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Doc DDD
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Posted - 2015.09.18 17:49:00 -
[1] - Quote
The Ehp -Mobility model that is being adhered to works against shields. If shield suits are supposed to be 'skirmishers that pop in and out of battle using cover and speed' then should have speed. 5 high slots on a Caldari assault fully skilled gives you 707 shields with no equipment, no grenade and no side arm you can squeeze on a total of around 370 armor with no speed penalties. 1077 Ehp, 7.28 sprint. Amar assault you can get 399 shield and 806 armor, 1205 Ehp, 6.98 sprint, plus a sidearm, plus a grenade, plus a nanohive. Balancing suit speed to Ehp does little to balance much about the suits when the difference in speed does little when the Amar weapon deletes the Caldari suit in 0.4 seconds. While the Caldari weapon barely finishes spooling and getting a couple shots off. The game is no where near balanced, and so far all we have done is balanced the ratio of speed to possible Ehp. 700 armor can move as fast as 700 shields which given the status of shields puts armor at a huge advantage.
Shield suits of equal Ehp to armor suits should be much faster as they have to stay out of scrambler range. |
Doc DDD
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Posted - 2015.09.18 23:47:00 -
[2] - Quote
Give all Caldari 1 sec regeneration delay, 20+ regeneration per second, minmitar 5 sec with 5+, ammar/gallente 10 seconds with 1+ regeneration per second. Then shield suits would have any point to use. |
Doc DDD
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Posted - 2015.09.19 00:05:00 -
[3] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:For a more in depth analysis at the numbers, you can check out this screenshot of the spreadsheet with my considerations/notes on the nuances: http://i.imgur.com/eshWaQK.jpg Big buff to Gal Assault? Didn't see that one coming. Do you really think that today's GalAssault needs a buff to shield performance? A simple Yes/No will suffice.
No
The gallente do not need any sort of shield buff.. nor do Amar, all around Nerf to both classes shields IMHO. |
Doc DDD
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Posted - 2015.09.19 17:56:00 -
[4] - Quote
Logis should not have higher regeneration than assaults.. this whole discussion has become rediculous.. Caldari suits should be the only suits getting shield buffs.. minmitar should remain the same, gallente and Amar should be Nerfed. Cal scout is fine, Cal Sentinel should be able to stack more shield Ehp and have regeneration delay as short as depleted delay. Cal Assault should have similar delays, cal logo should be able to stack more shields and have a the worst of all Caldari regeneration stats. Shield penalties should not apply to Caldari. . If Caldari run out of shields they should be a bullet or two from death save for perhaps the sentinel. Leave minmitar suits alone. Reduce Amar and gallente regeneration rates to 2 hit points per second. Now shields are balanced and we can start balancing vehicle shields. INSTEAD OF SCREWING AROUND WITH EVERY STAT TO MAKE ARMOR SUITS EVEN BETTER AND MAKING MORE WORK FOR EVERYONE. |
Doc DDD
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Posted - 2015.09.19 19:00:00 -
[5] - Quote
Ratatti spent months with all the spreadsheet guys in the forums balancing vehicles by the numbers. This led to 50% of the vehicles being useless along with 80% of the modules. There is more to this game than trying to say 4 apples = 4 oranges, writing that out on a spreadsheet and arguing that anyone that doesn't support you is counterproductive. We have a baseline tfor shield stats right now and it is garbage.. has always been garbage.. Balance what we have or we will see the same thing we see in the current iteration of vehicles. The player base will not survive. |
Doc DDD
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Posted - 2015.09.19 19:47:00 -
[6] - Quote
Aeon Amadi wrote:Varoth Drac wrote:
[quote=Doc DDD]We have a baseline tfor shield stats right now and it is garbage.. has always been garbage..
What baseline is that?
The only Shield suit we have had since day one Which has been the baseline for shields... the Caldari Assault. When the Caldari Logi was Nerfed (instead of being properly adjusted) years ago the shield penalties also applied to the Caldari Assault... this was the start of the downward spiral of shields.
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Doc DDD
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Posted - 2015.09.19 19:48:00 -
[7] - Quote
Cal Logi needs to be able to stack shields but does NOT need higher regeneration stats than assault |
Doc DDD
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Posted - 2015.09.20 12:59:00 -
[8] - Quote
Nerfing a Caldari shield stat in anyway?
Am I reading this right?
Buff the other Caldari shield stats to match the Cal Sentinel, we are trying to fix shields, I am hoping, in this thread.
Caldari suits should not suffer the stacking penalties incurred when stackig shields, and shield module efficacy should be added.
If a caldari scout wants to have more ehp at the cost of shield regen how is this a problem? it has 2 low slots? Are we going to see a bunch of slow caldari scouts running around with 300 armor and slowly regening shields? The caldari Assault should be on the same native level as the scout and sentinel, the logi should be able to stack plates and still carry equipment but have a slow regen, and the commando should feel like it is part of the caldari race instead of amar with how terrible the shields function.
