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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.28 15:05:00 -
[1] - Quote
Interesting stuff, thanks for sharing.
May I just caution against adding more suit bonuses. The per level bonuses are very bad for new players as they significantly increase the gap between high SP and low SP. I thought it was generally accepted that this gap was too large in Dust already and could do with being reduced not increased.
For example, if you wanted to increase TTK (which I don't think I agree with btw), it would be better to put though hp and regen buffs straight onto the suit base stats rather than make them skill bonuses. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.29 14:57:00 -
[2] - Quote
The shield module ideas are pretty good. Please look into the lower tier rechargers, energisers and regulators. The progression from militia to complex is pretty poor.
I think the cpu and pg costs for the shield modules are too low in your spreadsheet. The ratio of CPU to PG is pretty good, but for them to be on par with armour modules you need to increase the cpu and pg costs by about 15%, according to my calculations*.
I think it is odd that you seem to be theory crafting the shield module changes based mainly on a 4 hp mod fit, and only 1 regen mod. It seems pretty odd to expect people to dedicate half their module slots just to hp, and isn't really how people behave to make a viable armour fit, unless using reactive plates. It is particularly strange considering there are two types of shield regen mod, so you couldn't even fit one of each if only using one regen mod.
Might I suggest looking at fits including 2 or 3 hp and 3 or 2 regen, for a 5 module slot investment to tank. Or even a four slot investment with a balance between regen and hp? I don't think balancing should encourage the use of four hp mods.
That said, other than the fitting costs, it looks pretty good.
*Calculations based on comparing 3 ferro + 2 rep with 3 ext + 1 eng + 1 reg. 1 PG equivalent to 5 CPU based on average assault suit fitting ratios. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.29 18:08:00 -
[3] - Quote
Breakin Stuff wrote: the credit for the reinforced and Flux extenders also goes to ripley Riley and Cat Merc. They were the primary instigators who got me on the idea (several months ago) and contributed as much as I did to the idea. But we deliberately rigged the reinforced extender to do significant harm to shield regen. To the point where three reinforced extenders on a calsent absolutely requires a shield energizer to get back up to the baseline shield regen.
Putting reinforced Extenders on an Armor suit is going to pretty much be the definition of headache-inducing.
The problem with regulators is they MANDATED a presence in the low slots of a serious shield tanker. They weren't really optional. That's an issue in and of itself. That won't change the fact that they're still going to be one of the most useful options. The caldari sentinel's 4/1 delay (which doesn't change in the hotfix) may be tiny on the depleted side by that doesn't change the fact that a large number of calsent players fell that the shield regulator is the best use of their one low slot.
I think the Flux Extender Option will appeal to scouts more. It would increase their ability to pop in and out of combat rapidly. The Reinforced means they would have to retreat and hide for extended periods.
Finally we looked at the profile thing. For most suits that's not a sacrifice. Especially not since the galassault and minassault are proving (with shotguns) that speed > all and screw ewar. exchanging the regen penalty for a profile one won't even make people who want it as a fast-attack-murdersuit even blink.
reducing recovery rates sharply? That actually will make most people think.
Thanks for your reply. I added a little bit about the reinforced extender fitting cost. Needs to be a bit higher, otherwise you can too easily replace the vanilla ones with a combo of reinforced and flux.
And with the profile penalty, I meant in addition to the regen penalty. The regen penalty seems to work nicely numbers wise, but since it is easily mitigated with flux extenders and energisers it doesn't really become much of an overall sacrifice. I think there needs to be another penalty on top.
Also, whilst regen is important to scouts, the fact that hp mods aren't percentage based means they give comparatively more benefit to scouts. This means that I'm worried the extra hp on the reinforced extender would look very appealing to a scout as it gives a higher percentage bonus than on another suit. They may forgo their regen to fit more hp. This is the kind of thing that caused problems with plates in the past, where scouts would sacrifice mobility to hp and upset people.
Also for this reason flux extenders would probably be less beneficial to scouts than regular ones. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.29 18:12:00 -
[4] - Quote
Breakin Stuff wrote:actually if you look the reinforced use the current extender costs, and we reduced the regular extenders. Actually current extenders cost 11 pg rather than 8. By my calculations reinforced shields should be about 56 cpu 9pg.
Perhaps if they were 54cpu 11pg like current ones that would be fine. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.29 19:08:00 -
[5] - Quote
Breakin Stuff wrote:Varoth Drac wrote:Breakin Stuff wrote:actually if you look the reinforced use the current extender costs, and we reduced the regular extenders. Actually current extenders cost 11 pg rather than 8. By my calculations reinforced shields should be about 56 cpu 9pg. Perhaps if they were 54cpu 11pg like current ones that would be fine. Oh that's right, we were looking at the fact that Shields were proportionally huge in fitting cost for very little comparative benefit to armor. Yeah, 11 of is a bit crazy, even considering the fact that energisers cost 0 pg. And the reduction will help them go with kincats.
I do think it's important to maintain the comparatively high fitting costs of hp mods though, to promote fitting variety and interesting gameplay. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.29 19:22:00 -
[6] - Quote
Breakin Stuff wrote: The caldari sentinel's 4/1 delay (which doesn't change in the hotfix) may be tiny on the depleted side by that doesn't change the fact that a large number of calsent players fell that the shield regulator is the best use of their one low slot.
Well, I think a regulator probably should be one of the best things for a Cal Sent to fit. But I agree there should be other viable options. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.30 06:47:00 -
[7] - Quote
@Aeon - yep, I can see it working. You just let need higher fitting costs on the new modules. And maybe an extra reinforced drawback. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.02 09:37:00 -
[8] - Quote
Breakin Stuff wrote: Also an option, but we'll see what comes of it.
