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Quil Evrything
DUST University Ivy League
401
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Posted - 2013.11.18 19:55:00 -
[1] - Quote
Background: It has been observed that the speed differential between medium frames and scout/light frames, are too small. Either medium frames are too fast, or scout frames are too slow. Something should be done about this
Failed proposals: Some people say "make mediums slower!" But that would make the base medium frame too painfully slow for the map sizes. it's barely tolerable as-is. Some people say "make scouts faster!" But apaprently, there are some problems with the game engine, to allow infantry movement faster than current limits (and in fact, speed was capped in earlier versions, for exactly this reason)
New Proposal: Make kinetic catalysers light/scout only.
We could leave the small speed boost that comes from leveling up the Biotics skill. However, only allow scouts to fit 'kincats'. This would eliminate the 'logi is a better scout than a scout' problem
Implementation details Rumor has it, a cloak module is in the pipe, potentialy with a special scout-only slot. Stick to that plan, and make kincats limited to that same slot type.
In-game lore justification Motor servos have real-life physics limitations. Usually, you design a drive system for hauling power, OR speed, but not both. Heavy and Medium frame limb augment servos are designed for hauling power. Scout suits are designed for speed. It requires specially designed servos to handle the fast cycling that is required to go above the 8.0m/s running speed.
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Ghost Kaisar
R 0 N 1 N
883
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Posted - 2013.11.18 20:01:00 -
[2] - Quote
I like it. I like it lots.
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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Cosgar
ParagonX
7924
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Posted - 2013.11.18 20:04:00 -
[3] - Quote
I understand where you're coming from, but you can't just have class only items. What makes everything fair is that everyone has access to everything. A better solution would be for scouts to have an efficacy bonus so that everyone has access to biotics, but scouts will always benefit more.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Quil Evrything
DUST University Ivy League
402
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Posted - 2013.11.18 20:06:00 -
[4] - Quote
Cosgar wrote:I understand where you're coming from, but you can't just have class only items.
and why not?
If DUST was supposed to be an "anyone can be anything" system, then there would be no "heavy/medium/light" suits at all! There would just be an open frame and you MAKE it heavy/medium/light based on what modules you put in.
Besides which, we already have class only items. "Heavy weapons". As such, "Light modules" seem perfectly fair. |
Cosgar
ParagonX
7925
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Posted - 2013.11.18 20:12:00 -
[5] - Quote
Quil Evrything wrote:Cosgar wrote:I understand where you're coming from, but you can't just have class only items. and why not? If DUST was supposed to be an "anyone can be anything" system, then there would be no "heavy/medium/light" suits at all! There would just be a single open frame and you MAKE it heavy/medium/light based on what modules you put in. (which would be kinda cool. but that's not what we have) Besides which, we already have class only items. "Heavy weapons". As such, "Light modules" seem perfectly fair. Please quote my whole post instead of pointing out something you don't agree with. I iterated the point that make scouts better at using biotics while others can just use them.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Shotty GoBang
Pro Hic Immortalis
2292
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Posted - 2013.11.18 20:13:00 -
[6] - Quote
Cosgar wrote:I understand where you're coming from, but you can't just have class only items. What makes everything fair is that everyone has access to everything. A better solution would be for scouts to have an efficacy bonus so that everyone has access to biotics, but scouts will always benefit more.
Scout Biotic Bonus: -50% CPU/PG Req't +50% Output Efficacy
Assault Biotic Bonus: +25% CPU/PG Req't -25% Output Efficacy
Logi Biotic Bonus: +50% CPU/PG Cost -50% Output Efficacy
Sentinal Biotic Bonus: [Error: Must equip plates]
Edit: Heavy Weapons are a class-restricted item. Why can't cloak be as well? Scouts still need something unique. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5226
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Posted - 2013.11.18 20:14:00 -
[7] - Quote
Cosgar wrote:I understand where you're coming from, but you can't just have class only items. What makes everything fair is that everyone has access to everything. A better solution would be for scouts to have an efficacy bonus so that everyone has access to biotics, but scouts will always benefit more.
