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D legendary hero
Ultramarine Corp
1371
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Posted - 2014.01.29 03:54:00 -
[1] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=137506 https://forums.dust514.com/default.aspx?g=posts&m=1774559#post1774559
Above are various threads that suggest it, but now I am out right requesting a balance for the minmatar dropsuits vs other dropsuits.
Why the need? Essentially the minmatar is the weakest suit in every class with only marginally higher movement speed (6%) and the lowest EHP (25% less than a caldari/galente suit). This is disproportionate. To make matters worse in order to have any surviability you have to add armor plates with brings your movement speed in line with galente and caldari suits with still lower ehp. To compound the problem 1 basic kin cat can bridge the speed gap of any suit with the minmatar suit (of the same class) and still have more EHP. Aim assist further exacerbates the problem making a "speed advantage" (of .3m/s ) meaningless.
Many people talk about the glass cannon theory saying that minmatar are supposed to have damage mods tanked and that minmatar have powerful weapons. This theory is shattered by the simple facts that: 1.) any suit can tank damage mods and still have more EHP than a minmatar of the same class 2.) any suit can carry minmatar weapons and use them to the same effectivity (unlike Scr where the amarr bonus makes them the best lazer tech users).
So, in essence minmatar are the weakest in dust.
Balance based on EVE trends and logic
Since in EVE Amarr have the most armor and galente in relation to them have the fastest rep on armor. Caldari should have the highest total shielding but minmatar should have the fastest shield recharge.
Since in dust, Amarr are supposed to have the highest total passive EHP (unmodified), Minmatar on the opposite end of the balance beam should have the highest (unmodded) shield recharge and passive armor reps.
the general flow from an EHP standpoint should be: Amarr > Caldari> Galente> minmatar
the general flow from a fastest recharge and highest innate rep standpoint should be: Minmatar > galente > Caldari > Amarr
Some may argue that minmatar are not armo tankers and that armar and galente should be the only ones with passive reps from an EVE standpoint. However this is false, according to lore Minmatar had a very important role in the invention of the rep tool, their meduim assault suits are literally modified logistics/engineer suits. They by all means lorewise should have a passive armor regen.
Also consider galente need a passive armor regen because that is how they operate in EVE. Period. Amarr in EVE do not rep. armor. The amarr phyolsophy in EVE, is to have so much overwhelming armor that you cannot destroy their ships, pretty much you'd run out of ammo. This should be carried over to dust. unmodded amar suits should have no passive armor rep.Same for caldari their fight at range. passive armor rep is unessesary.
3 things can balance the minmatar suit against the other dropsuits
the following are three things that can potentially balance minmatar suits: [list] Having the fastest shield recharge in its class ie 15-25% than caldari (whichever number is closer to a balance) (namely the rechaege of the next lightest class ie. minmatar medium frame having the shield recharge of a galente scout unmodified).
Having a passive armor rep. of 2-3hp/s. (remember they have lower ehp.. in a 1 on 1 gun fight this will not make a difference. but, from engagement to engagement this will help. Giving meaning to the minmatar "hit and run style of warefare)
Giving their suits on all tiers the same number of High slots as Low slots (3 and 3, 4 and 4 etc)*
By implementing these recommendations I feel certain balance can be had among the dropsuits.
*note: minmatar are suposed to be the most versitile race.
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Glitch116
Black Phoenix Mercenaries Legacy Rising
33
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Posted - 2014.01.29 07:10:00 -
[2] - Quote
i like this idea +1 sorry i can't add more as you really nailed it all on the head perfect
I AM THE KING OF THE BLASTER!!!
deal with it
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D legendary hero
Ultramarine Corp
1378
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Posted - 2014.01.29 16:30:00 -
[3] - Quote
bump. sign the petition request.
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D legendary hero
Ultramarine Corp
1381
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Posted - 2014.01.29 20:49:00 -
[4] - Quote
bump
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Ripcord19981
KNIGHTZ OF THE ROUND Legacy Rising
388
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Posted - 2014.01.29 21:01:00 -
[5] - Quote
i like the idea. But im no a stat or spread sheet junky. All i know is the minmatar medium needs help.
I can only please one person per day. Today is not ur day, tomorrow doesn't look too bright either.
Turkey sammich>taco
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
314
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Posted - 2014.01.29 21:02:00 -
[6] - Quote
I thought their suits were supposed to get a passive rep? NAyways, it shouldn't be 3, as Gallente are the best armor reppers in EVE and that should carry over to Dust. I say WInmatar gets a 2-3 passive, and Gallente gets a 3-4 passive. |
bamboo x
Eternal Beings Proficiency V.
62
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Posted - 2014.01.29 21:57:00 -
[7] - Quote
Couldn't agree more.
Being a Min Logi, I often feel like I got conned into using the weakest suit in the game.
