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Piercing Serenity
Fatal Absolution Public Disorder.
515
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Posted - 2014.02.05 20:08:00 -
[1] - Quote
I had a few questions about the candidates opinions on damage mods. Specifically:
- How should damage mods scale? (Numbers need not be exact - approximations are fine)
- What should the highest possible bonus obtainable by damage mods be? (Answer this question relative to current damage)
- What should the maximum possible bonus achievable by DM and skills be? (Answer this question relative to current damage)
- What slot should damage mods occupy? (Please give an explanation for your answer)
- How should DMs compare to other modules in terms of CPU costs? PG costs? (A basic Extdenders > DM > Energizers is fine)
- List a pro and a con of have damage mods work now, and do the same for your newly proposed module
Feel free to answer as many or as few as you'd like - obviously the more you answer the better. Thanks in advance.
DUST 514 BETA VET
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Canari Elphus
Ancient Exiles. Renegade Alliance
1126
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Posted - 2014.02.05 20:15:00 -
[2] - Quote
Personally, I dont believe that there is enough of a differentiation between 'gank' and 'tank'. Right now, too many suits can do both. This is especially true with gal suits where they can armor tank and achieve the same EHP as shield tankers while loading up on damage mods. The lack of effective speed tanking in this game coupled with the effectiveness of scanners means that there is little benefit to being a glass cannon.
More work needs to be done to be one or the other. You can either focus on damage dealt OR ability to soak up damage. Aside from that, I would like to see more work done on the idea of active versus passive tanking for suits. Much work needs to be done to increase diversity of options available to players in finding a match to their play-style.
Canari Elphus for CPM1
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Canari Elphus
Ancient Exiles. Renegade Alliance
1126
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Posted - 2014.02.05 20:18:00 -
[3] - Quote
And apologies for not stating specific numbers but I am not a programmer. I feel that CPMs should give direction and support those that can do the calculations but should not do the development team's job for them.
Canari Elphus for CPM1
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Soraya Xel
The Corporate Raiders Top Men.
1341
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Posted - 2014.02.05 20:31:00 -
[4] - Quote
Exact numbers should take a lot into account, and it'd be a poor choice to just say "this should be the number" here, in a vacuum of all other factors.
Basically, your slots, CPU, and PG are a pool you can use for "enhancement stuff". What you put in each socket is a choice. And every choice needs to mean something. Every item you put in a socket should ideally be relatively worthwhile, comparatively, to other types of items to put in the same socket. So a damage mod needs to be worth a comparable shield extender in the amount of battlefield benefit it provides.
I think we need more variety in high slot modules as well. Low slot modules are actually the bulk of choice these days, having tank, stamina, speed, hacking, profile, scanning, and fitting all concentrated within low slots. Whereas high slots really only give you a choice between shield tank and weapon damage.
I'd like to be your CPM1 candidate
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Piercing Serenity
Fatal Absolution Public Disorder.
516
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Posted - 2014.02.05 20:46:00 -
[5] - Quote
I appreciate your responses, but neither of you have really answered my questions.
I understand the hesitation to sign your self to "Damage mods should give me an X% boost". That's not what I'm asking for, though.
I'm looking for: "The highest damage bonus you can get from damage mods should translate to the current damage of one complex and one enhanced damage mod",
or
"Damage mods should cost less CPU to run than shields, but more PG so that armor tankers can't have tank and gank"
or
"MLT damage mods are far outpaced by PRO damage mods, leaving a large disparity between levels. The gap between levels should be reduced, possible to X% --> Y% --> Z%"
Hope that clears things up
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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Soraya Xel
The Corporate Raiders Top Men.
1341
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Posted - 2014.02.05 21:00:00 -
[6] - Quote
Piercing Serenity wrote:"Damage mods should cost less CPU to run than shields, but more PG so that armor tankers can't have tank and gank"
I can see where this concept comes from. However, if you use your lows for tank, you can't use them for all of the other benefits I mentioned in my post. In terms of Tank/Gank/Other, currently you can have Tank(high)/Other(low), Gank(high)/Other(low), Gank(high)/Tank(low), or Tank(high)/Tank(low), right? If those other modules aren't an appealing enough alternative to tank lows, that's a different issue.
