Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Gavr1Io Pr1nc1p
489
|
Posted - 2014.06.17 03:13:00 -
[1] - Quote
Would implementing a rotation speed nerf for heavy frames be possible?
If this was implemented, without interfering with aiming until the player tries to rapidly spin around, I feel it would go a long way into balancing heavies, as it allows assaults with short ranged weapons (inside HMG range) and scouts to counter a tactic known as "Heavy Spam", which is just simply putting out the maximum number of heavies with a few logis mixed in, as possible.
If it is possible, I would highly recommend it over other balancing (other than a slight HMG range nerf of, say, 20%), as well as your proposed overheat idea.
Overall, with these implemented, the scouts would be on par with HMG heavies, and assaults would be a lot easier to balance.
Thanks in advance for a response, if I'm not on if/when you do respond!!
o7 -Gav
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
|
Adipem Nothi
Nos Nothi
1944
|
Posted - 2014.06.17 03:23:00 -
[2] - Quote
Rotation Speed Breakdown:
Heavy Frame = Med Frame = Light Frame Sentinel+Plates(x4) = Scout+KinCats(x4)
Arkena Wyrnspire wrote: I'm trying to time these with a stopwatch but if there is a difference it's so tiny I don't think it's feasibly possible to time with human methods.
Shoot scout with yes...
- Ripley Riley
|
Gavr1Io Pr1nc1p
489
|
Posted - 2014.06.17 03:26:00 -
[3] - Quote
Adipem Nothi wrote:Rotation Speed Breakdown: Heavy Frame = Med Frame = Light Frame Sentinel+Plates(x4) = Scout+KinCats(x4) Arkena Wyrnspire wrote: I'm trying to time these with a stopwatch but if there is a difference it's so tiny I don't think it's feasibly possible to time with human methods.
yeah, sounds accurate. Balanced? Thats a question only the community can answer, with a cacophony of "Yes!" from heavies, and a huge "No!" from everyone else
EDIT: I also hope that this isn't a "stupid idea"
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
|
Adipem Nothi
Nos Nothi
1944
|
Posted - 2014.06.17 03:32:00 -
[4] - Quote
Gavr1Io Pr1nc1p wrote:EDIT: I also hope that this isn't a "stupid idea"
Haven't seen +50% to KinCats anywhere in here yet.
Shoot scout with yes...
- Ripley Riley
|
Vitharr Foebane
Terminal Courtesy
1425
|
Posted - 2014.06.17 04:44:00 -
[5] - Quote
Gavr1Io Pr1nc1p wrote:Adipem Nothi wrote:Rotation Speed Breakdown: Heavy Frame = Med Frame = Light Frame Sentinel+Plates(x4) = Scout+KinCats(x4) Arkena Wyrnspire wrote: I'm trying to time these with a stopwatch but if there is a difference it's so tiny I don't think it's feasibly possible to time with human methods.
yeah, sounds accurate. Balanced? Thats a question only the community can answer, with a cacophony of "Yes!" from heavies, and a huge "No!" from everyone else EDIT: I also hope that this isn't a "stupid idea" Ironically enough I'm in favor of the plates reducing turn speed I thought that they were doing it already. Any more mud you wanna sling?
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics IV
I place my faith in my God, my Empress, and my Laz0r
|
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
665
|
Posted - 2014.06.17 05:01:00 -
[6] - Quote
shoot them at range with a rr or a breach ar md or blow them up with re |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1138
|
Posted - 2014.06.17 06:34:00 -
[7] - Quote
Differences in turn radius make some logical sense and I could go with a mild change. Conceptually heavy things moving slower feels right but it might a touchy problem.
