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Iron Wolf Saber
Den of Swords
4001
|
Posted - 2013.05.09 21:23:00 -
[1] - Quote
Well because things are moving faster than I intended I would like to get this on the table for you guys to tear apart.
Please note that even though I am a CPM member does not mean that is not a promise or even a consideration for CCP as just as much as any one else's ideas on the forums.
So what am I discussing about today?
Redoing the whole suit progression system as you guys know it. As it stands now its pretty horrid, confusing, convulsed, ungraceful and does not set expectations, this idea to which you're welcome to help refine.
So as you noticed in uprising they tried to get closer to eve's progression with 'Tech 1' and 'Tech 2'. For those unfamiliar in Eve, Tech 1 is generalists, while they may not be able to pull one of any one role too well the fact they can pull so many roles so much is an absolute "STRENGTH" over the specialist "Tech 2" cousins. While it may seem confusing to the concept that Tech 1 > than a Tech 2 Ill try to use a better MMO Example. You have an Scout Class, hes a generalized bow guy with some knife fighting up close. When he hits the magical level 60 he can turn either into a Ranger, or a Sniper. The ranger is superior knife fighter while the Sniper a superior bowman, yet either cannot deal with the Scout outside of their comfort zones as the Ranger who specialized in the knives would have such a difficult time dealing with the Scout's ranged abilities and the Ranger would certainly lose to the scout should the scout be in knife range.
And to quickly catch you guys up on everything 'Tech 3' is a niche customized class (pick your own poison) where you swap out various aspect of the roles and doesn't require tech 2 or 1.
So now that you guys have background lets point out things that if we where to fully copy eve online needs to happen.
Step 1 Remove Base, Advanced, and Prototype Frames
Whoa right? Right now we have 61 suits layouts being entirely different configured eating up slot real-estate and property real-estate and its only going to get FAR worse with newer suit races and classes.
To replace all of them we would have only 1 suit per race and role. This reduces the current roster down to, 6 Militia Frames, 6 Tech 1 Frames, and 11 Tech 2 Frames.
To compensate for the lack of progression we give the suit very useful slots right off the bat (ie proto-slots layout) Then introduce that the suit's own skill increases that suit's own fitting so while at lvl 1 you may be barely able to fit even EVERY slot as you bring the skill up you can afford to replace more of the base modules with advanced then at lvl 5 get similar to current prototype fittings now.
NEO suits can still be sold provided there is a way to lock them from receiving the suit bonus. Offering higher level bonus fitting ahead of the skill level.
The early specialist suits should get a new name and barrow the lvl 1 suit's skill for both of its bonuses.
What this will do:
- The slot layout would be useful OFF the bat of day 1 so a rookie by slot and role fitting wise can compete against a veteran player.
- Normalize Prices
- Make suit level SP investments have value
- Simplify the market layout vastly
- Make it clearer cut on progression of how to get better in the game.
- Increase the room for future slot real-estate growth in other races and second additions to race/role (ie one day a second medium frame added for every race doing slightly different things than the first one)
- Help the paint bucket store as everyone will be stuck in the same paint theme inside the same spec (considering giving the proto paint scheme to the attack specialization for every frame size though)
Step 2 It Runs in the Family Give every frame group something in common and relate able
This step can be made without step 1 but would be better if step 1 was involved.
The idea of this is to give every frame group (Light Medium Large) Something in common that no matter what specialization or what you do in that class you will feel familiar with it at all times.
So What sort of themes I have imagined for our current suits?
Light Frames (Scout, Pilot, Light)
- Overall Theme - Hit and/or Run, To be able to get to the front lines quickly to give everyone on the team a heads up or to get inside enemy lines and screw everything up
- Tank - Regenerative - All lights defensive measures are more aimed at resorting HP fast for hit and runs.
- Mobility - Faster Climbing, Lesser Fall Damage, Better Jumps (distance or height)
- Sensors - Superior
- Offensive - Range, Light and Sidearm, and Grenade.
