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Thread Statistics | Show CCP posts - 14 post(s) |
LT SHANKS
Amarr Templars Amarr Empire
2943
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Posted - 2014.07.13 14:45:00 -
[31] - Quote
Can the melee animation for knives be a 2m sprinting lunge that stabs enemies with 50% of the damage of an uncharged swipe? |
Bormir1r
Fatal Absolution General Tso's Alliance
486
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Posted - 2014.07.13 15:38:00 -
[32] - Quote
This is some really cool stuff. Looks like I'll be saving up SP for pg optimization on NK. =P
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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Bormir1r
Fatal Absolution General Tso's Alliance
486
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Posted - 2014.07.13 15:42:00 -
[33] - Quote
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?
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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One Eyed King
Land of the BIind
2494
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Posted - 2014.07.13 17:59:00 -
[34] - Quote
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.
This is how a minja feels
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
193
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Posted - 2014.07.13 19:33:00 -
[35] - Quote
PG Optimization will be phenomenal, I've been saving up for it for a while. The range and adhesion fixes would be a godsend. Reducing backpedal speed would be icing on the cake. As is it's far too easy for someone to escape by backpedaling, although the range fix might help. I hope adhesion is more like the melee assist than aim assist, so it's not an aimbot.
The main problem with knives currently is that because the FOV is so small, it's extremely easy to lose your target at close range. Hopefully adhesion mitigates that problem.
Stabby-stabber extraordinaire
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5889
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Posted - 2014.07.13 21:42:00 -
[36] - Quote
Thanking you for not throwing in Sprint Charging.
I would abuse that to hell and get it nerfed in a week.
So would several others.
As for the other bonuses? Sounds good!
How I Imagine I look when running Minmatar Scout
PSN: EVL_Elgost105
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5889
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Posted - 2014.07.13 21:43:00 -
[37] - Quote
RedPencil wrote:Lynn Beck wrote:Making knives increase speed in ANY way will simply resupt in Sentinels, brickscouts, and Amarrs just slapping them on for the CQC strafing, or for running away.
Currently strafe speed is like, 90%? Make backpedal 90%, or 95%, but it needs to be less than full forward.
Is that "Not Iggy" is your alt? you 2 said the something without read other comment. Go back and read several comment above before you post please. I don't get why people have a problem with Sentinels hold knife while dancing.
LOL
Keep saying that and watch Iggy show up and thunderpunch you
How I Imagine I look when running Minmatar Scout
PSN: EVL_Elgost105
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One Eyed King
Land of the BIind
2513
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Posted - 2014.07.13 22:45:00 -
[38] - Quote
Ghost Kaisar wrote:RedPencil wrote:Lynn Beck wrote:Making knives increase speed in ANY way will simply resupt in Sentinels, brickscouts, and Amarrs just slapping them on for the CQC strafing, or for running away.
Currently strafe speed is like, 90%? Make backpedal 90%, or 95%, but it needs to be less than full forward.
Is that "Not Iggy" is your alt? you 2 said the something without read other comment. Go back and read several comment above before you post please. I don't get why people have a problem with Sentinels hold knife while dancing. LOL Keep saying that and watch Iggy show up and thunderpunch you You would think the Not Iggy name would give some sort of hint as to who that alt might belong too...
This is how a minja feels
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Brokerib
Lone Wolves Club
1635
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Posted - 2014.07.14 01:09:00 -
[39] - Quote
CCP Logibro wrote:So, it's that time again. I'll be looking at Nova Knives in Hotfix Charlie, and am hoping to make some improvements for them. Here's the preliminary list of changes.
First off, I'll be trialling an increase from 2m range to 2.5m. This one isn't going in 100%, I'm hopefully going to get some testing time stabbing people around the office next week to see how it feels, might give a smaller increase if it's too much.
I'll also be testing aim adhesion next week to help with tracking targets at close range.
I'll look at adding a fitting optimisation skill. Like other fitting optimisation skills, this will decrease Nova Knife PG requirements by 5% per level, and will be a 6x skill. It will require Nova Knife Proficiency 4 to train. The skillbook will cost 774,000ISK.
Finally, I'll be decreasing charge time on standard knives to 1.2 seconds, and increasing their damage by 10 to 100 to bring them in line with the other knives.
