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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 02:52:00 -
[61] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Doc DDD 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. No The gallente do not need any sort of shield buff.. nor do Amar, all around Nerf to both classes shields IMHO. My thoughts exactly. "Shield tankers are being outperformed by armor tankers. Let's buff 'em, but while we're at it let's also buff armor tankers."Does not compute. Flowery unified theory or not. Over-simplification with absolutely nothing provided as far as feedback besides infantile repetition. You're welcome to propose changes with rational and reasonable backing, but parroting "Armor is bad" over and over isn't going to accomplish much. How exactly does a significant buff to the GalAssault shield regen/delay translate to better armor-v-shield interplay? |
Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 02:58:00 -
[62] - Quote
Aeon Amadi wrote: What does any of this have to do with Shield Standardization and design methodology?
Everything. I'm openly opposed to further entrenching King HP, I believe it'd bad for the game, and I've explained precisely why. Negative feedback and concerns are absolutely constructive feedback, whether you want to hear them or not. There are other ways to fix armor-v-shield interplay. I'd encourage you to explore alternatives. Even those that -- god forbid -- might take a toll on your personal playstyle. |
Aeon Amadi
12
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Posted - 2015.09.19 02:59:00 -
[63] - Quote
Adipem Nothi wrote: How exactly does a buff to the GalAssault regen/delay translate to better armor-v-shield interplay?
Again, you're welcome to propose your own system that provides a baseline/foundation for shield balancing and I wish you the best of luck in trying to fix it. However, I think this little back-and-forth has gone on long enough as there is nothing useful being gained from this and it is almost entirely non-sequitur to what this entire thread is trying to accomplish. I apologize if that effort is not clear to you and I will try to make future proposals as clear cut as possible.
Adipem Nothi wrote:Aeon Amadi wrote: What does any of this have to do with Shield Standardization and design methodology?
Everything. I'm openly opposed to further entrenching King HP, and I've explained precisely why. Negative feedback and concerns are absolutely constructive feedback, whether you want to hear them or not. There are other ways to fix armor-v-shield interplay. I'd encourage you to explore alternatives. Even those that -- god forbid -- might take a toll on your personal playstyle.
Shield Stats 3.0 will include all Gallente suits having 0 HP, 0 Recharge/Repair. My assurances.
Negative Introspection - Aeon's CPM Blog
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.19 03:07:00 -
[64] - Quote
The reason it works is because Gallente aren't exactly being saved by their shields on a regular basis. All it is is a small buffer before they get into their main tank. I don't see how a small buff to delay is going to make Gal suits suddenly OP. That's like worrying that sentinels getting a 0.1 m/s sprint speed buff will make them god mode: it's a buff, sure, but not one to even warrant attention, much less worry.
Over thinking, over analyzing separates the body from the mind.
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 03:08:00 -
[65] - Quote
Breakin Stuff wrote:It's a good thing that decisions aren't dictated by you or Doc DDD, isn't it?
Adipem provide alternative values and math or quit sh*tposting. We realize you're salty that you're not on the CPM and none of us are on board with Scout Master Race.
Get over it already. I didn't run for CPM, cupcake. And I never will. No salt there. As for "Scout Master Race", here's the part where I remind you that I personally proposed and/or supported a dozen or better different Scout nerfs back when Scout nerfs meant better overal balance. This is clearly documented here in the forums for anyone to read. If reading isn't a strong suit of yours, just ask Rattati.
Fundamentally disagreeing with an idea is not sh*tposting. Not everyone is on board with HP > All Else. That's to be expected. Get over it already. Better yet, tighten that CPM chinstrap, do your job and fix it already. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.19 03:13:00 -
[66] - Quote
To check out caldari commando stats, I took it to advanced. Put my SP where my mouth is, or erm might have been before stating my opinion on whether your proposal would helped it or would that make it OP.
Well, it need far more than just a shield recharge buff. Far more than the min commando. Its the only commando suit out of my 3 advanced commando suits (Amarr and Minmatar) that I cannot fit a single proto light weapon on without both a pg and cpu mod.
