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Saint Winter
The Warlords Legion No Context
119
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Posted - 2015.09.21 00:42:00 -
[211] - Quote
Hello everyone.
I like this idea and there are many problems with shield and armor, but I think it also should see the modules that are responsible for enhancing these 2 important elements.
1.1 Shield Extender
While we shield the external defense of the suit and those who use them are caldaris more so you should receive a rebalancing. (I will not explain much)
Bas values GÇïGÇï25 PR / Adv 50 PR / PR Pro 75
As you can see at first bonus that is given to the shield it is weak but as the levels get 3 or more module receives a remarkable and what the penalty for delay remains the same improvement.
Note: there should be variations
1.2 Reinforcing and Shield Recharge.
For these modules I have no recommendation.
2. Armor
The Armor the internal defense of the suit and the most used by all players would give some good buff or rebalancing with its variants. (The penalty does not change)
2.1 Armor Plates
Bas 80 PR / Adv PR 110 / PR 140
2.2 Ferroscale Plates
Bas 50 PR / Adv 80 PR / PR Pro 110
2.3 Reactive Plates
Bas 20 PR + 1 ar / Adv 50 PR + 2 ar / Pro 80 ar + PR + 3 Penalty Movement in 1% to 3 levels.
2.4 Armor Repairer
Bas 2 ar + / Adv 4 ar + / Pro 8 ar +
As you can see there is quite a marked improvement in this armor modules for modules serve as ferroscales or reactive variants are not left short before the armor plate.
I do not want to bother with this idea but I think they should change the values of the modules to support the shields and armor.
Although the armor has more resistance that the shield, but the shield has better regeneration and regeneration rate. |
Cross Atu
OSG Planetary Operations
5
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Posted - 2015.09.21 01:00:00 -
[212] - 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. I have long held that the worries about duel tanking are drastically over stated and are usually attempting to solve a problem by attacking the symptom.
There are primarily two major reasons why people duel tank. 1) Relative TTK is too low for their tastes (their own at least, I'm sure many of them would happy if a higher TTK applied only to them and not everyone ) 2) There's little to nothing of equal worth to fill those H/L slots with.
Duel tanking is in many cases less about tanking and more about having no other useful option. The Min suits can fit other mods relatively well in some cases because they are already high mobility suits. Some fits (min or otherwise) will indeed stack damage mods, but there's a penalty to stacking them and they only fit in the high slots. A subset of suits can meaningful benefit from some of the eWar mods, but only some, others are pretty near useless. The CPU/PG utility mods are employed but they're used to stretch a fitting so you can fill another slot or two, that's fine as far as it goes but it doesn't change end result profiles on fitting emphasis.
The underling situation is that if there were H/L mods of equal value you wouldn't see such common duel tanking, but honestly for most fits a bit more HP or eHP (regen counts) has more use than the other options on the table and part of that is down to how game play flows. No one enjoys dying without even a chance to respond so players stack HP to avoid frustrating in match experiences. If speed mods, eWar mods, damage mods, hacking mods or a combination there of could provide a lower frequency of frustrating in match moment then they'd be used more, at which point we wouldn't be dealing with this problem because not only would duel tanking be less common, it wouldn't matter if someone made that fittings choice because they'd be giving up something of equal value.
On the other hand if we force the symptom to go away, rather than address the problem, all we've done (presuming the stick succeeds in beating people into new play patterns) is increased average frustration in match and thus decreased the fun of what is, end of the day, a game
As to the quote within the quote more directly my responses are
- I'm already looking at that, when I say equipment I mean I'm looking at all of it
- If heavies need some love we can always give it to them, honestly having a wider range of shield options and more support options seems like it'll directly impact their game play but other things can be tuned if/as needed
- Yes there are ways to buff shield tanking further, and to an extent it is presumed that will be called for. Looking at depleted delays as well as shield mod offerings being next up to bat.
As ever each CPM holds their own views, but also gathers feedback, the other value of threads like this is that regardless of what proposal is passed along to the Devs these threads are in the open forums where everyone can consider the ideas and make their own assessments and the Devs read a whole lot more than they comment AFAIK (look at how often I commented on Rattati's Speed to eHP ratio thread vs his own posts, but he was reading that thread no question) and in the final analysis it is the Dev team which makes these choices, we - the player base - give input that then can become part of the process but the final choice is always down to the Devs.
