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Devadander
Woodgrain Atari
700
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Posted - 2015.09.20 18:08:00 -
[181] - 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.
Or that shield is simply way way worse.....
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 18:12:00 -
[182] - Quote
I've added a proposal for number changes.
Shield Recovery Progression
The higher the hp of the suit, the longer it takes to fully recover it's shields (starting from 1).
It's very simple, just an increase in commando regen and decrease in commando delay. Just a buff for commandos, like many have said is needed.
Follow this principle for the other races, along the Caldari > Minmatar > Gallente >(=) Amarr design. I haven't checked all their recovery rates, but the principle is set by the Caldari.
Balancing shields can come in step 2. |
Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.20 18:12:00 -
[183] - Quote
Can we get back to the topic at hand? The proposal Aeon drew up?
Over thinking, over analyzing separates the body from the mind.
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Devadander
Woodgrain Atari
700
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Posted - 2015.09.20 18:17:00 -
[184] - Quote
Gal regen delays need to come up to 20-25 seconds in order for me to be OK with this.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.20 18:23:00 -
[185] - Quote
Alena Ventrallis wrote:Can we get back to the topic at hand? The proposal Aeon drew up? If there are potentially better ideas out there, why would we opt not to discuss them? |
Thaddeus Reynolds
Facepunch Security
420
|
Posted - 2015.09.20 18:30:00 -
[186] - Quote
Cross Atu wrote: The foundational method makes the situation easier to assess and address.
Which seems to be what people aren't getting. As I understand it, this thread is about finding a foundational method that makes more sense than the other ones, so we have a predictable framework to work within
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.20 18:40:00 -
[187] - Quote
Doc DDD wrote: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.
Thats true, but looking at it from a practical perspective, I find it doubtful and I feel like if it did turn out that way it would make Cal suits pretty rediculously overpowered in a low teamwork environment (1v1 fights or pubs for example).
You can think of it this way: If a Cal suits regen is so good it can compete with armor tank + repair tool then wouldnt 1 Cal suit vs. 1 armor tank alone just be a complete blowout? Im sure you could find a balance between factors somewhere but sounds unlikely. I'd much rather have some neat equipment shield users can exploit to achieve teamwork induced parity. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.20 19:05:00 -
[188] - Quote
Quote:its widely believed that the gallente assault is over performing,
By whom?
The galassault and minassault seem to be solid performers when not stacked completely for HP.
The amarr assault is competitive when stacked for plates and reps or when fit to ferroscale/ speed meta.
Caldari are the only assaults that fail to find a solid place on the field. Why? Because shield tanking is handicapped.
Min fits can shield tank but there's little reson to bother. It takes too long. Kincats are a better option.
Shield tanking gallente and amarr is a waste of slots no matter what you do.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Doc DDD
TeamPlayers Negative-Feedback
534
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Posted - 2015.09.20 19:20:00 -
[189] - Quote
Vesta Opalus wrote:Doc DDD wrote: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. Thats true, but looking at it from a practical perspective, I find it doubtful and I feel like if it did turn out that way it would make Cal suits pretty rediculously overpowered in a low teamwork environment (1v1 fights or pubs for example). You can think of it this way: If a Cal suits regen is so good it can compete with armor tank + repair tool then wouldnt 1 Cal suit vs. 1 armor tank alone just be a complete blowout? Im sure you could find a balance between factors somewhere but sounds unlikely. I'd much rather have some neat equipment shield users can exploit to achieve teamwork induced parity.
I don't see how it would be overpowered, scout would be the same, sentinel the same, assault a little better, commando quite a bit better.. not even close to an armor stacked player with a rep tool.. no delay on armor reps or damage threshold which is a huge bonus to armor. Not to mention damage mods. 700 shields vs 700 armor shooting at eachother for 2 seconds will have the armor suit repping for 2 straight seconds while the shield suit will still have a delay when it stops taking damage.. apples=/=oranges with Ehp.
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Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 19:25:00 -
[190] - 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. Yes, I've been chewing on an overhaul of equipment which very much includes considerations of adding shield based support actions. It was not included in the above rough list because 'the equipment stuff' and 'the shield stuff' has sort of been mentally in differing 'stacks' for me. (I do however remain aware of their implications for each other and as recently as today was commenting on this very subject to my fellow CPM members)
CPM mail me your feedback and remember to have fun!
