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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
576
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Posted - 2014.09.25 14:53:00 -
[1] - Quote
While CCP is doing flying passes on Delta, we can start a list of MUSTS for Echo:
1. Looking at Logi Bonuses 2. Officer Weapons and Fleshed out LP store
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
Friendships are forged by war
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1597
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Posted - 2014.09.25 14:58:00 -
[2] - Quote
501st Headstrong wrote:While CCP is doing flying passes on Delta, we can start a list of MUSTS for Echo:
1. Looking at Logi Bonuses 2. Officer Weapons and Fleshed out LP store
It is not to early by any stretch of the imagination.
1) Yep, let's work that one out 2) I'm assuming you mean sidearms as the Light and Heavy's are in the game now, LP store, yes indeed.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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Fox Gaden
Immortal Guides
4358
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Posted - 2014.09.25 15:10:00 -
[3] - Quote
3) There has been some interesting discussion about changing the Caldari and Gallente Assault Suit bonuses.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Vell0cet
Vengeance Unbound Dark Taboo
2278
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Posted - 2014.09.25 15:19:00 -
[4] - Quote
The biggest disappointment in Delta for me is the NPE suits. I was hoping we could get a dozen-or-so 0 SP militia fits premade that were restockable (for ISK) with 5-10 copies of each. I'd like to see a militia equivalent of the other race's starter fits, so they can quickly get an understanding of the various racial philosophies, and change races early before getting too invested in something they don't want. I also want to see militia versions of the various logi philosophies with their "support weapon." For example a MIL mass driver with a MIL rep tool, on a MIL Minmatar basic medium frame, and a MIL laser rifle with a MIL drop uplink on a MIL Amarr basic medium frame, a Gallente plasma cannon scanner MIL fit and a Caldari MIL nano hive fit (not sure of the weapon for that one). This would expose the new player to a huge cross section of the game's content, all with suits they could fit themselves, but probably don't realize is available. I'd also like to see a 0 SP MIL tank fit, and a 0 SP MIL dropship each with 1 copy. So new players realize there are tanks and dropships in the game right away.
Some of this may require tweaking the CPU/PG on some of those MIL suits, and creating MIL variants of every weapon, module, and equipment.
Also, I'd really like to see an optional Academy game mode for players under 5mill SP. This would be separate from the existing academy (which should be short like it was before), because you don't want players trying to learn the controls in the same match with a dude with 4.9 mill SP. You want players to quickly graduate from the academy so they can see there is a lot more to the game than just Academy battles, but they need a mode protected from stomping by high SP players until they have the SP to build a reasonably competitive ADV fit, knowledge of the maps, understanding of the game mechanics, social connections to squad up with friends and use teamwork, etc. The current solution is very inadequate. I worry with an extended academy, new players will think the academy is all there is to the game. The amount it's been extended really doesn't give them the 5 mill SP they're going to need to put together a reasonable fit.
Really, the best solution is to separate the two (since they have 2 separate purposes). The initial academy is for learning what buttons to press, configuring control sensitivity, figuring out what the game even is, the optional academy game mode (only one checked by default) is to provide a more sheltered experience to get comfortable with the game, still giving her the freedom to try other gamemodes and be exposed to the full range of what DUST has to offer. I've yet to hear a good argument against the 2-tier academy solution.
I hope we can move towards these in Echo. Perhaps some (or all) aren't possible to hotfix. If they are, I urge CCP to keep pushing forward on these ideas. The NPE is absolutely critical to the long term success of DUST and ultimately Legion. If we want mercs on the ground in New Eden 10 years from now, having a really polished NPE is the most important investment of developer resources that could be made.
Best PvE idea ever!
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Adipem Nothi
Nos Nothi
5207
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Posted - 2014.09.25 15:24:00 -
[5] - Quote
Scotty still puts me into matches which are either very close to ending (which is annoying) or already ended (which leaves me stuck in loading screen). Would be thrilled to see this issue resolved.
Shoot scout with yes.
- Ripley Riley
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hfderrtgvcd
534
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Posted - 2014.09.25 15:29:00 -
[6] - Quote
would love to see the minmatar assault's regen fixed and the ambush spawn system.
You can't fight in here! This is the war room.
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Vell0cet
Vengeance Unbound Dark Taboo
2278
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Posted - 2014.09.25 15:30:00 -
[7] - Quote
I'd also like to see an introduction of shield and armor hardeners for specific damage types, remote shield reps, these could be used to balance logis better, bringing back the old vehicle modules that were removed in 1.7, bringing back the vehicles that were removed, adding more weapon variants for the existing rifles (e.g. Burst ScR, TAC RR--a bolt pistol on steroids), and changes to the skill tree so every skill has some bonus associated with it (even if it's small).
Best PvE idea ever!
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
580
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Posted - 2014.09.25 17:16:00 -
[8] - Quote
I'll update the OP. What did you mean about the new officer weapons being in game?
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
Friendships are forged by war
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1604
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Posted - 2014.09.25 17:23:00 -
[9] - Quote
501st Headstrong wrote:I'll update the OP. What did you mean about the new officer weapons being in game?
They Weapons from the Data Mining Event are live, in game. You can salvage them right now. If you wanna see the names, they're under the Variant lists (the new sniper is a Charge, it caught me off guard at first so I make note of that).
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
582
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Posted - 2014.09.25 17:29:00 -
[10] - Quote
Huh...did not know that....I'll have to check
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
Friendships are forged by war
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
584
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Posted - 2014.09.25 17:38:00 -
[11] - Quote
ResistanceGTA wrote:501st Headstrong wrote:I'll update the OP. What did you mean about the new officer weapons being in game? They Weapons from the Data Mining Event are live, in game. You can salvage them right now. If you wanna see the names, they're under the Variant lists (the new sniper is a Charge, it caught me off guard at first so I make note of that).
What variants list???? I can't find them in the market place
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1604
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Posted - 2014.09.25 17:57:00 -
[12] - Quote
501st Headstrong wrote:ResistanceGTA wrote:501st Headstrong wrote:I'll update the OP. What did you mean about the new officer weapons being in game? They Weapons from the Data Mining Event are live, in game. You can salvage them right now. If you wanna see the names, they're under the Variant lists (the new sniper is a Charge, it caught me off guard at first so I make note of that). What variants list???? I can't find them in the market place
Go to weapon stats, scroll over til you get to variants, work your way down on the Vanilla versions (so, AR not Burst AR, for example).
So, Triangle, L1 on the AR in the store to get to variants of the AR, Scroll down til you see something named.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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Cross Atu
OSG Planetary Operations Covert Intervention
2908
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Posted - 2014.09.25 20:08:00 -
[13] - Quote
501st Headstrong wrote:While CCP is doing flying passes on Delta, we can start a list of MUSTS for Echo:
1. Looking at Logi Bonuses 2. Officer Weapons and Fleshed out LP store 3. Changing Gallente and Caldari Assault Bonuses 4. Adding back in Vehcies removed prior to 1.7 as well as modules. 5. Fixing the Ambush Spawn System
- In process right now.
- Ongoing - CPM hopes to advocate for moving it up the list in Echo
- Has been discussed/is being reviewed (feel free to post threads on the subject or bump threads which support the changes you'd like to see.
- I'm pushing for this to happen but it is a larger undertaking, not sure if it will make it into Echo.
