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Bendtner92
Imperfects Negative-Feedback
541
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Posted - 2013.05.16 12:50:00 -
[1] - Quote
Most of the current suit bonuses aren't really worth it and give almost no incentive to skill into the racial suits (mostly the Sentinel and Assault suits). I'll try to come up with some reasonable bonuses that are good enough so that you want to skill into the suits, while they're also fairly balanced.
The current suit bonuses:
Assault: +5% shield recharge rate per level. - Amarr: 5% reduction to laser weaponry heat build-up per level. - Caldari: +2% to hybrid weapon reload speed per level. - Gallente: 5% reduction to hybrid weaponry PG/CPU usage per level. - Minmatar: +5% to sidarm weaponry magazine size per level.
Logistics: +1 hp/s to dropsuit armor repair rate per level. - Amarr: +5% efficacy of armor repair modules per level. - Caldari: +5% efficacy of shield extender modules per level. - Gallente: 5% reduction to equipment PG/CPU usage per level. - Minmatar: +5% hacking speed per level.
Sentinel: 5% reduction to weapon feedback damage per level. - Amarr: +2% to heavy weapon reload speed per level.
My suggestions:
Assault: +2% to damage per level (possibly 3%). - Amarr: 5% reduction to laser weaponry heat build-up per level. - Caldari: +5% efficacy of shield extender modules per level. - Gallente: +5% efficacy of armor plate modules per level. - Minmatar: +1% to sprint speed per level (possibly 2%)
Logistics: +1 hp/s to dropsuit armor repair rate per level. - Amarr: +5% efficacy to armor repair modules per level. - Caldari: +5% to light weapon reload speed per level. - Gallente: 5% reduction to equipment PG/CPU usage per level. - Minmatar: +5% to hacking speed per level.
Sentinel: +2% damage resistance per level (possibly 3%). - Amarr: +5% to heavy weapons reload speed per level (maybe changed when other racial Sentinels are introduced..
I haven't included the bonuses to the scout suits as I'm not really sure whether their current bonuses are fine or not. Scout users might be able to come up with some good suggestions if they want to change the bonuses.
I feel that all these bonuses give incentive to skill into the suits, while they're still reasonable balanced against each other. Feel free to come up with improvements or other bonuses in general. |
Jack McReady
DUST University Ivy League
227
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Posted - 2013.05.16 13:24:00 -
[2] - Quote
damage and resistance bonus are too strong imho because they scale too well with other skills bonus and modules. or do you really want scrambler pistols and charged SC one shotting pretty much everything into the head? do you want TARs dealing as much damage as tactical sniper rifles but with a 30 round magazine? |
semperfi1999
Internal Error. Negative-Feedback
449
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Posted - 2013.05.16 13:44:00 -
[3] - Quote
Jack McReady wrote:damage and resistance bonus are too strong imho because they scale too well with other skills bonus and modules. or do you really want scrambler pistols and charged SC one shotting pretty much everything into the head? do you want TARs dealing as much damage as tactical sniper rifles but with a 30 round magazine?
Um....you realize that with these numbers you can get the same result with 1 dmg mod right?
And charged scrambler rifle already does more than 600 dmg for a HS which basically will OHK almost any suit adv and lower and it can OHK some proto suits.
