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Kesi Raae Kaae
Much Crying Old Experts
69
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Posted - 2013.05.13 16:24:00 -
[91] - Quote
I don't think this thread should get bogged down in the Logistics specifics, the point Iron Wolf is making is that Logistic suits should be specialized in to their role and be slightly weaker than basic medium frames in straight up combat. Similarly Assault suits should be better than basic medium frames in straight up combat but lose out in utility compared to them. The stat changes to the suits he suggested were just an example of how it could be done to better illustrate the wider point of specialization and tiericide. |
J-Lewis
Edimmu Warfighters Gallente Federation
69
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Posted - 2013.05.14 07:12:00 -
[92] - Quote
Back to the Front page.
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Iron Wolf Saber
Den of Swords
4108
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Posted - 2013.05.14 23:22:00 -
[93] - 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
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Posted - 2013.05.15 16:14:00 -
[94] - 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. |
Kesi Raae Kaae
Much Crying Old Experts
70
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Posted - 2013.05.16 10:57:00 -
[95] - Quote
Bumping this thread with more detailed examples, looking at how a Assault dropsuit could compare to a medium dropsuit stats-wise.
Quote:Minmatar Medium Frame
Minmatar Medium Frame Skill Bonus: 10% to PG/CPU and 5% to ammo carried per level
CPU: 150 (225 at all level V) PG: 30 (45 at all level V) Shield: 150 Armour:135 Movement speed: 5.3 Sprint Speed: 7.4 Stamina: 175 Scan profile: 50 Scan precision: 55 Scan radius: 10 High slots:3 Low slots: 2 Equipment slots: 2
Quote:Minmatar Assault Frame
Minmatar Assault Frame Skill Bonus: 2% to Projectile Weapon Damage and 3% Clip Size Bonus per level
Role bonus: 25% to ammo carried per level
CPU: 275 PG: 60 Shield: 165 Armour:135 Movement speed: 5.0 Sprint Speed: 7.2 Stamina: 175 Scan profile: 55 Scan precision: 50 Scan radius: 10 High slots: 4 Low slots: 3 Equipment slots: 1
As you can see from the above examples the Assault suit is tougher and capable of putting out more damage than the basic suit, but it's more reliant on support than the basic frame due to its scan, movemnet and equipment slot weaknesses.
Maybe you're reading this and don't like the direction of the Assault suit, maybe you think it should be focused on Armourtanking or skirmishing, well that's the beauty of a tierless system, there can be many different types of suits occupying the same role while not obsoleting each other. Here's another example of what an Assault suit might look like:
Quote:Minmatar Assault Frame (Skirmishing Armour example)
Minmatar Assault Frame Skill Bonus: 2% to Projectile Weapon Damage and 3% Projectile Range per level
Role bonus: 25% to ammo carried per level
CPU: 265 PG: 62 Shield: 100 Armour:185 Movement speed: 4.8 Sprint Speed: 7.8 Stamina: 140 Scan profile: 55 Scan precision: 50 Scan radius: 10 High slots: 3 Low slots: 4 Equipment slots: 1
The above example is more focused on armour tanking, it's good sprint speed and range bonus allows it to skirmish, Minmatar style, but its poor stamina and movement speed means its vulnerable to being overwhelmed if you're not careful.
Just as the Wolf and Jaguar are two Minmatar Assault ships in EVE which are different to each other while sharing the same general strengths and weaknesses when compared to a Rifter, the above Assault suits are different to each other while sharing the same general weaknesses to a basic medium frame.
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Kesi Raae Kaae
Much Crying Old Experts
70
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Posted - 2013.05.16 11:12:00 -
[96] - Quote
Now for Logistics examples;
Quote:Minmatar Medium Frame
Minmatar Medium Frame Skill Bonus: 10% to PG/CPU and 5% to ammo carried per level
CPU: 150 (225 at all level V) PG: 30 (45 at all level V) Shield: 150 Armour:135 Movement speed: 5.3 Sprint Speed: 7.4 Stamina: 175 Scan profile: 50 Scan precision: 55 Scan radius: 10 High slots:3 Low slots: 2 Equipment slots: 2
Quote:Minmatar Logistics Frame (Combat support)
Minmatar Logistics Skill bonus: 5% to nanohive capacity and nanohive replenishment rate per level
Role bonus: 50% reduction to equipment PG/CPU
Light weapon only
CPU: 250 PG: 55 Shield: 90 Armour:150 Movement speed: 5 Sprint Speed: 7 Stamina: 175 Scan profile: 55 Scan precision: 45 Scan radius: 12.5 High slots: 4 Low slots: 4 Equipment slots: 3
The above Logistics example is well suited to supporting a group of friendly medium frames with its bonus to nanohives and light weapon slot. It's lower scan precision means its a poor at spotting enemies but its increas scan radius allows it to keep track of allies more easily.
