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Kelrie Nae'bre
not in a corporation
154
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Posted - 2013.09.26 14:45:00 -
[91] - Quote
Zeylon Rho wrote:
You can't look at the stats in a vacuum either, it would be a bit off to only adjust the Amarr suit. Ballpark though, I was thinking something along the lines of 30-40 more base hp on the Amarr, and keep the speed penalty as-is. Probably something like 15-20 more to the gallente.
This would make for a difference of about 60hp with the caldari, but around 40hp-ish difference with the Gallente for the same speed hit (4%) as is current. That would still be less than the hp of a basic armor plate (85) with twice the speed hit (2%).
I've been trying to avoid concrete specifics on numbers because I kinda assumed they'd be redoing ALL the hp after they got around to the armor rebalance, and I was surprised that this wasn't the case. Some amount of the advantage of movement seems to have been lost with the AA being where it is too though.
Edit: As an aside about Minmatar specifically, I am somewhat iffy about how well they fill their role as the "versatile" race. The speed and lower hp is fine, but I would've expected their suits to have some marginal scanning/profile type bonuses and/or an extra slot (but not fitting) to reflect their supposed greater versatility. Instead, they're just a fast suit with somewhat higher fitting than Caldari/Gallente.
For some reason, I imagined that these several pages would be after a bit more than 30-40 more hp. That seems like a "safe" increase, though hardly momentous. 15-20 more for Gallente too, huh?
I could see improvements to scan/precision/profile for Minmatar suits... kinda like their ships I guess.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2482
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Posted - 2013.09.26 20:37:00 -
[92] - Quote
Kelrie Nae'bre wrote:Zeylon Rho wrote:
You can't look at the stats in a vacuum either, it would be a bit off to only adjust the Amarr suit. Ballpark though, I was thinking something along the lines of 30-40 more base hp on the Amarr, and keep the speed penalty as-is. Probably something like 15-20 more to the gallente.
This would make for a difference of about 60hp with the caldari, but around 40hp-ish difference with the Gallente for the same speed hit (4%) as is current. That would still be less than the hp of a basic armor plate (85) with twice the speed hit (2%).
I've been trying to avoid concrete specifics on numbers because I kinda assumed they'd be redoing ALL the hp after they got around to the armor rebalance, and I was surprised that this wasn't the case. Some amount of the advantage of movement seems to have been lost with the AA being where it is too though.
Edit: As an aside about Minmatar specifically, I am somewhat iffy about how well they fill their role as the "versatile" race. The speed and lower hp is fine, but I would've expected their suits to have some marginal scanning/profile type bonuses and/or an extra slot (but not fitting) to reflect their supposed greater versatility. Instead, they're just a fast suit with somewhat higher fitting than Caldari/Gallente.
For some reason, I imagined that these several pages would be after a bit more than 30-40 more hp. That seems like a "safe" increase, though hardly momentous. 15-20 more for Gallente too, huh? I could see improvements to scan/precision/profile for Minmatar suits... kinda like their ships I guess.
I'm interested in balance, not sweeping changes. If 30hp here or there is sufficient as a tweak, that works. I'm just of the opinion it should be tweaked, all things considered. I'm not saying there's a huge imbalance - this isn't "broken" in the way that reactive plates or the commando suit seem to be.
Little shifts in balance elsewhere impact other things though. While the Amarr can survive without a few more hp, little imbalances crop up over time and eventually become more substantial imbalances. I think it makes more sense to tweak the suit hp at the same time (or abouts) when they've tried to adjust armor plates vs. shields, or balance armor/shields in general.
This won't fix other things that are wrong between the two, it's just a simple look at the numbers comparing the suits and their relative roles (and the Amarr in particular given its speed penalty). |
Kelrie Nae'bre
not in a corporation
156
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Posted - 2013.09.27 13:48:00 -
[93] - Quote
Fair enough. It's possible that suits like the commando/sentinel might need to be adjusted too by that logic though (and presumably by different amounts). |
Stefan Stahl
Seituoda Taskforce Command Caldari State
285
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Posted - 2013.09.27 17:12:00 -
[94] - Quote
Sweeping changes must be avoided. Once CCP gets the impression that something needs to be done they'll first turn the Amarr suits into the feature of the month and just weeks later hit it with the nerf-bat until it is useless. The bigger the buff, the larger the following nerf. See small missiles or TAC ARs for reference.
