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DJINN Jecture
MANUFACTURERS OF DEATH
319
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Posted - 2015.04.09 12:54:00 -
[31] - Quote
This sounds to me like Maddys are OP. So my reaction is to YELL LOUDLY NERF MADDYS!!! Or better yet, remove tanks or actually make them Killable when hardened in some way, doesn't matter much so long as there is a way. Remove the ability to double rep and double harden maddys they are too tough.
This comment^^ is based on what everyone just said and to me it makes sense, Madrugers are broken, so lets fix them, not break another type of tank so it is OP too.
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ߦäߦâ-à
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Takahiro Kashuken
Red Star.
4441
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Posted - 2015.04.09 13:09:00 -
[32] - Quote
So as usual nerf the only useful vehicle and HAV there is to the point where it is useless and unusable like the other HAV and basically give AV another easy target to kill because you nerfed the only useful vehicle left.
While we are at it nerf hardeners because AV shouldn't have to deal with them because if you can't cause damage when 2 hardeners are on then obv your AV weapon is broken and that is unfair.
Roll on PS2
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1994
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Posted - 2015.04.09 13:30:00 -
[33] - Quote
Takahiro Kashuken wrote:So as usual nerf the only useful vehicle and HAV there is to the point where it is useless and unusable like the other HAV and basically give AV another easy target to kill because you nerfed the only useful vehicle left.
While we are at it nerf hardeners because AV shouldn't have to deal with them because if you can't cause damage when 2 hardeners are on then obv your AV weapon is broken and that is unfair.
Roll on PS2
Wouldn't you think it would be unbalanced that if sentinels had hardeners and they put two of them on their fit and can be shot at by 5 assaults using proto weapons and sentinel HP doesn't even go down at all until their 40 seconds of hardening us up?
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1994
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Posted - 2015.04.09 13:33:00 -
[34] - Quote
True Adamance wrote:Pokey Dravon wrote:Thaddeus Reynolds wrote: It wouldn't put an end to it... but it would make the mechanical arguments against it irrelevant
the consistency within the setting argument could then be made...but never really need to be implemented besides making people (such as myself) who like the way Eve's shield regen work happy...but I imagine we're a small portion of the community, and CCP doesn't need to pander to us as long as they balance things in the system they have
Well I've said this before but here is what I envision with Armor Repairers becoming active modules and shield boosters having a slightly higher HP/minute. Natural Armor Rep (~30 HP/s) (Constant, very slow, Supplementary HP regeneration) Natural Shield Recharge (~120 HP/s) (Delayed, slow, Supplementary HP regeneration) Active Armor Repairer (Moderate Duration, Moderate Rate, Primary HP regeneration) Active Shield Booster (Short Duration, High Rate, Primary HP regeneration) The recharge delay is of course a factor, but is the tradeoff for a much higher natural rate. Even so in both cases that is simply supplementary regen. Currently Shield Boosters are so terribad that shield pretty much has to rely on natural recharge....which I think will remain nearly impossible properly balance against armor repairers, ESPECIALLY Heavy Passive ones. Most of this **** started when CCP Blam moved us to the "Passive Regeneration is Primary Regeneration" model and it has been a mess ever since. Passive regeneration is fine if it is limited to supplementary regen, but the primary regen moves back to the Active model. NOTE: I think that currently, the issue with armor repairers lies in the HEAVY ones. I don't think the Light ones are problematic so those can probably be left as is, as not to totally mess up Dropships and LAVs for the sake of HAV balance. As for balancing within the system we already have....I think Rattati is willing to be aggressive in change if it is absolutely necessary. However if he can reach a balanced state by making few changes, he's going to be more likely to go that direction with it. Manpower is very limited on the Dust Dev side so he has to make very tough choices on how things are done, and if he can get the desired result (of balance) with less work, he's going to take that direction with it. And as I have mentioned before in keeping with the above ideals since I too feel the same way. I think the current repair rates for the armour modules are fine, sans the passive repair rate. From previous builds the highest possible tier repairer was the old Efficient Heavy Armour Repairer which repaired a total of 414 armour every three seconds. On a per second basis this amounts to 138 repairs per second which I feel is fine and keeps the vehicle competitive and durable. However as it is not constant and gives time between pulses I feel like it would be distinctly more balanced while keeping the modules functionality relatively fair and balanced. Considering we have a skill for the betterment of repair values I think if you set the Repair Rate on the Prototype Module to 330 armour repaired per pulse unmodified (every 3 seconds for a fifteen second duration) you would woukd amount to the current Prototype module we have now. With skills that is 412.5 repairs every 3 seconds for the exactly 137.5 we have now just active and over a maximum time of between 15 and 18.75 seconds (which means Level V in core skills only adds one additional pulse meaning that under this model the total armour repaired changes from 2062.5 every 15 seconds to to 2475 over 18 seconds). Those values I think are fair but not overly powerful. An indvidual repairer under this model functions with the exact same efficiency however its window of operation is now much lower. Couple that with an appropriate cool down time that allows shield to regenerate their HP at a faster rate per minute and I think you will see some changes to the vehicles themselves.
