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Posted - 2015.07.31 18:07:00 -
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Boot Booter for CPM2!
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Posted - 2015.07.31 18:11:00 -
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Bradric Banewolf wrote:Who tanks armor anymore? Speed kills, tank armor on an assault and witness the true power of the isk kin combat rifle at your own peril lol! Looking at usage rates, pretty much everyone.
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Posted - 2015.07.31 18:20:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Bradric Banewolf wrote:Who tanks armor anymore? Speed kills, tank armor on an assault and witness the true power of the isk kin combat rifle at your own peril lol! Looking at usage rates, pretty much everyone. I'll stick to the amarr and galassaults What do you run in those low slots? If you're running the same thing as everyone else, 9/10 times it will be brick-related modules.
We could nerf brick and encourage more loadout variety. Or (theoretically) we could buff everything else to perform on par with brick. At the moment, Boot has a point in that HP > All Else.
A competent player running a Regen, Speed or EWAR fit should be just as viable as a competent player stacking brick atop more brick.
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Posted - 2015.07.31 18:27:00 -
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Shadowed Cola wrote: never ever use plates
Today's Top 10 Low Slot Sales, courtesy of: http://dust.thang.dk/market_tryhardinator.php
#1 - Enhanced Plates #2 - Basic Plates #3 - Enhanced Ferro Plates #4 - Enhanced Reactive Plates #5 - Complex Ferro Plates #6 - Enhanced Armor Repair #7 - Basic Reactive Plates #8 - Complex Reactive Plates #9 - Complex KinCat #10 - Complex Armor Plates
What is Ranked: Brick, brick-related modules, and a module which offsets a penalty to stacking brick.
What is Not Ranked: Everything else in the game.
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Posted - 2015.07.31 22:24:00 -
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The Eristic wrote:HP stacking is boring most of the time, but until regen and "utility" mods get a buff (especially in terms of fitting), it's probably all we'll see, as most people can't see past the numbers plates provide vs their fitting costs. I'd also be interested in something more EVEish regarding HP mods, where individual mods might have high values, but would also be more difficult to fit (in particular if Large/Medium/Small variants were to be introduced), making it impractical to slam raw HP in most situations. Increase fitting costs of plates for a quick and easy fix?
* By "plates", I mean plates of all types.
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Posted - 2015.08.01 14:50:00 -
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Ghost Kaisar wrote: Because he wants the old assault scouts back basically.
The last thing I'd want to see is another round of Assault Lite FoTM. It would be nice, however, to see more loadout variety when it comes to low slots. We see lots battlefield variety in dropsuits, primary weapons, secondary weapons, equipment, high slots and even vehicles. I see no reason why we should attempt to excuse an utter lack of variety in low slot module utilization when variety can be found quite literally everywhere else.
Nerfing Armor Plates won't resurrect Assault Lite, but it very well might make other low slot modules more attractive. Buffing other low slot modules could accomplish the same, but this approach would be far less efficient and more risky. In my estimation, increasing fitting requirements for plates would likely be the least risky and most efficient path to greater low slot variety.
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Posted - 2015.08.01 15:12:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:.
Nerfing Armor Plates won't resurrect Assault Lite, but it very well might make other low slot modules more attractive. Buffing other low slot modules could accomplish the same, but this approach would be far less efficient and more risky. In my estimation, increasing fitting requirements for plates would likely be the least risky and most efficient path to greater low slot variety. No nerfing armor plates won't make the other mods attractive because they're pieces of crap. Damps aren't more than peripherally useful and are this side of worthless for sentinels. Scan range mods? They're a joke. Oh wait! How about lots of armor reps? ... The only things useful more than peripherally and for special tasks that require an alternate method in the lows are: the three plates. Kincats. Cardiac regs for wierdos like me who prefer marathon running to sprinting. Since regulators are only really useful on caldari and minmatar suits? Right. Yes, nerfing plates will absolutely solve a problem of undesirable low slot mods. Buff the mods. This idea is the lazy, low-effort, no reward route.
