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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
172
|
Posted - 2013.08.27 14:51:00 -
[1] - Quote
Admittedly, when I came from Eve Online to play Dust months ago, I had preconceived notions of the four races' philosophies. In Eve-O, the Amarr are stalwart armor tankers, generally possessing the most low slots for their armor tanks, The Caldari have the highest amount of midslots (highslots in Dust) for their shield tanked ship fleet, the Gallente are known for their speed and love of armor but generally have less lowslots than the live-or-die-by-armor Amarr. Lastly, the Minmatar are speed demons that don't prefer armor or shield, and their slot layouts are mixed, as some of their ships are armor tanked and some are shield tanked.
Now, skip over to Dust, and those same races' philosophies are apparently scrapped. You have Gallente THE armor tankers in Dust, having suits with the highest low slot count and most base armor amounts, Amarr are some shield/armor hybrids with a balanced slot layout, Minmatar holding the prize for the most high slots and best shield tanking setups and Caldari being able to mount a mixed shield/armor tank on their higher end suits but generally preferring shield with their higher base shield amounts.
So what gives? How did the racial philosophies get so out-of-whack to their same races in the same New Eden universe? Other than Amarr typically being slower, nothing else matches, and I'm very confused why reinvent the wheel when it was already invented and fleshed out.
It should have been: Armor Shield Amarr > Gallente > Minmatar > Caldari
But it's not. So, can anyone explain what I'm missing here? Does the Caldari ck.0 suit get a better shield tank with a 4/3 slot layout than a Minmatar mk.0 suit does with 5/2? Does Amarr have a better armor tanking setup with their 3/3 over the similar Gallente gk.0 with 3/4?
It feels like I'm missing something....some piece of the puzzle, so if anyone can shed some light on this for me, please do! |
Cpl Foster USMC
Planet Alcatraz Supermax
128
|
Posted - 2013.08.27 14:54:00 -
[2] - Quote
CCP will fix it "SOON"... |
Funkmaster Whale
0uter.Heaven
292
|
Posted - 2013.08.27 15:05:00 -
[3] - Quote
Amarr are the best hybrid tankers but admittedly the slowest. They offer the most balanced approach to dropsuit specializations. This isn't completely in line with EVE but doesn't stray too far from the philosophy.
Caldari are still the reigning shield tankers because of the bonuses. While the 4/3 layout doesn't seem as good as the 5/2, the extra low slots allow for shield regulators (reduce delay between recharge) as well as useful biotic upgrades like Cardiac Regs or KinCats to balance shield/speed more effectively.
Gallente are supposed to be armor tankers with bonuses, but apparently CCP had "technical issues" (aka bad coding) as far as giving them their proper bonuses (which is I think supposed to be a reduced speed penalty on armor plates). I think they plan on revisiting their bonuses in the future.
The Minmatarr are the speed tankers/speed hackers. They offer the highest base speeds on all their suits at the cost of lowest base HP. I think they definitely fall in line with their philosophy as their high slot count allows them to choose between damage or shields. They function on a sort of a hit-and-run play style.
The fact that you're comparing an FPS to a submarine simulator presents some problems because you don't have as many variables to work with in DUST so the design philosophies had to kind of be retuned for the game. |
Reav Hannari
Red Rock Outriders
1037
|
Posted - 2013.08.27 15:13:00 -
[4] - Quote
Philosophies can change. Maybe the Amarr decided to change their doctrine when developing their clone soldiers. Personally, I don't mind that there are differences in how the army operates in relation to the navy. We all know Army beats Navy anyway. |
Beren Hurin
The Vanguardians
1250
|
Posted - 2013.08.27 15:15:00 -
[5] - Quote
They don't all have their correct weapon layouts yet, but when you look at the current assault stats, combine them with the logis, and look at the weapon range/damage profiles I think you get something like:
Amarr (mid-range, vesitility focuses on resiliance and utility):
Strong Hybrid regen, slow, significant armor buffer/ utility in lowslots, high stamina. Logis are more for utility/combat support because the assaults are more likely to have local reps. Anti-shield weapons' engagement range at medium to long ranges means they are fully utilizing their ability to recover from damage quickly, control distance from target, and pick their battles. Their long range weapons means that if they are defending an area, they should keep enemies outside of closing range.
