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Protocake JR
Royal Uhlans Amarr Empire
1473
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Posted - 2014.10.23 06:36:00 -
[1] - Quote
Dropsuit base health should be balanced to better reflect the suits strength depending on frame size and race. Then certain health mods, being percent based, would be better used in a certain dropsuit than another. The same with how ewar/movement/shield regen/ modules are now.
Modules like armor plates would benefit dropsuits with higher base armor better than dropsuits with low base armor. Same principle would apply to shield extenders.
Dropsuits should have native armor repair, something along the lines of a gallente scout having 25hp/s and a caldari sentinel having 5hp/s. The rest of the dropsuits would fit in somewhere in between those two numbers depending on frame size and race. Then a repair mod having, lets say, a 25% increase in armor repair, would benefit the gallente scout more than the caldari sentinel.
This would mitigate duel tanking and "light suits with assault health", which will provide more consistent "information at a glance", meaning, if you see a caldari assault/logi, it's going to be shield based. No more, "Oh hey I found a gal scout in the open, gunna go kill it- oh **** it has more over 600 armor, smaller hitbox, and faster strafe speed. nvm..."
The reason scouts (this is not a scout hate thread) have an advantage over other suits is because they can easily overcome their only major weakness, low health, with health mods. Heavy's will never have scout strafe speed, regen, and ewar (which is flawed) because those modules are percent based. Staking these modules on a heavy and medium suit just isn't worth the loss of health.
Or we could make every module give a hard numbered bonus, just like health mods are now, in order to balance out the suits, but I think it would be easier, and create less chaos if the devs made health mods percent based. Balance between frames and races will be closer. |
Protocake JR
Royal Uhlans Amarr Empire
1476
|
Posted - 2014.10.23 07:29:00 -
[2] - Quote
@CommanderBolt I wonder why as well? If there is a problem with this, then I would suspect it's because of a flaw of the system/mechanic overall. Or maybe it's just a lot of work. Easier said than done.
@Imp Smash Thanks for the like. The scout rhetoric was just an example. I run scouts myself, an amarr "true ewar scout" and an "assault scout". Scouts just stick out the most over all the other suits. But other suits can do this as well. Logistics caldari for example. They have quite a few low slots that allow them to get around 600 armor, which i've seen quite a few times. The point I wanted to make was that it's unfair that one specific frame size can easily overcome it's weakness with minimal sacrifice, while the other suits cannot do the same. This caused by the inconsistent bonuses modules give. Either make all modules percent based, or make all modules give static numbers. I prefer the percent based options, as I feel it enhances the frame/race meta gameplay.
Although I can say that this may be considered a slot count/layout issue as well, if you choose to see it that way. Going from STD to PRO will give you more slots, more slots means more health and more opportunities to break out of your "mold" and become a completely different suit rather than just further enhancing the natural traits of the suit.
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Protocake JR
Royal Uhlans Amarr Empire
1476
|
Posted - 2014.10.23 07:31:00 -
[3] - Quote
castba wrote:Native repair, no thanks.
Hp mods percentage based? Yes please. Difficult to balance though.
I'm curious, why no native repair? |
Protocake JR
Royal Uhlans Amarr Empire
1478
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Posted - 2014.10.23 08:23:00 -
[4] - Quote
castba wrote:Protocake JR wrote:castba wrote:Native repair, no thanks.
Hp mods percentage based? Yes please. Difficult to balance though. I'm curious, why no native repair? Would mean even brick tanking than now.
You have to look at the native repair in context of the rebalanced base stats and rebalanced, percent based, modules. Brick tanking won't be as viable as it has always been. |
Protocake JR
Royal Uhlans Amarr Empire
1482
|
Posted - 2014.10.25 01:39:00 -
[5] - Quote
Skullmiser Vulcansu wrote:This affects logistics suits almost as much as scouts, and I don't want the HP of logistics suits to be crippled. It sounds to me like you want heavy frames to have a greater HP advantage than they do now. Overall, It wouldn't affe
Base suit health stats would be rebalanced to better reflect their intended health.
This is to mainly stop two things: Brick tanking effectiveness and scouts being able have assault health while still maintaining frame size advantage, speed advantage, and radar advantage. |
Protocake JR
Royal Uhlans Amarr Empire
1482
|
Posted - 2014.10.25 01:43:00 -
[6] - Quote
Sylwester Dziewiecki wrote:Protocake JR wrote:Heavy's will never have scout strafe speed, regen, and ewar (which is flawed) because those modules are percent based. ..well, but he can use LAV instead. Double tanking - there should be some drawbacks to shield on armor modules, and armor on shield modules - so that fiting max shield and armor is not efficient.
I'm actually not a fan of all the "penalties" and "drawbacks" route. It just makes things convoluted. There is no reason for them at all when we have so many different suits.
ps. they can use an LAV outside, but not in city/indoor areas (effectively). |
Protocake JR
Royal Uhlans Amarr Empire
1482
|
Posted - 2014.10.25 02:25:00 -
[7] - Quote
KEROSIINI-TERO wrote:Several resons why an ADDITIVE bonus should not be a +percentage modifier.
wat
I'm talking about readjusted percentage modifiers when applied to readjusted base stats. I'm speaking out against additive bonuses completely. |
Protocake JR
Royal Uhlans Amarr Empire
1482
|
Posted - 2014.10.25 12:42:00 -
[8] - Quote
Cat Merc wrote:Almost impossible to balance, and I would like to see them as a separate module if they do ever happen.
... HOW would it be impossible? Are you joking? It makes things more straightforward; much less convoluted as things are now while enhancing the race/frame meta game.
Do you not realize the static numbers of health mods that we have now is impossible to balance between three frame sizes? |
Protocake JR
Royal Uhlans Amarr Empire
1483
|
Posted - 2014.10.26 11:53:00 -
[9] - Quote
Spectral Clone wrote:Or just implement light, medium and heavy armor plates.
This is also doable as a hotfix.
That is literally, essentially, the same thing. Well, it at least achieves the same thing. The only thing, though, is that modules are organized by lists... looong lists. I think it would be simpler to just change the modules we have now into percentages rather than create new ones to clutter through. |
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