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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
982
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Posted - 2014.05.04 22:27:00 -
[1] - Quote
(note: repost from other My Dust area)
Folks,
Pokey Dravon, Soraya Xel, and I are starting a new live podcast for Dust / Legion ...and a bit of EVE.
We are very aware of the current state of things with the huge FanFest announcement that shook a lot of us. We had planned on this podcast for a while and we will be kicking it off regardless. The fact is, more voices that represent the community that's been hammering away with and at CCP for the last 2yrs are needed now.
The show will kick off tonight at 8pm PST and will be a weekly format every Sunday.
You can find more info on the show here... http://t.co/udWcrmt77H and at BIOMASSED.net. Also you can tune in to the EVE-side in game "Podside" channel to hear us as well.
ps...massive kudo's to the Podside Podcast crew (best EVE podcast going) for bending over backwards to help us get this pulled together on short notice.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
982
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Posted - 2014.05.04 22:50:00 -
[2] - Quote
Absolutely, Delt.
We will be keeping things small tonight but I was planning on reaching out to you and a couple other possible CPM candidates to come on in the next week or two.
Sound ok?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
992
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Posted - 2014.05.05 18:57:00 -
[3] - Quote
Fox Gaden wrote:It keeps crapping out on me 20 to 25 minutes in, and when I reload the page I can only get it to work when I start again from the beginning. If I slide the bar to the 25 minute mark it wonGÇÖt play. However, the first 25 minutes where really good. You had enough diversity of opinion on the panel to generate interesting debate, while at the same time everyone remained civil and polite enough to give people their say and not talk over each other. I found it very interesting and hope I can trick the technology into letting me hear the rest of it. Currently I have it running on mute, hopping to start listening to it when it hits about the 24 minute mark. Edit: Nope it cut out again. Did not even get as far as I did the first time.
We are looking into it right now...may have to sub in another recording.
Really sorry for the glitches!
We are also getting it spun up to iTunes ASAP. We'll update the posts with iTunes info soon as we can.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
995
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Posted - 2014.05.12 02:18:00 -
[4] - Quote
Hey Team...we are on live tonight at 2000hrs PST http://podside.net/index.php/channels-and-status
See you there!
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
997
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Posted - 2014.05.13 06:40:00 -
[5] - Quote
Hynox Xitio wrote:Can I be of assistance?
In what way?
Help is always welcome.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1000
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Posted - 2014.05.16 03:41:00 -
[6] - Quote
Honestly we like doing things for the community - heck, we are part of the community and we want the same things that you guys want.
I really like being able to help players, CPM, and CCP bridge communication gaps and have some fun in the process. I'm personally really looking forward getting more points of view and kicking around some cool ideas of Dust, Legion, and even EVE on occasion.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1020
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Posted - 2014.05.18 17:49:00 -
[7] - Quote
We've got a steadily growing list of folks that want to hop on to Biomassed and we definitely work to get all you guys on. We will be live tonight at 8pm PST.
Lots of things on tap for tonight... Dust PC goings on, the Nova situation, some Dust balancing, thoughts on skills and progression in Legion, perhaps a CPM candidacy announcement., and whatever else we can come up with.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1023
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Posted - 2014.05.19 05:44:00 -
[8] - Quote
Lot of good stuff in the discussion tonight... let us know what you think.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1100
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Posted - 2014.06.07 06:08:00 -
[9] - Quote
Good deal, Soraya.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1124
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Posted - 2014.06.13 18:15:00 -
[10] - Quote
Soraya Xel wrote:We record on Sunday nights at 0300 EVE time. Which is indeed midnight Pacific. However, we may be shifting it an hour earlier, and we're also discussing maybe doing an extra podcast some weeks that takes place earlier in the afternoon so we can get some of the EU folks on, and other people who can't make the usual recording time. And we use Mumble.
Fox, Soraya...
It's 8pm Pacific time when the show kicks off.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1127
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Posted - 2014.06.15 16:20:00 -
[11] - Quote
Luther Mandrix wrote:Good podcast
Thanks!
Let us know if there are any topics or guests you might be interested in us having on the show.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1128
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Posted - 2014.06.16 06:19:00 -
[12] - Quote
Soraya Xel wrote:Darth-Carbonite GIO wrote:alk about how Soraya should never, ever, under any circumstances, be a logi Have fun with the 'cast guys. I resent that. I am not a bad logi. It's not my fault my heavy turned around and HMG'd me. TWITCHY!!!!
I'll bet you 100m Dust ISK or a Plex that i beat your WP score as a logi for Twitchy.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1129
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Posted - 2014.06.16 13:52:00 -
[13] - Quote
Fox Gaden wrote:My Logi keep getting killed because I try to avoid getting hit by bullets, so my Logi often find that their meat shield is no longer shielding them right when enemy fire is the most intense. I have been a Speed or Assault Sentinel since 1.3 and everything I have learned to keep myself alive operating independently turns out to be wrong when working with a Logi. But to be fair to me, I do try to warn them before the match starts that I am GÇ£not that kind of HeavyGÇ¥.
The funny part is that the cocky Logi that claim that it is 100% the LogiGÇÖs responsibility to worry about positioning, and that the Heavy should just do their thing without worrying about the Logi, are the Logi that yell the loudest when their Heavy suddenly dives behind cover just as three enemy are firing down the hallway.
I actually have better luck with Scouts using Rep tools. Scouts at least seem to understand my play style and can work with me without getting themselves killed.
If you are going max support you have to have constant communications with your guys when in contact. I also run different setups depending on the squad setups or specific suits / play styles the heavies run.
Not to derail the thread too much ...I think Soraya will have to seriously explain his lack of teamwork as logibro to keep his candidacy viable.
(Yes, yes i'm j/k!)
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1129
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Posted - 2014.06.16 14:53:00 -
[14] - Quote
Kevall Longstride wrote:Good show this weekend guys.
Thanks, Kevall.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1131
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Posted - 2014.06.16 16:55:00 -
[15] - Quote
Darth-Carbonite GIO wrote:In Soraya's defense, Twitchy is a pretty wild heavy to keep track of... But I would officiate that competition in a heartbeat
I feel a twitch stream competition with play by play coming on.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1137
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Posted - 2014.06.16 21:35:00 -
[16] - Quote
Soraya Xel wrote:I'd rather see people try and out-Logi Darth-Carbonite GIO, personally.
Quibbling. 5 demerits.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1137
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Posted - 2014.06.16 21:38:00 -
[17] - Quote
Killar-12 wrote:Average of 5 matches, Captin and Sprnit would still blow any of you away... as would Me/Lions and Mauren All matches must be conucted on A) The same day B) In the same gamemode C)The Logi may not be Squad Lead
Hmm...perhaps.
Rules are legit. Sqd lead will follow normal protocols for assigning defend and attack orders. Probably need to do defined mix of game modes or call it all one mode.
Also, can we fill our own squad out or logi, heavy, and SL/ref?
ps...anyone talked to Twitchy to see if he's game?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1139
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Posted - 2014.06.17 14:03:00 -
[18] - Quote
Appia Vibbia wrote:Killar-12 wrote:Average of 5 matches, Captin and Sprnit would still blow any of you away... as would Me/Lions and Mauren All matches must be conucted on A) The same day B) In the same gamemode C)The Logi may not be Squad Lead ooo. I'd like to find out when this is happening so I can sabotage it. If you aren't doing ambush all I'll have to do is be on your team so you only join red-line matches
Ha...will have to keep it on the down low then!
