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SalvadorSlX7
Storm Wind Strikeforce Caldari State
1
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Posted - 2015.03.27 18:16:00 -
[1] - Quote
First off I would like to say, this is the first post I have ever made, so please go easy on me if you can, now on to business as you can guess from the subject I think the game needs to change, not for me but for everyone else as it is now the game is set to benefit the old player a little to much and new players come in only to be disappointed, frustrated and eventually throwing the controller at the wall because how unbalanced the game is and not knowing what to do because there aren't clear instruction on how the game works, now I am gonna make a list of things that need to change and some ideas to make the game more fun now here i go.
Changes 1. Shield extenders need a buff to the amount of hp it give the players so my guess is 10 to 20 (as well icrease delay by 1.5 to balance out the increase) increase would be ideal as it makes it so that people that wanna play caldari can play with that suit early on with so here are the stats and how the change would affect the extenders: Basic 33 to 43 or 53 + 10% = 47.3 or 58.3 4.5 Advance 50 to 60 or 70 + 10% = 66 or 77 5.5 Prototype 66 to 76 or 86 + 10% = 83.6 or 94.6 8.5
2. Caldari suits need to change starting with medium suit it's hp caldari suit has a S210/A120 Basic frame base and a Assault S275/A155 base and Logistic S180/90A base. so my idea is to change it to this:
S/A=Shield/Armor. RD/DD=Recharge Delay/Depleted Delay. AR= Armor rep. MS/SS=Move Speed Sprint Speed. RR=Recharge Rate. Medium Suits Basic HP S315/A90 Delay RD4/DD8 Assault HP S415/A125 Delay RD4/DD8 Logisitc HP S295/A60 Delay RD3/DD8
Light Suits Basic S190/A40. RD2/5DD. Scout S190/A70. RD2/5DD.
Heavy Suits Basic S615\A260. MS4.05/SS5.59SS RD2/8DD Sentinel S705/A 260 RD2/8DD Commando S515\A160 MS4.15/SS5.77 RD4/8DD
3. Shield Threshold. Now you might have noticed the recharge delay being too low and too high that because i was thinking those stats with the idea of having a shield thresholds system and what it does is the shield will need to take a certain amount of hits before it gets the recharge to reset (via module) caldari having the highest shield threshold base, i don't know what would be the best base for cal but i would guess 2 or 3. 4.weapon blancing i will do this in order
Light AR Dmg 33.7 RoF 850 SR higher criticals if im correct the sniper rifle has 2.75 crit increase it to 4,6 or 8 if it isnt 2.75 then someone please correct me if im wrong SL add a no lock on vers. and decrease the lock on time for the std variant MD Balanced LR Balanced Shotgun decrease its range SCR the std variant needs to have a fire lock so it only shoots once you reach 15% charge this way no spamming shots cause seriously i was playing militia and i killed a proto heavy in 1 burst also a dmg buff to 85 or 95 to balance out the change Also add more variant PC Balanced CR the std version can go many ways here are some ideas on how it can be balanced have a burst delay, decrease its dmg to 24 or 23, decrease its ammo cap or decrease its range RR this weapon needs a buff my sugestion is to decrease it's charge up time to make it more viable like the std variant could have a CUTime of 0.20s, and the Assault 36 dmg, CUtime 0.05s ,700 RoF. Also add more variant like a burst and tactical
Sidearm's Smg Balanced SP increase its dmg a bit only the assault and std breach is good NK Balanced FP Balanced add a one that shoots 2 shots at once why because why not BP decrease its dmg back to 115 and increase the mag back to 8 also add more variants like assault and burst MSmg decrease its charge time so it becomes more viable my sugestion is lower than .05s also add more variant IP Balanced also add more variant
Also add AV to side arms
Heavy weapons Add a gatling laser or a shoulder mounted heavy laser cannon Hmg increase its dmg lower the horizantal look speed forge since i don't use it prob means that it needs a dmg buff
Militia and Standard weapons Unlock all variants so new player can know what they want to use and dont have invest a imense amount of skill points early on
Vehicles
Lav's Cal make it faster make it live less Gal make it slower make it live longer
Dropships Cal make it turn faster Gal make it turn slower
Hav Make them have more shields and armor and slow them down a lot, i know that todays tank are fast and hard to destroy (in the real world) but for game purposes tank should only go fast in this game when you use fuel injector tanks should be more focused on regaining their defenses or having really high defenses then poping in and out of the battle that doesnt make for good gameplay having a high powered tank that can zoom in and out of battle making destroying it just frustrating instead of challenging , also the main gun should have 2 modes a anti tank mode and a anti personnel mode and the rail turret should be semi auto.
