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xxwhitedevilxx M
Maphia Clan Corporation
1537
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Posted - 2014.01.26 18:44:00 -
[1] - Quote
Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving.
Tank 514.
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5506
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Posted - 2014.01.26 18:48:00 -
[2] - Quote
Are you advocating for a quicker TTK?
Never forget
May 14, 2013: Beta 2.0
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xxwhitedevilxx M
Maphia Clan Corporation
1538
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Posted - 2014.01.26 18:51:00 -
[3] - Quote
TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK?
No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no?
Tank 514.
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Yoma Carrim
Situation Normal all fraked up
323
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Posted - 2014.01.26 18:51:00 -
[4] - Quote
TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? I think his just be carful how high you make the TTK.
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
260
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Posted - 2014.01.26 18:53:00 -
[5] - Quote
a high ttk works both ways, it helps STDs from getting instagibbed by rail rifles
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5987
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Posted - 2014.01.26 18:53:00 -
[6] - Quote
Or, you know, maybe it will actually put some distinction between who the assault roles are and who the support roles are. There is a fine balance you must find with TTK, too low and it requires no skill, too high and the best fits usually always win. We've experienced both ends of this in Dust, so now we need to find the balance in-between.
ARC Commander
CPM Info and Q&A - Status: Open
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Cat Merc
Ahrendee Mercenaries EoN.
6011
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Posted - 2014.01.26 18:53:00 -
[7] - Quote
If TTK increases for STD and ADV suits, then the time it will take to down them will increase as well.
Hence it won't really matter in the end.
Meow
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Atiim
Living Like Larry Schwag
3961
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Posted - 2014.01.26 18:54:00 -
[8] - Quote
How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already?
Next On To-Do List: Particle Cannons
To create a vehicle free environment.
There can only be one!
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1482
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Posted - 2014.01.26 18:54:00 -
[9] - Quote
xxwhitedevilxx M wrote:Cause you wight just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. This is true. Strafers and bunnyhoppers are licking their chops right now, quivering with maniacal and barely-contained noob bloodlust.
If only CCP could take a look at the obviously failed matchmaker.
To quote Richard Feynman on the matter: 'It doesn't matter how beautiful your theory is, it doesn't matter how smart you are. If it doesn't agree with experiment, it's wrong.'
I think it's time to let this matchmaker go.
For those who like to point out that server population numbers are too low for our current matchmaker to work: If you were given access to all the stats CCP has, and with only pencil and paper and as much time as you needed(since you're not a superfast machine), could you pick a better roster than the matchmaker does?
If your answer is yes then we're justified in holding the matchmaker to a higher standard.
I support SP rollover.
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Yoma Carrim
Situation Normal all fraked up
323
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Posted - 2014.01.26 18:55:00 -
[10] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? that would be ideal buuuuuuuut......
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
647
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Posted - 2014.01.26 18:55:00 -
[11] - Quote
Good, maybe I can finally get all 8 shots of the AMD in before turning to paste by the RR. |
Cody Sietz
Bullet Cluster Legacy Rising
2109
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Posted - 2014.01.26 18:56:00 -
[12] - Quote
Cat Merc wrote:If TTK increases for STD and ADV suits, then the time it will take to down them will increase as well.
Hence it won't really matter in the end.
Meow It kind of would hurt STD though.
4 slots vs 7 slots, ya know.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
260
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Posted - 2014.01.26 19:00:00 -
[13] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? I don't like the idea of tiercide simply because of reduced customization, and lack of something to look forward to for new players. When I started playing, i got stomped in every single match i was in, but i kept playing because i knew that one day i would have the gear to kill all of the people killing me
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Cat Merc
Ahrendee Mercenaries EoN.
6013
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Posted - 2014.01.26 19:00:00 -
[14] - Quote
Cody Sietz wrote:Cat Merc wrote:If TTK increases for STD and ADV suits, then the time it will take to down them will increase as well.
Hence it won't really matter in the end.
Meow It kind of would hurt STD though. 4 slots vs 7 slots, ya know. The relation between the two will stay the same if CCP does it right. Both will have the same amount of extra TTK added to them.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
512
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Posted - 2014.01.26 19:03:00 -
[15] - Quote
xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. The massive armor and shield amps of late were results of the decreased TTK... When TTK improves their armor will be reduced to fit.
If you can read this, it means you are reading.
Unless you are skimming
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Llast 326
An Arkhos
1595
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Posted - 2014.01.26 19:08:00 -
[16] - Quote
Dovallis Martan JenusKoll wrote:xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. The massive armor and shield amps of late were results of the decreased TTK... When TTK improves their armor will be reduced to fit. In theory yes. Also I would add that if CQC alpha damage is balanced right it would help in mitigating the proto stomp.
KRRROOOOOOM
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1483
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Posted - 2014.01.26 19:13:00 -
[17] - Quote
Gavr1lo Pr1nc1p wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? I don't like the idea of tiercide simply because of reduced customization, and lack of something to look forward to for new players. When I started playing, i got stomped in every single match i was in, but i kept playing because i knew that one day i would have the gear to kill all of the people killing me I agree in the sense that we were all able to hump it up that hill, and the sense of accomplishment when you can finally stand your own ground in this game is very real(but diminished by 2nd-rate mechanics, alas).
I love the brutally uphill challenge and it bothers me that in our condescending concern for the new players we assume that they don't have what it takes to do what we have done. It's a safe bet to say that almost every vet of this game has by now rolled a new character and faced the meat grinder again, but with the benefit of experience under their belts - and found the process not so bad at all.
I am not saying that IWS's system is a bad one, and there are definitely better ways to implement tiers and specializations than what we have at present, but i am saying that we are losing something important with what IWS is proposing, and when we throw out tiered suits we will be throwing away a very real part of DUST's unique identity.
