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Adstellarum
G I A N T EoN.
43
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Posted - 2013.04.22 02:29:00 -
[1] - Quote
it has been suggested before that the way the current system works it highly favors using the militia or other low grade rep tool over say one of the proto rep tools because the WP are done by cycle not by amount healed... here is a scenario a heavy has 1,000 armor (not sure if this is obtainable but using it as a reference example) he goes into battle and looses 800 after his shields get depleted (someone threw a flux nade for simplicity) the militia repair tool reps 25 hp/s now if we take the Six Kin Triage repair tool the logi repairs at 44 hp/s roughly 2x as fast now with our example of the heavy losing 800 armor it will take the militia 32 cycles compared to the Proto rep tool named above at only 18 cycles and a small part of another, now if the Heavy and the Logi are standing in a nano hive with enemies coming the logi with the militia rep tool stands to get more rewards as it is as he would be able to take quick breaks to throw a grenade or 2 and inflict some damage to "reset" his WP accumulation hold and then immediately get back to repping. thus this discourages the use of higher meta reppers (less cost and greater rewards).
Now the 2nd part is about the nanite injector, this has been dealt with somewhat but not completely as I have noticed that you don't always get points for re reviving a fallen comrade if you had just picked him up... instead they should change it so that you will always get points but if you Use a 30% aka a basic nanite injector you only get 20 WP (24 with fraggo) 50% would get 40WP or (48 WP with the fraggo) and 80% would receive the normal 60 wp (72 with fraggo) make it more incentive to run the better equipment rather than the **** gear especially when 70% of the team doesn't even carry .
CCP is always saying got to reward those that risk lots now is the time to show it before this game goes release |
Idye Lotz
The Cloned Soldier Coalition
22
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Posted - 2013.04.22 02:43:00 -
[2] - Quote
You could counter your argument by saying that the militia repair tool takes longer to heal someone, so instead of fighting your crouched trying to heal while everyone else is fighting. I have had heavies run off because I was taking to long with my militia, or worse had them (and myself) gunned down. |
Adstellarum
G I A N T EoN.
43
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Posted - 2013.04.22 03:07:00 -
[3] - Quote
Idye Lotz wrote:You could counter your argument by saying that the militia repair tool takes longer to heal someone, so instead of fighting your crouched trying to heal while everyone else is fighting. I have had heavies run off because I was taking to long with my militia, or worse had them (and myself) gunned down.
with my grenade throwing skills I make people run... I've got multiple 3 kills with 1 nade before as I don't use those puny militia locus ones |
KalOfTheRathi
Talon Strike Force LTD
346
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Posted - 2013.04.22 03:11:00 -
[4] - Quote
I first started playing as a Sniper. That got boring and I switched to a Logi Bro during the Closed Beta and the servers weren't even up 23.5/7 I could easily sit in the top three positions and never kill anyone. I rarely equipped my weapon in fact.
However, there were exploits and exploiters.
Hit a wall with you LAV and rep it. WP! FF your squad (however you figured out to accomplish it), rep them, WP! Hit but not kill your squad with the LAV, rep them, WP! Best yet, have two Corp mates on different sides of a battle. Kill a buddy in Red, he gets revived and kills your Blue buddy whom you revive. +60 for each side, nearly as fast as you can pull a trigger and use an injector.
The list was endless.
CCP stopped the exploits and which resulted in what we have now. WP for Logi Bro activities is meted out with a timer as well as WP. Pop one guy twice, only get WP for the first time. Rep too many too quickly, WP stops after some time value has been triggered and no more rep WP until the timer expires once again. Mercs get upset because they think a Logi Bro is getting +60 each time they stand them back up. Not true, dear Blue not true at all.
As to the Militia Rep tool, if it serves the purpose why use something else? Well, the only real reason is Corporation Battles frankly. The other reason is trying to squeeze functionality into a limited CPU/PG envelope. Once CPU/PG boost is Skilled to the max that is rarely an issue.
Back to the Nanite Injector, forget it. That is nothing more than a WP exploit free lunch. The limit is there for a reason. And it is limited specifically to stop exploits. The sliding scale of WP vs equipment has been suggested many, many times. But nobody has yet come up with an exploit free suggestion.
