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Stalken Pathfinder
Shadow Company HQ Lokun Listamenn
90
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Posted - 2015.03.13 00:58:00 -
[1] - Quote
Overall I really like what you guys have tried to do with HAV. Thank you for all the hard work you put into this.
That being said I think the proto hulls need more flexibility in terms of fitting in order to achieve more durable builds. Especially madrugers; they are much better than they were but still not quite where they need to be. Armor reps slow over time need larger buffer so they don't get insta-popped by missile/rails with very high alpha damage. Need 1 more low slot so you can fit a PG or CPU extender without sacrificing EHP. That or just give them more base CPU and pg to start with. Also take away the third high slot. Make us choose between damage amp plus heat sink OR fuel injector, not all three. Therefore tanks that want to do max dmg have to sacrifice EHP in the form of damage avoidance vis a vis fuel injector. Armor tanks still cannot sit in one place and deliver punishment like they supposed to be. You still have to play them hit and run play style right now.
I am not asking for or expecting Marauders. But these new proto tanks are too weak to cost what they do right now. So please consider a couple minor tweaks or drop proto hull prices by 25%.
Just my 2 cents. Thanks again for the update! Really glad this game is still fighting for its life. #dustonps4 #ibelieve |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17618
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Posted - 2015.03.13 01:07:00 -
[2] - Quote
Bear in mind CCP Rattati is preping for a multi stage approach to vehicle changes which includes the introduction of reskinned hulls to represent the Amarr and Minmatar Tanks.
Minmatar HAV - 4/3 Amarr HAV - 2/5
I suggest that if you are interested in the 2/5 scenario you hold out for that Amarr HAV reskin and make use of it then, untill then you can use the Gallente hull to practice fitting to determine what you like in terms of Armour and in terms of your utility modules for which one you want to give up.
Personally I'm hoping for Passive Plating in subsequent updates and active armour reps so I can operate on a build like this...
2x 120mm Plate 1x Hardener 1x Passive Plate 1x Heavy Repairer
Oddly enough given how weirdly tough a few pre-patch Maddies were I'd keep trying with the Gallente rep based tanking style might work a bit better now.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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CCP Rattati
C C P C C P Alliance
18601
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Posted - 2015.03.13 01:10:00 -
[3] - Quote
one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17618
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Posted - 2015.03.13 01:13:00 -
[4] - Quote
CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper?
Can you define the term "Armour Booster" for me as I am not sure if you are referring to passive reps or something else entirely.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Nocturnal Soul
Primordial Threat
5893
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Posted - 2015.03.13 01:14:00 -
[5] - Quote
CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper? Do you mean the passive rep mods we have now vs the active ones of 1.7?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Proto Annihilator
16 Vandals
684
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Posted - 2015.03.13 01:17:00 -
[6] - Quote
CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper?
We are forced to stay moving.
World of hurt
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Soul Cairn
Negative-Feedback
190
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Posted - 2015.03.13 01:17:00 -
[7] - Quote
Nocturnal Soul wrote:CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper? Do you mean the passive rep mods we have now vs the active ones of 1.7? I think that is what he means.
Don't be fooled, I'm Caldari
Vehicular Specialist
Grandmaster Bump
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Everything Dies
Not Another Dust Corporation
1276
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Posted - 2015.03.13 01:18:00 -
[8] - Quote
Tanks do seem awfully squishy now. Rather than make sweeping changes, however, I would like to see the base HP values of the tanks restored to what they were before trying to "fix" the values of all the modules.
Mike Patton is the greatest singer in music. Proof
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17619
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Posted - 2015.03.13 01:30:00 -
[9] - Quote
Soul Cairn wrote:Nocturnal Soul wrote:CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper? Do you mean the passive rep mods we have now vs the active ones of 1.7? I think that is what he means.
Assuming that is the case I found it to be a more engaging and tactical form of gameplay than leaving the entirety of my tanks repair operations to be a passive attribute. What previously gave armour tanks their waves of opportunity were arguably the active repairers themselves.
It was possible to operate within an area while you hardeners were active but choosing when and how to use your active reps was a skill in of itself and it was that ability to choose specifically when you needed a boost to armour values that determined who were the really good tankers of the old days.
