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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
604
|
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. |
|
Zelda Fawcett
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2013.05.10 01:12:00 -
[31] - Quote
So basically you're saying that skilling into a dropsuit would simply allow you to fit better level modules? You keep the STD, ADV and PRO determined by the modules equipped instead? I REALLY like this idea. |
Iron Wolf Saber
Den of Swords
4013
|
Posted - 2013.05.10 01:14:00 -
[32] - Quote
Zelda Fawcett wrote:So basically you're saying that skilling into a dropsuit would simply allow you to fit better level modules? You keep the STD, ADV and PRO determined by the modules equipped instead? I REALLY like this idea.
Essentially yes, less hassle of moving up suits, far lesser hassle for the developers to balance the suits against others of their peer and will allow far more future variety. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
605
|
Posted - 2013.05.10 01:35:00 -
[33] - Quote
Wait, isn't the Caldari Logi the real problem? |
Delirium Inferno
Edoras Corporation
176
|
Posted - 2013.05.10 01:42:00 -
[34] - Quote
With this idea, how would ISK prices work? Because right now there is quite a difference between the price of a standard and prototype suit.
Also most this stuff sounds wonderful, especially how each Tech 2 suit would get a different slot configuration than the tech 1s, which is a big problem right now. What time frame are we talking though for when such a thing could be implemented? |
Iron Wolf Saber
Den of Swords
4013
|
Posted - 2013.05.10 01:51:00 -
[35] - Quote
Delirium Inferno wrote:With this idea, how would ISK prices work? Because right now there is quite a difference between the price of a standard and prototype suit.
Also most this stuff sounds wonderful, especially how each Tech 2 suit would get a different slot configuration than the tech 1s, which is a big problem right now. What time frame are we talking though for when such a thing could be implemented?
If prices had to be maintained the prices would shift over to the modules on an average even distribution based on slots and throughout, HOWEVER I am expecting in the future that when player market and blueprint manufacturing opens up that prototypes and advanced modules will no longer be npc bought but instead player salvaged, researched, designed, and sold. |
Citpaan Hacos
BetaMax. CRONOS.
41
|
Posted - 2013.05.10 02:48:00 -
[36] - Quote
After a bit of thought, I'm good with the skill change and advanced/proto removal (only for suits though, it MUST stay for gear). The skill system you propose would make having multiple suits of each class workable like EVE ships, and increases the value of the skills, which are kind of underwhelming as it. Current advanced and proto could maybe come back with the player market in the form of faction army and pirate gear from limited rewards. Nubs earn it, sell it to vets for a windfall, and we use it for those special occasions for that edge.
I really need to recommend you stop defending the idea of sidearm only logi, Wolf. It isn't a good one, let it die man. A reason isn't needed as an excuse, just advocate straight up for more variety of sidearms (and heavy weapons), but don't just give something up as a pressure to get them.
If you're really hung up on a sidearm logi with appropriate bonuses, push for it to be a Type-II, or Type-III even, and let the meta decide what's more awesome. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
20
|
Posted - 2013.05.10 03:02:00 -
[37] - Quote
If they changed the slots to sidearm I would expect another respec because I know my fellow Caldari Logistics people would hate to be stuck with a sidearm. Personally I haven't even gotten to play yet because update 3.04 keeps getting 80710723 error before finishing then making me start from the beginning. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 03:07:00 -
[38] - Quote
Ronan Elsword wrote:If they changed the slots to sidearm I would expect another respec because I know my fellow Caldari Logistics people would hate to be stuck with a sidearm. Personally I haven't even gotten to play yet because update 3.04 keeps getting 80710723 error before finishing then making me start from the beginning.
Yes if implemented this idea would require refunding spent skill points into the suits and refunding all the suits and fits.
As for logistics losing the light arm is the other reason why I want carbines for them and other light weight options. |
Iron Wolf Saber
Den of Swords
4014
|
Posted - 2013.05.10 03:17:00 -
[39] - Quote
Citpaan Hacos wrote:After a bit of thought, I'm good with the skill change and advanced/proto removal (only for suits though, it MUST stay for gear). The skill system you propose would make having multiple suits of each class workable like EVE ships, and increases the value of the skills, which are kind of underwhelming as it. Current advanced and proto could maybe come back with the player market in the form of faction army and pirate gear from limited rewards. Nubs earn it, sell it to vets for a windfall, and we use it for those special occasions for that edge.
I really need to recommend you stop defending the idea of sidearm only logi, Wolf. It isn't a good one, let it die man. A reason isn't needed as an excuse, just advocate straight up for more variety of sidearms (and heavy weapons), but don't just give something up as a pressure to get them.
