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Leonid Tybalt
Dark Knightz Corp.
108
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Posted - 2014.01.08 23:33:00 -
[1] - Quote
This might seem like a controversial statement to some, but I honestly don't have a problem at all with situations like where a logistics dropsuit has equal or more module slots as an assault suit or whatever.
One of this games' main selling point is freedom (at least that's what they try to advertise). If I wanna play as a sneaky scout with a massively destructive shotgun then I can (sort of). If I see fit to equip a slow moving heavy armor with a sniper rifle then I can do that to.
But in my opinion there are a lot of constraints in terms of fitting modules that still needs ironing out. Take a lot of the scout suits for instance: pathetic cpu/pg COMBINED with a low amount of high slots, low slots and equipment slots.
Heavy suits also lack a lot of slots in comparison to some other suit types.
Now som boring naysayers might complain that this is "necessary" for "game balance purposes" and blahblahblah. But ask yourselves: is it fun with these constraints?
I don't know about you but I think it's more fun with options and playing around with whacky module and weapon combinations (some just for the heck of it, some to see if a particular slot loadout will be as overpowered as it seem in theory) than having options and freedom hampered for arbitrary reasons.
Now this reasoning naturally raises the question about dropsuit roles. If all dropsuits can fit an equal amount of modules and equipment, then how will they distinguish from eachother in terms of roles on the battlefield?
This is very easily fixed: incorporate more role specific bonuses into each dropsuit. A shield extender f+Śr instance will be useful f+Śr all suits, but only Caldari Assault Dropsuits will get superior benefits for using them. Drop uplinks, nanohives, nanite injectors can be carried by all in greater numbers BUT only Logistics suits can carry and deploy the most at the same time or repair the most with a repair tool etc.
You see where im going here?
So more cpu/pg and slots for every suit in the game to the point of being almost equal, and let specific role bonuses make a distinction between the different classes of dropsuit.
Anyone agree or disagree? Discuss. |
Auris Lionesse
SVER True Blood Public Disorder.
47
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Posted - 2014.01.09 00:34:00 -
[2] - Quote
Disagree. slots and stats go hand in hand. we need more suits first off and slots should max at 8 like eve. With certain suits having 8 max you have way more room in between to okay with modules (if they're ever finished) That freedom to play with fittings isn't here really because there's only a handful of suits they're not that different among the races. stats need more variation, new mods need to be put in.
Right now we have frigates (light), cruisers (medium), and battleships (heavy). We need the remaining suits in between and 2 or 3 different suits in each category.
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Aero Yassavi
Paladin Survey Force Amarr Empire
4539
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Posted - 2014.01.09 01:17:00 -
[3] - Quote
It is stupid when a suit has less slots because of some stats. Like the Amarr Assault suit for example. It has one less slot than all other assaults suits at all tiers, but that's "ok" because it has higher base HP. But essentially all that means is you have the same amount of slots as the other Assaults, but one of them is locked in as an HP module and you can't change it.
Give all suits of the same class the same number of slots. If giving a suit another slot creates an imbalance, then take away some of the base stats to make up for it.
It's a bird!
It's a plane!
No, it's Super Amarr!
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Auris Lionesse
SVER True Blood Public Disorder.
50
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Posted - 2014.01.12 04:52:00 -
[4] - Quote
Aero Yassavi wrote:It is stupid when a suit has less slots because of some stats. Like the Amarr Assault suit for example. It has one less slot than all other assaults suits at all tiers, but that's "ok" because it has higher base HP. But essentially all that means is you have the same amount of slots as the other Assaults, but one of them is locked in as an HP module and you can't change it.
Give all suits of the same class the same number of slots. If giving a suit another slot creates an imbalance, then take away some of the base stats to make up for it.
That defeats the purpose of having different suits.
We need 4-5 suits for each class for each race, no two suits in a given class should have the same slot layout or hp.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4741
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Posted - 2014.01.12 05:01:00 -
[5] - Quote
Auris Lionesse wrote:Aero Yassavi wrote:It is stupid when a suit has less slots because of some stats. Like the Amarr Assault suit for example. It has one less slot than all other assaults suits at all tiers, but that's "ok" because it has higher base HP. But essentially all that means is you have the same amount of slots as the other Assaults, but one of them is locked in as an HP module and you can't change it.
