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XxGhazbaranxX
Bannana Boat Corp
277
|
Posted - 2013.08.16 00:12:00 -
[31] - Quote
if you like the idea remember to +1 it so devs can view it |
Cross Atu
Conspiratus Immortalis Covert Intervention
1480
|
Posted - 2013.08.16 01:27:00 -
[32] - Quote
XxGhazbaranxX wrote:No reply Give it time, it took my equipment related thread (started in closed beta) all the way into live launch before it was responded to
Also +1 to the general thread. I think the foundation of the OP is solid and positive, some of the values may have to be looked at but CCP can address that. This suggestion is also a far better option than the heavy handed change to logi suits that CCP is proposing. As I posted in the Dev Blog thread binding each racial suit to a type of equipment is a very poor method with negative implications on multiple fronts. The idea in the OP does much of the good equipment bonuses would do without the host of drawbacks created by binding them to the suits.
Nice work, thank you for posting.
~Cross |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
137
|
Posted - 2013.08.18 08:06:00 -
[33] - Quote
Some cool ideas here. I hope CCP has a look at these ideas and at least implement some of it. I just hope the skills aren't too expensive SP-wise lol. I already had to spend a huge shitload on equipment skills as a Gallente logi but I'm willing to spend a little more as long as the bonuses are good. |
XxGhazbaranxX
Bannana Boat Corp
283
|
Posted - 2013.08.18 10:18:00 -
[34] - Quote
Sardonk Eternia wrote:Some cool ideas here. I hope CCP has a look at these ideas and at least implement some of it. I just hope the skills aren't too expensive SP-wise lol. I already had to spend a huge shitload on equipment skills as a Gallente logi but I'm willing to spend a little more as long as the bonuses are good.
i completely agree. if ccp implements this; i hope they have a discussion with actual logis on what bonuses would be best for our eqipment. |
IR Scifi
Beyond Gravity.OTF
57
|
Posted - 2013.08.18 15:40:00 -
[35] - Quote
Many of the skills would be great. I think the skills affecting deployables once deployed might be an issue though from a network / client standpoint. That'd mean every time you'd come into range of a nano-hive the client would have to query the hive and see who dropped and what particular skill level they have and then recalculate it's resupply accordingly. I'm not saying it's a bad idea or anything, just that it could have problems. Just look at the uplink spam issue we seem to have on many maps. Imagine every time you spawned in another query would have to be done for each and every uplink on the screen. |
Bad Heal
ROGUE SPADES EoN.
64
|
Posted - 2013.08.18 17:32:00 -
[36] - Quote
I don't necessarily agree with all the "proficiencies" you've listed, however, I do like the overall idea |
XxGhazbaranxX
Bannana Boat Corp
284
|
Posted - 2013.08.18 19:20:00 -
[37] - Quote
IR Scifi wrote:Many of the skills would be great. I think the skills affecting deployables once deployed might be an issue though from a network / client standpoint. That'd mean every time you'd come into range of a nano-hive the client would have to query the hive and see who dropped and what particular skill level they have and then recalculate it's resupply accordingly. I'm not saying it's a bad idea or anything, just that it could have problems. Just look at the uplink spam issue we seem to have on many maps. Imagine every time you spawned in another query would have to be done for each and every uplink on the screen.
I agree that there might be technical difficulties. The same one they are working out becaus they want to give suit bonuses to equipment bu I believe CCP has the power to do it. They have alwways envisioned big and even though DUST is still somewhat of a shadow of that vision; it's coming to life every day we play it and support it.
Bad Heal wrote:I don't necessarily agree with all the "proficiencies" you've listed, however, I do like the overall idea
It's ok not to agree with all the proficiency and thats why it is important for Logi's to come together and debate how the proficiency skills will be dealt with so we have what is best for the community and not some random numbers generated By CCP that might not help at all and cause the same issue some proficiency skills have happened to the weapons where not all skills help the weapon in question it is our job to help.
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Azri Sarum
BurgezzE.T.F
81
|
Posted - 2013.08.18 20:39:00 -
[38] - Quote
+1 OP
Making equipment as important as weapons, with the appropriate skill tree to back it, is something we should have had from day 1.
I would suggest adding in a skill to boost nanohive clusters (+5 per level). While yes we can just drop another, if we know our hive will last longer, that gives us the option to be dropping in multiple locations, making more hive locations available.
I also would question the remote explosive damage per level. They already do 1500 damage, would not a blast radius bonus be better for them? Give people a bit more flexibility in where they place the explosives.
I've also seen people talk about RE/PE sharing bonuses, but should they? While they are both explosive based ordinance they behave differently with far different jobs. I'm just suggesting we might not want to lump them together.
Garth Mandra wrote:Good ideas I like them.
What I would change in your proposal though would be the bonuses. Instead of static bonuses they should be proportional like the rest of the bonuses in the game.
