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Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 16:17:00 -
[1] - Quote
each suit must be master of the battlefield in different ways that both compliment each other and are vulnerable to each other.
here's my idea how to do this. note that these suggestions tweak the current suits. so take the suits as they are now and either add or subtract respectively.
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)
SCOUTS:
increase base speed and stamina by 10% give them cloaks that work for 10 seconds every 60 seconds.
ASSAULTS:
passive 10% increase to dmg with all light weapons and side arms change their equipment slot to a nanohive only slot
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.
insert witty or profound statement here _______.
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Godin Thekiller
Hellstorm Inc League of Infamy
1485
|
Posted - 2013.11.11 16:25:00 -
[2] - Quote
Awful ideas. No.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 16:27:00 -
[3] - Quote
Godin Thekiller wrote:Awful ideas. No.
why?
if you can be specific consider your opinion disregarded...
insert witty or profound statement here _______.
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Atiim
Living Like Larry Schwag
863
|
Posted - 2013.11.11 16:28:00 -
[4] - Quote
Yep giving assaults built in complex damage mods for both sidearms and light weapons will definitely make this game balanced again.
Who knows, may even increase TTK
(In other words; your an idiot)
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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CLONE117
planetary retaliation organisation
470
|
Posted - 2013.11.11 16:29:00 -
[5] - Quote
i hate the damage buff for the assault the most
even though i use them now.
and the others rnt that good either. |
Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 16:31:00 -
[6] - Quote
Atiim wrote:Yep giving assaults built in complex damage mods for both sidearms and light weapons will definitely make this game balanced again.
Who knows, may even increase TTK
(In other words; your an idiot)
I'll take your sarcasm and personal attack on me as a positive sign that my ideas are a step in the right direction... thanks.
now if you want to be serious instead of a troll, I will allow you to post again with a more useful contribution.
insert witty or profound statement here _______.
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Godin Thekiller
Hellstorm Inc League of Infamy
1487
|
Posted - 2013.11.11 16:34:00 -
[7] - Quote
Actually, I take that back; the only one that's good (other than the speed nerf) is the Heavy suit. The Scouts need way more than that to be considered balanced, Assaults don't need any more damage, and the Logi one..... what in the actual **** are you on?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 16:36:00 -
[8] - Quote
Godin Thekiller wrote:Actually, I take that back; the only one that's good (other than the speed nerf) is the Heavy suit. The Scouts need way more than that to be considered balanced, Assaults don't need any more damage, and the Logi one..... what in the actual **** are you on?
what would be your thoughts on what more scouts need? I imagine them even quicker with a cloak would make them very formidable with a shotty or knives.
I'm not sure what your problem is with my logi suggestion so if you could be more specific I could tell you what I'm on.
insert witty or profound statement here _______.
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Atiim
Living Like Larry Schwag
863
|
Posted - 2013.11.11 16:43:00 -
[9] - Quote
Seymor Krelborn wrote:Atiim wrote:Yep giving assaults built in complex damage mods for both sidearms and light weapons will definitely make this game balanced again.
Who knows, may even increase TTK
(In other words; your an idiot) I'll take your sarcasm and personal attack on me as a positive sign that my ideas are a step in the right direction... thanks. now if you want to be serious instead of a troll, I will allow you to post again with a more useful contribution. Well I give you credit for being the 3rd person on the forums to remain diplomatic when replying to me, so I guess you deserve my honest opinion.
I agree with some of your ideas, but the Amarr Logistics already gives up an equipment slot for the ability to use a sidearm (except at ADV)
And if Assaults get a built in complex damage modifier (10%), then they would easily become OP. i could place another complex damage mod with no stacking penalties giving me 20% damage. And what if I have proficiency level 5? That's 35% extra damage with only one complex damage modifier. And that only assumes that I'm using one.
