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Thread Statistics | Show CCP posts - 16 post(s) |
Aeon Amadi
Chimera Core
8779
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Posted - 2015.02.17 13:14:00 -
[61] - Quote
Basically, you pay in PG/CPU for the ability to not have other people in your tank.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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duster 35000
Algintal Core Gallente Federation
282
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Posted - 2015.02.17 13:15:00 -
[62] - Quote
SHAV should be unlocked with the skill that unlocks pro hulls, as it's just for solo players.
Molestia approved
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CCP Rattati
C C P C C P Alliance
17522
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Posted - 2015.02.17 13:15:00 -
[63] - Quote
There is no point, except that I don't want players that don't fit turrets to get free PG/CPU. I would completely skip it, but I am nice guy like that so pilots can drive solo, but they aren't getting the capacity on top.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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duster 35000
Algintal Core Gallente Federation
282
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Posted - 2015.02.17 13:18:00 -
[64] - Quote
CCP Rattati wrote:Spkr4theDead wrote:Well, I know that anything I reply with, will get me banned and the post will be deleted.
Congratulations, infantry, those of you who don't use vehicles, you've won.
I won't bother commenting if and unless Rattati gives me a go-ahead to start tearing everything apart. Point out the things that you feel should be changed, from what and to what. Also support it with sound arguments. Don't get into fights with your friends . It's fairly easy once you get the hang of it. Unless the UHAVs are coming when these are deployed and have higher base regen rates, there isn't really a point to shields now, unless you completely rely on shield boosters. armor reps faster now. Although people are using 2 reps with 4.5k armor, they can have higher hp and regen than shield tanks... also, shield tanks already lose enough vs blasters....I don't think the damage mod bypassing damage redhction is a good idea.
Unless you plan on adding a shield regen mod, then I'm fine.
Molestia approved
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Spkr4theDead
Red Star.
2911
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Posted - 2015.02.17 13:26:00 -
[65] - Quote
CCP Rattati wrote:A) fixing the fitting of Gallente HAVs making them competitive
Can be done with the Chrome - Uprising 1.6 slot layout and restoring the CPU and PG skills to 5% per level.
B) introducing HAV progression
You could just give back the old Marauders, and much improved Enforcers, because the Enforcers of old were completely useless and were a huge SP and ISK sink.
C) tweaking fitting styles that are not intended
Could say the same for far too many infantry fits. HP tanks scouts, speed Min assault with shotguns, using REs as the primary weapon, other things I can't think of at the moment because work in a bit, but it's sandbox, so it's not like it's unfair.
D) making blasters competitive AV weapons
They're not that bad if you know how to use them.
E) adding slots to HAV's to make them more fun and versatile to fit.
They were fun and versatile to fit when we had the slots and variety. They were also far stronger than they are now.
Gallente Marduk and the Caldari Gladius.
This isn't directly related to the hulls so whatever.
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.
Why not limit suits to one recharger/energizer each? This is supposed to be sandbox, where we can fit things the way we want, not be restricted because infantry can't wait for the right time to strike. The only limits infantry has are PG and CPU. Now we're getting a hard limit on more than one module. Nice
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.
I'll say it again, and I know you're going to get real angry: you're giving us literal cookie cutter fits. I don't care about native reps. Cal tanks fit plates, not armor. We need the armor as a last resort, because shield can't stand up to one lone PRO AV.
4) Blasters will be increasing in damage, so they can break through the shield regen of a hardened shield tank.
They already can.
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.
I don't think there's any CPU cost to PG upgrades for infantry. Dunno why now that's being raised for vehicles, as well as the CPU upgrade now getting a PG fitting cost. You're essentially nerfing our ability to fit vehicles the way we want, despite it being sandbox.
Nothing needs to be changed from Chrome numbers.
