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LOOKMOM NOHANDS
Warpoint Sharx
246
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Posted - 2015.03.16 08:38:00 -
[31] - Quote
True Adamance wrote:LOOKMOM NOHANDS wrote:I thought about these before and I am not sure they are a good fit.
Yes we have them in Eve but we are also able to select an ammunition type to counter those resists. Damage profiles are already bad enough as they stand without this.
How so. A player gives up a specific slot to plug a resistance that could be of the meta or that they are weakest against. Their eHP is technically lesser but they are not necessarily subject to that weapons potent damage profile. E.G- Laser Weapons.
How is this really different from stacking the appropriate HP? If you have a problem with the CR on an armor suit a shield extender not only gives you resists to the CR thanks to its damage profile but also increases your total HP.
When used in combination with the current damage profiles you end up with suits that are unable to be killed. If you account for the occasional hit detection issues then you really have a problem.
It is very bad for NPE. New players are already very unfamiliar with damage profiles and end up raging out of the game. This only counts as a little bit of an argument but an argument none the less.
They would have no counter at all other than totally specializing into a new weapon. There are no damage mods that increase specific damage or any way to change ammo for a different profile on your weapon.
It crosses paths with certain suits that already have resistances applied. Again this type of stacking causes serious balance issues.
Basically I would love to see this implemented in the appropriate environment but I do not feel like there is anything appropriate about the current state of the game for it. We already have a more narrow version of these which weapons have been balanced around. If we had interchangeable ammo and set resists on each suit that these would supplement (just like in Eve) then I would be all about those changes but we have moved past that point.
In the long term I would love to see us move to more of a model like Eve where weapons deal a specific damage(s) and the suit has the resists. I really do not think this is a viable option as it would involve throwing out a great bit of the last year of work. |
501st Headstrong
0uter.Heaven Back and Forth
901
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Posted - 2015.03.16 10:24:00 -
[32] - Quote
CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)?
I'll do up a spread sheet XD I hear you like those :)
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Moody come back
SWBF3!!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7639
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Posted - 2015.03.16 10:28:00 -
[33] - Quote
501st Headstrong wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? I'll do up a spread sheet XD I hear you like those :)
oddly enough, he does!
AV
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shaman oga
Dead Man's Game
4166
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Posted - 2015.03.16 10:43:00 -
[34] - Quote
Well, considering that i was running around with my min sentinel with 570 shield and suddenly a charged shot of SCR rifle took me to zero shield, i think that resistance modules can be quite useless, at least for shields. They will bring more problems than benefits imo.
Pimp my Barge
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17684
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Posted - 2015.03.16 10:49:00 -
[35] - Quote
shaman oga wrote:Well, considering that i was running around with my min sentinel with 570 shield and suddenly a charged shot of SCR rifle took me to zero shield, i think that resistance modules can be quite useless, at least for shields. They will bring more problems than benefits imo.
Charged shot will serve to prevent a significant portion of your armour being annihilated by such a situation by nullifying that 20% damage profile.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Thaddeus Reynolds
Facepunch Security
219
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Posted - 2015.03.16 11:01:00 -
[36] - Quote
CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)?
Is it technically possible to have active modules on Dropsuits (Non-Equipment/weapon/grenade I mean)? Knowing this would help us propose some better modules in general?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
661
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Posted - 2015.03.16 11:27:00 -
[37] - Quote
CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? It would be important to consider how resistances would interact with damage profiles and how they apply to armor/shields.
Imagine finding out that your 20/20 profile makes you useless, because the enemy's resistance applies to their shields and armor at the same time and you are pure Amarr Assault. With brick tanking, you at least know that your weapon is doing the amount of damage that it is supposed to do.
Then again, what, exactly, is the difference between added HP and a percentage-based resistance? In the end, both do exactly the same thing. You just have to calculate more, to know which combination of resistance and HP modules grants the best eHP. Especially if resistance gets stacking penalties. If those modules were implemented, I'd expect the stat sheet of my dropsuit loadout to show me my eHP for all damage profiles. Because I sure as **** won't get a calculator and calculate the most effective ratio manually.
Being able to be resistant against certain damage types is nice, but the infantry TTK will cause all kinds of frustration if it's implemented. We already have the silly situation where you select a Caldari, and then randomly run into someone with a Laser Rifle and see your shields evaporate in a flash. I generally feel that combat is too hectic to really make use of damage profiles. The other characteristics of weapons, like range and reload speed, are generally far more important due to not being dependant on the enemy.
