Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
107
|
Posted - 2013.05.13 04:56:00 -
[1] - Quote
So its very clear that there is a lot of talk about how one suit is more powerful than another, and one one race benefits more etc etc.
The Caldari logi has a 5% shield extender bonus... obvious choice given the only viable way to play this game is shield tanking (the move speed reduction on plates may be fine for public match play but will not fly in competitive battles).
I've been reading a lot of the post feedback on this forum and finally decided, why is there an 'assault' class bonus? I mean seriously, 25% shield recharge? Thats good for caldari and minmater but what about gallente and amarr armor tankers? (its true, while not quite viable, I think this is part of the reason why).
Now each race has a theme, Caldari - Shields, Minmater - Speed, Gallente - Tech, - Amarr - Armor. But yet we apply a global bonus to all races for the same class? Why...?
Honestly, we need to retool bonuses so that they fit with each race's playstyle, not with each class' playstyle (considering how different they really are.)
I'm just gonna throw out a few ideas, however, the purpose is not to request specific changes but so that the we can all see how specific playstyles are better helped by racial, and not class bonus.
Caldari Racial - 5% Recharge Rate Caldari Assault - 2% Shield Extender bonus Caldari Logi - 5% PG/CPU reduction on shield modules. (just an idea)Caldari Sentinel - 5% Reduction to shield recharge delay
Gallente Racial - 1 HP/s passive reps Gallente Assault - 7% CPU/PG Reduction on light and sidearm weaponry Gallente Logistics - 5% CPU/PG Reduction on equipment (just an idea)Gallente Sentinel - 7% CPU/PG Reduction on Heavy Weaponry
Minmater Racial - 2% Weapon Reload Speed Minmater Logisitcs - 5% Hacking Speed Minmater Assault - 5% Sidearm Clip Size (Just an idea)Minmater Sentinel- 3% Stamina, Stamina Recovery, and Movement Speed
Amarr Racial - 5% Efficacy of Dropsuit Repair Modules Amarr Assault - Laser Weaponry Bonus Amarr Logistics - 2% Armor Plate Efficacy Amarr Sentinel - 2% Incoming handheld weaponry damage reduction
These bonuses can be whatever or shuffled around.. but see how the racial bonuses make more sense with the race's playstyle? Instead of 'Assault' + 'Racial Assault".. its 'Racial' + 'Racial Assault'... Just looking at the list it 'feels' better to me. New players can glance at a racial and pretty quickly get an idea of what they want to spec into. You can immediately see the bias to playstyles with each race.
Yes I know it removes the passive reps from all logis, but I would honestly be okay with that. The only true non-slayer logi to me is the gallente logi anyways, all of the rest of us are usually Combat Logistics or what I like to call 'Slayer Logis'. and... TBQH, the passive reps is kind of OP. It balances that bonus with the racial-class bonus that Gallente gets as well.
Anyways... Questions.. Comments? Is this idea worth |
BL4CKST4R
WarRavens Orion Empire
48
|
Posted - 2013.05.13 05:11:00 -
[2] - Quote
ZDub 303 wrote:So its very clear that there is a lot of talk about how one suit is more powerful than another, and one one race benefits more etc etc.
The Caldari logi has a 5% shield extender bonus... obvious choice given the only viable way to play this game is shield tanking (the move speed reduction on plates may be fine for public match play but will not fly in competitive battles).
I've been reading a lot of the post feedback on this forum and finally decided, why is there an 'assault' class bonus? I mean seriously, 25% shield recharge? Thats good for caldari and minmater but what about gallente and amarr armor tankers? (its true, while not quite viable, I think this is part of the reason why).
Now each race has a theme, Caldari - Shields, Minmater - Speed, Gallente - Tech, - Amarr - Armor. But yet we apply a global bonus to all races for the same class? Why...?
Honestly, we need to retool bonuses so that they fit with each race's playstyle, not with each class' playstyle (considering how different they really are.)
I'm just gonna throw out a few ideas, however, the purpose is not to request specific changes but so that the we can all see how specific playstyles are better helped by racial, and not class bonus.