Increased low-slot variety is the reward. We can take the risky road to that end, or we can take the obvious and direct route. If we take the direct route, we also have a shot at fixing Armor v Shield imbalance. Two birds with one nerf.
The alternate route -- buff all else -- runs the risk of introducing new imbalance. But what specific buffs do you have mind? Maybe we put our heads together and cook something up ...
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Posted - 2015.08.01 15:46:00 -
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Shadowed Cola wrote: So I don't, again, see the problem here.
Let's pick another game. One with lots of options: https://youtu.be/NXmy8kUE5qc?t=20
Now imagine if this game had one type of gizmo that worked better than all other types of gizmos. Despite millions of possible configurations, in the vast majority of tryhard siege wagons created this great gizmo could be found. Not just once, but stacked over and over again.
What do you think this game's developers would do?
Back to Dust, for 6 straight months 80% or better of every killfeed in every match read: "Assault Rifle"
At the time, did you see this as a problem? It seems obvious now that we're accustomed to battlefield variety, but at that time (as I'm sure you recall) there were some who didn't see the problem. A few of 'em are running for CPM2.
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Posted - 2015.08.01 16:01:00 -
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Breakin Stuff wrote:Some people didn't see a problem with scouts being completely undetectable except by one solitary niche fit while being able to instagib everyone before the cloak dropped either.
They also protested that a calscout dancing dirctly through an HMG spray without taking a single point of damage wasn't broken at all.
They also in closed beta cried very loudly that scouts were worthless unless they were completely undetectable.
Those arguments cut both ways.
This suggestion of yours falls into these examples by accomplishing nothing but making it easier for a shotgun to the back to work before the target has a chance to react.
"Don't nerf Armor ... because Scouts"
^ Is this really your reasoning? Come on, Breakin. You can do better. Dig deep.
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Posted - 2015.08.01 16:04:00 -
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Breakin Stuff wrote:Shadowed Cola wrote: go get a scout suit, shesh. If you're using more health mods then damps or speed then you're just bad.
Adipem is pretty much to scouts what I am to AV sentinels. Right now his bias is bleeding onto the floor.
http://dust.thang.dk/market_tryhardinator.php
^ Take a peak at low-slot module utilization. That's what imbalance looks like.
Explain for me how my bias caused that imbalance to happen. Explain for me why my bias should prevent us from fixing that imbalance.
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Posted - 2015.08.01 16:07:00 -
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Breakin Stuff wrote: That argument cuts both ways Mr. "No, scouts are fine." When Scouts were OP, I pushed for Scout Nerfs.
Rattati knows it. Cross knows it. Everyone in the Barbershop knows it.
At no point did I say or imply that "Scouts are Fine".
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Posted - 2015.08.01 16:10:00 -
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Breakin Stuff wrote: All you're trying to do is force people to use crap that doesn't provide any measurably useful benefit except in EXTREME edge cases.
If you think other low slot modules are crap, how do you propose we fix them?
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Posted - 2015.08.01 16:36:00 -
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Shadowed Cola wrote:Adipem Nothi wrote:Let's pick another game. One with lots of options: https://youtu.be/NXmy8kUE5qc?t=20Now imagine if this game had one type of gizmo that worked better than all other types of gizmos. In every tryhard siege wagon created, that gizmo could be found. Not just once, but stacked. What do you think this game's developers would do? o.0 See, i can't view this post as anything but an opinion, because, it quite literally is. A biased one at that. You just compared Dust to a completely different game with a completely different design concept. This is an FPS - generally speaking, you want to kill or be killed. Okaaay ...
Let's assume that BattleDuty 2016 is a teamwork-oriented, tactical (albeit twitchy) FPS. Let's assume that BattleDuty 2016 has 3 Perk Slots. In two of those three slots, let's assume that 80% or better of BattleDuty 2016 players use the exact same two perks.
Do you suspect that heavily skewed usage might prompt the BattleDuty Devs to take a look at those two perks?
Seriously, heavily skewed low-slot utilization is very simple problem to understand. Too many people are running the same stuff. Something is wrong. This can't be excused away or (laughing) blamed on Scouts.
