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Exmaple Core
Ancient Exiles
1419
|
Posted - 2013.10.01 01:58:00 -
[31] - Quote
Master Jaraiya wrote:Exmaple Core wrote:Master Jaraiya wrote:Buffing base stats as you progress through tiers is a very bad Idea.
1. It would further widen the rift between vets and noobs.
2. It would make running lower tier items/vehicles completely nonviable.
3. It would push pay to win, because boosters = faster SP gain = less time to progress through tiers. So? Getting SP is what this game is about! Yes, noobs should get smashed and utterly destroyed by ppl with 10x their SP count unless they have the skill and smarts to win dispite their disadvantage, and tanks are no different. Boosters support that, no one cares if their p2w or not. If anything, boosters help Noobs get SP so they can have better fits to compete. And its how teirs work, no one would ever run a basic scout, heavy, logi, assualt suit if they have a proto suit unless their trying to save money. Yes, proto should be better than tiers below it. Its how this game is intended Yes, plenty of people do not want the game to be pay to win. Getting ISK is what the game is about (we are Mercenaries) not SP. If you are in it for SP, you are doing it wrong. Noobs should still be able to compete against vets, but it should not be easy. What you are suggesting would make it utterly impossible. We want new players to join, and stay with DUST 514, not to be driven away by some mouth breather behind a computer desk with a chip on his shoulder since Jr. High School. Tiers allow you to be slightly better, not all powerful gods of the battlefield. I still use standard gear in most matches I play, not because I need to save ISK, but I don't need Proto Gear to be successful in most matches. This is one of the few times were its safe to say HTFU new players, get some SP and continuing using tactics so you can catch up to those using tactics+protogear. Its how the game works, teirs make you waaaay better than those with a lower teir than you. Yeah like you said you will always have the ability to win with a lower tier but tiers have always offered a massive advantage in dust. Tanks should not be any different, a noob in a standard tank should be crushes by a proto tank without any fighting chance in hell if he doesent use tactics and teamwork to take him down. Its how tiers work |
Exmaple Core
Ancient Exiles
1419
|
Posted - 2013.10.01 02:17:00 -
[32] - Quote
Guys, remember the numbers used are placeholders! |
Killar-12
The Corporate Raiders Top Men.
1319
|
Posted - 2013.10.01 02:53:00 -
[33] - Quote
Exmaple Core wrote:A while ago IWS said proto tanks are a bad idea because the max amount slots per high/low is 5 each, and every race would basically have the same tank. Not to mention the tanks would suck balls, not getting their primary tanking improved. I agree, for those reasons. Instead of relying on slots, we can give them other bonuses and still make them balanced for a proto tank.
In chromosome, we were given advanced tanks called the Sagaris (Caldari) and the Surya (Gallente). They were faster, had more fitting (CPU/PG), slightly more base HP and had an additional slot on the opposite tanking gender (i.e, Caldari gains an additional low slot, vice versa). It was simple stat boosts that made the Sagaris and Surya worth using and still balanced. Yes, a single person with proto AV would still smack them around but they couldent be soloed in a single clip of anything, they were able to escape a single person preforming the proto AV and die miserably to 2 proto AV users, as they should. Proto should always annihilate standard, and even still best ADV, just not as hardcore. Chromosome tanking was a perfect balance of this.
A proto tank can be scaled in the same manner, just give it more base stats. At the time, the base HP of the tanking gender of the (standard) gunnlogi/madrugar was 2000 HP and the (adv) sagaris/surya had 3200. Perhaps proto can have 4500-5000 base HP per tank gender? (Per scale with 1.6 changes). The natural shield regen was also increased, so do the same for the proto tanks. From there, increase the speed from the ADV tank to make it fit for proto. The additional slots can be given or held, it doesent really matter much.
Skills (numbers used are place holders, they can be changed) The Sagaris/Surya were called Marauder tanks, and there was a marauder skill. At the time, it gave a 5% bonus to missile/blaster damage per level. The bonus does different things per race, obviously, but it could do more than simply buff damage. They could increase base speed 10% per level (minmitar), 33% increase to natural shield regen per level natural shield regen (caldari), 10% increase to base HP per level (gallentee) or give a host of small bonuses like 5% increase speed + 15% increase to natural shield regen +5 increase base to HP (all per level) for Ammar tanks. Perhaps these listed bonues combined with other bonuses per level? This way, the skills for a proto tank are unique for each race and usefull, but still balanced. ^^ these skills would have to be applied to all 3 levels of the tanks (std, adv, proto) just like they are for dropsuits, so the proto tank is actually a proto tank and not say a marauder or enforcer tank. Proto marauder? proto enforcer? Proto logi tank? They do different things. so it would be like standard gunlogi/madrugar, adv gunlogi 2/madrugar 2, proto gunlogi 3/madrugar 3. Exactly like dropsuits, these are the "basic suits" of tanks.