Caldari Racial - 5% Recharge Rate Caldari Assault - 2% Shield Extender bonus Caldari Logi - 5% PG/CPU reduction on shield modules. (just an idea)Caldari Sentinel - 5% Reduction to shield recharge delay
Gallente Racial - 1 HP/s passive reps Gallente Assault - 7% CPU/PG Reduction on light and sidearm weaponry Gallente Logistics - 5% CPU/PG Reduction on equipment (just an idea)Gallente Sentinel - 7% CPU/PG Reduction on Heavy Weaponry
Minmater Racial - 2% Weapon Reload Speed Minmater Logisitcs - 5% Hacking Speed Minmater Assault - 5% Sidearm Clip Size (Just an idea)Minmater Sentinel- 3% Stamina, Stamina Recovery, and Movement Speed
Amarr Racial - 5% Efficacy of Dropsuit Repair Modules Amarr Assault - Laser Weaponry Bonus Amarr Logistics - 2% Armor Plate Efficacy Amarr Sentinel - 2% Incoming handheld weaponry damage reduction
These bonuses can be whatever or shuffled around.. but see how the racial bonuses make more sense with the race's playstyle? Instead of 'Assault' + 'Racial Assault".. its 'Racial' + 'Racial Assault'... Just looking at the list it 'feels' better to me. New players can glance at a racial and pretty quickly get an idea of what they want to spec into. You can immediately see the bias to playstyles with each race.
Yes I know it removes the passive reps from all logis, but I would honestly be okay with that. The only true non-slayer logi to me is the gallente logi anyways, all of the rest of us are usually Combat Logistics or what I like to call 'Slayer Logis'. and... TBQH, the passive reps is kind of OP. It balances that bonus with the racial-class bonus that Gallente gets as well.
Anyways... Questions.. Comments? Is this idea worth
I dislike the Caldari Assault bonus, I don't think any class except the Amarr heavy should get a bonus like that. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
108
|
Posted - 2013.05.13 05:25:00 -
[3] - Quote
Edited the post to better reflect bonuses to make a little more sense and actually be worthwhile... A shield extender bonus actually makes a lot of sense to shield tank heavies.. Considering the flat bonus affects them proportionally less than medium and light frame suits.
I also forgot to add light frame bonuses.. I'll do that tomorrow. |
BL4CKST4R
WarRavens Orion Empire
48
|
Posted - 2013.05.13 05:42:00 -
[4] - Quote
ZDub 303 wrote:Edited the post to better reflect bonuses to make a little more sense and actually be worthwhile... A shield extender bonus actually makes a lot of sense to shield tank heavies.. Considering the flat bonus affects them proportionally less than medium and light frame suits.
I also forgot to add light frame bonuses.. I'll do that tomorrow.
Yeah that looks a lot better :) |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
796
|
Posted - 2013.05.13 05:45:00 -
[5] - Quote
Amarr racial should be -1% damage reduction per level. They're meant to be tanky and full of resistances. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
193
|
Posted - 2013.05.13 07:11:00 -
[6] - Quote
A for effort as there needs to be work done. But leave the class bonuses... ok i don't care as long as i keep my reps as a logi, since no one else is going to do it.
|
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
114
|
Posted - 2013.05.13 15:07:00 -
[7] - Quote
RedBleach LeSanglant wrote:A for effort as there needs to be work done. But leave the class bonuses... ok i don't care as long as i keep my reps as a logi, since no one else is going to do it.
Yeah I like the passive reps on my min logi as well... but honestly.. it starts to make more sense to be that not every logi needs to have it. If you are running logistics.. then you have 3-4 low slots available anyways, you can probably fit a complex armor rep on. |
semperfi1999
Internal Error. Negative-Feedback
438
|
Posted - 2013.05.13 15:20:00 -
[8] - Quote
I disagree with your minmatar bonuses....noone would choose assault with that bonus. Minmatars racial bonus is already the most worthless bonus in the game. If anything the racial bonus should be an increase in stamina and stamina regen. That would at least make sense instead of giving them 2 bonuses that are basically worthless. (10% reduction in reload speed is a total of a reduction of 30/100ths of a second. That is hardly worth anything. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
115
|
Posted - 2013.05.13 15:27:00 -
[9] - Quote
semperfi1999 wrote:I disagree with your minmatar bonuses....noone would choose assault with that bonus. Minmatars racial bonus is already the most worthless bonus in the game. If anything the racial bonus should be an increase in stamina and stamina regen. That would at least make sense instead of giving them 2 bonuses that are basically worthless. (10% reduction in reload speed is a total of a reduction of 30/100ths of a second. That is hardly worth anything.
The bonuses themselves can change though eh? I was just trying to give them a theme to show how playstyles center around the racials and the base stats and slot layout of each suit. It would make everything a lot more logical and help the flow of class creation.
|
Ric Barlom
On The Brink CRONOS.