...unless your taking ISK donations to "help".
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1149
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Posted - 2014.06.22 00:44:00 -
[19] - Quote
Fox Gaden wrote:I plan to make an appearance on this weekGÇÖs show, if you still want me...
Would definitely appreciate it.
Can you catch me on Skype? Would like to chat before the show.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1160
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Posted - 2014.06.23 15:30:00 -
[20] - Quote
Fox Gaden wrote:When I tried to get to the Podcast on my Android phone I kept getting stuck in the EVE Trailer. I got it to work by going directly to http://biomassed.net/podcast and thereby skipping the Biomassed homepage with the EVE Trailer.
We'll need to put the interweb minions on that.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1185
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Posted - 2014.06.30 02:28:00 -
[21] - Quote
Pokey Dravon wrote:Just as an update guys, due to technical difficulties we will not be able to stream the show tonight. However we are recording and it will be available on www.biomassed.net later this evening as well as on iTunes tomorrow morning.
Hit me up on Twitter and Skype with your topics...you'll get your question on air and in a shout out.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1228
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Posted - 2014.07.14 03:45:00 -
[22] - Quote
Luther Mandrix wrote:
How about a three stage Planetary Conquest Battle planet 1.Ambush mode both Corps Attacker and Defender 2.Domination Mode Attacker and defender. 3.Skirmish for the District (Like PC bow)
1.If attacker wins Ambush Attacker has the ground that the ambush was won on. 2.Attacker moves to Domination Defender map if Attacker wins they keep that ground also. 3.Next Attacker attacks district like present PC Match.
Total Clone Package assault x amount of clones to attack district 150 Ambush & 150 Dom & 150 Skirmish= 450 attacking clones. If attackers win ambush but lose Dom Ambush map will have surviving attacking clone forces.
This would by Team gameplay that a lot of us want.
Edit
Here is my thoughts on changes to PC.For talk on Biomassed 7/11/2014
Luther...want to hop on the show and chat about it at some point?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.14 19:50:00 -
[23] - Quote
He's basically just describing a target painter and kinda takes the scenic route to do it.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.15 02:06:00 -
[24] - Quote
hfderrtgvcd wrote:so basically he wants to remove the stealth aspect of this game
Not in the slightest. Basically he wanted the ability to mark a target for a few seconds (3-5 tops) so it would show up on squad tacnet. The target would have to be in the line of sight (i.e. reticule) of the observer to temporarily "paint" it.
Ton of great tactical usage for this such as spotting ambush points, enemy vehicles, sniper positions, ect.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.15 13:06:00 -
[25] - Quote
Appia Vibbia wrote:Jaysyn Larrisen wrote:hfderrtgvcd wrote:so basically he wants to remove the stealth aspect of this game Not in the slightest. Basically he wanted the ability to mark a target for a few seconds (3-5 tops) so it would show up on squad tacnet. The target would have to be in the line of sight (i.e. reticule) of the observer to temporarily "paint" it. Ton of great tactical usage for this such as spotting ambush points, enemy vehicles, sniper positions, ect. yeah. . . you do remember what the game was like before, right? It was kinda terrible for anyone that wanted to play the stealth game and reduced viability of flanking tactics. How would you envision such a tool without inhibiting the tactical advantage of flanking &dampening and prevent rewarding dumb luck and ballerinas?
I think it's actually pretty simple...if you can see the target and keep it in your reticule you can paint it. If you are the one flanking and / or trying to use stealth movement and you get seen and painted for a few seconds - sounds like you need to get better. Besides, lot of folks will just shoot you if they see you and not "paint" you then.
I'm pretty sure Jackal caveated this by saying you had to keep the target in your LOS, i assume the reticule, and it only lasts for a few seconds. This is far more useful against vehicles, snipers, and campers waiting for their cloak to recharge as opposed to fast moving flankers and scouts.
Essentially he described giving everyone the ability to issue an "Attack" order like a Squad leader can do now but with much more severe constraints - holding aim and very short time the target is marked.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.16 15:26:00 -
[26] - Quote
Fox Gaden wrote:It seems you guys only noticed GÇ£Sky SpawningGÇ¥ when a Dev finally started talking about it, and you seem to have no idea of the origins of the idea.
GÇ£Sky SpawningGÇ¥ is a beachhead mechanic for when you donGÇÖt have assets such as an MCC, DCC, or CRU on the ground. Its drawback is that it takes longer to get back into the battle, and that anyone watching the sky will know approximately where you landed, but it also gives you more control over where you land. For this reason it may also be used if your ground spawn assets are being camped. It represents insertion from the Warbarge without any ground assets used. *
I donGÇÖt believe that Drop Uplinks should be powerful enough to transport a clone from obit. I believe that getting a ground based clone supply should be a prime strategic objective, in order to make Drop Uplinks functional.
As well as its use in Salvage Districts, this is also a very important component in giving players the ability to GÇ£RaidGÇ¥ player owned districts where they donGÇÖt have ground assets. Attempts to take a district would require an MCC, but the ability to raid enemy districts without the expense of an MCC to ware down defenses and impact them financially would add a lot to game play.
* Whether this is launching your suited clone directly from the Warbarge and simply waiting to upload your consciousness into it when it gets into the lower atmosphere, dropping you from a Dropship/RDV, or teleporting you into the atmosphere, is really a Roll Playing issue, and frankly I would be fine with any of these options.
Edit: I mostly listen to Biomass a couple days later as a recording, and this time it had me pulling my hair out. If I had been listening live I would have posted in your chat: GÇ£ItGÇÖs a Beachhead mechanic you idiots!GÇ¥ You guys just did not seem to GÇ£getGÇ¥ it. I have been pushing this for the last six months. It has a specific purpose, and is certainly not meant as a replacement for the spawn mechanics we have now.
Fox - I think you are underestimating the folks discussing this mechanic. Most of us are aware that it can be used as "beachead" mechanic and I would also point out that wasn't the context that CCP Wolfman was discussing it in either. We did note in the show that while that might be an interesting way of getting into the battle we (or at least I) preferred you use a CRU that has a player controlled drop or some combination of an RDV like entry for the beachhead then set up uplinks.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.18 14:58:00 -
[27] - Quote
Fox Gaden wrote:I am curious why you guys donGÇÖt like the Sky Spawn idea? I mean as in your specific reasons.
Are we thinking of it the same way? My vision of Sky Spawn is a 10 second spawn time, and then you spawn at or above a DropshipGÇÖs flight ceiling and spend another 10 to 15 seconds falling before you can get back into the battle. Since you will have to use inertial dampeners, which leave you vulnerable for a moment when you land, you will not want to land too near the fighting either. I see it as being slower than ground spawn, making capturing CRUGÇÖs an important strategic objective.
I see Sky Spawn as a less efficient way of spawning for those who do not have the home field advantage. It would also be a fall back option if all the ground spawn points are being camped, and you donGÇÖt have a red line to spawn in.
I donGÇÖt have anything against dropping a CRU as a beachhead mechanic, but what if that CRU is camped or captured?
First, I just don't see the point of it in relation to the other ways we have to "get to work". In Wolfman's discussion is was framed more for the PVEVP mode of salvage. What he was describing is much more useful in other combat modes I think.