Please tell me if something wrong cause i would love some feedback |
Adipem Nothi
Nos Nothi
8353
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Posted - 2015.03.27 18:53:00 -
[2] - Quote
SalvadorSlX7 wrote: Please tell me if something wrong cause i would love some feedback
Good on you for sticking it out and coming to the Forums with your grievances and ideas. o7
PS: Shotgun optimal range is presently < 5m; I suspect it'd be a bad idea to further reduce this range. Checkout www.protofits.com for a breakdown of weapon stats and ranges.
Shoot scout with yes.
- Ripley Riley
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SalvadorSlX7
Storm Wind Strikeforce Caldari State
3
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Posted - 2015.03.28 11:52:00 -
[3] - Quote
Adipem Nothi wrote:SalvadorSlX7 wrote: Please tell me if something wrong cause i would love some feedback
Good on you for sticking it out and coming to the Forums with your grievances and ideas. o7 Feedback: Shotgun optimal range is presently < 5m; I suspect it'd be a bad idea to further reduce this range. Checkout www.protofits.com for a breakdown of weapon stats and ranges. Question: If you believe that Shield Extenders are inferior to Armor Plates, why not nerf Armor Plates rather than buffing Shields? Hitpoint levels have literally doubled over the past couple years on account of small increases here and there (this is referred to as HP Creep).
Thnx, that a good idea, but the reason i want the health on shields to be high is so that the game can be more skilled based but i guess that isn't gonna work since prototype and other factors, but regardless this is why i made this post i may have played this game for a long time but i barely know anything so if someone can change my mind i will be okay with the changes since i can then get a better perspective of others view of the game, but still a better cal suit would be great and shield threshold and armor threshold. My mind has change so an armor down could be another alternative. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7732
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Posted - 2015.03.28 14:27:00 -
[4] - Quote
Before I weigh in, has anyone fully explained to you the intended difference between shields and armor before you posted? There is an intent and reason behind the armor and shield HP difference.
Has anyone fully explained damage profiles?
AV
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SalvadorSlX7
Storm Wind Strikeforce Caldari State
4
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Posted - 2015.03.28 15:05:00 -
[5] - Quote
Update 1.1 Changes 1.Shield extenders update No increase in HP of shield extender but instead to add a mechanic, shields should have a damage threshold to block that blocks minimal dmg or high dmg depending on the dmg types and thrershold. I noticed while playing around with suit if the shield extenders where buffed they would become broken so instead we should add this mechanic. Also should shield extenders be % based instead of flat or should there be such a variant that does that what do you think? 2.Caldari suits Update In my first post i said caldari suits should change to benefit shields(or so i believe tell me what you think) and i still do but i also added some other stuff to the pot without thinking so now I thought things through and decided to add these ideas to the suit armor and shield distribution. As we look at the caldari suits it's nothing more than a shittier version of the gallente suit and theres no real benefit to the suit other than i can jump 50 feet into the air and shotgun a b*tch so below you can see defaul values and the new ones. tell me what you think it really helps out. Medium Vanilla Basic S210/A120 Skilled in is S262/A150 Assault S275/A155 Skilled in is S343/A193 Logistic S180/90A Skilled in is S225/A112
Old idea Basic HP S315/A90 Skilled in is S393/A112 Assault HP S415/A125 Skilled in is S518/A156 <-obviously this is broken Logisitc HP S295/A60 Skilled in is S368/A75
New idea Basic S260/A70 Skilled in is S356/A87 Assault S315/A115 Skilled in is S393/A145 Logistic S210/60A Skilled in is S262/A75
Light Vanilla Basic S130/A70 Scout S130/A70
Old idea Basic S190/A40 Scout S190/A70
New idea Basic S160/A40 Skilled in is S200/A50 Scout S160/A40 Skilled in is S200/A50
Heavy Vanilla Basic S446/A390 Sentinel S525/A390 Commando S400/A250
Old idea Heavy Suits Basic S615\A260 Sentinel S705/A260 Commando S515\A160
New idea Basic S566/A270 Skilled in is S707/A337 Sentinel S705/A210 Skilled in is S881/262A Commando S400/A250
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SalvadorSlX7
Storm Wind Strikeforce Caldari State
4
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Posted - 2015.03.28 17:28:00 -
[6] - Quote
Update 1.2 Weapons Most weapons today are nearly balanced with only a few exeptions being that proficiency needs to be removed or replaced.
