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Thread Statistics | Show CCP posts - 14 post(s) |
One Eyed King
Land of the BIind
2702
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Posted - 2014.07.16 23:29:00 -
[121] - Quote
Adipem Nothi wrote:mollerz wrote:I remembered the other NK change I thought would help a lot. Can we have an auditory que when the knife is fully charged. It is really hard to tell when you are fully charged or not in fast moving conditions.
And please- not like you guys wrecked the charged sniper rifle with it's hair dryer sound. maybe a slight beep or something. If I can hear it, they can hear it That will be the last thing they hear.
This is how a minja feels
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mollerz
4135
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Posted - 2014.07.16 23:29:00 -
[122] - Quote
Adipem Nothi wrote:mollerz wrote:I remembered the other NK change I thought would help a lot. Can we have an auditory que when the knife is fully charged. It is really hard to tell when you are fully charged or not in fast moving conditions.
And please- not like you guys wrecked the charged sniper rifle with it's hair dryer sound. maybe a slight beep or something. If I can hear it, they can hear it
It will assuredly be too late at that point.
Do you want awesome change? Do you want dust to rock like never before?
Then vote Appia for CPM1
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Adipem Nothi
Nos Nothi
2977
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Posted - 2014.07.16 23:45:00 -
[123] - Quote
mollerz wrote:Adipem Nothi wrote:mollerz wrote:I remembered the other NK change I thought would help a lot. Can we have an auditory que when the knife is fully charged. It is really hard to tell when you are fully charged or not in fast moving conditions.
And please- not like you guys wrecked the charged sniper rifle with it's hair dryer sound. maybe a slight beep or something. If I can hear it, they can hear it It will assuredly be too late at that point. Set backpedal and strafe speed to 80% of forward movement speed, and you've got yourself a deal.
Shoot scout with yes...
- Ripley Riley
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CCP Logibro
C C P C C P Alliance
8449
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Posted - 2014.07.16 23:52:00 -
[124] - Quote
One other thing I can play with changing is making it so there is a smaller delay between releasing the trigger and you actually making each slash with the knives. For reference, the delay is 0.3 and 0.55 seconds for each knife hit from the moment you release the trigger.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Adipem Nothi
Nos Nothi
2980
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Posted - 2014.07.17 00:08:00 -
[125] - Quote
CCP Logibro wrote:One other thing I can play with changing is making it so there is a smaller delay between releasing the trigger and you actually making each slash with the knives. For reference, the delay is 0.3 and 0.55 seconds for each knife hit from the moment you release the trigger.
So ... Trigger released at 0.0 sec Blade A swings at +0.30 sec Blade B swings at +0.55 sec Interval between A and B is 0.25 sec
That's a tough call. I'd hate for it to become detached from audio queues and animation. I'd also hate to land double swipes when my aim was off and I should've only landed one.
If it were my experiment, I'd hold the Interval constant and reduce Blade A's delay to +0.15 seconds, such that Blade A swings almost immediately after release but the delay between A and B remains the same ...
Trigger released at 0.0 sec Blade A swings at +0.15 sec Blade B swings at +0.40 sec Interval between A and B is 0.25 sec
Shoot scout with yes...
- Ripley Riley
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mollerz
4137
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Posted - 2014.07.17 00:26:00 -
[126] - Quote
Adipem Nothi wrote:mollerz wrote:Adipem Nothi wrote:mollerz wrote:I remembered the other NK change I thought would help a lot. Can we have an auditory que when the knife is fully charged. It is really hard to tell when you are fully charged or not in fast moving conditions.
And please- not like you guys wrecked the charged sniper rifle with it's hair dryer sound. maybe a slight beep or something. If I can hear it, they can hear it It will assuredly be too late at that point. Reduce backpedal speed, and you've got yourself a deal.
I wish you were logibro's agent!
Do you want awesome change? Do you want dust to rock like never before?