CRUs, uplinks, safe zone (redline) spawn areas all work...incentivizing MCRUs and player droppable CRU (basically should be a very difficult to kill uplink that has a 50 clone count in it) seem like better answers at least in comparison to what was described.
One thing I did pick up is that in the Salvage mode it sounds a bit like the Ambush construct in that there are no redlines per se...the spawning in Ambush is what causes all the real beef on the forums about this stuff. Spawning in Dom / Skirm isn't a big issue since you always have a protected spot.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.18 20:00:00 -
[28] - Quote
Fox Gaden wrote:Well of course there are no Redlines in Salvage Districts. There are no teams in Salvage Districts to assigning a Redline to. I think in the case of Salvage Districts Sky Spawn is being considered as a way of avoiding spawn camping that you would get if everyone used a public CRU.
But the Sky Spawn mechanic would also allow raiding on Player Owned Districts, allowing outsiders to access the district, but giving the home field advantage solidly to the District Owners.
Granted you could do that by dropping a CRU from space as well, but that would change the nature of the battle as the side raiding the district would have to defend their CRU. That would be interesting too I suppose. Maybe have both options.
So far Sky Spawn and Droping a CRU from orbit are two proposals for getting clones from orbit down to the surface of the planet. I suppose a third option would be to be dropped off by a small landing craft of some sort. The most expensive option would be to move your clones and equipment to the surface by descending in an MCC but I donGÇÖt think most individuals will be able to afford an MCC, nor should they.
Do you have anything against Sky Spawn more specific than GÇ£I just donGÇÖt see the pointGÇ¥?
Ok...let's examine the sky spawn from a practical sense. As noted by CCP Wolfman, there would be some sort of beacon or uplink that the drop is centered on and effectively you HALO drop in so let's start with that.
1) Your ability to guide your self in the air is currently pretty limited and unless noticeably changed that it would provide only a minimum ability to control your landing point. If you change it too much then you essentially do a "flying squirrel" bit across large chunks of the map....if you did that then you don't need a beacon or uplink.
2) You would have to adjust the TacNet or visibility of enemy and friendly Icons so you can actually see and react to the combat situation on the ground. Again...without noticeable changes which weren't mentioned in any of the CCP posts by the time you MIGHT be able to visually identify and track enemy targets its probably too late given the speed of decent. I would also point out that it's generally easier to pick up the zerg group around a spawn point than it is to see the 1 to 3 guys in solid ambush positions...those are the guys that really camp a position.
For perspective, I do routinely HALO from max flight ceiling and there are some advantages but it is certainly not a slam dunk to fix spawn issues by any stretch.
My overall point is that sky spawn may have a place as an option but it is not at the stage where I could seriously consider that as the primary spawn mechanism for a game mode.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.20 03:20:00 -
[29] - Quote
I'm all about the sci-fi setting but teleporting dudes to several hundred meters above semi-arbitrary points just seems a bit laughable.
It's really just a matter of practicality. If you are there to salvage and the situation the tactical situation is unclear then just bring a dropship / RDV style vehicle in to kick guys out. If you are truly trying to execute a forced entry in a contested environment, i.e. the "beachead" then perhaps a rapid deployment method like sky spawning makes sense.
So we are using the most rapid / dynamic entry method into the Salvage game mode? Honestly just doesn't make sense.
I would rather select drop locations for Supply Depots and CRUs (not unlike 40K drop pods) and we pile out or use the aforementioned dropship. In the salvage mode Wolfman references you needing to set up your base and that's not a bad way to get a head start.
I'm not dismissing the sky spawn idea - it's got merit. However, it should be an option not the solution AND it needs a lot of work beyond the very rough concept that was noted.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1242
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Posted - 2014.08.11 15:13:00 -
[30] - Quote
Fox Gaden wrote:I hate to have to call you guys out on this, but the rang change on the HMG while being a buff to the Standard HMG, it is a NERF to the Proto HMG. They gave all HMGGÇÖs the range of the current Advanced HMG.
From what I can tell most of the QQ over HMG range has to be due to the range of the Proto HMG, because Standard HMG cannot perform anywhere near what people are complaining about. Also nearly half the HMG's I am seeing in PUB matches are Proto (Boundless, Steelmine, Construct). I would also assume that all HMG's used in PC are Proto.
That being said, I would have been fine with normalizing range based on the current Standard HMG rather than the Advanced.
The main point here however is, the Range of the Boundless HMG is being NERFED in Hotfix Charli!
Fox...it's exactly what they did with rifles in the last hotfix (i.e. everything gets ADV range). They are just standardizing range for the base weapon type and adjusting by variant from that.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1242
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Posted - 2014.08.11 15:15:00 -
[31] - Quote
FYI...
Episode 15 is up on itunes
OR you can visit the Biomassed website to grab the episode.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1256
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Posted - 2014.09.25 02:54:00 -
[32] - Quote
Thanks!
Let us know if you have anything you might like us to tee up for discussion.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1256
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Posted - 2014.09.27 00:09:00 -
[33] - Quote
Fox Gaden wrote:Jaysyn Larrisen wrote:Thanks!
Let us know if you have anything you might like us to tee up for discussion. How about this?
Ok...we'll tee that up on Sunday. The show will likely be focused on PC: Past / Present / Future but I'll figure a way to work it in.
ps - Thanks for the high five for Agony Unleashed. Awesome group of guys to fly with and absolute masters at small gang PVP - I've got my work cut out just to keep up!
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1256
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Posted - 2014.09.29 04:16:00 -
[34] - Quote
Just closed out this weeks episode of Biomassed!
Really appreciate the feedback and suggestions for topics on this episode.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.10.03 04:27:00 -
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Fox Gaden wrote:Great Podcast this week! I may listen to it a second time. Jaysyn, I am not sure if you read some of my PC posts, or whether we are just of like minds, but I thought you were spot on in your analysis of what PC should be. It was great to hear the retrospective and analysis from the PC vets as well. I found that very interesting. If you have read my posts on the subject you will know I have lots of suggestions for PC mechanics, but they mostly come down to two principals: 1) Location must matter! 2) PC income should be generated by players doing interesting stuff in the districts. (Salvaging, Extermination, etc.) Farming a district should literally mean getting people out there to work the land, so to speak. This gives less skilled players a part to play, and takes away the incentive to own more districts than you have the manpower to exploit. I am encouraged by the proposed Jump Drive nerfs in EVE, as it shows that CCP are starting to realize that location needs to matter, and too much freedom of movement just leads to big blue donuts.
Thanks, Fox!
I actually checked the threads out after the show. The PC concepts I mentioned on the show are pretty much what I started to coalesce around during the height of the DNS BatShitCrazy blue donut days.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.10.09 14:46:00 -
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Any topic requests for the show this weekend?
Also, If you are interested in being a guest on the Sunday show aways feel free to ping Soraya, Pokey, or myself. We let just about anyone one...heck we Killar-12 on.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.10.13 07:58:00 -
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Dr PepperPoP wrote:You guys invited John Ripper to Pod Cast but not me? Q.Q
Killar said you were showing up but Ripper appeared at showtime. I could only assume he was the puppet master behind the relentless stream of SotaClones.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.10.15 12:28:00 -
[38] - Quote
Episode 20-something should be up sometime today!
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.10.15 15:19:00 -
[39] - Quote
I'll take your reply as a positive response that you have the episode up on iTunes, correct?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.10.16 14:42:00 -
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Fox,
Not disillusioned I think...i'm simply tired of CCPs lack of transparency and when they tout the "games as a service" model as noted by whoever penned the Dev Blog that CCP Rattati and Rouge (and no this doesn't count as proof of life) put out this morning it frustrates me.
