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DeathwindRising
ROGUE SPADES
256
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Posted - 2014.03.03 16:51:00 -
[1] - Quote
Conididering Eve lore and current dropsuits, weapons and modules. How would each of the four races fit their particular dropsuits? What would they issue to their military forces and how would they be fitted?
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BL4CKST4R
WarRavens League of Infamy
1926
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Posted - 2014.03.03 16:57:00 -
[2] - Quote
They dont. None of the Dust fittings come remotely close to matching their eve role.
For the Federation!
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Darken-Soul
BIG BAD W0LVES
1426
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Posted - 2014.03.03 17:35:00 -
[3] - Quote
BL4CKST4R wrote:They dont. None of the Dust fittings come remotely close to matching their eve role.
Why would they? Most eve players spurn this extension of New Eden. Who cares if i fit my suit according to lore? I am a g darn merc.
Who wants some?
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3698
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Posted - 2014.03.03 18:08:00 -
[4] - Quote
If I were the Amarr suit designer... I know I would put 2 High slots and 0 Lows on the basic MLT suit. The Amarr Medium suits are backass-wards.
The whole "assault-logi" thing is asinine as well. The logi ships in EVE are straight-logi, and they're very good at it. They don't half-ass the role to be more "hardcore" or whatever. The slow-scout with more hp approach with the Amarr Scout is also idiotic.
Basically, there's a lot of moronic suit design that's based on very very simplistic interpretations of the races ("faster, less hp", "slower, more hp") that ignores the fact that the empires actually designed ships with certain "tendencies" for certain, but accomplishing a role is always the primary objective. (see: Amarr Malediction, Guardian, Zealot, etc.).
The suit design as-is is more like static items might be designed in a game (where all Grabblerite Armors have slightly higher hp, but slow you down, or some such). They completely fail at any sense of nuance for the races in terms of stats.
Dren and Templar equipment stats, wrong since release.
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Roy Ventus
Axis of Chaos
1206
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Posted - 2014.03.03 18:18:00 -
[5] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=140072&find=unread
That's a good explanation.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Cody Sietz
Bullet Cluster Legacy Rising
2474
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Posted - 2014.03.03 18:27:00 -
[6] - Quote
Amarr
Lasers Plates Uplinks
Caldari
Rails Extenders Regulators Energizers Hives
Minmatar
CR
Kincats Everything
Gallente
AR Reps Damps Dmg mods Scanner
Std issue for all ground troops.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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DeathwindRising
ROGUE SPADES
256
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Posted - 2014.03.04 01:17:00 -
[7] - Quote
Cody Sietz wrote:Amarr
Lasers Plates Uplinks
Caldari
Rails Extenders Regulators Energizers Hives
Minmatar
CR
Kincats Everything
Gallente
AR Reps Damps Dmg mods Scanner
Std issue for all ground troops.
I'd like to see armor and shield mechanics switched. So that basically shield tankers would have low hp but their shields constantly repair without delay and increasing shield hp also improved shield recharge rate as well. You'd have a super strong defense against dps type weapons with the recharge rate but the would be weak against weapons capable of high damage that can one or two shot you.
Armor plates should all have certain levels of resistance to damage so that while you can't naturally repair your armor like you can with shields, you'd be taking far less damage per unit of hp.
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Chunky Munkey
Amarr Templars Amarr Empire
3312
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Posted - 2014.03.04 01:25:00 -
[8] - Quote
DeathwindRising wrote:Conididering Eve lore and current dropsuits, weapons and modules. How would each of the four races fit their particular dropsuits? What would they issue to their military forces and how would they be fitted?
Think back to beta and you'll get some good hints. The Gallente were the only Scouts (hit & run) The Minmatar were the only Logis (versatile but fragile) The Amarr heavy had 800 armour & 100 shield if I remember correctly (Tanked up to ****) & The Caldari . . . Meh.
No.
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Onesimus Tarsus
TRUE TEA BAGGERS EoN.
1317
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Posted - 2014.03.04 01:32:00 -
[9] - Quote
There simply shouldn't be racial suits at all. Or weapons.
Start an alt, use no SP, grab a starter fit and join me in "no SP warriors" chat!
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Operative 1171 Aajli
Bragian Order Amarr Empire
1433
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Posted - 2014.03.04 02:20:00 -
[10] - Quote
Darken-Soul wrote:BL4CKST4R wrote:They dont. None of the Dust fittings come remotely close to matching their eve role. Why would they? Most eve players spurn this extension of New Eden. Who cares if i fit my suit according to lore? I am a g darn merc.
It matters that the company marketing that lore be consistent. They're expected to. Might as well flush the lore otherwise.
Rommel, you magnificent bastard, I read your book!
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Fire of Prometheus
Alpha Response Command
3937
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Posted - 2014.03.04 02:22:00 -
[11] - Quote
Hmmm.....
Fitting an all amarr commando is easy.....ScR, LR, uplink
Bam all amarr suit
MinScout- "I'm going to knife you my commando"
commando turns around
Commando- "FAAAAALCCCOOONNNNN PUUUUNNNCCCCHH!!"