And it won't stop pubstomping at all. Not one iota.
I support SP rollover.
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Heimdallr69
Ancient Exiles. Renegade Alliance
1478
|
Posted - 2014.01.26 19:20:00 -
[18] - Quote
xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. I've been thinking that everyone wants a HTTK but what if it takes like 3 minutes to kill 1 mlt suit. That'd be the worse thing ever.
Removed inappropriate content - CCP Logibro
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True Adamance
Kameira Lodge Amarr Empire
6176
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Posted - 2014.01.26 19:23:00 -
[19] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already?
That's a dangerous concept to be honest. Do it wrong and dusts variation and RPG disappears.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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ugg reset
Molon Labe. Public Disorder.
457
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Posted - 2014.01.26 19:29:00 -
[20] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already?
You're Right. that would get rid of proto stomping and replace it with regular stomping . Good teamwork beats ISK everyday of the week.
Thr33 is the magic number.
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Darken-Soul
Tal-Romon Legion Amarr Empire
159
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Posted - 2014.01.26 19:32:00 -
[21] - Quote
xxwhitedevilxx M wrote:TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no?
most of you guys probably don't remember firing entire clips of primary and secondary weapons only to have your opponents charging and repping back to full health and strafing thru the next barrage. Or bullets that magically disappear at 30m. It was the stupidest time in dust history, your crying about ttk is what brought that about.
I am the real Darken
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
180
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Posted - 2014.01.26 20:09:00 -
[22] - Quote
TTK was an issue with hit detection and no aim assist. We went from maybe 50% of bullets landing to closer to 90% in med to close quarters. Sheild tankers are meant to take medium damage, get away and heal, then jump back into the fight. Current TTK does not allow this, as once your engaged, your dead. This has lead to armor tanking being superior due to its staying power. We also went from 1 kill every magazine or two, to 4+ kills per magazine. This is a direct result of TTK being way to low as aim assist and hit detection are working as intended. Even a heavy dual tanking dies easily in less than a magazine. This is why TTK should be balanced from the new heavy suits. Engaging a heavy with the optimal weapon vs that suit should barely squeek out a kill with a full magazine. Non-optimal will require a relaod to kill one. This trickles down to med suits, as now it would take around half a clip to kill one optimal, and a bit more for non. This results in weapon choices being diverse more so than now. |
Darken-Soul
Tal-Romon Legion Amarr Empire
159
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Posted - 2014.01.26 20:14:00 -
[23] - Quote
Personally I would prefer to use my high and low slots for modules other than hp. But it won't save you cry babies. It will make me more deadly against your poor skills. If you don't get that you may when I can dampen my profile and increase my scans. Or regulate my shields and enhance my melee.
I am the real Darken
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The Eristic
Sad Panda Solutions
140
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Posted - 2014.01.26 20:21:00 -
[24] - Quote
Doshneil Antaro wrote:This is why TTK should be balanced from the new heavy suits. Engaging a heavy with the optimal weapon vs that suit should barely squeek out a kill with a full magazine. Non-optimal will require a relaod to kill one.
Even more heavies with RR confirmed for Brawl... uh, I mean, 1.8.
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Cat Merc
Ahrendee Mercenaries EoN.
6017
|
Posted - 2014.01.26 20:23:00 -
[25] - Quote
Dovallis Martan JenusKoll wrote:xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. The massive armor and shield amps of late were results of the decreased TTK... When TTK improves their armor will be reduced to fit. Huh... Armor was buffed because it was ****. Shields was the F¦¦O¦¦T¦¦M¦¦ FOTY, armor had no use.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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DustMercsBlog
Galactic News Network
112
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Posted - 2014.01.26 20:28:00 -
[26] - Quote
TTK is fine. Its nice to see new players able to compete with higher gear. The only people complaining are bothered their KDRs are dropping.
They can longer take a full clip from a new player...turn around, and one shot them.
Gunfights are no longer 3 minute bunny hop sessions and the game is better as a result. |
Vell0cet
SVER True Blood Public Disorder.
836
|
Posted - 2014.01.26 20:37:00 -
[27] - Quote
TTK was close to perfect in 1.4-1.5 (maybe a touch too low) nerf base damage on racial ARs and SMGs so the TTK was close to where they were in 1.4-1.5 and we'll be in good shape. The other weapons will be indirectly buffed as they will be no longer overshadowed by the weapons balanced around bad hit detection that has since been fixed.
Regarding stomping, the best solution is an optional 2nd tier academy mode for players under 5 mill SP. New players would have a safer playground to play in and build up some skills, and vets can enjoy deep and interesting combat with a variety of fittings, and tiers of gear for different situations.
Quick/Dirty Test Range Idea
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xxwhitedevilxx M
Maphia Clan Corporation
1550
|
Posted - 2014.01.26 23:28:00 -
[28] - Quote
Well, yes, the extra 10% damage can be removed now, maybe that would be enough.
I'll expand the OP thought a little bit:
If they raise TTK, too much obviously, you can get weird things (and maybe some closed beta testers remember that): because of latency, for example, you could get enemies shields recharging while you're shooting, lag strafe could be abused again and campers will have another good reason to camp (just to name a few consequences).
On the other hand, shield tanking would be viable again, allowing guerrilla.
I do agree with anybody who said that ttk must be fine tuned. No hammer here ccp, please.
Edit:
Oh, yes, I almost forgot:
I stated that it will be much harder to kill a PRO, simply because you have much more time to make decisions, aim better etc. Generally, an STD suit won't be able kill a PRO, even if he's taken aback
Tank 514.
