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Ripley Riley
Incorruptibles
5089
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Posted - 2014.11.26 14:05:00 -
[1] - Quote
A new player's first experience playing Dust 514 should be with the starter fittings. The frontline fitting is meant to offer a view of a race's tanking style and weapon choices. For half of these dropsuits, this is true. For the other half... not so much. The Minmatar and Amarr fittings need to be fixed.
The Minmatar frontline starter fitting currently features three high slots, zero low slots; two shield extenders and one shield recharger. Minmatar in Dust 514 use a hybrid tanking style coupled with their innate walk/sprint speed advantages and hellish stamina regeneration.
I would suggest the following: 1x shield extender 1x shield recharger
1x armor repairer
The extender and recharger suggest the shield tanking preference of the Minmatar. None of the modules reduce the speed of the dropsuit which is paramount on Minmatar fittings. The armor repairer allows the Minmatar to disengage from a fire fight, repair to 100% armor, then re-engage the enemy quicker.
Alternative: 1x shield extender 1x shield recharger
1x reactive plate
Replacing the repairer with the reactive plate will allow for a tiny bit more eHP while still leaving the walk/sprint speed untouched. Since there is no militia version of this module, I'm not certain it can be placed in a starter fitting or not.
Rattati is currently experimenting with strafe speed penalties being added to HP modules (extenders and armor plates). Removing one of the extenders will lessen the blow to this dropsuit's strafe speed if that change goes live.
Amarr tanking style favors massive amounts of armor HP coupled with resistances. For some ungodly reason, the Amarr frontline fitting features two high slots and zero lows; two shield extenders... the polar opposite of what you would expect from a slow, brick armor tanking dropsuit. The Amarr frontline fitting is missing a slot as well.
I suggest the following: 2x armor plate 1x armor repairer
This emphasizes the Amarr armor tanking doctrine well. The high slots are removed altogether, as literally every other Amarr dropsuit features more lows than highs.
Alternative: 2x ferroscale plate 1x armor plate
Using this method allows the new player to retain more walk/sprint speeds. The removal of the armor repairer keeps this dropsuit from infringing on the Gallente's tanking style. Again, since ferroscale plates are not available in a militia form, this may not be possible.
Thank you for reading and I welcome any feedback. I personally do not fit Minmatar dropsuits so suggestions in fitting their starter fitting would be appreciated.
Please keep in mind that these fittings are intended to teach a new player how a race should fit their dropsuit, not the current metagame.
My advice to you, playa...
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CCP Rattati
C C P C C P Alliance
12252
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Posted - 2014.11.26 14:45:00 -
[2] - Quote
stickied, and thanks, it's one of those things you always mean to do, then...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Grand Master Kubo
PIanet Express Smart Deploy
219
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Posted - 2014.11.26 14:59:00 -
[3] - Quote
I think that if you really want to benefit the new player then you should consider giving them all the frontlines with a militia racial equipment. New players will be able to see how each races plays in terms of combat. As it stands now, new players are given different starter fits based on roles on the battlefield; sniper, anti-vehicle, ``medic``, and slayer. In my opinion giving the new player the chance to experience what each race has to offer would be more beneficial. |
Ripley Riley
Incorruptibles
5089
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Posted - 2014.11.26 15:05:00 -
[4] - Quote
Grand Master Kubo wrote:I think that if you really want to benefit the new player then you should consider giving them all the frontlines with a militia racial equipment. Interesting. For example...
Amarr - drop uplinks Gallente - active scanner Minmatar - repair tool Caldari - nanohive
Or would you suggest removing the 'Medic' fitting and maybe replacing it with a 'Support' fitting. Very much like what we have now; minus a sidearm slot, plus an additional equipment slot?
Amarr - drop uplinks + nanohives Gallente - active scanner + repair tool Minmatar - repair tool + nanite injectors Caldari - injectors + nanohives
Of course, there is not currently a militia active scanner. Or is there? I haven't checked recently.
My advice to you, playa...
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Grand Master Kubo
PIanet Express Smart Deploy
219
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Posted - 2014.11.26 15:11:00 -
[5] - Quote
I just feel that the racial frontlines are the only starter fit that will really give a new player a feel for the playstyle of a race. Get rid of the current starter fits and instead give each racial frontline with a mlt racial equipment. I believe that racial weaponry plays a huge role in how to use that race`s suits hence why the frontline is head and shoulders above the rest. |
Jadd Hatchen
KILL-EM-QUICK
685
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Posted - 2014.11.26 16:21:00 -
[6] - Quote
CCP Rattati wrote:stickied, and thanks, it's one of those things you always mean to do, then...
Yes please don't forget about it this time. ;)
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Vell0cet
Vengeance Unbound RISE of LEGION
2623
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Posted - 2014.11.26 16:43:00 -
[7] - Quote
Grand Master Kubo wrote:I think that if you really want to benefit the new player then you should consider giving them all the frontlines with a militia racial equipment. New players will be able to see how each races plays in terms of combat. As it stands now, new players are given different starter fits based on roles on the battlefield; sniper, anti-vehicle, ``medic``, and slayer. In my opinion giving the new player the chance to experience what each race has to offer would be more beneficial. I've got a thread on something similar to this here.
