Kallas Hallytyr
Skullbreakers
1102
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Posted - 2014.12.13 06:44:00 -
[1] - Quote
I've skimmed over the document so far and I agree with most of it. What I'd like to talk about are Proximity Explosives. In their current state, they are a very resources intensive deployable; unlike Hives and Links which drop and do their thing, the PEs need to have a large number (usually at least six) to be effective and require a reasonably long time deployed for their value to be reward - and often are not at all.
With the bandwidth system implemented I think it is reasonable to consider some fairly hefty alterations to their operation, to the following effect: - Change max active to be 2/3/4 through the tiers {{This change alongside the damage alteration allows a Logi to carry them and deploy them without having to spend several minutes organising a large minefield.}} - Change max carried to be 4/5/6 through the tiers {{This change is to assist with the persistent role of deployed equipment. May need to be higher carried, uncertain.}} - Change bandwidth usage to 4 Mbit/sec {{This change is to prevent spam and over saturation from rendering ground vehicles obsolete.}} - Change damage to 800/1000/1200 {{This, along with the bandwidth and active/carried changes should allow a Logi to mine an area reasonably effectively without needing to resort to carrying multiple sets persistently. Numbers may need adjusting: 4 PRO would not quite destroy an unfitted Soma (would have 40HP left, though this is not factoring in the potential Demolitions skill change or the MinLogi change), but I'd rather low ball the numbers at first.}}
Essentially, the idea is to have PEs follow the ideal that deployable equipment be a constant activity and one that can move with the squad. The reduction to active/increase in power should see less need for large fields of PEs and the Bandwidth cost would prevent them from being 'fired and forgotten' by other frames: four PEs under this change would be the total deployable Mbit/sec for PRO Assaults and Commandos and more than a Scout could deploy.
Anyway...thoughts?
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1102
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Posted - 2014.12.13 07:00:00 -
[2] - Quote
Mister Goo wrote:I like, maybe even change the PE further instead of placing only 1 mine for 800-1200 damage maybe have one drop spread out 3 mines totaling the 800-1200 damage to get better coverage for same damage profile. being able to cover the bridge with 3 mines instead of using 6. Kind of like cluster mines? Would be interesting! That's a more mechanical (ie, heavy code change) approach that would be cool, though I was focusing my suggestion on the numbers that would be easily alterable (ie, Hotfixable) but I am definitely down with that idea!
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1125
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Posted - 2014.12.15 18:13:00 -
[3] - Quote
Zaria Min Deir wrote:Jaysyn Larrisen wrote:Hmm...what would the total carried # need to be if you went to the distributed damage model to make this viable? i.e. less dmg per PE but put out more PEs. Honestly, here we run into not only an issue with the newly introduced bandwidth, but also the risk-reward ratio of a much longer deployment time of an actually effective proxy trap. Yes, laying down a mine field that can instapop a tank shouldn't be risk free OR instanteneous, but it should be viable and not leave the logi vulnerable and unavailable for other tasks for too long either. Current model of having to equip multiple sets, drop down all of the carried from one, then swap, then deploy another set, maybe get on a hive to resuply to be able to deploy the rest (as max carried is always lower than max active, bizarrely) is in itself far from optimal... making this take even longer is in my opinion not desirable. Yes, increasing max carried would help, but I still prefer the model of fewer, but stronger explosives you have to place carefully, over spammable vehicle damage WP farming silliness. Yeah, what Zaria said. Even with, say, 20 carried and 15 deployed at PRO you'd still need about 14 to kill an unfitted Sica. As Zaria said, moving away from the current model is far more preferable; perhaps my numbers need tweaking thusly:
- Carried; 6/8/10 - Deployed; 5/6/7 - Bandwidth; 3 Mbit/sec - Damage; 750/800/850
That would make fields: STD; 5*750 = 3750 (15 Mbit/sec) ADV; 6*800 = 4800 (18 Mbit/sec) PRO; 7* 850 = 5950 (21 Mbit/sec) All; 14,450 (54 Mbit/sec; not possible)
Maybe have same deployed at each level, so the progression is in the damage and carried?
[Edit: Cross asked for credentials: 45m SP, PRO MinLogi and Logi'd since during Beta.]
Alt of Halla Murr. Sentinel.
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