Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Jebus McKing
1022
|
Posted - 2014.11.19 22:39:00 -
[61] - Quote
Sure a proto cal scout can have 400+ shield HP, so what? Still dies in 3 shots from a STD breach ScP. And if you did not see him coming then all the strafe speed and/or HP nerfs wouldn't have saved you.
---
If you think that strafing is unrealistic then add a inertia system, like it was proposed many times. But making HP modules, especially shields, reduce your strafe speed is plain and simple a really poor solution.
I know and I have experienced myself that scouts (not just cal scouts) can even strafe through a 1200rpm stream of ACR bullets without taking damage. But again that is not a problem of strafe speed but hit detection.
---
Seriously, at least wait with this change until you switched the scout bonuses to modules efficacy and let's see how this changes scouts.
---
Reducing mobility is IMO just a poor way of balancing things because it makes playing the game increasingly inconvenient and annoying. If you think Heavies are over performing then we have to find a different solution but nerfing strafe speed for everyone. I also don't believe that failing at hitting a strafing heavy is the cause of them overperforming.
---
If you think that people in general are using too many HP modules then ffs buff the other modules instead of giving HP modules more penalties. I kinda doubt that people would switch out a plate for a codebreaker just because you add a strafing penalty to plates, if you know what I mean.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
|
Jebus McKing
1022
|
Posted - 2014.11.19 22:41:00 -
[62] - Quote
(accidental double post)
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
|
TRULY ELITE
WarRavens Capital Punishment.
174
|
Posted - 2014.11.19 22:41:00 -
[63] - Quote
BL4CKST4R wrote:Jebus McKing wrote:CCP Rattati wrote:Caldari scout OPness, might someone say There is no OPness. There is people using the wrong weapons. (I'm destroying cal scouts with breach ScP, they go down in 2-3 shots, or even just 1 when it's a headshot. And I think most other anti shield weaponry is also pretty effective.) There is people not using dampeners. (One complex dampener makes any medium suit invisible to shield stacking cal scout scans.) There are too many people having no clue what they are talking about but damn hell are gonna make sure everyone knows what their opinion is, no matter if based on facts or hearsay. And there still is poor poor hit detection. And these strafing changes sound like another poor bandaid to technical hit detection issues to me. Strafing is OP because it is not realistic. Caldari scouts can a strafe like crazy and have high hp due to shields. You might be inclined to say this is not realistic as shields are weightless but the alternative is reducing caldari suits speed as it is in eve where they are the slowest of ships. Also hit detection is abused by starting. The idea is not to nerf shields but fix strafing. This has no merit whatsoever, why do you think cal scouts use shield extenders? I don't know, IT'S THE ONLY HP MOD WE HAVE, when the caldari scout had the prescion bonus I would actually use prescion but without that bonus is is very easy to bypass 2 prescion enhancers so what's the point? A gal scout needs 1 damp to be effectively invisible to most players, a cal scout needs 3 prescion mods to be effective at scanning other scouts, with that I also only have 1 more high slot for HP mods, the gal scout has 3 slots for HP mods not including highs, fair? Also to those who say the cal scout has the smallest hotbox or hit detection issues therefore it shoudn't get x or get y. This is blatant ignorance, this is a 'feature' which:
Is not something described in the suit Not described as a bonus Out of the control of the player
How is this my fault, did I know it was going to have this the day uprising 1.8 came out and I got it proto? No I didn't so stop using this as a argument or a point. |
Jadd Hatchen
KILL-EM-QUICK
646
|
Posted - 2014.11.19 22:46:00 -
[64] - Quote
Piercing Serenity wrote:I am always surprised when I read post like this - one that reflects so little reading comprehension that I am truly baffled. Here is the current EHP layout by class, the combination of armor and shield strength, from greatest to least:
- Sentinel
- Commando
- Assault
- Logistics
- Scout
Here is the actual speed layout by class, from greatest to least:
- Scout
- Assault
- Logistics
- Commando
- Sentinel
As you can see, the position of the logistics class doesn't make sense. It has less EHP than an assault, yet it is slower than the assault. If a mass based system were to be implemented, it would require that logistics become faster than they currently are, and that assaults become slower than they currently. This would yield the following ranking of speed <--> EHP, where 1 is high speed and 5 is high EHP
- Scout
- Logistics
- Assault
- Commando
- Sentinel
TL:DR - Speed changes would be required for the mass based system to make sense with the current EHP values of the suits as they are. We won't be returning to Slayer logis if they get a little faster. What it will likely mean is that logis will be able to rep more classes than just a heavy because they can keep up.
While you lay our your case very plainly, you have also plainly missed your target...
I agree that the speed vs tank position of the logi and assault are somewhat screwy. However the fix for that should NOT be due to an exception to physics in the game mechanics but instead by tweaking the base speed of the Logistics suit or the the assault suit. Duh!
|
TRULY ELITE
WarRavens Capital Punishment.
