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NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.12 17:14:00 -
[91] - Quote
Spkr4theDead wrote:NAV HIV wrote:Spkr4theDead wrote:Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. What the hell crutch are you talking about? Have you ever tried tanking? Do you not realize just how effective swarms and AV grenades are (explosives)? They're the most popular AV in the game right now, wanna know why? Because it doesn't require any intelligence to use them, and they're basically fire and forget. They're the stupid man's anti-vehicle weapons. That's the first reason they're so popular. Wanna know the second reason they're so popular? Because the Madrugar gives you the best all-around options for tanking. Know what the Madrugar is? It's an armor tank. We can sacrifice defenses to make a glass cannon fit, or sacrifice offense for more defensive capabilities. It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules? Oh scrubba dub , if i'm not mistaken most AR suits have the same base HP. The difference is in the number of slots and, CPU and PG I don't run assault at all. The only numbers I want to be familiar with at all are the numbers for AV weapons. If you had a brain, maybe you'd realize that.
Well you are the one Comparing Dropsuit and tank mechanisms are you not? Or am I reading your posts wrong?
"It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules?"
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Spkr4theDead
Namtar Elite Gallente Federation
186
|
Posted - 2013.06.12 17:18:00 -
[92] - Quote
NAV HIV wrote:Spkr4theDead wrote:NAV HIV wrote:Spkr4theDead wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The hell with the rules. **** you LOL if i'm not mistaken you are one of those LAV scrubs arent you You mean to tell me you're not spec'd into the Limbus/Charybdis at all? No Saga or Methana? Nope not even one. Unless the Gallente LAV skill to level 3 counts as anything. Didn't buy any of those. Don't need a LAV to kill someone LOL But as i've mentioned before. You are polluting a wonderful thread. So try and learn something from English about tanking if you can. or else shut up and listen When I started following him into matches on MAG instead of deploying with my clan (basically a sabotage clan), that's when I really figured out vehicles and how effective they can be.
The same happened on here. I was skilling up for heavy but also wanted to branch into tanking. Finally was able to skill up for Madrugar, and English showed me the way. I didn't learn it by myself, and I don't consider myself stupid. |
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.12 17:22:00 -
[93] - Quote
Well you didn't learn properly then. Wouldn't be ranting over every topic then. If you can't post insightful items that's fine. Just don't act like a know it all and then. Shut up and follow instructions. You don't consider yourself stupid? LOL The rest of the people do |
Charlotte O'Dell
Molon Labe. League of Infamy
457
|
Posted - 2013.06.12 17:49:00 -
[94] - Quote
R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time.
None of you are thinking properly. The balance between AV vs TANKS is perfect, but we are missing the other parts of the tree. 3 std forges = gunlogi 1 9k = gunlogi 1 ishukone = gunlogi 1 gastun = gunlogi
See, standard on standard, it's well balanced, but we're expected to defend against officer gear with standard weapons. Introduce adv, pro, and officer tanks and everything will be peachy keen until the QQ threads about it taking 3 ishukone assault forges to kill a proto tank start. |
Charlotte O'Dell
Molon Labe. League of Infamy
457
|
Posted - 2013.06.12 17:54:00 -
[95] - Quote
R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time.
NO! A 3 man team of std forges should be able to kill a gunlogi 85% of the time. However, when you scale that up one level, it only takes one adv, or pro forge to solo a gunlogi, let alone officer forges. Vehicle balance is there, but we don't have the other side of the scale (ADV and PRO) tanks. |
Charlotte O'Dell
Molon Labe. League of Infamy
457
|
Posted - 2013.06.12 17:55:00 -
[96] - Quote
[I'm quoting this from another thread]
Okay, call me crazy here, but what if we buffed tanks AND made parts of the map where a tank could have 10,000 DPS and 50,000 HP, but it wouldnt matter because it couldnt access that part of the battlefield. (inside buildings, underground, skyscrapers, narrow city streets).
Let's say there are 5 points on a map- 2 are underground in tight passages where infantry dominate, 2 are above ground on open plains where infantry have no cover, and 1 is somehwere in between. Perhaps in a city with wide roads and accessible buildings, alleyways, 2nd stories where if a tank spots a grunt on the round, the grunt and all 15 of his friends next to him WILL die...unless those 15 were smart and got on top of the tank because of the accessibility of alleyways, indoor areas, etc. So to take that 5th objective would take tanks to lock it down once captured and infantry to protect the tanks, and tanks to make sure infantry dont take back that 5th point.
I watched this trailor and it made so much perfect sense. This way, infantry don't get slaughtered unless they go in tank land, tanks don't get soloed by infantry, and tanks can have fun killing eachother in 5km maps all day with 10,000 HP, 2000DPS, etc... http://www.youtube.com/watch?v=n_LlH2c5dyA
Maybe it's a far off dream because every map would become so 3-dimensional and it would take a complete rework, but i think everyone would be happy if no side had any advantage in all situations. I mean, I'm sure the infantry would love more CQC inside where there are no lavs or tanks, and tanks love big open manus-peak like maps where they get to be tanks.
Just a thought. yes, it's a tank buff, but it's a buff that doesn't effect infantry because if you choose, you will never have to fight a tank- ever!