What if stacked laser resistance made explosive weapons better against that player? Wouldn't that be very counter-intuitive on, say, a Caldari? How would you even know that your laser weapon is being blocked by resistance and not stacked shield armor modules, with the former meaning that you'd better take out your sidearm and the latter meaning that you just need to keep firing? Do you intend to add some kind of visual or acoustic cue? |
Nocturnal Soul
Primordial Threat
5966
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Posted - 2015.03.16 11:33:00 -
[38] - Quote
Nice post Sole but adding a resistance mod of type specific only makes you weaker in a way because it takes up a slot that could be used for a HP,biotics, ewar, and other shield supportive modules.
These resistance mods are suppose to be good enough to make you think twice about choosing it or more hp
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LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Avallo Kantor
517
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Posted - 2015.03.16 13:28:00 -
[39] - Quote
Sole Fenychs wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? It would be important to consider how resistances would interact with damage profiles and how they apply to armor/shields. Imagine finding out that your 20/20 profile makes you useless, because the enemy's resistance applies to their shields and armor at the same time and you are pure Amarr Assault. With brick tanking, you at least know that your weapon is doing the amount of damage that it is supposed to do. Then again, what, exactly, is the difference between added HP and a percentage-based resistance? In the end, both do exactly the same thing. You just have to calculate more, to know which combination of resistance and HP modules grants the best eHP. Especially if resistance gets stacking penalties. If those modules were implemented, I'd expect the stat sheet of my dropsuit loadout to show me my eHP for all damage profiles. Because I sure as **** won't get a calculator and calculate the most effective ratio manually. Being able to be resistant against certain damage types is nice, but the infantry TTK will cause all kinds of frustration if it's implemented. We already have the silly situation where you select a Caldari, and then randomly run into someone with a Laser Rifle and see your shields evaporate in a flash. I generally feel that combat is too hectic to really make use of damage profiles. The other characteristics of weapons, like range and reload speed, are generally far more important due to not being dependant on the enemy. What if stacked laser resistance made explosive weapons better against that player? Wouldn't that be very counter-intuitive on, say, a Caldari? How would you even know that your laser weapon is being blocked by resistance and not stacked shield armor modules, with the former meaning that you'd better take out your sidearm and the latter meaning that you just need to keep firing? Do you intend to add some kind of visual or acoustic cue?
A few points in response:
The difference between resist and HP-mods is that HP mods are general purpose. Having more HP is applicable to everything. Resist mods only provide eHP against one narrow band of damage, taking up a slot that could have been used for other tanking modules (or utility). This is because of the current design goal of having them be placed in the respective mod for their tank type. (highs for shields, low for armor)
Furthermore the general idea is to have 1 resist module provide more eHP against that specific damage type than a buffer mod, especially since that eHP increases as you add more buffer. Effectively these resistance modules give you more HP against weapon A, but 0 more HP against every other weapon. This allows more specialized fittings that are designed around a certain weapon, at the cost of being as effective against others.
Also I would comment that it's not a "silly situation" to have shields be vulnerable to laser weapons. Weapon profiles add a depth to this game that many other FPS games lack, in my opinion. It allows the meta to shift as no matter what weapon is dominant, there is a tanking type that nullifies a good degree of it's damage, and no fitting can realistically be a perfect tank against every damage type, there will always be vulnerabilities. (In the case of trying to stack resistance modules against everything, then the low total raw hp values is your downfall, to high alpha)
As to your last comment about needing some visual: We already have a % based indicator as to how much damage you will do with a weapon. No need to add anything, as that could easily take into account resistances.
The other problems of confusion can be fixed with a bit more detailed tool tips, and perhaps a general guide on damage types somewhere IN GAME. |
dzizur
Nos Nothi
201
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Posted - 2015.03.16 14:53:00 -
[40] - Quote
we're inventing new ways of tanking and modules based around living longer... yeah, because there's so much diversity in infantry modules.
EWAR - we got damps and precisions (dont get me started on range amps..) BIOTICS - running, stamina , melee and jump (funny how people got pissed about introducing a new and refreshing mechanic) DAMAGE - well.. nothing to see here, just GIMME MOAR DAMAGE mods (yeaaah, 4 types..) KING HP - 3 types of plates, armor reps, shield extenders, shield rechargers, shield regulators (and one more which I don't remember name)
I like the idea of having resistance modules, as it adds diversity, but don't you guys think there are other modules that would enrich gameplay than just "oh, lemme live longer" mods?