Best PvE idea ever!
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Logi Bro
Brutor Vanguard Minmatar Republic
3386
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Posted - 2014.11.26 16:58:00 -
[8] - Quote
I made a thread on this a month or so ago, I just made five starter fits per race in protofits. Here is the link if you want to use anything I made as a reference point.
As long as we are talking about starter fits, I think there should be a heavy and light starter fit to go with the mediums we already have. A chance to try everything with no skills required.
SP Sinks? Fixed.
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Ripley Riley
Incorruptibles
5092
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Posted - 2014.11.26 17:09:00 -
[9] - Quote
Logi Bro wrote:I made a thread on this a month or so ago, I just made five starter fits per race in protofits. Here is the link if you want to use anything I made as a reference point. As long as we are talking about starter fits, I think there should be a heavy and light starter fit to go with the mediums we already have. A chance to try everything with no skills required. The trouble with those fittings is that they are still adhering to the old slot layouts (e.g. Minmatar 3H/0L and Amarr 2H/1L... sweet lord every time I see those high slots on an Amarr fitting it makes me physically ill).
I am all for a starter fittings featuring heavy and light basic frames. They won't feature the innate EWAR bonuses of a scout or passive resists of a sentinel so they shouldn't be overpowered.
Also, going on the record as fully supporting the removal of the 'Sniper' starter fitting entirely.
My advice to you, playa...
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I-Shayz-I
I----------I
5179
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Posted - 2014.11.26 17:49:00 -
[10] - Quote
Why do mlt medium frames have less slots than mlt light frames?
Scouts, and their mlt counterparts both have the same number of slots. assaults and starter suits should be the same way.
Amarr 1/3 Caldari 3/1 Gallente 1/3 Minmatar 2/2
Same with sentinels and mlt heavy frames, and mlt frames all have a 1/1 slot layout. Amarr 1/2 Caldari 2/1 Gallente 1/2 Minmatar 2/1 _______________________________________________
This is completely fine because mlt frames have reduced hp values and fitting space.
7162 wp with a Repair Tool!
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Ripley Riley
Incorruptibles
5094
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Posted - 2014.11.26 17:53:00 -
[11] - Quote
I-Shayz-I wrote:Why do mlt medium frames have less slots than mlt light frames?
Scouts, and their mlt counterparts both have the same number of slots. assaults and starter suits should be the same way.
Amarr 1/3 Caldari 3/1 Gallente 1/3 Minmatar 2/2
Same with sentinels and mlt heavy frames, and mlt frames all have a 1/1 slot layout. Amarr 1/2 Caldari 2/1 Gallente 1/2 Minmatar 2/1 I think the starter frames are based on the basic medium frames, not the assault.
But, if they basic medium frames don't match their militia counterparts then they probably never got updated when Rattati and Co. updated the layouts on assaults.
My advice to you, playa...
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I-Shayz-I
I----------I
5179
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Posted - 2014.11.26 18:05:00 -
[12] - Quote
Ripley Riley wrote:I think the starter frames are based on the basic medium frames, not the assault.
But, if they basic medium frames don't match their militia counterparts then they probably never got updated when Rattati and Co. updated the layouts on assaults.
They are, however scouts and mlt light frames have the same slot layouts...so why don't assaults and mlt mediums frames have the same slot layouts? or sentinels and mlt heavy frames?
mlt light, basic light, and scout all have the same slot layouts and same number of slots
mlt mediums have 3 slots, and basic mediums have 4 slots, both based on the old slot layouts yes. Basic frames are actually a bit of diversity for the game, seeing as you can still use a 5/2 minmatar assault if you want, but mlt and basic should have the same number of slots.
Unless you just want to get rid of a slot on the mlt light frames.
7162 wp with a Repair Tool!
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Fox Gaden
Immortal Guides
5135
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Posted - 2014.11.26 18:19:00 -
[13] - Quote
I agree with the fittings in the original post.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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sabre prime
Crux Special Tasks Group Gallente Federation
834
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Posted - 2014.11.26 19:19:00 -
[14] - Quote
There should be a proper militia logistics suit for each race in the starter fits. Not a hack job medium suit labelled as 'Medic'.
The slow blade penetrates the shield.
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Ripley Riley
Incorruptibles
5095
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Posted - 2014.11.26 19:23:00 -
[15] - Quote
sabre prime wrote:There should be a proper militia logistics suit for each race in the starter fits. Not a hack job medium suit labelled as 'Medic'. Without a shield transporter or some kind of militia armor repair hive, how would you create a 'Support' starter fitting?
Give me some examples that are not totally broken and I can throw them in the spreadsheet for comparison.
I thought about taking the 'Support' dropsuits I have in my doc and giving them one extra empty equipment slot. That way the newberry can put whatever militia equipment they want to try in that slot.
Also, your sig is awesome.
My advice to you, playa...
