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castba
Penguin's March
278
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Posted - 2014.01.06 01:29:00 -
[1] - Quote
So I was thinking of a couple of tweaks that could possibly increase the variety on the battlefield, that would not be overly difficult for CCP to change (simple item values in a "hotfix") and wouldn't (shouldn't?) break the game.
1. Removal damage mods
This would increase TTK slightly across the board without breaking anything as it would affect everybody equally. Are damage mods really needed? Doesn't everyone just max that skill out and equip them anyway much like the sharpshooter skill in Chromosome?
2. Change armour repairers to high slot. 3. Change shield energizers and regulators to low slots
This would allow for more separation between tanking styles. Armour tankers could tank more whilst being able to rep, but not so much as they put true logis out of a job. Shield tankers would be able to tank more whilst having much faster recharge rates and omni tankers could still do their thing whilst sacrificing reps/recharge.
4. Kinetic Catalysers stat change. 5% STD, 10% ADV, 15% PRO. 5. Change Cardiac Regulators to a high slot item
These changes would unleash speed tankers making hit and run tactics more viable - particularly for scouts. It would also push the tortoise/hare stereotypes of shield and armour tankers (shield = quick, short sprinters to get out of harms way and have shields recharge, armour = slower but can "run" for considerable distance)
Summary: slightly higher TTK without making fire fights too lengthy and tiresome. Armour or shield tanking can be more effective and viable. Fast hit & run tactics more potent keeping everyone on their toes.
Note: I was also thinking of the removal of the 10% damage buff to ARs and the subsequent rebalance of the Scrambler, Rail and Combat Rifles but would prefer to see the effect that the removal of damage mods has on the battlefield.
Thoughts? |
Klash 816
Sanguis Defense Syndicate
63
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Posted - 2014.01.06 08:59:00 -
[2] - Quote
1 ok 2 logically yes that does make more sense but it would impact the design the current balance of the suits too much 3 same as above 4 ok 5 again the current suit balancing can't handle this type of change
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With Blood and Iron
We Klash-
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castba
Penguin's March
279
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Posted - 2014.01.06 10:11:00 -
[3] - Quote
Thanks for the reply Klash, that is sort of my point though. More complimentary design to the different types of tanking would promote a more varied infantry battlefield... Certainly more than the current galogi armour tank with damage mods.
Greater separation does not necessarily create a lack of balance.
Do you think that the suits are balanced currently? How would my suggestions create a lesser balance than we currently have?
Just trying to think of an easy way for ccp to make balanced, but more varied options for fitting with a greater separation between playstyles. |
Korvin Lomont
United Pwnage Service RISE of LEGION
430
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Posted - 2014.01.06 11:01:00 -
[4] - Quote
castba wrote:So I was thinking of a couple of tweaks that could possibly increase the variety on the battlefield, that would not be overly difficult for CCP to change (simple item values in a "hotfix") and wouldn't (shouldn't?) break the game.
1. Removal damage mods
This would increase TTK slightly across the board without breaking anything as it would affect everybody equally. Are damage mods really needed? Doesn't everyone just max that skill out and equip them anyway much like the sharpshooter skill in Chromosome?
2. Change armour repairers to high slot. 3. Change shield energizers and regulators to low slots
This would allow for more separation between tanking styles. Armour tankers could tank more whilst being able to rep, but not so much as they put true logis out of a job. Shield tankers would be able to tank more whilst having much faster recharge rates and omni tankers could still do their thing whilst sacrificing reps/recharge.
4. Kinetic Catalysers stat change. 5% STD, 10% ADV, 15% PRO. 5. Change Cardiac Regulators to a high slot item
These changes would unleash speed tankers making hit and run tactics more viable - particularly for scouts. It would also push the tortoise/hare stereotypes of shield and armour tankers (shield = quick, short sprinters to get out of harms way and have shields recharge, armour = slower but can "run" for considerable distance)
Summary: slightly higher TTK without making fire fights too lengthy and tiresome. Armour or shield tanking can be more effective and viable. Fast hit & run tactics more potent keeping everyone on their toes.
Note: I was also thinking of the removal of the 10% damage buff to ARs and the subsequent rebalance of the Scrambler, Rail and Combat Rifles but would prefer to see the effect that the removal of damage mods has on the battlefield.
Thoughts?
Although I would like to have more H slot modules, the presented changes will cause some balancing issues. Just look at the gal scout or amarr heavy suit they only have 1 H slot.
If you move armor reppers to H slots that will hurt heavies quite a lot the same is true for Cardiac Regulators in the H slots that would hurt the gal scout a lot.
And just imagine how bad gal logies or gal assaults would be with reppers in the H slots?
