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nelo kazuma
THE LAST H0PE. RUST415
174
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Posted - 2015.05.14 15:10:00 -
[31] - Quote
You forgot to factor in the mins stamina recovery. That and its movement and running speed are major factors when even considering any changes. Amar should be slower since armor plating is a higher resistant hp I agree their. which is why they get more stamina to suit to make up for that.
In my opinion no suit should have any kinda of movement speed bonus so until that is taken from minmattars they should not see an increase in speed whatsoever to sprint. Gal and cal should be equal so according to your numbers your are correct there. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9832
|
Posted - 2015.05.14 15:35:00 -
[32] - Quote
nelo kazuma wrote:You forgot to factor in the mins stamina recovery. That and its movement and running speed are major factors when even considering any changes. Amar should be slower since armor plating is a higher resistant hp I agree their. which is why they get more stamina to suit to make up for that.
In my opinion no suit should have any kinda of movement speed bonus so until that is taken from minmattars they should not see an increase in speed whatsoever to sprint. Gal and cal should be equal so according to your numbers your are correct there. I'm suggesting lowering Minmatar speed, there better stamina stats only increase the imbalance. Amarr getting more stamina is of no counter benefit as the other suits still go much farther and quicker in one full stamina sprint than Amarr. Again, the 30 extra hp isn't worth the high percentage movement speed penalty that losing 0.20 m/s creates.
Amarr are the good guys
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Avallo Kantor
638
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Posted - 2015.05.14 16:07:00 -
[33] - Quote
CCP Rattati wrote:DeathwindRising wrote:
Well I'll ask a couple questions. What's the benefit in having the same slot layout across all tiers vs only having one dropsuit with one slot layout?
Does a standard suit count as a separate suit vs an advance or prototype suit? Meaning are three unique caldari assault suits each with different slot layouts and they all go into memory and get loaded when needed or is there one unique caldari assault suit that gets loaded with different settings?
I'm asking this because depending on your answer, wouldn't tiercide provide a performance boost and free up resources?
No, as they still need to exist as 3 different entities, due to different PG/CPU capacity.
I know quite a few other people are throwing out suggestions, but if I may throw an idea into the ring:
Why not just have a 'powercore' module that is of basic / adv / proto levels?
Basically you have one suit: at militia values of CPU / PG, then each powercore (costing the difference between a militia suit and the target level suit) just gives a flat + PG / + CPU equal to the difference between the tiers?
This way, with one module, you can have the existing progression system as is, but reduce each racial suit / type down to one model?
[Edit:] In case it wasn't clear the powercore module would be a unique slot, much like the SKIN slot. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9837
|
Posted - 2015.05.14 16:30:00 -
[34] - Quote
Avallo Kantor wrote:CCP Rattati wrote:DeathwindRising wrote:
Well I'll ask a couple questions. What's the benefit in having the same slot layout across all tiers vs only having one dropsuit with one slot layout?
Does a standard suit count as a separate suit vs an advance or prototype suit? Meaning are three unique caldari assault suits each with different slot layouts and they all go into memory and get loaded when needed or is there one unique caldari assault suit that gets loaded with different settings?
I'm asking this because depending on your answer, wouldn't tiercide provide a performance boost and free up resources?
No, as they still need to exist as 3 different entities, due to different PG/CPU capacity. I know quite a few other people are throwing out suggestions, but if I may throw an idea into the ring: Why not just have a 'powercore' module that is of basic / adv / proto levels? Basically you have one suit: at militia values of CPU / PG, then each powercore (costing the difference between a militia suit and the target level suit) just gives a flat + PG / + CPU equal to the difference between the tiers? This way, with one module, you can have the existing progression system as is, but reduce each racial suit / type down to one model? [Edit:] In case it wasn't clear the powercore module would be a unique slot, much like the SKIN slot. this is pretty clever
Amarr are the good guys
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Black Eagle495
Brutor Vanguard Minmatar Republic
13
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Posted - 2015.05.14 16:57:00 -
[35] - Quote
DeathwindRising wrote:Breakin Stuff wrote:CCP Rattati wrote:
No, as they still need to exist as 3 different entities, due to different PG/CPU capacity.
