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Thread Statistics | Show CCP posts - 16 post(s) |
Sgt Kirk
Fatal Absolution
9616
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Posted - 2015.02.18 07:47:00 -
[241] - Quote
This thread stopped being constructive once he got in here.
As always, I have the same mindset as True in this one.
I don't want passive armor regen. I really don't want it to be a thing. How armor repairs worked back in the day was damn near perfect even though they were supposedly messed up.
If they did want to instate passive regen make it a low costive module with low values and then have a main active armor repair.
But at this point I don't even feel like it's worth it to bring all that up or the numbers. What CCP is making vehicles into is far too gone from what original players liked about tanking in CCPs first vision.
~New Eden's #1 Gallente Arm's Dealer
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MINA Longstrike
Kirjuun Heiian
2204
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Posted - 2015.02.18 07:59:00 -
[242] - Quote
Sgt Kirk wrote:This thread stopped being constructive once he got in here.
As always, I have the same mindset as True in this one.
I don't want passive armor regen. I really don't want it to be a thing. How armor repairs worked back in the day was damn near perfect even though they were supposedly messed up.
If they did want to instate passive regen make it a low costive module with low values and then have a main active armor repair.
But at this point I don't even feel like it's worth it to bring all that up or the numbers. What CCP is making vehicles into is far too gone from what original players liked about tanking in CCPs first vision. I don't mind small amounts of passive armor rep, but hell I'd almost prefer dropsuits have active armor rep.
I liked old shield recharge (though the numbers needed fixing) and I didn't hate old armor rep (though they were repping for 3x the intended amount).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4982
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Posted - 2015.02.18 08:23:00 -
[243] - Quote
Well back on topic, my general feel on the Madrugar.
i wont get into the nitty gritty with the numbers, as I've made it pretty clear my thoughts on regen, hardeners, and the sort...so I'll focus on general fitting concepts.
I really like how this is shaping up. I can fit a full rack of the utility mods I'd want to have on a Madrugar (Damage Mod, Scanner, and Nitro) while maintaining a full lineup of defenses (typically Hardener and 2 Plate + Repper or 1 Plate + 2 reppers). It's not the tankiest thing in the world...the Amarrian HAV will trump it easily with another low, but for a UtiliTank, it's looking really good.
At standard level I like that I can fit the above fit with all Standard modules. It's a very tight fit but it's doable. At proto, you can't fit full main-rack defenses (typically you have to drop the 2 plates from Proto to Advanced to get the PG to fit) if you want a proto turret. Dropping the turret down a notch frees up a good chuck of resources, but even if all the utility modules are fixed at Standard, you can't upgrade those plates to Complex without exceeding the PG limit, so you would really only downgrade the turret if you wanted a better Nitro (Downgrading the turret to upgrade the damage mod is a poor choice, as the damage difference between turrets is +10% but the higher tiered damage mod only nets +5% additional.)
As for the numbers, I'll at least look at a comparison between the typical old Maddy (which was way underpowered).
The New Maddy will:
- Be slightly slower due to a second plate, but offset by addition of Nitro module.
- Have slightly higher eHP if Enhanced or Complex turret is used. Basic turrets will allow for a little more HP.
- More DPS output overall due to better turrets and a damage mod.
- Have enough CPU to run a really nice scanner on many fits which will help a lot in spotting threats in close quarters.
- Rep faster with the 30HP/s base armor repair rate
- Regenerate shields ~30% slower
Overall fitting the Madrugar feels more enjoyable and more like it should be. It's an armor tank with good potential for utility and will be a very flexible. Aside from some minor tweaks here and there, it's looking really good. Note that I still think Hardeners and regen modules need to be looked at though, but that's for another thread.
Any chance we can get the Protofit Bros to put your Vehicle Shield Regulators in there? I feel like I cant properly review the Gunnlogi until I can see them in there.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17177
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Posted - 2015.02.18 08:43:00 -
[244] - Quote
Pokey Dravon wrote:Well back on topic, my general feel on the Madrugar. i wont get into the nitty gritty with the numbers, as I've made it pretty clear my thoughts on regen, hardeners, and the sort...so I'll focus on general fitting concepts.