Your ideas on heavies and scouts we good though. But we are already supposed to get cloacking devices in the next update, so I think you should change the cloak idea to a bonus that gives you a shorter cooldown time and/or a bonus to how long the cloak is active.
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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Kaylee Veloc
ShootBreakStab
17
|
Posted - 2013.11.11 16:44:00 -
[10] - 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.
here's my idea how to do this. note that these suggestions tweak the current suits. so take the suits as they are now and either add or subtract respectively.
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)
SCOUTS:
increase base speed and stamina by 10% give them cloaks that work for 10 seconds every 60 seconds.
ASSAULTS:
passive 10% increase to dmg with all light weapons and side arms change their equipment slot to a nanohive only slot
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.
I can agree with most of it but I wouldn't give Assaults yet more damage untill the damage is rebalanced, perhaps rescind the 10% that was given to all weapons then implement it as the Assault bonus. Also I don't like the restriction of choice that it must only be a nano hive carried. Example, some players still like to lonewolf it and a scanner is kinda of needed.
I also wouldn't remove the sidearm from the Amarr Logi as that is it's "thing" so to speak. |
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Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 16:47:00 -
[11] - Quote
Atiim wrote:Seymor Krelborn wrote:Atiim wrote:Yep giving assaults built in complex damage mods for both sidearms and light weapons will definitely make this game balanced again.
Who knows, may even increase TTK
(In other words; your an idiot) I'll take your sarcasm and personal attack on me as a positive sign that my ideas are a step in the right direction... thanks. now if you want to be serious instead of a troll, I will allow you to post again with a more useful contribution. Well I give you credit for being the 3rd person on the forums to remain diplomatic when replying to me, so I guess you deserve my honest opinion. I agree with some of your ideas, but the Amarr Logistics already gives up an equipment slot for the ability to use a sidearm (except at ADV) And if Assaults get a built in complex damage modifier (10%), then they would easily become OP. i could place another complex damage mod with no stacking penalties giving me 20% damage. And what if I have proficiency level 5? That's 35% extra damage with only one complex damage modifier. And that only assumes that I'm using one.
if you noticed I suggested amar should start with 3 slots... so, problem solved?
yes assaults would be more terrifying but with a nerf to that equip slot ( only being able to carry a hive) you would need more logis on the field for sticks, reps, links and explosives so there would be less assaults on the field if they actually wanted to hold a position.
I appreciate your thoughts and look forward to your rebuttal to this.
insert witty or profound statement here _______.
|
Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 17:02:00 -
[12] - Quote
Kaylee Veloc wrote: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.
here's my idea how to do this. note that these suggestions tweak the current suits. so take the suits as they are now and either add or subtract respectively.
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)
SCOUTS:
increase base speed and stamina by 10% give them cloaks that work for 10 seconds every 60 seconds.
ASSAULTS:
passive 10% increase to dmg with all light weapons and side arms change their equipment slot to a nanohive only slot
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. I can agree with most of it but I wouldn't give Assaults yet more damage untill the damage is rebalanced, perhaps rescind the 10% that was given to all weapons then implement it as the Assault bonus. Also I don't like the restriction of choice that it must only be a nano hive carried. Example, some players still like to lonewolf it and a scanner is kind of needed. I also wouldn't remove the sidearm from the Amarr Logi as that is it's "thing" so to speak.
I meant it as an assault bonus, I'm sorry if that wasn't clear. the restriction on equipslot reduces the link spam for one and makes logies the definitive support king while giving assaults their king of slayer role. I'm all for lone wolfing, but this is a team based game and I don't think special consideration should be given when balancing to the lone wolf... it's counter productive to the whole team thing.
I realize for the amar logi the side arm is their thing, but I postulate it shouldn't be.... their thing should be being a logi so the equipment slots should be 3 at basic and 4 at proto ( same with cal logi who only has 3 slots at proto) the choice between which races suit to use should come in the form of armor vs shield vs hybrid tanking and some small weapons advantages. as an example the amar logi should be more effective with laser type weapons.
insert witty or profound statement here _______.