Why not fold the PG/CPU capacity into the dropsuit skills rather than tiering the suits? IE divide the difference between STD and PRO by 5 and add that amount at each amarr assault or min sentinel or whatever. Accomplishes the same thing without having to keep the additional database clutter or price tiering i like the way youre keeping it simple. honestly just adding one extra skill to each category would do it. shield and armor optimization skills would reduce fitting cost by 5% per level as an example yes?
I like the ideas mentioned above because this would remove 64 suits from the game (performance boost?) which would give room for cooler things than adv. or pro. This could help with that post level 5 content Rattati is always talking about. for example we could have Pirate/corporation dropsuits (ishokune Cal Ass. Boundless Min Ass. ect.) that could be regular role suit with thier resources rearranged (same number of slots, total hp, speed to hp ratio, pg to cpu ratio ect) kinda like we have with weapons. Everything gained would come at a loss of something else.
Like the boundless Min assualt could sacrifice good chunk of armor and innate dropsuit armor reps for higher shield recharge rates/delays with more high slot and less low slots (just an example not idea). |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9839
|
Posted - 2015.05.14 16:59:00 -
[36] - Quote
CCP Rattati wrote:Another thing that can be done, or two actually, are faction fitting bonuses, i really like them because they can be seen like a mini wow set bonus, and more efficacy bonuses.
This is also all in relation to our work on an improved progression design. What if SKINs referenced your skill level in that suits role skill applied an mini bonus like that? This way you could add extra value to the SKINs while also opening up more interesting avenues such as pirate themed bonuses.
Blood Raider skins could provide bonuses in reducing recharge time on equipment and mods within a set range (neutralize recharge of cloaks, scanners, vehicle active mods). Perhaps use scan range for set ranges and degrees.
Guristas skins could provide shield resistance bonuses
Serpentis skins could reduce enemies movement speed. Again, perhaps use scan range for set ranges and degrees.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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IAmDuncanIdaho II
Nos Nothi
2350
|
Posted - 2015.05.14 17:00:00 -
[37] - 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. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9840
|
Posted - 2015.05.14 17:10:00 -
[38] - Quote
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.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1564
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Posted - 2015.05.14 17:14:00 -
[39] - Quote
Avallo Kantor wrote:CCP Rattati wrote:DeathwindRising wrote:
Well I'll ask a couple questions. What's the benefit in having the same slot layout across all tiers vs only having one dropsuit with one slot layout?
Does a standard suit count as a separate suit vs an advance or prototype suit? Meaning are three unique caldari assault suits each with different slot layouts and they all go into memory and get loaded when needed or is there one unique caldari assault suit that gets loaded with different settings?
I'm asking this because depending on your answer, wouldn't tiercide provide a performance boost and free up resources?
No, as they still need to exist as 3 different entities, due to different PG/CPU capacity. I know quite a few other people are throwing out suggestions, but if I may throw an idea into the ring: Why not just have a 'powercore' module that is of basic / adv / proto levels? Basically you have one suit: at militia values of CPU / PG, then each powercore (costing the difference between a militia suit and the target level suit) just gives a flat + PG / + CPU equal to the difference between the tiers? This way, with one module, you can have the existing progression system as is, but reduce each racial suit / type down to one model? [Edit:] In case it wasn't clear the powercore module would be a unique slot, much like the SKIN slot.
This is a good idea and maybe the simplest. I also like how with this it would be easy to change the suit power by just changing a module instead of as it is now you have to create an entirely new fitting and refit with all the same stuff sometimes.
Overlord of Broman
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I-Shayz-I
I----------I
5599
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Posted - 2015.05.14 17:17:00 -
[40] - Quote
It's a good idea as long as minmatar and amarr suits have large enough speed differences.
Overlaps are bad, but a 1% difference is tiny in comparison to the 3-5% we have currently.
I personally prefer diversity, even if it is more logical to use armor/speed ratios (i.e. letting the amarr logi keep the sidearm instead of giving it the same equipment layout as the gallente)
But yes, essentially CCP pulled these numbers out of their ass quickly, and these are some of the finer details we can start looking at now that a lot of other issues have been fixed.
One final thing to note is that Assault and Logi speeds may be swapped here within the next few months. Just something to consider.
7162 wp with a Repair Tool!