174
|
Posted - 2014.11.19 22:47:00 -
[65] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope why? im curious. what problem do they cause? EDIT: if you were to add a penalty to extenders, the only one that makes sense coming from EVE is a penalty to scan profile. But if you do that then shield tanking would need to be looked at again. i can already think of a bunch of issues with that, especially for caldari. but that could be easily fixed with adding a bonus to regulators to offset the extender penalty. Caldari scout OPness, might someone say Explain? If you start throwing a bunch of KD and kill numbers at me I'll be disappointed, surely a DEV wouldn't say such a thing without giving evidence to back it up. I bet there are more gal scouts than cal scouts I bet there are higher kills and KD ratios with the gal scout
So how is the cal scout more OP than the gal scout, oh and saying because it can stack shield extenders is not a valid point, that isn't my fault, that's yours, besides, 2 plates + rep + kinkat> shield extenders, the gal scout is the best scout, best bonuses, best slot layout for HP tanking or EWAR or speed modding, or codebreaking. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14839
|
Posted - 2014.11.19 22:47:00 -
[66] - 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.
If you are talking mass penalties then should not the effects from most prevalent to least prevalent follow true
- Light Frames (greatest) - Medium Frames - Heavy Frames (least as they already have poor manoeuvrability stats)
Eventually if this proves successful could we consider Mass penalties for vehicles as well? Tonnage would be an interesting statistic for vehicles.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
|
Jadd Hatchen
KILL-EM-QUICK
646
|
Posted - 2014.11.19 23:00:00 -
[67] - Quote
Ok, so I've been reading through all the arguments for this thread and I've come to the conclusion that CCP's original idea for fixing strafing will not work unless something is also done about shield penalties... Meaning the following:
!) For BOTH armor plates and shields extenders, they should be changed to a percentage system so that they become more tailored to the dropsuit they are being fitted on. This way "brick tanking" things that should be releatively lower EHP will not happen.
2) Imposing a movement penalty (ie. speed/strafe/mass) is good for armor plates and makes sense, however it does NOT make sense for shields.
3) For shield extenders, there should be one or possibly two drawbacks (and NOT have the recharge delay as one of them)... First they should affect the signature of the dropsuit so that they are almost one class size larger for detection purposes (light goes to medium, medium to heavy, heavy to LAV, LAV to HAV, HAV... welll no one hides those). Second it should increase the HITBOX of the dropsuit such that they are easier to HIT by players. These two changes would effectively mimic the drawback of shield extenders in EVE for spaceships. In EVE, adding armor plates adds mass, greater mass reduces top speed, acceration, and agility (turning/alignment time). In EVE, adding shield extenders makes the ship's signature radius bloom to a larger size and thus guns that would normally not be able to track and hit the smaller ships are subsequently able to do so.
This sort of change would be a BETTER and more comprehensive FIX for the situation that has caused this line of discussion.
|
shaman oga
The Dunwich Horror
3252
|
Posted - 2014.11.19 23:05:00 -
[68] - Quote
Lightning35 Delta514 wrote:shaman oga wrote:Will you reduce speed based on frame size?
E.G. adv plate on light frame greater penalty than adv plate on heavy frame?
I know it's not the best argument but, irl things goes this way, tough guys suffer less from big burdens than thin guys. With everything that has to do with heavies, I think most people would WANT do make heavies suffer more. They are to powerful. They get so many kills yet are hard do kill. And don't get me wrong either. I'm not against heavies. I play ALL ROLES mostly scout and heavy. Heavies are to good for cqc. They need this to be applied in full. They need some suffrage. I know, but i'm proceeding with logic, imo heavies should have less HP or less resistances, but plates/extenders should be easier to fit for them, just because it's their main role.
Situational awareness commonly called passive scan.
|
Cavani1EE7
Murphys-Law General Tso's Alliance
529
|
Posted - 2014.11.19 23:12:00 -
[69] - Quote
If we get strafe penalties on our Shield Extenders we RIOT
Take a bow
|
TRULY ELITE
WarRavens Capital Punishment.
176
|
Posted - 2014.11.19 23:15:00 -
[70] - Quote
Cavani1EE7 wrote:If we get strafe penalties on our Shield Extenders we RIOT Damn right I will. We only get one HP mod in the first place. |
|
hfderrtgvcd
1206
|
Posted - 2014.11.19 23:17:00 -
[71] - Quote
The only reason cal scouts seem overpowered is because of hit box issues. There's no need to destroy an entire tanking style because one suit has a broken hit box.
