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Chunky Munkey
Amarr Templars Amarr Empire
1518
|
Posted - 2013.09.18 18:55:00 -
[1] - Quote
. . . behaves like the other specialisation bonuses, what then will be the point of proto or advanced versions of the suit?
Currently specialisation bonuses are the same regardless of tier, and only governed by the level of said specialisation. If this is the way the pilot specialisation will function, then there will really be no point in using the prototype since it'll be couped up safely inside a tank or dropship. The only benefit would perhaps be to tank the suit when in a LAV.
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
Shoutout to Taz-666 for pointing this out to me. |
Foundation Seldon
Gespenster Kompanie Villore Accords
108
|
Posted - 2013.09.18 19:01:00 -
[2] - Quote
This honestly isn't something that I'd ever thought of.
Some solutions off the top of my head would be the addition of vehicle specific modules for dropsuits being added to the game. If this happened then the proto versions of these dropsuits would be worthwhile because you could fit more vehicle modules on your proto pilot suit.
Though an easier way to handle this would be to have the passive suit bonus as well as a bonus that is set up on the dropsuit itself, say the Pilot Dropsuit skill adds 10% of X and the Dropsuit itself would add 5%/7%/10% additional X depending on whether you're using STD/ADV/PRO |
Vin Mora
Sanguis Defense Syndicate
149
|
Posted - 2013.09.18 19:06:00 -
[3] - Quote
Chunky Munkey wrote:. . . behaves like the other specialisation bonuses, what then will be the point of proto or advanced versions of the suit?
Currently specialisation bonuses are the same regardless of tier, and only governed by the level of said specialisation. If this is the way the pilot specialisation will function, then there will really be no point in using the prototype since it'll be couped up safely inside a tank or dropship. The only benefit would perhaps be to tank the suit when in a LAV.
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
Shoutout to Taz-666 for pointing this out to me. Considering the expense of a tank or well fitted dropship and LAVs, I disagree.
Besides, good vehicle users already do this.
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Ryder Azorria
Amarr Templars Amarr Empire
591
|
Posted - 2013.09.18 19:07:00 -
[4] - Quote
Maybe there will be vehicle affecting mods that you can stick on your suit, giving suit with more slots (ie. advanced and proto) an advantage. |
Chunky Munkey
Amarr Templars Amarr Empire
1518
|
Posted - 2013.09.18 19:08:00 -
[5] - Quote
Foundation Seldon wrote:This honestly isn't something that I'd ever thought of.
Some solutions off the top of my head would be the addition of vehicle specific modules for dropsuits being added to the game. If this happened then the proto versions of these dropsuits would be worthwhile because you could fit more vehicle modules on your proto pilot suit.
Though an easier way to handle this would be to have the passive suit bonus as well as a bonus that is set up on the dropsuit itself, say the Pilot Dropsuit skill adds 10% of X and the Dropsuit itself would add 5%/7%/10% additional X depending on whether you're using STD/ADV/PRO
I like this. I was actually expecting modules for vehicle use a long time ago, along with a kind of area effect modules for a commander dropsuit. |
Chunky Munkey
Amarr Templars Amarr Empire
1518
|
Posted - 2013.09.18 19:09:00 -
[6] - Quote
Vin Mora wrote:Chunky Munkey wrote:. . . behaves like the other specialisation bonuses, what then will be the point of proto or advanced versions of the suit?
Currently specialisation bonuses are the same regardless of tier, and only governed by the level of said specialisation. If this is the way the pilot specialisation will function, then there will really be no point in using the prototype since it'll be couped up safely inside a tank or dropship. The only benefit would perhaps be to tank the suit when in a LAV.
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
Shoutout to Taz-666 for pointing this out to me. Considering the expense of a tank or well fitted dropship and LAVs, I disagree. Besides, good vehicle users already do this.
You disagree with what? And what do vehicle users already do? |
broonfondle majikthies
Bannana Boat Corp
257
|
Posted - 2013.09.18 19:35:00 -
[7] - Quote
there is also the fact that the basic frame would be mincemeat outside the vehicle. Their precious ride won't last forever. And at times you can't call it in the redline with AV blasting away before its even landed. After all its hard do hide from the enemy that your dropping a tank (especially if Ivan has had a few) so if he tries to call it in a stupid place then the enemy can get +50 WP for killing the squishy gunner and the choice of hacking a lovely new ride or blowing it up for an additional +150 WP The Adv or Proto would help
Also remember that if you wanted a decent rep tool as well you'd need more CPU/PG |
Godin Thekiller
Hellstorm Inc League of Infamy
974
|
Posted - 2013.09.30 01:27:00 -
[8] - Quote
Chunky Munkey wrote:Foundation Seldon wrote:This honestly isn't something that I'd ever thought of.
