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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3869
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Posted - 2013.05.15 13:22:00 -
[31] - Quote
More feedback on the subject is welcomed. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3955
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Posted - 2013.05.23 06:25:00 -
[32] - Quote
Still want the 2 equipment slots for the basic mediums, and minimum of 3 for all logis. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
344
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Posted - 2013.05.23 08:47:00 -
[33] - Quote
Cross Atu wrote:Telcontar Dunedain wrote:This is a good OP on the issue.
What is misses however is the completely inappropriate amount of tank on logi suits (this was also a big problem in the last build).
Very skilled assault players are going logi not because of slots but because of such beastly tanks on a SUPPORT frame. This above assessment is incomplete. When playing support there are frequent situations of taking dps without returning fire/taking cover comes with the job. An assault player taking fire can duck behind cover and still be playing his role, a support player who bails out while his squad made is under fire, pinned down, or needing a revive/rep is not doing his job. Furthermore while doing this job and taking this fire a support player cannot be returning fire and thus is unable to eliminate/suppress incoming dps the way an assault player can. Support frames most definitely should have more tank than aggressive frames (heavy not withstanding). The problem is better solved by giving the assault player proper incentives to use the assault suits (for example better fittings costs for weapons, or an extra slot that can only fit damage mods etc) not nerfing the support frames to make them even less able to stay in the fight and fulfill their battlefield roles. EDIT: As an aside "very skilled players" is specifically not the demographic that should be balanced around, doing so will wreak the game for everyone who falls outside of that select few. Balancing needs to be addressed game wide at the macro level not catered to a minority.
This is probably my favorite post for explaining the need for a tanky logi. I'd still like to see the "specialized" frames differentiated more. |
Niccolo deLuce
Zumari Force Projection Caldari State
2
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Posted - 2013.05.23 09:21:00 -
[34] - Quote
KAGEHOSHI Horned Wolf wrote:Still want the 2 equipment slots for the basic mediums, and minimum of 3 for all logis. I would have to agree with that Django said earlier. Never under any circumstances should basic frames get 2 equip slots. It's the same as giving everybody an anti-air/vehicle sidearm like COD, it's going to take away any variation and almost every player is going to end up using it. If you give us 2 equip slots, every team player is going to have at least one nanite or repair tool. If you could spec into logi earlier than base lvl5 then it would be different. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
254
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Posted - 2013.05.23 23:55:00 -
[35] - Quote
KAGEHOSHI Horned Wolf wrote:Still want the 2 equipment slots for the basic mediums, and minimum of 3 for all logis.
This whole thread has some great points. Rebalancing needs to happen for every suit, not just the logi, and perhaps equipment or slots dedicated to protection or attack would do that. |
Aerion Spiritus
The Southern Legion RISE of LEGION
11
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Posted - 2013.05.24 02:54:00 -
[36] - Quote
Scout suits aren't redundant in my belief at the moment as their Profile Dampening skill bonus is worth it. Trust me.... I'm a scout. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
352
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Posted - 2013.05.24 07:41:00 -
[37] - Quote
Aerion Spiritus wrote:Scout suits aren't redundant in my belief at the moment as their Profile Dampening skill bonus is worth it. Trust me.... I'm a scout.
The suits ARE redundant in that their slot layouts and stats are exactly the same. The fact your passive is useful is a separate balancing matter.
Some specializations have passives that seem objectively worthless (like the Sentinel with Feedback damage). Balancing those skills to make the specs appealing is one balance issue.
Differentiating from the basic frame is just the idea that the specialization frames should ALL be different from the basic frames like the Logi frame is. For an assault, that might mean more hp on a frame, losing an equip slot for another grenade slot, and/or whatever. It's saying "my specialization is more than my frame-size and a passive". |
Nikea Nei
Subdreddit Test Alliance Please Ignore
5
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Posted - 2013.05.24 13:07:00 -
[38] - Quote
Having identical stats between basic and spec suits is silly. Make specs special. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
357
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Posted - 2013.05.24 22:36:00 -
[39] - Quote
Making the suits special could involve HP buffs, very minor damage resistance, scan profile changes, speed changes, shield regen changes, slot layout changes (extra grenades, no equipment, unique "assault" or "scout" slots), and more. No reason to have them identical. |
Kelrie Nae'bre
not in a corporation
18
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Posted - 2013.05.25 06:05:00 -
[40] - Quote
Aerion Spiritus wrote:Scout suits aren't redundant in my belief at the moment as their Profile Dampening skill bonus is worth it. Trust me.... I'm a scout.
