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BL4CKST4R
WarRavens League of Infamy
1802
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Posted - 2014.02.03 11:17:00 -
[1] - Quote
What if shield extenders and armor plates had their HP reduced by half (with some buffing to the enhanced extender) then we took that HP that was lost and add it back to the suit.
For example most suits have 4 high slots at pro level so we add to every shield suit 145 HP, then we add to every armor suit 295 HP (maybe less due to speed but higher than 145).
What this does is reduce the focus on brick tanking and make other forms of play more viable without reducing or increasing the TTK for bricked suits but increasing it for other bricked suits.
Armor and Shields are not the same!
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1839
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Posted - 2014.02.03 11:31:00 -
[2] - Quote
Yes! Reduce the STD/PRO gap and make other play styles more interesting! The numbers could use some work, maybe, but the idea is good.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Banjo Robertson
Bullet Cluster Legacy Rising
65
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Posted - 2014.02.03 14:47:00 -
[3] - Quote
Increase HP or reduce damage of all weapons by the same percent. |
Xeger's Hammer
Hellstorm Inc League of Infamy
4
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Posted - 2014.02.03 15:22:00 -
[4] - Quote
Good idea, let's make it where playing for weeks to build up enough sp to get into a proto would be meaningless. Everyone could just spec into adv suits, and spend the rest of the 2 million sp they would on proto and have a lvl 5 proficiency in their weapon of choice...then that weapon would be OP and asked to be nerfed. Then we could buff the extenders and armor to make up for the newly Pro5 weapon...but now it doesn't do enough damage....let's create a new weapon, one that's OP as hell, and now everyone needs a proto DS to have enough HP..... A vicious cycle. How about leaving it as is, where skill at the game itself dictates who kills who.
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xSir Campsalotx
G0DS AM0NG MEN
97
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Posted - 2014.02.03 16:36:00 -
[5] - Quote
Not with auto aim before I could take on 2-3 heavies now they lock so its 1vs 1 or 1vs 2 if they suck. |
xSir Campsalotx
G0DS AM0NG MEN
97
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Posted - 2014.02.03 16:37:00 -
[6] - Quote
Personally I like the idea then again I'm a heavy I don't get much life from modules. |
Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
85
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Posted - 2014.02.03 16:42:00 -
[7] - Quote
Xeger's Hammer wrote:Good idea, let's make it where playing for weeks to build up enough sp to get into a proto would be meaningless. Everyone could just spec inwe to adv suits, and spend the rest of the 2 million sp they would on proto and have a lvl 5 proficiency in their weapon of choice...then that weapon would be OP and asked to be nerfed. Then we could buff the extenders and armor to make up for Pro5 weapon...but now it doesn't do enough damage....let's create a new weapon, one that's OP as hell, and now everyone needs a proto DS to have enough HP..... A vicious cycle. How about leaving it as is, where skill at the game itself dictates who kills who.
Clearly, you missed the point here?! Read again, and slower this time.
When i first saw the thread i had to read it because my thoughts were in line with yours. But i think this would be a move in the right direction. Not a fix, but we could build from this. Also closing the std/pro gap would build new player retention. Proto should give you an edge, not a win stick to beat people with?! I have proto too, but if that opposite team has tactics, good defenses, and team work i shouldn't be able to just walk all over them just because of some pretty suit?!
You should still have to actually use tactics along with proto man?! Doing this would make using better gear a sharp edge on your sword, but you still would need to be swordsmen! At first I thought "hello, OP weapons in this game", but then i thought about how this would help in more ways than one.
"Anybody order chaos?"
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
158
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Posted - 2014.02.03 17:18:00 -
[8] - Quote
Bradric Banewolf wrote: Clearly, you missed the point here?! Read again, and slower this time.
When i first saw the thread i had to read it because my thoughts were in line with yours. But i think this would be a move in the right direction. Not a fix, but we could build from this. Also closing the std/pro gap would build new player retention. Proto should give you an edge, not a win stick to beat people with?! I have proto too, but if that opposite team has tactics, good defenses, and team work i shouldn't be able to just walk all over them just because of some pretty suit?!
You should still have to actually use tactics along with proto man?! Doing this would make using better gear a sharp edge on your sword, but you still would need to be swordsmen! At first I thought "hello, OP weapons in this game", but then i thought about how this would help in more ways than one.
Proto should be unique, specialized and gimmicky equipment that requires a skilled hand to use.
They should behave in non-standard ways (Charge sniper is a possible example, but still too ordinary) but not be flat out better. They should have weird aspects to them that break the mold of their weapon type and make them less easily controlled and more dependant on creative playstyle than lower level gear. However, if you manage to put them to good use, they should be far more effective than their basic and std counterparts.
