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Pokey Dravon
OSG Planetary Operations Covert Intervention
2083
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Posted - 2014.05.28 17:11:00 -
[1] - Quote
I really appreciate that Bay, means a lot to me.
Bay has been a fantastic resource to work with and we've had many enjoyable theory crafting sessions, both on scouts and numerous other topics. I think in one instance we sat and talked for hours about how a new heavy weapon would work and what it would mean for light frames fighting it.
It's that kind of interaction with other players that I love, just a raw throwdown of ideas and concepts and how it would affect the gameplay. I dabble in Scouts quite a bit and while I know enough to be informed, I look to guys like you who do it all the time to really help hammer out the little details.
I want to maintain these lines of communication and put that information to good use, so be sure to vote for me in the upcoming CPM election!
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Pokey Dravon
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2100
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Posted - 2014.06.03 06:45:00 -
[2] - Quote
Cross Atu wrote:Ninja Troll wrote: I have a strange addiction to Warframe. The player trade market is what keeps the game going. Building weapons and suits is fun. o7
I've been saying for months now that I want Warframe PvE/market dumped into Dust. I know some of it isn't going to happen any time soon (or possibly at all prior to Legion) but they seem almost made for each other. Dust needs PvE, econ/indy, and player market interactions. Warframe needs better persistence, and PvP. I've had fun with both Dust and Warframe but they could really learn a lot from eachother IMO. 0.02 ISK Cross
For sure, Warframe delivers a pretty solid PvE experience, I particularly like the Infested missions due to the sheer volume of bodies piling up. At the same time, even in its crippled state, Dust feels more persistent due to the sheer volume of skills and stuff you need to train, whereas you can max out a Warframe/Weapon pretty damn fast, especially if you already have a lot of the core mods leveled up.
However I think the hardest part of playing Dust after playing Warframe is realizing I cant detonate Mass Driver shells mid-air like the Penta can in Warframe
Also Cross, the Corp Bar is looking exceedingly empty today. Care to explain?
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Pokey Dravon
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Posted - 2014.06.03 16:39:00 -
[3] - Quote
Cross Atu wrote:Pokey Dravon wrote: Also Cross, the Corp Bar is looking exceedingly empty today. Care to explain?
Sure thing boss, it's quite simple, I'll run down the list. The Corp Bar is
- Too small
- Not diverse enough (so I have to drink more to compensate)
- Not restocked as frequently as it should be
- Not hidden
- Not locked (all that effectively )
I'm sure with all that ISK you pull in the bar can be improved, or maybe we just need a more hands on approach to managing it. I'm very hands on with open bars, why not give me roles for it, I'll take care of the whole thing Cheers, Cross
Oh I'm sorry I didn't realize you were shooting for Corp Alcoholic. I'll put that on the roster for next meeting.
Geeze, judging by some of the other candidates, there is chance that CPM1 will be full of alcoholics. On the last episode of Biomassed, Zion Shad could barely remember where he was or what the questions were when he was sober, and by the end of the podcast he was so completely plastered I could barely understand him. At least Zatara waited till after the show to start drinking...
Well I guess they'll fit in with the developers..
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Pokey Dravon
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Posted - 2014.06.03 16:54:00 -
[4] - Quote
*facepalm*
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Pokey Dravon
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Posted - 2014.06.03 17:18:00 -
[5] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:At least Zatara waited till after the show to start drinking...
Milk? Capri Sun? He's a child, Pokey. Twelve years old. Have you not a modicum of decency?
Look at Shad and Cross, they probably gave it to him!
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Pokey Dravon
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2107
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Posted - 2014.06.03 18:49:00 -
[6] - Quote
Speaking from a purely personal standpoint of what I think makes a good and effective candidate, I think having an understanding of current game mechanics through actual experience is a must. Good intentions and passion are of course essential as well, but knowing how to effectively put that passion to use on actual game mechanics is very important to me. I mean a mechanic may love cars very much and cares very much about giving me the best fix-up possible...but if they're not well versed in how my car works...do I really want him trying to fix my car?
Now I'm not saying everyone on CPM needs to be an expert, in fact I would prefer they not be super specialized but rather have a good working understanding of all aspects of the game; jack-of-all-trades sort of thing. This is key because while they may not be experts in any particular field, they will be able to talk to those who ARE experts, but also personally know enough to tell when someone is bullshitting them.
So I of course say I think this is ideal, because that's really what I personally represent. While I do have more focus on vehicles simply because I've been using them for so long, I pretty much play every playstyle with every suit type. I'm no expert by any means, but I know enough about everything to be dangerous. Obviously what criteria you choose for who makes a good and effective candidate is for each person to decide, but we were touching on the topic a bit so I thought I'd share my viewpoint.
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Pokey Dravon
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2110
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Posted - 2014.06.03 22:23:00 -
[7] - Quote
So this week I joined what I now know to be as, the Plasma Cannon Master Race. While I am doing it the 'correct' way with a Gallente Commando, have you guys had any success with using it on a cloaky Scout?
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Pokey Dravon
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Posted - 2014.06.04 18:50:00 -
[8] - Quote
So from what I'm initially reading...
