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Spkr4theDead
Red Star.
2999
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Posted - 2015.02.25 16:19:00 -
[1] - Quote
I'm not going to bother with Amarr and Minmatar, since we don't have the hulls or turrets.
Gallente 3% rep rate per level 2% armor hardener efficacy per level
3% recharge rate per level 3% active module cooldown rate per level
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2425
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Posted - 2015.02.25 17:02:00 -
[2] - Quote
OP
Home at Last <3
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Spkr4theDead
Red Star.
2999
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Posted - 2015.02.25 18:07:00 -
[3] - Quote
I know, right?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Adipem Nothi
Nos Nothi
6931
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Posted - 2015.02.25 18:46:00 -
[4] - Quote
Should it come with the Scout's fitting reduction to cloak? Thinking in terms of sneaking off to somewhere safe before calling in a bird or tank.
Shoot scout with yes.
- Ripley Riley
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Spkr4theDead
Red Star.
2999
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Posted - 2015.02.25 18:51:00 -
[5] - Quote
Adipem Nothi wrote:Should it come with the Scout's fitting reduction to cloak? Thinking in terms of sneaking off to somewhere safe before calling in a bird or tank. I don't care about slots, as long as it doesn't have some insanely useless bonus like adding CPU and PG, or allowing us to get in a vehicle.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Terry Webber
Molon Labe. General Tso's Alliance
590
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Posted - 2015.02.25 19:04:00 -
[6] - Quote
Some have been suggesting that the pilot suit should have bonuses to vehicle mobility and tracking. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17277
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Posted - 2015.02.25 20:02:00 -
[7] - Quote
Spkr4theDead wrote:I'm not going to bother with Amarr and Minmatar, since we don't have the hulls or turrets.
Gallente 3% rep rate per level 2% armor hardener efficacy per level
3% recharge rate per level 3% active module cooldown rate per level
Those seem bit too high and in my mind the only way to apply those bonuses at those per level values is by reducing the efficiency of the standard modules so it doesn't push those attributes way out of whack.
I see the Pilot drop-suits a supplementary to your choice of vehicles not wholly determining or supporting of one specific play style.
"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
5056
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Posted - 2015.02.25 20:20:00 -
[8] - Quote
Ok so those are your bonuses.
Is there any incentive to use ADV or PRO?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Adipem Nothi
Nos Nothi
6933
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Posted - 2015.02.25 20:24:00 -
[9] - Quote
Spkr4theDead wrote: ... or allowing us to get in a vehicle.
What if a pilot suit were required to pilot vehicles (perhaps excluding LAVs)? Do you think that'd be unreasonable?
Shoot scout with yes.
- Ripley Riley
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3024
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Posted - 2015.02.25 20:26:00 -
[10] - Quote
I was thinking:
Hopefully vehicle link mods, but if notGǪ
Am: Armor amount (o base and plates),
Gal: Armor repair (3% actually seems decent)
Min: Vehicle speed/acceleration and/or propulsion mod/ shield booster recharge bonus
Cal: Shield amount (to base and extenders)
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Ripley Riley
Incorruptibles
7931
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Posted - 2015.02.25 20:47:00 -
[11] - Quote
Spkr4theDead wrote:Gallente 3% rep rate per level 2% armor hardener efficacy per level
3% recharge rate per level 3% active module cooldown rate per level I like the bonuses, but hate the numbers
"You don't want McSyphilis. Don't nobody want McSyphilis." - One Eyed King
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Mad Syringe
ReDust Inc.
471
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Posted - 2015.02.25 21:00:00 -
[12] - Quote
I hope pilot suits become mandatory for all closed vehicle seats. So all seats in a Tank and the Pilot seat in a DS. If you want to move your heavy ass around, use an LAV or ask a DS buddy.
The bonuses seem reasonable, and will be tweaked anyway if OP.
Sidearm only and just one EQ slot with 4/6/8 BW at the different levels. No Cloak fitting capabilities, but maybe different vehicle modules (mostly cooldown i guess... maybe weapon efficiency)... |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17281
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Posted - 2015.02.25 21:39:00 -
[13] - Quote
Mad Syringe wrote:I hope pilot suits become mandatory for all closed vehicle seats. So all seats in a Tank and the Pilot seat in a DS. If you want to move your heavy ass around, use an LAV or ask a DS buddy.
The bonuses seem reasonable, and will be tweaked anyway if OP.
Sidearm only and just one EQ slot with 4/6/8 BW at the different levels. No Cloak fitting capabilities, but maybe different vehicle modules (mostly cooldown i guess... maybe weapon efficiency)...
Mandatory for vehicle use is rather silly when you think about it. Consider of course that you are injecting the knowledge to use these vehicles directly into your mind via skill books. Use of a specific dropsuit should not determine whether or not you can operate a vehicle but instead how well you might be able to operate specific function of the vehicle.
