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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 14:09:00 -
[91] - Quote
DiablosMajora wrote:Is it possible to have suits or BPOs that only show up in the Special Contracts with some of these stats so ideas could be playtested without affecting normal matches?
That would be ideal, and also amazing.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Grease Spillett
OSG Planetary Operations
929
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Posted - 2015.09.19 14:13:00 -
[92] - Quote
The best example of shield tanking is the cal scout. They need to consider simply increasing shield regulators recharge delay or just the caldari race in general.
Somebody call for an exterminator?
https://www.youtube.com/watch?v=bx0bJCvSFeA
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DiablosMajora
297
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Posted - 2015.09.19 14:19:00 -
[93] - Quote
Devadander wrote:DiablosMajora wrote:Is it possible to have suits or BPOs that only show up in the Special Contracts with some of these stats so ideas could be playtested without affecting normal matches? That would be ideal, and also amazing. You could make an event out of it too! The Isukone Corporation is conducting live-fire tests for its R&D Department. All volunteers get a special paintjob and/or X number of newly produced Modules, fresh off the line once mass-production has begun.
Edit: this would give devs and CPM live playstats to use for analysis and their own research.
Prepare your angus
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 14:20:00 -
[94] - Quote
CommanderBolt wrote: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..... Without a baseline moving the values on the % based shield mods is highly problematic. It has been looked into a number of times and every method fails because in essence increasing them enough to matter, increases them too much to be acceptable in certain cases, hence the requirement for a baseline. With a baseline in place tuning the mods themselves becomes much more attainable and is something being readily considered, just not as the first step.
CommanderBolt wrote: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. I quite agree that support options for shield based squad and play is a currently lacking element in Dust 514. I have been, and staunchly remain, a proponent of a shield transporter (shield rep tool) at minimum.
It's also important to remember how things function within their context, to grab fictional numbers that do not represent the proposal, if you have a armor tanked suit with 1000 armor and 75 shields gaining a reduced shield rep delay it's not going to be meaningful in most contexts. Now clearly the fictional numbers are exaggerated and illustrative not literal by any means but the point remains that building a conceptual foundation is the requisite first step when looking to build actual stats for things like better polish H/L slot mods for shield work, and shield support modules.
Thanks for the participation Cross
CPM mail me your feedback and remember to have fun!
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Aeon Amadi
12
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Posted - 2015.09.19 14:21:00 -
[95] - Quote
Devadander wrote:I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed.
I can't even begin to wrap my head around the Caldari Assault getting higher shield recharge and less shield delay being a bad thing.... And no, the thread does -not- suggest that all suits have a shield problem, it suggests that all shield modules have a problem because of reasons that have already been well explained at least three times now.
Negative Introspection - Aeon's CPM Blog
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 14:34:00 -
[96] - Quote
Aeon Amadi wrote:Devadander wrote:I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed. I can't even begin to wrap my head around the Caldari Assault getting higher shield recharge and less shield delay being a bad thing.... And no, the thread does -not- suggest that all suits have a shield problem, it suggests that all shield modules have a problem because of reasons that have already been well explained at least three times now.
So you disagree that giving the cal as a race a fitting bonus to shield mods would fix all this?
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 14:37:00 -
[97] - Quote
Mina Longstrike wrote: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) Mina if you have specific, and I do mean specific, concerns please do itemize them for me with examples. I've spoken at length on the forums and occasionally in squads you know I'm inclined to discussion rather than dogma.
If your critique of the method is that some of the particular numbers aren't where you'd like them to be then I would say two things. 1) The method is not about particular numbers, it's about having a functional context and is needed in that way. 2) Since the method is macro not micro, the particular numbers are much more negotiable and any specific cases of concern you have are certainly something that could be taken into account, please provide them.
Show me for example the points of concern regarding the application of the method.
- Cal Assault vs Gal Assault pre and post change and why post change is a downgrade for the Cal
- Cal Sentinel vs Gal Sentinel (or Min vs Am if you'd rather) and why/how the situation post change is a down grade compared to present.