Gal Scout isn't as horribly ****** as people initially thought.
Cal Scout is still operating in a similar manner.
Am Scout is still really...not...good...
Minmatar Scout still needs love.
That sound about accurate?
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Pokey Dravon
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Posted - 2014.06.05 01:21:00 -
[9] - Quote
Adipem Nothi wrote: Thanks for checking in, Pokey. o7
Too early to say with certainty, but ... Worried about Minmatar Scout. Everything else seems stable.
* Highly recommend improving suit fitting capacity such that it perform on par with other Scouts. * Freely defer to brother Minjas ... what do you guys think?
I'm a big fan of actually getting empirical data instead of relying too heavily on conceptual numbers. Everything always works differently in practice vs on paper, so I was curious to hear what you guys are experiencing actually in-game.
I'll admit I've really only played as Gallente and Caldari Scout (I've only dabbled in the militia light frames for Amarr/Minmatar) but just playing around on Protofits, the Minmatar really are a ***** to fit, which isn't cool. If anything I would expect them to have decent fitting for a good speed tank since that's kinda their thing.
So aside from ****** fitting, how is the stealth ability? The vibe I'm getting from posts is that the lack of fitting is what really kills the Minni Scout's stealth capabilities.
Also I think the severe lack of Amarr Scout usage just further proves there is something seriously wrong with it. Do you guys think it needs a bigger % to stamina to be useful? Or a complete re-work of its roles/bonuses to make it more relevant?
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Pokey Dravon
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2125
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Posted - 2014.06.05 21:27:00 -
[10] - Quote
Brokerib wrote: The main issue with fitting the Minmatar is that all of the tools and modules that enhance their playstyle are heavy consumers of PG/CPU, and/or are in competition with each other for fitting slots. Kin Cats are a massive cost for dubious benefit, Nova Knives don't have an optimization skill, and dampeners/kincats/hacking modules all reside in low slots. I'm fine with only being able to chose 2 out of 3 when it comes to hack/speed/stealth, but currently we only really get the choice of 1, as anything less than 3 damps wont get me below a dual precision Cal.
Best suggestion I've seen for the Amarr is to take the scan range bonus from the Cal/Gal and give it to the Amarr. Due to the lack of highs, they won't be good for passively scanning other scouts, but with a couple of range amps in low they would be really excellent as light assault who are able to see mediums and heavies from range. Additionally, the removal of range from the Cal means that, while it retains extremely high precision scanning, they're very limited in their range so they need to put themselves into danger to make use of it. While with Gals, they remain invisible but lose visibility without giving up lows, giving them the choice between tank and vision.
So range combined with the stamina bonus makes them useful, and each scout gets an EWAR bonus of some sort (if you consider the Min hack bonus to be EWAR related). Would need replacement bonuses for the Cal and Gal though.
I wonder if they can add a new skill or retool an existing one to give you guys that Nova Knife fitting optimization. I don't imagine there is much Nova Knives use outside of the Minmatar Scout, so it would be a straight upgrade without affecting much else.
That suggestion for the Amarr is pretty damn solid from my perspective, it gives the Amarr a nice large sweeping scan that isn't designed to pick up dampened scouts but finds mediums and heavies more readily. It also allows Caldari to maintain very good passive scans but over a shorter distance. You might even argue that that properly balances the Cal/Gal issue, in that Caldari can see a Gal scout that isn't heavily dampened, but only at close range when it may be too late.
So basically
Gallente - Dodge most Scans Caldari - Insane scans but only as close range Amarr - Average scans but over a large range Minmatar - Hacking/Assassin
I rather like that, I think it would make the Amarr relevant and probably make the Gallente Scouts more comfortable with the Caldari Scouts. Get some more PG/CPU in the hands of the Minmatar and I think you'll be golden.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2189
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Posted - 2014.07.02 20:58:00 -
[11] - Quote
Hey guys, hope you are well.
I'm currently working on some new ideas and I wanted to get your thoughts.
So in my time playing with scouts and specifically cloaks, it seemed to me that on a Standard Scout suit can't feasibly fit a Standard Cloak & fill its slots until around level 3 of Scouts. I feel that (typically speaking) cloaks are an essential part of the scout role, and it is odd that someone new to the role has to reach level 3 before they can use it.
How would you guys feel about giving a flat reduction to the CPU/PG cost of cloaks (equivalent to the current level 5 bonus)? Or even better, tie to the Light Frame skill, which requires level 3 to unlock Scouts, thus giving people the ability to use cloaks right away once that Scout role is unlocked?
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Pokey Dravon
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2191
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Posted - 2014.07.02 21:24:00 -
[12] - Quote
I think overall many things need to be reworked in terms of PG/CPU cost, and I would also like to see some variants of the cloak (or just active equipment in general).
Even so, since the cloak is a major draw for many players, as it is somewhat the Scout's signature feature, I think restricting it's use to new scouts isn't very good practice.
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Pokey Dravon
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Posted - 2014.07.02 21:39:00 -
[13] - Quote
I'm not saying you should be gimped for not using it, but for those who want to skill into scouts for the ability to cloak, I don't think they should be forced to wait. Not to mention the Standard Cloak may be useless to professional scouts such as yourself, but for a newer player wanting to try it out, its a big deal to them.