"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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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
137
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Posted - 2015.02.25 22:00:00 -
[14] - Quote
We should have vehicle modifiers in the slots.
Shield modifiers in the highs, armor modifiers in the lows. Why else would anyone want to use higher than militia Yknow?
And! Damage Modifiers will have penalties relating to the slot (high or low / shield or armor).
Nothing big! Like maybe a complex damage control will be 7 to 10% reduction to damage received (slot based) at the cost of EHP or maneuverability etc. Damage (nothing over 5%, can only fit one), turret rotation, round velocity, torque, etc, regulators, etc. modifiers on a pilot suit only.
Fit suits accordingly annnd boom boom diverse vehicles
Entering the void and becoming wind.
Message for 1v1 air to air
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5056
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Posted - 2015.02.25 22:07:00 -
[15] - Quote
Shamarskii Simon wrote:We should have vehicle modifiers in the slots.
Shield modifiers in the highs, armor modifiers in the lows. Why else would anyone want to use higher than militia Yknow?
And! Damage Modifiers will have penalties relating to the slot (high or low / shield or armor).
Nothing big! Like maybe a complex damage control will be 7 to 10% reduction to damage received (slot based) at the cost of EHP or maneuverability etc. Damage (nothing over 5%, can only fit one), turret rotation, round velocity, torque, etc, regulators, etc. modifiers on a pilot suit only.
Fit suits accordingly annnd boom boom diverse vehicles
And THATS how you do pilot suits the right way.
"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
17283
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Posted - 2015.02.25 22:08:00 -
[16] - Quote
Shamarskii Simon wrote:We should have vehicle modifiers in the slots.
Shield modifiers in the highs, armor modifiers in the lows. Why else would anyone want to use higher than militia Yknow?
And! Damage Modifiers will have penalties relating to the slot (high or low / shield or armor).
Nothing big! Like maybe a complex damage control will be 7 to 10% reduction to damage received (slot based) at the cost of EHP or maneuverability etc. Damage (nothing over 5%, can only fit one), turret rotation, round velocity, torque, etc, regulators, etc. modifiers on a pilot suit only.
Fit suits accordingly annnd boom boom diverse vehicles
Or perhaps RIG's.
Basically rigs are secondary modules that can be fitted to ships in EVE. The offer one positive and one negative stat alteration to your ship.
E.G- A Small Locus Co-Ordinator increases a Laser Turrets Optimal Range but means that all fitted turrets of that type suffer from increased PG costs.
"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
5057
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Posted - 2015.02.25 22:10:00 -
[17] - Quote
True Adamance wrote:Shamarskii Simon wrote:We should have vehicle modifiers in the slots.
Shield modifiers in the highs, armor modifiers in the lows. Why else would anyone want to use higher than militia Yknow?
And! Damage Modifiers will have penalties relating to the slot (high or low / shield or armor).
Nothing big! Like maybe a complex damage control will be 7 to 10% reduction to damage received (slot based) at the cost of EHP or maneuverability etc. Damage (nothing over 5%, can only fit one), turret rotation, round velocity, torque, etc, regulators, etc. modifiers on a pilot suit only.
Fit suits accordingly annnd boom boom diverse vehicles Or perhaps RIG's. Basically rigs are secondary modules that can be fitted to ships in EVE. The offer one positive and one negative stat alteration to your ship. E.G- A Small Locus Co-Ordinator increases a Laser Turrets Optimal Range but means that all fitted turrets of that type suffer from increased PG costs.
Lets see how long it takes for Spkr to freak out about this idea...
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
137
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Posted - 2015.02.25 22:15:00 -
[18] - Quote
There we go!
Now we vehicle pilots gotta work some numbers here.
to diversity!
Entering the void and becoming wind.
Message for 1v1 air to air
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MINA Longstrike
Kirjuun Heiian
2255
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Posted - 2015.02.25 22:32:00 -
[19] - Quote
Made a suggestion about pilot suits a while back
Phase 1) Vehicles get 'Equipment' Slots that you can fit stuff like active scanners / mcrus / other stuff into. Allows for further equipment iteration. Phase 2) Pilot suits modify the effect of these pieces of equipment (amarr has faster MCRU spawn & secondary effect etc etc etc)
This makes pilot suits highly desireable for dedicated pilots, but it doesn't make them overpowered vs people who are simply dabbling in vehicles. In short, pilot suits become a highly desireable sidegrade based on how much time you spend in a vehicle.
It also makes things a bit more similar to dropsuit function.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17284
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Posted - 2015.02.25 22:39:00 -
[20] - Quote
Shamarskii Simon wrote:There we go!