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1564
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Posted - 2015.05.14 17:17:00 -
[41] - Quote
DeathwindRising wrote:CCP Rattati wrote:
No, as they still need to exist as 3 different entities, due to different PG/CPU capacity.
three different suits to represent player progression yes? then there's another way of handling the pg/cpu. use the prototype suit slot layout, with an advance suit pg/cpu fitting (this is just an example for simplicity). then adding fittiing optimization skills for pretty much every module category. Shield extender optimization would decrease pg use of shield extenders, shield recharger optimaztion would decrease cpu use for examples. increasing these optimization skills would free up or make more efficient use of slots in terms of fitting resources. In other words, imagine the rail rifle optimization skill, when at level 5, reduced the fitting requirements of a proto rail rifle down to the advance version allowing you to fit on to the suit with ease. This does a bunch of things. 1. player progression is tied to skill investment 2. less dropsuits 3. dropsuits become more versatile through skill investment 4. Its alot easier to balance. instead of balancing 12 assault suits of varying power levels, you need only balance 4 suits. This is good because some suits at standard level are barely viable where the same suit at proto is much more effective because of its increased slot layout. for example, caldari assault at standard offers a 3 second shield delay at max skills, where a proto variant offers a 1.60 second shield delay only possible through multiple low slots that the standard variant doesnt have. did this make sense?
A good idea as well. This thread had some great ideas to pull from Rattati. Hopefully we see this in the future.
Overlord of Broman
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9840
|
Posted - 2015.05.14 17:22:00 -
[42] - Quote
I-Shayz-I wrote:It's a good idea as long as minmatar and amarr suits have large enough speed differences.
Overlaps are bad, but a 1% difference is tiny in comparison to the 3-5% we have currently.
I personally prefer diversity, even if it is more logical to use armor/speed ratios (i.e. letting the amarr logi keep the sidearm instead of giving it the same equipment layout as the gallente)
But yes, essentially CCP pulled these numbers out of their ass quickly, and these are some of the finer details we can start looking at now that a lot of other issues have been fixed.
One final thing to note is that Assault and Logi speeds may be swapped here within the next few months. Just something to consider. Again, if you want to keep these more drastic speed differences would you be ok with mute drastic hp differences opposed to +-30 HP?
I agree logis and assaults should probably switch speeds. Also the case with the Amarr logi wouldn't be so bad if we did flatten the slots such that it has more than two equipment at standard.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Kaeru Nayiri
Ready to Play
1186
|
Posted - 2015.05.14 18:19:00 -
[43] - Quote
I play Minmatar Scout. I would be OK with lowering base HP values to keep our current speed if Rattati feels that is what we need to do.
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.
Thoughts?
Know what cannot be known.
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IAmDuncanIdaho II
Nos Nothi
2350
|
Posted - 2015.05.14 18:21:00 -
[44] - 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. |
I-Shayz-I
I----------I
5601
|
Posted - 2015.05.14 18:27:00 -
[45] - Quote
Aero Yassavi wrote: Again, if you want to keep these more drastic speed differences would you be ok with mute drastic hp differences opposed to +-30 HP?
I agree logis and assaults should probably switch speeds. Also the case with the Amarr logi wouldn't be so bad if we did flatten the slots such that it has more than two equipment at standard.
I guess I'm just looking at the sentinel numbers and knowing that speed penalties on them don't really matter at all. Like, stacking 3 complex plates as it is barely does anything to your sprint speed.
That, and the minmatar sentinel will lose it's efficiency as a rush-down sentinel if it is dropped that low. In other words, it would be drastically less efficient to run sprint mods on the minmatar, and there would be even less reasns to run the suit.
I like your logical reasoning with all of this, but sometimes even if the numbers are pretty, how it would pan out in-game might not be as expected.
For instance, someone told me the other day that normalizing the amarr logi to have a 3/5 slot layout would make it OP if it kept the sidearm. While on paper it looks like a great idea, that 5th low slot could turn the Amarr logi into the Cal Logi of Uprising...especially with the proposed movement speed swap between assaults and logistics. __________________________________________________________________________________
I guess what I'm saying is that yes, the numbers should be normalized between different types of suits, but maybe consider using a different ratio. Does a Minmatar sentinel need to run as fast as an assault with one kin cat? No, but if these numbers came into effect, the Amarr heavy would then be better for speed tanking just because it has more low slots.