I really like how this is shaping up. I can fit a full rack of the utility mods I'd want to have on a Madrugar (Damage Mod, Scanner, and Nitro) while maintaining a full lineup of defenses (typically Hardener and 2 Plate + Repper or 1 Plate + 2 reppers). It's not the tankiest thing in the world...the Amarrian HAV will trump it easily with another low, but for a UtiliTank, it's looking really good. At standard level I like that I can fit the above fit with all Standard modules. It's a very tight fit but it's doable. At proto, you can't fit full main-rack defenses (typically you have to drop the 2 plates from Proto to Advanced to get the PG to fit) if you want a proto turret. Dropping the turret down a notch frees up a good chuck of resources, but even if all the utility modules are fixed at Standard, you can't upgrade those plates to Complex without exceeding the PG limit, so you would really only downgrade the turret if you wanted a better Nitro (Downgrading the turret to upgrade the damage mod is a poor choice, as the damage difference between turrets is +10% but the higher tiered damage mod only nets +5% additional.) As for the numbers, I'll at least look at a comparison between the typical old Maddy (which was way underpowered). The New Maddy will:
- Be slightly slower due to a second plate, but offset by addition of Nitro module.
- Have slightly higher eHP if Enhanced or Complex turret is used. Basic turrets will allow for a little more HP.
- More DPS output overall due to better turrets and a damage mod.
- Have enough CPU to run a really nice scanner on many fits which will help a lot in spotting threats in close quarters.
- Rep faster with the 30HP/s base armor repair rate
- Regenerate shields ~30% slower
Overall fitting the Madrugar feels more enjoyable and more like it should be. It's an armor tank with good potential for utility and will be a very flexible. Aside from some minor tweaks here and there, it's looking really good. Note that I still think Hardeners and regen modules need to be looked at though, but that's for another thread.
Any chance we can get the Protofit Bros to put your Vehicle Shield Regulators in there? I feel like I cant properly review the Gunnlogi until I can see them in there.
We won't know until we drive them. I can theory craft with the best..... but I wouldn't mind field testing.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Aeon Amadi
Chimera Core
8789
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Posted - 2015.02.18 09:02:00 -
[245] - Quote
Breakin Stuff wrote: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.
1) Oh, you haven't? Well, that's good, glad your experience matters more than the painfully obvious math behind a Tank having 50db Profile and a Commando having 55db Precision.
2) You don't say? Couldn't have had anything to do with why I asked what they were looking like.
3) Wrong. With all skills level five you get significantly more PG/CPU by fitting standard turrets just because of the reduced fitting costs on the small turrets.
4) Also why I asked.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Tesfa Alem
Death by Disassociation
852
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Posted - 2015.02.18 09:40:00 -
[246] - Quote
Aeon Amadi wrote:Breakin Stuff wrote: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. 1) Oh, you haven't? Well, that's good, glad your experience matters more than the painfully obvious math behind a Tank having 50db Profile and a Commando having 55db Precision. 2) You don't say? Couldn't have had anything to do with why I asked what they were looking like. 3) Wrong. With all skills level five you get significantly more PG/CPU by fitting standard turrets just because of the reduced fitting costs on the small turrets. 4) Also why I asked.
1) tanks have a 200DB profile anda 50 DB precision. There are no "stealth" tanks.
2) The hulls are still listed at 97,000 which IMO should remain at. More slots means modules to fit, leading a direct added cost to field a tank. Proto fit tanks are running at about +700,000 isk, roughly double the ADS. Thats a high enough investment to deter proto tank spam.
3) Aint come out yet, but i would prefer if the Solo tanks had the same PG/CPU as MBTs that downgrade small turrets by one tier. As in PRO SHAV < Pro MBT with Pro turets, Pro SHAV = Pro MBT with ADV turrets, ADV SHAV = ADV MBT with STD turrets, then the STD SHAV < PG/CPU than STD MBT with Std turrets.
On fitting advantages, its a massive SP sink to get all fitting optimizations for each small turret, its something i am willing to concede to MBT drivers if they do it.
Redline for Thee, but no Redline for Me.