And yes, it really does come down to blaming infantry, because pilots have always been ignored and marginalized all to make infantry happy, while we wrack our brains to come up with the best compromise, actually achieve it, have fun for a bit, and then that gets nerfed, despite having figured out a workaround for the latest vehicle nerf.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Tesfa Alem
Death by Disassociation
852
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Posted - 2015.02.17 14:31:00 -
[66] - Quote
CCP Rattati wrote:Tesfa Alem wrote:CCP Rattati wrote:
Please take into account my comments of PG and CPU mods. They will cost heftily in the opposite direction.
Has it already been implemented? If so i couldn't tell, as soon as i got proto fits to work again i have made a pretty beasty CV.0, and double checked the Python and Incubus as they both rely on PG mods to make sure they aren't too adversely affected.(they're not) If it has not been implemented, please take said dropships into consideration. Nope, I expect a proposal from Dropship pilots for additional PG/CPU or EHP to make up for any such knock-on effects. For Upgrade mods these are numbers I was thinking of. Don't panic too much but they will be much more difficult to use as the current ones are terrible. PG GainCPU Cost 5%35 12%100 20%190 CPU GainPG Cost 7%150 10%220 15%400 Armor Hardeners can be upgraded if I get any simple proposals. What do they need to do to be "fittable" by expert pilots.
This will probably require a new sticky, so this thread doesn't get derailed from tanks to dropships.
Off the cuff, some things you may want to keep in mind:
- Pythons are entirely dependant on PG upgrades.
- Incubus might get by without them, but that depends on a reasonable Armor hardener proposal. Would rather have a good hardener than the complex 120mm armor plate i lugg around.
- CPU upgrades are mostly used by the transport ships to squeeze something extra out of them. I'll leave their fitting comments up to them
Redline for Thee, but no Redline for Me.
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Varoth Drac
State of Purgatory General Tso's Alliance
586
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Posted - 2015.02.17 14:49:00 -
[67] - Quote
Are you still planning low slot shield regulators?
I think we need low slot alternatives for shield HAVs. Also please be careful not to make CPU and PG upgrades useless, your proposal looks like it might nerf them a little too much. Bare in mind my knowledge of vehicle fitting is pretty limited though.
From what I can see the distinction between Gal and Cal tanks looks good. Looks like Gal will be more focused on damage and regen, whereas Cal looks to have generally better defence. There looks to be a lot at potential variety too, which is great. |
Harpyja
Legio DXIV
2327
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Posted - 2015.02.17 14:58:00 -
[68] - Quote
CCP Rattati wrote:Tesfa Alem wrote:CCP Rattati wrote:
Please take into account my comments of PG and CPU mods. They will cost heftily in the opposite direction.
Has it already been implemented? If so i couldn't tell, as soon as i got proto fits to work again i have made a pretty beasty CV.0, and double checked the Python and Incubus as they both rely on PG mods to make sure they aren't too adversely affected.(they're not) If it has not been implemented, please take said dropships into consideration. Nope, I expect a proposal from Dropship pilots for additional PG/CPU or EHP to make up for any such knock-on effects. For Upgrade mods these are numbers I was thinking of. Don't panic too much but they will be much more difficult to use as the current ones are terrible. PG GainCPU Cost 5%35 12%100 20%190 CPU GainPG Cost 7%150 10%220 15%400 Armor Hardeners can be upgraded if I get any simple proposals. What do they need to do to be "fittable" by expert pilots. The way I look at PG/CPU upgrades is that you give up a module slot so that you can fit better modules elsewhere.
Also as someone else pointed out earlier, there are no other useful low slot modules for shield vehicles. If PG/CPU mods are going to cost as much as armor mods, I'd be better off fitting armor mods to my Caldari HAV for far higher gains than being able to upgrade one or two shield modules from enhanced to complex.
