Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3715
|
Posted - 2013.05.07 00:08:00 -
[1] - Quote
The logistics dropsuit is the only example of specialization done right as of now, the logistics is very different from the basic mediums; giving up one thing to be very good at (or "specialize") something else. There are other examples of true specialized suits coming that CCP has mentioned: The "commando" heavy specialization that sacrifices HP and and the heavy weapon slot in exchange for 2 light weapons. The crusader suits that do AoE support buffs, the pilot suits that enhance vehicle effectiveness, and the multiple grenade slot suits they mentioned are also examples of real specializations.
The majority of what we have right now however are not real specializations, but mild tweaks. From medium to assault, from light to scout, and from heavy to sentinel there is barely any change. This makes the massive SP investment needed to unlock the specialized suits pretty pointless. Why specialize into scout if you already have basic light? Why specialize into assault when you have a basic medium? Sure there are the racial bonuses, but that hardly justifies the amount of SP spent which could have been better spent making one's character more versatile.
With exception to the logistics, remove all the so-called "specializations" like assaults and scouts (possibly make the basic adopt their stats), and add ral specializations in their place that actually branch off into diverse roles supporting different playstyles, and not just some mildly tweaked copy/pasted basic's stats.
The light branches into scout, and probably the upcoming pilot suits. The scout should be replaced with a two different suits that each specialize into different aspects of the light frame's strengths; one can be a suit designed for extreme speed, while the other can be a relatively slow suit (for a light) that specializes in scanning detect of enemies.
Medium branches off into logistics and assault, but since the assault is a redundancy of the medium, I propose the assault should be replaced by the grenadier: Grenadier should only have a sidearm and have multiple grenade slots as weapons.
The heavy branches out into the sentinel and the upcoming commando, but since sentinel is redundant, it can be replaced into 2 different specializations that each exemplify the tanking and damage dealing strengths of the heavy; one would be a super armored heavy with very low mobility like a true walking tank, while the other should be a much less armored than the basic heavy and have lots of high slots for damage mods.
These are just examples of how I would redo the specializations, the specifics don't really matter. What matters is that there needs to be meaningful differences from the basic and the specializations to make the specializations worth skilling into. |
calisk galern
BurgezzE.T.F Orion Empire
106
|
Posted - 2013.05.07 00:10:00 -
[2] - Quote
yes please, the "specialized frames" really don't feel worth the massive cost.
they just lack...these faction suits should be onto dropsuits as the charged rifle is to sniper rifles.
exotic and specialized, you should use them because they are interesting and different, not because "they have a 10% bonus to a meaningless stat", doesn't that seem like a weak implementation.
I mean I'm a completionist I'd of gotten it if it was just the suit, but really it does feel like a missed chance. |
Tidaen
Nova Corps Marines Ishuk-Raata Enforcement Directive
61
|
Posted - 2013.05.07 02:41:00 -
[3] - Quote
Absolutely agree with the OP. I sort of feel that the addition of the active scanner has given the role of 'scouting' over to the logi. Although I suppose a scout could do this task as well.
I would love to see some clearly defined roles that each class is uniquely capable of fulfilling in a way that other classes cannot. At the moment, the medium frame is the go-to suit for general effectiveness at most things. I don't feel that the medium suits are all that overpowered, but there is very little content or mechanics that requires specialization to fill a need other than killing or healing support. |
Sylvana Nightwind
Expert Intervention Caldari State
379
|
Posted - 2013.05.07 03:12:00 -
[4] - Quote
They do feel good. You just need to get your sp and invest into it. |
Django Quik
R.I.f.t Orion Empire
415
|
Posted - 2013.05.07 07:23:00 -
[5] - Quote
This is the best post that's been made so far on the suit specialisation aspect. The current scout/assault/sentinel suits are not specialised at all - the skill is. We don't want/need a 10x skill to gain a small passive buff. We might actually use these suits if they were in any meaningful way different to the basic frames. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3732
|
Posted - 2013.05.07 21:12:00 -
[6] - Quote
Any more thoughts on this? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3741
|
Posted - 2013.05.08 05:20:00 -
[7] - Quote
Great idea
DUST Fiend wrote:All specialist suits should have "class specific" modules, to better flesh out their roles.