Of equal skill - One logi with a rep tool in a room full of amar sentinals stacking HP is going to win every time versus a room full of caldari sentinels.. especially if even one has basic flux grenades. |
Doc DDD
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Posted - 2015.09.20 14:16:00 -
[9] - Quote
Varoth Drac wrote:Doc DDD wrote:Nerfing a Caldari shield stat in anyway?
Am I reading this right?
Buff the other Caldari shield stats to match the Cal Sentinel, we are trying to fix shields, I am hoping, in this thread.
Caldari suits should not suffer the stacking penalties incurred when stackig shields, and shield module efficacy should be added.
If a caldari scout wants to have more ehp at the cost of shield regen how is this a problem? it has 2 low slots? Are we going to see a bunch of slow caldari scouts running around with 300 armor and slowly regening shields? The caldari Assault should be on the same native level as the scout and sentinel, the logi should be able to stack plates and still carry equipment but have a slow regen, and the commando should feel like it is part of the caldari race instead of amar with how terrible the shields function.
Of equal skill - One logi with a rep tool in a room full of amar sentinals stacking HP is going to win every time versus a room full of caldari sentinels.. especially if even one has basic flux grenades. We are not trying to fix shields in this thread. We are trying to establish a set of shield regen design principles which will make later balancing easier. I made two proposals. One buffed Caldari sentinel regen a little, one results in nerfing the delay by 1 second. Both result in buffing commando regen. Neither proposal aims to bring balance to shield tanking. For balancing I propose buffing energisers and rechargers.
I hope this game is around long enough to get from 'not trying to fix or balance shields in this thread' to 'now that we spent 3 months concluding that Caldari shields should be at least twice as effective in everyway to every other suit, lets spend 3 months discussing how to implement'...... Why not just make Caldari race of suits the baseline for all shield suits, for which all other suits are significantly worse. Anyone that plays the game knows what the problem is with shields, this is going the same way the vehicle threads went when trying to set up a baseline for two vehicles. 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.
I'm all for supporting a thread to start a dialogue for establishing shield regen principles... but if we are at 8 pages and have so far concluded that Caldari>Min>Gal/Amar.... why not just set up shields as - Caldari stats (x=1) Min stats (x=0.5) Gal/Amar stats (x=.25). Remove all stacking penalties from Caldari stats. Add 2% efficacy per level to all shield modules to all caldari suits. Give all Caldari shield suits the same native regen stats as the Sentinel AND MOVE ON. Real easy to balance shields now that every shield in the game is based off of one suit. Make minmitar shield regen stats 4xs worse and gal/amar 10xs worse. If we try and set up all these stats the same way they set up all the vehicle stats we will fail.. we are not in a vacuum, there are too many moving parts to pretend we are...
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Doc DDD
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Posted - 2015.09.20 15:17:00 -
[10] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Doc DDD wrote: I'm all for supporting a thread to start a dialogue for establishing shield regen principles... but if we are at 8 pages and have so far concluded that Caldari>Min>Gal/Amar.... why not just set up shields as - Caldari stats (x=1) Min stats (x=0.5) Gal/Amar stats (x=.25). Remove all stacking penalties from Caldari stats. Add 2% efficacy per level to all shield modules to all caldari suits. Give all Caldari shield suits the same native regen stats as the Sentinel AND MOVE ON. Real easy to balance shields now that every shield in the game is based off of one suit. Make minmitar shield regen stats 4xs worse and gal/amar 10xs worse. If we try and set up all these stats the same way they set up all the vehicle stats we will fail.. we are not in a vacuum, there are too many moving parts to pretend we are...
I guess you could buff Caldari shield regen to 40hp/s for all suits, except for scouts that could stay at 50hp/s. Would that be more in line with your thinking? This would mean a Caldari assault would have 2 x the base shield regen of Gallente or Amarr. I think more of a discrepancy than that would be too much. Does anyone recall what the specific recovery/delay stats were of the early Uprising CalLogi? My thinking is that high hitpoint reserves combined with quick recovery could lead to trouble.
There was no scrambler rifle and nades were doing over double damage to armor based suits, the suit also had enough cpu pg to fit all extenders in highs and plates in lows.. i recall each extender giving 88 ehp fully specced.. pretty sure total EHP possible is much lower than what is possible today on amar assault... that's all i remember.. regen was crap... i think it was around 20 hps with around 6 second delay, it was all about the ehp buffer and spamming core nades. |
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Doc DDD
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Posted - 2015.09.20 15:24:00 -
[11] - 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.