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manboar thunder fist
SAM-MIK
24
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Posted - 2014.01.26 23:31:00 -
[29] - Quote
Idk about you guys but higher ttk means less kills so its a give take scenario and id much rather go 30-3 than 11-1 so I prefer this ttk. Changing it won't mean anything as your opponent will last longer too, it's just putting it down less to awareness, concentration and reflexes and more to who has the stronger tank, cough protos.
1.8 will shoot my amarr logi in the face with an ion pistol then bury it under a caldari heavy.
No, not alive thankfully
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manboar thunder fist
SAM-MIK
24
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Posted - 2014.01.26 23:34:00 -
[30] - Quote
Vell0cet wrote:TTK was close to perfect in 1.4-1.5 (maybe a touch too low) nerf base damage on racial ARs and SMGs so the TTK was close to where they were in 1.4-1.5 and we'll be in good shape. The other weapons will be indirectly buffed as they will be no longer overshadowed by the weapons balanced around bad hit detection that has since been fixed.
Regarding stomping, the best solution is an optional 2nd tier academy mode for players under 5 mill SP. New players would have a safer playground to play in and build up some skills, and vets can enjoy deep and interesting combat with a variety of fittings, and tiers of gear for different situations.
This is dust not the petting zoo. Adapt to survive, 5.7 mil sp down the line i frequently get a 20+Kd despite an unfair playing field
1.8 will shoot my amarr logi in the face with an ion pistol then bury it under a caldari heavy.
No, not alive thankfully
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1140
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Posted - 2014.01.26 23:35:00 -
[31] - Quote
Cat Merc wrote:If TTK increases for STD and ADV suits, then the time it will take to down them will increase as well.
Hence it won't really matter in the end.
Meow
NO.
If I have a longer TTK then I have a longer time to react to someone trying to ambush me.
Those depending on short TTK for instagib ambushes find with a longer TTK it comes down more to player skill than to who shoots who first.
Also a longer TTK brings out who has gungame and who was depending on a short TTK to cover no gungame.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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xxwhitedevilxx M
Maphia Clan Corporation
1550
|
Posted - 2014.01.26 23:36:00 -
[32] - Quote
Tech Ohm Eaven wrote:Cat Merc wrote:If TTK increases for STD and ADV suits, then the time it will take to down them will increase as well.
Hence it won't really matter in the end.
Meow NO. If I have a longer TTK then I have a longer time to react to someone trying to ambush me. Those depending on short TTK for instagib ambushes find with a longer TTK it comes down more to player skill than to who shoots who first. Also a longer TTK brings out who has gungame and who was depending on a short TTK to cover no gungame.
That's exactly what I posted right now:D
Tank 514.
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KING CHECKMATE
Ametat Security Amarr Empire
4042
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Posted - 2014.01.26 23:38:00 -
[33] - Quote
xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving.
I actually kind of agree.
While running mostly in my 204 HP scout there is nothing i wish for more than quickly killing someone from behind.
Nothing is worst than shooting someone TWICE in the back with a Shotgun and he survives only to turn around and kill me.....
GIVE ME A RESPEC CCP.
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Monkey MAC
Lost Millennium
1673
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Posted - 2014.01.26 23:41:00 -
[34] - Quote
xxwhitedevilxx M wrote:TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no?
It's a fair point, but really at the moment is ridiculously short, Unique weapons don't get a look in because there is too much skill involved.
With a slightly hogher TTK skill is also a bit more relevant, repping becomes relevant. As CCP REMNANT said. "We don't want TTK to high such that 2 people spend 3 mags jumping around each other in circles until one of them is finally put out of their misery, but at the same time we want it long enough that skill, health, damage profiles and even reps are relevant in combat situations" Slightly paraphrased
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1141
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Posted - 2014.01.26 23:41:00 -
[35] - Quote
manboar thunder fist wrote:Vell0cet wrote:TTK was close to perfect in 1.4-1.5 (maybe a touch too low) nerf base damage on racial ARs and SMGs so the TTK was close to where they were in 1.4-1.5 and we'll be in good shape. The other weapons will be indirectly buffed as they will be no longer overshadowed by the weapons balanced around bad hit detection that has since been fixed.
Regarding stomping, the best solution is an optional 2nd tier academy mode for players under 5 mill SP. New players would have a safer playground to play in and build up some skills, and vets can enjoy deep and interesting combat with a variety of fittings, and tiers of gear for different situations. This is dust not the petting zoo. Adapt to survive, 5.7 mil sp down the line i frequently get a 20+Kd despite an unfair playing field
NO.
This is not PCland where consoles never get an expiration support date by the platform manufacturer.
In console land theres a finite expiration support date for these consoles. Saying go away to new players is killing the games chances for GROWTH. Saying go away to new players is killing the games RETENTION rates.
Thats why the playerbase is so SMALL.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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Darken-Soul
Tal-Romon Legion Amarr Empire
174
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Posted - 2014.01.26 23:44:00 -
[36] - Quote
People think adjusting ttk is the way to go. Why?
of course you are dying fast if you are stupid. Stop running full sprint every where you go. Take cover. Aim. Drop a few damage mods. Use lavs to cross fields. Cover your team mates, suppressing fire is amazing. Stop cooking your grenades in the open, you can throw them over cover.
Gimping ttk is only going to make the gap between dropsuit levels wider. If you think protos are tough now wait until it takes a whole squad to bring one of us down. All the while we will be murdering your friends. One by one you will come back here crying and begging ccp to make your weapons stronger.
I am the real Darken
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Llast 326
An Arkhos
1600
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Posted - 2014.01.26 23:50:00 -
[37] - Quote
KING CHECKMATE wrote:xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. I actually kind of agree. While running mostly in my 204 HP scout there is nothing i wish for more than quickly killing someone from behind.