How about a look at hardeners? Clearly Armor hardeners are destroying shield hardeners. They have same % resistance, Armor hardeners cool faster and last longer. Armor hardeners are also much easier to fit.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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DJINN Jecture
MANUFACTURERS OF DEATH
319
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Posted - 2015.04.09 14:06:00 -
[35] - Quote
Takahiro Kashuken wrote:So as usual nerf the only useful vehicle and HAV there is to the point where it is useless and unusable like the other HAV and basically give AV another easy target to kill because you nerfed the only useful vehicle left.
While we are at it nerf hardeners because AV shouldn't have to deal with them because if you can't cause damage when 2 hardeners are on then obv your AV weapon is broken and that is unfair.
Roll on PS2 Encouragement to be less scrubby thats all.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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Takahiro Kashuken
Red Star.
4441
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Posted - 2015.04.09 14:35:00 -
[36] - Quote
Sir Dukey wrote:Takahiro Kashuken wrote:So as usual nerf the only useful vehicle and HAV there is to the point where it is useless and unusable like the other HAV and basically give AV another easy target to kill because you nerfed the only useful vehicle left.
While we are at it nerf hardeners because AV shouldn't have to deal with them because if you can't cause damage when 2 hardeners are on then obv your AV weapon is broken and that is unfair.
Roll on PS2 Wouldn't you think it would be unbalanced that if sentinels had hardeners and they put two of them on their fit and can be shot at by 5 assaults using proto weapons and sentinel HP doesn't even go down at all until their 40 seconds of hardening us up?
But that is a lie
CCP Rattati - "One giant vehicle nerf with more power to AV", you have got to be kidding...''
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Spkr4theDead
Red Star.
3161
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Posted - 2015.04.09 17:32:00 -
[37] - Quote
Sir Dukey wrote:Takahiro Kashuken wrote:So as usual nerf the only useful vehicle and HAV there is to the point where it is useless and unusable like the other HAV and basically give AV another easy target to kill because you nerfed the only useful vehicle left.
While we are at it nerf hardeners because AV shouldn't have to deal with them because if you can't cause damage when 2 hardeners are on then obv your AV weapon is broken and that is unfair.
Roll on PS2 Wouldn't you think it would be unbalanced that if sentinels had hardeners and they put two of them on their fit and can be shot at by 5 assaults using proto weapons and sentinel HP doesn't even go down at all until their 40 seconds of hardening us up? Infantry juggle active modules? LOL Thanks, that's better than going to a comedy club.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1998
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Posted - 2015.04.09 17:34:00 -
[38] - Quote
Spkr4theDead wrote:Sir Dukey wrote:Takahiro Kashuken wrote:So as usual nerf the only useful vehicle and HAV there is to the point where it is useless and unusable like the other HAV and basically give AV another easy target to kill because you nerfed the only useful vehicle left.
While we are at it nerf hardeners because AV shouldn't have to deal with them because if you can't cause damage when 2 hardeners are on then obv your AV weapon is broken and that is unfair.
Roll on PS2 Wouldn't you think it would be unbalanced that if sentinels had hardeners and they put two of them on their fit and can be shot at by 5 assaults using proto weapons and sentinel HP doesn't even go down at all until their 40 seconds of hardening us up? Infantry juggle active modules? LOL Thanks, that's better than going to a comedy club.
Lol, now we know that you don't know what analogies are.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1998
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Posted - 2015.04.09 17:35:00 -
[39] - Quote
Takahiro Kashuken wrote:Sir Dukey wrote:Takahiro Kashuken wrote:So as usual nerf the only useful vehicle and HAV there is to the point where it is useless and unusable like the other HAV and basically give AV another easy target to kill because you nerfed the only useful vehicle left.
While we are at it nerf hardeners because AV shouldn't have to deal with them because if you can't cause damage when 2 hardeners are on then obv your AV weapon is broken and that is unfair.
