MItt R0mney
Doomheim
58
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Posted - 2012.11.28 16:53:00 -
[1] - Quote
I can't remember where, but I heard that the reason why dropsuit health was equalized, is because CCP wanted modules to play a more important role than just straight up health. Okay, that's fine I say. But I feel like CCP is going about this the wrong way. There are several issues that need to be addressed. Like:
The dropsuit with the highest CPU/PG and number of hi/low slots will have the greater potential of becoming overpowered. Lets take a look at the various kinds prototype suits starting with the Logistics suit vk.0.
CPU- 390 PG- 78 HI- 4 Low- 4 Equipment-4
Now lets look at proto Assault vk.0
CPU- 300 PG- 60 HI- 3 Low- 4 Equipment- 2
Now lets look at Scouts proto equivalent.
CPU- 220 PG-60 HI- 3 Low- 3 Equipment- 2
And last, the Heavy
CPU- 270 PG- 54 HI- 3 Low- 2 Equpiment- 0
From these stats, the Logistics suit has the most versatility when it comes to roles and customization. You can apply multiple speed modules and still have enough open slots/CPU/PG for a proto shotgun and tons of health if need be. Or you can just keep piling on armor plates and shields and tank more damage when you are using a duvolle. Hell, equip a duvolle tactical with 2 or 3 damage mods and still have space left over for whatever you need.
My point is, there really seems to not be a real purpose to assaults and scouts. Assaults get a side arm? You hardly need a secondary weapon with a duvolle (Even I can hold my own in CQC with a laser rifle and i'm just an advanced logi). Scouts get a slight boost to walking speed? The walking difference is almost laughable and sprint speed can be increase with modules. Only the Heavy can perform AV better than the Logi, but only because of their exclusive Heavy weapon slot. But they still need ammo support. But the Logi can still be better at AV than Scouts and Assaults, it's just a matter of fitting the right modules.
The only solution I can think for this problem is that certain stats underneath the attributes tab in the market place need to increase as well as the fitting stats. For Scouts, maybe their base movement stats increase per teir (stamina, speed, recovery, duration). For Assaults, all of their attributes would increase (for versatility) but at a much lower sum. Heavies should receive a bonus to armor health and, honestly, I feel that heavies should come pre equiped with AT LEAST +2 hp regen. Logistics already get a +10% to hacking speed. So I don't know about them, maybe a passive bonus for equipment that allows for greater efficiency like a 10% bonus for nanohive pulses, dropuplink uses, and other stuff. We need a better reason to use different suits other than Fitting capabilities.
My last issue with equalized stats is that weapon damage isn't equalized. There is really nothing that can be done to change this right now. If weapon damage were to be equalized in this build via hotfix, there would be no point to purchasing anything greater than standard tier weapons. The solution would have to come in a future build that introduces weapon customization. If CCP wants to stay true to "It's the modules that matter, not base stats", then they will have to equalize the base damage on all weapons. The incentive to buy more advanced gear would be to have more/better "weapon customization slots." With these slots you would get to choose different tiers of magazine capacity upgrades, sights, compensators, forgrips, ammo types and whatever else space mercs need. Damage modules should fill the role of base damage upgrades. Not the weapon itself.
I think this will also (help) solve a lot of "new player" issues where they are getting LOLstomped by prototype weapons with complex damage modifiers because all of these percentage based damage bonuses give bigger values to weapons with higher base damage ala prototype weapons. With equalized base weapon damage, firefights require more skill while at the same time, are dependent on the modules you choose for your dropsuit and weapon.
Thank you.
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