vehicles suffer from this.
Bright is the opposite of dark! Who would have thought of that?!
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