The suits ARE redundant. They are exactly the same - that's what redundant means. They could have a separate scout skill that made the effect work on basic medium suits and your life wouldn't change at all. That's why they're redundant, the skill doesn't make the suits different - it's just a friggin skill.
The SUITS need to be made different. Whether you're happy with your passive is another issue. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
377
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Posted - 2013.05.26 06:12:00 -
[41] - Quote
Yeah, you need to distinguish between suits themselves being redundant and passive skills being desirable.
It's a fact that most of the specialization suits are identical in stats to the basic frame.
The passive skills obviously differ, it's just a question of them being "good' or not. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
39
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Posted - 2013.05.26 06:42:00 -
[42] - Quote
Zeylon Rho wrote:Yeah, you need to distinguish between suits themselves being redundant and passive skills being desirable. It's a fact that most of the specialization suits are identical in stats to the basic frame. The passive skills obviously differ, it's just a question of them being "good' or not. Are these desirable enough? *Just skip to post #6, you probably don't wan't to read it all.* |
Dehlia Metii
not in a corporation
4
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Posted - 2013.05.26 07:50:00 -
[43] - Quote
Ecshon Autorez wrote:Zeylon Rho wrote:Yeah, you need to distinguish between suits themselves being redundant and passive skills being desirable. It's a fact that most of the specialization suits are identical in stats to the basic frame. The passive skills obviously differ, it's just a question of them being "good' or not. Are these desirable enough? *Just skip to post #6, you probably don't wan't to read it all.*
It would probably depend on how the specialization suits are balanced. If you give Assault Suits better HP than Basic Frames, that magnifies any shielding effect you give their passive, right? If the shields are balanced on a delay system (there's both "completely" depleted, and just depleted regen delays), a passive shield regen per/sec would seem to screw with that and always give them the best of the two numbers. Assaults already have much higher shield regen compared to say, logis or heavies. The delays aren't necessarily different either (in the cases where it is, it's usually the fully depleted, which you'd be eliminating with a passive).
As a bonus, it basically ignored the difference between shield and armor mechanics - the old Assault Passive was already geared towards boosting their shield regen.
The reason why a Caldari Logi may appear more desirable than a Caldari assault isn't the regen though - the assault will regen shields faster every time. The logi bonus can lead to higher hp totals overall with respect to shields. In the current game climate, you tend to get dropped in seconds by a tactical assault rifle. Regen isn't typically what saves you, raw hp increases your chances of living. In a way, this is a defect in current weapon balance.
If you approached it by just balancing suit HP (Assault HP increasing on a curve from ADV to PRO by 30-40hp per), the assault would more or less match the Caldari in HP if they both stacked shield extenders... but they'd both have to be stacking them. This would make assault suits desirable in comparison to basic frames (as per the thread), but it's just one way to do it.
My personal feeling is that Logis as medics do well with defensive passives. The idea being that you can't heal yourself, so the logi passive can let you heal yourself. The defensive passives like shields let you put your arse in the line of fire to go revive people and the like, and the passives themselves don't increase your damage output.
Assault-related bonuses should probably be damage oriented as opposed to defense oriented. The problem is that something like a Duvolle TAR already kills anyone in 2-3 shots, and so you don't NEED any damage bonuses. So, the suit/passive balance is connected in a way to weapon balancing at the same time.
I think the suits themselves need to be retooled to be different from basic frames as others have suggested. The damage on things like the TAR needs to be brought in line with comparable weapons from other trees. Only then will it make sense to for assault damage passives to be in full effect, as-is, something like aim-assist is unwarranted because a TAR is already silky smooth and effective from any distance at any rate of fire. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
39
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Posted - 2013.05.26 08:45:00 -
[44] - Quote
Dehlia Metii wrote: It would probably depend on how the specialization suits are balanced. If you give Assault Suits better HP than Basic Frames, that magnifies any shielding effect you give their passive, right? If the shields are balanced on a delay system (there's both "completely" depleted, and just depleted regen delays), a passive shield regen per/sec would seem to screw with that and always give them the best of the two numbers. Assaults already have much higher shield regen compared to say, logis or heavies. The delays aren't necessarily different either (in the cases where it is, it's usually the fully depleted, which you'd be eliminating with a passive).
