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The dark cloud
Seraphim Initiative. CRONOS.
1585
|
Posted - 2013.07.02 22:23:00 -
[1] - Quote
Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus. |
Forlorn Destrier
Bullet Cluster
1047
|
Posted - 2013.07.02 22:24:00 -
[2] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus.
They put the pilot suit in? I thought it was just Commando. |
stlcarlos989
SVER True Blood Public Disorder.
215
|
Posted - 2013.07.02 22:27:00 -
[3] - Quote
Forlorn Destrier wrote:The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus. They put the pilot suit in? I thought it was just Commando.
Just the skills |
Michael Arck
sephiroth clones General Tso's Alliance
57
|
Posted - 2013.07.02 22:28:00 -
[4] - Quote
But, but, but there are no flight fits as of yet. Or are you just queuing up your criticism? |
Cody Sietz
Tritan's Onslaught RISE of LEGION
328
|
Posted - 2013.07.02 22:28:00 -
[5] - Quote
They put the skills in. Not the actual suit. |
Knight SoIaire
Rent-A-Murder Taxi
1016
|
Posted - 2013.07.02 22:29:00 -
[6] - Quote
No, it would only make Armour Tanks OP because Shield tanks are UP, Shield tanks need a buff, and then they'll be okay. |
SoTa PoP
Internal Error. Negative-Feedback
3065
|
Posted - 2013.07.02 22:29:00 -
[7] - Quote
The dark cloud wrote: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5)
Holy crap >_>
That's so OP I don't see how a blind monkey couldn't notice. |
Mobius Wyvern
BetaMax. CRONOS.
2152
|
Posted - 2013.07.02 22:30:00 -
[8] - Quote
Knight SoIaire wrote:No, it would only make Armour Tanks OP because Shield tanks are UP, Shield tanks need a buff, and then they'll be okay. Sounds that way to me. No need to panic or anything. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1286
|
Posted - 2013.07.02 22:32:00 -
[9] - Quote
Why are you trying to ruin my dual-rep setup already? >:o |
Cody Sietz
Tritan's Onslaught RISE of LEGION
328
|
Posted - 2013.07.02 22:36:00 -
[10] - Quote
Maybe if they made the bonuses only work for dropships, otherwise it does seem kind of nuts. |
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Aerion Spiritus
Phaze O n e
41
|
Posted - 2013.07.02 22:37:00 -
[11] - Quote
Pilot suits are going to be terrible in infantry combat. They are meant to make vehicles more powerful or they wouldn't be called PILOT Suits. Also Will they release Caldari Light frames with these? |
The Attorney General
ZionTCD
198
|
Posted - 2013.07.02 22:37:00 -
[12] - Quote
The secret is triple light reps, with dual hardeners.
Blaster disaster. |
Vyzion Eyri
The Southern Legion RISE of LEGION
779
|
Posted - 2013.07.02 22:41:00 -
[13] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus.
I'm just hoping those numbers are placeholders, or else forgotten to be changed after the devs did some testing (read: had some fun) in tanks with perma-repairs vs. a full team of proto AV. |
Forlorn Destrier
Bullet Cluster
1049
|
Posted - 2013.07.02 22:44:00 -
[14] - Quote
I suspect they will have 1 equipment lost, and a sidearm slot, only. |
stlcarlos989
SVER True Blood Public Disorder.
215
|
Posted - 2013.07.02 22:52:00 -
[15] - Quote
Forlorn Destrier wrote:I suspect they will have 1 equipment lost, and a sidearm slot, only.
Or since they are pilots suits no weapon slot |
Bubba Brown
Militaires Sans Jeux
175
|
Posted - 2013.07.02 22:55:00 -
[16] - Quote
look at it this way it means vehicle pilots will clamber all over the pilot suit and neglect all the other suits, and pilot suits will be pretty useless in combat.
so they trade any kind of actual battlefield usefulness for being more useful in a vehicle. which makes sp/isk grinding ****** for them. i'm cool with it, and i hate tankers |
Forlorn Destrier
Bullet Cluster
1049
|
Posted - 2013.07.02 22:56:00 -
[17] - Quote
stlcarlos989 wrote:Forlorn Destrier wrote:I suspect they will have 1 equipment lost, and a sidearm slot, only. Or since they are pilots suits no weapon slot
I don't think so - they have to be able to defend themselves if they have to leave the vehicle - even combat pilots have a pistol. |
mollerz
Minja Scouts
552
|
Posted - 2013.07.02 22:56:00 -
[18] - Quote
stlcarlos989 wrote:Forlorn Destrier wrote:I suspect they will have 1 equipment lost, and a sidearm slot, only. Or since they are pilots suits no weapon slot
Every tank crew and pilot in every military organization on earth caries a sidearm/submachine gun.
I think professional killers from outer space would too. |
ReGnYuM
TeamPlayers EoN.
341
|
Posted - 2013.07.02 22:56:00 -
[19] - Quote
My AR Fears no Tank |
hooc roht
Deep Space Republic Top Men.
166
|
Posted - 2013.07.02 22:57:00 -
[20] - Quote
Shouldn't vehicles be OP?
I mean if they did not preform better then a guy on foot why would they exist at all? |
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Cat Merc
Oculus Felis
1562
|
Posted - 2013.07.02 22:58:00 -
[21] - Quote
ReGnYuM wrote:My AR Fears no Tank But your suit does.
But don't worry, stick with me and you'll be just dandy. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.02 23:00:00 -
[22] - Quote
Shield tanks are up compared to armor tanks all tanks are up compared to little round metal balls. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
169
|
Posted - 2013.07.02 23:02:00 -
[23] - Quote
Bubba Brown wrote:look at it this way it means vehicle pilots will clamber all over the pilot suit and neglect all the other suits, and pilot suits will be pretty useless in combat.
so they trade any kind of actual battlefield usefulness for being more useful in a vehicle. which makes sp/isk grinding ****** for them. i'm cool with it, and i hate tankers The numbers are placeholder only at this stage so nothing to be concerned about by my reckoning.
If it truly does come into the game with 50% module cooldown though it's going to be crazy. Perma-rep and perma-harden armour tanks, hmm.
Then there's the LLAVs... light suit on the driver offsets that though. Even if the vehicle is nigh invincible the driver is not, can bait him into mowing you while lining up a Breach-Scram headshot. |
stlcarlos989
SVER True Blood Public Disorder.
215
|
Posted - 2013.07.03 00:10:00 -
[24] - Quote
mollerz wrote:stlcarlos989 wrote:Forlorn Destrier wrote:I suspect they will have 1 equipment lost, and a sidearm slot, only. Or since they are pilots suits no weapon slot Every tank crew and pilot in every military organization on earth caries a sidearm/submachine gun. I think professional killers from outer space would too.
I'm thinking about balance, if the suit gives a bonus to being in a vehicle i.e. damage bonus, HP bonus, etc then it should be weaponless because it makes their vehicle better so they should be defenseless outside of it. However if the only bonus comes from the pilots suit skills then a sidearm and low HP is acceptable. |
Covert Clay
Red Star. EoN.
43
|
Posted - 2013.07.03 00:16:00 -
[25] - Quote
Someththing someone hasn't pointed out yet is the fact that both skills are x8 skills. That's ALOT of SP. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4264
|
Posted - 2013.07.03 00:16:00 -
[26] - Quote
SoTa PoP wrote:The dark cloud wrote: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5)
Holy crap >_> That's so OP I don't see how a blind monkey couldn't notice. Welcome to New Eden
stlcarlos989 wrote:I'm thinking about balance, if the suit gives a bonus to being in a vehicle i.e. damage bonus, HP bonus, etc then it should be weaponless because it makes their vehicle better so they should be defenseless outside of it. How could an even weaker scout suit with only a sidearm NOT be defenseless? Aside from the Godlock, anyways. |
Void Echo
Internal Error. Negative-Feedback
318
|
Posted - 2013.07.03 00:17:00 -
[27] - Quote
the pilot bonuses sound like heaven to me, the -10% to cool down time right? ishukone assault forge guns have a charge up time of 2.5 seconds and are more powerful than my compressed particle cannon, so this would greatly help with survivability against the forge gun |
Caeli SineDeo
Imperfects Negative-Feedback
598
|
Posted - 2013.07.03 00:24:00 -
[28] - Quote
ReGnYuM wrote:My AR Fears no Tank Besides mine. :) We both know it. |
Rynoceros
Rise Of Old Dudes
183
|
Posted - 2013.07.03 00:33:00 -
[29] - Quote
Tougher tanks to kill. Me likey. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:33:00 -
[30] - Quote
So that means you're going to actually have to actively destroy tanks and follow them to the end of the world to destroy them? I don't see what the problem is. It already basically takes 4 Lai Dai packed AV grenades to destroy any standard fit Madrugar. Maybe 6 for ADV level AV grenades. Swarms seek for a few hundred meters, faster than tanks can move.
