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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
416
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Posted - 2014.08.19 21:13:00 -
[1] - Quote
Would make balance a whole lot easier. That's not even an opinion tbh, it's fact.
BLUB |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12969
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Posted - 2014.08.19 21:19:00 -
[2] - Quote
Tanks got tiericided once...... it ballsed them up for 3 months and made them ultra powerful for low SP investment.......tanks to this day are broken, boring, and lack diversity.......
You want to do that to the rest of Dust?
"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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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
416
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Posted - 2014.08.19 21:21:00 -
[3] - Quote
True Adamance wrote:Tanks got tiericided once...... it ballsed them up for 3 months and made them ultra powerful for low SP investment.......tanks to this day are broken, boring, and lack diversity.......
You want to do that to the rest of Dust?
Vehicles were already tiercided in the first place, they just took away **** and super buffed the modules. What are you talking about?
EDIT: Furthermore, do you understand what tiercide even is? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12969
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Posted - 2014.08.19 21:23:00 -
[4] - Quote
Roger Cordill wrote:True Adamance wrote:Tanks got tiericided once...... it ballsed them up for 3 months and made them ultra powerful for low SP investment.......tanks to this day are broken, boring, and lack diversity.......
You want to do that to the rest of Dust? Vehicles were already tiercided in the first place, they just took away **** and super buffed the modules. What are you talking about? EDIT: Furthermore, do you understand what tiercide even is? Vehicles certainly were not tiericided pre 1.6 tankpocalypse.......
"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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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
416
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Posted - 2014.08.19 21:25:00 -
[5] - Quote
True Adamance wrote:Roger Cordill wrote:True Adamance wrote:Tanks got tiericided once...... it ballsed them up for 3 months and made them ultra powerful for low SP investment.......tanks to this day are broken, boring, and lack diversity.......
You want to do that to the rest of Dust? Vehicles were already tiercided in the first place, they just took away **** and super buffed the modules. What are you talking about? EDIT: Furthermore, do you understand what tiercide even is? Vehicles certainly were not tiericided pre 1.6 tankpocalypse.......
Yes, they were. There was no Maddy v2, nor was there a Gunnlogi v2. Also the enforcers didn't have upgrades either. |
Jebus McKing
Legio DXIV
552
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Posted - 2014.08.19 22:14:00 -
[6] - Quote
Why would you invest time for something that might increase your player base if you gonna kill the game in a couple of months anyway?
Tiercide is not gonna happen for Dust.
I'd say it is even unlikely for Legion, if it even ever comes out. It's been suspiciously quiet about 'Project Legion'.
OP is a kitten.
@JebusMcKing
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2163
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Posted - 2014.08.19 22:15:00 -
[7] - Quote
I hope not. The closest thing to tiericide I would endorse is unlocking std/adv/pro gear at level 1. Having cheap fits, everyday fits, expensive fits and every shade in between is a big part of what makes DUST fun and interesting. I typically run STD suits and STD/ADV weapons, but if someone is pissing me off, I'll pull out the shiny stuff.
Sure it would be easier to balance if everything were the same tier, but it would be boring-as-hell. It would also be easier to balance if they removed everything but Gallente frontline fits, and that would suck for the same reason. The game is getting pretty balanced. I'm seeing a huge diversity of suits and weapons out there which is pretty awesome.
Best PvE idea ever!
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Atiim
Onslaught Inc RISE of LEGION
11527
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Posted - 2014.08.20 00:01:00 -
[8] - Quote
Roger Cordill wrote:True Adamance wrote:Roger Cordill wrote:True Adamance wrote:Tanks got tiericided once...... it ballsed them up for 3 months and made them ultra powerful for low SP investment.......tanks to this day are broken, boring, and lack diversity.......
You want to do that to the rest of Dust? Vehicles were already tiercided in the first place, they just took away **** and super buffed the modules. What are you talking about? EDIT: Furthermore, do you understand what tiercide even is? Vehicles certainly were not tiericided pre 1.6 tankpocalypse....... Yes, they were. There was no Maddy v2, nor was there a Gunnlogi v2. Also the enforcers didn't have upgrades either. I believe he's referring to the modules.
