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Zeylon Rho
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3160
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Posted - 2014.01.17 08:11:00 -
[1] - Quote
It seems like your Sentinel resists might make more sense if adjusted somewhat.
Check it: Caldari: Shield resists against the two weapons that have shield bonuses (they're the shield tankers, makes sense) Gallente: Armor bonuses against the two weapons that have armor bonuses (they're armor tankers, makes sense)
In both cases, the resist for their racial enemy is higher than the resist for their ally, which also makes sense.
On the other hand: Minmatar: Shield resist against laser weapons, armor resist against blaster
You're dual-tanked the minmatar with a shield bonus against their racial enemy (makes sense) and an armor bonus against their ALLY that uses a weapon with NO armor bonus (makes no sense). It would make more sense for their shield bonus to be against their racial enemy (as-is), and the armor bonus to be against the other enemy (who's weapon is armor bonused).
Amarr: Armor resist against projectile weapons, and shield resist against rails weapons.
Same issue. You've dual-tanked the Amarr (fine) with armor resist against their racial enemy (makes sense), but Shield resist against their racial ALLY who uses an armor-bonused weapon.
Seems like a mistake, both are getting bonus against an ally's weapon on a resist that weapon has no advantage for. That's my first-glance reaction.
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Zeylon Rho
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Posted - 2014.01.17 08:24:00 -
[2] - Quote
Cyrius Li-Moody wrote:Aero Yassavi wrote:So why does the Gallente Commando get natural ammo resupply but the others do not? Where do you see this?
He was probably reading "Heal Armor" as "Heal Ammo".
All the Gallente suits have innate armor reps though, which is pretty interesting. It seems like that'll make its way to the assault and logi suits too.
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Zeylon Rho
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Posted - 2014.01.17 08:28:00 -
[3] - Quote
Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric?
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Zeylon Rho
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Posted - 2014.01.17 09:10:00 -
[4] - Quote
An observation:
The Amarr Commando's stats break a trend from the other suits. It has 650 ehp, which is the same as both the Gallente and Caldari.
So, the Amarr Commando has no hp advantage, the same number of slots, but is the slowest Commando. Is this intended?
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Zeylon Rho
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Posted - 2014.01.17 09:22:00 -
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Django Quik wrote:NK Scout wrote:scouts need more hp HP is the last thing scouts need - those new stats will do us just fine.
I think there's a very good chance the stats/slots on the medium suits are changing too. These suits seem to have a different design philosophy to a certain degree. All of the races have the same number of slots, for example. The balance of hp on the Amarr suits has shifted from dual-tanked armor/shield evenly as well, and all the Gallente suits acquired armor reps.
The Assault suits might look very different (the scouts suits all have 6 slots at PRO now, the same as a current Amarr Assault AND another equip slot).
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Zeylon Rho
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Posted - 2014.01.17 11:55:00 -
[6] - Quote
Just noticed that all scouts have an innate 5% hacking bonus... except the Minmatar scout who gets a 10% bonus. However, the Minmatar suit-skill-role bonus is also 5% hacking speed per level, right? Is it necessary to double up on the bonuses like that? Twice the innate suit bonus to hacking, and a per-level role-bonus for hacking as well?
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Zeylon Rho
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Posted - 2014.01.17 13:50:00 -
[7] - Quote
As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator.
The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though.
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Zeylon Rho
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Posted - 2014.01.17 14:17:00 -
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Jack McReady wrote:Zeylon Rho wrote:As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator. The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though. it already has the highest base HP and highest total EHP.
Yes... by 30 hp. It's also the slowest suit. It's the same speed as the current Minmatar Assault, but has fewer hp and slots.
The hp difference is balanced by speed. The suit bonuses should not be. Also, comparing something like the Minmatar gets Free Complex Hacking Module (and +5% from suit over other scouts) and Free Complex Nova-knife damage mod to...... Free Basic Cardiac Regulator? Not even close to parity.
A boost to the stamina/stamina-recharge boost to bring it to complex regulator status at proto and a more marginal addition like the equivalent of a basic kin-cat, a scrambler clip-size bonus, droplink fitting, or whatever... seems fair in comparison.