Or at least receive large reductions to fitting requirements for said items, allowing other classes to use them if they want a gimpish fit, but added versatility.
https://forums.dust514.com/default.aspx?g=posts&m=765881#post765881 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
538
|
Posted - 2013.05.08 05:43:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:Great idea DUST Fiend wrote:All specialist suits should have "class specific" modules, to better flesh out their roles.
Or at least receive large reductions to fitting requirements for said items, allowing other classes to use them if they want a gimpish fit, but added versatility. https://forums.dust514.com/default.aspx?g=posts&m=765881#post765881 That's kind of what I was hoping for eventually. Like faction ships in EVE having different slots and bonuses, the faction or racial classes could have a sub class ability. For example: (not etched in stone, but an idea)
Minmatar Grenadier 5/1/0/1/3/3 +5% Damage for projectile and explosive damage per basic suit level level +3% Reload speed for projectile weapons per logistic dropsuit level +5% Projectile weapon ammo capacity per faction suit level.
Faction Suit Bonus: +1 Medium slot capacity |
Talos Alomar
Subdreddit Test Alliance Please Ignore
725
|
Posted - 2013.05.08 05:51:00 -
[9] - Quote
The Amarr Assault spec makes a world of difference running the LR so that seems worth it for the SP, at least to me.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3744
|
Posted - 2013.05.08 06:06:00 -
[10] - Quote
Added this to the OP: "For logi players, it would be good to have the basic medium frame have 2 equipment slots to allow it to be used as a decent logi substitute; right now the basic medium frame only works as an assault substitute. This change would require that all specialized logi suits have at least 3 equipment slots to differentiate themselves from the mediums"
It is only fair. Logis and assaults share the same basic frame, yet only one of them can fulfill their role with the basic frame. |
|
Django Quik
R.I.f.t Orion Empire
431
|
Posted - 2013.05.08 07:20:00 -
[11] - Quote
I don't think medium frames should have more than 1 equipment slot; that would just result in everyone being able to carry injectors and nanohives and logis would once again become pretty redundant.
However, if the pre-reqs were changed so that you could specialise from lvl 1 of the frame size (and the specialised suits were actually different to the basic frame), that would allow people to play their chosen role from the get go without spending 3 million SP just to start specialising. Then, if the assault suit was far more combat oriented and basic more jack of all trades, I wouldn't be against the basic having 2 equipment slots. All 3 suit types would have their place. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
542
|
Posted - 2013.05.08 07:23:00 -
[12] - Quote
Django Quik wrote:I don't think medium frames should have more than 1 equipment slot; that would just result in everyone being able to carry injectors and nanohives and logis would once again become pretty redundant.
However, if the pre-reqs were changed so that you could specialise from lvl 1 of the frame size (and the specialised suits were actually different to the basic frame), that would allow people to play their chosen role from the get go without spending 3 million SP just to start specialising. Then, if the assault suit was far more combat oriented and basic more jack of all trades, I wouldn't be against the basic having 2 equipment slots. All 3 suit types would have their place. It'd be the same as the militia logi: 2 equipment slots and no sidearm. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
96
|
Posted - 2013.05.08 07:28:00 -
[13] - Quote
I like that logi specialization matters now. If you're carrying multiple pieces of equipment, odds are you're earned that. That's neat.
I agree that the other specs need to be more special. I like the idea for the scouts (EWAR and speed). I'm not sure about the grenadier-model suits though - because even a single-grenade slot character can already spam grenades around supply depots afterall (basically, I'm not sure it would be as advantageous as it may seem).