Nothing is worst than shooting someone TWICE in the back with a Shotgun and he survives only to turn around and kill me..... Yes, I know this feeling all to well. But this comes down to the gentle balance that needs to be taken into account. Higher TTK, balanced with CQC alpha damage should actually make this better. If Alpha Damage weapons that require close range (NK,SG, Pistols, FL.. etc) are balanced then a high TTK gives you the time to get that third shot off that should end the engagement. The trick is balancing that factor out. Getting in to an effective range with a short range weapon needs to be effective, the current TTK does not actually allow for those weapons to be as effective as they should be. I've been RRed when using a SG at point blank, this is counter to the way the weapons are designed to work, and TTK damage balance has a hand in it.
If it is balanced carefully it will work, we don't need extremely high or low TTK, we need the correct balance that makes weapons function in the capacities that they are supposed to. I think this is what CCP has been trying to do, and why it is taking so long to implement, they want to get it right and I can't fault them for that. It is an easy thing to change TTK but a complex problem to actually balance.
KRRROOOOOOM
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Monkey MAC
Lost Millennium
1673
|
Posted - 2014.01.26 23:51:00 -
[38] - Quote
DustMercsBlog wrote:TTK is fine. Its nice to see new players able to compete with higher gear. The only people complaining are bothered their KDRs are dropping.
They can longer take a full clip from a new player...turn around, and one shot them.
Gunfights are no longer 3 minute bunny hop sessions and the game is better as a result.
My kdr has gone up since 1.4 I changed to mlt frontline suits, I am not happy with current average. It needs to be readjusted, not by much no more than -20% at the very most.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1142
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Posted - 2014.01.26 23:52:00 -
[39] - Quote
Darken-Soul wrote:People think adjusting ttk is the way to go. Why?
of course you are dying fast if you are stupid. Stop running full sprint every where you go. Take cover. Aim. Drop a few damage mods. Use lavs to cross fields. Cover your team mates, suppressing fire is amazing. Stop cooking your grenades in the open, you can throw them over cover.
Gimping ttk is only going to make the gap between dropsuit levels wider. If you think protos are tough now wait until it takes a whole squad to bring one of us down. All the while we will be murdering your friends. One by one you will come back here crying and begging ccp to make your weapons stronger.
Scout+cloak+RE waits for Darken to pass....boom!!+50
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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Rusty Shallows
914
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Posted - 2014.01.27 00:05:00 -
[40] - Quote
ugg reset wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? You're Right. that would get rid of proto stomping and replace it with regular stomping . Good teamwork beats ISK everyday of the week. Proto still makes it significantly easier. Just ask the sniper using four or five complex damage modes killing some cheap fits in single center of mass shots.
Here, have some candy and a Like. :-)
Forums > Game
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Yoma Carrim
Situation Normal all fraked up
332
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Posted - 2014.01.27 00:08:00 -
[41] - Quote
Rusty Shallows wrote:ugg reset wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? You're Right. that would get rid of proto stomping and replace it with regular stomping . Good teamwork beats ISK everyday of the week. Proto still makes it significantly easier. Just ask the sniper using four or five complex damage modes killing some cheap fits in single center of mass shots. Is it bad that my Templar ScR with 2 mlt blueprint damage mods dose that with a simple charge shot? Yet they need proto sniper rifles and complex mods?
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Darken-Soul
Tal-Romon Legion Amarr Empire
176
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Posted - 2014.01.27 00:21:00 -
[42] - Quote
Tech Ohm Eaven wrote:Darken-Soul wrote:People think adjusting ttk is the way to go. Why?
of course you are dying fast if you are stupid. Stop running full sprint every where you go. Take cover. Aim. Drop a few damage mods. Use lavs to cross fields. Cover your team mates, suppressing fire is amazing. Stop cooking your grenades in the open, you can throw them over cover.
Gimping ttk is only going to make the gap between dropsuit levels wider. If you think protos are tough now wait until it takes a whole squad to bring one of us down. All the while we will be murdering your friends. One by one you will come back here crying and begging ccp to make your weapons stronger. Scout+cloak+RE waits for Darken to pass....boom!!+50
I doubt it. I lead with my gun, you will still show up red as I pass my reticle over you. ScP to the face for those cowards hiding in the corner.
I am the real Darken
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1145
|
Posted - 2014.01.27 00:22:00 -
[43] - Quote
Darken-Soul wrote:xxwhitedevilxx M wrote:TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no? most of you guys probably don't remember firing entire clips of primary and secondary weapons only to have your opponents charging and repping back to full health and strafing thru the next barrage. Or bullets that magically disappear at 30m. It was the stupidest time in dust history, your crying about ttk is what brought that about.
NO.
Things did not evolve to that state. Things WERE that state in the BEGINNING.
And the Gods of CCP said let there be Dust! And when there was Dust the Gods of CCP said let there be Agents!!
And there were Agents!! Agent Smith with a proto scout suit and a Creodron AR doing the Neo dodging past entire clips of HMG rounds being fired.
Then much later the Gods of CCP said let the time of the Agents be over and thus Call of Dust : NOOB 514 was born. With very short TTK .
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1146
|
Posted - 2014.01.27 00:31:00 -
[44] - Quote
Darken-Soul wrote:Tech Ohm Eaven wrote:Darken-Soul wrote:People think adjusting ttk is the way to go. Why?
of course you are dying fast if you are stupid. Stop running full sprint every where you go. Take cover. Aim. Drop a few damage mods. Use lavs to cross fields. Cover your team mates, suppressing fire is amazing. Stop cooking your grenades in the open, you can throw them over cover.
Gimping ttk is only going to make the gap between dropsuit levels wider. If you think protos are tough now wait until it takes a whole squad to bring one of us down. All the while we will be murdering your friends. One by one you will come back here crying and begging ccp to make your weapons stronger. Scout+cloak+RE waits for Darken to pass....boom!!+50 I doubt it. I lead with my gun, you will still show up red as I pass my reticle over you. ScP to the face for those cowards hiding in the corner.