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Doc DDD
TeamPlayers Negative-Feedback
534
|
Posted - 2015.09.20 19:27:00 -
[191] - Quote
Repping an extra 10 shields per second under cover is not going to matter much when the player is getting blasted before his shields rep more than one cycle. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.20 19:31:00 -
[192] - Quote
Thaddeus Reynolds wrote:Cross Atu wrote: The foundational method makes the situation easier to assess and address.
Which seems to be what people aren't getting. As I understand it, this thread is about finding a foundational method that makes more sense than the other ones, so we have a predictable framework to work within Spot on.
Lots of folks seem to want to, understandably, jump in with both feet and start tweaking actual numbers and applying mods to fits with a layer of racial or role bonuses.
All of these things are absolutely relevant, there's no real question of that, but trying to tackle everything at once - as opposed to working one step at a time from macro to micro - is largely responsible for the various issues of imbalance seen during Dusts history.
CPM mail me your feedback and remember to have fun!
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.20 19:32:00 -
[193] - Quote
Doc DDD wrote:Vesta Opalus wrote:Doc DDD wrote: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. Thats true, but looking at it from a practical perspective, I find it doubtful and I feel like if it did turn out that way it would make Cal suits pretty rediculously overpowered in a low teamwork environment (1v1 fights or pubs for example). You can think of it this way: If a Cal suits regen is so good it can compete with armor tank + repair tool then wouldnt 1 Cal suit vs. 1 armor tank alone just be a complete blowout? Im sure you could find a balance between factors somewhere but sounds unlikely. I'd much rather have some neat equipment shield users can exploit to achieve teamwork induced parity. I don't see how it would be overpowered, scout would be the same, sentinel the same, assault a little better, commando quite a bit better.. not even close to an armor stacked player with a rep tool.. no delay on armor reps or damage threshold which is a huge bonus to armor. Not to mention damage mods. 700 shields vs 700 armor shooting at eachother for 2 seconds will have the armor suit repping for 2 straight seconds while the shield suit will still have a delay when it stops taking damage.. apples=/=oranges with Ehp.
"not even close to an armor stacked player with a rep tool"
Then shields still fail in the overall meta. Thats why I was asking about support equipment.
If shield suits cant compete as a team against armor based suits, its still not balanced. |
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.09.20 19:44:00 -
[194] - Quote
Shield regen progression based on common recovery time
I've fleshed out the proposal to include all suits.
Method:
Set Caldari shield recovery times to follow shield hp in the following progression:
scout - logi - assault -commando - sentinel.
This is achieved by buffing commando delay to be equal to the assault and buffing regen rate so that recovery time falls in between assault and sentinel, in the same position that a commando's hp does.
Using Caldari suit shield recovery times as a template I have adjusted all suit regen rates so that their recovery times are approximately equal to my new Caldari recovery times. Note that the Caldari commando was the only suit where I have adjusted the delay. This is because all other commandos have their delay equal to assaults, and other suits follow a clear delay pattern.
All suits now follow the recovery time progression on scout < logi < assault < commando < sentinel
This results in the largest buff going to the Caldari commando. However there are minor buffs to most suits. The only suit that gets a nerf is the Minmatar logi. This is due to the unusually armour heavy tank of the Min logi.
Before the Caldari players freak out, if the recovery time is the same, Caldari suits will regen at a faster rate as they have more shields to recover. The only Caldari suit I have messed with is the commando. And yes, this method results in buffing most suit shield regen other than Caldari. I will say though, they are only minor buffs, much less extreme than the OP. This is NOT meant to address shield - armour balance. Balance will need to be fixed in another way. It does fix shield regen for commandos relative to other suits however. |
Cross Atu
OSG Planetary Operations
5
|
Posted - 2015.09.20 19:47:00 -
[195] - Quote
Vesta Opalus wrote: "not even close to an armor stacked player with a rep tool"
Then shields still fail in the overall meta. Thats why I was asking about support equipment.
If shield suits cant compete as a team against armor based suits, its still not balanced.
Yeah if shield suits are not able to hold a viable place then balances is skewed. Equally, if 1 merc (running shields, or armor, or a pink bunny suit, doesn't matter) is as potent as 2 mercs running an alternate fitting type then we still don't have balance.
Having the possibility of shield support actions thus becomes rather important because then it's down to player and team choices which options to bring to the field. It's opportunity cost.
Currently there's some degree of catch 22 in that if a squad of 4 shield based mercs can't stand against 4 armor based mercs 1-2 of which are support then there's clearly not functional balance.