- Utility - 1 Equipment slots, 1 'link' slot, vehicle control bonus
Medium Frames (Assault, Logistics, Medium)
- Overall Theme - Front Line Duty, to get out there take hits and dish it out.
- Tank - Resistance - All medium will take lesser damage from weapons fire allowing for front line action
- Mobility - Current, may expand to enduring jet-packs (as opposed to light's fast jet-packs) and other mobility tools
- Sensors- Resilient, Electronic warfare has a harder time blinding medium frames
- Offensive - Ammo Reserves bonus, up to a Light and a Sidearm, and at least one Grenade slot
- Utility - At least 2 equipment slots, better fittings
Heavy Frames (Sentinel, Commando, Large)
- Overall Theme - The Wall. Slow, Defensive, and Descisive sort approaching a heavy or letting one approach is a bad idea
- Tank - Buffered - All large frames will have far more HP to chew though than other suits
- Mobility - Slowed, future tools may allow for a 'bull rush' and quick hops out of the way (or in the way)
- Sensors - Limited
- Offensive - Damage bonus, Heavy and Sidearm, and Grenade slot
- Utility - 2 'Link' slots, squad command bonus
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Iron Wolf Saber
Den of Swords
4001
|
Posted - 2013.05.09 21:23:00 -
[2] - Quote
Reserved for Step 3. |
Iron Wolf Saber
Den of Swords
4004
|
Posted - 2013.05.09 22:32:00 -
[3] - Quote
Just remember guys I am no expert on any of these suits, if you feel the need for something bare minimum required to do your jobs let me know. |
Iron Wolf Saber
Den of Swords
4005
|
Posted - 2013.05.09 22:41:00 -
[4] - Quote
At the suggestion early feedback removed all 'Fitting' slots. Its better for CCP to figure that one out.
Also the term Racial Bonus, just means a bonus that will generically fill that race's theme. |
Iron Wolf Saber
Den of Swords
4008
|
Posted - 2013.05.09 23:09:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:I got confused with the "Remove Base, Advanced, and Prototype Frames" part. Can you use an example, like Amarr medium frames and its specialization, which tiers will be available in the basic frames, and which tiers will be available in the specializations?
(With no tree changes)
Old Progression
No Skills -> Amarr Heavy Militia Suit -> Dropsuit command 3 -> Amarr heavy Suit skill 1 -> Amarr heavy suit A-1 - Amarr Heavy suit skill 3 -> Amarr Heavy Suit A/1 -> Amarr heavy suit skill 5 -> Amarr Heavy Suit Ak. 0 -> Amarr Sentinel Suit 1 skil -> Amarr Sentinel suit A-1 -> Amarr Sentinel Suit 3 skill -> Amarr Sentinel A/1 Suit -> Amarr Sentinel Suit 5 Skill -> Amarr Sentinel Ak.0
This idea's new progression.
No Skills -> Amarr Heavy Militia Suit -> Dropsuit Command 3 -> Amarr Heavy Suit 1 Skill -> Amarr Heavy Suit -> Amarr Suit 5 skill -+ Amarr Sentinel 1 Skill -> Amarr Sentinel Suit.
Level of the suit skill will increase the quality of gear that can be fitted onto the suit, at lvl 1 the frame may only be able to support close to full base modules, at lvl 5 it can support a mix of prototype and advanced modules. |
Iron Wolf Saber
Den of Swords
4008
|
Posted - 2013.05.09 23:29:00 -
[6] - Quote
Rogatien Merc wrote:A major discrepancy right now is that in almost every situation the Proto Basic frame outperforms any T2 variant except for the Proto T2.
That is, a Caldari Assault C/1 is outperformed by a Proto Caldari Medium Frame. You see 0 benefit for speccing into T2 suits until you have spent 3mil SP. There is no progression. It is Proto or nothing on the T2 end.