You can't fight in here! This is the war room.
|
Jebus McKing
1022
|
Posted - 2014.11.19 23:19:00 -
[72] - Quote
Jadd Hatchen wrote:Ok, so I've been reading through all the arguments for this thread and I've come to the conclusion that CCP's original idea for fixing strafing will not work unless something is also done about shield penalties... Meaning the following:
!) For BOTH armor plates and shields extenders, they should be changed to a percentage system so that they become more tailored to the dropsuit they are being fitted on. This way "brick tanking" things that should be releatively lower EHP will not happen.
2) Imposing a movement penalty (ie. speed/strafe/mass) is good for armor plates and makes sense, however it does NOT make sense for shields.
3) For shield extenders, there should be one or possibly two drawbacks (and NOT have the recharge delay as one of them)... First they should affect the signature of the dropsuit so that they are almost one class size larger for detection purposes (light goes to medium, medium to heavy, heavy to LAV, LAV to HAV, HAV... welll no one hides those). Second it should increase the HITBOX of the dropsuit such that they are easier to HIT by players. These two changes would effectively mimic the drawback of shield extenders in EVE for spaceships. In EVE, adding armor plates adds mass, greater mass reduces top speed, acceration, and agility (turning/alignment time). In EVE, adding shield extenders makes the ship's signature radius bloom to a larger size and thus guns that would normally not be able to track and hit the smaller ships are subsequently able to do so.
This sort of change would be a BETTER and more comprehensive FIX for the situation that has caused this line of discussion.
1) I like it but at the same time I think we don't really need to go that far.
2) True.
3) The thing is, in EVE you could also use active shield tanking so I think making the hitbox larger isn't really that great of a solution since in DUST we don't really have a choice. Also in EVE there is no cover and if in DUST your hitbox got larger it might happen that you are getting hit even while behind cover.
I am absolutely against making extenders increase your profile. Shield tankers generally don't have a lot of low slots to fit dampeners so adding this kind of penalty would hit them twice as hard as armor tankers.
If we need a penalty to extenders at all, which I still kinda doubt, then it also should affect tanking and not EWAR. EWAR is complex enough (and will become even more so with the EWAR overhaul) even without another module having an effect on your profile. Instead I'd rather propose a penalty to shield regen, or non-depleted delay.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
|
Nocturnal Soul
Primordial Threat
4626
|
Posted - 2014.11.19 23:22:00 -
[73] - Quote
Seriously.... (sigh) can you at least look at that completely outrageous speed penalty the Amarr get for 30-40 more hp?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
|
Cavani1EE7
Murphys-Law General Tso's Alliance
529
|
Posted - 2014.11.19 23:23:00 -
[74] - Quote
FYI: Min Scouts and Assaults' hitbox is just as broken as Cal scouts', a little less probably but it's clearly there.
Take a bow
|
|
CCP Rattati
C C P C C P Alliance
11783
|
Posted - 2014.11.19 23:32:00 -
[75] - Quote
In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2229
|
Posted - 2014.11.19 23:41:00 -
[76] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope why? im curious. what problem do they cause? EDIT: if you were to add a penalty to extenders, the only one that makes sense coming from EVE is a penalty to scan profile. But if you do that then shield tanking would need to be looked at again. i can already think of a bunch of issues with that, especially for caldari. but that could be easily fixed with adding a bonus to regulators to offset the extender penalty. Caldari scout OPness, might someone say I have to agree with Deathwind.
If you have Shield mods cause Sig Bloom (similar to MWD in Eve) you could even obsolesce the "OPness" of the Caldari Scout by virtue of the increased Sig Profiles of any dropsuits stacking Shield mods.
It simply doesn't make sense to me that Shield mods would affect strafe speed at all; Armor mods, yeah, that make complete sense, Shield mods don't.
FYI: Had you proposed this same thing two years ago, I would've been all over nerfing strafing into oblivion, I do not like DDR514 though I do not think this is the way to do it.
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
|
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2195
|
Posted - 2014.11.19 23:43:00 -
[77] - Quote
CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few. It's weight would be so little that it wouldn't be noticed. Picking up a newspaper does add weight to your body, but is it really enough to slow down your movement by any appreciable amount?
Stacking shields does not give near the amount of health that stacking armor does. A basic plate gives more health than a complex extender. In fact, a basic plate with level 0 in armor plating gives more health than a complex shield extender with level 5 shield extension.
Now, I would agree with a penalty to scan profile which is equivalent to the movement penalty for plates. If a CalScout wishes to remain unseen, he should be careful fitting more shield extenders to his suit. As shields give off electrical signals, an increased profile makes sense lore-wise and balance-wise. In addition to this, you could double the penalties for fitting health onto light/scout frames. So instead of a complex plate slowing them by 5%, it slows them by 10%. Instead of a complex extender increasing their profile by 5%, it increases it by 10%. This, in addition to an analogous ferroscale shield extender (a shield extender with less health that does not increase profile) would mean that a scout suffers more from stacking health, discouraging health stacking and encouraging biotic/EWAR fits. This limits how much health a scout can have,; or rather, punishes scouts for stacking health rather than biotics/EWAR, which they are intended to do.