Just to cut any discussion off at the pass, charging knives while sprinting is off the table. It's not going to happen, so please don't bring it up in this thread.
If you see any issues with any of these changes, please discuss them in this thread. Looks pretty good Logibro. As mentioned by a couple of others, a more significant increase for the standard knives would make them more useful, the 10 point increase ends up being 50 in total (for a charged double shot), which really isn't significant. 125 or (preferably) 150 (with the advanced knives going to 175) would be better.
Regardless, still pretty happy with the changes. If aim adhesion is effective (along with the range increase) then I don't see any need to change movement (backpedal, etc).
Knowledge is power
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Brokerib
Lone Wolves Club
1635
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Posted - 2014.07.14 01:24:00 -
[40] - Quote
Appia Vibbia wrote:Oh! Oh! Oh! Can we get a buff to nova knives so they do damage to tanks again?
Actually, this is one thing I'd love to see. Pretty please Logibro?
I'd love to knife a tank while riding it and actually do some damage. Instead of just for amusement, which is why I knife tanks while riding them currently.
How about 50% damage on charge shots?
Knowledge is power
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mollerz
3828
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Posted - 2014.07.14 01:34:00 -
[41] - Quote
Here's my take- and hope it's not too late.
First, I'd like to just throw out a couple requests-
The dot reticle you see when you have knives out- can you allow that to scan targets for intel like gun reticles do? For example, you point a gun at a vehicle, and you can see if it's enemy/friendly, it's shields/armor/etc and etc. Knives you have to run around blind in that regard.
Is it possible to have an assault knife? A knife that is incapable of charging, but gets more damage for slashing?
Backpedaling is a horrible crutch for bad tactics. In real life, if you backpedal, you won't be doing it anywhere near as fast as the forward movement you are capable of. That is because you are a bipedal. It is a bad mechanic that rewards bad tactics, and punishes good tactics. So in that sense, I am against knives increasing speed, and absolutely for decreasing backpedal speed significantly. To realistic levels of speed.
Also, the sprint bug still persists. Is it possible to please finally fix that?
I also just want it to be known, I do not think adhesion is a good thing to introduce. It is another bad mechanic that rewards low skill bad tactic play. To that end, I also don't think an increase in range is a good idea. and Appia's suggestions on the basic knives is way more in line than making basic knives useful. Your change makes them still useless with an ineffectual change. Using basic knives is just as off the table as sprint charging and will remain so.
You guys did a great job with IshNoks. Please concentrate on fixing bugs and bad mechanics that rewards bad players and punishes good players.
Edit: And absolutely- why can't we damage tanks at a penalty to damage? Doing zero damage is kind of silly and again, basically rewards unaware playstyles.
EDIT 2- Eating and typing leads to poor grammar. FIXED.
You're Welcome... see their you go, Appia!
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Appia Vibbia
Molon Labe. General Tso's Alliance
3334
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Posted - 2014.07.14 01:38:00 -
[42] - Quote
Community Support!
Step 1 in getting nova knife kills on tanks again acquired.
Appia Vibbia for CPM1
Personal Theme Song
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mollerz
3828
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Posted - 2014.07.14 01:42:00 -
[43] - Quote
The introduction of a nova knife fitting optimization is golden. Long time coming really.
You're Welcome... see their you go, Appia!
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Adipem Nothi
Nos Nothi
2678
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Posted - 2014.07.14 02:38:00 -
[44] - Quote
RedPencil wrote: Is that "Not Iggy" is your alt?
You have no idea.
In this case, Iggy is likely correct; to disagree with him would jeopardize your otherwise generally on-point track record. Backpedal speed at 100% is a balance issue; the Devs would do well to address it.
Shoot scout with yes...
- Ripley Riley
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RedPencil
Abandoned Privilege Top Men.
45
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Posted - 2014.07.14 04:02:00 -
[45] - Quote
You make me really wanna know who's Not Iggy
I'm not mind to jeopardize myself. Often in time, my thought was wrong too. Someone though me, if I wanna prove something, try to argue on it. People will help you prove if it valid.
