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shady merc
RisingSuns Public Disorder.
23
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Posted - 2013.11.09 02:50:00 -
[1] - Quote
EDITING sorry formating came out worse then expected fixing now.
So looking through the forums currenlty there is a lot of talk about logi suit needs "nerfs", scout suit isn't viable, TTK to short, and no role but slayer is viable. I agree with most of this. Here an in depth look into these issues. To start with we are going to look at all the suits and how they stack up against each other.
Suit CPU PG #Slots #Equipment PG Ratio Fitting Power Fitting per Slot fitting per slot Scout suit Slots w/o equip with equip Gal. G-1 125 30 6 1 4.16 275 45.83 39.28 Min M-1 115 30 6 1 3.83 265 44.17 37.85
Gal G/1 175 42 7 1 4.16 385 55.00 48.12 Min M/1 161 42 7 1 3.83 371 53.00 46.37 Gal GK.0 250 60 8 1 4.16 550 68.75 61.11 Min MK.0 230 60 8 1 3.83 530 66.25 58.89 Assualt A-1 175 35 6 1 5 350 58.33 50 C-1 150 30 7 1 5 300 42.86 37.5 G-1 150 30 7 1 5 300 42.86 37.5 M-1 160 32 7 1 5 320 45.71 40 A/1 245 49 7 1 5 490 70.00 61.25 C/1 210 42 8 1 5 420 52.50 46.66 M/1 224 45 8 1 4.97 449 56.13 49.88 AK.0 350 70 9 1 5 700 77.78 70 CK.0 300 60 10 1 5 600 60.00 54.54 GK.0 300 60 10 1 5 600 60.00 54.54 MK.0 320 64 10 1 5 640 64.00 58.18 Logi A-1 195 36 7 2 5.41 375 53.57 41.66 C-1 175 39 5 2 4.48 370 74.00 52.85 G-1 195 39 5 2 5 390 78.00 55.71 M-1 195 39 6 3 5 390 65.00 43.33 A/1 273 50 9 3 5.46 523 58.11 43.58 C/1 245 55 7 3 4.45 520 74.29 52 G/1 273 55 7 3 4.96 548 78.29 54.8 M/1 273 55 8 3 4.96 548 68.50 49.81 AK.0 390 72 10 3 5.41 750 75.00 57.69 CK.0 350 78 11 3 4.48 740 67.27 52.85 GK.0 390 78 10 4 5 780 78.00 55.71 MK.0 390 78 10 4 5 780 78.00 55.71 |
shady merc
RisingSuns Public Disorder.
23
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Posted - 2013.11.09 02:50:00 -
[2] - Quote
reserved |
shady merc
RisingSuns Public Disorder.
23
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Posted - 2013.11.09 02:51:00 -
[3] - Quote
reserved |
Godin Thekiller
Hellstorm Inc League of Infamy
1462
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Posted - 2013.11.09 02:57:00 -
[4] - Quote
What in the...... Can you set them up better so I'm not looking at a wall of numbers?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
340
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Posted - 2013.11.09 03:04:00 -
[5] - Quote
My eyes are bleeding.
Templar'd for her pleasure
Amarr victor!
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
340
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Posted - 2013.11.09 03:06:00 -
[6] - Quote
shady merc wrote:reserved
*sigh* May as well save this slot for the inevitable logi hate that's going to placed there....
Templar'd for her pleasure
Amarr victor!
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Meeko Fent
Xer Cloud Consortium
1465
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Posted - 2013.11.09 03:38:00 -
[7] - Quote
John Demonsbane wrote:shady merc wrote:reserved *sigh* May as well reserve this slot for the inevitable logi hate that's going to be placed there.... *calls Cosgar on the logi bat-phone* Ah yes, because him saying "Logis move a little slower!" Will refute the fact that they can fit tanks that are 300 HP above the guys who are getting shot at.
I'll get you the math in just a sec
For the State!
