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hackerzilla
Defenders of the Helghast Dream
200
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Posted - 2013.08.12 07:18:00 -
[211] - Quote
+1 except for Cal logi bonus, it's way to specific... let it be what it is currently, the regulator bonus... |
Dj grammer
Red Star. EoN.
29
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Posted - 2013.08.17 07:56:00 -
[212] - Quote
Logi Bro wrote:Since I get the feeling that most people write and read in General Discussion exclusively, I am copying and pasting this from Feedback/Requests.
Racial bonuses create imbalances in the game. They seem completely and utterly arbitrary, and the game's overall balance suffers for it. We all know the most glaring and over-discussed racial bonus, the Caldari logi shield extender buff(fixed since when this was first posted), but what about the heavy's "weapon feedback damage reduction?" What about the shield recharge rate increase to all the assault suits, even though it mostly benefits Amarr and Caldari? If any of these bonuses have any real reason behind them, may a Dev feel free to come in and tell me about it, but otherwise, I suggest a complete re-work of racial bonuses, and class bonuses.
Assault Assault Dropsuit Bonus- 2% hand-held weaponry damage increase per level Caldari Assault Bonus- 5% shield recharge rate increase per level Gallente Assault Bonus- 10% basic armor plate movement penalty reduction per level Minmatar Assault Bonus- 3% hand-held weaponry clip increase per level Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
Logistics Logistics Dropsuit Bonus- +1 armor repair per level Caldari Logistics Bonus- 10% nanohive efficacy increase per level* Gallente Logistics Bonus- 5% equipment CPU/PG reduction per level Minmatar Logistics Bonus- 5% hacking speed bonus per level Amarr Logistics Bonus- 5% repair module rate increase per level
Sentinel Sentinel Dropsuit Bonus- 5% base shield and base armor increase per level Caldari Sentinel Bonus- 3% shield module PG/CPU usage reduction per level*** Gallente Sentinel Bonus- 3% heavy weapon reload rate increase per level Minamtar Sentinel Bonus- 2% movement/run speed increase per level Amarr Sentinel Bonus- 2% module efficacy increase per level
Commando Commando Dropsuit Bonus- 3% light weapon CPU/PG decrease per level Caldari Commando Bonus- 10% ammunition carry capacity increase per level Gallente Commando Bonus- 3% light weapon dispersion decrease per level Minmatar Commando Bonus- 2% light weapon RoF increase per level Amarr Commando Bonus- 3% light weapon range increase per level
Scout Scout Dropsuit Bonus- 5% scan profile reduction per level Caldari Scout Bonus- 5% scan precision decrease per level Gallente Scout Bonus- 10% dropsuit scan radius increase per level Minmatar Scout Bonus- 5% melee and nova knife damage increase per level Amarr Scout Bonus- 5% stamina/stamina regeneration increase per level
You can see, the bonuses have been changed to fit the role of the suit. The assault dropsuit's role has been strengthened for long life and general combat, the logistics dropsuit's role has been strengthened to triage and miscellaneous activities, and the heavy dropsuit's role has been strengthened to survivability beyond the assault dropsuit. Scouts still retain their recon and intelligence roles, the Commando suit is a master of combat, and they are all spec'd to do what they are meant to do. Most importantly, there were no dropsuit base stat nerfs, which seems to be most people's ideas to fix imbalances.
Feel free to make your own amendments, and comment, as I am always willing to make changes to my own ideas if you make a reasonable argument.
*(this includes number of nanites, resupply rate, and for triage nanohives, armor repair rate.)
***(this includes ALL shield related modules, i.e. rechargers, regulators, energizers, and extenders.)
I am all in for this one +1
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Logi Bro
Greatness Achieved Through Training EoN.
2134
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Posted - 2013.08.31 02:33:00 -
[213] - Quote
One last time, I made a few changes, I figure if I get no Dev response from this bump, I'll just go ahead and give up.
