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Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.09 19:33:00 -
[1] - Quote
The dropsuit skills unlocked with the 'Dropsuit Command' skill increase stats and unlock module usage:
One increases max stamina & allows access to max stam modules; another increases stamina regen and allow access to stam regen modules; and finally 'Mobility' allows access to sprint modules.
Why does the 'Mobility' skill not increase movement speed, along with unlocking module access for sprint speed? Increasing basic move/juke speed with this skill, or even modules, would be yet another vein of specialization for frontline fighters.
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Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.12 20:28:00 -
[2] - Quote
This post needed a friendly bump. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.13 11:39:00 -
[3] - Quote
Ba-bump. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.19 17:12:00 -
[4] - Quote
Mobility Bump |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.20 15:53:00 -
[5] - Quote
The base movement speed should at least be affected by skill- I can see if adjusted with modules it possibly getting out of hand. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.23 17:15:00 -
[6] - Quote
Should be effective but not negate the suit strength/weakness balance- I agree. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.24 17:14:00 -
[7] - Quote
I'm not necessarily advocating a walk speed module- just that the skill follows the pattern of increasing a base ability as well as unlocking modules. Seems to be natural skill aspect compared to its peers- if extra speed is game breaking at 5%/lvl reduce to 3% or 2%/lvl |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.25 13:17:00 -
[8] - Quote
Exactly- don't have to increase 'move' speed and 'sprint' speed with same skill or module- they are very different from either 'lore' or realism standpoint and gameplay based aspects are different as well between sprinting and moving fast. I just posit we allow either a skill or a module to affect move speed for further depth. It's all about options. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.26 13:30:00 -
[9] - Quote
More options are always better- People find unique and new 'Fad' fits in eve even when no new modules are released. People come up with new viable combinations of fits that work as fleets. I am always in favor of more options- with caution towards game-breaking ones. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.27 13:07:00 -
[10] - Quote
So if we narrow it down to sprint speed with modules only, move speed with skill only- can we avoid gamebreaking-ness? |
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Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.30 18:12:00 -
[11] - Quote
3% seems a good place to start for beta testing. Maybe 2% if obscene. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.07.31 17:08:00 -
[12] - Quote
Beta Phish wrote:Aq'se, No
the ms in this game is already bad for shot detection once its past a base ms of 5.0. why do think the tryhards are using Scout suits as frontline
I agree- hit detection, and apparently actual bullet rendering from some reports, is broken. That shouldn't be a product of movement speed, but a separate-fixable- bug. We shouldn't make decisions or assumptions based on bugs in a beta, but look at what would enhance gameplay ongoing through release and beyond.
Lore wise, I see it implausible we can increase sprinting speed, endurance and recovery rate, but not make you more agile. Gameplay wise, more fitting flexibility allows better combinations of fits. This has been demonstrated in Eve. Speed tanking has its place; turning speed, move speed, Afterburner Speed, Microwarp-Drive speed can all be adjusted and customized.
This does not make speed the only, or even the primary, tactic or trait. It is great for a solo artist who wants to be nigh impossible to hit, but doesn't alone win battles or make decisive changes. Fleet actions, led by FCs, are more than individual stats and fits, but a combination of abilities used together for victory.
When we start thinking of DUST battles like EVE battles we will see the true value of a combination of varied and disparate fittings working in conjunction. The concept of any one stat, trait, or weapon, being 'gamebreaking' or even 'gamechanging' is less valid in this cooperative environment compared to what the typical run-and-gun FPS balancing takes account for.
Massive damage forge guns, suck for dropships or tanks, counter with infantry they're beat. Fast scouts, counter with dropships, snipers, any long range. And so on ad infinitum.
What I am advocating here isn't making scout suits 'OP' but allowing more flexibility in skills and fits for all suits and players. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.08.07 12:49:00 -
[13] - Quote
While servers are down- any more support? |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.08.07 23:07:00 -
[14] - Quote
Endurance and recovery rate follow the model already, I think that is the main sticking point. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.08.13 17:37:00 -
[15] - Quote
We shall see how the new build changes skill tree breadth and stats- will revisit after the 21st. |
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