You are right it is not the reason, however, it was a change that was unnecessary and just pushed shield tanks further into the redline. The time spent debating the necessity of nerfing shield regen and actually altering it would have far better been spent either playing the game and realizing how rediculous the nerf would be or by fixing shield boosters or having second thoughts about MAKING ARMOR HARDNERS BETTER THAN SHIELD HARDENERS IN EVERY WAY.
The same thing comes to mind when I see posts regarding slight buffs to gallente shield regen.. I KNOW IT IS A SLIGHT BUFF BUT IT IS NOT NECESSARY FROM ANY PERSPECTIVE SHORT OF MAKING GALLENTE ASSAULT SUITS BETTER.
Caps for emphasis not voice amplitude. |
Doc DDD
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Posted - 2015.09.20 15:32:00 -
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Varoth Drac wrote:Well I'm not on the CPM, I can't accelerate the process, I'm just working with the intent of the thread, rather than against it. Something I feel will probably result i faster progress. As for base suit stats, Caldari shield stats are already about 50% better than Gallente and Amarr. That's already a big difference. I strongly feel balance should be brought about by looking at the modules you can fit rather than the base stats. The ability to fit your suit how you like is probably the one thing this game does particularly well. So for example, shield energisers could be buffed to give you +100% shield regen at complex level. This would automatically benefit Caldari more, as they have more base regen. But it would also help Minmatar suits that choose to shield tank. It isn't just Caldari that are (supposedly) underpowered, it's shield tanking in general. You wouldn't choose to fit an energiser on a Gallente or Amarr suit, as you have too long a delay, and too poor a base regen rate, so such a buff wouldn't really help armour tankers. But anyway, the exact numbers required to bring balance isn't the point of the thread. It sounds like you are in agreement with shield regen being Caldari > Minmatar > Gallente/Amarr, that's good. What about Scout > Sentinel >(or =) Assault = Logi = Commando ? At least as far as base stats go. With modules recovery time should be Scout = Assault = Logi = Commando = Sentinel, but with scouts fitting no regen mods, and sentinels fitting more than the others.
Yes 50% is a big number, but it makes no difference when the two suits are fighting eachother, I can't even put a number on how much better gallente and amarr armor stats are than caldari... what is a guess 350%? It could be 3000% for all it maters, when a Caldari has no shields left they are usually dead...
I like the buff to energizers, should be easier to fit on suits ie cost less cpu/pg ( 90 cpu really?)
I still think Scout=Sentinel=Assualt=Logi=Commando would be fine for shield regen stats across the Caldari board.. if it's a big deal have scouts +10% assault=sentinel=commando with logi at -10%... but at that point why not just have them all the same.
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Doc DDD
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Posted - 2015.09.20 15:38:00 -
[13] - Quote
Vesta Opalus wrote:Doc DDD wrote: The time spent debating the necessity of nerfing shield regen and actually altering it would have far better been spent either playing the game and realizing how rediculous the nerf would be Of course at the time shield tanks were the ones that were overpowered so the nerf seemed entirely appropriate, indeed if armor tanks didnt have this absurd rep/hardener synergy they might actually be much closer to balanced. [quote=Doc DDD] or by fixing shield boosters or having second thoughts about MAKING ARMOR HARDNERS BETTER THAN SHIELD HARDENERS IN EVERY WAY.
Hindsight is easymode.
It's not a matter of Hindsight, some were very outspoken regarding the armor hardener buff and shield regen nerf, and the true reason shields were superior was that you could STACK ARMOR PLATES AND DAMAGE MODS. But this is for another thread at another time.
Buffing Gallente shields just makes the buffer better on a suit that can stack armor plates and damage mods.
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Doc DDD
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Posted - 2015.09.20 17:54:00 -
[14] - Quote
Why not just give the Cal Scout shield regen stats to all Cal suits with the Ca Sentinel retaining it's depleted bonus, I'm all for having all Cal suits having the Sentinel depleted bonus as the only time it comes into play is when the suit is fluxed.
No other race requires their shields to be improved in anyway.
Cal suits should be as useless without shields as gal/amar without armor.
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Doc DDD
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Posted - 2015.09.20 18:02:00 -
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Vesta Opalus wrote:Cross Atu wrote:A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context. [/b]
Cheers, Cross Are there any plans to look into the disparity of equipment? Availability of triage hives and rep tool support is a real spoiler that takes away the one advantage shield suits (at least currently) have, primary tank repair speed.
Giving all caldari suits the current scout regen with sentinel depleted delay could help offset the disparity brought on by secondary regen sources available to armor.
