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EnglishSnake
Zumari Force Projection Caldari State
1289
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Posted - 2013.06.15 10:02:00 -
[31] - Quote
TBH i think of the pilot suit as something else
Not one with less slots but more slots and PG/CPU while having next to no armor or shield for defence
The reason i say more slots is that the pilot suit will have special shield/armor/damage/turrets etc mods which will be for enhancing the vehicle in them roles and the PG/CPU is to fit them
It will be intresting to see them and also see what the role bonuses are for each suit |
Big Boss XIII
M.T.A.C Assault Operations Command
311
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Posted - 2013.06.15 12:54:00 -
[32] - Quote
The pilot suit probably wont do anything for damage or cool-down outputs but i can see it giving turning and acceleration bonuses with better turret control and zoom
I cant wait to see what they look like though
I really hope they offer that wp boost for the dropship pilots before they all swap roles |
Monty Mole Clone
Shiv M
25
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Posted - 2013.06.15 13:29:00 -
[33] - Quote
one of my alts has specced into vehicles, im gonna be vexed if i need to lvl a light suit to 5 then pilot suit to 5 to get the best out of this suits bonus
bonus will be **** anyway, why im looking forward to be being dissapointed i will never get |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
164
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Posted - 2013.06.15 14:12:00 -
[34] - Quote
Exmaple Core wrote:The pilot dropsuit will obviously be a poor infantry suit with a low amount of slots so its meant to be inside a vehical, as the name suggest. However, if these bonuses they add to vehicals are not worth the SP sink then the suit will be worthless as whole. The bonuses to vehical must be heavy, 5% increase to HP per level will not be enough at all.
For instance, a gunlogi has 3250 sheilds. 25% of that is 812.5 and with how hardcore AV is that is a joke. even a 50% buff is extremely minor, a standard forge or swarm can match a %)% bonus with damage mods and some proficiency. In EVE ships often revived enormous bonuses like 100-500% increase to stat X. With assult forgeguns doing over 2000 damage a shot i would assume that a 100% increase to vehicals HP would be barely efficient. That doubling a tanks primary tanking HP is minimal of what a fully skilled Pilot Dropsuit should do for its vehical. Im sure itl do other things as well but for Vehical tanking ability, 100% looks about right. Opinions?
it increases module efficiency and awards more WP.
the WP award would change from STD - PRO but wouldn`t race from race, module bonuses would change from Gallante to say Minimatar. they also increase damage on turret, I expect this to change from racial variant to racial variant.
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Anonymous Airman
Nameless Air Cavalry
0
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Posted - 2013.06.28 06:45:00 -
[35] - Quote
TheAmazing FlyingPig wrote:No matter how minor the bonus may be, it'll be the last suit I ever wear.
How simply true. I, we all need this to make my, our pilot/s worthwhile. Badass as the ships can be made... none of them can stand up to those boosted anti vehicle weapons. |
Anonymous Airman
Nameless Air Cavalry
0
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Posted - 2013.06.28 07:03:00 -
[36] - Quote
SuperKing BigNuts wrote:Zeylon Rho wrote:The interesting part of the pilot dropsuit to me is this:
Consider every other specialization (Caldari Assault, Minmatar Logistics, whatever). After you've maxed the spec, you get the full-passive effect even if you're wearing the standard suit.
For infantry, your dropsuit is part of your efficacy, and so it still matters what kind of suit you use.
If you pilot suit is giving you passives to a vehicle, and the you're weak as a kitten outside of it.... why would you ever use the proto or advanced suits?
The standard suit will give you every bonus you need after you've maxed the skill, and a couple of k worth of ISK. Anything "better" is just a waste because those extra slots, CPU, and PG won't help your vehicle at all. As a light suit, they wouldn't even make you survive much longer outside of your vehicle.
It seems like every smart pilot will max the suit spec, then wear the standard suit to keep costs low. chalk to the brim with militia bpo items or empty slots to keep additional costs down as well.
As any vehicle operator knows, these vehicles speced out are quite expensive. The saving of a few bucks by running bpo, only affords me / us the opportunity, specifically as pilots, to afford HAVING these vehicles to bring in. |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
99
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Posted - 2013.06.28 07:20:00 -
[37] - Quote
Going to predict the Pilot bonuses now..
Racial Suit Bonus - 5% Shield/Armor(dropsuit) module effacy per level Pilot Suit Bonus - 1% Additional Turret Rotation speed per level
Best bonuses ever. |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
0
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Posted - 2013.06.28 08:05:00 -
[38] - Quote
Exmaple Core wrote:The pilot dropsuit will obviously be a poor infantry suit with a low amount of slots so its meant to be inside a vehical, as the name suggest. However, if these bonuses they add to vehicals are not worth the SP sink then the suit will be worthless as whole. The bonuses to vehical must be heavy, 5% increase to HP per level will not be enough at all.