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Nocturnal Soul
Primordial Threat
5969
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Posted - 2015.03.16 14:56:00 -
[41] - Quote
dzizur wrote:we're inventing new ways of tanking and modules based around living longer... yeah, because there's so much diversity in infantry modules.
EWAR - we got damps and precisions (dont get me started on range amps..) BIOTICS - running, stamina , melee and jump (funny how people got pissed about introducing a new and refreshing mechanic) DAMAGE - well.. nothing to see here, just GIMME MOAR DAMAGE mods (yeaaah, 4 types..) KING HP - 3 types of plates, armor reps, shield extenders, shield rechargers, shield regulators (and one more which I don't remember name)
I like the idea of having resistance modules, as it adds diversity, but don't you guys think there are other modules that would enrich gameplay than just "oh, lemme live longer" mods?
Gotta start somewhere, why not here :D
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Vyuru
Algintal Core Gallente Federation
96
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Posted - 2015.03.16 14:57:00 -
[42] - Quote
Just tossing this out there, will let other's deal with the math and stuff.
You ought to consider two types of damage reduction modules, shield and armor.
I would suggest for shield damage reduction modules to be in the highs.
Armor damage reduction modules in the lows.
This lets both shield and armor tankers be able to participate in this, and this way people have to sacrifice ehp in order to balance out the -damage modules. Otherwise you will have an imbalance. |
Nocturnal Soul
Primordial Threat
5969
|
Posted - 2015.03.16 15:02:00 -
[43] - Quote
Vyuru wrote:Just tossing this out there, will let other's deal with the math and stuff.
You ought to consider two types of damage reduction modules, shield and armor.
I would suggest for shield damage reduction modules to be in the highs.
Armor damage reduction modules in the lows.
This lets both shield and armor tankers be able to participate in this, and this way people have to sacrifice ehp in order to balance out the -damage modules. Otherwise you will have an imbalance. Not trying to be a D but did you even read anything past the OP?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Avallo Kantor
519
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Posted - 2015.03.16 15:04:00 -
[44] - Quote
dzizur wrote:we're inventing new ways of tanking and modules based around living longer... yeah, because there's so much diversity in infantry modules.
EWAR - we got damps and precisions (dont get me started on range amps..) BIOTICS - running, stamina , melee and jump (funny how people got pissed about introducing a new and refreshing mechanic) DAMAGE - well.. nothing to see here, just GIMME MOAR DAMAGE mods (yeaaah, 4 types..) KING HP - 3 types of plates, armor reps, shield extenders, shield rechargers, shield regulators (and one more which I don't remember name)
I like the idea of having resistance modules, as it adds diversity, but don't you guys think there are other modules that would enrich gameplay than just "oh, lemme live longer" mods?
I'd argue we've spent too many iterations on decreasing TTK via various means, such as the Warbarge, damage buffs, making buffer mods less appealing, and even with more minor things like the 5MCC reward being a DAMAGE mod.
It's fine to have damage increases, but they need to be balanced with increases to survivability, which would lead to a longer TTK. A component of this game I am all for.
Also I would argue it's a false argument to say that there are other mods that could be added to enrich experience, as it does not impact the ability to add this module.
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Logi Bro
Brutor Vanguard Minmatar Republic
3492
|
Posted - 2015.03.16 16:13:00 -
[45] - Quote
CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)?
To, "throw out some ideas," I would start by saying that they shouldn't be damage specific. I know EvE does the whole explosive damage resist, laser damage resist, so on and so forth, having one specific resist mod for each damage type, but Dust has a far different meta, with no ammunition swaps or anything of the sort, so I don't think that would work out. There should just be the two categories: shield and armor.
I also don't think they should be passive. If you go passive, it is just essentially the same thing a plate/extender, just giving a flat increase to your eHP, and if you do that, then why not just equip the plates/extenders?
In the end, I would just say have them function exactly as the vehicle hardeners do. Armor gets longer duration, smaller effect, shields get shorter duration, greater effect. Increase in tiers just reduces cooldown/increases duration and doesn't affect the actual percentage reduced.