Plus, in all the time I played EVE, fitting enhancers cost next to nothing. Neither do dropsuit fitting enhancers. So why do this to vehicles? Nobody will be using fitting enhancers on Caldari vehicles because armor modules will be more beneficial. Fitting enhancers the way they are now allow shield vehicles to basically give up a low slot to be able to upgrade their high slot modules. But with your proposed nerf, you'll be gaining almost nothing from them (gain CPU but lose PG, and vice versa, preventing you from upgrading) and will simply be better off armor tanking your already shield tanked vehicle. Which will then lead to crying and nerfs. I don't want that. Leave fitting enhancers as they are so we can focus on shield only.
"By His light, and His will"- The Scriptures, 12:32
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7246
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Posted - 2015.02.17 15:31:00 -
[69] - Quote
You still going to add the theoretical 10% passive damage mods to lows?
AV
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Iron Wolf Saber
Den of Swords
18677
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Posted - 2015.02.17 15:34:00 -
[70] - Quote
After looking at the steep costs of CPU and PG mods to fit; I thought of the possibility of killing two birds with one stone.
Vehicle Engineering Reduce CPU costs of Powergrid upgrades by 10%
Vehicle Electronics Reduce PG costs of CPU upgrades by 10%
Now I know that fitting is typically higher tier notion of skills in the skill tree instead of being offered early but If there must be a proficiency skill added as a tier after the base one please note that generally the module will continue to be fitted for its primary benefit so the effect of having the higher primary is more of a higher value skill and thus could be equated to the end result of a fitting optimization skill.
For example:
Vehicle Electronics Optimization 1% additional CPU from CPU upgrades.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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CCP Rattati
C C P C C P Alliance
17539
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Posted - 2015.02.17 15:39:00 -
[71] - Quote
Spkr4theDead wrote:CCP Rattati wrote:A) fixing the fitting of Gallente HAVs making them competitive
Can be done with the Chrome - Uprising 1.6 slot layout and restoring the CPU and PG skills to 5% per level.
B) introducing HAV progression
You could just give back the old Marauders, and much improved Enforcers, because the Enforcers of old were completely useless and were a huge SP and ISK sink.
C) tweaking fitting styles that are not intended
Could say the same for far too many infantry fits. HP tanks scouts, speed Min assault with shotguns, using REs as the primary weapon, other things I can't think of at the moment because work in a bit, but it's sandbox, so it's not like it's unfair.
D) making blasters competitive AV weapons
They're not that bad if you know how to use them.
E) adding slots to HAV's to make them more fun and versatile to fit.
They were fun and versatile to fit when we had the slots and variety. They were also far stronger than they are now.
Gallente Marduk and the Caldari Gladius.
This isn't directly related to the hulls so whatever.
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.
Why not limit suits to one recharger/energizer each? This is supposed to be sandbox, where we can fit things the way we want, not be restricted because infantry can't wait for the right time to strike. The only limits infantry has are PG and CPU. Now we're getting a hard limit on more than one module. Nice
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.
I'll say it again, and I know you're going to get real angry: you're giving us literal cookie cutter fits. I don't care about native reps. Cal tanks fit plates, not armor. We need the armor as a last resort, because shield can't stand up to one lone PRO AV.
4) Blasters will be increasing in damage, so they can break through the shield regen of a hardened shield tank.
They already can.
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.
I don't think there's any CPU cost to PG upgrades for infantry. Dunno why now that's being raised for vehicles, as well as the CPU upgrade now getting a PG fitting cost. You're essentially nerfing our ability to fit vehicles the way we want, despite it being sandbox.
Nothing needs to be changed from Chrome numbers. And yes, it really does come down to blaming infantry, because pilots have always been ignored and marginalized all to make infantry happy, while we wrack our brains to come up with the best compromise, actually achieve it, have fun for a bit, and then that gets nerfed, despite having figured out a workaround for the latest vehicle nerf.