As always, if you have anything that you would change, feel free to let me know. |
Grims Tooth
Deadly Blue Dots RISE of LEGION
20
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Posted - 2013.10.07 23:34:00 -
[214] - Quote
Don't give up, this issue desperately needs a dev response. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
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Posted - 2013.10.14 07:28:00 -
[215] - Quote
Logi Bro wrote:Cosgar wrote:I think there should be a medic suit designed for specific equipment so that the logistics can have general equipment bonuses. I rarely use my repper on my Minmatar unless I'm babysitting a heavy. When I first heard about the Crusader suit, that is what I imagined it to be, a suit designed to strengthen and triage team-mates, while the logistics suit could run EWAR and offensive equipment, like scanners, REs, PEs, and uplinks.
That's backwards though. The name Logistics is EVE-speak for White Mage, so the newer suit would be an Engineer-esque suit for the offensive and esoteric equipment while the Logistics suit should be refined more towards actually doing Logistics. Furthermore, as a Minmatar Logi, I take offense to the idea that the Caldari Logi should be the only suit to get bonuses to the Logistics toolset, leaving the Minmatar Logi with a bonus better put on a Scout and with no direct tie to Logistics beyond 'hack this while we cover you because your gun is smaller.'
Also, this thread over here seems to have a few better ideas. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1093
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Posted - 2013.10.14 07:32:00 -
[216] - Quote
Logi Bro wrote:Oswald Rehnquist wrote:Logi Bro wrote: My specific knowledge of EWAR is few and far between, but bare with me here: I believe it has been stated that in the future passive scanning will be much more useful due to the fact that shared team vision will be removed, so the only way to share TACNET information to your team will be through your scan radius and scan precision, and the only way to prevent the enemy from getting TACNET information on you will be though scan profile. Seeing this as the likely future, I believe the current scout bonuses I have proposed will be very useful for tactical information. Speaking of capacitors, I find the likeliness of this ever being added to Dust very small, seeing as it would require a major rework of our current system for it to properly work. Although if it were stated to ever actually be possible, I would be willing to change my ideas. I also believe scouts should have a much larger scan radius as a base stat, as this would help them fill their rolls nicely, and I do expect CCP to do this at some point.
Vision will not be shared by passive scans or line of sight from what I read on it, it will not light them up on tacnet, only the active scanners and even then only to your squad mates. If this is the case, CCP needs to fix it so passive scanning is still a factor, because otherwise scouting will be useless until they decide to introduce real EWAR like webifiers, which could be who knows how long.
Not quite. The new system is designed more in the scout's favor than against it, making the Passive Scanners a defensive tool of survival as opposed to the offensive minded active scanner. Also, a Scout can see a target with his passive scanners, then he can just as easily relay that information to a teammate with voicechat. That's the draw of Active Scanners, as they are a painter as opposed to a spotter. |
Godin Thekiller
Hellstorm Inc League of Infamy
1148
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Posted - 2013.10.14 07:58:00 -
[217] - Quote
Logi Bro wrote:Since I get the feeling that most people write and read in General Discussion exclusively, I am copying and pasting this from Feedback/Requests.
Racial bonuses create imbalances in the game. They seem completely and utterly arbitrary, and the game's overall balance suffers for it. We all know the most glaring and over-discussed racial bonus, the Caldari logi shield extender buff(fixed since when this was first posted), but what about the heavy's "weapon feedback damage reduction?" What about the shield recharge rate increase to all the assault suits, even though it mostly benefits Amarr and Caldari? If any of these bonuses have any real reason behind them, may a Dev feel free to come in and tell me about it, but otherwise, I suggest a complete re-work of racial bonuses, and class bonuses.
