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Thread Statistics | Show CCP posts - 1 post(s) |
Adipem Nothi
Nos Nothi
1946
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Posted - 2014.06.17 04:13:00 -
[1] - Quote
That everyone's Max Rotation Speeds are exactly the same (heavy or light, plates or no plates). I wouldn't pop the champagne until he weighs in on this point; I'm beginning to think its a bug.
But while we're on the point, do you guys think that the arse of an 1800HP Gal Sentinel should be his "soft spot" or "weak point"? Or do you think he should be able respond to threats from behind as readily as anyone else?
You guys already know what I think ... what do you think?
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
1946
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Posted - 2014.06.17 04:22:00 -
[2] - Quote
Vitharr Foebane wrote: I was under the Impression that they did.
They don't. We tested it again today. I wasn't lying to you, Vitharr.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
1948
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Posted - 2014.06.17 04:47:00 -
[3] - Quote
CCP Rattati wrote: 1. We know and it sucked to be a heavy when turning speed was lower, I don't remember when that was. 2. I might be coerced into saying maybe turning speed could be affected by plates.
1. Roger that. The Rotation Speed Cap was lifted in Uprising 1.4. We'd theorized that restoring it may adversely impact Commandos as well (not good); they'll be glad to hear you won't be changing it.
2. Good to know that it is technically possible (plates penalizing rotation speed). I will say that the uparmored Gallente Sentinel has proven quite good at resisting assassination attempts from behind involving Shotguns or Nova Knives. Perhaps too good, but that's not my call to make.
Thanks again. o7
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
1948
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Posted - 2014.06.17 05:23:00 -
[4] - Quote
Vitharr Foebane wrote:The Eristic wrote:CCP Rattati wrote:I might be coerced into saying maybe turning speed could be affected by plates. Nice solution to both fatspins and bricked scouts, but might bone Assaults (even more). Thinking percentage or flat? All turn speeds are the same so it wouldnt matter. Also my Amarr assault would love the turn speed reduction as it would help keep my LR on target While "max turn speeds" are the same, individual turn speeds are defined by X/Y sensitivity. You can reduce yours anytime using in-game Options.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
1962
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Posted - 2014.06.17 12:25:00 -
[5] - Quote
hold that wrote:make it the penalty of carrying a heavy weapon 1,800 HP is 1,800 HP. Whether he's wielding an HMG or Fine Rifle or SMG.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
1968
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Posted - 2014.06.17 14:47:00 -
[6] - Quote
Rynoceros wrote: I have to know, OP: What setup are you running that's getting you wrecked so much and so badly?
If you must know, I get wrecked often and badly all the time. I'm wholly unconcerned about those myriad instances wherein I make a mistake and die. I'm concerned only about those instances wherein I've done everything right yet something goes wrong.
Take these two fits for example: Gk.0 NK Assassin (170k Isk) Gk.0 SG Assassin (142k Isk)
Indeed, these both of these fits are paper thin. But they are also as reasonable as they are challenging and fun. They are specifically designed to break hostile lines and quietly "backstab" stragglers and soloists. Hunt, stalk, strike, disappear, rinse/repeat. Either of these fits should -- and often do -- punish combatants who part from the herd. Most of the time.
Alas, one class of Heavies features an innate "backstab" resistance. Those armor-tanked heavies who've mastered the art of the bunnyhop+pirouette+backpedal can reliably parry assassination attempts by the either of these assassin fits. Should these special-case Heavies get a pass when an assassin sneaks up behind them?
My thinking is that Heavies are uniquely devastating in forward-facing combat; I believe they should be uniquely vulnerable to attack from behind.
PS: Yes, I know I could be more effective if I brick-tanked my Scout suit, frisbee'd REs and ran a Combat Rifle. I choose not to. If I wanted to play as a Assault, I'd skill into Assault Frames.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
1970
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Posted - 2014.06.17 14:58:00 -
[7] - Quote
Jake Diesel wrote:1. There's an assassin class? I thought scouts were the lightest dropsuits. Huh, must be a new addition I totally missed . 2. Oh and by the way, ALL heavy dropsuits are "uniquely vulnerable" from behind from a militia grade shotgun.
1. Read the in-game description of the Scout suit; its been there since the beginning. 2. Only the bad ones, I'm afraid.
PS: No doubt you think your quip is cute, but all that it conveys is "I have no counterpoint".
