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Izlare Lenix
FREE AGENTS LP
75
|
Posted - 2014.01.04 12:43:00 -
[1] - Quote
There are a lot of ideas floating around about how to increase Time To Kill. Reducing weapon damage, increasing suit HP, and of course removing aim assist. And while I do favor removing aim assist, the other ideas don't really add any value to the game. It just adds more time to killing each other.
My idea will actually add more complexity to the TTK equation as well as implement more tactics and increase the importance of real logi's versus logi slayers.
Here is my proposal.
In EVE you have 3 layers of defense. Shields, Armor and Structure. While Dust only has the first two. I want to propose the addition of a third layer of defense, health.
Currently you can go all the way down to 0/0 shields and armor and still survive, yet one more bullet and you are dead. These futuristic super soldiers can't survive a single bullet.
By adding health as a third tier defense you automatically increase TTK without changing/nerfing anything the game currently has. But adding health will also add another layer of complexity and tactics.
I am not sure how the health amount should be but for instance a scout could have 300 health, med frame 400 and a heavy 500. Also, all weapons would be equally effective against health so one weapons is not better than another at killing health but they would maintain their characteristics against shields and armor.
By adding health you would also have to add med kits or health hives of some type. Needles could be changed to only increasing health instead of armor. This will increase the importance of real logi's again. They can revive you and some of your health with a needle but they still need to give you a med kit and rep your armor back.
Also, health damage could affect clone characteristics such as blurring vision as your health decrease. Reducing stamina and even reducing movement and sprinting speed as you approach zero health. As far as health healing, maybe there could be a skill that increase natural healing rate, 5% per level or something. So if you find a safe corner to hide in your health would regen over time. Of course you could always drop your own health hive, but that is a choice that would sacrifice an equipment slot. Hopefully that could effect the rampant use of scanners but probably not.
The addition of clone health would reinforce teamwork, add more variety to the game, reduce some of the logi slayers and increase real logi's usefulness again and most importantly, increase TTK.
I think that would be better than just adding another .25 seconds before you die.
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PARKOUR PRACTIONER
Redline Defense Force Seekers of the Unseen
235
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Posted - 2014.01.04 12:51:00 -
[2] - Quote
This makes sense, but usually before you die or go unconscious you get a burst of adrenaline that keeps you alive or things go south REALLY fast. But that's humans, as clones were less reliable and more fragile than the original race, so the clone characteristics makes a lot of sense, and everything else. +1
'Don't talk to strangers, shoot them.' Snow LOCKOUT
I will never stop killing you.
Basically, kind of a big deal.
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Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
146
|
Posted - 2014.01.04 13:21:00 -
[3] - Quote
Why would you want to increase TTK? |
4447
Resolution XIII
951
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Posted - 2014.01.04 13:21:00 -
[4] - Quote
Just need the hit markers to give us a clue when to retreat.
Troll, For lifeGǪ But maybe a dragon, uh a bigger dragon.
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Izlare Lenix
FREE AGENTS LP
77
|
Posted - 2014.01.04 14:38:00 -
[5] - Quote
Vulcanus Lightbringer wrote:Why would you want to increase TTK?
Because it is stupid you die so fast you have no chance to fight back a lot of times. Adding health and removing aim assist would increase engagement length, thus making the game more about players individual skill and less about who has more hp and does more damage.
Also as I stated in my op. Adding health will add another layer to the game making it more diverse. |
Mordecai Sanguine
What The French
243
|
Posted - 2014.01.04 15:10:00 -
[6] - Quote
Izlare Lenix wrote:There are a lot of ideas floating around about how to increase Time To Kill. Reducing weapon damage, increasing suit HP, and of course removing aim assist. And while I do favor removing aim assist, the other ideas don't really add any value to the game. It just adds more time to killing each other.
My idea will actually add more complexity to the TTK equation as well as implement more tactics and increase the importance of real logi's versus logi slayers.
Here is my proposal.
In EVE you have 3 layers of defense. Shields, Armor and Structure. While Dust only has the first two. I want to propose the addition of a third layer of defense, health.
Currently you can go all the way down to 0/0 shields and armor and still survive, yet one more bullet and you are dead. These futuristic super soldiers can't survive a single bullet.
By adding health as a third tier defense you automatically increase TTK without changing/nerfing anything the game currently has. But adding health will also add another layer of complexity and tactics.
I am not sure how the health amount should be but for instance a scout could have 300 health, med frame 400 and a heavy 500. Also, all weapons would be equally effective against health so one weapons is not better than another at killing health but they would maintain their characteristics against shields and armor.
By adding health you would also have to add med kits or health hives of some type. Needles could be changed to only increasing health instead of armor. This will increase the importance of real logi's again. They can revive you and some of your health with a needle but they still need to give you a med kit and rep your armor back.