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Zeylon Rho
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Posted - 2014.01.17 16:45:00 -
[9] - Quote
Jack McReady wrote:Zeylon Rho wrote:Jack McReady wrote:Zeylon Rho wrote:As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator. The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though. it already has the highest base HP and highest total EHP. Yes... by 30 hp. It's also the slowest suit. It's the same speed as the current Minmatar Assault, but has fewer hp and slots. The hp difference is balanced by speed. The suit bonuses should not be. Also, comparing something like the Minmatar gets Free Complex Hacking Module (and +5% from suit over other scouts) and Free Complex Nova-knife damage mod to...... Free Basic Cardiac Regulator? Not even close to parity. A boost to the stamina/stamina-recharge boost to bring it to complex regulator status at proto and a more marginal addition like the equivalent of a basic kin-cat, a scrambler clip-size bonus, droplink fitting, or whatever... seems fair in comparison. do the math and see that the amarr scout will be able to sprint for ~40 seconds without any stamina mods thus actually be more mobile over long distances than any other scout. you can sprint straight to an objective after spawning and still have some left for jumping/running away without having to regain stamina in between.
The math is worse than I originally suggested. A BASIC Cardiac Regulator would give 25% Stamina and 50% recovery, the Amarr only gets 25% to both. Also, at 5.25 m/s, the Amarr Scout is SLOWER than an Minmatar Assault. But.... math, right?
Amarr has 225 stamina, give it a 25% bonus = 281. That's 28 seconds, not 40. As for it letting you run longer. Yes, that's what a basic cardiac regulator would do (or a module slightly crappier than a basic one).
The point is Amarr suit bonus = less than a basic module, while:
Minmatar Bonus = Complex hacking module + 25% damage bonus to nova knives (as much as two complex damage mods and an enhanced mod with zero stacking penalties)
Gallente Bonus = Complex profile dampener + Standard range amp
Caldari Bonus = Complex precision enhancer + Standard range amp
Any of the other suits would have a bonus BETTER than the Amarr suit bonus after putting on a Militia Cardiac Regulator (relatively low fitting). The Amarr Scout would have to fit more than two modules (at least one complex) to match the other scout's bonuses. That's broken.
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Zeylon Rho
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Posted - 2014.01.17 22:11:00 -
[10] - Quote
I feel like the Minny Nova Damage boost IS pretty niche, even if it's a ridiculously high bonus. Rather than try to knock down the bonuses of the other scouts with their effective "multiple mods" worth of bonuses, I'd rather just beef up the Amarr Scout's bonus (and possibly the lower bonus the other two get, but only if it's changed to a niche-sort of thing like the 25% dmg knife bonus).
If you knocked the stamina bonus to 20% per level, you'd get 100%/100% at Rank 5, which would be the same as a complex cardiac regulator. That would be "parity" on the complex mod point, and I'd add that the move speed on the scout would still be lower than an Minmatar assault at that point.
For tossing in another bonus with that complex regulator, I'd suggest something like +1 Scrambler Clip-size, 3% Droplink fitting per level, 1-2% sprint speed (wouldn't change move speed, only sprint), or something exotic and oddly specific like 3% bonus to Burst Scrambler Damage or 4% bonus to Ferroscale/Reactive plate hp.
The bullet point is that a less-than-basic-module bonus is very crap compared to the other scouts. The Amarr will already be in the awkward position of being slightly less than top assault-speed. Boost the stamina bonus to complex levels like the other scouts get, and toss in something else as suggested.
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Zeylon Rho
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Posted - 2014.02.09 04:47:00 -
[11] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
The Amarr Assault bonus only benefits 1.5 weapons in this framework: Semi-Auto Scrambler and Laser Rifle
The Assault Scrambler requires effort to overheat even with no skill invested, and the Scrambler Pistol doesn't generate heat.
This wouldn't be a direct concern, but the bonuses you're giving other races reflect care given towards weapons that would benefit less from the main bonus (RE: Minmatar get non-percentage add to explosive weaponry like MD or Flaylock).
If you're willing to split a bonus like that to impact weapons, could you at least make the effort to do so with the race that has the fewest weapons in the game (Scrambler Pistol/Rifle, Laser)? Consider a +% to max ammo on Scrambler Pistol/Assault Scrambler or something.
The other Assault races seem to have efforts to make the bonus impact all their weapons in some way (excepting the light AV weapons, which the Amarr doesn't have anyway).