I can't say what this would do for assaults or scouts, but I imagine it would be a similar, if less drastic, case.
7162 wp with a Repair Tool!
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Avallo Kantor
641
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Posted - 2015.05.14 18:53:00 -
[46] - Quote
Aero Yassavi wrote:CCP Rattati wrote:Another thing that can be done, or two actually, are faction fitting bonuses, i really like them because they can be seen like a mini wow set bonus, and more efficacy bonuses.
This is also all in relation to our work on an improved progression design. What if SKINs referenced your skill level in that suits role skill applied an mini bonus like that? This way you could add extra value to the SKINs while also opening up more interesting avenues such as pirate themed bonuses. Blood Raider skins could provide bonuses in reducing recharge time on equipment and mods within a set range (neutralize recharge of cloaks, scanners, vehicle active mods). Perhaps use scan range for set ranges and degrees. Guristas skins could provide shield resistance bonuses Serpentis skins could reduce enemies movement speed. Again, perhaps use scan range for set ranges and degrees.
I'm very much against this specific idea, personally speaking.
The moment a SKIN suit applies a bonus of any kind (no matter how small) then SKINs become part of the metagame, and I know of many players who would choose a skin based on bonus over look every time, no matter how small said bonus was. SKINs should, in my opinion, always be cosmetic and nothing else, especially with so many tied to AUR only purchases (even with player trading) it would give a certain stink to the whole of the SKIN system.
--
Trying to tie it into my suggestion from earlier though, couldn't the "powercore" idea be expanded (at a later date) to give other bonuses? That way you could have a "Guristas Assault Powercore" that could be fitted into a Dropsuit (Caldari / Gallente only?) that gives some bonus in addition to +PG / +CPU.
That said, that's just a 'wishful thinking' idea, and not something that would be in the core concept of the idea. |
IAmDuncanIdaho II
Nos Nothi
2350
|
Posted - 2015.05.14 19:22:00 -
[47] - 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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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9855
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Posted - 2015.05.14 19:35:00 -
[48] - Quote
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
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6267
|
Posted - 2015.05.14 20:31:00 -
[49] - Quote
Avallo Kantor wrote:CCP Rattati wrote:DeathwindRising wrote:
Well I'll ask a couple questions. What's the benefit in having the same slot layout across all tiers vs only having one dropsuit with one slot layout?
Does a standard suit count as a separate suit vs an advance or prototype suit? Meaning are three unique caldari assault suits each with different slot layouts and they all go into memory and get loaded when needed or is there one unique caldari assault suit that gets loaded with different settings?
I'm asking this because depending on your answer, wouldn't tiercide provide a performance boost and free up resources?
No, as they still need to exist as 3 different entities, due to different PG/CPU capacity. I know quite a few other people are throwing out suggestions, but if I may throw an idea into the ring: Why not just have a 'powercore' module that is of basic / adv / proto levels? Basically you have one suit: at militia values of CPU / PG, then each powercore (costing the difference between a militia suit and the target level suit) just gives a flat + PG / + CPU equal to the difference between the tiers? This way, with one module, you can have the existing progression system as is, but reduce each racial suit / type down to one model? [Edit:] In case it wasn't clear the powercore module would be a unique slot, much like the SKIN slot.
That's actually quite clever. 1 suit per race/role, and then 3 ISK powercores, and then the 3 AUR powercores, and then the LP variants.
That way you only have 1 database entry with all of the dropsuit stats baked in, and then the powercore entries which only have the PG/CPU modifiers. Significantly fewer attributes to load.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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RedBleach LeSanglant
Fraternity of St. Venefice Amarr Empire
810
|
Posted - 2015.05.14 21:30:00 -
[50] - Quote
CCP Rattati wrote:I think I have thread about this somewhere or, at least have expressed my will to amend this and make speeds/ehp more logical. Since I am already looking at flattened slot progression, this could be a double whammy.
Double Whammies are OK. Better to rip the bandaid off than pull half now and half later. If it means more sensible gameplay progression and a flatter curve for new players in understanding the game I wholeheartedly support it.
It can be tweaked later, but getting the primary change taken care of is usually better than waiting.
