Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tebu Gan
Capital Acquisitions LLC Bad Intention
1318
|
Posted - 2015.03.29 16:07:00 -
[31] - Quote
Shamarskii Simon wrote:But 5 seconds per cycle... Are you also multiplying the rep rate by 5? Or keeping it at 3. If keeping 3, that's an indirect nerf to reps By 40% i also think 5 seconds is a bit too long... Just count 5 seconds...... You see what I mean?
But! Having 3/4 second for passive, active should be 1 second or streamed like reptool.. Best of all worlds?
Actually, I keep it exactly the same as current, just at 5 second intervals instead of 1 second intervals. Take a 10 second period, with per second that means 10 rep cycles, and at 5 seconds it means 2 rep cycles.
Total healed by 2 reps in 10(rep cycles in 10 seconds) seconds is 3050.
Divide that total by 2(rep cycles in 10 seconds) to get my reps at 5 seconds, 1525.
So at 5 second intervals each rep cycle, with 2 reppers, would heal 1525, for a total at 10 seconds of 3050. Exactly the same as current, just spread out over fewer intervals.
Tanks - Balancing Turrets
|
Derpty Derp
Dead Man's Game
950
|
Posted - 2015.03.29 16:15:00 -
[32] - Quote
Shamarskii Simon wrote:But 5 seconds per cycle... Are you also multiplying the rep rate by 5? Or keeping it at 3. If keeping 3, that's an indirect nerf to reps By 40% i also think 5 seconds is a bit too long... Just count 5 seconds...... You see what I mean?
But! Having 3/4 second for passive, active should be 1 second or streamed like reptool.. Best of all worlds?
Count 5 seconds... How about count the length of time it takes to fire a forge gun... 1 shot isn't going to kill the tank, build some hp if that becomes a problem.
The other option would just be to make armour reps costs the same as shield boosters... But that **** everyone off. |
Tebu Gan
Capital Acquisitions LLC Bad Intention
1318
|
Posted - 2015.03.29 16:20:00 -
[33] - Quote
Breakin Stuff wrote:
I find the idea of simply taking the gun without any consideration as the sole point of balance to be the worst possible way. There's a reason why I included asstons of tables for each weapon to show the progression.
If one thing is balanced in a vacuum without considering the things that might affect it, things get ugly REALLY fast. The forge gun doesn't dictate the engagement for AV anymore than "just" the heavy turret. The whole fit matters. If it doesn't matter, why did you bother? I don't bother saying it because (insert AV only needs to skill into a gun to autowin) here from any given peanut gallery.
So, if we are more or less on the same page, what were we arguing about?
I know I said the main gun, for example my first SL, would be ineffective. But I also was just looking at raw base stats with no modifiers beyond those provided by skills. Damage modifiers can have a rather large impact on total damage, negating a larger portion of that hardener.
I mean we could take an AV weapon, modified by nothing but the skills, and compare that to the base hulls, modified by just the skills(What skills lol). No other fitting involved. I think it's rather obvious what happens then. The AV weapon on it's own would be far more than sufficient to finish the tank off.
So technically, when you look at just a weapon and do the same for the tank, just the tank, AV is far stronger.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1318
|
Posted - 2015.03.29 16:24:00 -
[34] - Quote
Derpty Derp wrote:Shamarskii Simon wrote:But 5 seconds per cycle... Are you also multiplying the rep rate by 5? Or keeping it at 3. If keeping 3, that's an indirect nerf to reps By 40% i also think 5 seconds is a bit too long... Just count 5 seconds...... You see what I mean?
But! Having 3/4 second for passive, active should be 1 second or streamed like reptool.. Best of all worlds? Count 5 seconds... How about count the length of time it takes to fire a forge gun... 1 shot isn't going to kill the tank, build some hp if that becomes a problem. The other option would just be to make armour reps costs the same as shield boosters... But that **** everyone off.
Shield booster are actually a bit messed up at the moment. The costs is WAY too high for what limited benefits they provide. You are actually much better off using just a small booster, and save yourself the PG/CPU, and get nearly identical benefits.
It's not about the healing provided, but that it starts regen. And considering that you have to NOT be taking damage in the first place, it's only ever useful if you can get cover for it to actually activate.
