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Cross Atu
OSG Planetary Operations Covert Intervention
3349
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Posted - 2014.10.19 22:37:00 -
[1] - Quote
I have for quite some time now been hearing that while the Amarr and Minmitar racial bonuses are useful the Gallente and Caldari bonuses are a bit lack luster.
As such input and feedback is being sought regarding the state of Gal and Cal racial bonuses, and how to polish the experience and utility of same.
When responding to this thread please note your primary role / primary context for use of each item being commented on so that proper context can be applied.
Cheers, Cross
PS ~ Allow me to preemptively state that both direct range and direct damage buffs are likely off the table due to game wide weapons balance considerations and that the current intent of maintaining some degree of racial flavor within the bonus selected is indented to be maintained. That being said let's put our heads together and figure out a way to improve these racial buffs.
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Cross Atu
OSG Planetary Operations Covert Intervention
3369
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Posted - 2014.10.20 09:20:00 -
[2] - Quote
Miokai Zahou wrote:Gabriella Grey wrote:If there are any type of bonuses to give to Caldari and Gallente assault suits added to what they have I am against it. As it stands Gallente Assault rifles and Caldari rail rifles are by far the best versatile weapons in the game. The way that Lasers and the Amarr suit works in tandem is really the best way to use the weapon and the suit. Once and I am hoping for the best here that Minmitar weapons get better balance with damage, range, and rate of fire, their -20 +20 profile is going to play a very big role.
My proposal:
If we must give Caldari suits something unique make it so that their current ranges with standard, advance, and prototype are only achieved while using a Caldari assault suit.
For Gallente suits I would do something along a similar fashion but instead take away damage per round to where the gallente suit is the only suit you can get the full effects of the assault rifles.
I just don't see any balance giving these guns more bonuses that will disrupt what is already seemingly starting to balance out. I believe the point of this thread is to replace the current bonuses for the suits not to add to it. Correct, though up-scaling the numbers on the current bonuses would be considered as well.
General note: Nothing is set in stone at this point, even a change actually happening, however as a CPM when I continue to hear the same type of comment/feedback coming out of the community it seems important to take notice and dig deeper, hence this thread.
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
3376
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Posted - 2014.10.20 18:51:00 -
[3] - Quote
Arkena Wyrnspire wrote:Blueprint For Murder wrote:Did you read the thread m8?
"Allow me to preemptively state that both direct range and direct damage buffs are likely off the table due to game wide weapons balance considerations and that the current intent of maintaining some degree of racial flavor within the bonus selected is indented to be maintained. That being said let's put our heads together and figure out a way to improve these racial buffs."- Cross atu Likely off the table, yes. That does not prevent me from expressing my opinion. You are both correct. While an increase to the maximum range is likely outside the purview of this change set (and bearing that in mind is important) I am still completely open to hearing ideas and descriptions in that vein if people are inclined to put them forward. Simply be advised that they may not be actionable.
Cheers, Cross
EDIT: I've been catching up with the thread, and with some related messages on skype and the notion of increasing optimal range was brought up. This would not alter the absolute value of weapon ranges in any way, thus keeping their profile the same, however it would give better performance in that more of their total range would now (in the hands of a skilled assault) be within the weapons optimal.
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Cross Atu
OSG Planetary Operations Covert Intervention
3376
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Posted - 2014.10.20 18:57:00 -
[4] - Quote
Brain Storming wrote:Gal Assault +5% per level to OPTIMAL weapon range with Gal LWs (this would not alter any absolute range values only increase the portion of the weapons current range profile which is considered within its optimal range).
Cal 10% per level reduction to charge time of Caldari weapons - This would include value for the MagSec - This would be a substantial buff to the charged sniper, but only applies to the assault suit so would create another sub-set of possible sniper play (numbers/degrees would need some evaluation)
Alternate Cal suggestion X% improvement to hipfire per level - This would make tac sniping more viable - This is intended to happen hand in hand with INCREASED hipfire kick (or dispersion) on the RR to reduce its general CQC application (this is a change that is already being looked into as RR is not supposed to be a strong CQC weapon) - This would allow another method to touch up the Bolt Pistol by increasing its base spread while still allowing for high levels of function at max assault skills Current roughed out idea(s) from conversations so far (I'm still catching up on the thread since I posted it right before I left for work yesterday).
I am interesting in perceptions on this (and of course feel free to continue to put forth other ideas).
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
3377
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Posted - 2014.10.20 19:43:00 -
[5] - Quote
Jack 3enimble wrote:Cross Atu wrote:Brain Storming wrote:Gal Assault +5% per level to OPTIMAL weapon range with Gal LWs (this would not alter any absolute range values only increase the portion of the weapons current range profile which is considered within its optimal range).