DUST 514's 1st Matari Commando
-HAND
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ladwar
HEARTS OF PHOENIX
2057
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Posted - 2014.08.20 00:11:00 -
[9] - Quote
Tierided backfired on vehicles
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
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Posted - 2014.09.09 00:40:00 -
[10] - Quote
ladwar wrote:Tierided backfired on vehicles
tiercide always was there for vehicles (at least for the hulls). wtf are you talking about? |
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
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Posted - 2014.09.09 00:41:00 -
[11] - Quote
Atiim wrote:Roger Cordill wrote:True Adamance wrote:Roger Cordill wrote:True Adamance wrote:Tanks got tiericided once...... it ballsed them up for 3 months and made them ultra powerful for low SP investment.......tanks to this day are broken, boring, and lack diversity.......
You want to do that to the rest of Dust? Vehicles were already tiercided in the first place, they just took away **** and super buffed the modules. What are you talking about? EDIT: Furthermore, do you understand what tiercide even is? Vehicles certainly were not tiericided pre 1.6 tankpocalypse....... Yes, they were. There was no Maddy v2, nor was there a Gunnlogi v2. Also the enforcers didn't have upgrades either. I believe he's referring to the modules.
The modules are still tiered, so that would still be wrong. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
|
Posted - 2014.09.09 00:43:00 -
[12] - Quote
Vell0cet wrote:I hope not. The closest thing to tiericide I would endorse is unlocking std/adv/pro gear at level 1. Having cheap fits, everyday fits, expensive fits and every shade in between is a big part of what makes DUST fun and interesting. I typically run STD suits and STD/ADV weapons, but if someone is pissing me off, I'll pull out the shiny stuff.
Sure it would be easier to balance if everything were the same tier, but it would be boring-as-hell. It would also be easier to balance if they removed everything but Gallente frontline fits, and that would suck for the same reason. The game is getting pretty balanced. I'm seeing a huge diversity of suits and weapons out there which is pretty awesome.
So making higher power items a thing of the past and instead having a base and variations of said base is boring? If anything that's better game. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
|
Posted - 2014.09.09 00:44:00 -
[13] - Quote
Jebus McKing wrote:Why would you invest time for something that might increase your player base if you gonna kill the game in a couple of months anyway?
Tiercide is not gonna happen for Dust.
I'd say it is even unlikely for Legion, if it even ever comes out. It's been suspiciously quiet about 'Project Legion'.
They already said that tiercide will be a thing with Legion. |
One Eyed King
Land of the BIind
3926
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Posted - 2014.09.09 01:02:00 -
[14] - Quote
Roger Cordill wrote:Jebus McKing wrote:Why would you invest time for something that might increase your player base if you gonna kill the game in a couple of months anyway?
Tiercide is not gonna happen for Dust.
I'd say it is even unlikely for Legion, if it even ever comes out. It's been suspiciously quiet about 'Project Legion'. They already said that tiercide will be a thing with Legion. Was that what they were talking about during the Dust FF presentations?
You can always tell a Millford Minja
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Ten-Sidhe
545
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Posted - 2014.09.09 01:05:00 -
[15] - Quote
There was at one time 3 tiers, militia hav, hav, marauder. They removed the marader and black ops hav during beta.
Enforcer hav had a different role from normal hav, but marader was just more module slots and hit points, they also had a damage bonus. Just a better hav, no different role. Memory is a little fuzzy, but I think it was still closed beta when the removal happened. Black ops hav never had role since they were meant for modules not released yet.
Infantry suits don't need a flattening. EvE ship classes had different roles and playstyles, and were in tiers. Tiercide left the roles but removed the tiers. All the tiers of dust suits have the same role.
Unless we get 3-5 of each suit with different bonus/stats/slot layouts there is no need to remove the only choice. 4 different advance suits for each type would be better then 4 tiers of the same suit, but would also be alot more work for the devs. It would be almost as easy for then devs to add 4 types on top of the tiers for 16 options, as to change the 4 from tier to type.