Roll on PS2 Wouldn't you think it would be unbalanced that if sentinels had hardeners and they put two of them on their fit and can be shot at by 5 assaults using proto weapons and sentinel HP doesn't even go down at all until their 40 seconds of hardening us up? But that is a lie
But that is how tanks work. Turn on hardeners- be indestructible. Well, at least of Armor tanks.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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DJINN Jecture
MANUFACTURERS OF DEATH
319
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Posted - 2015.04.09 17:35:00 -
[40] - Quote
Be thankful active mods don't run until you are out of Cap (suggested once or twice) like eve and a handheld module for draining cap as in eve, oh wait, then it wouldn't be OP anymore and could be killed...
BTW this would also balance shield boosting tanks to the same level as hardend and repped tanks.
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ߦäߦâ-à
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DJINN Jecture
MANUFACTURERS OF DEATH
319
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Posted - 2015.04.09 17:40:00 -
[41] - Quote
One thing to note about my above suggestion, the devs have not been interested at all in using EVE based fixes for reasons unknown to even the closed beta testers, most likely due to the fact that this is not EVE, not One Univers and One War as they claimed at Open Beta launch.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2978
|
Posted - 2015.04.09 18:11:00 -
[42] - Quote
Pokey Dravon wrote:Thaddeus Reynolds wrote: It wouldn't put an end to it... but it would make the mechanical arguments against it irrelevant
the consistency within the setting argument could then be made...but never really need to be implemented besides making people (such as myself) who like the way Eve's shield regen work happy...but I imagine we're a small portion of the community, and CCP doesn't need to pander to us as long as they balance things in the system they have
Well I've said this before but here is what I envision with Armor Repairers becoming active modules and shield boosters having a slightly higher HP/minute. Natural Armor Rep (~30 HP/s) (Constant, very slow, Supplementary HP regeneration) Natural Shield Recharge (~120 HP/s) (Delayed, slow, Supplementary HP regeneration) Active Armor Repairer (Moderate Duration, Moderate Rate, Primary HP regeneration) Active Shield Booster (Short Duration, High Rate, Primary HP regeneration) The recharge delay is of course a factor, but is the tradeoff for a much higher natural rate. Even so in both cases that is simply supplementary regen. Currently Shield Boosters are so terribad that shield pretty much has to rely on natural recharge....which I think will remain nearly impossible properly balance against armor repairers, ESPECIALLY Heavy Passive ones. Most of this **** started when CCP Blam moved us to the "Passive Regeneration is Primary Regeneration" model and it has been a mess ever since. Passive regeneration is fine if it is limited to supplementary regen, but the primary regen moves back to the Active model. NOTE: I think that currently, the issue with armor repairers lies in the HEAVY ones. I don't think the Light ones are problematic so those can probably be left as is, as not to totally mess up Dropships and LAVs for the sake of HAV balance. As for balancing within the system we already have....I think Rattati is willing to be aggressive in change if it is absolutely necessary. However if he can reach a balanced state by making few changes, he's going to be more likely to go that direction with it. Manpower is very limited on the Dust Dev side so he has to make very tough choices on how things are done, and if he can get the desired result (of balance) with less work, he's going to take that direction with it.
Whirly gun make much thunder! - Victor
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
291
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Posted - 2015.04.09 19:49:00 -
[43] - Quote
It's not even the tanks themselves... It's the hardeners... That's so easy to fix man..
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Vesta Opalus
Ostrakon Agency Gallente Federation
600
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Posted - 2015.04.10 17:05:00 -
[44] - Quote
Shamarskii Simon wrote:It's not even the tanks themselves... It's the hardeners... That's so easy to fix man..
Its hardeners combined with passive heavy repair modules. The hardeners boost the EHP of the tank quite a bit (x4 for double hardener I think?) which has the side effect of magnifying repair module strength by the same amount, this ends up allowing you to outrep a ludicrous amount of damage just by flipping a switch. This isnt a problem in the gunnlogi since the reps can generally be stopped by damage, but on the madruger the reps just keep going regardless, which results in massive imbalance. |
Vesta Opalus
Ostrakon Agency Gallente Federation
600
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Posted - 2015.04.10 17:13:00 -
[45] - Quote
Takahiro Kashuken wrote:So as usual nerf the only useful vehicle and HAV there is to the point where it is useless and unusable like the other HAV and basically give AV another easy target to kill because you nerfed the only useful vehicle left.