Now we vehicle pilots gotta work some numbers here.
to diversity! The only issue that I see is that the Rigs have to go on the hull if they ever affect specific attributes like PG/CPU, Shields, and Armour.
It's silly being able to deploy something and then modify it in the field simply by hopping in.
E.G- You fit Rigs that cause you to go over CPU allotment. What Happens in battle? You are in your tank with X eHP remaining after AV attack and hop out taking you below your modified HP threshold...
"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
5057
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Posted - 2015.02.25 22:40:00 -
[21] - Quote
True Adamance wrote:Shamarskii Simon wrote:There we go!
Now we vehicle pilots gotta work some numbers here.
to diversity! The only issue that I see is that the Rigs have to go on the hull if they ever affect specific attributes like PG/CPU, Shields, and Armour. It's silly being able to deploy something and then modify it in the field simply by hopping in. E.G- You fit Rigs that cause you to go over CPU allotment. What Happens in battle? You are in your tank with X eHP remaining after AV attack and hop out taking you below your modified HP threshold...
Any link modules that go on the suit shouldn't affect PG/CPU at all. As for rigs on the hull, that's an entirely different matter.
"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
17284
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Posted - 2015.02.25 22:45:00 -
[22] - Quote
Pokey Dravon wrote:True Adamance wrote:Shamarskii Simon wrote:There we go!
Now we vehicle pilots gotta work some numbers here.
to diversity! The only issue that I see is that the Rigs have to go on the hull if they ever affect specific attributes like PG/CPU, Shields, and Armour. It's silly being able to deploy something and then modify it in the field simply by hopping in. E.G- You fit Rigs that cause you to go over CPU allotment. What Happens in battle? You are in your tank with X eHP remaining after AV attack and hop out taking you below your modified HP threshold... Any link modules that go on the suit shouldn't affect PG/CPU at all. As for rigs on the hull, that's an entirely different matter.
So what negatives/positives/ effects should pilot modules have?
"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
5057
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Posted - 2015.02.25 23:04:00 -
[23] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Shamarskii Simon wrote:There we go!
Now we vehicle pilots gotta work some numbers here.
to diversity! The only issue that I see is that the Rigs have to go on the hull if they ever affect specific attributes like PG/CPU, Shields, and Armour. It's silly being able to deploy something and then modify it in the field simply by hopping in. E.G- You fit Rigs that cause you to go over CPU allotment. What Happens in battle? You are in your tank with X eHP remaining after AV attack and hop out taking you below your modified HP threshold... Any link modules that go on the suit shouldn't affect PG/CPU at all. As for rigs on the hull, that's an entirely different matter. So what negatives/positives/ effects should pilot modules have?
Well I could see it as a means to push tanking style into a particular direction. So for example boosting natural shield recharge while decreasing booster amount (More passive for less active). There are also utility options, such as scanning, mCRU, ect.
Overall I think it should be more positive than negative, but not necessarily a direct buff without some downside. We could also explore options where there is a smaller benefit without a downside, and then a larger benefit with a downside....Shield Rechargers vs Energizers is a prime example of this.
"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
17287
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Posted - 2015.02.25 23:16:00 -
[24] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Shamarskii Simon wrote:There we go!
Now we vehicle pilots gotta work some numbers here.
to diversity! The only issue that I see is that the Rigs have to go on the hull if they ever affect specific attributes like PG/CPU, Shields, and Armour. It's silly being able to deploy something and then modify it in the field simply by hopping in. E.G- You fit Rigs that cause you to go over CPU allotment. What Happens in battle? You are in your tank with X eHP remaining after AV attack and hop out taking you below your modified HP threshold... Any link modules that go on the suit shouldn't affect PG/CPU at all. As for rigs on the hull, that's an entirely different matter. So what negatives/positives/ effects should pilot modules have? Well I could see it as a means to push tanking style into a particular direction. So for example boosting natural shield recharge while decreasing booster amount (More passive for less active). There are also utility options, such as scanning, mCRU, ect. Overall I think it should be more positive than negative, but not necessarily a direct buff without some downside. We could also explore options where there is a smaller benefit without a downside, and then a larger benefit with a downside....Shield Rechargers vs Energizers is a prime example of this.
I like the idea of pilot suits supplementing a specific style but at the same time not defining it. Aka the bonuses I feel should be applicable to all vehicles so that it is not simply a matter of always picking the Caldari Pilot suit for the Caldari tank.
"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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Pokey Dravon
OSG Planetary Operations Covert Intervention
5057
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Posted - 2015.02.25 23:20:00 -
[25] - Quote
True Adamance wrote: I like the idea of pilot suits supplementing a specific style but at the same time not defining it. Aka the bonuses I feel should be applicable to all vehicles so that it is not simply a matter of always picking the Caldari Pilot suit for the Caldari tank.
