Pages: 1 2 3 4 5 [6] 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5566
|
Posted - 2014.01.20 12:00:00 -
[151] - Quote
Bendtner92 wrote:Aero Yassavi wrote:Bendtner92 wrote:I have no problem with making the Amarr Scout bonus 20% more stamina per level and 5% (or 10%, I don't know?) more stamina regen per level.
That would make the Amarr Scout a long runner (but still slow at that), while Minnie would still be best for the short runs. The complex cardiac regulator is 100% more stamina and stamina regen It's also 100% more regen? I couldn't remember, so that's why I wasn't sure what the bonus should be. In that case I think it should be 10% more regen per level. The bonus wouldn't quite be a free complex module, but it would be fairly close. However, the Gallente Scout has exactly 1 free complex profile dampener and a scan radius increase, Caldari Scout has more than 1 free complex precision enhancers (complex precision enhancer is only 20%) and a scan radius increase, and Minmatar scout has exactly 1 free cardiac regulator and a NK damage bonus.
So even with you agreeing that the Amarr racial bonus should be increased, why should it only be increased to almost a complex module and that's it? When everyone else is either a full complex module or more plus a secondary bonus?
ARC Commander
CPM Info and Q&A - Status: Open
|
Bendtner92
Imperfects Negative-Feedback
1504
|
Posted - 2014.01.20 12:16:00 -
[152] - Quote
Aero Yassavi wrote:However, the Gallente Scout has exactly 1 free complex profile dampener and a scan radius increase, Caldari Scout has more than 1 free complex precision enhancers (complex precision enhancer is only 20%) and a scan radius increase, and Minmatar scout has exactly 1 free cardiac regulator and a NK damage bonus.
So even with you agreeing that the Amarr racial bonus should be increased, why should it only be increased to almost a complex module and that's it? When everyone else is either a full complex module or more plus a secondary bonus?
Caldari would still need to use another Precision Enhancer to detect people using damps (or Scouts). Plus he could use Range Amplifiers to increase his scan range. Gallente would still need to use another Dampener to avoid Gal Logi Proto Scanner. Minmatar could still use another Codebreaker to further decrease the hacking time or another Damage Mod to further increase the knife damage. Amarr on the other hand would likely never have to use another Cardiac module as he would always have plenty of stamina and stamina regen (I think?).
That's what I think would balance it out, but that's just me.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
|
Iron Wolf Saber
Den of Swords
12359
|
Posted - 2014.01.20 15:23:00 -
[153] - Quote
Magnus Amadeuss wrote: Please for the love of god IWS stay out of balancing discussions.
Be excessively careful who you want to discount because one can easily make fool of another. I just shot from the hip with gut feelings. Good thing I followed through.
Amarr AK.0 (x = invalid) (* First worst to most worst)
25% Stamina and 25% Regeneration Rate 1 Light (x) 1 Side (x) 1 Grenade (x) 2 Equipment (x) 2 High (***) 4 Low (*) 70 Grid (**) 340 CPU (***)
Armor 170 (*) Armor Heal 0 (x) Shields 60 (****) Shield Delay 4 (**) Full Delay 6 (***) Shield Refresh 30 hp/s (***)
Hack Bonus 5% (**)
Max Stamina 225 (*) Stamina Charge 40 sp/s (*) TTSM = 5.6 Secs (*) (Gk.0 is at 6.666... ranking ***) Ground Speed 525/40(this assumes UE3 conversions) = 13.125 meters/s (***) (which seems wrong but for sake of measuring shoe sizes the /40 is tangible measurement for our needs here )
With Bonuses Applied
Max Stamina 225*1.25 = 281.25 Stamina Charge = 50 sp/s TTSM = 5.625
Throw in Biotics to V
Max Stamina 281.25*1.05 = 295.05 Stamina Charge = 52.5 TTSM = 5.62
vs the GK 0's 210 31.5 and 6.666...
Now lets throw car rads in, proto lvl 5 skills (10% bonus to the bonus yo)
First one on each Complex Cardiac Regulator 110% Stamina 110% Recovery
Ak. 0 MS 619.605 SC 110.25 TTSM 5.62 GS 13.25 m/s
Gk. 0 MS 441 SC 66.15 TTSM 6.66 GS 13.625 m/s
Stamina is consumed 10 units per second while sprinting, running does not penalize regeneration, sprinting adds 40% more speed so
Ak. 0 13.25*1.4 = 18.55 Sprint speed 18.55*(619.605/10) = 1149.37 Meters covered per sprint or 1.15 kms 5.62 Seconds to max stamina the amarrian would cover 74.4 meters Time is now 67.6 seconds with 1223.77 meters covered So True M/S is 18.10 m/s
Gk. 0 13.625*1.4 = 19.075 Sprint Speed 19.075*(441/10) = 841.21 meters covered 6.66 second to max stamina the gallente would cover 90.74 meters Time is now 60.7 seconds with only 931.95 So Ture M/S is 15.35 m/s
Feeling Sorry for the Gallente I threw in a Kin Kat
Complex at max level = 13.2% bonus (13.625*1.132)*1.4 = 21.5929 spring speed whoohoo 952 meters covered 6.66 covers 102.72 meters Time is 60.7 covering only 1054.72 True M/S is 17.375 m/s
The gallente would almost have to use 3/4 lot slots just to compete against a single card reg amarrian.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Chunky Munkey
Amarr Templars Amarr Empire
2895
|
Posted - 2014.01.20 15:30:00 -
[154] - Quote
How has this conversation lasted so long?