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sabre prime
Crux Special Tasks Group Gallente Federation
834
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Posted - 2014.11.26 19:54:00 -
[16] - Quote
Ripley Riley wrote:sabre prime wrote:There should be a proper militia logistics suit for each race in the starter fits. Not a hack job medium suit labelled as 'Medic'. Without a shield transporter or some kind of militia armor repair hive, how would you create a 'Support' starter fitting? Give me some examples that are not totally broken and I can throw them in the spreadsheet for comparison. I thought about taking the 'Support' dropsuits I have in my doc and giving them one extra empty equipment slot. That way the newberry can put whatever militia equipment they want to try in that slot. Also, your sig is awesome. My friend, let's think about this. The starter fits are just introductory suits to ease new players into the game. So why is it so problematic to simply make some militia level logi suits? Copy/paste the medium slot layouts and put two(?) equipment slots on them. How could this be worse than what exists currently?
Amarr: 1 High: Militia damage mod 2 Low: 2 x Militia armour plates Light Weapon: Militia ScR Grenade: Militia locus grenade Equipment 1: Militia Uplink Equipment 2: Militia Nanite injector
Caldari: 2 High: 2 x Militia shield extender 1 Low: Militia shield regulator (is this a low slot module?) Light Weapon: Militia Assault Rail Rifle (<-- since this exists now...right?) Grenade: Militia flux grenade Equipment 1: Militia Nanohive Equipment 2: Militia Nanite injector
Gallente: 1 High: Militia shield extender 2 Low: Militia armour plate + militia armour repair Light Weapon: Militia Assault Rifle Grenade: Militia locus grenade Equipment 1: Militia Scanner (if it doesn't exist, make one CCP!) Equipment 2: Militia Nanite injector
Minmatar: 2 High: Militia shield extender + militia shield recharger 1 Low: Militia armour repairer Light Weapon: Militia Assault Combat Rifle (<-- since this exists now...right?) Grenade: Militia flux grenade Equipment 1: Militia Repair tool Equipment 2: Militia Nanite injector
That just took me about 5 minutes to scribble down. Can you see what I've done there? All the suits have a militia needle, to keep a commonality to the logi suits across races. But they have an extra racially aligned piece of equipment to edumacate(!) the players.
Sorry I haven't looked at your spreadsheet yet Ripley. Will try to later.
Ripley Riley wrote:Also, your sig is awesome. I know.
The slow blade penetrates the shield.
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Ripley Riley
Incorruptibles
5097
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Posted - 2014.11.26 20:00:00 -
[17] - Quote
sabre prime wrote:Sorry I haven't looked at your spreadsheet yet Ripley. Will try to later. I like the idea of a "baby logi" starter fitting a lot actually. I have updated the spreadsheet with another scenario: Support w/ 2 Equipment.
My advice to you, playa...
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I-Shayz-I
I----------I
5182
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Posted - 2014.11.26 20:41:00 -
[18] - Quote
Looking at the spreadsheet...
You really shouldn't make every starter fit have the same light weapon.
For the minmatar, there should be one fit for each weapon: CR, ACR, Mass Driver Which weapon goes where is up to you. Plasma Cannon, Laser Rifle, and Sniper Rifle for the other races of course.
I'd say that each race should also get a fitting with a shotgun, swarm launcher, and hmg...but that might be taking it a bit too far
7162 wp with a Repair Tool!
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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
701
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Posted - 2014.11.26 20:50:00 -
[19] - Quote
I-Shayz-I wrote:Looking at the spreadsheet...
You really shouldn't make every starter fit have the same light weapon.
For the minmatar, there should be one fit for each weapon: CR, ACR, Mass Driver Which weapon goes where is up to you. Plasma Cannon, Laser Rifle, and Sniper Rifle for the other races of course.
I'd say that each race should also get a fitting with a shotgun, swarm launcher, and hmg...but that might be taking it a bit too far
HMG? That may be a bit too far :) To offer a disposable and unlimited HMG Heavy or Scout Shotgun may be too much. I'm fine if they buy it but having it all at the beginning doesn't allow them to explore and see other fits running around and wonder, "how do I get that?"
They can buy a few militia fittings and try it out in my opinion - I'm not a big fan of spoiling them :)
The Logi Code. Creator, Believer, Follower
Trust CROSS
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Killer's Coys
Prima Gallicus
173
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Posted - 2014.11.26 20:55:00 -
[20] - Quote
What I think for CALDARI :
https://docs.google.com/spreadsheets/d/1vSklbYFfcb0ZITtBws_BhGucnC4WjdnR3-cLu29LufI/edit#gid=0
Thoughts ?
Like a dream
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John Demonsbane
Unorganized Ninja Infantry Tactics
4728
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Posted - 2014.11.26 21:03:00 -
[21] - Quote
Ripley Riley wrote:sabre prime wrote:Sorry I haven't looked at your spreadsheet yet Ripley. Will try to later. I like the idea of a "baby logi" starter fitting a lot actually. I have updated the spreadsheet with another scenario: Support w/ 2 Equipment.
You could base it on the type-II's, like the "Fossil" militia minmatar BPO. One light, no sidearm, and 2 EQ slots.
Honestly, I'd also like to see the needles taken away from the medic fits if they didn't have 2 EQ slots.
(The godfather of tactical logistics)
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Ripley Riley
Incorruptibles
5105
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Posted - 2014.11.26 21:04:00 -
[22] - Quote
I-Shayz-I wrote:Looking at the spreadsheet...
You really shouldn't make every starter fit have the same light weapon.