- Calmando vs Minmando and how the method weakens Cal post change vs Min, relative to current suit stats.
If your concern lies in the role to role balance rather than race to race, that's murkier due to there being shield and armor tankers within every role, but if roles are your concern would you outline Commando vs Scout to show me where the proposal weakens one vs the other in a detrimental and undue fashion, or Sentinel vs Assault with the same case. The key thing to remember in this case is that when comparing roles we must not mix and match, the comparison of roles needs to remain within the same race. If there's a racial concern then use method one from above.
@Thread, this is an open invitation to any participants in this thread, please give me your input here. A reminder in this context however, we are working on a shield balance method so things like rifle balance (which likely could use some polish) are not part of this assessment. Further the assessment is not meant as a short term/stop gap tweak to stats in response to the current player meta (i.e. use trends) but rather a foundation context, as such anecdotal evidence regarding frequency of use of X vs Y isn't relevant here because that's a transient micro view and while useful and relevant for various things we're not at the stage where it is useful here (that would come later once a workable foundation is built).
Cheers, Cross
CPM mail me your feedback and remember to have fun!
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Aeon Amadi
12
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Posted - 2015.09.19 14:40:00 -
[98] - Quote
Devadander wrote:Aeon Amadi wrote:Devadander wrote:I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed. I can't even begin to wrap my head around the Caldari Assault getting higher shield recharge and less shield delay being a bad thing.... And no, the thread does -not- suggest that all suits have a shield problem, it suggests that all shield modules have a problem because of reasons that have already been well explained at least three times now. So you disagree that giving the cal as a race a fitting bonus to shield mods would fix all this?
Kind of a loaded question. I don't think it would fix everything, it might help fix Caldari but it won't address the core issue being described in this thread. It would just be a bandaid solution for one race that will inevitably have to be addressed later on as the game progresses and develops.
Negative Introspection - Aeon's CPM Blog
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 14:42:00 -
[99] - Quote
Aeon Amadi wrote:Devadander wrote:Aeon Amadi wrote:Devadander wrote:I don't want to have to textwallate every post...
This thread suggests that all suits have a shield problem, hence the need for normalization..
But the fact, carved into maths and observable data, is that the only race that feels the shields lackluster performance ATM IS CALDARI! This could be solved with one addition, a fitting bonus for shield mods.
Data and math will also show you how a max plated cal anything outperforms its non-plated counterpart, even if max shield fitted.
Cover is a joke. Take cover from one, and the guy on the hill finishes the job. Long range is a joke. We now have fatties that can fly and cross huge gaps in a single sprint.
Dust has changed a lot. Time to bring the caldari back to speed. I can't even begin to wrap my head around the Caldari Assault getting higher shield recharge and less shield delay being a bad thing.... And no, the thread does -not- suggest that all suits have a shield problem, it suggests that all shield modules have a problem because of reasons that have already been well explained at least three times now. So you disagree that giving the cal as a race a fitting bonus to shield mods would fix all this? Kind of a loaded question. I don't think it would fix everything, it might help fix Caldari but it won't address the core issue being described in this thread. It would just be a bandaid solution for one race that will inevitably have to be addressed later on as the game progresses and develops.
The title of the thread said shield stats... /hardfacepalm
Edit: MEANING CALDARI
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 14:47:00 -
[100] - Quote
Devadander wrote:
The title of the thread said shield stats... /hardfacepalm
Edit: MEANING CALDARI
http://media.giphy.com/media/mWMML2LQBsj8k/giphy.gif
Negative Introspection - Aeon's CPM Blog
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 15:01:00 -
[101] - Quote
Priceless, you won't even consider a racial bonus. Then respond with that. I've tried to keep my loathing of you out of this....
And will continue to do so.
Is it hard to add a suit bonus? Can we consider/try it for a time? Anyone feel like the current shield situation concerns anyone BUT caldari?
Reducing module costs allows the other races to benefit from something they have plenty of. Ehp/regain.
We won't even consider tools/equipment... So forget that.
Raising the mythical threshold would benefit all again.