This means that all you equipment gets the same amount better rather than your militia equipment doubling in power were your proto is barely affected.
For example, Instead of +2 armour repair rate you should have +5% armour repair rate.
I actually think your argument works better for why we should only be using static bonuses. Percent based bonuses work better the larger the number, so what it does is increase the gap between militia gear and proto gear. Given the choice, i would take the bonus that is still useful and minimizes the gap between proto and milita. |
Cosgar
ParagonX
4427
|
Posted - 2013.08.20 16:58:00 -
[39] - Quote
Bump because I want to keep my hacking bonus. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1576
|
Posted - 2013.08.20 17:09:00 -
[40] - Quote
Cosgar wrote:Bump because I want to keep my hacking bonus. /emote Cosgar has been granted a digital cookie |
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Jebediah Mayhew
Krusual Covert Operators Minmatar Republic
10
|
Posted - 2013.08.20 17:18:00 -
[41] - Quote
I approve of these things |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1952
|
Posted - 2013.08.20 17:22:00 -
[42] - Quote
I like these ideas. I'd echo the notion of giving all logi an innate fitting bonus to equipment. I'd say the Gallente could use a different bonus (Though really, regulators are a somewhat silly bonus as well). The Amarr repper bonus fits with the assault-oriented nature I suppose, and the hacking bonus always seemed very logistics-y. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1576
|
Posted - 2013.08.20 17:37:00 -
[43] - Quote
A few thoughts to address some issues raised by posters in the thread.
optimization skills: Yes, please and thank you. This could, if done right, even fix the lackluster status of the Gal skill bonus, if the raw fittings reductions were both additive/free of stacking penalties a fully skilled Gal logi would have a great deal more flex while still being able to run 100% top shelf equipment, and that's kind of the point of the bonus isn't it?
Repair tool proficiency & Beam focusing: Convert both of these to % values which will grant the same raw total numbers for mid range repair tools while giving a bit more to proto and a bit less to militia. This preserves proper risk v reward scaling within the line.
Nanocircuitry proficiency: Change this to a bonus to total nano clusters, this will reduce the possible tech overhead as the cluster count in a hive is already tracked and the new value can be set with a one time check upon deployment thus costing the client no more resources than at present.
Nanite overloading: Honestly I think it should be effectiveness not a raw buff. The problem with giving all injectors an additional +x% rahter than giving them an additional x% to their baseline efficiency is that is favors low meta loading of gear by breaking balance scaling within the line. Why run an advanced injector when you can run a BPO injector and revive someone with only 5% less total armor? when looking at the increased fittings and ISK cost it puts the risk v reward paradigm in question here. If the bonus is to effectiveness however it will naturally scale with the meta of the gear thus avoiding any damage to the risk v reward balance of the line.
Drop Uplink proficiency: I really like this one, honestly I think I like it a little too much. A 25% reduction in spawn time would put militia level uplinks at a higher level of function than even some of the current prototype uplinks with regards to spawn time. I would suggest dropping it to a 3% per level bonus for testing, that's still substantual allowing a character with max levels to get nearly proto level performance out of a militia uplink but at the 3% level it's no longer exceeding the best gear in the game which I think is important. drop uplink stabilization: Convert to a % base to preserve scaling, as per the explanations above.
active scanners - I can't comment on the actual values listed as I lack sufficient testing background with the scanners to do so, but the concept for the skills seems sound enough.
remote explosives: These seem in keeping with other weapon skill trees in game, regardless of which slot they fit into on the dropsuit I see no reason not to use the current standards.
0.02 ISK Cross |
Chet Muffin
L.O.T.I.S.
2
|
Posted - 2013.08.20 17:41:00 -
[44] - Quote
+1 |
Valmar Shadereaver
Ninth Legion Freelance Top Men.
30
|
Posted - 2013.08.20 20:18:00 -
[45] - Quote
i as a logibro aprove of this +1 |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
413
|
Posted - 2013.08.20 20:40:00 -
[46] - Quote
I agree with the changes from a standard +x to a +x% so the bonuses increase depending on the better gear. Specifically to repair rates and repair distance.
A second note: The base suggestions of 2,3,5% seem to be standard in the game and I am wondering if that is why you have chosen them. Many of these modifiers are on the worthless skill that were put in as placeholders on weapons and what not. So I would not immediately agree to their use. For example the skill that decreases the pg of an assualt rifle uses the same bonuses but really has no effect until the 4th level. For that reason these percentages should be looked at again. A noticeable bonus at the first and subsequent levels is required in my opinion. Lets not do it just because that is what has been written - what would make a real difference and bonus to the equipment? Lets not be modest or hold back, what is thought to be a real and beneficial bonus to the role - it will be nerfed and adjusted by the developers anyway if it is broke.