Gallente (close range, heavy hitting, slow, high ehp slow regen w/o logistics:
More lowslots than amarr in general, potentially slower with higher armor buffer and hybrid weapon bonus means potential for the highest DPS assaults/heavies with competitive eHP combination compared to other races. Weakness is speed and lack of shield/shield regen. Weapon profile (plasma) is meant for close range engagement (<40m) with the best weapon for point-blank engagements (shotgun). Much more remote logistics-rep oriented with higher armor HP levels. Best at defending objectives with the ability to take cover and recover from explosives bombardment. Having mostly armor HP allows them to utilize anti-shield splash tactics to their advantage.
Caldari (mid-long range oriented, heavy shield buffer, quick)
Rail weapons + high buffer will mean that Caldari can maintain aggressive attacks at some of the longest ranges while taking little threatening damage. Their shield tanks also allow them to utilize some dangerous explosive weapons at closer ranges than others. Quickly covering the distance with their speed, but lower stamina to hack an objective after eliminating the enemy, and then moving back into a defensive position would be their 'rail-oriented' tactic. Their logisics are likely less 'repair' oriented, and instead can focus on tactical utility (uplinks, hives, mines, scanners) on the battlefield, supporting the squad with its mobility and high buffer as well.
Minmatar (mid-close range, slash, hack, dash)
Eventually the minmatar weapons (explosives/projectile) will allow accurate engagements but medium damage across some of the widest optimal ranges. This will let their weaker, but faster dropsuits to dodge fire, get in and out of the objective before a counter attack, and without having to need the high amounts of eHP to defend an objective. Their quicker logistics, scouts and heavies, will mean that the entire squad will remain mobile and well supplied. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
173
|
Posted - 2013.08.27 15:16:00 -
[6] - Quote
Funkmaster Whale wrote:The fact that you're comparing an FPS to a submarine simulator presents some problems because you don't have as many variables to work with in DUST so the design philosophies had to kind of be retuned for the game. The variables we're comparing are tank and speed, which are both very easily compared between the two. If anything, Dust presents more variables, with hacking speed, stamina, etc.
But strictly based on the tanking and speed variables compared in the OP, it's not hard to compare the two. Caldari having a good mix of shield/speed is a dead-ringer for what Minmatar should have been, and Gallente having more low slots than Amarr really doesn't make any sense. I could understand that they wanted Gallente to have 3 high slots for damage mods (to keep with the Gallente flavor of typically high dps), but they have the same amount of highs as Amarr with more lows. And then Amarr have one less slot than the others, which is confusing to be sure, but it's because they have a larger innate shield buffer? What?
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Sgt Kirk
SyNergy Gaming EoN.
1337
|
Posted - 2013.08.27 15:17:00 -
[7] - Quote
Vespasian Andendare wrote:Admittedly, when I came from Eve Online to play Dust months ago, I had preconceived notions of the four races' philosophies. In Eve-O, the Amarr are stalwart armor tankers, generally possessing the most low slots for their armor tanks, The Caldari have the highest amount of midslots (highslots in Dust) for their shield tanked ship fleet, the Gallente are known for their speed and love of armor but generally have less lowslots than the live-or-die-by-armor Amarr. Lastly, the Minmatar are speed demons that don't prefer armor or shield, and their slot layouts are mixed, as some of their ships are armor tanked and some are shield tanked.
Now, skip over to Dust, and those same races' philosophies are apparently scrapped. You have Gallente THE armor tankers in Dust, having suits with the highest low slot count and most base armor amounts, Amarr are some shield/armor hybrids with a balanced slot layout, Minmatar holding the prize for the most high slots and best shield tanking setups and Caldari being able to mount a mixed shield/armor tank on their higher end suits but generally preferring shield with their higher base shield amounts.
So what gives? How did the racial philosophies get so out-of-whack to their same races in the same New Eden universe? Other than Amarr typically being slower, nothing else matches, and I'm very confused why reinvent the wheel when it was already invented and fleshed out.
It should have been: Armor Shield Amarr > Gallente > Minmatar > Caldari
But it's not. So, can anyone explain what I'm missing here? Does the Caldari ck.0 suit get a better shield tank with a 4/3 slot layout than a Minmatar mk.0 suit does with 5/2? Does Amarr have a better armor tanking setup with their 3/3 over the similar Gallente gk.0 with 3/4?