I'm really not going to bother explaining about forge guns because people just don't want to have to aim their AV.
This will actually bump up our STD level vehicles to between STD and ADV. Since there's already plenty of PRO level AV of all types, I don't see what your problem is.
Basically, work with a few people to destroy me rather than being able to solo me with 5 damage mods, a STD swarm launcher, and hacked EX-0 AV grenades. |
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Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:34:00 -
[31] - Quote
TheAmazing FlyingPig wrote:Why are you trying to ruin my dual-rep setup already? >:o Because we're still too hard to solo with militia grade AV. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:35:00 -
[32] - Quote
The Attorney General wrote:The secret is triple light reps, with dual hardeners.
Blaster disaster. No extender/plate? Terrible tank |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:36:00 -
[33] - Quote
ReGnYuM wrote:My AR Fears no Tank Let me guess, because you carry pathetically-easy-to-use Lai Dai packed AV grenades? |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:38:00 -
[34] - Quote
Covert Clay wrote:Someththing someone hasn't pointed out yet is the fact that both skills are x8 skills. That's ALOT of SP. Exactly, over 2mil SP to be more specific. My grinding will be for that. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4265
|
Posted - 2013.07.03 00:39:00 -
[35] - Quote
Spkr4theDead wrote:ReGnYuM wrote:My AR Fears no Tank Let me guess, because you carry pathetically-easy-to-use Lai Dai packed AV grenades? The only thing pathetically easy to use will be a tank with 50% module cooldowns |
zzZaXxx
The Exemplars Top Men.
36
|
Posted - 2013.07.03 00:40:00 -
[36] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus.
Having effective vehicles makes the game more interesting and dynamic. The problem is matchmaking and ability to counter. The open beta dudes will stomp on the rest of us whether they're in protos or tanks. The key is to have a balanced number of them on both teams. The other issue is that most players, myself included, haven't specd into swarm launchers (or plasma cannons?) and can't spec into forge guns, so we're just stuck refitting into AV grenades...and that only when we're already being overran and it's obviously a problem.
The answer--as always--is to do your best to be part of an organized squad that has balanced capabilities. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:40:00 -
[37] - Quote
DUST Fiend wrote:Spkr4theDead wrote:ReGnYuM wrote:My AR Fears no Tank Let me guess, because you carry pathetically-easy-to-use Lai Dai packed AV grenades? The only thing pathetically easy to use will be a tank with 50% module cooldowns I hope you're being sarcastic. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:41:00 -
[38] - Quote
zzZaXxx wrote:The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus. Having effective vehicles makes the game more interesting and dynamic. The problem is matchmaking and ability to counter. The open beta dudes will stomp on the rest of us whether they're in protos or tanks. The key is to have a balanced number of them on both teams. The other issue is that most players, myself included, haven't specd into swarm launchers (or plasma cannons?) and can't spec into forge guns, so we're just stuck refitting into AV grenades...and that only when we're already being overran and it's obviously a problem. The answer--as always--is to do your best to be part of an organized squad that has balanced capabilities. Wow, a reasoned response? It's gonna snow tomorrow. (no terraforming pun intended) |
DUST Fiend
OSG Planetary Operations Covert Intervention
4265
|
Posted - 2013.07.03 00:44:00 -
[39] - Quote
Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/
(not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) |
FATPrincess - XOXO
Shining Flame Amarr Empire
52
|
Posted - 2013.07.03 00:47:00 -
[40] - Quote
1/10 would not read again.
-XOXO |
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Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 00:48:00 -
[41] - Quote
DUST Fiend wrote:Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/ (not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) AV grenades are pathetically easy to use, and so are swarm launchers. The only AV that's difficult is the forge gun. I'm not counting the plasma cannon because it's useless.
So now you'll have to bring someone along to destroy me. I think that sounds fair. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4266
|
Posted - 2013.07.03 00:50:00 -
[42] - Quote
Spkr4theDead wrote:So now you'll have to bring someone along to destroy me. I think that sounds fair. If you think 50% off of vehicle modules means we'll need to "bring someone along" then you clearly haven't had much luck driving tanks.... |
Balzich Rotaine
Rotaine Shipping Inc
132
|
Posted - 2013.07.03 00:51:00 -
[43] - Quote
Wow a pre nerf thread. I have truly seen it all now, ******* amazing. Choke yourself |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
635
|
Posted - 2013.07.03 00:51:00 -
[44] - Quote
hooc roht wrote:Shouldn't vehicles be OP?
I mean if they did not preform better then a guy on foot why would they exist at all?
NO DUDE OMGFBRO IT'S ABOUT 1VS1 BALANCE!~!!@!TAHTS NOT FAIR SOME GUY IN TANK WIN?
|
Cody Sietz
Tritan's Onslaught RISE of LEGION
336
|
Posted - 2013.07.03 00:56:00 -
[45] - Quote
Spkr4theDead wrote:DUST Fiend wrote:Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/ (not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) AV grenades are pathetically easy to use, and so are swarm launchers. The only AV that's difficult is the forge gun. I'm not counting the plasma cannon because it's useless. So now you'll have to bring someone along to destroy me. I think that sounds fair. And tanks are very easy to pull around a corner and call back (especially armour tanks) And now its even easier to call them back in a few secs later and they are instantly back on the field.
Hopefully, they will make vehicles return in the same condition they left in. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:00:00 -
[46] - Quote
DUST Fiend wrote:Spkr4theDead wrote:So now you'll have to bring someone along to destroy me. I think that sounds fair. If you think 50% off of vehicle modules means we'll need to "bring someone along" then you clearly haven't had much luck driving tanks.... Today was the first day ever while playing Dust, that I won more than I lost. And I'm going back to when you needed to restart every 2-3 games/beta code. So no, it's not fun going up against 2 full squads with ADV AV gear and better. |
Disturbingly Bored
The Strontium Asylum
374
|
Posted - 2013.07.03 01:01:00 -
[47] - Quote
IMO it would be pretty balanced if it were:
Pilot Suit Bonus: -2% Module Cooldown per level Gallente Pilot Suit bonus: +2% armor/shield extender efficacy per level Minmatar Pilot Suit bonus: +2% turret damage per level
Nice bonus in a game where the different between scrub and proto equipment is 10%. Not too ridiculous.
The bonuses as they are now, especially with how pre-nerfed Commando is, is simply insulting. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:04:00 -
[48] - Quote
Cody Sietz wrote:Spkr4theDead wrote:DUST Fiend wrote:Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/ (not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) AV grenades are pathetically easy to use, and so are swarm launchers. The only AV that's difficult is the forge gun. I'm not counting the plasma cannon because it's useless. So now you'll have to bring someone along to destroy me. I think that sounds fair. And tanks are very easy to pull around a corner and call back (especially armour tanks) And now its even easier to call them back in a few secs later and they are instantly back on the field. Hopefully, they will make vehicles return in the same condition they left in. With how easy it is to field auto-aiming AV, it's about time we had something good happen to our field. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4266
|
Posted - 2013.07.03 01:06:00 -
[49] - Quote
Spkr4theDead wrote:With how easy it is to field auto-aiming AV, it's about time we had something good happen to our field. Try advancing with your infantry and sticking to cover at a distance and most of those problems will become null. (not saying AV vs vehicles doesn't still need some work, particularly vs dropships, but seriously, I watch tanks survive full matches all the damn time) |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
36
|
Posted - 2013.07.03 01:09:00 -
[50] - Quote
Disturbingly Bored wrote:IMO it would be pretty balanced if it were:
Pilot Suit Bonus: -2% Module Cooldown per level Gallente Pilot Suit bonus: +2% armor/shield extender efficacy per level Minmatar Pilot Suit bonus: +2% turret damage per level
Nice bonus in a game where the different between scrub and proto equipment is 10%. Not too ridiculous.
The bonuses as they are now, especially with how pre-nerfed Commando is, is simply insulting.