If you want flat upgrades, as well as specializations, get adv gear. If you want to put your skills to the test and play the guinea pig, grab proto stuff.
I would love a proto dropship with unusual flight physics that allows for more agility at the cost of handling even more insanely than normal dropships.
P.S. I like OP's suggestion. The modules shouldn't be too weak, but that approach really allows for more varied playstyles. |
Killar-12
The Corporate Raiders Top Men.
2163
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Posted - 2014.02.03 17:18:00 -
[9] - Quote
BL4CKST4R wrote:What if shield extenders and armor plates had their HP reduced by half (with some buffing to the enhanced extender) then we took that HP that was lost and add it back to the suit.
For example most suits have 4 high slots at pro level so we add to every shield suit 145 HP, then we add to every armor suit 295 HP (maybe less due to speed but higher than 145).
What this does is reduce the focus on brick tanking and make other forms of play more viable without reducing or increasing the TTK for bricked suits but increasing it for other non bricked suits.
As a side effect it also increases the TTK for suits below Proto.
Edit: A 50% reduction might be to much but it should be the highest it can go. 25% is also ideal If the TTK is reduced by 40% and removal of AA alongside the 25% to HP sure other wise just learn how to use hit and run tactics if you use Regen/Speed/Stealth
Listen
I'll change the song every week
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BL4CKST4R
WarRavens League of Infamy
1808
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Posted - 2014.02.03 17:21:00 -
[10] - Quote
Killar-12 wrote:BL4CKST4R wrote:What if shield extenders and armor plates had their HP reduced by half (with some buffing to the enhanced extender) then we took that HP that was lost and add it back to the suit.
For example most suits have 4 high slots at pro level so we add to every shield suit 145 HP, then we add to every armor suit 295 HP (maybe less due to speed but higher than 145).
What this does is reduce the focus on brick tanking and make other forms of play more viable without reducing or increasing the TTK for bricked suits but increasing it for other non bricked suits.
As a side effect it also increases the TTK for suits below Proto.
Edit: A 50% reduction might be to much but it should be the highest it can go. 25% is also ideal If the TTK is reduced by 40% and removal of AA alongside the 25% to HP sure other wise just learn how to use hit and run tactics if you use Regen/Speed/Stealth
You just described how to use a caldari suit/Gallente scout
Armor and Shields are not the same!
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Killar-12
The Corporate Raiders Top Men.
2163
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Posted - 2014.02.03 17:24:00 -
[11] - Quote
BL4CKST4R wrote:Killar-12 wrote:BL4CKST4R wrote:What if shield extenders and armor plates had their HP reduced by half (with some buffing to the enhanced extender) then we took that HP that was lost and add it back to the suit.
For example most suits have 4 high slots at pro level so we add to every shield suit 145 HP, then we add to every armor suit 295 HP (maybe less due to speed but higher than 145).
What this does is reduce the focus on brick tanking and make other forms of play more viable without reducing or increasing the TTK for bricked suits but increasing it for other non bricked suits.
As a side effect it also increases the TTK for suits below Proto.
Edit: A 50% reduction might be to much but it should be the highest it can go. 25% is also ideal If the TTK is reduced by 40% and removal of AA alongside the 25% to HP sure other wise just learn how to use hit and run tactics if you use Regen/Speed/Stealth You just described how to use a caldari suit/Gallente scout I run Gal Scout I have 2 Reps 2 Plates on the proto suit 2 reps on the STD I hate having low HP but I make due hell I have an AV suit that has no modules but is good.
Listen
I'll change the song every week
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Alena Ventrallis
The Neutral Zone
621
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Posted - 2014.02.03 18:03:00 -
[12] - Quote
Fittings should matter when making your suit.
Your changes would have damage mods being the only useful high slot, since 33hp (your complex shield extenders hp) isn't enough to stop a militia AR bullet, let alone any other weapon in the game.
Then, how do we decide how many extenders/plates to refund? Do we assume that Caldari would run nothing but extenders in the highs, and refund CalLogi 5 extenders worth of HP? Would GalLogi use only plates? Would he use a repper? Would CalLogi have used an energizer and therefore only give it 4 extenders worth of HP? How do you determine how you divvy up the hp your giving to the suits?
This is good initiative, bad judgement.
Best PVE idea I've seen.
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Kigurosaka Laaksonen
DUST University Ivy League
229
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Posted - 2014.02.03 18:12:00 -
[13] - Quote
You want to nerf shield extenders? You know that Basic Extender only give a 22 HP bonus, right?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Banjo Robertson
Bullet Cluster Legacy Rising
66
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Posted - 2014.02.03 18:44:00 -
[14] - Quote
Now that I think about it, I'd rather see shield extenders increased to 33, 66, and 99 hp, and armor extenders increased by x1.5. With shield and armor of all dropsuits increased by 10% to their base. |
Cross Atu
OSG Planetary Operations Covert Intervention
1897
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Posted - 2014.02.03 19:26:00 -
[15] - Quote
BL4CKST4R wrote:What if shield extenders and armor plates had their HP reduced by half (with some buffing to the enhanced extender) then we took that HP that was lost and add it back to the suit.