Also, making it hard to put tank in lows if you have gank in highs essentially breaks armor tanking entirely, because the only alternative to gank highs is tank highs (aka shield tank).
Piercing Serenity wrote:"MLT damage mods are far outpaced by PRO damage mods, leaving a large disparity between levels. The gap between levels should be reduced, possible to X% --> Y% --> Z%"
Realistically, this is what fitting is for. Sure, the lower level damage mods have less power, but they also cost vastly less on a suit. When you're balancing weapon type, equipment, and various other modules, lower level damage mods can be a very viable option on a suit.
I'd like to be your CPM1 candidate
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Canari Elphus
Ancient Exiles. Renegade Alliance
1127
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Posted - 2014.02.05 21:08:00 -
[7] - Quote
Im sorry but you are asking people to do an entire balancing act that developers spend hours a day doing for pay. To go over calculation after calculation to balance hp and damage across all suit types. You are also asking this of people who are applying for a position of representation and not development.
Both Sorya and myself gave our stance on how damage mods and tank mods should be balanced. Also, anyone who is elected to CPM1 who believes that this is a point to raise to CCP would be more than happy to work with community members to provide the developers advice on where the community would like them to go.
I agree with you that it is a worthwhile point and does need addressing.
Canari Elphus for CPM1
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Piercing Serenity
Fatal Absolution Public Disorder.
516
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Posted - 2014.02.05 22:18:00 -
[8] - Quote
Canari Elphus wrote:Im sorry but you are asking people to do an entire balancing act that developers spend hours a day doing for pay. To go over calculation after calculation to balance hp and damage across all suit types. You are also asking this of people who are applying for a position of representation and not development.
Both Sorya and myself gave our stance on how damage mods and tank mods should be balanced. Also, anyone who is elected to CPM1 who believes that this is a point to raise to CCP would be more than happy to work with community members to provide the developers advice on where the community would like them to go.
I agree with you that it is a worthwhile point and does need addressing.
No, I'm asking you to give your honest opinion.
I don't expect you to give me a solid number for where damage mods should be. But I do expect you to have a good knowledge of the battlefield and what it feels like to have one, two or three complex damage mods. My personal feeling is that standard rifles have the TTK that some people are looking for across the board (for rifles), and that one complex damage mod on a rifle puts out a nice amount of damage without being game breaking.
My opinion matters far less than yours for the position you are running for, however.
So I'm asking you "What do you think about the current situation with damage mods? Should the end result feel like what one complex damage mod is like? Two?"
These questions don't require either of us to have an intricate knowledge of the data DUST provides to come up with an answer. You're opinion and answer of the question is significant, none the less. If you were to say "In the future, damage mods should give higher bonuses than they do now", I would feel much differently about the answer than if you were to say "Damage mods should give the bonus of a MLT (read: negligible) DM"
Also, Soraya Xel answered a question about fitting costs without talking about numbers at all.
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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Piercing Serenity
Fatal Absolution Public Disorder.
516
|
Posted - 2014.02.05 22:20:00 -
[9] - Quote
Piercing Serenity wrote:"MLT damage mods are far outpaced by PRO damage mods, leaving a large disparity between levels. The gap between levels should be reduced, possible to X% --> Y% --> Z%"
Realistically, this is what fitting is for. Sure, the lower level damage mods have less power, but they also cost vastly less on a suit. When you're balancing weapon type, equipment, and various other modules, lower level damage mods can be a very viable option on a suit.[/quote]
I disagree about how true this is in practice. I don't think I would ever run a standard DM instead of a complex one in order to fit something else on my suit, and I think that is part of the problem. Thoughts?
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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Soraya Xel
The Corporate Raiders Top Men.
1343
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Posted - 2014.02.05 22:38:00 -
[10] - Quote
Piercing Serenity wrote:I don't expect you to give me a solid number for where damage mods should be. But I do expect you to have a good knowledge of the battlefield and what it feels like to have one, two or three complex damage mods.