Cal 10% per level reduction to charge time of Caldari weapons - This would include value for the MagSec - This would be a substantial buff to the charged sniper, but only applies to the assault suit so would create another sub-set of possible sniper play (numbers/degrees would need some evaluation)
Alternate Cal suggestion X% improvement to hipfire per level - This would make tac sniping more viable - This is intended to happen hand in hand with INCREASED hipfire kick (or dispersion) on the RR to reduce its general CQC application (this is a change that is already being looked into as RR is not supposed to be a strong CQC weapon) - This would allow another method to touch up the Bolt Pistol by increasing its base spread while still allowing for high levels of function at max assault skills Current roughed out idea(s) from conversations so far (I'm still catching up on the thread since I posted it right before I left for work yesterday). I am interesting in perceptions on this (and of course feel free to continue to put forth other ideas). Cheers, Cross This would make the Charge Sniper so OP it renders all sniper rifles useless. Besides the real drawback of rail weaponry is kick and its inability to sustain fire in a accurate manner. Not charge up time imho EDIT All caldari suits proto. First proto suit was assault
I have not sniped in any meaningful way since beta, please elaborate. o7
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Cross Atu
OSG Planetary Operations Covert Intervention
3377
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Posted - 2014.10.20 19:52:00 -
[6] - Quote
More specifically to the point, Is it the buff type or the numeric value which causes issues?
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Cross Atu
OSG Planetary Operations Covert Intervention
3377
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Posted - 2014.10.20 20:03:00 -
[7] - Quote
MINA Longstrike wrote:Blueprint For Murder wrote:Lol and thats why you shouldn't skype with strange people on the net lolz. Did he/she convince you lol? ..Sigh..
Back to the topic: The goal should be to make each classes more unique instead of attempting to generalize them or attempt to make them over powered; It might even help if you Imagine the RR and CR in a balance state. Yeah I like how people weren't buying into arkena and kirks crap so rather than have an intelligent debate about the merits of such buffs we instead go directly to crying to the CPM member on Skype and now we have him honestly considering a incredibly unbalanced by design buff. A) Chill B) I have e-mail, skype, and this thread all of which I'm monitoring, people are supposed to talk to me, that's kind of the point C) When I say what do people think of this and why, let's discuss that's what it means, it is not rhetorical. If you have points to make then make them. *nods at back on topic* Just like that. D) This thread only went up last night before I left for work, it is hardly in a finalized state (even so the type of buffs proposed in the quoted text are hardly unique to the skype chat, changes of that type have already been mentioned in this thread by more than one person).
So to refocus:
Feedback is more valuable when it contains descriptions rather than statements Feedback is more actionable when it is debating the topic rather than the presenter Feedback which defines "how" and/or "why" is vastly more useful that statements about "what"
These are all key, as an example saying "that would be OP" doesn't really do much in the way of supplying constructive information. Whereas by contrast saying "change X would effect mechanic Y in Z manner which would be over powered" can be applied usefully and discussed constructively.
With regards to your prior post those are fair points to raise and consider. Having said that if something is potent but feels underwhelming a change may very much still be called for. Note I say change not buff. Base value in a game is - theoretically - fun factor. If something feels underwhelming to a substantial number of players it is at least worth looking at the mechanic in question and seeing if there are ways to apply polish.
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
3377
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Posted - 2014.10.20 20:12:00 -
[8] - Quote
MINA Longstrike wrote:Cross Atu wrote:More specifically to the point, Is it the buff type or the numeric value which causes issues?
It's the buff type. Any buff to range affects ability to *project* dps, which is inherently unbalanced when it comes to assault vs non-assault. Any buff to DPS affects balance of assaults vs non assault. Because the assault suits are so good now, buffs to them should not ever affect up front dps versus other suits, but their ability to project that dps over time - assaults should be used for staying power and durational slaying power not for being the 'I win because i murder 55% harder suit'. Assaults should be oriented towards damage over time, rather than frontloaded damage - this is the template set by the amarr and minmatar. Range is a buff that affects damage over time from a distance which throws assault vs non assault. It's quite clear that the assault rifle needs a range buff, but that needs to happen to the assault rifle itself - it's in the same rough engagement range as the HMG, which really hurts its function as a primary weapon. This is in reference to the mentioned Gal bonus yes? Rather than the mentioned Cal bonus?
Presuming that is the case an elaboration also needs to be made for more weapons that the Gal AR (not saying this needs to happen in your quoted text, just in general) because the assault bonus being defined by a single weapon seems like a poor method to take. In the case of the Gal this makes finding applicable buffs tricky.
I realize that "feel" is more than a little slippery when it comes to how it interacts with numeric balance and certainly giving something extra power because the feel isn't as appealing will rarely result in a positive outcome so keeping an eye on that is key.
