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Boot Booter
Pure Evil.
901
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Posted - 2014.09.05 07:06:00 -
[31] - Quote
Rusty Shallows wrote:If anyone is actually serious about a turn cap then it needs to be approached logically instead of politically.
Define the problem
Dropsuits with more health need a handicap against less armored opponents. Example one any sentinel against any scout. Example two any non-plated Minmater Logi against any fully plated Gallente Scout. Example three any stacked armored Assault against any Logi.
Ideate
Skipping this under the assumption it is agreed turning penalties is the solution.
Refine
Using physics as a basis armor value can loosely be equated to mass. Wearing a Plate Carrier impedes movement more than a Kevlar Vest.
Total Armor Value / X = Y
X = A singular constant value (eg 2000, 2500, etc)
Y = Value that the turn radius is reduced. There are two options: One it is a direct value removed from the turn radius, two it is a percentage to reduce the turn radius.
Finally someone said something that made sense. I was thinking more along the lines of it being tied straight into movement speed.
Turn speed cap = x * movement speed
Whatever that would be.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Imp Smash
Molon Labe. General Tso's Alliance
222
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Posted - 2014.09.05 07:45:00 -
[32] - Quote
I would like to point out that heavies already have multiple handicaps vs assaults and scouts.
1:Significantly slower speed. Even a speed heavy (which is squishie -- has to sacrifice that HP bonus for said speed) is slower or at best similar speed to medium. 2:Significantly lower PG CPU limiting fitting options. 3:Low Slot count relative to mediums 4:Significantly shorter range on their Anti Personelle Heavy gun. 5:Significantly high profile hitboxes.
And yes they have advantages against medium and lights as well including
1:High Damage 2:High HP (unless sacrificed for speed) 3:Sexy Helmets
Regardless -- Heavies get killed by scouts, logis and assaults all the time from the side and back as is. Dropping the turning speed is simply increasing the margin of error said suits have which is silly. You should have no margin for error at 0-20 from a heavy... |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2546
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Posted - 2014.09.05 07:55:00 -
[33] - Quote
Reducing the turn speed was done.
You have no idea how stuipid it is to be "point defense" that cannot track a target in CQC. before the m/kb nerf hammer the heavy turn cap meant that unless you caught someone coming right at you in cqc they could circle-strafe faster than you can turn, allowing people to stay in your side arc shooting you in the goddamn head lile a turtle on it's back.
Having experienced this firsthand allow me to offer you this constructive feedback to your wonderful idea. "F*** you. No."
Its bad enough that your scanning in a heavy suit is UTTERLY WORTHLESS. You want my turn speed? I want 50m detection radius and the ability to fit to detect assassin scouts.
No. |
Michael Arck
5411
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Posted - 2014.09.05 08:49:00 -
[34] - Quote
Sgt Kirk wrote:Michael Arck wrote:Ehh, I agree with the consensus. Sentinels need to be able to have a fighting chance against a backstabbing scout. group a sentinel with a squad or at least another person. This is supposed to be a team based game no? Where everything has a counter to it. We are acting as if heavies are supposed to be fully efficient on their own which is NOT the way it was intended to be.
And we acting like the public contracts doesn't state its for lone mercenaries or small squads.
We shouldn't change the sentinel turn speed when the scouts have greater mobility anyway and a good scout can still run circles around a heavy.
Yes its a team based game but that isn't a squad. The team is 16, the squad is 6. So if you're not in a squad, you're still on the team.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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BL4CKST4R
La Muerte Eterna Dark Taboo
3011
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Posted - 2014.09.05 10:11:00 -
[35] - Quote
Michael Arck wrote:Sgt Kirk wrote:Michael Arck wrote:Ehh, I agree with the consensus. Sentinels need to be able to have a fighting chance against a backstabbing scout. group a sentinel with a squad or at least another person. This is supposed to be a team based game no? Where everything has a counter to it. We are acting as if heavies are supposed to be fully efficient on their own which is NOT the way it was intended to be. And we acting like the public contracts doesn't state its for lone mercenaries or small squads. We shouldn't change the sentinel turn speed when the scouts have greater mobility anyway and a good scout can still run circles around a heavy. Yes its a team based game but that isn't a squad. The team is 16, the squad is 6. So if you're not in a squad, you're still on the team.
people keep talking about scouts strafing etc etc, and that right there is a problem of the scouts and the game and how its handles strafing, and the motion of infantry units. I bet you anything that if strafing was fixed so you couldn't instantly change directions without losing energy, the turn speed change would be warranted.
So in reality the only reason all suits have the same turn speed is to combat the unreal physics tied to strafing, when all the turn speeds were homogenized scouts had the ability to literally break hit detection because they could strafe much faster than now, which is why again turn speeds where changed. But that did not fix the condition only a small symptom of the condition.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2550
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Posted - 2014.09.05 13:54:00 -
[36] - Quote
Logis were able to strafe circles around helpless heavies while shooting them in the side of the head. Assaults and scouts were able to do it trivially. Tgats why turn speeds were normalized.
They normalized turn speed because a heavy was incapable of tracking fast enough to kill a circle-strafe inside 12m.
Had nothing to do with scouts, it had to do with the fact that heavies could only efficiently fight enemies between 13 and 30 meters.
A whole 18 meters of HMG efficiency. And you wonder why we object to this. |
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