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Dunce Masterson
Savage Bullet
110
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Posted - 2014.06.02 20:44:00 -
[1] - Quote
CCP Rattati the drop suits do not reflect the EVE online races of new Eden (the Caldari do and nothing else) every thing I suggest in this post is to have the races of new Eden be represented has closely as possible. I also would like the medium and assault suits to have the edge on effective hit points over scouts.
I will recommend that you standardize the module slot count to 7 or 8 and HP total on all the logistic suits.
The Amarr
their defense is tough highly resistant armor and their armor HP is roughly 2/3 of their total HP the tank bonus they get is a % to damage resistance to armor so in Dust 514 their sentinel resistance bonuses should only be for armor
Their offence is compensating for the weaknesses of laser weapons they get a bonus to lasers that makes them able to fire them indefinitely so in Dust their bonus should let the Assault at level 5 fire a entire laser rifle mag without overheating 25% is not enough.
Their logistics is based around repairing armor their is nothing wrong with them being better with uplinks. I would recommend un-nerfing the spawn speed of the uplinks and letting keep their extra spawn bonus but add the same repair rate as the minmatar logistics.
The scout suit is not used as much IMO because it is slower then the minmatar assault suit and it doesn't have good scout bonuses I would suggest that you increase their base speed and change their bonus to boost all of their biotic traits.
new medium and assault suit stats at prototype.
shield HP 175 armor HP 250 high slots 2 low slots 5
militia high 0 low 3 basic high 1 low 3 ADV high 1 low 4
The Caldari
their defense is tough highly resistant shields witch is already reflected in their sentinel suits.
their offence is all about having the best range with any and all hybrid weapons.
The rail rifle is still op and is in need of a flat damage reduction and range reduction say 15%.
for the assault suit bonus instead of a reload speed bonus you can replace it with a range increase to bring the rail rifles back to where they where at 3% per level.
their logistics should get the same armor repair rate of the minmatar and have their bonus to the amount the nanohives they drop give out this would mean un-nerfing the cluster amount the nanohives have.
new medium and Assault suit stats at prototype
shield HP 250 armor HP 175 high slots 4 low slots 3
The Gallente
their defense is fast repairing armor they get a % to armor repair rate and their HP is usually more armor HP then shields like it is in dust atm.
their offense is based around having the best accuracy with Hybrid weapons so bonuses that help them hit targets is good.
their logistics is about remote repairing so the minmatar repair rate bonus should also be on their suits along with the scan precision to remote scaners.
new medium and assault suit stats at prototype
shield HP 180 armor HP 200-210 high slots 3 low slots 4
militia high 1 low 2 STD high 2 low 2 ADV high 2 low 3
the Minmatar
their defense in eve online is mostly about being more agile and faster then every one else they do get a bonus to shield boosters so having a faster shield recharge rate on all their drop suits then the Caldari would be a good change.
their offense is all about overcoming the weaknesses of the projectile weapons witch is already done on the minmatar assault with higher mag capacity.
the projectile weapons have lower optimal range then hybrid weapons but have the best falloff range so giving them the best absolute range would be good.
new medium and assault suit stats at prototype
shield HP 170-180 armor HP 170-180 high slots 5 low slots 2
logistics
shield HP 170 armor HP 150
I don't even know why I bother.
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bogeyman m
Krusual Covert Operators Minmatar Republic
228
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Posted - 2014.06.04 03:03:00 -
[2] - Quote
Bump
Duct tape 2.0 - Have WD-40; will travel.
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Godin Thekiller
shadows of 514
2517
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Posted - 2014.06.04 03:20:00 -
[3] - Quote
So basically make the Win logi useless? lolno.
click me
Blup Blub Bloop. Translation: Die -_-
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Dunce Masterson
Savage Bullet
111
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Posted - 2014.06.04 03:44:00 -
[4] - Quote
Godin Thekiller wrote:So basically make the Win logi useless? lolno.
no they keep their range bonus making them still the best repair logi in game.
every thing I have posted is an effort to make this game resemble the one that came first EVE online. has the races in the game are now the only one that could keep its name is the Caldari the others should just be renamed.
I don't even know why I bother.
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
501
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Posted - 2014.06.04 03:54:00 -
[5] - Quote
I've heard also that our weapons don't represent EVE well as far as stats go like, DPS, ROF etc. Is that true?
Lock me Bro. I DARE YOU!!!
PS News
R.A.W- Rich and Worthless
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Asha Starwind
897
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Posted - 2014.06.04 11:33:00 -
[6] - Quote
"Tough, resistant shielding..." in this game? no, just no.
