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Thread Statistics | Show CCP posts - 16 post(s) |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2995
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Posted - 2015.02.17 18:58:00 -
[121] - Quote
Real quick Breaking Stuff, what heavy suit do you forge with?
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 19:00:00 -
[122] - Quote
Vulpes Dolosus wrote:BRB, writing a new fanfic.
I'll call it...
Fifty Shades of Gunnlogi Fifty shades of amarr empress anyone?
How about 50 shades of alex mercer?
50 shades of maddyrugar.
Molestia approved
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Doc DDD
TeamPlayers Negative-Feedback
322
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Posted - 2015.02.17 19:00:00 -
[123] - Quote
I'll post some thoughts when I get home and can look at the numbers.
However,
* Hardeners Nerf - if only one can be used then go back to old 60%/40% shield/armor otherwise you see tanks for about 3 seconds as it drives past you to the redline, if it comes out of the redline at all. TTK will be far too low.
ie: every fit will stack extenders or plates ( cookie cutter ) with shield repair delay being worse than immediate armor rep, the age of the nitro armor (300ish immediate reps / second ) being the only vehicle more than 100m out of the redline is upon us.
Shield tanks will be stuck keeping within 5 seconds of cover in the redline and every infantry AV player will be screaming for nerfs. Armor tanks will be able to at least rep behind cover for a few seconds and fit a nitro in a non-tank slot. Just like infantry, shield tanks will rely on cover, the best of whichwill be the rredline.
If fits will be limited to one hardener, shields will be doing a lot less 'tanking' for that 24 seconds.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:03:00 -
[124] - Quote
Vulpes Dolosus wrote:Real quick Breaking Stuff, what heavy suit do you forge with? all of them
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4975
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Posted - 2015.02.17 19:03:00 -
[125] - Quote
duster 35000 wrote:126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general,
Well, it makes sense that the Gallente would be better at using their own weapons in the close quarters combat, and Caldari would falter using the enemy turret in a range Caldari are not designed for.
Regardless, I have serious concerns with regen rates in general. I think keeping the status quo where passive regeneration being the primary means of tanking, is going to self destruct in terms of design. Tanks really should have more HP, less regen, and move a bit slower if unmodded.
"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
282
|
Posted - 2015.02.17 19:04:00 -
[126] - Quote
Doc DDD wrote:I'll post some thoughts when I get home and can look at the numbers.
However,
* Hardeners Nerf - if only one can be used then go back to old 60%/40% shield/armor otherwise you see tanks for about 3 seconds as it drives past you to the redline, if it comes out of the redline at all. TTK will be far too low.
ie: every fit will stack extenders or plates ( cookie cutter ) with shield repair delay being worse than immediate armor rep, the age of the nitro armor (300ish immediate reps / second ) being the only vehicle more than 100m out of the redline is upon us.
Shield tanks will be stuck keeping within 5 seconds of cover in the redline and every infantry AV player will be screaming for nerfs. Armor tanks will be able to at least rep behind cover for a few seconds and fit a nitro in a non-tank slot. Just like infantry, shield tanks will rely on cover, the best of whichwill be the rredline.
If fits will be limited to one hardener, shields will be doing a lot less 'tanking' for that 24 seconds.
And then hiding for awhile because someone thought it was funny to have a high cooldown too.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
282
|
Posted - 2015.02.17 19:05:00 -
[127] - Quote
Pokey Dravon wrote:duster 35000 wrote:126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general, Well, it makes sense that the Gallente would be better at using their own weapons in the close quarters combat, and Caldari would falter using the enemy turret in a range Caldari are not designed for. Regardless, I have serious concerns with regen rates in general. I think keeping the status quo where passive regeneration being the primary means of tanking, is going to self destruct in terms of design. Tanks really should have more HP, less regen, and move a bit slower if unmodded. Caldari and amarr are the cqc ones, having the most hp...
Molestia approved
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
880
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Posted - 2015.02.17 19:06:00 -
[128] - Quote
duster 35000 wrote:Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. No regen......relying on the now crappy regen is bad, you will lose tank fights if you fit a blaster vs a armor tank. Especially since blasters will be buffed I think.
http://www.protofits.com/fittings/view/1134/6066
same thing i run now as my anti tank fit... except more eHP than before lol and STILL proto turrets
6655 raw shields plus complex hardener and triple proto rails. since shield boosters are broken.
http://www.protofits.com/fittings/view/1134/11806
my anti infantry tank. by downgrading the cpu mod to a basic cpu, you can swap out the proto rails from the previous fit to proto blasters. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:08:00 -
[129] - Quote
duster 35000 wrote:Pokey Dravon wrote:duster 35000 wrote:126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general, Well, it makes sense that the Gallente would be better at using their own weapons in the close quarters combat, and Caldari would falter using the enemy turret in a range Caldari are not designed for. Regardless, I have serious concerns with regen rates in general. I think keeping the status quo where passive regeneration being the primary means of tanking, is going to self destruct in terms of design. Tanks really should have more HP, less regen, and move a bit slower if unmodded. Caldari and amarr are the cqc ones, having the most hp... Caldari aren't the CQC ones.