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Godin Thekiller
Hellstorm Inc League of Infamy
1488
|
Posted - 2013.11.11 17:05:00 -
[13] - Quote
Seymor Krelborn wrote:Godin Thekiller wrote:Actually, I take that back; the only one that's good (other than the speed nerf) is the Heavy suit. The Scouts need way more than that to be considered balanced, Assaults don't need any more damage, and the Logi one..... what in the actual **** are you on? what would be your thoughts on what more scouts need? I imagine them even quicker with a cloak would make them very formidable with a shotty or knives. I'm not sure what your problem is with my logi suggestion so if you could be more specific I could tell you what I'm on.
Scouts-
1: They need 2 EQ slots, as well as the CPU/PG to fit whatever they need to said slot
2: Scout-like modules, equipment, and weapons needs their requirements lowered so we can actually fit the ****.
3: the most recent speed and stamina nerfs needs removing
4: more EWAR equipment needs to be added, and the racially preferred EWAR should get bonused to the suit (ex. Gallente should get bonuses for Scanners. Caldari should get bonuses towards jammers.). No suit should get no bonuses towards these equipment.
5: Built in passive cloak that works unless we're shooting or using any EWAR equipment, and goes half power when hacking or using a installation.
Assaults-
1: more ammo built into the suit
2: Higher ROF and reload speed built into the suit.
3: Although lower, close to Scout shield regen (say in the 30's)
Logi-
1: 20-50% damage reduction (varries between suit, Amarr gets a lower one than this)
2: 20-50% efficacy to non-EWAR equipment.
Lower the overall TTK, and the suits are fine.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Reav Hannari
Red Rock Outriders
1784
|
Posted - 2013.11.11 17:06:00 -
[14] - Quote
I agree that heavies should be the monsters of area denial. Currently, I can kill them using a scout with SMG. They should be super heavy and super slow but unleash massive amounts of damage.
I've been thinking about the assault bonus lately and having it directly influence damage seems wrong. Lately I've been considering removing the equipment slot but giving them a bonus to ammunition carried might work. The Amarr heat bonus is good. Each race could have something like that which makes it just a little more effective to use their native weapon systems.
I run prototype Minmatar scout about a third of the time and I don't have the same complaints that other scouts do. I scout to be a scout and to sneak behind enemy lines to hack their stuff. I would like more of a speed difference with other suits again and the ability to carry two equipment for scanner and uplinks. I can kill the enemy when I find them alone and I can dictate the encounter which seems balanced.
Logistics is my primary suit and seems to be fine.
AKA: Rees Noturana https://twitter.com/reesnoturana
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Snaps Tremor
DUST University Ivy League
357
|
Posted - 2013.11.11 17:10:00 -
[15] - Quote
Can't speak to heavy tweaks but speed and stamina don't mean a whole lot with the way the game currently plays. The fundamental issue is not with minor stat tweaks, if anything that's what CCP are guilty of endlessly toying with under the Eve-based assumption everything will be fixed if only the numbers are right.
Auto-aim and improved(?) hit detection break the game as it stands. The EWAR game is slowly improving, but needs much more attention and feedback. Overall, it needs more than more number tweaks thrown at it. Dispersion needs to be looked at, and fire cones while moving have to balance endless strafing against the risk of firing from a stable position or the game turns into a Just Dance clone.
Giving 10% more damage to assaults is genuine nutbar triple X rated insanity though. Take your pills. |
Mossellia Delt
Militaires Sans Jeux
611
|
Posted - 2013.11.11 17:10:00 -
[16] - Quote
another person who doesnt understand that CCP CANNOT CAAAAANNNOOOOTTTTTT increase scouts speed.
Scout, Tanker, Dropship Pilot, AV'r
Alts - Medrean Delt / Moselder Telend (Pure Innocence) / Mledean Delt (Capsuleer)
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God Hates Lags
Red Star. EoN.