[center][/center]
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
482
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Posted - 2014.06.04 13:55:00 -
[7] - Quote
Fire an entire laser rifle clip without overheating? Did you somehow miss the fact that laser rifles get stronger through heat build-up?
There is a reason why Dust stats don't equal EVE. An FPS is simply completely different.
However, I do agree that some stronger faction identity would be useful.
Personally, I'd like the Assaults to have a gun-agnostic bonus that modifies any weapon to align with racial strengths. Like, all Gallente would get a bonus that helps with close combat fights - Less recoil, better reload. Minmatar would get a higher rate of fire, to align with their hit and run nature. Caldari would get bonuses to spread for better long-range engagements. And Amarr would get... A damage bonus? I'm not really sure. Maybe an armor damage reduction bonus specifically for Amarr Assaults would suit them. Though there's the issue of the overheat bonus being beloved. So maybe it could be a drawback bonus - Less spool time/less overheat/less charge time/etc. That kind of bonus would get way too complicated, though. Making the Commandos bound to their factional weapons for their faction bonus, while giving the Assaults a weapon-agnostic bonus, allows the Assaults to get a stronger shot at flexibility.
Also, I like the idea of giving Logis dual bonuses. Logis should be similar to Sentinels in that regard - One main equipment bonus for the faction's equipment and one secondary bonus for the equipment of an allied/less hated faction. |
Dunce Masterson
Savage Bullet
112
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Posted - 2014.06.04 22:35:00 -
[8] - Quote
Forever ETC wrote:I've heard also that our weapons don't represent EVE well as far as stats go like, DPS, ROF etc. Is that true?
this is a FPS dealing with small arms so transferring that would be very difficult the only way I see weapon DPS being standardized would be to have a set DPS and potential damage score as follows:
just an example of damage potential per mag for light weapons Damage potential- STD 1000 - ADV 1250 - PRO 1500 now that you have a set potential damage you can then decide how much damage you want each bullet to do and divide it by the score then you can calculate the ROF based on the set DPS you want for primary and secondary weapons in each type.
yes there is the problem with the CR vs. SCR where the 3 round burst is higher then a single shot from the SCR 72 damage per shot from the SCR would mean that the CR should only do 3x24 also damage profiles are off on these laser weapons doing +15 to shields -5 to armor and the projectile doing -5 to shields and +15 to armor would be balanced with the hybrid doing slightly more or less would look like +5/-5 or -5/+5.
now when they changed the weapon specialization they threw this way off making damage to either shields or armor lopsided giving weapons like the combat rifle and rail rifle an unfair edge in the game of armor plate stacking without having an equal penalty to the weaker tank type. I would recommend that they revert the weapon proficiency to a flat bonus to damage and lowering the difference in penalty and bonus; -laser weapons +10 to shields -10 to armor -projectile weapons -10 to shields +10 to armor -hybrid rail/blaster -5 to shields +5 to armor / +5 to shields -5 to armor
if TTK is a problem it wont be with proficiency it will be with the DPS. now weapons with a short range should have higher DPS and potential damage then the ones with the longest range so in order of highest DPS to lowest (potential damage remains constant) 1 blaster rifle aka assault rifle 2 scrambler rifle 3 combat rifle 4 rail rifle aka the unwanted child IMO
the 1 thing they could keep consistent would be weapon ranges in EVE online you have for close range weapons blasters pulse lasers and auto cannons in Dust 514 you have blaster rifles, scrambler rifles, combat rifles and rail rifles. these weapons are pretty much where they should be in range.
for long range weapons in EVE online you have rail guns, beam lasers and artillery in Dust 514 you have the sniper rifle and the laser rifle (the precision rifle never made it) now the sniper rifle has way to much range at 600m 300m would be fair has the red line is still a problem no one in the red line should ever be out of reach of some one willing to suicide on foot. the laser rifle should outrange every rail rifle by a good distance but they don't.
so my wall of txt says yes its true.
I don't even know why I bother.
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Dunce Masterson
Savage Bullet
112
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Posted - 2014.06.06 01:29:00 -
[9] - Quote
bump
I don't even know why I bother.
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The-Errorist
Sver true blood
733
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Posted - 2014.06.06 12:43:00 -
[10] - Quote
Dunce Masterson wrote:bump Bumping like that is against forums rules, if you took a minute to search if your idea has been posted by somone else, you would have found that there's already the [Feedbk/Req] (Spreadsheet inside) medium suit slot changes, which in my opinion is just plain better, and lastly it's liked by CCP Rattati.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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