For the minmatar, there should be one fit for each weapon: CR, ACR, Mass Driver Which weapon goes where is up to you. Plasma Cannon, Laser Rifle, and Sniper Rifle for the other races of course.
I'd say that each race should also get a fitting with a shotgun, swarm launcher, and hmg...but that might be taking it a bit too far X Copy Scroll to the copy X Edit Change the light weapon to one of the above mentioned weapons Confirm
C'mon, we can't effectively give them a BPO for every militia weapon.
My advice to you, playa...
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11640
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Posted - 2014.11.26 22:33:00 -
[23] - Quote
I'm surprised the Amarr ones is still missing a slot.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Ripley Riley
Incorruptibles
5109
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Posted - 2014.11.26 23:22:00 -
[24] - Quote
John Demonsbane wrote:You could base it on the type-II's, like the "Fossil" militia minmatar BPO. One light, no sidearm, and 2 EQ slots.
Honestly, I'd also like to see the needles taken away from the medic fits if they didn't have 2 EQ slots. Needles are just convenient, I think. They are pretty easy to understand: click O on a dead guy, receive war points. The tactical advantage to a team is noticeable.
Let the needles stay, but give them a piece of racial equipment to compliment them. Future logibros will become familiar with swapping between equipment this way. I like your idea of mimicking the 'Fossil' fitting. Now we just have to remove the sidearm from the Amarr logi so everyone is uniform
KAGEHOSHI Horned Wolf wrote:I'm surprised the Amarr ones is still missing a slot. The starter fitting's slots have not been updated since launch. It's kind of sad really. Poor newberries.
My advice to you, playa...
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John Demonsbane
Unorganized Ninja Infantry Tactics
4734
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Posted - 2014.11.27 00:40:00 -
[25] - Quote
Ripley Riley wrote:John Demonsbane wrote:You could base it on the type-II's, like the "Fossil" militia minmatar BPO. One light, no sidearm, and 2 EQ slots.
Honestly, I'd also like to see the needles taken away from the medic fits if they didn't have 2 EQ slots. Needles are just convenient, I think. They are pretty easy to understand: click O on a dead guy, receive war points. The tactical advantage to a team is noticeable. Let the needles stay, but give them a piece of racial equipment to compliment them. Future logibros will become familiar with swapping between equipment this way. I like your idea of mimicking the 'Fossil' fitting. Now we just have to remove the sidearm from the Amarr logi so everyone is uniformKAGEHOSHI Horned Wolf wrote:I'm surprised the Amarr ones is still missing a slot. The starter fitting's slots have not been updated since launch. It's kind of sad really. Poor newberries.
Die!
(The godfather of tactical logistics)
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Ripley Riley
Incorruptibles
5117
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Posted - 2014.11.27 01:21:00 -
[26] - Quote
John Demonsbane wrote:Die! Explain something to me, why does the Amarr logi need to be special? It is the only logi to receive a sidearm. That causes some odd balancing issues. Imagine if only the Gallente Assault received two light weapons instead of a light and a sidearm... wouldn't that be strange and kind of silly?
I don't want to derail the thread too much. If you want to reply in-game that's fine by me.
My advice to you, playa...
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Tesfa Alem
Death by Disassociation
451
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Posted - 2014.11.27 02:00:00 -
[27] - Quote
-½------As you can see i've been around the minmatar frontline suits for a long time. I'll comment on that since its my racial area of expertise.
1) The 3-0 layout is fine.Do Not Change
Base stats of the suit is 200 shields 175 armor
Frontline has two shield extenders and an recharger. Removing 1 extendner is crippling to a suit with such low hp. Replacing it with an armor rep isn't important considering the native regen of the suit, roughly 2.5 hp per second. Adding a reactive plate (3% penalty to movement speed) negates its speed which the minmatar rely on. Newberries don't have have biotics level three to negate it.
What about lore? Minmatar dual tank, yes, but the minmatar that relies on his armor is a dead minmatar. New players can get into dual tanking in their basic frames. Also reps are for the gallente.
2)On the the medic suits: NO PRECISION ENHANCER!
I agree the the myrofib is useless on the suit. However,in a nightmare world where you gave a medic only two slots, both of them need to be hp buffers. Might as well leave the myrofib on it. Whats a militia precision enhancer going to do on a sharacter with zero SP in precision enhancment?
I agree with changing the needle for a rep tool. Along with the recent needle changes
Adding a second equipment slot i am sorry to vote no. As much as i want a free BPO logi suit, These are the starter suits, and they get the same slot layout as a basic Caldari logi?
3) AV Side arm : the Magsec is not minmatar SMG would be just fine.
That being said i would also revert the flay to the smg as a side arm on the frontline ssuit as well. If your going minmatar assault then your bonus is with the SMG. Militia flaylock simply doesn't have the power (158 damage lol ) or the splash (1.5m)to be any good.
tl;dr Leave it at 3-0, change needle to rep tool, give back the smg on all suits, don't add a second equipment slot and for gods sake dont put a precision enhancer on the medic suit.
Redline for Thee, but no Redline for Me.