I would say stick with the 2% dmg increase per lvl and the minatar would definitely need a 2% movement speed increase per lvl as if you only get 1% movement speed increase then they would once again have the worst racial bonus of the group wherease 2% is probably pretty balanced compared to the other suits tanking ability bonuses. |
Jack McReady
DUST University Ivy League
229
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Posted - 2013.05.16 14:13:00 -
[4] - Quote
semperfi1999 wrote:Jack McReady wrote:damage and resistance bonus are too strong imho because they scale too well with other skills bonus and modules. or do you really want scrambler pistols and charged SC one shotting pretty much everything into the head? do you want TARs dealing as much damage as tactical sniper rifles but with a 30 round magazine? Um....you realize that with these numbers you can get the same result with 1 dmg mod right? And charged scrambler rifle already does more than 600 dmg for a HS which basically will OHK almost any suit adv and lower and it can OHK some proto suits. I would say stick with the 2% dmg increase per lvl and the minatar would definitely need a 2% movement speed increase per lvl as if you only get 1% movement speed increase then they would once again have the worst racial bonus of the group wherease 2% is probably pretty balanced compared to the other suits tanking ability bonuses. my advanced assault suit fit will surive 600 dmg as will my proto suit. so you can one shot some bad fits and scout suits, your point is? you do not seem to understand headshot bonus & damage bonus from skills is not stacking penalized. we dont need people winning because of a lucky headshot. |
semperfi1999
Internal Error. Negative-Feedback
449
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Posted - 2013.05.16 14:37:00 -
[5] - Quote
Jack McReady wrote:semperfi1999 wrote:Jack McReady wrote:damage and resistance bonus are too strong imho because they scale too well with other skills bonus and modules. or do you really want scrambler pistols and charged SC one shotting pretty much everything into the head? do you want TARs dealing as much damage as tactical sniper rifles but with a 30 round magazine? Um....you realize that with these numbers you can get the same result with 1 dmg mod right? And charged scrambler rifle already does more than 600 dmg for a HS which basically will OHK almost any suit adv and lower and it can OHK some proto suits. I would say stick with the 2% dmg increase per lvl and the minatar would definitely need a 2% movement speed increase per lvl as if you only get 1% movement speed increase then they would once again have the worst racial bonus of the group wherease 2% is probably pretty balanced compared to the other suits tanking ability bonuses. my advanced assault suit fit will surive 600 dmg as will my proto suit. so you can one shot some bad fits and scout suits, your point is? headshot bonus & damage bonus from skills is not stacking penalized, those numbers stack up and basically it means free damage mod that is not stacking penalized. we dont need people winning because of a lucky headshot.
Right because it makes sense that currently logis are better assault suits than assault suits are.
I can see there is no point in making any arguments to you. You and your poor playing will never understand what the good players actually understand in FPS games. |
Jack McReady
DUST University Ivy League
230
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Posted - 2013.05.16 14:40:00 -
[6] - Quote
semperfi1999 wrote:Jack McReady wrote:semperfi1999 wrote:Jack McReady wrote:damage and resistance bonus are too strong imho because they scale too well with other skills bonus and modules. or do you really want scrambler pistols and charged SC one shotting pretty much everything into the head? do you want TARs dealing as much damage as tactical sniper rifles but with a 30 round magazine? Um....you realize that with these numbers you can get the same result with 1 dmg mod right? And charged scrambler rifle already does more than 600 dmg for a HS which basically will OHK almost any suit adv and lower and it can OHK some proto suits. I would say stick with the 2% dmg increase per lvl and the minatar would definitely need a 2% movement speed increase per lvl as if you only get 1% movement speed increase then they would once again have the worst racial bonus of the group wherease 2% is probably pretty balanced compared to the other suits tanking ability bonuses. my advanced assault suit fit will surive 600 dmg as will my proto suit. so you can one shot some bad fits and scout suits, your point is? headshot bonus & damage bonus from skills is not stacking penalized, those numbers stack up and basically it means free damage mod that is not stacking penalized. we dont need people winning because of a lucky headshot. Right because it makes sense that currently logis are better assault suits than assault suits are. I can see there is no point in making any arguments to you. You and your poor playing will never understand what the good players actually understand in FPS games. your denial is amusing and it is not my fault that you cant do proper math and see how this is bad from gameplay point of view. the bonus can be something else and still be great.
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Muzodor
Subdreddit Test Alliance Please Ignore
31
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Posted - 2013.05.16 14:55:00 -
[7] - Quote
I'm not sure giving the Assault class an additional 10% damage is a good thing for the game. They already have mobility and the flexibility to add gank via slot allotment. A blanket 10% to damage would negate the recent hp gains and bring back CoD like ttk which I would really rather avoid.