Tanks - Balancing Turrets
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7756
|
Posted - 2015.03.30 08:16:00 -
[35] - Quote
Tebu Gan wrote:Breakin Stuff wrote:
I find the idea of simply taking the gun without any consideration as the sole point of balance to be the worst possible way. There's a reason why I included asstons of tables for each weapon to show the progression.
If one thing is balanced in a vacuum without considering the things that might affect it, things get ugly REALLY fast. The forge gun doesn't dictate the engagement for AV anymore than "just" the heavy turret. The whole fit matters. If it doesn't matter, why did you bother? I don't bother saying it because (insert AV only needs to skill into a gun to autowin) here from any given peanut gallery.
So, if we are more or less on the same page, what were we arguing about? I know I said the main gun, for example my first SL, would be ineffective. But I also was just looking at raw base stats with no modifiers beyond those provided by skills. Damage modifiers can have a rather large impact on total damage, negating a larger portion of that hardener. I mean we could take an AV weapon, modified by nothing but the skills, and compare that to the base hulls, modified by just the skills(What skills lol). No other fitting involved. I think it's rather obvious what happens then. The AV weapon on it's own would be far more than sufficient to finish the tank off. So technically, when you look at just a weapon and do the same for the tank, just the tank, AV is far stronger.
You cannot take an unmodded AV weapon and use that to balance. It invariably results in a sudden wash of overpowered weapons as soon as people realize "hey! I can get 12-20% more damage!
All of my balance recommendations utilize a set benchmark vehicle fit versus the most literal worst-case scenario I can cook up in favor of AV. This always includes damage mods even though heavy weapon mods cap out at 12 percent.
All of my recommendations are on aban AV Alpha/DPS assessment after the profiles are considered. So if rattati were to use anything resembling my recommendations the result would look like this:
Generic laser weapon:
"Against gunnlogis this weapon rocks! It actually has the punch to core out the tanks If you set em up right. Don't use it on a caldari or minmatar suit unless you can perfectly manage the heat buildup. This gun will torch shields for about 720 damage from overheat at level 5."
"Whenever I try to kill a madrugar with this useless thing the only one who dies is me. It can't cut armor, even with three damage mods and the only way to do that is to let it overheat. There is no shield suit that can soak 720 damage. Overheat twice and it kills you before the tank dies. If you haven't specced the gun to level 5 it will outright kill a fresh calsent who runs it and doesn't pay attention."
AV
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1323
|
Posted - 2015.03.30 16:17:00 -
[36] - Quote
Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:
I find the idea of simply taking the gun without any consideration as the sole point of balance to be the worst possible way. There's a reason why I included asstons of tables for each weapon to show the progression.
If one thing is balanced in a vacuum without considering the things that might affect it, things get ugly REALLY fast. The forge gun doesn't dictate the engagement for AV anymore than "just" the heavy turret. The whole fit matters. If it doesn't matter, why did you bother? I don't bother saying it because (insert AV only needs to skill into a gun to autowin) here from any given peanut gallery.
So, if we are more or less on the same page, what were we arguing about? I know I said the main gun, for example my first SL, would be ineffective. But I also was just looking at raw base stats with no modifiers beyond those provided by skills. Damage modifiers can have a rather large impact on total damage, negating a larger portion of that hardener. I mean we could take an AV weapon, modified by nothing but the skills, and compare that to the base hulls, modified by just the skills(What skills lol). No other fitting involved. I think it's rather obvious what happens then. The AV weapon on it's own would be far more than sufficient to finish the tank off. So technically, when you look at just a weapon and do the same for the tank, just the tank, AV is far stronger. You cannot take an unmodded AV weapon and use that to balance. It invariably results in a sudden wash of overpowered weapons as soon as people realize "hey! I can get 12-20% more damage!
Yes, I realize that. I'm starting with base damage without any modifiers to start. I'm in the process of making a spreadsheet to simulate damage in a 60 second time frame to see what happens for a single AV weapon against reps at 1, 3, and 5 second intervals. I'm interested in comparing these scenarios to see how longer heal cycles will affect the ability for an AV weapon to kill in that interval with just a weapon alone.
Not there yet, bit rusty on my spreadsheets, and keep thinking it would be MUCH easier to write a program over the sheet. Once I get my basics back in order, I'll fill in the data for damage modifiers, suit bonuses and secondary sources of AV weaponry.