No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. |
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Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:09:00 -
[51] - Quote
DUST Fiend wrote:Spkr4theDead wrote:With how easy it is to field auto-aiming AV, it's about time we had something good happen to our field. Try advancing with your infantry and sticking to cover at a distance and most of those problems will become null. (not saying AV vs vehicles doesn't still need some work, particularly vs dropships, but seriously, I watch tanks survive full matches all the damn time) See. Other. Thread. |
Drako Light
ZionTCD
15
|
Posted - 2013.07.03 01:10:00 -
[52] - Quote
Disturbingly Bored wrote:IMO it would be pretty balanced if it were:
Pilot Suit Bonus: -2% Module Cooldown per level Gallente Pilot Suit bonus: +2% armor/shield extender efficacy per level Minmatar Pilot Suit bonus: +2% turret damage per level
Nice bonus in a game where the different between scrub and proto equipment is 10%. Not too ridiculous.
The bonuses as they are now, especially with how pre-nerfed Commando is, is simply insulting. 10% is still a joke lol! Maybe drop from 50 to 25 would be more fair but 10% is just a tease. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4267
|
Posted - 2013.07.03 01:10:00 -
[53] - Quote
Kinky Burrito wrote:No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. Mind pointing me to the other options in game that give you a 50% boost to the efficiency of what you're running? I seem to have overlooked those somehow, my bad. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
337
|
Posted - 2013.07.03 01:11:00 -
[54] - Quote
Spkr4theDead wrote:Cody Sietz wrote:Spkr4theDead wrote:DUST Fiend wrote:Spkr4theDead wrote:I hope you're being sarcastic. Gonna have to say the same thing to you :/ (not saying AV nades aren't easy to use, btw, but HAV with 50% cooldowns? Lmao, they'll have to make a new leaderboard for most tank deaths, cuz that's going to take some serious skills) AV grenades are pathetically easy to use, and so are swarm launchers. The only AV that's difficult is the forge gun. I'm not counting the plasma cannon because it's useless. So now you'll have to bring someone along to destroy me. I think that sounds fair. And tanks are very easy to pull around a corner and call back (especially armour tanks) And now its even easier to call them back in a few secs later and they are instantly back on the field. Hopefully, they will make vehicles return in the same condition they left in. With how easy it is to field auto-aiming AV, it's about time we had something good happen to our field. How hard is it to get away from them? They were here last build and were slightly better yet still couldn't take out a tank because they were stupidity OP.
I guess you want the mobile death fortress back, god forbid ANTI-VEHICLE weapons should be effective vs vehicles.
|
Cody Sietz
Tritan's Onslaught RISE of LEGION
337
|
Posted - 2013.07.03 01:12:00 -
[55] - Quote
DUST Fiend wrote:Kinky Burrito wrote:No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. Mind pointing me to the other options in game that give you a 50% boost to the efficiency of what you're running? I seem to have overlooked those somehow, my bad. I run dropships and even I think 50 percent is pretty nuts(not that it would have us that much anyway)
3-5 percent would be good. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
36
|
Posted - 2013.07.03 01:13:00 -
[56] - Quote
Let me add that tanks don't have room for multiple shield/armor modules. So as a madruger with a 3100hp adv plate you are getting 310 more armor. Whoopee, you passed 7k. It's hardly a big difference. The minmatar bonus is actually a slight buff on shield tanks, because unlike drop suits, passive turret mods are all low slots, and a madruger driver would have to make a big sacrifice to fit one. |
Exergonic
TeamPlayers EoN.
130
|
Posted - 2013.07.03 01:14:00 -
[57] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus.
I have to say i agree with dark cloud on this... not all of it but some
An easy fix would be to buff shield hardners to 15 second duration, buff shield boosters by atleast 10%, and reduce the Pilot suits CD skill to 5% per level
I know tanks need a buff (shields) but not that much O.o |
DUST Fiend
OSG Planetary Operations Covert Intervention
4267
|
Posted - 2013.07.03 01:14:00 -
[58] - Quote
Kinky Burrito wrote:Let me add that tanks don't have room for multiple shield/armor modules. So as a madruger with a 3100hp adv plate you are getting 310 more armor. Whoopee, you passed 7k. It's hardly a big difference. The minmatar bonus is actually a slight buff on shield tanks, because unlike drop suits, passive turret mods are all low slots, and a madruger driver would have to make a big sacrifice to fit one. No one's talking about those bonuses, those are normal and sane.
It's 50% off of module cooldown that's the issue. It's absurd at best and insulting at worst. |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:15:00 -
[59] - Quote
Cody Sietz wrote: ]How hard is it to get away from them? They were here last build and were slightly better yet still couldn't take out a tank because they were stupidity OP.
I guess you want the mobile death fortress back, god forbid ANTI-VEHICLE weapons should be effective vs vehicles.
How hard? You obviously don't know. Flat, open area vs swarms? They hit every time. Far enough away for the swarm to terminate? You better already be half its maximum distance away. They turn near 360-¦ to hit you around corners and everything else. How to have something in front of you to block the shot? Exactly that, pray they can lock on while you're behind something solid so the missiles hit whatever is in front of you.
Maybe you should see our side of it. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
36
|
Posted - 2013.07.03 01:16:00 -
[60] - Quote
DUST Fiend wrote:Kinky Burrito wrote:No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. Mind pointing me to the other options in game that give you a 50% boost to the efficiency of what you're running? I seem to have overlooked those somehow, my bad.
I agree, that is op. I was referring to your idea of giving minmatar 10% turret damage. That would be stupid compared to the 300 health gallente drivers would get from their 10% shield/armor mod bonus. |
|
Cody Sietz
Tritan's Onslaught RISE of LEGION
337
|
Posted - 2013.07.03 01:24:00 -
[61] - Quote
Spkr4theDead wrote:Cody Sietz wrote: ]How hard is it to get away from them? They were here last build and were slightly better yet still couldn't take out a tank because they were stupidity OP.
I guess you want the mobile death fortress back, god forbid ANTI-VEHICLE weapons should be effective vs vehicles.
How hard? You obviously don't know. Flat, open area vs swarms? They hit every time. Far enough away for the swarm to terminate? You better already be half its maximum distance away. They turn near 360-¦ to hit you around corners and everything else. How to have something in front of you to block the shot? Exactly that, pray they can lock on while you're behind something solid so the missiles hit whatever is in front of you. Maybe you should see our side of it. Your side? I fly dropships, I know what AV can do. I also run swarms and I've seen many people out and call back there tanks even when me and a friend are teaming up to take it out.
I fly assault dropships with armour harders and I run proto swarms. Both are giant isk sinks, because both are stupid easy to kill.
Would be willing to have your tank called back in the same condition? or not be able to recall it if has swarms locked on to it? |
Colonel Killar
DUST CORE DARKSTAR ARMY
88
|
Posted - 2013.07.03 01:26:00 -
[62] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus. Did you spec into AV? |
Spkr4theDead
Namtar Elite Gallente Federation
239
|
Posted - 2013.07.03 01:28:00 -
[63] - Quote
Cody Sietz wrote:Spkr4theDead wrote:Cody Sietz wrote: ]How hard is it to get away from them? They were here last build and were slightly better yet still couldn't take out a tank because they were stupidity OP.
I guess you want the mobile death fortress back, god forbid ANTI-VEHICLE weapons should be effective vs vehicles.
How hard? You obviously don't know. Flat, open area vs swarms? They hit every time. Far enough away for the swarm to terminate? You better already be half its maximum distance away. They turn near 360-¦ to hit you around corners and everything else. How to have something in front of you to block the shot? Exactly that, pray they can lock on while you're behind something solid so the missiles hit whatever is in front of you. Maybe you should see our side of it. Your side? I fly dropships, I know what AV can do. I also run swarms and I've seen many people out and call back there tanks even when me and a friend are teaming up to take it out. I fly assault dropships with armour harders and I run proto swarms. Both are giant isk sinks, because both are stupid easy to kill. Would be willing to have your tank called back in the same condition? or not be able to recall it if has swarms locked on to it? Lol
Recall it in the redline. Problem solved.
Idiot |
Colonel Killar
DUST CORE DARKSTAR ARMY
88
|
Posted - 2013.07.03 01:28:00 -
[64] - Quote
hooc roht wrote:Shouldn't vehicles be OP?
I mean if they did not preform better then a guy on foot why would they exist at all? wait hooc made a intellegent comment, wow! |
DUST Fiend
OSG Planetary Operations Covert Intervention
4267
|
Posted - 2013.07.03 01:30:00 -
[65] - Quote
Spkr4theDead wrote:Lol
Recall it in the redline. Problem solved.
Idiot Yea, it's pretty clear you're afraid of intelligent discussion because you're wrong, so you'd rather give random responses to things people never said, and whine about not being able to operate an HAV unless you receive a completely absurd buff.