Minando has Wyrokami or Freedom MD + BK-42, damage mod, 2x shield extender, plate, rep. Amando has Kal tactical sniper + GB9 breach, 2 damage mods 2 plates rep
Calmando has Kal Tac Tactical sniper + SB39 RR, 2 shield mods, PG mod, 1 plate + 1 cpu mod.
I downgraded the calmando to a adv tactical sniper + RR, and its shield rates + delay are still abysmaly low. You have to run regulators, but you only have space for one, because you still need an armor repper.
A round about way of saying i approve for the calmando.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 03:13:00 -
[67] - Quote
Aeon Amadi wrote:Adipem Nothi wrote: How exactly does a buff to the GalAssault regen/delay translate to better armor-v-shield interplay?
Again, you're welcome to propose your own system that provides a baseline/foundation for shield balancing and I wish you the best of luck in trying to fix it. However, I think this little back-and-forth has gone on long enough as there is nothing useful being gained from this and it is almost entirely non-sequitur to what this entire thread is trying to accomplish. I apologize if that effort is not clear to you and I will try to make future proposals as clear cut as possible. Adipem Nothi wrote:Aeon Amadi wrote: What does any of this have to do with Shield Standardization and design methodology?
Everything. I'm openly opposed to further entrenching King HP, and I've explained precisely why. Negative feedback and concerns are absolutely constructive feedback, whether you want to hear them or not. There are other ways to fix armor-v-shield interplay. I'd encourage you to explore alternatives. Even those that -- god forbid -- might take a toll on your personal playstyle. Shield Stats 3.0 will include all Gallente suits having 0 HP, 0 Recharge/Repair. My assurances. I've given you my two cents. That's all I can do. I know you mean well, and I wish you luck with your proposal. But that doesn't mean I won't hold an "I was right. You were wrong. I told you so." over your head down the road. Again. For what now seems the hundredth time.
Edit: This is one of those times I actually hope I end up being wrong. It'd be better for the game if what I expect to happen doesn't happen. I guess we'll see. |
Aeon Amadi
12
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Posted - 2015.09.19 03:18:00 -
[68] - Quote
Tesfa Alem wrote:To check out caldari commando stats, I took it to advanced. Put my SP where my mouth is, or erm might have been before stating my opinion on whether your proposal would helped it or would that make it OP.
Well, it need far more than just a shield recharge buff. Far more than the min commando. Its the only commando suit out of my 3 advanced commando suits (Amarr and Minmatar) that I cannot fit a single proto light weapon on without both a pg and cpu mod.
Minando has Wyrokami or Freedom MD + BK-42, damage mod, 2x shield extender, plate, rep. Amando has Kal tactical sniper + GB9 breach, 2 damage mods 2 plates rep
Calmando has Kal Tac Tactical sniper + SB39 RR, 2 shield mods, PG mod, 1 plate + 1 cpu mod.
I downgraded the calmando to a adv tactical sniper + RR, and its shield rates + delay are still abysmaly low. You have to run regulators, but you only have space for one, because you still need an armor repper.
A round about way of saying i approve for the calmando.
It's a foundation for future changes that must occur in some way, shape, or form. Otherwise we're just shooting in the dark and hoping something sticks. Once an established baseline is made then we can freely change modules, skills, suits, etc.
Negative Introspection - Aeon's CPM Blog
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Thaddeus Reynolds
Facepunch Security
415
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Posted - 2015.09.19 04:58:00 -
[69] - Quote
Booby Tuesdays wrote:I agree that the shield numbers need to be refined, as they're all over the place now. However, why on God's green earth would we buff armor tanking suits at all? Repping a few more HP per second, sure. Like 5 HP more max. I do not understand why the armor based suits need any type of shield buff what so ever. Armor suits would have no weakness with these proposed numbers. If anything it would encourage dual tanking and King HP even more...