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CCP Rattati
C C P C C P Alliance
17583
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Posted - 2015.02.18 09:56:00 -
[247] - Quote
Pokey Dravon wrote:Doc DDD wrote:Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. Well let me lay out a general sense of what I would like to see overall given some of the design points Rattati has laid out
- Shields Recharge Slowly, but naturally with recharge delay
- Armor Recharge even slower (not a huge fan of this but Rattati seems set on on it)
- Shield Recharge on Armor HAVs should be equally as low as armor repair on Shield HAVs
- Shield Boosters Boost for 5 seconds, High HP/s (Primary means of HP regeneration for most fits)
- Armor Repairers Repair for 15 seconds, Moderate HP/s (Primary means of HP regeneration for most fits)
- Shield Hardeners 40%, slightly better duration/cooldown than current
- Armor Hardeners 30%, same duration/cooldown as current
- Shield Rechargers, increase Natural shield recharge (High Slot)
- Shield Regulators, decrease shield recharge delay (Low Slot)
- Stable Armor Repairer, Low armor HP/s, constant recharge
EDIT: And honestly the point I was trying to get across is that many elements pre 1.7 behaved more like EVE than they do now, a time in Dust's history that many vehicle pilots often references as being a better system.
This is basically it as you describe.
Active = High volume Passive = Low volume
players should be progressing towards active as it rewards skill, but passive is easier to cope with as a new pilot.
Shouldn't be forced to fit armor reps to be able to recuperate, so native reps, very low.
An offensive action, should be countered with another action (hardening, boosting, active repping) and that in turn should be countered by maneuevering into the back (fuel injector or weak spot), or active dmg modding.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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shaman oga
Dead Man's Game
4034
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Posted - 2015.02.18 10:23:00 -
[248] - Quote
I have a question: if hardeners will be blocked at 1 per type, what stops people from stacking damage mods?
Some have luck, some have money, trading is not a crime.
Minmatar omni-merc
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Tesfa Alem
Death by Disassociation
852
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Posted - 2015.02.18 10:29:00 -
[249] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Doc DDD wrote:Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. Well let me lay out a general sense of what I would like to see overall given some of the design points Rattati has laid out
- Shields Recharge Slowly, but naturally with recharge delay
- Armor Recharge even slower (not a huge fan of this but Rattati seems set on on it)
- Shield Recharge on Armor HAVs should be equally as low as armor repair on Shield HAVs
- Shield Boosters Boost for 5 seconds, High HP/s (Primary means of HP regeneration for most fits)
- Armor Repairers Repair for 15 seconds, Moderate HP/s (Primary means of HP regeneration for most fits)
- Shield Hardeners 40%, slightly better duration/cooldown than current
- Armor Hardeners 30%, same duration/cooldown as current
- Shield Rechargers, increase Natural shield recharge (High Slot)
- Shield Regulators, decrease shield recharge delay (Low Slot)
- Stable Armor Repairer, Low armor HP/s, constant recharge
EDIT: And honestly the point I was trying to get across is that many elements pre 1.7 behaved more like EVE than they do now, a time in Dust's history that many vehicle pilots often references as being a better system. This is basically it as you describe. Active = High volume Passive = Low volume players should be progressing towards active as it rewards skill, but passive is easier to cope with as a new pilot. Shouldn't be forced to fit armor reps to be able to recuperate, so native reps, very low. An offensive action, should be countered with another action (hardening, boosting, active repping) and that in turn should be countered by maneuevering into the back (fuel injector or weak spot), or active dmg modding.
This is both directed towards rattati and Pokey, where do the Assault dropships fit into this? Are they going to have the same modifications as tanks, in regards to shield/armor reps?
Could we see dropships being given the same treatment as tanks? the ADS is listed as advanced, perhaps we can have pro dropships as well with an slightly improved slot layout? Perhaps 5-1 version of the Python and a 2-3 version of the incubus 3-2 Minmatar and a 1-5 Amarr? Paint over the skins, use the tank fitting template downgraded for dropships?
On shields: Pythons that don't use a shield booster rely on high regen to get them back into the action.
Incubi could use high burst regen sure, yet after giving it some though i'm not sure that only a 5% increase to armor hardeners may be suffecient. Moslty because minandos have 10+ prof 5 15% damage bonus before damage mods, I have some doubts that a 5% damage resistance really going to be enough as a defensive measure. I know its not meant to completley nullify incoming damage, but since fitting a hardener means droping hp, its a question of can i tank shots better with a brick or better with a hardener? Can that 5% make hardners a better fitting option? Or will the 30% + Active high regen make incubus balanced?