The only reason I am even still playing dust is the potential to max out hack speed on that suit, which is being overshadowed by Min Scouts in 1.8
Combining that with the logi nerf I will be absolutely disappointed in CCP if:
- We don't get a dropsuit respec
- Or at least balance Minmatar dropsuits so they're not the worst suits
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D legendary hero
Ultramarine Corp
1381
|
Posted - 2014.01.29 22:28:00 -
[8] - Quote
Roger Cordill wrote:I thought their suits were supposed to get a passive rep? NAyways, it shouldn't be 3, as Gallente are the best armor reppers in EVE and that should carry over to Dust. I say WInmatar gets a 2-3 passive, and Gallente gets a 3-4 passive.
I concur.
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D legendary hero
Ultramarine Corp
1381
|
Posted - 2014.01.29 22:34:00 -
[9] - Quote
bamboo x wrote:Couldn't agree more. Being a Min Logi, I often feel like I got conned into using the weakest suit in the game. The only reason I am even still playing dust is the potential to max out hack speed on that suit, which is being overshadowed by Min Scouts in 1.8 Combining that with the logi nerf I will be absolutely disappointed in CCP if:
- We don't get a dropsuit respec
- Or at least balance Minmatar dropsuits so they're not the worst suits
You are right. In fact minmatar logi's are indeed the weakest suit in the game because:
- they can't out run anything
- they have no seconday (which is weird because minmatar are supposed to have the most modular suits),
- they can't get higher EHP that most suits
- they really can't carry equipment
this list goes on but you get the point. on top of that, the same problems that plague the logi class in gneeral plague the minmatar logi. This is why minmatar suits need to be balanced.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
110
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Posted - 2014.01.29 23:31:00 -
[10] - Quote
This would make minmatar medium suits viable and competitive in PC battles. Minmatar assault would be mad fun and useful with this setup.
Bump
Trust in the Rust!
7-Time Matar Mass Driver World Champion
Combat Rifle is for Combat!
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ninjamonster
PSU GHOST SYNDICATE DARKSTAR ARMY
4
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Posted - 2014.01.30 02:23:00 -
[11] - Quote
The only reason I'm sticking with minmatar assault suits is because I know it'll get fixed sooner or later. So yes please.
Bump |
shady merc
RisingSuns Public Disorder.
39
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Posted - 2014.01.30 03:09:00 -
[12] - Quote
I agree on the shield recharge idea. Minmatar speed and weapon play very much to a hit and run style adding a defense mechanism would really help
I can not agree with the free armor reps if they are getting more low slots. The Minmatar having 3 or 4 lows should have to fit armor reps if they want them. However if they keep the low slot count they have now then a 1hp/sec rep would seem to fit well |
D legendary hero
Ultramarine Corp
1387
|
Posted - 2014.01.30 04:41:00 -
[13] - Quote
shady merc wrote:I agree on the shield recharge idea. Minmatar speed and weapon play very much to a hit and run style adding a defense mechanism would really help
I can not agree with the free armor reps if they are getting more low slots. The Minmatar having 3 or 4 lows should have to fit armor reps if they want them. However if they keep the low slot count they have now then a 1hp/sec rep would seem to fit well
The armor rep of 1-3 hp/s even with the new slot configuration is still warranted, for 1 good reason. the lower overall EHP. In an engagement vs another suit from full health a minmatar would lose. A passive armror rep makes no difference vs, for example, a RR doing 55 damage per shot. However, this same minmatar suit from full health fighting a weaked Amarr suit would be victorious.
This the Idea that in straight ahead combat minmatar lose (as they do now). but by using hit and run tactics they can recover their full EHP (which is will still be low) and reengage enemies for victory.
Doesn't that sound fair to you?
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D legendary hero
Ultramarine Corp
1388
|
Posted - 2014.01.30 15:05:00 -
[14] - Quote
bump
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Drapedup Drippedout
0uter.Heaven Ishuk-Raata Enforcement Directive
257
|
Posted - 2014.01.30 17:34:00 -
[15] - Quote
Great write up OP, +1
I think the two biggest things I'd like to see changed is either switch the minmatar and caldari assault slot layouts (Min@ 4hi/3lo, caldari gets 5hi/2lo) or mirroring the assault mk.0 after the logistics mk.0 at 4/4.
With the current bonuses to the assault suit, the slot layout really doesn't make much sense.
Also, the suit needs to be faster. Period. The speed is what makes this suit a viable option, and while its not near as bad as it was just a few builds ago(1.5/1.6) speed tanking is still not very viable. With scouts getting their speed buff, I think the min assault should get bumped up as well. |
ToRgUe77
Ultramarine Corp
9
|
Posted - 2014.01.30 19:06:00 -
[16] - Quote
it just seems minmatar are getting shafted right now.Speed tanking is cool in theory but with current weapons and stats it just doesn't work. if ccp wants to sacrifice some hp for speed, the speed increase needs to be something to an appreciable degree. like 15% speed increase over all med suit for 'insert hp 'loss. It would also be nice to see bonuses for assault to go either way for hp tanking. since in eve minmatar can tank either shield or armor effectively. however armor tanking would be detrimental to speed tanking. |
PEW JACKSON
Dem Durrty Boyz Renegade Alliance
198
|
Posted - 2014.01.30 19:34:00 -
[17] - Quote
Since CCP has changed the MK0 scout's slots to 3H/3L I don't see why the Assault MK0 can't be 4H/4L.