- Elaborate/link please? Specifics are useful
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Stefan Stahl
Seituoda Taskforce Command
751
|
Posted - 2014.09.25 20:31:00 -
[14] - Quote
Here's my hitlist:
- Sorting out rifle fitting requirements (they are all equally useful now, but have vastly different fitting reqs) - Small vehicle module patch: + One new turret variant per turret type for both large/small turrets + First pass active & passive regeneration modules for both shields and armor - New ISK payout scheme for pubs and FW |
Soraya Xel
Abandoned Privilege Top Men.
3712
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Posted - 2014.09.25 20:43:00 -
[15] - Quote
Keep it coming guys, this is a good thread. :D
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Cross Atu
OSG Planetary Operations Covert Intervention
2909
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Posted - 2014.09.25 21:00:00 -
[16] - Quote
Soraya Xel wrote:Keep it coming guys, this is a good thread. :D ^Very much this.
See a cool idea thread? Mail me the title and I'll take a look =)
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Thokk Nightshade
KNIGHTZ OF THE ROUND
559
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Posted - 2014.09.25 23:26:00 -
[17] - Quote
[quote=Stefan Stahl]Here's my hitlist:
- Sorting out rifle fitting requirements (they are all equally useful now, but have vastly different fitting reqs)
Yeah, this doesn't make a whole lot of sense to me either. A basic CR and a basic RR (used for familiarity purposes, I am skilled into both) should be equally good at what they do, right? They both have the same ISK cost. But, for some reason, the CPU-PG requirements for the basic RR are higher than the CR. I use both and see the positives/negatives of each. I'm just not sure why their fitting requirements are different
Thokk Kill. Thokk Crush. Thokk Smash.
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Viktor Hadah Jr
Negative-Impact Gentlemen's.Club
5127
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Posted - 2014.09.25 23:45:00 -
[18] - Quote
Maybe its time to start discussing 1.9
EVE 21 Day Trial
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Commander Noctus
Gallente Loyalist
71
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Posted - 2014.09.26 00:05:00 -
[19] - Quote
For Echo, we should focus the Logistics class and basic suit bonuses, as well as changing the Gal and Cal bonus.
For Logis
a) Give them a bonus to ALL equipment while still keeping or buffing their specialty equipment. ALONG WITH: b) Reintroduce their rep bonus per level, decreasing it to 0.5 per level if 1 is too much. OR c) Increase speed to match Assaults or if that's too much, to 4.85. OR d) Give Logis the same HP as basic suits. OR e) b->d at a decreased value for each.
Of course, that's just some ideas, if there are other better ones, please share since the community changes are usually better than what I think up. And no, I don't want slayers to come back, believe me, I still remember the days of getting blasted apart by them.
As for basics, make the suits cheaper is all I can currently think of doing. There was a thread discussing Gal and Cal bonuses a while back. People were leaning towards a 3% Range for Gal and a 3% Kick Reduction for Cal. Other ideas were suggested too.
Anyway, there's my two cents. Foxtrot should focus completely on vehicle re-balance, since I believe AV has a liiiittle bit of an unfair advantage. After, Golf can focus on wrapping things up and maybe, just maybe, 1.9 will be the reintroduction of ALL previously removed items (Marauders, Black Ops, Logi & Scout LAV, vehicle mods, etc)! |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
593
|
Posted - 2014.09.26 09:14:00 -
[20] - Quote
Updating OP. @Cross and Soraya- Honestly guys, The Lp Store is something that NEEDS to happen very soon. Many people were dismayed at that absence in Delta, and while the game feels faster, it still lacks that umph that we were expecting. People are starting to think there's a conspiracy lol. But thank you guys for the rapid responses. OP being set up.
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
593
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Posted - 2014.09.26 09:25:00 -
[21] - Quote
Thokk Nightshade wrote:[quote=Stefan Stahl]Here's my hitlist:
- Sorting out rifle fitting requirements (they are all equally useful now, but have vastly different fitting reqs)
Yeah, this doesn't make a whole lot of sense to me either. A basic CR and a basic RR (used for familiarity purposes, I am skilled into both) should be equally good at what they do, right? They both have the same ISK cost. But, for some reason, the CPU-PG requirements for the basic RR are higher than the CR. I use both and see the positives/negatives of each. I'm just not sure why their fitting requirements are different
Do you want normalize all weapon fitting requirements?
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
557
|
Posted - 2014.09.26 09:41:00 -
[22] - Quote
Thokk Nightshade wrote:[quote=Stefan Stahl]Here's my hitlist:
- Sorting out rifle fitting requirements (they are all equally useful now, but have vastly different fitting reqs)
Yeah, this doesn't make a whole lot of sense to me either. A basic CR and a basic RR (used for familiarity purposes, I am skilled into both) should be equally good at what they do, right? They both have the same ISK cost. But, for some reason, the CPU-PG requirements for the basic RR are higher than the CR. I use both and see the positives/negatives of each. I'm just not sure why their fitting requirements are different
because they are meant for different suits. a caldari suit doesnt have the same cpu/pg as a minmatar suit.
its to encourage racial fitting instead of frankenstein fits. when i use same race gear and weapons on the matching racial suit, i dont have fitting issues. this should be intended |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
593
|
Posted - 2014.09.26 09:48:00 -
[23] - Quote
DeathwindRising wrote:Thokk Nightshade wrote:[quote=Stefan Stahl]Here's my hitlist:
- Sorting out rifle fitting requirements (they are all equally useful now, but have vastly different fitting reqs)
Yeah, this doesn't make a whole lot of sense to me either. A basic CR and a basic RR (used for familiarity purposes, I am skilled into both) should be equally good at what they do, right? They both have the same ISK cost. But, for some reason, the CPU-PG requirements for the basic RR are higher than the CR. I use both and see the positives/negatives of each. I'm just not sure why their fitting requirements are different because they are meant for different suits. a caldari suit doesnt have the same cpu/pg as a minmatar suit. its to encourage racial fitting instead of frankenstein fits. when i use same race gear and weapons on the matching racial suit, i dont have fitting issues. this should be intended
Agreed Death
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
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Vell0cet
Vengeance Unbound Dark Taboo
2283
|
Posted - 2014.09.26 14:19:00 -
[24] - Quote
Another item on the wish list: make the redline timer work like the cloak recharge mechanism. Then extend it's duration significantly. So to clarify. Let's say we bumped the redline timer to 45 seconds, but now it won't immediately reset as soon as you exit the enemy redline. It will slowly build back maybe at a 0.5 : 1 ratio. So if you spent 30 secs in the enemy redline then you'd have to spend 1 minute out of it to "recharge it." Furthermore you can't rep/regen shields/armor while in the enemy redline and dying doesn't reset the timer.
Why this is good: it allows players to do hit/runs on players abusing the redline, but prevents them from sustained, coordinated camping of an enemy trapped in their redline. I'm not sure if any of this is hotfixable, but it would certainly solve a lot of redline QQ.
Best PvE idea ever!
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Cross Atu
OSG Planetary Operations Covert Intervention
2917
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Posted - 2014.09.26 15:53:00 -
[25] - Quote
501st Headstrong wrote:Updating OP. @Cross and Soraya- Honestly guys, The Lp Store is something that NEEDS to happen very soon. Many people were dismayed at that absence in Delta, and while the game feels faster, it still lacks that umph that we were expecting. People are starting to think there's a conspiracy lol. But thank you guys for the rapid responses. OP being set up. I am totally in support of a fully stocked LP store, have been since before the elections or the "arrival" of CCP R actually so rest assured it is something that is being pushed for.