A sniper snipes because he wants to OHK everyone - let him; unless theyre inside where he's useless
A tank wants to be an unstoppable killing machine - and he is, but only where the maps allow, placing him against other tanks
AV wants to kill tanks- and they will if tanks go into an urban environment where infantry rule
Heavies want to be OP and be little tanks - and they will unless the get flanked by someone jumping through a window or rooftop, but anyone in front of them melts...except tanks if they choose to walk into tank land
Dropships want to be usefull - they will be the only way to safely transport infantry across tank land
Lasers want to be OP again - so let them be...but inside they still suck
Mass drives wanna be OP - let them be OP, except for the fact that they have limited range and can't shoot further than the across the street or the next room accuratly.
Assault rifles wanna do everything - and they do (except vs tanks), but not as well as anything else, but they still have less weaknesses
Shotguns wanna OHK at close range - they will and there will be lots of it in urban combat, but not in the streets where it's open and their power counts for nothing
LAVS wanna murder taxi - go for it. infantry in tank land die fast; but run into grunt world and youll find more proxy mines in unavoidable paths than you can count that WILL OHK you
AV grenades want to kill tanks - well they can if there is half a squad lobbing it at a tank who was dumb enough to go into the land of the infantry, but try that in tank land and you wont get closer than 300m without melting.
Assault dropships want to be assault-oriented - give them huge cannons that do 1000 DPS- after all, SOMEONE's gotta kill the logi dropships and keep the tanks in check if they get too brave. However, get to close to the infantry and a team of forge guns will kill you fast than you can evade because they are A TEAM. |
R F Gyro
Krusual Covert Operators Minmatar Republic
363
|
Posted - 2013.06.13 10:46:00 -
[97] - Quote
Spkr4theDead wrote:You're a ******. Please, go back to Call of Duty. You don't understand the dynamics a tank brings to the field. [quote=R F Gyro]Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want.[/quote\] THAT'S EXACTLY WHAT YOU'RE TRYING TO SAY!!!!! How the hell could you not see that? It's basically the same argument as 3 in a tank vs 3 with AV. Why should one guy with AV grenades be able to solo a tank? Can you answer that with any intelligence at all? Calm down or I won't answer you at all.
I very deliberately did not say one infantry player should be able to solo a HAV. You won't be able to provide any quotes to show otherwise.
1v1 is absolutely not the same as 3v3. The ratio is the same, but that is all.
I firmly believe that one guy with AV nades should get pummelled every time by a HAV with a crew of 3. There is no way he should be able to solo it. HAVs should be buffed, or AV nerfed, so that this is the case. Two guys should not be able to reliably kill a HAV either, again assuming the HAV requires a crew of 3 to operate. It should take a coordinated team of 3 infantry to kill a HAV, but it should take a crew of 3 to operate one as well; that is balanced.
Please read what I've been posting again, spend just a little bit of time trying to understand what I am saying, and then respond. Misrepresenting my argument and then attacking your misrepresentation instead isn't the right way to approach this.
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R F Gyro
Krusual Covert Operators Minmatar Republic
363
|
Posted - 2013.06.13 10:54:00 -
[98] - Quote
Charlotte O'Dell wrote:R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time. NO! A 3 man team of std forges should be able to kill a gunlogi 85% of the time. However, when you scale that up one level, it only takes one adv, or pro forge to solo a gunlogi, let alone officer forges. Vehicle balance is there, but we don't have the other side of the scale (ADV and PRO) tanks.
I'm not quite sure how to read your post; could you clarify which of the following you intended?
a) With the current game mechanics, if 3 players with standard forges attack a gunlogi, they will kill it 85% of the time b) The game should be changed so that if 3 players with standard forges attack a gunlogi, they will kill it 85% of the time
I think you mean (a), and assuming that is the case...
I believe HAVs should be buffed, or AV nerfed, so that it would take 3 proto AV players to have a 50% chance of winning a fight with a top end HAV. Three basic AV players should have a 50% chance of killing a low end HAV.
While implementing these AV nerfs / HAV buffs, the HAV should be made to require a crew of 3 to operate effectively.
Part of buffing HAVs might be to introduce better HAVs (proto equiv) if they are absent, to counter proto AV gear. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
257
|
Posted - 2013.06.13 10:59:00 -
[99] - Quote
R F Gyro wrote:Spkr4theDead wrote:One proto assault scrub should not be able to solo a tank, Why not? Why should one player with one set of kit not be able to solo one player with a different set of kit? Don't come back with "its a tank" because that isn't a valid game-play argument. Also, don't say "because of ISK or SP", because I don't believe those are significant limiting factors for a large portion of the player base any more. Is there a valid argument gameplay argument for "if I spec into this I will be significantly better than if I spec into anything else"? Also, remember I'm not saying one infantry player should be able to solo a HAV whenever they want. I'm saying a 3 man AV team should be able to kill a 3 man tank crew 50% of the time.
This
A single player really can't solo a tank if the tank driver knows what they are doing and gets the hell out of there. There's a couple elevation type graphical glitches coming into play where you can't see where the shots are coming from that need to be addressed, but even in their current sorry state, the only reason a well fit tank gets soloed is because of driver error.
Too much camping, a stationary tank is a dead tank. |
Mortedeamor
Internal Error. Negative-Feedback
72
|
Posted - 2013.06.13 11:20:00 -
[100] - Quote
EnglishSnake wrote:Generally we have the rock/paper and scissor scenario
Rock - Vehicles - Made to generally tank small arms fire and be fine from scissors
Paper - AV - Hurts Rock but is weak to scissors
Scissors - Infantry - Cuts a path through everything except rock
Not to mention the whole argument about teamwork how it only takes 1 HAV driver to annoy a whole team yet the same HAV driver is asking for AV to use teamwork to kill his HAV instead of a solo monkey which whacks his 1.5mil HAV in 3shots while he sunk 10mil into vehicle skills and the AV guy barely did a quarter of it. You can see why the HAV guy gets pissed off and i don't blame him but also the AV guy is like 'well i should be able to if he's stupid enough' which is valid for stupid pilots anyways and then add in the real world argument that a RPG can disable and destroy a mulit million dollar tank/helicopter.