Min Logi should also stay with 4H/4L and the same should be for the Min Heavy with 3H/3L or whatever amount of slots it gets. I specced into Min assault for the speed, but now I have to tank it with a plate & rep, defeating the whole purpose of the suit. 1.8 I'd like to spec back into Min assault along with Min scout & maybe Logi.
+1
Dead on the ground.... Think I made a wrong turn :/
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Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
236
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Posted - 2014.01.30 20:13:00 -
[18] - Quote
D legendary hero wrote:https://forums.dust514.com/default.aspx?g=posts&t=137506 https://forums.dust514.com/default.aspx?g=posts&m=1774559#post1774559Above are various threads that suggest it, but now I am out right requesting a balance for the minmatar dropsuits vs other dropsuits. Why the need? Essentially the minmatar is the weakest suit in every class with only marginally higher movement speed (6%) and the lowest EHP (25% less than a caldari/galente suit). This is disproportionate. To make matters worse in order to have any surviability you have to add armor plates with brings your movement speed in line with galente and caldari suits with still lower ehp. To compound the problem 1 basic kin cat can bridge the speed gap of any suit with the minmatar suit (of the same class) and still have more EHP. Aim assist further exacerbates the problem making a "speed advantage" (of .3m/s ) meaningless. Many people talk about the glass cannon theory saying that minmatar are supposed to have damage mods tanked and that minmatar have powerful weapons. This theory is shattered by the simple facts that: 1.) any suit can tank damage mods and still have more EHP than a minmatar of the same class 2.) any suit can carry minmatar weapons and use them to the same effectivity (unlike Scr where the amarr bonus makes them the best lazer tech users). So, in essence minmatar are the weakest in dust. Balance based on EVE trends and logic Since in EVE Amarr have the most armor and galente in relation to them have the fastest rep on armor. Caldari should have the highest total shielding but minmatar should have the fastest shield recharge. Since in dust, Amarr are supposed to have the highest total passive EHP (unmodified), Minmatar on the opposite end of the balance beam should have the highest (unmodded) shield recharge and passive armor reps. the general flow from an EHP standpoint should be: Amarr > Caldari> Galente> minmatar
the general flow from a fastest recharge and highest innate rep standpoint should be: Minmatar > galente > Caldari > Amarr
Some may argue that minmatar are not armo tankers and that armar and galente should be the only ones with passive reps from an EVE standpoint. However this is false, according to lore Minmatar had a very important role in the invention of the rep tool, their meduim assault suits are literally modified logistics/engineer suits. They by all means lorewise should have a passive armor regen. Also consider galente need a passive armor regen because that is how they operate in EVE. Period. Amarr in EVE do not rep. armor. The amarr phyolsophy in EVE, is to have so much overwhelming armor that you cannot destroy their ships, pretty much you'd run out of ammo. This should be carried over to dust. unmodded amar suits should have no passive armor rep.Same for caldari their fight at range. passive armor rep is unessesary. 3 things can balance the minmatar suit against the other dropsuitsthe following are three things that can potentially balance minmatar suits: [list] Having the fastest shield recharge in its class ie 15-25% than caldari (whichever number is closer to a balance) (namely the rechaege of the next lightest class ie. minmatar medium frame having the shield recharge of a galente scout unmodified).
Having a passive armor rep. of 2-3hp/s. (remember they have lower ehp.. in a 1 on 1 gun fight this will not make a difference. but, from engagement to engagement this will help. Giving meaning to the minmatar "hit and run style of warefare)
Giving their suits on all tiers the same number of High slots as Low slots (3 and 3, 4 and 4 etc)*
By implementing these recommendations I feel certain balance can be had among the dropsuits. *note: minmatar are suposed to be the most versitile race.
1) minmatar suits don't have 25-30% less ehp, they have 25-30 less ehp total... that is less than 1 round from most weapons. It is not a significant difference in ANY way shape or form. Oh and currently there is no minmatar suit that can't have MORE ehp than a corresponding amarrian suit.
2) minmatar are the fastest at running/strafing/highest jumpers.
3) minmata have the second highest stamina and stamina regen.
4) minmatar trade 2 hp/sec shield regen for 1 hp/sec armor rep (only suits in the game whom have built in armor rep)
5) this is all outdated stuff, lets wait and see how the new suit stats play out.