Just give the scout a different bonus. It's useless having that much stamina, and even with that aside, Cardiac Regs are some of the easiest modules to fit. There is little incentive to grab the scout instead of the light frame, when such a poor bonus is the reward.
No.
|
Bendtner92
Imperfects Negative-Feedback
1506
|
Posted - 2014.01.20 15:32:00 -
[155] - Quote
@IWS
Speed is speed listed divided by 100.
For example the Amarr Scout is 525/100 = 5.25 m/s movement speed.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
|
Jack McReady
DUST University Ivy League
1069
|
Posted - 2014.01.20 15:33:00 -
[156] - Quote
Aero Yassavi wrote:even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. it is the slowest when you take the sprint distance of the other suits as base. it is the fastest over long sprints though. it can also bunny hop alot more in combat than any other suit. |
Iron Wolf Saber
Den of Swords
12363
|
Posted - 2014.01.20 16:12:00 -
[157] - Quote
Bendtner92 wrote:@IWS
Speed is speed listed divided by 100.
For example the Amarr Scout is 525/100 = 5.25 m/s movement speed.
Ah thank you. We had issues on which was what back when vehicles stats were released. it shouldn't change the overall disparity between the two.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Monty Mole Clone
Shiv M
130
|
Posted - 2014.01.20 16:24:00 -
[158] - Quote
Aero Yassavi wrote:Monty Mole Clone wrote:an uplink bonus would be bad, who always spawns with uplinks? I do. Every spawn. If you keep your uplinks in the same place for too long you become too predictable, so I try to mix up the spawning locations as much as possible.
giving them a bonus to uplinks means you have to spawn with them and use them everytime otherwise its a wasted equipment slot and a waste of a bonus. you could justify a logi spawning with them every death because they have more than 2 equipment slots and hopefully wont be using a cloak |
Nocturnal Soul
Immortal Retribution
1678
|
Posted - 2014.01.20 16:30:00 -
[159] - Quote
Who would agree to a primary bonus to the cloak ( like nk's are to the the minja) and a sub bonus of stamina max and regain that's equal to a standard module?
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
|
Monty Mole Clone
Shiv M
130
|
Posted - 2014.01.20 16:47:00 -
[160] - Quote
Nocturnal Soul wrote:Who would agree to a primary bonus to the cloak ( like nk's are to the the minja) and a sub bonus of stamina max and regain that's equal to a standard module?
i would very much like a fitting bonus to the cloak and then a bonus that shortens cooldown or something to that end |
|
Vell0cet
SVER True Blood Public Disorder.
812
|
Posted - 2014.01.20 17:22:00 -
[161] - Quote
Nocturnal Soul wrote:Who would agree to a primary bonus to the cloak ( like nk's are to the the minja) and a sub bonus of stamina max and regain that's equal to a standard module? I like this suggestion the best. Of all the scout suits, the Amarr will probably always be using a cloak. It is slower than the Minmatar assault (especially if plated), and it doesn't have inherent damp bonuses like the Gallente, so it's slow and easier to scan from the get-go. It's primary means of defense will be cloaking. You could plate the thing to hell and try to play as an assault, but I suspect this approach will be disastrous, and you'd be much better off running a real assault suit.
Also, some people have been really downplaying the NK bonus on the Minmatar scout. I suspect those things are going to be absolutely devastating. You can OHK most suits with those without a charged shot, add the cloak to easily close distances unseen, and we're going to see a lot of knife kills in the kill feed.
If people decide there should be absolutely no cloak bonuses (besides the fitting bonus), then the next best option is the ScP clip-size bonus. It will make going for headshot assassinations a more viable tactic, since misses aren't so severely punishing as they are now. I still think the NK bonus is significantly better, but I could live with the disparity. Maybe it's redundant with the scrambler pistol operations bonus, but that one is basically required for the gun to be viable at all, so it's less of a bonus, and more compensating for an initially severely limited clip size. The Amar scout bonus would feel more like a bonus, giving you the opportunity to try for more headshots. This doesn't reduce the TTK like the NK bonus, and is pretty balanced IMO.
