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Thread Statistics | Show CCP posts - 5 post(s) |
Imp Smash
molon labe. General Tso's Alliance
411
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Posted - 2014.11.20 04:21:00 -
[1] - Quote
Yeah, like most other commenters I have to say shields should have no strafing penalty -- this coming from an Amarr Assault armor tanker.
I still don't get the thing about Heavies and strafing though. They can't strafe as it is. Giant hit boxes. I've HAD heavies sit there and try to strafe like scouts -- and dodge almost none of the bullets. So, color me confused as to how they fit into this... |
Imp Smash
molon labe. General Tso's Alliance
414
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Posted - 2014.11.20 06:22:00 -
[2] - Quote
It's impractical to apply every feature to a FPS that you have in a point and click MMO. We are going to have to break tradition a LITTLE or the game will be impossible.
TLDR (because that may be too long to read); Apply lore when you can. Ignore lore when you can't. |
Imp Smash
Molon Labe. General Tso's Alliance
437
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Posted - 2014.11.27 23:46:00 -
[3] - Quote
Breakin Stuff wrote:Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now. the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better.
Probably because there is a fairly reasonable chance he is not wrong. |
Imp Smash
Molon Labe. General Tso's Alliance
437
|
Posted - 2014.11.28 01:12:00 -
[4] - Quote
Breakin Stuff wrote:Imp Smash wrote:Breakin Stuff wrote:Funkmaster Whale wrote:There's honestly nothing OP about Sentinels right now. the fact that you can type this and come off sincerely is amazing and frightening. teach me this secret so I can troll better. Probably because there is a fairly reasonable chance he is not wrong. circumstantially he is correct. Unfortunately in order for him to be correct we need a 50/50 open/CQC map spread
Funny you should mention that...because about an hour ago this was said.
Honestly if reptools were nerfed as far as either rep speed or time allowed for usage continually (I would go with the former to help protect guardian points and mass repairs after fights are over) AND maps were designed with a bit more battle doctrine in mind you would solve the heavy problem. |
Imp Smash
Molon Labe. General Tso's Alliance
441
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Posted - 2014.11.29 01:38:00 -
[5] - Quote
Meee One wrote:Imp Smash wrote:Funny you should mention that...because about an hour ago this was said. Honestly if reptools were nerfed as far as either rep speed or time allowed for usage continually (I would go with the former to help protect guardian points and mass repairs after fights are over) AND maps were designed with a bit more battle doctrine in mind you would solve the heavy problem. Pro rep tools on 3/4ths of logistics can't outrep a basic light weapon,and you want them nerfed more?
Yeah, I guess to be honest I think they should be weaker but I am unable to call nerf. There are several reasons and caveats to this:
1. On paper it sounds like the reptool isn't too crazy because, as you just said, a basic light weapon can out damage it. But let's be honest -- that is assuming ALL shots hit which is silly. It also ignores inherent regeneration the suit may have. Yes heavies take more damage from incoming fire than any other suit -- even so you can't expect a heavy to take EVERY shot (even though it is possible.) Your reptool buys him time to fire. And a heavy HMG does a lot of damage -- more so than any light weapon. Due to dispersion it won't be 800/900 DPS like so many people like to say, but it will still be higher than any light weapon. So the heavy has a bit more time to DPS and time to do that DPS is a larger gap for a heavy over any other suit because of the damage output.
Basically the proof is in the pudding. A heavy by him/herself is dangerous at close range but reasonably killable even toe to toe with an assault. But a heavy with a logi on the back will win over 90% of the time.
2. The reptool is free usage. Other games with repair mechanics do not give infinite reptool usage. Nor the sheer range. It's not just about Reps per second (RPS?) but also about the availability.
But as I said there are caveats.
If they made reptools rep a little slower their triage WPs should be boosted a little to compensate the Logi for the extra time spent repping a heavy. Basically the logi would get a tad more WP for it but be able to do it to less people in a given time frame thereby balancing out WP gain.
And I also don't think they should limit reptool usage. If you have 1 logi, 2 or 3 heavies, 5 or 6 assaults, and a scout or 2 that survive a fight defending a point that logi is going to have to rep ALL of them. Especially at lower rep rate that will cost time and time IS a resource.
Furthermore I think we will see Armor being able to absorb more damage in the future. This is just my guess as to the meta game and its next evolution mind you, but shield tanking and armor tanking are about to go through major changes that will either A. Make armor tanking WAY better than shield so more people go armor tank and that reptool will have more buffer HP to rep or B. Shield tanking will catch up to armor tanking and we will see more shield fits. Which will mean we see more guns that are better against shield than armor. Which will mean the armor you are repping will be taking more damage from armor weak/shield strong guns than currently.
