Talos Alomar
Subdreddit Test Alliance Please Ignore
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Posted - 2013.09.10 02:31:00 -
[2] - Quote
Aleksander Black wrote:I don't like the idea of adding damage resistance to dropsuits. Vehicles, fine, but going with damage resistance for infantry is over complicating it. Why not say straight up that you want more EHP? You could have that in a number of ways, the easier to implement without affecting the rest of the game would be adding it to the suit's original HP pool.
But then again, is it really the lack of HP that is bothering you? Couldn't it be, let's say, the lack of other Heavy Weapons, the lack of other Heavy Suits, the lack of teamplay (makes bigger difference for heavy suits), the overall reduced TTK since 1.5 because of hit detection/aim assist, or a combination of all these things?
Because the hit pool is already so huge that adding some random reasonable number wouldn't really change all that much, would it?
Because resistance mods wouldn't just add EHP to a suit, It would also increase the effectiveness of reps allowing other strategies i.e. a suit with lower EHP but with a high enough regen it needs to be taken out by a weapon with a high alpha as well as giving armor mods (shields should not have resistance mods for dropsuits) another useful mod to help balance the relationship with shields.
Currently the fitting strategy is just stuffing as many plates and extenders onto a suit as you can. That's boring.
I want a high slot armor resistance mod that all frames can use. We need more variety in this game. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1479
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Posted - 2013.09.10 20:06:00 -
[3] - Quote
Aleksander Black wrote:Master Jaraiya wrote:Aleksander Black wrote:I don't like the idea of adding damage resistance to dropsuits. Vehicles, fine, but going with damage resistance for infantry is over complicating it. Why not say straight up that you want more EHP? You could have that in a number of ways, the easier to implement without affecting the rest of the game would be adding it to the suit's original HP pool.
But then again, is it really the lack of HP that is bothering you? Couldn't it be, let's say, the lack of other Heavy Weapons, the lack of other Heavy Suits, the lack of teamplay (makes bigger difference for heavy suits), the overall reduced TTK since 1.5 because of hit detection/aim assist, or a combination of all these things?
Because the hit pool is already so huge that adding some random reasonable number wouldn't really change all that much, would it? You left out the fact that the Amarr Heavy has been around for so long, that everyone already knows exactly how to counter it. Unless we fit damage mods and armor plates, we are working against our suit instead of buffing it's inherent strengths. You can't shield tank the Amarr Heavy because there aren't enough Highs. You cant speed tank an Amarr Heavy because our base movement speed and stamina is too slow. You can't really benefit from stealth mods because our base profile is super high. Basically, anything other than damage Mods, and Plates/Repair that a Heavy tries to fit work against the suit. Heavies need more variety in a very bad way. If we are not going to be getting more suits soon, I wouldn't mind seeing something like this. I didn't miss it. Actually, that is exactly what I meant in the highlighted part. As for armor resistance increasing the effectiveness of armor repairers, that is true. Albeit that, I still think it will overcomplicate a game that is already too complicated imo. Also, since we don't have the equivalent of shield repairers (transporters, was it?), adding armor resistance for this reason would do nothing for shield based heavies, even if they were to get shield resistance too. I keep my opinion that keeping it simple is the best way. You want repairers to work better in your heavies? I still think it's a better approach to switch the operation bonus of the Sentinel from "reduce overheat damage by x%/lvl" to "increase the effectiveness of remote armor repairers used in it by x%/lvl". Simple, neat, maybe even overpowered when you combo it with proto repairers and the Amarr logi bonus in a Rooks and Kings fashion, but I can like that. I can't like damage resistance to infantry. Plus, modules for specific damage types reduction? Like, explosive hardeners? In infantry? We really don't have that many slots to spare, this would end up in leaving huge gaps in the suits. DUST suits usually have less slots than you average EVE ship, remember that. The 8 slots you find in a proto suit is about what you can find in a cruiser, there are way bigger slot layouts over there wich allow you to explore point defenses in your profile, I don't think this idea would carry well to dropsuits though.
I don't want just a buff to heavies. I think armor tanking needs to have a reason to be used as an alternative to shield tanking and resist mods would allow the constant reps of armor tanking to let them keep pressing the fight with the slow but steady reps vs hit and run tactics needed by shield tankers.
more options = more gameplay styles = more fun.
This game isn't really all that complex at all, either. In fact I think it could use a bit more complexity. After you get around the learning curve you realize it's just a lot of false depth, i.e. high slots should be shield extenders (damage mods if you're a heavy) and low slots should be plates and regulators, maybe a repper and/or a fitting mod. (scouts often use mobility mods but it's not really worth sacrificing tank for it for any other suit).
This game would be better served by a bit more complexity. If CCP added the nerf to extenders they were thinking about (shield extenders made it take longer for the shields to start recharging IIRC) then we'd see more variety to fitting. |