Then vote Appia for CPM1
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mollerz
4137
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Posted - 2014.07.17 00:27:00 -
[127] - Quote
Adipem Nothi wrote:CCP Logibro wrote:One other thing I can play with changing is making it so there is a smaller delay between releasing the trigger and you actually making each slash with the knives. For reference, the delay is 0.3 and 0.55 seconds for each knife hit from the moment you release the trigger. So ... Trigger released at 0.0 sec Blade A swings at +0.30 sec Blade B swings at +0.55 sec Interval between A and B is 0.25 sec That's a tough call. I'd hate for it to become detached from audio queues and animation. I'd also hate to land double swipes when my aim was off and I should've only landed one. If it were my experiment, I'd hold the Interval constant and reduce Blade A's delay to +0.15 seconds, such that Blade A swings almost immediately after release but the delay between A and B remains the same ... Trigger released at 0.0 sec Blade A swings at +0.15 sec Blade B swings at +0.40 sec Interval between A and B is 0.25 sec
That sounds great. Bug concerns aside- this is better than adhesion imho.
Do you want awesome change? Do you want dust to rock like never before?
Then vote Appia for CPM1
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IgniteableAura
Pro Hic Immortalis
1392
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Posted - 2014.07.17 00:32:00 -
[128] - Quote
^What they said, delay between releasing knives and actual damage would help a great deal.
My Youtube
Biomassed Podcast
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CCP Logibro
C C P C C P Alliance
8453
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Posted - 2014.07.17 00:55:00 -
[129] - Quote
Adipem Nothi wrote:CCP Logibro wrote:One other thing I can play with changing is making it so there is a smaller delay between releasing the trigger and you actually making each slash with the knives. For reference, the delay is 0.3 and 0.55 seconds for each knife hit from the moment you release the trigger. So ... Trigger released at 0.0 sec Blade A swings at +0.30 sec Blade B swings at +0.55 sec Interval between A and B is 0.25 sec That's a tough call. I'd hate for it to become detached from audio queues and animation. I'd also hate to land double swipes when my aim was off and I should've only landed one. If it were my experiment, I'd hold the Interval constant and reduce Blade A's delay to +0.15 seconds, such that Blade A swings almost immediately after release but the delay between A and B remains the same ... Trigger released at 0.0 sec Blade A swings at +0.15 sec Blade B swings at +0.40 sec Interval between A and B is 0.25 sec
Changing the delays should also change the animation and audio to match, but I haven't tried yet. I guess that's one to try out tomorrow.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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mollerz
4143
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Posted - 2014.07.17 01:04:00 -
[130] - Quote
CCP Logibro wrote:
Changing the delays should also change the animation and audio to match, but I haven't tried yet. I guess that's one to try out tomorrow.
o7
Do you want awesome change? Do you want dust to rock like never before?
Then vote Appia for CPM1
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Appia Vibbia
Molon Labe. General Tso's Alliance
3553
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Posted - 2014.07.17 02:55:00 -
[131] - Quote
You know what change I think would really make the nova knives better?
reduced lag and improved frame rate. WDIT: my bad. that would affect too many things at once. We can't have that, now can we?
Appia Vibbia for CPM1
Personal Theme Song
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mollerz
4148
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Posted - 2014.07.17 03:00:00 -
[132] - Quote
Appia Vibbia wrote:You know what change I think would really make the nova knives better?
reduced lag and improved frame rate. WDIT: my bad. that would affect too many things at once. We can't have that, now can we?
I thought that was not even worth mentioning... given everything. But it is truth.
Do you want awesome change? Do you want dust to rock like never before?
Then vote Appia for CPM1
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Haerr
Legio DXIV
1079
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Posted - 2014.07.17 11:36:00 -
[133] - Quote
Appia Vibbia wrote:You know what change I think would really make the nova knives better?
reduced lag and improved frame rate. WDIT: my bad. that would affect too many things at once. We can't have that, now can we?
This follows closely to how I think this game should be fixed:
a) Remove support for the controller and focus all efforts on balancing this game using only Mouse and Keyboard. b) Reduce all graphics to meet the minimum requirement of 60fps @ 1920x1080
or you know we could balance weapons assuming that everyone is using "aim assistance", which ever you prefer...
