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Maxyne Mallende
Robot Pirate Ninja Corporation
5
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Posted - 2012.10.27 18:22:00 -
[1] - Quote
The only difference I can see between Militia and Tech 1 equipment is usually the fitting requirements (well, that and most Tech 1 equipment requires at least one level of a fairly easy-to-get skill).
I'm finally starting to think there needs to be an actual effectiveness difference to make this decision worthwhile.
I spent a tiny bit of Aurum to buy the militia BPOs for things like shield extender, assault rifle, etc. I've got a fitting for an assault suit that uses all Militia stuff -- two shield extenders, assault rifle, Toxin SMG (okay, not militia, but I got it when I bought the Aurum I used to buy the other Militia stuff :) ) the nanite injector, armor rep (been toying with swapping that out for the sensor damper things)
Anyways, it costs me zero ISK to die in that suit all day long (and I die a LOT, mostly because I suck at this game ;) ). I thought, that's odd. I'd never consider running rookie ships in EVE all day long (I suck pretty bad at that game, too ;) ). I should probably start buying some real gear. So I looked into what I had the skills to actually use. For the most part, that's still just Tech 1 stuff (unless I spend Aurum). I bought one of each of the Tech 1 kit versions of what I was running with the militia gear (I actually haven't even trained up *any* of the dropsuits yet, so I would still be running a milita suit).
And my stats were exactly the same. Sure, I had plenty of extra PG and CPU left over, but with no slots to put extra stuff in, that was just wasted space. In this case, I'm actually much better off NEVER paying for that equipment. I had no fitting problems with the militia gear, so "upgrading" to non-militia gear, which costs money, is of absolutely no benefit to me whatsoever.
There are some kits that have an appreciable difference in value. The Sniper Rifle has a 5-shot mag, the Militia version only 3 -- this is a difference that I can actually notice, for sure. But, if I can fit it, I don't see any reason to use a Basic Shield Extender if I can use a Militia Shield Extender. Is there a real difference between Assault Rifle and Militia Assault Rifle, aside from fitting? If there is, I haven't ever noticed one. I'm fairly confident their damage, range, ROF, magazine size are all the same.
To make a long story short (too late! :) ) I'd like to see that the Tech 1 stuff consistently have an appreciable difference in effect/value that the Militia stuff above and beyond the fitting requirements.
Or, maybe that's the problem -- Maybe I should never be able to fit these suits this effectively. Maybe all the skills that boost a suit's PG and CPU should not apply to Militia suits; the skills that lower the PG and CPU requirements of modules don't apply to militia versions of those modules.
Alternatively, we do away with the Militia gear completely (or at least BPO versions) -- the starter fit suits are fixed, unchangeable, and remain free, "Rookie ships". But the game should be driving players towards the economy ASAP, just like in EVE, and the lack of distinction between most Militia stuff and the Tech 1 stuff just doesn't seem to be doing that.
-Max |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
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Posted - 2012.10.27 19:40:00 -
[2] - Quote
I agree with you on this. With some items, the benefits just don't really seem cost effective to even bother trying for. You can gain a better advantage by piling in the SP into alternative skills & just using the militia variant. As an example, take a look at the AUR variant of the drop link at lvl 1. A massive increase of resources needed to fit that compared to the militia, but for no real gain.
Even if the skills themselves would add a little extra bonus rather than just allowing us to buy new shiny things. |
Governor Odius
Doomheim
177
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Posted - 2012.10.27 20:59:00 -
[3] - Quote
Reduction in fitting cost is actually a huge deal, and will really show through when we get more mods available to fit. There's going to come a time when you're cursing not having that one extra CPU
If you don't feel that you need to spend SP on getting the high end gear then don't. We do the same thing in EVE. I don't fly the shiniest and most expensive ship I can find, I fly the one that fits my playstyle. |
Maxyne Mallende
Robot Pirate Ninja Corporation
5
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Posted - 2012.10.28 19:03:00 -
[4] - Quote
Governor Odius wrote:Reduction in fitting cost is actually a huge deal, and will really show through when we get more mods available to fit. There's going to come a time when you're cursing not having that one extra CPU
If you don't feel that you need to spend SP on getting the high end gear then don't. We do the same thing in EVE. I don't fly the shiniest and most expensive ship I can find, I fly the one that fits my playstyle.
I don't disagree with this in principle, but in practice, I don't think that's the case (yet). The major points of difference are that there aren't enough slot options at the low level to make "different module choices" significant. There are a few choices (all damage boost or all shield), but not a lot. It doesn't take much to get the extra CPU and extra PG from the basic skills everyone's going to skill up anyway (Electronics, Engineering, IIRC) and that's what happened to me. So if you presume everyone will "get there", at that point, why would anyone choose Tech 1 over Militia?
This speaks to the EVE analogy. Sure, you never fly what you can't lose. But how many people actually make a point of flying a rookie ship with the default modules? In EVE, a rookie ship's default equipment is zero, plus a very underpowered gun and a very useless mining laser. You don't get shield boosters, you don't get other things. The fitting limits are very low, but even then, you are spending ISK in order to put anything else on it. The armor and shields are ridiculously low. The thing is a hard sneeze away from destruction.
But in Dust, the militia suits have just as much shield and armor as the Tech 1 suits. The guns have just as much range and damage as the Tech 1 guns. The shield boosters have just as much boost as the Tech 1 boosters. If you *can* fit them (which, admittedly, you'll need to train up those core skills), there is then no reason not to fit the Militia versions over the Tech 1 versions.
If you're interested in fitting Tech 2 gear, then it's a different story. But it just seems odd that there quickly comes a point where there's absolutely no real value in fitting Tech 1 gear if you have an unlimited supply of Militia gear available.
-Max
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lordjanuz
Norwegian Dust514 Corporation
88
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Posted - 2012.10.28 19:56:00 -
[5] - Quote
Governor Odius wrote:Reduction in fitting cost is actually a huge deal, and will really show through when we get more mods available to fit. There's going to come a time when you're cursing not having that one extra CPU
If you don't feel that you need to spend SP on getting the high end gear then don't. We do the same thing in EVE. I don't fly the shiniest and most expensive ship I can find, I fly the one that fits my playstyle.
+1 agree good advice. |
NeoprotoD
Zumari Force Projection Caldari State
28
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Posted - 2012.10.28 19:57:00 -
[6] - Quote
Here's my idea. 3 things
1) make militia and tech 1 gear stats exactly the same 2) only let militia modules/weapons fit into militia gear, nothing else, however tech 1 can fit whatever pg/cpu allow 3) militia gear isn't affected by skills but tech 1 gear is, so skilling up weapon reload, scan profile etc. won't affect militia |
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