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Doc DDD
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Posted - 2015.09.20 19:20:00 -
[16] - Quote
Vesta Opalus wrote:Doc DDD wrote:Vesta Opalus wrote:Cross Atu wrote:A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context. [/b]
Cheers, Cross Are there any plans to look into the disparity of equipment? Availability of triage hives and rep tool support is a real spoiler that takes away the one advantage shield suits (at least currently) have, primary tank repair speed. Giving all caldari suits the current scout regen with sentinel depleted delay could help offset the disparity brought on by secondary regen sources available to armor. Thats true, but looking at it from a practical perspective, I find it doubtful and I feel like if it did turn out that way it would make Cal suits pretty rediculously overpowered in a low teamwork environment (1v1 fights or pubs for example). You can think of it this way: If a Cal suits regen is so good it can compete with armor tank + repair tool then wouldnt 1 Cal suit vs. 1 armor tank alone just be a complete blowout? Im sure you could find a balance between factors somewhere but sounds unlikely. I'd much rather have some neat equipment shield users can exploit to achieve teamwork induced parity.
I don't see how it would be overpowered, scout would be the same, sentinel the same, assault a little better, commando quite a bit better.. not even close to an armor stacked player with a rep tool.. no delay on armor reps or damage threshold which is a huge bonus to armor. Not to mention damage mods. 700 shields vs 700 armor shooting at eachother for 2 seconds will have the armor suit repping for 2 straight seconds while the shield suit will still have a delay when it stops taking damage.. apples=/=oranges with Ehp.
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Doc DDD
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Posted - 2015.09.20 19:27:00 -
[17] - Quote
Repping an extra 10 shields per second under cover is not going to matter much when the player is getting blasted before his shields rep more than one cycle. |
Doc DDD
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Posted - 2015.09.21 23:40:00 -
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I think one of the problems I an having with this thread, and maybe others are as well, is that the statement ' this is not a shield balancing thread' comes up anytime anyone has a critique of any of the numbers, especially the amar/galente regen buff...
So are we to assume the intent if this thread is to completely disregard balance of suits in any way for the sake of forcing through I couple people's vision?
Is this not short sighted?
Is it not similar to saying: ' We would like to set a baseline for grenade damage, basic grenades will now do 500 damage with a radius of 12 meters and no one better mention how this makes armor and shield suits imbalanced as it is not the intent of the thread.
Short answer, yes, buffing gallente and Amar shield regen is short sighted and I would like to hope not self serving. |
Doc DDD
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Posted - 2015.09.21 23:49:00 -
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It's easy.. if the numbers create the amar or galente suits shield stats to regen faster then your baseline is wrong.
It's not difficult to understand, stop saying ' but it's just a little ', if just a little doesn't matter to you then make the stats ' just a little ' worse... after all its ' just a little ' what possible difference could it make?
Why is it so hard to create a baseline system that does NOT buff the shield stats of armor suits?
I know I know.. " it's just a little "...
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Doc DDD
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Posted - 2015.09.21 23:54:00 -
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Aeon, can you not kill two birds with one stone in phase one rather than open up the possibility that amar could hypothetically have 100000000 reps per second? I know you aren't being serious, but at the same time would it not be easy just avoid giving amar 10000000 reps per second in the first place? |
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Doc DDD
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Posted - 2015.09.22 00:07:00 -
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I understand it's a chaotic system, I'm not posting simply to bust your ballz and waste time.. it's honestly blowing my mind that amar and gallente shield regen is being IMPROVED for no reason other than that's the number we pulled out of a hat and anyone that runs an armor suit will get behind us. If this stage doesn't matter in the bigger picture then why is buffing armor suits shield regen necessary? Can't it be adjusted at another phase if it is such an issue down the road? Can we not imement some game play logic? Just food for thought, hope you feel better! |
Doc DDD
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Posted - 2015.09.22 00:09:00 -
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Aeon Amadi wrote:Doc DDD wrote:Aeon, can you not kill two birds with one stone in phase one rather than open up the possibility that amar could hypothetically have 100000000 reps per second? I know you aren't being serious, but at the same time would it not be easy just avoid giving amar 10000000 reps per second in the first place? I have no idea what the hell you're talking about at this point.
Two or three posts back you replied to my comment saying for all it matters the numbers could show amar sentinel shields regen in at 10000000hps but it wouldnt matter due to whatever you do in phase two, I'm stating why not just take care of the issue in phase one. |
Doc DDD
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Posted - 2015.09.22 00:43:00 -
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So why not lower the regen stats for all amar and gallente shield regen... then balance the number within the race logically. I am not understanding why this isn't acceptable short of ' we need to buff gallente assaults incase shield extenders are percentage based in 3 years so that one person can shield tank a gallente assault suit for no reason'.
Shield suit shield stats = 1 Hybrid suit shield stats = 0.5 Armor suit shield stats = 0.00000000000000005
Not shield 1 Hybrid .95 Armor .93 |
Doc DDD
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Posted - 2015.09.22 00:47:00 -
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I'm sure the same will be done for armor in the future with Caldari being lowest on the totem pole. I don't expect Caldari to receive armor repair buffs. |
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