Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Logi Bro
Brutor Vanguard Minmatar Republic
3119
|
Posted - 2014.07.28 19:42:00 -
[1] - Quote
So we know there are a significant amount of SP sinks in the skill tree currently, and I'd like to propose a fix to it. This is in General Discussions since these are my musings, and I want input before I ask they be made.
First, which skills are in need of bonuses? Here are the skills (infantry only, since I have no intimate knowledge of vehicles) that have little or no use.
Dropsuit Command All basic dropsuit skills (12 total) Dropsuit Upgrades Weaponry
So, a total of 15 skills that need bonuses. To save my self a lot of typing for every bonus, let me say here that for each basic suit skill, the skill only applies to the suits that are under that skill, example: Amarr Heavy Dropsuit skill only applies to Amarr heavy basic suits, Amarr sentinels, and Amarr commandos. Here are my thoughts:
Dropsuit Command- +1% base shield and armor per level
Dropsuit Upgrades- +1% to all module efficacy per level
Weaponry- +3% to total ammo capacity per level (+1 per level to weapons with small ammo count, ex swarm launchers, plasma cannons)
Amarr Heavy Dropsuits +2% armor from armor plates per level (all types)
Amarr Light Dropsuit -2% CPU/PG cost of laser weaponry per level
Amarr Medium Dropsuits -2% CPU/PG cost of all armor plates
Caldari Heavy Dropsuits +2% shield from shield extenders per level
Caldari Light Dropsuits -2% CPU/PG cost of rail weaponry per level
Caldari Medium Dropsuits -2% CPU/PG cost of all shield modules
Gallente Heavy Dropsuits +2% armor repair module rate per level
Gallente Light Dropsuits -2% CPU/PG cost of plasma weaponry per level
Gallente Medium Dropsuits -2% CPU/PG cost of armor repair modules
Minmatar Heavy Dropsuits +2% kinetic catalyzer effect per level
Minmatar Light Dropsuits -2% CPU/PG cost of projectile weaponry per level
Minmatar Medium Dropsuits -2% CPU/PG cost of biotic modules per level
H
M
G
|
Ahkhomi Cypher
Opus Arcana Covert Intervention
150
|
Posted - 2014.07.28 20:08:00 -
[2] - Quote
that +1% per lvl to dropsuit command and upgrades just feels like it will have a ridiculous trickle down effect. i obviously didnt run any numbers but thats the first thing i noticed.
i like the idea though
Opus Arcana | TBD Ringleader | Yep Squad Spokesman
|
Logi Bro
Brutor Vanguard Minmatar Republic
3120
|
Posted - 2014.07.28 20:09:00 -
[3] - Quote
Ahkhomi Cypher wrote:that +1% per lvl to dropsuit command and upgrades just feels like it will have a ridiculous trickle down effect. i obviously didnt run any numbers but thats the first thing i noticed.
I doubt the dropsuit command bonus would do so, but I can see how the dropsuit upgrades one would.
Maybe -1% CPU/PG cost of all modules?
H
M
G
|
Ripley Riley
Incorruptibles
2273
|
Posted - 2014.07.28 20:14:00 -
[4] - Quote
These are all great. I have been asking for the "dead skills" to have passive bonuses since launch day. Two of the passives that really shine to me...
Logi Bro wrote: Dropsuit Command- +1% base shield and armor per level
Weaponry- +3% to total ammo capacity per level (+1 per level to weapons with small ammo count, ex swarm launchers, plasma cannons)
These bonuses feel like that could be added to the game in hotfix Charlie and not even need to be balanced. These are skills that literally EVERYONE will eventually level. They might as well provide some kind of incentive to get to V.
The passive relating to dropsuits will need to be carefully balanced after the CPU/PG and slot layout overhauls. I'm not saying OP's are crap, I'm just saying they need a lot of data before we can create good passives for them.
He imposes order on the chaos of organic evolution...
|
Soraya Xel
Abandoned Privilege Top Men.