As a bonus, it basically ignored the difference between shield and armor mechanics - the old Assault Passive was already geared towards boosting their shield regen.
You didn't read the rest of the list did you? I had an offensive one in there too you know.
Those weren't all meant to be implemented, I was giving the Devs things to choose from.
An easy workaround would be if it DOES reach 0 then it will continue to regenerat at the rate of the passive, but will not recieve the increased shield recharge of the ACTUAL recharge till the timer is up. (always recieving health from passive. doesn't reach 0, passive + recharge delay. does reach 0, passive + shield depleted recharge delay.)
As for differences in shield recharge rate:
Caldari:
- Assault: 25
- Logi:20
Amarr: Assault:20 Logi:17
Gallente: Assault:20 Logi:15
Minmatar: Assault:18 Logi:20
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
380
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Posted - 2013.05.26 16:29:00 -
[45] - Quote
Ecshon Autorez wrote:Dehlia Metii wrote: It would probably depend on how the specialization suits are balanced. If you give Assault Suits better HP than Basic Frames, that magnifies any shielding effect you give their passive, right? If the shields are balanced on a delay system (there's both "completely" depleted, and just depleted regen delays), a passive shield regen per/sec would seem to screw with that and always give them the best of the two numbers. Assaults already have much higher shield regen compared to say, logis or heavies. The delays aren't necessarily different either (in the cases where it is, it's usually the fully depleted, which you'd be eliminating with a passive).
As a bonus, it basically ignored the difference between shield and armor mechanics - the old Assault Passive was already geared towards boosting their shield regen.
You didn't read the rest of the list did you? I had an offensive one in there too you know. Those weren't all meant to be implemented, I was giving the Devs things to choose from. Only one for each dropsuit class would be implemented. An easy workaround would be if it DOES reach 0 then it will continue to regenerate at the rate of the passive, but will not recieve the increased shield recharge of the ACTUAL recharge till the timer is up. (always recieving health from passive. doesn't reach 0, passive + recharge delay. does reach 0, passive + shield depleted recharge delay.) As for differences in shield recharge rate: Caldari:
- Assault: 25
- Logi:20
Amarr: Assault:20 Logi:17
Gallente: Assault:20 Logi:15
Minmatar: Assault:18 Logi:20
The shield recharge differences are currently much greater because of the Assault Passive. Mind you, the only reason the Logistics such as the Caldari seems to have an edge is because of its passive at the same time. However, if you take into account both passives at the same time, you need to add 25% to every assault number you have on that list. So, the Cal Assault becomes 31.25 hp/s compared to 20 hp/s (over 50% higher). In the end, that sort of regen is probably more useful than a trickle gain like the armor rep.
That aside, the aim assist thing just seems like it'd annoy a lot of players, as CCP is pretty horrible with their aim assist mechanics currently. You'd drive more people away from the class.
Giving the highest HP class in the game both damage resistance and higher speed seems incredibly imbalanced. What exactly is the drawback of being a heavy at that point? You can take more damage than anyone else, and charge across the field.
Cloaking when immobile would make scouts invincible snipers (as well as be generally overpowered in other circumstances), and again, would be horribly broken.
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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
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Posted - 2013.05.26 17:14:00 -
[46] - Quote
Zeylon Rho wrote: The shield recharge differences are currently much greater because of the Assault Passive. Mind you, the only reason the Logistics such as the Caldari seems to have an edge is because of its passive at the same time. However, if you take into account both passives at the same time, you need to add 25% to every assault number you have on that list. So, the Cal Assault becomes 31.25 hp/s compared to 20 hp/s (over 50% higher). In the end, that sort of regen is probably more useful than a trickle gain like the armor rep.
That aside, the aim assist thing just seems like it'd annoy a lot of players, as CCP is pretty horrible with their aim assist mechanics currently. You'd drive more people away from the class.
