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Devadander
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693
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Posted - 2015.09.19 13:06:00 -
[1] - Quote
My entire suit list is shield. I don't feel like this will make the difference we need.
We need to look into racial bonuses much like eve, where you get your normal stats for skilling each level, but the frame will have a set bonus just for being them. This could enhance shield tanking without armor suits getting more love than they already have.
Look at the modules, tinker with them, give caldari a shield module fitting bonus.
Anything but this.
The cal assault just keeps getting worse and worse.....
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 13:54:00 -
[2] - Quote
I'll make a constructive post.
We all know when we say 'shield tanking..' we mean caldari.
So gal and ama need zero change. Minmatar already have the best of all worlds, so no soup for you.
Calsent - I can make a beastly regentinel, does me zero good when trying to hold a point. Maybe a flux resistance on top of current stats? More ehp is actually a good thing for this suit, not more regen.
Cal-scout - already has wicked regen possibilities. It's a scout, not an assault. It's right where it should be. (Buff to scan range....)
Calmando - I still workhorse this suit, but side by side it still pales. THIS suit YES needs some regen love. A tad more pg/cpu wouldn't kill it either....
Cal-ass - we just keep pooping on this suit. The speed nerf took the last bit of 'I'm fast cause I'm shielded' away. Due to module costs, fitting a survivable assault (that's not plated...) is harder than it should be. People who don't run it want it to be worthless inside 50 meters. Shorter regen times miiight help, but it will still be cpu screwed when you try to make it shield discipline.
If it was me, I would give a new suit bonus on top of role bonus that reduces shield module fitting costs and go from there.
And now the one I can't even... Callogi.... Just remove it from game already. Or let it shine. *drops mic*
*wait, I still need that* I see the desire to keep this fair, and cannot respect it. Shields (caldari) have been SoL for a long time now. Caldari only needs a rework here. Sorry if it hurts your butt.
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 13:59:00 -
[3] - Quote
Aeon Amadi wrote:Devadander wrote:My entire suit list is shield. I don't feel like this will make the difference we need.
We need to look into racial bonuses much like eve, where you get your normal stats for skilling each level, but the frame will have a set bonus just for being them. This could enhance shield tanking without armor suits getting more love than they already have.
Look at the modules, tinker with them, give caldari a shield module fitting bonus.
Anything but this.
The cal assault just keeps getting worse and worse..... How would that address the problem of shield modules being percentage based having to handle up on this ?
If all caldari suits had a shield module fitting reduction, this thread would not exist.
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 14:08:00 -
[4] - Quote
I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed.
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 14:09:00 -
[5] - Quote
DiablosMajora wrote:Is it possible to have suits or BPOs that only show up in the Special Contracts with some of these stats so ideas could be playtested without affecting normal matches?
That would be ideal, and also amazing.
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 14:34:00 -
[6] - Quote
Aeon Amadi wrote:Devadander wrote:I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed. I can't even begin to wrap my head around the Caldari Assault getting higher shield recharge and less shield delay being a bad thing.... And no, the thread does -not- suggest that all suits have a shield problem, it suggests that all shield modules have a problem because of reasons that have already been well explained at least three times now.
So you disagree that giving the cal as a race a fitting bonus to shield mods would fix all this?
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 14:42:00 -
[7] - Quote
Aeon Amadi wrote:Devadander wrote:Aeon Amadi wrote:Devadander wrote:I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed. I can't even begin to wrap my head around the Caldari Assault getting higher shield recharge and less shield delay being a bad thing.... And no, the thread does -not- suggest that all suits have a shield problem, it suggests that all shield modules have a problem because of reasons that have already been well explained at least three times now. So you disagree that giving the cal as a race a fitting bonus to shield mods would fix all this? Kind of a loaded question. I don't think it would fix everything, it might help fix Caldari but it won't address the core issue being described in this thread. It would just be a bandaid solution for one race that will inevitably have to be addressed later on as the game progresses and develops.
The title of the thread said shield stats... /hardfacepalm
Edit: MEANING CALDARI
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 15:01:00 -
[8] - Quote
Priceless, you won't even consider a racial bonus. Then respond with that. I've tried to keep my loathing of you out of this....
And will continue to do so.
Is it hard to add a suit bonus? Can we consider/try it for a time? Anyone feel like the current shield situation concerns anyone BUT caldari?
Reducing module costs allows the other races to benefit from something they have plenty of. Ehp/regain.
We won't even consider tools/equipment... So forget that.
Raising the mythical threshold would benefit all again.
And as a caldari (shield user) I can get PLENTY of regen, but once it's gone its gone. (Same applies to armor but it does not strip as fast, has multiple regen options, and even a max RR on a max calmando has to chew on armor)
I don't want to see ehp become the meta either so at this point I could link the same gif.....