More to the point I believe it represents positive EVE/Dust continuity. Armour is typically represented by the traits of having slightly higher raw HP and partially higher eHP than shields but balanced out by having no repairs at all.
To put it into more perspective from a gameplay scenario we've had issues in the past where high passive repair values make tanks with high eHP values virtually indestructible being able to withstand AV and during the reload/down times piratically regenerate all of their HP. This was not something I personally was a fan of....I think it makes it too easy to regulate your repairs rather than relying on fitting and skill to manage those repair cycles. I think universally amongst most pilots people liked the old armour repairers that were active [don't quote me on that!].
EDIT- GImme Half and Hour to eat lunch and I'll make a much better argument for them.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Nocturnal Soul
Primordial Threat
5894
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Posted - 2015.03.13 01:45:00 -
[10] - Quote
Going off of what True said, its also why a group of people were and still are completely against the idea of having native reps on anything in the game. We just want Dust to be Eve online on the ground.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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thehellisgoingon
MONSTER SYNERGY
359
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Posted - 2015.03.13 01:51:00 -
[11] - Quote
You clowns... skill in to minmatar assault unless you already did. Skill into blue bottles. And red ones. Now jump.
By the end of today there should be some nice fittings popping up here n there... until then just get gud scrub.
Btw any tankers try the new ambush??? It's so fun!
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Aeon Amadi
Chimera Core
8990
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Posted - 2015.03.13 02:30:00 -
[12] - Quote
CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper?
Well, if you're referring to lore differences in the terminology:
Shield Boosters (and armor there-in) are essentially expending capacitor energy to increase the strength of the shields in question. So for armor, you could say that 'boosters' would essentially expend capacitor energy to increase the durability of the plating but this is technically what an Armor Hardener or Energized Plating does. You could also explain this away as capacitor energy being used to 'overcharge' the nano-assemblers of the repair device in question.
Armor Repairers as a whole use nano-assemblers to repair damage to armor plating, but an Active Armor Repper could essentially be a 'stock' of those nano-assemblers which it expels all at once to provide a massive burst of rep strength and then requires a cooldown to restock the nano-assemblers.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Gh0st Blade
KnightKiller's inc.
46
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Posted - 2015.03.13 02:42:00 -
[13] - Quote
Ratatti there are no armor boosters only the hardeners with passive reps from modules. When did you last play the actual game?
The hunting is always a challenge
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2656
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Posted - 2015.03.13 02:43:00 -
[14] - Quote
CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper? Armor booster? I assume you mean passive reps
Basically, passive reps are kind of boring; they sit there and work all day, every day. consequently, they are either very weak or crazy OP. Now active reps can rep way more than a passive can. But the active rep is only for a limited time, meaning you can easily repair through AV while it's up, but are very vulnerable while it's down.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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bastille123
10
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Posted - 2015.03.13 02:43:00 -
[15] - Quote
Stalken Pathfinder wrote:Overall I really like what you guys have tried to do with HAV. Thank you for all the hard work you put into this.
That being said I think the proto hulls need more flexibility in terms of fitting in order to achieve more durable builds. Especially madrugers; they are much better than they were but still not quite where they need to be. Armor reps slow over time need larger buffer so they don't get insta-popped by missile/rails with very high alpha damage. Need 1 more low slot so you can fit a PG or CPU extender without sacrificing EHP. That or just give them more base CPU and pg to start with. Also take away the third high slot. Make us choose between damage amp plus heat sink OR fuel injector, not all three. Therefore tanks that want to do max dmg have to sacrifice EHP in the form of damage avoidance vis a vis fuel injector. Armor tanks still cannot sit in one place and deliver punishment like they supposed to be. You still have to play them hit and run play style right now.
I am not asking for or expecting Marauders. But these new proto tanks are too weak to cost what they do right now. So please consider a couple minor tweaks or drop proto hull prices by 25%.