Honestly, Heavies with no turn speed limitations aren't that bad of an idea to me. A heavy has a decent shot at tanking the shotgun scout and being able to at least pull the trigger on his weapon. Medium frame suits certainly do not. If you cut too deep into the heavies...well, then it will be official the only things anyone need to run are Scout, HAV, and ADS.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
Gavr1Io Pr1nc1p
493
|
Posted - 2014.06.17 11:05:00 -
[8] - Quote
Adipem Nothi wrote:Gavr1Io Pr1nc1p wrote:EDIT: I also hope that this isn't a "stupid idea" Haven't seen +50% to KinCats anywhere in here yet. the new number is 35
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
|
Cyrus Grevare
WarRavens Final Resolution.
227
|
Posted - 2014.06.17 16:48:00 -
[9] - Quote
Armor plates with a movement penalty do affect turning and strafing speed, a 4 stacked sentinel does turn slower than a no plated scout, but the difference is minimal to notice as we all painfully know.
Ex: Enhanced Armor Plates
Relevant attributes being: mCharProp.movementRun.strafeSpeedScale mCharProp.movementRun.turningSpeedScale
All suits have a BASE speed, then for each movement type a scale value that modifies the speed accordingly: Scout ck.0
- Ground Speed [ 5.45 ]
- mCharProp.movementCrouch.groundSpeedScale [ 0.3 ] effective [ 1.63 m/s ]
- mCharProp.movementFreeWalk.groundSpeedScale [ 0.35 ] effective [ 1.90 m/s ]
- mCharProp.movementRun.groundSpeedScale [ 1.0 ] effective [ 5.45 m/s ]
- mCharProp.movementRun.strafeSpeedScale [ 0.9 ] effective [ 4.90 m/s ]
- mCharProp.movementSprint.groundSpeedScale [ 1.4 ] effective [ 7.63 m/s ]
I don't see any mCharProp.x.turningSpeedScale on the suits, but might be an SDE bug.
www.protofits.com - a Dust 514 fitting tool
|
Gavr1Io Pr1nc1p
493
|
Posted - 2014.06.17 20:52:00 -
[10] - Quote
Cyrus Grevare wrote:Armor plates with a movement penalty do affect turning and strafing speed, a 4 stacked sentinel does turn slower than a no plated scout, but the difference is minimal to notice as we all painfully know. Ex: Enhanced Armor PlatesRelevant attributes being: mCharProp.movementRun.strafeSpeedScale mCharProp.movementRun.turningSpeedScale All suits have a BASE speed, then for each movement type a scale value that modifies the speed accordingly: Scout ck.0
- Ground Speed [ 5.45 ]
- mCharProp.movementCrouch.groundSpeedScale [ 0.3 ] effective [ 1.63 m/s ]
- mCharProp.movementFreeWalk.groundSpeedScale [ 0.35 ] effective [ 1.90 m/s ]
- mCharProp.movementRun.groundSpeedScale [ 1.0 ] effective [ 5.45 m/s ]
- mCharProp.movementRun.strafeSpeedScale [ 0.9 ] effective [ 4.90 m/s ]
- mCharProp.movementSprint.groundSpeedScale [ 1.4 ] effective [ 7.63 m/s ]
I don't see any mCharProp.x.turningSpeedScale on the suits, but might be an SDE bug. False: Rattati confirmed that plates have no penalty, so please do a fact check
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
|
|
Gavr1Io Pr1nc1p
493
|
Posted - 2014.06.17 20:53:00 -
[11] - Quote
Vitharr Foebane wrote:Gavr1Io Pr1nc1p wrote:Adipem Nothi wrote:Rotation Speed Breakdown: Heavy Frame = Med Frame = Light Frame Sentinel+Plates(x4) = Scout+KinCats(x4) Arkena Wyrnspire wrote: I'm trying to time these with a stopwatch but if there is a difference it's so tiny I don't think it's feasibly possible to time with human methods.
yeah, sounds accurate. Balanced? Thats a question only the community can answer, with a cacophony of "Yes!" from heavies, and a huge "No!" from everyone else EDIT: I also hope that this isn't a "stupid idea" Ironically enough I'm in favor of the plates reducing turn speed I thought that they were doing it already. Any more mud you wanna sling? Sick bro, you're awesome.
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |