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Cross Atu
Conspiratus Immortalis Covert Intervention
1399
|
Posted - 2013.08.05 16:41:00 -
[1] - Quote
Nerf damage mods (read why before you flame).
When discussing infantry tank (not HAV) balance the subject of damage mods comes up a lot. When talking about role balance and definition between Medium Frames the subject of damage mods comes up a lot. When discussing comparative weapon balance the subject of damage mods comes up a lot.
Damage mods are widely viewed as one of the most, perhaps the most, useful/valuable module type in the game. So lets nerf them, wait, wait, donGÇÖt flame me just yet.
HereGÇÖs why: Armor is weaker than shields right now, but it is frequently pointed out that if they were equal Armor would become superior due to the free high slots for damage mods. Logi need high eHP to do real support work but it has been vigorously pointed out that Logi with high eHP + stacked damage mods can be GÇÿbetter slayersGÇÖ than the Assault suits, thus diminishing the role of that frame.
There are other aspects but rather than elaborating further let me address the obvious question GÇ£How does nerfing a mod for everyone improve balance for anyone, that just keeps things the same doesnGÇÖt it?GÇ¥ Well, not quite, hereGÇÖs what I propose.
Nerf damage mods, and give Assault suits some role buff to enhance the effectiveness of damage mods fit to their suit (so they still have the same ballpark of performance from them as now), give armor much better eHP mostly via buffer (but also the other things discussed here) and let things develop.
Net effect on roles QCQ Scouts generally do not need damage mods to get 1-2 hit kills.
Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP
- Assaults for high Alpha damage
- Logi for supplies
So snipers will be fine.
Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP and use of the Forge Gun
- Assaults for high Alpha damage with Swarms/Plasma
- Logi for supplies
Net AV balance remains approximately the same, now with greater role specialization/reason to use different frames based on play style.
Assaults get a buff to their role as skirmishers/hit and run gankers. They'll be great slayers but won't be able to "stand in the fight" much. (This will also give Assaults some reason to seriously consider armor tanking despite the possible speed implications)
Logi are able to build up meaningful eHP totals but even with stacked damage mods won't reach the dps output of a similarly built Assault suit.
Heavy will lose a little bit of dps (but Heavies can't stack damage mods the way Med Frames can anyway so this will impact them less) and will get a meaningful boost to their overall eHP. They'll still be deadly in their optimal ranges and won't be as vulnerable to sudden death via one nade toss or a 'falank-n'gank' (unless it's an assault flanker).
0.02 ISK Cross |
RKKR
The Southern Legion
292
|
Posted - 2013.08.05 16:46:00 -
[2] - Quote
Screw forgegun sniping
If armor will become equal to shields, wouldn't we be able to fit armor-modules in high slots too? But interessting concept... |
Cross Atu
Conspiratus Immortalis Covert Intervention
1401
|
Posted - 2013.08.05 16:50:00 -
[3] - Quote
RKKR wrote:Screw forgegun sniping
If armor will become equal to shields, wouldn't we be able to fit armor-modules in high slots too? But interessting concept... Well "equal" in this case is meant as "of equal value" not "of identical function" so armor wouldn't have identical stats or slot requirements to shields it would just become of equal value, a change which will benefit all players because anyone can (choose to) hybrid tank.
So with the armor balanced to shields and the damage mod nerf (+damage mod skill buff for Assaults) the net results are as described above creating more specialization value/role definition without forcing players into anything.
Thanks for the reply.
Cheers, Cross |
Buster Friently
Rosen Association
1463
|
Posted - 2013.08.05 16:53:00 -
[4] - Quote
It seems to me, that if youGÇÖre running any sort of front line combat type of fit (non sniper in other words) and you're using damage mods that you're doing it wrong. The only time damage mods are better than shields is if you're using a heavy.
Someone tell me why I'm wrong. I'd like to know. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
223
|
Posted - 2013.08.05 16:55:00 -
[5] - Quote
This seems to reduce damage output for non-damage roles... I like it actually. On the down side, players that snipe with scout suites would be kinda pi***d as sniping is a bit UP unless you are using a charged sniper. Overall I give it a +1
`Sigh. Just another fun game of DUST . |
RKKR
The Southern Legion
292
|
Posted - 2013.08.05 16:58:00 -
[6] - Quote
Mmmh I guess it comes down to how armortanking would be balanced as armor-modules take up place for other modules that could be used in the low slots too,... But well I don't won't to turn this in a armor VS shield argument...let's see what other people think. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1401
|
Posted - 2013.08.05 17:03:00 -
[7] - Quote
RKKR wrote:Mmmh I guess it comes down to how armortanking would be balanced as armor-modules take up place for other modules that could be used in the low slots too,... But well I don't won't to turn this in a armor VS shield argument...let's see what other people think. You are indeed correct (and thanks for keeping this thread on topic ) that armor/shield balance aspect is key so I've provided a link in the OP to a threadnought which delves into that very question, it's important for people to be informed.