And as a caldari (shield user) I can get PLENTY of regen, but once it's gone its gone. (Same applies to armor but it does not strip as fast, has multiple regen options, and even a max RR on a max calmando has to chew on armor)
I don't want to see ehp become the meta either so at this point I could link the same gif.....
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:02:00 -
[102] - Quote
I'll go line by line here because I think there are key aspects to address which your post raises o7
Devadander wrote:I'll make a constructive post.
We all know when we say 'shield tanking..' we mean caldari. I won't try to classify everyone but when I say shield tanking I mean Caldari > Minmatar > Gallente > Amarr which I believe is a key distinction, as this is about providing a unified conceptual foundation for overall game balance, not a light buff to one race due to the current meta situation.
Devadander wrote:So gal and ama need zero change. Minmatar already have the best of all worlds, so no soup for you. They all need to fit within the same system/method regardless of where their raw stat profiles ultimately land. If there's a problem with the stats they can be tuned within the method, if there's a problem with the method not the specific stats then now is the perfect time to address that at a macro (not current meta/numbers) level and find an alternate method. The only non-negotiable aspect here AFAIK is whether or not there is a method in place at all. There needs to be a method, some method. It can be this one, or another, but the prior status of non-unified profiles is something that needs to be moved beyond.
Devadander wrote:I see the desire to keep this fair, and cannot respect it. Shields (caldari) have been SoL for a long time now. Caldari only needs a rework here. Sorry if it hurts your butt. It's not a question of what's "fair" per se, it's a question of having a viable foundation/framework for long term development and polish. Ultimately that should result in a fair and balanced game you are absolutely correct, but this is not about a single step direct redress to the current meta, nor is it about using history to assess which race, role, or sub-combo now deserves their turn to be our shiny new FotM. It is in fact about building something so as to preclude that type of pattern as much as possible.
I have zero racial bias in Dust, I play them all, I have them all to proto in more than one role, my min scout is stronger than people seem to give it credit for, my cal scout is doing quite well for itself, my cal logi cries itself to sleep every night, my manndos all seem "out of breath" a lot of the time, and my Min Assault - even with the semi-recent changes - still kind of laughs at most of the other suits and tells them to HTFU.
But this isn't about hyper-focus on one race, this is about having a foundational methodology so that other things within that, such as possible racial imbalances, can be addressed properly. In essence the question of "is Cal in a good space" comes after this question, not during, before, or instead of. Unless of course - specifically with regards to shields - you have an objection with the proposed racial hierarchy of Cal > Min > Gal > Am. If you object to that then please do elaborate on why so it can be taken into account as part of the feedback process.
There's tons of relevant and accurate feedback out there, and getting it all is worthwhile, but it is not all relevant to every thread or topic no matter how accurate or pertinent it is.
Cheers, Cross
CPM mail me your feedback and remember to have fun!
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Aeon Amadi
12
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Posted - 2015.09.19 15:08:00 -
[103] - Quote
Devadander wrote:Priceless, you won't even consider a racial bonus. Then respond with that. I've tried to keep my loathing of you out of this....
I never once said I wouldn't consider a racial bonus. I said it was a band-aid solution to a higher problem. See Cross's above post because he's a lot more PC and friendly than I'm going to be with this and that's all I'm going to say on the matter.
Negative Introspection - Aeon's CPM Blog
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:11:00 -
[104] - Quote
Devadander wrote:This thread suggests that all suits have a shield problem, hence the need for normalization..
I think this is the point of disconnect. My motive for advocating - both in this thread and elsewhere - that there be a macro level method for each system is not exclusively about identifying a problem in the current game meta. That is of course relevant, for example if there were an area of balance that seemed spot on I'd likely try to look at it and derive the method already in play.
However, the point is that foundational methodologies are key to further development, they maximize time and effectiveness. I could cite my conversations with CCP Rattati as support for this, but I don't need to evoke the NDA chats to highlight this fact, everyone can see how much CCP Rattati calls for this and moves toward this in his work throughout the last year. One of the most recent clear examples is the Speed to eHP ratio thread he posted.
