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Thread Statistics | Show CCP posts - 16 post(s) |
LudiKure ninda
Dead Man's Game RUST415
197
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Posted - 2015.02.17 22:04:00 -
[181] - Quote
https://www.youtube.com/watch?v=2KNSdD8PYgY
Ignore pyrex
( -í° -£-û -í°)
SCAN ATTEMPT PREVENTED
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Sgt Kirk
Fatal Absolution
9602
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Posted - 2015.02.17 22:05:00 -
[182] - Quote
Doc DDD hasn't trained Reading Comprehension to level 3 yet. Cut him some slack.
~New Eden's #1 Gallente Arm's Dealer
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7270
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Posted - 2015.02.17 22:06:00 -
[183] - Quote
Sgt Kirk wrote:Doc DDD hasn't trained Reading Comprehension to level 3 yet. Cut him some slack. He's been on the forums long enough that there is no excuse for having that maxed
AV
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Doc DDD
TeamPlayers Negative-Feedback
326
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Posted - 2015.02.17 22:09:00 -
[184] - Quote
Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots!
So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7271
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Posted - 2015.02.17 22:11:00 -
[185] - Quote
Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 3 reps and a plate is 4 shots from an IAFG.
that fit is only good vs. swarms
AV
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DarthJT5
Random Gunz RISE of LEGION
271
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Posted - 2015.02.17 22:12:00 -
[186] - Quote
Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4981
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Posted - 2015.02.17 22:29:00 -
[187] - Quote
DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro.
Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits.
"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
7272
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Posted - 2015.02.17 22:34:00 -
[188] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro. Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits. Rep tanking only works if you are dealing wih swarms and AV nades. Forge guns and heavy rail turrets will ventilate those fits
AV
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Doc DDD
TeamPlayers Negative-Feedback
326
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Posted - 2015.02.17 22:36:00 -
[189] - Quote
Pokey Dravon]DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro.
Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits.[/quote]
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7272
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Posted - 2015.02.17 22:39:00 -
[190] - Quote
Doc DDD wrote:[Pokey Dravon] DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro. Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits.
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.[/quote] HAHAHAHAHAHA Like I ever do that.
You poor naive person, you. I don't ever play by the tanker's rules.
Because you always lose when you do.
Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo.
AV
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DarthJT5
Random Gunz RISE of LEGION
271
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Posted - 2015.02.17 22:39:00 -
[191] - Quote
Doc DDD wrote:Pokey Dravon] DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro. Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits.
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.[/quote] This would be a problem for any AV'er trying to take down a tank.... It's not just rep fit tanks that can hide behind hills you know...
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4981
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Posted - 2015.02.17 22:41:00 -
[192] - Quote
Doc DDD wrote:Pokey Dravon] DarthJT5 wrote:Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:
3x assorted repairers 2x assorted plates basic railgun assorted nitros etc in highs
Doc DDD. So OP he can fit 5 modules into 4 slots! So go 3 reps and 1 plate, same outcome, was under assumption Maddy was 2/5 Not reallyly the same outcome dude. Any kind of alpha will destroy that fit. Around the same armor as the current Maddy, less shield, with around 300 hp/s. Missiles in the weak spot bro. Really the only thing that fit is good against would be Swarms and Blasters. High alpha weapons like Forge Guns, Rails, and Missiles tears apart low HP, high regen fits.
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.[/quote]
So you're upset about a vehicle using a fit and cover to be successful and keep itself alive?
I have issues with high passive armor repairs in general, but the whole "OMG TRIPLE STACKED VEHICLES PILOTED BY SLAYER LOGIS SHOOTING LOCK ON CLOAKY SWARM SCOUTS WITH RABBID BUTTCRAB PLASMA FORGE CANNONS OHHHMMMYYYGGAAAWWWWWWDDDDDDDD" mentality is getting a little old.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sgt Kirk
Fatal Absolution
9606
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Posted - 2015.02.17 22:41:00 -
[193] - Quote
I'm a bit confused. Is he having problems with a rep tank taking cover after being shot with a high alpha weapon?
~New Eden's #1 Gallente Arm's Dealer
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7272
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Posted - 2015.02.17 22:43:00 -
[194] - Quote
Sgt Kirk wrote:I'm a bit confused. Is he having problems with a rep tank taking cover after being shot with a high alpha weapon? he is of the opinion that the nerfing of the gunnlogi's stupid native regen was unfair and he's trying to push the triplerep maddy paranoia when everyone knows how to kill the damn things with minimal effort.