For Caldari FW join Caldari Hierarchy
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Cosgar
ParagonX
7530
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Posted - 2013.11.09 04:38:00 -
[8] - Quote
John Demonsbane wrote:*calls Cosgar on the logi bat-phone* I kind of stopped caring about forum warrioring for logis. Haven't seen anyone from CCP saying anything about logis since the logi nerf from months ago. We all got nerfed, but nobody chooses to accept it. Everyone can raise their pitchforks about a class they think should be an easy kill in an FPS of all places, but for what? CCP barely listens to the CPM, why the hell do you think they're going to listen to self entitled butthurt?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Iron Wolf Saber
Den of Swords
10024
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Posted - 2013.11.09 04:39:00 -
[9] - Quote
I'll wait to see what this guy has to say completely.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\= Advanced Laser Rifle =// Unlocked
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Azri Sarum
BurgezzE.T.F Public Disorder.
116
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Posted - 2013.11.09 05:34:00 -
[10] - Quote
I want to see the full thing but I already have a good Idea where it is going.
There was a thread last month where we were essentially doing the reverse calculation for a few weapons. We were looking at the "Total fitting cost" of weapons to compare their fitting "balance".
The fitting score approach is an interesting way to suss out the power of a suit. It lets us consider fitting as if it were just another stat. It also allows for some of the glaring imbalances to come to light.
EVE - Victor Maximus
DUST - Azri Sarum
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shady merc
RisingSuns Public Disorder.
23
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Posted - 2013.11.09 05:54:00 -
[11] - Quote
Azri Sarum wrote:I want to see the full thing but I already have a good Idea where it is going. There was a thread last month where we were essentially doing the reverse calculation for a few weapons. We were looking at the "Total fitting cost" of weapons to compare their fitting "balance". The fitting score approach is an interesting way to suss out the power of a suit. It lets us consider fitting as if it were just another stat. It also allows for some of the glaring imbalances to come to light.
That thread is were I originally got the idea to compare them in such a way. working on the spreadsheet now that will show the assault vs new logi. I will then work on the scout and heavy. Last will be about how I think modules should scale.
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shady merc
RisingSuns Public Disorder.
23
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Posted - 2013.11.09 06:03:00 -
[12] - Quote
Cosgar wrote:John Demonsbane wrote:*calls Cosgar on the logi bat-phone* I kind of stopped caring about forum warrioring for logis. Haven't seen anyone from CCP saying anything about logis since the logi nerf from months ago. We all got nerfed, but nobody chooses to accept it. Everyone can raise their pitchforks about a class they think should be an easy kill in an FPS of all places, but for what? CCP barely listens to the CPM, why the hell do you think they're going to listen to self entitled butthurt?
Cosgar this isn't about making the logi a healer in the background or some sub-par role. I am a logi and I believe I should be able to carry a light weapon and kill people just as well as the next guy. This is about bringing a balance as a whole to the game and I am basing everything off of the current Assault suit in game. Why? because it is the only class of suit with any resemblance of balance. Look at the logi why the hell did we nerf caldari cpu making them lower then everyone else. Why do they start of with lowest number of module slot at basic the have the most at proto. Looking at the scout there is no reason for the minmatar to have less cpu then Gallente. I guess I could of started the balancing game from heavy suit as it a pretty balanced suit(issue are with the weapons), but it really easy to be balanced when there is only 1 race that has it. |
Fiddler Galaine
Northwind Alliance Dark Taboo
44
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Posted - 2013.11.09 06:17:00 -
[13] - Quote
I really don't get where all the logi hate is coming from. Since the last update, there have been more reppers out than ever before (despite not being able to tell the HP of who the hell I'm repping half the time) and because of the hit detection, anything not a heavy is going to die very, very easily no matter how many slots they have.
I wouldn't mind a specialized Medic suit offshoot of the logistics suit, but that would kinda imply that other specializations would appear for other suits and it might be years before that's even a remote possibility... |
Oswald Rehnquist
494
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Posted - 2013.11.09 06:40:00 -
[14] - Quote
Saw Scout in the title so was hoping you'd cover that more, was kind of sad that e-war was being thrown at logis, definitely regurgitating this but many of us think the scout should be the anti logi.