For the sake of development efficacy having a stated foundational method is important and valuable even if present balance were considered perfect. (Not that it is )
Hence, this thread states that one is needed - because it is regardless of current in game meta, this is as much an out of game concern as an in game one - and invites the community to participate in feedback on establishing that required method. Almost everything is up for debate when it comes to the particulars, but due to the nature of structured development I assure you there will be a method put in place even if the community and CPM remain utterly silent on the issue, as such I'd rather we all collaborate now so as to have our input involved.
Cheers, Cross
CPM mail me your feedback and remember to have fun!
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 15:12:00 -
[105] - Quote
Cross Atu wrote:I'll go line by line here because I think there are key aspects to address which your post raises o7 Devadander wrote:I'll make a constructive post.
We all know when we say 'shield tanking..' we mean caldari. I won't try to classify everyone but when I say shield tanking I mean Caldari > Minmatar > Gallente > Amarr which I believe is a key distinction, as this is about providing a unified conceptual foundation for overall game balance, not a light buff to one race due to the current meta situation. Devadander wrote:So gal and ama need zero change. Minmatar already have the best of all worlds, so no soup for you. They all need to fit within the same system/method regardless of where their raw stat profiles ultimately land. If there's a problem with the stats they can be tuned within the method, if there's a problem with the method not the specific stats then now is the perfect time to address that at a macro (not current meta/numbers) level and find an alternate method. The only non-negotiable aspect here AFAIK is whether or not there is a method in place at all. There needs to be a method, some method. It can be this one, or another, but the prior status of non-unified profiles is something that needs to be moved beyond. Devadander wrote:I see the desire to keep this fair, and cannot respect it. Shields (caldari) have been SoL for a long time now. Caldari only needs a rework here. Sorry if it hurts your butt. It's not a question of what's "fair" per se, it's a question of having a viable foundation/framework for long term development and polish. Ultimately that should result in a fair and balanced game you are absolutely correct, but this is not about a single step direct redress to the current meta, nor is it about using history to assess which race, role, or sub-combo now deserves their turn to be our shiny new FotM. It is in fact about building something so as to preclude that type of pattern as much as possible. I have zero racial bias in Dust, I play them all, I have them all to proto in more than one role, my min scout is stronger than people seem to give it credit for, my cal scout is doing quite well for itself, my cal logi cries itself to sleep every night, my manndos all seem "out of breath" a lot of the time, and my Min Assault - even with the semi-recent changes - still kind of laughs at most of the other suits and tells them to HTFU. But this isn't about hyper-focus on one race, this is about having a foundational methodology so that other things within that, such as possible racial imbalances, can be addressed properly. In essence the question of "is Cal in a good space" comes after this question, not during, before, or instead of. Unless of course - specifically with regards to shields - you have an objection with the proposed racial hierarchy of Cal > Min > Gal > Am. If you object to that then please do elaborate on why so it can be taken into account as part of the feedback process. There's tons of relevant and accurate feedback out there, and getting it all is worthwhile, but it is not all relevant to every thread or topic no matter how accurate or pertinent it is. Cheers, Cross
Thank you sir.
I agree with the order no doubt as far as effectiveness and supposed to have. Just feeling like more regen is not going to be a boon. However, if its just the beginning I guess we have to start somewhere.
Threshold, if it can be tuned per race, could be a good next step. I have a phone pic of a 99m kill on me from a militia CR and he was the only one shooting at me as I ran to redline depot to refill.
But I still feel strongly on the caldari receiving a fitting bonus to make the modules shine when the pure shield race fits them.
Idk, either way, here nor there, thanks for being you and knowing how to shut me up xD
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Nirwanda Vaughns
1
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Posted - 2015.09.19 15:14:00 -
[106] - Quote
I'd really love it if my C-II BPOs shield hp got fixed at some point too. same as the recruit C-I
Please fix my C-II hitpoints!!