The choice of how much to spend on a fit is one of choices at the core of the game. Some want the best suit no matter the cost and lose isk dying in proto to up kdr, some don't care about kdr and run cheap gear to build up isk, and many shades between. I personally ran an advance suit with standard light weapon and complex mods, despite having proto weapons and suits unlocked day 1 from being beta tester. Having 30+ million sp and few hundred million isk wasn't a reason to waste isk using more gear then needed in pub matches. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
|
Posted - 2014.09.10 21:40:00 -
[16] - Quote
Ten-Sidhe wrote:There was at one time 3 tiers, militia hav, hav, marauder. They removed the marader and black ops hav during beta.
Enforcer hav had a different role from normal hav, but marader was just more module slots and hit points, they also had a damage bonus. Just a better hav, no different role. Memory is a little fuzzy, but I think it was still closed beta when the removal happened. Black ops hav never had role since they were meant for modules not released yet.
Infantry suits don't need a flattening. EvE ship classes had different roles and playstyles, and were in tiers. Tiercide left the roles but removed the tiers. All the tiers of dust suits have the same role.
Unless we get 3-5 of each suit with different bonus/stats/slot layouts there is no need to remove the only choice. 4 different advance suits for each type would be better then 4 tiers of the same suit, but would also be alot more work for the devs. It would be almost as easy for then devs to add 4 types on top of the tiers for 16 options, as to change the 4 from tier to type.
The choice of how much to spend on a fit is one of choices at the core of the game. Some want the best suit no matter the cost and lose isk dying in proto to up kdr, some don't care about kdr and run cheap gear to build up isk, and many shades between. I personally ran an advance suit with standard light weapon and complex mods, despite having proto weapons and suits unlocked day 1 from being beta tester. Having 30+ million sp and few hundred million isk wasn't a reason to waste isk using more gear then needed in pub matches.
1: Marauders were T II hulls as were BO and Enforcers. They were however done wrong, and were seen as a upgrade of sorts. So yes, your memory is fuzzy. It's quite literally like saying a basic frame is a Assault or Logi (which is broken as well).
2: Tiercide doesn't flatten anything; it makes it to where everything can be used at endgame, not just the highest tier. It's quite the opposite of the term flatten, since you have more useful items in general. So the term flattening is not correct.
3: All 3 HAV's had roles, they just were never fleshed out (BO HAV was for quick and "stealth" entry and exit HAV warfare, the Marauder was meant for a hardened unit with heavy firepower; a mobile fortress of sorts, and the Enforcer as a longer ranged bombardment unit). So you're wrong about that as well.
4: They did have roles, but do you know why they did tiercide? Because with tiers, one was always better in almost every situation than another, which made actually being a specialized pilot in something other than the highest thing was just silly. Tiercide would Do the same for dust
4.5: Due to Dust having no defined roles between suits, obviously as you said, they would need to be made. But this isn't just with suits or vehicles, it's with all things. Weapons, turrets, modules, and equipment.
5: Having a "best gear" still makes it to where at end game most things are not even used, yet you still have to balance for them, and if you add more things, that's more things to balance for. and every time there's a new variant, another set of things to balance for. It just adds a insane amount of things to balance for, and this would cut it down, but at the same time, give more things to use all around. It'll also make it a more fair fight between vets and noobs. |
Ten-Sidhe
545
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Posted - 2014.09.11 00:42:00 -
[17] - Quote
Assault suit compared the medium suit is good comparison, medium and assault are basically the same role with assault doing it better, as opposed to logi with a different role.
The marauder to hav was very similar to comparing a proto assault to an advanced medium. Same role but more hp/shield/slots and and a damage bonus. Assault suit is similar layout as medium, but with skill bonus, so it would be very similar to comparing an assault of one tier higher to a medium frame. Especially if the suits still had shield/armour stat increase at each tier like they used too. As I said the BO and Enforcers had different roles. There were also force recon dropships in closed beta that were pretty much just better stats slots. These higher tier style tech II were replaced by tech II with different roles. The initial intent of devs as I understand was separate roles, with the first try just not succeeding in having a different role, like how logi lav were meant to be a support unit but became super lav until nerfed to be more reasonable and fill intended role better. For example, the marauder in the background on dust site mentioned a siege module like an eve dreadnought, and the dropship was to have a cloak. I remembered the roles, what I was fuzzy on was if they were removed in closed or early open beta.