The difficulty with scouts is that they actually lack roles and while simple hotfixes will allow them to "assault" better its not a scout role per say because it gets eclipsed so easily, so when building up the scout the possibilities are so great that you can theoretically go in any direction depending on how you want to set them, active modules, equipment, or just stats.
But the archetypes I think which a tech 2 light frame suit aka scout should be able to cover the following
Lurker- Essentially this is your sneaky info sharing and assassination unit
Since scouts passive scans will be around 20 to 60 range, it literally has one purpose CQC, otherwise the situational awareness means little else. In CQC, two things are done, stalking and killing, and when it comes to the king of CQC spike damage there is none other I can think of a better role for that then the Gallente scout due to their short range high dps weaponry and their passive scans. Within the role they should be able to be able to divert themselves from Alpha (effective assassinations), to Beta (intel sharing) roles.
Harrier- This will be the scouts who constantly screw with the flow of battle by misleading and providing false intel.
I think if EWAR was based of off precision stat to be able to locate the hostile and distort the other suits then (meaning you can't distort their information if you can't bypass their profile signature, itGÇÖs a no brainer that this scout should have a precision bonus
Essentially ewar should be based on the precision stat and only effect suits your passive scans can pick up. The ewar role would effectively be a debuffer which screws with the enemyGÇÖs tacnet, contrasting the gallentes GÇ£truthGÇ¥ based abilities with finding targets with caldariGÇÖs GÇ£deceptionGÇ¥ based abilities with tacnet phantoms, like simulating false hacking signals on installations, or appearing as a friendly from far distances.
Demolition / Mob Breaker- Scouts are very much alone and usually near a large group of enemies, the ability for one unit to scatter or break them with aoe destructive power is not entirely out of the question, especially once grenades get nerfed. Grenades also allow scouts to offer indirect damage without straight LOS which benifits accurate auto fire weapons. Having the fastest speed, knifing and a unique grenade bonus would make this a very alpha base scout without breaching on the other alpha roles due to the uniqueness of the damage source. The grenade and Knifing bonus would cover a good range of options for a speedster.
Support- The equipment based scout, I figured if logis are allowed to be scout like, a single scout can be logi like, this one would get +1 extra slot than the other scouts. Scouts are already used for distant running to drop vialuble places so having a scout with extra high stamina and even greater cpu/pg here would be massive onto itself, it would also relieve some stress people place on logis.
Below 28 dB
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Seeth Mensch
highland marines
50
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Posted - 2013.11.09 06:51:00 -
[15] - Quote
well done, incredibly complete.
I think there's lots of good solutions, but you certainly have one here. |
shady merc
RisingSuns Public Disorder.
24
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Posted - 2013.11.10 05:27:00 -
[16] - Quote
finished up the logi vs assault and started the scout section |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
460
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Posted - 2013.11.11 09:16:00 -
[17] - Quote
To Many, But not to All:
20 of these threads a day and they still waste my time in arguments that have been going on since the beginning. I've come to terms that we will never agree. Logis are great other classes suck, is that what you want to hear? You are right of course, the augmented processes for growing logi clones is quite involved.
(And this is all true according to EVE lore... that I've just made up)
Generally the whole cloning process just spits out fat ones, skinny ones, and angry jocks to be handed a weapon and die on the battlefield. To the logis they give the brains, the best suits, the bonuses, and for those that want the upgraded models even better skin coloring, muscle tone, and working organs to enjoy the finer things of life during their short time of activation. That the brutes of the battle class have finally noticed is surprising - i guess we've never given them quite the amount of attention that they needed. They can be as petulant as undisciplined children sometimes when they don't get their way.
But no matter, the most interesting part is that these calloused Neanderthals would rather have logis sink to their level rather than demand that their classes also rise to the calling of greatness and nobility. No, they would rather that these qualities be stripped from the class so that I too might wallow in their filthy weakness.
Do they demand more Module Slots?! No! Do they desire better class bonuses?! No! Do they desire greater racial bonuses?! No!
