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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
140
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Posted - 2015.02.26 03:59:00 -
[31] - Quote
Pokey Dravon wrote: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.
Alright!
[reserved]
Entering the void and becoming wind.
Message for 1v1 air to air
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 01:36:00 -
[32] - Quote
True Adamance wrote: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. Infantry gets 5% shield, armor, CPU and shield per level; 5% to armor plate, armor rep, shield extender, shield regulator and shield recharger efficacy per level for each individual module. If infantry can get that, surely we can get something from a pilot suit.
The word you're looking for is complementary, not supplementary. The Amarr logi suit is complementary to the uplinks. You can use the suit without the links, but don't get a bonus to any other equipment. You can use uplinks with any other suit that has an equipment slot, but won't get the extra spawns or spawn time reduction.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5061
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Posted - 2015.02.27 01:45:00 -
[33] - Quote
Spkr4theDead wrote:[ Infantry gets 5% shield, armor, CPU and shield per level; 5% to armor plate, armor rep, shield extender, shield regulator and shield recharger efficacy per level for each individual module. If infantry can get that, surely we can get something from a pilot suit.
True but it's not quite a direct translation. For example, Armor Repairers on vehicles rep %eHP quite a bit faster than they do on dropsuits. Additionally we already have a skill which increases armor repair rate, just like infantry. However you're proposing a secondary bonus on top of the existing skill bonus. Not necessarily disagreeing with the idea, but you also can't make a direct comparison to dropsuits either.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:01:00 -
[34] - Quote
Pokey Dravon wrote:Ok so those are your bonuses.
Is there any incentive to use ADV or PRO?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:02:00 -
[35] - Quote
Adipem Nothi wrote: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? Yes, that is entirely unreasonable.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:03:00 -
[36] - Quote
Mad Syringe wrote:I hope pilot suits become mandatory for all closed vehicle seats. Absolutely not
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:04:00 -
[37] - 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 No downside. There's no downside with regular infantry suits, why should their be a downside with a pilot suit?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17322
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Posted - 2015.02.27 02:05:00 -
[38] - Quote
Spkr4theDead 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 No downside. There's no downside with regular infantry suits, why should their be a downside with a pilot suit?
Does the answer "Because we are better than them" satisfy you.
"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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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:05:00 -
[39] - Quote
Pokey Dravon wrote: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... I was talking to Taka about that a while ago, but didn't know how to put it in the right words. Question is, can I put all complex rep mods on a pilot suit at level 5, with rep at level 5 for infantry, and get an insane rep rate on a vehicle with just one mod?
Oh wait, that's OP.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:07:00 -
[40] - Quote
MINA Longstrike wrote: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. Highly desirable? To who? Nobody, that's who. Who wants to dump 3mil SP into a suit that offers no bonus to the hull, or no bonus to a module that will actually enable the vehicle to survive?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17322
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Posted - 2015.02.27 02:08:00 -
[41] - Quote
Spkr4theDead wrote:
The word you're looking for is complementary, not supplementary. The Amarr logi suit is complementary to the uplinks. You can use the suit without the links, but don't get a bonus to any other equipment. You can use uplinks with any other suit that has an equipment slot, but won't get the extra spawns or spawn time reduction.
You have me on that one.
Complements the play style.
For example and Amarrian Pilot suit might confer the following.