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Posted - 2015.08.01 16:44:00 -
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Breakin Stuff wrote:I proposed two new extenders with cat merc and Ripley Riley.
Would you like a link to the proposal?
Absolutely. And whatever else we can come up with. Tweaking all else is more risky, but there's no reason not to flesh out the possibilities. Spitballing ...
* Slightly buff shield extenders and/or reduce fitting req'ts * Merge shield rechargers, energizers and regulators * Add secondary bonus to Profile Dampeners (perhaps to scan duration when pinged) * Tweak Falloff inner rings so we can restore Range Extenders to 45% * Add secondary bonus to Card Regs (ideas?) * ...
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Posted - 2015.08.01 16:55:00 -
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Reading ...
What effect, if any, do you anticipate this proposal would have on low-slot utilization rates and loadout variety?
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Posted - 2015.08.01 17:04:00 -
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Shadowed Cola wrote:Adipem Nothi wrote:Reading ... What effect, if any, do you anticipate this proposal would have on low-slot utilization rates and loadout variety? You'd see an increase of EWAR users, but likely you'd only see people dual tanking. The specifics of this game will always favor survivability over everything. Each FOTM suit has been that because people can get 20-30 KDR's a match, which means killing and living. The only way to really change this is to either remove heavies from the game and level out the EWAR factor between the 3 remaining classes, or add in another layer of EWAR somehow. How would a new shield module encourage use of EWAR modules?
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Posted - 2015.08.01 17:13:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Reading ... What effect, if any, do you anticipate this proposal would have on low-slot utilization rates and loadout variety? Calsent will be roughly equal to am/galsent. Amarr assaults would have the option of current meta shield extenders at lower cost (I shifted the current cost to the reinforced extenders), use heavy extenders for the unenviable times of brawling with gallente in close, or use flux extenders to minimize low slot usage of regulators and rechargers so that damps and such might be used without gimping the fit. Calmandos would wind up sucking less overall by having options. Scouts? You're more likely to be able to predict that. I haven't found a calscout fit to fall in love with yet.
Concerns ...
1. As far as low slots go, HP is plainly King. Your proposal won't affect that. The status quo will be maintained if not exacerbated on account of dual tanking. HP Creep.
2. We presently observe variety in High Slot sales. It seems more probable than not that introducing "really good shield extenders" would hurt more than help with high slot variety.
3. Throwing more HP at the problem will likely widen the viability gap between low HP units and high HP units. As far as we know, Scouts are already underperforming; and, as far as we know, it remains a design goal for low HP unit to operate viably alongside their higher HP counterparts.
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Posted - 2015.08.01 17:28:00 -
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Shadowed Cola wrote: People unwilling to use what's in front of them and want change on what they do use is half the problem i have with threads like these.
Right, it's everyone else's fault that 9/10 low-slots sold are Armor Related. It has nothing to do with Armor. It's all about player mentality.
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Posted - 2015.08.01 17:44:00 -
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I'm honestly blown away that you two are attempting to blame heavily skewed data on player sentiment and skill.
How do you propose Rattati balance anything if usage rates are meaningless? Couldn't the same arguments be made to excuse every form of imbalance?
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Posted - 2015.08.01 17:47:00 -
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Shadowed Cola wrote:Boot Booter wrote:@ sota pop
Whatever dude. If you truly think a pissing contest between two people proves anything you're an idiot. Like I said in my original posts, obviously skilled players get more versatility because they can afford to have less hp.
The idiot is the person saying something is true then is unwilling to actually put it to test to prove it. Put up or shut up, simple as that. In my book, the idiot is the guy who points to a year of heavily skewed usage data and says "it's the way it is because of sentiment".
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Posted - 2015.08.01 17:48:00 -
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Shadowed Cola wrote:Adipem Nothi wrote:I'm honestly blown away that you two are attempting to blame heavily skewed data on player sentiment and skill.
How do you propose Rattati balance anything if usage rates are meaningless? Couldn't the same arguments be made to excuse every form of imbalance?