It feels like I'm missing something....some piece of the puzzle, so if anyone can shed some light on this for me, please do! One word explanation, "CCP" |
Beren Hurin
The Vanguardians
1251
|
Posted - 2013.08.27 16:09:00 -
[8] - Quote
Sgt Kirk wrote: It should have been: Armor Shield Amarr > Gallente > Minmatar > Caldari
But it's not. So, can anyone explain what I'm missing here? Does the Caldari ck.0 suit get a better shield tank with a 4/3 slot layout than a Minmatar mk.0 suit does with 5/2? Does Amarr have a better armor tanking setup with their 3/3 over the similar Gallente gk.0 with 3/4?
It feels like I'm missing something....some piece of the puzzle, so if anyone can shed some light on this for me, please do!
One word explanation, "CCP"[/quote]
Amarr ak.o vs. Gallente gk.0: So I think there is a lot of layers here. You can't just talk about armor vs. shield tanking. I think you have to talk about tanking type + damage type and also compare the other nuanced differences.
limiting for PG/CPU
When comparing two suit types, I like to imagine both protosuits having max skills and then comparing advantages in terms of 'effective slots'. Gallente gk.0 fitting: 375/75; Amarr ak.0 +63 more PG/+13 more CPU fitting A max skilled Duvolle AR is 63/11 CPU/PG. On a gk.0 it is 47/8. Amarr ak.o Carthum ASR is 58/12. We don't have a hybrid sidearm yet, but it probably requires less fitting than the scrambler pistol like the AR does vs. the SR. So after the hybrid fitting skill bonus is applied, and both suits are fitting PRO weapons the gallente suit comes out with a >20 CPU savings on weapons and 5-10 PG savings (especially if the ak.0 goes with a laser rifle or regular SR which are more intensive).
After this weapon comparison, you can see two assaults with proto weapons and a 3/3 and 3/4 layout. The 3/3 (ak.0) suit has only a 40 CPU and 4-5 PG (or less) advantage on the 3/4 (gk.0) suit. You could say that a PG/CPU mod can cover this delta easily, and enable the gk.0 to more easily chose between a PG heavy mostly armor fit, or a more CPU heavy DPS (damage mod) fit compared to the ak.0.
Other smaller attributes start to help define their roles a little further. The lower gk.0 stamina pool vs the amarr ak.0 means the ak.o has 'about' a basic stamina module's worth of stamina more than the gk.0. This means an additional stamina mod will have more effect on the ak.0 proving the ak.0 to have significantly more endurance to deal with its nature to get into position for longer range engagements. At the same time, the gk.0 has approximately 1 STD kincat module's speed advantage over the ak.0
The ak.0 has between a STD and ADV module shield delay advantage, making its higher base shield buffer that much more advantageous.
I really think looking at it this way teases out the nuances between the two suits' roles. |
sammus420
Goonfeet Top Men.
303
|
Posted - 2013.08.27 16:13:00 -
[9] - Quote
If you're a minmatar, you're a slave. That's all anyone needs to know. |
DeadlyAztec11
Red Star Jr. EoN.
2029
|
Posted - 2013.08.27 16:21:00 -
[10] - Quote
In my personal opinion. The only thing that seems wrong is that the Minmatar should have equal slots. Makes more sense because they are speed oriented and most of those modules are low slots.
Though, I digress. It is the best suit for the Swarm Launcher because of all the high slots. |
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Charlotte O'Dell
0uter.Heaven
1201
|
Posted - 2013.08.27 19:15:00 -
[11] - Quote
Cool |
Boot Booter
Omega Elite Mercs INC.
58
|
Posted - 2013.08.27 19:32:00 -
[12] - Quote
sammus420 wrote:If you're a minmatar, you're a slave. That's all anyone needs to know.
Yes, but you get one swag module per level. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
536
|
Posted - 2013.08.27 19:50:00 -
[13] - Quote
Beren Hurin wrote:
Gallente (close range, heavy hitting, slow, high ehp slow regen w/o logistics:
More lowslots than amarr in general, potentially slower with higher armor buffer and hybrid weapon bonus means potential for the highest DPS assaults/heavies with competitive eHP combination compared to other races. Weakness is speed and lack of shield/shield regen. Weapon profile (plasma) is meant for close range engagement (<40m) with the best weapon for point-blank engagements (shotgun). Much more remote logistics-rep oriented with higher armor HP levels. Best at defending objectives with the ability to take cover and recover from explosives bombardment. Having mostly armor HP allows them to utilize anti-shield splash tactics to their advantage.
