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Aeon Amadi
12
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Posted - 2015.09.18 00:42:00 -
[1] - Quote
First of all I want show my sincerest gratitude to everyone that provided feedback in the last thread for staying on point with your concise and critical thinking. Since that rough draft, some aspects of that proposal have been taken, modified, or outright removed and new elements have been introduced, inspired by your feedback.
Optional Reading:
Quote:I want to address some confusion that cropped up last time: The current goal is to created a design for dropsuits' base stats, in regards to shield tanking, that makes it easier to balance the suits and modules as a whole. Shield modules differ compared to armor modules in that they are percentage based gains/losses as opposed to hard-set values. This makes it difficult to balance the suits and shield tanking in general as any changes have overarching, dynamic effects across the entire spectrum.
To alleviate that, a standardized design philosophy must be put into play that we can use to predict the effects of changes in the future. Please note that, in this proposal, there is a strong emphasis to retain the theme of EHP to Speed Ratio hallmarked by CCP Rattati that has had success.
One glance at the correlation between Shield Recharge and Shield Recharge Delay across all suits (race and role) will show just how confusing and chaotic the current system (if it can be called that) is. There seems to be little actual design and this has caused some serious problems. Shield Modules work differently for different suits and there is little to no consistency among them.
Taking feedback from the previous thread (Commandos need a general buff, Scouts need to retain high regen, etc) the optimal solution was to use opposite extremes as the range for our values. Using the Caldari Scout and the Amarr Sentinel as those extremes, with racial and role-based combat philosophies, the decision came to this: http://i.imgur.com/JXB9XIZ.png. This may look confusing at first, but when the racial suits are color-coded you'll begin to see a much more concise pattern and flow: http://i.imgur.com/Iavlf2Z.png.
Upon glancing over the second chart, with indicated flow for each race, you will notice that there is a pattern. Arranged from best shield tanking capability to worst, we see two paths: RACE: Caldari > Minmatar > Gallente > Amarr ROLE: Scout > Assault > Logistics > Commando > Sentinel
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
Again, there is a strong emphasis to retain the standards brought on by the recent "EHP to Speed Ratio" design mentioned above. With this proposal, many suits will receive a shield buff in some way, shape. The nuances/considerations of all of this will be posted later on to help explain the thinking. What is important is that this proposal will work to create a standardized design form that will allow us to accurately assume how certain suits will perform before nerfs/buffs to shield modules and slot layouts are even considered, rather than trying to make sense of the chaos that is the current system.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 00:44:00 -
[2] - Quote
Considerations and Nuances
The nuances are being posted separately as they are not quite the main issue being addressed or the methodology on how to go about that. They are considerations from this proposal, specifically, that are being anticipated. The overarching theme remains: Shield Tanking must have some form of design that can be easily changed in the future if they are to ever be competitive.
Also, you will notice that Depleted Delay was left out of this proposal. This was intentional as there are some conundrums and issues that need a bit more time to consider before anything can be done about them, none more obvious than the Caldari Sentinel's notorious one second depleted delay. There is also the thinking that once the player reaches depleted delay, as a shield tanker, they are usually dead anyway. There will likely be some more thought put into this at a later time but at the moment it has little to do with the thread topic of standardized, designed, and easy to change shield tanking.
Note that the Caldari Scout and Caldari Sentinel remain un-changed. Any functionality you had with them now would be retained in this proposal. The only suits that received nerfs are:
Minmatar Sentinel, which received a slight nerf to delay but also received a slight buff to shield recharge Amarr Scout, which had a similar treatment Amarr Sentinel, which received a slight nerf to shield delay
Bear in mind that the latter two are armor tanks and likely do not rely on shields anyway, therefore the concerns should be limited as they are minor changes and there are better suits for that job anyhow.
Another factor is the increase in capability of the Minmatar Assault, which I'm certain a lot of you will be screaming at your monitors for reform immediately. This is an isolated outlier among the entire paradigm and, as you can see in the spreadsheet screenshot, is noted and considered. It is, however, a problem that can be resolved in other areas. Perhaps the suit's fitting can be adjusted to compensate for increase in regen capability, just as an example.
The last consideration is the tricky problem of the Logistics, more specifically where they should fall in the paradigm. There is some consideration to have them follow, strictly, the EHP to Speed Ratio pattern and have a higher regen than Assaults. For the sake of this proposal however, which focuses exclusively on standardization and not the nuances, it is perhaps best to consider this as a part of the whole.