Thanks for your continued participation, and remember if I or any of my colleges seem argumentative at times, well, we argue with each other too so aside from debating us on topics which are under NDA being in this thread is pretty much like being in a CPM meeting. We're pretty unfiltered as a group, what you see is what you get
Cheers, 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 - 2015.09.21 01:04:00 -
[213] - Quote
DeathwindRising wrote: im also wondering about the overall design here. regarding caldari suits mostly, their slower suits need more regen than the more mobile suits
True, the Speed to eHP ratio should be maintained, slower suits need more relative net eHP than faster suits as has already been established by CCP Rattati and is a design intent proposals moving forward need to work within.
CPM mail me your feedback and remember to have fun!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.21 01:09:00 -
[214] - Quote
Adipem Nothi wrote: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 the market data say? What does PC usage say? What does Rattati say? CCP Rattati wrote:King HP is in for a surprise ...
market data without any other comparative data means... Nothing. PC usage is, as I understand it, shifting to point-blank speed meta rather than heavy HP meta. I am informed that sentinels are getting their asses pasted left and right. King HP indeed.
And Rattati? I'll ask.
Your rattati quote is cute, so where is the quote from, so I can read the full context?
Your snippet means jack.
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 - 2015.09.21 01:20:00 -
[215] - 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. False. Dual taking is not penalized in Eve, it's just pointless to do so since you have all kinds of mods that make killing things easier. A dual tanked ship will lose to a normal ship because it either A) doesn do as much damage as the normal ship or B) doesn't apply damage as well as the normal ship. The problem with Dust is there is no way to have things like tracking disruptors or target painters, so HP is almost always the betterchoice. In the case of Caldari, dual tanking is the only way to survive.
Over thinking, over analyzing separates the body from the mind.
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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.21 01:22:00 -
[216] - Quote
Breakin Stuff wrote:Adipem Nothi wrote: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 the market data say? What does PC usage say? What does Rattati say? CCP Rattati wrote:King HP is in for a surprise ... market data without any other comparative data means... Nothing. PC usage is, as I understand it, shifting to point-blank speed meta rather than heavy HP meta. I am informed that sentinels are getting their asses pasted left and right. And Rattati? I'll ask. Your rattati quote is cute, so where is the quote from, so I can read the full context? Your snippet means jack. Of course , Breakin. Everyone else's observations, experiences and concerns can be freely dismissed. Market data doesn't matter; frankly, it means nothing. Nothing matters except for your own anecdotal experience and observations because (A) you aren't a non-competitive player performing poorly enough to fluctuate between Hi and Lo Mu queues, (B) you know exactly what's going on with competitive meta because you participate in PC regularly and (C) you know all about every suit and every playstyle because you run them all regularly and run them well; you're an expert in all things, which is why you do not bounce back-and-forth between Hi and Lo Mu queue.
Your anecdotal observations count, and only your anecdotal observations count. Am I getting this right?
https://forums.dust514.com/default.aspx?g=posts&m=2492622#post2492622 |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.21 01:30:00 -
[217] - Quote
Cross Atu wrote:
Yes there are ways to buff shield tanking further, and to an extent it is presumed that will be called for. Looking at depleted delays as well as shield mod offerings being next up to bat.
[/list]
If you are looking at depleted delays may I just state that I am strongly of the opinion that depleted delays should simply last a fixed percentage longer that non-depleted delays.
It's simple. It makes sense. It results in an interesting gameplay mechanic where you try not to let your shields become completely depleted. This also reduces the value of armour on your shield tanking fit, as the goal is to not get into armour in the first place, helping to distinguish between tanking styles and rewarding fits that contain synergy. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.21 01:31:00 -
[218] - Quote
Adipem Nothi wrote:Of course , Breakin. Everyone else's observations, experiences and concerns can be freely dismissed. Market data doesn't matter; frankly, it means nothing. Nothing matters except for your own anecdotal experience and observations because (A) you aren't a non-competitive player performing poorly enough to fluctuate between Hi and Lo Mu queues, (B) you know exactly what's going on with competitive meta because you participate in PC regularly and (C) you know all about every suit and every playstyle because you run them all regularly and run them well; you're an expert in all things, which is why you do not bounce back-and-forth between Hi and Lo Mu queue. Your anecdotal observations count, and only your anecdotal observations count. Am I getting this right? https://forums.dust514.com/default.aspx?g=posts&m=2492622#post2492622 Bravo adipem.