2947
|
Posted - 2014.07.28 20:20:00 -
[5] - Quote
The +1 per level for Weaponry, in some cases, would horribly unbalance things in the cases where those weapons' ammo sizes are intentionally designed as a balancing metric. They'd have to revisit those weapons to see if they needed to be nerfed to compensate.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
|
Logi Bro
Brutor Vanguard Minmatar Republic
3120
|
Posted - 2014.07.28 20:35:00 -
[6] - Quote
Soraya Xel wrote:The +1 per level for Weaponry, in some cases, would horribly unbalance things in the cases where those weapons' ammo sizes are intentionally designed as a balancing metric. They'd have to revisit those weapons to see if they needed to be nerfed to compensate.
Are you thinking of any one specific weapon? I can't really see the 3% doing any harm, seeing as the current +5% that each weapon has only grants one extra clip when fully maxed out. The +1 per level might be more useful than the +3%, but I still don't see that being damaging in any way. If someone were really tryhard-y, they'd just squad up with someone with nanohives anyways, and total ammo capacity would be irrelevant.
H
M
G
|
Soraya Xel
Abandoned Privilege Top Men.
2947
|
Posted - 2014.07.28 20:38:00 -
[7] - Quote
I'm only talking about the +1 per level. On weapons like the Plasma Cannon or Forge Gun, that'd be a pretty huge buff, wouldn't it? Particularly since FGers can't carry their own nanohives.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
|
Logi Bro
Brutor Vanguard Minmatar Republic
3121
|
Posted - 2014.07.28 20:39:00 -
[8] - Quote
Ripley Riley wrote:
The passive relating to dropsuits will need to be carefully balanced after the CPU/PG and slot layout overhauls. I'm not saying OP's are crap, I'm just saying they need a lot of data before we can create good passives for them.
I can definitely see how that would a problem, I was just throwing this out ahead of the Delta discussions, seeing as they have listed, "efficacy bonuses" as one of the topics of delta, and I figure this is probably one thing they can include with that.
H
M
G
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
2554
|
Posted - 2014.07.28 20:42:00 -
[9] - Quote
General concept is solid. Most of the bonuses are solid.
The Weaponry one jumps out at me as slightly problematic but let me take a closer look over my lunch hour. Still overall excellent work. All skills should offer SOME kind of bonus, even if its small. |
Logi Bro
Brutor Vanguard Minmatar Republic
3121
|
Posted - 2014.07.28 20:45:00 -
[10] - Quote
Soraya Xel wrote:I'm only talking about the +1 per level. On weapons like the Plasma Cannon or Forge Gun, that'd be a pretty huge buff, wouldn't it? Particularly since FGers can't carry their own nanohives.
I definitely see what you are saying, but it wouldn't be a huge buff, from my point of view. It wouldn't have impact on an individual situation, a dropship that wouldn't die before this bonus still wouldn't die after, it just lengthens the time the forge gunner can do his job before running back to the supply depot/nanohives.
Though I'd be more willing to change it, maybe more like +1 every other level? (That would invalidate level 5, but I can't really think of a better way to nerf that bonus)
H
M
G
|
|
Ripley Riley
Incorruptibles
2279
|
Posted - 2014.07.28 20:45:00 -
[11] - Quote
Logi Bro wrote: I can definitely see how that would a problem, I was just throwing this out ahead of the Delta discussions, seeing as they have listed, "efficacy bonuses" as one of the topics of delta, and I figure this is probably one thing they can include with that.
If all dropsuits of one racial type received a small bonus to fitting their preferred racial tanking module we might have an easier time of balancing. Just spitballing...
- Amarr +1% to armor plate efficacy per level.
- Gallente +2% to armor repairer efficacy per level.
- Minmatar +2% shield recharger efficacy per level.
- Caldari +1% to shield extender efficacy per level.
These bonuses would apply to any dropsuit within that races' lineup.
He imposes order on the chaos of organic evolution...
|
Reign Omega
BurgezzE.T.F General Tso's Alliance
655
|
Posted - 2014.07.28 20:48:00 -
[12] - Quote
Can't really chime in on the balance but I agree there should be a bonus for all skills passively. Off the top of my head some vehicle skills that are duds are, the basic HAV skill (no need to get it past 1 it doesnt do anything further), The basic LAV skill(no REAL need to get it past 1 but if you want the Saga II you can take it to 3), No reason to get Dropship operation past 3 for ADS, And as far as I know there is no efficacy bonus for turret operation of any kind, save for unlocking more turrets.
