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Gavr1lo Pr1nc1p
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542
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Posted - 2014.02.13 18:51:00 -
[1] - Quote
This is a bit of a repost, however, i am attempting to better format this thread for more attention.
One of the main problems with drop suits builds is the disparity between the two different types of suit, armor or shield. Currently, an armor suit has the most HP, better capabilities for teamwork and more equipment support. This is as it should be. Shield modules, however are not performing up to level that armor plates are performing at, for a few reasons.
1. Armor plates allow the stacking of ADV plates for nearly the same effectiveness as PRO plates, and with less penalties 2. This leads to an indirect problem with damage mods, which are now incredibly easy to fit on the suit, and work very well with armor plates. 3. Shield regeneration is currently far too low to outweigh the benefits of increased health and instant, but slow recharge that armor plates offer. 4. At STD and ADV, shield extenders are useless. If you scaled ADV and STD plates to how shields are scaled, they would have 68 and 45 hp respectively.
A proposed fix for this would be to change the stats of the modules to the following--
STD: (85 armor, 3 PG, 10 CPU) vs (44 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 22 CPU) vs (58 shields, 4 PG, 30 CPU) PRO: (135 armor, 12 PG, 34 CPU) vs (72 shields, 7 PG, 54 CPU)
Armor plates should have low CPU costs, but high PG costs, which they do, because they are meant to be used in conjunction with damage mods to make a powerful brawler. In addition, Amarr and Gallente suits have high PG, but relatively low CPU, so it fits well with their racial fittings
Shield extenders, on the other hand, should have low PG costs, but high CPU costs, because they are meant for being used in conjunction with biotics or other PG intensive low slot items. Currently, at proto level, shield extenders cost only 1 less PG than armor plates, but cost 24 CPU more. In addition, Minmitar and Caldari suits low PG, but relatively high CPU, so it fits well with their racial fittings.
In addition to the proposed buffs to shield extenders, Minmitar and Caldari suits, the shield tankers of this game, need a much lower recharge delay and much higher recharge rate to take advantage of superior regenerative capabilities.
This way, armor plates will continue to have superior HP bonuses and allow for damage mod stacking, but shield modules will be able to leverage their superior regeneration.
Armor plates also need a change in how they function.
The penalties for movement speed for all plates are ill conceived, in my opinion, and is part of the reason no one uses anything past ADV plates due to much larger penalties for a slight amount of HP more. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty for all non variant plates
Variant Plates are currently underperforming and are in need of a buff.
ferroscales need a slight buff hp wise (5% ish), but should also have VERY low fitting costs. Reactive plates should have a lower speed penalty than other plates (1-2%), and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a large amount, but still higher than ferroscales.
Another interesting idea to implement for gallente armor tankers especially would be an addition of a new module, one that boosts total armor repair by a certain percentage, and could be placed in the high slots
These would take into account the total armor repair per second on the suit and boost it by a percentage, probably 15% at proto level, 10% at ADV, and 8% at STD.
With the addition of these modules, armor plates themselves should suffer from a static 1 second penalty to armor repair delay per plate, with ferroscales not giving this penalty, and reacitves giving only .5 seconds, in order to balance repair of armor and shields.