It's not intended as a buff or nerf overall...it's designed as a proposal to standardize the design on shields in general, in similar line to what happened with Speed/HP. This proposal is about making sure we have a standardized framework to work around when proposing buffs and nerfs in the future. Without a change like this, we don't have the proper context with which to propose buffs or nerfs to shield or armor.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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WeapondigitX V7
The Exemplars
432
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Posted - 2015.09.19 05:48:00 -
[70] - Quote
after reading most of page 1 of this thread I feel the proposed changes to recharge rates are ok. |
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CommanderBolt
Dead Man's Game
4
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Posted - 2015.09.19 09:10:00 -
[71] - Quote
I appreciate the fact that you acknowledge that there is an imbalance between shields and armour but I strongly suggest that these proposals are not the answer.
I really dont see how buffing Gallente Scout and Assault shield stats so much helps anyone.
EDIT - I see that the answer to my above statement is - it is more about having a baseline to work from rather than buffs to armour suits but I still cant help but feel this is iffy...
Why dont we for the love of all things just look at the stats from the current shield modules and adjust those? Regulator buffs, extender buffs (How about removing the shield delay penalty from extenders).
Also its all great trying to balance base stats but how on earth can we ever have balance when Armour has triage hives and repair tools and Shields have none of those? Please explain to me how balance can ever be achieved.
Go and speak to people in EVE and ask them if it would be fair to remove shield logistics modules and ships.....
"Madness how we turned our common-ground into a battle-ground.." - Essa
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MINA Longstrike
Kirjuun Heiian
4
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Posted - 2015.09.19 11:06:00 -
[72] - Quote
Alena Ventrallis wrote:The reason it works is because Gallente aren't exactly being saved by their shields on a regular basis. All it is is a small buffer before they get into their main tank. I don't see how a small buff to delay is going to make Gal suits suddenly OP. That's like worrying that sentinels getting a 0.1 m/s sprint speed buff will make them god mode: it's a buff, sure, but not one to even warrant attention, much less worry.
A 'small buffer' that they'd get to use in effectively every engagement? with delays and recharge values that make you go "Hey, maybe I'll put one complex extender on here so I can have 200 hp, and get it all back in ~10 seconds all the time".
Meanwhile the actual shield tanked suits do not possess this buffer and when they take armor damage it stays there for ungodly amounts of time (values can be in the minutes range, eg cal sent has 487 armor and reps at 1/sec natively) if you don't have a rep or a reactive fit and even then that doesn't shorten it by much.
This exacerbates existent problems, because armor is already the clearly better tanking style for a wide variety of reasons... so in attempting to 'address' the woes of shield users, somehow a nice sneaky and rather large buff to shield tanking for armor suits gets wiggled in there too.
Do armor tanks need a buff to their ability to shield tank? No. Why are they getting one? Because purple prose and [reasons]. Meanwhile lets yammer on about pendulum balance.
Shield tanking should be buffed independently, armor tankers should not be recieving any buffs to their shields at the moment (with the sole exceptions being armor commandos, who do often rely on their shields and could use some love)
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 11:40:00 -
[73] - Quote
Thaddeus Reynolds wrote:Booby Tuesdays wrote:I agree that the shield numbers need to be refined, as they're all over the place now. However, why on God's green earth would we buff armor tanking suits at all? Repping a few more HP per second, sure. Like 5 HP more max. I do not understand why the armor based suits need any type of shield buff what so ever. Armor suits would have no weakness with these proposed numbers. If anything it would encourage dual tanking and King HP even more... It's not intended as a buff or nerf overall...it's designed as a proposal to standardize the design on shields in general, in similar line to what happened with Speed/HP. This proposal is about making sure we have a standardized framework to work around when proposing buffs and nerfs in the future. Without a change like this, we don't have the proper context with which to propose buffs or nerfs to shield or armor. This part I get. Everyone likes logical patterns. The parts I don't get are (1) the proposed improvement to the shield stat performance of armor tankers and (2) what appears to be a general buff to already predominant high-hitpoint play. I'm of the opinion that we should be looking for ways to shake up the predominant meta rather than reinforce it. Here's what I'm thinking:
Google Doc
It is a spreadsheet, just like Aeon's. It follows logical patterns, just like Aeon's. Unlike Aeon's, it doesn't include unwarranted buffs to assaults or armor tankers. |
Aeon Amadi
12
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Posted - 2015.09.19 11:48:00 -
[74] - Quote
I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children.
http://discoverdesign.org/files/images/general/design_process_0.gif
We're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly.