More content > less content
It's just a question of what goes in when/first, and thus for how long each given thing takes to complete and implement. As I understand it adding all those items isn't complicated but it is heavily time consuming.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
2917
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Posted - 2014.09.26 15:54:00 -
[26] - Quote
501st Headstrong wrote:DeathwindRising wrote:Thokk Nightshade wrote:[quote=Stefan Stahl]Here's my hitlist:
- Sorting out rifle fitting requirements (they are all equally useful now, but have vastly different fitting reqs)
Yeah, this doesn't make a whole lot of sense to me either. A basic CR and a basic RR (used for familiarity purposes, I am skilled into both) should be equally good at what they do, right? They both have the same ISK cost. But, for some reason, the CPU-PG requirements for the basic RR are higher than the CR. I use both and see the positives/negatives of each. I'm just not sure why their fitting requirements are different because they are meant for different suits. a caldari suit doesnt have the same cpu/pg as a minmatar suit. its to encourage racial fitting instead of frankenstein fits. when i use same race gear and weapons on the matching racial suit, i dont have fitting issues. this should be intended Agreed Death Yep, this.
See a cool idea thread? Mail me the title and I'll take a look =)
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
558
|
Posted - 2014.09.26 20:37:00 -
[27] - Quote
- fleshing out the LP store
- complete reworking of vehicles, modules, and turrets (including reintroduction of previous modules)
- breach, tactical, burst, and assault variants of all weapons
no particular order, but i'd like to see these |
You Are Inferior
Amarr Templars Amarr Empire
3
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Posted - 2014.09.26 21:40:00 -
[28] - Quote
Gk logi bonus increase.
Fitting change cool down or starting shields 0
Remote explosive resupply ability terminated
Gk assault bonus increased
Ion pistol clip size increased to 24
It didn't taste like abortion.?.?.
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Vell0cet
Vengeance Unbound Dark Taboo
2285
|
Posted - 2014.09.26 21:46:00 -
[29] - Quote
Another one: add ISK efficiency stat in the EoM leaderboard (if possible in a hotfix). Value of ISK destroyed (or ISK-equivalent if AUR/LP/BPO) minus value of ISK lost (or ISK equivalent) divided by total deaths. This stat should also be tracked as the primary one on the global leaderboards and by corp.
Best PvE idea ever!
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
599
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Posted - 2014.09.27 14:47:00 -
[30] - Quote
Vell0cet wrote:Another one: add ISK efficiency stat in the EoM leaderboard (if possible in a hotfix). Value of ISK destroyed (or ISK-equivalent if AUR/LP/BPO) minus value of ISK lost (or ISK equivalent) divided by total deaths. This stat should also be tracked as the primary one on the global leaderboards and by corp.
Hell yes. Only problem I have with that, a corporation of Ji-haders would rank higher than a corp of Militia characters...I'll add to the OP
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
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Stefan Stahl
Seituoda Taskforce Command
755
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Posted - 2014.09.27 15:16:00 -
[31] - Quote
Here's one from my long-term wishlist: - Amarr-ish variant of the Madrugar, Minmatar-ish variant of the Gunnlogi. - Same things for LAVs and DS. |
Vell0cet
Vengeance Unbound Dark Taboo
2290
|
Posted - 2014.09.27 16:56:00 -
[32] - Quote
501st Headstrong wrote:Vell0cet wrote:Another one: add ISK efficiency stat in the EoM leaderboard (if possible in a hotfix). Value of ISK destroyed (or ISK-equivalent if AUR/LP/BPO) minus value of ISK lost (or ISK equivalent) divided by total deaths. This stat should also be tracked as the primary one on the global leaderboards and by corp. Only problem I have with that, a corporation of Ji-haders would rank higher than a corp of Militia characters... True. No one stat is perfect, but I think it would add a lot to the game, particularly for new players which should have pretty decent scores from necessarily running cheap gear. It would discourage pub stomping and it helps shape perceptions about what a victory is. If you have a high K/D but a large negative ISK efficiency it looks much less impressive.
Along these lines it would be great if we could add assists to the EoM leaderboards (I.e. K/D/A). I use laser weapons a lot, which often results in many more assists than kills. It would be nice to have more to show for my efforts at the end of the match. Again, this would benefit new players as they are likely to have more assists than kills. Giving them a sense of accomplishment and positive reinforcement may significantly boost their positive feelings about the game and reduce feelings of discouragement that may otherwise contribute to them quitting the game.
Best PvE idea ever!
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
601
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Posted - 2014.09.27 17:28:00 -
[33] - Quote
Vell0cet wrote:501st Headstrong wrote:Vell0cet wrote:Another one: add ISK efficiency stat in the EoM leaderboard (if possible in a hotfix). Value of ISK destroyed (or ISK-equivalent if AUR/LP/BPO) minus value of ISK lost (or ISK equivalent) divided by total deaths. This stat should also be tracked as the primary one on the global leaderboards and by corp. Only problem I have with that, a corporation of Ji-haders would rank higher than a corp of Militia characters... True. No one stat is perfect, but I think it would add a lot to the game, particularly for new players which should have pretty decent scores from necessarily running cheap gear. It would discourage pub stomping and it helps shape perceptions about what a victory is. If you have a high K/D but a large negative ISK efficiency it looks much less impressive. Along these lines it would be great if we could add assists to the EoM leaderboards (I.e. K/D/A). I use laser weapons a lot, which often results in many more assists than kills. It would be nice to have more to show for my efforts at the end of the match. Again, this would benefit new players as they are likely to have more assists than kills. Giving them a sense of accomplishment and positive reinforcement may significantly boost their positive feelings about the game and reduce feelings of discouragement that may otherwise contribute to them quitting the game.
I could most definitely get behind this :)
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
603
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Posted - 2014.09.27 18:00:00 -
[34] - Quote
Blackstar had a magnificent spreadsheet made, check it out guys
Blackstar on Scout Ewar
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1005
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Posted - 2014.09.27 19:08:00 -
[35] - Quote
RR nerf This weapon is just too good at everything CQC or at Range thing thing eats you alive AScR buff This weapon is underpowered and useless. We need to bring it back to a competitive level
Pokemon master!
Death to all Swarm scrubs
CCP please buff AScR and normal AR :(
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
559
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Posted - 2014.09.27 19:46:00 -
[36] - Quote
501st Headstrong wrote:Vell0cet wrote:Another one: add ISK efficiency stat in the EoM leaderboard (if possible in a hotfix). Value of ISK destroyed (or ISK-equivalent if AUR/LP/BPO) minus value of ISK lost (or ISK equivalent) divided by total deaths. This stat should also be tracked as the primary one on the global leaderboards and by corp. Hell yes. Only problem I have with that, a corporation of Ji-haders would rank higher than a corp of Militia characters...I'll add to the OP
yes their isk effiency would rank higher, but their win/loss ratio and kd/r would still likely show the truth about them.
we need all three honestly. i feel this would change the meta in the long run. i've mentioned this before in another thread about team balancing
https://forums.dust514.com/default.aspx?g=posts&t=175528&p=2
DeathwindRising wrote:nicholas73 wrote:Maybe the gear used should also be taken into account?? I don't know how you can do it but it would be really helpful.
Imagine 2 teams with relatively equal strength based on their Mu score, but one team uses full proto and the other team is broke and running militia or basic gear. It would still be a stomping with equal skills.