Caldari (mid-long range oriented, heavy shield buffer, quick)
Rail weapons + high buffer will mean that Caldari can maintain aggressive attacks at some of the longest ranges while taking little threatening damage. Their shield tanks also allow them to utilize some dangerous explosive weapons at closer ranges than others. Quickly covering the distance with their speed, but lower stamina to hack an objective after eliminating the enemy, and then moving back into a defensive position would be their 'rail-oriented' tactic. Their logisics are likely less 'repair' oriented, and instead can focus on tactical utility (uplinks, hives, mines, scanners) on the battlefield, supporting the squad with its mobility and high buffer as well.
See, these are wrong. Gallente is supposed to have a medium buffer, and a high regen, and medium speed. Caldari is supposed to be slow, long range, and high shield buffer. That's why it gets ****** up in terms of balance between Gallente and Caldari. |
HYENAKILLER X
TEAM SHINOBI
224
|
Posted - 2013.08.27 19:55:00 -
[14] - Quote
You are either gallente or you are a turd.
Choose wisely. |
Beren Hurin
The Vanguardians
1255
|
Posted - 2013.08.27 20:07:00 -
[15] - Quote
Aizen Intiki wrote:See, these are wrong. Gallente is supposed to have a medium buffer, and a high regen, and medium speed. Caldari is supposed to be slow, long range, and high shield buffer. That's why it gets ****** up in terms of balance between Gallente and Caldari.
You can trade buffer for regen in gallente suits pretty easily which would increase speed. It just makes more sense for logistics to be the basis for repair for the whole races' strategy meta because their logi has a 4th slot WITH fittings bonuses. So it makes sense to make the most of those slots. Ofc there isn't anything keeping a team from mixing and matching racial suits and everything.
I do think that maybe caldari stamina and stamina regen could be a bit lower rather than their max speed. This essentially lowers the amount of ground they can cover over time. But what CCP did in the last patch was made it a tad more difficult to have high shield, and high shield regen and low delay at the same time. This makes it so that Caldari players must sacrifice a speed/stamina mod to get better shield delay rates.
When Caldaris see their rail rifles, and my gues is that they will be a little more fitting costly than the Gallente plasma rifle, we can expect more caldaris to trend away from the PG heavy kincats and toward either regulators or stamina mods. |
Princeps Marcellus
Expert Intervention Caldari State
178
|
Posted - 2013.08.27 20:09:00 -
[16] - Quote
I'm confused about this, too. Out of curiosity, do you think you could tell us about the weapons that the races use, too? |
Beren Hurin
The Vanguardians
1255
|
Posted - 2013.08.27 20:12:00 -
[17] - Quote
Princeps Marcellus wrote:I'm confused about this, too. Out of curiosity, do you think you could tell us about the weapons that the races use, too?
http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/
start there
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
181
|
Posted - 2013.08.27 20:19:00 -
[18] - Quote
Princeps Marcellus wrote:I'm confused about this, too. Out of curiosity, do you think you could tell us about the weapons that the races use, too? Ben Hur (:P) has been doing a good job in this thread, but CCP has already sort of revealed the weapon strategy to us with Assault, Breach, Burst and Tactical. Assault is about higher rate of fire, higher damage close range. Breach is going to be a slower round but high damage at long range. Burst is going to be high accuracy, extremely high burst rof, and tactical will be high single damage shots and medium to medium-long ranges.
We can already see these strategies reflected if we take the AR and its 4 variants together. The "regular" Assault Rifle is high damage, good rof at close-to-medium ranges, while the Burst variant fires a quick three-shots to one spot. The Tactical AR is great at delivering a high damage single round at medium to medium-long range and the Breach variant fires slower rof but higher damage individual rounds.