88
|
Posted - 2013.05.13 15:38:00 -
[10] - Quote
semperfi1999 wrote:I disagree with your minmatar bonuses....noone would choose assault with that bonus. Minmatars racial bonus is already the most worthless bonus in the game. If anything the racial bonus should be an increase in stamina and stamina regen. That would at least make sense instead of giving them 2 bonuses that are basically worthless. (10% reduction in reload speed is a total of a reduction of 30/100ths of a second. That is hardly worth anything. This guy knows how to write! I also like your number skills, dude! NOT! I mean let's just go ahead and use the simplified version here: 3/10 of a second, okay? Next week I'll teach you how to write proper sentences.
All kidding aside, guys, I think Dub makes a great point and has some good ideas, man. I mean I was looking at the different armor tanking possibilities, and I'm not trying to get into debate about armor tanking effectiveness here, and I was looking at the Gallente mediums specifically. The thing is that the logi bonus of 5 hp/s is much more superior for a Gallente than the shield regen bonus which the assault gets. That combined with the 5 low slots the logi gets vs the 4 of the assault and we have a strange situation where the logi seems to be the more effective armor tanker of the two.
I would think CCP wants to be in a place where armor and shields are both viable, and where assaults are a little bit more durable and a little bit more combat focused then logis, and I think OP's suggestions go a long way to alleviate the problems we have right now. |
|
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
115
|
Posted - 2013.05.13 16:20:00 -
[11] - Quote
Went ahead and swapped the bonuses around on minmatar.
That way a 'combat oriented' skill is not introduced to logistics... which I know a lot of people want to avoid.
Combing 15% racial reload + 15% weapon reload... 30% would feel much quicker... and in an FPS where seconds matter would be a huge bonus to mins.
Also, I think Amarr suits should have a base reps on them to help counter the more effective gallente racial.
Light Frame - 1 HP/s Medium Frame - 2 HP/s Heavy Frame - 3-4 HP/s
Combined with the efficacy racial can give Amarr a pretty sweet armor set up as well. |
semperfi1999
Internal Error. Negative-Feedback
438
|
Posted - 2013.05.13 16:32:00 -
[12] - Quote
Dub I like those numbers better for all suits. And it would seem to be more inline with the racial benefits per Eve. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
115
|
Posted - 2013.05.13 16:46:00 -
[13] - Quote
ZDub 303 wrote:So its very clear that there is a lot of talk about how one suit is more powerful than another, and one one race benefits more etc etc.
The Caldari logi has a 5% shield extender bonus... obvious choice given the only viable way to play this game is shield tanking (the move speed reduction on plates may be fine for public match play but will not fly in competitive battles).
I've been reading a lot of the post feedback on this forum and finally decided, why is there an 'assault' class bonus? I mean seriously, 25% shield recharge? Thats good for caldari and minmater but what about gallente and amarr armor tankers? (its true, while not quite viable, I think this is part of the reason why).
Now each race has a theme, Caldari - Shields, Minmater - Speed, Gallente - Tech, - Amarr - Armor. But yet we apply a global bonus to all races for the same class? Why...?
Honestly, we need to retool bonuses so that they fit with each race's playstyle, not with each class' playstyle (considering how different they really are.)
I'm just gonna throw out a few ideas, however, the purpose is not to request specific changes but so that the we can all see how specific playstyles are better helped by racial, and not class bonus.
Caldari Racial - 5% Recharge Rate (idea)Caldari Scout - 5% Scan Profile Caldari Assault - 4% Shield Recharge Delay Reduction Caldari Logi - 5% PG/CPU reduction on shield modules (idea)Caldari Sentinel - 5% Shield Extender Efficacy
Gallente Racial - 1 HP/s passive reps Gallente Scout - 10% Scan Precision Gallente Assault - 3% Dropsuit CPU bonus Gallente Logistics - 5% CPU/PG Reduction on equipment (idea)Gallente Sentinel - 3% Dropsuit PG Bonus
Minmatar Racial - 3% Stamina, Stamina Recovery, and Movement Speed Minmatar Scout - 5% Melee Weapon Damage Minmatar Logistics - 5% Hacking Speed Minmatar Assault - 3% Light/Sidearm Weapon Reload Speed (idea)Minmatar Sentinel - 3% Heavy Weapon Reload Speed
Amarr Racial - 5% Efficacy of Dropsuit Repair Modules (while giving Amarr suits base reps as well). (idea)Amarr Scout - 10% Reduction to move speed penalty on armor plates (if this isnt removed completely) Amarr Assault - 5% Laser Weaponry Heat Build-up Amarr Logistics - 2% Armor Plate Efficacy Amarr Sentinel - 2% Incoming handheld weaponry damage reduction
These bonuses can be whatever or shuffled around.. but see how the racial bonuses make more sense with the race's playstyle? Instead of 'Assault' + 'Racial Assault".. its 'Racial' + 'Racial Assault'... Just looking at the list it 'feels' better to me. New players can glance at a racial and pretty quickly get an idea of what they want to spec into. You can immediately see the bias to playstyles with each race.