If you're really hung up on a sidearm logi with appropriate bonuses, push for it to be a Type-II, or Type-III even, and let the meta decide what's more awesome.
Well I am in a difficult pickle of how to lower the combat edge of the logistics that would not compromise the entire suit. The Logistics Suit's Tank, Utility, and Flexibility of the suit is far too crucial to ignore as the class's niche own attributes but the simple fact its far too good in combat with the damage output... I am open to other ideas on tuning the damage output down without making the class useless. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
20
|
Posted - 2013.05.10 03:40:00 -
[40] - Quote
I bunch of proto suit vets will always beat people who played like that. They were all bunched up like a school of fish. Being the yellow power ranger does help though. |
|
RECON BY FIRE
Internal Error. Negative-Feedback
137
|
Posted - 2013.05.10 03:43:00 -
[41] - Quote
I would rather keep everything that is current in Uprising, to include all known bugs, than implement your ideas here. All of them, especially those concerning the logi, are pure garbage. Im not saying this as a logi abuser as the only SP Ive spent so far is in AV grenades, but to take the ability of carrying a primary weapon away is asinine. No amount of range bonus will make sidearms good enough to consistently run as a primary.
Instead we should keep the system even more simple and keep what we have and actually, wait for it..... BALANCE THEM! Such as why does the Caldari logi have 5 highs and 4 lows but Gallente has 3 highs and 5 lows. Who decided this would be balanced and wouldn't again help make shields most viable? Not to mention that wasn't enough to ensure shields stayed on top, were gonna give it a bonus to extender HP on top of the bonus the skill for extenders give them! Asinine! And then, cause that's not all, they decided to make the shield delay on logis much lower than that of assaults. Its an obvious no-brainer of what suit you should run at that point, especially considering logis also get a built in proto armor rep!!!
Simply balance these issues and everything will be fine, there is no need to redo the entire dropsuit system. Just fix what we have. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
20
|
Posted - 2013.05.10 03:46:00 -
[42] - Quote
I'm just hoping they add a Caldari light weapon soon. This shield boost will be out weighed by the scrambler rifle. Personally after I get access again I'm going Caldari Logi with Exile assault rifle until scrambler rifle comes out to test them. |
XXfootnoteXX
DUST University Ivy League
252
|
Posted - 2013.05.10 04:33:00 -
[43] - Quote
This is my question (I skimmed most of it)
You are suggesting revamping pretty much the core working of dropsuits. You go into great detail and some of it I really like. But what's the point? Do you think CCP would actually redo the core part of the game? I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it? |
Citpaan Hacos
BetaMax. CRONOS.
41
|
Posted - 2013.05.10 05:17:00 -
[44] - Quote
XXfootnoteXX wrote:I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it?
You're aware IWS is a member of the CPM, right? |
Benarias
BetaMax. CRONOS.
0
|
Posted - 2013.05.10 09:59:00 -
[45] - Quote
While I agree that there is a problem with the logistics dropships compared with the assault ones, I disagree that the solution are the changes to logi that you proposed.
I've been playing with a logi + MD for six months. I have now Minmatar Logi 3 and MD Proficiency 4, but if the Light weapon slot in logi suits becomes a second side arm slot, I will stop using logi dropsuits altogether, retrain as assault and carry on using the mass driver.
At first I will only have one equipment slot for the nanoinjector, later with the second slot I will be able to fit the nanohives. In the end, I will be using an assault suit as a basic/gimped logi, but increasing my combat capabilities. It would simply reverse the current situation having people use an assault suit to perform support duties.
You may think that there can't be such a big difference between using a medium range weapon as the carabine you suggested and a MD, but what is going to happen is that assault suits will be killing logis with total impunity with tactical rifles.
It is frustrating as it is already with the 66% area nerf to MDs which make it extremely hard to hit anything further away than 50m, if I didn't even have the option of using a MD, I would just not bother using logi suits when I can get most of the joy I get from res-ing and resupplying my teammates with an assault suite without having to give up the light weapon. I would even gain a side arm slot for a flaylock or a SMG. The One or Two extra equipment slots alone would not be worth the price to pay for using logi dropsuits.
The best solution in my opinion is the obvious one, and it has been suggested further up.