Well, I know who's tanks we'll be killing if we see them.
|
Spkr4theDead
Namtar Elite Gallente Federation
240
|
Posted - 2013.07.03 01:31:00 -
[66] - Quote
DUST Fiend wrote:Spkr4theDead wrote:Lol
Recall it in the redline. Problem solved.
Idiot Yea, it's pretty clear you're afraid of intelligent discussion because you're wrong, so you'd rather give random responses to things people never said, and whine about not being able to operate an HAV unless you receive a completely absurd buff. Well, I know who's tanks we'll be killing if we see them. Good luck trying. I'm usually the backup. |
Kane Fyea
DUST University Ivy League
557
|
Posted - 2013.07.03 01:47:00 -
[67] - Quote
Spkr4theDead wrote:DUST Fiend wrote:Spkr4theDead wrote:Lol
Recall it in the redline. Problem solved.
Idiot Yea, it's pretty clear you're afraid of intelligent discussion because you're wrong, so you'd rather give random responses to things people never said, and whine about not being able to operate an HAV unless you receive a completely absurd buff. Well, I know who's tanks we'll be killing if we see them. Good luck trying. I'm usually the backup. My proto swarms will be looking for your tanks.
See you on the battlefield. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
337
|
Posted - 2013.07.03 01:53:00 -
[68] - Quote
Spkr4theDead wrote:Cody Sietz wrote:Spkr4theDead wrote:Cody Sietz wrote: ]How hard is it to get away from them? They were here last build and were slightly better yet still couldn't take out a tank because they were stupidity OP.
I guess you want the mobile death fortress back, god forbid ANTI-VEHICLE weapons should be effective vs vehicles.
How hard? You obviously don't know. Flat, open area vs swarms? They hit every time. Far enough away for the swarm to terminate? You better already be half its maximum distance away. They turn near 360-¦ to hit you around corners and everything else. How to have something in front of you to block the shot? Exactly that, pray they can lock on while you're behind something solid so the missiles hit whatever is in front of you. Maybe you should see our side of it. Your side? I fly dropships, I know what AV can do. I also run swarms and I've seen many people out and call back there tanks even when me and a friend are teaming up to take it out. I fly assault dropships with armour harders and I run proto swarms. Both are giant isk sinks, because both are stupid easy to kill. Would be willing to have your tank called back in the same condition? or not be able to recall it if has swarms locked on to it? Lol Recall it in the redline. Problem solved. Idiot Wait what? I know you quoted me...but I'm not sure your talking to me...because I'm sure I did no say anything about the redline...
Are you saying your one of those red line tankers? Cause thats cool I guess... |
Provolonee
Undefined Risk DARKSTAR ARMY
26
|
Posted - 2013.07.03 02:16:00 -
[69] - Quote
Looks like a pretty nice buff to hav bros. I like how it is an active module buff and not just a straight passive 40% hp increase or something. now get to work cleaning up the streets. |
Zekain K
Expert Intervention Caldari State
166
|
Posted - 2013.07.03 02:48:00 -
[70] - Quote
And you all though llavs were open now
JUST YOU WAIT
|
|
Alldin Kan
Imperfects Negative-Feedback
321
|
Posted - 2013.07.03 03:22:00 -
[71] - Quote
If Gallente heavy isn't as great as I think it would be then I'm going back to tanks. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4271
|
Posted - 2013.07.03 03:26:00 -
[72] - Quote
Alldin Kan wrote:If Gallente heavy isn't as great as I think it would be then I'm going back to tanks.
They best damn replace my Amarr Heavy skills with Gallente Heavy when it's released or I am ******* done |
Disturbingly Bored
The Strontium Asylum
374
|
Posted - 2013.07.03 05:18:00 -
[73] - Quote
Kinky Burrito wrote:DUST Fiend wrote:Kinky Burrito wrote:No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. Mind pointing me to the other options in game that give you a 50% boost to the efficiency of what you're running? I seem to have overlooked those somehow, my bad. I agree, that is op. I was referring to your idea of giving minmatar 10% turret damage. That would be stupid compared to the 300 health gallente drivers would get from their 10% shield/armor mod bonus.
Sorry Kinky. You're failing at math.
10% is 10% is 10%.
If you pit two tanks against each other and one gets a flat 10% bonus to HP, and the other gets a flat 10% bonus to DPS, it takes the exact same time for them to kill each other as if they had no bonus at all. I'll whip out the long form proof if you can't wrap your mind around it.
It's balanced. |
Harpyja
DUST University Ivy League
167
|
Posted - 2013.07.03 05:24:00 -
[74] - Quote
I fear for "Madrugar 514" because I know my Gunnlogis and Falchions will get pushed out and eaten for breakfast. |
Omen Astrul
Red Star. EoN.
65
|
Posted - 2013.07.03 05:28:00 -
[75] - Quote
Crying before something is even released....
Infantry players won't be happy until you can kill a madrugar with 3 basic AV grenades. |
Delta 749
Kestrel Reconnaissance
711
|
Posted - 2013.07.03 05:30:00 -
[76] - Quote
And I bet you with all that tankers will still say AV is overpowered |
KOBLAKA1
Opus Arcana Covert Intervention
182
|
Posted - 2013.07.03 06:13:00 -
[77] - Quote
The simple answer to this whole thread is Tanks>Infantry
SO to beat the tank multiple infantry or another tank NO SOLID SNAKE (MGS1 neone?)
|
Disturbingly Bored
The Strontium Asylum
376
|
Posted - 2013.07.03 06:16:00 -
[78] - Quote
Omen Astrul wrote:Crying before something is even released....
Infantry players won't be happy until you can kill a madrugar with 3 basic AV grenades.
Um. If a heavy suit skill showed up on the market with -10%/level Forge Gun charge time and +2%/level Heavy Damage Modifier effectiveness, you mean to tell me you wouldn't be QQing to high heavens on the forum until the suit was actually in game instapopping your tanks? |
|
CCP Remnant
C C P C C P Alliance
334
|
Posted - 2013.07.03 08:15:00 -
[79] - Quote
I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. |
|
ChromeBreaker
SVER True Blood Public Disorder.
614
|
Posted - 2013.07.03 08:15:00 -
[80] - Quote
CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP.
Smooth |
|
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CCP Remnant
C C P C C P Alliance
342
|
Posted - 2013.07.03 08:28:00 -
[81] - Quote
ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth
Wasn't the best start to my day that's for sure. |
|
Chunky Munkey
Amarr Templars Amarr Empire
622
|
Posted - 2013.07.03 08:29:00 -
[82] - Quote
hooc roht wrote:Shouldn't vehicles be OP?
I mean if they did not preform better then a guy on foot why would they exist at all?
OP means (or at least shouldmean) overpowered within their respective role. The tanks already fulfil the role of being a formidable force on the field, these bonuses however, would make the right setups effectively immune to all but an entire squad of proto AV.
Tanks should take a lot of effort to bring down. But not this much. |
SoTa PoP
Internal Error. Negative-Feedback
3084
|
Posted - 2013.07.03 08:30:00 -
[83] - Quote
CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure. Wonder how you felt day 1 of uprising with all the HMG rage.
HMG is beautiful now btw <3 |
mollerz
Minja Scouts
560
|
Posted - 2013.07.03 08:35:00 -
[84] - Quote
DUST Fiend wrote:Kinky Burrito wrote:No. Please refrain from posting your balance opinions if you have absolutely no idea what you are talking about. Mind pointing me to the other options in game that give you a 50% boost to the efficiency of what you're running? I seem to have overlooked those somehow, my bad.
Hey! You dropped something
|
ChromeBreaker
SVER True Blood Public Disorder.
614
|
Posted - 2013.07.03 08:37:00 -
[85] - Quote
CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure.
Ah no worries, nice just to see your working on them lol |
BOZ MR
Internal Error. Negative-Feedback
257
|
Posted - 2013.07.03 09:06:00 -
[86] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus. Hahahahaha, scrub is crying because he left tanks. You're really pathetic. |
Ryuichi Kakihara
Rautaleijona
10
|
Posted - 2013.07.03 09:11:00 -
[87] - Quote
CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP.
Why should the player base even remotely trust that those numbers would be placeholders and not final? With the new armor modules it was said that the trailer numbers weren't final but those were, so what makes this different from that ? |
crazy space 1
Unkn0wn Killers
1412
|
Posted - 2013.07.03 09:16:00 -
[88] - Quote
These are the kind of bonuses everything should have. CCP should stop with the useless bonuses.