Hence The whole idea in the first place, Day 1 assault suit in this new layout would have the same exact bonuses localized bonuses as the previous frame but similar to the previous frame the fittings will be limited until you raise the skill up further. |
Iron Wolf Saber
Den of Swords
4009
|
Posted - 2013.05.09 23:37:00 -
[7] - Quote
Malkai Inos wrote:Rogatien Merc wrote:A major discrepancy right now is that in almost every situation the Proto Basic frame outperforms any T2 variant except for the Proto T2.
That is, a Caldari Assault C/1 is outperformed by a Proto Caldari Medium Frame. You see 0 benefit for speccing into T2 suits until you have spent 3mil SP. There is no progression. It is Proto or nothing on the T2 end. This could be alleviated by changing the specialized requirements from linear to a tandem approach For Assault this means: Assault I needs Medium I Assault II needs Medium II Assault n needs Medium n This would allow to preserve the STD=>ADV=>PRO situation and allow players to decide between faster specialization and overall performance. It also allows for more gradual progress than the current system.
I dont want to lock levels in this manner though and i think the game cannot support this function right now. However i am sure its not impossible to program in.
I did not touch the tree at all my ideas for the entire tree, though this idea has compatibly with my intended rework, we could oh say make all specializations unlock at lvl 3 base.
This would allow earlier access to the specialist suits but further deepens the choices on specialization such as do you want to go back and max out the base skill for the last two levels of the bonus it shares with the specialist suits, or do you max out the specialist suit and pay no attention to the tech 1 bonus. |
Iron Wolf Saber
Den of Swords
4009
|
Posted - 2013.05.09 23:38:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:I got confused with the "Remove Base, Advanced, and Prototype Frames" part. Can you use an example, like Amarr medium frames and its specialization, which tiers will be available in the basic frames, and which tiers will be available in the specializations? (With no tree changes) Old Progression: Amarr Heavy Militia Suit Amarr heavy suit A-1 Amarr Heavy Suit A/1 Amarr Heavy Suit Ak. 0 Amarr Sentinel suit A-1 Amarr Sentinel A/1 Suit Amarr Sentinel Ak.0 This idea's new progression: Amarr Heavy Militia Suit Amarr Heavy Suit Amarr Sentinel Suit. Level of the suit skill will increase the quality of gear that can be fitted onto the suit, at lvl 1 the frame may only be able to support close to full base modules, at lvl 5 it can support a mix of prototype and advanced modules. So the specializations will only have 1 tier available equivalent to prototype. Will the basic frame version also be prototype equivalent? What will the militia be equivalent to? (I reorganized your progression example to better understand)
Sorry ran out of room for militia suits. Ill get them in shortly
Militia suits offer no PER LEVEL bonus HOWEVER will have built in bonuses to explore multiple roles easily, stats and fitting wise is still inferior and going advanced or prototype module fitting on them would be difficult. |
Iron Wolf Saber
Den of Swords
4009
|
Posted - 2013.05.09 23:46:00 -
[9] - Quote
Updated with Section 4. Explaining what happens to Neo Suits and Militia Suits under the entire idea. |
Iron Wolf Saber
Den of Swords
4011
|
Posted - 2013.05.10 00:04:00 -
[10] - Quote
Malkai Inos wrote:Iron Wolf Saber wrote:Militia suits in this progression will be reworked to the following: Limited Fittings but similar slot layout as the Military Grade Frames. No Per Level Bonus No Skill Requirement Host of strong (25-40%!) 'built-in' bonuses that sample's that suit's future progression. Do you imagine those bonuses to reflect the possible specilizations or rather to point to the basic suits? If it's the former i can see how people will fit all "bonused" modules and mask the "gimped" nature such a suit would have otherwise, if fitting attributes allow for it.