307
|
Posted - 2013.11.11 17:14:00 -
[17] - 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.
here's my idea how to do this. note that these suggestions tweak the current suits. so take the suits as they are now and either add or subtract respectively.
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)
SCOUTS:
increase base speed and stamina by 10% give them cloaks that work for 10 seconds every 60 seconds.
ASSAULTS:
passive 10% increase to dmg with all light weapons and side arms change their equipment slot to a nanohive only slot
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.
I was with you until the assault part. Assaults don't need a buff, they need a nerf if anything.
Doubles ISK
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Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 17:15:00 -
[18] - Quote
Godin Thekiller wrote:Seymor Krelborn wrote:Godin Thekiller wrote:Actually, I take that back; the only one that's good (other than the speed nerf) is the Heavy suit. The Scouts need way more than that to be considered balanced, Assaults don't need any more damage, and the Logi one..... what in the actual **** are you on? what would be your thoughts on what more scouts need? I imagine them even quicker with a cloak would make them very formidable with a shotty or knives. I'm not sure what your problem is with my logi suggestion so if you could be more specific I could tell you what I'm on. Scouts- 1: They need 2 EQ slots, as well as the CPU/PG to fit whatever they need to said slot 2: Scout-like modules, equipment, and weapons needs their requirements lowered so we can actually fit the ****. 3: the most recent speed and stamina nerfs needs removing 4: more EWAR equipment needs to be added, and the racially preferred EWAR should get bonused to the suit (ex. Gallente should get bonuses for Scanners. Caldari should get bonuses towards jammers.). No suit should get no bonuses towards these equipment. 5: Built in passive cloak that works unless we're shooting or using any EWAR equipment, and goes half power when hacking or using a installation. Assaults- 1: more ammo built into the suit 2: Higher ROF and reload speed built into the suit. 3: Although lower, close to Scout shield regen (say in the 30's) Logi- 1: 20-50% damage reduction (varries between suit, Amarr gets a lower one than this) 2: 20-50% efficacy to non-EWAR equipment. Lower the overall TTK, and the suits are fine.
I agree that there needs to be more EWAR equipment, but giving scouts an extra equip slot is counter productive to the balance issues of link spam for one, and the logi needs to be the supreme equipment carrier, especially if they were to get a dmg nerf. scouts should be quick, stealthy, and deadly, able toget in hack and get out and flank enemy positions with ease.
I like all of your assault suggestions.
insert witty or profound statement here _______.
|
Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 17:19:00 -
[19] - Quote
God Hates Lags wrote: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.
here's my idea how to do this. note that these suggestions tweak the current suits. so take the suits as they are now and either add or subtract respectively.
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)
SCOUTS:
increase base speed and stamina by 10% give them cloaks that work for 10 seconds every 60 seconds.
ASSAULTS:
passive 10% increase to dmg with all light weapons and side arms change their equipment slot to a nanohive only slot
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. I was with you until the assault part. Assaults don't need a buff, they need a nerf if anything.
my thoughts with the assault are, yes they will kill even easier, but you will need more logies to compensate for their nanohive only equip slot or they wont be able to hold a position for long, because after all, the other team would have assaults to counter them, plus heavies at range should be able to tear through them like paper.
so yes, the assault can kill even quicker but they cant drop links or use sticks etc etc, and they would still have to contend with the assaults on the other team.
insert witty or profound statement here _______.
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Reav Hannari
Red Rock Outriders
1784
|
Posted - 2013.11.11 17:22:00 -
[20] - Quote
Seymor Krelborn wrote:I agree that there needs to be more EWAR equipment, but giving scouts an extra equip slot is counter productive to the balance issues of link spam for one, and the logi needs to be the supreme equipment carrier, especially if they were to get a dmg nerd. scouts should be quick, stealthy, and deadly, able toget in hack and get out and flank enemy positions with ease.
