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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Kensai Dragon
DUST University Ivy League
89
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Posted - 2014.11.20 00:19:00 -
[1] - Quote
Inertia clearly exists in the game, dropships utilize it while turning / changing directions. How difficult would it be to apply the thrust / mass relation to speed / mass on infantry? Assuming the suits have some sort of mass/force balance for the initial directional speeds, they would come to a stop in x seconds, then accelerate in the opposite direction. |
Kensai Dragon
DUST University Ivy League
89
|
Posted - 2014.11.20 00:30:00 -
[2] - 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.
....
Couple of things - are you suggesting that my brick tanked Amarr Sentinel is too quick to hit? They're already quite vulnerable, especially when brick tanked.
Additionally, it sounds like two different calculations to penalize both Scouts and Sents the same for a given shield plate. If this is the case, are you planning to implement different plates for each class? ie - light basic plates with less hp than heavy basic plates? If not, I'm struggling with how a heavy would suffer equally with a light for a given mass increase. |
Kensai Dragon
DUST University Ivy League
90
|
Posted - 2014.11.20 01:17:00 -
[3] - Quote
manboar thunder fist wrote:Kensai Dragon wrote: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.
.... Couple of things - are you suggesting that my brick tanked Amarr Sentinel is too quick to hit? They're already quite vulnerable, especially when brick tanked. Additionally, it sounds like two different calculations to penalize both Scouts and Sents the same for a given shield plate. If this is the case, are you planning to implement different plates for each class? ie - light basic plates with less hp than heavy basic plates? If not, I'm struggling with how a heavy would suffer equally with a light for a given mass increase. Your suit may be fatter but your clone isn't. More burden more hp more slow
Except for, the dropsuit augments your movements. You aren't necessarily carrying all that weight around, the suit is. You just control the suit. |
Kensai Dragon
DUST University Ivy League
91
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Posted - 2014.11.20 05:57:00 -
[4] - Quote
Auris Lionesse wrote:extenders have no penalties in eve,
they should have no penalties here,
this is the dumbest thing ive ever heard, i dont even use shields. theyre completely broken cause they dont rep passively.
strafing is a skill. why are we trying to nerf it.
if anything there needs to be an inertia modifier which eve has. why are we doing things that arent in eve.
ROFL! WHAT? LOL
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Kensai Dragon
DUST University Ivy League
91
|
Posted - 2014.11.20 06:00:00 -
[5] - Quote
Shields should carry some kind of balancing penalty, not sure it should be speed though. The increased sig radius in eve, is that the equivalent to hit box or profile in Dust? |
Kensai Dragon
DUST University Ivy League
91
|
Posted - 2014.11.20 07:16:00 -
[6] - Quote
Meeko Fent wrote:Can we stop applying EVELogic to DUST?
Please? I'm sure the Army's strategy and gear it uses is different in use and philosophy then The navy.
Infantry troops and tanks=/= Battleships.
Strategy is strategy, you just implement the tools at hand. Artillery divisions - Battle cruisers Air support - Air support Infantry - Fast assault craft
The individual tactics may be different but the strategies are strikingly similar. |
Kensai Dragon
DUST University Ivy League
91
|
Posted - 2014.11.20 07:18:00 -
[7] - Quote
Auris Lionesse wrote:extenders have no penalties in eve apart from sig.
they should have no penalties here, we dont even have target painters or anything like that.
this is the dumbest thing ive ever heard, i dont even use shields. theyre completely broken cause they dont rep passively already.
strafing is a skill and a staple of first person shooters. it shouldnt be penalized in the first place.
if anything there needs to be an inertia modifier which eve has. maybe make it so if you strafe for too long it compounds and slows you down. or when your in a deadsprint. you slide a little when you try to stop. why are we doing things that arent in eve.
and if ferroscales have 0% movement penalties they should in absolutely no way affect strafing. just give the scouts a larger inertia modifier cause theyre faster. they cant strafe. slow down how fast a heavy suit can turn.
Wait, First you said strafing shouldn't be nerfed. Then you agree there should be an inertial modifier. What's the difference?
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Kensai Dragon
Dust University Ivy League
93
|
Posted - 2014.11.20 16:42:00 -
[8] - Quote
Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod
Gun game - My S&W sending 5 shots in 5 seconds into a 6" target at 10 yds. |
Kensai Dragon
Dust University Ivy League
93
|
Posted - 2014.11.20 16:47:00 -
[9] - Quote
Alaika Arbosa wrote:Kensai Dragon wrote:Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod Gun game - My S&W sending 5 shots in 5 seconds into a 6" target at 10 yds. So aim/rate of fire is gungame? Cause that is what your example is telling me
It's basically the catch-all phrase for 'I can shoot you better'. Generally applied to shooting while moving, but also to whatever aspect you're better at than the opponent.