While we are at it nerf hardeners because AV shouldn't have to deal with them because if you can't cause damage when 2 hardeners are on then obv your AV weapon is broken and that is unfair.
Roll on PS2
Gunnlogi isnt useless and unusable if you fix the madruger so that it doesnt completely dominate the gunnlogi.
Im not sure if your second comment is sarcastic or not, since its actually factually correct: if you cant use a weapon to hurt something, it is quite literally broken, which is unfair in a game.
All they really need to do to fix this is to make it so repair rate is reduced in proportion to the amount of hardening, meaning the repair rate would no longer be magnified by an absurd amount because the hardeners are cranking up your EHP. Instead you will just get a massive EHP boost with no rep boost, which might actually be balanced. |
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
294
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Posted - 2015.04.10 23:35:00 -
[46] - Quote
Vesta Opalus wrote:Shamarskii Simon wrote:It's not even the tanks themselves... It's the hardeners... That's so easy to fix man.. Its hardeners combined with passive heavy repair modules. The hardeners boost the EHP of the tank quite a bit (x4 for double hardener I think?) which has the side effect of magnifying repair module strength by the same amount, this ends up allowing you to outrep a ludicrous amount of damage just by flipping a switch. This isnt a problem in the gunnlogi since the reps can generally be stopped by damage, but on the madruger the reps just keep going regardless, which results in massive imbalance.
Mmhm! I'll do a bit of math here, I'll show my work. I'll use something I'm familiar with, Incubi.
2362 aHP (base) 187.5 aHP/s (twin comp light) Complex aHardener
aHardener on-->
/* if damage is reduced by 40% , H-aHP (hardened armor hit points) is increased by 40% in theory. */
H-aHP = 2362 * 1.4 H-aHP = 3306.8
/* since the aHP doesn't change when hardened ( as H-aHP != aHP, the total aHP does not change) the repair time is still the same. HOWEVER, due to repair time not changing for H-aHP, repair rate will be directly proportional. */
H-aHP/s = 187.5 * 1.4 H-aHP/s = 262.5
/*Proof that aHP/s == H-aHP/s*/
Time_aHP = 2362 / 187.5 Time_aHP = 12.6 seconds.
Time_H-aHP = 3306.8 / 262.5 Time_H-aHP = 12.6 seconds.
Proportional = (Time_aHP == Time_H-aHP)? True:false Proportional = true
/*Now that that's proven, let's go see how it does against AV.
Let's say swarms do 1000 aDamage every 3 seconds for simplicity. aHardener on*/
H-aHP -= 1000 H-aHP = 2306.8
/* 1 second passes */ H-aHP += H-aHP/s H-aHP = 2569.3
/* 2 */ H-aHP = 2831.8
/* 3 */ H-aHP = 3094.3
/* since H-aHP prop aHP */ netDamage = ((3306.8 - 3094.3) * 0.6) netDamage = 127.5
Upscale for tanks, and you'll see what I mean.
300 aHP/s -> 420 H-aHP/s
Thats just one hardener. Imagine twin hardener? About 560 rep. Assuming penalty pushes resistance to 34%.
Edit: I'll do python for H-sHP, H-sHP/s if you want a complete comparison.
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Cypher Nil
Fireteam Tempest
223
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Posted - 2015.04.10 23:52:00 -
[47] - Quote
Sir Dukey wrote:Spkr4theDead wrote:How many times do I have to say that the answer is not to nerf vehicles, but buff them to whatever level the superior hull is at. You get parity in that fashion, not nerfing so AV has an easier time of destroying it. I don't care what you have to say because no way in hell should armor tanks be invincible to AV. Shield tanks and AV are balanced in my opinion. Armor tanks are definitely not balanced. How is it fair that an armor tank can take 2-3 clips (Clips not swarms) from my Proto Min Commando with proficiency level 4 in swarms and still have full armor?
I can destroy a shield tank by myself in 4 seconds using the free anti-armor fit, thats not balanced at all
n++pâçGòÉS+Ç +24 Million SP Merc n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
Of course we won, now when do I get paid?