AV
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Iron Wolf Saber
Den of Swords
18688
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Posted - 2015.02.17 22:44:00 -
[195] - Quote
Tesfa Alem wrote:Iron Wolf Saber wrote: Elevation on all HAVs needs to go.
Needs to move to the turret base instead. Blasters should have the widest range until other rapid firing weapons make it in that are more suitable for AA work.
Missiles and rails should have the slowest elevation gains and lowest limits as missiles as are mostly useless against air targets to begin with and rails are simply too powerful against most dropships in a manner most similar to a large rail vs any lav.
HAVs need good elevation for several reasons - to fight back against AV, who for the most part, are in elevated positions. - to pick of roodtop campers - to fight against tanks on uneven terrain - to fight back against elevated redline turrets. - and yes to defend an area against low flying dropship In an assault dropship, i can out manuever a solo tank pretty well. Bu if they have range, are in a good position where i don't see them, or have two tanks covering each other, they should be able to shoot me down. The only real bane of dropships is the redline rail, and as much as i hate them, nerfing them to the point where they couldn't hurt my dropship would punish all tanks significantly more than necessary. Also missile are very good against dropships, but require more steady aim and leading your target, rather than the spray and pray of large blasters, or the high alpha of a rail turret.
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Doc DDD
TeamPlayers Negative-Feedback
326
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Posted - 2015.02.17 22:59:00 -
[196] - Quote
Breakin Stuff wrote:Doc DDD wrote:
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.
HAHAHAHAHAHA Like I ever do that. You poor naive person, you. I don't ever play by the tanker's rules. Because you always lose when you do. Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo.
Every time I faced you you have done the same thing, LAV behind a hill and shoot through hill, then I rail you in the head. |
Thaddeus Reynolds
Facepunch Security
204
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Posted - 2015.02.17 23:00:00 -
[197] - Quote
On the subject of shield regeneration. It needs to have a way to happen to where at all times, it is more worth it to leave the vehicle on the field to self-repair than to recall it and then call in it back in again. This is in no way advocating for even longer Recall "Cooldown" timers...as those are already punishing of accidentally calling in the wrong vehicle, but rather a chance to talk about time to recharge and time in-between "Waves of Opportunity"
I personally am for the implementation of either a recharge time model (Which would take too much of a development undertaking) or a Psuedo Recharge Time (Similar to how the Concentric Circle sensor system was a psuedo falloff system for sensors) by adding a shield regen bonus to hardeners (along with a change of regen rates of the HAV hulls to maintain the recharge time etc etc etc)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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DarthJT5
Random Gunz RISE of LEGION
271
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Posted - 2015.02.17 23:03:00 -
[198] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.
HAHAHAHAHAHA Like I ever do that. You poor naive person, you. I don't ever play by the tanker's rules. Because you always lose when you do. Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo. Every time I faced you you have done the same thing, LAV behind a hill and shoot through hill, then I rail you in the head. While that is irrelevant, what if anything hits you in the weak spot and gets you before you can get to cover? That's where the buffer fits have an advantage over Regen fits dude, they can take alpha and escape. Regen fits can take a little alpha, and then get easily destroyed by anything with good alpha. Balanced.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Sgt Kirk
Fatal Absolution
9607
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Posted - 2015.02.17 23:04:00 -
[199] - Quote
Breakin Stuff wrote:Sgt Kirk wrote:I'm a bit confused. Is he having problems with a rep tank taking cover after being shot with a high alpha weapon? he is of the opinion that the nerfing of the gunnlogi's stupid native regen was unfair and he's trying to push the triplerep maddy paranoia when everyone knows how to kill the damn things with minimal effort. I am now dumbfounded about him being paranoid at the proposed armor stats when he himself takes a ton of damage, reps back up at 100% in seconds and runs to the redline after a tick of damage.
~New Eden's #1 Gallente Arm's Dealer
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7273
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Posted - 2015.02.17 23:07:00 -
[200] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.
HAHAHAHAHAHA Like I ever do that. You poor naive person, you. I don't ever play by the tanker's rules. Because you always lose when you do. Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo. Every time I faced you you have done the same thing, LAV behind a hill and shoot through hill, then I rail you in the head.
Actually unless you were redlining I almost never do that.