My last option (that nobody seems to like) would be a 10%/level vehicle damage bonus to remote explosives/proxi mines. This would fill the sabotage role (specifically mentioned by CCP Remnant but not explicitly filled through the existing scout suit bonuses), and help cut down on the tank spam as an additional AV tactic. Not my favorite option, but the small base HP advantage might give the Amarr scout a touch more survivalibility for getting in close to vehicles.
Quick/Dirty Test Range Idea
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5594
|
Posted - 2014.01.20 17:26:00 -
[162] - Quote
Jack McReady wrote:Aero Yassavi wrote:even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. it is the slowest when you take the sprint distance of the other suits as base. it is the fastest over long sprints though. it can also bunny hop alot more in combat than any other suit. When you add a complex cardiac regulator to a Caldari or Gallente suit, they can sprint for 42 seconds. When you add a complex cardiac regulator to a Minmatar suit, they can sprint for 44.1 seconds. This isn't really far off from 45 seconds. When you consider that these suits are faster, they would also travel more distance in this shorter time. And yes, it is fair that these suits would have to use a slot to achieve similar stamina performance, because an Amarr would also have to use a slot if it wanted to achieve similar profile dampening, scan precision, or hacking speed.
Also stamina does not affect bunny hopping, because jumping uses a percent of your stamina, not a set amount. No matter how much stamina you have you cannot increase how many times you can jump in quick succession.
ARC Commander
CPM Info and Q&A - Status: Open
|
Korvin Lomont
United Pwnage Service RISE of LEGION
483
|
Posted - 2014.01.20 17:30:00 -
[163] - Quote
Aero Yassavi wrote:Jack McReady wrote:Aero Yassavi wrote:even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. it is the slowest when you take the sprint distance of the other suits as base. it is the fastest over long sprints though. it can also bunny hop alot more in combat than any other suit. When you add a complex cardiac regulator to a Caldari or Gallente suit, they can sprint for 42 seconds. When you add a complex cardiac regulator to a Minmatar suit, they can sprint for 44.1 seconds. This isn't really far off from 45 seconds. When you consider that these suits are faster, they would also travel more distance in this shorter time. And yes, it is fair that these suits would have to use a slot to achieve similar stamina performance, because an Amarr would also have to use a slot if it wanted to achieve similar profile dampening, scan precision, or hacking speed. Also stamina does not affect bunny hopping, because jumping uses a percent of your stamina, not a set amount. No matter how much stamina you have you cannot increase how many times you can jump in quick succession.
The thing is with faster stamina regeneration you CAN bunny hop more than other suits as your stamina will be faster at that point where you can hop again... |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5596
|
Posted - 2014.01.20 17:32:00 -
[164] - Quote
Korvin Lomont wrote:Aero Yassavi wrote:Jack McReady wrote:Aero Yassavi wrote:even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. it is the slowest when you take the sprint distance of the other suits as base. it is the fastest over long sprints though. it can also bunny hop alot more in combat than any other suit. When you add a complex cardiac regulator to a Caldari or Gallente suit, they can sprint for 42 seconds. When you add a complex cardiac regulator to a Minmatar suit, they can sprint for 44.1 seconds. This isn't really far off from 45 seconds. When you consider that these suits are faster, they would also travel more distance in this shorter time. And yes, it is fair that these suits would have to use a slot to achieve similar stamina performance, because an Amarr would also have to use a slot if it wanted to achieve similar profile dampening, scan precision, or hacking speed. Also stamina does not affect bunny hopping, because jumping uses a percent of your stamina, not a set amount. No matter how much stamina you have you cannot increase how many times you can jump in quick succession. The thing is with faster stamina regeneration you CAN bunny hop more than other suits as your stamina will be faster at that point where you can hop again... Well again, stamina regeneration would be comparable as soon as they add a complex cardiac regulator as mentioned above.
ARC Commander
CPM Info and Q&A - Status: Open
|
Vell0cet
SVER True Blood Public Disorder.
812
|
Posted - 2014.01.20 17:35:00 -
[165] - Quote
Korvin Lomont wrote:Aero Yassavi wrote:Jack McReady wrote:Aero Yassavi wrote:even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. it is the slowest when you take the sprint distance of the other suits as base. it is the fastest over long sprints though. it can also bunny hop alot more in combat than any other suit. When you add a complex cardiac regulator to a Caldari or Gallente suit, they can sprint for 42 seconds. When you add a complex cardiac regulator to a Minmatar suit, they can sprint for 44.1 seconds. This isn't really far off from 45 seconds. When you consider that these suits are faster, they would also travel more distance in this shorter time. And yes, it is fair that these suits would have to use a slot to achieve similar stamina performance, because an Amarr would also have to use a slot if it wanted to achieve similar profile dampening, scan precision, or hacking speed. Also stamina does not affect bunny hopping, because jumping uses a percent of your stamina, not a set amount. No matter how much stamina you have you cannot increase how many times you can jump in quick succession. The thing is with faster stamina regeneration you CAN bunny hop more than other suits as your stamina will be faster at that point where you can hop again... You can bunny hop the same amount as other suits but can recharge the ability a bit faster, that is a pretty negligible advantage. Let's be serious.