Scout LAV +5% top speed per level -10% module cooldown time for afterburners
Logis -10% per level pg/cpu for all equipment. -becuase all armor bonues on all races? What???? the FF88*****ingKitt3n?
Give scout scouts a massive +5% sprint speed bonus per level
Shake things up don't nerf everything into the ground : ( |
Tectonious Falcon
Phaze O n e
636
|
Posted - 2013.07.03 09:20:00 -
[89] - Quote
Ryuichi Kakihara wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Why should the player base even remotely trust that those numbers would be placeholders and not final? With the new armor modules it was said that the trailer numbers weren't final but those were, so what makes this different from that ?
Tbqh it doesn't matter if you believe him or not. |
crazy space 1
Unkn0wn Killers
1412
|
Posted - 2013.07.03 09:23:00 -
[90] - Quote
CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure. but you said 1.3 was content locked? or... |
|
|
CCP Remnant
C C P C C P Alliance
354
|
Posted - 2013.07.03 09:40:00 -
[91] - Quote
crazy space 1 wrote:CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure. but you said 1.3 was content locked? or...
I said nothing of the sort . But, yes, 1.3 (which was super short to allow the team to get on track with the sped-up release cadence) is now locked. Pilot suits are not in it. Personally, I wouldn't want to put them in until we address other balance issues first. |
|
Ryuichi Kakihara
Rautaleijona
10
|
Posted - 2013.07.03 09:41:00 -
[92] - Quote
Tectonious Falcon wrote:Ryuichi Kakihara wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Why should the player base even remotely trust that those numbers would be placeholders and not final? With the new armor modules it was said that the trailer numbers weren't final but those were, so what makes this different from that ? Tbqh it doesn't matter if you believe him or not.
Does this mean you're ok with having those stats on pilot suits, also it actually does matter wether i beliave or not, there's actually quite a bunch players that are cynical at best about ccp's trustworthiness when it comes to these matters.
Having a player base where the players distrust the dev's result in players ditching the game. Words usually are rather meaningless, and ccp's actions have been quite revealing. It's almost like faction warfare in eve, tons of promises and it took years to start doing something.
So yes, me having little to no faith in the developer's words represents a part of the player base that ccp is alienating from the game.
Ccp has also talked about making everything more transparent, but alas nothings happened on that front, and for 1.2 uprising, the information was behind a lead wall, even though they brought miss mintchip as a pr representative and she croaked around about us getting information "soon".
So yes, i'm disappointed in how ***** been handled.
ps. before you go "then don't play", I don't |
Captain Africa Clone1
GRIM MARCH
84
|
Posted - 2013.07.03 09:47:00 -
[93] - Quote
Ryuichi Kakihara wrote:Tectonious Falcon wrote:Ryuichi Kakihara wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Why should the player base even remotely trust that those numbers would be placeholders and not final? With the new armor modules it was said that the trailer numbers weren't final but those were, so what makes this different from that ? Tbqh it doesn't matter if you believe him or not. Does this mean you're ok with having those stats on pilot suits, also it actually does matter wether i beliave or not, there's actually quite a bunch players that are cynical at best about ccp's trustworthiness when it comes to these matters. Having a player base where the players distrust the dev's result in players ditching the game. Words usually are rather meaningless, and ccp's actions have been quite revealing. It's almost like faction warfare in eve, tons of promises and it took years to start doing something. So yes, me having little to no faith in the developer's words represents a part of the player base that ccp is alienating from the game. Ccp has also talked about making everything more transparent, but alas nothings happened on that front, and for 1.2 uprising, the information was behind a lead wall, even though they brought miss mintchip as a pr representative and she croaked around about us getting information "soon". So yes, i'm disappointed in how ***** been handled. ps. before you go "then don't play", I don't
Then drink a pill ....your not entitled to anything , get that ? |
Ryuichi Kakihara
Rautaleijona
10
|
Posted - 2013.07.03 09:52:00 -
[94] - Quote
I haven't in any way said that i'd be entitled to anything, i'm expressing my disappointment in how things have been handled and how things said aren't what have been done. Now learn to read before making little kid commentary. |
Tectonious Falcon
Phaze O n e
636
|
Posted - 2013.07.03 09:59:00 -
[95] - Quote
Ryuichi Kakihara wrote:Tectonious Falcon wrote:Ryuichi Kakihara wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Why should the player base even remotely trust that those numbers would be placeholders and not final? With the new armor modules it was said that the trailer numbers weren't final but those were, so what makes this different from that ? Tbqh it doesn't matter if you believe him or not. Does this mean you're ok with having those stats on pilot suits, also it actually does matter wether i beliave or not, there's actually quite a bunch players that are cynical at best about ccp's trustworthiness when it comes to these matters. Having a player base where the players distrust the dev's result in players ditching the game. Words usually are rather meaningless, and ccp's actions have been quite revealing. It's almost like faction warfare in eve, tons of promises and it took years to start doing something. So yes, me having little to no faith in the developer's words represents a part of the player base that ccp is alienating from the game. Ccp has also talked about making everything more transparent, but alas nothings happened on that front, and for 1.2 uprising, the information was behind a lead wall, even though they brought miss mintchip as a pr representative and she croaked around about us getting information "soon". So yes, i'm disappointed in how ***** been handled. ps. before you go "then don't play", I don't
I give up on these forums. Your logic is so terrible it hurts my eyes. You are incredibly entitled. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
364
|
Posted - 2013.07.03 10:01:00 -
[96] - Quote
stlcarlos989 wrote:Forlorn Destrier wrote:I suspect they will have 1 equipment lost, and a sidearm slot, only. Or since they are pilots suits no weapon slot
No a pikot needs a personal defence wepon like an smg just incase you have to bali abd fight your way to saftey to land your next ship/tank/lav |
EKH0 0ne
Knights of No Republic
147
|
Posted - 2013.07.03 10:08:00 -
[97] - Quote
mollerz wrote:stlcarlos989 wrote:Forlorn Destrier wrote:I suspect they will have 1 equipment lost, and a sidearm slot, only. Or since they are pilots suits no weapon slot Every tank crew and pilot in every military organization on earth caries a sidearm/submachine gun. I think professional killers from outer space would too.
SOURCE please |
Ryuichi Kakihara
Rautaleijona
10
|
Posted - 2013.07.03 10:27:00 -
[98] - Quote
I give up on these forums. Your logic is so terrible it hurts my eyes. You are incredibly entitled.
I hope you do, as for logic, you are making no sense. I'l leave it that maybe someday you learn to read :)
|
Sir Meode
Seraphim Initiative. CRONOS.
684
|
Posted - 2013.07.03 10:49:00 -
[99] - Quote
Bring back damage from Chromosome all balance problems solved. |
Takahiro Kashuken
Red Star. EoN.
586
|
Posted - 2013.07.03 11:00:00 -
[100] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus.
OP is an idiot
He is afraid that his tactic of flying up onto a tower with a prototype swarm launcher wont work anymore because skilled vehicle pilots will actually have a bit more defence for that basic vehicles so they cannot be destroyed in 3 shots from proto AV
I cant wait for pilot suits
8x skill so it means 2.5mil alone into the suit for proto
Thats not including any mods we may get to put onto the dropsuit which could enhance vehicles even more but also it means most likely that we will be paper outside of vehicles which is fine by me if i can have a stronger tank
At least this means that going up against proto AV may not hurt as much or may make them take an extra shot or 2 |
|
Tectonious Falcon
Phaze O n e
636
|
Posted - 2013.07.03 11:30:00 -
[101] - Quote
Ryuichi Kakihara wrote:I give up on these forums. Your logic is so terrible it hurts my eyes. You are incredibly entitled.
I hope you do, as for logic, you are making no sense. I'l leave it that maybe someday you learn to read :)
Please show me where I'm making no sense.
"Does this mean you're ok with having those stats on pilot suits..." No, I'm not and I never said I was. I don't know why you made that assumption.
"Also it actually does matter wether I beliave or not"
Why? You are one person among thousands.
"There's actually quite a bunch players that are cynical at best about CCP's trustworthiness when it comes to these matters" Who? Also just because lots of people think something / are something doesn't make it true. That is a fallacy.
"Having a player base where the players distrust the dev's result in players ditching the game"
Proof? Just because players don't trust the devs doesn't mean they won't enjoy or play the game. I don't trust Bethesda, but I still enjoy their games (generally).
"CCP has talked about making things more transparent, but alas nothings happened on that front" While I agree with you on this, CCP has put out a number of dev blogs recently.