Some solutions off the top of my head would be the addition of vehicle specific modules for dropsuits being added to the game. If this happened then the proto versions of these dropsuits would be worthwhile because you could fit more vehicle modules on your proto pilot suit.
Though an easier way to handle this would be to have the passive suit bonus as well as a bonus that is set up on the dropsuit itself, say the Pilot Dropsuit skill adds 10% of X and the Dropsuit itself would add 5%/7%/10% additional X depending on whether you're using STD/ADV/PRO I like this. I was actually expecting modules for vehicle use a long time ago, along with a kind of area effect modules for a Crusader dropsuit.
Fixed |
Spkr4theDead
International-Fleet
921
|
Posted - 2013.09.30 01:30:00 -
[9] - Quote
Chunky Munkey wrote:
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
lolwut
We die once, we're out a million. |
Godin Thekiller
Hellstorm Inc League of Infamy
974
|
Posted - 2013.09.30 01:30:00 -
[10] - Quote
broonfondle majikthies wrote:there is also the fact that the basic frame would be mincemeat outside the vehicle. Their precious ride won't last forever. And at times you can't call it in the redline with AV blasting away before its even landed. After all its hard do hide from the enemy that your dropping a tank (especially if Ivan has had a few) so if he tries to call it in a stupid place then the enemy can get +50 WP for killing the squishy gunner and the choice of hacking a lovely new ride or blowing it up for an additional +150 WP The Adv or Proto would help
Also remember that if you wanted a decent rep tool as well you'd need more CPU/PG
I doubt they would come with a equipment slot, as you're not supposed to be outside a vehicle when in one, so it wouldn't need one. At the most, it would get a sidearm slot, no grenade or equipment slot, and the module slots. |
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Godin Thekiller
Hellstorm Inc League of Infamy
974
|
Posted - 2013.09.30 01:31:00 -
[11] - Quote
Chunky Munkey wrote:Vin Mora wrote:Chunky Munkey wrote:. . . behaves like the other specialisation bonuses, what then will be the point of proto or advanced versions of the suit?
Currently specialisation bonuses are the same regardless of tier, and only governed by the level of said specialisation. If this is the way the pilot specialisation will function, then there will really be no point in using the prototype since it'll be couped up safely inside a tank or dropship. The only benefit would perhaps be to tank the suit when in a LAV.
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
Shoutout to Taz-666 for pointing this out to me. Considering the expense of a tank or well fitted dropship and LAVs, I disagree. Besides, good vehicle users already do this. You disagree with what? And what do vehicle users already do?
Upgrade out vehicles to the max and have a great financial risk every time we hit the floor. |
Chunky Munkey
Amarr Templars Amarr Empire
1623
|
Posted - 2013.09.30 01:36:00 -
[12] - Quote
Spkr4theDead wrote:Chunky Munkey wrote:
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
lolwut We die once, we're out a million.
That's a general balance issue. I'm talking about improving your entire setup with no extra cost. |
Nguruthos IX
PEN 15 CLUB
1867
|
Posted - 2013.09.30 01:44:00 -
[13] - Quote
Chunky Munkey wrote:Spkr4theDead wrote:Chunky Munkey wrote:
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
lolwut We die once, we're out a million. That's a general balance issue. I'm talking about improving your entire setup with no extra cost.
not saying I agree or disagree but
vehicles already have the highest cost and SP cost. and you can improve things like weapons damage with proficiency just running militia
Sure it unlocks the higher level guns but you dont have to use them. |
Godin Thekiller
Hellstorm Inc League of Infamy
975
|
Posted - 2013.09.30 01:47:00 -
[14] - Quote
Chunky Munkey wrote:Spkr4theDead wrote:Chunky Munkey wrote:
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
lolwut We die once, we're out a million. That's a general balance issue. I'm talking about improving your entire setup with no extra cost.
You think we hop in the pilot seat/pod with a PROTO suit on? Ha! |
PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
65
|
Posted - 2013.09.30 01:49:00 -
[15] - Quote
A good fitting on a suit can easy cost 150.000 - 200.000 ISK. Suits die a lot more then tankers do, unless they really suck.
