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Oede Usaema
Osmon Surveillance Caldari State
19
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Posted - 2012.12.16 12:07:00 -
[1] - Quote
Thanks for putting in the time to make those spreadsheets, it's nice to have a way of actually comparing stats .
There is a problem with the the heavy suits, as vk.1 should be about 130k to put it in line with everything else. As for the rest though, in order to make these figures more comprehensive you should do stats at minimum skills required and stats at all skills level 5 as well, and build mock loadouts and look at their attribute values too, module slots can change a loadout completely.
Otherwise we're only seeing a small part of the picture, as passive skill bonuses being percentages, multiply incrementally with every upgrade. Something that might look underpowered when just looking at base stats could look pretty different with bonuses factored in.
It's also prudent to remember that proto suits aren't designed to be an every-day item that you can poo out on a whim just because you're so goddamn pro. They're the cr+żme de la cr+żme, the reward for using them only becoming apparent when you do all possible to minimise risk. I.e. analyzing the battle, seeing who you're fighting, making sure to play with corp members on comms and making sure not to do stupid things (very important!). Only after analyzing the risks thoroughly can you pubstomp noobs with 100% efficiency . |
Oede Usaema
Osmon Surveillance Caldari State
19
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Posted - 2012.12.16 12:38:00 -
[2] - Quote
Aeon Amadi wrote:I'd say the counter-argument to that is that even with all skills at level 5 we still see similar values. With all suits being standardized, a Militia Assault Suit with Infantry Mechanics 5 has 219 armor and an Assault Suit Vk.0 with Infantry Mechanics 5 has 219 armor.
You're not listening dude, base defences are negligible. suit slots are force multipliers, modules and weapons what get you through matches and the bonuses on them are the ones that you see the biggest draws from. Not factoring in modules and passive skill bonuses creates a one dimensional argument.
Aeon Amadi wrote: Paying an exorbitant amount of money for one equipment slot doesn't help your survivability
Equipment slots are there to keep your team together, and you want a team around you when you've got a proto suit out, meaning that it's mutually beneficial for your survivability
Aeon Amadi wrote: ...I'm still going to die by that Sniper in the cliff who just happens to be able to one-shot my suit... ...the most expensive suit in the world isn't going to stop that LAV from running me over...
These are risks inherent in the game, as I said before, analysing risks and playing in a group to deal those risks are what enable you to perform at your maximum. You can't expect to run around in proto suits without countering snipers or having AV supporting you and expect to come out profiting, that shouldn't be part of the game. |
Oede Usaema
Osmon Surveillance Caldari State
19
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Posted - 2012.12.16 13:45:00 -
[3] - Quote
Oh dear, don't get so mad friend, I'm just trying to supply a counter argument!
Seeing as you play EVE you must understand the value in being able to fit full T2 mods without having to use an RCU or ACR (or even a dreaded fitting implant), the bonuses available from being able to fit a T2 from say, a meta 3 module, is a soft bonus (as well as the skill bonuses applied to those modules, which get multiplied). Sure, you're spending exponentially more for smaller improvements, but diminishing returns is a reality of trying to keep things balanced for everyone involved. I would be for making the proto suits more powerful if passive skill bonuses didn't exist.
We're not playing EVE though, we're playing an FPS (or at least supposed to be). Ultimately people need to rewarded for their skill and ability to counter other players loadouts, not for how much SP they have or how much ISK they've thrown at a match. Proto suits shouldn't provide clear and obvious boosts, the benefits ARE there, and they get incrementally better the more you invest in them. Of course, they're not easily profitable without support, consideration and skill, but that should always be the case, as otherwise you reduce the overall skill and organisational ceiling needed to be successful in a game. Spawning in the most powerful gear the game has should always be a difficult decision to make, if it isn't then CCP isn't doing their job right.
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