It's not a proper form to make an educate guess or opinion, there's more, important variables at play to make better assumptions with if you're going with assumptions to begin with, like you are. Send CCP a mail and ask which suit is being KILLED the most, and which suit is doing the killing. Suits being bought shows no concrete evidence to anything other then popularity. I'd be more interested in what suits PC players buy, not the community, as they're the players who care about winning. I'm not making assumptions, Sota. The usage data is right here: http://dust.thang.dk/
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Posted - 2015.08.01 18:00:00 -
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Shadowed Cola wrote: You lack too much information or variables to make any claims, or assumptions. We all have access to the same information. If you're saying the information we all have access to is insufficient to make claims, then none of us can make claims. If no one can make a claim, we are all -- every single one of us -- wasting our time.
I reject your claim. It's an idiotic claim. We can all make observations in game. We can all compare those observations with market data. We can all compare our observations with the observations of other users. We can make whatever claims and inferences we wish. Some will be more accurate than others. That is the nature of user feedback, and user feedback has value.
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Posted - 2015.08.01 18:07:00 -
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Breakin Stuff wrote: No balance decisions are made solely upon market data ever.
And rightly so. But for flux sake, that is not an excuse to ignore market data.
(I know you realize this, Breakin ... this is aimed at Sota.)
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Posted - 2015.08.01 18:09:00 -
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Shadowed Cola wrote: ofc, all the spread sheet data is available to you, so instead of using other peoples actions to base your opinion on - you could use that. Just a thought, though. :P
What are you even talking about now?
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Posted - 2015.08.01 18:12:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Breakin Stuff wrote: No balance decisions are made solely upon market data ever.
And rightly so. But for flux sake, that is not an excuse to ignore market data. Usage data speaks volumes. (I know you realize this, Breakin ... this is aimed at Sota.) Trying to illustrate a better way of making the point more than trying to lecture you actually. I followed. Didn't feel lectured at all :-)
PS: Owe you an apology. Had initially grouped you with SoTa. Clearly, you are not in the "everything is fine" camp. Good to know.
PPS: The CPM2 comment earlier was directed at Sgt Kirk and Aeon Amadi. You and I likely disagree on rifle balanced design, but I don't recall you making excuses for the AR during AR-514, and my earlier comment was not aimed at you.
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Posted - 2015.08.01 18:23:00 -
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Shadowed Cola wrote:Adipem Nothi wrote:Breakin Stuff wrote:Adipem Nothi wrote:Breakin Stuff wrote: No balance decisions are made solely upon market data ever.
And rightly so. But for flux sake, that is not an excuse to ignore market data. Usage data speaks volumes. (I know you realize this, Breakin ... this is aimed at Sota.) Trying to illustrate a better way of making the point more than trying to lecture you actually. I followed. Didn't feel lectured at all :-) PS: Owe you an apology. Had initially grouped you with SoTa. Clearly, you are not in the "everything is fine" camp. Also, the CPM2 comment was directed at Sgt Kirk and Aeon Amadi (not you). You clearly suck at reading and have turned to kiss ass to negate some of the stupid you've said. I have mentioned over and over the problem, and why your reasonings doesn't help anyone come to a solution. I'm not running for CPM like Breakin; is - so i don't have to hold back when i call you out on stupid comments :3 I'm not kissing Breakin's ass, and I'm pretty sure he knows it. He and I are more-or-less constantly at odds. I respect his opinions and I appreciate the fact that he can form a logical thought and argue it. It makes getting to the heart of things easier. You should try it sometime.
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Posted - 2015.08.01 18:40:00 -
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Shadowed Cola wrote:Again, stop trying the kiss ass approach. backhanded compliments to someone telling you you're wrong while going after the person saying the exact same thing as him in a harsher way - doesn't look like ass kissing to you? If you can't debate your point that's fine, but no need to make a spectacle of yourself. I hate you all equally, and treat you all the way i expect to be treated, so don't worry. Come at me with everything you've got. Dude, I'm not admitted that I'm wrong. I stand by my every position.
I'm right. You're wrong. I'm acknowledging the fact that Breakin is somewhere in between. I'd initially thought he was dead wrong. Turns out, he is only partly wrong. I can concede that and still be right.