I feel diminishing returns should mean that putting more than two of a damage mod on a fit should probably be a waste, compared to almost any other module in the slot. You should get "more for your money" with one damage mod and one shield extender than two damage mods, because the second damage mod is less effective.
Piercing Serenity wrote:I disagree about how true this is in practice. I don't think I would ever run a standard DM instead of a complex one in order to fit something else on my suit, and I think that is part of the problem. Thoughts?
That would be the definition of a potential balance problem, yeah. There should be non-damage benefits compelling enough to make alternative fitting choices worthwhile.
I'd like to be your CPM1 candidate
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The Black Jackal
The Southern Legion The Umbra Combine
1009
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Posted - 2014.02.06 02:05:00 -
[11] - Quote
As Soraya and Canari have conveyed above, it's not a matter for CPM Candidates or elected members to give numbers, but it's an issue that you can have both on many suits, and often fitting damage mods is more conductive.
An example is the Complex Shield Module Vs. an Assault Rifle.
Complex Shield Extender gives you 66 hp which amounts to less than 2 shots from a non-modded STD AR... mod it up, and replace it with a Prototype, and it's about 1 shot...
Now I run Caldari primarily, and see this constantly. Survivability for anyone is low, and TTK makes damage mods appear to be the better option.
In EVE, Damage Mods are low slots, allowing Shield 'burst' tankers to have High Damage output, and armor tankers to have a bigger buffer and higher overall resistances, but less damage.
In DUST, they switched it up, but kept the shield tank at below - par ratings on some level (which I wont elaborate on).
Overall the issue is this (yes time for some numbers.
STD Assault Rifle : 750 RPM (12.5 RPs) = 425 DPS (467.5 DPS Vs. Shields)
So assuming a Caldari Commando (All tiers - 400 STD HP in SHD, and 250 in Armor) Would survive roughly 1.5 seconds under fire from a STD AR. Unmodified.
Now a ck.0 Caldari Commando has 3 High Slots. Let's fill them with Complex Extenders.. at 66 hp a pop. For an added 198 Shields.
Now that same Commando, Vs a STD unmodified Assault Rifle will survive a grand total of...
1.99 Seconds (We'll say 2 to be generous).
Three high slots have bought us .5 seconds worth of survival.
Now Take that Assault Rifle...
We'll use the Caldari Commando Suit to add in 3 Complex Damage Mods... with stacking penalty this amounts to around a 23% increase in Damage. (100% from first, 80% from second, and 50% from third).
425 DPS (467.5 DPS Vs. Shields) becomes 522.75 DPS (575 Vs Shields).
Meaning that in the above example Vs. Fully Tanked Caldari Commando, the Commando's survivability drops to...
1.4 seconds.
Keep in mind this is a STD rifle Vs. Prototype Suit....
TTK issues aside. There is no real benefit for tanking, as tanking lacks punch atm, whereas damage output is considerably higher.
Once you go Black, you just never go back!
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Piercing Serenity
Fatal Absolution Public Disorder.
516
|
Posted - 2014.02.06 03:10:00 -
[12] - Quote
The Black Jackal wrote:As Soraya and Canari have conveyed above, it's not a matter for CPM Candidates or elected members to give numbers, but it's an issue that you can have both on many suits, and often fitting damage mods is more conductive.
An example is the Complex Shield Module Vs. an Assault Rifle.
Complex Shield Extender gives you 66 hp which amounts to less than 2 shots from a non-modded STD AR... mod it up, and replace it with a Prototype, and it's about 1 shot...
Now I run Caldari primarily, and see this constantly. Survivability for anyone is low, and TTK makes damage mods appear to be the better option.
In EVE, Damage Mods are low slots, allowing Shield 'burst' tankers to have High Damage output, and armor tankers to have a bigger buffer and higher overall resistances, but less damage.
In DUST, they switched it up, but kept the shield tank at below - par ratings on some level (which I wont elaborate on).
Overall the issue is this (yes time for some numbers.