You mean like that time I deployed a nanohive then deployed some RE inside it? Then somebody??(wonder who?) saw that nanohive and shot at it and the RE went BOOOOM!!!! +50...lol!!
Or try not to hack any tanks.....lol!!! WHY?
pile of proxys .......call in tank......park tank on pile of proxies.......wait until reds hack.....BOOM +50, +50,+50
Was that you that died when that tank died??
And if it was then nothing personal..K?
I just like setting traps.
Abandoned red LAV? check!! hack it??? ummm maybe not a good idea???
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
231
|
Posted - 2014.01.27 00:37:00 -
[45] - Quote
Dovallis Martan JenusKoll wrote:xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. The massive armor and shield amps of late were results of the decreased TTK... When TTK improves their armor will be reduced to fit.
What shield amps? there have been nothing but a small but steady stream of shield nerfs. |
Darken-Soul
Tal-Romon Legion Amarr Empire
178
|
Posted - 2014.01.27 00:39:00 -
[46] - Quote
@^ why are you bragging about instakilling and crying about time to kill in the same thread?
not u Asha ^^him
I am the real Darken
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1147
|
Posted - 2014.01.27 00:43:00 -
[47] - Quote
Darken-Soul wrote:@^ why are you bragging about instakilling and crying about time to kill in the same thread? The gungame is gone and out to lunch with short ttk.
With a longer TTK then it comes down to who can track better in CQC since depending on AA will just get folks killed.
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
|
Darken-Soul
Tal-Romon Legion Amarr Empire
178
|
Posted - 2014.01.27 00:46:00 -
[48] - Quote
Tech Ohm Eaven wrote:Darken-Soul wrote:@^ why are you bragging about instakilling and crying about time to kill in the same thread? The gungame is gone and out to lunch with short ttk. With a longer TTK then it comes down to who can track better in CQC since depending on AA will just get folks killed.
what cqc? Have you played Dust lately? Its rail on rail
I am the real Darken
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1148
|
Posted - 2014.01.27 01:31:00 -
[49] - Quote
Darken-Soul wrote:Tech Ohm Eaven wrote:Darken-Soul wrote:@^ why are you bragging about instakilling and crying about time to kill in the same thread? The gungame is gone and out to lunch with short ttk. With a longer TTK then it comes down to who can track better in CQC since depending on AA will just get folks killed. what cqc? Have you played Dust lately? Its rail on rail
I said no to FOTM RR and instead tried my shotgun build.....a RR killed me at 1m range....bah!!
But yeah its just rail on rail thanks to short TTK since otherwise theres time to get some shots in with the shotgun with longer TTK.
In otherwords not even uprising pissed me off as much as 1.7 short ttk RR and CR
Abandon Ship!, Abandon Ship!!
Jumps into escape pod!
Selected destination Planet PS4.
|
hgghyujh
Expert Intervention Caldari State
250
|
Posted - 2014.01.27 07:50:00 -
[50] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already?
that would also fix a lot of balancing issues with scouts and heavies as well. I mean you every try to fight a std heavy in std gear? its a night mare(as it should be) you ever try to fight a pro heavy in pro gear?? its ******* laughable even with the recent buffs to heavies.
same thing but opposite for scouts, STD scouts are absolute garbage just to bring them in line in the proto tier. if ever you see STD scouts functional again look out proto will be FOTM un-******* stopable.
with more time to kill skill actually has more time to overcome fitting advantages unless those advantages are a 100% increase in tank and a 20-40% increase in damage. I mean that's just shy of getting the barrel of health and the shield belt in unreal, which is about the point that you go "I'm gonna **** me half a team", and promptly do so, could you imagine playing unreal where a third of the opposing team spawns in with that every time, and reps back up to that in a minute, less with proper support?
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hgghyujh
Expert Intervention Caldari State
250
|
Posted - 2014.01.27 08:06:00 -
[51] - Quote
Vrain Matari wrote:xxwhitedevilxx M wrote:Cause you wight just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. This is true. Strafers and bunnyhoppers are licking their chops right now, quivering with maniacal and barely-contained noob bloodlust. If only CCP could take a look at the obviously failed matchmaker. To quote Richard Feynman on the matter: ' It doesn't matter how beautiful your theory is, it doesn't matter how smart you are. If it doesn't agree with experiment, it's wrong.' I think it's time to let this matchmaker go.
For those who like to point out that server population numbers are too low for our current matchmaker to work: If you were given access to all the stats CCP has, and with only pencil and paper and as much time as you needed(since you're not a superfast machine), could you pick a better roster than the matchmaker does? If your answer is yes then we're justified in holding the matchmaker to a higher standard.
I wish people would stop this idiocy that is asking for a better match maker.......WE DO NOT HAVE THE PLAYER BASE!!!......Even the most perfectly omniscient god like matchmaking machine would be hard pressed to make balanced matches with the tiny play base we have, some hours of the day we can't even fill the matches we have. You want better balanced matches??? hope you like waiting 5-10 minutes for a match.
Just stop waiting for matchmaking to fix things for us its not gonna happen until we get more players and that's not gonna happen until NPE isn't a pile of ****.
so stop trying to defend your OP gear and lets ******* fix the god damn game for real. HEY CCP that means an academy that isn't ******* pointless would be helpful, how about leaving it as an option, after the current WP cap when they join every one else, until they achieve a certain WP/match average, cherry picked from their top 10-20 matches???