Both sides get pissed off and think they are right and it becomes a **** throwing forum match and i have taken part in a fair few and nothing ever comes of it and it eventually gets lost in the forums and forgotten about.
The balance is one which will never truly happen but the only way to get it about right is if both sides can agree on a number of issues and for that to happen we need all the AV equipment which is going to be added and all the vehicles aswell but until that happens the next best step we can do is balance what we have and hopefully this thread can address a few issues and also solve a few too while hopefully adding some good ideas but expect bad ones aswell.
At this current time i have 14mil SP invested into vehicles, i have both sets of HAVs (excluding useless Enforcers), armor/shield DS, armor Logi DS and a Logi LAV but i have a tried out all vehicles and destroyed all vehicles with everything the game has to offer at one point or another through the varying builds and take part in all game modes including PC where basic vehicles go against proto AV.
I dont know it all but i know quite a bit and i know what pisses me off as vehicle pilot so if im slightly bias i can't help it but i try to be on the level with what i say and i try not to repeat myself but sometimes its needed because one thing can effect something else and so on until you come full circle.
Essentially dont turn this into a **** throwing thread, disagree yes but put why and in some detail and dont have posts like 'learn to fly' which are useless because in the end both sides dont get what they want and end up in a worse position from where they started from.
Its a long thread and there is no TLDR btw that rock paper scissors epic analogy dude. ok so im a triple spec and i run light av ina logi lav im also a logi just for backround ive tanked chromosome....build prior to chromosome in closed i was av ina logi lav. and before that again i delbed in tanks. i have only specked dropships in uprising prior to my reset to double check they're worthlessness i also specked tanks bef reset to check the caldari side...so former shield tanker here.
LAV 1 the LOGI LAV is NOT overpowered. the mlt bpo bolach needs to be taken away upon graduation of the scrub academy..and maybe even made restockable at mlt isk prices. as far as lavs go the issues are as follows i feel ( without looking at base module differences and unbalances between shield and armor.) they need to have a damage counter for impacts with a body this should include dmg done to lav equal to a percentage of run over suits hp....percentage should be greater the heavier build the frame is (ex light 33% medium66%heavy99%) this should include resistances..and would effectively prevent lower end lavs from being able to murder taxi mass proto suits. as far as av goes...look at the limbus i eat limbus's for lunch PROTO AV the charybdis may seem op...but when the light forge gun or the plasma cannon (most useless av weapon ) gets reworked it will be great vs charybdis. and will balance the minor gaps between the 2 charybdis and limbus. i think we should have a skill tree to enhance the reppers on the logi lavs. i think the turrent slot should be a logi turrent only and they should give us logi turrents both shield transporters and armor reppers of various ranges and effectiveness. the acceleration needs to be nerfed....the reason with a skill tree enhancing the reppers built in. maybe multi beems, range buffs,...and a logi team using a logi lav both running complementary suits like heavy/logi and dual specced/forge /swarm.when pulling up to a team currently its just to fast ..in pc it's unpractical if they make logi lavs more logi then they need to slow them down. 2 the scout lav...the above changes to logi make it useless as a speed tank unless specifically built for just that...so scout lav...should have no turrent....should instead have onboard resupply ....should have faster accel ..needs buff to that and top speed.... 3 saga/methana.....these 2 should have an extra skill that increases the res drastically ...like 4% per lvl as well as a skill that enhances the turrents placed on you attack lav...and the back end should handle dmg equally as well as the front unlike all other lavs...the turrenter should have some form of bullet guard on his turrent...