Name me one other "service" you would have stuck by if the customer base was treated like we are sometimes with lack of information, straight up mis-information, and roller coaster nerf / buffs. If it were a satellite TV provider you would have already switched service.
I am genuinely happy that they are offering a 1.9 patch with some additional content. That doesn't overcome the extended period of mishandling a very loyal and active community.
Dust is a game that rewards immersion into the technical side and social side of the game and I think that's what's awesome about it. Frankly, I've been back to playing EVE much more because it actually feels re-energized and the community / meta are is clearly built for the long haul. It's difficult for me to justify committing the bulk of my gaming time, which isn't that much considering professional commitments, to a game that feels stagnant and despite comments by folks like Kevall Longstride has a fairly finite shelf life.
I want Dust to do well and to be honest I'm far more interested in Legion than Dust at this point for the aforementioned reasons yet it's easier to find out classified info from the government than it is to get a single sentence blue tag post in the Legion sub-forum. I feel this way primarily because of the way that CCP has treated us.
I get more out of Dust from the players that play than I ever have from the game itself...that's a good thing overall.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.10.16 15:38:00 -
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Soraya Xel wrote:I will be roasting Pokey and Jaysyn this weekend on the show over a hot fire with regards to recent insistence on the podcast that DUST was all it was ever going to be even though I was telling them that it wasn't the case.
You think a couple maps and FINALLY the ability to sell the ginormous amount of random salvage or nerfed to useless pieces of kit to an NPC is a game changer?
I shall return fire as required, Kool-Aid Man.
You know that I am and always will be a fan of Dust; that doesn't preclude me from calling it like I see it.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.10.17 03:12:00 -
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Fox Gaden wrote:Jaysyn Larrisen wrote:Soraya Xel wrote:I will be roasting Pokey and Jaysyn this weekend on the show over a hot fire with regards to recent insistence on the podcast that DUST was all it was ever going to be even though I was telling them that it wasn't the case. You think a couple maps and FINALLY the ability to sell the ginormous amount of random salvage or nerfed to useless pieces of kit to an NPC is a game changer? I shall return fire as required, Kool-Aid Man. You know that I am and always will be a fan of Dust; that doesn't preclude me from calling it like I see it. I see it as a great rebuttal by CCP Rattati and CCP Rouge to your rant on episode 24 or the Podcast. I also see it as hitting the biggest problems that could not be addressed without a Client Side change, as well as adding as much content as possible with the limited Dev resources available to them. I mean new maps are a significant addition to the game, even if they were already nearly completed in the Fall of 2013, it is still huge that they took them off the shelf and finished optimizing them. I think that the stable player counts and the progress CCP Rattati has made with the hot fixes has convinced Rouge that it is worth focusing a little more Dev time on DUST. I now hold out some hope for new art assets being created for the Amarr and Gallente Heavy Weapons. I mean they could reuse the HMG or Forge Gun animations, if they placed the handles in the same place. HMG already has an overheat animation. So all they need is to create the art asset, and optimize it to the stringent polygon count restrictions required for DUST.
I think you might have missed the point of my commentary.
As noted here and other places, I'm glad and appreciative of the new patch. That doesn't quite mean CCP is knocking it out of the park.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.10.20 14:29:00 -
[43] - Quote
You get a cookie.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.10.21 03:28:00 -
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Thor Odinson42 wrote:Keep ranting Jaysyn.
I think you are the sole reason why 1.9 is happening.
Doubt I'm on the radar screen of CCP but I appreicate the comment!
I'm passionate about the community and the game...rants are part of the package.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.11.20 02:04:00 -
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Soraya Xel wrote:We're currently looking at Saturday at 19:00 UTC.
I am apologizing for this week's podcast, it is still not posted. I had surgery yesterday, and then slept for 12 hours.
Weak excuse.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.11.20 15:56:00 -
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Soraya Xel wrote:Says the guy who missed three episodes.
You had a bump on the head. I was kinda busy.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.11.24 15:15:00 -
[47] - Quote
Were you guys able to get more into that grease fire of an idea about bandwidth after I left?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.11.24 15:43:00 -
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Soraya Xel wrote:Jaysyn Larrisen wrote:Were you guys able to get more into that grease fire of an idea about bandwidth after I left? We did discuss bandwidth. I think bandwidth is a great idea. I don't remember any huge objections to the idea either, so if you had some, you should've stuck around. ;)
I assume you think it's a good idea because it doesn't directly affect your solo play but I digress.
Equipment spam can certainly be an issue...the ham handed and ill-conceived bandwidth idea is simply a poor way to address it.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.11.25 02:51:00 -
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Soraya Xel wrote:I think it's a good idea because it makes logistics suits a role, not a suit you use for the first 60 seconds of the match. If anything, it's a nerf to solo play and a buff to team play, as it means you can no longer be a solo heavy with your own uplinks and nanohives.
I don't think you have a good idea of how many equipment passes of different types a dedicated logi likely has to make in single match.
The bandwidth change will make more folks not run logi, I'm confident of that....which likely means the remaining dedicated logi players will need to put even more types and amounts of equipment down and the current bandwidth concept won't support that.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.11.25 14:00:00 -
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Soraya Xel wrote:Or they'll need to place equipment more intelligently. Spamming equipment is no longer a viable gameplay strategy. And people will need real logis to deploy equipment, not just "everyone have uplinks!"
My point is that you are fixing spamming by putting more weight on dedicated logi players which is good in spirit but with the same stroke you severely degrade those same logi players ability to meet the tactical requirements of their team.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.11.25 15:57:00 -
[51] - Quote
Soraya Xel wrote:How so? You can still make the same number of "equipment passes", but old equipment will not survive if you do. Which should be less tactically relevant at that point in the match anyways.
The point of the equipment passes (generic term btw) is that you often require more than one unique set of active equipment to support your team. You often need to support more than one position and when it comes to Amarr and Cal logi's you frankly need to be prepared to seed uplinks / hives in at least two positions in sufficent quantity and quality to support your team. Any bandwidth concept that i've heard to this point will potentially work to reduce spam AND they will likely negatively impact full time support players. The support players this hits the hardest will be the racial lines that are dependant on deployable bonuses.
It also seems to me that there is an information gap in the bandwidth discussion. How many logi's does it take to support a 16 player team on the maps we currently have? Anecdotally, I have routinely had to support the majority of a team, say two squads worth, playing dedicated logi and getting some assists here and there mostly from pocket logi's (aka scouts w/reppers). By your own repeated admission the vast majority of your play is solo so you may not be experiencing this.
If you want to address spam here are some easy tricks. 1) put a 5m bubble around supply depots that shuts down hives and uplinks. 2) move supply depots to tactically significant locations and not a 2min one way trip to the edge of the map from where the combat is occuring.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.11.25 16:50:00 -
[52] - Quote
Soraya Xel wrote:It's not just "spam around supply depots". There is simply way too much reliance on dumping uplinks everywhere. There needs to be less uplinks. Everywhere. (I am a personal proponent of finding a way to remove uplinks entirely, because I think they suck, but currently the game needs them to some degree.)
The small measures I pointed out are just that...small measures not intended nor able to fix "spam". They will likely help a noticeable amount with garbage placement of equipment such as 4x nanohives sitting at the base of a supply depot.