From previous balance discussions I know that paced changes provide better feedback for monitoring @ CCP. You need that data, I get that. So, if we must wait, we will. Excitement for change gets the better of me I'm afraid.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Fraternity of St. Venefice Amarr Empire
810
|
Posted - 2015.05.14 21:45:00 -
[51] - Quote
I Agree Pokey, The power core Idea is quite an amazing idea. Rather ingenious I must say.
Well done Avallo Kantor.
@OP Thank you for addressing this subject with attention to detail - the HP vs Speed thing has been on my mind for years and I've talked about the outliers but never went with your depth. So thank you.
And I agree to the HP/Speed concept. - the fine tuning that may need to come with heavy Low Slots or modules is minimal than having an outlined rule. I desire clear concepts and outlines that give the game a sense of definition when addressing culture classes and roles.
As with all tiercide or slot flattening discussions I must ask if anyone has any creative ideas as to the current BPOs, Starter Fits, outlier BPO's, and ultimately APEX and how we might address their value? (Skins are playing into this as well as CCP makes skins of all the original BPO's.) Seeing as an Apex suit was 2-3x the cost of other BPO's. How should it be handled respective to the initial price investments of players?
BPOs -> Skins is what CCP is working on currently. I can see that, and see that the skins are now as expensive as those BPOs. And while I bought some BPO's for the skin many I bought simply for the function or the class.
APEX's are a different matter. Even thought they are Golden I don't believe players bought these for the paint job - a fact supported in many a discussion :) - They were purchased for their performance - and now the APEX is more valuable than ever because it can be edited... minimally, but it can still be edited.
Thus: If Slot Flattening was enacted, and we maintained the STD/ADV/PRO slot progression and now all suits shared the same Slot layouts at the current proto level but with CPU/PG jumps at each level; would it be appropriate to see the APEX have an ADV level CPU/PG rating? It maintains value above other BPO/Skins.
Will we see CPU/PG adjustments with the Flattening (if it did happen)? Currently I can fit some of my STD BPO's better than my APEX fittings because of their greater CPU/PG. Just thinking....
I'm open to other ideas, - sorry not meaning to derail the thread, but if anyone had an ingenious idea like the Cores idea I would love to hear it or be pointed to another thread where it is discussed.
The Logi Code. Creator, Believer, Follower
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9864
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Posted - 2015.05.14 22:07:00 -
[52] - Quote
While true tiericide would make APEX suits less appealing, they would still come with free prefit mods which is something.
Amarr are the good guys
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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nelo kazuma
THE LAST H0PE. RUST415
178
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Posted - 2015.05.14 23:40:00 -
[53] - Quote
Aero Yassavi wrote:nelo kazuma wrote:You forgot to factor in the mins stamina recovery. That and its movement and running speed are major factors when even considering any changes. Amar should be slower since armor plating is a higher resistant hp I agree their. which is why they get more stamina to suit to make up for that.
In my opinion no suit should have any kinda of movement speed bonus so until that is taken from minmattars they should not see an increase in speed whatsoever to sprint. Gal and cal should be equal so according to your numbers your are correct there. I'm suggesting lowering Minmatar speed, there better stamina stats only increase the imbalance. Amarr getting more stamina is of no counter benefit as the other suits still go much farther and quicker in one full stamina sprint than Amarr. Again, the 30 extra hp isn't worth the high percentage movement speed penalty that losing 0.20 m/s creates. ohh misunderstood id rather see all suits total hp equalized and speed distributed based on shield vs armor shield characters being fastest armor being slowest. just sprint speed though movement speed should be equal amoungst all the suits unless armor platers are added cuz shield delay with extenders may not penalize speed but they do penalize regen.
Edit and when I say equalized I mean total hp of all assaults should be the same. Example cal have something like 500 shield 100 armor.
Amar polar opposite 100 shield 500 armor. Gal would have a little less armor than amar but more a lil more shield like 200 shield and 400 armor min having a lil less shield 400 but a bit more armor (200)
Obviously example off from actual numbers but my point still there. |
RedBleach LeSanglant
Fraternity of St. Venefice Amarr Empire
811
|
Posted - 2015.05.15 01:40:00 -
[54] - Quote
Aero Yassavi wrote:While true tiericide would make APEX suits less appealing, they would still come with free prefit mods which is something.