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.19 15:22:00 -
[107] - Quote
So I put down some example numbers for my shield regen proposal:
Shield regen proposal
This is based on the following principles:
Racial shield regen stats:
Caldari - 30hp/s 5s delay. Minmatar - 25hp/s 6s delay. Gallente/Amarr - 20hp/s 7s delay.
Scouts get 50% superior shield regen and delay. This is to facilitate stealthy hit and run combat. Sentinels get 20% superior shield regen and delay. This is to facilitate defensive combat.
You will notice from the highlighted buffs and nerfs, that this design results in little change to most suits, except for commandos (especially Caldari) which get buffed. More specifically, sentinels and logis get their regen rate buffed slightly, but their delay nerfed slightly at the same time. Minmatar scouts get their regen nerfed, but their delay buffed. Caldari sentinels recieve a small buff to regen rate.
In my opinion this provides a sensible and neat design principle, resulting in very little change to actual balance. With the exception of commandos, particularly Caldari, which get their shield regen buffed.
Armour shield balance can be addressed separately. I suggest buffing shield regen mods, since this would specifically target medium and heavy shield tankers, who are the ones that need a buff.
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 15:24:00 -
[108] - Quote
Cross Atu wrote: @Thread, this is an open invitation to any participants in this thread, please give me your input here.
o/ Cross
Here's an alternative method: Google Doc
Despite what the bubble chart on Page 1 suggests, there is in fact a clear progression in current shield stats. Present values were not assigned at random. The Google Doc above attempts to clean up the existing progression to make it more clear (labeled Step 1), and then it achieves the target inverse relationship between Recovery and HP potential (labeled Step 2).
This model diverges most evidently from Aeon's in that a more logical framework is established without substantial buffs to shield performance of Armor Tankers. This isn't a comprehensive solution, rather (like Aeon's model) this is a framework upon which to build. |
Devadander
Woodgrain Atari
693
|
Posted - 2015.09.19 15:28:00 -
[109] - Quote
Adipem Nothi wrote:Cross Atu wrote: @Thread, this is an open invitation to any participants in this thread, please give me your input here.
o/ Cross Here's an alternative method: Google DocDespite what the bubble chart on Page 1 suggests, there is in fact a clear progression in current shield stats. Present values were not assigned at random. The Google Doc above attempts to clean up the existing progression to make it more clear (labeled Step 1), and then it achieves the target inverse relationship between Recovery and HP potential (labeled Step 2). This model diverges most evidently from Aeon's in that a more logical framework is established without substantial buffs to shield performance of Armor Tankers. This isn't a comprehensive solution, rather (like Aeon's model) this is a framework upon which to build.
The 8 second depleted on calmando needs to go away.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:30:00 -
[110] - Quote
Devadander wrote:Cross Atu wrote:I'll go line by line here because I think there are key aspects to address which your post raises o7 Devadander wrote:I'll make a constructive post.
We all know when we say 'shield tanking..' we mean caldari. I won't try to classify everyone but when I say shield tanking I mean Caldari > Minmatar > Gallente > Amarr which I believe is a key distinction, as this is about providing a unified conceptual foundation for overall game balance, not a light buff to one race due to the current meta situation. Devadander wrote:So gal and ama need zero change. Minmatar already have the best of all worlds, so no soup for you. They all need to fit within the same system/method regardless of where their raw stat profiles ultimately land. If there's a problem with the stats they can be tuned within the method, if there's a problem with the method not the specific stats then now is the perfect time to address that at a macro (not current meta/numbers) level and find an alternate method. The only non-negotiable aspect here AFAIK is whether or not there is a method in place at all. There needs to be a method, some method. It can be this one, or another, but the prior status of non-unified profiles is something that needs to be moved beyond. Devadander wrote:I see the desire to keep this fair, and cannot respect it. Shields (caldari) have been SoL for a long time now. Caldari only needs a rework here. Sorry if it hurts your butt. It's not a question of what's "fair" per se, it's a question of having a viable foundation/framework for long term development and polish. Ultimately that should result in a fair and balanced game you are absolutely correct, but this is not about a single step direct redress to the current meta, nor is it about using history to assess which race, role, or sub-combo now deserves their turn to be our shiny new FotM. It is in fact about building something so as to preclude that type of pattern as much as possible. I have zero racial bias in Dust, I play them all, I have them all to proto in more than one role, my min scout is stronger than people seem to give it credit for, my cal scout is doing quite well for itself, my cal logi cries itself to sleep every night, my manndos all seem "out of breath" a lot of the time, and my Min Assault - even with the semi-recent changes - still kind of laughs at most of the other suits and tells them to HTFU. But this isn't about hyper-focus on one race, this is about having a foundational methodology so that other things within that, such as possible racial imbalances, can be addressed properly. In essence the question of "is Cal in a good space" comes after this question, not during, before, or instead of. Unless of course - specifically with regards to shields - you have an objection with the proposed racial hierarchy of Cal > Min > Gal > Am. If you object to that then please do elaborate on why so it can be taken into account as part of the feedback process. There's tons of relevant and accurate feedback out there, and getting it all is worthwhile, but it is not all relevant to every thread or topic no matter how accurate or pertinent it is. Cheers, Cross Thank you sir. I agree with the order no doubt as far as effectiveness and supposed to have. Just feeling like more regen is not going to be a boon. However, if its just the beginning I guess we have to start somewhere. Threshold, if it can be tuned per race, could be a good next step. I have a phone pic of a 99m kill on me from a militia CR and he was the only one shooting at me as I ran to redline depot to refill. But I still feel strongly on the caldari receiving a fitting bonus to make the modules shine when the pure shield race fits them. Idk, either way, here nor there, thanks for being you and knowing how to shut me up xD I had not considered the idea of a racially tuned threshold but it is a good one that could further tune racial shield balance. I've no idea of the tech feasibility but I'll see if I can find out o7
A fitting, and/or efficiency bonus for racially relevant mods (shields for cal, biotics for min, armor reps for gal, plates for ammar) does seem conceptually sound. It is my understanding that the current tech in Dust limits our ability to directly apply this method however the mechanics that support it are valuable enough for both racial and role balance that I've advocated a change to the current iteration of code if at all possible. I do not know how labor intensive such a change might be so have no idea if/when we might see it but I'm hoping it is something that will be on the table in days to come.
Thanks for the constructive responses, I know it can be hard sometimes to frame ones thoughts clearly and more than that forums can be kittening frustrating in their nature, and the 'tone' of text readily lend itself to distortion of the writers intent. So no worries mate, I'm glad you stuck it out with me till we could get to the heart of the ideas we both brought up here. And again, thanks for mentioning that shield delay idea, the more tools in the box the better IMO
Cheers, Cross
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:31:00 -
[111] - Quote
Adipem Nothi wrote:Cross Atu wrote: @Thread, this is an open invitation to any participants in this thread, please give me your input here.
o/ Cross Here's an alternative method: Google DocDespite what the bubble chart on Page 1 suggests, there is in fact a clear progression in current shield stats. Present values were not assigned at random. The Google Doc above attempts to clean up the existing progression to make it more clear (labeled Step 1), and then it achieves the target inverse relationship between Recovery and HP potential (labeled Step 2). This model diverges most evidently from Aeon's in that a more logical framework is established without substantial buffs to shield performance of Armor Tankers. This isn't a comprehensive solution, rather (like Aeon's model) this is a framework upon which to build. Here ladies and gentleman is a merc that knows my fondness for data and spreadsheets. Thank you for the doc and the link, I'll dive into it here shortly. o7
CPM mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:33:00 -
[112] - Quote
Varoth Drac wrote:So I put down some example numbers for my shield regen proposal: Shield regen proposalThis is based on the following principles: Racial shield regen stats: Caldari - 30hp/s 5s delay. Minmatar - 25hp/s 6s delay. Gallente/Amarr - 20hp/s 7s delay. Scouts get 50% superior shield regen and delay. This is to facilitate stealthy hit and run combat. Sentinels get 20% superior shield regen and delay. This is to facilitate defensive combat. You will notice from the highlighted buffs and nerfs, that this design results in little change to most suits, except for commandos (especially Caldari) which get buffed. More specifically, sentinels and logis get their regen rate buffed slightly, but their delay nerfed slightly at the same time. Minmatar scouts get their regen nerfed, but their delay buffed. Caldari sentinels recieve a small buff to regen rate. In my opinion this provides a sensible and neat design principle, resulting in very little change to actual balance. With the exception of commandos, particularly Caldari, which get their shield regen buffed. Armour shield balance can be addressed separately. I suggest buffing shield regen mods, since this would specifically target medium and heavy shield tankers, who are the ones that need a buff. More links (yes I'm reading this page from the bottom up xD ) thank you for the break down, I look forward to checking it out.