But like the dog that's jealous of the owner's fine meal he seeks to take it or hide it rather than merely ask, nay BEG, for better food. It's not their fault. They have neither the genes nor the advanced dexterity to type, much less speak, about their wants to their task masters. They would rather have us all swimming in the mud like serfs than eating at the table like kings.
Pick your side. Nerfs or Buffs. Get everyone to Live in dropsuit squalor or fight like kings in better class dropsuits. Your choice. May you be a better man\woman\ or even gender neutral for thinking it through. _____________________________________
Sarcasm is is just one more gift that I give to you, it heals my festering soul. |
Mossellia Delt
Militaires Sans Jeux
609
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Posted - 2013.11.11 09:32:00 -
[18] - Quote
WE CANT BUFF SCOUTS SPEED
That is all.
Scout, Tanker, Dropship Pilot, AV'r
Alts - Medrean Delt / Moselder Telend (Pure Innocence) / Mledean Delt (Capsuleer)
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Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
927
|
Posted - 2013.11.11 09:44:00 -
[19] - Quote
Iron Wolf Saber wrote:I'll wait to see what this guy has to say completely.
My suit is getting a nerf. Amarr Assault bonus to laser overheating.
Useless in 1.7
Why?
A laser at 85m does .17 per bullet versus the new range buffed Assault rifle scramblers and new rifles and even the basic ARs get a range buff.
So its either quit using the laser in 1.7 to use another AR since its going to be AR514 in 1.7..lol!!
So I guess snipe till I use up my 147 Thales TAR snipers then its delete Dust.
Heres a BLAM!! award to CCP for range buffing the op AR rifles....lol!! |
Monkey MAC
killer taxi company General Tso's Alliance
956
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Posted - 2013.11.11 10:43:00 -
[20] - Quote
shady merc wrote:So I have added another spreadsheet this shows the CPU, PG, and slot layout of each assault suit and Logistic suit. **Logi vs Assault** core skills The final piece we are going to look at for the assault vs logi is out passive skills stack up. Currently in Dust the Logi benefits greatly from fitting skills, while the assault player benefit more from biotic, shield and armor passive skills. With the new suit that changes a lot. The assault still gain the same benefit from biotic, shield, and armor passive skills, but the logi now gain very little from fitting skills. On a proto suit with level 5 core upgrades electronics and engineering the new logi suit will gain 9 CPU and 1 pg more then an assualt from passive skill bonuses. That is not even enough to fit a basic plate. So we are going to ensure that the Logi suits have a better passive scanner then the assault this will allow them to gain an advantage if they put points into these skills. insert new stats here ***Fixing the scout suit*** So on to balancing the scout suit. The first thing we need to do is at the roles and play style this suit wants. Currently in Dust the only advantages this suit has is stealth and speed(not enough). These are the 2 main points we are going to work on. Other issues with the suit is the current fitting power available to it. Current the scouts and heavys in the game have less slots then the current logi/assaults. At basic the scout has 7 total slots this is on bar with the Amarr assault and 1 more then the heavy. However both the heavy and the assault have higher fitting power then the scout lets take a look Heavy basic(6 slots) fitting power 360 fitting power per slot 60 Amarr Assault (7 slots) fitting power 350 fitting power per slot 50 Gallente Scout(7 slots) fitting power 275 fitting power per slot 39 The first thing we need to do is bring up the scouts fitting power. We need to bring this power to fit between the Caldari assault suit and the Amarr suit. Amarr have a higher fitting power per slot as a general trait so we don't want to take that away from them. So the plan is to move the scout to a fitting power per slot of about 44 at basic level. Again the minmatar suit will have slightly more and the Amarr Scout we will assume will have 1 less slot with more fitting power. Page 3 of the spreadsheet have the new version of the current scout suits. You will notice I gave both scout 1 extra slot at Proto level. This keeps them inline with the assaults and continues the trend of scouts having one less slot per level compared to assaults. see third page for new scoutsNow we are going to give the scout a Role Bonus and make some changes to base stats. 