Thank you again for the thoughtful response.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1401
|
Posted - 2013.08.05 17:15:00 -
[8] - Quote
Buster Friently wrote:It seems to me, that if youGÇÖre running any sort of front line combat type of fit (non sniper in other words) and you're using damage mods that you're doing it wrong. The only time damage mods are better than shields is if you're using a heavy.
Someone tell me why I'm wrong. I'd like to know. I'm a support logi so I don't run damage mods on most of my fits, except proto MD fits which are used for entrenchment or overwatch. What I mean is that I think there are other players who can answer this better than I can because for my role on the field more HP is usually of greater value than more DMG.
However from talking to many other mercs over the last few builds here's what I've gathered. (Hopefully someone more versed in this will correct me if I get any aspects wrong).
Damage mods can carry a high value for a mid range, or mid to long range, weapon such as the AR or Scram. These weapons are often in use outside of their optimal range due to the pace/context of the battle. At that range they are losing potential dps and running damage mods counters that loss, sometimes adding a net gain as well.
Further with the engagement range extended in such a manner other weapons are less dangerous to the user, providing a sort of "dps + range" tank. CQC and low-mid range weapons aren't effective at mid-long range engagements and avoidance of explosive damage via cover and dodging becomes more viable. So in a sense this increases the eHP of those damage mod users even thought it decreases their raw HP.
Combine the above with focus fire from a squad mate or two and you can very effectively lock down many areas of the maps we have.
For use of damage mods outside the context described above we can consider overwatch fits like my MD. Or sidearm fits, usually with a sidearm (SMG notwithstanding) if you miss you're in a bad situation. Getting as close to a 1, or at most 3, hit kill with your sidearm is frequently vital to winning that fight. As such use of damage mods becomes important, as usually the sidearm fits focus more on speed than raw HP so they're fragile if hit, meaning they need to hit fast and hard or they're likely in trouble.
In short, snipers aside, damage mods are great for skirmish slaying and area denial work.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1401
|
Posted - 2013.08.05 17:17:00 -
[9] - Quote
ALPHA DECRIPTER wrote:This seems to reduce damage output for non-damage roles... I like it actually. On the down side, players that snipe with scout suites would be kinda pi***d as sniping is a bit UP unless you are using a charged sniper. Overall I give it a +1
`Sigh. Just another fun game of DUST .
Thanks I'm glad it makes sense.
Oh and you're right I think there are some snipers in my corp/alliance which may hang me up by my toes for suggesting this
~Cross
|
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
224
|
Posted - 2013.08.05 17:21:00 -
[10] - Quote
Cross Atu wrote:Thanks I'm glad it makes sense. Oh and you're right I think there are some snipers in my corp/alliance which may hang me up by my toes for suggesting this ~Cross
Well if snipers had a slight base damage increase and a moderate head shot increase then this wouldn't be an issue.
Some snipers asked for all headshots = death. But that's just overdoing it.
Either way, your idea would kinda help scouts by increasing there chance of survival vs other suits which they gonna need after 1.4.
Thnx for posting your thoughts.