o7
CPM mail me your feedback and remember to have fun!
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.19 15:34:00 -
[113] - Quote
Regen, scout only modification Go to tab "Scout only modification".
I've added another tab with a slightly simpler paradigm.
On tab one you will see stats for the following paradigms: "All racial suits have the same shield regen stats, except for scouts who have a 50% bonus for hit and run." "Caldari have the best regen as primary shield tankers. Minmatar have the next best as they should be functional at shield or armour tanking. Amarr and Gellente are both armour tankers and so should both have the least effective shield regen"
This results in a small nerf to Caldari sentinel delay. Other sentinels get their regen buffed, but delay nerfed.
This is more simple than tab one, as it only has scouts as the exception. What do people think?
Summary: Caldari suits 30hp/s 5s delay Minmatar suits 25hp/s 6s delay Gal/Am suits 20hp/s 7s delay
Scouts get +50% modification to shield regen.
I think I like this more than my previous idea, which included a 20% modification to sentinels. I think buffs to shield regen mods would both improve shield - armour balance, and counteract the slight shield sentinel nerf that would result from this proposal. |
Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 15:38:00 -
[114] - Quote
Devadander wrote:Adipem Nothi wrote:Cross Atu wrote: @Thread, this is an open invitation to any participants in this thread, please give me your input here.
o/ Cross Here's an alternative method: Google DocDespite what the bubble chart on Page 1 suggests, there is in fact a clear progression in current shield stats. Present values were not assigned at random. The Google Doc above attempts to clean up the existing progression to make it more clear (labeled Step 1), and then it achieves the target inverse relationship between Recovery and HP potential (labeled Step 2). This model diverges most evidently from Aeon's in that a more logical framework is established without substantial buffs to shield performance of Armor Tankers. This isn't a comprehensive solution, rather (like Aeon's model) this is a framework upon which to build. The 8 second depleted on calmando needs to go away. I did notice that shield delays were abnormally high for the Commando class. If there isn't a good reason to keep them high, I'd absolutely support moving them closer in line with that of Assaults. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 15:47:00 -
[115] - Quote
Adipem Nothi wrote:Devadander wrote:Adipem Nothi wrote:Cross Atu wrote: @Thread, this is an open invitation to any participants in this thread, please give me your input here.
o/ Cross Here's an alternative method: Google DocDespite what the bubble chart on Page 1 suggests, there is in fact a clear progression in current shield stats. Present values were not assigned at random. The Google Doc above attempts to clean up the existing progression to make it more clear (labeled Step 1), and then it achieves the target inverse relationship between Recovery and HP potential (labeled Step 2). This model diverges most evidently from Aeon's in that a more logical framework is established without substantial buffs to shield performance of Armor Tankers. This isn't a comprehensive solution, rather (like Aeon's model) this is a framework upon which to build. The 8 second depleted on calmando needs to go away. I did notice that shield delays were abnormally high for the Commando class. If there isn't a good reason to keep them high, I'd absolutely support moving them closer in line with that of Assaults.
This underscores one thing that's useful to keep in mind with conceptual methods. Cal > Min > Gal > Am ^Method But the margins between each step of the method are another question entirely. We need rational, and usually will start out with a more regimented alignment closer to 1:1, but that doesn't mean it has to, or is planned for, staying that way.
Margins can make all the difference in the world.
