Re: Turret vs Missile Skill Trees

Thanks for bringing the thread back to topic of balance.

Balance what exactly?

There's only way two ways to 'balance' the cross trainability; make all faction weapons distinctly different or make them exactly the same. Are either of these really necessary;

How would making all the faction weapon extensions different improve the game?

How would making all the faction weapon extensions interchangable improve the game?

Re: Turret vs Missile Skill Trees

Arga wrote:

Thanks for bringing the thread back to topic of balance.

Balance what exactly?

There's only way two ways to 'balance' the cross trainability; make all faction weapons distinctly different or make them exactly the same. Are either of these really necessary;

How would making all the faction weapon extensions different improve the game?

How would making all the faction weapon extensions interchangable improve the game?

Not necessary and would not improve the game.

What would improve the game/balance is giving more options to green pilots.

Looking forward to new players and new conflicts.

Re: Turret vs Missile Skill Trees

Arga wrote:
Cobalt wrote:

Arga sorry but your argument about being needed to cross train faction extensions dont work in my case.

Btw saying there is no real difference between blue and yellow???  Did you try full T4 fit on HMs with the two kind of weapons to say that?  Because there are huge differences imo. Did you try each kind of weapons with full T4 range amplifier or full tuners?  I mean saying two weapon types "ressemble" themselves is clearly false.

-50% damage Adv robotics

Not in the situation i was talking about

-10% Critical hit

Sorry i dont get it. 10% critical hit from the extension?  from thelodica robot bonus? In that case it applies to any type of weapon, and is obtained by advanced robotic, its not a turret specific extension. Crit is linked to robots not weapons.

-x% Dmg/Crit for each Weapon tuning not installed

Again that has nothing to do in our discussion, tuners of any faction weapon can be fitted on any faction robot gaining the same bonus

The difference between fitting for DPS and putting some weapons on a bot is tremedous.

Again im surprised by your reflexion, i never talked about fitting for dps, any weapon mounted on any bot should be for maxxed dps? In that case lets all reroll for the max dps weapons no?

Are you saying that you have basic/advanced Mag/laser to 10 also, or did you concentrate most of your EP int ewar? I'm not talking about being able to 'fit' turret weapons, I'm talking about being effective with them in actual combat.

So you are saying that any action modified by an extension should have this extension to 10 before its even worthwhile to use it?

If your not in the faction specific bot then your not even close to being effective with that weapon. Ewar are there for Ewar not DPS.

Oh really.... again really straight thinking for a defender of sandbox gaming. So what about the 3 turrets on vagabond? Sure 2 of them can be used for remote amp or drain etc.. but one is ONLY for turrets... is it totally useless by your opinion?

I didn't say that blue and yellow played exactly the same, I said that the tactical difference between them doesn't justify the EP to fully cross train; as a caveat, you can add until you have one faction maxed out.

But what should refrain me from, for example if ive maxxed my ewar skills and want some versatility (seems you dont like that), training lasers for example if im in a vagabond and want to pilot only that bot? No bot bonus, acc base for vaga is strong enough to sustain lasers a bit, its lighter than any other med weapon, better hitdispersion so more viable with less weapons against small targets... longer range, so its more on phase with your EW range etc... I ask anyone to tell why its better to fit EM than lasers on vagabond if you can train accordingly knowing you somehow gimp your ability to use any assault platform from your faction

If you out solo PVP'ing no one is going to care if you do 50% less dps then your max potential. Actually, no one is really going to care how you spend your EP or setup your bots.

So you can tell me the "good" number for roaming? you seems to know it well. Seriously you face so much diverse situations ingame, you cant say this for this or that for that. I dont roam much but ive some experience about pvp in general, and im sure what im talking about could be efficient and even fun in the right hands

If you undock in a blue bot with lasers your going to kicked from any serious pvp corp.

So you know the criterias for kicking of all the serious pvp corps? Man reread what you write. With a vagabond i hunt sup obs with a single corp, i know what "fitting restrictions" are, and how to reach a specific goal using your fit. From what you say the pvp arena is only full dps or full Ewar? Sorry but we dont play the same game, and i prefer mine looks like more fun. Module means modulation, not cookie cutter.

That same corp isn't going to say "we need 4 blue bots and 2 yellows for this roam, Arga switch to Blue and X up". This is what I mean by no strategic advantage, your not really going to know which would have been better until after the encounter. Although blue and yellow play differently, once your deployed, any EP you have in the other faction weapon/bot is wasted EP.

