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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1109
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Posted - 2013.12.20 20:50:00 -
[1] - Quote
Before the player market comes out there needs to be a reasonable balance to how dropsuits are skilled into. As it stands now there are a few things that seem completely unnecessary.
Most of the Race and Class bonuses are useless. Most are generic enough that they don't actually help a suit fill out a particular role. All assaults get shield recharge? All logis armor repair? Feedback damage to sentinels? In EVE the bonuses are what made a ship good at it's job, not the module count and PG/CPU. This is half the reason why people overwhelming use logis as assaults, the only assault with a decent bonus is the Amarr assault, but their logi variant has a sidearm anyway, one of the main advantages assaults have. Racial suits that gave bonuses to their races defensive specialty, offensive weapon of choice, or equipment.
Basic frames are ridiculous. They are identical to one of the more specialized versions, just without the bonus. The make someone like me who wants to spend his SP wisely spend over a quarter of a million SP and a suit that I'll never use in order to get into ones they will. It has no bonus that carries over to the other suits either, so unless you just can't wait and you have the ISK it's an alternative. It's not as bad as before when you need to spend over 1 mil ISK just to get a basic logi suits, but it still is a huge SP sink, especially for new players.
As it stands now the weapons skill tree is decent, but there needs to be a separate tree for generic weapon upgrades and modules. Right now damage mods are the only ones to enhance weapons, but there could also be reload mods, which decrease reload time, or ammo capacity mods. There could also be separate skill trees within to upgrade the various weapon types, like plasma, laser, rail, projectile, etc. This encourages people to specialize into one racial weapon class as well.
The dropsuit upgrade skill tree is fine as is, I wish there were more passive bonuses to shields and armor, even if they were small.
Now here is the most important thing and we all know we need it. TIERICIDE We don't need suits that are superior in every way to another, we need suits that become more and more specialized to favor one or two attributes at the expense of others. Suit skills themselves should be where all the bonuses come from, not the increased CPU/PG and slot count, that's just a cheap way to get a leg up. Let it be like EVE, have the basic suit skill unlock multiple suits at level one, and each suits gains different bonuses from leveling up said suit skill. An assault suit that gets weapon and health bonuses with each level of the basic medium frame, and a logi suit that get a bonus to health and equipment with each level of the basic medium frame skill. Then at level 5 basic medium there can be highly specialized suits. Ones that have major bonuses to one weapon, one piece of equipment, but at the expense of slightly lower stats all around.
This means that the likely winner isn't the one who has the most slots, it's the one who has skilled enough into a particular play style, race, weapon, and means of health, and know how to use them effectively. It also means that maximizing one thing takes a long time, and it become difficult to do if you spread out too far too fast, but everything is still accessible from a basic level. An FPS has to be balanced, and an RPG has to allow growth, so keep all the attributes appropriate enough that though they give a player an edge, skill and teamwork are still the major deciding factors. (especially if I have EVE support AKA uber teamwork)
I hope this could be implemented with the release of the remaining suits (fingers crossed for May) along with an appropriate respec. As for new players, the more content there is the less SP sinks there need to be to keep people occupied. Make it easier to try everything. Specialization is important not only for rewarding dedication to a play style, but it also creates a bond between a player and their character. At the same time, EVE doesn't need the flexibility Dust merc do. 16 v 16 means we all have to be good long range fighters when needed, good cqc when required, AV users, and medics. So setting the bar to usefulness low would bring balance, and setting the bar to maximization very high would keep us vets only slightly ahead.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Dunce Masterson
Savage Bullet
7
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Posted - 2013.12.21 07:10:00 -
[2] - Quote
this is my reply to another post about assault dropsuits these ideas i have came from looking at the ships in eve and their bonuses that are on the ships and not the skills as for the rest of the game they should of removed the gallente and started calling the armor vehicles Amarr and brought in the laser turrets for them. now for the logistics suits i agree they should only have 6 module slots and increased shield and armor hit ponts with role bonuses that support their role has support suits. the heavy suits need more slots and tank like bonuses.