Well I think you should be encouraged to racially match the suit if you're going for a pure tanking benefit, so that like shield links would go in high slots, so a Caldari or MInmatar suit would be preferential. However if you add in utility links as well, you could get some interesting combinations to compensate for a lack of slots on particular hulls. So for example using a Caldari Pilot fit with Speed Links in the highs to compensate for the lower speed in an Amarrian HAV (obviously just an example)
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Doc DDD
TeamPlayers Negative-Feedback
361
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Posted - 2015.02.25 23:20:00 -
[26] - Quote
Damage type reduction. |
Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
139
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Posted - 2015.02.26 03:04:00 -
[27] - Quote
Just got outta class, didn't read any new page.
Think skills. When you just get into the skills apply.
Now link that w/ the suits: The "rigs" (watch the quotations!) are placed on suit. Just like the skills, they are applied in vehicle.
So, the "rigs" are on suit and are applied "actively" (unlike fit building which is "passive") the pilot suit you build will determine the PG/CPU.
Like an example I have is a damage modifier (damage control) I fit a basic shield damage control [ let's say 4% reduction to shield damage] i get a 3% reduction to shield extenders?
Or, i fit a basic reactive armor? I get 100+ ahp with 15 rep but 2% reduction torque?
*using small numbers just to show what I mean*
Entering the void and becoming wind.
Message for 1v1 air to air
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5058
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Posted - 2015.02.26 03:17:00 -
[28] - Quote
Shamarskii Simon wrote:Just got outta class, didn't read any new page.
Think skills. When you just get into the skills apply.
Now link that w/ the suits: The "rigs" (watch the quotations!) are placed on suit. Just like the skills, they are applied in vehicle.
So, the "rigs" are on suit and are applied "actively" (unlike fit building which is "passive") the pilot suit you build will determine the PG/CPU.
Like an example I have is a damage modifier (damage control) I fit a basic shield damage control [ let's say 4% reduction to shield damage] i get a 3% reduction to shield extenders?
Or, i fit a basic reactive armor? I get 100+ ahp with 15 rep but 2% reduction torque?
*using small numbers just to show what I mean*
Im not sure if I'm a huge fan of the tradeoffs you listed in your example, but I think we're on the same page in general.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
139
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Posted - 2015.02.26 03:23:00 -
[29] - Quote
Pokey Dravon wrote:Shamarskii Simon wrote:Just got outta class, didn't read any new page.
Think skills. When you just get into the skills apply.
Now link that w/ the suits: The "rigs" (watch the quotations!) are placed on suit. Just like the skills, they are applied in vehicle.
So, the "rigs" are on suit and are applied "actively" (unlike fit building which is "passive") the pilot suit you build will determine the PG/CPU.
Like an example I have is a damage modifier (damage control) I fit a basic shield damage control [ let's say 4% reduction to shield damage] i get a 3% reduction to shield extenders?
Or, i fit a basic reactive armor? I get 100+ ahp with 15 rep but 2% reduction torque?
*using small numbers just to show what I mean* Im not sure if I'm a huge fan of the tradeoffs you listed in your example, but I think we're on the same page in general.
Don't worry, i just had to throw something out there for you guys to get the general idea. And i "think we're on the same page" too.
I have no idea what to trade yet imho... Feels way too new for now to me ;D All i know a regulator will be the first thing I fit on all my pilot suits mmhm!
Entering the void and becoming wind.
Message for 1v1 air to air
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5059
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Posted - 2015.02.26 03:48:00 -
[30] - Quote
Shamarskii Simon wrote:Pokey Dravon wrote:Shamarskii Simon wrote:Just got outta class, didn't read any new page.
Think skills. When you just get into the skills apply.
Now link that w/ the suits: The "rigs" (watch the quotations!) are placed on suit. Just like the skills, they are applied in vehicle.
So, the "rigs" are on suit and are applied "actively" (unlike fit building which is "passive") the pilot suit you build will determine the PG/CPU.
Like an example I have is a damage modifier (damage control) I fit a basic shield damage control [ let's say 4% reduction to shield damage] i get a 3% reduction to shield extenders?
Or, i fit a basic reactive armor? I get 100+ ahp with 15 rep but 2% reduction torque?
*using small numbers just to show what I mean* Im not sure if I'm a huge fan of the tradeoffs you listed in your example, but I think we're on the same page in general. Don't worry, i just had to throw something out there for you guys to get the general idea. And i "think we're on the same page" too. I have no idea what to trade yet imho... Feels way too new for now to me ;D All i know a regulator will be the first thing I fit on all my pilot suits mmhm!
For sure, pushing that shield recharge delay as low as possible would be awesome.
Gimme a little time, I'll do a data pull from EVE to get some inspiration on a bunch of the modules/rigs they have there that have upsides and downsides.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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