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Iron Wolf Saber
Den of Swords
4053
|
Posted - 2013.05.11 16:33:00 -
[61] - 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. |
Kesi Raae Kaae
Much Crying Old Experts
66
|
Posted - 2013.05.11 18:38:00 -
[62] - Quote
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. |
Kesi Raae Kaae
Much Crying Old Experts
66
|
Posted - 2013.05.11 18:47:00 -
[63] - Quote
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 a ase HP increase on dropsuits and would just confuse people.
Resist bonuses do three things: - Increase HP - Improve your local 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. |
Iron Wolf Saber
Den of Swords
4053
|
Posted - 2013.05.11 18:53:00 -
[64] - 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 -
[65] - 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. |
Eskel Bondfree
DUST University Ivy League
96
|
Posted - 2013.05.11 23:02:00 -
[66] - Quote
I'm going to add a few points here while trying not to dive too deep into the whole logi debate again.
First, the whole idea of reducing existing suit variants and getting rid of different tiers is great and makes a lot of sense, so thanks for that Iron Wolf Saber!
Regarding AUR suits, I'm voting for what Kesi Raae Kaae said above: they should start at a higher CPU/PG level and benefiti from the drop suit skills at a lower rate, reaching the same peak performance as non-AUR at max skill levels. Because with a fixed amount of CPU/PG on AUR suits, we would need multiple AUR variants for the same suits if AUR should stay a viable choice at higher skill levels. Which defeats the purpose of reducing the overall number of suit variants and market clutter.
Milita suits: skill level independent boni are a good idea to give new players an easier time. However, I would propose to give militia suits also skill dependent boni (with a lesser effect), while reducint the effect of the built in ones. So militia suits have a nice buff right from the start, and it also grows while progressing in skill. A basic suit at drop suit skill level 1 should still be more useful than a militia suit, after all.
The different per frame boni: I like the idea of giving heavies more mobility outside of the sentinel role. You mentioned 'Mobility - Burst' as part of the overall theme - the heavy units from Planetside 2 with their charge ability came to mind immediately. I think heavies will benefit greatly from something like that if we want them to be more than stationary defenders.
Range bonus for light frames: I'm a bit sceptical about this. To not get the whole sharp shooter problem all over again, the bonus would need to be really small. Maybe a range bonus is not needed at all, since the light frame can already dictate engagement range through its superior speed?
Medium frames: if I'm getting you right, you want the basic frame to be both a second grade assault and a second grade, combat oriented logi. With the assault being better than the basic frame in every aspect of combat, and the logi being worse in combat, but better in creating flexible fits and supporting others. I can live with the logi being less effective in combat, but I see two problems with the side arm solution: first, I see problems balancing the proposed carbine side arm for all the other drop suits. Everyone would be running the carbine along their forge gun/sniper rifle/swarm launcher. And second, the logi is supposed to be flexible, but it won't be if we take away from it every weapon that is useful: no swarm launcher, laser rifle, plasma cannon, mass driver, shot gun etc. To give back all those options to the logi, you would essentially need to introduce a gimped side arm version of every light weapon we already have. It would unnecessarily complicate the whole weapon arsenal, and introduce a balancing night mare for the Devs as well. So what's speaking against the obvious and simple solution: give logis a penalty for using weapons like the AR, without reducing their ability to use weapons not geared towards infanty combat, like swarm launchers and plasma cannons?
I'm also not sure about the assault suit receiving both an attack and a tank bonus, it's widening the performance gap between basic and assault frames by a lot, which is dangerous imho. How about splitting attack and tank boni between the different races? Attack bonus for Minmatar, tank bonus for Gallente, something along those lines. |
john gratn
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
|
Posted - 2013.05.12 01:07:00 -
[67] - 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)
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
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Iron Wolf Saber
Den of Swords
4060
|
Posted - 2013.05.12 16:13:00 -
[68] - 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.
|
Kesi Raae Kaae
Much Crying Old Experts
66
|
Posted - 2013.05.12 16:59:00 -
[69] - Quote
Iron Wolf Saber wrote:
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.
It's baffling that CCP have went with a tiered system for DUST while actively trying to remove the tiers from EVE.
A tiered system just creates a lot of useless items that nobody uses after they've skilled up enough, every item should have its place on the battlefield regardless of skill level.
|
Marston VC
SVER True Blood Unclaimed.