1-2% per level reduction to the heat build up of energy weapons on the hull. 1-2% per level tracking bonus for energy weapon on the hull (though this only really benefits tanks, lav, and DS gunners, not the DS pilots themselves)
"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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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:14:00 -
[42] - 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. 1. No negatives 2. No negatives 3. No negatives
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:20:00 -
[43] - Quote
Pokey Dravon wrote:Spkr4theDead wrote:[ Infantry gets 5% shield, armor, CPU and shield per level; 5% to armor plate, armor rep, shield extender, shield regulator and shield recharger efficacy per level for each individual module. If infantry can get that, surely we can get something from a pilot suit. True but it's not quite a direct translation. For example, Armor Repairers on vehicles rep %eHP quite a bit faster than they do on dropsuits. No s*** they do. It's a vehicle vs. a dropsuit. Amarr sentinel has 1344 at the absolute max, while an armor tank has 4000 minimum. That's a Captain Obvious on an insane level.Additionally we already have a skill which increases armor repair rate, just like infantry. However you're proposing a secondary bonus on top of the existing skill bonus. Cal assault - faster reload time (albeit useless) (already a skill for reload). Gal assault - reduced dispersion (already a skill for that). Amarr assault - reduced heat buildup for scrambler/laser rifles (operation does that). All commando suits - 5% reload bonus per level, making all weapons reload extremely fast. Not necessarily disagreeing with the idea, but you also can't make a direct comparison to dropsuits either. Of course a direct comparison can't be made, it's dropsuits and vehicles. Of course they're different. What I'm saying is, if infantry has a bonus that's good for them, why can't vehicles have the same thing?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:22:00 -
[44] - Quote
True Adamance wrote:Spkr4theDead 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 No downside. There's no downside with regular infantry suits, why should their be a downside with a pilot suit? Does the answer "Because we are better than them" satisfy you. What downside is there to any infantry skill in the game?
Answer: not a single one. Dropsuits complement weapons or equipment. Why should a pilot suit have a negative impact on the hull?
Again, not a single person would use those suits if there was a downside.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:25:00 -
[45] - Quote
True Adamance wrote:Spkr4theDead wrote:
The word you're looking for is complementary, not supplementary. The Amarr logi suit is complementary to the uplinks. You can use the suit without the links, but don't get a bonus to any other equipment. You can use uplinks with any other suit that has an equipment slot, but won't get the extra spawns or spawn time reduction.
You have me on that one. Complements the play style. For example and Amarrian Pilot suit might confer the following. 1-2% per level reduction to the heat build up of energy weapons on the hull. 1-2% per level tracking bonus for energy weapon on the hull (though this only really benefits tanks, lav, and DS gunners, not the DS pilots themselves) Those should be turret skills, not pilot suit skills.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17322
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Posted - 2015.02.27 02:34:00 -
[46] - Quote
Spkr4theDead wrote:True Adamance wrote:Spkr4theDead wrote:
The word you're looking for is complementary, not supplementary. The Amarr logi suit is complementary to the uplinks. You can use the suit without the links, but don't get a bonus to any other equipment. You can use uplinks with any other suit that has an equipment slot, but won't get the extra spawns or spawn time reduction.
You have me on that one. Complements the play style. For example and Amarrian Pilot suit might confer the following. 1-2% per level reduction to the heat build up of energy weapons on the hull. 1-2% per level tracking bonus for energy weapon on the hull (though this only really benefits tanks, lav, and DS gunners, not the DS pilots themselves) Those should be turret skills, not pilot suit skills.
Those very much so are a part of the Amarrian skill set. I see no reason a suit designed to support the pilots own operation capacity would not be able to improve these specific aspects.
I suppose though there do need to be skills for the heat build up because ideally if Rattati accepts it the Amarr turrets should not be reliant on ammunition at all.
"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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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 02:35:00 -
[47] - Quote
True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:Spkr4theDead wrote:
The word you're looking for is complementary, not supplementary. The Amarr logi suit is complementary to the uplinks. You can use the suit without the links, but don't get a bonus to any other equipment. You can use uplinks with any other suit that has an equipment slot, but won't get the extra spawns or spawn time reduction.