Observe the public trust. Protect the innocent. Uphold the law.
|
Shadow Archeus
OSG Planetary Operations Covert Intervention
399
|
Posted - 2014.07.28 20:54:00 -
[13] - Quote
If I'm right there are also vehicle skills that give no passive bonus
Real heavies use lasers
|
Joel II X
Dah Gods O Bacon
2726
|
Posted - 2014.07.28 21:05:00 -
[14] - Quote
The "roots", as I like to call them, should be something that's beneficial to newcomers, and kind of an indifference to a dude with 40 mil SP. These "roots" are the initial skills known as Dropsuit Command, Dropsuit Upgrades, and Weaponry. I'm thinking something along the lines of:
- Dropsuit Command: Unlocks STD, ADV, and PRO at 1, 3, and 5.
-2% Dropsuit Price per level.
- Dropsuit Upgrades: Unlocks whatever at their own respective levels.
-#% Equipment Duration per level.
- Weaponry: Unlocks Instruments of Death at their respective levels.
-2% Weapon Price per level.
I don't know. It's something that's not necessarily game breaking, and it fills in the blanks while helping newcomers out a bit as well.
Maybe upgrades should be a price reduction, too?
Dropsuit Upgrades: Unlocks whatever at their own respective levels.
-2% Dropsuit Modules/equipment cost per level? |
Logi Bro
Brutor Vanguard Minmatar Republic
3121
|
Posted - 2014.07.28 21:06:00 -
[15] - Quote
Shadow Archeus wrote:If I'm right there are also vehicle skills that give no passive bonus
I'm not really much of a vehicle guy, but if someone else were to come up with some bonuses that sound good, I'd be willing to throw them into the OP, just so long as there weren't any glaring issues with them.
H
M
G
|
Reign Omega
BurgezzE.T.F General Tso's Alliance
655
|
Posted - 2014.07.28 21:10:00 -
[16] - Quote
Reign Omega wrote:Can't really chime in on the balance but I agree there should be a bonus for all skills passively. Off the top of my head some vehicle skills that are duds are, the basic HAV skill (no need to get it past 1 it doesnt do anything further), The basic LAV skill(no REAL need to get it past 1 but if you want the Saga II you can take it to 3), No reason to get Dropship operation past 3 for ADS, And as far as I know there is no efficacy bonus for turret operation of any kind, save for unlocking more turrets.
Some fitting reduction bonuses for Basic Dropships and LAV might be nice, or extender efficacy, hardener efficacy, something to make it worth even running these things for anything other than lolparty fun. As of right now the MLT is more effective than the STD dropship because you can hardly fit anything to make it worth flying for any amount of time for the price....
Observe the public trust. Protect the innocent. Uphold the law.
|
Logi Bro
Brutor Vanguard Minmatar Republic
3124
|
Posted - 2014.07.28 21:11:00 -
[17] - Quote
Joel II X wrote:The "roots", as I like to call them, should be something that's beneficial to newcomers, and kind of an indifference to a dude with 40 mil SP. These "roots" are the initial skills known as Dropsuit Command, Dropsuit Upgrades, and Weaponry. I'm thinking something along the lines of:
- Dropsuit Command: Unlocks STD, ADV, and PRO at 1, 3, and 5.
-2% Dropsuit Price per level.
- Dropsuit Upgrades: Unlocks whatever at their own respective levels.
-#% Equipment Duration per level.
- Weaponry: Unlocks Instruments of Death at their respective levels.
-2% Weapon Price per level.
I don't know. It's something that's not necessarily game breaking, and it fills in the blanks while helping newcomers out a bit as well. Maybe upgrades should be a price reduction, too? Dropsuit Upgrades: Unlocks whatever at their own respective levels.
-2% Dropsuit Modules/equipment cost per level?
That would definitely benefit newcomers, but at the same time benefit protostompers. -10% cost is a lot more useful to someone using a 200k ISK fit than someone using a 20k ISK fit. Also, I'm not really sure that equipment duration is such a good idea, it would be of no help at all to sentinel users, and 'duration' isn't really a concept with repair tools and nanite injectors.
