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Volgair
Tritan-Industries Legacy Rising
200
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Posted - 2012.11.17 23:52:00 -
[1] - Quote
it would be nice to have this implemented soon, but as i have not heard any thing about it. for or against. it worries me a bit. i am tired of falling prey to a team spamming missiles when i could harden myself to explosive damage. An unmodified shield soaking a Laser Rifle's EM damage as well... Or in this case, better then armor. Or having to roll as a heavy knowing full well the entire opposing team is using AR. Getting greased by said AR fire, when you could have added a module to give you the ability to survive kinetic damage for that extra 5 seconds to get into range.
No dropsuit should be the ideal for every situation. As in, just like with EVE. To harden against one or two of the four damage types leaves exploitable gaps in defense. To protect against all damage types makes you resistant to all, but less resistant to any one. Some should specialize, some should adapt slightly better then others. NEVER should you be able to resist everything at once.
How this would change the game. in situations where the enemy was unknown, you would use more of a universally resistant fit not particularly good against any one type of damage. if they know one team is AR heavy they would resist Kinetic. if the other team is using a tank with missiles. they may choose to harden against explosive making them weaker to the opponents on the field but less effected by the tank.
Additionally this would make a good excuse to push for alternate ammunition types. EM swarm. Explosive SMG. Thermal AR. not as good perhaps as the original ammunition but an alternative to beat a smart opponent at his own game.
to those unfamiliar with EVE here is a VERY rough breakdown of what you would expect to see from ships of each of the empires.
Amarr- High Armor Resistance Caldari- High Shield Resistance or High Shield Capicity depending on platform Gallente- High Armor Capicity and improved attributes on local reps Minmatar- can go either shield or armor depending on platform, but usually faster then same class competition
i am well aware of the fact that this would not be a direct translation as every empire thus far has had very little in the way of a bias to any of the traditional methods of prolonging survival. but to see more choice available then Dropsuit A Vs. Dropsuit B. Where Dropsuit B dies because his gun is smaller.
As an FPS player i like it fast, as an EVE player i like to go into battle with a planned advantage. |
Volgair
Tritan-Industries Legacy Rising
200
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Posted - 2012.11.18 01:54:00 -
[2] - Quote
Fivetimes Infinity wrote:Yeah, there'd be little point in this before a wider variety of weapon types came in. Otherwise, whatever the Gallente assault rifles we have now do, that's the resistance basically everyone would be going for.
That's partially true, but even then it would be nice to at least have the option to stack a measurable resistance in all four fields equally with the fitting interface giving you detailed readouts of base resistance. 15% resistance across the board makes 600 armor equal 690 armor without the speed penalty. two 15% resistance mods would give you a 27% resistance making that same 600 then equivalent to 762 again without a reduction to speed.
where this balances it self, is that mechanic would only effect the increase to pool so that 600 is still only 600 assuming no points invested. but the armor would react as if it had 762.
For assaults or logi an armor plate may be of more benefit initially before the alternate damage types and specific resistances. if your putting a plate on a scout that's a waste of a slot. and by percentage so is a resistance plate.
shield would work much the same under this system but have a base weakness to EM as it does in EVE.
However I feel now that I should say that This system could not be implemented today. DUST would first need to have at least 80% of the games available content to be released we have about 10% of the dropsuits accounted for and about 5% for the weapons assuming each empire will have alternatives to existing categories and then new categories that have yet to be announced.
i would be severely disappointed if this was not added as it is a huge part of EVE, and would only serve to further distinguish its self from other similar games on the market. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2012.11.18 19:07:00 -
[3] - Quote
Fivetimes Infinity; Specific Damage serves less to make the game resemble EVE and more to increase strategy in corp battles adding another level to the meta game, for when Dust is expands beyond simple king of the hill or team death match. for those wishing to look for that sort of thing. The fact that it would be usable in all matches is just a fantastic coincidence. As for reviewers believing this game to be too complex, i hope they die in fire. the problem is not that this game has too much in the way of complexity... it is quite the opposite. i will agree, this game needs a simple face for the "common" console player to jump in, burn an hour and move on. However under the hood, needs to lay a DEEP foundation expanding an already fascinating game world, so those wishing to make this game what it should be can have a truly fun and satisfying experience.
Ten-Sidhe; If you hardened specifically Kinetic and Thermal to diminish the effect of AR fire, and if the HMG and SMG were purely Kenetic they would be in receipt of a damage reduction to the character with the module. however that same character would have a glaring gap in explosive and EM defense. Making the Laser Rifle, Mass Driver and Scrambler pistol (i assume it to be EM/Kinetic) more effective. again this serves to add a layer to the game mechanics that cause the player to think beyond simple bigger gun-better gun mentality and deepen the experience.
Shiro Mokuzan; Yes, yes i agree. |
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