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Thread Statistics | Show CCP posts - 4 post(s) |
IAmDuncanIdaho II
Nos Nothi
2350
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Posted - 2015.05.14 17:00:00 -
[1] - Quote
Disclosure: my favourite fitting is Min Scout with knives, and I speed tank it whenever I can.
I do not like the idea of reducing the MinScout's speed. It's one of its advantages for closing the distance before its prey notices via EWAR inner ring. That and simply going fast.
I think you may kill the Minja with these suggestions.
On a broader note, why make changes that make suits less diverse? I would much prefer to see a wider range of speeds per class-role, so maybe your discounted idea of not changing HP should be revisited?
I wouldn't like to see less diversity because of a theoretical (and perhaps it would too be borne out in discussions) resistance to making changes one way over another. Doesn't the longer-term application of this logic bring us to every suit being almost the same? Let's not do that. |
IAmDuncanIdaho II
Nos Nothi
2350
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Posted - 2015.05.14 18:21:00 -
[2] - Quote
Aero Yassavi wrote:IAmDuncanIdaho II wrote:Disclosure: my favourite fitting is Min Scout with knives, and I speed tank it whenever I can.
I do not like the idea of reducing the MinScout's speed. It's one of its advantages for closing the distance before its prey notices via EWAR inner ring. That and simply going fast.
I think you may kill the Minja with these suggestions.
On a broader note, why make changes that make suits less diverse? I would much prefer to see a wider range of speeds per class-role, so maybe your discounted idea of not changing HP should be revisited?
I wouldn't like to see less diversity because of a theoretical (and perhaps it would too be borne out in discussions) resistance to making changes one way over another. Doesn't the longer-term application of this logic bring us to every suit being almost the same? Let's not do that. Would you be ok with giving Amarr more HP and Minmatar less HP (even the min scout) in favor of retaining current speed values? Because currently the mix of speed and HP is not balanced as I detailed.
Yes I would, I agree with fixing the progression, but I would like to see it done whilst retaining or even increasing diversity. It would be nice if speed-tanking was a little more viable, but I will take the hit to HP instead of speed gladly.
[edit]
Also what Kaeru above me said - this makes a lot of sense if it's an alternative. |
IAmDuncanIdaho II
Nos Nothi
2350
|
Posted - 2015.05.14 19:22:00 -
[3] - Quote
The more I think about these normalisation ideas, the more I wonder if it's just to make the numbers symmetrical and it actually won't achieve better balance. I think I-Shayz-I may be talking about a similar thing.
Not really sure you can debit and credit base units of speed and HP in a linear fashion and say "there, that must be balanced because the figures are balanced".
So again, I would draw you to Kaeru's post.
Kaeru Nayiri wrote: I also want to point out that Rattati's old model of making speed and HP inversely proportionate seems perfect to me. In such a system anything that increases health could potentially have an effect on speed. If it worked like that, the base stats wouldn't matter so much and the very concept of speed vs health becomes a player choice rather than a suit design.
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IAmDuncanIdaho II
Nos Nothi
2353
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Posted - 2015.05.15 07:36:00 -
[4] - Quote
Aero Yassavi wrote:IAmDuncanIdaho II wrote:The more I think about these normalisation ideas, the more I wonder if it's just to make the numbers symmetrical and it actually won't achieve better balance. I think I-Shayz-I may be talking about a similar thing. Not really sure you can debit and credit base units of speed and HP in a linear fashion and say "there, that must be balanced because the figures are balanced". So again, I would draw you to Kaeru's post. Kaeru Nayiri wrote: I also want to point out that Rattati's old model of making speed and HP inversely proportionate seems perfect to me. In such a system anything that increases health could potentially have an effect on speed. If it worked like that, the base stats wouldn't matter so much and the very concept of speed vs health becomes a player choice rather than a suit design.
Though surely you can see how giving the Amarr sentinel +45 HP and -0.20 speed isn't the same as giving the Amarr scout +30 HP and -0.20 speed
Not sure I follow, either I didn't explain what I meant well enough or I've not read / understood an earlier post. Obviously your HP adjustments in your example there are different....
Not sure if saying this will help here...put it this way - I don't think speed-tanking works, at least not as well as it should. So if you must take away a unit of HP for every unit of speed you add, to keep balance, then the increased speed must increase survivability by the same amount of HP that you took away.
I do not think this plays out on the field like this. Whilst the numbers themselves will balance perfectly and be symmetrical, the gameplay may not reflect this.
I hope that made sense.
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