Similarly, the Scrambler Rifle (Tactical theme for Amarr base) fires high damage, relatively accurate rounds at medium to medium long ranges, with of course there being the very-high-damage charged round. The Assault SCR is accurate and fully auto, mimicking the AR but firing at longer ranges. If you haven't had a chance to check this weapon out, you should. It feels very futuristic and awesome. |
Beren Hurin
The Vanguardians
1256
|
Posted - 2013.08.27 20:33:00 -
[19] - Quote
Vespasian Andendare wrote:Princeps Marcellus wrote:I'm confused about this, too. Out of curiosity, do you think you could tell us about the weapons that the races use, too? Ben Hur (:P) has been doing a good job in this thread, but CCP has already sort of revealed the weapon strategy to us with Assault, Breach, Burst and Tactical. Assault is about higher rate of fire, higher damage close range. Breach is going to be a slower round but high damage at long range. Burst is going to be high accuracy, extremely high burst rof, and tactical will be high single damage shots and medium to medium-long ranges. We can already see these strategies reflected if we take the AR and its 4 variants together. The "regular" Assault Rifle is high damage, good rof at close-to-medium ranges, while the Burst variant fires a quick three-shots to one spot. The Tactical AR is great at delivering a high damage single round at medium to medium-long range and the Breach variant fires slower rof but higher damage individual rounds. Similarly, the Scrambler Rifle (Tactical theme for Amarr base) fires high damage, relatively accurate rounds at medium to medium long ranges, with of course there being the very-high-damage charged round. The Assault SCR is accurate and fully auto, mimicking the AR but firing at longer ranges. If you haven't had a chance to check this weapon out, you should. It feels very futuristic and awesome.
People have said that the assault will be the primary gallente weapon, and tactical is effectively the scrambler rifle model, but really I'm not honestly sure if the racial ones fit that mold. I am just roughtly going off of what I know from the weapons devblog, and the little bit I know from Eve weapon systems. Minmatar short range weapons are flexible in how far out they can hit, but they don't hit the hardest at close ranges. Gallente weapons are probably the hardest hitting. Amarr has some of the hardest hitting longer range weapons with some of the better 'damage application'. Caldari weapons also hit hard at medium to long ranges. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2169
|
Posted - 2013.08.27 20:39:00 -
[20] - Quote
Vespasian Andendare wrote:Princeps Marcellus wrote:I'm confused about this, too. Out of curiosity, do you think you could tell us about the weapons that the races use, too? Ben Hur (:P) has been doing a good job in this thread, but CCP has already sort of revealed the weapon strategy to us with Assault, Breach, Burst and Tactical. Assault is about higher rate of fire, higher damage close range. Breach is going to be a slower round but high damage at long range. Burst is going to be high accuracy, extremely high burst rof, and tactical will be high single damage shots and medium to medium-long ranges. We can already see these strategies reflected if we take the AR and its 4 variants together. The "regular" Assault Rifle is high damage, good rof at close-to-medium ranges, while the Burst variant fires a quick three-shots to one spot. The Tactical AR is great at delivering a high damage single round at medium to medium-long range and the Breach variant fires slower rof but higher damage individual rounds. Similarly, the Scrambler Rifle (Tactical theme for Amarr base) fires high damage, relatively accurate rounds at medium to medium long ranges, with of course there being the very-high-damage charged round. The Assault SCR is accurate and fully auto, mimicking the AR but firing at longer ranges. If you haven't had a chance to check this weapon out, you should. It feels very futuristic and awesome.
The comparison is broken in various places as per their stated intent.
The "Plasma Blaster Rifle" version of the Tactical rifle (the TAR) has longer range than the Scrambler Rifle (the default Tactical version of the Pulse laser), which is a longer range tech. So, they SAY the techs/variants will work a certain way, and then they make the shortest range tech (blaster) have a longer range version of the long-range rifle than the people that came up with the rifle and using a tech with superior range.
So... that's messed up. I already posted about it feedback, but here's the short version:
Quote:Duvolle-TAR: 65 optimal, 100 max range. Imperial-Scr: 50 optimal, 87 max range.
You gave the blaster trying to mimic the superior technology/gun-type a 30% range advantage on optimal and 15% range advantage on max.
So, they can "say" whatever they like about how the tech and variants work, but what they've actually done with the numbers is say "Gallente Plasma AR 4-EVA!! LULZ".
The suit differences also haven't seem to have been considered during various changes.
Why is an Amarr suit slower than a Gallente/Caldari/etc. (true of Assault, Logistics)? The idea seems to be that Amarr are more "heavily armored", and the is armor bonus is paid for with a hit to speed... or something.
So, CCP just updated armor plates, right? A "Basic" Armor plate is 85 HP with a speed penalty of 2%, a Basic Ferroscale (no speed hit) is 35, Basic Reactive is 25 hp, no speed hit, 1 hp/s regen to armor. Those are the weakest armor plates.