STD Assault Rifle : 750 RPM (12.5 RPs) = 425 DPS (467.5 DPS Vs. Shields)
So assuming a Caldari Commando (All tiers - 400 STD HP in SHD, and 250 in Armor) Would survive roughly 1.5 seconds under fire from a STD AR. Unmodified.
Now a ck.0 Caldari Commando has 3 High Slots. Let's fill them with Complex Extenders.. at 66 hp a pop. For an added 198 Shields.
Now that same Commando, Vs a STD unmodified Assault Rifle will survive a grand total of...
1.99 Seconds (We'll say 2 to be generous).
Three high slots have bought us .5 seconds worth of survival.
Now Take that Assault Rifle...
We'll use the Caldari Commando Suit to add in 3 Complex Damage Mods... with stacking penalty this amounts to around a 23% increase in Damage. (100% from first, 80% from second, and 50% from third).
425 DPS (467.5 DPS Vs. Shields) becomes 522.75 DPS (575 Vs Shields).
Meaning that in the above example Vs. Fully Tanked Caldari Commando, the Commando's survivability drops to...
1.4 seconds.
Keep in mind this is a STD rifle Vs. Prototype Suit....
TTK issues aside. There is no real benefit for tanking, as tanking lacks punch atm, whereas damage output is considerably higher.
I sincerely appreciate your comment, and I'll have to take some time to read (and re-read) it properly
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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Soraya Xel
The Corporate Raiders Top Men.
1365
|
Posted - 2014.02.06 03:17:00 -
[13] - Quote
Piercing Serenity wrote:I sincerely appreciate your comment, and I'll have to take some time to read (and re-read) it properly
This is Jackal's secret. He just wall of texts you with such class, that most people just tl;dr and assume he knows what he's talking about. ;)
I'd like to be your CPM1 candidate
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Canari Elphus
Ancient Exiles. Renegade Alliance
1129
|
Posted - 2014.02.06 03:53:00 -
[14] - Quote
The Black Jackal wrote:As Soraya and Canari have conveyed above, it's not a matter for CPM Candidates or elected members to give numbers, but it's an issue that you can have both on many suits, and often fitting damage mods is more conductive.
An example is the Complex Shield Module Vs. an Assault Rifle.
Complex Shield Extender gives you 66 hp which amounts to less than 2 shots from a non-modded STD AR... mod it up, and replace it with a Prototype, and it's about 1 shot...
Now I run Caldari primarily, and see this constantly. Survivability for anyone is low, and TTK makes damage mods appear to be the better option.
In EVE, Damage Mods are low slots, allowing Shield 'burst' tankers to have High Damage output, and armor tankers to have a bigger buffer and higher overall resistances, but less damage.
In DUST, they switched it up, but kept the shield tank at below - par ratings on some level (which I wont elaborate on).
Overall the issue is this (yes time for some numbers.
STD Assault Rifle : 750 RPM (12.5 RPs) = 425 DPS (467.5 DPS Vs. Shields)
So assuming a Caldari Commando (All tiers - 400 STD HP in SHD, and 250 in Armor) Would survive roughly 1.5 seconds under fire from a STD AR. Unmodified.
Now a ck.0 Caldari Commando has 3 High Slots. Let's fill them with Complex Extenders.. at 66 hp a pop. For an added 198 Shields.
Now that same Commando, Vs a STD unmodified Assault Rifle will survive a grand total of...
1.99 Seconds (We'll say 2 to be generous).
Three high slots have bought us .5 seconds worth of survival.
Now Take that Assault Rifle...
We'll use the Caldari Commando Suit to add in 3 Complex Damage Mods... with stacking penalty this amounts to around a 23% increase in Damage. (100% from first, 80% from second, and 50% from third).
425 DPS (467.5 DPS Vs. Shields) becomes 522.75 DPS (575 Vs Shields).
Meaning that in the above example Vs. Fully Tanked Caldari Commando, the Commando's survivability drops to...
1.4 seconds.
Keep in mind this is a STD rifle Vs. Prototype Suit....
TTK issues aside. There is no real benefit for tanking, as tanking lacks punch atm, whereas damage output is considerably higher.
