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Derpty Derp
Dead Man's Game
947
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Posted - 2015.03.26 16:36:00 -
[31] - Quote
Godin Thekiller wrote:The first statement is false, as I've never said that. I've said that they shoudln't be killing HAV's like a HAV can kill a HAV, yes, but those two things are nowhere near the same thing. An ads shouldn't be able to kill a HAV like a HAV kills another HAV... Which they never have been able to, yet you wanted it nerfed more.
ads can't damage the Madruga, which is a HAV, which you say is fine, which makes me think you don't want ads to be able to damage a HAV, which is in fact the only way to make sure an ads can't kill a HAV.
So I could care less if you haven't directly said it, it's implied.
I'm more than happy to just assume what your agenda is, hence asking you to just come out and say it and save us all the bullshit.
Also, you're in Negative-Feedback, if nothing was OP, what exactly would be left for your corp to do? Might as well just change the corp name to flavour of the month spam. |
Gabriel Ceja
Ready to Play
101
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Posted - 2015.03.26 18:33:00 -
[32] - Quote
This problem with hardeners would be so much simpler if they went ahead with limiting one hardener per fit.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5588
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Posted - 2015.03.26 20:29:00 -
[33] - Quote
Spkr4theDead wrote: If we get active reps and AV is kept as is, then both hulls will be relegated to staying in the redline and sniping infantry.
I love how you can make that assertion without any knowledge of the stats of said active reps. You have no idea idea how much HP they would rep per second, how long they last, or how fast they cool down, so how can you possibly know how they will perform against AV when you lack all of the critical data needed to understand how well they perform?
You yourself scream constantly "EVERYTHING WAS BETTER IN CHROME!" where active modules were the primary means of HP regeneration. I'm sure you'll counter with "BUT AV IS SO MUCH STRONGER NOW!" *shrugs* sure, but again you have no idea what the stats of potentially new active modules are, so they would be need to be stronger than they were in Chrome as well.
So which is it? Do you want the system to work like chrome with active modules, or keep what we have now? You can't seem to make up your mind, so pick one or the other and stick with it.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17845
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Posted - 2015.03.26 21:22:00 -
[34] - Quote
Pokey Dravon wrote:Spkr4theDead wrote: If we get active reps and AV is kept as is, then both hulls will be relegated to staying in the redline and sniping infantry.
I love how you can make that assertion without any knowledge of the stats of said active reps. You have no idea idea how much HP they would rep per second, how long they last, or how fast they cool down, so how can you possibly know how they will perform against AV when you lack all of the critical data needed to understand how well they perform? You yourself scream constantly "EVERYTHING WAS BETTER IN CHROME!" where active modules were the primary means of HP regeneration. I'm sure you'll counter with "BUT AV IS SO MUCH STRONGER NOW!" *shrugs* sure, but again you have no idea what the stats of potentially new active modules are, so they would be need to be stronger than they were in Chrome as well. So which is it? Do you want the system to work like chrome with active modules, or keep what we have now? You can't seem to make up your mind, so pick one or the other and stick with it.
More to the point I don't see how. You would essentially have the same rep/sec value per module in the case of armour tanks, however only for as long as the module itself lasts.
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7722
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Posted - 2015.03.26 22:03:00 -
[35] - Quote
True Adamance wrote:Pokey Dravon wrote:Spkr4theDead wrote: If we get active reps and AV is kept as is, then both hulls will be relegated to staying in the redline and sniping infantry.
I love how you can make that assertion without any knowledge of the stats of said active reps. You have no idea idea how much HP they would rep per second, how long they last, or how fast they cool down, so how can you possibly know how they will perform against AV when you lack all of the critical data needed to understand how well they perform? You yourself scream constantly "EVERYTHING WAS BETTER IN CHROME!" where active modules were the primary means of HP regeneration. I'm sure you'll counter with "BUT AV IS SO MUCH STRONGER NOW!" *shrugs* sure, but again you have no idea what the stats of potentially new active modules are, so they would be need to be stronger than they were in Chrome as well. So which is it? Do you want the system to work like chrome with active modules, or keep what we have now? You can't seem to make up your mind, so pick one or the other and stick with it. More to the point I don't see how. You would essentially have the same rep/sec value per module in the case of armour tanks, however only for as long as the module itself lasts. I'm actually pretty certain he's just trying for the gold in the DUST 514 troll category, honestly.