Tanks are cheap. |
Chunky Munkey
Amarr Templars Amarr Empire
1623
|
Posted - 2013.09.30 01:50:00 -
[16] - Quote
Godin Thekiller wrote:Chunky Munkey wrote:Spkr4theDead wrote:Chunky Munkey wrote:
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
lolwut We die once, we're out a million. That's a general balance issue. I'm talking about improving your entire setup with no extra cost. You think we hop in the pilot seat/pod with a PROTO suit on? Ha!
How did you reach that conclusion?
No, I think that if you want a lvl5 specialisation bonus it should cost more than 3k a pop. |
KING CHECKMATE
TEAM SATISFACTION
1401
|
Posted - 2013.09.30 01:54:00 -
[17] - Quote
As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc... |
Godin Thekiller
Hellstorm Inc League of Infamy
975
|
Posted - 2013.09.30 01:56:00 -
[18] - Quote
Chunky Munkey wrote:Godin Thekiller wrote:Chunky Munkey wrote:Spkr4theDead wrote:Chunky Munkey wrote:
Should this be an issue? I generally don't care, on the other hand I'd at least object to vehicle users being able to upgrade their loadouts without any added financial risk.
lolwut We die once, we're out a million. That's a general balance issue. I'm talking about improving your entire setup with no extra cost. You think we hop in the pilot seat/pod with a PROTO suit on? Ha! How did you reach that conclusion? No, I think that if you want a lvl5 specialisation bonus it should cost more than 3k a pop.
You keep on saying that we want to improve our fits, but doing so we would have to use the PROTO, even though we might be trying to use a cheap fit. By that logic, pro. skills would be only useful on the Officer weapons, and all other suits would have to go by that rule. I don' think so. |
Godin Thekiller
Hellstorm Inc League of Infamy
975
|
Posted - 2013.09.30 01:57:00 -
[19] - Quote
KING CHECKMATE wrote:As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc...
This. I would put a mix of speed, repair, and resistance. Will be yummy |
Chunky Munkey
Amarr Templars Amarr Empire
1623
|
Posted - 2013.09.30 02:09:00 -
[20] - Quote
"You keep on saying that we want to improve our fits, but doing so we would have to use the PROTO, even though we might be trying to use a cheap fit. By that logic, pro. skills would be only useful on the Officer weapons, and all other suits would have to go by that rule. I don' think so."
No, you wouldn't have to use the proto. That's my point. Specialisation bonuses apply equally to all meta levels of that specialisation. Did you read my OP? |
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Godin Thekiller
Hellstorm Inc League of Infamy
976
|
Posted - 2013.09.30 02:15:00 -
[21] - Quote
Chunky Munkey wrote:"You keep on saying that we want to improve our fits, but doing so we would have to use the PROTO, even though we might be trying to use a cheap fit. By that logic, pro. skills would be only useful on the Officer weapons, and all other suits would have to go by that rule. I don' think so."
No, you wouldn't have to use the proto. That's my point. Specialisation bonuses apply equally to all meta levels of that specialisation. Did you read my OP?
Well, if you paid attention, you would see that, like we're all saying other than you, that there would be some kind of extra something that the adv. and PROTO ones would get over the STD ones. That's obvious. A skill wouldn't be enough. |
KING CHECKMATE
TEAM SATISFACTION
1405
|
Posted - 2013.09.30 02:16:00 -
[22] - Quote
Godin Thekiller wrote:KING CHECKMATE wrote:As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc... This. I would put a mix of speed, repair, and resistance. Will be yummy
Well i think the idea is, since vehicles have a ZILLION modules but only 7-8 slots to fit them all in, the Pilot suits would work as ''extra'' module slots for said vehicle. The higer the tier of the Suit, the higher the amount of slots and power of this vehicle, but also the cost. |
Chunky Munkey
Amarr Templars Amarr Empire
1623
|
Posted - 2013.09.30 02:18:00 -
[23] - Quote
Godin Thekiller wrote:Chunky Munkey wrote:"You keep on saying that we want to improve our fits, but doing so we would have to use the PROTO, even though we might be trying to use a cheap fit. By that logic, pro. skills would be only useful on the Officer weapons, and all other suits would have to go by that rule. I don' think so."
No, you wouldn't have to use the proto. That's my point. Specialisation bonuses apply equally to all meta levels of that specialisation. Did you read my OP? Well, if you paid attention, you would see that, like we're all saying other than you, that there would be some kind of extra something that the adv. and PROTO ones would get over the STD ones. That's obvious. A skill wouldn't be enough.
You mean the others in this thread who are answering the actual questions I posted in the OP?
