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Pokey Dravon
OSG Planetary Operations Covert Intervention
5468
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Posted - 2015.03.17 01:29:00 -
[1] - Quote
So in light of working more with LAVs, specifically fitting, I've noticed that there seem to be some odd discrepancies in the benefit Standard and Advanced modules offer between tiers, as compared to proto. So I decided to plug in plates, extenders, and repairers of all types into a spreadsheet and see what it looked like.
https://docs.google.com/spreadsheets/d/1Iihs6-JsnVvgnazJgdHUk4OpHHnEO12sVinnQNm4fOQ/edit?usp=sharing
So I just went with the 0.75 to begin with since armor plates were already fairly close to it, but I'm not set on using that exact coefficient. Prototype levels were used as the baseline so those remained unchanged.
The biggest differences (assuming that .75 coefficient) are mostly in Light Shield Extenders, and Light Armor repairers, which both see a pretty significant increase at Standard and Advanced levels, which I think is needed.
Armor Plates see no change for 60mm and a marginal decrease at 120mm for advanced and a marginal increase for standard.
Heavy Shield extenders see a marginal decrease at Advanced, and a slightly larger increase at Standard level.
Heavy Armor Repairers would see a decrease at both Standard and Advanced. Only oddity I see in this is that the Standard Heavy Repair would end up being lower than the Complex Light Repairer, so perhaps a different coefficient may be wanted for that one.
---
So what do you guys think? Do you support a normalization to give progression through the tiers a more linear progression? And if so, what coefficient do you think would be appropriate?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vulpes Dolosus
molon labe. General Tso's Alliance
3198
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Posted - 2015.03.17 01:35:00 -
[2] - Quote
This looks a lot better, especially for light repairers. Currently, it not worth using anything below proto. It is a bit of a shame about the STD heavy rep, though I think either a change in coefficient would help or a decrease in CPU usage (it's main draw over the cplx light).
Overall, nothing seems to get screwed and most stuff gets a buff, I'm ok with this.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5469
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Posted - 2015.03.17 01:47:00 -
[3] - Quote
Vulpes Dolosus wrote:This looks a lot better, especially for light repairers. Currently, it not worth using anything below proto. It is a bit of a shame about the STD heavy rep, though I think either a change in coefficient would help or a decrease in CPU usage (it's main draw over the cplx light).
Overall, nothing seems to get screwed and most stuff gets a buff, I'm ok with this.
Yeah the Heavy rep is an odd one. You get more HP/s out of a Light Complex Rep than a Heavy Basic rep, but the Light Complex would cost more CPU and less PG.
If I up that percentage from 75% to 85% you get a 79/94/110 progression for Heavy Armor reps, which could just easily be rounded to 80/95/110 which isn't all that different from what we currently have, just a small buff to Advanced.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Kallas Hallytyr
Skullbreakers
1407
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Posted - 2015.03.17 01:49:00 -
[4] - Quote
Looks good to me. Closes some gaps to stop it being PRO or go home.
Alt of Halla Murr. Sentinel.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5480
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Posted - 2015.03.17 17:32:00 -
[5] - Quote
Kallas Hallytyr wrote:Looks good to me. Closes some gaps to stop it being PRO or go home.
Indeed. Fitting my LAV I saw the Basic Light Shield extender and thought it was a bug because "pffft it can't really only be 180 HP can it?"
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Haerr
Nos Nothi
2544
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Posted - 2015.03.18 10:18:00 -
[6] - Quote
Vulpes Dolosus wrote:This looks a lot better, especially for light repairers. Currently, it not worth using anything below proto. qft |
Stefan Stahl
Seituoda Taskforce Command
1069
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Posted - 2015.03.18 12:53:00 -
[7] - Quote
This is a very good effort. Since this is mostly minor buffs to standard and advanced tier stuff the impact on balancing should be minimal. If a dev reads this: Don't ponder it, do it. Today.
I've always been in support of mathematical rules that dictate the relationship between different items efficacy and fitting resource consumption. This is right up my alley. |
Takahiro Kashuken
Red Star.
4272
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Posted - 2015.03.18 14:11:00 -
[8] - Quote
Well it didn't help that CCP nerfed repairers to begin with.
180mm Plates are missing and really should be put back in.
Also Medium modules in general should be in since we have light and heavy and that would fill the gap between them and would be a good addition for vehicles such as DS.