The only other explanations involve clinical diagnoses of insanity that I'm not certified to give.
AV
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3009
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Posted - 2015.03.26 22:39:00 -
[36] - Quote
Fizzer XCIV wrote:No stacking of hardeners. Problem solved.
He ******* hard is that?
If there were identical modules for infantry, they wouldn't be stackable.
That doesn't solve jack ****, it actually hurts players who want to keep their speed up.
click me
Blup Blub Bloop. Translation: Die -_-
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17846
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Posted - 2015.03.26 22:43:00 -
[37] - Quote
Godin Thekiller wrote:Fizzer XCIV wrote:No stacking of hardeners. Problem solved.
He ******* hard is that?
If there were identical modules for infantry, they wouldn't be stackable. That doesn't solve jack ****, it actually hurts players who want to keep their speed up.
Eh.... I think the fact that in Dust players can get away with fitting 2x Hardeners over a Plate is a pretty stupid aspects of gameplay.
If we did have Cap in this game 2x Active Hardeners would never be sustainable...EVER.
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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Godin Thekiller
Negative-Feedback. Negative-Feedback
3009
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Posted - 2015.03.26 22:44:00 -
[38] - Quote
blub
click me
Blup Blub Bloop. Translation: Die -_-
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5588
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Posted - 2015.03.26 23:11:00 -
[39] - Quote
True Adamance wrote:Pokey Dravon wrote:Spkr4theDead wrote: If we get active reps and AV is kept as is, then both hulls will be relegated to staying in the redline and sniping infantry.
I love how you can make that assertion without any knowledge of the stats of said active reps. You have no idea idea how much HP they would rep per second, how long they last, or how fast they cool down, so how can you possibly know how they will perform against AV when you lack all of the critical data needed to understand how well they perform? You yourself scream constantly "EVERYTHING WAS BETTER IN CHROME!" where active modules were the primary means of HP regeneration. I'm sure you'll counter with "BUT AV IS SO MUCH STRONGER NOW!" *shrugs* sure, but again you have no idea what the stats of potentially new active modules are, so they would be need to be stronger than they were in Chrome as well. So which is it? Do you want the system to work like chrome with active modules, or keep what we have now? You can't seem to make up your mind, so pick one or the other and stick with it. More to the point I don't see how. You would essentially have the same rep/sec value per module in the case of armour tanks, however only for as long as the module itself lasts.
Well that's sort of what I was going for with a change to Shield Boosters. They have a slightly higher HP/minute than Armor repairers, don't rep constantly but can access the regeneration in large chunks on demand. Kind of like I expressed to Breakin via Skype, even if we don't get rid of these damned passive armor reps, we can at the least make shields more viable in terms of repping power through boosters
The general idea is basically this: Armor has a slow natural regen (30HP/s) that can't be interrupted Shield has a high natural regen (166HP/s) that can be interrupted Armor Repariers provide moderate HP/minute regen that can't be interrupted. Shield Booster provide a higher HP/minute regeneration that doesn't run constantly, but can be accessed on demand in large chunks.
It's more efficient because armor repairers essentially 'waste' HP regen when they're at full armor and not being shot at...Shield boosters on the other hand can access that regeneration when they need it meaning they will typically get better performance and efficiency over repairers.