Negative Introspection - Aeon's CPM Blog
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 02:15:00 -
[3] - Quote
Just stopping by to state that I fully support a unified method just as I did with the speed to eHP ratio.
The presence of a unified method is vital to attaining and polishing the game.
As with the speed to eHP ratio the particulars are up for negotiation so long as the method is evenly and universally applied.
In this case we have several clear premises at work
- Armor and shields should exist within an inverse ratio (if you're good at one you're bad at the other)
- The speed to eHP ratio should be maintained
- Regen and raw HP should exist within an inverse ratio (if you have a lot of one you generally have less of the other)
- Racial combat paradigms should be applied as one axis in correspondence with frame size/role as the other axis
With questions of balance within role the race will largely define strengths and weaknesses. With questions of balance between frame sizes/roles the guide line properly will be higher base HP equals lower base regen and vice versa.
To highlight this in one trifecta of examples which are often raised as a point of concern. Commandos having higher base HP than medium frames will have lower average regen - by race - than their medium frame counterparts. This moves us to the question of logi and assault raw HP vs base regen values. I will reiterate here what I stated in the speed vs eHP thread, either role could hold either end of that balance so long as neither role holds both ends. (for those who care I lean more towards logi being closer to scouts on the spectrum as they are not dedicated slayers, but legitimate cases can be made for either method and so long as neither Logi nor Assault has best of both worlds in buffer HP and native regen things will be fine).
While this has been my firm stance since the speed to eHP thread and even prior to that I am as ever open to more discussion on the subject, please feel free to direct any questions my way that you would like.
Cheers, Cross
CPM mail me your feedback and remember to have fun!
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Avallo Kantor
869
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Posted - 2015.09.18 04:20:00 -
[4] - Quote
A point that I feel also needs to be reiterated is the general design philosophy of shield v armor tanking styles in DUST (note these differ than that of EVE online)
Armor tanks are meant to be "stand your ground" brawler style tanking. They can soak more damage than any other tanking style at the cost of mobility. They will, assuming equal everything else, be able to come out on top of a straight up shoot out due to their higher hp buffer, and the -slight- hp they recover during combat. They make up for this in lack of mobility and slow repair rates (that can go through being shot, and can be supported by logistical aid). All in all, this is the tanking style for point defense.
Shield tanks are meant for skirmish warfare, and for popping in and out of cover. They trade raw buffer hp for ease of mobility (both in racial frame, and the modules lack of speed detriments) and the best in class regen rates when out of combat. They excel at moving about the map, taking advantage of positioning, and with the right use of cover they can easily regain their full tank in a few seconds.
On this end, Caldari work much as you would think a hi-tech version of the modern soldier does. They do not soak bullets, but instead make smart use of cover, and long range weapons to be able to strike outside of enemy ranges and then duck behind cover to recover shields in the time it takes to reload.
Minmatar meanwhile are all about high mobility and they use shields to allow them unfettered movement across the map while offering some degree of protection. They are able to flank and use the element of surprise to their advantage, relying on superior mobility to keep them out of the bullets way.
The goal here is not to change this overarching design philosophy, although you are free to argue against them. We should be mindful of these high-concept goals when redesigning shields so that both races still maintain their racial flair and skill sets without trying to nerf armor or turn shields into blue armor tanks.
"Mind Blown" - CCP Rattati
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Anmol Singh
G0DS AM0NG MEN
942
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Posted - 2015.09.18 04:43:00 -
[5] - Quote
For now, I really like the idea. The only issue I see is Assaults and Scouts are too close regen wise since they are only separated by 5 HP/s shield and no delay difference.
Example: I would like
Cal Scout: 50 regen 3 sec delay Cal Assault: 40 regen 4 sec delay Cal Logi: 35 regen 4 sec delay Cal Commando: 30 regen 4 sec delay (one second depleted because that is what makes them special) Cal Sentinel: 30 regen 4 sec delay (one second depleted delay because that is what makes them special)
This is just for Caldari though. I have other opinions on the other races which I will post tomorrow.
Sagaris lover!!!