AV
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Stefan Stahl
Seituoda Taskforce Command
989
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Posted - 2015.02.17 19:09:00 -
[130] - Quote
CCP Rattati wrote: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. Quick feedback: - If shield hardeners are a problem, reduce their effectiveness while increasing uptime. Basically make them more "armor hardener"-like. Those aren't a problem, thus we can avoid a heavy-handed mechanic like a one-module-per-fit restriction. - If those are going to be the new PG-modules I see two ways of going ahead: a) Increase each DS's (all 6 of them) fitting resources by two complex PG extenders worth of CPU. This is the easier option. b) Increase each DS's (all 6 of them) fitting resources by one-to-two complex PG extenders worth of PG and create some sort of useful low-slot shield modules and high-slot armor modules. - Before I'm going to do any theory-crafting on future dropships I will wait for final numbers on large turrets. Dropship balancing, to me, very much comes down to how many damage amped pro railgun shots it can tank in relation to how many shots a pro railgun can deliver before overheating. As far as I can see - after a few minutes of reading this thread - a (N)DS will need to tank over 10k hp of raildamage in one go to be useful. |
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duster 35000
Algintal Core Gallente Federation
284
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Posted - 2015.02.17 19:10:00 -
[131] - Quote
DeathwindRising wrote:duster 35000 wrote:Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. No regen......relying on the now crappy regen is bad, you will lose tank fights if you fit a blaster vs a armor tank. Especially since blasters will be buffed I think. http://www.protofits.com/fittings/view/1134/6066same thing i run now as my anti tank fit... except more eHP than before lol and STILL proto turrets 6655 raw shields plus complex hardener and triple proto rails. since shield boosters are broken. http://www.protofits.com/fittings/view/1134/11806my anti infantry tank. by downgrading the cpu mod to a basic cpu, you can swap out the proto rails from the previous fit to proto blasters. I put shield boosters because shields get thier regen lowered...while armor got a regen buff.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
284
|
Posted - 2015.02.17 19:10:00 -
[132] - Quote
Stefan Stahl wrote:CCP Rattati wrote: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. Quick feedback: - If shield hardeners are a problem, reduce their effectiveness while increasing uptime. Basically make them more "armor hardener"-like. Those aren't a problem, thus we can avoid a heavy-handed mechanic like a one-module-per-fit restriction. - If those are going to be the new PG-modules I see two ways of going ahead: a) Increase each DS's (all 6 of them) fitting resources by two complex PG extenders worth of CPU. This is the easier option. b) Increase each DS's (all 6 of them) fitting resources by one-to-two complex PG extenders worth of PG and create some sort of useful low-slot shield modules and high-slot armor modules. - Before I'm going to do any theory-crafting on future dropships I will wait for final numbers on large turrets. Dropship balancing, to me, very much comes down to how many damage amped pro railgun shots it can tank in relation to how many shots a pro railgun can deliver before overheating. As far as I can see - after a few minutes of reading this thread - a (N)DS will need to tank over 10k hp of raildamage in one go to be useful. Shield hardener cooldown time would be a better buff.
Molestia approved
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duster 35000
Algintal Core Gallente Federation
284
|
Posted - 2015.02.17 19:12:00 -
[133] - Quote
Breakin Stuff wrote:duster 35000 wrote:Pokey Dravon wrote:duster 35000 wrote:126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general, Well, it makes sense that the Gallente would be better at using their own weapons in the close quarters combat, and Caldari would falter using the enemy turret in a range Caldari are not designed for. Regardless, I have serious concerns with regen rates in general. I think keeping the status quo where passive regeneration being the primary means of tanking, is going to self destruct in terms of design. Tanks really should have more HP, less regen, and move a bit slower if unmodded. Caldari and amarr are the cqc ones, having the most hp... Caldari aren't the CQC ones. They have more hp than minmatar, they just can't regen, but blasters should be viable on shields, like a RR is on armor suits.
Molestia approved
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Foundation Seldon
Heaven's Lost Property Negative-Feedback
858
|
Posted - 2015.02.17 19:14:00 -
[134] - Quote
How are you guys generating a share link for the fits? I can't see the option on proto fits.
