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Sgt Kirk
Fatal Absolution
12
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Posted - 2015.09.19 16:57:00 -
[121] - Quote
Aeon Amadi wrote: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.
Perfect thinking, and EVE is exactly what I look to when it comes to this. (god forbid I mention EVE!).
Sadly, I dont think we have enough resources right now for this platform to take the Carrot approach, which is prefered. Breakins idea is about the closest thing we have to a non-strenuous carrot approach and I'm not even sure if that's going to be implemented :(.
Sgt Kirk's Propaganda Youtube Channel
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.19 17:18:00 -
[122] - Quote
Dual tanking can be reduced by making non-tank related mods more relatively effective compared to tanking mods, either by buffing other mods or nerfing tanking mods. This is effectively the carrot approach Aeon describes.
Other than non-tanking mods, regen mods are very important for reducing dual tanking. This is because they produce synergy between modules of the same tanking type, encouraging you to focus on one type. Shield regulators and shield delay are crucial as they are shield modules that compete with armour modules. They have to be more worthwhile than armour on a shield suit. This is why I caution against reducing base delays too much as it diminishes the effectiveness and value of regulators. If they delays are deemed too long, better to buff the regulators to give people the tools to reduce them if they give up on dual tanking. |
Sgt Kirk
Fatal Absolution
12
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Posted - 2015.09.19 17:22:00 -
[123] - Quote
Varoth Drac wrote:Dual tanking can be reduced by making non-tank related mods more relatively effective compared to tanking mods, either by buffing other mods or nerfing tanking mods. This is effectively the carrot approach Aeon describes.
Other than non-tanking mods, regen mods are very important for reducing dual tanking. This is because they produce synergy between modules of the same tanking type, encouraging you to focus on one type. Shield regulators and shield delay are crucial as they are shield modules that compete with armour modules. They have to be more worthwhile than armour on a shield suit. This is why I caution against reducing base delays too much as it diminishes the effectiveness and value of regulators. If they delays are deemed too long, better to buff the regulators to give people the tools to reduce them if they give up on dual tanking. Buffing other mods = carrot
Nefing tank mods = stick
Sgt Kirk's Propaganda Youtube Channel
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 17:36:00 -
[124] - Quote
Aeon Amadi wrote: Much like in Eve Online, the only way to assuredly nyx dual-tanking is to make it simply not worth doing.
To quote Breakin, Dual Tankers should die in a fire. I couldn't agree more.
Kirk is right, and we should be thinking about ways to circumvent the problem before it gets a chance to take hold post-shield-buff. Arguably the best to accomplish this would be by ensuring that the fitting requirements of plates (all types) and shield extenders are too high to run both simultaneously without making substantial (potentially crippling) sacrifices elsewhere.
This would likely require increasing the fitting requirements of plates, which I'm aware Aeon and other Armor Tankers are opposed to on account of TTK. I believe impact on TTK would be slight, as it'd likely amount to mixing in an Advanced Ferro/Reactive or two instead of running a straight rack of Complex. Armor Tankers would only lose a handful of hitpoints; I believe there's plenty of room for that, and I don't believe that their doing so would result in any meta shift.
Shield tankers have to make sacrifices on account of extender's high resource requirements; I see no reason why we should not ask the same of armor tankers.
* Exceptions would need be made for Heavy Frames. This could be accomplished any number of ways. |
Doc DDD
TeamPlayers Negative-Feedback
531
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Posted - 2015.09.19 17:56:00 -
[125] - Quote
Logis should not have higher regeneration than assaults.. this whole discussion has become rediculous.. Caldari suits should be the only suits getting shield buffs.. minmitar should remain the same, gallente and Amar should be Nerfed. Cal scout is fine, Cal Sentinel should be able to stack more shield Ehp and have regeneration delay as short as depleted delay. Cal Assault should have similar delays, cal logo should be able to stack more shields and have a the worst of all Caldari regeneration stats. Shield penalties should not apply to Caldari. . If Caldari run out of shields they should be a bullet or two from death save for perhaps the sentinel. Leave minmitar suits alone. Reduce Amar and gallente regeneration rates to 2 hit points per second. Now shields are balanced and we can start balancing vehicle shields. INSTEAD OF SCREWING AROUND WITH EVERY STAT TO MAKE ARMOR SUITS EVEN BETTER AND MAKING MORE WORK FOR EVERYONE. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.19 18:04:00 -
[126] - Quote
Sgt Kirk wrote:Varoth Drac wrote:Dual tanking can be reduced by making non-tank related mods more relatively effective compared to tanking mods, either by buffing other mods or nerfing tanking mods. This is effectively the carrot approach Aeon describes.
Other than non-tanking mods, regen mods are very important for reducing dual tanking. This is because they produce synergy between modules of the same tanking type, encouraging you to focus on one type. Shield regulators and shield delay are crucial as they are shield modules that compete with armour modules. They have to be more worthwhile than armour on a shield suit. This is why I caution against reducing base delays too much as it diminishes the effectiveness and value of regulators. If they delays are deemed too long, better to buff the regulators to give people the tools to reduce them if they give up on dual tanking. Buffing other mods = carrot Nefing tank mods = stick True.
I guess the carrot would be buffs to damage mods, biotics, EWAR mods and codebreakers. Though I suspect buffing damage mods and myofibs would be bad.
If we refrain from buffing assault and logi base shield regen and delays we should avoid a rise in dual tanking. Buffs to shields should come from the modules that encourage synergy in a dedicated tanking type. Modules such as energisers (% based so less effective on armour tanks) and regulators (which compete with armour and synergise with energisers) are what should be looked at. |
Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 18:11:00 -
[127] - Quote
Varoth Drac wrote:Sgt Kirk wrote:Varoth Drac wrote:Dual tanking can be reduced by making non-tank related mods more relatively effective compared to tanking mods, either by buffing other mods or nerfing tanking mods. This is effectively the carrot approach Aeon describes.
Other than non-tanking mods, regen mods are very important for reducing dual tanking. This is because they produce synergy between modules of the same tanking type, encouraging you to focus on one type. Shield regulators and shield delay are crucial as they are shield modules that compete with armour modules. They have to be more worthwhile than armour on a shield suit. This is why I caution against reducing base delays too much as it diminishes the effectiveness and value of regulators. If they delays are deemed too long, better to buff the regulators to give people the tools to reduce them if they give up on dual tanking. Buffing other mods = carrot Nefing tank mods = stick True. That's a lot of modules to buff. Think we'll ever get there? Does CPM even have a plan yet?
I can think of a more efficient path to balance with fewer moving parts, less room for error, lower odds of unintended consequence, and zero chance of widening the hitpoint gap which separates the protos from the newbros. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.19 18:17:00 -
[128] - Quote
Adipem Nothi wrote:That's a lot of modules to buff. Think we'll ever get there? Does CPM even have a plan yet? I can think of a more efficient path with fewer moving parts, less room for error, lower odds of unintended consequence, and zero chance of worsening the veteran/newbro gap. I edited my post with more thoughts.
I never said I was against the stick. |
Sgt Kirk
Fatal Absolution
12
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Posted - 2015.09.19 18:36:00 -
[129] - Quote
Yep. I'm all for buffing other modules but realistically, ps3 is too much of a hassle and not enough resources/man power to go towards the carrot approach.
It's either carrot breakin way which I strongly prefer, or my ghetto stick approach, which makes me hate the old DEVs even more.
Sgt Kirk's Propaganda Youtube Channel
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.19 18:39:00 -
[130] - Quote
The people worried about some armor suits getting a buff remind me of EFT warriors in Eve, who think that all it takes is higher numbers on a spreadsheet to win, rather than actual piloting skill. My God, it's not like Gal suits are getting 0 second delays and 100 hp/s regen. All it is is making a sliding scale that brings some organization to how shields are supposed to behave.
Over thinking, over analyzing separates the body from the mind.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.19 18:58:00 -
[131] - Quote
Starting with the conceptual macro here's what I'm seeing, please correct me if that is not representative of your intent.
Varoth Drac
- Race: Cal > Min > Gal/Am
- Role: Scout > Assault/Logistics/Commando/Sentinel
Adipem Nothi
- Race: Cal > Min > Gal/Am
- Role: Scout > Logi > Assault/Commando > Sentinel
Now, considering the discussion we've had of margins and how important they can be I am interested if either of you are completely dedicated to the hard and fast X=Y or if marginal degrees would address your inclinations, something along the lines of W>>X>Y>Z
If so what degrees of separation, at a conceptual level, are desired/acceptable and why. If not please elaborate on why in your view the aspects listed as equal must retain identical state profiles to maintain a conceptually sound method.
Numbers are wonderful for illustrative purposes, so please feel free to keep them coming, but also bear in mind that we're addressing the conceptual macro level right now not specific stat profiles so please frame your input accordingly
@Thread, I'd love to renew my invitation for anyone to jump in and participate here, generally speaking the more constructive feedback the better. o7
Cheers, Cross
CPM mail me your feedback and remember to have fun!
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Doc DDD
TeamPlayers Negative-Feedback
531
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Posted - 2015.09.19 19:00:00 -
[132] - Quote
Ratatti spent months with all the spreadsheet guys in the forums balancing vehicles by the numbers. This led to 50% of the vehicles being useless along with 80% of the modules. There is more to this game than trying to say 4 apples = 4 oranges, writing that out on a spreadsheet and arguing that anyone that doesn't support you is counterproductive. We have a baseline tfor shield stats right now and it is garbage.. has always been garbage.. Balance what we have or we will see the same thing we see in the current iteration of vehicles. The player base will not survive. |
Starlight Burner
Black Screen Adaptation.
520
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Posted - 2015.09.19 19:20:00 -
[133] - Quote
I can't do balance but just posting that I'm liking the exchanging of information and ideas for Shields suits.
Keep up the good work on suggestions of fixing shield suits! Helps us kill Galente scum better in FW!
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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Aeon Amadi
12
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Posted - 2015.09.19 19:28:00 -
[134] - Quote
Varoth Drac wrote: True.
I guess the carrot would be buffs to damage mods, biotics, EWAR mods and codebreakers. Though I suspect buffing damage mods and myofibs would be bad.
If we refrain from buffing assault and logi base shield regen and delays we should avoid a rise in dual tanking. Buffs to shields should come from the modules that encourage synergy in a dedicated tanking type. Modules such as energisers (% based so less effective on armour tanks) and regulators (which compete with armour and synergise with energisers) are what should be looked at.
Have a few Myo proposals being worked on. Just as an example: Increased dispersion/recoil when jumping, separating jump mods from melee mods, etc. Nothing quite ready to be thrown out yet though, still weighing the options.
Doc DDD wrote:We have a baseline tfor shield stats right now and it is garbage.. has always been garbage..
What baseline is that?
Negative Introspection - Aeon's CPM Blog
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Devadander
Woodgrain Atari
693
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Posted - 2015.09.19 19:37:00 -
[135] - Quote
If you give cal-logi too much shield love, it will rise again. And out will come Rattati with the wasp spray.
Edit: js we need to be very careful with changes to logi as they already scoot faster than the assault.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Doc DDD
TeamPlayers Negative-Feedback
531
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Posted - 2015.09.19 19:47:00 -
[136] - Quote
Aeon Amadi wrote:Varoth Drac wrote:
[quote=Doc DDD]We have a baseline tfor shield stats right now and it is garbage.. has always been garbage..
What baseline is that?
The only Shield suit we have had since day one Which has been the baseline for shields... the Caldari Assault. When the Caldari Logi was Nerfed (instead of being properly adjusted) years ago the shield penalties also applied to the Caldari Assault... this was the start of the downward spiral of shields.
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Doc DDD
TeamPlayers Negative-Feedback
531
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Posted - 2015.09.19 19:48:00 -
[137] - Quote
Cal Logi needs to be able to stack shields but does NOT need higher regeneration stats than assault |
DiablosMajora
297
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Posted - 2015.09.19 20:04:00 -
[138] - Quote
Can we have a thread like this for sprint, stamina, and stamina regen stats?
Edit: I know the current sprint curve we have, but I'm talking about specific functions of stamina for each race similar to their EVE counterparts: Amarr suck at sprinting but being good marathon runners (Afterburners) Gallente being good short distance sprinters to close the gap between them and targets (MWD) Minmatar being the quickest all around (MWD) Caldari being... i don't know what they are in EVE
Prepare your angus
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Luther Mandrix
WASTELAND JUNK REMOVAL RUST415
643
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Posted - 2015.09.19 20:29:00 -
[139] - Quote
How about give basic suits some bonus that the assault and logi ,sential ,scout don't have. A perk to use the fit. Resist bonus for defense % 2 resist per level of Basic Dropsuit skill per level to Enemy faction sidearm,light,heavy weapon
Be nice to have a Amarr suit with a damage resist to nova knives.
