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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. |
Brush Master
HavoK Core RISE of LEGION
435
|
Posted - 2013.05.09 22:52:00 -
[5] - Quote
I think you got a bit too detailed for this stage of the game but the core concept is great. Simplifying the suits into the classes, races and making everything more centered around progressive skill level. That sounds so much more scalable then building new suits for this and that, balancing all the stats per suit. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3773
|
Posted - 2013.05.09 23:02:00 -
[6] - Quote
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? |
Iron Wolf Saber
Den of Swords
4008
|
Posted - 2013.05.09 23:09:00 -
[7] - 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. |
Malkai Inos
The Vanguardians Orion Empire
24
|
Posted - 2013.05.09 23:21:00 -
[8] - Quote
I am Malkai Inos and i endorse this product and/or service!
Joking aside. Some of your ideas imply a long time frame for those changes to work as intended, but it sounds very sensible as a down the road approach.
Really appreciate your ongoing efforts +1 |
Rogatien Merc
Ill Omens EoN.
24
|
Posted - 2013.05.09 23:25:00 -
[9] - Quote
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. |
Iron Wolf Saber
Den of Swords
4008
|
Posted - 2013.05.09 23:29:00 -
[10] - 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. |
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Malkai Inos
The Vanguardians Orion Empire
24
|
Posted - 2013.05.09 23:32:00 -
[11] - 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.
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. |
Rogatien Merc
Ill Omens EoN.
24
|
Posted - 2013.05.09 23:32:00 -
[12] - Quote
Iron Wolf Saber 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. 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.
RGR that, I support this being re-worked. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3773
|
Posted - 2013.05.09 23:36:00 -
[13] - Quote
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) |
Iron Wolf Saber
Den of Swords
4009
|
Posted - 2013.05.09 23:37:00 -
[14] - 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 -
[15] - 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 -
[16] - Quote
Updated with Section 4. Explaining what happens to Neo Suits and Militia Suits under the entire idea. |
Malkai Inos
The Vanguardians Orion Empire
24
|
Posted - 2013.05.10 00:00:00 -
[17] - Quote
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. |
Iron Wolf Saber
Den of Swords
4011
|
Posted - 2013.05.10 00:04:00 -
[18] - 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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
|
Posted - 2013.05.10 00:17:00 -
[19] - Quote
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) |
Iron Wolf Saber
Den of Swords
4011
|
Posted - 2013.05.10 00:19:00 -
[20] - 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. |
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Malkai Inos
The Vanguardians Orion Empire
24
|
Posted - 2013.05.10 00:31:00 -
[21] - Quote
Iron Wolf Saber 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 ) 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.
Elegant and somewhat necessary fix to the current killerlogi situation. No timeframe for sidearms beyond what was disclosed at fanfest, perhaps? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
|
Posted - 2013.05.10 00:34:00 -
[22] - Quote
Iron Wolf Saber 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 ) 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. But you're taking a support weapon from a support class. That's like taking the AR from an assault or the HMG from a... you get the point. My weapon already got nerfed to novelty and now you want to outright take it away? That's not fair to anyone who actually plays the support class as intended. If the Logi Assault problem is so bad, could I suggest what was proposed here?
Quote:Logis:
Well if you've been around the past days you already KNOW im against Logis being the most powerful suits. Here are some objective and FAIR ways that the drop suits could be balanced.
1st Option: Leave them as they are, but have a BIG CPU/PG decrease. Also replace the Path skill :+1HP to dropsuit armor rep rate , TO : 5% CPU/PG REDUCTION of equipment per level.
2nd Option:Limit the weapons they can use so people dont abuse Logi armors as Assault v.2.0. Weapons could be Sidearms, Laser rifles, Plasma cannons,shotguns,swarm launchers. No assault type weapons and no sniper rifles.
3rd option, have individual Balance tweaks to each suit: Logi Min:- +0.2 speed increase. - Minus one equipment slot. Logi Cal: -Change= ''+5% efficiency to shield extenders per level ''/ To = '' +3% efficiency to shield extenders per level'' - 8 slots. take out 1 low powered slot [--]. Total 5-3 -Increase the Depleted shield recharge to 8s. Logi Amarr:- 10 - 20 More Armor - one more equipment slot - 10 more stamina Logi Gal:- 8 more stamina - Sield recharge rate to 12 per s
Also, a lot of assaults, scouts and heavies have switched to Logi because their stats are so inferior to theirs. Here's some suggestions from the same topic.
Quote:SCOUTS: The scouts got a huge nerf. The Proto suit from chromosome had a total of 6 slots (3 and 3) and now the maximum total is 5 slots for scouts. Any reason the scout s needed a NERF? And while all other suits got more powerful the scout is now even weaker.
Possible Fix:
-Both Drop Suits: Change Shield depleted time to 6s. If speed is their thing, make them REAL speedy, + 0.2 in both movement and sprinting speed.
Scout Gal. Give them a High powered [ | ] Slot. That should make the trick . Total slots 6. ( 2 [ | ] and 4 [--] ) Scout Min. Give them Another High powered slot [ | ]. Total 6.. ( 4 [ | ] and 2 [--] )
Heavy: The heavy is another weird case. Somehow the fact it now has 405 both shield and armor makes it gain great passive bonuses. They are cheaper , so thats good. But the fact that proto Logi suits can tank more and better than the heavy just beats its purpose.They are supposed to be he most powerful drop suits in terms of Resistance.