'Threading the needle' this point consists of finding something which address the consistent requests for a more meaningful Gal/Cal bonus, applies to more than one weapon sub-type within the racial line, and does not break the power curve. Some of this stuff is apples to oranges but it is all relevant.
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
3377
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Posted - 2014.10.20 20:20:00 -
[9] - Quote
hfderrtgvcd wrote:while we're talking about assault bonuses, shouldn't the minmatar assault bonus also benefit mass drivers and flaylocks? Ideally yes, I think it should. Consider that conversation also on the table.
EDIT: Honestly, even the Amarr bonus which works well generally speaking, falls a bit short in that it does nothing for their side arms.
There may not be a way to do this properly but in an ideal world it seems like an assault suit should provide enhanced sustained (not alpha) damage from its racially related weapons (both light weapons and sidearms). ^This is my fundamental conception/impression. If anyone thinks I'm crazy, or doesn't know what the kitten I'm talking about, feel free to discuss it with me here.
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
3377
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Posted - 2014.10.20 20:35:00 -
[10] - Quote
MINA Longstrike wrote:Cross Atu wrote:MINA Longstrike wrote:Cross Atu wrote:More specifically to the point, Is it the buff type or the numeric value which causes issues?
It's the buff type. Any buff to range affects ability to *project* dps, which is inherently unbalanced when it comes to assault vs non-assault. Any buff to DPS affects balance of assaults vs non assault. Because the assault suits are so good now, buffs to them should not ever affect up front dps versus other suits, but their ability to project that dps over time - assaults should be used for staying power and durational slaying power not for being the 'I win because i murder 55% harder suit'. Assaults should be oriented towards damage over time, rather than frontloaded damage - this is the template set by the amarr and minmatar. Range is a buff that affects damage over time from a distance which throws assault vs non assault. It's quite clear that the assault rifle needs a range buff, but that needs to happen to the assault rifle itself - it's in the same rough engagement range as the HMG, which really hurts its function as a primary weapon. This is in reference to the mentioned Gal bonus yes? Rather than the mentioned Cal bonus? Presuming that is the case an elaboration also needs to be made for more weapons that the Gal AR (not saying this needs to happen in your quoted text, just in general) because the assault bonus being defined by a single weapon seems like a poor method to take. In the case of the Gal this makes finding applicable buffs tricky. I realize that "feel" is more than a little slippery when it comes to how it interacts with numeric balance and certainly giving something extra power because the feel isn't as appealing will rarely result in a positive outcome so keeping an eye on that is key. 'Threading the needle' this point consists of finding something which address the consistent requests for a more meaningful Gal/Cal bonus, applies to more than one weapon sub-type within the racial line, and does not break the power curve. Some of this stuff is apples to oranges but it is all relevant. It's mostly in regards to any weapon. If you look at the scrambler rifle or laser rifle they still function very well when used on non-amarr suits, they just function better over extreme lengths of time when used on the amarr suit. I'll agree that the potential desired buffs on the gallente are a bit wonky to try and find balance for, which is why in one of my previous posts I suggested a reload speed bonus as the primary 'good feeling' bonus, and then the hipfire dispersion reduction as the less obvious but far more performance related buff.
I may have overlooked said post or not gotten to it yet, I am reading this thread from both ends as well as catching up on e-mail and skype so I'm in several places at once
Tracking now though (at least I think) Advocated method = Combined reload speed and dispersion buffs (correct?)
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Cross Atu
OSG Planetary Operations Covert Intervention
3377
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Posted - 2014.10.20 20:49:00 -
[11] - Quote
CeeJ Mantis wrote:Cross Atu wrote:Honestly, even the Amarr bonus which works well generally speaking, falls a bit short in that it does nothing for their side arms. Don't ScPs have subtle heat buildup like the plasma rifle? I think I heard that it can seize up if fired repeatedly. Haven't run into that specifically though ans I haven't the skills for the ammo capacity required to make it work. If so, and the Amarr assault bonus applies to it, then that sounds useful enough to me. If true then yes that would cover the concept I'm talking about. I haven't heard of that before but sidearms are one of my least versed areas of Dust so it may be true and I just don't know about it, I couldn't honestly say.