`Sigh. Just another fun game of DUST . |
|
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
88
|
Posted - 2013.08.05 17:35:00 -
[11] - Quote
Cross Atu wrote:Nerf damage mods (read why before you flame).When discussing infantry tank (not HAV) balance the subject of damage mods comes up a lot. When talking about role balance and definition between Medium Frames the subject of damage mods comes up a lot. When discussing comparative weapon balance the subject of damage mods comes up a lot. Damage mods are widely viewed as one of the most, perhaps the most, useful/valuable module type in the game. So lets nerf them, wait, wait, donGÇÖt flame me just yet. HereGÇÖs why: Armor is weaker than shields right now, but it is frequently pointed out that if they were equal Armor would become superior due to the free high slots for damage mods. Logi need high eHP to do real support work but it has been vigorously pointed out that Logi with high eHP + stacked damage mods can be GÇÿbetter slayersGÇÖ than the Assault suits, thus diminishing the role of that frame. There are other aspects but rather than elaborating further let me address the obvious question GÇ£How does nerfing a mod for everyone improve balance for anyone, that just keeps things the same doesnGÇÖt it?GÇ¥Well, not quite, hereGÇÖs what I propose. Nerf damage mods, and give Assault suits some role buff to enhance the effectiveness of damage mods fit to their suit (so they still have the same ballpark of performance from them as now), give armor much better eHP mostly via buffer (but also the other things discussed here) and let things develop. Net effect on roles QCQ Scouts generally do not need damage mods to get 1-2 hit kills. Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP
- Assaults for high Alpha damage
- Logi for supplies
So snipers will be fine. Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP and use of the Forge Gun
- Assaults for high Alpha damage with Swarms/Plasma
- Logi for supplies
Net AV balance remains approximately the same, now with greater role specialization/reason to use different frames based on play style. Assaults get a buff to their role as skirmishers/hit and run gankers. They'll be great slayers but won't be able to "stand in the fight" much. (This will also give Assaults some reason to seriously consider armor tanking despite the possible speed implications) Logi are able to build up meaningful eHP totals but even with stacked damage mods won't reach the dps output of a similarly built Assault suit. Heavy will lose a little bit of dps (but Heavies can't stack damage mods the way Med Frames can anyway so this will impact them less) and will get a meaningful boost to their overall eHP. They'll still be deadly in their optimal ranges and won't be as vulnerable to sudden death via one nade toss or a 'falank-n'gank' (unless it's an assault flanker). 0.02 ISK Cross I agree with this, balance can never achieved if the results are taint by players adding extra damage to a weapon. |
Cody Sietz
Bullet Cluster
652
|
Posted - 2013.08.05 17:53:00 -
[12] - Quote
People already complain about assaults enough. The heavies will scream themselves skinny. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1406
|
Posted - 2013.08.05 18:14:00 -
[13] - Quote
Cody Sietz wrote:People already complain about assaults enough. The heavies will scream themselves skinny. Would you mind explaining in balance terms, rather than public opinion terms, what your objections to this proposal are? |
KingBabar
Ancient Exiles Negative-Feedback
1012
|
Posted - 2013.08.05 18:17:00 -
[14] - Quote
No
|
Beren Hurin
The Vanguardians
958
|
Posted - 2013.08.05 18:20:00 -
[15] - 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. |
Ichiro Jin-Mei
Universal Rogue Traders
0
|
Posted - 2013.08.05 18:24:00 -
[16] - Quote
Cody Sietz wrote:People already complain about assaults enough. The heavies will scream themselves skinny.
lol, scream themselves skinny |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1790
|
Posted - 2013.08.05 18:25:00 -
[17] - Quote
Buster Friently wrote:It seems to me, that if youGÇÖre running any sort of front line combat type of fit (non sniper in other words) and you're using damage mods that you're doing it wrong. The only time damage mods are better than shields is if you're using a heavy.
Someone tell me why I'm wrong. I'd like to know. They are very essential to run on a Assault/Logi if you are trying to guest the most bang out of a swarm launcher.
So you are wrong. |
Sana Rayya
WASTELAND JUNK REMOVAL
65
|
Posted - 2013.08.05 18:34:00 -
[18] - Quote
New slots for damage mods.
Keep CPU/PG values the same for all suits.
If you run damage mods then they will just go into this new slot and nothing will be changed.