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Ripley Riley
Incorruptibles
5118
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Posted - 2014.11.27 02:17:00 -
[28] - Quote
Tesfa Alem wrote:Adding a reactive plate (3% penalty to movement speed) negates its speed which the minmatar rely on. Newberries don't have have biotics level three to negate it. ... standard reactive plates do not have a speed penalty and Biotic Upgrades only effects sprint speeds.
Also, Shield Extender: 33 HP + shield depleted recharge penalty... Reactive plate: 25 HP + 1HP/sec armor repair (no drawback)
That's a difference of 8 HP...
To state it flatly, I think you are wrong about this. Adding a low slot gives the new merc a bit more fitting versatility if he ever feels like editing his dropsuit as well.
Tesfa Alem wrote:2)On the the medic suits: NO PRECISION ENHANCER!
I agree the the myrofib is useless on the suit. However,in a nightmare world where you gave a medic only two slots, both of them need to be hp buffers. Might as well leave the myrofib on it. Whats a militia precision enhancer going to do on a character with zero SP in precision enhancement?
I agree with changing the needle for a rep tool. Along with the recent needle changes
Adding a second equipment slot i am sorry to vote no. As much as i want a free BPO logi suit, These are the starter suits, and they get the same slot layout as a basic Caldari logi? They might get a similar slot layout, but they don't get the passive bonuses to equipment. The logi dropsuits will always be superior to the free fittings.
Tesfa Alem wrote:3) AV Side arm : the Magsec is not Minmatar SMG would be just fine.
That being said i would also revert the flay to the smg as a side arm on the frontline suit as well. If your going minmatar assault then your bonus is with the SMG. Militia flaylock simply doesn't have the power (158 damage lol ) or the splash (1.5m)to be any good.
The flaylock has a splash of 1.75m +5% per level of flaylock operation. It's much, much better now. Giving an automatic light weapon with an automatic sidearm doesn't allow them to experience both aspects of Minmatar weaponry: DAKKA DAKKA and BOOM!
My advice to you, playa...
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Tesfa Alem
Death by Disassociation
452
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Posted - 2014.11.27 03:24:00 -
[29] - Quote
Ripley Riley wrote:
standard reactive plates do not have a speed penalty. Also, Dropsuit Biotic Upgrades only effects your sprint speeds; not walk/strafe.
Also, Shield Extender: 33 HP + shield depleted recharge penalty... Reactive plate: 25 HP + 1HP/sec armor repair (no penalty)
That's a difference of 8 HP...
To state it flatly, I think you are wrong about this. Adding a low slot gives the new merc a bit more fitting versatility if he ever feels like editing his dropsuit as well.
A single militia precision module can allow a medium frame to spot another undamped medium frame with the dampening skill V... that is useful for a new player. Currently, most assaults and logis do not fit dampeners. This would allow the logi to see hostiles coming more often.
Did you see Support B? The reactive plate would add more eHP as well as armor repair.
They might have a similar slot layout when compared to a logi, but they don't get the passive bonuses to equipment. This will make their equipment perform less effectively as well as make their fittings tighter.
Bottom line: the logi dropsuits will always be superior to the free fittings.
The flaylock has a splash of 1.75m +5% per level of flaylock operation. It's much, much better now. Giving an automatic light weapon with an automatic sidearm doesn't allow them to experience both aspects of Minmatar weaponry: DAKKA DAKKA and BOOM!
You did catch me on the reactive plate. I pretty much never bother with them unless its at pro. I still wouldn't trade one reactive for a 3-0 layout though.
On the Logi precision: a logi is not supposed to go around looking for enemy players. Damped or not, you're already going to be in close range when you do find them. r It still utterly useles for a logi to equip, especially considering a lack of other hp options, as well as you have NO Damps or Range Amps. You will both find each other at the same time, except he will have more hp than you. Bye bye medic.
On logi passive bonuses Logi suits have a passive bonus to just one equipment. All of the other equipment any suit can use just as well. Thus, the scout logi was born. Any suit in the game can rep as much as a Proto Amarr, Caldari, and Gallente Logi. Switch any equipment and any logi associated with it in the above sentence.
Logi suits are superior because slots and more equipment. The only logi bonus that makes it superior to the other suits is the minmatar one. Like i said, i wouldn't mind a free BPO logi. It would rep and revive just as well as the Apex suits. Hmm, i think i just talked myself into agreeing with you on this. Yes to free Apex style BPO logi please.
Flaylock does have 5% per level, newberries havent got the flaylock skill to adv or pro yet to take advantage of that. The militia flaylock is still hot garbage. Try running around with an unspecced flaylock. A militia SMG is by far superior.
Redline for Thee, but no Redline for Me.
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Ripley Riley
Incorruptibles
5127
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Posted - 2014.11.27 03:37:00 -
[30] - Quote
Tesfa Alem wrote:On the Logi precision: a logi is not supposed to go around looking for enemy players. Damped or not, you're already going to be in close range when you do find them. r It still utterly useles for a logi to equip, especially considering a lack of other hp options, as well as you have NO Damps or Range Amps. You will both find each other at the same time, except he will have more hp than you. Bye bye medic. Rattati is gathering feedback on an EWAR update as we speak. I added EWAR mods to some fits in anticipation of this.
But fair enough, Support C has been added to the spreadsheet. It is a fitting designed for maximum eHP without impacting walk/strade speeds.