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 15:12:00 -
[9] - Quote
Cross Atu wrote:I'll go line by line here because I think there are key aspects to address which your post raises o7 Devadander wrote:I'll make a constructive post.
We all know when we say 'shield tanking..' we mean caldari. I won't try to classify everyone but when I say shield tanking I mean Caldari > Minmatar > Gallente > Amarr which I believe is a key distinction, as this is about providing a unified conceptual foundation for overall game balance, not a light buff to one race due to the current meta situation. Devadander wrote:So gal and ama need zero change. Minmatar already have the best of all worlds, so no soup for you. They all need to fit within the same system/method regardless of where their raw stat profiles ultimately land. If there's a problem with the stats they can be tuned within the method, if there's a problem with the method not the specific stats then now is the perfect time to address that at a macro (not current meta/numbers) level and find an alternate method. The only non-negotiable aspect here AFAIK is whether or not there is a method in place at all. There needs to be a method, some method. It can be this one, or another, but the prior status of non-unified profiles is something that needs to be moved beyond. Devadander wrote:I see the desire to keep this fair, and cannot respect it. Shields (caldari) have been SoL for a long time now. Caldari only needs a rework here. Sorry if it hurts your butt. It's not a question of what's "fair" per se, it's a question of having a viable foundation/framework for long term development and polish. Ultimately that should result in a fair and balanced game you are absolutely correct, but this is not about a single step direct redress to the current meta, nor is it about using history to assess which race, role, or sub-combo now deserves their turn to be our shiny new FotM. It is in fact about building something so as to preclude that type of pattern as much as possible. I have zero racial bias in Dust, I play them all, I have them all to proto in more than one role, my min scout is stronger than people seem to give it credit for, my cal scout is doing quite well for itself, my cal logi cries itself to sleep every night, my manndos all seem "out of breath" a lot of the time, and my Min Assault - even with the semi-recent changes - still kind of laughs at most of the other suits and tells them to HTFU. But this isn't about hyper-focus on one race, this is about having a foundational methodology so that other things within that, such as possible racial imbalances, can be addressed properly. In essence the question of "is Cal in a good space" comes after this question, not during, before, or instead of. Unless of course - specifically with regards to shields - you have an objection with the proposed racial hierarchy of Cal > Min > Gal > Am. If you object to that then please do elaborate on why so it can be taken into account as part of the feedback process. There's tons of relevant and accurate feedback out there, and getting it all is worthwhile, but it is not all relevant to every thread or topic no matter how accurate or pertinent it is. Cheers, Cross
Thank you sir.
I agree with the order no doubt as far as effectiveness and supposed to have. Just feeling like more regen is not going to be a boon. However, if its just the beginning I guess we have to start somewhere.
Threshold, if it can be tuned per race, could be a good next step. I have a phone pic of a 99m kill on me from a militia CR and he was the only one shooting at me as I ran to redline depot to refill.
But I still feel strongly on the caldari receiving a fitting bonus to make the modules shine when the pure shield race fits them.
Idk, either way, here nor there, thanks for being you and knowing how to shut me up xD
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 15:28:00 -
[10] - Quote
Adipem Nothi wrote:Cross Atu wrote: @Thread, this is an open invitation to any participants in this thread, please give me your input here.
o/ Cross Here's an alternative method: Google DocDespite what the bubble chart on Page 1 suggests, there is in fact a clear progression in current shield stats. Present values were not assigned at random. The Google Doc above attempts to clean up the existing progression to make it more clear (labeled Step 1), and then it achieves the target inverse relationship between Recovery and HP potential (labeled Step 2). This model diverges most evidently from Aeon's in that a more logical framework is established without substantial buffs to shield performance of Armor Tankers. This isn't a comprehensive solution, rather (like Aeon's model) this is a framework upon which to build.
The 8 second depleted on calmando needs to go away.
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Devadander
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693
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Posted - 2015.09.19 19:37:00 -
[11] - Quote
If you give cal-logi too much shield love, it will rise again. And out will come Rattati with the wasp spray.
Edit: js we need to be very careful with changes to logi as they already scoot faster than the assault.
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Devadander
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Posted - 2015.09.20 00:31:00 -
[12] - Quote
Just throwing this out there.... Complex plates cost 3900 while complex extenders cost 4200 and give less HP.
Just one of the many things that need to be on this journey.
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Devadander
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700
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Posted - 2015.09.20 18:08:00 -
[13] - Quote
Vesta Opalus wrote:Doc DDD wrote:Ratatti et al actually agreed to NERF SHIELD REGEN on shield vehicles as they thought the stat was OP.. Now no one sensible uses shield vehicles outside of the redline.
Its worth noting that the regen nerf is probably not the reason shield tanks arent used anymore, more likely the problem for shield tanks is that armor tanks are way, way better.