You have me on that one. Complements the play style. For example and Amarrian Pilot suit might confer the following. 1-2% per level reduction to the heat build up of energy weapons on the hull. 1-2% per level tracking bonus for energy weapon on the hull (though this only really benefits tanks, lav, and DS gunners, not the DS pilots themselves) Those should be turret skills, not pilot suit skills. Those very much so are a part of the Amarrian skill set. I see no reason a suit designed to support the pilots own operation capacity would not be able to improve these specific aspects. I want blaster proficiency to lower the heat, and a Gallente pilot suit to improve the rep rate. I want railgun proficiency to do the same thing, and a Caldari pilot suit to either improve the regen, or max shield.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17322
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Posted - 2015.02.27 02:47:00 -
[48] - Quote
Spkr4theDead wrote:True Adamance wrote:Spkr4theDead wrote:True Adamance wrote:Spkr4theDead wrote:
The word you're looking for is complementary, not supplementary. The Amarr logi suit is complementary to the uplinks. You can use the suit without the links, but don't get a bonus to any other equipment. You can use uplinks with any other suit that has an equipment slot, but won't get the extra spawns or spawn time reduction.
You have me on that one. Complements the play style. For example and Amarrian Pilot suit might confer the following. 1-2% per level reduction to the heat build up of energy weapons on the hull. 1-2% per level tracking bonus for energy weapon on the hull (though this only really benefits tanks, lav, and DS gunners, not the DS pilots themselves) Those should be turret skills, not pilot suit skills. Those very much so are a part of the Amarrian skill set. I see no reason a suit designed to support the pilots own operation capacity would not be able to improve these specific aspects. I want blaster proficiency to lower the heat, and a Gallente pilot suit to improve the rep rate. I want railgun proficiency to do the same thing, and a Caldari pilot suit to either improve the regen, or max shield.
Honestly I don't really think the Blaster even needs a heat mechanic but I guess people feel like its worth having....... certainly not the Railgun, and most certainly never artillery of missles.
"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
144
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Posted - 2015.02.27 03:04:00 -
[49] - Quote
Spkr4theDead 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 No downside. There's no downside with regular infantry suits, why should their be a downside with a pilot suit?
Plates: movement penalty Extends: recharge delay Energizers: max hp.
Plus, it could make you think hard and well about What you fit.
Or we'll just have damage control/modifiers stacked all over the place and it'll become bland :/
Imagine... 5 complex shield damage control (only 2 damage types in the sense of vehicles so... Might as well keep it shield and armor) then a hardener on top of that? Shield recharge isn't breaking at all any time soon.
Well... If you want to be as basic as infantry suits? Or wouldn't you rather become a fitting master that manages to make the superior all round vehicle by balancing the pros and cons?
No need for HUGE penalties, but tiny ones...let us all Vote on it later
Entering the void and becoming wind.
Message for 1v1 air to air
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5062
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Posted - 2015.02.27 03:12:00 -
[50] - Quote
Spkr4theDead wrote: No negatives at all. There would be no reason at all to use a pilot suit if they have drawbacks.
So there's no point to use, Shield Energizers, Shield Extenders, or Armor Plates either? Because those are assets that have drawbacks.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1806
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Posted - 2015.02.27 03:14:00 -
[51] - 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.
No- it should be if you call in your vehicle in a pilot suit- it spawns just like it spawns without out those bolas.
Acquire Currency, Disregard Female Canis lupus familiaris
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5062
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Posted - 2015.02.27 03:15:00 -
[52] - Quote
Spkr4theDead [i wrote:No s*** they do. It's a vehicle vs. a dropsuit. Amarr sentinel has 1344 at the absolute max, while an armor tank has 4000 minimum. That's a Captain Obvious on an insane level.[/i]
I know you struggle with basic math, but do you need me to explain how percentages work? It's ok to admit if you're uneducated, I'm here to help and I want you to learn these basic skills.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1806
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Posted - 2015.02.27 03:17:00 -
[53] - Quote
Pokey Dravon wrote:Spkr4theDead [i wrote:No s*** they do. It's a vehicle vs. a dropsuit. Amarr sentinel has 1344 at the absolute max, while an armor tank has 4000 minimum. That's a Captain Obvious on an insane level.[/i]
I know you struggle with basic math, but do you need me to explain how percentages work? It's ok to admit if you're uneducated, I'm here to help and I want you to learn these basic skills.
Why do you find a need to provoke people on the forums?