Just my 2 cents. Thanks again for the update! Really glad this game is still fighting for its life. #dustonps4 #ibelieve
dont forget that tanks i general now has the lowest EHP in the entire history of DUST no other build had them this squishy not even enforcers had EHP this low
GIF in the forums: oh well it was good till it lasted
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17623
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Posted - 2015.03.13 02:46:00 -
[16] - Quote
bastille123 wrote:Stalken Pathfinder wrote:Overall I really like what you guys have tried to do with HAV. Thank you for all the hard work you put into this.
That being said I think the proto hulls need more flexibility in terms of fitting in order to achieve more durable builds. Especially madrugers; they are much better than they were but still not quite where they need to be. Armor reps slow over time need larger buffer so they don't get insta-popped by missile/rails with very high alpha damage. Need 1 more low slot so you can fit a PG or CPU extender without sacrificing EHP. That or just give them more base CPU and pg to start with. Also take away the third high slot. Make us choose between damage amp plus heat sink OR fuel injector, not all three. Therefore tanks that want to do max dmg have to sacrifice EHP in the form of damage avoidance vis a vis fuel injector. Armor tanks still cannot sit in one place and deliver punishment like they supposed to be. You still have to play them hit and run play style right now.
I am not asking for or expecting Marauders. But these new proto tanks are too weak to cost what they do right now. So please consider a couple minor tweaks or drop proto hull prices by 25%.
Just my 2 cents. Thanks again for the update! Really glad this game is still fighting for its life. #dustonps4 #ibelieve dont forget that tanks i general now has the lowest EHP in the entire history of DUST no other build had them this squishy not even enforcers had EHP this low
The armour I have planned has, with two reppers, 585 more hp and significantly more EHP than the previous build's madrugar, not to mention the shield tank has the potential for more eHP. If i were to consider the tank I actually plan of using it has almost as much raw HP as my old maddy had EHP
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
152
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Posted - 2015.03.13 03:03:00 -
[17] - Quote
True Adamance wrote:
Passive Armour Tanking - Like Passive Shield Tanking revolves around building up armour resistances and raw HP to achieve extremely high eHP levels with the purpose of withstanding all damage thrown at it and being able to slink home at the end of the engagement as it has 0 armour regeneration. Active Armour Tanking- Again like Active Shield Tanking Active Armour Tanking makes use of prolifically powerful armour repair modules to mitigate damage as well as powerful active armour repairs to absorb and repair through incoming damage.
If that's how armor works eve-side, how does the Gallente tanking style play out? Here in Dust, Gallente rely on constant, passive reps.
"Death by Carbonation"
-Quafe weapons
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Nocturnal Soul
Primordial Threat
5896
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Posted - 2015.03.13 03:09:00 -
[18] - Quote
Ralden Caster wrote:True Adamance wrote:
Passive Armour Tanking - Like Passive Shield Tanking revolves around building up armour resistances and raw HP to achieve extremely high eHP levels with the purpose of withstanding all damage thrown at it and being able to slink home at the end of the engagement as it has 0 armour regeneration. Active Armour Tanking- Again like Active Shield Tanking Active Armour Tanking makes use of prolifically powerful armour repair modules to mitigate damage as well as powerful active armour repairs to absorb and repair through incoming damage.
If that's how armor works eve-side, how does the Gallente tanking style play out? Here in Dust, Gallente rely on constant, passive reps. They usually get bonuses to rep rate/efficiency/ect... Edit: Infantry can keep the passive module reps its vehicles that need the change back.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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bastille123
10
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Posted - 2015.03.13 03:14:00 -
[19] - Quote
True Adamance wrote:bastille123 wrote:Stalken Pathfinder wrote:Overall I really like what you guys have tried to do with HAV. Thank you for all the hard work you put into this.
That being said I think the proto hulls need more flexibility in terms of fitting in order to achieve more durable builds. Especially madrugers; they are much better than they were but still not quite where they need to be. Armor reps slow over time need larger buffer so they don't get insta-popped by missile/rails with very high alpha damage. Need 1 more low slot so you can fit a PG or CPU extender without sacrificing EHP. That or just give them more base CPU and pg to start with. Also take away the third high slot. Make us choose between damage amp plus heat sink OR fuel injector, not all three. Therefore tanks that want to do max dmg have to sacrifice EHP in the form of damage avoidance vis a vis fuel injector. Armor tanks still cannot sit in one place and deliver punishment like they supposed to be. You still have to play them hit and run play style right now.