Just some numbers off the top of my head:
Basic Active Armor Hardener(AAH): Low slot 75% damage multiplier (-25% damage) 10s duration 30s cooldown 6 CPU 5 PG
Enh AAH Low 75% 12s Dur 28s CD 10 CPU 8 PG
Cmplx AAH Low 75% 15s Dur 25s CD 16 CPU 13 PG
Basic Active Shield Hardener(ASH): High slot 60% damage multiplier 5s duration 35s cooldown 25 CPU 2 PG
Enh ASH: high 60% 7s Dur 32s CD 40 CPU 5 PG
Cmplx ASH: high 60% 9s duration 30s CD 58 CPU 8 PG
Shields get short burst high power, armor gets decent duration and moderate power. Both have high fitting costs (for AAH, more PG than plates, but less CPU, for ASH, more CPU than extenders, but less PG)
SP Sinks? Fixed.
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duster 35000
Algintal Core Gallente Federation
410
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Posted - 2015.03.16 16:14:00 -
[46] - Quote
Avallo Kantor wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Hardeners based on each damage type, that reduce incoming damage by 10%, 20%, 25% per level. One for Shield, and Armor, with Shields being Highs, and Armor being lows. (They should not be able to be used without sacrificing the same spaces you use for buffer mods) And similar to how extender vs hardener mods work on vehicles: About 120% CPU than same level extender / plate, and 53% PG compared to same level extender / plate. That seems good, no longer will ScR instantly desttoy shields.
Molestia approved
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Sgt Kirk
Fatal Absolution Negative-Feedback
9946
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Posted - 2015.03.16 16:40:00 -
[47] - Quote
duster 35000 wrote:Avallo Kantor wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Hardeners based on each damage type, that reduce incoming damage by 10%, 20%, 25% per level. One for Shield, and Armor, with Shields being Highs, and Armor being lows. (They should not be able to be used without sacrificing the same spaces you use for buffer mods) And similar to how extender vs hardener mods work on vehicles: About 120% CPU than same level extender / plate, and 53% PG compared to same level extender / plate. That seems good, no longer will ScR instantly desttoy shields. You have to be careful with that though.
You know shields already have 20% resistance to explosives, while I'm all for making it even beefier we still have to think about balance so we really shouldn't add on another 25% to that 20% with infantry weapons.
Vehicle resist and infantry resist should not be implemented the same way. Vehicles have the luxury of being a bit easier to design while infantry will require a fine scapula to make things right with it.
I'll finish the rest of that document later tonight after work.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Avallo Kantor
520
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Posted - 2015.03.16 17:02:00 -
[48] - Quote
Sgt Kirk wrote:duster 35000 wrote:Avallo Kantor wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Hardeners based on each damage type, that reduce incoming damage by 10%, 20%, 25% per level. One for Shield, and Armor, with Shields being Highs, and Armor being lows. (They should not be able to be used without sacrificing the same spaces you use for buffer mods) And similar to how extender vs hardener mods work on vehicles: About 120% CPU than same level extender / plate, and 53% PG compared to same level extender / plate. That seems good, no longer will ScR instantly desttoy shields. You have to be careful with that though. You know shields already have 20% resistance to explosives, while I'm all for making it even beefier we still have to think about balance so we really shouldn't add on another 25% to that 20% with infantry weapons. Vehicle resist and infantry resist should not be implemented the same way. Vehicles have the luxury of being a bit easier to design while infantry will require a fine scapula to make things right with it. I'll finish the rest of that document later tonight after work.
That is a fair point. I would argue though that it is still sacrificing slots to further increase that advantage, instead of increasing other things such as resistance vs shields, or general hp.
Much like EVE, having a incredibly high resistance to one damage type is possible, but it leaves you vulnerable to other damage types. Going further, increasing the resistance to a damage type your tank type is already strong against may sound good on paper, but I would argue out in the field explosive users are already trying not to target shield tanks over armor tanks, as they already have the disadvantage.
Although to be fair, I do not think having a high resistance against only one damage type will be overly sought after mostly due to you'd be spending too much of your tank and resources on one specific damage type. I understand your concerns, but I think the inherent opportunity costs will resolve your issue, in addition to the fact that DUST (thanks to Rattati's balance efforts) sees a large variety of weapons fielded.
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Sgt Kirk
Fatal Absolution Negative-Feedback
9946
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Posted - 2015.03.16 17:35:00 -
[49] - Quote
You've a point.