240
|
Posted - 2013.05.12 17:42:00 -
[70] - Quote
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. |
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LittleCuteBunny
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
13
|
Posted - 2013.05.12 18:07:00 -
[71] - Quote
My opinion.
Step 1
Attempting to normalize prices in a place that runs under a closed economy model, that would move at some point to an open market model is just a blunder.
Step 2: It runs in the race
One thing I do agree is that the racial bonuses lack the incentives to make some players move along the progression path, either way it is all about how the skill tree was designed.
From my perspective there should be racial segregation so that if people start specializing into Amarr / Caldari / Gallente / Minmatar technology are forced to follow that path by making, therefore an initial investment would have GÇ£valueGÇ¥ to player and it will give the player the opportunity to GÇ£chooseGÇ¥ a play style based on the race spectrum. This will decrease what I consider to be the GÇ£single-factorGÇ¥ (decisions based to go over certain class based on a particular suit of a particular race). The following represents decision making that is GÇ£choiceGÇ¥ based, in example a player specialized in Gallente technology can decide to either go into one of the specialties of such race.
Dropsuit Command:
Dropsuit Command should allow a player to use a light, medium and heavy frames and prototype frames should be removed from this spectrum. So that at level 5 a player will not receive or would be able to use a prototype light/medium/heavy frame because it will not exist. BUT the incentive to get level 5 would be to unlock the prototype level of a racial dropsuit
*SP multiplier of (1x)
*Race Dropsuit (The multiplier is too high, it should not be higher than 6x)
Amarr Dropsuit: 1.Scout 2.Assault 3.Logistics 4.Heavy Caldari Dropsuit: 1.Scout 2.Assault 3.Logistics 4.Heavy Gallente Dropsuit: 1.Scout 2.Assault 3.Logistics 4.Heavy Minmatar Dropsuit: 1.Scout 2.Assault 3.Logistics 4.Heavy
For example, in order to use a prototype Heavy suit a player will have to acquire: Dropsuit Command (lvl 5), GÇ£RaceGÇ¥ Dropsuit (lvl 5) and Heavy Dropsuit (lvl 5).
Step 3
* Light/ Medium/ Heavy frames do not need a bonus. * All classes and suits except for heavy should be having at least one L-W slot. * The Racial Bonuses are accommodated in the following order Amarr / Caldari / Gallente / Minmatar
Scout Frame: (Mobile Intel) - More CPU and PG - Two equipment slots(no reductions of slots) - Scan profile and scan precision - Racial 'Scout' Bonus (Mobility, Stamina, Scan Precision, Scan Profile)
Logistics Frames (Support) - Decrease the amount of H-Power and L-Power slots - Solid amount of equipment slots - Racial 'Logistics' Bonus (Explosives, Deploy-ables, Repair, Hacking)
Assault Frames (Slayers) - Do not need more grenade slots or shield/armor buff - They just need more slots, if they want more damage, shields, armor, regen, stamina, etc. They should have the amount of slots that logistics class has. - Racial GÇÿCaldariGÇÖ Bonus (-%OverHeat, +%Shield Extenders, +%Armor Extenders, +% Maximum Ammo)
Large Frames (Tanks) - Racial Attack Bonus (+% Armor Repair, +%Shield Resistance, +%Armor Resistance, -%Power Signal )
|
DusterBuster
DUST University Ivy League
85
|
Posted - 2013.05.12 18:22:00 -
[72] - Quote
I was really surprised when I compared the basic suits to the 'superior' specialized ones. It was obvious that CCP wanted to go with a T1 -> T2 style approach, but utterly failed. Not catastrophically, but something needs to be done to sort this out.
You have 4 pages of replies already, and have probably gotten very useful feedback. I just wanted to make a few notes on bonuses, because those are quite strange right now as well.
Basic suits should receive basic bonuses. These should only apply to basic suits, and be useful to people no matter what their playstyle is. Things like fitting, or hacking speed bonuses, etc. Currently, assault suits receive a Shield Recharge Bonus. While this is helpful to Caldari, it is utterly useless to Gallente.
The specialized bonuses, should obviously be more specialized. They shouldn't be so focused though to limit the availability of playstyles. For example, the current Minmatar scout suit give a nova knife damage bonus. This pretty much forces people to use nova knives, or not receive a bonus. These should be changed to things like movement speed, that really benefit scouts, but do not force them into a playstyle. I covered something similar in my thread here, but you go into much more detail.