Within the current parameters of the game, how many uplinks, hives, proxies, remotes do think is acceptable to be deployed in a match? How many of each suit type "should" be on a 16 player team for balance? Perhaps it's one of those "You know it when you see it" things but that is a dangerous thing left up to individual perspective.
What offsets are being emplaced for support classes that make the proposed bandwidth model attractive? None that we've seen so far. The idea that this makes logi's more valuable is wishful speculation at best. Again...no issue with thinking through how one deals with equipment spam but this is a poor answer at the moment specifically in regards to actual dedicaed support players. The fact that the solution isn't racial balanced (ref. Amar and Cal Logis dependant on deployables) is also very problematic.
As for uplinks...the solution is frankly quite simple. Cut the deployable number of deployable uplinks to 1x until you get to proto then have a variant or two that offers a couple additional deployable links with very few spawns or perhaps a "hardened" uplink that can survive at least one proto flux / locus grenade that has moderate number of spawns.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.11.25 20:24:00 -
[53] - Quote
Fox Gaden wrote:Jaysyn Larrisen wrote:Soraya Xel wrote:It's not just "spam around supply depots". There is simply way too much reliance on dumping uplinks everywhere. There needs to be less uplinks. Everywhere. (I am a personal proponent of finding a way to remove uplinks entirely, because I think they suck, but currently the game needs them to some degree.) The small measures I pointed out are just that...small measures not intended nor able to fix "spam". They will likely help a noticeable amount with garbage placement of equipment such as 4x nanohives sitting at the base of a supply depot. Within the current parameters of the game, how many uplinks, hives, proxies, remotes do think is acceptable to be deployed in a match? How many of each suit type "should" be on a 16 player team for balance? Perhaps it's one of those "You know it when you see it" things but that is a dangerous thing left up to individual perspective. What offsets are being emplaced for support classes that make the proposed bandwidth model attractive? None that we've seen so far. The idea that this makes logi's more valuable is wishful speculation at best. Again...no issue with thinking through how one deals with equipment spam but this is a poor answer at the moment specifically in regards to actual dedicaed support players. The fact that the solution isn't racial balanced (ref. Amar and Cal Logis dependant on deployables) is also very problematic. As for uplinks...the solution is frankly quite simple. Cut the deployable number of deployable uplinks to 1x until you get to proto then have a variant or two that offers a couple additional deployable links with very few spawns or perhaps a "hardened" uplink that can survive at least one proto flux / locus grenade that has moderate number of spawns. Your suggestion would hurt Amarr Logi a lot more than the Bandwidth idea would. With Bandwidth the Logi with less slots still have the same amount of Bandwidth, so while Caldari and Amarr will not be able to carry as much of a variety, they will be able to set down the same number of deployables as the other logi.
I was giving Soraya a direct alternative to his griping about uplinks. I failed to clarify that I don't endorse it for the reasons you pointed out.
It also goes to my point that you can't have a full discussion about bandwidth without including all the other factors that play into support roles...role/racial bonuses, suit stats, equipment stats, related features, ect.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.11.26 03:57:00 -
[54] - Quote
Fox Gaden wrote:I believe that there are other changes proposed to go along with the introduction of Bandwidth which try to adjust for other role related factors.
As I understand it with Bandwidth and the related changes an Amarr Logi will be able to place more Uplinks from a single suit than they can currently, but less Uplinks than an Amarr Logi can currently using two fits with different types of uplinks. This somewhat makes up for the fact that Amarr/Caldari have less equipment slots.
I like the way they plays out. I think that if a Logi feels they have to use two fits to do their job, then something is wrong.
It is also important to remember that these changes effect the opposing team as well.
I maybe wrong but I'm not tracking any concepts like what you are describing as being publicly commented on by CCP as of yet. It also doesn't make up for the lack of equipment slots either. Either way, this is really just our opinions at this point at best.
As for the comment about it working against both teams equally, agreed ...but so what? It still doesn't meant bandwidth as currently described by Rattati is good idea.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.11.26 16:04:00 -
[55] - Quote
Honeslty, Fox... i think there are several areas that need to be addressed with the logi role and the racial suits. Removing tactical flexibility and adaptability...two of the few shining areas of positive play in Dust in an attempt to attack the singular problem of equipment spam is just not a well thought out idea at this point.
As i've noted in other places, I'm reserving my final judgement until I can see how ALL the overlapping factors are coming together. My opinions are based on what CCP has commented on or posted to publicly since all else is speculation by players.
I maybe wrong but many of those it seems many loudly arguing for the bandwidth concept aren't those that will be impacted in the most meaningful way, i.e. dedicated support players. The bandwidth idea does quite directly address "One Suit Wonders" at the same time as putting professional logis at another disadvantage.
I admit that I may not see the whole picture. That said, I also know that I'm looking at this from the perspective and experience level of someone that has been running logi 85% of the time for a couple years with some AV and Heavy mixed into the minority percentage. When you run logi but the tanks and ADS are overwhelming you then switch to AV and back to logi; when the hives are down and you and partner need to hold the last objective for another couple minutes to secure victory you can switch to heavy.
The bandwidth concept takes that level of play away for logi players. Scouts can swap to a heavy suit and break defenses and switch back to scout with no penalty...assaults can switch to scouts and cloak/shotty then to AV suit with no penalty. With the bandwidth idea and your team is getting hammered by vehicles and you switch to AV you can instantly erase 90% of your equipment no matter how thoughtfully placed and tactically valuable to your team. No other role will make that trade off in this concept.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.11.27 01:31:00 -
[56] - Quote
Soraya Xel wrote:Jaysyn Larrisen wrote:Scouts can swap to a heavy suit and break defenses and switch back to scout with no penalty...assaults can switch to scouts and cloak/shotty then to AV suit with no penalty. With the bandwidth idea and your team is getting hammered by vehicles and you switch to AV you can instantly erase 90% of your equipment no matter how thoughtfully placed and tactically valuable to your team. No other role will make that trade off in this concept. No other role allows you to keep the advantages of that role while playing another one. If your deployables could all stay out when you switched roles, it'd be like a scout switching to a heavy but keeping their cloaking device and higher speed.
You already don't keep the advantages of the logi role when you switch. Any logi bonus that you had on the equipment is already removed when you switch suits now. Oh by the way, regardless of class no ones deployable equipment goes away when they die and you can put a lot of equipment down without a logi suit if you are working at it.
To validate your analogy you would have to have something like removing the kills with an HMG from your match record when you switch suits...farsical, yes? That's pretty much what you are telling Logi players though.
Perhaps the bonus and perks should shift away from deployable items if bandwidth is enacted.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.12.04 03:56:00 -
[57] - Quote
Fox Gaden wrote:
I can't figure out why Jaysyn Larrisen wants to nerf Logi so bad. There must be something he is not ``getting`` about Bandwidth. I mean, won`t a Proto Cal Logi suit have the Bandwidth to lay out like 9 pieces of equipment (Nano Hive/Drop Uplinks)? Just how many pieces of equipment does Jaysyn feel a logi should be able to have active at the same time? Also Jaysyn's alternative suggestions for reducing equipment spam seem very draconian.
First, I do find it laughable that you think I'm proposing a nerf to logi players. You are being over the top to try and make a point so I'll let that one slide since I know I do it on occaision.