now these are just some of my idea for lavs and balance i will have more input on the tanks side later today me and a few mates are gunna test proto av dmg vs armor and shield tanks both. |
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EnglishSnake
Zumari Force Projection Caldari State
1269
|
Posted - 2013.06.13 16:18:00 -
[101] - Quote
NAV HIV wrote:EnglishSnake wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The tree in general has alot of skills which are used for unlocking things but offer nothing for the SP spent Take basic HAVs, the Gunlogi & Madrugar has nothing in bonuses, not even a racial bonus and same with all basic non specalist vehicles Blaster tanking is not obsolete yet, its just that in your basic vehicle you have to get close to infantry who happen to throw AV nades like an NFL quaterback and deal with long range AV such as SL/FG which you have no chance of hitting and if its proto your next to dead Yup thats what i mentioned in Charlottes post too. We have quite a few skills without any bonuses to them at all. 1. Vehicle command : 1%CPU and 1%PG per level? 2. Race LAVS (Caldari/Gallente) 1% PG for Caldari, 1%CPU for Gallente or 2% Reduction on PG usage for Caldari/ 2% reduction in CPU usage for Gallente 3. HAV skill tree> 2% bonus to PG for Gallente... 2% Bonus to CPU for Caldari per level it wouldn't be too OP and there would be some middle ground to it. AV's are just a bit too much. I use them so i know how unfair it could be. Specially Swarms to Armor. Make it Proto AR suit with 2 Complex Damage mods + Swarms
Vehicle command maybe skill wise
But for vehicles they should have race specific skills for ther tank so caldari shield and gal armor and they get like 5% to rep rate or something which benefits ther tank |
EnglishSnake
Zumari Force Projection Caldari State
1269
|
Posted - 2013.06.13 16:26:00 -
[102] - Quote
R F Gyro wrote:EnglishSnake wrote:Your comparing a 3man HAV to a 3man AV team
Problem here is that 3man HAV team is generally short range except the driver if hes got a railgun on the HAV, the 2 small turrets are effectively useless and unless they have sniper rifles they cant do long range, on the other hand the 3 AV guys can be all FG or SL and hit from distance where only the driver can shoot back, if the turret is blaster its just better to run away but even then aslong as they have a line of sight you will still get hit
In PC battles right now no one runs in the HAV with the driver, when AV hits it from long range and is only short range if you get in the thick of it like inside a compound, FG/SL are used in places that the HAV wont be able to hit
Its mostly why HAV drivers tend to argue about ISK and SP, because a 3 man HAV crew cannot hit the AV guys when they are generally out of reach
Now if we could have small turrets which could hit long range then maybe we would fill our small turrets up a bit more because we as drivers wouldnt have to feel that we need to run railgun all the time incase long range AV comes into play, we could switch up our tactics a little bit I'm not saying a 3 man HAV crew is balanced with a 3 man AV team right now. I'm saying that a 3 man HAV crew should be balanced with a 3 man AV team. I'll support any initiative that achieves that. Once operating a tank requires 3 players I'm all in favour of buffing them, or nerfing AV, or whatever combination makes sense.
I feel maybe long range small turrets could help to a degree, it means it wouldnt always be upto the driver to rack on a railgun to hit AV which is firing away on a mountain, blaster would also be a bit more usable
As for the seperating the driver and gunner, i could deal with it if the 4man HAV got a buff in defenses for it and i could still drive in 3rd person view like i do now but i need complete control of the vehicle and until that happens no to it
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EnglishSnake
Zumari Force Projection Caldari State
1269
|
Posted - 2013.06.13 16:29:00 -
[103] - Quote
Mortedeamor wrote:EnglishSnake wrote:Generally we have the rock/paper and scissor scenario
Rock - Vehicles - Made to generally tank small arms fire and be fine from scissors
Paper - AV - Hurts Rock but is weak to scissors
Scissors - Infantry - Cuts a path through everything except rock
Not to mention the whole argument about teamwork how it only takes 1 HAV driver to annoy a whole team yet the same HAV driver is asking for AV to use teamwork to kill his HAV instead of a solo monkey which whacks his 1.5mil HAV in 3shots while he sunk 10mil into vehicle skills and the AV guy barely did a quarter of it. You can see why the HAV guy gets pissed off and i don't blame him but also the AV guy is like 'well i should be able to if he's stupid enough' which is valid for stupid pilots anyways and then add in the real world argument that a RPG can disable and destroy a mulit million dollar tank/helicopter.
Both sides get pissed off and think they are right and it becomes a **** throwing forum match and i have taken part in a fair few and nothing ever comes of it and it eventually gets lost in the forums and forgotten about.
The balance is one which will never truly happen but the only way to get it about right is if both sides can agree on a number of issues and for that to happen we need all the AV equipment which is going to be added and all the vehicles aswell but until that happens the next best step we can do is balance what we have and hopefully this thread can address a few issues and also solve a few too while hopefully adding some good ideas but expect bad ones aswell.
At this current time i have 14mil SP invested into vehicles, i have both sets of HAVs (excluding useless Enforcers), armor/shield DS, armor Logi DS and a Logi LAV but i have a tried out all vehicles and destroyed all vehicles with everything the game has to offer at one point or another through the varying builds and take part in all game modes including PC where basic vehicles go against proto AV.
I dont know it all but i know quite a bit and i know what pisses me off as vehicle pilot so if im slightly bias i can't help it but i try to be on the level with what i say and i try not to repeat myself but sometimes its needed because one thing can effect something else and so on until you come full circle.
Essentially dont turn this into a **** throwing thread, disagree yes but put why and in some detail and dont have posts like 'learn to fly' which are useless because in the end both sides dont get what they want and end up in a worse position from where they started from.
Its a long thread and there is no TLDR btw that rock paper scissors epic analogy dude. ok so im a triple spec and i run light av ina logi lav im also a logi just for backround ive tanked chromosome....build prior to chromosome in closed i was av ina logi lav. and before that again i delbed in tanks. i have only specked dropships in uprising prior to my reset to double check they're worthlessness i also specked tanks bef reset to check the caldari side...so former shield tanker here. LAV 1 the LOGI LAV is NOT overpowered. the mlt bpo bolach needs to be taken away upon graduation of the scrub academy..and maybe even made restockable at mlt isk prices. as far as lavs go the issues are as follows i feel ( without looking at base module differences and unbalances between shield and armor.) they need to have a damage counter for impacts with a body this should include dmg done to lav equal to a percentage of run over suits hp....percentage should be greater the heavier build the frame is (ex light 33% medium66%heavy99%) this should include resistances..and would effectively prevent lower end lavs from being able to murder taxi mass proto suits. as far as av goes...look at the limbus i eat limbus's for lunch PROTO AV the charybdis may seem op...but when the light forge gun or the plasma cannon (most useless av weapon ) gets reworked it will be great vs charybdis. and will balance the minor gaps between the 2 charybdis and limbus. i think we should have a skill tree to enhance the reppers on the logi lavs. i think the turrent slot should be a logi turrent only and they should give us logi turrents both shield transporters and armor reppers of various ranges and effectiveness. the acceleration needs to be nerfed....the reason with a skill tree enhancing the reppers built in. maybe multi beems, range buffs,...and a logi team using a logi lav both running complementary suits like heavy/logi and dual specced/forge /swarm.when pulling up to a team currently its just to fast ..in pc it's unpractical if they make logi lavs more logi then they need to slow them down. 2 the scout lav...the above changes to logi make it useless as a speed tank unless specifically built for just that...so scout lav...should have no turrent....should instead have onboard resupply ....should have faster accel ..needs buff to that and top speed.... 3 saga/methana.....these 2 should have an extra skill that increases the res drastically ...like 4% per lvl as well as a skill that enhances the turrents placed on you attack lav...and the back end should handle dmg equally as well as the front unlike all other lavs...the turrenter should have some form of bullet guard on his turrent... now these are just some of my idea for lavs and balance i will have more input on the tanks side later today me and a few mates are gunna test proto av dmg vs armor and shield tanks both.