Overall, +1 to you. This is a very well thought out, and much need improvement. Complexity is good, however overly complicated systems for the sake of complication is very bad, especially when in the long run it actually limits options.. |
Iron Wolf Saber
Den of Swords
4064
|
Posted - 2013.05.12 18:41:00 -
[73] - 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. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
479
|
Posted - 2013.05.12 19:20:00 -
[74] - Quote
As an alternate to removing standard/adv/proto suits and keeping tech 1+2 how about this:
Remove the tech 1 suits and let players go straight to the racial (tech 2) variants. This reduces the number of suits in the game and the redundancy of tech 1 standard vs tech 2 standard (and proto vs proto). It also solves the problem of logistics needing to skill into (ultimately useless for support) tech 1 medium frames.
If racial bonuses are an issue they can be removed and added as a sort of proficiency skill accessible after you hit level 5 of that suit. So you'd need to spend the same amount of SP to have suits as powerful as we have now.
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. |
Lee Church II
The Unholy Legion Of DarkStar DARKSTAR ARMY
3
|
Posted - 2013.05.12 20:17:00 -
[75] - Quote
Kesi Raae Kaae wrote:Iron Wolf Saber wrote:
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.
It's baffling that CCP have went with a tiered system for DUST while actively trying to remove the tiers from EVE. A tiered system just creates a lot of useless items that nobody uses after they've skilled up enough, every item, except militia stuff, should have its place on the battlefield regardless of skill level. The prototype, advanced and standard system works for weapons as the higher performing gear comes with massive fitting penalties, more advanced dropsuits don't have any penalty and are objectionably better than less advanced dropsuits.
you got a chuckle from me, but your right. In X years there will be a dust tiericide and ccp are just making work for themselves atm |
Kesi Raae Kaae
Much Crying Old Experts
69
|
Posted - 2013.05.12 20:31:00 -
[76] - Quote
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. |
Iron Wolf Saber
Den of Swords
4067
|
Posted - 2013.05.12 21:11:00 -
[77] - 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. |
Azri Sarum
DUST University Ivy League
1
|
Posted - 2013.05.12 21:17:00 -
[78] - Quote
I agree that the current system is convoluted, devoid of early specializations, and lacking clear upgrade paths. Both Iron Wolf Saber and Kesi Raae Kaae seem to be going in the right direction imo.
I think two concepts of the current system clash with the excellent system that has been developed in EVE. First is that roles are locked to single frames. It turns the frames into classes, removing choice. If you want to be logistics then you get the medium frame, its play style, and you better like it. It doesn't matter if a light logistics might be awesome, able to get to a downed ally faster, your locked from this path.
Second is the different tiers of dropsuits. An advanced dropsuit will always be better than a milita dropsuit, and a proto will always be better than the advanced. It is essentially the tiers of ships eve used to have. You know, the one they said was a bad idea and are trying to get rid of. People would move from the low tier to the high and never look back, leaving the low tiers as just filler, with no roll, no purpose.
Each suit needs to have a purpose.
It might help to break things down slightly farther, in order to build them back up properly
Frames (responsible for base stats, health, speed, general characteristics, think ship size in eve, frig, cruiser, etc. They provide one skill based bonuses that is flavored racially) Light, Medium, Heavy
Roles (responsible for a second base bonus, modifications to base stats, might not show up for every frame size) Scout, Logistics, Pilot, Assault, Combat, Point Defense?, EWar? etc
Progression might look something like this for a given role:
Light Logistics -> Medium Logistics -> Heavy Logistics
But you're making tradeoffs along the way. Medium might rep more than light, but will be slower, Heavy even more so. You get to choose which is the right suit for the situation, and for your playstyle. Want to support vehicles where you need to rep more, go heavy. Need to keep up with your squad in fast paced hit and run tactics, light. Need a mix of speed and durability, medium.
Skills could look something like this (and dropsuit command would actually give a bonus, none of this filler skill that only unlocks things)
Amarr Light Frame (requires dropsuit command 1) -> Amarr medium frame (requires light frame 4, dropsuit command 3) -> Amarr heavy frame (requires medium frame 3, dropsuit command 4)
So at this point we have clearly defined roles, and a mechanism that gives you multiple play styles for a given role. We have bonuses from your race and from your role, no more suits without bonuses. This should put the T1 dropsuits in good shape, both to be diverse, but also giving each one purpose.