Higher level items are much more expensive. The Blues will rarely pickup a Logi Bro as it is normal to be the only one around in non-squad battles. In my normal Squad that is not the case. Pub stomping picked ups are rare and each death cost as much as a GEK equipped Assault A series. So why spend the money in a pub match? I do but only when my Corp mates are my Squad mates. |
Cross Atu
Conspiratus Immortalis
885
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Posted - 2013.04.22 04:44:00 -
[5] - Quote
@OP, It certainly has been addressed before, in several threads in fact starting at least as far back as the CODEX build. Here's one twelve page example of it being addressed. Link: https://forums.dust514.com/default.aspx?g=posts&t=39238
@Idye Lotz, you could but it would be an inaccurate counter. Balancing Tactical rewards against War Point earnings is mechanically broken. It rewards lessor (i.e. ineffective, less tactical) game play over proper effective team work and tactical play that's very poor game theory. As the following quite addresses.
Thrillhouse Van Houten wrote:Awesome thread is awesome.
I couldn't agree with the essence of this entire thread more.
There is a massive parity in the Risk vs. Reward paradigm of the Eve/Dust universe between certain battlefield roles that needs to be addressed. You see the same problems with dedicated Dropship Pilots (to a much much worse degree, imo). Using better DSs yields better TACTICAL results (you fly longer, die less easily and probably get more kill assists via better guns and gunners) at a much higher ISK and SP cost. The same is true of dedicated LogiBros (a class to which I am currently on the path to joining). You spend more on better tools, they require greater SP and yet your rewards SUFFER for their use. Less WP Reward for far greater Risk.
If I roll a proto Cal Assault suit, a Duvolle, Complex damage mods, etc... and I am as proficient in "player skills" as I am in meta skill, then I can reasonably expect greater returns on my use of proto gear. More kills equals more WP, more WP means more SP/ISK. I Risk more ISK in the venture, as proto gear costs multiples more ISK to fit but the general paradigm of Risk vs. Reward is preserved.
If I roll a proto Min Logi suit, a proto nano injector, a proto armor repair tool...and I am as proficient in "player skills" as I am in meta skill, I will get LESS WP than if I use militia gear. Faster healing and more health on revives (which means less missing health to repair as well) allows less access to WP than using militia derivatives. More Risk in ISK spent on proto gear for less Reward in the form of WP and therefore SP/ISK. Completely contrary to the sandbox nature of the MMORPG portion of Dust.
I like the idea of making the cycle time of proto armor reppers shorter and increasing armor repaired per cycle. I warmed up to the overheating idea, too (pun intended). For spikes, I think a simple 30WP for Militia/Standard, 50WP for Advanced and 80WP for Proto makes perfect sense. One WP per %health returned to the revivee. People might say that is too low on the low end, but that's the point. Discourage all these Assault suit guys from running around spiking people for maximum WP and shafting their own LogiBros, who dedicate their in-game time and SP to reviving and triage.
I definitely don't like the current "timer" system they have. I understand that it is a hotfix to an exploit, but it is crap and needs to be changed. If that means lowering the WP income per cycle in order to keep returns consistent then so be it.
As far as the current system theoretically resulting in the same amount of WP between militia and proto ( 'x' maximum triage WP within a set of parameters where 'x' is the same regardless of tool used)... I say shenanigans on that. That is assuming too much. Since the proto reppers heal two people at once, potentially, and heal more health you are going to hit the WP max timers much more quickly, yet they run out at the same speed for everyone. All that means is more time spent doing "free" triage for no gains, even if you heal ten times as many people. Even if you hit the timers as many times with each setup and, therefore, end the match with the same amount of WP...it still doesn't address the greater cost of the proto logi gear in both ISK and SP needed for use. Same WP for MUCH greater cost...who would use proto then? There is a clear advantage to using a Duvolle AR over a Militia AR. The Duvolle is statistically better in every single way, except RoF which I believe is the same. Getting a better AR does not guarantee more kills, but it will never PUNISH you for using it (aside from cost). Using the proto spike or repper guarantees less WP per target, especially when used in tandem.
Kudos, Cross, for pulling out the stops on this subject. Change is necessary here...
@KalOfTheRathi, I played those builds and the problems brought up here are not "fixes" to exploits, the flawed balance they're predicated on existed before, during and after those builds. Whats more those exploits weren't as easy or as detrimental to game play as the current "AFK all day" gains CCP is handing out to players in the MCC. Even if they were somehow equal or worse it's bad design to badaid a problem by moving where/how the imbalance occurs, especially when the problem is either not resolved or other solutions on the table would solve it as well/better. If you'd like the details just ask, read the thread I liked or both. EDIT: One more note, the current system is far from "exploit free".
0.02 ISK Cross |
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