Yes I know it removes the passive reps from all logis, but I would honestly be okay with that. The only true non-slayer logi to me is the gallente logi anyways, all of the rest of us are usually Combat Logistics or what I like to call 'Slayer Logis'. and... TBQH, the passive reps is kind of OP. It balances that bonus with the racial-class bonus that Gallente gets as well.
Also. I think we need to slightly redo the way classes are made. I dont feel like basic frame suits are doing us any good, and is hurting half the medium frame playerbase who doesnt want to run assault.
It would be much better to structure as so: Dropsuit Command(x1) - Gallente Medium Suits(x0) - Gallente Logistics Dropsuit Operation(x6) - Gallente Logistics Dropsuit Proficency(x10)
Medium suits does nothing but make you buy a skill book to learn medium suit operation and helps keep the node tree organized. Or you could make it (x1) and roll in a armor/shield bonus into it (while subtracting the armor/shield from base stats)
We all know its proto or nothing now, meaning the current levels 1-4 for class dropsuits are pretty much worthless. I propose you let us get into the suits right away, and proficiency and be the per level bonus and (maybe)and extra 2% PG/CPU to help incentivize taking levels 4 and 5 for the steep price.
Make Dropsuit Engineering and Electronics 1x skills, make them 3% per level instead.
Anyways... Questions.. Comments? Is this idea worth
|
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
406
|
Posted - 2013.05.13 16:49:00 -
[14] - Quote
Should probably refer to this thread:
https://forums.dust514.com/default.aspx?g=posts&t=76193&find=unread |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
196
|
Posted - 2013.05.13 16:51:00 -
[15] - Quote
ZDub 303 wrote:RedBleach LeSanglant wrote:A for effort as there needs to be work done. But leave the class bonuses... ok i don't care as long as i keep my reps as a logi, since no one else is going to do it.
Yeah I like the passive reps on my min logi as well... but honestly.. it starts to make more sense to be that not every logi needs to have it. If you are running logistics.. then you have 3-4 low slots available anyways, you can probably fit a complex armor rep on.
Of course you always run one of those. The point is that even a basic repper give the subject 25hp/sec. With one complex repair module I get 5. With the proto bonus that is 10. Stacking them is ridiculous but I suppose I could eventually get to the basic level of repair if I used up all those module slots. That is not the point.
What equipment do you carry? What equipment does any other player carry? In uprising it is nano hives. Not reppers, not injectors. So, If I'm the only guy running those where is my backup? I back up the team get damaged in a fight and everyone else gets fixed but i have to run around scared until the 1 complex repper gets me back to full health? No, any bonus to a logi rep rate is a blessing, my vote is that it stays.
Now why teammates are not communicating on builds, gear, the possibility of another logi in the squad (the support kind) are different discussions. Coming at it from the classic "thankless support role" a way is needed to self support the role of helping others. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
115
|
Posted - 2013.05.13 17:03:00 -
[16] - Quote
Iskandar Zul Karnain wrote:
I don't really like his suggestions, and I still think a blanket assault bonus isnt the way to go. TTK is low enough already without more damage bonuses... and the metagame hasnt even shown us what weapon proficiency 5 is gonna do. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
115
|
Posted - 2013.05.13 17:08:00 -
[17] - Quote
RedBleach LeSanglant wrote:ZDub 303 wrote:RedBleach LeSanglant wrote:A for effort as there needs to be work done. But leave the class bonuses... ok i don't care as long as i keep my reps as a logi, since no one else is going to do it.
