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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Rattati
C C P C C P Alliance
11732
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Posted - 2014.11.19 16:12:00 -
[1] - Quote
Dear Players,
We are going to add separate strafe penalties to HP modules. We will not be reducing normal speed, nor running speed, only left-right speed, making the "dodging" of bullets more difficult, and Sentinels lack of mobility to become a real vulnerability when stacking eHP.
The calculations will theoretically be based off of relative mass (Scouts) and total mass (Sentinels). Medium Frames will not be affected as much as these two. Basic Frames may end up not having any penalties at all.
This is quite blunt, but it's been a long time coming.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Syeven Reed
T.H.I.R.D R.O.C.K
996
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Posted - 2014.11.19 16:15:00 -
[2] - Quote
Very happy about this!
SCAN ATTEMPT PREVENTED
EvE - 21 Day Trial
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Ripley Riley
Incorruptibles
4942
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Posted - 2014.11.19 16:16:00 -
[3] - Quote
HP modules, as in, shield extenders and armor plating?
My advice to you, playa...
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
672
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Posted - 2014.11.19 16:21:00 -
[4] - Quote
Ripley Riley wrote:HP modules, as in, shield extenders and armor plating?
im assuming only for armor plates, as extenders dont have movement penalties |
shaman oga
The Dunwich Horror
3242
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Posted - 2014.11.19 16:24:00 -
[5] - Quote
Will you reduce speed based on frame size?
E.G. adv plate on light frame greater penalty than adv plate on heavy frame?
I know it's not the best argument but, irl things goes this way, tough guys suffer less from big burdens than thin guys. |
NextDark Knight
molon labe. General Tso's Alliance
614
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Posted - 2014.11.19 16:29:00 -
[6] - Quote
Unless shields are getting a crazy hp buff they should never have a penalty to movement.
Now a different shield module that multiply my shields at the cost of bigger shield hitbox then we might be talking. But only a new module as current modules are fine.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Kain Spero
Goonfeet
3847
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Posted - 2014.11.19 16:29:00 -
[7] - Quote
If this is implemented I do think that should modify KinCats to buff strafe speed.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5154
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Posted - 2014.11.19 16:29:00 -
[8] - Quote
CCP Rattati wrote:Dear Players,
We are going to add separate strafe penalties to HP modules. We will not be reducing normal speed, nor running speed, only left-right speed, making the "dodging" of bullets more difficult, and Sentinels lack of mobility to become a real vulnerability when stacking eHP.
The calculations will theoretically be based off of relative mass (Scouts) and total mass (Sentinels). Medium Frames will not be affected as much as these two. Basic Frames may end up not having any penalties at all.
This is quite blunt, but it's been a long time coming.
Extenders and Armor Plates are obviously the focus here, and Reactives and Ferroscales may be omitted in the first pass.
P.S. Medium speeds may get shaken up in light of the Assault HP boost , Logistics may get a speed boost, Commandos as well, Assault speed reduction, all very small.
Inertia possibility in future?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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CCP Rattati
C C P C C P Alliance
11736
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Posted - 2014.11.19 16:31:00 -
[9] - Quote
Kain Spero wrote:If this is implemented I do think that should modify KinCats to buff strafe speed. or myofibs ;)
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
11736
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Posted - 2014.11.19 16:32:00 -
[10] - Quote
DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties
extender stacking is also under the scope
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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NextDark Knight
molon labe. General Tso's Alliance
614
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Posted - 2014.11.19 16:36:00 -
[11] - Quote
Cardiac Stimulant could use a buff with some added melee damage :)
CCP Rattati wrote:Kain Spero wrote:If this is implemented I do think that should modify KinCats to buff strafe speed. or myofibs ;)
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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jhon hartigan
Dead Man's Game RUST415
407
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Posted - 2014.11.19 16:38:00 -
[12] - Quote
Reserved |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
672
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Posted - 2014.11.19 16:43:00 -
[13] - Quote
CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope
why? im curious. what problem do they cause?
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BL4CKST4R
La Muerte Eterna Dark Taboo
3357
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Posted - 2014.11.19 16:50:00 -
[14] - Quote
DeathwindRising wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope why? im curious. what problem do they cause? EDIT: if you were to add a penalty to extenders, the only one that makes sense coming from EVE is a penalty to scan profile. But if you do that then shield tanking would need to be looked at again. i can already think of a bunch of issues with that, especially for caldari. but that could be easily fixed with adding a bonus to regulators to offset the extender penalty.
Because you can break strafing with extenders to
supercalifragilisticexpialidocious
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CCP Rattati
C C P C C P Alliance
11741
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Posted - 2014.11.19 16:51:00 -
[15] - Quote
DeathwindRising wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope why? im curious. what problem do they cause? EDIT: if you were to add a penalty to extenders, the only one that makes sense coming from EVE is a penalty to scan profile. But if you do that then shield tanking would need to be looked at again. i can already think of a bunch of issues with that, especially for caldari. but that could be easily fixed with adding a bonus to regulators to offset the extender penalty.