I am not asking for or expecting Marauders. But these new proto tanks are too weak to cost what they do right now. So please consider a couple minor tweaks or drop proto hull prices by 25%.
Just my 2 cents. Thanks again for the update! Really glad this game is still fighting for its life. #dustonps4 #ibelieve dont forget that tanks i general now has the lowest EHP in the entire history of DUST no other build had them this squishy not even enforcers had EHP this low Have you done the eHP calculations correctly. If I'm not mistaken tanks have the capacity to be much more powerful than they were if you skill into them properly and invest ISK correctly.
well i was talking about base EHP, besides before 1.7 we had passive recistance to all damage not to mention that i do have almost all skills and optimizations maxed and only to end up with an almost identical perfomance of the previus maddy the real difference here (in my opinion ) is the hardener buff and and pricing
GIF in the forums: oh well it was good till it lasted
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Thaddeus Reynolds
Facepunch Security
218
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Posted - 2015.03.13 03:15:00 -
[20] - Quote
Ralden Caster wrote:True Adamance wrote:
Passive Armour Tanking - Like Passive Shield Tanking revolves around building up armour resistances and raw HP to achieve extremely high eHP levels with the purpose of withstanding all damage thrown at it and being able to slink home at the end of the engagement as it has 0 armour regeneration. Active Armour Tanking- Again like Active Shield Tanking Active Armour Tanking makes use of prolifically powerful armour repair modules to mitigate damage as well as powerful active armour repairs to absorb and repair through incoming damage.
If that's how armor works eve-side, how does the Gallente tanking style play out? Here in Dust, Gallente rely on constant, passive reps.
Gallente Primarily work on Active Armour Tanking as a racial philosophy (their ships primary defense bonus is a 7.5% bonus to Armor Repairer Effectiveness per level), although a ship will be fit differently dependent on the situation at hand...the way I like to see it space-side is the Gallente/Minmatar focus on the individual platform (with their bonus to native repairers, which are active), while Amarr/Caldari focus primarily on the group of platforms (Caldari and Amarr get 4% resistance per level, so amplify the effectiveness on remote reps coming in on them from logi).
Essentially, Gallente ships when fit to their racial philosophy will have lower HP than their Amarr Counterparts, and better mobility...however their defense is supplemented by their powerful local active reps (while still leaving them vulnerable to capacitor warfare, and relying on a pilot's decision to fit 2 smaller reps to work together, or 1 giant rep to heal a bunch at a a time).
Often times though, ships will completely forgo native reps in favor of using a logistics support wing (Space Logi is extremely powerful, some would say overpowered, and if we had our logi anything like what they are in space the tears would be glorious indeed).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Kuruld Sengar
Demonite's Legion
260
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Posted - 2015.03.13 03:28:00 -
[21] - Quote
CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper? Overall the booster would be ideal when fighting high alpha enemies, while the active repairer is ideal for sustained low alpha attacks.
The repairer can help mitigate the gradual dps of things like blasters, swarms (when hardened), and the pseudo av weapons like assault hmg and mass driver. Against those things it would be very effective. But if the enemy is using high alpha, a portion of potential armor repair from each activation of the module would be wasted on death since the reps cannot overcome the alpha strikes.
The booster on the other hand is not as good for sustained engagements, but is effective at recovering from alpha strikes such as remotes, rails, forge, plasma cannon, and av nade spam. Since the repairs per activation are all added at once, the risk of death due to lack of running time is not an issue.
Ideally I want to keep my tank at as much armor as possible. When fighting a blaster, an active repairer would be most effective since letting your armor degrade enough to get full efficacy out of the booster leaves you vulnerable to sudden alpha strikes. The booster would instead be best when fighting a rail as the alpha strike is a guarantee, the repairer may not be able to regenerate enough armor to prevent a followup strike from destroying your tank, and a well timed booster pulse can land between shots. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17626
|
Posted - 2015.03.13 03:32:00 -
[22] - Quote
Ralden Caster wrote:True Adamance wrote:
Passive Armour Tanking - Like Passive Shield Tanking revolves around building up armour resistances and raw HP to achieve extremely high eHP levels with the purpose of withstanding all damage thrown at it and being able to slink home at the end of the engagement as it has 0 armour regeneration. Active Armour Tanking- Again like Active Shield Tanking Active Armour Tanking makes use of prolifically powerful armour repair modules to mitigate damage as well as powerful active armour repairs to absorb and repair through incoming damage.