If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal.
Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time.
Negative Introspection - Aeon's CPM Blog
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 11:57:00 -
[75] - Quote
Aeon Amadi wrote:I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children. http://discoverdesign.org/files/images/general/design_process_0.gifWe're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly. If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal. Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time. Right. Because you're smarter than us, Aeon. Keep telling yourself that. |
Aeon Amadi
12
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Posted - 2015.09.19 12:00:00 -
[76] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children. http://discoverdesign.org/files/images/general/design_process_0.gifWe're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly. If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal. Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time. Right. Because you're smarter than us, Aeon. Keep telling yourself that.
I'd like to thank you, specifically, for keeping this thread on the front page for as long as you have.
Negative Introspection - Aeon's CPM Blog
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 12:03:00 -
[77] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children. http://discoverdesign.org/files/images/general/design_process_0.gifWe're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly. If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal. Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time. Right. Because you're smarter than us, Aeon. Keep telling yourself that. I'd like to thank you, specifically, for keeping this thread on the front page for as long as you have.
No prob, breh.
And as you lead us toward the "optimal path" that only you are clever enough to see, don't be distracted or discouraged by facts. Facts like your having a consistent track record of being wrong far more often than not when it comes to anything about balance. That's all ancient history. I realize that you've somehow and suddenly figured out how to be right. Fascinating. I'm excited for you.
Obviously, you won't be needing us anymore to question, QA, stress test or flesh out your ideas. That's unfortunate for us, but I can grasp why. I always knew you were too clever for Community work. You're too good for us, Aeon. Now more than ever. |
CommanderBolt
Dead Man's Game
4
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Posted - 2015.09.19 12:18:00 -
[78] - Quote
Aeon Amadi wrote:I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children. http://discoverdesign.org/files/images/general/design_process_0.gifWe're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly. If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal. Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time.
I dont see how this is helpful mate.
I know that you're better than this so please explain in simple terms how a buff to the shield stats of armour tanking suits is going to help you balance shield modules and fittings?
People have a problem with your proposal because before anything else it instantly smacks you in the face that certain suits appear to be getting a big buff. I look at the bonus you propose to give to the Amarr assault, the Gallente Assault, the Gallente Scout and feel that you are giving me even more of a reason to not run a primarily shielded suit.
Without proposals for how this will help you change the actual modules I can only see this.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Aeon Amadi
12
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Posted - 2015.09.19 12:26:00 -
[79] - Quote
CommanderBolt wrote:Aeon Amadi wrote:I initially had a very long drawn out post about the concepts and principles of design but I think those of you who are smart enough to use illustrations and context clues can easily understand how frustrating some of these comments are once I provide you something to look at. Those of you who can't... Well, let's just say that god loves all of his children. http://discoverdesign.org/files/images/general/design_process_0.gifWe're in between the Brainstorm and Analyze and Feedback portions, respectively. I'll let you figure out what that means for why getting bent out of shape over the numbers presented in this proposal is just downright silly. If it is anything I've learned from this experience it is that my proposals, from now on, will simply not include numbers or values (at least not publicly) because the Dust 514 community has shown, without a shadow of a doubt, that they cannot remain objective when numbers - even conceptual and placeholder - are presented and will don Prototype Tinfoil in an effort to destroy a perceived threat while completely ignoring the entire premise of a proposal. Run on sentences aside I'm starting to understand very clearly why CCP simply doesn't talk 90% of the time. I dont see how this is helpful mate. I know that you're better than this so please explain in simple terms how a buff to the shield stats of armour tanking suits is going to help you balance shield modules and fittings? People have a problem with your proposal because before anything else it instantly smacks you in the face that certain suits appear to be getting a big buff. I look at the bonus you propose to give to the Amarr assault, the Gallente Assault, the Gallente Scout and feel that you are giving me even more of a reason to not run a primarily shielded suit. Without proposals for how this will help you change the actual modules I can only see this.