Or that shield is simply way way worse.....
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Devadander
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Posted - 2015.09.20 18:17:00 -
[14] - Quote
Gal regen delays need to come up to 20-25 seconds in order for me to be OK with this.
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Devadander
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Posted - 2015.09.20 21:19:00 -
[15] - Quote
Cross Atu wrote:Vesta Opalus wrote: "not even close to an armor stacked player with a rep tool"
Then shields still fail in the overall meta. Thats why I was asking about support equipment.
If shield suits cant compete as a team against armor based suits, its still not balanced.
Yeah if shield suits are not able to hold a viable place then balances is skewed. Equally, if 1 merc (running shields, or armor, or a pink bunny suit, doesn't matter) is as potent as 2 mercs running an alternate fitting type then we still don't have balance. Having the possibility of shield support actions thus becomes rather important because then it's down to player and team choices which options to bring to the field. It's opportunity cost. Currently there's some degree of catch 22 in that if a squad of 4 shield based mercs can't stand against 4 armor based mercs 1-2 of which are support then there's clearly not functional balance. However if 1 shield based merc can stand against 1 armor based merc with reps (meaning the shield merc is winning a 2v1) then there is also not functional balance. It is also why the first step, the codification of a clear conceptual method, is so vital and cannot be done within the context of tweaking current numbers especially on mods etc It is needful to break it down into it's simplest possible state and move upward from there into details which will tune things. Honestly almost any number set is going to end up being altered after its actual in game effects are seen, so getting caught looking for the perfect set of numbers prior to deployment will likely just bog down making any changes at all.
I have to support this completely now. The force is strong with this one.
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Devadander
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700
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Posted - 2015.09.20 21:28:00 -
[16] - Quote
To clarify: We have indeed seen wonders suggested in the past that went stale within weeks.
I can see where this leads, and its glorious.
But, the steam can't stop once this starts rolling. This isn't something that can be drug out over a year and expect to have any shield players left. The initial change will leave us balanced... but out-supported. Things have to move quickly.
On that note, the more we buck and argue, the longer it will take. See the big picture and you will be on board.
Nobody runs more shield fits than me, sorry for all the heat. o7
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Devadander
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Posted - 2015.09.21 07:27:00 -
[17] - Quote
After reading entire thread three times now, gazing at the graphs and sheets, I have to ask?
Do any of the CPM actually run shield? (I know cross runs shield a little)
Not inflammatory, actual question.
And by run shields I mean you may have two armor fits in a list of 30 and plates on maybe one of the shield fits? Run a gunni mostly because, caldari, etc.
Should be: cal - min - ama - gal
Sentinel - scout - assault - commando - logi
And I swear to krin, if the first step drops and I see a single ama or gal start to regen shield in a 1v1 due to a second behind cover I'll burn this mother down.
Not trying to get us all riled up again, trying to give you advice from a 24/7 shieldmeister. Gal and ama get the buffer, OK, after its gone they should not regen until out of conflict or respawn.
Dual tank should be a joke for cal and gal, easy for min, and stackable but not regen-y for ama. Armor on a cal suit and shield on a gal suit should be do-able, but stupid.
Tbh though... The thing that has got my dander up again is the fact that gal has all them shiny low slots. So if we tweak gal shield stats in a positive way, they can exploit any positive changes to regulators. I foresee: x3 rechargers x3 regulators x2 reps RR Core I win button. In essence making the gal a better cal than the cal.
Commando coming before assault is a mistake as well. They get two light weapons yes, but are a support role. Calmando has enough slots and base ehp to be quite competitive coming second to assault regen wise.
And with damage stopping shield regen we have to break the mold a little for calsent. It needs to have the best of both worlds. When there is a cal heavy AI weapon and it has good range, then we have to choose. But saying it has to choose between 600 with good regen or 900 with one Flux meaning two minutes of regen, is basically saying " no hmg for you, just go chase medium suits, or forge camp"
I'm not thinking as massive changes as have been suggested either. A point here, a point there. Maybe a few for mando as its the worst tanked suit ingame ATM.
Again, not trying to start fires (yet). Just bringing as much relevant shield user concerns to the table as possible to make this as right as we can.
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Devadander
Woodgrain Atari
703
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Posted - 2015.09.21 12:01:00 -
[18] - Quote
Breakin Stuff wrote:Devander, it goes...
Cal > Min > Gal > Amarr. Aeon just doesn't have them ordered in that manner on the spreadsheet. This is the primary method by which recharge delays are weighted.
The fastest recharge delay goes to the lowest HP within the race, slowest goes to the highest HP. Recharge rate also falls into this range as well.
To recap: This is based off of baseline suit HP and weighted by racial dependency upon shields.