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D legendary hero
Ultramarine Corp
1394
|
Posted - 2014.01.30 21:45:00 -
[19] - Quote
Crimson Cerberes wrote:D legendary hero wrote:https://forums.dust514.com/default.aspx?g=posts&t=137506 https://forums.dust514.com/default.aspx?g=posts&m=1774559#post1774559Above are various threads that suggest it, but now I am out right requesting a balance for the minmatar dropsuits vs other dropsuits. Why the need? Essentially the minmatar is the weakest suit in every class with only marginally higher movement speed (6%) and the lowest EHP (25% less than a caldari/galente suit). This is disproportionate. To make matters worse in order to have any surviability you have to add armor plates with brings your movement speed in line with galente and caldari suits with still lower ehp. To compound the problem 1 basic kin cat can bridge the speed gap of any suit with the minmatar suit (of the same class) and still have more EHP. Aim assist further exacerbates the problem making a "speed advantage" (of .3m/s ) meaningless. Many people talk about the glass cannon theory saying that minmatar are supposed to have damage mods tanked and that minmatar have powerful weapons. This theory is shattered by the simple facts that: 1.) any suit can tank damage mods and still have more EHP than a minmatar of the same class 2.) any suit can carry minmatar weapons and use them to the same effectivity (unlike Scr where the amarr bonus makes them the best lazer tech users). So, in essence minmatar are the weakest in dust. Balance based on EVE trends and logic Since in EVE Amarr have the most armor and galente in relation to them have the fastest rep on armor. Caldari should have the highest total shielding but minmatar should have the fastest shield recharge. Since in dust, Amarr are supposed to have the highest total passive EHP (unmodified), Minmatar on the opposite end of the balance beam should have the highest (unmodded) shield recharge and passive armor reps. the general flow from an EHP standpoint should be: Amarr > Caldari> Galente> minmatar
the general flow from a fastest recharge and highest innate rep standpoint should be: Minmatar > galente > Caldari > Amarr
Some may argue that minmatar are not armo tankers and that armar and galente should be the only ones with passive reps from an EVE standpoint. However this is false, according to lore Minmatar had a very important role in the invention of the rep tool, their meduim assault suits are literally modified logistics/engineer suits. They by all means lorewise should have a passive armor regen. Also consider galente need a passive armor regen because that is how they operate in EVE. Period. Amarr in EVE do not rep. armor. The amarr phyolsophy in EVE, is to have so much overwhelming armor that you cannot destroy their ships, pretty much you'd run out of ammo. This should be carried over to dust. unmodded amar suits should have no passive armor rep.Same for caldari their fight at range. passive armor rep is unessesary. 3 things can balance the minmatar suit against the other dropsuitsthe following are three things that can potentially balance minmatar suits: [list] Having the fastest shield recharge in its class ie 15-25% than caldari (whichever number is closer to a balance) (namely the rechaege of the next lightest class ie. minmatar medium frame having the shield recharge of a galente scout unmodified).
Having a passive armor rep. of 2-3hp/s. (remember they have lower ehp.. in a 1 on 1 gun fight this will not make a difference. but, from engagement to engagement this will help. Giving meaning to the minmatar "hit and run style of warefare)
Giving their suits on all tiers the same number of High slots as Low slots (3 and 3, 4 and 4 etc)*
By implementing these recommendations I feel certain balance can be had among the dropsuits. *note: minmatar are suposed to be the most versitile race. 1) minmatar suits don't have 25-30% less ehp, they have 25-30 less ehp total... that is less than 1 round from most weapons. It is not a significant difference in ANY way shape or form. Oh and currently there is no minmatar suit that can't have MORE ehp than a corresponding amarrian suit. 2) minmatar are the fastest at running/strafing/highest jumpers. 3) minmata have the second highest stamina and stamina regen. 4) minmatar trade 2 hp/sec shield regen for 1 hp/sec armor rep (only suits in the game whom have built in armor rep) 5) this is all outdated stuff, lets wait and see how the new suit stats play out.
1. it is actually 25%-30% less ehp and regardless. trading EHP for a measly .3 m/s increase in movement speed is horrible. When it comes it engagements movement and strafe speed are very important, and .3m/s is neglibile. EHP is also important in engagements, so negligle movement speed + lower EHP = horrible dropsuit. period. Again, an amar suit of the same teir as a minmatar suit will ALWAYs have more EHP.
as a note, if the point to minmatar is hit and run, speed and regen. If i have to tank armor plates to have enough EHP to survive an encounter then i just mitigated my own speed advantage.
2. this is true. but moving .3 meters per second is not really that much of an advantage. the run speed is faster yes, but still its only 1m/s faster than a galente or caldari. nonetheless, we aren't comparing scouts so speed isn't that important.
3. this is true. however, being able to run longer doesn't help much if once i get to my objective i get instantely killed.
4. the minmatar logisitics suit does not have an innate armor rep. And the minmatar need this innate armor rep as this is inline with lore and eve. This may be removed in 1.8. which will make minmatar even weaker.