H
M
G
|
Boot Booter
Escrow Removal and Acquisition Dark Taboo
789
|
Posted - 2014.07.28 21:37:00 -
[18] - Quote
I like the idea however, as a min assault, I think the minmatar medium bonus is practically useless compared to the others. I mean a Caldari should practically be filling all slots with shield related modules. The minmatar might use one or two biotic modules which are generally lower CPU and PG costs than shields. I think these sort of things would throw the balance Rattati has been trying to achieve out the window. I'd rather see a small bonus to base stats for these.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
|
Logi Bro
Brutor Vanguard Minmatar Republic
3125
|
Posted - 2014.07.29 02:43:00 -
[19] - Quote
Boot Booter wrote:I like the idea however, as a min assault, I think the minmatar medium bonus is practically useless compared to the others. I mean a Caldari should practically be filling all slots with shield related modules. The minmatar might use one or two biotic modules which are generally lower CPU and PG costs than shields. I think these sort of things would throw the balance Rattati has been trying to achieve out the window. I'd rather see a small bonus to base stats for these.
As a Minmatar Assault, is there any one thing you emphasize on all your fittings? If it were more like:
Caldari Medium Dropsuits -2% CPU/PG cost of shield rechargers and extenders per level
Minmatar Medium Dropsuits -2% CPU/PG cost of shield energizers and regulators per level
Would that fit the Minmatar philosophy better?
H
M
G
|
Zindorak
1.U.P
190
|
Posted - 2014.07.29 03:34:00 -
[20] - Quote
1+ its perfect
Master of the Scrambler Pistol. Carthum Assault ScP <3
|
|
JRleo jr
Xer Cloud Consortium
141
|
Posted - 2014.07.29 03:36:00 -
[21] - Quote
Logi Bro wrote:So we know there are a significant amount of SP sinks in the skill tree currently, and I'd like to propose a fix to it. This is in General Discussions since these are my musings, and I want input before I ask they be made.
First, which skills are in need of bonuses? Here are the skills (infantry only, since I have no intimate knowledge of vehicles) that have little or no use.
Dropsuit Command All basic dropsuit skills (12 total) Dropsuit Upgrades Weaponry
So, a total of 15 skills that need bonuses. To save my self a lot of typing for every bonus, let me say here that for each basic suit skill, the skill only applies to the suits that are under that skill, example: Amarr Heavy Dropsuit skill only applies to Amarr heavy basic suits, Amarr sentinels, and Amarr commandos. Here are my thoughts:
Dropsuit Command +1% base shield and armor per level
Dropsuit Upgrades -1% CPU/PG cost of all modules per level
Weaponry +3% to total ammo capacity per level (+1 per level to weapons with small ammo count, ex swarm launchers, plasma cannons)
Amarr Heavy Dropsuits +2% armor from armor plates per level (all types)
Amarr Light Dropsuit -2% CPU/PG cost of laser weaponry per level
Amarr Medium Dropsuits -2% CPU/PG cost of all armor plates
Caldari Heavy Dropsuits +2% shield from shield extenders per level
Caldari Light Dropsuits -2% CPU/PG cost of rail weaponry per level
Caldari Medium Dropsuits -2% CPU/PG cost of all shield modules
Gallente Heavy Dropsuits +2% armor repair module rate per level
Gallente Light Dropsuits -2% CPU/PG cost of plasma weaponry per level
Gallente Medium Dropsuits -2% CPU/PG cost of armor repair modules
Minmatar Heavy Dropsuits +2% kinetic catalyzer effect per level
Minmatar Light Dropsuits -2% CPU/PG cost of projectile weaponry per level
Minmatar Medium Dropsuits -2% CPU/PG cost of biotic modules per level
Please share your thoughts/comments, this is a rough draft, after all. Anything less than 2% per level is not welcome Look at biotic upgrades, useless.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12310
|
Posted - 2014.07.29 03:39:00 -
[22] - Quote
Ripley Riley wrote:Logi Bro wrote: I can definitely see how that would a problem, I was just throwing this out ahead of the Delta discussions, seeing as they have listed, "efficacy bonuses" as one of the topics of delta, and I figure this is probably one thing they can include with that.