So within the racial bounds, understanding that cal are to be hands down the best and amarr hands down the worst at shield regen...
Scout > Assault > Logistics > Commando > Sentinel
Or in layman's terms:
Skinny > Middleweight > Fatty
This proposal only accounts for recharge rates and base recharge delay.
I am poking at the depleted delays, and the extender tweaks currently.
If I did my rotten work correctly the depleted delays will actually be shorter for shield suits and then push out until the amarr at the back end enjoy longer depleted delays than recharge delays while caldari suits tend to have shorter depleted delays.
Aeon's post is part of the equation.
Once we're done with the baseline stats if they are chosen to use we watch with a magnifying glass, analyze and tweak upward or downward as needed, then look at the other shield modules if need be.
If at that point the shield modules cannot be tweaked fairly, THEN we look at punching armor in the gut.
Just a little.
But making shields competitive should be doable.
Then once we have shields stabilized at a competitive level and the TTK averages in the game are settled, we can begin looking at the oft-misidentified "secondary" module options. I know I'm not happy about precision and range enhancers. High slots have a grand total of what, three useful module types?
Kincats and cardiac regs work great, but those are low slots. High slots are pretty much Damage mods, shields, shield regen. The rest are either niche items or nearly exclusively used by a few scouts (precision mods).
Honestly once we can put the tank imbalance behind us I want to figure out what can be used to increase high slot variety.
Will the base shield amounts be altered? Specifically, the sentinel? With only one low available, how can it be last and be competitive?
Again I only ask because this is my all day every day. I've already lost my two oldest friends to caldari being easy bait...
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Devadander
Woodgrain Atari
703
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Posted - 2015.09.21 13:27:00 -
[19] - Quote
DeathwindRising wrote:Devadander wrote:To clarify: We have indeed seen wonders suggested in the past that went stale within weeks.
I can see where this leads, and its glorious.
But, the steam can't stop once this starts rolling. This isn't something that can be drug out over a year and expect to have any shield players left. The initial change will leave us balanced... but out-supported. Things have to move quickly.
On that note, the more we buck and argue, the longer it will take. See the big picture and you will be on board.
Nobody runs more shield fits than me, sorry for all the heat. o7 lies lol. ive run shield fits since the beginning of time!!
Lol we must be tied then.
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Devadander
Woodgrain Atari
703
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Posted - 2015.09.21 16:29:00 -
[20] - Quote
Breakin Stuff wrote:Devadander wrote:
Will the base shield amounts be altered? Specifically, the sentinel? With only one low available, how can it be last and be competitive?
Again I only ask because this is my all day every day. I've already lost my two oldest friends to caldari being easy bait...
Calsent isn't being changed. It's shield regen stats are staying as they are now. Currently a calsent with a low slslot regulator can get about a half secondd depleted delay and under 2 sec recharge delay. That's not changing. So "worst regen stats" are actually taking the current best and using them as a baseline. Calsents will retain the best depleted delay. The only reason IMHO that the calsent is even playable right now is because it recovers so fast after eating damage.
Sounds good, but we should look at 50-100 extra shield for sent for base stats.
Edit: basically want to break 1000 shield with maxed maxes. Idc if its 1001.3.
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Devadander
Woodgrain Atari
703
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Posted - 2015.09.21 16:33:00 -
[21] - Quote
Breakin Stuff wrote:I'm also working on extender additions
If we consider the current extender equivalent to ferroscale, I'm building a proposal for a plate and reactive analog.
The reactive analog would be the "no penalty" extender.
Very nice.
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Devadander
Woodgrain Atari
703
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Posted - 2015.09.21 17:28:00 -
[22] - Quote
Adipem Nothi wrote:Breakin Stuff wrote:Now go rearrange all of the dropsuits in the following order with in order of lowest HP to highest.
Calscout, calassault, calogi, calmando, calsent
Then do the same for minmatar, then gallente, lastly amarr.
Notice a pattern, or does it need to be spelled out in crayon?
Accusing aeon of angling for an armor buff is disingenuous and deceptive or it's being blind and willfully ignorant. Either way it's an attack on aeon's motives and thus his character.
In any case as long as you cling to that absurdity I have no further use for your input adipem. I'm not being willfully ignorant or disingenuous. I'm looking at his numbers. Explain to me how buffing shield recovery and recharge delay of armor tankers, while holding those values constant for shield tankers, isn't a direct buff to armor tankers? Use the crayon if you need. I'm not following. Hypothetical: If shield tankers were outperforming all else, would it be wise to increase their base armor and armor regen values, while holding those values for armor tankers constant?
That original sheet is what got me heated. If we implement aeons numbers, then improve modules, gal can potentially become a dual tanked beast.
I didn't want to harp on it given our past... But its fairly plain in the numbers that gal gets an un-needed shield boost.
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