I could see a HP boost. Std Assault has basic frame hp, Adv is a bit higher, proto higher than that.
Have type 2 frames (options like the faster suit with fewer slots, etc. from before) be locked into specialization tracks. The versatility of multiple models would be another incentive to specialize into assault, etc.
Whatever, you know? The specializations do need to be set apart from the basic frames. The logis have become interesting. Don't let everything else be boring. |
Llan Heindell
One-Armed Bandits Atrocitas
54
|
Posted - 2013.05.08 08:48:00 -
[14] - Quote
Llan Heindell wrote:To be honest the only thing I felt a little bit stupid, aside from the damn memory leak this ******* game has and it's not fixed yet...
Is that Logi suits are better then Assault suits in many cases. They really need to nerf the number of high/low slots those suits get. for instance:
Caldari Logi at proto tier would get 4 high, 2 low. While the Caldari Assault would get 5 high and 3 low.
Gallente Logi would get 2 high and 4 low. Gallente Assault would get 3 high and 5 low.
Amarr Logi would have 3 and 3 as it is now. Amarr Assault would have 4 and 4.
Minmatar Logis would have 2 high and 2 low. (But they are faster i and have more Infantry slots). Minmatar Assault would have 3 and 3. (Faster / Can have 2 infantry slots)
This way, assault suits would have a reason to exist.
Llan Heindell.
^ Just posted about this in another thread. I agree with OP. It's a fact.
Llan Heindell. |
Jakob Evhin
Dead Six Initiative Lokun Listamenn
16
|
Posted - 2013.05.08 12:10:00 -
[15] - Quote
I seem to have missed this among the mess that is the feedback forum. I posted some thoughts on specializations in a thread here, that while not necessarily the best ideas, would be something I'd like to see.
Those are just general thoughts on making logis special, but I think specialization skill trees can and should be applied to each class/role that provides incentive to actual use those suits as they were probably intended, instead of everyone running logi because of shield bonuses and increased slots. |
shaman oga
Nexus Balusa Horizon
62
|
Posted - 2013.05.08 12:18:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:[ EDIT2: For logi players, it would be good to have the basic medium frame have 2 equipment slots to allow it to be used as a decent logi substitute; right now the basic medium frame only works as an assault substitute. This change would require that all specialized logi suits have at least 3 equipment slots to differentiate themselves from the mediums
i will fight for it till i'm dead, and then...... respawn |
Delirium Inferno
Edoras Corporation
149
|
Posted - 2013.05.08 12:19:00 -
[17] - Quote
No specialization should have the same fittings as the basic line. It sucks that 3 out of our 4 specializations are in this boat. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3756
|
Posted - 2013.05.09 02:11:00 -
[18] - Quote
Delirium Inferno wrote:No specialization should have the same fittings as the basic line. It sucks that 3 out of our 4 specializations are in this boat. Agreed |
Stands Alone
Krusual Covert Operators Minmatar Republic
7
|
Posted - 2013.05.09 03:16:00 -
[19] - Quote
i dont understand why they made standard and advanced specialized suits. it doesnt make sense why you would use an advanced specialized suit to grind for a proto when you already can use a proto suit that is already pretty damn decent if not better |
Patoman Radiant
ZionTCD Unclaimed.
93
|
Posted - 2013.05.09 03:57:00 -
[20] - Quote
He does make a point that for everything but logi's most of the stats, slots stay the same. The big difference is with specializations you get actual bonuses per level.
Maybe that is what ccp wants, no idea. |
|
Davy Headhunter
ZionTCD Unclaimed.
1
|
Posted - 2013.05.09 15:33:00 -
[21] - Quote
I also think that the Assault version of suits should receive double damage bonus like (damage and rate of fire), or damage and fitting aid (cpu/pg).
Right now forcing a galente and amarr Assault suit be shield tanked is just stupid. If you wanna give a tank bonus to assault suits at least go for racial bonus, like armor or shield, and not all shield.