Commando <3
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Anmol Singh
G0DS AM0NG MEN
942
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Posted - 2015.09.18 04:48:00 -
[6] - Quote
Cross Atu wrote:
Regen and raw HP should exist within an inverse ratio (if you have a lot of one you generally have less of the other)
The ratio thing doesn't really work with armor because armor has set repair values unless you're talking about just base stat values.
The already exists with base stats. Shield Scouts have most regen and it goes down from there.
Except for Cal Commando having way worse regen than it's Sentinel counterpart.
Sagaris lover!!!
Commando <3
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Avallo Kantor
869
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Posted - 2015.09.18 04:52:00 -
[7] - Quote
Anmol Singh wrote:Cross Atu wrote:
Regen and raw HP should exist within an inverse ratio (if you have a lot of one you generally have less of the other)
The ratio thing doesn't really work with armor because armor has set repair values unless you're talking about just base stat values. The already exists with base stats. Shield Scouts have most regen and it goes down from there. Except for Cal Commando having way worse regen than it's Sentinel counterpart.
By what they mean by ratio is how much regen you can have vs how much raw hp.
Looking just at armor, you have to compare plates vs repair modules. For armor you have a terrible conversion rate. (Compare plate of any level vs rep of same level. You have some absurd ratio of hp to regen rate)
Meanwhile shields have less ehp overall and thus benefit from FAR higher regen rate out of combat, and let us be honest, the armor rep through combat is not enough to be a factor in a majority of cases.
"Mind Blown" - CCP Rattati
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Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.18 05:01:00 -
[8] - Quote
Just saw the spreadsheet. Loved it !
I'd love to see these numbers IG
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Leovarian L Lavitz
TRAILS AND TRIBULATIONS No Context
1
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Posted - 2015.09.18 05:24:00 -
[9] - Quote
What about basic frames?
Youtube: Dust 514 - You should Have Worn Proto
One V One Emperor
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 06:03:00 -
[10] - Quote
Avallo Kantor wrote:Anmol Singh wrote:Cross Atu wrote:
Regen and raw HP should exist within an inverse ratio (if you have a lot of one you generally have less of the other)
The ratio thing doesn't really work with armor because armor has set repair values unless you're talking about just base stat values. The already exists with base stats. Shield Scouts have most regen and it goes down from there. Except for Cal Commando having way worse regen than it's Sentinel counterpart. By what they mean by ratio is how much regen you can have vs how much raw hp. Looking just at armor, you have to compare plates vs repair modules. For armor you have a terrible conversion rate. (Compare plate of any level vs rep of same level. You have some absurd ratio of hp to regen rate) Meanwhile shields have less ehp overall and thus benefit from FAR higher regen rate out of combat, and let us be honest, the armor rep through combat is not enough to be a factor in a majority of cases. This was more to contextualize armor tanking vs shield tanking. It does remain true within the tanking styles as well, but contextualized by the tanking style itself.
In other words we're not aiming to directly weigh shield regen vs armor regen as despite both being regen they clearly carry a differing portion of the load within their respective tanking style.
It should also be noted that this thread and the posts here in are aimed at improvements to shield tanking not alterations to armor tanking. Such alterations indeed come later on, but they are cast as a consideration after improvements to shield tanking so as to maintain the iterative balance approach. As such in the context of this thread we generally needn't concern ourselves with armor tanking much at all.
Cheers, Cross
CPM mail me your feedback and remember to have fun!
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Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.18 06:32:00 -
[11] - Quote
Cross Atu wrote:It should also be noted that this thread and the posts here in are aimed at improvements to shield tanking not alterations to armor tanking. Such alterations indeed come later on, but they are cast as a consideration after improvements to shield tanking so as to maintain the iterative balance approach. Armor is actually in a good state right now and doesn't need to be changed IMO. Why alterate something that doesn't need a fix ? This is pretty much what CCP used to do before and we know where it lead us.
If it's not broken, don't fix it.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.18 06:36:00 -
[12] - Quote
The reason for the "Notorious" 1 second delay on the Caldari sentinel is to make up for the lack of any external repair for shields. Armor tanks can get away with stacking full health and no repair because they can rely on othe rplayers to do the repairing for them; shield tanks have only themselves to rely on their repair. It's to ensure that the Caldari Sentinel is not completely outclassed by the other sentinels who can stack armor better than it.
Other than that, I am completely for this. The Caldari commando especially needs some good loving in the shield department. And it does fix the chaos of the current... whatever it is. Bravo Aeon, you done good work.