From what I've seen thus far out of it though, at 5 second intervals, remaining armor is much lower at the same point in time than when reps are per second or per 3 seconds based on swarms thus far. Meaning a single AV nade(or damage mods) would make a large difference in killing the fit over shorter cycles. Swarms though are quite tricky I'm learning.
Tanks - Balancing Turrets
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7763
|
Posted - 2015.03.30 17:01:00 -
[37] - Quote
Tebu Gan wrote:Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:
I find the idea of simply taking the gun without any consideration as the sole point of balance to be the worst possible way. There's a reason why I included asstons of tables for each weapon to show the progression.
If one thing is balanced in a vacuum without considering the things that might affect it, things get ugly REALLY fast. The forge gun doesn't dictate the engagement for AV anymore than "just" the heavy turret. The whole fit matters. If it doesn't matter, why did you bother? I don't bother saying it because (insert AV only needs to skill into a gun to autowin) here from any given peanut gallery.
So, if we are more or less on the same page, what were we arguing about? I know I said the main gun, for example my first SL, would be ineffective. But I also was just looking at raw base stats with no modifiers beyond those provided by skills. Damage modifiers can have a rather large impact on total damage, negating a larger portion of that hardener. I mean we could take an AV weapon, modified by nothing but the skills, and compare that to the base hulls, modified by just the skills(What skills lol). No other fitting involved. I think it's rather obvious what happens then. The AV weapon on it's own would be far more than sufficient to finish the tank off. So technically, when you look at just a weapon and do the same for the tank, just the tank, AV is far stronger. You cannot take an unmodded AV weapon and use that to balance. It invariably results in a sudden wash of overpowered weapons as soon as people realize "hey! I can get 12-20% more damage! Yes, I realize that. I'm starting with base damage without any modifiers to start. I'm in the process of making a spreadsheet to simulate damage in a 60 second time frame to see what happens for a single AV weapon against reps at 1, 3, and 5 second intervals. I'm interested in comparing these scenarios to see how longer heal cycles will affect the ability for an AV weapon to kill in that interval with just a weapon alone. Not there yet, bit rusty on my spreadsheets, and keep thinking it would be MUCH easier to write a program over the sheet. Once I get my basics back in order, I'll fill in the data for damage modifiers, suit bonuses and secondary sources of AV weaponry. From what I've seen thus far out of it though, at 5 second intervals, remaining armor is much lower at the same point in time than when reps are per second or per 3 seconds based on swarms thus far. Meaning a single AV nade(or damage mods) would make a large difference in killing the fit over shorter cycles. Swarms though are quite tricky I'm learning.
considering double hardeners eliminate almost 75% of the damage of any AV hitting, and can regenerate in the neighborhood of 975 damage between forge gun volleys not even a breach forge can run ahead of the reps. It's that simple.
wiki swarms could *slightly* but they lose all the headway the instant you have to reload. the problem isn't inherently the reps. you could quad rep a madrugar and you could either two-shot it (breach) or kill it in three (any other Forge). but the hardeners I had benchmarked all of my AV recommendations ran at were under rattati's one hardener restriction at 35%.
The breakdown for an AV weapon after I had done the math was before the nerf to shield fitting, and before rattati changed his mind about more than one hardener, the post-damage profile DPS of AV weapons was going to have to run at around 900 DPS to have a reasonable chance of killing the target solo. This also took into account my assumption that a full proto AV should have to reload to kill a full proto HAV.
I'm willing to bet money that since the change letting madrugars run double hardened and double repped the DPS required to put one down is going to get much, much higher. And IMHO 900 DPS is in that "going higher would be horrifically unfair" on multiple other fronts. And it would make running any vehicle OTHER than an HAV utterly pointless tot he point that HAV levels of EHP would be the only solution for dropships and LAVs? meh.
All of my kill time calculations also assumed a "perfect storm" of events in the favor of AV. Target sits still with defenses turned on, pilot does nothing to evade and break line of sight, and pilot takes no retaliatory action and just mindlessly lets you hammer on him. I did not include the weakspot in the calculations since getting that shot isn't as easy as people claim it is.
AV
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1323
|
Posted - 2015.03.30 17:27:00 -
[38] - Quote
Breakin Stuff wrote: wiki swarms could *slightly* but they lose all the headway the instant you have to reload. the problem isn't inherently the reps.
