Sgt S-Laughter
SVER True Blood Unclaimed.
22
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Posted - 2013.02.02 13:23:00 -
[1] - Quote
While a direct interchange with a completely different game would definitely show some disparities, I don't think that exactly answers this issue. DUST is not likely intended to be "eve but your a person instead of a ship, everything else is the same."
I feel it is important to have a certain level of balance between a starter kit and a pro kit in an fps. If you can simply out tank, out damage, and win a fight without out playing your opponent, you are immediately missing the core of the fps genre. This is a game about out-playing. Yes some of that comes from your choice of gear (paper counters rock), and some of that will come from your total playing time experience (as in, this is an mmo-fps, you will gain in power just by playing), but it should still allow a new player with above average player skill the opportunity to out play an average player who has leveled up.
I feel there is a slight contradiction in this post about what the actual suggestion and answer are... At first it seems you are asking for more health as you advance into higher price suits... But then you mention taking the slots away from low level suits and giving them more effective health in exchange... Do you mean you want expensive suits to be naturally tanky while cheap suits are paper? Or do you want cheap suits to be more tanky while expensive suits have bells and whistles?
I can't really cast my judgement on this argument right now... I'm only just now getting my foot back in the fps door (haven't played an fps since MAG, and before that it was halo1) so I really need to play more to form my opinion... But I'm a bit confused as to which opinion yours is? |
Sgt S-Laughter
SVER True Blood Unclaimed.
22
|
Posted - 2013.02.02 20:18:00 -
[2] - Quote
Bojo The Mighty wrote:Although I tend to agree that Proto Scout suits could use more shield HP,
The Extra CPU/PG allows for more HP. It allows the user to have more hungry shield extenders and armor mods that couldn't work on the lower tier dropsuits as the CPU/PG would be all but gone in one module.
CPU/PG + More Slots = More HP depending on how you fit it. If CCP adds more HP I think they would get rid of some slots to balance. I mean this is a part of EVE but it's an FPS so things can't rightly go hand in hand all the time. That's just what I say. This is prolly the best method. If you want to be tankier, utilize those extra module attachments for it. Perhaps they could even buff that so that you have the choice as you progress. Do you want to be a tanky logistics? Do you want to be a high damage logistics? Perhaps with some small base power growth (similar to the gun's progression), but mostly allow the user to define their power through their customization.
I think leaving the argument for power as simply an isk battle is a bit stale. Costing more to get you more options, and allowing a player to apply their skill to their suit build, makes a lot more sense than simply saying it cost more so it should be better in all regards. Likewise with the gek argument (or any "gun x op, gun y worthless) should be looked at through modules. It's okay for a stock gun to be best of the stock guns... So long as the rest are viable once specialized. |