Take High and/or Low slots from the logi (depending on racial flavour), and/or reduce the CPU and PG output, give them a role bonus that reduces the CPU and PG cost of equipment and suddenly assault suits become relevant again. |
Eskel Bondfree
DUST University Ivy League
88
|
Posted - 2013.05.10 10:54:00 -
[46] - Quote
Iron Wolf Saber wrote:Citpaan Hacos wrote: I really need to recommend you stop defending the idea of sidearm only logi, Wolf. It isn't a good one, let it die man. A reason isn't needed as an excuse, just advocate straight up for more variety of sidearms (and heavy weapons), but don't just give something up as a pressure to get them.
Well I am in a difficult pickle of how to lower the combat edge of the logistics that would not compromise the entire suit. The Logistics Suit's Tank, Utility, and Flexibility of the suit is far too crucial to ignore as the class's niche own attributes but the simple fact its far too good in combat with the damage output... I am open to other ideas on tuning the damage output down without making the class useless. I agree with Citpaan Hacos, restricting logis to side arms is a bad idea. Better solution is to reduce overall CPU/PG of logis, and give them a fitting bonus for equipment and modules they need for their role. This should include fitting a strong tank, but not high end weapons or damage modules. In addition give assaults boni on weapon effectiveness and/or weapon fitting. This should do the trick and make assaults the better option for a combat role, without delegating logis to mere bystanders during fire fights.
Imho, Dust is about giving a lot of options to make your own choices, and not about locking people into narrow roles or a certain weapon category. More and better side arms? I'm for it! Side arm bonus for logi and light weapon bonus for assaults? Yes! This increases the number of options a logi has, without making assaults obsolete. But taking away light weapons from logis? No, please. |
XXfootnoteXX
DUST University Ivy League
252
|
Posted - 2013.05.10 10:57:00 -
[47] - Quote
Citpaan Hacos wrote:XXfootnoteXX wrote:I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it? You're aware IWS is a member of the CPM, right?
Yes, I am wondering if this is something he is actually trying to get CCP to do or if this is just an idea he is kicking around. If it is something he is trying to push, how much does he actually think they would change to their core system? |
XXfootnoteXX
DUST University Ivy League
252
|
Posted - 2013.05.10 11:00:00 -
[48] - Quote
Benarias wrote:While I agree that there is a problem with the logistics dropships compared with the assault ones, I disagree that the solution are the changes to logi that you proposed.
I've been playing with a logi + MD for six months. I have now Minmatar Logi 3 and MD Proficiency 4, but if the Light weapon slot in logi suits becomes a second side arm slot, I will stop using logi dropsuits altogether, retrain as assault and carry on using the mass driver.
At first I will only have one equipment slot for the nanoinjector, later with the second slot I will be able to fit the nanohives. In the end, I will be using an assault suit as a basic/gimped logi, but increasing my combat capabilities. It would simply reverse the current situation having people use an assault suit to perform support duties.
You may think that there can't be such a big difference between using a medium range weapon as the carabine you suggested and a MD, but what is going to happen is that assault suits will be killing logis with total impunity with tactical rifles.
It is frustrating as it is already with the 66% area nerf to MDs which make it extremely hard to hit anything further away than 50m, if I didn't even have the option of using a MD, I would just not bother using logi suits when I can get most of the joy I get from res-ing and resupplying my teammates with an assault suite without having to give up the light weapon. I would even gain a side arm slot for a flaylock or a SMG. The One or Two extra equipment slots alone would not be worth the price to pay for using logi dropsuits.
The best solution in my opinion is the obvious one, and it has been suggested further up.
Take High and/or Low slots from the logi (depending on racial flavour), and/or reduce the CPU and PG output, give them a role bonus that reduces the CPU and PG cost of equipment and suddenly assault suits become relevant again.
Agreed with everything you said as a *former* Mass Driver user, only I think the solution is to improve the Assault suits rather then nerf the Logi suits. |
Needless Sacermendor
Red Fox Brigade
252
|
Posted - 2013.05.10 11:42:00 -
[49] - Quote
XXfootnoteXX wrote:Benarias wrote:While I agree that there is a problem with the logistics dropships compared with the assault ones, I disagree that the solution are the changes to logi that you proposed.
I've been playing with a logi + MD for six months. I have now Minmatar Logi 3 and MD Proficiency 4, but if the Light weapon slot in logi suits becomes a second side arm slot, I will stop using logi dropsuits altogether, retrain as assault and carry on using the mass driver.
At first I will only have one equipment slot for the nanoinjector, later with the second slot I will be able to fit the nanohives. In the end, I will be using an assault suit as a basic/gimped logi, but increasing my combat capabilities. It would simply reverse the current situation having people use an assault suit to perform support duties.