Caldari scout OPness, might someone say
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jadd Hatchen
KILL-EM-QUICK
646
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Posted - 2014.11.19 16:58:00 -
[16] - Quote
CCP Rattati wrote:P.S. Medium speeds may get shaken up in light of the Assault HP boost , Logistics may get a speed boost, Commandos as well, Assault speed reduction, all very small.
Okay first you state the issue and then you come up with a good plan to fix the issue and they you CREATE A LOOPHOLE THAT NULLIFIES YOUR FIX?????!!!!
Seriously if you apply it to only heavies and all mediums except for logistics dropsuits, then guess what players will do? Oh they will return to the days of the logi-slayers! Of course!
If you make this change,then make it apply game-wide to all suits. Making exceptions is what breaks the game balance. If it is mass based as you say, then that implies it should be a defining part of the physics in your game and thus Scotty would shame you for trying to break those laws!
Shame on you CCP!!!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5154
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Posted - 2014.11.19 16:58:00 -
[17] - Quote
is adding inertia an option? that'd hack the strafe crap down like a broadsword combined with plate strafe penalties.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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NextDark Knight
molon labe. General Tso's Alliance
615
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Posted - 2014.11.19 17:03:00 -
[18] - Quote
Can we just delete the cal scout so you don't mess up my heavy and assault suits anymore then you already have with the current set of changes?
Maybe larger hitbox for each extender only for the scout class?
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
98
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Posted - 2014.11.19 17:07:00 -
[19] - Quote
Inertia based feature that Ripley Riley suggested is something you guys should look at, not so much for DUST but for LEGION.
Inertia would really be linked to the future jetpack
https://www.youtube.com/watch?v=RkyOkFE5z7I (Starting at 0:56)
I do not agree that Shield Tanking should suffer the negative impacts of physical speed, but instead should have a bigger Profile detection.
Example; a triple stacked Shield Extension Caldari Heavy should be the easiest to look at on the outer circle; https://forums.dust514.com/default.aspx?g=posts&t=181381&find=unread
That is my opinion on the subject you present on this topic.
Amarr Victor
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shaman oga
The Dunwich Horror
3245
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Posted - 2014.11.19 17:12:00 -
[20] - Quote
Being an elettromagnetic field, shield extender penalty should be something related to EW. If we want to keep it logical, if not idk, it's up to the devs. |
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NextDark Knight
molon labe. General Tso's Alliance
615
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Posted - 2014.11.19 17:15:00 -
[21] - Quote
In eve its Signature radius for a extender penalty
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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IgniteableAura
Pro Hic Immortalis
1912
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Posted - 2014.11.19 17:18:00 -
[22] - Quote
Does this include backward movement speed...........................please?
Circle/figure 8 strafing will likely be just as effective with high HP mods.
My Youtube
Biomassed Podcast
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Piercing Serenity
PFB Pink Fluffy Bunnies
703
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Posted - 2014.11.19 17:20:00 -
[23] - Quote
Jadd Hatchen wrote:CCP Rattati wrote:P.S. Medium speeds may get shaken up in light of the Assault HP boost , Logistics may get a speed boost, Commandos as well, Assault speed reduction, all very small. Okay first you state the issue and then you come up with a good plan to fix the issue and they you CREATE A LOOPHOLE THAT NULLIFIES YOUR FIX?????!!!! Seriously if you apply it to only heavies and all mediums except for logistics dropsuits, then guess what players will do? Oh they will return to the days of the logi-slayers! Of course! If you make this change,then make it apply game-wide to all suits. Making exceptions is what breaks the game balance. If it is mass based as you say, then that implies it should be a defining part of the physics in your game and thus Scotty would shame you for trying to break those laws! Shame on you CCP!!!
I am always surprised when I read post like this - one that reflects so little reading comprehension that I am truly baffled.
Here is the current EHP layout by class, the combination of armor and shield strength, from greatest to least:
- Sentinel
- Commando
- Assault
- Logistics
- Scout
Here is the actual speed layout by class, from greatest to least:
- Scout
- Assault
- Logistics
- Commando
- Sentinel
As you can see, the position of the logistics class doesn't make sense. It has less EHP than an assault, yet it is slower than the assault. If a mass based system were to be implemented, it would require that logistics become faster than they currently are, and that assaults become slower than they currently. This would yield the following ranking of speed <--> EHP, where 1 is high speed and 5 is high EHP
- Scout
- Logistics
- Assault
- Commando
- Sentinel
TL:DR - Speed changes would be required for the mass based system to make sense with the current EHP values of the suits as they are. We won't be returning to Slayer logis if they get a little faster. What it will likely mean is that logis will be able to rep more classes than just a heavy because they can keep up.
Closed Beta Vet (E3 Build), Former PFBHz
Best Corps Battled (Personally): Imperfects, TeamPlayers, Hellstorm
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shaman oga
The Dunwich Horror
3245
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Posted - 2014.11.19 17:21:00 -
[24] - Quote
Sidenote: Please Rattati don't nerf Myofibs melee, i want to keep punching mercs in the face!