Tiericide flattens the tiers so they are all useful at the same time. Tiers can also refer to differences in heights, so referring to removal of tiers as a flattening is not a misuse. Good when they have separate roles like eve ships, when the only difference is tier it would be bad. The number of in game items is the same if flattened or not. If the current suit tiers were flattened, they would be pretty much identical reducing variety, if they had different roles it would add endgame variety. Adding more roles would be good by itself. If we good the old type-i and type-ii suits from beta back, a tiericide to not make the type-ii clearly better would be good for variety. Removing militia/standard/adv/proto would not help variety, some people have different idea of endgame and don't want to run proto.
I know why they did tiericide in eve. Each ship had a role and tier, the tier prevented some roles having proper place. Here in the case of suits, we have tier but no roles. If std/adv/pro caldari assault suits had different roles, for example, then an EvE style tiericide could help. But since they are all the same role, there is nothing to bring out in end game by flattening the tires.
It would be interesting if the different roles were added at the adv level, so proto gear would be less flexable even if it was better in the role it did. Making a tree of single standard choice > many adv choices with different varient roles > single proto. This would make going to proto a sub optimal choice for some roles, but needed for others.
For example, standard caldari assault as is...caldari adv with swarm bonus, one with rail bonus, one with shield bonus, one with more grenades, ect...proto with all bonus to rail rifle, making it more powerful at that role but inflexible. |
medomai grey
WarRavens Capital Punishment.
976
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Posted - 2014.09.11 01:41:00 -
[18] - Quote
A lot of bitter tankers apparently have no clue what the difference is between tiers and tech2. Go figure.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
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Posted - 2014.09.11 19:39:00 -
[19] - Quote
medomai grey wrote:A lot of bitter tankers apparently have no clue what the difference is between tiers and tech2. Go figure.
I understand it fully. Do you? |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
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Posted - 2014.09.11 19:47:00 -
[20] - Quote
Ten-Sidhe wrote:Assault suit compared the medium suit is good comparison, medium and assault are basically the same role with assault doing it better, as opposed to logi with a different role.
The marauder to hav was very similar to comparing a proto assault to an advanced medium. Same role but more hp/shield/slots and and a damage bonus. Assault suit is similar layout as medium, but with skill bonus, so it would be very similar to comparing an assault of one tier higher to a medium frame. Especially if the suits still had shield/armour stat increase at each tier like they used too. As I said the BO and Enforcers had different roles. There were also force recon dropships in closed beta that were pretty much just better stats slots. These higher tier style tech II were replaced by tech II with different roles. The initial intent of devs as I understand was separate roles, with the first try just not succeeding in having a different role, like how logi lav were meant to be a support unit but became super lav until nerfed to be more reasonable and fill intended role better. For example, the marauder in the background on dust site mentioned a siege module like an eve dreadnought, and the dropship was to have a cloak. I remembered the roles, what I was fuzzy on was if they were removed in closed or early open beta.
Tiericide flattens the tiers so they are all useful at the same time. Tiers can also refer to differences in heights, so referring to removal of tiers as a flattening is not a misuse. Good when they have separate roles like eve ships, when the only difference is tier it would be bad. The number of in game items is the same if flattened or not. If the current suit tiers were flattened, they would be pretty much identical reducing variety, if they had different roles it would add endgame variety. Adding more roles would be good by itself. If we good the old type-i and type-ii suits from beta back, a tiericide to not make the type-ii clearly better would be good for variety. Removing militia/standard/adv/proto would not help variety, some people have different idea of endgame and don't want to run proto.
I know why they did tiericide in eve. Each ship had a role and tier, the tier prevented some roles having proper place. Here in the case of suits, we have tier but no roles. If std/adv/pro caldari assault suits had different roles, for example, then an EvE style tiericide could help. But since they are all the same role, there is nothing to bring out in end game by flattening the tires.
It would be interesting if the different roles were added at the adv level, so proto gear would be less flexable even if it was better in the role it did. Making a tree of single standard choice > many adv choices with different varient roles > single proto. This would make going to proto a sub optimal choice for some roles, but needed for others.