Giving leeway for reload is exactly what longer cycles does. I think longer cycles will improve the AV vs Tank interaction, by allowing for reload to get within the rep cycle at some point in time. Maybe not in the first clip with the weapon alone but in the second or third clip.
So I think that reps, or the short rep cycles, does present a bit of a problem. And by fixing that, we will see a large decline in the extreme viability of a double repped / hardened tank. It will still be a viable fit, but it won't be one that can simply continue taking damage without the use of cover against a single AV'er attempting to kill it.
Like I said, from what I've seen from my simulation now, a single swarms clip will have the armor at a much lower value at the 9 second mark, with 5 second rep cycle, over the per second rep cycle. And his with just BASE swarms and no outside damage modifier other than that from skills.
Meaning any other form of damage in that same frame of time will spell doom for this type of tank fit. Emphasize the fact that a double rep fit isn't meant to take heavy alpha like they seem to do of current.
I'll get the simulation worked out eventually, busy during the week so it will take some time. If I end up being wrong, it's fine of course, but I'm betting this would actually work out in the AV's favor against a duel repped fit. I'm not saying that this is a total fix for AV of course, but it might be an important step to getting that balance.
Tanks - Balancing Turrets
|
Tesfa Alem
Death by Disassociation
989
|
Posted - 2015.03.30 18:01:00 -
[39] - Quote
Reps hasnt changined with Hot fix Echo, the only thing that allows a armor tank to outrep anything thrown at it is double stacking hardeners.
Single hardner triple reps and no armor tank would stand a chance. I have yet to see a quadrouple repped tank. You can get pretty high shield reps per pulse in a gunlogi, and yet shield reps alone cannot out pace incomming damage.
Putting up double hardners means every tank, shield or armor, whether basic, adv or pro can negate roughly 80% of damage thrown at it. Armor hadners can roughly last a minute if i overlap them. I can blap away at infatry, AV or other wise for 45 seconds and still have a 15 second window to clear out, without fear of losing my tank.
That it the tanker's crutch. So its no surprise when a tank out reps the 20% of damage that gets through. Except to you apparently.
The issue is the hardeners not reps.
I cannot wait to see what a 5 second rep window will do for my dropship.
Redline for Thee, but no Redline for Me.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7763
|
Posted - 2015.03.30 18:06:00 -
[40] - Quote
Tebu Gan wrote:Breakin Stuff wrote: wiki swarms could *slightly* but they lose all the headway the instant you have to reload. the problem isn't inherently the reps.
Giving leeway for reload is exactly what longer cycles does. I think longer cycles will improve the AV vs Tank interaction, by allowing for reload to get within the rep cycle at some point in time. Maybe not in the first clip with the weapon alone but in the second or third clip. So I think that reps, or the short rep cycles, does present a bit of a problem. And by fixing that, we will see a large decline in the extreme viability of a double repped / hardened tank. It will still be a viable fit, but it won't be one that can simply continue taking damage without the use of cover against a single AV'er attempting to kill it. Like I said, from what I've seen from my simulation now, a single swarms clip will have the armor at a much lower value at the 9 second mark, with 5 second rep cycle, over the per second rep cycle. And his with just BASE swarms and no outside damage modifier other than that from skills. Meaning any other form of damage in that same frame of time will spell doom for this type of tank fit. Emphasize the fact that a double rep fit isn't meant to take heavy alpha like they seem to do of current. I'll get the simulation worked out eventually, busy during the week so it will take some time. If I end up being wrong, it's fine of course, but I'm betting this would actually work out in the AV's favor against a duel repped fit. I'm not saying that this is a total fix for AV of course, but it might be an important step to getting that balance. extending the rep cycles won't actually fix the problem, all it does is stretch the result out. Since there's no weapon that can land more than 500/hit and the FASTEST rate that can happen is with the swarms, you're at best looking at the illusion of progress, as the window of destruction only exists for at most, 5 seconds. that's 1500 damage recovered every 5 seconds. the fastest forge gun will hit just shy of twice in that time period for a total of 1000, and the breach would hit once for roughly 700. still negated.
