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Berserker007
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Posted - 2013.03.01 19:33:00 -
[1] - Quote
Here is the problem with this, you are looking at max skilling which is the problem b/c infantry has more skills. What u should do, is look at what makes the role "beastly"/effective.
That alters the SP quite a bit. Example:
Armor tanking: (someone calc as on phone on vacation) Vehicle command Gallente hav (this is disputable, as u can say only lv1 for madg to be effective) Mechanics Armor rep Armor plate skilling Armor hardening skilling Hybrid small turrets " large turret & prof Turret upgrades Engy Elec
Infantry AR: Dropsuit (lv 4 or 5 to compare if saying a madruger or surya) AR operation & prof Light reload Light sharpshooter Light usage Mechanics Shielding (all 3 variants.. increase base hp, recharge, use of extenders) Grenadier Engy Elec Epu upgrade skill Vigor
This is off top of my head on what could make an AR effective... so calc that and see where the difference is |
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Berserker007
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Posted - 2013.03.01 19:47:00 -
[2] - Quote
slap26 wrote:trollface dot jpg wrote:Bojo The Mighty wrote:You can't factor in handheld upgrade skills and proficiency skills when there is no HAV equivalent to those skills. You're just saying that Dropsuit Skills require more SP because there are more of them, which is super redundant. You wish to speak of redundancy? I even added in the slight PG bonus from leveling to lvl 5 armor plates on tanks just for the extra 6% usage drops. I even put in small missile turret skills up to proficiency level just for S&G's. I put in every passive point that I could for each side since this is a MAX OUT THE CLASS test here. If tankers had more skills than dropsuits, I wouldn't have left out any of the tanks skills. The fact that it requires more skills to max a dropsuit than to max a tank is sort of the point here. You can max out your class 11,000,000 SP more quickly with a tank than with a dropsuit. If you want me to throw in ALL of the tank skills, I'd have to throw in ALL of the dropsuit skills as well. Would you like me to do that next? I'll even limit it to one heavy weapon, one light weapon and one sidearm if you think that's fair. The dropsuit will still require more SP. HAV's don't have Turret sharpshooter skills, upgrade skills, reload skills, or capacity skills (I would like to have these so I can create a better fit) Not to mention the fact that all the support skills effect any specialization You should take out the support skills and add it that way After taking out the skill points that HAV's don't get an equivalent to the AR groundpounder needs 12,449,241 sp to max out. This just means that HAV's need more support skills so that we can benefit like groundpounders do You are like fox news twisting facts so they support you cause, We need HAV support skills
NO, no support skills for you (in soup na*i voice) |
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Berserker007
Imperfects Negative-Feedback
207
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Posted - 2013.03.01 19:57:00 -
[3] - Quote
Rustonius wrote:Politely I would say, irrevalent, you have to take all the skills, you will not have a choice, over time the FOTM will change, if damage mods started sucking you switch to shields, if shields did you would to armor, maybe they get suit signatures working better and you need to profile dampen, or signature attack better... You can't know, same with tanks, maybe shield hardners will start to suck so you switch to resists. Point is the same, 50% less sp to be able to keep up with FOTM/ patch changes, this is a beta after all. As it stands you can have max tank and super decent infantry for the cost to max infantry. Berserker007 wrote:Here is the problem with this, you are looking at max skilling which is the problem b/c infantry has more skills. What u should do, is look at what makes the role "beastly"/effective.
That alters the SP quite a bit. Example:
Armor tanking: (someone calc as on phone on vacation) Vehicle command Gallente hav (this is disputable, as u can say only lv1 for madg to be effective) Mechanics Armor rep Armor plate skilling Armor hardening skilling Hybrid small turrets " large turret & prof Turret upgrades Engy Elec
Infantry AR: Dropsuit (lv 4 or 5 to compare if saying a madruger or surya) AR operation & prof Light reload Light sharpshooter Light usage Mechanics Shielding (all 3 variants.. increase base hp, recharge, use of extenders) Grenadier Engy Elec Epu upgrade skill Vigor
This is off top of my head on what could make an AR effective... so calc that and see where the difference is
& the problem u propose is look at the future. Well untill the future you speak of occurs we can only discuss what we currently have. Before u think im a tanker with what i said, im one of some who actually earned their proto suits & not using the neo ones.
So yes, if they make armor worthwhile maybe it will chance things, but as is, i listed what is more or less deemed the worthwhile skills that people have used the last 9 months |
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