+1.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
723
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Posted - 2013.11.18 20:14:00 -
[8] - Quote
Lets get CCPs word on whether or not scouts can get a base speed buff first. The out-running hit detection was said back when hit detection was crap so we need a DEVs input on whether or not scouts we can get a speed boost.
Laurent Cazaderon has said that a speed boost would be one of the things he lobbies for scouts so there is hope of us scouts running like the wind.
!
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Quil Evrything
DUST University Ivy League
403
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Posted - 2013.11.18 20:23:00 -
[9] - Quote
Cosgar wrote: Please quote my whole post instead of pointing out something you don't agree with. I iterated the point that make scouts better at using biotics while others can just use them.
I'm sorry, I'll reply to it now then:
"Not good enough".
In my opinion, if someone wants to go significantly faster than other infantry, they should be required to equip light suit or scout suit. THATS THE POINT OF A LIGHT SUIT. Otherwise, there's not much point in them existing.
Related to that: even a proto medium, should not be able to outsprint an ADV scout, using ADV modules. Your proposal allows that. So; fail.
Similarly for your "can scouts get a speed buff?" question. The buff would most likely be very minor. Which would still allow the super-sprinter medium suit, to outpace ADV scouts. Which is ludicrous, and should not be allowed any more. It is questionable whether they should be able to keep up with even a basic scout suit.
Of course, anyone who is playing a super-sprinter medium proto suit right now (You, perhaps, Krom?) is going to complain bitterly that they wont be able to play like that any more, and they'd actually have to use a scout suit to go fast. (GASP! HORROR!) Which is the whole point. |
Shotty GoBang
Pro Hic Immortalis
2296
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Posted - 2013.11.18 20:39:00 -
[10] - Quote
Quil Evrything wrote: Of course, anyone who is playing a super-sprinter medium proto suit right now (You, perhaps, Krom?) ...
Vouching for Krom. He is a Scout. This character is his Forum alt. |
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Quil Evrything
DUST University Ivy League
406
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Posted - 2013.11.18 21:24:00 -
[11] - Quote
Quil Evrything wrote:Cosgar wrote: Please quote my whole post instead of pointing out something you don't agree with. I iterated the point that make scouts better at using biotics while others can just use them.
I'm sorry, I'll reply to it now then: "Not good enough". In my opinion, if someone wants to go significantly faster than other infantry, they should be required to equip light suit or scout suit. THATS THE POINT OF A LIGHT SUIT. Otherwise, there's not much point in them existing.
It just occurred to me that perhaps a medium, or even heavy, might want use of kinetics, not to neccessarily go faster than base, but to offset the penalty for armor? Lets see, for example: 2xcomplex plates, 1xcomplex kincat?
That would give a bonus of +270 armor and even a slight overall speed BOOST, since +12 beats -5, -5 That is semi reasonable use of that sort of thing, since using ferroscale in the same slots, gives only 3x75= +225HP.
However, I dont see a sensible way to allow for that kind of use, while disallowing the bad kind.
One way to go,might be to boost complex ferroscale to +90 per module. (and boosts for lower skilled ferroscale as well) Then you'd get the same armor benefit, with same number of slots.
Orr.. we could just say "the heck with it, if you use armor, you're GOING to be slow, DEAL with it." Scouts have certainly had enough "Just deal with it" changes. Time for the other half, to get its share. |
Leithe Askarii
Isuuaya Tactical Caldari State
31
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Posted - 2013.11.18 21:37:00 -
[12] - Quote
Cosgar wrote:I understand where you're coming from, but you can't just have class only items. What makes everything fair is that everyone has access to everything. A better solution would be for scouts to have an efficacy bonus so that everyone has access to biotics, but scouts will always benefit more.
And that is why this game is utterly failing...because all classes are made redundant by the Med Frame. |
Quil Evrything
DUST University Ivy League
406
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Posted - 2013.11.18 22:34:00 -
[13] - Quote
Slight bump to point out my edit to post #11. which reads better as part of the whole post on armor, I think. Hence why the edit, rather than piecemealing it down here.
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Cass Caul
319
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Posted - 2013.11.18 23:50:00 -
[14] - Quote
I wish Scouts got a better bonus than medium suits for kincats. but it doesn't.