Ideally, tank vs. gank should be on par with each other during an engagement.
Scenario Player X has Gal Assault w two shield extenders and a GEK Player Y has Gal Assault w two damage mods and a GEK
All other skills are equal. Standing still at each other and aiming at the same spot, they would both die. The difference should only be the preference of the player based on their style.
The problem with that? That shield extenders have a set value while damage mods are a percentage. The difference in the usefulness of a damage mod for each weapon is different which is why it makes it hard to balance.
You would then look to make the DPS of every weapon the same but you would run into the issue of range and reasons to go with one over the other.
The best you can hope for is the scenario described above with the same weapon.
Canari Elphus for CPM1
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Kevall Longstride
DUST University Ivy League
944
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Posted - 2014.02.06 08:29:00 -
[15] - Quote
Personally, I'd get rid of the damage mods altogether. Just have increased DPS come from the proficiency skills to encourage spending sp there. There isn't enough variety at the moment in fittings and with the TTK, you have to fit at least one damage mod to be viable.
In their place I'd like to see modules that boost a chosen type of Damage output, EM, Explosive, Kinetic and Thermal from your chosen weapon. As the counter to that I'd like to see shield and armour harndeners to each damage type. Shield hardeners in the low slots, armour in the high so as to increase the effectiveness of tanking one or the other over duel tanking.
This might require some slot changes to suits but I think it would drastically increase the variety of fittings and roles in the field.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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Mossellia Delt
Militaires Sans Jeux
903
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Posted - 2014.02.06 10:24:00 -
[16] - Quote
I believe damage mods should be removed. They are a great cause of weapon inbalance.
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Spartacus Dust
The-Legionnaires The CORVOS
89
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Posted - 2014.02.06 10:46:00 -
[17] - Quote
Soraya Xel wrote:Exact numbers should take a lot into account, and it'd be a poor choice to just say "this should be the number" here, in a vacuum of all other factors.
Basically, your slots, CPU, and PG are a pool you can use for "enhancement stuff". What you put in each socket is a choice. And every choice needs to mean something. Every item you put in a socket should ideally be relatively worthwhile, comparatively, to other types of items to put in the same socket. So a damage mod needs to be worth a comparable shield extender in the amount of battlefield benefit it provides.
I think we need more variety in high slot modules as well. Low slot modules are actually the bulk of choice these days, having tank, stamina, speed, hacking, profile, scanning, and fitting all concentrated within low slots. Whereas high slots really only give you a choice between shield tank and weapon damage.
I have to agree.
I would like to see the fitting mimic EVE's, High slots for weapons, mid slot for shields/scanning/hacking, low slots for armor/speed mods/damage modifications.
People should think: I'm sacrificing a little tank for this damage mod, what's better staying in the fight a reload longer and back up arrives, or doing as much damage as I can before I die?
Obviously damage mods benefit snipers, and people running in shot guns as fast as they can with no tank and it makes sense to do it like that.
Twitter @Matthew_Dust
Candidate for the CPM1 One Universe//One War
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Yokal Bob
G.R.A.V.E INTERGALACTIC WARPIGS
341
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Posted - 2014.02.06 12:07:00 -
[18] - Quote
Piercing Serenity wrote:I had a few questions about the candidates opinions on damage mods. Specifically:
- How should damage mods scale? (Numbers need not be exact - approximations are fine)
- What should the highest possible bonus obtainable by damage mods be? (Answer this question relative to current damage)
- What should the maximum possible bonus achievable by DM and skills be? (Answer this question relative to current damage)
- What slot should damage mods occupy? (Please give an explanation for your answer)
- How should DMs compare to other modules in terms of CPU costs? PG costs? (A basic Extdenders > DM > Energizers is fine)
- List a pro and a con of have damage mods work now, and do the same for your newly proposed module
Feel free to answer as many or as few as you'd like - obviously the more you answer the better. Thanks in advance.
Damage mods on dropsuits are working as intended, I feel that for vehicles there needs to be a reduction. One damage mod should not do more than 15% more damage.