Logistics class doesn't have these slots. |
BL4CKST4R
WarRavens League of Infamy
937
|
Posted - 2013.08.05 18:35:00 -
[19] - Quote
I think we should give all weapons a slight damage buff, give all assault suits a buff to their light weapon damage, remove damage mods and add the weapon customization system. The way fitting works even with slightly nerfed damage mods a logistics suits with high amount of high slots could possibly end up as a better slayer than a Assault suit with a low amount of high slots, for example a Caldari logistics vs a Gallente Assault or a Amarr assault. Without damage mods the only way to actually increase the damage of your weapon is by sacrificing another part of your weapon via the weapon customization system, which I recall that a DEV said a very long time ago that it is already made they just don't know how to implement it. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1409
|
Posted - 2013.08.05 18:39:00 -
[20] - Quote
Beren Hurin wrote:I don't get your two 'snipers have a choice sections' /facepalm, that's a type-o thank you for pointing it out (response to the substance of your post incoming)
|
|
Mobius Wyvern
Guardian Solutions
2880
|
Posted - 2013.08.05 19:50:00 -
[21] - Quote
Cross Atu wrote:Nerf damage mods (read why before you flame).When discussing infantry tank (not HAV) balance the subject of damage mods comes up a lot. When talking about role balance and definition between Medium Frames the subject of damage mods comes up a lot. When discussing comparative weapon balance the subject of damage mods comes up a lot. Damage mods are widely viewed as one of the most, perhaps the most, useful/valuable module type in the game. So lets nerf them, wait, wait, donGÇÖt flame me just yet. HereGÇÖs why: Armor is weaker than shields right now, but it is frequently pointed out that if they were equal Armor would become superior due to the free high slots for damage mods. Logi need high eHP to do real support work but it has been vigorously pointed out that Logi with high eHP + stacked damage mods can be GÇÿbetter slayersGÇÖ than the Assault suits, thus diminishing the role of that frame. There are other aspects but rather than elaborating further let me address the obvious question GÇ£How does nerfing a mod for everyone improve balance for anyone, that just keeps things the same doesnGÇÖt it?GÇ¥Well, not quite, hereGÇÖs what I propose. Nerf damage mods, and give Assault suits some role buff to enhance the effectiveness of damage mods fit to their suit (so they still have the same ballpark of performance from them as now), give armor much better eHP mostly via buffer (but also the other things discussed here) and let things develop. Net effect on roles QCQ Scouts generally do not need damage mods to get 1-2 hit kills. Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP
- Assaults for high Alpha damage
- Logi for supplies
So snipers will be fine. AV would have also have a choice
- Scouts for stealth and speed
- Heavies for HP and use of the Forge Gun
- Assaults for high Alpha damage with Swarms/Plasma
- Logi for supplies
Net AV balance remains approximately the same, now with greater role specialization/reason to use different frames based on play style. Assaults get a buff to their role as skirmishers/hit and run gankers. They'll be great slayers but won't be able to "stand in the fight" much. (This will also give Assaults some reason to seriously consider armor tanking despite the possible speed implications) Logi are able to build up meaningful eHP totals but even with stacked damage mods won't reach the dps output of a similarly built Assault suit. Heavy will lose a little bit of dps (but Heavies can't stack damage mods the way Med Frames can anyway so this will impact them less) and will get a meaningful boost to their overall eHP. They'll still be deadly in their optimal ranges and won't be as vulnerable to sudden death via one nade toss or a 'falank-n'gank' (unless it's an assault flanker). 0.02 ISK Cross I'm actually still holding out hope that they might remove them completely in favor of "mods" that you equip to the weapon itself, which would eliminate the whole problem. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 20:09:00 -
[22] - Quote
Beren Hurin wrote: 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.
It's an interesting idea and worth exploring, certainly a high power armor mod would be a benefit, I've actually be an advocate of that concept for some time now. I wouldn't be opposed to testing this idea before making alterations to the damage mods, the one drawback I do see is that it still leaves all the misinformed "nerf logi so they can't fight" threads like the sidearm only idea etc. and the "X light weapon is OP" threads because someone isn't aware that the player using that weapon has stacked damage mods. Then again one suggestion isn't likely to fix those anyway so, yeah, I wouldn't be opposed to seeing how this effects things before doing a pass on damage mods.
Quote: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. This does seem to be the crux of it, range is not part of tank type balance IMO, that is a part of weapon balance. Suits should have options build in not limits and tank types should be generally valuable not pre-restricted to a few select builds/uses. It's a sandbox we should have choices not prescriptions. Binding tank to range is much the same as binding racial suits to equipment types, it limits player innovation and reduces tactical value because someone can know what you're fielding just by looking at your suit.
Having said all that I need to note that I have not yet read your linked thread and so will respond to that information once I have done so (sorry if there's something directly relevant which I have overlooked due to not yet reading it).
Cheers, Cross
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1412
|
Posted - 2013.08.05 20:11:00 -
[23] - Quote
Mobius Wyvern wrote: I'm actually still holding out hope that they might remove them completely in favor of "mods" that you equip to the weapon itself, which would eliminate the whole problem.
I'd support that. Most of my feedback/suggestions are framed in a "minimal mechanical change to move from A to B" manner so they can at times lack the effecincy regarding in game effects of something with wider scope. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
56
|
Posted - 2013.08.05 20:24:00 -
[24] - Quote
lets just remove damage mods and leave the damage upgrade bonuses in the skills area... |
Beren Hurin
The Vanguardians
971
|
Posted - 2013.08.06 03:47:00 -
[25] - 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. |
Cat Merc
DUST CORE DARKSTAR ARMY
3898
|
Posted - 2013.08.06 06:55:00 -
[26] - Quote
Sigh... Here we go again. Shields have kin cats, armor has damage mods. Shield users dictate range, armor is a better brawler.
These are incompareables, you can't say one is better than the other, it's 100% opinion.
You want to nerf damage mods? Then nerf kin cats. Oh and nerf regulators while you're at it. And CPU/PG upgrades. |
Mobius Wyvern
Guardian Solutions
2885
|
Posted - 2013.08.06 07:06:00 -
[27] - Quote
Beren Hurin wrote: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. That sounds like an excellent idea. Would that work for Reactive Plating as well? |
Arkena Wyrnspire
Turalyon 514
2364
|
Posted - 2013.08.06 07:18:00 -
[28] - Quote
How much would you suggest nerfing them? |
Galvan Nized
Deep Space Republic Top Men.
202
|
Posted - 2013.08.06 09:00:00 -
[29] - Quote
RKKR wrote:Screw forgegun sniping
If armor will become equal to shields, wouldn't we be able to fit armor-modules in high slots too? But interessting concept...
Haha I like how everyone thinks Armor must be identical to shields to be "balanced." Once shields get equipment that only benefit them should their be a high slot armor mod.
To the OP,
Aren't you ignoring Kin Cats and Cardiac Regulators in the high? Dealing damage and killing your opponent is only one part of winning a match. Shields have the advantage in speed. Speed to get to objectives and speed to flank is as important as just dealing more damage. One can't neuter dmg Mods and leave these unchanged. |
Beren Hurin
The Vanguardians
974
|
Posted - 2013.08.06 11:08:00 -
[30] - 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. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1413
|
Posted - 2013.08.06 14:08:00 -
[31] - Quote
Beren Hurin wrote: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.
Some kind of indicator would be very useful, even if it were only on the "kill mail" popup i.e. 'damage mods +20% dmg' or something of that nature. |
BL4CKST4R
WarRavens League of Infamy
949
|
Posted - 2013.08.06 14:14:00 -
[32] - Quote
Cross Atu wrote:Beren Hurin wrote: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. Some kind of indicator would be very useful, even if it were only on the "kill mail" popup i.e. 'damage mods +20% dmg' or something of that nature.
I just finally got complex damage modifers and I am destroying the battlefield. To bad I hit my SP cap already. |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.06 14:31:00 -
[33] - Quote
Galvan Nized wrote:RKKR wrote:Screw forgegun sniping
If armor will become equal to shields, wouldn't we be able to fit armor-modules in high slots too? But interessting concept... Haha I like how everyone thinks Armor must be identical to shields to be "balanced." Once shields get equipment that only benefit them should their be a high slot armor mod. To the OP, Aren't you ignoring Kin Cats and Cardiac Regulators in the high? Dealing damage and killing your opponent is only one part of winning a match. Shields have the advantage in speed. Speed to get to objectives and speed to flank is as important as just dealing more damage. One can't neuter dmg Mods and leave these unchanged. I'm assuming you mean Kin Cats and Cardiacs in the Lows, but no I'm not ignoring them. Not only are they in direct slot contention with an armor tank, and as such would maintain their competition for slots even were armor properly balanced, but they are % based buffs.
The % matters because on average the racial suits that are slanted to armor tank, have a slower base value than those which are slanted to shields. The lighter frames are also faster than their heavier counterparts. And then there's the speed debuff from use of armor plates.
Taken together this would maintain balance. Shield tanks would maintain a faster base with a higher potential gain from speed mods. Armor tanks would still have to give up tank slots for speed mods (with a lower raw return). Hybrid tanks wouldn't be able to fit many (if any) speed mods in addition to their duel tank (depends on skills, mod meta etc)
The change would also maintain current role leanings, it would simply emphasize them. An Assault fit that uses both mod types would be essentially the same as now, scout fits would be just as fast but maybe have lower dps however scouts tend to rely on extreme range (SR/LR et al) or high Alpha (Nova Knives, Flaylock, Shotgun), the LR aside these weapons function as 1-2 hit kills without damage mods (I've tested this). Logi suits are generally slower than all but the Heavy and would frequently be running the new plates (once armor is fixed), even without that extra incentive to run something else (aka armor) in their Low Power slots Logi still don't run speed mods as a primary (as seen by current trends) but even if they do one proto speed mod puts the modded aspect of speed at slightly above the base of a comparable Assault suit (leaving the unmodded aspects still falling short). Heavy would have better tank options with the trade off being moderately weaker damage mod options (which brings me to my next point).
"neuter " is extreme, I haven't quoted any specific numbers (most of the time in my feedback I like to leave those details to CCP) but I'm not calling for a "neuter" of damage mods. The stats on a piece of gear can be nerfed/buffed without a massive alteration being made to them. I am generally very opposed to massive single stroke stat changes, be they a massive change to one stat or a set of stat changes that are collectively massive being done in one sweep. So, while I haven't suggested any specific values I am certainly not calling for the mods to be 'neutered', merely pulled back into a less intense state.
0.02 ISK Cross
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Cross Atu
Conspiratus Immortalis Covert Intervention
1414
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Posted - 2013.08.06 14:36:00 -
[34] - Quote
Arkena Wyrnspire wrote:How much would you suggest nerfing them? My testing has been done over more than one build, some of which had the mod value bug so I'm not confident enough in the specific numbers to say anything hard and fast but since small changes are usually superior to large ones when fine tuning balance I wouldn't go beyond 1-2% to start. If more were needed after that then more could be done but I'd rather make a slight change and let it 'simmer' for a couple of builds to let field data accumulate than to swing the bat hard and 'let the chips fall where they may.'
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1414
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Posted - 2013.08.06 14:42:00 -
[35] - Quote
Beren Hurin wrote: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. Another thing that occurs to me here, while this mod would be a great option for players trying to choose tank over gank it does nothing at all to emphasize/support the role diversity among medium frames. Either Assault or Logi could still stack damage mods or Ancillary Armor Boosters, the net effect of which is that this mods addition would alter the Assault v Logi dynamic not at all. This is a problem because while the booster does help armor tanking it does nothing to address any of the other aspects/issues which motivated the OP.
0.02 ISK Cross
ps ~ I still like the booster and don't want that to be misconstrued, but it alone doesn't address the full spectrum of implications from the OP. |
Beren Hurin
The Vanguardians
979
|
Posted - 2013.08.06 14:48:00 -
[36] - 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. |
ChromeBreaker
SVER True Blood
981
|
Posted - 2013.08.06 14:48:00 -
[37] - Quote
I damage tank... i forgo conventional tank mods to kill the other guy faster and therefore take less damage. Thats my play style and it works for me.
Nerfing dmg mods wouldnt be cool.
I could just as easilly say Nerf Extenders and plates.... |
Cross Atu
Conspiratus Immortalis Covert Intervention
1414
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Posted - 2013.08.06 14:52:00 -
[38] - Quote
Cat Merc wrote:Sigh... Here we go again. Shields have kin cats, armor has damage mods. Shield users dictate range, armor is a better brawler.
These are incompareables, you can't say one is better than the other, it's 100% opinion.
You want to nerf damage mods? Then nerf kin cats. Oh and nerf regulators while you're at it. And CPU/PG upgrades. I'm going to need more than this Cat, Saying that you can't compare them and that such comparisons are 100% opinion and then following that with saying that nerfing one mod would require the nerf of multiple alternate mods on another slot implicitly holds a comparison, one that states they are all completely equal and balanced within the current meta of the game. Further it implies that the tank types which you list above are balanced within the context of each other and the current mods. All my testing and reading shows that armor isn't even balanced internally much less against shields.
Perhaps you have numbers or data to back up what you're saying, I've seen enough of your posts not to dismiss that, but your current statements here are, on face, not internally cohesive or representative of the functional state of the game right now. In short, the game is not currently in a fully balanced state, and your post implies that it is in a fully balanced state by claiming any nerf to one "incompareable" requires a nerf to all others.
One more addition here, if all mods actually were completely and properly balanced with each other that still wouldn't represent a proper game balance due to slot bias. If all mods are equal but some mods have more slot competition than others that distorts comparative mod value... which would further distort comparative suit value due to weighting of slot layout towards high/low within the racial subtypes.
Care to elaborate more on what you mean and why, if possible with some specific case details?