However, the damage bonus feels more eve-like, forcing the player to match the suit with a type of weapon. |
Telcontar Dunedain
Imperfects Negative-Feedback
382
|
Posted - 2013.05.09 16:45:00 -
[22] - Quote
This is a good OP on the issue.
What is misses however is the completely inappropriate amount of tank on logi suits (this was also a big problem in the last build).
Very skilled assault players are going logi not because of slots but because of such beastly tanks on a SUPPORT frame. |
ZiwZih
The Tritan Industries RISE of LEGION
127
|
Posted - 2013.05.09 16:51:00 -
[23] - Quote
Telcontar Dunedain wrote:This is a good OP on the issue.
What is misses however is the completely inappropriate amount of tank on logi suits (this was also a big problem in the last build).
Very skilled assault players are going logi not because of slots but because of such beastly tanks on a SUPPORT frame.
Good point. Or if they want to keep them being cockroaches as they were/are, at least reduce their ability to deal damage as Assaults. |
SHANN da MAN
D3LTA FORC3 Orion Empire
10
|
Posted - 2013.05.09 17:31:00 -
[24] - Quote
Suggested Fix:
Dropsuit Command -
Change this from a 1x skill to a 2x skill unlocks medium suits at level 1 change unlocks light suits from level 2 to level 3 change unlocks heavy suits from level 3 to level 5
{Race} light/medium/heavy Dropsuits -
Change this from a 6x skill to a 5x skill
add Racial Bonus GÇô gives xxx per level unlocks basic standard dropsuit at level 3
{Race} Assault Dropsuits -
Assault Suit bonus GÇô unchanged from current {Race} Assault Bonus GÇô unchanged from current unlocks Specialist Standard suit at level 1 unlocks Basic Advanced at level 2 unlocks Specialist advanced at level 3 unlocks Basic Prototype at level 4 unlocks Specialist Prototype at level 5
The Logi specialist tree should not unlock the higher tier basic suits as they are assault type suits
The light and heavy trees should be changed in the same way as the assault tree |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
378
|
Posted - 2013.05.09 17:43:00 -
[25] - Quote
I agree 100%.
Roles, and their respective suits, have been flattened too much. It doesn't seem worth the immediate investment to unlock racial variant suits as the basic tier does their job well enough.
Now, before CCP goes and gimps the basic suits, take some time to reevaluate the role bonuses and possibility of racial variant modules (which is an awesome idea provided they don't cost another 4 mil SP). |
Cross Atu
Conspiratus Immortalis League of Infamy
928
|
Posted - 2013.05.09 18:00:00 -
[26] - Quote
I fully support diversity and the core of this idea. I would note however that it's very important to maintain the diversity among the racial variants. Having more than one specialization for Assault from Cal Med frame would be cool of course but only if the specifications are unique within the races as well.
For example using your OP as a template the scout should branch off into 4 specializations, one for each race (or if two within each race then eight total). Maintaining the unique flavors of the four races gives a lot to the game. I also think there should still be "scout+", "assault+" etc as there is currently because those are battlefield roles as well.
In essence I'm saying "+1 OP" but add these ideas as new content rather than replace the current system as there are important aspects of diversity already present.
0.02 ISK Cross
ps ~ this is spot on about the logi, you essentially have to be into at least level 1 race proto (or the MAG suit) to run a logi suit right now which isn't scaled the same as other battlefield roles at present. |
Cross Atu
Conspiratus Immortalis League of Infamy
928
|
Posted - 2013.05.09 18:08:00 -
[27] - Quote
Telcontar Dunedain wrote:This is a good OP on the issue.
What is misses however is the completely inappropriate amount of tank on logi suits (this was also a big problem in the last build).
Very skilled assault players are going logi not because of slots but because of such beastly tanks on a SUPPORT frame.