For example most suits have 4 high slots at pro level so we add to every shield suit 145 HP, then we add to every armor suit 295 HP (maybe less due to speed but higher than 145).
What this does is reduce the focus on brick tanking and make other forms of play more viable without reducing or increasing the TTK for bricked suits but increasing it for other non bricked suits.
As a side effect it also increases the TTK for suits below Proto.
Edit: A 50% reduction might be to much but it should be the highest it can go. 25% is also ideal As usual values may need tweaked after some on the ground trends emerge, but having seen your other posts I've no doubt you know that BL4CKST4R, so I'll focus on the concept.
As an idea I think it would be a good move, I'd advocate a slight scaling of the buff so that proto level frames gained a touch more raw HP out of the deal (they can already fit better tank at present and they'll still be costing more so I think this slight scaling effect would better maintain balance). Beyond that, with 1.8 on the horizon I have to say that I'd love to see more racially driven eHP buffs from the new skills rather than some of the *ahem*less than optimal selections currently proposed. Such a move could even be used to increase game diversity by creating deeper racial specificity and more player choice -- provide, for example, to versions of the same frame (let's use an Assault) one with racially defined skills to support eHP and one for DPS. Were this suit an Amarr for example it would gain DPS skills honed to buff it's racial weapons while the eHP skills would be a bonus to the effect of armor plates (the Gal would be getting the active reps).
I don't want to pull the thread off topic, but I believe the two ideas work hand in glove as aspects of the same system.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Kharga Lum
Arcana Imperii Ltd. Northern Army.
278
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Posted - 2014.02.03 20:02:00 -
[16] - Quote
A Complex shield extender already gives less then 1 bullets worth of HP. The basic at half hp would only provide 16hp? The Laser Rifle would do that much damage without heating up. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
399
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Posted - 2014.02.03 20:54:00 -
[17] - Quote
Yes!! Mass extinction of any viability of shields compared to armor! I love being gallente! Besides, shield extenders are so OP right now. You can just sit in one place and after 20 seconds of no body touching you you can start regenerating 10 shield per second! It is super OP, and isn't made up for by ludicrous fitting costs of extenders, or them giving less than half the HP of armor plates at all! I say remove the penalty from armor and give it to shields, because they are wicked OP. Instead, give armor a stacking bonus, like 10% to aim assist per plate. Thats the only way to make this game fair, because what if someone who was using skill and a gimped suit was able to dodge a bullet? that would be super OP!! Overall, I like your completely unbiased and necessary proposals!
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
399
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Posted - 2014.02.03 20:56:00 -
[18] - Quote
BTW, if anyone wants to see some terrible and laughable balancing ideas, just click my signature's link. I should probably change it though because I'm actually trying to help the super OP shields...
Kills- Archduke Ferdinand
Balance!
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Mordecai Sanguine
What The French
385
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Posted - 2014.02.03 21:25:00 -
[19] - Quote
BL4CKST4R wrote:What if shield extenders and armor plates had their HP reduced by half (with some buffing to the enhanced extender) then we took that HP that was lost and add it back to the suit.
For example most suits have 4 high slots at pro level so we add to every shield suit 145 HP, then we add to every armor suit 295 HP (maybe less due to speed but higher than 145).
What this does is reduce the focus on brick tanking and make other forms of play more viable without reducing or increasing the TTK for bricked suits but increasing it for other non bricked suits.
As a side effect it also increases the TTK for suits below Proto.
Edit: A 50% reduction might be to much but it should be the highest it can go. 25% is also ideal
It will be a major boost for Damager. Making able to Brick and stack lot of damagers. Remove damagers and it will be perfect. |
BL4CKST4R
WarRavens League of Infamy
1810
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Posted - 2014.02.03 21:47:00 -
[20] - Quote
Kharga Lum wrote:A Complex shield extender already gives less then 1 bullets worth of HP. The basic at half hp would only provide 16hp? The Laser Rifle would do that much damage without heating up.
I don't really want to nrfef shields (read the edit) the overall message is to reduce the necessity of brick tanking as the only viable means to play the game without being destroyed. But the only way this is achievable is by either nerfing guns or buffing hp modules both of which only make brick tanking even better. What I want is to make other forms of play less crippling for example using range amplifiers, profile dampeners, things like that.