At least for now a flat bonus amount may be the way to go just to test the waters.
So all Shield Amplifiers and Resistance plates will grant the same amount.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Avallo Kantor
520
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Posted - 2015.03.16 17:40:00 -
[50] - Quote
Sgt Kirk wrote:You've a point.
At least for now a flat bonus amount may be the way to go just to test the waters.
So all Shield Amplifiers and Resistance plates will grant the same amount.
That is an interesting idea, but the counterpoint to that would be what is the benefit of skilling up?
There would be no benefit to skilling up from basic -> proto. |
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Avallo Kantor
520
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Posted - 2015.03.16 17:46:00 -
[51] - Quote
Logi Bro wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? To, "throw out some ideas," I would start by saying that they shouldn't be damage specific. I know EvE does the whole explosive damage resist, laser damage resist, so on and so forth, having one specific resist mod for each damage type, but Dust has a far different meta, with no ammunition swaps or anything of the sort, so I don't think that would work out. There should just be the two categories: shield and armor. I also don't think they should be passive. If you go passive, it is just essentially the same thing a plate/extender, just giving a flat increase to your eHP, and if you do that, then why not just equip the plates/extenders? -SNIP-
I don't mean to try to shoot you down, but currently there is no model for "active infantry modules", and we are trying to argue within the constraints of the current game, without trying to add a totally new system.
Arguing for equipment also doesn't work, as the idea / spirit of these modules it that they would be an active choice between fitting resistance to a certain weapon vs buffer hp.
Your idea works well (and already exists) for vehicles, but I would argue that it has to be passive for infantry. (Due to lack of support / structure for active infantry mods)
If we accept that it has to be passive, we then also have to accept that they have to be damage-type specific. Why? Because if they were "omni-resists" then it would create a false choice. The issue becomes a math problem over an actual choice, because either the resistances or the pure hp would always trump in fitting X. In effect: one module gives a calculable EHP of X while the other gives a EHP of Y, and you need consider the mods no further past which one gives more.
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Sgt Kirk
Fatal Absolution Negative-Feedback
9948
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Posted - 2015.03.16 18:22:00 -
[52] - Quote
Avallo Kantor wrote:Sgt Kirk wrote:You've a point.
At least for now a flat bonus amount may be the way to go just to test the waters.
So all Shield Amplifiers and Resistance plates will grant the same amount. That is an interesting idea, but the counterpoint to that would be what is the benefit of skilling up? There would be no benefit to skilling up from basic -> proto. No I meant a flat bonus as in flat bonus for all modules of the same tier. The 15% 20% 25% idea proposed earlier in the thread.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Sgt Kirk
Fatal Absolution Negative-Feedback
9950
|
Posted - 2015.03.16 18:46:00 -
[53] - Quote
dzizur wrote:we're inventing new ways of tanking and modules based around living longer... yeah, because there's so much diversity in infantry modules.
EWAR - we got damps and precisions (dont get me started on range amps..) BIOTICS - running, stamina , melee and jump (funny how people got pissed about introducing a new and refreshing mechanic) DAMAGE - well.. nothing to see here, just GIMME MOAR DAMAGE mods (yeaaah, 4 types..) KING HP - 3 types of plates, armor reps, shield extenders, shield rechargers, shield regulators (and one more which I don't remember name)
I like the idea of having resistance modules, as it adds diversity, but don't you guys think there are other modules that would enrich gameplay than just "oh, lemme live longer" mods?
I think we could still do more with damage in the game.
What about add in modules that affect profiles slightly but for all weapons of the same type.
I.e. Minor Flux Explosive upgrade changes Explosives -20% 20% to -10% 20% Focused Crystal upgrade changes Laser profile from 20% -10% Electromagnetic Rounds for projectile weapons changes its profile from -15% 15% to -10% 15% Plasma expansion increase for Hybrid Plasma changes its profile from 10% -10% to 10% -5%
Or just have a damage mod that weapons of the same profile instead of weapon class.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Ghost Kaisar
Negative-Feedback
10649
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Posted - 2015.03.16 19:23:00 -
[54] - Quote
Sgt Kirk wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Me and True Adamance(if he even shows up) will be more than happy to give you some good in-depth numbers. People may not realize that something like this can't be a flat set bonus for all defenses and damage types, that would cause imbalance. Me and True will take theses things into consideration and will be back with good results.