I'm not going to shut up.
Ever.
But Carry on Adipem Ad Hominem
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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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.21 01:33:00 -
[219] - Quote
Breakin Stuff wrote:Adipem Nothi wrote:Of course , Breakin. Everyone else's observations, experiences and concerns can be freely dismissed. Market data doesn't matter; frankly, it means nothing. Nothing matters except for your own anecdotal experience and observations because (A) you aren't a non-competitive player performing poorly enough to fluctuate between Hi and Lo Mu queues, (B) you know exactly what's going on with competitive meta because you participate in PC regularly and (C) you know all about every suit and every playstyle because you run them all regularly and run them well; you're an expert in all things, which is why you do not bounce back-and-forth between Hi and Lo Mu queue. Your anecdotal observations count, and only your anecdotal observations count. Am I getting this right? https://forums.dust514.com/default.aspx?g=posts&m=2492622#post2492622 Bravo adipem. I'm not going to shut up. Ever. But Carry on Adipem Ad Hominem
https://forums.dust514.com/default.aspx?g=posts&m=2492622#post2492622
^ Click the link and read the post. It is the one you requested. How do you think Vitantur predicted the future with such precision? Could it be that other people with views different from your own might be right from time to time?
I don't want you to shut up, Breakin. Yours is a necessary part of a larger process. Do keep being passionately wrong. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.21 01:41:00 -
[220] - Quote
Right.
Data from a near-year-old post from last december.
Bravo.
Done with you adipem, You don't entertain a dissenting opinion, ever, for any reason. I see no reason to do so with you or entertain your conversation further.
Later.
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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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.21 01:55:00 -
[221] - Quote
Breakin Stuff wrote:Right.
Data from a near-year-old post from last december.
Bravo.
Done with you adipem, You don't entertain a dissenting opinion, ever, for any reason. I see no reason to do so with you or entertain your conversation further.
Later. That's the post you asked for, Breakin. It is the context you requested behind Rattati citing "King HP" ... if you read it, you'd see that his quote appears in the very next post. By "in for a surprise", do you think Rattati might have been referring to the Speed-HP Curve which would come a few months later?
The Speed-HP Curve which was implemented, as it were, in spite of Aeon's repeated and passionate protests. The Speed-HP Curve which ended up working quite well, in direct contradiction to Aeon's assessments.
Anyone keeping score will tell you Aeon is wrong far more often than he is right when it comes to anything about balance. Call it Ad Hominem if you'd like, but this is a clearly documented pattern. That, of course, does not mean we should dismiss Aeon's ideas out-of-hand. He means well (or at least I believe he means well) and sometimes he has good ideas.
And for the record, I don't dismiss opinions I believe to be wrong; I challenge them. Is there something inherently wrong with debate? Is it not a fundamental function of the Forums to facilitate debate? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.21 02:06:00 -
[222] - Quote
I have never seen you challenge an idea without attacking the character of the person with the idea.
Your attempts at character assassination aren't seen in a positive light.
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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Adipem Nothi
Nos Nothi
15
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Posted - 2015.09.21 02:18:00 -
[223] - Quote
Breakin Stuff wrote:1. I have never seen you challenge an idea without attacking the character of the person with the idea.
2. Your attempts at character assassination aren't seen in a positive light. 1. Then you aren't paying close enough attention. Visit the Triage Ward, for instance, and check out my exchanges with El Operator or Cross on Active Scans. Or read through a sample of pages from the Barbershop; we routinely challenge (often vigorously) one other's observations, suggestions, opinions and ideas. As it's fresh on the mind, you can also reread the Speed-HP Curve thread. If you need more examples, let me know. They aren't hard to find.
