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Thread Statistics | Show CCP posts - 5 post(s) |
Cass Caul
1625
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Posted - 2014.11.19 18:58:00 -
[1] - 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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Cass Caul
1626
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Posted - 2014.11.19 19:09:00 -
[2] - Quote
CCP Rattati wrote:Kain Spero wrote:If this is implemented I do think that should modify KinCats to buff strafe speed. or myofibs ;)
I like how the only way to get people to use myos is to make them do something completely unrelated to melee damage
On Hiatus.
This is my smartphone alt
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Cass Caul
1638
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Posted - 2014.11.19 21:26:00 -
[3] - Quote
With the topic of changing up Assault's movement and other movement and whatnot I'd really like to propose the following:
Restructure the movement difference between all 23 suit types. Right now, every single suit has a different base movement speed.
What I would like to see is all Gallente suits' base movement speed changed to that of a Gallente Medium Frame All Caldari suits base movement speed changed to that of a Caldari Medium Frame All Minmatar Suits base movement speed changed to that of a Minmatar Medium Frame All Amarr Suits base movement speed changed to that of an Amarr Medium Frame.
From there, rather than having tiers of speed ( one sentinels, commandos, scouts, assaults, logistics, and basic frames) we change the Sprint Modifier on all suits to be based on their Role.
Currently all suits sprint at 1.4 X base movement speed, Instead we give Sentinels a 1.2 modifier Commandos a 1.25 modifier Logistics a 1.35 modifier Assaults a 1.4 modifier Scouts a 1.5 modifier
All suits within a race would have the same strafe speed, which would highlight how even though min-scouts have a higher strafe speed that they can't screw with hit-detection in the same way.
Rather than increase the strafe penalties through Armor plates, reduce the current multiplier to movement: Backwards movement is 100%, this needs to get nerfed with a heavy hammer. Maybe drop strafe speed by 10% ( as in -0.1 to the modifier)
But reduced base movement speed, which is already a property of plates, also reduces strafe speed. This all just seems like a very poor idea to fix a problem that, frankly, is the only thing that stops use from being in 1.6 levels of auto-aim
On Hiatus.
This is my smartphone alt
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