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Hagintora
Chatelain Rapid Response Gallente Federation
295
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Posted - 2014.03.08 19:08:00 -
[31] - Quote
Zahle Undt wrote:Hagintora wrote:Zahle Undt wrote:Give the assault suits a second grenade slot, a CPU/PG bonus to equip a second type of grenade and leave the rest be. You have less slots because you have the sidearm slot , its what makes them versatile, they are also faster than everything but scouts and have better starting EHP than logi.
Sidearms aren't what make a suit versatile. Look at the Logi if you don't believe me. Slot layout creates diversity. Switch the slot layout between the Assault and the Logi, remove the Assaults equipment slot, but give them an extra grenade slot. Now you have a suit that can take on Infantry and Vehicles (but not as well as a Commando). It can defend points (but not as well as a Sentinel). It can move from objective to objective quickly (but not as well as a Scout). The only thing the Assault Suit isn't, in this model, is self sufficient. They require the reps/resupply/scans from the more utilitarian suits (Logi's and Scouts), to be able to keep pushing at the front lines. It does to some extent, especially with 1.8 changes. For example, the ability to carry a Mag Sec with a ScR gives the assault more flexibility to deal with both shield and armored tanked opponents. How does 1 extra slot make that big a difference in versatility? Anyway, if I have this right you want to keep current speed advantage, starting HP advantage, take one slot off of the logi, and give it to the assault and call it balance? LOL sorry, but no. What I cannot fathom about these forums is, if you think the logi is a more versatile suit, and that's what you want in a suit why not skill into logi suits? No one is stopping you. It wouldn't have anything to do with wanting to make one's particular load out choice OP would it. Assaults already are as described jack of all trades suits. Medium starting HP, medium speed, medium slot numbers, medium everything. They are the do just about everything adequately role of the battlefield and thus I think working as intended. I think it would be cool if they could carry a 2nd grenade type but otherwise think they are just fine. And BTW I am skilled to level 5 in Minmatar assault, one of the tougher assault suits to play.
One slot is the difference between suit tiers (at least for the Scout). One slot is the difference between two Shield Extenders (145.2 HP's) and three (217.8). Or that extra repper. Or Profile Dampener. One slot is difference between winning and losing. One slot is the reason that people complain about Proto stomping. |
Hagintora
Chatelain Rapid Response Gallente Federation
295
|
Posted - 2014.03.08 19:19:00 -
[32] - Quote
Doshneil Antaro wrote:Hagintora wrote:The implication of your post would suggest, then, that Assaults are currently equal to Logi's in versatility, and power. If that were true, we'd see more people using Assaults, and Slayer Logi's would be more of a novelty. Read the first line of my post, as you seemed to not have read it. I point out that med suits slots need to be reworked. I also posted why, and how this would create balance. I am a logi and am saying that us logis should lose slots to equal the assaults. This in it self implies that I see the issue of the imbalance as it currently stands and I have proposed a well thought out solution. Pleases make sure you comprehend someones post before commenting on it.
You said that if Logi's and Assaults had equal slot layouts, that the Assault would outshine the Logi. You said that if 1 slot were taken away from the Logi that it would be combat ineffective. These two statements imply that both suits are currently balanced with one another, hence, my comment. |
ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
393
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Posted - 2014.03.08 19:21:00 -
[33] - Quote
Waiyu Ren wrote:Nothing new to add, just recombining other peoples posts into a blob of fantasy stats that tickle my fancy:
*Both medium suits have equal hp, speed, and total slot count (weapons/grenades included). *Assault focuses on pure combat roles: More modules, more weapon slots, etc. *Logistics focuses on combat support: Less modules/weapons, more equipment slots.
at basic level:
Gal assault: H 1, L 2, LW, SA, G, E 1. Gal Logistics: H 0, L2, LW, G, E 3.
If i'm not mistaken that's exactly the way it is now, except for the speed/armour being equal, it just doesn't follow through as you ascend the tiers: Gal logi increases its module slots by 3, and assault does the same by 2 at advanced?
Upon reflection, and adding to your simplification of my post and others, I would go with an 8-10-12 slot total for Basic-Advanced-Proto for simplicity's sake. Plus, my initial thought of 6-9-12 made Basic suits really, really ******.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Mordecai Sanguine
What The French Red Whines
523
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Posted - 2014.03.08 19:28:00 -
[34] - Quote
The purpose of Assault is to be an All-Around Soldier. More slots would mean the ability to be better than Specialized suits in their Niche.
Assault suits are not supposed to be "I choose any sepcialization when i want". They are supposed to have no drawbacks and no advandages, which is already in. "flexibility" means "All-Around" Not "Jack of all trades".
You search a "specific" purpose on suits which is supposed to have no specific purpose but to be ready to face any situation (I said "face" not "excel".) Normal that you don't find it.
You see the diffrence ?
