Ghost Kaisar
Fatal Absolution Negative-Feedback
11086
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Posted - 2015.05.17 03:52:00 -
[1] - Quote
I like this plan that Aero has put in place, but I think its missing the heart of the matter.
Minmatar suits typically have slightly less HP than Amarr, but primarily Speed tank or dual tank the suit. Since Amarr can only armor tank, this makes them faster overall when compared to the amarr.
Now, the Amarr could DEFINITELY use a speed boost. They feel slow and clunky, the Amarr Scout and Assault in particular. These suits definitely need a boost in speed. Normalizing speed across the suits also is a great fix.
However, you will find that Minmatar suits will STILL be faster overall. Why?
Stamina Regen. Stamina regen is AMAZING on all Min suits, letting them use their high speed to the utmost advantage, able to sprint without reservation due to regen speed. This is something that I believe is the CORE of the Minmatar suit, rapid mobility.
Now, compare to the Amarr. They have higher than average stamina tanks, but they really can't use it because of their low speed. Using a stamina mod really makes it shine, but it really hurts their tank.
Hence why I have a slightly different idea.
Try this idea:
1.) Normalize speed/health like you have.
2.) WIDEN the gap. Give the Amarr more health and less speed, the Minmatar more speed and less health.
3.) NERF Minmatar stamina pool. Gal/Cal are baseline, normalize stamina. Widen gap, make minmatar have less overall stamina, resulting in short bursts of speed or jumps. To make up, they have higher than average regen.
4.) BUFF Amarr stamina pool. Once again, like above. They would have significantly more tank, but lower regen.
WHY DO I SAY THIS?
In all honesty, my biggest fear with your changes Aero is the fact that HP >> Speed. Normalizing with such a small gap seems like it would kill off the Minmatar suits, as the difference in speed wouldn't be worth the HP tradeoff.
By offering extremes, It will help preserve the feel of the suit on both sides, with Amarr feeling tanky and powerful, and the Minmatar feeling fragile and mobile. Since we still normalized the progression, the HP/Speed tradeoff would still be addressed, although there would still be overlap between the suits. The Min Assault would still be faster than the Amarr Scout, but the HP tradeoff would be more significant.
Ideally (to me), a full fit Amarr scout should be slightly less tanky than a Min Assault, but with better regen. Speed disparity is addressed via stamina system. Min Assault might regen fast, but an Amarr scout would still have scout levels of regen, combined with a higher overall tank of stamina. This results in the Amarr scout having a better stamina system to support its slightly lower speed.
Now, I haven't done any math, but I'll try to type something up later this week.
TL;DR
Normalize speed/hp differences, but then widen the gap to maintain sizable racial differences. Do the same to stamina pool and regen.
Ideally, the HP and Speed tradeoff will make up for the enroaching of roles. Min Assault would be faster than a Amarr Scout, but the Amarr would be better damped, only a bit less tanky, and have a better stamina system due to light frame stamina class.
Should address role speed/hp disparity while maintaining racial feels.
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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