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Joseph Ridgeson
WarRavens League of Infamy
621
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Posted - 2014.02.24 14:48:00 -
[1] - Quote
Pilot Suits have been something requested for a while now. The problem is, I don't see what they could do without upsetting the balance of the game further. These suits are something that have been planned for the longest time, even having their own tab in the light suits for about six months now, but is this something that pilots actually want? I see three possibilities:
1. Vehicles are balanced around having Pilot Suits, meaning not having them makes the vehicle weaker than "it should be." This means that there is another Skill Point Sink for dedicated vehicle users, over 2 million in fact. This is bad. 2. Vehicles are not balanced around having Pilot Suits, meaning anything the suit does is just a flat bonus for vehicles. With vehicles already being a huge point of contention balance-wise, I don't think anyone wants them to just receive a flat buff. This is bad. 3. Vehicles do something that neither makes them too powerful with or weak without. This means the scenario comes up where the vehicle user is asked to throw in over two million SP for something that is only a minor benefit. This is bad.
Scenario 1 would be bad simply because most vehicles don't need that flat out kind of buff. For Scenario 2, you have the argument that "You don't need to put points Dropship to be an effective Heavy, so why do I have to put points into a Dropsuit to be an effective pilot?"
Then there is the concept of having the three tiers of Pilot Suits. What could an Advanced give you that a Basic Suit couldn't? If there are going to be modules that would be fit to a Pilot Suit, then you run into the three scenarios again. If an Advanced Suit has more slots than a Basic Suit and lets you put in modules that increase the give you more shield or armor, Scenario 1 or 2 rears their head. If there is no difference between an Advanced or Basic Pilot Suit aside from their EHP, why bother with anything other than Basic? (Scenario 3)
Why is the community asking for Pilot Suits? Clearly there is something I am missing, so perhaps someone could shed some light on the situation.
Be well. |
Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 14:58:00 -
[2] - Quote
calisk galern wrote:they will just work like another passive mod for tanks.
also they would add a level of cost to the tanks i suspect.
i.e a 70k proto pilot suit would make your tank fit cost 70k more.
But how does that avoid the Three Scenarios? |
Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 15:21:00 -
[3] - Quote
Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point.
In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from. |
Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 15:42:00 -
[4] - Quote
Monkey MAC wrote:Joseph Ridgeson wrote:Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point. In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from. Why do you have to skill into all 3 turrets? And equipment, while its into the dropsuit upgrade, why are skilling armour on a shield or vice versa.? You don't have to skill into pilot suits to be effective, but you do if you want to be more. Also don't forget you only have standard hulls, so you only need to skill to access those.
I was just breaking down the fact that there are three skills that govern vehicles and three skills that govern infantry, not necessarily saying "I need to skill into all three turrets."
In Scenario 1, that would mean being governed by four skills sets in order to make up a deficit. Scenario 2 has it that if they are just freebie bonuses, it is nothing more than a buff to vehicles that drop the SP. If you are avoiding Scenario 1 and 2, I see you running right into Scenario 3; a bonus small enough to not make it worth spending over two million SP. I want to avoid Scenario 2 (a flat buff) just as much as I want to avoid Scenario 1 (a nerf in the form of more SP invested.) |
Joseph Ridgeson
WarRavens League of Infamy
621
|
Posted - 2014.02.24 16:01:00 -
[5] - Quote
Monkey MAC wrote:Joseph Ridgeson wrote:Monkey MAC wrote:Joseph Ridgeson wrote:Monkey MAC wrote: You can say you shouldn't have to put points into dropships to be a good heavy, but you should have to put points into heavies to be a good HMGer. Same applies with tanks.
I already have 3 different weapons to skill up in the form of my turrets. There are 7 skill sets in the game. Vehicle Upgrades, Command, and Turret Operation make up the 3 for vehicles while Dropsuit Command, Dropsuit Upgrades, and Weaponry makes up the Infantry set. Leaving out Corporation skills because they are not needed for this point. In order to be a decent HMG user, you need the three infantry skills. In order to be a decent Dropship pilot, you need the three vehicle skills. If Pilot Suits were added, the Dropship pilot would need 4. That is where the analogy comes from. Why do you have to skill into all 3 turrets? And equipment, while its into the dropsuit upgrade, why are skilling armour on a shield or vice versa.? You don't have to skill into pilot suits to be effective, but you do if you want to be more. Also don't forget you only have standard hulls, so you only need to skill to access those. I was just breaking down the fact that there are three skills that govern vehicles and three skills that govern infantry, not necessarily saying "I need to skill into all three turrets." In Scenario 1, that would mean being governed by four skills sets in order to make up a deficit. Scenario 2 has it that if they are just freebie bonuses, it is nothing more than a buff to vehicles that drop the SP. If you are avoiding Scenario 1 and 2, I see you running right into Scenario 3; a bonus small enough to not make it worth spending over two million SP. I want to avoid Scenario 2 (a flat buff) just as much as I want to avoid Scenario 1 (a nerf in the form of more SP invested.) Fair enough, the thing is, as a predominantly infantry player I see a large problem with heavies roling in tanks. It might just come down to picking the lesser evil and trying to balance it. But I understand you plight and hope you see my reasoning.
Ah, to stop the Heavy jumping out when you are AV'ing the tank and shooting you? |
Joseph Ridgeson
WarRavens League of Infamy
622
|
Posted - 2014.02.24 23:18:00 -
[6] - Quote
True Adamance wrote:Yes I want it to be another sink that only dedicated pilots skill into that modifies our modules.
This way unskilled FoTM chasers will still have the same direct efficiency as skilled SP counterparts but not the same utility.
That is cutting off your nose to spite your face. |
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