CPM1 candidate
I want my logi tank back
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Fox Gaden
Immortal Guides
2422
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Posted - 2014.02.06 14:25:00 -
[19] - Quote
Piercing Serenity wrote:I appreciate your responses, but neither of you have really answered my questions.
I understand the hesitation to sign your self to "Damage mods should give me an X% boost". That's not what I'm asking for, though.
I'm looking for: "The highest damage bonus you can get from damage mods should translate to the current damage of one complex and one enhanced damage mod",
or
"Damage mods should cost less CPU to run than shields, but more PG so that armor tankers can't have tank and gank"
or
"MLT damage mods are far outpaced by PRO damage mods, leaving a large disparity between levels. The gap between levels should be reduced, possible to X% --> Y% --> Z%"
Hope that clears things up Damage mods are fine as they are. The Stacking penalty works as intended. It is the base damage that is too high, or the base health that is too low.
Fox Gaden: DUST Wall of Fame, 2014
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SILENTSAM 69
SONS of LEGION RISE of LEGION
643
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Posted - 2014.02.07 15:26:00 -
[20] - Quote
No idea. I never use Damage Mods. I use Shield Extenders. I find it gives a higher percent of HP than the Damage mods give a bonus to DPS. |
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KenKaniff69
Fatal Absolution
2076
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Posted - 2014.02.09 02:01:00 -
[21] - Quote
Mossellia Delt wrote:I believe damage mods should be removed. They are a great cause of weapon inbalance. Why?
Johnny No Scopes kills you just as fast as Kalante when you are facing the wrong way.
He has no operation, no proficiency, and no damage mods.
Only aim assist.
Perhaps we should look into that.
So about those vehicle locks...
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xAckie
Ahrendee Mercenaries EoN.
413
|
Posted - 2014.02.09 17:06:00 -
[22] - Quote
KenKaniff69 wrote:Mossellia Delt wrote:I believe damage mods should be removed. They are a great cause of weapon inbalance. Why? Johnny No Scopes kills you just as fast as Kalante when you are facing the wrong way. He has no operation, no proficiency, and no damage mods. Only aim assist. Perhaps we should look into that.
for me its because they are complicating the matter for weapon balance. And a reason why CCP can never seem to get it right. This isnt like eve where spreadsheets are organised to work out DPS of blobs. IMHO The problems of weapon balance will become more noticeable if/ when player count on the game goes up.
They also mean a lack of suit diversity - particularly in pc, mods on high and tank everything (though this is in part to CCP's idiotic way of doing the armour buff).
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TEXA5 HiTM4N
ROGUE SPADES
421
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Posted - 2014.02.09 19:48:00 -
[23] - Quote
Piercing Serenity wrote:
- How should damage mods scale? (Numbers need not be exact - approximations are fine)
- What should the highest possible bonus obtainable by damage mods be? (Answer this question relative to current damage)
- What should the maximum possible bonus achievable by DM and skills be? (Answer this question relative to current damage)
- What slot should damage mods occupy? (Please give an explanation for your answer)
- How should DMs compare to other modules in terms of CPU costs? PG costs? (A basic Extdenders > DM > Energizers is fine)
- List a pro and a con of have damage mods work now, and do the same for your newly proposed module
1. damage mods should scale to benefit people that use high powered weapons such as sniper rifles and forge guns. the current stacking bonuses need to be higher but the percents are fine.
make the base stats lower for all weapons. this way people won't get as big as boost to killing power that they have now with current assault rifles.
2. damage should not be increased beyond 20% with damage mods alone.
3. with skills damage output should be increased to a max of 25% not the current 35+% we have have now
4.damage mods should occupy both low and high slots based on the two type of weapons you are using; light weapons and lower, or heavy weapons. Light weapons should occupy the low slots because light weapons shouldn't take as much power as a heavy mod. heavy damage mods should occupy the high slot since they should require more power.
5. currently damage mods need to cost a more than they do now since they cancel out all shield benefits.
6. there are no cons to using damage mods currently. shield tanking is obsolete. no module would help out unless they but passive hardeners but that seems like too much when all that needs to be done are simple stat changes.
Everything I say or do has the utmost importance.
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