I think link spam needs to be solved in a different way than limited equipment slots. Such as limiting each mercenary to a maximum of three uplinks total instead of limiting them per uplink type. Tactically the scout should be the one that gets in first, determines where the enemy is and then provides the means for the friendlies to get there. They should be more efficient at this than the logistics.
AKA: Rees Noturana https://twitter.com/reesnoturana
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Kaylee Veloc
ShootBreakStab
17
|
Posted - 2013.11.11 17:29:00 -
[21] - Quote
Seymor Krelborn wrote:I meant it as an assault bonus, I'm sorry if that wasn't clear.
I know you meant it as an Assault bonus, it's just with the way things are atm giving it another 10% would be a little insane. There should to be a rebalance 1st otherwise it would be like;
10% across the board weapon buff, 15% proficiency, 10% from lets just say 1 complex dmg mod for the ease of it and then it would be your suggested idea of 10%, thats a 45% increase which is getting into silly numbers. All I meant was address the issue with TTK 1st (that is if you think there is one, I don't know your stance on that) then it could be added as just that a bonus over damage compared to other suits. |
Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 17:30:00 -
[22] - Quote
Reav Hannari wrote:Seymor Krelborn wrote:I agree that there needs to be more EWAR equipment, but giving scouts an extra equip slot is counter productive to the balance issues of link spam for one, and the logi needs to be the supreme equipment carrier, especially if they were to get a dmg nerd. scouts should be quick, stealthy, and deadly, able toget in hack and get out and flank enemy positions with ease. I think link spam needs to be solved in a different way than limited equipment slots. Such as limiting each mercenary to a maximum of three uplinks total instead of limiting them per uplink type. Tactically the scout should be the one that gets in first, determines where the enemy is and then provides the means for the friendlies to get there. They should be more efficient at this than the logistics.
I see your point. scouts would still retain their ability to use links, allowing logies to spawn there and reinforce the position with more links. I think putting a cap on links on the field would have unintended consequences like bad up link deployment or 1 merc dropping the max in a battle.
logies should be equipment kings. assault slayer kings. scouts, stealth kings and heavies area denial kings.
also keep in mind, most of us don't just have one suit, so a scout could start with a link suit and then switch to a scan suit as an example.
insert witty or profound statement here _______.
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Seymor Krelborn
DUST University Ivy League
1172
|
Posted - 2013.11.11 17:34:00 -
[23] - Quote
Kaylee Veloc wrote:Seymor Krelborn wrote:I meant it as an assault bonus, I'm sorry if that wasn't clear. I know you meant it as an Assault bonus, it's just with the way things are atm giving it another 10% would be a little insane. There should to be a rebalance 1st otherwise it would be like; 10% across the board weapon buff, 15% proficiency, 10% from lets just say 1 complex dmg mod for the ease of it and then it would be your suggested idea of 10%, thats a 45% increase which is getting into silly numbers. All I meant was address the issue with TTK 1st (that is if you think there is one, I don't know your stance on that) then it could be added as just that a bonus over damage compared to other suits.
I honestly cant say if time to kill needs tweaking considering the suits have no defined roles right now, or at least don't do their defined role perfectly...
I'm suggesting if each suit was amazing at their job, you would see more diversity on the field and mercs doing their specific job, and maybe TTK would fix itself then.
insert witty or profound statement here _______.
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Reav Hannari
Red Rock Outriders
1784
|
Posted - 2013.11.11 17:38:00 -
[24] - Quote
Seymor Krelborn wrote:I see your point. scouts would still retain their ability to use links, allowing logies to spawn there and reinforce the position with more links. I think putting a cap on links on the field would have unintended consequences like bad up link deployment or 1 merc dropping the max in a battle.
logies should be equipment kings. assault slayer kings. scouts, stealth kings and heavies area denial kings.
also keep in mind, most of us don't just have one suit, so a scout could start with a link suit and then switch to a scan suit as an example.