By proxy swarms over the course of 4.05 seconds (assuming machinelike perfection in shot timing) will do 1500 (3 round mag) and spend three seconds reloading. so a damage cycle time of 6 seconds. also negated.
the problem isn't the double-hardener, nor is it the twin-reps. the problem is that you can COMBINE the two. It's why the Railgun can't make any headway, nor can the missiles. When the twin hardeners can almost negate the incoming damage and the reps have the output to eat the rest momentarily you will always have a net gain of zero unless you can sustain in excess of 1200 DPS burst rates.
And as far as AV goes, 900 single-magazine DPS is what I consider the rough range of what the AV ceiling MUST be, not SHOULD be. Because once you pass 900 DPS, bearing in mind this is after profiles and after mods, you will utterly negate any prayer that dropships can or will remain viable. there's no reality in which they can stand up to that. Even with that ceiling in place it necessitates that dropships get the next priority for a fix, and I mean top priority. this is assuming no increase in base alpha capacity and all of the work is done via rate of fire. because increasing the alpha on the AV weapons would pretty much sign and seal the death of dropships, and make the fact that LAVs can be fitted to survive an AV impact now irrelevant.
Believe it or not, there is no factor I consider in a vacuum, I actually do consider all of the interactions. My ability to articulate said situations is often dubious at best, however.
AV
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7763
|
Posted - 2015.03.30 18:07:00 -
[41] - Quote
Tesfa Alem wrote:Reps hasnt changined with Hot fix Echo
native armor regen at 40.
other than that, in my opinion, every statement you have made is correct.
AV
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
3009
|
Posted - 2015.03.30 18:44:00 -
[42] - Quote
Tesfa Alem wrote:
The issue is the hardeners not reps.
The issue is both, it's simply that hardeners has more of an effect. Reps needs to be active imo, they weren't as bad because they had a very long downtime.
Also, I think that armor hardeners should be nerfed by about 5-10%.
If both of those things were done, it'd probably be better overall.
click me
Blup Blub Bloop. Translation: Die -_-
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1324
|
Posted - 2015.03.30 18:54:00 -
[43] - Quote
Breakin Stuff wrote:
extending the rep cycles won't actually fix the problem, all it does is stretch the result out. Since there's no weapon that can land more than 500/hit and the FASTEST rate that can happen is with the swarms, you're at best looking at the illusion of progress, as the window of destruction only exists for at most, 5 seconds. that's 1500 damage recovered every 5 seconds. the fastest forge gun will hit just shy of twice in that time period for a total of 1000, and the breach would hit once for roughly 700. still negated.
By proxy swarms over the course of 4.05 seconds (assuming machinelike perfection in shot timing) will do 1500 (3 round mag) and spend three seconds reloading. so a damage cycle time of 6 seconds. also negated.
the problem isn't the double-hardener, nor is it the twin-reps. the problem is that you can COMBINE the two. It's why the Railgun can't make any headway, nor can the missiles. When the twin hardeners can almost negate the incoming damage and the reps have the output to eat the rest momentarily you will always have a net gain of zero unless you can sustain in excess of 1200 DPS burst rates.
And as far as AV goes, 900 single-magazine DPS is what I consider the rough range of what the AV ceiling MUST be, not SHOULD be. Because once you pass 900 DPS, bearing in mind this is after profiles and after mods, you will utterly negate any prayer that dropships can or will remain viable. there's no reality in which they can stand up to that. Even with that ceiling in place it necessitates that dropships get the next priority for a fix, and I mean top priority. this is assuming no increase in base alpha capacity and all of the work is done via rate of fire. because increasing the alpha on the AV weapons would pretty much sign and seal the death of dropships, and make the fact that LAVs can be fitted to survive an AV impact now irrelevant.
Believe it or not, there is no factor I consider in a vacuum, I actually do consider all of the interactions. My ability to articulate said situations is often dubious at best, however.
Messed up my swarm number I now realize, I assumed the damage per shot was more than it is. That will change things lol.
Anyways, let me state this, I don't want to say this as an end all FIX but a piece of the puzzle that can have an effect overall. I'm not disagreeing that AV weapons need tweaks, and I certainly will agree that hardeners on armor are more than OP (at pro I can cycle one constantly).
And I would rather not see a one of this only restriction. What I do want to see, is a double repped hardened fit actually be viable without being overwhelmingly OP. As of now, it is exceedingly good at taking high alpha damage and keep on trucking. I know from personal experience with it.
