Dj grammer wrote:Aero Yassavi wrote:Lucrezia LeGrand wrote:low genius wrote:people throw that word around. what do you guys think tiericide means?
No idea. I'm going to lurk on this page until someone explains it for me.
Tiericide means "Kill the tiers"
Basically a lot of us believe that a major problem with Dust's infantry combat is how unbalanced the game is between militia, standard, advanced, and proto fits. The idea of tiericide is that it would be better if everything was the same tier, thus there would be no tiers, and instead of spending skill points to move up the tiers you spend skill points to specialize and find your role. Every bonus that you add to your fits would come with an equal negative to balance it out and keep all fits on an even playing field.
At least, that's how I think of tiericde.
Essentially they, the tiericide parade, are tuning the uniqueness of DUST 514's gameplay into a Call of Duty/Battlefield FPS feel gameplay. When you think about it, this was done to all LAVs and HAVs. Notice there is little to no difference between a soma and a madruger.
What should had happen was holding the new players longer in Academy up to 3 million skill points or 100,000 WarPoints. Whatever comes first.
Absolutely wrong.
A true tetricide would eliminate the entire concept that X item requires Y skill level over Z item's requirement therefore X is better than Z.
Under Teiridice, Y skill unlocks both Z and X at the same time, both Z and X are equally effective but Z and X have different approaches to the job it is meant to do under skill decription of Y.
In the case of tanks, we'd would train HAV to I, and unlock the Gunnlogi a Light battle tank, then a second tank let's call it the
Parashu a bigger heavier slower moving HAV with higher defenses, both HAVs fit the same type of equipment and can even have similar type of fittings even and both can do a wide variety of roles still from glass cannon point defense to front line brawlers, but the two play entirely different because of the bonuses, innate stats and nature of the vehicle itself.
Then throw in tech 1 and tech 2 concepts from eve. Both of these Tanks get highly specialized versions, Who knows maybe the Gunnlogis tech 2 cousin is a hover tank. While the Parashu becomes something more akin to a mobile fortress, their tech 1 cousins have far more freedom while the tech 2 versions are stuck with a very specific role they must fit into. There may be more than one contender in each catagory. Ishkone may think the best way to build a mobile fortress is overwhelming and accurate firepower while Ladai belives defense is the best option and Kalakaloina opts for stealth instead. All three fullfill the same roles but all three found different ways to skin the same cat.
Now apply this to infantry.