10% efficiency to biotic modules I believe regardless of the scouts choice speed will always be paramount and this stresses they are the king of movement. To go with this change I also think the scout need to have there base movement speeds increased. The slowest scout(Amarr) should be as quick as the current Minmatar. This gives a speed boost to all races and with a shorter TTK allows the scout to survive without increasing HP pool. The next thing that needs to change is the passive scan system. All scout suit need to have a base range of 20 m. This will allow CQC scouts to make more informed decision before coming around the corner and allow the ranged scouts the chance to see someone coming up on them. More than any other class the scout suit usefulness is controlled by TTK and movement speed. Signature profile. While I don't think we need to change this spec we do need to look into changing the Active scanner to better fall in line with them. I believe at every tier there needs to be 2 type of scanner. 1 long range low precision(higher numerical number), and a short range high precision scanner. I believe a scout should be able to beat out the long range scanners on passive skills alone. So for an advanced tier long range scanner a scout would need Racial scout suit lvl 3 profile dampening 3 For shorter range scanner the scout would need to equip a profile dampener of some sort. This creates a dynamic as displayed below player 1: uses his normal fit with long range scanner on a smaller map scout player 2: is able to use bypass this with out modules and chooses to replace profile dampener. Player 1: is unable to find the scout learn after mutliple matches/lives and equips short range scanner This then create a meta game situation where scout and scanner continue to change the items they use on each map based on each other. When the scouts start carry profile dampener the players with scanners will change to the long range scanners knowing they can't see the scouts. The scouts then in turn replace there profile dampener to become more combat friendly. This in turns allow the player with scanner to start using the short range scanner again picking up the scouts in question. While these changes allow the scout to operate most efficiently right now. I believe new modules and equipment need to come out in order to give the scout more roles. I believe Ewar of various type is where the scout will succeed in the future.
Nice maths, infact that is some damn sexy math. However I think instead of adding a "-90% equipment fitting" to each logi, use the following equation.
Percentage Reduction = (100 - (100 / "Number of equipment slots on suit")) Apply this bonus to logistics suits only, then homogenize its fitting power with the assault suit.
Then show 1) fitting power for both suits with everything 2) fitting power for both suits with everything, but on the logi suit accumulate the fitting power across all equipment.
Post the results and tell me what you think!
The pen is mightier than the sword
The gun is mightier than both
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shady merc
RisingSuns Public Disorder.
26
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Posted - 2013.11.11 17:22:00 -
[21] - Quote
Monkey MAC wrote:
Nice maths, infact that is some damn sexy math. However I think instead of adding a "-90% equipment fitting" to each logi, use the following equation.
Percentage Reduction = (100 - (100 / "Number of equipment slots on suit")) Apply this bonus to logistics suits only, then homogenize its fitting power with the assault suit.
Then show 1) fitting power for both suits with everything 2) fitting power for both suits with everything, but on the logi suit accumulate the fitting power across all equipment.
Post the results and tell me what you think!
Not at the house at the moment, put I will make another spreadsheet showing this hopefully tonight
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
465
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Posted - 2013.11.11 18:32:00 -
[22] - Quote
Taking another look at your analysis I like how you've created a formula for how you see things developing with PG/CPU. I might take that information, assimilate it, and make it my own for future use. Well done
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Talryn Vilneram
SVER True Blood Public Disorder.
39
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Posted - 2013.11.11 18:52:00 -
[23] - Quote
Mossellia Delt wrote:WE CANT BUFF SCOUTS SPEED
That is all.
Why not? Hit detection is pretty good now I think having scouts faster will compensate for all the nerfs and not make them too difficult to kill like they were before being nerfed. |
Tek Hound
Death In Xcess Corporation
128
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Posted - 2013.11.11 19:29:00 -
[24] - Quote
well I can give an A for effort.Asking ccp for balance in dust is like asking Dracula to brush first. How can we even have balance when a Assaults gets hit with a rock and ccp nerfs throwing.You want balance start with the real problem the Weapons because no one is running around with logi and melee people to death. |
shady merc
RisingSuns Public Disorder.