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
2009
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Posted - 2015.04.11 00:14:00 -
[48] - Quote
Cypher Nil wrote:Sir Dukey wrote:Spkr4theDead wrote:How many times do I have to say that the answer is not to nerf vehicles, but buff them to whatever level the superior hull is at. You get parity in that fashion, not nerfing so AV has an easier time of destroying it. I don't care what you have to say because no way in hell should armor tanks be invincible to AV. Shield tanks and AV are balanced in my opinion. Armor tanks are definitely not balanced. How is it fair that an armor tank can take 2-3 clips (Clips not swarms) from my Proto Min Commando with proficiency level 4 in swarms and still have full armor? I can destroy a shield tank by myself in 4 seconds using the free anti-armor fit, thats not balanced at all
I would love for you to come meet my 6100 shield hardened, and boosted shield tank with an ion cannon.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
18155
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Posted - 2015.04.11 00:16:00 -
[49] - Quote
Cypher Nil wrote:Sir Dukey wrote:Spkr4theDead wrote:How many times do I have to say that the answer is not to nerf vehicles, but buff them to whatever level the superior hull is at. You get parity in that fashion, not nerfing so AV has an easier time of destroying it. I don't care what you have to say because no way in hell should armor tanks be invincible to AV. Shield tanks and AV are balanced in my opinion. Armor tanks are definitely not balanced. How is it fair that an armor tank can take 2-3 clips (Clips not swarms) from my Proto Min Commando with proficiency level 4 in swarms and still have full armor? I can destroy a shield tank by myself in 4 seconds using the free anti-armor fit, thats not balanced at all
Yeah......No.
No you can't.
Just no.
Bosh'tet Plz.
A Shield HAV would ******* decimate you.
GÇ£That is not dead which can eternal lie,
And with strange aeons even death may die.GÇ¥
-The Nameless City
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
296
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Posted - 2015.04.11 00:28:00 -
[50] - Quote
True Adamance wrote: Bosh'tet Plz.
Tali'mancer? Good choice.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
2011
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Posted - 2015.04.11 15:12:00 -
[51] - Quote
I request a reply rat.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Mobius Wyvern
Sky-FIRE
6014
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Posted - 2015.04.11 15:36:00 -
[52] - Quote
Sir Dukey wrote:Spkr4theDead wrote:How many times do I have to say that the answer is not to nerf vehicles, but buff them to whatever level the superior hull is at. You get parity in that fashion, not nerfing so AV has an easier time of destroying it. I don't care what you have to say because no way in hell should armor tanks be invincible to AV. Shield tanks and AV are balanced in my opinion. Armor tanks are definitely not balanced. How is it fair that an armor tank can take 2-3 clips (Clips not swarms) from my Proto Min Commando with proficiency level 4 in swarms and still have full armor? It's not. Passive Armor Repair remains one of the dumber things we've received in this game.
Changing stats isn't going to address this. Armor Repair modules need to go back to being active modules like they used to be.
Being able to constantly gain up to 200+ hp per SECOND without any cost doesn't make much sense from a balance standpoint, and that fact has just been becoming more and more obvious over time.
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2988
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Posted - 2015.04.11 15:51:00 -
[53] - Quote
Vesta Opalus wrote:Shamarskii Simon wrote:It's not even the tanks themselves... It's the hardeners... That's so easy to fix man.. Its hardeners combined with passive heavy repair modules. The hardeners boost the EHP of the tank quite a bit (x4 for double hardener I think?) which has the side effect of magnifying repair module strength by the same amount, this ends up allowing you to outrep a ludicrous amount of damage just by flipping a switch. This isnt a problem in the gunnlogi since the reps can generally be stopped by damage, but on the madruger the reps just keep going regardless, which results in massive imbalance. Stacking penalties mean double hardeners provide 61% resistance.
Whirly gun make much thunder! - Victor
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
2012
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Posted - 2015.04.11 15:56:00 -
[54] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Shamarskii Simon wrote:It's not even the tanks themselves... It's the hardeners... That's so easy to fix man.. Its hardeners combined with passive heavy repair modules. The hardeners boost the EHP of the tank quite a bit (x4 for double hardener I think?) which has the side effect of magnifying repair module strength by the same amount, this ends up allowing you to outrep a ludicrous amount of damage just by flipping a switch. This isnt a problem in the gunnlogi since the reps can generally be stopped by damage, but on the madruger the reps just keep going regardless, which results in massive imbalance. Stacking penalties mean double hardeners provide 61% resistance.
Or you can cycle hardeners and have them on for a total of 80-90 seconds with only 20 second cool down.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
303
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Posted - 2015.04.11 16:03:00 -
[55] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Shamarskii Simon wrote:It's not even the tanks themselves... It's the hardeners... That's so easy to fix man.. Its hardeners combined with passive heavy repair modules. The hardeners boost the EHP of the tank quite a bit (x4 for double hardener I think?) which has the side effect of magnifying repair module strength by the same amount, this ends up allowing you to outrep a ludicrous amount of damage just by flipping a switch. This isnt a problem in the gunnlogi since the reps can generally be stopped by damage, but on the madruger the reps just keep going regardless, which results in massive imbalance. Stacking penalties mean double hardeners provide 61% resistance.
