The Eristic
Dust 90210
641
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Posted - 2014.08.31 04:58:00 -
[1] - Quote
Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas).
Looking forward to IP/BP/Magsec/FP being useful! They're already fun, but just don't work well enough (literally, in the case of the Ion) to keep up with the trusty ol' ScP and SMG.
Add all Miltia Sidearms and Miltia HMG to Market
Excellent. Can we get Op II variants of everything now, too? The low meta game needs as much variety as possible.
Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
This is tricky. I'm all for getting out of the redline, but most of the maps don't have enough variety in viable sniping locations outside of it. Rendering is a constant problem, too, along with fixed zoom.
Plasma Cannon - increased projectile speed
This could be a good buff. I desperately want to see its myriad bugs fixed above anything else, though.
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Speed buff would be good, but is buffing speed AND nerfing burners simultaneously too much? If I were picking two, I'd probably go with speed + longer lock-on range to make them better able to harass pilots that like to stay high so they can quickly move out of range vertically.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
AR is almost good already, what do you have in mind?
Have to be very, very careful with adjusting the Scrambler. It's the kind of weapon that could become instantly useless with the wrong "tweaks". Writing an anti-turbo function would solve the most significant issue with it without hurting its legitimate users, as well as fixing similar problems with AR, CR and SG.
Assault Scrambler is such a weird case, I can't really think of what to do with it. +15/-15 for Scramblers as "pulse" lasers might make them easier to adjust, creating slightly less dramatic results.
Assault HMG buffed, burst HMG needs a slight tune down
Good. Once again, care is needed, as more powerful "long range" HMG could get out of hand if not done subtly.
Minmatar dropsuits - small ehp buff across the board
I'd rather have more PG than more health. Well, except the Sentinel and Commando. They need both!
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
The BFG might as well not have any already. Don't know why you'd take the already small splash away from the regular FG, though. I don't think I've heard anyone have single issue with it since it was nerfed months ago. Seems like it should be between Assault and Breach.
Turret shouldn't have any.
Small Rail ROF reduced
Should be marginally faster than the Large.
Large Blaster splash reduced
Shouldn't have any. Use missiles if you want splash.
Small Blaster splash increased, maybe range increase
See above. A decent range buff would be solid. Almost impossible to use on a dropship.
HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Good. Now do the same for dropsuits!
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
DS, yes. HAV, noooooooooooooooooo.
Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
-20/+20 is probably too much. I made a thread a while back that had a lot of good discussion a month or two back. -10/+10 actually seemed to be close to consensus, followed by -5/+5, though that still leaves them doing far too much damage to shields vs the Scrambler and AR. Would make no discernible difference to the HMG, either, so -15/+15 could be ok. Might also make Cal/Min Sents more workable in heavy-v-heavy combat.
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Great news! When you say "injected with dropsuit upgrades skills", do you mean books already purchased AND SP in them, or just the books? Might sound greedy, but will we receive refunds for the difference? A couple of my younger chars could use it!
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Good. Very good.
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Also *probably* good. High meta needles will be nuts now.
Nova Knife optimization skill added
Finally!
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Also finally!
Reality is the original Rorschach.
Verily! So much for all that.
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The Eristic
Dust 90210
642
|
Posted - 2014.08.31 19:17:00 -
[2] - Quote
Regis Blackbird wrote:As stated before, if everybody have level X in a skill, it removes the point of having that skill to begin with (IMHO)
Absolutely agree. The bloodlines within each race might be too much in the short term (especially considering we don't have bloodline-specific gear in Dust), but bare minimum, each race should have different starting skills. Having a few skills at 1 should be enough to point players in a racial direction without meaningfully restricting them in any way. Creating more diversity at the beginning is a VERY good thing for a game in an MMO universe; done thoughtfully, in conjunction with the Militia sidearms and other changes being discussed, it should give the so critical starter fits even more of the racial "flavor" we've been building.
Reality is the original Rorschach.
Verily! So much for all that.
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