10 / 10 would read again.
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CCP Logibro
C C P C C P Alliance
8457
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Posted - 2014.07.17 12:42:00 -
[134] - Quote
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.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Adipem Nothi
Nos Nothi
3009
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Posted - 2014.07.17 12:53:00 -
[135] - Quote
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.
Neat! If you don't mind our asking, what came of your experiments with Adhesion and Range Extension?
Shoot scout with yes...
- Ripley Riley
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8812
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Posted - 2014.07.17 13:18:00 -
[136] - Quote
CCP Logibro wrote: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. Sounds like the rumored Amarr racial knives. Just a thought, could we perhaps get a nova knives variant that does 100% against vehicles in exchange for reduced efficiency on infantry? So perhaps your 100% infantry - 50% vehicle normal variant and a 50% infantry - 100% vehicle demolition variant?
Amarr are the good guys
Their way of the Commando seems right and noble
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CCP Logibro
C C P C C P Alliance
8466
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Posted - 2014.07.17 13:24:00 -
[137] - Quote
Adipem Nothi wrote:@ CCP Logibro
Neat! If you don't mind our asking, what came of your experiments with Adhesion and Range Extension?
Those come later today as I need a willing victim to help me with that.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6332
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Posted - 2014.07.17 13:27:00 -
[138] - Quote
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.
Useful Links
Aeon Amadi for CPM1
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Brokerib
Lone Wolves Club
1787
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Posted - 2014.07.17 13:40:00 -
[139] - Quote
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. Thank you Logibro. I'm never going to run any other type of AV again.
Knowledge is power
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Adipem Nothi
Nos Nothi
3009
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Posted - 2014.07.17 13:48:00 -
[140] - Quote
^ Very much like Aero's idea.
Shoot scout with yes...
- Ripley Riley
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Appia Vibbia
Molon Labe. General Tso's Alliance
3565
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Posted - 2014.07.17 13:51:00 -
[141] - Quote
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. New favorite fit: M/1-Series http://www.protofits.com/fittings/shared/161/5532
Appia Vibbia for CPM1
Personal Theme Song
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8816
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Posted - 2014.07.17 13:54:00 -
[142] - Quote
Appia Vibbia 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. New favorite fit: M/1-Series http://www.protofits.com/fittings/shared/161/5532 This looks incredibly fun, and seems like something a Minmatar scout would actually do. Rag-tag demolition.
I'd suggest perhaps dropping one of the hives for RE's for even more demolition nonsense (keeping in mind Minmatar scout is getting a PG buff).
Amarr are the good guys
Their way of the Commando seems right and noble
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Appia Vibbia
Molon Labe. General Tso's Alliance
3565
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Posted - 2014.07.17 14:30:00 -
[143] - Quote
Aero Yassavi wrote:Appia Vibbia 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. New favorite fit: M/1-Series http://www.protofits.com/fittings/shared/161/5532 This looks incredibly fun, and seems like something a Minmatar scout would actually do. Rag-tag demolition. I'd suggest perhaps dropping one of the hives for RE's for even more demolition nonsense (keeping in mind Minmatar scout is getting a PG buff). I'm not very good at planting REs on HAVs, I always get gunned down or they notice me and run away before I can get down the 3rd one.. And we'll just have to wait and see for all the final changes before I switch anything up.
Appia Vibbia for CPM1
Personal Theme Song
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Adipem Nothi
Nos Nothi
3013
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Posted - 2014.07.17 14:48:00 -
[144] - Quote
Appia Vibbia wrote: I'm not very good at planting REs on HAVs, I always get gunned down or they notice me and run away before I can get down the 3rd one.. And we'll just have to wait and see for all the final changes before I switch anything up.
The most I ever get on in one pass is two. Good tankers, only one.
Its a 'bit like bullfighting ... Except you have to chase the bull around the pen :-)
Shoot scout with yes...