The gear used is equally important in Dust, so the matchmaking system of other games don't work for dust. the most important stat missing in the Dust is the isk efficiency ratio. how much isk are we destroying and losing per clone? it should also be a collective stat for corps as well. so we can see truly, who the more effective players and corps are. running proto and stomping std and adv gear doesnt make you good. stomping adv and proto gear while running std gear makes you good. dust doesnt acknowledge this. for a game that is primarily about making money as effectively as possible, dust does do anything to showcase this. Kaeru Nayiri wrote:
If people spend more ISK to push the win for their team, They deserve the win. I don't think this is a good mindset for balance. The issue with protostomping is when it is done without any good reason. If someone has the extra cash or doesn't die, they just don't have a reason to downgrade their equipment and use proto every spawn of every match.
However in any given match, a player should be allowed to up the ante and win the match for their contractor.
they would have a reason to not proto stomp if they knew corps could see that they died 6 or 7 times in their 150K isk proto suit but only killed 20 suits worth 15K isk. i saw some nyain san guys i squadded with die 8 times each in proto while i died only 4 times in std gear. the current dust stats show only the quantity of kills and deaths, but the quality matters just as much. especially for small corps, an isk efficiency ratio shows that they can "hurt" larger corps and alliances even if they cant field the manpower to hold a district.
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Adipem Nothi
Nos Nothi
5295
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Posted - 2014.09.27 21:10:00 -
[37] - Quote
501st Headstrong wrote:6. Scout bonuses changed to module efface based on level of the module and Scout level. For example: A GK.0 scout with proto modules should get a 10% bonus to their complex dampener, PLUS whatever the meta level of it is. Bring in some meaning to the thing. This would equate to about 40% dampening, what it currently is, but it would make scouts not run just brick-tanks, unless you want a more mobile suit than the Assault, which is okay. However, the inherent bonuses of the scout make it very powerful. Blackstar on Suit EWAR
Three questions:
1) From whose ass was this pulled? 2) What qualifications does said ass possess on the subject of Scouts? 3) Why pull from ass when a dedicated and knowledgeable resource is at your fingertips?
You and Blackstar should run this plan by the Barbershop. We'd be glad to help you flesh out the good and punch holes in the bad (there's alot of bad).
Shoot scout with yes.
- Ripley Riley
|
The Master Race
Immortal Guides
45
|
Posted - 2014.09.27 23:03:00 -
[38] - Quote
I would be happy if they did something ******* anything to balance scouts.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
|
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1005
|
Posted - 2014.09.28 01:09:00 -
[39] - Quote
Extra logi skills i.e Gal Logi Increased scan presicion on scanners. +3 per level maybe? Cal Logi +1 to deployable Hives per level Min Logi Some bonus to Rep tools Am Logi +1 to Deployable links per level
Pokemon master!
Death to all Swarm scrubs
CCP please buff AScR and normal AR :(
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BL4CKST4R
La Muerte Eterna Dark Taboo
3153
|
Posted - 2014.09.28 03:38:00 -
[40] - Quote
Strafing needs to be fixed Equipment spam once and for all Proximity mines and Active scanners suck
supercalifragilisticexpialidocious
|
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Right-wing Extremist
Nos Nothi
1372
|
Posted - 2014.09.28 06:31:00 -
[41] - Quote
501st Headstrong wrote:5. Fixing the Ambush Spawn System (Uplinks currently nullify the "Smart" Deploy system. Not sure if this is a bug or not but it is a well-known issue which makes Ambush fast and aggravating as Idk No they don't.
You hit triangle for smart deploy and the map camera focuses on an uplink, and the circle appears around that uplink as if you were spawning on it, but smart deploy puts you wherever it's going to put you. I've watched this a hundred times. It looks like I'm going to spawn on the link, but when I load screen, I'm nowhere near the link. Which is good, because I chose smart deploy because the uplink was crawling with red dots.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
|
Lady MDK
Kameira Lodge Amarr Empire
130
|
Posted - 2014.09.28 06:48:00 -
[42] - Quote
@cpm1
Ccp stated no client updates at least in the medium to long term... How far into this term are we? We have now endured over a years worth of numbers changes with little actual new content.
I don't call returning bpo suits at monaclegate prices new content. Nor would I call returning vehicles that were broken new.
Please encourage ccp to prioritise completion of missing weapons and vehicles, even if the assets are finally intended for legion, and use them in dust.
Also what new game modes are being considered when updates are possible?
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
|
Lady MDK
Kameira Lodge Amarr Empire
130
|
Posted - 2014.09.28 06:53:00 -
[43] - Quote
I know there are plenty of things that need fixing right now (looks at smart deploy).
Is an everyman/every squad for itself mode possible?
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
|
Vell0cet
Vengeance Unbound Dark Taboo
2294
|
Posted - 2014.09.28 07:01:00 -
[44] - Quote
Lady MDK wrote:@cpm1...Please encourage ccp to prioritise completion of missing weapons and vehicles, even if the assets are finally intended for legion, and use them in dust. +1000
I'm hoping, but not optimistic, that CCP Rouge will announce this at EVE Vegas. It would go a long ways to help make up for the Rouge wedding. It would help to get them balanced for Legion and it would help add some much-needed content to DUST.
Best PvE idea ever!
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
609
|
Posted - 2014.09.28 16:19:00 -
[45] - Quote
Adipem Nothi wrote:501st Headstrong wrote:6. Scout bonuses changed to module efface based on level of the module and Scout level. For example: A GK.0 scout with proto modules should get a 10% bonus to their complex dampener, PLUS whatever the meta level of it is. Bring in some meaning to the thing. This would equate to about 40% dampening, what it currently is, but it would make scouts not run just brick-tanks, unless you want a more mobile suit than the Assault, which is okay. However, the inherent bonuses of the scout make it very powerful. Blackstar on Suit EWAR ... three questions: 1) From whose ass was this pulled? 2) What qualifications did said ass possess on the subject of Scouts? 3) Why pull from ass when a knowledgeable resource is at your fingertips? You and Blackstar should run this plan by the Barbershop. We'd be glad to help you flesh out the good and punch holes in the bad (there's alot of bad). At the very least, I'd encourage you to thoroughly explore this plan's implications with subject matter experts before including it on a list of "must-haves". To present this haphazard plan as a "must-have" without consulting those it'd affect most demonstrates negligence at best and belligerent disregard at worst. #6 detracts from this thread's credibility.
We can talk about this right now in this thread then broski. Why don't you like number six?
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
|
Adipem Nothi
Nos Nothi
5316
|
Posted - 2014.09.28 18:20:00 -
[46] - Quote
501st Headstrong wrote:Adipem Nothi wrote:501st Headstrong wrote:6. Scout bonuses changed to module efface based on level of the module and Scout level. For example: A GK.0 scout with proto modules should get a 10% bonus to their complex dampener, PLUS whatever the meta level of it is. Bring in some meaning to the thing. This would equate to about 40% dampening, what it currently is, but it would make scouts not run just brick-tanks, unless you want a more mobile suit than the Assault, which is okay. However, the inherent bonuses of the scout make it very powerful. Blackstar on Suit EWAR ... three questions: 1) From whose ass was this pulled? 2) What qualifications did said ass possess on the subject of Scouts? 3) Why pull from ass when a knowledgeable resource is at your fingertips? You and Blackstar should run this plan by the Barbershop. We'd be glad to help you flesh out the good and punch holes in the bad (there's alot of bad). At the very least, I'd encourage you to thoroughly explore this plan's implications with subject matter experts before including it on a list of "must-haves". To present this haphazard plan as a "must-have" without consulting those it'd affect most demonstrates negligence at best and belligerent disregard at worst. #6 detracts from this thread's credibility. We can talk about this right now in this thread then broski. Why don't you like number six?