This above assessment is incomplete. When playing support there are frequent situations of taking dps without returning fire/taking cover comes with the job. An assault player taking fire can duck behind cover and still be playing his role, a support player who bails out while his squad made is under fire, pinned down, or needing a revive/rep is not doing his job. Furthermore while doing this job and taking this fire a support player cannot be returning fire and thus is unable to eliminate/suppress incoming dps the way an assault player can.
Support frames most definitely should have more tank than aggressive frames (heavy not withstanding). The problem is better solved by giving the assault player proper incentives to use the assault suits not nerfing the support frames to make them even less able to stay in the fight and fulfill their battlefield roles. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
761
|
Posted - 2013.05.09 18:16:00 -
[28] - Quote
I've spoken about this in quite a bit of detail in the past, with quite a bit of community support.
https://forums.dust514.com/default.aspx?g=posts&t=68555
I think the overall tanking bouses are misplaced, and the weapon bonuses are a joke, so both need to be overhauled.
I go into a bit more detail in the actual thread, but here are my suggestions:
ASSAULT SUITS: Amarr -Increased Armor Plate Efficacy / Lvl Assault Suits -Increased Cooldown Rate of Laser Weapons / Lvl Amarr Assault
Caldari -Increased Shield Extender Efficacy / Lvl Assault Suits -Increased Effective Range of Hybrid Weapons / Lvl Caldari Assault
Gallente -Increased Armor Repair module Efficacy / Lvl Assault Suits -Increased Damage of Hybrid Weapons / Lvl Gallente Assault
Minmatar -Increased Shield Recharge Rate / Lvl Assault Suits -Increased Stamina and Recovery / Lvl Minmatar Assault
LOGISTICS: Amarr -Increased Armor Repair module Efficacy / Lvl Logistics Suits -Increased Armor-on-Revive for Injectors / Lvl of Amarr Logistics
Caldari -Increased Shield Extender Efficacy / Lvl Logistics Suits -Increased Nanite Cluster Capacity for Nanohives / Lvl of Caldari Logistics
Gallente -Decreased CPU/PG cost of Equipment / Lvl Logistics Suits -Decreased Spawn time for Drop Uplinks / Lvl Gallente Logistics
Minmatar -Increased hacking speed / Lvl Logistics Suits -Increased repair rate of repair tools / Lvl Minmatar Logistics
SCOUT: Gallente -Decreased Scan Profile / Lvl Scout Suits -Increased Scan Radius / Lvl Gallente Scouts
Minmatar -Increased Sprint Speed / Lvl Scout Suits -Increased Melee and Nova Knife damage / Lvl Minmatar Scouts
SENTINEL: Amarr -Increased Heavy Weapon Reload Speed / Lvl Sential Suits -Increased Efficacy of Armor Plates / Lvl Amarr Sentinels |
Henry DeMartos
Isuuaya Tactical Caldari State
0
|
Posted - 2013.05.10 11:41:00 -
[29] - Quote
I actually want more specializations. As a crappy sniper, I would very much appreciate a suit that support this role. At the moment, scout suits are - to me - nothing but a piece of paper armor. We need scout suits that specialize as Spotter, Sniper. What we currently have or will have is the Pilot suit, which is rather nice as it would really help to have someone who knows how to drive...
About the Spotter, what everyone in the game really want is someone who could tell teammates where to move to stop flanking actions, where need support and where to assault.
About the Sniper, I think the sooner the Optical Cloak can be introduce, the better as it would completely changes the game. May be it could replace shields on a Sniper suit or something. As a sniper, the amount of times I get killed because of counter-snipes is ridiculously little. It's mostly a rampaging Heavy or a Assault with a Shotgun/Laser Rifle that gets to me. I don't mind being poorly protected, I just want a way to survive despite this fact.