I never said anything about spending points in more than one faction.

^Answers in bold^


Arga your mostly right, what i was saying is there is some cases where fitting other faction weapons is a viable option. I tough you had more the "sandbox" spirit of being able to do whatever you like, not being restricted in "cookie cutter" builds or fits that makes games less interesting imo. Im not talking of obviously gimping your bot, just give some efficiency for more versatility.

54 (edited by Beasty 2011-10-14 01:28:13)

Re: Turret vs Missile Skill Trees

Arga wrote:

Thanks for bringing the thread back to topic of balance.

Balance what exactly?

There's only way two ways to 'balance' the cross trainability; make all faction weapons distinctly different or make them exactly the same. Are either of these really necessary;

How would making all the faction weapon extensions different improve the game?

How would making all the faction weapon extensions interchangable improve the game?

Saying there's only "two" ways to balance this is just flat wrong.

One way to balance this is stop focusing on how the weapons are used in combat and understand that my OP was about EP and the weapon usage skill tree.

A balance would be to make all 4 types of weapons have their own unique skill set instead of lumping 3 of the 4 into one skill set.

it doesn't matter if its a potato gun or a sling shot if they are going to be classified as different weapons then they should have different skill trees.

In this business, by the time you realize you're in trouble, it's too late to save yourself. Unless you're running scared all the time, you're gone.
~Bill Gates~

Re: Turret vs Missile Skill Trees

If we talk about diversity, we have turret mechs more restrictive than the missile robots.
Main combat unit in the game should be combat mech. Let's look at this:
Tyranos - can use the full profile equipment. As a bonus it has two additional slots for turrets and engineering equipment. They can neut, drain, recharge accumulators, use RSA etc.
By comparison, Kains with their missile slots are sucks. Artemis even more so.

I think you have the wrong beginning. We still have not heard the concept of developers.

What should be the game?

At the moment obvious to me that the main force in the game should be T3 combat mech. But T3 useless. In turret mechs is useless slots. Config fully equipped mechs much inferior in speed, but almost no benefit in other parameters (armor, firepower, etc.)
Absolute no concept of "Full equipped bot" and "Full t4 mk2 bot" (because problems with CPU/Reactor).

This is not sandbox. This is a Box of Chocolates...

Re: Turret vs Missile Skill Trees

By the way I have a suggestion as to satisfy the owners turret robots (and maybe missile robots):
1) Add for turret mechs bonus +2% damage with per level pelistal robot control (like mk2 waspish bonus).
2) Useless bonus pelistal robot control +1% reducing cycle replace to +1% damage with missiles.

But who is interested in Hunters offer?.. In fact it is only food for the trolls.

This is not sandbox. This is a Box of Chocolates...

Re: Turret vs Missile Skill Trees

Cobalt wrote:

^Answers in bold^


Arga your mostly right, what i was saying is there is some cases where fitting other faction weapons is a viable option. I tough you had more the "sandbox" spirit of being able to do whatever you like, not being restricted in "cookie cutter" builds or fits that makes games less interesting imo. Im not talking of obviously gimping your bot, just give some efficiency for more versatility.

taking ewat bots you actualy proved the disparity.... have a look at troiar/ictus ... they can only fit missiles in the damage slots if they max ewar. talk about flexibility.

my plan is to train all races up to assaults to max levels reasonable just for the flexibility it allows. starting with green is the wrong thing in my case. luckily I did a mistake at the begining and thought there would be firearm bonused bots, so I clicked on turret skill mostly from the 20k starter EP.

Re: Turret vs Missile Skill Trees

Hunter wrote:

By the way I have a suggestion as to satisfy the owners turret robots (and maybe missile robots):
1) Add for turret mechs bonus +2% damage with per level pelistal robot control (like mk2 waspish bonus).
2) Useless bonus pelistal robot control +1% reducing cycle replace to +1% damage with missiles.

But who is interested in Hunters offer?.. In fact it is only food for the trolls.

afaik racial robot controll only applies when you are piloting a robot of that race. or did I get that one wrong ?