For example, standard caldari assault as is...caldari adv with swarm bonus, one with rail bonus, one with shield bonus, one with more grenades, ect...proto with all bonus to rail rifle, making it more powerful at that role but inflexible.
1: Assault is still a T II suit, and simply "doing it better" is just broken, as it invalidates a whole set of gear, which is what tiercide helps fix, as fixing roles is apart of that.
2: FRDS's were never placed into the game. LDS's took their place (although they imo still should be). Also read #1
3: EVE did it because tiers makes people use only a specific set of things because if you go against someone who's as strong as you, fighting with the lowest gear will get you killed under normal situations.
4: You're quite literraly making the argument of "since things are broken, instead of fixing ****, let's keep it broken, because change is scary.". Silly arguments will always be silly. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2725
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Posted - 2014.09.11 19:51:00 -
[21] - Quote
The suits should never have been tiered.
Modules? Yes.
Weapons? Yes.
Not the dropsuits or vehicle hulls. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
|
Posted - 2014.09.11 20:36:00 -
[22] - Quote
Breakin Stuff wrote:The suits should never have been tiered.
Modules? Yes.
Weapons? Yes.
Not the dropsuits or vehicle hulls.
module and especially weapon balance is problematic due to tiers. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2726
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Posted - 2014.09.11 21:28:00 -
[23] - Quote
Roger Cordill wrote:Breakin Stuff wrote:The suits should never have been tiered.
Modules? Yes.
Weapons? Yes.
Not the dropsuits or vehicle hulls. module and especially weapon balance is problematic due to tiers.
there's not enough weapon and module variants to hack them out.
Plus tiericide on modules and weapons hoses newer players who would choke on the PG/CPU requirements of many critical mods due to low skills. that's why it's important to have lower-grade options they can use until the skills are up to par.. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
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Posted - 2014.09.11 23:17:00 -
[24] - Quote
Breakin Stuff wrote:Roger Cordill wrote:Breakin Stuff wrote:The suits should never have been tiered.
Modules? Yes.
Weapons? Yes.
Not the dropsuits or vehicle hulls. module and especially weapon balance is problematic due to tiers. there's not enough weapon and module variants to hack them out. Plus tiericide on modules and weapons hoses newer players who would choke on the PG/CPU requirements of many critical mods due to low skills. that's why it's important to have lower-grade options they can use until the skills are up to par..
1: Some things need certain variants, yes. But There's not that many cases of that being so.
2: There would be a variant with less requirements, but weaker overall in that case. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2733
|
Posted - 2014.09.12 07:01:00 -
[25] - Quote
Your number two would be a tier.
But more the point one dropsuit in each class will provide more options for ccp to add To suit variety, such as taking the lower tiers and repurposing them to roles. Example:
The current standard sentinel could be repurposed as an attack platform for squad door kicking with the proto having the current sentinel setup while the advanced shifts totally to AV.
Scouts could be repurposed to suits that give the current scout sensor bonus, another that could fit cloak and a third that is undetectable by sensors instead of our all in one.
Assaults could be subdivided into defensive, fast attack and heavy brawler/range warriors.
Logis could be further customized for repair, recovery and resupply.
Keeping the current module and weapon variety provides options |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
419
|
Posted - 2014.09.12 20:36:00 -
[26] - Quote
Breakin Stuff wrote:Your number two would be a tier.
But more the point one dropsuit in each class will provide more options for ccp to add To suit variety, such as taking the lower tiers and repurposing them to roles. Example:
The current standard sentinel could be repurposed as an attack platform for squad door kicking with the proto having the current sentinel setup while the advanced shifts totally to AV.
Scouts could be repurposed to suits that give the current scout sensor bonus, another that could fit cloak and a third that is undetectable by sensors instead of our all in one.
Assaults could be subdivided into defensive, fast attack and heavy brawler/range warriors.
Logis could be further customized for repair, recovery and resupply.
Keeping the current module and weapon variety provides options
No it would not be. Regulated items exists.
And those examples in my opinion would be too specialized, and would limit it to a really tiny amount of things hat it can do. I'd rather say 2 per T II, 3 per T I. Nobody said that you had to use all the suits. |
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