Not to mention if the STD Cloak is indeed "useless", there really is no harm in allowing its use early on.
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Pokey Dravon
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Posted - 2014.07.02 21:47:00 -
[14] - Quote
Well that's because you're saltier than the rim of a Margarita class, Appia.
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Pokey Dravon
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Posted - 2014.07.02 21:54:00 -
[15] - Quote
The usefulness of the cloak aside, Id like like more feedback on the concept of the role bonus and if you forsee any issues this may cause.
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Pokey Dravon
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Posted - 2014.07.02 21:59:00 -
[16] - Quote
Spademan wrote:Pokey Dravon wrote: The usefulness of the cloak aside, Id like like more feedback on the concept of the role bonus and if you forsee any issues this may cause.
Issue: It would cause the Light Frame to be A: The only skill that unlocks something to gain a bonus to something it doesn't unlock and B: The only Frame skill to require skilling into.
Well to clarify, what I'm working on would make all of the Frame Skills worth skilling into by making them give a bonus instead of being unlock only.
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Pokey Dravon
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Posted - 2014.07.02 22:12:00 -
[17] - Quote
Spademan wrote:Pokey Dravon wrote:Spademan wrote:Pokey Dravon wrote: The usefulness of the cloak aside, Id like like more feedback on the concept of the role bonus and if you forsee any issues this may cause.
Issue: It would cause the Light Frame to be A: The only skill that unlocks something to gain a bonus to something it doesn't unlock and B: The only Frame skill to require skilling into. Well to clarify, what I'm working on would make all of the Frame Skills worth skilling into by making them give a bonus instead of being unlock only. Right, gotcha. Makes sense. Though, would it be possible for those bonuses to apply to all suits within that frame? So the Light one would affect Light's, Scouts, and the Pilot (if it existed) Rather than just affecting the scout. And Heavy frame skill for the frames, Commandos and sentinels?
What I have planned is similar along those lines. Long term I'd like to reach a point where each frame is capable of unique fits that the Specialty suits are incapable of replicating, but without the specific role bonuses that Specialization offers. In order to do this, Frame suits need to have unique but powerful bonuses as well as slot and equipment setups that are different from their Specialty counterparts.
This assures that the Frame Suits may be preferable over specialty suits in some situations, and also gives you a reason to level them beyond level III, as the skill would still benefit the specialty suit in some way.
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Pokey Dravon
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2197
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Posted - 2014.07.02 22:26:00 -
[18] - Quote
Adipem Nothi wrote: @ Pokey If this is in fact necessary, then I'd recommend dropping PG/CPU requirements across the board prescribing a new Scout Bonus. I see little harm in letting everyone run cloak; it doesn't do much good unless you're appropriately dampened.
The general structure for the bonuses on specialty suits would be something like this (I plan to blatantly rip off the proposal you guys put together for scout bonus rework, I was very impressed overall and will of course give credit for your work).
Gallente Scout Frame Bonus: +% Reduction to PG/CPU Cost of Cloaks / Lvl of Light Frames Role Bonus: TBD (This would be shared across all Scouts) / Lvl of Scout Suits Racial Bonus 1: +% Bonus to Dampeners (Unique to Race) / Lvl of Gallente Scouts Racial Bonus 2: +% Bonus to Range Amps (Unique to Race) / Lvl of Gallente Scouts
all Specialty roles (Assault, Sentinel, ect.) would follow the same format.
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Pokey Dravon
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2200
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Posted - 2014.07.02 22:44:00 -
[19] - Quote
Spademan wrote: I like the idea, I'm cautious of the actual bonus suggested.
The general direction I'd like to see more bonuses go are to give equivalent bonuses to what we have now, but require the use of those modules/equipment in order to do so. The primary issue is that when bonuses are applied to base attributes, the role can fulfill a large part of that role without having to actually use modules to do it. That then leaves them open to use modules/weapons to fill a different role at the same time, thus devaluing that other role. Note that I'm not specifically talking about any particular suit/role, it's just a general issue that causes havoc when it comes to balancing.
Specialty suits should be as the name implies, specialized into that role. By attaching bonuses to the modules, you encourage the use of said modules in order to really dig into that role, as well as prevent cross-role fitting. Frame suits on the other hand should be able to fill a wider range of roles, however doing each at a lesser efficiency than a specialized suit would.
For a very crude example, a Medium Frame may get a +2% PG/CPU reduction to Shield and Armor Modules per level, but the Gallente Assault would get a +5% PG/CPU reduction to Armor Repairers per level. The Frame bonus is wider than the Assault bonus, but for armor repairers specifically, the Gal Assault Bonus is significantly more powerful. This encourages Gallente Assaults to use Armor Repairers, whereas a Gallente Medium frame has more flexibility and options, but a lesser bonus to repairers.
