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Thread Statistics | Show CCP posts - 14 post(s) |
IAmDuncanIdaho II
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Posted - 2014.07.16 06:24:00 -
[1] - Quote
CCP Logibro wrote:
As far as reducing backwards moving speed, it's not "It's never going to happen". It's more "This is a massive change because it affects every suit, and if we're going to do it, we're going to cover our bases, check everything, and do it right".
Wrote your patch notes for you :)
Quote: - Changes to backwards suit speeds Instead of back-pedaling at 100% of forward movement speed, we've adjusted this value to x% of forward movement speed. This resolves some sorely unbalanced free pass death avoidance issues related to knives without the need for hacks (no pun intended). It also adds some tactical depth to pretty much everything anyone does related to movement.
What this means for situationally unaware mercs confronted by a knife is that they should now turn tail and run if they happen to still be standing, and thank their lucky stars throwing knives isn't a thing.
Ideally we wanted to add mechanics that meant you *could* move backwards at 100% speed but risk falling flat on your arse unless you also looked backwards at the same time, but this is outside of the scope of DUST. We will however be looking at a more polished mechanic in Legion.
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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IAmDuncanIdaho II
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547
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Posted - 2014.07.16 06:27:00 -
[2] - Quote
Adipem Nothi wrote:Archduke Ferd1nand wrote: The only way to fix that is to allow sprint charge for the first .X seconds from charging (i.e. sprinting, start charging, can continue sprinting for .X seconds while charging)
^^That would help knifers more than anything. Fixes backpedal too.
Provided .X is very brief, this might actually work well ... if it were possible. Permitting sprint/charge seems likely to be linked to a Boolean value; your suggestion would require additional parameters which may not exist client-side. Meaning, the coding which governs sprint/charge is likely looking for "yes" or "no" and likely not equipped to handle conditionals like "yes for 0.25 seconds, but then no". Very clever though; way to think outside the box :-)
Sprint-charge with no
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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IAmDuncanIdaho II
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581
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Posted - 2014.07.17 16:03:00 -
[3] - Quote
One Eyed King wrote:Bormir1r wrote:Not Iggy wrote:Removing backpedal speed is more important than any of these other changes. I appreciate the buff to PG. That will help a great deal.
Improving walk speed while equipped would cause people to use them for a "strafe" improvement and reducing backpedal speed is much greater improvement as it will help the shotgun as well.
Backpedal speed in the MCC before battle and merc quarters is not 100%, so it shouldn't be off the table for in the actual game. Strafe speed is also not 100%, so please nerf being able to walk backwards as fast as they can forward. I agree, nerfing back pedaling speed makes a lot more sense and would have an overall improvement rather than incremental ones for specific components in the game. I know for sure that back pedaling in MCC and waiting room is not 100%, but is it the same during battles? I haven't done any "scientific" tests, but just eye balling it, I can definitely tell the difference in speed on an MCC, but can't tell a bit of difference in game.
It is much slower, I'd say at least 50%. Very obvious.
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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IAmDuncanIdaho II
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619
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Posted - 2014.07.22 13:02:00 -
[4] - Quote
Vrain Matari wrote:Aeon Amadi wrote:CCP Logibro wrote:Alright, so after a little testing I'm going to reduce the knife hit time from 0.3 and 0.55 to 0.2 and 0.45. The animation however is fixed, so it will seem a bit quicker, but the hit markers will indicate accurately when you hit.
Secondly, Nova Knife damage is now being changed to 120/160/200.
And lastly, Nova Knives will do 50% damage to vehicles. No bonuses to hitting weak points (not yet at least). They will still not do damage to installations. I may revisit that last point if we at least reduce WP for destroying neutral turrets. LOL, AV Can Opener. It's been a long time, but i remember stopping and staring in admiration, back in Beta, as a knifer got on top of a damaged tank and hacked it to death. This is a reason for my minja to finally fit myofibs
Myofibs don't add to knife damage, only melee. Don't waste your SP :)
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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IAmDuncanIdaho II
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620
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Posted - 2014.07.22 19:58:00 -
[5] - Quote
Bormir1r wrote:IgniteableAura wrote:I-Shayz-I wrote:Any reply about Nova knives getting MORE efficiency to vehicles than Mass Drivers?
Cause honestly if it happens that would just be extremely silly. There hasn't been a response because this is a "nova knife" feedback thread. If there is anything we have learned, its that the Devs prefer to only have feedback on the topic at hand and not some wild squirrel chase. The NK has to be within 1m of that tank to apply its damage, the mass driver doesn't have that restriction. Therefore no, the mass driver should not have 50% efficacy. 40% efficacy vs 50% is going to be <20 more damage even with the MD. It would be a giant waste of dev time for them to go and change all the weapon efficacy values for such a "pointless" change. There's even the possibility of getting run over when you get that close to a tank, all they have to do is move back in the direction you are and you're "road kill."
I've noticed also some annoying glitch when attempting to plant REs on the back - it's like it bumps you about - tank's not even moving as far as I know.
Now I think about the change a while ago now to sticky REs, perhaps I can just throw the things from a couple metres away lol. But I like to place them precisely in a neat line along the back of the tank...coz OCD or something.
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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