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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12738
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Posted - 2014.08.10 23:10:00 -
[1] - Quote
Meee One wrote:Dual tanking is popular because it's easy to do. It enables any suit to stack a nonracial defense.
For example : Cal medium frame 210 shield 120 armor +1 enh plate =effective dual tank.
I was thinking (while on my sudden vacation) what makes sense lore wise?
Then it came to me,change stats to match lore. Please note:This would be applied to suit stats,not slots.
Amarr:5%shield.95%armor The ultimate in brick tank,faith is the only shield they desire.
Cal:95%shield,5% armor Given the bare minimal to survive,caldari suits stack thick shields to compensate.Would possibly require a regen amount boost of 5-15 S/PS
Gal:30%shield,70%armor Focusing instead of straight brick tank, they instead focus on repairing their lower eHP reserves.
Min:55% shield, 45% armor The most balanced of the four,preferring fast shield regen and speed over straight brick tank.
These could be encouraged more with bonuses on the dropsuit unlock nodes. Amarr: Increased effectiveness of plates = more eHP per plates and less penalty/fitting Cal: Increased effectiveness of shield extenders and rechargers/energizers = more shield less penalty/fitting Gal: Increased effectiveness of repair modules/reactive plates = more repair less penalty /fitting Min: Increased effectiveness of biotics and regulators = more speed to regen their lower eHP and biotics to enabled better movement for their sacrifice.
I wholly disagree and this is why.
http://eve.battleclinic.com/loadout/19961-PVP-Harbinger-620dps-72-8k-EHP-rigged-55k-unrigged.html
and
http://eve.battleclinic.com/loadout/43716-Harbinger-966-dps-Psycho-Harb-64k-hp-Gang-Issue.html
There is no need to restrict players arbitrarily like you suggest.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12739
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Posted - 2014.08.11 00:28:00 -
[2] - Quote
el OPERATOR wrote:I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect those differences between DUST and EVE.
That however does not mean that one racial group cannot do with infantry units what they can do with space ships. The premise remains fundamentally the same.
It's like saying using a massive industrial cutter I can shear through paper....... but using kitchen scissors I cannot.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12740
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Posted - 2014.08.11 00:46:00 -
[3] - Quote
el OPERATOR wrote:True Adamance wrote:el OPERATOR wrote:I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect those differences between DUST and EVE. That however does not mean that one racial group cannot do with infantry units what they can do with space ships. The premise remains fundamentally the same. It's like saying using a massive industrial cutter I can shear through paper....... but using kitchen scissors I cannot. Agreed, which is where the existing similarities come from. The final results tho ARE markedly different, if for no other reason than scale. Like the final condition of your examples cut paper after the scissors vs. after the massive industrial saw.
I wish damage mods were in the low slots.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12745
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Posted - 2014.08.11 02:33:00 -
[4] - Quote
Sgt Kirk wrote:True Adamance wrote:el OPERATOR wrote:True Adamance wrote:el OPERATOR wrote:I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect those differences between DUST and EVE. That however does not mean that one racial group cannot do with infantry units what they can do with space ships. The premise remains fundamentally the same. It's like saying using a massive industrial cutter I can shear through paper....... but using kitchen scissors I cannot. Agreed, which is where the existing similarities come from. The final results tho ARE markedly different, if for no other reason than scale. Like the final condition of your examples cut paper after the scissors vs. after the massive industrial saw. I wish damage mods were in the low slots. I wish Kin Kats were in the Highslots. Care to make a trade?
One cycle of Prop mods gents!
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12746
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Posted - 2014.08.11 02:43:00 -
[5] - Quote
ladwar wrote:Yes, damage mods to low slots even vehicles, i'll trade you all my star wars collectable cups 4 it
And not just Damage modules. Weapon Type Modules.
Heat Sinks (apply damage buffs to laser weapons) Magnetic Field Stabilisers (apply damage buffs to hybrid weapons) Gyrostabilizers (apply damage buffs to Projectile Weapons) Ballistic/ Payload Control Systems (apply damage to explosive weapons)
All Passive lower % yield modules
None of this active module bullshit.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12751
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Posted - 2014.08.11 03:44:00 -
[6] - Quote
ladwar wrote:True Adamance wrote:ladwar wrote:Yes, damage mods to low slots even vehicles, i'll trade you all my star wars collectable cups 4 it And not just Damage modules. Weapon Type Modules. 1.Heat Sinks (apply damage buffs to laser weapons) 2.Magnetic Field Stabilisers (apply damage buffs to hybrid weapons) 3.Gyrostabilizers (apply damage buffs to Projectile Weapons) 4.Ballistic/ Payload Control Systems (apply damage to explosive weapons) All Passive lower % yield modules None of this active module bullshit. 1. Would reduce heat buildup 4 long fire, not damage. 2. Rof bonus not damage 3. accuracy while firing not damage 4. Rof bonus( also reload ) not damage Thats what they would actually do. So is that what you really want?