I hope these come with Suit Capacitors (Or at least cooldowns)
Oh, and make sure to give me a biotic active mod too. Imagine burst sprinting in a Min Scout at 30 m/s
GOTTA GO FAST
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17690
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Posted - 2015.03.16 20:11:00 -
[55] - Quote
Ghost Kaisar wrote:Sgt Kirk wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Me and True Adamance(if he even shows up) will be more than happy to give you some good in-depth numbers. People may not realize that something like this can't be a flat set bonus for all defenses and damage types, that would cause imbalance. Me and True will take theses things into consideration and will be back with good results. I hope these come with Suit Capacitors (Or at least cooldowns) Also: I would love to see active module tanking on suit side as well. We have lots of passive mods for infantry, but it would be really cool to see active mods on infantry. For example: A shield booster would go a long way on a Cal Heavy, and the same for a heavy rep booster for a Gal Sent. Active Resist for an Amarr Heavy to tank HMG fire. Scouts could then have equipment or grenades that could sap suits "Capacitors" deactivating and draining all active mods. Logis could get a tool reduces cooldowns (Remote Capacitor). Even Cooler? Active Damage mods for when you gotta breach a room, or to put massive DPS on a vehicle. You would sacrifice overall HP or constant benefits for short, powerful bursts of HP or Damage (or Rep). Benefit of this tanking is the extra power gained in bursts would make you difficult to fight in cycle, but susceptible to flanking when off cycle (or even being forced to attack/defend in cycles.) I also want my Biotic Booster mods. Sprint at 30 m/s in a Min Scout GOTTA GO FAST
Active modules would be tough to do....perhaps just let us try for the passives. I'll need Kirk to run me through his thinking in the spread sheet and we can go from there.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Ghost Kaisar
Negative-Feedback
10651
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Posted - 2015.03.16 20:30:00 -
[56] - Quote
True Adamance wrote:Ghost Kaisar wrote:Sgt Kirk wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Me and True Adamance(if he even shows up) will be more than happy to give you some good in-depth numbers. People may not realize that something like this can't be a flat set bonus for all defenses and damage types, that would cause imbalance. Me and True will take theses things into consideration and will be back with good results. I hope these come with Suit Capacitors (Or at least cooldowns) Also: I would love to see active module tanking on suit side as well. We have lots of passive mods for infantry, but it would be really cool to see active mods on infantry. For example: A shield booster would go a long way on a Cal Heavy, and the same for a heavy rep booster for a Gal Sent. Active Resist for an Amarr Heavy to tank HMG fire. Scouts could then have equipment or grenades that could sap suits "Capacitors" deactivating and draining all active mods. Logis could get a tool reduces cooldowns (Remote Capacitor). Even Cooler? Active Damage mods for when you gotta breach a room, or to put massive DPS on a vehicle. You would sacrifice overall HP or constant benefits for short, powerful bursts of HP or Damage (or Rep). Benefit of this tanking is the extra power gained in bursts would make you difficult to fight in cycle, but susceptible to flanking when off cycle (or even being forced to attack/defend in cycles.) I also want my Biotic Booster mods. Sprint at 30 m/s in a Min Scout GOTTA GO FAST Active modules would be tough to do....perhaps just let us try for the passives. I'll need Kirk to run me through his thinking in the spread sheet and we can go from there.
I like to dream big.
Passive resist modules will open the door for more module tomfoolery. If you ever want a third opinion, hit me up on skype.
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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WeapondigitX V7
The Exemplars
282
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Posted - 2015.03.16 21:34:00 -
[57] - Quote
Fizzer XCIV wrote:WeapondigitX V7 wrote:Avallo Kantor wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Hardeners based on each damage type, that reduce incoming damage by 10%, 20%, 25% per level. One for Shield, and Armor, with Shields being Highs, and Armor being lows. (They should not be able to be used without sacrificing the same spaces you use for buffer mods) And similar to how extender vs hardener mods work on vehicles: About 120% CPU than same level extender / plate, and 53% PG compared to same level extender / plate. -snip- If they are only going to work against a single damage type, they should be passives. If they reduce all damage, they should be active. Reason being that you can't really anticipate what weapon you will come across next, the majority of the time. By the time you know what weapon you are fighting next, it is usually to late to worry about activating a module, as you are likely fighting the weapon already. Also, like Ratatti said "anti-FotM"... I would set modules like these at 15/20/25% passive resistances at all times against each damage type. Make them a little easier to fit than standard HP mods (since they won't be nearly as effective overall for 80% of the weapons you'll face)... Probably about the fitting read of Ferroscales/Reactives. Resistance mods that just reduce all incoming damage by a set percentage however, should definitely be actives. With mods like they you don't have to worry about what you'll be fighting only when you'll be fighting. I'm actually not sure how these should be balanced, really. At what HP level should they become more effective than HP mods? Should they stack? If so, should they have stacking penalties? How long should they last? A single 1v1 or a full firefight?