" 1.2 Uprising, the information was behind a lead wall," We got the patch notes a week before the patch.
|
Baal Roo
Subdreddit Test Alliance Please Ignore
1778
|
Posted - 2013.07.03 11:33:00 -
[102] - Quote
I've got almost 9 mil SP in vehicles, and I completely agree that 50% cool down speed reduction is WAY too much.
Make it 3% per level (so it tops at 15%) and we've got something everyone could live with.
The race specific bonuses looked fine. |
oso tiburon
The Generals EoN.
46
|
Posted - 2013.07.03 11:34:00 -
[103] - Quote
so sick of hearing this tanks are op QQ bullsht ok you know you love it when there is a tank blasting away on your team want to stop the tank threat do like every one else spec in the ridiculusly op super tracking swarms or get some one in your corp to spec into tanks LEAVE THE TANKS ALONE they already cant take half the punishment of a logi lav and for what they are you cant put half the stuff you could before if they mess with the tanks anymore they will become useless . go spend 1.1 mil on a fitting and have 1 guy in a mlt scout come up and drop you then youll know what im talking about
|
Void Echo
Internal Error. Negative-Feedback
327
|
Posted - 2013.07.03 11:39:00 -
[104] - Quote
Chunky Munkey wrote:hooc roht wrote:Shouldn't vehicles be OP?
I mean if they did not preform better then a guy on foot why would they exist at all? OP means (or at least shouldmean) overpowered within their respective role. The tanks already fulfil the role of being a formidable force on the field, these bonuses however, would make the right setups effectively immune to all but an entire squad of proto AV. Tanks should take a lot of effort to bring down. But not this much.
wat you talkin about fool, it takes minimum effort for an AV guy specced into grenades, forge guns and swarm launchers to solo one of us, but only the skilled drivers can escape |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
367
|
Posted - 2013.07.03 11:49:00 -
[105] - Quote
Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1778
|
Posted - 2013.07.03 11:51:00 -
[106] - Quote
CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure.
Honestly, this is about the best thing you guys could have done to keep us pilots interested. Now we have a tangible sign that you guys are working on stuff for us.
Consider it a blessing in disguise. You've restored some hope for us pilots, even if it was an accident. |
Harpyja
DUST University Ivy League
172
|
Posted - 2013.07.03 11:57:00 -
[107] - Quote
I wonder how the vehicle balance will work out.
Probably have ignored every single post suggesting how to balance things out. If you ask me, buffing shield modules (quite a bit) would balance things. But CCP will probably nerf armor modules and make them worse than shield modules. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
367
|
Posted - 2013.07.03 12:05:00 -
[108] - Quote
Harpyja wrote:I wonder how the vehicle balance will work out.
Probably have ignored every single post suggesting how to balance things out. If you ask me, buffing shield modules (quite a bit) would balance things. But CCP will probably nerf armor modules and make them worse than shield modules.
This is saddly true . Armour nerf inbound.
Personally I think shield boosters should boost 4500 hp in 15 seconds and shield hardners should have a much shorter cooldown and longer cycle like possibly 30 second acctive and 20 second cooldown. This would balance things out .
Shield regen moduals need a big buff as their not worth giving up a slot that could be used to stack more shields.
Im not to worried about the speed berf as we can stack thousands of hp with no movement penalty.
And lastly enforcers I do like mine but it dose need tweeking who ever thought of a 37% movement penalty should be shot. 20% would be more realistic and make them a bit more viable. Also they need a major hp buff if they are designed to camp (obvious with the movement penalty) they should be able to take a beating.
Rant over.
|
Takahiro Kashuken
Red Star. EoN.
589
|
Posted - 2013.07.03 12:05:00 -
[109] - Quote
pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op.
Considering you need 2 PG mods to put on 2 reps and against swarms like proto which can take 3k of your armor in one hit i dunno if it would be that good to have but against randoms yea sure
Either way it wouldnt be OP and PC would a be a real test for it |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
367
|
Posted - 2013.07.03 12:08:00 -
[110] - Quote
Takahiro Kashuken wrote:pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op. Considering you need 2 PG mods to put on 2 reps and against swarms like proto which can take 3k of your armor in one hit i dunno if it would be that good to have but against randoms yea sure Either way it wouldnt be OP and PC would a be a real test for it
Im not sure as im away from game but when I get on ill fit one maddy with 2 heavy reps no plates but thise reps give aprox5000-6000 hp so no plates needed and to ease on micro management ill put on a passive resistance. If tge fit fits then ill repost. |
|
crazy space 1
Unkn0wn Killers
1413
|
Posted - 2013.07.03 12:23:00 -
[111] - Quote
CCP Remnant wrote:crazy space 1 wrote:CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure. but you said 1.3 was content locked? or... I said nothing of the sort . But, yes, 1.3 (which was super short to allow the team to get on track with the sped-up release cadence) is now locked. Pilot suits are not in it. Personally, I wouldn't want to put them in until we address other balance issues first. HUGS |
Eris Ernaga
Super Nerds
262
|
Posted - 2013.07.03 12:27:00 -
[112] - Quote
The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus.
One heavy azeoteric only gives 2100 shield skilling this suit to level five will only bump it to 2310. With the pg nerf vehicles have trouble fitting on as much shield so this is much needed to the recent vehicle nerf. Armor tanking is pretty much the same I think the top meta vehicles armor reps are heavy polarized and those are in the low 3,000s each. 3,300 with skills.
Plus it's gonna take a lot of sp for a lvl 5 proto suit plus you'll have to cross train into vehicles. |
Eris Ernaga
Super Nerds
262
|
Posted - 2013.07.03 12:28:00 -
[113] - Quote
So yeah less then one av grenade will damage the buff from the suit the really good buff is the activation time cooldown will help us get out shield boosters back on very quickly. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
368
|
Posted - 2013.07.03 12:34:00 -
[114] - Quote
Eris Ernaga wrote:The dark cloud wrote:Gallante pilot suit skill: -10% reduction on the cooldown time on ALL modules per lvl (50% on lvl5) -+2% on the efficency on shield/armor modules per lvl (+10% on lvl 5)
Minmatarr pilot suit skill: same like gallante but the second skill bonus is basically +2% on the efficency on damage mods for vehicles
My problem with that is that armor tanks would get overpowered beyond believe. It is possible to fit 2 large armor reps on a madrugar and the cooldown time is 30 secs and they are like 15 secs active. So cut the cooldown time in half what do we get? 15 secs cooldown time. So it would be possible to run 1 large armor repair module at all times by cycling trough them. And we all know how insanely good large armor repairs are. With this implemented every infantry player is basically becoming a PVE NPC that trys to kill the overtanked spaceship. Simple sayd armor tanks will farm infantry and shield tanks hard. In my opinion to balance this armor repairs+shield boosters should be excluded from this bonus. One heavy azeoteric only gives 2100 shield skilling this suit to level five will only bump it to 2310. With the pg nerf vehicles have trouble fitting on as much shield so this is much needed to the recent vehicle nerf. Armor tanking is pretty much the same I think the top meta vehicles armor reps are heavy polarized and those are in the low 3,000s each. 3,300 with skills. Plus it's gonna take a lot of sp for a lvl 5 proto suit plus you'll have to cross train into vehicles.
Skilling into the proto pilot will not ve a problem for smart tankers as we normally have lots of spare sp set asidw in the hope of nomething new to skill into . That and the tripple sp week starting tomorow it should not be a problem getti g any proto suit. This should stop allot of the sp respec threads as well.
|
Altina McAlterson
Not Guilty EoN.
590
|
Posted - 2013.07.03 12:57:00 -
[115] - Quote
Seeing as how we don't know what the pilot suit bonus is going to be we can all calm down a little bit at least. |
Sir Meode
Seraphim Initiative. CRONOS.
684
|
Posted - 2013.07.03 13:23:00 -
[116] - Quote
Takahiro Kashuken wrote:pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op. Considering you need 2 PG mods to put on 2 reps and against swarms like proto which can take 3k of your armor in one hit i dunno if it would be that good to have but against randoms yea sure Either way it wouldnt be OP and PC would a be a real test for it
Go home your Drunk,
Your just trying to play down the fact that armour tanks will be even more unstoppable with the pilot suits.
(Speaking from a vehicle on vehicle point of view) The Dark Cloud has good reason to say they will be OP, Just think of the ammount of DPS you will need to break the tank on the Armour HAV's, It will have to be stupidly high. Which it isnt possible as it is let alone with these changes they are planning.