Problem 1: Question of Necessity Prior to Charlie, it was widely accepted that an hp-tanked GA or CA Scout made for a better frontal assault unit than an actual Assault unit. Since Charlie, the number of Assault frames in play has increased, and instances of Assault Lite have been in decline. While HP-tanked Scouts still exist, they are no longer out-assaulting their Assault counterparts. To the best of our knowledge, the Assault Lite problem was solved by Hotfix Charlie.
Problem 2: EWAR Normalization Much like he has done with sidearms and rifles, Rattati sought to normalize Scout EWAR capabilities in Charlie. Each Scout can now function competitively in various EWAR capacities. For instance, all Scouts are now able to beat scans if they commit sufficient low slots to dampeners; this was not the case prior to Charlie, and it would not be the case if each Scout were assigned an efficacy bonus.
Problem 4: The "Plan" Itself Blackstar's plan would reduce Scouts to useless and render Assault frames omnipotent. I cannot find a single sound point or redeeming quality in the plan; it is fundamentally unsound and is beyond salvage. In a word, it is mouth-breather-grade garbage.
Shoot scout with yes.
- Ripley Riley
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
611
|
Posted - 2014.09.28 18:32:00 -
[47] - Quote
So at this point, do you believe Scouts are fine in the game?
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
|
Adipem Nothi
Nos Nothi
5318
|
Posted - 2014.09.28 20:01:00 -
[48] - Quote
501st Headstrong wrote:So at this point, do you believe Scouts are fine in the game? I believe we are closer than ever to dropsuit balance. That said, I suspect that room for improvement exists in particular instances of both the Scout and the Logi. For instance:
I suspect that Shotgun Scouts are outperforming other configurations, especially at lower levels. I suspect that heavily brick-tanked GA and AM Scouts may have too much working in their favor. I suspect that STD Scouts are able to out-logi STD AM and CA Logis (thank you, John Demonsbane).
I trust that Rattati and Logibro closely monitor performance statistics for outliers. When they (or CPM) bring a problem to our attention, I believe we should strive to solve the problem in a way which minimizes collateral damage to non-offenders.
If our ultimate goal is dropsuit balance, than we should seek to avoid sweeping, debilitating changes like those proposed here by Blackstar. To cripple an entire class on account of a single instance of imbalance would constitute a clearly net loss in progress.
We do not treat a brain tumor by cutting off the head.
Shoot scout with yes.
- Ripley Riley
|
Cross Atu
OSG Planetary Operations Covert Intervention
2919
|
Posted - 2014.09.28 21:29:00 -
[49] - Quote
Lady MDK wrote:@cpm1
Ccp stated no client updates at least in the medium to long term... How far into this term are we? We have now endured over a years worth of numbers changes with little actual new content. That is more of a budgeting decision than a development one, as such it is a bit beyond the sphere of even the CPM NDA broadly speaking. What I can tell you is the (perhaps obvious) fundamental business baseline, which is that more revenue from a project increases the frequency and likelihood of corporate reinvestment in said project (unless you are EA, but let's not talk about EA).
Quote: I don't call returning bpo suits at monaclegate prices new content. Nor would I call returning vehicles that were broken new.
The prices are the same as they were when the suits and mods were removed, indeed they are the same prices as they have been throughout most of Dusts history (I know, I own most of that stuff). They are also hardly worthy a "monaclegate" comparison, not a single one of them is $75USD nor are the BPOs just reintroduced purely cosmetic items as the monocle was. Now if you want to make the contention that they are priced too highly, do feel free, in fact put together a thread on it and post that in this sub-forum, but let us not be hyperbolic about it that serves no constructive purpose.
Quote: Please encourage ccp to prioritise completion of missing weapons and vehicles, even if the assets are finally intended for legion, and use them in dust.
Also what new game modes are being considered when updates are possible?
Already on it in both instances. Return of prior content and addition of absent content such as racial weapon types LP items, and hopefully even map sockets are all things I personally and the CPM broadly have been pushing for. Granted there are development constraints to consider (for that aspect see the first part of my reply) but we (the CPM) have made our advocacy clear on this subject and we have not simply subsided into silence after the first time we raised the prospect either.
As to game modes both a 'capture the flag' style mode and a 'mobile objective' style mode have been talked about by the CPM, once more if/when on these is subject to resources which is subject to incoming revenue (business being business even in the gaming industry) but neither the Dust team nor the CPM are blind to how valuable new play content would be or how much the community desires it. I believe I can say with relative confidence that if the resources for such are made present then these items will sit near the top of the list (right along with engine optimization and fixing major bugs) as things to get done post haste.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Commander Noctus
Gallente Loyalist
78
|
Posted - 2014.09.28 22:30:00 -
[50] - Quote
Adipem Nothi wrote:501st Headstrong wrote:So at this point, do you believe Scouts are fine in the game? I believe we are closer than ever to dropsuit balance. That said, I suspect that room for improvement exists in specific instances of both the Scout and the Logi. For instance: I suspect that Shotgun Scouts are outperforming other builds (especially at lower levels). I suspect that heavily brick-tanked GA and AM Scouts may have too much working in their favor. I suspect that STD Scouts are able to out-logi STD AM and CA Logis (thank you, John Demonsbane). I trust that Rattati and Logibro closely monitor performance statistics for outliers. When they (or CPM) bring a problem to our attention, I believe we should strive to solve the problem in a way which minimizes collateral damage to non-offenders. If our ultimate goal is dropsuit balance, we should seek to avoid sweeping, debilitating changes like those proposed here by Blackstar. To cripple an entire class would constitute a significant loss in progress toward our goal, and to do so on account of an isolated instance of imbalance -- rather than addressing that instance alone -- would be nothing short of stupid. We do not treat a brain tumor by cutting off the head.
Ok, the latter half of your argument actually convinced me. Personally still have a little issue with fast moving, high ehp scouts with a tiny hit-box but now I see that Blackstar's changes are indeed a bit much.
Would you suggest buffing the other suits more and not touch scouts at all? Experience on the battlefield both observing and playing as a 'logi scout', scouts do a much better job as a logi, with such high mobility, regeneration, and the ability to carry essential medic gear at least (rep + needle). Also, as I alluded to before, scouts can also achieve slightly better slaying powers than Assaults. What, then, is your (a seasoned and well-informed scout I believe) solution to this? |
|
Vell0cet
Vengeance Unbound Dark Taboo
2295
|
Posted - 2014.09.28 22:41:00 -
[51] - Quote
Cross Atu wrote:Lady MDK wrote:@cpm1
Ccp stated no client updates at least in the medium to long term... How far into this term are we? We have now endured over a years worth of numbers changes with little actual new content. That is more of a budgeting decision than a development one, as such it is a bit beyond the sphere of even the CPM NDA broadly speaking. What I can tell you is the (perhaps obvious) fundamental business baseline, which is that more revenue from a project increases the frequency and likelihood of corporate reinvestment in said project... There is a strong business case for making these available in DUST. The assets will need to be produced for Legion anyways. Allowing DUST players to help balance them ahead of time is incredibly valuable to having a smooth launch and getting strong positive reviews which will have a major impact on CCP's bottom line in the years ahead. It will likely increase player retention significantly of the existing DUST mercs, and could possibly entice those who left to return. This should result in income via booster sales (and possibly from AUR variants as well).
