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hold that
Krusual Covert Operators Minmatar Republic
127
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Posted - 2014.06.17 12:12:00 -
[31] - Quote
make it the penalty of carrying a heavy weapon |
Adipem Nothi
Nos Nothi
1962
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Posted - 2014.06.17 12:25:00 -
[32] - 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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Yeeeuuuupppp
341
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Posted - 2014.06.17 12:46:00 -
[33] - Quote
Adipem Nothi wrote:[s]@
You are invited to "weigh" in ... I hate you.
Rage Proficiency V
Mic status: Muted
Storage Wars Champion.
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4454
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Posted - 2014.06.17 13:52:00 -
[34] - Quote
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.
Plates add a hidden value to your hitbox already. I don't think they need another disadvantage. Not documented but 100% true. Even affects collision detection. Falling from the gap between the raised fences on top of the tall building in a cargo hub was more difficult with full plates on a heavy, as least prior to racial parity on sentinels. Haven't tested it since, but it was something i had to be mindful of back when I was forge gunning from that sweet spot during PC. When adding enough mass it actually made it impossible to fall from anywhere but the raised corner. |
Beren Hurin
Onslaught Inc RISE of LEGION
2423
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Posted - 2014.06.17 14:03:00 -
[35] - Quote
Adipem Nothi wrote: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.
They for sure can't with the mouse. |
Jake Diesel
Legion-10
166
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Posted - 2014.06.17 14:40:00 -
[36] - Quote
Adipem Nothi wrote: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 uniquely resistant to assassination attempts from behind involving Shotguns or Nova Knives. Whether or not this one suit / situation warrants a system-wide change I cannot say. Thanks again. o7 PS: If the community deems it fit and proper, I'd support the addition of a rotation penalty to Armor Plate modules. A slower relative rotation speed may serve as offset to the Heavy's relative staying and slaying power.
Soo in essence, any dropsuit that has stacked armor plates are going to be affected with a rotation speed penalty? Or is this just geared towards targeting heavies only?
Last I checked, there's this light suit called a scout that just so happens to love stacking armor plates. But this sounds like a really biased nerf to heavies only. Let's just give scouts easy mode eh? |
Adipem Nothi
Nos Nothi
1968
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Posted - 2014.06.17 14:47:00 -
[37] - 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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Jake Diesel
Legion-10
166
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Posted - 2014.06.17 14:47:00 -
[38] - Quote
Rynoceros 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. If you wanted to do it right, there would be a scaled restriction from tier to tier. Example: 5% Penalty to Heavy Turn Speed, 7% to Mediums, 10% to Lights Why? A Heavy Frame should be able to carry the burdensome plates more effectively than a lighter frame. It's like hauling an anvil. A truck would carry the weight with less effort, whereas a VW Rabbit would bottom out and drag its exhaust. If you guys wanna gimp us, that's fine. I'll do just the same, because Heavies aren't the problem. Assaults are. After a week of your posts, I'm beginning to think that maybe you should just focus on trying to get good instead of having everyone molded into something a proper scrub can win against. I have to know, OP: What setup are you running that's getting you wrecked so much and so badly?
What this guy said.
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Cross Atu
OSG Planetary Operations Covert Intervention
2393
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Posted - 2014.06.17 14:50:00 -
[39] - Quote
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. I'd honestly support some turn speed reduction on Heavies over same reduction on plates, as a reduction on plates (unless it's effects scale by frame) would effectively make heavy suits faster because they have fewer low slots in many cases and, while brick tanking can certainly benefit them, they need it least of any suit when it comes to gaining HP/eHP since they already have high native HP and a built in damage reduction.
/Side note: Armor/shield balance continuing is good, however I hope there's a strong eye being kept on making support roles more tactically viable because the trend in changes recently has been diminishing they're already sub-optimal status.
CCP Rattati wrote:I like the deadliness of a heavy hmg as it is right now. If we were to reduce its efficiency in a future hotfix, it would most likely be to heat since that rewards skill and not spray and pray.
Improving the assault is then my preferred counter to heavies, not nerfing heavies, most likely through racial tanking improvements, pure damage output and regen. Just my general thoughts on the subject. Countering Heavies through improving the assault role seems like a good first step, I'm on board with the idea of Dust 514 being a bit more rock, scissors, paper/incomparable based. That being said making assault suits more tanky seems like it will begin to distort roles and meta balance. Better damage output, and better regen both seem totally within role for the assault but bonuses to tank and damage resistance are hallmarks of the heavy role and in light of your prior statement that the Commando role was staying put in Dust (which I don't object to) it seems highly pertinent that we not push the Assault into even deeper role overlap with the Commando (which a focus on more tanky assaults would almost certainly do).