It requires more skill and planning to pilot a shield vehicle under those conditions but unfortunately until we get proper active armor repairers, it's just going be easier to pilot armor due to fewer modules to manage. At the very least revamping the shield booster is far more viable as a short term fix since it doesnt require any large changes to code, simply updating the cooldown and HP bonus values.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17847
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Posted - 2015.03.26 23:20:00 -
[40] - Quote
Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:Spkr4theDead wrote: If we get active reps and AV is kept as is, then both hulls will be relegated to staying in the redline and sniping infantry.
I love how you can make that assertion without any knowledge of the stats of said active reps. You have no idea idea how much HP they would rep per second, how long they last, or how fast they cool down, so how can you possibly know how they will perform against AV when you lack all of the critical data needed to understand how well they perform? You yourself scream constantly "EVERYTHING WAS BETTER IN CHROME!" where active modules were the primary means of HP regeneration. I'm sure you'll counter with "BUT AV IS SO MUCH STRONGER NOW!" *shrugs* sure, but again you have no idea what the stats of potentially new active modules are, so they would be need to be stronger than they were in Chrome as well. So which is it? Do you want the system to work like chrome with active modules, or keep what we have now? You can't seem to make up your mind, so pick one or the other and stick with it. More to the point I don't see how. You would essentially have the same rep/sec value per module in the case of armour tanks, however only for as long as the module itself lasts. Well that's sort of what I was going for with a change to Shield Boosters. They have a slightly higher HP/minute than Armor repairers, don't rep constantly but can access the regeneration in large chunks on demand. Kind of like I expressed to Breakin via Skype, even if we don't get rid of these damned passive armor reps, we can at the least make shields more viable in terms of repping power through boosters The general idea is basically this: Armor has a slow natural regen (30HP/s) that can't be interrupted Shield has a high natural regen (166HP/s) that can be interrupted Armor Repariers provide moderate HP/minute regen that can't be interrupted. Shield Booster provide a higher HP/minute regeneration that doesn't run constantly, but can be accessed on demand in large chunks. It's more efficient because armor repairers essentially 'waste' HP regen when they're at full armor and not being shot at...Shield boosters on the other hand can access that regeneration when they need it meaning they will typically get better performance and efficiency over repairers. It requires more skill and planning to pilot a shield vehicle under those conditions but unfortunately until we get proper active armor repairers, it's just going be easier to pilot armor due to fewer modules to manage. At the very least revamping the shield booster is far more viable as a short term fix since it doesnt require any large changes to code, simply updating the cooldown and HP bonus values.
Native reps also need to die in a fire.
Armour Repairers can continue to be as effective as they are now in terms of raw numbers.
Lets assume at with Armour Repairs V a Heavy Efficient Active Armour Repairer heals 414 HP (base value plus skill modification) every 3 seconds for a duration of 15 seconds.
Total HP Repaired : 2070 Effective Repairs Per Second : 138 (exactly the same as out current 137.5) Duration: 15 seconds
Also consider that with core upgrades you might gain an additional 3.75 seconds of additional module duration which amounts to one extra pulse.
Total HP Repaired: 2484 Effective Repairs Per Second : 138 Duration: 18.75 Seconds
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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Pokey Dravon
OSG Planetary Operations Covert Intervention
5590
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Posted - 2015.03.26 23:29:00 -
[41] - Quote
I don't disagree with you True, but Rattati is set on some of those ideas despite objections so I'm just rolling with them.
I think if we can at least establish what an appropriate HP/minute is for both armor and shields, then it really comes down to a matter of how much uptime and downtime for each. Currently its at both extremes, armor is 100% uptime and 0% downtime, where shield boosters are essentially ~1% uptime and ~99% downtime. If we focus more on HP per minute we can more easily transition into armor having less uptime and more downtime, and shields having more uptime and less downtime.
Regardless, we can still balance them against one another at the very least, even if we need to eventually move to a more moderate and less extreme uptime/downtime balance between the two.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Doc DDD
TeamPlayers Negative-Feedback
423
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Posted - 2015.03.27 00:15:00 -
[42] - Quote
Fix shield tanks first.
QQ nerf armor tank later. |
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