You may think that there can't be such a big difference between using a medium range weapon as the carabine you suggested and a MD, but what is going to happen is that assault suits will be killing logis with total impunity with tactical rifles.
It is frustrating as it is already with the 66% area nerf to MDs which make it extremely hard to hit anything further away than 50m, if I didn't even have the option of using a MD, I would just not bother using logi suits when I can get most of the joy I get from res-ing and resupplying my teammates with an assault suite without having to give up the light weapon. I would even gain a side arm slot for a flaylock or a SMG. The One or Two extra equipment slots alone would not be worth the price to pay for using logi dropsuits.
The best solution in my opinion is the obvious one, and it has been suggested further up.
Take High and/or Low slots from the logi (depending on racial flavour), and/or reduce the CPU and PG output, give them a role bonus that reduces the CPU and PG cost of equipment and suddenly assault suits become relevant again. Agreed with everything you said as a *former* Mass Driver user, only I think the solution is to improve the Assault suits rather then nerf the Logi suits. This ^^
Also are we comparing the specialist logi suits to the basic medium frame assaults, or is there little differwnce between those and the specialist assault suits ... maybe therein lies the problem ... the specialist assault suits need to be better, but then we also need a basic logi suit. |
Citpaan Hacos
BetaMax. CRONOS.
41
|
Posted - 2013.05.10 11:44:00 -
[50] - Quote
XXfootnoteXX wrote:Yes, I am wondering if this is something he is actually trying to get CCP to do or if this is just an idea he is kicking around. If it is something he is trying to push, how much does he actually think they would change to their core system?
What's happening is, he put this together (maybe with a bit of help, idk), and he'd like to present it to CCP formally. BUT, before he does that, he's asking us what WE think of the whole thing, BEFORE he does it. (So that maybe, he doesn't accidentally do something like suggest removing light weapons from logis)
As for what CCP will and won't do is irrelevant. The CPMs job is to work as a playerbase advocate, and an additional, more manageable interface between players and the devs. (Important, I say additional, not only.) And most of the proposal isn't that crazy. The really big thing is dropping the tiers, and for the suits, it really isn't a half bad idea. |
|
Hecarim Van Hohen
The Tritan Industries RISE of LEGION
27
|
Posted - 2013.05.10 13:41:00 -
[51] - Quote
Carbine variants, I want to use them on my logisuit.
IWS delivers yet another thread that makes too much sense for the forums to understand :P |
RECON BY FIRE
Internal Error. Negative-Feedback
139
|
Posted - 2013.05.10 14:04:00 -
[52] - Quote
Citpaan Hacos wrote:EDIT: Wait wait, I ****ing got it, how you can have your cake IWS. Ships in EVE can have bonuses like "20% reduced CPU need for Cloaking Devices per level". Leave the light and sidearm slots as is, add a bonus (either straight or divided by level) "90% reduced CPU and Powergrid need for Sidearms", and cut the suit's CPU/PG by one sidearms worth. You can run the same fit you have right now, OR have more CPU/PG available by running two Sidearms instead. Options expanded, no nerfs!
That's actually a pretty good idea. Make that the logi role bonus instead of built in rep? |
Vaerana Myshtana
Bojo's School of the Trades
880
|
Posted - 2013.05.10 14:45:00 -
[53] - Quote
Hell YEAH!
Tech 1, Tech 2, (someday) Tech 3.
Let's keep it simple!
You rock Iron Wolf!
Hey CCP:
MAKE IT SO! |
Kesi Raae Kaae
Much Crying Old Experts
66
|
Posted - 2013.05.10 15:20:00 -
[54] - Quote
In EVE it's like this:
Rifter (Tech 1 Frigate)
Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level
Wolf (Tech II Assault Frigate)
Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level
Assault Ships Skill Bonus: 5% bonus to Small Projectile Turret Damage per level and 10% bonus to Small Projectile Falloff Range per level
So in your example for DUST it would be something like this?
Minmatar Medium Frame
Minmatar Medium Frame Skill Bonus: 10% to PG/CPU and 5% to ammo capacity per level
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
That means, when using an Assault suit, that even if you only have the Assault Frame Skill to level 1 you'll still benefit from 50% extra fitting and 25% extra ammo due to you having the Medium Frame skill to level V. |
Iron Wolf Saber
Den of Swords
4033
|
Posted - 2013.05.10 16:15:00 -
[55] - Quote
XXfootnoteXX wrote:Citpaan Hacos wrote:XXfootnoteXX wrote:I don't mean to sound snarky when I ask that, I am just wondering what your end goal for this thread/idea is? Simply to see if people like it, or to try and get CCp to act on it? You're aware IWS is a member of the CPM, right? Yes, I am wondering if this is something he is actually trying to get CCP to do or if this is just an idea he is kicking around. If it is something he is trying to push, how much does he actually think they would change to their core system?
an idea I am kicking around. Lot of the logistics didn't like the re-weaponizing the logi, mostly the mass driver ordeal. I am not sure how many of them are current Logi AR/ScR users though |
Avinash Decker
BetaMax. CRONOS.