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Pokey Dravon
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Posted - 2014.07.02 22:47:00 -
[20] - Quote
Appia Vibbia wrote:
So... Frame just become greater SP tax. Still no reason to run it, now making people get it to lvl 5 to max out suit performance
That's going under the assumption that Frames stay as they are. I think in general the Frame suits should have certain fitting options available to them over specialty suits, making them useful in certain situations over the specialized suit. In general Frame Suits need an overhaul, and the Frame Skill needs to give an incentive for levels 4 and 5, because right now it's just poor game design.
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Pokey Dravon
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Posted - 2014.07.02 22:49:00 -
[21] - Quote
Adipem Nothi wrote:Pokey Dravon wrote: Gallente Scout Frame Bonus: +% Reduction to PG/CPU Cost of Cloaks / Lvl of Light Frames Role Bonus: TBD (This would be shared across all Scouts) / Lvl of Scout Suits Racial Bonus 1: +% Bonus to Dampeners (Unique to Race) / Lvl of Gallente Scouts Racial Bonus 2: +% Bonus to Range Amps (Unique to Race) / Lvl of Gallente Scouts
all Specialty roles (Assault, Sentinel, ect.) would follow the same format.
Gotcha. Very much in favor of greater specialization / investment / SP requirements for Scouts. Requiring us to put two more points into Light Frames would be fine; most -- if not all -- of us switched trees at Level(3). Many of us are running out of things to spend SP on.
Well keep in mind that would hold true for all frames, not just scouts. If anything those who don't want Cloaks could choose to never level 4 and 5 of Light Frames, and the addition of a new bonus to the General Scout Role bonus would be a buff.
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Pokey Dravon
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Posted - 2014.07.02 22:53:00 -
[22] - Quote
Appia Vibbia wrote:The point is, you're putting in an unessaary SP tax in because you want Frames to be useful and a reason to skill into them. Make them useful to the point people want to bring them past 3 before you add arbitrary SP taxes, specifically to a suit that is very difficult to use as a low-SP character
Isn't that what I just said? They need to be overhauled so that they ARE useful.
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Pokey Dravon
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Posted - 2014.07.02 23:15:00 -
[23] - Quote
Spademan wrote:Pokey Dravon wrote:Appia Vibbia wrote:The point is, you're putting in an unessaary SP tax in because you want Frames to be useful and a reason to skill into them. Make them useful to the point people want to bring them past 3 before you add arbitrary SP taxes, specifically to a suit that is very difficult to use as a low-SP character Isn't that what I just said? They need to be overhauled so that they ARE useful. Issue: I think overhauls are covered under the "It's not Christmas" clause.
CCP Ratatouille has already been making noises about Frame Suit bonuses, and modifying slots and resources are all managed serverside. I won't disagree that there are pressing issues at hand that should be addressed first, but I feel what I'm working on is within the confines of what the Dust Devs are capable of.
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Pokey Dravon
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Posted - 2014.07.02 23:20:00 -
[24] - Quote
Appia Vibbia wrote:And i;m saying you;'re putting the cart before the horse. We've seen that we need to have small incremental changes otherwise they are going to mess it up. You have to start with getting the base frame work done and having us actually see something happen.
Maybe I'm saying this wrong; I'm not interested in thought-exercises but talking about things I actually want changed
Again, I just said there are more pressing matters at hand that should be addressed, I agree on that. But one should also think mid to long term as well as short term, so that short term changes don't box in future progress in improving a certain system.
One should put the horse before the cart, but one should also know how big the cart is so they can bring a big enough horse to pull it.
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Pokey Dravon
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Posted - 2014.07.03 00:42:00 -
[25] - Quote
Spademan wrote:And if the slot layouts were altered, would you say that would provide incentive to use them, as they would be actually different to the specialisations. Imagine for a moment that the Medium Frame had 2 Equipment slots, would you use that over the Logi or Assault? Or if heavy frame had an Equipment slot with no grenade, would you use that over the Commando and Sentinel at any given point?
That's the general idea. Right now you basically get the same slot layout, but with bonuses when you move to Specialty. How it SHOULD work is that you have to give something up in order to gain specialization. I feel it gives a better sense of specialization, and not so much a straight upgrade like it is now.
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Pokey Dravon
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Posted - 2014.07.03 03:22:00 -
[26] - Quote
Adipem Nothi wrote:Lots of good points, and thanks again to Pokey for coming to us with these ideas. o7
As an aside, I hope that NPE remains especially brutal for Scouts. We sure as sh*t don't want a bunch of weak-willed "its too hard" cry babies running around the Barbershop. Better for us that those types find their way into other Frames; we much prefer guys like Jace.
This Community exists because of rough starts. Those few newbros who are willing to stay the course fit in well here.
Well generally speaking I don't think any part of the NPE should be 'brutal', as that is what drives new players away. Not to devalue the intense skill needed to run Scouts, of course. My concern is is that new players may want to skill into a scout for the feature of having a cloak, and be forced to skill to Scout level 3 before they can try it and realized that it's not for them, you know?
I'm not a fan of giving cloaks to Light Frames, I think it should be a Scout thing, so don't get confused when I say "Per level of Light Frame", I think there may be some misunderstanding which is likely a failure of explaining things.
Appia Vibbia wrote:Ok. Small nap, definitely am sick, but take 2: Essentially, there's no place in DUST 514 for the Frames. There is room to specialize past the current roles because of the bonuses.