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
608
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Posted - 2014.03.04 02:26:00 -
[12] - Quote
Zeylon Rho wrote:If I were the Amarr suit designer... I know I would put 2 High slots and 0 Lows on the basic MLT suit. The Amarr Medium suits are backass-wards.
The whole "assault-logi" thing is asinine as well. The logi ships in EVE are straight-logi, and they're very good at it. They don't half-ass the role to be more "hardcore" or whatever. The slow-scout with more hp approach with the Amarr Scout is also idiotic.
Basically, there's a lot of moronic suit design that's based on very very simplistic interpretations of the races ("faster, less hp", "slower, more hp") that ignores the fact that the empires actually designed ships with certain "tendencies" for certain, but accomplishing a role is always the primary objective. (see: Amarr Malediction, Guardian, Zealot, etc.).
The suit design as-is is more like static items might be designed in a game (where all Grabblerite Armors have slightly higher hp, but slow you down, or some such). They completely fail at any sense of nuance for the races in terms of stats.
You have obviously never taken an assult logi ship out for a spin in EvE then, its a ton of fun, definatly not a fleet ship, but its amazing capacitor recharge means it can win most 1v1s with a unstopable active tank.
Also I hope CCP change the basic Mlt fitings for all the races in 1.8 so they all have their Mlt racial rifle fit and have a mlt scout and heavy prefit for newberrys to try out.
These forums must be located in the Californin country side, there is whine as far as the eye can see.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7854
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Posted - 2014.03.04 02:28:00 -
[13] - Quote
DeathwindRising wrote:Conididering Eve lore and current dropsuits, weapons and modules. How would each of the four races fit their particular dropsuits? What would they issue to their military forces and how would they be fitted?
"Templar" Assault A/1 "Templar" Scrambler Rifle "Templar" Scrambler Pistol "Templar" Drop Uplink X Modules befitting a specific armour based doctrine, and knowing the Amarr it would be based around overwhelming force focused at a single section of the battle line, while Webifiers, Energy Neutralisers, and Energy Vampires sap the enemies will to fight back.
Either way that would be for immortals sanction and directly controlled by the Imperial Court.
Most mortal soldiers would use a variety of safer projectile weapons and combat plating.
"War is not hell, far from it. War is beautiful. War is divine."
- Grand Admiral Mekioth Sarum
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3706
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Posted - 2014.03.04 02:52:00 -
[14] - Quote
Beck Weathers wrote:Zeylon Rho wrote:If I were the Amarr suit designer... I know I would put 2 High slots and 0 Lows on the basic MLT suit. The Amarr Medium suits are backass-wards.
The whole "assault-logi" thing is asinine as well. The logi ships in EVE are straight-logi, and they're very good at it. They don't half-ass the role to be more "hardcore" or whatever. The slow-scout with more hp approach with the Amarr Scout is also idiotic.
Basically, there's a lot of moronic suit design that's based on very very simplistic interpretations of the races ("faster, less hp", "slower, more hp") that ignores the fact that the empires actually designed ships with certain "tendencies" for certain, but accomplishing a role is always the primary objective. (see: Amarr Malediction, Guardian, Zealot, etc.).
The suit design as-is is more like static items might be designed in a game (where all Grabblerite Armors have slightly higher hp, but slow you down, or some such). They completely fail at any sense of nuance for the races in terms of stats. You have obviously never taken an assult logi ship out for a spin in EvE then, its a ton of fun, definatly not a fleet ship, but its amazing capacitor recharge means it can win most 1v1s with a unstopable active tank. Also I hope CCP change the basic Mlt fitings for all the races in 1.8 so they all have their Mlt racial rifle fit and have a mlt scout and heavy prefit for newberrys to try out.
There's a question of whether a suit can do things because everything is inherently flexible, or if a suit makes sacrifices and performs its role at a lesser level because of it. The point of the EVE example is not that you can't fit X ship to be assault oriented instead, but that the ship makes no odd racial concessions to be worse at its role. The Guardian, for example, does not have some random bonus to armor resistances. It's designed to excel at its task, but is unique in how it accomplishes it in comparison to the other logistics ships.
The Amarr "Assault" Logi suit Dust is not the same. It has fewer equipment slots (logistics capability) in exchange for a sidearm. Ergo, it takes a hit to its ability to perform its role in exchange for... a sidearm? Prior to 1.8 you might say that the Sidearm + innate reps + a armor repper bonus made it something of a combat suit. However, post 1.8 it'll just be a suit that stupidly loses an equipment slot in exchange for a sidearm with no other assault elements.
Similarly the Amarr Scout has the "Amarr" traits of more HP and less speed... so, it has that HUUUUUUGGEEE 30hp advantage over two of the other scouts, but gets knocked down slightly below the speed of an assault suit to get that. It's another example of sacrificing the ability to perform in the role for a questionable benefit. It's not a role where adding more hp is a sensible design choice if it means reduced speed. The Amarr are perfectly capable of speed when necessary (See Malediction, Crusader).
Dren and Templar equipment stats, wrong since release.
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