28
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Posted - 2013.11.29 04:27:00 -
[25] - Quote
Bumping this since logi nerf are all the talk
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shady merc
RisingSuns Public Disorder.
31
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Posted - 2013.11.30 04:53:00 -
[26] - Quote
Continued from 3rd post 3. Prof skill. This skill is simply to strong at the moment. So I suggest 2 different approaches. 1. 2% damage increase while within optimal range 2. % bonus to any attribute that affect DPS other then damage(rof,clip size etc.)
This does 2 things for us. 1. it lessens the gap between vet and new players. Currently a new player can't hope to catch up to the damage of vet player between this and damage mods. So they will feel the need to proto a weapon simply to unlock this skill. With so little skillpints this forces them into a very specialized role and destroy versatility.
2. It allows range to be the control factor that ccp can use for balancing. By not allowing us to increase our range from multiple sources CCP is capable of creating a more balanced environment as well as more niche weapons.
Almost forgot.
During my re-balance of modules I made a big change to reactive armor plates I forgot to mention.
Reactive Plates. During the balancing of these I decided their function needed to change and become more reactive. So now the reactive plates have 2 rate of armor repair the first one is rate of repair while you have shields. The 2nd one is rate of repair while your shields are depleted. I think this gives them a much better niche role and allows them to be usable by both armor and shield tanks. a shield tank gets a small armor repair and a little buffer but may take them longer to heal armor. For the armor tank this gives them the ability to play a strong hit and hide. By giving them a bigger buffer they can come out of cover a trade shots. Now once their shield are depleted they can go behind cover regen their armor at a quicken rate. Once their shield start to regen they will want to re-attack this allows them to use more of a regeneration tank style. pushing the battle when the enemy is ready knowing they will have the upper hand in hitpoints.
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CharCharOdell
1701
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Posted - 2013.11.30 05:22:00 -
[27] - Quote
Well, I read 75% of the logi/assault part and all of the scout part, and maybe50% pf module changes. From what I read, I really likeost of it. The problem is favoring one type pf module BC that favors certain races. Giving a reduction to damage mods hurts the Caldari and MN BC they like to use shields. It should be a small fitting reduction bonus to all damage, tank, and biotic mods, instead, so every race benefits. Perhaps a 5% fitting reduction to all of these, while keeping the proposed logi bonus, and equalizing logi and assault fitting power (kudos to that term).
Scouts need reductions to all modules under the "electronics" aisle AND biotics. (20% or so BC of how little FP scouts have)
As for heavies, I feel that fixing the HMG (suit is pretty tank now) would be good, as well as adding mid range heavy weapons and more suits.
Also, I like your idea on changing fje tank modulss
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1701
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Posted - 2013.11.30 05:24:00 -
[28] - Quote
shady merc wrote:Continued from 3rd post 3. Prof skill. This skill is simply to strong at the moment. So I suggest 2 different approaches. 1. 2% damage increase while within optimal range 2. % bonus to any attribute that affect DPS other then damage(rof,clip size etc.)
This does 2 things for us. 1. it lessens the gap between vet and new players. Currently a new player can't hope to catch up to the damage of vet player between this and damage mods. So they will feel the need to proto a weapon simply to unlock this skill. With so little skillpints this forces them into a very specialized role and destroy versatility.
2. It allows range to be the control factor that ccp can use for balancing. By not allowing us to increase our range from multiple sources CCP is capable of creating a more balanced environment as well as more niche weapons.
Almost forgot.
During my re-balance of modules I made a big change to reactive armor plates I forgot to mention.
Reactive Plates. During the balancing of these I decided their function needed to change and become more reactive. So now the reactive plates have 2 rate of armor repair the first one is rate of repair while you have shields. The 2nd one is rate of repair while your shields are depleted. I think this gives them a much better niche role and allows them to be usable by both armor and shield tanks. a shield tank gets a small armor repair and a little buffer but may take them longer to heal armor. For the armor tank this gives them the ability to play a strong hit and hide. By giving them a bigger buffer they can come out of cover a trade shots. Now once their shield are depleted they can go behind cover regen their armor at a quicken rate. Once their shield start to regen they will want to re-attack this allows them to use more of a regeneration tank style. pushing the battle when the enemy is ready knowing they will have the upper hand in hitpoints.
