karaburan Levante
DUST University Ivy League
11
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Posted - 2013.11.11 18:41:00 -
[1] - Quote
Seymor Krelborn wrote:each suit must be master of the battlefield in different ways that both compliment each other and are vulnerable to each other.
In most FPS I would agree, I think the goal of Dust design is to make the squad a tool of battlefield dominance. This is done by making each suit and role limited in significant ways. When you combine different roles you end up with those properties you search for. Plus I think we will see other roles develop as subsets as this game matures. The "heavy" as a role is not specialized enough. It needs more specialization within that class to make it what it could be in this game.
Seymor Krelborn wrote:HEAVIES:
increase max effective range of HMG by 25% (they have a side arm for close range combat. the HMG should be more powerful at longer ranges to maximize area denial and make up for being slower) increase base shields and armor by 25%. decrease speed and turn rate by 10%. ( make them the monsters they should be with ehp and weapon dmg. but give them even less maneuverability so when you get close you have a decisive advantage)
I suspect much of this is going to happen but with new modules that don't exist yet in dust but I saw as blueprints in Eve when they were available there. There was a tracking computer for example that would allow the HMG to extend it's optimal range, there are better tanking specializations that could be done with the equivalents in EVE. So, I suspect that much of this is going to happen. I just don't think that the suit itself is the problem but the lack of specialized modules that should be in the game. If the suit has too many bonuses we will all be in heavy suits. slowly marching toward the goal, who cares if they opponent scout holds the objective for 30 seconds. Heavies have the most potential for abuse any bonuses beyond tank can and likely will be abused. And with the recent EHP buff in 1.6 they are in a good spot IF there are new modules in the development pipeline.
Seymor Krelborn wrote:SCOUTS:
increase base speed and stamina by 10% give them cloaks that work for 10 seconds every 60 seconds.
I don't know a ****** thing about scouts. However, IMO, cloaks suck in every game. Sure it's fun when you are the guy doing it, but it doesn't make the game experience as a whole better for everyone, and discourages (to some extent) cooperative gameplay.
Seymor Krelborn wrote:ASSAULTS:
passive 10% increase to dmg with all light weapons and side arms change their equipment slot to a nanohive only slot
Again here I think the real problem with Assault suits is not their stats but the lack of specialization. We should be debating whether the Amarr or the Gallente are the best armor tank assault suits and whether they are too slow. Things like that. they are all too much the same. We should have reasons to coordinate suit types as a team. But this game is still a beta. there are major things missing. We need to have a different suit for close quarters and ranged. Ranged suits for AR, LR etc... should be looking for accuracy and range bonuses and Close quarters suits should be looking for speed, maneuverability etc. to get those High dps weapons in range. Not to infringe on scouts territory but Assault suits don't get any ewar bonuses, so a squad of scouts with ewar and assaults with CQhigh dps weapons should be able to penetrate enemy lines undetected by opponent ewar (assuming they play correctly).
Seymor Krelborn wrote:LOGI:
if the other suits had what I've stated above, the logi would be fine as is, only thing I would suggest is removing the amar logi side arm and increase their equipment slots for the lower tiered suits from 2-3. but all logi suits should have 4 equipment slots at proto.
Logi, actually isn't fine. and the side arm on Amarr is awesome, don't take that. That gives the Amarr the only suit with a specialized role. It is definitely the best suit for tagging along with a heavy suit with an HMG. It's job is to keep that HMG going. If a logi can switch between AR/LR and the SMG it can play a crucial role. It makes the Amarr suit the most interesting if most difficult logi suit to master. Logi as a role right now is not really in a great place. the recent buff in 1.6 is awesome and a step in the right direction. CCP has got armor reppers in the right spot for a baseline but there are no bonus modules for range, rep amount, or rep speed. Not to mention the lack of shield reppers. Caldari suits rely on shields, so they will always be inferior until there are shield reppers in play. I would like to see better speeds on the Minmatar suit. I would even consider trading that for one of the high slots, if it was enough speed. One of the logi suits should be speedy enough to tag along with scouts when necessary, and by sacrificing tank so they are not much sturdier than the scouts.
TL;DR: The problem with all the suits is not thier current stat balance between them. The chief problem is that they are too generic and lack specialization. I understand why CCP has made some of their design choices but if they are going to reach the goals they have put forth in their speeches and devblogs, they need to start implementing more specializations to the roles.
Eve player, Dust Merc as a hobby.
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