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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1749
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Posted - 2014.08.04 11:58:00 -
[1] - Quote
Step 1: Make militia gear have the stats of basic equipment.
Step two: Eliminate SP requirements to use basic.
Step 3: price the now-basic equipment as militia.
Step 4: Reduce ADV dropsuits and gear to skill level 1.
Step 5: Retain prototype equipment at 4-5 skill level.
Adjust pricing accordingly.
Justification:
New players are expected to kamikaze around in militia fits while they learn the ropes.
Militia dropsuits are easily the most frustrating thing to run in DUST. Even as skilltanked as I am, its difficult at best to make an MLT dropsuit more than freekill fodder.
Functional suits allow new players to learn gungame and the mechanics with a little more margin for error. Old players like us can make basic suits into lethal platforms of death.
Militia equipment and armor bring nothing to the table except frustrated new players who we habitually dump on and show no mercy to speak of |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1750
|
Posted - 2014.08.04 16:19:00 -
[2] - Quote
DaBOMB dotCOM wrote: No. -1
What is this, Reddit? Quit smoking the neg-rep pipe and say why you're against it if you're going to do a virtual downvote. I'm not telepathic, I can't read your mind and get your reasons (Thank God, I can't imagine what's going on in Pubbie brains) nor can I guess based on your utter lack of commentary. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1753
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Posted - 2014.08.04 20:17:00 -
[3] - Quote
Zindorak wrote: So you expect me to use my SP for 3 levels without getting anything. Sorry but this is a really bad idea
3 levels means an efficiency boost with the skills in question, unless yer talking about the dropsuit paywall skills
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1754
|
Posted - 2014.08.04 21:25:00 -
[4] - Quote
Coleman Gray wrote:Why not just remove the skill requirements to use Adv and proto? Baby steps dude. Baby steps. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1754
|
Posted - 2014.08.04 21:28:00 -
[5] - Quote
Bojo The Mighty wrote:I liked the idea where:
Make Proto Layout ADV, ADV layout STD, STD layout MLT. Proto and ADV gear share slot layout - Proto just has more CPU/PG More specific please. Does this mean increasing # of adv slots or reducing proto slots? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1759
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Posted - 2014.08.05 07:55:00 -
[6] - Quote
Racro 01 Arifistan wrote:Killar-12 wrote:Zindorak wrote:Breakin Stuff wrote:Step 1: Make militia gear have the stats of basic equipment.
Step two: Eliminate SP requirements to use basic.
Step 3: price the now-basic equipment as militia.
Step 4: Reduce ADV dropsuits and gear to skill level 1.
Step 5: Retain prototype equipment at 4-5 skill level.
Adjust pricing accordingly.
Justification:
New players are expected to kamikaze around in militia fits while they learn the ropes.
Militia dropsuits are easily the most frustrating thing to run in DUST. Even as skilltanked as I am, its difficult at best to make an MLT dropsuit more than freekill fodder.
Functional suits allow new players to learn gungame and the mechanics with a little more margin for error. Old players like us can make basic suits into lethal platforms of death.
Militia equipment and armor bring nothing to the table except frustrated new players who we habitually dump on and show no mercy to speak of So you expect me to use my SP for 3 levels without getting anything. Sorry but this is a really bad idea Strange... that works in EVE really well. actually in eve the modules have different requirement sfor skills. t1 modules require lvl 1 of that skill. then there are named varients of that module. they generally require lvl's 2/3 and are substantially better or slightly different to the t1 module. then there is the meta 4 module which is better in eveyr way to its t1 counterpart. this generally requires lvl4. then there is T2 modules that require lvl 5 they out class t1 moudles easly. then there is also faction/deadspace/pirate/officer modules that generally require lvls 3 to 5 to use and out class or are different to the t2 module. so like in dust....if you want the better gear you need higher skills/more investment in that area. so like dust. its going to beawhile to have a decent ship fitting, tiericed only closes the gap to make progression more usful and simple.and balances most mechanics/other areas of the game, You forget that in eve there are four meta levels of gear that can be operated at skill 1. Meta 5 (T2) is rhe only meta level requiring high skill |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1767
|
Posted - 2014.08.05 10:01:00 -
[7] - Quote
Actually having skills be the only efficiency variance between suits would give more leeway. Bluntly the "tiers" are artificial content. If the "lower tier" suits had different bonuses than the cote ones then there might be justification for lower or differing slot layouts.
I.E. take a variant of the sentinel. We will call it the Suppression Suit"
Bonuses might be -3% heat buildip per level +2% to HMG effective range per level
Thats an example, not a request.
A variant assault might be called a Breach Suit.
+3% increase to damage per level against heavy drop suits +4% base movement speed per level.
Again, layout variances could be justified by role rather than by tier.
Do I think the suggestions above are balanced? No. They are illustrations of how things could be changed. And bluntly all of the medium suits should be covered by the medium frame skill rather than separating into medium frame, assault and logistics a ls separate skill tiers. |
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