So no "useful" feedback, no numbers. I believe you wanted, 7 slots, you have them, you also wanted more fitting space and progression, and no extra skills for SHAVs. Where's the love?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DarthJT5
Random Gunz RISE of LEGION
270
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Posted - 2015.02.17 15:40:00 -
[72] - Quote
Iron Wolf Saber wrote:After looking at the steep costs of CPU and PG mods to fit; I thought of the possibility of killing two birds with one stone.
Vehicle Engineering Reduce CPU costs of Powergrid upgrades by 10%
Vehicle Electronics Reduce PG costs of CPU upgrades by 10%
Now I know that fitting is typically higher tier notion of skills in the skill tree instead of being offered early but If there must be a proficiency skill added as a tier after the base one please note that generally the module will continue to be fitted for its primary benefit so the effect of having the higher primary is more of a higher value skill and thus could be equated to the end result of a fitting optimization skill.
This move would reduce the uselessness of the entire vehicle skill tree by 10% (includes command upgrades and turrets) so that's a significant amount of skill points recouped.
For example:
Vehicle Electronics Optimization 1% additional CPU from CPU upgrades.
Finally
I too support a separate thread for discussion on the fitting modules requiring fits. I like this idea
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Iron Wolf Saber
Den of Swords
18680
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Posted - 2015.02.17 15:48:00 -
[73] - Quote
Now something more ontopic;
the matter of active vs passive regeneration.
Many players are poking me and those who can post here are pointing out that unless the speed or AV that they're going to be excessively difficult to kill as the window of opportunity to kill them is more immensely smaller than infantry can provide. Infantry do not have the same mobility capabilities of an HAV.
I know momentum is being added to help with acceleration and primarily deceleration the question remains are there going to be any other speed changes? or is it looking like that the regen issue will have to be continued to be addressed.
I was always a strong believer that active systems the ones you have to manage and be mindful of to be more effective because you choose when to use it; which then becomes a skill in module management something the more favored era of tanks had. As it stands now the natural armor regen and the passive reppers alone are fairly strong to be 'combat' viable.
I would like the notion to shift from combat viable to wounds licking. Combat viable belongs in the realm of active modules such as an active armor repairer, and a multiple cycle booster.
As far as Vehicle vs Vehicle is concerned this seems fine and fair.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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DarthJT5
Random Gunz RISE of LEGION
270
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Posted - 2015.02.17 16:05:00 -
[74] - Quote
Heres my fit (I name all my proto tanks after my favorite Metallica songs if your wondering)
There's only one (lol) problem I have with Cal vehicle fitting. I can't get a heavy booster on there, no matter what, if I want a full Proto tank. I believe if i put BOTH of my low slots into fitting stuff, I should be able to put whatever I want on the high slots, but I cant. Heavy Booster PG requirements need to be brought down please.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7247
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Posted - 2015.02.17 16:10:00 -
[75] - Quote
Iron Wolf Saber wrote:Now something more ontopic;
the matter of active vs passive regeneration.
Many players are poking me and those who can post here are pointing out that unless the speed or AV that they're going to be excessively difficult to kill as the window of opportunity to kill them is more immensely smaller than infantry can provide. Infantry do not have the same mobility capabilities of an HAV.
I know momentum is being added to help with acceleration and primarily deceleration the question remains are there going to be any other speed changes? or is it looking like that the regen issue will have to be continued to be addressed.
I was always a strong believer that active systems the ones you have to manage and be mindful of to be more effective because you choose when to use it; which then becomes a skill in module management something the more favored era of tanks had. As it stands now the natural armor regen and the passive reppers alone are fairly strong to be 'combat' viable.
I would like the notion to shift from combat viable to wounds licking. Combat viable belongs in the realm of active modules such as an active armor repairer, and a multiple cycle booster.
As far as Vehicle vs Vehicle is concerned this seems fine and fair. Oh if we go with passive there is a solution for AV. Some assembly required.