And that was my fault. Had they never seen the placeholder numbers, designed specifically and for no other reason than to show the design flow and pathway of Race (Caldari > Minmatar > Gallente > Amarr) and Role (Scout > Logistics > Assault > Commando > Sentinel) it would have never even been raised as an issue. There is literally nothing to this proposal besides that design structure, one that follows the EHP to Speed Ratio that has shown marked success despite baseless claims of otherwise. Had I just left those values blank and nebulous this argument would have never been brought up.
It's a learning experience.
EDIT: and how it would help the modules is that, right now, if you change say, shield rechargers from a 45% bonus to a 40% bonus (or 50% or 100% or 1000% or -100053053005%, don't get bent out of shape over this or I swear to christ I'll have the post deleted)... It affects every suit differently in ways we can't begin to predict for without extensive theorycrafting and spreadsheet work because of this. If you change the module, because it is percentage based, it affects every suit differently as opposed to say, Shield Extenders, which have a set, flat-rate value that is consistent no matter what suit it's on.
Without this foundation/baseline it is impossible to predict the effect changing shield modules will have. It may break some suits, it may make others OP. The amount of time and effort that would be spent trying to predict those effects is impractical and requires a set design that we can get an idea of the effects. That is literally all this proposal is for but it got derailed because of armor phobia.
Negative Introspection - Aeon's CPM Blog
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.19 12:36:00 -
[80] - Quote
TL/DR: Set a racial regen baseline common for all racial suits. Move scouts and sentinels beyond that baseline for reasons of hit and run (scouts) and defence (sentinels). Deal with armour - shield balance separately by buffing shield regen mods.
Explanation: The more I think about this CMP proposal, the more problems I have with it all.
Looking at the current stats, there are some clear patterns and design philosophies, albeit with some outliers.
Essentially what we have now, is medium suits as the benchmark for shield regen. Scouts then have better regen to emphasise hit and run gameplay. Sentinels have better regen as they are the most tanky class and need to rely on self-regen, since there is no option to support shield regen remotely. Also remember that the game is designed so that the specialised suits (heavies, and lights) have better base stats in trade for less slots, in order to push them to certain roles, in comparison to mediums that have more slots to allow more choice in what stats they want their suit to have. I don't see anything wrong with these principles. However a more straight forward system may be possible.
Commandos are similar to mediums, and are set up with inferior shield regen stats. I think most people agree this should be changed.
The proposal here is to change shield regen from medium < sentinel < scout to sentinel < medium < scout. To do this you either massively nerf sentinel regen, or massively buff medium regen. The numbers provided go with the buff mediums option.
I appreciate that the specific numbers are up for debate, but whatever values are chosen, this design principle will always result in a relative nerf to sentinels and scouts compared to mediums. It could be argued that shield tanking sentinels and scouts are fine, and it is the shield tanking mediums that need a buff. Now, I know balance isn't the goal here, it's clear design principle. But this leads us to another problem.
Buffing shields on all mediums buffs armour tankers as well as shield tankers. It seems that it would be more of a buff to shield tankers, but it is unclear how much more of an advantage they would gain. Again, balance isn't the goal here, and this further emphasises the fact that this is not a balancing exercise. Balancing would need to be considered separately after the design philosophy is pinned down.
So, let's think about medium suits in isolation for a moment. Ignoring balance, is it a good idea to change their shield regen stats? I think the key goal here, is to have a system that encourages shield tankers to fit extenders, rechargers/energisers and regulators, whilst leaving some room for some other modules, and encourage armour tankers not to fit shield modules. The system should not be draconian and should leave open the possibility for weird fits such as shield tanking armour suits, vice vera, or dual tanking. However these should not be the optimal fits.