0.02 ISK Cross
PS ~ Just for complete clarity, the current development intent is to make Scouts counter Assaults, Assaults counter Heavies, and Heavies counter Scouts, yes? If that's confirmed I have a follow up; where in that are support roles being made combat viable? And how does Vehicle vs Infantry fit into intended function?
Thanks
Cross Atu for CPM1- An emergent candidate
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Jake Diesel
Legion-10
166
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Posted - 2014.06.17 14:54:00 -
[40] - Quote
Adipem Nothi wrote: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.
There's an assassin class? I thought scouts were the lightest dropsuits. Huh, must be a new addition I totally missed .
Oh and by the way, ALL heavy dropsuits are "uniquely vulnerable" from behind from a militia grade shotgun.
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Adipem Nothi
Nos Nothi
1970
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Posted - 2014.06.17 14:58:00 -
[41] - 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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Cross Atu
OSG Planetary Operations Covert Intervention
2394
|
Posted - 2014.06.17 15:09:00 -
[42] - Quote
Aeon Amadi 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. Maybe. Might set off a power imbalance among the racial heavies though. Gotta be kinda careful about that. And every other racial suits internal balance as well potentially depending on how such a debuff were applied and how it scaled. One of the biggest issues with armor back when plates were deeply broken/nearly useless was the degree of movement cost. That was toned down to make them viable, moving back towards that in a (functionally) racially asymmetric way seems dubious to me. (Although if it's part of a larger macro balance plan and as such is a considered move along side other nerffs and buffs to polish racial balance then that could work. I'm all for racial diversity and balance, but we have to be very careful what thread we pull and how far).
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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Cross Atu
OSG Planetary Operations Covert Intervention
2395
|
Posted - 2014.06.17 15:26:00 -
[43] - Quote
Adipem Nothi wrote:Jake Diesel wrote:
2. Oh and by the way, ALL heavy dropsuits are "uniquely vulnerable" from behind from a militia grade shotgun.
2. Only the bad ones, I'm afraid. You mean the Cal suits?
I jest, but only in part. The Flux is one of the only functional (potentially) anti-infantry AoE/breaching assets right now. Flux a Cal Heavy and get in close with a Shotty et al the heavy is likely done. Speaking as someone who rolls around in a proto heavy, not infrequently, I have no problem with that.
"The fault, dear Brutus, is not in our stars, But in ourselves" You see having the tactical set up to hit a distracted (and brick tanked) heavy from behind with a 'one, two, punch' takes setup, skill, and awareness. Such things should, by and large, be rewarded with results. But while this method can work to effect against the Cal the other (more armor based) heavy fits shrug it off to a great degree. If there were locus style grenades which were workable (perhaps the recent changes were enough to provide this at Pro level, we shall see) then it would become viable on armor based suits as well.
I'm interested to see how CCP R's vision of interconnected balance is presented because, as I've been saying since closed beta, it is deeply problematic for the community to attempt to give feedback on issues we're encountering when we're not given a clear roadmap of "as intended" function.
To avoid contention and miscommunication (both of which degrade the actionable usefulness of feedback and can lead to flame wars and hyperbole) we need to be able to answer both of the following questions
- What is the intended purpose of this role?
- How do we get it there?
The problem right now is that, lacking clear vision statements/comprehensive road maps from CCP many feedback threads get bogged down in debating a weird and murky mish-mash of those two questions. It's very hard to find a method that works when there are fundamental disputes about the intended goal which are going largely unaddressed.
Every role in Dust should be tactically viable! If not there isn't game wide balance. Now we need to establish an effective way to peruse that goal as a community. I am not calling anyone out specifically here, but I'm sure we've all seen more than enough "us vs them" debates in what should have been productive balance threads. Hopefully we can move away from that, and toward a higher quality game.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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Texs Red
DUST University Ivy League
334
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Posted - 2014.06.17 16:20:00 -
[44] - Quote
The-Errorist wrote:If the penalty was very small and only barely noticeable when stacking more than 2 regular plates, I would be ok with it. Also to those saying that shields should get a penalty, they already have two: High PG/CPU costs and depleted shield recharge delays.
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Jake Diesel
Legion-10
166
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Posted - 2014.06.17 16:21:00 -
[45] - Quote
Adipem Nothi wrote: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".