Give me a 5%/lvl to cpu/pg most suits suffer greatly because of these costs 10%/lvl on repair range or about 2 meters a level 10%/lvl repair rate - if it is going to be a sp sink make it worth it. For some tools that only an extra 3hp per rep - and at its best there is about +15 - 20 maxed out on most models (to infantry)
Go through your lists again and build some real numbers. I like the idea - one I have been touting myself - but have not made a thread on it. No that you have lets get some real numbers and see the differences that you suggestions would create.
There will be push back, but this is the kind of bonuses that could be useful in a support role. I like this more than the suggested suit overhauls.
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XxGhazbaranxX
Bannana Boat Corp
293
|
Posted - 2013.08.20 21:52:00 -
[47] - Quote
Cross Atu wrote:A few thoughts to address some issues raised by posters in the thread.
optimization skills: Yes, please and thank you. This could, if done right, even fix the lackluster status of the Gal skill bonus, if the raw fittings reductions were both additive/free of stacking penalties a fully skilled Gal logi would have a great deal more flex while still being able to run 100% top shelf equipment, and that's kind of the point of the bonus isn't it?
Repair tool proficiency & Beam focusing: Convert both of these to % values which will grant the same raw total numbers for mid range repair tools while giving a bit more to proto and a bit less to militia. This preserves proper risk v reward scaling within the line.
Nanocircuitry proficiency: Change this to a bonus to total nano clusters, this will reduce the possible tech overhead as the cluster count in a hive is already tracked and the new value can be set with a one time check upon deployment thus costing the client no more resources than at present.
Nanite overloading: Honestly I think it should be effectiveness not a raw buff. The problem with giving all injectors an additional +x% rahter than giving them an additional x% to their baseline efficiency is that is favors low meta loading of gear by breaking balance scaling within the line. Why run an advanced injector when you can run a BPO injector and revive someone with only 5% less total armor? when looking at the increased fittings and ISK cost it puts the risk v reward paradigm in question here. If the bonus is to effectiveness however it will naturally scale with the meta of the gear thus avoiding any damage to the risk v reward balance of the line.
Drop Uplink proficiency: I really like this one, honestly I think I like it a little too much. A 25% reduction in spawn time would put militia level uplinks at a higher level of function than even some of the current prototype uplinks with regards to spawn time. I would suggest dropping it to a 3% per level bonus for testing, that's still substantual allowing a character with max levels to get nearly proto level performance out of a militia uplink but at the 3% level it's no longer exceeding the best gear in the game which I think is important. drop uplink stabilization: Convert to a % base to preserve scaling, as per the explanations above.
active scanners - I can't comment on the actual values listed as I lack sufficient testing background with the scanners to do so, but the concept for the skills seems sound enough.
remote explosives: These seem in keeping with other weapon skill trees in game, regardless of which slot they fit into on the dropsuit I see no reason not to use the current standards.
0.02 ISK Cross
Great and logical input. A few thing in mind though; militia and standard drop uplinks even with a 25% time reduction cannot get up to proto status which all have a carpet 50% reduction to spawn time, except for the imperial flux which has a 63% reduction in spawn time. Thats why those where my original numbers but at 3% per level nothing can go wrong and you still get quite a nice boost, while not making them overpowered, so thanks for the idea.
I agree with the other parts of your input about percentages on total value and not added untop of what they already have. Whatever makes the game balanced and doesnt destabalize the clients performance.
As per scanners, these are just super slow in their recharge time. A 10% increase will help scanners scan more times per minute spent scanning giving a better position of the enemy at faster intervals. This will be very necessary when they take away our power to share enemy locations on the tacnet when we see them.
The 10% to scanner distance is also a very necessary thing. When an assault rifle can peck at you from 80 to 90 meters, the need to scan farther than 100 meters while still keeping the width of the scan will make strd variations of the scanner much more usefull and the flux variant a treasure trove of information for going about the squads next move.
Thanks everyone for the excellent feedback and I appreciate your support in this topic. ALL LOGI'S UNITE |
XxGhazbaranxX
Bannana Boat Corp
293
|
Posted - 2013.08.20 21:54:00 -
[48] - Quote
RedBleach LeSanglant wrote:I agree with the changes from a standard +x to a +x% so the bonuses increase depending on the better gear. Specifically to repair rates and repair distance.
A second note: The base suggestions of 2,3,5% seem to be standard in the game and I am wondering if that is why you have chosen them. Many of these modifiers are on the worthless skill that were put in as placeholders on weapons and what not. So I would not immediately agree to their use. For example the skill that decreases the pg of an assualt rifle uses the same bonuses but really has no effect until the 4th level. For that reason these percentages should be looked at again. A noticeable bonus at the first and subsequent levels is required in my opinion. Lets not do it just because that is what has been written - what would make a real difference and bonus to the equipment? Lets not be modest or hold back, what is thought to be a real and beneficial bonus to the role - it will be nerfed and adjusted by the developers anyway if it is broke.
Give me a 5%/lvl to cpu/pg most suits suffer greatly because of these costs 10%/lvl on repair range or about 2 meters a level 10%/lvl repair rate - if it is going to be a sp sink make it worth it. For some tools that only an extra 3hp per rep - and at its best there is about +15 - 20 maxed out on most models (to infantry)
Go through your lists again and build some real numbers. I like the idea - one I have been touting myself - but have not made a thread on it. No that you have lets get some real numbers and see the differences that you suggestions would create.
There will be push back, but this is the kind of bonuses that could be useful in a support role. I like this more than the suggested suit overhauls.
Completely true. I gave an explanation about the 2% reduction to fitting but every day that passes it seems to be too low considering that CCP might give the skill a 10x modifier.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1607
|
Posted - 2013.08.22 07:34:00 -
[49] - Quote
XxGhazbaranxX wrote:Cross Atu wrote:A few thoughts to address some issues raised by posters in the thread.
optimization skills: Yes, please and thank you. This could, if done right, even fix the lackluster status of the Gal skill bonus, if the raw fittings reductions were both additive/free of stacking penalties a fully skilled Gal logi would have a great deal more flex while still being able to run 100% top shelf equipment, and that's kind of the point of the bonus isn't it?
Repair tool proficiency & Beam focusing: Convert both of these to % values which will grant the same raw total numbers for mid range repair tools while giving a bit more to proto and a bit less to militia. This preserves proper risk v reward scaling within the line.
Nanocircuitry proficiency: Change this to a bonus to total nano clusters, this will reduce the possible tech overhead as the cluster count in a hive is already tracked and the new value can be set with a one time check upon deployment thus costing the client no more resources than at present.
Nanite overloading: Honestly I think it should be effectiveness not a raw buff. The problem with giving all injectors an additional +x% rahter than giving them an additional x% to their baseline efficiency is that is favors low meta loading of gear by breaking balance scaling within the line. Why run an advanced injector when you can run a BPO injector and revive someone with only 5% less total armor? when looking at the increased fittings and ISK cost it puts the risk v reward paradigm in question here. If the bonus is to effectiveness however it will naturally scale with the meta of the gear thus avoiding any damage to the risk v reward balance of the line.
Drop Uplink proficiency: I really like this one, honestly I think I like it a little too much. A 25% reduction in spawn time would put militia level uplinks at a higher level of function than even some of the current prototype uplinks with regards to spawn time. I would suggest dropping it to a 3% per level bonus for testing, that's still substantual allowing a character with max levels to get nearly proto level performance out of a militia uplink but at the 3% level it's no longer exceeding the best gear in the game which I think is important. drop uplink stabilization: Convert to a % base to preserve scaling, as per the explanations above.
active scanners - I can't comment on the actual values listed as I lack sufficient testing background with the scanners to do so, but the concept for the skills seems sound enough.
remote explosives: These seem in keeping with other weapon skill trees in game, regardless of which slot they fit into on the dropsuit I see no reason not to use the current standards.
0.02 ISK Cross Great and logical input. A few thing in mind though; militia and standard drop uplinks even with a 25% time reduction cannot get up to proto status which all have a carpet 50% reduction to spawn time, except for the imperial flux which has a 63% reduction in spawn time. Thats why those where my original numbers but at 3% per level nothing can go wrong and you still get quite a nice boost, while not making them overpowered, so thanks for the idea. I agree with the other parts of your input about percentages on total value and not added untop of what they already have. Whatever makes the game balanced and doesnt destabalize the clients performance. As per scanners, these are just super slow in their recharge time. A 10% increase will help scanners scan more times per minute spent scanning giving a better position of the enemy at faster intervals. This will be very necessary when they take away our power to share enemy locations on the tacnet when we see them. The 10% to scanner distance is also a very necessary thing. When an assault rifle can peck at you from 80 to 90 meters, the need to scan farther than 100 meters while still keeping the width of the scan will make strd variations of the scanner much more usefull and the flux variant a treasure trove of information for going about the squads next move. Thanks everyone for the excellent feedback and I appreciate your support in this topic. ALL LOGI'S UNITE
Good catch on the uplinks, I don't know what I was thinking of when I posted those other numbers but you are 100% correct regarding the spawn time modification on proto uplinks, sorry for my inaccurate information in the prior post.
Re: The rest - Glad it makes sense and works with where you're coming from o7
Cheers Cross
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Shley Ashes
The Unholy Legion Of DarkStar DARKSTAR ARMY
15
|
Posted - 2013.08.22 09:04:00 -
[50] - Quote
you get a +1
I like the cut of your gib !
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