You all want a "Jack of lal trade" suit which is stupid.
An Assault is : Average Ehp. Average Speed. Average Firepower. Average Slots.
Logi is : Low ehp. (this is base ehp) Low Speed. Low Firepower. (No sidearms exept Amarr,but he's even slower) High Slots.
Scout is : Very low ehp. Very high speed. Average Firepower. Average Slots.
Commandos : High ehp. Very Low speed. Very High firepower. Very Low slots.
Sentinel : Very High ehp. Very low speed. High firepower. Low slots.
You see ? |
Scheneighnay McBob
Learning Coalition College
4235
|
Posted - 2014.03.08 19:34:00 -
[35] - Quote
Definitely shock
If you ever want to know what the intended roles are, check out the premade fits. They're one of the subtle ways CCP tries to communicate to us, just like how special events tell us what they want to see more of, presumably for data-gathering purposes.
I am your scan error.
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
232
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Posted - 2014.03.08 19:43:00 -
[36] - Quote
Hagintora wrote:You said that if Logi's and Assaults had equal slot layouts, that the Assault would outshine the Logi. You said that if 1 slot were taken away from the Logi that it would be combat ineffective. These two statements imply that both suits are currently balanced with one another, hence, my comment. I can see how my first comment might have misled you. My first post assumes the reader is tracking the OP, and I was talking in response to having one less slot than the assault. I once again want to apologize for not being clear enough.
However, your first comment response to me was on the point about the current build, not taking in to acount I was talking about a fix for post 1.8.
Your second response does nothing but point out I had some bad wording,and over all is nothing more than you being a troll. This is apparent by your lack of contributing to the debate, and lack of forming any rebutal. There for, any further response on your part will be ignored.
Sage /thread
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Hagintora
Chatelain Rapid Response Gallente Federation
295
|
Posted - 2014.03.08 20:10:00 -
[37] - Quote
Doshneil Antaro wrote:Hagintora wrote:You said that if Logi's and Assaults had equal slot layouts, that the Assault would outshine the Logi. You said that if 1 slot were taken away from the Logi that it would be combat ineffective. These two statements imply that both suits are currently balanced with one another, hence, my comment. I can see how my first comment might have misled you. My first post assumes the reader is tracking the OP, and I was talking in response to having one less slot than the assault. I once again want to apologize for not being clear enough. However, your first comment response to me was on the point about the current build, not taking in to acount I was talking about a fix for post 1.8. Your second response does nothing but point out I had some bad wording,and over all is nothing more than you being a troll. This is apparent by your lack of contributing to the debate, and lack of forming any rebutal. There for, any further response on your part will be ignored.
There was no troll intended, and I apologize as well if it came off that way. You are correct that I did assume I knew what you were refferring to, clearly I did not. Now that I am aware, I would say that I agree with you. One slot counts for a lot in this game, and if its loss makes the Logi ineffective, then having both suits be equal is the only logical way to go.
Again, I apologize. Trolling is not something that I do. |
Zahle Undt
Bullet Cluster Legacy Rising
857
|
Posted - 2014.03.08 20:33:00 -
[38] - Quote
It seems that to CCP a side arm is worth at least 2 slots. Compare Amarr logi to all other logi. All the other logos get 2 more slots of some type than Amarr. So in a sense assault suits are getting a bonus slot already
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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HYENAKILLER X
Kang Lo Directorate Gallente Federation
657
|
Posted - 2014.03.08 20:40:00 -
[39] - Quote
I would give assaults damage bonus. I thought the rate of fire/damage bonus was an amazing idea.
Im not from new eden. I dont need back up, political power or support. I, unlike you dont fear nuetral territory.
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Hagintora
Chatelain Rapid Response Gallente Federation
295
|
Posted - 2014.03.08 20:45:00 -
[40] - Quote
Zahle Undt wrote:It seems that to CCP a side arm is worth at least 2 slots. Compare Amarr logi to all other logi. All the other logos get 2 more slots of some type than Amarr. So in a sense assault suits are getting a bonus slot already
Mordecai and Doshniel also make fair a point that I had not considered. Logi's are both slower and have fewer EHP than Assaults. This should really be adjusted, as speed and HP should be proportional. If the Logi's are meant to be slower then they need higher hp's to compensate. The reverse should go for Assaults as well. If that happens then maybe it could be justified that Logi's have fewer slots than Assaults. Until then, I retract all previuos statements to the contrary. |
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Patrick57
5845
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Posted - 2014.03.08 20:52:00 -
[41] - Quote
Summ Dude wrote:With tha freshly smoked up dropsuit stats busted up fo' 1.8, playas is worryin mo' than eva dat tha Assault suit is ghon be heavily overshadowed by other suits, n' you can put dat on yo' toast. We all aware of tha current problem wit Slayer Logis, n' while I be still pimped outly buckwild fo' it, 1.8 don't straight-up seem ta be solvin dis problem. Well shiiiit, it feels like tha Assault suit aint straight-up had a thugged-out defined role ta fill fo' a while. Right back up in yo muthafuckin ass. Right back up in yo muthafuckin ass. So I gots ta thinking: what tha **** tha **** should tha designated role of Assault suits be? For a phat startin place, letz check tha in-game description: Quote:Da Assault dropsuit be a versatile front-line combat suit dat combines pimpin protection, phat mobilitizzle n' sufficient shiznit hard points fo' mission-specific customizations. Assault dropsuits is intended fo' standard combat operations or dem up in which objectives is likely ta chizzle at a momentz notice. Its mobilitizzle ta carry anythang from lil' small-ass arms n' explosives ta heavy anti-vehicle munitions n' deployable support gear make it da most thugged-out adaptable suit on tha battlefield. So, as has been holla'd time n' time again, it seems tha basic scam of tha Assault suit is ta truly be tha "jack of all trades, masta of none". Right back up in yo muthafuckin ass. So it should be tha least niche suit; able ta big-ass up nuff different rolez effectively yo, but not straight-up excellin at any one. But I'd like ta take dis a step farther, specifically analyzin dis line: Quote:Assault dropsuits is intended fo' standard combat operations or dem up in which objectives is likely ta chizzle at a momentz notice. This seems ta imply dat tha Assault suit be also phat at switchin locations quickly, as well as bein prepared fo' nuff different scenarios. From this, we could extrapolate dat Assault suits is meant ta be straight-up phat at dictatin when n' where they engagements happen, n' always bein able ta switch ta a mo' advantageous posizzle durin engagements, n' you can put dat on yo' toast. Given all this, I've come up wit dis as a mo' solid designated role: Da Adaptable Shock Trooper n' shiznit fo' realz. Able ta move swiftly both between locations n' they role on tha battlefield. Y'all KNOW dat ****, muthafucka! Da suit wit unmatched flexibility, also able ta git up in quick n' hit tha enemy hard n' fast when need-be. So, now dat we've gots a idea, how tha **** do we chizzle tha current Assault suit ta fill dis role? Step 1: Modules- In order ta truly be da most thugged-out flexible n' adaptable suit, I believe dat tha Assault suit need ta have da most thugged-out module slotz of any suit. If dis weren't legit before, I'd say it definitely is wit 1.8 on tha rise, n' all tha other suits findin specific niches ta fill. In order ta avoid raisin tha overall juice scale of tha game, I'd recommend lowerin all Logi suits' total slot count by 1, n' then raisin tha Assault suits ta have 1 mo' than Logis overall yo. Havin da most thugged-out modulez available means you can customize yo' suit fo' whatever specific scenario you want, or cook up some fuckin hodgepodge up in between specific specializations. This reinforces tha flexibilitizzle aspect of tha suitz role. Step 2: Bonuses- So letz take a quick peep tha current 1.8 Assault suit bonuses: Quote:Assault [5% reduction ta PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% ta reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction ta hybrid - blasta light/sidearm hip-fire dispersion n' kick per level. - Minmatar Assault: +5% ta projectile light/sidearm clip size per level. - Amarr Assault: 5% reduction ta laser weaponry heat build-up per level. Da overall scam of these bonuses seems ta be allowin tha Assault suit ta spend mo' time blasting, n' less time havin ta worry bout ammo conservation/heat build-up/reloading/etc. This would seem ta fit up in sickly wit tha shock trooper aspect of tha suit, allowin you ta keep on tha move n' keep hittin targets from different sides without havin ta stop ta worry bout yo' ammo thang. But **** dat shiznit yo, tha word on tha street is dat while I feel dat tha Minmatar n' Amarr bonuses bust dis like feel, I have some discrepancies wit tha other two. Da Caldari bonus, while up in some sense reducin tha time dropped not firing, don't straight-up straight-up allow mo' continuous fire though, or allow you ta mo' effectively dictate where yo' fights is happening. I would prefer either a reduction ta tha charge-up time of railgun weaponry (Note: dis option also requires a increase of tha RR charge-up time ta at least 0.5 seconds, which I believe need ta happen anyway) or a increase ta tha effectizzle rangez of railgun weaponry (with a cold-ass lil correspondingly less steep falloff, at least ta tha effectizzle range). Either of these would allow tha Caldari Assault ta focus less on ammo conservation, as well as mo' betta controllin fights. Da Gallente bonus aint ******. Well shiiiit, it should effectively allow you ta hit wit mo' of yo' shots, meanin dat you gonna gotta fire less overall. In some sense, dis would mean dat mo' continuous fire within one clip is possible. In addition, tha bonus affectin yo' hip-fire accuracy reinforces tha mobile shock trooper role, actively encouragin you ta fire from tha hip while stayin on tha move. Right back up in yo muthafuckin ass. So, yea like I holla'd, not ****** fo' realz. Although I be also not shizzle itz necessarily da bomb. If mah playas has a funky-ass mo' betta suggestion, please post it below. Anyways, thatz dat ****. Gee...that ended up longer than I expected. Y'all KNOW dat ****, muthafucka! This type'a shiznit happens all tha time. Right back up in yo muthafuckin ass. So, whatz mah playas think? Fixed, have a good day. |
Zahle Undt
Bullet Cluster Legacy Rising
859
|
Posted - 2014.03.08 20:55:00 -
[42] - Quote
Hagintora wrote:Zahle Undt wrote:It seems that to CCP a side arm is worth at least 2 slots. Compare Amarr logi to all other logi. All the other logos get 2 more slots of some type than Amarr. So in a sense assault suits are getting a bonus slot already Mordecai and Doshniel also make fair a point that I had not considered. Logi's are both slower and have fewer EHP than Assaults. This should really be adjusted, as speed and HP should be proportional. If the Logi's are meant to be slower then they need higher hp's to compensate. The reverse should go for Assaults as well. If that happens then maybe it could be justified that Logi's have fewer slots than Assaults. Until then, I retract all previuos statements to the contrary. Rational discussion and give and take is not allowed on the internets, especially not these forums buddy
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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echo47
Minmatar Republic
218
|
Posted - 2014.03.08 21:13:00 -
[43] - Quote
So if the ideas propsed are implemeted at some point should we get a respec?
I would rather look bad and win, than look good and lose.
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Summ Dude
Direct Action Resources
284
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Posted - 2014.03.09 05:43:00 -
[44] - Quote
There's been some interesting points brought up in this thread. Mainly about the balance between Assaults and Logis. Having thought about it more in-depth for a bit, I've come to belief that Logis and Assaults should have the same total slot count, and by that I mean including module slots, weapon slots, equipment slots, etc. Of course Logis will have more equipment, so Assaults will end up with more module slots anyway. Once this is done, give Logis slightly more base HP than Assaults, while giving Assaults slightly more base mobility than Logis. I think this would keep them both very well balanced. After looking at some specific numbers, I'll probably go ahead and some of this to the OP.
So now the related question, one I'd enjoy several answers for: Are all slots created equal? Certainly it could be argued that a Light Weapon slot is more valuable than a simple Module slot. Of course all Logis and Assaults get a Light Weapon Slot anyway, so that's easily balanced. But with things like Sidearms, Grenades, and Equipment, it can get a little less clear cut. Personally, I wouldn't mind just treating all the non-Light Weapon slots as equal, but what does everyone else think?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Outer Raven
WarRavens League of Infamy
191
|
Posted - 2014.03.09 22:16:00 -
[45] - Quote
What if assault suits had access to jump packs like actual shock troopers. Similar to scouts they get a hefty bonus to fitting so it works best with their own suit.
Breakdown of suits
Light
Scout = Stealth, cloak specialist
Pilots = Vehicles specialist
Medium
Assault = Generalist, jet pack trooper
Logistics = Equipment specialist, field medic
Heavy
Sentinel = Mobile tank, heavy weapon specialist
Commando = Damage dealer, dual light weapon specialist
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Summ Dude
Direct Action Resources
286
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Posted - 2014.03.10 02:49:00 -
[46] - Quote
Outer Raven wrote:What if assault suits had access to jump packs like actual shock troopers. Which uh, actual shock troopers are you referring to?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Outer Raven
WarRavens League of Infamy
192
|
Posted - 2014.03.10 03:27:00 -
[47] - Quote
Summ Dude wrote:Outer Raven wrote:What if assault suits had access to jump packs like actual shock troopers. Which uh, actual shock troopers are you referring to? By actual I mean fictional, an by fictional I mean Star Wars, guess I didn't make it obvious enough......
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Summ Dude
Direct Action Resources
286
|
Posted - 2014.03.10 04:36:00 -
[48] - Quote
So I put some more thought into this issue and did some math, specifically looking at Logi vs. Assault layout. As I said before, I'd like to see both suits have the same total number of slots at each tier, to keep them well balanced. And of course I'd like to see Assaults get the most module slots of any suit, but still think that Logis should be just under them in that regard. So let's look at some existing Logi suits, the Minmatar and Gallente, at PRO. They both have similar slot layouts, so this should be a good starting point.
Now, figuring that the Light Weapon slot, Grenade slot, and first Equipment slot cancel out when comparing to the Assaults (since Assault suits get these as well), both of these suits have 11 "extra" slots (8 H/L, 3 E). To keep the overall power scale of the game from rising, let's take away one of their module slots, bringing them to 10 total extra slots. So both the Gallente and Minmatar Logis would have 7 High/Low slots, and 4 Equipment at PRO, of course still retaining their Light Weapon and Grenade slots.
Now we can use this same setup to figure out the other Logis' slot layouts. The Amarr Logi at PRO has one less Equipment slot, but gains a Sidearm slot, so it should keep the same 7 module slots. The Caldari Logi has neither the extra Equipment or Sidearm, so it should get 8 module slots (alternatively, the Caldari Logi could just be given this extra Equipment and have it's module slots at 7 like the rest). So all Logis keep the same pattern of 10 "extra' slots.
And at last we can get back to the Assault suits. Assuming all other suit stats are equal, Assaults and Logis should both have the same total number of slots available. So Assaults will need the same 10 extra slots. Assaults get a Sidearm slot, so that leaves them with 9 module slots to make up that 10 extra. Personally, I'm actually not a big fan of this option. First of all, 9 module slots seems to be getting a little out of hand, especially when every racial variant would be getting them. This would also severely hamper diversity between the racial variants, as every suit's slot layout would have to be either 5/4 or 4/5 for H/L.
So, to work around this, I suggest instead giving PRO Assault suits 8 module slots across the board, as well as slight stat buffs to compensate for the lost slot. In my OP I mentioned that I'd like for Logis to have higher HP but worse mobility when compared to Assaults. I'd very much like for this to stay the case, so I'd recommend adding more to the mobility based stats (speed, max stamina, stamina regen) than to base HP when taking this last step. Basically, no matter what, I think Logis should always have higher base HP than their Assault counterparts.
Ok, hopefully this all made sense. If not, questions? Thoughts?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
403
|
Posted - 2014.03.10 06:19:00 -
[49] - Quote
If we add midslots and open up highs to weapons it simplifies things a bit. Max of 8 slots
You can have high slot mods or use the equipment, weapon, grenade hardpoints. Shields go back to mid, speed mods move up to mids.
Caldari 4-7-3 Amarr 4-2-8 Min 4-5-5 Galente 4-3-7
The four highs can be used as you want but you get 1 main hard point, 1 sidearm, 1 grenade, 1 equipment. Use a gun and 3 high mods, or use gun sidearm equipment and trade a grenade for a high slot mod. whatever you can think of.
Logis would have 5-7 highs, with 3-4 equipment hardpoints. You don't have to run a gun even.
Amarr get their heavy armor focus, minmatar are versatile, gallente favor armor, caldari favor shields. Everyones happy, just gotta fix the mod layouts, we can play with them as needed. Now, we add resistances in lows obviously. Damage mods get they're racial designation and go low. one mod for laser damage, one for projectile, etc, etc. can go back to 10% at proto to help against damage resists. Scale to ccps tastes.
Also standard frames get two bonus. None of this no role specialization garbage. Then assaults get two bonuses based on their medium skill, and two based on assault. Weapons get rebalanced to account for more health and more robust bonuses. |
Summ Dude
Direct Action Resources
288
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Posted - 2014.03.10 09:28:00 -
[50] - Quote
Auris Lionesse wrote:If we add midslots and open up highs to weapons it simplifies things a bit. Max of 8 slots
You can have high slot mods or use the equipment, weapon, grenade hardpoints. Shields go back to mid, speed mods move up to mids.
Caldari 4-7-3 Amarr 4-2-8 Min 4-5-5 Galente 4-3-7
The four highs can be used as you want but you get 1 main hard point, 1 sidearm, 1 grenade, 1 equipment. Use a gun and 3 high mods, or use gun sidearm equipment and trade a grenade for a high slot mod. whatever you can think of.
Logis would have 5-7 highs, with 3-4 equipment hardpoints. You don't have to run a gun even.
Amarr get their heavy armor focus, minmatar are versatile, gallente favor armor, caldari favor shields. Everyones happy, just gotta fix the mod layouts, we can play with them as needed. Now, we add resistances in lows obviously. Damage mods get they're racial designation and go low. one mod for laser damage, one for projectile, etc, etc. can go back to 10% at proto to help against damage resists. Scale to ccps tastes.
Also standard frames get two bonus. None of this no role specialization garbage. Then assaults get two bonuses based on their medium skill, and two based on assault. Weapons get rebalanced to account for more health and more robust bonuses.
to clarify on assault bonuses.
If I'm level 5 medium and level 3 assault. I get 5% to A and B per medium level I get 5% to C and 4% to D per assault A+25% B+25% C+15% D+12%
Standard medium suits would get they're own unique a and b but no c or d. What those letters actually represent varies on a suit to suit basis and by race. I don't mean to be rude, but that was far from simple. I don't play Eve, for the record. And while I have nothing against borrowing aspects of Eve if they'll work well for Dust, I don't believe that just copy and pasting every mechanic is necessarily the way to go.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Spectral Clone
Dust2Dust. Top Men.
1595
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Posted - 2014.03.10 09:37:00 -
[51] - Quote
I will add this to the discussion:
- Assault needs 2 equipment slots. - Assault suit needs something like a jetpack making them the fastest moving suit over long distances. One equipment slot will be used to fit the jetpack. - Assault suit needs CPU and PG.
Dont think more slots will solve the problems we see today.
Drop it like its hat.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
404
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Posted - 2014.03.10 09:48:00 -
[52] - Quote
Summ Dude wrote:Auris Lionesse wrote:If we add midslots and open up highs to weapons it simplifies things a bit. Max of 8 slots
You can have high slot mods or use the equipment, weapon, grenade hardpoints. Shields go back to mid, speed mods move up to mids.
Caldari 4-7-3 Amarr 4-2-8 Min 4-5-5 Galente 4-3-7
The four highs can be used as you want but you get 1 main hard point, 1 sidearm, 1 grenade, 1 equipment. Use a gun and 3 high mods, or use gun sidearm equipment and trade a grenade for a high slot mod. whatever you can think of.
Logis would have 5-7 highs, with 3-4 equipment hardpoints. You don't have to run a gun even.
Amarr get their heavy armor focus, minmatar are versatile, gallente favor armor, caldari favor shields. Everyones happy, just gotta fix the mod layouts, we can play with them as needed. Now, we add resistances in lows obviously. Damage mods get they're racial designation and go low. one mod for laser damage, one for projectile, etc, etc. can go back to 10% at proto to help against damage resists. Scale to ccps tastes.
Also standard frames get two bonus. None of this no role specialization garbage. Then assaults get two bonuses based on their medium skill, and two based on assault. Weapons get rebalanced to account for more health and more robust bonuses.
to clarify on assault bonuses.
If I'm level 5 medium and level 3 assault. I get 5% to A and B per medium level I get 5% to C and 4% to D per assault A+25% B+25% C+15% D+12%
Standard medium suits would get they're own unique a and b but no c or d. What those letters actually represent varies on a suit to suit basis and by race. I don't mean to be rude, but that was far from simple. I don't play Eve, for the record. And while I have nothing against borrowing aspects of Eve if they'll work well for Dust, I don't believe that just copy and pasting every mechanic is necessarily the way to go.
I meant more so that it's simpler to use what we know works than try to salvage a system that doesn't appear to be working. What dust is doing right now is basically turning everything on it's head. amarr can't armor tank like they should, minmatar say their suits are useless. This alleviates much of that and opens the game up to the depth an mmofps within eve should have. Trying to cram it into 2 groups of 5 is much harder than working with the 8-8-8 system. at least I think so. It adds more variety among suits also. There's still chunks missing and if were gonna fill it in and add new stuff to compliment fps mechanics 5-5 just doesn't work. There's not enough room. |
Summ Dude
Direct Action Resources
288
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Posted - 2014.03.10 10:21:00 -
[53] - Quote
Spectral Clone wrote:I will add this to the discussion:
- Assault needs 2 equipment slots. - Assault suit needs something like a jetpack making them the fastest moving suit over long distances. One equipment slot will be used to fit the jetpack. - Assault suit needs CPU and PG.
Dont think more slots will solve the problems we see today. I don't really think asking for costly new features is the most efficient or even just the best way to balance Assault suits, especially when thinking realistically. Aside from that, is using one specific piece of Equipment really a solid role?
Auris Lionesse wrote:I don't mean to be rude, but that was far from simple. I don't play Eve, for the record. And while I have nothing against borrowing aspects of Eve if they'll work well for Dust, I don't believe that just copy and pasting every mechanic is necessarily the way to go.
I meant more so that it's simpler to use what we know works than try to salvage a system that doesn't appear to be working. What dust is doing right now is basically turning everything on it's head. amarr can't armor tank like they should, minmatar say their suits are useless. This alleviates much of that and opens the game up to the depth an mmofps within eve should have. Trying to cram it into 2 groups of 5 is much harder than working with the 8-8-8 system. at least I think so. It adds more variety among suits also. There's still chunks missing and if were gonna fill it in and add new stuff to compliment fps mechanics 5-5 just doesn't work. There's not enough room. [/quote] The problems with races not meeting their expected conventions is a very easily fixed numbers issue, not something systemic to Dust. Remember that while certain mechanics and conventions from Eve may work very well in Dust, some will just flat-out not, usually due to the vast difference between the pace of the two games.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Meee One
The dyst0pian Corporation Zero-Day
475
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Posted - 2014.03.10 10:21:00 -
[54] - Quote
Was expecting a thread by assault class users about getting relevant bonuses.
I found a thread screaming "we're jealous of logis and we want their slots".
Only users lose drugs.
Time wounds all heels.
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Summ Dude
Direct Action Resources
288
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Posted - 2014.03.10 10:32:00 -
[55] - Quote
Meee One wrote:Was expecting a thread by assault class users about getting relevant bonuses.
I found a thread screaming "we're jealous of logis and we want their slots". ....I find the "we" part of that kinda funny.
Nothing constructive or useful then?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Meee One
The dyst0pian Corporation Zero-Day
475
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Posted - 2014.03.10 10:40:00 -
[56] - Quote
Summ Dude wrote:Meee One wrote:Was expecting a thread by assault class users about getting relevant bonuses.
I found a thread screaming "we're jealous of logis and we want their slots". ....I find the "we" part of that kinda funny. Nothing constructive or useful then? Says the person who refuses to acknowledge this thread relating to dropsuit changes. It shows assaults are faster AND better tanked with GREATER regen ability (base stats),yet you still want to steal a slot from logis. Protip:Check the 2nd post.
Only users lose drugs.
Time wounds all heels.
|
Summ Dude
Direct Action Resources
288
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Posted - 2014.03.10 10:49:00 -
[57] - Quote
Meee One wrote:Summ Dude wrote:Meee One wrote:Was expecting a thread by assault class users about getting relevant bonuses.
I found a thread screaming "we're jealous of logis and we want their slots". ....I find the "we" part of that kinda funny. Nothing constructive or useful then? Says the person who refuses to acknowledge this thread relating to dropsuit changes. It shows assaults are faster AND better tanked with GREATER regen ability (base stats),yet you still want to steal a slot from logis. Protip:Check the 2nd post. I....what? I "refuse" to "acknowledge" that thread? What does that even mean? I have read those stats, for the record. But more to the point, how would you have any way of knowing whether or not I had? That statement makes literally no sense.
I don't think that you actually read all of my idea, because I suggest that first Assaults' and Logis' respective slots are balanced, and then their stats are. Personally, I like the idea of Logis having higher base HP, while Assaults gain more mobility and base regen.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
405
|
Posted - 2014.03.10 18:14:00 -
[58] - Quote
Meee One wrote:Summ Dude wrote:Meee One wrote:Was expecting a thread by assault class users about getting relevant bonuses.
I found a thread screaming "we're jealous of logis and we want their slots". ....I find the "we" part of that kinda funny. Nothing constructive or useful then? Says the person who refuses to acknowledge this thread relating to dropsuit changes. It shows assaults are faster AND better tanked with GREATER regen ability (base stats),yet you still want to steal a slot from logis. Protip:Check the 2nd post.
Speed doesn't mean anything. The regen on assaults is nothing. Caldari shields should rep passively and gallente should be able to achieve 40-50 armor reps. Gallente can't even active tank. Amarr can't resist tank.
Logis are simply better assaults at the moment. If speed mattered more than three people would run proto min assault. |
Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
234
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Posted - 2014.03.11 02:18:00 -
[59] - Quote
Auris Lionesse wrote:Meee One wrote:Summ Dude wrote:Meee One wrote:Was expecting a thread by assault class users about getting relevant bonuses.
I found a thread screaming "we're jealous of logis and we want their slots". ....I find the "we" part of that kinda funny. Nothing constructive or useful then? Says the person who refuses to acknowledge this thread relating to dropsuit changes. It shows assaults are faster AND better tanked with GREATER regen ability (base stats),yet you still want to steal a slot from logis. Protip:Check the 2nd post. Speed doesn't mean anything. The regen on assaults is nothing. Caldari shields should rep passively and gallente should be able to achieve 40-50 armor reps. Gallente can't even active tank. Amarr can't resist tank. Logis are simply better assaults at the moment. If speed mattered more than three people would run proto min assault. Speed and regen will be relevant in 1.8 with the adjusted TTK. A fast suit will be able to break contact and get to cover to regen. This whole topic on balancing is off track, as all of the suggested ideas are assuming game play will be exactly the same after the next patch.
Damage mods at the old values combined with extra mod slots is why everyone went logi in the first place. At the start of 1.8, the extra mod slots is too much still, but the assaults new bonuses will help almost even it out. After which, we do need to make all the med suits equal in H/L slots. This allows the logi to still overcome the speed, regen, and tank differences the assault has, but will never be able to attain as much of either.
With one less H/L slots EVEN with buffs to the stats of the logi, and the logi will have no choices in how to build their suits. All mods slots would be devoted to tank only. This would still leave us with less ehp than what is achievable by assaults, less effective regen abilities, as well as being slow moving ducks waddling around, with not enough firepower to survive. This would make this suit a novelty for the rich isk/sp players only.
All med suits all the core should be the same. The only differences should be the logi gets more equipment and reduced speed to the extra weight, and differences in class bonuses. This means regen, HP, stamina and H/L need to be the same across the board. They should be the same suits, with just minor modifications that allow them to perform in there specialty effectively. Assaults bonuses to their weapon and ability to carry a sidearm makes the combat superior to killing the logi, even the amar with their sidearm. The logis slower speed makes them sitting ducks, but they can put out equipment to help their team effectively.