If Kinetic Catalyzation stll buffed the base, it would be more significant
but limiting the number of kincats to 1 per suit- for all suits- would also help the scout out
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
A girl, on the internet?! I roll to disbelieve.
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hgghyujh
Expert Intervention Caldari State
170
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Posted - 2013.11.19 00:29:00 -
[15] - Quote
no scout are still to slow any ways and further limiting the potential interesting fits is stupid, this is coming from some one who has played scout since before the E3 build up to the present. |
Lightning Bolt2
From The Mist
356
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Posted - 2013.11.19 08:10:00 -
[16] - Quote
Quil Evrything wrote:Cosgar wrote: Please quote my whole post instead of pointing out something you don't agree with. I iterated the point that make scouts better at using biotics while others can just use them.
I'm sorry, I'll reply to it now then: "Not good enough". In my opinion, if someone wants to go significantly faster than other infantry, they should be required to equip light suit or scout suit. THATS THE POINT OF A LIGHT SUIT. Otherwise, there's not much point in them existing. Related to that: even a proto medium, should not be able to outsprint an ADV scout, using ADV modules. Your proposal allows that. So; fail. Similarly for your "can scouts get a speed buff?" question. The buff would most likely be very minor. Which would still allow the super-sprinter medium suit, to outpace ADV scouts. Which is ludicrous, and should not be allowed any more. It is questionable whether they should be able to keep up with even a basic scout suit. Of course, anyone who is playing a super-sprinter medium proto suit right now (You, perhaps, Krom?) is going to complain bitterly that they wont be able to play like that any more, and they'd actually have to use a scout suit to go fast. (GASP! HORROR!) Which is the whole point.
In other news, my STD heavy sprints about as fast as a medium!
Become a scout today -- and die in 0.1 seconds!!!
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Cosgar
ParagonX
7933
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Posted - 2013.11.19 09:08:00 -
[17] - Quote
Quil Evrything wrote:Cosgar wrote: Please quote my whole post instead of pointing out something you don't agree with. I iterated the point that make scouts better at using biotics while others can just use them.
I'm sorry, I'll reply to it now then: "Not good enough". In my opinion, if someone wants to go significantly faster than other infantry, they should be required to equip light suit or scout suit. THATS THE POINT OF A LIGHT SUIT. Otherwise, there's not much point in them existing. Related to that: even a proto medium, should not be able to outsprint an ADV scout, using ADV modules. Your proposal allows that. So; fail. Similarly for your "can scouts get a speed buff?" question. The buff would most likely be very minor. Which would still allow the super-sprinter medium suit, to outpace ADV scouts. Which is ludicrous, and should not be allowed any more. It is questionable whether they should be able to keep up with even a basic scout suit. Of course, anyone who is playing a super-sprinter medium proto suit right now (You, perhaps, Krom?) is going to complain bitterly that they wont be able to play like that any more, and they'd actually have to use a scout suit to go fast. (GASP! HORROR!) Which is the whole point. Let me put it this way. Years ago, EVE was much like what you're suggesting. Every ship was limited to specific weapons and modules which shoehorned them into a specific role. This made the game necessarily boring and predictable. The solution was to make everything available, despite the ships class with the balancing factor being what ship you use determining how many options you have to theory craft a specific playstyle. The end result is situations where the majority of PVP begins with figuring out your opponents fit long before your engagement.