2. Are yours? I can't count the number of times you've dismissed my accurate and factual feedback with nonsense like "scout master race". It is what you've attempted to do in this very thread twice now (or is it three times?) and is precisely what brought about the conversation at hand. "Breakin's anecdotal experience counts; others' does not. Breakin can call into question player bias; others cannot. Breakin can express opinion as to who is right and who is wrong; others should not. Breakin can make claims about other player's post histories; others better not.
Would it be seen in a positive or negative light if I pointed out a rather fascinating and well-developed double standard?
PS: I could be wrong, but I believe we've derailed the thread, Mr. CPM. I'm ready to get back on topic whenever you are. |
Cross Atu
OSG Planetary Operations
5
|
Posted - 2015.09.21 03:00:00 -
[224] - Quote
Gents I can debate you both, I have and I'm sure I will again, but I'm going to be a bit firm in this instance and say it's time to go back on topic now rather than later, fair?
Honestly in many ways there seem to be only minor differences in view on this subject - considering that as stated near the start of the thread the numbers were meant as placeholders not final values - mods would be the next layer.
Fair warning to all concerned (warning? maybe just notice) I'm going to try to start fighting my way through massive thing that is equipment soon, and collage is still a thing, so I may be much less active on the next step of the shield rework.
The key aspect however is the point I've been reiterating since the Speed to eHP curve, have a universal method, apply it, scale as needed.
And remember, no play survives first contact
Cheers, Cross
CPM mail me your feedback and remember to have fun!
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.21 03:11:00 -
[225] - Quote
You're all a bunch of scrubs.
Carry on.
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.21 04:12:00 -
[226] - Quote
el OPERATOR wrote:You're all a bunch of scrubs.
Carry on.
... Agreed.
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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Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.21 04:27:00 -
[227] - Quote
The problem with making a post in these threads is that guys only want solutions based on numbers and theory. No one seems to care about any thing based on practice. It's like the doctor that treats his patients based solely on lab results without talking to the patient or physical examinations.
All that I'm reading is buff shield regen and delay, etc. But none of that will solve the shield tanking problem as long as the counter to shield suits is so "effective". I have shield fits with regens under 2 secs and 40hp+ on the recharge...lol, how much more do I need, seriously? And these suits won't be able to stand against an amarr or gal suit with damaged modded scrambler rifles and more tank at ANY distance.
Right now, we can build shield suits with great regen...buffing the delay and recharge will not solve the problem. I don't care if the delay is down to 0, shield tanking will still not be viable.
"Bring out mass drivers & jump around goddamit"
Check RND out here
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Devadander
Woodgrain Atari
703
|
Posted - 2015.09.21 07:27:00 -
[228] - Quote
After reading entire thread three times now, gazing at the graphs and sheets, I have to ask?
Do any of the CPM actually run shield? (I know cross runs shield a little)
Not inflammatory, actual question.
And by run shields I mean you may have two armor fits in a list of 30 and plates on maybe one of the shield fits? Run a gunni mostly because, caldari, etc.
Should be: cal - min - ama - gal
Sentinel - scout - assault - commando - logi
And I swear to krin, if the first step drops and I see a single ama or gal start to regen shield in a 1v1 due to a second behind cover I'll burn this mother down.
Not trying to get us all riled up again, trying to give you advice from a 24/7 shieldmeister. Gal and ama get the buffer, OK, after its gone they should not regen until out of conflict or respawn.
Dual tank should be a joke for cal and gal, easy for min, and stackable but not regen-y for ama. Armor on a cal suit and shield on a gal suit should be do-able, but stupid.
Tbh though... The thing that has got my dander up again is the fact that gal has all them shiny low slots. So if we tweak gal shield stats in a positive way, they can exploit any positive changes to regulators. I foresee: x3 rechargers x3 regulators x2 reps RR Core I win button. In essence making the gal a better cal than the cal.
Commando coming before assault is a mistake as well. They get two light weapons yes, but are a support role. Calmando has enough slots and base ehp to be quite competitive coming second to assault regen wise.
And with damage stopping shield regen we have to break the mold a little for calsent. It needs to have the best of both worlds. When there is a cal heavy AI weapon and it has good range, then we have to choose. But saying it has to choose between 600 with good regen or 900 with one Flux meaning two minutes of regen, is basically saying " no hmg for you, just go chase medium suits, or forge camp"
I'm not thinking as massive changes as have been suggested either. A point here, a point there. Maybe a few for mando as its the worst tanked suit ingame ATM.