The only reason it is 'go PRO or go home' is because AV hits like a nuclear missile so you want the best defences possible so you can survive and actually do something.
Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7654
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Posted - 2015.03.18 14:14:00 -
[9] - Quote
Takahiro Kashuken wrote: Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip.
As it should be.
AV
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Kallas Hallytyr
Skullbreakers
1416
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Posted - 2015.03.18 14:16:00 -
[10] - Quote
Takahiro Kashuken wrote:The only reason it is 'go PRO or go home' is because AV hits like a nuclear missile so you want the best defences possible so you can survive and actually do something.
Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip. This is very true. I tried running some more interesting Python fits recently (damage mod, to see if that would help my 'waves of opportunity' at all) and a solo ADV Swarmer slapped me about like a rented mule.
Not worth the time or ISK spent.
Alt of Halla Murr. Sentinel.
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Takahiro Kashuken
Red Star.
4274
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Posted - 2015.03.18 14:29:00 -
[11] - Quote
Kallas Hallytyr wrote:Takahiro Kashuken wrote:The only reason it is 'go PRO or go home' is because AV hits like a nuclear missile so you want the best defences possible so you can survive and actually do something.
Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip. This is very true. I tried running some more interesting Python fits recently (damage mod, to see if that would help my 'waves of opportunity' at all) and a solo ADV Swarmer slapped me about like a rented mule. Not worth the time or ISK spent.
Forget about the Python and Incubus.
The new HAVs are about and being tested to the full, in many games now i am seeing 3 AV minimum and all being swarms since it is the easiest weapon to use so any DS gets whacked in general.
All DS need a overhaul to survive either by having more slots or nerfing AV which will never happen.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7655
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Posted - 2015.03.18 14:29:00 -
[12] - Quote
Kallas Hallytyr wrote: This is very true. I tried running some more interesting Python fits recently (damage mod, to see if that would help my 'waves of opportunity' at all) and a solo ADV Swarmer slapped me about like a rented mule.
Not worth the time or ISK spent.
This is less as it should be. adding a damage mod should be an enhancement, not a crippling sacrifice. I know it's crippling because a damn ADS can only eat three IAFG shots. lowering that at all is deadly
AV
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Spkr4theDead
Red Star.
3077
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Posted - 2015.03.18 16:08:00 -
[13] - Quote
Breakin Stuff wrote:Takahiro Kashuken wrote: Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip.
As it should be. Vehicle play was better in Chrome than it is now, thanks to people like you.
Maybe you should actually play the game and, *gasp* use a vehicle?!
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Spkr4theDead
Red Star.
3077
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Posted - 2015.03.18 16:10:00 -
[14] - Quote
Funny how you have time to be a spreadsheet warrior champion, but absolutely 0 time to play the game (and attempt using a tank against Taka and myself [you'll lose very badly]).
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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DeathwindRising
ROGUE RELICS
942
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Posted - 2015.03.18 17:20:00 -
[15] - Quote
Kallas Hallytyr wrote:Takahiro Kashuken wrote:The only reason it is 'go PRO or go home' is because AV hits like a nuclear missile so you want the best defences possible so you can survive and actually do something.
Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip. This is very true. I tried running some more interesting Python fits recently (damage mod, to see if that would help my 'waves of opportunity' at all) and a solo ADV Swarmer slapped me about like a rented mule. Not worth the time or ISK spent.
i had a python try to kill me last night. he caught me with my hardeners downs while i was escaping a different fight. i died.
the next time, and all others, when the python came around, i simply stopped moving and fired up my hardeners. he emptied 3 clips into me perfectly... my armor stayed at 100%. After i showed him how pathetic his proto missiles were, he never even bothered attacking me for the rest of the match.
thanks CCP for the new armor hardeners! \o/
for the record ive only been running basic tanks with basic mods, except for a complex scanner. even against av, dual rep/hardener keeps me alive long enough to kill 2-3 av guys. then i come back and do it again.
obviously, complex mods on a proto tank with matching turrets means i'd have less down time and more combat time. but the basic stuff works just fine and im turning a profit with them |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5495
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Posted - 2015.03.18 17:47:00 -
[16] - Quote
Takahiro Kashuken wrote: Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip.
Precisely why I wanted to take a look at the progression and brings things to a more linear fashion, which ultimately ended up as mostly a buff to lower tiered modules.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Takahiro Kashuken
Red Star.
4281
|
Posted - 2015.03.18 18:57:00 -
[17] - Quote
Pokey Dravon wrote:Takahiro Kashuken wrote: Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip.