What all of these modules fundamentally do is increase both RoF and Damage.
However if necessary they can be modified to directly apply to a specific weapons systems functions.
I was thinking more Passive modules, instead of actives.
Leave active modules to things like Armour Repairers (Ancillary and Normal), Shield Boosters, Hardeners, Remote Transporters, Propulsion Modules, Scanners, Neuts, Nosferatu's (god willing these get to be in Legion) etc.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12774
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Posted - 2014.08.11 20:47:00 -
[7] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Gavr1lo Pr1nc1p wrote:The Scrubler Rifle is the reason peole dual tank shield suits...if you haven't ran a shield suit before, that weapon is literally killing you faster than an HMG at point blank. And yet it's incredibly uncommon because you might as well be throwing rocks against armor. Trust me, IK. The charged shot from a viziam can one shot my proto min scout, but against armor tanked heavies, you can't kill them in any less than 2 overheats
Its that really eye opening moment when you overheat and realise you just dun ****** yourself........
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12902
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Posted - 2014.08.15 01:15:00 -
[8] - Quote
ladwar wrote:True Adamance wrote:ladwar wrote:True Adamance wrote:ladwar wrote:Yes, damage mods to low slots even vehicles, i'll trade you all my star wars collectable cups 4 it And not just Damage modules. Weapon Type Modules. 1.Heat Sinks (apply damage buffs to laser weapons) 2.Magnetic Field Stabilisers (apply damage buffs to hybrid weapons) 3.Gyrostabilizers (apply damage buffs to Projectile Weapons) 4.Ballistic/ Payload Control Systems (apply damage to explosive weapons) All Passive lower % yield modules None of this active module bullshit. 1. Would reduce heat buildup 4 long fire, not damage. 2. Rof bonus not damage 3. accuracy while firing not damage 4. Rof bonus( also reload ) not damage Thats what they would actually do. So is that what you really want? What all of these modules fundamentally do is increase both RoF and Damage. However if necessary they can be modified to directly apply to a specific weapons systems functions. I was thinking more Passive modules, instead of actives. Leave active modules to things like Armour Repairers (Ancillary and Normal), Shield Boosters, Hardeners, Remote Transporters, Propulsion Modules, Scanners, Neuts, Nosferatu's (god willing these get to be in Legion) etc. You suck at basic understand of actual functionally. None of them would increase damage. Leave the names to people who understand them.
These are items in the game....... I'm not interested in what these items do functionally..... only that they exist in game to break up the poorly named and over used Light Damage Module.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12917
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Posted - 2014.08.16 03:01:00 -
[9] - Quote
ladwar wrote:Eve is not dust bro. And they still dont add damage, so they cant replace damage modules.
They can simply take the place of damage modules for the specific weapon variants..... I suppose as you JUST said Dust ISNT EVE....
However everything does exist in the same universe and therefore the rules established by the more successful half of the franchise should translate to the less successful.
Why the hell do people want to deny EVE in Dust..... Dust is a ******* balls up that doesn't vaguely resemble its better half. If it did more perhaps it would have been more successful.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12918
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Posted - 2014.08.16 08:07:00 -
[10] - Quote
Killar-12 wrote:ladwar wrote:True Adamance wrote:ladwar wrote:Eve is not dust bro. And they still dont add damage, so they cant replace damage modules. They can simply take the place of damage modules for the specific weapon variants..... I suppose as you JUST said Dust ISNT EVE.... However everything does exist in the same universe and therefore the rules established by the more successful half of the franchise should translate to the less successful. Why the hell do people want to deny EVE in Dust..... Dust is a ******* balls up that doesn't vaguely resemble its better half. If it did more perhaps it would have been more successful. You cant say they are in the game when they are only in eve. There is no real reason for dust mercs to about anything in eve as it has zero effect in dust and dust barely effects eve at all. There is no connection so its not the same universe. All it has a has is a similar but with wild differences methodology. And you want them to not work as they are meant to in the eve way. You should see that your argument holds no water and admit your wrong now. That's not the point he was making though, that's like saying this milk you got yesterday from the store is fine when someone points out that some leftovers that were sitting in the fridge for a month are starting to grow mold.
And Lad that is why Dust/ Legion will never succeed. You don't care about EVE and EVE players don't care about us.
When you have that attitude there is essentially no point in linking the games, and with no reason to link an FPS to EVE Legions purpose and reason for financial investment ceases to exist
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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