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 12:14:00 -
[250] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Doc DDD wrote:Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. Well let me lay out a general sense of what I would like to see overall given some of the design points Rattati has laid out
- Shields Recharge Slowly, but naturally with recharge delay
- Armor Recharge even slower (not a huge fan of this but Rattati seems set on on it)
- Shield Recharge on Armor HAVs should be equally as low as armor repair on Shield HAVs
- Shield Boosters Boost for 5 seconds, High HP/s (Primary means of HP regeneration for most fits)
- Armor Repairers Repair for 15 seconds, Moderate HP/s (Primary means of HP regeneration for most fits)
- Shield Hardeners 40%, slightly better duration/cooldown than current
- Armor Hardeners 30%, same duration/cooldown as current
- Shield Rechargers, increase Natural shield recharge (High Slot)
- Shield Regulators, decrease shield recharge delay (Low Slot)
- Stable Armor Repairer, Low armor HP/s, constant recharge
EDIT: And honestly the point I was trying to get across is that many elements pre 1.7 behaved more like EVE than they do now, a time in Dust's history that many vehicle pilots often references as being a better system. This is basically it as you describe. Active = High volume Passive = Low volume players should be progressing towards active as it rewards skill, but passive is easier to cope with as a new pilot. Shouldn't be forced to fit armor reps to be able to recuperate, so native reps, very low. An offensive action, should be countered with another action (hardening, boosting, active repping) and that in turn should be countered by maneuevering into the back (fuel injector or weak spot), or active dmg modding. would introducing pilot suits with modules that allow you to convert low-power passives into high-power actives be helpful?
I mean realistically it wouldn't be hard to put a multiplier on a passive effect for what, 5-15 seconds?
Also I'd like to talk to you about a bug in the plasma cannon that is kinda painful that I can't see a way to fix by tweaking the PLC itself.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 12:15:00 -
[251] - Quote
Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
AV
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Tesfa Alem
Death by Disassociation
852
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Posted - 2015.02.18 12:30:00 -
[252] - Quote
Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking whern you say you can "interrupt" the regen.
Its because when you take hits while you've activated the booster, the booster cuts out. This usually happens under blaster fire, when the shields are under continous damage.
You wouldn't notice it as AV infantry attacking with a forge or swarms, as that break inbetween shots is long enough for the entire pulse to go off and raise shields. Its one of those tank v tank nuances.
Easy enough for anyone to verify, take a base sica that comes with a default shield booster, and get a red blaster instalation to shot at you. You can't boost through incoming damage.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 12:34:00 -
[253] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking whern you say you can "interrupt" the regen. Its because when you take hits while you've activated the booster, the booster cuts out. This usually happens under blaster fire, when the shields are under continous damage. You wouldn't notice it as AV infantry attacking with a forge or swarms, as that break inbetween shots is long enough for the entire pulse to go off and raise shields. Its one of those tank v tank nuances. Easy enough for anyone to verify, take a base sica that comes with a default shield booster, and get a red blaster instalation to shot at you. You can't boost through incoming damage.
you sure it's just not eating the booster damage?I mean if you're eating fire it's not going to top you off while ignoring the incoming and then retroactively apply the damage. If you're running a booster and during that second you eat 7 proto blaster shots, that's well over 700 damage. Which comes right off the top of the regained HP.So yeah it's going to appear to "interrupt"
AV
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Tesfa Alem
Death by Disassociation
852
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Posted - 2015.02.18 12:44:00 -
[254] - Quote
Breakin Stuff wrote:Tesfa Alem wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking when you say you can "interrupt" the regen. Its because when you take hits while you've activated the booster, the booster cuts out. This usually happens under blaster fire, when the shields are under continuous damage. You wouldn't notice it as AV infantry attacking with a forge or swarms, as that break in between shots is long enough for the entire pulse to go off and raise shields. Its one of those tank v tank nuances. Easy enough for anyone to verify, take a base sica that comes with a default shield booster, and get a red blaster installation to shot at you. You can't boost through incoming damage. you sure it's just not eating the booster damage?I mean if you're eating fire it's not going to top you off while ignoring the incoming and then retroactively apply the damage. If you're running a booster and during that second you eat 7 proto blaster shots, that's well over 700 damage. Which comes right off the top of the regained HP.So yeah it's going to appear to "interrupt" now if you're running a complex heavy booster for 1950 and you take the 800 ish damage but you only rep 300 in that time then yeah I can see a problem.
I'm sure. From you're description, ideally the heavy shield booster should at least go near the top underfire and then cut out. From my observations, a booster taking hits will simply stop at what ever stage a round hits it. A pulse lasts a second, so the interruption window is still very small. The only weapon with a high enough ROF to break that is the blaster. Getting your booster interuped by the other weapons is more or less the dice rolling against you.
Best bet vs blaster tanks is to either break LOS, hope they over heat (most inexeperinced tankers do), then kick in booster and force the blaster to start from scratch. Hardeners are more relaible. My new tanks might have a good combination of the two. Hardener, two extenders, perhaps a light and heavy booster.
Redline for Thee, but no Redline for Me.
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CCP Rattati
C C P C C P Alliance
17584
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Posted - 2015.02.18 13:01:00 -
[255] - Quote
Tesfa Alem wrote:CCP Rattati wrote:Pokey Dravon wrote:Doc DDD wrote:Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. Well let me lay out a general sense of what I would like to see overall given some of the design points Rattati has laid out
- Shields Recharge Slowly, but naturally with recharge delay
- Armor Recharge even slower (not a huge fan of this but Rattati seems set on on it)
- Shield Recharge on Armor HAVs should be equally as low as armor repair on Shield HAVs
- Shield Boosters Boost for 5 seconds, High HP/s (Primary means of HP regeneration for most fits)
- Armor Repairers Repair for 15 seconds, Moderate HP/s (Primary means of HP regeneration for most fits)
- Shield Hardeners 40%, slightly better duration/cooldown than current
- Armor Hardeners 30%, same duration/cooldown as current
- Shield Rechargers, increase Natural shield recharge (High Slot)
- Shield Regulators, decrease shield recharge delay (Low Slot)
- Stable Armor Repairer, Low armor HP/s, constant recharge
EDIT: And honestly the point I was trying to get across is that many elements pre 1.7 behaved more like EVE than they do now, a time in Dust's history that many vehicle pilots often references as being a better system. This is basically it as you describe. Active = High volume Passive = Low volume players should be progressing towards active as it rewards skill, but passive is easier to cope with as a new pilot. Shouldn't be forced to fit armor reps to be able to recuperate, so native reps, very low. An offensive action, should be countered with another action (hardening, boosting, active repping) and that in turn should be countered by maneuevering into the back (fuel injector or weak spot), or active dmg modding. This is both directed towards rattati and Pokey, where do the Assault dropships fit into this? Are they going to have the same modifications as tanks, in regards to shield/armor reps? Could we see dropships being given the same treatment as tanks? the ADS is listed as advanced, perhaps we can have pro dropships as well with an slightly improved slot layout? Perhaps 5-1 version of the Python and a 2-3 version of the incubus 3-2 Minmatar and a 1-5 Amarr? Paint over the skins, use the tank fitting template downgraded for dropships? On shields: Pythons that don't use a shield booster rely on high regen to get them back into the action. Incubi could use high burst regen sure, yet after giving it some though i'm not sure that only a 5% increase to armor hardeners may be suffecient. Moslty because minandos have 10+ prof 5 15% damage bonus before damage mods, I have some doubts that a 5% damage resistance really going to be enough as a defensive measure. I know its not meant to completley nullify incoming damage, but since fitting a hardener means droping hp, its a question of can i tank shots better with a brick or better with a hardener? Can that 5% make hardners a better fitting option? Or will the 30% + Active high regen make incubus balanced?
If making a HAV progression works, and it seems it's working overall, even with some slight issues that can be fixed, nothing is stopping us from doing more later. ADS's need to be able to kill these new ADV and PRO MBT's, so keep chiming in with what's necessary.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2501
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Posted - 2015.02.18 13:35:00 -
[256] - Quote
Just an idea:
if we're looking for a way to balance shield tanking vs. armor tanking we need to find a way to effectively compensate shield tanks for armor tank's regenerating shield buffer.
We could make passive regen rate increase as shield health dropped. This would mean a lower refraction time for shield tanks vs. armor tanks.
We could also or alternatively make passive regen rate increase with total shield hp.
These buffs wouldn't have to be much, just enough to ensure that in a game of cat and mouse the shield tanks had a definite long-term advantage. Passive shield regen coupled with greater mobility(acceleration, max velocity, turn rate) could easily be made to nullify any advantage armor had in a typical engagement.
It would make shield tanks more frustrating for infantry AV to deal with but tbh until infantry has a way to catch or slow vehicles the game will be permanently broken. It's a mistake to allow the lack of an infantry tool distort the design of vehicles.
PSN: RationalSpark
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Spkr4theDead
Red Star.
2917
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Posted - 2015.02.18 14:00:00 -
[257] - Quote
Breakin Stuff wrote:Spkr4theDead wrote:Breakin Stuff wrote: 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.
He at least plays the game, in a tank. Are you capable of talking to someone without trying to browbeat them? Not impressed with you or Doc right now. There's almost nothing constructive between the two of you. So when I tell people they should actually play the game so they know, through experience, what they're talking about, that's being insulting; but when a lot of people, including you, start insulting me, calling me a redline tanker, when 98% of you don't play with any regularity, yet I'm on practically every day, that's all fine and dandy.
Am I right?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2917
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Posted - 2015.02.18 14:02:00 -
[258] - Quote
Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking whern you say you can "interrupt" the regen. See? You don't use vehicles. If you used shield vehicles, and used a booster, and saw that the slightest damage stops it completely, you wouldn't've had to say anything about that at all. It doesn't get "interrupted," it stops completely and starts the cooldown.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
2917
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Posted - 2015.02.18 14:07:00 -
[259] - Quote
Sgt Kirk wrote:This thread stopped being constructive once he got in here.
Heaven forbid I should have a different opinion and actually voice that opinion.
Maybe I should go back to my 15g of chocolate a week.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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DUST Fiend
Molon Labe. General Tso's Alliance
15793
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Posted - 2015.02.18 14:12:00 -
[260] - Quote
CCP Rattati wrote:Tesfa Alem wrote:CCP Rattati wrote:Pokey Dravon wrote:Doc DDD wrote:Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. Well let me lay out a general sense of what I would like to see overall given some of the design points Rattati has laid out
- Shields Recharge Slowly, but naturally with recharge delay
- Armor Recharge even slower (not a huge fan of this but Rattati seems set on on it)
- Shield Recharge on Armor HAVs should be equally as low as armor repair on Shield HAVs
- Shield Boosters Boost for 5 seconds, High HP/s (Primary means of HP regeneration for most fits)
- Armor Repairers Repair for 15 seconds, Moderate HP/s (Primary means of HP regeneration for most fits)
- Shield Hardeners 40%, slightly better duration/cooldown than current
- Armor Hardeners 30%, same duration/cooldown as current
- Shield Rechargers, increase Natural shield recharge (High Slot)
- Shield Regulators, decrease shield recharge delay (Low Slot)
- Stable Armor Repairer, Low armor HP/s, constant recharge
EDIT: And honestly the point I was trying to get across is that many elements pre 1.7 behaved more like EVE than they do now, a time in Dust's history that many vehicle pilots often references as being a better system. This is basically it as you describe. Active = High volume Passive = Low volume players should be progressing towards active as it rewards skill, but passive is easier to cope with as a new pilot. Shouldn't be forced to fit armor reps to be able to recuperate, so native reps, very low. An offensive action, should be countered with another action (hardening, boosting, active repping) and that in turn should be countered by maneuevering into the back (fuel injector or weak spot), or active dmg modding. This is both directed towards rattati and Pokey, where do the Assault dropships fit into this? Are they going to have the same modifications as tanks, in regards to shield/armor reps? Could we see dropships being given the same treatment as tanks? the ADS is listed as advanced, perhaps we can have pro dropships as well with an slightly improved slot layout? Perhaps 5-1 version of the Python and a 2-3 version of the incubus 3-2 Minmatar and a 1-5 Amarr? Paint over the skins, use the tank fitting template downgraded for dropships? On shields: Pythons that don't use a shield booster rely on high regen to get them back into the action. Incubi could use high burst regen sure, yet after giving it some though i'm not sure that only a 5% increase to armor hardeners may be suffecient. Moslty because minandos have 10+ prof 5 15% damage bonus before damage mods, I have some doubts that a 5% damage resistance really going to be enough as a defensive measure. I know its not meant to completley nullify incoming damage, but since fitting a hardener means droping hp, its a question of can i tank shots better with a brick or better with a hardener? Can that 5% make hardners a better fitting option? Or will the 30% + Active high regen make incubus balanced? If making a HAV progression works, and it seems it's working overall, even with some slight issues that can be fixed, nothing is stopping us from doing more later. ADS's need to be able to kill these new ADV and PRO MBT's, so keep chiming in with what's necessary. Sooo...does that mean you're buffing AV to handle tanks, effectively killing dropships, or leaving AV as is, effectively killing AV vs tanks?