In this way, we do not punish all shield suits for the sins of the CalScout. We instead punish the CalScout for using modules he was never intended to stack, and in addition offer him health modules he can stack that A. allow him to remain undetected and B. offer less total health if so stacked.
Proof that Rattati/CCP do listen to the playerbase.
|
One Eyed King
Land of the BIind
6004
|
Posted - 2014.11.19 23:46:00 -
[78] - Quote
CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few. That leads to the question of how much would that shield generator way in relation to say armor plates, ferro plates, and reactive plates?
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
|
Devadander
Woodgrain Atari
157
|
Posted - 2014.11.19 23:52:00 -
[79] - Quote
CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope
This is all well and good for the scout, but I fit my assault suits without plating to keep them mobile under the whole shield codex. Even with a nerf, assault will need to retain some good amount of strafe to be competitive or we are just back to square one.
(playing the PLATE514 game..)
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
|
hfderrtgvcd
1210
|
Posted - 2014.11.20 00:07:00 -
[80] - Quote
CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few. how is stacking shield extenders a "sin". What else are caldari and minmatar assaults supposed to put in their high slots?
You can't fight in here! This is the war room.
|
|
NextDark Knight
molon labe. General Tso's Alliance
622
|
Posted - 2014.11.20 00:10:00 -
[81] - Quote
CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
Hmmm Rattati.. Is this how your gonna design the Caldari MTAC in the next vehicle balance?
Megadoomer @ Timestamp 4:36
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
|
Kensai Dragon
DUST University Ivy League
89
|
Posted - 2014.11.20 00:19:00 -
[82] - 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. |
Scout Hunter II
KILL-EM-QUICK RISE of LEGION
37
|
Posted - 2014.11.20 00:30:00 -
[83] - Quote
lol here is a toast....to finally killing shields!
Muahahahahahahahahahhaha!
> Those who sacrifice freedom in the name of security, deserve neither.
|
Kensai Dragon
DUST University Ivy League
89
|
Posted - 2014.11.20 00:30:00 -
[84] - 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. |
manboar thunder fist
Dead Man's Game RUST415
249
|
Posted - 2014.11.20 00:30:00 -
[85] - Quote
Remove Aim assist then. No point havin strafe speed slower when already breach we can auto track people without aiming down sights or aiming properly.... Aim assist is not necessary at all with slow strafe speeds. Without strafe turrets wil be even more op. Large rail will 1 shot more PPl Blaster will 4 shot scouts running away but unable to strafe dodge Missile will nail the would be strafers
I bet kbm users and such will still find a way to strafe ridiculously fast. Minmatar assault strafe is broken; worse hit detection than cal scout by far.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
|
manboar thunder fist
Dead Man's Game RUST415
249
|
Posted - 2014.11.20 00:31:00 -
[86] - Quote
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
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
|
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
5005
|
Posted - 2014.11.20 00:56:00 -
[87] - Quote
hfderrtgvcd wrote:This is a bad idea. The only reason shield tanking is viable is because they have higher strafe speeds than armor tanked suits. Armor plates already have a more than sufficient strafe penalty. I'd recommend just reducing heavies and scouts base strafe speeds and not touching any other stats.
Heavies can't strafe to save their life.
Why would you even bother?
It's my fault FA exists. Direct your rage to me.
|
SponkSponkSponk
WarRavens Capital Punishment.
1113
|
Posted - 2014.11.20 00:58:00 -
[88] - Quote
Alaika Arbosa wrote: It simply doesn't make sense to me that Shield mods would affect strafe speed at all; Armor mods, yeah, that make complete sense, Shield mods don't.
The flux caused by shield generators makes a reciprocal directional impedance effect on the suit. Since more generators are on the front and back compared to the sides, it's easier to move in those directions compared to stepping sideways.
Dust/Eve transfers
|
Miokai Zahou
WarRavens Capital Punishment.
413
|
Posted - 2014.11.20 00:59:00 -
[89] - Quote
I welcome this change as it has been a very long time coming and once this has been implemented mercs will finally be able look other modules for survival besides the silliness of ehp stacking.
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
|
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
5005
|
Posted - 2014.11.20 01:00:00 -
[90] - Quote
CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few.
Strafe penalties on armor already exist. Increase signature profile penalties on shields. Different tank, different penalty. Consistency is nice.
If you want to be really consistent you could even consider widening a character's hitbox when they shield tank, and decreasing it once the shield is popped. Of course that requires changing a good amount of the base code, particularly since it wouldnt make sense if something hit a persons shield but missed their body, yet still did enough damage to bleed through and kill them.
It's my fault FA exists. Direct your rage to me.
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 :: one page |
First page | Previous page | Next page | Last page |