RUN ON ******* SENTENCES!!!!!!!! |
hgghyujh
Expert Intervention Caldari State
250
|
Posted - 2014.01.27 08:10:00 -
[52] - Quote
Gavr1lo Pr1nc1p wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? I don't like the idea of tiercide simply because of reduced customization, and lack of something to look forward to for new players. When I started playing, i got stomped in every single match i was in, but i kept playing because i knew that one day i would have the gear to kill all of the people killing me
all its taking is the dropsuits not every thing else, and ideally their will be more/and more interesting dropsuit for it. also you would till get the skill bonuses. |
hgghyujh
Expert Intervention Caldari State
250
|
Posted - 2014.01.27 08:13:00 -
[53] - Quote
Vrain Matari wrote:Gavr1lo Pr1nc1p wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? I don't like the idea of tiercide simply because of reduced customization, and lack of something to look forward to for new players. When I started playing, i got stomped in every single match i was in, but i kept playing because i knew that one day i would have the gear to kill all of the people killing me I agree in the sense that we were all able to hump it up that hill, and the sense of accomplishment when you can finally stand your own ground in this game is very real(but diminished by 2nd-rate mechanics, alas). I love the brutally uphill challenge and it bothers me that in our condescending concern for the new players we assume that they don't have what it takes to do what we have done. It's a safe bet to say that almost every vet of this game has by now rolled a new character and faced the meat grinder again, but with the benefit of experience under their belts - and found the process not so bad at all. I am not saying that IWS's system is a bad one, and there are definitely better ways to implement tiers and specializations than what we have at present, but i am saying that we are losing something important with what IWS is proposing, and when we throw out tiered suits we will be throwing away a very real part of DUST's unique identity. And it won't stop pubstomping at all. Not one iota.
nor should it but it will bring it more in line with the Idea of paying for an edge not a victory which is the current status quo, which would also diminish the amount run per match becuase why waste the isk unless you need that edge. |
Yokal Bob
G.R.A.V.E INTERGALACTIC WARPIGS
314
|
Posted - 2014.01.27 08:14:00 -
[54] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already?
Then what would people have to work towards?
CPM1 candidate
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Rei Shepard
The Rainbow Effect
1506
|
Posted - 2014.01.27 08:18:00 -
[55] - Quote
Gavr1lo Pr1nc1p wrote:a high ttk works both ways, it helps STDs from getting instagibbed by rail rifles
Yeah but its going to be harder for them to track me for 2 seconds then it is for me to track THEM for those 2 seconds that they live longer.
Instagib works both ways, if am caugth unaware, i can get killed before i can react, if i have 2 seconds before the guy can eat through my suit while i am standing still, the second i move, his damage output drops, i do a quick 180, aim and kill him.
At least thats how it used to go, i could run numerous games with 20-30 kills and not a single death, with the low TTK i cannot avoid dying to a random unnoticed red dot flanking me.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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hgghyujh
Expert Intervention Caldari State
250
|
Posted - 2014.01.27 08:18:00 -
[56] - Quote
Yokal Bob wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? Then what would people have to work towards?
the bonuses on the suit the weapons and modules and core skills, all of which is still tiered. Not to mention that their will be other suits to bonus up that are more powerful but more specialized. |
Bethhy
Ancient Exiles. Renegade Alliance
988
|
Posted - 2014.01.27 08:18:00 -
[57] - Quote
xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving.
If the general TTK is raised then both will equally get longer.... this is a confusing concept how? |
Son-Of A-Gun
3dge of D4rkness
1062
|
Posted - 2014.01.27 08:19:00 -
[58] - Quote
xxwhitedevilxx M wrote:TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no?
To late. Going by what we have heard so far, they are going to increase it by making the weapon proficiency skill only apply to the weapon's strengths. So if it is a weapon that gets a bonus to shields, then proficiency will apply toward that bonus toward shields, but not toward armor. Personally, I think this is going to be terrible. Guess we'll have to wait to find out.
Also, heavies are getting quite large tank bonuses, and the Gallente and Caldari assaults are getting a bonus to their respective HP mod strengths.
{:)}{3GÇó>
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Piraten Hovnoret
Molon Labe. Public Disorder.
249
|
Posted - 2014.01.27 08:21:00 -
[59] - Quote
xxwhitedevilxx M wrote:TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no?
Yeah and pro are WAY to squishy as it is. It cost like 10 times more then advanced so yeah a pro should have advanced for dinner and milita/standard as a snack
PROTO 4 THE WIN
a game mode where proto is banned is better and would help the new players getting things started.
War never changes
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hgghyujh
Expert Intervention Caldari State
250
|
Posted - 2014.01.27 08:22:00 -
[60] - Quote
Darken-Soul wrote:xxwhitedevilxx M wrote:TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no? most of you guys probably don't remember firing entire clips of primary and secondary weapons only to have your opponents charging and repping back to full health and strafing thru the next barrage. Or bullets that magically disappear at 30m. It was the stupidest time in dust history, your crying about ttk is what brought that about.
ummm no that's pretty much how it was in the beginning, cries about TTK didn't come until they fixed all of that
although I do remember a bunch of posts about shooting nerf darts from people like you and thats what gave us our current status quo, mostly from people who couldn't shoot I remember lots of corp matches where you would be laser lined by AR rounds and die in roughly the same amount of time you do now.
frankly I still play in those days because, while you laser line me I have to work for my kills, thanks to KB&M being broken AND with out AA. |
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Rei Shepard
The Rainbow Effect
1506
|
Posted - 2014.01.27 08:23:00 -
[61] - Quote
Bethhy wrote:xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. If the general TTK is raised then both will equally get longer.... this is a confusing concept how?
New players can't even track people for 1 second to kill them quickly, how is their aim going to be if they have to track a target for double that amount of time ?