Regarding heavy suits I guess we haven't seen the other racial heavy suits yet, so we can't compare the Amarr ones with anything in their class. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2531
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Posted - 2013.09.29 05:51:00 -
[95] - Quote
Stefan Stahl wrote:Sweeping changes must be avoided. Once CCP gets the impression that something needs to be done they'll first turn the Amarr suits into the feature of the month and just weeks later hit it with the nerf-bat until it is useless. The bigger the buff, the larger the following nerf. See small missiles or TAC ARs for reference.
Regarding heavy suits I guess we haven't seen the other racial heavy suits yet, so we can't compare the Amarr ones with anything in their class.
Makes it harder, yes. It's seems like a lot of stat differences are raw percentage differences anyhow, but it may be overly speculative to assume they'll breakdown the same way with heavies.
TAC ARs are still pretty decent, I find. I think AA being what it is and damage fall-off, standard duvolles are just easier to use now (and everyone that could use a TAC AR can use those now anyway).
This may seem like a marginal change, but it's just another building block in the balancing process between shields and armor. |
Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
29
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Posted - 2013.10.01 12:02:00 -
[96] - Quote
If they're rebalancing armor/shields as they seem to have been (compensating hp for the fact you can't regen armor super-fast), it does seem fair to have "slight" suit adjustments. The small tweak to Gallente/Amarr suits is probably fine (not sure if I'd go much higher than 40hp adjusting things). |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2597
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Posted - 2013.10.01 18:11:00 -
[97] - Quote
Jen Gelfling wrote:If they're rebalancing armor/shields as they seem to have been (compensating hp for the fact you can't regen armor super-fast), it does seem fair to have "slight" suit adjustments. The small tweak to Gallente/Amarr suits is probably fine (not sure if I'd go much higher than 40hp adjusting things).
It's tempting to want to jack around with stats in the game, especially with other issues like Aim-assist and TTK being current issues of a sort. In the grand scheme of things, the about of hp on say a MLT Shield Extender right now would defray the damage of less than a single AR round. So, asking for minute HP adjustments in that frame seems silly.
However, you have to assume that if they designed the game so that something like a MLT Shield Extender is "supposed to" be able to impact your survival in some way, then some of those TTK issues will have to be addressed at some point. It is with that in mind that even a smaller hp adjustment like I've suggested is meaningful in the long-term for balance. Ergo, a 30hp bonus for a 4% speed hit becomes a 60/70hp bonus for the same speed hit (or whatever). It's not game-changing, but it's in keeping with restructuring how we approach the difference between shields and armor and the weight or value we give something like a speed penalty. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2608
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Posted - 2013.10.02 12:24:00 -
[98] - Quote
Whomp. |
Kelrie Nae'bre
not in a corporation
158
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Posted - 2013.10.03 16:50:00 -
[99] - Quote
That's not how you spell bump. |
Draco Cerberus
Hellstorm Inc League of Infamy
355
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Posted - 2013.10.03 17:16:00 -
[100] - Quote
Amarr have their lazoors and still over and above that the have thermal resistance which more than makes up for any speed loss. |
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Ghost Kaisar
Pradox One
398
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Posted - 2013.10.03 17:21:00 -
[101] - Quote
Zeylon Rho wrote:Devs recently announced some adjustments to how armor plates will function, this includes adjusting speed penalties and HP awarded.
The concern here is that there's an existing armor "paradigm" that seems to assign the hp totals to suits.
The general theme for suits across races is something like:
Amarr: most HP, slowest, has fewer slots. Caldari/Gallente: Middle HP, Caldari are weighted towards shields, Gallente are weighted towards armor... both are faster than Amarr Minmatar: Least HP, fastest, not necessarily the most slots though
So, you pay twice for a hp boost: you move slower (as if you were armored) and you have fewer slots (as if you have a pre-existing armor plate added that takes up space). However, if the standard armor plates are capable of giving more hp, with less penalty... does both missing a slot and having less speed make sense for what are not very large hp bonuses?
If you actually expect them to fix this
Scouts have been on the receiving end of this for just as long.
