Larkson Crazy Eye
WarRavens
148
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Posted - 2015.08.01 16:32:00 -
[1] - Quote
if you think stacking HP = Win I'd have to ask if you've played dust before. Sure in a 1 on 1 engagement, preferably with a logi repping you a lot of HP is a good thing. You'll still die in one shot to a plasma cannon, remote, forge gun, nova knives and most upper end sniper riffles all because your so slow. Armor reps insanely slow even with a couple complex mods. Even with 20-30 reps a second your looking at almost a minute to recover if you have around 1000 armor.
Honestly the way to win in dust has pretty much and always will be killing the other guy quickly. Load up on dmg mods, equip a good weapon and profit. Speed/maneuverability helps as well. While the strafe glitch isn't there any more you'll still dodge some bullets. Plus the whole TTK is greatly increased if it takes you less time to get from one kill to another.
I will agree shields kind of suck right now, but there isn't a lot they can do. Tweak the numbers a little to much and you get what we used to have in the old flaylock/shotgun scout days. A scout could rush threw a squad blazing away, come out the other side wait half a second and be back at full shields. There was no team work involved with shields. Logi's can do anything to them and if they recover to fast it makes the hard to hit scouts way to OP.
Given that shields basically have no draw backs compared to using armor I'd say for the most part shields are okay. Perhaps lower the cost of some the shield mods, but other than that their good. If people want higher shield HP totals, comparable to armor then they need to nerf the base shield recovery of most drop suits. Very few people even need to touch a recharger or regulator. They just stack extenders.
Armor on the other hand you have to equip everything. Your drop suits base armor stats are usually pretty pathetic. IF you tried to get by on your base recovery you'd be there a very long time, even in a scout.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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Larkson Crazy Eye
WarRavens
149
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Posted - 2015.08.01 21:25:00 -
[2] - Quote
One thing I see over and over again in this thread for the Pro Shield users is nerf everything else and buff my stuff. Frankly I think you need to think real hard about the issue and pick one or the other. If you buff shields and nerf armor at the same time it will just switch which side is OP.
So you need to ask yourself do you want shields to be better or make armor as bad as shields are so no one uses any kind of defensive mods and just goes all out dmg and speed?
You can't nerf anti shield weapons like scrambler rifles and buff shields at the same time, it would be a disaster. Shield are a completely lone wolf form of protection. You don't need any one else to recover and even the worst suits shield delay recovers insanely quickly compared to armor. Imo if your going to nerf anti shield weapons you'll also need to nerf shields. Lower the base recharge rate of suits, force people to use rechargers.
Though I think those are the number one shield mod to be changed. They should boost your shield recharge by a number, not a %. As it is now a small group of suits with a high base recharge benefit from a recharge mod. Everyone else gets next to nothing out of even a complex one.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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Larkson Crazy Eye
WarRavens
149
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Posted - 2015.08.01 22:15:00 -
[3] - Quote
Adipem Nothi wrote: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.
Well it's not like most non hp related things are worth anything. Profile dampeners and extenders do so little it's not worth dying to have them equipped. Not to mention their nearly useless on certain types of drop suits, like a heavy with a dampener. On the other hand EVERYONE can make use of shield and armor related stuff. Pointing towards mod sales isn't really a great indicator of that.
By that logic we probably should buff scanners, I mean think of the sales of nano hives and rep tools compared to scanners? Every piece of gear doesn't have to be sold equally, as long as it still has a use.
Which is kind of what that problem with most the other high and low slot mods is. Range extenders, precision enhancers, dampeners, etc are nearly useless. Kin cats, stamina boosters etc are not to bad but cost way to much CPU/PG at higher levels.
Almost every level of the game has problems though. Logi equipment, especially proto nano hives cost way to much CPU/PG to be viable in most cases for what you get out of them. Never mind some of them you only get 3 of them instead of 6 despite being proto hives.
There are so many problems in regards to balance and making every piece of gear worth using in DUST I wouldn't even want the Dev's to try. I'd rather them work on bigger bugs, issues and porting the game to a new format so it's around in a year. After all what's the point of making the perfectly balanced game you all dream of, if it's not around after PS3 levels get so low the player base dries up?
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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