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
|
Yokal Bob
G.R.A.V.E INTERGALACTIC WARPIGS
315
|
Posted - 2014.01.27 08:30:00 -
[62] - Quote
hgghyujh wrote:Yokal Bob wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? Then what would people have to work towards? the bonuses on the suit the weapons and modules and core skills, all of which is still tiered. Not to mention that their will be other suits to bonus up that are more powerful but more specialized.
And that's all you need in return for all that grinding? Sorry but we earned our proto suits
CPM1 candidate
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Korvin Lomont
United Pwnage Service RISE of LEGION
520
|
Posted - 2014.01.27 08:42:00 -
[63] - Quote
Aero Yassavi wrote:Or, you know, maybe it will actually put some distinction between who the assault roles are and who the support roles are. There is a fine balance you must find with TTK, too low and it requires no skill, too high and the best fits usually always win. We've experienced both ends of this in Dust, so now we need to find the balance in-between.
CCP#S way of balancing is sadly always going back to what was once imbalanced. CCP has a hang for BIG solutions. So I would expect a rather big change to TTK from them... |
m twiggz
Pradox One Proficiency V.
291
|
Posted - 2014.01.27 08:51:00 -
[64] - Quote
Gavr1lo Pr1nc1p wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? I don't like the idea of tiercide simply because of reduced customization, and lack of something to look forward to for new players. When I started playing, i got stomped in every single match i was in, but i kept playing because i knew that one day i would have the gear to kill all of the people killing me Hmm, someone who actually understands the concept of SP sandbox games. Kudos. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1489
|
Posted - 2014.01.27 17:03:00 -
[65] - Quote
hgghyujh wrote:Vrain Matari wrote:xxwhitedevilxx M wrote:Cause you wight just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. This is true. Strafers and bunnyhoppers are licking their chops right now, quivering with maniacal and barely-contained noob bloodlust. If only CCP could take a look at the obviously failed matchmaker. To quote Richard Feynman on the matter: ' It doesn't matter how beautiful your theory is, it doesn't matter how smart you are. If it doesn't agree with experiment, it's wrong.' I think it's time to let this matchmaker go.
For those who like to point out that server population numbers are too low for our current matchmaker to work: If you were given access to all the stats CCP has, and with only pencil and paper and as much time as you needed(since you're not a superfast machine), could you pick a better roster than the matchmaker does? If your answer is yes then we're justified in holding the matchmaker to a higher standard. I wish people would stop this idiocy that is asking for a better match maker.......WE DO NOT HAVE THE PLAYER BASE!!!......Even the most perfectly omniscient god like matchmaking machine would be hard pressed to make balanced matches with the tiny play base we have, some hours of the day we can't even fill the matches we have. You want better balanced matches??? hope you like waiting 5-10 minutes for a match. Just stop waiting for matchmaking to fix things for us its not gonna happen until we get more players and that's not gonna happen until NPE isn't a pile of ****. so stop trying to defend your OP gear and lets ******* fix the god damn game for real. HEY CCP that means an academy that isn't ******* pointless would be helpful, how about leaving it as an option, after the current WP cap when they join every one else, until they achieve a certain WP/match average, cherry picked from their top 10-20 matches??? RUN ON ******* SENTENCES!!!!!!!! If the matchmaker is making atrocious decisions now with ~4000 concurrent players, it's in all likelihood going to make sub-optimal decisions with a larger playerbase.
Experienced mercs can look at the pre-match roster and often predict the match outcome with high probability because the lineups are butally lopsided. I think what this implies is that the matchmaker is not using all the information availiable to it.
Predictive inference is a hard problem and it often takes several attempts to identify the most predictive variables. In DUST we have many variables. Often good predictors are non-intuitive.
My two cents is that CCP and the playerbase would get good mileage from yet another pass on the matchmaker, provided they approached the problem rigourously and sought input from experts in predictive inference.
Matchmaking is a direct input to the NPE and is worth as much attention as we can give it.
I support SP rollover.
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Dauth Jenkins
Ultramarine Corp
1
|
Posted - 2014.01.27 17:12:00 -
[66] - Quote
Darken-Soul wrote:Personally I would prefer to use my high and low slots for modules other than hp. But it won't save you cry babies. It will make me more deadly against your poor skills. If you don't get that you may when I can dampen my profile and increase my scans. Or regulate my shields and enhance my melee.
I'd be fine with people using damage mods and dampeners instead of armor plates and shield extenders, it means that if I get behind them I should be able to kill them, instead of them just turning around and murdering me with a Kal rail rifle. |
Chunky Munkey
Amarr Templars Amarr Empire
2993
|
Posted - 2014.01.27 17:15:00 -
[67] - Quote
Forgive me for being naive, but how can tanked logis be OP, and scouts be UP in a game where low TTK is an issue? It strikes me as counter intuitive. Back when TTK was high we had the ridiculous dances of death, or had to make sure targets were more than 10m out of cover to have a chance of killing them.
These days you make a mistake and you're punished with death. Simple.
No.
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Callsign Grave
The Battleborn
21
|
Posted - 2014.01.27 17:18:00 -
[68] - Quote
By extension of that Imagine a proto Amarr heavy...... |
Dauth Jenkins
Ultramarine Corp
1
|
Posted - 2014.01.27 17:37:00 -
[69] - Quote
Chunky Munkey wrote:Forgive me for being naive, but how can tanked logis be OP, and scouts be UP in a game where low TTK is an issue? It strikes me as counter intuitive. Back when TTK was high we had the ridiculous dances of death, or had to make sure targets were more than 10m out of cover to have a chance of killing them.
These days you make a mistake and you're punished with death. Simple.