So would you advocate their total removal then? I'm of the opinion that either we should make them have a purpose, or remove them completely. I would rather avoid the former, and while you personally may feel they have no place, I think they can be made far more relevant.
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Pokey Dravon
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Posted - 2014.07.03 05:18:00 -
[27] - Quote
Appia Vibbia wrote:Pokey Dravon wrote:So would you advocate their total removal then? I'm of the opinion that either we should make them have a purpose, or remove them completely. I would rather avoid the former, and while you personally may feel they have no place, I think they can be made far more relevant.
I think they are SP sinks and don't have a place, I would advocate for their removal. The only thing they serve to do classify Sentinels & Commandos and Assault & Logistics as related bases.
Well we disagree, but yours is still a fair opinion.
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Pokey Dravon
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Posted - 2014.10.18 19:28:00 -
[28] - Quote
Cross you should know Appia isn't satisfied unless she's slapping her epeen in the face of everyone's face. I mean I guess if validating herself that way is the only way she can feel comfortable with herself as a player, than I shouldn't judge. Everyone needs their ego-crutch right?
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Pokey Dravon
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3249
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Posted - 2014.10.19 01:51:00 -
[29] - Quote
mollerz wrote:Cross.. Can i throw something out there.. And I know it might not be popular, but bear with me...
Can you talk CCP into delaying 1.9 with the goal of broadening the breadth of the update. To the point they could call it 2.0?
Like if they could open up discussions and work on adding more?
Reintroducing vehicles they took out with the design that hotfixes could easily help balance them based on what they've learned with CCP Ratattti. Variants of things.. from flux flaylocks to spec ops cloaks vs normal cloaks, etc. Perhaps more equipment, variants of dropsuits based on specializations, mm.. player trading? itams for itams/isk etc?
And then just commit to PS4? PS4 is x86 now.. war thunder has PC vs PS4 and it is golden man. They could do the same exact thing.. they already have the backend done.
Just **** I am hoping they are thinking about.
I think its more a matter of time and materials. Keep in mind we don't have proper patch notes on what's going into it, just a broad general idea.
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Pokey Dravon
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Posted - 2014.10.19 04:36:00 -
[30] - Quote
mollerz wrote: Time, yes. Which the point is to extend. materials? You talking polygon paint or... shrug. anyway..
Materials as in manpower.
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
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3312
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Posted - 2014.10.28 16:53:00 -
[31] - Quote
Bayeth Mal wrote:I'm away on work travel so I'm on my phone. I'm wondering if someone could do the math on a scenario for me.
Meet Bob, Bob started playing 6 months ago, liked the game and dropped $100 on Aurum for active boosters and caps every week. Now all his aurum is spent but Bob can't rationalise spending any more money on Dust (i.e. his wife won't let him).
Meet Jane, Jane starts playing the day 1.9 drops and immediately buys $100 of Aurum for active boosters and not a dollar more (her husband won't let her).
Now my question, if both Bob and Jane hit cap every week going forward is it possible for Jane to catch up with Bob and overtake him for total lifetime SP having played for less time and having paid the exact same amount (assuming static aurum price).
This is of course aside from the obvious answer that Bob and Jane should get divorced and marry each other.
But if my above scenario does happen, Bob I think is going to be very angry (as he should be).
https://docs.google.com/spreadsheets/d/1Neuzd7dCbWT0HyW7QnyNdFnsSI3M0l-SVmky03KNJFg/edit?usp=sharing
Conclusion: If $100 is equal to about 16 months of 50% Active boosting then Jane will most nearly catch up to Bob if they both cap out every week. If Bob had been playing for less than 6 months, Jane would likely surpass him in total SP.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3321
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Posted - 2014.10.28 23:24:00 -
[32] - Quote
Vyuru wrote: I have recently tried out my Amarr Templar Hvy..... And I kinda liked it..... The temptation with the new Quafe Heavy suits coming out to be a giant purple people eater is far, far too much for me to resist. I'll probably decide once I see which suit has more bling and bedazzlement factor to it, but any advantages to go with one race's heavy suit over another? I could be wrong, but they all seem pretty balanced and equal to each other.
Well I'm not really a member of the Barbershop, I just come in to shoot the ****/annoy people from time to time, I do however have a bit of experience with the Sentinels so I'll throw my two cents in.
The key thing you need to remember is that while it is a Heavy suit, they are not all played the same way.
Amarr Sentinel - The brick of the group, it's going to have the highest total HP potential, but also the most dependent on a Logi since most of its HP is going to be in armor. It has a good resistance against Projectiles, meaning it's very well suited to fight against other heavies with HMGs. Do keep in mind that it is slow as hell, so you're not going to want to move around much.