Quote:Minmatar Logistics Frame (Heavy Armour support)
Minmatar Logistics Skill bonus: 5% to Repair Tool Efficency and 2% to Projectile Weapon Damage per level
Role bonus: 50% reduction to equipment PG/CPU
Sidearm only
CPU: 255 PG: 52 Shield: 140 Armour:90 Movement speed: 5 Sprint Speed: 7 Stamina: 175 Scan profile: 55 Scan precision: 45 Scan radius: 13.5 High slots: 4 Low slots: 4 Equipment slots: 4
The above Logistics suit is very capable of supporting vehicles and Heavy frames with its bonus to repair tools and extra equipment slot, it only has a sidearm slot, though, so it's better suited in a pure logistics role.
I'm sure there's holes to be picked in the stats and the suggestions but I hope what people take away from this is how good for the game specialization and dropsuit tiericide can be. |
LittleCuteBunny
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
15
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Posted - 2013.05.16 11:17:00 -
[97] - Quote
Might as well just remove the light weapon slot from scouts and logis, and remove the heavy weapon slot from heavy dropsuits.
Nevermind just delete all classes.
dust.dead.game. |
Kesi Raae Kaae
Much Crying Old Experts
70
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Posted - 2013.05.16 12:41:00 -
[98] - Quote
LittleCuteBunny wrote:Might as well just remove the light weapon slot from scouts and logis, and remove the heavy weapon slot from heavy dropsuits.
Nevermind just delete all classes.
dust.dead.game.
Wait, what are you going on about?
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J-Lewis
Edimmu Warfighters Gallente Federation
86
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Posted - 2013.05.17 11:36:00 -
[99] - Quote
Cross posting from a thread in the Council Chambers, since this does not belong there, and is relevant to this thread.
J-Lewis wrote:Personal suggestion:
Skill Changes:
Dropsuit Command: -+The basic operation of dropsuits. -+2% increased max stamina for all dropsuits per skill level. -+Unlocks Medium dropsuits at level 1; Light dropsuits at level 2; Heavy dropsuits at level 3; and specializations at level 5.
[Race] [FrameSize] Dropsuits: -+Skill at operating [Race] [FrameSize] Dropsuits. GùÿBonuses are moved from the skill to the individual dropsuit. GùïPrerequisites: GÇóDropsuit Command 1-3 depending on [FrameSize]
[Specialization] Dropsuits: -+Skill for the operation of [Specialization] class dropsuits. GùÿBonuses are moved from the skill to the individual dropsuit. GùÿThis skill does not govern what racial dropsuits you can use. GùïPrerequisites: GÇóDropsuit Command 5 GÇó[ExtraPrerequisiteSkill1] 5 GÇó[ExtraPrerequisiteSkill2] 5
Examples:
Assault Dropsuits: -+Skill for the operation of Assault class dropsuits. GùïPrerequisites: GÇóDropsuit Command 5 GÇóHandheld Weapon Upgrades 5 GÇóDropsuit Biotic Upgrades 5
Logisitics Dropsuits: -+Skill for the operation of Logistics class dropsuits. GùïPrerequisites: GÇóDropsuit Command 5 GÇóDropsuit Engineering 5 GÇóDropsuit Electronics 5
Scout Dropsuits -+Skill for the operation of Scout class dropsuits. GùïPrerequisites: GÇóDropsuit Command 5 GÇóDropsuit Electronics 5 GÇóDropsuit Biotic Upgrades 5
Sentinel Dropsuits: -+Skill for the operation of Sentinel class dropsuits. GùïPrerequisites: GÇóDropsuit Command 5 GÇóDropsuit Armor Upgrades 5 GÇóDropsuit Shield Upgrades 5
Dropsuit Changes:
-+Dropsuits do away with STD/ADV/PRO levels; tier systems are bad; all suits should be useful. -+All dropsuits get two per level bonuses from their operation skills: One for defence, one for offence. -+Specialization suits get an extra two bonuses from the specialization skill, relevant to the specialization.
Example:
Amarr Medium Dropsuit: -+General all-purpose dropsuit, suited for almost every purpose, but specializing in none. A jack-of-all-trades frame. GùÿAmarr Medium Dropsuits skill bonus per level: -+2% reduction to speed penalty of Armor Plates. -+5% reduction to heat generated by Laser weaponry. GùïPrerequisites: GÇóDropsuit Command 1 GÇóAmarr Medium Dropsuits 1
Amarr Assault Dropsuit: -+Front-line fighter. Balanced between mobility and offensive capability. GùÿAmarr Medium Dropsuits skill bonus per level: -+2% reduction to speed penalty of Armor Plates. -+5% reduction to heat generated by Laser weaponry. GùÿAssault Dropsuits skill bonus per level: -+5% bonus to max stamina and stamina regeneration. -+2% bonus to efficacy of damage modifiers. GùïPrerequisites: GÇóDropsuit Command 5 GÇóAmarr Medium Dropsuits 5 GÇóAssault Dropsuits 1
Amarr Logistics Dropsuit: -+Support-oriented dropsuit with more PG/CPU, designed to be a force multiplier; part of a team. GùÿAmarr Medium Dropsuits skill bonus per level: -+2% reduction to speed penalty of Armor Plates. -+5% reduction to heat generated by Laser weaponry. GùÿLogistics Dropsuits skill bonus per level: -+5% reduction to CPU/PG cost of Equipment. -+2% bonus to Armor resistance. GùïPrerequisites: GÇóDropsuit Command 5 GÇóAmarr Medium Dropsuits 5 GÇóLogistics Dropsuits 1
This particular system makes specializations independent of race, but you still need the racial dropsuit skill to 5 to use that race of specialized dropsuit. Additionally, with the removal of suit tiers, all dropsuits can be better balanced against one another, and so we get better tactical play with certain suits countering each other more easily than others (it's still mainly down to user skill to take advantage of this however).