5. i'd rather not wait. because once something is released fixs normally dont come until a month or 2 later. i want the minmatar suit balanced. it won't take much to do it. i only recommended 3 things
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1363
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Posted - 2014.01.31 00:03:00 -
[20] - Quote
I'm all for the Minmatar having a faster Shield regen than the Caldari, but I'm against the idea of having an inherent higher armor repair than the Gallente. A faster shield recharge lends itself to hit and run advantages in shield tanking. Assuming they had balanced highs and lows, they can choose to stack damage or shields, and speed or armor. Now it's not ideal in the short TTK environment we have now, but it still gives the Minmatar a flexibility other races don't have. They can't outdo anyone else at one thing except speed, but they can do pretty decently everywhere else. It's hard to be a hit and run Amarr, or a juggernaut HP stacking Caldari (unless it's a Caldadri Logi.... hopefully 1.8 fixes all the medium suit slots) or a high damage dealing Gallente (again hopefully new slot changes)
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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D legendary hero
Ultramarine Corp
1402
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Posted - 2014.01.31 02:55:00 -
[21] - Quote
Tallen Ellecon wrote:I'm all for the Minmatar having a faster Shield regen than the Caldari, but I'm against the idea of having an inherent higher armor repair than the Gallente. A faster shield recharge lends itself to hit and run advantages in shield tanking. Assuming they had balanced highs and lows, they can choose to stack damage or shields, and speed or armor. Now it's not ideal in the short TTK environment we have now, but it still gives the Minmatar a flexibility other races don't have. They can't outdo anyone else at one thing except speed, but they can do pretty decently everywhere else. It's hard to be a hit and run Amarr, or a juggernaut HP stacking Caldari (unless it's a Caldadri Logi.... hopefully 1.8 fixes all the medium suit slots) or a high damage dealing Gallente (again hopefully new slot changes)
The passive armor regen won't be higher than galente. Because galente should always have an armor regen of 2-4 hp/s.
Still, even if the minmatar armor regen was higher than the galente, with the msignificantly lower EHP minmatar have in fire fght it wouldnt make a significant difference. Only in the grand scheme of things form engagement to engagement will this difference be felt.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
354
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Posted - 2014.01.31 02:58:00 -
[22] - Quote
give them 5% more speed for the scout, and better shield recharge/recharge delay, plus 1 armor per second and ill be a happy minmitar
Kills- Archduke Ferdinand
Help Shields
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D legendary hero
Ultramarine Corp
1402
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Posted - 2014.01.31 02:59:00 -
[23] - Quote
Gavr1lo Pr1nc1p wrote:give them 5% more speed for the scout, and better shield recharge/recharge delay, plus 1 armor per second and ill be a happy minmitar
I dnt want this only for the scout. But for all minmatar dropsuits from assault, to logi to heavy and sentinel.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
354
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Posted - 2014.01.31 03:01:00 -
[24] - Quote
D legendary hero wrote:Gavr1lo Pr1nc1p wrote:give them 5% more speed for the scout, and better shield recharge/recharge delay, plus 1 armor per second and ill be a happy minmitar I dnt want this only for the scout. But for all minmatar dropsuits from assault, to logi to heavy and sentinel. fine, but you would have to make it so that the min assault isnt faster than the ammar scout, as thats just not right. This comes from an all minmitar everything guy
Kills- Archduke Ferdinand
Help Shields
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VikingKong iBUN
Third Rock From The Sun INTERGALACTIC WARPIGS
21
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Posted - 2014.01.31 03:58:00 -
[25] - Quote
keep the passive armour rep give us a slight increase in speed as the current bonus is just too insignificant compared to how much weaker our hp is buff our passive shield recharge and/or recharge delay then you will make me a happy minmatar |
deepfried salad gilliam
Sanguine Knights
411
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Posted - 2014.01.31 04:02:00 -
[26] - Quote
Crimson Cerberes wrote:D legendary hero wrote:https://forums.dust514.com/default.aspx?g=posts&t=137506 https://forums.dust514.com/default.aspx?g=posts&m=1774559#post1774559Above are various threads that suggest it, but now I am out right requesting a balance for the minmatar dropsuits vs other dropsuits. Why the need? Essentially the minmatar is the weakest suit in every class with only marginally higher movement speed (6%) and the lowest EHP (25% less than a caldari/galente suit). This is disproportionate. To make matters worse in order to have any surviability you have to add armor plates with brings your movement speed in line with galente and caldari suits with still lower ehp. To compound the problem 1 basic kin cat can bridge the speed gap of any suit with the minmatar suit (of the same class) and still have more EHP. Aim assist further exacerbates the problem making a "speed advantage" (of .3m/s ) meaningless. Many people talk about the glass cannon theory saying that minmatar are supposed to have damage mods tanked and that minmatar have powerful weapons. This theory is shattered by the simple facts that: 1.) any suit can tank damage mods and still have more EHP than a minmatar of the same class 2.) any suit can carry minmatar weapons and use them to the same effectivity (unlike Scr where the amarr bonus makes them the best lazer tech users). So, in essence minmatar are the weakest in dust. Balance based on EVE trends and logic Since in EVE Amarr have the most armor and galente in relation to them have the fastest rep on armor. Caldari should have the highest total shielding but minmatar should have the fastest shield recharge. Since in dust, Amarr are supposed to have the highest total passive EHP (unmodified), Minmatar on the opposite end of the balance beam should have the highest (unmodded) shield recharge and passive armor reps. the general flow from an EHP standpoint should be: Amarr > Caldari> Galente> minmatar
the general flow from a fastest recharge and highest innate rep standpoint should be: Minmatar > galente > Caldari > Amarr
Some may argue that minmatar are not armo tankers and that armar and galente should be the only ones with passive reps from an EVE standpoint. However this is false, according to lore Minmatar had a very important role in the invention of the rep tool, their meduim assault suits are literally modified logistics/engineer suits. They by all means lorewise should have a passive armor regen. Also consider galente need a passive armor regen because that is how they operate in EVE. Period. Amarr in EVE do not rep. armor. The amarr phyolsophy in EVE, is to have so much overwhelming armor that you cannot destroy their ships, pretty much you'd run out of ammo. This should be carried over to dust. unmodded amar suits should have no passive armor rep.Same for caldari their fight at range. passive armor rep is unessesary. 3 things can balance the minmatar suit against the other dropsuitsthe following are three things that can potentially balance minmatar suits: [list] Having the fastest shield recharge in its class ie 15-25% than caldari (whichever number is closer to a balance) (namely the rechaege of the next lightest class ie. minmatar medium frame having the shield recharge of a galente scout unmodified).