Over thinking, over analyzing separates the body from the mind.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
257
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Posted - 2015.09.18 06:57:00 -
[13] - Quote
Anmol Singh wrote:For now, I really like the idea. The only issue I see is Assaults and Scouts are too close regen wise since they are only separated by 5 HP/s shield and no delay difference.
Example: I would like
Cal Scout: 50 regen 3 sec delay Cal Assault: 40 regen 4 sec delay Cal Logi: 35 regen 4 sec delay Cal Commando: 30 regen 4 sec delay (one second depleted because that is what makes them special) Cal Sentinel: 30 regen 4 sec delay (one second depleted delay because that is what makes them special)
This is just for Caldari though. I have other opinions on the other races which I will post tomorrow.
Please, I don't want another Magsec SMG incident, if you're that picky about numbers, bring scout shield regen up, not down. Also, these numbers are perfect (The CPM proposed numbers I mean). +1 from me!
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Francois Sanchez
Prima Gallicus
533
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Posted - 2015.09.18 07:40:00 -
[14] - Quote
I really like the proposed numbers with the consistent shape of the curve.
About the Caldari sentinel, the 1 second deplepted recharge delay is essential. Cal sent doesn't have the armour to be repped effectively or to keep fighting once the shield goes down, and it hasn't the Minmatar speed to try to run away. If you remove the super small deplepted delay, a single flux grenade means a dead Cal sent. Cal sent is fine as it is now and shouldn't be touched. |
Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.18 08:27:00 -
[15] - Quote
Ho btw, when ?
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.18 08:58:00 -
[16] - Quote
- I like the method. Implementing a design system for shield recharge vs. shield recharge delay is a good idea.
- I agree with the order Sentinel - Commando - Logistics - Assault - Scout
- Thumbs up on the overall method and principle. Well done.
Balancing thoughts (minor details):
- Are you certain that native suit regen needs to top out at 50 hp/s? That is a lot, especially considering that a complex energizer adds 65% to that. I'd propose a maximum native suit regen of 40 hp/s. Everything else then scales according to your system.
- As it is: Are you certain this isn't an overbuff for the Caldari Assault? Protofits says you'd be able to make a ck.0 regen at 75 hp/s after less than a second while having over 800 ehp. That's tough. |
Gaius Calinus
Incarnation Soldiers
34
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Posted - 2015.09.18 10:00:00 -
[17] - Quote
Stefan Stahl wrote: - As it is: Are you certain this isn't an overbuff for the Caldari Assault? Protofits says you'd be able to make a ck.0 regen at 75 hp/s after less than a second while having over 800 ehp. That's tough.
That's fully ok, a scrambler / combat rifle / plasma rifle will still cut you to pieces within 2 sec., even with your 800 ehp and 75hp/s after a sec , we're talking here about shields... No matter how fast your shields regen, you're dead before your mods even react.
I admit, it's a step forward, but not enough IMO
Hail Caldari !!
Hail to the Caldari State !!!
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Zaria Min Deir
Resheph Interstellar Strategy Gallente Federation
1
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Posted - 2015.09.18 10:26:00 -
[18] - Quote
Going to just borrow Cross's words, as he said what I would have, only better.
Cross Atu wrote:The presence of a unified method is vital to attaining and polishing the game. As with the speed to eHP ratio the particulars are up for negotiation so long as the method is evenly and universally applied. In this case we have several clear premises at work
- Armor and shields should exist within an inverse ratio (if you're good at one you're bad at the other)
- The speed to eHP ratio should be maintained
- Regen and raw HP should exist within an inverse ratio (if you have a lot of one you generally have less of the other)
- Racial combat paradigms should be applied as one axis in correspondence with frame size/role as the other axis
Very much this.
Cross Atu wrote: the question of logi and assault raw HP vs base regen values. I will reiterate here what I stated in the speed vs eHP thread, either role could hold either end of that balance so long as neither role holds both ends.
Wanted to just reiterate this part. Most people seem to agree that scouts should have the highest regen, as they have the lowest HP. Same with commandos vs assaults, commandos have more HP than assaults, so they ought to have less regen. Why should this logic not be applied to logistics suits as well?
zariamindeir on Twitter&Gmail
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Kevall Longstride
DUST University Ivy League
3
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Posted - 2015.09.18 11:01:00 -
[19] - Quote
There's a reason why I'm not the theory crafter in the CPM, I'm the NPE and UI guy.