- Ripley Riley
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6095
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Posted - 2014.07.17 15:13:00 -
[145] - Quote
CCP Logibro wrote:Adipem Nothi wrote:@ CCP Logibro
Neat! If you don't mind our asking, what came of your experiments with Adhesion and Range Extension? Those come later today as I need a willing victim (likely CCP Rattati) to help me with that.
There is quite a few scouts who would be willing victim.
I'd do it just so that I get a chance to chat about knives with you
How I Imagine I look when running Minmatar Scout
PSN: EVL_Elgost105
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Fox Gaden
Immortal Guides
3895
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Posted - 2014.07.17 15:18:00 -
[146] - Quote
CCP Logibro wrote:Adipem Nothi wrote:@ CCP Logibro
Neat! If you don't mind our asking, what came of your experiments with Adhesion and Range Extension? Those come later today as I need a willing victim (likely CCP Rattati) to help me with that. I am picturing Logibro in the lunch room challenging coworkers to a knife fight...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3895
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Posted - 2014.07.17 15:25:00 -
[147] - 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". If I can fix Nova Knives in the interim without having to change it, then that's preferable as I have a number of other things I also want to fit into Charlie (HMG changes, Swarm Changes, maybe some others)
This is an important point.
As a Sentinel my standard procedure when I take too much damage in a fire fight is to back up and strafe left or right behind cover. Reducing my backup speed would make advancing even more dangerous as an HMG SentinelGÇÖs slow turn speed makes turning my back on the enemy and running back to cover take far too long, and having to interrupt my suppression fire to get to cover would make me an easy target.
As far as a Sentinel fighting a Scout, if a Scout canGÇÖt advance as fast as a Sentinel is backing up, then that Scout is warring far too much Plate.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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IAmDuncanIdaho II
R 0 N 1 N
581
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Posted - 2014.07.17 16:03:00 -
[148] - 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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Adipem Nothi
Nos Nothi
3015
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Posted - 2014.07.17 16:24:00 -
[149] - Quote
Fox Gaden wrote: This is an important point.
As a Sentinel my standard procedure when I take too much damage in a fire fight is to back up and strafe left or right behind cover. Reducing my backup speed would make advancing even more dangerous as an HMG SentinelGÇÖs slow turn speed makes turning my back on the enemy and running back to cover take far too long, and having to interrupt my suppression fire to get to cover would make me an easy target.
As far as a Sentinel fighting a Scout, if a Scout canGÇÖt advance as fast as a Sentinel is backing up, then that Scout is warring far too much Plate.
1) The Sentinel's turn speed is exactly the same as every other frame, with or without plates. Tested and confirmed, and reconfirmed by the Devs themselves. There is no such thing as "slow turn speed".
2) There is not a single Scout in here who runs plates while Knifing.
3) The Sentinel's backpedal speed is no less a problem for NK users than other frame's. If a charged backstab fails to kill you -- which is most common with Sentinels -- you can fully rotate well in advance of a second charged attack. The best a Scout can do in these cases is to swing uncharged, hoping he lands enough blows to finish you off. To keep you within melee distance as you walk backwards, the Scout has no choice but to walk straight at you, directly into your HMG fire.
No doubt Heavies think #3 this funny, much like HAV pilots used to think that Swarms were funny. But like Swarms and HAVs, this imbalance will eventually need to be addressed.
Shoot scout with yes...
- Ripley Riley
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mollerz
4173
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Posted - 2014.07.17 16:57:00 -
[150] - Quote
Aero Yassavi wrote:CCP Logibro wrote: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. Sounds like the rumored Amarr racial knives. Just a thought, could we perhaps get a nova knives variant that does 100% against vehicles in exchange for reduced efficiency on infantry? So perhaps your 100% infantry - 50% vehicle normal variant and a 50% infantry - 100% vehicle demolition variant?
Interesting.. would make me carry two sets of knives
Do you want awesome change? Do you want dust to rock like never before?
Then vote Appia for CPM1
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