Re: Turret vs Missile Skill Trees

Hugh Ruka wrote:
Hunter wrote:

By the way I have a suggestion as to satisfy the owners turret robots (and maybe missile robots):
1) Add for turret mechs bonus +2% damage with per level pelistal robot control (like mk2 waspish bonus).
2) Useless bonus pelistal robot control +1% reducing cycle replace to +1% damage with missiles.

But who is interested in Hunters offer?.. In fact it is only food for the trolls.

afaik racial robot controll only applies when you are piloting a robot of that race. or did I get that one wrong ?

I'm not mistaken. Turret robots should be allowed to increase non-profile missile slots with non-profile pelistal robot control. It fits perfectly into the concept of nonlinearity.

This is not sandbox. This is a Box of Chocolates...

Re: Turret vs Missile Skill Trees

wow, its funny how you guys call the 1% racial cycle time bonus useless

i once missed that one when comparing firearms DPS with racial DPS.. and it was a rather significant difference.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Turret vs Missile Skill Trees

Hunter wrote:
Hugh Ruka wrote:
Hunter wrote:

By the way I have a suggestion as to satisfy the owners turret robots (and maybe missile robots):
1) Add for turret mechs bonus +2% damage with per level pelistal robot control (like mk2 waspish bonus).
2) Useless bonus pelistal robot control +1% reducing cycle replace to +1% damage with missiles.

But who is interested in Hunters offer?.. In fact it is only food for the trolls.

afaik racial robot controll only applies when you are piloting a robot of that race. or did I get that one wrong ?

I'm not mistaken. Turret robots should be allowed to increase non-profile missile slots with non-profile pelistal robot control. It fits perfectly into the concept of nonlinearity.

then I got that one wrong. thanks for information.

Re: Turret vs Missile Skill Trees

Arga wrote:

Thanks for bringing the thread back to topic of balance.

Balance what exactly?

There's only way two ways to 'balance' the cross trainability; make all faction weapons distinctly different or make them exactly the same. Are either of these really necessary;

How would making all the faction weapon extensions different improve the game?

How would making all the faction weapon extensions interchangable improve the game?

First I was glad to see even the brief info on my last question covered - 1 name followed by "many" for how many actually swap bots around.  Seeing 9 vs 6 bots posted about as "being blobbed"...

I have no clue how many that might be - from 3 to ??? in the entire game?  It doesn't seem to be a very large quantity that swap around the bots they choose to use, not with any great frequency.

-- on topic:

I don't see why any balance is needed at all.

It's an entirely different slot than a turret.    I see it kind of the same as complaining about utility slots - look how they don't match with turret and missile extensions.  Does that need "balancing"?

So if a turret slot can hold different turrets - sharing extensions across a few types of fittings makes sense and any thing that can fit in a missile slot should share extensions across that type of slot.  If nothing else exists - yet - then wait for it.

Non-pelestial bots do have missile slots.  If you don't have missile skills, you cannot fully fit that bot.  The choice not to do so is not the same as the inability to fit them at all.

Overall, times change and I thought this game was about "the long haul" - not about instant gratification right now, especially not for veteran type players and this seems to be an extremely "veteran" issue that is only an annoyance for a very thin part of the community.  "Envy" comes to mind.

Again, just wondering why different fittings that go in different slot types should match up with extensions?

It really doesn't make much senses.

Re: Turret vs Missile Skill Trees

@ All of you people / trolls that are not talking about the main topic of the imbalance in the EP required to be proficient in specific DPS trees feel free to start other threads.

This topic is about how much EP it takes to train different DPS types. NOT about slot / fitting options  on bots that's another topic.

Problem: all turret skills are lumped in to a few skills making it super easy to cross train from Lasers To Magnetic Weapons to Firearms

This is not balanced to launchers as the launcher tree has no skills that transfer over to anything, where I could train sharp shooting ,  precision firing,  general firing, rapid firing, and the list goes on to have it apply to 3 different types of weapons.

In this business, by the time you realize you're in trouble, it's too late to save yourself. Unless you're running scared all the time, you're gone.
~Bill Gates~

64 (edited by Hunter 2011-10-14 17:36:22)

Re: Turret vs Missile Skill Trees

Beasty wrote:

@ All of you people / trolls that are not talking about the main topic of the imbalance in the EP required to be proficient in specific DPS trees feel free to start other threads.

This topic is about how much EP it takes to train different DPS types. NOT about slot / fitting options  on bots that's another topic.