Scout are meant to be either at the very back or the very front of the field. Right now, the back looks awfully inviting. The front and the middle grounds are a bloody slaughterhouse for Scouts. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
14
|
Posted - 2013.05.10 19:05:00 -
[30] - 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. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3869
|
Posted - 2013.05.15 13:22:00 -
[31] - Quote
More feedback on the subject is welcomed. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3955
|
Posted - 2013.05.23 06:25:00 -
[32] - Quote
Still want the 2 equipment slots for the basic mediums, and minimum of 3 for all logis. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
344
|
Posted - 2013.05.23 08:47:00 -
[33] - Quote
Cross Atu wrote:Telcontar Dunedain wrote:This is a good OP on the issue.
What is misses however is the completely inappropriate amount of tank on logi suits (this was also a big problem in the last build).
Very skilled assault players are going logi not because of slots but because of such beastly tanks on a SUPPORT frame. This above assessment is incomplete. When playing support there are frequent situations of taking dps without returning fire/taking cover comes with the job. An assault player taking fire can duck behind cover and still be playing his role, a support player who bails out while his squad made is under fire, pinned down, or needing a revive/rep is not doing his job. Furthermore while doing this job and taking this fire a support player cannot be returning fire and thus is unable to eliminate/suppress incoming dps the way an assault player can. Support frames most definitely should have more tank than aggressive frames (heavy not withstanding). The problem is better solved by giving the assault player proper incentives to use the assault suits (for example better fittings costs for weapons, or an extra slot that can only fit damage mods etc) not nerfing the support frames to make them even less able to stay in the fight and fulfill their battlefield roles. EDIT: As an aside "very skilled players" is specifically not the demographic that should be balanced around, doing so will wreak the game for everyone who falls outside of that select few. Balancing needs to be addressed game wide at the macro level not catered to a minority.
This is probably my favorite post for explaining the need for a tanky logi. I'd still like to see the "specialized" frames differentiated more. |
Niccolo deLuce
Zumari Force Projection Caldari State
2
|
Posted - 2013.05.23 09:21:00 -
[34] - Quote
KAGEHOSHI Horned Wolf wrote:Still want the 2 equipment slots for the basic mediums, and minimum of 3 for all logis. I would have to agree with that Django said earlier. Never under any circumstances should basic frames get 2 equip slots. It's the same as giving everybody an anti-air/vehicle sidearm like COD, it's going to take away any variation and almost every player is going to end up using it. If you give us 2 equip slots, every team player is going to have at least one nanite or repair tool. If you could spec into logi earlier than base lvl5 then it would be different. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
254
|
Posted - 2013.05.23 23:55:00 -
[35] - Quote
KAGEHOSHI Horned Wolf wrote:Still want the 2 equipment slots for the basic mediums, and minimum of 3 for all logis.
This whole thread has some great points. Rebalancing needs to happen for every suit, not just the logi, and perhaps equipment or slots dedicated to protection or attack would do that. |
Aerion Spiritus
The Southern Legion RISE of LEGION
11
|
Posted - 2013.05.24 02:54:00 -
[36] - Quote
Scout suits aren't redundant in my belief at the moment as their Profile Dampening skill bonus is worth it. Trust me.... I'm a scout. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
352
|
Posted - 2013.05.24 07:41:00 -
[37] - Quote
Aerion Spiritus wrote:Scout suits aren't redundant in my belief at the moment as their Profile Dampening skill bonus is worth it. Trust me.... I'm a scout.
The suits ARE redundant in that their slot layouts and stats are exactly the same. The fact your passive is useful is a separate balancing matter.
Some specializations have passives that seem objectively worthless (like the Sentinel with Feedback damage). Balancing those skills to make the specs appealing is one balance issue.