If all dropsuits of one racial type received a small bonus to fitting their preferred racial tanking module we might have an easier time of balancing. Just spitballing...
- Amarr +1% to armor plate efficacy per level.
- Gallente +2% to armor repair module rate per level.
- Minmatar +2% shield recharger efficacy per level.
- Caldari +1% to shield extender efficacy per level.
These bonuses would apply to any dropsuit within that races' lineup.
Actually in most cases the Amarr don't/ cannot out HP tank gallente....we deal with resistances not plate stacking.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
|
JRleo jr
Xer Cloud Consortium
141
|
Posted - 2014.07.29 03:42:00 -
[23] - Quote
True Adamance wrote:Ripley Riley wrote:Logi Bro wrote: I can definitely see how that would a problem, I was just throwing this out ahead of the Delta discussions, seeing as they have listed, "efficacy bonuses" as one of the topics of delta, and I figure this is probably one thing they can include with that.
If all dropsuits of one racial type received a small bonus to fitting their preferred racial tanking module we might have an easier time of balancing. Just spitballing...
- Amarr +1% to armor plate efficacy per level.
- Gallente +2% to armor repair module rate per level.
- Minmatar +2% shield recharger efficacy per level.
- Caldari +1% to shield extender efficacy per level.
These bonuses would apply to any dropsuit within that races' lineup. Actually in most cases the Amarr don't/ cannot out HP tank gallente....we deal with resistances not plate stacking. And 5% ar or plate efficiency, that's 5 or so extra armor, which is why I despise 1% per level skills.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Logi Bro
Brutor Vanguard Minmatar Republic
3127
|
Posted - 2014.07.29 05:03:00 -
[24] - Quote
JRleo jr wrote: Anything less than 2% per level is not welcome Look at biotic upgrades, useless.
Beggars can't really be choosers, currently we have +0%, so it's hardly like you're losing anything.
If I get a couple more people that say that a +2% armor/shields per level skill wouldn't be too much, I would be willing to change it.
H
M
G
|
Logi Bro
Brutor Vanguard Minmatar Republic
3127
|
Posted - 2014.07.29 05:16:00 -
[25] - Quote
Made an edit that I am interested in hearing what you all think about.
Dropsuit Upgrades +0.2 armor repair per level
So all the people whoever said that shield suits need innate repair as well as armor suits, now you get at least a small regen, and armor based suits just get a bit of boost to their much more powerful regen.
Win/win.
H
M
G
|
Logi Bro
Brutor Vanguard Minmatar Republic
3148
|
Posted - 2014.07.31 07:35:00 -
[26] - Quote
I was bored and figured I'd bump this one last time.
I would really like to hear about the +1 armor rep for all suits, though.
H
M
G
|
Logi Bro
Brutor Vanguard Minmatar Republic
3191
|
Posted - 2014.08.15 20:05:00 -
[27] - Quote
Bump
SP Sinks? Fixed.
|
RYN0CER0S
Rise Of Old Dudes
1154
|
Posted - 2014.08.15 20:09:00 -
[28] - Quote
Sounds like a good starting point, to me.
Go.
I don't always blap Infantry with a Forge Gun, but when I do, that ** is hilarious.
|
Cat Merc
Onslaught Inc RISE of LEGION
11716
|
Posted - 2014.08.15 20:12:00 -
[29] - Quote
10% CPU/PG on armor reps vs Plasma weapons? Or straight up armor repair bonus?
The medium frame one is definitely the weakest link.
Feline overlord of all humans - CAT MERC
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
488
|
Posted - 2014.08.15 20:15:00 -
[30] - Quote
I like the bonus for the Minmatar Medium Frame, but I feel that the Biotics bonus and the Medium Frame should be switched. The Scout should be faster, getting more bang out of Kincat PG/CPU reduction, while the Medium Frames use the Reduction for projectile weapons.
I likey thug
RESPEC PLEASE After Delta
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Avid Bboy
|
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |