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Thread Statistics | Show CCP posts - 178 post(s) |
Adipem Nothi
Nos Nothi
17
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Posted - 2015.11.04 04:32:00 -
[49561] - Quote
XxBlazikenxX wrote:Adipem Nothi wrote:XxBlazikenxX wrote:Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps. Have you seen my finished Amarr Commando/ Assault proposal? Yeah, but I didn't want to comment on it until reading feedback from AM Commando and Assault experts. My initial impression was ... "He's taking all the good stuff away from one unit and giving it to the other. Why would anyone run AM Assault with those new bonuses?" That was in part inspired by Ghost. I am giving the same bonus at a weaker percentage to the Commando, while the Amarr Assault gets 3 new bonuses. Really not my area of expertise, Blaze. I really like my Laser Rifle and AM Commando, but I'm fairly new to both. On this topic, I freely defer.
Dropsuit Usage Rates
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.04 04:34:00 -
[49562] - Quote
Adipem Nothi wrote:XxBlazikenxX wrote:Adipem Nothi wrote:XxBlazikenxX wrote:Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps. Have you seen my finished Amarr Commando/ Assault proposal? Yeah, but I didn't want to comment on it until reading feedback from AM Commando and Assault experts. My initial impression was ... "He's taking all the good stuff away from one unit and giving it to the other. Why would anyone run AM Assault with those new bonuses?" That was in part inspired by Ghost. I am giving the same bonus at a weaker percentage to the Commando, while the Amarr Assault gets 3 new bonuses. Really not my area of expertise, Blaze. I defer. The Assault was not my area of expertise either, which is why I worked with some people that did play Assault.
Amarr Loyalist
Amarr Commando Forever
Ancient Exiles. Member
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.11.04 04:35:00 -
[49563] - Quote
Immortal Zod wrote:Adipem Nothi wrote:Alrighty, gents ... as promised:
Sniper RiflesZoom Fidelity: Buff by 15-20% - To improve overall handling (w/emphasis on headshot placement)
Have i ever told you how much I love you, Shotty? The goal is to make headshot placement a little more reliable. Do you think it'd work?
Dropsuit Usage Rates
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First Prophet
Nos Nothi
4
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Posted - 2015.11.04 04:58:00 -
[49564] - Quote
XxBlazikenxX wrote:Adipem Nothi wrote:XxBlazikenxX wrote:Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps. Have you seen my finished Amarr Commando/ Assault proposal? Yeah, but I didn't want to comment on it until reading feedback from AM Commando and Assault experts. My initial impression was ... "He's taking all the good stuff away from one unit and giving it to the other. Why would anyone run AM Assault with those new bonuses?" That was in part inspired by Ghost. I am giving the same bonus at a weaker percentage to the Commando, while the Amarr Assault gets 3 new bonuses. It's worth mentioning RinTinTin has said he has a rule of not giving suits more than two bonuses.
Sanmatar Kelkoons now recruiting
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.04 05:03:00 -
[49565] - Quote
First Prophet wrote:XxBlazikenxX wrote:Adipem Nothi wrote:XxBlazikenxX wrote:Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps. Have you seen my finished Amarr Commando/ Assault proposal? Yeah, but I didn't want to comment on it until reading feedback from AM Commando and Assault experts. My initial impression was ... "He's taking all the good stuff away from one unit and giving it to the other. Why would anyone run AM Assault with those new bonuses?" That was in part inspired by Ghost. I am giving the same bonus at a weaker percentage to the Commando, while the Amarr Assault gets 3 new bonuses. It's worth mentioning RinTinTin has said he has a rule of not giving suits more than two bonuses. Link?
Amarr Loyalist
Amarr Commando Forever
Ancient Exiles. Member
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Hylian11
Opus Arcana
536
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Posted - 2015.11.04 05:03:00 -
[49566] - Quote
*taps in*
Adipem Nothi wrote:Immortal Zod wrote:Adipem Nothi wrote:Alrighty, gents ... as promised:
Sniper RiflesZoom Fidelity: Buff by 15-20% - To improve overall handling (w/emphasis on headshot placement)
Have i ever told you how much I love you, Shotty? The goal is to make headshot placement a little more reliable. Do you think it'd work?
I do, and I do believe the greediness of 20% is justifiable considering the severity of the condition the sniper is in. I am a firm believer in the sway needing to be toned down, it takes too damn long to set up and by the time it does, the shot could be gone. The game of sniping is very delicate and the sway hampers that big time. True, it is only in the initial zoom and a bit of aftershot; and I do believe CCP believes that it balances it, but it really doesn't. It just hurts it.
And I am still an adamant believer on the Bolt non-Dispersion. I get it, this is a fantasy game. BUT HOW DOES A BOLT DISPERSE? Is it a bolt, or frakkin plasma?
Sway, Bolt, Zoom. Not much, but without any of them, the sniper is crap, like it is now, because people bitched about getting rekt by Zan, Gem, Atiim...and silently me If we could get some calculations up of possibilities for the Sniper that would be awesome, thing is, not many OG Snipers are left. I mean Zan still plays sometimes but he rarely forums, and I doubt he still snipes. Saxon snipes, but I don't like him, on the account of he is a big doodoo head! I could ask Raven...
...if Raven would stop playing long enough to respond.
Official Opus Opiate Operator Of Onomatopoeia: Odious Oodler.
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First Prophet
Nos Nothi
4
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Posted - 2015.11.04 05:33:00 -
[49567] - Quote
Tried finding it, gave up. RinTinTin posts too much.
But since every other suit in the game is currently limited to two bonuses, it's probably best to not have the commando be an outlier with 3 regardless.
Sanmatar Kelkoons now recruiting
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IAmDuncanIdaho II
Nos Nothi
5
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Posted - 2015.11.04 08:33:00 -
[49568] - Quote
Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps.
- Nova Knives This proposal renders one of the Nothi's bonuses ineffective. I also think if that is to be standard, it should only be when charging so it's used as an offensive bonus and doesn't modify sprint speeds. When you say movement, are you including all forms of movement in that? Strafe / forward / backward? I'd be tempted to say it's for charging only, hence walking speed only, and actually increase the bonus so it not only helps with the 6m inner ring, but really truly acts like a lunge. (Where's Quil lol)
- I like the changes to STD and ADV scanners - brings ADV into scout detection territory (non-dampened Min and Am scouts) and STD picks up non-dampened assaults instead of just heavy frames.
Suggested addition: Assault Mass driver buff I checked out the EC-3 assault mass driver and compared it with the EXO non-assault (ADV level items) as the EXO is what I have experience with. The EC-3 has: - increased fitting cost - decreased DPS - increased ISK cost - increased splash radius
That's one pro and three cons. Isn't the DPS reduction enough to counter the increase to splash radius? Isn't that a well balanced tactical choice between those two stats? So how about removing the increased ISK and fitting costs?
I can be pretty accurate with the EXO - I can't see a time when I would ever need the increase to splash for the negatives I inherit....hmmmm that would be great against scouts lol. Especially when those scouts are all huddled together for warmth. lol. Perhaps we need to come up with a different buff instead.
There are 10 kinds of people in the world: those who understand binary, and those who don't
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IAmDuncanIdaho II
Nos Nothi
5
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Posted - 2015.11.04 08:39:00 -
[49569] - Quote
Matticus Monk wrote:One Eyed King wrote:J0LLY R0G3R wrote:Yooooo, what's going on down in the shop? Any new specials Shave and a Haerrcut: Two bits. o7 Jolly! Got nothing... haven't even played a game of Dust in the last week..... Drinks are always on my tab though, unless you are a new arrival and forgot to take your shoes off.
Currently playing Endless Space. Coz Endless Space 2.
I'll have a pitcher of the blue please. Coz I like the blue's high (see what I did there)
There are 10 kinds of people in the world: those who understand binary, and those who don't
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.11.04 11:12:00 -
[49570] - Quote
Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps. Seems alright. I have the following thoughts, but it's probably just a matter of opinion:
Sniper rifles - I don't know about zoom, but they need about 30% - 40% more damage to all tiers except the Thales. Swarm launchers - maybe low tiers need a buff, but proto swarms should not be buffed. Tank/AV balance seems pretty good right now, and is notoriously difficult to balance. Breach shotgun range buff would be nice. I still think buffing the clip size was a bit of a cop out. Reload speed should be buffed, but I don't want them to be OP.
I would love to see small blaster accuracy increased. It should be about equal to the maximum accuracy you get for firing for a while, but from when you start firing. No need for the HMG style inverse dispersion.
Ion pistol + breach flaylock ideas look nice. Nova knives - I'm a bit ambivalent. It would be nice, so long as it didn't affect sprint speed. We don't want people running around with knives equipped just to make them get from A to B faster.
Grenades - ok
Scanners - maybe good suggestions. Warpoints should be team wide. I think the focussed scanner should have shorter range than the others, maybe 50 or 75 meters. It needs more drawbacks so that there is more of a choice in what to equip.
Cloaks - reduced shimmer would be nice. I don't think this is essential, and too little shimmer might be bad. I don't think the unequip delay can be changed because it is they way it has been programmed. If CCP could have done it, this wouldn't be in the game. The best way to get around this problem would be just to reduce the decloak delay. I disagree that a reduction in this would be OP. So long as the delay isn't removed entirely. For example, if they halved the current time it would make the cloak much more user friendly, but the remaining delay, plus the cloak - blind, would prevent the past problems of firing from cloak. I wouldn't recommend reducing it below half. Cloak active dampening - nice as things stand at the moment, though not particularly game changing. To be honest, I think scout profiles should be fixed by removing the suit bonuses to dampening and reducing all scout's base profile by 5db, effectively giving all scouts the profiles of Gal and Cal scouts. Dampening is equally important to all scouts, balance can't exist whilst some have better profiles. Obviously some other scout bonus tweaking would be needed, but I note you intentionally left out a dropsuit change tab.
Buff to range extenders - yes
Narrowing the gap between standard and proto. Interesting, probably a good idea to make the game more enjoyable for the non-elite / newer players (or people who haven't tricked/scammed/farmed their way to wealth). However, there are many more modules that need this a lot more than hp. I'm not against the hp mod suggestions (though the hp creep is real), but please look at other modules as well. Particularly kincats and regen mods come to mind. |
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.11.04 13:04:00 -
[49571] - Quote
First Prophet wrote:Tried finding it, gave up. RinTinTin posts too much. But since every other suit in the game is currently limited to two bonuses, it's probably best to not have the commando be an outlier with 3 regardless. Can confirm. He did say something to this effect.
Dropsuit Usage Rates
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.11.04 13:09:00 -
[49572] - Quote
@ Duncan, Varoth, Hylian
Thanks a bunch for the feedback! I'll get to work :-)
Dropsuit Usage Rates
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VoidFaction
Nos Nothi
1
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Posted - 2015.11.04 13:21:00 -
[49573] - Quote
Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps. All looks good to me.
If scout got 25% of that I would consider playing again. Only 1 match Would take 100% of that to make me consider playing over an hour.
A Gal scout 10m tac-ar range bonus now that would be interesting enough to try out for a few days. lol
Keep up the good fight. Wish you all good luck with getting anything on that list.
P.S. CAN I GIVE ALL MY STUFF AWAY YET? Or is CCP still blocking trades to prevent losing money from people like me waiting to give everything away.
noi¦Ü+ö+Æßû+(V)Fac¦Üion
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.11.04 14:00:00 -
[49574] - Quote
@ IAmDuncanIdaho II
RE: Google Doc: Hotfix Wishlist
- Nova Knives This proposal renders one of the Nothi's bonuses ineffective. I also think if that is to be standard, it should only be when charging so it's used as an offensive bonus and doesn't modify sprint speeds. When you say movement, are you including all forms of movement in that? Strafe / forward / backward? I'd be tempted to say it's for charging only, hence walking speed only, and actually increase the bonus so it not only helps with the 6m inner ring, but really truly acts like a lunge. (Where's Quil lol)
Wetwork needs work. Falloff's Inner Ring has taken a toll on knifeplay, and buffing Range Extenders only promises to make it worse. If a "while equipped" bonus is applied to base movement, all other movement metrics (sprint, strafe, etc) will benefit. It will not overwrite or displace the Officer bonus. And if mercs move a little faster when knives are equipped, it might aid in escape/evasion and subsequently improve NK kill/spawn efficiency. I (for one) am 100% OK with that. Last we heard from Rattati, there's room for improvement in NK kill/spawn efficiency. Many other shooters permit players to move faster when holding knives; it is a tactical decision to holster one's ability to defend himself at range in exchange for slightly faster movement. I can't think of any good reasons not to do it here in DUST as well, and I can't think of many other good options for improving knifeplay that wouldn't also benefit shotgunners (who likely don't need the help).
- I like the changes to STD and ADV scanners - brings ADV into scout detection territory (non-dampened Min and Am scouts) and STD picks up non-dampened assaults instead of just heavy frames.
You checked the numbers! My thoughts exactly.
- Suggested addition: Assault Mass driver buff I checked out the EC-3 assault mass driver and compared it with the EXO non-assault (ADV level items) as the EXO is what I have experience with. The EC-3 has: - increased fitting cost - decreased DPS - increased ISK cost - increased splash radius
That's one pro and three cons. Isn't the DPS reduction enough to counter the increase to splash radius? Isn't that a well balanced tactical choice between those two stats? So how about removing the increased ISK and fitting costs? I can be pretty accurate with the EXO - I can't see a time when I would ever need the increase to splash for the negatives I inherit....hmmmm that would be great against scouts lol. Especially when those scouts are all huddled together for warmth. lol. Perhaps we need to come up with a different buff instead.
Done! Please check my "reasoning" and reword it if necessary (let's keep it succinct). I think we should do an ISK cost audit separately. There are a number of items which are priced higher or lower than comparable substitutes.
@ Everyone
What specific problems would arise from applying a 10% bonus to movement while knives are equipped? I can't think of any potential balance issues; what am I missing?
What specific drawbacks would arise with normalizing ISK costs of weapons, modules, EQ, etc? I don't plan to mix it into current proposal, but this is something productive we can potentially revisit down the road. Can anyone think of any drawbacks?
Dropsuit Usage Rates
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.11.04 14:15:00 -
[49575] - Quote
VoidFaction wrote: P.S. CAN I GIVE ALL MY STUFF AWAY YET?
o7 Void
Nope! Still can't trade everything. They're introducing crafting next build; maybe they'll open up the market further post 1.3.
Dropsuit Usage Rates
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.11.04 14:41:00 -
[49576] - Quote
More balanced scout bonuses:
Gal - 4% precision per level (3 is pretty rubbish, 4 allows unmodded scanning of assaults) Cal - 10% scan range per level Min - 5% hack speed per level Am - 25% stamina and stamina recovery per level (a bit less than a complex module)
Decrease scout base profile by 5db (leaving max skill Gal and Cal scouts the same as now) Increase nova knife damage by 25%.
Thoughts? Seems pretty neat to me. I know the knife bonus is controversial, but I noticed Ghost recently made a post suggesting this knife change, which has been thought about a lot in the past.
Reasons: Currently Gal scout is best. Am scout is bad. This should improve Min and Am scouts relative to Gal and Cal. A buff to range extenders, and possible nerf to active scans, should help Cal scouts, which I don't think are terribly bad at the moment anyway, just too close to Gal scouts to see much PC action. Also, a reduction to the number of bonuses from 2 to 1 (apart from the cloak fitting), and moving them into the base stats of the suits or weapons help new players who haven't skilled all the way into the suit. Balancing EWAR is easier when all scouts have the same profile, without mods. |
Arkena Wyrnspire
Fatal Absolution
28
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Posted - 2015.11.04 15:43:00 -
[49577] - Quote
Adipem Nothi wrote:Alrighty, gents ... as promised: Google Doc: Hotfix WishlistFeel free to shoot holes and/or help me flesh this puppy out. What am I missing? What did I get wrong? * Intentionally left out the dropsuits tab. Baby steps.
Here are my thoughts.
Primary Weapons:
- Sniper rifles - not convinced that'll change much.
- Swarm launchers - I agree that they need some love now. Not certain that this is the -right- way for it to be done but I like the concept of AV damage being the same between tiers but having higher tiers offer a noticeable benefit at the same time.
- Breach shotgun - I don't think that's enough, honestly. IMHO, a reload speed buff would be of particular value for the breach variant.
No particular feelings about the assault MD.
Secondary Weapons:
I have no objections. I would note that there's a possibility of people using STD nova knives as a means of moving faster, though.
No particular feelings on grenades.
Equipment:
I'll start with the tame bit, because the rest of it is potentially rather significant.
Packed RE radius gets a yes vote from me.
I think I'd have to spreadsheet the numbers to either endorse or object to such a wide set of scan changes. Even with that, though, IMHO there's more to the issue than just these items.
I suspect the cloak switch delay is based on technical problems rather than intended design.
Modules:
Range extenders, yes please. Any reason why they shouldn't be what they were previously, actually?
I see what you're trying to do with the HP modules and I approve of the intent (narrowing HP gaps between newbies and vets) but it's more complex than just HP numbers. Consider, for example, the difference in PG/CPU requirements between basic and complex modules. They're immense. On several of my fits I fit slightly downgraded modules in order to pack on, say, more proto weapons. This would actually improve some of my vet fits quite significantly.
If you want to narrow the gap, there are a few different things you need to look at:
- Actual efficacy numbers
- PG/CPU costs
- PG/CPU resources available at each tier
To actually noticeably narrow the gap I think you'd have to increase PG/CPU costs of lower grade modules and increase the PG/CPU resources of lower tier dropsuits proportionally in addition to tweaking the efficacy numbers. I also don't think this should just go for HP modules. When was the last time you used a standard kincat?
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Kaze, you are best logi. Best. Logi.
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.11.04 15:49:00 -
[49578] - Quote
@ Varoth Drac
RE: Google Doc: Hotfix Wishlist
Sniper rifles - I don't know about zoom, but they need about 30% - 40% more damage to all tiers except the Thales.
When and where possible, I'd personally prefer to see skillshots rewarded over all shots. I freely admit that this is a matter of personal preference. Also, a substantial increase to SR base damage would potentially be bad news for Scouts who aren't hp tanking. Cloak is notoriously easy to spot at sniper range.
Swarm launchers - maybe low tiers need a buff, but proto swarms should not be buffed. Tank/AV balance seems pretty good right now, and is notoriously difficult to balance.
Will have to agree to disagree on this one. Birds and Tanks would still be free to zip away when engaged; what changes (hopefully) is the HAV's option to simply camp through consecutive swarm volleys. If Swarms are to be a "deterrent" by design, this change would enable high-end swarmers to keep the pressure up on targets who refuse to retreat (i.e. deter effectively).
Breach shotgun range buff would be nice. I still think buffing the clip size was a bit of a cop out. Reload speed should be buffed, but I don't want them to be OP.
Agreed. I don't think there'd be any harm in doing both. If asked to choose, I'd personally prefer range over reload to better differentiate the weapon from the vanilla shotgun. Completely agree on erring on the side of "too little" over "too much" ... don't want an OP Breach Shotgun.
I would love to see small blaster accuracy increased. It should be about equal to the maximum accuracy you get for firing for a while, but from when you start firing. No need for the HMG style inverse dispersion.
Agreed and added. Please check wording and revise as needed. Expected to see an increase in small blaster usage post-Foxfour. Not sure what actual usage shows (thang.dk hasn't yet updated), but I've not personally seen any increase in battle.
Nova knives - I'm a bit ambivalent. It would be nice, so long as it didn't affect sprint speed. We don't want people running around with knives equipped just to make them get from A to B faster.
What specifically would it hurt? I'm truly curious.
Scanners - maybe good suggestions. Warpoints should be team wide. I think the focussed scanner should have shorter range than the others, maybe 50 or 75 meters. It needs more drawbacks so that there is more of a choice in what to equip.
Updated. I agree about the Focused Scanner, but I'm thinking we should leave it as is for now. Whether or not the change is needed, the change would be a Scout buff, and we can't put too many of those in the proposal. One might also argue that the Focused Scanner isn't widely enough utilized to warrant a nerf.
Cloaks - reduced shimmer would be nice. I don't think this is essential, and too little shimmer might be bad. I don't think the unequip delay can be changed because it is they way it has been programmed. If CCP could have done it, this wouldn't be in the game. The best way to get around this problem would be just to reduce the decloak delay. I disagree that a reduction in this would be OP. So long as the delay isn't removed entirely. For example, if they halved the current time it would make the cloak much more user friendly, but the remaining delay, plus the cloak - blind, would prevent the past problems of firing from cloak. I wouldn't recommend reducing it below half.
You might be right about the delays. I believe the "general delay" was increased from 1 second to 3 seconds. We dumped a bunch of info on the topic
Cloak active dampening - nice as things stand at the moment, though not particularly game changing. To be honest, I think scout profiles should be fixed by removing the suit bonuses to dampening and reducing all scout's base profile by 5db, effectively giving all scouts the profiles of Gal and Cal scouts. Dampening is equally important to all scouts, balance can't exist whilst some have better profiles. Obviously some other scout bonus tweaking would be needed, but I note you intentionally left out a dropsuit change tab.
Agreed. But I'm thinking our best bet at getting anything done is to suggest small, easily vetted and implemented adjustments. To suggest a class-wide overhaul would invite too much criticism.
Narrowing the gap between standard and proto. Interesting, probably a good idea to make the game more enjoyable for the non-elite / newer players (or people who haven't tricked/scammed/farmed their way to wealth). However, there are many more modules that need this a lot more than hp. I'm not against the hp mod suggestions (though the hp creep is real), but please look at other modules as well. Particularly kincats and regen mods come to mind.
Agreed. I'll start digging into other module types. Stay tuned :-)
Dropsuit Usage Rates
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.11.04 16:46:00 -
[49579] - Quote
@ Arkena Wyrnspire
RE: Google Doc: Hotfix Wishlist
Sniper rifles - not convinced that'll change much.
By my math, it'd make merc heads downscope 15% to 20% bigger. Wouldn't that make threading the needle a little less cumbersome?
Swarm launchers - I agree that they need some love now. Not certain that this is the -right- way for it to be done but I like the concept of AV damage being the same between tiers but having higher tiers offer a noticeable benefit at the same time.
Glad you like it!
Breach shotgun - I don't think that's enough, honestly. IMHO, a reload speed buff would be of particular value for the breach variant.
Agreed and updated.
I have no objections. I would note that there's a possibility of people using STD nova knives as a means of moving faster, though.
In your opinion, would that cause any specific problems?
Packed RE radius gets a yes vote from me. I think I'd have to spreadsheet the numbers to either endorse or object to such a wide set of scan changes. Even with that, though, IMHO there's more to the issue than just these items. I suspect the cloak switch delay is based on technical problems rather than intended design.
Glad you agree on Packed RE. You and Varoth are probably right about cloak. As for active scanners, here's a spreadsheet ... Google Doc: Active Scanner Stats. The numbers you need are there; kindly ignore the proposal, unless you agree with it ... if you agree with it, you are more than welcome to look at it. Check out the Creodron Flux Est. Scanned Area ... it's something like 5x-6x the nearest alternative.
Range extenders, yes please. Any reason why they shouldn't be what they were previously, actually?
Range Extenders were dialed back at the same time that Falloff was introduced and Logi base scan range was buffed. Logi inner ring is current 7.5m unenhanced and 9.7m w/2 range extenders. At +30% Range Extenders, these 9.7m becomes 12.3m. At +45% Range Extenders, 9.7m becomes 15.1m.
I see what you're trying to do with the HP modules and I approve of the intent (narrowing HP gaps between newbies and vets) but it's more complex than just HP numbers. Consider, for example, the difference in PG/CPU requirements between basic and complex modules. They're immense. On several of my fits I fit slightly downgraded modules in order to pack on, say, more proto weapons. This would actually improve some of my vet fits quite significantly.
If you want to narrow the gap, there are a few different things you need to look at:
- Actual efficacy numbers
- PG/CPU costs
- PG/CPU resources available at each tier
To actually noticeably narrow the gap I think you'd have to increase PG/CPU costs of lower grade modules and increase the PG/CPU resources of lower tier dropsuits proportionally in addition to tweaking the efficacy numbers. I also don't think this should just go for HP modules. When was the last time you used a standard kincat?
Excellent counterpoints on hp module progression, and glad you approve of the intent. In response to your counterpoints, one might point out that progressions similar to those proposed presently exist with weapons. Weapon damage output increases at a very narrow slope between tiers while resource requirements increase sharply. For instance, AR damage increases at 5% while its resource requirements increase by > 100%. Folks still run proto guns all the time despite the resource drawbacks; any reason why they would not do the same with hp modules?
On non-hp modules, completely agree. I'll dig into these and report my findings when I have a couple spare hours.
Dropsuit Usage Rates
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Arkena Wyrnspire
Fatal Absolution
28
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Posted - 2015.11.04 17:03:00 -
[49580] - Quote
Adipem Nothi wrote: Excellent counterpoints on hp module progression, and glad you approve of the intent. In response to your counterpoints, one might point out that progressions similar to those proposed presently exist with weapons. Weapon damage output increases at a very narrow slope between tiers while resource requirements increase sharply. For instance, AR damage increases at 5% while its resource requirements increase by > 100%.
Folks still run proto guns all the time despite the resource drawbacks; any reason why they would not do the same with hp modules?
I'd say they're not directly comparable:
- You can fit numerous modules but only the one or two proto weapon(s).
- The weapon is the primary way of the player affecting the field. Thus, it typically makes sense to have a good one.
- Proficiency bonuses/damage mods increase the effect of using a higher quality weapon.
- Psychologically, I would say it's a great deal more satisfying to upgrade your weapon than, say, an individual shield extender.
I'm also one of those people who often runs ADV weapons on protosuits because I don't believe they're quite worth the cost, though.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Kaze, you are best logi. Best. Logi.
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Adipem Nothi
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Posted - 2015.11.04 17:15:00 -
[49581] - Quote
Arkena Wyrnspire wrote:I'd say they're not directly comparable:
- You can fit numerous modules but only the one or two proto weapon(s).
- The weapon is the primary way of the player affecting the field. Thus, it typically makes sense to have a good one.
- Proficiency bonuses/damage mods increase the effect of using a higher quality weapon.
- Psychologically, I would say it's a great deal more satisfying to upgrade your weapon than, say, an individual shield extender.
I'm also one of those people who often runs ADV weapons on protosuits because I don't believe they're quite worth the cost, though. Smart. Advanced weapons aren't that much worse than their proto counterparts. That's because there isn't a massive gear gap with weapons like there is with HP Modules. Just look at the numbers:
Google Doc: Gear Gap (HP Modules)
Now think about how that massive gear gap is exacerbated by module stacking. Most folks don't run just one high-end hitpoint module on their high-end suit.
Dropsuit Usage Rates
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Posted - 2015.11.04 17:16:00 -
[49582] - Quote
Arkena Wyrnspire wrote: I think it would be worthwhile to adjust proportional resource costs in addition to efficacy in all cases - IMHO it's very unlikely to have negative effects and is much more likely to prevent some.
I think I'm following, but I can't be sure. American education. Can you provide a specific example and include numbers?
Dropsuit Usage Rates
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Adipem Nothi
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Posted - 2015.11.04 18:07:00 -
[49583] - Quote
Not trying to be difficult, gents, but I still fail to see how narrowing the HP gap between similarly fit noobs and vets would be a bad (or complicated) thing. That's the goal, and it'd be a big plus for NPE. So ... what's the problem, exactly?
Dropsuit Usage Rates
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Arkena Wyrnspire
Fatal Absolution
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Posted - 2015.11.04 18:07:00 -
[49584] - Quote
Adipem Nothi wrote:Arkena Wyrnspire wrote: I think it would be worthwhile to adjust proportional resource costs in addition to efficacy in all cases - IMHO it's very unlikely to have negative effects and is much more likely to prevent some.
I think I'm following, but I can't be sure. American education. Can you provide a specific example and include numbers?
A basic ferroscale plate costs 1 PG and 4 CPU. A complex ferroscale plate costs 8 PG and 23 CPU. You can fit a 5 full rack of basics for less than the cost of a single complex ferroscale.
Such a massive difference in fitting requirements will effectively allow you to almost fit everything else you want without any regard for resource costs whatsoever.
Narrowing this gap without tweaking resource requirements ends up with vets having almost as strong a tank but toting a loadout of high power modules, weapons, and equipment instead of having to balance their setups more previously. For the 35 PG and 95 CPU saved you could probably boost the rest of your loadout considerably.
If you rebalance the fitting requirements so that you have a proportional relationship between module power and resource costs (while making necessary changes to fit the dropsuits themselves in this proportional relationship), you end up with the following positive effects:
- Easy to narrow (or widen) newbie-vet gap as necessary.
- Smoother progression from newbie to vet. The first time a newbie unlocks complex modules they're likely to be confronted with, say, a requirement for 11 PG an item instead of 5-6. That leads to newbies not really being able to fit new unlocks until they've gotten their entire skillset up to that level.
- Relative values of modules becomes more easily understandable
In summary, rebalance so that there is a power/resource relationship so that, say, you have a linear relationship where module of power x costs resources y and module of power 2x costs resources 2y, with necessary tweaks to lower tier dropsuit resource counts so that everything follows a smooth progression.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Kaze, you are best logi. Best. Logi.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.04 18:08:00 -
[49585] - Quote
Adipem Nothi wrote:Not trying to be difficult, gents, but I still fail to see how narrowing the HP gap between similarly fit noobs and vets would be a bad (or complicated) thing. That's the goal, and it'd be a big plus for NPE. So ... what's the problem, exactly?
The problem is that....
Wait, I can't see a problem.
Amarr Loyalist
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
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Posted - 2015.11.04 18:09:00 -
[49586] - Quote
Arkena Wyrnspire wrote:Adipem Nothi wrote:Arkena Wyrnspire wrote: I think it would be worthwhile to adjust proportional resource costs in addition to efficacy in all cases - IMHO it's very unlikely to have negative effects and is much more likely to prevent some.
I think I'm following, but I can't be sure. American education. Can you provide a specific example and include numbers? A basic ferroscale plate costs 1 PG and 4 CPU. A complex ferroscale plate costs 8 PG and 23 CPU. You can fit a 5 full rack of basics for less than the cost of a single complex ferroscale. Such a massive difference in fitting requirements will effectively allow you to almost fit everything else you want without any regard for resource costs whatsoever. Narrowing this gap without tweaking resource requirements ends up with vets having almost as strong a tank but toting a loadout of high power modules, weapons, and equipment instead of having to balance their setups more previously. For the 35 PG and 95 CPU saved you could probably boost the rest of your loadout considerably. If you rebalance the fitting requirements so that you have a proportional relationship between module power and resource costs (while making necessary changes to fit the dropsuits themselves in this proportional relationship), you end up with the following positive effects:
- Easy to narrow (or widen) newbie-vet gap as necessary.
- Smoother progression from newbie to vet. The first time a newbie unlocks complex modules they're likely to be confronted with, say, a requirement for 11 PG an item instead of 5-6. That leads to newbies not really being able to fit new unlocks until they've gotten their entire skillset up to that level.
- Relative values of modules becomes more easily understandable
In summary, rebalance so that there is a power/resource relationship so that, say, you have a linear relationship where module of power x costs resources y and module of power 2x costs resources 2y, with necessary tweaks to lower tier dropsuit resource counts so that everything follows a smooth progression. So I'm confused, are you saying that you want the resource requirement of certain proto modules to be reduced, or for basic module resource requirements to be increased?
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Arkena Wyrnspire
Fatal Absolution
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Posted - 2015.11.04 18:10:00 -
[49587] - Quote
Adipem Nothi wrote:Not trying to be difficult, gents, but I still fail to see how narrowing the HP gap between similarly fit noobs and vets would be a bad (or complicated) thing. That's the goal, and it'd be a big plus for NPE. So ... what's the problem, exactly?
I'm not disagreeing - quite the contrary! I'm actually looking to plug holes so that it doesn't end up with odd progressions that are potentially exploitable.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Kaze, you are best logi. Best. Logi.
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XxBlazikenxX
Ancient Exiles. Bleeding Sun Conglomerate
3
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Posted - 2015.11.04 18:13:00 -
[49588] - Quote
Arkena Wyrnspire wrote:Adipem Nothi wrote:Not trying to be difficult, gents, but I still fail to see how narrowing the HP gap between similarly fit noobs and vets would be a bad (or complicated) thing. That's the goal, and it'd be a big plus for NPE. So ... what's the problem, exactly?
I'm not disagreeing - quite the contrary! I'm actually looking to plug holes so that it doesn't end up with odd progressions that are potentially exploitable. Wait NPE? What NPE?
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Arkena Wyrnspire
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Posted - 2015.11.04 18:15:00 -
[49589] - Quote
XxBlazikenxX wrote: So I'm confused, are you saying that you want the resource requirement of certain proto modules to be reduced, or for basic module resource requirements to be increased?
I would like to see all module and dropsuit fitting resources follow a smooth progression.
That may constitute increasing basic module resource requirements whilst simultaneously increasing PG/CPU specifically on the lower tier suits, or it may consist of decreasing proto module fitting requirements whilst decreasing proto suit fitting costs.
Consider the "speed/HP" line, leaving aside whether or not that is itself balanced and focus more on the concept for now. As speed increases, HP decreases is the idea.
Here, I would like the idea to be: "As module power increases, the resources required to fit that module should also increase."
We've got some really weird progressions atm where complex modules take 8x the PG. I'd like to flatten that progression while ensuring it doesn't hurt newbies (hence increasing lower tier dropsuit fittings proportionally as the requirements for lower tier modules are increased).
In addition to preventing exploitation of super-cheap but effective modules on protosuits in order to focus a high power suit without sacrificing much in certain areas, it allows easy narrowing of the newbie-vet gap.
Arkena Wyrnspire aka "British Khorne" - Cross Atu
Kaze, you are best logi. Best. Logi.
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Adipem Nothi
Nos Nothi
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Posted - 2015.11.04 18:21:00 -
[49590] - Quote
Arkena Wyrnspire wrote:XxBlazikenxX wrote: So I'm confused, are you saying that you want the resource requirement of certain proto modules to be reduced, or for basic module resource requirements to be increased?
I would like to see all module and dropsuit fitting resources follow a smooth progression. That may constitute increasing basic module resource requirements whilst simultaneously increasing PG/CPU specifically on the lower tier suits, or it may consist of decreasing proto module fitting requirements whilst decreasing proto suit fitting costs. Consider the "speed/HP" line, leaving aside whether or not that is itself balanced and focus more on the concept for now. As speed increases, HP decreases is the idea. Here, I would like the idea to be: "As module power increases, the resources required to fit that module should also increase." We've got some really weird progressions atm where complex modules take 8x the PG. I'd like to flatten that progression while ensuring it doesn't hurt newbies (hence increasing lower tier dropsuit fittings proportionally as the requirements for lower tier modules are increased). In addition to preventing exploitation of super-cheap but effective modules on protosuits in order to focus a high power suit without sacrificing much in certain areas, it allows easy narrowing of the newbie-vet gap. I don't necessarily disagree with your reasoning, but I'd advise caution. Changes which benefit both noobs and vets will have less of a positive impact on NPE than changes which benefit the former while holding the latter constant.
Also, a PG/CPU overhaul would very likely "muddy the waters" ... if the past is any indication, the more complicated and far-reaching the suggestion, the more likely it is to die in infancy. I'd very much like to see NPE improved, and I'm personally OK with the risk of taking shortcuts through over-simplified solutions (so long as they're safe).
Dropsuit Usage Rates
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