Quick/Dirty Test Range Idea
|
Nocturnal Soul
Immortal Retribution
1680
|
Posted - 2014.01.20 17:35:00 -
[166] - Quote
Korvin Lomont wrote:Aero Yassavi wrote:Jack McReady wrote:Aero Yassavi wrote:even then with the Amarr scout able to sprint for 45 seconds, it is still the slowest. it is the slowest when you take the sprint distance of the other suits as base. it is the fastest over long sprints though. it can also bunny hop alot more in combat than any other suit. When you add a complex cardiac regulator to a Caldari or Gallente suit, they can sprint for 42 seconds. When you add a complex cardiac regulator to a Minmatar suit, they can sprint for 44.1 seconds. This isn't really far off from 45 seconds. When you consider that these suits are faster, they would also travel more distance in this shorter time. And yes, it is fair that these suits would have to use a slot to achieve similar stamina performance, because an Amarr would also have to use a slot if it wanted to achieve similar profile dampening, scan precision, or hacking speed. Also stamina does not affect bunny hopping, because jumping uses a percent of your stamina, not a set amount. No matter how much stamina you have you cannot increase how many times you can jump in quick succession. The thing is with faster stamina regeneration you CAN bunny hop more than other suits as your stamina will be faster at that point where you can hop again... So this is your argument on why the Amarr scout should stay like this, because it can jump more than other scouts..... just don't... please don't.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
|
Bendtner92
Imperfects Negative-Feedback
1506
|
Posted - 2014.01.20 17:35:00 -
[167] - Quote
Korvin Lomont wrote:The thing is with faster stamina regeneration you CAN bunny hop more than other suits as your stamina will be faster at that point where you can hop again... That's actually not true if you're raising both stamina and regen.
If you're only raising regen then yes, as your stamina would hit the required percentage for jumping faster, but if you raise the stamina with the same amount, it will take the same amount of time before you can jump.
Edit: If you raise stamina more than regen it will actually take more time before you can jump again.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
|
Korvin Lomont
United Pwnage Service RISE of LEGION
483
|
Posted - 2014.01.20 17:37:00 -
[168] - Quote
Regarding the Amarr bonus after thinking a bit longer I think its fine. Every secondary scout bonus alters one dropsuit base stat by 5 %. The same is true for the amarr scout.
He gets +5% to stamina and + 5% to stamina regen, so it is perfectly in line with the other suits boni.
The problem is the cardiac regulator that gives an incredible high bonus. This module is way more powerfull than any other percentage based module in the game.
None of these grant a 100% bonus to any base stat not to speak from granting two 100% boni, this is kinda strange. |
Korvin Lomont
United Pwnage Service RISE of LEGION
483
|
Posted - 2014.01.20 17:39:00 -
[169] - Quote
Bendtner92 wrote:Korvin Lomont wrote:The thing is with faster stamina regeneration you CAN bunny hop more than other suits as your stamina will be faster at that point where you can hop again... That's actually not true if you're raising both stamina and regen. If you're only raising regen then yes, as your stamina would hit the required percentage for jumping faster, but if you raise the stamina with the same amount, it will take the same amount of time before you can jump. Edit: If you raise stamina more than regen it will actually take more time before you can jump again.
Ok thats a point I really havent thought about to the last end :/ |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5596
|
Posted - 2014.01.20 17:43:00 -
[170] - Quote
Korvin Lomont wrote:Regarding the Amarr bonus after thinking a bit longer I think its fine. Every secondary scout bonus alters one dropsuit base stat by 5 %. The same is true for the amarr scout.
He gets +5% to stamina and + 5% to stamina regen, so it is perfectly in line with the other suits boni.
The problem is the cardiac regulator that gives an incredible high bonus. This module is way more powerfull than any other percentage based module in the game.
None of these grant a 100% bonus to any base stat not to speak from granting two 100% boni, this is kinda strange. It's not perfectly in line at all. First of all, all stats are not linearly valuable. Getting 5% more stamina isn't the same thing as 5% reduced profile signature, for example. That is why a complex cardiac regulator increases stamina and stamina regen by 100% while a complex profile dampener reduces your signature by only 25%.
Also while stamina and stamina regen are two separate stats, they are achieved in the same module so it's still just one bonus, not a bonus and a secondary bonus. Profile dampening and scan radius aren't the same module, Scan precision and scan radius aren't the same module, hacking speed and NK damage aren't the same module.
ARC Commander
CPM Info and Q&A - Status: Open
|
|
Korvin Lomont
United Pwnage Service RISE of LEGION
483
|
Posted - 2014.01.20 17:56:00 -
[171] - Quote
Aero Yassavi wrote:Korvin Lomont wrote:Regarding the Amarr bonus after thinking a bit longer I think its fine. Every secondary scout bonus alters one dropsuit base stat by 5 %. The same is true for the amarr scout.