Gallente Sentinel - The flexible one of the group. It has mid range HP with emphasis on armor. It's fairly mobile and while it can't reach the HP of an Amarr Sentinel, its more balanced mix of shields and armor make is versatile in a wide range of situations. A mix of high and low slots allow for a good mix of damage output and defenses, while allowing for more solo play, but still viable with a Logi teatherd. You can't just sit there and tank through everything however like an Amarr Sentinel because you have a higher ratio of shields to armor, and thus more of your HP can't be repped back by a repair tool. This is my personal favorite Heavy suit
Caldari Sentinel - The repper of the group. It has mid range HP with emphases on shields (Basically the reverse of the Gallente). It has 4 high slots but only 1 low slot. You're going to want to put more emphasis on boosting your shield recharge rate over HP since shield modules are only worth about half as much HP as their armor counterpart. The being said you can't just walk around and expect your buffer to save you, because you're going to have significantly less HP overall than a Gallente or Amarr. Instead, play more defensively, use cover, and know when to disengage from the enemy. It's a very different playstyle from Amarr or Gallente, so don't try to compare them directly. Focus on a more hit and run style with shield regen over raw HP.
Minmatar Sentinel - The Heavy Who Doesn't Think Its a Heavy. No honestly it has **** poor HP compared to the other heavies but it can haul ass in comparison. Fit and treat this thing like a Medium Frame and assume it has about as much HP. Hit fast and hard then haul ass out of there because you are not very tanky. Probably one of the harder heavies to play as, but scary in the right hands.
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2014.10.28 23:36:00 -
[33] - Quote
Caldari Sentinels are pretty hard to use, simply because they have a good chunk of armor despite being shield based but only 1 low slot, which you really want to fill with a Regulator, but then you have no means for self armor recovery.
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2014.10.29 15:42:00 -
[34] - Quote
Cass Caul wrote:Pokey Dravon wrote:Caldari Sentinels are pretty hard to use, simply because they have a good chunk of armor despite being shield based but only 1 low slot, which you really want to fill with a Regulator, but then you have no means for self armor recovery. Cal-Sent was the first one I skilled into post 1.8 on the specific character Appia Vibbia (necessary amount of qualifiers). I still use it to forge, because high slots, but without an anti-infantry Caldari Weapon... nevermind. Cal Sent is doing what it's supposed to. Takin' out scrubs with the forge is anti-infantry. The shields on that just aren't high enough to tank a light weapon. It and the Commando are why I think no suit should have only a single low. To me, even complex recharges and complex regulators aren't enough on the Cal Sent to matter. I'll stick to my good ole' 2 high, 3 low sentinel for forge gunning.
Pretty much, Caldari Sentinel is really forced to keep range but that limits AP abilities significantly. Hopefully we can find some more heavy weapons in Legion.
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5719
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Posted - 2015.04.08 05:36:00 -
[35] - Quote
CCP Rattati wrote:True Adamance wrote: I'm wondering how you all view the CP measure. Would it lead to a more competitive and organic a mercenary economy or a less competitive one.
This is the synopsis. "Don't own something, that you can't defend" From my WIP document: Corporation Members need to Finish Daily Missions, earning Command Points for the Corporation. Any Corporation Actions require Command Points, and thus, the activity of a Corporation is limited by the size of the Corporation and activity of its members. Wealth accumulation is through Active sales of Clones, that are generated on Districts. Wealth can also be generated through Tax income from Corp Members. Corporations will also be able to attack Districts using Clone Packs that only cost Command Points, making money by inflicting more losses on the enemy team than they lose themselves, using the new "Keep what you Kill" ISK reward method. Black Market Kredits are created and distributed equally to all Corporation Members on Clone Sales. BMK's can be used to buy Black Market goods, such as unique BPO's and gear.
Shouldn't this be posted in a more open, relevant thread instead of being hidden in the Locker Room? It's good info, but I would have never seen it here unless someone showed it to me.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2015.05.11 06:12:00 -
[36] - Quote
Are you kids fighting again? I know I haven't been in here for a while but geeze...
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
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Posted - 2015.05.12 00:06:00 -
[37] - Quote
Kaeru Nayiri wrote:I hear you Arkena, I just want you to consider something, though. Right now they make the most $$$ because of the way the system works, as described in previous post. If we switched this over to a strictly keep what you kill system, they would go from making the most to making the least faster than the time it takes to miss twice with a breach shotgun! Add to this that their suits costs the most (due to equipment) and they are extremely squishy (more often than not they die to core locus grenades not even aimed at them).
So while it would be fun and rewarding to keep what you kill, it will benefit slayers considerably more than anyone else. (anyone else including, people focused on uplinks, logis with reps, dropships with gunners, people who focus on keeping scans up, etc). I don't want the game to focus any more on "the kill" then it already does. I am already seeing people forego hacking just to kill more people.
Not disagreeing with you, just want to add food for thought.
I always assumed "Keep what you Kill" really meant "Your Team Keeps what it Kills".
Like....value of stuff destroyed is put in a pool that is then divided between everyone on the team, so Logis would not screwed due to low kill counts.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2015.05.13 01:45:00 -
[38] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:Kaeru Nayiri wrote:I hear you Arkena, I just want you to consider something, though. Right now they make the most $$$ because of the way the system works, as described in previous post. If we switched this over to a strictly keep what you kill system, they would go from making the most to making the least faster than the time it takes to miss twice with a breach shotgun! Add to this that their suits costs the most (due to equipment) and they are extremely squishy (more often than not they die to core locus grenades not even aimed at them).