Again, not trying to start fires (yet). Just bringing as much relevant shield user concerns to the table as possible to make this as right as we can.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.21 08:05:00 -
[229] - Quote
Devander, it goes...
Cal > Min > Gal > Amarr. Aeon just doesn't have them ordered in that manner on the spreadsheet. This is the primary method by which recharge delays are weighted.
The fastest recharge delay goes to the lowest HP within the race, slowest goes to the highest HP. Recharge rate also falls into this range as well.
To recap: This is based off of baseline suit HP and weighted by racial dependency upon shields.
So within the racial bounds, understanding that cal are to be hands down the best and amarr hands down the worst at shield regen...
Scout > Assault > Logistics > Commando > Sentinel
Or in layman's terms:
Skinny > Middleweight > Fatty
This proposal only accounts for recharge rates and base recharge delay.
I am poking at the depleted delays, and the extender tweaks currently.
If I did my rotten work correctly the depleted delays will actually be shorter for shield suits and then push out until the amarr at the back end enjoy longer depleted delays than recharge delays while caldari suits tend to have shorter depleted delays.
Aeon's post is part of the equation.
Once we're done with the baseline stats if they are chosen to use we watch with a magnifying glass, analyze and tweak upward or downward as needed, then look at the other shield modules if need be.
If at that point the shield modules cannot be tweaked fairly, THEN we look at punching armor in the gut.
Just a little.
But making shields competitive should be doable.
Then once we have shields stabilized at a competitive level and the TTK averages in the game are settled, we can begin looking at the oft-misidentified "secondary" module options. I know I'm not happy about precision and range enhancers. High slots have a grand total of what, three useful module types?
Kincats and cardiac regs work great, but those are low slots. High slots are pretty much Damage mods, shields, shield regen. The rest are either niche items or nearly exclusively used by a few scouts (precision mods).
Honestly once we can put the tank imbalance behind us I want to figure out what can be used to increase high slot variety.
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 - 2015.09.21 10:17:00 -
[230] - Quote
I know we are getting off topic here but I don't understand, from a design perspective, how shorter depleted delays than non-depleted can be a good thing. Why would you want to encourage shield tankers to go into armour? The current method makes for much better gameplay.
And just a correction on precision mods. You are more likely to find them on a logi than a scout, where they are very effective. I also have an assault fitted with them, though I doubt that's common. |
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Devadander
Woodgrain Atari
703
|
Posted - 2015.09.21 12:01:00 -
[231] - Quote
Breakin Stuff wrote:Devander, it goes...
Cal > Min > Gal > Amarr. Aeon just doesn't have them ordered in that manner on the spreadsheet. This is the primary method by which recharge delays are weighted.
The fastest recharge delay goes to the lowest HP within the race, slowest goes to the highest HP. Recharge rate also falls into this range as well.
To recap: This is based off of baseline suit HP and weighted by racial dependency upon shields.
So within the racial bounds, understanding that cal are to be hands down the best and amarr hands down the worst at shield regen...
Scout > Assault > Logistics > Commando > Sentinel
Or in layman's terms:
Skinny > Middleweight > Fatty
This proposal only accounts for recharge rates and base recharge delay.
I am poking at the depleted delays, and the extender tweaks currently.
If I did my rotten work correctly the depleted delays will actually be shorter for shield suits and then push out until the amarr at the back end enjoy longer depleted delays than recharge delays while caldari suits tend to have shorter depleted delays.
Aeon's post is part of the equation.
Once we're done with the baseline stats if they are chosen to use we watch with a magnifying glass, analyze and tweak upward or downward as needed, then look at the other shield modules if need be.
If at that point the shield modules cannot be tweaked fairly, THEN we look at punching armor in the gut.
Just a little.
But making shields competitive should be doable.
Then once we have shields stabilized at a competitive level and the TTK averages in the game are settled, we can begin looking at the oft-misidentified "secondary" module options. I know I'm not happy about precision and range enhancers. High slots have a grand total of what, three useful module types?
Kincats and cardiac regs work great, but those are low slots. High slots are pretty much Damage mods, shields, shield regen. The rest are either niche items or nearly exclusively used by a few scouts (precision mods).