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
303
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Posted - 2014.01.06 12:11:00 -
[5] - Quote
I don't and never talk about changes to the design of the suits , i.e. switching mods and their slot alignment .
What I would like though is a greater scan precision and scanning range for the heavies . I have my core almost maxed out and no I don't use the mods but the skill set bonuses should count and provide some benefits but it just seems like they don't . Passive scanning needs an adjustment , everyone should not have to carry a scanner ( not being realistic ) or use the mods if the skill set gives bonuses ( that are barely noticeable ) and it just seems like in all my fits but more than often in a heavy , I am being snuck upon too many times and not just by scouts and with the armor and shield usage that most have I just can't believe that most use the mods themselves and at the same time carry such high HP counts , that's just not real .
Fix passive scanners and increase the range and precision on all suits but even more so on the heavy . What's the purpose of that circle in the upper left hand corner if the only time a signature comes up is when the enemy is in eye sight distance anyway ???
I know you want to justify scanner usage CCP but you can't do both , have bonuses that really don't have an effect and mods that leave one even more at a disadvantage because of the TTK craziness and make it so that players HAVE to rely on active scanners . Why have passive scanning that doesn't really provide benefits any more than my eyesight ???
Same with vehicles in seeing other vehicles or infantry . With the low slot selection and the fact that one can't increase the programming and computer usage , i.e. previous 1.6 skill tree , it's hard to have a scanner on a vehicle at all times and really is a liability in most cases due to tank v.s tank combat . I would rather have more fire power and defense in order to survive a tank battle . Active scanners won't help raise shields or make them hard nor help me to see a.v. users either .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
303
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Posted - 2014.01.06 12:18:00 -
[6] - Quote
Damage mods and the TTK is separate issues and really damage mods are not even an issue but TTK is and have nothing to do with one another . The AR's have such high DPS and that's what you should be asking to have adjusted but most don't want the REAL PROBLEMS solved , no not at all .
They want their mechs , jetpacks , cloaks and such , would leave this game broken but with a lot of nifty gadgets .
Future Caldari Heavy so watch out for this Sumo Shinobi with a Caldari HMG .
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Mordecai Sanguine
What The French
252
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Posted - 2014.01.06 18:04:00 -
[7] - Quote
castba wrote:So I was thinking of a couple of tweaks that could possibly increase the variety on the battlefield, that would not be overly difficult for CCP to change (simple item values in a "hotfix") and wouldn't (shouldn't?) break the game.
1. Removal damage mods
This would increase TTK slightly across the board without breaking anything as it would affect everybody equally. Are damage mods really needed? Doesn't everyone just max that skill out and equip them anyway much like the sharpshooter skill in Chromosome?
2. Change armour repairers to high slot. 3. Change shield energizers and regulators to low slots
This would allow for more separation between tanking styles. Armour tankers could tank more whilst being able to rep, but not so much as they put true logis out of a job. Shield tankers would be able to tank more whilst having much faster recharge rates and omni tankers could still do their thing whilst sacrificing reps/recharge.
4. Kinetic Catalysers stat change. 5% STD, 10% ADV, 15% PRO. 5. Change Cardiac Regulators to a high slot item
These changes would unleash speed tankers making hit and run tactics more viable - particularly for scouts. It would also push the tortoise/hare stereotypes of shield and armour tankers (shield = quick, short sprinters to get out of harms way and have shields recharge, armour = slower but can "run" for considerable distance)
Summary: slightly higher TTK without making fire fights too lengthy and tiresome. Armour or shield tanking can be more effective and viable. Fast hit & run tactics more potent keeping everyone on their toes.
Note: I was also thinking of the removal of the 10% damage buff to ARs and the subsequent rebalance of the Scrambler, Rail and Combat Rifles but would prefer to see the effect that the removal of damage mods has on the battlefield.
Thoughts?
Yes for removal of Damage Mods => Need a respec on it and a light buff to AV weapons (Plasma/Launcher/forge) or they will become useless.
No for armour repairers. It will be a huge buff to Armor tanking again. The purpose with repairers in the low slot is to make the player make a choice : More life with less regen or less life but with a bigger regen. I'm an Armor Tanker but i'm objective it will be too much powerful.
Yes for energizers => Need respec on it.
....No we need to avoid tankers able to make "hit and run". |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1513
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Posted - 2014.01.06 21:57:00 -
[8] - Quote
Damage mods are a red herring. They have a stacking penalty and have been around FOREVER without any changes. Why would they suddenly break the game if nothing about them has changed since beta?
The weapons themselves and perhaps the proficiency skill needs to be changed. Damage mods are not the boogie men you think they are.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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