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J-Lewis
Edimmu Warfighters Gallente Federation
22
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Posted - 2013.04.12 19:26:00 -
[1] - Quote
TBH I hope there's a sense of progression in the dropsuit skill tree post Uprising; there are too many Heavies, but they don't live up to the role of bullet sponge. This is really just the tip of the iceberg however.
(Turns out I have a lot to say on this)
The real problem is that right now the dropsuit skill tree is more of a shrub than a tree - no big trunks, just branches and roots. Right from the start, you can buy a militia heavy suit (and/or invest a bit of SP into missing gear), make a fitting and then just swap to it when needed. Enemy pushing hard? Better grab that HMG (12k SP) Heavy everyone has for just that occasion. Tanks? Forge Heavy (militia) or Swarm Assault (again militia). Sniper got you down? Good thing there's an unlimited militia sniper BPO that everyone starts with.
This is bad! People should be encouraged to stick with their role, not jump around between suits like headless chickens! Players need to be invested in their skills, and their chosen skills should reflect what they bring to the field. Pilots in EVE rarely have the luxury of being able to re-ship in mid battle (it requires Capitals, which someone needs to fly), and so the roles need to be thought out beforehand. People need to be comfortable with their chosen role(s).
A huge culprit is militia gear, which seems like a nice idea on paper, but is actually a huge detriment to game play; a training facility where you can try out just about anything would be much preferable. EVE has civilian grade gear as the militia equivalent; there's just enough of it to fit out a rookie ship with some really horrible modules, and you get better gear in the very first set of tutorials. New players should not be encouraged to stick to militia gear (I'd actually rather have it all removed to be substituted with a rookie ship equivalent) so basic gear needs to be within reach - that means light dropsuits (not scouts, that's a specialized light) and whatever weapons that dropsuit enables.
This issue isn't going to be solved until players can no longer throw minimal amounts of SP into random skills to unlock specialist weapons and platforms, to swap into whenever a condition is met. You don't see effective tanks every game, and when you do it's usually at the hands of a dedicated tank character; it should be true for just about every damn dropsuit out there too!
Finally, matchmaking plays a large role in the creation of "NERF OP" threads. Players who can use Tanks should be paired with players who can use Tanks. Heavies against Heavies. Squads against squads. You can swap suits mid-game, but the matchmaking system should take ALL of a players specializations into account to make both teams as balanced as the available queued players allow for. When teams are balanced, good games are had, and since matchmaking is for pub games, that's all that matters. Pubstomps are horrible and what drive players to quit.
TL;DR and recap:
Basic heavy suits should require something like: Dropsuit Command III [rank 1] -> Light Dropsuit Operation III [rank 2] -> Medium Dropsuit Operation III [rank 2] -> Heavy Dropsuit Operation [rank 3] Heavy suits can then be balanced as a more specialized role.
Matchmaking needs to be fixed.
Thoughts appreciated. |
J-Lewis
Edimmu Warfighters Gallente Federation
22
|
Posted - 2013.04.12 19:44:00 -
[2] - Quote
ugg reset wrote:Run with another heavy. not to many light weapons that can drop two with one mag.
My militia AR disagrees. Heavies need a small arms (light/sidearm) resistance buff, but not before they become the specialized platform they're supposed to be in terms of skill training. |
J-Lewis
Edimmu Warfighters Gallente Federation
22
|
Posted - 2013.04.12 19:48:00 -
[3] - Quote
XxWarlordxX97 wrote:J-Lewis wrote:ugg reset wrote:Run with another heavy. not to many light weapons that can drop two with one mag. My militia AR disagrees. Heavies need a small arms (light/sidearm) resistance buff, but not before they become the specialized platform they're supposed to be in terms of skill training. a militia AR killing 2 heavies they were very bad heavies then
Bad militia heavies |
J-Lewis
Edimmu Warfighters Gallente Federation
22
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Posted - 2013.04.12 19:54:00 -
[4] - Quote
XxWarlordxX97 wrote:J-Lewis wrote:XxWarlordxX97 wrote:J-Lewis wrote:ugg reset wrote:Run with another heavy. not to many light weapons that can drop two with one mag. My militia AR disagrees. Heavies need a small arms (light/sidearm) resistance buff, but not before they become the specialized platform they're supposed to be in terms of skill training. a militia AR killing 2 heavies they were very bad heavies then Bad militia heavies Militia forge gun heavies they had it coming
Yep, but as I wrote in my text wall on the first page, this is what I have a problem with. There shouldn't be militia gear, we should have a training simulator instead. |
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