The rest of the assault suggestions I agree with, though I would like to see one minor change. I would like the Gallente racial bonus changed to -5% speed penalty of armor plate modules per level. Having a large health pool does not balance being a slow moving target. I honestly feel a slow moving target is at a disadvantage at all times regardless of hp pool. Even with this reduction the Gall will still be slower than a non plated suit.
As for the logis I would like to see more support focus on the racial bonuses.
Logistics: +1 hp/s to dropsuit armor repair rate per level. - Amarr: +5% efficacy to armor repair gun per level. - Caldari: 5% dropsuit shield hp restored when reviving players per level. - Gallente: +5% reduction to equipment PG/CPU usage per level. - Minmatar: +5% Nano-Hive nanite cluster per level. (or whatever gives the hives more restorative ability)
As for the heavy, I'll wait to see what roles the other racial heavies are given before I shed any additional tears over the current "point defense" Amarr heavy. it may just come down to switching to another racial heavy if there is one that matches what I want to do as a heavy instead of trying to work with the current Amarr one. |
Celeblhach
Liberum Sapiens Xenodochi
21
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Posted - 2013.05.16 15:06:00 -
[8] - Quote
It could be changed to 1% bonus. An Enhanced Damage Mod that doesn't count towards stacking penalties would still be rather strong. Alternatively, you could make a 2% reduction to PG/CPU of Light Weapons and Grenades (and maybe even Sidearms) to allow Assaults to more easily bring in stronger weapons. Regardless, 5% to shield recharge is halfway to useless to Gallente Assaults, who use armor over shields so it needs to be changed to something. |
semperfi1999
Internal Error. Negative-Feedback
449
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Posted - 2013.05.16 16:12:00 -
[9] - Quote
Celeblhach wrote:Assaults could be changed to 1% bonus. An Enhanced Damage Mod that doesn't count towards stacking penalties would still be rather strong. Alternatively, you could make a 2% reduction to PG/CPU of Light Weapons and Grenades (and maybe even Sidearms) to allow Assaults to more easily bring in stronger weapons. Regardless, 5% to shield recharge is halfway to useless to Gallente Assaults, who use armor over shields so it needs to be changed to something.
Its needs to be changed period. Assaults 25% bonus to recharge is worthless compared to logis 5 HP regen for armor. Also most of the racial bonuses for the assaults are worthless too. 10% reduction to reload speed is pretty worthless, 25% CPU/PG reduction for hybrid weaponry is ok, 25% reduction to overheat is ok, 25% increase in sidearm ammo is worthless. (by ok i mean barely acceptable)
The problem is Logis are better assaults than assaults are. Logis dont move that much slower than the assaults do (and minmatar runs the same speed). Their racial bonuses as a whole are better than the assaults are. Assaults are supposed to be the front lines yet they have less shield/armor and fitting ability than the logis. This does not even make sense. |
PADDEhatpigen
BurgezzE.T.F Orion Empire
11
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Posted - 2013.05.16 17:27:00 -
[10] - Quote
I dont know anything about doing the math for games like this and he might be very wrong in the % numbers, but he is right about something the skill bonuses are totally WRONG.
they need to be based on races and on what kind of suit you use.
In my opinion the bonuses should fit the raceial bonuses we know from Eve.
Amar: Armor plating HP bonuses and dmg,reload speed and things like that on lasers.
Gallante: Armor repair speed bonuses and dmg, reload speed and things like that on hybrid weapons.
Caldari: Shield HP bonuses and dmg, reload speed and things like that on hybrid weapons.
Minmatar. Shield regen bonuses and dmg, reaload speed and thiungs like that on projectile weapons weapons.
On top of that they could ad some more role spicific to diferent suits like: Running speed - Hacking speed - Weapon range- Drone speed, dmg, range, armor, shield and all that - Missile/rocket weapon dmg/range, and things like that.
Also suits whit race based bonuses to HAV's, LAV's and dropships. Speed, range, dmg to missiles/railguns/blasers for both large and small turrets.
To me its simple, use the bonuses we already know from Eve.
Well something like that |
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