Believe it or not the frame bonus proposal has a lot to do with the inability to really differentiate fitting meta and doctrine.
Gallente can't rep significantly more than an identically fit Amarr, and the Amarr are generally supposed to have more raw toughness on their side.
Caldari are supposed to be the shield buffer race while the minmatar go heavy speed and fast recovery a lot.
It was one way to do it, and as importantly, to remove an "sp tax" of skills that do nothing.
Past that, I'm not really interested in dinking around with TTK much. Screw with it TOO much and you get the same problems in the reverse.
But that's also why the bonuses would go to base stats on the suits.
There's a few more "SP Tax" skills that provide no actual benefit, but the frams skills are one of the ones that really hose newer players IMHO, getting dropsuits with no bonuses whatsoever in order to graduate to suits that benefit from actually skilling into them.
Of course, vehicles have similar issues with no-benefit skills where the skills were stripped of bonusing between chrome and uprising.
I see. The problem with these skill bonuses then, are that they don't really encourage racial fitting, as they just affect the base stats. Also, +20% base shields or armour is pretty extreme, and definitely would be bad for newer players.
How about the following frame skills (which also carry over to the specialised suits):
Amarr: +2% efficacy per level to armour plate modules (includes ferroscale and reactive) Gallente: +2% efficacy per level to armour repair modules Minmatar: + 2% efficacy per level to kinetic catalyser modules Caldari: +2% efficacy per level to shield recharger and shield energiser modules
These would encourage skilling up the frame skills and encourage racial fitting styles by giving bonuses to the modules themselves.
It also doesn't provide such a large bonus as to significantly disadvantage new players. Though it would still increase the divide between the new and veteran players, which is a bad thing.
As for new players and basic frames: In an ideal world I would see the basic frames removed from the game. They are a pointless tax. Even with the buffs Ratatti has given them they are still pretty rubbish, and are a big part of the problem with the power gap between new players and veterans. They also just sound bad. Who want's to run around in a "basic frame" when you could use an "assault" or a "sentinel".
Assuming frames won't be removed because CCP doesn't want to "remove content", they should be made actually viable for a new player. I know they have an extra equipment slot and more fitting, but let's be honest, a new player just wants to shoot people.
Basic medium frames should have the same stats and slots as assault suits (like they used to). You can keep the extra equipment slot, as I like that they are between an assault and a log, but they have to have the hp of an assault. An assault suit then sacrifices it's second equipment for the weapon bonuses and weapon fitting bonuses. This way an assault is still worth skilling into (especially now Gallente and Caldari are getting decent weapon bonuses), but a medium frame isn't at a huge disadvantage, and may even be useful to a veteran due to the second equipment. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.03 09:01:00 -
[9] - Quote
Breakin Stuff wrote:The upshot is the bonuses we picked cant be modified by overstacking similar modules. They are based entirely on the base suit stats..
The other thing to consider is that modifying based off modules doesn't provide even returns.
10% bonus to an armor rep gives about 1 rep per second. Four of them gives roughly 4. That hardly answers the age old question of why racial suits aren't flat better at racial fitting doctrine. 10% to 4 extenders on a calassault would give what, 26-ish HP? Again, that's pretty much a not-bonus.
Finally there are technical reasons why we had to pick skills modifying the base suit stats rather than modules. I dunno if I can go into specifics, so I won't. Technical reasons I can't argue with, though we have had module based bonuses in the past.
You just aren't going to achieve what you want without module bonuses though. Giving Gallente more base armour repair is in no way going to encourage people to fit more armour repair on them. In fact it will do the opposite as people fit to reach the optimal middle ground between hp and regen.
And it would still be much better to just add them to the base suit stats rather than making them a bonus. Except this variation is already intrinsic to the suits. Gallant already have more armour repair, Amarr already have more hp. If anything, it's the added speed of the Gallente that encourages regen over the Amarr.
The bonuses I suggested were deliberately light, as they were designed to gently encourage fitting doctrines, not dictate how people must fit their suits. I also didn't want to add too much to the veteran advantage.
I think without module bonuses you should just give up on the idea of further differentiating the races. If you really want to do it, I recommend modifying the base stats in a balanced way. No more bonuses. Reduce Gallente hp in exchange for regen. Reduce Amarr regen in exchange for hp, that kind of thing. No need to power creep everything.
If you are worried about basic frames, just make them good, not a method of skilling up your specialised suits. Pure skill bonuses are bad because they mess up the idea of risk vs reward. You are supposed to have to pay for the advantages you take to the field. A skill bonus gives you an advantage for free. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.10.04 11:10:00 -
[10] - Quote
Interesting theorycrafting nonetheless.
I think I understand what you mean about significant racial variation when looking at extreme fittings. I think Caldari and Minmatar are reasonably differentiated, but a Gallente suit fitted with all armour reps won't regen significantly faster than an Amarr suit.
We can agree to disagree about bonuses. Personally I think adjustments to base suit stats to add more racial variety would be much better than bonuses, or you further stack things against new players.
The only reason to make it a bonus would be to make skilling into frames worthwhile. But there are much better ways to do this. To start with you could make the frames worthwhile to run. Secondly, you only need a moderate bonus to make the skills worthwhile, if you were going down that road.
There's no need to kill two birds with one stone. There are two issues. One is racial variety, the other is basic frame skills. Racial variety can done with base stats. With that taken care of you only need mild frame skills to make them worthwhile, limiting the impact on newer players.
And let's not up everyone's hp again and mess up the TTK.
I know you disagree Breakin, I'm glad you are listening though, and that we've been able to have this discussion. Perhaps some of the other CPM, or CCP will see things a bit my way. If any of these issues are addressed at any point. I don't really see it as a priority to be honest (other than medium frame base stat buffs). |
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