But even I understand this and support the efforts made by my fellow CPM to fix past mistakes. As usual Cross says it much better than me but thank you once again for giving such positive and constructive feedback on this issue. o7
CPM 1&2 Member
CEO of DUST University
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.18 13:29:00 -
[20] - Quote
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. |
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Aeon Amadi
12
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Posted - 2015.09.18 13:29:00 -
[21] - Quote
A few notes:
1) Caldari Sentinel Shield Recharge Depleted Delay: As a reminder, this thread is -not- about Depleted Delay values. That will have to be addressed after a standardized form is illustrated on so that we have something to work off of. I appreciate the feedback and concerns but it's best addressed when the time comes :)
2) There are no plans, proposals, or current considerations to change armor. I think the majority, if not the whole of the CPM, is in agreement that to buff shields and nerf armor at the same time would be a bad move (pendulum balancing). We are also, to my knowledge, in agreement that shields need to be brought up and armor not brought down to reinforce the high TTK that Dust 514 is known for. To nerf armor at the moment would not fix anything and only further institute the broken shield design (of which I use that term loosely).
3) The next iteration of this proposal will switch Assault and Logistics on the design path. Logistics should reasonably have a higher regen than Assaults, lacking Assaults' EHP and further constituting a relationship with the EHP to Speed Ratio design format.
4) I cannot comment on Basic Frames at the moment, but I will look into creating a proposal with which they would follow a similar spectrum. They likely may not be as powerful, or more powerful, due to their lack of specialization. It is too early to tell without additional research.
Thanks for the feedback ^_^
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.18 13:33:00 -
[22] - 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.
There's an additional proposal (that would have to come after standardization of course) to change the Caldari Assault and Gallente Assault's base HP values to correlate more with their combat philosophy. More specifically, taking away subsidiary tank HP and giving it to primary tank HP. Caldari shields are 275 and armor is 155, with Gallente being a mirror of this in it's respective areas. So, you'd more likely see a Gallente Assault with 330 armor and 100 shields after that change.
This is just one additional proposal, of which there are many that are being considered.
However, regardless of what proposal it is, it would be something that would have to come after standardization took place as it would be chaotic to balance otherwise. There are going to be some oddities and outliers in this system that will need more refined work but the baseline/foundation must first be established.
Negative Introspection - Aeon's CPM Blog
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argel999
T.H.I.R.D R.O.C.K
16
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Posted - 2015.09.18 13:35:00 -
[23] - Quote
Aeon Amadi wrote: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. There's an additional proposal (that would have to come after standardization of course) to change the Caldari Assault and Gallente Assault's base HP values to correlate more with their combat philosophy. More specifically, taking away subsidiary tank HP and giving it to primary tank HP. Caldari shields are 275 and armor is 155, with Gallente being a mirror of this in it's respective areas. So, you'd more likely see a Gallente Assault with 330 armor and 100 shields after that change. This is just one additional proposal, of which there are many that are being considered. However, regardless of what proposal it is, it would be something that would have to come after standardization took place as it would be chaotic to balance otherwise. There are going to be some oddities and outliers in this system that will need more refined work but the baseline/foundation must first be established.
Sounds pretty good CPM Aeon Amadi o7
...SLAYER...
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 14:17:00 -
[24] - Quote
Sequal's Back wrote:Cross Atu wrote:It should also be noted that this thread and the posts here in are aimed at improvements to shield tanking not alterations to armor tanking. Such alterations indeed come later on, but they are cast as a consideration after improvements to shield tanking so as to maintain the iterative balance approach. Armor is actually in a good state right now and doesn't need to be changed IMO. Why alterate something that doesn't need a fix ? This is pretty much what CCP used to do before and we know where it lead us. If it's not broken, don't fix it. Sorry late night typing.
Sentence should read such iterations may come later on if needed
CPM mail me your feedback and remember to have fun!
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.18 14:19:00 -
[25] - Quote
Aeon Amadi wrote: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. There's an additional proposal (that would have to come after standardization of course) to change the Caldari Assault and Gallente Assault's base HP values to correlate more with their combat philosophy. More specifically, taking away subsidiary tank HP and giving it to primary tank HP. Caldari shields are 275 and armor is 155, with Gallente being a mirror of this in it's respective areas. So, you'd more likely see a Gallente Assault with 330 armor and 100 shields after that change. This is just one additional proposal, of which there are many that are being considered. However, regardless of what proposal it is, it would be something that would have to come after standardization took place as it would be chaotic to balance otherwise. There are going to be some oddities and outliers in this system that will need more refined work but the baseline/foundation must first be established.