It will be a mix that supposed to help theme what what those size of suits are about. |
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Iron Wolf Saber
Den of Swords
4011
|
Posted - 2013.05.10 00:19:00 -
[11] - Quote
Cosgar wrote:Don't take away the Logi Sidearm. I know there are a lot of Caldari logis running around like Assault+1 but don't punish the whole suit class. Logistics + Mass Drivers is like peanut butter and jelly. (Nerfed jelly )
This is why I noted there is range bonus for side arms and the needs for a better side arms bunch such as carbine rifles. |
Iron Wolf Saber
Den of Swords
4011
|
Posted - 2013.05.10 00:37:00 -
[12] - Quote
I am not trying to 'nerf' the logi but encourage more of a support and assist role, not combat kings.
I am very open to the idea of giving them dual wield with the side arms. (provided they're one hand operational) |
Iron Wolf Saber
Den of Swords
4012
|
Posted - 2013.05.10 01:02:00 -
[13] - Quote
Cosgar wrote:Iron Wolf Saber wrote:I am not trying to 'nerf' the logi but encourage more of a support and assist role, not combat kings.
I am very open to the idea of giving them dual wield with the side arms. (provided they're one hand operational) Mass Driver = Support Logistics = Support I don't know what else I can say on the topic. Wait until other dedicated logibros find out about this. Check my character sheet. I have a ~0.95 KDR, I'm not a slayer, I'm support. When I'm not repping, reviving, and resupplying, I'm giving covering fire with grenade rounds to pin down enemies so the slayers in my squad can flank. They've already taken that away from me with the ninja MD nerf and I'm trying to find more creative and strategic ways to use it. Everyone has their last straw and this is mine. Take away my mass driver and I quit. Besides, have you seen how good some of the sidearms now. You think limiting logis is going to stop these new killer bees? Give them a few weeks and we'll be right here again talking about this, and I'll say "I told you so." Go ahead and give them dual wield and extra sidearm range, that'll get us here faster.
Flaylock = Side Arm Mass Driver, and based on Fan fest was superior in damage and damage application in exception to range. |
Iron Wolf Saber
Den of Swords
4013
|
Posted - 2013.05.10 01:14:00 -
[14] - Quote
Zelda Fawcett wrote:So basically you're saying that skilling into a dropsuit would simply allow you to fit better level modules? You keep the STD, ADV and PRO determined by the modules equipped instead? I REALLY like this idea.
Essentially yes, less hassle of moving up suits, far lesser hassle for the developers to balance the suits against others of their peer and will allow far more future variety. |
Iron Wolf Saber
Den of Swords
4013
|
Posted - 2013.05.10 01:51:00 -
[15] - Quote
Delirium Inferno wrote:With this idea, how would ISK prices work? Because right now there is quite a difference between the price of a standard and prototype suit.
Also most this stuff sounds wonderful, especially how each Tech 2 suit would get a different slot configuration than the tech 1s, which is a big problem right now. What time frame are we talking though for when such a thing could be implemented?
If prices had to be maintained the prices would shift over to the modules on an average even distribution based on slots and throughout, HOWEVER I am expecting in the future that when player market and blueprint manufacturing opens up that prototypes and advanced modules will no longer be npc bought but instead player salvaged, researched, designed, and sold. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 03:07:00 -
[16] - Quote
Ronan Elsword wrote:If they changed the slots to sidearm I would expect another respec because I know my fellow Caldari Logistics people would hate to be stuck with a sidearm. Personally I haven't even gotten to play yet because update 3.04 keeps getting 80710723 error before finishing then making me start from the beginning.
Yes if implemented this idea would require refunding spent skill points into the suits and refunding all the suits and fits.
As for logistics losing the light arm is the other reason why I want carbines for them and other light weight options. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 03:17:00 -
[17] - Quote
Citpaan Hacos wrote:After a bit of thought, I'm good with the skill change and advanced/proto removal (only for suits though, it MUST stay for gear). The skill system you propose would make having multiple suits of each class workable like EVE ships, and increases the value of the skills, which are kind of underwhelming as it. Current advanced and proto could maybe come back with the player market in the form of faction army and pirate gear from limited rewards. Nubs earn it, sell it to vets for a windfall, and we use it for those special occasions for that edge.