He gets +5% to stamina and + 5% to stamina regen, so it is perfectly in line with the other suits boni.
The problem is the cardiac regulator that gives an incredible high bonus. This module is way more powerfull than any other percentage based module in the game.
None of these grant a 100% bonus to any base stat not to speak from granting two 100% boni, this is kinda strange. It's not perfectly in line at all. First of all, all stats are not linearly valuable. Getting 5% more stamina isn't the same thing as 5% reduced profile signature, for example. That is why a complex cardiac regulator increases stamina and stamina regen by 100% while a complex profile dampener reduces your signature by only 25%. Also while stamina and stamina regen are two separate stats, they are achieved in the same module so it's still just one bonus, not a bonus and a secondary bonus. Profile dampening and scan radius aren't the same module, Scan precision and scan radius aren't the same module, hacking speed and NK damage aren't the same module.
5% to stamina and 5% to stamina regen are two boni two stats are changed, regardless if there is a module that do the same for both stats. Not the module gets a boost the two base stats are changed. And this is true for all scouts as all scouts get a change to two base stats.
That modules do different things is another story...
About the value of the base stat I would say its up more to your preferences, there is no law in dust that says satmina is less valuable than scan profile.
So if you thing a bonus to profile dampening is more suited for your playstyle maybe the gallente scout is the right one for you. If you like to be more mobile and agile than maybe the amarr scout is the right one, if you want to run as mobile scanner maybe the caldari scout is the right for you.
Note I did not mind a small buff to Amarr boni, I just think it is in linewith the other boni as all give the same percantage of bonus to same amount of stats. |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
357
|
Posted - 2014.01.20 18:14:00 -
[172] - Quote
Iron Wolf Saber wrote:Magnus Amadeuss wrote: Please for the love of god IWS stay out of balancing discussions.
Be excessively careful who you want to discount because one can easily make fool of another. I just shot from the hip with gut feelings. Good thing I followed through. Amarr AK.0 (x = invalid) (* First worst to most worst) 25% Stamina and 25% Regeneration Rate 1 Light (x) 1 Side (x) 1 Grenade (x) 2 Equipment (x) 2 High (***) 4 Low (*) 70 Grid (**) 340 CPU (***) Armor 170 (*) Armor Heal 0 (x) Shields 60 (****) Shield Delay 4 (**) Full Delay 6 (***) Shield Refresh 30 hp/s (***) Hack Bonus 5% (**) Max Stamina 225 (*) Stamina Charge 40 sp/s (*) TTSM = 5.6 Secs (*) (Gk.0 is at 6.666... ranking ***) Ground Speed 525/40(this assumes UE3 conversions) = 13.125 meters/s (***) (which seems wrong but for sake of measuring shoe sizes the /40 is tangible measurement for our needs here ) With Bonuses Applied Max Stamina 225*1.25 = 281.25 Stamina Charge = 50 sp/s TTSM = 5.625 Throw in Biotics to V Max Stamina 281.25*1.05 = 295.05 Stamina Charge = 52.5 TTSM = 5.62 vs the GK 0's 210 31.5 and 6.666... Now lets throw car rads in, proto lvl 5 skills (10% bonus to the bonus yo) First one on each Complex Cardiac Regulator 110% Stamina 110% Recovery Ak. 0 MS 619.605 SC 110.25 TTSM 5.62 GS 13.25 m/s Gk. 0 MS 441 SC 66.15 TTSM 6.66 GS 13.625 m/s Stamina is consumed 10 units per second while sprinting, running does not penalize regeneration, sprinting adds 40% more speed so Ak. 0 13.25*1.4 = 18.55 Sprint speed 18.55*(619.605/10) = 1149.37 Meters covered per sprint or 1.15 kms 5.62 Seconds to max stamina the amarrian would cover 74.4 meters Time is now 67.6 seconds with 1223.77 meters covered So True M/S is 18.10 m/sGk. 0 13.625*1.4 = 19.075 Sprint Speed 19.075*(441/10) = 841.21 meters covered 6.66 second to max stamina the gallente would cover 90.74 meters Time is now 60.7 seconds with only 931.95 So True M/S is 15.35 m/s Feeling Sorry for the Gallente I threw in a Kin Kat Complex at max level = 13.2% bonus (13.625*1.132)*1.4 = 21.5929 spring speed whoohoo 952 meters covered 6.66 covers 102.72 meters Time is 60.7 covering only 1054.72 True M/S is 17.375 m/s The gallente would almost have to use 3/4 lot slots just to compete against a single card reg amarrian. Also the other big thing that is probably going to bother everyone. There are no sensor stats on the suit sheet either so we have no idea how those stats are distributed. And now I just got asked to do the 5k run with everyone, bleh, wait one while I spread sheet fu this.
