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Thread Statistics | Show CCP posts - 5 post(s) |
Rei Shepard
Spectre II
438
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Posted - 2013.08.14 08:31:00 -
[1] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
While Upgrades are always nice, in my current setup suit (Armor) ill be gaining 45-50 hp or so, thats 1.5 duvolle rounds worth of extra survival @ still almost none existent recovery (2 hp/s) so all it does is put me out of combat longer after each fight.
What i think is funny, is that we all cried OMG strafe speeds R bugged the day that patch went live, but noo it was just the FPS upgrades causing it right ...lol...so it took you devs all this time to figure this out eh ?
While the new speeds are better, shields require a penalty, doesnt matter how small a penalty, Armor has one but shields will take a build longer (Maybe) if you even decide to put one on there.
Suits should all have had a Capacitor like Eve Ships, then after a suits shields got drained a couple of time in a row, they could have drained their cap and the suit would be without power to run its functions or recover much more slowly, while armor would put less strain on the cap, like it does in eve.
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Rei Shepard
Spectre II
438
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Posted - 2013.08.14 08:46:00 -
[2] - Quote
Breakin Stuff wrote:ChromeBreaker wrote:
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
ferroscale still needs an external module for reps, or a logi. Shields do not. right now shields have no penalty, PERIOD. This means that any buffs to armor modules are an automatic buff proportionally to shield tankers. This is bad. It maintains the status quo of shields being superior to armor automatically. reactive plates suck.
In Eve Dual Tanking is just not done, you either tank Shields or Armor but not both in Dust Dual tanking just adds towards having allot more EHP without much penalties, because by the time your shields deplete you have armor to fall back on and by the time armor is gone, your shields have kicked in, also Sig tanking (speed) cant be done with Shield Rigs & 4 stacked extenders making your ship balloon to the size of a battleship, Dust side Shield tanking & Speed tanking goes hand in hand.
Balance is still a long way off in this game
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Rei Shepard
Spectre II
485
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Posted - 2013.09.02 08:04:00 -
[3] - Quote
Garrett Blacknova wrote:Yeeeuuuupppp wrote:Why would you give the armor a buff and not the shields? Because at the moment, shield tanking has no penalties and armour doesn't have enough extra HP to balance its speed penalty. They weren't planning to buff shields, they were planning to NERF them. They've decided to implement the armour buff first, by itself, and see how much things change before possibly implementing the shield nerf.
My guess is that the whole 1 to 2 bullets exttra i can take isnt gonna do a whole lot @ 2-5 Armor Repair rate depending if i want to use a slot for that, this is going to buff those suits that can Dual Tank like the Logi's by a whole lot but will leave assaults hanging. |
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