AV
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Cyrus Grevare
WarRavens
412
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Posted - 2015.02.17 16:15:00 -
[76] - Quote
CCP Rattati wrote:Tesfa Alem wrote:CCP Rattati wrote:
Please take into account my comments of PG and CPU mods. They will cost heftily in the opposite direction.
Has it already been implemented? If so i couldn't tell, as soon as i got proto fits to work again i have made a pretty beasty CV.0, and double checked the Python and Incubus as they both rely on PG mods to make sure they aren't too adversely affected.(they're not) If it has not been implemented, please take said dropships into consideration. Nope, I expect a proposal from Dropship pilots for additional PG/CPU or EHP to make up for any such knock-on effects. For Upgrade mods these are numbers I was thinking of. Don't panic too much but they will be much more difficult to use as the current ones are terrible. PG GainCPU Cost 5%35 12%100 20%190 CPU GainPG Cost 7%150 10%220 15%400 Armor Hardeners can be upgraded if I get any simple proposals. What do they need to do to be "fittable" by expert pilots.
I'll go ahead and add these, change the numbers if necessary. o7
www.protofits.com - a Dust 514 fitting tool
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Iron Wolf Saber
Den of Swords
18680
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Posted - 2015.02.17 16:16:00 -
[77] - Quote
Breakin Stuff wrote:Iron Wolf Saber wrote:Now something more ontopic;
the matter of active vs passive regeneration.
Many players are poking me and those who can post here are pointing out that unless the speed or AV that they're going to be excessively difficult to kill as the window of opportunity to kill them is more immensely smaller than infantry can provide. Infantry do not have the same mobility capabilities of an HAV.
I know momentum is being added to help with acceleration and primarily deceleration the question remains are there going to be any other speed changes? or is it looking like that the regen issue will have to be continued to be addressed.
I was always a strong believer that active systems the ones you have to manage and be mindful of to be more effective because you choose when to use it; which then becomes a skill in module management something the more favored era of tanks had. As it stands now the natural armor regen and the passive reppers alone are fairly strong to be 'combat' viable.
I would like the notion to shift from combat viable to wounds licking. Combat viable belongs in the realm of active modules such as an active armor repairer, and a multiple cycle booster.
As far as Vehicle vs Vehicle is concerned this seems fine and fair. Oh if we go with passive there is a solution for AV. Some assembly required.
Something but right now thinking in the current realm of mechanics available the toolbox is rather smallish.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7248
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Posted - 2015.02.17 16:20:00 -
[78] - Quote
I think rattati should bring back the passive resist mods.
AV
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Thaddeus Reynolds
Facepunch Security
202
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Posted - 2015.02.17 16:44:00 -
[79] - Quote
Rattati, you may want to tone back the costs associated with the fitting mods...as has been stated, ADSs are almost entirely dependent on them...(The unfortunate part of a rebalance of the system the way you have it is you hit everything that uses the module types at the same time)
as for the HAV side of things...consider re-tuning the Shield Booster fitting cost. Shield boosters are very...temperamental...to use right now, and the punishing fitting cost doesn't help them look like a reliable choice.
As for armor hardeners...while it seems like a lower resistance for a shorter time is pretty good...they end up falling flat. The engagement window for HAVs is so small when someone has AV (doesn't matter if it's man portable or on a vehicle, so long as the operator is competent), that for armor HAVs there is hardly a point to hardeners...30% resistance would be a nice start...and shouldn't result in too much of an extreme result (other than the possibility that Incubi become a little harder to shoot down...) especially considering the limit of 1 hardener (of each type) per fit.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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duster 35000
Algintal Core Gallente Federation
282
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Posted - 2015.02.17 16:53:00 -
[80] - Quote
Thaddeus Reynolds wrote:Rattati, you may want to tone back the costs associated with the fitting mods...as has been stated, ADSs are almost entirely dependent on them...(The unfortunate part of a rebalance of the system the way you have it is you hit everything that uses the module types at the same time)
as for the HAV side of things...consider re-tuning the Shield Booster fitting cost. Shield boosters are very...temperamental...to use right now, and the punishing fitting cost doesn't help them look like a reliable choice.