However if 1 shield based merc can stand against 1 armor based merc with reps (meaning the shield merc is winning a 2v1) then there is also not functional balance.
It is also why the first step, the codification of a clear conceptual method, is so vital and cannot be done within the context of tweaking current numbers especially on mods etc It is needful to break it down into it's simplest possible state and move upward from there into details which will tune things. Honestly almost any number set is going to end up being altered after its actual in game effects are seen, so getting caught looking for the perfect set of numbers prior to deployment will likely just bog down making any changes at all.
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 19:59:00 -
[196] - Quote
It's interesting to note that for my recovery time based proposal, I have only had to make very minor changes to assaults. They already have approximately the same shield recovery times as each other.
Perhaps this is already CCP's design, at least as far as assaults are concerned. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
|
Posted - 2015.09.20 20:04:00 -
[197] - Quote
Varoth Drac wrote:It's interesting to note that for my recovery time based proposal, I have only had to make very minor changes to assaults. They already have approximately the same shield recovery times as each other.
Perhaps this is already CCP's design, at least as far as assaults are concerned.
so why do you have the minlogi taking a shield regen nerf?
that makes zero sense in any context. 15 regen/sec makes shield rechargers and energizers largely useless
You seem to object to heavy HP suits getting a shield buff, but all of your armor tanked suits get some kind of shield buff.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Varoth Drac
Dead Man's Game
1
|
Posted - 2015.09.20 20:15:00 -
[198] - Quote
Breakin Stuff wrote:Varoth Drac wrote:It's interesting to note that for my recovery time based proposal, I have only had to make very minor changes to assaults. They already have approximately the same shield recovery times as each other.
Perhaps this is already CCP's design, at least as far as assaults are concerned. so why do you have the minlogi taking a shield regen nerf? that makes zero sense in any context. 15 regen/sec makes shield rechargers and energizers largely useless You seem to object to heavy HP suits getting a shield buff, but all of your armor tanked suits get some kind of shield buff. What's the Min logi got to do with assault recovery times?
I think you are misunderstanding the premise of my proposal. It is based on shield recovery time. Minmatar logis have unusually low shields, and more armour to compensate. With less shields it takes less time for them to regen, therefore they don't need as high a regen rate. If their shield and armour hp values were rebalanced they could retain their regen. If you are worried about bias, Min logi is one of my top most used suits.
And since when am I against heavy HP suits getting a shield buff? My proposal has Caldari commandos receiving the largest buff, and in most cases commandos and sentinels are getting buffed more than the others.
Mainly though, in comparison to the OP's proposal, sentinel shield regen will be considerably faster when compared to assaults and logis. So this is a much better deal for heavies than the OP's proposal.
Amarr assaults and scouts are armour suits that won't be getting a buff. And most of the buffs are minor anyway.
Also, I thought the whole point of this was to come up with a framework for shield regen, not worry about balancing everything. Don't get stuck on the details and think about the whole picture. Basing regen on recovery time makes much more sense than doing it purely on the regen figures as it takes into account all shield stats, including hp. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
|
Posted - 2015.09.20 20:25:00 -
[199] - Quote
Varoth Drac wrote:Breakin Stuff wrote:Varoth Drac wrote:It's interesting to note that for my recovery time based proposal, I have only had to make very minor changes to assaults. They already have approximately the same shield recovery times as each other.
Perhaps this is already CCP's design, at least as far as assaults are concerned. so why do you have the minlogi taking a shield regen nerf? that makes zero sense in any context. 15 regen/sec makes shield rechargers and energizers largely useless You seem to object to heavy HP suits getting a shield buff, but all of your armor tanked suits get some kind of shield buff. I think you are misunderstanding the premise of my proposal. It is based on shield recovery time. Minmatar logis have unusually low shields, and more armour to compensate. With less shields it takes less time for them to regen, therefore they don't need as high a regen rate. If their shield and armour hp values were rebalanced they could retain their regen. And since when am I against heavy HP suits getting a shield buff? My proposal has Caldari commandos receiving the largest buff, and in general commandos and sentinels are getting buffed more than the others. Min scouts the possible exception. Mainly though, in comparison to the OP's proposal, sentinel shield regen will be considerably faster when compared to assaults and logis. So this is a much better deal for heavies than the OP's proposal.
the other half of the proposal aeon is working on is mine, I'm doing the depleted delays and shield module tweaks. Aeon's assessment of where the recharge delays appears to be spot on.
the objective is to make shields GOOD again, on par with armor for utility IF you take it on a 1 for 1 basis and throw the armor tool out the window for the consideration.