I really need to recommend you stop defending the idea of sidearm only logi, Wolf. It isn't a good one, let it die man. A reason isn't needed as an excuse, just advocate straight up for more variety of sidearms (and heavy weapons), but don't just give something up as a pressure to get them.
If you're really hung up on a sidearm logi with appropriate bonuses, push for it to be a Type-II, or Type-III even, and let the meta decide what's more awesome.
Well I am in a difficult pickle of how to lower the combat edge of the logistics that would not compromise the entire suit. The Logistics Suit's Tank, Utility, and Flexibility of the suit is far too crucial to ignore as the class's niche own attributes but the simple fact its far too good in combat with the damage output... I am open to other ideas on tuning the damage output down without making the class useless. |
Iron Wolf Saber
Den of Swords
4033
|
Posted - 2013.05.10 16:15:00 -
[18] - Quote
XXfootnoteXX wrote:Citpaan Hacos wrote:XXfootnoteXX wrote:I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it? You're aware IWS is a member of the CPM, right? Yes, I am wondering if this is something he is actually trying to get CCP to do or if this is just an idea he is kicking around. If it is something he is trying to push, how much does he actually think they would change to their core system?
an idea I am kicking around. Lot of the logistics didn't like the re-weaponizing the logi, mostly the mass driver ordeal. I am not sure how many of them are current Logi AR/ScR users though |
Iron Wolf Saber
Den of Swords
4042
|
Posted - 2013.05.11 04:29:00 -
[19] - Quote
Added a notice since people can't seem to read the whole idea and understand how it was approached and what it is trying to fix, This idea is a forest sized idea, not a single tree idea. |
Iron Wolf Saber
Den of Swords
4053
|
Posted - 2013.05.11 16:33:00 -
[20] - Quote
Baldy bonce wrote: at what point did we get tech 2 suits or modules? all i see on market are tech 1 variants, std,adv and proto ,just like in eve. surely if we had tech 2 it would say that on the mod,weapon,suits.and if what we have now is supposedly t2 then this game is dumbing down far to much .maybe its just my perspective, but i want a game that will allow my char to grow, i would like to spend time getting into a real t2 suit , with maybe t2 resists and t2 bonuses. what we have now is just t1 stuff with added sp sinks to try and slow players progression. the proto basic frames are like buying a cruiser without any bonuses and the specialized suits are no different to standard t1 ships . t2 would be what we have now but with another set of bonuses . imagine a t2 heavy with bonuses to maybe tanking Hav damage long enough to stand toe to toe for a Short time and not being one shotted ,maybe a logi suit that actually improved remote rep rates or a revive% increase .of course non of this can happen if the game is simplified any more.
'Tech 2' =/= Tech 2
The term is supposed to analogous similar to what eve online has. |
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Iron Wolf Saber
Den of Swords
4053
|
Posted - 2013.05.11 18:53:00 -
[21] - Quote
Kesi Raae Kaae wrote:I've been thinking more about how Aurum suits would fit in to a Dust where there's only a single tier of suits, and using my previous post's example figures I've come up with a rough idea: Quote:Minmatar Medium Frame
Starts with 100 PG/CPU (example numbers), all other stats apart from bonuses the same as Aurum Frame.
Minmatar Medium Frame Skill Bonus: 10% to PG/CPU and 5% to ammo capacity per level
Minmatar Medium Aurum Frame
Starts with 120 PG/CPU (example numbers), all other stats apart form bonuses the same as Normal Frame.