Might it be possible to run a special event to help fund this development effort? Perhaps we could buy some special whatever (that would carry over to Legion) for a reasonable price. If we buy x number then CCP will commit to releasing the missing vehicles, turrets and heavy weapons. Just an idea. Please keep on them about this regularly.
Keep up the good work o7.
Best PvE idea ever!
|
Cross Atu
OSG Planetary Operations Covert Intervention
2922
|
Posted - 2014.09.28 23:05:00 -
[52] - Quote
Commander Noctus wrote:Adipem Nothi wrote:501st Headstrong wrote:So at this point, do you believe Scouts are fine in the game? I believe we are closer than ever to dropsuit balance. That said, I suspect that room for improvement exists in specific instances of both the Scout and the Logi. For instance: I suspect that Shotgun Scouts are outperforming other builds (especially at lower levels). I suspect that heavily brick-tanked GA and AM Scouts may have too much working in their favor. I suspect that STD Scouts are able to out-logi STD AM and CA Logis (thank you, John Demonsbane). I trust that Rattati and Logibro closely monitor performance statistics for outliers. When they (or CPM) bring a problem to our attention, I believe we should strive to solve the problem in a way which minimizes collateral damage to non-offenders. If our ultimate goal is dropsuit balance, we should seek to avoid sweeping, debilitating changes like those proposed here by Blackstar. To cripple an entire class would constitute a significant loss in progress toward our goal, and to do so on account of an isolated instance of imbalance -- rather than addressing that instance alone -- would be nothing short of stupid. We do not treat a brain tumor by cutting off the head. Ok, the latter half of your argument actually convinced me. Personally still have a little issue with fast moving, high ehp scouts with a tiny hit-box but now I see that Blackstar's changes are indeed a bit much. Would you suggest buffing the other suits more and not touch scouts at all? Experience on the battlefield both observing and playing as a 'logi scout', scouts do a much better job as a logi, with such high mobility, regeneration, and the ability to carry essential medic gear at least (rep + needle). Also, as I alluded to before, scouts can also achieve slightly better slaying powers than Assaults. What, then, is your (a seasoned and well-informed scout I believe) solution to this? I am no where near the scout that Adipem Nothi is but I do have proto minja etc. and while it does not address all of your question, nor should it stand as a substituent to an answer from Adipem Nothi, I can readily say that part of the solution to the problem you outline is giving the logistics role some love/buffs. I am currently working on that very thing with heavy input from the community - the emphasis of which is to make the support role more specialized and unique while avoiding any meaningful risk of 'killer bees'.
Again this answer should not stifle the discussion present here, but I would say that best method may be to allow the logistics buff to roll out and then fine tune scouts, assaults, (and maybe logi) as needed once we see where things stand. (also the commando may need a pass as well, looking into that).
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Cross Atu
OSG Planetary Operations Covert Intervention
2922
|
Posted - 2014.09.28 23:11:00 -
[53] - Quote
Vell0cet wrote:Cross Atu wrote:Lady MDK wrote:@cpm1
Ccp stated no client updates at least in the medium to long term... How far into this term are we? We have now endured over a years worth of numbers changes with little actual new content. That is more of a budgeting decision than a development one, as such it is a bit beyond the sphere of even the CPM NDA broadly speaking. What I can tell you is the (perhaps obvious) fundamental business baseline, which is that more revenue from a project increases the frequency and likelihood of corporate reinvestment in said project... There is a strong business case for making these available in DUST. The assets will need to be produced for Legion anyways. Allowing DUST players to help balance them ahead of time is incredibly valuable to having a smooth launch and getting strong positive reviews which will have a major impact on CCP's bottom line in the years ahead. It will likely increase player retention significantly of the existing DUST mercs, and could possibly entice those who left to return. This should result in income via booster sales (and possibly from AUR variants as well). Might it be possible to run a special event to help fund this development effort? Perhaps we could buy some special whatever (that would carry over to Legion) for a reasonable price. If we buy x number then CCP will commit to releasing the missing vehicles, turrets and heavy weapons. Just an idea. Please keep on them about this regularly. Keep up the good work o7. I like the cut of your jib sir While these are not my calls to make (more of a upper management above the dev team thing as I understand it) I certainly have had thoughts along the same lines and have been communicating such to CCP (nor am I alone among the CPM in doing so). However the more community feedback and support that is present (such as your post above) for these sorts of ideas the more traction we have for making this case. Also the more AUR/boosters/BPOs et al that are already being purchased the less difficult of a case it is to make from the get go. So in a sense your second concept of offering ways to buy special items to gain new content has a method in place already (admittedly it is a workaround and as such not as idea as what you propose).
Keep it up with posting, and anyone reading this who agrees with/would participate in any of this sort of behavior/purchase please speak up. What do you want? What would motivate you? How could that be delivered? Your CPM is listening, give me more to bring to CCP
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Adipem Nothi
Nos Nothi
5327
|
Posted - 2014.09.29 03:23:00 -
[54] - Quote
Commander Noctus wrote:Adipem Nothi wrote:501st Headstrong wrote:So at this point, do you believe Scouts are fine in the game? I believe we are closer than ever to dropsuit balance. That said, I suspect that room for improvement exists in specific instances of both the Scout and the Logi. For instance: I suspect that Shotgun Scouts are outperforming other builds (especially at lower levels). I suspect that heavily brick-tanked GA and AM Scouts may have too much working in their favor. I suspect that STD Scouts are able to out-logi STD AM and CA Logis (thank you, John Demonsbane). I trust that Rattati and Logibro closely monitor performance statistics for outliers. When they (or CPM) bring a problem to our attention, I believe we should strive to solve the problem in a way which minimizes collateral damage to non-offenders. If our ultimate goal is dropsuit balance, we should seek to avoid sweeping, debilitating changes like those proposed here by Blackstar. To cripple an entire class would constitute a significant loss in progress toward our goal, and to do so on account of an isolated instance of imbalance -- rather than addressing that instance alone -- would be nothing short of stupid. We do not treat a brain tumor by cutting off the head. Ok, the latter half of your argument actually convinced me. Personally still have a little issue with fast moving, high ehp scouts with a tiny hit-box but now I see that Blackstar's changes are indeed a bit much. Would you suggest buffing the other suits more and not touch scouts at all? Experience on the battlefield both observing and playing as a 'logi scout', scouts do a much better job as a logi, with such high mobility, regeneration, and the ability to carry essential medic gear at least (rep + needle). Also, as I alluded to before, scouts can also achieve slightly better slaying powers than Assaults. What, then, is your (a seasoned and well-informed scout I believe) solution to this? Underperformance of the Logistics class should be addressed as an altogether separate issue. There are a number of solid ideas being circulated, and on this point we'd do well to defer to Cross and the Logi Community at large.
As far as Scouts are concerned, I see no option other than to call upon Rattati's statistical prowess. We must first identify the "problem children" in the Scoutly ranks before an appropriate fix can be fashioned.
Shoot scout with yes.
- Ripley Riley
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
616
|
Posted - 2014.09.29 10:42:00 -
[55] - Quote
You've convinced me with your arguments good merc. Changing OP, 07.
@Cross- The new game mode changes sound very heavenly, I believe the Community at large would VERY much appreciate that, especially with how stale the current modes and maps are. For example: The tower map that people always fly dropships to and camp on that ledge is infuriating, and you lose more isk in Dropships taking them off the ledge than winning...