Light Scrambler rifle the problem with the scrambler rifle is not the dmg that it does but the burst DPS that it has and the abuse of it by players that we all call try hards this weapon is a royal pain in the ass and needs to change right now i would say make it have a charge requirement(10 to 20% charge to fire) to fire so people don't spam it and raise its dmg to 85, lower the mag to 20 and increase its range and done.
Combat rifle the combat t rifle is a DPS weapon that could be considered the god weapon of today do to its 3k dmg per clip that can be expended in 1 second without a turbo controller. There are many ways to balance this weapon and il list a few if not all: lower its dmg to 23 or 24, lower its magazine size to 42, increase the dmg reduction against shields or lower its critical hit. actually i think that all the ways you can balance it since if i had to pic i would lower the mag size and decrease the dmg to 25 that would decrease the DPS by a few.
Rail rifle Decrease charge up, increase dmg, make the scope rounded instead of square, improve accuracy.
Assault rail rifle decrease dmg, lower charge up, increase RoF decrease accuracy, add a holo-sight if possible.
Assault rifle increase RoF, Slight increase in dmg Sidearm
Bolt pistol Easy fix lower the dmg to 115 increase mag to 8 it was perfectly balanced when it first came in there was no reason to change it you took a good weapon and ruined also make it semi auto and lower the charge up time to make it more viable in multi-range combat.
Magsec decrease the charge up, increase RoF, lower dmg, increase range. DONE!
Grenades Increase throw distance |
SalvadorSlX7
Storm Wind Strikeforce Caldari State
4
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Posted - 2015.03.28 18:00:00 -
[7] - Quote
Update 1.3 Militia and new player i believe there should be 4 primary suits for new players 2 medium 1 light and 1 heavy with infinite uses and named: Arbiter, Artificer, Enforcer and Sentinel. Medic suit is the best suit right now and nobody touches the other suits accept av cause tanks so for this i have a remedy weak but capable suits that sacrifice a lot to gain much more this will help out new players a lot in many ways
Arbiter suit focused on mobility and having high hack speed and low hp used only to sneak around with a militia cloak field with a 10s duration 15s recharge time uses only a shotgun and race specific pistol.
Artificer Suit focused on support only play carrying a total 3 nano-hives(r) 2 max active , nanite injector, low defense and only 1 sidearm slot with a race specific pistol this suit is not meant to get any kill its only meant to boost players war point.
Enforcer Suit focused on high DPS, Balanced Health, mobility, comes with nano-hives, nanite injector and 1 light slot no sidearms, locus grenades and a passive 5% dmg increase.
Sentinel High HP DMG reduction and a specialized H mg with a higher magazine cap with no side arm slot slower than normal heavies and 1kHP.
AV should be more mobility focused so that you can catch tanks you don't need health when you hunt an Attack vehicle you just need AV.
Note: this is just an idea there's probably better rigs and probably better ideas to help out new players. |
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