Precisely why I wanted to take a look at the progression and brings things to a more linear fashion, which ultimately ended up as mostly a buff to lower tiered modules. If you feel it's not enough of a buff, let me know what you think the coefficient between tiers should be and I can bump it up and we can see what it looks like. It's currently 0.75 (except for Heavy Armor Reps which are 0.85). Large number means smaller difference between tiers. EDIT: As a reference, added in differences in DPS between tiers of AV weapons. Most of the data was pulled from Protofits so if there is an error, I apologize. Regardless I think this may be partially the problem between tier differences in vehicle modules vs AV. Currently Vehicle tier differences are all over the place and fairly large (~60%-90%) whereas tiers between AV all sit neatly around the 90% mark. In other words the difference between standard and proto for vehicle modules, is significantly larger than the difference between standard and proto AV. Now an oddity in this is of course Hardeners which are the same resistance across all tiers, however this means that the instantaneous eHP of a vehicle is entirely dependent upon its HP modules, and if those lower tiered modules are a larger difference than the lower tiered AV, you're going to see big differences in performance. I've added a second tab which shows what HP modules would look like if they have matched tier progression to AV (90%) Thoughts?
The difference between light and heavy needs to be fixed, there is no middle ground modules which i do think need to be put in, same with adding the 180mm plates back also.
Your 90% numbers now mean that the difference between a basic 120mm plate and a proto 120mm plate is 358 HP but yet the pro plate would require far more CPU and PG to fit for next to no difference. Uprising had 180mm pro plate at 3200HP with other variations being around 2700/2400 for the 180mm plates i think with 120mm pro plate being half of the 180mm. Base HP has been gutted to begin with and you need more HP now more than ever but also there does have to be an incentive to use a PRO plate and if the difference is minimal then what happens is players use the basic plate and take the PG/CPU savings and apply them to somewhere else.
The hardeners i use PRO anyways but a difference between 10% can be too much even though in the past i may have propsed this, 5% could be more fairer starting with militia at 25% and PRO staying at 40%
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Avallo Kantor
526
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Posted - 2015.03.18 19:02:00 -
[18] - Quote
Pokey, these are very good numbers, and I like your progression quite a bit.
One other concern, that seems to have been brought up from Aeon on GD, is the issue of fitting on lower level tanks without max skills.
Basically the issue boils down to: If you have max tanking skills for fitting bonuses, you will have no issues fitting at all levels. However at basic / advanced levels, if you only have the skills to just be at those tiers than it becomes difficult to impossible to fit all basic modules.
In short to make basic tanks more viable to non-skilled pilots, or more specifically pilots who's skills are at a point where they can only reach up to basic, to allow them to more easily fit said modules. (In short, a player with all level 1 skills in vehicles, should be able to fit all basic to a basic tank with little issue)
Would you be able to also look at the CPU / PG costs of the modules per tier and see that they follow some coherent progression as well? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5499
|
Posted - 2015.03.18 19:31:00 -
[19] - Quote
Avallo Kantor wrote:Pokey, these are very good numbers, and I like your progression quite a bit.
One other concern, that seems to have been brought up from Aeon on GD, is the issue of fitting on lower level tanks without max skills.
Basically the issue boils down to: If you have max tanking skills for fitting bonuses, you will have no issues fitting at all levels. However at basic / advanced levels, if you only have the skills to just be at those tiers than it becomes difficult to impossible to fit all basic modules.
In short to make basic tanks more viable to non-skilled pilots, or more specifically pilots who's skills are at a point where they can only reach up to basic, to allow them to more easily fit said modules. (In short, a player with all level 1 skills in vehicles, should be able to fit all basic to a basic tank with little issue)
Would you be able to also look at the CPU / PG costs of the modules per tier and see that they follow some coherent progression as well?
Well keep in mind that the DPS numbers for the AV assumes max skills, and there are a number of factors that affect max skill such as charge time, lock time, reload speed, proficiency, ect. So those numbers assume it's a vet with a large investment of SP to get those values at all tiers. If you remove that SP and look at it from the perspective of someone with very little investment, Standard performs quite a bit lower.
Obviously in terms of at least HP modules, vehicles don't work that way. There's very little that can be done to increase the HP of your modules or even total HP with skills on a vehicle. I think those need to be added, such that a tanker with very little SP investment will perform quite a bit worse than one with heavy SP investment, much like how AV works. So If anything the values listed on the spreasheet should show "Tiers of Vehicle Modules assuming max skills" and actually having skills that make a difference to those modules.