Show me how you got 61% i would want to add it to my mathz when I go to 2x H-aHP tank vs 2x H-sHP
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2988
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Posted - 2015.04.11 16:53:00 -
[56] - Quote
Shamarskii Simon wrote:
Show me how you got 61% i would want to add it to my mathz when I go to 2x H-aHP tank vs 2x H-sHP
Check out the Stacking Penalty Calculator and type in -40, -40 into the calculator. You end up with 60.86% reduction, which rounds to 61% resistance.
Whirly gun make much thunder! - Victor
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
304
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Posted - 2015.04.11 17:35:00 -
[57] - Quote
Alena Ventrallis wrote:Shamarskii Simon wrote:
Show me how you got 61% i would want to add it to my mathz when I go to 2x H-aHP tank vs 2x H-sHP
Check out the Stacking Penalty Calculator and type in -40, -40 into the calculator. You end up with 60.86% reduction, which rounds to 61% resistance.
Hmm... We have a little issue...
If I do my method of boosting HP by 40% for H-xHP rather than reducing xDamage by 40%, the numbers are different.
I got this using my method "Individual bonuses: 40.00%, 34.76%, Total bonus: 88.67% /* multiplying base xHP by 1.4 to show the reduction in damage relating to xHP/s */ "
But by saying it reduces xDamage, i get this: "Individual bonuses: -40.00%, -34.76%, Total bonus: -60.86% /* reducing incoming damage by 0.6 to show reduction in damage based on resistance */
Hmm... Am i wrong with how I'm looking at it?
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Nothing Certain
Bioshock Rejects
1625
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Posted - 2015.04.11 21:34:00 -
[58] - Quote
I don't care what you have to say because no way in hell should armor tanks be invincible to AV. Shield tanks and AV are balanced in my opinion. Armor tanks are definitely not balanced. How is it fair that an armor tank can take 2-3 clips (Clips not swarms) from my Proto Min Commando with proficiency level 4 in swarms and still have full armor?[/quote]
Its not just 2-3 clips, you need to phrase this correctly. You can literally fire swarms at a double hardened madruger at
If a single swarmed can still kill a double hardened tank, hardeners have absolutely no point in existing. It should take multiple people to kill a hardened tank. The problem is how quickly they can escape once it wears off. Tone down tank speed and greatly tone down tank acceleration, and we will finally have tanks in a close to balanced place.[/quote]
Why should it take multiple people to kill a double hardened tank? It was already hard before, unless the tanker was certifiably ********, but the way hardeners combine with reps and armor hp makes it literally impossible now to kill a madruger until their hardeners go down. Why is that ok? Maybe if infantry had modules that boosted their damage so they could overcome the hardeners, it would be fine, but they dont. There is no AV/V balance when you can simply choose to negate AV completely when you fit your tank. Its not even a matter of tactics or ambush, its just straight up impossible for a single person to kill a tank fitted with 2 repairs and 2 hardeners unless the tanker just does not react.
Could you imagine how absurd it would be if infantry had fits like that? Heavies walking around, literally invincible to every weapon on the field, unkillable until their hardeners went down, is that something you are ok with? If not, then why is it ok for tanks?[/quote]
No you're missing the point. Yes it's near impossible to kill a tank with its hardener on but without its rather easy. The issue is tanks are way too fast so than can easily fly away from danger when their hardener drops. Slow tanks down and you force tankers to constantly be thinking about their slow escape to safety. This is how you balance them. No tanker wants to be insta popped by AV and no AVer wants a tank to escape their clutches easily. It would force tankers to play their position and hardeners in a smart fashion and force AV to use ambush tactics. [/quote]
Either/or but having invincibility for 40 seconds and being able to easily retreat for 40 seconds before regaining invincibility is silly.
Because, that's why.
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2991
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Posted - 2015.04.11 21:42:00 -
[59] - Quote
You need to learn how the quote button works.
Whirly gun make much thunder! - Victor
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
248
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Posted - 2015.04.11 23:36:00 -
[60] - Quote
It's not even Gunnlogis that get wrecked. If it's not a proto (maybe adv) madrugar, ALL VEHICLE will be blown. The pro madrugar is the biggest porblem.
48th Special Operations Force.
Twitter- @48SOF
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