Give an example with that running ppl over and percentages
LAVs in general are fast its part of ther defence since swarms take the ****, if the LAV is being slower it needs more defences if its a logi LAV so it can support infantry vehicles
Scout LAV i dont use but id go for that increase in speed
Logi LAV basically stops you from using other LAVs and if the saga/methana got a buff like that it maybe would be used more
|
NAV HIV
The Generals EoN.
229
|
Posted - 2013.06.13 16:42:00 -
[104] - Quote
EnglishSnake wrote:NAV HIV wrote:EnglishSnake wrote:NAV HIV wrote:English the post was insightful as usual. Lot of good points. I started tanking again. Well the speed for armor isn't so bad, the buff to HP isn't that bad. The old enemies still remain, 180 Swarms, invisible swarms, Handheld FG > Tank Mounted Rails. The problem is the CPU and PG tbh. The skill tree has a lot of areas that only allow us to get to the next level without any bonuses. They could use those slots to introduce slight (not a lot) increase to CPU/PG bonus.
As you've mentioned, SOLO tanking and SOLO Av is not balancing. I see a lot of tankers crying, everyday all day. But i see some of them trying to kill infantry in front of a supply depot. Thats just stupid in my books. Don't see that many blaster tanks. Its almost close to none. All the tankers are on top of the hills with Railguns blowing up installations. What happened to the blaster on blaster tanking? Oh wait, can't see infantry properly, can't see swarms, getting shot by multiple wanna be railgun tankers.
Note: Spkr you are not a tanker. so don't speak on the elders' circle The tree in general has alot of skills which are used for unlocking things but offer nothing for the SP spent Take basic HAVs, the Gunlogi & Madrugar has nothing in bonuses, not even a racial bonus and same with all basic non specalist vehicles Blaster tanking is not obsolete yet, its just that in your basic vehicle you have to get close to infantry who happen to throw AV nades like an NFL quaterback and deal with long range AV such as SL/FG which you have no chance of hitting and if its proto your next to dead Yup thats what i mentioned in Charlottes post too. We have quite a few skills without any bonuses to them at all. 1. Vehicle command : 1%CPU and 1%PG per level? 2. Race LAVS (Caldari/Gallente) 1% PG for Caldari, 1%CPU for Gallente or 2% Reduction on PG usage for Caldari/ 2% reduction in CPU usage for Gallente 3. HAV skill tree> 2% bonus to PG for Gallente... 2% Bonus to CPU for Caldari per level it wouldn't be too OP and there would be some middle ground to it. AV's are just a bit too much. I use them so i know how unfair it could be. Specially Swarms to Armor. Make it Proto AR suit with 2 Complex Damage mods + Swarms Vehicle command maybe skill wise But for vehicles they should have race specific skills for ther tank so caldari shield and gal armor and they get like 5% to rep rate or something which benefits ther tank
Yup agreed. Anything, any kind of bonus with those skillbooks would be great
|
EnglishSnake
Zumari Force Projection Caldari State
1273
|
Posted - 2013.06.14 09:03:00 -
[105] - Quote
Back to the 1st page |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 09:44:00 -
[106] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote:
Well I did have to use the data available to me which would be the specs from the in game info screens themselves. Those show a .3 second charge to the first shot that the rail turret fires with a 1 second refire rate. That's base. Still, changing the refire to 1.8, the rail turret still out damages a comparable forge gun when you put it down to damage over time. And I remind you that a rail turret is more accurate than a FG and will OHK any infantry, including a heavy. I do know that the LG rail turret works the same as the rail installations and they do fire their first shot at the end of the initial charge cycle, the second shot is fired at the end of the refire timer.
No, the forge gun will out dmg the railgun every time. The forge has higher base damage, damage mods available, and basically the same TtF with the charge time skill and the reload skill. Ishokune Assault Forge > Particle Canon. All day. EDIT: To anyone and everyone who claims vehicles are balanced/op/viable, please take a look at PC. How many HAVs do you see? How many Dropships? Next to none? Maybe it is because they suck.... hard.
Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets. |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 09:48:00 -
[107] - Quote
Spkr4theDead wrote:Obodiah Garro wrote:Spkr4theDead wrote: Which means more shield/armor. Sorry you can't figure that out.
But of course you don't want ADV and PRO tanks. Those would be too difficult to solo.
