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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. |
Torkada Alamstrada
Sanmatar Kelkoons Minmatar Republic
184
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Posted - 2012.11.18 00:09:00 -
[2] - Quote
This is a well thought out and interesting idea. I like it, and it would give me excellent reasons to have a variety of loadouts ready to go.
Maybe you could put this in the requests forum, as well, to make sure they see it? |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.11.18 00:14:00 -
[3] - Quote
pretty sure the dropsuits already have hidden resistances just like the vehicles |
Vincam Velmoriar
Villore Sec Ops Gallente Federation
103
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Posted - 2012.11.18 00:29:00 -
[4] - Quote
+1 |
Sytonis Auran
Valor Coalition RISE of LEGION
52
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Posted - 2012.11.18 01:09:00 -
[5] - Quote
Before we have resistance modules, we need various weapons that does each of the damage types. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.11.18 01:13:00 -
[6] - Quote
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. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2012.11.18 01:54:00 -
[7] - 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. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.11.18 14:44:00 -
[8] - Quote
Well, first of all, I think starting from the EVE perspective isn't necessarily the correct way to do it. If they decide they want resistances at all, apart from general damage reductions from Damage Control modules or whatever, it would probably make sense for them to start totally fresh with resistances. So not necessarily heat/EM/etc, and not necessarily "shields are weak vs EM" and so on.
But that's a big "if". Resistances aren't something I think the game needs, personally. I think that'd be a level of complexity brought in for the sake of making the game resemble EVE more. Reviewers are already balking at how complicated the game apparently is. CCP probably doesn't want to go even further. And I really can't think of how resistances would really improve the gameplay all that much. Maaaaaaybe for vehicles, they could have very simplistic resistances. I don't know. Either way, it seems pointless. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.11.18 16:54:00 -
[9] - Quote
The resistances are already like eve. Lasers cause more damage to shields, explosive more to armour, hybrid both about equal.
This is the same as if lasers did em, ar 1/2 thermal and 1/2 kinetic, with explosives being explosive. I think it may be done by making the weapons do x% to shield and x% to armour, instead of being a damage type and shield and armour resisting x%. Same effect by different means.
If it matches EvE, new players could be sent to read one of the many eve tutorials to understand it, a different and only slightly less complicated system with no tutorials at launch could be harder for new players.
Using the eve system with only a subset of options may be best, the specific resistances are not be needed till we have more racial weapons. It would be a good thing for an expansion after we get the racial variants though.
Since ar is thermal and kinetic while smg/hmg seems straight kinetic, specific resits would be a smg/hmg nerf in effect.
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Shiro Mokuzan
GunFall Mobilization Covert Intervention
106
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Posted - 2012.11.18 18:17:00 -
[10] - Quote
Damage-type specific hardeners would be cool too. |
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Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2012.11.18 18:32:00 -
[11] - Quote
Mavado V Noriega wrote:pretty sure the dropsuits already have hidden resistances just like the vehicles If they mean resistance to damage types, then yes-
Armor has higher resistance to lasers, but lower resistance to explosives
Shields have higher resistance to explosives, a tiny bit more resistance to projectiles, and lower resistance to lasers
Hybrid weapons (ARs, blasters, railguns, shotguns) aren't strong or weak against anything |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2012.11.18 19:07:00 -
[12] - 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. |
Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.11.18 19:27:00 -
[13] - Quote
Yes I had hoped that damage types will be more detailed than they are currently with specific resist modules like you say.
I'd understood this would be to come ... probably post release though ... but hopefully planned. |
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