Try reading before replying, k? |
Godin Thekiller
Hellstorm Inc League of Infamy
978
|
Posted - 2013.09.30 02:19:00 -
[24] - Quote
KING CHECKMATE wrote:Godin Thekiller wrote:KING CHECKMATE wrote:As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc... This. I would put a mix of speed, repair, and resistance. Will be yummy Well i think the idea is, since vehicles have a ZILLION modules but only 7-8 slots to fit them all in, the Pilot suits would work as ''extra'' module slots for said vehicle. The higer the tier of the Suit, the higher the amount of slots and power of this vehicle, but also the cost.
That could get a little bit too OP that way. Rather, it should have modules that boost a certain module, like an armor repairer booster that makes it work better, or a nitro flow adjuster that makes it work longer. Things like that. |
Thor Odinson42
Molon Labe. RISE of LEGION
1357
|
Posted - 2013.09.30 02:21:00 -
[25] - Quote
Eve has implants that affect rate of fire among many other things. I'm sure the racial bonuses would be something similar. |
knight of 6
SVER True Blood Public Disorder.
308
|
Posted - 2013.09.30 02:24:00 -
[26] - Quote
it's been done before that the bonus is applied to the tier rather than the overall skill. I think the marauder class tanks (PRO) got a damage bonus to specific turret types without leveling a skill (there was a marauder skill but it wasn't needed to get the bonus). it was something small like 5%.
don't quote me though it's been a while... |
Godin Thekiller
Hellstorm Inc League of Infamy
978
|
Posted - 2013.09.30 02:25:00 -
[27] - Quote
Thor Odinson42 wrote:Eve has implants that affect rate of fire among many other things. I'm sure the racial bonuses would be something similar.
Not sure how implants and innate bonuses/skill bonuses are any close to each other, as well as what this has to do with the difference between the tiers, but okay. |
KING CHECKMATE
TEAM SATISFACTION
1405
|
Posted - 2013.09.30 02:27:00 -
[28] - Quote
Godin Thekiller wrote:KING CHECKMATE wrote:Godin Thekiller wrote:KING CHECKMATE wrote:As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc... This. I would put a mix of speed, repair, and resistance. Will be yummy Well i think the idea is, since vehicles have a ZILLION modules but only 7-8 slots to fit them all in, the Pilot suits would work as ''extra'' module slots for said vehicle. The higer the tier of the Suit, the higher the amount of slots and power of this vehicle, but also the cost. That could get a little bit too OP that way. Rather, it should have modules that boost a certain module, like an armor repairer booster that makes it work better, or a nitro flow adjuster that makes it work longer. Things like that.
Oh well of course. im not talking about putting VEHICLE modules on a PILOT suit. But yeah. Your idea is pretty much what i was thinking.Think of this:
While getting your ''cx Armor repairer'' as a vehicle module you would also unlock a dropsuit module that increases the effectivness (without having to spend SP on it, or VERY minimal.Like 6sp with a x2 multiplier) This way (imaginary example) say this Cx Armor repairer gives you 500 per pulse. While you unlocked this module you also unlocked ''armor technician'' skill. This Would give something like +2% armor rep efficiency per level (BY DEFAULT/PASSIVE) and you could equip a Cx Armor Rep enhancer MODULE ON YOUR SUIT that gave you up to 15% more armor repaired per pulse for a total of 25% (625 repair per pulse instead of 500)
this is JUST an example, please CCP DO NOT USE THIS numbers, for gods sake...LOL |
Godin Thekiller
Hellstorm Inc League of Infamy
978
|
Posted - 2013.09.30 02:32:00 -
[29] - Quote
KING CHECKMATE wrote:Godin Thekiller wrote:KING CHECKMATE wrote:Godin Thekiller wrote:KING CHECKMATE wrote:As i see it:
Vehicle enhancing Dropsuit modules
Say one for more turret tracking. one that helps the scan precision,one that (somehow) helps the Shield regen rate, etc... This. I would put a mix of speed, repair, and resistance. Will be yummy Well i think the idea is, since vehicles have a ZILLION modules but only 7-8 slots to fit them all in, the Pilot suits would work as ''extra'' module slots for said vehicle. The higer the tier of the Suit, the higher the amount of slots and power of this vehicle, but also the cost. That could get a little bit too OP that way. Rather, it should have modules that boost a certain module, like an armor repairer booster that makes it work better, or a nitro flow adjuster that makes it work longer. Things like that. Oh well of course. im not talking about putting VEHICLE modules on a PILOT suit.But yeah. Your idea is pretty much what i was thinking.Think of this:While getting your ''cx Armor repairer'' as a vehicle module you would also unlock a dropsuit module that increases the effectivness (without having to spend SP on it, or VERY minimal.Like 6sp with a x2 multiplier) This way (imaginary example) say this Cx Armor repairer gives you 500 per pulse. While you unlocked this module you also unlocked ''armor technician'' skill. This Would give something like +2% armor rep efficiency per level (BY DEFAULT/PASSIVE) and you could equip a Cx Armor Rep enhancer MODULE ON YOUR SUIT that gave you up to 15% more armor repaired per pulse for a total of 25% (625 repair per pulse instead of 500) this is JUST an example, please CCP DO NOT USE THIS numbers, for gods sake...LOL
I doubt we'll see repairers like that that again that that high of HP per pulse because of the change to passive. at the most, 250, and even then, that's kinda pushing it. Anyways, I must have read your post wrong. lol. But yea, that's the idea. |
The Robot Devil
Molon Labe. RISE of LEGION
1000
|
Posted - 2013.09.30 02:50:00 -
[30] - Quote
All suits should have a bonus
Militia and Standard suits should get a static bonus that reflects the suit's role.