Am fine with pilots wanting to use cpu/pgrid for more ehp if they can fit the mods, not fine at all buffing ehp arbitrally. HAV is, lets face it, a crutch after all no point in throwing random boosts on them. What the hell crutch are you talking about? Have you ever tried tanking? Do you not realize just how effective swarms and AV grenades are (explosives)? They're the most popular AV in the game right now, wanna know why? Because it doesn't require any intelligence to use them, and they're basically fire and forget. They're the stupid man's anti-vehicle weapons. That's the first reason they're so popular. Wanna know the second reason they're so popular? Because the Madrugar gives you the best all-around options for tanking. Know what the Madrugar is? It's an armor tank. We can sacrifice defenses to make a glass cannon fit, or sacrifice offense for more defensive capabilities. It's only reasonable and logical that ADV and PRO tanks have more HP than STD tanks. After all, that's how dropsuits work, is it not? How would you feel if all CCP did for dropsuits was keep them at basically the same level of health across STD, ADV and PRO levels, and told you that if you want more health, the only way you could get more is by modules?
That is how it works. Dropsuits have the same EHP across their race class. Only CPU/PG increase. |
Eurydice Itzhak
Militaires Sans Jeux
71
|
Posted - 2013.06.14 10:03:00 -
[108] - Quote
Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
No shield tank can fit dmg mods, heat sinks, or anything else.
I believe armor tanks can fit an active heat sink? I'm unsure.
A shield tank with your fittings would get one shotted by an AV grenade let alone a forge gun.
My armor tanking days died in Chromosome so I can't say for sure how they would fare.
|
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 10:08:00 -
[109] - Quote
Eurydice Itzhak wrote:Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
No shield tank can fit dmg mods, heat sinks, or anything else. I believe armor tanks can fit an active heat sink? I'm unsure. A shield tank with your fittings would get one shotted by an AV grenade let alone a forge gun. My armor tanking days died in Chromosome so I can't say for sure how they would fare.
Fine. Change it to a Falchion. The results would still be the same with two damage mods. |
EnglishSnake
Zumari Force Projection Caldari State
1278
|
Posted - 2013.06.14 12:30:00 -
[110] - Quote
Shijima Kuraimaru wrote:Eurydice Itzhak wrote:Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
No shield tank can fit dmg mods, heat sinks, or anything else. I believe armor tanks can fit an active heat sink? I'm unsure. A shield tank with your fittings would get one shotted by an AV grenade let alone a forge gun. My armor tanking days died in Chromosome so I can't say for sure how they would fare. Fine. Change it to a Falchion. The results would still be the same with two damage mods. Otherwise it looks like you're saying that shield tanks don't have low slots.
Nice try with stats
Remember tho every single HAV needs at least 1 PG mod on it
Gunlogis need it or its an extremely weak tank on it, same with madrugars to an extent
All HAV needs a PG mod and if you fit it for damage its a glass tank where as the heavy can be fit for damage and still have a decent tank against infantry where as the HAV has to give up all tank nearly and with the shield tank it cant put on a heat sink unless it loses resistances
The heavy FG doesnt have to give up anything, it can have tank and damage on the same suit, you cannot do that with a HAV we have to give up something to do one or the other, we can do a halfway fit but its neither one or the other and is still weak |
|
Panther Alpha
Lone Wolf Going Solo
504
|
Posted - 2013.06.14 12:52:00 -
[111] - Quote
You can't use "rock, paper and scissors" in a FPS game .. or a least not in a literal way. You can make weapon more effecting against specific scenarios, but not "exclusive" to that scenarios. Having LAV's that instant kills infantry, its using Rock against Scissors in a "Literal" way... the problem is that LAV's should never be ROCK against infantry..it should be like this:
- Vehicle V's Vehicle
- Infantry V's Infantry
Two different scenarios.
Vehicle V's Infantry, should be "circumstantial " and not "literal".. in other words ;
The mounted gun in a LAV kills Infantry > Anti-vehicle infantry weapons kills LAV.
But not ;
LAV road kills infantry > Infantry kills LAV with grenades.
|
EnglishSnake
Zumari Force Projection Caldari State
1278
|
Posted - 2013.06.14 13:37:00 -
[112] - Quote
Panther Alpha wrote:You can't use "rock, paper and scissors" in a FPS game .. or a least not in a literal way. You can make weapons more effecting against specific scenarios, but not "exclusive" to that scenarios. Having LAV's that instant kills infantry, its using Rock against Scissors in a "Literal" way... the problem is that LAV's should never be ROCK against infantry..it should be like this:
- Vehicle V's Vehicle
- Infantry V's Infantry
Two different scenarios.
Vehicle V's Infantry, should be "circumstantial " and not "literal".. in other words ;
The mounted gun in a LAV kills Infantry > Anti-vehicle infantry weapons kills LAV.
But not ;
LAV road kills infantry > Infantry kills LAV with grenades.
Yes you can and i just did
Rock, paper & scissors is a fine example for the true specializations
Sure you can have infantry with AV nades, so scissors with a paper handle
Or just rock against rock, or in your case with a LAV rock vs pebble
Either way its perfectly fine and you are nit picking with example of infantry or whatever not being specialised and trying to be jack of 2 trades but master of **** all |
Shijima Kuraimaru
WarRavens League of Infamy
219
|
Posted - 2013.06.14 20:48:00 -
[113] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote: Damage mods... Yeah...