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
542
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Posted - 2014.02.13 18:52:00 -
[2] - Quote
This list will be eternally incomplete, but i would like some feedback from you guys if you think i forgot anything. And please, no trolls. So to begin... WEAPONS -the general TTK for all weapons needs an increase right now, as it is currently too low -aim assist needs some tuning, preferably in the downward direction, especially for rifles, proposed fix would be what CCP is currently doing, as it sounds pretty good, in addition to a reduction of aim assist especially on longer ranged weapons, i.e. rifles and select sidearms -weapons currently in need of a nerf: The rail rifle needs a huge reticle, more recoil, and a lot of hipfire spread, assault rail rifle needs a 5-10% damage per bullet decrease The combat rifle needs a longer time for each burst, and a longer delay in between each burst, probably with a fire rate of 1000, but a larger delay in between bursts. The assault combat rifle is fine where it is, it has its ammo guzzling problems to balance it out, switch ScR and CR scopes too The scrambler rifle needs more bonus to charge up time (10-15%) but less regular shot damage (5-10% nerf) and have 1-2 shots less until heat up The assault rifle needs a range nerf of about 15-25%, but to balance this out and make the CQC weapon it is meant to be, increase all variants fire rate by 10%, nerf damage by 5%. The TAR needs a larger mag cap, but also a fire delay in between rounds similar to the combat rifle -All sidearms other than Flaylock and Nova knives need a 5-7% nerf to damage -weapons in need of a buff: Laser rifle, however, CCP has announced a hot fix coming soon Mass driver-increase splash damage to make it area of denial weapon by say 10% Sniper Rifle- more of a bonus to headshot damage only, also, headshotted enemies cannot be revived, give a higher mag cap to tactical variants (6 rounds) Shotgun-needs a pellet buff at ADV and PRO levels only, probably 2 pellets at ADV, and 4 at PRO, breach needs an upgrade to mag cap and slight buff to fire rate Plasma cannon-DoT is something CCP had in mind, but is probably going to be hard toimplement, so if it doesnt work out, give it a 10-20% boost to direct damage Flaylock- increase splash radius by 1 meter, and you have a balanced weapon Nova knives- remove sprinting interrupt for all slashes, only should interrupt sprinting when charge reaches 100% for more than 1 second, and maybe even add a ballistic function- https://forums.dust514.com/default.aspx?g=posts&m=1784320#post1784320 Swarm Launcher-buff to 1.6 stats, except only 200m range
VEHICLES I wont even start trying to balance vehicles, there have been far too many threads on this topic already, but one thing needs to happen for sure-reduced speed and better AV, or require a full tank crew to effectively man, i.e. one gunner,one driver, and one defensive module controller
DROPSUITS When 1.8 comes around, we really are going to see some great new things from all suits. The sentinel gets its huge damage reduction, scouts get more modules, moer equipment, and a cloak to boot. commandos are huge dps dealers, and logis will actually perform their roles, and have gotten huge buffs to equipment usage. Overall, though assault and logi stats arent out yet, they seem very balanced, but give m scouts a lot more base speed, and logi/assaults more base HP
EQUIPMENT AND GRENADES The grenades are good, except for core locus and thukker. The core needs a slightly lower blast radius, and the thukker needs a small blast radius (packed at the most), but more damage (in the 400-500 range). Equipment seems to be good overall, as the active scanner is being turned into usable in only the way it is supposed to be used. I just want to see equipment spam being stopped, perhaps by having the limit for things like uplinks be for the total deployed, not the total deployed of each type.
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
542
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Posted - 2014.02.13 19:26:00 -
[3] - Quote
is this better formatting? https://forums.dust514.com/default.aspx?g=posts&t=139363&find=unread This was the original thread
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1006
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Posted - 2014.02.28 22:23:00 -
[4] - Quote
Delta90212 wrote:NO. My gallogi will no longer be superior to everything else in the game. Diversity shouldn't be viable
Why not?
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1006
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Posted - 2014.02.28 23:02:00 -
[5] - Quote
did anyone actually read all of thatGǪ.?
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1006
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Posted - 2014.02.28 23:05:00 -
[6] - Quote
Arkena Wyrnspire wrote:Gavr1lo Pr1nc1p wrote:Delta90212 wrote:NO. My gallogi will no longer be superior to everything else in the game. Diversity shouldn't be viable Why not? Yes, that was clearly what he was saying. Very astute of you to figure that out. As you have already stated it's a repost, why not just bump that thread instead of spewing a new one onto the forums? Its a better formatted version-the old one was beyond repair, and completely unreadable and incomprehensible to most, therefore, i made a new thread that would be more readable by the general public
Kills- Archduke Ferdinand
Balance!
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