As I've noted in numerous other areas...my number one beef with BW is that it dramatically reduces tactical flexibility and adaptabiity of players. This is a pretty clear case of something that folks are doing in non-productive way creating blowback on those that aren't doing it. If I play 80% of a match as a logi and my team needs me to run AV at somepoint in the middle since I happend to be pretty good at killing tanks and dropships I might very actually hurt my team more by switching roles and burning well placed and tactically viable pieces of gear. You can say "team play rules" all you want but the vast majority of matches played by people in Dust the only "team" you have is the folks in your squad and the blueberries are background noise.
The other point is that logi players that are dedicated support guys (i.e. stay in the suit after the first 3min of the match) often have to support multiple locations and disparate elements. It's not uncommon for me to be in a match and find maybe one other player actually running team support other than me...that's what also generates a fair amount of equipment that needs to be on the ground.
This is all complicated by the fact that some racial lines are soley dependant on deployables to make them viable (major problem) and the have varied numbers of equipment slots. As you note yourelf...serious survivability issues and other rough spots clearly need to be addressed.
As to the comment about "draconian measures" - pay attention to what I said, I was very specifically referring to uplinks only since Xel and IWS had the most invective directed towards uplink spam particularly and I offered an incremental step very similar to the same one CCP already used for grenades. Lower the number of active uplinks (not carried) due to how powerful that specific piece of equipement is in relation to hives, REs, or proxies. I also noted that not being allowed to place equipment withing a 10m circle of a supply depot and repositioning supply depots would be a great way to cut down on garbage placement of equipment. I'm not really sure I can call those steps "draconian" in comparison to potentially popping 3/4's of a rack of proto equipment if my team / squad needs something else at that moment.
Let me be clear...I consider myself a very dedicated support player and that doesn't always mean I should wear logi suits exclusively since they aren't the best support all the time depending on the situation.
Furthermore, I have already dialouged with Rattati and let him know that I may not like the as described BW concept but I know it's coming and I want to help make it a solid feature. He's also included an initial racial bonus to Amarr / Cal logi's for flat BW increase per level which is a good move. I take some issue with a few of the BW costs per equipment (i.e. uplinks should cost more BW than a rep hive...it's a mini-wormhole for pete's sake!) and I'm going to work with him to make it as good of an option for the game as possible. That doesn't mean i don't have conceptual issues with the design.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.12.04 15:08:00 -
[58] - Quote
Ok...I'm not going to fence with you over a series of half a dozen posts in the same thread. If you are attempting to troll or poke it's not working. I attempted to respond to your feedback comments and you seek to dissect my post by misinterpreting it or taking comments in isolation. I shrunk your comment down purely to make room for my response as I didn't want 2 text walls there.
If you read my response in its entirety I think you will find that I am simply voicing concerns that a minority of veteran players had about the bandwidth idea. Our view i suspect at its core is rewarding folks for adaptability and positive reinforcement of certain playstyles is much preferred to offering punishing options to keep folks in a given role or playstyle. The simple fact is that bandwidth is a constraining factor that effects logis far more than any other class and not an incentive or positive reinforcing mechanic.
As for your comment about uplinks ...you ignored any substantive comment and simply take a dig? I can usually count on you to have better dialogue than this. You'll remember this is also why I said that the logi suits needed to be reworked period...the current suits are becoming untenable as the game continues to progress and they do not.
Again, please note that while I have conceptual issues with bandwidth in that I don't like being forced into playstyle options I'm supporting Rattati in working to make it good mechanic.
If you want to joust about this further I can meet you on coms if you wish.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.12.04 15:47:00 -
[59] - Quote
Fox Gaden wrote:I am not trying to Troll. I am seriously having difficulty understanding your position.
That is simply because we have a different perspective and experience the game differently even though we can be in the same match. For every one that says equipment brings lag there are those like you and I that don't have much lag. PS...i don't have nearly the optimal set up that you do either. For folks that don't like equipment spam (and i'm one) consider the length of a match...not just the first 3 minutes of it.
Your points are as valid as mine (or others that have differing opinions). I was puzzled by what I took as the trollish tone of some your responses and the fact that you seem to take the individual paragraphs out of context.
Bandwidth is coming and I'm seeking to make it better than currently described because it's a rough and moderately polished implementation plan.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.12.07 17:53:00 -
[60] - Quote
0200 Eve time...so 10PM Eastern and 7PM Best Coast.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.12.07 22:48:00 -
[61] - Quote
Sounds good.
"Endless money forms the sinews of War." - Cicero
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Jaysyn Larrisen
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Posted - 2014.12.08 02:13:00 -
[62] - Quote
My ability to tell time has been degraded apparently. The show is @ 0300 Eve time...forgot to calc for Daylight Savings Time.
Again.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.12.08 05:31:00 -
[63] - Quote
Had a great surprise guest on tonight... CCP Rattati.
https://s3.amazonaws.com/biomassed/BiomassedEp32.mp3
Let us know what you think!
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2014.12.08 20:56:00 -
[64] - Quote
Fox Gaden wrote:Bandwidth: Rattati says that the tierring of the Bandwidth lines up with Advanced and Proto logi having more slots, but the other suits don't get more equipment slots at higher levels. Why are other suits getting different amounts of Bandwidth for Std/Adv/Pro? Jaysyn Larrisen in the interest of helping you spend your EVE ISK, I will be passing your invitation to all members of the Learning Alliance. I know quite a few of them have new EVE accounts. I always recommend Agony Unleashed's PVP classes, and I am happy to pass along this special offer.
Good deal, Fox.
First 10 that contact me will get a slot in the next PVP Basic paid for by Biomasses Podcast. The normal cost is 20mil ISK for the class so for a new player it's a noticeable chunk of change.
FYSA...i think our next PVP Basic will be after the holidays as you can imagine. I'll pimp this out a little more as we keep going forward.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.12.18 21:38:00 -
[65] - Quote
I just noticed it wasnt up on iTunes. I'll poke Soraya to see what's up.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2014.12.20 23:43:00 -
[66] - Quote
Vell0cet wrote:Another great episode. Good work guys.
As for the boxes, I think CCP should add key fragments, and make them drop more regularly (or make them more common for mission rewards). That way there's still a significant benefit to buying the AUR keys, but acquiring keys isn't such a lottery.
I think either significantly more keys or much higher grade of loot from the chests. Either way they need to adjust something.
299 boxes and about 5 keys.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2015.01.05 04:23:00 -
[67] - Quote
Darth-Carbonite GIO wrote:Hope it was a happy new year for the best Dust podcast on the air. Keep up the work guys.
Thanks, Darth!
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Posted - 2015.01.06 15:16:00 -
[68] - Quote
Regis Blackbird wrote:Soraya Xel wrote:This week's episode has now been posted. Enjoy! Great episode (All 2h of it)
Thanks!
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
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Jaysyn Larrisen
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Posted - 2015.01.10 00:16:00 -
[69] - Quote
Fox, interested in coming on Biomassed this Sunday?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2015.01.12 20:39:00 -
[70] - Quote
Fox Gaden wrote:Thor Odinson42 wrote:Window timers are bad, but instead they should set default timers that are locked to districts based upon player participation in the game from throughout the world. Can you expand on this suggestion a bit more? Are you talking about a system which reacts to ongoing participation at different times of day, or are you talking about hard coding district timers based on one moment in the history of the game?
Fox,
Thor isn't offering that as a suggestion....he's paraphrasing Soraaya and explaining that he disagrees with Soraya's idea.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2015.01.12 20:52:00 -
[71] - Quote
Soraya Xel wrote:Attack windows four or six hours wide is absolutely crazy, IMHO. It gates out any corp that doesn't have a full team available all evening long.
I originally thought 6hrs would work (fits nicely into a 24hr block) but I think bringing ti down to 4hrs would work fine.
Without getting into a major discussion on the forum since i'm drive-by posting is that that no matter the advantages are too one-sided for the defender if the attacker can't exert some control over the attack timing.
The window system gives some level of parity to both the attacker and defender and that is ultimately a good thing.
The other point I would make is that all these proposals need to be framed from multiple perspectives... attacker vs defender and single district ownership vs multiple district ownership. Example, if you can select the window to open your district to attack you put in your 3 or 4 districts in the same timezone and then you have your best capability levied against the highest period of potential activity. It also allows for corps to coordinate small window attacks to force you to use multiple teams or put some mercenary corps on retainer.
For every area you say that something is "bad" (and I agree from your personal perspective and experience it might very well have been) there are at least an equal number of folks that had a very opposite experience and perspective that is just as valid. If you or they anchor to that experience and won't consider other people have valid but different perspectives then no one will convince anyone of anything.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2015.01.13 05:04:00 -
[72] - Quote
Soraya Xel wrote:Jay, I understand you feel that the advantages are too one-sided for the defender, but the ideas you're supporting are entirely in favor of the attacker to the extreme degree that many defenders will be excluded from the game mode out of hand. And timing has to be in the hands of the defender unless you just want lots of no-show matches as the way to turn over districts. It's poor game design.
If anything, I would rather give the attackers an advantage in a different way, like an in-match advantage. (I would really love to start defenders in the city but give attackers a huge benefit like being the only side that gets vehicles or a much larger MCC to burn through or something.)
Ok, I'll take a page from your book. What empirical data can you show that demonstrates the idea I've set forth does the following: a) Are entirely in favor of the attacker. Note that the defender selects the window of time and can select their prime activity window to cover.
b) Are 'extreme'. Particular in relation to some of the other proposals vs what we have now.
Additionally, I have had a singularly different experience in PC matches reference "no show" matches than you have apparently. If the corp in question only has one district and can barely field a full 16 pax team you're arguement may have some anecdotal merit (not sure, haven't been in that specific position). You'll also note that the original discussion indicated that while the attacker could pick exact time the window and presumably in the defendors primetime the defender is notificed well in advance that an attack is in-bound in the defenders selected "defense window".
You seem to feel that no corp will be able deal with this situation and i have absolutely 100% a different experience in this as do several others that you seem to dismiss out of hand. At some point, the system must be agnostic of the internal organization of corps and they will need to adapt to the system. Small elite corps, mid-size casuals, and large scale corps with acitvites across the band all will need to adapt to whatever PC is like. That system doesn't need to be one that exclusively caters to the defending party as does the current system.
You have just brought to the table in-match direct advantages and I applaud your thought process on that I think some of the areas that you noted (i.e. defenders not being able to call in vehicles) is far to dramatic of a step without significantly more detail.
You've given several examples of not being able to have enough key personnel in corp to help run or cover districts if an attack comes thus forcing either a very small cadre to "no life" or defenders simply giving up and not defending. If a corp owns multiple districts they could very easily group several defense windows together and they would have a ready made PC fest...but with noticably less advantage than what they would have under our current system.
Additionally, most of the negative perspective you describe is up till now has purely from the defending position and how inconvienent it would be for the defender. The simple counter-point to that is that if the defender were to hold ALL the advantage in initiative it would be at least as frictious for the attacking party as you describe the proposed timer window for the defender; that sounds like "bad game design" to me.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
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Jaysyn Larrisen
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Posted - 2015.01.13 16:57:00 -
[73] - Quote
Soraya Xel wrote:Again, your system assumes that most corps can have a full team available or can assemble one across a four hour window. I contest that it is not. The system should not be designed to make everyone Molon Labe. I want people to be able to participate no matter how they organize their corporation.
And the problem is, that with the existing system, those PC organizers, Jaysyn, have to no life to protect a small handful of districts already. You're suggesting they should need to no life to hold just one district. I contend that holding a single district should be a relatively stress-free affair.
I'm not suggesting anyone no-life. I'm suggesting that groups with efficient and effective organizations that actively identify and develop leaders will, and should, be rewarded. If corps only have 1 or 2 guys that can be relied on to run all the tactical organization they need to do some internal work to have more capability (notice I didn't say more people) to help decentralize the workload and responsibility. Or you could have some guys that throughly enjoy being an organizing honcho and they can go all in for you. Or you have a mix of the two which is a more likely scenario.
I would contend that participating in PC should be very accessible and relatively stress free..HOLDING or GAINING a district is an entirely different story and you should have to work and organize to gain the benefits or protect them.
I'm also not looking to make everyone like Molon Labe, or OSG, or Teamplayers, or FA. I'm looking looking to ensure access to the game mode for those that choose to build their corps with that in mind. I'm not interested at all in ensuring everyone gets a blue ribbon in the form of a district for participating - that you have to earn and keep earning to retain it.
"Endless money forms the sinews of War." - Cicero
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Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2015.02.07 01:33:00 -
[74] - Quote
Soraya Xel wrote:Episode 39 is up. It's called "No Introductions Necessary" because Jaysyn forgot to do them.
Or did I....
"Endless money forms the sinews of War." - Cicero
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Posted - 2015.02.11 10:12:00 -
[75] - Quote
Soraya - any issues a with iTunes this week?
"Endless money forms the sinews of War." - Cicero
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Posted - 2015.02.21 03:30:00 -
[76] - Quote
Darth-Carbonite GIO wrote:Having also been unable to access the forums, I've been unable to vent about the latest episode. No longer!
Everything was going fine until the shoutouts began. Dropships were brought up, and a tidal wave of what I feel was uninformed opinions spewed out. After a few agonizing minutes, Jaysyn dropped a couple of desperately needed logic bombs, and the tidal wave was, for a time, put in its place.
And then Pokey just went and broke my heart. "Dropships. I don't fly them, and I don't want to deal with the people that fly them."
The lack of dropship representation is strong, and I hope you guys can provide an adequate voice to defend against this seeming animosity.
New voices are always welcome...you're invited anytime to hop on with us.
"Endless money forms the sinews of War." - Cicero
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Posted - 2015.03.15 04:19:00 -
[77] - Quote
Fox Gaden
....
[b wrote:Assault HMG OP?[/b]: It was my understanding that the DPS was not changed. They balanced the increased damage per round with a reduced rate of fire, for the same DPS as before. So if no one used it before, how could it be OP in infantry combat now? It may have a 60m range, but it does greatly diminished damage beyond 30m and is ineffective beyond 40m due to dispersion. Edit: I looked at the spreadsheet. Looks like a 4% buff at ADV, and 3% nerf at Proto for Assault HMG DPS.
Imagine if they had gotten the dispersion correct from jump street. It has pretty much the same ROF as the RR and I think more dmg per shot than the original version that has been nerved I think 3 times in a row now. OP...maybe not but it will be likely more effective than the breach AR and RR (not that that is a bad thing).
I have a lot of issues with how the HMGs have been working; mostly, the ridiculously short range and aiming mechanics.