As for armor hardeners...while it seems like a lower resistance for a shorter time is pretty good...they end up falling flat. The engagement window for HAVs is so small when someone has AV (doesn't matter if it's man portable or on a vehicle, so long as the operator is competent), that for armor HAVs there is hardly a point to hardeners...30% resistance would be a nice start...and shouldn't result in too much of an extreme result (other than the possibility that Incubi become a little harder to shoot down...) especially considering the limit of 1 hardener (of each type) per fit. Yeah, a 30% DR should be fine.
Molestia approved
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DRT 99
Storm Wind Strikeforce Caldari State
118
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Posted - 2015.02.17 16:55:00 -
[81] - Quote
Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. |
The-Errorist
1055
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Posted - 2015.02.17 17:07:00 -
[82] - Quote
Spkr4theDead wrote:... Nothing needs to be changed from Chrome numbers.
... What about the prices and base shield recharge rates?
What numbers specifically do you want? There was so much stuff back then and not everyone remembers all the numbers. It would be very helpful if you can give specifics, so people can know what those numbers are and talk about re-adding them.
Suits, Tanks, a mode
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Harpyja
Legio DXIV
2327
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Posted - 2015.02.17 17:07:00 -
[83] - Quote
DRT 99 wrote:Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. They shouldn't fail to activate in the first place. They should give me the HP boost when I want it, which is almost always when I need it most.
Sadly extenders are just flat out superior to shield boosters. They promote passive buffers while I like the concept of module management that comes with active tanking (shield boosters). Also, extenders cost roughly half the PG of a booster while giving more than half the HP of a booster. And finally, extenders are 100% reliable; they are always there, no activation required without a chance of failure.
Shield booster PG cost needs to be about equal to extender PG cost. Yes boosters give more shield, but they are active modules, which I feel is a balanced tradeoff on its own. No need to make boosters harder to fit.
"By His light, and His will"- The Scriptures, 12:32
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7254
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Posted - 2015.02.17 17:09:00 -
[84] - Quote
Harpyja wrote:DRT 99 wrote:Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. They shouldn't fail to activate in the first place. They should give me the HP boost when I want it, which is almost always when I need it most. Sadly extenders are just flat out superior to shield boosters. They promote passive buffers while I like the concept of module management that comes with active tanking (shield boosters). Also, extenders cost roughly half the PG of a booster while giving more than half the HP of a booster. And finally, extenders are 100% reliable; they are always there, no activation required without a chance of failure. Shield booster PG cost needs to be about equal to extender PG cost. Yes boosters give more shield, but they are active modules, which I feel is a balanced tradeoff on its own. No need to make boosters harder to fit. I'm having a hard time finding fault in this post since boosters can get stalled by recharge delay.
AV
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The-Errorist
1055
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Posted - 2015.02.17 17:10:00 -
[85] - Quote
DRT 99 wrote:Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. I have a workaround idea to fix them : Make shield boosters have around 5 pulse spaced 0.2 seconds away from each other and split the shield bonus into those pulses. This way you would still get the same HP in 1s, but if one pulse fails, its not that much of an issue.
