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alten hilt
DUST University Ivy League
299
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Posted - 2014.05.23 22:06:00 -
[1] - Quote
Hi Rattati
I'm a big fan of the way you are engaging the community. Keep it up, but please don't burn yourself out. If you aren't already, delegate some of the writing responsibilities to underlings and have them pass the results back for approval.
I hear you are going to be trying to improve the Assault in the near future. May I be so bold as to suggest that scouts not have innate armor repair at all, and not have the highest shield regeneration rates. I'm a dedicated scout with 3 scout suits at proto, and 1 at adv, so I'm offering this up in the sincere belief that it will improve the balance of suits. Please keep reading
I'm in the United States Army, and every now and then, I get a chance to work with the Green Berets (one of the US Army's Special Forces groups). I distinctly remember a conversation with one SF operator about his time training members of the special forces of one of our allies. He said that they were as good at completing a military objective as any of our units, but that they had no sustainability. They could clear a building of enemy forces with the best, but after that one building, they needed to be relieved and rotated out with another unit. He also mentioned that the power of the US infantry (including Special Forces) was not that we could fight better, but that we could do it longer.
It is my opinion that the Assault class should do sustainability better than any other class. Assault suits should be able to carry more ammo than any other class, should be the only class with built in armor repair, should have bonuses to armor repair modules, should have the highest base shield regeneration values, and have bonuses to shield regeneration modules. Gallente and Amarr should do armor better than shields, and Caldari and Minmatar should do shields better than armor. But all of them should be able to carry more ammo, and have the best HP regeneration rates in the game. The Assault class should be able to sustain the fight without relief better than any other class.
And rather than forcing scouts into the role of "should not be able to tank", consider turning them into a combat capable intelligence asset. Meaning, they relay their TacNet information to EVERY member of the team (this technology already exists in the US military). I would also recommend making scanning modules slot-independent for the scout suit, meaning they can be fit to either a high slot or a low slot. This way, the scout can truly become the master of ewar.
To prevent overlap with the Assault Class, I recommend that you reduce the amount of ammo scouts can carry, remove armor regen on the Gallente, and reduce shield regeneration rates on the Caldari and Minmatar. And please, decouple the cloak fitting bonus from the suit skill level. Even for the veteran player, this sucks. Every time I get a new scout suit, I spend 2 months NOT playing with a cloak because the fitting cost is so atrocious at anything less than 5.
So in shot
Sentinal = Total HP Commando = Versatile weapons platform Assault = fight to fight sustainability Support = team resupply and demolition expert Scout = intelligence, hit and run
Surviving Dust: Tutorial Series
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alten hilt
Legio DXIV
346
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Posted - 2014.07.07 18:55:00 -
[2] - Quote
The problem with DUST 514's electronic warfare system is that it is black and white: you either get 100% information or nothing. In reality, the signals and measurement systems behind electronic warfare are sophisticated exploitations of the laws of physics and are affected by multiple factors. Getting a 100% positive result from SIGINT or MASINT systems is fictional. But the factors that would normally affect electronic warfare are absent in this game. For example adding armor plates or shield extenders to the scout suit should absolutely affect the ewar capabilities of the suit, but this connection is completely absent. Currently, scouts can stack plates or extenders without diminishing their ewar capabilities.
At this point however, changing the ewar system in DUST to a more comprehensive system is probably beyond the scope of the development team's goals. So I'm not going to spell out a full and complete rework of the system. Instead, I'll suggest some things that I think could be accomplished using the existing resources devoted to DUST 514. I'll save the full write-up for the Project Legion forums.
1. Remove directional indicators from TACNET. Make all infantry indicators circles. If possible, make active scans solid circles, and passive scans outline circles (with a margin of error). A pulsing solid circle should indicate someone using an active scanner.
2. Make active scanners better than passive scanners (better range and precision) HOWEVER, active scanners should not have "residual" scan capabilities. Consider changing the system to a radar-like system, where the scanner emits a constant signal in the direction it is held and so long as the scanner is aimed in that direction it can receive the return signal. As soon as the scanner is put away or goes on cooldown, all TACNET information disappears. Additionally, the position of an active scanner will appear on the TACNET of anyone being scanned for the duration of the scan.
2a. If possible introduce a scan error system that compares the difference between the scan precision and the scan profile (like the system in EVE). If scan precision is better than scan profile, then the target appears as a tight red dot on the map. If the scan precision is worse than the scan profile then the red dot is larger and placed on the TACNET somewhere near the enemy's location, The bigger the difference, the less accurate the information. At some point (like 50% signal) the target is "below radar" and doesn't show up at all.
3. Remove the "tag" that appears above enemies heads for scans. This information is far too precise for the systems in play.
3a. If a scan error system can be introduced, then make the tag only visible when the scan precision significantly exceeds the scan profile. (this would represent multiple passive detection systems returning the same information)
4. Anyone firing a weapon within the 100m of an enemy should appear on the passive scans of the opposing team. This information should persist for the duration of the weapon firing and should take a second to fade.
5. Passive scans and scan profile should be affected by armor and shield modules. Based on the description of the scout dropsuit, any armor module or shield module should negatively affect passive scanning and scan profile. Add a scan profile and scan precision penalty to every HP module in the game.
In reality, the system needs to be completely scrapped in favor of a more robust and comprehensive system. However, these suggestions are a compromise designed to help balance the scout by giving them an appropriate opportunity cost while also trying to address some of the problems with the current ewar system.
Surviving Dust: Tutorial Series
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
646
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Posted - 2014.07.07 20:24:00 -
[3] - Quote
Bump.
Also really like 5 from the previous post. HP modules should have negative effect on eWar.
SMG Specialist
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Nocturnal Soul
Immortal Retribution
3479
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Posted - 2014.07.07 21:11:00 -
[4] - Quote
That's a major overhaul, something that can only be done with legion atm :c
Its alright everyone, no need to worry it's just an Amarr scout :(
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
179
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Posted - 2014.07.10 05:06:00 -
[5] - Quote
Bump
More Assault class discussions less Amarr sidearm QQ.
Planetside 2
Eventually
Eh
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