|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
duster 35000
Algintal Core Gallente Federation
375
|
Posted - 2015.03.11 06:37:00 -
[1] - Quote
CCP Rattati wrote:Because I still worry about balance of the prototype HAVs, and want them to be consciously committed to battle, not thrown around like candy, we are pricing them at
STD/ADV/PRO @ 97,500/195,000/682,500 ISK for all HAV tiers
This is below what some tankers felt was right, and above what some tankers felt was right. The CPM was also consulted.
It is also a much lower increase per tier than f.ex. specialized dropsuits.
Really? 682k for a proto hull? Adv is the best hull, slightly less recources, much less price.
Molestia approved
|
duster 35000
Algintal Core Gallente Federation
375
|
Posted - 2015.03.11 07:15:00 -
[2] - Quote
CCP Rattati wrote:duster 35000 wrote:CCP Rattati wrote:Because I still worry about balance of the prototype HAVs, and want them to be consciously committed to battle, not thrown around like candy, we are pricing them at
STD/ADV/PRO @ 97,500/195,000/682,500 ISK for all HAV tiers
This is below what some tankers felt was right, and above what some tankers felt was right. The CPM was also consulted.
It is also a much lower increase per tier than f.ex. specialized dropsuits.
Really? 682k for a proto hull? Adv is the best hull, slightly less recources, much less price. That's the point really of the whole DUST 514 philosophy, proto is incrementally better, much more expensive But that's kind of too expensive. IMO, 350k or 400k would have been better.
Eh, I'll still use it, but the price feels like 1.6 Uprising.
Molestia approved
|
duster 35000
Algintal Core Gallente Federation
375
|
Posted - 2015.03.11 07:37:00 -
[3] - Quote
Pokey Dravon wrote:duster 35000 wrote:CCP Rattati wrote:duster 35000 wrote:CCP Rattati wrote:Because I still worry about balance of the prototype HAVs, and want them to be consciously committed to battle, not thrown around like candy, we are pricing them at
STD/ADV/PRO @ 97,500/195,000/682,500 ISK for all HAV tiers
This is below what some tankers felt was right, and above what some tankers felt was right. The CPM was also consulted.
It is also a much lower increase per tier than f.ex. specialized dropsuits.
Really? 682k for a proto hull? Adv is the best hull, slightly less recources, much less price. That's the point really of the whole DUST 514 philosophy, proto is incrementally better, much more expensive But that's kind of too expensive. IMO, 350k or 400k would have been better. Eh, I'll still use it, but the price feels like 1.6 Uprising. To be fair in this case, the Proto hull is 350% the price of a an Advanced hull. Incidentally, Proto dropsuits are 400% the price of Advanced dropsuits. And? 1 mil for a tank...while we still get small payouts.
Molestia approved
|
duster 35000
Algintal Core Gallente Federation
378
|
Posted - 2015.03.11 19:08:00 -
[4] - Quote
True Adamance wrote:duster 35000 wrote:CCP Rattati wrote:duster 35000 wrote:CCP Rattati wrote:Because I still worry about balance of the prototype HAVs, and want them to be consciously committed to battle, not thrown around like candy, we are pricing them at
STD/ADV/PRO @ 97,500/195,000/682,500 ISK for all HAV tiers
This is below what some tankers felt was right, and above what some tankers felt was right. The CPM was also consulted.
It is also a much lower increase per tier than f.ex. specialized dropsuits.
Really? 682k for a proto hull? Adv is the best hull, slightly less recources, much less price. That's the point really of the whole DUST 514 philosophy, proto is incrementally better, much more expensive But that's kind of too expensive. IMO, 350k or 400k would have been better. Eh, I'll still use it, but the price feels like 1.6 Uprising. Better days mate, just remember the beauty of 1.6 *sniff* bee-you-tea-full.
Molestia approved
|
duster 35000
Algintal Core Gallente Federation
378
|
Posted - 2015.03.11 19:19:00 -
[5] - Quote
Spkr4theDead wrote:duster 35000 wrote: *sniff* bee-you-tea-full.
Active reps, more mods. I miss those days. Back then, tanks could actually take a beating and it came down to experience, rather than who sees who first. That's extremely boring and makes for fights that are far too fast. Throw in AV, and it's no fun at all, because where there's one there's 3. Why use a vehicle? Eh, ever since the blaster dispersion nerf, its use was severely reduced.
I mean, it needed some dispersion, but ugh, it seems a bit much at times.
I remember the active shield reps. could have been slightly better, but it made them good.
Molestia approved
|
duster 35000
Algintal Core Gallente Federation
378
|
Posted - 2015.03.11 19:30:00 -
[6] - Quote
Spkr4theDead wrote:duster 35000 wrote:Spkr4theDead wrote:duster 35000 wrote: *sniff* bee-you-tea-full.
Active reps, more mods. I miss those days. Back then, tanks could actually take a beating and it came down to experience, rather than who sees who first. That's extremely boring and makes for fights that are far too fast. Throw in AV, and it's no fun at all, because where there's one there's 3. Why use a vehicle? Eh, ever since the blaster dispersion nerf, its use was severely reduced. I mean, it needed some dispersion, but ugh, it seems a bit much at times. I remember the active shield reps. could have been slightly better, but it made them good. Slightly better? They needed quite a buff, along with the shield hardeners lasting a lot longer. 10 seconds was nothing; should've at least been 30 seconds, since they were 60% vs the armor hardeners being 40% or 45% at the complex level. Armor hardeners were 25% reduction I believe, I used 2. Shield hards had long cooldown, 10 sec duration, 30% DR, or 40%
Molestia approved
|
duster 35000
Algintal Core Gallente Federation
378
|
Posted - 2015.03.11 20:39:00 -
[7] - Quote
True Adamance wrote:Pokey Dravon wrote:duster 35000 wrote: Armor hardeners were 25% reduction I believe, I used 2. Shield hards had long cooldown, 10 sec duration, 30% DR, or 40%
Active Armor was 25%, Active Shield was 30% but the duration was so short you were typically better off running passives at 15% each. I do really miss Passives, I felt they were a good option for players to have and also worth considering implementing to follow the same skill tree design as the EVE passive resistance modules [streamlined] into one skill. They're kind of key to my idealised Amarr HAV fitting. E.g- Passive Armour Hardeners Operate on the basis of 16.25%, 17.5%, and 18.75% from Basic to Prototype and are modified in efficiency by the skill Armour Adaption [old skill but rather than hull bonuses it applied to resistance module bonuses] by 2% per level. This means per tier descending from STD to PRO your resistance modules could look like 16.25 * 1.1 = 17.875 17.5 * 1.1 = 19.25 18.75 * 1.1 = 20.625 So, passive armor hardeners were better than shield ones? Of course.
Molestia approved
|
|
|
|