Breakin is right in that Armor is out-of-balance. He is wrong about how to fix it. Arguably, at least. As for you, I've no intention or reason to debate with you further. Why would I?
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Posted - 2015.08.01 18:51:00 -
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Shadowed Cola wrote: no trolling required to tell you you're stupid
That's the second or third time you've called me stupid in this thread, Sota. Not sure what you're basis is, but do you really think I'm stupid?
If not, why say it? If so, put a number on it. Then tell me your number. I'm truly curious.
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Posted - 2015.08.01 18:57:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Shadowed Cola wrote:Again, stop trying the kiss ass approach. backhanded compliments to someone telling you you're wrong while going after the person saying the exact same thing as him in a harsher way - doesn't look like ass kissing to you? If you can't debate your point that's fine, but no need to make a spectacle of yourself. I hate you all equally, and treat you all the way i expect to be treated, so don't worry. Come at me with everything you've got. Dude, I'm not admitted that I'm wrong. I stand by my every position. I'm right. You're wrong. I'm acknowledging the fact that Breakin is somewhere in between. I'd initially thought he was dead wrong. Turns out, he is only partly wrong. I can concede that and still be right. Breakin is right in that Armor is out-of-balance. He is wrong about how to fix it. Arguably, at least. As for you, I've no intention or reason to debate with you further. Why would I? You are only more right than I am in your own opinion. The solution is increasing the viability of alternative options, not nerfing the viable options until the garbage dumpster bits look more attractive. That's my point. It'll be alot of work to buff shields and rework all other low-slot modules. In the interim, nerf plate HP output and/or increase fitting requirements?
This way plates will still be better than everything else (while we work on everything else), but less obnoxiously so. No matter how cut it, they're OP. Why let them remain that way while we work out a protracted solution?
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Posted - 2015.08.01 19:11:00 -
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Breakin Stuff wrote:Nerfing it then fixing shields to un nerf it is doing twice the work.
You're not doing anyone any favors by asking for blanket nerfs to plates without addressing why shields are buggered up in the first place. I honestly don't think that shields are that bad off. Extenders already rank highest among other high slot modules; I wouldn't buff them directly. Perhaps indirectly ...
* Nerf Scrambler Rifles * Combine Energizers and Regulators
At this point, shields will likely still likely be inferior to armor. If not, great. If so ...
* Increase fitting req'ts of plates * Slightly decrease HP yield per plate
If mercs can't fit a rack of plates in their lows, they'll mix 'em up with other modules. Now, armor and shields are in better balance (without more HP Creep) and we've simultaneously addressed lack of diversity in low slots.
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Posted - 2015.08.01 19:27:00 -
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Shadowed Cola wrote:Adipem Nothi wrote:Shadowed Cola wrote: no trolling required to tell you you're stupid That's the second or third time you've called me stupid in this thread, Sota. Not sure what you're basis is, but do you really think I'm stupid? If not, why say it? If so, put a number on it. Then tell me your number. I'm truly curious. I call anyone who keeps posting the same data over and over and expect it mean something new or different to us to change our opinion as stupid. so yes, i really think you're stupid. I didn't at first, until you linked the market place data a second time to build the foundation of your argument. At that point i stopped taking you seriously. You don't want to put a number on it? Come on, Sota. It isn't hard.
Use a scale of 1-10. Tell us where you think I am. Tell us where you think you are.
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Posted - 2015.08.01 19:35:00 -
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Breakin Stuff wrote:Adipem Nothi wrote:Breakin Stuff wrote:Nerfing it then fixing shields to un nerf it is doing twice the work.