Not trying to be cute. Just stating fact.
ALL heavy dropsuits can be two shotted by an advanced shotgun or proto. And a militia grade shotgun can three shot any heavy from standard to advanced, and some protos. Do you realize how fast two shots from a shotgun are? The ones who can do this know how to do it right. Most "assassins" can only average 3 shot kills. If you've been a heavy long enough you would know this.
And no, I'm not providing a counterpoint. There's no need to. CCP has been known to favor the biggest complainers on these forums and all I'm seeing is this ridiculous back-n-forth tug of war between heavies and everyone else. Forge guns were nerfed to crap. The only ones viable to use against tanks are proto forges and a really skilled shooter. And the HMG as seen its fair share of ups and downs. And it looks like it's gonna go down again. Lol. |
Adipem Nothi
Nos Nothi
1978
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Posted - 2014.06.17 16:46:00 -
[46] - 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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Boot Booter
Sinq Laison Gendarmes Gallente Federation
584
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Posted - 2014.06.17 16:47:00 -
[47] - Quote
Please just leave it the way it is. It is likely to cause more problems than its worth. At this point in Dusts life I don't think we should be making any major changes like this. The fact that it will potentially affect each race differently is a good point. We just can't predict the outcome and honestly it's not a big deal currently IMO.
FIX THE ASSAULTS FIRST!!
SMG Specialist
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
224
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Posted - 2014.06.17 16:52:00 -
[48] - Quote
CCP Rattati wrote:
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.
Ever since I first heard about this "discussion" I have hated it.
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.
Edit:
To put it in perspective, getting rid of basic RE spamming, but replacing it with heavy rotation speed... is like replacing one evil with another.
I think shotguns and HMGs are balanced right now, and if either one is tweaked the other also should be tweaked.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
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Cyrus Grevare
WarRavens Final Resolution.
227
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Posted - 2014.06.17 16:55:00 -
[49] - Quote
As I posted in a very similar thread:
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. All this according to the SDE I must clarify.
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
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Adipem Nothi
Nos Nothi
1978
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Posted - 2014.06.17 17:07:00 -
[50] - 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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Cyrus Grevare
WarRavens Final Resolution.
227
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Posted - 2014.06.17 17:14:00 -
[51] - Quote
From my experience, the only counter to entrenched heavies with logi support in city maps is to use MORE heavies with logi support.
A good scout needs skill and a bit of luck to get a lone heavy, but a lone heavy is not a very good heavy, for everything else, use a heavy or a tank.
www.protofits.com - a Dust 514 fitting tool
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Master Smurf
Nos Nothi
520
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Posted - 2014.06.17 17:26:00 -
[52] - Quote
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.
Saying it sucked with no explanation really is poor.
It "sucked" because AR and SMG killed too quickly and we had lag issues iirc
Now, most weapons have had their damage reduced while HMG was buffed and then left alone. Stunlock was also removed which would have hampered movement. Many lag and hit detection issues have also been supposedly resolved.
I would say a revisit shouldnt be out of the question and the difference doesnt need to be dramatic but noticeable.
If however it can be done by class then I guess plate penalty it is.
"Shine bright like a diamond"
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Grimmiers
593
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Posted - 2014.06.17 17:44:00 -
[53] - Quote
Tanked heavies are fine, but the hmg could be more prone to overheating like rattati already suggested. Also the burst hmg's rof could be toned down a bit and should fill up about 80% of the heat bar with 2 consecutive bursts.
I would try 18 heat build per second for the standard hmg's. It could still fire approx. 220 rounds before overheating instead of 4/5 of the entire clip. |
Martin0 Brancaleone
Maphia Clan Corporation
569
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Posted - 2014.06.17 17:55:00 -
[54] - Quote
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.
Plates did reduce turning speed back in closed beta.
It was removed for the same reason heavys turn speed was removed.
It sucked so hard no one armor tanked, even if damage mods we still 3-5-10% as fitting plates meant being out-strafed by everyone not a heavy. |
Severus Smith
Caldari State
546
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Posted - 2014.06.17 18:00:00 -
[55] - Quote
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. I've always wanted to play a true Heavy. The class where I am slow as molasses, armored to the tee, wield a huge DPS killing cannon, and thus can defend a point against overwhelming odds but am too slow to assault positions with any sort of speed.