Minmatar Medium Frame Skill Bonus: 5% to PG/CPU and 5% to ammo capacity per level In the above example the Aurum suit is better than the normal suit until Minmatar Medium Frame V is trained where upon both suits function exactly the same. It gives people an incentive to buy Aurum suits while not giving them an advantage over people who have specialised in to the same role, the same situation as now. Quote:Minmatar Assault Frame
Minmatar Medium Frame Skill Bonus: 10% to PG/CPU and 5% to ammo capacity per level
Minmatar Assault Frame Skill Bonus: 3% to Projectile Weapon Damage and 3% Clip Size Bonus per level
Minmatar Aurum Assault Frame
Minmatar Medium Frame Skill Bonus: 10% to PG/CPU and 5% to ammo capacity per level
Minmatar Assault Frame Skill Bonus: 3% to Projectile Weapon Damage per level
Role bonus: 15% increase to Weapon Clip Size Again, the Aurum suit is better than the normal suit until Minmatar Assault Frame V is trained where upon they both function exactly the same.
In response would be to make it so that Aurum suits would do not benefit at all (locked out) from the skill increasing the CPU-GP amounts. There could be two variants now one focus on the fit the other on the suit bonus. |
Iron Wolf Saber
Den of Swords
4053
|
Posted - 2013.05.11 18:58:00 -
[22] - Quote
Kesi Raae Kaae wrote:Also in your first post you mention resist bonuses, I would shy away from suggesting these to CCP, except on maybe the Sentinel, as they offer very little over an HP increase on medium and light dropsuits and would just confuse people.
Resist bonuses do three things: - Increase HP - Improve your local active tank - Improve the effectiveness of remote reps being use on you
In dropsuit frontline combat local reppers and remote reppers make very little impact, except in a Heavy-Logi pairing, so for medium and light frames I'd like CCP to balance their tank through HP adjustments only.
It would take a bit of numbers juggling, but I would like to see where every suit size does have its theme. The medium frames are seemingly being build being towards the front at all times and I honestly though that resist bonuses would be most suitable as the tank would be limited and not impossible to destroy especially if the other sizes are more focused on the other two aspects of the perfect tank HP and recovery. |
Iron Wolf Saber
Den of Swords
4060
|
Posted - 2013.05.12 16:13:00 -
[23] - Quote
john gratn wrote:Iron Wolf Saber wrote:I am not trying to 'nerf' the logi but encourage more of a support and assist role, not combat kings.
I am very open to the idea of giving them dual wield with the side arms. (provided they're one hand operational) What you overlooked is 1: akimbo flalocks will make all logos op 2: you fail to address the real problem that caldary logis have 90 billion high slots you don't solve that by giving it akimbo flalocks you solve that by taking away some of the high slots 3: since all sidearms are close range and even though the logi is a support suit it has to be a versitile combat unit I'm not saying it's ok to have the op caldari logi but the have to be able to be versitile in order to heal and revive his teammates in a mid-range combat situations without being a living target what I'm saying is the logi needs a light weapon otherwise it wont be able to support in mid-range combat without getting killed 4: As a logibro I can't stress this enough THE CALDARI LOGI IS EFFING OP however I run a gallante logi with enhanced armour plates and I only have about 25 more armour than a gallante unmodded gallante assault is that op? No it isn't neather is the minmatar or ammar logi so why bother them. 5: why yet rid of an equipment slot when you can put remote explosives there to increase combat effectiveness or use that spare slot for nanohives to make sure your teammates never run out of ammo or even use that spare slot for an active scanner to mark targets for your teammates. After reading this you will hopefully understand why your suggestion is terrible and unbeleavably flawed By the way (and this part will blow your mind) I'm 12
Hey kid, the idea is not about nerfing logis, (hell if you read the whole thing wrong and jaded its nerfing every class or buffing every class it truly depends on your glass) its more making a hell lot more sense when it comes to progressing suits in this game.
Removing Basic, Advanced, and Prototype suits, making sure every suit has a special feel to it, and keeping the monetezation in to keep the business going are the highlight points of the idea.
