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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5538
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Posted - 2014.11.29 21:29:00 -
[361] - Quote
manboar thunder fist wrote:I just feel 1400 armour heavies being repped by core focus or sixkin triage is way too much.... The rep tools need an 80% efficiency on heavies.
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vitantur Nothus
Nos Nothi
789
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Posted - 2014.11.30 00:59:00 -
[362] - Quote
CCP Rattati wrote: Caldari scout OPness, might someone say
Just in case it hasn't been mentioned yet in this thread ...
Efficacy rewiring will slap the CalScout two times. He'll no longer be able to benefit from his EWAR bonuses simultaneously, as both of this bonuses will be linked to low-slot modules (and he only has two). EWAR CalScouts will have to choose between strong Scan Range or strong Scan Profile. Assault Lite CalScouts will lose their native competency in both Profile and Range.
With or without an additional nerf to Shield Extenders, CalScout OPness is in for a kick in the pants. |
Slave of MORTE
Eyniletti Rangers Minmatar Republic
116
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Posted - 2014.11.30 18:43:00 -
[363] - Quote
When?
Yet another slave of Mortedeamor
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Vitantur Nothus
Nos Nothi
803
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Posted - 2014.11.30 18:54:00 -
[364] - Quote
Slave of MORTE wrote:When? Scout efficacy bonuses? Thinking soon ...
12 days ago, CCP Rattati wrote:
11 days ago, CCP Rattati wrote: |
Slave of MORTE
Eyniletti Rangers Minmatar Republic
118
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Posted - 2014.11.30 21:34:00 -
[365] - Quote
Vitantur Nothus wrote:Slave of MORTE wrote:When? o/ Morte. Scout efficacy bonuses? Thinking soon ... 12 days ago, CCP Rattati wrote: 11 days ago, CCP Rattati wrote: 2 days ago, Iron Wolf Saber wrote: I don't know anything about ewar and thus I do not care..However the speed penalties logi buff ..stuff when
Yet another slave of Mortedeamor
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Imp Smash
Molon Labe. General Tso's Alliance
442
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Posted - 2014.12.01 00:35:00 -
[366] - 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! |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5555
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Posted - 2014.12.01 10:36:00 -
[367] - Quote
I follow a lot of threads you happen to post in.
Good ideas are good ideas no matter the source.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
224
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Posted - 2014.12.01 21:44:00 -
[368] - Quote
Strafe speeds need to come down. Back peddle speeds need to come down a lot more.
Can whatever penalties that are decided on be applied 110% to back peddle speed? It makes no sense how fast people walk backwards. |
manboar thunder fist
Dead Man's Game RUST415
280
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Posted - 2014.12.01 23:52:00 -
[369] - Quote
Kaeru people can walk backwards just as fast as they can forwards Do you even walk bro? Or just sit on your couch making terrible points
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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Imp Smash
Molon Labe. General Tso's Alliance
442
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Posted - 2014.12.02 00:39:00 -
[370] - 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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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2357
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Posted - 2014.12.02 15:39:00 -
[371] - 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. I agree with Funkmaster Whale. When i die to a heavy, it is almost exclusively a failure of judgement on my part.
Occasional i will get forced out of cover by another enemy and vaporized by a heavy, but this is also an error on my part, having pushed to far forward without waiting for support.
I think the troll here is you.
PSN: RationalSpark
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2282
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Posted - 2014.12.02 15:47:00 -
[372] - Quote
manboar thunder fist wrote:Kaeru people can walk backwards just as fast as they can forwards Do you even walk bro? Or just sit on your couch making terrible points People also trip more easily when walking backwards as fast as they walk forwards.
Are you suggesting that CCP include mechanics for tripping?
Dust514/Legion should be a(n):
[_] Arcade Lobby Shooter
[X] Sci-fi Military Sim
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poison Diego
Titans of Phoenix
505
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Posted - 2014.12.02 16:38:00 -
[373] - Quote
Is this yet another buff to the caldari scout?!!
Tilgangur lífsins?
.
Hvernig sem litið er á það þá er Nýja Eden bara byrjunin.
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poison Diego
Titans of Phoenix
505
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Posted - 2014.12.02 16:46:00 -
[374] - Quote
CCP Rattati wrote:Dear Players, So pretty much guys, we are killing every other scout than the caldari Caldari is gonna be the way to go...
wait... does CCP favourite the Caldari? What a revelation..
Tilgangur lífsins?
.