Armor plates could be the way to do this. Mimic EVE and have different mm thickness of armor plates. So I can slap 2x 1600mm Armor Plates on my Amarr Sentinel and be a crazy 4000+ HP bullet sponge. But I am not moving anywhere quickly at all.
Actually, the armor plates in EVE are not bad if you divide the weight by 1000. +94 HP for 50mm Steel plates that weigh 15 kg. And +3000 HP for a 1600mm Steel plates, but they weigh roughly 4000 kg. (You won't be moving anywhere quickly under that load) |
ANON Cerberus
ACME SPECIAL FORCES RISE of LEGION
840
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Posted - 2014.06.17 18:02:00 -
[56] - Quote
I can tell you right now, as a mouse and keyboard player, when I am In my scout suit I can turn much faster than when I am in my heavy suit. The heavy suit still turns pretty fast but its defo a little slower and it just feels more sluggish.
So while it may not be the case for the controller users, please keep mouse and keyboard in mind before you nerf hammer us any further.
Still trying to find out what CCP changed the push to talk key too....... |
Arkena Wyrnspire
Fatal Absolution
14582
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Posted - 2014.06.17 18:24:00 -
[57] - Quote
Vitharr Foebane wrote:Arkena Wyrnspire wrote:Vitharr Foebane wrote:Adipem Nothi wrote: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. Then I will admit defeat on the ONE point they SHOULD affect turning as that is considered movement. My other points stand though... A little surprised you didn't wail "but i tested it!11!" like you did in the other thread. Human mind is quite capable giving a false positive hence why placebos are a thing but i dont have the ability to record and playback on a frame by frame basis(which I hope you did =.=) and unlike others i'm man enough to admit MY mistakes
Then you get a +1 for admitting your accidental bias.
Good on you.
You have long since made your choice. What you make now is a mistake.
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Sgt Kirk
Fatal Absolution
6065
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Posted - 2014.06.17 19:51:00 -
[58] - Quote
voidfaction wrote:Dj grammer wrote:Sgt Kirk wrote:As Rattai said the HMG only needs more heat buildup to reduce that spray and pray crap for scrubs. I also think that along with that it needs a slight spool up time but that would only come if the heatbuild up didnt work as well as we would wish.
If my assault could just do more damage then Assaults would have a better time in general. Also I think it stupid for the Gallente Light to have 3 hp/s and mediums 2hp/s. It should be the other way around. Good point I noticed this today Gallente Heavy 1hp/s (why?) Gallente Medium 2 hp/s (decent) Gallente Light 3hp/s (again why? this should have went to the heavy class or the medium class) If you play your chess pieces for the role they are intended it makes perfect sense. Heavy squad offense/defense with logi support. heavy armor low self healing Medium squad offense/defense/support. medium armor mid self healing light solo offense/defense with no support. light armor high self healing The only one that was right was the heavy.
Medium suits are on the frontlines taking the damage. You may be thinking about how scouts are played now because we have no Ewar so assault scouts are all you see but no, the description you have for scouts is solely an Assault scout frame of mind.
A moment of silence is not enough. For their crimes, we must make the Caldari silence permanent.
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Angeal Wolfbane
Haus of Triage
13
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Posted - 2014.06.17 21:03:00 -
[59] - Quote
Dj grammer wrote:Sgt Kirk wrote:As Rattai said the HMG only needs more heat buildup to reduce that spray and pray crap for scrubs. I also think that along with that it needs a slight spool up time but that would only come if the heatbuild up didnt work as well as we would wish.
If my assault could just do more damage then Assaults would have a better time in general. Also I think it stupid for the Gallente Light to have 3 hp/s and mediums 2hp/s. It should be the other way around. Good point I noticed this today Gallente Heavy 1hp/s (why?) Gallente Medium 2 hp/s (decent) Gallente Light 3hp/s (again why? this should have went to the heavy class or the medium class)
Your little damage issue doesn't even need to be rectified. It is good as is right now. And two, if you guys are all whining about the Heavies look more into the little scouts running around with their OP shotguns and hiding behind their little cloaks. Number three, the heat build up gets more heavies killed then normal and you want to increase that? Oh and if you guys really want to increase that then at least make it where heavies can switch to their sidearms while going through the heat build up. |
Alena Ventrallis
The Neutral Zone Psychotic Alliance
1334
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Posted - 2014.06.17 21:05:00 -
[60] - Quote
Tie rotation speed to weapons. The heavier the weapon, the slower the turn speed.
Calmanndo user with nova knives: Because someone has to do it.
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