If they are active and reduce all damage by a %, and can or can not be stacked, they would also be able to reliably be used as defensive modules to counter a ambush, assassination from behind if the assassin uses weapons like rifles or massdrivers. It is already possible to be hit/ambushed from behind and turn around and kill your opponent if the gear difference is large enough, and the assassin is only moderately good at aiming. With active hardening mods it would be much easier to do that if your hardener reduced all damage.
If active hardeners only affected 1 damage type, this would be less of an issue, because you sometimes cant tell what weapon your assassin is using when he is firing from behind you at a large distance.
You could however create active hardener modules that reduced all damage by a % but with a large activation delay, such as 3 seconds, this would limit those modules to being used during well planned attacks, when entering hotspots before the anticipated assassin comes, or when you burst out of cover to attack an enemy in a firefight that is also close to you behind cover. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17696
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Posted - 2015.03.16 21:49:00 -
[58] - Quote
WeapondigitX V7 wrote:Fizzer XCIV wrote:WeapondigitX V7 wrote:Avallo Kantor wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Hardeners based on each damage type, that reduce incoming damage by 10%, 20%, 25% per level. One for Shield, and Armor, with Shields being Highs, and Armor being lows. (They should not be able to be used without sacrificing the same spaces you use for buffer mods) And similar to how extender vs hardener mods work on vehicles: About 120% CPU than same level extender / plate, and 53% PG compared to same level extender / plate. -snip- If they are only going to work against a single damage type, they should be passives. If they reduce all damage, they should be active. Reason being that you can't really anticipate what weapon you will come across next, the majority of the time. By the time you know what weapon you are fighting next, it is usually to late to worry about activating a module, as you are likely fighting the weapon already. Also, like Ratatti said "anti-FotM"... I would set modules like these at 15/20/25% passive resistances at all times against each damage type. Make them a little easier to fit than standard HP mods (since they won't be nearly as effective overall for 80% of the weapons you'll face)... Probably about the fitting read of Ferroscales/Reactives. Resistance mods that just reduce all incoming damage by a set percentage however, should definitely be actives. With mods like they you don't have to worry about what you'll be fighting only when you'll be fighting. I'm actually not sure how these should be balanced, really. At what HP level should they become more effective than HP mods? Should they stack? If so, should they have stacking penalties? How long should they last? A single 1v1 or a full firefight? If they are active and reduce all damage by a %, and can or can not be stacked, they would also be able to reliably be used as defensive modules to counter a ambush, assassination from behind if the assassin uses weapons like rifles or massdrivers. It is already possible to be hit/ambushed from behind and turn around and kill your opponent if the gear difference is large enough, and the assassin is only moderately good at aiming. With active hardening mods it would be much easier to do that if your hardener reduced all damage. If active hardeners only affected 1 damage type, this would be less of an issue, because you sometimes cant tell what weapon your assassin is using when he is firing from behind you at a large distance. You could however create active hardener modules that reduced all damage by a % but with a large activation delay, such as 3 seconds, this would limit those modules to being used during well planned attacks, when entering hotspots before the anticipated assassin comes, or when you burst out of cover to attack an enemy in a firefight that is also close to you behind cover.
They will not be active by all accounts Kirk is not looking into presenting active modules and at this point nor should he.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Nocturnal Soul
Primordial Threat
5971
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Posted - 2015.03.16 22:03:00 -
[59] - Quote
Agreed
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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One Eyed King
Nos Nothi
8591
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Posted - 2015.03.16 22:12:00 -
[60] - Quote
I say if you want to make mods resistant to Shield destroying weaponry, they should be HS items.
If you want to do the same with Armor, they should be LS items.
This way choices and sacrifices have to be made.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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