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1810
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Posted - 2014.02.03 21:49:00 -
[21] - Quote
Kharga Lum wrote:A Complex shield extender already gives less then 1 bullets worth of HP. The basic at half hp would only provide 16hp? The Laser Rifle would do that much damage without heating up.
You are aware that if you are a basic shield extender user you are getting more HP than you did before right? Regardless you aren't losing the HP you are gaining it straight to your suit the other half goes you the modules. A 50% reduction is a lot I wrote that on the thread, but the main goal is to redistribute the HP in order to make brick tanking the only means to play.
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1810
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Posted - 2014.02.03 22:06:00 -
[22] - Quote
Alena Ventrallis wrote:Fittings should matter when making your suit.
Your changes would have damage mods being the only useful high slot, since 33hp (your complex shield extenders hp) isn't enough to stop a militia AR bullet, let alone any other weapon in the game.
Then, how do we decide how many extenders/plates to refund? Do we assume that Caldari would run nothing but extenders in the highs, and refund CalLogi 5 extenders worth of HP? Would GalLogi use only plates? Would he use a repper? Would CalLogi have used an energizer and therefore only give it 4 extenders worth of HP? How do you determine how you divvy up the hp your giving to the suits?
This is good initiative, bad judgement.
I forgot about damage mods but CCP is nerfing them so it's not a big deal. Like I said 50% is a lot I just wanted to get the point across. I am thinking a 25% reduction with a 30% refund would be good. I said refund 4 slots because on average most suits have 4. As for repairs and energizer they idea is that these modules, along with other would become more useful to applying them to the main idea would be redundant. My determination is based on the fact that brick tanking is the most efficient and the best way to play Dust therefore those are the main target.
Armor and Shields are not the same!
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Garth Mandra
The Southern Legion The Umbra Combine
305
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Posted - 2014.02.03 23:08:00 -
[23] - Quote
I'm keen on making HP and damage mods less of a thing so that we get more variety in effective fitting options.
Rather than buffing suit HP I'd prefer to see a nerf to weapon damage (same effect) solely for the reason of attempting to make the HP amounts fit in with Eve. The smallest eve ships have a few thousand HP so keeping most dropsuits below 1k seems believable.
Would HP modules be better if they were percentage based? It does change the dynamics a bit but it'd mean that stacking them becomes much less useful due to the stacking penalties. |
DeadlyAztec11
Ostrakon Agency Gallente Federation
3903
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Posted - 2014.02.03 23:44:00 -
[24] - Quote
I detest this idea.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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Draco Cerberus
BurgezzE.T.F Public Disorder.
748
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Posted - 2014.02.04 00:12:00 -
[25] - Quote
This is a terrible idea.
LogiGod earns his pips
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BL4CKST4R
WarRavens League of Infamy
1811
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Posted - 2014.02.04 01:35:00 -
[26] - Quote
DeadlyAztec11 wrote:I detest this idea.
Meh, I just hope that other fits become usable or at least good alternatives to just buffer tanking in 1.8, would be nice to see a passive repair fit that actually works :0
Armor and Shields are not the same!
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deepfried salad gilliam
Sanguine Knights
426
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Posted - 2014.02.04 01:39:00 -
[27] - Quote
or universal dmg nerf and give 10% more hp to extenders(minimum, they got nerfed after being weak they need a buff)
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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zibathy numbertwo
Nox Aeterna Security
382
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Posted - 2014.02.04 02:30:00 -
[28] - Quote
I believe it would be more balanced if it were 25% given to suit and 25% removed from plates/extenders. 50% is just too much and would make the PG/CPU cost too extreme. And looking past that it just doesn't feel right having a plate that only gives you 40 armor or a proto shield extender that only gives 33 shield...
Long Live Freedom; Long Live the Federation.
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BL4CKST4R
WarRavens League of Infamy
1812
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Posted - 2014.02.04 02:57:00 -
[29] - Quote
zibathy numbertwo wrote:I believe it would be more balanced if it were 25% given to suit and 25% removed from plates/extenders. 50% is just too much and would make the PG/CPU cost too extreme. And looking past that it just doesn't feel right having a plate that only gives you 40 armor or a proto shield extender that only gives 33 shield...
You didn't read the whole thread :(
Armor and Shields are not the same!
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
178
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Posted - 2014.02.04 03:38:00 -
[30] - Quote
-1
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
408
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Posted - 2014.02.04 03:39:00 -
[31] - Quote
BL4CKST4R wrote:DeadlyAztec11 wrote:I detest this idea. Meh, I just hope that other fits become usable or at least good alternatives to just buffer tanking in 1.8, would be nice to see a passive repair fit that actually works :0
click my sig link!
Kills- Archduke Ferdinand
Balance!
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