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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
800
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Posted - 2014.01.09 04:04:00 -
[1] - Quote
our current problem: 1. the bonuses the suits you are planning to put in the game 2. the suits don't feel very lore-like or racial-like(some at least) 3. people are QQing a lot already and may eventually just leave do to imbalanced game play
what this will produce into: this will produce COD-514 with TTK low as possible and all assault rifles ruling the game.
my suggestion/proposal:
make the following suits slot layouts and bonuses something like this:
Caldari Assault: assault skill: +5% to stamina and stamina recovery caldari assault bonus: +2% to shields resistance against hybrid plasma weapons
Gallente Assault: assault skill: +5% to stamina and running movement gallente assault bonus: +1% armor resistance against hybrid rail weapons and 1% to armor repair efficiency
Minmatar Assault: assault skill: +5% to stamina and sprinting speed minmatar assault bonus: +1% shield/armor resistance against laser weapons and 1% to projectile weapon damage
Amarr Assault: assault skill: +5% to stamina and melee damage amarr assault bonus: +2% to armor resistance against projectile weapons
Gallente Sentinel Skill: Sentinel Skill: 5% resistance to hybrid rail damage per level. Gallente Sentinel Bonus: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons.
Caldari Sentinel Skill: Sentinel Suit Bonus: 5% resistance to hybrid plasma damage per level. Caldari Sentinel Bonus: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons.
Minmatar Sentinel Skill: Sentinel Suit Bonus: 5% resistance to laser damage per level. Minmatar Sentinel Bonus: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons.
Amarr Sentinel Skill: Sentinel Suit Bonus: 5% resistance to projectile damage per level Amarr Sentinel Bonus: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - blaster weapons.
Amarr Commando Skill: Commando Suit Bonus: 5% reduction to reload speed of laser light weapons per level. Amarr Commando Bonus: +2% damage to laser light weapons per level
Caldari Commando Skill: Commando Suit Bonus: 5% reduction to reload speed of hybrid rail light weapons per level. Caldari Commando Bonus: +2% damage to hybrid - railgun light weapons per level.
Minmatar Commando Skill: Commando Suit Bonus: 5% reduction to reload speed of projectile light weapons per level. Minmatar Commando Bonus: +2% damage to projectile and explosive light weapons per level.
Gallente Commando Skill: Commando Suit Bonus: 5% reduction to reload speed of hybrid plasma light weapons per level. Gallente Commando Bonus: +2% damage to hybrid - blaster light weapons per level.
Amarr Logistics Skill: Logistics Suit Bonus: 5% reduction to PG/CPU cost of equipment per level. Amarr Logistics Bonus: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
Caldari Logistics Skill: Logistics Suit Bonus: 5% reduction to PG/CPU cost of equipment per level. Caldari Logistics Bonus: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level.
Gallente Logistics Skill: Logistics Suit Bonus: 5% reduction to PG/CPU cost of equipment per level. Gallente Logistics Bonus: +3% to nanite injector repair rate (give the gallente scouts the active scanner bonus)
Minmatar Logistics Skill: Logistics Suit Bonus: 5% reduction to PG/CPU cost of equipment per level. Minmatar Logistics Bonus: +10% to repair tool range and 5% to repair amount per level.
for the suits slot layout (assuming these are all proto)
MINMATAR logistics: 4H 4L assualt: 4H 3L heavy: 3H 3L scout: 4H 3L commando: 3H 2L keep the minmatar speed and stamina the same since they can speed tank change base armor/shields (preferably 165/165 or 150/150 for armor/shields) buff their cpu/pg
AMARR logistics: 4L 2H assualt: 5L 3H heavy: 3L 2H scout: 4L 2H commando: 3L 2H reduce the shields and raise the armor so they dont have to dual tank (reduce shields by 40 and brings armor up 30) movement/sprint speed should stay the same cpu/pg is fine
GALLENTE logistics: 5L 3H assualt: 5L 2H heavy 4L 2H scout: 4L 2H commando: 3L 1H leave them as is for armor and shields increase speed a bit since they dont have great stamina thier cpu/pg is fine
Caldari: logistics: 4H 2L assualt: 5H 3L heavy: 4H 2L scout: 4H 2L commando: 3H 1L the caldari are good at shield tanking but could use a bit more stamina thier cpu/pg is fine thier movement is fine
In Rust We Trust,
true to the Republic,
Kherokior warrior
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
801
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Posted - 2014.01.09 05:18:00 -
[2] - Quote
REMINDER: this is being constantly updated to what the community thinks the bonuses should be so don't go thinking these are all my ideas. im simply taking all the feedback and suggestion and possibilities around the forums and put this all together.
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
802
|
Posted - 2014.01.09 06:19:00 -
[3] - Quote
Fizzer94 wrote:1.) Very few logis are please with the logistics racial bonuses because they are too specialised. You should try to make your post reflect that.
Suggestion: Logistics Bonus: Same
Amarr Logi: +10% Armor Repair Module Efficacy per level Caldari Logi: +10% Shield Recharger Module Efficacy per level Gallente Logi: +2% Equipment Efficacy per level (+2% to all 'good' equipment stats, -2% to all the 'bad' stats) Minmatar Logi: 10% Codebreaker Module Efficacy Per Level
2.) Those Assault and Assault Racial bonuses make no sense to be on an Assault suit. Those would be more fitting on a Commando suit, bit honestly, don't look like they fit very well on any suit.