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Kensai Dragon
Dust University Ivy League
93
|
Posted - 2014.11.20 17:21:00 -
[10] - Quote
Alaika Arbosa wrote:Kensai Dragon wrote:Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod It's basically the catch-all phrase for 'I can shoot you better'. Generally applied to shooting while moving, but also to whatever aspect you're better at than the opponent. So it is something nebulous that is easily attributed to luck?
Sometimes, especially if it's the other guy who got lucky, but never if you're the lucky one, lol Also sometimes used as troll bait. Like I said, it's a catch all. If I use cover more effectively and pick you off, it's gun game. If I move/strafe and kill you first, it's gun game. Anything I can do well is gun game. If you do it well, it's only gun game when I approve of the style, lol
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Kensai Dragon
Dust University Ivy League
93
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Posted - 2014.11.20 17:26:00 -
[11] - Quote
Jadd Hatchen wrote:So just to sum up the reasons why doing this change to BOTH armor and shields is bad...
1 - If you give both armor and shields the same penalty, you take choices and options for emergent gamplay away from the players.
2 - If you give both armor and shields the same penalty, then you make dual tanking more viable as an option.
3 - Why have a difference between shields and armor to begin with? Why not combine them and make them the same then?
4 - Making them the same takes away some of the "flavor" or differences in the different factions... again, why have different factions if they are the same?
5 - It doesn't address the real problem which is that scouts have a combination of small hitbox with faster speeds and can still HP tank on top of that. Combine that with the failures in lag/latency/hit-detection in this game as well as the limitations of a PS3 controller and you created the "perfect storm" of OP'ness that has created this issue.
Fix ideas:
1 - Change the hitbox on scouts.
2 - Implement speed/strafe penaltyfor armor tank mods, but at the same time implement EWAR/hitbox penalty for shield tank mods.
3 - Reduce racial base speeds for suits to effectively nerf this issue... again until the next time it creeps back into the game.
4 - Add in a new mechanic where damage done is reduced the faster you are moving... As in if you stand still and hit your target then you get maximum damage potential, but if you are moving/strafing at high speeds, then your damage gets reduced by up to 50% max when you do score a hit.
5 - Right now people are favoring the EWAR only penalty for shields, but I doubt that alone will fix the issue completely as they will still be able to move super fast in close ranges and dance dance their way to shotgunning heaven.
There's probably more, but this is a better start at the issue rather than what you guys are already implementing because I know that at the point you've started these discussions here on the forums, you've already gone through multiple meetings etc back at the offices in Shanghai and have already decided that this is the path you are going to use anyways unless a HGUE issue is found.
Well CCP Rattati, this is us the playerbase telling you that there *IS* a HUGE issue with applying the SAME PENALTY to both armor tanking AND shield tanking.
^^^THIS^^^ Excellent summary |
Kensai Dragon
Dust University Ivy League
94
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Posted - 2014.11.20 18:03:00 -
[12] - Quote
Alaika Arbosa wrote:Kensai Dragon wrote:Alaika Arbosa wrote:Kensai Dragon wrote:Alaika Arbosa wrote:Ok, so this might be a stupid question but I have to ask it.
Can someone please define "gungame"?
I tried googling it and all I got for hits were references to a CS mod Gun game - My S&W sending 5 shots in 5 seconds into a 6" target at 10 yds. So aim/rate of fire is gungame? Cause that is what your example is telling me It's basically the catch-all phrase for 'I can shoot you better'. Generally applied to shooting while moving, but also to whatever aspect you're better at than the opponent. So it is something nebulous that is easily attributed to luck?
To put this in the context of strafing, strafers will say that maintaining your target while moving is a skill. Specifically to that point, there is merit to the argument. The problem is inherent limitations in internet games, specifically dealing with the coordination between where I see you, where you actually are, and whether the game recognizes that you were in my line of fire. This is CCP's current issue to solve, what we affectionately call the 'wiggle dance'. |
Kensai Dragon
Dust University Ivy League
96
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Posted - 2014.11.20 20:09:00 -
[13] - Quote
My vote is for increased hitbox for shields. Let the increase be 3/4.5/6%, similar to armor plates speed penalties. The effect would be marginal until you really start to brick tank shields. Five complex shields? Now you're really struggling to take cover. Along with this, shields should get a slight buff to bring them in line with ferroscale plates. |
Kensai Dragon
Dust University Ivy League
97
|
Posted - 2014.11.20 20:28:00 -
[14] - Quote
Alaika Arbosa wrote:Kensai Dragon wrote:My vote is for increased hitbox for shields. Let the increase be 3/4.5/6%, similar to armor plates speed penalties. The effect would be marginal until you really start to brick tank shields. Five complex shields? Now you're really struggling to take cover. Along with this, shields should get a slight buff to bring them in line with ferroscale plates. This would just encourage spray and pray play. "Haha, I don't even really need to hit you to kill you!!" Hitbox increase is a can of worms that will bite us in the ass if it is opened.