Tesfa Alem wrote:On logi passive bonuses Logi suits have a passive bonus to just one equipment. All of the other equipment any suit can use just as well. Thus, the scout logi was born. Any suit in the game can rep as much as a Proto Amarr, Caldari, and Gallente Logi. Switch any equipment and any logi associated with it in the above sentence. You are forgetting the 5% reduction to CPU/PG for equipment per level. This allows them to fit higher quality tanking modules and/or equipment than a basic frame with the same number of slots. Better modules translates into a more durable, more effective support role.
Again, a logi dropsuits will always be superior to a basic frame with the same number of slots.
Tesfa Alem wrote:Flaylock does have 5% per level, newberries haven't got the flaylock skill to adv or pro yet to take advantage of that. The militia flaylock is still hot garbage. Try running around with an unspecced flaylock. A militia SMG is by far superior. Bare in mind, we are not truing to min-max a fitting sometimes. We are also trying to expose a new player to a race's weaponry. The ACR hints at the Minmatar's high RoF weaponry while the flaylock denotes their tendency to favor things that go boom (mass driver, for example).
My advice to you, playa...
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Tesfa Alem
Death by Disassociation
452
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Posted - 2014.11.27 03:54:00 -
[31] - Quote
Ripley Riley wrote:[ Tesfa Alem wrote:Flaylock does have 5% per level, newberries haven't got the flaylock skill to adv or pro yet to take advantage of that. The militia flaylock is still hot garbage. Try running around with an unspecced flaylock. A militia SMG is by far superior. Bare in mind, we are not trying to min-max a fitting sometimes. We are also trying to expose a new player to a race's weaponry. The ACR hints at the Minmatar's high RoF weaponry while the flaylock denotes their tendency to favor things that go boom (mass driver, for example).
Why not give the medic or one of the variants a militia mass driver?
The suits need not be identical.
Redline for Thee, but no Redline for Me.
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Ripley Riley
Incorruptibles
5127
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Posted - 2014.11.27 04:09:00 -
[32] - Quote
Tesfa Alem wrote:Why not give the medic or one of the variants a militia mass driver?
The suits need not be identical. There seems to be a theme where CCP puts the racial rifle in the light weapon slot. For the 'Frontline' starter fitting I am 100% for that. Assault and commando dropsuits excel with their racial rifles.
But for the 'Support' fitting I don't see why we couldn't vary it up. Minmatar Support C now features a mass driver.
My advice to you, playa...
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Sequal Rise
Les Desanusseurs
345
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Posted - 2014.11.28 00:46:00 -
[33] - Quote
Just bring this up as no one commented on it and I find this proposal really nice. Though I also find the original post's ideas nice so vote for the best ones!
I dont really like having a MLT sniper suit anyway.
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1236
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Posted - 2014.11.28 16:25:00 -
[34] - Quote
Here is my suggestion. https://docs.google.com/spreadsheets/d/t_t50nnaSSgBu9CD0D7gLaQ/htmlview
Please, make my Opus pretty...
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Nevyn Tazinas
Company of Marcher Lords Amarr Empire
56
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Posted - 2014.11.30 06:38:00 -
[35] - Quote
If we are trying to make newbies experiences better, we should be looking at suit tiericide. Not small band aids to the starting fits. Much as said bandaids will improve the game. Giving all suits of the same role/race the same number of slots will massively improve the newbies game experience, and avoid the current exponential style power gain curve from militia to proto. Where you not only get better gear, but you get more gear. So your (lets just say .5) better gear is multiplied by the .5 more slots. Giving you 1.5*1.5=2.25.
Instead if slots are the same and it's just about better gear and being able to fit the better gear on your suit, (Don't change basic suit PG/CPU when adding slots or not by much, make it hard to max out the slots if you start putting any Adv gear on a basic suit even if it's well skilled) then you just get a straight additive power curve. This also doesn't actually affect how good the proto suits are, just how bad (or not bad) the basic suits are. |
Ripley Riley
Incorruptibles
5169
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Posted - 2014.11.30 06:54:00 -
[36] - Quote
Tiericide would be interesting and probably great for the game, but it's not happening in the near future as far as we can tell. If it does happen it won't be until Legion, more than likely.
That being said, the focus of this thread is to work with what we have: starter fittings.
My advice to you, playa...
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Viktor Hadah Jr
Negative-Impact
6234
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Posted - 2014.11.30 21:50:00 -
[37] - Quote
take away that needle from the medic and give him a damn rep tool already.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15232
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Posted - 2014.11.30 22:03:00 -
[38] - Quote
Ripley Riley wrote:Tiericide would be interesting and probably great for the game, but it's not happening in the near future as far as we can tell. If it does happen it won't be until Legion, more than likely.
That being said, the focus of this thread is to work with what we have: starter fittings.
Depends.
Tanks were tiericided and they've never been more boring and uninspired.
It's a great buzzword that....... but doesn't always work in practice.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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John Demonsbane
Unorganized Ninja Infantry Tactics
4761
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Posted - 2014.11.30 22:16:00 -
[39] - Quote
Ripley Riley wrote:John Demonsbane wrote:Die! Explain something to me, why does the Amarr logi need to be special? It is the only logi to receive a sidearm. That causes some odd balancing issues. Imagine if only the Gallente Assault received two light weapons instead of a light and a sidearm... wouldn't that be strange and kind of silly? I don't want to derail the thread too much. If you want to reply in-game that's fine by me.