Plus if you redline like that I'll just load up a JLAV and suicide you. I even have suicide AV fits just for that kind of thing.
AV
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Tesfa Alem
Death by Disassociation
852
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Posted - 2015.02.17 23:26:00 -
[201] - Quote
Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one.
Asymtrical, sure. But its still balanced as is.
Redline for Thee, but no Redline for Me.
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Doc DDD
TeamPlayers Negative-Feedback
326
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Posted - 2015.02.17 23:33:00 -
[202] - Quote
Breakin Stuff wrote:Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
I don't think you are following the conversation. The build is vs an isukone assault forge gun that hides behind a hill while the tank has similar cover.
HAHAHAHAHAHA Like I ever do that. You poor naive person, you. I don't ever play by the tanker's rules. Because you always lose when you do. Your scenario is IMHO utterly stupid, and I'll never play that silly little game. I'll disengage and hit you from another angle before I play peekaboo. Every time I faced you you have done the same thing, LAV behind a hill and shoot through hill, then I rail you in the head. Actually unless you were redlining I almost never do that. Plus if you redline like that I'll just load up a JLAV and suicide you. I even have suicide AV fits just for that kind of thing. plus it helps your cause that shield tanks eat somewhere around 7-8 forge shots on average It also helps that I have suicide AV fits just to be a cheap lemming till you explode
Well polish up your bpo LAV and bpo suit, the redline tank population is about to increase 10 fold when tankers realize it'sthe only place they won't pop before thier one hardener runs out.
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Aeon Amadi
Chimera Core
8783
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Posted - 2015.02.17 23:34:00 -
[203] - Quote
Few things:
1) Can you bring up the profile on these tanks? Little weird that (base) Commandos can't pick up a tank on their passive scans.
2) What are ISK prices looking like for the newer tanks? Having more slots but less base durability seems like they should be cheaper if we want them to match current prices through module expenditure.
3) Think you should look at another method of balancing the MBTs' and the SHAVs' fitting costs. Seems like I'd always just slap on some standard turrets and use the extra PG/CPU on the MBT over the SHAV - just get more as a whole. Just as well, I'd be getting more assist points anyway on the off-chance they actually do kill anything with the small guns.
4) What are the bonuses going to look like, if any?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7275
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Posted - 2015.02.17 23:34:00 -
[204] - Quote
Doc DDD wrote:
Well polish up your bpo LAV and bpo suit, the redline tank population is about to increase 10 fold when tankers realize it'sthe only place they won't pop before thier one hardener runs out.
no worries, I'm prepared for this eventuality. Just like in every other build when someone thought the redline was a safe place.
AV
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Doc DDD
TeamPlayers Negative-Feedback
326
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Posted - 2015.02.17 23:36:00 -
[205] - Quote
Tesfa Alem wrote:Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one. Asymtrical, sure. But its still balanced as is.
How will the caldari be better at long range fights?
There will be zero benefit short of uhav defensive bonuses which will probably be nerfed before implementation. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7275
|
Posted - 2015.02.17 23:37:00 -
[206] - Quote
Aeon Amadi wrote:Few things:
1) Can you bring up the profile on these tanks? Little weird that (base) Commandos can't pick up a tank on their passive scans.
2) What are ISK prices looking like for the newer tanks? Having more slots but less base durability seems like they should be cheaper if we want them to match current prices through module expenditure.
3) Think you should look at another method of balancing the MBTs' and the SHAVs' fitting costs. Seems like I'd always just slap on some standard turrets and use the extra PG/CPU on the MBT over the SHAV - just get more as a whole. Just as well, I'd be getting more assist points anyway on the off-chance they actually do kill anything with the small guns.
4) What are the bonuses going to look like, if any?
1) I haven't had this problem
2) Rattati hasn't released ISK costs yet.
3) if you leave the MBT turrets as standard every other thing they can fit is identical. I've been testing this. MBTs don't get extra fitting by cheaping out on turrets. If you can fit it on an SHAV you can fit it on an MBT, you just can't necessarily upgrade the smalls.
4) also not yet released.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7276
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Posted - 2015.02.17 23:39:00 -
[207] - Quote
Doc DDD wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one. Asymtrical, sure. But its still balanced as is. How will the caldari be better at long range fights? There will be zero benefit short of uhav defensive bonuses which will probably be nerfed before implementation.