Keep the feedback and Ideas rolling guys. I'll be able to discuss possible Logi changes when I get home from school
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
|
Commander Noctus
Gallente Loyalist
79
|
Posted - 2014.09.29 16:54:00 -
[56] - Quote
Quote:I am no where near the scout that Adipem Nothi is but I do have proto minja etc. and while it does not address all of your question, nor should it stand as a substituent to an answer from Adipem Nothi, I can readily say that part of the solution to the problem you outline is giving the logistics role some love/buffs. I am currently working on that very thing with heavy input from the community - the emphasis of which is to make the support role more specialized and unique while avoiding any meaningful risk of 'killer bees'.
Again this answer should not stifle the discussion present here, but I would say that best method may be to allow the logistics buff to roll out and then fine tune scouts, assaults, (and maybe logi) as needed once we see where things stand. (also the commando may need a pass as well, looking into that).
0.02 ISK Cross
That's pretty much what I was thinking would be a sound path to take, though I don't think the commando's need much of anything. 50+ ehp maybe but there's really nothing we can give them that won't bleed into other classes.
Quote:Underperformance of the Logistics class should be addressed as an altogether separate issue. There are a number of solid ideas being circulated, and on this point we'd do well to defer to Cross and the Logi Community at large.
As far as Scouts are concerned, I see no option other than to call upon Rattati's statistical prowess. Identifying the "problem children" in the Scoutly ranks would be solid first step. Once we know what to fix, the how to fix will be easy.
Awesome, then we're on the same page regarding this topic.
Someone should bring this scout matter up again to Rattati then so he can look at numbers, while we continue brainstorming ideas for Logis, who I really REALLY believe should be the topic of Echo now. Though that could be a different thread altogether. |
Lady MDK
Kameira Lodge Amarr Empire
132
|
Posted - 2014.09.29 17:41:00 -
[57] - Quote
Thanks for the comments Cross, Its good to know somethings are still happening at CCP Shanghai. with the silence on the Legion forum and suitably vague info on here until we can actually get some form of real update happening its sometimes hard to stay positive.
I also understand that none of the prices here were anything like the 75 dolars however in my book anything more than a few quid is massively over the top for digital content in my book except maybe boosters which I buy from time to time but only because its like my subscription to EVE I spend a tenner and get the equivalent of a months training extra on top of what i normally get.. in my head it makes sense.
i.e. I have bought several ship skins for Elite Dangerous priced at -ú2 without blinking an eye. This is a small transaction. Unfortunately to me CCPs idea of a small transaction seems over the top.
Anyway enough of the negative stuff :)
I am glad to hear that new game modes are being considered. I am a interested to see how capture the flag is adapted to fit in with the EVE lore and a little worried that they don't try but just implement a bog standard capture the flag mode.
Is an Everyman/Everysquad for him/Itself mode possible? if so i have started a thread that I am posting some ideas of my own in when they come to me (Its here sunk without trace lol https://forums.dust514.com/default.aspx?g=posts&t=176515&find=unread).
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
|
Cross Atu
OSG Planetary Operations Covert Intervention
2934
|
Posted - 2014.09.29 17:47:00 -
[58] - Quote
@Thread (and most recently Adipem Nothi, 501st Headstrong, and Commander Noctus). I love seeing constructive debate and discussion going on and thank everyone who has chosen to participate in such.
Re: maps and content, we'll keep at it, finding ways to add more content and polish what is already present is a win-win for all involved and I do not believe I am overstating the case to say that CCP Rattati knows and agrees with this. To be blunt I have been more impressed than I ever expected to be by the dedication and passion (I know both often overused buzz words in gaming, but seriously they fit) CCP Rattati has displays towards Dust.
Re: Balance passes, that first step of logi polish is moving forward and I am crossing my fingers that maybe the stars will align such that I have something to present to the community for review before very much longer. Once that is in the pipe a deeper look at the comparative metrics for infantry roles would be a solid next step and I believe that is exactly what is intended going forward.
@Thread again, keep the feedback coming everyone
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Iron Wolf Saber
Den of Swords
16894
|
Posted - 2014.09.29 18:26:00 -
[59] - Quote
501st Headstrong wrote:Thokk Nightshade wrote:[quote=Stefan Stahl]Here's my hitlist:
- Sorting out rifle fitting requirements (they are all equally useful now, but have vastly different fitting reqs)
Yeah, this doesn't make a whole lot of sense to me either. A basic CR and a basic RR (used for familiarity purposes, I am skilled into both) should be equally good at what they do, right? They both have the same ISK cost. But, for some reason, the CPU-PG requirements for the basic RR are higher than the CR. I use both and see the positives/negatives of each. I'm just not sure why their fitting requirements are different Do you want normalize all weapon fitting requirements?
Weapon fitting requirements are based on a few things.
1. Suits that typically fit them; in other words secret racial affinity trait. 2. Expected classes to have them though this is the most minor now. 3. Effect on damage output and generally how effective they are in a single life span which is the most 'normalizing' factor of the three.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Sniper Rifles =// Unlocked
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
623
|
Posted - 2014.09.29 20:46:00 -
[60] - Quote
Iron Wolf Saber wrote:501st Headstrong wrote:Thokk Nightshade wrote:[quote=Stefan Stahl]Here's my hitlist:
- Sorting out rifle fitting requirements (they are all equally useful now, but have vastly different fitting reqs)
Yeah, this doesn't make a whole lot of sense to me either. A basic CR and a basic RR (used for familiarity purposes, I am skilled into both) should be equally good at what they do, right? They both have the same ISK cost. But, for some reason, the CPU-PG requirements for the basic RR are higher than the CR. I use both and see the positives/negatives of each. I'm just not sure why their fitting requirements are different Do you want normalize all weapon fitting requirements? Weapon fitting requirements are based on a few things. 1. Suits that typically fit them; in other words secret racial affinity trait. 2. Expected classes to have them though this is the most minor now. 3. Effect on damage output and generally how effective they are in a single life span which is the most 'normalizing' factor of the three.
Well I think I can see where he's coming from. The CR takes way less CPU and PG at pro than the AR, leading people to use the CR over the AR if in a pinch on a Gal Suit. Not sure if this should be rectified however
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
623
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Posted - 2014.09.29 20:47:00 -
[61] - Quote
Commander Noctus wrote:Cross Atu wrote:I am no where near the scout that Adipem Nothi is but I do have proto minja etc. and while it does not address all of your question, nor should it stand as a substituent to an answer from Adipem Nothi, I can readily say that part of the solution to the problem you outline is giving the logistics role some love/buffs. I am currently working on that very thing with heavy input from the community - the emphasis of which is to make the support role more specialized and unique while avoiding any meaningful risk of 'killer bees'.
Again this answer should not stifle the discussion present here, but I would say that best method may be to allow the logistics buff to roll out and then fine tune scouts, assaults, (and maybe logi) as needed once we see where things stand. (also the commando may need a pass as well, looking into that).
0.02 ISK Cross That's pretty much what I was thinking would be a sound path to take, though I don't think the commando's need much of anything. 50+ ehp maybe but there's really nothing we can give them that won't bleed into other classes. Adipem Nothi wrote:Underperformance of the Logistics class should be addressed as an altogether separate issue. There are a number of solid ideas being circulated, and on this point we'd do well to defer to Cross and the Logi Community at large.
As far as Scouts are concerned, I see no option other than to call upon Rattati's statistical prowess. Identifying the "problem children" in the Scoutly ranks would be solid first step. Once we know what to fix, the how to fix will be easy. Awesome, then we're on the same page regarding this topic. Someone should bring this scout matter up again to Rattati then so he can look at numbers, while we continue brainstorming ideas for Logis, who I really REALLY believe should be the topic of Echo now. Though that could be a different thread altogether.
It can be this thread :) If we get a good discussion going in one place, makes it easy for the CPM and Devs to find, as well as other people.
Posed Question: What buffs would you make to Logi without them inadvertently getting Slaying Capacity?
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
Stars Wars Fan4ever, BFront3
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The Master Race
Immortal Guides
47
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Posted - 2014.09.29 20:58:00 -
[62] - Quote
Worse yet the CR is a much higher quality weapon and the AR cost the same (It also doesn't hit ****). Really the cr just needs a crazy nerf it has little rise no dispersion (i know i know, but 4% of 0 is 0 lol) and is comparable dmg to ar and rr.(rr also needs nerf).
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Adipem Nothi
Nos Nothi
5343
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Posted - 2014.09.29 21:45:00 -
[63] - Quote
501st Headstrong wrote: Posed Question: What buffs would you make to Logi without them inadvertently getting Slaying Capacity?
+1 Equipment for STD AM Logi +1 Equipment for STD CA Logi +1 High Slot for STD GA Logi +1 Low Slot for STD MN Logi + PG / CPU for all STD Logi
ADV Logis - Defer to Logi Community PRO Logis - Defer to Logi Community
Shoot scout with yes.
- Ripley Riley
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Sgt Kirk
Fatal Absolution
7677
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Posted - 2014.09.29 21:48:00 -
[64] - Quote
Gallente Assault would benefit more from a Range bonus than a RoF bonus but I can live with either. As long as it's better than the current bonus.
Something's wrong when you regret
Things that haven't happened yet
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Commander Noctus
Gallente Loyalist
82
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Posted - 2014.09.30 00:20:00 -
[65] - Quote
501st Headstrong wrote: It can be this thread :) If we get a good discussion going in one place, makes it easy for the CPM and Devs to find, as well as other people.
Posed Question: What buffs would you make to Logi without them inadvertently getting Slaying Capacity?
Commander Noctus wrote:For Logis
a) Give them a bonus to ALL equipment while still keeping or buffing their specialty equipment. ALONG WITH: b) Reintroduce their rep bonus per level, decreasing it to 0.5 per level if 1 is too much. OR c) Increase speed to match Assaults or if that's too much, to 4.85. OR d) Give Logis the same HP as basic suits. OR e) b->d at a decreased value for each.
I noted this on the first page of this Thread. Speaking to my siblings, who are better logis than I (we cover all 4 racial variants, with me being the Gal-Logi), they would be fine with A and D being implemented at minimum. I myself would like at minimum A to be done. As for the values, I'm a little bit stuck on that. I do want a boost, but the values are already pretty high compared to other skills. Also, I'm pretty **** at graphing and all other works most mercs here do to provide points, so I'm just going to give starting suggestions.
Looking at the numbers there, I'd wager a 3-5% boost for the main Logi skill (currently +10% active scanner visibility for Gal Logis) and a 2-3% boost to the secondary skill (currently 5% active scanner precision per level). This should be a healthy boost without going too overboard on the buffing. At least that's what I hope. And regarding adding efficiency to all other non racial equipment (Amarr Logi using a rep tool), probably a 3-5% efficiency depending on how high the others are boosted. Of course, this will require a look into Dampening and whatnot.
Some other ideas I'll throw out that I've heard or thought of are: 1) Increasing the CPU/PG reduction on equipment. Pro: Can pretty much fit proto everything regarding equipment.
Con: Cloaks are equipment too, I don't think having a cloaked Logi around would do much for survival as it would for slaying. which is problem 2: more CPU/PG with proto to mostly-proto equipment could lead to really high tanks.
2) Give all Logis a sidearm Pros: More defense, especially now with Delta's sidearm boost. Overall, the Logi can survive longer.
Cons: A decent (ADV) sidearm cuts into CPU/PG. Also, that removes a unique feature of the Amarr Logi. And, again, more slaying capability (not much, but should be noted).
3) Standardize Equipment Slots per Tier Pros: Awesome, now that Cal Logi is on the same level as that Gal Logi in terms of equipment and utility!
Cons: Not too much really, except for whether the Cal & Amarr will be gaining a slot or the Gal & Min be losing a slot. Also, CPU/PG again.
That's all I got for now.
Disclaimer: I'm not a full-time Logi so don't take these thoughts as law or something. Just reasonable suggestions to get the ball rolling. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
627
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Posted - 2014.09.30 11:01:00 -
[66] - Quote
The suggestions above seem reasonable enough. The issue with 1.6 Slayer Logis was they could rep and Brick-tank simultaneously. Gal Logis still rep, they just don't have an Enhanced Armor Repper built in...
I don't know. I'll have a better response when I get home from school 07
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
627
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Posted - 2014.09.30 19:55:00 -
[67] - Quote
What about the Commando Class?
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1005
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Posted - 2014.10.01 04:38:00 -
[68] - Quote
logistics suits have been fundamentally broken since day 1. idk why they would even bother with bonuses when the suits are just inherently designed wrong.
caldari and min logi need shield tools as primary equipment then secondary equipment bonuses. like remote explosives and nanite stuff.
amarr and gallente need armor repair tool bonuses/ and secondary equipment bonuses to uplinks and scanners. this is how it works in eve and eve doesnt have a bunch of balance issues.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Vell0cet
Vengeance Unbound Dark Taboo
2309
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Posted - 2014.10.01 04:44:00 -
[69] - Quote
Auris Lionesse wrote:logistics suits have been fundamentally broken since day 1. idk why they would even bother with bonuses when the suits are just inherently designed wrong.
caldari and min logi need shield tools as primary equipment then secondary equipment bonuses. like remote explosives and nanite stuff.
amarr and gallente need armor repair tool bonuses/ and secondary equipment bonuses to uplinks and scanners. this is how it works in eve and eve doesnt have a bunch of balance issues. 100% agreement. We need shield rep tools, and the bonuses should be split exactly how you described.
Best PvE idea ever!
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1005
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Posted - 2014.10.01 04:48:00 -
[70] - Quote
Vell0cet wrote:Auris Lionesse wrote:logistics suits have been fundamentally broken since day 1. idk why they would even bother with bonuses when the suits are just inherently designed wrong.
caldari and min logi need shield tools as primary equipment then secondary equipment bonuses. like remote explosives and nanite stuff.
amarr and gallente need armor repair tool bonuses/ and secondary equipment bonuses to uplinks and scanners. this is how it works in eve and eve doesnt have a bunch of balance issues. 100% agreement. We need shield rep tools, and the bonuses should be split exactly how you described.
yeah ive been saying this stuff since last year months before the fanfest fiasco but no one listens or cares about fixing the game i guess. oh well (shrugs)
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
627
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Posted - 2014.10.01 10:16:00 -
[71] - Quote
Updating the OP
CEO of GODS AMONG MEN/ Code name: Kronos
Friendships are forged by war, enemies by peace
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Cross Atu
OSG Planetary Operations Covert Intervention
3011
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Posted - 2014.10.01 23:01:00 -
[72] - Quote
Logistics feedback thread.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Vell0cet
Vengeance Unbound Dark Taboo
2314
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Posted - 2014.10.01 23:40:00 -
[73] - Quote
I already posted this there a while ago.
Best PvE idea ever!
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