Holy cow, you wrong about nearly everything you wrote there.
Once again, you should stay out of balance discussions.
So, you realize that all skill multipliers are, as the name implies, multiplicative right? So this means we can work with base stats and come out with the same ratios.
Anyway, I don't even know where to begin.
The amarrian suit is 96% as fast (walking/sprinting/whatever) as a caldar/gallente suit The amarrian suit is 93% as fast as a minmatar suit is
The amarrian suit has (without bonuses) 12.5% more stamina and 33% more stamina recovery as a caldari/gallente suit 4% more stamina and 12.5% more stamina recovery as the minmatar suit
So, advantages here are pretty slim to none. The amarrian suit is the slowest, and over the first 30 seconds of running will lag behind all the other suits. Of course for being the slowest, it gets a small HP (like 1 AR round worth) bonus. Just like how the minmatar suit is faster, but sacrifices some HP for that speed. Standard Dust/eve fair so far right?
So, with a 5%/lvl bonus to stamina/recovery, the max bonus the amarrian suit can garner is 25% stamina/recovery. This means that the ENTIRE MAXED AMARRIAN BONUS CAN BE MITIGATED BY LESS THAN 1 MILITIA MODULE.
How f-cking hard is this to understand IWS? 1 militia module and all of the other scouts are now comparatively better in EVERY way than the amarrian scout.
It is so freaking simple I don't know how to explain it in a simpler way. The bonuses can be directly related to module effects, and as such can be directly related with modules. This way we can count the effectiveness of the bonuses in modules. In other words, if you fit this exact number of modules on a different suit, you would arrive at the same performance level as the suit in question.
Minmatar suit bonuses = 5 modules (4 prototype and 1 basic) Gallente suit bonuses = 3 modules (1 proto 1 adv 1 basic) Caldari suit bonuses = 3 modules (1 proto 2 basic) Amarr suit bonuses = 1 module (less than 1 militia)
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5599
|
Posted - 2014.01.20 18:18:00 -
[173] - Quote
Thank you very much Magnus, I was working on a post like that as well because of how wrong IWS's statements were. I appreciate his work, but he should really double check before making such big claims.
ARC Commander
CPM Info and Q&A - Status: Open
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
359
|
Posted - 2014.01.20 18:19:00 -
[174] - Quote
Korvin Lomont wrote:Aero Yassavi wrote:Korvin Lomont wrote:Regarding the Amarr bonus after thinking a bit longer I think its fine. Every secondary scout bonus alters one dropsuit base stat by 5 %. The same is true for the amarr scout.
He gets +5% to stamina and + 5% to stamina regen, so it is perfectly in line with the other suits boni.
The problem is the cardiac regulator that gives an incredible high bonus. This module is way more powerfull than any other percentage based module in the game.
None of these grant a 100% bonus to any base stat not to speak from granting two 100% boni, this is kinda strange. It's not perfectly in line at all. First of all, all stats are not linearly valuable. Getting 5% more stamina isn't the same thing as 5% reduced profile signature, for example. That is why a complex cardiac regulator increases stamina and stamina regen by 100% while a complex profile dampener reduces your signature by only 25%. Also while stamina and stamina regen are two separate stats, they are achieved in the same module so it's still just one bonus, not a bonus and a secondary bonus. Profile dampening and scan radius aren't the same module, Scan precision and scan radius aren't the same module, hacking speed and NK damage aren't the same module. 5% to stamina and 5% to stamina regen are two boni two stats are changed, regardless if there is a module that do the same for both stats. Not the module gets a boost the two base stats are changed. And this is true for all scouts as all scouts get a change to two base stats. That modules do different things is another story... About the value of the base stat I would say its up more to your preferences, there is no law in dust that says satmina is less valuable than scan profile. So if you thing a bonus to profile dampening is more suited for your playstyle maybe the gallente scout is the right one for you. If you like to be more mobile and agile than maybe the amarr scout is the right one, if you want to run as mobile scanner maybe the caldari scout is the right for you. Note I did not mind a small buff to Amarr boni, I just think it is in linewith the other boni as all give the same percantage of bonus to same amount of stats.
No
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
363
|
Posted - 2014.01.20 19:04:00 -
[175] - Quote
Aero Yassavi wrote:Thank you very much Magnus, I was working on a post like that as well because of how wrong IWS's statements were. I appreciate his work, but he should really double check before making such big claims.
No problem man.
Just to be clear to everyone, I am not trying to make amarrian scouts better, I want to make them equal.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
True Adamance
Kameira Lodge Amarr Empire
5965
|
Posted - 2014.01.20 19:08:00 -
[176] - Quote
Magnus Amadeuss wrote:Iron Wolf Saber wrote:Magnus Amadeuss wrote: Please for the love of god IWS stay out of balancing discussions.