Forge Gun Skills
Forge Gun Operation: Max 25% reduction to charge time. Forge Gun Proficiency: Max 15% damage bonus.
Forge Gun Modules
Basic Heavy Damage Modifier: 3% damage bonus. (high slot) Enhanced Heavy Damage Modifier: 5% damage bonus. (high slot) Complex Heavy Damage Modifier: 10% damage bonus. (high slot)
Amarr Heavy Dropsuits
Basic Frame A-1: 1 high, 2 low. 810 base EHP Frame A/1-Series: 2 high, 2 low. 810 base EHP Frame ak.0: 2 high, 3 low. 810 base EHP
Sentinel Sentinel A-1: 1 high, 2 low. 810 base EHP Sentinel A/1-Series: 1 high, 3 low. 810 base EHP Sentinel ak.0: 1 high, 4 low. 810 base EHP
Turret Skills
Turret Operation: Max 10% damage bonus. Large Hybrid Turret Operation: Max 5% damage bonus.
Hybrid Turret Modules
Large Hybrid Modules High Throughput Field Stabilizer I: 7% damage bonus and 2% increase to rate of fire. (low slot) HT Linear Flux Stabilizer: 8% damage bonus and 3% increase to rate of fire. (low slot) High Throughput Field Stabilizer II: 10% damage bonus and 5% increase to rate of fire. (low slot)
Systemic Hybrid Modules (Affects both small and large hybrid turrets) Systemic Field Stabilizer I: 3% damage bonus and 2% increase to rate of fire. (low slot) Systemic Vortex Stabilizer: 4% damage bonus and 3% increase to rate of fire. (low slot) Systemic Field Stabilizer II: 6% damage bonus and 5% increase to rate of fire. (low slot)
Fire Control System: 10% reduction to spool up time. (low slot) Asynchronous Fire Control: 14% reduction to spool up time. (low slot) Fire Control System II: 19% reduction to spool up time. (low slot)
Conscript Heat Sink: 10% reduction to heat build up. (low slot) Modified Extruded Heat Sink: 14% reduction to heat build up. (low slot) Vented Heat Sink: 19% reduction to heat build up. (low slot)
Active Heat Sink I: 20% reduction to heat build up. (high slot) Azeotripic Coolant Pump: 36% reduction to heat build up. (high slot) Active Heat Sink II: 52% reduction to heat build up. (high slot)
HAVs
Gunlogi: 5 high, 2 low. 4500 base EHP Madrugar: 2 high, 5 low. 4750 base EHP Falchion: 5 high, 2 low. 4432 base EHP Vayu: 3 high, 5 low. 4672 base EHP
Let's do this as a hypothetical where both players are going for maximum damage output over 4 shots so no reload or overheat and using a two damage mod maximum.
Max skilled Forge Gunner. Amarr Heavy Frame ak.0: 2 high, 3 low. 810 base EHP Kaalakiota: 1584.0 (2138.4) damage, 3.5 (2.625) sec charge time. Ishukone Assault Forge Gun: 1663.2 (2245.32) damage, 2.5 (1.875) sec charge time. Wiyrkomi Breach Forge Gun: 2773.0 (3743.55) damage, 6 (4.5) second charge (immobilized) Complex Damage Mod x2: 20% damage bonus. (stacking penalty not included) Total Bonus:
Kaalakiota: 8553.6 damage, 10.5 seconds. = 814.629 damage per second. Ishukone Assault Forge Gun: 8981.28 damage, 7.5 seconds. = 1197.504 damage per second. Wiyrkomi Breach Forge Gun: 14974.2 damage, 18 seconds (immobilized) = 831.9 damage per second.
Max Skilled Tanker. Vayu: 3 high, 5 low. 4672 base EHP 80GJ Regulated/Particle Cannon: 1438.9 (1942.515), .3 second spool, 1.8 (1.62) second refire. 80GJ Compressed Particle Cannon: 1798.7(2428.245), .3 second spool, 2.2 (1.98) second refire. High Throughput Field Stabilizer II x2 20% damage bonus, 10% refire rate reduction. (stacking penalty not included) Total Bonus: 35% damage bonus, 10% refire rate reduction.
80GJ Regulated/Particle Cannon: 7770.06, 5.16 seconds. = 1505.826 damage per second 80GJ Compressed Particle Cannon: 9712.98, 6.24seconds. = 1556.567 damage per second
So, as you can see proven via math, even with the fitting of only two damage mods each, the lowest proto rail turret still out DPSs the most powerful proto FG. If you still want to argue overheat vs reload, we can always drag out the passive and active heat sinks for your tank turrets.
Oh. And you always seem to forget that Rails have double the range of Forges and OHK even the most tanked out heavy.