Prefit is nice...
I guess I'm just thinking that I already have all the BPO militia items, so I can make my low cost fits when I have enough PG/CPU. So what would make them have value? That may just be me, and that's ok. The game is not made just for me, though I am sure I'm not the only one that may be thinking the same thing.
hmmmmm.... no new ideas yet on my end.
The Logi Code. Creator, Believer, Follower
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RedBleach LeSanglant
Fraternity of St. Venefice Amarr Empire
811
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Posted - 2015.05.15 01:44:00 -
[55] - Quote
Aero Yassavi wrote:I am open to all feedback and criticism, but please come with a response that is accompanied by reasoning and is not anecdotal.
I find it interesting that during your argument you kept logis as an outlier group rather than applying the guideline you were establishing of HP to Speed. Even though it has been noted that the Assault and Logi numbers may change in the future why did you keep to the status quo when you were analyzing the differences?
The Logi Code. Creator, Believer, Follower
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MINA Longstrike
Kirjuun Heiian
3112
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Posted - 2015.05.15 01:47:00 -
[56] - Quote
Would it be possible to assign a suits role bonus to the powercore module? and allow it to enable/disable slots?
So in theory you only have light, medium and heavy frames but the powercore applies the role bonus (via referencing a check on player skill level), pg/cpu values and flavors/enables weapon loadouts - assuming tiericide here. Commandos might need their own frame still but that drops the huge number of suits in the game down to 16 or so.
It sounds like this set up might take some load off of the server as there'd no longer be a huge number of unique dropsuits just the same suits running different skins/powercores.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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IAmDuncanIdaho II
Nos Nothi
2353
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Posted - 2015.05.15 07:36:00 -
[57] - 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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All Gucci
T.H.I.R.D R.O.C.K
240
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Posted - 2015.05.15 13:10:00 -
[58] - Quote
I said all this a while ago but everyone thought I was crazy lol thnx Aero Yassavi for bringing this to their attention....
Director / Slayer / Emperor
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Boot Booter
Titans of Phoenix RUST415
1333
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Posted - 2015.05.15 15:37:00 -
[59] - Quote
Avallo Kantor wrote:CCP Rattati wrote:DeathwindRising wrote:
Well I'll ask a couple questions. What's the benefit in having the same slot layout across all tiers vs only having one dropsuit with one slot layout?
Does a standard suit count as a separate suit vs an advance or prototype suit? Meaning are three unique caldari assault suits each with different slot layouts and they all go into memory and get loaded when needed or is there one unique caldari assault suit that gets loaded with different settings?
I'm asking this because depending on your answer, wouldn't tiercide provide a performance boost and free up resources?
No, as they still need to exist as 3 different entities, due to different PG/CPU capacity. I know quite a few other people are throwing out suggestions, but if I may throw an idea into the ring: Why not just have a 'powercore' module that is of basic / adv / proto levels? Basically you have one suit: at militia values of CPU / PG, then each powercore (costing the difference between a militia suit and the target level suit) just gives a flat + PG / + CPU equal to the difference between the tiers? This way, with one module, you can have the existing progression system as is, but reduce each racial suit / type down to one model? [Edit:] In case it wasn't clear the powercore module would be a unique slot, much like the SKIN slot.
Has anyone passed this idea onto the rat? Itd be a easy way of freeing up space and would allow for many more tiers than just three.
+100
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TheD1CK
Dead Man's Game
2056
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Posted - 2015.05.15 15:56:00 -
[60] - Quote
All Gucci wrote:I said all this a while ago but everyone thought I was crazy lol thnx Aero Yassavi for bringing this to their attention....
This has been brought up many times, it's a tough one to call to be honest.. As Shayz points out, Yes the numbers look good, but how will it play out in game???
Currently The Amarr Sentinel can rival others for speed if fitted for speed tank (while maintaining decent hp) If you take a Min and Amarr Assault (no plates or biotics) and run from spawn to city it's damn near even.. The speed and stamnina values are different, but un-modded BOTH beat Cal/Gal suits already
So I agree the numbers are off - But maybe seeing as it does balance out in play.... maybe they were meant to be???
Interesting stuff, I'm not against changes.. but the thoughts of an Ak.0 Assault catching me any faster *shudders*
Te Sbundo'd
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