In Dust, we have this problem:
Leithe Askarii wrote:And that is why this game is utterly failing...because all classes are made redundant by the Med Frame. Compared to EVE, Dust's dropsuits are way too similar while like Leithe Askarii just mentioned, some are outright redundant. Some of this is bad design while most if it comes from improperly defined roles and broken game mechanics that stripped away what made a given dropsuit special compared to another, in this case the Scouts losing their speed due to framerate issues and broken aiming/hit detection mechanics in early Uprising. With that aside, the problem is much deeper with that for the scout. Ask 10 different people what they think the scout's role on the field should be and you'll probably get 10 different answers. It sadly doesn't have anything to make it special since the HP, slots and CPU/PG aren't worth the tradeoff of (minimal) extra speed, stamina, lower signature, and negligible racial bonuses due to again, unbalanced or broken game mechanics. The scout has had a pretty bad history, arguably even worse than the heavy over the course of beta. They went from speedy strafing and flanking shotgun ninja gods that you had to call one out to your squad mates to deal with since fighting one was like fighting Nightcrawler from X-2 to... well... what we have now. If Uprising didn't have the problems it did, I think scouts were going to go back to that direction while being groomed to be that infiltrator class with better EWAR gear like cloaking to further define what made them different. But instead, we have 1.7 right around the corner and 10 different people with 10 different ideas on what a scout should be.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Laurent Cazaderon
What The French
2173
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Posted - 2013.11.19 11:34:00 -
[18] - Quote
Krom Ganesh wrote:Lets get CCPs word on whether or not scouts can get a base speed buff first. The out-running hit detection was said back when hit detection was crap so we need a DEVs input on whether or not scouts we can get a speed boost.
Laurent Cazaderon has said that a speed boost would be one of the things he lobbies for scouts so there is hope of us scouts running like the wind.
I really think a speed boost to scouts is now possible without hurting hit detection too much. Seems to me like a good starting point to raise scouts's speed. Now, as for when the topic of rebalancing suits, bonuses and such will be on the table with CCP, that i dont know. As much as i'd want something to happend (even though i HATE scouts when they rush me), there's no guarantee.
As for limiting access to biotics to light frames only, i tend to agree with the people saying modules shouldnt have a hard limit to what frame can use them.
Instead, i'd rather do something like raised CPU\PG costs and a bonus to CPU\PG consumption for a specific frame. So you could still use it on any suit but you'd have to invest more resource into it.
On the "logi makes a better scout than scout" debate, it's another issue.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Quil Evrything
DUST University Ivy League
408
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Posted - 2013.11.19 16:56:00 -
[19] - Quote
Laurent Cazaderon wrote: As for limiting access to biotics to light frames only, i tend to agree with the people saying modules shouldnt have a hard limit to what frame can use them.
And I'll totally support you on this.
Right after they let me fit a forge gun on my scout suit.
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Maken Tosch
DUST University Ivy League
5177
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Posted - 2013.11.19 17:10:00 -
[20] - Quote
Cosgar wrote:I understand where you're coming from, but you can't just have class only items. What makes everything fair is that everyone has access to everything. A better solution would be for scouts to have an efficacy bonus so that everyone has access to biotics, but scouts will always benefit more.
Cosgar is right about this. If you look at Eve Online, there are is a cloaking module that can be fitted on any ship in Eve. However, certain classes of ships have much greater perks than the regular classes of ships.
For example:
The Nemesis https://wiki.eveonline.com/en/wiki/Nemesis
Quote: Name: Nemesis Hull: Tristan Class Role: Stealth Bomber
Specifically engineered to fire torpedoes, stealth bombers represent the next generation in covert ops craft. The bombers are designed for sneak attacks on large vessels with powerful missile guidance technology enabling the torpedoes to strike faster and from a longer distance.
Developer: Duvolle Laboratories
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Being the foremost manufacturer of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Frigate Skill Bonus: 10% bonus to torpedo explosion velocity and flight time per level 20% bonus to torpedo velocity per level
Covert Ops Skill Bonus: 5% bonus to bomb thermal damage per level 15% bonus to torpedo thermal damage per level
Role Bonus: -99.65% reduction in Torpedo Launcher powergrid needs -50% reduction in Cloak CPU Use -100% targeting delay after decloaking
Notes: Can fit covert ops cloaks, covert cynosural field generators and bomb launchers. Cloak reactivation delay reduced to 15 seconds.
One more thing to note. In Eve Online there are two types of cloaking modules. A standard cloak and a Covert Ops cloak.
Quote: The Cover Ops Cloaking Device II (or Covops Cloak) makes it possible for the above to move at full speed and warp around while cloaked. While the cloak is active, other pilots are also unable to scan the ship out using either the onboard scanner or scan probes.
Covert Ops cloaks have an advantage over almost any other cloaking device. That being the ability to warp the ship while cloaked. This ability makes it easier to sneak up on unsuspecting prey while warping freely about the system. This lends itself well to covert warfare, and is a tactic employed heavily today.
However, the Covops Cloak can ONLY be fitted on a Covert Ops ship. Nothing else. Which means you really have to fully train up on the ship first to be able to use this module. Otherwise, you'll have to make do with the limited standard cloaking module.
CCP should follow this principle for Dust as well. Make two kinds of cloaks (all of them Equipment Items). A standard one that can be fitted on any suit with some limitations and perhaps some penalties while it's active that only requires at least level 1 profile dampening. And a special Covert Ops Cloak that can only be fitted on say... a Scout g/m/a/ck.0 with at least level 5 on profile dampening with some perks that other suits don't benefit.
CCP, thank you for hotfixing the knives. But please make sure they're at their full potential in 1.7.
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Quil Evrything
DUST University Ivy League
412
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Posted - 2013.11.19 18:17:00 -
[21] - Quote
Maken Tosch wrote:
Cosgar is right about this. If you look at Eve Online, there are is a cloaking module that can be fitted on any ship in Eve. However, certain classes of ships have much greater perks than the regular classes of ships.
... One more thing to note. In Eve Online there are two types of cloaking modules. A standard cloak and a Covert Ops cloak.
However, the Covops Cloak can ONLY be fitted on a Covert Ops ship. Nothing else.
dust doesnt have to exactly mirror EVE. But if it does... what you are saying, matches up pretty well with my proposal. The only thing to add, would be the explicit statement that militia kinetic catalysers can still somehow be fitted by anyone.
So, the militia variant could go in a regular low slot. But skilled-into modules, would require the special scout-only slot.
I'd find that fairly reasonable. Limiting non-scouts to the militia modles... WITH stacking penalties... would allow for cancelling of armor penalties somewhat, while avoiding the "medium-frame-scout" phenomenon.
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Matticus Monk
Ordus Trismegistus
730
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Posted - 2013.11.20 02:09:00 -
[22] - Quote
Having biotics be light frame only does make sense, but I'd rather not go too far down the road of reducing the ways players can customize and specialize their fits. I would like to see more inefficiency when it comes to medium/heavy frames making speed fits though....
To that end I'd be fine if medium/heavy suits can use only the militia or standard biotics, or if they have a penalty such that the modules provide less % benefit on their frames and cost more CPU/PG than when used on light frames.
Or - just let me watch their suits get torn apart from the mechanical stress of moving those tanked suits that fast. I'd be okay with that too.... |
Cosgar
ParagonX
7944
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Posted - 2013.11.20 03:04:00 -
[23] - Quote
Matticus Monk wrote:Having biotics be light frame only does make sense, but I'd rather not go too far down the road of reducing the ways players can customize and specialize their fits. I would like to see more inefficiency when it comes to medium/heavy frames making speed fits though....
To that end I'd be fine if medium/heavy suits can use only the militia or standard biotics, or if they have a penalty such that the modules provide less % benefit on their frames and cost more CPU/PG than when used on light frames.
Or - just let me watch their suits get torn apart from the mechanical stress of moving those tanked suits that fast. I'd be okay with that too.... This would kill Minmatar suits that thrive on speed. There's a good chance that the heavy might have a 6.9m/s base sprint speed.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Sinboto Simmons
SVER True Blood Public Disorder.
2275
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Posted - 2013.11.20 22:03:00 -
[24] - Quote
Shotty GoBang wrote:Cosgar wrote:I understand where you're coming from, but you can't just have class only items. What makes everything fair is that everyone has access to everything. A better solution would be for scouts to have an efficacy bonus so that everyone has access to biotics, but scouts will always benefit more. Scout Biotic Bonus: -50% CPU/PG Req't +50% Output Efficacy Assault Biotic Bonus: +25% CPU/PG Req't -25% Output Efficacy Logi Biotic Bonus: +50% CPU/PG Req't -50% Output Efficacy Sentinal Biotic Bonus: [Error: Must equip plates] Edit: Heavy Weapons are a class-restricted item. Why can't cloak be as well? Scouts still need something unique. This is why I like shotty
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
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