Acquire Currency, Disregard Female Canis lupus familiaris
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5062
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Posted - 2015.02.27 03:18:00 -
[54] - Quote
Sir Dukey wrote:Pokey Dravon wrote:Spkr4theDead [i wrote:No s*** they do. It's a vehicle vs. a dropsuit. Amarr sentinel has 1344 at the absolute max, while an armor tank has 4000 minimum. That's a Captain Obvious on an insane level.[/i]
I know you struggle with basic math, but do you need me to explain how percentages work? It's ok to admit if you're uneducated, I'm here to help and I want you to learn these basic skills. Why do you find a need to provoke people on the forums?
Because he doesn't know what a percentage is, and has admitted in the past that he's bad with numbers?
I mean honestly, if someone is going to have an educated discussion about balance, they need to have a few of the basics.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5062
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Posted - 2015.02.27 04:02:00 -
[55] - Quote
Shamarskii Simon wrote: Alright!
[reserved]
As promised, pulled some data on rigs and modules from EVE that have upsides and downsides that could be converted over to Dust terms. Really only for inspiration, but enough to help think of some ideas. If you're not familiar with how capacitor works in EVE, probably the rough translation into Dust terms would be:
Cap Capacity = Active Module Duration Cap Recharge = Active Module Cooldown
This is a GROSSLY simplified translation, but Dust in general is grossly simplified compared to EVE anyways. Also note that there are a few other Rigs/modules out there that don't really translate into Dust terms for vehicles (lock times, ECM, ect.) so I didn't include them.
Rigs Armor Increased Resistance - Decreased Max Velocity Increased Armor Repair - Increase PG Cost Increased Armor HP - Decreased Max Velocity
Shield Increased resistance - Increased Signature Decreased Cap Use - Increased Signature Increased Shield HP - Increased Signature Increased Shield Regen - Increased Signature Increased Shield Booster - Increased Signature
Astronautics Increased Max Velocity - Decreased Armor HP Increased Cargo capacity - Decreased Armor HP Decreased Afterburner Cap Cost - Decreased Armor HP Increased Afterburner Duration - Decreased Armor HP Increased Ship Agility - Decreased Armor HP Increased Velocity and Agility - Decreased Armor HP
Engineering Increased Powergrid - No Downside Decreased Powergrid Use - No Downside Increase Cap Recharge Rate - No Downside Increased CPU - No Downside Decreased CPU Usage - No Downside Increased Capacitor - No Downside
Turrets Decrease CPU Cost - Increased PG Cost Increased Falloff Range - Increased PG Cost Increased Fire Rate - Increased PG Cost Increased Damage - Increased PG Cost Decreased Cap Usage - Increased PG Cost Increased Optimal Range - Increase PG Cost Increased Tracking Speed - Increased PG Cost
Missiles Increased Fire Rate - Increased CPU Cost Increased Velocity - Increased CPU Cost Increased Flight Time - Increase CPU Cost Increased Damage - Increased CPU Cost Decreased Explosion Radius (This is actually a good thing in EVE ^_^) - Increased CPU cost
Modules Increase Cap Recharge Rate - Increased Cap Capacity Increased Cap Recharge Rate- Increased Shield Boosting Increased Armor HP - Decreased Agility and Speed Increased Cargo capacity - Decreased Speed Increased Agility - Decreased Armor HP Increased Speed - Decreased Cargo Capacity Increased Shield Recharge - Decreased Shield HP Increased Shield HP - Increased Signature
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 06:02:00 -
[56] - Quote
Shamarskii Simon wrote:Spkr4theDead 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 No downside. There's no downside with regular infantry suits, why should their be a downside with a pilot suit? Plates: movement penalty Extends: recharge delay Energizers: max hp. Plus, it could make you think hard and well about What you fit. Or we'll just have damage control/modifiers stacked all over the place and it'll become bland :/ Imagine... 5 complex shield damage control (only 2 damage types in the sense of vehicles so... Might as well keep it shield and armor) then a hardener on top of that? Shield recharge isn't breaking at all any time soon. Well... If you want to be as basic as infantry suits? Or wouldn't you rather become a fitting master that manages to make the superior all round vehicle by balancing the pros and cons? No need for HUGE penalties, but tiny ones...let us all Vote on it later. Idea: pilot suit; 10% reduction to vehicle link module fitting per level. Then racial bonuses get looked at later. Bonuses
Those are modules added.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Lady MDK
Kameira Lodge Amarr Empire
295
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Posted - 2015.02.27 06:02:00 -
[57] - 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
What he said...