You're not doing anyone any favors by asking for blanket nerfs to plates without addressing why shields are buggered up in the first place. I honestly don't think that shields are that bad off. There are lots of good high-slot modules; extenders already rank highest among them; I wouldn't buff them directly. Perhaps indirectly ... * Nerf Scrambler Rifles * Combine Energizers and Regulators At this point, shields will likely still likely be inferior to armor. If not, great. If so ... * Increase fitting req'ts of plates * Slightly decrease HP yield per plate If mercs can't fit a rack of plates in their lows, they'll mix 'em up with other modules. Now, armor and shields are in better balance (without more HP Creep) and we've simultaneously addressed lack of diversity in low slots. That idea gimps amsent and galsent. They are dependent upon plates. All amarr and gallente are dependent upon plates. If caldari should be allowed to hot-rack shields, not allowing the same for plates in the lows on armor suits is an inexcusable double standard. Plus the only people who fully max their lows with plates are sentinels with a logi rep leash shoved up their ass. Without the logi it is completely and utterly nonviable Are you talking about Heavies only? Assaults, Logis and Scouts can't run straight shield extenders; they're too resource intensive; can't fit anything else. Assuming this were in fact going to gimp AM/GA Sents, why not:
* Increase Heavy Base HP * Nerf Scrambler Rifles * Combine Energizers and Regulators * Increase fitting req'ts of plates * Slightly decrease HP yield per plate
Thoughts? What else, apart from Heavies, would be gimped on account of an Armor Plate nerf?
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Posted - 2015.08.01 19:53:00 -
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You pointed out that Armor Plate nerfs would gimp Heavies. My point is that if this is only problem with nerfing Plates, then the problem is isolated and could be easily corrected by tweaking Heavy base statistics. Plates wouldn't have to be reduced to crap. They'd just need to be tougher to fit. If plates were tougher to fit, mercs would mix up their low slots. Just like we see with tough-to-fit extenders and diversity in high slots. Right?
As for reversing Shield Extender nerfs ...
Shield extenders are already very popular (if most the most popular) high slots. If they were to become to Highs what Armor is to Low, wouldn't we run the risk of a more homogenized battlefield?
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Posted - 2015.08.01 20:01:00 -
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Shadowed Cola wrote: But i'll apologize for calling you stupid.
Thanks! No harm, no foul. I was more curious than offended.
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Posted - 2015.08.01 20:33:00 -
[35] - Quote
Breakin Stuff wrote:Adipem Nothi wrote:You pointed out that Armor Plate nerfs would gimp Heavies. My point is that if this is only problem with nerfing Plates, then the problem is isolated and could be easily corrected. Just tweak Heavy base statistics. If plates were tougher to fit, mercs would mix up their low slots, just like we see with tough-to-fit extenders and diversity in high slots. Seems straightforward. What am I missing? As for reversing Shield Extender nerfs ... Shield extenders are already very popular (if most the most popular) high slots. If they were to become to Highs what Armor is to Lows, wouldn't we end up with a more homogenized battlefield? Adipem I think the point I'm dancing around is that it doesn't matter what you do to lower HP use. The majority of players will always opt for the path of least resistance. Only the more experimental players will generally dicker around with alternate fits. This is evident in the FOTM seesaw. If people would actually look for anything but KDR max rektage we would have seen it. They wouldnt have specced into the calscout/galscout when they were flagrantly OP. They wouldn't have gone HMG amsent during the days of fat and they wouldn't have run like kids into a toys 'r us for the calogi during the slayer days. You will never lower the majority use of HP mods until their use is rendered moot. Better to make the other sh*t equal than to circle the same drain we have for three years.
So ...
Despite the fact that we've managed to achieve diversity everywhere else in the game, we will not be able to do so with low slots. The vast majority of low-slot modules sold will always be brick-related, and we just have to deal with that. Can't fix it. Our very best bet at mitigating the lack low-slot diversity is to decrease high-slot diversity.
This doesn't make practical sense to me, Breakin.
I say, let Armor Modules remain the very best low slot modules. But make them somewhat less awesome than they are now. And make 'em tougher to fit. This way mercs will be encouraged to mix things up, rather than stack the same "best module" over and over again.