Suits, Tanks, a mode
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2990
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Posted - 2015.02.17 17:18:00 -
[86] - Quote
A few quick dropship fits I pulled together. You can see where the CPU issues are. These are, in my opinion, the best fits for each of the ships:
Grimsnes: http://www.protofits.com/fittings/shared/179/11589
Myron: http://www.protofits.com/fittings/shared/179/9188
Incubus: http://www.protofits.com/fittings/shared/179/11794
Python1: http://www.protofits.com/fittings/shared/179/11793
Python2: http://www.protofits.com/fittings/shared/179/11795
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7255
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Posted - 2015.02.17 17:19:00 -
[87] - Quote
The-Errorist wrote:DRT 99 wrote:Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. I have a workaround idea to fix them : Make shield boosters have around 5 pulse spaced 0.2 seconds away from each other and split the shield bonus into those pulses. This way you would still get the same HP in 1s, but if one pulse fails, its not that much of an issue. They get stopped for the full recharge delay which is usually longer than remaining pulses
AV
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The-Errorist
1056
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Posted - 2015.02.17 17:30:00 -
[88] - Quote
Breakin Stuff wrote:The-Errorist wrote:DRT 99 wrote:Thaddeus Reynolds wrote:Shield boosters are very...temperamental broken they arent temperamental they are flat out broken, or if its intentional that they dont activate while under fire, atleast make them recharge faster if they fail to activate. I have a workaround idea to fix them : Make shield boosters have around 5 pulse spaced 0.2 seconds away from each other and split the shield bonus into those pulses. This way you would still get the same HP in 1s, but if one pulse fails, its not that much of an issue. They get stopped for the full recharge delay which is usually longer than remaining pulses Think of it this way: if you're hit at the same time you activate the booster, it gets stopped, but another pulse before you get hit simultaneously while the next pulse is activating, would probably work.
CCP should add a test shield booster to so we can know for sure if it'll work.
Suits, Tanks, a mode
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Cat Merc
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15190
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Posted - 2015.02.17 17:31:00 -
[89] - Quote
CCP Rattati wrote:There is no point, except that I don't want players that don't fit turrets to get free PG/CPU. I would completely skip it, but I am nice guy like that so pilots can drive solo, but they aren't getting the capacity on top. I see, thanks for the clarification.
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Cat Merc
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15190
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Posted - 2015.02.17 17:33:00 -
[90] - Quote
Spkr4theDead wrote:CCP Rattati wrote:A) fixing the fitting of Gallente HAVs making them competitive
Can be done with the Chrome - Uprising 1.6 slot layout and restoring the CPU and PG skills to 5% per level.
B) introducing HAV progression
You could just give back the old Marauders, and much improved Enforcers, because the Enforcers of old were completely useless and were a huge SP and ISK sink.
C) tweaking fitting styles that are not intended
Could say the same for far too many infantry fits. HP tanks scouts, speed Min assault with shotguns, using REs as the primary weapon, other things I can't think of at the moment because work in a bit, but it's sandbox, so it's not like it's unfair.
D) making blasters competitive AV weapons
They're not that bad if you know how to use them.
E) adding slots to HAV's to make them more fun and versatile to fit.
They were fun and versatile to fit when we had the slots and variety. They were also far stronger than they are now.
Gallente Marduk and the Caldari Gladius.
This isn't directly related to the hulls so whatever.
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.
Why not limit suits to one recharger/energizer each? This is supposed to be sandbox, where we can fit things the way we want, not be restricted because infantry can't wait for the right time to strike. The only limits infantry has are PG and CPU. Now we're getting a hard limit on more than one module. Nice
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.
I'll say it again, and I know you're going to get real angry: you're giving us literal cookie cutter fits. I don't care about native reps. Cal tanks fit plates, not armor. We need the armor as a last resort, because shield can't stand up to one lone PRO AV.
4) Blasters will be increasing in damage, so they can break through the shield regen of a hardened shield tank.
They already can.
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.
I don't think there's any CPU cost to PG upgrades for infantry. Dunno why now that's being raised for vehicles, as well as the CPU upgrade now getting a PG fitting cost. You're essentially nerfing our ability to fit vehicles the way we want, despite it being sandbox.
Nothing needs to be changed from Chrome numbers. And yes, it really does come down to blaming infantry, because pilots have always been ignored and marginalized all to make infantry happy, while we wrack our brains to come up with the best compromise, actually achieve it, have fun for a bit, and then that gets nerfed, despite having figured out a workaround for the latest vehicle nerf. Not being able to nuke the entire map is a compromise for you Spkr?
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