For instance, a gunlogi has 3250 sheilds. 25% of that is 812.5 and with how hardcore AV is that is a joke. even a 50% buff is extremely minor, a standard forge or swarm can match a %)% bonus with damage mods and some proficiency. In EVE ships often revived enormous bonuses like 100-500% increase to stat X. With assult forgeguns doing over 2000 damage a shot i would assume that a 100% increase to vehicals HP would be barely efficient. That doubling a tanks primary tanking HP is minimal of what a fully skilled Pilot Dropsuit should do for its vehical. Im sure itl do other things as well but for Vehical tanking ability, 100% looks about right. Opinions?
That won-Št work. In EVE ships are the smallest things you can fly so if they get a huge bonus it does not impact smaller units. If you do this here you have tanks with 20000+ eHP but suits with barely 1000 eHP. That would not work.
I would suggest this bonuses: Pilot Bonus: -5% to vehicle deployment time per level Amarr Pilot Bonus: -5% Cooldown Time of Heat Sinks per level Caldari Pilot Bonus: -5% Cooldown Time of Tracking Computers per level Minmatar Pilot Bonus: +5% Active Time of Afterburners and Fuel Injectors per level Gallente Pilot Bonus: +5% Active Time of Active Scanners per level
The current heat sinks are only for hybrid turrets because we have just them but I suppose there will come more with the other turrets. |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
99
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Posted - 2013.06.28 09:39:00 -
[39] - Quote
Exmaple Core wrote:The pilot dropsuit will obviously be a poor infantry suit with a low amount of slots so its meant to be inside a vehical, as the name suggest. However, if these bonuses they add to vehicals are not worth the SP sink then the suit will be worthless as whole. The bonuses to vehical must be heavy, 5% increase to HP per level will not be enough at all.
For instance, a gunlogi has 3250 sheilds. 25% of that is 812.5 and with how hardcore AV is that is a joke. even a 50% buff is extremely minor, a standard forge or swarm can match a %)% bonus with damage mods and some proficiency. In EVE ships often revived enormous bonuses like 100-500% increase to stat X. With assult forgeguns doing over 2000 damage a shot i would assume that a 100% increase to vehicals HP would be barely efficient. That doubling a tanks primary tanking HP is minimal of what a fully skilled Pilot Dropsuit should do for its vehical. Im sure itl do other things as well but for Vehical tanking ability, 100% looks about right. Opinions?
I hate you so much.
Double tank hitpoints? Are you out of your mind? Let's just take a look here.. A good Gunnlogi will have around 5-6000 shields. They're likely running at least 8% damage resistance through skills, ontop of at least 1 11% damage reduction mod(if not more). So let's go with a minimum of 20% damage resistance and call it 'good'.
An assault forge gun then does roughly 1600 damage a shot, with 4 shots. ASSUMING each shot hits, we're looking at a total of (6400 * 10% =)7400 damage - enough to crack the shields and possibly do enough hull damage to destroy a well fitted Gunnlogi, who is not moving or attempting to run away, not activating his active hardeners, and not turning on his shields(In other words, nobody EVER). This damage is applied over 8 seconds(1.5 charge per shot + .5 to cycle post shot). Then the forge gunner must endure a quite long reload time(roughly 5 seconds or more, I never time it) before he can commence firing again.
Tl;dr - You have to be brain dead(Idiot), poorly equiped(Noob), or completely outmanuvered(Pro's who get cocky) to die to a Proto Forge Gunner.
Now, what you're basically saying is "Even though a Forge Gunner has to REALLY WORK to kill me already, I want him to have to work TWICE AS HARD - effectively giving me over 26 SECONDS to run away - to kill me."
Considering how fast Gunnlogi's are, I think that's a completely unreasonable expectation for anyone to have. Well fitted tanks are already insanely hard to kill, 100% more HP would basically make them completely unkillable. If that happened, i'd say tanks or pilot suits would need to be banned from public matches.
(And no, I wont tackle Armor numbers vs forge guns because armor gets a 10% more damage resistance, and has a higher HP buffer. It's damn near impossible to kill one with a forge gun).
Thank god CCP isin't THAT bad with balancing, I don't expect to see any HP increases outside possible ones gained from a CPU/PG increase granted by the pilot suit(completely reasonable and understandable, actually). |
DeadlyAztec11
Max-Pain-inc
604
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Posted - 2013.06.30 06:07:00 -
[40] - Quote
I bet it will only have a secondary slot. |
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