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Beren Hurin
The Vanguardians
958
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Posted - 2013.08.05 18:20:00 -
[1] - Quote
I don't get your two 'snipers have a choice sections'
Also, I think my suggestion is elegant and appropriate:
What you want is something viable for logibros to favor their armor resiliance, but doesn't make them better slayers necessarily.
Therefore:
Ancillary Armor Booster -
- highslot module (has to sacrifice slots for damage mods) - Multiplies the effect of armor repair rate by 25% to 45% per module (basically like a regulator)
So trading 2 highslots could effectively free up a lowslot for either a utility module or more eHP. The trade-off for resiliance would make the most sense for logibros who need it as they are scrambling around the front lines and who are already getting a good starting base armor repair rate.
Armor slayers who would want to be doing high alpha damage (amarr scrambler/laser users) wouldn't want to sacrifice the damage mods for regen. Their damage is based on alpha strikes anyway, so they need to get in and out. This means HP resiliance isn't as important as buffer.
My fundamental disagreement with you Cross is it seems like you want both armor and shield to be equal at close range. I think this would throw off balance on a number of levels. See my new Wu Xing post.
Armor suits (high armor slot layout) should have the option of using their lowslots of eHP or speed/stealth and highslots for damage. So they get to pick 2 of those options. Armor slot logi's get a third option to use their slots for added fitting ability.
Shield suits have the option of turning their abundant high slots into a either regen, buffer, or damage fit and basically can pick 2 of those. They also have the option of choosing a glass cannon fit using the limited lows for fitting. |
Beren Hurin
The Vanguardians
971
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Posted - 2013.08.06 03:47:00 -
[2] - Quote
I didn't want to start a thread for this, but wanted to note so as not to forget, but we discussed on IRC today that it would be reasonable to show the scan profile of the person that killed you so you can think to yourself, "I need to be aware of my detection better' or something.
In general we do need a little better intel about WHY we were hit so hard.
In Eve, you get the damage indicators that something hit a GLANCING blow, or that it was a CRITICAL hit. Some kind of indicator that suggested that hits were a % above normal optimal levels due to damage mods, or significantly below normal efficiency would be good.
I'm wondering if the blood animation corresponds to this? If it does, I don't really notice it. I don't know what else you could do, besides make the arrow of where you are getting hit from more pronounced if its harder damage.
Would it be worth a kind of yellow/red flashing
-15 -20 -20 -25
in the bottom corner near your health for every hit you take. The bigger and bolder and more red something is the more of a critical hit it is. |
Beren Hurin
The Vanguardians
974
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Posted - 2013.08.06 11:08:00 -
[3] - Quote
I think my idea would be even more cool if the boosters gave bonuses to remote reps. But that's probably difficult to program. |
Beren Hurin
The Vanguardians
979
|
Posted - 2013.08.06 14:48:00 -
[4] - Quote
The other half of your balance you are talking about has to do with whatever racial bonus you are giving to assaults to make their dps clearly superior to logi dps.
Until that is clear, we are having a semantic practice argument.
BTW, I'm finding the ability to be a lot more versitle in my fitting as a logi if I equip two sidearms. |
Beren Hurin
The Vanguardians
979
|
Posted - 2013.08.06 15:09:00 -
[5] - Quote
Cross Atu wrote:Beren Hurin wrote:The other half of your balance you are talking about has to do with whatever racial bonus you are giving to assaults to make their dps clearly superior to logi dps.
Until that is clear, we are having a semantic practice argument. As I mention prior I intentially leave specific numbers to CCP most of the time, but for examples sake if the mods were nerfed 1-2% then I'd give the Assault suits a 1-2% buff. Regardless of the specific numbers the intent is for the change to be generally mild and for the two shifts to be equal or approximately equal. Quote: BTW, I'm finding the ability to be a lot more versitle in my fitting as a logi if I equip two sidearms.
Interesting, so you're running the Amarr racial frame then? Are you double stacking the same sidearm or running two different types? I've played with double sidearm builds myself a few times (usually outside of the logi suit) but found their overall performance to be underwhelming for me. Skipping a LW in favor of a sidearm for the sake of saved fittings is certainly useful but doubling down on sidearms has always netted a marked decrease in combat effectiveness for me [Informational note: I've never used the flaylock]. ~Cross
The alternative that could make sense would be to make assaults gain effectiveness to damage mods not necessarily to their dps. That way, actually equipping them is more efficient.
As far as dual sidearms go, i'm just starting out. But I decided to run 2 enhanced dampeners, an endurance mod, all shields in my highs, and 2 scrambler pistols. Then I like to carry a scanner so I can see if anyone is around where I'm going.
I've been spending the first 20% of a game getting deployables out, returning to a supply depot, swapping to a different fit with other deployables, and reinforcing other areas, if the flow allows. Being stealthy really helps my survivability. |
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