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Doc DDD
TeamPlayers Negative-Feedback
338
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Posted - 2015.02.18 14:14:00 -
[261] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Doc DDD wrote:Thank you for the Eve lesson, but it really shows how different the games operate. Short of both games having 'shields and armor' we should really work on making what we have now fair on both sides.
ie, armor always has the advantage of a shield buffer, if shields tanks get down to its armor buffer it's game over with these new numbers. Well let me lay out a general sense of what I would like to see overall given some of the design points Rattati has laid out
- Shields Recharge Slowly, but naturally with recharge delay
- Armor Recharge even slower (not a huge fan of this but Rattati seems set on on it)
- Shield Recharge on Armor HAVs should be equally as low as armor repair on Shield HAVs
- Shield Boosters Boost for 5 seconds, High HP/s (Primary means of HP regeneration for most fits)
- Armor Repairers Repair for 15 seconds, Moderate HP/s (Primary means of HP regeneration for most fits)
- Shield Hardeners 40%, slightly better duration/cooldown than current
- Armor Hardeners 30%, same duration/cooldown as current
- Shield Rechargers, increase Natural shield recharge (High Slot)
- Shield Regulators, decrease shield recharge delay (Low Slot)
- Stable Armor Repairer, Low armor HP/s, constant recharge
EDIT: And honestly the point I was trying to get across is that many elements pre 1.7 behaved more like EVE than they do now, a time in Dust's history that many vehicle pilots often references as being a better system. This is basically it as you describe. Active = High volume Passive = Low volume players should be progressing towards active as it rewards skill, but passive is easier to cope with as a new pilot. Shouldn't be forced to fit armor reps to be able to recuperate, so native reps, very low. An offensive action, should be countered with another action (hardening, boosting, active repping) and that in turn should be countered by maneuevering into the back (fuel injector or weak spot), or active dmg modding.
The active reps for shields are broken.
If the recharge pulse is activated while under fire, the pulse will repair zero shields.
if the recharge pulse is activated under cover or timed between impact of damage then it works.
For the cpu/pg cost of the booster which can only be depended on when you are in cover, it is more effective to add another extender at lower cpu/ pg costs for additional EHP stacking. |
Lorhak Gannarsein
Nos Nothi
4299
|
Posted - 2015.02.18 14:16:00 -
[262] - Quote
Breakin Stuff wrote:Tesfa Alem wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking when you say you can "interrupt" the regen. Its because when you take hits while you've activated the booster, the booster cuts out. This usually happens under blaster fire, when the shields are under continuous damage. You wouldn't notice it as AV infantry attacking with a forge or swarms, as that break in between shots is long enough for the entire pulse to go off and raise shields. Its one of those tank v tank nuances. Easy enough for anyone to verify, take a base sica that comes with a default shield booster, and get a red blaster installation to shot at you. You can't boost through incoming damage. you sure it's just not eating the booster damage?I mean if you're eating fire it's not going to top you off while ignoring the incoming and then retroactively apply the damage. If you're running a booster and during that second you eat 7 proto blaster shots, that's well over 700 damage. Which comes right off the top of the regained HP.So yeah it's going to appear to "interrupt" now if you're running a complex heavy booster for 1950 and you take the 800 ish damage but you only rep 300 in that time then yeah I can see a problem. No, shield boosters actually force a regen pulse for 1950; they can be cancelled.
They are garbage against everything except missiles.
Well, here goes nothing!!!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 14:17:00 -
[263] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking whern you say you can "interrupt" the regen. See? You don't use vehicles. If you used shield vehicles, and used a booster, and saw that the slightest damage stops it completely, you wouldn't've had to say anything about that at all. It doesn't get "interrupted," it stops completely and starts the cooldown. shut up spkr. n o one cares what your opinion of me is.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 14:18:00 -
[264] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:Tesfa Alem wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking when you say you can "interrupt" the regen. Its because when you take hits while you've activated the booster, the booster cuts out. This usually happens under blaster fire, when the shields are under continuous damage. You wouldn't notice it as AV infantry attacking with a forge or swarms, as that break in between shots is long enough for the entire pulse to go off and raise shields. Its one of those tank v tank nuances. Easy enough for anyone to verify, take a base sica that comes with a default shield booster, and get a red blaster installation to shot at you. You can't boost through incoming damage. you sure it's just not eating the booster damage?I mean if you're eating fire it's not going to top you off while ignoring the incoming and then retroactively apply the damage. If you're running a booster and during that second you eat 7 proto blaster shots, that's well over 700 damage. Which comes right off the top of the regained HP.So yeah it's going to appear to "interrupt" now if you're running a complex heavy booster for 1950 and you take the 800 ish damage but you only rep 300 in that time then yeah I can see a problem. I'm sure. From you're description, ideally the heavy shield booster should at least go near the top underfire and then cut out. From my observations, a booster taking hits will simply stop at what ever stage a round hits it. A pulse lasts a second, so the interruption window is still very small. The only weapon with a high enough ROF to break that is the blaster. Getting your booster interuped by the other weapons is more or less the dice rolling against you. Best bet vs blaster tanks is to either break LOS, hope they over heat (most inexeperinced tankers do), then kick in booster and force the blaster to start from scratch. Hardeners are more relaible. My new tanks might have a good combination of the two. Hardener, two extenders, perhaps a light and heavy booster. gotta wonder if the server is seeing what we do.
