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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 |
DaBOMB dotCOM
G0DS AM0NG MEN General Tso's Alliance
248
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Posted - 2014.08.04 12:04:00 -
[2] - Quote
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 No. -1
LET THE INVASION BEGIN!
~~
Magic~~~
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xAckie
Ghost. Mob
441
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Posted - 2014.08.04 12:52:00 -
[3] - Quote
Tiercide should happen. It would start to fix so many balance problems.
I dont understand why CCP just dont make everything up to proto suit free. Can be done in a hotfix.
That will be the easiest way to achieve tiercide.
(as an aside: modules and set ups can then begin to matter - suit bonuses should only to apply to modules not to the suit as a whole) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1750
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Posted - 2014.08.04 16:19:00 -
[4] - 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. |
lionshead nebula
Goonfeet Special Planetary Emergency Response Group
225
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Posted - 2014.08.04 16:24:00 -
[5] - Quote
DaBOMB dotCOM 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 No. -1 Reddit's Circlejerk won't save your lacking response here.
Upon this pedestal two thousand dreams were sacrificed so that their blood might fuel the many, for he is Legion.
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Zindorak
1.U.P
244
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Posted - 2014.08.04 17:22:00 -
[6] - Quote
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
Master of the Scrambler Pistol. Carthum Assault ScP <3
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Killar-12
The Corporate Raiders Top Men.
3121
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Posted - 2014.08.04 17:34:00 -
[7] - Quote
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.
I am an Idiot, and so are you!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1753
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Posted - 2014.08.04 20:17:00 -
[8] - 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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Coleman Gray
Haus of Triage
996
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Posted - 2014.08.04 21:22:00 -
[9] - Quote
Why not just remove the skill requirements to use Adv and proto?
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1754
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Posted - 2014.08.04 21:25:00 -
[10] - Quote
Coleman Gray wrote:Why not just remove the skill requirements to use Adv and proto? Baby steps dude. Baby steps. |
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4852
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Posted - 2014.08.04 21:26:00 -
[11] - Quote
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
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1754
|
Posted - 2014.08.04 21:28:00 -
[12] - 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? |
Bojo The Mighty
Spaceman Drug Cartel-Uno
4852
|
Posted - 2014.08.04 21:40:00 -
[13] - Quote
Breakin Stuff wrote: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? Sorry, it means increasing slots and CPU/PG of ADV to proto, merely give proto a CPU/PG buff. STD and MLT follow suit. Basically it makes proto an expensive marginal edge.
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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Racro 01 Arifistan
501st Knights of Leanbox
398
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Posted - 2014.08.04 21:48:00 -
[14] - Quote
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,
Elite Gallenten Soldier
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1759
|
Posted - 2014.08.05 07:55:00 -
[15] - 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 |
Alena Ventrallis
S0VER31GN
1523
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Posted - 2014.08.05 08:22:00 -
[16] - Quote
This is not tiericide, as there are still tiers. Proto is still better than all the others. If the only suits available were proto level suits, that is tiericide.
Best we can do is have advanced become militia, and proto become standard. But even this is still tiered, just with less difference between tiers.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Jathniel
G I A N T
1130
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Posted - 2014.08.05 09:12:00 -
[17] - Quote
You can do whatever the hell you want to the suits. It won't matter. Elimination of tiers would actually be dependent on reducing the effectiveness of passive skills.
Dropsuit Armor Upgrades, Shield Upgrades. Weapon Proficiencies, and Sharpshooter skills.... That's where the real culprit is. The hard passives that provide crazy high percentage buffs to the proto suits, weapons, and modules.
I can take a militia AR, and **** a scrub in a proto suit all night long, due to passives alone.
I like the idea and intention, but the suits (and weapons for that matter) really don't mean shlt. The tiers wouldn't hurt so much if we just killed or weakened the passives sufficiently.
Problem is, the passives serve as an SP sink, and are a big chunk of the 'reason to play'. Working that out would solve the problem with all the suffering newbs.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1767
|
Posted - 2014.08.05 10:01:00 -
[18] - 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. |
xAckie
Ghost. Mob
444
|
Posted - 2014.08.05 12:43:00 -
[19] - Quote
Alena Ventrallis wrote:This is not tiericide, as there are still tiers. Proto is still better than all the others. If the only suits available were proto level suits, that is tiericide.
Best we can do is have advanced become militia, and proto become standard. But even this is still tiered, just with less difference between tiers.
for suits:
thats why you would make everything upto proto suit free. Why would use anything else?
Its a quick hotfix way of achieving tiercide that does not require development resources |
Nocturnal Soul
Immortal Retribution
3796
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Posted - 2014.08.05 16:05:00 -
[20] - Quote
Have you played Eve. ^
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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