Aeon Amadi
Edimmu Warfighters Gallente Federation
5842
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Posted - 2014.05.29 02:44:00 -
[2] - Quote
Ghost Kaisar wrote:Questions:
How should the classes interact with each other? What should scouts be for? What should assaults be doing? Etc. In short: What is your idea of balance between the classes. What is their ROLES.
Specifically, how would you change the classes to MEET these goals.
What about the State of Vehicles and Infantry? Tank v Tank, Infantry v Tank and the likes. What is the ROLE of Vehicles and Dropships?
What would you change to meet your ideal balance between Vehicles and Infantry?
I want to hear these topics from the Following:
Appia Aeon Zatara Cross Soraya Pokey
Thanks in Advance. When will this stream?
The CPM as an advisory council more than anything. We can merely suggest to CCP that 'x' role may be better than 'y' role with little nuanced fat-cutting here and there . To elaborate on your questions, however:
Class Roles: As hot button as Legion is, I like their concept of the roles. Currently in Dust 514, everything is about killing people or preventing people from being killed (in the case of the Logistics). You get right down to it, just about everything revolves around the role of Slayer, just with different nuances and specializations. It's cool though, there is a greater majority of people that -WANT- to shoot face than help the guy next to them shoot face.
Legion kind of covers that, to some degree. Commandos were always sort of shoe-horned in between Sentinels and Assaults and what wound up happening was Assaults kinda went on the back-burner. Sentinels are for point defense (though LAVs through a pipe-wrench in that whole deal), Assault are for Frontline Combat, and Commandos are.... B...both? So, it makes sense to circumvent the problem and give Assaults two light weapons - then there's a clear and definite difference between the roles.
Anyway, the general gist is that dropsuits need to have focused roles that differ from one another beyond just alternate methods of murdering other players. That's something more for specializations, I feel. Scouts are a little bit more tricky because they're more focused on EWAR, and will always (by my theory) be in some sort of limbo until we legitimately sit down and iron out exactly how EWAR is supposed to work. The All-or-Nothing, Scan-or-Not-Scanned style of EWAR is a poor display because no matter how you try and balance it, someone is going to get the **** end of the stick.
It's also very very limited in spectrum, only having the TacNet scanning system in play - which is great and all but it feels a little lack luster.
Vehicles:
Same thing with dropsuits. You ever get the sense that Vehicles were always bumbling around in the balance department? Think we all have and I'm almost positive it's because no-one sat down and thought of what their role on the battlefield was. To me, it seems like they were put into the game for the sake of being put into the game. Dropships and LAVs are good for transport but then you have HAVs which are just slayers with a lot of offensive/defensive capability and near immunity to a lot of small arms. It gets kind of hard to balance that sort of thing when they are practically designed to be better than infantry.
Point Defense? Force Projection? Transportation? What are these things supposed to do, exactly? It seemed there was a good start a long time ago in closed beta, with Marauders being very very powerful options (so powerful they were removed) but I think they just needed more focus/specialization. There should be a sacrifice for everything to keep the scales balanced.
Ideal Balance:
What seems clear is me is that in a game of set team limits, it should never take more than one person to kill any one other person - but in the same sense, teamwork should be OP as hell. One of the suggestions that I've recently brought up was making Axis Repair Tools more viable and upping the incentive to use them so that Vehicles + Infantry = Insanely powerful toolset. I haven't really touched up on this too much though, so lemme get back to you when I've had more thought on it.
Closing Statement:
If anyone disagrees -PLEASE- say something! I'm open to other opinions and have actually made revisions to previous stand-points based on the community's feedback. Hit me up on Twitter or Skype (info in my thread) and make your voice heard!
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5844
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Posted - 2014.05.29 04:59:00 -
[3] - Quote
Adipem Nothi wrote:1) How would you propose Rattati balance Vehicles and Infantry-based AV in Dust 514?
Target Candidates Aeon Amadi Iron Wolf Saber Kain Spero Cross Atu
2) What went wrong with Scouts in 1.8? In Remnant's shoes, what would you have done differently?
Target Candidates Appia Vibbia Zatara Rought Adelia Lafayette Mossellia Delt
3) What measures would you support/propose on the matter of improving NPE?
Target Candidates Kevall Longstride Soraya Xel Pokey Dravon Zion Shad
4) What specific actions do you think CCP should take to combat player attrition?
Target Candidates The Black Jackal Banjo Robertson Dalmont Legrand Syeven Reed
Doh! Really wanted to answer the NPE one, too
I want to see what happens with the Plasma Cannon in Hotfix Alpha and it's (potential) new variants afterward. IMO, vehicles aren't going to be fix just with a quick balance pass, as stated they need to have a hard look at what they're supposed to offer to the game that nothing else can do right now (vehicle vs vehicle is not a good answer, it just defeats the purpose xD)
Swarm Launchers are definitely something that needs a look at and I'm excited to see what CCP Rattati is planning on doing with the useless Assault variant. Maybe increase it's range at the expense of damage so it's more oriented toward drop-ships/long-distance targets? I wouldn't mind seeing the Flaylock Pistol be turned into a proper AV sidearm; jack up it's damage profile against vehicles and it'd be an interesting contender that would have a legitimate role that no other sidearm could perform.
I'll be able to give better input after Hotfix Alpha drops on June 4th, remind me then
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Aeon Amadi for CPM1
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