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.06 14:59:00 -
[39] - Quote
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 |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.06 15:01:00 -
[40] - Quote
ChromeBreaker wrote:I damage tank... i forgo conventional tank mods to kill the other guy faster and therefore take less damage. Thats my play style and it works for me.
Nerfing dmg mods wouldnt be cool.
I could just as easilly say Nerf Extenders and plates.... From the sounds of your post you're not talking about sniping, and if you're running close combat medium frames then this wouldn't remove your options (unless you're dead set on playing a 'slayer logi'). Are you primarily HMG heavy right now? |
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ChromeBreaker
SVER True Blood
982
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Posted - 2013.08.06 15:07:00 -
[41] - Quote
Cross Atu wrote:ChromeBreaker wrote:I damage tank... i forgo conventional tank mods to kill the other guy faster and therefore take less damage. Thats my play style and it works for me.
Nerfing dmg mods wouldnt be cool.
I could just as easilly say Nerf Extenders and plates.... From the sounds of your post you're not talking about sniping, and if you're running close combat medium frames then this wouldn't remove your options (unless you're dead set on playing a 'slayer logi'). Are you primarily HMG heavy right now?
I play Heavy and cal Assault... and scouts when the mood takes me lol
However I dont see how that makes too much of a differance, my playstyle works if im using shotguns, HMGs, ARs, FGs or LRs. Or be it on a Heavy, medium, or light frame....
I kill you faster... thats my tank... instead of just seeing whos got the better tanking skills/mods |
Beren Hurin
The Vanguardians
979
|
Posted - 2013.08.06 15:09:00 -
[42] - 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. |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.06 15:22:00 -
[43] - Quote
ChromeBreaker wrote:Cross Atu wrote:ChromeBreaker wrote:I damage tank... i forgo conventional tank mods to kill the other guy faster and therefore take less damage. Thats my play style and it works for me.
Nerfing dmg mods wouldnt be cool.
I could just as easilly say Nerf Extenders and plates.... From the sounds of your post you're not talking about sniping, and if you're running close combat medium frames then this wouldn't remove your options (unless you're dead set on playing a 'slayer logi'). Are you primarily HMG heavy right now? I play Heavy and cal Assault... and scouts when the mood takes me lol However I dont see how that makes too much of a differance, my playstyle works if im using shotguns, HMGs, ARs, FGs or LRs. Or be it on a Heavy, medium, or light frame....
HMG heavy is one of the only roles in Dust I haven't played. I asked because due to my lack of hands on experience it's an area I'm most likely to misunderstand/overlook something about.
As stated previously in this thread, Assault wouldn't be effected at all so there's one third of your list addressed. Scouts running alpha weapons don't need damage mods to 1-2 shot most fits (even of a higher average meta), I suppose this may still be an issue for scouts if you're running scout AR, but if you have the Cal frame anyway why not apply a speed mod to let you play the same 'scout + AR' style post change, what about that would hinder your play style? Which brings us back to the Heavy, FGs do their job pretty effectively already. A militia FG with a militia damage mod can take out every dropship I've encountered so far (if it's within range ) most HAVs (I've been in fewer than 10 Uprising battles with a HAV that didn't get eaten up by militia forge + militia damage mod, they are out there but they're rare) and a direct FG shot decimates infantry even when it's militia forge vs proto infantry. So the FG will be just fine (there are after all weapon specific skill upgrades that can be applied and higher meta forges which could be used). LRs well they need some love, they are currently on the 'endangered species list' based on frequency with which they are seen on the field at all, much less actually doing work. If the only way a LR can be effective is through stacked damage mods than that is simply confirmation that the weapon itself needs some attention. Which leaves the HMG, I as mentioned I don't have direct experience running the HMG but the Heavies I run with and talk to have given me to understand that (perhaps aside from the burst variant) it does work more through volume of fire than damage per round. When combined with "doom mode" this matters because with a more durable tank an HMG at optimal can still chew players up even without a damage mod due to the decreased dispersion of 'doom mode'. If armor became balanced with shields it would even theoretically allow a heavy focused on dps to free up some high slots for damage mods without losing eHP. I realize this is theory crafting based on market stats and CCP patch notes but as best I can tell it's a net neutral change for a dps focused HMG Heavy.
0.02 ISK Cross
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Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.06 15:27:00 -
[44] - Quote
Beren Hurin wrote: 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.
You're right that does make more sense, I'm going to update the OP, thank you for pointing this out.
Quote: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. Ah scrambler pistols, I've seen them be absolutely deadly but they don't really work for me. A buddy of mine ran Scram + Nova in Chrome and would go ~30/0, if I try that I'm lucky to get a 0.5 KDR on a good day
Quote: 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.
I do a lot of this too, it's tactically pretty viable as a support role, but my combat effectiveness while in those fits is pretty laughable.
Again thanks for pointing out the damage mod iteration, good call. Cross |
ChromeBreaker
SVER True Blood
982
|
Posted - 2013.08.06 16:01:00 -
[45] - Quote
Cross Atu wrote:HMG heavy is one of the only roles in Dust I haven't played. I asked because due to my lack of hands on experience it's an area I'm most likely to misunderstand/overlook something about. As stated previously in this thread, Assault wouldn't be effected at all so there's one third of your list addressed. Scouts running alpha weapons don't need damage mods to 1-2 shot most fits (even of a higher average meta), I suppose this may still be an issue for scouts if you're running scout AR, but if you have the Cal frame anyway why not apply a speed mod to let you play the same 'scout + AR' style post change, what about that would hinder your play style? Which brings us back to the Heavy, FGs do their job pretty effectively already. A militia FG with a militia damage mod can take out every dropship I've encountered so far (if it's within range ) most HAVs (I've been in fewer than 10 Uprising battles with a HAV that didn't get eaten up by militia forge + militia damage mod, they are out there but they're rare) and a direct FG shot decimates infantry even when it's militia forge vs proto infantry. So the FG will be just fine (there are after all weapon specific skill upgrades that can be applied and higher meta forges which could be used). LRs well they need some love, they are currently on the 'endangered species list' based on frequency with which they are seen on the field at all, much less actually doing work. If the only way a LR can be effective is through stacked damage mods than that is simply confirmation that the weapon itself needs some attention. Which leaves the HMG, I as mentioned I don't have direct experience running the HMG but the Heavies I run with and talk to have given me to understand that (perhaps aside from the burst variant) it does work more through volume of fire than damage per round. When combined with "doom mode" this matters because with a more durable tank an HMG at optimal can still chew players up even without a damage mod due to the decreased dispersion of 'doom mode'. If armor became balanced with shields it would even theoretically allow a heavy focused on dps to free up some high slots for damage mods without losing eHP. I realize this is theory crafting based on market stats and CCP patch notes but as best I can tell it's a net neutral change for a dps focused HMG Heavy. 0.02 ISK Cross
Your thinking too direct... for example a advanced shotgun can quite happily 1shot any suit short of a heavy... getting that one shot on a target that knows your coming, is running around, or is slightly out of range is difficult... input dmg mods.
If you make dmg mods applicable to certain classes that breaks costomisation, why shouldnt i have a front line logi, or scout, or whatever?
FG users likely already stack dmg mods (as do swarm users). HMG's i only use with dmg mods, im just more effective with them this way.
What you seem to really be pushing for is to remove dmg mods, and then play with the dmg values of the weapons to take it into account and balance... Better to give us the choice i think. |
Mitch Laurence
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
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Posted - 2013.08.06 16:17:00 -
[46] - Quote
As a sniper main a nerf to damage mods would be a slap in the face to all decent sniper spec'd suits. The logi nerf basically removed all logi snipers from game due to the cpu nerf(if you want to use multiple equipment slots). Basically a lot of people respec'd cal logi just to snipe, then it get nerfed and half the snipers literally have NO suit to fit.
When talking about balance: the balance is DPS vs EHP. a high DPS build with dam mods is 'balanced' vs a high EHP build with shield mods. example: I stack 3 complex dam mods on a CSR and output around 415 a shot (prof lvl3 ehp 330) - if someone stacks 3 complex shield extends then EHP jumps to 550. Notice how even when stacking 3 dam mods it doesnt break the EHP of 3 shield mods. This is the balance, Glass cannon vs Shield tank. I didnt mention armor plates because its a different slot, you should not even mention armor. This is a high slot discussion.
Sure I can insta pop a sniper, but not one with EHP boosters equipped. Sure a AR toting front runner can shred me in 2 seconds, but he has to run through the gauntlet of DPS to get to me.
Tl;dr: Nerfing DPS wont balance or add survivability to a properly fitted EHP build, in fact EHP builds at this time are slightly over powered even with the capability of properly fitted DPS builds. |
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