"Unified Theories" sound good, but I can't get behind the proposed buffs in the HP department. These will only lead to a widening of the performance gap between both Vet & Newbro and HP-oriented & Non-HP-oriented playstyles. Both of these are bad for Dust, and I can't see how the benefits of this proposal will outweigh the drawbacks.
Chromosome had its flaws, but it was a good time to be a newbro. They bumbled about, just like today. They dropped like flies, just like today. But when a newbro got the drop on a vet, he had damn good odds of killing that vet. Prototype or not. HP tanked or not. I fell in love with this game as a newbro in Chromosome. Call it nostalgia, but in my opinion, that is the direction we should be heading in if we want better NPE, higher retention rates and a healthier playerbase:
* Higher odds of success when outplaying/outpositioning one's opponent * Fewer get-out-of-jail-free cards afforded by HP tank * A better balanced playing field for non-HP-oriented playstyles
Player thinking, planning and skill should play a part in any shooter. And in a shooter with as many loadout options as Dust, different playstyles and configurations should be encouraged rather than marginalized in the wake of King HP. When a newbro gets the drop on one of us and manages to keep his shots on target, we owe that newbro good odds of success. Spin-and-win is an NPE killer, and reinforcing the predominant meta by slowing TTK will ultimately amount to another free pass for vets (and another kick-in-the-teeth for those of us who don't stack HP).
That's my two cents, at least.
PS: The correct answer to my question, was "No. GalAssaults are not in need of a shield buff." |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.18 14:38:00 -
[26] - Quote
Aeon Amadi wrote:A few notes:
1) Caldari Sentinel Shield Recharge Depleted Delay: As a reminder, this thread is -not- about Depleted Delay values. That will have to be addressed after a standardized form is illustrated on so that we have something to work off of. I appreciate the feedback and concerns but it's best addressed when the time comes :)
2) There are no plans, proposals, or current considerations to change armor. I think the majority, if not the whole of the CPM, is in agreement that to buff shields and nerf armor at the same time would be a bad move (pendulum balancing). We are also, to my knowledge, in agreement that shields need to be brought up and armor not brought down to reinforce the high TTK that Dust 514 is known for. To nerf armor at the moment would not fix anything and only further institute the broken shield design (of which I use that term loosely).
3) The next iteration of this proposal will switch Assault and Logistics on the design path. Logistics should reasonably have a higher regen than Assaults, lacking Assaults' EHP and further constituting a relationship with the EHP to Speed Ratio design format.
4) I cannot comment on Basic Frames at the moment, but I will look into creating a proposal with which they would follow a similar spectrum. They likely may not be as powerful, or more powerful, due to their lack of specialization. It is too early to tell without additional research.
Thanks for the feedback ^_^ Just quoting this important information so that everyone is more likely to see and read it
CPM mail me your feedback and remember to have fun!
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Aeon Amadi
12
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Posted - 2015.09.18 15:00:00 -
[27] - Quote
Adipem Nothi wrote:Aeon Amadi wrote: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. There's an additional proposal (that would have to come after standardization of course) to change the Caldari Assault and Gallente Assault's base HP values to correlate more with their combat philosophy. More specifically, taking away subsidiary tank HP and giving it to primary tank HP. Caldari shields are 275 and armor is 155, with Gallente being a mirror of this in it's respective areas. So, you'd more likely see a Gallente Assault with 330 armor and 100 shields after that change. This is just one additional proposal, of which there are many that are being considered. However, regardless of what proposal it is, it would be something that would have to come after standardization took place as it would be chaotic to balance otherwise. There are going to be some oddities and outliers in this system that will need more refined work but the baseline/foundation must first be established. "Unified Theories" sound good, but I can't get behind the proposed buffs in the HP department. These will only lead to a widening of the performance gap between both Vet & Newbro and HP-oriented & Non-HP-oriented playstyles. Both of these are bad for Dust, and I can't see how the benefits of this proposal will outweigh the drawbacks. Chromosome had its flaws, but it was a good time to be a newbro. They bumbled about, just like today. They dropped like flies, just like today. But when a newbro got the drop on a vet, he had damn good odds of killing that vet. Prototype or not. HP tanked or not. I fell in love with this game as a newbro in Chromosome. Call it nostalgia, but in my opinion, that is the direction we should be heading in if we want better NPE, higher retention rates and a healthier playerbase: * Higher odds of success when outplaying/outpositioning one's opponent * Fewer get-out-of-jail-free cards afforded by HP tank * A better balanced playing field for non-HP-oriented playstyles Player thinking, planning and skill should play a part in any shooter. And in a shooter with as many loadout options as Dust, different playstyles and configurations should be encouraged rather than marginalized in the wake of King HP. When a newbro gets the drop on one of us and manages to keep his shots on target, we owe that newbro good odds of success. Spin-and-win is an NPE killer, and reinforcing the predominant meta by slowing TTK will ultimately amount to another free pass for vets (and another kick-in-the-teeth for those of us who don't stack HP). That's my two cents, at least. PS: The correct answer to my question, was "No. GalAssaults are not in need of a shield buff."