So while it would be fun and rewarding to keep what you kill, it will benefit slayers considerably more than anyone else. (anyone else including, people focused on uplinks, logis with reps, dropships with gunners, people who focus on keeping scans up, etc). I don't want the game to focus any more on "the kill" then it already does. I am already seeing people forego hacking just to kill more people.
Not disagreeing with you, just want to add food for thought. I always assumed "Keep what you Kill" really meant "Your Team Keeps what it Kills". Like....value of stuff destroyed is put in a pool that is then divided between everyone on the team, so Logis would not screwed due to low kill counts. Hmmm ... I wouldn't mind "keep what you kill" as "keep what you kill". My GalLogi is killing just fine while keeping up scans, and I imagine AM and CA Logis can do the same. I can definitely see repper Logis being at a disadvantage, but aren't these the ones who are topping the WP leaderboards? They'd gain less salvage, but they'd still be pulling in the biggest EOM paychecks. ?
While I agree that Logistics should be capable of being lethal, one has be careful in trying to balance lots of kills + some WP vs some kills + lots of WP. Not saying your idea is not without merit, just a difficult one to pull off in a way that makes people feel like they got a fair deal.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
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Posted - 2015.05.13 01:56:00 -
[39] - Quote
To be fair to your point, I will admit that there is a certain level of elegance to: Getting Kills earns you more salvage Getting WP earns you more ISK payout
It's far easier to understand to new players, but again I just worry about properly balancing it such that all playstyles are equally represented.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2015.05.13 02:15:00 -
[40] - Quote
Weary Guy wrote:Pokey Dravon wrote:To be fair to your point, I will admit that there is a certain level of elegance to: Getting Kills earns you more salvage Getting WP earns you more ISK payout
It's far easier to understand to new players, but again I just worry about properly balancing it such that all playstyles are equally represented. i would not like this 'payout' system... earning 40% of the teams WP's earns you ISK earning 40% of the ream's kills earns you more ISK that 40% of WP's that one sounds more balanced
Im a little confused about what you mean exactly, could you rephrase it?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
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Posted - 2015.05.13 19:24:00 -
[41] - Quote
Hey guys, I'm planning on a featuring a guide on the fundamentals of Scanning this week on the Biomassed.net blog.
Would anyone be willing to sit down on Skype with me in the next day or two and go over some of the details with me so the guide can be as accurate as possible?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2015.05.13 19:46:00 -
[42] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:Hey guys, I'm planning on a featuring a guide on the fundamentals of Scanning this week on the Biomassed.net blog.
Would anyone be willing to sit down on Skype with me in the next day or two and go over some of the details with me so the guide can be as accurate as possible? If Haerr is available, I'd highly recommend him. If he isn't, I'd be glad to fact check with you, though I'd prefer to do it here with the guys rather than on Skype. If you're looking for values, the Scan Table on Page 1 is up-to-date. Protofits is also up-to-date and accurate (recently confirmed). There a few "rules" which aren't readily outlined ... * Profile and Precision values are rounded to nearest whole number * Ties go to the scanner * Passives Scans remain up while incapacitated * Passive Scans are shared squad-wide Anything else, guys? Almost forgot! Denak's experiment. Say your profile is 28 dB and you're pinged by a 28dB active scanner. If you activate cloak while painted, you will remain painted even if your profile dips below 28dB.
Awesome! Lots of stuff I didn't know. Learn something every day! Plus I like playing Commando so.....scanning is not something I really think about since everything can see me and I can't see much.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2015.05.14 00:23:00 -
[43] - Quote
I think people often underestimate vehicle scanners. I more or less have them on all of my fits. Being able to omnidirectionally track tons of infantry within the range of my main turret? Yes please.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2015.05.16 08:10:00 -
[44] - Quote
OK guys scanning guide is basically done, who wants to fact-check it for me?
hit me up on Skype leowen.dravon if you're interested, or email me at pokey.dravon(at)gmail.com
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
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Posted - 2015.05.18 03:34:00 -
[45] - Quote
One Eyed King wrote:Adipem Nothi wrote:Pokey's EWAR Primer is up! If you guys spot any errors / omissions, let me know and I'll poke Pokey. He get's a +1 just for the picture at the top. That picture is one of my favorite concept art pieces they've ever done for the game. I'm not a huge scout player, much less a knifer, but that **** is sexy. I scream and ***** at you guys when you stab my chunky Commando in the ass, but much respect for making me paranoid as **** 100% of the time.