An Amarr Assault takes a 4% hit to their speed for 30 HP, so just comparing their bonus to the lowest level plates... they get the worst possible deal with very very little hp, no hp regen, and twice the speed hit. And they have one less module slot... so that's cool. |
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
181
|
Posted - 2013.08.27 20:41:00 -
[21] - Quote
Beren Hurin wrote:Vespasian Andendare wrote:Princeps Marcellus wrote:I'm confused about this, too. Out of curiosity, do you think you could tell us about the weapons that the races use, too? Ben Hur (:P) has been doing a good job in this thread, but CCP has already sort of revealed the weapon strategy to us with Assault, Breach, Burst and Tactical. Assault is about higher rate of fire, higher damage close range. Breach is going to be a slower round but high damage at long range. Burst is going to be high accuracy, extremely high burst rof, and tactical will be high single damage shots and medium to medium-long ranges. We can already see these strategies reflected if we take the AR and its 4 variants together. The "regular" Assault Rifle is high damage, good rof at close-to-medium ranges, while the Burst variant fires a quick three-shots to one spot. The Tactical AR is great at delivering a high damage single round at medium to medium-long range and the Breach variant fires slower rof but higher damage individual rounds. Similarly, the Scrambler Rifle (Tactical theme for Amarr base) fires high damage, relatively accurate rounds at medium to medium long ranges, with of course there being the very-high-damage charged round. The Assault SCR is accurate and fully auto, mimicking the AR but firing at longer ranges. If you haven't had a chance to check this weapon out, you should. It feels very futuristic and awesome. People have said that the assault will be the primary gallente weapon, and tactical is effectively the scrambler rifle model, but really I'm not honestly sure if the racial ones fit that mold. I am just roughtly going off of what I know from the weapons devblog, and the little bit I know from Eve weapon systems. Minmatar short range weapons are flexible in how far out they can hit, but they don't hit the hardest at close ranges. Gallente weapons are probably the hardest hitting. Amarr has some of the hardest hitting longer range weapons with some of the better 'damage application'. Caldari weapons also hit hard at medium to long ranges. Well, true, but the weapons Dev Blog in addition to what's currently in game seem to fit the Assault, Tactical, Breach, Burst molds. I think it'd be really helpful if the optimal/effective/falloff ranges of various weapons were displayed, since then we could determine about what range a burst weapon variant operates in relation to a breach one.
Overall, though, with what we have to go off of (Dev Blog), and what we have to compare against (AR vs SCAR/SCR vs TAR, Breach as it relates to sniper rifle/Breach variants of weapons), I think we have a good idea of what to expect when the Rail Rifle and Combat Rifle are introduced. I'd expect the Rail Rifle to be a slow RoF, longest range in its class, hard hitting slug and the Combat Rifle to be a high RoF, accurate at medium ranges, medium damage round, with lots of its damage coming from "lots of little strikes" vs one or two heavy-hitting rounds.
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
181
|
Posted - 2013.08.27 20:49:00 -
[22] - Quote
Zeylon Rho wrote:The comparison is broken in various places as per their stated intent.
The "Plasma Blaster Rifle" version of the Tactical rifle (the TAR) has longer range than the Scrambler Rifle (the default Tactical version of the Pulse laser), which is a longer range tech. So, they SAY the techs/variants will work a certain way, and then they make the shortest range tech (blaster) have a longer range version of the long-range rifle than the people that came up with the rifle and using a tech with superior range. I think this is true because of the availability of weapons available in the game currently. Certainly if the SCR had a longer range than a TAR, then the charge-shot, extreme-damage-round nature of the weapon would make it too powerful. So, what long-range, single shot, medium/high damage round-firing rifle do we have in the game? Certainly that'd be the Rail Rifle, but in its stead, CCP substituted the TAR for it, at least for now.
I fully expect that when the 4 racial rifle variants are introduced, we'll see another round of balancing that'll greatly reduce the ranges on some of the AR variants, as rightly they should. Of course, this will mean endless QQ threads demanding skill respsecs and spelling the death of the game. Until then, it's hard to balance the paper-rock-scissors of the current lineup, given that there's only two. There's no counter long range, hard-hitting slug coming from a Rail Rifle to shoot that extreme-damage charged-shot of a SCR at medium-long ranges. (Well, technically there's the sniper rifle, but that's in a different class altogether.)