As a re-iteration, HP would be re-assigned, not necessarily buffed. The suits would still have the same EHP but more focused and consolidated into their specialized areas of tank, meaning that weapons that work better against them will be enhanced in their performance rather than having to chew through the subsidiary tank. The numbers aren't set in stone, more of a spit-balled example but total HP would remain the same, in either case.
Nothing about the shield proposal affects TTK either as there are not direct HP buffs. Does it open up for more opportunities to fit Shield Extenders in the wake of increase regen? Perhaps. One thing that many of the CPM are hesitant to do is further reduce TTK further. I apologize if you don't like this but this is the state of Dust 514 design, which has been developed consistently as a high-TTK Tactical Shooter.
EDIT: Players like being able to react to situations and there is a strong desire to maintain that. When a player gets killed faster than they can reasonably react, they feel cheated, and while there is merit in a newer player getting a kill because he got the jump on a veteran that can be accomplished in other areas and it is not a justifiable reason why shields should not be standardized/balanced.
Negative Introspection - Aeon's CPM Blog
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.18 17:12:00 -
[28] - Quote
I quite like it in terms of the relationships between suits. Can't say whether overall it's too much of a buff to shields or not, could be fine. But I guess the point is to come up with the principles first.
There are two things I'd change.
1) Delay
I think assaults should have a delay in between heavies and lights, equal to logis. Rather than your proposal which has assault delay equal to scouts.
The proposal already has sentinel and commando delays equal to each other. It makes a lot of sense to have delays progress like this: light < medium < heavy.
Too short a delay on a medium suit encourages dual tanking as it reduces the need and effect of shield regulators. Caldari assaults stacked with armour plates is not something I want to see become common. Also I don't want to see the delay on assaults buffed to scout levels.
Just like with sentinels and commandos in your proposal, the hp/regen progression could be maintained between suits of the same size by the regen stat. You have suggested swapping assault and logi regen. So they could have the same delay, with the proposed logi and assault regen swapped, consistent with the approach for sentinels and commandos.
2) Gallente
Gallente suits currently have the same shield recharge as Amarr. I don't see any reason for this to change. I think the hp discrepancy between the two is already accounted for. For example, Gallente have superior armour regen. Give them the same shield regen as each other, like now. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.18 17:40:00 -
[29] - Quote
Aeon Amadi wrote:yadda yadda
I like where you are going with this, just remember though while standardizing that exceptions such as the 1 sec Cal Sentinel exist for a reason (and probably should exist for suits like the Cal Commando as well), and that changes to modules should be implemented as well to lessen their awkwardness in fitting (energizers and rechargers: too much cpu, shield extenders: too much pg) and homogenize their utility (remove % based effects on shield modules, pretty please) across suits.
Also take a look at native armor regen on shield suits, I know its counterintuitive but I believe shield based dropsuits should have a higher native armor regen (or maybe all suits should have a higher base regen across the board), since there is a huge imbalance between default shield regen on armor suits (20-30 seconds) vs. default armor regen on shield suits (which can take ~2 minutes or more depending on suit). |
Doc DDD
TeamPlayers Negative-Feedback
524
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Posted - 2015.09.18 17:49:00 -
[30] - 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. |
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