If base regen stats on mediums are too good it discourages the use of regen mods. Yes rechargers are buffed by base recharge being buffed, since they are percentage based. However the opposite is true of regulators as they are a percentage reduction. Buffing base regen also amounts to a buff to extenders, further encouraging the fitting of purely extenders, which leads to dual tanking, and a boring "king hp" meta.
If medium suit regen is buffed, without targeting specifically at shield/armour balance, light and heavy suits would also need to be buffed to maintain balance.
Scouts already have very good shield regen stats, so it would be difficult to buff them in a shield regen update.
For this reason I think it would be wise to leave medium suit shield regen at a similar level to what it is now.
So with medium suit regen kept constant, to maintain the proposed regen relationship of heavy < medium < scout, sentinel shield regen would need a significant nerf. This presents a problem because how to you buff sentinels in a way that makes up for nerfing their shield regen? It's a thing that shield tanking sentinels rely on heavily, as there is no remote shield regen option in game.
I have a proposal to solve this problem:
As Aeon proposed in this shield proposal 1. Set shield regen stats equal for all suits of a particular race. BUT Then improve scout shield regen on the basis of specialising the suit for hit and run combat, and improve sentinel shield regen stats on the basis that they are the suits design to be the most defensive, and need better regen rates as they have more hp to regen. Think of these modifications to the design principle in the same way that assault suits are allowed to break the hp/speed curve. Assaults are designed to be both "fast and durable" (see the description in the loadout progression window). Therefore they have more hp and speed than they would otherwise be allowed.
Deal with shield to armour balance by buffing shield regen modules. These are modules rarely used by armour tankers or scouts and so will target the buff squarely at the underperforming shield tankers. |
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Aeon Amadi
12
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Posted - 2015.09.19 12:42:00 -
[81] - Quote
Varoth Drac wrote:TL/DR: Set a racial regen baseline common for all racial suits. Move scouts and sentinels beyond that baseline for reasons of hit and run (scouts) and defence (sentinels). Deal with armour - shield balance separately by buffing shield regen mods.
-snip-.
And finally, we have something that is rational, logical, and most of all useful.
Negative Introspection - Aeon's CPM Blog
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MINA Longstrike
Kirjuun Heiian
4
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Posted - 2015.09.19 12:42:00 -
[82] - Quote
You shouldn't get so butthurt about people finding flaws with your numbers or presentation aeon, that's how debate ****ing works: you attempt to find flaws within given statements and point out where and why they're mistaken.
But hey, if you're too good to engage in debate with the community maybe you shouldn't be representing us. Maybe it's just a case of you being too thin skinned.
Posting numbers is good, getting feedback that says "Your numbers have issues" is better, getting butthurt and declaring "I WILL NOT DISCUSS THINGS WITH PEOPLE I AM SUPPOSED TO REPRESENT BECAUSE SOMETIMES THEY HURT MY FEELINGS OR DISAGREE WITH ME IN MANNERS I DON'T LIKE, PARTICULARLY BY CALLING INTO QUESTION MY MOTIVES OR MY TRACK RECORD" is ****ing juvenile, pull up your big girl panties and use some no more tears shampoo.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 13:06:00 -
[83] - 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.....
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Aeon Amadi
12
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Posted - 2015.09.19 13:35:00 -
[84] - Quote
Varoth Drac wrote: 1) Essentially what we have now, is medium suits as the benchmark for shield regen. Scouts then have better regen to emphasise hit and run gameplay. Sentinels have better regen as they are the most tanky class and need to rely on self-regen, since there is no option to support shield regen remotely. Also remember that the game is designed so that the specialised suits (heavies, and lights) have better base stats in trade for less slots, in order to push them to certain roles, in comparison to mediums that have more slots to allow more choice in what stats they want their suit to have. I don't see anything wrong with these principles.
