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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
14
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Posted - 2013.05.10 19:05:00 -
[1] - Quote
I posted some suggestions about changes to the suit bonuses here. Feel free to think up your own and post them, as well as give feedback on others ideas. The more we post, the larger the pool of ideas the Devs can draw from if they decide to change them. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
39
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Posted - 2013.05.26 06:42:00 -
[2] - Quote
Zeylon Rho wrote:Yeah, you need to distinguish between suits themselves being redundant and passive skills being desirable. It's a fact that most of the specialization suits are identical in stats to the basic frame. The passive skills obviously differ, it's just a question of them being "good' or not. Are these desirable enough? *Just skip to post #6, you probably don't wan't to read it all.* |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
39
|
Posted - 2013.05.26 08:45:00 -
[3] - Quote
Dehlia Metii wrote: It would probably depend on how the specialization suits are balanced. If you give Assault Suits better HP than Basic Frames, that magnifies any shielding effect you give their passive, right? If the shields are balanced on a delay system (there's both "completely" depleted, and just depleted regen delays), a passive shield regen per/sec would seem to screw with that and always give them the best of the two numbers. Assaults already have much higher shield regen compared to say, logis or heavies. The delays aren't necessarily different either (in the cases where it is, it's usually the fully depleted, which you'd be eliminating with a passive).
As a bonus, it basically ignored the difference between shield and armor mechanics - the old Assault Passive was already geared towards boosting their shield regen.
You didn't read the rest of the list did you? I had an offensive one in there too you know.
Those weren't all meant to be implemented, I was giving the Devs things to choose from.
An easy workaround would be if it DOES reach 0 then it will continue to regenerat at the rate of the passive, but will not recieve the increased shield recharge of the ACTUAL recharge till the timer is up. (always recieving health from passive. doesn't reach 0, passive + recharge delay. does reach 0, passive + shield depleted recharge delay.)
As for differences in shield recharge rate:
Caldari:
- Assault: 25
- Logi:20
Amarr: Assault:20 Logi:17
Gallente: Assault:20 Logi:15
Minmatar: Assault:18 Logi:20
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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
|
Posted - 2013.05.26 17:14:00 -
[4] - Quote
Zeylon Rho wrote: The shield recharge differences are currently much greater because of the Assault Passive. Mind you, the only reason the Logistics such as the Caldari seems to have an edge is because of its passive at the same time. However, if you take into account both passives at the same time, you need to add 25% to every assault number you have on that list. So, the Cal Assault becomes 31.25 hp/s compared to 20 hp/s (over 50% higher). In the end, that sort of regen is probably more useful than a trickle gain like the armor rep.
That aside, the aim assist thing just seems like it'd annoy a lot of players, as CCP is pretty horrible with their aim assist mechanics currently. You'd drive more people away from the class.
Giving the highest HP class in the game both damage resistance and higher speed seems incredibly imbalanced. What exactly is the drawback of being a heavy at that point? You can take more damage than anyone else, and charge across the field.
Cloaking when immobile would make scouts invincible snipers (as well as be generally overpowered in other circumstances), and again, would be horribly broken.
Hmm. I think you might want to go back and read the previous posts. All of those were originally meant to be active (as in, the player must turn them on manually, they have a recharge time, and a set amount of time they will work for. The Assault Lockon wouldn't be OP if active, go look at that part), but after reading another thread I realized that they didn't need to be. Also, ever playerd KZ3? The snipers in that game could turn invisible and I don't think it was really unbalanced. but then again, the maps weren't as big. (most of the time, I think one or two might be about as big as some of the smaller maps in Dust)
Aim assist is hoping that they have some decent aim assist functionality.
Heavies being unbalanced? Check this thread out, they explain why this would make sense to have. THE HEAVY SUIT SHOULD HAVE ITS SHIELDS AND ARMOR HARDENED BY 30% AGAINST SMALL ARMS FIRE!!! ( I think 30% is a bit high though, maybe at PRO level with skills maxed)
As for drawbacks?: Lowish slot count (PRO has 1 high, 4 low), high sig profile, high scanner presicion, slow turn speed, large shield regen delay, no equipment slots, would still have a slow walking speed.
As for charging across the map: You've never seen gameplay of S8:P have you? In that game once you switch to Overdrive the camera switches to third person, you now deal damage when you run into something, and YOU PUT YOUR GUN AWAY.
Hmm.. I will admit, I didn't bother to look at them in regards to other skills. But even with that, the Assault booster is independent from all other skills/suit attributes, meaning that if they have a skill/module that increases the amount healed that it won't effect the booster.
And just so you know, ONLY ONE was meant to be implemented per dropsuit class, I was just giving the Devs multiple things to choose from. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
|
Posted - 2013.05.26 18:00:00 -
[5] - Quote
Zeylon Rho wrote:You told me to skip to post #6 where they're described as passive skills. I think the weapon/equipment menu is awkward and buggy enough without trying to add active skills to it anyhow. But it won't be forever
And most people would simply go TL;DR if I told them to read the entirety of it. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
|
Posted - 2013.05.26 18:12:00 -
[6] - Quote
Zeylon Rho wrote:That's what heavies are about. Making them indestructible juggernauts that require full squads to take down only makes sense if you're going to jack up their suit prices by a factor of 6 and increase the SP required relative to other classes. Otherwise, they don't need anything remotely approaching those sorts of advantages.
I respectfully disagree, I run a Minmatar Logistics suit (specifically the SEVER one) with a CRW-04 Scrambler Rifle (ADV) and all my modules are militia blueprints, but can kill a Heavy in full PRO gear (or at least PRO suit with PRO HMG, can't really check the modules) from less than 10 meters away when we start shooting at the same time.
My shields are: 158 My armor is 187
Now what was that about over 1000 hp?
I don't think heavies should be made to be indestructable juggernauts, but they do need a buff. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
|
Posted - 2013.05.26 18:42:00 -
[7] - Quote
Zeylon Rho wrote:Cloaking when immobile would make scouts invincible snipers (as well as be generally overpowered in other circumstances), and again, would be horribly broken.
OH! And on another note: They're already going to be able to do this. They announced an equipment that turns the person using it invisible. That's why I put it up there without feeling it would be OP. The only difference between this and the equipment would be that this doesn't take up a slot and doesn't (or does, depending on which list you're looking at) need to be activated.
How many posts in a row did I just do? >.> |
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