We have less eHP (standard suit for minnie has 100 shields 70 armor BASE), less slots (5 at proto compared to 8 or 9 on assaults) and Gimped CPU/PG. All for what? Slightly higher movement speed and sprint speed (12% increase roughly?) and profile dampening (OUR ONLY SAVING GRACE)
They just don't know how to balance a specialized suit. They don't want it to be OP (like the cal Logi used to be) so they are erring on the UP side. Which just gets old after it not being fixed after 5 patches and beta. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2626
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Posted - 2013.10.03 18:53:00 -
[102] - Quote
Draco Cerberus wrote:Amarr have their lazoors and still over and above that the have thermal resistance which more than makes up for any speed loss.
I've tried to refine the idea somewhat over the course of the thread, but it's more about armor/shield balance than Amarr suits in particular; they just get undue impact on account of having the speed penalty. You can also isolate the HP/speed issue pretty easily I think.
As to lasers vs. whatever, it's seems clear from dev intimations that the suit bonuses will probably be changing anyway. The Minny assault bonus is liable to change with the shift in available Minny weaponry going from "Flaylock/MD/SMG" (one light, two sidearm) to "Combat Rifle, Precision Rifle, MD, Flaylock, SMG" (3 LW, 2 SA), and so on.
Interestingly, from the announced weapons, Amarr will be on the short side of weaponry after the bulk is released. All the announced non-heavy Amarr weapons are here already. Every other race will have more weapons at that point. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2638
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Posted - 2013.10.04 11:32:00 -
[103] - Quote
Ghost Kaisar wrote:Zeylon Rho wrote:Devs recently announced some adjustments to how armor plates will function, this includes adjusting speed penalties and HP awarded.
The concern here is that there's an existing armor "paradigm" that seems to assign the hp totals to suits.
The general theme for suits across races is something like:
Amarr: most HP, slowest, has fewer slots. Caldari/Gallente: Middle HP, Caldari are weighted towards shields, Gallente are weighted towards armor... both are faster than Amarr Minmatar: Least HP, fastest, not necessarily the most slots though
So, you pay twice for a hp boost: you move slower (as if you were armored) and you have fewer slots (as if you have a pre-existing armor plate added that takes up space). However, if the standard armor plates are capable of giving more hp, with less penalty... does both missing a slot and having less speed make sense for what are not very large hp bonuses? If you actually expect them to fix this Scouts have been on the receiving end of this for just as long. We have less eHP (standard suit for minnie has 100 shields 70 armor BASE), less slots (5 at proto compared to 8 or 9 on assaults) and Gimped CPU/PG. All for what? Slightly higher movement speed and sprint speed (12% increase roughly?) and profile dampening (OUR ONLY SAVING GRACE) They just don't know how to balance a specialized suit. They don't want it to be OP (like the cal Logi used to be) so they are erring on the UP side. Which just gets old after it not being fixed after 5 patches and beta.
Well, assuming they WON'T fix anything isn't a really helpful position to take in feedback.
Scouts have a ton of issues. Speed issues vs. HP issues with Scouts are also definitely present. If you scaled the suit stats along the same lines as assaults/logis a theoretical Amarr Scout would get Minmatar Assault speed, a tiny hp bonus over Gallente, and FOUR slots at PRO. So, the way they're looking at the racial suit differences doesn't really hold up for expansion.
I think having issues with hit detection of faster suits is part of the reason they were trying to nerf speed-tanking earlier. If they can't make a scout notably faster, and work within the rendering/hit-detection of the engine... yeah that's problematic.
Adjusting armor vs. shield hp is simpler in comparison. So, to your original question, I have slightly more faith in them fixing something like this than them fixing scouts.
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Jen Gelfling
Sinq Laison Gendarmes Gallente Federation
29
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Posted - 2013.10.07 11:43:00 -
[104] - Quote
I think this sort of change is within the scope of the sort of things they could hotfix. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2686
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Posted - 2013.10.08 11:17:00 -
[105] - Quote
Jen Gelfling wrote:I think this sort of change is within the scope of the sort of things they could hotfix.
I actually have no idea what the limits are on things that can be hotfixed vs. things that require a patch. In ME3, they could change things like weapon stats server-side for Multiplayer, and they did that weekly. Bugs and other things actually required updates though. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1020
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Posted - 2013.10.09 02:55:00 -
[106] - Quote
Weekly bump because this is important. ____________________
My list of most important threads: https://forums.dust514.com/default.aspx?g=posts&t=102975&find=unread
If you know of any topics you'd like to add please post them here |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2698
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Posted - 2013.10.10 12:46:00 -
[107] - Quote
Agreed.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2784
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Posted - 2013.10.17 16:12:00 -
[108] - Quote
It's been about a week on this topic, but I think it continues to be relevant in comparing relative HP between would-be armored/shielded suits and the hp values and speed we would assign to them. |
Jakobi Wan
Legions of Infinite Dominion
41
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Posted - 2013.10.17 23:37:00 -
[109] - Quote
please keep it mind... amars are significantly less expensive to outfit due to their natural shield and armor advantage (this does not go for all of the amar suits maximum available health as lack of modules means less versatile and only in certain circumstances/playstyles but comparatively this is true)
there are many aspects of this game that play important roles (many of them are note overlapping and variously juxtaposed) in mechanics ranging from maximum possible health to maximum possible speed of travel (running/walking) and maximum possible hacking speed/ profile dampening...etc..
and underneath all of this there is a capitalist economy that demands your isk... isk to buy your suits (many priced differently) isk to buy your equipment and isk to buy your modules... please keep the price tags in mind when looking at what you're getting.. this should not be fair to you but fair to your pocket... get it?
and please don't start about vehicle pricing.. this isnt about vehicles.. dont make it about vehicles.. if you're butt-hurt about that pricing keep crying because nobody cares except your other butt-hurt vechile users who are, like you, too dumb to figure out the comparative advantage and tactical strategy that makes vehicles worth the isk.. if you dont have time to play this game and make the isk, that sucks for you, join a well organized corp that will bankroll you (even if that means putting you through driver's ed.) |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
138
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Posted - 2013.10.30 19:41:00 -
[110] - Quote
I just wanted to throw in my support.
For being the best armor buffer tanks in eve, this is pretty wrong. either give amarr back their missing slot, or seriously boost the innate ehp advantage. It is ridiculous that we give up an entire slot for 30 HP.
I can see sacrificing speed for stamina, but an entire slot for 30 hp? |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1696
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Posted - 2013.10.31 07:14:00 -
[111] - Quote
Magnus Amadeuss wrote:I just wanted to throw in my support.
For being the best armor buffer tanks in eve, this is pretty wrong. either give amarr back their missing slot, or seriously boost the innate ehp advantage. It is ridiculous that we give up an entire slot for 30 HP.
I can see sacrificing speed for stamina, but an entire slot for 30 hp?
To be fair, the Amarr are hybrid tankers in Dust. And the mod slot sacrifice covers much more than the better innate buffer.
The cpu/pg boost and the assloads of stamina is pretty great. I've got all basic frames up to adv level, and I can tell you that you can actually use every mod slot the Amarr suit has and a great weapon while any other suit leaves a mod slot empty or uses a cpu/pg booster to fit the same sort of stuff. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2913
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Posted - 2013.11.01 14:28:00 -
[112] - Quote
1.6 has changes to Heavy/Commando, which I guess is a plus, but there's no basis for comparing them with other races on the Heavy-tier which sort of defeats the point of my original comparison. Also, they don't do much as far as balancing shields/armor since those values were buffed equally, and again.. no basis for comparison. |
Killar-12
The Corporate Raiders Top Men.
1592
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Posted - 2013.11.01 19:27:00 -
[113] - Quote
Bump to help Amarr Med Suits...
CEO of The Corporate Raiders, We're still recruiting...
Level 1 Forum Warrior
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3014
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Posted - 2013.11.07 13:51:00 -
[114] - Quote
Honestly, with where TTK is currently, the small hp buff we're talking about wouldn't make a difference. It's just a means of evening out the suits statistically in a sensible fashion. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3063
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Posted - 2013.11.19 13:22:00 -
[115] - Quote
It seems like the heavy suit buff is kinda considering these sort of issues, but it skipped over adjusting the medium suits...
Join my cult.
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