1) Amarr heat reduction bonus + 5% armor repair module effectiveness 2)Caldari % reduced kick with rail type weapons + 5% shield recharge rate 3)gallente % reduced dispersion or spread with hybrid weapons + 5% armor repair module effectiveness 4)Minmatar 5% bonus to projectile weapon magazine size + 5% reduced projectile weapon dispersion
i might have the Caldari and Gallente kick and sharpshooter backwards
also the factional medium drop suits should get a 5% reduction to their factions weapons CPU/PG need and this bonus would also be on their assault suits giving each 3 bonuses and a reason to get the medium dropsuit skill to level 5.
also the armor and module slots need to be adjusted i would recommend
1) Amarr 140 shields 200 armor 3 highs 4 lows with a boost to CPU/PG or 175 shields 250 armor 2)Caldari 200 shields 140 armor or 250 shields 175 armor 3) Gallente 160 shields 180 armor or 200 shields 225 armor 4) Mimnatar 180 shields 180 armor 4 highs 3 lows or 225 shields & armor
the problem with the 5% shield recharge bonus is that not all the assault suits have a 25 shield recharge rate like the Caldari do now if they all had that recharge rate it would not be as bad. |
Ulysses Knapse
Knapse and Co. Mercenary Firm
847
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Posted - 2013.12.21 10:09:00 -
[3] - Quote
I'm a renowned expert on Bonus Theory, so let me share my wisdom with you.
There are three groups of tanking bonuses that can be applied to a dropsuit:
HP Bonus - Increases buffer tank. Regeneration Bonus - Increases passive tank. Resistance Bonus - Increases buffer, passive and remote tank.
Buffer tank is important for head-on confrontations where both sides are unleashing their full force upon each other, and isn't sustainable. Passive tank is important for lighter, more frequent confrontations, and is very sustainable. Active tank is midway between those, but unfortunately we have no way of active tanking on a dropsuit. Remote tank is basically the closest equivalent to active tank, but it can't be boosted on your end, since it has to come from another.
Logistics are not meant to go head on with the enemy. They get Regeneration Bonuses.
Assault Dropsuit are designed to blitz enemy positions. They get HP Bonuses.
Sentinel is a little harder to categorize. Going off the theory that it's a point defense infantryman, it would probably get a Resistance Bonus, allowing it to take more fire, even for prolonged periods of time, especially if assisted by a Logistics.
Scout Dropsuits, well, I'm not really sure what role CCP intends for them. I assume scouting, so I would recommend a Regeneration Bonus to increase sustainability, but with TTK as low as it is, I feel bad about not giving them buffer.
Commando Dropsuits are basically light weapon platforms, like a tankier Assault. They get HP Bonuses.
Crusader Dropsuits (soon) are midway between Logistics and Assault. They support, but they're also meant to combat the enemy. I would recommend an Active Tanking Bonus, but since there are no ways of Active Tanking, I'll have to settle with recommending a Resistance Bonus.
Pilot Dropsuits (soon) are for piloting vehicles. 50% resistance bonus while in a vehicle!
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1112
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Posted - 2013.12.21 17:58:00 -
[4] - Quote
I've heard the idea that heavies should have a higher damage resistance in the front.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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501st Headstrong
Dead Man's Game
87
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Posted - 2013.12.21 18:04:00 -
[5] - Quote
No reload mods. If you want to be able to reload faster, please just spec into Rapid Reload. I hate Damage Mods, but I won't forbid them because they are already in the game. Just don't add those mods. The Skill system ideas are brilliant however.
You are nothing to me, just as I am nothing in a world of Dust
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deepfried salad gilliam
Sanguine Knights
319
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Posted - 2013.12.21 18:28:00 -
[6] - Quote
No tiericide
But we also shouldn't get generic bonuses
The kills should be like they are but say "improve effectiveness of (caldari assault class suits or gallente logistics class suits etc) by 20%" or something In eve 1 skill can unlock several types of ships in the same class maybe unlocking cal assault lvl 2 could give me 3 types a heavily shielded with bonus to rail tech another quicker one with faster reload time something else etc
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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