Be excessively careful who you want to discount because one can easily make fool of another. I just shot from the hip with gut feelings. Good thing I followed through. Amarr AK.0 (x = invalid) (* First worst to most worst) 25% Stamina and 25% Regeneration Rate 1 Light (x) 1 Side (x) 1 Grenade (x) 2 Equipment (x) 2 High (***) 4 Low (*) 70 Grid (**) 340 CPU (***) Armor 170 (*) Armor Heal 0 (x) Shields 60 (****) Shield Delay 4 (**) Full Delay 6 (***) Shield Refresh 30 hp/s (***) Hack Bonus 5% (**) Max Stamina 225 (*) Stamina Charge 40 sp/s (*) TTSM = 5.6 Secs (*) (Gk.0 is at 6.666... ranking ***) Ground Speed 525/40(this assumes UE3 conversions) = 13.125 meters/s (***) (which seems wrong but for sake of measuring shoe sizes the /40 is tangible measurement for our needs here ) With Bonuses Applied Max Stamina 225*1.25 = 281.25 Stamina Charge = 50 sp/s TTSM = 5.625 Throw in Biotics to V Max Stamina 281.25*1.05 = 295.05 Stamina Charge = 52.5 TTSM = 5.62 vs the GK 0's 210 31.5 and 6.666... Now lets throw car rads in, proto lvl 5 skills (10% bonus to the bonus yo) First one on each Complex Cardiac Regulator 110% Stamina 110% Recovery Ak. 0 MS 619.605 SC 110.25 TTSM 5.62 GS 13.25 m/s Gk. 0 MS 441 SC 66.15 TTSM 6.66 GS 13.625 m/s Stamina is consumed 10 units per second while sprinting, running does not penalize regeneration, sprinting adds 40% more speed so Ak. 0 13.25*1.4 = 18.55 Sprint speed 18.55*(619.605/10) = 1149.37 Meters covered per sprint or 1.15 kms 5.62 Seconds to max stamina the amarrian would cover 74.4 meters Time is now 67.6 seconds with 1223.77 meters covered So True M/S is 18.10 m/sGk. 0 13.625*1.4 = 19.075 Sprint Speed 19.075*(441/10) = 841.21 meters covered 6.66 second to max stamina the gallente would cover 90.74 meters Time is now 60.7 seconds with only 931.95 So True M/S is 15.35 m/s Feeling Sorry for the Gallente I threw in a Kin Kat Complex at max level = 13.2% bonus (13.625*1.132)*1.4 = 21.5929 spring speed whoohoo 952 meters covered 6.66 covers 102.72 meters Time is 60.7 covering only 1054.72 True M/S is 17.375 m/s The gallente would almost have to use 3/4 lot slots just to compete against a single card reg amarrian. Also the other big thing that is probably going to bother everyone. There are no sensor stats on the suit sheet either so we have no idea how those stats are distributed. And now I just got asked to do the 5k run with everyone, bleh, wait one while I spread sheet fu this. Holy cow, your wrong about nearly everything you wrote there. Once again, you should stay out of balance discussions. So, you realize that all skill multipliers are, as the name implies, multiplicative right? So this means we can work with base stats and come out with the same ratios. What I mean is we can leave out skills modifiers here as they just add work. Anyway, I don't even know where to begin. The amarrian suit is 96% as fast (walking/sprinting/whatever) as a caldar/gallente suit The amarrian suit is 93% as fast as a minmatar suit is The amarrian suit has (without bonuses) 12.5% more stamina and 33% more stamina recovery as a caldari/gallente suit 4% more stamina and 12.5% more stamina recovery as the minmatar suit So, advantages here are pretty slim to none. The amarrian suit is the slowest, and over the first 30 seconds of running will lag behind all the other suits. Of course for being the slowest, it gets a small HP (like 1 AR round worth) bonus. Just like how the minmatar suit is faster, but sacrifices some HP for that speed. Standard Dust/eve fair so far right? So, with a 5%/lvl bonus to stamina/recovery, the max bonus the amarrian suit can garner is 25% stamina/recovery. This means that the ENTIRE MAXED AMARRIAN BONUS CAN BE MITIGATED BY LESS THAN 1 MILITIA MODULE. How f-cking hard is this to understand IWS? 1 militia module and all of the other scouts are now comparatively better the amarrian scout. It is so freaking simple I don't know how to explain it in a simpler way. The bonuses can be directly related to module effects, and as such can be directly related with modules. This way we can count the effectiveness of the bonuses in modules. In other words, if you fit this exact number of modules on a different suit, you would arrive at the same performance level as the suit in question. Minmatar suit bonuses = 5 modules (4 prototype and 1 basic) Gallente suit bonuses = 3 modules (1 proto 1 adv 1 basic) Caldari suit bonuses = 3 modules (1 proto 2 basic) Amarr suit bonuses = 1 module (less than 1 militia)
The underlined section is essentially the counter Llast36 mentions in another of his arguments.
