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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
alten hilt
DUST University Ivy League
44
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Posted - 2013.06.04 18:01:00 -
[91] - Quote
Arkena Wyrnspire wrote:alten hilt wrote: Lore friendly bonuses from the EVE universe (my understanding) Minmatar: Speed and Shield bonuses (fastest) Caldari: Shield and range bonuses (Shield Tankiest) Gallente: Armor and Shield bonuses (balanced tank and speed) Amarr: Armor and damage bonuses (armor tankiest)
Yeah, this would work generally. I disagree with a couple though - Gallente are meant to be armour tankers. The only reason they might appear to be shield tankers as well is due to the tank type imbalance - it becomes more effective to shield tank them, though they're not intended for that purpose. I'd go for damage bonuses - Gallente are meant to be up-close gank types. I see you've assigned this to the Amarr - I'd instead recommend additional tank bonuses, as Amarr have a tendency to be extremely tanky. That's up for debate though, and it's not like CCP are likely to implement this exactly (or at all) anyway. alten hilt wrote: STEP 3 Add mid-slot range modules (increased optimal, increased falloff). This would balance the many low slot utility modules. Honestly, I'm not sure about what type of modules these should be, but there need to be more high-slot utility modules. Having the damage and range modules in high slots would seem to be EVE appropriate. Caldari and Minmatar have inherently better range projection, but to maximize it they have to compromise their tank. Amarr and Gallente are known for their close range face melting, but have to compromise tank in order to increase speed.
Like tracking computers in EvE? I quite like this idea. It would help, but it might create new problems similar to sharpshooter with complex modules being better than the basics to the point where older characters can become completely untouchable to newer players by stacking range modules. Amarr are actually quite good with their damage projection - thematically, range increases don't fit in with the Galente as much. In EvE, damage modules are actually in the low slots (contributing to an armour/shield imbalance there, as well) but the better range modules are in the midslots. This idea is a bit more meh than the others in the end. It brings back problems with sharpshooter, and it seems like a placeholder for other highslots modules. Even so, there is a distinct lack of useful highslot modules other than shield and damage modules. Thanks for the feedback - It was useful, and I'll update the OP(s) to reflect this.
I've edited my original post to reflect your corrections. I meant to say that Gallente are Damage and Speed, and Amarr are Armor tank and Range. For whatever reason, I mixed up the bonuses in my head. So for primary bonuses, Minmatar would be fastest, Caldari would have best shields, Gallente would deal best damage, and Amarr best armor. For secondary bonuses, Minmatar would have shield, Caldari range, Gallente speed, and Amarr range.
Also, the reason I chose modules to increase the optimal range and optimal falloff is to complement the way DUST 514 will eventually calculate bullet flight (not for the current system.) In the current system, a projectile has a hard-coded range. When a projectile passes this range it ceases to exist. What the Devs have stated they want to do is give weapons an optimal range and a falloff range. Within the optimal range, the bullet will deal max damage, after passing optimal, the projectile will continue to deal damage on a decreasing scale. After the projectile passes the max falloff range, it ceases to exist/apply damage. So in this new system, optimal range modules would slightly increase the optimal damage range (not increase total range), and the fall-off modules would decrease the falloff penalties (but not increase the total range).
I'm looking for the forum post to back this up and will post when I find it. |
Stephen Rao
Intrepidus XI
31
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Posted - 2013.06.04 18:05:00 -
[92] - Quote
Arkena Wyrnspire wrote:Confirmed for SoxFour read: [17:55] <@[CCP]FoxFour> Yup, I read it yesterday but decided that I really shouldn't respond in my intoxicated state [18:01] <@[CCP]FoxFour> Yea, my response is mainly "holy **** I know understand things better, but I don't handle this stuff so let me pass this thread on to those who do this stuff" Success!! Now to wait for the word on possible modifications... I'm sure they'll be soon(tm) |
Doyle Reese
OSG Planetary Operations Covert Intervention
69
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Posted - 2013.06.04 18:11:00 -
[93] - Quote
I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! |
Arkena Wyrnspire
Turalyon Plus
699
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Posted - 2013.06.04 19:22:00 -
[94] - Quote
Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! I'm not sure if you're being sarcastic due to the HAV imbalance, but I don't think that alone is the solution. |
Purona
Militaires Sans Jeux
11
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Posted - 2013.06.04 19:25:00 -
[95] - Quote
Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! unlike HAVs a galente assault suit would just build shields and be really fast
which would impede on scouts suits advantage of speed
then you would have to increase galente scout suit speed
and then you would have to increase minmatar scout suit speed since they are supposed to be the fastest and they would be insanely faster than everyone else on the field |
BL4CKST4R
WarRavens
123
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Posted - 2013.06.04 19:58:00 -
[96] - Quote
Arkena Wyrnspire wrote:Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! I'm not sure if you're being sarcastic due to the HAV imbalance, but I don't think that alone is the solution.
Actually that was a solution I posted a while back, increasing the Gallente speed by about 6% actually mitigates the speed penalty enough that stacking an extra armor module is worthwhile and balances the builds in terms of total EHP, but as a negative it leaves us with one less low slot. |
Arkena Wyrnspire
Turalyon Plus
706
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Posted - 2013.06.04 21:03:00 -
[97] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! I'm not sure if you're being sarcastic due to the HAV imbalance, but I don't think that alone is the solution. Actually that was a solution I posted a while back, increasing the Gallente speed by about 6% actually mitigates the speed penalty enough that stacking an extra armor module is worthwhile and balances the builds in terms of total EHP, but as a negative it leaves us with one less low slot. It's part of the solution, but that alone is not sufficient, and it could also create more problems than it would solve - we're already seeing shield tanking Gallente suits, this would increase their prevalence.
Purona noted this. |
Text Grant
Edimmu Warfighters Gallente Federation
11
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Posted - 2013.06.05 00:32:00 -
[98] - Quote
Text Grant wrote:High slot passive armor damage reduction could help fix this
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BL4CKST4R
WarRavens
123
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Posted - 2013.06.05 02:36:00 -
[99] - Quote
Text Grant wrote:Text Grant wrote:High slot passive armor damage reduction could help fix this
Not really as effective as it sounds, knowing CCP they would put a limit to its stacking so it would further limit our ability to tank, although a small damage reduction to the armor modules themselves would help a lot more. |
Ser Chard
Osmon Surveillance Caldari State
15
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Posted - 2013.06.05 02:53:00 -
[100] - Quote
If my caldari assault loses armor, I won't get that back unless I stumble across a repair tool.
Gallente, unless they for some reason forego reppers, will always reach full health again.
That's a huge advantage. Actually... I may try fitting a repper. Many times I die when having my meager armor at 100 instead of at 30 may have saved me. Every time you end an encounter at 50 armor, know that you will not survive another encounter identical to that.
That said, I think armor plate speed reduction should be reduced slightly (2/3 of what it is now?) And reppers boosted by about 1 or 2 HP / second.
Just looking at stats I'd guess that they're balanced when you can fit good reppers (at least 15 / second) but are weak at basic and questionable at advanced until you skill up.
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Text Grant
Edimmu Warfighters Gallente Federation
11
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Posted - 2013.06.05 02:59:00 -
[101] - Quote
High slot selection would help armor tankers more as it would help limit duel tanking proficiency |
BL4CKST4R
WarRavens
124
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Posted - 2013.06.05 03:41:00 -
[102] - Quote
For the sake of argument here are some comparison builds between Gallente and Caldari suits.
These are all builds I made using the amazing fitting spreadsheet found in this thread
Caldari Logistics NO racial
Caldari Logistics racial
Gallente Logistics
Caldari Assault
Gallente Assault
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Arkena Wyrnspire
Turalyon Plus
722
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Posted - 2013.06.05 06:18:00 -
[103] - Quote
Ser Chard wrote:If my caldari assault loses armor, I won't get that back unless I stumble across a repair tool.
Gallente, unless they for some reason forego reppers, will always reach full health again.
That's a huge advantage. Actually... I may try fitting a repper. Many times I die when having my meager armor at 100 instead of at 30 may have saved me. Every time you end an encounter at 50 armor, know that you will not survive another encounter identical to that.
That said, I think armor plate speed reduction should be reduced slightly (2/3 of what it is now?) And reppers boosted by about 1 or 2 HP / second.
Just looking at stats I'd guess that they're balanced when you can fit good reppers (at least 15 / second) but are weak at basic and questionable at advanced until you skill up.
You're able to fit a basic/militia repairer and that will solve that problem instantly.
The problem is that at the higher levels, where you get about 12.5 HP/s if you have a decent buffer, shield regen is over twice as fast. Also, the Caldari Logistics automatically self-repairs armour.
I agree with boosting the armour repairers, and you're quite right in saying that they're weak (an questionable) at the lower levels. Despite getting 300 or so armour (and notably shield suits at the same tier can break 400) it takes upwards of two minutes to repair that with the basic or enhanced repairers. At the high end, it's better, but they're still outpaced and it takes a while.
Let's take an example.
You have an armour suit with two basic plates and a complex repairer. You have 340 armour HP, being repaired at 5 HP/s. This will take 68 seconds, over a minute, to recharge. You are also slowed down by about 6%. Alternatively, you could have a shield suit. With three extenders, you get 408 shield HP. You are not slowed down. You have a small delay before recharge, about 4 seconds, but you recharge at 25 HP/s. With the shield delay added on, this takes 20 seconds to recharge.
The armour suit in this example has less HP, is slower, and regenerates slower, for the small advantage of having 'constant repair'. In the time it takes for shields to start regenerating, that's worth a mere 20 HP. |
BL4CKST4R
WarRavens
124
|
Posted - 2013.06.05 10:01:00 -
[104] - Quote
Bump |
Kitten Empress
Ametat Security Amarr Empire
269
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Posted - 2013.06.05 11:30:00 -
[105] - Quote
I will NOT let this thread get lot. |
BL4CKST4R
WarRavens
125
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Posted - 2013.06.05 12:45:00 -
[106] - Quote
bump |
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CCP FoxFour
C C P C C P Alliance
21575
|
Posted - 2013.06.05 13:03:00 -
[107] - Quote
BL4CKST4R wrote:Kitten Empress wrote:Hey CCP FoxFour, its time for you to shine! We know you're a Gallente bro, push the people responsible to balance!
Me and Arkena promise, if you manage to make them balance armor and shield, we will stop calling you SoxFour. I don't think devs read these posts as much as they should :(
... personally I have just been to busy to reply. Also the night it was posted I was out and decided that while I had read the post I was not in a state to respond properly. >.<
Anyways, yes, we do read these threads. We don't always respond, but we do read them. :D |
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CCP FoxFour
C C P C C P Alliance
21575
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Posted - 2013.06.05 13:06:00 -
[108] - Quote
I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D |
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BL4CKST4R
WarRavens
125
|
Posted - 2013.06.05 13:10:00 -
[109] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D
You sir, have made my day. |
Absolute Idiom II
BetaMax. CRONOS.
103
|
Posted - 2013.06.05 13:24:00 -
[110] - Quote
I'd really much prefer the armor plate penalties to be to stamina, and not to speed. Agree with adjusting the suit bonuses to make sense.
I'm glad CCP are paying attention to the OP and the discussion in the thread. I'll look forward to a more cohesive set of ideas come the next Dust update. |
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
148
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Posted - 2013.06.05 13:41:00 -
[111] - Quote
And i can add we should have a way to pass over low obstacles like a railing without have to jump over them but using the same amount of stamina that a jump requires for the action.
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ZDub 303
TeamPlayers EoN.
288
|
Posted - 2013.06.05 14:27:00 -
[112] - Quote
After having thought about this some more... I think i'm starting to get a feel for what CCP intends with armor tanking.
First off, buff armor tanking, dont nerf shield tanking!! Shield tanking is in a great spot right now in terms of TTK.
Just a few small changes that would make armor tanking completely viable.
First... I think enhanced shield extender should be 44 hp, to make it 22-44-66. Not bringing complex down to 22-33-44
Now, I think they need to buff armor plates hp a lot while changing the speed penalty to 6-8-10%. Probably have armor plates with triple the HP of shield extender. So... 66-132-198 armor per plate. This leaves higher tech plates more efficient, and crazy EHP. The idea behind these plates is... medium suits should not want to use them. These should be for armor tanking heavies that dont feel the move speed penalty so badly, and get high EHP for their money. However, if a medium suits wants to take the move speed hit, they can get some nice ehp as well. However, for medium suits.. move speed is king/
Next, introduce the ferroscale plates. These should have no move speed penalty at all, and be at 2x shield extender hp which puts it at 44-88-122 hp. These are the medium suit's desired low slot extender.
Next, passive armor reps in high slots. This allows armor tanks to fit both plates and reps at the cost of neither. And also have room for a cpu/pg upgrade as needed. Change armor reps to 2-4-6 per second, they should rep slowly. Shield tanks should have burst regen at the cost of EHP.
Finally, reactive plates, which give reduced hp with armor regen. This is for shield tankers, when we want small passive reps to slowly bring back that armor we cant passively rep anymore due to armor reps being a high slot item. Reactive plates will have 'around' the same hp as shield extender, not even gonna bother with numbers, and have small hp rep... probably 2-2-3 per second or so.
This makes armor tanks absolutely viable and effective.
I'm sure its where CCP intends to go, but they just haven't coded it yet. Another example of balancing against items that are not yet in game.
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steadyhand amarr
Amarr Immortal Volunteers
655
|
Posted - 2013.06.05 15:21:00 -
[113] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D You have a weekly community report no wounder the devs don't want to come here :-P:-P:-P
I joke it's nice to here some stuff gets passed along |
crazy space 1
Unkn0wn Killers
1311
|
Posted - 2013.06.05 15:35:00 -
[114] - Quote
What I don't get is why don't shield extenders increase your sig radius? Shields should make you easy to spot on the minimap. The bigger your shield the harder it is to hide.
Also proposed numbers...
Standard Armor rep +4 hp/sec Enhanced +8 hp/sec Complex +12 hp/sec
Also why did CCP pick bonuses out of a hat for dropsuits? Eve online has been going through a huge overhaul of all ships bonuses. Yet in dust they can't even get that right? |
BL4CKST4R
WarRavens
128
|
Posted - 2013.06.05 15:38:00 -
[115] - Quote
crazy space 1 wrote:What I don't get is why don't shield extenders increase your sig radius? Shields should make you easy to spot on the minimap. The bigger your shield the harder it is to hide.
Also proposed numbers...
Standard Armor rep +4 hp/sec Enhanced +8 hp/sec Complex +12 hp/sec
Also why did CCP pick bonuses out of a hat for dropsuits? Eve online has been going through a huge overhaul of all ships bonuses. Yet in dust they can't even get that right?
Because Dust 514 is modeling suits after ships, kinda. |
Justin Tymes
Condotta Rouvenor Gallente Federation
143
|
Posted - 2013.06.05 16:07:00 -
[116] - Quote
First the speed penalty needs to go. There is no reason to have it when Shield tankers are still superior without it. I'd like to have a natural passive Armor regen, like Logistics, but for all suits, and then increase the regen amount for Logistics. |
Arkena Wyrnspire
Turalyon Plus
740
|
Posted - 2013.06.05 16:48:00 -
[117] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D Woot! Success! Thanks for posting! |
Arkena Wyrnspire
Turalyon Plus
747
|
Posted - 2013.06.05 17:23:00 -
[118] - Quote
ZDub 303 wrote:After having thought about this some more... I think i'm starting to get a feel for what CCP intends with armor tanking.
First off, buff armor tanking, dont nerf shield tanking!! Shield tanking is in a great spot right now in terms of TTK.
Just a few small changes that would make armor tanking completely viable.
First... I think enhanced shield extender should be 44 hp, to make it 22-44-66. Not bringing complex down to 22-33-44
Now, I think they need to buff armor plates hp a lot while changing the speed penalty to 6-8-10%. Probably have armor plates with triple the HP of shield extender. So... 66-132-198 armor per plate. This leaves higher tech plates more efficient, and crazy EHP. The idea behind these plates is... medium suits should not want to use them. These should be for armor tanking heavies that dont feel the move speed penalty so badly, and get high EHP for their money. However, if a medium suits wants to take the move speed hit, they can get some nice ehp as well. However, for medium suits.. move speed is king/
Next, introduce the ferroscale plates. These should have no move speed penalty at all, and be at 2x shield extender hp which puts it at 44-88-122 hp. These are the medium suit's desired low slot extender.
Next, passive armor reps in high slots. This allows armor tanks to fit both plates and reps at the cost of neither. And also have room for a cpu/pg upgrade as needed. Change armor reps to 2-4-6 per second, they should rep slowly. Shield tanks should have burst regen at the cost of EHP.
Finally, reactive plates, which give reduced hp with armor regen. This is for shield tankers, when we want small passive reps to slowly bring back that armor we cant passively rep anymore due to armor reps being a high slot item. Reactive plates will have 'around' the same hp as shield extender, not even gonna bother with numbers, and have small hp rep... probably 2-2-3 per second or so.
This makes armor tanks absolutely viable and effective.
I'm sure its where CCP intends to go, but they just haven't coded it yet. Another example of balancing against items that are not yet in game.
Good post.
I agree with not nerfing shield tanking - I think they're in a fine place right now, it's just that armour is subpar.
I like those numbers with the increases - but I don't like the idea of moving low slots repairers to high slot ones. If you did that, armour tankers would be able to stack armour plates crazily in the lows, and with your proposed numbers they'd be very, very good. You'd be able to get nearly 800 raw armour HP and a repair rate of something like 25 HP/s without a movement penalty on a Gallente logi. Having to balance armour repairers and armour plates in the low slots makes for a more interesting dynamic than simply stacking, and helps to balance it. Putting armour repairers in the high slots would also reduce the already limited utility that armour tankers have. One of the advantages they do have is the ability to fit damage modules. Balancing armour to assume it uses all slots on the tank wouldn't work, and though the huge armour HP might balance it out, armour becomes a walking tank with no utility and low damage.
Shield tankers will probably use -a- reactive plate regardless of how they're balanced. Also, I'm not sure if they have a movement penalty or not - it's only the ferroscale which we've been specifically told 'no penalty' iirc. I'm not really sure what to think of them before we get them, though. |
ZDub 303
TeamPlayers EoN.
289
|
Posted - 2013.06.05 19:20:00 -
[119] - Quote
Yeah fair enough, shield tankers have to go between rechargers and extenders too, its just not that big of a deal with the passive recharge that comes with the suit.
Maybe moving all EWAR modules to high slots would be the better way to do it.
That way shield tankers have to decide between profile dampening vs shield mods and armor tankers have to decide between sta/speed mods and armor mods. Lending to each types inherent weakness in EVE. |
Arkena Wyrnspire
Turalyon Plus
752
|
Posted - 2013.06.05 19:30:00 -
[120] - Quote
ZDub 303 wrote:Yeah fair enough, shield tankers have to go between rechargers and extenders too, its just not that big of a deal with the passive recharge that comes with the suit.
Maybe moving all EWAR modules to high slots would be the better way to do it.
That way shield tankers have to decide between profile dampening vs shield mods and armor tankers have to decide between sta/speed mods and armor mods. Lending to each types inherent weakness in EVE.
Yes, more utility in the mids would help the issue. |
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