So basically, dont rely on slots to make a proto tank. Give each tank tier bonuses to make them better than the tier below it and keep these bonuses race specific to make all the tanks unique and non copyable or cloned by the other races.
Specialty tanks -A logi Lav/dropship has built in resist and built in damage output reduction with more HP. Can be done the same way for tanks. -The enforcer is supposed to be long range and weak. The skills can better reflect on this, give a 25% increase to weapon range and zoom per level and reduce its slot count and base HP, not fitting. That way it is unique, non copyable, it is a specific kind of tank. Oh, and 5% to rendering range per level? -Again, placeholders -Increase their stats as they go through the stand/adv/proto teirs, do not rely on slots, slots are too easily copied per race.
What you guys think? Sounds very good |
Exmaple Core
Ancient Exiles
1421
|
Posted - 2013.10.01 02:55:00 -
[34] - Quote
Killar-12 wrote:Exmaple Core wrote:A while ago IWS said proto tanks are a bad idea because the max amount slots per high/low is 5 each, and every race would basically have the same tank. Not to mention the tanks would suck balls, not getting their primary tanking improved. I agree, for those reasons. Instead of relying on slots, we can give them other bonuses and still make them balanced for a proto tank.
In chromosome, we were given advanced tanks called the Sagaris (Caldari) and the Surya (Gallente). They were faster, had more fitting (CPU/PG), slightly more base HP and had an additional slot on the opposite tanking gender (i.e, Caldari gains an additional low slot, vice versa). It was simple stat boosts that made the Sagaris and Surya worth using and still balanced. Yes, a single person with proto AV would still smack them around but they couldent be soloed in a single clip of anything, they were able to escape a single person preforming the proto AV and die miserably to 2 proto AV users, as they should. Proto should always annihilate standard, and even still best ADV, just not as hardcore. Chromosome tanking was a perfect balance of this.
A proto tank can be scaled in the same manner, just give it more base stats. At the time, the base HP of the tanking gender of the (standard) gunnlogi/madrugar was 2000 HP and the (adv) sagaris/surya had 3200. Perhaps proto can have 4500-5000 base HP per tank gender? (Per scale with 1.6 changes). The natural shield regen was also increased, so do the same for the proto tanks. From there, increase the speed from the ADV tank to make it fit for proto. The additional slots can be given or held, it doesent really matter much.
Skills (numbers used are place holders, they can be changed) The Sagaris/Surya were called Marauder tanks, and there was a marauder skill. At the time, it gave a 5% bonus to missile/blaster damage per level. The bonus does different things per race, obviously, but it could do more than simply buff damage. They could increase base speed 10% per level (minmitar), 33% increase to natural shield regen per level natural shield regen (caldari), 10% increase to base HP per level (gallentee) or give a host of small bonuses like 5% increase speed + 15% increase to natural shield regen +5 increase base to HP (all per level) for Ammar tanks. Perhaps these listed bonues combined with other bonuses per level? This way, the skills for a proto tank are unique for each race and usefull, but still balanced. ^^ these skills would have to be applied to all 3 levels of the tanks (std, adv, proto) just like they are for dropsuits, so the proto tank is actually a proto tank and not say a marauder or enforcer tank. Proto marauder? proto enforcer? Proto logi tank? They do different things. so it would be like standard gunlogi/madrugar, adv gunlogi 2/madrugar 2, proto gunlogi 3/madrugar 3. Exactly like dropsuits, these are the "basic suits" of tanks.
So basically, dont rely on slots to make a proto tank. Give each tank tier bonuses to make them better than the tier below it and keep these bonuses race specific to make all the tanks unique and non copyable or cloned by the other races.
Specialty tanks -A logi Lav/dropship has built in resist and built in damage output reduction with more HP. Can be done the same way for tanks. -The enforcer is supposed to be long range and weak. The skills can better reflect on this, give a 25% increase to weapon range and zoom per level and reduce its slot count and base HP, not fitting. That way it is unique, non copyable, it is a specific kind of tank. Oh, and 5% to rendering range per level? -Again, placeholders -Increase their stats as they go through the stand/adv/proto teirs, do not rely on slots, slots are too easily copied per race.
What you guys think? Sounds very good anything you would change/add? |
GVGMODE
WorstPlayersEver
61
|
Posted - 2013.10.01 03:03:00 -
[35] - Quote
Put back the PG/CPU increase Put back the 25% increase to shields or amor skills Passive resists based on their designated race Slot increase is a must :) |
Exmaple Core
Ancient Exiles
1423
|
Posted - 2013.10.01 03:29:00 -
[36] - Quote
GVGMODE wrote: Put back the PG/CPU increase Put back the 25% increase to shields or amor skills Passive resists based on their designated race Slot increase is a must :)
did you read the OP? going to at least give reasoning? |
GVGMODE
WorstPlayersEver
61
|
Posted - 2013.10.01 03:46:00 -
[37] - Quote
Exmaple Core wrote:GVGMODE wrote: Put back the PG/CPU increase Put back the 25% increase to shields or amor skills Passive resists based on their designated race Slot increase is a must :)
did you read the OP? going to at least give reasoning?