Or if you nerf it, add ballistic fist as a weapon, so i will stop ruining my DS3 analog stick |
Stefan Stahl
Seituoda Taskforce Command
849
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Posted - 2014.11.19 17:26:00 -
[25] - Quote
CCP Rattati wrote:Caldari scout OPness, might someone say I don't think this is an elegant solution to the problem at all.
I'd much rather like to wait until eWar efficacy bonuses for scouts are in. Even if that takes a month or two.
I want eWar scouts to work as eWar scouts and I want light assaults to work as light assaults. I don't want light assault fitted scouts to also work as eWar scouts. So let's wait for the efficacy bonuses to fix that.
I'm the first to support a Scout-debuff (as in undoing the 1.8 Scout buff) but I just can't see this change work out positively for the game. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
537
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Posted - 2014.11.19 17:58:00 -
[26] - Quote
That's great and all, but I figured closing the gap in straffe acceleration between ds3 and kb/m users would be a good idea too :p
Support Assault changes
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Francois Sanchez
Prima Gallicus
148
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Posted - 2014.11.19 18:20:00 -
[27] - Quote
Adding penalty to shield extenders and not to ferroscale plates isn't right as ferroscale give you more HP than equal tier exenders (that btw use much more CPU PG) Moreover that penalty to shield extenders doesn' t make sense, an ewar penakty would be more logical. I know strafing cal scout is BS but you're not attacking the right problem, the true problem is that the Cal scout hitbox is broken and all light and medium suits base strafe speeds are way too high (or add inertia) |
RedPencil
Abandoned Privilege Top Men.
134
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Posted - 2014.11.19 18:45:00 -
[28] - Quote
Approved !
To be fare, If you include shield extend, I would like to see penalty on Reactives and Ferroscales too.
Beware Paper cut M[;..;]M
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Cass Caul
1625
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Posted - 2014.11.19 18:58:00 -
[29] - Quote
CCP Rattati wrote:Dear Players,
We are going to add separate strafe penalties to HP modules. We will not be reducing normal speed, nor running speed, only left-right speed, making the "dodging" of bullets more difficult, and Sentinels lack of mobility to become a real vulnerability when stacking eHP.
The calculations will theoretically be based off of relative mass (Scouts) and total mass (Sentinels). Medium Frames will not be affected as much as these two. Basic Frames may end up not having any penalties at all.
This is quite blunt, but it's been a long time coming.
Extenders and Armor Plates are obviously the focus here, and Reactives and Ferroscales may be omitted in the first pass.
P.S. Medium speeds may get shaken up in light of the Assault HP boost , Logistics may get a speed boost, Commandos as well, Assault speed reduction, all very small. The title say ffedback, how is this a discussion at all?
think, as long as aim adhesion on rifles is as strong as it is that this is just a terrible idea. Increase strafe penalties will really only further to decrease the level of skill in this game.
It's already laughable how easy it is to run around in a C-I Assault, with no modules outside a STD nanohive and kill players in ADV and PRO with my SMG
You might as well just put "stun on hit" and go back to 1.6's Aim Assist because it's effectiveness is the same thing: Aiming is a skill, inhibiting the ability to break out of aim-assisst should only further drop the level of enjoyment from vets as the game moves back to "I saw you first, I win."
On Hiatus.
This is my smartphone alt
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Killer's Coys
Prima Gallicus
152
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Posted - 2014.11.19 19:08:00 -
[30] - Quote
Hum... Yeah I think it's a good idea, but I can't understand several things...
1) Ok, I agree with the logi (and commando but that's not the problem) I can understand logi "must be as fast as the assaults" But why nerf the assault's speed ? Do you thing they are OP ?
Usually, you only nerf things when they are OP, so are assaults OP ? I think they aren't. So I don't understand the assault speed nerf (even if it's just "a bit") Give to the logi the same speed as the assaults (7.00 for Gal and Cal for example)
2) Straff penality for shield extender What would become the advantage to be a shield tanker compared to be an armor tanker if they have both a straff penality ? Is the objective not to fit any HP mod anymore ?
3) Why shouldn't have the ferro plates a straff speed penality too ? ferro are plates, so it's ON the dropsuit, normaly it would have a straff penality
Complex shield extender >< complex ferro plate 66HP >< 75HP 54CPU >< 23 CPU 11PG >< 8PG 7% shield regu penality >< any penality And you're adding x% straff speed penality >< 0
Don't you see a problem ? It would become more easy to tank armor with ferro plates (AND YOU WANNA ADD ARMOR RESISTANCE MODS) than be a shield tanker
Because Shield tankers are made to be good straffers if they don't put plate mods
I'm gonna take the most normal example : Assaults - nerf the speed - add straff speed penality ====> BIG assault nerf (I think, I always play with the assault's speed, but if you nerf it, assault would be nerfed a lot (my opinion)). Assaults are slayers, slayers like them must have a great speed and straff speed.
Think what you wanna think. That's what I think.
Welcome to CAMPER 514
The game where you never touch the ground.
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