Advanced should get the standard static and a leveled bonus that is race specific.
Prototype should get the static, racial and then a weapon bonus that is leveled.
Militia and standard Amarr assault could have 10% better armor reps. Advanced would have a 5% per level heat build up reduction per level and 10% better reps. The proto suits could have 5% to heat per level, 10% better reps and then 2% per level LR range.
This type of progress would allow muliple suits of each type in every tier and let mercs really use a suit to the fullest. I don't really like the differences in suits because they are bland. The prototype suits and advanced suits are just more of the same thing and they don't have much of a difference besides more slots and resources. They should be different or do something more specialized.
The pilot suit is a perfect example. If the bonuses are set up like they are with the other suits then there is not a reason to go proto. Why would I spend more on a suit that isn't going to help me 99% of the time.
Standard - 10% resistance to damage - race specific. Advanced - 10% resistance with 2% per level CPU/PG increase. Prototype - 10% resistance, 2% per level to resources and 1% increase to turret damage per level - race specific.
Anything we can do to make the game more diverse and offer different play styles that isn't more tank and an AR should be looked at and considered. |
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Chunky Munkey
Amarr Templars Amarr Empire
1634
|
Posted - 2013.09.30 11:33:00 -
[31] - Quote
The Robot Devil wrote:All suits should have a bonus
Militia and Standard suits should get a static bonus that reflects the suit's role.
Advanced should get the standard static and a leveled bonus that is race specific.
Prototype should get the static, racial and then a weapon bonus that is leveled.
Militia and standard Amarr assault could have 10% better armor reps. Advanced would have a 5% per level heat build up reduction per level and 10% better reps. The proto suits could have 5% to heat per level, 10% better reps and then 2% per level LR range.
This type of progress would allow muliple suits of each type in every tier and let mercs really use a suit to the fullest. I don't really like the differences in suits because they are bland. The prototype suits and advanced suits are just more of the same thing and they don't have much of a difference besides more slots and resources. They should be different or do something more specialized.
The pilot suit is a perfect example. If the bonuses are set up like they are with the other suits then there is not a reason to go proto. Why would I spend more on a suit that isn't going to help me 99% of the time.
Standard - 10% resistance to damage - race specific. Advanced - 10% resistance with 2% per level CPU/PG increase. Prototype - 10% resistance, 2% per level to resources and 1% increase to turret damage per level - race specific.
Anything we can do to make the game more diverse and offer different play styles that isn't more tank and an AR should be looked at and considered.
I agree, but . . . why have you posted this here? |
Rastael
Hitchhiker's Guide to the Galaxy
13
|
Posted - 2013.09.30 11:56:00 -
[32] - Quote
I personally think the best idea is to give to any race 99.3% to 99.9% to CPU usage bonus on vehicle enchaning modules. Then it makes sense to have proto suits as you can fit more high slot modules in it. But you can still full fit your base pilot suit with modules when you have LVL 5.
Then the racial dropsuits will benefit of resist/damage bonuses (1% per level after level 3). This means that until level 3 the pilot is useful only with modules, only after level 3 it gives a small boost (stacked with other skills, 2% maximum seems fair as you could reach max res/dmg of 17% without modules).
Then just have 2-3 kinds of vehicle enchancers modules for each race: gallente: - repair rate bonus - weapon heat bonus
caldari - shield rech rate bonus - missile damage bonus
amarr & minmatar, go figure |
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