Assault Assault Dropsuit Bonus- 2% hand-held weaponry damage increase per level Caldari Assault Bonus- 5% shield recharge delay decrease per level Gallente Assault Bonus- 10% armor plate movement penalty decrease per level Minmatar Assault Bonus- 3% hand-held weaponry clip increase per level Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level
Logistics Logistics Dropsuit Bonus- +1 armor repair per level Caldari Logistics Bonus- 5% equipment efficacy increase per level (all equipment, excluding those that do damage) Gallente Logistics Bonus- 5% equipment CPU/PG reduction per level Minmatar Logistics Bonus- 5% hacking speed bonus per level Amarr Logistics Bonus- 5% repair module rate increase per level
Sentinel Sentinel Dropsuit Bonus- 5% base shield and base armor increase per level Caldari Sentinel Bonus- 5% shield recharge rate increase per level Gallente Sentinel Bonus- 3% heavy weapon reload rate increase per level Minamtar Sentinel Bonus- 2% movement/run speed increase per level Amarr Sentinel Bonus- 2% module efficacy increase per level
Commando Commando Dropsuit Bonus- 3% light weapon CPU/PG decrease per level Caldari Commando Bonus- 10% light ammunition carry capacity increase per level Gallente Commando Bonus- 3% light weapon dispersion decrease per level Minmatar Commando Bonus- 2% light weapon RoF increase per level Amarr Commando Bonus- 3% light weapon range increase per level
Scout Scout Dropsuit Bonus- 5% scan profile reduction per level Caldari Scout Bonus- 5% scan precision decrease per level Gallente Scout Bonus- 10% dropsuit scan radius increase per level Minmatar Scout Bonus- 5% melee and nova knife damage increase per level Amarr Scout Bonus- 5% stamina/stamina regeneration increase per level
You can see, the bonuses have been changed to fit the role of the suit. The assault dropsuit's role has been strengthened for long life and general combat, the logistics dropsuit's role has been strengthened to triage and miscellaneous activities, and the heavy dropsuit's role has been strengthened to survivability beyond the assault dropsuit. Scouts still retain their recon and intelligence roles, the Commando suit is a master of combat, and they are all spec'd to do what they are meant to do. Most importantly, there were no dropsuit base stat nerfs, which seems to be most people's ideas to fix imbalances.
Feel free to make your own amendments, and comment, as I am always willing to make changes to my own ideas if you make a reasonable argument.
Great overall, but in my opinion, some things should be changed around:
Gallente Assault bonus- should be a skill that all suits can train just like the ships in EVE and the vehicles can. Call it infantry armor composition (sticking to similarities of the vehicles, unless that skill gets changed to vehicle armor honeycombing). As for another idea, not sure.
Logistics bonus- change it to all non-damage, non-EWAR equipment fitting reduction
Gallente logistics bonus- give it Amarr's bonus
Amarr Logistics bonus- More equipment carried
Caldari Commando bonus- Give it Amarr's bonus
Amarr Commando bonus- Give it Caldari's bonus
Racial Scout bonus- When the EWAR stuff stats coming in, give the scouts their racially refereed EWAR (ex. Gallente Scouts gets a bonus towards active scanners, Caldari gets a bonus towards scanner jammer, etc.)
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Jack McReady
DUST University Ivy League
698
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Posted - 2013.10.14 08:06:00 -
[218] - Quote
I can only repeat myself, a 2% dmg bonus per level or any dmg bonus is too much in this game currently. it is as a skill bonus unaffected by stacking penatly and makes every damage mod even more efficient as they currently are and the TTK is already very low, sub 1s in many cases. do you really want duvolles with 47 base dmg without any damage mods? |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
329
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Posted - 2013.10.22 07:05:00 -
[219] - Quote
Jack McReady wrote:I can only repeat myself, a 2% dmg bonus per level or any dmg bonus is too much in this game currently. it is as a skill bonus unaffected by stacking penatly and makes every damage mod even more efficient as they currently are and the TTK is already very low, sub 1s in many cases. do you really want duvolles with 47 base dmg without any damage mods?
beside that a damage bonus is worth alot more than the those suggested for the other suits...
The 2% bonus is just to be over the logi, the overall 10% increase to everything can be changed, but the 2% per level increase cements the assaults role. |
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