AV
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Spkr4theDead
Red Star.
2922
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Posted - 2015.02.18 14:22:00 -
[265] - Quote
DUST Fiend wrote: Sooo...does that mean you're buffing AV to handle tanks, effectively killing dropships, or leaving AV as is, effectively killing AV vs tanks?
AV needs to be toned down.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Doc DDD
TeamPlayers Negative-Feedback
338
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Posted - 2015.02.18 14:27:00 -
[266] - Quote
Shield boosters need to repair more shield over more time to be more useful then just stacking another extender.
Especially if hardeners will be limited in effectiveness to only one.
With current cpu/ pg costs, large proto shield boosters should be repairing over 2000 shields, something like 500 hps over 5 seconds. It's downtime would coincide with the downtime of the hardener and make up for not being able to stack said hardener.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7281
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Posted - 2015.02.18 14:31:00 -
[267] - Quote
Spkr4theDead wrote:DUST Fiend wrote: Sooo...does that mean you're buffing AV to handle tanks, effectively killing dropships, or leaving AV as is, effectively killing AV vs tanks?
AV needs to be toned down. you're hilarious.
AV
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Lorhak Gannarsein
Nos Nothi
4299
|
Posted - 2015.02.18 14:40:00 -
[268] - Quote
right, so I've just built a Cv.0 with just under 5k shields, a hardener, a nitrous (I used to swear by the thing back in Uprising) and a proto railgun. I didn't require any CPU or PG modules like I do right now; instead I've got a complex light plate and an ammo mod.
Now, as a tanker this seems almost too good to be true; my fitting is pretty balanced and manoeuvrable (and therefore hella fun) but the forge-gunner in me is weeping in agony.
How am I expected to deal with a monster like that? 8k shield EHP plus a nitrous and a damage mod?
And hell, True's 7500 base shield behemoth? 12500 EHP of shields; slow, I admit, but impenetrable with or without shields up.
The only thing capable of taking down an HAV will be another HAV. This isn't Uprising anymore, and I don't see the value in that meta anymore; too much has changed since then.
Well, here goes nothing!!!
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Tesfa Alem
Death by Disassociation
852
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Posted - 2015.02.18 14:43:00 -
[269] - Quote
DUST Fiend wrote:
Sooo...does that mean you're buffing AV to handle tanks, effectively killing dropships, or leaving AV as is, effectively killing AV vs tanks?
How about a comprimise? Introduce the new tanks, see how they perform vs AV and buff AV accordingly?
The tanks are getting more slots, better fits, but a much, much lower base HP. Since all of the thoery crafting is centered around proto tanks, currnt AV might just annihilate the std/ adv fits for all we know.
Then we could see via in game feedback the kind of buffs AV will need if they are found lacking. PLC might need a projectile speed buff insead of a raw DPs buff. Certain Forge variants might need a decreased charge up time, or better damage profile. Swarms....well screw swarms Not every buff is a damage buff.
Redline for Thee, but no Redline for Me.
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Lorhak Gannarsein
Nos Nothi
4300
|
Posted - 2015.02.18 14:54:00 -
[270] - Quote
DeathwindRising wrote:if fitting mods are so great, then howcome no one used them on maddys when they had no fitting capacity? its because maddy had other modules that were "better" in terms of use. shield tanks have no other modules that are functionally "better" than fitting mods. thats your fault not ours. if we had something of greater use then we wouldnt be filling our low slot with fitting mods. Just wanted to comment on this; to what point in time are you referring?
If I remember correctly the best Scattered Ion Madrugar fitting in Uprising had two PG modules.
Well, here goes nothing!!!
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