Differentiating from the basic frame is just the idea that the specialization frames should ALL be different from the basic frames like the Logi frame is. For an assault, that might mean more hp on a frame, losing an equip slot for another grenade slot, and/or whatever. It's saying "my specialization is more than my frame-size and a passive". |
Nikea Nei
Subdreddit Test Alliance Please Ignore
5
|
Posted - 2013.05.24 13:07:00 -
[38] - Quote
Having identical stats between basic and spec suits is silly. Make specs special. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
357
|
Posted - 2013.05.24 22:36:00 -
[39] - Quote
Making the suits special could involve HP buffs, very minor damage resistance, scan profile changes, speed changes, shield regen changes, slot layout changes (extra grenades, no equipment, unique "assault" or "scout" slots), and more. No reason to have them identical. |
Kelrie Nae'bre
not in a corporation
18
|
Posted - 2013.05.25 06:05:00 -
[40] - Quote
Aerion Spiritus wrote:Scout suits aren't redundant in my belief at the moment as their Profile Dampening skill bonus is worth it. Trust me.... I'm a scout.
The suits ARE redundant. They are exactly the same - that's what redundant means. They could have a separate scout skill that made the effect work on basic medium suits and your life wouldn't change at all. That's why they're redundant, the skill doesn't make the suits different - it's just a friggin skill.
The SUITS need to be made different. Whether you're happy with your passive is another issue. |
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
377
|
Posted - 2013.05.26 06:12:00 -
[41] - Quote
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. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
39
|
Posted - 2013.05.26 06:42:00 -
[42] - 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.* |
Dehlia Metii
not in a corporation
4
|
Posted - 2013.05.26 07:50:00 -
[43] - Quote
Ecshon Autorez wrote: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.*
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.
The reason why a Caldari Logi may appear more desirable than a Caldari assault isn't the regen though - the assault will regen shields faster every time. The logi bonus can lead to higher hp totals overall with respect to shields. In the current game climate, you tend to get dropped in seconds by a tactical assault rifle. Regen isn't typically what saves you, raw hp increases your chances of living. In a way, this is a defect in current weapon balance.
If you approached it by just balancing suit HP (Assault HP increasing on a curve from ADV to PRO by 30-40hp per), the assault would more or less match the Caldari in HP if they both stacked shield extenders... but they'd both have to be stacking them. This would make assault suits desirable in comparison to basic frames (as per the thread), but it's just one way to do it.
My personal feeling is that Logis as medics do well with defensive passives. The idea being that you can't heal yourself, so the logi passive can let you heal yourself. The defensive passives like shields let you put your arse in the line of fire to go revive people and the like, and the passives themselves don't increase your damage output.
Assault-related bonuses should probably be damage oriented as opposed to defense oriented. The problem is that something like a Duvolle TAR already kills anyone in 2-3 shots, and so you don't NEED any damage bonuses. So, the suit/passive balance is connected in a way to weapon balancing at the same time.
I think the suits themselves need to be retooled to be different from basic frames as others have suggested. The damage on things like the TAR needs to be brought in line with comparable weapons from other trees. Only then will it make sense to for assault damage passives to be in full effect, as-is, something like aim-assist is unwarranted because a TAR is already silky smooth and effective from any distance at any rate of fire. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
39
|
Posted - 2013.05.26 08:45:00 -
[44] - 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
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
380
|
Posted - 2013.05.26 16:29:00 -
[45] - Quote
Ecshon Autorez wrote: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. Only one for each dropsuit class would be implemented. An easy workaround would be if it DOES reach 0 then it will continue to regenerate 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
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.
|
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
|
Posted - 2013.05.26 17:14:00 -
[46] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
382
|
Posted - 2013.05.26 17:52:00 -
[47] - Quote
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.
That's the worst thought out thread on heavies I've ever seen. They're resistant to small arms fire because they have the most hp of any class. Without ANY modules they hit 1000 hp with passives. They're also the only class that can use Heavy weapons - the ONLY one.
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. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
|
Posted - 2013.05.26 18:00:00 -
[48] - 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 -
[49] - 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 -
[50] - 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? >.> |
|
|
|
|
Pages: 1 2 :: [one page] |