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Chunky Munkey
Amarr Templars Amarr Empire
1271
|
Posted - 2013.08.27 20:56:00 -
[23] - Quote
I was rather surprised to hear that Gallente were the "up close and personal" type in Eve, since they are the sluggish armour tankers in Dust. (Although perhaps those low slots were intended for sprint mods).
The Amarr certainly still are the max HP ppl, and the idea behind the Minmatar seems to be that they sacrifice overall survivability in favour of a being in the right place at the right time. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
183
|
Posted - 2013.08.27 21:08:00 -
[24] - Quote
Chunky Munkey wrote:I was rather surprised to hear that Gallente were the "up close and personal" type in Eve, since they are the sluggish armour tankers in Dust. (Although perhaps those low slots were intended for sprint mods).
The Amarr certainly still are the max HP ppl, and the idea behind the Minmatar seems to be that they sacrifice overall survivability in favour of a being in the right place at the right time. Yep. I guess to further clarify about the races' strategies in Eve, you have to consider their weapons systems too:
Amarr prefer slow, very brick tank ships using lasers. Lasers are unique in that even their close range guns can project out damage fairly well to medium-range engagements. So, they make up for being slow by projecting their damage out. Their tanking style is almost exclusively armor with heavy armor tanking being the way to go, which is unlike
Gallente, who use armor as well, but their preferred armor tanking style is to buff active armor repair modules on their ships. Their ships are typically fast baseline, although they slow down a bit with armor plates. Fitted with active armor repair modules, though, the ships are fairly agile and can get in close to apply damage with their blasters, which are high damage at extremely close range. They can't project damage anywhere near as good as Amarr, and Gallente typically use their active armor to make sure they can stay throughout the fight as well as keep up with their target.
Caldari use missiles and railguns in Eve. Both are long-range weapons, with missiles being medium-long range and railguns being the longest-range turrets out there (they can use Blasters, too, as both blasters and rails are hybrid weapons). They have some other factors that aren't terribly relevant to the conversation here, but suffice to say that rails have higher damage per second than the other long range at the longest range. They are typically slower ships, though, and they are near-universally shield tanked. They prefer a shield buffer, which is unlike
Minmatar who prefer an active shield tank. They don't really have any active shield tanking module in Dust currently, but when they do, it'll be the shield-booster found on vehicles. Shield boosters begin repairing the shield immediately (regardless of it being shot at). Minmatar can use autocannon weapons (that are likely to be the weapons in Dust for the near foreseeable future), which are high rate of fire, lower damage at medium to just above medium ranges. Their ships are the fastest around, and their strategy is to use that speed to stay away from the enemy while their autocannons pick away at the enemy.
I'd love to say that any of that matters, but as the title of the thread indicates, the races in Eve apparently don't share any of the same mentality with those same races in Dust, so take the above with a grain of salt. I wanted to share how the slow brick Amarr make sense in the context of how their weapon systems interact with their philosophy overall. There are obviously more factors to consider, but I think that's a pretty good synopsis. |
Beren Hurin
The Vanguardians
1257
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Posted - 2013.08.27 21:19:00 -
[25] - Quote
You just can't expect things to work exactly like Eve. To have an armor tank that can sustain incoming fire at close range would be rather overpowered. Even shield tanks have to get out after taking heavy fire, but their regen rate lets them get into battle quickly. I think its fair that to get the same kind of regen on its armor as shield tanks get is to either have deployed reps, or rely on logistics, which ends up providing an even better repping speed. After all the gallente logistics is arguably the better logi-hull. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
183
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Posted - 2013.08.27 21:27:00 -
[26] - Quote
Beren Hurin wrote:You just can't expect things to work exactly like Eve. To have an armor tank that can sustain incoming fire at close range would be rather overpowered. Even shield tanks have to get out after taking heavy fire, but their regen rate lets them get into battle quickly. I think its fair that to get the same kind of regen on its armor as shield tanks get is to either have deployed reps, or rely on logistics, which ends up providing an even better repping speed. After all the gallente logistics is arguably the better logi-hull. Oh, I don't. I expected some variation. I was moreso explaining racial philosophies in Eve, because there's many factors that go into how armor tanking vs shield tanking works for spaceships, but some posters here may not be aware of them. I was asking questions like "Well if Amarr are tanky and slow, how do we put damage on their target??"