If that's how armor works eve-side, how does the Gallente tanking style play out? Here in Dust, Gallente rely on constant, passive reps.
Gallente in EVE are Active Armour tankers for the most part though that does the description of tanking in EVE a great disservice. Basically like the Amarr the Gallente are JUST armour tankers which means they can both passive and active tank. However several of their ships gain bonuses to armour repair rates which leads to this ideal that they are a repair based race. However unlike Dust EVE has NO PASSIVE ARMOUR REPAIRS, all armour repairs come from a source, either being Active Repair Modules or Remote Repair Modules.
In EVE for example what one typically might do it fit different kinds of Active Repair Modules to their vessels and combine those with plates and comparatively lesser armour resistance values to absorb and nullify incoming damage while either rushing in with Blasters or trying to Kite with Drones.
This differs from the Amarr who in my experience are better suited to Passive Tanking and combine Armour Plates with various resistance based modules accentuated by specific ships with armour resistance bonuses and unlike the Gallente try to rely on having significantly superior eHP to cover for the fact they have no repair value so to speak.
In Dust what has happened since Uprising 1.7 is that the old Active Armour Repairers that we used to have to activate to provided any repairs at all were entirely scrapped and replaced by the passive no in put variants we have now. Basically one could say that in Dust the Gallente might as well have their racial doctrine represented by repairs no matter what form they come in.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Bright Cloud
Namtar Elite Gallente Federation
868
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Posted - 2015.03.13 03:41:00 -
[23] - Quote
I think the tanks are fine as how they are now. However AV grenades and the nanohive buff makes you pay more attention to your surroundings and a scanner can save your life to prevent a ambush. Overall i think armor tanks have now the edge over shield tanks simply because of this:
-armor hardeners are now 40% (thats a huge buff right there) -3 high slots offer you utility of damage, suppression fire, recon, mobile spawns or enhanced mobility
Its a all in 1 package and if you fit a single complex heavy repper on it then you will have much higher armor regen then a gunnlogi could achieve with passive shield regen.
Bright is the opposite of dark! Who would have thought of that?!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17626
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Posted - 2015.03.13 03:46:00 -
[24] - Quote
Bright Cloud wrote:I think the tanks are fine as how they are now. However AV grenades and the nanohive buff makes you pay more attention to your surroundings and a scanner can save your life to prevent a ambush. Overall i think armor tanks have now the edge over shield tanks simply because of this:
-armor hardeners are now 40% (thats a huge buff right there) -3 high slots offer you utility of damage, suppression fire, recon, mobile spawns or enhanced mobility
Its a all in 1 package and if you fit a single complex heavy repper on it then you will have much higher armor regen then a gunnlogi could achieve with passive shield regen.
Arguably to some extent how it should be but we need to get CCP Rattati to see the merits of Active Armour Repairs over Passives.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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BIGolePECKERwood
Heaven's Lost Property
2
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Posted - 2015.03.13 03:58:00 -
[25] - Quote
Amen to that. So has anyone else noticed the tanks are nerfed?? This is BS. I had four tank fittings that 'exceeded available CPU' guess this new 'hot fix' isn't so hot after all. This is bullshit man when are they going to stop ******* this game up?
The Eye of the Patriot Looks through the Scope
The Unknowing tyrant Walks to the Rope
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17629
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Posted - 2015.03.13 04:01:00 -
[26] - Quote
BIGolePECKERwood wrote: Amen to that. So has anyone else noticed the tanks are nerfed?? This is BS. I had four tank fittings that 'exceeded available CPU' guess this new 'hot fix' isn't so hot after all. This is bullshit man when are they going to stop ******* this game up?
In what way do you mean nerfed?