I want it to burn to high alpha damage, in a short frame of time. Giving AV a window will do nothing but help this along. A plate is meant to be used in place of a repper to buffer that high alpha damage incoming, but as of now it is outperformed by another rep in many situations.
And I will say, while the double repped and hardened fit is hard to take out, I have done it with a plasma cannon and AV nades with ease. If I had a 5 second window to drop the cannon round and get my AV nade on it, it would be an easy insta pop.
Another thing, don't get all fussy now, I have a hard time understanding why you say rails are in a poor spot. They are still my go to weapon of choice in busting armor. I just use it on an armor tank now instead of a shield tank. I can usually pretty easily pop these double reppers if I land all 4 shots, and risking the 5th for overheat.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1324
|
Posted - 2015.03.30 18:59:00 -
[44] - Quote
Godin Thekiller wrote:Tesfa Alem wrote:
The issue is the hardeners not reps.
The issue is both, it's simply that hardeners has more of an effect. Reps needs to be active imo, they weren't as bad because they had a very long downtime. Also, I think that armor hardeners should be nerfed by about 5-10%. If both of those things were done, it'd probably be better overall.
I think passive reps should stay, but I'm totallty on board for active.
Active would be like passive reps now, per second lot's of healing.
Passive would follow my principle of long healing cycles. Like 10 to 15 second intervals, and less healed overall then current. Certainly not keeping our current values on passive at longer cycles.
Active covers the burst alpha
Passive allows for staying power, just can't withstand heavy alpha.
Tanks - Balancing Turrets
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7763
|
Posted - 2015.03.30 19:10:00 -
[45] - Quote
Tebu Gan wrote:
And I would rather not see a one of this only restriction. What I do want to see, is a double repped hardened fit actually be viable without being overwhelmingly OP.
mathematically this will require a significant baseline nerf to the hardener amount absorbed, or the repairer efficacy cut in half.
AV
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1324
|
Posted - 2015.03.30 19:32:00 -
[46] - Quote
Breakin Stuff wrote:Tebu Gan wrote:
And I would rather not see a one of this only restriction. What I do want to see, is a double repped hardened fit actually be viable without being overwhelmingly OP.
mathematically this will require a significant baseline nerf to the hardener amount absorbed, or the repairer efficacy cut in half.
I think it's obvious hardeners need to be brought down (nerf is so negative), but it should be obvious that there is a bottom line that makes them useless (25%). I'd rather not see repairs cut, again.
But do you think that by reducing the cycles and dropping the armor hardener number down, that we might get a better balance for a double repper double hardener fit. Maybe decreasing the cycles will allow us to drop the hardener down by a lesser extent, letting burst alpha do what it's supposed to do and break the fit.
Tanks - Balancing Turrets
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7763
|
Posted - 2015.03.30 20:00:00 -
[47] - Quote
Tebu Gan wrote:Breakin Stuff wrote:Tebu Gan wrote:
And I would rather not see a one of this only restriction. What I do want to see, is a double repped hardened fit actually be viable without being overwhelmingly OP.
mathematically this will require a significant baseline nerf to the hardener amount absorbed, or the repairer efficacy cut in half. I think it's obvious hardeners need to be brought down (nerf is so negative), but it should be obvious that there is a bottom line that makes them useless (25%). I'd rather not see repairs cut, again. But do you think that by reducing the cycles and dropping the armor hardener number down, that we might get a better balance for a double repper double hardener fit. Maybe decreasing the cycles will allow us to drop the hardener down by a lesser extent, letting burst alpha do what it's supposed to do and break the fit.
even dumping the hardeners by 10% is iffy, I have to actually do the math again for that. Another person suggested dropping them to 30% and re-introducing the old +10% addition from skills. The end result of this change would end up being that nickel-and-diming the target for a net gain of 100 damage per shot until the armor was reduced below 1096 total armor when the next shot went off. At this point, your suggestion of reducing the cycle times to 5 second intervals MIGHT actually work, but that's in-depth math I don't want to do right before it's time to go to bed.
Any time I try to crunch numbers in a sleepy haze I wind up having to go and correct all of my spreadsheet numbers.