39
|
Posted - 2013.05.10 22:42:00 -
[56] - Quote
The idea seems pretty good. |
Iron Wolf Saber
Den of Swords
4042
|
Posted - 2013.05.11 04:29:00 -
[57] - Quote
Added a notice since people can't seem to read the whole idea and understand how it was approached and what it is trying to fix, This idea is a forest sized idea, not a single tree idea. |
Killit With Fire
Chatelain Rapid Response Gallente Federation
2
|
Posted - 2013.05.11 10:39:00 -
[58] - Quote
I really like this idea of rebalancing and simplification (I won't talk about this logi case, only general intent). However, this Tech 1,2,3 idea seems a little too EVE, when Dust uses Standard, Advanced, Prototype tears. So I'd like to see suit progression resemble more of the current weapon progression.
So you go to the market -> Dropsuits -> Frame (light, medium, heavy) -> Race, and see something like this (for example Gallente medium):
- Standard
- Standard Medium Gallente - entry level medium suit for Gallente (requires Gallente Medium Dropsuits Level 1)
- Advanced
- Advanced Medium Gallente - improved medium suit for Gallente, still all-around suit (requires Gallente Medium Dropsuits Level 3)
- Advanced Assault Gallente - similar to Advanced Medium Gallente suit but geared more for killing (requires Gallente Medium Dropsuits Level 4 and Gallente Assault Dropsuits Level1)
- Advanced Logistics Gallente - similar to Advanced Medium Gallente suit but geared more for assistance (requires Gallente Medium Dropsuits Level 4 and Gallente Logistics Dropsuits Level 1)
- Prototype
- Prototype Assault Gallente - improved version of Advanced Assault Gallente suit (Gallente Medium Dropsuits Level 5 + Gallente Assault Dropsuits Level 3)
- Prototype Logistics Gallente - improved version of Advanced Logitstics Gallente suit (Gallente Medium Dropsuits Level 5 + Gallente Logistics Dropsuits Level 3)
Now why do I think this can be a good idea
- Resembles weapons progression so it would be more natural to Dust and easier to understand for newer people who are not familiar with EVE Tech levels. Specialist suits are like those breach and tactical weapons' variants.
- Suits are grouped by race, because they share skills and make natural progression path. Since respec into different races seems to be hard by design, there's no need for me to search for my racial suit in a bunch of unrelated stuff in a market.
- Specialist suits are available earlier for a newer players (Specialist Dropbuit skill would require Racial Dropsuit skill level 4).
- Since top specialist suit requires specialist skill level 3 it would create some diversity between those who pushed for example Assault Dropsuit to level 5 and those who stayed on level 3.
- If you want to have best suit with best bonuses it will require to learn both Racial Dropsuit and Specialist Dropsuit to level 5 just like now.
- No all-around suit at prototype level only specialist suits.
Of course leave Militia suits as they are (without skill requirement) and add Aurum suits where needed (with lower skill requirements).
The downside of all this might be that specialist roles are not that clear anymore. But on the bright side - it might encourage creativity and experimentation with fits. |
Eskel Bondfree
DUST University Ivy League
92
|
Posted - 2013.05.11 12:06:00 -
[59] - Quote
Iron Wolf, I think you forgot to explain what a 'link slot' is supposed to be? Can't find it anywhere, though I remember seeing it in one of the first versions of you original post. |
Baldy bonce
Seraphim Initiative. CRONOS.
1
|
Posted - 2013.05.11 12:45:00 -
[60] - Quote
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. |
|
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
|
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. |
|
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.
|
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. |
|
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.
|
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"
|
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?
|
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. |
|
Kesi Raae Kaae
Much Crying Old Experts
69
|
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
|
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
|
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.
|
Iron Wolf Saber
Den of Swords
4113
|
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
|
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
|
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
|
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
|
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?
|
J-Lewis
Edimmu Warfighters Gallente Federation
86
|
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
|
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
|
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
|
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
|
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
|
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
|
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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