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duster 35000
Algintal Core Gallente Federation
284
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Posted - 2015.02.17 19:16:00 -
[135] - Quote
Foundation Seldon wrote:How are you guys generating a share link for the fits? I can't see the option on proto fits. Fittings, detailed option, click share, copy the link below the name of the fitting.
Molestia approved
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Varoth Drac
State of Purgatory General Tso's Alliance
587
|
Posted - 2015.02.17 19:17:00 -
[136] - Quote
Breakin Stuff wrote:So I have a gunnlogi fit that has 6175 Shields but only 900 armor.
with the hardener active it has 9509 shield EHP. vs railgun profiles without including the armor
against plasma profiles it has 7780 EHP without the armor.
Gladius
3x complex heavy extenders Complex shield hardener Complex Rail damage mod Prototype Rail Gun 2x STD small rails Complex CPU mod Complex PG mod.
Estimated shots to break shields from a triple-modded IAFG: 6.25 shots to break the shields alone. Since Forge guns are single shot alpha we have to round this up to a 7 shot TTK
Very not bad survivability. Have you taken into account Rattati's CPU and PG mod changes? I don't think they are on protofits yet. |
The-Errorist
1057
|
Posted - 2015.02.17 19:19:00 -
[137] - Quote
Here's my standard gunnlogi (Gladius) fit: Cpx light shield booster - 900 HP every 40s which is better than an extra extender. Cpx shield hardener 3 Bsc shield extender Cpx railgun ammo expansion Cpx blaster ammo expansion
Std St-201 missile launcher 20GJ railgun 20GJ blaser
4214 shields and 900 armor (5114 HP total).
Suits, Tanks, a mode
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Foundation Seldon
Heaven's Lost Property Negative-Feedback
858
|
Posted - 2015.02.17 19:23:00 -
[138] - Quote
duster 35000 wrote:Foundation Seldon wrote:How are you guys generating a share link for the fits? I can't see the option on proto fits. Fittings, detailed option, click share, copy the link below the name of the fitting.
Thank you kindly~
Here's what I'm looking at it in terms of a Pro Maddy ...
http://www.protofits.com/fittings/shared/136/11803
2x Complex Blaster Damage Mod, Basic Nitrous
Complex 120mm Plate, Enhanced Heavy Armor Rep, Complex Light Armor Rep, Enhanced Armor Hardener
Shield - 1200 Armor - 5785 Rep. - 236.25 (with maxed repair skill)
It's sort of terrifying? Depending on the state of Missiles in the next hotfix I could just as easily swap out the Enhanced Heavy Armor rep and Complex Plate for 2x Enhanced 120mm Plates.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:24:00 -
[139] - Quote
duster 35000 wrote: They have more hp than minmatar, they just can't regen, but blasters should be viable on shields, like a RR is on armor suits.
A blaster madrugar will tear a blaster gunni a new *sshole from the looks of this. Madrugar if you fit a pair of complex 120s, a hardener and a rep, you may only be able to fit a fuel injector up top but DAMN that thing will eat shields.
AV
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Doc DDD
TeamPlayers Negative-Feedback
322
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Posted - 2015.02.17 19:25:00 -
[140] - Quote
Ratatti:
Nerfing both shield regen and stacking hardners breaks shield tanks.
Shield tanks will sit in the redline, as per this double nerf.
Unless you plan on releasing a low slot module that nearly triples shield reps and reduces repair delay to near 0, shield tanks will not be able to compete with armor tanks outside of the redline. It would have made more sense to buff armor hardeners to a respectable level as ARMOR HARDENERS ARE THE ONLY THING KEEPING TANKS OUT OF THE REDLINE. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:30:00 -
[141] - Quote
shield tanks aren't going to become less hard to kill from what I'm seeing here.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4975
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Posted - 2015.02.17 19:30:00 -
[142] - Quote
duster 35000 wrote:Pokey Dravon wrote:duster 35000 wrote:126 hp/s regen vs 305 regen and 4.5k armor, regens when shot at. shields don't regen under fire and don't have NOS.
Or 167 hp/s armor regen with 2 armor plates. maddy will always win a blaster fight.
Your edit: I was commenting on HAV's in general, Well, it makes sense that the Gallente would be better at using their own weapons in the close quarters combat, and Caldari would falter using the enemy turret in a range Caldari are not designed for. Regardless, I have serious concerns with regen rates in general. I think keeping the status quo where passive regeneration being the primary means of tanking, is going to self destruct in terms of design. Tanks really should have more HP, less regen, and move a bit slower if unmodded. Caldari and amarr are the cqc ones, having the most hp...