AV
|
BAD FURRY
Oh No You Didn't
801
|
Posted - 2015.03.30 20:03:00 -
[48] - Quote
just my 2 cents
plz reply
the drop suit for tanks we all should know about it why not keep the tank how they are for now and get them roll bonus on the hav skill.
and latter add the drop suit so with out it the it you dont get the HAV skill bonus when using the tanks .
i know tanks will all ways be a SP thing then skill then isk in this game .
Yes i am a Undead Hell Wolf ... nice to meat you!
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1326
|
Posted - 2015.03.30 20:44:00 -
[49] - Quote
Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:Tebu Gan wrote:
And I would rather not see a one of this only restriction. What I do want to see, is a double repped hardened fit actually be viable without being overwhelmingly OP.
mathematically this will require a significant baseline nerf to the hardener amount absorbed, or the repairer efficacy cut in half. I think it's obvious hardeners need to be brought down (nerf is so negative), but it should be obvious that there is a bottom line that makes them useless (25%). I'd rather not see repairs cut, again. But do you think that by reducing the cycles and dropping the armor hardener number down, that we might get a better balance for a double repper double hardener fit. Maybe decreasing the cycles will allow us to drop the hardener down by a lesser extent, letting burst alpha do what it's supposed to do and break the fit. even dumping the hardeners by 10% is iffy, I have to actually do the math again for that. Another person suggested dropping them to 30% and re-introducing the old +10% addition from skills. The end result of this change would end up being that nickel-and-diming the target for a net gain of 100 damage per shot until the armor was reduced below 1096 total armor when the next shot went off. At this point, your suggestion of reducing the cycle times to 5 second intervals MIGHT actually work, but that's in-depth math I don't want to do right before it's time to go to bed. Any time I try to crunch numbers in a sleepy haze I wind up having to go and correct all of my spreadsheet numbers.
Cooldown and uptime's need to be adjusted on the maddie priority. Whenever I get time, I'll get my simulator up and a running and start looking at numbers with a hardeners at 35% and 30% and see how things change.
Agreed at current, fewer cycles won't have a huge impact, but lowering hardener amount could have a large impact in simulation with fewer rep cycles. 35% means two stack for roughly 58%. Currently second hardener at 66% effectiveness, totals for 66 current. Nearly a 10% gap.
Tanks - Balancing Turrets
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7765
|
Posted - 2015.03.30 21:54:00 -
[50] - Quote
Tebu Gan wrote:35% means two stack for roughly 58%. Currently second hardener at 66% effectiveness, totals for 66 current. Nearly a 10% gap.
2 35%=54.25%
2 40%=60.86
2 30%=48.25%
And I actually wrote a goddamn KILL TIMELINE for Rattati's original plan for the HAVs using the pre-buff allotek PLC and IAFG.
Minumum engagement time for either versus a pilot who was a complete blistering IDIOT would have been 18.5 seconds, roughly in both cases versus the HAV vulnerable to their particular attacks.
Minimum engagement time using the wrong weapon for the enemy tank would be about 25 seconds.
In both cases I have a hard time envisioning a solo AV gunner killing either before they broke line of sight or gutted him in any circumstance.
AV
|
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1326
|
Posted - 2015.03.30 23:51:00 -
[51] - Quote
Breakin Stuff wrote:Tebu Gan wrote:35% means two stack for roughly 58%. Currently second hardener at 66% effectiveness, totals for 66 current. Nearly a 10% gap. 2 35%=54.25% 2 40%=60.86 2 30%=48.25% And I actually wrote a goddamn KILL TIMELINE for Rattati's original plan for the HAVs using the pre-buff allotek PLC and IAFG. Minumum engagement time for either versus a pilot who was a complete blistering IDIOT would have been 18.5 seconds, roughly in both cases versus the HAV vulnerable to their particular attacks. Minimum engagement time using the wrong weapon for the enemy tank would be about 25 seconds. In both cases I have a hard time envisioning a solo AV gunner killing either before they broke line of sight or gutted him in any circumstance.
Assuming hardeners are up, but perhaps we should look at the timers on hardeners as well. Currently armor hardeners are far to high, and shields maybe slightly.
Perhaps a 25 second up time, max skills, might curb the idea that tanks are unkillable. Fine and all they are strong with defenses up, but does it have to seem like all the time they are at the ready to up defenses.
Tanks - Balancing Turrets
|
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |