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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 14:37:00 -
[151] - Quote
Doc DDD wrote: 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...
Well I'm not on the CPM, I can't accelerate the process, I'm just working with the intent of the thread, rather than against it. Something I feel will probably result i faster progress.
As for base suit stats, Caldari shield stats are already about 50% better than Gallente and Amarr. That's already a big difference.
I strongly feel balance should be brought about by looking at the modules you can fit rather than the base stats. The ability to fit your suit how you like is probably the one thing this game does particularly well.
So for example, shield energisers could be buffed to give you +100% shield regen at complex level. This would automatically benefit Caldari more, as they have more base regen. But it would also help Minmatar suits that choose to shield tank. It isn't just Caldari that are (supposedly) underpowered, it's shield tanking in general. You wouldn't choose to fit an energiser on a Gallente or Amarr suit, as you have too long a delay, and too poor a base regen rate, so such a buff wouldn't really help armour tankers.
But anyway, the exact numbers required to bring balance isn't the point of the thread.
It sounds like you are in agreement with shield regen being Caldari > Minmatar > Gallente/Amarr, that's good. What about Scout > Sentinel >(or =) Assault = Logi = Commando ? At least as far as base stats go. With modules recovery time should be Scout = Assault = Logi = Commando = Sentinel, but with scouts fitting no regen mods, and sentinels fitting more than the others. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 15:00:00 -
[152] - Quote
Doc DDD wrote: I'm all for supporting a thread to start a dialogue for establishing shield regen principles... but if we are at 8 pages and have so far concluded that Caldari>Min>Gal/Amar.... why not just set up shields as - Caldari stats (x=1) Min stats (x=0.5) Gal/Amar stats (x=.25). Remove all stacking penalties from Caldari stats. Add 2% efficacy per level to all shield modules to all caldari suits. Give all Caldari shield suits the same native regen stats as the Sentinel AND MOVE ON. Real easy to balance shields now that every shield in the game is based off of one suit. Make minmitar shield regen stats 4xs worse and gal/amar 10xs worse. If we try and set up all these stats the same way they set up all the vehicle stats we will fail.. we are not in a vacuum, there are too many moving parts to pretend we are...
I guess you could buff Caldari shield regen to 40hp/s for all suits, except for scouts that could stay at 50hp/s. Would that be more in line with your thinking?
This would mean a Caldari assault would have 2 x the base shield regen of Gallente or Amarr. I think more of a discrepancy than that would be too much. |
Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.20 15:05:00 -
[153] - Quote
Varoth Drac wrote:Doc DDD wrote: I'm all for supporting a thread to start a dialogue for establishing shield regen principles... but if we are at 8 pages and have so far concluded that Caldari>Min>Gal/Amar.... why not just set up shields as - Caldari stats (x=1) Min stats (x=0.5) Gal/Amar stats (x=.25). Remove all stacking penalties from Caldari stats. Add 2% efficacy per level to all shield modules to all caldari suits. Give all Caldari shield suits the same native regen stats as the Sentinel AND MOVE ON. Real easy to balance shields now that every shield in the game is based off of one suit. Make minmitar shield regen stats 4xs worse and gal/amar 10xs worse. If we try and set up all these stats the same way they set up all the vehicle stats we will fail.. we are not in a vacuum, there are too many moving parts to pretend we are...
I guess you could buff Caldari shield regen to 40hp/s for all suits, except for scouts that could stay at 50hp/s. Would that be more in line with your thinking? This would mean a Caldari assault would have 2 x the base shield regen of Gallente or Amarr. I think more of a discrepancy than that would be too much. Does anyone recall what the specific recovery/delay stats were of the early Uprising CalLogi? My thinking is that high hitpoint reserves combined with quick recovery could lead to trouble. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.20 15:13:00 -
[154] - 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.....
Buffing the Gal Assault a bit isnt going to make it better than the Amarr and Min assault anyway, so its irrelevant, and buffing the Gal Scout shield recharge isnt goint to make that suit much better either (its not good because of its recharge delays, its good because of its suit bonuses and slot layout). |
Doc DDD
TeamPlayers Negative-Feedback
534
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Posted - 2015.09.20 15:17:00 -
[155] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Doc DDD wrote: I'm all for supporting a thread to start a dialogue for establishing shield regen principles... but if we are at 8 pages and have so far concluded that Caldari>Min>Gal/Amar.... why not just set up shields as - Caldari stats (x=1) Min stats (x=0.5) Gal/Amar stats (x=.25). Remove all stacking penalties from Caldari stats. Add 2% efficacy per level to all shield modules to all caldari suits. Give all Caldari shield suits the same native regen stats as the Sentinel AND MOVE ON. Real easy to balance shields now that every shield in the game is based off of one suit. Make minmitar shield regen stats 4xs worse and gal/amar 10xs worse. If we try and set up all these stats the same way they set up all the vehicle stats we will fail.. we are not in a vacuum, there are too many moving parts to pretend we are...
I guess you could buff Caldari shield regen to 40hp/s for all suits, except for scouts that could stay at 50hp/s. Would that be more in line with your thinking? This would mean a Caldari assault would have 2 x the base shield regen of Gallente or Amarr. I think more of a discrepancy than that would be too much. Does anyone recall what the specific recovery/delay stats were of the early Uprising CalLogi? My thinking is that high hitpoint reserves combined with quick recovery could lead to trouble.
There was no scrambler rifle and nades were doing over double damage to armor based suits, the suit also had enough cpu pg to fit all extenders in highs and plates in lows.. i recall each extender giving 88 ehp fully specced.. pretty sure total EHP possible is much lower than what is possible today on amar assault... that's all i remember.. regen was crap... i think it was around 20 hps with around 6 second delay, it was all about the ehp buffer and spamming core nades. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.20 15:17:00 -
[156] - Quote
Doc DDD wrote:Ratatti et al actually agreed to NERF SHIELD REGEN on shield vehicles as they thought the stat was OP.. Now no one sensible uses shield vehicles outside of the redline.
Its worth noting that the regen nerf is probably not the reason shield tanks arent used anymore, more likely the problem for shield tanks is that armor tanks are way, way better. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 15:18:00 -
[157] - Quote
Varoth Drac wrote:But anyway, the exact numbers required to bring balance isn't the point of the thread.
It sounds like you are in agreement with shield regen being Caldari > Minmatar > Gallente/Amarr, that's good. What about Scout > Sentinel >(or =) Assault = Logi = Commando ? At least as far as base stats go. With modules recovery time should be Scout = Assault = Logi = Commando = Sentinel, but with scouts fitting no regen mods, and sentinels fitting more than the others. I see even more clearly now where you're coming from. Just so we're on the same page the base method in the OP and the things presented by the CPM assumes the case of frames prior to the addition of mods, as such I think our outcome cases once mods are included would likely be closer in nature than may have been previously assumed.
Great continued discussion o7
Cross
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 - 2015.09.20 15:19:00 -
[158] - Quote
Vesta Opalus wrote:Doc DDD wrote:Ratatti et al actually agreed to NERF SHIELD REGEN on shield vehicles as they thought the stat was OP.. Now no one sensible uses shield vehicles outside of the redline.
Its worth noting that the regen nerf is probably not the reason shield tanks arent used anymore, more likely the problem for shield tanks is that armor tanks are way, way better. Double (passive) repped double hardened Maddys are just too potent at present, they're going to need a touch up (I advocate the shift to active reps personally, but that's an entire discussion of it's own)
CPM mail me your feedback and remember to have fun!
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Doc DDD
TeamPlayers Negative-Feedback
534
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Posted - 2015.09.20 15:24:00 -
[159] - Quote
Vesta Opalus wrote:Doc DDD wrote:Ratatti et al actually agreed to NERF SHIELD REGEN on shield vehicles as they thought the stat was OP.. Now no one sensible uses shield vehicles outside of the redline.
Its worth noting that the regen nerf is probably not the reason shield tanks arent used anymore, more likely the problem for shield tanks is that armor tanks are way, way better.
You are right it is not the reason, however, it was a change that was unnecessary and just pushed shield tanks further into the redline. The time spent debating the necessity of nerfing shield regen and actually altering it would have far better been spent either playing the game and realizing how rediculous the nerf would be or by fixing shield boosters or having second thoughts about MAKING ARMOR HARDNERS BETTER THAN SHIELD HARDENERS IN EVERY WAY.
The same thing comes to mind when I see posts regarding slight buffs to gallente shield regen.. I KNOW IT IS A SLIGHT BUFF BUT IT IS NOT NECESSARY FROM ANY PERSPECTIVE SHORT OF MAKING GALLENTE ASSAULT SUITS BETTER.
Caps for emphasis not voice amplitude. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.20 15:29:00 -
[160] - Quote
Doc DDD wrote: The time spent debating the necessity of nerfing shield regen and actually altering it would have far better been spent either playing the game and realizing how rediculous the nerf would be
Of course at the time shield tanks were the ones that were overpowered so the nerf seemed entirely appropriate, indeed if armor tanks didnt have this absurd rep/hardener synergy they might actually be much closer to balanced.
Doc DDD wrote: or by fixing shield boosters or having second thoughts about MAKING ARMOR HARDNERS BETTER THAN SHIELD HARDENERS IN EVERY WAY.
Hindsight is easymode.
Doc DDD wrote:The same thing comes to mind when I see posts regarding slight buffs to gallente shield regen.. I KNOW IT IS A SLIGHT BUFF BUT IT IS NOT NECESSARY FROM ANY PERSPECTIVE SHORT OF MAKING GALLENTE ASSAULT SUITS BETTER.
Its my opinion the Gal Assault needs some help anyway if you compare it to any assault aside from the Caldari, but I totally understand where you're coming from here. |
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 15:30:00 -
[161] - Quote
Varoth Drac wrote: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 SentinelCaldari AssaultCaldari ScoutThe 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. A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but i...
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 - 2015.09.20 15:31:00 -
[162] - Quote
Aeon Amadi wrote: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 lol, it did get a bit rowdy at times last night didn't it?
CPM mail me your feedback and remember to have fun!
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Doc DDD
TeamPlayers Negative-Feedback
534
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Posted - 2015.09.20 15:32:00 -
[163] - Quote
Varoth Drac wrote:Well I'm not on the CPM, I can't accelerate the process, I'm just working with the intent of the thread, rather than against it. Something I feel will probably result i faster progress. As for base suit stats, Caldari shield stats are already about 50% better than Gallente and Amarr. That's already a big difference. I strongly feel balance should be brought about by looking at the modules you can fit rather than the base stats. The ability to fit your suit how you like is probably the one thing this game does particularly well. So for example, shield energisers could be buffed to give you +100% shield regen at complex level. This would automatically benefit Caldari more, as they have more base regen. But it would also help Minmatar suits that choose to shield tank. It isn't just Caldari that are (supposedly) underpowered, it's shield tanking in general. You wouldn't choose to fit an energiser on a Gallente or Amarr suit, as you have too long a delay, and too poor a base regen rate, so such a buff wouldn't really help armour tankers. But anyway, the exact numbers required to bring balance isn't the point of the thread. It sounds like you are in agreement with shield regen being Caldari > Minmatar > Gallente/Amarr, that's good. What about Scout > Sentinel >(or =) Assault = Logi = Commando ? At least as far as base stats go. With modules recovery time should be Scout = Assault = Logi = Commando = Sentinel, but with scouts fitting no regen mods, and sentinels fitting more than the others.
Yes 50% is a big number, but it makes no difference when the two suits are fighting eachother, I can't even put a number on how much better gallente and amarr armor stats are than caldari... what is a guess 350%? It could be 3000% for all it maters, when a Caldari has no shields left they are usually dead...
I like the buff to energizers, should be easier to fit on suits ie cost less cpu/pg ( 90 cpu really?)
I still think Scout=Sentinel=Assualt=Logi=Commando would be fine for shield regen stats across the Caldari board.. if it's a big deal have scouts +10% assault=sentinel=commando with logi at -10%... but at that point why not just have them all the same.
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Aeon Amadi
12
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Posted - 2015.09.20 15:37:00 -
[164] - Quote
Cross Atu wrote: A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context.