A high slot with shield extender is greater than a uplink. A low slot with an armor plate is greater than a rep tool. A sidearm is greater than nanoinjector. These are reasons why we cannot count total slots of a suit, and have to treat them as just part of the specialization bonus the suit gets. The only reason to have a different slot layout would be if the were their own tree and type of suit. As it is, to try out a logi, you have to spec into the basic med. This is basically an assault suit stripped of the role bonus. This implies these are the same suits, and should be built at the core the same. This would balance the two specializations out.
Sage /thread
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
411
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Posted - 2014.03.11 08:41:00 -
[60] - Quote
Doshneil Antaro wrote:Auris Lionesse wrote:Meee One wrote:Summ Dude wrote:Meee One wrote:Was expecting a thread by assault class users about getting relevant bonuses.
I found a thread screaming "we're jealous of logis and we want their slots". ....I find the "we" part of that kinda funny. Nothing constructive or useful then? Says the person who refuses to acknowledge this thread relating to dropsuit changes. It shows assaults are faster AND better tanked with GREATER regen ability (base stats),yet you still want to steal a slot from logis. Protip:Check the 2nd post. Speed doesn't mean anything. The regen on assaults is nothing. Caldari shields should rep passively and gallente should be able to achieve 40-50 armor reps. Gallente can't even active tank. Amarr can't resist tank. Logis are simply better assaults at the moment. If speed mattered more than three people would run proto min assault. Speed and regen will be relevant in 1.8 with the adjusted TTK. A fast suit will be able to break contact and get to cover to regen. This whole topic on balancing is off track, as all of the suggested ideas are assuming game play will be exactly the same after the next patch. -á Damage mods at the old values combined with extra mod slots is why everyone went logi in the first place. At the start of 1.8, the extra mod slots is too much still, but the assaults new bonuses will help almost even it out. After which, we do need to make all the med suits equal in H/L slots. This allows the logi to still overcome the speed, regen, and tank differences the assault has, but will never be able to attain as much of either.-á With one less H/L slots EVEN with buffs to the stats of the logi, and the logi will have no choices in how to build their suits. All mods slots would be devoted to tank only. This would still leave us with less ehp than what is achievable by assaults, less effective regen abilities, as well as being slow moving ducks waddling around, with not enough firepower to survive. This would make this suit a novelty for the rich isk/sp players only.-á All med suits all the core should be the same. The only differences should be the logi gets more equipment and reduced speed to the extra weight, and differences in class bonuses. This means regen, HP, stamina and H/L need to be the same across the board. They should be the same suits, with just minor modifications that allow them to perform in there specialty effectively. Assaults bonuses to their weapon and ability to carry a sidearm makes the combat superior to killing the logi, even the amar with their sidearm. The logis slower speed makes them sitting ducks, but they can put out equipment to help their team effectively.-á A high slot with shield extender is greater than a uplink. A low slot with an armor plate is greater than a rep tool. A sidearm is greater than nanoinjector. These are reasons why we cannot count total slots of a suit, and have to treat them as just part of the specialization bonus the suit gets. The only reason to have a different slot layout would be if the were their own tree and type of suit. As it is, to try out a logi, you have to spec into the basic med. This is basically an assault suit stripped of the role bonus. This implies these are the same suits, and should be built at the core the same. This would balance the two specializations out.
What are you talking about lol? A gallente suit can't get 50 reps-á I want active tanking with my armor repping during gunfights as I get hit.-á5hp per second is an insult. The new bonuses are terrible unless your amarr or minmatar. Nothings gonna get evened out. The caldari bonus is garbage and so is the 25% CPU/pg reduction for sidearm and light weapons. It's the same thing as a 25% equipment reduction. if theirs a CPU pg reduction it needs to be for racial weaponry on that suit. Unless speed values have been changed greatly the spee difference between a logi and assault suit will continue to not matter.
Read my restructure up above of what assaults should be lol. Logis only share the same suit model because Ccp shanghai is inept. We should have 4-5 unique medium suits like eve has for cruisers of every race alone with the tech 2 version which is the assault/logi-áEach one has a different slot layout, stats, and role.-álogis have too many mod slots, assault should have more than a logi because logi gets equipment. I don't use sidearms, they're for people who can't kill with their main weapon, I don't need one on my assault suit. I'd prefer an optional assault suit with more slot space and no sidearm.
If your saying they're built the same why do logis get more slots and more equipment.-áProto gal logi has 4 equipment, 3 highs and 5 lows. Proto-ágal assault has 1, 3, 4.-áNo reason why assault shouldn't have the 5th low and logi gets 4 since it has the 4 equipment slots.-á what I wrote in my restructure doesn't change gameplay. It fixes it. I left out capacitors and active mods (which we need) We need to make the game more like eve. The assaults are worthless until theirs a slot change or significant bonus change (minus amir because they actually have a really good bonus)
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