Edit- Even at basic level the Marduk have 810 more eHP than a standard Maddy would and 255 repairs per second with its 40% armour hardener, all that you have to do is accept that now we have tiers the Standard of the past does not represent the standard of today which is already arguably better than what it used to be.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Bright Cloud
Namtar Elite Gallente Federation
869
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Posted - 2015.03.13 04:09:00 -
[27] - Quote
True Adamance wrote:Bright Cloud wrote:I think the tanks are fine as how they are now. However AV grenades and the nanohive buff makes you pay more attention to your surroundings and a scanner can save your life to prevent a ambush. Overall i think armor tanks have now the edge over shield tanks simply because of this:
-armor hardeners are now 40% (thats a huge buff right there) -3 high slots offer you utility of damage, suppression fire, recon, mobile spawns or enhanced mobility
Its a all in 1 package and if you fit a single complex heavy repper on it then you will have much higher armor regen then a gunnlogi could achieve with passive shield regen. Arguably to some extent how it should be but we need to get CCP Rattati to see the merits of Active Armour Repairs over Passives. Oh yeah i remember the active armor reps. They gave any armor tank godmode while they where running. I do not want that this makes a return. Basically as long the madrugar was gloving he was capable to neglect any damage cause its armor reps whre stronger then a tripple damage modded large missile launcher DPS output on a falchion.
But if we are at silly ideas why not bring marauders from the closed beta back that had a 50% damage bonus on the hull and could instapop everything with a single large rail hit.
Bright is the opposite of dark! Who would have thought of that?!
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2549
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Posted - 2015.03.13 04:09:00 -
[28] - Quote
Active armor reps come out of the dynamic or 'waves of opportunity' model. It is a much harder model to balance than the static or 'bucket of hitpoints' model.
There's a great prescient post in the archives about this and how unless we really made an effort to understand the dynamic model we'd eventually be forced to lower our aspirations to the 'bucket of hitpoints' model.
It looks to me like the devolution is halfway completed. This isn't necessarily a bad thing - what we've got now, with some balancing, may give us enjoyable gameplay, and that is prolly the priority for DUST at this late stage in the game.
On the other hand, if we did want to work out the many kinks in a dynamic model for use in later incarnations of DUST/Legion, the time to do it would be now. The reward would be much more interesting and cerebral engagements, but at the cost of more dev/community time and multiple trial-and-error adjustments to the many game systems connected to a dynamic tanking model.
P.S. if CCP does want to balance a dynamic tanking model they should lean on their physicist. That's what he's made for.
PSN: RationalSpark
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BIGolePECKERwood
Heaven's Lost Property
2
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Posted - 2015.03.13 04:53:00 -
[29] - Quote
True Adamance wrote:BIGolePECKERwood wrote: Amen to that. So has anyone else noticed the tanks are nerfed?? This is BS. I had four tank fittings that 'exceeded available CPU' guess this new 'hot fix' isn't so hot after all. This is bullshit man when are they going to stop ******* this game up? In what way do you mean nerfed? Edit- Even at basic level the Marduk have 810 more eHP than a standard Maddy would and 255 repairs per second with its 40% armour hardener, all that you have to do is accept that now we have tiers the Standard of the past does not represent the standard of today which is already arguably better than what it used to be.
I mean in that I had room to play with extra cpu on all my tanks(my fitting op's are maxed out on all but blaster) and now I have 4 fittings that exceed available cpu and pg, by at least 100. I had proto missile, shield, and armor strapped and now I can't even put on basics without going over my cpu!! Maybe with the generosity of adding another slot or two they figured they'd nerf the **** out of it so you can't fit em all! Haha. I Just used all 4 of these fittings during the event. I haven't changed anything. Just logged on tonight and now I have to rewire all these fittings to be in the clear?! What's up with that?!
The Eye of the Patriot Looks through the Scope
The Unknowing tyrant Walks to the Rope
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WeapondigitX V7
The Exemplars RISE of LEGION
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Posted - 2015.03.13 05:26:00 -
[30] - Quote
CCP Rattati wrote:one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper?
active armor repper is where you can pop in and out of cover is quicker intervals to interrupt enemy shield recharge to kill them (while repping yourself) |
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