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
1978
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Posted - 2014.06.17 16:46:00 -
[8] - Quote
Jake Diesel wrote: ALL heavy dropsuits can be two shotted by an advanced shotgun or proto.
@ Rattati You heard the man, the Advanced Shotgun is supposed to do 900 DMG per blast. It presently hits for 450-500 per blast. Please update at your convenience.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
1978
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Posted - 2014.06.17 17:07:00 -
[9] - Quote
Velociraptor antirrhopus wrote: I hope you realize that once a shotgunner gets his first round on you in the back, and you don't know he's there, your time window for turning around and melting him with a Burst is very short, if not impossible as it is right now.
My first reaction is to back away from the scout, turn and see what happens. If the scout is competent and follows you while you turn away, you probably don't even stand a chance.
I would be very careful in my approach to this issue. I don't like it at all, and think it's ridiculous. Leave turning speed alone.
I don't understand how you guys saying this. It simply is not true. Seriously. Strap on a Shotgun, find a half-decent Heavy, shoot him in the back and see what happens.
Perhaps this is the reality of Bad Heavies (i.e. low armor, low sensitivity, slow reflexes). But is irresponsible to assume that all Heavies are Bad Heavies.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
2060
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Posted - 2014.06.19 11:45:00 -
[10] - Quote
Oceltot Mortalis wrote:I think rotation speed should be calculated by TOTAL armor points. Scouts stay nimble, unless they are super tanky.
There should be an agility skill to make up for the skill that grants more armor. Total or Max(Total)? Does a Heavy become more nimble, the more he's wounded?
Edit: That'd require a client-side update. So .... there's that.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
2115
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Posted - 2014.06.21 02:05:00 -
[11] - Quote
J4yne C0bb wrote:CCP Rattati wrote:Adipem Nothi wrote:That everyone's Max Rotation Speeds are exactly the same (heavy or light, plates or no plates). I wouldn't pop the champagne until he weighs in on this point; I'm beginning to think its a bug.
But while we're on the point, do you guys think that the arse of an 1800HP Gal Sentinel should be his "soft spot" or "weak point"? Or do you think he should be able respond to threats from behind as readily as anyone else?
You guys already know what I think ... what do you think? We know and it sucked to be a heavy when turning speed was lower, I don't remember when that was. I might be coerced into saying maybe turning speed could be affected by plates. Please no. As you are well aware, I'm sure, the turn speed cap is a good idea on paper which turns out horribly in practice. The quicker overheat penalty to the HMG is a much better idea. Most of the qq about heavies on the forums these days are from newer players who have no concept of how previous builds played. Please don't start making tweaks based on the recent qq.
o/ Jayne.
We (Scouts) have been working on alternatives to rotation as well. What are your thoughts on a fraction of a second increase to spool-up time on HMG? Say, 0.25 seconds?
Assuming of course, the HMG Heavy is deemed at issue (it hasn't been yet, but we're getting together ideas for if it is). We absolutely don't want to break you guys.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
2117
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Posted - 2014.06.21 03:14:00 -
[12] - Quote
Thanks for the feedback, Jayne.
We're assuming that Rattati's going to work on Assaults on Charlie. I don't anticipate that we'd push for HMG / Heavy rebalance until after Assaults are squared away. This might change if (1) Heavies become more prevalent in combat as result of FOTM trending and/or (2) Rattati decides to postpone or not at all address Assaults.
Shoot scout with yes...
- Ripley Riley
|
Adipem Nothi
Nos Nothi
2124
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Posted - 2014.06.21 13:58:00 -
[13] - Quote
Victor889 wrote: 1800 HP!? how do you manage that?
You mean EHP (total - shields and armour?)
Terms (as I understand them) Armor - Armor Shields - Shields HP = Armor + Shields = Total Hitpoints EHP = Effective Hitpoints (accounts for +/- efficacy and/or resistance)
Example SG blasts are more effective against shields than armor; this plays a part when shotgunning targets heavily armored like GalSentinels. In these scenarios, the GalSentinel's EHP makes it uniquely capable of resisting Shotgun attacks.
Shoot scout with yes...
- Ripley Riley
|
Adipem Nothi
Nos Nothi
2158
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Posted - 2014.06.22 19:52:00 -
[14] - Quote
XxWarlordxX97 wrote:[ The shotgun can kill a heavy with 2 to 3 shot so yes it would go to the scout,Don't even think of touching it Which Heavy?
Shoot scout with yes...
- Ripley Riley
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