Honestly once we can put the tank imbalance behind us I want to figure out what can be used to increase high slot variety.
Will the base shield amounts be altered? Specifically, the sentinel? With only one low available, how can it be last and be competitive?
Again I only ask because this is my all day every day. I've already lost my two oldest friends to caldari being easy bait...
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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DeathwindRising
Titans of Phoenix
1
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Posted - 2015.09.21 12:56:00 -
[232] - Quote
Devadander wrote: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
lies lol.
ive run shield fits since the beginning of time!! |
Devadander
Woodgrain Atari
703
|
Posted - 2015.09.21 13:27:00 -
[233] - Quote
DeathwindRising wrote:Devadander wrote: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 lies lol. ive run shield fits since the beginning of time!!
Lol we must be tied then.
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 - 2015.09.21 13:28:00 -
[234] - Quote
Breakin Stuff wrote: Then once we have shields stabilized at a competitive level and the TTK averages in the game are settled, we can begin looking at the oft-misidentified "secondary" module options. I know I'm not happy about precision and range enhancers. High slots have a grand total of what, three useful module types?
Kincats and cardiac regs work great, but those are low slots. High slots are pretty much Damage mods, shields, shield regen. The rest are either niche items or nearly exclusively used by a few scouts (precision mods).
Honestly once we can put the tank imbalance behind us I want to figure out what can be used to increase high slot variety.
FYI: Usage rates over the past year or so would suggest that low-slot variety is in need of more attention than high-slot variety. Per dust.thang.dk's "tryhardmeter" ...
Frequently Used, Non-HP Related High-Slot Modules 1. Damage Amps 2. Myofibs 3. Precision Enhancers
Frequently Used, Non-HP Related Low-Slot Modules 1. KinCats
Infrequently used, Non-HP Related Low-Slot Modules 1. Codebreakers 2. CardRegs 3. Dampeners 4. Range Amplifiers 5. CPU Upgrade
Infrequently used, Non-HP Related High-Slot Modules 1. PG Upgrade
* Frequently Used = Consistently Ranked in Top 10 (by module sales) * Infrequently Used = Not Ranked in Top 10
Prediction:
Pre-Shield Buff Meta HP > All Else
Post-Shield Buff Meta HP >> All Else |
DeathwindRising
Titans of Phoenix
1
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Posted - 2015.09.21 13:30:00 -
[235] - Quote
Breakin Stuff wrote:Devander, it goes...
Cal > Min > Gal > Amarr. Aeon just doesn't have them ordered in that manner on the spreadsheet. This is the primary method by which recharge delays are weighted.
The fastest recharge delay goes to the lowest HP within the race, slowest goes to the highest HP. Recharge rate also falls into this range as well.
To recap: This is based off of baseline suit HP and weighted by racial dependency upon shields.
So within the racial bounds, understanding that cal are to be hands down the best and amarr hands down the worst at shield regen...
Scout > Assault > Logistics > Commando > Sentinel
Or in layman's terms:
Skinny > Middleweight > Fatty
This proposal only accounts for recharge rates and base recharge delay.
I am poking at the depleted delays, and the extender tweaks currently.
If I did my rotten work correctly the depleted delays will actually be shorter for shield suits and then push out until the amarr at the back end enjoy longer depleted delays than recharge delays while caldari suits tend to have shorter depleted delays.
Aeon's post is part of the equation.
Once we're done with the baseline stats if they are chosen to use we watch with a magnifying glass, analyze and tweak upward or downward as needed, then look at the other shield modules if need be.
If at that point the shield modules cannot be tweaked fairly, THEN we look at punching armor in the gut.
Just a little.
But making shields competitive should be doable.
Then once we have shields stabilized at a competitive level and the TTK averages in the game are settled, we can begin looking at the oft-misidentified "secondary" module options. I know I'm not happy about precision and range enhancers. High slots have a grand total of what, three useful module types?
Kincats and cardiac regs work great, but those are low slots. High slots are pretty much Damage mods, shields, shield regen. The rest are either niche items or nearly exclusively used by a few scouts (precision mods).
Honestly once we can put the tank imbalance behind us I want to figure out what can be used to increase high slot variety.
faster regen on lower HP suits? why? when we rebalanced the armor regen rates, the gal scout had the best. then we all found out how that actually turned out in the field, and nerfed it.
armor regen rate used to follow a design where the commando had the best regen, the scout had the worst, the logi had better regen than the assault, and the sentinel had the best HP.
but that design has changed slightly in past months, the reality of things hasnt. armor sentinels are slow but can receive remote reps. this means that shield sentinels would need higher than normal regen also, UNLESS we introduce shield support options. but its never been confirmed that those options are ever going to come out.
the reason i say that slower shield suits need more regen is because theres no shield counter to the armor sentinel being repped.
and like devander said... ill be pretty pissed if armor suits start to regen shields viably compared to caldari suits. its also pretty clear that by suggesting depleted shield delays be shorter than normal delays, that we are encouraging shield tankers to treat their shields as some kind of buffer similar to how armor tankers use shields. If your shields drop to zero on a shield suit, you screwed up. there shouldnt be any built in hand holding. the biggest issue for most people running shield suits is that they try to fit them like armor suits and run them the same way. theres a big difference between armor and shield tanking |
Adipem Nothi
Nos Nothi
15
|
Posted - 2015.09.21 13:33:00 -
[236] - Quote
DeathwindRising wrote: faster regen on lower HP suits? why? when we rebalanced the armor regen rates, the gal scout had the best. then we all found out how that actually turned out in the field, and nerfed it.
Quick fact check:
The GalScout's regen had little if anything to do with it being OP/FoTM following 1.8.
Assault Lite was able to pack on the HP and still beat scans thanks to cloak's active damp bonus. This was pre-Assault buff, so Assault Lite HP levels weren't far removed from Assault. Also, Scout passive scans were much stronger pre-falloff and they remained strong even while cloaked (cloakblind came later). Further, cloak operation was much different then; not only did it afford a higher damp bonus, but it also had higher reserves and could be toggled on/off near instantly, which brought about fire-from-cloak problems.
In a nutshell, Assault Lite was able to pull-off Assault-like HP levels and still beat scans, while also benefiting from superior mobility & wiggle, far better passives and 2 EQ slots. Not to mention, fire-from-cloak. There were lots of problems w/Assault Lite. Regen might've been among them, but it certainly wasn't a big one. |
zzZaXxx
XxAMBUSH FTWxX
769
|
Posted - 2015.09.21 13:44:00 -
[237] - Quote
Ydubbs81 RND wrote:The problem with making a post in these threads is that guys only want solutions based on numbers and theory. No one seems to care about any thing based on practice. It's like the doctor that treats his patients based solely on lab results without talking to the patient or physical examinations.
All that I'm reading is buff shield regen and delay, etc. But none of that will solve the shield tanking problem as long as the counter to shield suits is so "effective". I have shield fits with regens under 2 secs and 40hp+ on the recharge...lol, how much more do I need, seriously? And these suits won't be able to stand against an amarr or gal suit with damaged modded scrambler rifles and more tank at ANY distance.
Right now, we can build shield suits with great regen...buffing the delay and recharge will not solve the problem. I don't care if the delay is down to 0, shield tanking will still not be viable.
Yes, shields will still get destroyed by laser weapons. I've always said that laser damage profile should be changed to +15/-15.
And if you're focusing on your shield tank you sacrifice damage mods. Damage mods should be fittable to low slots as well as high slots. Problem solved.
On the positive side, there's a lot of assault rail fire in Dust, and a fair amount of combat/assault combat fire. The proposed changes would make shields hold up much better against them. And shield users will be a bit more likely to survive, if not win, exchanges with laser weapon users. |
DeathwindRising
Titans of Phoenix
1
|
Posted - 2015.09.21 14:00:00 -
[238] - Quote
Adipem Nothi wrote:DeathwindRising wrote: faster regen on lower HP suits? why? when we rebalanced the armor regen rates, the gal scout had the best. then we all found out how that actually turned out in the field, and nerfed it.
Quick fact check: The GalScout's regen had little if anything to do with it being OP/FoTM following 1.8. Assault Lite was able to pack on the HP and still beat scans thanks to cloak's active damp bonus. This was pre-Assault buff, so Assault Lite HP levels weren't far removed from Assault. Also, Scout passive scans were much stronger pre-falloff and they remained strong even while cloaked (cloakblind came later). Further, cloak operation was much different then; not only did it afford a higher damp bonus, but it also had higher reserves and could be toggled on/off near instantly, which brought about fire-from-cloak problems. In a nutshell, Assault Lite was able to pull-off Assault-like HP levels and still beat scans, while also benefiting from superior mobility & wiggle, far better passives and 2 EQ slots. Not to mention, fire-from-cloak. There were lots of problems w/Assault Lite. Regen might've been among them, but it certainly wasn't a big one.
the arguement aginst the regen was that it was high enough that you didnt need a rep mod, and so you could simply stack plates which led to the HP being much higher than desired. when you add everything else in it just painted a picture of this OP suit. I remember the regen rate was one of the first things they changed on the suit though before all the other stuff. |
Adipem Nothi
Nos Nothi
15
|
Posted - 2015.09.21 14:12:00 -
[239] - Quote
DeathwindRising wrote:Adipem Nothi wrote:DeathwindRising wrote: faster regen on lower HP suits? why? when we rebalanced the armor regen rates, the gal scout had the best. then we all found out how that actually turned out in the field, and nerfed it.
Quick fact check: The GalScout's regen had little if anything to do with it being OP/FoTM following 1.8. Assault Lite was able to pack on the HP and still beat scans thanks to cloak's active damp bonus. This was pre-Assault buff, so Assault Lite HP levels weren't far removed from Assault. Also, Scout passive scans were much stronger pre-falloff and they remained strong even while cloaked (cloakblind came later). Further, cloak operation was much different then; not only did it afford a higher damp bonus, but it also had higher reserves and could be toggled on/off near instantly, which brought about fire-from-cloak problems. In a nutshell, Assault Lite was able to pull-off Assault-like HP levels and still beat scans, while also benefiting from superior mobility & wiggle, far better passives and 2 EQ slots. Not to mention, fire-from-cloak. There were lots of problems w/Assault Lite. Regen might've been among them, but it certainly wasn't a big one. the arguement aginst the regen was that it was high enough that you didnt need a rep mod, and so you could simply stack plates which led to the HP being much higher than desired. when you add everything else in it just painted a picture of this OP suit. I remember the regen rate was one of the first things they changed on the suit though before all the other stuff. I don't recall when regen was tuned; I'll have to find it.
Meanwhile, here's the first round of scout/cloak nerfs in HF Alpha. Also a few relevant plate changes: https://forums.dust514.com/default.aspx?g=posts&m=2173250#post2173250
Rattati: Thinkin' about Biotic Efficacy for AM Scouts as early as Alpha!?
Edit: Glanced over patchnotes from Alpha, Bravo and Charlie. Also 1.1. Didn't see it. I believe you're right though. Regen was initially higher, and I too believe it was nerfed early on. Still stand by my earlier points though; GalScout regen was small potatoes compared to other major factors which brought about the Scoutocolypse. Which is why the Scoutocolypse persisted after regen was reduced. |
zzZaXxx
XxAMBUSH FTWxX
769
|
Posted - 2015.09.21 15:30:00 -
[240] - Quote
We need to face the hard truth that the way shields regenerate just doesn't work. If EVE only allowed passive shield tanking the game would have failed a long time ago. Passive regen shields with delays and mods that buff percentages will NEVER balance with armor reps. You can buff shield regen but you'll never be able to normalize regen as a whole. It's comparing apples and hamburgers.
Passive shield regen needs to be massively nerfed and shield rechargers need to become shield boosters. Shield regulators could then buff passive regen and delay. Armor and shields would still be very different from each other in damage resistances, EHP, and mobility.
The main problem is with the delay. It just introduces too many variables. Wether you get lit into or just pinged with a stray shot you have to wait out your delay. Paying attention to the delay and accounting for all the variables is very distracting and takes away from focus on who's shooting at you/who you're shooting at. It gets you killed.
Just normalize HP regen across the board with shield and armor repair modules doing the same thing. It's the only way to achieve balance. As I said, there will still be plenty of differences between the two. |
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