Passive skills should affect everything except DPS. Removing the weapon proficiency skill is the best short term solution to the TTK issue, IMO, as it affects lower DPS weapons much less.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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shady merc
RisingSuns Public Disorder.
31
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Posted - 2013.11.30 05:36:00 -
[29] - Quote
CharCharOdell wrote:shady merc wrote:Continued from 3rd post 3. Prof skill. This skill is simply to strong at the moment. So I suggest 2 different approaches. 1. 2% damage increase while within optimal range 2. % bonus to any attribute that affect DPS other then damage(rof,clip size etc.)
This does 2 things for us. 1. it lessens the gap between vet and new players. Currently a new player can't hope to catch up to the damage of vet player between this and damage mods. So they will feel the need to proto a weapon simply to unlock this skill. With so little skillpints this forces them into a very specialized role and destroy versatility.
2. It allows range to be the control factor that ccp can use for balancing. By not allowing us to increase our range from multiple sources CCP is capable of creating a more balanced environment as well as more niche weapons.
Almost forgot.
During my re-balance of modules I made a big change to reactive armor plates I forgot to mention.
Reactive Plates. During the balancing of these I decided their function needed to change and become more reactive. So now the reactive plates have 2 rate of armor repair the first one is rate of repair while you have shields. The 2nd one is rate of repair while your shields are depleted. I think this gives them a much better niche role and allows them to be usable by both armor and shield tanks. a shield tank gets a small armor repair and a little buffer but may take them longer to heal armor. For the armor tank this gives them the ability to play a strong hit and hide. By giving them a bigger buffer they can come out of cover a trade shots. Now once their shield are depleted they can go behind cover regen their armor at a quicken rate. Once their shield start to regen they will want to re-attack this allows them to use more of a regeneration tank style. pushing the battle when the enemy is ready knowing they will have the upper hand in hitpoints.
Passive skills should affect everything except DPS. Removing the weapon proficiency skill is the best short term solution to the TTK issue, IMO, as it affects lower DPS weapons much less.
While the game would probably come out alot better if the passive skill didn't affect dps I figured that would be a huge uproar. Also if we decided that prof still affect DPS then we would have to look into balancing them for each weapon. So maybe give a full auto weapon a small rof increase or clip size increase(increasing burst dps) while still giving alpha damage weapons straight damage increases. I think a huge problem with the skill is we used the same thing across the board for almost every weapon creating a huge difference in how useful it is to each weapon.
I would also be happy with see the skill as a trade of skill as well. Say give more damage to your rifle but lowers the ROF. But a system like that would be better of used on weapon customization not passive skills. |
Mossellia Delt
Militaires Sans Jeux
687
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Posted - 2013.11.30 06:21:00 -
[30] - Quote
They really need to make a stickey about how "SCOUTS CANT GET FASTER" it'll break the hit detection.
Running for CPM1
Scout, Pilot, Logi, AV'r
Vote Delt!
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
385
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Posted - 2013.11.30 06:45:00 -
[31] - Quote
Mossellia Delt wrote:WE CANT BUFF SCOUTS SPEED
That is all.
True. Technically.
But the idea of addition through subtraction can apply, thereby buffing the speed of scouts.
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Mossellia Delt
Militaires Sans Jeux
689
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Posted - 2013.11.30 06:58:00 -
[32] - Quote
Talryn Vilneram wrote:Mossellia Delt wrote:WE CANT BUFF SCOUTS SPEED
That is all. Why not? Hit detection is pretty good now I think having scouts faster will compensate for all the nerfs and not make them too difficult to kill like they were before being nerfed.
Because CCP says they cant keep HD from breaking. Plain and simple.
Running for CPM1
Scout, Pilot, Logi, AV'r
Vote Delt!
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