Hvernig sem litið er á það þá er Nýja Eden bara byrjunin.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15332
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Posted - 2014.12.02 19:58:00 -
[375] - Quote
poison Diego wrote:CCP Rattati wrote:Dear Players, So pretty much guys, we are killing every other scout than the caldari Caldari is gonna be the way to go... wait... does CCP favourite the Caldari? What a revelation..
Y'know I'd never have guessed the race with the highest allocation of content and prominence in trailers, screenshots, and media would have been CCP's favourite!
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1291
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Posted - 2014.12.02 20:00:00 -
[376] - Quote
True Adamance wrote:poison Diego wrote:CCP Rattati wrote:Dear Players, So pretty much guys, we are killing every other scout than the caldari Caldari is gonna be the way to go... wait... does CCP favourite the Caldari? What a revelation.. Y'know I'd never have guessed the race with the highest allocation of content and prominence in trailers, screenshots, and media would have been CCP's favourite!
the poor underrated jove. ccp should be jove only so theres no bias.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Jadd Hatchen
KILL-EM-QUICK
693
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Posted - 2014.12.02 20:49:00 -
[377] - Quote
Ok, I just realized one more thing that makes this whole speed nerf to hp amount a bad idea...
If you have a higher level in Dropsuit Armor Plating Skill, then you get more "efficacy" out of it... Meaning you get more hitpoints out of it. But if you make the speed nerf based on number of hit points, then you are penalizing people for having level 2 or 4 skills versus having level 1, 3, or 5. The higher your skill the slower you move? How does that make sense? Hell in EVE the higher your skill the more the penalty is reduced... Maybe add a skill to reduce Armor penalties and and another skill to reduce shield penalties.
Instead just do something more simple like a suit based reduction in speed for the armor... something like BASIC PLATES ADVANCED PLATES COMPLEX PLATES -1% speed -2% speed -3% speed on Heavy Dropsuits -2% speed -4% speed -6% speed on Medium Dropsuits -3% speed -6% speed -9% speed on Light Dropsuits
And I say again that the nerf for shield extenders should be an EWAR penalty. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5599
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Posted - 2014.12.02 21:38:00 -
[378] - Quote
Vrain Matari wrote:
I think the troll here is you.
that is entirely besides the point.
Were it not for msp design heavily favoring CQC I would be pointing and laughing at the heavy QQ.
But given what we have, if we cannot adjust the maps we need to adjust the dropsuits.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vitantur Nothus
Nos Nothi
889
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Posted - 2014.12.02 22:56:00 -
[379] - Quote
Breakin Stuff wrote:Vrain Matari wrote:
I think the troll here is you.
that is entirely besides the point. Were it not for msp design heavily favoring CQC I would be pointing and laughing at the heavy QQ. But given what we have, if we cannot adjust the maps we need to adjust the dropsuits.
Or we can take a whack at King HP by introducing significantly greater drawbacks to brick and the stacking of brick. This would encourage everyone (heavies included) to run modules other than brick atop more brick in their lows.
Over 99.9% of all low slot module sales are brick-related.
King HP is a universal problem, and universal problems are best solved with unilateral solutions. Let's shoot for drawbacks which will make brick-stacking less appealing for everyone. This is the only way to balance Low Slot Modules, and there's a chance we'll fix Heavies in the process. |
Vitantur Nothus
Nos Nothi
893
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Posted - 2014.12.02 23:43:00 -
[380] - Quote
Conceptual Solution to King HP
We introduce a new metric called "Brick Quotient" which behaves much like EQ Bandwidth. It is prescribed on a frame-by-frame basis, and it establishes a threshold beyond which mobility penalties are accrued.
Next, we subject all movement metrics to influence by the Brick Quotient. This should include everything movement related, from backpedal speed to weapon-swap speed to the rate at which stamina drains when actions are performed. If an action involves merc movement, then that action is slowed as the merc's degree of encumbrance increases.
Biotic Twist
Myofibril Stimulant - Affects speed of arm-based motor movement, including weapon swap speed, weapon raise speed, ascend ladder speed, swing knife speed, etc. If Brick Quotient is exceeded, encumbrance penalties specific to arm-based movement can be partly offset using Myofibril Stimulants.
Cardiac Regulator - Affects rate of stamina drain and cost of particular arm-based and leg-based motor movements, now including strafe and backpedal in addition to melee and sprint. If Brick Quotient is exceeded, encumbrance penalties specific to stamina cost and recovery can be partly offset using Cardiac Regulators.