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Iron Wolf Saber
Den of Swords
4064
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Posted - 2013.05.12 18:41:00 -
[24] - Quote
Marston VC wrote:Iron Wolf Saber wrote:Idea Update: At the suggestion early feedback removed all 'Fitting' (High/Low) slots. Its better for CCP to figure that one out. I really didn't think there was anything wrong with the current suit layout to be honest...... Whats a bigger problem in my opinion is the racial suit SP requirement. It takes 1.8 million SP to get the proto basic suit for a race, but it takes an additional 3 million just to get the same suit with a small specialized bonus. That's a bit much I think..... and in addition to that I think they could work on the market UI for suits, between AUR gear, and other gear, it all comes out to one big confusing list.
Well I removed my thoughts on the idea, and chances of if this idea goes though it would copy most of the proto-suits slot layouts for the single suit. |
Iron Wolf Saber
Den of Swords
4067
|
Posted - 2013.05.12 21:11:00 -
[25] - Quote
Kesi Raae Kaae wrote:Moonracer2000 wrote: I think removing standard/advanced/prototype suits and just giving the one suit better CPU/PG as you upgrade the skill will create the same problem we have now where you get to the tech 2 standard and it feels like you are starting over.
The CPU/PG bonus is reliant on the Medium Frame skill, not the specialized Assault suit skill. With the Assault suits you get two sets of bonuses (like in EVE), one reliant on the basic Medium Frame skill and one reliant on the Assault suit skill. To use Assault suits you must already have the prerequisite Medium Frame skill at V so you would get the full bonus to PG/CPU straight away in my examples. It is a bit confusingly worded but that's the way it's done in EVE with tech II ships so that's why I wrote it that way. Perhaps the prerequisite skills should just be role bonuses in the description (or built in to the suit in regards to the PG/CPU bonus) as that would be far easier to understand.
actually I was not intending this, but if we shift specialization unlock at lvl 3... this replied suggestion would work far better. |
Iron Wolf Saber
Den of Swords
4081
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Posted - 2013.05.13 02:25:00 -
[26] - Quote
PT SD wrote:Cosgar wrote:Don't take away the Logi Sidearm. I know there are a lot of Caldari logis running around like Assault+1 but don't punish the whole suit class. Logistics + Mass Drivers is like peanut butter and jelly. (Nerfed jelly ) +1 To Iron wolf, Hell No, dude I can tell you never served in the military. Simply because, in the real army where big boys and girls shoot real weapons at each other. The Logibro/Medic is going to carry a sidearm and a combat rifle/shotgun. Please, stop with these silly ideas, CCP has more than enough on their plates now. Also, since when did the CPM get the power to affect/change game balance. I thought you guys were just implementing the voting system.
Sorry I come from the part of the military where everyone is a firefighter/damage control first and whatever sailor second. Only the MA, watch standers, BMs and if any Seals have weapons aboard.
External weapon of the day 50 cal MGs and up.
Interior weapons of the day M9 Pistols and whatever SMGs the seals pick for themselves.
Our medics defiantly have no weapons. Unless you want to count water and sharp knives.