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 06:03:00 -
[58] - Quote
Pokey Dravon wrote:Spkr4theDead [i wrote:No s*** they do. It's a vehicle vs. a dropsuit. Amarr sentinel has 1344 at the absolute max, while an armor tank has 4000 minimum. That's a Captain Obvious on an insane level.[/i]
I know you struggle with basic math, but do you need me to explain how percentages work? It's ok to admit if you're uneducated, I'm here to help and I want you to learn these basic skills. So do you mean to tell me that an Amarr has a different max armor value, and an armor tank has a different max armor value as well? I use both. I see the numbers all the time, I know what I'm talking about. That has nothing to do with math.
If you're going to try to troll me in that way, go away. You have terrible ideas and need to stop spreading them like AIDS.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3000
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Posted - 2015.02.27 06:04:00 -
[59] - Quote
Sir Dukey wrote:Pokey Dravon wrote:Spkr4theDead [i wrote:No s*** they do. It's a vehicle vs. a dropsuit. Amarr sentinel has 1344 at the absolute max, while an armor tank has 4000 minimum. That's a Captain Obvious on an insane level.[/i]
I know you struggle with basic math, but do you need me to explain how percentages work? It's ok to admit if you're uneducated, I'm here to help and I want you to learn these basic skills. Why do you find a need to provoke people on the forums? Superiority complex
He doesn't play the game, doesn't use vehicles, yet fully believes he knows what's best.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5064
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Posted - 2015.02.27 06:37:00 -
[60] - Quote
Spkr4theDead wrote:Pokey Dravon wrote:Spkr4theDead [i wrote:No s*** they do. It's a vehicle vs. a dropsuit. Amarr sentinel has 1344 at the absolute max, while an armor tank has 4000 minimum. That's a Captain Obvious on an insane level.[/i]
I know you struggle with basic math, but do you need me to explain how percentages work? It's ok to admit if you're uneducated, I'm here to help and I want you to learn these basic skills. So do you mean to tell me that an Amarr has a different max armor value, and an armor tank has a different max armor value as well? I use both. I see the numbers all the time, I know what I'm talking about. That has nothing to do with math. If you're going to try to troll me in that way, go away. You have terrible ideas and need to stop spreading them like AIDS.
Oh dear, ok, here's a math lesson.
Take the HAV's armor, divide it by the HP/s of a Complex Heavy Armor Repairer. That gives you the time required to full repair all of its armor.
Now take say an Amarr or Gallente's Armor HP, divide it by the HP/s of a Complex Armor Repairer. That gives you the time required to fully repair all of its armor.
Now you have both units in Seconds until full repair, which is comparable between the two because its a single, like unit. In this case "Seconds until full repair"
Lets do an example:
Tank A has 4000 Armor, and repairs at 100 HP per second. Dropsuit B has 1000 Armor and repairs at 25HP per second.
This is where you pop is and say "DURRRRR THE TANK GETS ITS HP BACK FASTER BECAUSE 100 IS GREATER THAN 25!"
But then you take 4000 HP and divide by 100 to get 40 seconds.
Then you take 1000 HP and divide by 25 to get 40 seconds.
So in this example, they both regenerate the same percentage of their total HP per second. And that's how ratios work. Any questions? Like I get that you're a very angry individual, but I think you're missing some key concepts here and I'd really like you to understand, because I think we might actually see more eye to eye.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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