Nice try with stats Remember tho every single HAV needs at least 1 PG mod on it Gunlogis need it or its an extremely weak tank on it, same with madrugars to an extent All HAV needs a PG mod and if you fit it for damage its a glass tank where as the heavy can be fit for damage and still have a decent tank against infantry where as the HAV has to give up all tank nearly and with the shield tank it cant put on a heat sink unless it loses resistances The heavy FG doesnt have to give up anything, it can have tank and damage on the same suit, you cannot do that with a HAV we have to give up something to do one or the other, we can do a halfway fit but its neither one or the other and is still weak
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on. |
Arkena Wyrnspire
Turalyon Plus
952
|
Posted - 2013.06.14 21:20:00 -
[114] - Quote
I don't have much to contribute, but +1. Though this should be in feedback and requests this is an excellent thread that covers things in good detail. Very good job OP, this is the kind of thread that we need more of. |
EnglishSnake
Zumari Force Projection Caldari State
1289
|
Posted - 2013.06.15 09:59:00 -
[115] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Nice try with stats Remember tho every single HAV needs at least 1 PG mod on it Gunlogis need it or its an extremely weak tank on it, same with madrugars to an extent All HAV needs a PG mod and if you fit it for damage its a glass tank where as the heavy can be fit for damage and still have a decent tank against infantry where as the HAV has to give up all tank nearly and with the shield tank it cant put on a heat sink unless it loses resistances The heavy FG doesnt have to give up anything, it can have tank and damage on the same suit, you cannot do that with a HAV we have to give up something to do one or the other, we can do a halfway fit but its neither one or the other and is still weak How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage. You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything |
Shijima Kuraimaru
WarRavens League of Infamy
220
|
Posted - 2013.06.15 21:32:00 -
[116] - Quote
EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything
So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both.
You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. |
EnglishSnake
Zumari Force Projection Caldari State
1293
|
Posted - 2013.06.15 23:54:00 -
[117] - Quote
Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank.
I never said it was OP you idiot but it is clearly not as bad as you are making out
The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed
Sidearm slot ******* use it at least
AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank?
I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen |
Charlotte O'Dell
Molon Labe. League of Infamy
486
|
Posted - 2013.06.16 00:45:00 -
[118] - Quote
Can we have PRO and ADV tanks yet? |
Shijima Kuraimaru
WarRavens League of Infamy
220
|
Posted - 2013.06.16 01:54:00 -
[119] - Quote
EnglishSnake wrote:Shijima Kuraimaru wrote:EnglishSnake wrote:Heavy FG is easy, either run around in a LAV and hop out at a place where you have a clear LOS and the suprise and then pop back in move again or get up high
OHK a tank is unlickly unless its already too a fair amount of damage since FG/SL can easy do 3k damage and a Proto rail should always OHK infantry the problem is hitting you, as for the proto FG they take 3 shots or less to kill any tank atm
Also as a heavy you have a sidearm slot for a reason to defend yourself, its not hard playing as a heavy just moving around is
Plus as a heavy you can add damage mods and tank, a HAV cannot do that ever due to restrictions and compromises and the whole 'How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't' is pure BS and just shows you know nothing about vehicles, yes we can fit 2 damage mods on but we have to give up tank/resistances so we are weaker to everything else but a heavy suit doesnt have to do **** because damage mods are mid slots and the tank is low where it doesnt effect anything So what you're saying is that because a heavy isn't useless against an HAV, where even the basic large rail turret can OHK, it's over powered. I get it. And that you believe that a sidearm is effective defense against all forms of infantry is evident. And forbid that the heavy do something so OP as to utilize intelligent tactics. And the fact that I watch rail tanks effectively snipe infantry from behind their red line all day with high accuracy then read your complaint shows me that you are a poor tanker, poor gunner, or both. You have given me many smiles and laughs at your apparent belief that the heavy with a FG is a more effective battlefield asset than a well piloted rail tank. I never said it was OP you idiot but it is clearly not as bad as you are making out The FG does more base damage than a proto vehicle mounted railgun which has a massive tank looking shape to shoot at while the HAV pilot can only guess at where the little pixelatedAV guy is which needs a direct hit to kill him since splash got nerfed Sidearm slot ******* use it at least AHAHAHAHAHAHAHAHA where did i say that the FG is a more effective battlefield weapon than a tank? I swear you just see what you want and pull handfulls of **** out of your arse and smear it on the screen
Your immaturity and inability to understand your own implications only moves me to more fervent laughter. The fact that you can't comprehend a statistical comparison shows that you have difficulty with comprehension. Either that or you're in the same genetic pool as the "chosen" people with the fallacious belief that science is false, and everything was created six thousand years ago, even though they have mountains of evidence to the contrary put before them.
The discussion was apparently based on the false assumption that a forge gun out damages a large rail turret, not the tactics and fittings of the mercs using them. On a per shot basis, you're right. But on a damage output over time, you're completely wrong. |
Eurydice Itzhak
Militaires Sans Jeux
74
|
Posted - 2013.06.16 02:07:00 -
[120] - Quote
Shijima Kuraimaru wrote:
How you fit a tank is your choice, just because you don't fit two damage mods, doesn't mean you can't. Besides, the top proto sentinel suits only have one high so their bonuse would be halved still giving the rail tank the DPS advantage.
You obviously don't have experience as a heavy FG wielder in an infantry encounter. The majority of the time, the FG wielder dies in a close encounter with infantry. If I ever get to where I can OHK proto fit rail tank, without having to worry about getting OHKed by said tank, then I'll concede that you have a valid point. Till then, while I'm highly vulnerable to every battlefield threat, and my chosen target takes three or more shots to take down, you've got nothing to stand on.
>How you fit a tank is your choice.
LOLOLOLOLOLOL.
Has never used a tank, or at least not since uprising. You literally get NO say in anything.
I ALWAYS drive my LLAV with a militia heavy suit and a militia forge gun. (Dropships are too easy to pass this up). I never have issue taking down my enemy. I almost always play with my best friend too. If we see a tank and im cruising in my LAV, I pick him up, drive up right behind said tank, and pop him easily. Me with militia AV and my friend with ADV.
Me and my buddy have a good amount of experience popping tanks (me in militia gear, lololololol. I shouldn't be killing tanks). |
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