My job in the military was quality of assurance for delivery of force, ensuring that a 2000 lbs bomb lands perfectly on the target with no issue. |
Iron Wolf Saber
Den of Swords
4108
|
Posted - 2013.05.14 23:22:00 -
[27] - Quote
PT SD wrote:Iron Wolf Saber wrote:PT SD wrote:Cosgar wrote:Don't take away the Logi Sidearm. I know there are a lot of Caldari logis running around like Assault+1 but don't punish the whole suit class. Logistics + Mass Drivers is like peanut butter and jelly. (Nerfed jelly ) +1 To Iron wolf, Hell No, dude I can tell you never served in the military. Simply because, in the real army where big boys and girls shoot real weapons at each other. The Logibro/Medic is going to carry a sidearm and a combat rifle/shotgun. Please, stop with these silly ideas, CCP has more than enough on their plates now. Also, since when did the CPM get the power to affect/change game balance. I thought you guys were just implementing the voting system. Sorry I come from the part of the military where everyone is a firefighter/damage control first and whatever sailor second. Only the Master at Arms, watch standers, Boatswain Mates and if any Seals have weapons aboard. External weapon of the day 50 cal MGs and up. Interior weapons of the day M9 Pistols and whatever SMGs the seals pick for themselves and probably 12 ga. shotguns as well. Our medics defiantly have no weapons. Unless you want to count water and sharp knives. My job in the military was quality of assurance for delivery of force, ensuring that a 2000 lbs bomb lands perfectly on the target with no issue. Also anyone that looks to RL for balance should be fired off the balance team off the bat because if that was the case 1-3 bullets should kill everyone, tanks would be OHK from AV weapons. RL is good for inspiration nothing more in this game. We're not trying to mimic Battle simulator 2014 afterall. No wonder, sorry bro stay on your boat. Because, you no nothing of Land Operations. But, back to my other question. Why are you doing/discussing game balance, this was not in the job description?
Because I am an ideas person. Which is why had the little not about not being a CPM thing on the first page. To be honest most of the other self proclaimed 'experts' at balancing had just as bad suggestions.
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Iron Wolf Saber
Den of Swords
4113
|
Posted - 2013.05.15 16:14:00 -
[28] - Quote
RedBleach LeSanglant wrote:All I ask is that logi's keep their rep bonus. No one else is around to do it. Other than that great post, I like the simpler system, but there should be more varients at the the Tech 2 level.
With medium frames having at least 2 E slots will they be able to out logi the logi, as the current game allows for the Sad and Lowly Amarr logi vs.... anyone else.
Well what bonuses logi get is a bit up in the air, I would like to see racial bonuses done but there is only 2 tanking options available and one race doesn't do armor or shield primarily. |
Iron Wolf Saber
Den of Swords
4264
|
Posted - 2013.05.17 20:38:00 -
[29] - Quote
Right. If there was an easy way to blanket boost equipment (as they will eventually quickly outnumber the slots) it would be interesting to see how each race can approach all of them. |
Iron Wolf Saber
Den of Swords
4264
|
Posted - 2013.05.17 20:54:00 -
[30] - Quote
EXASTRA INVICTAS wrote:The core concept of this idea is fabulous and I love it. My one question, however, is why does the Pilot suit lose HP when the Scout suit retains it? From my perspective I wouldn't view the "Scout" as the "Combat role" of "T2" light suits. (wow, that was a lot of quotation marks)
I would think the scout should specialize even more on stealth, sensor, etc. (and therefore lose HP) especially so if the Pilot suit is losing sensor abilities. It could be said that the Pilot suit wouldn't/shouldn't need the HP because it gets bonuses to vehicles, but I personally feel the loss of the light weapon slot is more than enough justification for it.
Considering we won't have a weapon to swap to when we have to reload, and that most of our combat bonuses will be going to the vehicles, making the pilot frame even less "useful" outside of a vehicle is a bit risky when you'll be inclined to use really expensive equipment on it.
My opinion would be to allow it to be equal to the "T1" in HP and keep everything else the same (Reduce the sensors, stealth capabilities, remove the light weapon, etc). But I only have a minor issue with it and if CCP were to implement everything mostly exactly how you put it I would be A-OK.
Well the idea is to prevent pilot suits from being forward and present fighters and forces them to be in vehicles more. Pilots could possibly run much faster than the scouts for their lowered survivability out of vehicles so they can go about getting another suit changed out or vehicle called down.
Either way many things are up in the air of where they can go from things they trade off to how they are specialized who knows maybe the pilot suit could pick up a light weapons as well or it could be just a racial trait (amarrian?) . |
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