One step at a time is key.
Cheers, Cross
Oh no, our secret step-by-step balancing approach! Now who will take us seriously D:
Negative Introspection - Aeon's CPM Blog
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Doc DDD
TeamPlayers Negative-Feedback
534
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Posted - 2015.09.20 15:38:00 -
[165] - Quote
Vesta Opalus wrote:Doc DDD wrote: The time spent debating the necessity of nerfing shield regen and actually altering it would have far better been spent either playing the game and realizing how rediculous the nerf would be Of course at the time shield tanks were the ones that were overpowered so the nerf seemed entirely appropriate, indeed if armor tanks didnt have this absurd rep/hardener synergy they might actually be much closer to balanced. [quote=Doc DDD] or by fixing shield boosters or having second thoughts about MAKING ARMOR HARDNERS BETTER THAN SHIELD HARDENERS IN EVERY WAY.
Hindsight is easymode.
It's not a matter of Hindsight, some were very outspoken regarding the armor hardener buff and shield regen nerf, and the true reason shields were superior was that you could STACK ARMOR PLATES AND DAMAGE MODS. But this is for another thread at another time.
Buffing Gallente shields just makes the buffer better on a suit that can stack armor plates and damage mods.
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Aeon Amadi
12
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Posted - 2015.09.20 15:41:00 -
[166] - Quote
Doc DDD wrote:Vesta Opalus wrote:Doc DDD wrote: The time spent debating the necessity of nerfing shield regen and actually altering it would have far better been spent either playing the game and realizing how rediculous the nerf would be Of course at the time shield tanks were the ones that were overpowered so the nerf seemed entirely appropriate, indeed if armor tanks didnt have this absurd rep/hardener synergy they might actually be much closer to balanced. [quote=Doc DDD] or by fixing shield boosters or having second thoughts about MAKING ARMOR HARDNERS BETTER THAN SHIELD HARDENERS IN EVERY WAY. Hindsight is easymode. It's not a matter of Hindsight, some were very outspoken regarding the armor hardener buff and shield regen nerf, and the true reason shields were superior was that you could STACK ARMOR PLATES AND DAMAGE MODS. But this is for another thread at another time. Buffing Gallente shields just makes the buffer better on a suit that can stack armor plates and damage mods.
I question how OP having high regen on 200 shields is when the regen doesn't occur while taking damage. Wouldn't matter how much regen they have, their primary tank is still going to be armor and if they managed to get away/killed you before you broke their shields having a high regen wouldn't matter anyway because you've got bigger problems
Negative Introspection - Aeon's CPM Blog
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 15:47:00 -
[167] - Quote
Thaddeus Reynolds wrote: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 Both of you guys are on to something here, but allow me to interject. We're not looking to make HP=HP so much as eHP = eHP such that shields and armor still provide some unique value and flavor. The % value of many shield mods aids in this, but also requires a more solid and predicable baseline to work from so that mods can be made properly potent for shield users while not becoming utterly OP and still retain the fidelity of Dusts' user choices so if someone want's to make a sub-optimal once off shield amarr fit they can do it and get some value from their mod slots, just nothing that would compete with the Cal.
I talk a lot about margins in this thread and I highly advocate that no two races or roles be pinned as identical because that removes possible knobs for tuning balance. However not all margins have to be, or should be, on a 1:1 basis. To grab some simplified fictional numbers you could have Cal > Min > Gal > Amarr that equals 4 > 3 > 2 > 1 or you could have 7 > 4 > 2 > 1. Both of the listed numbers are still within the conceptual framework as presented, the key element of difference then is that the framework allows some fine tuning down the line, where as if the method is build around X = Y at all times, then there is simply less room for fine tuning and balance work in the long term becomes a more tricky prospect.
At present buffing a % mod has results that are somewhat quixotic, with a solid method in play we'd know that a % buff to the effect of an energizer (as a random example) would net a 10% gain in all use cases but would keep races and roles within their respective relative positions regarding shield potency. Thus we could begin to tune shield balance without having to look at a question of race balance and role balance for each and every change.
The foundational method makes the situation easier to assess and address.
~ Cross
ps - I continue to be a staunch advocate of a shield transporter in game, I think it would be a positive aspect for game diversity and I address the situation in that light, I mention this because it is not only a stance but a bias and I feel it important to note those clearly whenever possible. We all have them, it's just a matter of owning them so we can have useful rational discourse.
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 - 2015.09.20 15:54:00 -
[168] - Quote
Cross Atu wrote:A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods. The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted. That's just a roughed out framework of course, but it should illustrate the concept and context. One step at a time is key.Cheers, Cross I'm pretty sure the first 47 lines of my post relates to step 1. Only the last 5 or so relate to step 2.
I was attempting to explain the reasons for my thoughts about a method for a solid foundation of base stats. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 16:00:00 -
[169] - Quote
Aeon Amadi wrote:Cross Atu wrote: A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context.
One step at a time is key.
Cheers, Cross
Oh no, our secret step-by-step balancing approach! Now who will take us seriously D: I know! I need to level up 'NDA and secret keeping' again, it seems as a 2nd term'er on the CPM I'm getting forgetful in my old age
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 - 2015.09.20 16:06:00 -
[170] - Quote
Doc DDD wrote: I still think Scout=Sentinel=Assualt=Logi=Commando would be fine for shield regen stats across the Caldari board.. if it's a big deal have scouts +10% assault=sentinel=commando with logi at -10%... but at that point why not just have them all the same.
As I have been trying to explain, reducing the shield regen advantage a scout has over other suits would be difficult to balance. |
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 16:18:00 -
[171] - Quote
Cross Atu wrote: A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context.
One step at a time is key.
Cheers, Cross
Just to check, did I successfully explain why I'm in favour of scout > sentinel > commando = assault = logi?
I hope I've explained why I feel this is preferable to the OP's suggestion of scout > logi > assault > commando > sentinel.
I've also explained a method of working out the relative levels of base shield regen that should be applied to each role, i.e. fitted suits should experience similar recovery times.
To be honest I haven't figured out exactly where logis should lie. However it shouldn't be difficult based on the stated principles. I suspect they should be around the same as assaults and commandos. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 16:27:00 -
[172] - Quote
Varoth Drac wrote:Cross Atu wrote: A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context.
One step at a time is key.
Cheers, Cross
Just to check, did I successfully explain why I'm in favour of scout > sentinel > commando = assault = logi? I hope I've explained why I feel this is preferable to the OP's suggestion of scout > logi > assault > commando > sentinel. I've also explained a method of working out the relative levels of base shield regen that should be applied to each role, i.e. fitted suits should experience similar recovery times. I believe you did, but you also mentioned you were including the use of fitted mods in your outline correct?
Where as the OP does not include fitted mods in the outlined concept and saves the inclusion of their effects for the following step.
If I have misread your intent and you instead advocate that without mods fitted the relation should be scout > sentinel > commando = assault = logi then please correct me.
Further I will reiterate that while in some cases I could fully support the margins being very small, I do not support a hard and fast X must equal Y method because it constrains fine tuning balance during further development.
As an illustrative example I could support conceptually placing gal and amarr shield regen within 0.1 of each other, but I would not support a methodology that called for them to remain at all times identical to each other. The same is true for roles, we can push the margins and I am totally open to that discussion, but a hard and fast rule of 'these roles much always remain equal' is something I find too conceptually limiting to be supported.
Thanks for your continued participation Cross
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 - 2015.09.20 16:55:00 -
[173] - Quote
Varoth Drac wrote: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).
Just to do a deeper dive in case we're not on the same page.
When defining a suit as "fitted" are you assuming all H/L slots using mods of the same value and being completely filled with tanking mods? Are you assuming a given % of total slots being fitted with tanking mods (as total H/L slot count differs between roles)?
You are defining recovery time as "time it takes to get from 0 HP to full HP" correct? If so is it acceptable in your estimation for that recovery time to be varied in the case of roles or suits that fully buffer tank rather than fit any regen mods?
What ratio of regen mods to buffer mods (and which mods) are you assuming are used?
To make this more tangible, under your proposal what would the fits look like for a Cal Mando and a Cal Assault so that their fitted values ultimately equate?
You do note a guideline for this in your second point, Heavier suits should fit more regen, lighter suits less regen. but the question becomes how are we balancing that. Is one energizer slot on a heavy meant to equal one extender slot on an assault?
What is the base regen rate (HP/s) per buffer rate (raw HP) ratio needed to provide an equal method - considering that extenders are raw HP and regen mods are % based - and how do we account for each role having a viable place within the speed vs eHP curve if suits with higher base buffer HP are also slated to have higher base regen rates?
I know this is quite the pile of questions so allow me to be absolutely clear that they are sincere questions not just a pile of "?" meant to smother alternate ideas. I may not see the path with all of these myself but you are much more firmly acquainted with your idea and thus I rely on you to illuminate it for me (as to the questions themselves they are the kinds of things which the CPM wrestled with prior to coming to the conclusion that a fundamental method was needed so that mod balance could be adequately addressed).
CPM mail me your feedback and remember to have fun!
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MexXx Dust-Slayer
Fatal Absolution
497
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Posted - 2015.09.20 16:58:00 -
[174] - Quote
MAeon Amadi wrote:Doc DDD wrote:Vesta Opalus wrote:Doc DDD wrote: The time spent debating the necessity of nerfing shield regen and actually altering it would have far better been spent either playing the game and realizing how rediculous the nerf would be Of course at the time shield tanks were the ones that were overpowered so the nerf seemed entirely appropriate, indeed if armor tanks didnt have this absurd rep/hardener synergy they might actually be much closer to balanced. [quote=Doc DDD] or by fixing shield boosters or having second thoughts about MAKING ARMOR HARDNERS BETTER THAN SHIELD HARDENERS IN EVERY WAY. Hindsight is easymode. It's not a matter of Hindsight, some were very outspoken regarding the armor hardener buff and shield regen nerf, and the true reason shields were superior was that you could STACK ARMOR PLATES AND DAMAGE MODS. But this is for another thread at another time. Buffing Gallente shields just makes the buffer better on a suit that can stack armor plates and damage mods. I question how OP having high regen on 200 shields is when the regen doesn't occur while taking damage. Wouldn't matter how much regen they have, their primary tank is still going to be armor and if they managed to get away/killed you before you broke their shields having a high regen wouldn't matter anyway because you've got bigger problems That 200 shields can be up to 35/45/55% more survivable than the 200 armor counterpart to rail/projectile/explosives (the counters to armor). It would and already does incentivize running shield extenders.
The current problem with shield suits vs armor suits is that the armor suits have a much more regenerative secondary buffer than the shield suits. Once a shield user loses more than 3/4s of his armor, he has to wait around 1-2 minutes to see it full again, while armour suits are regen'ing shields in around 20seconds.
If buffing the gal assault's shield regen is logical then would buffing the cal assaults armour regen be logical too?
Armor is not necessarily better than shields currently, armor suits are better than shield suits in the sense that they benefit from damage mods and a better secondary tank. Shield suits basically rely solely on shields, while (as many armor-only user may not believe) armor suits rely on both, but of course armor more. I think this is why Doc and others see at least slightly nerfing the armor suits shield regen as logical, creating a distinct gap between shield suit's and armor suit's base shield regen much like the armor regen of armor and shield suits.
I understand that your next step would be to nerf secondary tanks, this will leave the cal assault even more susceptible to the scrambler rifle and other (high dps) shields weapons, and likewise with armor suits and CRs etc. If a lower ttk is the intent, then go for it.
Not saying gal assault will be OP.
Other than that, I agree with the fundamentals and standardization.
EDIT: Actually, why not buff armor regen across the board, nerf shield regen on armor suits, buff shield suits's shield regen. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 16:59:00 -
[175] - Quote
Cross Atu wrote:I believe you did, but you also mentioned you were including the use of fitted mods in your outline correct? Where as the OP does not include fitted mods in the outlined concept and saves the inclusion of their effects for the following step. If I have misread your intent and you instead advocate that without mods fitted the relation should be scout > sentinel > commando = assault = logi then please correct me. Further I will reiterate that while in some cases I could fully support the margins being very small, I do not support a hard and fast X must equal Y method because it constrains fine tuning balance during further development. As an illustrative example I could support conceptually placing gal and amarr shield regen within 0.1 of each other, but I would not support a methodology that called for them to remain at all times identical to each other. The same is true for roles, we can push the margins and I am totally open to that discussion, but a hard and fast rule of 'these roles much always remain equal' is something I find too conceptually limiting to be supported. Thanks for your continued participation Cross Thanks for your reply. I in fact meant without modules the regen rate relationship should be scout > sentinel > commando = assault = logi. But I did use modules as my reasoning. My reasoning being that with modules they should all have approximately equal recovery times.
I understand what you mean about the constraints of setting things equal to each other. I was using the term more to demonstrate things being approximately equal. Obviously I wouldn't mind small variations, but it indicates where there should be more or less variation. For example, you could say scout > assault > commando, but I would like to see a much bigger difference between assault and scout, than assault and commando.
Also, there would be a certain simplicity in setting some stats equal to each other. So with the case of Gallente and Amarr, obviously there isn't much difference between a small variation between the two, and them being equal. However I can't think of any reason that they should differ in shield regen stats, so it may be neater to keep them equal. To be honest I don't think it matters too much.
I accept there is a problem with including modules in my considerations, since they are open to separate change. However, there is a limit to how much modules are likely to change. I think we should give some consideration to module mechanics when considering balance (much like Rattati did with the very successful hp/speed balance). Unless we are going to set the number of module slots equal amongst all classes, and make all hp and regen modules percentage based, I think it is difficult to discount modules due to the very different ways in which suits are fitted.
That said, I think I have come up with another solution for finding the correct design!
Behold my consideration of shield recovery times:
Recovery times (look at the "shield recovery" tab).
Now, you can see there is a clear pattern to recovery time: Scout > logi > assault > sentinel > commando.
To make this fit with inverse hp, as suggested in the OP, all we need to do is make it: Scout > logi > assault > commando > sentinel.
This is easy, just buff commando regen so the recovery time fits between assault and sentinel. My spreadsheet suggests 18 seconds as an example.
And we have a clear and easy to understand progression without involving modules. What do you think? |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 17:11:00 -
[176] - Quote
Cross Atu wrote:Varoth Drac wrote: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). Just to do a deeper dive in case we're not on the same page. When defining a suit as "fitted" are you assuming all H/L slots using mods of the same value and being completely filled with tanking mods? Are you assuming a given % of total slots being fitted with tanking mods (as total H/L slot count differs between roles)? You are defining recovery time as "time it takes to get from 0 HP to full HP" correct? If so is it acceptable in your estimation for that recovery time to be varied in the case of roles or suits that fully buffer tank rather than fit any regen mods? What ratio of regen mods to buffer mods (and which mods) are you assuming are used? To make this more tangible, under your proposal what would the fits look like for a Cal Mando and a Cal Assault so that their fitted values ultimately equate? You do note a guideline for this in your second point, Heavier suits should fit more regen, lighter suits less regen. but the question becomes how are we balancing that. Is one energizer slot on a heavy meant to equal one extender slot on an assault? What is the base regen rate (HP/s) per buffer rate (raw HP) ratio needed to provide an equal method - considering that extenders are raw HP and regen mods are % based - and how do we account for each role having a viable place within the speed vs eHP curve if suits with higher base buffer HP are also slated to have higher base regen rates? I know this is quite the pile of questions so allow me to be absolutely clear that they are sincere questions not just a pile of "?" meant to smother alternate ideas. I may not see the path with all of these myself but you are much more firmly acquainted with your idea and thus I rely on you to illuminate it for me (as to the questions themselves they are the kinds of things which the CPM wrestled with prior to coming to the conclusion that a fundamental method was needed so that mod balance could be adequately addressed). All good questions. I think the thing to remember is that my proposal doesn't deal with absolute values but rather design philosophy.
I was looking at common fitting approaches, accepting that there will be variations. It is impossible to predict exactly how people will fit their suits, however there are facts we can go off. Such as the fact that sentinels have more base hp, mediums have more module slots, hp mods are fixed values etc.
I did provide some example fits. I feel using approximations of real in-game fits are better than extremes such as fitting all mods with hp, for example.
I accept that using modules is a bit tricky though. Hence I have come up with a module free method.
I've already posted it, but essentially it advocates a progression based on recovery time. To be clear, this means the time it takes for shields to regenerate from 1hp to full hp (including the delay, which isn't depleted since we are starting at 1 not 0 hp). |
Arirana
Ancient Exiles.
1
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Posted - 2015.09.20 17:51:00 -
[177] - Quote
TL;DRThis change closes the gap that shield suits have over armor suits, while the real problem (the gap between shield modules and armor modules) is being unaffected.
I just want to point out that the percentile view of these changes cannot be ignored. Its widely believed that the gallente assault is over performing, and these changes suggest a 75% increase in shield regen rate, and a 42.8% decrease in shield recharge delay for the gal assault.
While the Caldari assault which is believed to be doing the opposite is receiving a 50% buff to shield regen rate and a 40% decrease in shield recharge delay. Its not hard to see the point of view of those that feel uneasy about this change.
The only advantage the caldari suits currently have over the other suits is the large difference in base shield regen values. A gal assault can achieve very similar shield stats to the base caldari assault stats with 2 shield extenders, one recharger, 1 shield regulator(4 modules) yet the cal assault can achieve the base armor tank of a gal with 2 ferroscales and 1 basic armor repairer(3).
This is because of a combination of things. The strength of shield tanking, regen, is built into the shield suits, so cal assaults without any modules have an advantage over the others without modules. While the strength of armor tanking, which is a high HP ceiling and armor repairers that repair instantly despite being shot, is felt after stacking several armor modules on the 5 low slots the armor suits have.
The issue is the difference between shield modules and armor modules. Shield extenders cost more fitting space compared to ferros while giving less HP(they cost more isk too), and the ferros don't even have a penalty. Armor repairers have ZERO delay, but its not just armor repairers. Armor rep hives can take the place of armor repairers allowing one to tank more armor HP (its main strength). Shields do not have a piece of equipment which directly augments it through self use like armor rep hives.
The Official Ari QQ Thread
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Doc DDD
TeamPlayers Negative-Feedback
534
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Posted - 2015.09.20 17:54:00 -
[178] - Quote
Why not just give the Cal Scout shield regen stats to all Cal suits with the Ca Sentinel retaining it's depleted bonus, I'm all for having all Cal suits having the Sentinel depleted bonus as the only time it comes into play is when the suit is fluxed.
No other race requires their shields to be improved in anyway.
Cal suits should be as useless without shields as gal/amar without armor.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.20 17:59:00 -
[179] - Quote
Cross Atu wrote:A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context. [/b]
Cheers, Cross
Are there any plans to look into the disparity of equipment? Availability of triage hives and rep tool support is a real spoiler that takes away the one advantage shield suits (at least currently) have, primary tank repair speed. |
Doc DDD
TeamPlayers Negative-Feedback
534
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Posted - 2015.09.20 18:02:00 -
[180] - Quote
Vesta Opalus wrote:Cross Atu wrote:A lot of this looks more like our (CPM) 'step 2' #1 is the base suit stats having a method that provides a solid foundation #2 is tuning the mods (and hopefully adding a few options as well) to give shields more love and diversity #3 is looking at possible comparative issues with weapons, such a profile bias, this is more of a side step. #4 is looking at the raw stats of the armor mods.
The iterative balance process takes this one step at a time and allows for more finite adjustments as well as leaving entire steps alone if balance is reached before they are enacted.
That's just a roughed out framework of course, but it should illustrate the concept and context. [/b]
Cheers, Cross Are there any plans to look into the disparity of equipment? Availability of triage hives and rep tool support is a real spoiler that takes away the one advantage shield suits (at least currently) have, primary tank repair speed.
Giving all caldari suits the current scout regen with sentinel depleted delay could help offset the disparity brought on by secondary regen sources available to armor.
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