Problem: all turret skills are lumped in to a few skills making it super easy to cross train from Lasers To Magnetic Weapons to Firearms

This is not balanced to launchers as the launcher tree has no skills that transfer over to anything, where I could train sharp shooting ,  precision firing,  general firing, rapid firing, and the list goes on to have it apply to 3 different types of weapons.

This is not a problem. More precisely, this artificial (invented) problem.

This is not sandbox. This is a Box of Chocolates...

Re: Turret vs Missile Skill Trees

Again its a real problem.  With my vagabond i was able to easily cross train weapons by only putting points into the weapon extension. All the other extensions from turrets that i had pushed up were still 100% useful.  Why cant i do this with an ictus? Give a good reason and the problem is closed i guess.

And the ones saying you shouldnt put weapons on EW mechs.... please those peoples so narrowminded stay away from this discussion.

Re: Turret vs Missile Skill Trees

Someone finished training of turret heavy mech?
no

67 (edited by Cobalt 2011-10-14 18:50:53)

Re: Turret vs Missile Skill Trees

Alexadar wrote:

Someone finished training of turret heavy mech?
no

I dont understand your question, but im sure the answer you gave is not backed up with actual knowledge. EA account are 500k more EP now. Give room to max some *** no? Atm ive adv rob, pelistal bot to 10, missile dmg to 9 and all related missile ext to 5 min. Add all the mandatory ext like fitting, accu stability, all the targeting extension to 10 etc...  I miss 100k EP from a 2nd reset that i will soon(tm) get back. All in all i didnt do the math but i was expecting it could be maxxed yes.

If by "training of turret heavy mech" you ment training BOTH nuimqol and thelodica to 10, and all the related turrets extension to 10, yes in that case 500K EP is not enough i guess. But what does this have to do with our discussion?

You all consider weapon = heavy mechs = max dps = lv 10 extension.  That has nothing to do with cross training.
Not 100% of bots that have turrets/missiles slots have faction weapon robot bonus. Got it?


So like OP said, YES, cross training between turrets is viable while between missiles/turrets is not. I DID it.  I had lv 9 nuimqol, i used mesmer to farm (yeah with EM obviously). But what i liked was vagabond MK2(and i had all jamming maxxed), so i used it often too. With my turrets extensions i had pushed to better farm with mesmer, i just did pushed laser AND firearms to an acceptable level (7 and 8 if i remember correctly) Sure its not 10, but guys 9% and 6% less dmgs is NOT a gamebreaker imo. Peoples that say otherwise...well... nm.  And i did all this with a somewhat LOW EP investment.
I never added one single level in other faction extensions.

So, cross training weapons = noob??  Believe what you want but the OP balance reclamation is valid imo.

Re: Turret vs Missile Skill Trees

My question means: those who trained both nuimquol and telodica, have disadvantage over pure nuimquol or telodica.
When maximum EP count will be near 600-700k e.p., and devs will not implement cross-class for pelistians, lets talk then.

Re: Turret vs Missile Skill Trees

Cobalt wrote:

Not 100% of bots that have turrets/missiles slots have faction weapon robot bonus.

It seems you cannot dissociate a faction extension from its weapon extension. I can have zero in thelodica faction extension and 10 in lasers, in SOME situations it can be viable. So i can have my 50% ECM power and stuff AND use lasers instead of EM on a vagabond if chose to.

I cant believe majority of the peoples debating here dont agree with the fact that this module system is ment to test and find and use fittings for particular purposes, without being locked in a way of thinking  where HM= full dps and Ewar = full ECM/Supp/Demob.

Lets look at this:

Vagabond MK2:

1 sensor amp, 2 suppressors, 1 Ldemob, 1 ecm and 1 range amp

3 lasers

1 LWF, small repper and the 2 other leg slot for cap stability.

Obviously there will be fitting req problems, especially with the lasers using max reactor. I didnt test this but i guess its somehow fesible.

Back this up with maxxed extensions.  Now you got something dangerous no?  You can keep your range with demob (demob is not only for REDUCING distance between you and your foe), suppress and ecm to keep not being hit and slowly(yeah not much DPS but when ennemy cannot do anything, except against a tank, its only a matter of minutes) kill the ennemy.

  Yeah i know PVP is NOT 1v1 etc etc..  But 10 of this and you got a real serious threat for any group of same size and EP (sure there are counter like every strategy(the reason why i love this game at first)).  See the "viability" of weapons on Ewars? Its like small ewars, they got always weapons on them, nobody says:  "Ahaha u nub Ewar dont got racial bonus on weapons u fitting weaps on ur ewar u noob!"


Id like to say im not a veteran of roaming, i did some, mostly mass pvp where all is different.  But i did survived and won 1vs4 battles while i was pve fitted and was catched "pants down" like some like to say.

So please dont hit to hard on the noob.

Re: Turret vs Missile Skill Trees

You say there are more then 2 ways, except your example is one of the 2 ways I mentioned.

Arga wrote:

making all the faction weapon extensions different

Beasty wrote:

make all 4 types of weapons have their own unique skill

Re: Turret vs Missile Skill Trees

To keep it clear about this topic, when did the debate moved from "yes or no balance needed" to "how to give balance".

I mean peoples should be clear about their opinion.  Arga i assume you admit theres a balance issue if you try to find solutions for it?

What would close this debate is if someone of  the deciding side (read DEVS) could explain us why turrets and missiles related extensions have been separated. And if there is a reason; how it is balanced (in my case for example).  Or just say its not balanced this way but in another way. In that case just explain.  I love greens more than blue tbh. Better for a solo pveer like me. BUT one need some logic behind arbitrary decisions.


FACTS:

3 factions, 4 weapon types, most of weapons related extensions applies to 3 of the 4 weapons type, and the last one is left alone.

QUESTION:

Is it balanced?  Will we green have access to more versatility and weapon options?

Re: Turret vs Missile Skill Trees

Cobalt - Actually the complete quotes are:

How would making all the faction weapon extensions different improve the game?

How would making all the faction weapon extensions interchangable improve the game?

I point out there are only 2 ways it could be completely balanced, but I'm asking if doing either of those would actually improve the game play.

They are not rhetorical questions. I'm asking if either of those would improve the game play. My opinion is neither of those options would improve the game.

73 (edited by Cobalt 2011-10-14 20:54:58)

Re: Turret vs Missile Skill Trees

Tbh i have the same opinion. I dont like the idea of restricting (less freedom = not good for sandbox) and free for all weapon would also lower the tactical aspect of the game (and reduce the impact of faction choice, wich is bad too i guess).

The third solution has already been brough up.  Waiting for a new weapon type, that would benefit from missile extensions.  If that happens someday, i hope other factions wont whine like mad dogs.

One little thing we could remember too.  Its not like WoW where there are defined sides. I tough this when i wrote "other factions".  In fact they dont exist. There are only different factions technologies. Meaning any player, corp or alliance has access to any type of technology. So the "balance" issue is lesser by this fact.

Re: Turret vs Missile Skill Trees

there is a balance issue in theory. there is none in practice.

turret bots trade longer time for fitting flexibility (and damage profile flexibility). missiel bots trade faster training time for no fitting flexibility at all.

I don't see why this is an issue at all. I mean the factions should be different enough to matter. Since there is not (Minmatar) mixed weapon faction (i.e. 50/50 slots), there is nobody to complain actualy.

Do I win this thread now ?

Re: Turret vs Missile Skill Trees

If the weapon classes were to be separated then it would add definition to your choice as a pilot. If you decide to pilot blue then you should be committed to piloting that race, the same goes for green and yellow.  I think it would be a major improvement to the game if this was the case.
I just find it silly that at this early stage in the game people are ably to “effectively” pilot two different “factions” of robots while doing large amounts of DPS.

I may be in the minority but honestly this game is not going to go very far by lumping so many skill trees together. The DEV’s should be trying to add “depth”, add “complexity” (not complication) and increase the life of the game. NOT to make is some type of arcade game.

Just listen to general and the help channels and you will find many new players being directly and indirectly told that if they want to be a DPS character they will need to be blue or yellow. When a question like this can be boiled down to just pick turrets it shows the lack of depth or complexity in the game.

Short: more options are better, 1 size fits all turret skills = not good for long run of the game.

Not a theory but a “coming soon” practice.

IF you find the current system "enough as it is" I can understand wanting things easy. But if this game is to last more than a year or two (and increase the player base) there needs to be core changes to the Skill system to allow for more diversity.

In this business, by the time you realize you're in trouble, it's too late to save yourself. Unless you're running scared all the time, you're gone.
~Bill Gates~