Also, health damage could affect clone characteristics such as blurring vision as your health decrease. Reducing stamina and even reducing movement and sprinting speed as you approach zero health. As far as health healing, maybe there could be a skill that increase natural healing rate, 5% per level or something. So if you find a safe corner to hide in your health would regen over time. Of course you could always drop your own health hive, but that is a choice that would sacrifice an equipment slot. Hopefully that could effect the rampant use of scanners but probably not.
The addition of clone health would reinforce teamwork, add more variety to the game, reduce some of the logi slayers and increase real logi's usefulness again and most importantly, increase TTK.
I think that would be better than just adding another .25 seconds before you die.
Good idea but it keeps the unbalance between weapons affected by the Hit detection. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
146
|
Posted - 2014.01.04 16:04:00 -
[7] - Quote
Izlare Lenix wrote:Vulcanus Lightbringer wrote:Why would you want to increase TTK? Because it is stupid you die so fast you have no chance to fight back a lot of times. Adding health and removing aim assist would increase engagement length, thus making the game more about players individual skill and less about who has more hp and does more damage. Also as I stated in my op. Adding health will add another layer to the game making it more diverse.
No chance to fight back? I run a ~300 eHP Scout suit and nothing except Heavies in close quarters and Prototype weapons kills me so quickly that I can't fight back. Also, a shorter TTK makes it easier for low eHP-suits to fight high eHP-suits because the shorter TTK means you have to dodge for a shorter period of time, meaning less time to make mistakes.
Coincidentally, I see it as: shorter TTK = more emphasis on skill and higher TTK = more emphasis on equipment but I think this could be argued either way.
I do agree with you on removing Aim Assist.
I should note though that I'm not for shortening TTK further. It used to be too long, now it's just right, I think. |
Cymek Omnius
Villore Sec Ops Gallente Federation
18
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Posted - 2014.01.04 16:09:00 -
[8] - Quote
They need to fix the first two before adding a new layer IMO. |
Sgt Buttscratch
1235
|
Posted - 2014.01.04 16:11:00 -
[9] - Quote
by 3rd layer of def you mean more HP... that is all.
If they were to do this a group of changes would be needed to straighten out gameplay, like stopping heavies using light weapons, they have no "L" slot and it also makes the commando even more pointless, sniper damage would need a bump for sure, right now the long range high damage weapons are missing the high damage part, more HP would further more reduce their effctiveness. Shotguns, wouldn't want to hit a heavy 3 times just for him to turn around with a **** ton of health, nova knives, flaylocks, MD etc etc.
What they need to do is remove the 10% damage boost across the board and it to assault classes as a suit bonus', fixing ttk and assault classes..boom
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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demonkiller 12
G.L.O.R.Y Public Disorder.
297
|
Posted - 2014.01.04 16:12:00 -
[10] - Quote
Izlare Lenix wrote:There are a lot of ideas floating around about how to increase Time To Kill. Reducing weapon damage, increasing suit HP, and of course removing aim assist. And while I do favor removing aim assist, the other ideas don't really add any value to the game. It just adds more time to killing each other.
My idea will actually add more complexity to the TTK equation as well as implement more tactics and increase the importance of real logi's versus logi slayers.
Here is my proposal.
In EVE you have 3 layers of defense. Shields, Armor and Structure. While Dust only has the first two. I want to propose the addition of a third layer of defense, health.
Currently you can go all the way down to 0/0 shields and armor and still survive, yet one more bullet and you are dead. These futuristic super soldiers can't survive a single bullet.
By adding health as a third tier defense you automatically increase TTK without changing/nerfing anything the game currently has. But adding health will also add another layer of complexity and tactics.
I am not sure how the health amount should be but for instance a scout could have 300 health, med frame 400 and a heavy 500. Also, all weapons would be equally effective against health so one weapons is not better than another at killing health but they would maintain their characteristics against shields and armor.
By adding health you would also have to add med kits or health hives of some type. Needles could be changed to only increasing health instead of armor. This will increase the importance of real logi's again. They can revive you and some of your health with a needle but they still need to give you a med kit and rep your armor back.
Also, health damage could affect clone characteristics such as blurring vision as your health decrease. Reducing stamina and even reducing movement and sprinting speed as you approach zero health. As far as health healing, maybe there could be a skill that increase natural healing rate, 5% per level or something. So if you find a safe corner to hide in your health would regen over time. Of course you could always drop your own health hive, but that is a choice that would sacrifice an equipment slot. Hopefully that could effect the rampant use of scanners but probably not.
The addition of clone health would reinforce teamwork, add more variety to the game, reduce some of the logi slayers and increase real logi's usefulness again and most importantly, increase TTK.
I think that would be better than just adding another .25 seconds before you die.
we actually have all 3, only our hull layer is displayed since you only have 1hp basically its what keeps you alive when you have 0shield and 0armor |
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