Bayeth Mal
OSG Planetary Operations Covert Intervention
585
|
Posted - 2014.06.22 22:51:00 -
[1] - Quote
Dalmont Legrand wrote:We must have in attention the "team play aspect", it is not solo scout battles. This means where some scouts of some race can't push what can other, other frames of their race can replenish that fault considering it is versatile teams.
Imagine next:
Gall example:
Scout role expansion: 25% Assault: 40% Heavy: 15% Vehicles: 20%
Now what you wish is to move scout role to higher or lower degrees which can't be made not managing other frames as well as lowering gall scout role expansion due to its possibility of taking role from assault frame, a bit. You reduce lets say a 100% balance to 97% of overall race competition (since you reduced scout role in total) against other races. It means other races will prevail in "bits" against Gall and you can't do that without balanced decision to cut here and to add there.
Of course some races have 105% or 110% as 96% due to lack of content which creates lack of balance which this game has since ever. You have the rail rifle effect in here, mass drive effect and others related to racial damage taken and received by weapons.
Considering previously written, I must say that we can't assume any changes watching at overall effect. It will have no gaming experience just because someone is not satisfied. We can consider all these proposals and decide whether we apply some of changes or not; so altogether races will have 100% competitiveness against each other but particularly frames of one race could have advantage against frames of another races.
By such we can have versatility of balance where globally, races are balanced. However particular small fights depend not only on frames but on skills and gaming experience of player. In this situation frames' advantage can be handy. Now depending on how much of each frame you brought to battlefield will have higher or lower output taking in consideration that not only frames but also racial differences can be applied in battles...
You got it. No changes just because someone is suffering. Remember it is not I want to play as scout and be the best player. You have players with other races and frames that join battle and they replenish what you can't accomplish.
Probability of dropping same guys with weapons and equipments of same race is almost null, so you can't expect victory out of almost unpredictable matchmaking and considering that all proportionally drops in same frames. In this case PC is more controllable and predictable.
This is team game and it means no one-man-army and it means no suit will have advantage over whole race just because, otherwise people make this game more unbalanced and then ask why it is unbalanced.
1. So what must be don is all races are 100% competitive against other races however frames particularly are less competitive against some frames and good against other.
2. In this 100% situation if you want to push or nerf something, you need to move other related to frame parts as well in one particular race(sharing effect - if you receive, someone of your race will lose). We can make frames all with same effectiveness giving yet 100% in total for the race which will solve problem with battles of one prevailing frame used.
3. Now having that balanced we can create teams of maximum percentage output of effectiveness against all races.
"Egoists make games unbalanced."-¬
Scout current imbalance is problematic because it is important not to scan or to see if you are a typical low hitpoint suit walking.
Scans can be weighed in planetary conquest, but do they really drunk in public. Matches and all sort of proto
Sophisticated attacks can be a prototype attack to win through skill of the player, but it is fundamental to its role as not being scanned are forced to perform like a prototype.
Adipem Nothi wrote: Conceptual roles are fun to debate, but outside the scope of the proposal. Varying from a Merc to the next, so we deliberately omitted so that your eyes focused on the goals. Opinions on this tendency
Yes, it's one of the problems we have, for 1.8 there were two reconnaissance address so inherently tactical flexibility needed to cover. Scout all types of duties While the skin was nice gain tactical issues that do not increase to the same extent. Include the role of scouts
So now we may reduce tactical flexibility particular outfit that had before 1.8 to balance it. It makes me sad, and it is likely that many disagreements come, I wish my Gallente focused on the vision, and in turn can not be seen. But I have to admit that's too much, it must be either / or. But it is never less sad.
Google Translate: Engish->Croatian->Dutch->English
Heading over to Destiny Beta and a few others
Hit me up for Skype and PSN
|
Bayeth Mal
OSG Planetary Operations Covert Intervention
591
|
Posted - 2014.06.23 14:10:00 -
[2] - Quote
Adipem Nothi wrote:
1. Makes perfect sense and is certainly feasible; one of our own (Llast) is a proponent of a similar model:
CA Scout - Patrol Recon: Short Range / High Precision AM Scout - Patrol Recon: High Range / Low Precision GA Scout - Stealth Recon: No Scan Bonus MN Scout - Assassin: No Scan Bonus
* Thanks to Black Jackal for upgrading our terminology :-) ** Llast, please feel free to correct me where I'm wrong.
Llast isn't the only one pushing for that, I've said similar.
My problem is the issue that in order to make the Cal threatening to the Gal it screws over the Min. But if we make Gal range and get rid of the ghost role, then there's nothing for Amarr short of HP bonuses.
Heading over to Destiny Beta and a few others
Hit me up for Skype and PSN
|