Beware paper cut M[;..;]M
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Brokerib
Lone Wolves Club
1640
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Posted - 2014.07.14 04:10:00 -
[46] - Quote
RedPencil wrote:You make me really wanna know who's Not Iggy I'm not mind to jeopardize myself. Often in time, my thought was wrong too. Someone though me, if I wanna prove something, try to argue on it. People will help you prove if it valid. Many of us are not Iggy. As for Not Iggy...look at his signature
Knowledge is power
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Leeroy Gannarsein
Legio DXIV
454
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Posted - 2014.07.14 04:52:00 -
[47] - Quote
Appia Vibbia wrote:Community Support!
Step 1 in getting nova knife kills on tanks again acquired. I like the idea of NKs dealing damage to tanks, but I'm not sure what kind of output they should have. 50% efficiency seems like a good deal (can't Ishy NK deal like 1200 per charge for a .8s charge or something)?
While I agree that if you manage to get on top of me and stay on top of me you should cut me out of the tank, it seems like it might be a more effective method than strapping REs or using an SL.
I'm just spitballing here, and I'm no NKer. Please swear at me if I'm wrong.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11826
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Posted - 2014.07.14 04:54:00 -
[48] - Quote
Leeroy Gannarsein wrote:Appia Vibbia wrote:Community Support!
Step 1 in getting nova knife kills on tanks again acquired. I like the idea of NKs dealing damage to tanks, but I'm not sure what kind of output they should have. 50% efficiency seems like a good deal (can't Ishy NK deal like 1200 per charge for a .8s charge or something)? While I agree that if you manage to get on top of me and stay on top of me you should cut me out of the tank, it seems like it might be a more effective method than strapping REs or using an SL. I'm just spitballing here, and I'm no NKer. Please swear at me if I'm wrong.
I like the idea..... but someone please justify just what they are stabbing so I can sleep at night.
"I guess this is goodbye for now Little One. This is how you will become one of us, one of the Amarr." - Kador Ouryon
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Brokerib
Lone Wolves Club
1641
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Posted - 2014.07.14 05:02:00 -
[49] - Quote
Leeroy Gannarsein wrote:Appia Vibbia wrote:Community Support!
Step 1 in getting nova knife kills on tanks again acquired. I like the idea of NKs dealing damage to tanks, but I'm not sure what kind of output they should have. 50% efficiency seems like a good deal (can't Ishy NK deal like 1200 per charge for a .8s charge or something)? While I agree that if you manage to get on top of me and stay on top of me you should cut me out of the tank, it seems like it might be a more effective method than strapping REs or using an SL. I'm just spitballing here, and I'm no NKer. Please swear at me if I'm wrong. Damage is closer to 1400 with full skills and the right fit...but you really do need max skills along with Minmatar Scout 5 to get to that. Otherwise it maxes out about 1200.
So yes, 600-700 damage per charged shot. Substantially less than REs, but still pretty heavy damage. Combine it with a flux grenade and an RE and you'll have done close to 3k damage in a very short amount of time, so long as you're standing on a tank. Would take a lot of skill to pull off however.
Doesn't hurt to ask, I'd love to see a squad of Minja scouts swarming a tank with knives...link ants pulling down a beetle.
Knowledge is power
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Brokerib
Lone Wolves Club
1641
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Posted - 2014.07.14 05:02:00 -
[50] - Quote
True Adamance wrote:Leeroy Gannarsein wrote:Appia Vibbia wrote:Community Support!
Step 1 in getting nova knife kills on tanks again acquired. I like the idea of NKs dealing damage to tanks, but I'm not sure what kind of output they should have. 50% efficiency seems like a good deal (can't Ishy NK deal like 1200 per charge for a .8s charge or something)? While I agree that if you manage to get on top of me and stay on top of me you should cut me out of the tank, it seems like it might be a more effective method than strapping REs or using an SL. I'm just spitballing here, and I'm no NKer. Please swear at me if I'm wrong. I like the idea..... but someone please justify just what they are stabbing so I can sleep at night. Tank. They're stabbing tank...
Knowledge is power
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Fremder V1
Armed And Aimless
16
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Posted - 2014.07.14 08:56:00 -
[51] - Quote
I'm sceptical about the benefits of a reduction in backpedaling speed. It would change the fluid feeling of movement for everyone, just to make the use of two weapons in certain situations a bit easier.