Excuse me while this veers off into an uplink discussion... Uplinks are CPU intensive which would seem to indicate they rely on the dropsuit for processing power. Should uplinks be tied to that dropsuit and either go off-line or self destruct once that suit has been switched or destroyed? If a scout or logistics drop some uplinks maybe they should be more tactically careful until their squad has spawned in. This would end uplink spam and make deployment and protection of them and the deployer more important.
AKA: Rees Noturana https://twitter.com/reesnoturana
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Seymor Krelborn
DUST University Ivy League
1173
|
Posted - 2013.11.11 17:44:00 -
[25] - Quote
Reav Hannari wrote:Seymor Krelborn wrote:I see your point. scouts would still retain their ability to use links, allowing logies to spawn there and reinforce the position with more links. I think putting a cap on links on the field would have unintended consequences like bad up link deployment or 1 merc dropping the max in a battle.
logies should be equipment kings. assault slayer kings. scouts, stealth kings and heavies area denial kings.
also keep in mind, most of us don't just have one suit, so a scout could start with a link suit and then switch to a scan suit as an example. Excuse me while this veers off into an uplink discussion... Uplinks are CPU intensive which would seem to indicate they rely on the dropsuit for processing power. Should uplinks be tied to that dropsuit and either go off-line or self destruct once that suit has been switched or destroyed? If a scout or logistics drop some uplinks maybe they should be more tactically careful until their squad has spawned in. This would end uplink spam and make deployment and protection of them and the deployer more important.
I think you pose some interesting ideas. I would go a step further and say that on a skirmish map you shouldn't be able to spawn on a letter, just like in domination.
coupled with your idea it would make links all the more necessary and the life of the merc who dropped it more important....
but I think this is another thread.
start it and I'll post there
insert witty or profound statement here _______.
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Atiim
Living Like Larry Schwag
864
|
Posted - 2013.11.11 17:47:00 -
[26] - Quote
Seymor Krelborn wrote:Atiim wrote:Seymor Krelborn wrote: I'll take your sarcasm and personal attack on me as a positive sign that my ideas are a step in the right direction... thanks.
now if you want to be serious instead of a troll, I will allow you to post again with a more useful contribution.
Well I give you credit for being the 3rd person on the forums to remain diplomatic when replying to me, so I guess you deserve my honest opinion. I agree with some of your ideas, but the Amarr Logistics already gives up an equipment slot for the ability to use a sidearm (except at ADV) And if Assaults get a built in complex damage modifier (10%), then they would easily become OP. i could place another complex damage mod with no stacking penalties giving me 20% damage. And what if I have proficiency level 5? That's 35% extra damage with only one complex damage modifier. And that only assumes that I'm using one. if you noticed I suggested amarr should start with 3 slots... so, problem solved? yes assaults would be more terrifying but with a nerf to that equip slot ( only being able to carry a hive) you would need more logis on the field for sticks, reps, links and explosives so there would be less assaults on the field if they actually wanted to hold a position. I appreciate your thoughts and look forward to your rebuttal to this. Problem would be solved, but then you'd have to respec everyone's SP from the Amarr Logistics. As they skilled into the role for the sidearm. I don't think that would be fair to them.
I wish you were correct on the part where you said their would be more triage logistics on the field. But if assaults were given built in damage modification Assaults would run rampant. In a perfect world yes many logistics would be on the field because of the high demand. But a majority of the community could honesty care less. Even if it meant losing the match people would flood over to the Assault class because of the high damage modification so they can have a high K/D ratio.
On paper your ideas are flawless, but the execution would be terrible due to what many people call "FOTM" players. This is the same reason why the logistics is currently imbalanced. The ability to have high eHP and a native armor regeneration was given so they could survive long enough on the field to keep the team repaired and resupplied, as well as not having to rely on other logistics to stay efficient. However because of the "FOTM" players, we currently have an assualt suit that has a native armor regeneration of 5HP/s (the same as a complex armor repairer), and 700-1k eHP.