Having a passive armor rep. of 2-3hp/s. (remember they have lower ehp.. in a 1 on 1 gun fight this will not make a difference. but, from engagement to engagement this will help. Giving meaning to the minmatar "hit and run style of warefare)
Giving their suits on all tiers the same number of High slots as Low slots (3 and 3, 4 and 4 etc)*
By implementing these recommendations I feel certain balance can be had among the dropsuits. *note: minmatar are suposed to be the most versitile race. 1) minmatar suits don't have 25-30% less ehp, they have 25-30 less ehp total... that is less than 1 round from most weapons. It is not a significant difference in ANY way shape or form. Oh and currently there is no minmatar suit that can't have MORE ehp than a corresponding amarrian suit. 2) minmatar are the fastest at running/strafing/highest jumpers. 3) minmata have the second highest stamina and stamina regen. 4) minmatar trade 2 hp/sec shield regen for 1 hp/sec armor rep (only suits in the game whom have built in armor rep) 5) this is all outdated stuff, lets wait and see how the new suit stats play out. this
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
237
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Posted - 2014.01.31 07:39:00 -
[27] - Quote
D legendary hero wrote: 1. it is actually 25%-30% less ehp and regardless. trading EHP for a measly .3 m/s increase in movement speed is horrible. When it comes it engagements movement and strafe speed are very important, and .3m/s is neglibile. EHP is also important in engagements, so negligle movement speed + lower EHP = horrible dropsuit. period. Again, an amar suit of the same teir as a minmatar suit will ALWAYs have more EHP.
as a note, if the point to minmatar is hit and run, speed and regen. If i have to tank armor plates to have enough EHP to survive an encounter then i just mitigated my own speed advantage.
2. this is true. but moving .3 meters per second is not really that much of an advantage. the run speed is faster yes, but still its only 1m/s faster than a galente or caldari. nonetheless, we aren't comparing scouts so speed isn't that important.
3. this is true. however, being able to run longer doesn't help much if once i get to my objective i get instantely killed.
4. the minmatar logisitics suit does not have an innate armor rep. And the minmatar need this innate armor rep as this is inline with lore and eve. This may be removed in 1.8. which will make minmatar even weaker.
5. i'd rather not wait. because once something is released fixs normally dont come until a month or 2 later. i want the minmatar suit balanced. it won't take much to do it. i only recommended 3 things
1) Base ehp has/is/will always be caldariand gallente ehp, so lets compare
cal/gal scout ehp = 200 (new values) minmatar scout ehp = 170 (new values)
That is a 30 ehp (15% less, not 25-30%) difference
cal/gal sentinel = 925 ehp minmatar sentinel = 835 ehp
that is a 90 ehp difference (10% less, not 25%-30%)
cal/gal/amarrian commando = 650 ehp minmatar commando = 560 ehp
that is a 90 ehp difference (15% less, not 25%-30%)
cal/gal assault 330 ehp min assault 285 ehp
45 hp difference (15% less not 25-30%)
cal/gal logi 270 ehp min logi 240 ehp
30 hp difference (12% less, not 25-30%)
2) a 0.3 m/s difference in movement speed is HUGE
a) nothing can make base movement faster
and
b) this difference is worth a little bit more (20% more) than a basic kinetic catalyzer (in other words the difference is worth more than a free basic module)
3) as shown above, the hp difference is rarely worth anything. To put it in realistic terms, we should use a basic no-skill AR to determine how long 30, 45, 90 hp really is....
no skill basic AR does 425 DPS
30 HP = 0.07 secs (or 7 hundreds of a second) meaningless 45 HP = 0.1 sec looking more like a trade-off 90 HP = 0.2 seconds a difference you might actually notice
yeah so this hp sacrifice is rofl.