But yes, the blog/guide. Feedback is appreciated! Also thanks to Adipem Nothi for all the help (and checking my terribly spelling)
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.07.03 00:22:00 -
[46] - Quote
Adipem Nothi wrote:Completed Timeline
Biomassed Episode 60: 2 hrs 1 min0:08:00 to 0:25:30 - About Sir Man Boy. 0:26:00 to 0:45:30 - About Bamm Havoc (didn't realize he was actually running for CPM) 0:46:00 to 1:04:00 - Squad Changes 1:04:00 to 1:09:00 - Rambling 1:09:00 to 1:20:00 - State of Matchmaking 1:21:00 to 1:28:00 - Officer Weapons 1:28:00 to 1:34:00 - Tiericide 1:34:00 to 1:44:00 - NPE 1:44:00 to 1:51:00 - Virtual Reality 1:51:00 to 2:01:00 - No HUD Glitch, Shout Outs
Whoa this is pretty cool! Do you do this for all of the episodes? I kinda want to have Xel include this in the podcast description from now on.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.07.03 01:48:00 -
[47] - Quote
Adipem Nothi wrote:Pokey Dravon wrote:Adipem Nothi wrote:Completed Timeline
Biomassed Episode 60: 2 hrs 1 min0:08:00 to 0:25:30 - About Sir Man Boy. 0:26:00 to 0:45:30 - About Bamm Havoc (didn't realize he was actually running for CPM) 0:46:00 to 1:04:00 - Squad Changes 1:04:00 to 1:09:00 - Rambling 1:09:00 to 1:20:00 - State of Matchmaking 1:21:00 to 1:28:00 - Officer Weapons 1:28:00 to 1:34:00 - Tiericide 1:34:00 to 1:44:00 - NPE 1:44:00 to 1:51:00 - Virtual Reality 1:51:00 to 2:01:00 - No HUD Glitch, Shout Outs Whoa this is pretty cool! Do you do this for all of the episodes? I kinda want to have Xel include this in the podcast description from now on. Timelines and a Participant Roster for each biomassed episode would be pretty awesome. This is the first episode I've indexed to date.
I'll deff. talk to the guys about it. It's a good idea and I feel silly for not thinking of it before.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.07.07 19:26:00 -
[48] - Quote
Adipem Nothi wrote:Screwed around with loadouts for a full hour. (pretty excited!) First match ... Scotty picks Skirm. No problems first 5-10 minutes. Looks like it'll be a good fight! Then framerate drops to around 3 per second. Wait for it to self-correct. No improvement after ~5 minutes. Leave battle. Next match ... Scotty picks Skirm. Framerate seems manageable ... right up until I get into shotgun range. Tried to make it work for a 'bit, but it only seemed to be getting worse. Left battle. Logging off. Will try back later. ......
The joys of Patch Day.
Honestly I'll probably end up deleting every fit I have and just starting over when I get home from work. The changes to slots are going to change my entire fitting strategy. Very excited.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.08.23 09:45:00 -
[49] - Quote
Hello my favorite legion of creepy sneaky bastards!
But on the note of backstabbing, I've come to invite you guys to join in on a little workshop I'm currently running concerning EWAR.
https://forums.dust514.com/default.aspx?g=posts&m=2926993#post2926993
We're in the preliminary stages of hashing out some key concepts and I'd like to get you guys in on the discussion. It's an important discussion and just one of many I plan on putting together throughout the year. So stop by and lets have some good discussion
"That little sh*t Pokey..." --CCP Rattati
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.08.23 10:10:00 -
[50] - Quote
Pseudogenesis wrote:Pokey Dravon wrote:Hello my favorite legion of creepy sneaky bastards! But on the note of backstabbing, I've come to invite you guys to join in on a little workshop I'm currently running concerning EWAR. https://forums.dust514.com/default.aspx?g=posts&m=2926993#post2926993We're in the preliminary stages of hashing out some key concepts and I'd like to get you guys in on the discussion. It's an important discussion and just one of many I plan on putting together throughout the year. So stop by and lets have some good discussion When I glanced over this all I saw was Pokey Dravon wrote: Hello Legion invite preliminary stages key concepts
Your subconscious is a wise one my friend.
"That little sh*t Pokey..." --CCP Rattati
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Pokey Dravon
OSG Planetary Operations
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Posted - 2015.08.23 16:55:00 -
[51] - Quote
Adipem Nothi wrote:Adipem Nothi wrote:Simplified Falloff 2.0 Proposal
Passive Scans * Change the 3-ring system to a 2-ring system: short range and long range passives * Short Range passive scans assume today's Middle Ring values * Long Range passive scans assume today's Outer Ring values * Restore Range Extenders to former values * Restore Logi base Scan Range to former values
Active Scans * Apply Falloff 2.0 "two-ring rules" to Active Scans ... * Short Range active scans ping at present values * Long Range active scans ping at discounted values (i.e. 130%) * Add recon-assist WP when scanned units are KO'd by teammates * Add to Active Scanners cloak's protracted equip/unequip delay
Notes * Assumes shared passives are here to stay * Can be accomplished within the confines of existing assets and mechanics, I believe. ^ Generally speaking, does this look OK to you guys? I'd like keep this proposal as simple as possible and within the confines of existing mechanics (so nothing new). Help me shoot holes :-)
Keep in mind that I'm also looking for a "Ultimate Wishlish" for EWAR as well, because reasons. Even if its outside the realm of whats possible under correct conditions. We can then reduce that end-goal to meet what we currently have, but I want to be able to show that progression of "This is what we want to end up with eventually, and this is how you get there, and this is what is currently possible to move in that direction"
makes sense?
"That little sh*t Pokey..." --CCP Rattati
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