Giving the highest HP class in the game both damage resistance and higher speed seems incredibly imbalanced. What exactly is the drawback of being a heavy at that point? You can take more damage than anyone else, and charge across the field.
Cloaking when immobile would make scouts invincible snipers (as well as be generally overpowered in other circumstances), and again, would be horribly broken.
Hmm. I think you might want to go back and read the previous posts. All of those were originally meant to be active (as in, the player must turn them on manually, they have a recharge time, and a set amount of time they will work for. The Assault Lockon wouldn't be OP if active, go look at that part), but after reading another thread I realized that they didn't need to be. Also, ever playerd KZ3? The snipers in that game could turn invisible and I don't think it was really unbalanced. but then again, the maps weren't as big. (most of the time, I think one or two might be about as big as some of the smaller maps in Dust)
Aim assist is hoping that they have some decent aim assist functionality.
Heavies being unbalanced? Check this thread out, they explain why this would make sense to have. THE HEAVY SUIT SHOULD HAVE ITS SHIELDS AND ARMOR HARDENED BY 30% AGAINST SMALL ARMS FIRE!!! ( I think 30% is a bit high though, maybe at PRO level with skills maxed)
As for drawbacks?: Lowish slot count (PRO has 1 high, 4 low), high sig profile, high scanner presicion, slow turn speed, large shield regen delay, no equipment slots, would still have a slow walking speed.
As for charging across the map: You've never seen gameplay of S8:P have you? In that game once you switch to Overdrive the camera switches to third person, you now deal damage when you run into something, and YOU PUT YOUR GUN AWAY.
Hmm.. I will admit, I didn't bother to look at them in regards to other skills. But even with that, the Assault booster is independent from all other skills/suit attributes, meaning that if they have a skill/module that increases the amount healed that it won't effect the booster.
And just so you know, ONLY ONE was meant to be implemented per dropsuit class, I was just giving the Devs multiple things to choose from. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
382
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Posted - 2013.05.26 17:52:00 -
[47] - Quote
You told me to skip to post #6 where they're described as passive skills. I think the weapon/equipment menu is awkward and buggy enough without trying to add active skills to it anyhow.
That's the worst thought out thread on heavies I've ever seen. They're resistant to small arms fire because they have the most hp of any class. Without ANY modules they hit 1000 hp with passives. They're also the only class that can use Heavy weapons - the ONLY one.
That's what heavies are about. Making them indestructible juggernauts that require full squads to take down only makes sense if you're going to jack up their suit prices by a factor of 6 and increase the SP required relative to other classes. Otherwise, they don't need anything remotely approaching those sorts of advantages. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
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Posted - 2013.05.26 18:00:00 -
[48] - Quote
Zeylon Rho wrote:You told me to skip to post #6 where they're described as passive skills. I think the weapon/equipment menu is awkward and buggy enough without trying to add active skills to it anyhow. But it won't be forever
And most people would simply go TL;DR if I told them to read the entirety of it. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
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Posted - 2013.05.26 18:12:00 -
[49] - Quote
Zeylon Rho wrote:That's what heavies are about. Making them indestructible juggernauts that require full squads to take down only makes sense if you're going to jack up their suit prices by a factor of 6 and increase the SP required relative to other classes. Otherwise, they don't need anything remotely approaching those sorts of advantages.
I respectfully disagree, I run a Minmatar Logistics suit (specifically the SEVER one) with a CRW-04 Scrambler Rifle (ADV) and all my modules are militia blueprints, but can kill a Heavy in full PRO gear (or at least PRO suit with PRO HMG, can't really check the modules) from less than 10 meters away when we start shooting at the same time.
My shields are: 158 My armor is 187
Now what was that about over 1000 hp?
I don't think heavies should be made to be indestructable juggernauts, but they do need a buff. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
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Posted - 2013.05.26 18:42:00 -
[50] - Quote
Zeylon Rho wrote:Cloaking when immobile would make scouts invincible snipers (as well as be generally overpowered in other circumstances), and again, would be horribly broken.
OH! And on another note: They're already going to be able to do this. They announced an equipment that turns the person using it invisible. That's why I put it up there without feeling it would be OP. The only difference between this and the equipment would be that this doesn't take up a slot and doesn't (or does, depending on which list you're looking at) need to be activated.
How many posts in a row did I just do? >.> |
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