CPM mail me your feedback and remember to have fun!
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Aeon Amadi
12
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Posted - 2015.09.19 15:47:00 -
[116] - Quote
Be sure to include written statements as to what defines the implementation of the design pattern.
For example: - Caldari are the primary shield tankers and therefore should have a higher regen than other races. - Scouts are hit-and-run focused with low EHP, so should have a higher regen than other roles.
Etc. Something that can be easily followed, recognized, and adhered to in future design. Numbers are fantastic for the nuance but the overall design principles are best written.
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 15:58:00 -
[117] - Quote
Aeon Amadi wrote:Be sure to include written statements as to what defines the implementation of the design pattern.
For example: - Caldari are the primary shield tankers and therefore should have a higher regen than other races. - Scouts are hit-and-run focused with low EHP, so should have a higher regen than other roles.
Etc. Something that can be easily followed, recognized, and adhered to in future design. Numbers are fantastic for the nuance but the overall design principles are best written. I've modified my last post, and the spreadsheet, to include these statements. |
Arirana
Ancient Exiles.
1
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Posted - 2015.09.19 16:06:00 -
[118] - Quote
For shield tanker suits depleted shield recharge delay should become the same as their recharge delay (excluding the Cal H, it should keep the 1 sec because flux grenade), and for armor tankers depleted recharge delay should remain the same as it is now. This way armor tankers can't fully utilize the strength of shield tanking (regen speed) just like shield tankers can't fully utilize the strength of armor tanking (large HP values).
Depleted recharge delay is what is REALLY punishing for shield tanking, and something that is needed to become exclusive to armor tank suits so that we don't see armor tankers regaining their shields just as they are about to go down, giving their armor time to regen as well (A HUGE advantage to be regenerating both shields and armor at high speeds at the same time).
The Official Ari QQ Thread
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Sgt Kirk
Fatal Absolution
12
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Posted - 2015.09.19 16:20:00 -
[119] - Quote
*steps into thread*
There's a lot of instigating in here.
You can't effect one attribute of the game without affecting the other. Everything is related. Even if say I changed a stat that primarily benefits x race it will still trickle down to the others but that's already been addressed.
CPM already knows my stance on the issue, fix shields no matter what, Aeon and breaking are doing a great job on that so I'mnot too bothered besides looking over the numbers they post. I'm the one sitting in the corner trying to figure out when this change happens how do we stop the impending dual tanking storm, because it will come.
As much as I believe this game needs more TTK, dual tanking as is (or will be) is not the way.
(This post was not constructive sorry Aeon)
Sgt Kirk's Propaganda Youtube Channel
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Aeon Amadi
12
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Posted - 2015.09.19 16:41:00 -
[120] - Quote
Sgt Kirk wrote:*steps into thread* There's a lot of instigating in here. You can't effect one attribute of the game without affecting the other. Everything is related. Even if say I changed a stat that primarily benefits x race it will still trickle down to the others but that's already been addressed. CPM already knows my stance on the issue, fix shields no matter what, Aeon and breaking are doing a great job on that so I'mnot too bothered besides looking over the numbers they post. I'm the one sitting in the corner trying to figure out when this change happens how do we stop the impending dual tanking storm, because it will come. As much as I believe this game needs more TTK, dual tanking as is (or will be) is not the way. (This post was not constructive sorry Aeon)
Much like in Eve Online, the only way to assuredly nyx dual-tanking is to make it simply not worth doing. And that does not mean making it so that dual-tanking is impossible or counter-intuitive through penalties, it simply means providing modules in both high and low slots are just better to run.
Look at Armor Tanking in Eve Online and it opens up your mid-slots for a plethora of EWAR opportunities, like tackle and mobility. Look at Shield Tanking and it opens up for damage amplification, tracking enhancement, mobility, and cargo space.
Players can dual-tank in Eve but they choose not to because the options available provide for much more diverse and generally just better fittings than you'd get if you tried to brick down. We need to consider that for Dust 514, I feel. Carrot, not the stick.
Negative Introspection - Aeon's CPM Blog
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