If there ever was an I WIN tool this will be it. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
415
|
Posted - 2013.07.03 13:46:00 -
[117] - Quote
Everybody brings up HAVs and nobody ever brings up dropships... "Oh, just avoid the HAVs." Yeah, doesn't work when some sniper tank is sitting under their MCC in the redline. They can reach to the opposite side of the outpost socket and I can't reach them anywhere near long enough for a kill. So, there's only one base I can effectively fight on and it's always taken by blueberries because of the proximity to my MCC.
I was excited about the pilot suit at first, but I realized it will help HAVs so much more than it will help assault dropships, and they already mess me up because they just sit in the red line. |
The dark cloud
Seraphim Initiative. CRONOS.
1588
|
Posted - 2013.07.03 14:58:00 -
[118] - Quote
CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Sure like the stats that had beeing spotted for the new armor plates in the trailers? Sorry but you guys have lost your trustworthy status and i have beeing long enough around to know that you guys will screw everything up and dont really give a damn about balance. You simply think that it will work out somehow and leave it in there. |
Takahiro Kashuken
Red Star. EoN.
591
|
Posted - 2013.07.03 15:33:00 -
[119] - Quote
Sir Meode wrote:Takahiro Kashuken wrote:pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op. Considering you need 2 PG mods to put on 2 reps and against swarms like proto which can take 3k of your armor in one hit i dunno if it would be that good to have but against randoms yea sure Either way it wouldnt be OP and PC would a be a real test for it Go home your Drunk, Your just trying to play down the fact that armour tanks will be even more unstoppable with the pilot suits. (Speaking from a vehicle on vehicle point of view) The Dark Cloud has good reason to say they will be OP, Just think of the ammount of DPS you will need to break the tank on the Armour HAV's, It will have to be stupidly high. Which it isnt possible as it is let alone with these changes they are planning. If there ever was an I WIN tool this will be it.
I win tool lolno
lol is that because it may take muliple proto AV users *gasp*
Poor AV users they cant 3 shot a tank anymore they need to use teamwork or VA nades and lolswarms as usual
Pilot suit prob get nerfed now, vehicle users end up with a suit that give 1% bonus to something useless while normal infantry dropsuits still give 5% bonus to something good
Having this suit with the current bonuses makes the basic vehicle a bit better since we have no advanced/proto vehicles and are always going against proto AV |
Exergonic
TeamPlayers EoN.
132
|
Posted - 2013.07.03 15:36:00 -
[120] - Quote
CCP Remnant wrote:crazy space 1 wrote:CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure. but you said 1.3 was content locked? or... I said nothing of the sort . But, yes, 1.3 (which was super short to allow the team to get on track with the sped-up release cadence) is now locked. Pilot suits are not in it. Personally, I wouldn't want to put them in until we address other balance issues first.
Please have a talk with the staff... Vehicle Drivers have been given the shaft for way to long
Pilot suit was going to be a big buff for us... But you took it away
We need something that can stand up to Proto AV
We had that something in Chrom but you took it away for a pointless LOLglasscannon??
Need to do something soon or you will loss all your Vehicle specialists
This is not some you can continue to put on the back burner... Sometimes i truly believe you don't even play your own game |
|
mollerz
Minja Scouts
574
|
Posted - 2013.07.03 19:29:00 -
[121] - Quote
EKH0 0ne wrote:mollerz wrote:stlcarlos989 wrote:Forlorn Destrier wrote:I suspect they will have 1 equipment lost, and a sidearm slot, only. Or since they are pilots suits no weapon slot Every tank crew and pilot in every military organization on earth caries a sidearm/submachine gun. I think professional killers from outer space would too. SOURCE please
I'm your source. |
Xender17
Intrepidus XI Omega Commission
194
|
Posted - 2013.07.03 19:42:00 -
[122] - Quote
Make it 10% for shield vehicles and 6% for armor. |
The Robot Devil
BetaMax. CRONOS.
506
|
Posted - 2013.07.04 04:35:00 -
[123] - Quote
pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op.
I can't wait till a good armor team uses multiple HAVs to rep one glass cannon. Everyone will cry op then when in fact it is by design. We haven't even started real armor ops yet, looking forward to the river of tears. |
The dark cloud
Seraphim Initiative. CRONOS.
1591
|
Posted - 2013.07.04 05:26:00 -
[124] - Quote
The Robot Devil wrote:pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op. I can't wait till a good armor team uses multiple HAVs to rep one glass cannon. Everyone will cry op then when in fact it is by design. We haven't even started real armor ops yet, looking forward to the river of tears. you do know that the situation is flipped upside down when it comes to remote reps on vehicles? Large remote shield boosters work like onboard repairs while large remote armor reps work like large shield boosters. If you do spidertanking then do it with shields. |
Cy Clone1
Ill Omens EoN.
33
|
Posted - 2013.07.04 06:56:00 -
[125] - Quote
i know its a gallente suit, but this will futher the gap between armor and shield tanks. 50% cooldown seems a bit high as well. poor infantry
although im all for new content so who cares. quantity over quality. seriously that's what i want. |
Sir Meode
Seraphim Initiative. CRONOS.
687
|
Posted - 2013.07.04 09:11:00 -
[126] - Quote
Takahiro Kashuken wrote:Sir Meode wrote:Takahiro Kashuken wrote:pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op. Considering you need 2 PG mods to put on 2 reps and against swarms like proto which can take 3k of your armor in one hit i dunno if it would be that good to have but against randoms yea sure Either way it wouldnt be OP and PC would a be a real test for it Go home your Drunk, Your just trying to play down the fact that armour tanks will be even more unstoppable with the pilot suits. (Speaking from a vehicle on vehicle point of view)The Dark Cloud has good reason to say they will be OP, Just think of the ammount of DPS you will need to break the tank on the Armour HAV's, It will have to be stupidly high. Which it isnt possible as it is let alone with these changes they are planning. If there ever was an I WIN tool this will be it. I win tool lolno lol is that because it may take muliple proto AV users *gasp* Poor AV users they cant 3 shot a tank anymore they need to use teamwork or VA nades and lolswarms as usual Pilot suit prob get nerfed now, vehicle users end up with a suit that give 1% bonus to something useless while normal infantry dropsuits still give 5% bonus to something good Having this suit with the current bonuses makes the basic vehicle a bit better since we have no advanced/proto vehicles and are always going against proto AV
I think you need to learn to read, i made it a bit easier for you as i see you struggle to understand (see bold and underlined)
I dont care if it makes it harder for AV'ers, If an AV'er see a tank on the field it shouldnt mean a free kill for them. |
Purona
Militaires Sans Jeux
13
|
Posted - 2013.07.04 09:36:00 -
[127] - Quote
pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op. cant do it you run out of PG
the only way to get 2 heavy armor reps is to get rid of armor extenders
and NO ONE is going to run a tank with 828 reps per second with 3625 armor you would get destroyed in seconds
1 prototype swarm completely dominates tanks with 6700 armor 414 reps a second with .62 resists
over a 15 second period
a tank with 2 heavy reps will can take 23104 damage before exploding in 15 seconds while being heavily susceptible to burst damage was well as possibly wasting armor rep cycles due to being full on armor
a tank with 1 heavy rep and 2 hardeners can take 21000 damage before exploding in 15 seconds while maintaining an additionsl 15 seconds of .54 active armor hardeners
and tank vs tank with a prototype blaster turret would get outpaced outpaced by 288 reps but once the reps go down the dual rep tank is dead |
Takahiro Kashuken
Red Star. EoN.
595
|
Posted - 2013.07.04 09:52:00 -
[128] - Quote
Sir Meode wrote:Takahiro Kashuken wrote:Sir Meode wrote:Takahiro Kashuken wrote:pegasis prime wrote:Yes I agree with the bonuses but they will make armour tanks incredibly op just think of a fully specked pilot suit in a fully specked madruger with 2 heavy reps. Constant high armour regen. It will take at least 2-3 fully specked gunlogis to take it down . Proto av will smash it if theres more than 2 of tgem coordinating but tank v tank madrugers will be so op. Considering you need 2 PG mods to put on 2 reps and against swarms like proto which can take 3k of your armor in one hit i dunno if it would be that good to have but against randoms yea sure Either way it wouldnt be OP and PC would a be a real test for it Go home your Drunk, Your just trying to play down the fact that armour tanks will be even more unstoppable with the pilot suits. (Speaking from a vehicle on vehicle point of view)The Dark Cloud has good reason to say they will be OP, Just think of the ammount of DPS you will need to break the tank on the Armour HAV's, It will have to be stupidly high. Which it isnt possible as it is let alone with these changes they are planning. If there ever was an I WIN tool this will be it. I win tool lolno lol is that because it may take muliple proto AV users *gasp* Poor AV users they cant 3 shot a tank anymore they need to use teamwork or VA nades and lolswarms as usual Pilot suit prob get nerfed now, vehicle users end up with a suit that give 1% bonus to something useless while normal infantry dropsuits still give 5% bonus to something good Having this suit with the current bonuses makes the basic vehicle a bit better since we have no advanced/proto vehicles and are always going against proto AV I think you need to learn to read, i made it a bit easier for you as i see you struggle to understand (see bold and underlined) I dont care if it makes it harder for AV'ers, If an AV'er see a tank on the field it shouldnt mean a free kill for them.
