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Awry Barux
Shining Flame Amarr Empire
72
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Posted - 2013.09.20 05:27:00 -
[1] - Quote
Disclaimer: it's late at night and I'm spitballing here. Discuss please, my sanity is questionable.
Module tiers are currently in a bad place in terms of balance between mercs of various SP levels. I'll turn to shield extenders as the main example, but the numeric pattern holds for many modules (particularly damage mods), and my argument applies to all of them. Basic shield extender = 22HP Enhanced shield extender = 33HP Complex shield extender = 66HP As I'm sure is obvious, complex shield extenders provide fully 3x the benefit of basic shield extenders. This is crippling the new player experience, as more SP-rich mercs can add so much more tank to their suit. This directly increases the TTK and gives the SP-rich player room for significant amounts of user error, while still winning a firefight. That's a ridiculous system.
Aside from the new player experience, it has bad effects on the suit-fitting metagame as well. If I'm not stacking either complex shield extenders or damage mods, or most likely both, I'm going to be automatically weaker than those who are.
Proto modules should scale the way armor plate HP (not the speed penalty, those numbers are f--king stupid) does (85->110->135). I'm not looking for total tiercide, I just don't think proto should be 3x as effective as basic. Some example numbers, post re-balance: Basic shield extender = 45HP Enhanced shield extender = 52HP Complex shield extender = 60HP There's still a significant difference between the tiers, but it's not quite as ridiculous.
Thoughts on a change like this, applied to all modules? |
Mossellia Delt
Militaires Sans Jeux
324
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Posted - 2013.09.20 05:47:00 -
[2] - Quote
Im sorry but, really?
Just to throw some numbers out there, the militia AR does 400 damage a second, more if theres a headshot or militia light weapon damage mod on the suit.
The time to kill is at its all time lowest, and its far too low right now. |
Awry Barux
Shining Flame Amarr Empire
72
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Posted - 2013.09.20 05:50:00 -
[3] - Quote
Mossellia Delt wrote:Im sorry but, really?
Just to throw some numbers out there, the militia AR does 400 damage a second, more if theres a headshot or militia light weapon damage mod on the suit.
The time to kill is at its all time lowest, and its far too low right now.
Uhh, my proposed changes would increase the average TTK. Basic extenders getting a 2x boost? Sounds like more EHP for the average clone to me. |
Mossellia Delt
Militaires Sans Jeux
324
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Posted - 2013.09.20 05:51:00 -
[4] - Quote
Awry Barux wrote:Mossellia Delt wrote:Im sorry but, really?
Just to throw some numbers out there, the militia AR does 400 damage a second, more if theres a headshot or militia light weapon damage mod on the suit.
The time to kill is at its all time lowest, and its far too low right now. Uhh, my proposed changes would increase the average TTK. Basic extenders getting a 2x boost? Sounds like more EHP for the average clone to me.
sorry but im drunk atm, yeah, why the hell not, I'd be down for this, maybe my scout would get a bit tankier |
Awry Barux
Shining Flame Amarr Empire
72
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Posted - 2013.09.20 05:55:00 -
[5] - Quote
TBH what I would really be interested in seeing is removing all shield extension, armor reinforcement, and damage modification modules. Build some more EHP into every suit, and make fitting about utility and EWAR, not maximizing tank and dps. I'm bored of the current fitting metagame. |
Mossellia Delt
Militaires Sans Jeux
325
|
Posted - 2013.09.20 06:00:00 -
[6] - Quote
Awry Barux wrote:TBH what I would really be interested in seeing is removing all shield extension, armor reinforcement, and damage modification modules. Build some more EHP into every suit, and make fitting about utility and EWAR, not maximizing tank and dps. I'm bored of the current fitting metagame.
That just kills versitility, ewar and other mods just need to be useful enough to warrent using such mods |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces
483
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Posted - 2013.09.20 08:08:00 -
[7] - Quote
I actually like how the extenders are set up. The idea that you can utilize to basic shields to out tank a complex at the cost of a single enhanced (45+45=90>60) seems a bit off, don't you think? Due to the fact that G-Scouts have 2 highs at ADV and 1 at Pro this would mean that I would have a higher eHP at ADV than at proto. I do, in fact, see your point though. The idea that time>skill is flawed and needs to be tweaked as I know for a fact that this wasn't CCPs idea for the game. A new MLT player with natural skill in FPS games vs a guy that just made a character then turned the game off for a year, the lazy player has an advantage and doesn't even deserve it. Not only that, in a one v one the lazy player wins due to his high sp count.
Most games will hold your hand and then gradually let go as you progress. DUST, however, holds your hand for a brief moment (academy), drops you off a cliff, and then catches you after almost a year of falling (full proto).
Well that's all just what I have observed anyway.
`Sigh. Just another fun game of DUST. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
259
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Posted - 2013.09.20 13:31:00 -
[8] - Quote
Sure... as long as you also scale the cpu/pg/isk cost of those tiers to match their hp increase, which would effectively block out beginners from shields anyways because you just turned everything to near proto.
Also 200 hp in this game is a .5 second of TTK, so your 10 hp differences mean even little, but if you scale the cpu/pg/isk according to the hp increases it would still be "balanced", just it wouldn't make any sense though. |
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