Yea read the OP.
Slot increase will be consistent with CCP's idea to make the power be on the modules and skill points rather than in the raw vehicle, which allows them to be vulnerable during cooldown. Obviously not increasing the opposite type of tanking slots, instead of an advanced armor tank having 3/5 make it 2/6
Passive resist is important at least by a small % more per level, because of damage mods and natural additional damage
The % increase to EHP would not be as op as an increase in the base ehp
I'm lazy :( |
Exmaple Core
Ancient Exiles
1423
|
Posted - 2013.10.01 03:51:00 -
[38] - Quote
GVGMODE wrote:Exmaple Core wrote:GVGMODE wrote: Put back the PG/CPU increase Put back the 25% increase to shields or amor skills Passive resists based on their designated race Slot increase is a must :)
did you read the OP? going to at least give reasoning? Yea read the OP. Slot increase will be consistent with CCP's idea to make the power be on the modules and skill points rather than in the raw vehicle, which allows them to be vulnerable during cooldown. Obviously not increasing the opposite type of tanking slots, instead of an advanced armor tank having 3/5 make it 2/6 Passive resist is important at least by a small % more per level, because of damage mods and natural additional damage The % increase to EHP would not be as op as an increase in the base ehp I'm lazy :( i compelty agree, it would be awsome for the tanks to level like dropsuits but IWS made a long thread how it is not possible, the programming simply wont allow anything to have more than 5 slots max. So we gotta make ADV and proto vehicals in other means, but yeah i agree with your other ideas |
Exmaple Core
Ancient Exiles
1432
|
Posted - 2013.10.01 06:00:00 -
[39] - Quote
The legend345 wrote:PERFECT!!!! :O <3 anything youd add? |
Master Jaraiya
Ultramarine Corp
1030
|
Posted - 2013.10.01 06:28:00 -
[40] - Quote
Exmaple Core wrote:Master Jaraiya wrote:Exmaple Core wrote:Master Jaraiya wrote:Buffing base stats as you progress through tiers is a very bad Idea.
1. It would further widen the rift between vets and noobs.
2. It would make running lower tier items/vehicles completely nonviable.
3. It would push pay to win, because boosters = faster SP gain = less time to progress through tiers. So? Getting SP is what this game is about! Yes, noobs should get smashed and utterly destroyed by ppl with 10x their SP count unless they have the skill and smarts to win dispite their disadvantage, and tanks are no different. Boosters support that, no one cares if their p2w or not. If anything, boosters help Noobs get SP so they can have better fits to compete. And its how teirs work, no one would ever run a basic scout, heavy, logi, assualt suit if they have a proto suit unless their trying to save money. Yes, proto should be better than tiers below it. Its how this game is intended Yes, plenty of people do not want the game to be pay to win. Getting ISK is what the game is about (we are Mercenaries) not SP. If you are in it for SP, you are doing it wrong. Noobs should still be able to compete against vets, but it should not be easy. What you are suggesting would make it utterly impossible. We want new players to join, and stay with DUST 514, not to be driven away by some mouth breather behind a computer desk with a chip on his shoulder since Jr. High School. Tiers allow you to be slightly better, not all powerful gods of the battlefield. I still use standard gear in most matches I play, not because I need to save ISK, but I don't need Proto Gear to be successful in most matches. This is one of the few times were its safe to say HTFU new players, get some SP and continuing using tactics so you can catch up to those using tactics+protogear. Its how the game works, teirs make you waaaay better than those with a lower teir than you. Yeah like you said you will always have the ability to win with a lower tier but tiers have always offered a massive advantage in dust. Tanks should not be any different, a noob in a standard tank should be crushed by a proto tank without any fighting chance in hell if he doesent use tactics and teamwork to take him down. Its how tiers work. Also, proto AV exist, proto tanks need to be strong enough to require the powerful proto AV to counter them. I do not say they need to be stronger than the AV, it needs to require its use to be countered properly
Well, I'm really not a tank expert, but I would venture to say that when the other Racial Variant tanks are added, all Tanks will get a rework with Racial and Role bonuses, as well as various differentiated slot layouts and base stats.
I imagine they would follow the same general rules as dropsuits because the dropsuits are designed with lore in mind. I can't see vehicles being any different. ie
Amarr will have somewhat of a balanced base Shield and Armor, with fewer slots. Best suited for Med - long range brawlers.
Caldari will have high shield buffer and regen, with a focus on high slots best suited for CQ hit and run skirmisher
Gallente will have higher armor buffer with native armor repair, lower shield/shield regen with a focus on lows Best suited for CQC brawler
Minmatar will be the speediest, with the least overall HP with mediocre armor regen/shield recharge best suited for Med. - Long Range Skirmisher with the most forgiveness when switching to different types of roles making them the most versatile. |
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