If shields are good across the board, then the caldari and minmatar benefit most solidly no matter what because the shield regeneration modules start with a sronger baseline to work from.
Further, the min logi can shield tank rather well, it's slot layout determines that it can speed tank, armor tank, shield tank or DPS tank. Using the baseline shield/armor stats is taking a small piece of the picture and making that the sum.
This is not a stealth "Buff armor suits" thread.
This is hunting a cohesive and coherent curve that can be used as a baseline so that if things need adjusting the whole curve can shift equally instead of the haphazard shuffle of balance we have had in the past.
We, the CPM are seeking a LINEAR, and LOGICAL progression of shield recharge delays that does not use arbitrary metrics.
For example:
Making gallente and amarr shield stats the same is a bad idea IMHO because the amarr have a higher proportionate armor to shield ratio than the gallente assault does. since the amarr are less dependent on shields and more focused on armor buffer, why should they enjoy equal shield protection to the other armor race who cannot match them for raw HP?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 20:44:00 -
[200] - Quote
Breakin Stuff wrote: the other half of the proposal aeon is working on is mine, I'm doing the depleted delays and shield module tweaks. Aeon's assessment of where the recharge delays appears to be spot on.
the objective is to make shields GOOD again, on par with armor for utility IF you take it on a 1 for 1 basis and throw the armor tool out the window for the consideration.
If shields are good across the board, then the caldari and minmatar benefit most solidly no matter what because the shield regeneration modules start with a sronger baseline to work from.
Further, the min logi can shield tank rather well, it's slot layout determines that it can speed tank, armor tank, shield tank or DPS tank. Using the baseline shield/armor stats is taking a small piece of the picture and making that the sum.
This is not a stealth "Buff armor suits" thread.
This is hunting a cohesive and coherent curve that can be used as a baseline so that if things need adjusting the whole curve can shift equally instead of the haphazard shuffle of balance we have had in the past.
We, the CPM are seeking a LINEAR, and LOGICAL progression of shield recharge delays that does not use arbitrary metrics.
For example:
Making gallente and amarr shield stats the same is a bad idea IMHO because the amarr have a higher proportionate armor to shield ratio than the gallente assault does. since the amarr are less dependent on shields and more focused on armor buffer, why should they enjoy equal shield protection to the other armor race who cannot match them for raw HP?
I added this statement to my previous post "Also, I thought the whole point of this was to come up with a framework for shield regen, not worry about balancing everything. Don't get stuck on the details and think about the whole picture. Basing regen on recovery time makes much more sense than doing it purely on the regen figures as it takes into account all shield stats, including hp."
I'm not accusing anyone of stealth armour buffing, nor am I trying to do that myself. Was this directed at others?
You will also notice that my proposal differentiates Amarr and Gallente regen by putting Gallente regen rates above Amarr due to their larger shield buffer.
I've come up with a logical progression. One that mostly avoids the issues brought up by others in this thread. People have voiced major concerns, such as fears about a rise in dual tanking, disproportionate buffs to assaults that are going to be difficult to balance further down the road, disproportionate buffs to Gallente suits.
My proposal shows a linear progression of shield recovery with hp. The numbers aren't set in stone, but it's the principle that is important. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.20 21:04:00 -
[201] - Quote
Aeon's also creates a linear progression along that same slant, what is the major objection to his numbers?
What makes them bad?
Why is this curve he proposes a bad thing that needs to be opposed and changed?
If the answer is "I don't like it" then that's a valid answer, but the issue is getting confused by irrelevant and seemingly random statements from various individuals ranging from "Gallente are overperforming" which has nothing to do with this proposal or in my assessment, reality, to "King HP" and "Spin and win" which are both anecdotal, deliberately inflammatory and irrelevant.
I've already TORTUROUSLY picked Aeon's proposal apart screaming to the point where he was willing to give up talking to me entirely in private, and I am now finally satisfied with what he's cooking in the stew pot. Cross has picked apart Aeon's proposal (much more politely than I have) and so have the others.
So tell me, objectively, with numbers. What is insufficient in Aeon's shield regeneration overhaul proposal that is worth the amount of vehement opposition I have seen in this thread?
As Valroth CORRECTLY assessed:
This proposal is about a method. the numbers can be tweaked to fit the setup we need, at will.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.20 21:14:00 -
[202] - Quote
Adding on to Breakin's point, this also is the first step in balancing shields as a whole: it's not like this will be the only step in the process of balance. Even if it makes Gallente overperform (it won't, btw) that will be corrected by one of the subsequent steps.
Over thinking, over analyzing separates the body from the mind.
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Devadander
Woodgrain Atari
700
|
Posted - 2015.09.20 21:19:00 -
[203] - Quote
Cross Atu wrote:Vesta Opalus wrote: "not even close to an armor stacked player with a rep tool"
Then shields still fail in the overall meta. Thats why I was asking about support equipment.
If shield suits cant compete as a team against armor based suits, its still not balanced.
Yeah if shield suits are not able to hold a viable place then balances is skewed. Equally, if 1 merc (running shields, or armor, or a pink bunny suit, doesn't matter) is as potent as 2 mercs running an alternate fitting type then we still don't have balance. Having the possibility of shield support actions thus becomes rather important because then it's down to player and team choices which options to bring to the field. It's opportunity cost. Currently there's some degree of catch 22 in that if a squad of 4 shield based mercs can't stand against 4 armor based mercs 1-2 of which are support then there's clearly not functional balance. However if 1 shield based merc can stand against 1 armor based merc with reps (meaning the shield merc is winning a 2v1) then there is also not functional balance. It is also why the first step, the codification of a clear conceptual method, is so vital and cannot be done within the context of tweaking current numbers especially on mods etc It is needful to break it down into it's simplest possible state and move upward from there into details which will tune things. Honestly almost any number set is going to end up being altered after its actual in game effects are seen, so getting caught looking for the perfect set of numbers prior to deployment will likely just bog down making any changes at all.
I have to support this completely now. The force is strong with this one.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Devadander
Woodgrain Atari
700
|
Posted - 2015.09.20 21:28:00 -
[204] - Quote
To clarify: We have indeed seen wonders suggested in the past that went stale within weeks.
I can see where this leads, and its glorious.
But, the steam can't stop once this starts rolling. This isn't something that can be drug out over a year and expect to have any shield players left. The initial change will leave us balanced... but out-supported. Things have to move quickly.
On that note, the more we buck and argue, the longer it will take. See the big picture and you will be on board.
Nobody runs more shield fits than me, sorry for all the heat. o7
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 22:25:00 -
[205] - Quote
Breakin Stuff wrote:Aeon's also creates a linear progression along that same slant, what is the major objection to his numbers?
What makes them bad?
Why is this curve he proposes a bad thing that needs to be opposed and changed?
If the answer is "I don't like it" then that's a valid answer, but the issue is getting confused by irrelevant and seemingly random statements from various individuals ranging from "Gallente are overperforming" which has nothing to do with this proposal or in my assessment, reality, to "King HP" and "Spin and win" which are both anecdotal, deliberately inflammatory and irrelevant.
I've already TORTUROUSLY picked Aeon's proposal apart screaming to the point where he was willing to give up talking to me entirely in private, and I am now finally satisfied with what he's cooking in the stew pot. Cross has picked apart Aeon's proposal (much more politely than I have) and so have the others.
So tell me, objectively, with numbers. What is insufficient in Aeon's shield regeneration overhaul proposal that is worth the amount of vehement opposition I have seen in this thread?
As Valroth CORRECTLY assessed:
This proposal is about a method. the numbers can be tweaked to fit the setup we need, at will. Ok, I'll try to explain the problems with the original proposal in another way.
So the original proposal advocates regen rates and delays following this progression:
Scout > assault > logistics > commando > sentinel as opposed to what we have now, which is: scout > sentinel > assault ~ logi > commando
And it suggests keeping sentinels and scouts almost the same, and squeezing everything else in between, following a nice pattern.
This entails substantial buffs to assault, logi and commando shield regen. Most people agree that commando shield regen needs a buff, but generally people do not agree with buffing shield regen on assaults or logis. People would like Caldari assault and logi buffs, but not the other races. Yes this proposal will have more positive impact on Caldari suits, but that doesn't change the fact that it is a significant buff to other assaults and logis.
Now, I know balancing can be sorted out later, but how can we balance a situation like the one proposed? I think it will be difficult.
For example, currently the Minmatar (for example) scout enjoys a 15hp/s regen and 2s delay advantage over the Minmatar assault. The OP's proposal would reduce that advantage by 66% (regen) and by 100% (delay). This is similar for all races.
Likewise, sentinels have gone from having similar overall shield regen to assaults, to being significantly worse. Have you considered the fact that sentinels need better regen as they have more hp to regenerate?
How could these things later be balanced? Can you buff scout regen proportionately to the medium suit buff? It wouldn't mess up the progression as scouts are already on the furthest end of the spectrum. What about other buffs?
You could leave medium suits where they are and nerf sentinel regen to maintain the order of hp/regen progression, but how are you then going to have viable shield sentinels? Rechargers would be useless on them.
What about the issue of dual tanking? If you significantly buff armour suit shield regen, won't they just fit shield extenders in highs? What about regulators on shield suits? If delay is sufficiently short what is the incentive to fit them? Wouldn't people just fit armour? Reducing shield delay reduces the direct benefit of regulators.
There is already a shield recovery progression of sentinel < assault < logi < scout. Pushing regen rates and delays on medium suits much closer to scouts, whilst keeping scouts and sentinels the same, is going to skew this recovery progression far in favour of assaults and logis.
Yes this proposal will mean a mild improvement to shield tanking compared to armour tanking, and yes it makes some logical sense. Though no more sense than saying high hp suits should regen at a faster rate. Or a progression based on recovery times. However it amounts to major buffs to all assaults, logis and commandos, without proportionate buffs to sentinels and scouts. It is unclear how you could maintain balance this way, and seems like it might encourage dual tanking.
Perhaps if there was some indication of how scouts and sentinels could be buffed in some way to maintain balance, along with assurances that shield tanking will be specifically looked at in addition, perhaps people would be more receptive to the idea.
Or you could look at alternative ideas that generally involve much less drastic changes, most of which underline the fact that the Caldari commando is the suit with sub par base shield regen, and the rest are mostly ok.
Just because you've had a long discussion about this before bringing it to the forums doesn't mean everyone has to agree it's a good idea. What was the point in this thread? To think about a good progression for shield regen, or to just agree with the system the CPM have already come up with? I do appreciate the work the CPM put in, just be open to other ideas. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.20 22:36:00 -
[206] - Quote
Meh, maybe it will all be fine.
If scouts need buffing CCP could always role back some of the cloak nerfs a bit.
If sentinels need buffing CCP could always role back some of the HMG nerfs a bit.
If shield tanking needs more of a buff, there are ways.
Maybe people won't dual tank. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.20 23:47:00 -
[207] - Quote
Varoth Drac wrote:Meh, maybe it will all be fine.
If scouts need buffing CCP could always role back some of the cloak nerfs a bit.
If sentinels need buffing CCP could always role back some of the HMG nerfs a bit.
If shield tanking needs more of a buff, there are ways.
Maybe people won't dual tank.
dual tanking will always be a thing unless doing so is directly penalized.
I've suggested doing so, but I'm outvoted.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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DeathwindRising
Titans of Phoenix
1
|
Posted - 2015.09.21 00:31:00 -
[208] - Quote
Breakin Stuff wrote:Varoth Drac wrote:Meh, maybe it will all be fine.
If scouts need buffing CCP could always role back some of the cloak nerfs a bit.
If sentinels need buffing CCP could always role back some of the HMG nerfs a bit.
If shield tanking needs more of a buff, there are ways.
Maybe people won't dual tank. dual tanking will always be a thing unless doing so is directly penalized. I've suggested doing so, but I'm outvoted.
you dont outright penalize dual tanking. you make it impossible to make a viable fit.
meaning the pg and cpu cost of a dual tank would leave you running sidearms with no equipment. that would solve everything naturally.
the easiest way would be a fitting bonus to the modules. either increase fitting cost of the modules or reduce fitting capacity.
im also wondering about the overall design here. regarding caldari suits mostly, their slower suits need more regen than the more mobile suits |
Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.21 00:37:00 -
[209] - Quote
DeathwindRising wrote: you dont outright penalize dual tanking. you make it impossible to make a viable fit. meaning the pg and cpu cost of a dual tank would leave you running sidearms with no equipment. that would solve everything naturally.
^ |
Adipem Nothi
Nos Nothi
15
|
Posted - 2015.09.21 00:39:00 -
[210] - Quote
Breakin Stuff wrote: "King HP" and "Spin and win" are both (1) anecdotal, (2) deliberately inflammatory and (3) irrelevant.
1. False 2. False 3. False
Because you say so? What does Rattati say?
CCP Rattati wrote:King HP is in for a surprise ... |
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