UHAV defenses are highly likely to be resistance to infantry AV, but no particular efficiency vs. tank turrets. so expecting a UHAV to weather a storm of railgun or blaster fire may very well be a pipe dream.
AV
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Doc DDD
TeamPlayers Negative-Feedback
327
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Posted - 2015.02.18 00:00:00 -
[208] - Quote
Breakin Stuff wrote:Doc DDD wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one. Asymtrical, sure. But its still balanced as is. How will the caldari be better at long range fights? There will be zero benefit short of uhav defensive bonuses which will probably be nerfed before implementation. UHAV defenses are highly likely to be resistance to infantry AV, but no particular efficiency vs. tank turrets. so expecting a UHAV to weather a storm of railgun or blaster fire may very well be a pipe dream.
Exactly why I said caldari has no advantages. Nothing about weathering a storm of av and rail turrets, simply that the gallente hull has advantages tower the caldari. The Caldari has no advantages over the gallente, which is why the majority of tanks not sniping from the redline if the proposed numbers go through will be gallente.
The current reason the gallente tanks are little used is due to poor cpu and next to useless hardeners. As per the request of the AV community, instead of increasing efficiency of using one hardner and dramatically increasing stacking penalties, ratatti has decided to double nerf shields to promote ehp stacking and ensure any 2 swarmers can keep all vehicles trapped in the back of thier redline. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7276
|
Posted - 2015.02.18 00:03:00 -
[209] - Quote
Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:Tesfa Alem wrote:Iron Wolf Saber wrote:
I am saying needs to be more in a thoughtful manner instead of screwing one entire race's of HAVs out of elevation.
IE shift them to turrets so we can ideally balance them there. However this may not deem possible as the vehicle body seems most responsible for limiters. Either way both Shield HAVs and Armor HAVs need to have the same area of coverage to begin with atm the armor one has a slight advantage.
The Armor advantage is in being able to aim much lower than the shield tank, not higher. I can only assume it was designed this way because they are the close range brawlers, and were supposed to deal with infantry and close range targets. Gunlogis were not, they should and do have a rough time of CQC fights vs infantry, or infantry counter measures like proximity mines. But the caldari are better at long range fights, the gallente at close in one. Asymtrical, sure. But its still balanced as is. How will the caldari be better at long range fights? There will be zero benefit short of uhav defensive bonuses which will probably be nerfed before implementation. UHAV defenses are highly likely to be resistance to infantry AV, but no particular efficiency vs. tank turrets. so expecting a UHAV to weather a storm of railgun or blaster fire may very well be a pipe dream. Exactly why I said caldari has no advantages. Nothing about weathering a storm of av and rail turrets, simply that the gallente hull has advantages tower the caldari. The Caldari has no advantages over the gallente, which is why the majority of tanks not sniping from the redline if the proposed numbers go through will be gallente. The current reason the gallente tanks are little used is due to poor cpu and next to useless hardeners. As per the request of the AV community, instead of increasing efficiency of using one hardner and dramatically increasing stacking penalties, ratatti has decided to double nerf shields to promote ehp stacking and ensure any 2 swarmers can keep all vehicles trapped in the back of thier redline.
right, so your entire point is based on supposition and tinfoil.
and what you yourself intend to do.
Right, done paying attention to you, moving along.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4981
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Posted - 2015.02.18 00:23:00 -
[210] - Quote
Doc DDD wrote:The current reason the gallente tanks are little used is due to poor cpu and next to useless hardeners. As per the request of the AV community, instead of increasing efficiency of using one hardner and dramatically increasing stacking penalties, ratatti has decided to double nerf shields to promote ehp stacking and ensure any 2 swarmers can keep all vehicles trapped in the back of thier redline.
Actually most people asked for requiring the Gunnlogi to fit a module to get it regen as high as it was, since its natural regen would outclass even the best armor repairer. the added effect at the time was shield pilots would need to swap a hardener for a recharger if they wanted to enjoy regen around 200hp/s. Obviously things are a bit different given the fact that there are more slots.
Now I know some others have asked for it, but I've always been against the 1 Hardener limit, and instead advocated for a more uniform resistance model (ie both armor and shields closer to the 30%-35% range with an increase to shield base HP to compensate for the loss in resistance % per hardener. so that stacking them causes a less extreme jump in eHP.
Passive Regen still needs to die in a fire, it's too hard to balance. Passive Regen should be slow to take light damage, active regen to temporarily rep through incoming DPS.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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