To a great extent, it doesn't matter and I'm not sure why CCP decided to give it a sidearm. The simple fact is that it has had it from it's inception and is a large part of the reason why many of us use it.
A return question (not that I want to derail the thread either so I'll drop it here), what is the unsolveable gordian knot of imbalance it poses? Is it really that hard to just sacrifice a slot somewhere else?
It's not like the Amarr logi has ever been FoTM or the main killer bee (that would be Caldari, followed by Gallente) so I simply don't see how a sidearm on one of them completely breaks the logistics class. If you want to give one to the Caldari to make it a 2x2 grid I can live with it but the whole issue seems to be overblown and mostly driven by Rattati's OCD.
(The godfather of tactical logistics)
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Ripley Riley
Incorruptibles
5172
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Posted - 2014.11.30 23:27:00 -
[40] - Quote
True Adamance wrote:Depends. Tanks were tiericided and they've never been more boring and uninspired. It's a great buzzword that... but doesn't always work in practice. Tiericide is great, it didn't work with HAVs largely because we still don't have a grasp of what the HAV role is supposed to be. Super slayer? Then why have infantry. Anti-vehicle vehicle? I thought that was the ADS niche, even if it isn't, why not just have infantry do it since they are more agile and don't cost as much. Plus, their aren't multiple roles for the HAV to fill really. Infantry has plenty of roles so dropsuits would be easier to tiericide (since it is a verb now )
Can't view it. Make the doc available to anyone with the link and I'll check it out. Also, I have updated my doc with potential light fittings titled 'Recon'.
Viktor Hadah Jr wrote:Take away that needle from the medic and give him a damn rep tool already. What is your argument for the repair tool vs. the needles? Why does the repair tool benefit the newberry more?
My advice to you, playa...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1291
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Posted - 2014.12.01 00:18:00 -
[41] - Quote
Ripley Riley wrote:Can't view it. Make the doc available to anyone with the link and I'll check it out. Also, I have updated my doc with potential light fittings titled 'Recon'. Hopefully it works now...
Please, make my Opus pretty...
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Bojo The Mighty
Condor Squad
5185
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Posted - 2014.12.05 04:17:00 -
[42] - Quote
God damn dude can we just jump back in time to when we had a scout starter, a logi starter, a heavy starter, and an assault starter?
I hate how all the starter fits were converted, at Codex I think, to medium frames except class fits. I want 4 starter fits folks, the scout sniper, the logibro, the classic assault, and the heavy with a forge.
That way you get to dabble with each suit risk free.
Bojo For CPM
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TheD1CK
Dead Man's Game RUST415
1525
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Posted - 2014.12.06 11:13:00 -
[43] - Quote
The 'Medic' being altered to a MLT Logistics styled suit would be great.. ie. for Minmatar there is a MLT BPO with 1H/2L 1LW 2EQ this could be used racial versions added (they recieve no skill bonus) With the EQ, I would maybe go with Reptool and Nanohive OR Uplink (no needle)
^ Becomes a Starter 'Support' Fitting
The Frontline gets a 'Dirty Needle' added.
^ Medic Fitting
Anti-Armour - not sure if removing the SL add adding a Mlt Heavy/Mlt FG is the best option, but it is one Or customizing the current fit to have mlt AV nades and a mlt hive could ge good
^ AV fitting
Put the sniper on a Mlt light frame, it's not really going to change how often the suit is insta-popped while it would give better EWAR and speed so I think it's a good option, adding a mlt Hive/Link
^ Recon fitting
- To me this seems like a pretty small edit to the current suits, But it adds enough for 'Starter Fits' to have a roie in combat which is good for NPE |
Symbioticforks
Kinsho Swords Caldari State
945
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Posted - 2014.12.07 20:00:00 -
[44] - Quote
Remove the Sniper fitting.
I've been saying this forever.
CCP had a problem with red line snipers, a large portion of them were in starter fits.
I should I know, they fueled my rampage.
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Jathniel
G I A N T
1340
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Posted - 2014.12.20 06:44:00 -
[45] - Quote
Agree on everything except the removal of the Sniper fit. So long as Sniper rifles are in the game, newbs should be aware of them, and how to use them.
Removing it serves no objective purpose. Let them fall back on it when they're in over their head in a match. They need to save all the isk they can in the beginning. What is annoying to other players, is irrelevant to newbs.
Every decent sniper started out with one of those fits, and for every few scrubs we always at least get one that can snipe decently. Good snipers are a rare enough breed. We don't need to discourage it further.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Ripley Riley
Incorruptibles
5697
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Posted - 2014.12.20 07:47:00 -
[46] - Quote
Jathniel wrote:Agree on everything except the removal of the Sniper fit. So long as Sniper rifles are in the game, newbs should be aware of them, and how to use them. I'm not suggesting the removal of the sniper rifle skills or militia sniper rifle, just the free fitting. If a new player has the urge to attempt the sniper role he/she can fit a militia sniper to one of the existing starter fittings.