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.19 20:58:00 -
[140] - Quote
Doc DDD wrote:Ratatti spent months with all the spreadsheet guys in the forums balancing vehicles by the numbers. This led to 50% of the vehicles being useless along with 80% of the modules. There is more to this game than trying to say 4 apples = 4 oranges, writing that out on a spreadsheet and arguing that anyone that doesn't support you is counterproductive. We have a baseline tfor shield stats right now and it is garbage.. has always been garbage.. Balance what we have or we will see the same thing we see in the current iteration of vehicles. The player base will not survive. Pilots with spreadsheets? Pilots are ... different from the rest of us. |
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MINA Longstrike
Kirjuun Heiian
4
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Posted - 2015.09.19 21:32:00 -
[141] - Quote
Cross Atu wrote: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
Thanks for the invitation to rational discussion, I'll admit that it's much easier to find flaws with someone elses idea than it is to present an alternative idea oneself and Aeon has some right to be frustrated with people going "No, that doesn't seem quite right". Debate doesn't necessarily require me to provide alternatives (because jesus christ that can be a lot of work), merely to point out where mistakes lie with the current proposal.
Truth be told, I am not entirely certain on how to 'fix' shield tanking though I do think generalized buffs for all commandos shield stats are acceptable, and some tweaking of delays and recharge values for all min and cal suits are acceptable. I am incredibly suspicious of the large buff to shield tanking on traditionally armor tanked dropsuits, as has been repeated many times before "We won't solve shield tanking woes by nerfing armor [... because pendulum balance]" why are they getting a buff (that they probably in no way require) to their shield tanking stats?
Getting into a discussion of the modules themselves, while in theory HP should = HP shield dropsuits pay much more in terms of fitting costs for their individual points of hp (and take much more damage from anti-shield weaponry)... and the existence of modules that provide 'cheap hp' and functionally don't have drawbacks like reactives or ferroscales complicates matters a great deal. I know you guys don't want to discuss armor modules here, but I think that's somewhat wrong because in truth they ARE part of the issue. Lower health pools with higher proportional damage intake plus higher fitting cost per point of hp and it's easy to see why people find them weak.
When comparing shield tanking to armor tanking, often the biggest issue is that armor NEVER stops repping and with some of the buffs to armor repairers their reps can often be in the 20-30hp/s range, which is as good as or better than some shield recharge values if shield isn't interrupted: and as I've demonstrated with numbers in a previous thread discussing inhibition values almost everything stops shield recharge even well outside of its optimal.
In short what I'd like to see is the cost on shield modules go down, some increasing of HP values for shield modules, regulators increasing the inhibition values of shield suits by the same amount that they increase recharge (so taking a single bullet from 170m away doesn't ruin your ****ing day as a shield tanker) and possibly the introduction of equivalent 'ferroscale' and 'reactive' modules for shields. There might also need to be some tweaking of base armor recovery on suits like sentinels and commandos.
Further steps beyond that might IMO require some nerfing of ferroscale and reactive plate modules (cheap HP without any penalties is BAD), ferroscales in particular are almost equivalent to a shield extender of the same tier and are much cheaper to fit.
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 22:05:00 -
[142] - Quote
Cross Atu wrote:Starting with the conceptual macro here's what I'm seeing, please correct me if that is not representative of your intent. Varoth Drac
- Race: Cal > Min > Gal/Am
- Role: Scout > Assault/Logistics/Commando/Sentinel
Adipem Nothi
- Race: Cal > Min > Gal/Am
- Role: Scout > Logi > Assault/Commando > Sentinel
Now, considering the discussion we've had of margins and how important they can be I am interested if either of you are completely dedicated to the hard and fast X=Y or if marginal degrees would address your inclinations, something along the lines of W>>X>Y>Z If so what degrees of separation, at a conceptual level, are desired/acceptable and why. If not please elaborate on why in your view the aspects listed as equal must retain identical state profiles to maintain a conceptually sound method. Numbers are wonderful for illustrative purposes, so please feel free to keep them coming, but also bear in mind that we're addressing the conceptual macro level right now not specific stat profiles so please frame your input accordingly @Thread, I'd love to renew my invitation for anyone to jump in and participate here, generally speaking the more constructive feedback the better. o7 Cheers, Cross Looks like you've read my framework correctly. Glad you were able to make sense of it.
I'm not sure that I have specific opinions on margins beyond those already expressed, namely high reserves + high recovery = trouble. I will say that I see a clear pattern in present shield stat values and the margins between those values, and I don't know that an overhaul is necessarily called for. Perhaps some small adjustments here and there would be fine, like those demonstrated in the above Google Doc as well as perhaps to Commando recovery. But I'd probably advise against a sweeping overhaul to base stats, especially if the basis of said overhaul were focusing only on one component of the hitpoint equation. I'll explain ...
It is OK to treat armor tankers of a given class like stepchildren when it comes to shield recovery/delay stats, even to the extent that members of a given class don't form a pretty line on a graph. The lack of a pretty line (i.e. normalization) in this case is acceptable and in-fact by design, as we're only analyzing one variable in a multi-variable hitpoint equation. If we wanted a pretty graph proximating normalization we'd need to "remove the filter" and incorporate Armor into our analysis. Other components, like availability of external recovery via triage and even damage profiles should also be accounted for. How one might put all that into one pretty chart, I haven't the slightest idea. But I imagine Rattati does.
Analyzing the Shield Component of the hitpoint equation on its own is different than analyzing the simple, inverse relationship between HP Potential and Speed. On the Speed/HP Curve, class members are neatly clustered. On the Shield Stat Performance curve, members of a given class will absolutely not be clustered, and that is completely OK. Shield tankers will occupy one space on the curve and armor tankers a space far removed. |
Thaddeus Reynolds
Facepunch Security
417
|
Posted - 2015.09.19 22:17:00 -
[143] - Quote
Mina Longstrike wrote: Getting into a discussion of the modules themselves, while in theory HP should = HP shield dropsuits pay much more in terms of fitting costs for their individual points of hp (and take much more damage from anti-shield weaponry)... and the existence of modules that provide 'cheap hp' and functionally don't have drawbacks like reactives or ferroscales complicates matters a great deal. I know you guys don't want to discuss armor modules here, but I think that's somewhat wrong because in truth they ARE part of the issue. Lower health pools with higher proportional damage intake plus higher fitting cost per point of hp and it's easy to see why people find them weak.
So much this. I've been doing an examination of shield vs armor modules for a while, and came up with something I call "Fitting Power," to examine the total combined cost of fitting modules, and the benefit given for those modules. The data is in this spreadsheet. This should demonstrate some of the problems that shield is having module side compared to armor, and should demonstrate where stick style dual tanking fixes should fall.
Mina Longstrike wrote: When comparing shield tanking to armor tanking, often the biggest issue is that armor NEVER stops repping and with some of the buffs to armor repairers their reps can often be in the 20-30hp/s range, which is as good as or better than some shield recharge values if shield isn't interrupted: and as I've demonstrated with numbers in a previous thread discussing inhibition values almost everything stops shield recharge even well outside of its optimal.
Which is a big problem I've had with the shield delay mechanics in dust since...well...I tried to go as a Caldari suit back in beta. In addition to being able to stack high repair rates that cannot be stopped, armor has a number of choices of support equipment, some of which does not require another player to assist them with provided their suit has equipment slots (looking at you nanohives).
Another problem we're facing in this discussion is that for shields to work properly, they need both excellent stats on suits and modules, whereas armor only really needs their modules to be effective.
Some Regen Numbers I spitballed back in the first thread
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Devadander
Woodgrain Atari
695
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Posted - 2015.09.20 00:31:00 -
[144] - Quote
Just throwing this out there.... Complex plates cost 3900 while complex extenders cost 4200 and give less HP.
Just one of the many things that need to be on this journey.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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CommanderBolt
Dead Man's Game
4
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Posted - 2015.09.20 09:57:00 -
[145] - Quote
Just wanted to say -
Props to Cross and Aeon. This might be getting a bit heated in here but you two are sticking with it and fighting back. Best CPM interaction ever I think.
Much rather have disagreements with people who will actually give a damn and post stuff rather than agree with a load of yes men who barely do anything for the community.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Aeon Amadi
12
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Posted - 2015.09.20 11:03:00 -
[146] - Quote
CommanderBolt wrote:Just wanted to say - Props to Cross and Aeon. This might be getting a bit heated in here but you two are sticking with it and fighting back. Best CPM interaction ever I think. Much rather have disagreements with people who will actually give a damn and post stuff rather than agree with a load of yes men who barely do anything for the community.
Imagine what it's like when we're not on the forums
Negative Introspection - Aeon's CPM Blog
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 11:14:00 -
[147] - Quote
TL/DR - All fitted racial suits should have similar recovery times. - Heavier suits should fit more regen, lighter suits less regen. - Therefore base regen rate progression should either be light > heavy > medium (like now), or light > heavy = medium (like my spreadsheet).
See below for current recovery times and associated fits.
Cross Atu wrote:Varoth DracIf so what degrees of separation, at a conceptual level, are desired/acceptable and why. If not please elaborate on why in your view the aspects listed as equal must retain identical state profiles to maintain a conceptually sound method. Numbers are wonderful for illustrative purposes, so please feel free to keep them coming, but also bear in mind that we're addressing the conceptual macro level right now not specific stat profiles so please frame your input accordingly Cheers, Cross If I'm interpreting you question correctly, I think you are asking why I am proposing Heavy = medium < light.
This is a difficult question to answer properly, and I'm sorry for taking a long time to respond.
My thinking is this:
"In general, after fitting modules, all racial suits should regen their shields in approximately the same time period."
This is the key principle. I do not agree that heavier suits should regen shields more slowly. And I am referring to the time it takes to return to full shields, rather than regen rate. This means heavies should have a faster regen rate, as they have more hp to regen.
However what does need to be taken into account is the modules fitted on these suits. Hp mods, being set values, are more suited for lighter suits, whereas regen mods are more suited to heavier suits, who have the native hp already. It then follows that heavy shield suits will fit mainly regen mods, medium suits will fit a mix of hp and regen, and light suits will fit only hp (I'm just talking about tanking mods here, obviously they will fit other types of mods as well), in order to all achieve approximately equal shield regen times.
This is approximately the situation we have now. Consider these three fits:
Caldari Sentinel Caldari Assault Caldari Scout
The time to regen full shields on these fits, assuming starting a 1 shield hp, so using the non-depleted shield delay:
Sentinel = 10 seconds Assault = 11 seconds (could easily be fit with another energiser for faster regen) Scout = 10.6 seconds
All three suits regen in a very similar timeframe.
You may ask, why should scouts not have to fit regen mods? The answer to this is two-fold. Firstly, this is the way they are balanced. If you reduced the native scout regen, to maintain their ability to regen quickly they would have to swap hp for regen mods, thus reducing their overall effectiveness. You could swap the native regen for some more hp, assuming scout players would fit regen. This leads us to the second problem though. Players probably wouldn't do this. The static value nature of hp mods makes them more worthwhile on low hp suits. Scouts would probably sacrifice their quick regen, hit and run ability in order to stack more hp. This is a problem because you then lose some of the identity of the suit. The imposed sacrifice of hp for regen forces scouts more into their correct role of stealthy hit and run. Thus I don't recommend changing this.
On the other end of the scale, why should sentinels fit more regen mods than hp? Bear in mind I'm just talking about shield sentinels here, as the remote reps for armour make armour sentinels a different case. Anyway, much like how hp mods are very effective on light suits, they are less effective on heavies. For example, a complex shield extender provides a 20% shield boost to a Caldari assault, but only an 11% shield boost for a Caldari sentinel. Whereas regen mods are more worthwhile as you have more base hp to regen.
I guess this leads me to advocating the current shield regen progression of scout > sentinel > assault. Though I thought that heavy = medium < light was simpler and more in line with what others had suggested, hence my earlier proposal.
I don't think that sentinels should take longer to regen shields than other suits, assuming they are properly fitted out for shield regen. Reducing their regen slightly to that of an assault may hurt this. However, as I would argue the shield/armour balance should be addressed by looking at shield regen modules, any buff would help sentinels more (assuming they follow the paradigm of fitting more regen than lighter suits), and therefore would offset this potential slight nerf relative to lighter suits.
It's worth noting though, that currently assault and sentinel shield regen is quite similar, and my proposal for a neater heavy = medium regen model, only really results in a minor nerf to the Caldari sentinel. |
Doc DDD
TeamPlayers Negative-Feedback
534
|
Posted - 2015.09.20 12:59:00 -
[148] - Quote
Nerfing a Caldari shield stat in anyway?
Am I reading this right?
Buff the other Caldari shield stats to match the Cal Sentinel, we are trying to fix shields, I am hoping, in this thread.
Caldari suits should not suffer the stacking penalties incurred when stackig shields, and shield module efficacy should be added.
If a caldari scout wants to have more ehp at the cost of shield regen how is this a problem? it has 2 low slots? Are we going to see a bunch of slow caldari scouts running around with 300 armor and slowly regening shields? The caldari Assault should be on the same native level as the scout and sentinel, the logi should be able to stack plates and still carry equipment but have a slow regen, and the commando should feel like it is part of the caldari race instead of amar with how terrible the shields function.
Of equal skill - One logi with a rep tool in a room full of amar sentinals stacking HP is going to win every time versus a room full of caldari sentinels.. especially if even one has basic flux grenades. |
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.09.20 13:32:00 -
[149] - Quote
Doc DDD wrote:Nerfing a Caldari shield stat in anyway?
Am I reading this right?
Buff the other Caldari shield stats to match the Cal Sentinel, we are trying to fix shields, I am hoping, in this thread.
Caldari suits should not suffer the stacking penalties incurred when stackig shields, and shield module efficacy should be added.
If a caldari scout wants to have more ehp at the cost of shield regen how is this a problem? it has 2 low slots? Are we going to see a bunch of slow caldari scouts running around with 300 armor and slowly regening shields? The caldari Assault should be on the same native level as the scout and sentinel, the logi should be able to stack plates and still carry equipment but have a slow regen, and the commando should feel like it is part of the caldari race instead of amar with how terrible the shields function.
Of equal skill - One logi with a rep tool in a room full of amar sentinals stacking HP is going to win every time versus a room full of caldari sentinels.. especially if even one has basic flux grenades. We are not trying to fix shields in this thread.
We are trying to establish a set of shield regen design principles which will make later balancing easier.
I made two proposals. One buffed Caldari sentinel regen a little, one results in nerfing the delay by 1 second. Both result in buffing commando regen. Neither proposal aims to bring balance to shield tanking.
For balancing I propose buffing energisers and rechargers. |
Doc DDD
TeamPlayers Negative-Feedback
534
|
Posted - 2015.09.20 14:16:00 -
[150] - Quote
Varoth Drac wrote:Doc DDD wrote:Nerfing a Caldari shield stat in anyway?
Am I reading this right?
Buff the other Caldari shield stats to match the Cal Sentinel, we are trying to fix shields, I am hoping, in this thread.
Caldari suits should not suffer the stacking penalties incurred when stackig shields, and shield module efficacy should be added.
If a caldari scout wants to have more ehp at the cost of shield regen how is this a problem? it has 2 low slots? Are we going to see a bunch of slow caldari scouts running around with 300 armor and slowly regening shields? The caldari Assault should be on the same native level as the scout and sentinel, the logi should be able to stack plates and still carry equipment but have a slow regen, and the commando should feel like it is part of the caldari race instead of amar with how terrible the shields function.
Of equal skill - One logi with a rep tool in a room full of amar sentinals stacking HP is going to win every time versus a room full of caldari sentinels.. especially if even one has basic flux grenades. We are not trying to fix shields in this thread. We are trying to establish a set of shield regen design principles which will make later balancing easier. I made two proposals. One buffed Caldari sentinel regen a little, one results in nerfing the delay by 1 second. Both result in buffing commando regen. Neither proposal aims to bring balance to shield tanking. For balancing I propose buffing energisers and rechargers.
I hope this game is around long enough to get from 'not trying to fix or balance shields in this thread' to 'now that we spent 3 months concluding that Caldari shields should be at least twice as effective in everyway to every other suit, lets spend 3 months discussing how to implement'...... Why not just make Caldari race of suits the baseline for all shield suits, for which all other suits are significantly worse. Anyone that plays the game knows what the problem is with shields, this is going the same way the vehicle threads went when trying to set up a baseline for two vehicles. Ratatti et al actually agreed to NERF SHIELD REGEN on shield vehicles as they thought the stat was OP.. Now no one sensible uses shield vehicles outside of the redline.
I'm all for supporting a thread to start a dialogue for establishing shield regen principles... but if we are at 8 pages and have so far concluded that Caldari>Min>Gal/Amar.... why not just set up shields as - Caldari stats (x=1) Min stats (x=0.5) Gal/Amar stats (x=.25). Remove all stacking penalties from Caldari stats. Add 2% efficacy per level to all shield modules to all caldari suits. Give all Caldari shield suits the same native regen stats as the Sentinel AND MOVE ON. Real easy to balance shields now that every shield in the game is based off of one suit. Make minmitar shield regen stats 4xs worse and gal/amar 10xs worse. If we try and set up all these stats the same way they set up all the vehicle stats we will fail.. we are not in a vacuum, there are too many moving parts to pretend we are...
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