4) I have been playing eve for close to a decade... innate armor repair is not in eve. I couldn't find it in the lore (although I did not read templar one)
5) Then you should be rallying for the amarrian stuff.... as it is now, minmatar suits get balanced stats, their scout is OMGWTF awesome, with bonuses that actualy make sense and work.
The amarrian stuff has horrible bonuses, the commando doesn't even get the HP advantage it trades speed for, the heat reduction bonuses are gone making amarrian weapons useless, and the amarrian scout is without a doubt the weakest of the 4.
Go sit in the corner.
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D legendary hero
Ultramarine Corp
1403
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Posted - 2014.01.31 19:00:00 -
[28] - Quote
Crimson Cerberes wrote:D legendary hero wrote: 1. it is actually 25%-30% less ehp and regardless. trading EHP for a measly .3 m/s increase in movement speed is horrible. When it comes it engagements movement and strafe speed are very important, and .3m/s is neglibile. EHP is also important in engagements, so negligle movement speed + lower EHP = horrible dropsuit. period. Again, an amar suit of the same teir as a minmatar suit will ALWAYs have more EHP.
as a note, if the point to minmatar is hit and run, speed and regen. If i have to tank armor plates to have enough EHP to survive an encounter then i just mitigated my own speed advantage.
2. this is true. but moving .3 meters per second is not really that much of an advantage. the run speed is faster yes, but still its only 1m/s faster than a galente or caldari. nonetheless, we aren't comparing scouts so speed isn't that important.
3. this is true. however, being able to run longer doesn't help much if once i get to my objective i get instantely killed.
4. the minmatar logisitics suit does not have an innate armor rep. And the minmatar need this innate armor rep as this is inline with lore and eve. This may be removed in 1.8. which will make minmatar even weaker.
5. i'd rather not wait. because once something is released fixs normally dont come until a month or 2 later. i want the minmatar suit balanced. it won't take much to do it. i only recommended 3 things
1) Base ehp has/is/will always be caldariand gallente ehp, so lets compare cal/gal scout ehp = 200 (new values) minmatar scout ehp = 170 (new values) That is a 30 ehp (15% less, not 25-30%) difference cal/gal sentinel = 925 ehp minmatar sentinel = 835 ehp that is a 90 ehp difference (10% less, not 25%-30%) cal/gal/amarrian commando = 650 ehp minmatar commando = 560 ehp that is a 90 ehp difference (15% less, not 25%-30%) cal/gal assault 330 ehp min assault 285 ehp 45 hp difference (15% less not 25-30%) cal/gal logi 270 ehp min logi 240 ehp 30 hp difference (12% less, not 25-30%) 2) a 0.3 m/s difference in movement speed is HUGE a) nothing can make base movement faster and b) this difference is worth a little bit more (20% more) than a basic kinetic catalyzer (in other words the difference is worth more than a free basic module) 3) as shown above, the hp difference is rarely worth anything. To put it in realistic terms, we should use a basic no-skill AR to determine how long 30, 45, 90 hp really is.... no skill basic AR does 425 DPS 30 HP = 0.07 secs (or 7 hundreds of a second) meaningless45 HP = 0.1 sec looking more like a trade-off90 HP = 0.2 seconds a difference you might actually noticeyeah so this hp sacrifice is rofl. 4) I have been playing eve for close to a decade... innate armor repair is not in eve. I couldn't find it in the lore (although I did not read templar one) 5) Then you should be rallying for the amarrian stuff.... as it is now, minmatar suits get balanced stats, their scout is OMGWTF awesome, with bonuses that actualy make sense and work. The amarrian stuff has horrible bonuses, the commando doesn't even get the HP advantage it trades speed for, the heat reduction bonuses are gone making amarrian weapons useless, and the amarrian scout is without a doubt the weakest of the 4. Go sit in the corner.
1. i was comparing current values. you talk about new stuff well i didnt know. regardless 6% < 15%. basic math.6% speed boost =/= 15% reduction in health.
2. did I not mention that inorder to have any survivability you have to add plates which reduces your speed. Plus, the way the servers register movement makes speed tanking pointless (remember scouts 1.5 - 1.6?). and with AA .3m/s faster is hardly an advantage. remember, meters in dust measure like inches in RL. so, moving 2-4 inches father than someone shooting at you is not much help....
3. you didn't answer this: "however, being able to run longer doesn't help much if once i get to my objective i get instantely killed."
4. how dhave you been playing EVE for 10 years and not know galente and minmatar lore?
5. I want all suits balanced. I am focusing on the minmatar first. But, amar suits are garbage too. they need to have the highest EHP. did i not say:
EHP highest to lowest = amar > caldari > galente > minmatar
sheild rechage and armor regen innate from fastest to slowest = minmattar > galente >caldari > amarr
Yes, I said this. This is what needs to happen to balance suits in the health department. Suit bonuses should always make tthe suit better with the equipment and weapons of their race, and inline with lore.
Amar need the overheat bonus. minmatar need the rep tool bonus, galente need a bonus to scanners and flux caldari need a bonus to .... well they are pretty good.