I run an advanced cal logi with 250 shields and maybe 240 armour. It's just enough to survive a firefight. And for those about to complain about my logi suit use, I happen to always run a logi, with an injector, a hive, and a rep tool. Logis need the health, as most people will aim at them, and not the heavy they are repping. |
Llast 326
An Arkhos
1624
|
Posted - 2014.01.27 17:53:00 -
[70] - Quote
Chunky Munkey wrote:Forgive me for being naive, but how can tanked logis be OP, and scouts be UP in a game where low TTK is an issue? It strikes me as counter intuitive. Back when TTK was high we had the ridiculous dances of death, or had to make sure targets were more than 10m out of cover to have a chance of killing them.
These days you make a mistake and you're punished with death. Simple. That is not really a naive question at all. If we are looking at EHP as the factor for TTK then scouts do benefit from low TTK. They do to an extent, because everybody is dying almost as fast as them. Other factors come into play beyond EHP for TTK though, such as ability to dictate initiating an engagement, hit detection, alpha damage, maneuverability, and intel.
A Scout's survivability is not from EHP as much as from dictating the engagement (stealth), maneuverability, and intel. Scouts are (soon to be fixed it seems) UP because these survival methods were not well established for them. Lower slot count and fitting ability made accessing the abilities to dictate engagements a problem. AA and hit detection counters maneuverability. Intel was an issue with omniscient installations nullifying stealth, this was fixed, but low tac net range inhibited scouts abilities to know what they needed to know. This one was fixable but fitting out a scout to be able to see far enough, either through a scanner or passive scanning costs slots and CPU/PG that as pointed out is an issue. These are mostly what scouts wanted addressed rather than a HP increase. The changes that CCP has put in to scouts has addressed most of these issues.
I won't go into a long explanation of why Logi to be OP, but they do survive based on EHP, and have a higher slot count, and CPU/PG than any other suit, giving them more tank.
KRRROOOOOOM
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xxwhitedevilxx M
Maphia Clan Corporation
1568
|
Posted - 2014.01.27 18:37:00 -
[71] - Quote
Llast 326 wrote:I won't go into a long explanation of why Logi to be OP, but they do survive based on EHP, and have a higher slot count, and CPU/PG than any other suit, giving them more tank.
Yes and no, I'll explain:
If you use a Logi as it should be used, it's pretty fine to have all those slots.
Cal Logi:
Should Be Shield Tank, so H: Shield Ext x4 and an Energizer L: CPU upgrade, PG Upgrade, Shield Reg x2 3 PRO Equipment, let's say PRO Hives, PRO Nanite Injector and PRO Rep. But, of course such a slot configuration is easily exploitable, of course, because if you don't equip PRO equipment, or avoid to equip more than 1 equipment you can free a lot of space for armor tanking.
Another incipit for discussion: longer TTK will make new Cal Scouts OP: I modified Dust fitting tool with new drop suits parameters, and Cal Scout can easily reach 1 sec shield recharge delay, 400+ shields, PRO Weapon, Scanner and cloak. Wouldn't it be OP with a long ttk? (considering the insane strafe it can get
Tank 514.
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Darken-Soul
Tal-Romon Legion Amarr Empire
184
|
Posted - 2014.01.27 18:56:00 -
[72] - Quote
Dauth Jenkins wrote:Darken-Soul wrote:Personally I would prefer to use my high and low slots for modules other than hp. But it won't save you cry babies. It will make me more deadly against your poor skills. If you don't get that you may when I can dampen my profile and increase my scans. Or regulate my shields and enhance my melee. I'd be fine with people using damage mods and dampeners instead of armor plates and shield extenders, it means that if I get behind them I should be able to kill them, instead of them just turning around and murdering me with a Kal rail rifle. I have no problem with people running proto. They put in the time and effort for it, so why not. It's just that right now it's hard to be competitive without running advanced weapons. That said, mlt shotgun sets are actually pretty effective right now.
you don't realize what you are saying. You want ttk to be low for you but high for your enemy. You want to be able to kill them before they can react. But in the off chance they can react you want ttk to be lower so you can react. You can't have both.
I am the real Darken
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Llast 326
An Arkhos
1626
|
Posted - 2014.01.27 20:29:00 -
[73] - Quote
xxwhitedevilxx M wrote:Llast 326 wrote:I won't go into a long explanation of why Logi to be OP, but they do survive based on EHP, and have a higher slot count, and CPU/PG than any other suit, giving them more tank. Yes and no, I'll explain: If you use a Logi as it should be used, it's pretty fine to have all those slots. Cal Logi: Should Be Shield Tank, so H: Shield Ext x4 and an Energizer L: CPU upgrade, PG Upgrade, Shield Reg x2 3 PRO Equipment, let's say PRO Hives, PRO Nanite Injector and PRO Rep. But, of course such a slot configuration is easily exploitable, of course, because if you don't equip PRO equipment, or avoid to equip more than 1 equipment you can free a lot of space for armor tanking. Better explanation than i could have given and far more succinct.
xxwhitedevilxx M wrote:Another incipit for discussion: longer TTK will make new Cal Scouts OP: I modified Dust fitting tool with new drop suits parameters, and Cal Scout can easily reach 1 sec shield recharge delay, 400+ shields, PRO Weapon, Scanner and cloak. Wouldn't it be OP with a long ttk? (considering the insane strafe it can get Would it be OP with a long time to kill? It has potential, depends on what is the length of longer though, and how the longer is achieved. If we are looking at the extreme of long TTK, I would say yes. Shields become much more important with longer time to kill, with a shorter time to kill they are less effective. Right now with short TTK we see more armour tanking, see the Cal Logi you described. With a balanced TTK shields and armour should both be viable. Stealth, maneuverability, EHP tanking, and intel, should play parts in how TTK balances as they all affect the balance, like I said in a previous post, it is not an easy thing to do. Love this thread BTW, some really interesting dialogue here. Wish I had more time to articulate myself properly
KRRROOOOOOM
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