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Cross Atu
OSG Planetary Operations Covert Intervention
3379
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Posted - 2014.10.20 22:45:00 -
[12] - Quote
John Demonsbane wrote:CeeJ Mantis wrote:Cross Atu wrote:Honestly, even the Amarr bonus which works well generally speaking, falls a bit short in that it does nothing for their side arms. Don't ScPs have subtle heat buildup like the plasma rifle? I think I heard that it can seize up if fired repeatedly. Haven't run into that specifically though ans I haven't the skills for the ammo capacity required to make it work. If so, and the Amarr assault bonus applies to it, then that sounds useful enough to me. They don't afaik. And that segues nicely into 2 questions I have. (Disclaimer: I only run Amarr assault to have fun with laz0rs. I have not used the Cal assault in a long long time, since I got my Templar BPO there was no need to use the Dragonfly assault anymore. Same with Gal. I used to use the AR all the time, like everyone, but not for a while now) 1)Gallente and Caldari have by far the most diverse collection of weapons in the game. I therefore donGÇÖt get why a bonus that does not help all of them is a major problem. Example: The Amarr assault bonus only helps TWO weapons (We only have 3, 4 if you count the now-useless AScR). ThatGÇÖs not a valid reason to not use a particular bonus. This is a minor point, but to keep this discussion on track it really should not be forgotten. 2)Why exactly do we have to buff the AR to the point that it would become a viable option to go up against an HMG in CQC? IMO, the point of the AR should be to destroy anyone using a different light weapon in CQC. HMG vs AR should be no contest as the assault is more mobile. One other thing, which I think is what morte was getting at: The RR is a dominant weapon, it doesnGÇÖt need a whole lot of help, unlike the AR. Why not GÇ£adjustGÇ¥ it to the point it becomes similar to the ScR (would still better than the LR) where it works OK on another suit, but if you really want to make it shine, you need to use the Cal assault? Meaning, increase the BASE charge up time, but with a Cal assault, the charge up time is still LOWER than it is now. Why is that such a horrible idea? I'm not trying to be an a$$ here, and I acknowlege I have nothing to gain or lose from this, but I'm just curious why these things are or are not part of the discussion.
I'm curious about some more detailed discussion on the pros and cons of this^
Anyone care to wade in and provide some 'line by line' analysis?
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Cross Atu
OSG Planetary Operations Covert Intervention
3405
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Posted - 2014.10.22 14:43:00 -
[13] - Quote
John Demonsbane wrote:BrotherofHavok wrote:John Demonsbane wrote:MINA Longstrike wrote:Blueprint For Murder wrote:As for a blanketed buff another equipment slot would allow us to use our pointlessly high CPU/PG. Assaults already have the highest number of slots in the game, they don't need to carry around excessive amounts of equipment either. Give assaults more equipment and you immediately make logi's less desireable. So much this. The last thing this game needs is further proliferation of multiple EQ slot suits. Didn't they say that they were going to make all the logis at prototype level have 4 equipment slots? what ever happened to that? Rattati does not care about logi suits; thinks they are fine. Most logical explanation. Not sure if serious or joking
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Cross Atu
OSG Planetary Operations Covert Intervention
3409
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Posted - 2014.10.22 16:13:00 -
[14] - Quote
John Demonsbane wrote:Breakin Stuff wrote:Neither. aggravation and provocation. Have yet to hear anything to the contrary; was told in discussions of prior hotfixes that the other things were "higher priority." So, I have drawn the logical conclusion based on my own personal biases. 1.9 will apparently trump this as well, though I completely agree with that, I'll live with my "relic of 1.7" suit for a little longer to get a buyback option and other highly necessary fixes. Thread. Of course nothing can be totally counted on until it actually happens - such is life - but I have been given no reason to believe at this point that the process on going in the linked thread, the current thread, or the Commando thread, is/will be dismissed. I'm certain not all of the proposals I bring to CCP will be adopted wholesale, but even that seems more likely than any of them being outright dismissed.
0.02 ISK Cross
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Cross Atu
OSG Planetary Operations Covert Intervention
3412
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Posted - 2014.10.22 16:57:00 -
[15] - Quote
John Demonsbane wrote:I know YOU care, Cross. It's Rattati I'm not so sure about. Fair point. And while I can neither 100% guarantee results, nor openly divulge NDA covered things (like internal conversations with Devs) I can say that I have found CCP Rattati to be very reasonable to work with and generally very open to discussion and new ideas. The level and willingness with which he and LogiBro communicate both with the community and CPM has substantially increased my overall outlook on the future of Dust.
Now, I do not expect anyone to simply take my word for it 'sight unseen' and since I cannot provide the aforementioned internal communications I have little beyond my impression to provide at this point, so some continued skepticism seems rational to me but I will say that I feel the odds of an improvement - with regards to each of the CPM threads I'm managing - are pretty positive.
Slower than we might like? Sure. But I honestly don't think any of the aforementioned is being ignored.
Just my impressions, for what it's worth.
o7
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Cross Atu
OSG Planetary Operations Covert Intervention
3448
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Posted - 2014.10.23 10:59:00 -
[16] - Quote
A few weapon changes deployed, check them out for proper context in the ongoing discussions.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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