Tech 2, the specialization tier would work like it does in EVE. You require say, Dropsuit Electronics 5 to unlock the logistics skill. Then you take your light logistics suit, and use the Tech 2 bonuses based on logistics to improve part of its gameplay. Perhaps a T2 light logistics gets a 20% per level rep range bonus, and a 5% per level rep amount bonus. Include some minor stat improvements, perhaps an additional equipment and now you have a T2 suit, that is not insanely better than a starter light frame, but has some distinct advantages. Give the T2 heavy a heavy rep weapon that does aoe healing and now you can get some exciting variation within a role.
Militia suits end up just like the regular frames but with locked bonuses. For example a militia medium logistics might have its bonus locked at level 2. You can hop in it, get an idea of how it plays, use it cheaply, but you're lacking a potential 3 ranks of your skill. Seems like a fair tradeoff for free.
Aurum gear could follow a similar path. The medium aurum suit would have fixed bonuses at level 5. You're not pay to win since you're not getting something a regular player couldn't, but your getting bonuses beyond your current skill level, giving you the strength of an older player.
Thoughts?
TLDR - make DUST more like EVE, its had a decade to figure this stuff out.
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J-Lewis
Edimmu Warfighters Gallente Federation
67
|
Posted - 2013.05.12 21:51:00 -
[79] - Quote
I can get behind this proposal. +1 IWS. |
PT SD
Subdreddit Test Alliance Please Ignore
399
|
Posted - 2013.05.13 00:58:00 -
[80] - 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 )
+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. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
785
|
Posted - 2013.05.13 01:09:00 -
[81] - Quote
Deleted because I can't read. |
Iron Wolf Saber
Den of Swords
4081
|
Posted - 2013.05.13 02:25:00 -
[82] - 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. |
PT SD
Subdreddit Test Alliance Please Ignore
400
|
Posted - 2013.05.13 04:46:00 -
[83] - Quote
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? |
Azri Sarum
DUST University Ivy League
3
|
Posted - 2013.05.13 05:22:00 -
[84] - Quote
PT SD wrote: 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?
The job of the CPM is to facilitate communication between us the players and ccp. Iron Wolf started this thread asking a question about an important topic (dropsuits), seeing if the existing dropsuit system could be improved. He is doing his job by taking a topic, initiating a conversation about it, resulting in hopefully insight by ccp into the system and where we would like it to go.
Even if we don't come up with a better solution we will have discussed the current implementation, its pro's and cons, along with potential changes. It will hopefully give ccp feedback on our thoughts on where we are at, and give insight on where to go.
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Darken-Sol
BIG BAD W0LVES Eternal Syndicate
63
|
Posted - 2013.05.13 05:32:00 -
[85] - Quote
very long winded i just skipped to the end. forgive me. if were scrapping the suits. why cant we just buy slots , pg/cpu, and hp upgrades? real customisation. u cud then order ur suits form a faction that wud giv u a racial bonus.
nite ppl |
Hunter Junko
Bojo's School of the Trades
96
|
Posted - 2013.05.13 06:03:00 -
[86] - Quote
+1 to the idea. somehow i think a simplified system such as this brings a subtle form of depth, but thats just me.
while i do have concerns about some of the propositions, i can understand the decision removing the light weapon slot and replacing it with a sidearm so that the logi can focus on his role.
in my honest opinion, the job of a logistics operator would be a pure support role. not with mass drivers or assault rifles , not in terms of providing covering fire towards the enemy , but with distribution of priority in maintaining squad-level efficiency.
why would i support this?
Because i can relate; before uprising, my logistics fit had alot of equipment, but because i had that much equipment, i was concerned that using my Gek- rifle would hinder by ability to do my job and i found using a pistol forced me to focus on my squad's health. (Assault pistols for the win) i was so focused on my job being a logi as a result, i was constantly favored among my former corp as quote: " a World-class Logi"
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Azri Sarum
DUST University Ivy League
3
|
Posted - 2013.05.13 06:18:00 -
[87] - Quote
Hunter Junko wrote:+1 to the idea. somehow i think a simplified system such as this brings a subtle form of depth, but thats just me.
while i do have concerns about some of the propositions, i can understand the decision removing the light weapon slot and replacing it with a sidearm so that the logi can focus on his role.
in my honest opinion, the job of a logistics operator would be a pure support role. not with mass drivers or assault rifles , not in terms of providing covering fire towards the enemy , but with distribution of priority in maintaining squad-level efficiency.
why would i support this?