Maybe. If so then I point back to inertia. That would help/solve the wiggle strafe issues and require more than just 'button smash' mentality on the joystick. If/when that ever comes to pass then all additional HP lateral speed penalties would become unnecessary. |
Kensai Dragon
Dust University Ivy League
97
|
Posted - 2014.11.20 21:50:00 -
[15] - Quote
Sig profile, as in increased scan profile, doesn't seem to address the broken strafe mechanic. Breakin's statement regarding hitbox being static makes sense, so what else is left? Enlarged hitbox, inertia, and speed penalties are all that I see.
If CCP goes forward with strafe penalties for shields, I could only hope that they are proportional to armor penalties. Armor should still have a higher penalty simply because it gives greater hp / slot. Ferros and reactives should not be immune, but should also be less penalized proportional to the hp given.
Lore answer: mass, flux, whatever you like, it's Sci Fi |
Kensai Dragon
Dust University Ivy League
97
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Posted - 2014.11.20 22:41:00 -
[16] - Quote
KA24DERT wrote:FPSes are based on shooting and moving.
We have Aim Assist to take care of the shooting.
Now we're going to nerf strafing to take care of that pesky "moving" business.
Wow.
If you can't aim, and you can't hit a moving target, you're probably playing the wrong genre.
Wow. So when I clearly see that I'm passing through your stream of fire and not taking damage then I should call that my skillful strafing. If you intentionally maneuver such that my aim is off (juking in American Football), good for you because that is a talent. When your maneuvering consists of exploiting a broken mechanic that fails to register damage, that's hardly in the same league. |
Kensai Dragon
Dust University Ivy League
98
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Posted - 2014.11.20 23:00:00 -
[17] - Quote
You know, it's not really like Rattati to make announcements without numbers. I wonder if he's just trolling us to see what kind of sh*t-storm he can stir up, lol Throw out an obviously controversial topic and let us run with the bait... |
Kensai Dragon
DUST University Ivy League
110
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Posted - 2014.11.21 21:48:00 -
[18] - Quote
Decreasing the strafe and back pedaling speeds sounds quite simple. If inertia for each suit on the field is too complicated / CPU intensive then this sounds like a good path to go on.
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Kensai Dragon
DUST University Ivy League
120
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Posted - 2014.11.24 04:11:00 -
[19] - Quote
KA24DERT wrote:Nevyn Tazinas wrote:KA24DERT wrote:I've been playing some Doom multiplayer recently, and I must say half of these whiners would probably have three aneurysms and lose bowel control over the incredible speed of that game. Shooters have gotten slower and slower to appeal to the casual and casualer. If CCP *EVER* wants to make a trailer LIKE THIS for Dust/Legion, they need to start making some hard choices about who this game is going to revolve around in the future. Balance the PvP portion of the game around fun, sound, and proven notions of competitive FPS games, improve PvP support roles for those who can't slay, and introduce PvE activities for everyone else who can't/won't cut it. Doom does not allow you to strafe straight through machine gun fire and laser beams and take no damage. Nor does nearly every single other FPS out there on the market. There is dodging sideways, or tracking with sideways motion to stay on your target, then there is hit detection glitching through rapid left right strafing. Currently Dust is the later, not the former. It's not skill when you make the system simply unable to register a hit on you, and when you are dodging straight through a laser beam repeatedly and taking no damage, that is what is happening. Faster strafe speeds would simply make this even more likely to occur. So now we're at the core of the issue. Strafe reduction is bandaid over bad network prediction and hit detection code. The problem with gimping strafe speed is that TTK will go even lower, and make this game even more of a "first shot wins" situation. Screw this ridiculous bandaid.
Or more of a teamwork oriented game. Lowering strafe speed by, say, 10% would probably not even be noticed by most players other than hit detection being improved. Increasing the frame rate improved hit detection a bit. Lowering strafe speed should do something similar. Personally, back pedaling should be at MOST 70% of forward speed ,probably closer to 50%.
KDR - Kill Die Repeat
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