Give me some time, Id like to do a DPS comparison of what a heavily SP invested AVer can do vs a fresh AVer. I think that might be a good baseline to look at what sort of skills and how important they should be in terms of vehicle module performance.
As for PG/CPU cost that's certainly something that needs to be looked at and I have it on my list of things to do. However I want to at least get the HP of these modules in the proper place and then use that as the baseline to figure out where the PG/CPU costs just be.
Takahiro Kashuken wrote: The difference between light and heavy needs to be fixed, there is no middle ground modules which i do think need to be put in, same with adding the 180mm plates back also.
Your 90% numbers now mean that the difference between a basic 120mm plate and a proto 120mm plate is 358 HP but yet the pro plate would require far more CPU and PG to fit for next to no difference. Uprising had 180mm pro plate at 3200HP with other variations being around 2700/2400 for the 180mm plates i think with 120mm pro plate being half of the 180mm. Base HP has been gutted to begin with and you need more HP now more than ever but also there does have to be an incentive to use a PRO plate and if the difference is minimal then what happens is players use the basic plate and take the PG/CPU savings and apply them to somewhere else. And yes, you don't want the difference between STD and PRO to be TOO small, but I think currently it's not very fair, particularly on the lower end of the tier ladder.
The hardeners i use PRO anyways but a difference between 10% can be too much even though in the past i may have proposed this, 5% could be more fairer starting with militia at 25% and PRO staying at 40%
I do miss my 180mm plates...and yeah medium modules would be very appropriate since the difference between light and heavy is substantial.
As for the 90%, I think that may be too aggressive. The reason being that even if it matches the AV tier for tier, you also have to consider that a chunk (albeit smaller than it used to be) of the HAVs HP is built into the hull, and that doesn't change between tiers. So I think going 90% between tiers will actually end up making the STD hulls stronger than they should be. So perhaps 80-85% would be more appropriate? It also helps make the CPU/PG differences more appropriate. But yes as I said before I think some of the fitting needs to be looked at. Rattati had mentioned resource skills a while ago, so that goes with what I talked about above with the whole "Heavy SP Investment vs Low SP Investment" difference. So again resources do need to be looked at but I think we also really need to know what sort of skills we're going to have as well before we really dive into that.
Plus balancing resource cost is a pain the ass and kinda falls into my "That's the Dev's job" category.
I'd also be a fan of adding at least a small difference in tiers of hardeners, 30/35/40 seems reasonable to me.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Stefan Stahl
Seituoda Taskforce Command
1073
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Posted - 2015.03.18 19:40:00 -
[20] - Quote
Pokey Dravon wrote:I'd also be a fan of adding at least a small difference in tiers of hardeners, 30/35/40 seems reasonable to me. On that front I'd actually suggest undoing Blam's work and putting all active module progression into efficacy, rather than cooldown time.
The progression in cooldown time - at least for me - was the reason why I never fit anything other than pro hardeners or shield boosters. There is quite simply no fun in being excluded from the game for up to 100 seconds.
So with a scale of .75 we'd get hardeners at 22/30/40% damage reduction, but all of them on prototype cooldown speeds. |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5504
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Posted - 2015.03.19 07:53:00 -
[21] - Quote
Updated the spreadsheet with a new tab "Work in Progress"
I went with the .8 ratio for HP modules and .85 for Armor Repairers. I also rounded them to the nearest 5 HP because I'm OCD, but they still fall within +80% between tiers.
Also tried to bridge the gap with some 'medium' modules so there are no gaping holes in HP progression.
Thoughts?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Kallas Hallytyr
Skullbreakers
1426
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Posted - 2015.03.19 09:04:00 -
[22] - Quote
Pokey <3
Looks really good so far.
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7668
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Posted - 2015.03.19 14:06:00 -
[23] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Takahiro Kashuken wrote: Go fit up a basic vehicle with basic modules and watch it get whacked by proto in less than a clip.
As it should be. Vehicle play was better in Chrome than it is now, thanks to people like you. Maybe you should actually play the game and, *gasp* use a vehicle?! Maybe you should *gasp* learn that your idea of balance and "fun" is not shared by anybody Else?
Tell you what spkr. You learn how to communicate with people, and I'll start assigning value to your opinions.
As it stands, I see no value.
AV
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