He said the Amarrian bonus cant be countered.
I say the Amarrian bonus, due to the suits lows speed, is essentially countered until you hit this threshold where we can still run and the other scouts consume their stamina.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
|
Rannici
Ancient Exiles. Renegade Alliance
146
|
Posted - 2014.01.20 19:08:00 -
[177] - Quote
good research. expect an invite from ancient exiles aboard science vessel douchecunt. |
Ghost Kaisar
Titans of Phoenix Legacy Rising
2105
|
Posted - 2014.01.20 19:11:00 -
[178] - Quote
Okay Aero, I did some theorycrafting at work, and some number crunching at home.
I saw in another thread that you guys wanted a reduction to Movement and Speed penalty to armor plates, but as I thought about it, that was a terrible idea. Every assault ever would take the suit and stack it to 700+ armor with no penalties. Combine with passive dampening, and the suit will be better than the assault.
How about a bonus to ferroscale plates? This gives them a decent abiltiy to armor tank without sacrificing speed.
Ferro's give 83 hp at proto. If they give the amarr 5% bonus per level they can get 101 armor out of a Complex Ferro.
They can then fit the following:
2x Complex Ferro 1x Complex Rep 1x Complex Damp
1x Complex Shield 1x Complex L Damage mod
This gives them 414 Armor and 148 shields for approximately 268 CPU and 59 PG. They also get 6hp/s armor rep and all of this at NO speed penalty. That's 562 eHP. That's a ton for a scout. AND they have a shield buffer and rep to go with it. The most combat scout of the 4.
That leaves them around 30 PG and 157 CPU to fit their weapons and equipment. Sound good?
I am open to feedback.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3263
|
Posted - 2014.01.20 19:24:00 -
[179] - Quote
Ghost Kaisar wrote:Okay Aero, I did some theorycrafting at work, and some number crunching at home.
I saw in another thread that you guys wanted a reduction to Movement and Speed penalty to armor plates, but as I thought about it, that was a terrible idea. Every assault ever would take the suit and stack it to 700+ armor with no penalties. Combine with passive dampening, and the suit will be better than the assault.
How about a bonus to ferroscale plates? This gives them a decent abiltiy to armor tank without sacrificing speed.
Ferro's give 83 hp at proto. If they give the amarr 5% bonus per level they can get 101 armor out of a Complex Ferro.
They can then fit the following:
2x Complex Ferro 1x Complex Rep 1x Complex Damp
1x Complex Shield 1x Complex L Damage mod
This gives them 414 Armor and 148 shields for approximately 268 CPU and 59 PG. They also get 6hp/s armor rep and all of this at NO speed penalty. That's 562 eHP. That's a ton for a scout. AND they have a shield buffer and rep to go with it. The most combat scout of the 4.
That leaves them around 30 PG and 157 CPU to fit their weapons and equipment. Sound good?
I am open to feedback.
How many EHP can a Minmatar assault fit at proto? With just passive bonuses (Armor and Shield upgrades), they have 356.25 ehp. Add 3 Complex Shield Extenders (with bonus) and you have 574 ehp. That's more than the scout and the Minny Assault still has 4 slots open (2H, 2L). The Minmatar Assault is faster than the Amarr Scout as well.
Trying to make the scout tanky is a bad idea, its lack of speed advantage means the Minmatar Assault is better in every way.
Join my cult.
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5610
|
Posted - 2014.01.20 19:39:00 -
[180] - Quote
Ghost Kaisar wrote:Okay Aero, I did some theorycrafting at work, and some number crunching at home.
I saw in another thread that you guys wanted a reduction to Movement and Speed penalty to armor plates, but as I thought about it, that was a terrible idea. Every assault ever would take the suit and stack it to 700+ armor with no penalties. Combine with passive dampening, and the suit will be better than the assault.
How about a bonus to ferroscale plates? This gives them a decent abiltiy to armor tank without sacrificing speed.
Ferro's give 83 hp at proto. If they give the amarr 5% bonus per level they can get 101 armor out of a Complex Ferro.
They can then fit the following:
2x Complex Ferro 1x Complex Rep 1x Complex Damp
1x Complex Shield 1x Complex L Damage mod
This gives them 414 Armor and 148 shields for approximately 268 CPU and 59 PG. They also get 6hp/s armor rep and all of this at NO speed penalty. That's 562 eHP. That's a ton for a scout. AND they have a shield buffer and rep to go with it. The most combat scout of the 4.
That leaves them around 30 PG and 157 CPU to fit their weapons and equipment. Sound good?
I am open to feedback. I'd be down for a bonus to ferroscale plates.
ARC Commander
CPM Info and Q&A - Status: Open
|
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 :: one page |
First page | Previous page | Next page | Last page |