2.) I appreciate that the specific numbers are up for debate, but whatever values are chosen, this design principle will always result in a relative nerf to sentinels and scouts compared to mediums. It could be argued that shield tanking sentinels and scouts are fine, and it is the shield tanking mediums that need a buff. Now, I know balance isn't the goal here, it's clear design principle. But this leads us to another problem.
3) If base regen stats on mediums are too good it discourages the use of regen mods. Yes rechargers are buffed by base recharge being buffed, since they are percentage based. However the opposite is true of regulators as they are a percentage reduction. Buffing base regen also amounts to a buff to extenders, further encouraging the fitting of purely extenders, which leads to dual tanking, and a boring "king hp" meta.
4) So with medium suit regen kept constant, to maintain the proposed regen relationship of heavy < medium < scout, sentinel shield regen would need a significant nerf. This presents a problem because how to you buff sentinels in a way that makes up for nerfing their shield regen? It's a thing that shield tanking sentinels rely on heavily, as there is no remote shield regen option in game.
First of all, thank you so much for actually bothering to explain your position instead of repeating the same phrases.
1) To better explain why medium frames were chosen to have a higher regen it was delegated in the CPM, as well as posted by Cross Atu somewhere in this thread, that a role can have high EHP or high Regen, but not both. As such it was addressed early on that Logistics should have the higher regen than Assault suits because they lack the EHP necessary to justify or validate the higher regen. When we look at Commandos and Sentinels, yes, Commandos are in a bad place. That is going to change no matter what. The Heavy suits themselves however have enormous EHP gains compared to their lighter comparisions and having high regen with that may be problematic. Your feedback is something that is going to be considered very heavily though, as I agree that their fitting versatility should be factored in.
2) Balance is the goal, but not with this initial proposal. To achieve balance we need something to go off of and somewhere to go to. The foundation and design is the principle element there and it is open for feedback and debate, hence this thread. Medium Frames do not -have- to be the baseline. Caldari don't even have to be the primary shield tankers, we just assume them to be because it is how it has always worked in both Eve and Dust. It's all subject for debate but we need -something- for the foundation because what we currently have simply does not work. This proposal was made with cautious optimism from the CPM as the optimal solution, but feedback can (and will) change that. Provided it is productive and objective minded...
3) Bearing in mind, of course, that shield regen can and will be stopped by taking damage - even fall damage, which was also heavily considered as a primary pain point, particularly to Scouts with their lower EHP. Whether or not it encourages or discourages the use of 'x, y, and z' module remains to be seen, as the drawbacks of the higher regen go hand in hand with EHP. The higher EHP suits have less necessity for extenders and, by design, would benefit more from regen. The opposite is true for lighter roles which already have a high regen but require more EHP. This sort of fluctuating balance can be hallmarked and exacted on.
The balance spectrum can be adjusted at either the suit or module level, but again this can only take place once we have something concise to go off of: A foundation. That applies to both shield and armor as we [the CPM] are unanimously hesitant to nerf armor when shields are so chaotic and lacking.
4) This was an issue brought up previously in the Racial Shield Stats discussion (though I'm not sure if it was in the forum thread). Racial Shield Stats would have addressed that concern in that every race would have had standardized shield stats, so it wouldn't have been as necessary to nerf sentinels. This was problematic as it would bring Scouts down as well. That homogenization was found to be subpar and led to this proposal of a hybrid solution. It is in no way set in stone and Sentinels can even have higher regen. Its up for debate.
Ran out of space.
Negative Introspection - Aeon's CPM Blog
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Aeon Amadi
12
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Posted - 2015.09.19 13:36:00 -
[85] - Quote
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 ?
Negative Introspection - Aeon's CPM Blog
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 13:54:00 -
[86] - 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.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 13:59:00 -
[87] - 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.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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DiablosMajora
297
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Posted - 2015.09.19 14:04:00 -
[88] - Quote
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?
Prepare your angus
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 14:08:00 -
[89] - 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.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 14:09:00 -
[90] - Quote
Devadander wrote: If all caldari suits had a shield module fitting reduction, this thread would not exist.
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