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
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Posted - 2014.02.09 04:56:00 -
[12] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
Also... we need the suit stats, not just the bonuses.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
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3427
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Posted - 2014.02.11 15:49:00 -
[13] - Quote
Oxskull Duncarino wrote:Soraya Xel wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Medium frames need some slot love to put them between Assault and Logistics, not just being terrible-er assault suits. What I take Logibro's post to mean is in reference to ALL medium frames, both specialised and unspecialised. Light and heavy have to change to encompass the new suits. I could be wrong on that as it wouldn't be the first time a CCP employee's post was a bit ambiguous It'll be interesting to see what base stats have been changed. I really hope the Mini assault has at least a higher base shield regen than the present one if slots are staying the same.
It would be a little odd to shift the tank hard towards armor like they did on the other Amarr suits, but leave the slots the same? I also took it to mean the medium "role" suits. It's still not clear to me if the basic suits (like the heavy frame) are going to be completely different from the Sentinel in slots like they were before (that's a bunch of counterpart heavy suits...). Somehow I doubted the basic medium or lights would get touched, and to the extent they exist, I imagine they're unbonused scout/assault suits still.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
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3464
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Posted - 2014.02.19 14:49:00 -
[14] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
We're a little over a week now from when this was posted, but we still don't have the actual suit stats/changes. Also, is there some reason you're not making slot allotment even on medium frames as well? It sort of makes Amarr medium the odd suit out to be the only frame with less slots than other races across the board inside its tier. There's still some awkwardness with the initial suits for Amarr being slanted towards high slots as well (and no lows at all for the armor tank at MLT).
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
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3495
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Posted - 2014.02.22 17:09:00 -
[15] - Quote
NextDark Knight wrote:Any Devs still monitoring this thread. I'm very interested if the basic frames will varied in slot layout.
It would be great if the Caldari Basic Heavy frame can have two lows at some level "Advanced or higher" to be different from the sentinel version. Love running my Red and Green lows on the A-1 frame, would be nice to do the same on the Caldari suit.
Making basics an "in-between" stage from the role suits or giving them some utility hasn't seemed to be a priority. They also didn't bother touching the slots on medium frames apparently... so... the balancing of slots between races is everything-but-medium at the moment.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
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3532
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Posted - 2014.02.25 03:02:00 -
[16] - Quote
Aerius Corius wrote:Zeylon Rho wrote:NextDark Knight wrote:Any Devs still monitoring this thread. I'm very interested if the basic frames will varied in slot layout.
It would be great if the Caldari Basic Heavy frame can have two lows at some level "Advanced or higher" to be different from the sentinel version. Love running my Red and Green lows on the A-1 frame, would be nice to do the same on the Caldari suit. Making basics an "in-between" stage from the role suits or giving them some utility hasn't seemed to be a priority. They also didn't bother touching the slots on medium frames apparently... so... the balancing of slots between races is everything-but-medium at the moment. Basic frames exist for the purpose of added PG/CPU for the cost compared to a higher skill suit (i.e. basic medium vs logi/assult). I use a basic adv med for my sniper because I don't yet have the skill to use an adv assault or logi...the racial skill had to be at 3 first, so I at least get somewhat better output while I skill to the next suits. They essentially are minor stepping stones. I do think they should be much cheaper though and skilled suits more expensive - this would encourage their use more as 'economy' suits when a battle goes way south or you're in a situation (like ambush) where lots of suit loss is expected and you have an 'in between' economy suit to use rather than dropping into a crappy starter suit.
Basic suits are primarily an SP-sink unlocking mechanism for regular suits (they didn't exist prior to uprising). They "could" have utility. They could have different slot/equipment layouts from specialist suits. They could represent an in-between setup from the specialist suits. They could have some more generic bonuses. Right now they're just a pit-stop that holds up newer players until they unlock the cheaper suits with more bonuses.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
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3717
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Posted - 2014.03.05 14:57:00 -
[17] - Quote
The Assault Suit stats...
You've retooled the Amarr Mediums to also be more armor oriented, but you left the slots as-is. You should even out the slots like you did on the other frames.
ALSO...
The difference between the fastest Commando (Minmatar) and slowest Logi (Amarr) is quite noticeable 4.25 m/s vs. 4.55 m/s. This is about 7% faster or .3... pretty large either way you cut it.
However, the actual speed focused suit, the scouts:
Fastest Assault (Minmatar) vs. slowest Scout (Amarr).... the Assault is faster than the Scout. 5.3 m/s vs. 5.25 m/s
The fact the Assault is "Marginally" faster isn't the problem. The problem is you didn't put a speed gap in between roles where the advantage is supposed to be about speed.
Dren and Templar equipment stats, wrong since release.
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