Jathniel wrote:Removing it serves no objective purpose. It prevents new players from recognizing the sniping role as common role. Snipers should be uncommon; 1 - 2 on a team, max. With a free fitting from day 0 they may believe snipers make up a much larger portion of a team than that. This is bad. Very bad. Encouraging this belief leads to matches where I have an ENTIRE SQUAD of blueberries sitting in the hills.
Maybe you haven't been in a match where a third of your team was sniping, but believe me when I tell you, it is infuriating.
Jathniel wrote:Let them fall back on it when they're in over their head in a match. Being in over your head is the status quo during your first month in Dust 514 Removing or retaining the sniper fitting won't change that.
Jathniel wrote:They need to save all the isk they can in the beginning. All starter fittings allow new players to conserve their ISK.
My advice to you, playa...
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Talon Paetznick II
Royal Uhlans Amarr Empire
56
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Posted - 2014.12.20 17:32:00 -
[47] - Quote
Ripley Riley wrote:A new player's first experience playing Dust 514 should be with the starter fittings. The 'Frontline' fitting is meant to offer a view of a race's tanking style and weapon choices. For half of these dropsuits, this is true. For the other half... not so much. Current starter fitting scenarios in a handy Google doc...Special thanks to One Eyed King, Edgar Reinhart, and Joseph Ridgeson for getting me the 'Medic' fittings while I was trapped at work.Updated docu with a new tab: 'Recon' starter fitting for light dropsuits.
The Minmatar frontline starter fitting currently features three high slots, zero low slots; two shield extenders and one shield recharger. Minmatar in Dust 514 use a hybrid tanking style coupled with their innate walk/sprint speed advantages and hellish stamina regeneration. Frontline A has the extender and recharger suggesting the shield tanking preference of the Minmatar. None of the modules reduce the speed of the dropsuit which is paramount on Minmatar fittings. The armor repairer allows the Minmatar to disengage from a fire fight, repair to 100% armor, then re-engage the enemy quicker. In Frontline B, replacing the repairer with the reactive plate will allow for a tiny bit more eHP while still leaving the walk/sprint speed untouched. Since there is no militia version of this module, I'm not certain it can be placed in a starter fitting or not. Rattati is currently experimenting with strafe speed penalties being added to HP modules (extenders and armor plates). Removing one of the extenders will lessen the blow to this dropsuit's strafe speed if that change goes live.
Amarr tanking style favors massive amounts of armor HP coupled with resistances. For some ungodly reason, the Amarr frontline fitting features two high slots and zero lows; two shield extenders... the polar opposite of what you would expect from a slow, brick armor tanking dropsuit. The Amarr frontline fitting is missing a slot as well. Frontline A emphasizes the Amarr armor tanking doctrine. High slots are removed altogether, as literally every other Amarr dropsuit features more lows than highs. The Frontline B allows the new player to retain walk/sprint speed. The removal of the armor repairer keeps this dropsuit from infringing on the Gallente's tanking style. Again, since ferroscale plates are not available in a militia form, this may not be possible.
The Minmatar 'Medic' fitting features the 3H/0L design; shield extender, shield recharger, and... this can't be right... can it? A myofibril stimulant. Yes, because when I think of a medic I imagine someone punching a hostile in the face /s In Support A the extender sticks around to add HP and the armor repairer is added for the same reasons detailed above. The precision enhancer may allow a new player to spot hostile threats before needling a downed ally. Support B is similar, but swaps the armor repairer for a reactive plate. The extra armor HP could be the different between surviving a run across enemy fire to needle an ally or not. Finally, exchange the plasma rifle with the militia assault combat rifle.
I support both the removal of the 'Sniper' starter fitting as well as the renaming of 'Medic' to 'Support'. Thank you for reading and I welcome any feedback. I personally do not fit Minmatar dropsuits so suggestions in fitting their starter fitting would be appreciated. Please keep in mind that these fittings are intended to teach a new player how a race should fit their dropsuit, not the current metagame.
should we just throw in a starter hmg (defendor) and scout (operative)
I am scout and the bane of heavys since 1.6
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taxi bastard
Amarr Templars Amarr Empire
296
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Posted - 2015.01.12 22:08:00 -
[48] - Quote
tired, can't be arsed to read, but why the *#%&* has the amarr starter fits got 2 highs 150 shields and 300 Armour - but no space for a rep......useless bro |
Ripley Riley
Incorruptibles
6592
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Posted - 2015.01.13 13:27:00 -
[49] - Quote
taxi bastard wrote:tired, can't be arsed to read, but why the *#%&* has the amarr starter fits got 2 highs 150 shields and 300 Armour - but no space for a rep......useless bro It really, really is. I wholeheartedly agree with you. The Amarr starter is a travesty.
In my suggested Amarr Frontline fitting I give it three lows, no highs. One frontline suggestion features armor plate x2 and an armor repairer. The other suggestion has ferroscale plates x2, and an armor plate. I think I prefer the second fitting, personally.
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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CCP Rattati
C C P C C P Alliance
14739
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Posted - 2015.01.14 08:47:00 -
[50] - Quote
Thanks, these are on our todo lists and we will use this feedback as the benchmark.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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