IgniteableAura
Pro Hic Immortalis
267
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Posted - 2013.10.31 13:50:00 -
[1] - Quote
I really don't like those mechanics. It makes dust just like every other shooter with no "real" progression.
I would agree that being "good" at Dust is more about playing than getting any SP. I have no problem running totally BPO suits and getting games in the 3-5 KDR range. If I am facing a group of high SP players its a bit more difficult, but I don't think the bonuses that are applied have as much to do with it in comparison to the suit/gear.
The bonuses are what give a player their role and niche in the battlefield. The current issue, is that most of the role bonuses are not very well applied or thought out from a gameplay standpoint.
Why is it that scouts, who are supposed to be masters of stealth, can't stay off the radar when around objectives, or evade an adv scanner without level 5 scout skill. It would be balanced if level 3 scout skill let them evade adv scanner and level 5 proto scanners.
Why are logi suits the most versatile of the suits when that role should be relegated to assaults? Logi bonuses have nothing to do with their role (I understand the technical issues with bonuses to equipment) but are geared more toward "max slayer" fits with lots of equipment.
No suit should be able to stack 5 plates or 4 extenders without some major drawbacks. Currently logi/assault suits can get higher HP total than a heavy. Thats not balance.
This game is tied with EVE, it needs to have similar structures to really form that bond well. The Dust devs really need to take page from EVE's book and balance it accordingly.
At the end of the day its all about HOW the bonuses work and how well they apply to game mechanics along with the mods you can fit on a suit. Making sure you give suits a specific role without "forcing it" that way.
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IgniteableAura
Pro Hic Immortalis
277
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Posted - 2013.11.01 14:48:00 -
[2] - Quote
Nova,
To expand on the idea of taking months to do something. It takes entirely too long to complete anything in dust. In eve it takes several hours to train a new skill and use a new ship type. In dust it take MONTHS to do that. You can even look at the basic SP requirements in EVE and compare those to dust and its drastically different. CCP has set the bar too high for the SP sink. Its nothing but a grind. We dont need 7 years of skilling right now, into various skills that frankly do nothing.
Having a maxed out character will help correct. But its not greater than a couple bullets. Lets take an example. Fittings are basic because...a level 0 character would not be able to fit anything above militia. We can assume they use AUR variants to keep things simple.
Level 0 character: Gal light frame G-1 2x basic shield extenders 2x basic armor plates std AR & smg
94/125 CPU 14/30 PG 114 shield 260 armor 5.15 movement 7.21 sprint 200 stamina 45 scan profile 45 scan precision 10 scan radius 34 AR damage
Same suit same fittings except level 5 84/164 CPU 13/39 PG 136 shield 305 armor 5.15 movement 7.57 sprint 210 stamina 41 scan profile 41 scan precision 10 scan radius 39 AR damage
So that would be a difference of 374 hp vs 441 hp Which is a grand total of 67 hp. 5 extra damage for the AR. From a level 0 character to a maxed character. 10 bullets from level 5 to kill level 0 13 bullets from level 0 to kill level 5. Thats very little difference, 3 extra bullets from current equipped AR. That the difference between a skilled FPS player and one who is not skilled. We can't really compare, dispersion or kick as there are no "numbers"
EDIT: the most extreme example would be in heavys. Where it would be a 10 bullet difference (same AR values as previous example). 962hp vs 1179hp.
The bonus to CPU and PG is huge, but your example of exact same fittings is not very "drastic" and has no effect at all on the outcome.
The problem lies in how quickly someone can half that difference. It would take a months (3-4) to really build a character that could reduce that difference. Which IMO is waaay to long.
Also as you can see, most of the other skills do little to the base suit stats. The biggest benefit to having a high SP character is the PG/CPU bonuses. It allows you to fit a whole lot more on your suit.
The best thing CCP could do for the progression is reduce the cost of going from level 1-4 and then raise the cost going from 4-5. Right now skilling is linear, it should be logarithmic. Something like half of a weeks cap to get from levels 1-3 then a week worth of cap from 3-4 then a months worth of cap 4-5.
That would give people the ability to cross specialize into a different suit or role quickly, get the feel for it and not feel cheated if they don't like what they did with their SP.
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