The SP sinks are moved from useless skills that don't particularly give anything useful, to skills that aid the suit you're training for (for example, extra speed and CPU for scout suits, who rely on speed and need all the CPU they can get). There's nothing wrong with SP sinks, they just need to give something meaningful in return for each level.
Giving skill bonuses to all suits replicates aspects of the tier system, but in less radical ways than offering extra fittings and/or slots. There's a huge difference between being able to fit one basic mod, and someone else able to get away with three complex ones. Doing away with suit tiers means the difference is only in gear quality and the bonuses from the suit operation skill. This is much more even footing than currently.
I've purposely left out discussing slot layouts and specific stats, because those are down to CCP; but I'd like to see specializations have similar slot counts to basics, but with different distributions to suit the role. For example: Caldari Basic suit: 11 slots, 4H/2L/2E + 1 Light, 1 Sidearm and 1 grenade slot. Caldari Assault suit: 11 slots, 3H/3L/1E + 1 Light, 1 Sidearm and 2 grenade slots. Caldari Logistics suit: 11 slots, 5H/1L/3E + 1 Light, 1 Sidearm and no grenade slots (or 2 Sidearms).
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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
3
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Posted - 2013.05.17 12:14:00 -
[100] - Quote
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. |
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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
209
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Posted - 2013.05.17 16:40:00 -
[101] - Quote
Iron Wolf Saber wrote: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.
That's the beauty of it. One suit, one person, should not be able to do everything well. If there are, in your opinion, only 2 Logis that can tank then a person who wants to play a tanking Logi should take one of those classes. But there are different suits for different play styles. The Minmatar is a medium variant. Not inherently awesome at tanking or ganking, but can diversify to be effective in other ways. With specific builds a logi can adapt to many situations. It has enough slots to be fun and the speed to keep up with the squad.
Amarr has a tanking ability IFF the pasive stats are maxed and then the slots are maxed with tanking material - it is still a sad Logi.
Gallente - could armor tank. Could. The low slots offer so much more fun than just tanking. Scan bonuses, speed modules, hacking mods, the great amount of low slots make it the most versatile logi in the game. A fantastic choice for any logi.
Caldari - Probably the best tanking possibility for a Logi. The shield tanking ability, and bonus, makes it the only choice to stay on the front line with heavies as it can take damage, backoff and recharge, while the passive reppers refill its low armor. It is a great build for an assult like play for a logi due to it's hit-points.
The bonuses are acceptable in my opinion. Not the best, but good. Just bonuses for equipment is gimping the basic foundation of the FPS - kill people.The bonuses should be additions to a play style not just limit it. A sole PG/CPU bonus for the Logi Role is a bad idea. I want to fight as well as help out my squad. That bonus just makes me better at one than the other. While it should not be limiting a player, it should be in line with the Role.
Repair - in line with the role, better than what has been offered because it fits with the thankless role Logis play. PG/CPU - in line, but could benefit anyone, and acceptable but should not replace the Rep bonus. |
Iron Wolf Saber
Den of Swords
4264
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Posted - 2013.05.17 20:38:00 -
[102] - 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
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Posted - 2013.05.17 20:54:00 -
[103] - 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?) . |
J-Lewis
Edimmu Warfighters Gallente Federation
87
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Posted - 2013.05.17 21:11:00 -
[104] - Quote
Pilots should only get sidearms, that much is for sure; just couple it with a very low signature profile (pilots outside of vehicles should be focusing on getting into another vehicle, the sidearm is purely for self defense). |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
3
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Posted - 2013.05.17 21:55:00 -
[105] - Quote
Iron Wolf Saber wrote: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?) . I am operating mainly from the idea of the Pilot having to "eject" from whatever it was he was flying. If he's a good vehicle operator, it's because someone was shooting at and owning him. He ought to be able to use the sidearm (should definitely ONLY have a sidearm) to defend himself from whatever was hitting him and take off to a new location to return to a vehicle, and hence to battle. I'm just a little worried that if the already HP deficient light dropsuit got a further HP nerf on the Pilot class, that it would mainly mean death at all times when not in a vehicle no matter what, considering he's completely restricted to a sidearm at all times to begin with.
But at the same time, you wouldn't want to see Pilot suits running around on the front lines or anything, yeah. I think (not know, just think, haha :p) the reduced scanning abilities and offensive capabilities would be enough to have them shy away from direct combat without an HP nerf though. |
crazy space 1
Krullefor Organization Minmatar Republic
1194
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Posted - 2013.05.18 00:22:00 -
[106] - Quote
cool idea, CCP could still do something like this. |
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