Honestly the ideas are great, but because of human intent I just couldn't see them being balanced with the other classes.
There there Mr. Scout and Ms. Heavy, don't cry
You'll still be useful in my eyes
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Seymor Krelborn
DUST University Ivy League
1177
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Posted - 2013.11.11 17:53:00 -
[27] - Quote
Atiim wrote:Seymor Krelborn wrote:Atiim wrote:Seymor Krelborn wrote: I'll take your sarcasm and personal attack on me as a positive sign that my ideas are a step in the right direction... thanks.
now if you want to be serious instead of a troll, I will allow you to post again with a more useful contribution.
Well I give you credit for being the 3rd person on the forums to remain diplomatic when replying to me, so I guess you deserve my honest opinion. I agree with some of your ideas, but the Amarr Logistics already gives up an equipment slot for the ability to use a sidearm (except at ADV) And if Assaults get a built in complex damage modifier (10%), then they would easily become OP. i could place another complex damage mod with no stacking penalties giving me 20% damage. And what if I have proficiency level 5? That's 35% extra damage with only one complex damage modifier. And that only assumes that I'm using one. if you noticed I suggested amarr should start with 3 slots... so, problem solved? yes assaults would be more terrifying but with a nerf to that equip slot ( only being able to carry a hive) you would need more logis on the field for sticks, reps, links and explosives so there would be less assaults on the field if they actually wanted to hold a position. I appreciate your thoughts and look forward to your rebuttal to this. Problem would be solved, but then you'd have to respec everyone's SP from the Amarr Logistics. As they skilled into the role for the sidearm. I don't think that would be fair to them. I wish you were correct on the part where you said their would be more triage logistics on the field. But if assaults were given built in damage modification Assaults would run rampant. In a perfect world yes many logistics would be on the field because of the high demand. But a majority of the community could honesty care less. Even if it meant losing the match people would flood over to the Assault class because of the high damage modification so they can have a high K/D ratio. On paper your ideas are flawless, but the execution would be terrible due to what many people call "FOTM" players. This is the same reason why the logistics is currently imbalanced. The ability to have high eHP and a native armor regeneration was given so they could survive long enough on the field to keep the team repaired and resupplied, as well as not having to rely on other logistics to stay efficient. However because of the "FOTM" players, we currently have an assualt suit that has a native armor regeneration of 5HP/s (the same as a complex armor repairer), and 700-1k eHP. Honestly the ideas are great, but because of human intent I just couldn't see them being balanced with the other classes.
well my main hope is to keep the discussion alive. I agree there are people who just want to pad their k/d but I'm hopeful for the long term that strategy and team work take precedence. Of course this depends on CCP giving us, the community a real concern for winning with team work over padding almost useless stats. I think in Pc my ideas have more relevance than in a pub right now, and I was sort of thinking end game when I made this thread.
lets keep rolling the ideas out and hope CCP takes notice
insert witty or profound statement here _______.
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Reav Hannari
Red Rock Outriders
1785
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Posted - 2013.11.11 17:56:00 -
[28] - Quote
Spinning off the uplink discussion: https://forums.dust514.com/default.aspx?g=posts&m=1486034#post1486034
AKA: Rees Noturana https://twitter.com/reesnoturana
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
462
|
Posted - 2013.11.11 18:12:00 -
[29] - Quote
There are some good ideas here. Damage reduction for logis is great but i can also see that being abused and creating even more logissaults than before - increased damage of assaults be damned as the TTK is high right now. But i like your creativity.
Understanding each suit is difficult. But then putting each suit into its respective class and then trying to wrap your mind around all the roles being useful and all the suits being used in whatever fashion the player wants without pigeon holing them is a difficult task.