Yeah I like the passive reps on my min logi as well... but honestly.. it starts to make more sense to be that not every logi needs to have it. If you are running logistics.. then you have 3-4 low slots available anyways, you can probably fit a complex armor rep on. Of course you always run one of those. The point is that even a basic repper give the subject 25hp/sec. With one complex repair module I get 5. With the proto bonus that is 10. Stacking them is ridiculous but I suppose I could eventually get to the basic level of repair if I used up all those module slots. That is not the point. What equipment do you carry? What equipment does any other player carry? In uprising it is nano hives. Not reppers, not injectors. So, If I'm the only guy running those where is my backup? I back up the team get damaged in a fight and everyone else gets fixed but i have to run around scared until the 1 complex repper gets me back to full health? No, any bonus to a logi rep rate is a blessing, my vote is that it stays. Now why teammates are not communicating on builds, gear, the possibility of another logi in the squad (the support kind) are different discussions. Coming at it from the classic "thankless support role" a way is needed to self support the role of helping others.
What racial logi suit do you use? I've yet to need more than a complex armor repairer in any situation... in both chromosome or uprising.
With the bonuses im proposing, both armor tanking logi classes (gallente and amarr) receive a bonus to armor reps.. if you play minmatar.. you have 4 low slots already, and what... maybe 200-250 armor? Its not necessary, and Mins are kind of combat logis anyways with their speed bonus over other logistics. Caldari logis are shield tankers, and I think the 5% recharge would probably be more beneficial than 5HP/s. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
125
|
Posted - 2013.05.13 21:26:00 -
[18] - Quote
Shamless bump until we hear more from CCP about dropsuit rebalancing. |
rexero
D3LTA FORC3 Orion Empire
0
|
Posted - 2013.05.14 05:39:00 -
[19] - Quote
nice i hope ccp notice this, i would rather have all these bonuses they fit a lot better with the racial suits than some of the bonuses we currently have right now |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
166
|
Posted - 2013.05.14 07:03:00 -
[20] - Quote
I think defensive bonuses (like the Caldari shield extender bonus, or the 5 hp/s) work fine for logis, and if the assault suits scaled hp up going to proto (that is, their base hp) - the fact that various logis can juggle modules to boost hp would be a footnote on their class flexibility rather than directly competing with assaults. The problem is the ability to combine that with super-death capabilities. I think right now the picture is is skewed somewhat. The DPS on something like a tactical AR can drop anyone in seconds, which makes anything outside of a players tank-iness irrelevant.
CCP was trying to make the assaults more "aggression" oriented than logistics, but things like reload speed outside of heavy weapons tends to be a very marginal bonus. Assault already do have faster base shield regen, speed, and hp. The slot loadout isn't far off either, meaning comparing most assaults with their counterparts shows pretty close slot allotments (or... identical in the case of the Amarr).
If the roles ARE about logistics being the more flexible of the two, then having more slots seems fair. Might need to look at that for the Amarr. Having less base speed, hp, and shield regen is fair also.
Some of the perceived inadequacy could be addressed with a relatively minor hp scale on the assault suits (20hp to ADV, then 40hp more to PRO). It would make a Cal Assault have about the same shield extenders as the current Cal Logi for instance if both stacked shield extenders in all the top slots, but the assault would still move faster and recharge faster. They'd also achieve higher hp with greater ease with the increased base, the logistics suit is forced to use maximum modules to compete.
I mention this not because the OP-idea is horrible, but I think you run into issues only addressing the balance on the passives. Part of the appeal of something like the armor rep passive or shield extender efficacy bonus is that they seem nearly universally useful. It's basically "die less", regardless of player skill.
Many of the suggested bonuses are either unappealing, dull, or questionably useful - the exact opposite of that. This isn't just a problem with your suggestions; the current system is rife with that. Compared to a more active boost like shield boosts, all of the fitting bonuses on Gallente are beyond dull. I wouldn't want to go near any of those. Some of them seem like too much as well - a boost to repair modules that ALSO gives passive reps? Didn't that just render the Gallente bonus horrible?
Some of them aren't bad (you see people getting use out of melee damage bonuses now), but it still seems to lock players to a certain playstyle. Again, if you compare something like "shield boost" - always effective to "Melee damage" - requires the player attack close range with a single weapon type or melee.
I think a lot of the bonuses people come up with are predicated on the idea that the logistics getting the shield extender boost was "too much". It's not "that" much stronger than an assault though (who is still faster, recharges quicker, and can run longer, and only has one less high slot, shield-wise). I think giving the assault a bonus that's actually useful (and other logistics/roles bonuses that are actually useful and not horribly situational) and making their suit better would be a better approach to fixing this. The issues with things like the TAR being insta-death weapons killing you from out of your range is probably making the problem look worse than it is too. |
|
|
|
|
Pages: 1 :: [one page] |