That it would be more realistic isn't a good argument, since this is a game, not a simulation, and thus fun should always have a higher priority than realism.
This comes from a long time minja. I'm playing since Beta, and it didn't took me long to start knifing. In that time i died a lot because people turned around at the wrong moment, shooting me effortlessly while walking backwards. I also survived a lot of those situations, because i knew my chance to get an easy kill was gone. Considering almost certain death awaits my opponents, if they don't notice me in time, it always seemed fair enough.
Adipem Nothi wrote: * Change NK damage progression from 90-150-200 to 120-160-200.
Second. 150/175/200 looks good right now, but since we probably get a couple of buffs at once, i would prefer small steps in this regard.
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CCP Logibro
C C P C C P Alliance
8417
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Posted - 2014.07.14 12:59:00 -
[52] - Quote
I'll take further increasing standard/advanced damage under consideration, just want to spreadsheet a bit with them before I say yes.
I am very apprehensive about changing backpedaling speed as this affects everything else in the game as well. It's kinda the nuclear option, and I would prefer not to mess with it at the moment.
As for damage against tanks? Well, I'll think about it...
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Adipem Nothi
Nos Nothi
2728
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Posted - 2014.07.14 13:26:00 -
[53] - Quote
Fremder V1 wrote:I'm sceptical about the benefits of a reduction in backpedaling speed. It would change the fluid feeling of movement for everyone, just to make the use of two weapons in certain situations a bit easier.
Regardless of what my flanker is running, he'll have lesser odds of getting directly behind me ...
* ... if I stick with friendlies. * ... if I'm squadded with a recon specialist. * ... if I periodically check my flank.
If I fail to perform the above, and the flanker manages to sneak within slapping distance of my arse ...
* All I need is enough HP to tank his alpha strike. * My free-pass bunny hop will consistently break hit detection of any followup NK attack. * My free-pass bunny hop serves dual purpose in that it can also place me beyond the SG's 5m optimal range. * My free-pass insta-spin flips the scales in my favor. * My free-pass backpedal can keep me forever beyond my flanker's reach. * My free-pass, ultra-precise fine rifle hipfire can insta-gib my flanker with little-to-no effort.
Balancing backpedal isn't about making the flank/backstab easier; its about addressing the pool of free passes which encourage above all else to run HP modules and a Fine Rifle.
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
2729
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Posted - 2014.07.14 13:39:00 -
[54] - Quote
CCP Logibro wrote: I am very apprehensive about changing backpedaling speed as this affects everything else in the game as well. It's kinda the nuclear option, and I would prefer not to mess with it at the moment.
Understood, and thank you for consideration.
Pencil, myself and many others support an alternative to the nuclear option. Would it be technically possible to increase forward movement speed when knives are equipped?
This would permit a knifer opportunity to catch up to and dispatch a backpedaler. Swing animation slows movement speed, such that a backpedaling target is always just out-of-reach when a strike would otherwise have landed. A tiny boost to forward movement speed combined your blade length improvement would remedy this issue (without drastically changing anything else).
Shoot scout with yes...
- Ripley Riley
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Not Iggy
Nos Nothi
185
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Posted - 2014.07.14 13:52:00 -
[55] - Quote
I don't understand how it will break the fluidity if backward movement speed wasn't 100%. Strafe speed is not 100% why would backward be any different? It would place it more inline with everything else. Besides if its that terrible fix it back in delta.
I'll still take faster forward movement while knives are equipped. But you will get more people starting a match with uplinks stacked kincats and a basic knife to get faster movement speed. Not to mention people likely using it to improve movement speed in general when trying to flee.
Also doesn't animation break once you hit above 11m/s. Which would mean a stacked proto minja will likely break those animations if knives are equipped.
With the upcoming buff to assault movement speeds Knifers won't stand a chance.
<3
IgniteableAura
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Adipem Nothi
Nos Nothi
2730
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Posted - 2014.07.14 14:03:00 -
[56] - Quote
Not Iggy wrote:1. I don't understand how it will break the fluidity if backward movement speed wasn't 100%. Strafe speed is not 100% why would backward be any different? It would place it more inline with everything else. Besides if its that terrible fix it back in delta.