I just didn't expect that racial philosophies with respect to their innate qualities or "flavors" would go away. Honestly, the idea that Amarr are the best balanced shield/armor race made me do a double take. Caldari suddenly being fleet-footed had me scratching my head. Minmatar I think represent the best overall of their reflection of their Eve counterparts with their speed, but the inherent weakness that comes with it is questionable--but certainly understandable given that they'll avoid a lot of damage with speed--also questionable is their 5 shield prototype suits.
I'm sure when the racial variants on weapons/suits are fleshed out, the total picture will begin to make more sense. Reading what you wrote about the racial qualities currently in Dust with relation to stamina, fittings, etc. cleared the picture up somewhat. Don't get me wrong: it's nice to approach Dust and learn "new" racial philosophies....it's just if you tell me Amarr are some shield loving, land lovers, then I'll call you a liar every time. :P
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Beren Hurin
The Vanguardians
1263
|
Posted - 2013.08.28 13:03:00 -
[27] - Quote
Vespasian Andendare wrote:Beren Hurin wrote:You just can't expect things to work exactly like Eve. To have an armor tank that can sustain incoming fire at close range would be rather overpowered. Even shield tanks have to get out after taking heavy fire, but their regen rate lets them get into battle quickly. I think its fair that to get the same kind of regen on its armor as shield tanks get is to either have deployed reps, or rely on logistics, which ends up providing an even better repping speed. After all the gallente logistics is arguably the better logi-hull. Oh, I don't. I expected some variation. I was moreso explaining racial philosophies in Eve, because there's many factors that go into how armor tanking vs shield tanking works for spaceships, but some posters here may not be aware of them. I was asking questions like "Well if Amarr are tanky and slow, how do we put damage on their target??" I just didn't expect that racial philosophies with respect to their innate qualities or "flavors" would go away. Honestly, the idea that Amarr are the best balanced shield/armor race made me do a double take. Caldari suddenly being fleet-footed had me scratching my head. Minmatar I think represent the best overall of their reflection of their Eve counterparts with their speed, but the inherent weakness that comes with it is questionable--but certainly understandable given that they'll avoid a lot of damage with speed--also questionable is their 5 shield prototype suits. I'm sure when the racial variants on weapons/suits are fleshed out, the total picture will begin to make more sense. Reading what you wrote about the racial qualities currently in Dust with relation to stamina, fittings, etc. cleared the picture up somewhat. Don't get me wrong: it's nice to approach Dust and learn "new" racial philosophies....it's just if you tell me Amarr are some shield loving, land lovers, then I'll call you a liar every time. :P
Caldari metas in eve aren't known for being slow. They just aren't fast. I come from FW, so a lot of my experience is sub-battleship kinds of stuff, but still, a lot of what I've experienced with Caldari revolves around them being fast enough to kite whatever they are shooting at. The only reason caldari are toping the charts in speed is because so many caldari logis have their low slots they aren't utilizing well. I wouldn't be suprised that when caldari gets their magsec smg or bolt pistol (longest ranged sidearms) that we'll see a trend toward more sidearm use.
As far as Amarr and shields, I really don't think that shields (and armor) in Eve and Dust can really be compared the same way. One reason is that typically buffer tanks in Eve normally fit resistance mods. Well there are no resistance mods in Dust for infantry at the moment, so I think the best armor resistance against explosive damage is a bit of a shield buffer. And like I've said before, a lot of times, with an armor or shield tank in Eve you see these buffer fits have 3, 4, or 5 shield eHP to 1 armor eHP. In Dust from what I've seen the 'tanking ratio' is safest when its closer to 2:1 or 1.5:1. HP compared to your reaction time is so small that you don't want to give your total tank anything much less than 90% effectiveness against the most damaging weapon. |
Operative 1171 Aajli
Bragian Order Amarr Empire
174
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Posted - 2013.08.28 13:31:00 -
[28] - Quote
I noticed this too. I took it to mean that the Amarr suit is made with a set armor amount with little room for variation. The high slots are for versatility with other modules, not just shields.
The Gallente are more versatile with their armor module selection. I.e. Amarr suits are made the way they are armory isle where as Gallente are not inherently armored so much as made to be expanded by types of armor |
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