Off the top of my head i would honestly like to explore the following COA: 1. Take away ADS capability. Use hip fire only like the forge. 2. Sharpen the accuracy and recoil adjustment to where shooting while moving is extremely difficult. Retain the slight advantage of firing while kneeling. 3. Do away with the reticule shrinking (i.e. getting MORE accurate) as you fire. This is utter ridiculousness and absolutely illogical. I would propose starting with a smaller reticule server and going back to the more pinpoint version we had several months ago. The stream of projective don't need to fill the entire shot gun like reticule. 4. Increase range to roughly that of the CR. 5. Increase the reload...say by 2 seconds. 6. Tweak and retain the AHMG version that we are looking for. 7. lower the heat buildup a bit. This is offset by the slight reload time increase. Modern 7.62 mini-guns can easily burn through a basic load of ammo with no overheat but the reload is a ***** (i'm using the examples in helo door guns and the few we had on the back of Strykers as my primary experience on this).
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
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Jaysyn Larrisen
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Posted - 2015.04.01 05:00:00 -
[78] - Quote
Fox Gaden wrote:Listening to it now.
Bam is adding 2 + 2 and getting 9 again.
When they were talking about breaking the firewall with China that had NOTHING to do with DUST. He was talking about a link between EVE on Tranquility and EVE on the Chinese server. For those who don't know, in China they play EVE on a different server than the rest of the world. It is an entirely separate EVE instance. CCP would like to have everyone who plays EVE play together, but China will not allow that.
As for Nemesis, that was 3 guys working in their free time, so it would not have taken any time away from DUST/Legion. Although, if it actually becomes a "thing" and CCP decides to support further development, it could take some actual Dev time in the future. (But I am sure Soraya will tell him that when I hit "Play" again...)
Edit: This year Pokey Dravon will be number 1 on my vote list for CPM2.
Fox,
BAMM was saying pretty much exactly what you were saying...he wasn't conflating "firewall of China" with Dust. Just didn't come out clear in the interruption-fest of the last episode.
Reference the Nemesis piece - no one will tell you how many folks are working on Dust and up till very recently (i.e. just before FF) everyone, CPM included, would point solely to CCP Rattati and 2 or 3 faceless Chinese coders. Originally the coding was done by Logibro in his spare time if I remember correct.
If you have a small handful of folks working Dust and a slightly smaller handful make Nemesis there is some logical leaps that can be made, i.e. how much could they have done with Dust with the effort that went into Nemesis. It's not evil, just a practical connection based on the communication - or lack thereof - that permeates Dust's existence.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
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Posted - 2015.04.02 04:07:00 -
[79] - Quote
Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants.
I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold.
One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help.
To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
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Posted - 2015.04.03 03:31:00 -
[80] - Quote
Vell0cet wrote:Jaysyn Larrisen wrote:Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants. I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold. One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help. To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense. I guess I don't see what would be so wrong with a Burst Rail Rifle. I would start with the combat rifle (since it's the archetype of the burst weapons) add a modest amount of range to it, give it maybe a 4 round burst, increase dispersion, normalize the DPS with the CR factoring in the charge-up time, subtract a small percent (to counterbalance the range advantage) and it should be a fairly reasonable weapon. Maybe I'm just being naive. You could approach all variants with a similar process and they would all be fairly tightly grouped with each other (at least on paper--obviously these would still need to be tweaked based on actual usage data and player feedback).
Burst rifles operate on the principal of delivering several bursts in quick succession to put down a target. Spool time pretty much kills that.
As an experiment try using a burst AR or CR by NOT trigger spamming. Just hold the trigger back and let the burst cycle naturally. run couple matches that way - no cheating and trigger spamming. Now imagine that same experience but much less responsive and that would give you a burst RR experience.
As an aside - dispersion is a stat that should pretty much go away for the vast majority of weapons.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
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Posted - 2015.04.03 20:02:00 -
[81] - Quote
Vell0cet wrote:Jaysyn Larrisen wrote:Vell0cet wrote:Jaysyn Larrisen wrote:Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants. I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold. One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help. To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense. I guess I don't see what would be so wrong with a Burst Rail Rifle. I would start with the combat rifle (since it's the archetype of the burst weapons) add a modest amount of range to it, give it maybe a 4 round burst, increase dispersion, normalize the DPS with the CR factoring in the charge-up time, subtract a small percent (to counterbalance the range advantage) and it should be a fairly reasonable weapon. Maybe I'm just being naive. You could approach all variants with a similar process and they would all be fairly tightly grouped with each other (at least on paper--obviously these would still need to be tweaked based on actual usage data and player feedback). Burst rifles operate on the principal of delivering several bursts in quick succession to put down a target. Spool time pretty much kills that. As an experiment try using a burst AR or CR by NOT trigger spamming. Just hold the trigger back and let the burst cycle naturally. run couple matches that way - no cheating and trigger spamming. Now imagine that same experience but much less responsive and that would give you a burst RR experience. As an aside - dispersion is a stat that should pretty much go away for the vast majority of weapons. What you're describing isn't what I was proposing. Because the DPS would still be normalized between the burst RR and the CR (including the charge time), then each burst would hit a lot harder. It would be closer to the fusion rifle from Destiny. I'm going to use VERY fake numbers just to make the math a bit easier. So for argument's sake let's say that the CR does 300 DPS and can pulse 2 bursts per second. That means each burst is doing 150 damage (or about 50 damage per round). Let's say the spool-time on the burst RR is 0.5 secs, and the time to fire it's 4-round burst is also 0.5 seconds (just to make the math simple). Since it will have the same DPS as the CR, that means it will do 300 damage for each 4-round burst, or 75 damage per round. Now because the Burst RR would have a slight range advantage over the CR (maybe 10% more range) then it would have less DPS (maybe 10%). If we subtract 10% from each round we end up with about 67.5 damage per round. Obviously these numbers are way off, but that would give you an idea of how it can be done. That weapon wouldn't be nearly as frustrating to use as the experiment you described.
You're describing a weapon that does Sniper rifle Alpha damage....it's pretty steep. Also the time in between with burst limitations and spool time...it would be pretty tough. The current RR iteration just isn't set up well to generate a Burst Variant.
We might be talking past each other or just have different views. Hope onto Biomassed one night and we can talk it out with the panel.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
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Posted - 2015.04.03 20:04:00 -
[82] - Quote
Soraya Xel wrote:I hope to announce a thing this weekend, you all can now commence wondering what it is. Unless I told you already, in which you should not "speculate" on what it will be.
You're finally getting a haircut?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
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Posted - 2015.06.14 04:22:00 -
[83] - Quote
137H4RGIC wrote:I won't be able to attend tomorrow night, I am taking my woman out to dinner and a movie. She's been super thrilled to see Jurassic World.
No worries - you are always welcome on. Besides, it looks like a boss movie.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations
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Posted - 2015.10.23 01:22:00 -
[84] - Quote
Fox Gaden wrote:Soraya Xel wrote:Fox, then you just make a second post. ;) By the way, changed the way the Podcast section of the blog appears when you click the top link! It's much shinier now: http://biomassed.net/category/podcast/The old page, at http://biomassed.net/podcast/ also still exists with the traditional links to the MP3s, and that page will continue to update and work going forward as well. Perhaps J could edit the original post and add these links.. ? It would be nice not to have to go looking for them.
Done.
Thanks for the reminder...should have done that a while ago. Great work by Pokey & Xel on the website.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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