2. I'll still take faster forward movement while knives are equipped. But you will get more people starting a match with uplinks stacked kincats and a basic knife to get faster movement speed. Not to mention people likely using it to improve movement speed in general when trying to flee.
3. Also doesn't animation break once you hit above 11m/s. Which would mean a stacked proto minja will likely break those animations if knives are equipped.
4. With the upcoming buff to assault movement speeds Knifers won't stand a chance.
<3 1. This certainly seems best; perhaps the Devs see something we don't. 2. While unlikely, I'm hoping its somehow feasible to tweak one metric without impacting the others. 3. Fairly certain that 11.11 m/s is attainable and not game-breaking; I suspect the breakpoint is higher. 4. Hadn't thought of that yet ... ouch!
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
3384
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Posted - 2014.07.14 14:33:00 -
[57] - Quote
Not Iggy wrote: With the upcoming buff to assault movement speeds
Was this confirmed? The charlie thread was just too long to follow. I can't express how terrible that would be when frame-rate is so low and we still have hit-detection issues to deal with. Yeah. And my Assault suits being as fast or faster than my Gal-Scout just seems like it'll make Assaults better at some of the scout's roles.
Appia Vibbia for CPM1
Personal Theme Song
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1070
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Posted - 2014.07.14 15:40:00 -
[58] - Quote
Lynn Beck wrote:IMO, adhesion should be a 'if they're in your screen at time of slicing, and they move, it should attempt to chase them'
Is it possible to make it such that another scout(even a 2x Cx Plate) isn't just instalocked, while any moderately tanked assault(2x enhanced plate GalAsault?) is almost impossible to miss?
As for the range, i have no clue how this would work, at times i've been knif'd (literally) from across a hallway, but other times i can stand right in front of someone and miss.
Never been knifed, or knifed halfway across a hall. But I can say, there are times when I look down at a drop uplink, and madly try to slash it to death, only to not be close enough.
And it SEEMS like I am close enough, or what I feel is close enough. So a bit more range would def help. That or add it into a new skill, as knifes are kinda lacking in skills compared to the other weapons in kind.
Tanks - Balancing Turrets
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6297
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Posted - 2014.07.14 15:47:00 -
[59] - Quote
Adipem Nothi wrote:CCP Logibro wrote: I am very apprehensive about changing backpedaling speed as this affects everything else in the game as well. It's kinda the nuclear option, and I would prefer not to mess with it at the moment.
Understood, and thank you for consideration. Pencil, myself and many others support an alternative to the nuclear option. Would it be technically possible to increase forward movement speed when knives are equipped? This would permit a knifer opportunity to catch up to and dispatch a backpedaler. Swing animation slows movement speed, such that a backpedaling target is always just out-of-reach when a strike would otherwise have landed. A tiny boost to forward movement speed combined your blade length improvement would remedy this issue (without drastically changing anything else).
We'll call that the Counter Strike option.
Appia Vibbia wrote:Not Iggy wrote: With the upcoming buff to assault movement speeds
Was this confirmed? The charlie thread was just too long to follow. I can't express how terrible that would be when frame-rate is so low and we still have hit-detection issues to deal with. Yeah. And my Assault suits being as fast or faster than my Gal-Scout just seems like it'll make Assaults better at some of the scout's roles.
Not sure what frame-rate and hit detection have to do with an assault speed buff being a bad thing, care to explain..?
Useful Links
Aeon Amadi for CPM1
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Cat Merc
Onslaught Inc RISE of LEGION
10943
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Posted - 2014.07.14 15:51:00 -
[60] - Quote
Appia Vibbia wrote:Not Iggy wrote: With the upcoming buff to assault movement speeds
Was this confirmed? The charlie thread was just too long to follow. I can't express how terrible that would be when frame-rate is so low and we still have hit-detection issues to deal with. Yeah. And my Assault suits being as fast or faster than my Gal-Scout just seems like it'll make Assaults better at some of the scout's roles. Who said as fast or faster? Rattati talked about a ~0.05 increase.
If I can hit scouts just fine, then a small increase to assault speeds won't change anything
Feline overlord of all humans - CAT MERC
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