Give all suits of the same class the same number of slots. If giving a suit another slot creates an imbalance, then take away some of the base stats to make up for it. That defeats the purpose of having different suits. We need 4-5 suits for each class for each race, no two suits in a given class should have the same slot layout or hp. No it doesn't. Note I am saying give all suits of the same class the same number of slots, not the same slot configuration. And there would still be differences among base values of the stats.
I said it before, and I'll say it again. Stop using slots as the bargaining chips for balance! Balance suits by changing the base stats, don't take away slots. And suits like scouts and commandos have far too few. Again, remove some base stats and add in slots (and appropriate CPU/PG to account for that). If players want those base stats back, fit the appropriate module and you're right back where it was originally. But if you don't, then you have the option to add a different module to make the suit more unique and specialized to you.
ARC Commander
CPM Info and Q&A - Status: Open
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Auris Lionesse
SVER True Blood Public Disorder.
51
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Posted - 2014.01.12 05:29:00 -
[6] - Quote
Aero Yassavi wrote:Auris Lionesse wrote:Aero Yassavi wrote:It is stupid when a suit has less slots because of some stats. Like the Amarr Assault suit for example. It has one less slot than all other assaults suits at all tiers, but that's "ok" because it has higher base HP. But essentially all that means is you have the same amount of slots as the other Assaults, but one of them is locked in as an HP module and you can't change it.
Give all suits of the same class the same number of slots. If giving a suit another slot creates an imbalance, then take away some of the base stats to make up for it. That defeats the purpose of having different suits. We need 4-5 suits for each class for each race, no two suits in a given class should have the same slot layout or hp. No it doesn't. Note I am saying give all suits of the same class the same number of slots, not the same slot configuration. And there would still be differences among base values of the stats. I said it before, and I'll say it again. Stop using slots as the bargaining chips for balance! Balance suits by changing the base stats, don't take away slots. And suits like scouts and commandos have far too few. Again, remove some base stats and add in slots (and appropriate CPU/PG to account for that). If players want those base stats back, fit the appropriate module and you're right back where it was originally. But if you don't, then you have the option to add a different module to make the suit more unique and specialized to you.
What suit is imbalanced compared to others of the same class by having one too many or one too few slots? |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4742
|
Posted - 2014.01.12 05:34:00 -
[7] - Quote
Auris Lionesse wrote:Aero Yassavi wrote:Auris Lionesse wrote:Aero Yassavi wrote:It is stupid when a suit has less slots because of some stats. Like the Amarr Assault suit for example. It has one less slot than all other assaults suits at all tiers, but that's "ok" because it has higher base HP. But essentially all that means is you have the same amount of slots as the other Assaults, but one of them is locked in as an HP module and you can't change it.
Give all suits of the same class the same number of slots. If giving a suit another slot creates an imbalance, then take away some of the base stats to make up for it. That defeats the purpose of having different suits. We need 4-5 suits for each class for each race, no two suits in a given class should have the same slot layout or hp. No it doesn't. Note I am saying give all suits of the same class the same number of slots, not the same slot configuration. And there would still be differences among base values of the stats. I said it before, and I'll say it again. Stop using slots as the bargaining chips for balance! Balance suits by changing the base stats, don't take away slots. And suits like scouts and commandos have far too few. Again, remove some base stats and add in slots (and appropriate CPU/PG to account for that). If players want those base stats back, fit the appropriate module and you're right back where it was originally. But if you don't, then you have the option to add a different module to make the suit more unique and specialized to you. What suit is imbalanced compared to others of the same class by having one too many or one too few slots? I never said any suit was imbalanced by too many or too few slots. Slots are definitely one way to balance suits. But it is just that, ONE way. There are other ways, and better ways. Having slots give you more options, and Dust should always try to lean on more options, so use one of the other methods for balancing dropsuits.
ARC Commander
CPM Info and Q&A - Status: Open
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