This makes more practical sense, right?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.08.01 20:38:00 -
[36] - Quote
Shadowed Cola wrote:Adipem Nothi wrote:Breakin Stuff wrote:Adipem Nothi wrote:You pointed out that Armor Plate nerfs would gimp Heavies. My point is that if this is only problem with nerfing Plates, then the problem is isolated and could be easily corrected. Just tweak Heavy base statistics. If plates were tougher to fit, mercs would mix up their low slots, just like we see with tough-to-fit extenders and diversity in high slots. Seems straightforward. What am I missing? As for reversing Shield Extender nerfs ... Shield extenders are already very popular (if most the most popular) high slots. If they were to become to Highs what Armor is to Lows, wouldn't we end up with a more homogenized battlefield? Adipem I think the point I'm dancing around is that it doesn't matter what you do to lower HP use. The majority of players will always opt for the path of least resistance. Only the more experimental players will generally dicker around with alternate fits. This is evident in the FOTM seesaw. If people would actually look for anything but KDR max rektage we would have seen it. They wouldnt have specced into the calscout/galscout when they were flagrantly OP. They wouldn't have gone HMG amsent during the days of fat and they wouldn't have run like kids into a toys 'r us for the calogi during the slayer days. You will never lower the majority use of HP mods until their use is rendered moot. Better to make the other sh*t equal than to circle the same drain we have for three years. So ... Despite the fact that we've managed to achieve diversity everywhere else in the game, we will not be able to do so with low slots. The vast majority of low-slot modules sold will always be brick-related, and we just have to deal with that. Can't fix it. Our very best bet at mitigating the lack low-slot diversity is to decrease high-slot diversity. This doesn't make practical sense to me, Breakin.
I say, let Armor Modules remain the very best low slot modules. But make them somewhat less awesome than they are now. And make 'em tougher to fit. This way folks won't be inclined to mix things up rather than stack the same "best module" over and over again. This makes more practical sense to me. Let's take a look at high slots - does anyone use any other high slot other then DPS and Shield? It's the same problem as low - just that what's being used isn't as effective. so i wouldn't say versatility was achieved more elsewhere, it's all pretty much the same, even for vehicles.
Highs Shield Stuff Damage Amps Myofibs Precision Enhancers
Lows Armor Stuff KinCats
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.08.01 20:53:00 -
[37] - Quote
We got creative with secondary attributes and solved the under-utilization problem with Myofibs. Could do the same with Armor.
Idea! Armor Plates reduce stamina pool.
15% stamina pool reduction for basic plates. 20% for enhanced plates. 30% for complex plates.
Decreases incentive to stack plates atop more plates. Increases demand for CardRegs.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.08.01 21:21:00 -
[38] - Quote
Georgia Xavier wrote: Then why not buff the other low slot mods? Decreases fitting costs for kin cats is an example, fixing ewar and scouts in general will encourage usage of ewar mods. Card regs can have additional bonus, I don't know which but something useful
Absolutely an option.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.08.01 21:32:00 -
[39] - Quote
Breakin Stuff wrote:
What this boils down to for you is you dislike the lack of variety.
Precisely correct. In my mind, variety means we're doing something right. We've come a long way since the days of everyone running the same suits and guns. We see variety in usage rates of suits, primaries, secondaries, equipment, and high slots. I see no reason why we should stop just short of the finish line. The persistent lack of variety in low slot utilization, to me, represents a clear opportunity for improvement.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.08.01 21:43:00 -
[40] - Quote
Shadowed Cola wrote:Adipem Nothi wrote:Breakin Stuff wrote:
What this boils down to for you is you dislike the lack of variety.
Precisely correct. In my mind, variety means we're doing something right. We've come a long way since the days of everyone running the same suits and guns. We see variety in usage rates of suits, primaries, secondaries, equipment, and high slots. I see no reason why we should stop just short of the finish line. The persistent lack of variety in low slot utilization, to me, represents a clear opportunity for improvement. but, you're wrong. There's the same variety in both. Speed, Reps, Armor, Damps vs PE, Shield, Damage, Mybos.
http://dust.thang.dk/market_historycategory.php
^ Click Modules.
If my understanding is correct, "Electronics Modules" is the combined sales of Dampeners, Precision Enhancers, Range Extenders and CPU Upgrades. Comparatively speaking, Armor Plate usage looks like Scout usage following Uprising 1.8.
HP is very much still King.
Shoot scout with yes. - Ripley Riley (for CPM2)
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