Because i can relate; before uprising, my logistics fit had alot of equipment, but because i had that much equipment, i was concerned that using my Gek- rifle would hinder by ability to do my job and i found using a pistol forced me to focus on my squad's health. (Assault pistols for the win) i was so focused on my job being a logi as a result, i was constantly favored among my former corp as quote: " a World-class Logi"
Move the repair tool from equipment to a light weapon slot? It would cause a logi to really commit to focusing on logistics. Would the repair tool in its current form be strong enough to justify that kind of change?
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Hunter Junko
Bojo's School of the Trades
96
|
Posted - 2013.05.13 06:37:00 -
[88] - Quote
Azri Sarum wrote:Hunter Junko wrote:+1 to the idea. somehow i think a simplified system such as this brings a subtle form of depth, but thats just me.
while i do have concerns about some of the propositions, i can understand the decision removing the light weapon slot and replacing it with a sidearm so that the logi can focus on his role.
in my honest opinion, the job of a logistics operator would be a pure support role. not with mass drivers or assault rifles , not in terms of providing covering fire towards the enemy , but with distribution of priority in maintaining squad-level efficiency.
why would i support this?
Because i can relate; before uprising, my logistics fit had alot of equipment, but because i had that much equipment, i was concerned that using my Gek- rifle would hinder by ability to do my job and i found using a pistol forced me to focus on my squad's health. (Assault pistols for the win) i was so focused on my job being a logi as a result, i was constantly favored among my former corp as quote: " a World-class Logi"
Move the repair tool from equipment to a light weapon slot? It would cause a logi to really commit to focusing on logistics. Would the repair tool in its current form be strong enough to justify that kind of change?
i would agree, however doing that would completely render a logi combat-ineffective. example would be a logi separated from his squad, faced up against an enemy soldier? he or she's is boned in all aspects. Logis should have at least something so they have a chance of surviving the encounter.
i think repair tools should remain an equipment slot, however logis arent always Combat medics
Think logistics as the stuff happening beyond the fighting and the bullets flying everywhere; EWar, communications, supply allocation, troop allocation, Vehicle management, they are the ones who can hack an objective better than assault personnel, they are the ones who can defend their allies in the Ewar front better than the others. they are the ones who assist and revive fellow comrades, and they are the ones who can help a tank commander or a pilot perform their jobs a little easier. |
J-Lewis
Edimmu Warfighters Gallente Federation
69
|
Posted - 2013.05.13 07:45:00 -
[89] - Quote
Hunter Junko wrote:Azri Sarum wrote:Hunter Junko wrote:+1 to the idea. somehow i think a simplified system such as this brings a subtle form of depth, but thats just me.
while i do have concerns about some of the propositions, i can understand the decision removing the light weapon slot and replacing it with a sidearm so that the logi can focus on his role.
in my honest opinion, the job of a logistics operator would be a pure support role. not with mass drivers or assault rifles , not in terms of providing covering fire towards the enemy , but with distribution of priority in maintaining squad-level efficiency.
why would i support this?
Because i can relate; before uprising, my logistics fit had alot of equipment, but because i had that much equipment, i was concerned that using my Gek- rifle would hinder by ability to do my job and i found using a pistol forced me to focus on my squad's health. (Assault pistols for the win) i was so focused on my job being a logi as a result, i was constantly favored among my former corp as quote: " a World-class Logi"
Move the repair tool from equipment to a light weapon slot? It would cause a logi to really commit to focusing on logistics. Would the repair tool in its current form be strong enough to justify that kind of change? i would agree, however doing that would completely render a logi combat-ineffective. example would be a logi separated from his squad, faced up against an enemy soldier? he or she's is boned in all aspects. Logis should have at least something so they have a chance of surviving the encounter. i think repair tools should remain an equipment slot, however logis arent always Combat medics Think logistics as the stuff happening beyond the fighting and the bullets flying everywhere; EWar, communications, supply allocation, troop allocation, Vehicle management, they are the ones who can hack an objective better than assault personnel, they are the ones who can defend their allies in the Ewar front better than the others. they are the ones who assist and revive fellow comrades, and they are the ones who can help a tank commander or a pilot perform their jobs a little easier.
One way to look at it is using IWS' Scout/Ranger/Sniper example: the 'Tech 1' suits are more like Combat Medics (2 equipment slots and both weapon slots), and the 'Tech 2' suits branch off into either dedicated Equipment specialists (eg. Logistics; with worse offence) or pure killing machines (eg. Assault; with worse logistics). |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
193
|
Posted - 2013.05.13 07:59:00 -
[90] - Quote
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. |
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