Dont see how, everyone has access to the suit
Comes down to fit and if you get the jump on them and also if AV is around
PC is the perfect place to test it out, pub matches lolno stomping all day everyday |
Galvan Nized
Deep Space Republic Top Men.
47
|
Posted - 2013.07.04 10:59:00 -
[129] - Quote
Void Echo wrote:
btw aren't vehicles meant to over power infantry? I mean they are 50 ton machines that take a long time to make and skill up in. there should be an advantage to skilling into vehicles over infantry, now we have the pilot suit, thank you
You know I dont mind vehicles getting a boost but you cannot make them the single power house in the game. Nearly all the maps favor vehicular combat because they are wide open, they are just kept at bay by AV right now. If you overpower vehicles well then all infantry is completely worthless.
Give us some urban maps that make vehicles less advantageous to use and let there be maps where they have a distinct advantage. Im so tired of bowl maps with open desert and no cover im ready for some more variety. Where you're fighting should affect the best strategy to win, not just what you bring to the fight. |
Knight SoIaire
Rent-A-Murder Taxi
1022
|
Posted - 2013.07.04 11:41:00 -
[130] - Quote
Disturbingly Bored wrote:IMO it would be pretty balanced if it were:
Pilot Suit Bonus: -2% Module Cooldown per level Gallente Pilot Suit bonus: +2% armor/shield extender efficacy per level Minmatar Pilot Suit bonus: +2% turret damage per level
Nice bonus in a game where the different between scrub and proto equipment is 10%. Not too ridiculous.
The bonuses as they are now, especially with how pre-nerfed Commando is, is simply insulting.
Wouldn't even bother putting my SP into it.
It has to at least be 25% or higher for me to invest that much SP. |
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Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
37
|
Posted - 2013.07.04 11:45:00 -
[131] - Quote
Xender17 wrote:Make it 10% for shield vehicles and 6% for armor.
Gallente doesn't do Shields idiot....... |
Takahiro Kashuken
Red Star. EoN.
597
|
Posted - 2013.07.04 13:00:00 -
[132] - Quote
Knight SoIaire wrote:Disturbingly Bored wrote:IMO it would be pretty balanced if it were:
Pilot Suit Bonus: -2% Module Cooldown per level Gallente Pilot Suit bonus: +2% armor/shield extender efficacy per level Minmatar Pilot Suit bonus: +2% turret damage per level
Nice bonus in a game where the different between scrub and proto equipment is 10%. Not too ridiculous.
The bonuses as they are now, especially with how pre-nerfed Commando is, is simply insulting. Wouldn't even bother putting my SP into it. It has to at least be 25% or higher for me to invest that much SP.
Balanced lol
Infantry player asks for the vehicle suit to get 2% while all infantry suits get 5% standard across the board
Please remove head out of arse |
Bob Teller
The Unholy Legion Of DarkStar DARKSTAR ARMY
14
|
Posted - 2013.07.04 13:35:00 -
[133] - Quote
hooc roht wrote:Shouldn't vehicles be OP?
I mean if they did not preform better then a guy on foot why would they exist at all? You are right,tanks should be overpower,i think we should go back to pre Uprising tanks that were going 33-0 every games. |
Fox Gaden
DUST University Ivy League
588
|
Posted - 2013.07.04 13:46:00 -
[134] - Quote
CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure. On the bright side, this mistake substantially increased your GÇ£LikeGÇ¥ count on the forums... |
Purona
Militaires Sans Jeux
13
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Posted - 2013.07.04 13:58:00 -
[135] - Quote
Galvan Nized wrote:Void Echo wrote:
btw aren't vehicles meant to over power infantry? I mean they are 50 ton machines that take a long time to make and skill up in. there should be an advantage to skilling into vehicles over infantry, now we have the pilot suit, thank you
You know I dont mind vehicles getting a boost but you cannot make them the single power house in the game. Nearly all the maps favor vehicular combat because they are wide open, they are just kept at bay by AV right now. If you overpower vehicles well then all infantry is completely worthless. Give us some urban maps that make vehicles less advantageous to use and let there be maps where they have a distinct advantage. Im so tired of bowl maps with open desert and no cover im ready for some more variety. Where you're fighting should affect the best strategy to win, not just what you bring to the fight.
tanks in the wide open are open targets for swarms forge guns and dropships
tanks have no business in complexes or urban environments you are just asking to get av grenaded unless you have an active scanner on
i mean yesterday i couldnt even aproach a complex because the enemy team had AV swarms
and only got popped because the enemy shot like 17+ missiles at me at once with one person using a forge gun
freaking delta force
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Galvan Nized
Deep Space Republic Top Men.
49
|
Posted - 2013.07.04 18:38:00 -
[136] - Quote
Purona wrote:
vehicles in the open are nothing but targets for anyone with a weapon that can hurt that vehicle vehicles also have no business in urban environments since its just asking to get AV naded by multiple people
Vehicles in the open (within a certain range for tanks) are completely dominant unless you're a DShip, again they are just kept at bay by AV right now. Break that balance (AV has the clear advantage now) and noone will go out from cover.
But yes vehicles should not be very viable in urban environments, that's the point it's an infantry battle focus.
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Void Echo
Internal Error.
331
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Posted - 2013.07.04 22:53:00 -
[137] - Quote
Galvan Nized wrote:Purona wrote:
vehicles in the open are nothing but targets for anyone with a weapon that can hurt that vehicle vehicles also have no business in urban environments since its just asking to get AV naded by multiple people
Vehicles in the open (within a certain range for tanks) are completely dominant unless you're a DShip, again they are just kept at bay by AV right now. Break that balance (AV has the clear advantage now) and noone will go out from cover. But yes vehicles should not be very viable in urban environments, that's the point it's an infantry battle focus.
no we aren't, even in open maps we are even more vulnerable to AV weapons because of the lack of cover in open fields, in urban environments at least we have walls that will block anything that might damage us for a little while we rep ourselves. and this is not infantry only game, if it was, vehicles wouldn't be here and we would all be running assault riffles instead of just 90% of the community. |
Xender17
Intrepidus XI Omega Commission
198
|
Posted - 2013.07.04 23:01:00 -
[138] - Quote
If the bonus is any less than 10% the better lower the skill multiplier. |
Scheneighnay McBob
Bojo's School of the Trades
1900
|
Posted - 2013.07.04 23:02:00 -
[139] - Quote
I like how people cry for a nerf (legitimately- not as a joke like in the past) before something is released. |
ladwar
Dead Six Initiative Lokun Listamenn
700
|
Posted - 2013.07.04 23:38:00 -
[140] - Quote
CCP Remnant wrote:crazy space 1 wrote:CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I replied in this thread. Those numbers are placeholder. The reason the role bonus was so high is because it makes it much easier to see changes when testing that all the skills are working as intended. Once it was clear the suits weren't going into 1.2 I stopped working on them and subsequently forgot to unpublish them. So, yeah, DERP. Smooth Wasn't the best start to my day that's for sure. but you said 1.3 was content locked? or... I said nothing of the sort . But, yes, 1.3 (which was super short to allow the team to get on track with the sped-up release cadence) is now locked. Pilot suits are not in it. Personally, I wouldn't want to put them in until we address other balance issues first. so does this mean caldari HAVs are going to be brought in line with gallente or are the caldari HAVs doomed to never have a place on the field ever again. oh and is the cooldown reduction going to stay to effect all cooldowns because shields cooldowns need a boost(reduction) while the armor ones are just just better than shields w/o a doubt and should not get buffed. i would switch the cooldowns so its only on the Minmatar and effect shield modules only and for gallente effecting damage mods and the pilot suit bonus to be efficency for shields/armor modules while keeping all the numbers the same on all of the above. |
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