I'll sit in the corner but your walking around with the dunce cap...
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
364
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Posted - 2014.01.31 21:56:00 -
[29] - Quote
just putting it out there, speed wise, a minmitar scout needs at least a 5% speed increase, as currently gallente is the way to go for speed and EHP. (gal fit-3x KC's, 1x ADV plate, 1x shield extender, 1x damage mod), now as dampened as a ninja with a proto dampener on, and faster than one with 2x kin cats, has more hep than that same minja with 3x shield extenders, and does more damage to boot. But the worst part is, this gallant scout can still fit a cloak, but the ninja can'tGǪgive minmitar scouts a speed increase so that the only way a gal scout can beat a 2x kin cat minja speed wise is by sacrificing all the lows.
Kills- Archduke Ferdinand
Help Shields
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Mordecai Sanguine
What The French
377
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Posted - 2014.01.31 22:17:00 -
[30] - Quote
D legendary hero wrote:https://forums.dust514.com/default.aspx?g=posts&t=137506 https://forums.dust514.com/default.aspx?g=posts&m=1774559#post1774559Above are various threads that suggest it, but now I am out right requesting a balance for the minmatar dropsuits vs other dropsuits. Why the need? Essentially the minmatar is the weakest suit in every class with only marginally higher movement speed (6%) and the lowest EHP (25% less than a caldari/galente suit). This is disproportionate. To make matters worse in order to have any surviability you have to add armor plates with brings your movement speed in line with galente and caldari suits with still lower ehp. To compound the problem 1 basic kin cat can bridge the speed gap of any suit with the minmatar suit (of the same class) and still have more EHP. Aim assist further exacerbates the problem making a "speed advantage" (of .3m/s ) meaningless. Many people talk about the glass cannon theory saying that minmatar are supposed to have damage mods tanked and that minmatar have powerful weapons. This theory is shattered by the simple facts that: 1.) any suit can tank damage mods and still have more EHP than a minmatar of the same class 2.) any suit can carry minmatar weapons and use them to the same effectivity (unlike Scr where the amarr bonus makes them the best lazer tech users). So, in essence minmatar are the weakest in dust. Balance based on EVE trends and logic Since in EVE Amarr have the most armor and galente in relation to them have the fastest rep on armor. Caldari should have the highest total shielding but minmatar should have the fastest shield recharge. Since in dust, Amarr are supposed to have the highest total passive EHP (unmodified), Minmatar on the opposite end of the balance beam should have the highest (unmodded) shield recharge and passive armor reps. the general flow from an EHP standpoint should be: Amarr > Caldari> Galente> minmatar
the general flow from a fastest recharge and highest innate rep standpoint should be: Minmatar > galente > Caldari > Amarr
Some may argue that minmatar are not armo tankers and that armar and galente should be the only ones with passive reps from an EVE standpoint. However this is false, according to lore Minmatar had a very important role in the invention of the rep tool, their meduim assault suits are literally modified logistics/engineer suits. They by all means lorewise should have a passive armor regen. Also consider galente need a passive armor regen because that is how they operate in EVE. Period. Amarr in EVE do not rep. armor. The amarr phyolsophy in EVE, is to have so much overwhelming armor that you cannot destroy their ships, pretty much you'd run out of ammo. This should be carried over to dust. unmodded amar suits should have no passive armor rep.Same for caldari their fight at range. passive armor rep is unessesary. 3 things can balance the minmatar suit against the other dropsuitsthe following are three things that can potentially balance minmatar suits: [list] Having the fastest shield recharge in its class ie 15-25% than caldari (whichever number is closer to a balance) (namely the rechaege of the next lightest class ie. minmatar medium frame having the shield recharge of a galente scout unmodified).
Having a passive armor rep. of 2-3hp/s. (remember they have lower ehp.. in a 1 on 1 gun fight this will not make a difference. but, from engagement to engagement this will help. Giving meaning to the minmatar "hit and run style of warefare)
Giving their suits on all tiers the same number of High slots as Low slots (3 and 3, 4 and 4 etc)*
By implementing these recommendations I feel certain balance can be had among the dropsuits. *note: minmatar are suposed to be the most versitile race.
With the actual TTK better speed is FAAAAAAAAR better than ehp. Sentinel takes same time than a scout to be kill because scout can dodge, not sentinel.
Most versatile means not better than "specialized" race in their own quarters. So they can't have better shield stats than Caldari. They can't have same/close or more armor rep than Gallente. They can't have more ehp/armor than Amarr. They can't have better scanners than Gallente.
So they need to be competitive on OTHER quarters. More modules would make them able to be better in something than a "specialized" race. They are supposed to be the "Hacking unit and Electronic warfare forces". Some "special" engineer.
=> They should all have a base Hacking Bonus. And a reduced scan db. (harder to scan). and a 200% damage bonus on equipements (instant killl every equipements.)
CCP plan is to make equipements possible to hack to "convert". Minmatarr is full of surprise i thikn. |
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