Kinetic Catalyzer - Affects speed of leg-based motor movement, including walk speed, rotation speed, backpedal speed, sprint speed, etc. If Brick Quotient is exceeded, encumbrance penalties specific to leg-based movement can be partly offset using Kinetic Catalyzers. |
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DDx77
The Exemplars RISE of LEGION
43
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Posted - 2014.12.03 00:39:00 -
[381] - Quote
If the Cal scout is the catalyst for this change then why not just Nerf that suit?
By nerfing extenders this way I don't think you are fixing the problem simply because a Cal scout can tank less ( or not at all) and then we are back to the same problem. Actually it's worse because suits that rely on shield tanking are now being nerfed because of a suit that can sidestep your "fix"
This change may possibly make the Caldari assault absolutely useless. It is already the weakest suit with no useable bonus, has a rifle that has been severely gimped, and is shield based which are weak against every weapon. I demand a respect!!!!! (Kidding)
This change also buffs armor tanking suits. How? Well most of them already use damage mods in place of extenders, now it may be a no-brainer for all armor tankers to use this practice. When you nerf something this buffs something else
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Talon Paetznick II
Down With The Sickness
48
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Posted - 2014.12.03 04:28:00 -
[382] - Quote
they arent dodging bullets they are simply exceeding the other players ability so track them maybe buff turn speed and you will see a more noticable difference (not for heavys though they have to have at least one achilles heel)
I am scout and the bane of heavys since 1.6
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Vitantur Nothus
Nos Nothi
909
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Posted - 2014.12.03 13:45:00 -
[383] - Quote
Talon Paetznick II wrote:they arent dodging bullets they are simply exceeding the other players ability so track them maybe buff turn speed and you will see a more noticable difference (not for heavys though they have to have at least one achilles heel)
You can buff your own turn speed using In Game Settings. Tab over to Sensitivity and crank it up.
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Jadd Hatchen
KILL-EM-QUICK
694
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Posted - 2014.12.03 18:49:00 -
[384] - Quote
Talon Paetznick II wrote:they arent dodging bullets they are simply exceeding the other players ability so track them maybe buff turn speed and you will see a more noticable difference (not for heavys though they have to have at least one achilles heel)
No actually you can have someone fire a steady stream of bullets from a assault combat rifle and still have a scout run right through it without getting hit at all if they are fast enough.
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GLOBAL fils'de RAGE
Consolidated Dust
62
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Posted - 2014.12.03 19:24:00 -
[385] - 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.
Why don't you leave the shield suits alone, with all the flux barge strikes coming we need an increase in movement speed not a decrease.
you need to look at this broken "dance dance party" mechanic with serious care and resolve; because, with latency issues it makes DUST look and play terrible.
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Vitantur Nothus
Nos Nothi
932
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Posted - 2014.12.03 20:17:00 -
[386] - Quote
GLOBAL fils'de RAGE wrote:you need to look at this broken "dance dance party" ... it makes DUST look and play terrible.
Dude, the dance dance party is player skill. How can you not take wigglewigglewiggle seriously? |
Niuvo
NECROM0NGERS
1046
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Posted - 2014.12.04 00:00:00 -
[387] - Quote
When? |
Niuvo
NECROM0NGERS
1046
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Posted - 2014.12.04 00:02:00 -
[388] - Quote
GLOBAL fils'de RAGE 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.
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. Why don't you leave the shield suits alone, with all the flux barge strikes coming we need an increase in movement speed not a decrease. you need to look at this broken "dance dance party" mechanic with serious care and resolve; because, with latency issues it makes DUST look and play terrible. You can still run, it's the strafe speed that's stupid! |
Niuvo
NECROM0NGERS
1046
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Posted - 2014.12.04 00:04:00 -
[389] - Quote
sorry cal assault and scout, but it's time to stop dancing. |
GLOBAL fils'de RAGE
Consolidated Dust
64
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Posted - 2014.12.04 03:31:00 -
[390] - Quote
Niuvo wrote:GLOBAL fils'de RAGE 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.
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. Why don't you leave the shield suits alone, with all the flux barge strikes coming we need an increase in movement speed not a decrease. you need to look at this broken "dance dance party" mechanic with serious care and resolve; because, with latency issues it makes DUST look and play terrible. You can still run, it's the strafe speed that's stupid!
ya, more of that as well. strafe speed plus the latency is the problem and this mental ma$turbation will not fix anything. |
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