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Thread Statistics | Show CCP posts - 5 post(s) |
Tesfa Alem
Death by Disassociation
417
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Posted - 2014.11.19 19:33:00 -
[1] - Quote
The purpose is to stop bullet dodging.
Bullet dodging is done best by low hp scouts circling very fast. According to your proposal If you fit hp, you will not dodge bullets very well.If i'm I'm a scout that fits a bare minmum of hp modules, how will this affect me?
If I don't fit hp but fit a strafe boost module wouldn't i be able to dodge bulets even better than before?
Dancing sentinels are a problem, they usually fit kin cats and cardiac regulators.
We want to stop dancing sentinels. So we penalize sentinels that don't fit kincats and card regs, but HP?
The suits that most heavily depend on HP modules, Assaults and logis are not supposed to be affected by penalizing movment if they use the modules they rely upon?
Why not just an across the board reduction to strafing circles? Simply make running backwards, left and right slower than sprinting?
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
421
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Posted - 2014.11.20 10:48:00 -
[2] - Quote
Breakin Stuff wrote:Because you can strafe speed glitch in assault suits too. That's why shields should give strafe penalty. You're strapping on a bigger generator.
I don't understand why heavies will be getting a larger penalty when their strafe speed is the worst already. I don't recall being able to dodge bullets in one. Thoughif someone can reproduce the effect I'm all ears.
You can dodge heavy blasters because of the firing mechanics.
But not reducing strafe on cal/min will mean only cal/min will be able to exploit the odd hit detection rather than making the playing field even.
Strapping on bigger generator
Sure thats a good excuse for the lore, but its B.S. considering stacking ferroscale give no strafe penalty but more HP.
So far i haven't seen how tying strafing to hp will reduce strafing on suits that don't rely on hp, and not retain a massive advatage over suits that do.
The reason I advise on cutting down across the board on moving backwards, left and right is because that what the circle strafe is, moving in a circle at a high speed, not just simply left and right.
You don't have to penalize shield reliant suits. You don't need to penalize suits that rely on HP for survivability (such as min logi, if your not stacking armor and shield hp modules you're in big trouble) rather than than circle glitching. You can run forward sure, but you start dancing in the open you're in big trouble.
Punishing "the many the sins of a few" is a joke. Its not just a scout thing, i have seen every suit in the game dance like mad, and they pull it off by not stacking HP.
Strafe Mods are just a bad, bad idea. People will just stack strafe mods on suits and still do what they are doing now, its just as bad idea as simultaneously in creasing the fire delay to prevent shooting while cloaked, but increasing the decloack animation so we can sill shoot while cloaked.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
422
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Posted - 2014.11.20 14:57:00 -
[3] - Quote
Jack McReady wrote:[quote=Alena Ventrallis] shields have huge regeneration values for free. to be equal in armor repair you end with less hp and less fitting left. basically shields are for guerilla, armor for brawling thus you cant compare it that way.
hates gonna hate
Shield regen isnt really free. I can get an amarr/gallente assault armor rep at about 20 reps per second and still stack two enhanced plates on them. 10 hp less sure, but much more added eHP than 3 extenders and an energizer.
The caldari and minmatar asaults base shield regen is about 30hp a second. Energizers help to buff that, but even with 3 complex shield extenders, i get more out ehp out of my two enhanced plates on my armor suits. Medium suit regen is roughly the same, and on my armor suits, there is nothing to stop me from fitting an energizer in the high slots at all.
I can fit an ADV amarr assault with 2 extenders and an energizer, along with 2-3 armor rep modules and plates, and out rep the average caldari shields and armor. Throw on a lazooor and i'm good to go for long range fights.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
429
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Posted - 2014.11.21 08:29:00 -
[4] - Quote
To add coment about adding Inertia
We already have it in Dust, specifically in terms of vehicles and madrugars especially. Dusted it off my maddy last night, and no, you cant just move forwards and backwards. I don't know if its actually inerita being applied or a massive acceleration and decelleration penalty, but i think it demonstrates we can do a similar thing with dropsuits.
I don't want it applied to hp modules at all, but to all suit base stats. We want to end dumb strrafing completley, and not just enabling strafing for some suits and crippling others who might not be reliant on strafing.
I strongly disagree with my fellow commentators on increasing the hit box for shields.
Making the shield tanking suits that have lower ehp easier to hit with AA, is vastly unbalanced. Also the caldari heavy already has a large hitbox, and you wnt it to become the easiest target?
Also, simply reducing left - right movement is not enough. Left - right movement was nerfed to hell in 1.4, and people adjusted by combining forward - backwards high speed movement with left-right, producing the strafing circle.
To the strafers, keeping aim on the target isnt a skill because you hipfire when you circle strafe and use guns with the strongest aim asist.Throw on a modded controller which this community is famous for, you have a perfect storm of unresolvd issues.
To those who cry foul about dual tanking, the minmatar suits postively rely on dual tanking. Why make them choose between being the worst armor suit or the worst shield sut? Dual tanking is frankly a non issue. You give up damage, reps, mobility or ewar depending on the suit. So what?
Redline for Thee, but no Redline for Me.
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