Possible Fix: -1 High Powered slot [ | ]. Making it ( 2 [ | ] and 4 [--] ). If logis have so much slots because they dont have sidearms, Heavies deserve one more at least for not being able to carry equipment) -Replace The +2% Heavy weapon Reload Speed. That path bonus is ******** since there is already a skill to do that and heavy weapons will always be slow to reload anyways. Instead put something usefull, like: +2% Armor Damage resistance. Similar like what Vehicles have, this skill would make that at level 5 of the Amarr heavy path the Soldier would receive 10% LESS DAMAGE FROM ALL WEAPONS while being hit (Applies only to armor, not shields). Not only would this make the suit a lot more attractive but actually worth in completing the whole Amarr Heavy path and give these drop suits a chance in the battlefield.As it is the bonuses of the heavy suit are just crap. -Slight CPU/PG increase
Assaults:
The assault suits are pretty much balanced at the moment. They all have 7 slots except the Amarr that has 6. Some minor twiches and they would be fine.
All assaults:Assaults are , well , offensive units. They need speed in order to be offensive. + 0.2 increase in speed too all assault suits. except Minmatar. Minmatar +0.2 movement speed and +0.1 sprinting speed.
Assault Minmatar: Increase Stamina to 200. Depleted Shield recharge to 8s.Shield recharge rate to 15/s. Assault Caldari:I think the drop suit is balanced.With the speed increase they would do great. Assault AMARR: Since they have as path bonus, something that benefits LASERS, a now almost useless weapon, give them 1 more equipment slot. Assault Gal:I think the drop suit is balanced.With the speed increase they would do great.
If we keep nerfing stuff, people are just going to flock to something different until that gets nerfed. Outside of these forum flame wars, there is no meta game in Dust and it's going to kill the game and we're already hemorrhaging players as is. We need to stop the bleeding and reinforce what we have to add incentive to use what's available. Everyone else has their last straw, I'm trying to manage with my marshmallow MD, but If you outright take it, I'm going to leave New Eden too. I've been a subscriber to EVE for 5 years. As a fellow EVE player that has been through the battleship debacle, burn jita, goon fleet, see things from the true logibro's perspective.
There's been way too much nerfing going on and it's killing the game. Many weapons have been deemed OP and imbalanced, but how come nobody mentions damage mods. Haven't you noticed that whenever one weapon gets nerfed, people flock to another weapon that was under the radar and then that one becomes OP? What if damage mods are the problem too? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3773
|
Posted - 2013.05.10 00:34:00 -
[23] - Quote
I really like the idea of a simplified progression system, would essentially solve proto pubstomping if every suit is proto equivalent. |
Iron Wolf Saber
Den of Swords
4011
|
Posted - 2013.05.10 00:37:00 -
[24] - 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) |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
|
Posted - 2013.05.10 00:44:00 -
[25] - Quote
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. |
Malkai Inos
The Vanguardians Orion Empire
24
|
Posted - 2013.05.10 00:54:00 -
[26] - Quote
Concerning the MLT bonuses, allow me to refrain my earlier point.
You stated:Iron Wolf Saber wrote:It will be a mix that supposed to help theme what what those size of suits are about. Military grade suits will outstrip the militia's in terms of equipment they can bring out but the performance of the militia wont be too terribly so far behind.
I can extract two meanings for that:
1. Generic bonuses that teaches how to fit that size/race before taking the later specilization into consideration. 2. Specific bonuses to certain modules that are supposed to show what that size is supposed to do later on.
The former could be composed in such a way that taking advantage of all of them is encouraged and intended to teach competent fitting.
The latter would need carefull balance as to not encourage hybrid builds that may stop beeing viable once we reach Military grade suits.
Of course this can very well be intended as a first lesson of specilization. I'm interested what you think about that.
Edit: Note to cosgar. Imagine what a potent range bonus would do to the flaylock. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
604
|
Posted - 2013.05.10 00:59:00 -
[27] - Quote
Malkai Inos wrote:Concerning the MLT bonuses, allow me to refrain my earlier point. You stated: Iron Wolf Saber wrote:It will be a mix that supposed to help theme what what those size of suits are about. Military grade suits will outstrip the militia's in terms of equipment they can bring out but the performance of the militia wont be too terribly so far behind. I can extract two meanings for that: 1. Generic bonuses that teaches how to fit that size/race before taking the later specilization into consideration. 2. Specific bonuses to certain modules that are supposed to show what that size is supposed to do later on. The former could be composed in such a way that taking advantage of all of them is encouraged and intended to teach competent fitting. The latter would need carefull balance as to not encourage hybrid builds that may stop beeing viable once we reach Military grade suits. Of course this can very well be intended as a first lesson of specilization. I'm interested what you think about that. Edit: Note to cosgar. Imagine what a potent range bonus would do to the flaylock. If sidearms get a clip size bonus too, we'll talk. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3774
|
Posted - 2013.05.10 01:01:00 -
[28] - Quote
I do not support the removal of light weapon slot for logis. One light weapon with lack of sidearm is enough to encourage support play IMO. Perhaps if there is a "tech 4" specialization, the logis can branch out into even more further specialized suits, one of which could have 2 sidearms and no light weapon. I really like the idea of 2 sidearms and no light,but not for the regular logi.
EDIT: Removing 1 high or low slot, or decreasing logi base health may be a good idea to prevent them from being used as combat suits. |
Iron Wolf Saber
Den of Swords
4012
|
Posted - 2013.05.10 01:02:00 -
[29] - 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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
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Posted - 2013.05.10 01:04:00 -
[30] - Quote
Iron Wolf Saber wrote: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. It's not even in the game and people are already raging for a nerf. We'll be back here all over again. |
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