So by that logic Gallente and Minmatar should be long range. Lemme know how that works out with a Blaster.
"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
285
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Posted - 2015.02.17 19:32:00 -
[143] - Quote
Breakin Stuff wrote:duster 35000 wrote: They have more hp than minmatar, they just can't regen, but blasters should be viable on shields, like a RR is on armor suits.
A blaster madrugar will tear a blaster gunni a new *sshole from the looks of this. Madrugar if you fit a pair of complex 120s, a hardener and a rep, you may only be able to fit a fuel injector up top but DAMN that thing will eat shields. I don't like it, shields won't have a chance...
Molestia approved
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duster 35000
Algintal Core Gallente Federation
285
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Posted - 2015.02.17 19:34:00 -
[144] - Quote
Breakin Stuff wrote:shield tanks aren't going to become less hard to kill from what I'm seeing here. Exept armor is getting buffed, and shields getying a regen nerf, like they needed it at all, sooo...
Molestia approved
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Doc DDD
TeamPlayers Negative-Feedback
323
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Posted - 2015.02.17 19:35:00 -
[145] - Quote
Breakin Stuff wrote:shield tanks aren't going to become less hard to kill from what I'm seeing here.
Shield tanks will be 100% easier to kill.
Shield reps nerfed
Shield damage unable to be mitigated by alternating hardeners or activating more than one.
Shield EHP nerfed per engagement.
How have shields not been nerfed? |
Foundation Seldon
Heaven's Lost Property Negative-Feedback
858
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Posted - 2015.02.17 19:42:00 -
[146] - Quote
It seems like a pretty opportune time to address Shield Booster mechanics actually, if they worked at all how they were intended to work (ie. if they weren't interruptable during the boosting process) then I think Shield Tanks would be in a much more competitive position. Before they were able to mitigate the problems revolving around Shield Boosters because their fits were comparatively ridiculous, that's no longer the case.
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duster 35000
Algintal Core Gallente Federation
285
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Posted - 2015.02.17 19:45:00 -
[147] - Quote
Foundation Seldon wrote:It seems like a pretty opportune time to address Shield Booster mechanics actually, if they worked at all how they were intended to work (ie. if they weren't interruptable during the boosting process) then I think Shield Tanks would be in a much more competitive position. Before they were able to mitigate the problems revolving around Shield Boosters because their fits were comparatively ridiculous, that's no longer the case. I'm only using small boosters until they lower the large fitting costs.
Molestia approved
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7257
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Posted - 2015.02.17 19:46:00 -
[148] - Quote
Doc DDD wrote:Breakin Stuff wrote:shield tanks aren't going to become less hard to kill from what I'm seeing here. Shield tanks will be 100% easier to kill. Shield reps nerfed Shield damage unable to be mitigated by alternating hardeners or activating more than one. Shield EHP nerfed per engagement. How have shields not been nerfed?
welp, lemme see. two builds side by side:
Madrugar 2 complex plate, complex hardener Doesn't take into account any reps: looks like 5 shots to kill from an IAFG. so requires a reload unless experimental or officer, assuming no misses. With a Plasma Cannon (opposite profile, similar damage) it'll take 7 Verdict: Buffed.
Gunnlogi with 3 complex extenders and hardener: Plasma cannon will kill it in 5 shots. IAFG will kill it in 7. this isn't including the capacity for a LSB, which could change both TTKs. Verdict: roughly status quo.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7258
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Posted - 2015.02.17 19:56:00 -
[149] - Quote
Serious post time:
Please buff armor hardeners to 30%
Sincerely,
The AV psychopath.
AV
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duster 35000
Algintal Core Gallente Federation
285
|
Posted - 2015.02.17 19:56:00 -
[150] - Quote
Breakin Stuff wrote:Doc DDD wrote:Breakin Stuff wrote:shield tanks aren't going to become less hard to kill from what I'm seeing here. Shield tanks will be 100% easier to kill. Shield reps nerfed Shield damage unable to be mitigated by alternating hardeners or activating more than one. Shield EHP nerfed per engagement. How have shields not been nerfed? welp, lemme see. two builds side by side: Madrugar 2 complex plate, complex hardener Doesn't take into account any reps: looks like 5 shots to kill from an IAFG. so requires a reload unless experimental or officer, assuming no misses. With a Plasma Cannon (opposite profile, similar damage) it'll take 7 Verdict: Buffed. Gunnlogi with 3 complex extenders and hardener: Plasma cannon will kill it in 5 shots. IAFG will kill it in 7. this isn't including the capacity for a LSB, which could change both TTKs. Verdict: roughly status quo. Exept the gunlogi got a rep nerf and the maddy a rep buff.
Molestia approved
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