The trial comes with the freedom that CCP wishes to create with a sandbox style game. Meaning that while there are perks to following a specific path as a role it is not the rule. Just as in EVE where you can use any ship you want for any purpose - even if it was not built with your purpose in mind - is a draw of the game. Where you can turn a giant battle ship into a mining operation or use small scout ship with a load out to rival some of the best fighters - EVE pilots please forgive me, i only wish to show an example of variety not offer the specifics of your well conceived crafts.
As FPS players we long for role definition, regulation that separates the classes. While I think we need role incentives I do not think that restrictions with weapons or equipment or modules are the key. Simple bonuses for fitting perks are nice, but every suit needs to be flexible enough to change and try different things. The logi suit is the most flexible because of its modules and CPU/PG. If other suit had these and some different bonuses I would like to see a game where it is obvious that an Assault is naturally the finer assaulting type, but a logi or a scout can do it as well. A heavy should be able to wield the most damaging and intense weapons that require his size and armor to wield, but he should be able to huff it to the front lines with the grunts if he wanted to. While a scout should never enter into the heavy's arena in terms of armor or carrying capacity the should be able to toe with assaults and logi business.
Thank you for your ideas. When I post mine I hope for a reply. |
Seymor Krelborn
DUST University Ivy League
1180
|
Posted - 2013.11.11 18:27:00 -
[30] - Quote
RedBleach LeSanglant wrote:There are some good ideas here. Damage reduction for logis is great but i can also see that being abused and creating even more logissaults than before - increased damage of assaults be damned as the TTK is high right now. But i like your creativity.
Understanding each suit is difficult. But then putting each suit into its respective class and then trying to wrap your mind around all the roles being useful and all the suits being used in whatever fashion the player wants without pigeon holing them is a difficult task.
The trial comes with the freedom that CCP wishes to create with a sandbox style game. Meaning that while there are perks to following a specific path as a role it is not the rule. Just as in EVE where you can use any ship you want for any purpose - even if it was not built with your purpose in mind - is a draw of the game. Where you can turn a giant battle ship into a mining operation or use small scout ship with a load out to rival some of the best fighters - EVE pilots please forgive me, i only wish to show an example of variety not offer the specifics of your well conceived crafts.
As FPS players we long for role definition, regulation that separates the classes. While I think we need role incentives I do not think that restrictions with weapons or equipment or modules are the key. Simple bonuses for fitting perks are nice, but every suit needs to be flexible enough to change and try different things. The logi suit is the most flexible because of its modules and CPU/PG. If other suit had these and some different bonuses I would like to see a game where it is obvious that an Assault is naturally the finer assaulting type, but a logi or a scout can do it as well. A heavy should be able to wield the most damaging and intense weapons that require his size and armor to wield, but he should be able to huff it to the front lines with the grunts if he wanted to. While a scout should never enter into the heavy's arena in terms of armor or carrying capacity the should be able to toe with assaults and logi business.
Thank you for your ideas. When I post mine I hope for a reply.
I appreciate the thoughtful post. these ideas are based on trying to find balance in the foundation laid out before us. my real solution turns dust on its head and I don't think have a hope of being taken seriously by CCP.
the real solution is removing equipment slots all together for the eve model of highs mid lows with very specific passive bonuses to each suitand another specific bonus to each race.
make all equipment fit a high mid or low slot depending on the module. like remotes in a high (weapon slot) links and hives in lows. sticks and reps in mids. dmg modules should also be mids scanners lows. shields and armor remain as they are.
I wont go into passive bonuses to much but they should also be a bit more like eve with amar bonuses in lasers mini in projectiles, gal and cal in hybrid with an extra bit in explosives for cal for a slightly smaller hybrid bonus.
but I think this is far to radical of a change so I figured give logies the equipment give assaults the dmg give heavies the ehp and give scouts the speed and stealth all to an extreme that no other suit can compete with another suits role.
insert witty or profound statement here _______.
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