Suggestion: Assault Bonus: -5% Weapon PG/CPU costs per level
Amarr: the current heat buildup bonus is great, leave it. Caldari: +2% Hybrid/Railgun Weapon RoF per level Gallente: +1% Hybrid/Blaster Weapon Damage Per Level Minmatar: +5% Projectile Weapon Magazine Size per level
3.)Why do you want to take away a slot from the Amarr Logi and give it to the Amarr Assault? As of right now(1.7) the Amarr Logi and Amarr Assault are well balanced with each other, and are the only Assault/Logi pair that is balanced... I see you did something similar with the Caldari pair, but to a more extreme level. Why?
4.) The Class bonuses can't be four different things, they should have the exact same affect on each racial suit.
5.) The proposed Amarr and Caldari Scout bonuses that can be seen on SiSi are fine. I have seen nobody complain about them, so why did you change them? Those cloaking bonuses sounded rad...
I really don't have anything to say about the Sentinel and Commando suits...
1.) ni didnt think about the logi thing like that so thanks for telling me
2.) ill reconsider the assault bonuses to something else
3.)im gonna have to check back on the slot layouts whenever i get back on dust, but i did that because of lore reasons and it doesnt seem right to make them have dual-like qualities
the caldari im going to reconsider changing if you and other people think it too wierd or OP but im just thinking lore-like
4.) ill change that then, but i dont like a universal role bonus becasue the eve role bonuses are never the same so how come ours are in the first place?
5.) me and many other scouts have been argueing and thinking of solutions to fix the current bonuses since we dont find them that useful so we decided on something like that
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
802
|
Posted - 2014.01.09 06:31:00 -
[4] - Quote
3.) ill change it back, but it just seems so dual tanky to me. (i actually looked at some ships from eve and they are pretty similar so im ok with it now)
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
802
|
Posted - 2014.01.09 23:41:00 -
[5] - Quote
Fizzer94 wrote:1.) Very few logis are please with the logistics racial bonuses because they are too specialised. You should try to make your post reflect that.
Suggestion: Logistics Bonus: Same
Amarr Logi: +10% Armor Repair Module Efficacy per level Caldari Logi: +10% Shield Recharger Module Efficacy per level Gallente Logi: +2% Equipment Efficacy per level (+2% to all 'good' equipment stats, -2% to all the 'bad' stats) Minmatar Logi: 10% Codebreaker Module Efficacy Per Level
2.) Those Assault and Assault Racial bonuses make no sense to be on an Assault suit. Those would be more fitting on a Commando suit, bit honestly, don't look like they fit very well on any suit.
Suggestion: Assault Bonus: -5% Weapon PG/CPU costs per level
Amarr: the current heat buildup bonus is great, leave it. Caldari: +2% Hybrid/Railgun Weapon RoF per level Gallente: +1% Hybrid/Blaster Weapon Damage Per Level Minmatar: +5% Projectile Weapon Magazine Size per level
3.)Why do you want to take away a slot from the Amarr Logi and give it to the Amarr Assault? As of right now(1.7) the Amarr Logi and Amarr Assault are well balanced with each other, and are the only Assault/Logi pair that is balanced... I see you did something similar with the Caldari pair, but to a more extreme level. Why?
4.) The Class bonuses can't be four different things, they should have the exact same affect on each racial suit.
5.) The proposed Amarr and Caldari Scout bonuses that can be seen on SiSi are fine. I have seen nobody complain about them, so why did you change them? Those cloaking bonuses sounded rad...
I really don't have anything to say about the Sentinel and Commando suits...
fixed
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
802
|
Posted - 2014.01.10 03:16:00 -
[6] - Quote
Gavr1lo Pr1nc1p wrote:https://forums.dust514.com/default.aspx?g=posts&t=134598&find=unread
read this one too if youre here. This one is scout specific, but i think it deserves some attention
im already involved with that thread if you havent noticed me
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
804
|
Posted - 2014.01.10 08:24:00 -
[7] - Quote
correct me if i'm wrong but, the gallente AR is a "plasma rifle" and therefore it does EM/kinetic damage, but the caldari RR is more of a kinetic/thermal type of damage.
caldari and amarr are allies but there biggest weakness are lasers so they need some type of protection from that ever in case the need arises
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
804
|
Posted - 2014.01.10 08:37:00 -
[8] - Quote
Nocturnal Soul wrote:Giving the Amarr scout a x% to stamina mods is just as dumb as giving them a bonus to uplinks I just find it stupid a waste of a suit.
well, from what i remember the amarr are the best at running long distances, but hey i am wanting EVERYONES opinion/feedback, so what do you think it should be?
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
804
|
Posted - 2014.01.10 08:53:00 -
[9] - Quote
Nocturnal Soul wrote:Giving the Amarr scout a x% to stamina mods is just as dumb as giving them a bonus to uplinks I just find it stupid a waste of a suit.
REMINDER: i am still making the appropriate adjustments to the skills and bonuses
In Rust We Trust,
true to the Republic,
Kherokior warrior
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
806
|
Posted - 2014.01.10 09:24:00 -
[10] - Quote
TechMechMeds wrote:So far it seems good, its just one of those things you will get agreed with or burnt on but I think its looking damn good.
true, but im just getting everyones ideas/suggestions to make the other suits besides the scouts less OP. IMO the heavies are fine since they need that extra protection, and commandos seem duable since they can have 2 light weapons and they get extra dmg
In Rust We Trust,
true to the Republic,
Kherokior warrior
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