At the same time, I am uncomfortable calling for a nerf of anything really. I may be horrendously wrong. What I deem an issue with reptools may NOT be an issue with reptools but in fact with something else. More to the point, I really don't know what to suggest to weaken the reptool slightly while still being fair. It may be the case that reptools are fine on other suits and only unbalanced on the heavy. I honestly don't know.
There is, however, no doubt in my mind that reptools are magnifying the heavy's advantages more than they magnify other suit's advantages.
EDIT: Actually scratch that. I just had a thought. What if Reptools repaired a percent of a suit's HP as opposed to a specific number? And that this number was specifc for each suit? Heavies get say (random number incomming) 6% of their HP back per second while assaults get 10% back per second? The commando gets back 8% The number could be whatever makes reptools more or less the same amount of rep for the various assaults while making them a tad less effective on heavies.
(random numbers chosen of course. the above edit is just brainstorming. feel free to shoot it down in a fiery ball.)
Regards. |
Imp Smash
Molon Labe. General Tso's Alliance
442
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Posted - 2014.12.01 00:35:00 -
[6] - Quote
Meee One wrote: Wow,after the scanner and hive nerf,rep tools were the only thing not nerfed that badly.
1) "Teamworks is OP and a single assault should be able to easily overcome two suits working together." -lolwut,you're serious aren't you?
2) "Rep tools help heavies more." Solution 1:Realize logistics is called a 'force multiplier' for a reason. Solution 2:Realize you could bring your own logistics along and have the reps,and be able to out strafe that same heavy. Solution 3:Realize that (currently) logistics are only fast enough to help heavies,which is why you don't see many assault + logistics combos.
3)"Rep tool is free usage." -So the CPU/PG requirement is just a suggestion? -The suit itself is the battery.
4)"% based reps." -You like armor dual tanking? Because this would cripple shield suits further. -I assume scouts rep would be highest,so you just migrated heavy FOTM chasers to brick Gal/Amarr scout chasers.
5)"Calling something silly." -I find it incredible that you say all shots won't land,but don't mention rep tools can lose lock-on going around corners,or if the person being repped runs out of range. -I also find it incredible that you don't take into consideration that the rep tool make the user vulnerable and traps them within 20m of active gunfire,while weapons don't. -Risk vs reward is actually alright with rep tools as they are,any changes and they become too risk and much less reward.
It really annoys me when someone says I said something that I didn't say.
1. I don't think that 1 assault should take a heavy more often than not. I AM a heavy! Nor did I ever say teamwork is OP. What I am saying is that 1 heavy (ME) in a closed in point (almost every objective in every game mode that has objectives) can, in fact, take multiple guys simultaneously with a logi. So think numbers. If my squad has 3 heavies and 3 logis on them, it's going to take more than 1 squad of assaults to kill them. That is the source of the heavy spam -- it is efficient number wise once you are set up on a point or when assaulting a point.
2. Solu 1: Unrelated comment Solu 2: Agreed. We should do that more often. Solu 3: Incorrect. Completely
3. Guns and grenades are limited by ammo. And reloading. And heat. And dispersion. And range. And recoil. And aiming. They are not free usage. Reptools are limited by range. And...that's it. Yet they all have PG/CPU costs. Your statement is completely unrelated to the point. I do not care about logic crafting physics. It's about gameplay.
4. I have a shield tanking Cal sent-- and we need our shield reptools aleady!!! >:( -- and an armor tanking Amarr assault who uses laser rifles. Hence I never get in close. So none of this benefits me. And, my idea about % repping is probably bad, but if it wasn't bad would say scouts and Logis least, Then Sentintels, then Commandos, then assaults. % differences to be MINOR.
5. I agree about logi risk vs reward with reptool. I would say if their risk increased -- the reward should also increase.
Please do not put words in my mouth.
Imp Smash wrote:EDIT: Actually scratch that. I just had a thought. What if Reptools repaired a percent of a suit's HP as opposed to a specific number? And that this number was specifc for each suit? Heavies get say (random number incomming) 6% of their HP back per second while assaults get 10% back per second? The commando gets back 8% The number could be whatever makes reptools more or less the same amount of rep for the various assaults while making them a tad less effective on heavies.
(random numbers chosen of course. the above edit is just brainstorming. feel free to shoot it down in a fiery ball.)
Regards.
Breakin Stuff wrote: Percent-based reps would seem a sane way to go. 7-10% reps wouldn't be overly obnoxious IMHO and would encourage more downtime reps, less active while being fired upon reps.
Just make a shield transporter that does the same.
Done.
Are you sure you aren't following my posts? You seem to say a lot of things literally a few hours after I do! |
Imp Smash
Molon Labe. General Tso's Alliance
442
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Posted - 2014.12.02 00:39:00 -
[7] - Quote
Breakin Stuff wrote:I follow a lot of threads you happen to post in.
Good ideas are good ideas no matter the source.
Then where's my author credit |
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